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The Lost Temple of Mithras

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    This is an unofficial surface world adventure ofThe

    Hollow Earth Expedition Roleplaying Game. It can be

    used as a one shot adventure or as part of an ongoing

    campaign. This adventure requires at least on

    character to have Academics religion or occult. Other

    useful skills include Linguistics Code and deciphering.

    This is due to the large amount of puzzles found within.

    Hollow Earth ExpeditionTMand 2006 Exile

    Game Studios, LLC

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    In order to solve the puzzle the players will have to

    progress through the initiation challenges. They answer

    to the key is the order in which the challenges are

    completed in.

    1. Mercury2. Venus3. Mars4. Jupiter5. Luna6. Sol7. Saturn

    On the off chance they figure out the correct

    combination to open the doors they do not possess the

    LIGHT OF TRUTH so the doors will remain closed.

    The other room of note is where the players will

    begin their initiation.

    The room is covered in cobwebs and dust. On

    the floor are several tiled pictures with various symbols

    on them. In the far corner you find a large clay pot and

    several glasses nearby. The pot is filled with a liquid

    that faintly smells of honey. Above the pot is some

    writing. It reads: Those who seek the treasures within

    must first drink the light of truth.

    The idea is to get all the players to drink the

    honey wine. If one or more players seem reluctant to

    drink the wine it seems to appeal to them and they feel

    a strong urge to drink the wine. If they still do not want

    to drink it the game master can rule it a plot device and

    force them to drink it. It is as if they lose control of

    their willpower. Remember to award them a Style

    point though. After this the players fall asleep.

    However, they do not realize they are asleep. To them

    they are just enjoying a glass of wine when a strange

    man shows up.

    During the course of the adventure the players

    may experience a death. If they do take them aside

    or pass them a note. To the other characters they died

    but they awoke in the room from a dream. The other

    players appear to be in restful sleep with normal

    breathing and heart rate. If they try and drink the wine

    again it is refreshing but nothing else happens.

    The Old Man speaks to the players. Greetings

    travelers, what is it that you seek?

    -The players may not know exactly what they

    seek but are likely to have several different answers.

    The old man says after they have given their

    answers, It seems you do not know what you seek. It

    is possible I can help you with that. Would you allow

    me to help you?

    -The players are going to ask what he can help

    them with and what will they find. The old man will

    simply say. You already have the answer to that

    question ye you are not asking the right questions. I wil

    help you find what we all seek, truth. I will guild you

    through several tasks. If you can solve each one you

    will find what you seek. Now if you are ready follow

    me.

    The game master may have to adapt several of

    the old mans replies to fit within the answers given

    here. The old man will never give out any information

    on what behind the doors or how to open them only

    that they must seek that information themselves. He is

    just a guide. If the players refuse to go along with the

    old man then the adventure is over and they wake up in

    the room still no closer to being able to open the doors.

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    Room 1, Corax the RavenThe old man leads you through a series of halls

    and turns. Eventually you end up in a door way. The

    old man speaks to you. It is said the Raven has the role

    of the messenger who comes to entrust Mithras with

    his mission. You must be the messenger and deliver the

    message to the shrine of Mithras. Before you is a

    stone floor. The floor has been divided into squares and

    each square has a symbol on it. On a pedestal rest astaff entwined with two serpents. Across the tiled floor

    is a statue with his had outstretched awaiting

    something to be placed into it.

    The players must figure out which tile represents an air

    symbol. (Aquarius, Gemini, Libra) That is the safe path

    to take. Only the player holding the staff may walk onto

    the tiles. If the player steps on the wrong path give

    them an Acrobatics check (Hard 4) to keep from falling

    through. If the players fall through the floor they

    appear to fall to their death to the other players. The

    staff reappears in the rack where it started.

    Academics Religion (Average 2) The raven is a servant of

    Mercury.

    Academics Occult (Tough 3) Mercury is ruled by the

    element of air.

    Academics Religion (Tough 3) The staff is Caduceus, the

    mystical staff of Mercury

    Linguistics Deciphering or Academics Occult (Average 2)

    figure out the signs on the floor are zodiac signs

    (Tough 3) Will figure out the elements related to each

    zodiac.

    Fire Water Earth Air

    Sagittarius Pisces Taurus AquariusAries Scorpio Virgo Libra

    Leo Cancer Capricorn Gemini

    Linguistics code (Vary Hard 5) to figure out the correct

    pattern to solve the puzzle. Aquarius, Gemini, Libra

    Room 2, Nymphus the BrideThe old man congratulates you on solving your

    first task. He says, There are still many tasks before

    you. Please follow me to your second task. He leadsyou down another hall and through another door.

