Scarab Online

Raids

Instanced dungeons for a party of up to five (or one very brave soul). Each party gets an arena to itself; bosses grow stronger for every extra player (60% more health, 8% more damage each). Clearing the last encounter fills a personal chest for everyone inside; its rare rolls return after the lockout.

Vault of the Scorpion King

Beneath the Valley of the Kings, the Scorpion King of the oldest dynasty sleeps with his swarm and his embalmer. Wake them, and take his treasure.

Party: 1 to 5. Suggested might: 70 each. Lockout: 20 hours on the chest's rolls.

Encounters

  1. The Swarm Mother with 2 × Scarab swarm
    The floor crawls. Something enormous shifts in the dark ahead: the Swarm Mother!
    • The Swarm Mother spits a rain of dung balls! Move! (hits wherever you stood when it warned you)
    • The Swarm Mother lowers her horn to charge! (a heavy blow on whoever stays beside it)
    • At 50%: *The Swarm Mother's shell splits open: her children pour out to shield her!* (untouchable until its adds die)
  2. Khasekhem the Embalmer
    Jars line the next chamber, and a figure in linen turns from his work: 'Another patient? Lie down.'
    • Khasekhem levels his hook: a ray of natron light! Step aside! (a beam along a row or column)
    • 'Lie still, and be wrapped!' Linen whips around Khasekhem! (a slam around where it stood)
    • At 60%: 'Rise, my patients!' The jars burst open. (untouchable until its adds die)
    • At 25%: Khasekhem works faster and faster...
  3. Serqet-Ka, the Scorpion King
    The last door grinds open. On a throne of chitin, the Scorpion King rises: 'Who dares wake the first king of Egypt?'
    • The Scorpion King's tail sweeps the floor! (a slam around where it stood)
    • Venom rains from the ceiling! Move! (hits wherever you stood when it warned you)
    • The Scorpion King seizes you in his claws! (a heavy blow on whoever stays beside it)
    • At 60%: 'My brood! Defend your king!' (untouchable until its adds die)
    • At 30%: The Scorpion King's eyes burn red!

The chest

Always: Deben (3,000-6,000). Plus 2 rolls on:

Night Barque

In the last hours of the night the sun's boat must pass Nehebkau, the Lake of Fire, Ammit and Apep himself. If it doesn't, the sun will not rise.

Party: 1 to 5. Suggested might: 115 each. Lockout: 20 hours on the chest's rolls.

Encounters

  1. Nehebkau, Serpent of the Gate
    The barque glides to a gate of the night. A two-headed serpent unwinds across it: 'Say my name, or turn back.'
    • Nehebkau's first head breathes a stream of starlight! Step out of its path! (a beam along a row or column)
    • Nehebkau's coils tighten around the chamber! Get close to it! (hits everyone who isn't close to it)
    • At 50%: *Nehebkau's second head wakes, and the shades of the unjustified rise to guard it.* (untouchable until its adds die)
  2. Lord of the Lake of Fire with 1 × Flame imp
    The river opens into a lake of fire. Its keeper rises, burning: 'The wicked burn. The true... we shall see.'
    • The lake boils over! Fire falls where you stand! (hits wherever you stood when it warned you)
    • The Lord of Flame raises the lake around him! (a slam around where it stood)
    • At 66%: 'Feed the lake!' Flame imps crawl from the fire. (untouchable until its adds die)
    • At 33%: 'Feed the lake!' More imps crawl from the fire. (untouchable until its adds die)
  3. Ammit, Devourer of the Dead
    Scales stand on a shore of black sand, and beside them crouches Ammit, licking her jaws.
    • Ammit opens her jaws wide... STEP BACK! (a heavy blow on whoever stays beside it)
    • Ammit stamps her hippo feet: the scales of judgement shake! (a slam around where it stood)
    • Hearts rain from the scales! Don't be under one! (hits wherever you stood when it warned you)
    • At 50%: Ammit devours a heavy heart and is strengthened!
  4. Apep, Serpent of Chaos with 1 × Spawn of Apep
    The water heaves. Coils the size of hills rise out of the dark, and the sun's light gutters. Apep has come to swallow the dawn!
    • Apep's eye opens and a beam of darkness lances out! Out of its path! (a beam along a row or column)
    • Apep's coils close around the barque! Get in close! (hits everyone who isn't close to it)
    • The stars fall from Nut's body! Move! (hits wherever you stood when it warned you)
    • Apep rears up to crush the barque! (a slam around where it stood)
    • At 75%: *The spawn of Apep slither out of the darkness to shield their father!* (untouchable until its adds die)
    • At 50%: *Apep swallows the sun! In the dark, he strikes faster.*
    • At 25%: *The shades of every soul Apep has eaten rise around him!* (untouchable until its adds die)

The chest

Always: Deben (20,000-40,000), Fragment of the sun. Plus 3 rolls on:

Labyrinth Below

Under the maze of Knossos lies an older Labyrinth: the fallen Kouretes, the goddess's Genius, the Furnace Bull, and at the bottom Asterion, the Bull Beneath, who shakes Keftiu when he stamps.

Party: 1 to 5. Suggested might: 90 each. Lockout: 20 hours on the chest's rolls.

