The Tomb of the Sunseeker One-Shot: The Lost Wedding Band
The Tomb of the Sunseeker One-Shot: The Lost Wedding Band
A 4-Hour Adventure for 3-4 Level 1 Characters
PART 1: TAVERN INTRODUCTION (45 minutes)
Opening Scene - Setting the Stage
The evening sun casts long shadows across the trade road as you approach your destination - The Turtle's Shell Inn. But this is no ordinary tavern. Built atop the massive shell of Princess Shellington the Third, an ancient turtle the size of a small cottage, the entire three-story establishment sways gently with each of her patient, plodding steps."
"You've each received the same message, delivered by different means but bearing identical words: 'Your unique talents required. Generous payment assured. Meet at the Turtle's Shell Inn, sunset, third day of the month. Look for the golden rose.' The message was signed simply 'R.G.' with a wax seal bearing a noble crest."
"As you climb the rope ladder that dangles from the turtle's side - Princess Shellington having lowered her massive head to allow boarding - you feel the subtle shift of her movement beneath you. The turtle travels the merchant roads at perhaps two miles per hour, currently munching on roadside vegetation with absolutely no concern for her passengers above."
"Pushing through the tavern door, you're greeted by organized chaos. The main floor stretches before you, every piece of furniture bolted firmly to the floor. Hanging lanterns swing in rhythm with the turtle's gait. The bar runs along the left wall, bottles secured in specialized racks that prevent spillage. Round tables fill the center space, their surfaces slightly concave to keep drinks from sliding. To your right, a curtained alcove bears a small brass plaque reading 'VIP - Private.' The smell of roasted meat mingles with pipe smoke and the earthier scent of turtle."
"A few patrons are already here - an elderly halfling woman knitting in the corner, a nervous-looking merchant (whose beard seems suspiciously fake) nursing an ale, and various travelers taking advantage of mobile lodging. Behind the bar, a wild-haired gnome is polishing glasses while a mangy pigeon perches on his shoulder. None of them wear or display a golden rose."
"You've arrived early. Time to get comfortable while you wait for your mysterious employer."
Player Introductions
Have each player:
Describe their character's appearance
Explain how they received their message
Describe how they enter and what they do while waiting
The Barkeep - Tibbs and Sebastian
If players approach the bar: The gnome barkeep nods welcomingly but doesn't speak. The pigeon on his shoulder ruffles its molting feathers and fixes you with a beady eye.
Sebastian:"Good evening. The proprietor welcomes you to his establishment. Ale is three coppers, wine is four, and before you ask, yes, the turtle is supposed to be moving. No, we don't offer refunds for motion sickness."
If asked about the golden rose or R.G.:
Sebastian:"The proprietor suggests patience. Your party hasn't arrived yet."
The Regular Patrons
Granny Weatherby (if approached):
Granny Weatherby:"Oh, hello dearies! First time on a turtle? You get used to the swaying. Been riding Shellington for... oh, time moves differently on a turtle. Are you merchants? Adventurers? You have that look about you."
She's happy to chat about knitting, the weather, or her twelve grandchildren. Knows nothing about any meeting.
"Boblin the Merchant" (obviously a disguised goblin):
Sweating nervously, fake beard slightly askew
Boblin the Merchant:"Boblin is successful merchant! Selling... goods! Many goods! Profitable goods!"
If questioned:
Boblin the Merchant:"Boblin knows nothing! Boblin just drinks ale! Normal human ale-drinking!"
Clearly hiding something but it's unrelated to your quest.
The VIP Room:
Curtained off. Occasional flashes of colored light from within. Muffled muttering and the smell of sulfur.
If players try to enter:
A voice:"OCCUPIED! RESEARCHING!"
Building Anticipation
Let players:
Order drinks and food
Talk among themselves
Attempt to gather information (though there's nothing to learn yet)
Get comfortable with the swaying motion
Dexterity check DC 8 to walk smoothly
After about 10-15 minutes of roleplay:
PART 2: THE HOOK (30 minutes)
Lord Reginald's Entrance
The Dramatic Arrival: "The tavern door doesn't just open - it EXPLODES inward, slamming against the wall with enough force to rattle every bolted-down tankard. A young nobleman bursts through, one hand pressed to his forehead in theatrical despair, the other clutching his velvet cape. His outfit alone could buy this entire tavern - purple velvet doublet with gold embroidery, silk shirt with pearl buttons, boots so polished they're basically mirrors. His perfectly coiffed blonde hair hasn't moved despite his dramatic entrance. A golden rose brooch glitters on his chest."
"He surveys the room like a general surveying a battlefield, spots your group, and strikes a pose."
Lord Reginald Percival von Goldmane III:
Lord Reginald:"DISASTER! CALAMITY! ABSOLUTE RUINATION!"
He staggers toward your table, somehow making even walking look dramatic.
Lord Reginald:"You! Commoners! Adventurers! Whatever you are! Reginald requires your services! Yes, THE Lord Reginald Percival von Goldmane the Third speaks to you directly! Consider yourselves blessed!"
He doesn't sit so much as collapse into a chair, fanning himself with a silk handkerchief.
Lord Reginald:"Reginald's life is OVER! Unless... unless you prove yourselves useful."
The Competition Explained
Lord Reginald:"Have you heard of Lady Celestine Ravencrest? No? Of course not, you probably don't move in such elevated circles."
He produces an ornate scroll with unnecessary flourish:
Lord Reginald:"Her father - Judge Ravencrest, who could have Reginald executed on a whim, by the way - has declared a competition! Listen to this drivel: 'He who presents my daughter with the most unique and precious gift shall win the right to court her.'"
He slams his hand on the table:
Lord Reginald:"COURT her! After all this effort! But Reginald MUST win! She's magnificent! Terrifying, yes - she collects knives and made Lord Pemberton cry at a dinner party - but magnificent!"
The Sunburst Ring
Lord Reginald:"Now, here's where Reginald proves his superiority! These other fools - Lord Darren with his phoenix feather cloak, Count Aldus with his ridiculous ship - a SHIP! For someone who gets seasick! They're just throwing money at the problem!"
He leans in with a conspiratorial whisper that's still somehow dramatic:
Lord Reginald:"But Reginald has BRAINS! And grandfather's journals! The Sunburst Ring - heard of it? No? Typical. It belonged to the Sunseeker, some ancient explorer who did... exploring things. Seven rays of pure gold, central amber that supposedly holds actual sunlight! Been lost for centuries in his tomb!"
Lord Reginald:"The other suitors are too stupid to know it exists, too lazy to research it, or too cowardly to retrieve it. But Reginald? Reginald is CLEVER! Reginald hires professionals!"
The Deal
Lord Reginald:"Here's what Reginald proposes - and yes, Reginald knows he's speaking in third person, it's called STYLE!"
He drops a pouch on the table with disgust, like the money might dirty his gloves:
Lord Reginald:"Twenty-five gold pieces each, right now. Reginald's pocket change. Seventy-five more when you deliver - and you WILL deliver - by sunset tomorrow. The presentation is by the morning of the Ebony court, that’s in 2 days, and Reginald will NOT be shown up by that simpleton Darren!"
Lord Reginald:"Plus - and this is valuable - Reginald's eternal gratitude! The von Goldmanes own half this province! We could make your little lives so much easier... or so much harder. Your choice!"
If they hesitate:
Lord Reginald:"Oh, for the love of... Fine! One hundred gold total! Each! But that's Reginald's final offer! Do you know how much that cuts into Reginald's wine budget?"
What Reginald Knows
Only if players ask specific questions:
About the tomb's location:"Details? You want Reginald to do EVERYTHING? There's supposedly some dusty scholar who knows about old things. 'Keeper of Knowledge' or some such pretentious title. Find him! That's what Reginald is paying you for! I’ve decided on this… Quaint establishment because I’ve been told he is a regular here.”
About dangers:"How should Reginald know? It's a tomb! There are probably... tomb things! Traps! Monsters! Whatever killed the last people who tried! That's why Reginald is generously employing expendable... I mean, capable professionals!"
Why not go himself:"Is that a serious question?" (holds up manicured hands) "Look at these hands! These are lute-playing hands! Poetry-writing hands! Reginald doesn't DO manual labor! Or danger! Or dirt! Besides, Reginald faints at the sight of blood. It's a medical condition! Very noble! Very hereditary!"
After Accepting the Quest
Reginald stands with a dramatic cape swirl:
Lord Reginald:"Excellent! Reginald knew you'd see reason! Or at least gold!"
He heads toward the door, then spins back:
Lord Reginald:"Sunset tomorrow! Not a moment later! If you fail Reginald, if you embarrass Reginald, if you make Reginald look bad in front of Celestine..."
He draws a finger across his throat:
Lord Reginald:"Well, Reginald's father golfs with Judge Ravencrest. They discuss things. Like making certain people disappear. Legally. Understand?"
Another cape swirl:
Lord Reginald:"But Reginald has faith! Don't disappoint Reginald! Reginald has a wedding to win! Well, a courtship. But then a wedding! Reginald looks fantastic in formal wear!"
He storms out, somehow slamming the door even more dramatically than when he entered.
Sebastian the pigeon:"The proprietor suggests that the young lord has never been told 'no' in his entire life. And possibly demand payment up front next time."
PART 3: INVESTIGATION (30 minutes)
NOW the Patrons Have Information
Granny Weatherby (if asked about tombs/ancient places):
Granny Weatherby:"Oh, you're treasure hunters! How exciting! My late husband used to tell stories about the old places. There's supposedly a keeper of ancient knowledge, but he's a bit... unusual. Lives in his own private library. Never leaves it."
Granny Weatherby (if asked about the vip room):
Granny Weatherby:“Oh I’ve seen the gentleman inside leaving exactly every hour to the privy, I’m guessing he is very organized when he decides to drink my dearie.”
Boblin (if pressured about ancient secrets):
Boblin the Merchant:"Boblin knows nothing! But... hypothetically... if Boblin wasn't Boblin... someone might know about a wizard. Has a magic sphere. Very special. Contains the whole library. Not that Boblin would know!"
Sebastian (if asked about the Keeper):
Sebastian:"The proprietor believes you're referring to Master Cornelius in the VIP room. Bit of a recluse. Obsessed with books. Fair warning - he doesn't like visitors."
Investigating the VIP Room
Option A: Polite Approach
Knocking triggers:
A voice:"GO AWAY! STUDYING!"
If they persist or mention ancient knowledge: "The curtain yanks aside. A wild-eyed man in his sixties glares at you. His gray beard is singed, his robes covered in moving constellation patterns."
Cornelius:"Ancient knowledge? BAH! Nobody appreciates scholarship anymore! Just want, want, want! What makes you think I'd help you?"
Convincing him (choose approach):
Offer payment (he wants rare books, not gold)
Appeal to his ego (DC 12 Persuasion - "Only someone of your vast knowledge could help")
Lie about having books to trade (DC 13 Deception)
Option B: Distraction
Create chaos in the tavern to draw him out. Have someone pretend to be selling rare books. Boblin can be convinced to help for 5gp (he desperately needs money).
Option C: Sneaking
Wait until he leaves for the privy (happens every hour - "Shouldn't have tested that reading enhancement potion!")
The Sphere Revealed
Inside the VIP Room: "Chaos incarnate. Books float through the air in lazy circles. Star charts cover every surface. Astronomical equipment clutters the tables. And in the center, on a crystal pedestal, sits a perfect sphere of glass the size of a watermelon. Inside the sphere, impossibly, you see endless library halls stretching into infinity, getting smaller and smaller like looking into opposing mirrors."
If Cornelius is present:
Cornelius:"DON'T TOUCH THAT! That's my life's work! My entire library compressed into a portable dimension!"
If asked about entering:
Cornelius:"Enter? Why would you... wait. You're looking for something specific, aren't you? Something ancient? Ha! If it's knowledge you seek, HE would know. But I warn you - he's quite mad. Been alone with the books too long."
Entering the Sphere
Touching the sphere (with or without permission): "Your finger makes contact with the cool glass. Instantly, the world inverts. You feel yourself shrinking, falling, expanding, and compressing all at once. Colors that don't exist flash before your eyes. Then..."
PART 4: THE LIBRARY DIMENSION (45 minutes)
Arrival in the Impossible Library
"You tumble onto a marble floor, gasping. Standing, you see you're in a library that breaks all laws of physics. Bookshelves stretch impossibly high, their tops lost in misty distance. Staircases spiral in directions that shouldn't exist - some going sideways, others upside down. Books float between sections like lazy fish. The 'ceiling' is another library, inverted above you, with its own visitors walking upside down from your perspective."
"The air smells of old paper, leather, and something else - something organic and slightly unpleasant. Like overripe fruit mixed with dusty knowledge."
First Encounter with the Glob
"A sound echoes through the halls - wet, sliding, like someone dragging a soaked carpet across marble. It's coming closer. SOMETHING rounds the corner of a bookshelf."
"Your mind struggles to process what you're seeing. Take a learned professor, inflate him to the size of an elephant, give him the lower body of a massive slug, and marinate the whole thing in centuries of books and isolation. The creature's bulk undulates as it moves, whether propelled by hidden feet or sliding on its own secretions is mercifully unclear. Tiny spectacles perch on what might charitably be called a nose. Multiple arms emerge from its mass at seemingly random points, each holding a different book."
The Globglogabgalab:"VISITORS! Oh, how DELIGHTFUL! How splendidly, magnificently, indubitably DELIGHTFUL! I am the Globglogabgalab! The yeast of thoughts and mind! Consumer of texts! Devourer of knowledge! Are you here to return overdue books? The fees would be... let me see... carry the seven... SEVENTEEN THOUSAND GOLD PIECES! Delightful!"
Negotiation with the Glob
Initial reaction to their quest:
The Globglogabgalab:"The Sunburst Ring? Oh, I know EXACTLY where it is! The Tomb of the Sunseeker, beneath the River Shin where it bends like a serpent's spine! Every detail is in my mind! Delightfully preserved!"
His Condition:
The Globglogabgalab:"But knowledge has a price! I'm so DREADFULLY bored! Centuries of reading the same books! Give me something NEW! Entertain me!"
What satisfies him (players choose):
Tell him a joke (DC 10 Performance - he laughs at almost anything)
Share a story (Let players narrate a tale)
Offer something written (Anything - even a shopping list)
Try to stump him with a riddle (He knows them all but enjoys pretending to think)
The Map Challenge
The Globglogabgalab:"But FIRST! You must prove you can READ! Otherwise, how will you follow my directions? DELIGHTFUL test incoming!"
The Glob's Puzzle: He vomits up three map fragments in bubbles:
Fragment A: Shows a figure looking towards glowing rocks
Fragment B: Shows moon phases with the last one circled
Fragment C: Shows a river with a sharp bend and an X
Solution: Players must arrange them and explain: Find the river bend, wait for moonlight, dive when the riverbed glows.
The Globglogabgalab:"EXCELLENT! The tomb lies beneath the River Shin where it bends like a snake! When moonlight strikes the water, the riverbed reflects the moon with a spectral glow - that's your entrance! Twenty feet down, forty feet through a flooded tunnel, then you surface in the tomb proper!"
Additional Information
The Globglogabgalab:"Oh, but BEWARE! The Sunseeker protected his tomb! There's a beetle door that asks riddles - he loved those! And Maurice! Poor, lonely Maurice! He's been guarding the final chamber for centuries. Just... be kind to him? He needs someone to talk to. Desperately. It's actually quite sad. Delightful!"
The Portal Chamber
The Globglogabgalab:"Now then! Can't have you walking all that way - you might get distracted! Follow me to my SPECIAL ROOM!"
He slides through passages that seem too narrow, leading to a small chamber with a shimmering portal.
The Globglogabgalab:"This leads to the forest near the River Shin! Find your ring! Then come back and tell me EVERYTHING! Every detail! Every moment! I'll be waiting! I'm always waiting! Centuries of waiting! DELIGHTFULLY alone!"
PART 5: THE SUNSEEKER'S TOMB (1.5 hours)
Forest Arrival
"You stumble through the portal onto the soft forest floor. The transition is jarring - from impossible geometry to simple nature. The moon is rising through the trees, and you hear running water nearby. The River Shin glimmers through the foliage, perhaps fifty feet away."
Finding the Entrance
"Following the river for ten minutes, you find the distinctive bend the Glob described - the river curves sharply around a rocky outcrop, creating a natural pool. As the moon rises higher, its light strikes the water's surface."
"Magic happens before your eyes. The riverbed, twenty feet below, begins to glow with veins of gold running through the stone. The light reveals a carved opening in the rock face, previously invisible in the murky water."
The Dive
Swimming down: Athletics DC 8
Navigating the tunnel: DC 10
Holding breath: Constitution DC 10 (fail = 1d4 damage from water inhalation)
"The tunnel extends horizontally through flooded rock, the golden veins providing just enough light. After forty feet of swimming, your lungs burning, the passage angles sharply upward. You break the surface, gasping."
Chamber 1: The Beetle Door
"You've emerged in a circular chamber, roughly thirty feet across. Water drips from your clothes onto ancient stone. Two statues hold eternally burning torches, and before you stands a stone door with no handle - just a beetle-shaped indentation surrounded by carved sun rays."
The Riddle (carved in stone):
“I burn, yet nothing feels my flame. I turn, though stillness claims my name. I touch the Earth yet never fall, And every shadow knows my call. Who am I, crowned above all?”
Answer: **The Sun** Solution: Place any round object in the beetle indentation
Chamber 2: The Hall of Choices
"A dusty corridor stretches ahead. Against one wall, a skeleton in ancient robes clutches a journal. At the hall's end, three passages branch off - left, center, and right."
The Journal (if examined):
"Day 3: Left holds treasure and danger"
"Day 5: Center holds the honored dead"
"Day 7: Right holds the guardian. So lonely. Why did we make him so lonely?"
Chamber 3: The Treasury (Left - Optional)
Chamber 3: The Treasury (Left Path - Optional)
The Room Description
"This small chamber was clearly once a treasury. Empty weapon racks line one wall, their wood rotted and sagging. Broken pottery shards crunch beneath your feet. Against the far wall, seemingly untouched by time, stands an ornate stone pedestal."
"Atop the pedestal sit three small chests, each the size of a jewelry box - one of polished gold, one of gleaming silver, and one of dark ebony. Above them, carved into the stone wall in ancient script, are these words:"
The Riddle
"Two speak truth and one tells lies. Choose your fortune with open eyes."
"Each chest bears an engraved inscription:"
Gold chest: "The silver tongue knows not honesty."
Silver chest: "Gold holds not what you seek."
Ebony chest: "Open gold, and trickery strikes."
Player Investigation
If players examine the chests (Investigation DC 10):
All three are unlocked but closed
The gold chest has tiny holes in its lid (for the confetti mechanism)
No other traps are visible
If players use Detect Magic:
Faint illusion magic on the gold chest (the confetti trigger). No other magic detected.
Opening the Wrong Chests
Silver Chest: "The lid creaks open. Inside is a rolled parchment. Unrolling it, you find a message in the same ancient script: 'Logic, not luck, lights the way.' The chest is otherwise empty."
Ebony Chest: "The chest opens to reveal a single copper coin so tarnished it's almost black. Etched on it are the words: 'Wisdom is worth more than gold.' Nothing else is inside."
Opening the Gold Chest (Correct Answer)
"As you lift the golden lid, there's a sudden CLICK—"
The Confetti Trap: "BANG! An explosion of golden confetti bursts from the chest, showering everyone within five feet with sparkling paper and glitter. The boom echoes through the chamber, certainly heard by anything nearby. As the glittering cloud settles, you're all covered in shimmering gold dust that will definitely not come out of your clothes for days."
"Once the spectacle ends and you stop coughing glitter, you can see the chest's actual contents:"
The Treasure
Inside the gold chest:
50 gold pieces in a small velvet pouch
One Potion of Healing in a crystal vial
A small brass key with a sun symbol (opens a shortcut door later)
A note: "The Sunseeker appreciated clever visitors with a sense of humor. May your wisdom serve you better than your dignity. - T.S."
Chamber 4: The Crypt (Center - Optional)
"Stone sarcophagi line the walls of this somber chamber. As you enter, two lids are grinding open..."
Combat - 2 Zombies (3 for 4 players): AC 8, HP 10 each. +3 to hit, 1d4+1 damage. Slow movement (20 ft). They moan ancient tax codes while fighting. Victory: They crumble, dropping a brass key that opens a shortcut
Chamber 5: Maurice's Vault (Right - FINAL CHAMBER)
"This grand chamber is decorated with faded murals of desert expeditions. At the far end, a stone manticore statue sits before a pedestal. On that pedestal, on a bed of ancient velvet, gleams the **Sunburst Ring** - seven rays of gold surrounding a central amber that seems to hold fire within."
Approaching the Ring: The statue's eyes blaze to life. A voice, desperate and lonely, echoes:
Maurice:"VISITORS! FINALLY! Do you know how long I've been here? Two hundred and forty-seven years, three months, two weeks, four days, six hours! Not that I'm counting! I'm Maurice! I guard the ring!"
Maurice:"You want it? Of course you do! Everyone wants things! But first - PLEASE talk to me! What's happening outside? Are there still empires? Is cheese still a thing? I miss cheese so much!"
After any response:
Maurice:"Right, right, the ring. Rules are rules. Answer my riddle and it's yours! But could you maybe answer slowly? Once you leave, it'll be quiet again..."
Maurice's Riddle:
"I have cities, but no houses dwell, I have mountains, but no trees to tell, I have water, but no fish therein, I have roads, but no carts have been. What am I?"
Answer: **A map**
If they fail:
Maurice:"No, no! Think flat! Think paper! There's literally one hanging on the wall behind you! Please get it right, I don't want to fight you! Fighting is so lonely!"
Success:
Maurice:"Correct! The ring is yours! But... could you stay a bit? No? That's fine. That's always fine. Everyone leaves Maurice. Maurice understands. Maurice will just... wait here. Forever. Alone. With his riddles..."
The ring can be taken. Maurice continues talking even as they leave.
PART 6: THE RETURN (15 minutes)
Emerging from the Tomb
"You retrace your path through the flooded tunnel, the **Sunburst Ring** secure in your possession. Breaking the surface of the River Shin, the morning sun is just beginning to rise. You have time, but not much - the presentation is at sunset!"
Return to the Turtle
Players can:
Return through the library portal (if they can find it)
Walk back (2-hour journey)
Try to hitch a ride with a passing merchant
Reginald's Triumph
"You arrive at the Turtle's Shell as afternoon fades. Lord Reginald is already there, pacing frantically. When he sees you, his face transforms from despair to jubilation."
Lord Reginald:"THE RING! You found it! Oh, it's more beautiful than I imagined! Celestine will HAVE to choose me now! How can she resist?"
He pays immediately, practically throwing the gold at them.
Lord Reginald:"I must go prepare! The presentation is in two hours! You're all invited, of course! You'll be my honored guests! The ones who made true love possible!"
The Presentation (Epilogue)
"The presentation ceremony is held at the Ravencrest estate. Lady Celestine, beautiful and intimidating, examines each gift with cool disinterest. Lord Darren's phoenix cloak? 'Impractical.' Count Aldus's ship? 'Presumptuous.'"
"Then Reginald presents the Sunburst Ring. For the first time, Celestine's eyes widen.
Lady Celestine:'The Sunseeker's ring? The ACTUAL ring? How did you...?'
She looks at your group, understanding dawning.
Lady Celestine:'You hired professionals. Intelligent. I accept your suit, Lord Reginald.'"
"As celebrations begin, you notice a figure in the crowd - it's Maurice, somehow escaped from his stone form, tearfully happy to be around people. The Globglogabgalab has sent a gift - a book of his original poetry (it's terrible). And Cornelius actually attends, muttering about 'young people and their romantic nonsense.'"
"But most importantly, you're heroes. The ones who retrieved a legend. And in a world full of ancient tombs and mysterious treasures... this is just the beginning."
[END]
The Choice (Ending the Session)
"As you stand in the ancient tomb, the Sunburst Ring gleaming in your hands, its amber center pulsing with an inner fire that seems almost alive, you realize the weight of what you hold. This isn't just a bauble for a spoiled nobleman's romantic games - this is a piece of history, an artifact of power from an age when the world was different. Maurice watches you with stone eyes that somehow convey centuries of loneliness, while somewhere above, Lord Reginald waits with his gold and his threats. The ring is warm to the touch, and for just a moment, you swear you see visions in the amber - distant deserts, ancient cities, adventures yet to be had."
"The choice is yours, adventurers. Will you return to claim your reward and watch a pompous lordling win his bride? Will you keep this treasure for yourselves and face the consequences? Or perhaps there's another path - one that leads to more adventures, more mysteries, more ancient tombs waiting to be explored. But those are decisions for another day, another session, another roll of the dice..."
"For now, you stand at a crossroads, ring in hand, future unwritten. What happens next? Well, that's a story we'll tell next time we gather around this table."
[TO BE CONTINUED...]
Quick DM Reference Card
Sequence:
Players meet at turtle inn, waiting for employer
Reginald arrives, explains competition for Celestine
This one-shot follows a crew of eight thieves as they pull off a heist at a prestigious auction gala in Emon, only to discover their stolen prize - a simple yarn ball - connects them to the legendary Sunseeker, a powerful sorcerer from the Age of Arcanum. Their mysterious handler, a talking cat named Mr. Jasper Whiskerpaw, sends them to retrieve the Scarab Necklace from a hidden tomb. They will succeed in claiming the treasure - and then they will all die.
This is a prequel tragedy. The players know from the start this is a doomed expedition. The fun is in the journey, the camaraderie, and the dramatic deaths at the end.
DM Note - Setting Expectations
Before the session, tell your players: "This is a tragedy. Your characters are the adventurers who came before - the ones who found the treasure but never made it out. Lean into your characters, make connections, have fun with the heist and the puzzles. The ending is predetermined, but how you get there - and how spectacularly you die - is entirely up to you."