    Before you is a statue of Venus. Kneeled before the

    goddess is a male statue wearing a bridal veil. On a

    alter before the statue is a lamp and two glasses. One i

    filled with honey wine the other with water. Further

    into the room you see a statue of Mithras with his hand

    extended ready to grasp something.

    The old man speaks. You must become the

    Nymphus and pledge you heart to Mithras in order to

    receive the light of truth.

    One player must place the veil on, drink thehoney wine pick up the cup of water and lamp and take

    the water to the statue of Mithras and poor the water

    on the statue. Then place his hand in the hand of

    Mithras and pledge himself to solve this puzzle. If the

    player does not do any of the above steps the puzzle

    resets. Nothing bad happens to the players for not

    performing the steps in the necessary order. A female

    is unable to perform the ritual. If a female tries the

    ritual fails and resets its self.

    Academics Occult (Tough 3) reveals water represents

    love, and the cup represents heart

    Academics Religion (Average 2) honey is a sacrament to

    the Mithraic mysteries.

    Academics Religion (Tough 3) The statue is Nymphus

    The male-bride.

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    Linguistics Code (Very Hard 5) to figure out a male

    character must take the veil of the statue place it on,

    drink the honey wine, then pick up the lamp and the

    glass of water. He then must walk to the statue of

    Mithras poor the water on the statue place his hand in

    the statues hand and pledge himself to Mithras.

    Room 3 Miles, the SoldierAgain the Old Man leads you down the hall andto another door. Before you is a weapons rack lined

    with spears, helmets, and a soldiers kit bags lie on

    tables nearby. Loud growling can be heard in the dark

    room. The Old Man speaks. Mithras is an invincible

    god and the good of good. One must triumph over evil

    and be a servant of good to be sworn into his ranks.

    Don the gear of a soldier of Mithras and prove you

    worth.

    The players must put on the helmet and pick up

    the spear. Once the player puts on the helmet:

    Before you is a beast unlike you have ever seen before.

    It has the body of a lion, the wings of a dragon. It has

    three heads, one of a lion, one of a goat and one of a

    dragon. It bears down upon you with cat like reflexes

    ready to make you its next meal.

    The Spear is the only weapon that can be

    used to defeat the Chimera. Any other weapon

    used will not hurt it. The helmet grants a +2

    Defense bonus to any player wearing it.

    Spear: Damage 3L, Strength 2, speed A, weight 9. A

    spear can be used as a melee or ranged weapon with a

    range of 10.

    Perception (Average 2) to realize there is a symbol on

    the helmet

    Academics religion or Occult (Average 2) the symbol of

    Mars is on the helmet

    Academics Mythology or Ancient History (Average 2) To

    know that the beast is a Chimera.

    If the chimera defeats any of the players they

    awaken in the room where they drank the wine while

    the rest of the players sleep still. Once the players

    defeat the Chimera read the following.

    The mighty beast rears its heads in a final

    attempt to fight back then falls to the ground dead. A

    statue appears. The statue is wearing full roman

    military dress and a wreath upon its brow. Its sword is

    pointed down with a wreath upon it as if it is offering it

    to you. On the base of the statue is an inscription that

    reads: Mithras is my wreath and the only wreath I need

    To solve the puzzle the players defeat the

    Chimera and refuse to take the wreath. If any

    player takes the wreath he is found not worthy and

    is killed He awakens in the beginning room.

    Chimera Follower 3

    Archetype:

    Mythic

    Beast Motivation: Survival

    Style: 0 Health: 9

    Primary Abilities:

    Body: 5 Charisma: 1

    Dexterity: 2 Intelligence: 2

    Strength: 5 Willpower: 3

    Secondary Abilities

    Size: 1 Initiative: 6*

    Move: 7(14)** Defense: 6

    Perception: 5 Stun: 5

    Skills Base Levels Rating (Average)

    Brawl 5 5 10 5

    Stealth 2 1 3 2+

    Survival 2 4 6 3

    Talents

    Flurry -2 per attack for each attack in a full attack

    Quick Reflexes +2 Initiative*

    Flaw

    Bestial cannot use tools or communicate

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    Weapons Rating Size Attack Average

