Scarab's Hoard
Once a year Nephthys organises a contest of skill in the town of Scarab. Portals to her palace are scattered around the town and cutters can use them - if they find them first. Their reward is great - cutters can take whatever they want, provided they can carry it out and are not in the dead book by then…
A story of how four unlikely companions met in Amun-thys and got tangled into a game which would define their fate.
With two bright flashes, portals opened on the dunes of Amun-thys, the realm of Nephthys.
One left a golem like creature, looking ominous, and an orcish blood berserker, quite puzzled if slightly bewitched by where he has appeared. The two bashers started quickly talking between themselves, specifically the golem - it was elaborating on how the orc’s dreams might have been a setup, hells know what he meant by that.
The other produced an aasimar and a tiefling, judging by their appearance. While on the topic of appearance - though the fiend spawn looked somewhat ready for planewalking, her angelic counterpart seemed to be more prepared to write a novel, than travel the great wheel.
After hearing a disembodied voice, telling them about a contest of some sort and quickly establishing that the two groups do not want to kill one another, they went their separate ways. That was until the celestial and fiend duo noticed that the golem and orc were following a small scarab construct. Placing their bet that a scarab looking contraption might be the thing to lead them to a town called Scarab where they knew the contest was to take place, they caught up with the other two bashers and suggested tagging along.
On their journey, Ydwin, the assimar, and Irsa, the supposed tiefling, learned that the “golem” is actually Milo, a harengon, in a battle suit of his own design. While the three were from somewhere on the great wheel and the planes at large, Zorin, the half-orc berserker, hailed from Rashemen - a land on one of the Primes. That made talking to one another a bit of an obstacle, since he did know Sylvan, so did Milo and Irsa, but Ydwin did not. Initially they were speaking in turns, translating back and forth, but somewhere along the way Zorin took the scarab into his hand and they’ve realised that each of them hears their native tongue. That did seem like an odd coincidence and definitely too quick for any magic item to attune its power to someone…though they did not dwell too much on it and continued exchanging bits of information.
Based on how tired they were and stopping at least once to dig into their rations, they must have travelled about a day already. That was when they started noticing a pyramid looming on the horizon. Shortly after, an arch revealed itself, leading to a small valley between two large dunes. The valley was covered in small hills, but once they’ve looked closer, those were actually buildings in the sand - apparently the town of Scarab was within reach.
Sobek, a humanoid with widely set eyes, greeted them at the arch. He informed them that the contest, braving Nephthys’ tomb has begun two days ago and they are a bit late. In case they would need help avoiding a fatal blow while in the tomb, he mentioned that he still can work his magic on two souls, for 30% of the loot.
According to Milo this little offer must have included some sort of warlock magicks, but since no one got any ill-will feeling from Sobek, they thanked him for a brief introduction as to what to do first in Scarab and went their way.
They quickly arrived at the fountain and altar to Nephthys in the centre of the town, given that there was only one street. There, they vowed to Isiratet, the White Ibis, priestess of Nephthys, that only truth shall leave their lips and violence held at bay while in the town of Scarab. She directed them to the “Pilgrim’s Rest” a place where they would be provided something to eat, drink and place to gather their strength before starting to look for the portal which should be somewhere around town.
At the inn, or rather, a two storey sand dwelling, they struck up a conversation with a yellow-skinned tiefling who introduced himself as Shame. Apparently, he asks most brave souls who take up the challenge to bring him a small crystal bottle looking like a slaad’s head. In return he offers whatever one wants - though the choice has to be made by one person in the party, no more. The group could not decide whether to take him up on his offer, but since they did not have to declare it up front, they asked for rooms and went to sleep on it.
After waking up, they met downstairs to eat something and discuss how to go about finding a portal leading to the contest tomb. Milo noticed someone walking down the street and hopped out to ask around. The rest of the group left the inn and started to survey the street. As it happened, the fey learned that portals can open up randomly on each street, for as long as the contest is in effect.
It migh haven sheer luck, or the will of Nephthys herself, but they did notice a portal opening up in one of the alleyway near the inn itself. Milo quickly went through, not wanting to wast time waiting for it to close, while Irsa and Ydwin started to talk about a preferred approach. Befor Zoring managed to get a word in and urge them through the portal, it closed. Luckily, with the help of Ydwin’s familiar, the remaining group was able to locate another portal in less than half an hour.