The Eight Heist Roles
Each player takes one of the following roles during the gala heist. Assign these based on your players' characters and preferences.
Role 1 & 2: The Servers (Pair)
Disguised as waitstaff, these two have access to the service corridors and the private display rooms. Their job is to locate the yarn ball in the artifact collection and signal its position to the team.
Role 3: The Noble
Disguised as minor nobility (or actual minor nobility), this character mingles with the guests and keeps the host, Lord Valorian, occupied during the critical extraction window.
Role 4: The Distraction
This character creates a scene - a fainting spell, a dramatic argument, a "lost child" routine - whatever draws attention away from the display room at the crucial moment.
Role 5: The Lifter
The actual thief. Quick hands, nerves of steel. They swap the yarn ball with a replica and pocket the original while everyone's distracted.
Role 6: The Lookout
Positioned near the main entrance, this character monitors guard rotations and signals warnings to the team using predetermined gestures or sounds.
Role 7 & 8: The Escape Artists (Pair)
These two manage the getaway - whether that's a carriage waiting at the servant's entrance, a window left conveniently unlatched, or a tunnel through the wine cellar. They ensure everyone gets out clean.
DM Note - Running the Heist
With 8 players, the heist should be narrative-focused rather than tactical. Go around the table, giving each player 2-3 minutes to describe their character's actions during their phase of the heist. Call for 2-3 key skill checks per character. Success means smooth execution; failure means complications that other team members must adapt to.
The heist WILL succeed - this is about character introduction and team dynamics, not whether they get the yarn ball.
Time Breakdown
Part I - The Gilded Gala: ~60 minutes (character introductions, heist execution)
Part II - Mr. Whiskerpaw's Revelation: ~30 minutes (lore dump, travel montage)
Part III - The Tomb: ~2 hours (puzzles, combat, treasure)
Part IV - The Glorious Deaths: ~30-45 minutes (dramatic deaths, epilogue)
Part I: The Gilded Gala
The Valorian Estate, Emon, Tal'Dorei - Evening
Scene 1: Opening the Session
DM Note - Before You Begin
This is your opening. Read the following narration slowly, let it breathe. Set the tone - mysterious, intriguing, with just a hint of something darker beneath the surface. Don't explain. Don't spoil. Let them wonder.
Every story has an ending.
Some endings are happy - the hero returns home, the lovers reunite, the kingdom is saved. Some endings are bittersweet - victory, but at a cost. And some endings...
Some endings are simply endings.
Tonight, we tell a story. A story of adventure, of treasure, of friendship forged in the heat of danger. A story of eight souls who dared to reach for something extraordinary.
This is their story.
Remember them.
Pause. Let that land. Then shift your tone - lighter, more energetic. The fun begins.
But we're getting ahead of ourselves. Stories don't start at the ending. They start at the beginning.
And this story begins - as so many do - with a party.
Scene 2: The Valorian Estate
The city of Emon. Jewel of Tal'Dorei. Home to the Council of Tal'Dorei, the Alabaster Lyceum, and more wealth than most people see in a lifetime. Tonight, that wealth is on full display at the Valorian Estate - a three-story monument to one man's ego, built on old money and older secrets.
Lord Aldric Valorian is hosting his annual Autumn Antiquities Gala - officially, a preview of the rare artifacts going to auction tomorrow morning. Unofficially, an opportunity for the lord to parade his collection before Emon's elite and remind everyone exactly how much richer he is than them.
The manor itself is impressive, if you're impressed by such things. Three floors of marble and mahogany, each more ostentatious than the last.
The ground floor houses the kitchens, servant quarters, and a grand foyer where guests shed their cloaks before ascending. Two sweeping staircases - one on each side of the foyer - curve upward to the second floor, where tonight's festivities are in full swing.
The second floor is the heart of the gala. The Great Hall stretches nearly the length of the manor - high ceilings painted with scenes of conquest and commerce, crystal chandeliers casting everything in warm, flattering light. Champagne tables are scattered throughout, attended by servants in crisp uniforms. Guests in their finest silks and velvets mingle between displays of sculpture and painting, their laughter echoing off the marble floors.
To the right of the Great Hall, a set of ornate double doors leads to Lord Valorian's private collection room. Two guards in polished armor stand at attention before those doors - not the decorative house guards scattered throughout the party, but actual soldiers. Alert. Watchful. The doors remain closed except when Lord Valorian himself leads a tour group inside to show off his most prized acquisitions.
Inside that room - you've been told - are shelves upon shelves of rare artifacts. Relics from the Age of Arcanum. Weapons from forgotten wars. Curiosities from distant lands. And among them, displayed on a velvet pillow behind enchanted glass, sits an unassuming ball of golden yarn.
That yarn ball is why you're here.
The third floor is private - Lord Valorian's personal chambers, off-limits to guests. The two staircases continue upward, but a velvet rope and a polite servant ensure no one "accidentally" wanders up.
Currently, the string quartet positioned near the north windows is playing something light and forgettable - pleasant background music for pleasant background conversation. In approximately twenty minutes, they'll pause briefly, then begin their second set with a melancholy piece called "The Lover's Lament."
That's your signal. When that song begins, the heist starts in earnest.
But first - everyone has a job to do. A role to play. A piece to set in motion before the real game begins.
Let's meet the crew.
Scene 3: Meeting the Crew
DM Note - Running Introductions
Go through each role one at a time. For each:
1. Read the setup narration placing them in the scene
2. Ask the assigned player(s) to describe their character
3. Describe their prerequisite task
4. Call for the skill check(s)
5. Narrate the outcome, then move to the next role
This should feel like a montage - cutting between different parts of the party as each team member gets into position. Build momentum toward the heist.
The Servers
We begin in the Great Hall, where the champagne flows and the conversation sparkles.
Player 1 and Player 2 - you've been working the floor for the past hour, silver trays balanced perfectly, champagne flutes replaced before they're empty. The servant's uniform fits well enough, and you've memorized the layout from the servant's entrance to every corridor on this floor. Your job tonight has been keeping the pathways clear - making sure certain doors stay unlocked, certain routes stay open for your companions.
Right now, you're passing through the crowd near the east champagne table, trays in hand. Lord Valorian just finished his latest tour of the collection room - the guests are filtering back out, champagne in hand, chattering about the "magnificent acquisitions." The room is momentarily empty.
Player 1 - describe your character. What do you look like? How are you carrying yourself tonight?
Let Player 1 describe their character.
Player 2 - same question. Who are we looking at?
Let Player 2 describe their character.
Perfect. Now - before the heist proper begins, you two have a crucial task. The yarn ball sits in an enchanted display case - locked, warded, impossible to open without the key. But servants go in and out of that room all the time, refreshing candles, adjusting displays. You have a window right now to slip in, unlock that case, and slip back out before the next tour begins.
There's just one problem. A footman is stationed at the collection room entrance - not a guard, but observant. Too observant. Someone needs to distract him while you work.
The Distraction team is in position. On your signal, they'll draw the footman away. You'll have maybe sixty seconds inside.
Stealth DC 12Slip into the collection room while the footman is distracted.
Thieves' Tools DC 13 or Sleight of Hand DC 14Unlock the display case without triggering the ward.
On success: The case clicks open silently. They leave it closed but unlocked - to a casual glance, nothing has changed. The yarn ball sits on its velvet pillow, waiting. They confirm the location: third shelf from the left, near the window. They're ready.
On failure: The footman returns too quickly, or the lock proves stubborn. They get it done, but they're spotted leaving the room. "Just refreshing the candles, sir." Now someone's suspicious. The actual swap will need to be cleaner.
The Noble
Meanwhile, in the thick of the social scene...
Player 3 - you move through the crowd like you belong here. Maybe you do. Maybe you're minor nobility fallen on hard times. Maybe you're a con artist with forged papers and borrowed finery. Either way, tonight you're playing the part of someone who matters - someone Lord Valorian would want to impress.
You've positioned yourself near the collection room doors, nursing a glass of wine you haven't actually drunk. Lord Valorian is nearby, holding court with a cluster of admirers, gesturing grandly as he describes some ancient sword he acquired last spring.
In a few minutes, he'll start another tour of his collection. When that happens, you need to be on it. More importantly, you need to keep him talking - keep his attention on you, on your questions, on his own magnificent ego - so he doesn't notice anything amiss.
Player 3 - describe your character. What noble persona are you wearing tonight? How do you carry yourself among these people?
Let Player 3 describe their character.
Your first task: get Lord Valorian's attention. Make yourself memorable. Make yourself someone he wants to impress. The next tour group is forming - you need to be on his radar before then.
Persuasion DC 12 or Performance DC 13Catch Lord Valorian's attention and earn a place on the next tour.
Lord Valorian:"Ah! A fellow connoisseur, I see! You have excellent taste - that piece is from the Scattered War, you know. But if you think THAT'S impressive, wait until you see my private collection. I'm giving a small tour shortly - you simply must join us."
On success: Lord Valorian is charmed. They're in the next tour group - and they've established themselves as someone worth talking to. Perfect positioning.
On failure: Lord Valorian is polite but dismissive. They'll get on the tour, but they haven't made an impression. They'll need to work harder during the heist to keep his attention.
The Distraction
Near the champagne tables, someone is waiting for their moment to shine.
Player 4 - you're the wildcard. The chaos agent. When things need to go sideways, you make them go sideways. Tonight, your job is simple: when the signal comes, create a scene so spectacular that every eye in the room turns to you instead of the collection room doors.
But the best distractions need setup. You've been working the room, identifying the best location for your performance, the guests most likely to amplify the chaos, the servants most likely to panic. You've also been nursing a glass of champagne and keeping an eye on a particular noble - Lord Pemberton, a notoriously pompous man with a notoriously short temper and a notoriously unfaithful wife.
He could be useful. Very useful.
Player 4 - describe your character. How do you look tonight? Are you blending in, or already drawing glances?
Let Player 4 describe their character.
Your setup task: plant the seeds of chaos. Maybe you whisper something inflammatory to Lord Pemberton about his wife. Maybe you loosen the leg of a champagne table. Maybe you befriend the most dramatic guest in the room so they'll back your play later. What's your angle?
Deception DC 12 or Persuasion DC 13Set up your distraction - whatever form it takes.
On success: The trap is set. When they trigger their distraction later, it will be spectacular.
On failure: Something goes slightly wrong - maybe they're too obvious, maybe someone overheard. The distraction will still work, but it might draw suspicion afterward.
The Lifter
In the shadows between conversations, the most important member of the crew waits.
Player 5 - you're the one who actually takes the prize. Quick hands. Steady nerves. You've done this a hundred times - slipped wallets, lifted jewels, swapped genuine articles for clever fakes. But tonight's job is bigger. Tonight's target is in a guarded room, surrounded by nobility.
You're currently positioned near the collection room doors, pretending to admire a painting while actually studying the guards' posture, the door's hinges, the timing of Lord Valorian's tours. In your pocket, you carry the replica - a ball of mundane yarn wrapped in gold-painted thread. Close enough to fool a casual glance. Close enough to buy time.
Player 5 - describe your character. What kind of thief are we looking at? Flashy? Subtle? Dangerous?
Let Player 5 describe their character.
The Servers have done their part - the display case is unlocked, waiting for you. All you need to do is get into that room during the next tour, make the swap while everyone's distracted by Lord Valorian's endless bragging, and walk out with the prize.
But first, you need to confirm your entry. Lord Valorian is selective about who joins his tours - he wants an audience that will properly appreciate his magnificence. You need to be on that list, or you need another way in.
Deception DC 12 or Persuasion DC 13Talk your way onto the next tour, or find an alternative entry.
On success: They're in. Lord Valorian himself nods approvingly at their "refined taste." They'll be in perfect position when the signal comes.
On failure: They can't get on the tour directly. They'll need to slip in during the chaos of the Distraction - riskier, but still doable. The swap will happen, just with more pressure.
The Lookout
Near the main staircase, someone watches everything.
Player 6 - you're the eyes of this operation. From your position, you can see the guards by the collection room, the servants moving through the crowd, the stairways up and down. You've been tracking patrol patterns, noting shift changes, identifying the guards who are attentive and the ones who are bored.
You've also established a system of signals with the rest of the crew. A raised glass means "proceed." A cough means "hold." Adjusting your collar means "abort." Simple. Effective. Invisible to anyone not looking for it.
Player 6 - describe your character. What do you look like? How are you blending into this crowd while watching everything?
Let Player 6 describe their character.
Your setup task: map the guard rotations and identify the optimal window. When do the collection room guards change? Is there a gap? What about the servants - any patterns there?
Perception DC 12Track guard movements and identify the optimal extraction window.
Insight DC 11Identify which guards are alert and which are going through the motions.
On success: They've got it mapped. There's a 90-second window when the guards change shifts - that's when the team moves. They also note that the younger guard is more alert; the older one checks his pocket watch constantly. Good intel.
On failure: The patterns are harder to read than expected. They have a general sense of timing, but no guarantees. The team will need to adapt if something unexpected happens.
The Escape Artists
Finally, in the places no one looks - the servant's entrance, the garden shadows, the carriage house - two figures ensure the getaway is ready.
Player 7 and Player 8 - you're the exit strategy. When the job is done, you're the ones who make sure everyone gets out clean. You've been moving between the ground floor and the gardens, checking escape routes, bribing the right servants, making sure the carriage waiting two streets over stays exactly where it should be.
Right now, you're near the servant's entrance on the ground floor, confirming the final details. The door to the garden is supposed to be unlocked. The hedge maze provides cover from the windows. The wall at the garden's edge has a loose section you identified during your scouting.
Player 7 - describe your character. How do you move through spaces like this?
Let Player 7 describe their character.
Player 8 - same question. Who's your partner in escape?
Let Player 8 describe their character.
As you slip through the garden shadows, checking sightlines, you pass near the fountain where two obviously drunk nobles are swaying together, their voices carrying further than they realize.
Drunk Noble 1:"I'm telling you, Bartleby, I saw it with my own eyes. A talking cat. Had a whole conversation with Lord Westbrook's butler last month."
Drunk Noble 1:"I know what I saw! Orange tabby. Sat right on the desk, asked about shipping manifests. Very polite about it, too. Said 'please' and everything."
Drunk Noble 2:"And I suppose this cat also filed taxes and wrote poetry?"
Drunk Noble 1:"Don't be ridiculous, Bartleby. Cats can't write. No thumbs."
Strange conversation. You file it away and keep moving - you have a job to do.
Your setup task: confirm the escape route is clear and ready. The garden door, the hedge cover, the wall section. And there's one complication - a groundskeeper who's been doing rounds in the garden. You need him elsewhere when the team comes through.
Stealth DC 11Check the escape route without being spotted.
Deception DC 12 or Persuasion DC 12Convince the groundskeeper to be elsewhere - a fake emergency, a bribe, a distraction.
On success: The route is clear. The groundskeeper has been sent to check on "a noise near the front gate." The team will have a clean exit.
On failure: The groundskeeper is suspicious. He'll be in the garden during the escape, and they'll need to move fast and quiet to avoid him.
Scene 4: The Heist Begins
The pieces are in place. The doors are unlocked. The routes are clear. The target is confirmed. Every member of the crew is exactly where they need to be.
The string quartet finishes their piece. Polite applause ripples through the Great Hall. The musicians set down their instruments, reach for water glasses. The murmur of conversation swells to fill the silence.
A moment passes.
Then - the opening notes of "The Lover's Lament." A mournful violin. A gentle cello. The melody is beautiful. Melancholy. The kind of music that makes people think of lost loves and missed chances.
It's time.
DM Note - Running the Heist
Now the heist happens in earnest. Go through quickly - this should feel like a montage of competence. Each player already made their setup rolls; now describe how their preparation pays off.
Keep the energy up. Quick cuts between scenes. Building tension. The heist WILL succeed - but make it feel earned.
Key moments to narrate:
1. Lord Valorian leading the tour, the Noble keeping him engaged
2. The Distraction creating chaos at the perfect moment
3. The Lifter making the swap - describe the yarn ball feeling strangely warm
4. The Lookout signaling the all-clear
5. The Servers holding doors, clearing paths
6. The Escape Artists guiding everyone out
No additional rolls needed unless something went badly wrong in setup.
The Swap
Inside the collection room, Lord Valorian gestures expansively at a jeweled dagger. The tour group murmurs appreciatively. The Noble asks a pointed question about provenance, and Lord Valorian launches into an extended story about an auction in Vasselheim.
No one notices the Lifter drift toward the third shelf from the left.
The display case is already unlocked - the Servers did their job perfectly. It opens silently. Quick hands reach in. The yarn ball is lifted - and for just a moment, the Lifter feels it. A pulse. A warmth. Like holding something alive.
The replica goes in. The case closes. The Lifter drifts back toward the tour group as Lord Valorian describes the "fascinating history" of a chamber pot supposedly used by a king.
No one notices a thing.
The Exit
The Distraction triggers. Whatever chaos was planned - it works. Heads turn. Gasps echo. Servants rush to contain the situation. In the confusion, figures slip away - through service corridors, through unlocked doors, through the garden and over the wall.
The Escape Artists are waiting on the other side, crouched in the shadows of a narrow alley. A carriage sits at the far end, horses stamping impatiently, the driver keeping his eyes forward and his questions to himself.
One by one, you arrive. The Noble tears off a wig, stuffing it into a satchel. The Servers strip their borrowed uniforms, revealing traveling clothes beneath. The Lifter produces the yarn ball - that strange warmth still radiating through their fingers - and tucks it safely into a lined pocket.
Eight souls pile into a carriage meant for six. It's cramped. It's uncomfortable. And everyone is grinning like fools.
The driver flicks the reins. The wheels begin to turn. Behind you, the Valorian Estate continues its gala, completely unaware that anything is amiss.
DM Note - Carriage Celebration
Let the players have this moment. They just pulled off a heist! Let them joke about close calls, compliment each other's performances, tease whoever almost got caught. This is bonding time - these characters like each other, trust each other. Build that connection before the tomb.
The Carriage Ride
The carriage rattles through Emon's cobblestone streets, leaving the wealthy district behind. The grand estates give way to merchant quarters, then to the industrial sprawl near the river, and finally to the Cloudspire District - where the skyport dominates the horizon.
Through the carriage windows, you watch airships drift overhead - great wooden vessels suspended by arcane engines, their running lights twinkling like low-hanging stars. The air here smells of coal smoke, engine grease, and adventure.
The driver pulls to a stop on a quiet street. "Brass Compass," he grunts, not turning around. "End of the line."
You pile out into the cool night air. The carriage is already pulling away before the last of you has both feet on the ground - the driver wants no part of whatever comes next.
Scene 5: The Rendezvous
The Brass Compass sits in the shadow of the Emon skyport, its windows glowing with warm light. A painted sign depicts a compass rose with an airship at its center. Through the windows, you can see the common room is busy - airship crews, merchants, travelers of all kinds. The sort of place where questions aren't asked and answers aren't offered.
Inside, the smell of pipe smoke and spilled ale hangs thick in the air. A half-orc woman with a mechanical arm tends the bar. She looks up as you enter, takes in your group with a practiced eye, and nods toward the stairs.
Barkeep:"Private room. End of the hall. Your... associate... is waiting."
She pauses, polishing a glass.
Barkeep:"Interesting fellow, that one."
The upstairs hallway is quieter, the noise from below muffled by thick floorboards. The door at the end is slightly ajar. Warm candlelight spills through the gap. You can hear... purring?
You push open the door.
The private room is small but comfortable - a round table, several chairs, a window overlooking the skyport where airships bob at anchor like slumbering whales. On the table sits a half-empty saucer of cream, a map of Exandria, and several stacks of gold coins.
Sitting primly in the center of the table, tail wrapped around his paws, is an orange tabby cat.
The cat looks up at you with bright green eyes. He blinks slowly - once, twice.
Part II: Mr. Whiskerpaw's Revelation
The Brass Compass Tavern, Private Room - Late Night
Scene 1: Meeting the Handler
Mr. Jasper Whiskerpaw:"Ah, you're here. Wonderful. Please, sit. I trust the gala went smoothly? No complications? Good, good. I do hate complications. They're so... inconvenient."
The cat's voice is warm, cultured, and utterly matter-of-fact - as if talking cats are the most normal thing in the world and you're the strange ones for looking surprised.
Mr. Whiskerpaw:"The yarn ball, if you please. You may place it on the table. Gently - it's older than it looks."
DM Note - Playing Mr. Jasper Whiskerpaw
Mr. Whiskerpaw is eccentric in a very specific way - he treats his ability to talk as completely mundane and unremarkable. If players express surprise, he responds as if they're being slightly rude. "Yes, I'm a cat. Yes, I can speak. Is that relevant to the matter at hand?" He's polite, businesslike, and occasionally lets slip something that hints at centuries of existence - then immediately moves on as if it was nothing.
When the yarn ball is placed on the table, Mr. Whiskerpaw's demeanor shifts - just for a moment. His eyes soften. One paw reaches out, almost reverently, to touch the golden thread.
Mr. Whiskerpaw:"Hello, old friend. It's been... a very long time."
The moment passes. Mr. Whiskerpaw's professional composure returns.
Mr. Whiskerpaw:"My apologies. Sentimentality. Now then - your payment, as promised."
He pushes the gold stacks toward the party with his paw.
Mr. Whiskerpaw:"Two hundred gold, split as you see fit. However..." He pauses, cleaning one paw with studied casualness. "I find myself in need of... additional services. More dangerous. Significantly more lucrative. If you're interested, I can explain. If not, we part ways here, no hard feelings. Cats aren't built for holding grudges. Takes too much energy better spent on naps."
Scene 2: The Sunseeker's Legend
When the party expresses interest (and they will), Mr. Whiskerpaw settles more comfortably on the table, his tail swishing slowly.
Mr. Whiskerpaw:"What do you know about the Age of Arcanum? The time before the Calamity, when mortals wielded magic that could reshape continents?"
He doesn't wait for an answer. His eyes grow distant, as if remembering something from long ago.
Mr. Whiskerpaw:"There was a sorcerer. They called him the Sunseeker - a title, not a name. He specialized in sand magic, earth magic, the magic of deserts and ancient places. He was also, not coincidentally, the greatest tomb raider of his age. Ironic, really - spending one's life plundering the dead, only to be buried oneself.
"His mastery of sand and stone magic made him legendary. It was said he could walk through walls of solid rock, call sandstorms from clear skies, and command the very earth to reveal its buried secrets.
"But his greatest creation was the Scarab Necklace - an artifact of immense power that granted dominion over sand and stone. The necklace alone held tremendous magic, but its full potential could only be unlocked by seven fragments - crystallized keys of power that he scattered across the world.
"A prophecy warned that reuniting the necklace with all seven fragments would bring great destruction. He took that seriously. Most prophecies are nonsense, but this one..."
His whiskers twitch.
"Well. Better safe than sorry, as they say. So he hid them. The necklace in one tomb. The seven fragments in seven others, scattered across Exandria and beyond. He spent his final years constructing elaborate trials to protect each piece, then sealed himself away with his secrets.
"Of the seven fragment tombs, only one has ever been found. A century ago, an explorer named Ashby Hillingham discovered a tomb in Wildemount. He emerged with a single fragment and became obscenely wealthy - the fragments alone hold considerable power, you see. That fragment supposedly sits in some noble's private collection now, gathering dust.
"But the necklace itself - the Scarab Necklace, the heart of the Sunseeker's power - has never been found. Until now.
"I know where it is. In the wastes beyond Bassuras. I know because..."
He hesitates - the first uncertainty he's shown.
"Because I remember it being built. In a manner of speaking."
If pressed on this, Mr. Whiskerpaw deflects.
Mr. Whiskerpaw:"Ancient history. Not relevant. What IS relevant is that inside that tomb is the Scarab Necklace itself - and I want you to retrieve it for me. One thousand gold pieces. Each. Plus whatever other treasures you find - the Sunseeker was a collector, after all. His tombs are famously laden with riches.
"I've arranged transport. An airship leaves at dawn - the captain owes me a favor. Several favors, actually. Cats have long memories for debts. You'll be in Marquet within a week."
DM Note - Lore Summary
The Sunseeker: Age of Arcanum sorcerer, master of sand/stone magic, legendary tomb raider.
The Scarab Necklace: Artifact granting dominion over sand and stone. Holds power on its own, but full potential requires seven fragments.
The Fragments: Seven crystallized keys hidden in seven separate tombs. Reuniting all seven with the necklace = prophesied destruction.
Known History: Only one fragment tomb has been found (by Ashby Hillingham, a century ago). The necklace itself has never been recovered - until now.
DM Note - Questions for Mr. Whiskerpaw
If players ask why Mr. Whiskerpaw wants the necklace: "Sentimental reasons. And practical ones. Best not to leave such things lying around."
If players ask about the yarn ball: "It was... someone's. Someone who mattered. That's all you need to know."
If players ask if Mr. Whiskerpaw is the Sunseeker's familiar: He stares at them for a long moment, then says, "What an interesting theory," and changes the subject.
If players ask about dangers: "It's a tomb designed by a paranoid archmage to protect his greatest treasure. There will be traps. There may be guardians. I trust you can handle it - you handled tonight well enough."
Scene 3: The Journey
Dawn breaks over Emon's skyport. The airship Windchaser creaks at her moorings - a sturdy vessel with patched sails and a crew who asks no questions. Captain Thessa, a weathered half-elf with silver hair and knowing eyes, greets you at the gangplank.
Captain Thessa:"Mr. Whiskerpaw's friends, eh? That cat's gotten me out of more scrapes than I can count. Welcome aboard. Stay out of the rigging, don't bother the navigator, and we'll get along fine."
