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Mummified Hoplite

Monster

The Chaos Crier #1 · p.58

Open source p.58
Level 3

Spear (STR or DEX) 6Shield bash (STR or DEX) weapon or antique-style suit ofFetid breath (CON) 3, allMace (STR or DEX) 5Crossbow (DEX) 5,Bullying and insults (WIS) Lose next actionMace (STR or DEX) 7Whip (DEX) 7 or drop weapon (player's

Mummified Hoplite [LVL 3]
If a character searches a niche,

  • Shield expert: A successful

they hear a languid sigh over
attack roll of 6 or more does
their shoulder. They must
only 1 damage.
test their highest attribute or

  • Spear expert: On a success-

permanently lose 1 point in this
ful parry or dodge, take 1
attribute, as a satisfied chuckle
damage.
echoes behind them.
H Spear(STR or DEX): 6
Each grave contains a bronze
H Shield bash (STR or DEX):
weapon or antique-style suit of
Thrown to the ground, lose
armor in good condition.
next action
(Let the player choose on the
H Fetid breath (CON): 3, all
equipment page, BSH p. 29,
Close targets
in the Weapons and Medium
• Hoplite spear: Two-handed,
armour lists.)
ignores armour. Critical success
on 1 to 3
5 THE ADVISOR'S CHAMBER.
•Hoplite shield: Never breaks.
Filled with luminescent
Critical success: opponent falls
greenish mist. A half-rotten
to the ground
sarcophagus of varnished
wood in the center of the room.
7 THE STEED'S CHAMBER.
A green bronze urn in each
Lit by a bluish mist. A horse ske-
corner. Double stone doors (to
leton, its bones held together
8) on the north wall, covered
by vermeil thread, stands in the
in bas-relief depicting a mage
middle of the room. Double
controlling two blazing suns.
stone doors (to 8) to the west,
Inside the sarcophagus: a
sculpted with a horse leaping
skeleton dressed in robes em-
over mountains, seas, and
broidered with arcane symbols.
forests.
The skull rests between the
The skeleton wears a black
corpse's feet.
leather saddle and harness
Each of the urns contains an
inlaid with ivory and silver. If
ink-black molasses-like subs-
the horse is disturbed, or if the
tance with a fetid smell. If an
door is opened, it comes to life
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and fights immediately, unless someone
is carrying the King's scepter. The horse
won't leave the room unless called by
the King.
Horse skeleton: use the stats for the
animal statue LVL 3 (BSH p.54)
• Saddle and harness: Double a horse's
speed.
8 THE LOST KING'S CHAMBER.
Golden mist. A desiccated body dressed
in gold brocade and fur, seated on a
stone throne, holding a bone scepter
engraved with mystical motifs and
wearing a gold crown encrusted with
emeralds. His head resting on his chest,
he breathes slowly and deeply. He
murmurs incomprehensible words in a
long-forgotten language, like a sleeper
troubled by bad dreams. The Lost King
is dozing.
If touched without care, greenish sparks
light up its empty eye sockets, while
a shockwave travels across the room
(CON test or be thrown against a wall,
damage). The King then stands
up and utters a strident polyphonic
call (WIS test or roll Doom). Doors still
closed open immediately, and the
occupants of adjacent rooms rush in.
(If the intruders retreat, they stay in 8
and guard the king.)
To seize the crown and sscepter without
waking the King, make a DEX test
for each. Once stripped of these two
objects, the King crumbles to dust with
a deep sigh.
• Crown: Worth a small fortune to a
collector.
• Bone scepter: An erudite scholar can
decipher the inscriptions: One hundred
and eleven hoplites, buried deep within
the Black Pyramid of Kseletothep, await
my bearer to obey their orders.
9 STAIRCASE. Carved into the rock, des-
cends for one hundred meters. Threate-
ning murmurs and irritated sighs.
10. THE HALL OF OFFERINGS.
A small room supported by carved
columns. Offerings are deposited in
chests, baskets, and amphorae. Jewelry
and trinkets can be collected, worth
a small fortune. A heavy stone slab
blocks the exit. It takes several hours of
pickaxe work to create a passageway to
the outside.
11 FREEDOM! . A forgotten trail on the
mountainside. To the west: it winds its
way towards a valley and civilization. To
the east: it reaches a small summit, from
which the mine and its barracks can be
seen a little further down.
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1. THE PIT
6
8
2. MINE CORRIDORS
3. BREAKTHROUGH
4. THE PATH OF THE BRAVES
7
5. THE ADVISOR'S CHAMBER
5
6. THE HERO'S CHAMBER
7. THE STEED'S CHAMBER
8. THE LOST KING'S CHAMBER
9. STAIRCASE
10. THE HALL OF OFFERINGS
4
11. FREEDOM!
2
3
9
1
2
2
10
11
A PUNITIVE EXPEDITION BACK TO THE MINE?
Shaals and his men don't understand where their workers have gone.
They don't dare go down into the mine for fear of falling into an am-
bush, so they wait for the new slaves to be brought in.
In the meantime, they drink, doze, or stand guard distractedly.
Shaals' cabin contains the adventurers' equipment and a small part of
his wealth.
SHAALS [LVL 4]
GUARDS (4) [LVL 2]
A large, barrel-shaped man with muscles
All are Shaals' relatives.
covered in a thick layer of fat. Bald, porcine
Look like him, but smal-
eyes, booming voice. Wears a black fur kilt, and
ler and red-bearded.
a leather harness from which hang a
H Mace (STR or DEX): 5
whip, mace, and keyrings. Spends his spare
H Crossbow (DEX): 5,
time counting coins.
ranged.
H Bullying and insults (WIS): Lose next action
H Mace (STR or DEX): 7
H Whip (DEX): 7 or drop weapon (player's
choice). Reaches up to Nearby range
NEW ALLIES AND COMPANIONS?
If any surviving slaves escaped with the heroes, their friendship and
loyalty are now acquired. One of them could be the child of an influen-
tial local baron, the shaman of a Pict tribe, a prominent member of a
secret organization, or the heir to the neighboring kingdom…
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