In that time, Milo managed to scout out the first room in the tomb and a corridor leading out of it. When everyone arrived, with the traps marked out by Milo, they quickly made their way through the nearest corridor and into the second chamber. In it, they found four sarcophagi, activated by a pressure tile on the floor - the mummies released once it was pressed were not hostile, just interested in picking up whatever corpses they found, bringing them into their sarcophagi and then turning to dust. Having found nothing more of interest, they moved through another corridor on to the next chamber.
There, skeletons of dead adventurers lay guarding small troves of treasure scattered aroun five chests. Guessing an obvious trap, Irsa stayed behind to steal one coin and wake the guards, while the rest of the moved to the earlier chamber to release the mummy “cleaners” in hopes them helping. While the plan made sense in theory, it did help when the skeletons ran after Irsa and crashed into two of the mummies, but not much more than that. Having dealt with the clattering foes, the group made their way forward, left with only one small treasure to loot since the remaining four turned out to be illusions, as they’ve sadly guessed before as well.
While scouting the way in front of them, they found a secret door which led to a staircase down and a suspiciously dusty corridor…
Having decided to check out the dusty corridor first, they actually circled around this level of tomb and picked up an relatively heavy steel ball, painted gold. While it did have some monetary value to it, it presented higher potential to Milo who could work it into something useful, given time. Still, the group decided it would be better used to help them get a level down and used it to block the pressure plate opening the secret door down. As such, they descended deeper into the tomb.
Behind a stone door, in a great room, a gynosphinx sat in wait. As it did not react to them in any way, they greeted the great beast. It returned the greeting and informed our little group that should they choose, the sphinx has a riddle for them. A reward might be waiting for them, or nothing may happen, depending on the answer provided. Seeing like there is nothing to lose and something to gain, they agreed. “What is more important than wealth?” the sphinx asked. After a short deliberation the adventurers allowed Milo to answer - “the feeling of a job well done”.
When after a few very slowly passing seconds nothing happened and the sphinx said “Thank you for your answer”, but no prize was to be seen in sight, the group nodded to the beast and quickly left the chamber. It did seem as luck was on their side though - a “cleaning mummy” was doing its round through this part of the area and they noticed a nicely looking bag on it. Ydwin quite easily picked it off of it and though the contents did not seem appealing, old bandages and some medicinal herbs, it could prove useful.
After rummaging through some of the chambers on this level, angrying the goddes along the way by casting a light spell on a tooth of a skull for it to have “bright” smile, they found one in which they noticed a mechanism that could open another staircase leading down. Quickly deciphering a puzzle, based on the paintings, bodies talking to the sphinx, they placed Milo’s tools on a pedestal. Those in turn became as if covered in sand and once they fell apart, the staircase leading further down opened.
While they were expecting another catacomb down there, a natural-looking cave was a surprising sight. The furnishings, bookshelves and a stew running on a stove where an even bigger surprise. A humanoid approach them, looking exactly like Sobek, save for the shadow greatsword stuck in his collarbone. Apparently his name is Kebos and he is the twin brother of Sobek. Just a few quick sentences between the group and Kebos were enough for them to take him up on his offer - stay and rest after their rather long hours in the catacombs. They weren’t completely trusting though - Ydwin set up an alarm spell and they took turns keeping watch. What’s the worst that could happen?
Luckily, nothing did happen - the alarm did not go off and the group had a good night’s sleep. In the “morning” they ate some of their rations and talked briefly with their host. He asked them if they too are looking for the “Library of Nethed”, but the adventurers did not anything about that. During the conversation it turned out that what Shame has them looking for is most likely a piece of a “key” to the fabled library in which you can rewrite reality. Not paying putting much stock into it, the group made their way deeper into the dungeon - Ydwin agreed to pass a message to Sobek, “I wish him luck outside, inside and in the future”, while Kebos provided her with some components for a spell.
The next level, third according to their count, was immediately more hostile than the others. It was pitch dark and Milo utilized his magic to create some light for himself to see in the tunnel they came out in. Minutes after they came in, they were attacked by a small golem. After quickly dispatching it, Irsa and Milo concluded that it was a suit of animated armour, rather than a golem, easier to take care, but still not to be taken lighty in larger numbers. Before they managed to gather the pieces of scattered armour, another enchanted full plate attacked them. After taking care of it too, they quickly gathered what remained of both, tucked it into their newfound magical bag and moved along the corridor, since they heard yet another adversary approach.
At the end of it, a puzzle awaited them. Ydwin and Milo were quick to solve it, long before the next animated armour made it to them. The only issue was that the inside of the room to which the puzzle led was obscured by total darkness, one which Milo’s light could not pierce nor Zorin’s or the other’s eyes could see through. The fey made the leap first, the rest stayed behind a moment, to discuss their options, as usual. Zorin quickly urged the girls to leap after Milo, to avoid a situation like last time, and so all made the proverbial leap of faith into the darkness. There, a whispering voice welcomed them.
In the darkness they’ve met a former adventurer who died in the catacombs and agreed to a deal with Nephthys - she allowed him to live out his life in exchange for coming back to her realm after his death and serving as a guardian in the catacombs. Hard to say how much time has passed for the spirit, but it clearly did not help his mental state. It remember that it got to live its life outside of the tomb, but the moment it dies, Nephthys’ deal took effect. From what Irsa could piece together, the poor soul might’ve become an allip in the proces, a rather unpleasant fate.
The allip offered the group a deal, they would allow it to possess one of them or a thing on their possession, namely Ydwins’ dead friends’ skull, so that it may leave the catacomb and in return our little adventurers could help themselves to the allips possensions and it would help them out of the tomb. Zorin offered to house the spirit - which lead to an unexpected appearance of his ancestor and a request not to attach anymore spirits to his soul. The group has seen spirit like figures appear whenever Zorin gave into his rage during combat, but this was the first time one of them appeared in such clarity and reprimand the young half-orc.
Having taken the allip in, the torches in the tomb lit themselves back again and the intrepid adventurers made their way to another one of the corridors. With another puzzle dispatched at the end of it, they opened a door to a great hall guarded by another sphinx. This one had a predatory air to it and while it offered them a riddle, it also mentioned that the consequences of a bad answer might be bloody. Not wanting to risk it and still having one more tunnel to explore, the group made its way to it.
The puzzle at the second door was opened with a little help of one of Irsa’s magical ladybugs. Milo and Ydwin were doing fine, but the empty glare of the twenty, potentially animated armours did make them a tad bit uneasy. Luckily, that little insect-like gleaming mote directed them to the final tile to get the door open. The inside of the room was a bit surprising though.
In the middle of the square room there stood two helmed horrors, as Milo called the two full plates of armour with their hands resting on swords pointed down. In the corners, there were four tables with two chairs in front each, a chest underneath the table and a pitcher with two goblets on top of the tables. They looked around but did not notice anything apparent at first sight. Upon closer inspection of the room, a puzzle, similar to those on the entry doors, was found on the walls.
There were four puzzles, one for each wall. The represented different times of day, according to what Irsa understood to be a day in the life a cleric of Nephthys. Morning, noon, afternoon and night. After setting the puzzle to represent morning, the tables in the turned to glittering, greyish sand, to reform into bigger tables set with dried fruit, dairy products and a few pieces of jerked meet. They ate some of it and went on to the next time of day. What stopped them in their trackes at one moment though, was an observation that the constructs are standing on pressure plates.
Quickly discussing their next move, the group decided to see what happens if they try to trigger the pressure plates. None of them were surprised when the construct took a swing at Milo who tried to move one of them. After the ensuing battle was over, with some close calls for Ydwin, one of the walls opened, a corridor leading further down appeared. Exhausted after the battle, they decided not to risk going back to the sphinx and took their chances going deeper into the dungeon.
Their gamble was rewarded with an oasis to which the corridor led. Apparently, Kebos’ cave wasn’t the only space between the levels of the dungeon. This part of the tomb demiplane resembled an actual desert oasis, with the ambient greyish light of Pellion illuminating it. Guards stood in pair next to the stone arch leading into it, as well as the arch out of it on the opposite site. When the group entered the oasis, an elderly looking priest stepped out of the only tent and informed them that they could rest safely here and even trade in the trinkets they’d found for gold. Since our new adventurers did not find much along the way, they did not trade anything, but they welcomed the rest.
This was the second time our adventurers went to sleep in the tomb and woke up without any undead looming over them. Maybe the tales our brave ones heard so far were exaggerated? Still, the tent was gone and there was no sign of the priest or the guards. One meal later, the adventurers made their way to the exit arch and climbed the circular staircase to which it led.
Emerging from the floor of a enormous room, they noticed bodies scattered on the floor and five small chests with gems and coins scattered around them. The area had four exits, each leading to a different room adjacent to the one they were in. Each arch leading into the next room was riddled with hieroglyphs and one caught their eye in particular - the way through it was obscured in darkness and shadows, making it impossible to see what is on the other side.
The group made their way around the main room, examining the chests, quickly discovering traps set around them. With a little brainstorming of the best approach to disarming them and Milo’s expertise in tinkering, they made short work of three out of five chests. Having an eerie feeling about the place and being able to swear that one of the bodies moved when the artificer opened the second chest, they decided not to push their luck further. Instead, they’ve followed Milo into the darkness, because as he reasoned, this was most likely the dangerous but fast way out of the tomb.