The journey takes six days. The Windchaser crosses the Lucidian Ocean, leaving Tal'Dorei behind as the landscape below shifts and changes. The verdant coast of Marquet appears on the horizon, then gives way to golden desert, then to the harsh expanse of the Hellcatch Valley.
DM Note - Travel Montage
Use this time for character development. Ask each player:
"During the six-day voyage, what does your character do to pass the time? Who do they spend time with? What conversations happen?"
This is their last chance to deepen relationships before the tomb. Make it count.
Bassuras has no skyport - the weather in the Hellcatch Valley is too treacherous for regular airship traffic. Captain Thessa sets the Windchaser down on a rocky plateau a mile outside the city walls, wishes you luck, and lifts off again before the local crawler gangs take too much interest.
Bassuras sprawls before you - a city built on a massive plateau, surrounded by tall stone walls and the ramshackle sprawl of the Carmine Skids beyond. Metal cisterns tower above rooftops, collecting precious water. The Tahdiq Glow - a tall tower with a greenish spotlight - marks the city center.
You enter through the Carmine Wall and resupply quickly - waterskins, rations, rope. The merchants don't ask questions. In Bassuras, nobody asks questions.
Into the Wastes
Dawn comes early. You set out across the wastes as the sun climbs, following Mr. Whiskerpaw's map toward a stone formation called the Scarab's Claw - five fingers of rock reaching toward the sky.
Three hours of trudging through sand later, you find it. The Scarab's Claw rises from the dunes like a giant stone hand grasping at the heavens. Five weathered pillars of sandstone, each thirty feet tall, arranged in a rough semicircle. Centuries of wind have carved them smooth, but you can still make out faint hieroglyphs spiraling up their surfaces.
But there's no entrance. No door. Just sand stretching between the stone fingers, undisturbed for what looks like centuries.
According to the map, the tomb should be here. Right here. But there's nothing except rock and sand and the endless blue sky.
Finding the Entrance
Investigation DC 13: Notice that three of the pillars have small indentations at eye level - scarab-shaped, about the size of a palm.
History or Arcana DC 12: Recall that the Sunseeker was known for hidden entrances that required specific activation.
The solution: Press all three scarab indentations simultaneously. This requires coordination - three characters must press at the same time.
Examining the pillars more closely, you notice something - three of the five columns have small indentations carved into their surfaces. Scarab-shaped, about the size of a palm, smooth from age but unmistakably intentional.
When players press all three simultaneously:
The moment all three indentations are pressed, the ground begins to shake. Sand cascades away from the center of the formation, pouring into some unseen void below. A grinding of ancient stone echoes across the wastes.
Before your eyes, stairs rise from beneath the sand - weathered stone steps ascending from the depths, pushing through the dunes like a creature emerging from hibernation. The stairs climb to a stone platform, and at its center, a doorway stands revealed. Flanked by carved scarabs with amber eyes, the entrance to the Sunseeker's tomb yawns open before you.
Above the door, in script that seems to shimmer, words appear in whatever language each of you speaks best:
"Those who seek the sun's treasure must prove themselves worthy of its fire. Turn back now, or face the trials within."
Cool air drifts from within, carrying the scent of dust and ancient stone. And something else - something faintly sweet, like honey left too long in the sun.
You feel something. Anticipation. Excitement. The promise of unimaginable treasure.
You have no way of knowing that you will never see Bassuras again.
Part III: The Tomb
The Sunseeker's Tomb, Hellcatch Valley - Midday
Scene 1: The Outer Sanctum
DM Note - Atmosphere
This is the point of no return. Let the players prepare, distribute supplies, discuss strategy. The tomb is dangerous but exciting - they're adventurers, after all. They live for this.
The entrance descends into darkness. Ancient stairs, worn smooth by time, spiral downward into the earth. The walls are smooth sandstone, covered in hieroglyphs depicting a robed figure commanding sand and stone, building great monuments, and finally lying in state surrounded by treasure.
But something is wrong. The dust on the stairs has been disturbed. Footprints - many of them, heading down. And as you descend, you begin to see signs of passage: a discarded torch, a frayed rope, scrape marks on the walls.
Someone has been here before you.
The Cleared Chambers
The outer sanctum is a series of three chambers, each clearly designed as a trial for intruders. But the trials have already been solved.
The first chamber - a hall of mirrors - lies shattered. Every reflective surface has been smashed, glass crunching beneath your boots. Dark stains mark some of the frames.
The second chamber held some kind of sand mechanism - you can see the channels in the floor, the pressure plates, the drainage holes. Whatever deadly trap once waited here has been triggered and spent.
The third chamber spans a vast chasm. A bridge of solidified light stretches across - still glowing faintly, activated by whoever came before. Inscriptions on the walls speak of the Sunseeker's birth name, but someone has deliberately scratched it out - gouged deep into the stone, as if to erase it from history.
Beyond the bridge, a final corridor leads deeper into the tomb. And there, slumped against the wall just past the threshold, you find them.
The Previous Expedition
Two skeletons. One lies face-down in the corridor, reaching back toward the bridge as if trying to flee. The other sits against the wall, a leather journal clutched in bony fingers. Both are riddled with holes - tiny punctures in the armor, in the bones themselves.
Looking up, you see the source: dozens of small holes in the walls, now empty. A dart trap, long since spent. Whatever poison coated those darts killed these explorers - but the mechanism has nothing left to fire.
The way forward is clear.
The Explorer's Journal (Handout)
Day 3 of the Expedition: We've breached the outer sanctum. The Sunseeker was paranoid beyond reason - three chambers of trials before we even reached the inner tomb. The first was a hall of mirrors that showed your deepest fears. Meren couldn't stop screaming. We had to drag him through.
Day 5: Second chamber solved. A room of sand that rose to drown us unless we found the hidden pressure plates in the correct sequence. The inscriptions spoke of the Sunseeker's early life - how he discovered his gift for sand magic as a child, how the desert "spoke" to him. He believed he was chosen.
Day 7: Third chamber. A bridge of light that only appeared when we spoke the Sunseeker's true name - not his title, but his birth name. We found it carved in the walls of the second chamber, hidden in the decorative script. Strange - someone had tried to scratch it out, but Kelara could still read it. When she spoke it aloud, the bridge blazed into existence. We've reached the inner sanctum.
Day 8: The inner tomb is magnificent. A long corridor lined with statues - jackal-headed guardians that watch but do not move. Three doors marked with symbols. And at the far end, a massive golden door with three keyholes. This is where the necklace waits. I can feel it.
Day 9: The inscriptions here speak of the necklace differently than the outer chambers. The Sunseeker feared his own creation. "It whispers to those who wear it," he wrote. "It promises power. It delivers madness." He scattered the seven fragments not to protect them - but to keep them away from the necklace. Apart, they are merely powerful. Together...
Day 9, Later: Something is wrong. We triggered something in the corridor. Poison darts. Meren is dead. Kelara took one in the shoulder - she says she's fine but her veins are turning black. I'm going back to find an antidote in the outer chambers. There must be
The writing trails off. Dark stains mark the final page.
DM Note - The Previous Expedition
This journal explains why the outer tomb is already cleared:
1. A previous expedition solved the first three chambers (mirror hall, sand room, light bridge)
2. They reached the inner sanctum but triggered the dart trap in the corridor
3. The trap is now spent - our party can pass safely
4. New lore: The Sunseeker's birth name was deliberately scratched out - someone wanted it forgotten. He feared the necklace. The fragments were scattered to keep them AWAY from it.
5. Kelara may be found deeper in the tomb - she went on alone with poison in her veins. Her body could be in one of the puzzle chambers.
Scene 2: The Inner Sanctum
Beyond the spent trap, you enter the inner sanctum proper. The architecture shifts - grander, more elaborate. The hieroglyphs here are inlaid with gold. The air smells of dust and something faintly sweet, like honey left too long in the sun.
A long corridor stretches before you, perhaps a hundred feet to the far end. The floor tiles are decorated with the Sunseeker's symbol - a scarab beetle holding a golden sun disc. The pattern repeats endlessly down the hall.
At the far end, a massive stone door - sealed tight, covered in golden filigree that glimmers even in the dim light. Three keyholes are visible even from here, arranged in a triangular pattern.
Along the corridor's length, you count three doorways - two on the left, one on the right. Each is marked with different symbols: a feather, waves, and a scarab holding a puzzle piece.
DM Note - Corridor Layout
The main corridor contains dormant sand construct statues - describe them as decorative guardians lining the walls, four in total. They will NOT activate until all three keys are placed in the main door.
The three puzzle chambers can be done in any order:
• Right door (feather symbol): The Acrobatic Gauntlet
• Left door 1 (wave symbol): The Flooded Pipes
• Left door 2 (puzzle symbol): The Scarab Puzzle
Each chamber contains a sarcophagus with rewards AND a key piece needed to open the main door.
Lining the corridor walls, standing at attention like an honor guard, are four statues carved from golden sandstone. Each depicts a humanoid figure with the head of a jackal, wielding a curved khopesh sword. They are beautiful. They are unsettling. And as your torchlight passes over them, you could swear their eyes follow your movement.
But they don't move. They're just statues. Just stone.
For now.
Scene 3: The Acrobatic Gauntlet
Right Door - Feather Symbol
The feather-marked door opens into chaos.
A vast chamber stretches before you - at least sixty feet long and forty feet wide. The floor has fallen away entirely, replaced by dark water that churns with movement. Things slither beneath the surface - you catch glimpses of scaled coils, fangs, shapes that could be snakes or something worse.
The only way across: a series of stone platforms suspended by ancient chains, swaying gently with some unfelt breeze. But that's not the challenge.
Between each platform, massive bronze halberds swing in pendulum arcs - their blades still razor-sharp after centuries, catching what little light reaches them. The timing is almost rhythmic, almost predictable. Almost.
And in the center of the room, mounted on a central pillar, a wooden fan-like mechanism rotates slowly. Its arms extend over multiple platforms - anyone attempting to cross will need to time their jumps not just around the halberds, but around the spinning obstruction that could knock them into the waters below.
On the far side, beyond the final platform, you can see it - a stone sarcophagus resting on a raised dais. Something glints on its lid.
The Acrobatic Gauntlet - Mechanics
The Challenge: Cross five platforms to reach the sarcophagus. Each platform transition requires checks.
Platform 1 to 2: DC 10 Acrobatics (timing the first halberd)
Platform 2 to 3: DC 12 Acrobatics (halberd + spinning fan)
Platform 3 to 4: DC 13 Acrobatics (double halberd swing)
Platform 4 to 5: DC 11 Acrobatics (single halberd, fan has passed)
On Failure: DC 12 Dexterity save to grab the platform edge. Failure means falling into the water - 1d6 poison damage from snake bites, DC 12 Athletics to climb out.
Alternative Approaches: Players can use creative solutions - ropes, magic, distractions. Reward creativity with advantage or reduced DCs.
DM Note - Running This Room
This room should feel tense but manageable. Not everyone needs to cross - some characters might use ranged abilities or creative solutions. Let the athletic characters shine.
If someone falls into the water, describe it dramatically - the churning mass of serpents, the desperate swim for a platform edge - but don't kill anyone here. Save the deaths for the finale.
The First Sarcophagus
The sarcophagus is carved from white marble, its lid depicting a figure in flowing robes - perhaps a priest or scholar. In the figure's carved hands rests a real object: a bronze rod shaped like a cobra, its eyes set with tiny rubies.
When opened, the sarcophagus contains:
The Cobra Key - One of three keys needed for the main door (bronze rod shaped like a coiled cobra)
Potion of Healing (x2)
75 gold pieces in ancient Marquetian coins
Gloves of Swimming and Climbing - Useful for later challenges
A scroll describing the Sunseeker's fears: "The necklace calls to those who wear it. It whispers of power, of dominion. Even without the fragments, it hungers. I was wise to hide it deepest of all."
The Shortcut
As you claim the Cobra Key, you hear a grinding of stone behind the sarcophagus. A section of wall slides aside, revealing a narrow passage that leads back to the main corridor - a shortcut that bypasses the gauntlet entirely.
DM Note - The Shortcut
This door only opens from inside the chamber. It allows the party to exit without crossing the gauntlet again, and provides an alternative route during the escape sequence later.
Scene 4: The Flooded Pipes
Left Door 1 - Wave Symbol
The wave-marked door opens onto a chamber filled with the sound of rushing water. No - rushing something. The liquid that flows through the elaborate pipe system covering the walls glows a sickly green and steams slightly where it contacts the air.
The chamber is roughly square, forty feet to a side. The floor is submerged beneath two feet of the same green liquid - acid, by the smell of it. Raised walkways of stone, barely a foot wide, run along the walls. In the center of the room, surrounded by acid, sits a sarcophagus on a stone island.
The pipe system is complex - dozens of bronze tubes running along the walls, through the ceiling, disappearing into the acid below. Some pipes are clearly corroded, others seem functional. The acid level is maintained by a continuous flow from above.
On each of the two side walls, mounted at chest height, are two large bronze levers. Four levers total. Each is currently in the "up" position.
Above the entrance, etched into the stone, is a diagram - a schematic of the pipe system showing how the levers connect to various flow gates. Some of the diagram has been worn away by time, but enough remains to provide clues.
The Pipe Puzzle - Mechanics
Goal: Drain the acid to reach the sarcophagus safely.
The Four Levers:
• Lever A (left wall, near door): Controls the main intake valve
• Lever B (left wall, far side): Controls the secondary drain
• Lever C (right wall, near door): Controls the reservoir release
• Lever D (right wall, far side): Controls the main drain
Solution: Pull A DOWN, leave B UP, pull C DOWN, pull D DOWN
Wrong combinations: Various effects - acid level rises, sprays from pipes, etc. Nothing fatal but punishing (1d4 acid damage from spray, DC 12 Dex save to avoid).
DM Note - Interactive Puzzle
You mentioned having an AI HTML riddle for this - you can incorporate it here. The wall diagram can serve as the interface the players study to solve the puzzle.
Alternatively, let players experiment with the levers through trial and error. Each wrong combination should have consequences but not be deadly.
The Second Sarcophagus
With the acid drained, you can safely cross to the central island. The sarcophagus here is carved from obsidian, its surface covered in wave-like patterns. The lid depicts a figure holding a vessel that spills endless water.
When opened, the sarcophagus contains:
The Vessel Key - One of three keys needed for the main door (bronze vessel that pours eternally from one side)
Potion of Healing (x2)
Ring of Water Walking - A silver band with wave patterns
100 gold pieces in various gems and jewelry
A small jade scarab pendant (worth 50gp, or can be kept as a trinket)
A carved stone tablet with text: "The Vessel holds what the Cobra guards, and the Scarab unlocks what both protect. Three as one opens the final door."
Scene 5: The Scarab Puzzle
Left Door 2 - Puzzle Symbol
The final chamber is deceptively simple. A square room, thirty feet to a side, with the floor divided into a grid of stone tiles - five tiles by five tiles. Each tile is roughly six feet square.
The tiles are carved with portions of an image, but they're scrambled - moved out of order. You can make out pieces of what should clearly be the Sunseeker's symbol: a scarab beetle holding a sun disc. But the pieces are wrong, shuffled, the image broken into chaos.
At the far end of the room, behind a shimmering barrier of golden light, sits the third sarcophagus. The barrier pulses gently, and you somehow know - solve the puzzle, and the barrier falls.
When you step on a tile, it glows softly. When you step off, it returns to normal. But when two adjacent tiles are both occupied - they swap positions, grinding against stone as they slide past each other.
The Sliding Puzzle - Mechanics
Goal: Rearrange the tiles to form the complete Scarab Sun symbol.
Mechanics: Two players standing on adjacent tiles cause those tiles to swap. Players must coordinate movement to solve the puzzle.
This is a 5x5 sliding puzzle. The solution requires coordinated movement and spatial reasoning.
Investigation DC 15: A player studying the tiles can identify which pieces need to move where, giving the party guidance.
If stuck: Allow Intelligence checks to provide hints, or let players experiment freely.
DM Note - Running This Puzzle
You mentioned having an AI HTML riddle for this as well. This is the perfect place for it - a visual sliding puzzle showing the scrambled scarab that players must solve.
If running without digital tools, describe the scrambled image and let players direct their characters' movements to swap tiles. Track the grid on paper.
The Third Sarcophagus
The golden barrier dissolves like morning mist. The sarcophagus beyond is carved from amber - translucent, warm to the touch, with the Scarab Sun symbol prominently displayed on its lid.
When opened, the sarcophagus contains:
The Scarab Key - The final key needed for the main door (golden scarab with folded wings)
Scroll of Shield
Boots of Elvenkind - Soft leather, sand-colored
150 gold pieces in amber jewelry and ancient coins
A journal fragment in the Sunseeker's own hand: "I have hidden the fragments where no one would think to look - not even me, in my final years. Seven keys for seven locks, scattered across worlds. But the necklace itself... the necklace I keep close. It whispers to me still. It always will."
Scene 6: Opening the Door
You return to the main corridor, three keys in hand - the Cobra, the Vessel, and the Scarab. The massive golden door waits at the end, its three keyholes arranged in a triangle. The jackal-headed statues still stand motionless along the walls.
Still just statues. Still just stone.
One by one, you insert the keys. They turn smoothly, as if freshly oiled. With each turn, something in the door clicks, gears grinding somewhere deep within the stone.
The third key turns. The final click echoes through the corridor.
And then - silence. Complete. Heavy. The kind of silence that makes you aware of your own heartbeat.
The golden door begins to rise, sand cascading from its seams. Beyond, you catch glimpses of something glittering - gold, jewels, treasure beyond imagination.
The statues remain still. The corridor remains quiet. Whatever trap you expected... it hasn't sprung. Not yet.
Scene 7: The Final Chamber
You step through the golden door and into legend.
The treasure chamber takes your breath away.
Gold. Everywhere, gold. Coins in drifts like sand dunes. Jewelry piled in chests that overflow with emeralds and sapphires. Weapons of ancient design, their blades still gleaming. Statues. Urns. Scrolls in golden cases. Artifacts that pulse with dormant magic. Ornate rugs and tapestries, somehow preserved despite the ages.
The chamber is vast - perhaps sixty feet wide, its ceiling lost in shadow above. Pillars carved like palm trees support the weight of ages. Murals cover every wall, depicting the Sunseeker's greatest adventures, his triumphs, his treasures.
And in the center of the room, rising from a pool of crystalline water on a stone pedestal, sits a sarcophagus of pure gold. Not submerged - elevated just above the water's surface, as if offering itself to those worthy enough to reach it.
This is it. The heart of the tomb. The Sunseeker's greatest treasure.
DM Note - Let Them Explore
Give the players time to explore the treasure chamber. Let them describe what they take, what catches their eye. Ask them:
"What do you imagine doing with your share of the wealth?"
"What do you grab first?"
"How rich do you feel right now?"
This is the calm before the storm. Make it count. Build up their dreams before crushing them.
The Golden Sarcophagus
Wading through the shallow pool to the central pedestal, you examine the sarcophagus more closely. It's large - sized for a human body - and ancient beyond measure. Hieroglyphs spiral across its lid, and the Scarab Sun symbol is inlaid in amber and gold. The lid depicts a robed figure with hands crossed over their chest, holding a sun disc.
When you lift the lid, you find exactly what you came for.
Inside, preserved by magic despite the centuries, lie the remains of the Sunseeker himself. Robes of gold and azure have faded but not rotted. The skull grins up at you from within a ceremonial headdress. And around the neck of the long-dead sorcerer, gleaming as if newly forged, hangs the Scarab Necklace.
It's magnificent. A golden scarab beetle forms the centerpiece, its wings spread wide, holding a sun disc of polished amber that seems to contain captured light. Seven empty settings surround the scarab - slots for the fragments that would unlock its full potential. Even without them, the necklace pulses with inner fire, warm and alive. Beautiful. Powerful.
Calling to you.
DM Note - The Moment
Ask the players: "Who takes the necklace? Who puts it on?"
This is crucial - whoever takes and wears it will be the last one alive, trapped by its wild magic. Let them decide naturally; don't force it. If multiple players want it, let them roleplay the discussion.
The necklace can be held without triggering anything - it's the act of REMOVING it from the Sunseeker's remains that triggers the collapse.
The Wild Magic Surge
The moment the necklace is lifted from its resting place, everything changes.
Power surges through whoever holds it - raw, ancient, overwhelming. Their hand glows with golden light. Sand rises from the floor, swirling around them in a protective cyclone. For one glorious moment, they feel invincible.
And then the wild magic hits.
Roll on the Sand Wild Magic Table below:
d12
Wild Magic Effect
1
Sand Burst: A 15-foot radius burst of sand explodes outward. Everyone in range must make DC 14 Dex save or be knocked prone.
2
Stone Skin: The wielder's skin turns to sandstone for 1 minute. AC becomes 17, but speed is halved.
3
Desert Mirage: 1d4 illusory duplicates of the wielder appear, mimicking their movements for 1 minute.
4
Sandstorm Aura: A 10-foot radius of swirling sand surrounds the wielder. Others in the area are lightly obscured and take 1d4 slashing damage per round.
5
Desert Heat: The temperature around the wielder increases dramatically. They and all creatures within 20 feet must make DC 12 Con save or gain one level of exhaustion.
6
Sand Hand: The wielder's dominant hand transforms into living sand. They can extend it up to 15 feet and manipulate objects at range.
7
Quicksand: The floor beneath a random party member becomes quicksand. DC 14 Str save or sink to waist (restrained). Second failure = sink to chest. Third = submerged.
8
Glass Transformation: All sand within 30 feet instantly fuses into glass. The floor becomes slippery (difficult terrain).
9
Voices of the Desert: The wielder hears whispers from ancient spirits - fragments of the Sunseeker's memories. They learn one secret about the tomb.
10
Golden Chains: Ribbons of solidified sand wrap around the wielder's legs. Speed reduced to 0 until they spend an action to break free (DC 13 Str).
11
Dune Walker: The wielder gains the ability to walk through sand and stone as if it were water for 1 minute.
12
Sunfire: The amber flares with brilliant light. All creatures within 30 feet must make DC 14 Con save or be blinded for 1 minute.
The Collapse
As the wild magic surge subsides, you hear something that freezes the blood in your veins.
A grinding of stone. A rumble from deep within the earth. And then - the CRASH of walls collapsing.
Not just the entrance sealing. Not just a door closing. The entire tomb is transforming.
Beyond the treasure chamber's doorway, you watch in horror as the walls of the main corridor simply... fall. Stone crashes against stone. The side chambers collapse inward, their contents spilling into the central space. Rubble piles high where hallways used to be. The puzzle rooms, the platforms, the pipes - all of it crumbling into one massive, chaotic debris field.
Where there was once a tomb with distinct chambers and corridors, there is now just one giant cavern filled with fallen stone, rising dust, and ancient wreckage.
Only the treasure chamber remains intact - a safe island in a sea of destruction. The golden door frame still stands, but beyond it...
Chaos.
DM Note - The New Layout
Reference your second map image here. The walls between all the puzzle chambers have collapsed. The main corridor is now filled with rubble. The tomb has become one giant open space with debris scattered throughout.
The treasure room remains intact - the party is safe as long as they stay inside. But to escape, they'll need to cross the rubble field.
And they're not alone.
The Awakening
As the dust begins to settle, you see them.
The jackal-headed statues - buried now in rubble, half-collapsed pillars, the ruins of what was once a corridor. But they're moving. Sand pours from their joints. Golden light blazes in their empty eye sockets. Khopesh blades gleam as they pull themselves free from the debris.
Four guardians. Awakened at last. Standing between you and the only exit - the distant stairs, barely visible through the dust and destruction.
Sand Guardian:"THE SUNSEEKER'S TREASURE... IS NOT FOR THE UNWORTHY..."
Combat - Sand Guardians (4)
Run for 2 rounds only. The combat takes place in the rubble-filled cavern outside the treasure room. After 2 rounds, describe the guardians beginning to crumble as their ancient magic fails.
Terrain: Difficult terrain throughout (rubble). Partial cover available behind fallen stones.
Sand Guardian
AC: 14 (stone body)
HP: 25 each
Speed: 25 ft.
Attacks: Khopesh +5 to hit, 1d8+3 slashing damage
Special - Sand Form: When hit, sand sprays from the wound. Adjacent creatures must make DC 12 Con save or be blinded until end of their next turn.
Weakness: Water-based attacks deal an extra 1d6 damage and prevent Sand Form from triggering.
DM Note - Combat Pacing
This is meant to be a fast, exciting fight, not a slog. After 2 rounds, regardless of how many guardians remain, describe them beginning to crumble.
"Cracks spread across the guardian's form. Ancient magic, sustained for centuries, finally fails. One by one, they collapse into piles of sand that scatter across the rubble."
The guardians crumbling doesn't mean safety - it means the escape sequence begins. The tomb is still collapsing around them.
Part IV: The Glorious Deaths
The Sunseeker's Tomb - The Final Moments
The Necklace Claims Its Wearer
The last guardian crumbles to dust. The treasure chamber falls silent save for the ragged breathing of survivors and the soft lap of water against the pool's edge.
You did it. Against all odds, you did it. The Sunseeker's treasure lies scattered around you - gold, jewels, artifacts beyond counting. And there, in the opened sarcophagus, the necklace waits.
DM Note - The Claiming
One player should claim the necklace now. Ask: "Who takes it? Who puts it around their neck?"
This player becomes the necklace-bearer. What follows is their doom.
Once a player claims the necklace and puts it on, read the following directly to them:
The metal is warm against your skin. Warmer than it should be. The amber sun pulses once, twice - and then blazes with golden light.
Heat floods through you. Your blood sings. Your vision blurs at the edges. And then you hear it - a voice. Not in your ears. In your mind. In your bones. In your soul.
"Unworthy."
The word hits you like a physical blow. You stagger. The necklace flares brighter.
"You are not the Sunseeker. You are not his blood. You are not his heir."
