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OGL Treasure Hunter:The Death Mask of
Hatshepsut
This scenario is intended for a party of four heroes averaging
fourth level each. It provides a good opportunity for bringing
together a new party of characters, but also works well for
existing groups.
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BackgroundLike many events that have been woven into the fabric
of folklore, the sinking of the Titanic has become shrouded in
mystery and legend. Every retelling of the story has added more and
more details; while some of these have been factual, others have
been downright fanciful. Perhaps none is more controversial than
the assertion that the ship sunk because of an ancient Egyptian
curse.
According to tales, a British Egyptologist by the name of
Douglass Murray was approached in Cairo by an American adventurer
who was looking to sell some artifacts recently recovered from a
tomb. One of these was the death mask of the Queen Hatshepsut, a
pharaoh of the Eighteenth Dynasty who some thought might have had
divine blood. Although Murray decided to purchase the mask, the
American never profited from the salehe died only three days later.
Shortly after that, before returning to Britain, Murray lost his
hand when the rifle that he was firing exploded. The wound turned
gangrenous and as a result his arm was amputated at the elbow.
Murrays fortunes improved little even after returning home. Upon
arrival he was informed that two of his servants and two other
close associates had died abruptly and from mysterious causes.
Beginning to fear that the mask might have been the cause of these
incidents, he decided to leave the item at the residence of his
girlfriend. She had taken an interest in the relic, but soon
regretted itshe began to suffer from a wasting disease that nearly
killed her. By then Murray simply wanted the mask out of his life,
and arranged a trade with an American museum for some Montana
dinosaur bones. The mask was packed up and shipped off to the
United States, sailing aboard the HMS Titanic. According to all
accounts it was lost when that vessel struck an iceberg and
sank.
What few people know, however, is that one of the passengers
aboard the liner found the mask during the mad rush for the
lifeboats and managed to take it with him. Joseph Thompson, a
struggling poet, was on his way to New York City when he gained
possession of the relic. In a fit of guilt he hid it away in his
new home, but nevertheless the mask ignited in him a passion for
ancient Egyptian lore. He spent the rest of his days working jobs
to support himself, while his free time went toward research and
writing poetry about the glories of Egyptian civilization. He found
little success, however, and remained little more than a footnote
in American literature.
Thompson's story could have gone to the grave with him, if not
for a sudden change of heart that he experienced shortly before he
died. Wanting to see the mask recovered, but still afraid that he
might face legal penalties for having stolen it, he decided to
ensure its recovery after his death. Knowing that he didnt have
long left to live, he prepared a series of clues that could lead to
its location. Then he prepared a will that contained his decision:
whoever could find the mask was entitled to keep it. Shortly before
his death, he revealed his true identity in an online chatroom
frequented by people with interests in conspiracies and the occult
(see Appendix 3 for the sample post). He'd been posting for years
under the alias Earnest Newman--the same pseudonym that he used to
write his poetry.
Nobody, of course, actually knew Joseph Thompson, and nobody on
the forum was inclined to give any credit to his announcement. For
all his life the poet had lived on the verge of poverty; not many
could believe that one who had been so poor secretly possessed such
a treasure. There was one man who took it quite seriously, howevera
treasure hunter named Eddie Legrand. He did his research and
confirmed that the story could be true. Rather than undertaking the
search himself, however, he decided that he wanted to make some
sport of it. After preparing a list of individuals from around the
world who would be interested in such a challenge, Legrand
organized them into teams, prepared what little information he
possessed, and arranged for them to be given the details to start
the hunt.
For the GamemasterEddie LeGrand has his own very pressing reason
for wanting to find the death mask, however. Recently agents of an
unknown employer hijacked his private treasure hunting yacht, the
Leucothea, and kidnapped his girlfriend, Nora Clement. To secure
her release, along with the return of his vessel, he has one week
in which to find the mask. Rather than attempting to do so on his
own, LeGrand has devised a plan to enlist the help of others. To
that end he has invited rival groups of treasure hunters to
participate in a contest, with a cash prize for the party that
succeeds.
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What even he does not know is why his shadowy enemies seek this
item. The truth of the matter is that the American Adventurer
concealed an encoded message inside the mask; he did this to keep
it out of the hands of the enemies who were pursuing him. Although
this enigmatic fellow was eventually caught and killed, Douglass
Murray carried his secret to (relative) safety. Despite the fact
that it has been lost for nearly a century, the powers who sought
to claim it in Egypt have in the intervening hears managed to track
it first to England and then to America. Not daring to operate
openly, however, they have instead decided to force LeGrand into
acting as their pawn.
