100% found this document useful (2 votes)
830 views12 pages

Sentinel Comics The Roleplaying Game Issue 345 - Tome of The Bizarre #86

Uploaded by

Robert Arndt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
830 views12 pages

Sentinel Comics The Roleplaying Game Issue 345 - Tome of The Bizarre #86

Uploaded by

Robert Arndt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 12

LY

ON
OR
RAT
DE
MO
ISSUE #3/4/5 WHERE THE UNDEAD LIE ME
GA
First Things First If playing this after both
If the heroes have succeeded in the previous issues, have
This issue is one of the three that can be played in gathered lots of information, and are actively attempting
any order following Issue #2. If this issue is the first to figure out who is behind this, they should be able to
one you’re playing after Issue #2, you can skip to figure out that Baron Blade is the ultimate foe by the end
Issue Background below. However, if it’s the second of this issue. However, if they have been barely succeeding,
or third of the #3/4/5 issues that you’re playing, use or are not working towards solving the mystery, they will
the following information to connect the stories. likely go into the final issue still unaware.

If playing this issue after


Prime Wardens #67
Issue Background
Baron Blade has enlisted the assistance of Aminia Twain,
The heroes met up with Tempest and a new Haka. They AKA the villain Miss Information, to lure heroes into a
might have also helped Insula Primalis become a new trap. She rigged up a large warehouse in Rook City to be
Nexus of the Void. They also encountered a good deal indistinguishable from the Tomb of Anubis using Blade's
of Baron Blade’s handiwork, but have no reason yet to devices, high quality sets, and her reality-twisting illusory
connect him to what’s going on in Megalopolis. powers. Blade lent her a teleportation device to link

If playing this issue after the entry of the “tomb” to an ornate doorway in the
old abandoned Cleopatra Casino in Las Vegas. Between
Justice Comics #740 the portal's displacement and Miss Information's power,
anyone who steps through the portal will think and feel
The heroes have just dealt with Fanatic and Proletariat,
that they’ve gone from a tacky Vegas casino straight into
and they have a strong feeling that there is some
the Tomb of Anubis somewhere in the Egyptian desert,
greater villain behind all of this. Fanatic has returned to
but really they’ve just been transported to a warehouse
Megalopolis to help Argent Adept and Visionary with the
in Rook City, a considerably more banal location.
defense of the city and the Akash’Flora tree.

1
Someone recently took up the Rod of Anubis (and Miss Information
with it, the mantle of Anubis) and dedicated himself to Aminia Twain was the faithful and hard-working secretary
searching out and combating evil wherever he found it. and assistant to the Freedom Five for many years.
He was lured into the portal and quickly captured. However, when she was killed in another timeline, her
Miss Information herself isn’t present—she is operating consciousness from that timeline traded places with the
the entire facility remotely. However, as the Freedom Five mind of this reality’s Aminia Twain, the process twisting
enter this false Tomb, Miss Information is unlikely to sit on her dedication to the team into hatred. They let her die,
her hands. They are her greatest foes, after all. after all. Over years, she began secretly sabotaging the
team, until she was finally revealed as a villain in her own
right: Miss Information. Initially, she had no powers other
Issue Structure than the impressive amount of intel she had about each
of the heroes and their allies. However, in a later conflict,
The primary focus of this issue is Scene 1: a mapless she was doused with dangerous chemicals that should
dungeon where the heroes advance from chamber to have killed her. Instead, she gained reality-twisting powers
chamber via Overcome actions, with twists and the and puts them to good use fighting against any so-called
environment setting off traps, opponents, and other heroes who would attempt to pull the wool over the
complications as the heroes progress. Scene 2 is a brawl eyes of those around them.
between the heroes and a number of robots in the guise
Miss Information is critically deranged, and will jump at
of colossal statues of ancient Egyptian deities.
any opportunity to lay low her former employers.
If the heroes fail to get to the end of either scene
before the scene tracker runs out, they’ll be trapped in
the tomb for hours or even days. And Miss Information
herself might get involved and make a further mess of
things! She won’t fight the heroes directly, but she can’t
resist gloating.