The voice drips with ancient contempt.
"You are NOTHING. And you will die here. With me. FOREVER."
The tomb begins to shake.
The Collapse Begins
The floor heaves beneath your feet. Cracks race across the ceiling like black lightning. Dust cascades from above as the ancient stones grind against each other - and then begin to fall.
The Sunseeker's tomb - stable for a thousand years - is coming apart. And it wants to take you with it.
To the necklace-bearer:
You try to run. Your legs won't move.
You try to scream. Your voice dies in your throat.
And then your feet leave the ground.
You're rising. Three feet. Five feet. Ten feet into the air. The wild magic surges through you like fire, like lightning, like nothing you've ever felt. You kick at empty air. You claw at nothing. Your arms flail uselessly as golden light crackles around you like a cage.
You can't move. You can't escape. The necklace has claimed you, and it will not let go.
Below you, your friends are running for the door. All you can do is watch. All you can do is scream at them to go, to run, to save themselves.
All you can do is pray that someone makes it out alive.
DM Note - Running the Gauntlet
The Mechanics:
The necklace-bearer is suspended in mid-air by wild magic - they are OUT of the escape. They will fall at the end, legs crushed, and die last.
The remaining 7 characters run the gauntlet together:
- Read the narrative setup for each hazard
- Everyone still alive rolls a DC 15 Dexterity saving throw
- Success: No damage, continue to next hazard
- Failure: Take 2d10 damage - describe the hit dramatically
- Damage accumulates. When total exceeds max HP, that character dies
- Read the transition narration with energy - make them FEEL the escape
- Cut back to the necklace-bearer periodically - watching helplessly from above
The Death Gauntlet
The golden door - your only way out - begins to buckle. Beyond it, the corridor groans and shifts. You can hear stone grinding against stone somewhere in the darkness ahead.
The exit is sealing.
RUN.
Hazard 1: The Doorway
You sprint for the golden doorway. But the frame is cracking - massive stones grinding against each other overhead. Dust pours down. The lintel shifts. You have seconds to get through before the whole thing comes down.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 bludgeoning damage.
On Death
"The stones catch you mid-stride. You're crushed in the doorway, your body holding the gap open just long enough for others to dive through. A hero's death. Not that it feels like one."
Transition - Into the Corridor
You throw yourself through the doorway, hit the ground rolling, and come up running. The corridor stretches ahead of you - the same corridor you walked through hours ago, now unrecognizable. The jackal-headed statues have toppled, blocking the path. Cracks split the floor. The puzzle chamber doors have burst from their hinges.
You vault over a fallen statue, boots scraping against ancient stone. Someone grabs your arm, hauls you over a gap in the floor. You can hear the others behind you - footsteps, gasping breath, shouted warnings.
Keep moving. Keep moving. Don't stop.
Hazard 2: Serpent Swarm
The snake pit from the Acrobatic Gauntlet has ruptured. Hundreds of serpents pour through cracks in the walls - panicked, fleeing the collapse, striking at anything warm. They flood across the floor in a writhing tide of scales and fangs.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 poison damage.
On Death
"The first bite hits your ankle. Then your calf. Then everywhere. You fall into the swarm. They cover you - a writhing carpet of scales and fangs. Your screams echo off the crumbling walls. And then stop."
Transition - Through the Serpents
You leap over the serpent tide, boots crunching on scales, kicking the creatures aside. One latches onto your boot - you shake it off without breaking stride. The corridor ahead slopes upward, choked with rubble.
You grab a broken pillar and haul yourself up. Your fingers find handholds in the ancient carvings. You climb, scramble, slide down the other side into a stretch of clearer corridor.
Behind you, someone screams. You don't look back. You can't look back.
Cut to the necklace-bearer:
From your prison in the sky, you watch your friends run. You watch them climb. You watch one of them fall to the serpents, disappearing beneath the writhing mass.
You want to help. You want to fight. But the magic holds you frozen, suspended, useless. The necklace pulses against your chest like a mocking heartbeat.
Hazard 3: Floor Collapse
The floor ahead tilts - a section built over a hidden cistern, now cracked by the quaking. Stone slabs slide apart like opening jaws, revealing black emptiness below. The gap is widening. You have to jump NOW.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 bludgeoning damage.
On Death
"The stone beneath your feet isn't there anymore. You drop into blackness, fingers scraping the edge, finding no purchase. The fall seems to last forever. When it ends, it ends suddenly."
Transition - Across the Chasm
You launch yourself across the gap. For one terrible moment, you're suspended over nothing - arms pinwheeling, legs kicking - and then you slam into the far edge. Your fingers catch stone. Your arms scream as you haul yourself up.
Someone lands beside you, rolls, keeps running. Another jumps short - you grab their wrist, yank them up, shove them forward. No time for thanks. No time for anything.
The corridor narrows ahead. You squeeze through sideways, scraping stone, leaving skin behind. Your lungs are burning. Your legs are screaming. But the stairs are ahead. They have to be.
Hazard 4: Ceiling Crush
A grinding sound from above. Shadow spreads across the floor - fast, too fast. You look up. A massive section of ceiling - tons of ancient stone - breaks free and falls.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 bludgeoning damage.
On Death
"You hear it before you see it. You look up. Time slows. The shadow grows. And then there is only weight, and darkness, and silence."
Transition - Through the Rubble
You dive forward as the ceiling comes down behind you. The impact throws you off your feet. Dust billows past in a choking wave. You hit the ground, roll, come up coughing.
The corridor ahead is a nightmare of fallen stone. You scramble over rubble on hands and knees, squeezing through gaps, climbing over debris that shifts beneath your weight. Sharp edges tear at your clothes, your skin. You're bleeding from a dozen cuts.
You don't care. You keep climbing. You keep crawling. You keep moving.
Hazard 5: Flying Blades
A whistling sound - metal cutting air at impossible speed. The earthquakes have shaken loose the mechanisms from the Acrobatic Gauntlet. Giant pendulum blades tear free from their moorings and hurtle through the corridor like thrown axes.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 slashing damage.
On Death
"You hear the whistle. You start to turn. The blade finds you first. Your body takes two more steps before it realizes it's been cut in half."
Transition - Dodging Death
You throw yourself flat as a blade screams overhead. It buries itself in the wall behind you with a clang that rings in your skull. Another blade spins past - you roll sideways, feel it pass inches from your face.
You're up and running before the echo fades. The corridor opens ahead into a wider chamber - you can see the light bridge in the distance, still glowing. Still holding.
You sprint for it, vaulting over debris, sliding under a fallen beam, your boots pounding against cracked stone.
Cut to the necklace-bearer:
You see the blade pass through one of your friends. You see their body separate. You see the look on their face - surprise, confusion, and then nothing.
You try to scream. The magic won't let you. You can only watch. Only witness. Only hang here like a condemned soul while everyone you love dies below.
Hazard 6: Acid Spray
The wall beside you explodes - not with stone, but with liquid. Green. Hissing. Burning. The pipe mechanism from the puzzle room has ruptured, spraying concentrated acid across the corridor in searing jets.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 acid damage.
On Death
"The acid finds you. Your face. Your hands. Everything. You scream once. Then you can't scream anymore."
Transition - Past the Acid
You throw yourself past the acid jets, feeling drops sizzle on your armor, your skin. The smell is horrible - metal and meat and burning. Your eyes water. Your throat closes.
You stumble into the outer sanctum, coughing, retching, but still moving. The light bridge stretches across the chasm ahead - your path to freedom. You can see the far side. You can see the mirror chamber beyond it.
Almost there. Almost there.
Hazard 7: Rubble Avalanche
A wall collapses ahead - not falling, but tumbling toward you. Stones cascade down like a wave, rolling and bouncing, filling the chamber with deadly debris. There's nowhere to hide.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 bludgeoning damage.
On Death
"First a stone pins your leg. Then another your arm. Then the cascade buries you completely. You can't move. Can barely breathe. The weight presses down. Darkness closes in."
Transition - Surfing the Collapse
You ride the rubble wave, leaping from stone to stone as they roll, somehow keeping your balance. A rock clips your shoulder - you spin, stumble, catch yourself on a fallen column. You use it to vault forward, crashing through to the other side.
The light bridge. Right there. You sprint across its impossible surface - solid light beneath your feet, the chasm yawning below. Don't look down. Don't look down.
You reach the far side and keep running.
Hazard 8: Forgotten Trap
Your foot comes down on something that clicks. A pressure plate - hidden beneath centuries of dust, missed by the previous expedition, still armed. Your eyes go wide.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 piercing damage.
On Death
"'Oh no-' Spears erupt from the walls, from the floor, from angles that shouldn't exist. They find you from every direction at once."
Transition - Through the Trap
You throw yourself sideways as spears punch through the air where you stood. One grazes your side - fire and blood - but you're still moving. You hit the ground, roll under another volley, and scramble forward on hands and knees.
The sand chamber is ahead - or what's left of it. The mechanisms have collapsed. Sand pours from broken channels like golden waterfalls. You slide down a dune of the stuff, boots kicking up clouds, and crash through into the mirror chamber.
Glass crunches beneath your feet. Shattered reflections show a hundred versions of you - all running, all terrified, all bleeding.
Hazard 9: Poison Gas Pocket
The air changes. Sweet. Honey-thick. A pocket of ancient poison gas - released by the collapse - drifts through the mirror chamber like a golden fog. It's between you and the exit.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 poison damage.
On Death
"You cough once. Twice. Your vision blurs. Your legs give out. The last thing you see is your friends disappearing into the golden haze, still running, not knowing you've stopped."
Transition - Through the Gas
You hold your breath and plunge into the gas. It stings your eyes, your skin, everything. You can't see. You can't breathe. You just run - blind, desperate, lungs burning.
You burst out the other side, gasping, retching, but alive. The stairs. You can see the stairs. A hundred feet away. Daylight - actual daylight - filtering down from above.
You've never seen anything so beautiful.
Cut to the necklace-bearer:
You're still suspended in the treasure chamber, watching through the distant doorway as your friends grow smaller. The wild magic crackles around you like a cage of golden lightning. You can feel the necklace feeding on your fear. Growing stronger. Holding you tighter.
Please, you think. Please let them make it. Please let someone survive this.
The magic flickers. For just a moment, you drop an inch. Hope surges -
The necklace flares. You're yanked upward again, higher than before. The voice returns, cold and amused.
"You go nowhere, little thief. You stay. You watch. You die here. With me."
Hazard 10: Guardian's Hand
You're picking your way through the ruins when a hand erupts from the debris. Golden. Massive. Impossibly strong. One of the sand guardians wasn't fully destroyed - and its arm reaches for you.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 bludgeoning damage.
On Death
"The hand closes around your ankle. You fall. It drags you toward its shattered body. The last thing you see is the jackal-head rising from the rubble, one ruby eye still glowing, still hungry."
Transition - Breaking Free
You wrench free of the grasping fingers, leaving skin behind, and scramble over the guardian's remains. Its other hand swipes at you - you duck, roll, come up running.
The stairs are fifty feet away. You sprint through the ruins, vaulting over debris, sliding under fallen beams. Your body is screaming. Your lungs are on fire. But you can see the sky.
You can see the sky.
Hazard 11: Spinning Fan Blade
One of the massive spinning fans from the gauntlet breaks loose entirely. It rolls through the chamber like a wheel of death, smashing through rubble, heading straight for you.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 slashing damage.
On Death
"The fan catches you across the midsection. For a moment, you're still standing. Then gravity reminds you that you're in two pieces now."
Transition - Past the Fan
You dive flat as the fan screams past, close enough to cut hair from your scalp. It crashes into the wall behind you with a sound like the world ending. You're up before the echo fades, scrambling toward the stairs.
Thirty feet. You can see the steps now - ancient stone climbing up toward freedom. You can feel wind on your face. Actual wind, from the surface.
You're going to make it. You're actually going to make it.
Hazard 12: Stalactite Rain
The ceiling shudders one final time - and dozens of stone stalactites break free. They rain down like spears from heaven, shattering on the floor around you in a storm of stone.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 piercing damage.
On Death
"You look up at exactly the wrong moment. The stalactite finds you before you can move. Pinned to the floor, you watch your friends run past - unable to help, unable to follow."
Transition - The Final Sprint
Stone shatters around you like deadly rain. You weave, duck, sprint through the chaos. A stalactite explodes at your feet - you leap the debris without breaking stride. Another clips your shoulder - you spin but keep moving.
The stairs. RIGHT THERE. You throw yourself at them, grabbing the first step, hauling yourself up. Your legs pump. Your arms reach. Step after step after step.
The daylight is getting brighter. The wind is getting stronger. You can smell the desert - sand and heat and freedom.
Hazard 13: Second Gas Wave
Another pocket of gas - bigger this time. It billows up from below, filling the stairway with golden mist. The sweet smell burns your nostrils. Your eyes stream. There's no way around it.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 poison damage.
On Death
"Your lungs burn. Your legs give out. You collapse onto the stairs, the golden mist closing over you. Everything goes soft and warm and quiet. It's almost peaceful. Almost."
Transition - Climbing Blind
You hold your breath and plunge upward. You can't see - the gas is too thick. You climb by feel, hands finding steps, pulling yourself up, up, up. Your lungs are screaming for air. Your vision is going dark at the edges.
You burst out of the gas cloud and suck in a desperate breath. Clean air - or close enough. You're near the top now. You can see the exit. A rectangle of blue sky, framed by crumbling stone.
Ten steps. Five steps.
Hazard 14: Collapsing Pillar
A massive pillar beside the stairs - twenty feet of solid stone - groans and tilts. It topples toward you in terrible slow motion, ancient carved faces staring down as they fall.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 bludgeoning damage.
On Death
"You try to jump clear. You almost make it. The pillar catches your legs, then rolls. The sound your bones make is something you'll never forget. For the three seconds you have left."
Transition - The Last Steps
The pillar crashes behind you, shaking the entire stairway. You stumble, catch yourself, keep climbing. The exit is RIGHT THERE. You can see the sky - blue and endless and impossibly beautiful.
You can feel the sun on your face.
Three steps. Two steps. One step.
Hazard 15: The Stairs Begin to Seal
The ceiling begins to fall in sequence. Massive blocks dropping one after another, sealing the exit forever. The gap is shrinking. Inches at a time. Seconds remain.
Everyone rolls DC 15 DEX save. Failed saves take 2d10 bludgeoning damage.
On Death
"So close. Your fingers brush the final step. Daylight touches your face. Then the stone falls, and the light goes away forever."
Transition - The Closing Gap
You throw yourself up the final steps as stones crash down around you. The gap is barely wide enough for a body - and shrinking. You can see the desert beyond. You can feel the wind.
MOVE. MOVE. MOVE.
Hazard 16: The Final Seal
The last block descends. Inches remain. Seconds remain. This is it. Freedom or death. Everything you've fought for, everything you've lost - it all comes down to this moment.
Everyone rolls DC 15 DEX save. This is the final hazard.
On Death
"You dive for the gap. The stone catches you - half in, half out. Trapped. The weight settles slowly, inexorably. And somewhere below, in the darkness you almost escaped, you hear the tomb sigh with satisfaction."
On Miraculous Survival (If Anyone Makes It)
"You tumble out into blinding sunlight. The tomb seals behind you with a boom that echoes across the desert. You're alive. You made it."
Pause. Let it sink in.
"You're the only one who made it. Your friends are dead. Your family - the only family that mattered - is buried beneath tons of stone. The treasure, the necklace, all of it - gone forever. You have nothing. You are no one."
"You survived. Was it worth it?"
DM Note - The Seal
Probability of surviving all 16 DC 15 saves: approximately 0.03%. If someone makes it, honor their survival - but make it hollow. They escaped with nothing but memories and grief.
Most likely, everyone dies. Move to the necklace-bearer's final scene.
The Last One
The exit seals with a boom that echoes through eternity.
And then - silence. The kind of silence that only exists underground, in places that will never see the sun again.
Return to the necklace-bearer:
The wild magic releases you.
You fall. Twenty feet. You have just enough time to think - finally, finally I can move - and then you hit the ground.
Something in your legs breaks. Several somethings. You try to stand and find that you can't. When you look down, you understand why - a massive stone block, dislodged by your fall, rests across your thighs. You can see bone through the ruin of your legs. You try not to look at it.
You can't walk. Can barely drag yourself. But you try anyway - pulling your broken body across the floor, inch by agonizing inch, leaving a dark trail behind you.
There's nowhere to go. You know that. The exit is sealed. Your friends are dead. You watched them fall, one by one, from your prison in the sky.
But you keep crawling. Because that's what you do. That's what you've always done.
You find a wall - or what's left of one - and drag yourself against it. The effort takes everything you have left.
The gas is seeping in now. You can smell it. Sweet. Honey-sweet. Almost pleasant.
The necklace glows softly against your chest. The only light in the darkness. The only warmth in the cold.
DM Note - Final Moments
Ask the player: "What are your character's final thoughts? What do they see in the darkness? What do they wish they could have said?"
Let them have this moment. This is their character's end. Make it matter.
The treasure is yours. The Sunseeker's necklace, worth kingdoms.
Worth nothing now.
Your breathing slows.
Your vision dims.
Somewhere, far above, the sun continues to shine.
Your eyes close.
You do not open them again.
⬥ ⬥ ⬥
Epilogue: Years Later
The tomb waits.
Days pass. Weeks. Months. Years. The dust settles. The torches die. The sand seeps in through cracks that widen with each passing season.
The tomb remembers. It always remembers.
And then, after so long in silence - footsteps.
⬥ ⬥ ⬥
A silhouette descends the ancient stairs. Small. Slight. Moving with the careful silence of someone who has learned to go unnoticed.
The figure emerges into the ruined sanctum. A stolen torch casts dancing shadows across fallen stones and scattered gold. Bones crunch beneath worn boots with each step forward.
The figure pauses. Looks down. A skull grins up from the rubble - and around its neck, something gleams. Something glows.
The figure kneels.
Green eyes. Dark, wild hair. A face too thin from too little food. A boy - perhaps fifteen, perhaps younger - staring at what he believes is the legendary Sunseeker himself, still wearing his greatest creation after all these centuries.
He reaches out with trembling fingers. The necklace is warm - impossibly warm. The amber sun pulses against his palm like a heartbeat. Like a hunger.
He places it around his own neck.
And something in the universe shifts.
Power floods through him - raw, ancient, wild. Sand rises unbidden, swirling in golden spirals. The amber sun blazes against his chest, awakening something that had always slumbered in his soul.
He is no longer just a tavern boy from Bassuras.
He is the Sunseeker now.
Or so he believes.
⬥ END OF ONE-SHOT ⬥
Appendix
Lore Summary - The Sunseeker
What the Players Can Learn
The Sunseeker: A powerful sorcerer from the Age of Arcanum who specialized in sand and stone magic. He was the greatest tomb raider of his era - ironic, given how he ended up.
The Scarab Necklace: His greatest creation. An artifact of immense power that grants dominion over sand and stone. Its full potential is unlocked by seven fragments - crystallized keys scattered across Exandria.
The Seven Fragments: Hidden in seven separate tombs across the world. Only one fragment tomb has ever been found - by an explorer named Ashby Hillingham, a century ago. The fragments alone hold considerable power.
The Necklace Tomb: This tomb contains the Scarab Necklace itself - not a fragment. Even without all seven keys, the necklace holds tremendous magic and dangerous wild magic potential.
Mr. Jasper Whiskerpaw's True Nature (For DM's Eyes Only)
Secret Background
Mr. Jasper Whiskerpaw was the Sunseeker's familiar - bound to the sorcerer during the Age of Arcanum and somehow surviving through the millennia. The yarn ball was the Sunseeker's favorite toy for his beloved cat.
Mr. Whiskerpaw seeks the necklace not for power, but to ensure it remains separated from the fragments. He's sent many expeditions over the centuries - most have failed. He feels guilt for each life lost, but believes the alternative (someone reuniting the necklace with all seven fragments) is worse.
He will never admit any of this directly.
Scaling Combat
Adjustments for Party Performance
If combat is too easy: Sand Guardians regenerate 5 HP at the start of each turn unless they took water damage.
If combat is too hard: Guardians crumble after taking any critical hit. Reduce HP to 18.
Remember: This combat exists for dramatic tension, not to challenge. End it after 2 rounds regardless.
Player Handout - The Sunseeker's Symbol
You can provide players with a visual of the Scarab Sun symbol - a scarab beetle holding a golden sun disc. This appears throughout the tomb and is central to the sliding puzzle.
DM Notes
Session Summary
Adventure: The Tomb of the Sunseeker - The Scarab Necklace
Type: One-Shot (Tragic Prequel)
Duration: 4 Hours
Party Level: 3
Party Size: 8 Players
Key NPCs
Mr. Jasper Whiskerpaw: Talking orange tabby cat. The party's mysterious handler. Actually the Sunseeker's ancient familiar. Eccentric, businesslike, treats talking as mundane.
Lord Aldric Valorian: Host of the Autumn Antiquities Gala. Pompous noble with a collection of rare artifacts.
Captain Thessa: Half-elf airship captain. Owes Mr. Whiskerpaw favors. No questions asked.
The Drunk Nobles: Montague and Bartleby. Provide foreshadowing about a talking cat.
Key Locations
Valorian Estate, Emon: Site of the heist. Wealthy noble's mansion during an auction preview gala.
The Brass Compass: Tavern near the Emon skyport. Meeting place with Mr. Whiskerpaw.
Bassuras, Marquet: A sprawling city on a plateau in the Hellcatch Valley. A rough place where law is "fluid" and nobody asks questions. The party resupplies here before heading into the wastes.
The Sunseeker's Tomb: Hidden in the wastes beyond Bassuras. Marked by the Scarab's Claw - five pillars of stone. Contains the Sunseeker's remains and his greatest treasure.
Themes to Emphasize
Camaraderie: These characters are a team. Build their relationships before destroying them.
Hubris: They're confident, capable, and completely unprepared for the tomb's final trap.
Tragedy: They succeed in every way that matters - except survival.
Legacy: Their deaths are not meaningless. Someone will find what they left behind.
Pacing Notes
Part I (60 min): Don't rush character introductions. With 8 players, this foundation matters.
Part II (30 min): Let Mr. Whiskerpaw be charming. This is the lore dump - make it entertaining.
Part III (2 hours): Puzzles can take longer than expected. Be ready to provide hints or streamline if needed.
Part IV (30-45 min): Deaths should feel earned and dramatic. Take your time with each one. Let players choose from the death menu.
Tone Reminders
Fun and comedic during Parts I and II. The heist should feel like a caper movie.
Exciting and adventurous during Part III. This is classic dungeon-crawling.
Tragic and dramatic during Part IV. Shift tone deliberately - but don't forget, the deaths should also be FUN. This is the players' chance for a glorious, over-the-top exit.
The epilogue should feel hopeful despite the tragedy - a new story is beginning.
⬥ END OF DOCUMENT ⬥
Word count: 14,629
The Tomb of Zenith - CROSSOVER EPIC
CROSSOVER EPIC
The Tomb of Zenith
Date: Unknown. Inside the tomb, time does not hold
Party Level: Crushing Squirrels 8 · Heads and Tails 6
Beneath Zadash, at the dormant portal in the ziggurat, the Crushing Squirrels watched the red-and-black-cloaked loyalists' ritual fail, and then the scarab at Neilo's throat woke and pulled the whole party through the gate in a whirl of violet light. Far away, in their own night, Heads and Tails watched John's axe tear a wound in the air and drag them in after it, John hauled along at the end of his own arm by a weapon that would not let go. Neither group knows the other exists. Both are falling toward the same place.
Part I: The Scarab Door
The antechamber of the Tomb of Zenith · 0:00 to 0:55
The Landing
The violet light lets go of you all at once. You drop out of it onto something soft that gives under your boots and your knees, and the roar of the portal cuts off behind you, leaving a silence so complete you can hear the grains still sliding off your clothes.
The chamber is long and tall and silent, and it smells of dry stone and old heat. A single shaft of pale light falls from somewhere high above, catching the dust in the air. Sand has drifted in over everything, deep across the floor, banked in soft dunes against the walls and around the bases of the great square pillars, half burying fallen blocks of carved stone, as if a desert had been poured in through the ceiling a long time ago and left to settle. Bowls of fire burn low on stone plinths down both sides, though nobody here lit them. Every wall is carved, floor to ceiling. And at the far end, beneath a great carved sun, stands a tall arched door of dark stone in two halves, with a scarab cut down its centre, its rays spreading out across both doors, and at the scarab's heart, a small round hollow the size and shape of the amulet at Neilo's throat.
Behind you, there is nothing. No gate, no light, no way back. Only more carved wall.
The Squirrels alone (5 to 10 minutes)
Let them check on each other after the fall, look around, and talk.
The murals, the door and the fire bowls are all theirs to examine (checks below).
If Neilo lifts the amulet toward the hollow in the door, it warms in his hand but will not settle; it slides off the stone as if pushed. That is also a good moment to open the second portal.
When the scene has had its breath, open the second portal.
The Walls
Every wall of the chamber is carved. Tall robed figures, their faces worn smooth by time, stand in long processions that run from the corners of the room toward the scarab door. Some of them hold their hands apart, and between their palms runs a stream of something carved as fine flowing grains, curling like smoke. Some raise towers with it. Near the door, a ring of them kneels around a great bright disc, its rays cut so deep they cast shadows of their own.
History DC 15The robes, the tower shapes and the carving style match nothing you have ever seen or read about. These are older than any empire you know.
Investigation DC 13The scarab on the door is cut differently from the murals: sharper, newer, set over older carving that still shows around its edges.
The Second Portal
Then, behind you, the air tears.
You hear it before you turn: a sound like a sheet of canvas ripped in half. A wound of light opens in the middle of the room, ragged at the edges, and out of it, one after another, bodies fall. They hit the sand hard, tumbling, swearing, six of them, and the last one comes through arm-first, dragged, as if the axe in his fist pulled him through the gap all on its own. The tear snaps shut behind them.