IntroductionEddie Legrands ContestThis adventure begins early
one afternoon when the heroes are called together by invitation to
participate in Eddie Legrands treasure hunt. The heroes, it so
happens, find themselves on the same team, meeting at the Hells
Kitchen restaurant in New York City. Provide for them a copy of
Legrands invitation (see Appendix 2), then give them a little time
to introduce themselves. Once they have done so, they are let in on
the purpose of the meeting.
The entire meal, it should be noted, is paid for on Legrands
tab. After bringing drinks and appetizers, followed by entrees, the
waiter appears with a sealed envelope and hands it to one of the
heroes. Inside is an explanation of the treasure hunt, along with
all of the background information that Legrand possesses. Part of
the instructions is that the heroes may not begin the hunt until
one hour after the delivery of the envelope, at 6:00 pm; after all,
Legrand wishes to allow them some time to finish their dinner.
After that, the hunt begins.
It should be noted, however, that this entire competition is a
sham. Legrand is using it as an access to have some suckers do the
legwork for him. As such, whenever the heroes later encounter
people who seem to be part of rival teams, they are in fact some of
the goons who have coerced Legrand into arranging this charade.
Background StoriesThe introduction to this adventure provides a
good chance for the players to add some details about their
characters' histories. In this way, they might want to answer some
of the following questions.
Where was the hero born? Where did this character spend the past
years of his/her life? What kinds of expertise does this character
bring to the team? How has the hero come to demonstrate or acquire
the skills that make him/her a candidate for the team? Does the
character have any secrets or other information that he/she might
hesitate to share with the
other heroes? What previous adventures has the character
experienced? In doing so, has heshe met with any enemies
or rivals? If so, how or why?In this way, the players can help
flesh out their character concepts, and the GM can gain some
possible plot hooks for future use.
TransportationAlthough it is not so important at the start of
the hunt, it becomes important to know later in the adventure just
how the heroes are moving about town. Depending upon the size of
the party, a taxi or two could certainly suffice; alternately, the
heroes could rely upon the subway or city busses. Others may wish
to rent a vehicle, something that they can easily do with an
appropriate Wealth check.
Encounter 1At the BookstoreWith what few clues they possess, the
heroes should come to the conclusion that "Newmans" writings
contain the further details necessary for pursuing the search.
Those who succeed at a DC 10 Research check can find the forum
posts in question (see Appendix 3); a DC 15 check can discover that
he has only one known publication, a collection of poems called
Egyptian Sojourn. This was published by a small company, now
defunct, based out of New York City. Another check (DC 20) reveals
that a copy can be found for purchase at a nearby used book store,
Tome and Mug.
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Naturally, of course, the heroes are not the only people
interested in acquiring a copy of Thompson's work. When the heroes
arrive they find that an individual not involved in the hunta
rather unpleasant fellow by the name of Horton Randallhappens to be
perusing the only copy of the book that the bookstore has. If he
recognizes that the heroes are interested in acquiring it (and
particularly if anyone is so foolish as to mention the treasure
hunt) Horton tries to make a little profit from the situation. He
insists that he had intended to purchase the text, but then offers
to sell it for a slight profit: $500. Allow any heroes who ask a
Sense Motive check opposed to his Bluff to determine that he is
lying. The heroes can buy the book from him with a DC 15 Wealth
check; alternately, if they can bluff Randall into believing that
they dont care whether or not he buys it, he eventually returns it
to the shelf and goes about his business.
Horton Randall: hp 12.
Once the heroes have a copy of the text in hand they can read
through the poems inside; these are an uninspired bunch. One title
should stick out, of courseRomance of the Three Queens. Give the
players a copy of Handout 4, and then (assuming they can recognize
the relevant clues) proceed with the next encounter.
Encounter 2 An Afternoon in Central ParkWhile the book contains
dozen of poems of very little literary merit, the key information
for the heroes can be found in the poem entitled Romance of the
Three Queens. The title refers to three particular Egyptian queens
who appealed to the poets fancyIsis, Hatshepsut and Cleopatra.
Although Newman wanted to be rid of the mask, recognizing that he
could be accused of having stolen it, he could not bring himself to
throw it away. Therefore he wrote a few vital clues into the poem
to steer the attention of anyone who might have gone looking for
it. The important elements of the poem are:
Newman mentions I pondered the secret under the watchful eye of
Ra at his greatest strength, a reference to the position of the sun
at noon on the summer solstice. Heroes who succeed at a DC 15
Knowledge: physical science or a DC 18 Knowledge: theology and
philosophy check might recognize the reference if none of the
players do so.
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The reference to the monument to Antonys queen should, of
course, indicate the obelisk in Central Park that has come to be
known as Cleopatras Needle. The tip of the shadow that would be
cast by the obelisk at noon on the summer solstice points directly
to a patch of ground where Newman buried a strongbox, two feet
beneath the ground.
When the heroes arrive at the monument, they are in for an
impressive sight.
