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5TH EDITION

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

Table of Contents | 5
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.

Chapter One . I ntroduction


Welcome to the Triple Kingdom of Khemit, bold adventurer! Located can instead be found in Appendix A: NPCs of Necropolis and Appendix
in the eastern continent of Libynos between the Ruby Sea to the east and B: Monsters of Necropolis. The appendices also include other material
the Kingdom of Guurzan to the west, Khemit is one of the most ancient helpful in expanding the scenario if you so desire, and provide details for
of human nations in the Lost Lands. The people of this desert realm rely certain magic items and spells unique to the lands of Khemit.
on the annual floods of the Stygian River to bring lifegiving water to their
fields and orchards. This mighty river rises from headwaters far to the
south, passes north through steppe, gorge, and desert, and finally fans out
into a delta where it flows into the Sea of Baal. Ruled by Pharaoh, Khemit
is a place of mighty magic, many gods, vast treasures, and deadly perils!
Between the covers of this volume you will find a series of adventures
collectively known as Necropolis. Based on the work originally written
by Gary Gygax, the grand master himself, it has been fully revised and
updated for the fifth edition of the world’s most popular roleplaying
system.
Necropolis is best suited for six to eight characters, each starting
between 7th and 9th level, depending on the number and experience of
the players. By the time the party reaches Rahotep’s Tomb (in Chapter
8), the characters should all be at least 10th level. Played as an extended
campaign, the material contained herein could easily propel them to 12th
level or higher.
Those who choose to adventure in Khemit must keep their wits about
themselves. This is a difficult and challenging scenario, and it will bring
out the best and brightest ideas from those who participate — or leave
them to wither away as corpses under the blistering desert sun.
Therefore, gentle reader, read on, learn the mysteries and challenges
of the lands of Khemit, and enjoy the many hours of play you will glean
from this material.

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

Chapter One - Introduction | 9


Kh em it an d Surroun d ing Regi ons Map

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

Chapter One - Introduction | 11


Unmortal Rahotep, could be as much a threat to their power as a benefit.
As a result, some of those dark gods and their allies may prefer to see
Set and Rahotep fail and might indirectly oppose their plans. The party
may find aid then from unexpected locations.
But this also means that should the party be triumphant and foil
Rahotep, the power of evil in Khemit and the world at large will be only
slightly diminished. One of the heads of the malign hydra of wickedness
shall have been severed. Though two others might not spring forth in its
place, those that remain will be as deadly, as potent, and as determined
as before.

A Note on th e Evi l N PCs


Throughout this adventure, the party will encounter many NPCs who
appear to be of good or neutral alignment, but are in fact in service to
evil. It is important to remember that a detect evil and good spell and a
paladin’s Divine Sense will not reveal the alignment of such individuals.
While the party may attempt to detect thoughts on those they meet, the
casting of this spell requires verbal, somatic, and material components,
and doing so without being noticed will be difficult. Any NPC with any
experience of magic should be given an opportunity to recognize that a
spell is being cast upon them. Moreover, detect thoughts provides only
surface thoughts unless the caster elects to probe deeper. Surface thoughts,
even for one of the evil NPCs, primarily reflect the current conversation or
circumstances, and while not necessarily benign, are unlikely to suggest
more than perhaps a motive to swindle, cheat, or steal from the characters.
Any attempt to probe deeper gives the target a save, of course, and even if
that save fails, the target knows its mind is being probed. You should feel
free to remind the players of these facts, that probing the mind of an NPC
will likely make that NPC an enemy, and that word of the party’s use of
such magic will get around quickly.

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.

Chapter T wo - Beginning the Saga | 13


Unknown to Rahotep, however, the Nine Evil Objects provide more
than the means to his ascension. They also provide protection against
curses he would lay and hold within them the power to destroy Rahotep’s
soul and end his scourge on the world forever.

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.

Chapter T wo - Beginning the Saga | 15


If the party is already in Khemit, it may only be necessary for you to
Getting th e Ch aracters to Kh em it arrange for their arrival in Thybos, where they could learn of the tomb or
an d O n ward be contacted by agents of good. If they are far from Khemit, you’ll have
to devise an appropriate travel adventure as you desire. Suffice it to say,
A party of adventurers has two likely reasons to be drawn to the Gorge a long voyage by land or sea could be quite costly and may involve any
of Osiris and Rahotep’s Tomb. number of adventures along the way!
Perhaps they learned through their own research or investigation
of the existence of an unexplored tomb amid a forgotten Necropolis in
Khemit. Rumors of its existence have long been spread by the hidden I f th e Party is Engaged
cult of Rahotep, who seek to bring victims to the Nine Evil Objects to as Agents of Go od
feed the items’ hunger and to ultimately free him. Moreover, the Land of
the Pharaohs is famous for its fabulous wealth. That hoards of treasure The section applies if the party is seeking out the Necropolis as agents
were buried with the mummies of the dead in olden days is common of good and not merely treasure-hunting.
knowledge, even as far as Akados. The party might have acquired a copy Shemsi Neteru-f, the archpriest of Khemit and a devotee of Thoth, is
of the Blemmyish Nomad’s Account (a copy of which can be found in concerned. Certain signs and portents suggest that great evil is awakening
Chapter 10), which includes a sketch map showing the purported location within the Gorge of Osiris. Pharaoh Tuthmosis IX, however, is indifferent
of an unopened tomb. They can translate the manuscript with research or to such matters, and his closest confidant and companion is the Set-
magic and can learn that this tomb is more than 1,000 years old and must worshipping Marshal Ahau-ahtibek. Shemsi Neteru-f thus fears the king
contain untold treasures, all waiting for someone to come and take them! may be under the influence of darkness. As a result, the archpriest has
Alternatively, the party may be called to the Necropolis by the forces of secretly reached out to his fellows in the Temple of Thoth, and together
good. There are those in Khemit who know of Rahotep and have divined they have made certain inquiries and sent agents to find suitable candidates
that his power is waxing. They send forth agents, in Khemit and perhaps to explore the gorge. Most preferable of all would be foreigners, who
even throughout the world, to seek potent adventurers to discover if their would violate no ethical or religious tenets by entering the proscribed
fears are well-founded. Of course, the party is entitled to expect gain, but gorge and taking on the necessary tasks.
that is secondary to thwarting evil. In this case, Khemitian agents deliver Eventually, the party comes to the attention of the Temple of Thoth,
the Blemmyish Nomad’s Account and other information to them. and they are contacted by Tehi-neken, a superior priest of Thoth disguised
In either case, the party learns that the tomb is not too far from the great appropriately. After a brief introduction, Tehi-neken asks: “Will you
metropolis of Thybos, the capital city of the Middle Kingdom, seat of undertake a mission?”
many of the temples of the deities of Khemit, and the Palace of Pharaoh, If the characters agree or express willingness, Tehi-neken continues:
from which all the empire is ruled.

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.

Chapter T wo - Beginning the Saga | 17


• It is said that Rahotep enchanted nine objects of great evil
Getting to Aartuat
before he was sealed in the tomb. For centuries, each has been
rumored in one place or another within the kingdom, only to The body of the adventure doesn’t commence until the party reaches
vanish for years before appearing again somewhere else. It is the village of Aartuat. Though they could travel there from Thybos on
said that some have returned to the tomb, while others are close their own, wise players will recognize that cover and safety are provided
by the Necropolis, waiting for some event to call them within. by joining a caravan — a train of camels, mules, and horses carrying
While of potent magic and evil, legends say that these items goods westward to the deserts. If the party is engaged by the forces of
may constitute either the key to unlocking Rahotep’s freedom good, they are directed to such a caravan. If they choose, the party can
or bringing about his final destruction. While the form of these pose as merchants or sightseers.
objects is unknown, they are all said to be identifiable as they Read the following on the day they depart Thybos:
bear a cartouche with the name of Rahotep.
• Names have great power in the land of the pharaohs, and one
should be careful when saying out loud the names of potent In the nameless jumble of mud dwellings on the western side of
servants of evil, as well as giving one’s own name to those from Thybos, you come to a little bazaar. A man is standing amid camels,
dark planes. carts drawn by mules, and folk on horseback, yelling at first one
group, then another, slowly organizing them into the semblance of
If the players make a decent effort at acquiring knowledge in advance, a line, a caravan heading to Farnoc and other points west.
feel free to be generous and provide most if not all of the foregoing to
them. After all, any chance for ultimate success requires knowledge of
almost all of these facts.
The party need not offer anything to join the caravan. The master
simply says that they may ride where they wish, but they will need their
Arri val in Thybos own supplies. Should an attack occur on the way, the party is expected to
lend aid and defend their fellow travelers.
In Thybos, the party learns that Pharaoh Tuthmosis IX recently Nothing of much interest is likely to occur en route, though you should
announced that anyone caught desecrating an ancient grave (let alone feel free to add encounters as desired. The caravan leaves for Farnoc, a
despoiling a noble’s tomb) is subject to summary execution on the spot — town of some 10,000 souls located about 150 miles by road and track
without trial! If they are there at the behest of the forces of good, there will west from Thybos. From there, it is about 75 miles to the little village
be dispensation from this proclamation, as discussed above. If the party is of Aartuat, although as the crow flies it is closer to 50 miles. For each
there merely for the treasure, the coincidence may give them pause, and, character without practice in riding camels, you may wish to require a DC
in any case, they need to carefully consider their approach and how they 10 Wisdom (Animal Handling) check twice per day; failure means a fall
might transport what they find from Khemit. If you are willing, the party resulting in 1 (1d3) bludgeoning damage.
may be able to make arrangements with folk in the western desert for safe At Aartuat, the party leaves the caravan, remaining perhaps to trade or
passage and even transportation, all for the right price, of course. Whether to “see the land, hunt, and learn about the ways of the Khemitian barrens.”
such folk are trustworthy is also left to your discretion. Turn to Chapter 3 and the beginning of the main adventure.

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.

Chapter Three - A artuat Vill age | 19


Lo cating Khonsu-kh ai b et
The distance you’ve covered since leaving Farnoc is nearly 75
If the Temple of Thoth sent the party, they were told to seek out a
miles, your route heading generally west from that town to bring
contact in the village who can provide aid and advice. As noted above,
you to Aartuat. The village is a collection of small buildings of
the amount of information about this individual given to the party is
mud brick or stone surrounding a large caravanserai strengthened
left to your discretion. They may have his name, Khonsu-khaibet, or his
so as to serve as a fort. Nomad raiders must abound in this region,
description, or even less if you want the players to work harder for his
as that construction testifies.
assistance. But even if the party is merely here seeking treasure, it would
Tomorrow, the hundred camels, mules, and donkeys that bear be advantageous if they make Khonsu’s acquaintance since he is familiar
the burdens carried by the Farnoc caravan will depart at dawn, with the wilderness around the village. Should the party gain the trust of
wending their way toward the oasis of Dakla-Amun on the other Atmu-thoth-rahat or Merha-aptut, the priest of Hapy, and disclose their
side of the Harh-Ahu-Ra Hills. You, on the other hand, will stay intention to seek the gorge, those worthies may very well suggest that the
behind, seeking the Necropolis nearby and whatever may lay characters pay Khonsu a visit. And if the party is evidently motivated by
therein. good — and particularly if you feel they may need a bit of assistance —
The master of the train informed you that your group can stay in Khonsu can be convinced to join the characters in their explorations.
the caravanserai for as long as you would like, without charge. Depending on the party’s actions, they may meet Khonsu in one of the
“Our Great Pharaoh thus provides comfort and safety for all following ways:
travelers within the boundaries of his mighty kingdom,” the fellow
related to you with pride. Yet you have heard of such wayside rest • In the caravanserai (Area 1), where he strolls in to see and talk
houses elsewhere. If those in Khemit are similar, there will be a to the folk passing through.
big dormitory room or two with wooden benches for beds, much • At the local tavern (Area 4), where he is sitting alone drinking
noise and commotion, and sand fleas — the permanent tenants — a pot of beer.
by the score to give you glad welcome. • In the trader’s establishment (Area 5), where he comes in to ask
about when his next lesson on the foreign gods is to be.
A little stream bisects the village, running generally south to north, • At his own home (Area 17).
from your left to your right. The road here is raised upon stone
blocks with a ditch underneath through which the stream flows,
broad and deep enough for those few days each year when the
rains flood the streambed. Tangled rushes and palm trees mark Th e D em oncro c
its course to your right, north beyond the borders of Aartuat, Shenau (Area 13), one of the major agents of evil in Aartuat, summoned
initially through small fields, and then into scrubby growth, and a demonic creature of great power — the demoncroc — to slay the villagers
then desert. Undoubtedly, the sand swallows the trickle not more or frighten them off so as to make the place suitable for yet more evil folk
than a few miles beyond the village’s edge. However, before it such as bandits, rogues, and the faithful of Sebk and Set to inhabit. The
disappears, the stream provides lifegiving water for many little creature currently resides in the millpond (Area 18). Though originally
fields and garden plots, and draws the numerous domestic ducks summoned to devour villagers and aid the evil NPCs in gaining control of
and geese you see about. the town, the arrival of the party likely changes that plan.
Crossing the bridge, you approach the square construction of the If the party approaches the pond, the banks of the stream running north
caravanserai, garrisoned by uniformed soldiers bearing arms. This to it, or the Pool of Hapy (Chapter 4) at any time after their first day
seems good news. With military present, the road should be safe in the village, the demoncroc attacks. If it has no opportunity to attack,
from brigands, and thievery should be kept to a minimum. the demoncroc crawls from the water on the third night after the party’s
arrival and seeks them out. It is cunning and can smash through regular
Then there’s the matter of the camels you rode to Aartuat. It would doors, though it cannot climb stairs.
be far better if you could manage to trade those beasts for good See Area 18 for more details on the demoncroc.
horses!

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.

Chapter Three - A artuat Vill age | 21


Th e Vi llage of Aartuat Map
Th e Vi llage of Aartuat I nteri or Map
There are 2 soldiers (see Appendix A) on guard duty here at the time
Encounter K ey for Aartuat of the caravan’s arrival. Both soldiers at the gate wear leather armor and
Vi llage carry spears, and sheathed shortswords are at their waists. They have
small shields resting against the wall behind them, beside which are their
The following entries are descriptions of the numbered buildings and shortbows and cases holding 12 arrows each. They wear knee-length
areas indicated on the Map of the Village of Aartuat. All structures shown white smocks belted at the waist, over which their armor is fitted. A white
without number keys are miscellaneous dwellings, shops, agricultural cloth likewise covers their leather caps. For night and desert wear, each
storage buildings, and the like. Unless you decide otherwise, they contain has a long, cowled cape of pale yellow with narrow stripes of brick red.
nothing of significance. The tower is 30 feet square, 40 feet high (including a five-foot-high
crenellated battlement), and has five-foot-thick walls. The passage
through the gatehouse leading into the interior courtyard is about 10 feet
wide, and archery slits pierce the walls. Behind each wall is a narrow
passage accessed via a locked, ironbound door to the courtyard near the
exterior wall. Spiral stairs from these side passages lead upward to the
two upper floors of the tower. Arrow slits pierce the side and outer walls
of both stories, and shuttered windows are on the wall that overlooks the
inner yard to the south.
These two upper chambers are barracks for the infantry platoon assigned
to this post. Each floor houses a squad of 10 soldiers and 2 corporals
(see Appendix A). At any given time, about a third of them are present
here and resting in their quarters, while the balance is either on duty in
the caravanserai, on patrol in or near Aartuat, or elsewhere in the village
taking leisure.
If an attack occurs, the two guards defend themselves as they shout
the alarm. The soldiers in the tower don their armor and are ready in five
rounds, while the troops elsewhere in the caravanserai rush to assist,
including any cavalry soldiers at Area 1D and any other soldiers at Area
1G.

1. Th e Caravans erai of Aartuat N PC I nteracti on an d M oti vati on


Soldiers (N humans). These are average soldiers — tough, hard-
This is one of the locations where the party may find Khonsu-khaibet drinking, and with a love for gambling. They are suspicious of outsiders
(Area 17). and strangers, and not particularly friendly to anyone they don’t know and
The sandstone walls of the caravanserai are some 30 feet high and about respect. None of them likes brigands, and all hate nomad raiders, even
four feet thick at the base. The buildings inside are 25 feet high, with the members of the unit who themselves have a nomadic background.
rooftops providing space for normal activities such as evening cooking, These soldiers are disciplined and respectful, and rather like their
eating and sleeping, and for fighting in times of attack. sergeant, Hetet-f, and their commanding officer, Hamephat (Area 1F).
The exterior dimensions are about 180 feet east to west and about 130 They fight to the last man if these two are there and so order. Otherwise,
feet north to south. they certainly fight, but if defeat seems likely, they retreat in good order
The caravanserai has a contingent of soldiers, of course, as the party and seek reinforcements.
soon learns. Corporals (N humans). The corporals are veteran soldiers promoted to
Military Presence. The military is present to keep the peace in the minor command because they are a bit more able than the rank and file,
caravanserai and the village, and to see that commerce flows smoothly but they are otherwise not much different from the ordinary soldiers. Their
and that traders and merchants and their animals and goods are secure primary concern tends to be maintaining order; otherwise, they lose their
and unmolested. They act to deter and punish crime, and protect Aartuat rank and extra pay and privileges.
and nearby caravans from raiders and bandits. They also watch to see For full details on the soldiers in the caravanserai, see Appendix A.
that no large force of nomads penetrates the kingdom undetected. The
communications system with Farnoc — pigeons and riders — is designed
to ensure the delivery of critical intelligence to higher authorities. It is 1.B. I nn er Yard
95% certain that any messages get through to Farnoc.

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.

Chapter Three - A artuat Vill age | 25


Read the following if any of the characters happen to go inside:
1.F. Adm inistrati on Bui ld ing

The interior is about 70 feet in length and 30 feet deep. Eight


box stalls to the north hold horses. The remainder of the area is An L-shaped building in the southwest corner of the yard is set
open, with brick pillars supporting the ceiling. Half a dozen mules back a bit from the surrounding structures. It has a door facing
and donkeys mill about, eating fodder scattered on the ground. A north, and a number of narrow windows with shutters. You see the
narrow flight of steps going up is to the south. The ceiling overhead master of the train go in, and a soldier also enters, then another
is about 10 feet high, with an opening in the south in which leans leaves, so it seems likely that this is the caravanserai’s command
a ladder that provides access to the upper level. post.

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.

Chapter Three - A artuat Vill age | 27


Fa-t-tep (wife of Hept-f-hra) (CE female human). Fa-t-tep doesn’t pumping them for more information, all while pretending unctuous
seem old enough to be the mother of four children, two of whom are fully interest. Should they mention the gorge or the Temple of Osiris or the
grown. She is selfish, demanding, bossy, avaricious, and depraved. Necropolis, he expresses grave concern and suggests that they refrain
Nektinefar (daughter of Hept-f-hra) (CE female human). Nektinefar, from going anywhere near such a dangerous place! If a player asks
age 18, is thoroughly evil. She is also attractive and uses this as a weapon whether Hept seems genuinely concerned, allow them to make a Wisdom
to control and gain what she wants. She enjoys going to the tavern, or (Insight) check against the merchant’s Deception (which has a bonus
elsewhere, and leading on several of the soldiers to see them fight over of +8); a success reveals that the merchant appears to have an ulterior
her. She tries to charm and subvert those around her when it suits her ends. purpose to his questions.
In most respects, she is much like her mother, though perhaps even Hept-f-hra, or one of his sons or guards, contacts Shenau or Gerhit (see
more clever and ruthless. Because Hept-f-hra dotes on her, she is hated by Area 13) as soon as warranted by what is learned from observing and
the rest of the family. She doesn’t mind at all, for she is the virtual mistress talking with the party. This might mean that even as they shop, someone
of the place. is heading for help, and they may be attacked here before they have a
Sba-bennu (son of Hept-f-hra) (CE male human). Sba-bennu, age 19, chance to leave. In most cases, however, a first visit will not be sufficient,
hates everyone, especially his parents, sister, and brothers. In addition to and only after the characters have been around for a time is Hept-f-hra
the hatred for his family, he has scorn and contempt for those outside his instructed to dispose of the threat posed by these strangers.
family. He is an able enough student of dishonesty (having learned such
traits from his parents). He is not bad looking, but already he evidences
his inner wickedness. As people come to know him, they end up disliking Afu-Abtem I nterven es
him. At some point while the party is here, Afu-abtem, the youngest son,
Pansbek (son of Hept-f-hra) (CE male human). Pansbek, age 16, is like sees what is happening and attempts to speak to them. When you believe
his brother Sba-bennu and shares a hatred of his family and those outside it is appropriate in the course of play, use some or all of the following:
his family.
Afu-abtem (NG male human). Afu-abtem, the youngest child, knows
of his father’s vile purposes and hates his family for what they do. He A boy of about 12 comes shyly into the area. He has large, dark
speaks out and is beaten, derided, and made to work as a servant. Thus, eyes that stare into yours as if he is trying to read your soul. When
he and the two servants have become a family. He seeks to aid the party if he comes closer, Hept-f-hra notices. He cuffs the lad soundly,
possible (see Afu-abtem Intervenes). boxing his ear and kicking him off toward a bead-curtained
Tefu-tep (N male human commoner) and Hunitper (N female human doorway. “Forgive me, masters, but the child is … touched.” He
commoner) (servants of Hept-f-hra). Poorly treated and dominated into makes a circling motion with a finger pointed at his temple and
submission, Tefu-tep and his wife Hunitper have formed a bond with Afu- gives you an odd smile.
abtem, the good son of Hept-f-hra, and aid him if they can, though they
will not aid the party unless so doing would also help Afu.
When he can, the boy seeks out a character and attempts to warn the
party:
I nitial Encounters with H ept-f-hra
Upon entering the place, Hept-f-hra greets the party:
You see the merchant’s youngest boy again. He comes near, stares
at you with a strange gleam in his eyes, and speaks. “Beware!”
“You honor my unworthy establishment with your august hisses the lad. “My father and others are part of a wicked plot.”
presence,” says a large Khemitite as he steps from behind a pile of He looks afraid. He stares at you again, then turns and darts off.
leather saddles and tack. “I am Hept-f-hra, the hundredth generation
of my family at this very spot, providing wonderful bargains to all
those passing through Aartuat. Please peruse my wares, all at the The boy risks no more to help the party and seeks to escape as soon as
lowest prices you can find anywhere in all Khemit!” possible if detained.

Read the following if any player observes the merchant and the interior H ept-f-hra’s Po ison
in a careful manner:

He is a fellow of about 40, but seems in excellent physical


condition, if a trifle beefy. He smiles, but his eyes are wary,
measuring you. As you scan the place, you also see that he has a
pair of brawny assistants or guards watching you, one off to the
left, the other on the right, each about 30 feet distant. One looks to
be a desert nomad, the other a Nubaran.
They stay back, trying to be unobtrusive, but you can see they
are armed with daggers, and each has a weapon near at hand: the
Nubaran a morningstar, and the nomad a heavy battleaxe.

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.

S earch ing H ept-f-hra’s Resi dence


4. Tavern & Brewery,
The residence comprises two floors. Downstairs is an entry room (Area
B) with a set of stairs going to the second story; a dining and family room "Th e Hous e of Horus’ Fortun e”
(Area C); and a kitchen (Area D) with doors leading to the walled yard.
The second story includes a bedroom for Hept-f-hra and Fa-t-tep (Area Well-off travelers choose to lodge in this tavern at the intersection of
a), a bedroom shared by all three of their sons (Area b), and a bedroom the Farnoc Road and the Desert Road running north, knowing all too well
for Nektinefar (Area c). the discomforts and noise of the caravanserai!
Under questioning, all members of the household swear that the amount
in the cashbox in the storeroom is the entirety of their wealth. However,
This building is constructed of mud bricks, and is some 25 feet tall
if the dwelling is ransacked, every five minutes spent searching produces
with a flat roof. It is in the shape of a “U”, with a walled-off area in
10–100 gp in additional coins, up to a maximum of 2,000 gp.
the back to the north. The whole compound is about 90 feet square.
Set into the wall under the stairs in the entry room of the dwelling (Area
B) is a shrine upon a wooden shelf: Signs in Khemitian and Common flank a door on the west wall in
the building’s southwest corner. They proclaim the place as “The
House of Horus’ Fortune.” By the traffic in and out, the odors,
Upon a wooden shelf projecting from the wall, you see a statue of and the sounds coming from within, you are certain that this is a
a deity in mummiform, green-visaged, about two feet tall. This is tavern.
certainly Osiris. Beside it are two empty vases. Before it is an unlit
lamp and an empty wooden bowl.
Inside is a big common room (Area 4-A) with tables, wall benches of
brick with mats to soften them, and a scattering of chairs. A plain board
This is a decoy concealing a secret door that can be found with a serves as the bar, and usually the owner, Abfernehu (N male human
successful DC 14 Wisdom (Perception) check. If the ledge is pushed down commoner, with AC 13 [leather armor and shield], 19 hit points, +3 to hit,
and pulled, a section of the wall swings out and opens to the household’s and 3 [1d4 + 1] bludgeoning damage), or his wife, Behutt-aa (N female
real shrine. The opening mechanism can be discovered with a successful human commoner), are there to serve passable beer and date wine brewed
DC 14 Intelligence (Investigation) check. The party could also break by them right here. They are approaching middle age, and their two young
down the secret door, which is AC 17 and has 30 hit points. children and one small servant boy help in serving, cooking, and doing
Shrine and Statue. Beyond the secret door is a stone slab altar and a chores. The family lives in the northwestern wing (Area 4-C). Cooking
gilded wooden shrine with a statue of Sebk, his crocodile-head set with is done in the open kitchen near the center by the north wall. A stairway
two brilliant rubies worth 2,000 gp each! However, a pair of poisoned at the east end leads to sleeping rooms above. In the evenings when a
needles is hidden beside each gem-eye. caravan is in the village, a bartender named Rutat-om (N male human
Poison Needle Trap. Each poisoned needle can be discovered with a commoner, with AC 13 [leather armor and shield], 14 hit points, +3 to hit,
successful DC 15 Wisdom (Perception) check. The trap can be disarmed and 3 [1d4 + 1] bludgeoning damage) comes to assist. Horses and camels
with a successful DC 15 Intelligence (Investigation) check and a successful are stabled in the northeastern wing (Area 4-B).
DC 15 Dexterity check with thieves’ tools. An unsuccessful Dexterity Each evening after dinner, a trio of musicians and two dancing girls —
check triggers the trap. Separate rolls must be made for each gem trap. Mastuti (N female human commoner, with a dagger and a pouch with
If triggered, the person attempting to remove the gem-eye or disarm the 2d4 gp) and Khepifar (N female human commoner, with a dagger and a
trap takes 1 piercing damage and must succeed on a DC 15 Constitution pouch with 2d10 sp) — perform for a half hour every hour, from around
saving throw or take 16 (3d10) poison damage and be poisoned for one eight until midnight. As there is nothing else to do, whenever any villager
hour. wants entertainment (has money, and can get out), they come here. The
Altar. Various malachite and copper service pieces on the stone slab altar musicians live free at Area 4a, and the dancers too, at Area 4b (on the
are worth 300 gp in total. In addition, the top of the altar slides sideways village map). They receive meals at the tavern but depend on gratuities
and lifts off. This mechanism can be discovered with a successful DC 16 for their money.
Wisdom (Perception) check. Inside the altar are 350 cp, 180 sp, 95 gp, 15 This is one of the locations where the party may find Khonsu-khaibet
pp, and 2 hungry scorpions. (see Area 17).

Chapter Three - A artuat Vill age | 29


N P C I nteracti on The place is open from just after sunrise to just before sunset. Read the
following if the party enters:
Read the following if the party seeks lodgings here:

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.

5. Trader’s Estab lis h ment

This is the other all-sandstone building in Aartuat in addition to the


caravanserai. It is as tall as the caravanserai, 30 feet or so, though
without battlements. The whole appears to be a rectangle 90 feet
long east and west, 60 feet north and south. Above the doorway in
the middle of the north wall is a painted sign, the writing done in
beautifully drawn and colored hieroglyphs. A figure of a goddess
wearing a seven-pointed crown with horns is painted on the wall
next to the door.

This is the establishment of Atmu-thoth-rahat (CG male human; see


If a party member reads hieroglyphs, or if they ask someone to translate Appendix A), a philosopher, pantheologist, and mystic who serves Seshat
the sign for them, read the following: — the goddess of wisdom, knowledge, and writing, consort of Thoth, and
one of the chief powers of good in Khemit. This place is dedicated to all
deities generally, but to Seshat in particular, as evidenced by the profusion
The sign proclaims the place to be “The House of All Neteru,” of figures of the goddess. The whole lower floor is a shop filled with
the term for gods in Khemitian. The goddess flanking the door is Atmu’s wares. Locked storage rooms are in the southwest and southeast
called Seshat. corners. A staircase leading upstairs to Atmu’s quarters is in the locked
room to the southeast.
This is one of the locations where the party may find Khonsu-khaibet
(Area 17).

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.

Chapter Three - A artuat Vill age | 31


Ran d om ly S elected Fi gurin es
First, generate the alignment of the randomly selected figurine deity.
Then roll on the accompanying alignment-specific table to determine the
figurine chosen.

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

Fi gurin es by Ali gn ment

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

Law f ul N eut ral


1d100 God/Goddess, description
01–40 Horus, hawk-headed youth
41–60 Khebsenef, mummiform, owl-headed man
61–00 Ptah, bearded bald man with scepter

M erch an d i s e Ch aotic N eut ral


Item Price (sp) 1d100 God/Goddess, description
Khemitian figure, large (4–10 ft. tall) 5,000–50,000 01–45 Menu, falcon crowned by solar disc
Khemitian figure, medium (1–3 ft. tall) 1,000–10,000 46–00 Sekhmet, lioness-headed woman
Khemitian figurine* (1–3 in. tall) 200–1,200
Foreign figure, large (4–10 ft. tall) 7,000–70,000 Ev i l
Foreign figure, medium (1–3 ft. tall) 2,000–12,000
Die Roll God/Goddess, description
Foreign figurine 300–1,800
01–15 Aapep, multi-legged, winged snake
Service pieces, Khemitian 500–5,000
16–25 Amemt, lion-hippo-croc-monster
Service pieces, foreign 1,000–6,000
26–30 Iubeni, fiend/demon-faced, animal-man
Artistic pieces 500–50,000
31–45 Sebk, crocodile-headed man
Written work, Khemitian 100–10,000
46–60 Set, ass-headed man
Written work, foreign 200–20,000
61–75 Set, warthog-headed man
* Including the miniature sphinx statuettes 76–90 Set, okapi-headed man
91–00 Fiend: various horrid, malformed things

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

Chapter Three - A artuat Vill age | 33


6. Brickmaker Each cottage here is small, no more than 30 feet to a side, with a single
floor, and with a flat roof used as a patio. Little vegetable and fruit plots
This is a typical house with a low wall and shed in the back. All about are scattered throughout this area. These folks raise a bit of grain in fields
are stacks of mud bricks, while in the front mud bricks have been laid nearby; maintain gardens (vegetables, berries, and even a few flowers);
out individually to dry. This household of nine venerates Ra and his son keep goats and small livestock, and maybe a couple of cows; hunt; and
Herakhty. The family brings clay and mud from the nearby stream and fish. Excess produce is sold to passing caravans.
millpond bank (thus enlarging the reservoir, to the gratitude of all in the
village). This stuff, mixed with some straw, is then placed into forms,
semi-dried, then taken out and sunbaked for a week or so to harden each
brick.
The eldest son has built a kiln and is experimenting with pure-clay
bricks fired in it — a new technique that is growing in popularity in the
big cities. Most of his family is skeptical.

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

A small stone building with a water wheel is beside the water. It


appears to be a mill, and through the open door to the east you can
see some empty sacks, several full ones, and a snowy dusting of
flour everywhere.

This little place is a stone house built so that it takes advantage of


the flow of water from the nearby pond to turn a small millstone. The
miller grinds all the village grain and has a comfortable income. Flour is
everywhere in the low-ceilinged ground-floor room, and even some up on
the floor above where he, his wife, and their children dwell. The family
serves Isis and Nepri (goddess of the harvest).