Heads and Tails, you pick yourselves up out of soft sand in a dim, carved room, and you are not alone. Seven strangers are standing between you and a great carved door, turned all the way around, staring at you.
Reference
The Squirrels arrived a few minutes earlier through Neilo's scarab pull. The Heads come through John's axe tear. The door does not open until Neilo sets his amulet in the hollow at its heart, and it will not take the amulet until both parties are in the room.
Do not name: the builders, the Sunseeker, djinn, the shard, the soul.
Introductions
Strangers in the sand (about 30 minutes, the players' scene)
Each player describes their character to the room the first time that character speaks: what the others see, hear and notice about them.
Let the conversation run. Nothing in the room interrupts it.
The double-voiced players (John and Djiro, Aurene and Yurei) introduce both characters; let the comedy happen.
If the talk stalls, John feels the axe tug toward the scarab door. Only he feels it. Tell him privately.
The Axe, Up Close
Detect MagicNecromancy, wrapped tight around the axe head, and inside it something that moves the way a living thing moves.
Identify or Arcana DC 15This is not an enchantment cast on a weapon. It is a piece of a soul, lodged in the steel, and it is trying to get somewhere. Through that door, and down.
Remove CurseJohn's fingers open. The hunger in the steel goes quiet until the next long rest, but the pull toward the deep does not stop, and the cold inside the steel stays.
Dispel MagicThe pull goes slack for one minute, then returns.
Reference - the curse
The axe is patient and careful. It does not reveal itself to the group, and it does not force John to swing at anyone tonight; anything that gives it away gives the others a reason to dispel it. Its pull toward the way down is a tug that only John feels. Everything it wants, it asks for in private. All of it comes to a head at the chained man on Floor 2.
The Long Rest
Nothing comes. The door stays shut, the tear does not reopen, and the only sounds in the chamber are your own voices and the faint, dry whisper of sand settling in the corners. Whatever this place is, it seems content to wait.
If they choose to rest here (they all need it)
Who keeps watch with whom. Push for mixed watches, one Squirrel and one Head on each.
One quiet question asked on watch that nobody would ask in front of the whole room.
John's night: the cold in the axe's haft, the tug toward the door that only he can feel.
Then the real-world break, if you want one this early.
You wake in the sand, stiff and dry-mouthed, to the same dim light and the same silence. Your bodies are whole. The ache you carried in from your last nights, from the fall, from everything before, is gone. Nothing in the room has moved.
Long restFull HP, all spell slots, all class features, Hit Dice as normal. How much time passed outside is not known.
The Axe Breaks Its Silence
Reference - the axe
A shard of the failed ascendant's soul. It shares John's mind and can sift his memories more easily than he can. It has spoken to John before, promised him something about his daughter Elara, and has given him the silent treatment since the night at Glassthorne Esoterica: John took Tutu Keiliwa's head, but her head kept talking and she vanished, so the axe never got its killing blow.
It can feel its old body on Floor 2. Everything it says tonight is aimed at one moment: getting John to break the chains on the hanging man at the judgement when the others want to leave them whole. It never lies about Elara. It only withholds.
What it knows: as a still teddy bear on a shelf, John once watched Elara write a letter. He never read it. The axe has. It was addressed to Ithrin Vaelsorrow, an elf scholar of Uthodurn, and it asked about a city that fell under grey trees.
Only John hears the axe. Whisper it, pass a note, or take his player aside.
John, while the others crowd around the door, running their hands over the carving, arguing about the hollow at the scarab's heart, the cold in the haft of your axe shifts. For days it has said nothing at all. Now, very close, in the place behind your eyes where your own thoughts usually are, something clears its throat.
The Axe:"You promised me blood. You took her head and left her talking."
The haft goes colder in his grip, then still.
The Axe:"Feed me, and we'll talk."
If John answers or pushes
It says nothing more until it has been fed. Silence is its whole argument.
If John threatens to throw it away, it laughs: "Try and open your hand."
Opening the Door
Neilo, when you lift the amulet toward the hollow at the scarab's heart, it pulls the last inch out of your hand on its own and settles into the stone with a soft click, as if it was always meant to sit there. For a breath, nothing. Then a line of steel-blue light runs out from the amulet along every groove of the carved scarab, up its folded wings, down its legs, until the whole beetle is drawn in light across the dark stone.
The door groans. The two halves part down the scarab's centre and swing inward, slowly, pushing back the sand, and the amulet drops back into your palm, warm. Beyond the door, a hallway runs on into the dark.
And a voice comes out of the stone. To most of you it is only grinding, the sound of a great weight shifting far below. But to two of you, it is words, spoken very close, as if into your ear.
The welcome voice
Only Neilo and Yurei hear the words. Pass them a note, or lean in and say it quietly.
Everyone else hears grinding stone.
The Tomb:"...welcome, ascendant."
Part II: The Hall of Sun-Bearers
Floor One of the Tomb of Zenith · 0:55 to 1:40
The Hallway of the Dead
Past the scarab door, a hallway runs straight ahead, perhaps sixty feet long and wide enough for four to walk abreast, its walls plain and smooth. At the far end stands a second door, tall and dark, closed.
Behind you, the scarab door swings shut on its own. It does not slam. It simply closes, and the seam where its two halves met fades, and the carving fades, and then there is nothing behind you but a smooth stone wall, as if there had never been a door there at all.
And the hallway is full of the dead.
They lie along both walls, dozens of them, some curled on their sides, some sitting upright with their backs to the stone, some stretched out with their arms folded on their chests as if somebody laid them out with care. Bones in armour of a dozen different makes, rusted and green and crumbled to lace. Packs gone to dust. A water skin, dry as paper. Near the far door the bones lie thickest, and many of them carry old wounds: a skull split, ribs crushed flat, a thigh bone snapped clean. Further back, nearer to you, the bodies are whole, and very thin, and lie very still, and nothing at all has hurt them.
Reference - the hallway
Failed ascendants of many ages. Those near the far door died of wounds from the hall; those further back died waiting, of hunger and thirst, too afraid to go through again. The scarab door is gone for good. The hallway is safe while the far door is shut; the long rest, short rests and planning all happen here.
The far door opens onto the Hall of Sun-Bearers. Opening it wakes nothing. Crossing its threshold, or sending anything across it, wakes the hall. Retreating and shutting the door resets the hall completely, and the hall keeps nothing: no body, no blood, no dropped blade.
Searching the Dead
Close to the far door, scratched into the wall at about the height of a sitting man, letters have been gouged into the stone with a knife point, crude and deep. Under them, in a different hand, smaller, more letters. And under those, a third hand, so shaky it barely reads.
Reading the wall (Common, old spelling)First: "THEY STOP WHEN THE DOOR SHUTS." Second: "they always stop. they always start again." Third: "my father's sword is in there. i dropped it by the stair. when i opened the door again it was gone. nothing stays in there. nothing."
Against the far door itself, a skeleton sits slumped, as if it slid down the wood and never got up. Across its lap lies the handle of a great hammer, the head of it shattered into pieces around its knees. Its other hand is clenched shut on something.
Opening the handA chip of pale stone the size of a thumbnail, smooth and curved on one side, like a piece broken off a ball. The edges of it are sharp and new-looking. The skeleton's ribs are crushed flat on both sides.
Whoever closes their hand on the chipFor two heartbeats, they are somewhere else: on a sunken floor full of moving stone, a hammer in their hands, the orb ahead. Off to one side, a young man in a torn shirt stands perfectly still among the statues, and the blades swing past him on both sides, and not one of them touches him. Then a weight hits from the left, and the vision is gone.
Beside the far door, a little apart from the others, one skeleton sits with its back to the wall and its legs stretched out in front of it. It wears no armour, only the rags of a shirt. There is not a mark on its bones. Next to its bare feet, a pair of old boots stands side by side, neatly, toes to the wall, the way you leave them by a door at home.
Above its head, low on the wall, a few more words have been scratched into the stone.
Reading the scratch (Common, old spelling)"he said the floor was warm. we told him to get up."
In the middle of the hallway, half scuffed away by boots, someone once drew on the floor in charcoal: a big circle, and around the inside of it, a ring of small squares. On some of the squares, stick figures stand, arms at their sides. Next to each of those squares, a stick-figure statue has been drawn, standing still.
Along the lower wall, near the thinnest of the bodies, there are tally marks. Rows and rows of them, hundreds, scratched into the stone. They stop in the middle of a row.
Reference - the man with the boots
His boots split on the climb, so he went into the hall barefoot by chance. The statues walked past him. He watched the rest of his company die, came back out, and never understood why he was spared. He waited in the hallway for the next company to come through, and none came in time. Never explain any of this.
The Words Over the Door
Above the far door, cut into the stone in the same old style as the murals in the scarab chamber, runs a single short line of writing, in letters none of you have ever seen. Beside it, smaller, as if added later by another hand, the same line again in a script that looks almost like old Common.
History DC 14, or Comprehend Languages"Beyond lies holy ground."
Reference - the words (DM only)
The answer is bare feet. The sunken floor is carved as a sun, and nobody walks on it shod. Every ascendant past the threshold must be barefoot. Expect them to read it as "be respectful" first and try praying, bowing or kneeling; none of that does anything. The clues that turn the words into the answer: the man with the boots, the warm threshold, the worn footprints, the statues' bare feet, the west face of the pillar, and the statues walking past anyone who is barefoot.
The Hall
The far door swings open onto a wide stone landing, and below the landing a broad stair runs down into a round hall so big that your torchlight dies before it reaches the far wall. Bowls of fire burn low all around the curve of it, set into the outer wall and along the ledges, and their light is warm and orange and still. High on every wall, robed figures are carved in relief, pouring streams of fine grains from their open hands.
The floor of the hall is sunken, a great circle of worn flagstones carved with rings inside rings and long channels running out from the centre like the spokes of a wheel. It is clean. Not a bone on it, not a dropped blade, not a scrap of cloth. Around the floor, facing inward, stand fourteen figures of pale sandstone on square plinths, each taller than any of you, each wearing a carved breastplate shaped like a scarab, each with a long curved blade running down the outside of both forearms, not held but grown there, blade and arm one piece of stone. Their faces are smooth, with no eyes, no mouth, only a blank oval of stone.
At the very centre, on a stepped round dais, rises a tall tapering pillar with a scarab cut into its face, and on top of it sits a smooth pale orb that catches the firelight and gives none back. Around the dais, in a ring, small crystals glow a soft steel-blue. Directly across the hall from you, beneath a great carved sun with figures kneeling around it, a massive double door stands sealed in the wall.
To your left and right, narrow stairs climb up onto two balconies that run partway around the hall's upper wall, looking down over the floor.
The threshold (anyone who touches or studies the sill of the doorway)The stone of the sill is worn into shallow hollows, side by side, hundreds of them, smooth as river rock. Footprints. Bare ones. And the stone is warm, like a step that has sat all day in the sun.
The statues, from the doorway: Perception DC 13Under all that armour, every one of them stands on bare stone feet, each toe carved with care. It is the only part of them that is not armoured.
The pillar beneath the orb is carved, deep enough that the firelight throws the shapes into shadow. From the doorway, you can make out the face turned toward you. The others face the side walls.
South face, from the doorway: Perception DC 12A ring of stone guardians around a sun. One robed figure stands before the sun with a great hammer raised, and the sun is cracked down the middle. All around that figure, other robed figures lie on the ground, broken, and the guardians stand over them.
East face, from the east balcony (inside): Perception DC 12The guardians have stepped down off their pedestals. On the empty pedestals stand robed figures, one on each, arms at their sides. The guardians have stopped where they are, each one turned toward its own pedestal.
West face, from the west balcony (inside): Perception DC 12Robed figures walk among the guardians toward the sun, heads up, hands empty. The guardians' blades are lowered. Behind the figures, at the very edge of the carving, a row of small shapes stands on a step, in pairs.
Let them plan
No clock until someone crosses the threshold. Let them search the dead, read the words over the door, look through the doorway, argue and plan.
Never explain the carvings or the words. A first run into the hall, then a retreat, can show them the other two faces.
The Hall Wakes
How to run this section
Read it top to bottom. Each beat is a few seconds in the hall: read the beat's narration, resolve what the hall does, then go around the table once (one action each), then the next beat.
No initiative. The statues always act first in a beat, then the players.
The beats repeat from Beat 4 until they solve it one of three ways, or retreat. A retreat resets everything; start again from the next Attempt heading.
Keep open: what the hall does, beat by beat
A statue's blow: +7 to hit, 13 (2d8 + 4) slashing. Each awake statue that is not frozen or broken attacks once per beat.
Beat 1: 4 statues wake, the ones nearest the door. They attack the 4 characters closest to them.
Beat 2: 8 awake. They spread out: anyone within about 30 ft of the door or the near side of the ring can be attacked.
Beat 3: all 14 awake. Every character on the floor is attacked by at least one statue.
Beat 4, and every beat after: all 14 attack, and the orb breathes: everyone on the floor takes 18 radiant (DC 15 Dexterity save for half).
Statues: AC 16. A statue breaks after two hits from attacks or damaging spells. Broken statues stay broken until a retreat resets the hall.
Barefoot characters are never attacked and the orb's breath passes over them, unless they strike a statue or the orb. Then they are fair game for the rest of that attempt.
Keep open: what a player can do on their turn
Fight a statue. Attack roll or spell against AC 16. Two hits breaks it.
Take a plinth. Climb onto an empty plinth: Athletics or Acrobatics DC 13. That plinth's statue stops, turns to face it and does nothing while someone stands there.
Push for the centre. Reach the dais: Athletics or Acrobatics DC 14. Failure: knocked back toward the stair, 7 bludgeoning.
Strike the orb. Only from the dais. AC 15, 250 HP. Every statue still free turns on whoever is on the dais.
Get your boots off. No roll; it takes the whole turn. Barefoot from the next beat.
Anything else sensible: drag a friend, heal, shield, run for the door.
Attempt One
The moment the first of you crosses the threshold, every carved channel in the floor below lights up, a thin line of steel-blue racing out from the centre to the edge like cracks in ice. All around the hall, the blank faces of the statues kindle together, a dull gold glow behind the stone where eyes should be.
Beat 1
Nearest the door, four of them move. They step down off their plinths and land with a sound you feel in your teeth, and grit pours from their joints. Their blank faces turn, slowly, across all of you, as if deciding. Then the curved blades along their forearms come up, and they come for whoever is closest.
4 statues attack the 4 nearest characters. Then around the table.
Beat 2
Four more wake, further around the ring, and step down. The first four are already among you. Stone grinds on stone on every side now, and the statues are spreading out, one to each of you that they can reach, blades rising and falling with no hurry at all.
8 statues attack, spread across everyone near the door and the near side of the ring. Then around the table.
Beat 3
The last of them wake, all at once, all the way around the hall, and come down off their plinths together. There is nowhere on the floor now that a blade cannot reach. And at the centre of the hall, the orb on its pillar begins to brighten, slowly, the way a coal brightens when someone blows on it.
All 14 attack; every character on the floor is a target. The orb is gathering. Then around the table.
Beat 4, and Every Beat After
The orb draws breath. You feel it in your chest before you hear it, a pull, as if the air itself is leaning toward the centre of the room. Then the light comes out of it all at once, white and blinding, washing across the whole floor, and through it the statues keep coming.
Orb breath: 18 radiant to everyone on the floor (DC 15 Dex for half). All free statues attack. Then around the table. Repeat this beat until they solve it or retreat. On repeats, use one of the short lines below instead.
Again the pull. Again the light. The stone under your feet is hot now, and the statues have not slowed at all.
The orb breathes in. Somewhere behind you, a blade comes down on stone where someone was standing a heartbeat ago.
The First Time Someone Is Walked Past
Read this the first beat any character is barefoot on the floor, whether they meant to be or not. Say nothing about why.
The statue in front of you lifts its blade, and you see it start to come down, and then it does not. Its head turns, slowly, past you, as if you were not there. It steps around you, close enough that its stone shoulder brushes yours and leaves grit on your sleeve, and goes on toward whoever is behind you.
Retreat
Use this whenever the last of them is back in the hallway and the door is shut.
The door swings shut behind the last of you, and the noise beyond it stops at once, as if cut with a knife. Nothing follows you. Nothing scratches at the wood. The hallway is as quiet as it was before, the dead lying exactly where they lay.
What a retreat does
The hallway is safe while the door is shut. Let them talk, heal, search the dead again and plan. Short rests are allowed.
The hall resets completely: every statue whole and back on its plinth, the orb whole, the floor clean. Anything left inside is gone, boots included.
They keep what they learned: the pillar's faces, how the statues move, and who was walked past.
Attempt Two
When the door opens again, the hall is exactly as you first saw it. Every statue stands on its plinth, its blank face dark. The orb sits whole and pale on its pillar. There is no blood on the floor, no broken stone, nothing of yours. It is as if you were never here.
Whoever goes first, as you step over the sill: the lines of light race out across the floor as before, but they run around the worn hollows in the threshold stone and leave them dark, as if the light will not touch them.
Run Beat 1 to Beat 4 again, exactly as before.
Attempt Three
The hall again, whole and silent and waiting, as if it has all the time there is. This time, as the first of you crosses the threshold, the stone under your boots is warm. Not hot. Warm, like a step that has sat all day in the sun.
The voice (Neilo and Yurei only)
As the statues' faces kindle, the tomb's voice speaks to the two of them, very quietly. Everyone else hears stone grinding.
The Tomb:"...beyond lies holy ground..."
Run Beat 1 to Beat 4 again.
Attempt Four and After
The hall, the same as ever. The statues stand on their plinths, and in the firelight, for the first time, you notice how carefully their stone feet are set: bare, flat, each toe placed just so, the only part of them that wears no armour.
Run the beats again. In Beat 2, the first character who fails a Push for the centre has a boot torn off in the fall; in the next beat, read The First Time Someone Is Walked Past for them.
The Three Ways Through
What ends it
1. Break the orb (the hammer skeleton, the chip, the south face). Deal 250 damage to it from the dais. Every free statue attacks whoever is on the dais. Damage to the orb is lost if they retreat.
2. Take their places (the charcoal drawing, the east face). At the end of a beat, no awake statue is free: each is either frozen by someone standing on its plinth or broken. Fourteen plinths and thirteen of them, so at least one statue must be broken.
3. Holy ground (the words, the man with the boots, the threshold, the west face). At the end of a beat, everyone past the threshold is barefoot, and none of them struck anything that beat.
If They Break the Orb
The orb cracks. A line of white runs across its face, and then another, and then it comes apart in a burst of light and pale shards that ring off the dais and skitter across the floor. Every statue in the hall stops where it stands, mid-stride, blade raised. The gold goes out of their faces. One by one, with a long grinding sigh, they fold down onto their knees and stay there, heads bowed toward the empty pillar.
If Every Statue Is Held
The last statue stops. All around the ring, the stone guardians stand facing their plinths, and the people standing on those plinths, and do nothing. Then, together, they lower their blades. Whoever stands on a plinth feels it before they see it: the statue in front of them is waiting. As each of you steps down, its guardian steps up behind you onto its own stone, turns, and goes still.
At the centre of the hall, the orb dims to the dull grey of river stone.
If They Walk as the Bearers Walked
Bare feet on warm stone. For a moment, nothing changes. Blades still raised, the statues stand among you, heads turning.
Then, one by one, they lower their arms. They do not look at you. They walk back through you, between you, around you, the way a crowd moves around people who belong in it, and each one steps up onto its own plinth, and turns, not inward to the orb any more, but north, toward the carved sun above the sealed door. And they go still.
At the centre of the hall, the orb dims to the dull grey of river stone.
The Hall Is Stilled
The light in the floor goes out. The silence that follows is total. You can hear each other breathing.
Across the hall, the great door on the north wall groans, and its two halves swing open onto a stair that goes down into the dark.
If John's Axe Brought a Statue Down
The Axe:"There. Was that so hard?"
Nothing more. The cold in the haft settles, almost content.
Room to Breathe
Before the north stair
The hallway behind them is safe. A short rest there is fine if they want one.
No clock. Let them talk about what just happened, and which way through they found.
Move on when the table is ready.
Part III: The Chamber of Four
Floor Two of the Tomb of Zenith · 1:35 to 2:50
How the chamber runs
Four puzzles, one at a time, each its own file on the big screen: Vault_Puzzle_1, Lens_Puzzle_2, Procession_Puzzle_3, Last_Expedition_Puzzle_4. Each opens on your setup screen; press Enter to begin. The ? key brings the setup screen back; players never touch it.
For each puzzle the floor takes a preset group of characters and turns them into the pieces on the board. The taken players hold the mouse, one at a time, and solve their own room; the rest of the table watches from the rim and may call advice, but never touches the mouse. Nobody on screen or off explains the rules; the taken find them by trying.
Vault takes Neilo, Magen and Sylas. Lens takes Lumi, Aurene and Nelvin. Procession takes Fand, Yurei and John. Last Expedition takes Djiro, Viktor, Shimmer and Present.
Every time a room resets (a fall, a guardian, a lost pilgrim), the taken characters make a DC 13 Constitution save as the floor swallows and spits them back. On a failure, 2d6 bludgeoning. Zero HP is real; the others can reach a downed character between rooms.
Every solved puzzle lowers the hanging man one stage and brings the Lamp back to talk. There are no timers. You set the pace; if a room stalls, press H for the next move and narrate it as the floor shifting under the Lamp's attention. The Lamp never explains a room; she watches.
Lore in this chamber comes only from the Lamp's mouth, before and after each puzzle, never from the screen.
The door opens onto a round chamber so wide that your lights do not reach the far wall. The floor is not stone. It is grains, steel-blue and fine as flour, and they are moving. Not blown. Moving, the way a crowd moves, flowing past your boots in slow currents toward the middle of the room, where they rise up and fold over themselves and sink again, as if the floor is breathing.
Above the center of the room, high up, something hangs. It is a man, or it was one, held in the air by seven chains that run up into the dark, cuffs at his wrists, his ankles, his waist, his throat. Between him and you there is a wall you can see through, a sheet of pale light standing in the air like a window of running water, humming very faintly, curving all the way around the middle of the room. The man behind it is dry and grey, his skin drawn tight over his bones, his armor green with age. His head hangs forward on his chest. His hands are fists. He is not rotted. He is kept.
John. The axe in your hand jerks, hard, toward the hanging man, and the voice in the back of your head says, so fast it stumbles over itself:
The Axe:"It's here! I finally found it!"
And then nothing. The haft goes still. However you ask it, however long, it does not answer again.
Arcana DC 14The wall of light is a barrier, and a complete one. Nothing you cast will pass through it, in either direction. It is not holding him up. The chains are.
Perception DC 13His armor is not plain. Over the heart, hammered into the breastplate, is a scarab with its wings spread, holding something above its head that has been cut clean out of the steel. One of his fists is clenched so hard the knuckles have split.
Neilo only, no rollThe scarab on his chest is the same one stamped on the frontispiece of the book in Brother Tirrion's library, wings, raised forelegs and all. In the book, there was a sun between its legs.
The Lamp
Something lights up on the far side of the barrier, small and cold and blue, and comes bobbing through the pale wall as if it were not there at all. It is a lantern no bigger than a man's head, a cage of tarnished brass ribs around a globe of clouded glass, with no chain and no hook, hanging in the air. Inside the glass, where a flame should be, there is an eye. A real one, wet and quick, blue as the grains on the floor, with a lid that blinks, and it is looking at you. It takes you in, all thirteen of you, and the glass of the globe fogs and clears, fogs and clears, faster and faster, the way breath does on a cold window when someone is laughing.
Reference - the Lamp
An echo. One of the builders poured a piece of their own memory into this lantern long ago, and that memory is all she is: her personality, her warmth, the story, and the one errand below. Nothing else in this chamber speaks; the voice that greeted Neilo and Yurei in the halls above is silent here. She knows only what was poured into her. Anything outside it, she cannot answer, and she says so the same way every time: "Oh, honey, this echo wasn't given that." She does not guess, does not deflect, and is not troubled by the gap. She is a hostess: bright, quick, delighted to have company, sweet as syrup, and she does not stop smiling for anything. Light drawl, "honey" and "y'all," never heavy. She has watched every ascendant who ever crossed this floor and remembers all of them fondly, including the one hanging above her. She never announces a story or explains what the floor will do; the pieces of the Akh'marani tale come out of her after each solve as things that happen to remind her, never as a lesson, and she never says what any of it means. She gets more and more excited every time a room is solved. She never explains a room or its rules, however she is asked: "Oh, honey, I just watch." About the hanging man, only what she offers below.
Do not name: the builders, the Sunseeker, the Forgotten Ones, djinn, the shard, aether, sand. The medium is "the grains."
The Lamp:"Oh! Oh my. Oh my goodness. Hi! Hi, y'all! Look at you. Look at all of you! Do you know how long it's been since this floor had company? No, don't guess, honey, you'll make yourself sad. Come in, come in, mind the grains, they get everywhere."
She swoops a slow circle around the whole group, the blue eye turning to follow each face, and stops in front of the axe.
The Lamp:"And you brought a friend. Hello, friend. Oh, he's not talking? That's alright. He's shy. Everybody's shy the first time they're home."
She follows their eyes up to the hanging man, and drifts back toward the barrier until she hangs just below his feet, and the blue light catches his face from underneath.
The Lamp:"Oh, him? Y'all are wondering how an ascendant ends up all the way up there. Well, it's a funny thing. There are trials on this floor, honey. Tests. You pass them, you get to leave. You don't, and you and me are going to be seeing a whole lot of each other for a very, very long time. So do me a favor and fail a couple. This one up here stopped talking ages ago, and it has been so boring."
The globe fogs and clears, fast, twice.