Standing in the middle of the park, pulled literally from
another place and time and then erected here for the enjoyment of
passersby, is the Egyptian obelisk that has come to be known as
Cleopatras Needle. It is a monolith just over seventy feet tall,
with gently tapered sides and a pyramid-shaped capstone on top. The
sides are covered with elaborate hieroglyphics.
Figuring out just where the tip of the obelisks shadow would
point at noon on the summer solstice could be a bit of a trick for
the heroes, but either the use of a computer or some old-fashioned
pencil-and-paper computing should suffice. The important details of
the calculation are as follow.
On the summer solstice, the sun stands directly overhead at 23.4
degrees north latitudethe Tropic of Cancer (DC 8 Knowledge:
physical science check).
New York City is positioned at just over 40.5 degrees north
latitude (DC 10 Knowledge: geography or similar check).
Since New York City is about 17 degrees further north than the
Tropic of Cancer, the sun on the summer solstice there reaches a
maximum altitude of 83 degrees at noon (DC 12 Knowledge: physical
science).
With the sun in that position, the obelisk would cast a shadow
about twenty-two feet in length (DC 14 Knowledge: physical
science).
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Should the party not have a member with the necessary Knowledge
skills, the heroes might need to come up with other means of
solving the problem. They might call upon contacts or substitute
Research checks for each of the aforementioned DCs, as the GM sees
fit. Another option, for heroes who prefer a less complicated
approach, is simply to buy or rent a metal detector and sweep the
area surrounding the obelisk.
Of course, digging up a buried treasure in the middle of Central
Park is no easy task, and one that is sure to attract a good deal
of attention. Unless the heroes can devise a plan to unearth the
box without being noticed, they eventually catch the eye of one of
New York Citys finest. Officer Peterson, who happens to be on
mounted patrol in the area, comes to ask just what the sam heck the
heroes are doing tearing up the grass. As long as they can provide
a fairly reasonable explanation, they are likely to be let off with
little more than a warning, but the encounter could have some
additional drawbacks. An impromptu excavation in the middle of the
park, and a visit from the police, is also likely to draw the
attention of curious passersby. If word that the heroes are engaged
in a treasure hunt should happen to leak, it might reach some of
the rivals who are competing for the prize.
Inside the strongbox is a map of the city, one that is covered
with a collection of hieroglyphic symbols. (Give the players a copy
of Appendix 5.) They are likely to note the instructions written on
the side of the page: Seek your prize at the right hand of the
Queen. The numbers are familiar. Various skill checks (DC 20
Knowledge: history, DC 15 Knowledge: art or DC 10 Research) can
reveal that a statue of Queen Hatshepsut, taken from one of her
temples in Egypt, happens to be on display in the nearby
Metropolitan Museum of Art.
Should the players wish to have a more detailed mental image of
the park, refer to the appropriate website for more information:
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Somebodys Watching the Heroes, Part 1Throughout the search, the
kidnapper has his goons monitoring the teams who are competing. At
appropriate times, have the heroes make Spot checks opposed to the
Hide checks of the watchers; if the heroes succeed, they spy a
dark-clad individual watching them through a pair of binoculars.
Should they confront the individual, he claims to simply be curious
about their activities. (Given that the heroes are conducting an
impromptu excavation in the middle of Central Park, this is perhaps
justified.) However, on a successful Sense Motive check, opposed by
the watchers Bluff check, the heroes can gain the impression that
the man is not being entirely truthful.
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Encounter 3The Metropolitan Museum of ArtNote: If the GM is
pressed for time in running this scenario, this encounter is the
easiest to eliminate. Simply have the heroes do their research to
find the detail that they seek.
Although the heroes are managing to stay ahead of them, their
enemies are also capable of doing a little research. Although the
other teams might not have caught on the clues that are hidden in
Newmans poetry, they do know of the statue that is on display in
the museum. One team has already arrived to examine the statue on
the off chance that it might contain clues; when the heroes arrive,
these competitors recognize a chance to hinder their
opposition.
Note that any heroes who tend to carry a lot of
equipmentparticularly such items as a laptop computer or similarly
bulky gearare asked to check these items upon arrival. After all,
even globe-trotting treasure hunters still need to follow museum
rules.
Upon their arrival, the heroes might notice that they are rather
pressed for time; after all, the museum closes at 9:00 pm. While
the GM should not feel obligated to keep precise track of time
during the course of the adventure, it is safe to assume that the
heroes have used a couple of hours during the visits to the
bookstore and Central Park. Therefore, once they arrive at the
museum, they dont have much time left in which to find the statue
of Hatshepsut. Now, a DC 12 Search check, or a DC 10 Research
check, each suffice to locate the object in question. The Egyptian
Gallery is located in the northeast corner of the building, on the
first floor above ground level. Just as they are setting out toward
the correct gallery, however, the rivals stage their
distraction.