9-12. Small Dwellings

A handful of flat-roofed cottages here are the residences of folk


who dwell in Aartuat. Most have rabbit pens, dovecots, and sheds,
and a few goats nearby. Several have pens for little flocks of ducks
and geese.
Two of the eight cottages are a bit different from the others,
however. The one just south of the mill is in need of whitewash,
and its garden is weedy. A hut well south of the potters is decorated
with animal horns, skulls, and hides.

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.

You see two cheerful-looking fellows lounging on the pond-side


of this shabby house. With them is a boy who looks familiar. The
lankier of the two men waves casually at you and grins. “Buy our
fish if we catch any?” he calls out.

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!

Chapter Three - A artuat Vill age | 35


these folk raise a bit of grain; garden; keep goats and small livestock, and
I nteracti ons with S h enau, Gerh it,
maybe a couple of cows; hunt; and fish. Excess produce is sold to passing
an d H ep-th ait caravans.
Shenau and Gerhit are naturally suspicious of everyone, including each
other. Strangers are doubly alarming to the pair, so as soon as they become 17. Khonsu-kh ai b et’s Dwelling
aware that the party is in Aartuat, these two discuss them and begin to plot
and scheme.
Demoncroc. If one or two of the characters comes to speak with them,
Shenau invites them to “Come with us and try your luck fishing in the
millpond.” Once at the millpond (Area 18), a little shove, and perhaps
the demoncroc has a hearty repast of a hapless stranger! If three or more
party members approach, the pair are unlikely to take this approach since
they are outnumbered and instead look for an opportunity to ambush them
elsewhere.

Using H ep-th ait as a Spy


Once Shenau and Gerhit are aware of the party, they use the boy to
advance their aims. Hep-thait is given one or more of the following tasks:
Spying. He is told to stay close to and report on all that the group of
foreigners do.
Stealing. The little thief is ordered to steal all he can from the strangers,
paying special attention to papers (such as papyri, scrolls, maps, and
documents), seals, and badges.
Joining. Hep-thait is instructed to ingratiate himself with the group. He
then returns something they have had stolen from them and/or volunteers
to “serve” as an interpreter and guide:
“I am just a poor village boy, masters, but I know everyone and This house is decorated all about with trophies, presumably
everything in and around Aartuat. Why, I can even show you a place marking the dwelling of a hunter of some skill. Every type of
where the ancient ones hid their eternal houses — it’s in a big ravine, and animal you know of in this locale is represented by a skull or pelt,
I sometimes sneak in there because there are little antique things to be along with several you can’t identify for certain.
found and sometimes even old coins. That’s how I live, you know. I am an
orphan and have to fend for myself.”
If he is caught stealing or lying, Hep-thait uses a story like this: This is the dwelling of Khonsu-khaibet (NG male human; see
“Forgive me, masters, please! (Whine, snivel, sob!) My dear mother is Appendix A).
dead, and my father beats me; he even allows his friend to strike and kick If the party has been sent by the Temple of Thoth, a priest passed through
me if I don’t bring them money for strong drink. I have to lie and steal or Aartuat a few weeks before to alert Khonsu of their imminent arrival. He
he will kill me! I don’t like it, and I want to live like other children do. was instructed to pass on a message and to provide such assistance as he
Please help me by making me your servant! can; but only once he has assured himself of their legitimacy.
“I can show you how to get to the old Necropolis where there are If the party has just recently arrived in Aartuat, it is likely that Khonsu
treasures. I can even make it so the greenfaces don’t — is hunting in the wilderness. It should likely be a day or two before the
“Oh, greenfaces is … a name … for the priests who serve Osiris. They characters are able to meet with him.
don’t let outsiders into the ravine. I think they want all the riches for
themselves.”
Of course, these are all lies. He always keeps his father informed, N PC Backgroun d
and if the party accepts any of his offers, he attempts to guide them into Khonsu is the only son of a free farmer, but his abilities enabled him
an ambush by the bandits lurking in the wastes outside the gorge (see to attend school at the Temple of Thoth without cost to his family —
Chapter 5). something they couldn’t have otherwise afforded. Khonsu was then
“adopted” by the temple’s high priest and raised as if he were the son of an
M ore Drastic M easures aristocratic Khemitite. He learned much and has been sent here to Aartuat
to watch the gorge as an agent of the Temple of Thoth.
If the merchant Hept-f-hra (Area 2) can’t get rid of the strangers, and Khonsu-khaibet means, literally, Khonsu’s shadow; Khonsu, also called
the boy’s efforts come to naught, Gerhit and Shenau use all forces at hand Chons, is a chaotic good Khemitian deity. Evidencing perhaps some
to ambush and slay the party at night. You must handle this as you deem Hyperborean ancestry, he is taller than average (over 6 feet 3 inches), and
best. However, if the merchant and his guards are slain, Gerhit and Shenau big-boned and muscular. His physique, dark brown hair, and gray eyes set
lure the party into the desert themselves by “guiding” or running off with him apart and make him attractive. He is popular with the men and chased
the party in pursuit, so as to have the bandits attack and kill them. by young women, including Hept-f-hra’s daughter, Nektinefar, whom he
If defeated, any and all survivors attempt to mount a horse and flee into doesn’t like at all.
the desert to join the bandits there (see Chapter 5). Whether or not he has been directed to aid the party, Khonsu is a
For full details on the individuals here, see Appendix A. great fellow and will assist them as he sees fit if the characters are well-
intentioned, friendly, and of good alignment. If they gain his trust and
14–16. Small Dwellings friendship, Khonsu is certainly a solid assistant to them while they are in
Aartuat. And if the party needs bolstering, you may have Khonsu agree to
Villagers live in these flat-roofed buildings. You can use the same travel with them as an NPC. Of course, you should play him with all the
descriptive text as for Areas 9–12. As with the other residents of Aartuat, cleverness and expertise at his command!

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.

Chapter Three - A artuat Vill age | 37


In fact, for the very low fee of 30 gp, Merha is happy to consecrate
“Hmmm. I believe these three ushabtu were used to conjure a and lay blessings on the containers, thus ensuring they are safely kept
spirit crocodile, a daimotherion. The hieroglyph on the figures and provide certain benefits to the one holding either container. Any
seems to be implorations of the one conjuring the monstrous thing nonmagical weapon wielded by one possessing a cased figurine is
into being here, although I can’t be certain. The crocodile drawn treated as a +1 magic weapon, and any magical weapon wielded gains an
on the vile serpent lord’s form surely indicates the shape the fiend additional +1. A spellcaster may, alternatively, use the cased figurine as
was to take. the equivalent of a ring of spell storing, but so long as any levels are stored
“The figurine of Aapep should be broken and destroyed in fire, for therein, no weapon benefits apply.
otherwise it will draw the attention of all manner of evil things to
the vicinity of he who retains it! I nteri m Experi ence Awards
“The other two might have some use in the future, provided they When the party has exhausted all activities in the Aartuat locale, or
are separately encased in gold containers and properly blessed to whenever they leave from Aartuat to pass through the desert to the George
imprison malign influences from them. of Osiris or to the Pool of Hapy, you should award XP for various story
“I believe that I have a pair of reliquaries that will serve this accomplishments and allow for character advancement.
purpose, although they are somewhat costly. I will let you have
both of them for 500 gold pieces.
Story Awards
“In case you decide to do so, I am certain Merha-aptut, the priest
While peril lurks at every turn, there is more to this adventure than
of Hapy who dwells in the cave behind the pool, will gladly assist
combat, and the characters should be rewarded for their actions and
you with spells.
interactions in Aartuat! In addition to such other XP as they may have
“On the other hand, I find these two figurines interesting, for they earned while in the village, you may grant the following additional
are both very old and especially well-crafted. If you choose to sell XP awards to each member of the party who participated in any of the
them, I will pay 500 gp each.” following for their accomplishments:

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

Chapter Three - A artuat Vill age | 39


Chapter Four . Th e Pool of Hapy
Less than half a mile south of Aartuat, an underground stream pours The floor of the dell is roughly 1,000 feet wide and deep. At its eastern
from a cliffside cave and tumbles down into a pool of cool water in a and western ends, the land rises in rock and scrub-covered slopes. The
bowl-shaped dell. From the pool, the water flows north in a small stream Pool of Hapy, which is about 300 feet in diameter, is in the southern
through a shallow valley until it feeds the millpond in Aartuat. From the portion of the dell. Its water is 16 feet or so deep on average and 32 feet
village, the stream continues north into the desert, until eventually the deep near the center.
sands swallow the last of its moisture. Cultivated palms, trees, bushes, and vegetable plots cover nearly the
To the south of Aartuat, a well-worn track runs alongside the stream. entire floor of the dell.
The villagers call this the Hapy Path, and they call the pool in the dell the
Pool of Hapy. Both are named for the Khemitian god of the river, and of
all waters of a lesser sort, precious and life-giving in this dry land. The 3. Garden P lots
cave from which the stream rises by the pool is itself the residence of a
Read the following as the characters pass the garden plots:
beneficent cleric devoted to Hapy.
Together with the occasional rainfall, night dew, and ground water
seepage, this small stream and the irrigation channels the villagers cut It is plain that the villagers come here and expend considerable
from it support fields of vegetables and flowers, and palms and other trees effort in cultivation. All manner of vegetables grows in plots
and bushes bearing fruit. These are all carefully tended by the folk of throughout the dell: here onions and leeks; there garlic and
Aartuat. Most of the cultivated fields are within the dell near the pool, scallions; various kinds of lettuce everywhere; and carrots,
but all sorts of vegetation are tended along the entire route of the stream. potatoes, beans, tomatoes, cucumbers, and melons. The beds are
The watercourse also provides opportunities for hunting, as antelopes, neat, well-worked, and watered by little trenches that interlace the
gazelles, and other game animals visit the pool and stream at night. whole area. Even on the rising slopes of the dell, you see grape
The stream is typically between three to eight feet deep and seven to 12 vines and berry bushes.
feet wide as it flows from the pool to the millpond. The volume of water
it carries decreases as it goes north, reduced by the series of irrigation
channels as well as evaporation.

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

Chapter Four - The Pool of Hapy | 41


5. Steep H i llsi de Ris e chairs villagers brought as a token of appreciation for all the priest does
for the village. In the back, near the entrance to Area 9 is a collection
of clay vessels of beer and wine, containers filled with dried fruits, root
vegetables, and other foodstuffs, all brought to Merha as payment for his
After some 150 feet or so, the path again leads away from the services.
Pool of Hapy, heading straight south through vegetable gardens.
Before you rises a steep cliffside. While the ground round this dale
is mostly a gentle slope, here at the southern end is a precipice As your eyes adjust from the brightness of the light outside to
that crests more than 60 feet above the pool. From a cave about the dimness within, you see that the cave is some 40 feet across,
halfway up this rocky cliff flows a stream of silvery water that with the stream running down the middle, and extends back to the
drops in a bright waterfall. south into darkness as far as you can see. Ahead and to your left
are openings into two side caves, with the first about 50 feet ahead,
As the path reaches the cliff, it turns to the right and climbs the and the second another 20 or 30 feet beyond that.
rise some 30 or 40 feet, where it then enters the cave mouth next
to the flowing water. Some typical Khemitian country chairs of palmwood are just a few
paces inside the entrance, obviously placed there for the comfort
of callers.

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.

7. Cave M outh 9. M erh a-aptut’s Quarters


A pallet, a stool, a little writing table, and a small trunk are on the west
wall of this side cave. Opposite this are three pegs with Merha’s garments
The emerging underground stream cut a fairly large exit in the hanging on them, a wicker hamper, several woven baskets of varying
stone here some 40 feet above the valley’s floor. The water comes sizes, a shelf holding personal hygiene items (towels, razor, tweezers,
forth in a bed 15 feet wide, leaving ample room on either side to soap, unguent, etc.), a leather bag, and the wooden alms bowl used by the
enter the cave. The path divides here, with one part turning sharply priest when he is in Aartuat.
back up the steep hillside — as much an animal track as one for The chamber is illuminated in a deep and wonderful blue-green light,
humans — while the other is a well-trod footpath that enters the sufficient to see the entire chamber. The light emanates from a pair of fish
eastern side of the cave. of carven crystal, each about a foot long and suspended in midair. One
glows with a soft, emerald green; the other is aqua blue.
If Merha leads the party to Areas 10 or 11, he calls to the crystal fish,
Read the following if the party is here to seek Merha-aptut (NG male “Abtu, Ant, swim after me,” upon which they spring to life like fat perch
human; see Appendix A), the priest of Hapy: disporting themselves in the current of a river, and follow his direction.

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.

Chapter Four - The Pool of Hapy | 43


10. S hrin e Cave
This cave detects as a consecrated location to anyone using a detect evil
or good spell or to a paladin using Divine Sense.
Read the following if the party approaches this cave, with or without
Merha:

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.

11. H i dden Passage & S ecret Cave


A boulder in the passage just outside the shrine cave can be rolled aside.
Doing so reveals a “pipe,” a crawlspace that winds into the rock for many
feet, then ends in a bubble-like area about eight feet in diameter. This is
where the priest places weapons and armor he doesn’t approve of, but
which he may give over to the characters as detailed in Area 9. Read the
following if Merha-aptut leads the party here:

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

12. Watercours e Tunn el


There is sufficient room for curious characters to walk deeper into the
hillside, following the watercourse for many furlongs’ distance. However,
it is arduous, requiring immersion at times, clambering over obstructions,
and so forth. In any case, after about one or two miles traveled thusly, the
way ends.

Chapter Four - The Pool of Hapy | 45


Chapter Five . Th e Road to th e Gorge

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

Chapter Five - The Road to the Gorge | 47


superior force, they all do whatever they can to save their own hides,
Encounter K ey for th e Area Map whether that means fleeing or surrendering with whatever promises they
of th e Gorge of Osiris can make.
Hu-benti, a priest of Set, isn’t particularly bright, but what he lacks in
As the party departs Aartuat, read the following: intelligence he makes up for with a rigid outlook and strict adherence to
instructions from his master, Setem-nefer. His job is to make sure that
the bandits do not reveal any secrets. In the fray ahead, this means that
You leave the caravanserai and its little collection of buildings
Hu-benti fights!
headed northward. The vegetation about the village stands out like
an emerald in a copper setting. All around, the soil and stone are
reddish-orange, the desert scrub brown and sere.
A string of green angling away to your right marks the route of
the stream flowing from Aartuat, through rock and scrub until it
enters the desert beyond. After a farther distance, the line of green
fades away, swallowed by the dry sands that stretch to the horizon
to your right. Here and there amid the dunes, you spy pinnacles of
rock, rugged and deeply carved by centuries and more of desert
winds.
To your left, the land rises in step-like tiers and massive hills of
stone. The elevations are marked by precipitous slopes leading
to flattish tops, one after another, marching to the west. Sand-
weathered peaks thrust skyward, crags jut, and ravines cut deep
into old rock.
Ahead of you, the path runs through a tableland north of the
village. The ground is hard-packed red clay, sandy in places, and
rocky more often than not. Your route wends through great and
small mounds of stone rising from the earth, weathered into odd Am bus h!
shapes by wind-driven sand.
As the party reaches the site of the ambush, the hiding bandits can
be noticed on a successful DC 20 Wisdom (Perception) check. Unless
someone has said that they are specifically watching for an ambush,
passive Perception should be used for this check.
A. Ban d it Am bus h If the party is walking or riding normally, the bandits spot them as they
approach. If the party is using magic to hide their presence (via invisibility
As the party begins its journey north, they may notice one of the scouts or the like) or if they sent ahead their own scouts who are invisible or
watching for their departure. If a player says that their character is closely approaching with stealth, have the bandits make a Wisdom (Perception)
watching the way ahead, on a successful DC 20 Wisdom (Perception) check against the party or scout’s Dexterity (Stealth) roll. If the bandits
check they see a rider on horseback some half a mile distant riding away fail the check, while the characters succeed on theirs, the party has the
into the scrub. If no one indicates such an intention, the check is against opportunity to turn the tables and ambush the ambushers!
passive Perception. Read the following if the party surprises the bandits:
Once the bandits are alerted to the party’s presence, they set up their
ambush at one of the locations marked on the map with an A. The
ambushers include Captain Turpur (CE male human), the priest Hu- You see a couple of dozen ragged folk, bandits for sure. Their
benti (CE male human), 10 bandits (Khemitian ex-soldiers), 8 bandits horses, which seem skinny but appear to be light horses, are
(desert warriors), and 4 bandits (riffraff) (in each case, see Appendix A tethered, and you see bows in cases on their saddles. All have hand
for NPC details). weapons, lances, and a few have crossbows, too. They seem to be
In addition, the bandits are joined by any evil NPCs from Aartuat whom lurking as if prepared for ambush, but they aren’t aware of your
the party has not previously dealt with, including Shenau, Gerhit and Hep- approach.
thait, and Hept-f-hra and his family and guards.
Shenau assembled this band of outlaw Khemitites and servants of
Set under their chief, Turpur, stiffened them with warriors of the desert Adjudicate the party’s actions as you see fit. But the bandits, though
who care for no Khemitian deity whatsoever, and prepared them to keep surprised, were ready to quickly form an ambush, so they mount up and
everyone not a part of the dark plot out of the gorge. The head of the return fire in no more than two rounds.
temple, however, who trusts Shenau little, sent his own watchdog — the If, on the other hand, the bandits achieve surprise, they are mounted,
priest Hu-benti — to keep track of the lot. bows at the ready. Allow each of the bandits with a missile weapon to fire
at the party for a surprise round. Remember that mounts may be struck in
addition to the characters. Hu-benti usually waits a round or two to see
N PC Backgroun ds an d M oti vati ons how the combat is going, but if things go poorly, he casts circle of death,
Turpur and his band are posted outside the Gorge of Osiris to see that flame strike, or black tentacles, depending on what seems most effective.
nobody stumbles upon the overthrown Temple of Osiris (now of Set) In any event, he tries to keep his distance and may cast healing spells
or otherwise troubles Shenau in Aartuat. Turpur likes his work, and he on allies when appropriate. In addition, if Shenau is present, he begins
collects pay from Setem-nefer, the high priest in the temple, as well as combat by casting either mass suggestion (commanding the party to
Shenau, supplementing these sums with what can be pillaged from small “surrender”) or fireball. Turpur usually stays close to Shenau and protects
caravans foolish enough to come this way rather than stay on the Farnoc the spellcaster if he is attacked, though the captain rushes into combat if
Road. he sees a good opportunity to wreak havoc on his opponents.
As a consequence, Turpur and his bandits are here for the money, not
devotion to any cause, and will not risk their lives. If threatened by a

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.

Chapter Five - The Road to the Gorge | 49


Hu-benti, the priest of Set. Each of these extensions is about five feet high
B. Ban d it Lair
and wide, and some nine feet or so long.
The bandits lair here in a cave in a rocky pinnacle of sandstone rising Whenever the sand devil devours a victim, it emits a high-pitched
out of the desert sands. Unless the party is led here by bandits fleeing a whistling sound. Unless they hear a whole chorus of such whistles, nobody
failed ambush, it is unlikely the party finds its way to this location. here even peeks out! There are dates, bread, beer, wine, dried meat, and
water aplenty stored here. In a week, the survivors might venture forth,
but not sooner. The bandits pile rubble in front of the entrance to make it
Th e San d D evi l look as if the crawlway passage dead-ends:
The cave entrance to the bandit lair is partially obscured by a hummock
of sand about 15 feet high at its center and 30 feet in diameter. If the
A look down the small passage reveals that its ceiling tapers
bandits were defeated in battle, Turpur likely is hiding within the cave,
downward to about two feet in height and width. It ends in a pile
along with any of his band who kept up and got inside as well. All others
of rock debris, as if the end might have collapsed.
continue riding off along the desert track, for without the power of the
Bloodied Moon, they dare not enter the lair.
The hummock of “sand” is, in fact, a sand devil (see Appendix B). It
lies in wait, ready to assail anyone who approaches unless they bear the Bandit Survivors. Bandits that were routed or who fled from a failed
Bloodied Moon. Allow any character approaching the dune to notice that ambush are found here. If there are four or more, they set up a guard at the
something is odd by successfully making a DC 20 Intelligence (Nature) entrance and attempt to ambush any intruders. Bows or swords are plied
check. Otherwise, the sand devil attacks the party with surprise. The as a foe attempts to come crawling through the low entry. If there are three
creature is a demonically possessed earth elemental. Its body is sand and or fewer, they simply cower here, hoping nobody comes looking for them.
gravel, and it can expel portions of itself, replacing this material from the Treasure. A fair amount of stolen loot is stored in the quarters of
surrounding sand. Turpur and Hu-benti in the back of this cave. The following can be found,
Figurines. Should any of the characters be carrying a Khemitian although you might wish to adjust the treasure to suit your campaign:
figurine of an evil deity, the sand devil singles out such individuals for
preference in its attacks as it is drawn to the dichotomy of a non-servant • Leather pouches: six large leather pouches each containing
of Set bearing such a token. between 250 and 300 sp, between 100 and 250 gp, and between
50 and 100 pp.
• Armor, weapons, and gems: 5 shields, 5 chain shirts, 3 suits
Th e Cave of leather armor, 4 daggers, 6 longswords, 4 scimitars, a hand
Just inside the cave mouth is an area about eight feet wide by 17 feet crossbow, 4 shortbows; an emerald (300 gp), 4 pieces of pearl
deep. A fairly high opening to the east leads into a large cave in which (50 gp each), 2 red spinels (30 gp each), a violet garnet (65 gp),
mounts are kept. About halfway along the west wall is a low passage, and 5 pieces of lapis lazuli (10 gp each).
some four feet in height and three feet wide. • Ancient funerary objects: 12 objects of small size, with a total
Eastern Cave. If any character looks into the large passage to the east, value of 1,000 gp. In a civilized state far from the lands of the
read the following: Pharaoh, these might fetch 10 times that price. However, these
should be returned to the Khemitian authorities. Simply taking
them to the military commander in Aartuat suffices.
Just past the opening you see another large cave, about 60 feet • Scroll: an ancient papyrus scroll with a magic circle spell
deep and half that wide. From the ceiling above, you see several inscribed on it. When read, this spell fades from the papyrus.
openings through which light and air filter in. Dung litters the It returns at dawn of the following day and may be used again
floor, and there are piles of coarse fodder. There is a little trickle indefinitely (once per day).
of water coming down the stone wall in the south. It fills a natural • Potions: At your option, 1d6 potions of your choosing (possibly,
rock basin there, then washes over the edge to be absorbed by the potions of superior healing) may be added to this loot in the
sandstone of the cave’s floor. event the party needs a “boost” to recover before its next task.

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

Chapter Five - The Road to the Gorge | 51


Th e Pylon of th e Duat Map

52 | NECROPOLIS
Accompanying this priest are various weretherios, evil animals able to
take human form, which he believes to be as follows:

• Apuat the Wolf-headed (a wolfwere).


• The Four Sons of Horus: Nebkau (a wolfwere), Mabheri (an
owlwere), Sebtef (a jackalwere), and Amikhat (a baboonwere),
guardians of the body of the deceased.
• Isis and Nephthys (two female lionweres), who assist the dead
into the afterlife.
• The two “Upnats,” Gebir and Afabu (male wolfweres), who
watch for malign ones who would devour the deceased.

See Appendix A for statistics for each of these weretherios.


Encounter Modification: If the party is strong, you may add another
baboonwere, wolfwere, and jackalwere on the second level of the pylon
who rush to the aid of their evil brethren.

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 weretherios wait to attack, hidden beyond the doors to Areas E


and F. Should the adventurers come up with some prompt and strange
answer to the mad priest’s queries, there might be no immediate attack.
Eventually, however, the weretherios move to the attack if “Anubis”
seems ready to allow the party to pass. But if the characters convinced
“Anubis” that they are good and just, and have shown him respect, the
Areas With in th e Pylon fellow attacks the weretherios with spells, damning them for assaulting
Except for a cleric who believes himself to be Anubis and his those under his care!
companions, the pylon is unoccupied. The following areas are detailed on Since this priest is insane, he believes himself to be totally immune to
the map of the Pylon of the Duat: magical attacks, including his own spells directed at the intruders at close
range.
A Arrow slits. Saving the Priest. If the party saves the priest while destroying the
weretherios and are able to cure him of his insanity, the real Anubis
B The eastern entrance passage. bestows a +1 bonus that applies to all attack rolls, saving throws, and
C The location of “Anubis”; see below. ability checks for all members of the party for one month! In addition,
D The western exit from the passage through the pylon, the priest is grateful to the characters, and though he will not accompany
leading to the gorge and the Necropolis. them farther into the Necropolis, he remains here at the pylon. Should the
E A side chamber. Apuat, the lionweres, and the two Upnats party return, he casts such spells as he has that may aid them in their quest.
(described below) reside here. The large stone doors are
unlocked. They have no treasure.
I nteri m Experi ence Awards
F A side chamber. The Four Sons of Horus reside here. The
large stone doors are unlocked. They have no treasure. As the characters pass through the pylon into the darkened west, they
experience a sense of foreboding. Even though they may not rest here,
Second Level The cleric made his home here. A few items of creature
comfort are here, though little in the way of treasure other feeling it is not safe, it would be appropriate to take a pause or break and
than his spellbooks, which detail all the spells he knows. award experience. The characters have certainly earned it!
Intelligent play may save the party a great deal of heartache in this
Third and Empty.
Fourth Levels phase of the adventure. Many opportunities to avoid combat with truly
dangerous opponents, and even gain a powerful ally in the form of an
insane priest, present themselves. Hence, a wise party should be rewarded
as well as a strong one.
Encounter With “An ubis“
Lurking within the pylon at Area C (at the doors to Area F) is the
False Anubis (see Appendix A), an old and insane priest, a kheri-heb,
who believes himself to be Anubis because of a curse laid on him by the
high priest of Set in the temple. With his jackal-headed mask and a strong
magical illusion, this fellow indeed appears to be Anubis — especially
considering his associates. They are malign creatures who use the man’s
delusions to their own ends.

Chapter Five - The Road to the Gorge | 53


Story Awards
You may award the following XP to each applicable character for
certain story accomplishments.

Avoiding ambush by the bandits 750 XP


Killing or capturing the bandit 750 XP
leaders (in addition to any experience
points normally awarded)
Recovering the Bloodied Moon 750 XP
Using the Bloodied Moon to avoid 1,500 XP
combat with the sand devil
Curing “Anubis” of his insanity 7,500 XP
Allowing bandit leaders to escape –300 XP each
Killing “Anubis” Only one-half experience is awarded
for defeating him

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.

Chapter Six - The Temple of Osiris | 55


In addition, the engraved writing on each pedestal contains the the past. A detect magic spell reveals a faint trace of enchantment magic
following warning for anyone who is able to decipher the script: on each sphinx.
Any character who boldly walks down the avenue is granted two boons
by the gods of Khemit while they are within the temple:
O Mortal, Beware!
Approach not with haughty spirit or heart set upon • The character may reroll any one failed attack roll or ability
wrongdoing. check while in the temple.
• The first saving throw the character makes in the temple receives
Great is the Power of Asar and His Brother. a +2 bonus.
Even mountains must obey them!
Any character who defaces or mocks any of the sphinxes is penalized
with the reverse:
Notes: Asar is a name for Osiris; the reference to his brother means • The character’s first attack roll or ability check in the temple
Pharaoh Herkhamose V. The stone sphinxes, and the power formerly must be rolled with disadvantage.
imbued in them described below, are implied in this last line. • The first saving throw the character makes in the temple is at a
The eyes of the sphinxes are fancy and ornamental stones each worth –2 penalty.
about 500 gp, though to remove the eyes brings about the curse described
below. It may also bring the enmity of the gods of Khemit at some future If a character examines the ground behind the statues to either side of
time, so bear such desecration in mind should the party do so. the avenue, they find little shreds and bits of bone. These are bleached
At one time, these sphinxes were active guardians of the temple, and the bits left from a long-past war when bandits and thieves invading the
high priest of Osiris had the power to bring them to life. Now, however, Necropolis didn’t heed the warning of the sphinxes.
they are but statues, although each houses a minute vestige of energy from

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

Chapter Six - The Temple of Osiris | 57


Temp le of Osiris Main Level Map

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.

If any player indicates that their character is closely inspecting either


the statues or the frescoes on the ceiling or walls, they note on a successful
DC 18 Wisdom (Perception) check that the frescoes appear neglected or
even defaced in places, while the statues seem freshly painted and well-
maintained. If they can read hieroglyphs, they note the following phrase
in several places: “Let only the truly faithful approach along the way.”
Anyone using detect magic on the columns notes that they radiate a
slight aura of enchantment and illusion magic.

Chapter Six - The Temple of Osiris | 59


If, on the other hand, the party acts with hostility to the priests, read the If the party attacks any of the priests, they call out to the others in Area
following: 5 for aid. These additional priests rush forward, raising the alert to bring
guards.
On the other hand, if the party stands down, what happens next
depends on whether any of the characters fell to the attack of a statue.
You hear grinding noises all about you, like a mountain beginning
If no party member was rendered unconscious, Tcheripep immediately
to move. Turning, you see the columns moving, stepping off their
takes the characters to Area 5 before taking them to Area 14 to meet the
plinths! Their eyes now glow a brilliant emerald hue. The blue
high priest. If any party members were rendered unconscious, however,
hafts of the spears shimmer, and the spearheads crackle with the
Tcheripep tells the party that their fallen colleagues will recover in time.
fires of a lightning stroke. Cold seems to radiate from the black
He takes them to Area 12 until they all recover, after which the party is
nets held by the females; the deep chill of the void is in them, and
escorted to meet the high priest in Area 14.
the long daggers they hold are filled with energy as bright as the
stars. No longer do these figures resemble painted stone — they
are as living rock! N PC I nteracti ons an d M oti vati ons
The priest Tcheripep is robed so as to conceal his full plate mail armor
and weapons. He has fully prepared spells and employs them readily and
In fact, the columns are not moving at all. They appear to do so because most intelligently. The priest’s fellow “prophet,” Hu-benti, was traveling
of particularly powerful illusions cast on each column. The illusionary with the bandits. If Hu-benti has not yet been encountered, then he is at
statues move immediately to the attack, and initiative should be rolled. Area 5, ready to assist.
The statues do not attack simultaneously, and so each makes its own The priestesses Hat-shepu and Nekebet each has a poisoned dagger
independent initiative roll. hidden in her girdle. However, neither priestess attacks unless ordered to
A character may use its action to carefully inspect one of the moving do so by the high priest or Tcheripep (or unless attacked).
statues. If they succeed on a DC 21 Intelligence (Investigation) check,
they realize that it is an illusion, and thereafter cannot be affected further
by it or any of the other statues; however, the illusionary statues do not 5. Th e Outer Sanctum
disappear. Anyone using true sight immediately recognizes that the
statues are illusions and are immune to their effects. If a character who Read the following when the party enters this area:
has realized the statues are illusions alerts another party member to that
fact, then that other member may make their own DC 21 Intelligence
(Investigation) check with advantage to recognize the illusion. The ceiling, once light green, is now darkened with the smoke
An illusionary statue may be dispelled by a dispel magic spell, but for of time. The walls depict scenes of Osiris and the other deities of
this purpose the illusion is treated as an 8th-level spell, and the ability the Duat, and various panels also show several pharaohs being
check to dispel is made with disadvantage. Note that each statue is an welcomed there. The west wall represents the entrance to the
independent illusion, so dispel magic affects only one at a time. Mansion of Osiris. The floor is made of green and black marble
Attacks on the illusionary statues that strike AC 10 appear to do minor squares. Along the north and south walls are four pillars apiece,
damage (though no real damage is done, of course). Any character and two pillars flank the entry you just crossed. The columns are
attacked by a statue will be hit without regard to their AC, and must make all shaped as papyri, painted brightly and gilded.
a DC 21 Constitution saving throw. In your judgment, if the player is
responding with great courage, you may allow them to make the roll with
advantage; on the other hand, if the player is fearful of the attack, impose If the party arrives here on their own, there are either 2 or 4 novice
disadvantage. On a failure, the victim is struck with lightning, flame, and priests and another attendant priest or attendant priestess (see
bolts of flashing energy, and drops to the ground, apparently dead. Appendix A for each).
If any character makes a successful saving throw against an attack
from any statue, the illusion of all of the statues is broken, and they all
fade away. Characters previously “killed” by a statue’s attack are in fact
just unconscious but remain so for 2d6 hours unless healed by a greater
restoration spell.
If all members of the party are rendered unconscious by the statues,
they are stripped of all weapons and armor (and even most clothing) and
then taken and locked in Area S1 in the South Cellar (beneath Area 13).
Any figurines of Khemitian entities will not be taken from them, but all
other items of magic and jewelry are removed. All of their possessions are
stored for safekeeping in the Reed Boat (Area 7), hidden under a tarpaulin
in the bottom of the vessel. At this point, the captives must devise and
execute a plan of escape; they should have a few harrowing moments until
they find their gear.
If, on the other hand, a party member resists an attack and the illusions
are dispelled, the two priestesses bow low, shouting cries of amazement.
The priest speaks:

“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.