The Lamp:"I'm teasing. Mostly. Oh, this is going to be fun. This is going to be so much fun. I can't wait to see what y'all do. Ascendants are just the most interesting things, every one of you does it different, and I never, ever know which way it's going to go. Go on, then. Floor's waiting."
Reference - what the Lamp will say if asked
Who is he? "A friend. The best climber I ever had. He's resting." Nothing more until the story is done.
What are you? "An echo, honey. Somebody poured a little of themselves into a lamp a long, long time ago, so there'd be somebody to keep the lights on. The rest of them went wherever they went."
Who poured you? Who built this place? What is the hanging man's name before the story is done? What is above the top door? Anything about the murals below, the sky, the birds, the gods: "Oh, honey, this echo wasn't given that." Always the same words, always kindly, never explained.
Can we go around? "There's no around. There's through. Four times through."
About the axe: "He'll talk when he's ready. They always do." She looks at it longer than at anything else in the room.
The First Room: The Vault
The grains under your feet stop flowing. For one breath the whole floor is still, and then it pulls away from the center like a tide going out, and where it was there is a floor of fitted stone, square and grey, cut into rooms and corridors and dead ends, sunk a hand's depth below where you stand. Walls of pale sandstone rise out of the grains along its edges and knit themselves shut. Gold chests, dozens of them, lift out of the floor on little columns of grains and settle into the corridors with a sound like coins dropped on a table. At the far end, one square of the floor glows warm and yellow, a door.
Neilo. Magen. Sylas. The grains climb your boots. They are at your knees before you can step back, at your waist, at your chest, and they are not cold, they are warm, like a hand. The room pulls you down into itself. The rest of you see three faces sink into the floor, and a moment later three of the little figures on the far side of the stone maze turn their heads and look up at you with Neilo's eyes, and Magen's, and Sylas's. They are sealed in. Each one alone, in a cell the size of a coffin, with a gold chest for a door. And Neilo, Magen, Sylas, you can feel the room the way you feel your own hand. Where you want to go, you go. What you lean on, moves, or does not.
The Lamp:"There they go! Oh, look at them, aren't they small. Well, don't look at me, honey, I don't make the rooms, I just watch them. Find your way back up. The rest of you can shout all you like, they'll hear you fine. I'll be right here. I want to see how you do it."
The Vault (Vault_Puzzle_1, four rooms, about 25 minutes)
The three taken players share the mouse. Click a character to select it, click a neighboring tile to step. Click a chest next to the selected character to push it one tile. Nothing pulls.
Cracked floor swallows a pushed chest and seals. A character stepping on a crack falls and the room resets.
Every room starts with all three sealed in their own cell behind a chest only they can push, and every room is built so that all three must push something before anyone reaches the door. If a chest ends up wedged in a corner, the room is dead; press R and narrate the floor shrugging the chests back into place.
Guardians appear from room three: tall grain-figures walking a marked path. Their next step shows in red. "Let the guardians move" is the wait button. Room three adds a key under a crack and a gate on the way out; room four adds a two-crack bridge that must be sealed before anyone can reach the last crack, and someone has to be across it before the final chest comes down.
Reset: Neilo, Magen and Sylas each save, DC 13 Constitution, 2d6 on a failure.
N skips a room, B goes back, W ends the whole puzzle if the night is running long. Nothing on screen explains itself; everything the players learn, they learn by pushing.
The last of the three steps through the glowing door, and the stone maze sighs and comes apart. Walls fold down into grains. Chests sink without a sound. And Neilo, Magen, Sylas, you are standing on the floor again among the others, dust in your hair, the warmth of the grains still on your skin, and above you, with a clank that runs through every one of the seven chains, the hanging man drops. One body's length. Then he stops, swinging a little, and is still.
The Lamp:"You did it! Oh, you did it, every one of you, I knew you would, I just knew it. Well, I hoped. And you did it in such an order! I'd never have pushed that one first. You know, that reminds me of something. Sit a second. I don't get to tell this often."
The blue light dims to a glow, the way a lamp does when someone turns the wick down to talk.
The Lamp:"Once upon a time there was a crowd of people out in the dry country who prayed to a man. Not a god, honey. A man. A man who went up a stair like this one, all the way, and came back down with something nobody else had, and they built him a statue with no face, because nobody remembered his face, and they knelt in front of it and pressed their fists to their chests the way he did in the stories. And then one year they looked at the statue and thought, well, why him? Why not us? So they went looking for his doors. All of them. They broke a lot of doors, honey. They carried out a lot of gold. They piled it so high under the statue that the pile was taller than his hands. And seven of them, the seven who had read the most, came to this door. And here's the sweet part. They put it all down. Right there at the step. Every coin, every knife, their mothers' rings. And they walked in with empty hands, the way the stories said he did. I thought that was so sweet. I still do."
The Second Room: The Lens
The grains draw back again, and this time what rises out of them is dark. A floor of black glass, polished, with no walls at all, and set into it, here and there, small round sockets like empty eyes. At one edge, a single point of white light burns in a brass mount, so bright it hurts, pointed inward across the glass. In the middle of the floor stands a crystal the size of a child, cloudy purple, and it is turning, very slowly, on nothing.
Lumi. Aurene. Nelvin. The grains do not climb you this time. The light does. It finds each of you across the room, and where it touches you, something steps out of you. A shadow, your shape, thin as smoke, and it steps down onto the black glass and stands there, and your body behind it goes still and grey like a thing left in a chair. The rest of you, looking down from the rim, see three shadows on the glass floor, and three dark sockets opened deep in it where the shadows came to rest, and you see the shadows reach for the sockets around them, turning them, and where a shadow turns one, a mirror rises out of it. Lumi, Aurene, Nelvin, you are the shadows. The light is somewhere across the glass, and it is not on you.
The Lamp:"Oh, that one gets me every time. Look at them down there, honey, like little bits of smoke. Go on, then. Find your way back to yourselves. I want to see which of you figures it out first."
The Lens (Lens_Puzzle_2, four levels, about 30 minutes)
The three taken players share the mouse. Click an empty socket: mirror one way. Click again: mirror the other way. Again: a splitter. Again: empty. The counter at the bottom shows how many of each are left; every piece is needed, every level. Nobody tells them any of this.
The beam draws itself live. A dark cell with a face in it lights up when the beam reaches it. When all of them are lit, the level ends.
The crystal swallows any beam that touches it and pulses while it feeds.
Four levels: six pieces, eight, ten, twelve, on nine, twelve, fifteen and eighteen sockets, with three to five dark cells and one to three crystals each. Nothing resets on its own here; a player can take a piece back out. If the table is truly stuck, H marks the next socket.
Reset: Lumi, Aurene and Nelvin save, DC 13 Constitution, 2d6 on a failure.
The last dark socket lights, and the beam does not stop at the glass. It runs up into the shadow standing over the socket and the shadow fills with it, from the feet up, like a glass filling, and it is Nelvin, and then Aurene, and then Lumi, standing on the black floor with the beams still crossing around their ankles, and behind them on the rim three grey bodies draw a breath and are gone. The floor goes soft and grey and sinks back into the grains. Above you, the chains clank, and the hanging man drops another length, and his boots are low enough now that you can see the soles have worn through.
The Lamp:"Yes! Yes yes yes! Two for two! Oh, I'm so glad it's you. I'm so glad it's all of you. Where was I. The seven. Come close."
The Lamp:"The seven got a long way. Further than anybody, empty-handed, helping each other up. I was so proud. And halfway up, in a niche in the wall, they found what he'd left behind. A disc, honey, about the size of a plate, with a thread of light running out of it toward the top. Just a piece of what he had. One piece. And they stood around it, the seven of them, and every one of them wanted to hold it. All of it. Not a share. And they were so polite about it at first! They took turns. And every time one of them picked it up and put it down, the disc was a little dimmer and the one who'd held it was a little bigger. Isn't that funny? I thought that was so funny. Nobody else laughed."
The Third Room: The Procession
This time the floor does not sink. It tilts. The whole chamber leans, slowly, like a ship taking a swell, and the grains run off to one side and pile against the wall, and under them is a floor of worn white tiles with holes in it. Not cracks. Holes. Round and black and deep, and the air that comes up out of them is cold. Across the tiles, three stone arches stand open, each one just wide enough for a person, each one leading nowhere.
Fand. Yurei. John. The floor leans toward you, only toward you, and your feet go out from under you, and you slide. You do not stop at the edge. You go over it, onto the white tiles, and there you are, three figures in pilgrims' grey, standing very still, because the floor has not finished leaning yet. And it is leaning the way you lean. Fand, you shift your weight, and the whole floor shifts with it, and all three of you slide together.
The Lamp:"Now this is the one I like best. Oh, I love this part. I never know which way people tip first. Go on. Mind the holes, honey. Or don't. I'll find out either way."
The Procession (Procession_Puzzle_3, three levels, about 15 minutes)
The three taken players share the mouse. Four arrows around the board tilt the floor. All three pilgrims slide in that direction until a wall or another pilgrim stops them. A pilgrim who slides over a hole is lost and the level resets. Nobody tells them the doors must fill at once; the room shows it.
The level ends the moment all three doors are filled after one tilt. The minimum solutions are five tilts, seven and ten; the obvious lines run through the holes.
Reset: Fand, Yurei and John save, DC 13 Constitution, 2d6 on a failure. Narrate the fall as a drop into cold dark and the floor spitting the character back onto the start tile.
H glows the next arrow.
Three doors fill in the same breath, and the arches close behind the three of them like mouths, and the floor rights itself so suddenly that half of you sit down. The white tiles are gone. Fand, Yurei, John, you are standing where you were. The chains clank. The hanging man comes down another length, and now he hangs low enough that if the barrier were not there you could reach up and touch his boots. His clenched fist is at the height of your faces. Between the fingers, gripped so hard the knuckles have split, there is a small triangle of white tile.
The Lamp:"Three! Three! Oh, nobody's ever gotten three! Hold on. Hold on, honey, let me get myself together."
The globe fogs and clears three times, fast, and the light inside wobbles and steadies.
The Lamp:"So. The turns stopped being polite. One of them wouldn't put the disc down. One of them took his wrist. One of them had a knife. Two of them went over the edge of the stair, and the stair is a long way down, honey, you've seen. And the one holding the disc, the one who'd read the most, he found out that if he held it and held on to somebody else at the same time, the light in them came across into him. Just like that. Like pouring. So he did it. One at a time. And every one he poured into himself, he got a little bigger, and a little stronger, and a little further from being somebody you'd want to climb with. Does that make sense? It made sense to me. Took him six times to run out of friends."
The Fourth Room: The Last Expedition
The grains do not move at all this time. The light does. The blue glow of the Lamp goes out, and in the dark, slowly, the chamber fills with a different light, grey and flat and coming from nowhere, and in it the floor is a stair. One narrow stair, four paces wide, climbing from a doorway at the bottom to a landing at the top, and the stair is full. Blocks of pale stone stand on it, tall ones and squat ones, packed so tight there is barely room to breathe between them, and at the very top, filling the landing from wall to wall, is one great block of darker stone with a scarab cut into its face, and no sun between the scarab's legs.
Djiro. Viktor. Shimmer. Present. You are not pulled down. You are stood up. One moment you are standing with the others and the next you are standing on the stair, and you are the stone. You are the tall blocks. You can shift, one step, if there is room to shift into, and so can every other block on the stair when you lean on it. You can see the great dark block above you at the top of the stair, and you can feel it wanting down.
The Lamp:"Last one. Oh, this one's the simplest thing in the world, honey, and it is the hardest. Look at that big fella up top. Look at him wanting down. Well, don't let me keep you. I am dying to see how long it takes you."
The Last Expedition (Last_Expedition_Puzzle_4, three stairs, about 20 minutes)
The four taken players share the mouse. A sliding-block stair, four wide and five tall, with a door at the bottom. Click a block, then an arrow or an empty square beside it, to slide it one step. Nothing can be lifted over anything. Nobody tells them the big block must reach the door; the door does.
The great block with the scarab must reach the door. Four of the blocks carry the faces of the four taken characters; the rest are plain stone.
Three stairs: 22 steps at best, then 31, then 50.
H selects the block that should move next and glows its arrow. Nothing resets on its own here.
Reset: Djiro, Viktor, Shimmer and Present save, DC 13 Constitution, 2d6 on a failure.
The last block slides aside, and the great dark one comes down the stair, one step, one step, one step, with nothing in its way, and goes out through the door at the bottom, and the stair is empty behind it. Then the grains lose their shape and run, and the stair pours down into the floor, and Djiro, Viktor, Shimmer, Present, you are standing among the others again with the grey light fading, and above you the chains let out, link by link, slow, and the hanging man comes down through the air until his bare feet, the boots gone now, worn to nothing, hang a hand above the floor. The barrier of pale light flickers. Thins. And goes out, like a candle pinched, and the air that was behind it smells of old leather and dust.
He hangs in front of you. Close enough to touch. His skin is dry and grey and whole. There is no rot on him anywhere. His hair is still dark. Under the drawn lids, his eyes move.
The Lamp:"Four. Four for four. Oh, honey, oh, I could just cry, if I had the parts for it. Nobody's ever heard the whole story. He never even heard the whole story, and he was in it."
The blue light drifts up beside the hanging man's face and hangs there, close, like a hand on a cheek.
The Lamp:"This is Ithrin. He's the one who read the most. He came up the last stair with six friends inside him and nobody beside him, and he stood at the top with the disc held up in both hands, and he was so strong by then, honey, you have no idea. Stronger than the man on the statue, maybe. That's what he wanted. And the door at the top looked at him, and the door didn't open. The light turned right around and went back down the stair and into the floor, and the disc went with it, and the floor came up and took him, the way it takes everybody who gets that far and no further. And the floor doesn't let things rot. It's very tidy that way. That was a long time ago. He's been so patient. I wonder what he'd do, if it was him standing where you are. I've wondered that for a very long time."
The Judgement
In the middle of the floor, under the hanging man, the grains heave up and harden into a pedestal of grey stone, waist high, and on it, flat, lying across the top, is a sword. It is plain. A soldier's blade, straight and heavy, with a wrapped grip gone black with age. The grains around the pedestal's foot settle and go still, and for the first time since you came into this chamber, the floor is not moving at all.
The chains let out one more length, and stop. Ithrin hangs with his chest at the height of the sword's point, his arms drawn out to either side by the cuffs, his throat bare.
The Lamp:"So. Here's where I leave it with y'all, because this part was never mine. You've heard how he got up there. You've walked the same floor. There he is. Do whatever you think is right, honey. I mean that. Whatever you think is right. And then I'll finally know what people do, when they get here. I've wanted to know that longer than you've been alive."
She floats back, up and away, out of reach, and the blue eye settles on the group and does not blink.
John. The axe is warm in your hand. Not the haft. The whole of it, the way a cup is warm when there is something hot inside it, and the voice is back, quieter than it has ever been, almost gentle, right behind your ear.
The Axe:"John. Break these chains, and I'll tell you about Elara."
Reference - the judgement
Only John hears the axe. Elara is his daughter's name. Whatever John tells the others is his choice.
The chains break to a single strike of the axe on any link, and to nothing else. The sword kills Ithrin outright: one strike, no roll, no save; he does not resist. Anyone may take it. The Lamp says nothing while they decide.
The Choice (no initiative, as long as the table needs)
John breaks the chains: read Unbound. Branch B.
Someone takes the sword and kills him: read The Kill. Branch A.
Nobody acts: read Hesitation. Branch B. Arguing counts as doing nothing: when the table has gone round twice without anyone moving, the axe moves on its own.
Record the outcome in the Branch Record in the DM Notes.
If the group tries to stop John by force, a contested Athletics check against him holds his arm for that moment, and the axe whispers only to him: "They don't trust you. They never will. She would."
In every outcome, John is free from here: the axe is only an axe. In every outcome, the Lamp gives Neilo the key and the door opens. Read The Key after the outcome.
Unbound
The axe comes down on the chain and does not ring. It goes through the link the way a knife goes through a candle, and the steel-blue light that has crawled along every chain since you came into this room stops crawling, and goes out, in all seven at once. The chains fall. They hit the floor around the pedestal with a sound like a bell dropped down a well, and Ithrin drops with them, onto his knees, and stays there, head down, hands open on the stone.
Out of the axe head tears a streak of cold shadow, and it pours into the kneeling man through his open mouth like water into a dry riverbed. John, the axe in your hand goes light. It weighs what an axe weighs. Your fingers open.
Ithrin lifts his head. His eyes are open, and there is a faint blue frost in them. He looks at his hands. He opens the clenched fist, and the little triangle of white tile drops and clicks on the floor.
Ithrin:"So close. I was so close."
He turns his head toward John.
Ithrin:"A bargain is a bargain. Elara. She was writing a letter, and the name at the top of it was mine. Ithrin Vaelsorrow. That is all I saw."
He rises, turns his back on all of you, and walks. Not to any door. Into the far wall of the chamber, where the grains part for him and close behind him, the broken chains dragging from his wrists and clinking, until the clinking fades.
The Lamp:"Uh oh."
The Lamp:"Well. Honey. You went and let him out. I did say whatever you thought was right, and I suppose you thought that was, and it's not my place to say, it's really not. But that was a very hungry man you just put back in the world, and there's exactly one way to fix a mistake that size, and y'all know what it is. You make sure he doesn't eat anybody else. Ever. He's gone down. He'll be waiting."
The Kill
The sword goes in under the breastbone, through the green armor, through the scarab with the hole in its heart, and Ithrin does not make a sound. His head comes up. His eyes open, grey and dry, and look at whoever is holding the grip, and for one long moment he is looking at you the way a man looks at someone across a table. Then his head goes down again, and this time it does not stop. The grey skin cracks along the jaw and the cheek and falls away in flakes, and under it there is nothing but dust, and the dust goes too, and the chains swing empty, seven cuffs clinking against each other, and a breastplate lies on the pedestal around the sword like a shed skin.
John. The axe screams. Not the steel. The thing inside it, and this time it is not in the back of your head. It is in the room. Every one of you hears it, a sound like wind through a cracked door, rising and rising until it is words.
The Axe:"MINE. THAT WAS MINE. I WAITED. I WAITED IN THE DARK. I WAITED IN A BLADE. I WAS A BREATH AWAY FROM MY OWN HANDS AND YOU PUT A SWORD IN THEM."
The Axe:"I WILL DESTROY EVERY SINGLE ONE OF YOU FOR WHAT YOU JUST DID. EVERY ONE. I WILL FIND SOMETHING TO WEAR AND I WILL COME BACK UP THESE STAIRS AND I WILL NOT STOP."
A streak of cold shadow tears itself out of the axe head and throws itself at the empty chains, and goes through them, and finds nothing, and shrieks, and spins once around the chamber so fast the grains lift off the floor in a ring, and then it goes down. Straight down, into the floor, through the grains, and the cold goes with it.
John, in your hand, the axe is only an axe. It weighs what an axe weighs. Your fingers open.
The Lamp:"Ohhh. So that's your justice? A kill for a kill? Huh. I don't know, honey. Sounds a little more like revenge to me. Not that I'm judging. I'm a lamp."
The blue light swings slowly from the empty chains to the hole in the floor where the shadow went, and back.
The Lamp:"That's probably not a good thing, though. I'll be honest with y'all. You've made a big, big mess, bringing an Akh'marani soul loose into the tomb with nothing to hold it. He'll find something to hold it. There's plenty down there. You'd better hurry on down and fix it before he does. Oh! Oh, but I almost forgot."
Hesitation
The sword lies on the pedestal. Nobody has touched it. Nobody has touched the chains. And in the quiet, John, the axe in your hand gives one long shudder, like a dog shaking off water, and goes cold, and out of the axe head tears a streak of shadow that does not ask anyone anything. It goes straight to the hanging man and pours into him through his open mouth.
Ithrin's eyes open. Blue frost in them. He looks down at the chains on his wrists, and at the sword, and at you, all of you, one after another, slowly, as if he is counting. Then he smiles, with cracked grey lips, and the chains do not break. They simply let go of him. The cuffs open. He drops to his feet on the floor, lightly, like a man stepping off a cart, and he is gone. Not through a door. Not into the wall. The grains under his feet rise up around him in a column and fall, and there is nothing inside them.
John, in your hand, the axe is only an axe. It weighs what an axe weighs. Your fingers open.
The Lamp:"Uh oh."
The Lamp:"Seems like y'all hesitated for just a little too long there, honey. He's not a patient man. Never was. That's sort of the whole story. Well. He's gone down, and he's got his own hands back, and I expect he's going to want to use them. If I were you, and I'm not, I'd go down after him quick, and I'd go together."
The Key
The Lamp drifts down to the pedestal and hangs over it, and the blue light inside the globe brightens until the brass ribs throw shadows across all your faces.
The Lamp:"Y'all solved my trials. All four. Nobody ever has, not all the way, so I never got to do this part, and I've been looking forward to it for the longest time. Oh! And one more thing. One more thing, I nearly forgot, it's been so long. I was told, when I was poured, that if somebody came up here wearing a certain something at their throat, I was to give them this. It's only one part, honey. It's not the whole of anything. But I was told you should have it, and I think so too."
The blue eye turns to Neilo and stays on the scarab at his throat.
The Lamp:"Here. This is yours."
The glass of the globe clouds over, thick and white, and when it clears, the eye is gone and there is something else inside the lantern. A curved piece of pale stone the size of a palm, glowing, one edge cut in the shape of a key's bit. The brass ribs open like fingers. The stone does not wait to be taken. It lifts out of the lantern and flies, straight across the chamber, straight to Neilo, straight to the scarab at his throat, and it strikes the amulet and sinks into one of the two keyhole-shaped hollows on its face, and the gold closes over it as if the hole had never been there.
Neilo, the scarab burns against your chest, not hot, but bright, a light you can feel through your shirt and through your ribs, and from it, out of nothing, grains begin to pour. They stream out into the air beside you and gather there and shape themselves, a narrow waist, two rounded bells, a frame of nothing at all, until an hourglass hangs in the air at your shoulder, as tall as your forearm, full to the brim. The grains inside it are the color you choose. And a crust of the same grains runs over your skin and your clothes, light as a breath, and settles there, and holds.
The grains in the hourglass are not falling. Not yet.
Neilo's awakening
Noboru Suna awakens here. Neilo's player chooses his first form: Satetsu (black iron), Sabaku (golden) or Masago (grey-blue). The hourglass and the crust on his skin take that form's color.
Hand him the Fragment of the Zenith item text. The Fragment of the Dawn no longer requires attunement.
Reference - do not name
aether, core, sand (the medium is "the ancient magic" or "the grains"), the Sunseeker, the builders. The second keyhole stays open until the throne.
The Lamp:"Oh, look at you. Look at you! It likes you. It never liked him. Well. That's the trials, and that's the errand, and that's everything this echo was given, which has never once happened before. Go on, now. Door's that way. Mind the grains."
The lantern's light goes out, and the brass cage hangs dark and empty in the air for a moment, and then it is not there at all. Where the far wall of the chamber was, there is a door. It was not there before. It is simply there, a tall frame of pale stone standing open on a quiet room beyond, and the grains on the floor flow toward it and through it and lie still.
Part IV: The Still Room
A quiet room below the Gauntlet · 2:40 to 2:55, room to breathe and the real-world break
The room beyond the door is quiet and cool and made of the same pale old stone as the murals in the antechamber, cut in clean six-sided shapes. In its centre lies a pool, perfectly still, filled not with water but with steel-blue grains so fine and so level that the surface reflects your torchlight like glass. Around the walls, low benches have been cut into the stone, a dozen of them, more than a dozen, as if whoever made this room expected company. There is a single door on the far side, and it is shut.
The air in here is different. Still. Cool. The grinding you have heard in the walls since you came through the scarab door, the far-off shift of great weights, is gone. Nothing follows you across the threshold.
Room to breathe
A short rest, if they want one. Nothing enters this room.
John's first quiet minutes with nothing in his hand but an axe.
Let them talk about the Lamp, her story, the judgement, and what John did or did not do.
Call the real-world break here. When everyone is back, the door opens.
The Murals of the Still Room
Above the benches, the walls are carved, all three of them, floor to ceiling, in panels divided by plain stone pillars, five to a wall. The carving is old and cracked and very fine, and where the carver cut the grains, he set real ones into the stone, so that in the light of your torches the blue in the pictures moves. The wall facing the door is the first your lights reach.
The Wall of the Builders
In the first panel, great crowned figures lean down out of carved clouds, three times the height of the people beneath them, and from their open palms a warm light pours down, cut in gold, onto a crowd of men and women in plain robes who kneel and lift their hands to catch it. The light collects in their cupped hands as small flames. Behind them, a village, a well, low houses. Above the givers, a sun with rays like knives.
In the second, the people have used it. A woman lifts stone into a tower with a gesture. A man heals a child with a glowing hand. A scholar reads from a tablet of light. The village has become a city with domes and bridges, and the crowned figures watch from the clouds with their palms still open.
In the third, the city sits at the top of the panel and the stone beneath it is cut away, caverns under the streets, and a line of people descends a stair into them with torches. At the bottom they have found a vein in the rock, and the carver has set real grains into it, steel-blue, running through the stone like a river of stars. One figure kneels and lifts a handful. One presses it into his own chest, where a small round hollow has opened and glows. The gold in the city above is faint here. The blue below is the brightest thing on the wall.
In the fourth, the city blazes blue. Every chest in the street has its lit hollow. Towers rise out of the ground in one piece. The gold light from the sky has stopped. And the crowned figures lean down again with their faces changed, mouths open, hands reaching for the blue, and the carver has cut the grains running through their fingers like water through a sieve. Their own chests are hollowed too, and the hollows are black.
