TEXT: A Short Adventure
  by Peter Schweighofer
  Use this scenario for any pulp setting; this dungeon-
  crawl may also serve almost any genre in which evil
  cultists kidnap the heroes and imprison them in their
  subterranean headquarters.
  The heroes go to sleep in their rooms at Shepherd’s
  Hotel in Cairo, but wake up in nothing but their
  bedclothes, lying on cold, stone tables in a torch-lit
  subterranean chamber (“1. Embalming Chamber”). Most
  corridors in the labyrinth contain carved hieroglyphs and
  scenes in ancient Egyptian style; frequent iron torch sconces
  (removable for improvised weapons) illuminate most
  locations. The Legion of Set uses the catacombs to hatch
  their diabolical plans for political domination.
  Chance Encounters: Roll 1d6 each time the heroes traverse
  a passageway; a “1” indicates a chance encounter resulting in
  combat, injury, or incarceration (roll 1D6): 1. foot-long carved
  scarab hieroglyphs decorating the wall animate and attack; 2-3.
  a wandering “pet” crocodile sniffs out the heroes; 4. a pit trap
  sends some heroes down a chute to “5. Cells”; 5. a hieroglyphic
  ward on the walls “freezes” heroes passing through it; 6. two guards
  patrolling discover the heroes, attack, and raise the alarm.
  Guards: Dressed in sandals, kilt, and headdress of ancient Egyptians, they carry
  archaic-looking shields and curved khepesh swords, attacking heroes on sight and
  sounding the alarm (which brings more guards).
  Priests: All resting in “8. Meditation Hall,” they awaken and start
  preparing for the ritual to sacrifice the heroes after the characters explore
  1D6 numbered locations (including “1. Embalming Chamber”). Dressed
  as ancient priests, they shave their heads, wear kilts, sandals, and leopard
  skins over their shoulders. They fight with metal-shod staves and daggers;
  they also cast spells, which require complete concentration for a turn
  or two, including ones that spew green, sickening gas (moderately
  difficult), zap opponents with red lightning (difficult), and temporarily
  turn heroes against their fellows (very difficult).
  1. Embalming Chamber: The heroes wake up on stone embalming
  tables. Nearby shelves hold canopic vessels for internal organs
  and neatly folded linen sheets. Ceremonial embalming tools wait
  in neat order upon a work table. A cauldron of pitch simmers
  over a nearby brazier. Another brazier has gone out; apparently
  its greenish smoke helped keep the heroes sedate and they must
  work to shake off the haze addling their minds. An elderly yet
  sinister-looking assistant dozes in the nearby antechamber
  (apparently a storage and preparation room); he wakes and sounds
  1
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  11
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  12
  x
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  Labyrinth Key
  1. Embalming Chamber
  2. Armory
  3. Storeroom & Refectory
  4. Guard Room
  5. Cells
  6. Abomination
  7. Animal Pens
  8. Meditation Hall
  9. Vestry
  10. Tomb of the High Priests
  11. Temple Chamber
  12. Inner Sanctum
  X. Exit Passage
  Labyrinth
  of Set
  Labyrinth
  of Set
  
  Labyrinth of Set © 2013 Peter Schweighofer
  Griffon Publishing Studio
  an alarm if the heroes cause too much noise: Useful Items: two
  knives from among the embalming tools, iron poker in one brazier.
  2. Armory: A locked iron grate bars entrance to this chamber,
  which holds both modern and ancient weapons for the cult’s sinister
  political plans (pistols, rifles, ammunition, grenades, scimitars,
  daggers, dynamite).
  3. Storeroom & Refectory: A storage room contains basic supplies
  necessary should cult members seek prolonged shelter in the
  labyrinth (various foodstuffs, blankets, barrels of water, and a
  crate of medicine). An adjacent refectory contains a table, benches,
  and a simple coal stove for cooking.
  4. Guard Room: Like “8. Meditation Hall,” this room has rest
  niches carved into the walls, with a table, benches, and brazier
  offering some basic comfort. Pegs and racks hold spare shields,
  khepesh swords, and clothing in the ancient style. Typically 1-6
  guards reside here resting or playing dice at the table.