Chapter Six - The Temple of Osiris | 61


The presence of the columns has changed the nature of the intersection
of the planes in this chamber, such that any effort by any person to summon
Kh em itian Items
a creature from another plane (even an elemental) while here results in the
appearance of a boar demon rather than the desired creature (again, up to The shrines depict a number of deities of Khemit. They
a maximum of 12 total). hold or wear various items unique to the region of Khemit:
Figurines. Any person possessing a talisman or statuette of Chons, Atef Crown: A high, miter-like cap flanked by tall
Horus, or Osiris is immune to the gaze effect of a boar demon. Any weapon plumes, normally white in color.
wielded by this individual acts as a magic weapon against a boar demon. Uas Rod: Sometimes called an uas scepter, this rod is
a long staff of wood or metal. The top is crowned with the
emblem of a phoenix. It is believed to hold the powers of
Outer S hrin es (A-H) resurrection and has the ability to free those imprisoned
or entombed within the earth. It is often depicted with the
Along the north and south walls between the columns are eight separate gods Osiris, Amun-Ra, and Ptah.
shrines to various gods of Khemit. The description of each of these shrines Ankh: The ankh is a cross with a looped top and means
is set forth below. Each contains a number of items of value. However, “life” in the language of Ancient Khemit. It is also a symbol
these shrines remain dedicated to good, and it would be an evil act to for the power to give and sustain life and is typically
remove any of the items. If a character elects to do so, use your discretion associated with material things such as water (which is
as to whether any curse should befall the thief, and whether and how much believed to regenerate life), air, and sun, as well as with
those items might be sold for if retained. the gods, who are frequently pictured carrying an ankh.
Should a character make a small offering at any of these shrines, a Uraeus Serpent: Appears as a hooded serpent similar
mental voice whispers a warning to the individual, saying: to a cobra; also known as the serpent emblem. The uraeus
serpent is regarded as a representative of a goddess who
has many names; in it, one sees the embodiment of the
“Beware treachery and deceit. Brother has replaced brother …” eye of the sun god. Its likeness appears on the forehead
of pharaohs as a symbol of protection and rulership.
Many Khemitian gods include the uraeus serpent in their
personal symbols.
If the offering is made at the shrine to Ptah, Seker, Apuat, Thoth, Triple Crown of Khemit: Often associated with the
Anubis, or Khnemu, or the four sons of Horus, and if the offeror possesses actual land of Khemit itself; refers to the Upper, Middle,
a figurine of that god, then the message continues: and Lower kingdoms of Khemit. Also, a representation of
the three primal elements used by the gods to create the
universe (air, earth, and fire).
“Below is the Underworld of Evil, and there is no easy return for Ewer: Large pitcher of bronze, crystal, or brass. Each
the unprepared.” is handcrafted and unique in construction. Most are
decorated with various hieroglyphs depicting scenes of life,
death, the harvest, the gods, or events.
Figurines. Whenever a person bearing a statuette of one of the deities
represented here comes within four feet of the shrine dedicated to that
entity, the lamps there ignite automatically, giving off a strange, silvery
light that extends only to the immediate area. However, if the high priest
7C. S hrin e of Apuat
is within six feet, the illumination lights briefly and then is immediately A wolf-headed figure, slightly taller than a normal human, stands here.
extinguished. If for some reason Setem-nefer were to move beyond six It is carved of gray-black stone and wears a typical Khemitian headdress.
feet while the character remains in range, the lamps rekindle. The statue holds an uas rod in its left hand and an ankh in its right. On a
table of black and white marble is a miniature doorway, a lamp, a bowl,
and a cup.
7A. S hrin e of Ptah
In this shrine is a human-sized statue of dark red stone in mummiform
with legs together, its head bald and unadorned by headdress or crown.
7D. S hrin e of M ert
There is a beard on the chin, and both hands hold a scepter. Before the A seven-foot-tall figure of a raven-headed woman hewn of yellow
figure is a carved wooden table with a ewer, a cup, a bowl, and a platter sandstone is in this shrine. Above her head is a disc. She holds an ankh in
of copper. Small lamps in iron stands are to either side of the low table. her left hand and a lyre in her right hand. Ceramic utensils of white and
yellow are spread on an altar-like table before her. Two lamps flank the
service.
7B. S hrin e of S eker
A human-sized obsidian statue adorned by an atef crown is in this
shrine. The crown is white, and the plumes are of various colors. The
7E. S hrin e of Horus’s Four Sons
head of the figure is that of a bird, possibly a nighthawk, and the hands A quartet of three-foot-tall mummiform figures stands against the
hold a scepter similar to that in the Shrine of Ptah at Area 7A but of wall in this location. Two (Amset and Hapy) have a man’s head, another
somewhat smaller shape and less complex form. Before the statue is a (Duamutef) a jackal’s, and the last of the four (Khebsenef) is owl-headed.
wooden, sarcophagus-shaped stand, upon which are a single oil lamp and On the stone table before these statues stand four small obelisks, each of
several ceramic models of food and drink. a different hue (red, blue, green, and black). A small oil lamp is before
each obelisk.

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.)

An eight-foot-tall, jackal-headed figure of deep black stone stands here.


The statue is adorned with a headdress, and it holds an ankh in its left hand 7J. S hrin e of Isis an d N ep hthys
and an uas scepter in its right. On the table of greenish-black stone in front Two six-foot-tall female statues, one hewn of alabaster and translucent,
of the figure are a dagger, a balance, and a jar, all fashioned from black the other of pale-rose stone, are in this shrine. Each is adorned by a tall
stone. A large oil lamp is on the floor at the foot of the statue. headdress of an unusual sort, one L-shaped, the other tall and flat-topped,
each resting upon a crescent. Each goddess holds a rod whose top is
7H. S hrin e of Kh n emu shaped to resemble a papyrus, while in the other hand each holds an ankh.
No other objects are here. (Again, the service pieces have been removed.)
A statue of dull and brownish-gray stone in this shrine is some seven
feet tall and depicts a ram-headed man with flattened horns projecting
from a white crown set with plumes on either side. The statue holds a 7K. Altar
scepter in its left hand and a gray ankh in its right, and an uraeus serpent The altar is formed from a single block of dark-hued serpentine with
and a sun disc of gold is at its base. A round table of plain wood is before inlays of jet and malachite. The dish, ewer, and lamp on the altar have a
the statue; on it are a potter’s wheel, clay, and ceramic utensils, plus a thin layer of dust on them.
lamp shaped like a prone human figure. Figurines. No light springs from the lamp on the altar here even if
someone with a statuette of Osiris approaches, because the god’s statue has
Altar an d I nn er S hrin es (I-L) been removed from Area 7L. If the lamps in other shrines were previously
illuminated by the presence of a character with the corresponding figurine,
Read the following when the characters reach the rear of the room: this fact may serve to alert a thoughtful player that all is not right with
this shrine.

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.

Chapter Six - The Temple of Osiris | 63


If a member of the party gains initiative on the first round and elects original components but as hard as fine steel alloy. A long wooden oar in
to close the doors to the shrine before the statue can move, then so long the back of the boat rests next to an oar lock fixed to the gunwale (side)
as no other living creature is within the shrine, the statue returns to its of the boat. The oar lock, however, is missing the cross-piece that would
original position and the animation ceases. However, opening the doors hold the oar in place. The ibex amulet from the shrine is the missing piece;
again causes it to reanimate as before. see below for the effect of inserting the amulet in place. If the characters
Figurine of Sebk. Neither the Sebk-golem statue nor the crocodiles were captured or imprisoned, their possessions are hidden under a tarp in
attack anyone with a statuette of Sebk. Such protection is limited to just the bottom of the boat.
the individual possessing the figurine, however. Yet this particular boat serves another purpose: to carry sacrifices to
Figurine of Horus. If a character carries a statuette of Horus (the son a cave complex beneath the temple — once a peaceful Osirium, now a
of Osiris), they are outraged upon seeing the croc-headed figure in the hellish place of evil.
shrine and become very angry at the statue of Sebk. When it animates, the
character is flooded with an almost berserk rage. At the end of each turn in
which it attacks the statue, the character receives a cumulative +1 bonus D escen d ing to th e Osiri um
on AC and +1 bonus on attack rolls against the statue. However, after two The reed boat in fact sits on a stone platform that, upon the right
rounds of attacks by the character, the statue detects the power of Horus command, descends 200 feet through the floor until it reaches Area U1
at work and attempts to interpose giant crocodiles of Sebk between it and in approximately one minute. Careful inspection of the floor around the
the character. boat and a successful DC 15 Wisdom (Perception) check reveal a seam
If the party runs from the statue and leaves the doors open, the statue outlining a space slightly larger than that taken up by the boat.
pursues at a speed of 20 feet per round. It can keep up this pace indefinitely Setem-nefer has complete command of the boat, including causing it
and does so for as long as the group or any of its members are within the to descend or rise on this platform by invoking certain ancient Khemitian
temple grounds. It is able to sense the presence of any persons opposed words of power. Without training, however, merely repeating the words he
to Sebk here, making it impossible to hide from the thing. However, the intones have no effect. If the party agreed to aid the high priest, or if they
statue does not attack any character who boards the reed boat at area 7M. were captured and are being taken for sacrifice, he is present and operates
If the entire party clambers aboard, the Sebk-golem statue taps its scepter the boat to take the group down to the Osirium. Once there, he sees to their
on the boat, which causes it to sink to Area U1, trapping the party there demise or abandons the party to its fate (returning via the word of recall
unless they devise a means of escape. In the meantime, the golem is loose embedded in his talisman).
and will not return to the shrine unless the high priest is there to command If the party took refuge from the Sebk-golem statue in the boat and
it. This may be a bit of a mixed blessing for the other residents of the the statue caused the boat to descend as described in Area 7L, the boat
temple. reaches Area U1 and begins moving through the Osirium as described in
If the party defeats the statue, it immediately shatters into thousands of Areas U2 and U3. In this case, unless the party takes control of the boat
shards. Shining amid the remains is an emerald amulet in the shape of a as described below, they will have no power to change its course and
crocodile that radiates an aura of enchantment magic but appears neither inevitably arrive at Area U7.
consecrated nor desecrated under inspection by a detect evil and good or In the absence of Setem-nefer’s assistance, the party is able to control the
by a paladin’s Divine Sight. This figurine provides a number of benefits boat through one of two ways. The first entails the use of the ibex-amulet
to the one who holds it in the Osirium, as described below. It is worth from the shrine at Area 7L. The oar in the back of the boat lies next to an
5,000 gp. unlocked oar lock. Anyone who studies the oar lock and has seen the ibex-
amulet and makes a successful DC 15 Intelligence (Investigation) check
recognizes that the amulet would fit perfectly to lock the oar in place.
I nsi de th e S hrin e Once that is done, moving the oar up or down controls the movements of
Within the shrine of Osiris (now consecrated to Sebk), a pair of low the boat within the elevator between Area 7K and Area U1, while moving
tables stand by the wall to either side of where the Sebk idol stood. Upon the oar left or right while in the waters in the Osirium causes the boat to
each are gold utensils (worth 500 gp per set). On one table is also a figurine move in the opposite direction (as a real oar would).
of Set (with ruby eyes, whose value is 1,000 gp for the gems, 5,000 gp In the alternative, any character who possesses a statuette of Osiris,
if sold intact), and an amulet-like figure of an ibex, whose rear legs are Horus, Isis, Nephthys, Thoth, Seshat, or Anubis can cause the boat to
drawn out behind into a long, thin stem. perform just as if the amulet key were in place. This fact will not be
The ibex-shaped amulet radiates an aura of transmutation magic. It is obvious to the characters, however, and requires the one possessing the
worth 500 gp but, more importantly, it is the key to the operation of the statuette, while in the boat, to concentrate on where they wish the boat to
reed boat (see Area 7M below). move. This is unlikely to occur by accident, so it will probably arise only
Secret Door: Note the secret door in the rear of the shrine. It is by pure chance or through trial and error.
well hidden and can be found only with a successful DC 20 Wisdom Setem-nefer knows the command words that cause the reed boat to
(Perception) check. It is also sealed with a powerful arcane lock. Anyone move as he directs, and he also knows words that cause it to shrink down
holding the Cleaver of Set can open the door merely by pushing it. A to four inches in length or to grow to a mighty ship 240 feet in length. It
knock or dispel magic spell opens the door only if the caster makes a is left to you as to how these command words might be discovered, but it
successful DC 16 ability check using their spellcasting ability. Otherwise, should be a very difficult task at best.
the door can be smashed down, but it is immune to all damage other than
bludgeoning, is AC 17, has a damage threshold of 3, and has 75 hit points. 8. Vestry
The southern door to this room consists of heavy hardwood and is
7M. Reed Boat bronze-bound. It is locked. It can be opened only by Key #l (from Area
9) or by picking its lock with a successful DC 15 Dexterity check with
This boat is of the type typically used in Khemitian processions
thieves’ tools.
honoring various deities. In such usage, a figure of the honored entity
Poles with banners and standards are ranked in holders in the center of
would be placed in the boat, and the whole would then be hoisted on poles
the room, and various linen garments of white, red, blue, and black hue
for carrying. These symbolic and processional features of the boat should
are hung on pegs or in wardrobes. There are trays for bringing offerings
be known to the players if any are from Khemit or did even minor research
of food and drink to the shrines, plus unguents, incenses, perfumes, oils,
about Khemit before beginning their search for the Necropolis.
lamps, and lamp oil. All of this is stored in wooden shelf units along the
The craft is made of enchanted reeds. Its substance is now as light as its
walls.

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

Chapter Six - The Temple of Osiris | 65


here, and a great cleric or noble would command both rooms (thus the
door between the apartments). “I divined that you are those mighty ones who slew the vile
If some but not all of the members of the party were rendered demoncroc that threatened my worthy colleague Merha-aptut and
unconscious by the statues at Area 4, the party is brought here while all the good folk of Aartuat. A similar creature, yet even more
those so stricken recover before meeting the high priest. In the meantime, powerful, has somehow managed to find its way to the blessed
Setem-nefer observes them through the mirrors in these rooms. Osirium beneath our temple! It desecrates the venerable place.”
Mirrors. The mirrors are scrying devices connected to the mirror in
Area 10. Setem-nefer or any priest or priestess can use the mirror there to His face is cut by lines of concern, but he continues, “I have tried,
see and hear all that goes on in either of these two chambers. Breaking the but I am unable to exorcise the wicked thing — not even with the
mirrors prevents scrying from Area 10. assistance of my loyal priests and priestesses! I dare not risk their
lives further, and soon I fear more of these bad things will come,
overrun the holy waters, and possibly come above to slay us all
13. Atten dant Pri ests’ Ro oms and make this a place of darkness! Can you, will you, help?
There are two of these rooms, one on the north side of the temple, and “Those who destroy the abomination defiling the waters of Osiris
one on the south. They are identical for all practical purposes. will have a great reward of gold from my own treasury, and the
An archway allows the party to see into a room about 20 feet deep triple blessings of the Father of the Duat.”
with an L-shaped part that cannot be properly viewed from outside the
chamber. Cots, chests, and various personal belongings are scattered
throughout the place. This is the High Priest Setem-nefer (see Appendix A). He does not
Each area houses 6 individual attendant priests (see Appendix A). give his real name, however, as it translates literally into “Set’s works are
(Eight of these priests will most probably be encountered in Area 5.) Two beautiful.” If the party agrees to his request, he asks if they require rest or
are awake and on duty here at all times, and the open archway permits refreshment before going forth to the Osirium. If the party says they do,
those here to hear a summons (or commotion) from outside and respond. then he has Tcheripep lead them to Area 12 where they can rest overnight
The walls here are plain. Each priest has a small pallet, a little trunk for and are provided with food and drink. Of course, the high priest uses the
belongings that also serves as a seat, and a stand that doubles as a writing mirrors in those chambers to spy on the party while they are therein. After
desk and table. Their shields, armor, and weapons are on the walls within the party has rested, or immediately if they say they do not require rest,
easy reach. The doors to each Area 24 are usually kept unlocked. the high priest leads them back to Area 5 and then through the
bronze doors at Area 6 into Area 7.
13A. Stairways
The stairs just outside each Area 13, at the end of the hallway, lead N PC M oti vati ons an d
down to the cellars. (See Temple Cellars Map and the key below.) I nteracti on
Setem-nefer is a handsome man of
14. Gran d H alls middling age with a commanding
presence and an air of authority of
There are two of these rooms, one on the north side of the temple, and a (falsely) benign sort. His power
one on the south. They are identical for all practical purposes. seems to radiate about him, and
Each of these large chambers has a row of pillars along its eastern and there is no question he is a potent
western walls, and doorways that provide access to the outside and to ecclesiastic.
Area 5 as well as the applicable Area 15. The white ceilings are painted He is the false chief of the
with murals, as are the walls, and all depictions are of a religious-heroic seeming Temple of Osiris and
nature. The pillars are sculpted and painted with gilt, and the floors are actually the hem-neter-tepi (high
made of white marble blocks. priest) of this (hidden) Temple of
Of old, these halls hosted formal receptions, banquets, entertainments Set, and is most malign and clever.
of music and dancing, and meetings with dignitaries. The areas behind His speech is convincing, his manner
the rows of pillars enabled servants to discreetly move about the chamber. most captivating, and his understanding
If the party followed the priest Tcheripep to Area 5, he thereafter of all sorts of magical devices thorough. He
brings them to the northern of these halls to meet the high priest. Read the is not a brilliant mind, but he is a fair judge
following as the party enters the chamber: of people and an able and ready liar, so he
should be able to convince unwary characters
of whatever he desires.
You follow the priest through a door to the north and come into His goal is to glorify Set, increase the
another large room that is some 40 feet wide and 50 feet deep. dominion of evil, and earn greater respect
Rows of pillars are to your left and right, each sculpted and painted and power for himself. Setem-nefer
with frescos and gilt. High above, the white ceiling is painted with regularly sacrifices to Set, his obedience
murals, as are the walls. The floors are of white marble blocks. and offerings aimed at climbing higher
At the far end of the room is a throne, upon which sits a man once Rahotep is the Unmortal Pharaoh
of middle years, tall, dressed in a white linen robe with a belt of of Khemit. Set himself appoints the
gold, papyrus sandals, and a feathered crown upon his bald head. archpriest of the kingdom, and Setem-
He holds a golden rod in one hand, and hanging off of his belt is nefer would be that left hand. To advance
a ceremonial khopesh or sickle in a leather scabbard, its handle these plans, the high priest is active in
green with red striations. Khemitian politics, and, at your option, there can
The priest Tcheripep beckons you to walk forward. As you approach be evidence that he subverted and converted
the throne, the man smiles and addresses you, “I welcome you to several regional governors, nobles, bureaucrats,
the Temple of Osiris. I am the hem-neter-tepi. and military officers within the nation.

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

Chapter Six - The Temple of Osiris | 67


19. Garden Courtyard Cells 23. I nn er Yard an d Pon d
There are 22 cubicles set into the walls of the temple’s garden Two inner yards are near the west end of the temple complex, one to the
courtyards. Originally built to accommodate merchants, tradesmen, north and one to the south of the main temple building.
craftsmen, peddlers, and other visitors that once came to the temple, the Each of these rectangular inner courtyards is about 50 feet by 70 feet
cells are now largely unoccupied and unused. Most are barren, though in size. A shallow, square pond holds domestic waterfowl and provides
some contain an old bench or stool. Some have curtains that can be drawn water for livestock. The rest of the yard is paved in square blocks of heavy
to screen the cell from the courtyard. stone designed to bear traffic. More often than not, quite a bit of activity
When the bandits (Chapter 5) are in the area, they stay in these rooms; is found here — primarily animal care, though cooking is usually done in
only their leader and the priest are allowed inside the temple. If by some these yards as well.
off chance the party avoided the bandits, they may be here. Each pond is three feet deep at the edge and five feet at the center. Both
are kept full by pipes leading from the wells in the garden courtyards
(Area 22). Periodically, the water is lowered by stopping the inflow, and
20. Wall Bartizan the laborers clean the muck from the middle to use as fertilizer in the
garden area.
There are four bartizans, one at each corner of the temple’s outer walls.
They are identical for all practical purposes.
Each bartizan consists of two floors and a stairway access to the 24. Stab les an d Guard Quarters
battlements on top of the walls. Four arrow slits pierce the walls on each
level of the bartizan. Two temple guards and one temple guard veteran Two stables are along the temple’s western wall, one to the north and
(see Appendix A) are typically present, each armed with a crossbow and one to the south of the main temple building. Both are effectively identical.
gisarme. Normally, two of the guards would be walking the walls at any The stables reek of dung so familiar to such places. Pens contain goats
time, but since the temple has been alerted to the approach of the party, and swine and other livestock, and there are stalls for horses. Saddles and
they remain hidden and observe through the arrow slits. They sound the tack are kept near each mount. A forge for smithy and farrier work is in
alarm and defend themselves if attacked. Otherwise, their movements are one corner.
cautious and furtive. At any time, five to eight medium warhorses, several of which are of
exceptional quality, are usually in the stables for use by the priests.
A set of worn and rickety stairs leading to a floor above is along one
21. I nn er Yard Cells wall.
A character with knowledge of the Khemitian religion recalls that
Four cells are set into the walls of the temple’s inner yards, two by the
pigs are a sign of Set and his minions on a successful DC 12 Intelligence
north yard and two by the south yard.
(Religion) check.
A clean cubicle about 10 feet square is behind a solid but unlocked
Upstairs Rooms. The staircases give access to two upper floors.
wooden door. Inside is a narrow bed, a small table, and a plain chair.
The first floor aboveground holds supplies of hay, grain, and lumber,
Empty pegs are stuck into the naked stone wall. Visiting priests of Set
and serves as the quarters for the temple’s servants, including stable
(see Appendix A) use these locations for their domiciles. If the party
hands, livestock handlers, carpenters, gardeners, and cooks. There are
seems likely to overmatch the roster of the temple, you may add one or
eight adults and 15 children here, along with overseers. Treat all such
more visiting priests of Set staying here to balance things.
individuals as commoners. While none of these folks aid the temple
priests in the event of combat, neither do they assist the party. If the
22. Garden Courtyards temple’s forces are defeated, they likely slink off at the earliest possibility.
The topmost floor of the southern Area 24 are the quarters for the
Two garden courtyards are in the eastern half of the temple, one on each temple’s guards. At any one time, 15 temple guards, 4 temple guard
side of the hypostyle. veterans, and a temple guard sergeant can be found here, usually asleep.
Each is roughly 100 feet square, and green with grass, fruit trees, low The topmost floor of the northern Area 24 is empty and disused.
decorative plants and shrubs, alongside beds of colorful flowers, crossed
by flagstone walkways. Near the middle of each courtyard is a four-foot-
diameter well nearly full of water, with a pail nearby. (The water is fed via 25. S ecret Treasury
magic from the cistern beneath the temple.)
This area may be accessed only by one who opens the secret door at
Before the coming of Rahotep, the Necropolis was not proscribed but
Area 10 or who finds the passages hidden within the temple’s western
rather a place where many came to visit. And for centuries thereafter, the
walls via the secret door at Area 7L or the secret doors on the exterior
temple still controlled the lands about, providing support for its mission
wall of the temple as described in Area 26.
to watch over the Necropolis. In those days, these courtyards were used
Read the following if the party looks down the passage to Area 25:
as markets, with the temple taking a tithe for the use of the facilities. Now
only a few people are found here during the day, mostly novice priests and
workers from Area 24. In the evening, the other clerics stroll through the Just past the secret door is a passage just two feet wide. After a
coolness, enjoying relief from the blistering heat of the day. short landing of just a few feet, an unlit stairway descends into the
If the party escapes from the Osirium via the stairs near the ledge at darkness to the northwest.
Area U13, they arrive at the courtyard north of the hypostyle. If Setem-
nefer, Tcheripep, or Hu-benti remain alive and know that the party was
stranded in the Osirium, they set a watch and prepare an ambush here in
the event the characters return, using whatever remaining force the temple Figurines. Anyone holding a figurine of Isis, Nephthys, Hapy, Apuat,
can muster. On the other hand, if all three are dead, then the vast majority Anubis, Thoth, or Seshat has a feeling of extreme danger ahead.
of the occupants of the temple drift away in short order, and at most a few
attendant priests may be here to welcome the party’s return to the surface.

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.

Chapter Six - The Temple of Osiris | 69


• Cursed candle of invocation (person lighting it and all allies
make all attack rolls, ability checks, and saving throws with
26A. Cell
disadvantage, while all opponents roll with advantage; any This chamber is granite, mortared, and has a steel door that is locked
attempt to cast gate instead summons a glabrezu demon) and barred from the outside. The interior is eight feet wide, 13 feet long,
• 1 ivory scepter set with amethyst (2,000 gp value) and 12 feet high. A jar of poisoned water and a plate of various dried fruits
• 1 blue demon figurine, about 12 inches tall, emerald-studded* and other foodstuffs that have also been poisoned are on a small table in
the cell (Setem-nefer thinks this is amusing.) Anyone drinking the water
East Recess or eating the food must make a DC 18 Constitution saving throw or take
10 (3d6) poison damage and be poisoned for 1d3 hours.
This recess contains: Anyone who triggered the silver globe traps in Area 7 and failed their
• A +3 scimitar save is teleported to this cell.
• A matching pair of two +3 daggers If Setem-nefer suspects that a prisoner has been teleported here, he
• 1 brown fiend figurine, about 12 inches tall, opal-studded* triggers a mechanism (located outside the door) that releases gas into the
cell through tiny vents near the ceiling. Anyone in the chamber must make
26. S ecret Area a DC 20 Constitution saving throw or fall asleep for 3d10 hours. The
victim cannot be awakened during this time unless a lesser restoration
This section can be accessed through the secret door from Area 10 or spell or similar magic is cast. The gas dissipates after one minute, at which
the secret door from Area 7. In addition, two small secret doors on the point Setem-nefer enters the cell and examines his prisoners.
outside of the temple’s outer wall, each of which is located 15 feet off the The walls, floor, and ceiling of this cell are covered with various wards
ground, open into this area. These can be found with a successful DC 15 and glyphs that prevent the use of teleportation or similar magic, or
Wisdom (Perception) check by someone actively searching those sections ethereal or astral travel, to exit the cell. The door is airtight, and air flows
of the wall. Note that there are further secret doors in the passages in into the room through the same vents in the ceiling that permit the poison
Area 26, each of which can be found only on a successful DC 18 Wisdom gas to enter. Someone able to turn into gaseous form could use those vents
(Perception) check. to escape, which eventually provide exit to the outside of the temple. But
Opening the Secret Doors: Unlike the secret doors that allow entry recall that all non-living items are stripped from any prisoners when they
from Area 7 or Area 10, those in the narrow passageways operate through are initially teleported into this cell, including all scrolls and potions.
a combination of actions. Beside each is a round opening in the wall that is Whoever created this cell, however, must have decided to include a
about four inches wide and concealed by an illusion that makes it appear hidden escape for particularly clever prisoners. If a prisoner specifies
to be solid stone. Anyone feeling along the wall finds the hole, but unless that they are studying the floor carefully and successfully makes a DC
the illusion is dispelled, they will not be able to see through it. 16 Wisdom (Perception) check, they note that a few of the floor blocks
A vertical metal rod is located about six inches inside the hole. Each are inscribed with strange little sigil marks unlike hieroglyphs or script
secret door can be opened only by inserting a hand in the opening, grasping or anything else. A successful DC 16 Intelligence (Investigation) check
the rod, and then turning and/or pushing or pulling the rod in a specific reveals that those sigils are instructions on how an escape might be made.
combination, as set forth below. If the operation is done incorrectly, a A tunnel slants down beneath the floor of the cell to a wall in the temple’s
poisoned blade slices at the wrist: +8 attack bonus (ignore Dexterity AC cellar. If a prisoner hammers the pavement with their hands and feet for
bonus); 10 (3d6) slashing damage on a hit; hand severed at the wrist on ld4 minutes, the vibrations set up thereby grow until they shatter the stone,
either a critical or maximum damage; and if struck, the victim must make which allows access to the tunnel beneath. At the far end is a small block
a successful DC 18 Constitution saving throw or take 7 (2d6) poison of loose stone that can be pulled aside, which gives access to the hallway
damage and be poisoned for 1d3 hours. of the South Cellar.
Whether any imprisoned characters are able to devise other means to
escape this cell is left to your discretion.
Prisoners who do not manage to escape are bound, gagged, and carried
S ecret D o or Operati on to the Osirium for sacrifice.

Secret Door Method of Operation


26B. Small Provisi on Ch am b er
a. West wall exit Push, then turn right 90 degrees
a. West wall entry Turn left 90 degrees This secret room holds rough garments for travel in the barren country,
water and wineskins (periodically refreshed), pouches of dried rations, a
b. North from Area 26B Push, then turn left 90 degrees
collection of useful outdoor gear, weapons for hunting and self-defense,
b. South to Area 26B Pull, then turn left 90 degrees, then and portable treasure (20 each of platinum, gold, silver, and copper coins
turn right 180 degrees in separate little pouches. There are also six platinum rings set with gems
c. To prison cell (Area 26A) Pull, then push, then turn left 90 worth 100–300 gp each), a pass commanding all to allow the bearer
degrees freedom in the name of Pharaoh (duly signed), and a broad variety of
c. From prison cell (Area 26A) Push, then pull clerical spell components.
d. To northwest escape passage Turn right 90 degrees, then turn left
180 degrees, then pull Temp le Cellars Map an d
d. From northwest escape passage Turn left 90 degrees, then pull, then
turn right 90 degrees Encounter K ey
e. Northwest wall exit Pull, then turn left 90 degrees, then Refer to the map hereafter for a complete layout of the cellar areas.
push Except for the storage room in the North Cellar (N1), all of these
e. Northwest wall entry Push, then turn right 90 degrees, chambers are locked. The keys to these chambers can be found in the
then push again, then turn left 90 priests’ quarters (at Area 9) or the locks can be opened with a successful
degrees DC 17 Dexterity check with thieves’ tools. If the characters are captured,
they are imprisoned in Area S1 in the South Cellar.

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.

Chapter Six - The Temple of Osiris | 71


North Cellar N4. Lo cked Ro om
The stairs lead down about 20 feet to the center of a lightless hallway Key #5 (from Area 9) opens a locked door to this dark and grisly place.
that is some 60 feet long and 15 feet wide. Empty cressets are along the The lock can also be picked with a successful DC 18 Dexterity check with
walls, and an unlit lamp is on the last stair. If the lamp is lit, it is a source thieves’ tools, or the door can be bashed down with a successful DC 20
of dim illumination (about 10 feet in radius). Strength check.
Mummification of corpses took place in this room long ago. Vats with a
residue of niter, tables, linen bandages, stone knives, old perfumes, resins,
N1. Storage Ch am b er unguents and herbs, canopic jars (for intestine/organ storage), and all sorts
of containers are here. The paintings on the walls depict scenes of Anubis
Key #9 (from Area 9) fits the lock on the door to this chamber.
and other Khemitian gods mummifying Osiris after his murder by Set.
Alternatively, the lock can be picked with a successful DC 14 Dexterity
Horus and his four sons are shown assisting Isis and Nephthys in seeing to
check with thieves’ tools, or the door can be bashed down with a successful
the dead deity (Osiris). Prayer texts, instructions, and religious formulae
DC 18 Strength check. This cool place is used to hold foodstuffs that are
are written in hieroglyphs and script on the plastered walls.
to be used soon. Nothing of interest is here unless the characters profess
A careful search of the linen bindings reveals a few amulets, but only
hunger and thirst.
one of them is worth anything. That one is a silver moon disc (with the
crescent moon beneath it) that enables its wearer to see as if in bright
N2. Storage Ch am b er moonlight at worst (darkvision).