Right after appearing in the dimly lit room, they noticed a giant mirror, hovering in the centre, made from one slab of obsidian. As they started to notice the runic markings around it, giant, shadow like snakes sprung out of the stone and started dragging Milo and Ydwin into it. In the end Milo got dragged in, together with Zorin who was trying to help him. Ydwin was next. Irsa, being the only one left in the room, quickly jumped into the mirror in hopes of helping her colleagues. The area behind the mirror was covered in a dark shadowy mist, barely visible to our adventurers. Luckily for them, they were able to make out two silhouettes of two giant snakes and more or less effectively combat them. The ubiquitous whispers and visions of failure, hindered the group, but after a longer battle, the snakes lay dead.
The shadows cleared and the group found themselves back in the mirror room. Runes adorning the obsidian took on a golden sheen, turning the oval into a portal. Having a growing tendency of blitzing, the group jumped in to see where the portal leads.
Much to their surprise, they found themselves in a relatively narrow bridge, leading up to a central, grandiose altar, riddled with coin and gems. Atop of that, sat a sphinx, different from the ones they’ve seen so far.
It introduced itself as Siwa, and welcomed the adventurers to stay as long as they like. After a brief talk and looking around the giant room with nothing but small bridges leading back to the altar, the group concluded that fighting Siwa would be a rather complicated affair, not to mention risky. The group continued their talk with the sphinx, sharing what they have learned of the Nephthys’ tomb so during their expedition. Over the course of the discussion, Siwa informed them that they can leave whenever they want, taking as many spoils from the altar as they wish, though the sphinx was surprised by how many areas the group chose to avoid.
Once the group decided to leave, Siwa moved from the altar, exposing a set of stair leading to a portal below it. Just before they left, the group remembered about the flask that they’ve agreed to bring back for Shame. Though Siwa would not part with it for a simple “please”, an agreement was struck - a song by Irsa, which if it manages to evoke Siwa’s emotions, no soul will have to risk returning to the tomb after death. Well, there is a small chance Milo will return as a guardian in Nephyths’ tomb after death, but at least they got the flask…
Arriving in Scarab through Siwa’s portal, our intrepid adventurers noticed a very big change to the city. It was bustling with bodies - apprently the contest has ended some time ago. The group made their way to Shame in order to turn in the crystal flask he sought. They found him in the inn, but due to the amount of people inside, they decided to talk outside, far from prying eyes and curious ears.
Behind a nearby house, Ydwin passed the flask to Shame and agreed with the group that he should use the flask to return her friend to life. The tiefling asked for an hour or so to prepare, suggesting that in the meantime they group could go and check in with Isiratet or visit the travelling merchants that usually come over at the end of the contest. After a quick talk and the gift of planar language for Zorin, they made their way to the high priestess, stopping by Sobek to pass him his brothers’ message. Surprisingly enough, it was Kebos who was waiting for them.
Apparently someone else passed on that message earlier and it causes the brothers to switch places. He did explain that it is part of a curse that effects him and his brother because of a deal they made some years ago. They said their goodbyes and walked over to Isiratet to officially claim their prize. The high priestess congratulated them and informed them that whatever they managed to bring back is theirs and they are welcome to join the contest once more in a year.
Having visited a travelling merchant and buying a few trinkets, the group made their way back to Shame, as he should be ready with his part of the deal - bringing Ydwins friend, Temerity, back to life. He was waiting for them in the place where they parted, with a boiling crystal cauldron. Our friendly aasimar necromancer was instructed to place Temerity’s skull in the cauldron. With a flash of prismatic light, a shape emerged quickly and tumbled onto the sands of Pelion. “Oh hells no, this will not stand” is what the group heard in a clearly female voice, noticing a dwarven woman jumping back into the cauldron, before Shame could do anything to stop Tem. The cauldron started bubbling uncontrollably and with a crack, the crystal broke.
In its place sat a drenched gnome, clearly unhappy. Tem, as he was called, did thank Ydwin and the rest for his resurrection, though the form he had taken on was clearly not to the liking of the former tiefling. He quickly suggested to go back to Sigil and see if maybe he can’t get back at his killer. Everyone agreed that a trip to Cage might be good, if only to spend some of those hard earned coin. Milo and Ydwin went on first with Tem, while Zorin and Irsa stayed behind to pick up a sword the rashemi ordered with one of the merchants.