Necropolis 5 e
Necropolis 5 e
COMPATIBLE
Authors Add iti onal Material Cover Art
Mark Greenberg Tom Knauss, Edwin Nagy, Scott Greene, and Artem Shukaev
Bill Webb Clark Peterson
Carto grap hy
Bas ed on th e Ori ginal Ed itor Temple of Rahotep Maps: Alyssa Faden
Work By Jeff Harkness Other Cartography: Robert Altbauer
E. Gary Gygax
Art D irector 5e P laytesters
D eveloper an d Producer Casey W. Christofferson Mark’s Irregulars: Nick Abruzzo, Bill
Mark Greenberg Meinhardt, Billy Meinhardt, Kevin Trafton,
and Scot Yonan; and the Frog God Game Day
I nteri or Art Players: Guoccamolé, dragonbait83, Darin
5e Content Ed itor Brett Barkley, John Bridges, Colin Chan, Rebertus, Bob Huss, Kim George, David
Mike Chaney, Casey W. Christofferson, Chris DeRocha, Kevin Hogan, Arthur Soares, Bob
Edwin Nagy
Curtin, Talon Dunning, Leif Jones, Veronica Fields (TOS), and Eddy Doering
Jones, Adrian Landeros, Brian LeBlanc, Santa
Norvaisite, Keith Parkinson, Thuan Pham, Nate
Pride, Sid Quade, Hector Rodriguez, Artem
Shukaev, Michael Syrigos, Richard Thomas,
and Tyler Walpole
NECROMANCER Games
ISBN: 978-1-6656-0222-8
5e PDF Ebook
©2002-2021 Necromancer Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Necromancer Games, and the Necromancer Games logo, Necropolis is a trademark of Necromancer Games. All rights reserved.
All characters, names, places, items, art, and text herein are copyrighted by Necromancer Games. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
2 | NECROPOLIS
Tab le of Contents
Chapter One: Introduction............................................................ 9 Altercations with Atmu......................................................... 31
A Few Notes................................................................................. 9 Buying and Selling Figurines................................................ 31
Introduction to the Land of Khemit.............................................. 9 Randomly Selected Figurines................................................. 32
Khemit and Surrounding Regions Map................................. 10 Figurines by Alignment.......................................................... 32
Pantheons and the Player Characters...........................................11 6. Brickmaker......................................................................... 34
Playing the Roles........................................................................11 7. Potter’s Dwelling................................................................ 34
The Organization of Evil.............................................................11 8. Mill.................................................................................... 34
A Note on the Evil NPCs............................................................ 12 9-12. Small Dwellings............................................................ 34
Chapter Two: Beginning the Saga............................................... 13 13. Hut of Gerhit & Shenau.................................................... 35
The Tale of Rahotep................................................................... 13 NPC Backgrounds................................................................ 35
Adventure Summary................................................................... 14 The Serpent Ankh................................................................. 35
First Stage............................................................................ 14 Interactions with Shenau, Gerhit, and Hep-thait.................... 36
Second Stage........................................................................ 14 Using Hep-thait as a Spy...................................................... 36
Third Stage........................................................................... 14 More Drastic Measures......................................................... 36
The Nine Evil Objects................................................................ 15 14–16. Small Dwellings.......................................................... 36
Getting the Characters to Khemit and Onward........................... 16 17. Khonsu-khaibet’s Dwelling............................................... 36
If the Party is Engaged as Agents of Good.............................. 16 NPC Background.................................................................. 36
Knowledge That Can be Learned in Advance......................... 17 Interacting with Khonsu-khaibet........................................... 37
Arrival in Thybos................................................................... 18 18. Millpond........................................................................... 37
Getting to Aartuat................................................................... 18 The Demoncroc.................................................................... 37
Chapter Three: Aartuat Village................................................... 19 Aftermath............................................................................. 37
Arrival at Aartuat....................................................................... 19 Interim Experience Awards......................................................... 38
Notes.......................................................................................... 20 Story Awards........................................................................ 38
Locating Khonsu-khaibet...................................................... 20 Additional Awards................................................................ 39
The Demoncroc.................................................................... 20 Where to Go From Aartuat......................................................... 39
Overview of Action in Aartuat.............................................. 20 Chapter Four: The Pool of Hapy................................................. 40
The Village of Aartuat.......................................................... 21 Encounter Key............................................................................ 40
Lodging................................................................................ 21 1. Valley Path......................................................................... 40
Followers of Set and the Gorge of Osiris.............................. 21 2. Entrance to the Dell............................................................ 40
Gaining the Trust of the Villagers......................................... 21 3. Garden Plots....................................................................... 40
Causing Trouble in Aartuat................................................... 21 4. Pool of Hapy....................................................................... 40
The Village of Aartuat Map.................................................. 22 The Pool of Hapy and Environs Map.................................... 41
The Village of Aartuat Interior Map...................................... 23 5. Steep Hillside Rise............................................................. 42
Encounter Key for Aartuat Village............................................. 24 6. Waterfall............................................................................. 42
1. The Caravanserai of Aartuat............................................... 24 7. Cave Mouth........................................................................ 42
1.A. Gatehouse Entryway....................................................... 24 8. Entrance Cave..................................................................... 42
NPC Interaction and Motivation........................................... 24 9. Merha-aptut’s Quarters....................................................... 42
1.B. Inner Yard....................................................................... 24 Speaking with Merha-aptut................................................... 42
1.C. West Stable..................................................................... 25 Side Cave............................................................................. 43
1.D. East Stable...................................................................... 25 10. Shrine Cave...................................................................... 44
NPC Interaction and Motivation........................................... 26 11. Hidden Passage & Secret Cave......................................... 44
1.E. Main Building................................................................. 26 12. Watercourse Tunnel.......................................................... 45
1.F. Administration Building................................................... 26 Interim Experience Awards......................................................... 45
NPC Interaction and Motivation........................................... 26 Story Awards........................................................................ 45
1.G. Refectory........................................................................ 27 Chapter Five: The Road to the Gorge......................................... 46
NPC Interaction and Motivation........................................... 27 Notes.......................................................................................... 46
2. Merchant & Provisioner, Hept-f-hra................................... 27 Areas of Ambush.................................................................... 46
NPC Motivations.................................................................. 27 The Bloodied Moon................................................................ 46
Initial Encounters with Hept-f-hra........................................ 28 General Area of the Gorge of Osiris GM Map....................... 47
Afu-Abtem Intervenes.......................................................... 28 Encounter Key for the Area Map of the Gorge of Osiris............. 48
Hept-f-hra’s Poison............................................................... 28 A. Bandit Ambush.................................................................. 48
Searching Hept-f-hra’s Residence......................................... 29 NPC Backgrounds and Motivations...................................... 48
3. Smithy & Harness Repair................................................... 29 Ambush!............................................................................... 48
4. Tavern & Brewery,"The House of Horus’ Fortune”............ 29 Concluding the Battle........................................................... 49
5. Trader’s Establishment....................................................... 30 B. Bandit Lair......................................................................... 50
NPC Interaction and Motivation........................................... 31 The Sand Devil..................................................................... 50
Table of Contents | 3
The Cave.............................................................................. 50 20. Wall Bartizan.................................................................... 68
C. Approaching the Gorge...................................................... 50 21. Inner Yard Cells................................................................ 68
D. The Pylon of the Duat........................................................ 51 22. Garden Courtyards............................................................ 68
Skirting the Pylon................................................................. 51 23. Inner Yard and Pond......................................................... 68
Entering the Pylon of the Duat.............................................. 51 24. Stables and Guard Quarters.............................................. 68
The Pylon of the Duat Map................................................... 52 25. Secret Treasury................................................................. 68
Areas Within the Pylon......................................................... 53 Trap...................................................................................... 69
Encounter With “Anubis“..................................................... 53 North Recess......................................................................... 69
Interim Experience Awards......................................................... 53 South Recess........................................................................ 69
The Pylon of the Duat Front View Map................................ 53 West Recess.......................................................................... 69
Story Awards........................................................................ 54 East Recess........................................................................... 70
Chapter Six: The Temple of Osiris.............................................. 55 26. Secret Area....................................................................... 70
Notes.......................................................................................... 55 26A. Cell................................................................................ 70
Approaching the Temple............................................................ 55 26B. Small Provision Chamber............................................... 70
Proceeding Down the Avenue................................................. 57 Temple Cellars Map and Encounter Key.................................... 70
Avoiding the Avenue............................................................... 57 South Cellar............................................................................ 71
Temple of Osiris Main Level...................................................... 57 S1. Locked Room................................................................... 71
1. Gate.................................................................................... 57 S2. Locked Room................................................................... 71
2. Upper Bridge...................................................................... 57 S3. Locked Room................................................................... 71
Temple of Osiris Main Level Map........................................ 58 S4. Locked Room................................................................... 71
3. Steel Doors......................................................................... 59 Temple Cellars Map.............................................................. 71
4. Hypostyle........................................................................... 59 North Cellar............................................................................ 72
A Greeting............................................................................ 59 N1. Storage Chamber............................................................. 72
NPC Interactions and Motivations........................................ 60 N2. Storage Chamber............................................................. 72
5. The Outer Sanctum............................................................. 60 N3. Locked Room................................................................... 72
6. Bronze Doors to Duat......................................................... 61 N4. Locked Room................................................................... 72
7. Inner Sanctum..................................................................... 61 The Osirium and Environs Notes............................................ 72
Pillars and Boar Demons...................................................... 61 The Underworld Osirium Map.............................................. 73
Outer Shrines (A-H)............................................................... 62 Descent in the Boat................................................................. 74
7A. Shrine of Ptah................................................................ 62 The Underworld......................................................................... 74
7B. Shrine of Seker............................................................... 62 U1. Narrow Passage............................................................... 74
7C. Shrine of Apuat.............................................................. 62 U2. Bubbling Inflow............................................................... 74
7D. Shrine of Mert................................................................ 62 U3. Broader Waterway............................................................ 74
7E. Shrine of Horus’s Four Sons........................................... 62 U4. Lurking Monsters............................................................. 75
7F. Shrine of Thoth............................................................... 63 U5. Shrine Waters................................................................... 75
7G. Shrine of Anubis............................................................ 63 U6. Steps & Railed Gallery.................................................... 75
7H. Shrine of Khnemu.......................................................... 63 U6A. The Western Horizon and the Waters of Osiris.............. 75
Altar and Inner Shrines (I-L).................................................. 63 U6B. The Tomb of Osiris and the Mehen Serpent................... 75
7I. Shrine of Horus............................................................... 63 U6C. Waters of Osiris and the Restoration of Ra’s Eyes......... 76
7J. Shrine of Isis and Nephthys............................................. 63 U6D. The Sandy Realm of Seker............................................ 76
7K. Altar............................................................................... 63 U6E. Battle with Aapep.......................................................... 76
7L. Shrine of Osiris................................................................ 63 U6F. The Eastern Horizon...................................................... 76
The Sebk-Golem Statue........................................................ 63 U6G. The Halls of Truth and the Field of Reeds..................... 77
Inside the Shrine................................................................... 64 The Senet Board................................................................... 78
7M. Reed Boat........................................................................ 64 U7. Boat Landing................................................................... 78
Descending to the Osirium.................................................... 64 U8. Second Landing............................................................... 78
8. Vestry................................................................................. 64 U9. The Island of Columns..................................................... 79
9. Priests’ Quarters................................................................. 65 U10. Drain.............................................................................. 80
10. Temple Library................................................................. 65 U11. Stairs and Sloping Passage............................................. 80
11. Setem-nefer’s Chambers................................................... 65 U12. West Passageway........................................................... 80
12. Guest Chambers................................................................ 65 U13. Underground Pool.......................................................... 80
13. Attendant Priests’ Rooms.................................................. 66 Replacing the Statue of Osiris............................................... 81
13A. Stairways..................................................................... 66 Interim Experience Awards......................................................... 81
14. Grand Halls...................................................................... 66 Story Awards........................................................................ 81
NPC Motivations and Interaction.......................................... 66 Chapter Seven: The Gorge of Osiris........................................... 82
15. Fore-Building Room......................................................... 67 Notes.......................................................................................... 82
16. Quarters of “The Pure“..................................................... 67 The Necropolis........................................................................... 82
17. Temple Offices.................................................................. 67 Gorge of Osiris Map............................................................. 83
17A. Portico and Balconies................................................... 67 Terrain.................................................................................... 84
18. Guard Room.................................................................... 67 Tombs..................................................................................... 84
19. Garden Courtyard Cells.................................................... 68 Adventuring in the Necropolis................................................ 84
4 | NECROPOLIS
Nocturnal Encounters............................................................. 85 2C. Red Granite Slab.............................................................102
Temple & Shrine Maps and Encounter Keys.............................. 85 2D. Dark Green Granite Slab.................................................102
Keyed Encounter Locations in the Gorge................................... 85 2E. Portal of the Evil Spirits..................................................103
1. The Pylon of the Duat......................................................... 85 2F. Gray Granite Slab............................................................103
Temple.................................................................................... 85 2G. Black Granite Slab..........................................................104
2. Funerary Chapel of the Duat............................................... 85 3. Foyer of the Dark Duat......................................................104
3. Shrine of Bast..................................................................... 85 4. North Secret Room............................................................106
The Shrine of Bast Map........................................................ 85 5. South Secret Room............................................................107
Funerary Chapel of the Duat Map......................................... 85 6. The Burial Chamber..........................................................107
4. Shrine of Amun.................................................................. 86 First Interlude............................................................................108
5. Shrine of Bes...................................................................... 86 The Second Section: The Hidden Chambers..............................108
6. Chapel of the Sun............................................................... 86 7. Stair and Corridor..............................................................108
The Shrine of Anum Map...................................................... 86 8. Intersection and a Second Pit Trap.....................................109
The Shrine of Bes Map......................................................... 86 Inside the Pit........................................................................109
7. Shrine of Buto.................................................................... 87 Secret Passage.....................................................................109
Chapel of the Sun Map......................................................... 87 9. Cross-Corridor...................................................................109
The Shrine of Buto Map....................................................... 87 Poison Spear and Darts Trap................................................109
Necropolis Tombs Maps and Encounter Maps............................ 89 10. Chamber of Sun Deities...................................................110
Sample Tombs........................................................................ 89 11. Corridor Beyond the Secret Door.....................................110
Sample Tomb A: Basic Noble’s Burial Place......................... 89 The Door.............................................................................110
Sample Tomb B: Elaborate Burial Tomb............................... 89 Tunnel.................................................................................111
Sample Tombs Map.............................................................. 89 11A. Cobra Nest..................................................................111
Sample Tomb C: Sunken or Raised Tomb............................. 90 11B. Disused Study..............................................................111
Sample Tomb D: Compact Tomb.......................................... 90 11C. Disused Workshop.......................................................111
8. Five Tombs and Intersection............................................... 90 12. Mortuary Chapel..............................................................111
9. Four Tombs at Corner......................................................... 90 The Altar and the Ceremony of Evil....................................112
10. Five Tombs and Ravine Terminus..................................... 90 Back Section of Area 12......................................................112
11. Six Tombs At Terminus..................................................... 90 13. Zodiac Dial and Statue of Rahotep..................................113
12. Tomb Caves...................................................................... 91 13A. Music Room..................................................................117
13. Five Tombs in a Short Ravine........................................... 92 13B. Fragrances.....................................................................117
14. Hall-Like Tombs............................................................... 92 13C. Store of Zodiac Materials..............................................117
15. Looted Tombs................................................................... 92 14. Hidden Stairway and Glyph of Warding...........................117
16. Many Tombs..................................................................... 92 15. Hall of Furnishings..........................................................118
17. Tombs Along Ravine......................................................... 93 15A. Northwest Side Room: Food and Drink for the Dead....119
18. Tomb Triad....................................................................... 93 15B. Northeast Side Room: Rahotep’s Army.........................119
19. Cul-de-Sac Tombs............................................................. 93 15C. West Central Side Room: Puzzles and Games...............119
20. Dry Tombs........................................................................ 93 15D. East Central Side Room: Rahotep’s Chariot..................119
21. Tombs Near Exit............................................................... 93 15E. Southwest Side Room: The Royal Palace......................120
22. Narrow Trail..................................................................... 93 15F. Southeast Side Room: The Royal Barge.........................120
23. Ravine Terminus............................................................... 93 16. Infinite Exploration..........................................................120
24. Path to the Tomb of Rahotep............................................. 93 17. Another “Final“ Chamber................................................121
Chapter Eight: Rahotep’s Tomb.................................................. 94 The Chamber.......................................................................122
Notes.......................................................................................... 94 Attack!.................................................................................123
Sections and Interludes........................................................... 94 The Great Column and Secret Doors....................................123
Using the Maps....................................................................... 94 17A. Isolated Chamber..........................................................124
Reading Ancient Khemitian Hieroglyphs................................ 94 Second Interlude.......................................................................124
The Use of Certain Magic in the Tomb................................... 94 The Final Section: The Inner Tomb...........................................124
Names in the Tomb................................................................. 94 18. Statue of the Servant........................................................124
The Nine Curses of Rahotep................................................... 94 19. Side Corridors.................................................................125
Tracking Character Benefits and Penalties in the Tomb.......... 95 20. Throne of “Dispater“.......................................................126
Approaching the Tomb............................................................... 96 Throne and Hieroglyphs......................................................127
Rahotep’s Tomb: Encounter Key................................................ 96 21. Secret Room of Skulls.....................................................127
The First Section: The Outer Chambers and the False Tomb...... 96 Entry Without Utat-nebbu....................................................127
1. Entrance............................................................................. 96 Entry with Utat-nebbu.........................................................128
The Tomb of Rahotep Map................................................... 98 Returning from the Domain of Utat-nebbu...........................128
The Tomb of Rahotep Lower Level Map.............................. 99 22. Domain of Utat-nebbu.....................................................128
The Tomb of Rahotep Side View Map.................................. 99 Archways.............................................................................129
2. Hall of Predictions.............................................................100 Captives...............................................................................130
Breaking the Four Granite Slabs..........................................101 23. Secret Passage from Area 18............................................130
2A. Rahotep and the Gate to the Duat....................................101 Aftermath............................................................................130
2B. Portal of the Corpse-Eaters.............................................101 24. The Mortuary Palace........................................................130
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25. The Great Hall.................................................................132 Bandits (Khemitian Ex-Soldiers)...........................................158
25A & B. South Side Chambers.............................................132 Bandits (Riffraff)...................................................................158
25C & D. North Side Chambers............................................133 Bandits (Desert Warriors)......................................................159
25E. The Gray Aisle..............................................................133 Hu-benti (Priest of Set)..........................................................159
26. Hyena-Faced Man............................................................133 Turpur (Captain of the Bandits).............................................160
26A. Stinking Lair.................................................................134 The Pylon of the Duat...............................................................160
27. Hound-Faced Woman.......................................................134 Afabu (Upnat 2) (Wolfwere)..................................................160
27A. Messy Lair....................................................................134 Amikhat (Son of Horus)........................................................161
28. Rahotep’s Court of Evil...................................................134 Anubis (False Anubis)...........................................................161
The Statue and the Ren’s Curse...........................................136 Apuat (Wolfwere)..................................................................162
29. Black Gate of Monsters...................................................136 Gebir (Upnat 1) (Wolfwere)...................................................163
30. Red Gate of Fiends..........................................................137 Isis (Lionwere)......................................................................163
31. Secret Door to the Hidden Tomb......................................137 Mabheri (Son of Horus) (Owlwere).......................................164
The Lower Level — Hidden Tomb Encounter Key....................137 Nebkau (Son of Horus) (Wolfwere).......................................164
32. Sunken Chamber..............................................................137 Nephthys (Lionwere).............................................................165
The Tomb of Rahotep Lower Level Map.............................138 Sebtef (Son of Horus) (Jackalwere).......................................165
33. Corridor of the Final Curses............................................139 Attendant Priest/Priestess .....................................................166
34. Food and Drink for the Dead...........................................139 Hat-shepu (Attendant Priestess).............................................166
35. Chamber of Ritual and Mummification............................140 Nekebet (Attendant Priestess)................................................167
36. Stairs of Rahotep’s Memory............................................141 Novice Priest/Priestess..........................................................167
37. Rahotep’s Crypt and the Nine Pools.................................141 Priest of Set...........................................................................167
Chapter Nine: Epilogue..............................................................144 Setem-nefer (High Priest)......................................................168
Character Awards......................................................................144 Tcheripep (Priest)..................................................................169
Triumph! . . ..................................................................... 144 Temple Guard........................................................................169
Victory..................................................................................144 Temple Guard Sergeant.........................................................169
Failure...................................................................................144 Temple Guard Veteran...........................................................170
Disaster!................................................................................144 False Avatar of Amun............................................................170
Afterward..................................................................................144 Nefertem................................................................................171
Chapter Ten: The Blemmyish Nomad’s Account.......................145 Pharaoh Tankhefre I...............................................................171
Lands of the Mid-Dwellers Map..........................................145 Priestesses of Bast (Werelions)..............................................172
The Blemmyish Nomad’s Account.......................................146 Rutch (Priest)........................................................................172
Translator’s Notes................................................................148 `Tcheri...................................................................................173
Appendix A: NPCs of Necropolis...............................................149 Rahotep the Undead...............................................................174
Caravanserai..............................................................................149 Rahotep the Unmortal............................................................175
Bas-f-py (Subaltern)..............................................................149 Utat-nebbu.............................................................................176
Cavalry Soldier......................................................................149 Appendix B: Monsters of Necropolis.........................................178
Corporal................................................................................149 Arnaut Bush..........................................................................178
Hamephat (Fifth Lieutenant)..................................................150 Aspect of Rahotep.................................................................179
Hetet-f (Platoon Sergeant).....................................................150 Black Serpent........................................................................179
Nemekh (Cavalry Sergeant)...................................................151 Brown Fiend..........................................................................180
Soldier...................................................................................151 Copper Skeleton....................................................................181
Tcharqu (Scribe)....................................................................151 Demons.....................................................................................182
Merchant and Provisioner (House of Hept-f-hra)......................152 Aldinach (Demon Lord).........................................................182
Hept-f-hra..............................................................................152 Blue Demon...........................................................................183
Nehsi.....................................................................................152 Boar Demon..........................................................................183
Maq-t.....................................................................................152 Demon of Iubeni....................................................................184
Fa-t-tep..................................................................................153 Gholl (Demon Lord of Gholls)..............................................184
Nektinefar..............................................................................153 Ghul (Demon Lord)...............................................................185
Sba-bennu..............................................................................154 Gloom Demon.......................................................................186
Pansbek.................................................................................154 Hippodilemon........................................................................187
Afu-Abtem............................................................................154 Demoncroc............................................................................188
Trader’s Establishment..............................................................155 Gholle....................................................................................189
Atmu-thoth-rahat...................................................................155 Ghouls.......................................................................................190
Hut of Gerhit and Shenau..........................................................155 Vampiric Ghoul.....................................................................190
Gerhit....................................................................................155 Ghulaz.......................................................................................191
Hep-thait...............................................................................156 Giant Crocodile of Sebk............................................................192
Shenau...................................................................................156 Golems......................................................................................192
Dwelling of Khonsu-khaibet.....................................................156 Lesser Clay Golem................................................................192
Khonsu-khaibet.....................................................................156 Golem Idol of Rahotep..............................................................193
Merha-aptut (Priest of Hapy).................................................157 Greater Priest Ghost..............................................................195
Bandits on the Road..................................................................158 Guardian Fiend..........................................................................196
6 | NECROPOLIS
Hippopotamus...........................................................................196 Channel Divinity: Call Creatures of the Water.....................226
Iron Mummy.............................................................................197 Beneath the Waves...............................................................226
King Cobra................................................................................197 Divine Strike.......................................................................226
Leopard.....................................................................................197 Majesty of the Great River...................................................226
Mummy.....................................................................................198 Spells........................................................................................226
Great Spider Mummy............................................................198 New Spells by List................................................................226
Lightning-Quick Mummy......................................................199 Cleric...................................................................................226
Mummy of Khemit................................................................200 Druid...................................................................................226
Rahotep’s Tomb Mummy.......................................................201 Sorcerer...............................................................................226
Oozes........................................................................................202 Warlock...............................................................................226
Giant Red Amoeboid.............................................................202 Wizard.................................................................................226
Ophidile....................................................................................203 New Spells............................................................................227
Sahu of the Duat........................................................................204 New Magic Items......................................................................229
Sak............................................................................................205 Armor of Hapy......................................................................229
Sand Devil................................................................................205 Appendix F: Character Tracking Sheet.....................................230
Sand Elemental.........................................................................206 Character Tracking Sheet.......................................................231
Scorpion-Snake.........................................................................208 Appendix G: Maps and Handouts .............................................233
Sebk-Golem Statue....................................................................208 Khemit and Surrounding Regions Player Map.....................234
Sebk-Golem Statue..............................................................208 The Village of Aartuat Player Map.......................................235
Sefer..........................................................................................209 The Village of Aartuat Interior Player Map..........................236
Sefer....................................................................................209 The Pool of Hapy and Environs Player Map........................237
Sekem of the Duat.....................................................................210 General Area of the Gorge of Osiris Player Map..................238
Serpent of the Duat...................................................................211 The Pylon of the Duat Player Map.......................................239
Sphinx.......................................................................................212 The Pylon of the Duat Front View Player Map....................240
Borderer Sphinx....................................................................212 Temple of Osiris Main Level Player Map............................241
Seelie Sphinx.........................................................................213 Temple Cellars Player Map..................................................242
Unseelie Sphinx.....................................................................214 The Underworld Osirium Player Map..................................243
Therianthropes..........................................................................215 The Gorge of Osiris Player Map..........................................244
Baboonwere...........................................................................215 Funerary Chapel of the Duat Player Map.............................245
Jackalwere.............................................................................215 The Shrine of Bast Player Map............................................245
Lionwere...............................................................................216 The Shrine of Amun Player Map..........................................246
Owlwere................................................................................217 The Shrine of Bes Player Map.............................................246
Wolfwere...............................................................................217 Chapel of the Sun Player Map.............................................247
White Monster...........................................................................219 The Shrine of Buto Player Map...........................................247
Appendix C: Outdoor Random Encounters...............................220 The Tomb of Rahotep Map..................................................248
Appendix D: Khemitian Miscellanea.........................................221 The Tomb of Rahotep Side View Map.................................249
Khemitian Tomb Contents and Decoration................................221 The Tomb of Rahotep Lower Level Map.............................249
Common Given Names in Khemit.............................................222 Sample Tombs Player Map..................................................250
Money and Coinage in Khemit..................................................222 The Blemmyish Nomad’s Account.......................................251
Khemitian Calendar...................................................................222 The Nomad’s Map...............................................................253
Weather in Central Khemit........................................................223 Rahotep’s Tomb Area 32 Hieroglyphs Handout...................254
Gods of Khemit.........................................................................223
Appendix E: New Character Options, Spells,
and Magic Items..........................................................................225
Character Options.....................................................................225
Death Domain........................................................................225
Mark of Death.....................................................................225
Channel Divinity: Aura of Death.........................................225
Shared Death.......................................................................225
Death’s Door........................................................................225
Harvest Death......................................................................225
Malefic Domain.....................................................................225
Poisonous Wave...................................................................225
Bonus Proficiency................................................................225
Channel Divinity: Aura of Decay.........................................225
Ward of the Void..................................................................225
Divine Strike.......................................................................225
Wraith Form........................................................................226
River Domain........................................................................226
Bonus Proficiency................................................................226
Disciple of the River............................................................226
Table of Contents | 7
8 | NECROPOLIS
N ecropo lis
AN EPIC ADVENTURE DESIGNED FOR 6 TO 8 CHARACTERS STARTING BETWEEN 7TH AND 9TH LEVEL.
A Few Notes
Detailed information concerning Khemit can be found in The World I ntroducti on to th e Lan d of
of the Lost Lands by Frog God Games, which provides national context Kh em it
and specifics that you might find helpful in running this adventure.
However, access to that volume is by no means necessary. This book Khemit considers itself to be three kingdoms joined together, hence the
contains more than enough background and information to enable you term “Triple Kingdom.” Upper Khemit, which is farthest upstream on the
to become knowledgeable and comfortable with the setting and the plot Stygian River, is to the south; its capital is the great city of Elephantine.
of the adventure. Moreover, the Triple Kingdom of Khemit has many The Middle Kingdom (or Middle Khemit) is the central portion of the
parallels to a fantastic version of the ancient Egypt of our world. You can country and has its capital at Thybos, which is also the current royal
easily apply analogies from ancient Egyptian history and mythology to fill capital. Lower Khemit (or the Lower Kingdom) is the farthest north, in
in gaps or provide additional color wherever you think proper. the area where the Stygian fans out into a delta and then flows into the
For many encounters, we have included text that you can read to your Sea of Baal. Its capital is Menefet, one of the largest cities in the world.
players, sometimes describing what they see, and other times giving The history of Khemit begins more than 8,000 years ago when nomadic
suggested dialog. Such material is provided as an example, however, and people of the region first began settling into small agricultural communities
you should feel free to read the text verbatim or extemporize as you see fit. on the banks of the Stygian River. Over time, those communities grew, and
Various Khemitian terms are sprinkled throughout the text. These are by about 6,800 years ago, petty kingdoms had formed throughout the area,
used to bring the setting to life and to enhance the flavor of this mysterious engaging in trade, conflict, and colonization. More than 5,000 years ago,
kingdom. If your players have trouble with these terms or if it confuses Narmer — the first pharaoh — united many of the small kingdoms into
their roleplaying experience, simply use English ones. what became known as the Conjoined Double Kingdom of Khemit. This
In many cases, the text describing a non-player character (NPC) was the time of the building of the great pyramids, symbols of Khemit to
includes a summary of their personality and motives to provide you with this day.
an immediate grasp of that individual’s part in the plot and to enhance Over the ensuing centuries, different families founded Khemitian
your ability to bring them to life. The full statistics for NPCs and monsters dynasties, and times of trouble came and went. During the 10th Dynasty
unique to this scenario, however, are not included in the main text and (almost 4,000 years ago), most of the southern land of Nubara was added
10 | NECROPOLIS
to what then became the Triple Kingdom of Khemit. The legions of the thriving agriculture. The vast majority of the population lives near the
Hyperborean Empire came to Khemit about 400 years later during the river, in cities along the Ruby Sea, or on the shores of one of the lakes in
13th Dynasty under Menkamin I. The kingdom had been weakened as the northwest, with the remainder scattered among isolated oases on trade
a result of internal strife toward the end of the 12th Dynasty, and it fell routes. Khemit has a structured, highly organized society where people
to the legions in the fourth year of the Hyperborean Imperial Record know their place and most agree on the importance of working for the
(referred to by the abbreviation “I.R.”). The pharaoh became a vassal good of society as a whole. Army units are a reassuring presence in every
of the Hyperborean emperor, permitted to govern Khemit, but under the city, but are especially important for those on the frontier.
close watch of the empire. The Canal of the Pharaohs connecting the
Ruby Sea and the Sea of Baal was completed in 359 I.R. during the 15th
Dynasty with the assistance of Hyperborean engineers. More land was
added to Khemit in the 17th Dynasty, as the eastern peninsula known as Panth eons
Peleshtia was brought into the kingdom and renamed Tahmakht. But no an d th e P layer Ch aracters
country cares to be controlled by another forever, and when the weakened
Hyperboreans finally withdrew from Libynos during the 34th Dynasty in Khemit follows its own complex religion, where good and evil deities
2632 I.R., Pharaoh Amyrtalos V declared independence and a new start to are worshipped in their proper spheres and the living pharaoh is nearly
a modern Khemitian calendar, with that year becoming year 1. divine. Almost every permanent settlement in the country, and even many
In 328 New Khemit Reckoning (2960 I.R.), a great fleet of ships from isolated places deep in the desert or hills, has at least one temple or shrine.
the Kingdom of Foere from the western continent of Akados came to People here tend to be suspicious of those who worship foreign gods, but
the Canal of the Pharaohs. They sought passage to the east to wage a as long as the strangers do not disrespect the pharaoh and otherwise pay in
crusade to liberate their Sacred Table and the holy city of Tircople from good coin, the Khemitites are likely to mind their own business.
the Huun in northern Libynos. After lengthy debate among his advisers, Unless a character is from Khemit or one of its dependencies, it is
some of whom were concerned about antagonizing the Huun, the pharaoh likely that they worship non-local gods. However, most deities of good
eventually permitted the flotilla to pass. The delay, however, angered the alignment will not look askance at their worshippers’ support of the goals
Foere leaders, and when a second crusade was launched 10 years later, the of Khemitian gods of a similar outlook or sphere of influence.
Akadians landed in Khemit, intent on using the nation as a staging ground As a consequence, the party can and should ally themselves with the
for their forces. Although the Triple Kingdom was much stronger than it beneficent deities of the Pharaonic pantheon. Foreign patron deities will
had been in the past, it was not strong enough to expel the Foerdewaith. not be offended by such an affiliation.
The harbor of Pyrameses was taken by the overwhelming force of the
crusader navy and, after a massacre in the city, it was used as the major P laying th e Ro les
supply hub for the entire army on its march to the east. The invaders
occupied the metropolis of Menefet and much of Lower Khemit for Roleplaying is crucially important to this adventure. There are many
about six years. The pharaoh, then ruling from Elephantine, was never occasions where your players’ group will travel and interact with
threatened by the invaders, but the incident remains a point of resentment strangers, some friendly and some malign, though the distinction may not
among the Khemitites to this day. Though now more than 500 years in the always be obvious on an initial meeting. While you will find many details
past, the occupation is a frequent topic of stories, and foreigners who seem and suggested dialogue for various encounters, elsewhere it is up to you
to be from Akados may face hostility as a consequence. The Huun are also to bring the adventure to life through your own invention and creativity.
a target of anger, however, as they endangered Khemit by using the area to If your campaign, or at least the party, isn’t based in Khemit, you might
spy on and plot against the western invaders. As a result, suspected Huun wish to augment this scenario through some preliminary adventuring of
are likely to be seized and taken to the authorities at once. your own design. You might have the party undertake a sea voyage to the
The current year is 3517 I.R., or 885 New Khemit Reckoning. Pharaoh Land of the Pharaohs, journey by barge upstream to the city of Thybos,
Tuthmosis IX of the 39th Dynasty rules the Triple-Kingdom of Khemit, and finally travel by caravan to Farnoc, Aartuat, and points west. During
a productive country boasting many of the largest cities in the entire the initial passage, there may be storms, encounters at sea, and foreboding
world. These urban centers are supported by the annual inundation by events. Then, in Khemit, you can introduce the party to the local culture
the Stygian River, which provides the fertile soil and water needed for and have them become familiar with local customs and the powers of
the land. Such a journey might very well consist almost exclusively of
roleplaying, which would prepare the group well for interacting with the
folk they meet as the main story of the adventure begins.
With firm friends already made and an understanding of Khemitian
culture, the party is less likely to make perilous errors and the locals may
be more forgiving and more willing to lend assistance. There will be times
when such aid will be welcomed by those who would seek the hidden and
well-guarded treasures of long-dead high priests.
Even when exploration and action come to the fore, roleplaying will
still be key. There are many secrets to be learned, and not all can be
uncovered with the point of a sword.
Th e Organizati on of Evi l
The party’s ultimate antagonist is Rahotep, a servant of the god Set.
However, Set is not the only evil deity in the Pharaonic pantheon, and it
is worthwhile to understand the relationships between him and the other
powers of darkness, here and elsewhere in the Lost Lands.
Ages ago, Set’s domain was removed to a distant, dark star by the
forces of good. Through his servant Rahotep, Set seeks to return to rule
the land of Khemit and, thereafter, conquer the entire world. Should
Set’s plans succeed, other malign gods of Khemit — such as the Serpent
Aapep, Sebk, and Serqet — would share in the gains, at least to an extent.
But Set’s plans are not their plans, and a triumphant Set, along with an
12 | NECROPOLIS
Chapter Two . B eginning th e Saga
Th e Tale of Rahotep
Important Note: The information below provides the full history of
Rahotep and is solely for you. Even to the Temple of Thoth, much of the
truth remains unknown. Reveal these details only as the party employs
such means as may be available to them to glean knowledge of this most
evil servant of Set.
Rahotep lived in Khemit more than 1,000 years ago. Born into a noble
family devoted to the god Set, he entered the priesthood at a young age,
evidencing a fanatical zeal and enormous talents in the rituals of the god
of destruction, as well as in the byzantine politics of his temple.
Servants of Set are known for their ruthlessness, arrogance, and
cunning. But even among those most committed to the god of evil days,
Rahotep stood out. He moved swiftly up the ranks, imposing his will on
any who stood in his way, and sacrificing to Set those he could not cow
into submission.
In time, he became grand high priest of Set and vizier of Lower Khemit,
taking the name Sethu Neterankh. But his ambitions did not end there. He
saw the priesthoods of the other gods as obstacles to his power, and the
throne of pharaoh as a wasted, useless office. He sought to make Set first
of the gods, to assassinate the pharaoh, and to himself sit as king of the
Triple Kingdom. He sowed disorder through whispers and innuendo, and
through dark means eroded the strength of the other temples, all while he
built an army that could challenge the power of pharaoh.
In the end, however, Rahotep’s unbridled ambition was his undoing. He
had made too many enemies, and they finally banded together to oppose
the waxing power of the Temple of Set. Battle was joined, and the soldiers
of Rahotep fell in vast numbers, with the survivors fleeing into the desert
or to foreign lands. Many of the priests of Set were captured or killed, and
the grand high priest himself, with his most devoted followers, was driven
into the rocky heights of the Harh-Ahu-Ra Hills on the verge of the great
desert to the west.
Here, Rahotep made his last stand. His power was indeed great, and
even the combined forces of pharaoh and the kheri-heb, the mightiest of In the lore of Khemit, the human soul has nine aspects. These are khat,
the priests of the other gods, were for a time held at bay. But Rahotep the body; ab, the heart; sahu, the spiritual body; sekem, the life energy;
knew that he could not oppose those arrayed against him forever and ka, the vital essence; ba, the personality; khaibet, the shadow; khu, the
sought aid from Set himself. immortal self; and ren, the true name.
With the labor of Rahotep’s remaining followers and the assistance of Normally on death, the khat and ab are entombed, while the other
demons summoned from the darkest parts of the Duat — the underworld aspects of the soul pass into the underworld for judgment. The rituals
— a great tomb was dug into the farthest reaches of an old Necropolis in around Rahotep’s death, however, ensured that his soul remained in this
the hills, a place where once the nobility of Khemit were buried. Powerful world. While his khat and ab are indeed trapped in his sarcophagus, the
magics were ensorcelled into the very rock, and terrible traps were set. other aspects were set free to roam abroad, to wreak havoc, and to build
And the blessing of Set himself was laid on the tomb so that the kheri-heb a cult that would remember him and, in time, free him and allow him to
would be unable to penetrate its walls without great peril. rise as unmortal.
Once the work was at last complete, the grand high priest sacrificed all In furtherance of these plans, Rahotep made nine objects of great power
of his remaining followers to Set, giving some the power to rise again as and malice, each tied to one of the aspects of his soul. These are the Nine
undead to guard the tomb. Finally, Rahotep slew himself, and his undead Evil Objects. Before the final sacrifices, Rahotep gave these objects to a
servants sealed his body into a sarcophagus deep within. servant who then fled the tomb in secret. This servant went about Khemit,
The priests of the other gods and the armies of pharaoh found the tomb, giving each item away until all were scattered among the artifacts and
but divinations warned of the power that sealed it and threatened any treasures of the nation.
who would attempt to breach its protections. So they left the tomb as it The Nine Evil Objects have a sinister purpose. Each harvests a part
was, with Rahotep sealed within. No longer would any of the nobility of of the soul of any person who dies in its presence. Over centuries, each
Khemit be permitted to bury their dead in the surrounding Necropolis. object became charged with more of this stolen life energy. As each
And they charged the priests of the Temple of Osiris, near the entry to the object reached its threshold, it led its holder to seek out Rahotep’s resting
Necropolis, to watch over the tomb of this greatest servant of Set. place where, in a final act of betrayal, the bearer was slain and the object
If this were all, then the Tomb of Rahotep would be of interest only to secreted deep in the tomb.
historians and treasure-seekers. But another plan, unknown to the forces Five of the Nine Evil Objects have so far been returned to the tomb.
of good, had been set into motion. The other four are now near the tomb, ready to be brought to their master.
Rahotep sought more than eternal life in the Duat upon his death. His With the power of all nine given freely to him, Rahotep can at last rise as
ambition was far too great for that. And most of all, he wanted vengeance unmortal with the might of a demigod. He will then seize the priesthood of
on those who had thwarted his plans for domination over all Khemit. He Set, raise an army of darkness, and set himself upon the throne of pharaoh.
wanted to achieve a power in death that none in life could ever obtain. He With all of the power of Khemit at his command, along with undead and
wanted to become Rahotep Unmortal, a demigod. demons, Rahotep will make war upon the world until all worship only Set.
Adventure Summary
The adventure can be roughly divided into three stages. The first stage,
covered in Chapters 3 and 4, takes place in the village of Aartuat and the
nearby Pool of Hapy. The second stage, set forth in Chapters 5 and 6, sees
the party leave Aartuat and head into the desert to explore the Temple of
Osiris. Finally, in Chapters 7 and 8, the party reaches the Gorge of Osiris
and explores the Necropolis and Rahotep’s Tomb.
First Stage
The adventure commences in earnest once the party reaches the Village
of Aartuat, which is detailed in Chapter 3. Exploring the village gives
the party the opportunity to gain some familiarity with Khemit and its
culture, learn a little about their opposition, pick up crucial aid in the form
of figurines of Khemitian deities, and meet its first demonic opponent:
the demoncroc. Chapter 4, which describes the area of the Pool of Hapy,
is largely an extension of the village and where the party may meet an
important ally. Once the characters are ready to move on, they should
have learned something about Khemit and the challenges they may face
thereafter.
S econ d Stage
In Chapter 5, the party leaves Aartuat for the Gorge of Osiris and
is ambushed by a force of bandits along the way. Chapter 5 concludes
with a strange encounter at the Pylon of the Duat at the entrance to the
Necropolis. With its resolution, the players should be suspicious of the
appearance of all they encounter and become aware of the presence of
some very potent evil.
That takes the party to Chapter 6, which details the Temple of Osiris.
No longer is Osiris venerated here, however. Some time ago, the temple
was taken over by the servants of Set, though they pretend to be otherwise.
This chapter should help prepare the players and their characters for what
lies ahead in the Tomb of Rahotep. After success here, they are veterans
and ready to move on to the greater challenges within the Necropolis itself.
Th ird Stage
Chapter 7 details the Gorge of Osiris and the Necropolis therein. The
abandoned shrines and various tombs give the players an opportunity
to learn a bit about the nature of Khemitian burial practices. Observant
characters will thus obtain a few clues to the nature and design of Rahotep’s
burial place, though what they learn might in truth be misleading. The
party may move swiftly through this area, or tarry for a while to gain
treasure and experience. Regardless of exactly how this chapter is played,
it leads inevitably to the denouement: Rahotep’s Tomb …
… which is detailed in Chapter 8 — and what a grand chapter it is!
The powers at work in the tomb are far greater than any the party has
yet faced, and the threats much more deadly and unforgiving. Success
depends upon careful play, teamwork, and perhaps more than just a bit
of luck. Even experienced players should find Rahotep’s tomb one of the
most challenging adventures they have ever attempted.
Like any good tomb, there are false crypts here that may mislead the
players into believing they have accomplished their goal, when in fact
Rahotep watches them still, secure in his abode deeper in the complex
of chambers and passages. These false endings, however, may offer the
party a chance to leave the tomb, regroup and heal, and perhaps reflect a
bit before they continue on to the next, and deadlier, stage.
14 | NECROPOLIS
The Nine Evil Objects all feel cold to the touch and faintly radiate an
aura of magic, but they do not appear consecrated or desecrated under the
inspection of a detect evil and good spell or a paladin’s Divine Sight. All
nine have a distinguishing mark; somewhere on the object is a cartouche
that sets forth the name “tesh tesher-ti Aasha Sethu Neterankh Rahotep.”
This is Rahotep’s full name, and literally translated, means: “A red fiend
terrible of Roarer (a name of Set) [that is the] Set Godlife Rahotep.”
If they are wise, the party will seek to learn as much as they can about
the Nine Evil Objects. Unfortunately, even the Temple of Thoth knows
little about these items, and they know more than any others outside the
tomb itself. They have long suspected the existence of the Nine Evil
Objects and their true purpose. They and the temples of other gods of
Khemit have learned that sometimes souls in the presence of these objects
come to the Duat unready and impaired, a part of their energy stolen. They
have had glimpses of some of these objects in visions, but the power of Set
has prevented them from ever obtaining one. Thus, the Temple of Thoth
knows that each object bears the mark of Rahotep on it. They suspect that
the purpose of these objects is to revivify the grand high priest and that
some of the objects have in fact found their way back to the tomb. Thus,
they fear that the time of Rahotep’s return may be nearing. But they know
little else of these items or what other powers they may have.
On the other hand, once the party possesses one of the Nine Evil
Objects, they may employ magical means to learn more about it.
If each of the nine objects is immersed in the correct pool at Area 37
of the tomb, the power of the Nine Evil Objects is given to Rahotep and
he rises as an unmortal demigod. However, if all of the objects are instead
immersed in a specific different pool, then Rahotep’s soul is destroyed.
Which is which can be learned by trial and error (a dangerous process)
or through information from divination such as a legend lore, commune,
or contact other plane spell. In particular, through magical inquiries, the
following can be learned about each object once it is held:
• Serpent Ankh: “Offer this to the Evil One in its waters to grant
him his sekem [life energy]. Or immerse it in the well of his
khaibet [shadow] and stricken shall be his sekem.”
• Cleaver of Set: “Offer this to the Evil One in its waters to grant
him his khaibet [shadow]. Or immerse it in the well of his sekem
[life energy] and stricken shall be his khaibet.”
Th e Nin e Evi l O b j ects • Bloodied Moon: “Offer this to the Evil One in its waters to grant
Rahotep seeks the return of the Nine Evil Objects, the keys to his him his ba [personality]. Or immerse it in the well of his ka
ascension as an unmortal demigod. And in no small bit of irony, obtaining [vital essence] and stricken shall be his ba.”
these same Nine Evil Objects is essential to his destruction and the party’s • Blackened Sun: “Offer this to the Evil One in its waters to grant
ultimate success. him his ka [vital essence]. Or immerse it in the well of his ba
Four of the objects are outside the Tomb of Rahotep. The other five are [personality] and stricken shall be his ka.”
within its confines. A complete exploration of the tomb is necessary to • Book of Eternity: “Offer this to the Evil One in its waters to
obtain all nine. grant him his khu [immortal self]. Or immerse it in the well of
Of those Nine Evil Objects: his ab [heart] and stricken shall be his khu.”
• The first, the Serpent Ankh, is held by the wizard Shenau, who • Scepter of Set: “Offer this to the Evil One in its waters to grant
lives in the village of Aartuat. him his ab [heart]. Or immerse it in the well of his khu [immortal
• The second, the Bloodied Moon, is held by Captain Turpur, self] and stricken shall be his ab.”
chief of the desert bandits on the road to the Gorge of Osiris. • Cursed Star: “Offer this to the Evil One in its waters to grant
him his khat [physical body]. Or immerse it in the well of his
The third and fourth are in the Temple of Osiris: sahu [spiritual body] and stricken shall be his khat.”
• The Cleaver of Set is held by Setem-nefer, the high priest of Set. • Netherladder: “Offer this to the Evil One in its waters to grant
• The Book of Eternity is in the black pylon on the island shrine him his sahu [spiritual body]. Or immerse it in the well of his
of the Osirium. khat [physical body] and stricken shall be his sahu.”
• Seal of Shadow: “Offer this last and the name of the Evil One
The remaining five are within the Tomb of Rahotep: shall endure forever, or shall be erased for all eternity.”
• The Scepter of Set lies in Area 6.
• The Blackened Sun is hidden in the altar in Area 12. However, remember and strictly enforce the use of the necessary
• The Netherladder is in the crypt in Area 17. material components to a legend lore spell or other divination, which are
• The Seal of Shadow is in the sarcophagus of Utat-nebbu in consumed in the casting. No other information about any of the Nine Evil
Area 22. Objects can be acquired by any means whatsoever.
• The Cursed Star (which is a representation of Set’s own domain)
lies upon a table in Area 32.
16 | NECROPOLIS
Provide the players a copy of the Blemmyish Nomad’s Account and the
“In a gorge within the Harh-Ahu-Ra Hills is a Necropolis. Long accompanying sketch map of the location of the unopened tomb.
ago, great nobles of this land were entombed there in splendor. But One thousand gold atens is the equivalent of 5,000 gp, and 100 crescents
also within the Necropolis is a special tomb that holds the remains is 500 sp. See Appendix D for more information on currency in Khemit.
of one who in ancient times was a mighty priest and vizier, said If the party accepts his offer, the Temple of Thoth arranges for travel
to have been a pretender to the throne of Pharaoh. He was a great to a village called Aartuat near the Necropolis. The party travels with
evil, and for a thousand years he has been held within, and our a caravan as sightseers come to view the mighty stretches of the Triple
lands have been safe. Kingdom. About this place, Tehi-neken says:
“I will say his name just this once, and only whisper it. As you
know, names have great power in the lands of Pharaoh, and it is
“There is a village near the gorge called Aartuat. We fear that
as ill to speak out loud the names of potent servants of evil as it is
malign forces may have found their way into this place and would
to give one’s name to the unworthy. The name of this evil one is
ask you to find if that is the case. If so, relieve the folk of the town
… Rahotep.
from any menace and danger. There is one in Aartuat who may be
“Certain signs and portents now tell us that something has able to help you, for he has worked with our holy temple in the
awakened within the Necropolis, that a power of darkness waxes past.”
therein. We fear it may be the return of this evil one. Ancient
bans imperil those sworn to the gods of Khemit who enter the
region. But strangers such as yourselves could do so without fear This individual is Khonsu-khaibet, who is detailed in Chapter 3. Use
of angering our gods. We ask you to go to the Necropolis, seek out your discretion as to how easy or hard it should be for the party to find
the truth of what lies therein, and if possible, remove such evil as Khonsu. Tehi-neken may know his name or perhaps just a description of
you may discover. what he looks like. The more skilled your players, the less information
“Stories tell us that this evil one enchanted nine objects of dark you should provide.
power before he was sealed in the tomb. For centuries, each has All necessary gear is available for purchase in the village. The party is
been rumored to be in one place or another within the kingdom, also given proper papers for traveling in Khemit, but until they succeed to
only to vanish for years before appearing again somewhere else. such an extent as possible and return to the priest, they are otherwise on
Now we know some have returned to the tomb, while others are their own. If there is trouble, the Temple of Thoth denies all knowledge or
close by the Necropolis, waiting for some event to call them within. connection to the party.
While of potent magic and evil, divination tells us that these items
may constitute either the key to unlocking the evil one’s freedom
or bringing about his final destruction. You would be wise to seek Knowled ge Th at Can b e Learn ed
these items out, in case they do indeed hold such power, and learn in Advance
as much about them as you are able. We do not know what form
they take, but from the whispers we have heard, each will have on If the party is not engaged by the Temple of Thoth and is instead
it a cartouche giving the name of the evil one. seeking treasure, they should be given the opportunity to seek out
information about the tomb before arriving in Aartuat. Such information
“Near the entrance to the Necropolis is a Temple of Osiris, whose can be gleaned from libraries and records throughout the world, though
occupants were dedicated to guarding the dead. We have heard no better information is available within Khemit itself. Obtaining such
word from the temple in years, however. Perhaps they remain, and information requires an ability to read hieroglyphs, of course, as well as
if so, you will be able to receive succor there. If not, and it is now the connections to gain access to the appropriate records. And should the
held by evil, we ask you to purge that holy place of such malign party be seeking merely to rob a tomb, inquiries could lead to undesired
powers. attention from the authorities. Other alternatives include the use of
“I can provide you this account of a nomad’s visit to the Necropolis, magical divination or perhaps seeking the knowledge of denizens of other
as well as this map. These may help in your search. planes. The process of obtaining information and the success of the party
is left to your discretion.
“In all you do, take care to make no errors and bring proof of
Of course, if the party has been recruited by agents of good to seek the
the wickedness and malign deeds done by any you slay in the
tomb, they may obtain as much information as the clerics of Khemit have.
process. That done, rest assured that Pharaoh will regard all of
In addition to the Blemmyish Nomad’s Account and the accompanying
your acts as deeds he approves. Not only will you be allowed to
sketch map, information that may be obtained by the party could, at your
retain such prize wealth as you might take in this process, but
discretion, include any or all of the following details:
the royal Tuthmosis will grant you honors as well. At worst, you
will be made not only citizens of Khemit, but chiefs of Pharaoh
• From Thybos, the gorge can be reached by road heading first
… and you might be granted positions of warrior of Pharaoh or
to a town called Farnoc and then on to a village called Aartuat,
even scribe. These honors I speak of are great. Being made a chief
which is some five miles from the gorge.
is something similar to knighthood bestowed by sovereigns in
• Even in Khemit, the existence of the Gorge of Osiris is almost
other kingdoms, while the ranks of warrior and scribe are more
entirely forgotten. Only certain clerics and scholars recall that
prestigious still, and bear grants of lands.
a necropolis once was located there, and just a few know of the
“If, however, you find the foe too powerful to contest, you must tomb and the name of the one buried therein.
gather information of its nature — proof is mandatory — and bring • A temple, a place of Osiris, is in the gorge. It may still be
it here to me. For this, my organization will pay your expenses, inhabited by clerics of that deity. Aid may be given to travelers
plus 1,000 gold atens apiece for your personal service. You will who visit the temple before entering the Necropolis.
have the friendship of Thoth’s temple, too, and if all goes well, • The tomb holds the remains of one called Rahotep, a mighty
thereafter the freedom to go where you will in Pharaoh’s lands as priest and vizier believed to have been a pretender to the throne
honored guests. and a virtual Pharaoh for a brief period.
“Here is a purse of silver, 100 crescents total, as an advance against • There is a tale that Rahotep, despite his death, may one day
expenses. Take it, and the bargain is sealed.” return to wreak havoc on the lands of Khemit.
18 | NECROPOLIS
Chapter Three . Aartuat Vi llage
Arri val at Aartuat The caravan winds through the rock and sand all day, but near
The adventure truly begins now as the characters arrive by caravan sunset it finally arrives at the village of Aartuat where you will
at Aartuat. They have come along the dusty Farnoc Road, and the sight make your initial base of operations. It is a welcome sight to all.
of a little collection of buildings amid bright green vegetation should Tall palms amid grasses, reeds, and cultivated crops glow with
gladden their hearts. Yet several of the denizens of Aartuat — as well lush verdancy before you. There is water ahead and thick-walled
as the demonic crocodile that now resides in the millpond — have other buildings to keep out the chill of the desert night and the heat of
ideas for the party. the day’s blazing sun. A bath with any luck, a proper meal, and a
good rest are all you really need right now.
If the party has come at the behest of the forces of good, then continue Overvi ew of Acti on in Aartuat
with the following: In truth, there is plenty to learn, acquire, and do in Aartuat. Obviously,
it would be well for the party to meet Khonsu-khaibet, Merha-aptut, and
Atmu-thoth-rahat, who can supply the characters with figurines that will
Somewhere in this village is the person the priest of Thoth told be of great value later on. There are also minions of Rahotep in Aartuat,
you to seek out, and you will have to begin searching for them and they have been telling fearsome tales, stories aimed at chasing good
tomorrow. Considering the size of this place, it shouldn’t be much folk from the locale. These servants of evil should be dealt with, and their
of a chore. summoned monstrosity — the demoncroc — destroyed.
If the party gets to know the villagers, becomes friendly with Atmu-
thoth-rahat and some of the regular folk — as well as Khonsu and the
priest Merha-aptut — all will be well. Should thereafter they become
embroiled with Rahotep’s minions here — Hept-f-hra’s group and the
Notes malign trio in the small dwelling at Area 13 — the villagers side with the
The characters thus arrive at the village of Aartuat in the evening, characters, and this sways the troop commander to report favorably. Then
seeking the Gorge of Osiris. The party should, even if they have casually again, all of what the party says and does eventually is reported to higher
come to Aartuat (as opposed to being directed here by the Temple of authorities outside the village.
Thoth), remain in the environs of the village for a few days to learn the lay
of the land and to get to know the Khemitian culture a little better.
20 | NECROPOLIS
sell items from plundered caravans or to purchase supplies. They do so
Th e Vi llage of Aartuat
incognito, though the villagers have suspicions about the origins of these
Because of Aartuat’s location, the villagers all know at least a visitors.
smattering of Common. Most have a fair command of the language, so the As a general matter, most in Aartuat are reluctant to speak of these
party should have little trouble communicating, though unless one of their folk. Whomever they may be, they seem vaguely menacing, and if any
number is learned in Khemitian, they may not be able to read hieroglyphic of the suspicions are correct, undoubtedly dangerous. Even Atmu-thoth-
writing. Both the ancient and newer forms are used in Aartuat. rahat and Khonsu-khaibet are unsure of the nature of these visitors and
Although the common folk of the village are suspicious, they will not are inclined to give them a wide berth and otherwise ignore them. Only
shun the party but instead treat them with a show of respect as long as Merha-aptut, the priest of Hapy, feels certain they are malign.
they pay in good coin! The people here love to haggle a bit, so prices for If the party gains the trust of the villagers, however, someone may be
any items the party may wish to purchase are initially inflated to about willing to speak of these mysterious folk:
twice the usual cost. The Khemitites haggle as well as anyone. It isn’t
dishonesty, but if the characters agree to pay more than they should, then
so be it. That’s the way of the land, and in no way thought immoral by “Strangers come here from the north a few times a month or so.
the locals. We seldom see the same faces twice, although after a while you
If the party is a little shorthanded, you can include one or more soldiers can recognize them. This has happened for almost one An (year)
of fortune in the village who might, for a share of the treasure, agree to now. They buy food from us, spend a lot of time with that viper
join them as NPCs. Hept-f-hra, eat and drink, and then disappear back to wherever
Once the party has a chance to talk to the locals and gets a sense for the they came from.”
layout of the area, feel free to share with them a copy of the Players’ Area
Map of the Gorge of Osiris included in Appendix G.
None of the bandits or clerics is in town during the party’s initial time
Lod ging here, so there won’t be an opportunity to find and capture or question
any of them. Of course, if you wish to permit contact with one or more
The Caravanserai. The characters begin this scenario at the of the bandits or clerics in Aartuat, you should feel free to expand the
caravanserai (Area 1). The caravanserai is a hostel for passing travelers scenario to allow it. But even if that isn’t the case, the party may glean
and a small military post. It is a relatively busy place, the east-west trade important knowledge from understanding that such visits occur, and have
being active, with a caravan from each direction stopping at least once been regular events for the prior year.
per week. This brings a fair income to Aartuat, along with the protection
provided by the pharaoh’s troops.