All around you the museum is abuzz with soft comments and
discussion. Although the galleriesseem nearly endless, you quickly
locate the one that you wantAncient Egypt. Suddenly thepeaceful
atmosphere is shattered by the wail of the museums fire alarm.
Gradually the visitors recognize it and begin to file toward the
nearest exits.
At this point the heroes must fight the crowds if they want to
push further into the museum rather than out of it. The crowds
arent their biggest concern, however; just as they are reaching the
entrance to the Egyptian Gallery, they are confronted by a security
guard. This fellow has orders to make sure that everyone evacuates
the museum, and becomes a little suspicious if any of the heroes
insist on sticking around the place. Anyone who can come up with a
good reason to go back in thereIm looking for my kid who wandered
off or something like thatmust succeed at a Bluff check opposed to
the guards Sense Motive check in order to continue.
Security Guard: hp 10.
The guard isnt the only possible problem in this scene, however.
The goons, knowing that the heroes seem to have uncovered some kind
of clue, decide to do a little spying. In the confusion of the fire
alarm, one of them attempts to slip a tracking device into the
pockets of one of the heroes. Grant this hero a Spot check opposed
to the goonss Sleight of Hand check. If the thief succeeds without
being noticed, he plants the listening device successfully; from
this point forward his team can hear any conversation in which the
bugged hero participates. It is up to the GM to determine just how
the rival team reacts to what its members hear, but there is little
doubt that the rivals will try to swipe the heroes prize at some
point later in the adventure.
Now, its possible that the heroes might not manage to catch a
glimpse of the statue of Hatshepsut before the museum closes.
Should this be the case, all is certainly not lost; those who
succeed at a DC 12 Research check can track down a suitable image
of the statue, and a careful search can reveal the hieroglyph that
sits at the queens right hand. Armed with this information, the
heroes should be able to continue their search.
This encounter can be played in a couple of different ways. For
GMs and players who are comfortable with a less concrete style of
visualizing the events of the encounter, a general description of
the museum should be adequate. On the other hand, some players
might prefer to have a more detailed map of the museum. If the GM
is interested in finding such a map, one is available on the
museums website at .
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Encounter 4The Old NeighborhoodAs mentioned above, the map from
the buried strongbox is covered with various hieroglyphic symbols.
The clue from the box, of course, indicated that the secret could
be found at the right hand of the queen. If the heroes had a chance
to look at the statue (or at a suitable picture of it, if
necessary), they can identify that one of the hieroglyphs on the
map matches the one that sat at the queens right hand.
This happens to correspond with the neighborhood in which Newman
used to live, over in Sunnyside. The heroes may wish to purchase
(DC 2 Wealth check) a more detailed map of the city; by comparing
this to the one from the strongbox, they can narrow down their
search to an area of roughly five blocks square.
To find the exact location of Newmans residence, however, the
heroes need to recognize another clue--the note on the map which
mentions that "the numbers are familiar". In this case the numbers
18 and 32 become important. These are the numbers of the dynasties
in which Hatshepsut and Cleopatra reigned, respectively. By taking
a look around the neighborhood indicated on the map, the heroes
might notice (DC 15 Research, Spot or Search check) that one of the
main thoroughfares in this part of town is Queens Boulevard.
Moreover, one of the addresses in the area indicated is 3218.
Should the heroes not think to look for such a combination, they
can also go about their task the old-fashioned wayby pounding some
pavement and asking the locals (DC 18 Gather Information check). Of
course, the heroes might be a little disappointed when they do
arrive.
As you make your way through the streets of the neighborhood
indicated on the map, you cant help but gain the impression that
this is a rough area. Many of the buildings in the areaformer shops
that no longer see any legal businesshave been boarded up, and a
fair number of windows in other buildings probably should have
been. Your group draws numerous stares from the locals, with
emotions ranging from the merely curious to the openly
suspicious.
Heroes with a particularly high Charisma score might also
attract catcalls, but the locals arent interested in doing much
more than heckling. While they clearly arent welcoming to the
heroes, these are the kind of folks who can be handled with an
Intimidate check or the like. Once the heroes have found the house
at 3218, their first impression isnt likely to improve any.
The house at 3218 has clearly seen better days. Although it may
once have been a cheery little two-story affair, its windows have
now been sealed with crudely nailed pieces of wood and its lawn has
reverted to a wild state. Its front door stands open, however, and
a small crowd of neighborhood youth is gathered on the front
steps.
Since it was abandoned, Newmans home has become a hangout for a
small-time neighborhood street gang that calls itself the Barons.
When the heroes arrive there are about half a dozen adolescents
present; needless to say, they are not too enthusiastic about
having some tourists snooping around their new digs. Alex is the
leader of the group, a tough and streetwise young woman but one who
knows how to take advantage of a lucrative opportunity.