2
Environment: “Tomb of Anubis” Stick to the Schedule: Unseen coordination (it’s Miss
Once the heroes all step through the portal, it closes
Information doing her organizational expertise thing)
behind them with a hissing snap. As far as the heroes
assists the minions. Roll the environment’s dice pool and
(and the players!) know, they are in the Tomb of Anubis,
Boost all minions with the Mid die until the end of the
deep in a colossal stone monument somewhere in the
environment’s next turn.
Egyptian desert. They’re actually in an abandoned and
refitted warehouse in Rook City, where Miss Information Major Twist
recreated the Tomb in as much detail as possible. The Sand Trap: The narrow passage suddenly begins filling
heroes will probably notice that a mummy isn’t really a with tons of sand! Each hero is trapped until someone
mummy when they smash it and gears fall out, but don’t (them or someone else) spends an Overcome action to
let them know that they’re Blade tech. The robots are free them. Any hero still trapped on the environment’s
designed so that they are difficult to identify. next turn is Attacked by the environment’s Mid die.

"Tomb of Anubis" Red


Shifting Sands Minor Twists
Mummies Swinging Blades: The heroes must navigate a chamber
filled with giant, razor-sharp blades swinging from the
Deadly Traps ceiling! Roll the environment’s dice pool and Attack all
heroes with the Max die.
Green
Minor Twists Trial of Fire: Flames burst from lion-headed statues! Roll
Should Have Taken That Left Turn: You get very, very the environment’s dice pool. Attack each hero with the
lost, and waste a great deal of time finding your way. Mid die and Hinder each hero with the Max die. The
Check off one box in the scene tracker. penalty can only be removed by an Overcome success
that extinguishes the flames.
Hieroglyphs of Confusion: As the heroes ponder some
hieroglyphs on the walls of a passageway, they fail to Major Twists
notice a hypnotic confusion suggestion hidden among Ceiling Trap: Stone doors seal off the exits to this chamber
the ancient symbols. Roll the environment's dice pool and the ceiling begins to descend. The trap will spring on
and use the Max die to Hinder the next Overcome the environment’s turn; the heroes cannot continue until
action any hero makes. they escape the room, which requires one successful
Overcome action for every two heroes to disable the
Quicksand!: The floor suddenly disintegrates into sand, trap. When the trap springs, roll the environment’s dice
sucking the heroes in! Roll the environment’s dice pool. pool and Attack all targets in the chamber with the Max
Attack each hero with the Min die, and Hinder each die, and repeat this attack every time the environment
hero with the Mid die. This penalty can only be removed acts until they complete the challenge. Once the heroes
by an Overcome success. succeed at the final Overcome action, they proceed to
Major Twist their destination chamber.
Spike Trap: Spikes burst from a hidden panel in the wall! Miss Information: Though she is monitoring the tomb
Roll the environment’s dice pool. Attack one hero with from the safety of her secret base, Miss Information can’t
the Mid die. Additionally, one item of that hero’s gear help herself when it comes to gloating at the Freedom
is damaged, requiring a successful Overcome action to Five—her former employers and first foes. She appears
repair. Either disable one of their abilities related to a before them, taunting them about their predicament, but
piece of equipment until repaired, or Hinder them with before they can attack her, the floor falls out from under
the Min die, if there is no applicable gear or ability. the heroes, depositing them in a different chamber that
Yellow somehow ended up below them. Are the chambers
Minor Twists moving? Is Miss Information behind all this? What’s going
Bat Swarm: The heroes stumble upon a bat cave! (The on? Roll the environment dice pool. Each hero takes
bats are actually bats, not robots, but someone with falling damage equal to the Max die. Now they have to
an appropriate knowledge quality might realize they’re figure out where they are.
common North American brown bats rather than Note: Do not use this twist until the heroes have started
Egyptian bats.) Roll the environment’s dice pool. Attack to figure out that things are not quite what they seem. Miss
each hero with the Min die, and Hinder each hero with Information only shows up after the heroes are already
the Max die. The penalty remains until someone drives feeling suspicious.
the bats away with a successful Overcome action.