If the party does not immediately report to the Administration Building Gaining th e Trust of th e Vi llagers
at Area 1F to register their presence, a guardsman fetches them to do so. In addition to the additional information they may learn, there are other
Unfortunately, the caravan master exaggerated when he spoke of the benefits to the party if they earn the trust of the folk of Aartuat. Events that
hospitality of the caravanserai. After two nights, nobody is allowed to might otherwise draw the involvement of the soldiers of the caravanserai,
remain longer, save in an emergency such as a storm or an attack. Thus, or that might even bring in reinforcements from Farnoc, are more likely
if they haven’t already decided to move to more comfortable and private to be ignored. The occasional cultural faux pas will be forgiven. Advice
quarters, the party is forced to take lodgings at the tavern. and assistance from Atmu-thoth-rahat and Khonsu-khaibet will be
While the characters remain in the caravanserai, the guards there keep forthcoming, and Merha-aptut stands ready to provide healing and other
a suspicious eye on them, for these troops have no love for foreigners. clerical benefits to the party.
Most they’ve encountered have been either raiders bent on killing them or All of this should be available so long as the characters prove to be
merchants and traders seeking to fleece them of their pay. honest and otherwise serve the interests of the community. Treating
At the Tavern. If the group decides to stay at the tavern, all is well villagers with respect is key, but slaying the demoncroc (Area 18),
and good. Their property is left untouched. Stealing isn’t permitted in this uncovering and defeating the followers of Set in town, and eliminating
establishment — it’s bad for business! the threat of the bandits on the road to the gorge put the party in good stead
Camping Outside Aartuat. Should the party think it better not to stay with the officers and soldiers in the caravanserai and the people of Aartuat.
in the village and instead camp outside of town, one or more local folk
may pay visits to their camp from time to time.
Each night there is a 30% chance a few locals creep into the encampment Causing Troub le in Aartuat
to see what they might be able to pilfer. If this occurs, determine when On the other hand, if for some reason the party causes trouble in
in the evening they pay their visit; if the party kept a watch, roll a +5 Aartuat, there are consequences. Certainly, in the case of any unexplained
Dexterity (Stealth) check against the passive Perception of the character disappearances or robberies in the village, the party — as strangers in their
then awake with the highest Perception bonus. If the roll succeeds, then midst — attract immediate suspicion.
the party loses something that belongs to them. You must decide what Under such circumstances, the villagers likely become hostile to the
this is, based on where they keep their animals and belongings. Should party and refuse them assistance. The local soldiers may try to apprehend
the roll fail, the characters “hear something near their camp, but whatever the characters if they can do so without undue risk. The priest of Hapy
it was must have been frightened off.” If you wish to allow the party a and Khonsu-khaibet defend the villagers and assist the soldiers, if needed.
chance to apprehend one or more of these visitors, feel free to create such If the party is hostile but appears too powerful for the local soldiers
an encounter. to deal with alone, a message is sent to Farnoc seeking assistance. This
is transmitted by carrier pigeon (about three hours’ flying time) and by
Fo llowers of S et an d th e Gorge of horse (about 12 hours’ riding time). Depending on the threat indicated in
the message, Farnoc could send anything from a priest accompanied by
Osiris a few warrior-clerics and guards to a full regiment of 500 cavalry. Such
From time to time, bandits from the road to the gorge (see Chapter 5) aid arrives in 1d4 days’ time and does what needs to be done to set things
and clerics from the Temple of Osiris (see Chapter 6) come to Aartuat to right.
Past the gatehouse is an open space some 120 feet across and 80
1.A. Gatehous e Entryway feet deep, with structures built to either side and along the far wall.
The main building seems to be the one across the yard to the south,
Read the following as the party approaches the caravanserai: directly opposite where you entered.
The yard is open, dusty, and dirty. How many thousands of pack
Your caravan approaches the caravanserai. A high tower situated animals have left their waste on the dry ground here can’t be
in the center of the north wall serves as a gatehouse. The entrance guessed. It smells like a farm, even though there is a fellow ready
is 10 feet wide and some 15 feet high. A soldier on either side of to clear any dung dropped by your caravan’s beasts of burden.
the gate watches the newly arrived train with keen eyes. Besides a cot of doves, some rabbit cages, and a score of chickens
wandering about, you see a dozen people in the yard, including
another pair of armed soldiers lounging at the entrance of the
building to the south.
24 | NECROPOLIS
The courtyard is busy with activity. Read the following if any player Stable Hand. The stable boy is a “volunteer.” He hopes to get a few
asks for details of the people in the courtyard: coins for helping to unload, feed, water, rub down, and otherwise care for
the pack animals. The soldiers put up with him, but if he gets in their way,
they give him a kick, as do most members of the caravan. If a character
A number of people are about. One is the sweeper with a treats him well and gives him at least 10 sp, the stable hand warns that
wheelbarrow and shovel at the ready. The others are: individual not to trust Hep-thait, who always tries to steal from visiting
A bald cleric of some sort asking alms of the caravan. strangers.
Pottery Woman. This woman lives in a little house at Area 7. She
A cook with a brazier and skewers of meat and vegetables. comes to sell her wares to those passing through the caravanserai. Her
A small urchin begging for coins. plates, bowls, jugs, pots, and cups are rather well made and colorfully
decorated. Prices range from a few coppers for something small to 1 gp
An old man selling things that might be amulets, charms, and the for larger ones.
like. Greeter. The man sitting on the ground is a local storyteller. He is
A woman with baskets of bread for sale. well-versed in the legends of Khemit and a talented weaver of stories,
and the villagers come readily to his presence. Always looking to expand
A grubby lad who seems to be offering to assist with the animals
his repertoire, he starts by asking all newcomers for news they may have
— a stable boy, most likely.
from other lands. Once he extracts all of the news and gossip that others
Another woman selling pottery. may bring and a good group is assembled before him, he launches into
A fellow sitting on the ground beckoning to the new arrivals. his work. All who stay and listen are expected to give him money (a
reasonable fee is 5–10 sp) for a tale well-told and liked.
A man with a cart and baskets of various fresh fruits and vegetables. Fruit Peddler. The fruit and vegetable peddler brings the produce of
the local gardens and groves to the caravanserai. His offerings are always
fresh. He grows some himself and buys surplus from other farmers of the
The folk here are villagers. They are around every day, save for the village, selling to the caravans and other travelers passing through Aartuat.
peddlers who come only when there is a caravan. Two villagers are of The provisioner, Hept-f-hra (see Area 2), used to sell here as well, but the
special interest and are detailed briefly below: competition drove him away, for this fellow doesn’t gouge. About 1–5
Dustman. The dustman is an NPC of a very ordinary sort whose job cp pays for a serving of fruits and vegetables sufficient for one or two
it is to clear the refuse from the caravanserai. He gets only a few copper persons, or a nibble each for a half-dozen or so. Regular visitors to the
pieces a day for this, but the garbage and waste he removes is used to feed caravanserai know to buy his produce for their evening meal, breakfast,
his animals and fertilize his little garden plots, so he is content and well and the trek ahead. Small melons, oranges, onions, leeks, carrots, and big
enough off. radishes seem to be the favorites.
Bald Priest. The bald priest is Merha-aptut (NG male human; see
Appendix A), a servant of Hapy, the deity of all fresh waters of Khemit.
Merha is a plump and smiling fellow, good, honest, and kind to all. Any 1.C. West Stab le
donation is welcomed. If a character gives more than 10 sp, they receive
warm thanks. If the party contributes 20 gp or more and demonstrates any
interest in his deity, Merha offers to take them to the shrine in his dwelling
to pay respects to Hapy and learn about him. See Chapter 4, Areas 8–10 A long building is along the west wall of the caravanserai, with
for details. large wooden doors in the center of the wall facing the yard.
Merha-aptut has a dagger but will not usually attack another human
with this weapon, preferring instead to use his spells and magic items to
defend himself. He hopes one day to build a small temple to Hapy in the Read the following if any character enters:
village. If the demoncroc is active and slays any villagers, Merha-aptut
is prone to assist the characters if they come to him for advice or to seek
help. The interior is about 70 feet in length and 30 feet deep. It is all
Food Cooker. A wonderful aroma rises from the food cooker’s kebabs open, with brick pillars supporting the ceiling. Half a dozen
that sizzle over his small fire. They are quite tasty, too. One little wooden camels are here, with room for perhaps 20. A narrow flight of steps
skewer of meat and vegetables costs 1 sp. Two or three satisfy a light eater. going up is to the south. The ceiling overhead is about 10 feet high,
The man lives in one of the little huts nearby. with two openings where ladders provide access to the upper level.
Beggar Boy. The urchin beggar is a shifty little chap who filches
anything from strangers, especially those who don’t treat him well! When
watched, he is smart enough to do nothing more than ask for a few small If any characters venture to the second story, they find nothing of
coins, though if given 5 sp or more, he disappears for the day and troubles interest save for camel tack, fodder, empty sacks, and pallets and personal
nobody. If not bought off and unwatched, the boy attempts to steal some belongings of two workers who live here. Steps lead to the flat roof above.
small and valuable item from someone in the party. This little villain is
Hep-thait (CE male human; see Appendix A), the son of Gerhit, one of
the two evil men located at Area 13. He is a spy and relates the actions 1.D. East Stab le
of the party to his father and to Shenau, their master. Refer to the text
accompanying that area for more information.
Amulet Seller. The amulet seller offers worthless little trinkets that he
says protect against poisonous animals, wild beasts, terrible diseases, the A long building is along the east wall of the caravanserai, with
evil eye, and pretty much anything else that might be a threat. He asks large wooden doors in the center of the wall facing the yard.
from 10 sp to 50 gp for each, but he takes about one-fifth that price, which
is still quite a bit more than the real value of the stuff.
Bread Woman. This woman sells round, flat loaves, each about two
inches high and nearly a pound in weight for 5 cp each. The bread is
nothing special, but it is nutritious.
This is the stable for horses, mules, and donkeys. The stalls hold the Immediately upon entering, there is a sort of waiting room (Area
light warhorses belonging to the fifth lieutenant, his subaltern, the platoon F-1) in which the platoon sergeant, Hetet-f, has a small desk and where
sergeant, and the cavalry squad attached to the infantry platoon. a soldier serves as an orderly. Tcharqu, a civilian scribe (the lowest
The second floor is storage for fodder, equipment for the troops, and of the non-hereditary aristocracy, and a true bureaucrat), sits at a table.
quarters for the 5 cavalry soldiers (see Appendix A). Steps lead to the Each arriving caravan must register here with him, stating the name of
flat roof above. its master, the number of persons and animals in the train, and if there
In case of an alarm, these men are armored and armed, and their steeds are non-Khemitites present. Such individuals must also be registered by
saddled. They are ready to fight afoot or mounted in ld6 + 2 minutes. name, nationality, and purpose for being in Aartuat.
If the party does not come here within a short time after entering the
caravanserai, a guardsman fetches them to do so. Anything the guardsman
N PC I nteracti on an d M oti vati on might learn about the party is repeated to the subaltern, Bas-f-py, rather
than being reported to the commanding officer, Hamephat.
Cavalry Soldiers (N humans). These are average cavalry troopers who Farther in this building is a conference area (Area F-2) in which the
are not always chummy with the regular infantrymen — except when subaltern Bas-f-py has a desk. The scribe’s small records office (Area
outsiders threaten them. F-3) and a storeroom (Area F-4) are to the west. In the north is the office
(Area F-5) of Hamephat, the fifth lieutenant and commander of the
1.E. Main Bui ld ing post. There are stairs in the interior leading up to the second story, which
contains four rooms: that of the fifth lieutenant (Area F-a), one for the
scribe (Area F-b), one for the subaltern (Area F-c), and a room (Area
F-d) shared by the platoon and cavalry sergeants, Hetet-f and Nemekh.
A large, rectangular building takes up the better portion of the For full details on the individuals found here, see Appendix A.
south third of the caravanserai. It is constructed of sandstone
blocks, centered on the south wall, about 80 feet long east to west,
and 40 feet from front to back. It has a parapet and crenellations
N PC I nteracti on an d M oti vati on
on its roof, so its inner height is about the same as the wall, about Hetet-f (platoon sergeant) (N male human): Hetet-f is 28 years old and
30 feet. a military veteran of 13 years. He is strong, wily, tough, and able. Orderly
in his own habits, he demands the same of others under his command. He
A pair of barn-like doors flanked by two armed soldiers open
is currently courting Mastuti (see Area 4) and is hostile to anyone whom
outward from the center of the wall facing the yard. Higher up
he perceives to be interested in her.
on the wall are a number of windows, each with stout shutters.
Tcharqu (scribe) (LN male human): Tcharqu is a young man, the model
An open set of stairs to either side of the front door lead up to a
of bureaucracy. He is more concerned with paperwork than with results.
walkway and a pair of doors directly over those at ground level.
If crossed or treated roughly, he could cause innumerable “administrative
delays” for the party.
Bas-f-py (subaltern) (CN male human): The subaltern is a younger
Arriving caravans store their goods in the lower level of this building. son of a petty noble sent off to make his way in the military because he
The big doors are kept locked unless goods are being loaded or unloaded, isn’t suited for much else — certainly not the priesthood or scholarly life.
and the soldiers guard the place with some care. The civilian laborers Recognizing his modest talents, higher authorities sent him to this post to
assist in unloading and repacking merchandise if the train master pays keep him out of the way. Because he is not particularly able and has no
them 10–15 cp apiece. promising future, he yearns to do something important to make his name.
The exterior doors on the walkway lead to a main room that is 40 feet He is just smart enough to be dangerous. He can be a lot of trouble or a
deep and about 45 feet across above the storeroom. This is a dormitory for big help to those who approach him correctly. Bas-f-py is a follower of
caravanners, with 20 narrow wooden pallets with straw-and-vermin-filled Khnemu.
mattresses. The ordinary workers of a caravan sleep here, first come, first Hamephat (fifth lieutenant) (LN male human): Hamephat is 23 years
choice of pallet. A total of eight private rooms are to the east and west. The old and the only son of a free farmer. His abilities allowed him to attend
two south corner rooms are about 15 feet square, while the other six are school without cost to his family — something they hadn’t the funds
about eight by 15 feet. The beds in these rooms are double-sized, though for. He first entered the priesthood but soon realized he wasn’t meant
the mattresses are also filled with straw, with correspondingly larger for that, and so joined the army. After only one year, he was promoted
colonies of lice. The master of the train, merchants, and other independent from subaltern to fifth lieutenant — all at the age of 21. His rise was too
travelers stay in these rooms if they are empty. rapid, however, and a jealous first lieutenant posted him to Aartuat when
In any case, whoever gets to a bed or a room first has it for the night. he realized that with opportunity for learning and performance this fellow
would be a rival in just a few years. Now age 23, after having been stuck
here for some time, Hamephat is itching to do something — anything.
Hamephat is a devotee of Herakhty (Horus).
26 | NECROPOLIS
Nemekh (cavalry sergeant) (N male human): Nemekh is the best If anyone can read this writing, or if a translator/guide is present, the
friend and continual rival of Hetet-f, even though he is 10 years older and sign says: House of Hept-f-hra. Honest Merchants for 1,000 Ans (years).
regards him as a younger brother (or almost a son). While bragging up This is a lie, for Hept started this enterprise about six years ago. The
their respective branches, each secretly wishes they served in the same main building is L-shaped, 90 feet by 30 feet east-west, and 60 feet by
force. These two got into some trouble in Farnoc, and that’s why they are 20 feet north-south. The trading business takes up the eastern wing of the
posted to Aartuat and why they might remain here for many more years structure. The residence is in the western part. To the northeast is a barn,
before getting better duty. Each wants to remove the blot on his record by 60 feet by 45 feet. The whole forms a rectangle connected by stone walls.
doing something noteworthy (though ideally not through hard work or With the traffic through Aartuat, this establishment does a brisk
great danger). business in sales and trade, and its proprietor thrives accordingly. Hept-f-
hra (see Appendix A) is a follower of Sebk and so has been recruited by
the servants of Set in the locale to assist them as a spy.
1.G. Refectory The household and business comprise 10 persons: Hept-f-hra; his wife,
Fa-t-tep; eldest son, Sba-bennu (age 19); their daughter, Nektinefar
(age 18); middle son, Pansbek (age 16); youngest son, Afu-abtem (age
An L-shaped building in the southeast corner of the yard is set 13); and 2 guards, Nehsi (a Nubaran) and Maq-t (a nomad warrior).
back a bit from the surrounding structures. It has a door facing (See Appendix A for the statistics of these NPCs.) There are also two
north and a number of narrow windows with shutters. You see elderly servants: the husband, Tefu-tep, and his wife, Hunitper (treat as
several persons entering, and the odor of food wafts from within. commoners). The family lives in the residential part of the structure.
Nehsi, Maq-t, Tefu-tep and Hunitper have small rooms in the barn out
back.
The main room (Area A) is about 60 feet across and 30 feet deep, with a
This is the military mess hall where civilians and visitors attached to the 20-foot-high ceiling, and is packed full of goods that are useful to caravan
caravanserai can eat. A morning and an evening meal are served. The food traders. This includes camel, mule, and donkey pack frames; various
is pretty bad and costs 1 sp per meal, so most travelers buy ready-to-eat or saddles and tack; and below-average quality weapons and armor. To the
fresh food and cook it for themselves in the yard. right of the entry are several displays containing a variety of (worthless)
The interior is open, and its dimensions are the same as the administration amulets, charms, religious items, and trinkets. In the barn are a number of
building. The kitchen and food storage are in a separate chamber to the camels, mules, and donkeys, all of which are for sale. There is a counter
north. Above the whole is a dormitory for two squads of 20 soldiers and in the southwest corner, with locked doors behind it leading to a small
4 corporals, with another set of stairs leading to the roof. At any given storeroom and the residence. The cashbox is kept in the storeroom and
time, about a third of them are present here and resting in their quarters, contains between 2,000 and 4,000 gp. The locks can be opened with a
while the balance is either on duty in the caravanserai, on patrol in or near successful DC 17 Dexterity check with thieves’ tools.
Aartuat, or elsewhere in the village taking their leisure. All asking prices are three times normal, though successful haggling
For full details on the soldiers here, see Appendix A. can reduce this to just twice normal. Hept buys goods for 25%–50% of
book prices. The establishment sells most common items that cost 10
N PC I nteracti on an d M oti vati on gp or less. Other, more exotic items can be had at your discretion. It is
suggested that no metal armor heavier than breastplate be available.
Soldiers (N humans). These are average soldiers — tough, hard-
drinking, and with a love for gambling. They are suspicious of outsiders
and strangers, and not particularly friendly to anyone they don’t know and N PC M oti vati ons
respect. None of them likes brigands, and all hate nomad raiders, even All of those in Hept-f-hra’s household and business, other than the
members of the unit who themselves have a nomadic background. youngest boy and the two servants, are dedicated to chaos and evil.
These soldiers are disciplined and respectful, and rather like their If combat arises, Hept-f-hra, his sons, and the guards use hand weapons,
sergeant, Hetet-f, and their commanding officer, Hamephat (Area 1F). while his wife and daughter fire light crossbows.
They fight to the last man if those two are there and so order. Otherwise, Hept-f-hra (CE male human). At age 43, Hept-f-hra is as thoroughly
they certainly fight, but if defeat seems likely, they retreat in good order evil as possible. This man always attempts to kill a foe, especially when
and seek reinforcements. he has an advantage. He is not a coward, but he certainly has no death
Corporals (N humans). The corporals are veteran soldiers promoted to wish. If he can talk or buy his way out of a situation, he does so. He has no
minor command because they are a bit more able than the rank and file, real love for any family members except his daughter, whom he dotes on.
but they are otherwise not much different from the ordinary soldiers. Their Hept-f-hra would happily see his superior, Gerhit (see Area 13),
primary concern tends to be maintaining order; otherwise, they lose their disgraced or dead, as long as his own life isn’t threatened in the process.
rank and extra pay and privileges. Likewise, he abandons the two hired thugs or any of his family, save his
For full details on the soldiers in the caravanserai, see Appendix A. daughter.
Hept-f-hra’s primary goal is to assist those dedicated to Set and his
2. M erch ant & Provisi on er, H ept-f-hra agent Rahotep, to further the return of the latter, and to spy on and hinder
those opposed to this end. If in so doing he can gain wealth by cheating
others, particularly foreigners, so much the better!
Nehsi (Nubaran guard) (CE male human). Nehsi is rather ugly and has
You see a building of mixed construction, stone from the ground a husky build, with a false smile perpetually on his face. Though cruel
to the upper story and mud-brick thereafter, about 20 feet high. and evil, in a tight situation he runs away as quickly as he can to save his
A stone wall extends from the side of the building and encloses a own neck.
courtyard and a separate structure of stone to the northeast. A sign Maq-t (nomad warrior guard) (CE male human). Maq-t is a lanky
painted in the classic hieroglyphs of ancient Khemit hangs above fellow with pale blue eyes, a renegade from another land pretending to be
the big entry door. Khemitite. Just like Nehsi, he quickly runs away if faced with a dangerous
situation.
Read the following if any player observes the merchant and the interior H ept-f-hra’s Po ison
in a careful manner:
Any hint that the party is here to investigate the gorge, or any query
aimed at finding Khonsu-khaibet (or in general an agent of good), rouses
Hept-f-hra’s suspicions. The merchant engages the party in conversation,
28 | NECROPOLIS
At such time as the merchant believes it is necessary, or when he is If the party gives this wealth to Hept-f-hra’s youngest son, Afu-abtem
instructed to do so by Gerhit or Shenau, Hept offers wine to the party. He (as they should, for it is rightfully his), he thanks them profusely. They
urges all to drink and becomes offended if any refuse the offer. can have all incidental monies found elsewhere as a “reward,” and he
The wine, of course, is drugged. Each person drinking it must succeed asks them to remove the shrine to Sebk as well. Atmu the Trader would
on a DC 16 Constitution saving throw or fall unconscious for ld6 + 10 be happy to buy the statue of Sebk for 50 gp, even without the gemstone
minutes. On a successful save, the victim is poisoned for ld6 + 10 rounds. eyes. If the party “does the right thing” as indicated, award each character
The merchant, his family, and the guards have weapons nearby. Once an additional 1,000 XP.
the poison takes effect, Hept, his two older sons, and the guards attempt
to beat into unconsciousness any who are still on their feet. They tie up
and gag their victims and toss them into the root cellar under the dwelling 3. Sm ithy & H arn ess Repair
portion of the place until it is midnight. At that time, they drag the
Next door to Hept-f-hra’s establishment, on the east, is a small, flat
bound characters to the millpond, slip them into the water, and give the
building from within which clanging can be heard. An open gate in one
demoncroc the snack he loves most! See Area 18 for more details on the
wall reveals it to be a smithy.
demoncroc.
The smith, Uptupi (N male human commoner), his wife, and three
Alternately, these fellows aid Gerhit and Shenau in a nighttime ambush
children live and work here, doing metal forging and repair, as well as
of the party if that can be arranged.
saddle, harness, and tack repair. He is a quiet fellow, peaceful, and he and
If defeated, any and all survivors attempt to mount a horse and flee into
his family venerate Ptah. Uptupi isn’t very bright, and he merely shrugs
the desert to join the bandits there (see Chapter 5).
during the whole of most conversations not connected with his work.
This is certainly the most unusual place you have seen in many
The owner, Abfernehu, tells you that rooms are available for rent a day. The whole ground floor of the building is literally bulging
upstairs, over the stable and common room, both large and small. with statues and religious objects of all kinds. There is an inner
You have your choice of any you wish. Unlike many other places courtyard of about 20 by 30 feet, with sunlight coming in through
in this land, the prices here are stated for all to see. Rather than a series of flat-topped archways. Atop tables and stands burn
haggle, he simply points to the sign, it likewise being done in candles and lamps of all sizes and shapes, and from a variety of
hieroglyphs and Common with the prices in sp: braziers and burners, tiny wisps of incense smoke rise.
The plastered interior walls are filled with shelves and niches, or
Large Room, daily 35, by the week 200 else hidden by racks and cases, or covered by masks and tapestries.
Small Room, daily 25, by the week 150 All about, the floor is crowded with standing idols and tables
Stabling horse or camel, daily 10, by the week 60 and stands atop which are figurines and objects for altar service.
Everywhere you look, you see statues and statuettes of animals,
Morning or noon meal as prepared, 4–6 animal-headed deities, gods, and strange idols and figures.
Evening meal as prepared, 8–10
Just inside the entrance stand a flanking pair of big panthers carved
Coffee or tea (sugared & minted), 1 from a reddish-hued stone.
Beer, pot or date wine, cup, 2 There are a fair number of ibis-headed idols, as well as figures
Ouzo or raki, shot, 2 of jackal-headed men. And sphinxes with all manner of visages;
Bread or bowl of dates, figs, fresh 2 human-bodied figures with heads of a bull, cat, cobra, cow,
vegetables, etc., crocodile, dog, falcon, frog, hawk, hippopotamus, owl, ram, and
Whole roast rabbit or chicken, 10 others you can’t definitively identify. Some are of blue- or green-
skinned, humanlike forms, many mummiform. A leering dwarf
Whole roast duck (advance order), 12 with a cap of feathers stands next to a strikingly beautiful woman.
Whole roast goose (advance order), 80
Some of the objects are of cast metal, while others are of carved
Please be generous to our servants and entertainers. Thank you. stone, pottery, wood, ivory, and bone. A few nearly reach the
10-foot-tall ceiling, while most are but little figurines that would
fit in the palm of your hand.
And as you continue to look, you see censers, boxes, altars,
Trouble. In case of trouble in the tavern, Abfernehu and Rutat-om wade screens, shrines, paintings of deities, tablets of strange writing,
in, swinging their clubs to ensure things quiet down in a hurry. candle sticks and candelabra, ewers, plates, bowls, and all sorts of
Gathering Information. The dancers and musicians are not much help service implements of religious use.
unless some money changes hands in the process. Abfernehu and Rutat-
om are forthcoming only if the party is spending a fair amount of coin in
the establishment.
If the party needs assistance, a number of mercenaries may be lodging
here and can be hired for the right price.
30 | NECROPOLIS
panther (use statistics for saber-toothed tiger) and viciously attacks the
N PC I nteracti on an d M oti vati on
old fellow’s assailants.
Shortly after they enter, Atmu approaches the party. This isn’t the worst to happen, however. Atmu also curses his assailants:
“May every god I have pleased in my life now reject you!”
See Appendix A for a description of Atmu’s power to call down the
An elderly man approaches. Two cats weave around his feet as he wrath of the gods of Khemit.
walks. He wears unusual garb: a long white gown and a headdress Naturally, no Khemitian deity save those of chaotic evil alignment will
of yellow-and-orange-striped linen bound with a pin in the form of ever aid the guilty ones thereafter. However, if such individuals should
a stylus. He bows and smiles. reconsider, humbly apologize, and beg for forgiveness, Atmu is lenient
“Greetings, travelers,” he says in a soft but resonant voice. if they do some service in atonement (your discretion). When that is
“Welcome to the House of All Gods and may they watch over you completed to his satisfaction, he withdraws his curse.
always. I am Atmu-thoth-rahat, the owner of this establishment. Should Atmu be slain, the whole of the village (save the evil ones), the
Have you come to look? Buying or selling, I am at your service.” garrison, and Merha-aptut (see Chapter 4) combine to bring the felons to
swift and speedy justice. Khonsu-khaibet reveres this old fellow, being a
pupil and a friend of Atmu’s now-absent son. He swears vengeance upon
the criminals and then dedicates himself to hunting down the killer or
Atmu is a dealer in all things having to do with religion. He supplies
killers.
statuettes and other similar items to those passing through Aartuat. He
likewise buys from any who come with such things for sale. Atmu is a
noble, a chief scribe, and reasonably wealthy. He doesn’t depend on this Buying an d S elling Fi gurin es
business for income. He purveys and collects because of his deep faith
in the gods of Khemit and his fascination with the gods of all lands, both If the characters show no interest in acquiring a statuette or figurine,
near and far. Atmu-thoth-rahat suggests that having such would be of some benefit,
Thus, he is willing to purchase any figure of a deity or demon, any for they are in the land of Khemit. However, he sells no one more than
and all service pieces, and all things dedicated to religious purposes. He a single statuette or figurine. If any person insists on buying another, the
usually buys at 60% of full value, but pays up to 90% for very old, rare, trader opens a case containing various little sphinxes.
or strange items. More information about trading with Atmu’s is detailed “Choose one of these, if you must, and then that is enough for you,” he
under Buying and Selling Figurines below. says, and nothing more will he sell to that individual. Refer to Chapter
More than 600 different figurines from three to four inches in size fill 5 for a listing of some of the types of sphinxes available. Others can be
cases and shelves, nooks and crannies, all around this floor. About 200 added as desired.
figures between one and three feet in height, and more than 50 larger If the characters desire anything other than the little figurines, you will
than that, are scattered here and there in the shop. Ninety percent depict have to decide how best to handle the transaction. In your discretion, there
Khemitian deities, while the remainder are gods of various pantheons could be a magical or useful charm here, or perhaps something that might
from outside of Khemit. Intermixed with these are paintings and mosaics provide additional information concerning Rahotep among the thousands
depicting still more deities, altar pieces, censers, ewers, fonts, jars, and of written works.
devotional objects and symbols such as ankhs, beads, and the like. One Figurines. The party should be encouraged to obtain several of these
whole section of the eastern part of the establishment is given over to figurines, as some of these statuettes have special benefits at a later time
books, scrolls, papyri, and other written religious material. There are (in the Temple of Osiris or the Tomb of Rahotep) — for those wise or
prayers for the living, dying, and dead, and texts for all sorts of rites and lucky enough to have purchased them! If Khonsu-khaibet is present, he
ceremonies. certainly suggests doing so.
Atmu is a widower, his wife having died a few years ago. A family of About half the value of any item is in its material (ivory, metal, rare
servants — a young couple with two children — take care of the house, wood, inlays) and the remainder in its craftsmanship, age, and rarity.
gardens, and his few wants. In fact, the husband is very much devoted to A lower-priced one would be made of common wood or soapstone, for
Atmu and loves the shop, often assisting customers. At the time the party example. Invent appropriate descriptions based on the character’s choice
arrives, the family is outside looking after the garden and taking care of or the random die roll, as set forth below.
the old man’s livestock. Selection. If a character asks for a figurine of a specific Khemitian
Atmu has a son, a scribe who lives in Menefet and serves the royal court deity, Atmu produces one for their inspection. Each and every figurine the
there. The son, however, has no interest in owning the trading business characters choose to examine has a dim radiance of magic. However, there
or returning to Aartuat. Thus, when Atmu dies, the servant family will is no clue as to the purpose of that energy.
become the owners of this place. If the character in question asks for a figurine but doesn’t name a deity or
Obviously, the old man loves his merchandise. His apartment on the otherwise select a statuette, Atmu selects one (use a random roll or choose
upper floor is filled with his personal collection of like goods — the as you wish) for examination and approval by the prospective purchaser.
most ancient, rare, exotic, and unique ones that he has acquired over the The table below provides deity names, alignment, and a brief description.
decades. Note that this table is by no means exhaustive and contemplates the forms
For full details on Atmu-thoth-rahat, see Appendix A. of these deities as they are in Khemit, not necessarily the same as their
Treasure: A little box in a table drawer is filled with 1,327 gp, 216 sp, ancient counterparts of Earth. The old trader tends to favor chaotic good
and 125 cp. The strongbox in his bedroom in the residence above contains and neutral good deities for casual foreign customers. Thus, if asked, he
2,500 gp, 1,100 sp, and 300 cp, as well as loose jewelry and gemstones suggests figures of those groupings. He dislikes chaotic evil and neutral
worth 3,200 gp. evil deities. He will not favor any selection from those deities, suggesting
that the person might be better advised to choose some other figurine.
At such time as a purchase is made, the player should record the
Altercati ons with Atmu information on their character sheet, and you should keep notes on a
separate sheet of paper.
The party will surely get into serious trouble if they are so foolish as
As previously mentioned, there will be times during the course of play
to molest or harm anyone here! The trader has a pair of domestic cats as
in other portions of this adventure when certain figurines will be of benefit.
his constant companions. Both animals are much more than they appear,
Each such instance is noted in the text. Note that the size of a figurine is
however, and in fact serve as spirit receptacles for the presence of Seshat.
irrelevant, save that for practical purposes a character should select only
If Atmu-thoth-rahat is ever threatened, each cat transforms into a huge
what he or she can carry with ease.
1d100 Alignment
01–10 Neutral
11–15 Lawful Neutral
16–20 Chaotic Neutral
21–35 Evil
36–65 Neutral Good
66–85 Chaotic Good
86–00 Lawful Good
N eut ral
1d100 God/Goddess, description
01–25 Aten, winged solar disc
26–50 Bes, leering dwarf with club
51–75 Geb, goose-headed man
76–00 Thoth, ibis-headed man
32 | NECROPOLIS
N eut ral Go od
Die Roll God/Goddess description
01–10 Amun, bearded, capped man
11–15 Aker, two-headed lion
16–20 Apis, bull with a cobra amulet on its head
21–30 Hapy, fat man with lotus & papyrus
31–35 Hamehit, fish-headed woman
36–40 Hathor, cow-headed woman
41–45 Herakhty, falcon-headed man
46–50 Isis, woman with L-shaped crown
51–55 Khnemu, flat-horned ram-headed man
56–60 Mert, raven-headed woman
61–65 Nefertem, man crowned by lotus
66–70 Nut, beautiful, winged woman
71–80 Ra, hawk-headed man
81–85 Seker, man with nighthawk-head
86–00 Seshat, woman with ink pallet and pen
Ch aotic Go od
Die Roll God/Goddess, description
01–15 Anhur, man with four plumes, spear
16–25 Anqet, woman with feather crow
26–35 Apuat, wolf-headed man
36–45 Bast, cat-headed woman
46–55 Chons, young man with crescent
56–65 Maftet, woman with 20 clawed fingers
66–70 Min, mummiform, bearded man
71–80 Neith, woman with bows & arrows
81–90 Nephthys, woman wearing tall hat
91–95 Pakhut, leopard-headed woman
96–00 Renenet, woman with hand up/down
Law f ul Go od
Die Roll God/Goddess, description
01–10 Amset, mummiform man
11–20 Anubis, jackal-headed man
21–25 Duamutef, mummiform, jackal-headed man
26–30 Buto, cobra-headed woman
31–35 Heru, owl-headed man
36–50 Maat, woman with ostrich plume
51–60 Nekhbet, vulture-headed woman
61–65 Shu, bearded man with plumes
66–70 Tefnut, lion-headed woman with disc
71–80 Serqet, mummiform, scorpion-headed woman
81–95 Osiris, mummiform man with green face
96–00 Tuart, white hippopotamus
7. Potter’s Dwelling
Just behind (and south of) the brick maker’s place is the potter’s house.
These two families — the potter and the brick maker — are friends,
naturally. The potter wife and husband have three children. They are poor,
hardworking, and not unfriendly to strangers. They venerate Kanum and
Ra equally.
The smoke and the lines of various sorts of earthenware around the
place to the south of the brickyard clearly indicate that the family
dwelling in this house are potters. In front of the small house, you
see the woman from the caravanserai who had been selling pottery.
The plates, bowls, jugs, pots, cups, etc., are rather well-made and
colorfully decorated. Prices range from 5 cp for something small to about
5 gp for larger pieces.
8. M i ll
34 | NECROPOLIS
13. Hut of Gerh it & S h enau Even though Shenau lowered his fees thereafter, few turned to him
for aid. The folk wonder to themselves why he lingers here, for he does
nothing most of the time.
Gerhit (CE male human; see Appendix A) and his son, the boy rogue
Hep-thait (CE male human; see Appendix A), are subject to the orders of
Shenau (CE male human; see Appendix A), a wizard who is the chief of
all evil in the vicinity outside the Gorge of Osiris itself. Shenau venerates
Tu-t, “Lord of Evil in Serpent Form,” serves the Seven Powers of Evil,
and is thus a devotee of Set. These three attempt to prevent anyone from
discovering the truth behind the Temple of Osiris, and eliminate anyone
who learns too much.
Of course, the greater powers of evil in the gorge expect that any
truly able group will pass or eliminate those in Aartuat. Shenau and his
accomplices are just the first of the challenges that must be overcome by
those who will ultimately feed Rahotep in his tomb.
N PC Backgroun ds
See Appendix A for full stats on these important NPCs.
Gerhit is a follower of Sebk. Because he provides an excuse for Shenau
to be in the village, and because his son serves as a useful spy, Gerhit gets
a fair sum from the wizard. He has no love for anyone other than himself,
including his own son, whom he finds annoying at best, but who is useful
as a tool. Gerhit is rather cowardly; in a tight situation, he either runs away
or surrenders — if he thinks that by doing so, he’ll save his skin.
A sneaky and vile lad of 11 years, Hep-thait is the son of Gerhit, but
he scorns his parent and toadies to Shenau. It does no good, as both men
treat him badly — which this little swine deserves. He lies and cheats
whenever possible, and enjoys it. If he is convinced it will avoid torture
or death, he talks readily about Shenau and his father. However, Hep-thait
would rather lie or use a trick to get free. Speaking the truth is his last
resort, unless perhaps he is given a large amount of money, a mount, and
some gear to get him safely out of Aartuat. He is a dedicated criminal, a
follower of Sebk, and eager to serve Set and aid in the return of Rahotep.
If he learns anything about the party, he tells his father, who in turn relates
the matter to Shenau.
Shenau is a devotee of Set. He is chief of all evil in the vicinity outside
the gorge itself. He would gladly become master of the Temple of Osiris,
but not being a priest is a bit of a drawback, though he thinks somehow
Th e S erpent An kh
to overcome that impediment. As he has not hidden his ambitions well,
there is friction between Shenau and the high priest of the temple. There Shenau possesses the Serpent Ankh — a magical object in the form of
is also tension between him and Hept-f-hra and the merchant’s family as a serpent twisted and looped to resemble an upside-down ankh. This is the
well. Shenau would gladly slay all save the merchant’s daughter, whom he first of the Nine Evil Objects that the party should acquire in the course of
would make his concubine. the adventure. Like all of these objects, it is cold to the touch and radiates
He dares not surrender to any foes, for his punishment would be terrible a faint aura of magic, but it does not appear consecrated or desecrated
indeed. Shenau attempts to succeed through treachery and trickery, flee to under the inspection of a detect evil and good spell or a paladin’s Divine
the bandits in the wastes, or otherwise fight to the death. Shenau possesses Sight. And as is the case with the other Nine Evil Objects, it bears the
the Serpent Ankh, the first of the Nine Evil Objects (see The Serpent engraved cartouche of Rahotep’s name.
Ankh below). At first, the Serpent Ankh neither aids nor hinders its possessor, but
Pretending to be Gerhit’s brother-in-law, Shenau came to live with him once in the Tomb of Rahotep, it has a key role to play, as described in
in Aartuat about two years ago, just a year after Gerhit himself came to Chapter 8.
the village. This was the same time the old hedge-practitioner in Aartuat If taken to Atmu, the trader recognizes this as an object of divine power,
died suddenly. The folk were glad that Shenau had come, for he too could but he glances away from the cartouche on the object, refusing to read
wield magic so as to keep out destructive wild animals, reduce rodent it. He suggests that the possessor “keep this hidden from sight, guarded
depredations, and generally serve to assist in the care and well-being of closely, for it has a purpose beyond my ken but which seems fated to be
the community. However, this newcomer soon became unpopular, for he linked to you by the neteru,” a term that refers to the Khemitian gods. If
charged too much gold for his services and was slow in answering calls this advice is followed, it will be of great benefit to the possessor, too, for
for assistance. When Merha-aptut (see Chapter 4, Areas 7–11) appeared Shenau used this device to conjure the sand devil (see Chapter 5). The
shortly thereafter, many in Aartuat rejoiced, for he was a kheri-heb able to individual with this object is unassailable by the creature.
do all that was necessary to maintain the folk and their land, too!
36 | NECROPOLIS
The village grew up around the caravanserai because there was water
I nteracting with Khonsu-kh ai b et
here. Brick makers took the clay-rich soil from the banks of the stream to
Read the following when Khonsu is encountered for the first time: provide building material for themselves and others. As the village grew,
the pond developed, and then the mill was constructed, with a small dam
that caused the water to flow rapidly enough for the wheel to turn the
A broad-shouldered young man walks toward you. He is tall, with millstone. As the pond grew even larger, its service to the community
long, dark brown hair, and gray eyes. He nods in a not-unfriendly increased. Small channels for irrigation were run from it, more domestic
fashion and asks, “To what do I owe the honor of a visit from waterfowl could be kept, and fish and crustaceans from its waters added
outland lords?” a pleasant variety to the diets of the folks by its banks. The stream from
the rocky land to the south continues to pour forth, the brick maker’s work
expands the pond, and its aquatic life flourishes.
While Khonsu is disposed to assist the party if they indicate they have Insects, minnows, frogs, crayfish, turtles, and fish make their home in
been sent by the Temple of Thoth, he doesn’t just take their word for it. the pond. However, not long ago, something most sinister appeared in the
And whatever the party’s motivation for seeking the Necropolis may be, millpond.
he engages them in general conversation, judging their characters. If they
are positive, open, and honest, he becomes friendly. Use your judgment in
determining how long it takes for Khonsu to decide whether the characters Th e D em oncro c
are worthy of his trust and assistance. Through the sorcerous conjuration of Shenau (Area 13), a daimotherion
If he deems the party worthy, Khonsu provides the following assistance: crocodile — an evil spirit-beast, in form apparently a natural animal but in
fact a minor demon of Sebk — was summoned to this little body of water.
• Be an interpreter, for he reads even ancient hieroglyphic writing It is a demoncroc, a massive, reptilian thing 30 feet long, its body over five
well. feet broad, with sprawling legs protruding another foot or so on either side
• Serve as a guide to the Necropolis in the gorge. when it isn’t erect and running.
• Engage in combat as a full member of the party. Shenau summoned the creature to slay Merha-aptut and other villagers,
• Locate the Tomb of Rahotep and warn of its demonic nature. and to frighten off the rest so the minions of Rahotep could replace the
• Assist in exploring the tomb. garrison with soldiers of evil and make Aartuat their own. With the arrival
• Cover for the party as need be. of the party, however, the demoncroc has been given an additional mission.
If the party comes to his attention, Shenau instructs the demoncroc to
Khonsu-khaibet will not attack anyone not proven to be an enemy, seek them out and devour them. At any time after their first day in the
however. village, should any of the characters come near the pond, to the banks
Khonsu is a follower of Chons (Khonsu), a chaotic good deity and a of the stream running north to it, or to the Pool of Hapy (Chapter 4),
demon-slayer. He already possesses a devotional figurine of Chons and the demoncroc attacks. If it has no such opportunity, on the third night it
gains from this accordingly if he participates in further activity in the crawls from the water and seeks out the party while they sleep.
Temple of Osiris or the tomb. Anyone who follows Chons or Thoth has an Tactics. If reduced to below 70% of its normal hit points while in or
advantage in obtaining Khonsu’s trust. near the pond or the stream, the demoncroc changes itself into a huge carp
For full details on Khonsu-khaibet, see Appendix A. (six feet long) that can swim as fast as a human runs. It then attempts to
swim off and hide upstream, downstream, or in the depths of the pool or
the muddy bottom of the pond. It is subject to normal weapons in this
18. M i llpon d form, but its armor protection is unchanged.
Special Note. If Khonsu-khaibet is engaged in combat against the
demoncroc, the god Chons aids him. Khonsu strikes as if using a magical
The little stream that runs through Aartuat passes between the weapon and has a +5 bonus on all attack rolls, saving throws, and ability
mill and the walls of the caravanserai. To the southwest from checks for the duration of the combat. If the demoncroc is killed in combat
that point, it forms a pond some 150 feet in length. The water is with Khonsu, then Khonsu retains a +1 bonus to attack rolls, saving
around 60 feet wide where it is closest to the mill and caravanserai, throws, and ability checks forever after!
tapering to about 20 feet in breadth at the southwest where the For full details on the demoncroc, see Appendix B.
stream enters. The east bank is grassy and drops cleanly into the
water. Toward the west, the shore is flatter and muddy. Reeds and Aftermath
marsh plants grow in abundance. Beyond are fruit trees, bushes,
and vegetable plots. If the characters kill the demoncroc, and should they be wise enough to
cut it open, they find three figurines in its stomach:
The water is full of little particles and algae. Lots of ducks and
geese are around the water and swimming in the pond, too. • A statuette of Aapep, a greater god and master of all evil
Obviously, the whole village shares this resource. serpents. On it, in red, is the crocodile hieroglyph, the head
looking backward, indicating a wrathful and dangerous form.
• A figurine of Set, in boar-headed form. Inscribed in red upon
The mill pond is the current home of the demoncroc (see Appendix this little statue is the rectangular hieroglyph for a body of
B) — a monstrous abomination summoned by Shenau. ornamental water (or a pond and the like). Incidentally, this
If you determine the demoncroc is lurking in the water when the party mark, pronounced “sh,” is also the first in the name of Shenau.
arrives, then they may note that, oddly, the ducks and geese are all around • A figurine of Sebk, upon which is also the “sh” hieroglyph
the edge of the pond, but none of them are swimming in the water. noted above.
The pond at its deepest is 15 feet in the middle. Along the east side
closest to the Hapy Path, the bottom is five or six feet down. However, Identifying the Items. If the party takes these statuettes to Atmu-thoth-
because the water is muddy, the party knows this only if they ask a local rahat — and Khonsu encourages this — he notes the following:
or if they enter the water to check for themselves.
38 | NECROPOLIS
Locating and befriending Khonsu- 300 XP Add iti onal Awards
khaibet
Use your discretion and award XP for the exceptional use of skills,
Befriending Merha-aptut 200 XP
for outstanding interpersonal exchanges with the NPCs, and for excellent
Being invited to the temple of Hapy by 150 XP roleplaying. For these, you should award a bonus of 200 XP to the
Merha-aptut particular player.
Befriending Atmu-thoth-rahat 300 XP In addition, you should decide if there was an exemplary player, one
Obtaining figurines from Atmu 400 XP whose character carried the day, as it were, constantly acting quickly and
intelligently, discouraging bad actions and illogical courses, or being
Significant interaction with any of the 350 XP
stalwart at all times. To this player, you should award their character an
other major non-evil NPCs (Nemekh,
Hetet-f, Bas-f-py, Hamephat, Mastuti, additional bonus of 500 XP.
Khepifar)
Befriending or aiding Afu-abtem 300 XP Wh ere to Go From Aartuat
Discovering any of the three evil leaders 400 XP per evil NPC discovered Before the party sets out for the Gorge of Osiris, they would be well-
(Shenau, Gerhit, and Hept-f-hra)
advised to investigate the Pool of Hapy, which is detailed in Chapter 4.
Defeating any one of the three evil leaders 400 XP per evil NPC defeated Action in Aartuat is likely to lead them to do so on their own, though not
(in addition to the XP for the going to the pool should not be fatal to the party’s chances. And even
combat encounter)
after initially departing the village, they may return at some point when
Obtaining the Serpent Ankh 700 XP the need for healing, advice, or other aid may lead them to visit the priest.
Getting rid of any of the associated 300 XP per associated evil NPC If the party rides around in the desert, be sure to consult the Outdoor
evil NPCs (Hept-f-hra’s wife, two sons, eliminated (in addition to the XP Random Encounters table in Appendix C. If they leave Aartuat by the
daughter, two guards, or Hep-thait the for the combat encounter). road north, then move ahead to Chapter 5, the Desert Road to the Gorge
boy-thief) of Osiris.
Overcoming the demoncroc 700 XP (in addition to the XP
for the combat encounter)
Locating the statuettes inside the 700 XP
demoncroc
Taking the statuettes to Atmu for his 400 XP
analysis
Causing trouble in Aartuat –500 XP
Stealing from any non-evil NPC –550 XP
Harming any non-Evil NPC –550 XP
Encounter K ey
1. Valley Path
From the village, the Hapy Path runs along the eastern side of the stream
to the dell in which lies the Pool of Hapy. An attack by the demoncroc is
possible in several places along this route (see Area 4 below).
The path leads from the millpond along the eastern verge of the
stream. The land rises slightly to your left and right, with clumps
of grasses, scrub, and clusters of rocky outcrops here and there.
After 120 feet, you enter a shallow-sided and gentle cut in the
hill just south of Aartuat. The floor of the little valley is about 90
feet or so across, rising fairly steeply beyond that on either side to
rocky outcroppings and scrubby vegetation topping out some 60
feet above you. The ground ahead is verdant, with all manner of
bushes and vegetables that are obviously tended by the villagers.
4. Po o l of H apy
2. Entrance to th e D ell
This could be one of the storied oases of the desert, for the brightly
shining body of clear water seems a marvel. It is about 300 feet
in diameter, and from the looks of it, the water is very deep. The
You walk about 200 feet beside the stream through the small banks along the southern end are marshy. It seems a perfect place
valley to where the path enters a beautiful dell, a bowl-shaped vale for fishing.
with clusters of tall date palms and smaller banana palms, and a
scattering of fig trees. Carefully tended garden plots cover much
of the floor of the dell. A few hundred feet ahead, you can see An abundance of fish are in this big pond. The demoncroc might well
where the stream emerges from a pool of blue water. The path be lurking here, too. If it has not yet attacked the party, it is likely to do
ahead departs from the shore of the stream a bit, wending through so where the path nears the shore of the pool. However, the water here is
the trees, their foliage providing relief from the hot daytime sun. fairly clear, and a “crocodile” can be noted by anyone making a successful
DC 14 Wisdom (Perception) check. Note that the demoncroc is unable to
get into Merha-aptut’s cave.
40 | NECROPOLIS
Th e Po o l of H apy
an d En virons Map
6. Water fall
Unless the priest accompanies them, it would be best if the party calls
out their presence. If Khonsu-khaibet is with them, he insists on doing
so before going farther into the cave. Certainly, any noise or the sound
Water pours from the cave mouth and tumbles over a ledge and of voices brings Merha to see who has come to visit. If the characters
down a rocky slope amid a shimmering mist of spray, into a swift introduce themselves and ask for aid against the evils they have discovered
stream that flows into the pool some 100 feet farther north. The in Aartuat, the priest says the following:
waterfall makes a fair bit of noise, covering the sounds of the birds
and insects from the dale behind you.
“You’re welcome to my humble place of dwelling, one and all.
This place is fine for ordinary conversation, but your needs seem
This area is a popular spot for villagers on a hot Khemitian afternoon, great. I suggest it might be wise for us to remove to my personal
with the mist and spray serving as a refreshing shower. You might chamber. Please come this way.”
find some workers cooling off here if the time and circumstances are
appropriate.
This is the place where Merha-aptut, the priest of Hapy, has Speaking with M erh a-aptut
taken up his solitary residence. It seems a very fine spot indeed Merha-aptut’s mission is to spread an appreciation for the role of Hapy
considering the beauty of the view, the abundance of good water, in the scheme of things, particularly here in the barren west so far from the
and the cool current of air that wafts forth from the cave mouth. It great Stygian River. He might have climbed far higher in the ecclesiastical
is obvious from the tracks that the holy man leaves frequently and ranks, save for the fact that he was more concerned with nature and the
that many others come to see him. well-being of living things than with organization and prestige. Thus, he
came here to escape the crowded cities and to dwell in relative isolation,
yet where he also might assist the villagers of Aartuat with his abilities
and counsel.
8. Entrance Cave
Merha uses the front area of the cave to greet those seeking his aid. Just
inside the entrance, but far enough back to be dry and to allow for normal
talk but close enough to be illuminated by the daylight, are a few rough
42 | NECROPOLIS
Merha-aptut is not simple, but he does have relatively rigid ways Despite the nature of the party’s mission, Merha-aptut still requires a
and fixed views. He remains distant and does not become involved in fee for any aid or assistance he provides, as is his custom. Such charges are
the events of the wider world unless the characters do some outstanding the only means he has to provide for the needy in Aartuat and to fulfill his
service. goal to one day to build a small temple to Hapy in the village. As a result,
Such services include discovering the malign nature and schemes of his charges are high but fair. This is particularly the case for outsiders,
Hept-f-hra and his family and associates while aiding the decent youngest since they have the wherewithal and the villagers are not wealthy. All that
child of the merchant; uncovering Gerhit and Shenau for what they are he collects is used to help the needy and the poor.
and getting rid of them; defeating the demoncroc; and/or having Khonsu- In addition to such spells as he has available to assist the party, he has
khaibet as a friend and ally. Kindnesses shown to the villagers along the access to certain items he may decide to give the characters, as detailed
way certainly inclines Merha to aid them as well. in Area 10. Under no circumstances, however, will Merha-aptut leave the
As noted above, for 20 gp, Merha is happy to consecrate and lay vicinity of the Pool of Hapy or Aartuat.
blessings on the containers in which the statuettes of Sebk and Set will be If asked, the priest speaks well of Atmu-thoth-rahat and Khonsu-khaibet
hidden, thus assuring they are kept safely. (even if the latter is present, much to his embarrassment).
He recognizes the Serpent Ankh for the vile, perverted object of evil While Merha-aptut is generally a benign and peaceful fellow, he has a
that it is, and says something like this to the party: dagger, but he will not usually attack another human with this weapon,
preferring instead to use his spells and magic items if necessary to defend
himself. Naturally, he will not initiate any violence against any normal
“A dark power created that thing, and I will not read the cartouche creature or a fellow human. If attacked within these caves, he gains a +6
upon it. But I think one of you must carry it with you, for it serves a bonus to his AC from Hapy’s statue in Area 10.
purpose in your destiny. Keep it concealed, for any of the servants
of the wicked who see it will lust after it. Have no fear otherwise,
for it has no power over those of good heart and clean mind! That Si de Cave
you came upon it in this little village bodes ill for Aartuat and for At about 70 feet in, before the opening to Merha’s quarters, is a side
all our beloved Pharaoh’s kingdom, too. You must have been sent passage some four or five feet wide on the eastern wall of the main cave.
to Khemit by great powers indeed, and I pray that your mission Slanting south by southwest for about 20 or 25 paces, this side cave leads
succeeds.” to Areas 10 and 11.
You see another small cave about 15 feet wide and 20 feet long,
but with a high ceiling. The stone here is striated in a mixture of
minerals so that the walls seem to be water. There are bands of blue
and green and milky quartz too, all glazed over with ancient deposits
of a clear sort.
An elaborate shrine of gilded wood, carved and painted so as to
resemble the waterweeds of the great river, is upon a rock in the
middle of the chamber. Within the shrine, through partially open
doors, you can see a three-foot-tall statue of Hapy carved of lapis
lazuli, with gems of peridot inset for eyes, a gold lotus crown, a
papyrus scepter, and a water jar worn and held. Before this figure,
upon a small wooden table, are arrayed three vessels of beaten
gold: a tray, a bowl, and a ewer. On the tray are many little golden
figurines of fish and other animals and plants that live in the Stygian.
In the event this place is entered without the express permission and
attendance of Merha-aptut, the priest will, if he discovers the sacrilege,
order the trespassers out and never again speak to or assist them thereafter.
However, if anything was defiled or stolen, this is the same as an attack upon
his person, and the priest fights back with all the abilities at his command.
The statue, shrine, and other altar service cannot be sold anywhere in
Khemit without incurring the wrath of the entire clergy of the nation. If
broken up into pieces and the metal melted, the raw materials could be sold
in Khemit for perhaps a few hundred gold pieces. If the whole were to be
kept intact and sold far from the lands of the Pharaoh, the right purchaser
might pay 10,000 gp or more.
However, should the statue (or any part of it) be removed, the waters of
the stream rise suddenly to fill the entire cave, gushing forth as the thieves
leave the cave complex’s mouth. Each character in the cave when the
stream rises must make a DC 20 Dexterity saving throw, taking 35 (10d6)
bludgeoning damage on a failure or half as much damage on a success,
and be thrown from the cave and down the waterfall into the stream below.
Anyone unable to swim or otherwise encumbered with armor is at risk of
drowning in the pool.
Moreover, if any of the items from the shrine fall into the pool, Hapy
reclaims his own. They vanish utterly, sent to such safe locales as the god
may choose.
In addition to the altar service, the chamber contains various religious
items that the priest keeps here: ceremonial garments, lamps, scrolls and
papyri, carved wood that shows scenes of water and its flora and fauna,
and so forth, and many books of scholarly interest and of minor magical
formulas.
44 | NECROPOLIS
In your discretion, you may include a number of fissures and side
passages along the route. The party might get lost or suffer a cave-in,
The cleric beckons for you to follow as he takes a few paces back
sinkhole, or similar threat. While this is extraneous to the adventure at
along the route of entry to the shrine cave. Merha-aptut bends,
hand, you might wish to develop the place for some later scenario of your
shoves a boulder aside, and points to the small tunnel in the rock
own devising. Passages could lead to the local subterranean realms, an
thus revealed: “I will not go, but one of you can crawl in and get
underground lake, some forgotten sort of place, or anything else that is
from the place beyond certain things of battle that will be of use to
desired.
you. And no, do not ask what each does, for I am a man of peace,
and I have no answers for you.”
I nteri m Experi ence Awards
After interacting with Merha-aptut or fighting the demoncroc, such that
Continue with the following, either after the foregoing, or if the the primary activities at the pool are accomplished, you should award XP
characters discover this place on their own: for various story accomplishments and allow for character advancement.
A long crawl, then some effort, and back you come with weapons Story Awards
and armor. From this hiding place you bring forth the following:
You may award the following XP to each character for certain story
A trident that has a cord of silvery material fastened to its end. An accomplishments. The following are suggested awards; as always, your
axe, obviously made for warfare, with a golden blade. A mace of sound discretion controls. Note that the party should be rewarded for
shining copper, also two-handed. A pair of golden boots, a cuirass, overcoming the demoncroc only if they defeated it here.
and an old-style Khemitian helmet with a flowing neck protector
of silvery mesh with a crest of a sun and a silver moon crescent Interacting appropriately with Merha-aptut 300 XP
atop it.
Allowing Merha to examine the Serpent Ankh 400 XP
Entering the shrine cave without permission –300 XP
The cord attached to the trident is unbreakable, and the trident acts as Desecrating the shrine or harming Merha –850 XP
a dancing sword. The axe is a +2 battleaxe. The mace acts as a mace of Overcoming the demoncroc 700 XP
smiting. The boots, armor, and helmet are the boots of Hapy, cuirass of
Locating statuettes inside the demoncroc 700 XP
Hapy, and helm of Hapy. See Appendix E for details on these last three
items, which make up the armor of Hapy. Having Merha consecrate the containers from the demoncroc 300 XP
Notes Th e B lo od i ed M o on
In this chapter, the party departs the village and heads north on the The Bloodied Moon, the second of
Desert Road to the entrance to the Gorge of Osiris. However, a group the Nine Evil Objects, is with Turpur,
of bandits in service to evil waits along the road and ambushes the party the chief of the desert bandits. The
along the way. And there may be a challenge or two to overcome before party may find this object if he is killed
they can enter the gorge itself and discover what lies therein. or captured in the ambush. If not, the
party has the opportunity to pursue the
Areas of Am bus h fleeing bandits and may catch Turpur
before he reaches their lair or at the
As soon as any of the servants of evil in Aartuat became aware of the lair itself (Area B). Since having this
party, they notified the bandits who watch the Desert Road. From that object is essential for the party to have
time on, scouts placed along the road and in the hills north of Aartuat a chance at complete success over
watch for the party’s departure toward the gorge. Unless the characters are Rahotep, you may want to encourage
using magic to hide their travels or if they avoid the lands north of Aartuat pursuit if Turpur escapes. Khonsu may
entirely, they will be seen. The scout then gallops north to alert the other suggest such a course of action, as any
bandits, who lay an ambush for the party. surviving bandits may return later and
Each location on the Area Map of the Gorge of Osiris marked with lay another ambush. But do not feel
an “A” is a potential location of an ambush by the bandits, where the compelled to force the players into any
terrain provides cover so they can hide. Which location the bandits choose action they choose to avoid.
depends on the route the party takes. Needless to say, once the bandits’ Like all of the Nine Evil Objects, the Bloodied Moon feels cold to
ambush is encountered, another ambush at a different location is unlikely the touch and faintly radiates an aura of magic but does not appear
unless the first encounter is indecisive. consecrated or desecrated under the inspection of a detect evil and good
If the party drives off the bandits, the survivors retreat to their lair at spell or a paladin’s Divine Sight. And as is the case with the other Nine
Area B on the map. Evil Objects, it bears the engraved cartouche of Rahotep’s name.