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

Chapter Six - The Temple of Osiris | 73


• The party may simply have figured out how to the use the reed
boat by chance (as they regain their goods after capture, or
Th e Un derworld
through normal exploring). This area hides the secrets of the evil priests above. The creatures here
The high priest’s objective here is to carry or lure the group to Area act as a method of sacrifice to the priests’ fell god as well as a convenient
U9 to serve as sacrifices. However, he may vanish suddenly at any time method for disposing of unwanted visitors and troublemakers. Great evil
(using his magical talisman to return to the temple above) if he thinks it radiates from these darkened passages, and the smell of death pervades
necessary for self-preservation. the area. The rush of water assaults the characters’ ears, making all but the
The entire Underworld Osirium detects as desecrated to anyone loudest noises impossible to hear until Area U3 is reached.
employing a detect evil or good spell or to a paladin using Divine Sense,
other than the area of the door depicted on the wall at Area U6G, which
detects as neither consecrated nor desecrated. The center of the desecration U1. Narrow Passage
is at Area U9.
As the reed boat descends, read the following:
Figurines. As the reed boat descends to this level, a character who
possesses a statuette of Osiris gets a feeling of wrongness and lurking
evil, and a desire to set things right. The boat and the floor beneath it sink 200 feet in about a minute,
dropping through a shaft carved into the natural rock.
Your descent comes to a sudden end amid a splash and spray of
water all about you. You have landed in water in a dark cave that
is barely wider than your boat. There is a charnel, reptilian stench
to the air, and the spray of water has a slightly oily feel. The vessel
rocks for a few seconds and then lurches forward, carried by a
strong current.

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:

You are in a chute-like natural tunnel just wide enough to


accommodate the boat, dropping sharply as you race ahead. The
sound of rushing water fills your ears and makes it hard to hear
even someone right next to you. The smell is foul, and the mist
and spray greasy. After just a moment you’ve gone more than 100
D escent in th e Boat feet, but at that point the passage levels slightly and opens up until
it’s about 50 feet wide and perhaps half that high. The speed of
If Setem-nefer is present, he controls the movements of the reed boat the current slows, though you are still being pulled swiftly along.
by invoking certain ancient Khemitian words of power. Without training,
however, merely repeating the words he intones has no effect. Once in the
water, he directs the boat to go straight to Area U7. The monsters within
the waters leave the boat alone so long as the high priest is present.
If Setem-nefer is not present, the party can control the movements of U2. Bub b ling I n flow
the reed boat in two ways:
The passage is wider here, and if the party has control of the reed boat,
they can try to stop or change direction. Otherwise, it continues forward at
• First, as described in Area 7M, the party may insert the ibex
a good pace, directly through the center of this passage.
amulet into the oar lock. Once that is done, moving the oar up
or down controls the movements of the boat within the elevator
between Area 7 and Area U1, and moving the oar left or right U3. Broader Waterway
while in the waters in the Osirium causes the boat to move in
the opposite direction. Unless the party is in control of the reed boat and changes its course
• Alternatively, any character who possesses a statuette of Osiris, before reaching Area U3, read the following:
Horus, Isis, Nephthys, Thoth, Seshat, or Anubis can cause the
boat to perform just as if the amulet key were in place. This fact
will not be obvious to the characters, however, and requires the You are now more than 150 feet down the 50-foot-wide passage,
one possessing the statuette, while in the boat, to concentrate which now begins widening again. Fifty feet ahead, the cavern is
on where they wish the boat to move. This is unlikely to occur almost 150 feet across, the ceiling 30 feet over your heads. The
by accident, so it will probably arise only by pure chance or current slows substantially, now at the pace of perhaps a slow
through trial and error. walk, but the boat continues unerringly forward. The sound of
rushing water recedes, and you hear the splash of your bow wave
If Setem-nefer is not present and the party does not have control of the and gurgling, swirling noises ahead in the dark water. The wet
reed boat, the boat drops into the water at Area U1 and is then carried smell is unwholesome, and you feel a deep sense of unease.
by the current directly to the landing (Area U7). The current is strong
enough that it is nearly impossible to paddle upstream, and any efforts to
use magic to control the boat’s movements fail unless the caster makes a
successful DC 21 ability check using the caster’s spellcasting ability.

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.

U5. S hrin e Waters U6B. Th e Tom b of Osiris an d th e


If they are still alive, the hippodilemons from Area U4 immediately M eh en S erpent
swim to this area and attack should the reed boat go anywhere other
than directly to Area U7 (including any effort to redirect the boat to the The painted image of a door, its lintel adorned with hieroglyphs, is in
galleries at Area U6) or should any character enter the water here or the center of this panel. To the right of the door is the image of a pyramid
go anywhere in this chamber other than the central island (including by floating over a lake of fire, with two birds of prey on the pyramid. To the
means of flight or teleportation). left of the door is the great boat holding the pharaoh, surrounded by the
circle of a serpent, its tail in its mouth.
Hieroglyphs cover the walls here as well. If a character can read them,
U6. Steps & Rai led Gallery they are prayers for opening a tomb and uniting body and soul. The glyphs
over the door read:
A 20-foot-wide gallery runs around the edge of this large chamber, less
than a foot above the water. Carved and painted pillars at 15-foot intervals
down the middle of the gallery reach to a ceiling some 40 feet high. Three Come now to the Tomb of Osiris, watched by Isis and Nephthys,
steps, each with only about a four-inch rise, lead from the water to the Where God-Soul and Body Unite.
floor of the gallery at the ends of Areas U6A and U6D.
The walls are covered by brilliantly colored murals, as described below.
The image of a door adorned with hieroglyphs is roughly in the center

Chapter Six - The Temple of Osiris | 75


These murals radiate auras of strong magic as well as desecration, These murals radiate auras of strong magic as well as desecration,
as they have been altered by the forces of Set. Anyone who touches as they have been altered by the forces of Set. Anyone who touches
the mural to the right of the doorway must make a successful DC 20 the mural to the right of the doorway must make a successful DC 20
Constitution saving throw or take 14 (4d6) fire damage and take one level Constitution saving throw or take 10 (3d6) fire damage and take one level
of exhaustion. Anyone who touches the mural to the left of the doorway of exhaustion. Anyone who touches the mural to the left of the doorway
must make a successful DC 20 Wisdom saving throw or take 14 (4d6) must make a successful DC 20 Constitution saving throw or take 10 (3d6)
psychic damage. Anyone who touches the door must make a successful piercing damage. Anyone who touches the door must make a successful
DC 20 Wisdom saving throw or be drawn through the door (randomly 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 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 Duat and that they side of the door. Tell the player that they are now in the Duat and that they
see the door they came through beginning to fade. If they immediately say 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 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 fails or if the player successful DC 10 Wisdom saving throw. If the save fails or if the player
indicates that their character does not seek to return, they are now in the indicates their character does not seek to return, they are now in the Duat.
Duat. Absent an ability to travel the planes, they remain there. Absent an ability to travel the planes, they remain there.

U6C. Waters of Osiris an d th e U6E. Battle with Aapep


Restorati on of Ra’s Eyes
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 serpent bound
adorned with hieroglyphs. To the right of the door is an underwater image in chains. To the left of the door is that same serpent belching forth fire
filled with various swimming creatures. To the left of the door is an image before images of Ra, Isis, and other gods.
of Ra, with the pharaoh and servants around him. 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 from harm and the names of various gods
they are prayers for healing, and the names of various sea creatures and that serve Ra. The glyphs over the door read:
semi-divine servants of Ra. The glyphs over the door read:
The Great Serpent Aapep, Enemy of Ra and Lord of Chaos,
Immersed in the Waters of Osiris, Complete Healing is Granted, Must be Faced by Those with the Courage of the Gods.
and the Divine is Restored to Its Throne.

These murals radiate auras of strong magic as well as desecration,


These murals radiate auras of strong magic as well as desecration, as as they have been altered by the forces of Set. Anyone who touches
they have been altered by the forces of Set. The lungs of anyone who the mural to the right of the doorway must make a successful DC 20
touches the mural to the right of the doorway fill with water, and they Constitution saving throw or take 14 (4d6) cold damage and take one level
must make a successful DC 20 Constitution saving throw or drop to 0 hit of exhaustion. Anyone who touches the mural to the left of the doorway
points. Anyone who touches the mural to the left of the doorway must must make a successful DC 20 Wisdom saving throw or take 14 (4d6)
make a successful DC 20 Wisdom saving throw or take 17 (5d6) necrotic poison damage and be poisoned for one hour. Anyone who touches the
damage. Anyone who touches the door must make a successful DC 20 door must make a successful DC 20 Wisdom saving throw or be drawn
Wisdom saving throw or be drawn through the door (randomly choose through the door (randomly choose left or right). Their figure appears in
left or right). Their figure appears in the mural on the applicable side of the mural on the applicable side of the door. Tell the player that they are
the door. Tell the player that they are now in the Duat and that they see now in the Duat and that they see the door they came through beginning
the door they came through beginning to fade. If they immediately say to fade. If they immediately say they are trying to return through the door,
they are trying to return through the door, they may do so if they make a they may do so if they make a successful DC 10 Wisdom saving throw.
successful DC 10 Wisdom saving throw. If the save fails or if the player If the save fails or if the player indicates their character does not seek to
indicates that their character does not seek to return, they are now in the return, they are now in the Duat. Absent an ability to travel the planes,
Duat. Absent an ability to travel the planes, they remain there. they remain there.

U6D. Th e San dy Realm of S eker U6F. Th e Eastern Horizon

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

Chapter Six - The Temple of Osiris | 77


If a character holding a figurine touches the doorway, the doorway character. Furthermore, these two spaces are safe ones; the character
glows green very slightly (successful DC 14 Wisdom [Perception] check cannot be attacked there by a demon.
to notice). If more than one person holding a figurine touches the doorway, The space with the two human figures gives the character twice the
the glow gets brighter with each such person; once all of the members normal number of attacks in melee combat. Yet this square is not safe, and
of the party who possess figurines are touching the door, the stone door a demon can land on one and fight. Any roll allowing the player’s token
swings open to reveal steps down, as is detailed at Area U11. to move off the board permits escape; no exact number is needed. Once
freed, the character returns to Area U6G.
Th e S en et Board
If you have this game, simply get it out. Otherwise, create a larger-scale U7. Boat Lan d ing
drawing of the one shown here. Note from the drawing that the start point A stone block, 10 feet square, its surface only a few inches above
(for the player character) is on the left. Use tokens or miniatures to mark the water, forms this landing. From there, a series of five, hieroglyph-
positions. The player must move east nine spaces, then one space south, inscribed steps ascend eastward.
then nine west, then one south again, and finally 10 spaces east to get off The island is an Osirium, symbolic of Osiris’ death, mummification,
the board. “D” positions indicate the locations of demons of Iubeni (see and restoration to power as the great Lord of the Duat. Carved into the
Appendix B). five steps ahead are hieroglyphs that explain how Isis, with the aid of
The game begins with the player character moving. The player rolls Nephthys, rescued the dismembered portions of Osiris’ corpse from the
1d6, rerolling if a 5 comes up. The character must then move the number waters where Set had thrown them, magically restored them, and brought
of spaces indicated by the die. A second, successive roll must be made if Osiris to safety in the Duat.
the first result is a 1, 4, or 6. In such cases, the character must continue As the characters set foot upon the landing, a dull, purple radiance
to move and roll anew until a 2 or 3 comes up, and they must move the grows over the area. As the characters climb up these steps, those who
number of spaces indicated by the roll. have been injured regain up to 20 hit points, providing that at least one
There are five demons on the board. There is also a trap at the glyph in person in the group has a figurine of Isis, Nephthys, or Osiris. Descending
the middle row (which is otherwise unoccupied). You move the demon and re-ascending does not give additional benefits.
pieces by die roll, one demon per turn. However, you don’t get to roll If Setem-nefer is with the party, he stays with them but insists he be at
again on a 1, 4, or 6, as does the player. Fives don’t count; simply reroll. the rear.
The character can’t land on a space where there are two demons
adjacent to each other and on the same row, nor can the character’s token
pass three demons lined up in the same row; but two in a row on one rank U8. S econ d Lan d ing
and one adjacent on the next file can be passed over.
Here’s the catch: Don’t tell the player what happens when the character
lands on a space with a demon on it. If that happens, surprise! The demon
goes back to the place where the character was. If a demon lands on the Going up the first five stairs, you feel refreshed in all ways. You
character’s space, however, a battle to the death occurs. stand on a second 10-foot-square landing some three feet above
The trap space is the single one with hieroglyphs in the middle row, but the water. Five more steps with carved hieroglyphs covering them
it has no effect when landed on by any token. The triggering mechanism ascend yet higher to the east to a square island with columns
is the space to the southeast, the square with the three lines of water on it. around its perimeter. At the center of the island amid the columns
Landing thereon sends the character or demon that landed on it back to you see a large statue of Osiris seated upon a throne, before which
the trap space — and, if that square is occupied, all the way back to the is a large sarcophagus. But there is something hazy about the
northernmost space in the west, the START square. statue and the sarcophagus, as if the air between the columns was
For purposes of this adventure, the space with the three ankhs on it hot, though you feel no heat.
(south of the trap) restores full hit points to the character, and the space
with the three geese (sacred birds of Isis) restores all spells cast by the

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.

Chapter Six - The Temple of Osiris | 79


U12. West Passageway
After a distance, the passageway turns west. Unless the characters are
employing sources of very bright light, they notice a faint, glowing haze
of greenish hue as soon as they turn the corner. It is almost as if dust motes
float in the still air of the tunnel, glowing luminously. The passage still
slants downward, and with every 30 feet of travel west the greenish light
becomes slightly more intense and brighter. Near the end of the passage,
even bright and/or magical illumination does not wash out the jade-hued
light that makes the air of the place glow with a translucent quality. At the
end of the corridor, the light is all-pervasive.

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:

The passage opens into an enormous, water-filled cavern, its air


aglow with green luminescence. The far wall is more than 150
feet distant, with the right extent farther away than that. You
can’t see how far the cavern reaches to your left. You stand on a
ledge just a few inches above the surface of the water. The ledge
narrows to your left and right, down to just a foot or two, but it
The ruby figurine of Set, however, exudes a disgusting aura of evil continues around the cavern as far as you can see. The ceiling is
(which is felt, even without the aid of magic, by any individual not of an low, maybe 30 feet above at its highest extent. The water glows a
evil alignment), and is cursed as well. It is worth 25,000 gp, but anyone milky emerald light that illuminates the whole cavern. The origin
holding it gains a cumulative –1 penalty to all attack rolls, ability checks, of the light seems to be beneath the water somewhere to the left,
and saving throws for each day it is kept, unless possessed by a servant of beyond your sight.
Set. The loss is permanent until the statuette is destroyed (which can be
done with any blunt magic weapon) and the curse removed by a remove
curse or greater restoration spell. On a successful DC 10 Intelligence (Religion) check, a character with
In addition, upon the shattering of the pylon, the paintings upon the any knowledge of the Khemitian religion recalls that green is typically
pillars change: They once again depict scenes of Osiris and his portion of associated with Osiris.
the Duat. Further, the pillars now have new scenes showing each member The light originates from the statue of Osiris, which the high priest and
of the party engaged in a heroic act, fighting against one of Set’s minions, his followers removed from Area U9, brought here, and dumped into the
or destroying something representing Set. Each character who sees their water. It now rests on the floor of the cavern 100 feet below the surface at
own depiction (successful DC 14 Wisdom [Perception] check to find after the point marked B in the southern half of the cavern.
a five-minute search) is immune to fear for the next 24 hours. They also Four ophidiles (see Appendix B), snake-crocodile monsters, make their
feel that there is still something left to do in the Osirium to return it to its home in the southern half of the pool and are kept fed through sacrifices
consecrated state; if they have yet to explore the galleries at Area U6, they brought here by the priests. Each creature has a 20-foot-long crocodile-like
feel drawn there. body, with three snake-necks: a seven-foot-long cobra head, an eight-foot-
long viper head, and a 15-foot-long python head. If any creature enters the
U10. Drain cavern, they hide in the depths of the pool and wait for the opportunity
to attack. While so hidden, they are well-camouflaged and can be noted
Forty feet below the surface of the water is a drain (two feet in only with a successful DC 30 Wisdom (Perception) check for an observer
diameter) that carries water down to the cistern (Area U13). There is a above the water’s surface or a successful DC 25 Wisdom (Perception)
small disturbance on the surface of the water here, and if the boat reaches check for an observer in the water. Once the ophidiles are in motion, they
this position, it remains fast, rotating slowly. Six people paddling can can be seen with a successful DC 16 Wisdom (Perception) check.
free it eventually, but a swimming person is drawn down and into the Figurines. Apply the following if anyone in the party carries one of the
drain unless they make a successful DC 18 Strength (Athletics) check, figurines listed below:
drowning unless they are able to breathe underwater. • Anyone with a figurine of Sebk has resistance to all ophidile
attacks.
• A character bearing the crocodile figure from the golem-idol of
U11. Stairs an d Slop ing Passage Sebk (Area 7K) has resistance to all ophidile attacks. If in the
water, the possessor can move as if a swimming crocodile and
Once the door at Area U6G is opened, it slides to the right and reveals does not need air for up to five rounds.
a lightless flight of steps leading downward to the east. • A figurine of Buto confers upon its possessor immunity to the
The stairway descends for some 20 feet and then turns to the left (north). poisons of the ophidiles.
The stairway ends after another 20 feet, and a 10-foot-wide corridor, as • Anyone possessing a statuette of Osiris has a bonus of +4 on
dark as the steps, angles off to the left ahead (northwest). attack and damage rolls against the ophidiles.
Characters moving along this corridor cannot fail to note that it slants • Anyone possessing a statuette of Bes or Tuart, the two gods
downward, about one foot in 10. The passage is totally unlit, and a damp assigned to keep Sebk in check, has the urge to leap into the
smell grows more noticeable after the characters reach the bottom of the water to fight the demons. If the character complies with this
staircase. urge, they are turned instantly into a gigantic hippo upon

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).

Rep lacing th e Statue of Osiris


The statue weighs approximately 2,300 pounds. A normal character can
carry weight in pounds equal to 15 times their strength. However, any
character possessing a figurine of Osiris, Horus, Isis, or Nephthys is able
to carry three times their usual capacity when trying to lift or move the
statue. With a little planning and the aid of either a telekinesis spell or a
levitate spell (or both), the party should be able to carry the statue from
its resting place at the bottom of the cistern all the way back to Area U9.
If this task is accomplished, the desecration of the Osirium is
immediately dispelled, and the place is fully reconsecrated to Osiris. All
evil effects here cease, all curses here are canceled, and all evil creatures
(such as the hippodilemons) are sent back to their home planes.

I nteri m Experi ence Awards


The party may well be exhausted and drained of resources and spells by
the time they complete the cleansing of the Temple of Osiris. They should
feel free, if necessary, to return to Aartuat for rest and curative magic from
Merha-aptut.
In any event, once the party rests, each character should be granted
normal XP for their accomplishments, as well as additional story awards
to the extent applicable to that character:

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

Chapter Six - The Temple of Osiris | 81


Chapter Seven . Th e Gorge of Osiris

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

Chapter Seven - The Gorge of Osiris | 83


Terrain
Mastabas
In general, the terrain here is rough and uneven, with ledges, upthrusts Although the word mastabas (sometimes spelled
of stone, loose rock, and detritus everywhere. Mounted movement is mastabah or mastabe) comes from ancient Persia,
possible only at a walking pace at best. these structures are distinctively Egyptian (and hence
Refer to the Gorge of Osiris map as you read this section. Shaded Khemitian). A mastaba is a flat-topped rectangular tomb
areas are particularly rough, littered with large boulders and rock with sides that slope outward slightly toward the base.
fragments that make riding impossible. A mount can be led through
such areas at a slow walk, but only mules or donkeys can carry normal
burdens. If anyone insists on loading a horse or other mount, check for
injury once per animal for every 20 yards of travel in such areas. If the Ni ghtti me Encounters Tab le
mount is carrying a light load, the chance for injury is 20%; or 35% for
a medium load; and 50% for a heavy burden. Injury means the mount is d100 Result
disabled for one week, and the injury might (50% chance) be permanent, 01–05 1d2 vrock
requiring magical healing or a mercy killing.
Sufficient water for drinking can be found anywhere vegetation grows 06–10 1d3 + 1 ghollesB
along the streambed simply by digging down about a foot. Note that the 11–15 Nefertem (ghost priestess)A
pool by Area 7 is a rock basin filled with fresh water. 16–23 2d4 ghouls
24–30 1d3 + 1 ghulazB

Tom b s 31–35 1d2 lamias


36–45 2 leopardsB (mated pair)
The vast majority of the tombs in the Necropolis gape open and are 46–55 1d6 + 4 lions (pride)
ruined, having been looted long ago by one band of thieves or another.
Though the entrances are not specifically noted, nor are any of the 56–70 (50%) 2d4 bandits or (50%) 1d6 thugs with an evil priest
accompanying them (use statistics for RutchA)
broken mastabas depicted on the map, the base of each face of rock wall
in the gorge proper has at least one tomb entrance, as do many of the 71–80 1d3 + 1 specters
side ravines. Some entrances are perfect rectangular openings carved 81–85 Unseelie sphinxB
directly into the rock, while others are natural cave mouths that have 86–90 2d4 therianthropes*
been artificially enlarged. The mastabas are of firebrick or stone, some of
the oldest having been cannibalized in the construction of later shrines. 91–00 2d4 wolves
All of the aristocrats and the free class (primarily officials, nobles,
scribes, and the like) whose tombs are here had their eternal houses
A
See Appendix A.
constructed well away from the main part of the gorge, usually at the
B
See Appendix B.
terminus of one of the branching, narrow ravines. There, even the least * Therianthropes will be baboonwere, jackalwere, lionwere,
wealthy were entombed with such treasures as they could afford. owlwere, or wolfwere (determine randomly). For details, see
After placing the tomb entrance high up, or hiding it (or both), the Appendix B.
builders largely relied on the use of heavy stone slabs to prevent or
discourage robbery. For the greater tombs, where the family had the
Adventuring in th e N ecropo lis
benefit of magical assistance, strong guards were carefully placed
outside and inside the burial site to prevent magical penetration. And A carefully planned and executed exploration of the Necropolis and
sometimes mechanical devices and traps, both mundane and arcane, the gorge alone could encompass many sessions of game play. However,
were employed to defeat and kill those who would violate the tomb. the party is principally here in search of the Tomb of Rahotep, and in
It was also assumed that time worked to prevent defilement, for if any case the locals and the government of Khemit look poorly upon
almost anyone — normal folk, priests, or military — spotted an attempt those seeking to rob their dead of treasure. As a result, we assume
to break into a tomb, the thieves would be reported to the authorities and that the party will not spend an excessive amount of time adventuring
hunted down. As a result, robbers mostly worked secretly at night and among these tombs. That being said, some exploration may be in order
over extended periods to break into the more elaborate burial places. and would give the characters an opportunity to learn something of
This was easiest in those times when the military might of the pharaoh Khemitian burial practices before they enter the Tomb of Rahotep. As
was far away, and invaders or ruffians controlled the roads and nearby a result, the following information is presented to enable you to handle
villages. encounters and exploration in the gorge, and to flesh out such locations
Despite all of the efforts of those who entrusted the remains of their and tombs as you wish to develop.
dead to this Necropolis, robbers seeking wealth broke into nearly all of This section provides an overview of the Gorge of Osiris and the
these tombs over the ensuing centuries, and when all else was looted, principal structures within it, but, as a general matter, encounters here are
the desperate thieves even took the relatively poor pickings offered only suggested. You should add such details as may be necessary to the
by the smallest and least of the burial places. Just a few today remain extent that the party devotes more time to exploration here.
undisturbed. Depending on your larger campaign, other forces may arrive in
To assist in designing and filling out tombs in the Necropolis, a the gorge over time, and your encounters here should take that into
short list of funerary offertory items, as well as descriptions of the consideration. Perhaps members of Rahotep’s cult from elsewhere in
wall paintings and writings of a typical Khemitian tomb, appears in Khemit arrive once they hear of the defeat of their fellows in Aartuat
Appendix D. or the temple. A nearby noble may send his retainers to the village in
response to rumors of the presence of foreigners or thieves who would
loot the tombs in the Necropolis. Or nomads ride into the gorge from the
west, angered that invaders entered lands they consider their own. While
the party may be focused on the tomb, the wider world continues apace,
and those developments may bode good or ill for the characters when
they emerge.

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.

2. Fun erary Ch apel


of th e Duat
All those entering the Necropolis were expected to
pass through this chapel to pay homage to the dead
before proceeding further. Once attended by priests of
Khemit, it has been abandoned for centuries, its floors
covered with dust and sand.
When the chapel was in use, the sarcophagus of the
dead (other than a great personage) would stand in Area
A while the mourners went inside.
Th e S hrin e of Bast Map

Chapter Seven - The Gorge of Osiris | 85


priestesses serving the goddess in her temples. Areas C
and D are despoiled shrines, and Areas E, F, G, and H
are empty. A statue of Bast still stands in Area I.
Suggested Encounter. Priestesses of Bast (see
Appendix A) still serve here, but they are now
strange and degenerated, with the power to transform
themselves into cats or lions. A dozen of them dwell
within a series of caverns that can be reached via the
secret door at Area H. The main cavern, which is quite
some distance down and to the north, is home to these
priestesses and also a host of living cats and lynxes,
along with numerous mummified felines.

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.

5. S hrin e of B es 6. Ch apel of th e Sun


An open gateway here between two heavily weathered pillars leads This chapel, located well into the gorge, was dedicated to Khemitian
into a rock-strewn courtyard before the shrine to Bes, the god of deities of light, and Ra in particular. A gate leads to an open courtyard,
jocularity, games, music, dance, and happy fortune. Within, the columns with an archway carved with hieroglyphs providing access to the chapel
and walls are decorated with faded frescoes of just such joyful scenes, an proper. Areas A, B, C, and D are shrines dedicated respectively to
odd sight in a place otherwise dedicated to the afterworld. However, Bes Hathor; Horus, the son of Ra; Herakhty, another son of Ra; and Auf,
has a place in the Duat as a fierce guardian of the deceased, as well as a the avatar of Ra during hours of darkness. At Area E is a statue of Ra
warlike protector of folk in mortal lands. himself, flanked by statues of his avatars, Chepri (Area F) and Atmu
At Area A stands a 20-foot-tall statue of this
bandy-legged, shaggy-bearded, grinning dwarf
wearing the feather crown, symbolic of the pharaoh’s
power. He is shown goggle-eyed, tongue sticking
out, and capering merrily in a lion pelt, with his tail
dangling.
The goddess Isis is honored here (at Area B), along
with the child Horus (at Area C), for Bes served as
guardian of Osiris’ son when Set was seeking to harm
the child. Childbirth and care (Isis) and guardianship
and its excellent results (Horus) are thus shown as
part of the necessary human condition, to dwell
forever after death in the happiness within the Duat.
Suggested Encounter. At certain times, the power
of the statue of Bes transports intrepid adventurers
to a part of the Duat where the god himself and his
associates hold court. Any characters so transported
find themselves subjected to comical demands, with
rewards for those who perform well and amuse the
god. As Bes is somewhat of a mountebank at times,
he is prone to forgive (and possibly even favor) those
who have a little larceny within, so long as they are Th e S hrin e of B es Map

86 | NECROPOLIS
(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.

Chapter Seven - The Gorge of Osiris | 87


The entry porch (Area C) is about seven feet above the ground. At the characters to a –2 penalty on all saving throws against poison. In
Area D is a statue of Nekhbet, the vulture-headed goddess and friend your discretion, this curse may be permanent until removed by a greater
of Buto. The two small rooms off Area D were once used for storing restoration cast by a cleric of the Pharaonic pantheon, until the party
various temple service items, but they are now empty. Area E marks performs some other good act on behalf of the gods of Khemit, or until
the location of two pit traps that can be found with a successful DC the party finally departs Khemit. Furthermore, if the party has not yet
16 Wisdom (Perception) check and disarmed with a successful DC triggered the pit traps, they automatically trigger when the party passes
16 Dexterity check with thieves’ tools. These traps may no longer be over them (even if previously disarmed), and the gully below has at least
functional, but if triggered, they drop the victim 20 feet to the floor of the four poisonous snakes and a king cobra (see Appendix B) for each
gully beneath the shrine, where their sudden arrival attracts the attention member of the party (regardless of the actual number of victims falling
of several poisonous snakes and a king cobra (see Appendix B). through).
Area F is the main sanctuary of Buto, with a statue of the cobra-headed An appropriate gift given to the spirit of the high priestess avoids this
goddess in the middle. curse, though no other benefit is obtained. A generous gift, however,
Area G is behind a well-hidden secret door that can be found with brings a blessing: natural reptiles ignore the party; any other reptiles
a successful DC 20 Wisdom (Perception) check. This room once held have a –2 penalty on attack rolls against the party; and each character
important religious objects used to venerate Buto. Two further secret has a +2 bonus on all saving throws against poison. This blessing
doors lead from this room, one to the south and deeper into the gorge, remains at least so long as the party continues to adventure in the region
and the other into a tunnel that leads to a cave with the tomb of Tcheri of the Necropolis. Should the party give a truly exceptional donation,
(see Appendix A), the first high priestess of Buto to serve here. in addition to this blessing, you may have Buto or Nekhbet decide to
Suggested Encounter. If the party passes the secret doors and intervene to the benefit of the characters should some dire circumstance
discovers the tomb of the ancient high priestess of Buto, her residual arise while in Rahotep’s Tomb.
spirit appears and demands that the party leave her a funerary gift such
as a minor magical item, some rich set of jewelry, or a precious statuette
of the appropriate type. She insists that the party do this and immediately
depart. If disobeyed, she presents a gift of her own: a curse that gives all
reptiles attacking the trespassers a +2 bonus on attack rolls and subjects

88 | NECROPOLIS
Samp le Tom b s Map

4. Funerary objects chamber that contains items belonging to the


N ecropo lis Tom b s Maps deceased for their use in the afterlife. Many such items are valuable, and
an d Encounter Maps many are quite ordinary; they typically include miniatures of household
goods, animals, and people (ushabtu figurines), along with a statue of the
deceased. Doors painted upon the walls are common, to be employed by
Samp le Tom b s the spirit of the deceased to pass in and out of the tomb.
5. Burial chamber with shrine, sarcophagus in a stone vault, and
Four samples of standard major tombs are described and illustrated certain precious things most personal to the deceased. Painted doors are
below. The scale of the maps can be either five feet or 10 feet to the likely included as in Area 4.
square, as you determine. If the party is engaging in considerable
exploration of the Necropolis, you should design several other simple
Samp le Tom b B: Elaborate Burial Tom b
tombs to provide additional variation. A good book or two on Egyptian
archaeology will be useful in designing additional tombs and in filling 1–3. As in Sample Tomb A.
out their contents. Refer also to the Tomb Contents and Decoration 4. Short passage with some form of trap.
information in Appendix D. 5. Chamber for minor goods.
6. Long passageway with several false stone door slabs.
7. False burial chamber with seemingly real trappings as in Area 5 of
Samp le Tom b A: Basic No b le’s Burial Sample Tomb A. The sarcophagus might contain a false mummy or a
P lace mummy of someone other than the principal deceased. The sarcophagus
may be empty, and if so, may be made to appear as if it had been looted.
1. Entrance sealed by concealed stone slab, often placed high on a
8. Passage entered from a secret door in Corridor 3, with a stone slab
cliffside.
sealing the end.
2. Entry passage showing the deceased in life and in the afterlife, with
9. Trapped passage with a stone plug sealing the end when a triggering
religious texts and prayers for the deceased. Scenes depict deities and
mechanism is contacted, perhaps a paver on the floor.
judgment of the soul. A second stone slab at its far end seals the passage.
10. A short and trapped passage as in Area 4, but with an alcove for a
3. Interior passage painted as the entry corridor, with various warnings
shrine. Two stone slabs seal it from the burial vault.
and curses featured heavily. At the ends of this passage are yet more
11. Burial chamber, with greater trappings than those found in smaller
stone slabs, sealed so they are airtight.
tombs.