This situation can be resolved in a couple of different ways,
depending upon the interests of the players. For those who are less
interested in in-depth roleplaying, a few appropriate skill checks
are detailed below. On the other hand, for those players who enjoy
a more interaction-based story, Appendix 1 provides a description
of the gangs background and the different personalities of some of
its members.
How the heroes conduct themselves here has an important effect
on the way in which the situation develops later in the adventure.
An important thing to keep in mind is that, while these kids will
act tough and talk a lot of trash, they are little match for
seasoned adventurers when it comes to a fight. In short, the heroes
shouldnt take any pride in whooping up on a bunch of kids, no
matter how bad their attitudes might be. Other options include
bribery (a DC 12 Wealth check should suffice) or negotiation (DC 14
Diplomacy check); as long as the youth can be convinced that the
heroes only want to take a look around a bit, and not kick them out
of their digs, they should be willing to cooperate. Here again,
however, the heroes must be careful about how
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much information they give to people about their search. If the
gang members catch wind of the possibility that a valuable treasure
has been hidden in the house, their asking price for letting anyone
snoop around the place suddenly increases (DC 15 check).
Street gang members: hp 14.
Somebodys Watching the Heroes, Part 2The first time that the
heroes could have noticed they were being watched might have seemed
innocent enough, seeing as they were digging up a strongbox in the
middle of the park. This time around, things are probably
different. Once again the heroes have a chance of noticing the
watcher, if they can succeed at Search of Spot checks opposed to
his Hide attempt. If they do notice him, this time the watcher
attempts to escape. He slips down a convenient back alley, then
attempts to shake pursuit by taking a series of rapid turns.
Should the heroes be quick enough to notice the spy and catch
him, they can gain some forewarning regarding what is about to
happen. The spy carries a radio, and shortly after being captured
he receives a call. Characters who try a Bluff attempt versus Eddie
LeGrand's Sense Motive effort could trick him into responding and
thereby betraying his true intentions.
Encounter 5Home Sweet HomeFrom the inside Newmans former
residence is no more appealing than it was from the outside.
Paraphrase the following area descriptions as the heroes conduct
their search to help create the atmosphere of the place.
1. Living RoomThis room, once empty, now serves as kitchen and
dining room for the squatters who have taken up residence inside
the house. The floor is littered with empty food containers,
bottles and cans, and the walls are covered with a variety of
inventive but inappropriate graffiti.
2. KitchenHaving had its purpose usurped by the living room,
this room now sees little use. The drawers and cabinets have been
ransacked for anything useful, and all that remains now is some
peeling shelf paper. The oven has seen some use, however; there is
evidence that someone has made a fire inside it.
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3. PantryWhile once this room was stocked with foodstuffs of all
sorts, it now holds little more than the garbage that has been
cleaned out of the living room.
4. StairwaysThere are two of these areas throughout the house.
One is completely open and leads from the ground floor to the
second story; the other, blocked by a locked door located just
inside the front door, leads down to the basement.
5. BathroomSomewhat surprisingly, this area is relatively clean
and still in good working order.
6. Guest BedroomA few of the gangs members crash in this room;
in it can be found a variety of personal items of little value.
7. ClosetsLike the pantry below, these areas now hold any
garbage that has been cleaned out from the other rooms.
8. Master BedroomThe gangs leader crashes here.
9. Utility RoomThe chief features of this room are a rusted-out
water heater and a maze of pipes leading into, around and out of
the house.
10. Empty RoomThis is another makeshift bedroom, with little of
real interest.
11. Mural RoomA collection of intricately detailed murals, along
with the ornately decorated pillar in the center of the rooms,
should make it clear to the heroes that this area contains the
object of their search.
South WallThis scene depicts a group of figures that clearly
represent the gods of Egypt. They have gathered around one god in
particular, who is reclining in some sort of chest while all of the
others watch.
West WallThe chest from the picture on the south wall is
depicted here; it is floating on the water of an ocean or sea.
North WallThe same chest seems to have stopped on a beach of
some kind, and has been lifted into the branches of some type of
tree.
Anyone gazing at these three images has a chance to recognize
them as depicting the myth of Isis and Osiris (DC 14 Knowledge:
history or theology and philosophy). If a character does recognize
it, but doesnt remember many of the details from the story, provide
the appropriate player with a copy of Appendix 11.
The important part of the story, for the heroes at least, is the
description of how the chest containing Osiris, once it came to
rest in Byblos, was engulfed by a cypress tree that grew on the
beach. The king of Byblos, happening to notice the tree, decided
that it would make a fine pillar in his palace and proceeded to cut
it down. Only by posing as a nursemaid was Isis able to gain access
to the palace and cut open the pillar, thus recovering the remains
of her lost husband. The reference here, of course, is to the
ornately decorated pillar in the center of the room; the case that
contains Newmans treasure is hidden inside the plaster of the
pillar.