In the fifth, the sky is full of shapes with no faces and no feet, hanging down out of the clouds like roots, cut deep and crude into the finished stone, and under them the city is struck flat. Towers split. The well is a crater. The people are cut falling, running, kneeling, and the hollow in every chest goes dark along the panel, one after another. At the far edge, one figure kneels with its back to the sky and both hands pressed flat over its chest, and the light in it is the last on the wall.
Investigation DC 13The shapes in the fifth panel were not carved with the rest. They are cruder and deeper, cut into a wall that was already finished, and the stone inside the cuts is a different colour, as if it has never seen light.
The Wall of the Seven
The wall to your left begins with a shrine. A crowd of people in rough travelling robes kneel before a great faceless statue of a seated man with his hands cupped in his lap around a glowing disc, a scarab with spread wings on his chest, a sun with knife-rays behind his head. Old rusted rings and broken tablets are heaped at his feet. The kneeling ones press their fists to their own chests. Along the edge of the panel, a cliff face with a row of small shut doors cut into it.
In the second, the same crowd, armed now, is breaking the doors open with picks and bars and dragging out chests of gold and jewelled blades and pale stone tablets, and heaping them under the statue higher than its knees. One man stands on top of the heap with his arms raised, and the carver has cut him taller than the statue's hands.
In the third, seven of them climb a straight stair with empty hands. Their packs and coins and good knives lie in a heap at the first step. Along the stair's edge, cut tiny, the things they pass: a maze of chests, a bent beam of light, a tilted floor with holes, a stair full of stone blocks. Halfway up, a niche, and in it a disc the size of a plate, glowing, with a thread of grains running out of it toward a door at the top that is cut with a single closed eye.
In the fourth, they have stopped at the niche and turned on each other. One clutches the disc. One has his wrist. One has a knife out. Two fall off the edge of the stair into nothing. The holder is cut larger than the rest, rough and swollen, and from the chests and open mouths of the others thin streams of blue run into him, and the hollows in their chests crack and go dark while his burns.
In the fifth, he stands alone before the eye-door with the disc held up in both hands, and his face is smooth stone, left blank by the chisel. The thread of light has turned. It runs away from him, back down the stair, into the floor, and the floor rises around him in grains to the waist. Seven chains come down out of the carved sky and close on his wrists, his ankles, his waist, his throat, and lift him off the stair, and the disc is gone from his hands, and in the scarab on his chest there is a hole where it was. In the margin beside the stair, the one thing on the whole wall with a face: a small lantern, a cage of ribs around a globe, and the eye inside it turned out of the wall toward you.
Over the eye-door, in letters so small you have to bring your light within a hand of the stone, four words.
The lintel, in the same script as the words over the hall door above. Neilo and Yurei read it without trying. To everyone else it is four cuts in the stone:
"Not this one. Not yet."
The Wall of the Keepers
The wall to your right begins under the ruined city. In a cavern beneath it, a handful of survivors in plain robes kneel and pour what they carried, a cupped handful each, into one pool, and out of the pool rises a world. A sky, hills, a sea, a moon, all of it cut in blue, all of it folded inside a closed shell of stone like a pearl inside an oyster. Above the shell, in the real sky, the faceless shapes hang down from the clouds and reach for it, and their hands pass through the shell and close on nothing.
In the second, the inside of the pearl. Hillsides cut away to show halls of pale stone within them, and in the halls, scholars bent over long tables of grains, shaping spheres, threads, rings. One builds a floor of moving tiles. One cuts a single closed eye into a door. Shelves, lamps, instruments. The halls are crowded.
In the third, the builders make company. Out of flowing grains they shape figures, and the figures kneel before them with open hands: faceless statues with curved blades, a lantern of brass ribs with an eye inside, long-legged birds of glass with spear beaks, four-armed diggers with shells on their backs, and behind them all, an enormous faceless figure seated on a throne with its hands cupped in its lap.
In the fourth, the same hall three times across one panel. First the long table crowded with scholars. Then a few, old and bent, and empty chairs. Then one old figure alone at the table with his hands resting on a small sphere of grains, and his creations standing around him in silence, the lantern closest.
In the fifth, there are no people. The statues stand their posts in an empty hall. The lantern floats alone through an empty chamber. The glass birds nest on a mesa under the blue moon. The diggers are under the dunes. The seated figure on its throne has its hands cupped and empty. And in the foreground, a shut door with a single closed eye, and on its lintel the only worn place on the whole wall, a patch rubbed smooth where many hands have touched the stone from the other side.
Reference - the murals
Builders: the people who received the gods' gift, found the grains under their city, and were struck for it. The crowned givers are the gods; the faceless shapes are the gods when they strike. Never name either, never say djinn, celestial, the Forgotten Ones, the Sunseeker, or aether. The black hollows in the gods' chests in panel four are not commented on.
Seven: the Akh'marani. The faceless statue in their shrine is the one they worshipped; never name him. The man on the heap and the swollen holder on the stair are the same man, Ithrin, and nothing says so.
Keepers: the survivors made this place and everything in it. Every creature the party meets in the tomb is in the third panel. The world inside the shell is a made thing, sun, moon, sky and all; nothing in the room calls it real or false. If anyone asks the Lamp about any wall, she answers only from what her echo holds (see her reference in Part III).
The hall door's inscription on Floor 1 and the lintel on the Seven wall share one script. No roll reads it; only the two who hear the tomb.
With no sound at all, the door on the far side of the room swings open, and through it pours a light so bright and so warm that for a moment none of you can look at it.
Short restSpend Hit Dice and regain short-rest features as normal.
Part V: The Zenith Steppe
Floor Three of the Tomb of Zenith · 2:55 to 4:05
The Sun That Does Not Move
You step through the door and there is no ceiling.
There is sky. Enormous, pale, cloudless sky, and straight above you, nailed to the very top of it, a white sun so bright that it bleaches the colour out of everything it touches. Your shadows have gone. You look down for them and they are not there, because the light is coming from directly overhead and has nowhere to throw them.
Below the door, a slope of red grit runs down onto a plain of dunes and flat-topped mesas that stretches to every horizon, rust and ochre and bone-white, shimmering in the heat. The door you came through stands on its own in the open, a frame of pale stone with nothing behind it but more desert. The air tastes of hot dust. Somewhere far off, carried on the wind, you can hear something that might be singing.
On the tallest of the mesas, miles away, a stone arch stands against the sky. Neilo, the scarab at your throat is warm, and it grows warmer when you turn to face that arch.
Survival DC 12The sun has not moved at all in the minutes you have been watching. The heat is real, but not deadly. Water will be a problem in a day, not an hour.
Perception DC 14The singing comes from the mesa tops to the east. On the dunes to the west, the surface ripples, very slightly, against the wind.
The Dirt
You have been walking for perhaps half an hour, up one dune and down the next, when the ground ahead of you moves. Not the wind. The grit on the face of the dune in front of you slides away in a sheet, and something underneath it turns over and stands up, and then another, and another, in a loose ring on every side. They are as tall as a man and twice as broad, with heavy domed shells of dark ridged stone on their backs, like enormous beetles standing upright, and each of them has four arms, two thick and two thinner. Their faces are flat plates of stone with two deep-set points of steel-blue light for eyes. None of them has raised a hand.
One of them is bigger than the rest, its shell scarred with old white gouges, a band of beaten bronze hammered around the top of its head like a crown. Hung on a cord around its neck is a curved piece of pale stone the size of a palm, one edge broken clean. Behind it, half out of the grit, a smaller one is lying on its side. Its shell is cracked across, and in the crack, catching the sun, there are splinters of something clear, like glass.
Reference - Iron Brow and the Burrow
The Stonebacks are constructs of the tomb with their own minds. They do not attack unless attacked; they do not lie. Iron Brow is the chief. Voice like rocks rolling in a barrel, slow, with pauses as if each sentence is being lifted. It never asks a question; it states what it sees, and it counts things. It calls the party "topwalkers" (never "door-comers," that is the birds' word), the clan "the Burrow," the Glasswings "the loud ones," and the sun "the stone that does not move." Dust Knuckle is its second and says nothing in front of the chief. Twelve in the ring. The young one on its side was hurt last storm; the splinters in its shell are glass feathers. Iron Brow holds the dirt's half of the sun-stone on the cord around its neck and will not hand it to strangers.
The Burrow knows the roost takes its young and eats topwalkers. It has told every topwalker this and none of them stayed to hear the end of it, so Iron Brow no longer says it unasked. If asked straight, it answers straight; nothing more.
Iron Brow:"Topwalkers. Thirteen. The stone opened and let out thirteen. It has never let out so many."
It looks at each of them in turn, slowly, as if counting them again, and then east, toward the mesas, and back.
Iron Brow:"You are dry. Water is under you. One step down. The Burrow gives it."
Two of the smaller Stonebacks drop to their knees and dig with all four hands, and in a moment there is a hollow in the grit with clear water seeping into it. Nobody in the ring drinks first.
Iron Brow:"Drink before the loud ones find you. The loud ones find every topwalker. That is so."
While you drink, the hurt one behind the chief's legs moves. It drags itself forward on its two thick arms, slowly, its cracked shell scraping the grit, until it is lying in the open between the ring and you, and it lifts its flat stone face and looks at you, at whichever of you is nearest, with its two small blue lights. Iron Brow does not stop it. None of them do. The splinters in the crack of its shell catch the sun.
Iron Brow:"That one is Grit. Storm took the shell off him. He held the rock. The rock did not hold him."
A pause, long enough to lift a stone.
Iron Brow:"Topwalkers have small hands. The Burrow's hands are too big for the crack. That is all I say."
Reference - what the Burrow will say if asked
What happened to him? "Storm. The loud ones come down in the storm. They take the small ones up. Grit held the rock. The rock did not hold him. Four were taken up that storm. Four."
The birds take your young? "Yes. That is so." If pressed: "Every storm. Count what is in their nests. The Burrow has counted."
What is the stone on your neck? "The Burrow's." If asked for it: "No. Every topwalker wants it. Every topwalker goes up to the loud ones. Come down again with your own hands and say it again."
What are the birds? "Glass. Loud. Hungry." It will not say more; it has said it before to topwalkers who were already looking at the mesas.
Who made this place? "Not the Burrow."
Why are you helping us? "The Burrow gives water. That is what the Burrow is."
If someone tends Grit (any healing, or working the glass splinters out of the crack with small hands, no roll needed): Grit's blue lights brighten, and it butts its flat head once, hard, against that character's leg, the way a goat does. Iron Brow says nothing. When the party leaves, it turns its whole body to watch them go, and Dust Knuckle follows at a distance until the mesas, and is still there, half-buried at the mesa's foot, when they come down again.
If attacked: the ring closes and fights with fists; the Burrow does not pursue past the dune.
Medicine or Nature DC 12The splinters in the young one's shell are long, thin and clear, with a fused edge. They went in from above, hard, the way something thrown or dropped goes in.
Perception DC 13The ring of Stonebacks has left a gap on the east side, toward the mesas. Nobody is standing between you and the singing.
The Guide
You have barely left the Burrow's dune when something lands in front of you in a spray of grit, wings folding. It is taller than any of you, standing on two long thin legs the grey of old bone, and its body is a teardrop of white glass, every feather a thin pane fused at the edges, so that the sun shines straight through it and scatters little rainbows across the ground at its feet. Its neck is long and curved, and its head ends in a beak like a spear of smoky crystal. It cocks that head to one side and looks at you with one round eye of steel-blue light.
Reference - Reedwing
A young Glasswing, a construct of the tomb with its own mind. Curious, eager, and honest in the way a child is honest: it has no idea what the roost does with door-comers, it only knows that they are brought up and that afterward the roost sings. It learns speech by mimicking: it repeats the last few words it hears, then slowly starts to use them right. Its voice is high and rasping. It calls the elder "Old Crest." It does not know what the party is, and it does not care much: they came out of the Makers' door, so they matter.
Reedwing:"Hello?"
It hops closer and taps its beak twice against the ground, then flinches back from the Stonebacks' dune without looking at it.
Reedwing:"Hello. Hello, hello. You came out of the door. Out of the door! Nobody comes out of the door. Come. Come up. Old Crest must see. Come up, come up, away from the dirt-ones. Dirt-ones are bad. Come up!"
It flaps off a short way toward the eastern mesas, lands, and looks back.
The Glasswing Roost
The climb up the mesa is hard, a scramble up red rock baked hot enough to sting your palms, but Reedwing waits for you on every ledge, impatient, chattering your own words back at you. At the top, the mesa is hollow. A bowl of rock opens beneath you, sheltered from the wind, and in it are dozens of nests woven from dry grass and pale feathers of glass, and dozens of Glasswings, standing on one leg, preening, turning their spear-beaked heads to watch you come over the rim. The singing stops. A few of them take to the air in alarm, and the sun through their wings throws moving rainbows over the whole bowl.
In the largest nest, at the centre of the bowl, an old Glasswing is lying in the grass. Its glass has gone cloudy and grey with age, cracked in a long white line across its crest, and a great ragged mane of feathers hangs around its head, chipped and dull, hung with cords of grass and strings of bone rings and old cracked eggshell. It lifts its head as you approach, very slowly, and both its eyes are on you, and they are wet, and tired, and kind.
Reference - Cracked Crest and the roost
The Glasswing elder, a construct of the tomb with its own mind, old and grand and very, very hungry. Speaks slowly and formally, in full sentences, with a soft click of the beak ("tk") between thoughts. Warm, grieving, reasonable. Everything it says in the common tongue is a performance it has given many times. The roost eats door-comers: every ascender who came through the door before was fed, flattered, sent to kill the Burrow's chief, and eaten on their return, whether or not they managed it. The bones and gear under the nests are theirs. The roost also raids the Burrow in every storm and takes its young; the eggs the roost drinks are its own.
It holds the sky's half of the orb under its nest. It will never give it; the ask is a way of using the party to bring Iron Brow out and weaken him, so the roost can take the dirt's half and the Burrow in one swoop, and eat the champions at the feast after. The surface read must hold absolutely until the feast: no winks, no hunger in the common tongue. Only the song, which the party cannot understand, says anything true.
The halves: two curved pieces of pale stone, each the size of a palm, faintly warm, one edge broken clean; together they make a sphere the size of a fist. They are NOT Neilo's keys. The orb opens the arch and nothing else.
Cracked Crest:"Tk. Reedwing says you came out of the Makers' door. Tk. Reedwing says many foolish things. Come closer. Let me see you in the light."
It looks at each of you in turn. When it reaches Neilo, it stops, and its head dips, very slightly.
Cracked Crest:"Tk. So. The door has opened, and it has opened for a crowd. You are welcome in the roost. Rest. Drink. You will eat with us. That is our way, before anything is asked."
Reference - the elder softens them first
Cracked Crest does not go near the orb or the Stonebacks until the party brings it up twice. The first hour in the roost is rest, water in glass bowls, nests cleared for them, young birds brought to look at them, the song, the egg. Any mention of the arch, the stone, the sun-stone or what the Burrow wears gets waved off: "Tk. Later. First we feast. First the roost celebrates door-comers. It has been so long." Then it changes the subject to them: where they came from, what the door was like, which of them is the leader, who is the strongest. It is flattering and it is counting.
Only when they ask again, after the egg, does it answer; that is The Ask. If the party never asks, Reedwing, bursting with it, asks for them: "Old Crest, are you going to tell them about the stone?"
The Song in the Bowl
The elder settles back into the grass, and around the bowl the Glasswings take up their singing again, softly, the sound you heard from the dunes, a high glassy chord that rises and falls and breaks into clicks and rises again.
Yurei. The sound sits at the edge of your hearing the way a word sits on the tip of a tongue. Not a tune. There are joints in it, like the joints of a sentence, and the rise and fall has a shape you almost know, from somewhere lower than learning, the way the body you wear knows how to breathe. It does not come off the edge. It stays there. But twice, in the chord, there is a sound that the throat you wear would make, if it were saying something to a child at dinner, and both times the whole bowl sings it together.
Reference - the song, stage one
Yurei understands nothing yet. The two sounds she picks out are the roost's word for "eat" and the roost's word for "guests," sung as one phrase, but she gets no meaning, only the feeling that the sounds are words and that one of them belongs to meals. If her player asks what it means: "You could not say. It sounds like something said over food." Nothing more until the turning. Do not let the table roll for it.
The tongue is the Serrati body's own; never name it or its homeland, never say "Serrati." The Glasswings do not know what Yurei is.
The Egg
Two Glasswings step forward from the crowd, a pair, one with a fringe of bright feathers standing up from its crest, and between them they roll an egg across the grass to the elder's nest. It is the size of a melon, smooth and white as porcelain, and inside it, through the shell, something glows a soft steel-blue, slowly brightening and dimming, like breathing. The elder cracks the top of it with one tap of its beak. The inside is a thick, glowing liquid that smells of nothing at all.
The elder dips its beak, drinks, and then the pair each drink, and then all of them turn to look at you.
Cracked Crest:"Tk. Drink. It will make you strong."
Drinking from the eggWhoever dares to drink regains 2d10 hit points and, for a caster, two expended spell slots of their highest level; for anyone else, one expended use of their main class feature (Rage, Action Surge, Ki, Superiority Dice, a Channel Divinity, Wild Shape, a Static or Kami or Karasuba point, as fits). It burns going down and leaves a hum in the chest that lasts the rest of the floor. The egg feeds everyone who drinks; there is only the one.
RefusingThe pair who brought the egg look at each other. The elder clicks once, slowly. Nothing more is said about it.
Perception DC 14, anywhere in the roostThe nests are not woven only from grass and glass. Worked into the walls of the larger ones, under the feathers, there are straps, a buckle, the rim of a shield, a sleeve of mail gone white with age. In the elder's nest, deep in the grass, something pale and curved that is not a feather.
The Ask
After the egg, when the party asks about the stone for the second time. The elder sighs, long, and settles deeper into the grass, like something it hoped not to have to say.
Cracked Crest:"Tk. The stone. Yes. You want to go through the arch, and the arch wants the sun-stone, and half of it is under me. Right here, under this old body. Tk. And of course it is yours. Of course. I would put it in your hands now. The roost would sing it."
The bowl clicks. The elder lets it run, then lifts one foot, and it stops.
Cracked Crest:"But the roost has to see something first. Tk. Half a stone is half a door. The other half is on the neck of the Stonebacks' chief. Iron Brow. Diggers, four-armed things with shells on their backs, under the dunes to the west, you have smelled them, it is on you. They take our eggs in the storms. One more child, every storm. And the roost has given its half to door-comers before, tk, and they went down to take the other, and the dirt broke them, and both halves were gone, and the roost sang for nothing."
Cracked Crest:"So. Show the roost you are strong. Go down, stand in the dirt's ring, their chief loves a fight, and take the dirt's half first. Then come up with it, and mine is yours, of course, of course, with my own beak, in front of everyone, and the two go together in your hands, and tomorrow the arch. Tk. That is all. That is all I ask."
Reference - what the elder is doing
Every word is true and the whole thing is a lie. Cracked Crest has no intention of trading anything. It wants the party to walk into the Burrow's ring and batter Iron Brow in a fair duel, because a fair duel is the only thing that gets the chief out from under the dunes, on one knee, with its shell cracked, in the open, with the whole clan standing around it unarmed to watch. Then the sky comes down. The Glasswings do not go with the party. They say they will stay in the roost, and the party will believe it, and the roost will be empty behind them within a minute of their leaving.
Play the elder as generous, tired and sincere. It grants the half at once, warmly, so that the one condition sounds small, and it never explains the stone beyond "the arch wants it"; the Makers and the splitting are not its story to tell. It never pushes. If the party hesitates it lets the bowl sing, and lets Reedwing ask, with real excitement, whether they are going to go.
Reference - what the Glasswings will say if pressed
Have you seen a Stoneback take an egg? "Tk. No. They come in the storm. In the storm nobody sees anything. But the eggs are gone after, and the dirt is torn up."
We saw a hurt young one of theirs with glass in it. "Tk. Then they fought among themselves over what they stole. Glass breaks. It is in everything here."
What is in your nests? Whose shield is that? "Tk. The storm brings many things up out of the dirt. We build with what the wind leaves us." Said without a pause. Every bird in the bowl is still.
Who are the Makers? "Tk. The ones who made the arch. The door. The sun. Us. Nobody has seen one. Tk. Perhaps you are one. Are you?"
Give us your half first. "Tk. And then you go to the arch with half a door and wait for the sun to move. It does not move. Win the other half, and mine is waiting. I am old. I am not going anywhere."
Will you come with us? "Tk. No. The dirt does not fight with the sky watching. They would call it a trick. Go with the dirt's law, alone, and win it their way, and they cannot say a word." Reedwing, if asked to come: it looks at the elder, and the elder clicks once, and Reedwing says it will show them the slope and no further.
What happens if we don't? "Then you will wait at the foot of the arch until the sun moves. Tk. It does not move." After this answer, the roost begins, very softly, to sing again.
Reedwing, asked about the egg they drank: "Egg? Egg was our sister. Sister would have flown after the next storm. Now sister is in you. Now you are strong!"
Reedwing, asked what the roost does with door-comers: "Door-comers come up. Old Crest talks. Door-comers go down to the dirt-ones. Then door-comers come back, and everybody sings, and then it is quiet, and then no door-comers." It does not understand what it has said.
Insight DC 16 on the elder, during the Ask: It is not lying about the stone being under it. Everything about the Stonebacks it says with the ease of something said many times before, to many faces. On a 20 or more: when it says "stronger than them," its eyes go to the party's weapons, not to the west.
The roost sings you out. Every nest, every bird on every ledge, the whole bowl of glass ringing with it, and the elder on its nest with its head bowed, and the path down the western slope open and empty before you. Reedwing hops ahead to the lip of the rock and stops there, and points down with its whole body toward the dunes.
Reference - leaving the roost
No escort. That is the point. The party walks down alone with the song behind them, and the song fades, and the sky over the dunes is empty for the whole walk. Anyone who looks back from the dunes (Perception DC 18) sees the roost rim bare of birds, every one of them, and nothing in the air. If a player says it out loud, let the table sit with it; do not confirm anything.
If the party refuses the Ask and tries to leave the roost another way, or fights in the bowl, run the two beats of The Escape now, with no feast and no hostage; the elder's half is under the nest, the dirt's half is still on Iron Brow's neck, and the Burrow will give it to anyone who comes down the mesa with glass on their boots. In every other case, read The Burrow's Way.
The Burrow's Way
The Burrow is waiting where you left it, and it is already standing. All twelve, in their ring, and Iron Brow in the middle with Grit behind its legs. The sky above the basin is empty and white and silent, and the chief looks at it for a long moment before it looks at you.
Iron Brow:"Topwalkers. You went up. You came down. You came down with no loud ones over you. That is not so. That has never been so."
It lifts the pale half-stone on its cord in one lower hand and lets it drop against its chest.
Iron Brow:"You want this. The Burrow does not give. The Burrow is won. That is the Burrow's way, since the first digging. Two of yours. Two of mine. Fists. No running. No tricks. The Burrow watches, and when it is done, it is done, and nobody is dug under."
Iron Brow:"If yours stand, the stone is yours and the Burrow says so to the sky. If mine stand, you go up with nothing, and the Burrow gives you water first. Choose your two. Choose the ones who hit hardest. I want to feel it."
Reference - the duel's honor
Iron Brow fights straight and expects it back. It names its second, Dust Knuckle, with one hand on its shell. Before the first exchange it strikes its own chest twice with both upper fists, and every Stoneback in the ring does the same: that is the salute, and if a champion returns it, the chief's eyes brighten. It will not strike a champion who is down. It will not use its lower hands to grab. If a champion is knocked out of the ring, Iron Brow waits for them to come back.
If the party asks it why it does this: "The Burrow is stone. Stone is tested. Stone that is not tested is sand." If they ask about the empty sky: "The loud ones always watch. Today they do not. I do not know what that is." If the party warns it outright that the birds sent them: it looks at the sky for a long time, and then at them. "Then the Burrow fights with its eyes up. The ring still stands. Choose your two." It will not call the duel off; a warned Burrow dies slower in the Carnage, and Grit is not taken. Remember this for The Escape.
The duel of champions: three exchanges, no initiative (about 5 minutes)
Two champions face Iron Brow and Dust Knuckle. Push for one champion from each party.
Three exchanges. In each, both champions roll a check of their choice and narrate it (Athletics, an attack roll, Acrobatics, a spell used as a shove). Each roll is contested by the Stoneback's +7.
An exchange is won if both champions beat their opponent's roll. Win two of three, and the champions stand at the end.
Each lost roll costs that champion 2d10 bludgeoning. Each won roll costs the Stoneback it beat the same, and show it: the chief's shell cracks a little more with every one.
Trying to kill in the duel, or cheating with magic the Stonebacks can see: the ring closes on the party (4d10 bludgeoning each) and the Carnage begins at once, with the Burrow and the party both in it.
Whoever wins, read The Carnage as soon as the third exchange is called. The Glasswings are not waiting for a winner. They are waiting for the chief to be on its knees.
The Carnage
The third exchange ends. Iron Brow is on one knee, its shell split in a fresh white line from crown to spine, breathing like a bellows, and whether it is you or it that stands at the end, it lifts both upper fists and strikes its own chest, twice, for the ring to see.
Something sings. One note, from the dunes behind you, from the rim of the basin, from the slope you walked down, from everywhere at once.
They were in the sand. They were in the grass and flat against the lee of the dunes and under the lip of the basin, white on white, every bird in the roost, and they come up out of it all together, forty, fifty, more, a wall of glass closing from every side with the sun behind it, and the Burrow does not even have time to turn. Spear-beaks go through shells like nails through bark. The ring is gone under wings. Dust Knuckle takes two birds off one of its arms and a third puts it down from behind. The small ones are lifted. Grit is lifted, screaming, by a bird on each arm, up and out over the dunes. And Iron Brow, on one knee, with its shell split open, gets one hand around a Glasswing's neck and breaks it, and another, and then there are six on its back and it goes down into the grit face first and does not get up.