Chapter Seven - The Gorge of Osiris | 89


Samp le Tom b C: Sun ken or Rais ed
Ran d om Tom b Encounters
Tom b
Check once per hour on 1d20. This type of tomb is a variant of Sample Tomb A and Sample Tomb
1 1d6 king cobras (see Appendix B) B above. The steps likely are more extensive and bring the level of the
chambers farther down or higher up. Chamber 4 might contain a full-
2 3d6 giant rats
sized or large-scale model of a boat, or it might feature a number of
3 1d6 gargoyles statues of deities. The chamber of goods is Area 5, and Area 8 is the
4 1d6 giant scorpions burial chamber.
5 2d6 stirges
6 1d6 giant spiders Samp le Tom b D: Compact Tom b
7 3d4 poisonous snakes
This type of tomb is also a variant of Sample Tomb A and Sample
8 2d4 giant scorpions Tomb B above. Area 5 is a false possessions room, while Area 6 is the
9 1 will-o’-wisp false tomb. The actual possessions are in Area 7, while Area 8 contains
10–20 No Encounter
the shrine and sarcophagus.

Ran d om Traps Tab le


8. Fi ve Tom b s an d I nters ecti on
One of the tombs in this area contains an overlooked papyrus that acts
Roll 1d6 on the following table:
as a tome of understanding if translated into a readable language from its
ancient hieroglyphs. It is un- guarded but may be trapped.
1 Burnt Othur Fumes Traps: Trap found on a successful DC 16
Wisdom (Perception) check and disarmed on a successful DC
18 Intelligence (Investigation) check and a DC 18 Dexterity 9. Four Tom b s at Corn er
check with thieves’ tools. If triggered, trap releases burnt othur
fumes in a 30-foot radius; victim must succeed on a DC 14 Anyone carefully searching these looted tombs will, with a successful
Constitution saving throw or take 10 (3d6) poison damage and DC 18 Wisdom (Perception) check, discover a few overlooked valuables.
must repeat the saving throw at the start of each of its turns. On
each successive failed save, the character takes 3 (1d6) poison The tombs are unguarded (except possibly by random encounters) but
damage; after three successful saves, the poison ends. may be trapped.
Treasure. 500 gp are tucked away in sacks.
2 Poisonous Wall Scythe Trap: Trap found on a successful DC
16 Wisdom (Perception) check and disarmed on a successful
DC 16 Intelligence (Investigation) check and a successful DC
16 Dexterity check with thieves’ tools. If the trap is triggered,
10. Fi ve Tom b s an d Ravin e Term in us
make a +6 attack roll on all targets in the 10-foot range of the
trap; a target that is hit takes 16 (3d10) slashing damage and A crazed hermit named Goto (N male human commoner) dwells
must make a DC 16 Constitution saving throw, taking 17 (3d10) in one of the highest of the tombs here. He notes the party’s approach
poison damage and being poisoned for one hour on a failed and rolls a large boulder to the lip of the tomb entrance. If he manages
save, or half as much damage and not being poisoned on a to surprise the party, he rolls the boulder as soon as a party member is
successful one. directly below him. At least one character, or 1d3 characters if they are
3 Volley of Spears Trap: Trap found on a successful DC 16 proceeding with less than 10 feet between them, must make a successful
Wisdom (Perception) check and disarmed on a successful DC DC 16 Dexterity saving throw or take 35 (10d6) bludgeoning damage.
16 Intelligence (Investigation) check and a successful DC 16 Regardless of his success, the hermit ducks into the tomb after sending
Dexterity check with thieves’ tools. If the trap is triggered, make
the boulder down, running and crawling away into a mass of small
a +7 attack roll on all targets in the 40-foot range of the trap; a
target that is hit takes 11 (2d10) piercing damage natural passages in the rock.
Goto won’t reappear for a day or two after his attack, but will then
4 Poison Gas Trap: Trap found on a successful DC 16 Wisdom be at it again. While certainly crazed, he is not evil. If he is somehow
(Perception) check and disarmed on a successful DC 18
Intelligence (Investigation) check and a DC 18 Dexterity check captured and cured of his insanity, grant each party member a story
with thieves’ tools. If triggered, trap releases poison gas in a award of 1,000 XP.
30-foot radius (victims must succeed on a DC 13 Constitution
saving throw or lose 2 points of Constitution until restored by a
greater restoration spell). 11. Six Tom b s At Term in us
5 Fire Trap: Trap found on a successful DC 16 Wisdom
Due to the remote location, difficult terrain, and narrowness of the
(Perception) check and disarmed on a successful DC 18
Intelligence (Investigation) check and a successful DC 18 ravine, one of the tombs here has not been looted. Assume it to be that of
Dexterity check with thieves’ tools. If the trap is triggered, all a scribe and petty official, built low and lost beneath the rubble caused
targets in a 20-foot radius must make a DC 16 Dexterity saving by the digging of a tomb in a later and higher-up burial site. Locating
throw, taking 11 (2d10) fire damage on a failed save, or half as this tomb requires a successful DC 20 Wisdom (Perception) check to
much damage on a successful one. notice that something looks strange in the vicinity of the tomb. A further
6 Bestow Curse Trap: Trap found on a successful DC 16 successful DC 18 Intelligence (Investigation) check must be made to
Wisdom (Perception) check and disarmed on a successful DC locate the entrance.
18 Intelligence (Investigation) check and a successful DC 18 Suggested Encounter. The hidden tomb of the scribe and minor
Dexterity check with thieves’ tools. If the trap is triggered,
official can be opened by levering up a one-ton block of stone that
the closest person to trigger mechanism must make a DC 18
Wisdom saving throw; if failed, the victim has a –4 penalty to is cleverly made to appear natural but, upon close inspection, shows
all attack rolls, saving throws, and ability checks until the curse mason’s stonecutting tool marks. Beyond the block are 12 steps (each
is removed by a greater restoration spell. one-foot tall) that lead down to the west and into the burial site.

90 | NECROPOLIS
After the characters descend, describe the area as follows:

You are at the bottom, where a three-foot-wide, five-foot-high


passage continues west for some distance. A door at the end of the
passage is mortared fast with cement and bitumen, and is covered
with hieroglyphic writing. Some means of force is needed to break
open the heavy stone plug.

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).

12. Tom b Caves


At various places around this cul-de-sac are small cave mouths in the
sandstone, though each perhaps appears a little too regular. Natural caves
here were used as tombs. A search reveals that, at some point, despoilers
actually went so far as to tunnel between these seven graves for their
ease while housing themselves within the tombs. In fact, a band of grave
robbers dwelt here for a number of years as they systematically looted
these and other nearby tombs.
Suggested Encounter. One of the grave robbers was a mage of
considerable ability. He cast a powerful programmed illusion upon the
area so that explorers entering see a phantasm of a beautiful girl wearing
a veritable fortune in gem-studded and glittering gold jewelry slip away
into the darkness of one of the thieves’ tunnels. Those who follow her
hear an illusory sound of clinking and see a small but heavy antique ring
of gold rolling across the stone floor. It must have slipped off her finger!
The illusion ceases thereafter (depositing the ring in a crack, and the girl
around a corner), but is programmed to reappear (possibly with slight
variations) from time to time, such as whenever certain areas are entered
or passed.
This can keep a party busy for quite a while. Nothing of value is in the
place.

Chapter Seven - The Gorge of Osiris | 91


13. Fi ve Tom b s in a S hort Ravin e
“We will gladly share the knowledge we have of a tomb hidden
If the characters search carefully, they find a broken spear protruding not too far from here, and will share with your group in its wealth,
from the base of a wall of the last of the tombs they examine in this area. if you in turn tell us of any hidden place known to you whose
Further study reveals this to be a huge stone block that must have been contents are yet to be liberated.”
a trap that fell ages ago and blocked a passage into the wall. Moving
the slab requires a successful DC 20 Strength check with appropriate
tools. If the party is successful, they find a small chamber beyond, with The grave robbers do in fact know of a small area near a tomb (at
a wooden table on which sits a gold model of a chariot that is some four Area 15) that has not yet been looted, and they will take the characters to
inches wide and tall, eight inches long, and weighs about three pounds. it. (This is a cursed funerary shrine and is bad news; see below.)
They also find the crushed skeleton of a former tomb thief below the If the party agrees to the deal, the robbers cooperate only if they get a
block. The falling stone destroyed anything of value on the robber. map showing the place to which the party intends to go. A simultaneous
Suggested Encounter. About the time the party comes upon the exchange of information is perfectly acceptable. However, the robbers
spear’s splintered length and determines to get past the fallen slab, they exploit their gains at some later time and first lead the characters to
hear a mournful howling that approaches and then fades away, leaving Area 15. If and when this occurs, go to the description of Area 15.
all quiet. A bit later, they hear the beating of huge wings, but then all is The criminals naturally wait for their best opportunity to strike, either
silent once again. If and when they deal with the huge stone block, they when the tomb at Area 15 is opened or later; they are very clever and
hear a strange and feral laughing. patient. During the battle with the party, Rutch stays away from the fray,
Wolves, a huge eagle, and a prowling hyena are responsible for the maneuvering his forces to his best advantage and casting spells as he
noises. There is no actual encounter unless the party delays sufficiently deems necessary. Those grave robbers who survive (including the leader)
to meet one (or a few) animals or things of horrid sort by random chance. might well start to weigh the potential lucre against the costs and at some
Treasure. A four-inch-by-eight-inch golden model of a chariot is point flee rather than fight to the last man.
behind the stone slab. It is worth 1,500 gp to the right buyer.

15. Lo oted Tom b s


14. H all-Li ke Tom b s
All the tombs visible in this area are utterly ruined, obviously and
The many tombs in this area are carved into the face of the stone and thoroughly looted. However, there is one small and untouched crypt,
set plainly forth by porticos, pillars, and other obvious works aimed at high up, though it is very unlikely to be found unless the robbers
a great display. Some of these places actually have little chapels below, described in Area 14 act as guides. Without aid, it can be found only if
with flights of stairs carved into the rock face ascending to the tomb the players indicate that they are searching the high walls in this specific
entrances. Naturally, each and every one of the sites has been looted. area and make a successful DC 24 Wisdom (Perception) check. If the
Suggested Encounter. An organized group of 4 thugs and 4 bandits party allows only one outlaw to accompany them, the other robbers
is here, looking to rob graves. The band is Khemitian, criminal, and follow, staying hidden until the crucial moment.
quite evilly disposed, especially toward anyone doing what they do, The unexplored crypt contains a small shrine. It is, however, heavily
for that cuts down on their proceeds. The robbers are led by a high- warded with magic. The grave robbers from Area 14 try to have the
ranking renegade kheri-heb priest named Rutch (see Appendix A). His characters open the tomb while they stand guard. If necessary, they point
group includes rogues and fighters with a fair bit of experience in grave out that it is the party who will benefit most, not them, from the contents.
robbing. If at all possible, at least four of the robbers are nearby, with their leader
When the criminals meet the party, they pretend to be quite pleased well away from the place.
to meet foreign folk who possess power and skill. If approached without When the tomb is broken open, all within a 30-foot radius must make
hostility, they say: a successful DC 18 Constitution saving throw or become infested with
mummy rot (as if stricken by a mummy). The same curse strikes all who
approach within 30 feet of the tomb in the next 30 hours.
The shrine itself is to the deity Uag, a very ancient and forgotten god.
Anyone who offers both recognition and a reasonable token honoring
Uag negates the curse described above. If looting takes place, those
who honored Uag are still not penalized, as long as they take no active
role. However, all looters receive the curse described above and also are
afflicted by a second curse: They must make a successful DC 18 Wisdom
saving throw or lose 2d8 points of Wisdom (which can be restored only
by a greater restoration spell). Inside the shrine is a gold statue of Uag
(worth 2,000 gp if intact and sold outside Khemit), four pieces of lapis
lazuli (150 gp each), and a tome of clear thought.

16. Many Tom b s


This large burial site was one of the earliest to be totally looted.
Because of its proximity to the flat barrens to the east, some wild animal
encounters are possible, but this should be left to random chance.
Nothing noteworthy is found here.

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.

18. Tom b Triad


The burial sites here are empty of all treasure save a golden one
of considerable extent. The gold is the amber of wild honey, for
exceptionally large bees of black hue have taken over the openings
for their hives! If the bees are disturbed, they attack the intruders and
continue to do so, so long as any living creature is within 300 feet of the
hive. Treat the bees as a swarm of insects, with 44 hit points, a walking
speed of 5 feet, a flying speed of 30 feet, and no climbing speed.

19. Cul-de-Sac Tom b s


Nothing of interest is here, though there are signs that something or
someone has been around the place fairly recently. Random encounter
checks should be focused on wild animals since they use the nearby
water pool at Area 7.

20. Dry Tom b s


As with Area 19, these tombs are deserted and utterly stripped of all
valuables.

21. Tom b s N ear Exit


This whole area is littered with small bone fragments. Though the
bones are bleached and dry, close examination and a successful DC
10 Intelligence (Investigation) check shows that most are human and
marked by teeth. Many are cracked and lacking marrow. Some bones are
quite new, having been exposed to the sun for only days or weeks.
Suggested Encounter. A pack of ghouls resides in these tombs. 23. Ravin e Term in us
The priests of the Temple of Osiris placed these undead creatures here
to protect against intruders coming up the narrow trail at Area 22. In On first examination, it appears that the tombs in this locale are the
addition, those waylaid by the bandits along the road to the gorge are same as most of the others in the gorge. Any closer look, however,
sometimes brought here for the ghouls’ feast. The pack consists of shows that they are somewhat different. Previous sites have been
6 ghouls and 4 ghasts, along with 3 ghulaz and a pair of monstrous dedicated to Osiris and to others of good or neutral alignment. The bas-
gholles. See Appendix B for details on these last two. reliefs and paintings herein are all of evil-natured deities, be they god,
Anyone passing this area is first attacked by rock missiles hurled serpents, demons, devils, fiends, or monsters. In short, this is the place
down from above. Many of the tombs here are connected by tunnels that where those who worshipped Set, Aapep, or other horrific deities were
allow the undead to move from location to location while hidden from entombed.
those below. Suggested Encounter. Only random encounters should occur here,
with most being of evil nature. The feel for this whole place is dreadful,
and that alone should spur the characters to move elsewhere. If the party
22. Narrow Trai l lingers overnight, check hourly for encounters, even doubling the normal
chances and adding some probability of monstrous things and/or spirits
This trail continues up the narrowing gorge until it enters the Khalla wandering by.
Wadi, a pass through the Harh-Ahu-Ra Hills that leads to the oasis of
Dakla-Amun. This route provides an additional exit from the Necropolis, 24. Path to th e Tom b of Rahotep
other than returning to Aartuat or taking the desert track north to the
oasis at Ahur-Ptah. If the party made arrangements to meet desert A little exploration here quickly reveals the narrow ravine to the
nomads to assist in carrying forth treasure, this is the route they likely south-southwest that leads off about 400 feet to the site of the tomb’s
planned to use. In any event, anyone leaving the gorge by this means is entrance.
neither followed nor pursued.

Chapter Seven - The Gorge of Osiris | 93


Chapter Ei ght . Rahotep’s Tom b
Notes Th e Us e of Certain Magic in th e Tom b
This last adventure section is a classic dungeon setting. It should Almost without exception, the ceilings, floors, walls, and doors in
prove to be a challenging test of ability for even expert players and Rahotep’s Tomb radiate auras of abjuration magic. This enchantment
experienced characters. By the time the party gets here, it is highly prevents the use of divination spells that would pass or seek to perceive
recommended that characters be at least 10th level. through any of these barriers, and bars the use of any magical means
The following information is applicable to all locations in the Tomb (such as a teleport or dimension door spell or traveling ethereally) to
of Rahotep. You should become familiar with each of these concepts to cross them. Divination magic works, however, with respect to objects
effectively run the encounters later in the tomb. or creatures in the same room as the caster that the caster can physically
see. As a result, spells such as detect magic, detect evil and good, and
find traps are effective but only within line of sight. In addition, any
effort to use transmutation magic on any of the ceilings, floors, walls,
S ecti ons an d I nterlu des or doors of the tomb (such as a passwall or stone shape spell) succeeds
only if the caster makes a successful DC 24 ability check with their
The Tomb of Rahotep is the final encounter area of the adventure.
spellcasting ability. Note that casting a spell that is ineffective for any of
In the tomb, however, are two times when the party may believe they
the foregoing reasons still uses the applicable spell slot.
have been victorious over Rahotep, but in fact have much left to do.
Unless otherwise specified in the text, areas of the tomb do not appear
Exploration in the gorge may have alerted the players to the existence of
consecrated or desecrated under the inspection of a detect evil and good
false tombs, so they should perhaps be wary of endings that seem a bit
spell or a paladin’s Divine Sight.
too easy.
Finally, all undead in the tomb, which enjoys the protection of Set
That being said, each of those two occasions may provide
himself, have advantage on saving throws against any effect that turns
opportunities for the party to recuperate and perhaps return to Aartuat
undead. Note that while in the tomb, Rahotep, all aspects of Rahotep,
for healing and supplies. At the least, XP should be awarded when they
and Utat-Nebbu cannot be turned.
reach these milestones to reflect the knowledge they gained exploring
this tomb.
Each of these false endings is noted in the text below. Names in th e Tom b
By now, the party should be well aware that, in Khemit, there is
Using th e Maps enormous power in a true name and in names when spoken aloud.
Perhaps nowhere in the Triple-Kingdom is this more the case than here
The Tomb of Rahotep is constructed on several different levels, and, in Rahotep’s Tomb.
in several places, passages go above or below other parts of the tomb. To If any character at any time speaks Rahotep’s name while in the tomb,
make it easier to understand how these areas relate to each other, a cross- that character from that point on has disadvantage on all saving throws
section of the tomb along its principal east-west axis has been included. against any of the Nine Curses of Rahotep and against any other spells
The main map of the tomb includes all of its chambers and passages or traits of Rahotep or any aspect of Rahotep (see Appendix B). This
other than the final section. That last part, which contains Areas 32 penalty is permanent and applicable any time the character is in the
through 37, is shown on a separate map later in this chapter. tomb, even should the party leave for a period of time and later return.
As there are false tombs and several areas where the actual extent of This effect can be removed only by a wish spell or other similar magic.
the tomb is deceptive, take care not to allow the players to inadvertently If that’s bad, actually speaking one’s true name to Rahotep, any
glimpse the map in this chapter. Until the very end, they should always aspect of Rahotep, or certain of the denizens of the tomb (as noted in
be left in doubt as to whether they discovered all that may be found in the text below), is worse. Should a character be foolish enough to do so,
the tomb. then Rahotep and each aspect of Rahotep can telepathically 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. Note
Read ing Anci ent Kh em itian that this is similar to one of the consequences of failing to resist one of
H i ero glyp hs the Nine Curses of Rahotep discussed below. Again, this result can be
removed only by a wish spell or other similar magic. This effect is also
In many places throughout the tomb, the ability to read and interpret suppressed if the character is inside the bounds of an antimagic field.
ancient Khemitian hieroglyphs is critical to the party’s success. A If you feel that the players have not had sufficient warning of these
comprehend languages spell is not always sufficient, as that provides matters, if they are a bit on the unexperienced side, or if you are just
only a literal translation and does not reveal hidden meanings or cultural feeling generous, you may allow Khonsu-khaibet (if he is with the party)
nuance. As a result, it is highly recommended that at least one and or a figurine in the possession of the character to intervene before such
preferably two or three of the party members have the ability to read an error is made. But do not be too generous. If the party is forewarned
these hieroglyphs. yet acts so thoughtlessly (or recklessly), they should have to face the
In the text, we assume that a character with the ability to read consequences.
hieroglyphs is able to do so without the need for an ability check. If
you prefer, you may elect to require an Intelligence (Investigation) Th e Nin e Curs es of Rahotep
check each time a character attempts to read any hieroglyphs, though
this may make progress through the tomb impossible should all literate Khemitian lore conceives of nine parts of a human soul. Normally
members of the party fail to read a critical glyph. If you would like at death, most of the parts of the soul pass to the afterlife to be judged.
some verisimilitude but do not want to overly handicap the party, you As described earlier, however, Rahotep used powerful magics on his
may want to assign a DC and assume that a successful roll provides a death so that the aspects of his soul stayed in the mortal realm. He also
perfect translation, while each point failed leaves one word untranslated. connected these parts of his soul to Nine Evil Objects that he fashioned
It all depends on how challenging you wish to make this aspect of the to gather the life essence necessary to allow him to ascend as Unmortal.
adventure. These parts of the human soul, and the Nine Evil Objects of Rahotep that
correspond to them, are as follows:

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

Chapter Eight - R ahotep's Tomb | 95


Approach ing th e Tom b
Beyond Area 24 of the Gorge of Osiris, the ravine narrows as the
cliff walls close in, curving south by southwest. Fissures in the rock can
be seen, as well as rocky ledges above. After some 400 feet or so, the
ravine ends in a near-vertical gully only a couple of feet wide. There is
no obvious tomb, not even a place that seems likely to hide the entrance
to a burial crypt. Yet the map accompanying the Blemmyish Nomad’s
Account shows that this is the spot where the nomad warriors located an
untouched burial place.
Searching the area reveals many fissures in the rock and a number
of ledges at varying heights, some of which lead to small natural
caves. One particular fissure, about 250 feet back from the end of the
ravine, usually has one or two king cobras (see Appendix B) sunning
themselves nearby on the warm rocks. This fissure, in fact, leads to a
nest of these snakes in Area 11A in the tomb. Any king cobras slain here
reduce the numbers found in Area 11A accordingly.
Where the map indicates the tomb’s location, there is in fact a ledge
some 40 feet above the ravine floor. From below it seems nondescript,
similar to all of the other rocky projections along the way. But once
anyone reaches the ledge, they see a painted stone slab flanked by two
carved pillars — the entrance to the Tomb of Rahotep!
The 40 feet of cliff face to the ledge may be climbed with a successful
DC 18 Strength (Athletics) check. If a rope is affixed, then only a
successful DC 10 Strength (Athletics) check need be made. Magical
means of ascent are also possible, of course.

Rahotep’s Tom b: Encounter K ey


Refer to the Tomb Map for the areas described here.

Th e First S ecti on: Th e Outer


Ch am b ers an d th e Fals e Tom b

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!

Details for Areas A through G are described below.


The stone slab is solid limestone. It can be levered out of the opening
with appropriate tools and a successful DC 18 Strength check, in which
Breaking th e Four Granite Slab s case it falls back into the recess and Area 2. If two or more characters
work in tandem, allow the character with the higher Strength to roll with
If the party penetrates or breaks all four of the granite slabs in this area
advantage. If the first try fails, you may allow a second attempt five
(C, D, F, and G) without locating the actual entrance to the tomb (Area
minutes later. In the alternative, the slab can be broken down with the
A), they are given a clue.
proper equipment. It is immune to all damage other than bludgeoning, is
Immediately upon breaking through the fourth slab, no matter which
AC 16, has a damage threshold of 2, and has 150 hit points.
that happens to be, read the following:
Once the door is opened, refer to the key for Area 3.

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

Chapter Eight - R ahotep's Tomb | 101


ghoul-like creatures, vampires, and other monsters eating the dead, who inoffensive animal upon it carved of gray granite. However, each
writhe in their mouths and claws. The hieroglyphs here describe the individual who views the statue sees a different creature; one may see
suffering of those consigned to be eternally devoured in the Duat. a camel, another a mule, a third a huge rabbit, or a flamingo, and so on.
A doorway-like recess that is five feet wide, 10 feet high, and two The statue radiates an aura of illusion magic. Anyone who touches the
feet deep is set in this wall. A painting of what appears to be all manner statue sees it animate and attack; treat this as a phantasmal killer spell
of bestial things is at the back of the recess. Ghouls, ghulaz, gholles, and resolve the combat accordingly. Others in the chamber, however,
and therianthropes (jackalweres, lionweres, wolfweres, and the like) still see whatever creature they had seen before, still immobile. There is
are featured, but there are also creatures such as vampires and other no limit to the number of times this effect can occur.
hungering undead. The back of the recess strongly radiates an aura of The chamber at the end of the maze is 20 feet square and 10 feet high.
conjuration magic. A skeleton lies in the center of the floor, with tattered strips of red cloth
In fact, this is not a painting but a portal to a part of the Duat. Anyone all that remains of whatever garments it once wore. Four candles sit on
touching one of these depictions begins to feel slightly dizzy, and the the floor about the skeleton, each alight, though the wax does not melt.
stone seems to grow hazy and transparent before their eyes. Beyond the The skeleton holds some sort of tome in one outstretched hand. The
surface, a dark, claustrophobic space filled with the same type of creature skeleton, the candles, and the tome all radiate an aura of conjuration
as shown in the depiction touched is visible. If the character withdraws magic. Anyone who directly or indirectly touches the skeleton, any of
his or her hand, the dizziness ceases, and the back of the recess appears the candles, or the tome is immediately transported to Area 2, right in
solid again. However, characters who continue to touch the image for front of the opening at Area 2C (thus fulfilling Rahotep’s pledge: “Turn
two full rounds are immediately transported to the place seen. This and twist back and forth, and the end is the same as afore.”). This occurs
results in the character’s unfortunate but final end — unless they have even to a caster who uses mage hand, levitation, telekinesis, or any other
a means of planar travel — as the portal works (for the characters) only magical means to attempt to move the skeleton, any of the candles, or the
in one direction. If you are feeling particularly nasty, feel free to run a tome. If 1 hit point or more of damage is inflicted on the skeleton, any
combat between the transported character and 100 or so of the depicted of the candles, or the tome, they all disintegrate into dust, and everyone
creatures. Otherwise, allow the player to grieve for a moment before in the chamber is immediately teleported to Area 2C. In addition, a
turning back to the rest of the party for their next actions. delayed-effect hideous laughter spell is cast upon each character and
On the other hand, if the touch is withdrawn but someone (whether takes effect at the beginning of the character’s first turn of combat in
the same character or a different one) touches that or another depiction Area 3 (or, if combat is avoided in that chamber, in Area 6) unless a
within three rounds, the depicted creatures are transported to Area successful DC 18 Wisdom saving throw is made.
2, where they rush out of the back of the recess as if through an open
doorway. Roll 1d4 for the number of creatures so appearing for each
type whose depictions were touched. Two can emerge from the portal 2D. Dark Green Granite Slab
each round. Note that there is no theoretical limit to the number of such
The walls of the alcove to the south depict nearly skeletal humans
creatures so summoned, as they are coming from the Duat or another
crushed beneath Rahotep’s feet. The hieroglyphs in this area are in the
dark plane of existence.
form of prayers for healing, but twisted into calls for illness, death,
If it becomes apparent to the summoned creatures that they will all be
withering, and destruction.
slaughtered, all those surviving attempt to step back into the recessed
A block of polished dark green granite is set in this wall. It is seven
doorway, whereupon they vanish. Yet instead of returning to the place
feet high and four feet wide, and bears the cartouche of “The Set
from whence they came, the monsters are moved to Area 25, where they
Rahotep.” Hieroglyphs beneath the cartouche read:
are mustered into defensive forces.
In the event any of these creatures are brought forth, see Appendix B
for their statistics. Break not this sealed way, for only hard work and my Curse
will be the reward.
2C. Red Granite Slab
The southern wall depicts Rahotep leading lines of terrible, demonic- This slab can be levered out of the opening with appropriate tools and
looking children, as well as images of humans, both male and female, a successful DC 18 Strength check, in which case it falls back into Area
giving birth to similar horrors. Surrounding these images are hieroglyphs 2. If two or more characters work in tandem, allow the character with
that set forth perverted versions of the typical prayers for childbirth. the higher Strength to roll with advantage. If the first try fails, you may
A block of polished red granite is set in this wall. It is seven feet allow a second attempt five minutes later. In the alternative, the slab can
high and four feet wide, and bears the cartouche of “The Set Rahotep.” be broken down with the proper equipment. It is immune to all damage
Hieroglyphs beneath the cartouche warn that the intruder must not pass other than bludgeoning, is AC 17, has a damage threshold of 4, and has
beyond or incur the dread curse of Set’s favored one. 200 hit points.
This slab can be levered out of the opening with appropriate tools and If this is the last of the four slabs to be broken, turn immediately to
a successful DC 18 Strength check, in which case it falls back into Area Breaking the Four Granite Slabs as detailed in Area 2.
2. If two or more characters work in tandem, allow the character with Behind the Slab. The solid rock behind the slab is carved with the
the higher Strength to roll with advantage. If the first try fails, you may incised impression of a face and two hands. The impressions radiate an
allow a second attempt five minutes later. In the alternative, the slab can aura of necromantic magic, so there should be ample warning for the
be broken down with the proper equipment. It is immune to all damage cautious.
other than bludgeoning, is AC 17, has a damage threshold of 4, and has Should anyone place a hand or face into those indented areas, they
200 hit points. must make a successful DC 21 Constitution saving throw or whatever
If this is the last of the four slabs to be broken, turn immediately to is so placed is magically aged the same length of time as Rahotep has
Breaking the Four Granite Slabs as detailed in Area 2. been dead — 1,000 years! Unless the character has an expected lifespan
The Maze and Two Chambers. Beyond the slab is a simple maze, of more than 1,000 years, a failed saving throw results in the complete
with passages that are three feet wide and only five feet tall. The walls loss of the applicable hand or, if their face was placed in the impression,
between the passages are of three-foot-thick granite. Two chambers are their death. On a successful saving throw where a hand was placed in the
within this maze: one in the center, and one at the end. indentation, that hand still suffers a loss of 2 Strength points for the next
In the chamber in the center, which is about 15 feet square with a 24 hours, while on a successful saving throw where a face was placed,
10-foot-high ceiling, is a low stone plinth, with a statue of a normally the character suffers a loss of 2 Constitution points for the next 24 hours.

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

Chapter Eight - R ahotep's Tomb | 103


This slab can be levered out of the opening with appropriate tools and Set here is a slab of smooth, ebon-hued granite. It is seven feet high
a successful DC 18 Strength check, in which case it falls back into Area and four feet wide, and bears the cartouche of “The Set Rahotep.”
2. If two or more characters work in tandem, allow the character with Hieroglyphs beneath the cartouche read:
the higher Strength to roll with advantage. If the first try fails, you may
allow a second attempt five minutes later. In the alternative, the slab can
be broken down with the proper equipment. It is immune to all damage Cursed are you and cursed again, so do not proceed farther,
other than bludgeoning, is AC 17, and has a damage threshold of 4, but else you must go down into death.
due to internal fractures, it has only 100 hit points.
If this is the last of the four slabs to be broken, turn immediately to
Breaking the Four Granite Slabs as detailed in Area 2.
Beyond the Slab. Success reveals an opening that is five feet square This slab can be levered out of the opening with appropriate tools and
heading northward. The floor of the corridor is smooth limestone, and a successful DC 18 Strength check, in which case it falls back into Area
the walls and ceiling are plastered and painted with scenes of a happy 2. If two or more characters work in tandem, allow the character with
pastoral existence in the Duat (quite the contrast to depictions seen the higher Strength to roll with advantage. If the first try fails, you may
elsewhere). A close inspection of the walls, however, reveals disturbing allow a second attempt five minutes later. In the alternative, the slab can
motifs of misshapen creatures and twisted faces. Fifteen feet in is a be broken down with the proper equipment. It is immune to all damage
small, 15-foot-by-15-foot chamber on the left, with a square stone pillar other than bludgeoning, is AC 17, and has a damage threshold of 4, but
in the middle. The passage continues some short distance beyond. due to internal fractures, it has only 100 hit points.
Death Trap. Aspects of this trap may be found with a successful DC If this is the last of the four slabs to be broken, turn immediately to
18 Wisdom (Perception) check. Depending on the locations searched, Breaking the Four Granite Slabs as detailed in Area 2.
the characters can find many small holes all throughout the surface of Beyond the Slab. Past the slab is a circular chamber about 10 feet
the pillar and a seam in the floor just before the point marked on the in diameter and 20 feet tall, in the center of which is a hole (a well)
map with an X. If the party removes the plaster over the ceiling near the four feet across. The ceiling is plastered, and a fresco depicts a horrid
entrance, they may also note the seam around a stone block there. The wyrm scowling down at those below. Very careful examination and
falling block or the floor trigger can be disarmed with a successful DC a successful DC 20 Wisdom (Perception) check reveals that the floor
18 Intelligence (Investigation) check and a successful DC 20 Dexterity slopes slightly (an inch at most, and thus almost undetectably) downward
check with thieves’ tools. The former prevents the block from falling, to the edge of the well.
while the latter prevents the trap from triggering at all. However, a failed The well’s sides are very smooth, but ancient wrought-iron rungs
attempt to disarm the floor seam triggers the trap. provide a ladder for descent into it. All of the iron rungs are very strong
If more than 20 pounds of pressure is applied to the floor at any point and securely imbedded, and they show almost no rust, as the place
at or beyond the point marked on the map with an X, a five-foot cubic is very dry. The bottom is 120 feet down, but if a bright light shines
stone block falls from the ceiling at the entrance to this passage, blocking down, golden and silvery gleams can be seen, as well as the rainbow
it off entirely. At that point, sand starts pouring out of the innumerable transparencies of manifold gems. (All below is shiny but worthless
tiny holes in the pillar to fill the entire area in two minutes (20 rounds). junk.)
Various spells may be effective to permanently or temporarily stop Acid Trap. A huge vat of acid is concealed over the ceiling. Any
the flow of sand, including various wall spells. If the party is trapped, pressure on any of the upper 12 iron rungs in the well shatters a small
determine how much of the space remains that is not filled with sand ceramic plug and exposes a copper plate that the acid slowly dissolves. A
or blocked by any walls they have created. Each 100 cubic feet of air is successful DC 20 Wisdom (Perception) check alerts anyone who closely
sufficient for one person for one hour. After that time, carbon dioxide inspects any of those rungs that they were designed to move slightly if
poisoning sets in. pressure is applied to them.
The limestone block that dropped from the ceiling is not protected One minute after the trap is triggered, a few tiny flakes of plaster fall
by the enchantments typical in the tomb, and so may be destroyed from the ceiling. Anyone at the top of the well may notice these flakes on
by a disintegrate spell or passed via a passwall or stone shape spell. a successful DC 16 Wisdom (Perception) check, though the reason for
Dimension door and teleport are also effective, so long as the destination the flaking is not apparent.
is solely Area 2. The gaps are not airtight, so a character in gaseous form Three minutes later, any characters at the top of the well notice an
can also escape. If the party has no other means of egress, they can try to acrid smell upon a successful DC 16 Wisdom (Perception) check.
break through the block. The block weighs approximately nine tons. It is One minute later, the acid precipitates suddenly through the ceiling
immune to all damage other than bludgeoning, is AC 16, has a damage plaster and rains down as a waterfall. The stuff covers the entire
threshold of 2, and requires 1,800 hit points to destroy. However, as chamber, destroys all materials subject to acid (including armor and
the falling block left a cavity above it in the ceiling, it would be much weapons), and inflicts 35 (10d6) acid damage upon everyone within the
easier to break through the ceiling right above the block (which would room or the well. As the acid drains down the well opening, it weakens
require only 200 hit points damage), crawl over the top of the block, and the iron rungs, dissolving them within 2d4 rounds. The acid ultimately
break back into Area 2 through the wall over the block (another 200 hit fills the lower half (60 feet) of the well. Any character submerged in the
points). Note, though, that each character working to break through any acid suffers 17 (5d6) acid damage per round.
stone here uses up twice as much air and expels twice as much carbon Other than avoiding the use of the iron rungs, there is no way to
dioxide as normal. disarm this trap.

2G. B lack Granite Slab 3. Foyer of th e Dark Duat


The walls of the alcove to the north depict horrible scenes of Rahotep Read the following once the limestone slab blocking the entrance to
and his minions torturing humans, their very skin melting off their this chamber is broken or removed (at Area 2A):
bones. The nearby hieroglyphs set forth warnings to those who would
oppose the power of Rahotep and his master Set, cursing them to eternal
damnation.

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

Chapter Eight - R ahotep's Tomb | 105


of Rahotep or any aspect of Rahotep (see Appendix B). This penalty that character and the khu (remembering that an aspect of Rahotep has
is permanent and applicable any time the character is in the tomb, even advantage on initiative rolls). Keep track of any damage inflicted on the
should the party leave for a period of time and later return. This effect khu; it will be relevant should the party make it to Area 37 of the tomb.
can be removed only by a wish spell or other similar magic. If the party somehow does more damage than its total hit points, the khu
Opening the Double Doors. As soon as anyone pulls one of the pull- vanishes and returns to its pool in Area 37. The khu bestows its curse
rings or strikes at the door, the animated image (if it was summoned) this surprise round and uses its movement to fly overhead. It is able to
disappears and the plaster on the door collapses in a shower, creating a pass through the entry portal even if it is closed, and its movement takes
great cloud of blinding, choking white dust. Anyone within 10 feet of the it a full 40 feet outside the tomb. At this point, have the target of the
door must make a DC 16 Constitution saving throw. On a failure, they curse (identified below) make its saving throw.
are blinded but may make a new DC 16 Constitution saving throw at the The Khu’s Curse of Rahotep. See the section on The Nine Curses
end of each of their subsequent turns to end the condition. of Rahotep for the effects of the curse. This curse targets characters in
Read the following: the following order: first clerics, then paladins, then druids, then other
spellcasters, and then non-spellcasters. If there is more than one party
member within a category, roll randomly to determine the character
Immediately upon the collapse of the plaster, a strange, flapping targeted. The character targeted may resist the curse with a successful
noise is heard, and a dim figure, a vulture with the head of a man DC 18 Wisdom saving throw. Possessing the Book of Eternity provides
— just like the image that had been on the mural over the throne immunity to the khu’s curse.
— flies from the door. In a croaking voice that you somehow Read the following at the end of this surprise round:
understand, it says:
“The seal is broken! The seal is broken! The Set Rahotep is free!
You seek to rob me of my worldly riches? My curse is upon you!” The creature flies straight over your heads and out the door behind
you. Its croaking voice echoes in your minds:
All of you feel an icy tingling of fear along your spines. You
experience a sensation of nausea, as if some plague passed briefly “Do what you will, mortal jackals, defilers of tombs! My great
through your body. khu is loosed by your bungling, nevermore to be imprisoned in
stone! I will return to collect a reckoning from each of you when
the moment is ripe!”
This is an aspect of Rahotep (see Appendix B) — the khu, his And then the voice fades.
immortal self taken form — and it has spoken the first of the Nine
Curses of Rahotep. All party members should immediately roll their
saving throws against the khu’s Aura of Fear. The khu automatically Now outside the tomb, the khu flies off at maximum speed in the
obtains surprise on the party. If any characters are able to act during a direction of the Temple of Osiris. It uses a limited array of powers and
surprise round (such as a barbarian using Feral Instinct) and they did spells given it by Rahotep to wreak ill, animate objects by possessing
not fail their saving throw against the Aura of Fear, roll initiative for them, and generally causes fear, destruction, and death wherever it can.
At this point, however, have all other party members roll initiative as
the iron mummies animate, break through their sarcophagi, and move to
attack. They are silent, for the bandage wrappings pad their metal feet.
The red lotus flower held by each iron mummy is actually a magical
lotus-asp. When reduced to 0 hit points, an iron mummy breaks into
hundreds of inanimate fragments of metallic material. A small jewel can
be found amid the remains of each iron mummy if characters search.
These were the animating charms, and although their magic is now
dissipated, each jewel is worth 500 gp.
Opening the double doors to Area 6 requires a successful DC 18
Strength check by the character pulling on the pull-rings. Two party
members can pull at a door simultaneously, in which case the character
with the higher Strength can roll with advantage.

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.

The door opens on a five-foot-wide corridor with plain sandstone


walls inscribed with hieroglyphs. After just 10 feet, the passage
turns to the left. Ten feet beyond that, it opens up into a chamber
that is 20-feet square.
In the chamber are carven chairs, gilt stools, chests, a bed, a couch,
and several dry leather sacks. Various dishes with desiccated food
offerings, headdresses, wigs, and other possessions of a Khemitian
noble from a millennium ago are on several small tables.

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.

Chapter Eight - R ahotep's Tomb | 107


it with a successful DC 16 Wisdom (Perception) check. If the plaster is
broken off the wall, the central three feet are revealed to be a large slab
of limestone. It can be levered out of the opening with appropriate tools
and a successful DC 18 Strength check, in which case it falls back into
Area 6. If two or more characters work in tandem, allow the character
with the higher Strength to roll with advantage. If the first try fails, you
may allow a second attempt five minutes later. In the alternative, the
slab can be broken down with the proper equipment. It is immune to all
damage other than bludgeoning, is AC 16, has a damage threshold of 2,
and has 125 hit points.

H an d ling th e Fals e Tom b

If the party explored some of the tombs elsewhere in


the Necropolis, the presence here of a burial chamber and
side treasure rooms may suggest to them that this indeed
is the end of the adventure, and that they have found and
defeated Rahotep. Players with experience, however, are
likely to assume that there must be more here than meets
the eye, particularly since they have yet to find all of the
Nine Evil Objects. If nothing else, the flight of Rahotep’s
khu and the curse that washed over the party should
strongly suggest that they have not put the ancient evil to
rest. As a result, further exploration should swiftly reveal
the secret door to Area 7.
That being said, if the party is in fact deceived by this
false tomb, do not force the issue. Allow them to leave the
tomb with their belief in their own success intact. In short and hieroglyphs that read, “Sorrow and Suffering, Death and Disease,
order, the khu will be ravaging the countryside, bringing Upon All Who Would Violate the Slumber and Desecrate the Tomb of the
chaos to the land and cursing the locals. Merha-aptut or Greatest Servant of Set.”
the Temple of Thoth soon alert the characters that all is The door is unlocked and untrapped, and may be pushed open with
not well in the region of Aartuat and that some evil must a successful DC 16 Strength check. The bronze plate radiates an aura
still be abroad. This should lead them back to the tomb to of necrotic magic, but this is due to a permanent arcanist’s magic aura
see if perhaps they missed something. placed on it. It is otherwise nonmagical and has no worth beyond the
limited value of the metal.
Read the following once the party opens the door:
First I nterlu de
Whether or not the party has been deceived into believing they have Beyond the door is an unlit, 10-foot-wide corridor. The floor
explored the entirety of the Tomb of Rahotep, you should use this consists of five-foot-by-five-foot squares of smooth marble that fit
opportunity to award experience points, and if the party is beaten up, tightly together. The walls and the ceiling about 10 feet overhead
allow them to return to Aartuat for rest and healing. Should the party be are covered with plaster and painted. Upon the walls are depictions
clearly overmatched, this may also be a chance for them to explore the of Rahotep’s malign deeds, the evils of Set and his associates, and
rest of the Necropolis, or perhaps chase the rampaging khu of Rahotep the horrors of the evil realms of the Duat. Devils and monsters leer
and gain some additional experience. from the images on the ceiling. A four-way intersection can be
Once the party finishes exploring the tomb through Area 6, you may seen 10 to 15 paces ahead.
award each character an additional 250 XP in story awards. That, if
nothing else, should suggest to the wise player that they have not in fact
achieved their goal. Pit Trap in Corridor. About 10 feet beyond the stairway door is
a hidden pit trap 10 feet long and running from one wall to the other.
Th e S econ d S ecti on: Th e H i dden The pit beneath is 40 feet deep and has sharpened bronze spikes at the
bottom. If a player indicates that their character is searching the corridor
Ch am b ers for traps, the slightly wider seams around the marble squares forming the
pit covers can be noticed on a successful DC 18 Wisdom (Perception)
Here, past the Burial Chamber at Area 6, begins the second section of
check. If so noticed, the trap can be disarmed by blocking it from
Rahotep’s Tomb. On to the adventuring once more!
opening with a successful DC 16 Intelligence (Investigation) check and a
successful DC 16 Dexterity check with thieves’ tools.
7. Stair an d Corri d or If the trap is not disarmed, the pit’s hinged cover swings open when a
randomly chosen member of the party crosses over it. That character, as
As soon as the party opens the way to Area 7, Rahotep summons his well as any character walking next to them or in the rank before or after
khu back to the tomb, and it returns invisibly. Beyond the opening is an them, must make a successful DC 18 Dexterity (Acrobatics) check or
unlit staircase that steeply descends a bit more than 20 feet to where it fall into the pit. Anyone who falls into the pit takes 14 (4d6) bludgeoning
ends at a closed door. The door is made of some pitch black, extremely damage and 11 (2d10) piercing damage.
hard wood bound with bronze. Inset into the face of the door is a bronze Once the pit opens, the two cover pieces remain down to the sides of
metal plate, green with verdigris, that bears the cartouche of Rahotep the pit. The walls are rough limestone and unadorned.

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.

Chapter Eight - R ahotep's Tomb | 109


Atmu-thoth-rahat that matches one of the gods apparently depicted
here touch either the statue that appears to be of that god or one of the
figurines before it, that character immediately sees through the illusions
on that statue and the related figurines (though not any of the other
illusions here). The same occurs for any of the statues in this chamber if
the character holds a figurine of Thoth or Seshat.
Each of the lamps has an oiled wick, and the ceramic flasks contain
perfumed oil.
If any character touches either a statue or one of the figurines before
a statue and does not see through the illusion as described above, they
have an urge to light the lamp and anoint the figurine with oil from the
ceramic flask, and to beg assistance of the depicted deity in overcoming
the threats of this tomb. The player is free to ignore this feeling, but if
the character in fact does so, they feel as if a blessing has been given
them, when in fact it is as if they had spoken Rahotep’s name. That
character from this point on has disadvantage on all saving throws
against any of the Nine Curses of Rahotep and against any spells or traits
of Rahotep or any aspect of Rahotep. This penalty is permanent and
applicable any time the character is in the tomb, even should the party
leave for a period of time and later return. This effect can be removed
only by a wish spell or other similar magic.
Any character who anoints a figurine with oil in this chamber notices
the secret door in the northeast corner of the chamber if it has not already
been discovered.
10. Ch am b er of Sun D eiti es Secret Door. The secret door behind the statue of what appears to
be Sekhmet at F can be found by any character searching the wall here
Read the following when the party enters into or can see the contents with a successful DC 16 Wisdom (Perception) check. It can also be seen
of this room: automatically by any character who anoints a figurine and lights a lamp
in this room. The door is opened by sliding the stone block in front of
the statue about one foot to the left; small scratch marks can be noted on
The chamber is 30 feet square, with a ceiling 20 feet high. the floor if anyone searches here and makes a successful DC 14 Wisdom
There are nine painted statues on plinths, each slightly more (Perception) check.
than human size, three along each of the west, north, and east
walls. You immediately recognize them as depictions of various
Khemitian deities, none of which are evil. Before each statue is 11. Corri d or B eyon d th e S ecret D o or
a highly polished stone block, two feet square and four feet high,
upon which are a golden lamp, a ceramic flask, and three small Read the following once the secret door from Area 10 is opened:
figurines. The ceiling is plain, but the walls are painted with scenes
and covered with ancient hieroglyphs. The floor is hard sandstone.
Beyond the secret door is a 30-foot-long corridor. The plastered
There are no other exits from the room.
walls here are stained and cracked, the markings upon them
disfigured and faded, and plaster dust and shards are on the floor.

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.

Chapter Eight - R ahotep's Tomb | 111


Th e Altar an d th e Cerem ony of Evi l
Once the khaibet departs, the statue is simply a statue.
If the altar is investigated, niches can be found on either side in the
stone, with each containing a wooden coffer. The altar and items in the
coffers radiate auras of enchantment magic.
The coffers are filled with golden figurines, ritual service pieces, and
other items, as follows:

• Left (north) coffer: Breastplate set with gems, girdle, rod,


headband (with asp form), copper dagger, and six golden
figurines.
• Right (south) coffer: Plate, chalice set with jewels, ewer,
cistern, crook, flail, unguent box, and oil jar.

The figurines depict fiends, demons, devils, serpents, and monsters.


All of the items in the coffers radiate auras of enchantment magic and
collectively are worth some 10,000 gp if sold intact to a buyer willing to
This entire chamber detects as consecrated to a detect evil and good overlook their purpose.
spell or a paladin’s Divine Sight. Of course, it’s consecrated to Set, so Figurines. Any character with a statuette of Chons, Horus, Isis,
this fact should not be a relief to the party. Osiris, Thoth, or Seshat has no desire to touch anything at all in Area 12
Read the following as soon as anyone enters the chamber: provided the individual considers the figurine he possesses beforehand.

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

Chapter Eight - R ahotep's Tomb | 113


If a player inquires, it is apparent that the means of inserting the huge
iron rod into the statue’s hands are a mystery. The rod is itself some 20
feet tall, so there isn’t sufficient room beneath the ceiling to permit it to
slide into the statue’s hands.
A character who closely inspects the statue’s hands notes that there is
some sort of projection from the rod that is covered by hands, and that
seems to connect to something deeper in the stone. This, in fact, is the
mechanism that opens the secret door in the alcove behind the statue.
If the rod is lifted one foot (sliding through the hands of the statue),
the secret door opens with a slight pop. Lifting the rod that distance
requires a successful DC 20 Strength check. If two or more characters
work in tandem, allow the character with the higher Strength to roll with
advantage. If the first try fails, you may allow a second attempt five
minutes later.
However, the rod is also a polymorphed giant red amoeboid (see
Appendix B). It regains its true form 10 minutes after being touched and
is then insatiably hungry after its long imprisonment. It moves to attack
anyone in this room, and if no one is present but the secret door has been
left open, it flows through that doorway and searches for food in Area
14. If it senses movement beyond the archway in the west wall, it heads
in that direction. Otherwise, it waits in this chamber for something edible
to arrive.

Zodiac Dial and Pointer. If the party inspects the zodiacal mosaic,
read the following:

Inlaid in the center of the stone floor is a circle of bronze, 10 feet


in diameter. Bronze strips divide it into 12 wedges of equal size.
Each wedge is fashioned of inlaid stone and tile to depict one of
the houses of the ancient Khemitian zodiac.
Attached to a large bronze dial in the center of the circle is a three-
foot-long bronze pointer. Gold markings are inlaid in a field of
black near the center; these are Khemitian numeral hieroglyphs,
one for each wedge of the circle. The orientation seems to be
toward the north, for the hieroglyph for 12 lies in the wedge
nearest you, that for one in the wedge to its left, that for two in the
next wedge, and so forth.
The outermost ring of the mosaic depicts the zodiacal signs, one
for each wedge. In between the numerical hieroglyphs in the center
and the zodiacal signs, each wedge contains three cartouches
in gold inlay. Perhaps these give the names of some Khemitian
deities, but none are recognizable.

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.

Chapter Eight - R ahotep's Tomb | 115


Zodiacal Sign Description Principal Effect Additional Effect
Number
1 Pair of great fish with pearly white teeth, The character is stricken by a permanent wasting disease. If any members of the party are victims
one coral-hued and the other silvery-gold, Their Constitution is permanently reduced by 6 and their of one of Rahotep’s curses, one such
against a dark blue background Strength is permanently reduced by 2 (in each case to a curse is dispelled. If none are currently
minimum of 1). so affected, this character is granted
permanent immunity to Rahotep’s
curses.
2 Man with white skin, crowned by green The character gains the ability to cast protection from None
leaves and red flowers, pouring silvery energy one time per day as a reaction.
waters from two golden chalices into a
deep blue background
3 Three-horned goatfish of silver and white One ability score of the player’s choice increases by 2 None
upon a field of dark green (which can exceed 20 but cannot exceed 24), but the
character also must lose 2 points from another ability or
1 point from each of two other abilities of their choice (or
randomly chosen).
4 Winged black centaur with scorpion tail A powerful demon or devil becomes the character’s enemy, None
wearing a red crown and flanked by two seeking their ruin and suffering before attempting to slay
gold feathers, drawing a bow; royal purple them. This is likely not apparent until after the party leaves
background the tomb and time passes. It lasts until either the character
or the demon or devil dies.
5 Dark-red scorpion with claws and stinger The character immediately transforms into a different None
of jet crawling on a pale gray ground form, determined on the table for the reincarnate spell (or
as you decide). If necessary, reroll until a form different
from the character’s original form results. All abilities
of the character are unchanged, except that it exchanges
its original race for the new one and changes its racial
traits accordingly. Items and clothing worn or held by the
character do not transform, so they may no longer fit or be
usable by the character.
6 Golden solar disc; a falcon in its center A magical item (of your choice) that is at least very rare None
supports the beam of a balance, from appears in the character’s hands or at the character’s feet,
which two iron pans are suspended by but two wondrous, uncommon, or rare magical items of
silvery chains; background is black your choice owned by the character disappear permanently.
7 Priestess with pearly-hued flesh wearing All forms of wealth carried or owned by the character, If any members of the party are victims
a golden headdress and bearing a gold other than magic items, are lost forever. Portable property of one of Rahotep’s curses, one such
scepter, standing on a deep brown field vanishes. Businesses, buildings, and land are lost in a way curse is dispelled. If none are currently
that alters reality the least. Any documentation proving so affected, this character is granted
ownership of an asset also disappears. permanent immunity to Rahotep’s
curses.
8 Bronze-maned lion adorned by a double The power to unravel and spin anew reality’s fabric one None
crown of purple and gold on a blue-green time is given to the character. The character can avoid or
field erase one event as if it never happened. This can be used
immediately or at any later time until the character dies.
9 Orange scarab beetle with claws and All magic items worn, carried, or owned by the character If any members of the party are victims
mandibles of silver upon a field of dark (even if held by another party member) disintegrate. of one of Rahotep’s curses, one such
gray Artifacts are not destroyed, but instead vanish from the curse is dispelled. If none are currently
character’s possession. This has no effect, however, on any so affected, this character is granted
of the Nine Evil Objects or on any deity figurines purchased permanent immunity to Rahotep’s
from Atmu-thoth-rahat that the character may possess. curses.
10 Two humans raising hands to touch one A nonplayer character of your choice becomes hostile None
another; the male’s headdress is of gold toward the character. The identify of this new enemy isn’t
feathers, and the female’s is a golden sun known until that NPC or someone else reveals it.
and uraeus serpent; background is indigo
11 Black bull with pearl blaze and ruby red The character becomes permanently undead. They retain all None
hooves and horns bearing a silver crescent memories, abilities, and spells they had while alive. They do
and white moon-disc upon its back, upon not need to eat, drink, or breathe, and are immune to poison
a variegated field of light blue, light damage, but they hunger for blood and raw flesh, and an
green, and violet aura of death surrounds them at all times. In addition, they
are subject to all spells and clerical abilities that affect
undead. Healing spells and potions no longer benefit the
character, who may regain hit points only through long and
short rests or other nonmagical means. Clerics and paladins
must immediately choose a new deity that represents death
or be unable to regain spell slots.
12 Straight-horned blue ram crowned with The character gains proficiency in two skills of their choice None
four plumes (red, white, blue, and gold), (and if a skill that the character already has proficiency in is
on a pale green field chosen, then the proficiency bonus is doubled for that skill),
and 10,000 XP; but their Charisma is permanently reduced
by 2.

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

Chapter Eight - R ahotep's Tomb | 117


door remains open for a full round, the spell’s effects include the side Further, any lightning-based spells cast in this room are almost
chamber, and it is no longer a refuge from the insects. certain to strike one or more tables or desks and topple or ignite one or
If the door to Area 16 is opened, characters may flee down the stairs more vials, bottles, or jars. If such a spell is cast, roll three times on the
and the corridor beyond, and the insects reach only about 10 feet past Broken Container Result table below.
that door. And finally, if any fire- or lightning-based spell is cast in this room,
Note that the giant red amoeboid from Area 13 and the lesser clay the furnishings catch fire and quickly burn. Dense smoke fills the
golems in Area 15 are immune to the effects of the insect plague. chamber within five minutes. The lesser clay golems and the giant red
Refer to the text for Area 15 for other consequences of actions the amoeboid are immune to the smoke, but the insect plague, if still in
party may take to avoid the insect plague. effect, is reduced to just 5 (1d10) piercing damage per round. However,
any characters in the smoke suffer 3 (1d6) fire damage per round from
inhalation. If not otherwise cleared from the room, the smoke remains
15. H all of Furnis h ings for one hour but thins thereafter, leaving a breathable space near the
floor. The height of this space increases by one foot per hour until the
Read the following as soon as anyone can see into this room:
room is entirely clear.

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.

Chapter Eight - R ahotep's Tomb | 119


15E. Southwest Si de Ro om: 16. I n finite Exp lorati on
Th e Royal Palace
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
14 Strength check.
In the center of this chamber is a large cedar table that is five feet
across and 10 feet deep. Upon the table is a model of a Khemitian
temple, in incredibly intricate detail, including marble floors and
columns, painted statues, tiny pieces of furniture, and wall frescoes. On
shelves in the northwest and southwest corners of the chamber are open-
topped boxes of cedar, each with a lattice of wood subdividing the box
into small squares. A small metal token upon which a hieroglyph has
been incised is in each square.
Anyone familiar with Khemit may (with a successful DC 14
Intelligence check if they’ve been there) recognize that this is a replica
of the imperial palace at Menefet, which in Rahotep’s time was the
pharaoh’s seat. The palace has changed somewhat in the intervening
millennium, but given the conservative nature of Khemitian rulers, not as
much as one might expect.
The model of the palace and each of the metal tokens radiate auras of
divination magic.
The hieroglyph on each metal token denotes a location in the palace.
If anyone picks up and holds a token and concentrates, with a successful
DC 12 Intelligence check they are able to see and hear what is currently The door to the passage to Area 16 is made of cedar, bound with
happening in that location in the actual palace at Menefet. Some tokens bronze, and unlocked. It can be opened by pushing on the door with a
no longer work (around 5%), as the locations they refer to no longer successful DC 14 Strength check. Read the following once the door is
exist. But the vast majority still do. opened:
The party can spend as long as they wish eavesdropping on the royal
palace at Menefet. As this city is no longer the capital of Khemit, the
Beyond the door is a set of stairs, five feet wide, that head down
pharaoh is not present and the highest level of state secrets are not
and immediately to the right. After a landing and another set of
disclosed. And, of course, most conversations are entirely mundane. But
stairs down, the passage continues for a little over 50 feet before
if you wish, an interesting tidbit could be heard that might lead to further
turning right to the north. The passage broadens to a width of 10
adventure, assuming the party manages to escape the Tomb of Rahotep
feet and ends after about 30 feet where a set of double doors is
alive.
set in the west wall on your left. Each door is 10 feet tall and
The tokens work only while in this chamber and have negligible
five feet wide and sheathed in copper now turned to verdigris hues
metallic or antiquarian value; there is no way to remove the model of the
and inscribed with hieroglyphs. Pull-rings are set into each of the
palace.
doors, and the seams around them are sealed with bitumen.

15F. South east Si de Ro om:


Th e Royal Barge If the party reads the hieroglyphs, they say:

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).

Chapter Eight - R ahotep's Tomb | 121


As usual, with these words each member of the party feels an icy Pictures and texts on the walls praise Rahotep and Set, recounting
tingling of fear along their spines and experiences a sensation of nausea, the vile and wicked deeds of the former and raising prayers to the latter.
as if some plague passed briefly through their body. Some also display magical formulae for preserving and protecting the
An aspect of Rahotep (see Appendix B) — the sekem, his life energy mummy, the tomb, and the name of Rahotep.
— was waiting behind the door, and it has spoken its Curse of Rahotep. The entire chamber detects as consecrated (to Set, needless to say) to
All party members should immediately roll their saving throws against anyone using a detect evil and good spell or to a paladin using Divine
the sekem’s Aura of Fear. The sekem automatically obtains surprise on Sight. From the doorway, a detect magic spell does not reveal any
the party. If any characters are able to act during a surprise round (such magical auras.
as a barbarian using Feral Instinct) and they did not fail their saving The statues around the room are carved of solid stone blocks and
throw against the Aura of Fear, roll initiative for that character and elaborately painted, depicting terrifying visages of horrific gods and
the sekem (remembering that an aspect of Rahotep has advantage on demons. They are, however, entirely inanimate.
initiative rolls). Keep track of any damage inflicted on the sekem; it will Stone Crypt. A stone crypt stands behind and adjacent to the
be relevant should the party make it to Area 37 of the tomb. If the party large pillar, although it is mostly obscured from the door but quickly
somehow does more damage than its total hit points, the sekem vanishes noticeable after the characters enter. It is constructed of solid black
and returns to its pool in Area 37. The sekem’s action this surprise round granite and is 10 feet wide, 10 feet deep, and 15 feet high. The crypt is
is to bestow its curse and, as a bonus action, command any characters open on the west side, where it faces a painting on the wall depicting a
subject to Rahotep’s Command to take no action. At this point, have the gateway into the Duat. Along the top of the crypt above the opening are
target of the curse (identified below) make its saving throw. two inscriptions in ancient hieroglyphs. The first reads:
The Sekem’s Curse of Rahotep: See above for the effects of The
Nine Curses of Rahotep. This curse targets the character with the
highest XP who is not already the victim of one of Rahotep’s curses. Joy forever in this Eternal House, as the name of the Set
If two or more such characters have the same XP, roll randomly to Rahotep endures forever amongst the living.
determine the character targeted. The character targeted may resist the
curse with a successful DC 18 Wisdom saving throw. Possessing the
Serpent Ankh provides immunity to the sekem’s curse. The second one implies to the knowledgeable that all of the nine parts
The next round, the party members and the sekem act according to of Rahotep are indeed entombed within this very chamber:
their initiative. In this round, the sekem uses its Teleport action to return
to Area 37.
Stay, Shadow of Rahotep, to make the Body whole; Fortunate,
Spirit, to dwell in such splendors as this tomb; Here, Heart,
Th e Ch am b er you will know joy and wisdom endless; Fly, O Life, to bring thy
will to the heavens; Grow, Essence, so that each other might
increase; Walk amongst the stars, Person of Rahotep; Glorious
Immortal Self, exist and vanquish all thy foes. Your Name shall
be Eternal!

As soon as someone approaches the opening to the crypt, they glimpse


a wooden shrine screen therein, as well as canopic jars upon ivory
coffers. However, there will likely be little time to consider this. As soon
as anyone is within three feet of the opening, refer to the section below
titled Attack!
Inside the Crypt. In the center of the crypt is a wooden shrine screen,
five feet wide, 10 feet tall, and eight feet deep, that is painted red and
black, and gilded. It bears the cartouche of the Set Rahotep upon folding
doors on the west side and is closed with a length of red cord. A canopic
Read the following once the party can see and look through the jar with a demonic head stands at each corner within the crypt. An ivory
doorway: coffer is under each jar. The coffers hold, respectively, 200 antique silver
coins, 20 antique gold coins, 100 loose gemstones, and 10 pieces of
jewelry. In addition, each coffer holds a quarter of a clay tablet, which,
Beyond the doorway is a great chamber some 70 feet across and when put together, sets forth the true name of the Demon Lord Aldinach.
40 feet deep. The ceiling is about 10 feet high at the walls, but However, it is unlikely the party will be able to see the undisturbed
it rises to a peak at the center of the room, 40 feet above you. contents of any of the coffers, as explained below.
Hieroglyphs and other images cover the walls, in front of which, If the cord holding the folding doors is unwound and the doors
all about the room, are lined stone statues of Set, Sebk, and other opened, an inner vault of red granite is revealed. The vault’s lid, about a
strange deities for which you have no name. The floor is of black ton or so in weight, is mortared shut. The mortar must first be chiseled
onyx, polished smooth. away, and then the lid may be levered off the vault with a successful
DC 20 Strength check. If two or more characters work in tandem, allow
Nine columns dominate this chamber, all reaching from floor to
the character with the higher Strength to roll with advantage. If the
ceiling. Four are in the southern half of the room to your left, four
first try fails, you may allow a second attempt five minutes later. In the
are in the northern half to your right, and one, the biggest of all,
alternative, the lid can be smashed open with the proper equipment. It is
is before you in the center of the chamber. The two farthest to the
immune to all damage other than bludgeoning, is AC 17, has a damage
left and the two farthest to the right, closest to the walls, are each
threshold of 4, and has 200 hit points.
four feet in diameter, almost 20 feet tall, and made of dark green
Within the vault is a sarcophagus of porphyry with a lid weighing
stone. The two sets of columns inside of those are each six feet
1,000 pounds. This lid may be levered off the sarcophagus with a
across, almost 30 feet tall, and made of black-gray granite. And
successful DC 18 Strength check. If two or more characters work
the massive column before you is a full 10 feet in diameter, 40 feet
in tandem, allow the character with the higher Strength to roll with
tall, and made of deep red sandstone.
advantage. If the first try fails, you may allow a second attempt five
minutes later.