Encounters

  1. Akaru of the Fallen Kouretes with 1 × Fallen kouros
    Bronze rings in the dark ahead: clash, clash, stamp. A dancer in green bronze turns towards you without missing a beat. 'Dance, or it wakes!'
    • Akaru clashes his shield: the bronze rings like a blow to the skull! (a slam around where it stood)
    • Akaru whirls into the dance and the circle widens! Close in on him! (hits everyone who isn't close to it)
    • At 50%: 'Dance! Dance, brothers, or it wakes!' The fallen Kouretes rise and lock shields around him. (untouchable until its adds die)
    • At 20%: Akaru's dance quickens to a frenzy.
  2. The Genius of the Ewer
    Water runs down the steps into a black pool, and something huge is pouring it: the Genius of the Ewer lifts its lion's head from its work, and growls.
    • The Genius tips its ewer: a libation of the deep pours down where you stand! Move! (hits wherever you stood when it warned you)
    • The Genius levels its ewer like a spear: a jet of black water! Step aside! (a beam along a row or column)
    • At 60%: 'More hands to pour!' Lesser geniuses lumber out of the dark. (untouchable until its adds die)
    • At 30%: The Genius drinks from its own ewer and grows stronger.
  3. The Furnace Bull
    Heat breathes up the corridor. In the next chamber a bull of bronze turns its head with a screech of hinges, and the fire in its belly blazes up.
    • The Furnace Bull paws the floor and lowers its head... it's going to charge down the hall! (a beam along a row or column)
    • The Furnace Bull's horns glow white-hot! (a heavy blow on whoever stays beside it)
    • The Furnace Bull's belly-doors open: fire floods the chamber around it! (a slam around where it stood)
    • At 40%: *Something cracks inside the Furnace Bull, and its fire roars up through every seam!*
  4. Asterion, the Bull Beneath with 1 × Horned spawn of the deep
    The floor shivers. In the last chamber the dark itself stands up on four legs, and two stars open in it. Asterion, the Bull Beneath, is awake!
    • Asterion rears and the whole Labyrinth shakes! Get under him, close in! (hits everyone who isn't close to it)
    • The ceiling cracks: stones fall where you stand! Move! (hits wherever you stood when it warned you)
    • Asterion lowers his horns at you... STEP AWAY! (a heavy blow on whoever stays beside it)
    • Asterion snorts a blast of Strongyle's ash down the chamber! Out of its path! (a beam along a row or column)
    • At 75%: *The horned spawn of the deep come bellowing out of the walls to shield their sire!* (untouchable until its adds die)
    • At 50%: *Asterion stamps, and far above, a palace wall cracks. He strikes faster.*
    • At 25%: *Asterion bellows, and more of his spawn tear free of the rock!* (untouchable until its adds die)

The chest

Always: Deben (8,000-16,000), Gilded horn of the deep. Plus 2 rolls on:

Drowned Tomb of Taharqa

Beneath the great pyramid at Nuri, King Taharqa's burial chamber lies under the groundwater. The Coil's Hand has gone down to open a door into the Duat; the king's thousand shabtis are awake, and so is the king.

Party: 1 to 5. Suggested might: 95 each. Lockout: 20 hours on the chest's rolls.

Encounters

  1. Overseer of the Thousand with 2 × Shabti of the Thousand
    Lamplight on black water, and rows of little blue figures standing in it, waiting. At their head a giant one turns: 'Is it time to work?'
    • The Overseer cracks his flail across the floor: 'To work!' (a slam around where it stood)
    • Faience shards rain from the cracked ceiling! Move! (hits wherever you stood when it warned you)
    • At 60%: 'Shabtis! When you are called to work, you shall say: here I am!' Blue figures climb out of the water. (untouchable until its adds die)
    • At 25%: The Overseer works faster and faster, as if the day were nearly done...
  2. Tamwa, Hand of the Coil with 1 × Coil diver
    Iron nails are driven into the walls in a spiral, and a woman in red stands at its heart: 'Too late. The door is half open. My master is waiting on the other side.'
    • Tamwa lifts her iron hand: a beam of isfet lances out across the water! Step aside! (a beam along a row or column)
    • 'The Coil closes!' Darkness tightens round the chamber! Get close to her! (hits everyone who isn't close to it)
    • Tamwa flings a fistful of iron nails into the air! Move! (hits wherever you stood when it warned you)
    • At 50%: 'Divers! To your Hand!' Coil divers burst up out of the black water. (untouchable until its adds die)
    • At 20%: 'He walked into the dark, and so shall I!' Tamwa fights like one already dead.
  3. Taharqa, the Drowned King
    The water in the last chamber stirs. A king rises out of it, crowned, dripping, enormous: 'Assyrians! In my tomb! Have you not taken enough?'
    • 'Assyrians! Kneel to the king of Kush!' Taharqa brings his iron sword down! (a heavy blow on whoever stays beside it)
    • The flood-water surges round the Drowned King's feet! (a slam around where it stood)
    • 'Archers! Loose!' A volley of ghostly arrows hisses down the hall! Out of the line! (a beam along a row or column)
    • At 66%: 'Archers of Kush! To your king!' The kas of his bowmen rise from the water. (untouchable until its adds die)
    • At 33%: The Drowned King remembers Memphis, and weeps, and fights harder.

The chest

Always: Deben (8,000-15,000). Plus 2 rolls on: