ADVEN_(d20)_The Death Mask of Hatshepsut

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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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The Death Mask of Hatshepsut

Transcript of ADVEN_(d20)_The Death Mask of Hatshepsut

  • 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.

  • 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.

  • 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.

  • 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.

  • 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).

  • 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: .

    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.

  • 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 .

  • 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

  • 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.

  • 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.

  • 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.

  • 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