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!!!

This actually is the Demon Lord Aldinach (see Appendix B).


Rahotep used an ancient ritual to compel him to appear whenever anyone
approaches the false crypt. As part of the ritual, Rahotep inscribed
the demon lord’s true name upon a clay tablet that he then broke into
four pieces, each of which he then placed into one of the ivory coffers.
Aldinach himself cares nothing for the party; his only goal is to destroy
the pieces of the tablet so his true name remains secret. Rahotep’s intent
was to force intruders to face this most dire foe. But Utat-nebbu, during
his period of rebellion, changed the conditions of the demon lord’s As was the case in Area 6, one of the Nine Evil Objects — the
service. As a result, Aldinach need not enter combat, and once the four Netherladder, a ladder-like amulet with all the telltale characteristics
coffers are destroyed, he is free to depart. of the others of its kind — is beneath the mummy in the wooden
Upon his arrival, the demon lord fires a crackling ray of red-black sarcophagus. Like all of the Nine Evil Objects, the Netherladder feels
energy into the crypt, where it destroys entirely one of the coffers, all cold to the touch and faintly radiates an aura of magic but does not
of the contents of the coffer, and the canopic jar on top of the coffer. appear consecrated or desecrated under the inspection of a detect evil
He continues to do so, once per round, until all four are destroyed. If and good spell or a paladin’s Divine Sight. And as is the case with the
the party takes no action to interrupt him, the demon lord turns to the other Nine Evil Objects, it bears the engraved cartouche of Rahotep’s
characters. If any are then subject to one of the Curses of Rahotep, name.
Aldinach speaks, “In repayment for this foolish service, I free one of
these mortals from your clutches, priest.” With that, the curse upon one
character (choose randomly if there is more than one) is removed. If no Th e Great Co lumn an d S ecret D o ors
party members are then subject to a curse, he instead says, “In repayment Two sets of bas-relief hieroglyphs are carved on the central pillar.
for this foolish service, I grant reprieve to one of these mortals from A successful DC 18 Wisdom (Perception) check reveals that each of
your clutches, priest.” In this case, the next time an aspect of Rahotep these glyphs appears to be inset into the column like a button. These are
attempts to bestow a curse, the subject automatically succeeds on in ancient pictograms, with each glyph representing a single word. As
its saving throw. After so speaking, Aldinach laughs maniacally and usual, knowledge of ancient Khemitian hieroglyphs or a comprehend
vanishes in a cloud of smoke and fire. languages spell is required to read them.
On the other hand, if the party attacks Aldinach, the demon lord Northeast Face. The following message is on the northeast face:
defends himself. He uses his slow spell and paralyzing gaze to minimize
the characters’ attacks, while each round he uses his bonus action to
fire another ray of energy into the crypt to destroy an ivory coffer, its Here were glad those Under-Priests of Rahotep who saw his
contents, and the canopic jar on top of it. These rays strike unerringly, Greatness safely placed in this Eternal House!
even if a character attempts to flee with a coffer. As each is destroyed,
fragments fly out, inflicting 3 (1d6) piercing damage to anyone within
10 feet (other than Aldinach). The demon lord certainly attacks any If the glyphs for glad and safely on this message are pressed
characters who attack him, but his goal is not to kill any members of the simultaneously, a man-sized secret door upon which the glyphs are
party — he would much prefer they live and perhaps slay Rahotep. Once inscribed pivots open at floor level.
the last ivory coffer is destroyed, Aldinach departs (though in this case, This gives access to a narrow and cramped spiral staircase within the
he confers no boon upon the party). column, which in turn leads upward to an escape tunnel. This passage
If anyone examines the painting of the gate to the Duat from which inclines gently upward about 100 feet, whereupon stairs continue up

Chapter Eight - R ahotep's Tomb | 123


another 30 feet, ending in a heavy wooden door bound with iron, which
opens inward. It opens if tugged at hard enough. H an d ling Yet Anoth er Fals e Tom b
Avalanche of Boulders Trap. A successful DC 16 Wisdom
(Perception) check and a successful DC 16 Intelligence (Investigation) Yet again, the party has found a false tomb. If they
check reveals that something of great weight is pressing on the other side have already discovered the secret door in the pit at Area
of the door. There is no way to disarm this trap, however, other than by 8, however, they have also likely found the two halves of
not opening the door at all. the cartouche of Rahotep at Areas 12 and 15C and know
Opening the door releases an avalanche of melon-sized boulders there is more to explore. In any event, they should find it
that cascade into the tunnel, each one bouncing and rolling down the odd that the mummy in Area 17 was unanimated, and
steps and slope. Anyone in the stairway or passage must make a DC that they have not seemed to actually face a real Rahotep.
20 Dexterity saving throw, taking 35 (10d6) bludgeoning damage on So they should be primed to look further.
a failed save, or half damage on a successful one. However, unless the If not, you can either allow the party to leave,
avalanche is somehow stopped (by a wall spell or the like), the stones whereupon the khu again roams the countryside, wreaking
pile up and block the staircase within the column. This could trap party havoc until the party returns. Or before the party exits,
members on the other side of the stone blockage. you can have one of the aspects of Rahotep’s soul appear
and lead the party on a merry chase, until it drops into
Southeast Face. The following inscription is on the southeast face:
the pit at Area 8, leaving a magical trace aura around the
entrance to the secret door. After all, Rahotep knows that
the party possesses some of the Nine Evil Objects, and he
By such Powers as this does the Set Rahotep descend to the
would like those brought to him, and soon.
rightful depths of his deserved Realm!

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.

Chapter Eight - R ahotep's Tomb | 125


20. Thron e of “D ispater“ Utat-nebbu (and Rahotep as well) have complete power over them as
described earlier. If general titles or false names are given, the devil
This chamber is entirely shrouded by a darkness spell. If any party simply laughs derisively; he can easily detect such lies. Continue with
member steps into the chamber, or if a dispel magic or any form of the following after the characters have had a chance to reply:
magical light is projected into the chamber, the darkness is instantly
dispelled. Read the following as soon as this happens:
“You would hear my other options? Very well. For the second I
offer a fiefdom in my realm for each of you. I will change you
The darkness is dispelled, and a dull, bloody-hued light illuminates from mortal to eternal, and you shall become barons in Hell, with
a columned chamber that is 40 feet deep and 30 feet wide. Your lands and estates and servants greater in extent and number than
noses are assaulted by smells of heated metal, sulfur, and things would fit into this petty land of Khemit! Come now, which of you
old and foul. The ceiling above is black as pitch. Three pairs of would not like such a rich prize? Name yourselves, ye who deny
larger pillars line the way toward a massive amethyst throne, a seat me!”
that dominates the chamber. On that throne sits a muscular, dark
figure — much larger than a human — with red, leathery skin,
long black horns, and a huge tail curving behind it like that of a As above, characters foolish enough to give their true names place
scorpion. It raises the palm of its right hand toward you. themselves in this being’s power. Assuming the party ignores this offer
as well, continue with the following:
“So, at last you managed to find my retreat,” its deep, rumbling
voice booms forth. “My congratulations and greetings, mortals!
“Were you perhaps expecting Rahotep? He is just a fiction. A “So, the third option is to be heard? Very well. As you have
fiction I found amusing to continue. That pathetic priest-wizard managed to delve even unto this final chamber of the tomb, I am
now fries on the iron floor of my domain.” willing — well, not altogether willing, but I am feeling rather
generous this day, having so recently recruited an entire priesthood
The devil throws his head back, and his hideous, mocking,
east of here — to grant you a reward to which is attached no pledge
diabolical laughter echoes throughout the hall, as if it were a vast
of fealty. You can receive as much gold as you can carry and any
cavern. The creature, whose long upper fangs glinted briefly as
magic item you crave. Merely pledge not to come here again. I
he laughed, shifts slightly on his throne and twitches his needle-
shall then transport you safely to the land above to enjoy the fruits
tipped scorpion tail.
of your victory.”
“Well done, well done, indeed. Most of the robbers who come here
Before your startled gaze, panels in the great throne open and spill
die much sooner than you will — or will you? I am sufficiently
forth a stream of gold coins, twin heaps of coins beyond counting.
impressed to allow you a choice of three options.
Then, gems and jewelry as well start piling up to the left and
“You have shown yourselves worthy to become knights and right of throne. A few bright jewels roll by your feet and might
nobles in my service — ahh … I crave your pardon; I have not be picked up easily. Now a scattering of other objects appears in
introduced myself. I am the one known as Dispater, Lord of the the cascade, a ring here, a wand there, then an amulet, a talisman,
City of Dis, and Father of Darkness. And your names, ye who a brass-bound tome, a couple of glowing weapons, sections of
shall be ennobled in my service? All of the world’s riches and armor. All manner of magical devices pour forth! Dispater waves
powers shall be yours, to be sure, though such service does entail the stream to a halt and peers inquiringly at you.
certain duties as well. But more of that after introductions! Please,
“That is enough! You have more than enough to select from.
introduce yourselves.”
Which of you shall take the first choice, which the second? Now
that you see the wealth and things of great enchantment, do not
hesitate. And the rest of you who hang back, ask your questions; I
Utat-nebbu. This is in fact not Dispater, but the vampire-sorcerer know you mortals are eager to learn just what these puny magical
Utat-nebbu (see Appendix A) disguised by a powerful illusion. One baubles can do.”
of Rahotep’s original and mightiest servants, he was sacrificed during
the construction of the tomb and given the reward of undeath as a
powerful vampire. For a time, Utat-nebbu begrudged the loss of his life
Much like Utat-nebbu’s appearance, most of this pile of offered
and secretly worked against Rahotep, slightly changing various traps
treasure is illusory. There are 150 real gold coins here and a handful
and devices in the tomb, hoping that someday adventurers would come,
of actual gems. There are also a half-dozen minor magical items
slay Rahotep, and free the vampire from his eternal bondage. But the
whose nature and sort are determined as you see fit. While within the
archpriest of Set was not fooled, and he tortured Utat-nebbu until the last
tomb, however, these illusions continue to be effective to convince the
of the vampire’s free will was destroyed and he again became a willing
characters that whatever they have taken comprises a pharaoh’s ransom
and devoted servant of Rahotep. In the meantime, Rahotep left many of
of treasure.
Utat-nebbu’s alterations in place since they amused him.
Utat-nebbu will not press for names if the characters take the third
But now, Utat-nebbu seeks to regain the favor of his master, to test
option. In dropping this request, he acts in an offhand manner as might
those who come so deep within the tomb, and to bring about their
be expected of one in high power who has tired of minor trifles. If
destruction. He is in all ways evil, very sly, and intelligent. The illusions
anyone takes either of the first options, however, he insists on true
concealing his true form are exceptionally powerful. A character trying
names, those being absolutely required by the “Laws of Hell.”
to see through them must make a successful DC 21 Wisdom (Perception)
If party members accept the offer of riches, once they have loaded up
check and a successful DC 21 Intelligence (Investigation) check to
all they can carry, the vampire takes them to Area 21. The throne and
realize that there are illusions in place. Any effort to dispel the illusions
wall move aside with a wave of his hand, and Utat-nebbu explains that
must either be cast at the 8th level or will be effective only if the caster
“therein lies the magical transport to the surface.”
makes a successful DC 18 ability check with their spellcasting ability.
Should combat ensue here and he be sorely pressed, Utat-nebbu
Of course, if a party member begins to cast a spell, Utat-nebbu likely
shapechanges into a cloud of mist, passes through the wall behind the
considers that an attack and responds appropriately. If severely pressed,
throne, and escapes through an arch in Area 21 to Area 22. This should
however, he shapechanges into a cloud of mist and escapes to Area 22.
alert the party to the existence of a secret door here, though the means of
Should any character at this point give the vampire their true name,
opening it is not apparent.

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.

21. S ecret Ro om of Skulls


The entrance to this room is via the pivoting throne in Area 20.
Characters might venture herein after dispatching or chasing off the
vampire sorcerer Utat-nebbu, or they might be escorted by that creature.
Refer to the appropriate section below.
Each of the arches radiates an aura of conjuration magic, while
something in the two hidden niches (described below) also radiates an
aura of conjuration magic.

Behind the pivoting throne is a short passage, beyond which is a


narrow chamber, only 10 feet deep but about 40 feet wide. The
floor is of solid sandstone, and the plain ceiling is about 12 feet
above you. Skulls are in ranked rows from floor to ceiling along
the long walls, except for two spaces about two-feet square and
five feet off the floor that are obscured by heavy cobwebs. One
of these spaces is in the far wall to your left, and one is in the
far wall to your right. Archways decorated in bas-relief are at the
eastern and western ends of the chamber. The eastern archway is
surmounted by the image of a devil’s head, while the western is
adorned with carvings of human figures alternating with flowering
plants. A gray mist within the archways obscures whatever might
lie behind it.

Entry Without Utat-n eb bu


Cobwebbed Niches. The cobwebs cover two niches set into the far
wall. Within the niche to the west are 12 bat-headed pendants on chains,
all of silver; 12 almost-identical pendants made of gold fill the eastern
niche. Each pendant radiates an aura of conjuration magic. If removed
from the tomb, each gold pendant could be sold for an antiquary value of
250 gp, and each silver pendant could be sold for an antiquary value of
100 gp. See below for the effects of these pendants.
Twelve small but highly poisonous spiders (with +5 to hit, and target
must succeed on a DC 18 Constitution saving throw or take 10 [3d6]
poison damage and be poisoned for six hours) dwell within each recess.
Anyone who reaches into the webs to obtain a pendant is attacked by
surprise (spiders automatically get one free attack before initiative).
Cautious folk will, of course, use some instrument, not their hands,
to pull out the pendants, or else they’ll burn the webs (which kills the
spiders) before they reach in.
Archways and Pendants. Any living or undead creature passing
through either of these archways emerges from the northern archway
in Area 22. The condition in which one arrives in Area 22, however,
depends on whether the individual possesses any of the pendants from
the cobwebbed niches.

Chapter Eight - R ahotep's Tomb | 127


• If the individual does not possess a pendant, they are transported This is an aspect of Rahotep (see Appendix B) — the sahu, his
without their possessions, all of which instead are teleported to spiritual body — and it has spoken its Curse of Rahotep. All party
the treasure compartments in the throne in Area 20. members should immediately roll their saving throws against the sahu’s
• If the individual possesses a gold pendant, they are transported Aura of Fear. The sahu automatically obtains surprise on the party. If any
with their possessions. characters are able to act during a surprise round (such as a barbarian
• If the individual possesses a silver pendant, they arrive in Area using Feral Instinct), can see in magical darkness, and did not fail their
22 both stunned and afflicted with temporary amnesia, and saving throw against the Aura of Fear, roll initiative for that character
are unable to recall their name, where they are, or any spells and the sahu (remembering that an aspect of Rahotep has advantage on
they may have known. After arriving in Area 22, a character initiative rolls). Keep track of any damage inflicted on the sahu; it will
may make a DC 18 Wisdom saving throw at the end of each be relevant should the party make it to Area 37 of the tomb. If the party
of its turns, ending the stun on a success, and a separate DC 18 somehow does more damage than its total hit points, the sahu vanishes
Wisdom saving throw at the end of each minute (that is, every and returns to its pool in Area 37. The sahu’s action this surprise round
10 rounds), ending the amnesia on a success. is to bestow its curse and, as a bonus action, command any characters
subject to Rahotep’s Command to take no action. At this point, have the
The pendants do not need to be worn to have these effects, just held target of the curse (identified below) make its saving throw.
by the individual passing through the archway. If one possesses both The Sahu’s Curse of Rahotep: See above for the effects of The
a gold and a silver pendant, both effects apply: They arrive with their Nine Curses of Rahotep. This curse targets the last character who
possessions but are stunned and afflicted with temporary amnesia. entered Area 21 via the archway who is not already the victim of one
A living creature is able to return to Area 21 via the northern archway of Rahotep’s curses. The character targeted may resist the curse with a
in Area 22 only if it possesses a gold pendant. The silver pendants have successful DC 18 Wisdom saving throw. Possessing the Netherladder
no effect if worn or held while using the northern archway in Area 22 provides immunity to the sahu’s curse.
to return to Area 21. The silver pendants do, however, permit passage to The next round, the party members and the sahu act according to their
the gorge through the western archway in Area 22, as described below. initiative. In this round, the sahu uses its Teleport action to return to
If carefully inspected, hieratic script (a cursive form of ancient Area 37.
Khemitian hieroglyphs) can be noted on each pendant. The same script
appears on each of the gold pendants: “Enter into the House of Death,
and in Eternal Life shall your grave-goods be with you.” Similarly, script 22. D omain of Utat-n eb bu
on each of the silver pendants reads: “Nothing shall you recall, you shall
be as one newborn in the Duat, yet beyond you may return to the World Characters passing through either archway in Area 21 arrive in this
of Life.” These scripts, quotations from the Book of the Dead, provide room through the archway in the north wall. The chamber is entirely
the thoughtful player with a hint as to the actual consequence of carrying unlit, but it echoes with the sounds of cries, sobbing, and terror. If light is
the pendants through the archways. brought or characters have darkvision, read the following:
Except as noted above, neither the gold pendants nor the silver
pendants have any other powers or effects.

Entry with Utat-n eb bu


“Dispater” points to the east, and says, “The devil’s head arch is still
usable by those who change their mind and accept either of my offers for
service in Hell. If not, the other arch transports you to the surface world
as I promised.”
He then reaches into the western niche (the spiders leave him alone)
and withdraws sufficient silver pendants for each member of the party.
“Please take these as a last gift.” He then directs the party to the western
arch, which of course leads not to the surface, but to Area 22.

Returning from th e D omain of Utat-


n eb bu
Assuming the party survives Area 22 and uses the northern arch
there to re-enter Area 21, as soon as the last party member arrives
through the arches here, the room goes entirely dark as a darkness spell,
extinguishing all sources of light. Any character who can see in magical
darkness sees a figure darker than the dark, roughly human in shape.
A deep voice, as if coming from under the very earth, sounds in their
bones:

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.

Six female vampire spawn, the harem of Utat-nebbu, are here,


accompanied by their stock of nourishment, a score of humans
(commoners with 1d2 hit points) who are all near death from blood loss.
Consider the chamber difficult terrain for the party due to the furniture
and captives. If they arrived without gear (as a result of not bearing the
gold pendants), this may be a challenging if not impossible encounter,
particularly if they are stunned and have temporary amnesia. The
vampire spawn do not attempt to kill the party, however, as they prefer to
capture and keep them alive for as long as possible to serve as food.
Note that the use of area effect spells (such as fireball or cone of cold)
is likely to encompass (and so kill) a number of the human captives in
this chamber.
In the event a character attempts during combat to throw one of the
vampire spawn through an archway, see below for the effects of this
action.
If Utat-nebbu is here, he assists his concubines only if it appears that
they need assistance. However, he shapechanges into a cloud of mist and
escapes via the south archway if he is reduced to 50% or less of his hit
point maximum. In this event, he joins the creatures attacking the party possessing the soul object. If it appears that the party intends to destroy
when they arrive in Area 24 unless his soul object (located in his coffin) the soul object, the vampire immediately returns and does all within his
is destroyed. power to recover it.
Searching the Room. When there is time for the party to look around, Utat-nebbu’s soul object can be destroyed only if, first, either it is
read the following: bathed in holy water or a remove curse is cast upon it by a caster who
makes a successful DC 20 ability check with their spellcasting ability,
and, second, at least 40 hit points of damage is done to the soul object
Scattered throughout the chamber are couches, upholstered chairs,
(which has an AC of 18) by a magic weapon.
and other furniture, all of ancient manufacture, and stained with
blood and filth. Six coffins are in the area of the western alcove,
while a large stone sarcophagus upon a stone plinth, its lid off to Archways
one side, is in the eastern alcove.
Four archways are in this chamber, each of which is described in more
A score of humans, ragged and emaciated, look at you with fear detail below. A gray mist within each archway obscures whatever might
and hope. lie behind it. The archway to the east leads to a cavern deep below this
Of goods and wealth, you see none. place, from which there is no escape. The archway to the west leads
outside to the gorge, but a silver pendant is needed to make this passage.
The archway to the north is connected to the two archways in Area 21.
And the archway to the south is connected to the archways in Areas 26A
A wooden coffin is within the stone sarcophagus. Hidden beneath the and 27A.
cushions in the bottom of the coffin are two objects. One is the Seal of Restrictions or prohibitions are noted below if a living being attempts
Shadow, the eighth of the Nine Evil Objects. Like all of the Nine Evil to pass through the archways to the west, the north, or the south. If a
Objects, the Seal of Shadow feels cold to the touch and faintly radiates living being attempts to pass through an archway but does not satisfy
an aura of magic, but it does not appear consecrated or desecrated under the required condition (or tries to pass the archway to the south, which
the inspection of a detect evil and good spell or a paladin’s Divine Sight. cannot be used by a living creature), they are thrown five feet back into
As is the case with the other Nine Evil Objects, it bears the engraved the chamber and knocked prone, and must make a DC 16 Constitution
cartouche of Rahotep’s name. saving throw, taking 5 (1d10) necrotic damage on a failed save.
The other object is a black opal three inches in diameter that is carved East Archway. A hawk hieroglyph and the cartouche for the lawful
into a leering skull. This is Utat-nebbu’s soul object. As long as it is not good deity Horus is over the archway to the east. It should be apparent
destroyed, Utat-nebbu cannot be slain permanently. It radiates a powerful that nothing herein could have anything to do with good, so this must
aura of necromancy. Utat-nebbu is immediately aware if anyone be falsely marked. It does in fact lead only to a lightless cavern complex
touches his soul object. So long as it remains in contact with a living deep below that is infested with all manner of ghoulish creatures. To go
being, Utat-nebbu can see and hear all that occurs within 30 feet, and there is death for a character — as there is no escape, and the chamber is
by concentrating he can, at will, cast detect thoughts on the individual warded against transportive and divination magics!

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Any vampire spawn thrown through this archway in combat are also Penalty. Simply abandoning these people and not providing them
trapped in the cavern and do not return. any healing, food, or water incurs the wrath of the gods. If this occurs,
West Archway. The cartouche for Set is over the archway to the west, all further benefits of the figurines are lost, along with any bonuses or
and to either side of it is an owl and an ankh hieroglyph. The owl and the special protections the party may have earned from the gods through
ankh symbols mitigate the evil name, and this archway in fact provides their prior actions.
transportation to the gorge, not far from the entrance to the tomb.
However, it works only for a living being if at least one person passing
through is wearing one of the silver pendants from Area 21. Each person 23. S ecret Passage from Area 18
bearing a silver pendant can bring three others safely with them, so long
Once the party obtains the Seal of Shadow from Utat-nebbu’s coffin,
as they grasp each other firmly. As soon as they step through, the silver
they can rotate the statue in Area 18 and open the secret door to the
pendant automatically returns to the applicable niche in Area 21. Utat-
passage as described there. Read the following as soon as the passage is
nebbu knows a command word that allows someone in the gorge who
opened:
knows the proper location to use the archway to travel the other direction
and enter Area 22. Unless that command word is used, however, there
is no evidence in the gorge of the transportation mechanism, and no way A stone block grinds out of the wall until it plunges to the ground
to travel from there to here. This is the manner in which the servants of with a crack and thud. Above, in the wall some 20 feet off the
Rahotep outside the tomb are given instructions, and how captives are floor, you see a five-foot-square opening to a passage. Suddenly,
brought to the tomb for the needs of Rahotep and his minions. a swarm of small, bat-winged horrors comes flying out of the
Any vampire spawn thrown through this archway in combat are opening toward you. Each looks like a flying black scorpion!
trapped in the gorge and do not return until one of Rahotep’s minions can
summon them.
North Archway. No marks are on or near this arch. Anyone passing
through either of the archways in Area 21 appears here. It also provides There are 10 flying scorpions (use statistics for a scorpion, with 4
passage back to Area 21 through either the eastern or western archway hit points, a flying speed of 30 ft., and a +4 Sting) that fly forth into the
in that room, chosen at random for each creature crossing through. chamber and attack the party like angry hornets. They also embody a
Undead creatures may use this archway without limitation. Living part of Rahotep’s ka. They can be slain normally; in addition, a scorpion
beings, however, must bear a gold pendant from Area 21 or they will be dies should it make a successful strike upon a party member. As each
unable to pass. Any vampire spawn thrown through this arch in combat expires, it hisses a word with its dying breath (no matter how it is slain):
return through this same arch 1d4 rounds later, possibly gaining surprise “Upon … you … now … falls … the … curse … of … Rahotep’s …
in the process. vital … essence!”
South Archway. No marks are on or near this arch. It is entirely Upon the death of the last scorpion, an icy tingling of fear runs along
unusable by living beings. Any undead passing through this arch are sent each character’s spine and they feel a sensation of nausea, as if some
to Area 27A, while any objects (such as corpses) are sent to Area 26A. plague passed briefly through their body. At this point, have the target of
Undead in Area 27A are able to use the arch there to arrive through this the curse (identified below) make its saving throw.
arch. As a result, any vampire spawn thrown through this arch during Each dead flying scorpion reduces the hit points of Rahotep’s ka by 1
combat return through this same arch in 2d4 rounds, accompanied by 6 (not 4), which should be reflected should the party make it to Area 37
ghulaz (see Appendix B). and face the aspects of Rahotep there.
The Ka’s Curse of Rahotep: See above for the effects of The Nine
Curses of Rahotep. This curse targets the character with the lowest
Capti ves XP who is not already the victim of one of Rahotep’s curses. If two or
more such characters have the same XP, roll randomly to determine the
The score of humans in this place cower and hide during the battle.
character targeted. The character targeted may resist the curse with a
The party should — at some point — concern themselves with rescuing
successful DC 18 Wisdom saving throw. Possessing the Blackened Sun
these hapless captives.
provides immunity to the ka’s curse.
If the party speaks to the captives, one of them recalls the following:

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

Chapter Eight - R ahotep's Tomb | 131


25. Th e Great H all Read the following if the party defeats these undead:

The passage continues on ahead. It is about 50 feet in length. You


can see openings along the left-hand wall, with strings of beads
hanging before each of these five doorless openings.

As the characters approach an opening and look past the beaded


curtain, read the following:

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

Chapter Eight - R ahotep's Tomb | 133


radiates conjuration magic. Upon touching this papyrus, any character these in the eye sockets of the statue summons the demoness Ghul (see
with a figurine of Thoth or Seshat knows it is dangerous. Appendix B) and her companion Gholl (see Appendix B), whose statue
Should the party actually read the scroll, it summons the great stands in the opposite alcove (Area 26). Upon seeing these stones, any
demon Gholl (see Appendix B) himself and his companion, the lesser character with a figurine of Isis knows that they are unspeakably evil and
demoness Ghul (see Appendix B), whose statue stands in the opposite dangerous and should not be placed in the statue’s eye sockets or even
alcove (Area 27). This would be an astonishingly bad development, so retained as treasure.
you may wish to discourage the party from proceeding in this direction. If either of these gems is retained, each character carrying one is
On the other hand, if anyone destroys the scroll, immediately award 500 cursed, with the same effect as one of the Nine Curses of Rahotep. If the
XP to each individual deciding on that course of action. gems are destroyed immediately, however, each character that agrees
with the decision gains 500 XP.
26A. Stin king Lair
27A. M essy Lair
Read the following if the party enters this area (presumably after
killing the gholles who resided here): Read the following if the party enters this area (presumably after
killing the ghulaz who resided here):

The stench in this place is unbearable. It is a den, a bestial lair


littered with refuse and bones, excrement, and rags. You see The stench in this place is terrible, but you manage it by breathing
nothing that even faintly resembles an item of worth or interest. through your mouth. It is a den, a bestial lair littered with refuse
An arched exit seems to be in the far wall, however. and bones, excrement, and rags. You see nothing that even faintly
resembles an item of worth or interest, save possibly the archway
of gray mist at its far end.
This is a filthy, carrion-strewn, bone-littered place with no treasure
— the lair of the gholles encountered above. An archway is in the
southern wall, with gray mist obscuring whatever might lie beyond. This This lair is identical in contents to Area 26A in most respects, save it
transporter receives corpses and objects from Area 22. Living creatures doesn’t smell quite as bad (though that is a low bar). Refer to that area’s
may not pass through the archway; any that attempt to do so are thrown description for details, but ignore the notes relevant only to the stench
five feet back into the chamber and knocked prone, and must make a of the gholles. The archway receives undead — but not objects or non-
DC 16 Constitution saving throw, taking 5 (1d10) necrotic damage on a animated corpses — from Area 22 and can be used by undead here to
failed save. go to that place. Living creatures may not pass through the archway;
The odor is so bad that anyone remaining for more than five rounds is any that attempt to do so are thrown five feet back into the chamber
penalized unless magically protected: Bonuses for Strength, Dexterity, and knocked prone, and must make a DC 16 Constitution saving throw,
and Constitution all drop to half normal for twice as long as the character taking 5 (1d10) necrotic damage on a failed save.
remained within the place.
If any of the vampiric ghouls fled to this location from Areas 25A or
25B, they might be encountered here, probably still with injuries. If so, 28. Rahotep’s Court of Evi l
they assume rat forms immediately and try to escape once again, this
Read the following as the party approaches the columns at the western
time back to their original lair.
end of the chamber:

27. Houn d-Faced Woman


Past the alcoves in the north and south walls, the chamber is again
Read the following as the party approaches the northern alcove: 50 feet across. To your relief, none of the horrid orange pillars are
in this area, but the light you carry still seems suppressed, with
anything more than 30 feet distant left in shadow.
Here stands a 12-foot-tall statue of some female monstrosity. It is Ahead, the floor in the center is the same sickly gray polished stone,
a misshapen creature hewn from dirty-gray stone. Its bestial face but the 10 feet along either wall is a red-and-black checkerboard
combines the worst features of a hound, a baboon, and a woman where stand rows of statues. Along the left wall, they depict
into a leering, fanged visage of demonic appearance. The long ghoulish undead, vampires, mummified zombies, and skeletal
arms, corded with muscle, terminate in clawed hands; the feet are creatures. Along the right wall are statues of fiends and demons.
similarly ugly and clawed. The hollow, empty eye sockets stare
balefully outward. The overall impression bodes of horrors most Nine serpentine pillars rise up until they are lost in the darkness
malevolent. above. In the center, surrounded by seven columns, stands a huge
statue of a monster, a nightmare work also carved from serpentine.
It has five pairs of spider-like legs spaced five feet apart along
a coiled, snake-like body that is thick like an enormous python.
The statue is of Ghul, the mother of all the ghulaz. Those characters
Atop its neck, a crocodilian head sports gaping jaws from which
bearing figurines of Chons or Horus recognize the depiction as being
protrude sharp, foot-long teeth. The tail terminates in a huge
that of a demoness. Hieroglyphs at the base of the statue state, “Ghul,
scorpion-like stinger. Were this monster real and stretched out, it
she who spawned the Ghulaz!” In fact, a dozen ghulaz (see Appendix
might measure 50 feet in length.
B) appear immediately, coming from Area 27A and arriving through the
archway concealed behind the statue. Beyond this, barely visible in your dim light and hedged round
A glance at the pedestal of the ineffably gross statue reveals a motif by the last four pillars, looms a huge stone figure of Rahotep. You
of dismembered body parts adorning its front. It conceals a secret see it in profile, for it faces left (to the south). A headdress that
compartment in the plinth that can be discovered with a successful resembles a vulture, adding three feet to the total height, crowns
DC 18 Wisdom (Perception) check and opened with a successful DC the 15-foot-tall figure.
20 Intelligence (Investigation) check. A pair of faceted gems carved What may lie beyond that statue is hidden by darkness.
to make them appear as eyeballs are within this compartment. Placing

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.”