3
“Tomb of Anubis” Threats
When the environment's turn comes up in the action
order, select one of these threats and activate it, using its
Tactics text.

Mummies!
Minions
Description
With ghastly groans, a group of mummies lurches
towards the heroes. (The mummies are secretly robots!)
Ability
Already Dead: Mummies have +1 to minion save rolls.
Tactics
When this threat is activated, roll the environment's dice
pool and add mummies equal to the Mid die.
Mummies attempt to gang up on their toughest foe.

Skeletrons
Minions
(1 for every 2 heroes)
Description
Their "bones" clacking and clanking, several skeletons
wielding bronze khopeshes shamble down the hall. (The
skeletons are also secretly robots!)
Ability
Khopesh Slash: Skeletrons have +1 to Attack rolls.
Tactics
When this threat is activated, add one skeletron for
every two heroes.
Skeletrons spread out, each seeking a different foe.

Swarm of Scarabs
1 Lieutenant
Description
A swarm of angry beetles surges from the ceiling. (You
guessed it: the scarabs are secretly nanobots!)
Ability
Seething Swarm: A swarm of scarabs cannot Attack, but
has +1 to Hinder rolls.
Tactics
When this threat is activated, roll the environment's dice
and Attack each hero with the Min die. Then, add one
swarm of scarabs to the scene.
The difficulty of fighting a swarm of things is represented
by the swarm of scarabs being a lieutenant opponent.

4
Scene 1 In The “Tomb” Of “Anubis”
SCENE TRACKER
START END

GREEN ZONE YELLOW ZONE RED ZONE


Running The Scene: Secrets Don’t fight to protect the secret until the time it’s
This issue contains a big secret: the “tomb” isn’t really “supposed to” be revealed. This is true for secrets of all
an Egyptian tomb at all! It’s an elaborate set built in a kinds in the Sentinel Comics RPG (or any RPG for
warehouse in Rook City, powered by devices and illusory that matter). Secrets aren’t interesting until revealed! Drop
powers. The big reveal is intended to happen when the a subtle hint and see if anyone bites on it. If they figure it
heroes complete the issue and climb outside—but what out early, that’s awesome—you have engaged players who
happens if someone figures it out early? have a feeling of accomplishment. Everybody wins!

The Situation Chambers Within The Tomb


This scene is a multipart challenge.The heroes make their There are eight milestone chambers in the tomb, each
way through chambers of the “Tomb of Anubis” toward achievable from the previous chamber via an Overcome
the Hall of Mysteries, which they learn about in the first action. The final chamber is the Hall of Mysteries.
room by examining the hieroglyphics on the wall.
Each stage of the challenge represents reaching a Entry
milestone chamber within the tomb, and various twists This is the entryway, the only chamber immediately
and setbacks represent stumbling into rooms that accessible from outside. The wall is covered with
confuse, that spring traps, or that reveal enemies. Keep hieroglyphics. Any scholarly character can read them with
track of where the heroes are along the milestones an Overcome action: “The Hall of Mysteries contains
to their goal (we assume they move together); if a treasures undreamt of, but only to the stout of heart
twist occurs as part of a success, select one from the and the strong of will.”
environment’s list—the heroes achieve their goal but via
a chamber that exposes them to some danger. Outright A set of stone stairs leads up into a cramped corridor…
failure means that something strange has happened and
they arrive one chamber back from where they started, Front Antechamber
rather than one chamber ahead—they got lost in the This chamber is about twenty feet square with a high
labyrinthine corridors, they fell into a slide trap that took ceiling. Hieroglyphs cover the walls, telling tall tales of
them backwards, etc. Anubis and his heroics.
On the environment’s turn, either introduce a new An open stone doorway leads to a dark corridor…
threat from the environment’s threat list, or if a threat
is still active, use one of the environment twists of the
appropriate zone instead. Outer Burial Chamber
The outer burial chamber is a small crypt containing a
To start things off, describe the heroes walking through large stone sarcophagus. As in the previous chamber,
the dimly-lit halls of the closed-down Cleopatra Resort hieroglyphs adorn the walls, depicting rewards owed to
& Casino, several blocks off the Vegas strip. In a back hall, a faithful servant in the afterlife.
there’s a glowing circular doorway, once leading to a
private party room labeled “The Asp Room.” This is the A long, dark corridor leads away, turning sharply to the
portal leading—as far as the heroes and players think— right after several dozen meters.
to the entry of the Tomb of Anubis.