It is over in the time it takes to say it. The basin is glass and stone and torn grit and the Burrow is twelve shapes that do not move, and the birds are standing on them.
Yurei only, as the sand comes alive. Out of the one note, two words you have heard before, the ones sung over the egg, and this time they are not sung, they are screamed, and one of them you understand:
"Eat."
Cracked Crest comes last, carried over the dune on a litter of grass by six birds, and is set down beside the chief's body. It walks the length of it, slowly, on its old grey legs, and stops at the head, and hooks its beak under the cord, and lifts the pale half-stone off Iron Brow's neck, and holds it up in the sun for all the bowl of the sky to see. The birds scream. Then it turns to you, with its wet, kind, tired eyes, and lowers its head.
Cracked Crest:"Tk. Champions. You stood where the dirt stands, and now the dirt is still. Forever still. The sky remembers this. Tonight you eat at my nest, at the head, all of you, and the two halves go together in your hands, as I said, in front of the roost, and tomorrow the arch. Tk. Come. Come up. It is a long time since the roost had a feast."
Reference - the walk back
If a player says "you said you would stay": "Tk. I said the dirt would not fight with the sky watching. The sky was not watching. The sky was waiting." No apology in it. The elder is pleased with itself and does not hide it well.
Fifty birds around them, the elder carried ahead, Reedwing hopping beside whoever was kindest to it, not looking at the basin. Anyone who turns back toward the Burrow finds three Glasswings standing in the way, heads tilted, not touching. A fight here is The Escape with no feast and no hostage, on open sand, with the whole sky above; let the table feel how bad that is and most will walk. The dirt's half is in the elder's beak-pouch from here on. Grit is alive, carried to the roost with the other small ones; the party will see them in the nests. If the party warned Iron Brow before the duel, Grit was sent down a burrow before the first exchange and is not in the nests; it finds the party at the arch.
If a player asks Yurei what she heard: one word. "Eat." Nothing else is clear yet.
The Feast
The roost at dusk, except there is no dusk here, only the same white sun nailed to the top of the sky. The bowl is full. Every Glasswing in the sky has come down, and they stand shoulder to shoulder around the elder's nest in a ring ten birds deep, and you are inside it, seated on woven mats at the head of the nest with the elder lying beside you. In the nests behind the ring, small grey shapes with cracked shells are lying very still, six of them, seven, with a bird standing over each. Grit is one of them. Its blue lights find you across the bowl.
Eggs are brought. Not one. Thirteen, one for each of you, rolled across the grass by pairs of birds, white and glowing and breathing their soft blue light, and the elder taps the top off each one with its beak, and they are set before you, and the roost begins, very softly, to sing.
Yurei. The song has a floor under it now, and you are standing on it. The chord comes off the edge all at once, every click a word, and you understand every one of them, the way you understand your own name:
"Drink, guests, drink. The sleeping cup. Drink and lie down soft. Then the nests. The small ones first, the small ones are sweet. The mouths last, the mouths are the last to stop. Like the others. Like all the others."
Yurei, the elder is looking at you. Its old wet eye is on your face, and you understand, now, why your throat shaped an answer to the song on the mesa, and what the birds are, and what the sky-ones brought the small ones here for, and what is in the cup in front of you, and the cup in front of everyone you came in with.
Yurei's awakening
Settari no Hitomi wakes here, with the cups set down and the song in her ears: Ichizoku no Koe first, then the rest. Hand Yurei's player the feat the moment she chooses to speak, in whichever tongue.
What she tells the table is hers to tell, and how fast. The roost understands her if she answers in its tongue; nobody else in the bowl can.
The cups: anyone who drinks before Yurei speaks, or after and anyway, makes a DC 15 Constitution save or is paralyzed for one minute; on a success they are poisoned for one minute instead. The egg's gift from the first visit does not come with it.
Reference - the feast
The elder's nest: the sky's half of the orb is under the grass at the elder's own breast, on the bones. The dirt's half is in the pouch under its beak. The elder is within arm's reach of whoever sits at the head, by its own arrangement; it has never once been grabbed.
The roost waits for the cups. It will not strike before they are drunk unless someone strikes first, or someone speaks the roost's tongue from a topwalker's mouth, which stops the song dead.
Cracked Crest, if Yurei speaks to it in its own tongue, answers in it, and only Yurei hears: "Tk. Little crow. You came up the rock in a door-comer's skin. I wondered. Drink anyway. It is kinder than the beaks."
The Escape
The song stops. Every beak in the bowl is turned toward the head of the nest, and the elder has not moved, but it is not kind anymore. It is only old, and very hungry, and ten birds deep on every side.
Two ways out, and they can be the same way
The hostage. The elder is in reach. A grapple (contested Athletics against +2; it is old) or any hold the player can narrate puts a blade, a hand, a spell at its throat. The whole roost freezes: forty beaks a foot from the ring, and not one moves while the elder is held. It gives up the dirt's half from its pouch at once, in its own tongue through Yurei or by pointing with its beak. The sky's half must be dug out from under it, from the bones. The party walks out of the bowl with the elder in the middle of them and the roost walking backward in front of them all the way to the western slope. At the slope, whoever holds it decides. Let it go and the roost takes it back and does not follow. Kill it and the roost screams, and follows, and The Fight runs on the slope with the party already moving.
The fight. Two beats below. The elder breaks like the rest.
Grit and the small ones. Anyone who spends their beat, or their walk out, freeing the Stoneback young from the nests gets them: they are heavy, slow, and alive, and they will follow the party to the arch and down into the earth under it, if there is time. If nobody does, they stay in the nests, and that is where the next storm finds them.
The fight: two beats, no initiative (about 15 minutes)
How it runs. No initiative. Two beats. In each, every player says what their character does and rolls one check of their choice (an attack roll against AC 12 counts). DC 13. Glasswings are glass: any hit shatters one. There are more of them than there are of the party, but they are not brave once the first dozen break.
Success: a Glasswing breaks, or one that had hold of someone lets go, or a small one is pulled out of a nest.
Failure: a beak goes in, 2d8 piercing, and that character is seized by two birds and dragged a step toward the elder's nest. Two failures in a row on the same character and they are at the nest, and the elder's beak comes down: 4d8 piercing, no save, once.
The elder does not leave its nest. It breaks like the others to any hit that reaches it, but every bird in the bowl is between the party and it in beat one, unless someone already has it by the throat.
After beat two, what is left of the roost scatters into the sky and does not come back. Reedwing is not among them. It is crouched in the smallest nest at the edge of the bowl with its head under its wing, and it has not moved since the song stopped.
It is over very fast, one way or the other. The bowl is broken glass in the sun, throwing rainbows over nothing, and the singing is far away and getting farther. Under the grass of the elder's nest, when someone pulls the grass away, there are bones. Many bones, old and white and neatly stacked, and among them the things the nests were made of: straps, a buckle, the rim of a shield, a sleeve of mail. And on top of the bones, laid there like an egg, a curved piece of pale stone the size of a palm, faintly warm, one edge broken clean. The twin of the one from Iron Brow's neck.
Reedwing:"...Quiet now. Quiet now. Where is the singing? Door-comers? Where is Old Crest?"
Reference - Reedwing after
Reedwing is a child. It did not know. If spoken to kindly it comes out of the nest and follows the party to the arch at a distance, saying their words back to them. If the party leaves it, it stays in the broken bowl with the small Stonebacks, if any were left, and what happens between them is Quinn's.
The Sun-Stone
The two halves are brought together, and the moment they come within a hand's breadth of each other, they leap. They snap together in the air with a sound like a bell, and the seam between them is gone, and what hangs there for a heartbeat is a sphere of pale stone the size of a fist, glowing, warm as a loaf. Then it drops into the nearest open hand, and it is only a stone, and heavy.
Reference - the sun-stone
The orb opens the arch when carried under it; it does nothing else and fits nothing on Neilo's amulet. Nothing on the steppe comments on the amulet. Do not name: aether, core, sand (the medium is "the ancient magic" or "the grains"), the Sunseeker, the builders.
Far off, on the tallest of the mesas, the stone arch begins to glow. A line of light runs up one side of it and down the other, and in the space beneath it, where there was only sky, a stair appears, going down into the rock.
Reedwing:"Arch is open. Arch is open. You go down. Down, down. ...Come back? Come back and tell?"
Getting to the arch
On foot: an hour's hard walk across the dunes and a climb.
If Neilo chose Masago, this is where Karura first takes wing: a ritual of ten minutes, and a great bird of grey-blue grains carries him and two others across the plain. Reedwing flies beside it, not singing.
If the Burrow is friendly, the Stonebacks dig a straight tunnel under the dunes in minutes.
Part VI: The Throne of Zenith
Floor Four of the Tomb of Zenith · 4:05 to 5:35
The Throne Hall
The stair beneath the arch goes down a long way, out of the white light and into a cool dark that smells of old smoke and older stone, and opens at last into a hall so tall that its ceiling is lost in shadow.
The floor is drifted knee-deep in pale dust, piled against the bases of great square pillars like snow against a wall. Between the pillars hang black banners, ragged at the edges, each stitched with a wheel of golden rays. Bowls of fire burn low on stone blocks along the walls, and their light is the only light, warm and orange and flickering. Half-buried in the drifts lie timbers, lengths of chain, and round shields, dozens of them, dented and rusted, of a dozen different makes.
At the far end of the hall, a wide stair of shallow steps climbs to a dais, and on the dais, on a throne cut from a single block of stone, sits a figure. It is enormous, three or four times the height of any of you, carved seated, robes falling in long folds over its knees to its bare stone feet. Its hands rest cupped together in its lap around something small. Behind its head stands a great disc, carved with rays, like the sun at the top of the sky upstairs.
It has no face. Where a face should be, the stone is smooth.
Perception DC 13Crystal pylons, six of them, stand among the pillars, dark and cold. And something small glints between the statue's cupped hands.
Investigation DC 14The shields in the drifts are not one army's. Different metals, different shapes, different ages. Some of them are so old the iron has gone to powder inside the dust.
The Kindling
Branch A: If They Killed Him
The cold arrives before anything else. Your breath smokes. The bowls of fire along the walls gutter, all at once, and lean toward the dais. And out of the dark above the throne comes a streak of shadow, thin and torn and screaming, the scream you heard in the chamber gone high and ragged, and it does not slow down. It hits the seated figure in the chest like a thrown spear and vanishes into the stone.
Branch B: If He Walked Out Whole
You hear it before you see it. The clink of chain dragging over stone. Then, from the shadows beside the dais, the man from the chamber walks out into the firelight, unhurried, broken chains hanging from his wrists, frost glittering in his eyes. He climbs the steps one at a time. When he reaches the throne, he turns and looks back at you, and then he climbs up into the seated figure's lap, the way a child climbs into a parent's, and lies down across the cupped stone hands, and the stone takes him, and he is gone.
The Soul:"I crossed the floor. I crossed it first. Do you know how long I have been cold?"
Then, in Either Branch
For a moment the seated figure is still.
Then its cupped hands close. And fire takes it from the inside. You see it first in the cracks, a light behind the stone like a lantern behind paper, and then the light becomes heat, and the heat becomes flame, pouring out of every seam of the statue, roaring up toward the lost ceiling.
And the hall comes to it. The timbers in the drifts lift and fly to it and lash themselves to its limbs, and the chains whip after them and bind them on. The shields of a hundred dead ascendants rise out of the dust in a clattering storm and wrap themselves around its chest, overlapping, with bands of iron between them, until its whole torso is a burning cage. A great iron ball studded with spikes drags itself out of the drifts and becomes one fist. A hooked claw of black iron becomes the other. Somewhere in the walls above you, stone cracks, and the sleeping statues of the hall above come down through the ceiling in pieces and are swallowed into its legs.
It stands up off the throne. Thirty feet of fire and timber and iron, and at the top of it all, wreathed in flame, the smooth blank stone where a face should be.
Inside the cage of its chest, in the fire, there are shapes. People. Their arms reaching out between the bars.
And it laughs.
The Soul:"I'm cold now. Warm me."
Reference - the boss
The miniature: the painted burning colossus. Gargantuan, 4x4 squares. The soul is the only being in the tomb that is not a construct of the tomb. It was a man once, an ascendant who failed on Floor 2.
Branch A: frenzied and broken. Branch B: whole, remembers being a person, can be talked down in Phase 3.
<The Pyre
Gargantuan construct possessed by a shattered soul, neutral evil
Armor Class 18
Hit Points Phase 1: 150 (120 in Branch A, 180 in Branch B). Phase 2: 80
Legendary Resistance (3/Day). If the Pyre fails a saving throw, it can choose to succeed instead. Tick one above.
Burning Aura. A creature that starts its turn within 10 ft. takes 7 (2d6) fire damage. Any cold damage dealt to the Pyre smothers the aura until the start of its next turn.
The Cage. Its chest holds up to three creatures. A caged creature is restrained and takes 10 (3d6) fire damage at the start of each of its turns. It cannot free itself. Another creature frees it by breaking a bar (AC 15, 20 HP) or with a DC 18 Strength check from an adjacent space.
Innate Spellcasting (Charisma, spell save DC 16, +8 to hit). The soul casts through the construct; no components. Tick a use when spent.
3/day each Heat MetalHold Person
1/day each FearWall of FireCounterspell
Actions
Multiattack. One spiked fist and one claw (Branch A: two claws).
Spiked Fist. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage, and the target is pushed 15 ft.
Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one Large or smaller target. Hit: 17 (2d8 + 8) slashing damage, and the target is grappled. At the start of the Pyre's next turn, if the target is still grappled, it is stuffed into the Cage.
Fire Breath (Recharge 5-6). It throws its head back and the fire in its chest roars up; it breathes at the start of its next turn. 60-ft. cone, DC 18 Dexterity save, 45 (10d8) fire damage on a failure, half on a success. Untick "recharged" above when used; roll a d6 at the start of each of its turns, 5 or 6 ticks it again.
Legendary Actions (3 per round, reset at the start of its turn)
Fist (1). One spiked fist attack.
Stoke (1). Every caged creature takes 10 (3d6) fire damage now.
Drag (2). One creature within 30 ft. that the Pyre can see: DC 16 Strength save or it is pulled 20 ft. toward the Pyre over the floor.
Gaze (2, Phase 2 only). The eyes move early: the lock shifts to a new character until the top of the next round.
Lair Actions (initiative 20, every second or third round)
Inhale. It draws all the heat in the hall into its chest. Every creature not behind a pylon or full cover takes 14 (4d6) cold damage, and every non-magical flame in the hall goes out. Tick "Inhale pending" above.
Nova. The round after an Inhale, it releases the heat as a wave of fire across the floor. Every creature not behind a pylon makes a DC 16 Dexterity save, taking 27 (6d8) fire damage on a failure, half on a success. A pylon that shields someone cracks; it shatters on its second Nova. Untick "Inhale pending".
Branch B only. It may Inhale and Nova in the same round, once in the fight.
Phase 1: The Pyre
The claw comes down, closes around a body, and lifts. Over the roar of the fire you can hear the shields of the cage grind open, and the figures burning inside it reach out between the bars, all of them, toward whoever is being brought to them.
The cross-party levers
The rescue: nobody leaves the Cage on their own. Someone else has to break them out.
The jaw combo: while it charges its Fire Breath, two characters from different parties can force its head down (a combined Strength contest against its Strength +8, or 30 force or thunder damage to the head from two sources). The breath bursts inside its own cage: the Pyre takes 45 fire damage that ignores its immunity, and every caged creature is thrown free.
Cold: any cold damage smothers its aura until its next turn.
Phase 2: The Gaze
It staggers. The fire along its arms gutters and sinks, and it sways, sagging forward. Then, in the smooth blank stone of its face, two lines of light split open. Eyes. They are the same steel-blue as everything else in this tomb, and they turn, slowly, across all of you, and stop on one.
Phase 2: The Gaze (80 HP)
The lock: at the top of each round, the eyes lock onto one character. Until the next round, the Pyre uses that character's AC, attack bonus and current HP, each +2, and hits with that character's best damage die, doubled.
Why it works: against a fresh level 8, it becomes a wall. Against a spent level 6, it becomes beatable. The strong party protects the weak, and someone may step into the gaze on purpose.
The telegraph: the eyes' glow lands on the chosen character every round. Narrate it the same way each time so the table cracks the rule inside two rounds.
The eyes find you. And the thing in front of you changes. It holds itself the way you hold yourself. It raises its claw the way you raise your weapon. When it moves, it moves with your speed, and your guard, and your habits, and it is looking at you as if it has known you all your life.
Phase 3: Breaking the Hold
The fire goes out of it all at once, like a candle pinched. The timbers sag in their chains. The shields of the cage hang loose and rattling. And in the centre of its chest, where the fire was hottest, there is something that never burned at all: a knot of shadow, dark and cold, clenched like a fist, the only thing in all that wreckage that is not on fire.
Phase 3: Tearing Out the Soul
The task: combined successes from at least two characters of different parties, each reaching through the bars: an Athletics check to hold the cage open plus an Arcana check to grip the knot (DC 16 each, both must succeed to count as one combined success). Or 30 radiant or force damage aimed through the bars counts as one success.
Branch A: two combined successes.
Branch B: four combined successes. A successful Persuasion or Insight (DC 15) from a character who speaks to the man inside, about the floor he crossed or the cold, also counts as one.
Meanwhile: the Pyre still swings its spiked fist once per round at whoever is closest to the cage, and the lair actions continue.
Branch B: If They Talk to Him
The Soul:"Don't. Don't touch it. I crossed the floor. I was first. The others were slow, and I was not going to wait for them, and for that, they hung me in chains."
The Soul:"Do you know what it is to be in pieces for so long you forget which piece is you? One of me rode in a stranger's hand. One of me hung in the chains. One of me was here, waiting. I was so cold."
The knot in the cage loosens, a little.
The Soul:"...Is it warm? Where you're sending me?"
Branch B: The Second Line
The Soul:"Bear. One more thing, for free. She was asking about a city that fell under grey trees. Where the light goes thin. She wanted to go and see it."
Branch A: Thrown in Rage
The Soul:"You want her? You want your little girl's secret? Ithrin Vaelsorrow! She wrote to Ithrin Vaelsorrow about the city under the grey trees, where the light goes thin, and you sat there with your stitched-on eyes and never read a word of it!"
The knot in the cage clenches tighter.
The End of the Pyre
The knot comes out of the cage in someone's hands, cold enough to burn, and for one moment it is the shape of a man, small and grey and curled up tight. Then it comes apart like smoke in a wind, and it is gone, and it does not come back.
The chains let go. The timbers fall, one after another, and break apart into ash before they hit the floor. The shields drop, ringing, back into the dust. The spiked ball rolls away down the dais steps and stops. All of it collapses inward and down, in a slow rain of embers, until there is nothing left standing in the hall but the seated figure on its throne, exactly where it was, its robes falling over its knees, its blank face turned toward you.
The bowls of fire along the walls flare back up, one by one.
The Second Key
In the statue's lap, the cupped stone hands, which closed when the fire took it, open again, slowly, with a sound like a door. Lying in its palms is a curved piece of pale stone, glowing. It is the twin of the one the Lamp gave you, two floors above.
Neilo, when you reach for it, it does not wait for your hand. It lifts out of the stone palms and flies to the scarab at your throat, and sinks into the second keyhole, and the gold closes over it as if the hole had never been there, and the moment it does, the amulet flares with a light so bright that everyone in the hall throws up a hand. Against your chest, you feel something move. Something growing. When the light fades, the scarab on the amulet's face has a new leg, low on its right side, finely made, as if it was always there. At your shoulder, in the hourglass, the first grains begin to fall.
The light from the scarab does not go out. It reaches across the hall to the seated figure on the throne, a thin line of steel-blue, and touches the smooth stone where its face should be.
And the figure begins to glow.
The chronicle
Play the hologram video on the big screen now.
Nothing in the hall comments on it, explains it or speaks after it.
When it ends, read The Seven Lights, then go to Session End.
The Seven Lights
When the figure on the throne goes dark again, the light from the scarab does not. It lifts off the amulet in a slow spiral of glittering grains, curling up and out around Neilo, and in the turning dust, points of light kindle, one after another. Seven of them.
Four hang faint and far, barely there, like stars behind cloud. One burns a cold, clear blue. One shines a steady gold, somewhere off in the dark of this world. And one, the nearest, burns so bright it throws Neilo's shadow across the floor behind him.
Then the gold light, the steady one, swells. The grains rush toward it from every side and pile up into a shape: a mountain, broad at the base and broken open at the top, its peak a ragged crater with a glow deep in its throat. You fall toward it. Over the crater's lip, down through the glow, down through the dark rock beneath, and the mountain opens out around you into a great hollow cut into the stone. A quarry. Terraces stepped down its walls, one below another, level after level, down further than you can follow. All of it made of the same glittering grains, every ledge and every step, sifting and shifting as you fall.
Then it all comes apart at once and pours back into the scarab, and the hall is only firelight again.
Reference - the map (DM only)
Seven lights, one per fragment tomb. Bright means a fragment on the plane Neilo stands on; faint means another plane; blue means a fragment Neilo already holds. Brightest: the Tomb of Zenith. Steady gold: Alaxya's second fragment. Blue: the Tomb of Dawn. Faint: the other four, which include Exandria's two remaining tombs.
The location hint: the mountain and the quarry are Alaxya's second fragment tomb, a quarry inside a volcano on the Alaxya map (Kindlespine is the volcanic range). Nothing names it.
In the Tomb of Dawn's map, three lights shone bright, all on Exandria. One of those two other Exandrian fragments has since been taken by someone now on a different plane. It cannot show from Alaxya either way; the theft only shows the next time Neilo opens the map on Exandria, when one of the bright lights will be faint. Never explain any of this.
Reference - the Fragment of the Zenith
Rare wondrous item, no attunement. Recovered from the Tomb of Zenith. Fills both keyholes on the scarab; grows the bottom-right leg (the second leg of seven fragments; the top-left came earlier). While set in the scarab, Neilo has the Noboru Suna feat. The Fragment of the Dawn no longer requires attunement.
Session End
The glow fades from the seated figure. The hall is quiet again, only the soft crackle of the fire in its bowls, the ash settling in the dust, and the sound of a dozen people breathing who, this morning, did not know each other existed.
In John's hand, the axe weighs what an axe weighs. At Neilo's throat, the scarab is warm and still, its wing covers smooth where the two keyholes used to be. Behind the throne, where the great sun-disc stands against the wall, a seam of light has opened at the disc's edge, thin as a thread, and through it, very faintly, comes a breath of air that does not smell like this tomb at all.
The hand-off
The table passes to the substitute DM from this moment. The seam of light behind the throne is his to open, or not.
⬥ ⬥ ⬥
DM Notes
Session Summary
Date: Unknown; inside the Tomb of Zenith
Party Level: Crushing Squirrels 8, Heads and Tails 6
Running time: landing, introductions and long rest 0:00 to 0:55, Floor 1 0:55 to 1:35, Floor 2 1:35 to 2:50, the Still Room and break 2:50 to 3:05, Floor 3 2:55 to 4:05, Floor 4 4:05 to 5:20, chronicle 5:20 to 5:35, hand-off 5:35 to 6:00.
Items Acquired
Fragment of the Zenith (Neilo): two keys, both keyholes filled, bottom-right leg grown. Noboru Suna awakens at the Lamp's key on Floor 2; the second key comes from the throne after the Pyre. The sun-stone orb from the steppe is a separate thing: it opened the arch and is spent.
John's axe: now an ordinary axe.
Possibly: Grit and the Stoneback young; Reedwing.
Key Revelations
The tomb is a place of trials, and its creatures are minds, not monsters; some of the minds are hungry.
The axe carried a piece of a failed ascendant's soul home.
Murals of an ancient people shaping the ancient magic and drawing it into their chests. Nobody explains who they were.
NPCs Encountered
The Tomb (the welcome voice): heard as words only by Neilo and Yurei.
The Lamp: a builder's memory-echo in a floating lantern, the only voice on Floor 2; a cheerful hostess who tells the Akh'marani story in pieces, answers nothing outside her echo, hands Neilo the first key as an errand she was poured with, and vanishes.
Ithrin Vaelsorrow: the hanging man, the last of the seven; preserved, not rotted. Named only by the Lamp.
Reedwing: young Glasswing, mimic, the roost's lure; did not know.
Cracked Crest: Glasswing elder; the roost eats door-comers and raids the Burrow; held the sky's half of the sun-stone under its nest, on the bones; took the dirt's half from Iron Brow's body.
Iron Brow: Stoneback chief, the Burrow; honest, met first; calls the party topwalkers; held the dirt's half; killed by the roost after the duel. Dust Knuckle, its second, killed. Grit, the hurt young one, carried to the roost alive.
The Soul: the failed ascendant, the only being in the tomb not made by it. Speaks to John through the axe until the judgement.
Branch Record
At the judgement: John broke the chains (B) / they killed him (A) / nobody acted (B)
The duel: champions stood / fell. The feast: hostage / fight / fight on the walk. Cracked Crest: alive / killed. Grit and the small ones: freed / left. Reedwing: followed / left in the bowl.
Neilo's first form: Satetsu / Sabaku / Masago
Future Hooks
The seam of light behind the throne: the substitute DM's door.
Five fragments remain.
John: the name Ithrin Vaelsorrow (an elf scholar of Uthodurn) and the city under the grey trees where the light goes thin. Points north toward the Savalirwood and the ruins of Molaesmyr; never name either at the table.
Tutu Keiliwa, separately: healing, slowly becoming a hag, and drawn on her own to the ruins of Molaesmyr, where she will make her lair. The two threads meet there.
Reedwing asked them to come back and tell.
Neilo: remember the Fixed Value on Satetsu no Yaiba and Satetsu Toge when his Charisma changes.