Friday, 12 April 2013
Metal Adventure Seeds II: Powerslave
Powerslave:
Setting: Traditional Fantasy
The modern Sultanate of Misri is one of the wealthiest and most sophisticated countries in the world, but it is built on the ruins of an even greater civilization, Imperial Karnak, where the Immortal God-Kings ruled from their palaces in the Thysian Delta. The last pharaoh of Karnak, Menkare, is notable largely for the sheer length of his reign, over three hundred years, accomplished by transforming himself into a lich. His terrible image covers Karnak, most notoriously at the Glowering Pyramid, which was once intended as a tomb but stood during his reign as a symbol of his ultimate conquest over death.
The city has been littered with a strange rash of graffiti proclaiming the return of Old Karnak and the immortal triumph of Menkare. Strangely, this graffiti cannot be removed through normal means- and the terrified population refuses to divulge any information about a supposed cult of Menkare. The Sultan of Misri has posted a colossal sum to anyone who can discover the truth and put an end to these disquieting happenings.
GM Notes: The entire area around the capital of Misri (also named Misri) is covered in magical ley lines that lead to the Glowering Pyramid, which was in the centre of the capital of Old Karnak. Menkare can use this ley lines in the city to cast spells remotely, though any saves required by the players will be at a +2 bonus if he cannot see them with his own eyes. Menkare himself is a lich with the abilities of an 18 hit dice illusionist and a 12 hit dice cleric. He can summon sandstorms at will (treat as insect plague spell, but 4x radius). His phylactery is located inside the body of a ten-year old girl in the city. His cultists have been faithfully implanting his phylactery inside ordinary people for centuries.
Labels:
adventure seeds,
adventures,
metal and monsters,
powerslave
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