    Claw 3L -1 12L 6L

    Bite 2L -1 11L 5+L

    Fire

    Breath*** 3L -1 7L 3+L

    **When on all 4 a chimera can move twice its movement rate

    **Chimera can also fly at its normal movement rate

    ***A chimera is able to breath fire in a 20 ft cone once every 4 rounds

    Its Breath Weapon is fire damage and area of effect Hollow EarthExpedition pg 127

    If a character is caught in the flame they will catch fire and take

    fire damage until put out

    Room 4 Leo, the LionThe Old Man congratulates you on becoming

    soldiers in the service of Mithras. He leads you down a

    hall and around a few more turns and into another

    room. In the next room you see two large jugs. On

    closer inspection one jug is filled with water and one

    with honey wine. In the center of the room is a large

    statue of a lion with the symbol on its brow. The old

    man speaks, This Lion serves Mithras. You must purify

    yourselves of evil and all contamination. Drink your

    Sacrament and kneel before him. Only then can you

    continue on your journey

    To solve this puzzle

    the players must drink the

    wine and kneel before the

    statue. It breaths fire and

    engulfs the players in

    flame. If they drank the

    water they are killed.

    Investigation Search (Average 2) there are scorch marks

    around the lions mouth.

    Investigation Search (Tough 3) There is a pressure plate

    where you would kneel before the lion.

    Academics Religion or Occult (Average 2) Fire is

    purifying in many religions

    Academics Occult or Religion (Hard 4) Water is hostile

    to fire and will not allow the fire to clean your soul.

    Perception (Average 2) The Lion has a symbol on its

    brow.

    Academics religion or Occult (Average 2) the symbol is

    Jupiter.

    Read after the player has chosen to drink the

    water or the wine and kneel before the Lion.

    Water:

    You drink from the jug that contains the water. You

    kneel before the lion. The Lion breaths fire upon you.

    You are engulfed in flames and burnt to ash.

    Wine:

    You drink from the jug that contains the Honey wine.

    You kneel before the lion. The statue of the lion

    breaths fire upon you. It engulfs you cleansing you of

    any wrongs you have committed.

    Room 5 Perses, the PersianThe Old Man nods approvingly. He leads you out of the

    room with the lion and into a large room. This room

    has a large statue of a bull in the center of it. Placed

    before you is an altar. On the altar you find a jug of

    honey and a sickle. The man speaks, Ah the room of

    Perses, the Persian, He who harvests the fruits and

    preserves them. Anoint thy hands with that which

    preserves and harvest the fruits of the bull and return

    them to the altar.To solve this puzzle the players need to defeat the Bull.

    Once the bull is defeated wheat grows from the spinal

    core of the Bull. A player must dip his or her hands in

    the honey and harvest the wheat with the sickle, and

    then return the wheat to the altar. Anyone defeated by

    the bull wakes up at the beginning.

    Perception (Average 2) The symbol looks like the moon

    of on the handle of the sickle.

    Academics religion or Occult (Average 2) the symbol is

    Luna

    Academics Religion (Hard 4) According to the Persians

    honey comes from the moon where the bull slain by

    Mithras was also taken and purified to produce new

    fruits and plants.

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    Giant Bull Statue

    Archetype: Guardian Motivation: Survival

    Style: 0 Health: 8

    Primary Abilities:

    Body: 5 Charisma: 0

    Dexterity: 2 Intelligence: 0

    Strength: 3 Willpower: 2

    Secondary Abilities

    Size: 1 Initiative: 2

    Move: 5(10)* Defense: 6

    Perception: 2 Stun: 5

    Skills Base Levels Rating (Average)

    Brawl 3 5 8

    Stealth 2 0 2

    Survival 0 6 6

    Talents

    Diehard

    Weapons Rating Size Attack Average

    Hornes 10L

    Kick 8N*Animals that run on all 4 legs can double their movement

    Room 6 Heliodromus, The Courier

    of the SunThe Old Man says you are nearly done. Only a

    few more trials to go. He leads you to the largest room

    you have seen yet. Before you is a large room with a

    large oval track in it. On the track are two horse drawn

    chariots. One chariot is the color of midnight and its

    riders are dressed in dark armor. The other stands

    empty and is the color of the dawn. It has a large

    golden sun on it.

    The Old Man speaks. Heliodromus is the

    courier of the sun. As he rides his chariot across the sky

    he brings dawn with him, but after the day comes night

    Prove you are worth to be true Servants of Mithras.