5
Upper Burial Chamber Astronomy Chamber

Scene 1
A large burial chamber, this one containing four This chamber has tiny openings that look out to the
sarcophagi. The hieroglyphs on the walls here describe sky, aligning with various objects in the sky at important
the steadfastness of warriors who fight on the side of calendar dates. Stone planets circle on bronze arms
the gods until the end. around a wooden pedestal under a brilliant sun orb in
the center of the room. Hieroglyphs on the wall describe
Steps lead further down into darkness… what celestial objects are visible when, and star patterns
glow in the domed ceiling. With an Overcome action,
Lower Burial Chamber an observant and scholarly hero would realize that the
The occupants of the two sarcophagi found in this astronomical schedule is wrong for Egypt, but correct
chamber were clearly vastly wealthy in life. The room is for Rook City, a detail that Miss Information overlooked.
filled with chests full of treasure (it’s all fake), precious Stone steps lead downward…
stones (also fake), engraved wood and stone figurines
(fake jade, fake malachite, fake ebony), and woven
tapestries and rugs (real, but hardly hand-made). Larder
This is a large chamber filled with earthenware vats
A crawl space is exposed by a hole broken in the wall… and pottery sealed with wax. It’s perhaps best not to
contemplate what’s contained in them.
Long Featureless Hall A door leads to the Hall of Mysteries and Scene 2!
This long passageway, about ten feet wide and as tall,
stretching off into the distance.
A doorway beckons at the far end… If the Heroes Fail...
If the heroes don’t reach the Hall of Mysteries by the
time the scene tracker runs out of boxes, huge stone
Secret Passageway doors fall across the exits of whatever chamber the
This thin hall, the entrance of which had to be found heroes happen to be in, sealing them in darkness. Unless
by thorough searching, runs the length of a few other they have some way to progress, it will take them hours
chambers with hidden view holes every few feet. Once to dig their way out. What terrible mischief will Baron
this hall is exited, it is even harder to find again. Blade make while the Freedom Five is out of action? If
this occurs, Anubis will have to find his own way out, and
A secret exit lies at the other end of the hall…
may miss the fight in Megalopolis, but the Freedom Five
can still make it back to their city for Issue #6.

6
Scene 2 The Hall of Mysteries
SCENE TRACKER
START END

GREEN ZONE YELLOW ZONE RED ZONE

The Situation
The Hall of Mysteries is a huge rectangular chamber, a
hundred feet long and seventy wide, with a floor made of
alternating tiles of malachite and sandstone. The ceiling is
20 feet high, and sunlight filters through mirror-lined slots
leading upward through the distant top of the “pyramid.”
14-foot-tall statues of Egyptian gods line the walls:
Anubis, Isis, Montu, Osiris, and along the far wall, Bastet,
Thoth, Sekhmet, and Horus. Any of the statues might
actually be robots, ready to fight the heroes. Additional
threats are ready to fold, spindle, and mutilate the heroes
in numerous other ways—on each environment turn,
another threat from page 8 may activate.
This scene is a knock-down drag-out brawl. Start the
scene by activating the robotic gods, who move to attack.
If the heroes eliminate all of their opponents before the
scene tracker runs out, they win! Otherwise, they’re
sealed in, just as in Scene 1!

Threats
Gods of Egypt
Lieutenants
(1 for every 2 heroes)
Description
A few of the14-foot-tall “statues” of the gods (choose
from Bastet, Isis, Montu, Osiris, Sekhmet, and Thoth—all
secretly huge robots!) come to life, advancing to smash
the Freedom Five with their fists, staves, and feet.
Ability
Deific Avatars: Upon selecting a god statue, give it a
permanent +2 to one of the five basic actions: Attack,
Overcome, Boost, Hinder, or Overcome.

7
Slithering Snakes Net Trap

Scene 2
Minions (1 per hero) Description
A net drops from the ceiling!
Description
Venomous snakes are released into the chamber! (Any Action
hero looking closely at a snake realizes they’re western Roll the environment’s dice pool. Hinder all heroes with
diamondback rattlesnakes native to North America, not the Mid die.
Egyptian asps, but they’re still very dangerous.)
Resolution
Ability  A successful Overcome action destroys the net.
Envenomed Bite: Whenever a snake Attacks and deals
damage, it also Hinders with the same roll.
Tactics Animated Dart Guns
The snakes are not terribly dangerous on their own.
However, since they both Attack and Hinder with the Minions
same roll, they can be notable threats if they gang up on (1 for every 2 heroes)
a single hero. Which they'll try to do.
Description
Dart guns built into the walls begin shooting at the
heroes, seeming to aim of their own accord.
Ability
Well Built: Dart guns have +1 to minion save rolls.
However, a dart gun can be taken out with a successful
Overcome action.
Tactics
The dart guns shoot at any moving thing in the room
that's not one of the statues. The heroes are the most
notable moving things, but if they all hold still, the dart
guns will fire at the snakes instead! Otherwise, the dart
guns just target whatever heroes are moving the most.

Resolution
If the heroes defeat all the threats before the scene
tracker runs out, the statue of Anubis topples over,
revealing a pit trap beneath it—containing a black-haired
man in a rumpled linen jacket and canvas pants sitting on
the floor of the pit. He wipes the sweat from his brow
as he squints at the heroes above him. "You're some of
Dr. Washington's old friends, aren't you?" he asks after a
moment. "That is, Ra's friends, rather. I'm Martin Adams.
I was a grad student under Dr. Washington. Anyway, I'm
probably more use to you like this."
He picks up the Rod of Anubis, which was leaning
against the wall of the pit. With a couple words of what
must be ancient Egyptian, a burst of green light envelops
him, starting at the staff and spreading up his arm to
finally engulf his whole body. When the light subsides, a
taller, more impressive figure stands in the pit, the Rod
of Anubis in one hand, and the other glowing an eldritch
green. He grins wryly at the heroes, ”Well, now that
you're here, you can help me get out of this trap and I
can get back to work!"

8
• How did you end up in the trap?
Scene 2 DEACTIVATING CONTAINMENT PIT “While I was dealing with some of those ridiculous
Description fake mummies, the floor just opened up under me,
The pit appears to be just a large, deep hole in the stone, and that big statue slid over the top, and there I was.
but if anything physical attempts to pass through the Judging by how hungry I am, I think that was last
entrance to the pit, a laser grid snaps into existence and night. Any of you got a fruit bar or something?”
slices it to ribbons. • Who built this?
Action “No idea. Someone who likes robots more than
As long as the pit containment field operates, Anubis is proper historical accuracy and thorough research.”
trapped in the pit. • What are you going to do now?
Resolution “I'm in search of more knowledge! No specific plans
 Deactivate the pit's containment field: Two right now. I'm just happy to be out of that pit.”
Overcome checks (The first could be to locate
If the heroes mention Argent Adept, Visionary, or the
a power source and the second to turn it off, or
Akash'Flora tree, Anubis will be very interested to learn
the first could be to find some sort of mirrored
more.The tree is potentially a source of both knowledge
shield to deflect the lasers and the second to
and power, and he is eager to get to Megalopolis.
put it in exactly the right place. Encourage your
players to be creative!)
Outcome
Once you deactivate the trap, you can easily help Anubis
out of the pit.
If the heroes question him, here are some answers:
• What are you doing here?
“I was investigating some Anasazi ruins not far from
Vegas when I felt the presence of a reality shift and
went there to check it out. Next thing I know, I'm in
a fake Egyptian temple full of killer robots! Then, I fell
in a trap. I'm not proud of that part at all.” Anubis
The hero called Ra was actually the
• What’s with the rod?
archaeologist Dr. Blake Washington, Jr,
“After the OblivAeon fight, I went to the last known
but transformed by the ancient Staff of Ra.
location of Ra, hoping to find any trace of my old
Unfortunately, Ra perished at the hands
teacher. I couldn't find Dr. Washington or the Staff
of OblivAeon, as did The Ennead (nine
of Ra, but some rescue workers there did uncover
villains with the power of Egyptian
the Rod of Anubis. When I asked if any of them had
gods) and Anubis (a demi-deity from
found any Egyptian looking things, they gave it to me.
ancient Egypt who somehow survived
They were able to handle it without any trouble, but
to that day), leaving their relics behind.
when I touched the Rod, it changed me. So, I guess
I’m Anubis now.” After the death of Ra, Martin Adams—a
student of Dr. Washington—hunted down
• Did you learn anything?
any information on his old mentor, as well as
“Sure! Upon turning into Anubis—or, rather, the
the Egyptian deity that he could turn
avatar of Anubis—I gained the knowledge of life and
into. In searching the wreckage of
death, and have been driven to further uncover its
the OblivAeon battle, Martin Adam
secrets. Oh, wait, you mean about this fake Tomb
was unable to locate any trace of Dr.
of Anubis. Right. Well, I didn’t get much of a chance
Washington or the Staff of Ra. However,
to look around but it's pretty obvious that this
he did locate the Rod of Anubis. Upon
isn't really an ancient tomb. Everything is too new.
touching it, he transformed into the
The stone is artificially weathered, there’s not near
avatar of Anubis, gaining knowledge
enough dust and sand. Sand gets everywhere, not
and power. Now, he seeks even
just a few piles here and there. The hieroglyphs are
more knowledge of all things, most
all wrong, the grammar is terrible… Oh, and the
especially life and death, and the
robots are a pretty strong giveaway.”
barrier that separates them.

9
Epilogue Investigations

Epilogue
The heroes could just hop a plane for Megalopolis, but if
With the traps disabled and Anubis freed, the heroes go they stick around to figure out what’s up with the “tomb,”
to exit the fake tomb. The portal they came through has they can learn some of the following:
closed, but they easily locate a large stone doorway that
The “mummies” and “skeletons” and other “monsters”
seems to lead to the surface. They walk through it, only
here are robots, of the same advanced but aggressively
to find themselves walking out of…
generic design as the heroes encountered in Issue #1.
…a warehouse in the Rook City industrial district. The “tomb” is indeed built into a warehouse, using an
ingenious combination of the sorts of stone and sand
What? you’d expect in the real Tomb of Anubis, with supporting
structure of modern steel scaffolding, plaster, and materials
worthy of a modern big budget movie soundstage.
Wireless listening devices and cameras are hidden
throughout the tomb. Various sensors and actuators
are found that allowed remote control of the traps and
robots. Whatever network they were once connected
to, they’re disconnected and untraceable now.
The reality shift portal stopped working not long after
the heroes left the entryway. Its construction suggests
similar technological origin to the robots, but it seems to
have been specifically designed to be hard to trace.
Somewhere, Miss Information is monitoring the heroes
and laughing quietly to herself. Next time, the Freedom
Five won’t get away, she’s certain.

Now, the heroes are either off to


one of the other missions that
Visionary gave them, or they’re
about to return to Megalopolis.

10
WHERE THE UNDEAD LIE
Writers
Christopher Badell & Clark Valentine

Artist
Adam Rebottaro

Graphic Designer
Jennifer Closson

Editor
Amanda Valentine

Developer
Dave Chalker

Producer
Cam Banks

Editor-in-Chief
Christopher Badell

Publisher
Paul Bender

Sentinel Comics created by


Christopher Badell and Adam Rebottaro
© 2017 Greater Than Games, LLC. All rights reserved.
All characters in this issue and the distinctive names
and likenesses thereof, and all related indicia are
property of Sentinel Comics. No similarity between
any of the names, characters, persons, and/or
institutions in this issue with those of any living or
dead person or institution is intended, and any such
similarity which may exist is purely coincidental.

You might also like