46 | NECROPOLIS
Gen eral Area of th e Gorge of Osiris GM Map
48 | NECROPOLIS
On an ambush by the bandits, read the following: if Turpur, who holds the Bloodied Moon, is with them; otherwise, the sand
devil there will not allow them to pass.
Captured Bandits. If somehow taken alive, Turpur confesses only that
Ambush! Arrows land all about you! Looking up at the rocks, he is a “poor tool of the wicked Shenau,” but if he thinks it means his
you see groups of armed and horsed bandits. Some are reaching life, he finally reveals that “someone in the Temple of Osiris” is in league
for more arrows while others are leveling lances and unsheathing with the magician. To reveal all is certain doom for Turpur, so he speaks
swords and beginning a charge! no further. Hu-benti, on the other hand, is a fanatic. He dies fighting if
possible, rather than surrender. If he is somehow taken alive, he never
speaks freely about any association with the Temple of Osiris. The rest of
After resolving any surprise round, roll initiative and adjudicate the the bandits have occasionally visited the temple, but have been confined
combat. Most of the bandits fire only a volley or two of arrows before to the courtyards and know nothing of either the interior of the temple or
riding into combat; only the desert warriors stay back and attack from those who dwell within. As far as they know, their leader took instructions
a distance for as long as possible. In any case, the bandits are generally from Shenau, the magician of Aartuat.
undisciplined, underestimate the party, and are likely to leap from a Assuming the party has not made enemies of the military contingent
horse and fall upon a prone foe to immediately loot the injured or dead. in Aartuat, they may take any prisoners back to the caravanserai in the
Remember that if the party inflicts substantial losses on the bandits, the village. Lieutenant Hamephat is most pleased that the bandit threat on the
survivors break and flee. road north has been eliminated, and he happily ensures that those captured
are subject to Pharaoh’s justice. The party gains much favor in the eyes of
the local troops and the villagers.
Conclu d ing th e Battle Warning the Temple. If the rover band is defeated and any bandits
Rout. Turpur flees for his life as soon as he sees the battle is going to be escape, those at the Temple of Osiris receive news of this; and they learn
carried by the characters and their allies. He retreats to the protection of of the bandits’ defeat in any event within three days when their absence is
the lair at Area B. Just as certainly as Turpur runs, the rest of his surviving noted. Once alerted to the bandits’ defeat, those in the temple prepare to
band follows. However, the bandits know that they can enter the lair only receive “guests” as further detailed in Chapter 6.
In addition, if the party is here either before an ambush occurs or after C. Approach ing th e Gorge
the return of fleeing bandits, read the following:
The road forks some five miles from Aartuat. One branch heads off to
the east and north, into the desert toward the distant town of Ahur-Ptah.
A leather rope is tied across the mouth of the cave. Within are The other branch heads almost directly west, into a deep valley cut into
a number of horses, unsaddled but sweaty, standing calmly, the rocky hills. Read the following as the party reaches Area C:
munching the dry fodder, and stopping now and then to suck up
water from the nearby pool.
Your path rounds a tall shoulder of rock on your left. Here, the
road forks. One route continues ahead and to your right, into the
Western Caves. The opening on the western wall of the entrance cave desert. But that way leads to oases far from here. Instead, you turn
is low and small, four feet high and three feet across, and winds for 15 toward the other path to your left, and face west. The stony rise
feet. This passage gives onto the gallery cave in which the bandits have you passed forms the southern arm of a deep valley. Some half a
their quarters, and where any survivors from a failed ambush make their mile distant on your right is a similar rise, forming the northern
final stand. The gallery rises to about 20 feet in height, is tapered from arm. Ahead, the two walls of rock close in upon each other, the
10 feet in width at the entrance to 40 feet in the mid-portion, then back ground between narrowing until, in but half a mile, the cliffs are
to about 10 feet at the far western end. It has numerous ledges and niches at best a bowshot apart. A streambed, now dry, runs out from the
along its walls, and the bandits keep their own personal belongings on and valley alongside a faint path leading in. This, you know, is the way
in these places. Two finger-like extensions to the south at the western end to the Gorge of Osiris.
of the area are the private accommodations of the chief bandit, Turpur, and
50 | NECROPOLIS
seek further aid from their allies in the village before they proceed further.
Once the party is ready, they may seek entrance to the gorge either by
skirting the pylon or by passing through it.
Skirting th e Pylon
The party can avoid the encounter with “Anubis” and his minions
within the pylon in several ways:
Climbing Over the Pylon. A character could attempt to climb over
the pylon. Successfully climbing up one side requires 4 successful DC
16 Strength (Athletics) checks. On a failure, the climber falls and takes
3 (1d6) bludgeoning damage per 10 feet fallen. Climbing down the other
side requires three successful DC 16 Strength (Athletics) checks. If a rope
is used, the checks are made against DC 10.
Navigating Around the Pylon. The ground around the pylon is strewn
with broken rocks and perilous, such that anyone attempting to go around
it must make a successful DC 14 Strength (Athletics) or DC 14 Dexterity
(Acrobatics) check, taking 3 (1d6) bludgeoning damage plus 3 (1d6)
slashing damage on a failure. If a character rides a mount, they must make
three successful DC 18 Wisdom (Animal Handling) checks to make it
to the other side of the pylon; on any failure, the mount falls and takes
D. Th e Pylon of th e Duat 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage, and has a
Read the following as the party approaches the end of the valley and the percentage chance of breaking a leg equal to the ratio of the amount of
mouth of the gorge at Area D: damage taken divided by its maximum number of hit points. In addition,
if the mount falls, the rider must make a DC 16 Dexterity (Acrobatics)
check, taking 3 (1d6) bludgeoning damage plus 3 (1d6) slashing damage
As you continue, the cliff walls close in, looming to either side a on a failure.
hundred feet or more above you. Some distance ahead, you can see Flying Over or Teleporting (or Other Interdimensional Travel). The
that the way becomes a narrow, gloomy canyon. But before you, party may use spells such as fly, teleport, or dimension door to reach the
blocking passage through the mouth of the gorge like a stopper, other side of the pylon.
is a square stone building some 125 feet across. Its walls taper However, 3 gloom demons (see Appendix B) are lurking nearby. If the
as they rise 70 feet above you and are covered with bas-relief party uses any means to bypass the pylon, each gloom demon is entitled to
carvings of Osiris, Anubis, and other deities associated with the make a Wisdom (Perception) check at +8 (and without disadvantage, even
Khemitian afterlife, along with a multitude of large pictographs during daylight) to notice the attempt. If any of the checks is successful,
and glyphs, all now faded. all three gloom demons immediately move to attack the party. During
daylight hours, they cast darkness on one or more of the characters and
In the wall facing you is an open entrance, formed by a Khemitian attack while enshrouded in the dark. However, in no event do any of the
arch, with tapering sides and a flat lintel forming a trapezoid about gloom demons attack the crazed priest who believes himself to be Anubis
30 feet across at the bottom, 20 feet high, and 10 feet across the (described below) nor do they enter the pylon.
top.
The dry streambed, strewn with rocks, passes out of the depths
Entering th e Pylon of th e Duat
of the gorge, rounds the left side of the structure, and runs back
behind you the way you entered. While there is space between Read the following if the party elects to enter the pylon:
the canyon walls on either side, the ground is steep, rocky, and
covered in thorn scrub. You could perhaps clamber over this
terrain and go around the tower, but there is no way your mounts You peer into the shadowy tunnel that pierces the massive edifice
could manage the route. east to west. Great plinths are spotted every 20 feet or thereabouts
down its length, their tops supporting stone beams, these lintels
certainly helping to support the tons of stone above. The interior
walls are carved and painted with scenes of Khemit’s afterlife
Any character able to read hieroglyphs or the script writing of Khemit
alongside various hieroglyphs.
note that the glyphs on the pylon’s walls proclaim this to be the Pylon of
the Duat. On a successful DC 12 Intelligence (Religion) check, a character
recalls that the Duat is Osiris’ realm, where the departed dwell much as
they did in Khemit … if they pass the god’s judgment. Further, the path Most of the writing is of a religious nature, but there are also imprecations
proceeds through the pylon from east to west, which reflects the sun’s to those entering, warning that only the dead and those who mourn them
course and the passage from life to death. or come to offer to them may enter without fear of terrible curses.
The Pylon of the Duat marks the transition between the world of
the living and the burial ground within the gorge. One way or the
other, the characters must pass this pylon, the first of the challenges of
the Necropolis before them. As a result, if they are injured or depleted
their magic resources, the party should feel free (and you may wish to
encourage them) to return to Aartuat to regroup, heal their wounds, and
52 | NECROPOLIS
Accompanying this priest are various weretherios, evil animals able to
take human form, which he believes to be as follows:
You are near the mid-point of the long passage through the massive
pylon when a shadowy form appears before you. It has a jackal’s
head and speaks loudly:
Th e Pylon of th e Duat Front
Vi ew Map “Identify yourselves, dead ones, so that I might answer to Osiris in
the Hall of Judgment as to whom I bring into his realms!”
The Gorge of Osiris, his temple, and the many dangers of the Necropolis
now lie before the characters!
54 | NECROPOLIS
Chapter Six . Th e Temple of Osiris
Notes Approach ing th e Temp le
The Temple of Osiris is marked as “Temple” on the Map of the Gorge Once the party passes the pylon, read the following:
of Osiris. By the time the party reaches this location, the characters should
all be at least 8th level, and preferably some are 9th level.
The path from the Pylon of the Duat leads directly to the main entrance You pass beyond the Pylon of the Duat. Before you is an avenue
to the temple, through an avenue of paved stone between two rows of some 20 feet across and 100 feet long, paved with large, hard
statues of great sphinxes. The party has ample reason to investigate this blocks of gneiss or granite, probably meant to last for thousands of
temple and not just pass it by to reach the Necropolis. years. Flanking the avenue to the left and the right are two rows of
If they have been directed here by the Temple of Thoth, the characters painted stone sphinxes, 10 on each side. Each has the typical body
know of this temple, which was dedicated to Osiris. Part of their mission of a lion, but with a different kind of head, and each rests upon
is to find out if servants of that god still hold sway here, and if not, to cast a pedestal, 10 feet deep and tall and five feet wide. You can see
out those defiling this holy place. carvings and hieroglyphs on the front of each pedestal.
Whether or not they are on a mission from the forces of good, the party The nearest sphinx on the left is man-headed and painted green,
may have learned of the existence of unholy relics — the Nine Evil Objects and that on the right is bull-headed and black. Both are in fairly
— that they know they should seek in their quest to defeat Rahotep. And good condition, although the paint is much faded now. The next
they will have learned that while some of those objects may be in the two — again, left and right — have the heads of a gray owl and
tomb, others are thought to be somewhere nearby. If they have already dark-brown jackal.
acquired the Serpent Ankh from Shenau and the Bloodied Moon from
Turpur the bandit, they should certainly be considering the possibility that The eyes of each sphinx are more than just paint. Rather, each
one or more may be within the temple. is a gemstone of some sort, polished serpentine, agate, and so
And in any event, this place may hold treasure just as assuredly as the forth, ranging from green to brown and gray in color, with yellow,
Necropolis beyond, and so is worthy on its own of investigation. amber, and bluish shades, too.
That being said, if the players elect to bypass the temple, the priests Past the rows of sphinxes is a huge structure, some 300 feet across,
therein notice their passage unless the most potent magical means are used with a gate flanked by two towers at the end of the avenue.
to disguise their presence. The priests gather their followers and assail
the party within the Necropolis with force at the earliest point the party
appears vulnerable. They underestimate the party’s strength, however, and Descriptions of the various sphinxes along the avenue are set forth in
do not send their full numbers to the attack. As a result, this foray should the table below. The statues have been skillfully carved from hard, yellow
be enough to inflict substantial injury on, but not defeat, the characters. sandstone. The painting is quite old and hasn’t been renewed for 10 or
Survivors flee to the temple, and a wise party should realize that having more years. The plinth upon which each sphinx rests is carved with a
such a force at their back is not the best tactical position; a return to scene depicting that sphinx accompanying a pharaoh in some sort of
eliminate this threat would seem wise. If not, a further assault occurs later, combat. Hieroglyphs and script writing describe the exploit, but they
with greater numbers. use the term Osiris for the king rather than his actual name. If persistent
The total complement of guards and priests in the temple is substantial, examination of a plinth by one who can read hieroglyphs occurs, however,
and all but a very powerful party would be challenged to defeat all of them the name of the Pharaoh Herkhamose V is discovered with a successful
simultaneously. However, careful players are unlikely to put themselves DC 18 Intelligence (Investigation) check.
in a situation where the full power of the temple can be brought against
them. Moreover, most of the guards and lesser priests are displeased by
their confinement to a minor temple in the middle of nowhere. As a result,
should Setem-nefer and Tcheripep both be slain, the morale of the other Statues Along th e Aven ue of Sp h inxes
residents of the temple almost certainly fails; they try to break off combat
as soon as they can and flee into the desert. Left Side Right Side
As a general matter, the temple does not detect as either consecrated
Sphinx Head Color Sphinx Head Color
or desecrated if a character uses a detect evil or good spell or if a paladin
employs Divine Sense. However, all of Area 7 detects as consecrated; Ibex Orange-tawny Woman White
while it was originally consecrated to Osiris, it is now in fact consecrated Scorpion Black Falcon Golden-yellow
to Set and Sebk. In addition, the entire Underworld Osirium detects as
Vulture Black-brown Goat Red-tan
desecrated, other than the image of the door on the wall at Area U6G that
detects as neither consecrated nor desecrated. Cobra Olive-pale yellow Scarab Red-brown
Nine Evil Objects. One of the Nine Evil Objects, the Cleaver of Set, is Ram Black Crocodile Dark green
with the high priest in the temple, and the Book of Eternity is found on the Heron Blue-gray Baboon Gray-brown
island shrine of the Osirium below. The characters may have previously
acquired the Serpent Ankh and the Bloodied Moon. Wolf Red-brown Frog Bright green
Benefits from Figurines. In many places within the temple, the figurines Hippo Deep gray Ibis Yellow-white
or statuettes from Atmu-thoth-rahat in Aartuat (see Area 5 in Chapter 3) Owl Gray Jackal Rusty brown
may give an advantage or clue to the characters who possess them. In such
Man Green-black Bull Black
situations, that additional information is noted by a Figurines entry.
56 | NECROPOLIS
the Temple of Osiris Cellars and Underworld appear on a page following
this section, just before the corresponding encounter key.
1. Gate
As the party reaches the end of the avenue, read the following. In the
meantime, unless the party is invisible, guards within note their arrival
and notify the priests within the temple.
The closed gates are made of heavy wood studded and bound with
iron, 10 feet across and some 20 feet tall. The two pylon towers are
covered with various hieroglyphs and symbols, and are pierced by
numerous arrow slits, though each appears closed by some inner
covering. Above, where a bridge connects the pylons above the
gate, you see slits and murder holes in the stone.
If the party pauses to read the hieroglyphs on the pylon towers, they
Pro ceed ing D own th e Aven ue find most to be various poems extolling the glories of Osiris and of the
Pharaohs Herkhamose V and Omnubisu I; others are certain prayerful
If the party approaches the temple by proceeding down the avenue, read sayings or tell of various historical events.
the following once they have gone approximately halfway: Within the towers, guards watch the party through spyholes.
As soon as any person acts to gain entry with a call or a knock, or
attempts to open the gate, the doors open and the party may enter. Read
A stern and imposing structure at the end of the avenue is the following:
undoubtedly the Temple of Osiris, but it looks more like a fortress
than a place of divine contemplation. Constructed of enormous
stone blocks precisely fitted together, it is some 300 feet across, With the sound of chains, the tall gates swing inward, and you
its walls 30 feet high and crenellated at the top. At the far left immediately smell growing things and the perfume of flowers! A
and right corners are bartizans rising 10 feet higher still where the narrow walkway through the gatehouse runs uphill some 20 feet,
walls are rounded and splayed. Straight ahead is a 10-foot-wide where it opens into a courtyard. Beyond that is an interior structure
gate flanked by two towers in the shape of pylons, each 60 feet tall of bright marble adorned by gilt and vivid painting on lotus-topped
and covered with heroic scenes in bas-relief depicting the epics columns. No one is in sight.
of the Khemitian deities and of some ancient pharaoh. Beyond
the walls, you see a central edifice of some sort. No windows
pierce the walls, no banner flies, and no person is visible on the The interior ground past the upslope at the entrance is about five to 10
battlements. The gate is closed. feet higher than the terrain outside.
A total of 52 guards are in the temple. While no guards are standing at
the gate (Area 1), 20 are nearby:
• In the bridge above the gate (Area 2) are 2 temple guards and
Avo i d ing th e Aven ue 2 temple guard veterans (see Appendix A).
• In each pylon tower (Area 3) are 5 temple guards, 2 temple
If the characters elect to enter the temple through means other than guard veterans, and a temple guard sergeant (see Appendix
by walking up to the front gate, adjudicate their actions accordingly. A)
The walls are only 30 feet high, so climbing or flying over them is not
particularly difficult. Once characters cross over the wall, however, the In addition, 32 more guards in the temple complex can be called upon:
high priest is alerted to their presence unless the whole party is employing • In each of the four bartizans (Area 20) are 2 temple guards and
a nondetection spell or similar magic. Note also that the temple is a temple guard veteran.
occupied, and residents move from place to place at most hours of the day • 15 temple guards, 4 temple guard veterans, and a temple guard
and night. Sooner rather than later, the priest Tcheripep and the priestesses sergeant are asleep or resting in the third-floor area above the
Hat-shepu and Nekebet (who are usually encountered in Area 4 below) southern Area 24.
approach the party (calling out to them if they are invisible) and speak to
them similarly to that described in Area 4. Any priest or priestess of the temple can command all the guards.
If the party attempts to pass the temple completely as noted under Notes
above, the temple priests gather their followers and assail the party within
the Necropolis with force at the earliest point the party appears vulnerable. 2. U pper Bri d ge
The 2 temple guards and 2 temple guard veterans (see Appendix A
for each) posted in the bridge between the pylon towers bear crossbows.
Temp le of Osiris Main Level Two watch with ready weapons while the other pair operates the gate-
Keyed areas on the temple’s main floor are designated with numbers; opening mechanism — a simple but well-greased system of pulleys and
locations in other parts of the temple have been given letter/number codes. levers — to raise the inner portcullis, withdraw bars, and pull the gates
All area designations beginning with a U are in the Underworld section; inward.
areas with an N or S are in the north or south cellars. The other maps for
58 | NECROPOLIS
3. Steel D o ors A Greeting
If the party continues down the hypostyle, read the following:
These doors block the courtyard entrances to the pylon towers and are
barred from the inside. As noted above, there are 5 temple guards, 2
temple guard veterans, and a temple guard sergeant (see Appendix You continue past the alternating blue and black statues to your
A for each) in each pylon tower. Steep, narrow steps spiral upward left and right. Ahead of you, three figures stand near the end of
within each pylon, with small alcoves with archery slits. The steps lead the hallway. The one in the middle is male, clad in black. The two
to the bridge (Area 2) between the towers, more archery slits, the wall flanking him are women. The one on the left wears a red gown,
battlements, and the roofs that serve as walkways. while the one on the right wears a blue gown. Behind them, the
hall opens into a larger chamber.
4. Hypostyle The man in the center speaks: “If you come to pay homage to
Osiris, outlanders, then you are welcome to advance. But if you
As the party passes through the gatehouse, read the following: carry aggression in your hearts, beware! No enemy can pass by
here.”
As you pass the gatehouse, you see two grassy garden courtyards,
one ahead of you to your left, the other ahead and to your right.
Straight before you and separating the courtyards, up half a dozen Any cleric or other character with knowledge of Khemitian religion
broad stone steps, is a hypostyle hallway, a structure some 30 will be suspicious of the priests’ garb on a successful DC 14 Intelligence
feet wide and 90 feet deep. Palm trees stand to either side of the (Religion) check. Those who serve the gods of Khemit usually wear
open entrance, and two massive stone columns support the lintel. white, or in the case of Osiris, often green.
Beyond, two parallel rows of similar columns support a peaked If the party does not act with hostility to the priests, the one in the
roof over the hallway. Each of the columns is carved to resemble middle speaks to them as follows:
a man or woman, 12 feet tall upon a four-foot stone plinth, each
crowned by a papyrus or lotus. The whole is brightly painted and
gilt, with hieroglyphs, images, and symbols. “My name is Tcheripep, and I am a priest and khenu of this temple.
If such term is unusual to you, it means a prophet or officiating
Near the far end of the hypostyle, you see what appears to be three cleric. Allow me to introduce you to our attendant priestesses.” He
unmoving figures. motions to the priestess in blue and says, “This is Hat-shepu.” He
then motions to the other in red and says, “And this is Nekebet.”
“The approach of outlanders such as yourselves has been foretold
Any player who indicates that their character is listening carefully, on a in the omens. If you would be willing, I would ask your permission
successful DC 18 Wisdom (Perception) check notices a deep droning chant to introduce you to the high priest, the hem-neter-tepi.”
faintly accompanied by reeds and gong off in the distance somewhere.
The three priests await the party’s approach through the hypostyle. If the
party elects to go elsewhere, the priests slowly walk to meet them.
If the party continues up the steps to the hypostyle, read the following: If the party agrees, Tcheripep asks them to follow him to Area 5. He
will not speak of the omens or why the high priest might wish to see
the party, and he says only that the high priest will answer all of their
You see a peaked stone roof overhead that is supported by lintels questions.
resting on columns. At the place where the roof joins the walls,
about 20 feet up, are long, narrow openings for daylight. The floor
is made of dull green marble blocks. The walls and ceiling are
adorned by hieroglyphs, hieratic script, and paintings and frescoes
of heroic scenes, each featuring various gods of the Pharaonic
pantheon and a pharaoh.
Ten brightly painted pillars line each side of the hallway. The first
one to the left is a brightly clothed male holding a blue-and-gilt
spear. His skin has been painted black. Opposite him stands a blue-
skinned female in white robes; she holds a black net and silver
dagger. The columns alternate thus, 10 on each side, for the entire
length of the hallway. Each seems to look directly at you, although
their eyes are plainly nothing more than pigments of white, green,
and black applied to the stone. You can faintly detect floral aromas
under the scent of incense.
“Hail, Chosen Ones of the Duat! We did not know that Osiris
himself had directed you here to his house. The whole of the If, on the other hand, Tcheripep brought them here before meeting with
temple is yours to command!” the high priest, standing before the bronze doors (Area 6) are 8 attendant
priests singing and playing instruments, and 12 novice priests carrying
censers and chanting. In this case, continue reading as follows:
60 | NECROPOLIS
Read the following if the party enters:
A group of priests is here, eight of whom are singing and playing
instruments, and another 12 who hold censers and are chanting.
You can see dim flashes from column-mounted oil lamps. The ceiling of this very large chamber is lost in darkness. As
you enter, light springs suddenly from many eyes within! This
The priest bows before you. “Allow me to alert the high priest that rosy illumination is faint and emanates from the eyes of figures
you are here. You may enjoy the music we play in honor of Great of coiled serpents and hideous monsters hewn into the 12 great
Osiris. I will return shortly.” columns that stand left, right, and ahead.
He bows again, and departs through one of the doors to the north. In the center of the area before you is a large boat with a high
bow and stern, a craft made of reeds in typical Khemitian fashion.
In the dim illumination it is difficult to be certain, but it appears
If the party has not previously dealt with him, the Priest Hu-benti is also to be about mid-sized, 24 feet or so long and about 10 feet wide
present, heading up the group of musicians. amidships. Beyond it to the west is a large block that might be an
The musicians continue to play for some 10 minutes or so. If the party altar.
remains in this chamber and the priests are not interrupted, each character
Various pieces of furniture stand between the columns to either
here is subject to a –1 penalty on all attack rolls, ability checks, and saving
hand; those nearest to you appear to be of religious sorts. The walls
throws for the next 2d6 hours. However, any character who was within the
behind the pillars are in shadows, and there is a deeper darkness
area of effect of a protection from evil and good spell the entire time, or
beyond the west columns. The chamber seems to extend farther in
who is carrying a statuette of Osiris or Horus, is immune to this penalty.
that direction.
If a player whose character speaks ancient Khemitian asks about the
nature of the chant (or if they employ a comprehend languages or tongues
spell), on a successful DC 18 Intelligence (Investigation) roll they notice
that some of the phrases call upon an unnamed god to “weaken the limbs” Between each of the pillars and along the north and south walls are
and “still the tongues” of the enemies of the temple. This is the source small shrines, labeled A through H. Two other shrines are at locations I
of the curse, of course. If asked about this, the priests say that this is a and J, the altar is at K, and the shrine to Osiris is at L. The reed boat is at
standard imprecation against the unworthy in the rituals of this temple. the point marked M. All of these locations are described in further detail
After those 10 minutes pass, Tcheripep returns and escorts the party to below.
Area 14 (north) to meet the high priest. Any character inquiring about the rosy light notes on a successful DC
16 Intelligence (Religion) check that the typical light for the Khemitian
gods of good is white, or sometimes green in the case of Osiris.
6. Bronze D o ors to Duat Hush Effect. Throughout Area 7, only prayers and the like can be heard
normally; due to a permanent enchantment of hush (see Appendix E), all
The relief cast on these large bronze gates shows scenes of the Duat, other sounds (even shouts) are muted and sound as if they are whispers.
the Realm of Osiris. The applicable assembly of clerics set forth in the If the party is here with Setem-nefer, he leads them to the reed boat at
description of Area 5 are nearby. 7M and asks them to climb into the vessel with him. If the party follows,
These doors are too large and thick to batter down, and they are they have little time to examine the other areas of this chamber, though
enchanted to resist physical force. Each is 21 feet high, seven feet wide, you may allow them a DC 15 Wisdom (Perception) check to see some of
and one foot thick. the details of the various shrines. The high priest then operates the boat
and descends with the party to the Osirium (see the description at Area
The following message in hieroglyphs is inscribed upon the doors: 7M below).
If the party becomes hostile, the high priest summons boar demons
(see Appendix B) to his defense from the pillars, as described below.
The Sacred Region of Osiris
can be Entered by
P i llars an d Boar D em ons
His Servants, by the Dead,
The carved creatures on the columns are depictions of the Savage-
or by the Gods Themselves. Faced Servants of Osiris, which a character recognizes on a successful
DC 18 Intelligence (Religion) check. These carvings were originally here
to emphasize the horrors of the Duat’s underworld with which Osiris
Let Others beware Transgression. punished sinners. At that time, mother-of-emerald orbs were inset into
the statues’ eyes, and they acted as portals by which the related servant of
Osiris could enter this world.
7. I nn er Sanctum Since the forces of Set occupied the temple, however, they replaced
the eyes with reddish quartzite, for in that light can evil be manifested.
When the priests of Osiris held sway here, only those dedicated to the The statues now serve as doors to evil realms of the Duat, the Khemitian
Pharaonic pantheon and Osiris in particular were permitted to enter this underworld. While in this chamber, Setem-nefer can, with a bonus action,
chamber. It has, however, been perverted by the forces of evil. Should a summon one boar demon per round, one from each column (to a maximum
character use a detect evil and good spell or if a paladin employs Divine of 12).
Sense, all of Area 7 detects as consecrated; while it was originally
consecrated to Osiris, it is now in fact consecrated to Set and Sebk.
62 | NECROPOLIS
7F. S hrin e of Thoth familiar) is teleported to the cell at Area 26A. On a success, the victim
takes half damage, and neither they nor their items are teleported.
An eight-foot-tall, ibis-headed figure of alabaster towers at this location.
Its headdress is flat and consists of horizontal ram’s horns with a disc set
into a crescent that is flanked by two plumes. The statue holds a quill in 7I. S hrin e of Horus
its left hand and a billet (ink palette) is in its right. A table of ebony wood A nine-foot-tall, owl-headed statue in this shrine is carved of yellow-
between two silver lampstands holds a service of silver vessels, a silver green stone and depicts Horus, the son of Osiris and Isis. Atop its head
mirror, and a silver scroll. is the triple crown of Khemit, and it holds a weapon-like rod in its right
hand and an ankh in its left. No other objects are in the area. (The offertory
7G. S hrin e of An ubis service has been removed.)
Past the reed boat and the columns along the walls demarcating
the side shrines are four more columns flanking a green and black
7L. S hrin e of Osiris
stone altar. Polished smooth, the altar is some three feet wide, The wooden walls of this shrine are elaborately carved with images
seven feet in length, and four feet in height, atop which are a large of Osiris and the Duat, and completely screen the interior from view. A
and shallow dish, a ewer, and a lamp, each apparently carved from length of red cord is twisted around knobs on the two folding doors to the
solid lapis lazuli. wooden shrine to hold them closed. In no event will Setem-nefer permit
The last 25 feet of the north and south walls, as well as the western the party to open the doors if he is able to prevent it.
wall before you, are paneled in a deep mahogany wood. Next to Read the following if the characters untwist the red cord and open the
the paneled walls on your left and right are pairs of silver globes doors to the shrine:
about five feet apart, each atop a four-foot-tall twining metal stand.
Behind the altar against the back wall is a structure of carved When you open the folding doors, you are greeted with an
wood inlaid with mother of pearl and silver that is 20 feet tall, 30 unexpected sight. Instead of a figure of the great Osiris, you see
feet across, and 10 feet deep. Two folding doors are set into the the statue of the grinning crocodile-headed Sebk, an ally of Set! A
center of the wooden structure and allow access to the interior. wave of palpable hatred emanates from the figure and washes over
You expect this is the holy of holies, screening the image of Osiris you. Before your eyes, a magical transformation passes over the
within from all but those worthy enough to pass those doors. horrid idol. It appears to be coming to life!
Two more shrines to gods of Khemit are against the far wall to
either side of the central shrine.
A 10-foot-tall statue of Sebk, the crocodile-headed deity, is within this
wooden shrine. The statue is made of deep green stone and is crowned
Concealed Doors and Traps. Doorways into Areas 8 and 10 are by a pair of flat, wavy-curved ram’s horns topped by two tall plumes of
to either side between the pairs of silver globes, but the paneling black. The figure holds a scepter in its right hand and a red-hued ankh in
conceals both. Discovering the concealed doors requires a successful its left hand.
DC 18 Wisdom (Perception) check. A successful check also reveals the
mechanism to open the door (pressing an inlay in the wood).
Th e S eb k-Go lem Statue
The silver spheres are a trap. They radiate an aura of evocation and
conjuration magic. Anyone other than a priest of this temple who crosses Opening the doors to the shrine animates the statue, transforming it into
between them (which must be done to pass through the concealed doors) a sentient Sebk-golem statue (see Appendix B) with malign power. It
or any who directly or indirectly touch a sphere or its stand is struck by immediately moves to attack any and all it can see. Once in combat, it uses
lightning arcing between them and must make a DC 18 Constitution a bonus action in each of its first two rounds to summon a giant crocodile
saving throw. On a failure, the victim takes 42 (12d6) lightning damage; of Sebk (see Appendix B). It even attacks priests and other residents of
in addition, all non-living material worn or carried is teleported to Area the temple, other than the high priest, who can command the statue to
25 while the individual and all living material worn or carried (such as a return to the shrine.
64 | NECROPOLIS
The concealed door in the north wall is hidden behind a wardrobe this room, Setem-nefer or any priest or priestess can use the mirror to see
whose back opens when a peg is moved upward, and can be discovered and hear all that goes on in either area.
with a successful DC 18 Wisdom (Perception) check. The eastern door, Texts and Items. Most of the written materials are in the ancient
which provides access to this vestry to the priests in Area 9, is unlocked. hieroglyphic form or other ancient writings such as cuneiform; the
majority of the rest are in Khemitian script. Any character able to read
extensively in these forms of writing can gain much knowledge of the
9. Pri ests’ Quarters religions and pantheons of the land, granting proficiency in Khemitian
religion and history but only after 1d4 + 2 weeks of careful study.
The door on the south wall consists of heavy hardwood and is bronze-
The curios are primarily figurines of foreign deities and offertory
bound. It has hieroglyphic writing on the side facing the corridor that
pieces, worth perhaps 2,000 gp to the right purchaser. A small gong of
translates to “Abode of the Prophets.” It is not locked and opens easily.
brass slightly radiates an aura of magic. (Its only purpose is to sound
Beyond is a long, very gloomy chamber. These are the chambers of 2
an alarm if the northern door to the high priest’s chamber at Area 11 is
priests of Set (see Appendix A), each a khenu, who officiate at ceremonies
disturbed, as described below.) Of course, all of this is the property of the
when Setem-nefer does not. They are quartered here when they are not out
Temple of Osiris and should be left or returned to that temple.
on some mission elsewhere.
This room is divided into two sections, which are nearly identical.
Each is furnished with a large bed, a stand with a lamp, a wardrobe (with 11. S etem-n efer’s Ch am b ers
clerical garments), and a table with chairs. Each table holds another lamp,
plus some fresh fruits and a jug of date wine. The heavy hardwood door on the north wall is bronze-bound and locked.
Various arms are displayed on the walls, along with painted figures of The lock can be opened with a DC 18 Dexterity check with thieves’ tools.
deities. The latter have been defaced, with some painted over to show The door can also be barred from the inside. If barred, a DC 25 Strength
Sebk or Set. There are two small shrines as well: one in honor of Set and check can smash the door open enough to allow removal of the bar.
the other favoring Aapep, the dragon-serpent who is allied to Set. Extensive hieroglyphs cover the door. If read by one who understands the
Chests and boxes hold unholy religious texts on papyri, along with script, they describe the room beyond as the “Inviolate Abode of the Chief
various material components. There will be from 200–500 gp value of God Servant” and admonish the reader never to disturb such a person
such things in both places. If you like, allow a 10% chance for some unnecessarily. There follow various traditional texts of Khemitian prayers
magical weapon or piece of armor/shield, and 20% for some papyri or for the dead. If any further text is read, however, an enchantment causes
magical elixirs. the light in the chamber within to change its hue and the gong in Area 10
Keys. There are also 24 keys of various sorts hanging in these two to sound. In addition, a glyph of warding of explosive runes is triggered,
rooms. They open a variety of the locks in the temple, some of which are causing any creature within 20 feet to make a DC 18 Dexterity saving
noted throughout this adventure. Feel free to add other locks if you enjoy throw, taking 40 (9d8) cold damage on a failure or half as much on a
such complications. success. The glyph can be noted with a successful DC 18 Intelligence
(Investigation) check and removed with a DC 18 dispel magic.
If the adventurers get into the Temple of Osiris by means other than
10. Temp le Li brary those anticipated, they find the high priest as well as the two priestesses
Hat-shepu and Nekebet here if they have not been previously encountered.
This room is 20 feet square and is illuminated by four crystal spheres
The whole apartment is about 40 feet east to west and 20 feet north to
suspended in silver chain mesh from the ceiling, each of which glows with
south. It is illuminated dimly by a soft, rosy glow that seems to come from
the light of a continual flame spell. Piles of papyri, parchment scrolls and
the ceiling 15 feet above. The western section of the chamber contains an
books, vellum tomes, clay tablets, and even some metal plates engraved
ebony table and four chairs all inlayed with ivory and bits of gold, two
with strange writings are on various small tables and in cases on the walls.
couches, various cabinets and small stands, and the arms and armor of the
A few curios and items of religious nature are in or on the cases and
occupants. Choice viands, ewers of wine, and delicacies are placed here
shelving. Several comfortable chairs have been placed about the room.
and there. The freshly painted walls show ancient scenes of the pantheon,
The walls of the chamber are plastered stone, with frescos on the west
scenes that leave in doubt the outcome of struggles and acts in which the
wall. The other walls are covered by a mirror, the various cases, and wall
benign deities are opposed to the forces of Set. Malign religious papyri and
hangings.
adornments are stored in various places throughout the room. The nature
The eastern door to Area 11 is constructed of heavy hardwood with the
of the written texts is also ambiguous. At your option, 1d4 magical items
typical bronze reinforcements, and is unlocked and swings inward with
of moderate power are also located here. (Plundering this stuff is perfectly
a little shove. The southern door is concealed, hidden by shelving that
just and correct!) The eastern 15 feet of the apartment is partitioned into
swings inward. Faint marks are on the floor where the pivoting door has
a semi-private area that can be entered through an archway masked by
slightly scraped the stone, which can be discovered with a successful DC
strands of colorful beads. This section has a large bed, a big wardrobe,
16 Wisdom (Perception) check.
chests of drawers, a cabinet, and three coffers of moderately large size.
In addition, a secret door is also in the west wall, which is covered
Personal items belonging to Setem-nefer and the priestesses are herein,
with frescoes depicting various scenes of the Duat. The door and the
including 2,000 gp in jewelry. The murals in this area are explicit and
opening mechanism are well concealed and can be discovered only with a
lascivious in the extreme.
successful DC 18 Wisdom (Perception) check. If the check is successful,
a very slight seam in the wall is noted, as well as a place where a black
column drawn on the fresco is revealed to actually be a thin slot. The door 12. Guest Ch am b ers
opens if the Cleaver of Set is placed in the slot. If inserted with the point
up, the door pivots to the right to reveal the passage left to Area 26. If the These two rooms are next to each other between Areas 13 and 14 on
cleaver is inserted with the point down, the door pivots to the left to reveal the north side of the temple. They are identical for all practical purposes.
the passage right to Area 25. A knock or dispel magic spell opens the door Each of the doors opening on the corridor is of heavy hardwood with
(to a randomly chosen direction, left or right) only if the caster makes a bronze and unlocked. They open inward with ease. Beyond each is a
successful DC 16 ability check using their spellcasting ability. Otherwise, nearly identical bedroom that is clean, whitewashed, and decorated with
the door can be smashed down, but it is immune to all damage other than scenes typical of a place dedicated to Osiris. A woven mat is on each floor,
bludgeoning, is AC 17, has a damage threshold of 3, and has 75 hit points. with a large and comfortable bed with a stand next to it, a small table
Mirror. The mirror is a scrying device connected to a pair of mirrors in with a pair of chairs, an ambry, a small table against one wall with a bowl
each of the chambers designated Area 12. By use of a command word in beneath a mirror, and a shelved cabinet. Visiting clerics would be lodged
66 | NECROPOLIS
The appearance of the party in the temple presents a double opportunity place is the living quarters of one of the Pure (female nominative), which
to Setem-nefer. First, their sacrifice will be the greatest offering to Set the refers to the attendant priestesses (see Appendix A). The priestesses are
high priest has ever accomplished. Second, he believes that the party’s rarely found in these chambers. The walls are whitewashed and adorned
removal would eliminate a direct threat to Rahotep’s plan to return. by murals of typical temple scenes and writing of a religious nature. Each
Unfortunately for him, poor Setem has not been given knowledge of all chamber measures 10 feet by 20 feet and contains a small bed, a stand, a
of the requirements for Rahotep’s ascension — in fact, only those who table and chair, a wardrobe, and a small trunk for seating/storage. Stored
can overcome the high priest can bring Rahotep the Nine Evil Objects he in each chamber are writing materials, robes and garments, and some
requires to rise as Unmortal. In his arrogance, the possibility has never small amount of money and jewelry (100–600 gp per room.)
occurred to Setem-nefer that he is nothing more than a test, a servant to be
sacrificed to determine the worthiness of those who would enter Rahotep’s
tomb. 17. Temp le Offices
Setem-nefer himself carries the Cleaver of Set, one of the Nine Evil
There are two of these rooms, one on the north side of the temple, and
Objects. It hangs from the belt at his waist as if it were a ceremonial
one on the south. They are identical for all practical purposes.
instrument or perhaps a weapon. Like all of the Nine Evil Objects, the
The doors to these areas are heavy wood bound with bronze and have
Cleaver of Set feels cold to the touch and faintly radiates an aura of magic,
been seldom opened in years, so their hinges creak when opening. The
but it does not appear consecrated or desecrated under the inspection of
interiors, 25 feet by 30 feet, are disused and dusty, with a variety of tables,
a detect evil and good spell or a paladin’s Divine Sight. And as is the
chairs, desks, and shelves. Barred windows facing east admit light and air.
case with the other Nine Evil Objects, it bears the engraved cartouche of
A narrow flight of stairs along one wall leads upward.
Rahotep’s name. In addition, it also works as a key that unlocks the door
These chambers were originally the offices of the temple’s clerk-
to the high priest’s secret rooms.
scriveners and minor ecclesiastical officials. The rooms are now disused
Stairs Up. This room is the first level of a three-story structure. The
and dusty. If the characters need anything in the way of writing supplies,
two floors above have chambers the same size as this one that are accessed
they find plenty here! Such papyri as remain are all logs and records of the
by staircases along the east walls. Ten-foot-wide archways in the west
holdings of the temple, which once — before the coming of Rahotep, and
walls in the corner closest to the centerline of the temple open into the
for many centuries thereafter — controlled thousands of head of livestock
second- and third-floor chambers and lead to 60-foot-long corridors that
and hundreds of peasants, and collected tolls and taxes over the nearby
head west. Off of each of these corridors are three rooms, each about 20
village and for miles around. It would take hours to read all that is here,
feet wide and 40 feet deep.
and absolutely nothing of interest will be discovered.
These upper spaces are for classes, study, meditation, and additional
The staircases lead up to rooms of the same dimensions as these that
living space (unneeded for many years now). During the average day,
were originally used as storage, though nothing but dust and debris
there might be some activity on the second level. The balcony (Area 17A)
remains. There is also a door to the second floor of Area 14 and a door
connects to the second-story chamber. The uppermost level is disused and
over the courtyard marked on the map with a C to access the balcony
neglected. Because of this, no maps are given herein for these (and other)
(Area 17A).
upper floors, but you might add them and develop additional material as
you desire. Novice priests (see Appendix A) could be housed upstairs,
for example, and their current quarters (Area 18) could be changed to 17A. Portico an d Balconi es
those of regular soldiers or guards.
A 12-foot-high portico supported by painted and gilt columns runs
around much of the interior of the temple. It covers the entirety of the
15. Fore-Bui ld ing Ro om courtyard marked with a C between Areas 17 and 18, runs the length of
the cells at Areas 19 and 21, and is over the entrances to Areas 15 and 18.
There are two of these rooms, one on the north side of the temple, and Other than over the courtyard at C, the portico is about eight feet wide.
one on the south. They are identical for all practical purposes. The roof of the portico is flat and forms a balcony with a low iron railing
Each of these is a rectangular room with plastered and whitewashed that can be accessed from the upper floors of Areas 15, 17, and 18.
walls decorated with typical Khemitian scenes. Long, horizontal windows
set with bars high up on the north and south walls admit air and light. In
days past, these chambers were used as informal activity halls, council 18. Guard Ro om
rooms, and side salons for large events in either of the grand halls. Musical
There are two of these rooms, one on the north side of the temple, and
performances were often done in these areas, and the Set-worshiping
one on the south. They are identical for all practical purposes.
musicians of the temple, instrumentalists and singers alike, practice here
The doors to these rooms are heavy and bronze-bound but swing
still. The 20-foot-high ceilings and uncluttered space give these rooms
inward silently on well-greased hinges. The interior is 25 feet square, with
excellent acoustics.
narrow, barred windows. A staircase up is set in one wall. These spaces are
Along the eastern wall of each room, open staircases lead to a
now the quarters for 12 novice priests.
balcony that overlooks the chamber and provides an excellent view of
The first floor serves as a guardroom, refectory, and lounge. In each
performances below. A door at the end of the balcony leads to the exterior
of these lower chambers are two chairs and a desk table beside a long
balcony (Area 17A).
dining board with benches, plus a gaming table for draughts, senet,
Depending on the time of day or night, the following may be present in
backgammon, chess, and the like. Upstairs are pallets, pegs for clothing,
these rooms: 2–4 attendant priestesses (which may include either Hat-
garments, shields, armor, and various weapons. Each novice priest has his
shepu or Nekebet, or both), 6–8 attendant priests, or 9–16 novice priests
own small chest that contains unremarkable personal effects and 10–60 sp
(see Appendix A for each).
in small-value coins. In addition, doors in the north and south wall of the
upper floor lead to the exterior balcony (Area 17), and a third door leads
16. Quarters of “Th e Pure“ to the wall battlements via a short stairway.
At any time, it is likely that four novice priests are in the lower chamber,
Four of these chambers are next to each other between Areas 13 and 14 four are asleep in the upper chamber, and the remaining four are elsewhere
on the south side of the temple. Each is identical for all practical purposes. on duty in the temple. Unless the temple has been cleared, there is usually
The door to each of these rooms is of wood and opens inward to the much coming and going in these chambers.
south and west. Above each door is a hieroglyph announcing that this
68 | NECROPOLIS
If they proceed, continue reading as follows: Anyone impaled by a spike remains where they were and is treated as
restrained. The spikes are locked in the down position and can be lifted
(thus freeing the victim) only with a successful DC 21 Strength check.
The stairway descends about 15 feet, where it opens into a square Since the stairway is only two feet wide, the spikes make it impassable
chamber about three paces per side, with a ceiling barely high to any but an unarmored, unencumbered, and very thin individual (use
enough to stand, and with a large niche filled with objects in each your discretion). Even in that case, anyone attempting the stairs has to
wall. squeeze through which reduces their movement rate to one-tenth normal.
Once the last spike falls, the ceiling begins to drop. It takes 10 rounds
(one minute) before it reaches the floor. The block consists of solid
Note: If any character triggered the enchanted spheres in Area 7 and granite, weighs over 150 tons, and is accordingly extremely difficult to
failed their saving throw, their non-living possessions are found here in a stop. Use your discretion in adjudicating methods the players may attempt
heap in the center of the floor. to prevent its descent. Anyone still in the chamber when the block reaches
Various treasures are held in the niches set in each of the walls of this the floor is crushed and dead, and anything not in a niche is almost
little room, as described below. However, each niche also holds a figurine certainly destroyed. (Note that the niches aren’t large enough to hold even
(marked below with an asterisk) that radiates an aura of conjuration a halfling.) Though normal physical means of leaving the chamber are
magic. Removing a figurine from its niche summons a creature of the blocked by the spikes, any number of other methods of departure should
same form as the figurine (a lesser serpent, a monster, a demon, or a fiend) be available (misty step, teleport, gaseous form, reduce, etc.).
that appears in Area 10 one minute after the figurine is removed. For the The block remains dropped for five minutes, after which it ascends
details of each type of summoned creature, see Appendix B. If the party automatically. Once it reaches the top, each of the spikes also rises,
exits into Area 10, the summoned creatures immediately attack. If the starting with the lowest step, until all are back in position. It takes a further
party instead seeks to exit via the secret door to Area 7 or the secret doors 10 minutes for the trap to reset. During this time, the trap cannot be re-
to the outside, the creatures follow the party (as they are able to open the triggered. While this delay is not apparent, carefully listening at the walls
secret door to Area 10) and attack either in Area 26A or 26B or after the in this area (requiring a successful DC 15 Wisdom [Perception] check)
party exits to Area 7. reveals the sound of some sort of moving mechanism within the stone,
which continues until the trap resets.
Trap
North Recess
This staircase and the chamber below are subject to a particularly
insidious trap. Characters who search carefully may notice the following: This recess contains:
• In the center of each step is a small chip in the stone, as if • 10 bags (each containing 1,000 gp in gold and silver coins)
something struck there. Note that the holes from which the • 250 copper ingots, each of 1-pound weight and worth 10 gp
spikes descend are concealed by permanent illusions that match • 1 coffer, containing jewelry (total value 2,000 gp)
the stone; they can be discovered only by detect magic (which • 1 black serpent figurine, about 12 inches long, ruby-studded*
reveals magic at the location of each hole), true seeing or similar
magic, or by physically inspecting the ceiling (which reveals the Glyph of Warding. A glyph of warding is written on the back of this
concealed holes). recess. If any of the items in this recess are moved, the glyph is triggered
• There is a very slight seam around the floor of the room where it and casts a dispel magic that affects the closest person to the niche. It
meets the wall, which suggests they may not be fully connected. targets spells that have been cast on such individuals first. If there is more
• Similarly, there is a very slight seam around the ceiling of the than one such spell (such as a fly spell and invisibility, for example),
room where it meets the wall. This is noted only if someone randomly choose which spell is affected. Needless to say, dispelling a fly
uses a fly or levitate spell to investigate the ceiling closely. results in the victim falling to the ground, which triggers the trap in the
• A number of vertical scratches are found at various points along stairway and this chamber.
the walls.
South Recess
If a player asks to check for traps, ask them where they are looking.
If they search an appropriate location, the information above is revealed This recess contains:
on a successful DC 18 Wisdom (Perception) check. There is no way to • Potions of heroism, superior healing, clairvoyance,
disarm the trap, but if no one touches the floor of the chamber (using, invulnerability, gaseous form, and flying
for example, a fly spell to navigate the room), it will not be triggered. Of • 3 jars of restorative ointment
course, the glyph of warding in the north recess may adversely affect the • 4 amulets: amulet of proof against detection and location,
use of such means. amulet of health, amulet of natural armor (see Appendix E),
As soon as anyone touches the floor of the chamber, the trap is triggered and medallion of thought
unless a word of power (known only to Setem-nefer) is spoken. A three- • 3 talismans: brooch of shielding, scarab of protection, and stone
inch-wide steel spike plunges from the ceiling and strikes the floor at the of bad luck (–2 penalty to ability checks and saving throws;
topmost step of the stairway into the chamber. One second later, a second cannot discard without use of remove curse spell)
spike plunges down into the next lower step; a second later, another one • 1 white monster figurine, about 12 inches high, diamond-
drops on the third step down; and so forth, until one strikes each step. studded*
Anyone on a step when a spike descends must make a DC 20 Dexterity
saving throw or take 28 (8d6) piercing damage and be impaled on the
West Recess
spike. On a successful save, the character takes no damage and is moved
to a space without a spike. For the first spike, the character may choose to This recess contains:
move back up the small corridor, or farther down the stairs. After the first • 12 scrolls of papyrus, each containing a randomly determined
spike falls, only movement down is possible. If those on the stairs do not cleric or wizard spell.
start moving into the chamber, the stairway will be crowded, and saves
thereafter are made with disadvantage.
70 | NECROPOLIS
Temp le Cellars Map
You might also wish to add various items of clutter to the cellar areas
S2. Lo cked Ro om
for dressing. For example, barrels, crates, and boxes may be stacked along
the walls, old furniture might be piled up in a corner, and low-quality The best wines and kegs of beer are stored here even now. A few dozen
weapons might be stored in one or another of these chambers. A few bottles of excellent spirits are also here. This lock is fairly simple (opened
spiders and rats might be in order, too. with a successful DC 12 Dexterity check with thieves’ tools), unless Key
The doors here are fairly solid and strong but can be battered open with #16 (from Area 9) is used.
sufficient force. The door to Area S3, though, where service pieces of
gold and silver are stored, is twice as strong as the others.
S3. Lo cked Ro om
South Cellar The door to this room is locked and is very heavy and bound with
bronze. Unless Key #19 from Area 9 is used, the lock can be picked with
The stairs lead down about 20 feet to the center of a lightless hallway, a successful DC 18 Dexterity check with thieves’ tools, or the door can
some 60 feet long and 15 feet wide. Cressets for holding torches are set at be bashed down with a successful DC 24 Strength check. Banquet service
intervals in the walls, but no torches are there now. Keys to locked cellar pieces used for grand functions are kept inside this room. The pieces are
areas can be found upstairs in Area 9. sufficient to serve a score of noble diners and twice as many guests of
Note that the tunnel from Area 26A comes out near the west end of this lesser status, and are valued at about 10,000 gp as they are.
hallway. If the characters did not enter the cellars this way, then a stone
block hides the tunnel from view.
S4. Lo cked Ro om
S1. Lo cked Ro om Key #11 (from Area 9) fits the lock on this storeroom, where porcelain
and pottery service pieces are kept. Alternatively, the lock can be picked
Key #2 (from Area 9) opens the door to this storage chamber, which is with a successful DC 16 Dexterity check with thieves’ tools, or the door
vacant. It is used to keep prisoners for sacrifice or valuable goods in transit can be bashed down with a successful DC 20 Strength check.
when the smuggling caravan stops for a time at the temple. If the party If the party seems to be underpowered, you may have a helpful NPC
members are physically captured, they are stripped and locked in this held here who is intended to be a sacrifice for Set. A skilled rogue or cleric
chamber. The door can be battered open with a successful DC 20 Strength might be in order — someone who has some knowledge of the layout of
check. Picking the lock requires a successful DC 18 Dexterity check, but the temple.
if made without thieves’ tools, the check is made with disadvantage.
The door to this chamber is unlocked. This is a root cellar and grain
room for long-term storage. Th e Osiri um an d En virons Notes
These caverns and rooms can be entered only via the reed boat at Area
N3. Lo cked Ro om 7M. The party likely has come to this vessel by one of these means:
Key #24 (from Area 9) opens the door to this room where the panoply • The party may have been captured, bound, and carried there as
used in processions to honor Osiris are stored. The lock can also be picked captives for sacrifice. In this case, High Priest Setem-nefer is
with a successful DC 14 Dexterity check with thieves’ tools, or the door present and controlling the reed boat.
can be bashed down with a successful DC 18 Strength check. The area is • The party may have agreed to assist Setem-nefer in attempting
now dusty, musty, and obviously disused. There are pennons on staves, to cleanse the Osirium of the evil he claims has infiltrated the
palanquins, standards, and the parts of a processional chariot here. Dirty level.
and broken musical instruments (drums, bells, sistrums, and the like) have • The party may have learned of the purpose of the reed boat by
been cast into odd corners. interrogating a captured priest.
72 | NECROPOLIS
Th e Un derworld Osiri um Map
If the party carries no light sources and does not possess darkvision,
they see nothing, of course. Assuming that is not the case, continue with
the following:
74 | NECROPOLIS
There is no incline here, and the widening waterway slows the current of each wall. Taken together, the murals depict the passage that the sun
considerably. The depth also increases rapidly from 10 to 40 feet, as (represented by the god Ra) follows each night and that the dead follow
shown on the map. It takes about one minute for the boat to drift from the on their way to the afterlife. The images proceed from the west, where the
point on the map marked U3 to the point marked U4. north and south murals depict the beginning of the journey, all the way to
Allow each character a DC 14 Wisdom (Perception) check as they the wall on the east side, which shows the judgment of the deceased in
move between Area U3 and Area U4. On a success, they note large, dark the Halls of Truth and the Field of Reeds, the holy afterlife. This fact can
shapes moving in the water, giving rise to swirls on the surface. be discerned by anyone with knowledge of the Khemitian religion who
If the party takes no action to change the direction of the boat, the makes a successful DC 14 Intelligence (Religion) check.
creatures at Area U4 do not attack, and the boat continues straight until it All of the murals in this area strongly radiate auras of magic, of
stops at Area U7. On the other hand, if they do change the boat’s course, conjuration, transmutation, evocation, and abjuration. In addition, the
see the results described in Area U4. murals detect as desecrated to a detect evil and good spell or a paladin’s
Divine Sense, with one exception: The door at Area U6G is neither
consecrated nor desecrated.
U4. Lurking M onsters
The water here is fully 40 feet deep. About 10 feet below the surface, U6A. Th e Western Horizon an d th e
four underwater openings lead to caves that serve as lairs for four
Waters of Osiris
hippodilemons (see Appendix B). These caves are mostly filled with
water, though there is perhaps three or four feet of an air pocket at the top In the center of this panel is the painted image of a door, its lintel
of each. Nothing of interest is in these caves other than a fair bit of bones adorned with hieroglyphs. To the right of the door is the setting sun, over
sunk to the floor; the priests collected any items of value from previous a desert and mountains, with images of people making their way across
victims. the sands amid scorpions and other desert beasts. To the left of the door,
Alerted by the sound of the reed boat plunging into the water at Area open water is shown, with a great boat holding a pharaoh and his servants
U1, the hippodilemons are just beneath the surface circling around Area as sea monsters swim around the boat.
U4, waiting for the boat to arrive. Hieroglyphs cover the walls here as well. If a character can read them,
The monsters do not attack if Setem-nefer is in the vessel or if the boat they are prayers for protection against the creatures shown, as well as the
moves down the middle of the passage directly to Area U7. As noted names of the gods of the waters and desert. The glyphs over the door read:
above, a character watching the water notices dark shapes moving in the
water and perhaps the head of something large just breaking the surface
on a successful DC 14 Wisdom (Perception) check. All of right spirit shall pass with Ra to the Waters of Osiris.
However, if the party causes the reed boat to stop or change direction
while in Area U4, or if they go anywhere in Area U5 other than directly
to Area U7, the creatures attack those on the boat, rushing through the
These murals radiate auras of strong magic as well as desecration, as
water, jaws agape. A hippodilemon flees to its lair if reduced to below
they have been altered by the forces of Set. Anyone who touches the mural
25% of its hit points.
to the right of the doorway must make a successful DC 20 Constitution
Figurines. Apply the following if anyone in the party carries one of the
saving throw or take 10 (3d6) fire damage and take one level of exhaustion.
figurines listed below:
The lungs of anyone who touches the mural to the left of the doorway are
Crocodile Figurine (from the Sebk-golem idol, in Area 7K). A person
filled with water, and they must make a successful DC 20 Constitution
carrying this amulet gains a +3 bonus on attack rolls and damage against
saving throw or drop to 0 hit points. Anyone who touches the door must
the hippodilemons. If in the water, the possessor can move as if a
make a successful DC 20 Wisdom saving throw or be drawn through the
swimming crocodile and does not need air for up to five rounds.
door (randomly choose left or right). Their figure appears in the mural
Horus or Chons Figurine. A person carrying this figurine gains the
on the applicable side of the door. Tell the player that they are now in
following bonuses to weapon use: any and all weapons used are treated as
the Duat and that they see the door they came through beginning to fade.
magical and so can affect the hippodilemons; and the possessor gains a +2
If they immediately say they are trying to return through the door, they
bonus on attack rolls and damage against the hippodilemons when using a
may do so if they make a successful DC 10 Wisdom saving throw. If the
spear, trident, harpoon, or similar weapon.
save fails or if the player indicates that their character does not seek to
Amemt, Mert, Osiris, or Tuart Figurine. If any character has such a
return, they are now in the Duat. Absent an ability to travel the planes,
statuette, the hippodilemons cannot upset the reed boat.
they remain there.
In the center of this panel is the painted image of a door, its lintel In the center of this panel is the painted image of a door, its lintel
adorned with hieroglyphs. To the right of the door is a great desert with adorned with hieroglyphs. To the right of the door is a green land, with
many rocky outcrops, with a boat in the shape of a snake upon it being the sun rising over it. To the left of the door is an image of the Stygian
dragged through the sands by rows and rows of people. More empty desert River, with crocodiles swimming in its waters and people on boats and in
is to the left of the door, and a hawk-like creature hovers in the sky. the lands around.
Hieroglyphs cover the walls here as well. If a character can read them, Hieroglyphs cover the walls here as well. If a character can read them,
they are prayers for protection against thirst and heat and for passage they are prayers for the rising of the sun, for the growth of the green earth,
through a realm, as well as the names of certain gods of the desert. The and the names of the Stygian River gods. The glyphs over the door read:
glyphs over the door read:
See Now, the Sun Rises Again from Darkness, and Life Fills
The Sands of Seker and its Labyrinth Must be Passed by the the Great River.
Devout on a Desert Boat.
76 | NECROPOLIS
These murals radiate auras of strong magic as well as desecration, as the left of the door is an image of Osiris and various other gods, with a
they have been altered by the forces of Set. Anyone who touches the mural pharaoh before them. In between are the scales weighing the pharaoh’s
to the right of the doorway must make a successful DC 20 Constitution soul against the feather of Maat.
saving throw or take 17 (5d6) fire damage. Anyone who touches the mural Hieroglyphs cover the walls here as well. If a character can read them,
to the left of the doorway must make a successful DC 20 Wisdom saving they are various prayers for responding to the queries of the gods. The
throw or take 17 (5d6) slashing damage. Anyone who touches the door glyphs over the door read:
must make a successful DC 20 Wisdom saving throw or be drawn through
the door (randomly choose left or right). Their figure appears in the mural
on the applicable side of the door. Tell the player that they are now in the If Your Soul Passes Judgment, the Field of Reeds Awaits.
Duat and that they see the door they came through beginning to fade. If
they immediately say they are trying to return through the door, they may
do so if they make a successful DC 10 Wisdom saving throw. If the save The murals to the left and the right of the door radiate auras of strong
fails or if the player indicates their character does not seek to return, they magic as well as desecration, as they have been altered by the forces of
are now in the Duat. Absent an ability to travel the planes, they remain Set. The door, however, while it does radiate an aura of magic, does not
there. detect as consecrated or as desecrated under a detect evil and good spell
or a paladin’s Divine Sight.
U6G. Th e H alls of Truth an d th e Anyone who touches any part of the mural other than the doorway
must make a successful DC 20 Constitution saving throw or take 28 (8d6)
Fi eld of Reeds necrotic damage.
If a person who does not possess a figurine of a Khemitian god touches
In the center of this panel is the painted image of a door, its lintel the doorway, the character is transported onto a giant extradimensional
adorned with hieroglyphs. To the right of the door is a landscape of senet board (see below).
bountiful fields, clearly the Field of Reeds of the Khemitian afterlife. To
78 | NECROPOLIS
Read the following as the party crosses the columns:
You walk between the columns that are carved to depict the horrors
of the Duat under the dominion of Set, and you feel your stomach
lurch as if you had fallen suddenly. There is no heat, but instead
cold and wind. Though you still see the inside of the Osirium, it
now looks like a shadow, as if you are now in two places at once.
You also see that you are on a wide, blasted plain of bare rock
with a black sun hanging huge in an ochre sky. The shadows of
the pillars and the sarcophagus remain, but the statue you had seen
is gone. In its stead is a jet-black stone pylon, some eight feet
tall, with hieroglyphs glowing brilliant purple. The surface of the
pylon is uneven, as if it has some sort of indentations or carvings
in various places.
But you have no more time to consider this as a roar fills your ears.
You turn your head to see a horrific serpent behind you, not 50 feet
away. Its body is like a snake’s, but more than 60 feet long and
four feet thick, with a head resembling a cross between a snake
and a crocodile, with long front fangs and rows of lesser teeth
These hieroglyphs are prayers and warnings announcing that only those besides. Set along the middle third of its body are three pairs of
who are the beloved of Osiris may go farther. As the characters approach, legs, and wings rise up behind it. It rushes to the attack!
the ugly purple light alters, becoming a red-lilac glow of much greater
luminosity. If the party proceeds without delay, they all receive a blessing
from Osiris, granting them a +1 bonus to attack rolls, saving throws,
and ability checks (which stack with any other bonuses they may have) Begin combat immediately by rolling initiative. Defeating the serpent
for so long as the character remains on the island (including its parallel should be a challenge for even strong parties, but doing so will not remove
dimension as described below). If the party delays, in your judgment, then the desecration upon the Osirium. Rather, the key is the black pylon where
no such benefit is obtained: Osiris honors only the brave. the statue of Osiris once sat.
If he is present, Setem-nefer explains that the haze amid the columns If Setem-nefer is present and sees that the party is likely to defeat the
is the curse placed on the Osirium and that it can be removed only by serpent, or that any party members are attempting to flee past the pillars,
those who enter between the columns. He will not cross the columns, or that the party inserts a figurine onto the pylon, he joins combat. The
however, except in the circumstances discussed below. If challenged or sacrifice to Set must be assured! If he has time, he casts antilife shell on
threatened, the high priest uses his talisman of recall (see Appendix E) to himself first before he crosses the pillars. If the serpent is badly hurt, he
return to the temple, leaving the party stranded (unless they have means of casts heal on it from his scroll as soon as he walks onto the island, and the
controlling the reed boat or find the exit at the ledge in Area U13). next round casts circle of death on the party.
If Setem-nefer brought the party here as prisoners, he has them unbound The Pylon. The indentations in the pylon are reverse images of various
and thrown past the columns to their fate. deity figurines, including those sold by Atmu-thoth-rahat in Aartuat.
This is obvious to anyone who possesses such a figurine and looks
closely at the pylon. Each round a character searches the pylon, they
U9. Th e Islan d of Co lumns find the indentation that matches their figurine with a successful DC 12
Intelligence (Investigation) check. Allow such a search as a bonus action
An island some six feet above the water awaits beyond the second flight if the character does not move more than five feet from the pylon. If any
of steps. It is 50 feet square, and 20 great columns hedge its verge on all character takes their figurine and sets it in the proper indentation, it sticks
four sides. Those columns depict horrible, bloody scenes from the realms there and some of the glowing hieroglyphs darken. Once this is done
of the Duat under the sway of Set. for all of the figurines possessed by the party (and it doesn’t matter who
This place was once the jewel of this underground Osirium. There, places the figurines), the last hieroglyphs darken and the pylon shatters
amid the columns, was the statue and sarcophagus of Osiris. Then the into a thousand fragments. With a howl from the serpent, the two worlds
main temple above fell into near-disuse, and the servants of Set crept in, separate, and the party is back on the island in the world of the living.
posing as returning faithful of their own deity’s great enemy. They came Once the pylon shatters, the desecration of the Osirium is lifted, though
and pulled up the statue and threw it into the underground pool beyond it is not reconsecrated. To do that, the statue of Osiris in the pool beyond
Area U13. They then brought a dark realm of the Duat close, a place Area U13 must be returned to Area U9. If Setem-nefer is still alive,
sacred to Set, so that this island would be in both the living world and the he uses his talisman to return to the temple. Amid the wreckage of the
world of the dead. When sacrifices cross the threshold of the columns, a pylon, the party easily finds their original figurines, all undamaged, as
Serpent of the Duat (see Appendix B) is there to ensure Set’s hunger is well as the Book of Eternity (the fourth of the Nine Evil Objects) and
satiated. an obviously valuable ruby carved into a figurine of Set in his human
form. Like all of the Nine Evil Objects, the Book of Eternity feels cold
to the touch and faintly radiates an aura of magic, but it does not appear
consecrated or desecrated under the inspection of a detect evil and good
spell or a paladin’s Divine Sight. And as is the case with the other Nine
Evil Objects, it bears the engraved cartouche of Rahotep’s name.
U13. Un dergroun d Po o l
This is the temple’s deep, natural cistern, which is fed by an artesian
well. Water from it is transported magically to the Osirium above and to
the wells of the temple. Read the following if the characters arrive on the
ledge at Area A at the end of the passageway at Area U12:
80 | NECROPOLIS
immersion in the water. The character rolls to attack normally,
using the usual modifiers and AC, but any hit does 44 (8d8 +
8) slashing damage. Meanwhile, the individual has resistance
to all attacks by these monsters. When all four ophidiles are
destroyed, the character-hippo climbs up onto the landing and
returns to normal form.
Stairs. A set of stairs carved into the rock wall to the east of the landing
at Area A climb upward and around the wall of the chamber. Set back into
the wall, they are not visible from the entrance of the cave.
At first glance, the steps appear to be normal, ascending and curving
around the rough cavern walls. However, upon a closer look and a
successful DC 16 Intelligence (Investigation) check, it is apparent that the
steps in fact become progressively smaller and smaller from the bottom of
the staircase to the top, until they come to an end. Any character climbing
the stairs becomes proportionately smaller with each step. At the top,
when the 100th step is reached, the climber suddenly finds themselves
their normal size again, standing beside the well in the north garden
courtyard of the upper temple (Area 22).
Story Awards
Discovering that Set and the powers of evil are behind 750 XP
the corruption of the temple
Destroying the Shrine of Sebk and restoring the Shrine 1,500 XP
of Osiris in the temple (Area 7K)
Securing and using the amulet to control the reed boat 300 XP
Recovering the Cleaver of Set and the Book of Eternity 750 XP each
Successfully winning the senet game 500 XP
Destroying the ruby figurine of Set found in the Shrine 500 XP
of Set
Restoring the Statue of Osiris in the Underworld 5,000 XP
Each time after the first that a mural is touched in Area –300 XP per
U6 that results in the need to make a saving throw occurrence
Harming or taking any non-evil thing within the temple –600 XP per
occurrence
Being taken captive and carried into the Underworld –750 XP
Keeping/selling the ruby figurine of Set found in the –1,500 XP
Shrine of Set
is close. Whatever the reason, the party knows it must hurry before the
Notes window of opportunity given them closes. Remember, however, that
While the Tomb of Rahotep is the party’s ultimate goal, the even after the characters enter the tomb, they may have need from time
surrounding Necropolis boasts ample opportunities for adventure to time to rest and recover, and perhaps even return to Aartuat for healing
and plunder. However, attempting to clear out the entire city of the or aid from their allies in the village. Any reason to proceed with greater
dead would take a great deal of time, both in-game and of yours, as haste should not be so imminent that the party believes they cannot
this volume does not detail all that one might find there. You should take the time necessary to recover hit points or spells, or to seek needed
decide if you wish to allow your players to tarry with these preliminary assistance; this scenario is challenging enough without the imposition of
encounters or if you wish to see them progress quickly to the tomb. One artificial time constraints.
consideration is whether you think the party may need more experience
before seeking out Rahotep: We suggest that characters entering his
tomb be at least 10th level. In any event, if you allow more exploration Th e N ecropo lis
in the Necropolis, you will need to flesh out the tombs there using the A long bowshot to the west of the Temple of Osiris, the walls of rock
information below as a guide. rise steeply and close in to form the gorge proper. The streambed, nearly
On the other hand, if you want to move things along, you may have dry, runs along the whole length of the main gorge, though thick brush,
the party encounter a messenger or contact who gives them good reason scrub, and small plants reveal that plenty of water is still under the dusty
to hurry. Perhaps there is a rumor of others seeking the tomb or of the earth.
possible departure of a contingent of pharaoh’s troops to see that the The whole length of the gorge and the ravines to either side that lead
Necropolis remains undisturbed. Or perhaps the Temple of Thoth (if they into the gorge contain a mosaic of tombs and small brick mastabas. This
sent the party) fears that the time when Rahotep’s plan comes to fruition is the Necropolis, the City of the Dead.
82 | NECROPOLIS
Gorge of Osiris Map
84 | NECROPOLIS
No cturnal Encounters
Daytime is a challenge in the gorge, with snakes
and scorpions active in the heat. At night, though, far
worse things creep out of the little crannies and ancient
tombs to prowl the darkness. Hungry carnivores from
the wild barrens stalk through the ravines, and lurking
creatures hunger for food or worse. From an hour after
sundown until shortly before sunrise, use the Nighttime
Encounters Table above for random meetings when
the party is in or near the gorge. (Do not, however, use
it within the Temple of Osiris.) Decide upon the number
of creatures encountered according to party size and
common sense. For example, a big pride of a dozen
hunting lions might be encountered, but leopards are
solitary or hunt as a mated pair. Animals usually attack
mounts rather than people.
Demons, spirits, and restless undead may be
encountered here. They seek blood, or perhaps just the
pleasure of bringing death to those who still live.
Robbers present in the gorge are seeking tombs to Fun erary Ch apel of th e Duat Map
pilfer and may have an interest in the party’s goods.
They may be accompanied by a wizard or evil priest of
some sort. Or they may be encamped nomad bandits waiting for sunrise. Area B is a shrine to the god Seker, Area C to Anhur, and Area D to
Serqet.
The chapel’s main chamber (Area E) is dedicated to Ptah. Faded
Temp le & S hrin e Maps an d murals on the walls depict that deity and Osiris alongside a long-dead
pharaoh. The dead of the aristocracy would stand in this area rather than
Encounter K eys in Area A.
After the completion of appropriate prayers and homage to the gods,
As noted above, the Necropolis beyond the Temple of Osiris is
the prominent dead would pass through the great, flat-linteled archway at
described below in limited detail. If your party explores the area in more
Area F in procession to the path into the Necropolis for entombment.
than a cursory fashion, use the suggestions for encounters below to
Suggested Encounter. In addition to Ptah and Osiris, the faded murals
personalize the adventure as appropriate.
on the walls of Area E depict Pharaoh Tankhefre I (see Appendix
A), under whose reign this chapel was first built. The dead monarch’s
K eyed Encounter Lo cati ons in th e spirit now haunts the place because his tomb within the Necropolis was
desecrated. The powerful ghost may leave the party alone if they agree
Gorge to find his tomb and reconsecrate it. If this is done, and a prayer for the
In addition to the Pylon of the Duat and the Temple of Osiris detailed dead pharaoh recited, his ghost finally rests.
above, maps of the Funerary Chapel of the Duat, the Shrine of Bast, the
Shrine of Amun, the Shrine of Bes, the Chapel of the Sun, and the Shrine 3. S hrin e of Bast
of Buto are provided below. Other tombs and shrines you may wish to
include in the gorge are left to your design; the layout of some sample Followers of the goddess Bast built this shrine for their departed
tombs is also set forth below to provide some suggestions and guidance. long ago. Nearby tombs hold the remains of such folk, alongside
small sarcophagi holding cats that long ago lived with the priests and
1. Th e Pylon of th e Duat
This area is detailed in Chapter 5.
Temp le
This is the Temple of Osiris and is detailed in
Chapter 6.
4. S hrin e of Amun
Three open archways lead into this shrine to the god
Amun.
Centered within Area B is a depiction of the god
made of blue stone and wearing two towering plumes.
This blue-skinned deity of fertility, things hidden, and Th e S hrin e of An um Map
secrets is flanked by two other statues, one of a ram-
headed avatar of the god in Area A and the other a
pharaonic statue in Area C (weathered hieroglyphs on not devoted to dark powers or causes.
the base indicating this to be Resamun V). There will be magical music, dances, and games, with jokes and
Suggested Encounter. A demonic false avatar of Amun (see riddles, and probably even awful puns. Impossible questions and
Appendix A) manifests itself here at night, taking the partial shape of demands for the performance of feats rigged against success result in
the god’s ram-headed form. With it are usually 1d4 gloom demons (see trials and tests to make up for the failures. The initial contests should
Appendix B). The false avatar is bound to the shrine but is able to prowl determine a character’s bent toward evil or good, and what then follows
the immediate vicinity to seek victims. chastises or disconcerts and subsequently rewards the individual.
Within a small chamber behind the secret door between Areas B and Bes is unlikely to provide much assistance to the party in their larger
C are a statuette and certain magical paraphernalia once dedicated to quest, though a particularly good performance that amuses him might
Amun but now desecrated. Either reconsecrating these items (cleaning lead to a hint or two. In any event, this encounter should provide an
them and having a priest of the Khemitian religion cast a hallow spell opportunity for a bit of distraction and roleplaying, without putting the
on them) or destroying them breaks the power of the gloom demons and characters in any real danger. Ample opportunities exist for that in the
frees the shrine of their curse. near future.
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(Area G). The solar disc of Aten shines magically from the ceiling if
anyone enters bearing a statuette of any of the deities honored herein.
Well frescoes feature good deities such as Shu and Tefnut in cooperation
with neutral deities such as Thoth, Geb, and Ptah.
Suggested Encounter. Auf, the avatar of Ra in the Duat, can be
brought into attendance by activating the statue at Area D through a
ceremonial service. To successfully perform this service requires the
use of the garments, oils, unguents, and incense hidden in the small
room behind the secret door in Area D. The necessary requirements
for the ritual, including prayers and incantations, are inscribed on the
wall of this room, though properly deciphering it requires the use of a
comprehend languages or a successful DC 18 Intelligence (Religion)
check. Further, the one leading the ceremony must also make a
successful DC 18 Intelligence (Religion) check. If the ceremony is
properly done, Auf’s awareness manifests in the statue and speaks to
the party. If the ceremony is improperly performed, the avatar is not
summoned and nothing happens.
If the party is evil or destructive, or has in any way damaged or
desecrated this chapel, they are subjected to a divine curse that results in
a –4 penalty to all saving throws thereafter until removed by a greater
restoration by a cleric aligned with a good deity (which affects only one
individual) or a wish spell.
If the party performs the ceremony successfully and is respectful,
the avatar answers a small number of questions asked of it. However, if
the party includes a lawful good priest or paladin, and are particularly
respectful, Auf carries one of those in his dark chariot and flies over the
gorge at night. That honored person sees the entire locale clearly and
learns the location of each major area within it (show the player the
gorge map and allow some limited amount of copying, but do not explain
map symbols) and the location and entrance of the Tomb of Rahotep
(Area 24) is seen in bold illumination.
7. S hrin e of Buto
A little over 2,000 feet past the Temple of Osiris, this shrine and its
courtyard wall mark the end of the main gorge. Both shrine and wall fill Ch apel of th e Sun Map
the floor of the gorge, running from one cliffside to the other. An open
gateway (Area A) is set in the middle of the wall, flanked by two large
columns carved to depict the shapes of writhing snakes of all sorts. From
the opening in the wall, a causeway (Area B) of stone blocks flanked by
more columns covered with snake motifs winds through the courtyard,
rising seven feet to the entry porch to the shrine.
The streambed runs from farther up the gorge, passing beneath the
shrine, through the courtyard, and then through an arched opening in
the wall just to the east of the gate. Centuries
of erosion by the stream when flooded by the
seasonal rains carved a wide and shallow rock-
strewn gully below the shrine, providing about
four feet of clearance at its deepest point. Though
the stream is currently largely dry, the pool just
beyond the wall contains fresh, clear water,
which brings all sorts of animals here to drink.
Unless the cliffs are scaled, the only way past
the shrine is either through the building itself or
under it through the ditch and the streambed.
Other than along the causeway and in the
streambed, scrub and weeds fill the courtyard.
Anyone walking in this area likely runs into one Th e S hrin e of Buto Map
or more poisonous snakes or a king cobra (see
Appendix B). This is particularly the case in the
gully below the shrine.
Though the presence of snakes here, both
real and depicted in bas reliefs, carvings, and
frescoes, may give pause to the party, this shrine
is in fact dedicated to Buto, the cobra-headed
goddess of good aligned with those who oppose
Set.
88 | NECROPOLIS
Samp le Tom b s Map
90 | NECROPOLIS
After the characters descend, describe the area as follows:
The passage is 35 feet long and ends in the sealed stone slab. The
writing includes the name of the official, praises to various deities,
prayers for the departed, and a clear warning: “Death’s wind will strike
down any who dare enter my Eternal House.” The hieroglyphs may be
read with a comprehend languages spell or by anyone able to read the
ancient script.
As soon as the slab is cracked, shattered, shifted, disintegrated, or
otherwise altered, two traps are immediately triggered:
• The 10-foot section of ceiling before the slab collapses. All
those in the area must make a DC 14 Dexterity check, taking 55
(10d10) bludgeoning damage on a failed save, or half that on a
successful one. Each victim must choose if they are jumping out
of the tomb or into the tomb. The fact that the ceiling has been
intentionally weakened can be noted before the trap is triggered
if anyone carefully searches the ceiling and makes a successful
DC 16 Wisdom (Perception) check.
• In addition, the tomb itself is filled with poisonous gas that
pours out when the door is unsealed. All those within 20 feet of
the door must make a DC 16 Constitution saving throw, taking
22 (5d8) poison damage on a failed save, and half that on a
successful one. Without the use of magic, there is no way to
discover this trap before it is triggered.
After the ceiling collapses, a small passage is all that remains through
the rubble into the tomb. Any recovery of the treasure therein requires
excavation to reopen the passage. If the party elects to do so, have the
strongest member make a Strength check with advantage (assuming
others are assisting). Clearing the rubble takes a number of hours equal
to 50 minus the result of the Strength check.
Treasure. Within the tomb is a sarcophagus containing a mummy-
wrapped noble corpse, three gold idols (900 gp each), six figurines of
various Khemitian nobles (300 gp each), four jeweled anklets (250 gp
each), a jeweled gold crown (1,000 gp), and two gold chalices (300 gp
each).
92 | NECROPOLIS
17. Tom b s Along Ravin e
These are looted and open burial sites. These tombs are open and
empty. They do, however, house a pride of 9 lions that attack anyone
who enters their lair.
94 | NECROPOLIS
Aspect Meaning Characteristics Evil Object effect is also suppressed if the character is inside the bounds of
an antimagic field.
Ab Heart The physical heart; the seat Scepter of Set
• Second, should the character at any time die while in the tomb,
of emotion, thought, will,
and intention; that which is they cannot be raised from the dead by any means short of a
weighed against the feather of true resurrection or wish spell. Further, within five minutes of
Maat to determine whether a the character’s death, their body begins to shrivel and change
soul is worthy of the blessed physically, teeth lengthening into fangs, hands twisting into
afterlife claws. If either gentle repose or remove curse is cast on the body
Ba Personality That which makes a person Bloodied Moon within five minutes of the beginning of this transformation, it
unique; able to move equally reverses and no further transformation occurs. If, however,
in the spiritual realm as the neither such spell is cast in that time period, the body irrevocably
mortal realm
continues to transform, and in 10 more minutes becomes a
Sahu The Spiritual That which protects those Netherladder Rahotep’s tomb mummy (see Appendix B). At that point, the
Body the person loved and exacts corpse animates and is under the complete mental control of
vengeance on its enemies
Rahotep, including any aspect of Rahotep. The body seeks to
Ka Vital Essence That which distinguishes Blackened Sun flee the party and join with Rahotep’s forces further in the tomb,
between life and death, and is where it can join in the destruction of its former friends.
breathed into the body at birth
by the gods
Tracking Ch aracter B en efits an d
Khaibet Shadow An ever-present part of the Cleaver of Set
soul even during life, but P enalti es in th e Tom b
linked inextricably to death
and service to Anubis It is critical that you maintain careful track of which figurines and
Khat Body After death, the corpse; Cursed Star which of the Nine Evil Objects each character possesses, as well as
forming a permanent link to which characters may have taken one of the unfortunate actions available
the essence of the dead to them (such as saying Rahotep’s name or their own true name while
Khu Immortal Self That which represents the will, Book of in the tomb) or become the victim of one of Nine Curses of Rahotep.
intellect, and intentions, and Eternity To make this easier, you may wish to use the Character Tracking Sheet
after death lives with the gods found in Appendix F.
Ren True Name That which must remain, for Seal of Shadow
the destruction of the ren
destroys all the other parts Rahotep’s Curs es an d Saying a True
Sekem Life Energy That which goes on to the Serpent Ankh Name: Are th e P enalti es to o S evere?
afterlife with the gods upon
The penalties for failing to save against one of Rahotep’s
death
curses or for saying the character’s true name in the tomb
are severe: They become a servant to Rahotep whenever
For centuries, the aspects of Rahotep’s soul have roamed the lands of
that evil one decides to command them. Depending on
Khemit, sowing discord, wreaking havoc, and raising the cult that would
the number of party members and their saving throw
restore him to power. Now that the Nine Evil Objects are in or near the
bonuses (and whether one is a paladin, giving anyone
tomb, charged with life essence and ready to give Rahotep the power to
within 10 feet the benefit of a substantial bonus to saving
rise Unmortal, Rahotep has called the parts of his soul back to the tomb.
throws), there is a chance that the entire party succumbs
These are the aspects of Rahotep (see Appendix B). Each now has
to one (or both) of these events. If such comes to pass, the
the ability to bestow a powerful magical curse on those who enter and
consequence is likely to be the party’s destruction, either
desecrate this place.
in Area 25 or at the end of the adventure in Area 37.
The location where each of the Nine Curses of Rahotep is bestowed
This may make for a less than satisfying conclusion to the
is set forth below in the encounter key for the tomb. When this happens,
Tomb of Rahotep.
the entire party feels a palpable wave of doom and evil sweep over
If your party suffers bad luck in saving throws or is
them, but the curse itself targets only one character. The applicable
small such that each character is targeted by a curse
text specifies which member of the party is targeted by that curse.
multiple times, you may wish to mitigate the effect of
Alternative targets are given, however, since a character that has already
such failures. For example, if Rahotep commands a
been so cursed will not be targeted by a subsequent curse. The character
character subject to a curse, you may decide to allow that
targeted may resist the curse with a successful DC 18 Wisdom saving
character a DC 18 Wisdom saving throw at the beginning
throw. Successfully resisting the curse of an aspect of Rahotep does not
of each of its turns. If it succeeds, then the character
provide any protection against the curse of any other aspect. However,
can take whatever action it wishes that round; but for
a character who possesses one of the Nine Evil Objects has complete
each round it fails, Rahotep controls the character. Such
immunity for the curse bestowed by the corresponding aspect of
a save does not end the curse, and the character is not
Rahotep, as specified above.
free of this chance of Rahotep’s Command until one or
If a character fails its saving throw against one the Nine Curses of
the other is dead. You can also allow certain events or
Rahotep, there are two principal effects on the character:
circumstances to override Rahotep’s Command, if you
deem it appropriate. Nevertheless, a curse endowed by
• First, Rahotep and each of the aspects of his soul can command
one as powerful as Rahotep should be a fearsome thing, so
that character at any time as a bonus action, with the same
do not reduce its potency lightly or without due thought.
effect as a dominate person spell — but no further saving throw
On the other hand, a character forewarned who elects
is permitted. (See, however, the sidebar for a discussion of
to disclose its own true name in the tomb should not be
possible mitigants to this result.) This effect is permanent and
given such lenience. If one offers one’s neck, one should
applicable any time the character is in the tomb, even should the
not begrudge the executioner for swinging the axe.
party leave for a period of time and later return. This effect can
be removed only by a wish spell or other similar magic. This
1. Entrance
Read the following if a character reaches the ledge:
The ledge forms a wedge into the cliffside, about eight feet deep.
From some 30 feet across, it narrows to but 10 feet in width, where
a great stone slab, some eight feet across and 10 feet tall, is set
into the rock. The slab is covered in painted hieroglyphs and a
cartouche. To either side are painted and gilded pillars depicting a
variety of people and creatures, each reaching some 15 feet to the
overhang of stone above the ledge.
96 | NECROPOLIS
Chapter Eight - R ahotep's Tomb | 97
Th e Tom b of Rahotep Map
Th e Tom b of Rahotep
Lower Level Map
Th e Tom b of Rahotep
Si de Vi ew Map
The stone slab radiates an aura of abjuration magic, and the pillars The figure is nothing but an illusion, can take no damage, and does
radiate auras of transmutation magic. not respond to any actions or words of the party. As soon as it finishes its
The hieroglyphs on the slab may be read by anyone who knows speech, it fades away.
ancient Khemitian or uses a comprehend languages spell. It reads: If someone touched an image on a pillar that matches their
description, they now note that the slab seems oddly translucent. If they
attempt to touch the slab, they find that their hand goes right through
The [name set forth in a cartouche] dwells within his Eternal it. In fact, they can now simply walk through the slab into Area 2. This
House, knowing full well the nature of humankind. He lies ability to pass through the slab works to enter or exit the tomb through
within, awaiting the fools who think to despoil what is his. No the slab and lasts until the next sunrise.
prayers will avail you hereafter, so mutter them now and be done
with it! You are the funerary offerings for which I hunger and
thirst. … Join me. 2. H all of Pred icti ons
Read the following if the party passes through the slab into this area:
The party should by now be familiar with the cartouche, which is
Rahotep’s full name, tesh tesher-ti Aasha Sethu Neterankh Rahotep. Beyond the stone slab is a long hall, only 15 feet deep, but running
Literally translated, this says: A red fiend terrible of Roarer (a name of to your left and right as far as your light can reveal. At the farthest
Set) [that is the] Set Godlife Rahotep. you can see both ways, it appears there is an area that opens to the
Note that the slab and the walls of Area 2 have been enchanted as west. The floor is bare rock, lightly coated with undisturbed dust,
described above under The Use of Certain Magic in the Tomb to but the walls and ceilings are covered with plaster and brightly
prevent the use of divination magic and to resist efforts to enter the painted with murals and hieroglyphs. On the wall right across
chamber via magical means. from where you stand at the entrance is a section of prominent
Entering the Tomb. There are two ways to pass the slab. First, it may hieroglyphic writing, larger than what you dimly perceive
be broken down, but it is immune to all damage other than bludgeoning, elsewhere. The air smells old, but tainted with the distant scent of
is AC 17, has a damage threshold of 4, and has 240 hit points. carrion. There is no noise, no wind, no movement at all.
The alternative requires a close study of the pillars on either side
of the slab. Each one is covered in hieroglyphs and figures, all carved
in bas-relief. A few moments of study reveals images of humans,
This long hall runs 140 feet north to south and is 15 feet deep. At
elves, dwarves, gnomes, halflings, and all other types of people
the north and south ends of the hall are 20-foot-wide and 15-foot-deep
found in the world. There are also figures of various demons, devils,
alcoves, opening to the west. There are obvious stone slabs on the north
ghouls, monstrosities, and other sinister creatures. Above all these are
and south walls, as well as in each of the two alcoves. Two doorway-
hieroglyphs that read:
like recesses are set in the western wall, to the left and the right of the
entrance. The ceiling arches to a point about 15 feet overhead.
Let each who would enter freely identify themselves to the heart A light coating of undisturbed dust is on the bare stone floor, and the
of the one within. vague but disturbing scent of carrion taints the air. The walls and ceiling
are plastered and brightly painted with murals and hieroglyphs. As usual,
the hieroglyphs can be read by anyone with sufficient knowledge of
ancient Khemitian or by a spellcaster using a comprehend languages
As soon as anyone touches an image on a pillar, or if anyone strikes spell.
hard at the stone slab or attempts to pry it open or casts a spell upon the Wall Frescoes. The murals and surrounding hieroglyphs in this hall
door, read the following: vary by theme in different locations. If the characters inspect a specific
section of the walls, use the following to describe what they see:
Mist grows before the stone slab, thickens, and becomes a figure
• The eastern wall, south of the entrance, shows scenes of a
of greater than human proportions and of hideously evil visage. Its
large man, presumably Rahotep, conversing with all manner
eyes seem feral and gleam with lambent fire. Then this man-thing
of evil entities: Set, devils, fiends, monsters, demons, serpents,
opens its huge mouth, and its fangs glitter as it speaks:
Sebk, and creatures such as ghouls, huge scorpions, and human-
“I am the Set Rahotep! faced hyenas. Nearby hieroglyphs tell of Rahotep’s life as a
No man was more potent when I was among those dwelling in the great servant of Set, defeating all of his enemies.
land of Khemit. In death I am greater still! • The southern wall depicts Rahotep leading lines of terrible,
demonic-looking children, as well as images of humans, both
Do you not fear serpents? I am the Aapep Rahotep! male and female, giving birth to similar horrors. Surrounding
Who does not tremble before the monsters of the Duat? I am one! these images are hieroglyphs that set forth perverted versions
of the typical prayers for childbirth.
Does not your flesh crawl at the sight of a terrible Wyrm? I am the • The walls of the alcove to the south depict nearly skeletal
Deathwyrm Rahotep! humans crushed beneath Rahotep’s feet. The hieroglyphs in this
Does your blood run cold before the face of a fiend? Know, then, area are in the form of prayers for healing, but twisted into calls
that I am Rahotep the Fiend! for illness, death, withering, and destruction.
• The western wall to the south depicts a dismal part of the
Who shuns not demons? Shun me, for I am the Demon Rahotep,
Duat, with ghoul-like creatures, vampires, and other monsters
the red devil.
eating the dead, who writhe in their mouths and claws. The
And which fool listens? That one is wise! hieroglyphs here describe the suffering of those consigned to
Praise Set and the Set Rahotep, that one, and pity the rest!” be eternally devoured in the Duat.
• The central part of the western wall shows Rahotep leering
from a gate to the most malign and gloomy division of the Duat,
surrounded by all variety of demonic creatures and undead. The
100 | NECROPOLIS
hieroglyphs near this painted portal are prominent, brightly
colored, and larger than elsewhere in the hall, so they will likely “Thrice cursed fools you are, now seeking yet a fourth folly. Right
be noted as the party enters the hall, and are described below. it should have been, and then should you have left, for I most
• The western wall to the north depicts multitudes of demons, dearly desire sport with you. Come now! Take a deep breath and
fiends, devils, chimerical monsters, serpents, sphinxes, and get on with it. You have no chance of success, no hope of life or
lamia, all bowing before the commanding figure of Rahotep. riches, save in honoring me. Pray now to the Set Rahotep, and I
This is surrounded by hieroglyphs calling such creatures to the will reward you.”
service of Rahotep and his master Set.
• The walls of the alcove to the north depict horrible scenes
of Rahotep and his minions torturing humans, their very skin
melting off their bones. The nearby hieroglyphs set forth This perhaps leads the party to rethink their path and find the correct
warnings to those who would oppose the power of Rahotep and one. Remember, however, that anyone who actually speaks Rahotep’s
his master Set, cursing them to eternal damnation. name in the tomb is subject to a rather unfortunate consequence, as
• The northern wall also shows scenes of torture, with naked described above under Names in the Tomb.
humans staked out in the burning desert sand, being eaten by
scorpions, or buried under rocks. The surrounding hieroglyphs 2A. Rahotep an d th e Gate to th e Duat
set forth warnings to those who would oppose the power of
Rahotep and his master Set, cursing them to eternal suffering. Rahotep is depicted here leering out into the initial entry passage from
• The eastern wall north of the entrance depicts Rahotep at the a gate to the most malign and gloomy division of the Duat. Above this
head of a great army, surrounded by the dead of other gods, image of a gate is the following, written in ancient hieroglyphs:
amid torture, filth, and destruction. The hieroglyphs here tell
of Rahotep’s future as great pharaoh, as Set’s right hand on the
earth, bringing all to obey the God of Evil. That which is best hidden is plain to see, luring the fool to seek
naught but their own death in service to me.
Rahotep’s Hieroglyphs. Exactly opposite the entrance, to the left
of the image of the gate to the Duat and the leering Rahotep, is a large
section with bright, hieroglyphic writing in a size larger than found The plaster behind the mural of the gate and Rahotep covers a
elsewhere in the hall. Anyone who reads ancient Khemitian or uses a thin layer of bituminous cement, not solid stone. This can easily be
comprehend languages spell is able to decipher it as follows: determined by anyone tapping the plaster. The space beyond, however, is
filled with poisonous gas under some considerable pressure. Any damage
of more than 5 hit points causes the plaster and cement to rupture. A
billowing cloud of yellow-green toxic vapors comes rolling forth to
The Set Rahotep’s Prediction:
cover a 30-foot radius along the corridor. The vapors thin and dissipate
Right and left you will turn to seek me. in one minute.
Turn as you might, there is no escaping my curse. Poison Gas Trap: The trap can be found on a successful DC 16
Wisdom (Perception) check. There is no way, however, to disarm it,
Foul is the Death that shall hunt you down; swift its strike, burning other than breaching the plaster and cement from a distance beyond
its measure of punishment. the range of the gas. Once triggered, the trap releases burnt othur
fumes. Anyone within 30 feet of the opening must succeed on a DC
14 Constitution saving throw or take 10 (3d6) poison damage, and
The Set Rahotep’s Pledge: must repeat the saving throw at the start of each of its turns; on each
Hunt the way as lowly ones. Your tongue shall taste only dust and successive failed save, the character takes 3 (1d6) poison damage. After
death. three successful saves, the poison ends.
After the gas dissipates, the characters are able to see a small recess
Delve deep, and the tears you shed will burn and wash you away.
just five feet deep behind the false wall. At the back of the recess,
Fair gholles or kindly demon you are not; no gate passes you to the west, is a stone slab upon which is written ancient Khemitian
through. hieroglyphs that read as follows:
Beat down the portal to no avail, for rock is unyielding.
Turn and twist back and forth, and the end is the same as afore. Right and left you came, but even so you have only assured
So you must accept the dark curse and thus find your dark fate! your deaths. The Nine Curses of Rahotep be upon you!
As you break open this portal, a voice echoes through the long 2B. Portal of th e Corps e-Eaters
hall:
The western wall to the south depicts a dismal part of the Duat, with
102 | NECROPOLIS
2E. Portal of th e Evi l Sp irits 2 where they rush out of the back of the recess as if it were an open
doorway. Roll 1d4 for the number of creatures so appearing for each
The western wall to the north depicts multitudes of demons, fiends, type whose depictions were touched. Two can emerge from the portal
devils, chimerical monsters, serpents, sphinxes, and lamia all bowing each round. Note that there is no theoretical limit to the number of such
before the commanding figure of Rahotep. This is surrounded by creatures so summoned, as they are coming from the Duat or another
hieroglyphs calling such creatures to the service of Rahotep and his dark plane of existence.
master Set. If it becomes apparent to the summoned creatures that they will all be
Set in this wall is a doorway-like recess that is five feet wide, 10 feet slaughtered, all those surviving attempt to step back into the recessed
high, and two feet deep. At the back of the recess is what appears to be a doorway, whereupon they vanish. Yet instead of returning to the place
painting of demons, fiends, devils, and a half-dozen chimerical monsters from whence they came, the monsters are moved to Area 25, where they
common to the evil portions of the Duat, in addition to many-legged are mustered into defensive forces.
serpents, sphinxes, and lamia. The back of the recess strongly radiates an In the event any of these creatures are brought forth, see Appendix B
aura of conjuration magic. for their statistics.
In fact, this is not a painting but a portal to a part of the Duat. Anyone
touching one of these depictions feels slightly dizzy, and the stone seems 2F. Gray Granite Slab
to grow hazy and transparent before their eyes. Beyond the surface, a
dark, claustrophobic space is visible, filled with the same type of creature The northern wall shows scenes of torture, with naked humans staked
as was shown in the depiction touched. If the character withdraws his or out in the burning desert sand, being eaten by scorpions, or buried under
her hand, the dizziness ceases, and the back of the recess appears solid rocks. The surrounding hieroglyphs set forth warnings to those who
again. However, characters who continue to touch the image for two full would oppose the power of Rahotep and his master Set, cursing them to
rounds are immediately transported to the place seen. This results in the eternal suffering.
character’s unfortunate but final end unless they have a means of planar A block of highly polished gray granite is set in this wall. It is seven
travel, as the portal works (for the characters) only in one direction. If feet high and four feet wide, and bears the cartouche of “The Set
you are feeling particularly nasty, feel free to run a combat between the Rahotep.” Hieroglyphs beneath the cartouche read:
transported character and 100 or so of the depicted creatures. Otherwise,
allow the player to grieve for a moment before turning back to the rest of
the party for their next actions. I will avenge myself on those who violate my Eternal House. In
On the other hand, if the touch is withdrawn but someone (whether darkness shall they sleep eternal, my Curse upon their heads!
the same character or a different one) touches that or another depiction
within three rounds, the depicted creatures are transported to Area
104 | NECROPOLIS
Sarcophagi and Iron Mummies. Each sarcophagus is sealed with
ancient black pitch but can be fairly easily pried open with a successful
DC 12 Strength check using appropriate tools. Inside each is a bandage-
swathed figure that holds a strange, lotus-like crystalline object in one
hand (mirroring the painted figure on the outside of the sarcophagus).
Cutting away the linen bindings reveals a black mummified form that is
exceptionally hard and rings as metal if tapped with a hard object. The
lotus cannot be removed from the grasp of the mummy, but if struck
with a hard and magical object, it shatters in a shower of rust-colored
fragments.
These are in fact iron mummies (see Appendix B). They are
constructs made of iron, not undead, and radiate an aura of conjuration
magic. Until animated, they may be damaged by weapons, carried into
other chambers (each weighs about 150 pounds), or even removed from
the tomb. If the plaster upon the double doors is broken (as described
below), all iron mummies still in the tomb move to attack anyone present
in Areas 1 through 6 of the tomb. Any damage done to an iron mummy
beforehand remains when it animates, and if an iron mummy has already
taken more damage than its hit point maximum, it will not animate.
Any iron mummies that are actually thrown out of the tomb also do not
animate, as they are too far for the magic to take effect.
Canopic Jars. Six jars stand at the foot of each coffin. Four of each
group resemble canopic jars, but the heads are different; instead of the
Beyond the slab, you see a chamber 30 feet across and 20 feet
normal human, baboon, owl, and jackal heads, these are of a demon,
deep. The air is stale and smells foul. The floor is polished
fiend, serpent, and monster. The other two jars of each set are plain
alabaster covered by a thin layer of undisturbed dust. A column in
pottery. Almost all of the jars contain only dust; one plain jar of each set
each of the chamber’s corners supports an arched ceiling 30 feet
contains ancient grain.
above. Each column is painted to resemble a bone set on a plinth
Double Doors. The double doors are eight feet wide and 16 feet
of human figures being crushed by its weight. Atop each column,
tall, with wrought-iron pull-rings and hinges on this side of each door.
a series of grinning skulls rings the capital. The walls and ceiling
The outer seams are sealed with pitch, but the seam between the doors
are covered with plaster and adorned with horrifying murals and
is covered with plaster on which is painted the throne and the skeletal
hieroglyphs. Those on the walls depict various forms of wicked
figure, which is nearly twice the size of a normal human. The doors
activity, with evil spirits and evil gods, among which strides a
radiate auras of illusion and conjuration magic. A knock spell crumbles
commanding Rahotep. The ceiling above has images of devils,
the seals around the doors, but this does not cause them to open (but they
demons, monsters of malign visage, bat-things, and the like, all
are otherwise unlocked).
glaring fiercely down on those within the room.
As soon as either door is touched or any attempt to open them is
A set of double doors, 10 feet across, are in the middle of the far made (such as with a knock spell), the skeletal figure painted upon them
wall. These are painted to show a massive red throne-chair, upon appears to animate and speaks to the party:
which is seated a giant black skeleton. Its hands hold a barbed hook
(in mockery of a clerical crook) and a flail, both of silvery hue.
The skeleton is crowned by a moss green and putrescent purple “So, you jackals not only dare to enter my Eternal House but also
headdress that resembles the crown of the ancient Khemitian seek to discover all of my secrets too, do you? Well, then, learn
pharaohs. A vulture with a human head is perched on the back this: I confer power and domains upon each who now touch the
right corner of the throne. Crook of Sovereignty I hold.”
Four wooden sarcophagi stand upright along each of the south
and north walls, behind the pillars, and four more are against
the far wall, two to the left and two to the right of the double Whether or not any characters elect to follow these instructions, the
doors, making a dozen in total. Each is painted with the figure image follows this up with something along the lines of the following:
of a Khemitian noble of a thousand years ago, dressed in white
linen, and holding what appears to be a red lotus blossom atop a
stem with black leaves in its left hand. On the floor next to each “No? As you wish. Yet I know all, and for those who acknowledge
sarcophagus sit six small ceramic or clay jars. my overlordship by kissing my foot, I will answer whatever query
is put before me.”
The hieroglyphs on the walls here set forth evil prayers and recount
the horrific deeds of Rahotep in life. This is an illusionary image, but controlled by Rahotep. He continues
Secret Doors. Secret doors are in the western corners of the room, playing this game, offering all sorts of false promises, lying, misleading,
on the south and north walls. These can be found by anyone searching and so forth. The players may attempt to outwit him and get him to
with a successful DC 16 Wisdom (Perception) check. Each secret door divulge his secrets, but he will do no such thing. The illusion is dispelled
is opened by applying slight pressure on a hieroglyph next to it that immediately if anyone pulls one of the pull-rings on the door or strikes
represents the phrase “submission to the will [of Set]” that can be found any part of the door with a weapon.
by trial and error or a successful DC 18 Wisdom (Perception) check. If any character takes any of the actions suggested by Rahotep, the
Pressing the hieroglyph releases a hidden trigger and causes the wall to eye sockets of all the skulls atop the pillars glow crimson, and the
pivot and reveal the passage beyond. character must make a DC 21 Wisdom saving throw. On a failed save,
the character from that point on has disadvantage on all saving throws
against any of the Nine Curses of Rahotep and against any spells or traits
4. North S ecret Ro om
The secret door from Area 3 is opened by applying slight pressure on
a hieroglyph next to it that represents the phrase “submission to the will
[of Set],” which can be found by trial and error or a successful DC 18
Wisdom (Perception) check. Pressing the hieroglyph releases a hidden
trigger and causes the wall to pivot to reveal a lightless passage beyond.
106 | NECROPOLIS
The hieroglyphs on the walls set curses upon “Those who dare steal Once the treasures in Areas 4 and 5 are discovered in addition to
the treasure of Rahotep.” that found here, a player may ask whether the sum total that has been
The furniture and other items in the room have considerable value to recovered seems like the treasure for a once-vizier of Khemit. If such
antiquarians; if removed intact and undamaged, the whole could be sold a query is presented, the character may make a DC 15 Intelligence
for perhaps 15,000 gp. The chests contain only clothing, most of which (Investigation) check to realize that what has been found, though
is now exceptionally fragile. In the sacks are 200 pounds of bronze and certainly of value, seems rather modest in the aggregate for one of such
copper discs from a thousand years past. While the metal value is only high station.
about 100 gp, the antiquarian value is about 20 times that. Small Stone Statues. Four of these statues exist, with each depicting
a servant of Set from the Duat, two to the front of the shrine screen,
and two to the back. They radiate an aura of conjuration magic, but
5. South S ecret Ro om this is due to an arcanist’s magic aura spell cast on them. They have
no magical effects and are merely red herrings to distract the party and
The secret door from Area 3 is opened by applying slight pressure on
deplete their spells.
a hieroglyph next to it that represents the phrase “submission to the will
Shrine. Lead seals close the folding doors at the east end of the shrine
[of Set],” which can be found by trial and error or a successful DC 18
screen, facing the party. When these are broken, there is a rush of wind
Wisdom (Perception) check. Pressing the hieroglyph releases a hidden
from within, and a moaning sigh says, as it fades in the distance: “Curse
trigger and causes the wall to pivot to reveal a lightless passage beyond.
you for what you have done to destroy me …”
This corridor is cut from the native sandstone, and the walls are carved
The sturdy wooden shrine screen is a complete cage about an inner
with images and hieroglyphs warning of death and destruction to those
vault of granite the color of dried blood, some seven feet long, four feet
who despoil the treasures of Rahotep.
high, and four feet wide. The lid, which weighs about a ton or so, is
The passage turns to the right after but 10 feet to the south, and after
mortared shut. The mortar must first be chiseled away, and then the lid
another 10 feet it opens up into a small chamber that is 20 feet deep and
may be levered off the vault with a successful DC 20 Strength check.
10 feet wide.
If two or more characters work in tandem, allow the character with the
Two life-sized statues stand to either side of the chamber. One is of
higher Strength to roll with advantage. If the first try fails, you may
Rahotep, and the other is of the deity Set, with a warthog head glaring
allow a second attempt five minutes later. In the alternative, the lid can
evilly.
be smashed open with the proper equipment. It is immune to all damage
Both are simply statues. Rahotep’s, however, holds a +2 mace, while
other than bludgeoning, is AC 17, has a damage threshold of 4, and has
the statue of Set holds a +2 battleaxe. Age has harmed neither weapon;
200 hit points.
both are quite usable and untrapped.
Within the vault is a sarcophagus of porphyry, with a lid weighing
The chamber also contains a number of small tables, and upon those
1,000 pounds. This lid may be levered off the sarcophagus with a
tables and resting on the floor are small coffers, jars and other containers,
successful DC 18 Strength check. If two or more characters work
several papyri and scrolls, and a staff. This last item is worm-eaten and
in tandem, allow the character with the higher Strength to roll with
rotted, as are the scrolls and papyri, though examination of the shreds
advantage. If the first try fails, you may allow a second attempt five
reveals some to have been of religious nature. The jars contain dried
minutes later.
or otherwise worthless unguents, perfumes, oils, and what seems to
If this cover is removed, a second sarcophagus of wood is revealed;
have once been magical liquors. Most of the coffers contain materials
its lid is painted and gilded with Rahotep’s likeness, along with a variety
of magical utility, which are now useless. One coffer, however, is filled
of horrific scenes and hieroglyphs. A detect magic spell reveals magical
with gems and jewels totaling 10,000 gp or so.
auras from within (radiated by the mummy’s golden mask and the
Scepter of Set). However, since the sarcophagus provides full cover,
6. Th e Burial Ch am b er the creature therein is not revealed by a detect evil and good spell or a
paladin’s Divine Sight.
Once the double doors are opened and the party has a chance to When this final lid is opened, the lightning-quick mummy (see
inspect what lies beyond, read the following: Appendix B) inside jumps out of the sarcophagus and attacks. It
wears a golden mask with Rahotep’s features that permits it to spit
scarab beetles. It carries a flail and a barbed hook (a parody of the
Before you is a chamber of black granite, 10 feet square, its ceiling clerical crook), as depicted in the painting that adorns
arching to a point 20 feet high. In the left and right walls are five- the double doors to this chamber.
foot-wide alcoves, each some five feet deep. A shrine screen made The golden mask loses all magical
of wood, some five feet across and 10 feet tall, is in the middle properties once it is removed from the
of the chamber. It is painted red and black, gilded, and bears the face of the lightning-quick mummy.
cartouche of “The Set Rahotep.” A set of folding doors shut with Nevertheless, it is worth 5,000 gp if
lead seals are in front of the screen. kept in pristine condition and sold to an
The walls of the chamber are painted plaster, with images antiquarian.
of Rahotep and Set in the depths of the Duat, surrounded by
hieroglyphs. Vile stone statues three feet tall stand in front of the Scepter of Set. The Scepter of Set, the fifth of
doors and to the left and right sides of the shrine. From what you the Nine Evil Objects, is under the mummy in the
can see at this point, the alcoves are filled to overflowing with bottom of the wooden sarcophagus. Like all of the
various funerary treasures. Nine Evil Objects, the Scepter of Set feels cold to
the touch and faintly radiates an aura of magic. It
does not appear consecrated or desecrated under
the inspection of a detect evil and good spell or a
The hieroglyphs on the walls repeat the usual evil prayers and curses
paladin’s Divine Sight. As is the case with the
the party has seen throughout the tomb.
other Nine Evil Objects, it bears the engraved
Recesses to Each Side of the Chamber. These contain chests, jars,
cartouche of Rahotep’s name.
bowls, mirrors, weapons, and so forth, including 100 ancient gold
Secret Exit. If a character taps or
coins, various small precious items, and much jewelry. None of this
investigates the wall of the back of this
treasure radiates magic. If sold intact and undamaged, the total value is
chamber, they notice something odd about
approximately 20,000 gp.
108 | NECROPOLIS
8. I nters ecti on an d a S econ d P it Trap S ecret Passage
The secret passage leading out of the pit trap is more than 20 feet
Read the following as the party approaches the intersection at Area 8:
below the level of the floor at Area 8 and so passes beneath Area 17 and
leads to Area 18. Refer to the Cut Away Map of Rahotep’s Tomb to
You are approaching an intersection, with side passages leading off see the vertical alignment of these chambers and passages. Until the two
to your left and right. Ahead is a plastered, whitewashed passage pieces of Rahotep’s cartouche are inserted into the wall of the pit, this
with unadorned walls that ends in a blank wall 30 feet away. The entire passage is blocked by stone. Once the blocking stone drops, the
side passages are likewise unadorned and white but seem to open passage revealed is five feet wide and seven feet tall.
into large areas, again after 10 or so paces distance. As the narrow tunnel heads west — running beneath Area 17 — the
ceiling keeps getting lower. After 50 feet, it is just high enough to permit
crawling on hands and knees, and after 80 feet a completely prone crawl
is required. The last 10-foot section of tunnel slopes downward slightly,
Pit Trap in Intersection: The entire 10-foot-square intersection here and the passage ends before a wall of wood and plaster. This can be
is a hidden pit trap, similar to that in Area 7. The pit beneath is 40 feet broken open with 20 points of bludgeoning damage or with 30 points of
deep and has sharpened bronze spikes at the bottom. If a player indicates slashing damage. It otherwise resists magical passage, as do the other
that their character is searching the corridor for traps, the slightly wider walls in the tomb.
seams around the marble squares forming the pit covers can be noticed For the consequences of breaking open this wall, see Area 18.
on a successful DC 20 Wisdom (Perception) check. If so noticed, the
trap can be disarmed by blocking it from opening with a successful DC
18 Intelligence (Investigation) check and a successful DC 18 Dexterity 9. Cross-Corri d or
check with thieves’ tools.
This passage running north and south is plastered, whitewashed, and
If the trap is not disarmed, the pit’s hinged cover swings open when a
entirely unadorned. The last 10-foot-by-10-foot section of the floor of
randomly chosen member of the party crosses over it. That character, as
the corridor right before the entrance to Areas 10 and 13 are pressure-
well as any character within five feet of them must make a successful DC
sensitive. Anyone walking across, standing upon, or even crawling over
18 Dexterity (Acrobatics) check, or fall into the pit. Anyone who falls
any part of this section triggers a trap.
into the pit takes 14 (4d6) bludgeoning damage and 11 (2d10) piercing
damage.
Po ison Spear an d Darts Trap
Anyone searching the last 10 feet of the corridor without touching
I nsi de th e P it any of the pressure-sensitive stones notices the slightly wider seams
Once the pit opens, the two cover pieces remain down to the sides around the marble squares forming those sections on a successful DC 20
of the pit. Unlike the pit trap at Area 7, however, the walls of this Wisdom (Perception) check. If so noticed, the trap can be disarmed by
pit are granite and carved with images in bas relief and incised with inserting small wedges that prevent the floor stones from moving with a
hieroglyphs, all painted garish colors. The hieroglyphs tell of the successful DC 18 Intelligence (Investigation) check and a successful DC
battles between Rahotep and the cowardly minions of the pharaoh and 18 Dexterity check with thieves’ tools. If the Dexterity check is failed,
the temples of the other craven gods, of his entombment here, and his the darts trap described below is triggered.
ultimate victory when he rises as the chosen of Set. (Note that all of this Spears Trap. If the trap is not disarmed, anyone walking across or
is spoken of in generalities, and no information about Rahotep’s plot or standing upon any of the pressure-sensitive squares triggers the spear
locations within this tomb are revealed.) trap, and poisoned spears thrust out at a height of three feet through
On the western wall of the pit, about 15 feet above the pit’s floor, is lightly plastered spots along the entire length of this 30-foot-long
a place where the cartouche of Rahotep should be located based on the corridor. These protrude from both walls and form an interlocking
surrounding hieroglyphs. Instead, the space is left blank, with an inset pattern. Each character in the corridor is subject to two +9 spear attacks.
oval carved into the granite, as if the cartouche should be inserted into A target that is hit takes 3 (1d6) piercing damage and must succeed on a
the space. This will be obvious to anyone in the pit who attempts to read DC 16 Constitution saving throw, taking 21 (6d6) poison damage, and
any of the hieroglyphs at this height. On a successful DC 15 Wisdom being poisoned and deafened for one hour on a failed save, or taking half
(Perception) check, a seam can be found marking off a rectangle around as much damage on a successful one.
the missing cartouche some five feet wide and seven feet tall. On a Note that the spears withdraw into the wall only when all weight is
successful DC 10 Intelligence (Investigation) check, this is recognized removed from the triggering section of the floor. This trap operates again
as the outline of a secret door, but there is no apparent way to open it. In and again, but the poison is effective only once per spear.
fact, the passage beyond is currently blocked by some 60 feet of solid Darts Trap. If, on the other hand, the trap is not disarmed and anyone
stone. crawls over any of the pressure-sensitive squares (thus spreading out
If the two pieces of the cartouche (located at Areas 12 and 15C) are their weight), the darts trap is triggered, and heavy poisoned darts
inserted into the blank space, the blocking stone shifts down, opening shoot down from the ceiling (through lightly plastered holes) along
the passage. This pushes out the stone slab that forms the secret door. the entire length of this 30-foot-long corridor. Each character in the
If anyone is directly in front of the slab when this happens (such as the corridor is subject to two +9 ranged attacks. A target that is hit takes
individual inserting the cartouche), they must make a successful DC 18 2 (1d4) piercing damage and must succeed on a DC 16 Constitution
Dexterity saving throw or be hit by the slab, taking 7 (2d6) bludgeoning saving throw, taking 21 (6d6) poison damage, and being poisoned and
damage from this impact on a failed check. The slab then plunges blinded for one hour on a failed save, or taking half as much damage on
down to the spike-covered pit floor, carrying anyone so hit with it. Any a successful one.
character who is struck and any character then below the slab or on the Once the weight on the pressure-sensitive squares is removed, the trap
floor of the pit must make a successful DC 20 Dexterity saving throw resets. There are enough darts for this trap to be triggered six separate
or be driven onto the spikes by the slab, taking 35 (10d6) bludgeoning times.
damage and 33 (6d10) piercing damage on a failed check.
The writings on the walls praise “Those Great Ones Who Are Here In the center of the east wall on your right is a large cedar door
Assembled For Honor.” The deities portrayed are: bound with iron and sheathed with bronze. Above it is a stone
lintel supported by stone posts that flank the door. The posts and
lintel are engraved with hieroglyphs.
A. Ra (hawk-headed god)
A small opening, perhaps just three feet high and wide, is in the
B. Mekhit (lion-headed goddess)
west wall on your left at the very end of the passage.
C. Hathor (beautiful goddess)
D. Herakhty (hawk-headed young god)
E. Menu (falcon-headed god crowned by two plumes)
Th e D o or
F. Sekhmet (lioness-headed goddess)
The hieroglyphs on the lintel read “Metu-en-neteru” (Poison of the
G. Shu (human figure, bearded god)
Gods). The phrases on the posts (one on each) are “Neru-tuat,” Terror of
H. Anhur (bearded god crowned by four plumes) the Underworld, and “Pat-netchet,” the Dead Avenger.
I. Mût (cow-headed goddess) In mimicry of certain doors found in the Duat, this door can be opened
through conversation. Upon the door are hieroglyphs that read:
The statues do not actually depict these deities, however. They are
masked by powerful illusions, and in fact are statues of various fiends
and monstrosities. Similar illusions hide the true appearance of the “To pass this portal, call aloud to me —
small figurines on the stone blocks. A nondetection spell prevents these “Who is the Chief of Darkness?
illusions from being detected, but the true forms of the statues and
figurines can be seen by anyone using true seeing, or if someone seeking “Who is the Chief of Set’s Workers?
to disbelieve makes a successful DC 20 Intelligence (Investigation) “Who is Worthy of Death?”
check. The illusions can also be suspended while they are within an
antimagic field. Finally, should a character who holds a figurine from
110 | NECROPOLIS
The answer to the first question is “Set”; the answer to the second is
either “Rahotep” or “the Set Rahotep”; and the answer to the third is
11A. Co bra N est
anything that indicates either the individual speaking, the party members, This chamber was carved from the natural sandstone and is
all humanity, or all that live. If the right answer to each question is unadorned. A small fissure a foot or so wide breaks into the room at the
spoken aloud in any language, the door opens. northeast corner, where rubble litters the floor. This fissure eventually
Note, of course, that the answer to the second question requires exits into the gorge, some distance from the tomb’s entrance. Nothing is
speaking the name of Rahotep, which, as has already been noted, has here other than the snakes.
adverse consequences to the speaker.
You should feel free to give hints to any character who anointed a
figurine with oil and lit a lamp in Area 10. They have an innate sense of
11B. D isus ed Stu dy
the right answers to these questions. The small complex of passages and chambers beyond the entry tunnel
On the other hand, if any wrong answer is given or if any attempt are carved into a different type of rock, a dense black stone with silver
is made to physically or magically open or force the door, 3 guardian striations. This material provides a natural protection against divination
fiends (see Appendix B) immediately appear in the corridor, one before magic. Early in the years of the tomb, Utat-nebbu (Area 20) used this
the door, and one before each post. The center fiend speaks as follows: chamber as a study while he researched ways to thwart Rahotep’s
schemes. Here, the vampire-sorcerer developed the alterations he made
to certain traps and magic throughout the tomb. As noted in the text for
“Tell us your names now, mortals, that we may escort you properly Area 20, however, Rahotep was not fooled, though he was sufficiently
to the fair fields of Re-stau. It is only by name that you may amused to leave Utat-nebbu’s alterations in place. He did, however,
command entrance.” torture the vampire until, centuries ago, Utat-nebbu’s will was broken,
and he again became an unyielding servant of the Set Rahotep.
This room appears to have been untouched for hundreds of years,
Disaster awaits any character who gives his or her true name, of though there are some snake tracks in the dust. There is an old table
course. If this is done, these guardian fiends, as well as Rahotep and each and a chair, with a small shelf. All of these are of simple wood, and
of the aspects of his soul, can command that character at any time as a so dry that they splinter apart at the slightest touch. Several papyrus
bonus action, with the same effect as a dominate person spell — but no scrolls are on the table, along with a few quills and a dry inkwell. The
saving throw is permitted. This result can be removed only by a wish scrolls are rolled up and incredibly dry; any effort to unroll them turns
spell or other similar magic, though it is suppressed if the character is them into powder and tiny fragments. A successful DC 18 Intelligence
inside the bounds of an antimagic field. (Investigation) check reveals that the scrolls are related to magical spells,
If the characters ask the fiends for their names, they laugh, saying, but nothing else can be discerned.
“Never shall you know them, foolish mortals.” Yet in fact, their names A successful DC 16 Intelligence (Investigation) check confirms that
are plainly written about the doorway, and each fiend stands before its long ago this chamber was once used as some sort of magical study.
own name: Neru-tuat to the left, Metu-en-neteru before the door, and
Pat-netchet to the right. If these names are used prefatory to commands, 11C. D isus ed Works hop
the fiends are utterly powerless to resist. They can open the door, though
they do not know what lies behind it. They cannot pass through the door, This was the workshop of Utat-nebbu, where he experimented with
however, or even leave this corridor. If so ordered to leave the corridor, the spells that he would use to modify Rahotep’s traps and magics as
they scream and vanish, for this destroys them. described in Area 11B. The walls here are also of the dense black stone
If one or more characters give a name, the fiends command them to with silver striations. Much like that other chamber, this room appears
“lay down your weapons” and “stretch forth your neck for my axe.” to have been untouched for centuries, other than by the occasional
Those who have given their true name have to comply, while others are visiting king cobra. Some ancient scorch marks are on the walls, and bits
free to ignore the command. At this point, the guardian fiends move to of paint on the floor and walls appear to once have been hieroglyphs,
attack. though there is too little that remains to determine what they might have
If the characters are simply stalling for time, the guardian fiends once said. In one corner are a few small pots, with dried paint staining
shortly tire of this and just attack. If at any time the party retreats to a the bottoms of each, and a couple of wooden brushes that break into
place outside the corridor, the fiends vanish. They reappear, healed of all splinters if handled.
wounds, if the party again comes before the door and attempts to open it. A successful DC 16 Intelligence (Investigation) check confirms that
Once the guardian fiends are defeated, the door can be pushed open long ago this chamber was once used as some sort of magical workshop.
with a successful DC 16 Strength check.
12. M ortuary Ch apel
Tunn el
Read the following when the party opens the door to this room:
This three-foot-square tunnel is carved through the natural sandstone
and runs west for 15 feet, where a five-foot-wide passage opens up to
the south. In this direction the rock through which the passage has been The door swings into the room beyond. Past the threshold is a
carved changes to a dense black with silver veins. The tunnel continues short, 10-foot-by-10-foot passage that then opens up to a breadth
to the west through the normal sandstone for another five feet before of 30 feet. After 10 more feet, the chamber opens further to the left
turning north. and right. Before you are two rows of columns of a dark, black-
Any noise in this passage alerts the king cobras (see Appendix B) green stone supporting an arched ceiling some 30 feet above. A
that have a nest in Area 11A. Once alerted, 1d4 + 3 king cobras attack wall is 30 feet distant beyond the second row of columns. A huge,
the party, less any the party may have killed when outside the tomb. If painted statue of Rahotep, some 18 feet tall and eight feet wide, is
these are eventually slain, 1d4 + 1 others arrive within an hour, and 1d4 set into a towering recess in that wall. Before the statue is a four-
+ 1 more within another hour. foot-high block of purple porphyry that appears to be an altar.
An aqua blue radiance pervades the entire area.
Anyone who touches any of the items in either of the coffers must
You pass the doorway, and a shadow seems to fall upon the statue. make a DC 18 Wisdom saving throw (and if they said Rahotep’s name
A voice, a rasping susurration of evil, whispers in your ears and or their own true name while in the tomb, bear one of Rahotep’s curses,
echoes in your heads: or anointed a figurine and lit a lamp in Area 10, they must make this
saving throw at disadvantage). On a failure, they open the coffers, lay
out the service pieces on the altar, and don and take up the vestments and
“Defilers! I curse you for your arrogance! You seek me and my trappings. If questioned, they say that a ceremony must be performed
secrets and treasure? You shall find it and me in death! Soon now here to ensure that Rahotep’s presence is banished.
you will join Rahotep, but you will be his servants.” As soon as the first item is placed on the altar or donned, a hollow-
voiced chanting arises, and red flames spring alight in the air over
the altar. The number of flames equals the number of members of the
An icy tingling of fear runs along your spines, and you feel a party who are the victim of one of Rahotep’s Curses, or who have said
sensation of nausea, as if some plague passed briefly through your Rahotep’s name or their own true name while in the tomb, or who
body. anointed a figurine and lit a lamp in Area 10 (plus the person who is
conducting this ceremony, if not one of the foregoing). Each of these
individuals now joins in a semicircle around the altar.
This is an aspect of Rahotep (see Appendix B) — the khaibet, his At this point, each of these characters is allowed one final DC 18
shadow — and it has spoken its Curse of Rahotep. All party members Wisdom saving throw at disadvantage to cease participating in the
should immediately roll their saving throws against the khaibet’s Aura ceremony. Any who make this save are free to do as they wish, but if
of Fear. The khaibet automatically obtains surprise on the party. If any any one or more fail, they do everything in their power to continue this
characters are able to act during a surprise round (such as a barbarian service to its completion, including attacking other members of the party.
using Feral Instinct) and they did not fail their saving throw against They cry out that the others must be in thrall to demons and that this
the Aura of Fear, roll initiative for that character and the khaibet ceremony is essential to ending Rahotep!
(remembering that an aspect of Rahotep has advantage on initiative The ceremony takes two minutes to complete, and the requirements
rolls). Keep track of any damage inflicted on the khaibet; it will be for it come unbidden to the minds of those performing it. If other
relevant should the party make it to Area 37 of the tomb. If the party characters forcibly remove those performing it from Area 12, they come
somehow does more damage than its total hit points, the khaibet to their senses. But if they re-enter Area 12, they again try to perform
vanishes and returns to its pool in Area 37. The khaibet’s action this the ceremony. The physical destruction of all of the items in the coffers
surprise round is to bestow its curse and, as a bonus action, command ends the compulsion. Should, somehow, the ceremony be completed, all
any characters subject to Rahotep’s Command to take no action. At this of those performing it immediately die and begin the transformation into
point, have the target of the curse (identified below) make its saving Rahotep’s tomb mummies (see Appendix B).
throw.
The Khaibet’s Curse of Rahotep: See the introduction to this chapter
for the effects of The Nine Curses of Rahotep. This curse targets the Back S ecti on of Area 12
first character into the room who is not already the victim of one of Nine human-sized statues of black onyx stand in the back portion
Rahotep’s curses. If two characters enter simultaneously, determine of Area 12 at locations A through I, each upon a three-foot pedestal.
the target randomly. The character targeted may resist the curse with a A golden mask is upon the face of each statue. The masks are of the
successful DC 18 Wisdom saving throw. Possessing the Cleaver of Set most exquisite artistry. The statues, thus arrayed with masks, appear to
provides immunity to the khaibet’s curse. represent the same nine gods of the sun as were found in Area 10, and in
The next round, the party members and the khaibet act according to the same order:
their initiative. In this round, the khaibet uses its Teleport action to return
to Area 37.
112 | NECROPOLIS
A. Ra (hawk-headed god) 13. Zod iac D ial an d Statue of Rahotep
B. Mekhit (lion-headed goddess)
Read the following when the party can see the contents of this room:
C. Hathor (beautiful goddess)
D. Herakhty (hawk-headed young god)
E. Menu (falcon-headed god crowned by two plumes) The chamber is 30 feet square, with a ceiling 30 feet above you.
The walls and ceiling are covered with plaster and painted with
F. Sekhmet (lioness-headed goddess)
colorful images, figures, and hieroglyphs.
G. Shu (human bearded god)
In the southeast corner of the room, at the far end on your left, is
H. Anhur (bearded god crowned by four plumes) an enormous alcove, within which stands a red sandstone statue,
I. Mût (cow-headed goddess) 24 feet tall, nearly reaching the ceiling. From its sandaled feet,
linen kilt, and ornamental collar and headdress (clasped by the
Again, as in Area 10, the statues are masked by powerful illusions. uraeus serpent), all depicted with brilliant paint and gilding, this
However, unlike the former statues, the visages beneath the masks are figure appears as a giant replica of a Khemitite of old. There are
those of the true beings. rings on its fingers, armlets of gold and red on its arms, and even a
Anyone who said Rahotep’s name or who anointed a figurine and knife and some strange sort of ankh, both painted realistically and
lit a lamp in Area 10 must make a DC 21 Wisdom saving throw at carved to appear as protruding from the girdle. A massive 19-foot
disadvantage as soon as they are within five feet of any of these statues. iron rod extends from the statue’s base up through the closed hands
On a failure, they reach for the mask on the closest statue and put it on. carved from the stone. Upon the tip of the rod, which reaches to
Anyone who spoke their true name in the tomb or bears one of Rahotep’s the middle of the statue’s chest, is represented some beast’s head,
curses is not entitled to a saving throw and automatically puts on a mask. perhaps that of a camel.
Immediately upon putting on a mask, the character is possessed by Inlaid in the floor in the center of the room is a circular mosaic of
the evil entity depicted by the statue. They then use all of their powers polished stones depicting the 12 divisions of the Khemitian sky,
and abilities to slay their former comrades in the most efficient manner with a bronze dial in the center and a pointer topped by a bronze
possible. A mask can be forcibly removed from a character if another knob.
member of the party succeeds at an attack and makes a successful DC
16 Strength check. Once removed, the possession is broken, and the A five-foot-wide archway in the west wall leads to a passage from
character no longer has an urge to put on a mask. this room.
Retaining or Destroying the Masks. A close inspection reveals that
each of the masks has tiny demonic features. They radiate powerful auras
of conjuration and enchantment magic. If retained intact, they could be Read the following as soon as anyone enters the chamber:
sold for 5,000 gp apiece. However, each non-evil character possessing
one of these masks, even if held in an interdimensional space such as
a bag of holding or a portable hole, is subject to a –2 penalty on armor You pass the doorway, and the face of the statue animates. It glares
class and on all saving throws, ability checks, and attack rolls so long down at you with disgust, as a booming voice speaks directly into
as it is retained, and each evening must make a DC 18 Wisdom saving your minds:
throw or be possessed by the evil entity depicted on the related statue.
If the masks are heavily damaged by magical weapons, their magic
and curse are dispelled, but the aggregate value of the gold of all of the “Behold the Face of Rahotep, which brings down the violators of
masks in that case is only 300 gp. his Eternal House!”
The Blackened Sun. Any good character passing near the altar on
taking leave of this place has an urge to use a weapon to destroy it. Once
the masks are all destroyed, a single strike from a magic weapon is all An icy tingling of fear runs along your spines, and you feel a
that is necessary to split the altar in half. In addition, whether or not sensation of nausea, as if some plague passed briefly through your
the masks are destroyed, if a vial of holy water is poured on the altar, a body.
loud crackling is audible as its surface is covered with hairline cracks.
At that point, the altar shatters if 1 hit point of damage is done to it by
any solid blow. Otherwise, the altar is immune to all damage other than This is an aspect of Rahotep (see Appendix B) — the ba, his
bludgeoning, is AC 17, has a damage threshold of 4, and has 100 hit personality — and it has spoken its Curse of Rahotep. All party members
points. should immediately roll their saving throws against the ba’s Aura of Fear.
If the altar is broken, an empty space in its center is revealed. Two The ba automatically obtains surprise on the party. If any characters
items are found within. One is the Blackened Sun, one of the Nine Evil are able to act during a surprise round (such as a barbarian using Feral
Objects. Like all of the Nine Evil Objects, the Blackened Sun feels cold Instinct) and they did not fail their saving throw against the Aura of Fear,
to the touch and faintly radiates an aura of magic, but does not appear roll initiative for that character and the ba (remembering that an aspect
consecrated or desecrated under the inspection of a detect evil and good of Rahotep has advantage on initiative rolls). Keep track of any damage
spell or a paladin’s Divine Sight. And as is the case with the other Nine inflicted on the ba; it will be relevant should the party make it to Area
Evil Objects, it bears the engraved cartouche of Rahotep’s name. 37 of the tomb. If the party somehow does more damage than its total
In addition, a piece of blackened metal, like half of an oval, is also hit points, the ba vanishes and returns to its pool in Area 37. The ba’s
found. On the face of the oval is half of the cartouche of Rahotep. This action this surprise round is to bestow its curse and, as a bonus action,
is one of the two pieces needed to open the secret passage at Area 8 (the command any characters subject to Rahotep’s Command to take no
other being in Area 15C). action. At this point, have the target of the curse (identified below) make
Trap Reminder. When the party leaves Area 10 heading south its saving throw.
(toward the intersection), remember that the party may re-trigger the The Ba’s Curse of Rahotep: See the introduction to this chapter
traps in the corridor at Area 9 unless they previously disabled them. for the effects of The Nine Curses of Rahotep. This curse targets a
Such is life in this dangerous burial place. randomly chosen character who does not have spellcasting ability and
who is not already the victim of one of Rahotep’s curses. If there are no
Zodiac Dial and Pointer. If the party inspects the zodiacal mosaic,
read the following:
such characters, it targets another character chosen at random who is not Finally, inscribed on the floor outside the circle at each of the
already the victim of one of Rahotep’s curses. The character targeted cardinal points are strange male deities depicted in brilliant color.
may resist the curse with a successful DC 18 Wisdom saving throw. All of them hold oddly shaped devices in their hands, and each has
Possessing the Bloodied Moon provides immunity to the ba’s curse. a human body, but multiple heads and wings.
The next round, the party members and the ba act according to their
initiative. In this round, the ba uses its Teleport action to return to Area
37. Roll 1d12 to determine which wedge the pointer is in when the party
The frescoes on the walls depict Rahotep and other Khemitites, first enters the room.
male and female, royal, noble, and commoner, all engaging in religious The four figures outside the circle are:
and domestic activities. Rahotep is seen in various situations: eating;
attended by servants; entertained by musicians, dancers, and performers; • At 3: Ram and beetle heads, four gray wings.
accompanied by his harem of concubines; speaking to an audience of • At 6: Lion and scorpion heads, four red wings.
attendant priests; and so forth. Hieroglyphs and hieratic script recount • At 9: Serpent and hawk heads, six green wings.
his typical activities and state that Rahotep enjoys these things and more • At 12: Four ram heads, four black wings.
after death.
The zodiacal mosaic and bronze pointer radiate auras of magic, but The zodiacal signs in the outermost ring, by the corresponding
oddly of many schools, including abjuration, conjuration, enchantment, hieroglyphic number, are set forth in the table below.
evocation, necromancy, and transmutation. The iron rod held by the Turning the Dial. The pointer turns easily. As it moves from one
statue also radiates an aura of transmutation magic. sign to the next, various musical noises can be heard, like strings being
Secret Door and the Iron Rod. A secret door is in the wall of the plucked, harps strummed, bells tinkling, a sistrum being shaken and
alcove behind the statue. It can be found by anyone searching this area thumped, drums beaten, a tambourine rattled and clapped, a gong
with a successful DC 16 Wisdom (Perception) check. However, the sounding, pipes playing, horns of reed or brass horns winded, and even
means of opening the door is not evident. something like a bagpipe whining. At the same time, everyone in the
114 | NECROPOLIS
room detects various scents such as flowers, musk, perfume, incense, or
spices. No pattern of either sound or smell can be identified, and they are
not repeated when the pointer is returned to a previous sign.
All of this, in fact, is meaningless, and unless more is done, there are
no effects from so moving the pointer.
The true magic of the dial is realized only if the proper figurines
from Area 13C are placed in each of the applicable wedges of the
circle. Originally, the results of doing so as designed by Rahotep
were universally malign. However, in the early years during his secret
rebellion, Utat-nebbu modified the magic of the dial such that some
results are beneficial, and even some of the ill consequences have a
mitigating effect. Though he tortured the vampire-sorcerer for his
insubordination, Rahotep ultimately decided to retain those changes, as
he thought them amusing.
Once all of the figurines are in place, the following table sets forth
the effect on any character that moves the pointer to the indicated
zodiacal sign. This occurs whether the character touches the pointer or
moves it indirectly — through a rope, for example, or magic spell (such
as telekinesis, mage hand, or even unseen servant). If more than one
character moves the pointer together, the effect applies to the one who
first chose, or first suggested, which sign to stop at. Once the pointer
is moved to a wedge and the effect applied, its power is spent, and no
further effect occurs from moving the pointer to that sign for one year
and one day. No saving throws apply to any of these results, as the
individual moving the pointer is a willing target. And nothing short
of divine intervention (not even a wish spell) can reverse any of these
consequences.
116 | NECROPOLIS
matches, with each bearing the hieroglyphic number corresponding to
Cons equences of th e Zod iac the applicable wedge of the mosaic on its underside. The zodiac dial can
be activated if these are placed in the proper wedges in the zodiac on the
Several of the consequences of moving the zodiacal floor in Area 13.
pointer are particularly detrimental to the character doing
so. Initially, of course, there is no warning that such might
be the case. As a result, if a player has their character 14. H i dden Stairway an d Glyp h of
move the pointer to one of those severe results without Ward ing
having had much warning, you may in your discretion
decide to permit the effect to be removed through the
completion of an epic quest or by accomplishing an
extraordinarily difficult task. The player may not learn
of this chance for redemption, however, until later, or
perhaps through the use of divination.
On the other hand, once players are alerted to
the dangers of the zodiac, they should bear the full
consequences of the risks they take, whether for good or
for ill. Great peril awaits those who tempt the fates.
13A. Music Ro om
In just a few paces, the five-foot-wide passage west opens into a
small chamber that is 15 feet long by 10 feet wide. It is an absolute
jumble of strange musical instruments and includes a variety of stringed
instruments, bells, sistrums, drums, gongs, harps, cymbals, and trumpets
that are in cases, on stands, or hanging on the walls. None is magical
or even of exceptional workmanship. If played, most soon break due to
their age.
The musical sounds mentioned above for the zodiac device come Immediately behind the secret door is a space that is 10 feet square
from this chamber, arising from a magical aura detectable throughout the with a flight of stairs descending to the south. After 10 feet, the stairs end
room (rather than from the instruments herein). in a landing where another set of stairs turns to the west. After 10 more
feet, the stairs end in a passage that goes for 10 feet more, where it opens
into Area 15.
13B. Fragrances This stairway is carved from the native sandstone, and the walls are
inscribed with images and hieroglyphs that tell of Rahotep’s victory over
A short, five-foot-wide passage leads south from the room of musical death and the glories he achieved in the name of Set.
instruments and opens into another room 15 feet in length and 10 feet in Glyph of Warding. One of the hieroglyphs on the east wall of the
width. Many small containers are arrayed here in various stands and on first landing, however, is in fact a glyph of warding. It will not be noted
tables, and a small censer on a wooden stand smokes faintly, giving off a unless detect magic or find traps is used here, as its meaning fits within
pungent stream of spicy smoke. the sense of the surrounding text (where it refers to a plague of insects
The manifold scents that rise when the zodiac dial is moved come that torment those who defy Rahotep). The glyph is armed whenever
from this chamber. The walls are bare and unmarked. Cases and stands anyone passes this landing and triggers eight minutes after the last
contain ancient perfumes, unguents, fragrant oils, spices, and incenses person passes the landing. When triggered, it casts insect plague. The
within tubes, bottles, jars, etc. None is magical, but the containers insects do not pass into Area 13, however, even if the secret door is left
have marginal antiquary value (between 20 gp and 50 gp each). Each open. As a result, the cloud of swarming, biting locusts pours down the
container is approximately 12 cubic inches in volume and weighs one stairs and flows into Area 15, where its volume fills the entire chamber
pound. They are quite fragile, however, and likely break if not carefully to the ceiling. Characters must make a DC 21 Constitution saving throw
packaged. as soon as they are within the area of the spell on a turn and at the start
of each of their turns thereafter while in the area of effect, taking 27
13C. Store of Zod iac Materials (5d10) piercing damage on a failed save, and half as much damage on a
successful one.
The five-foot-wide passage continuing west opens into a third 15-foot- The insect plague can be dispelled by a dispel magic, but unless the
by-10-foot chamber. dispel is cast at 6th level or higher, the caster must make a successful
Dozens of figurines stand in rank after rank on shelves around the DC 16 ability check using their spellcasting ability. Various wall spells
walls and on the floor, ranging in height from three inches to a foot tall. prevent the insects from crossing a barrier if cast soon enough and in a
Some are carved from various woods, bone, ivory, or soft stone; some position that entirely blocks the insects’ flight. No spell creating wind or
are cast in bronze, or are hammered from copper, brass, or tin; and some a similar effect affects the insect plague unless it is cast at 6th level or
are fashioned in clay and painted. A map of the stars is portrayed on the higher. A fireball reduces the damage of the insect plague for two rounds
ceiling, and papyrus star charts and astrological instruments are scattered by 3d10, but if cast in Area 15, the effects of such fire in that room
around the room. should be noted as set forth in the text below. The insect plague spell
All of the zodiacal symbols are represented among the figurines found expires after 10 minutes if not dispelled before that.
here, with many depictions of each, some plain, some ornate, and many A character may attempt to escape the insect plague by fleeing into
quite fanciful. A fair number of these figurines faintly radiate auras of one of the side chambers of Area 15, but if the door is left open for 10
magic. If a player indicates that their character is looking for figurines counts or more of initiative but less than a full round (in order to allow
that closely match the zodiacal symbols in the mosaic on the floor in other party members to follow), enough of the insects enter the side
Area 13, they note that several do seem to be a very close match on a chamber that those in the room must continue to make saving throws
successful DC 15 Wisdom (Perception) check. In fact, 12 figurines are against the spell at advantage for the following two rounds. If the
You see a 70-foot-long chamber that is 20 feet wide and high. The Bro ken Contain er Result
ceiling stone seems blue-violet, almost as if it were a cloudless
night sky, for a full moon and myriad stars not only appear on the
1d8 Result
surface but also produce illumination identical to the real things.
Yet the light is unusually radiant, enough so that you can detect 1 Explosion: 10 (3d6) fire damage to all within a five-foot
colors. radius (DC 18 Dexterity saving throw for half damage); fire
immediately spreads to nearby furnishings
Household furnishings dominate the room — the sorts of things
2 Toxic combination: 17 (5d6) poison damage to all within a 25-
a wealthy noble might possess. You see a large bed, couches, foot radius (DC 18 Constitution saving throw for half damage).
tables, chairs, and chests; a desk, and several workbenches; an
3 Minor combustion: 3 (1d6) fire damage to all within a five-foot
assortment of vials, bottles, jars, beakers, and flasks; shelves with
radius (DC 18 Dexterity saving throw for half damage); table
scrolls; crates, ceramic jugs and jars; and a variety of clothing and or workbench set ablaze, and fire spreads to nearby furnishings
ceremonial garb. All of this is cluttered and piled here and there, within one minute; 10% chance each of the next three rounds
without any evidence of organization. that an explosion (as in 1, above) occurs.
The whitewashed walls show extensive inscriptions of religious 4 Destructive solution: Dissolves table or workbench within two
and possibly magical sorts, with pictures and small glyphs of all minutes, causing its collapse; roll twice more, ignoring this
result when the table or bench collapses.
sizes.
5 Insect repellant (affecting the insect plague) within a five-foot
Three cedar and bronze-bound doors are along the west wall, radius for five minutes.
three along the east, and one smaller door to the south near the
6 Curative fumes: Heals 10 (3d6) damage to all within a five-foot
west corner. Flanking each of the east and west doors are pairs
radius.
of human-sized statues. Each appears to be a warrior in leather
armor of an ancient style, with horn and metal trimmings. One 7–8 No effect.
of each pair is armed with a large club, while the other wields a
large spear. All the statues are fashioned of some dark material that
seems shaped rather than carved, and is painted and adorned with All of the foregoing, as well as events that may arise from the side
real feathers so they appear most lifelike. rooms, may very well result in substantial damage to the items in this
chamber. Depending on the degree of damage, the following items may
be found here after a thorough search:
Each door in this room is made of cedar, bound with bronze, and
• Eight potions: climbing, diminution, gaseous form, growth,
unlocked. Each can be opened by pushing on the door with a successful
greater healing, heroism, invulnerability, speed
DC 14 Strength check.
• Three spell scrolls: legend lore, greater restoration, harm
Five minutes after the first character enters this chamber (or upon any
• Brooch of shielding hanging from a sculpture of a young prince;
attack on a statue intended to inflict damage), the 12 statues animate and
the bust is made of obsidian and worth 500 gp
become lesser clay golems (see Appendix B) that attack the party. The
• +2 dagger in a jeweled sheath, made of silver with ruby studs;
timing of this attack likely just precedes the appearance of the insect
the sheath is worth 1,000 gp
plague from the glyph of warding in the stairway at Area 14.
• Arrow of slaying (dragons) encased in a wax-covering.
Many of the vials, bottles, jars, and the like in this room contain
highly volatile and flammable substances as detailed below. In addition,
If any material amount of fire damage affects the chamber, however,
the furnishings here are ancient and extremely dry.
it is likely that many or all of the potions, the scrolls, and the arrow are
Because of the clutter, this room is considered difficult terrain for the
destroyed.
party (though not for the lesser clay golems). Any characters attempting
Items that do survive are hidden within secret compartments,
to move faster than half their speed in here or who are engaged in
disguised, masked by illusions, or protected by traps. A sampling of such
combat must make a DC 12 Dexterity (Acrobatics) check on their turn
traps you may wish to include can be found below:
each round. On a failure, a character strikes a table and topples 1d6 – 3
Secret Compartment Smeared with Contact Poison. DC 18
bottles onto the floor. If this occurs, roll for each bottle on the Broken
Wisdom (Perception) check to notice the poison; DC 16 Dexterity check
Container Result table below.
to remove with thieves’ tools; contact or failed removal requires DC 16
In addition, any area of effect fire spells used in this chamber, and any
Constitution saving throw; 10 (3d6) poison damage and be poisoned
other fire spells that strike any of the tables, cause several vials, bottles,
for 24 hours on a failed saving throw, or half as much damage and not
and jars to burst and burn fiercely. As a result, increase the area of effect
poisoned on a successful one.
of any such fire spell by 50% and increase any damage caused by the
spell by 50%.
118 | NECROPOLIS
Confusion Mist Trap. DC 18 Wisdom (Perception) check to notice
the trap; DC 16 Dexterity check to remove with thieves’ tools; triggered
15C. West Central Si de Ro om:
trap or failed removal requires DC 16 Constitution saving throw for all Puzzles an d Games
within 10 feet; on a failed saving throw, affected as confusion spell for
10 minutes. The door to this room is made of cedar, bound with bronze, and
Poison Needle Trap. DC 18 Wisdom (Perception) check to notice the unlocked. It can be opened by pushing on the door with a successful DC
trap; DC 16 Dexterity check to remove with thieves’ tools; triggered trap 14 Strength check.
or failed removal requires DC 16 Constitution saving throw; 21 (6d6) Shelves and tables in this room are filled with games and puzzles,
poison damage on a failed saving throw, or half as much damage on a boards and playing pieces, inscribed tiles, interlocking puzzles, metal
successful one. cages (about one cubic foot volume) containing small gold-and-jewel
items, boxes that rattle and that have panels that slide this way and that,
and the like. Among the 200 or so items are 20 of value, each worth
15A. Northwest Si de Ro om: 300 gp to 700 gp. Determining whether an item is valuable requires one
Fo od an d Drin k for th e D ead minute to inspect it and a successful DC 12 Intelligence (Investigation)
check.
The door to this room is made of cedar, bound with bronze, and In addition, a piece of blackened metal, like half an oval, sits on one of
unlocked. It can be opened by pushing on the door with a successful DC the shelves. On the face of the oval is half of the cartouche of Rahotep.
14 Strength check. This is one of the two pieces needed to open the secret passage at Area 8
This room is 15 feet by 10 feet and filled with dozens of sealed clay (with the other being in Area 12).
pots, ceramic jars, amphora, and similar containers all sitting on the
stone floor. The walls are plastered and covered with frescoes of Rahotep
and his entourage eating and drinking.
15D. East Central Si de Ro om:
The vessels in this chamber contain dried grains or once contained Rahotep’s Ch ari ot
wines or other alcoholic drinks. Most of the liquids evaporated with the
passage of time, leaving just a dry residue in the bottom of the container. The door to this room is made of cedar, bound with bronze, and
However, the contents of a few of the larger amphora have rotted. If unlocked. It can be opened by pushing on the door with a successful DC
any of these vessels are opened, there is a 1-in-4 chance that the seal 14 Strength check.
bursts, and dust and spores explode out to fill the chamber. All within In this chamber, taking up nearly the entire floor, is a colorfully
15 feet must succeed on a DC 15 Constitution saving throw or take 10 painted and gilt two-man wooden chariot with clay-fired statues of
(3d6) poison damage and become infected with a disease on a failed horses before it painted to show armor and adorned with feathers. A
save. An infected creature dies in a number of hours equal to 1d12 three-foot-tall golden basket on the floor in the southeast corner holds
+ its Constitution score unless the disease is removed with a lesser three wooden spears with silver points. An unstrung bow rests in the
restoration, protection from poison, or greater restoration spell. In half northeast corner next to a golden quiver with 10 feathered arrows. The
that time, the victim becomes poisoned for the remainder of the duration. walls are painted with images of locales all around Khemit, from the
Treasure. A gem of seeing is embedded in the residue in the bottom of delta to the Nubiar Oversight, from the Ruby Sea to the vast deserts.
one of the ceramic jars that contained wine. The chariot itself, the spears, the bow, and the arrows all radiate auras
of magic.
Treasure. The spears are all +1 spears, with two that can be thrown as
15B. North east Si de Ro om: javelins of lightning. The third spear is cursed, and while it also throws
Rahotep’s Army as a javelin of lightning, if so thrown, it travels 10 feet then returns to
attack its thrower. Randomly choose which spear is used whenever a
The door to this room is made of cedar, bound with bronze, and player attempts to throw one. The golden basket is highly decorative and
unlocked. It can be opened by pushing on the door with a successful DC can be sold for 1,000 gp to the right purchaser.
14 Strength check. The bow is an oathbow. It is unstrung, and a bowstring must be
This room features rank upon rank of fired clay figurines and statues, attached before it can be used. The arrows are all +1 arrows, but like
all of armored soldiers, dozens of which are small and on shelves along the spears, two are cursed and return to attack the one who fired it.
the walls of the rooms, others of which are several feet tall and standing Randomly choose which type of arrow is fired whenever a character
upon the floor. All are accoutered as would Khemitian warriors of a attempts to use one. The golden quiver is decorative and not designed
millennium ago, and all radiate an aura of conjuration magic. to be used, but it brings 500 gp from an antiquarian or other wealthy
Upon close inspection and a successful DC 12 Wisdom (Perception) purchaser.
check, each figurine and statue appears to have a demonic aspect to it, The chariot is endowed with a permanent conjuration enchantment.
perhaps a tail, or fangs, or talons, or claws. One, however, instead has Two people may stand in the chariot. If one of them imagines a location
angelic features, but this one is noticed only if the roll on the Wisdom anywhere in Khemit and concentrates on a desire to be there, whoever is
(Perception) check was 22 or higher. in the chariot is immediately teleported to that location. The destination
If any figure other than the one with angelic features is touched, it must be a place where the sky can be seen; if a location indoors or
transforms into a vrock. Each vrock can transform one (but only one) underground is envisioned, the chariot teleports the subjects to the
other figurine into another vrock and tries to do so. Immediate and nearest location to that locale that is outdoors.
continuous combat keeps a vrock busy enough to avoid doing this; Note that the chariot itself does not teleport, just those standing in the
otherwise, the place is soon filled with 200 of these horrors. chariot. As a result, the transportation provided by this chariot is only
If the figure with angelic features is touched, a deva springs forth and one way. If any characters use this means to travel far from the tomb,
aids the party if vrocks have been summoned. If not, it warns the party they have to make their way back to rejoin the party.
against touching any of the other figures and statues but departs without Sadly, the chariot is too large to be removed as it was originally
providing any other assistance or advice. This figurine was placed by constructed in this chamber. Disassembling it so it fits through the door
Utat-nebbu during his period of rebellion against Rahotep. permanently dispels its enchantment.
The door to this room is made of cedar, bound with bronze, and
unlocked. It can be opened by pushing on the door with a successful DC Curses upon those so foolish as to have delved so deeply into
14 Strength check. my Eternal House. May you wander endlessly for daring to
A 12-foot-long wooden barge sits on a two-foot-tall stone plinth in the seek the ultimate richness stored for my lasting enjoyment in
center of this chamber. The barge is flat-bottomed and narrow, only four the Afterworld. Turn back!
feet across at its widest extent. The bow, which is closest to the door,
rises up and narrows, twisting in the air until it points back toward the
stern. At the back end of the room, the boat’s stern rises up as well, but No curse is actually bestowed here, but the words are a clue to the
less so, and flattens to a seat where two oars are set, one on each side, nature of the chamber beyond. After the door seals are broken and
with the paddles resting on the ground. In the middle of the barge is an the bitumen freed from them, the portal can be tugged outward with a
embroidered canopy with silver and gold thread on top of four wooden successful DC 18 Strength check.
posts, and below which sits a painted and gilded wooden throne. The Chamber. Beyond the door is a large chamber, 30 feet wide and
The walls are covered with frescoes depicting life on the Stygian 50 feet long. The ceiling is 30 feet above. The walls are plastered white
River. The throne faintly radiates an aura of divination magic. and painted with scenes of Rahotep counting his wealth, inspecting
Unfortunately, the enchantment that was once upon the throne has magical items and jewelry, and otherwise preparing his great wealth for
dissipated over the thousand years it has been here and is no longer storage for his future use in the afterlife of the Duat.
effective. But it may take some time for the party to figure that out. No When first entered, the chamber is otherwise entirely empty.
treasure or other items of interest are in this room.
120 | NECROPOLIS
Ro om I llusi ons Archways and Corridors. Four archways lead to passages from this
chamber, two each in the north and south walls. Each passage is 10 feet
Color Contents
broad, but there appears to be no end to the corridor from the chamber.
Purple A shallow water basin (10 feet in diameter) in the center This is an illusion masking a permanent teleportation effect. In fact, after
of the room. walking 100 feet down any of these corridors, a character re-enters this
Black Phosphorescent figures of strange beings slowly writhe chamber from the corridor on the opposite side of the room.
in the walls, but these are insubstantial, as if on another Illusions. Each time a character re-enters the room by walking down
plane of existence. one of the corridors, powerful illusions change the appearance of the
Red A 20-foot-tall statue of Set is in each corner, each with a chamber so it appears that they have arrived at an entirely different
different head (human, warthog, ass, okapi). room, though one with the same dimensions. This illusion masks the
Orange The room is hot, and the walls are embers and fire. presence of the door in the eastern wall and changes the appearance of
Flames the floor and walls and sometimes the ceiling, and may add illusionary
Gold The room has a sand floor, with snakes sunning objects in the room. If the walls are not dramatically changed, they still
themselves near the edges. have hieroglyphs, but these shall differ somewhat from room to room.
These illusions arise from a modified version of the mirage arcane
Yellow Here are eight black pillars painted (in white) with
demonic forms. spell. As a result, it includes audible, visual, tactile, and olfactory
elements, and illusory objects feel solid and can be interacted with
Brown This appears to be a roughly hewn area, like a natural physically. Only the use of true sight or similar magic reveals what is
cave.
illusory and what is real.
Pale Green The hard earthen floor is grassy, with plants near the As the party proceeds to each new room, work down the Room
walls. Illusions table, in order, to determine the description of the chamber. If
Emerald The walls appear as water, with fish and sea creatures of they double back, work back up the list, of course; and if they then strike
all sizes swimming therein. out in the opposite direction, skip to the bottom of the list and continue
Azure The floor is of clouds; the walls and ceiling are clear sky. up. Feel free to add further details or additional options to the list.
Blue This appears to be a palace room of lapis lazuli; music To increase the likelihood that the party believes they are exploring
and female voices are heard in the distance, but nobody an infinite series of rooms, you may use the Corridor Illusions table so
is visible. that the passages between the illusory rooms also appear unique. Other
Indigo The room is a sphere in deep space, crossed by a crystal
options here include adding one-time effects such as temperature, wind,
bridge, with stars in all directions. noises of creatures, and persons. A surprised human who screams and
runs off (just a bit faster than the party’s maximum rate) is usually good
Violet Statues of Rahotep are in the corners, and the hieroglyphs
on the walls are green.
for a chase.
Keep careful track of what was seen or encountered and in which
Gray The room is misty, with a thundering waterfall nearby; order so that this “vast complex of chambers” is truly unique in each of
shadows move in the fog.
its component portions!
Pearl This appears to be a garden, with a central path through The party can leave at any time, either through the door in the
flowers; birds sing nearby, and they can be seen in the “original” room or by finding the illusion-covered door in any other
bushes.
room thereafter.
Silver The room is metal, and footfalls clank and ring; distant Astute players may try to leave one or two characters in one room
gold and silver bells sound plangent and sweet in while the others proceed down a corridor. Those departing can be clearly
response.
watched in the process, but neither group sees the other ahead until the
Crystal Wind blows softly, and chimes tinkle tantalizingly nearby. travelers re-enter the room. Note that the illusory effect takes precedence
over the real room, and each new illusion likewise takes precedence over
Corri d or I llusi ons its predecessor. As a result, the stationary characters might believe —
and will believe, if you describe the process correctly — that they have
The passage is blocked by a door that must be opened to proceed.
been teleported to rejoin their comrades!
Phosphorescent worms are on and in the walls. You might thus be able to keep the party marching around here for
Archway. quite some time thinking that Rahotep has hewn a labyrinth of identical
Cobwebs. chambers, and that somewhere there must be a secret cache of his
treasures.
Broad steps lead up. (Climbing seems normal, though it is illusory.)
Rushing water can be heard underfoot.
17. Anoth er “Final“ Ch am b er
The passage slants downward.
The passage is blocked by a barred grill that must be unlocked, forced Secret Door. Given the apparent dead-end at the end of the passage
open, or the lock picked. from Area 8, the party will likely search here for a secret door, which
Hissing vents of steam are in the walls. is found with a successful DC 16 Wisdom (Perception) check. In fact, a
good push and a successful DC 14 Strength check is sufficient to open
Hieroglyphs warn people to “turn back.”
the door.
Croaking can be heard in the distance. When this happens, there is a brilliant flash of red light from beyond.
The walls are rough-hewn. Each character within 30 feet of the secret door (which is likely the
Broad steps lead down a few feet. whole party) must make a successful DC 21 Constitution saving throw or
be blinded for two rounds. Any character not blinded sees a fiery figure
Chained human skeletons hang from the walls.
roughly human in shape beyond the door. A voice like burning needles
Half-pillars line the way. arcs into their minds, saying:
Bas-reliefs of monsters adorn the walls.
A trap on the floor is detected automatically and must be defused. The Force of the Set Rahotep smites you, and bestows its curse on
Hieroglyphs portray a curse, and sudden chills run down someone’s back those who would prowl through his Eternal House!
(as if from one of the Nine Curses of Rahotep).
122 | NECROPOLIS
When this cover is removed, a second sarcophagus of wood is Aldinach emerged, nothing will be found. If the plaster is removed,
revealed; its lid is painted and gilded with Rahotep’s likeness, along with nothing but solid wall is revealed.
a variety of horrific scenes and hieroglyphs. No magic radiates from the Treasure. Unless the party is somehow able to defeat Aldinach
sarcophagus, nor does a detect evil and good spell or a paladin’s Divine before he finishes the destruction of the ivory coffers and canopic jars,
Sight reveal anything. In fact, the mummy within is inanimate and everything in those containers is melted and worth nothing more than
nonmagical. See below for the valuables to be found here. their metal and gemstone value. All told, perhaps 200 sp in silver, 200 gp
in gold, and 2,000 gp in gems.
Within the wooden sarcophagus is a gold mask upon the
Attack! mummy’s face, with an antiquary value of 10,000 gp, along with a
Read the following if anyone comes within three feet of the opening golden scepter worth 5,000 gp and a torc worth 2,500 gp. Upon the
to the crypt: mummy are nine gems, each worth 1,000 gp. These are placed carefully
on the body (arms, legs, thighs, shoulders, chest) in a ritualistic pattern.
As each is touched, you may add side effects (cold shudder, eerie sound,
Without warning, a huge horned being suddenly steps from the and so forth — all meaningless).
painted doorway on the wall! It stands about 16 feet tall, and
its skin is jet black, marked in blood red with arcane, demonic
patterns. Its ferocious visage is awful to behold, with glowing eyes
and dripping fangs. You feel your soul sink, head spinning from
the horror of this being!
Its hands have too many fingers, each of which is tipped with a
razor-sharp talon a span long. In one hand it wields a mammoth
khopesh sword. The priests recognize this entity from their studies:
It is the Demon Lord Aldinach.
Speak not its dread name aloud!!!
S econ d I nterlu de
If the glyphs for descend and depths on this message are pressed Whether or not the players recognize that there must be more to this
simultaneously, a small secret panel (at a height of two feet) in the east tomb than they have found, this moment provides an opportunity for
side of the pillar pivots open. the party to rest and recover spells, and if necessary, to leave the tomb
Within are four bronze rings of verdigris hue and four dark iron for healing, recuperation, and perhaps additional experience before they
bracelets. If any of these items is touched, everyone within the room is proceed to the final stage. You should award XP at this point as well.
transported instantly 100 feet south and 20 feet west to Area 17A, which
is utterly isolated.
Th e Final S ecti on: Th e I nn er Tom b
17A. Iso lated Ch am b er The description of Area 8 above sets forth the process of opening the
secret door in the pit using the two pieces of the cartouche of Rahotep
Since the chamber is essentially identical to Area 17, as are the found in Areas 12 and 15C, as well as the passage leading to Area 18.
characters’ relative positions within it, describe the event as follows: As soon as the party breaks the wall into Area 18, continue with the
following:
When you touch the item, all of the contents of the tomb vanish!
Even the crypt is gone. It is as if nothing was here, nothing was 18. Statue of th e S ervant
disturbed …
If the characters fought Aldinach, all signs of that fray also vanish. If
they opened the secret door to the staircase, that portal is now closed (in
fact, although those glyphs are here, there is no doorway or staircase).
The pillars and walls are otherwise identical to those of Area 17. Finally,
the secret compartment with the rings and bracelets is still open, and
identical items are therein. However, if a count was previously made,
someone should notice that there is now one extra ring or bracelet — the
one touched so as to trigger this event.
Escape. At this point, there are only two means of escape. One option
is for the party to dig its way to freedom. This form of escape takes a
while, but if pursued eastward, the tunnel eventually breaks into Area
15A or 15C. You may allow the party to recognize that the stone blocks
forming the wall in the eastern alcove appear poorly set, such that they
could be easily removed. That should give them a direction to proceed.
The alternative requires the party to don the rings and/or bracelets in
the secret compartment. If a spellcaster puts on a ring, they feel an urge
to touch one of the outermost, green columns. Doing so transports that
character immediately to Area 17, but the ring vanishes. Similarly, a
non-spellcaster who puts on one of the bracelets feels an urge to touch
one of the larger granite columns, and doing so returns them to Area 17
as well. If the party has more than four spellcasters or more than four
non-spellcasters, then someone may have to stay behind and dig …
124 | NECROPOLIS
The passage from Area 8 enters this chamber at a height of 30 feet off The passage north leads 10 feet to a 10-foot intersection, with
the floor. The character breaking through the wall must succeed on a DC columns at each corner shedding a rust-colored illumination, dark flames
16 Dexterity saving throw or fall from the opening to the ground, taking flickering and burning within the very stone. Anyone who stares at the
10 (3d6) bludgeoning damage. flames detects vague shapes and features of prancing, leering devils and
Read the following once the party opens the passage and can see into their ilk, and hears the distant sound of high-pitched laughter.
this chamber: The passage north continues for 10 feet, but whatever lies beyond is
shrouded in complete darkness. The passages east and west go 10 feet
before angling northward.
A 30-foot-square chamber with a 40-foot-high ceiling is at the end
of the passage. The opening you made in the wall is some 30 feet
above the floor.
A painted statue of a figure on a circular plinth is in the center of
the room, half again as large as a normal human and kneeling in a
position of supplication, its arms outstretched and its face looking
upward. It is painted and gilt, in the dress of an ancient Khemitian
noble warrior. You cannot see its face, as it is turned toward the
northwest away from you, in the direction of an archway that is
10 feet high and eight feet wide in the north wall of that corner.
The walls of the chamber are plastered and whitewashed, painted
with the usual images of gods, demons, Rahotep, and hieroglyphs.
The floor is made of a highly polished gray marble, with veins of
dark purple the color of a bruise.
The hieroglyphs on the walls tell of mighty Rahotep and his servants,
ones devoted to his service in life and death, and to the glory of Set.
Hieroglyphs carved into the stone of the plinth indicate that this figure
is one known as Utat-nebbu, a servant of Rahotep. Many praises of this
servant are described, along with his actions in life in service to Set and
his master. If the character reading the hieroglyphs is doing so due to
their skill with the language (as opposed to a comprehend languages
spell), they realize that there are subtle insults to Utat-nebbu in the text if
they make a successful DC 19 Intelligence (Investigation) check. Since
comprehend languages translates only the literal meaning, the subtlety of
the insults cannot be discerned with that spell.
This is indeed an image of Utat-nebbu, whom the party shortly
will meet in Area 20. If the face of the statue is inspected closely, a
successful DC 16 Intelligence (Investigation) check reveals scars and
burns that suggest torture. In addition, inspecting the statue’s hands
reveals a rectangular impression with rounded corners carved into the
right palm.
Rotating Plinth and Secret Door. If the plinth is inspected, a
successful DC 15 Wisdom (Perception) check reveals that the statue
and the plinth are carved from the same piece of stone, but the plinth 19. Si de Corri d ors
itself seems slightly raised off the floor by just a fraction of an inch. It
would seem that perhaps it could be moved or rotated, but no amount of Read the following if the party moves down either of the passages east
pushing or prodding causes the statue to move unless the party places or west:
the Seal of Shadow — one of the Nine Evil Objects found in Area 22
— into the impression in the statue’s right palm. So long as the statue
and plinth have not been rotated, the secret door in the southwest corner You see a passageway of about three paces width and twice a
is entirely undetectable, even by magic, as five feet of stone fills the man’s height angling off before you. It is difficult to see far in the
passage behind it. dim light, but it appears that the corridor bends toward the [right/
If the party possesses the Seal of Shadow and places it into the left] after about 40 or 50 feet.
impression in the statue’s right palm, the plinth and statue immediately
rotate counterclockwise. It continues to do so until the statue faces
southeast. At that point it stops, and plaster cracks off a five-foot-square The stone walls of the left (northwest) corridor are gray-red, while
area on the wall, 20 feet above the floor in the southeast corner (where those to the right (northeast) are yellow-red. Much like Area 16, these
the upraised face of the statue is looking). A block of stone five feet deep corridors are unending magical teleportation loops. When the characters
pushes out and crashes to the floor to reveal a dark passage to the south. reach the second turn to the north, they are transported back to the
As soon as this occurs, turn to the description for Area 23. first such turn. They should notice their problem either when someone
Archway and Passage. The archway is of natural red sandstone hewn looks back and sees the rusty light of the initial corridor or after they
smooth, but unpainted. Hieroglyphs overhead on the archway read: complete a few turns and find nothing. The teleportation magic is a part
of this place, and infused within its magic, and thus cannot be separately
detected.
Now do you Abandon all Hope.
126 | NECROPOLIS
The lower front of the throne is a sliding stone panel that cannot be
Thron e an d H i ero glyp hs
found unless a character makes a successful DC 20 Wisdom (Perception)
The throne has compartments that hold another 10,000 gp in coins, check while searching the front of the throne. Three hieroglyphs are
which can be found on a successful DC 20 Wisdom (Perception) check carved into the stone behind it. These, and the effects of pressing them,
while searching the sides of the throne; if taken to a collector, they fetch are given below.
five times that much due to their antiquated nature. An Eye. If a character presses this hieroglyph, they are targeted by
a disintegrate spell and take 75 (10d6 + 40) force damage (and being
disintegrated if this damage leaves them with 0 hit points) unless a
successful DC 21 Dexterity saving throw is made.
A Scorpion. If a character presses this hieroglyph, the throne and wall
section behind it swing north, pivoting along its east edge. However,
they must also make a DC 21 Wisdom saving throw, losing 3d4
Intelligence points until they complete a long rest on a failed save.
A Heart. If a character presses this hieroglyph, they are targeted by a
finger of death spell and must make a DC 21 Constitution saving throw,
taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much
on a successful one. A character killed by this finger of death rises as a
Rahotep’s tomb mummy (see Appendix B) unless remove curse or
gentle repose is cast within five minutes.
Filthy jackals! From the bones of the earth the Set Rahotep curses
you who come into his home, seeking not the obedience of your
lowly station, but to rob him!
As usual, with these words each member of the party feels an icy
tingling of fear along their spines and experiences a sensation of nausea,
as if some plague passed briefly through their body.
128 | NECROPOLIS
You are in a large chamber, 40 feet deep and more than 100 feet
long. It reeks of death and is as moldy as a grave. You see ancient
furniture, a cluster of coffins near an alcove in the west, and a
large sarcophagus on a plinth in an alcove to the east. There are
many huddled figures throughout the chamber, emaciated humans
wearing nothing but scraps of clothing.
Also, a half-dozen pale women — tall, slender, with long, stringy
hair — smile and beckon to you, but their eyes glow with a feral,
red light, and long fangs in their upper jaws show them to be
undead! You have no time for further observation, for they are
coming toward you with purpose.
Aftermath
“There was a time just a few days ago! I recall it because we
had light then, dear, sweet light! Three men visited the vampire. Once the flying scorpions are all dead and the party looks into the
Before they left, the vampire gave one of them, their chief, a silver opened passage, read the following:
pendant. It glittered in the light! When they left, he grasped his
comrades firmly, and all then stepped through of one of the arches,
but … but …” The dusty passage leads five feet east and turns southward. After
going south about 20 feet, it turns sharply to the west.
This next length of the passage is more than 60 feet, but at last
Sadly, the poor fellow does not remember which arch was used to it comes to an end at a 10-foot-square chamber. This time, you
leave this little hell, and he is ashamed to say so. If the other captives are gratefully note that the floor of the passage is on the same level as
given some food and water, however, another one becomes alert enough that of the space beyond. You peer into the room and think you see
to remember that the visitors arrived and departed through the western a flight of steps that descend northward.
archway.
The party can either leave these folk in Area 22 and promise to return
for them, or they can figure out which archway returns to the surface and
send them there by properly using the silver pendants. Given how weak 24. Th e M ortuary Palace
most of the captives are, however, the party should provide healing,
Read the following as the party reaches the bottom of the stairs and
food, and water first. Otherwise, there is a good chance that many of
looks into this chamber:
them are not able to make it back to Aartuat alive.
130 | NECROPOLIS
a result, the party must largely rely on the flickering orange light from
the columns to see around them. This reduces visibility in this chamber
At the end of the 20-foot-long stairway is an area roughly 30 feet substantially.
square that opens into a larger chamber toward the west. The floor Copper Skeletons. The bas reliefs of the skeletons on the wall are
is a checkerboard of black and white squares. The walls in here about 10 feet off the floor. There are 12 of them: two on the south wall
are not plastered, but granite, brown with black and gray veins (though these can only be seen once the party enters the chamber), four
covered with carven hieroglyphs and images, with elaborate bas on the north wall, and six on the east wall. Each is somewhat larger than
reliefs of skeletal figures highlighted in what seems to be inlaid a normal human and holds a spear and shield, which is also covered
copper. with copper and some other inlay. These are 12 copper skeletons (see
Six columns rise up in the midst of the floor to support a ceiling at Appendix B) that animate, jump down to the floor, and attack when the
least 30 feet over your heads, as do three half columns along each party reaches Area 25.
of the north and south walls. For a moment, you are puzzled by Columns. These are actually cylinders of the Duat itself, where
the chamber’s ambient light, which flickers a sickly, wan orange. the souls of those punished by Set spend eternity. They are nearly
Your eyes are then drawn to the columns, which you realize are impenetrable, and there is no way to free any of the souls visible in the
the sources of this light. Or rather, something in the columns, for columns. If, however, a character does 50 hit points or more damage to
you detect movement within them. Pressed up against the surface a column with a magical weapon in a single strike, they are instantly
of the columns are barely visible human faces contorted in agony, sucked into the column and transported to the Duat. Absent planar travel
their mouths and eyes opening and closing as they slowly move or the assistance of one who can travel to the Duat to rescue them, there
through a dense, red liquid. The light in the chamber is coming they shall remain.
from their eyes, noses, and open mouths, all spilling out this As the party enters the room and turns toward the west, read the
nauseating orange glow. following:
Tearing your eyes away from the columns, you also see a large
sarcophagus along the angle of the north wall, where it widens You can now see that this chamber is at least 100 feet in length,
toward the west. It appears to be solid stone at least 12 feet long though your visibility is poor in the odd, orange light.
and eight feet wide. You cannot see the corresponding location on
As you had thought, beyond the first 30 feet the walls angle out
the south wall from where you are at the entrance to this chamber,
until the room is some 50 feet wide. Another enormous stone
so there could be a second sarcophagus there as well.
sarcophagus is indeed along the angled south wall. And past that,
you see another three sets of the terrible columns that reach up to
a ceiling hidden by darkness. Just beyond each of the sarcophagi,
In this chamber, no light sources, whether magical or mundane, dark archways are set into the north and south walls.
provide illumination to more than 10 feet, and even then, it is weak. As
A beaded curtain closes the room space from the hallway leading
to it. The place is lavishly decorated with a couch, a chair and
table, and a chest for jewelry, clothing, and cosmetics. The
walls are plastered, painted, and adorned with inscriptions and
colorful drawings. It is thus quite similar to those used by wealthy
Khemitian women of ancient times, you recall, though perhaps
somewhat smaller.
Your eyes are drawn to something else, however. A pale and
As soon as any member of the party reaches the location marked by beautiful girl is staring at you, and she cries with relief as she sees
the “25” or approaches within five feet of either of the stone sarcophagi, who you are.
the 12 copper skeletons (see Appendix B) leap from the walls and rush
to attack. The two sarcophagi lids are also pushed open from the inside,
and a great spider mummy (see Appendix B) emerges from each. As a These are in fact vampiric ghouls (see Appendix B) and concubines
result, unless some members of the party have not entered into Area 24 of Rahotep who have been readying themselves for company since they
at all, they are surrounded. Roll initiative and commence combat. heard the noises of battle beyond.
The second round, however, any undead and therianthropes freed in When confronted by any intruder, they frantically cry out for help and
Area 2B and any fiends freed in Area 2E join the fray, coming from rescue:
Area 25E. And on the third round, they are joined by any party members
who were previously turned into Rahotep’s tomb mummies (see
Appendix B) and escaped, as well as by Utat-nebbu (see Appendix A) “Please don’t kill me! I am a prisoner, I don’t belong here, I’m
if he survived his earlier encounters with the party. like you! Help me, take me out of here. I want to be free, to see
Finally, at the start of the fourth round, any party members who the sunlight! Don’t leave me here for that, that awful fiend. I can’t
succumbed to any of the Nine Curses of Rahotep turn on their friends, stand it anymore …”
attacking the rest of the party with the most devastating means they have
at hand.
Read the following if and when the party dispatches all of these
If she can see that the party has already “rescued” one or more of
threats:
the other “prisoners,” she naturally cries out with relief. Each vampiric
ghoul wears a talisman beneath her garb that provides a continuous
The ruins of the combat are all around you. The coppery skeletons nondetection spell for undead. As a result, divination spells and a
and the two enormous mummified spiders lie dead. But in the paladin’s Divine Sight do not reveal their undead nature. If the talismans
sudden silence, you hear an odd thing: a woman’s voice, calling are discovered, the vampiric ghouls claim these were given to them by a
for help from the dark archway to the south! terrible vampire who feeds upon their blood:
“He said that this token restores my health after he bites me, after
he … drains my blood. I can’t die, but … He just laughs horribly
25A & B. South Si de Ch am b ers and says that if I remove this, I’ll become an undead like the
mummies!”
If the party looks down this corridor after they hear the woman’s
voice, they see a brief movement well down the passage, but then
nothing. If they call out, there is no response. Though they are likely to be skeptical, make an effort to convince the
Four Rahotep’s tomb mummies (see Appendix B), former players.
adventurers who fell to Rahotep’s curses, stand in the initial foyer (Area Once all of the creatures on one side are “saved,” they beg the party to
25A). They attack any intruder who enters and fight until destroyed. save their sisters across the hall. If and when all 10 are gathered together,
Allow each of the leading characters (three at most) to make a DC 16 they attack the party in concert.
Wisdom (Perception) check. Any success means the mummies do not If the party doesn’t fall for this, the five vampiric ghouls attack with
surprise the party. touch and bite. If seriously wounded, they assume rat-form and try to
escape to the next side room (Area 26A). These creatures are eager to
consume humans, for that will make them more like Rahotep. They
As you go along the passageway some four or five paces, you are yearn for the eternal existence that they know their master plans to
set upon by a handful of dreadful, humanoid creatures with skin achieve.
the color of soot and long talons that were lurking in an alcove to The talismans work only for undead, but could be sold to the right
one side of the passage. Their eyes are points of red fire, and they purchaser for 250 gp each. In addition, each vampiric ghoul owns
lunge to the attack. jewelry worth 2,000 gp.
132 | NECROPOLIS
25C & D. North Si de Ch am b ers If the party approaches either alcove, turn to the appropriate
description (Area 26 for the left/south, or Area 27 for the right/north). If
These chambers are identical to Areas 25A and 25B in all respects, the party ignores these places and moves ahead, skip to Area 28.
except that instead of the guards being Rahotep’s tomb mummies, 4
mummies of Khemit (see Appendix B) are in the alcove. Otherwise, 26. Hyena-Faced Man
refer to the text above for this area.
As the party approaches the southern alcove, read the following:
25E. Th e Gray Aisle You see a 12-foot-tall male figure fashioned of leprous, gray
marble. The body is deformed but muscular. The clawed hands
Once the party finishes with Areas 25A through D and prepares to
and feet are of animal nature, despite the fingers and toes. The
move farther into the Mortuary Palace, read the following:
skull is human — almost. It is elongated, with hyena-like jaws,
and the bestial eyes and ears bespeak some nightmare-blend of
Ten feet past the archways, the black-and-white checkerboard man and animal. A vile stench fills the air near the statue.
pattern on the floor ends and is replaced by a polished stone of a
sickly gray color with splashes of maroon and veins of jaundiced
yellow. Here, 10-foot-deep, semicircular alcoves are set into the This statue is of Gholl, the father of all the gholles. Anyone with a
north and south walls, each of which contains a pale gray statue figurine of Chons or Horus recognizes its demonic depiction and senses
of hideous appearance, twice the height of a tall man. Close to the its danger. In 1d4 rounds, 10 gholles (see Appendix B) appear from
walls to each side of each alcove stands a huge pillar of serpentine, Area 26A through an archway concealed behind the statue. The stench
four in total, each more than five feet in diameter. noted above is that of the first of these creatures. The gholles fight
fearlessly until slain.
Beyond the alcoves, the gray stone floor continues down the
Casual visual examination of the base of the statue reveals a
center of the chamber ahead of you, where nine smaller serpentine
decoration of skulls and bones in bas-relief. It conceals a secret
columns rise to the ceiling to surround some sort of large statue.
compartment in the plinth that can be discovered with a successful
Along the north and south walls, however, the checkerboard
DC 18 Wisdom (Perception) check and opened with a successful DC
pattern on the floor resumes, with squares alternating red and
20 Intelligence (Investigation) check. A papyrus scroll inscribed with
black.
strange, silvery-black hieroglyphs is within, but it cannot be understood
without magical assistance. The scroll bears an aura of terrible evil and
134 | NECROPOLIS
Chapter Eight - R ahotep's Tomb | 135
As soon as any party member is within 10 feet of the snake statue or The ren’s action this surprise round is to bestow its curse and, as a bonus
otherwise crosses more than 15 feet into Area 28, the magic holding action, command any characters subject to Rahotep’s Command to take
this scorpion-snake (see Appendix B) in suspended animation breaks, no action. At this point, have the target of the curse (identified below)
and the creature inhales a breath. This is obvious to any party members make its saving throw.
watching the statue, so it is unlikely anyone is surprised. If you are The Ren’s Curse of Rahotep: See the introduction to this chapter
generous, you may allow a DC 20 Wisdom (Perception) check, with for the effects of The Nine Curses of Rahotep. This curse targets
success meaning the character can act for one surprise round before the character who is not already the victim of one of Rahotep’s curses
the creature. In any case, it attacks the next round. Remember the rows who did the most damage to the scorpion-snake (or, if the combat is
of statues along either wall here. They are entirely inanimate but may still ongoing, who has done the most so far). The character targeted
perhaps deter characters from getting too close to the walls. If anyone may resist the curse with a successful DC 18 Wisdom saving throw.
tries to avoid the beast by staying close to the walls, however, the statues Possessing the Seal of Shadow provides immunity to the ren’s curse.
make it difficult terrain for movement. The next round, the party members and the ren act according to their
Turning the Creature Back to Stone. Although it is unlikely a initiative. In this round, the ren uses its Teleport action to return to Area
character checks during combat with the scorpion-snake, the statue 37. As soon as this happens, any characters who were subject to the ren’s
of Rahotep rotates to face east and its eyes glow bright red. Should Rahotep’s Command are freed of their compulsion and may again act. In
the gemstone eyes be removed from the statue (which is difficult, as addition, the golem idol of Rahotep (see Appendix B) moves to attack
it animates when anyone approaches within 10 feet) or if the eyes are the party this round.
covered in some way, the scorpion-snake immediately turns back into Once the golem idol of Rahotep is defeated, anyone searching its
stone. If anyone is being constricted at the time, they are caught fast remains finds within it a shriveled, black-red mummy wearing ancient
and have to be freed by breaking the statue (unless it re-animates first). finery and a necklace, the latter inscribed with Rahotep’s cartouche. This
Damage done to the creature while it is a statue applies to the scorpion- mummy was one of the ancient priests sacrificed by Rahotep to fashion
snake should it reanimate thereafter. guardians for his tomb.
If the Serpent is Destroyed. The scorpion-snake wears a jeweled The creature clutches a papyrus scroll (which animated the statue) and
collar about its neck. While the monster is a statue, this collar is wears a ring on one bony finger (ring of stone passage, see Appendix
incorporated into the stone. But if the beast is slain while animated, E). Also with the mummy are a bronze crook and a bronze flail. Both
the collar remains. It is made of green crocodile leather and set with radiate an aura of transmutation magic.
emeralds (collar of immunity, see Appendix E). The leather, emeralds, After the Golem is Destroyed. Once the golem idol of Rahotep is
and bronze settings are green with verdigris and blend almost perfectly destroyed and the party looks to the west, read the following:
with the scorpion-snake’s hide, so the collar likely goes unnoticed (DC
25 Wisdom [Perception] check) until the monster is slain and searched.
While the collar itself is not magical, each emerald and the bronze The end of the chamber is finally before you, just 20 feet past
setting it is in radiates an aura of magic. An identify spell or similar where the statue stood. A set of double doors is in each of the
magic is necessary to determine the effect of each talisman. Each of angled walls to either side of the chamber’s apex.
the emeralds is worth 2,500 gp; however, removing it from the setting Oddly, no hieroglyphs are on or around either set of doors. The
destroys the magic of the talisman. portals to the left (south) are made of some dark, black wood.
Upon it are painted row after row of stylized creatures, some
Th e Statue an d th e Ren’s Curs e mundane and natural, some supernatural. To the right (north), the
doors are of bright reddish mahogany. Upon them are painted rank
During the battle, the visage of the great statue of Rahotep rotates to upon rank of ravening demons, devils, and fiends.
face the melee. The figure’s glowing red crystal eyes can be seen at a
range of up to 20 feet. Both gateways are done in the ancient style, with heavy metal
This statue, a golem, animates if anyone comes within 10 feet of it; at hinges and supports, and large, bronze pull-rings in the middle
that time, read the following aloud: of each door. They are closed tight, and each pair is sealed with a
large lead cartouche that you recognize as “the Set Rahotep.”
136 | NECROPOLIS
DC 18 Intelligence (Investigation) check. On a success, they realize
that some of the painted images on the doors match the pictographs that “Speak the verse and open the way to my Eternal Home, where
comprise hieroglyphs and that some seem to be ordered in a manner that I shall at last devour your beings and souls. An incantation,
spells out words and phrases. (If the party already discovered this fact from the stand, my Name’s Mighty Curse.”
with respect to the other set of doors, this initial roll is automatically
successful.) A second successful DC 18 Intelligence (Investigation)
check by that character (or by any other character who also understands
ancient Khemitian hieroglyphs and has been shown these symbols) Absolutely no magic whatsoever permits passage through this
reveals the following phrase: doorway.
If the party returns to the plinth — the stand — on which the statue of
Rahotep stood and from which his ren — his name — cursed the party,
“The bronze weapon of war brought to the serpent of fire and hieroglyphs that were not there before have now appeared on the western
thence to the seal shall open the way.” side of the plinth. They read:
“I was here before the winds brought forth the Great Desert,
A further DC 12 Wisdom (Perception) check (by any character)
confirms that only one image of a serpent spitting fire is among the I was here before the waters of the rains flowed into the Great
painted images on this door. If anyone takes the bronze flail from the River,
ruins of the golem and touches it to that image and then to the lead seal, I was here before the Seas filled the low places of the Earth.
the seal breaks and the doors open silently toward the party. Lying on the
floor (another gift from Utat-nebbu) is a sword of sharpness. I shall enter the Secret Place, and speak with Set.
On the other hand, if the door is simply pulled open or struck in any The ground shall be in the West, and then below me.
way, the doors burst asunder, and a sekem of the Duat (see Appendix
And I shall live, even after the Great Desert, the Great River, and
B) emerges and attacks the party. Once the sekem is slain, it vanishes,
the Seas, and the Earth, are all forgotten.”
leaving behind the sword of sharpness.
30. Red Gate of Fi en ds Anyone with knowledge of the Khemitian religion recognizes this as a
familiar passage from the Book of the Dead.
Anyone who understands ancient Khemitian hieroglyphs can attempt If anyone recites this verse within 10 feet of the chamber’s western
to discern the meanings of the paintings on either set of doors with a end, the stone that had been in Area 31, over 15 feet deep and 10 feet
DC 20 Intelligence (Investigation) check. On a success, they realize wide, simply vanishes, leaving a gap in the wall without a floor below.
that some of the painted images on the doors match the pictographs that At the same time, a powerful gravity spell similar to reverse gravity but
comprise hieroglyphs and that some seem to be ordered in a manner that oriented to the west is automatically cast and pulls anyone within 50 feet
spells out words and phrases. (If the party already discovered this fact of the end of the chamber to the west into the opening. If a character is
with respect to the other set of doors, this initial roll is automatically close to one of the double doors at Areas 29 or 30, they may make a
successful.) A second successful DC 18 Intelligence (Investigation) DC 18 Dexterity (Acrobatics) check to grab hold and prevent their fall.
check by that character (or by any other character who also understands Otherwise, all characters in this area fall into Area 31, taking 5 (1d10)
ancient Khemitian hieroglyphs and has been shown these symbols) bludgeoning damage for every 10 feet “fallen” (with greater damage
reveals the following phrase: than normal being dealt because the effect is actually more powerful than
normal gravity).
Within Area 31, the gravity becomes a downward force, but enhanced
“The bronze tool of the gods’ servants brought to the demon of
in strength. Any character who falls into Area 31 now falls down 30 feet
water and thence to the seal shall open the way.”
to Area 32, taking 16 (3d10) bludgeoning damage from this second fall.
Feather fall, fly, levitate, and similar spells avoid the damage of the
falls only if the caster makes a successful DC 19 ability check with their
A further DC 12 Wisdom (Perception) check (by any character) spellcasting ability.
confirms that only one image of a demon with webbed hands and feet is The vanished block in Area 31 does not return, and the gravity effect
among the painted images on this door. If anyone takes the bronze crook ends after five rounds. At that point, anyone who managed to avoid
from the ruins of the golem and touches it to that image and then to the falling and remained on the upper level of the tomb can use normal
lead seal, the seal breaks and the doors open silently toward the party. means to descend to Area 32.
Lying on the floor (another gift from Utat-nebbu) is a staff of thunder
and lightning.
On the other hand, if the door is simply pulled open or struck in any
way, the doors burst asunder, and a sahu of the Duat (see Appendix B) Th e Lower Level — H i dden Tom b
emerges and attacks the party. Once the sahu is slain, it vanishes, leaving
behind the staff of thunder and lightning.
Encounter K ey
With the party now in the first room of the lower level of the tomb,
you should feel free to give them appropriate XP awards. The gods of
31. S ecret D o or to th e H i dden Tom b Khemit themselves are watching and offer the party this final assistance
before they come at last to the resting place of the Set Rahotep.
Once both of the doors at Areas 29 and 30 are opened and the sword
of sharpness and the staff of thunder and lightning have been taken up,
the back end of the alcove here begins to glow with a reddish light. A 32. Sun ken Ch am b er
rectangular outline, like the seam of a door more than 10 feet wide and
20 feet tall, appears in the solid stone, along with glowing hieroglyphs in Once the party descends (voluntarily or involuntarily) from Area 31
the middle at approximately eye level that read: to Area 32, read the following:
You find yourself in a small, dark space that is just 10 feet wide and I am the Set Rahotep!
20 feet long. The air is stale, and a layer of dust covers the floor. In life I was greater than Pharaoh, a darkness that devoured
At one end, which you take to be the west, the walls close in at a Ra’s Chariot.
sharp angle until they meet. The other end is a wall carved with
bas-relief figures and hieroglyphs. Before that wall is a stone table In death I am greater still, vindicated, the Life Aapep!
upon which are six objects made of a dark, nearly black metal,
each perhaps eight inches in size: a model of a barge, a model of
a chariot, a goblet, a lamp, a star-shaped object, and a sealed vial. I am the sharp edge of Set,
I slice Khonsu, red covers his face.
Bas-relief figures of demons, devils, fiends, and serpents cover the From my Lord’s domain in night’s depths,
walls.
Each object on the stone table looks as if it could be one of the I climb to the Duat,
Nine Evil Objects, and each radiates auras of dim magic and bears the Where I shall reign as a new Pharaoh, the god’s power in my
cartouche of Rahotep. The challenge for the party is to determine which outstretched arm.
one is correct.
Hieroglyphs on the wall above the table provide a clue. If the party
reads those hieroglyphs, read the following (a copy of this translation is The record of ages shall recall for all time,
included as a handout for your players at the end of this volume): All powers of darkness shall I possess!
Nine am I,
And Nine are the Tools of My Dominion.
138 | NECROPOLIS
The second through 10th lines each refer to one of the Nine Evil
Objects, as follows:
33. Corri d or of th e Final Curs es
• The “darkness that devoured Ra’s Chariot” refers to the Read the following as soon as anyone steps beyond the sunken stone
Blackened Sun. floor:
• The “Life Aapep” refers to the Serpent Ankh (Aapep being a
great serpent, and the ankh being the symbol of life).
• The “sharp edge of Set” refers to the Cleaver of Set. As you step forward, a spectral image appears some 25 feet ahead
• “I slice Khonsu, red covers his face” refers to the Bloodied where the passage ends and opens up into a larger space. It looks
Moon (Khonsu being the god of the moon). like a mummified figure without bandages, thin, gnarled, black,
• “My Lord’s domain in night’s depths” refers to the Cursed Star and wet, radiating palpable evil. Its eyes are like pits of black fire.
(Set’s domain being a star). A voice like the grinding of deep stone against deep stone pierces
• “I climb to the Duat” refers to the Netherladder. your heads:
• “The god’s power in my outstretched arm” refers to the Scepter
of Set. “Seven of the Curses of the Set Rahotep have come upon you.
• “The record of ages” refers to the Book of Eternity. Twice more are ye cursed, fated mortals who dare my tomb! Nine
• “All powers of darkness shall I possess” refers to the Seal of am I and nine are my curses, and I will have your lives all. Then
Shadow. will I have mine. The triumph of Set is at hand!”
An icy tingling of fear runs along your spines, and you feel a
Once the party connects the various phrases with each of the Nine sensation of nausea, as if some plague passed briefly through your
Evil Objects, it should become clear that “my Lord’s domain in night’s body.
depths” is the only one that does not reflect an object in their possession.
The figure floats backward.
And among a model of a barge, a model of a chariot, a goblet, a lamp,
a star-shaped object, and a sealed vial, the star-shaped object is most
obviously the one that matches that phrase. It is indeed the Cursed Star.
Like all of the Nine Evil Objects, the Cursed Star feels cold to the touch These are the last two aspects of Rahotep (see Appendix B) —
and faintly radiates an aura of magic but does not appear consecrated the khat and ab, his body and his heart — and they have spoken their
or desecrated under the inspection of a detect evil and good spell or a Curses of Rahotep. All party members should immediately roll their
paladin’s Divine Sight. saving throws — twice — against each of these aspects’ Auras of Fear.
All of the other objects are decoys, and picking any of them up is The khat and the ab automatically obtain surprise on the party. If any
perilous. Anyone who touches any of the other objects must make a characters are able to act during a surprise round (such as a barbarian
DC 21 Constitution saving throw. On a failure, the creature touching using Feral Instinct) and they did not fail their saving throws against the
the object suffers from a desiccating curse. They immediately lose 50% Auras of Fear, roll initiative for that character and the khat and ab (they
of their hit points, which also reduces their hit point maximum by the act simultaneously, and act on the same initiative number, rolled with
same amount. This effect can be reversed only by a wish spell or the advantage). Any damage is split evenly between the khat and the ab.
intervention of a god. The reduction of the hit point maximum also Keep track of any damage inflicted on either of these two aspects; it will
terminates (allowing the character to regain hit points up to their old be relevant shortly in Area 37. If the party somehow does more damage
maximum) if Rahotep is finally destroyed in Area 37. than either aspect’s total hit points, it vanishes and returns to its pool
Read the following if the Cursed Star is picked up from the table: in Area 37. The actions for the khat and the ab this surprise round are
to bestow their respective curses and, as a bonus action, command any
characters subject to Rahotep’s Command to take no action. They also
As you remove the object from the table, you hear a grinding move backward until they are near the doorway on the east wall of Area
sound, and the floor vibrates. The stone wall before you begins to 34, as far as possible from the party. At this point, have each target of the
sink into the ground, along with the table and the floor beneath it. curse (identified below) make its saving throw.
As it drops, you see a passageway beyond. The top of the stone, The Khat’s and the Ab’s Curses of Rahotep: See the introduction
some five feet deep, reaches the floor, with a projection that covers to this chapter for the effects of The Nine Curses of Rahotep. Each of
the hole into which the table dropped. It stops there, flush with the these curses targets a separate character who is not already a victim of
floor. Ahead, the corridor now revealed continues for about 25 feet one of Rahotep’s curses, chosen at random. Each character so targeted
before it appears to open up into a larger space. may resist the curse with a successful DC 18 Wisdom saving throw.
Possessing the Cursed Star provides immunity to the khat’s curse, and
possessing the Scepter of Set provides immunity to the ab’s curse.
The next round, the party members and the khat and the ab act
according to their initiative. In this round, the khat and the ab use their
Teleport action to return to Area 37. As soon as this happens, any
characters who were subject to Rahotep’s Command are freed of their
compulsion and may again act.
140 | NECROPOLIS
them into Area 37, and attack the party in conjunction with the aspects
of Rahotep. A target that makes its saving throw knows that it resisted a You step off the stairs, and the darkness is instantly dispelled.
spell, but it does not know the origin. Before you is a long chamber. The opposite wall is a little more
If the party moves to open or attack any of the sarcophagi, all four than 30 feet away, but to your left and right, the room stretches at
greater priest ghosts attack, attempting Possession first. least 100 feet in each direction.
If a greater priest ghost possesses a target and combat commences
(whether here or in Area 37), it uses its spells but will not seek to avoid In front of you, less than 10 feet from where you stand, is a large
damage to the body it possesses; any damage inflicted on the target’s stone vault, 10 feet long and four feet deep and tall. It is made of
body harms the target, of course, not the greater priest ghost. If driven nearly jet-black granite, with a lid some five inches thick sealed
from the target’s body, the greater priest ghost becomes visible and with lead. The surface is covered with bas-relief images and
attacks (and can be attacked) normally. hieroglyphs, but the stone is so dark that it is difficult to recognize
If the mummified body within a sarcophagus is attacked while holding what they are intended to depict.
the soul of a character and 50 or more hit points are inflicted on the body, Evenly spaced along the length of the hall, in a row about 10 feet
the character dies. No damage to any of the bodies has any effect on the behind the vault, are what appears to be nine wells or pools. Each
ghosts. Any character subjected to a successful Possession but whose is about five feet in diameter and surrounded by a circle of polished
soul is restored to its body is stunned for two rounds as they recover gray stone the color of smoke, about two feet high. Within the
from the shock of having been trapped in the dead and desiccated body closest of these you can see a watery surface just inches below
of the priest. the top of the stone. The light in the room originates from these
Treasure. No treasure is in this room. pools, either the water or something in the water. Each one emits
a flickering, shifting radiance of a different color, one purple, one
mauve, one ochre, and so forth.
Along the far wall behind each of the pools are treasures such as
If the party is already beaten up by this point, or if many your eyes have never seen. Statues and figurines of gold, golden
of the party members are already subject to Rahotep’s masks, piles of jewels, and coffers; gleaming suits of armor,
Command, you may consider omitting the greater priest shields, and weapons of all sorts; furniture crafted of rare woods
ghosts and having the four sarcophagi contain just the and inlaid with mother of pearl, ivory, and gems; tables atop which
mummified but otherwise harmless bodies of the four are wands and rings and jewelry; piles of gold and silver coins;
priests. and other things you can’t even identify.
Allow the party to explore this room. Nothing happens until one of the
following occurs:
36. Stairs of Rahotep’s M em ory • A member of the party touches any item of treasure or the water
within a pool.
• The party attempts to open Rahotep’s vault.
• Members of the party read the hieroglyphs on three of the stone
The stairs at the western end of the chamber descend 15 feet and rings (see below).
end in a wall of complete darkness. The steps are one-foot broad
and tall, and are of a gray stone that appears heavily weathered and Note that any party members possessed by one of the greater priest
worn as if they had been outside in the elements for generations. ghosts in Area 35 cannot participate in any discussions about what to
do in this room; privately inform their players that for some reason, they
cannot help at the moment. All other players can consider their options
The stairway radiates a dim aura of divination magic. If a character and hopefully recall the information they learned about the Nine Evil
treads upon a step, they see images, hear sounds, and smell odors — all Objects.
from Rahotep’s life. The steps go from his earliest childhood at the first The Pools and the Nine Evil Objects. Rahotep wants the party to
step at the top until shortly before his death at the last step before Area take the Nine Evil Objects they possess and place each in a different,
37. No real knowledge can be gained from this other than impressions specific pool. If this is done for all nine, the life energy collected in those
and a sense of his great arrogance and evil. It is disturbing, nonetheless, objects pours into his body, completing the ancient ritual, and he bursts
and may suggest ill effects. But other than the experience, there is no from his sarcophagus in the vault, alive again and Unmortal. Even if
other consequence to walking these stairs (or to avoiding them). the party doesn’t have all nine, he wants as many as they do have put
The darkness beyond can be dispelled only when someone steps onto into the proper pools; that leaves fewer to be found and returned later.
the floor of Area 37. To accomplish this, when the action commences as described below, the
aspects of his soul commands each party member subject to Rahotep’s
Command to do exactly that, giving them telepathic instructions. If
challenged, the character says that this is the only way to defeat Rahotep.
37. Rahotep’s Crypt an d th e Nin e In fact, there is a way to destroy Rahotep, but it involves placing each
Po o ls of the Nine Evil Objects in a different, specific pool. If this is done, the
life energy in the objects strip him of the immortality of undeath, his
Read the following as soon as anyone steps off the stairs into this body and his heart disintegrate into dust, and he is flung into the primal
chamber: chaos, his immortal soul annihilated.
Pool Number Translation of Hieroglyph Evil Object: Empowers Rahotep Evil Object: Destroys Rahotep Appearance of Aspect
1 Khat Cursed Star Netherladder Rahotep’s corpse
2 Ren Seal of Shadow Seal of Shadow Black eyes like lightless holes
3 Sahu Netherladder Cursed Star Extremely dark, vaguely human shape
4 Ba Bloodied Moon Blackened Sun Face of Rahotep
5 Ka Blackened Sun Bloodied Moon A flurry of flying shapes
6 Khaibet Cleaver of Set Serpent Ankh Human shadow
7 Khu Book of Eternity Scepter of Set Man-headed vulture
8 Sekem Serpent Ankh Cleaver of Set Fiery human figure
9 Ab Scepter of Set Book of Eternity Rahotep’s heart
Note that the Seal of Shadow is always dropped into the same pool — pool number 2 — whether to empower or destroy Rahotep.
When the Action Begins: Aspects of Rahotep Attack. All the • The party does not possess all of the Nine Evil Objects. If this
aspects of Rahotep (see Appendix B) — other than his khat (body) and is the case, Rahotep the Undead emerges either when all of the
his ab (heart), which are within the vault — fly out of their applicable present objects have been dropped into the proper pool or if
pools as soon as a member of the party touches any item of treasure or the party drops more than one object in the “wrong” pool, or if
the water within a pool; or if the party attempts to open Rahotep’s vault; the party defeats two of his aspects. Once Rahotep the Undead
or if members of the party read the hieroglyphs on three of the stone emerges, he has all the characters subject to his command
rings. attempt to drop any of the remaining objects present into the
At this point, roll for initiative. The seven free aspects of Rahotep fly correct pools as he attempts to kill all other members of the
around the room. Their initial actions are to direct party members subject party. Once all of the Nine Evil Objects present are in their
to Rahotep’s Command to take the Nine Evil Objects they possess and correct pool, he seeks to slay all remaining characters. After all,
drop them in the correct pool. After doing so, each such party member there is nothing more they can now do for him.
then tries to take any of the Evil Objects held by other party members • The party possesses all of the Nine Evil Objects. If this is the
and do the same. Note that any damage previously delivered by the case, Rahotep the Undead emerges either if the party defeats
characters to any aspect of Rahotep in the tomb remains; any aspects two of his aspects or if four of the Nine Evil Objects are dropped
previously reduced to zero hit points appear here with 1 hit point. into the pools that will destroy him (in which case, he suddenly
If no characters are under Rahotep’s control, the aspects’ goal is to realizes the peril he is in). Once Rahotep the Undead emerges,
simply slay all the party members. Their deaths further charge the Nine he has all the characters subject to his command attempt to drop
Evil Objects, but Rahotep must send the objects abroad again until they all the Nine Evil Objects into the proper pools while he tries to
are voluntarily returned to the tomb. A disappointing setback, but he has slay all others.
waited a thousand years; what’s another decade or so? Note that Rahotep’s hit point total when he enters combat should
Any characters possessed by one of the greater priest ghosts from be reduced by all damage previously taken by any of the aspects of
Area 35 attacks any party members who are not under Rahotep’s Rahotep.
Command, but they cannot themselves drop one of the Nine Evil Objects A confrontation between the party and Rahotep in this area has five
into a pool; only commanded or free characters can do that and effect the possible results:
conclusion of the ritual. The Party is Defeated but Rahotep does not Become Unmortal.
The aspects try to avoid melee combat and use their Aura of Fear, Rahotep slays all the party members, each of whom then rises as a
Rahotep’s Eye, and Teleport, as well as Legendary Actions, to avoid Rahotep’s tomb mummy. Sad.
damage if possible. Any aspect of Rahotep that takes more than its total Rahotep the Undead is Defeated and All Nine Evil Objects are Not
hit points is driven into the vault with Rahotep’s khat and ab. Present. If Rahotep the Undead is defeated by the party in combat but
Rahotep the Undead Attacks. Under certain circumstances, all the they lack all of the Nine Evil Objects, all the items that are present
aspects of Rahotep fly into the vault with Rahotep’s khat and ab, the suddenly vanish, teleported throughout the lands of Khemit. Rahotep’s
vault’s top blasts off, and Rahotep the Undead (see Appendix A) soul passes to Set, where it awaits a time when the god allows him to
emerges and enters combat. The specific circumstances depend on return. The party receives a vision from one of the gods whose figurines
whether or not the party possesses all of the Nine Evil Objects. they hold, telling them they may take one item of magical treasure and
two items of other treasure apiece, whereupon the gods teleport the party
142 | NECROPOLIS
back to the gorge near the entrance to the tomb. In short order, Set seals Treasure. If Rahotep is defeated, each member of the party is able
this place from mortal lands, and all those still herein are trapped for to take either three or five items of treasure from this chamber, as noted
uncertain years. The party succeeds, but only temporarily; the greatest above. Each item of nonmagical treasure has a value of not less than
servant of Set will return someday. 15,000 gp. In addition, the following items of magical treasure can be
Rahotep the Undead is Defeated and All Nine Evil Objects are found (subject to your discretion):
Present. On the other hand, if the party defeats Rahotep the Undead in
combat while all of the Nine Evil Objects are present, his spirit remains • Amulet of the planes
in this chamber, a mere shadow, but temporarily powerless. He offers • Animated shield
such treasures as are here and more still if the party just puts each of the • +3 armor (any type)
Nine Evil Objects in the pool he specifies. He offers power, magic, and • Two belts of giant strength (stone giant, fire giant)
domains. He says that what they do will destroy all the treasure in this • Bowl of commanding water elementals
chamber. He pleads, threatens, and cajoles. This is a delaying game. The • Brazier of commanding fire elementals
characters receive a vision from one of the gods whose figurines they • Carpet of flying
hold, telling them they must find a way to destroy the Nine Evil Objects • Censer of controlling air elementals
or face annihilation. If the party does not place all the Nine Evil Objects • Crystal ball
in the correct pool to destroy Rahotep within 10 minutes, the grace of • Cube of force
Set re-empowers him to full hit points and restores all used spell slots. • Efreeti bottle
Rahotep the Undead attacks again — and this time to slaughter. • Figurine of wondrous power (obsidian steed)
Should the party somehow defeat Rahotep the Undead again — which • Iron flask
seems rather unlikely — then all the Nine Evil Objects suddenly vanish, • Mace of terror
teleported throughout the lands of Khemit. Rahotep’s soul passes to Set, • Nine lives stealer
where it awaits a time when the god allows him to return. The party • Ring of elemental command
receives a vision from one of the gods whose figurines they hold, telling • Ring of shooting stars
them they may take one item of magical treasure and two items of other • Scarab of protection
treasure apiece, whereupon the gods teleport the party back to the gorge • Scimitar of speed
near the entrance to the tomb. In short order, Set seals this place from • Staff of power
mortal lands, and all those still herein are trapped for uncertain years. • Stone of controlling earth elementals
The party succeeds, but only temporarily; the greatest servant of Set will • Wand of polymorph
return someday. • Well of many worlds
Rahotep the Unmortal Rises. If all of the Nine Evil Objects are
dropped into the pools that empower Rahotep, a brilliant flash of dark See Chapter 9 for awards to characters who survive this adventure.
energy pours forth from the pools into his khat, and he is immediately
transformed into Rahotep the Unmortal (see Appendix A). All his hit
points are restored, as well as all spell slots. If he is feeling generous, he
may offer party members the opportunity to serve him as his servants. If
not, he immediately destroys them.
Rahotep is Destroyed. Finally, if the party drops all of the Nine Evil
Objects into the pools that destroy Rahotep, a blinding golden light
shines from each pool, and golden tendrils of this light shoot forth into
Rahotep. With a howling scream, light bursts from his eyes and mouth,
and in an explosion of golden fire, his body immediately disintegrates
into dust as his soul is flung into the outer chaos of the universe, never to
return.
The ground then begins to shake violently, stone shards and dust
falling from the ceiling, and the party receives a vision from one of the
gods whose figurines they hold telling them they may take two items
of magical treasure and three items of other treasure apiece, whereupon
the gods teleport the party back to the gorge near the entrance to the
tomb. Moments later, the entire tomb collapses, dust billowing out of the
entrance.
Afterward
Victory
Whatever the outcome, if the party survives, they may leave Khemit,
The party defeated Rahotep in combat, consigning his soul to dwell or they may stay. Even if awarded lands and titles, they can appoint
with Set for unknown years, but they did not destroy him utterly. overseers to see to the care of their domains, and leave and return at their
This is still quite the success, and each character should be awarded leisure. But now, they are part of the politics of the nation, and adventure
75% of a level’s worth of XP, over and above all other XP awarded in surely awaits those who must pay homage in Pharaoh’s court. Perhaps
connection with the adventure. their aid is sought to restore the Temple of Osiris. Or Pharaoh’s agents
In addition, whether or not the party had originally been sent as or representatives of the temples may seek the party’s aid in undertaking
agents of the Temple of Thoth, the priests of Khemit become aware missions. If you wish, there is enough campaign material in Khemit to
of Rahotep’s defeat and are grateful to those who participated in his last the characters’ lifetimes. Make of it what you will!
downfall. So long as the party returns any treasure that belonged to
temples of good (such as some found in the Temple of Osiris), all THUS ENDS THE ADVENTURE INTO THE NECROPOLIS!
clerics of Khemit’s good and neutral deities are friendly to the party and What lies ahead, only the future knows!
willing to assist them. If the characters divulge their identities, they are
144 | NECROPOLIS
Chapter Ten . Th e Blemmyish Nomad’s Account
A group of nomadic warriors from the deserts of Khemit came upon drawn by the hand of the nomad, is typically found with copies of the
the Necropolis an unknown number of years ago. One of the nomads translation. The map, while fairly accurate, only reveals the section of
left an account of what they encountered, perhaps in writing, perhaps the Necropolis beyond the Shrine of Buto. In addition, it is oriented so
only as an oral tale. The original, if there was one, has been lost. But that the top of the map is east. As a result, it may take some trial and
a translation of the account has long circulated among some scholars error before the players recognize how to use the map to find the location
of ancient Khemit, and may be discovered by the party (or given to of Rahotep’s Tomb.
them if they are engaged by the Temple of Thoth). Some copies of the A handout of the translated account and map is included at the end of
account indicate that it was translated by Telemna Sharos, a well-known this book.
scholar at the Hyperborean University of Khemit at Heliopolis, who died
some 200 years ago. A map of a portion of the Necropolis, supposedly
148 | NECROPOLIS
Append ix A . NPCs of Necropolis
The characters may face a great many NPCs on their quest to defeat Rahotep, particularly in the village of Aartuat. The major NPCs from the
adventure are listed below alphabetically by the chapter (and, in some instances, by the applicable subsection of a chapter) in which they are first
encountered.
Multiattack. The corporal makes two melee attacks or two Multiattack. Hamephat makes two melee attacks or two
ranged attacks. ranged attacks.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., +1 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
one target. Hit: 5 (1d6 + 2) piercing damage. target. Hit: 9 (1d8 + 5) slashing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
target. Hit: 5 (1d6 + 2) piercing damage. one target. Hit: 6 (1d8 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Poss essi o ns
Action Surge. On his turn, Hamephat can take one additional Multiattack. Hetet-f makes two melee attacks or two ranged
action. Once he uses this feature, he must finish a short or attacks.
long rest before he can use it again. +1 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Second Wind. On his turn, Hamephat can use a bonus action one target. Hit: 6 (1d6 + 3) piercing damage.
to regain 1d10 + 8 hit points. Once he uses this feature, he Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
must finish a short or long rest before he can use it again. one target. Hit: 6 (1d8 + 2) piercing damage.
Spellcasting. Hamephat is a 1st-level spellcaster. His Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
spellcasting ability is Wisdom (spell save DC 10, +2 to hit range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
with spell attacks). He has the following spells prepared:
Poss essi o ns
Cantrips (at will): guidance, light, spare the dying
1st level (4 slots): command, cure wounds +1 chain shirt, potion of superior healing, +1 shortsword,
longbow, 20 arrows, spear, long cowled cape of pale mustard
yellow with red hem and gold sleeves (200 gp), two gold
crescent moon military insignia (50 gp), pouch with a violet
garnet (300 gp) and 68 sp.
150 | NECROPOLIS
N emekh (Cavalry S ergeant) These soldiers are disciplined and respectful, and rather like their
sergeant, Hetet-f, and their commanding officer, Hamephat. They fight to
Nemekh is the best buddy and continual rival of Hetet-f, even though the last man if these two are there and so order. Otherwise, they certainly
he is 10 years older than the other and regards him as a younger brother fight, but if defeat seems likely, they retreat in good order and seek
(or almost a son). While bragging up their respective branches, each reinforcements.
secretly wishes they served in the same force. These two got into some
trouble in Farnoc, and that’s why they are posted to Aartuat … and might So ld i er
remain here for many more years before getting better duty. Each wants Medium human, non-evil alignment
to remove the blot on his record by doing something noteworthy (though
ideally not through hard work or great danger). Armor Class 14 (leather, shield)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
N emekh (Cavalry S ergeant)
Medium male human, neutral
STR DEX CON INT WIS CHA
Armor Class 16 (+1 chain shirt) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Hit Points 52 (8d8 + 16)
Speed 30 ft. Skills Perception +2
Senses passive Perception 12
STR DEX CON INT WIS CHA Languages Khemitian, some Common
15 (+2) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 12 (+1) Challenge 1/4 (50 XP)
Poss essi o ns
STR DEX CON INT WIS CHA
+1 chain shirt, potion of superior healing, +1 scimitar, 11 (+0) 10 (+0) 12 (+1) 13 (+1) 13 (+1) 12 (+1)
shortbow, 30 arrows (10 of which are +1), lance, handaxe,
long cowled cape of white fur with red hem and narrow red Skills History +3, Investigation +3, Perception +3
stripes on sleeves (150 gp), light warhorse, pouch with a deep Senses passive Perception 13
blue spinel (500 gp) and 73 gp. Languages Khemitian, some Common
Challenge 1/4 (50 XP)
So ld i er Acti o ns
These are average, regular soldiers — tough, hard-drinking, and with Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
a love for gambling. They are suspicious of outsiders and strangers, and Hit: 2 (1d4) piercing damage.
not particularly friendly to anyone they don’t know and respect. None of
Poss essi o ns
them like brigands and all hate nomad raiders, even members of the unit
who themselves have a nomadic background. Leather armor, dagger.
Hept-f-hra owns the only mercantile store in Aartuat. At age 43, he is as N ehsi
thoroughly sunk in evil as possible. This man always attempts to kill a foe, Medium humanoid (human), chaotic evil
especially when he has an advantage. He is not a coward, but he certainly
has no death wish. If he can talk or buy his way out of a situation, he Armor Class 17 (studded leather, shield, ring of protection)
does so. He has no real love for any family members, except his daughter, Hit Points 60 (8d8 + 24)
whom he dotes on. Speed 30 ft.
Hept-f-hra would happily see his superior, Gerhit, disgraced or dead, as
long as his own life isn’t threatened in the process. Likewise, he abandons
STR DEX CON INT WIS CHA
the two hired thugs or any of his family, save his daughter, Nektinefar.
19 (+4) 15 (+2) 16 (+3) 9 (–1) 11 (+0) 7 (–2)
H ept-f-hra
Medium humanoid (human), chaotic evil Saving Throws Str +7, Dex +5, Con +4, Int +0, Wis +1, Cha
–1
Armor Class 17 (studded leather, ring of protection) Skills Athletics +6, Intimidation +5, Perception +2
Hit Points 52 (8d8 + 16) Senses passive Perception 12
Speed 30 ft. Languages Common, Nubaran, Khemitian
Challenge 4 (1,100 XP)
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 14 (+2) 10 (+0) 14 (+2) Action Surge. On his turn, Nehsi can take one additional
action. Once he uses this feature, he must finish a short or
Saving Throws Str +2, Dex +8, Con +3, Int +6, Wis +1, Char +3 long rest before he can use it again.
Skills Deception +8, Insight +6, Perception +6, Sleight of Hand Cunning Action. Nehsi can take a Dash, Disengage, or Hide
+10 action as a bonus action on each of his turns in combat.
Senses passive Perception 16 Second Wind. On his turn, Nehsi can use a bonus action to
Languages Common, Khemitian regain 1d10 + 4 hit points. Once he uses this feature, he
Challenge 5 (1,800 XP) must finish a short or long rest before he can use it again.
Acti o ns
Maq-t
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) piercing damage. One of the guards employed by Hept-f-hra, Maq-t is a lanky fellow with
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range pale blue eyes, a renegade from another land pretending to be Khemitian.
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. He is a very cruel and evil person of less than reputable nature. In a tight
situation, he runs away as quickly as he can to save his own neck.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage. Maq-t
Poss essi o ns Medium humanoid (human), chaotic evil
Ring of protection, dust of disappearance, potion of greater Armor Class 18 (+1 leather, shield)
healing, studded leather armor, shortsword, hand crossbow, Hit Points 52 (8d8 + 16)
10 bolts, dagger, heavy horse, pouch with a fire opal (60 gp) Speed 30 ft.
and 25 gp.
152 | NECROPOLIS
STR DEX CON INT WIS CHA She doesn’t need advantage on the attack roll if another
enemy of the target is within five feet of it, that enemy isn’t
15 (+2) 19 (+4) 15 (+2) 11 (+0) 11 (+0) 13 (+1)
incapacitated, and Fa-t-tep doesn’t have disadvantage on the
attack roll.
Saving Throws Str +4, Con +4
Uncanny Dodge. When an attacker that Fa-t-tep can see hits
Skills Acrobatics +6, Perception +2
her with an attack, she can use her reaction to halve the
Senses passive Perception 12
attack’s damage against her.
Languages Common, Khemitian
Challenge 4 (1,100 XP)
Acti o ns
Action Surge. On his turn, Maq-t can take one additional Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
action. Once he uses this feature, he must finish a short or or 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
long rest before he can use it again. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
Improved Critical. Maq-t’s weapon attacks score a critical hit 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
on a roll of 19 or 20.
Second Wind. On his turn, Maq-t can use a bonus action to Poss essi o ns
regain 1d10 + 8 hit points. Once he uses this feature, he Amulet of weapon deflection (1/day, an attack that would hit
must finish a short or long rest before he can use it again. her automatically misses)*, potion of invisibility, leather
armor, light crossbow, 20 bolts, dagger, heavy horse, pouch
Acti o ns
with 15 gp.
Multiattack. Nehsi makes two Scimitar attacks or throws two * See Appendix E.
spears.
+1 Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one N ektin efar
target. Hit: 8 (1d6 + 5) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 The daughter of Hept-f-hra and Fa-t-tep, Nektinefar, age 18,
ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing is bad through and through. She is also attractive, and she uses
damage. this as a weapon to control and gain what she wants. She enjoys going to
Spear. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one the tavern, or elsewhere, and leading on several of the soldiers to see them
target. Hit: 5 (1d6 + 2) piercing damage. fight over her.
In most respects she is the same as her mother, though perhaps a bit
Poss essi o ns
more clever and ruthless. Because Hept-f-hra dotes on her, she is hated by
the rest of the family. She doesn’t mind at all, for she is the virtual mistress
+1 scimitar, slippers of spider climbing, potion of of the place.
invulnerability, +1 leather armor, shield, spear, light horse,
pouch with 25 gp N ektin e far
Medium humanoid (human), chaotic evil
Fa-t-tep
Armor Class 14 (leather)
Fa-t-tep is Hept-f-hra’s wife, and from her appearance one wouldn’t Hit Points 28 (5d8 + 5)
think her old enough to be the mother of four children, two of whom are Speed 30 ft.
fully grown. She is selfish, demanding, bossy, avaricious, and depraved.
STR DEX CON INT WIS CHA
Fa-t-tep 10 (+0) 17 (+3) 12 (+1) 15 (+2) 8 (–1) 15 (+2)
Medium humanoid (human), chaotic evil
Saving Throws Dex +5, Int +4
Armor Class 14 (leather) Skills Deception +6, Intimidation +6, Persuasion +6
Hit Points 33 (6d8 + 6) Senses passive Perception 9
Speed 30 ft. Languages Common, Khemitian
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 12 (+1) 8 (–1) 15 (+2) Cunning Action. Nektinefar can take a Dash, Disengage, or
Hide action as a bonus action on each of her turns in combat.
Saving Throws Dex +5, Int +3 Sneak Attack. Nektinefar can deal an extra 3d6 damage to
Skills Deception +6, Intimidation +6, Perception +1 one creature she hits with an attack if she has advantage
Senses passive Perception 11 on the attack roll. The attack must use a finesse or ranged
Languages Common, Khemitian weapon. She doesn’t need advantage on the attack roll if
Challenge 2 (450 XP) another enemy of the target is within five feet of it, that
enemy isn’t incapacitated, and Nektinefar doesn’t have
Cunning Action. Fa-t-tep can take a Dash, Disengage, or disadvantage on the attack roll.
Hide action as a bonus action on each of her turns in combat. Uncanny Dodge. When an attacker that Nektinefar can see
Sneak Attack. Fa-t-tep can deal an extra 3d6 damage to one hits her with an attack, she can use her reaction to halve the
creature she hits with an attack if she has advantage on the attack’s damage against her.
attack roll. The attack must use a finesse or ranged weapon.
Poss essi o ns
Pans b ek
+1 dagger, silver necklace with bloodstones (30 gp), gold ring Medium humanoid (human), chaotic evil
with silver pearl (25 gp), light crossbow, 20 bolts, heavy
horse, pouch with 22 gp Armor Class 14 (leather)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
S ba-b enn u
STR DEX CON INT WIS CHA
Sba-bennu, age 19, is the oldest son of Hept-f-hra and Fa-t-tep. He hates 14 (+2) 16 (+3) 12 (+1) 11 (+0) 11 (+0) 13 (+1)
everyone, especially his family. For others, he has scorn and contempt. He
is an able-enough student of dishonesty (having learned such traits from Saving Throws Dex +5, Int +2
his parents). He is not bad looking, but already he evidences his inner Skills Acrobatics +7, Deception +5, Intimidation +5
wickedness, so that as people come to know him, he is disliked. Senses passive Perception 10
Languages Common, Khemitian
S ba-b enn u Challenge 1/2 (100 XP)
Medium humanoid (human), chaotic evil
Cunning Action. Pansbek can take a Dash, Disengage, or
Armor Class 15 (studded leather)
Hide action as a bonus action on each of his turns in combat.
Hit Points 22 (4d8 + 4)
Sneak Attack. Pansbek can deal an extra 1d6 damage to one
Speed 30 ft.
creature he hits with an attack if he has advantage on the
attack roll. The attack must use a finesse or ranged weapon.
STR DEX CON INT WIS CHA He doesn’t need advantage on the attack roll if another
14 (+2) 16 (+3) 12 (+1) 11 (+0) 11 (+0) 13 (+1) enemy of the target is within five feet of it, that enemy isn’t
incapacitated, and Pansbek doesn’t have disadvantage on
Saving Throws Dex +5, Int +2 the attack roll.
Skills Acrobatics +7, Deception +5, Intimidation +5
Senses passive Perception 10 Acti o ns
Languages Common, Khemitian
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5
Challenge 1 (200 XP)
ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.
Cunning Action. Sba-bennu can take a Dash, Disengage, or
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
Hide action as a bonus action on each of his turns in combat.
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Sneak Attack. Sba-bennu can deal an extra 2d6 damage to
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
one creature he hits with an attack if he has advantage
target. Hit: 6 (1d6 + 3) piercing damage.
on the attack roll. The attack must use a finesse or ranged
weapon. He doesn’t need advantage on the attack roll if Poss essi o ns
another enemy of the target is within five feet of it, that
enemy isn’t incapacitated, and Sba-bennu doesn’t have Shortsword, dagger, hand crossbow, 20 bolts, heavy horse,
disadvantage on the attack roll. pouch with 2 gp.
Acti o ns
Afu-Abtem
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5
Afu-abtem, the youngest son of Hept-f-hra, knows of his father’s vile
ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
purposes and hates his family for what they do. He speaks out and is
damage. beaten, derided, and made to work as their servant. Thus, he and the two
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range servants have become a family. He seeks to aid the party if he can.
30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Afu-Abtem
target. Hit: 6 (1d6 + 3) piercing damage.
Medium humanoid (human), neutral good
Poss essi o ns Armor Class 13
Shortsword, hand crossbow, 20 bolts, dagger, studded leather Hit Points 5 (1d8 + 1)
armor, heavy horse, pouch with 5 gp. Speed 30 ft.
154 | NECROPOLIS
Hut of Gerh it an d S h enau
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 14 (+2) Gerh it
Saving Throws Dex +5, Int +4 Gerhit is a follower of Sebk. Because he provides an excuse for
Skills Insight +7, Perception +7, Stealth +7 Shenau to be in the village, and because his son serves as a useful spy,
Senses passive Perception 17 Gerhit gets a fair sum from the chief. He has no love for anyone other
Languages Common, Khemitian than himself, including his own son Hep-thait, whom he finds annoying
Challenge 1/8 (25 XP) at best but useful as a tool. Gerhit is rather cowardly, and in a tight
situation either runs away or surrenders — if he thinks that by doing so
he’ll save his skin.
Sneak Attack. Afu-Abtem can deal an extra 1d6 damage
to one creature he hits with an attack if he has advantage
on the attack roll. The attack must use a finesse or ranged Gerh it
weapon. He doesn’t need advantage on the attack roll if Medium humanoid (human), chaotic evil
another enemy of the target is within five feet of it, that Armor Class 17 (+1 studded leather)
enemy isn’t incapacitated, and Afu-Abtem doesn’t have Hit Points 52 (8d8 + 16)
disadvantage on the attack roll. Speed 30 ft.
Acti o ns
STR DEX CON INT WIS CHA
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 14 (+2) 18 (+4) 14 (+2) 11 (+0) 10 (+0) 10 (+0)
ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
damage. Saving Throws Dex +7, Int +3
Skills Deception +6, Perception +6, Sleight of Hand +10
Senses passive Perception 16
Trader’s Estab lis h ment Languages Common, Khemitian
Challenge 5 (1,800 XP)
Atmu-thoth-rah at
Cunning Action. Gerhit can take a Dash, Disengage, or Hide
Atmu is a dealer in all things having to do with religion. He is a action as a bonus action on each of his turns in combat.
noble, a chief scribe, and reasonably wealthy. He doesn’t depend on this
Evasion. When Gerhit is subjected to an effect that allows him
business for income. He purveys and collects because of his deep faith in
to make a Dexterity saving throw to take only half damage,
the pantheon of Khemit and his fascination with all other pantheons.
he instead takes no damage if he succeeds on the saving
throw, and only half damage if he fails.
Atmu-thoth-rah at Fast Hands. Gerhit can use the bonus action granted by his
Medium humanoid (human), chaotic good Cunning Action to make a Dexterity (Sleight of Hand) check,
Armor Class 10 use his thieves’ tools to disarm a trap or open a lock, or take
Hit Points 36 (8d8) the Use an Object action.
Speed 30 ft. Second-Story Work. Climbing does not cost Gerhit extra
movement. In addition, when Gerhit makes a running jump,
STR DEX CON INT WIS CHA
the distance he covers increases by 4.
Sneak Attack. Gerhit can deal an extra 4d6 damage to one
8 (–1) 10 (+0) 10 (+0) 17 (+2) 16 (+3) 14 (+2)
creature he hits with an attack if he has advantage on the
attack roll. The attack must use a finesse or ranged weapon.
Saving Throws Int +4, Wis +5
He doesn’t need advantage on the attack roll if another
Skills History +6, Insight +7, Religion +6
enemy of the target is within five feet of it, that enemy isn’t
Senses passive Perception 13
incapacitated, and Gerhit doesn’t have disadvantage on the
Languages Common, Khemitian
attack roll.
Challenge 4 (1,100 XP)
Uncanny Dodge. When an attacker that Gerhit can see hits
him with an attack, he can use his reaction to halve the
Wrath of the Gods. Once per day, Atmu can bestow a curse
attack’s damage against him.
on 10 or fewer creatures he can see. This curse forever seals
the affected creatures away from the aid of the Khemitian Acti o ns
gods; the gods will not help the cursed creatures in any way.
Clerics who are cursed cannot receive spells if they worship +1 Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one
one of the Khemitian deities. target. Hit: 7 (1d4 + 5) piercing damage.
+1 Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Acti o ns one target. Hit: 8 (1d6 + 5) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft.
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Poss essi o ns
Dwelling of Khonsu-kh ai b et
Dagger, pouch with 2 sp.
Khonsu-kh ai b et
S h enau
This man is the only son of a free farmer, but his abilities enabled
Shenau is a devotee of Set. He is chief of all in the vicinity that lie him to attend school at the Temple of Thoth without cost to his family
outside the gorge itself. He would gladly become master of the temple, — something they couldn’t have afforded. Khonsu was then “adopted”
but not being a priest is a bit of a drawback, though he thinks somehow by the high priest there, raised as if he were the son of an aristocratic
to overcome that factor. There is friction between Shenau and the high Khemitite, and thus gained accordingly, more so if he is to assume the
priest of the Temple of Osiris. There is also tension between him and role of an agent for the Temple of Thoth.
Hept-f-hra, and his family as well. He would gladly slay all save the Khonsu is taller than average (around 6 feet 3 inches), and big-boned
merchant’s daughter, whom he would make his concubine. and muscular. His physique, dark brown hair, and gray eyes from his
He dares not surrender to any foes, for his punishment would be ancestry set him apart and make him handsome indeed.
terrible indeed. Shenau attempts to succeed through treachery and Whether or not an agent, Khonsu is a great fellow and will — if the
trickery, flee to the bandits in the wastes, or otherwise fight to the death. characters are well-intentioned, friendly, and of good alignment — assist
them as he sees fit in light of their behavior and communications with
him.
156 | NECROPOLIS
Khonsu-kh ai b et Natural Explorer. When Khonsu-khaibet makes an
Medium humanoid (human), chaotic good Intelligence or Wisdom check related to the desert, his
proficiency bonus is doubled if he is using a skill in which he
is proficient.
Armor Class 18 (+1 hide armor, shield) Primeval Awareness. Khonsu-khaibet can use his action
Hit Points 71 (11d8 + 22) and expend one spell slot to focus his awareness on the
Speed 30 ft. region around him. For one minute per level of the spell
slot expended, he can sense whether aberrations, celestials,
STR DEX CON INT WIS CHA dragons, elementals, fey, fiends, or undead are within one
18 (+4) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 13 (+1) mile of him (or six miles in the desert). This feature doesn’t
reveal the creatures’ location or number.
Saving Throws Str +7, Dex +6 Spellcasting. Khonsu-khaibet is a 9th-level spellcaster. His
Skills Animal Handling +6, Insight +6, Perception +6, spellcasting ability is Wisdom (spell save DC 14, +6 to hit
Survival +6 with spell attacks). Khonsu-khaibet has the following spells
Senses passive Perception 16 prepared:
Languages Common, Khemitian 1st level (4 slots): ensnaring strike, hunter’s mark
Challenge 6 (2,300 XP) 2nd level (3 slots): darkvision, find traps, pass without trace
3rd level (2 slots): conjure barrage
Defensive Tactics: Escape the Horde. Opportunity attacks
against Khonsu-khaibet are made with disadvantage. Acti o ns
Favored Enemy. Khonsu-khaibet has advantage on Wisdom Multiattack. Khonsu-khaibet makes two attacks.
(Survival) checks to track monstrosities, as well as on +1 Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Intelligence checks to recall information about monstrosities. target. Hit: 10 (1d8 + 5) slashing damage.
Hunter’s Prey: Horde Breaker. Once on each of Khonsu- +1 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
khaibet’s turns when he makes a weapon attack, he can target. Hit: 9 (1d8 + 5) slashing damage.
make another attack with the same weapon against a +1 Spear. Melee Weapon Attack: +8 to hit, reach 5 ft., one
different creature that is within five feet of the original target. Hit: 8 (1d6 + 5) piercing damage.
target and within range of his weapon. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft.,
Land’s Stride. Moving through nonmagical difficult terrain one target. Hit: 7 (1d8 + 3) piercing damage.
costs Khonsu-khaibet no extra movement. He can also pass
through nonmagical plants without being slowed by them Poss essi o ns
and without taking damage from them if they have thorns,
spines, or a similar hazard. In addition, he has advantage on +1 spear, +1 longsword, potion of heroism, 2 potions of greater
saving throws against plants that are magically created or healing, +1 dagger, longbow, 20 arrows, +1 crocodile
manipulated to impede movement, such as those created by hide armor (treat as +1 hide armor), shield, holy symbol,
the entangle spell. backpack with 200 sp, and 40 gp.
M erh a-aptut (Pri est of H apy) M erh a-aptut (Pri est of H apy)
Medium humanoid (human), neutral good
While Merha-aptut is generally a benign and peaceful fellow, he has a
dagger. But he will not usually attack another human with this weapon, Armor Class 15 (bracers of defense, cloak of protection, ring of
preferring instead to use his spells and magic items if attacked. Naturally, protection, 23 with Blessing of Hapy and shield of faith)
he will not initiate violence against any normal creature or fellow Hit Points 58 (13d8)
human. If attacked in his own dwelling place, he gains a +6 divine Speed 30 ft., swim 30 ft.
bonus to his attack rolls, ability checks, saving throws, and armor class
from Hapy’s nearby fetish. This protection continues as long as needed
without cost to Merha-aptut or negation of any sort by his foes. STR DEX CON INT WIS CHA
Merha-aptut generally requires a service for his fees, for he is 11 (+0) 12 (+1) 10 (+0) 13 (+1) 20 (+5) 14 (+2)
constantly helping the needy in Aartuat and hopes one day to build a
small temple to Hapy in the village. If the demoncroc is active and slays Saving Throws Wis +8, Cha +5
any villager, then Merha-aptut is prone to assist the characters if they Damage Resistances bludgeoning damage
come to him asking for advice and seeking help. Skills History +4, Insight +8, Perception +8, Religion +4
Senses darkvision 60 ft., passive Perception 18
Languages Common, Khemitian
Challenge 8 (3,900 XP)
Poss essi o ns
Ban d its (Kh em itian Ex-So ld i ers)
Leather armor, shield, longbow, 20 arrows, lance, scimitar,
Medium humanoid (human), chaotic evil
light warhorse, pouch with 25 sp.
Armor Class 15 (leather, shield)
Hit Points 17 (3d8 + 3)
Ban d its (Ri ffraff)
Speed 30 ft.
These are true slum-scum. They have no loyalty save to themselves
STR DEX CON INT WIS CHA and money. At the least sign of real danger, these four flee to save their
14 (+2) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0) skins.
In battle, they fire their bolts, cast aside their crossbows, and pick up
their spears and shields. As they ride, they cast spears and then fight with
Skills Animal Handling +3, Perception +3
swords.
Senses passive Perception 13
158 | NECROPOLIS
Ban d its (Ri ffraff) Keen Hearing and Sight. The bandit has advantage on
Medium humanoid (human), chaotic evil
Wisdom (Perception) checks that rely on hearing or sight.
Pack Tactics. The bandit has advantage on an attack
Armor Class 17 (studded leather, shield) roll against a creature if at least one of the bandit’s
Hit Points 11 (2d8 + 2) allies is within five feet of the creature and the ally isn’t
Speed 30 ft. incapacitated.
Poss essi o ns Armor Class 19 (+2 scale mail, shield, 21 with shield of faith)
Hit Points 66 (12d8 + 12)
Studded leather armor, shortsword, spear, light crossbow, 20 Speed 30 ft.
bolts, dagger, light warhorse, pouch containing 7 gp and 25 sp.
STR DEX CON INT WIS CHA
Ban d its (D es ert Warri ors) 15 (+2) 13 (+1) 13 (+1) 13 (+1) 20 (+5) 14 (+2)
These are renegade warriors typically driven from their own people
Saving Throws Wis +8, Cha +5
because of some cowardly act or crime. They are mercenary and
Damage Resistance cold, necrotic
completely evil.
They fight from a distance whenever possible, plying bows until Skills History +4, Insight +8, Perception +8, Religion +4
forced into close combat. Senses passive Perception 18
Languages Common, Khemitian, Abyssal, Infernal
Challenge 8 (3,900 XP)
Ban d its (D es ert Warri ors)
Medium humanoid (human), chaotic evil Channel Divinity: Aura of Decay. Hu-benti can use Channel
Divinity to create an aura that rots away the living. As an
Armor Class 16 (hide, shield) action, he presents his holy symbol and invokes Set’s name.
Hit Points 19 (3d8 + 6) All living creatures within a 30-foot cube centered on his
Speed 30 ft. holy symbol must make a DC 16 Wisdom saving throw,
taking 9 (2d8) necrotic damage and being poisoned until the
STR DEX CON INT WIS CHA end of their next turn on a failed save, or half that damage
on a successful one.
13 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Divine Strike. Once on each of Hu-benti’s turns when he hits
Skills Animal Handling +3, Perception +3 a creature with a weapon attack, he can cause the attack to
Senses passive Perception 13 deal an extra 4 (1d8) necrotic damage to the target.
Languages Khemitian, some Common
Challenge 1/2 (100 XP)
160 | NECROPOLIS
Mesmerizing Gaze. As a bonus action, Afabu in wolf or
human form can target one living creature within 30 feet Displacement. Amikhat projects an illusion that makes him
that it can see with its mesmerizing gaze. If the targeted appear to be standing near his actual location, causing
creature can see Afabu, then the targeted creature must attack rolls against him to have disadvantage. If he is hit
make a successful DC 12 Charisma saving throw or be by an attack, this trait is disrupted until the end of his next
stunned for 1d4 rounds. A creature that is capable of taking turn. This trait is also disrupted if Amikhat is incapacitated
actions can, at the start of its turn, look away to avoid or reduced to a speed of 0.
Afabu’s gaze for one complete round. If it targets Afabu Improved Critical. Amikhat’s weapon attacks score a critical
while averting its gaze, it suffers all the usual penalties hit on a roll of 19 or 20.
for attacking an unseen target. Creatures that are blind, Keen Scent. Amikhat has advantage on Wisdom (Perception)
unconscious, or unable to see Afabu for any other reason are checks that rely on scent.
immune to this attack. Shapechanger. Amikhat can change from his baboon form or
Shapechanger. Afabu can change from its wolf form or human form to his hybrid form as a bonus action. Changing
human form to its hybrid form as a bonus action. Changing from baboon form directly to human form or vice versa takes
from wolf form directly to human form or vice versa takes an action. In baboon form, he is indistinguishable from a
an action. In wolf form, it is indistinguishable from a normal normal baboon.
wolf. Voice Mimicry. Amikhat can mimic the voice of a creature he
Sneak Attack. Afabu can deal an extra 3d6 damage to one hears. Listeners can determine that this is an imitation with
creature he hits with an attack if he has advantage on the a successful DC 11 Wisdom (Insight) check.
attack roll. The attack must use a finesse or ranged weapon.
He doesn’t need advantage on the attack roll if another Acti o ns
enemy of the target is within five feet of it, that enemy isn’t Multiattack. Amikhat makes two attacks.
incapacitated, and Afabu doesn’t have disadvantage on the Bite (hybrid and baboon form only). Melee Weapon Attack:
attack roll. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
Uncanny Dodge. When an attacker that Afabu can see damage.
hits him with an attack, he can use a reaction to halve the Longsword (human and hybrid form only). Melee Weapon
attack’s damage. Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
slashing damage.
Acti o ns
Multiattack (hybrid form only). Afabu makes two melee An ubis (Fals e An ubis)
attacks.
Bite (wolf form only). Melee Weapon Attack: +5 to hit, reach This fellow is an old and insane priest, a kheri-heb, who believes
5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage and the himself to be Anubis because of a curse laid on him by the high priest
target must make a successful DC 13 Dexterity saving throw of Set in the temple. With his jackal-headed mask and a strong magical
or be knocked prone. illusion, he indeed appears to be Anubis — especially considering his
Claws (hybrid form only). Melee Weapon Attack: +5 to hit, associates, a group of weretherios.
reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage. If his weretherios companions initiate an attack on the party, “Anubis”
takes this as a sign that they are evil persons and begins casting spells
Shortsword (human and hybrid form only). Melee Weapon
(without regard for himself or his companions) — unless the party
Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) has proven its good and benign nature to him, in which case he directs
piercing damage. attacks at the weretherios instead, damning them for attacking those
under his care!
Am i kh at (Son of Horus)
An ubis (Fals e An ubis)
Am i kh at (Son of Horus) (Babo on were) Medium humanoid (human), lawful neutral
Medium monstrosity (shapechanger), chaotic evil
Armor Class 15 (bracers of defense, cloak of protection, ring of
Armor Class 13 (natural armor) protection, 17 with shield of faith)
Hit Points 38 (7d8 + 7) Hit Points 88 (16d8 + 16)
Speed: 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 12 (+2) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 20 (+5) 15 (+2)
Saving Throws Str +5, Dex +5, Con +3 Saving Throws Str +4, Dex +3, Con +3, Int +2, Wis +11, Cha
Damage Resistances bludgeoning, piercing, and slashing +8
damage from nonmagical attacks that aren’t silver Skills History +4, Insight +9, Perception +9, Religion +4
Skills Athletics +5, Deception +4, Perception +4, Stealth +5 Senses passive Perception 19
Senses: Darkvision 60 ft., passive Perception 14 Languages Common, Khemitian
Languages: Khemitian Challenge 10 (5,900 XP)
Challenge 3 (700 XP)
162 | NECROPOLIS
Gebir (U p nat 1) (Wo lfwere) Isis (Li on were)
Armor Class 14 (natural armor) Armor Class 13 (natural armor, 16 with mage armor)
Hit Points 39 (6d8 + 12) Hit Points 45 (6d10 + 12)
Speed: 50 ft. in wolf form, 30 ft. in hybrid or human form Speed: 40 ft. in lion form, 30 ft. in human or hybrid form
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+2) 16 (+3) 17 (+3) 14 (+2) 17 (+4) 12 (+1) 15 (+2)
Damage Resistances bludgeoning, piercing, and slashing Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical attacks that aren’t silver damage from nonmagical attacks that aren’t silver
Skills Deception +4, Perception +4 Skills Deception +4, Stealth +5
Senses: Darkvision 60 ft., passive Perception 14 Senses Darkvision 60 ft., passive Perception 11
Languages: Khemitian Languages Khemitian
Challenge 2 (450 XP) Challenge 4 (1,100 XP)
Cunning Action. Gebir can take a Dash, Disengage, or Hide Shapechanger. Isis can change from her lion form or human
action as a bonus action on each of his turns in combat. form to her hybrid form as a bonus action. Changing from
Mesmerizing Gaze. As a bonus action, Gebir in wolf or human lion form directly to human form or vice versa takes an
form can target one living creature within 30 feet that it can action. Isis is Large in lion form but Medium in human or
see with its mesmerizing gaze. If the targeted creature can hybrid form. In lion form, she is indistinguishable from a
see Gebir, then the targeted creature must make a successful normal lion.
DC 12 Charisma saving throw or be stunned for 1d4 rounds. Spellcasting. Isis is a 6th-level spellcaster. Her spellcasting
A creature that is capable of taking actions can, at the start ability is Intelligence (spell save DC 14, +6 to hit with spell
of its turn, look away to avoid Gebir’s gaze for one complete attacks). He has the following spells prepared:
round. If it targets Gebir while averting its gaze, it suffers all Cantrips (at will): acid splash, chill touch, poison spray, ray of
the usual penalties for attacking an unseen target. Creatures frost
that are blind, unconscious, or unable to see Gebir for any 1st level (4 slots): grease, mage armor, magic missile,
other reason are immune to this attack. thunderwave
Shapechanger. Gebir can change from his wolf form or 2nd level (3 slots): blindness/deafness, cloud of daggers, web
human form to his hybrid form as a bonus action. Changing 3rd level (3 slots): counterspell, fireball, lightning bolt
from wolf form directly to human form or vice versa takes an
action. In wolf form, he is indistinguishable from a normal Acti o ns
wolf. Multiattack. In hybrid form, Isis attacks twice with Claws.
Sneak Attack. Gebir can deal an extra 3d6 damage to one In lion form, she makes two melee attacks and uses her
creature he hits with an attack if he has advantage on the Lethargy ability.
attack roll. The attack must use a finesse or ranged weapon. Bite (lion form only). Melee Weapon Attack: +5 to hit, reach 5
He doesn’t need advantage on the attack roll if another ft., one creature. Hit: 7 (1d8 + 3) piercing damage.
enemy of the target is within five feet of it, that enemy isn’t Claws (lion and hybrid form only). Melee Weapon Attack:
incapacitated, and Gebir doesn’t have disadvantage on the +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing
attack roll. damage.
Uncanny Dodge. When an attacker that Gebir can see hits Greatsword (human and hybrid form only). Melee Weapon
him with an attack, he can use a reaction to halve the Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3)
attack’s damage. slashing damage.
Lethargy. By speaking, singing, or roaring, Isis causes all
Acti o ns
creatures that can hear her and that are within 60 feet of
Multiattack (hybrid form only). Gebir makes two melee her to make a successful DC 12 Constitution saving throw or
attacks. suffer the effect of a slow spell lasting 1d6 rounds. A creature
Bite (wolf form only). Melee Weapon Attack: +5 to hit, reach that saves successfully is immune to the Lethargy effect
5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage and the until after Isis’ next long rest. Therianthropes are immune to
target must make a successful DC 13 Dexterity saving throw lethargy.
or be knocked prone.
Claws (hybrid form only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
Shortsword (human and hybrid form only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3)
piercing damage.
Mab h eri (Son of Horus) (Owlwere) N eb kau (Son of Horus) (Wo lfwere)
Small monstrosity (shapechanger), chaotic evil Medium monstrosity (shapechanger), chaotic evil
Cunning Action. Mabheri can take a Dash, Disengage, or Improved Critical. Nebkau’s weapon attacks score a critical
Hide action as a bonus action on each of his turns in combat. hit on a roll of 19 or 20.
Evasion. When Mabheri is subject to an effect that allows a Mesmerizing Gaze. As a bonus action, Nebkau in wolf or
Dexterity saving throw to take only half damage, he instead human form can target one living creature within 30 feet
takes no damage if he succeeds on the saving throw, and that it can see with its mesmerizing gaze. If the targeted
only half damage if he fails. creature can see Nebkau, then the targeted creature must
Shapechanger. Mabheri can change from his owl form or make a successful DC 12 Charisma saving throw or be
human form to his hybrid form as a bonus action. Changing stunned for 1d4 rounds. A creature that is capable of taking
from owl form directly to human form or vice versa takes actions can, at the start of its turn, look away to avoid
an action. The owlwere is Small in owl form but Medium in Nebkau’s gaze for one complete round. If it targets Nebkau
human or hybrid form. In owl form, he is indistinguishable while averting its gaze, it suffers all the usual penalties
from a normal owl, but is noticeably larger than other owls. for attacking an unseen target. Creatures that are blind,
Sneak Attack. Mabheri can deal an extra 4d6 damage to one unconscious, or unable to see Nebkau for any other reason
creature he hits with an attack if he has advantage on the are immune to this attack.
attack roll. The attack must use a finesse or ranged weapon. Shapechanger. Nebkau can change from its wolf form or
He doesn’t need advantage on the attack roll if another human form to its hybrid form as a bonus action. Changing
enemy of the target is within five feet of it, that enemy isn’t from wolf form directly to human form or vice versa takes
incapacitated, and Mabheri doesn’t have disadvantage on the an action. In wolf form, it is indistinguishable from a normal
attack roll. wolf.
Uncanny Dodge. When an attacker that Mabheri can see
hits him with an attack, he can use a reaction to halve the Acti o ns
attack’s damage. Multiattack. Nebkau makes two melee attacks.
Bite (wolf form only). Melee Weapon Attack: +5 to hit, reach
Acti o ns
5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage and the
Beak (owl form only). Melee Weapon Attack: +5 to hit, reach target must make a successful DC 13 Dexterity saving throw
5 ft.; one creature. Hit: 5 (1d4 + 3) piercing damage. or be knocked prone.
Shortsword (human and hybrid form only) Melee Weapon Claws (hybrid form only). Melee Weapon Attack: +5 to hit,
Attack: +5 to hit, reach 5 ft.; one creature. Hit: 6 (1d6 + 3) reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
piercing damage. Longsword (human and hybrid form only). Melee Weapon
Talons (owl and hybrid form only). Melee Weapon Attack: Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3)
+5 to hit, reach 5 ft.; one creature. Hit: 6 (1d6 + 3) slashing slashing damage.
damage and the target must make a successful DC 10
Constitution saving throw or be poisoned for 1d4 rounds.
164 | NECROPOLIS
N ep hthys (Li on were) S ebtef (Son of Horus)
(Jackalwere)
N ep hthys (Li on were)
Large monstrosity (shapechanger), chaotic evil S ebtef (Son of Horus) (Jackalwere)
Armor Class 13 (natural armor) Medium monstrosity (shapechanger), chaotic evil
Hit Points 67 (9d10 + 18) Armor Class 14 (natural armor)
Speed: 40 ft. in lion form, 30 ft. in human or hybrid form Hit Points 52 (8d8 + 16)
Speed: 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 10 (+0) 18 (+4) 15 (+2) STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 14 (+2) 14 (+2) 12 (+1)
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical attacks that aren’t silver Saving Throws Str +5, Dex +5, Con +4
Skills Deception +4, Insight +8, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing
Senses Darkvision 60 ft., passive Perception 14 damage from nonmagical attacks that aren’t silver
Languages Khemitian Skills Athletics +5, Deception +3, Perception +4, Stealth +5
Challenge 4 (1,100 XP) Senses: Darkvision 60 ft., passive Perception 14
Languages: Khemitian
Shapechanger. Nephthys can change from her lion form or Challenge 3 (700 XP)
human form to her hybrid form as a bonus action. Changing
from lion form directly to human form or vice versa takes an Baneful Gaze. As a bonus action, Sebtef can target one living
action. Nephthys is Large in lion form but Medium in human creature within 30 feet that he can see, which must make
or hybrid form. In lion form, she is indistinguishable from a a DC 12 Charisma saving throw. On an unsuccessful save,
normal lion. for 2d4 rounds the target must subtract 1d4 from each
Spellcasting. Nephthys is a 9th-level spellcaster. Her attack roll and saving throw it makes. A creature that saves
spellcasting ability is Wisdom (spell save DC 14, +6 to hit successfully is immune to Sebtef’s Baneful Gaze effect for 24
with spell attacks). She has the following spells prepared: hours. Therianthropes are immune to Sebtef’s Baneful Gaze.
Cantrips (at will): guidance, light, sacred flame, thaumaturgy Improved Critical. Sebtef’s weapon attacks score a critical
1st level (4 slots): command, guiding bolt, inflict wounds, hit on a roll of 19 or 20.
shield of faith Keen Hearing and Smell. Sebtef has advantage on Wisdom
2nd level (3 slots): blindness/deafness, hold person, silence, (Perception) checks that rely on hearing of smell.
spiritual weapon Pack Tactics. Sebtef has advantage on an attack roll against
3rd level (3 slots): animate dead, bestow curse, dispel magic a creature if at least one of Sebtef’s allies is within five feet
4th level (3 slots): banishment, divination, freedom of of the creature and the ally isn’t incapacitated.
movement Shapechanger. Sebtef can change from his jackal form or
5th level (1 slots): flame strike human form to his hybrid form as a bonus action. Changing
from jackal form directly to human form or vice versa takes
Acti o ns
an action. In jackal form, he is indistinguishable from a
Multiattack. In hybrid form, Nephthys makes two Claw normal jackal.
attacks. In lion form, she makes two melee attacks and uses
her Lethargy ability. Acti o ns
Bite (lion form only). Melee Weapon Attack: +5 to hit, reach 5 Multiattack. Sebtef makes two melee attacks.
ft., one creature. Hit: 7 (1d8 + 3) piercing damage. Bite (jackal or hybrid form only). Melee Weapon Attack:
Claws (lion and hybrid form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing
+5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
damage. Claws (hybrid form only). Melee Weapon Attack: +5 to hit,
Greatsword (human and hybrid form only). Melee Weapon reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) Longsword (human and hybrid form only). Melee Weapon
slashing damage. Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2)
Lethargy. By speaking, singing, or roaring, Nephthys causes slashing damage.
all creatures that can hear her and that are within 60 feet of
her to make a successful DC 12 Constitution saving throw or
suffer the effect of a slow spell lasting 1d6 rounds. A creature
that saves successfully is immune to the Lethargy effect
until after Nephthys’ next long rest. Therianthropes are
immune to lethargy.
Atten dant Pri est/Pri estess H at-s h epu (Atten dant Pri estess)
Atten dant Pri est/Pri estess H at-s h epu (Atten dant Pri estess)
(12 pri ests, 2 pri estess es) Medium humanoid (human), chaotic evil
Medium humanoid (human), chaotic evil
Armor Class 17 (garb of Set, amulet of Set)
Armor Class 13 (lesser garb of Set, lesser amulet of Set) Hit Points 49 (9d8 + 9)
Hit Points 27 (5d8 + 5) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 13 (+1) 17 (+3) 14 (+2)
14 (+2) 13 (+1) 13 (+1) 13 (+1) 15 (+2) 13 (+1)
Saving Throws Wis +6, Cha +5
Saving Throws Wis +4, Cha +3 Skills Deception +5, Insight +6, Perception +6, Religion +4
Skills Deception +3, Insight +4, Perception +4, Religion +3 Senses passive Perception 16
Senses passive Perception 14 Languages Abyssal, Infernal, Khemitian
Languages Khemitian Challenge 6 (2,300 XP)
Challenge 2 (450 XP)
Channel Divinity: Aura of Decay. Hat-shepu can use her
Channel Divinity: Aura of Decay. An attendant priest or Channel Divinity to create an aura that rots away the living.
priestess can use Channel Divinity to create an aura that As an action, she presents her holy symbol and invokes Set’s
rots away the living. As an action, they present their holy name. All living creatures within a 30-foot cube centered on
symbol and invoke Set’s name. All living creatures within a her holy symbol must make a DC 14 Wisdom saving throw,
30-foot cube centered on the holy symbol must make a DC 12 taking 9 (2d8) necrotic damage and being poisoned until the
Wisdom saving throw, taking 9 (2d8) necrotic damage and end of their next turn on a failed save, or half damage on a
being poisoned until the end of their next turn on a failed successful one.
save, or half damage on a successful one. Divine Strike. Once on each of Hat-shepu’s turns when she
Spellcasting. An attendant priest or priestess is a 5th-level hits a creature with a weapon attack, she can cause the
spellcaster. Their spellcasting ability is Wisdom (spell save attack to deal an extra 4 (1d8) necrotic damage to the target.
DC 12, +4 to hit with spell attacks). An attendant priest or Spellcasting. Hat-shepu is a 9th-level spellcaster. Her
priestess has the following spells prepared: spellcasting ability is Wisdom (spell save DC 14, +6 to hit
Cantrips (at will): light, poison spray, sacred flame, spare the with spell attacks). Hat-shepu has the following spells
dying, thaumaturgy prepared:
1st level (4 slots): bless, command, hellish rebuke, inflict Cantrips (at will): guidance, poison spray, sacred flame, spare
wounds, protection from evil and good, thunderwave the dying, thaumaturgy
2nd level (3 slots): blindness/deafness, hold person, spiritual 1st level (4 slots): bane, guiding bolt, hellish rebuke, inflict
weapon wounds, shield of faith, thunderwave
3rd level (2 slots): bestow curse, fear 2nd level (3 slots): blindness/deafness, calm emotions,
darkness, hold person, shatter
Acti o ns 3rd level (3 slots): cloak of serpents*, dispel magic, fear, mass
+1 Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one healing word, slow
target. Hit: 6 (1d6 + 3) slashing damage. 4th level (3 slots): banishment, black tentacles, blight, death
ward, sticks to snakes*
Poss essi o ns 5th level (1 slots): serpent hands*, serpent plague*, flame strike
*See Appendix E.
Lesser garb of Set (+1 to AC), lesser amulet of Set (+1 to AC), +1
Ward of the Void. Hat-shepu has resistance to necrotic and
scimitar, potion of haste, unholy symbol, 40 sp.
cold damage.
Acti o ns
166 | NECROPOLIS
N ekeb et (Atten dant Pri estess) Novice Pri est/Pri estess
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 12 (+1) 12 (+1) 11 (+0)
168 | NECROPOLIS
talisman of recall* (1/day, word of recall), black star ruby Ward of the Void. Tcheripep has resistance to necrotic and
(functions as a ring of spell storing, and currently holds the cold damage.
spell cloudkill), spell scroll with heal, resurrection and raise
dead, potion of haste, unholy symbol. Setem-nefer also bears Acti o ns
the Cleaver of Set, one of the Nine Evil Objects. +1 Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft.,
* See Appendix E. one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 4 (1d8)
necrotic damage.
Tch eri pep (Pri est) Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
Tcheripep, the second of the temple’s khenu (officiating prophets) damage plus 4 (1d8) necrotic damage.
of Set, plans to give the party a nasty surprise if they seem intractable.
However, he isn’t all that bright, and thus Hu-benti was sent to oversee Poss essi o ns
the bandits — which this fellow resents. He might act rashly.
+1 plate armor, +1 warhammer, potion of spider climb, wand
of paralysis, ring of protection, potion of invulnerability,
Tch eri pep (Pri est) spell scroll with mass cure wounds, harm, and heal, dagger,
Medium humanoid (human), chaotic evil unholy symbol, pouch with 3 pieces of tourmaline (150 gp
Armor Class 20 (+1 plate, ring of protection) each), gold pendant with fire opal (200 gp), and 200 gp.
Hit Points 78 (12d8 + 24)
Speed 30 ft.
Temp le Guard
STR DEX CON INT WIS CHA
These are average Khemitian mercenaries — about the same as
15 (+2) 11 (+0) 14 (+2) 10 (+0) 20 (+5) 14 (+2) regular soldiers. They are servants of Set — thus fully evil — and have
fair morale. If able, they do not fight to the death by any means. Thus, if
Saving Throws Strength +3, Dexterity +1, Constitution +3, no powerful priest is nearby, they surrender in the face of certain death.
Intelligence +1, Wisdom +9, Charisma +6
Damage Resistances cold, necrotic
Skills History +3, Insight +8, Perception +8, Religion +3 Temp le Guard (35)
Senses passive Perception 18 Medium humanoid (human), chaotic evil
Languages Common, Khemitian, Abyssal, Infernal
Armor Class 16 (studded leather, shield)
Challenge 8 (3,900 XP)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
Channel Divinity: Aura of Decay. Tcheripep can use
Channel Divinity to create an aura that rots away the living.
STR DEX CON INT WIS CHA
As an action, he presents his holy symbol and invokes Set’s
name. All living creatures within a 30-foot cube centered on 14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
his holy symbol must make a DC 16 Wisdom saving throw,
taking 9 (2d8) necrotic damage and being poisoned until the Skills Athletics +4, Perception +2
end of their next turn on a failed save, or half damage on a Senses passive Perception 12
successful one. Languages Khemitian
Divine Strike. Once on each of Tcheripep’s turns when he hits Challenge 1/4 (50 XP)
a creature with a weapon attack, he can cause the attack to
Acti o ns
deal an extra 4 (1d8) necrotic damage to the target.
Spellcasting. Tcheripep is a 12th-level spellcaster. His Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
spellcasting ability is Wisdom (spell save DC 16, +8 to one target. Hit: 5 (1d6 + 2) piercing damage.
hit with spell attacks). Tcheripep has the following spells Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
prepared: target. Hit: 5 (1d6 + 2) slashing damage.
Cantrips (at will): guidance, light, poison spray, resistance,
sacred flame, thaumaturgy Poss essi o ns
1st level (4 slots): bless, command, guiding bolt, hellish rebuke, Studded leather armor, shield, longbow, 20 arrows, scimitar,
shield of faith, thunderwave light warhorse, pouch with 25 sp.
2nd level (3 slots): blindness/deafness, darkness, hold person,
shatter, spiritual weapon
3rd level (3 slots): dispel magic, cloak of serpents*, fear, meld
into stone, slow Temp le Guard S ergeant
4th level (3 slots): banishment, black tentacles, blight, locate These mercenary sergeants are tough bullies who enjoy being the top
creature, sticks to snakes* dogs of the guard force. Of course, they fear and toady to the clerics.
5th level (2 slots): antilife shell, dominate person, mass cure They can use bow or crossbow with equal skill but are generally too
wounds, serpent plague* busy seeing to the men to do so. They are the least likely to surrender.
6th level (1 slot): wall of serpents*
*See Appendix E.
Poss essi o ns
170 | NECROPOLIS
N e fertem be reversed with a greater restoration spell, but only within
24 hours of it occurring.
Nefertem is the ghost of a priestess who once served a god here in the Possession (recharge 6). One humanoid that Nefertem can
Necropolis, but she no longer remembers which one. Under the influence see within five feet of her must succeed on a DC 15 Charisma
of the high priest in the temple, she now serves Set and seeks to kill any saving throw or be possessed by Nefertem. If this occurs,
living creatures who would dare enter her City of the Dead. Nefertem disappears, and the target is incapacitated and
loses control of its body. Nefertem now controls the body but
N efertem doesn’t deprive the target of awareness. Nefertem can’t be
Medium undead, chaotic evil targeted by any attack, spell, or other effect, except ones that
turn undead, and she retains her alignment, Intelligence,
Armor Class 16 (natural armor) Wisdom, Charisma, and immunity to being charmed and
Hit Points 65 (10d8 + 20) frightened. She otherwise uses the possessed target’s
Speed 0 ft., fly 40 ft. statistics but doesn’t gain access to the target’s knowledge,
class features, or proficiencies.
STR DEX CON INT WIS CHA The possession lasts until the body drops to 0 hit points,
7 (–2) 16 (+3) 14 (+2) 10 (+0) 17 (+3) 17 (+3) Nefertem ends it as a bonus action, or Nefertem is turned
or forced out by an effect such as the dispel evil and good
Saving Throws Wis +7, Cha +7 spell. When the possession ends, Nefertem reappears in an
Damage Resistances acid, fire, lightning, thunder; unoccupied space within five feet of the body. The target
bludgeoning, piercing, and slashing from nonmagical attacks is immune to Nefertem’s Possession for 24 hours after
Damage Immunities cold, necrotic, poison succeeding on the saving throw or after the possession ends.
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
P h arao h Tan kh efre I
Senses darkvision 60 ft., passive Perception 13
Languages Khemitian The Funerary Chapel of the Duat in the Necropolis was built during
Challenge 10 (5,900 XP) the reign of Pharaoh Tankhefre I. The dead monarch’s spirit now haunts
this place because his tomb within the Necropolis was desecrated. The
Ethereal Sight. Nefertem can see 60 feet into the Ethereal powerful ghost may leave intruders alone if they agree to find his tomb
Plane when she is on the Material Plane, and vice versa. and reconsecrate it. If this is done and a prayer for the dead pharaoh
Incorporeal Movement. Nefertem can move through other recited, his ghost finally rests.
creatures and objects as if they were difficult terrain. She
takes 5 (1d10) force damage if she ends her turn inside an P h arao h Tan kh efre I
object. Medium undead, lawful evil
Spellcasting. Nefertem is a 10th-level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 15, +7 to Armor Class 16
hit with spell attacks). Nefertem has the following spells Hit Points 97 (15d8 + 30)
prepared: Speed fly 40 ft.
Cantrips (at will): thaumaturgy
1st level (4 slots): bane, command, inflict wounds, sanctuary STR DEX CON INT WIS CHA
2nd level (3 slots): blindness/deafness, hold person, spiritual 7 (–2) 16 (+3) 14 (+2) 19 (+4) 12 (+1) 17 (+3)
weapon
3rd level (3 slots): animate dead, bestow curse, spirit guardians Saving Throws Int +9, Cha +8
4th level (3 slots): banishment, divination, guardian of faith Damage Resistances acid, fire, lightning, thunder;
5th level (2 slots): flame strike, insect plague bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Acti o ns Condition Immunities charmed, exhaustion, frightened,
Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., grappled, paralyzed, petrified, poisoned, prone, restrained
one target. Hit: 31 (8d6 + 3) necrotic damage. Senses darkvision 60 ft., passive Perception 11
Etherealness. Nefertem enters the Ethereal Plane from the Languages Khemitian
Material Plane, or vice versa. She is visible on the Material Challenge 13 (10,000 XP)
Plane while she is in the Border Ethereal, and vice versa, yet
she can’t affect or be affected by anything on the other plane. Ethereal Sight. Tankhefre can see 60 feet into the Ethereal
Horrifying Visage. Each non-undead creature within 60 Plane when he is on the Material Plane, and vice versa.
feet of Nefertem that can see her must succeed on a DC 15 Incorporeal Movement. Tankhefre can move through other
Wisdom saving throw or be frightened for one minute. If creatures and objects as if they were difficult terrain. He
the save fails by 5 or more, the target also ages 1d4 x 10 takes 5 (1d10) force damage if he ends his turn inside an
years. A frightened target can repeat the saving throw at object.
the end of each of its turns, ending the frightened condition Spellcasting. Tankhefre is a 15th-level spellcaster. His
on itself on a success. If a target’s saving throw is successful spellcasting ability is Intelligence (spell save DC 17, +9 to
or the effect ends for it, the target is immune to Nefertem’s hit with spell attacks). Tankhefre has the following spells
Horrifying Visage for the next 24 hours. The aging effect can prepared:
Acti o ns
Keen Hearing and Smell. The priestess of Bast has
advantage on Wisdom (Perception) checks that rely on
Withering Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., hearing or smell.
one target. Hit: 31 (8d6 + 3) necrotic damage. Pack Tactics. The priestess of Bast has advantage on an
Etherealness. Tankhefre enters the Ethereal Plane from the attack roll against a creature if at least one of the priestess’s
Material Plane, or vice versa. He is visible on the Material allies is within five feet of the creature and the ally isn’t
Plane while he is in the Border Ethereal, and vice versa, yet incapacitated.
he can’t affect or be affected by anything on the other plane. Pounce (Lion or Hybrid Form Only). If the priestess of
Horrifying Visage. Each non-undead creature within 60 Bast moves at least 15 feet straight toward a creature
feet of Tankhefre that can see him must succeed on a DC and then hits it with a claw attack on the same turn, that
16 Wisdom saving throw or be frightened for one minute. target must succeed on a DC 14 Strength saving throw or be
If the save fails by 5 or more, the target also ages 1d4 x 10 knocked prone. If the target is prone, the priestess of Bast
years. A frightened target can repeat the saving throw at can make one Bite attack against it as a bonus action.
the end of each of its turns, ending the frightened condition Running Leap (Lion or Hybrid Form Only). With a 10-foot
on itself on a success. If a target’s saving throw is successful running start, the priestess of Bast can jump up to 25 feet.
or the effect ends for it, the target is immune to Tankhefre’s Shapechanger. The priestess of Bast can use her action to
Horrifying Visage for the next 24 hours. The aging effect can polymorph into a lion-humanoid hybrid or into a lion, or back
be reversed with a greater restoration spell, but only within into her true form, which is humanoid. Her statistics, other
24 hours of it occurring. than her size, are the same in each form. Any equipment she
Possession (recharge 6). One humanoid that Tankhefre is wearing or carrying isn’t transformed. She reverts to its
can see within five feet of him must succeed on a DC 16 true form if it dies.
Charisma saving throw or be possessed by Tankhefre. If Spellcasting. The priestess of Bast is a 4th-level spellcaster.
this occurs, Tankhefre then disappears, and the target is Her spellcasting ability is Wisdom (spell save DC 14, +6 to
incapacitated and loses control of its body. Tankhefre now hit with spell attacks). She has the following spells prepared:
controls the body but doesn’t deprive the target of awareness. Cantrips (at will): light, resistance, sacred flame, thaumaturgy
Tankhefre can’t be targeted by any attack, spell, or other 1st level (4 slots): bane, bless, command, shield of faith
effect, except ones that turn undead, and he retains his 2nd level (3 slots): blindness/deafness, hold person, spiritual
alignment, Intelligence, Wisdom, Charisma, and immunity weapon
to being charmed and frightened. He otherwise uses the
possessed target’s statistics, but doesn’t gain access to the Acti o ns
target’s knowledge, class features, or proficiencies.
Multiattack. The priestess of Bast makes two melee attacks.
The possession lasts until the body drops to 0 hit points,
Bite (lion form only). Melee Weapon Attack: +6 to hit,
Tankhefre ends it as a bonus action, or Tankhefre is turned
reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage.
or forced out by an effect such as the dispel evil and good
If the target is a humanoid, it must succeed on a DC 13
spell. When the possession ends, Tankhefre reappears in
Constitution saving throw or be cursed with werelion
an unoccupied space within five feet of the body. The target
lycanthropy.
is immune to Tankhefre’s Possession for 24 hours after
Claws (lion and hybrid form only). Melee Weapon Attack:
succeeding on the saving throw or after the possession ends.
+6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing
damage.
Pri estess es of Bast (Wereli ons) Scimitar (human and hybrid form only). Melee Weapon
Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3)
Pri estess es of Bast (Wereli ons) slashing damage.
Medium humanoid (human, shapechanger), neutral evil
Rutch (Pri est)
Armor Class 13
Hit Points 120 (16d8 + 48) Rutch is a renegade kheri-heb, a cleric of Ammut, the devourer of
Speed: 30 ft. (40 ft. in lion form) souls. He has decided that instead of helping to entomb the dead, he
relieves the dead of the treasures buried with them, and so has brought
a band of disreputable thieves to the Necropolis. He has no interest in
risking his life, however, and if a combat turns against him, he casts
word of recall and leaves his compatriots to their doom.
172 | NECROPOLIS
Rutch (Pri est) Acti o ns
Medium humanoid (human), chaotic evil +1 Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Armor Class 19 (+1 breastplate, +1 shield) target. Hit: 4 (1d6 + 1) bludgeoning damage.
Hit Points 78 (12d8 + 24)
Poss essi o ns
Speed 30 ft.
+1 breastplate, +1 shield, +1 mace, 2 potions of greater healing,
STR DEX CON INT WIS CHA potion of invisibility, wand of fear, spell scroll with mass
11(+0) 13 (+1) 14 (+2) 10 (+0) 20 (+5) 12 (+1) cure wounds, harm, and true seeing, unholy symbol, pouch
with 3 emeralds (250 gp each), ring with ruby (500 gp), gold
Saving Throws Wis +8, Cha +4 necklace with gems (300 gp), and 150 gp.
Skills Insight +8, Perception +8
Senses passive Perception 18 `Tch eri
Languages Common, Khemitian
Tcheri is the ghost of the first high priestess of Buto who served
Challenge 8 (3,900 XP)
in the Necropolis, and who is entombed near the shrine to that god.
She remains at rest, but if anyone disturbs her tomb, she emerges and
Channel Divinity: Aura of Death. Rutch can use Channel demands a funerary gift and that the trespassers depart. Failure to
Divinity to create a field of death and decay. As an action, comply results in a curse upon all those who violate the shrine.
he presents his holy symbol and invokes his deity’s name.
All creatures in a 15-foot cone originating from Rutch must Tch eri
succeed at a DC 16 Constitution saving throw or suffer 4 Medium undead, lawful neutral
(1d8) necrotic damage. Also, those who fail their save may
not regain hit points until the end of Rutch’s next turn. Armor Class 16 (natural armor)
Death’s Door. If Rutch sees a creature within 30 feet drop to 0 Hit Points 65 (10d8 + 20)
hit points as a result of taking damage, as a reaction, he may Speed 0 ft., fly 40 ft.
either cause the creature instead to drop to 1 hit point or
cause the creature to suffer a death saving throw failure. He STR DEX CON INT WIS CHA
cannot use this feature to cause a creature to fail more than 7 (–2) 16 (+3) 14 (+2) 10 (+0) 19 (+4) 17 (+3)
one death saving throw after it drops to 0 hit points.
Rutch can use this feature five times. He regains all expended Saving Throws Wis +8, Cha +7
uses when he finishes a long rest. Damage Resistances acid, fire, lightning, thunder;
Mark of Death. As an action, Rutch may give one creature bludgeoning, piercing, and slashing from nonmagical attacks
he can see that is within 30 feet of him the Mark of Death. Damage Immunities cold, necrotic, poison
The mark lasts until Rutch is rendered unconscious, marks Condition Immunities charmed, exhaustion, frightened,
a different creature, or the marked creature dies. While grappled, paralyzed, petrified, poisoned, prone, restrained
suffering from Rutch’s Mark of Death, the marked creature Senses darkvision 60 ft., passive Perception 14
must succeed at a DC 16 Wisdom saving throw at the start Languages Khemitian
of its turn or suffer 5 necrotic damage. Rutch may use this Challenge 10 (5,900 XP)
feature nine times, and regains uses following a long rest.
Shared Death. When Rutch causes necrotic damage to a Ethereal Sight. Tcheri can see 60 feet into the Ethereal Plane
target, he must cause another creature that he can see when she is on the Material Plane, and vice versa.
within 15 feet of the target to suffer 4 (1d8) necrotic damage Incorporeal Movement. Tcheri can move through other
as well. creatures and objects as if they were difficult terrain. She
Spellcasting. Rutch is a 12th-level spellcaster. His takes 5 (1d10) force damage if she ends her turn inside an
spellcasting ability is Wisdom (spell save DC 16, +8 to hit object.
with spell attacks). Rutch has the following spells prepared: Spellcasting. Tcheri is a 10th-level spellcaster. Her
Cantrips (at will): guidance, light, resistance, sacred flame, spellcasting ability is Wisdom (spell save DC 16, +8 to hit
thaumaturgy with spell attacks). Tcheri has the following spells prepared:
1st level (4 slots): bane, bless, command, false life, ray of Cantrips (at will): light, sacred flame, spare the dying,
sickness, shield of faith thaumaturgy
2nd level (3 slots): blindness/deafness, gentle repose, hold 1st level (4 slots): bane, command, healing word, sanctuary
person, ray of enfeeblement, spiritual weapon 2nd level (3 slots): calm emotions, hold person, zone of truth
3rd level (3 slots): dispel magic, mass healing word, remove 3rd level (3 slots): animate dead, bestow curse, dispel magic
curse, speak with dead, vampiric touch 4th level (3 slots): banishment, divination, guardian of faith
4th level (3 slots): banishment, blight, death ward, freedom of 5th level (2 slots): flame strike, geas
movement, guardian of faith
5th level (2 slots): antilife shell, contagion, insect plague, raise Acti o ns
dead Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft.,
6th level (1 slot): word of recall one target. Hit: 31 (8d6 + 3) necrotic damage.
Buto’s Curse. Tcheri may curse all targets she can see within
30 feet who enter the chamber in which she is entombed
174 | NECROPOLIS
4th level (3 slots): banishment, black tentacles, blight exhaustion, frightened, paralyzed, petrified, poisoned,
5th level (3 slots): antilife shell, insect plague, telekinesis stunned
6th level (2 slots): circle of death, create undead Senses darkvision 120 ft., truesight 120 ft., passive Perception
7th level (2 slots): finger of death, fire storm 29
8th level (1 slot): incendiary cloud Languages ancient Khemitian, telepathy 120 ft.
9th level (1 slot): weird Challenge 25 (75,000 XP)
176 | NECROPOLIS
throws, and ability checks, and increases his spell save DC plane of existence than the target, or takes a bonus action to
and spell attack bonus by 1 (included above and below). end the effect.
Spellcasting. Rahotep is an 18th-level spellcaster. His Children of the Night (1/day). Utat-nebbu magically calls
spellcasting ability is Wisdom (spell save DC 20, +12 to 2d4 swarms of bats or rats, provided that the sun isn’t up.
hit with spell attacks). Rahotep has the following spells While outdoors, Utat-nebbu can call 3d6 giant poisonous
prepared: snakes, giant scorpions, or dire wolves instead. The called
Cantrips (at will): chill touch, poison spray, ray of frost, creatures arrive in 1d4 rounds, acting as allies of Utat-
thaumaturgy, true strike nebbu and obeying his spoken commands. The beasts remain
1st level (4 slots): fog cloud, ray of sickness, shield, for one hour, until Utat-nebbu dies, or until Utat-nebbu
thunderwave dismisses them as a bonus action.
2nd level (3 slots): blindness/deafness, calm emotions, darkness
3rd level (3 slots): counterspell, dispel magic, slow Legen dary Acti o ns
4th level (3 slots): banishment, confusion, ice storm Utat-nebbu can take three legendary actions, choosing from
5th level (3 slots): antilife shell, contagion, insect plague the options below. Only one legendary action can be used at
6th level (1 slot): harm a time and only at the end of another creature’s turn. Utat-
7th level (1 slot): finger of death nebbu regains spent legendary actions at the start of his
8th level (1 slot): shadowburst (as sunburst, but darkness, and turn.
causes necrotic damage) Bite (costs 2 actions). Utat-nebbu makes one Bite attack.
9th level (1 slot): power word kill Speed of Shadow. Utat-nebbu moves up to his full movement,
Spider Climb. Utat-nebbu can climb difficult surfaces, not provoking attacks of opportunity.
including upside down on ceilings, without needing to make Unarmed Strike. Utat-nebbu makes one unarmed strike.
an ability check.
Utat-nebbu’s Command. As a bonus action, Utat-nebbu may
telepathically command all creatures that he can see that
have become cursed by one of the Nine Curses of Rahotep
or who gave their true names while within the tomb. This
command has the same effect as a dominate person spell,
and no saving throw is permitted.
Vampire Weaknesses. Utat-nebbu has the following flaws:
Forbiddance. Utat-nebbu can’t enter a residence without an
invitation from one of the occupants.
Harmed by Running Water. Utat-nebbu takes 30 acid damage
if he ends his turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven
into Utat-nebbu’s heart while he is incapacitated in his
resting place, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Utat-nebbu takes 20 radiant
damage when he starts his turn in sunlight. While in
sunlight, he has disadvantage on attack rolls and ability
checks.
Acti o ns
Arnaut Bus h
The arnaut bush is a five-foot-tall bush
with thick, supple branches, sparse leaves, and
small flowering buds that are midnight blue in
color. Six-inch-long thorns are spread across
its branches and are revealed upon closer
examination. The trunk of the arnaut bush is
blackish-blue and hides the creature’s mouth.
When the arnaut bush slays a foe, the trunk splits
open and a 10-foot-long tendril emerges to drag the
prey into its mouth. The tendril is too weak to be
effective in combat. The bush moves by uprooting
itself and sliding along the ground.
Arnaut Bus h
Small plant, unaligned Languages —
Challenge 1/4 (50 XP)
Armor Class 13 (natural armor)
Hit Points 27 (5d6 + 10) Acti o ns
Speed 10 ft.
Multiattack. The arnaut bush makes four Thorn attacks.
Thorn. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA
Hit: 1 (1d3) piercing damage.
11 (+0) 10 (+0) 14 (+2) 2 (–4) 11 (+0) 8 (–1) Electrical Spray (recharge 5–6). Ranged Weapon Attack:
+2 to hit, range 20/60 ft., one target. Hit: 1 (1d3) piercing
Condition Immunities blinded, charmed, deafened,
damage and the target must make a DC 11 Constitution
frightened
saving throw taking 7 (2d6) lightning damage on a failure or
Senses tremorsense 60 ft., passive Perception 10
half as much on a success.
178 | NECROPOLIS
Aspect of Rahotep Legendary Resistance (3/day). If the aspect of Rahotep fails
a saving throw, it can choose to succeed instead. Note that
The rituals around Rahotep’s death ensured that his soul remained in this is shared with all other aspects of Rahotep as well as
this world rather than passing into the underworld for judgment. Seven Rahotep himself, all of which collectively can use Legendary
of the aspects of his soul were set free to roam the world, to wreak Resistance only three times per day.
havoc, and to build a cult that would remember him and, in time, free Magic Resistance. The aspect of Rahotep has advantage on
him and allow him to rise as Unmortal. These are his sahu, the spiritual saving throws against spells and other magical effects.
body; sekem, the life energy; ka, the vital essence; ba, the personality; Protection of Set. While within the tomb, the aspect of
khaibet, the shadow; khu, the immortal self; and ren, the true name. The
Rahotep is immune to any effect that turns undead; while
other two aspects — his khat, the body, and his ab, the heart — were
entombed in his sarcophagus. outside the tomb, the aspect of Rahotep has advantage on
Each of the aspects of Rahotep’s soul has a different appearance, but saving throws against any effect that turns undead.
each has the power to bestow one of the Nine Curses of Rahotep. If not Rahotep’s Command. As a bonus action, the aspect of
wandering elsewhere, the seven free aspects of his soul can be found in Rahotep may telepathically command all creatures that it
his tomb, where they have even greater power than outside the tomb. can see that have either become cursed by one of the Nine
Curses of Rahotep or who gave their true names while
Aspect of Rahotep within the tomb. This command has the same effect as a
dominate person spell, and no saving throw is permitted.
Medium undead, chaotic evil
B lack S erpent
Huge monstrosity, chaotic evil
Acti o ns
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) poison
damage. If the target is a creature, it is grappled (escape DC
20). Until this grapple ends, the target is restrained, and the Brown Fi en d
black serpent can’t bite another target.
A brown fiend is six feet tall, nimble, and very fast. It is humanoid in
Swallow. The black serpent makes one bite attack against a appearance, combining the worst aspects of a leprous human, a devil,
Medium or smaller creature it is grappling. If the attack hits, and a rabid animal, with a warty toad-like hide that seems to hang
that creature takes the bite’s damage and is swallowed, and in tatters from its lank frame. Its head is oversized, with protruding,
the grapple ends. While swallowed, the creature is blinded serrated-fanged jaws.
180 | NECROPOLIS
Brown Fi en d
Medium fiend (devil), lawful evil
Acti o ns
STR DEX CON INT WIS CHA Aldinach can take three legendary actions, choosing from the
24 (+7) 22 (+6) 20 (+5) 22 (+6) 24 (+7) 22 (+6) options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn.
Saving Throws Str +14, Con +12, Wis +14, Cha +13 Aldinach regains spent legendary actions at the start of his
Skills Arcana +13, Deception +13, Intimidation +13, turn.
Perception +14 Bite Attack. Aldinach makes a Bite attack.
Damage resistances cold, fire; bludgeoning, piercing, and Cast a Spell. Aldinach casts one spell from its Innate
slashing from nonmagical attacks Spellcasting trait.
Damage immunities lightning, poison Paralyzing Gaze (costs 2 actions). Aldinach uses his
Condition immunities frightened, poisoned Paralyzing Gaze.
Senses truesight 60 ft., darkvision 120 ft., passive Perception 24
Languages Abyssal, telepathy 120 ft.
Challenge 21 (33,000 XP)
Acti o ns
182 | NECROPOLIS
Claw. Melee Weapon Attack: +9 to hit, range 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage, and the target is grappled
(escape DC 15). The blue demon has two claws, each of which
can grapple only one target.
Sting. Melee Weapon Attack: +9 to hit, range 5 ft., one target.
Hit: 16 (2d10 + 5) piercing damage, and the target must
make a DC 18 Constitution saving throw, taking 33 (6d10)
poison damage on a failure or half as much on a success.
Boar D em on
These horrible things are the servants of Set. Each has the head and
legs of a warthog, and the thighs, torso, and arms of a human.
Boar D em on
Large fiend (demon), chaotic evil
Armor Class 15
Hit Points 119 (14d10 + 42)
Speed 30 ft.
Skills Perception +5
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal
B lue D em on Challenge 6 (2,300 XP)
A demon of this sort is eight feet tall, broad, and fast. It is humanoid
Keen Hearing and Sight. A boar demon has advantage on
in appearance, with metallic-blue, scaly skin, and a comb-like crest of
spines running from the top of its knobby skull to between the shoulder Wisdom (Perception) checks that rely on hearing or sight.
blades. Its tail is prehensile, barbed, and poisonous. Stunning Gaze. When a creature that can see the boar
demon’s eyes starts its turn within 30 feet of the boar
demon, the boar demon can force it to succeed on a DC 14
B lue D em on
Constitution saving throw or be stunned until the end of
Large fiend (demon), chaotic evil
its next turn if the boar demon isn’t incapacitated and can
Armor Class 16 (natural armor) see the creature. If the saving throw fails by 5 or more,
Hit Points 133 (14d10 + 56) the creature becomes paralyzed. A paralyzed creature
Speed 30 ft. must repeat the saving throw at the end of its next turn,
remaining paralyzed on a failure or ending the effect on a
STR DEX CON INT WIS CHA success. The paralysis lasts until the creature is freed by a
21 (+5) 13 (+1) 18 (+4) 16 (+3) 16 (+3) 16 (+3) lesser restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the
Saving Throws Con +8, Wis +7 saving throw at the start of its turn. If the creature does so,
Skills Deception +7, Insight +7, Perception +7 it can’t see the boar demon until the start of its next turn,
Damage Resistances cold, fire, lightning when it can avert its eyes again. If the creature looks at the
Damage Immunities poison boar demon in the meantime, it must immediately make the
Condition Immunities poisoned save. The boar demon is unaffected by its own gaze.
Senses darkvision 120 ft., passive Perception 17, telepathy
Acti o ns
100 ft.
Languages Abyssal Multiattack. A boar demon makes one Bite attack and two
Challenge 9 (5,000 XP) Longsword attacks.
Bite. Melee Weapon Attack: +7 to hit, range 5 ft., one target.
Acti o ns Hit: 9 (2d4 + 4) piercing damage.
Multiattack. The blue demon makes one Bite attack, two Longsword. Melee Weapon Attack: +7 to hit, range 5 ft., one
Claw attacks, and one Tail attack. target. Hit: 8 (1d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, range 5 ft., one target.
Hit: 21 (3d10 + 5) piercing damage.
A demon of this sort is eight feet tall, broad, and fast. It is humanoid Multiattack. The demon of Iubeni makes one Bite attack and
in appearance, with metallic-blue, scaly skin and a comb-like crest of two Claw attacks.
spines running from the top of its knobby skull to between the shoulder Bite. Melee Weapon Attack: +7 to hit, range 5 ft., one target.
blades. It is otherwise similar to the blue demon, though it lacks a Hit: 13 (2d8 + 4) piercing damage.
prehensile and poisonous tail. Claw. Melee Weapon Attack: +7 to hit, range 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
D em on of I ub eni
Large fiend (demon), chaotic evil Gho ll (D em on Lord of Gho lls)
Armor Class 15 Gholl is a powerful demon lord revered by the undead creatures
Hit Points 136 (16d10 + 48) known as gholles. He is a 12-foot-tall male figure with leprous flesh and
Speed 30 ft. clawed hands and feet of animal nature. His head is human … almost. It
is elongated, with hyena-like jaws and bestial eyes and ears that bespeak
STR DEX CON INT WIS CHA some nightmare blend of human and animal.
19 (+4) 13 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1)
Gho ll (D em on Lord of Gho lls)
Skills Perception +5 Large fiend (demon), chaotic evil
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks Armor Class 19 (natural armor)
Damage Immunities frightened, poison Hit Points 315 (30d10 + 150)
Condition Immunities poisoned Speed 30 ft., fly 60 ft.
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal, telepathy 120 ft. STR DEX CON INT WIS CHA
Challenge 6 (2,300 XP) 22 (+6) 17 (+3) 20 (+5) 20 (+5) 20 (+5) 20 (+5)
Magic Resistance. The demon of Iubeni has advantage on Saving Throws Con +11, Int +11, Wis +11, Cha +11
saving throws against spells and other magical effects. Skills Arcana +11, Deception +11, Insight +11, Perception +11
Damage resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities frightened, poisoned
Senses truesight 120 ft., passive Perception 21
Languages Abyssal, telepathy 120 ft.
Challenge 20 (25,000 XP)
Innate Spellcasting. Gholl’s spellcasting ability is Charisma
(spell save DC 19). Gholl can innately cast the following
spells, requiring no material components:
At will: detect evil and good, tongues
3/day each: dispel magic, fear
1/day each: fire storm, symbol
Magic Resistance. Gholl has advantage on saving throws
against spells and other magical effects.
Stench. Any creature other than a demon that starts its turn
within 10 feet of Gholl must make a DC 19 Constitution
saving throw or take 21 (6d6) poison damage on a failure, or
half as much on a success. If the target fails the saving throw
by 5 or more, it is also poisoned until the start of its next
turn.
Teleport. Gholl magically teleports, along with any equipment
he is wearing or carrying, up to 120 feet to an unoccupied
space he can see.
Acti o ns
184 | NECROPOLIS
Paralyzing Gaze. Gholl targets one creature he can see
within 60 feet of him. If the target can see Gholl, it must
succeed on a DC 19 Wisdom saving throw against this magic
or become paralyzed until the end of Gholl’s next turn.
A target that succeeds on the saving throw is immune to
Gholl’s Paralyzing Gaze for the next 24 hours.
Summon Demon or Gholl (1/day). Gholl summons 1d3
vrocks, 1d2 hezrous, or 1d3 gholles with no chance of failure.
A summoned demon or gholle appears in an unoccupied
space within 60 feet of Gholl and obeys Gholl’s telepathic
commands (no action required). It can’t summon other
creatures. It remains for one minute, until it or Gholl dies,
or until Gholl dismisses it as an action. It rolls initiative and
acts on its own turn.
Ghul (D em on Lord)
Ghul is a 12-foot-tall, misshapen female creature, the mother of
all ghulaz. Her bestial face combines the worst features of a hound, a
baboon, and a woman, twisted in a leering, fanged visage of demonic
appearance. Her long arms are corded with muscle and terminate in
clawed hands; her feet are similarly ugly and clawed. The overall
impression of her bodes horror most malevolent.
Ghul (D em on Lord)
Large fiend (demon), chaotic evil At will: detect evil and good, ray of sickness
Armor Class 19 (natural armor) 3/day each: darkness, animate dead
Hit Points 266 (28d10 + 112) 1/day each: fire storm, telekinesis
Speed 30 ft. Magic Resistance. Ghul has advantage on saving throws
against spells and other magical effects.
Stench. Any creature other than a demon that starts its turn
STR DEX CON INT WIS CHA
within 10 feet of Ghul must make a DC 18 Constitution
22 (+6) 15 (+2) 19 (+4) 18 (+4) 20 (+5) 20 (+5) saving throw or take 17 (5d6) necrotic damage on a failure or
half as much on a success. If the target fails the saving throw
Saving Throws Str +12, Dex +8, Con +10, Wis +11
by 5 or more, it also suffers one level of exhaustion.
Skills Arcana +10, Intimidation +11, Perception +11
Teleport. Ghul magically teleports, along with any equipment
Damage resistances cold, fire, lightning; bludgeoning,
she is wearing or carrying, up to 120 feet to an unoccupied
piercing, and slashing from nonmagical attacks
space she can see.
Damage immunities poison
Condition immunities frightened, poisoned Acti o ns
Senses truesight 120 ft., passive Perception 21
Languages Abyssal, telepathy 120 ft. Multiattack. Ghul makes one Bite attack and two Claw
Challenge 19 (22,000 XP) attacks. She can use Paralyzing Spittle in place of any melee
attack.
Innate Spellcasting. Ghul’s spellcasting ability is Charisma Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
(spell save DC 19, +11 to hit with spell attacks). Ghul can Hit: 19 (3d8 + 6) piercing damage.
innately cast the following spells, requiring no material Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
components: Hit: 13 (2d6 + 6) damage.
Paralyzing Spittle. Ranged Weapon Attack: +8 to hit,
Armor Class 15
Legen dary Acti o ns Hit Points 90 (12d8 + 36)
Ghul can take three legendary actions, choosing from the Speed fly 40 ft.
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. STR DEX CON INT WIS CHA
Ghul regains spent legendary actions at the start of his turn. 16 (+3) 19 (+4) 16 (+3) 14 (+2) 14 (+2) 15 (+2)
Claw Attack. Ghul makes a Claw attack.
Decomposing Burst (costs 2 actions). Ghul discharges Skills Perception +5
magical, corrupting energy. Each creature of her choice in Damage Resistances cold, fire, lightning; bludgeoning,
a 10-foot radius must make a DC 19 Constitution saving piercing, and slashing from nonmagical attacks
throw, taking 21 (6d6) necrotic damage on a failure or half as Damage Immunities frightened, poison
much on a success. Condition Immunities poisoned
Teleport. Ghul uses Teleport. Senses darkvision 120 ft., passive Perception 15
Languages Abyssal, telepathy 120 ft.
Challenge 5 (1,800 XP)
Acti o ns
186 | NECROPOLIS
H i ppod i lem on Senses darkvision 120 ft., passive Perception 14
Languages —
A hippodilemon is a giant hippo-headed-crocodile-demon about 30 Challenge 6 (2,300 XP)
feet long and weighing a ton or more. It propels itself through the water
with its massive tail. Hold Breath. The hippodilemon can hold its breath for 30
minutes.
H i ppod i lem on
Huge fiend (demon), chaotic evil Acti o ns
Armor Class 14 (natural armor) Multiattack. The hippodilemon makes one Bite Attack and
Hit Points 95 (10d12 + 30) one Tail attack.
Speed 20 ft., swim 30 ft. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 21 (3d10 + 5) piercing damage, and the target is
grappled (escape DC 16). Until the grapple ends, the target
STR DEX CON INT WIS CHA
is restrained, and the hippodilemon can’t bite another target.
21 (+5) 10 (+0) 17 (+3) 5 (–3) 12 (+1) 12 (+1)
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target not grappled by the hippodilemon. Hit: 14 (2d8 + 5)
Skills Perception +4, Stealth +3
bludgeoning damage. If the target is a creature, it must
Damage Resistances cold, fire, lightning; bludgeoning,
succeed on a DC 16 Strength saving throw or be knocked
piercing, and slashing from nonmagical attacks
prone.
Damage Immunities poison
Condition Immunities poisoned
D em oncro c Acti o ns
Huge fiend (shapechanger), chaotic evil
Multiattack. The demoncroc makes one Bite Attack and one
Armor Class 16 (natural armor) Tail attack.
Hit Points 168 (16d12 + 64) Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Speed 20 ft., swim 30 ft. Hit: 21 (3d10 + 5) piercing damage, and the target is
grappled (escape DC 19). Until the grapple ends, the target
STR DEX CON INT WIS CHA is restrained, and the demoncroc can’t bite another target.
21 (+5) 12 (+1) 18 (+4) 12 (+1) 12 (+1) 8 (–1) Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target
not grappled by the demoncroc. Hit: 14 (2d8 + 5) bludgeoning
Skills Athletics +9, Perception +5, Stealth +5 damage. If the target is a creature, it must succeed on a DC
Damage Resistances cold, lightning 17 Strength saving throw or be knocked prone.
Damage Immunities fire, poison
188 | NECROPOLIS
Gho lle Regeneration. The gholle regains 5 hit points at the start of
its turn. The regeneration does not happen if the gholle took
Gholles are undead humanoids with the features of hyenas, gorillas, fire damage or was hit with holy water since its last turn.
and humans. They often travel in mixed packs of ghouls and ghoul-like The gholle is destroyed only if it starts its turn with 0 hit
creatures and are the leaders of such packs if the gholle is the largest or points and doesn’t regenerate.
strongest. Their hunched bodies are 12 feet tall, and they have gorilla- Turn Resistance. The gholle has advantage on saving throws
like faces and long hyena snouts. While most of their body is that of a against any effect that turns undead.
rotting human corpse, their hands and feet are clearly bestial in nature,
with sharp claws and tufts of hair. Acti o ns
Multiattack. The gholle makes one Bite attack and two Claw
Gho lle
attacks.
Large undead, chaotic evil
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Armor Class 16 (natural armor) Hit: 14 (2d8 + 5) piercing damage.
Hit Points 153 (18d10 + 54) Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Speed 30 ft. Hit: 8 (1d6 + 5) slashing damage.
Acti o ns
190 | NECROPOLIS
Ghulaz
Ghulaz are undead creatures rumored to have originated on another
plane of existence. These vile creatures often dwell in packs that include
gholles and/or once-human ghouls. These murderous monstrosities are
akin to the gholle and are every bit as evil.
These creatures stand about six feet tall and have clawed hands and
feet of animal nature despite their human-like fingers and toes. Their
skull is also humanoid in shape, albeit more akin to that of a gorilla.
It is elongated, with massive, hyena-like jaws, glaring bestial eyes,
and hyena-like ears. These vile things seem to be an amalgam of the
worst features of a hound, a baboon, and a human, blending them
into a leering, fanged visage of demonic appearance. They have
long arms corded with muscle that terminate in hideous clawed
hands and feet.
Ghulaz
Medium undead, chaotic evil
Skills Athletics +4
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Acti o ns
Acti o ns
Go lems
192 | NECROPOLIS
frightened of the golem idol of Rahotep for one minute. A
Go lem I d o l of Rahotep
target can repeat the saving throw at the end of each of its
The golem idol of Rahotep is possessed by a spiritual portion of turns, ending its frightened condition on a success.
Rahotep. It is a 14-foot-tall statue constructed of stone.
Legen dary Acti o ns
Go lem I d o l of Rahotep
The golem idol of Rahotep can take three legendary actions,
Huge construct, chaotic evil
choosing from the options below. Only one legendary action
Armor Class 19 (natural armor) option can be used at a time and only at the end of another
Hit Points 230 (20d12 + 100) creature’s turn. The golem idol of Rahotep regains spent
Speed 30 ft. legendary actions at the start of its turn.
Necrotic Glare (costs 2 actions). The golem
STR DEX CON INT WIS CHA idol of Rahotep targets one or more creatures
24 (+7) 9 (–1) 20 (+5) 16 (+3) 16 (+3) 6 (–2)
it can see with its Necrotic Glare attack.
Slam. The golem idol of Rahotep makes a
Damage resistances cold, fire, lightning Slam attack.
Damage immunities poison, psychic; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages understands the language of its creator but cannot
speak
Challenge 14 (11,500 XP)
In life, greater priest ghosts were clerics devoted to an evil god and Withering Touch. Melee Weapon Attack: +8 to hit, reach 5 ft.,
performed certain terrible rituals in life. In death, they guard a tomb of one target. Hit: 27 (6d6 + 6) necrotic damage.
a power greater than theirs. They seal themselves alive in a sarcophagus Etherealness. The greater priest ghost enters the Ethereal
or coffin where they eventually die. Their souls remain trapped in their Plane from the Material Plane, or vice versa. It is visible on
bodies, eternal guardians waiting to bring doom upon any who might the Material Plane while it is the Border Ethereal, and vice
intrude on the house of death they protect. versa, yet it can’t affect or be affected by anything on the
Greater priest ghosts may not move more than 100 feet from their other plane.
bodies, either on the Material Plane or the Ethereal Plane. Horrifying Visage. Each non-undead creature within 60 feet
of the greater priest ghost that can see it must succeed on a
Greater Pri est Ghost DC 16 Wisdom saving throw or be frightened for one minute.
Medium undead, chaotic evil If the save fails by 5 or more, the target also ages 1d4 x 10
years. A frightened target can repeat the saving throw at the
Armor Class 19 (natural armor)
end of each of its turns, ending the frightened condition on
Hit Points 150 (20d8 + 60)
itself on a success. If the target’s saving throw is successful
Speed fly 40 ft.
or the effect ends for it, the target is immune to this greater
priest ghost’s Horrifying Visage for the next 24 hours. The
STR DEX CON INT WIS CHA
aging effect can be reversed with a greater restoration spell,
7 (–2) 16 (+3) 17 (+3) 18 (+4) 20 (+5) 19 (+4) but only within 24 hours of it occurring.
Possession. One humanoid that the greater priest ghost
Saving Throws Int +9, Wis +10, Cha +9 can sense with Sense the Living must succeed on a DC 18
Damage Resistances acid, fire, lightning, thunder; Charisma saving throw. On a failure, the greater priest
bludgeoning, piercing, and slashing from nonmagical attacks ghost’s soul moves into the target’s body, and the target’s
Damage Immunities cold, necrotic, poison soul becomes trapped in the dead body of the greater priest
Condition Immunities charmed, exhaustion, frightened, ghost. The greater priest ghost now controls the body, while
grappled, paralyzed, petrified, poisoned, prone, restrained the target is aware only of being trapped in a corpse. The
Skills Perception +11 greater priest ghost can’t be targeted by any attack, spell,
Senses darkvision 60 ft., passive Perception 21 or other effect, except ones that turn undead; it retains
Languages ancient Khemitian its alignment, Intelligence, Wisdom, and Charisma, and
Challenge 14 (11,500 XP) immunity to being charmed or frightened; and it retains
its spellcasting. It otherwise uses the possessed target’s
Ethereal Sight. The greater priest ghost can see 60 feet into statistics, but doesn’t gain access to the target’s knowledge,
the Ethereal Plane when it is on the Material Plane, and vice class features, or proficiencies.
versa. The possession lasts until the body drops to 0 hit points, the
Incorporeal Movement. The greater priest ghost can move greater priest ghost ends it as a bonus action, or the greater
through other creatures and objects as if they were difficult priest ghost is turned or forced out by an effect such as the
terrain. It takes 5 (1d10) force damage if it ends its turn dispel evil and good spell. When the possession ends, the
inside an object. greater priest ghost reappears in an unoccupied space within
Sense the Living. The greater priest ghost can sense the five feet of the body. The target is immune to this greater
presence of all living beings within 30 feet, even if they are priest ghost’s Possession for 24 hours after succeeding on the
behind total cover. saving throw or after the possession ends.
Spellcasting. A greater priest ghost is a 16th-level
spellcaster. Its spellcasting ability is Wisdom (spell save DC
18, +10 to hit with spell attacks). A greater priest ghost has
the following spells prepared, but may cast them only while
possessing a target:
1st level (4 slots): command, hellish rebuke, inflict wounds,
shield of faith
2nd level (3 slots): blindness/deafness, hold person, spiritual
weapon
3rd level (3 slots): bestow curse, dispel magic, fear
4th level (3 slots): banishment, black tentacles, blight
5th level (2 slots): contagion, flame strike
6th level (1 slot): circle of death
7th level (1 slot): finger of death
8th level (1 slot): power word stun
Acti o ns
H i ppopotamus
H i ppopotamus
Large beast, unaligned
Guard ian Fi en d Armor Class 13 (natural armor)
Guardian fiends are eight-foot-tall humanoids with a bristled and Hit Points 42 (5d10 + 15)
warty, pig-like hide hanging in lapping folds from their body. The head Speed 40 ft.
is gourd-like, with a wide mouth filled with serrated-fangs.
STR DEX CON INT WIS CHA
Guard ian Fi en d 19 (+4) 10 (+1) 16 (+3) 2 (–4) 11 (+0) 6 (–2)
Large fiend (devil), lawful evil
Skills Stealth +3
Armor Class 16 (natural armor) Senses passive Perception 10
Hit Points 142 (15d10 + 60) Languages —
Speed 40 ft. Challenge 2 (450 XP)
STR DEX CON INT WIS CHA Hold Breath. The hippopotamus can hold its breath for 10
20 (+5) 13 (+1) 18 (+4) 18 (+4) 16 (+3) 14 (+2) minutes.
Trampling Charge. If the hippopotamus moves at least 20
Saving Throws Str +8, Con +7, Wis +6 feet straight toward a creature and then hits it with its bite
Damage Resistances cold; bludgeoning, piercing, and attack on the same turn, that target must succeed on a DC
slashing from nonmagical attacks that aren’t silver 11 Strength saving throw or be knocked prone. If the target
Damage Immunities fire, poison is prone, the hippopotamus can make one Stomp attack
Condition Immunities poisoned against it as a bonus action.
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 100 ft. Acti o ns
Challenge 8 (3,900 XP) Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one target.
Devil’s Sight. Magical darkness doesn’t impede the guardian Hit: 11 (2d6 + 4) piercing damage.
fiend’s darkvision. Stomp. Melee Weapon Attack: +6 to hit, range 5 ft., one prone
Magic Resistance. The guardian fiend has advantage on creature. Hit: 13 (2d8 + 4) bludgeoning damage.
saving throws against spells and other magical effects.
196 | NECROPOLIS
Iron Mummy King Co bra
Medium beast, unaligned
These constructs are activated by magic and are usually found
guarding a place the creator doesn’t want a person to enter. An iron Armor Class 14
mummy resembles an actual mummy, complete with bandages, though Hit Points 39 (6d8 + 12)
underneath the bandages is a body composed completely of iron. Speed 30 ft.
An iron mummy carries a crystalline lotus flower in each hand that,
upon command, animates into a lotus-asp snake. The feet of an iron
STR DEX CON INT WIS CHA
mummy are wrapped in bandages, so it makes little or no noise when it
moves. 10 (+0) 18 (+4) 14 (+2) 2 (–4) 10 (+0) 5 (–3)
Skills Perception +2
Iron Mummy
Senses blindsight 10 ft., passive Perception 12
Medium construct, unaligned
Languages —
Armor Class 15 (natural armor) Challenge 2 (450 XP)
Hit Points 112 (15d8 + 45)
Speed 30 ft. Keen Smell. The king cobra has advantage on Wisdom
(Perception) check that rely on smell.
STR DEX CON INT WIS CHA
Acti o ns
19 (+4) 9 (–1) 17 (+3) 3 (–4) 10 (+0) 1 (–5)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Damage Vulnerabilities lightning Hit: 6 (1d4 + 4) piercing damage, and the target must make
Damage Immunities poison, psychic, bludgeoning, a DC 12 Constitution saving throw taking 21 (6d6) poison
piercing, and slashing from nonmagical attacks that aren’t damage on a failure or half as much on a success.
adamantine Poisonous Spittle (recharge 5–6). Ranged Weapon Attack:
Condition Immunities charmed, exhaustion, frightened, +6 to hit, range 10 ft. Hit: 10 (3d6) poison damage.
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but
Leopard
cannot speak
Challenge 5 (1,800 XP) Leopards have spotted fur that provides good camouflage in their
natural habitats. Though smaller than other large cats, they are fast and
strong, and hunt most anything they find in their range.
Magic Resistance. The iron mummy has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The iron mummy’s weapon attacks are Leopard
magical. Medium beast, unaligned
Armor Class 12
Acti o ns
Hit Points 33 (6d8 + 6)
Multiattack. An iron mummy makes one Slam attack and one Speed 30 ft.
Snakes attack.
Slam. Melee Weapon Attack: +7 to hit, range 5 ft., one target. STR DEX CON INT WIS CHA
Hit: 11 (2d6 + 4) bludgeoning damage. 16 (+3) 16 (+3) 12 (+1) 3 (–4) 12 (+1) 8 (–1)
Snakes. Melee Weapon Attack: +7 to
hit, range 5 ft., one target. Hit: Skills Athletics +5, Perception +3, Stealth +7
6 (1d4 + 4) piercing damage Senses passive Perception 13
plus 10 (3d6) poison Languages —
damage. Challenge 1 (200 XP)
Acti o ns
Great Sp i der Mummy
Large undead, chaotic evil Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) necrotic
Armor Class 15 (natural armor) damage. If the target is a creature, it must make a DC 15
Hit Points 114 (12d10 + 48) Constitution saving throw or be cursed with mummy rot.
Speed 40 ft. The cursed target can’t regain hit points, and its hit point
maximum decreases by 10 (3d6) for every 24 hours that
STR DEX CON INT WIS CHA elapse. If the curse reduces the target’s hit point maximum
20 (+5) 21 (+5) 19 (+4) 11 (+0) 14 (+2) 6 (–2) to 0, the target dies and its body turns to dust. The curse
lasts until removed by the remove curse spell or other magic.
Saving Throws Str +8, Dex +8, Con +7, Wis +5 Rotting Web (recharge 5–6). Ranged Weapon Attack: +8
Damage Vulnerabilities fire to hit, range 30/60 ft., one creature. Hit: The target is
Damage Immunities necrotic, poison; bludgeoning, piercing, restrained by the webbing. If the target is a creature, it must
and slashing from nonmagical attacks make a DC 15 Constitution saving throw or be cursed with
Condition Immunities charmed, exhaustion, frightened, mummy rot. The cursed target can’t regain hit points, and
paralyzed, poisoned its hit point maximum decreases by 10 (3d6) for every 24
Senses darkvision 60 ft., passive Perception 12 hours that elapse. If the curse reduces the target’s hit point
Languages — maximum to 0, the target dies and its body turns to dust.
Challenge 5 (1,800 XP) The curse lasts until removed by the remove curse spell or
other magic. As an action, the restrained target can make a
Horror. Each creature other than an undead or construct DC 12 Strength check, bursting the webbing on a success.
within 30 feet of the great spider mummy that can see The webbing can also be attacked and destroyed (AC 10; hp
it must succeed on a DC 15 Wisdom saving throw or be 5; vulnerability to fire damage; immunity to bludgeoning,
frightened for one minute. If the save fails by 5 or more, the poison, and psychic damage).
target also suffers one level of exhaustion from sheer terror.
198 | NECROPOLIS
Li ghtning-Quick
Mummy
Lightning-quick mummies are
created by foul sorceries to lure and trap
those wishing to disturb the rest of the
unliving. They wear ornate funeral masks
that depict their creators, but with horrid
grins that mock and laugh. Armed with a flail
and crook, magical lightning, and filled with dangerous
scarabs, the lightning-quick mummies are fearsome foes
who know no mercy. In fact, their mocking faces belie
that they have any emotions whatsoever.
Li ghtning-Quick Mummy
Medium undead, chaotic evil
Mummy of Kh em it
The mummy of Khemit is a preserved corpse animated through
the use of sinister and dark magic to further the ends of the caster and
“creator.” They are often found guarding tombs and burial vaults,
destroying all that trespass within.
A mummy of Khemit appears as a rotting, desiccated corpse wrapped
in bandages. It moves slowly, though this by no means should infer
that it is a weak creature at all. In fact, these creatures are feared for
their dark and evil powers that can slay a living creature and return it to
life as a mummy-zombie, a horrible creature that serves the dark gods
themselves.
Mummies of Khemit are attracted to the smell of burning tanna leaves.
They can detect such fires at a range of one-half mile per leaf burned. If
brought within five feet of such a fire, the mummy heals 1d4 points of
damage per leaf burned.
200 | NECROPOLIS
Desperate Glare. Each creature other than an undead or Rahotep’s Tom b Mummy
construct within 30 feet of the mummy of Khemit that can
see it must succeed on a DC 15 Wisdom saving throw or be A humanoid creature that dies (through natural or unnatural causes,
frightened for one minute. If the save fails by 5 or more, the or as the result of a curse) while inside the Tomb of Rahotep rises as a
target also suffers one level of exhaustion from sheer terror. mummy in 30 minutes. Rahotep’s tomb mummies appear much as the
A frightened target can repeat the saving throw at the end of former person did in life. It still possesses any armor and weapons the
each of its turns, ending the frightened condition on itself on creature had, though it cannot use spells or spell-like abilities.
a success. If a target’s saving throw is successful or the effect A Rahotep’s tomb mummy blames its former associates for its current
state (“How could my comrades allow me to attain this form?”) and
ends for it, the target is immune to this mummy of Khemit’s
follows them relentlessly, seeking to kill them and turn them into new
Desperate Glare for the next 24 hours. allies.
Acti o ns
Rahotep’s Tom b Mummy
Rotting Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium undead, chaotic evil
target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)
necrotic damage. If the target is a creature, it must make a Armor Class 17 (natural armor)
DC 15 Constitution saving throw or be cursed with mummy Hit Points 104 (16d8 + 32)
rot. The cursed target can’t regain hit points, and its hit Speed 20 ft.
point maximum decreases by 10 (3d6) for every 24 hours that
elapse. If the curse reduces the target’s hit point maximum STR DEX CON INT WIS CHA
to 0, the target dies and its body turns to dust. The curse 21 (+5) 13 (+1) 15 (+2) 10 (+0) 14 (+2) 14 (+2)
lasts until removed by the remove curse spell or other magic.
Saving Throws Str +8, Con +5, Wis +5
Reacti o ns Damage Vulnerabilities fire
Magic Absorption. The mummy of Khemit can use its Damage Resistances cold
reaction to absorb magical energy when it is hit by a spell Damage Immunities necrotic, poison; bludgeoning, piercing,
attack that deals damage to it. When it does so, the damage and slashing from nonmagical attacks
it takes from the attack is reduced by 2d10. If the mummy Condition Immunities charmed, exhaustion, frightened,
of Khemit reduces the damage to 0, it can absorb the energy paralyzed, poisoned
and make a spell attack with a +3 to hit using the spell Senses darkvision 60 ft., passive Perception 12
or effect it just absorbed as part of the same reaction. The Languages the languages it knew in life
mummy of Khemit can’t use this reaction to absorb magical Challenge 8 (3,900 XP)
energy if it is immune to that damage type.
Innate Spellcasting. Rahotep’s tomb mummy’s spellcasting
ability is Charisma (spell save DC 13). Rahotep’s tomb
mummy can innately cast the following spells, requiring no
material components:
3/day each: locate creature, locate object
Magic Resistance. Rahotep’s tomb mummy has advantage on
saving throws against spells and other magical effects.
Acti o ns
202 | NECROPOLIS
Op h i d i le Acti o ns
An ophidile has a crocodile body some 20 feet long. Three snake- Multiattack. An ophidile makes one Bite attack, one Constrict
necks protrude from the shoulders: a cobra-like one about seven feet attack, and one Poisonous Spittle attack.
long, a viper-like one about eight feet long, and a python-like one about Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
15 feet long. The cobra and viper heads melee flank that of the python Hit: 9 (1d6 + 6) piercing damage plus 7 (2d6) poison damage.
and serve to protect it when it attacks. Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 15 (2d8 + 6) bludgeoning damage, and the
Op h i d i le target is grappled (escape DC 16). Until this grapple ends,
Huge monstrosity, chaotic evil the creature is restrained, and the ophidile can’t constrict
another target.
Armor Class 15 (natural armor)
Poisonous Spittle. Ranged Weapon Attack: +4 to hit, range 30
Hit Points 168 (16d12 + 64)
ft. Hit: 14 (4d6) poison damage.
Speed 20 ft., swim 30 ft.
Paralyzing Gaze (recharge 6). The ophidile fixes its gaze on
one creature it can see within 20 feet of it. The target must
STR DEX CON INT WIS CHA
succeed on a DC 16 Constitution saving throw or become
23 (+6) 12 (+1) 18 (+4) 3 (–4) 14 (+2) 10 (+0) paralyzed for one minute. The paralyzed target can repeat
the saving throw at the end of each of its turns, ending the
Skills Perception +5 effect on itself on a success.
Damage resistances cold, fire
Damage immunities poison
Condition immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages —
Challenge 8 (3,900 XP)
Acti o ns
Reacti o ns
Sahu of th e Duat The sahu of the Duat can take three legendary actions,
Medium fiend, chaotic evil choosing from the options below. Only one legendary
action option can be used at a time and only at the end of
Armor Class 20
another creature’s turn. The sahu of the Duat regains spent
Hit Points 195 (30d8 + 60)
legendary actions at the start of its turn.
Speed 30 ft.
Confounding Touch. The sahu of the Duat makes a
Confounding Touch attack.
204 | NECROPOLIS
Disrupt Magic (costs 3 actions). Each creature within 20 Pounce. If the sak moves at least 20 feet straight toward a
feet of the sahu of the Duat that has a magic item in its creature and then hits it with its Claws attack on the same
possession or is affected by a spell or other magic must turn, that target must make a DC 13 Strength saving throw
make a DC 18 Wisdom saving throw, taking 17 (5d6) psychic or be knocked prone. If the target is prone, the sak can make
damage on a failure or half as much on a success. one Beak attack against it as a bonus action.
Lose Concentration (costs 2 actions). The sahu of the Duat
takes a distracting action intended to break a spellcaster’s Acti o ns
concentration. Each creature concentrating on a spell that is Multiattack. A sak makes one Beak attack and one Claws
within 20 feet of the sahu of the Duat must succeed on a DC attacks.
14 Constitution saving throw or lose concentration. Beak. Melee Weapon Attack: +6 to hit, range 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Sak Claws. Melee Weapon Attack: +6 to hit, range 5 ft., one target.
Saks are distant relatives of griffons. They have the hindquarters of a Hit: 6 (1d4 + 4) slashing damage.
horse, the forequarters of a lion, and the head of a hawk.
Acti o ns
206 | NECROPOLIS
Acti o ns San d Elemental, Elder
Huge elemental, neutral
Dehydrating Slam. Melee Weapon Attack: +4 to hit, range
5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage, Armor Class 18 (natural armor)
and if the target is a creature, it must succeed on a DC 12 Hit Points 189 (18d12 + 72)
Constitution saving throw or suffer one level of exhaustion Speed 30 ft.
from dehydration. A target that succeeds on the saving
throw is immune to exhaustion from the Dehydrating Slam STR DEX CON INT WIS CHA
of all sand elementals for the next 24 hours. 22 (+6) 10 (+0) 18 (+4) 4 (–3) 11 (+0) 11 (+0)
Sandstorm (recharge 6). Particles of sand swirl around the
sand elemental in a potent vortex. Each creature within five Damage Immunities poison
feet of the sand elemental must make a DC 13 Dexterity Condition Immunities paralyzed, petrified, poisoned
saving throw, taking 18 (4d8) bludgeoning damage on a Senses darkvision 60 ft., passive Perception 10
failure or half as much on a success. A target that fails Languages Terran
the saving throw is also blinded until the start of the sand Challenge 10 (5,000 XP)
elemental’s next turn.
Acti o ns
San d Elemental, Greater Dehydrating Slam. Melee Weapon Attack: +10 to hit, range
Large elemental, neutral 5 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage,
and if the target is a creature, it must succeed on a DC 16
Armor Class 16 (natural armor)
Constitution saving throw or suffer one level of exhaustion
Hit Points 153 (18d10 + 54)
from dehydration. A target that succeeds on the saving
Speed 30 ft.
throw is immune to exhaustion from the Dehydrating Slam
of all sand elementals for the next 24 hours.
STR DEX CON INT WIS CHA
Sandstorm (recharge 6). Particles of sand swirl around the
18 (+4) 10 (+0) 16 (+3) 4 (–3) 11 (+0) 11 (+0) sand elemental in a potent vortex. Each creature within 10
feet of the sand elemental must make a DC 16
Damage Immunities poison Dexterity saving throw, taking 54 (12d8)
Condition Immunities paralyzed, petrified, poisoned bludgeoning damage on a failure or half
Senses darkvision 60 ft., passive Perception 10 as much on a success. A target that fails
Languages Terran the saving throw is also blinded until
Challenge 7 (2,900 XP) the start of the sand elemental’s
Acti o ns next turn.
Scorp i on-Snake
Gargantuan monstrosity, chaotic evil
Acti o ns
208 | NECROPOLIS
Condition immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages understands the languages of its creator, but can’t
speak
Challenge 13 (10,000 XP)
210 | NECROPOLIS
Damage resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal
Challenge 18 (20,000 XP)
Acti o ns
212 | NECROPOLIS
S eeli e Sp h inx
Large monstrosity, neutral good
Acti o ns
214 | NECROPOLIS
Longsword (human and hybrid form only). Melee Weapon
Th erianthropes
Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1)
slashing damage.
Babo on were
Baboonweres are evil baboons born with the ability to assume human Jackalwere
or a hybrid human form. Baboonweres are most often found among
normal baboons, though some prefer to maintain their human form In hybrid form, a jackalwere appears as a jackal-headed humanoid,
and live among ordinary people in small towns and villages. When usually with golden-brown fur and brown eyes. Jackalweres tend to be
the livestock and cattle begin turning up missing or slain is when the solitary or live in pairs, though sometimes they congregate into larger
baboonwere usually moves on — before the finger of suspicion is packs.
pointed its way. In its hybrid form, a baboonwere stands just over five In Khemit, jackalweres are feared and associated with death and
feet tall and weighs roughly 130 pounds. dying. They often haunt graveyards and necropolises, seeking to hasten
the journey of the living to the Duat.
Babo on were
Medium monstrosity (shapechanger), chaotic evil Jackalwere
Medium monstrosity (shapechanger), chaotic evil
Armor Class 13
Hit Points 16 (3d8 + 3) Armor Class 13
Speed: 30 ft. Hit Points 16 (3d8 + 3)
Speed: 50 ft. in jackal form, 30 ft. in hybrid or human form
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 12 (+1)
12 (+1) 17 (+3) 12 (+1) 14 (+2) 14 (+2) 12 (+1)
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical attacks that aren’t silver Damage Resistances bludgeoning,
Skills Acrobatics +5, Deception +3, Perception +4 piercing, and slashing damage
Senses: Darkvision 60 ft., passive Perception 14 from nonmagical attacks that
Languages: Khemitian aren’t silver
Challenge 1 (200 XP) Skills Deception +3,
Perception +4
Displacement. The baboonwere projects an Senses: Darkvision 60 ft.,
illusion that makes it appear to be standing passive Perception 14
near its actual location, causing attack rolls Languages:
against it to have disadvantage. If the Khemitian
baboonwere is hit by an attack, this trait is Challenge 1 (200
disrupted until the end of its next turn. This XP)
trait is also disrupted if the baboonwere is
incapacitated or reduced to a speed of 0.
Keen Scent. The baboonwere has advantage on
Wisdom (Perception) checks that rely on scent.
Shapechanger. The baboonwere can change from
its baboon form or human form to its hybrid form
as a bonus action. Changing from baboon form
directly to human form or vice versa takes an action.
In baboon form, it is indistinguishable from a normal
baboon.
Voice Mimicry. The baboonwere can mimic the voice
of a creature it hears. Listeners can determine
that this is an imitation with a
successful DC 11 Wisdom
(Insight) check.
Acti o ns
Multiattack.
The baboonwere
makes two attacks, only
one of which can be a Bite attack.
Bite (hybrid and baboon form only). Melee
Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Li on were
While in its hybrid form, a lionwere appears as a very stocky,
muscular humanoid with the head of a lion with piercing eyes
of greenish-gray and a large, golden mane, its body covered
in golden-brown fur. Lionweres have a tendency to brag and
to bully people who can’t fight back; the more helpless the
victim, the more vicious the bullying and the more it amuses
the lionwere. A lionwere bullies because it’s sadistic, not
because it’s cowardly, so a lionwere doesn’t back down
when challenged by someone; in fact, it relishes the fight.
They sometimes seek work in civilized areas as bodyguards
and bouncers, where their size, strength, and lack of empathy
come in handy.
Li on were
Large monstrosity (shapechanger), chaotic evil
Armor Class 13
Hit Points 30 (4d10 + 8)
Speed: 40 ft. in lion form, 30 ft. in human or hybrid form
216 | NECROPOLIS
creatures that can hear it and that are within 60 feet of it to Damage Resistances bludgeoning, piercing, and slashing
make a successful DC 12 Constitution saving throw or suffer damage from nonmagical attacks that aren’t silver
the effect of a slow spell that lasts for 1d6 rounds. A creature Skills Deception +3, Perception +4
that saves successfully is immune to the Lethargy effect Senses Darkvision 60 ft., passive Perception 14
until after its next long rest. Therianthropes are immune to Languages Khemitian
lethargy. Challenge 1/2 (25 XP)
Acti o ns
Wo lfwere
In hybrid form, a wolfwere is a wolf-headed humanoid, often with
gray or gray-streaked fur and dark gray eyes, with sharp, lupine claws.
Unlike most other therianthropes, wolfweres are social and gregarious.
They love boisterous company, whether their companions are other
wolfweres, normal wolves, or a tavern full of humanoids. They never
stay in one place for very long (an attribute they share with many
adventurers) because they’re afflicted with incurable wanderlust, always
wondering what’s beyond the bordering forest or in the next valley
across the hills. Fortunately for them, their sense of direction is unerring.
A wolfwere might not always know precisely where it is, but it can
always find its way back to where it came from — assuming it’s ever
interested in retracing its steps and seeing the same sites twice.
Wo lfwere
Owlwere Medium monstrosity (shapechanger), chaotic evil
In hybrid form, an owlwere is a small, lithe, owl-headed humanoid Armor Class 13
with brownish-yellow feathers and large, white eyes. They tend to be Hit Points 19 (3d8 + 6)
shy and quiet. In settled areas, they can be found working as aides to Speed: 50 ft. in wolf form, 30 ft. in hybrid or human form
scholars or as crafters in trades where their high dexterity and amazing
eyesight are assets, such as jewelry-making and clockwork. But most
owlweres prefer solitude over any sort of town life. The sometimes rent STR DEX CON INT WIS CHA
their services as independent mercenaries specializing in scouting out 13 (+1) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1)
enemy forces, a function at which they excel.
Damage Resistances bludgeoning, piercing, and slashing
Owlwere damage from nonmagical attacks that aren’t silver
Small monstrosity (shapechanger), chaotic evil Skills Deception +3, Perception +4
Senses: Darkvision 60 ft., passive Perception 14
Armor Class 13 Languages: Khemitian
Hit Points 13 (3d8) Challenge 1 (200 XP)
Speed: 10 ft., fly 60 ft. in owl form; 30 ft., fly 30 ft. in hybrid
form; 30 ft. in human form Mesmerizing Gaze. As a bonus action, a wolfwere in wolf or
human form can target one living creature within 30 feet
STR DEX CON INT WIS CHA that it can see with its mesmerizing gaze. If the targeted
10 (+0) 17 (+3) 11 (+0) 12 (+1) 14 (+2) 12 (+1) creature can see the wolfwere, then the targeted creature
must make a successful DC 12 Charisma saving throw or be
Acti o ns
218 | NECROPOLIS
Magic Resistance. The white monster has advantage on
Wh ite M onster
saving throws against spells and other magical effects.
The white monster appears as a rather unholy and evil chimera, white
in color. Though it resembles a standard chimerical creature, it is far Acti o ns
from average.
Multiattack. The white monster makes a Bite attack, a Claws
attack, and a Horns attack. When its cold breath is available,
Wh ite M onster
it can use the breath in place of its bite or horns.
Large monstrosity, chaotic evil
Bite. Melee Weapon Attack: +8 to hit, range 5 ft., one target.
Armor Class 18 (natural armor) Hit: 11 (2d6 + 4) piercing damage.
Hit Points 212 (25d10 + 75) Claws. Melee Weapon Attack: +8 to hit, range 5 ft., one target.
Speed 30 ft., fly 50 ft. Hit: 11 (2d6 + 4) slashing damage.
Horns. Melee Weapon Attack: +8 to hit, range 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 10 (1d12 + 4) bludgeoning damage.
19 (+4) 12 (+1) 16 (+3) 4 (–3) 14 (+2) 14 (+2) Cold Breath (recharge 5–6). The dragon head exhales cold in
a 20-foot cone. Each creature in that area must make a DC
Saving Throws Str +8, Wis +6, Cha +6 16 Dexterity saving throw, taking 36 (8d8) cold damage on a
Damage Resistances acid, cold, fire, lightning; bludgeoning, failure and half as much on a success.
piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 12
Languages understands Abyssal but can’t speak
Challenge 10 (5,900 XP)
B
See Appendix B.
* As a scorpion, with 4 hit points, a flying speed of 30 ft., and a +4 sting.
220 | NECROPOLIS
Append ix D . Kh em itian M iscellanea
222 | NECROPOLIS
Weath er in Central Kh em it
Central Khemit, in the vicinity of the Gorge of Osiris, is a desert region. Most days are sunny, and temperatures are warm or hot year-round. Such
precipitation as does fall comes during the season of growing. Even then, the amount of rain that reaches the ground is small; more often, the sky
darkens with clouds, and lightning flashes, but no moisture reaches the parched earth.
Month Base High Temperature (°F) Base Low Temperature (°F) Daily % Chance of Precipitation
Tekh 90 69 0
Menkhet 90 69 0
Hethara 87 66 0
Nehebkau 82 62 2
Shefbedet 74 56 4
Rekehwer 66 48 9
Rakehnedjes 63 45 11
Parenute 66 45 7
Pa’enkhon 72 51 6
Khentkhety 79 55 3
Ipet-hemet 86 61 2
Mesut-re 91 67 0
Epagomenal Days 90 68 0
To determine the actual high temperature on any given day, modify the monthly base high temperature by an amount equal to 2 x (3d6 – 8).
To determine the actual low temperature on any given day, modify the monthly base low temperature by an amount equal to 3d6 – 10.
Note that the total rainfall in central Khemit in a year is approximately one inch, so that the amount of rain on any given day of precipitation will
be quite small.
Gods of Kh em it
Name Alignment Title Sphere of Influence Typical Worshippers
Aapep CE The Black Serpent; The Destroyer Chaos, Death, Destruction, Evil, Serpent Evil power-seeking humanoids, assassins, cults
Aker NG God of the Earth and Death Death, Earth, Protection Embalmers, guardians, kings
Amemt CE The Devourer; Eater of the Dead Chaos, Death, Destruction, Evil, Magic Evil humanoids
Amset LG Guardian of the Dead Animals, Death, Law, Protection Embalmers, guardians
Amun NG God of the Sky and Sun, Air, Knowledge Air, Knowledge, Magic, Strength, the Rulers, kings, scholars, nobles
and Magic Sun
Anhur CG God of War and the Hunt, Defender of Animals, Chaos, Strength, War Hunters, warriors, soldiers
Khemit
Anqet CG Goddess of Rivers and Water, Goddess Chaos, Good, Magic, Water Sailors, fishermen, pleasure seekers
of Pleasure
Anubis LG Guardian of the Dead Death [Good], Law, Luck, Protection, Embalmers, guardians
Strength
Apis NG God of the Sun and Life, Earth and Bounty, Earth, Good, Strength, Sun Farmers, midwives, expectant mothers, pharaoh
Strength
Apuat CG God of Messengers and Battle Air, Strength, Travel, War Messengers, warriors, barbarians
Aten N The Sun; The Sun Disc Air, Bounty, Fire, Strength, the Sun Clerics, sages, wizards
Bast CG Goddess of Beauty and Cats, Good Luck Animals, Chaos, Good, Luck, Trickery Nobles, women, those who desire luck
and Trickery
Bes N God of Protection, Happiness, Music, Luck, Protection, Strength, War Fighters, rogues, bards
and War
Buto LG Goddess of Protection, Law, and Travel Law, Protection, Serpent, Travel Guardians, fighters, merchants
Chons CG God of the Silver Moon, Time, Chaos, Good, Travel, Trickery Musicians, bards, sages, merchants, travelers,
Knowledge, Travel, and Trickery pranksters
Duamutef LG God of Death, Funeral Rites, and Death, Law, Protection, Strength Guardians, embalmers, anyone after death of loved
Protection one
Geb N God of the Earth Earth, Plants, Protection, Strength Farmers, druids
224 | NECROPOLIS
Append ix E . New Character Options, Spells,
and Magic Items
You can use this feature a number of time equal to your Wisdom
Ch aracter Opti ons modifier (minimum of once). You regain all expended uses when you
The following domain options are available to clerics who worship finish a long rest.
certain gods of Khemit.
H arvest D eath
D eath D omain Starting at 17th level, you can use your action to absorb the energy of
Clerics of death worship gods that oversee the end of life, the final death for one minute. If any creature dies within 60 feet of you during
hours, and often the afterlife as well. Death comes in many ways, this time, you regain a spell slot of a level equal to one-fourth of the
through accident and age, blade and bludgeon, disease and disorder. creature’s number of Hit Dice, minimum of 1st-level.
However, death is part of the natural order, not necessarily evil. In
Khemit, clerics of Anubis and Osiris often choose this domain. Malefic D omain
Set is the god of evil, the night, and chaos. His clerics promote the
D eath D omain Spells
god’s interests and spread his worship in Khemit though the powers they
Cleric Level Spells gain from this domain.
1st false life, ray of sickness
3rd gentle repose, ray of enfeeblement Male fic D omain Spells
5th speak with dead, vampiric touch Cleric Level Spells
7th banishment, blight 1st hellish rebuke, thunderwave
9th antilife shell, raise dead 3rd darkness, shatter
5th fear, slow
Mark of D eath 7th black tentacles, blight
With a look you can mark a creature for death. As an action, you may 9th antilife shell, dominate person
give one creature you can see that is within 30 feet of you the Mark
of Death. The mark lasts until you are rendered unconscious, mark a
different creature, or the marked creature dies. While suffering from your
Mark of Death, the marked creature must succeed at a Wisdom saving Po isonous Wave
throw at the start of its turn or suffer your Wisdom modifier in necrotic At 1st level, you learn the poisonous spray cantrip, which doesn’t
damage. You may use this feature a number of times equal to your count against the number of cantrips you know.
Wisdom modifier plus your proficiency bonus, and regain uses following
a long rest.
Bon us Profici ency
Ch ann el D i vinity: Aura of D eath Also at 1st level, you gain proficiency in martial weapons.
Starting at 2nd level, you can use your Channel Divinity to create a
field of death and decay. Ch ann el D i vinity: Aura of D ecay
As an action, you present your holy symbol and invoke your deity’s
Starting at 2nd level, you can use your Channel Divinity to create an
name. All creatures in a 15-foot cone originating from you must succeed
aura that rots away the living.
at a Constitution saving throw or suffer 1d8 necrotic damage. Also, those
As an action, you present your holy symbol and invoke your deity’s
who fail their save may not regain hit points until the end of your next
name. All living creatures within a 30-foot cube centered on your holy
turn.
symbol must make a Wisdom saving throw, taking 2d8 necrotic damage
and being poisoned until the end of their next turn on a failed save, or
S h ared D eath half damage on a successful one.
Beginning at 6th level, when you cause necrotic damage to a target,
you must cause another creature that you can see within 15 feet of the
target to suffer 1d8 necrotic damage as well. Furthermore, any creature
Ward of th e Vo i d
you kill cannot be raised as undead. Starting at 6th level, you have resistance to necrotic and cold damage.
In addition, you can speak and write Abyssal and Infernal.
D eath’s D o or
At 8th level, you gain the ability to alter the progress of creatures D i vin e Stri ke
you see toward death. If you see a creature within 30 feet drop to 0 hit At 8th level, you gain the ability to infuse your weapons’ strikes with
points as a result of taking damage, as a reaction, you may either cause divine energy. Once on each of your turns when you hit a creature with
the creature instead to drop to 1 hit point, or cause the creature to suffer a weapon attack, you can cause the attack to deal an extra 1d8 necrotic
a death saving throw failure. You cannot use this feature to cause a damage to the target. When you reach 14th level, the extra damage
creature to fail more than one death saving throw after it drops to 0 hit increases to 2d8.
points.
Appendix E: New Char acter Options, Spells, and Magic Items | 225
Wraith Form D i vin e Stri ke
At 17th level, you can take on the physical form of a wraith. This At 8th level, you gain the ability to infuse your weapon strikes with
transformation lasts a number of hours equal to your Wisdom modifier. divine energy. Once on each of your turns when you hit a creature with
While transformed, you are resistant to acid, fire, lightning, and thunder a weapon attack, you can cause the attack to deal an extra 1d8 cold
damage, and to bludgeoning, piercing, and slashing damage from damage to the target. When you reach 14th level, the extra damage
nonmagical attacks; you are immune to necrotic and poison damage; you increases to 2d8.
gain a fly speed of 60 feet; you can move through other creatures and
objects as if they were difficult terrain (taking 1d10 force damage if you
end your turn inside an object); and you do not need to breathe. Ma j esty of th e Great Ri ver
At 17th level, you gain command of the water, wind, and waves. This
acts as the control weather spell but affects the weather only over and
Ri ver D omain around rivers, lakes, seas, and other large bodies of water.
Furthermore, you permanently gain the ability to breathe underwater
Rivers in Khemit are the source of life amid the desert and are the
and may share it through your Beneath the Waves feature. Those you
jurisdiction of the god Hapy. His clerics often take this domain.
share this ability with lose it following a long rest.
* See the list of new spells below. 1st Level 1st Level 3r d Level
Hush Protection from Charnel Reek
Protection from Serpents
Bon us Profici ency Serpents
When you choose this domain at 1st level, you gain proficiency with 4th Level
Vehicles (Water), and you add double your proficiency bonus to checks 3r d Level
2n d Level Feed Fiend
with Vehicles (Water) and Strength (Athletics) checks to swim. Also, you Cloak of Serpents
have advantage on any Strength (Athletics) checks to swim. Detect Curse
5th Level
3r d Level 4th Level Cloud of Hept-na
D isci p le of th e Ri ver Charnel Reek Sticks to Snakes Serpent Hands
Also at 1st level, you gain a swim speed equal to 30 feet. You may Cloak of Serpents
breathe underwater for a number of minutes equal to your Wisdom 5th Level
modifier, and regain those minutes following a short rest. You also gain 4th Level Serpent Hands Wizard
darkvision 60 feet if you do not already have it, as well as resistance to Feed Fiend Serpent Plague
bludgeoning damage. Sticks to Snakes Wall of Water 1st Level
Hush
5th Level 6th Level
Ch ann el D i vinity: Call Creatures of
Cloud of Hept-na Wall of Serpents 2n d Level
th e Water
Serpent Hands Detect Curse
Starting at 2nd level, you may use your channel divinity to bring Serpent Plague
creatures that live in or near the water to serve you. Wall of Water Sorcerer 4th Level
As an action, you present your holy symbol and call upon the
creatures of the water. A number of aquatic creatures (including birds, Feed Fiend
6th Level 2n d Level
mammals, and reptiles) with the beast type that are appropriate to the
environment whose total HD are less than or equal to your Wisdom Wall of Serpents Detect Curse 5th Level
modifier + your proficiency bonus appear. These creatures understand
Wall of Water
your orders and serve you for one minute and then disperse to their usual 3r d Level
haunts.
Charnel Reek
Starting at 6th level, you may touch a companion and share with them Feed Fiend
your ability to swim and breathe underwater. You may do this a number
of times equal to your Wisdom modifier, and regain uses following a 5th Level
short rest. Cloud of Hept-na
Serpent Hands
Serpent Plague
226 | NECROPOLIS
For the duration, you sense the presence and location of any cursed
N ew Spells
creatures, objects, or areas within 30 feet of you. If you detect a curse in
this way, you can use your action to determine the nature and effect of
Ch arn el Reek that curse.
3rd-level necromancy The spell can penetrate most barriers, but it is blocked by one foot of
stone, one inch of common metal, a thin sheet of lead, or three feet of
Casting Time: 1 action
wood or dirt.
Range: Self (10-foot radius)
Components: V, S, M (a bit of flesh from a ghast)
Duration: Concentration, up to 1 minute Feed Fi en d
An aura of death and decay surrounds you in a 10-foot radius. Until 4th-level necromancy
the spell ends, the aura moves with you, centered on you. Each creature Casting Time: 1 action
that enters this radius on its turn or that is in this radius at the start it
Range: Touch
its turn must make a Constitution saving throw. On a failed save, the
creature is wracked with nausea and makes all attack rolls and ability Components: V, S
checks at disadvantage that turn. Creatures that don’t need to breathe are Duration: Instantaneous
not affected by this spell. You may make a melee spell attack against any creature within five feet
of you. On a hit, the target takes 6d10 necrotic damage, which you may
grant as temporary hit points to any fiend you can see within 60 feet of
Clou d of H ept-na you. The temporary hit points disappear one hour later.
5th-level conjuration At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d10 for each slot level above
Casting Time: 1 action 4th.
Range: 120 feet
Components: V, S
Hus h
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of sooty fog centered on a point 1st-level illusion
you choose within range. The fog spreads around corners, and its area is Casting Time: 1 action
heavily obscured. The fog lingers in the air for the duration. Range: 120 feet
If a creature enters the spell’s area for the first time on a turn or starts
Components: V, S
its turn there, that creature must make a Constitution saving throw, losing
Duration: Concentration, up to 1 hour
1d3 points of Wisdom on a failed save. Creatures are affected even if they
For the duration, all sounds (no matter how loud) within a 40-foot-
hold their breath or don’t need to breathe. Lost Wisdom is regained at a
radius sphere centered on a point you choose within range are muted
rate of 1 point per hour after the creature leaves the area of effect.
and sound as if they are whispers. Attempts to hear any sound more than
The fog moves 10 feet away from you at the start of each of your turns,
five feet from its point of origin (or from the perimeter of the sphere,
rolling along the surface of the ground. The vapors, being heavier than air,
for sounds originating outside the sphere) require a successful Wisdom
sink to the lowest level of the land, even pouring down openings. It cannot
(Perception) check with a DC equal to 8 + the distance from the origin
penetrate liquids and cannot be cast underwater.
point in feet. Any creature or object entirely inside the sphere is immune
A moderate wind (at least 10 miles per hour) disperses the fog after
to thunder damage.
four rounds. A strong wind (at least 20 miles per hour) disperses it after
one round.
Protecti on from S erpents
Cloak of S erpents 1st-level abjuration
3rd-level conjuration Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Self Components: V, S, M (an eye from a snake)
Components: V, S, M (a tooth or a handful of scales of a Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against
snake)
serpents that are aberrations, beasts, monstrosities, and humanoids (but
Duration: Concentration, up to 10 minutes
not dragons, fey, or fiends).
A writhing, twisting, hissing mass of snakes surrounds you, granting
The protection grants several benefits. An affected creature cannot touch
you a +2 bonus to AC for the duration. In addition, as a bonus action you
the target of the spell, though it can cast spells or make ranged or melee
may cause the snakes to make a melee spell attack on one target within
attacks with weapons. However, affected creatures have disadvantage on
five feet of you. On a hit, the target takes 1d4 piercing damage and must
attack rolls against the target, and the target has advantage on all saving
make a Constitution saving throw. On a failure, the target takes 4d6 poison
throws made against spells or traits of an affected creature.
damage and is poisoned until the start of your next turn; on a success,
If the target moves so that an affected creature is forced to touch the
the target takes half as much damage and is not poisoned. Attacks by the
target, the spell ends.
snakes are magical.
You can act and move normally during the duration of this spell.
S erpent H an ds
5th-level transmutation
D etect Curs e
2nd-level divination (ritual) Casting Time: 1 action
Range: Self
Casting Time: 1 action Components: V, S, M (poison gland from a snake)
Range: Self Duration: Concentration, up to 10 minutes
Components: V, S Your arms and hands are turned into poisonous snakes. As an action,
Duration: Concentration, up to 10 minutes you may make melee spell attacks with each of your arms each round
Appendix E: New Char acter Options, Spells, and Magic Items | 227
(including the round in which the spell is cast) with a range of 10 When the wall appears, each creature within five feet of the wall must
feet. On a hit, the target takes 1d6 piercing damage and must make a make a Dexterity saving throw. In addition, any creature that comes
Constitution saving throw. On a failed save, the target takes 3d12 poison within five feet of the wall or starts its turn within five feet of the wall
damage and is poisoned until the start of your next turn; on a success, the during the duration of the spell must also make a Dexterity saving throw.
target takes half as much damage and is not poisoned. Attacks with this On a failed save, the creature is grappled by the constrictor snakes,
spell are magical. pulled into the wall, and takes 3d8 piercing damage plus 3d8 poison
damage and must make a successful Constitution saving throw or be
poisoned until the end of its next turn. On a successful Dexterity saving
S erpent P lague
throw, the creature takes half as much damage, and is not grappled or
5th-level conjuration
poisoned.
Casting Time: 1 action A creature can attempt to move through the wall. For every one foot
Range: 300 feet a creature moves through the wall, it must spend four feet of movement.
Components: V, S, M (3 snake tails) Furthermore, the first time a creature enters the wall on a turn or ends
its turn there, the creature must make a Dexterity saving throw at
Duration: Concentration, up to 10 minutes
disadvantage. On a failed save, the creature is grappled by the constrictor
A swarm of small crawling and flying serpents fills a 20-foot-radius
snakes and held within the wall, and takes 3d8 piercing damage plus 3d8
sphere centered on a point you choose within range. The sphere spreads
poison damage and must make a successful Constitution saving throw
around corners. The sphere remains for the duration, and its area is
or be poisoned until the end of its next turn. On a successful Dexterity
lightly obscured. The sphere’s area is difficult terrain.
saving throw, the creature takes half as much damage, and is not
When the swarm appears, each creature in it must make a Constitution
grappled or poisoned.
saving throw. A creature takes 4d10 piercing damage on a failed save, or
A creature grappled by the wall of serpents can use its action to make
half as much damage on a successful one. A creature must also make this
a Strength check against your spell save DC. If it succeeds, it is no
saving throw when it enters the spell’s area for the first time on a turn or
longer grappled and emerges on the side of the wall on which it entered.
starts its turn there.
If it fails, or if the creature does not attempt to break the grapple, it takes
At Higher Levels. When you cast this spell using a spell slot of 6th
3d8 piercing damage plus 3d8 poison damage at the end of its turn, and
level or higher, the damage increases by 1d10 for each slot level above
must make a successful Constitution saving throw or be poisoned until
5th. Alternatively, at your option, if you cast this spell using a spell slot
the end of its next turn.
of 7th, 8th, or 9th level, a creature in the spell’s area of effect on a failed
The wall has AC 12, and if 50 hit points or more are done in a round
saving throw takes 3d10, 4d10, or 5d10 piercing damage, respectively,
to a 10-foot section of the wall, a gap is created in the wall until the end
plus 1d10 poison damage and is poisoned until the end of its next turn;
of your next turn (when the serpents fill in the gap).
on a success, the target takes half as much damage and is not poisoned.
Wall of Water
Sticks to Snakes
5th-level conjuration
4th-level transmutation
Casting Time: 1 action
Casting Time: 1 action
Range: 120 feet
Range: 60 feet
Components: V, S, M (a pinch of sea salt, a conch shell)
Components: V, S, M (sticks plus a handful of scales from a
Duration: Concentration, up to 10 minutes
poisonous snake)
You create a wall of water. The wall forms in any orientation
Duration: Concentration, up to 10 minutes
you desire, as a horizontal or vertical barrier, or at an angle. It can
You change 3d4 sticks you can see within range into poisonous
be free floating or resting on a solid surface. You can form it into a
snakes. Wood of a magical nature or that is part of a living tree or plant is
hemispherical dome or a sphere with a radius of up 10 feet, or you can
unaffected by this spell. If an unwilling creature is holding or carrying a
shape a flat surface made of 10-foot-by-10-foot panels. Each panel must
stick that is a target of this spell, that stick is affected only if the creature
be contiguous with another panel. The wall is six inches thick and lasts
fails a Constitution saving throw.
for the duration of the spell, after which it crashes to the ground in a
At Higher Levels. When you cast this spell using a spell slot of 5th
sodden mess.
level or higher, the number of sticks affected increases by 1d4 for each
If the wall cuts through a creature’s space when it is formed, the
slot level above 4th.
creature is pushed to one side of the wall and must make a Dexterity
saving throw, suffering 10d6 bludgeoning damage on a failed save, or
Wall of S erpents half as much damage on a successful one. The wall is clear but blocks
6th-level conjuration effects and attacks that attempt to pass through it, as well as creatures.
The wall is a physical object with AC 10 and 30 hit points per 10-foot-
Casting Time: 1 action by-10-foot section. Reducing a section of a wall to 0 hit points destroys
Range: 120 feet it and leaves behind a blue-white field of elemental energy. A creature
Components: V, S, M (a handful of scales from a constrictor passing through this sheet for the first time on a turn must make a
snake and a poisonous snake) Constitution saving throw, suffering 2d6 cold damage on a failed save, or
Duration: Concentration, up to 10 minutes half as much damage on a successful one.
You create an immobile wall of poisonous, biting, and constricting At Higher Levels. When this spell is cast using a spell slot of 6th
snakes. The wall appears within range on a solid surface and lasts for the level or higher, the damage the wall inflicts through any effect increases
duration. You choose to make the wall up to 60 feet long, 10 feet high, by 2d6 for each slot level above 5th.
and five feet thick or a circle that has a 20-foot diameter and is up to 20
feet high and five feet thick. The wall blocks line of sight. You and any
creatures you designate are immune to the wall and may pass through it
without harm.
228 | NECROPOLIS
N ew Magic Items
While wearing these sandals, you have advantage on Dexterity checks. This protective coat of leather armor functions as +2 scale mail.
Otherwise, it has the same weight and characteristics as leather armor.
Amulet of Clairvoyance
Wondrous item, uncommon (requires attunement) H elm of H apy
Wondrous item, rare
This amulet has three charges. While wearing it, you can use an
action and expend a charge to cast clairvoyance. The amulet regains 1d3 This helm appears as an old-style Khemitian helmet with a flowing
expended charges daily at dawn. neck protector of silvery mesh and a crest of sun and silver moon
crescent atop it. While wearing this helm, you gain a swim speed equal
to 30 feet, may breathe underwater, and gain darkvision 60 feet.
Amulet of Natural Arm or
Wondrous item, uncommon (requires attunement)
Ring of Ston e Passage
If you aren’t wearing armor while wearing this amulet, your base
Wondrous item, very rare (requires attunement)
Armor Class is 15 + your Dexterity modifier.
This ring allows the wearer to pass through solid stone three times
per day. The distance is limited by the hardness of the medium, as given
Amulet of Weapon D eflecti on
below. If the wearer attempts to pass through a distance longer than the
Wondrous item, uncommon (requires attunement)
maximum, they are ejected from the stone where they entered, but one
This amulet has three charges. While wearing it, you can use a usage of the ring is still expended. However, the ring does not work in
reaction and expend a charge to cast shield. The amulet regains 1d3 the tomb so long as Rahotep is alive.
expended charges daily at dawn.
Stone Type Maximum Distance
Arm or of H apy Igneous rock 10 feet
Metamorphic rock 20 feet
The armor of Hapy consists of three items: the boots of Hapy, the
Hard sedimentary rock 30 feet
cuirass of Hapy, and the helm of Hapy. If all three items are worn at the
same time, you gain resistance to bludgeoning damage. In addition, once Soft sedimentary rock 40 feet
on each of your turns when you hit a creature with a weapon attack, you
can cause the attack to deal an extra 1d8 cold damage to the target.
Talisman of Recall
Bo ots of H apy Wondrous item, rare (requires attunement)
Wondrous item, rare
While wearing this talisman, you may cast word of recall once per
While wearing these golden leather boots, you gain a +2 bonus to day.
saving throws, and you can stand on and move across any liquid surface
as if it were solid ground.
Co llar of I mmunity
Wondrous item, legendary (requires attunement)
Appendix E: New Char acter Options, Spells, and Magic Items | 229
Append ix F . Character Tracking Sh eet
For the period while the party adventures in the Tomb of Rahotep, it is critical
that you keep track of certain facts relating to each character, including who holds
which figurines and each of the Nine Evil Objects, as well as who has taken certain
actions or become the subject of one of the Nine Curses of Rahotep. For ease of
tracking these, you may use the character tracking sheet on the following page.
230 | NECROPOLIS
Ch aracter Tracking S h eet
Character Name:
Figurine:
Evil Object(s):
Took Action at
Rahotep’s Suggestion
in Area 3*
Partakes of Any
Food or Drink in
Area 34 (and fails
save)**
Spoke Name of
Rahotep in Tomb*
Failed Save on
Curse of Rahotep**
Consequences:
Disadvantage on
Saving Throws*
Subject to Rahotep’s
Commands**
* Disadvantage on all saving throws against any of the Nine Curses of Rahotep and against any other spells or traits of Rahotep or any aspect of Rahotep.
** Rahotep and each aspect of Rahotep can command that character at any time as a bonus action, with the same effect as a dominate person spell, but no further saving
throw is permitted.
Khemit and Surrounding Regions Player Map................ 234 The Shrine of Bast Player Map.......................................245
The Village of Aartuat Player Map................................. 235 The Shrine of Amun Player Map.....................................246
The Village of Aartuat Interior Player Map..................... 236 The Shrine of Bes Player Map........................................246
The Pool of Hapy and Environs Player Map...................237 Chapel of the Sun Player Map........................................247
General Area of the Gorge of Osiris Player Map............. 238 The Shrine of Buto Player Map......................................247
The Pylon of the Duat Player Map.................................. 239 The Tomb of Rahotep Map.............................................248
The Pylon of the Duat Front View Player Map............... 240 The Tomb of Rahotep Side View Map............................ 249
Temple of Osiris Main Level Player Map.......................241 The Tomb of Rahotep Lower Level Map........................249
Temple Cellars Player Map............................................. 242 Sample Tombs Player Map.............................................250
The Underworld Osirium Player Map.............................243 The Blemmyish Nomad’s Account..................................251
The Gorge of Osiris Player Map..................................... 244 The Nomad’s Map.......................................................... 253
Funerary Chapel of the Duat Player Map........................ 245 Rahotep’s Tomb Area 32 Hieroglyphs Handout.............. 254
Th e Tom b of Rahotep
Si de Vi ew Map
Samp le Tom b s P layer Map
Th e B lemmyis h Nomad’s Account
Lan ds of th e M i d-Dwellers Map
I am the Set Rahotep!
In life I was greater than Pharaoh, a
darkness that devoured Ra’s Chariot.
In death I am greater still, vindicated, the
Life Aapep!
Nine am I,
And Nine are the Tools of My Dominion.
NECROMANCER
Games TM
I will say his name just this once and only whisper it.
The name of this evil one is . . . Rahotep.
So says the priest of Thoth, beseeching your aid. Something has awakened within
the ancient Necropolis in the Harh-Ahu-Ra Hills. Have you the courage to venture
there and rid the land at last of a terrifying evil?
NECROPOLIS
Based on an original work by the grandmaster himself, Gary Gygax, Necropolis is
an epic desert adventure series completely updated and revised for 5e D&D and
Swords & Wizardry. Set in the Triple Kingdom of Khemit, on the continent of Lib-
ynos in the Lost Lands — the world of Frog God Games and Necromancer Games
— Necropolis is designed for a party of 6–8 seasoned characters starting between
7th and 9th level and will challenge even the most experienced players.
ISBN 978-1-6656-0222-8
EAN
9 781665 602228
NECROMANCER
By Bill Silvey
GamesTM