    Bring the dawn of a new day.

    The idea is to win the chariot race against the

    darkness. The empty chariot has room for 2 people,

    one to drive it and the other to defend and attack.

    Inside the chariot are two sets of Lorica Segmentata

    armor a gladius a shield and 3 javelins.

    Lorica segmentata armor +2 Armor Str 2; Roman Shield

    +2 armor Str 3; Gladius 2L Str 2 speed A; Javelin 2L Str 2

    25 ft range Rate 1 speed A

    The chariot is horse Drawn with 2 horses. It has

    a maximum speed of 19. Its normal operating speed is

    16. It has a defense of 6 Size of 1 and a Structure of 7.

    It has a handling of +1

    Performance Degration

    Structure 4 -2 Handling Speed 14

    Structure 3 -4 Handling Speed 9

    Players may attempt to throw Javelins into the

    chariot. However, when attacking from the side of from

    the front the driver and the defender have +2 Defense

    from cover. There is no cover bonus when attacking

    from the rear.

    Players suffer a -1 to attack when throwing orattacking from a moving chariot.

    Evasion Action A Player may try to take evasion

    actions to avoid damage. This is an opposed drive roll

    vs. the attackers roll. If the drive roll is grater then the

    attack roll then the driver of the chariot has avoided the

    damage. If the attack roll is greater than drive roll the

    extra successes are damage.

    Side Swipe A player may attempt to sideswipe the

    other chariot. Make a drive check vs. Defense. If the

    attack is successful the defender drive roll equal to the

    amount of damage or lose control.

    Full Speed A character driving the chariot may make a

    full round action and move at full speed.

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    Players may wish to attack the horses. This is

    only possible while the chariot is in front of the horses

    of beside the other chariot. The Horse has a defense of

    6, Health 6, and a stun of 3. If one of the horses is killed

    or stun the chariot loses control and wrecks. Secrets of

    the Surface World pg 147

    The Race is 1 lap winner takes all. If the players

    loose the race they may try again as long as they are stillalive.

    Have the characters in the chariot roll initiative.

    At the start of the race have the drivers roll drive

    checks. Whoever rolls more successes plus the handling

    modifier of the chariot plus the speed pulls into the

    lead. For example at the start of the race chariot A has a

    speed of 16 +1(handling) +3 drive successes = 20,

    Chariot B has a speed of 16 +1(handling) +2 drive

    successes = 19. Chariot A would be in the lead this

    round. The chariots then act in initiative order. They

    may attack, evade, or do a full speed action. In order

    for the chariot to gain the lead from behind the other

    Chariot it must move faster than the other.

    The Dark Chariot Driver has stats as follows:

    Health 4; INIT 4; DEF 6(+2 armor) Drive 4

    The Dark Chariot Defender has stats as follows:

    Health 4; INIT 4; DEF 8(+2 armor, +2 Shield) Melee 4,

    Athletics 4. Gladius 9L, Javelin 9L

    Room 7 Pater, The FatherThe Old Man leads you out of the room. He says You

    have brought the dawn to another day and defeated

    the darkness. You are worthy. Come with me. The Old

    Man leads you to another room. In this room you see a

    Giant Statue of Mithras before you standing over an

    altar. On either side of the altar is a statue of a lion.

    The light of day shines over the statue as if the sun its

    self is present in the room. Before you is a sacrificial

    knife. The old man now stands before you as Mithras.

    He says, You have become worthy to become my

    servants. Take of the knife and sacrifice the bull in myname and learn the secrets of what brings you here.

    Perception (Average 2) The Altar has a symbol on it.

    Academics religion or Occult (Average 2) the symbol is

    Saturn.

    After the players sacrifice the bull:

    The light is searing bright and then you are awakeYou

    are in the room where you drank the honey wine. It

    was all a dream as far as you can tell. Mithras is no

    longer in the room with you.

    If the players go looking for the rooms where

    the trials took place:

    Any of the rooms you were previously in youare unable to find. The only other thing you can find is

    the statue with the strange key and the massive doors

    behind it.

    They may not realize it but the order in which

    they completed the rituals is the key to the door. If

    they need a push in the right direction have the players

    make a perception roll (Average 2) to help them

    remember their dreams.

    What is behind the doors is up to the Game

    Master. It could be anything from alantian artifacts to

    ancient roman treasure. Or it could be only more

    puzzles and clues to lead the players to their next

    adventure.

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