  5. Cells: The cultists keep several captives in cells sealed with
  iron grates. Dim conditions don’t always allow outsiders to see
  everything within, though each clearly has a bench/bed and waste
  bucket. Prisoners include an addled old Frenchman, an annoying
  Egyptian kid who won’t shut up but claims he knows the way out,
  and a scantily clad priestess in flowing robes and ancient jewelry
  (who might possibly betray the heroes if given the chance). Victims
  of the labyrinth’s numerous corridor pit traps might find themselves
  deposited in one of the cells after a dizzying slide down the pit
  chute (see “Chance Encounters” above).
  6. Abomination: In a locked cell with slightly more furnishings
  than the others sits a hulking, crocodile-headed man. He seems
  eager for freedom and willing to aid heroes who liberate him,
  though he cannot speak human. Should he escape to the surface he
  turns to stone in sunlight.
  7. Animal Pens: Iron bars keep various animals sacred to Set or
  useful to his priests in their cells, including crocodiles, a monstrous
  cobra, and the hungry hippopotami in their vast, flooded cavern
  extending beneath the sacrificial pit. Nearby chambers house two
  keepers (treat as guards) and a store of food. Useful Items: whip,
  meat cleaver, length of chain.
  8. Meditation Hall: Niches in this chamber’s walls hold recumbent
  priests recovering from earlier rituals summoning the heroes into
  the labyrinth. The niches look like burial alcoves in catacombs,
  though they’re used for rest and meditation. A guard at each
  entrance protects the sleeping priests.
  9. Vestry: Priests in this chamber prepare for rituals in the nearby
  temple using the vestments hung here, an ornate bowl and pitcher
  for purifying ablutions, a niche housing sacred scrolls and liturgies,
  and a cabinet with various amulets. Useful Items: robes, daggers,
  staves, incense censers.
  10. Tomb of the High Priests: Egyptian-style coffins stand upright
  in niches around this room, each with a small stone offering table
  before them. Each inanimate mummy possesses some minor
  jewelry and a few amulets should anyone ransack them; such
  desecrators bring bad luck upon themselves for the rest of the
  adventure (assuming a mummy doesn’t animate and attack them).
  11. Temple Chamber: Colonnades along the perimeter provide
  shadows around a central meeting area for performing rituals
  dedicated to the foul god of chaos. Two statues of Set flank the
  corridor leading to “12. Inner Sanctum.” A low-walled well in
  the center carved with hieroglyphics serves as a pit into which
  priests throw sacrifices; a deep, flooded chamber below holds
  angry hippopotami (and an access passage used by keepers to care
  for the beasts). Depending on how many locations the heroes have
  already explored (see “Priests” above), several priests may have
  already gathered here, impatiently waiting for the guards to bring
  captive heroes to the sacrificial ceremony.
  12. Inner Sanctum: The heavy and highly decorated stone doors
  to this chamber remain sealed yet open easily by removing the
  ornamental cross bars. A golden shrine sits atop a solid stone
  plinth decorated in hieroglyphics. Inside the shrine rests a foot-
  tall golden statue of Set wielding a spear; but entering the chamber
  without finding and disarming the hidden catch outside opens a
  secret panel that releases a 10-foot-long cobra!
  X. Exit Passage: Each of these corridors gradually turns from a
  carved hallway into winding, rough-hewn passage rising to a hidden
  exit on the surface. Most emerge into secret entrances near the
  Pyramids of Giza: behind souvenir stalls, under shacks near camel
  ride paddocks, and even inside a rest house offering refreshments
  for tourists. Roll for an automatic “Chance Encounter” the heroes
  must overcome before escaping.
  If you enjoyed Labyrinth of Set
  check out the Pulp Egypt sourcebook
  for more 1930s pulp resources. Griffon
  Publishing Studio sourcebooks use
  the system-neutral Any-System Key
  to define adversary abilities so
  gamer can customize the material
  to their favorite rules.
  Discover more free Pulp Egypt
  adventures, the pulp South Pacific
  setting Heroes of Rura-Tonga,
  and more gaming material from
  the imagination of Peter Schweighofer at
  griffonpubstudio.com
  
SOURCE: textdata/thevault/Call of Cthulhu/Pulp Cthulhu/Pulp Egypt/Pulp Egypt - Labyrinth of Set.pdf