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Recovering it wont be such an easy task, however. The pillar is
made from plaster, shaped around the iron girder that forms one of
the main supports for the ceiling above. To successfully remove the
strongbox that is hidden inside the pillar, the heroes need access
to some sort of tool appropriate for the job. Treat the pillar as
having Hardness 5 and 50 hp for purposes of smashing it apart.
Inside the box is the item for which the heroes have been
searching:
As the box opens slowly with a creaking of rusty hinges, a faint
glimmer of light is reflected from the golden surface of the mask.
The face of an Egyptian woman, beautiful of features and of a very
regal bearing, gazes impassively back at you. All of the features
familiar from the masks of the pharaohs are present, adorned with
lapis lazulithe names headdress, the khat headcloth and the false
beard.
This beard, now, might strike the heroes as a little bit odd;
such an impression might help them notice the reason why Ali Hassan
is so interested in recovering this particular relic. On a DC 28
Spot check, or on a DC 26 Search check for any hero who
specifically examines the masks beard, one can notice that this
item is detachable. Contained inside of this is a sealed copper
container, and inside this is a small, tightly rolled papyrus
scroll.
Encounter 6The Prize and a FightNow, finding an ancient relic is
one thing; managing to keep it is something else entirely.
As mentioned above, Eddie LeGrand and his goons want the mask
for themselves. He has had agents monitoring all of the teams
involved in the treasure hunt; when it becomes apparent to him that
the heroes have succeeded, he and all of his minions converge on
the house to steal the prize. There might be a second group that
makes an appearance, too, if the rivals were able to plant a
listening device on one of the heroes in the museum.
For their part LeGrand and the goons do as follows. While the
heroes are inside the house, they converge. If any of the street
toughs are still around, the enforcers take them at gunpoint, bind
and gag them, then stash them out of sight behind the house. Next
they move to take up positions throughout the ground floor, with
two just outside the front door, two inside the doorway to the
kitchen and one around the turn of the stairway that leads to the
upper level. Hoping that the heroes might be willing to deal,
however, he doesnt try to threaten them right away; instead he
tries to bargain with them.
Well done, friends, well done. The man who addresses you is none
other than Eddie LeGrandhimself. I congratulate you on recovering
the item; clearly you are people of insight and ingenuity.But,
alas, I must ask that you give it to me. You see, it belongs to an
associate of mine who is mosteager for its return. You will, of
course, be compensated for the service that you have provided.With
that he produces a business envelope that contains a familiar
rectangular bundle the size ofbank notes. Would five thousand
dollars be sufficient?
Should the heroes be willing simply to part with the mask for
cash, LeGrand and the goons take it and depart peacefully. On the
other hand, if the heroes arent interested in selling their prize,
the treasure hunters false good will quickly vanishes.
It seems that you do not want to be reasonable. I should warn
you, however: my associate is a powerful individual. It is in your
best interest not to make an enemy of him.
By this point, of course, most heroes are likely to only become
less cooperative. Should this be the case, its time for some
violence.
It is most regrettable that you insist on being so foolish. He
casts a quick glance to his cohorts, who smile menacingly. In that
case, we have only one option left.
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Roll initiative. LeGrand and his goons fight unceasingly,
knowing that their best option at this point is to defeat the
heroes quickly and then make a hasty exit. If he is clearly
outmatched, however, Legrand might decide to plead his case with
the heroes in the hope that they can help him rescue his
girlfriend--see Continuing the Adventure, below, for more details
about such a development.
ConclusionProvided that the heroes can defeat LeGrand and his
goons, they can claim the treasure for themselves. What is more,
for completing the adventure, each hero should earn 1350 XP (or
enough to be one-third of the way to the next level). Award half XP
if the heroes finished about half of the adventure, or
three-quarters if they made it to the end but were unsuccessful.
Those who wish to sell the death mask of Hatshepsut can do so for a
+6 Wealth bonus and a temporary +1 Reputation bonus.
Continuing the AdventureThe heroes' involvement in this story
does not need to end here, however. Detailed below are a few of the
possibile scenarios that could develop from this one.
For one thing, there is the kidnapping that has forced LeGrand
to stage the false contest. Once the heroes foil his plan, he could
turn penitent and beg them for their help in rescuing her. This
might include letting him bring the mask to his contact, or staging
some kind of a scene to draw the conspirators out into the open.
Alternately, he and the heroes could go looking for the place where
Nora is being held.
If the heroes managed to defeat the goons, those unpleasant
individuals could come looking to settle the score, whether or not
the heroes have any more contact with Eddie Legrand.
Additionally, given their new-found fame and fortune, the heroes
could find themselves approached by others with treasure hunting
schemes of their own. These people could be looking for funding or,
more likely, capable and discreet adventurers who can help pursue
other prizes.
Finally, there is also the matter of the encoded message hidden
in the mask's false beard. This provides the GM with an easy plot
hook for any kind of future adventure that one might imagine.
Whatever the case, the heroes' treasure hunting careers are
likely just beginning.
-
Appendix 1Dramatis Personae
Eddie Legrand (Male Charismatic Hero 3/Negotiator 4): CR 7;
Medium humanoid; HD 3d6+4d8; Hp 31; Mas 10; Init +2; Spd 30 ft.;
Defense 14, touch 14, flat-footed 12 (+2 class, +2 Dex); BAB +4;
Grap +5; Atk +6 (2d6, pistol), or +5 (1d4+1, knife); FS 5 ft. by 5
ft.; Reach 5 ft.; SV Fort +4, Ref +5, Will +4; AP 9; Rep +7; Str
12, Dex 14, Con 10, Int 13, Wis 9, Cha 19.
Occupation: Adventurer (class skills: Disable Device, Move
Silently).Skills: Bluff +16, Diplomacy +16, Disable Device +12,
Gather Information +16, Intimidate +14,
Knowledge: art +7, Knowledge: behavioral science +7, Move
Silently +12.Feats: Deceptive, Extraordinary Ability (Charisma),
Leadership, Personal Firearms Proficiency,
Renown, Simple Weapons Proficiency, Trustworthy.Talents:
Coordinate, Fast-Talk.Possessions: Pistol, knife, PDA, cellular
phone, Leucothea.
Eddie Legrand is a desperate man, a normally friendly and
adventurous fellow who now fears for the life of his girlfriend,
Nora.
Goons--Use stats for Bounty Hunters from the D20 Modern Core
Rulebook.
Horton Randall (Smart Ordinary 1/Charismatic Ordinary 1): CR 1;
Medium humanoid; HD 2d6+2; Hp 13; Mas 12; Init -1; Spd 30 ft.;
Defense 9, touch 9, flat-footed 9 (-1 Dex); BAB +0; Grap +1; Atk +1
(1d3+1, unarmed), or -1 (ranged); FS 5 ft. by 5 ft.; Reach 5 ft.;
SV Fort +2, Ref +0, Will +1; AP 0; Rep +3; Str 13, Dex 8, Con 12,
Int 15, Wis 10, Cha 14.
Occupation: Student (class skills: description).Skills: Computer
Use +7, Craft: writing +6, Decipher Script +8, Diplomacy +7, Gather
Information +6,
Knowledge: art +6, Knowledge: history +9, Knowledge: pop culture
+6, Knowledge: theology & philosophy +8, Read/Write Ancient
Greek, Latin, Research +9, Search +6, Speak Ancient Greek,
Latin.
Feats: Educated, Studious (Knowledge: history, Knowledge:
theology & philosophy).Talents: None.Possessions: None.
Horton Randall is clearly out of his element when he is caught
up in the events of the treasure hunt, but he is enough of an
opportunist to recognize what this opportunity could be worth to
him.
Museum Security GuardsUse the Low-Level Thug stats from the D20
Modern Core Rulebook.
The security guards are no-nonsense individuals who simply
desire to keep the museum in good order. As such they do not
tolerate shenanigans or wild tales, although they can perhaps be
fooled by someone who seems official enough.
Street Gang Leader (Alex)Use the Low-Level Gang Leader stats
from the D20 Modern Core Rulebook.
Alex might seem standoffish and possibly even hostile upon first
impression, but thats mostly a faade that helps make life easier
for her on the streets. Shes been in her share of scrapes, of
course, seeing as she runs her own gang in New York City, but shes
smart enough to avoid trouble when she can.
Street Gang MembersUse the Low-Level Gang Member stats from the
D20 Modern Core Rulebook.
While tough and streetwise, these kids are not villainous. They
have no love for authority figures, but respect those who are
respectful to them.
-
Appendix 2Invitation
Edward LegrandSullivans IslandCharleston, SC13 August 20
Greetings, fellow treasure hunter!
It has come to my attention that you are an individual who
possesses the kind of adventurous spirit and skills that are useful
in the pursuit of lost relics; because of this, you have been
selected to take part in a competition, the prize of which is the
fabled Death Mask of Hatshepsut. If such possibilities of fortune
and glory appeal to you, then please be at the Al-Jari restaurant
in New York City at 6:00 pm, EST, on the second Friday following
your receipt of this letter.
I hope that this matter is of interest to you, and wish you the
best of luck in your pursuit.
Yours,
Edward Legrand
Appendix 3Forum Posts by Thompson/Newman Author:Sojourner
Subject:The Death Mask of Hatshepsut
Date:13 August 20
Although many believe the story to be no more than a legend, the
tale of the Death Mask is true. The man who holds the key to
unlocking its secrets is Earnest Newman.
Appendix 4Selected Poems from Egyptian Sojourn by Earnest Newman
The Great Secret
I sit and ponder the Great SecretIn the shadow of the monumentTo
Anthonys mistressUnder the watchful eye of RaAt his greatest
strength.
-
Appendix 5Newman's Map
Appendix 6Background Information
HatshepsutPerhaps second in fame only to Cleopatra herself, the
Pharaoh Hatshepsut is something of an enigma in ancient Egyptian
history. She reigned during the 18th Dynasty. The fact that she was
a woman who ruled all of Egypt is enough to make her stand out
amongst other pharaohs, but the curious history of her reign and
what happened after it makes her a legend.
Hatshepsut came to power when her husband, Tuthmosis II, died.
Although his son by another wife, Tuthmosis III, succeeded him, he
was too young to rule and therefore Hatshepsut acted as his regent.
She proved a capable ruler, managing to deal with conflicts through
diplomacy or force as needed, but eventually the arrangement of
shared power proved to be her downfall. It is believed that
Tuthmosis III resented having to give up some of his authority to
her; moreover, he may have been upset by the fact that she was too
much influenced by her consort, a man named Senmut.
Part of the reason that this queens history remains obscure is
because her monuments were almost entirely destroyed after her
death. This deed is largely blamed upon Tuthmosis; it is believed
that he painstakingly removed all traces of his former regent,
having his own name or that of his father engraved over hers
wherever it appeared. In this way he also nearly usurped credit for
a major achievement of the queen, the fabled voyage to the land of
Punt. This journey, apparently across the Red Sea to visit a
kingdom that has not been positively identified, brought back
considerable tribute and/or trade goods to her kingdom. It seems to
have been led by the aforementioned Senmut.
-
CleopatraThe story of Cleopatra is much better known, for at
least two reasons. For one, she reigned during the 32nd Dynasty,
and therefore her history is notably more recent. Another reason,
however, is that she ruled in a time when Egypt would be conquered
by the Romans, providing an additional source for chronicles of her
life and times.
By birth she was descended from the famous general Ptolemy, one
of the men who served under Alexander the Great, and therefore
possessed a heritage that combined elements of Hellenic Greek as
well as Egyptian culture. Like Hatshepsut, she shared her power; in
her case it was with her younger brother, Ptolemy. The two clashed
over various political issues, however, and eventually she fled
from Egypt.
Her chance to regain power came when Julius Caesar visited the
country. Her brother, trying to please him, had arranged for the
murder of Pompey, who had fled there from Rome. Rather than being
pleased with the action, however, Caesar was outraged; Cleopatra
seized that opportunity to win his support and his love. Indeed,
the two had a son togetherCaesarion. Following Caesars
assassination she, ever the opportunist, similarly won the
affections of Marc Antony, and they had three children together.
When Antony became embroiled in a battle with Octavious Caesarthe
man who would become Emperor Augustushowever, he eventually took
his own life. She did so as well, as the legends have it by letting
herself be bitten by a pair of asps.
IsisOne of the most famous of the world's goddesses, Isis
represents fertility and magic. She is the wife of Osiris, and
together they are the parents of the hawk-headed god Horus.
One famous story of this goddess involves the time that her
husband was betrayed and murdered by the wicked god Set. That
villain, during a gathering of the deities, brought forth a
beautifully crafted and elaborately decorated chest, and promised
it to the god who fit best in it. (Unbeknownst to them, Set's
minions had measured Osiris's shadow and used it to craft the item
in question.) When Osiris stretched out inside it, Set and his
followers nailed it shut, sealed it with led, and then cast it into
the Nile. It floated away.
Isis was not so easily discouraged, however. She searched high
and low for her missing husband, and eventually learned that the
chest had come ashore in the port city of Byblos. There it had been
taken into the branches of a young cypress tree, and grew to become
a part of it. As the king was passing one day, he saw the tree and
decided to make from it a column inside his palace--indeed, in the
nursery of his young child. For that reason Isis, posing as a
mortal, took a job as a nursemaid to the youngster. She was thus
able to access the pillar and rescue Osiris from it.
BackgroundFor the GamemasterIntroductionEddie Legrands
ContestTransportationEncounter 1At the BookstoreEncounter 2 An
Afternoon in Central ParkSomebodys Watching the Heroes, Part
1Encounter 3The Metropolitan Museum of ArtEncounter 4The Old
NeighborhoodSomebodys Watching the Heroes, Part 2Encounter 5Home
Sweet HomeSouth WallWest WallNorth WallEncounter 6The Prize and a
FightConclusion