As you approach the towering figure of the archpriest, the eyes


change into deep, lightless pits, like holes into a void. A voice
seems to echo from whatever depths lie behind those eyes: “The 29. B lack Gate of M onsters
name of Rahotep curses you and your eternal souls!”
Anyone who understands ancient Khemitian hieroglyphs can attempt
An icy tingling of fear runs along your spines, and you feel a to discern the meanings of the paintings on either set of doors with a
sensation of nausea, as if some plague passed briefly through your
body.
At the same time, the huge stone figure steps off its plinth and
takes a ponderous step toward you!

The black, lightless eyes are an aspect of Rahotep (see Appendix B)


— the ren, his true name — and it has spoken its Curse of Rahotep. All
party members should immediately roll their saving throws against the
ren’s Aura of Fear. The ren automatically obtains surprise on the party. If
any characters are able to act during a surprise round (such as a barbarian
using Feral Instinct) and they did not fail their saving throw against the
Aura of Fear, roll initiative for that character and the ren (remembering
that an aspect of Rahotep has advantage on initiative rolls). Keep track of
any damage inflicted on the ren; it will be relevant should the party make
it to Area 37 of the tomb. If the party somehow does more damage than
its total hit points, the ren vanishes and returns to its pool in Area 37.

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:

Chapter Eight - R ahotep's Tomb | 137


Th e Tom b of Rahotep
Lower Level Map

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.

Choose with wisdom, and proceed to Me, and pay homage.


Or choose foolishly, and dust shall fill your mouth and your
nostrils, and you shall know the taste of the tomb!

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.

34. Fo od an d Drin k for th e D ead


Read the following as the party reaches the end of the passage at Area
33 and can see into this room:

Chapter Eight - R ahotep's Tomb | 139


35. Ch am b er of Ritual an d
At the end of the short passage is a room 45 feet wide but only Mumm i ficati on
a little more than 10 feet deep to the east. The ceiling is arched,
reaching a peak 20 feet above you. The walls are plastered and Read the following as soon as the party opens the double doors:
covered with frescoes of people relaxing in the Duat amid fields
of reeds and grain. Across from you in the opposite wall is a set
of double doors made of dark cedar and bound with bronze. You The doors open into a chamber about 25 feet deep and 35 feet
see no pull-rings or hinges on this side of the doors, but you do wide, with the ceiling arching about 20 feet above. A large stone
see bronze plates with hieroglyphs set into the face of each door. block, seven feet wide and four feet deep and high, is in the middle
At the left end of the room is a large table set with gold and silver of the room. A wooden sarcophagus painted and gilded with
goblets, with crystal decanters of liquids that gleam in your light, the figure of an ancient Khemitian priest stands in each corner.
along with a variety of porcelain jugs and ceramic jars. At the Shelves with jars and bottles, folded scraps of cloth, and lots of
right end is another table set with platters of meat and fish and dust are along the north and south walls. The walls are plastered
poultry, golden fruit, and steaming loaves of bread. All seem to be and densely covered with hieroglyphs.
offerings of food and drink to Khemitian gods. An archway that is 15 feet wide and 15 feet high is in the far wall.
You suddenly realize you have been smelling the odors of Beyond that, you see a flight of stairs going down into darkness.
wonderful food, and your mouth waters involuntarily.

This is where four of Rahotep’s most devoted priests performed


The hieroglyphs on the bronze panel on the left door read: “These the rituals necessary at his death to allow the nine aspects of his soul
offerings of food and drink are made for the mighty of the Duat, and for to remain in the mortal realm to prepare for his eventual ascension
Rahotep the Eternal, in his journeys beyond life.” as Unmortal. The jars and bottles on the shelves are mostly empty or
The hieroglyphs on the bronze panel on the right door read: “May leaked, and the liquids within long since dried out. The dust on the
all who wish to pass here partake of these offerings so they may come shelves is all that is left of rolls of unused bandages. The hieroglyphs on
before Rahotep refreshed.” the walls recite the various prayers needed to effect this terrible ritual.
It likely goes without saying that partaking of any of the food or The inside of each sarcophagus is lined with lead, so a detect evil and
drink in this room is a rather poor idea. While the meat, bread, fruit, and good spell or a paladin’s Divine Sight does not reveal the presence of
liquids all look normal, true sight reveals that the platters and bottles undead unless the sarcophagus is opened.
are in fact filled with small, squirming Duat-worms. Anyone who does Greater Priest Ghosts. After the ritual was complete, the four priests
partake, even of the smallest amount, must make a DC 21 Constitution sealed themselves alive into the four sarcophagi in this room, where they
saving throw. On a failure, the character suffers the exact same died. But their souls remain within their mummified bodies, and they
consequences as if they had failed a save against one of the Nine Curses are now 4 greater priest ghosts (see Appendix B). Any party member
of Rahotep. On a success, the character vomits for five minutes and loses who enters this chamber may be targeted by one of the greater priest
2 points of Constitution for 24 hours. This latter effect can be removed ghosts with Possession, although the ghosts do not target any character
by a greater restoration spell. who is subject to one of the Nine Curses of Rahotep. If the Possession
These doors can be pushed open with a successful DC 16 Strength is successful, the priest’s soul moves into the target’s body, and the
check. target’s soul becomes trapped in the dead body of the priest within the
sarcophagus. The priest attempts to avoid the party’s notice, move with

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.

Chapter Eight - R ahotep's Tomb | 141


The information about which pool is which should have been obtained hieroglyphs can be found on the sides of the stone rings around the
by the party via legend lore or similar divination when they inspected pools, though they are not obvious as they are in bas relief and not
each of those objects. Rahotep has no idea that this might be the case, colored in any way. Anyone searching the side of the pools notice the
so he won’t initially be worried if party members drop his items into the hieroglyph on a successful DC 16 Wisdom (Perception) check. Checks
wrong pool. But if they keep doing so, he eventually figures it out. made during combat are at disadvantage.
Note that the Nine Evil Objects can be dropped into and removed The following table sets forth each of the pools (by the number
from a pool, and then dropped into a different pool, repeatedly, and designation on the map of Area 37), the aspect of Rahotep’s soul that
without any effect, until all nine are either in the pools that empower is associated with that pool (reflected by the hieroglyph on the stone),
Rahotep, or all are in the pools that destroy him. (Needless to say, neither which of the Nine Evil Objects if dropped in the pool corresponds to
can happen if the party lacks all nine of the objects.) empowering Rahotep and which to destroying him, and the appearance
The light emanating from the pools has no meaning. However, of the related aspect (for reference when the action commences):

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.

Chapter Eight - R ahotep's Tomb | 143


Chapter Nine . Ep i logue
At this point, either your players are rolling dice and writing down given honorary citizenship in Khemit and gain important connections in
new stat numbers, or they defeated Rahotep, at least temporarily, if Khemit, including the high priest of Thoth and perhaps a chief scribe in
not forever. Or … perhaps they released the Unmortal Rahotep, who pharaoh’s court.
decided to let them live, so they could suffer the anguish of watching the On the other hand, those devoted to Set and the other Khemitian
consequences of their failure unfold. gods of evil also know of the characters and may someday seek to take
vengeance upon them. At the least, the party now has powerful enemies
in this land.
Ch aracter Awards
If some of the characters survived, they have at a minimum gained
nearly a pharaoh’s ransom in gold and treasure, and likely a few items Fai lure
of potent magic apiece. Of course, some of what they find may be
The party escaped Rahotep’s tomb even though they did not defeat
bulky and cumbersome, and bringing such wealth with them may be an
him in combat, but they did not deliver to him all of the Nine Evil
adventure in itself.
Objects. He still lies in his tomb, waiting for the day when he can rise as
Depending on what transpired, they may also realize certain other
Unmortal …
benefits, in XP and otherwise:
Each character should be awarded 25% of a level’s worth of XP, over
and above all other XP awarded in connection with the adventure.
Tri ump h ! In this case, survival and such treasure as the party retained will have
to be sufficient accolades. The priests of Khemit are not particularly
The party placed each of the Nine Evil Objects into the pools that inclined to the party, though they are relieved that a greater disaster did
resulted in Rahotep’s final destruction. No longer will that evil one haunt not come to pass. And, of course, the characters now have a powerful,
the lands of Khemit, and Set’s plans for dominion are thwarted. immortal enemy who causes his allies in Khemit and throughout the
Each character should be awarded one level’s worth of XP, over and world to hunt them wherever they may be, especially if they still have
above all other XP awarded in connection with the adventure. any of the Nine Evil Objects.
In addition, whether or not the party had originally been sent as
agents of the Temple of Thoth, the priests of Khemit become aware
of Rahotep’s demise and seek to honor those who participated in his D isaster!
defeat. So long as the party returns any treasure that belonged to temples
The party gave all the Nine Evil Objects to Rahotep and he rises as
of good (such as some found in the Temple of Osiris), all clerics of
Unmortal, but somehow — either due to their own luck or Rahotep’s
Khemit’s good and neutral deities are friendly to the party and willing
twisted sense of humor — they escaped the tomb alive.
to assist them. If the characters divulge their identities, they are given
No additional XP are awarded for this outcome.
honorary citizenship in Khemit and are feted at a banquet at which the
In relatively short order, Rahotep deposes Pharaoh and declares
pharaoh himself appears. If they wish to remain in Khemit, each party
himself the immortal king of all Khemit. Temples of the good and
member is granted an appropriate hereditary title and a fiefdom. In any
neutral gods of the nation are driven underground. Soon, the Pharaoh
case, they gain important connections to great personages in Khemit,
Rahotep begins raising an army with which he intends to sweep across
including the archpriest of Khemit, the vizier of the Middle Kingdom,
all Libynos until he is the undisputed lord of the whole continent. Then,
the high priest of Thoth, and perhaps a chief scribe in Pharaoh’s court.
Akados awaits …
On the other hand, those devoted to Set and the other Khemitian
Supernatural forces hunt the party members wherever they are. They
gods of evil also know of the characters and may someday seek to take
had best seek out some allies and start working on a plan to reverse the
vengeance upon them. At the least, the party now has powerful enemies
catastrophe they brought about.
in this land.

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

Lan ds of th e M i d-Dwellers Map

Chapter Ten - The Blemmyish Nomad's Account | 145


Th e B lemmyis h Nomad’s Account
Translated and Annotated by Telemna Sharos
Translator’s Notes
Hyperborean University of Khemit at Heliopolis
1. Lands of the mud-dwellers refer to the settled cities and towns of
“We came down from the north, the hills to our right hand, raiding the Khemit.
lands of the mud-dwellers. We took many captives and much treasure, 2. Two hands of warriors means 10 mounted warriors. The plunder taken
which we sent back to our people with two hands of warriors as guards must have been considerable to send off that many. Incidentally, the
and to sing of our success. Most of our chief warriors were for riding on Blemmyish, their kindred clans, as well as most of the Yarban nomads
toward the sunrise, but then we discovered the fort in a gorge in the hills, now intermingled in the desert lands surrounding Khemit, use a
not far from where we had camped. Everyone knew that the mud-dwellers quinary rather than a decimal system for counting. Numerals are used
hoard their wealth in these forts, so all were agreed that we should attack for 1 through 4, a glyph for 5, 25, 125, etc.
it instead of moving onward. 3. Fort is probably erroneous, given the location of the structure near
“There could not be many within, we knew, as the mud-dwellers did the entrance to what appears to be a necropolis. Rather, it is likely the
not ride out when we surrounded them. The ones who always stay close author of this tale discovered a fortified temple.
to water are great cowards, who hide behind walls and use dirty magic 4. The ones who always stay close to water is an expression for the
in battle because their arms are weak. We made camp and looked for a Khemitites in general.
weak place to breach their walls. After two days, our scouts found that 5. Magic is, of course, anything magical and the use of spells. Most of
beyond the fort in the gorge were places where the mud-dwellers buried the desert clans consider the use of magic as cowardly, as they have
their dead. So that was what this fort guarded! The mud-dwellers are crazy few if any spellcasters themselves.
people, for they pay more heed to their dead than to the living. They build 6. Lord of Warriors is the chief deity of the Blemmyish pantheon. He is
fine dwelling places and squander precious things upon dried and useless said to have as many names as there are different sorts of weapons,
corpses. Such a waste of wealth and treasure! but no single one of them may be uttered by a member of the clan on
“So we abandoned the useless waiting. We left some warriors to keep pain of death!
the mud-dwellers in their fort, and the rest of us rode with eagerness into 7. Khalla Wadi is the pass through the Harh-Ahu-Ra Hills to the oasis of
the ravine to plunder the tombs of their dead. But most were already Dakla-Amun.
broken, and what treasures within already taken. Mud-dwellers steal from 8. Picture writing means not only hieroglyphs but those contained in
the sacred burial places of their own. They have no shame! But some cartouches, for otherwise the reference to “chiefs” makes no sense.
were still sealed, too fearsome for the thieves among the mud-dwellers. 9. Dung-gods could be an epithet of a derogatory sort for the Pharaonic
We showed them the courage of the desert peoples, and opened the places pantheon in general, but this being related after the fact, it is possible
they feared, and we shared out much silver and gold. And we burned the that it actually refers to unclean or evil deities worshipped by the
withered corpses we found, for that is a great insult and brings tears to attacking force. Deital standards are sometimes carried by troops
the eyes of the mud-dwellers. We feared no magic, for their meager tricks serving a temple.
have no effect on those of stout heart. We also knew our courage and the 10. Clu-clu-cluta literally means the number 525. However, it is also
humiliation of the mud-dwellers pleased the Lord of Warriors. used in Blemmyish to refer generally to a large number. As a result,
“Down one ravine, my cousin Jhunna discovered a long, narrow path this figure is likely an exaggeration. It seems unlikely that a band of
that led back out of the ravine and into the Khalla Wadi that crosses the nomads the size of the one here could have escaped from a force of
hills. We knew this meant luck was with us, for now we had a way to take 525 Khemitian soldiers.
our plunder and return to the clean sands of our homeland to the west. 11. A few hands can mean from fewer than 15 to no more than 24 total
“We were preparing to leave when, at the end of another ravine, I found escapees. If 25 had been able to flee, he would have used cluta after
a rich-looking tomb, still sealed. Its entrance was untouched, though hands.
why I do not know. It is obvious, if one just knows where to look. The 12. Clean lands refers to the deserts over which the Blemmyish rove.
mud-dwellers are stupid, so maybe their robbers are too. I shouted, and 13. My sons is probably a general term, as is “brothers” as used in the text.
others came to join me. This was certainly a great tomb, for it had the full He likely means those of kindred spirit.
picture-writing of the mud-chiefs all around it, with two pillars of stone.
But then the dung-gods of the land interfered.
“Before we could break open the stone door, there was a great shout, and
clu-clu-cluta of the mud-dwellers’ soldiers rode down upon us. I managed
to fight so well, I escaped, as did Jhunna beside me. A few hands of our
brothers likewise battled free. We used the path Jhunna had discovered
and rode through the Khalla Wadi back to our clean lands. Even then,
some of our brothers died as we went, some by falls, and others by snake
or scorpion. It was the curse of the dung-gods, of that I am certain.
“But now we are home. Although we mourn the many brave warriors
lost, we who survived are rich indeed. The fortunes we brought will make
our families wealthy and our clan famous. I will certainly become chief.
And Jhunna will have almost as many horses, camels, carpets, wives,
goats, and servants as do I!
“My sons will certainly return to the place of the mud-dwellers one day
to avenge the deaths of my brothers and to take wealth from useless places
such as their houses and graves. And they shall take what they will from
the great tomb, and they shall bring its wealth back to the desert, and they
shall live as kings.”

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.

Ch apter Three N PCs — Aartuat Vi llage

Caravans erai Cavalry So ld i er


Medium human, non-evil alignment

Bas-f-py (Subaltern) Armor Class 15 (chain shirt)


Hit Points 22 (4d8 + 4)
The subaltern is a younger son of a petty noble sent off to make his Speed 30 ft.
way in the military because he isn’t suited for much else — certainly not
the priesthood or scholarly life. Recognizing his modest talents, higher
authorities sent him to this post to keep him out of the way. Because STR DEX CON INT WIS CHA
he is not particularly able and has no promising future, he yearns to do 14 (+2) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
something important to make his name. He is just smart enough to be
dangerous. He can be a lot of trouble or a big help to those who approach Skills Animal Handling +3, Perception +3
him correctly. Bas-f-py is a follower of Khnemu. Senses passive Perception 13
Languages Khemitian, some Common
Challenge 1/2 (100 XP)
Bas-f-py (Subaltern)
Medium male human, chaotic neutral Acti o ns
Armor Class 19 (+1 chain shirt, +1 shield) Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach
Hit Points 44 (8d8 + 8) 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing
Speed 30 ft. damage.
Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 8 (1d12 + 2) piercing damage.
13 (+1) 14 (+2) 12 (+1) 12 (+1) 11 (+0) 13 (+1) Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Saving Throws Str +4, Con +4 Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
Skills Animal Handling +2, Athletics +3, Perception +2 one target. Hit: 5 (1d6 + 2) piercing damage.
Senses passive Perception 12
Languages Khemitian, some Common Poss essi o ns
Challenge 3 (700 XP)
Chain shirt, scimitar, shortbow, 20 arrows, lance, handaxe,
long cowled cape of white fur with narrow mustard yellow
Acti o ns
stripes (25 gp), light warhorse, pouch with 23 gp.
Multiattack. Bas-f-py makes two melee attacks or two ranged
attacks.
Corporal
+1 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage. The corporals are veteran soldiers promoted to minor command
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., because they are a bit more able than the rank-and-file, but they are
one target. Hit: 6 (1d8 + 2) piercing damage. otherwise not much different from the ordinary soldiers. Their primary
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or concern tends to be maintaining order; otherwise, they lose their rank
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. and extra pay and privileges.

Poss essi o ns Corporal


+1 chain shirt, potion of superior healing, +1 shortsword, +1 Medium human, non-evil alignment
shield, longbow, 20 arrows, spear, long cowled cape of pale Armor Class 16 (studded leather, shield)
mustard yellow with red hem and gold sleeves (200 gp), two Hit Points 27 (5d8 + 5)
gold crescent moon military insignia (50 gp), pouch with Speed 30 ft.
violet garnet (300 gp) and 68 sp.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 12 (+1)
Cavalry So ld i er
Skills Perception +2
These are average cavalry troopers, not always chummy with the
regular infantry — except when outsiders threaten them. Senses passive Perception 12
Languages Khemitian, some Common
Challenge 1/2 (100 XP)

Appendix A: NPCs of Necropolis | 149


Acti o ns Acti o ns

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

+1 longsword, +1 shield, potion of stone giant strength, potion


Poss essi o ns
of greater healing, half-plate, longbow, 20 arrows, light
Studded leather armor, shortbow, 30 arrows, spear, warhorse, pouch with 5 pp, 35 sp, 15 gp, and a topaz (150 gp).
shortsword, long cowled cape of pale mustard yellow with
narrow red stripes (25 gp), silver crescent moon military H etet-f (P lato on S ergeant)
insignia (5 gp), pouch with 62 sp.
Hetet-f is 28 years old and a military veteran of 13 years. He is strong,
H amep h at (Fi fth Li eutenant) wily, tough, and able in a lot of different areas not entirely approved
of by the government. He is very orderly in his habits and demands
Hamephat is 23 years old and the only son of a free farmer. His likewise of others under his command. He is currently courting Mastuti
abilities allowed him to attend school without cost to his family — and will be hostile to anyone whom he perceives to be doing the same.
something they hadn’t the funds for. He first entered the priesthood but
soon realized he wasn’t meant for that and so joined the army. After H etet-f (P lato on S ergeant)
only one year he was promoted from subaltern to fifth lieutenant — all Medium male human, neutral
at the age of 21. His rise was too rapid, and a jealous first lieutenant had
him posted to Aartuat, realizing that with opportunity for learning and Armor Class 16 (+1 chain shirt)
performance, this fellow would be a rival in just a few years. Now age Hit Points 52 (8d8 + 16)
23, having been stuck here for some time, Hamephat is itching to do Speed 30 ft.
something — anything. Hamephat is a devotee of Herakhty (Horus).
STR DEX CON INT WIS CHA
H amep h at 15 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Medium male human, lawful neutral
Saving Throws Str +4, Con +4
Armor Class 20 (half plate, +1 shield)
Skills Animal Handling +3, Athletics +4, Perception +3
Hit Points 65 (10d8 + 20)
Senses passive Perception 13
Speed 30 ft.
Languages Khemitian, some Common
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 14 (+2) 11 (+0) 15 (+2) Action Surge. On his turn, Hetet-f can take one additional
action. Once he uses this feature, he must finish a short or
Saving Throws Str +6, Con +4 long rest before he can use it again.
Skills Animal Handling +4, Athletics +8, Insight +4, Second Wind. On his turn, Hetet-f can use a bonus action
Perception +4 to regain 1d10 + 8 hit points. Once he uses this feature, he
Senses passive Perception 14 must finish a short or long rest before he can use it again.
Languages Khemitian, some Common
Challenge 4 (1,100 XP) Acti 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)

Saving Throws Str +4, Con +4 Acti o ns


Skills Animal Handling +3, Athletics +4, Perception +3 Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
Senses passive Perception 13 one target. Hit: 4 (1d6 + 1) piercing damage.
Languages Khemitian, some Common Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Challenge 3 (700 XP) target. Hit: 4 (1d6 + 1) piercing damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
Action Surge. On his turn, Nemekh can take one additional range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
action. Once he uses this feature, he must finish a short or
long rest before he can use it again. Poss essi o ns
Second Wind. On his turn, Nemekh can use a bonus action
Leather armor, small steel shield, shortbow, 20 arrows, spear,
to regain 1d10 + 8 hit points. Once he uses this feature, he
shortsword, long cowled cape of pale mustard yellow with
must finish a short or long rest before he can use it again.
narrow red stripes (25 gp), pouch with 21 sp.
Acti o ns

Multiattack. Nemekh makes two melee attacks or two ranged


Tch arqu (Scri b e)
attacks. Tcharqu is a young man, the model of bureaucracy. He is more
+1 Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one concerned with paperwork than with results, and if crossed or treated
target. Hit: 6 (1d6 + 3) slashing damage. roughly, he could cause innumerable “administrative delays” for the
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach party.
5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing
damage.
Tch arqu (Scri b e)
Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 8 (1d12 + 2) piercing damage. Medium male human, lawful neutral
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., Armor Class 11 (leather)
one target. Hit: 5 (1d6 + 2) piercing damage, +5 to hit and 6 Hit Points 16 (3d8 + 3)
(1d6 + 3) piercing damage with a +1 arrow. Speed 30 ft.

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.

Appendix A: NPCs of Necropolis | 151


M erch ant an d Provisi on er N ehsi
(Hous e of H ept-f-hra) One of the guards employed by Hept-f-hra, Nehsi is an ugly but falsely
smiling person of husky build. He is a very cruel and evil person of less
than reputable nature. In a tight situation, he runs away as quickly as he
H ept-f-hra can to save his own neck.

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.

Cunning Action. Hept-f-hra can take a Dash, Disengage, or Acti o ns


Hide action as a bonus action on each of his turns in combat. Multiattack. Nehsi makes two Morningstar attacks or throws
Evasion. When Hept-f-hra is subjected to an effect that allows two spears.
him to make a Dexterity saving throw to take only half +1 Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft.,
damage, he instead takes no damage if he succeeds on the one target. Hit: 9 (1d8 + 5) piercing damage.
saving throw, and only half damage if he fails. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5
Sneak Attack. Hept-f-hra can deal an extra 4d6 damage to ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing
one creature he hits with an attack if he has advantage damage.
on the attack roll. The attack must use a finesse or ranged Spear. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one
weapon. He doesn’t need advantage on the attack roll if target. Hit: 7 (1d6 + 4) piercing damage.
another enemy of the target is within five feet of it, that
enemy isn’t incapacitated, and Hept-f-hra doesn’t have Poss essi o ns
disadvantage on the attack roll.
Uncanny Dodge. When an attacker that Hept-f-hra can see +1 morningstar, 2 potions of healing, ring of protection, spear,
hits him with an attack, he can use his reaction to halve the dagger, studded leather armor, shield, light horse, pouch
attack’s damage against him. with 20 gp.

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.

Appendix A: NPCs of Necropolis | 153


Acti o ns Pans b ek
+1 Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one Pansbek, age 16, is the middle son of Hept-f-hra and Fa-t-tep. Like his
target. Hit: 6 (1d4 + 4) piercing damage. older brother, Pansbek hates everyone, especially his family. For others,
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range he has scorn and contempt. He is an able-enough student of dishonesty
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. (having learned such traits from his parents).

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.

Appendix A: NPCs of Necropolis | 155


Poss essi o ns S h enau
+1 studded leather, +1 shortsword, +1 dagger, potion of haste, Medium humanoid (human), chaotic evil
potion of greater healing, 1,200 sp (under pallet where he Armor Class 14 (bracers of defense)
sleeps). Hit Points 78 (12d8 + 24)
Speed 30 ft.
H ep-th ait
STR DEX CON INT WIS CHA
A sneaky and vile lad of 11 years, he is the son of Gerhit, but he
9 (–1) 14 (+2) 14 (+2) 20 (+5) 14 (+2) 13 (+1)
scorns his parent, toadying to Shenau. It does no good; both men treat

him badly, which this little swine deserves. He lies and cheats whenever
possible and enjoys it, along with petty cruelty, too. If he is convinced it Saving Throws Int +8, Wis +5
will avoid torture or death, he talks readily about Shenau and his father, Skills Arcana +8, Deception +4, Insight +5, Perception +5,
Gerhit; however, Hep-thait would rather lie or use a trick to get free Religion +8
than to reveal things. Speaking is thus his last resort, unless perhaps he Senses passive Perception 15
is given a large amount of money, a mount, and some gear to get him Languages Common, Khemitian
safely out of Aartuat. Challenge 8 (3,900 XP)

H ep-th ait Spellcasting. Shenau is a 12th-level spellcaster. His


Medium humanoid (human), chaotic evil spellcasting ability is Intelligence (spell save DC 16, +8
Armor Class 14 (leather) to hit with spell attacks). Shenau has the following spells
Hit Points 4 (1d8) prepared:
Speed 30 ft. Cantrips (at will): acid splash, blade ward, fire bolt, mage
hand, poison spray
STR DEX CON INT WIS CHA 1st level (4 slots): burning hands, detect magic, magic missile,
protection from evil and good, thunderwave
10 (+0) 17 (+3) 11 (+0) 15 (+2) 8 (–1) 13 (+1)
2nd level (3 slots): counterspell, hold person, invisibility

3rd level (3 slots): dispel magic, fireball, fly, magic circle
Saving Throws Dex +5, Int +4
4th level (3 slots): arcane eye, banishment, dimension door,
Skills Acrobatics +5, Deception +3, Sleight of Hand +7, Stealth +7
wall of fire
Senses passive Perception 9
5th level (2 slots): arcane hand, cone of cold, dispel evil and
Languages Common, Khemitian
good
Challenge 1/4 (50 XP)
6th level (1 slot): mass suggestion, planar ally
Sneak Attack. Hep-thait can deal an extra 1d6 damage to one Acti o ns
creature he hits with an attack if he has advantage on the
attack roll. The attack must use a finesse or ranged weapon. +1 Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one
He doesn’t need advantage on the attack roll if another target. Hit: 5 (1d4 + 2) piercing damage.
enemy of the target is within five feet of it, that enemy isn’t
Poss essi o ns
incapacitated, and Hep-thait doesn’t have disadvantage on
the attack roll. Bracers of defense, wand of lightning bolts, scroll of 2 spells
(fear and teleport), Serpent Ankh (one of the Nine Evil
Acti o ns Objects), +1 dagger, heavy horse (secretly stabled at Hept-f-
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. hra’s), pouch with 50 gp, 1,000 gp (in trapped and magically
Hit: 6 (1d4 + 4) piercing damage. protected coffer at residence).

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.

Ch apter Four N PCs — Th e Po o l of H apy

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)

Appendix A: NPCs of Necropolis | 157


Beneath the Waves. Merha-aptut may touch a companion Spellcasting. Merha-aptut is a 13th-level spellcaster. His
and share his ability to swim and breathe underwater with spellcasting ability is Wisdom (spell save DC 16, +8 to hit
them. He may do this a number of times equal to his Wisdom with spell attacks). Merha-aptut has the following spells
modifier, and regains uses following a short rest. prepared:
Blessing of Hapy. If Merha-aptut is attacked in his dwelling, Cantrips (at will): guidance, light, mending, spare the dying,
he gains a +6 divine bonus to his attack rolls, ability checks, thaumaturgy
saving throws, and armor class from Hapy’s nearby fetish. 1st level (4 slots): bless, cure wounds, fog cloud, purify food and
This protection continues for as long as needed without cost drink, sanctuary, thunderwave
to Merha-aptut or negation of any sort by his foes. 2nd level (3 slots): calm emotions, gentle repose, gust of wind,
Bonus Proficiency. Merha-aptut has proficiency with Vehicles lesser restoration, misty step, prayer of healing
(Water), and adds double his proficiency bonus to checks 3rd level (3 slots): dispel magic, mass healing word, remove
with Vehicles (Water) and Strength (Athletics) checks to curse, water breathing, water walk
swim. 4th level (3 slots): control water, death ward, divination,
Also, he has advantage on any Strength (Athletics) checks to guardian of faith, hallucinatory terrain
swim. 5th level (2 slots): commune with nature, greater restoration,
Channel Divinity: Call Creatures of the Water. Merha- mass cure wounds, raise dead, wall of water*
aptut may use Channel Divinity to bring creatures that live 6th level (1 slot): heal
in or near the water to serve him. As an action, he presents 7th level (1 slot): regenerate
his holy symbol and calls upon the creatures of the water. * See Appendix E
A number of aquatic creatures (including birds, mammals,
and reptiles) with the beast type that are appropriate to the Acti o ns
environment whose total HD are less than or equal eight +1 Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
appear. These creatures understand his orders and serve target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) cold
him for one minute before dispersing to their usual haunts. damage.
Disciple of the River. Merha-aptut has a swim speed equal
to 30 feet. He may breathe underwater for up to five minutes Poss essi o ns
and regains 5 minutes following a short rest. He also has
darkvision to 60 ft., as well as resistance to bludgeoning +1 dagger, bracers of defense, ring of protection, ring of spell
damage. storing (holds shield of faith), cloak of protection, scroll of 2
Divine Strike. Once on each of Merha-aptut’s turns when spells (revivify and resurrection), spell scroll with protection
he hits a creature with a weapon attack, he can cause the from poison, wand of polymorph, holy symbol, pouch with
attack to deal an extra 4 (1d8) cold damage to the target. 125 gp, 3,000 gp (hidden in residence)

Ch apter Fi ve N PCs — Road to th e Gorge


Languages Khemitian, some Common
Ban d its on th e Road
Challenge 1/2 (100 XP)

Ban d its (Kh em itian Ex-So ld i ers) Acti o ns

Multiattack. The bandit makes two attacks.


These outlaws are much the same as average Khemitian soldiers — Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
but are of the worst sort and deserters and/or criminals of other kinds.
Hit: 8 (1d12 + 2) piercing damage.
They are more prone to fight than surrender, for they know they face trial
and probable execution if taken prisoner. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
After firing a volley or two of arrows, these men drop their bows, one target. Hit: 6 (1d8 + 2) piercing damage.
take up their shields and lances, charge into melee, and then discard the Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
lances for their scimitars. target. Hit: 5 (1d6 + 2) slashing damage.

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.

STR DEX CON INT WIS CHA Acti o ns


14 (+2) 16 (+3) 12 (+1) 11 (+0) 11 (+0) 13 (+1) Multiattack. The bandit makes two attacks.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
Saving Throws Dex +5, Int +2 one target. Hit: 6 (1d8 + 2) piercing damage.
Skills Acrobatics +7, Deception +5, Intimidation +5 Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Senses passive Perception 10 target. Hit: 5 (1d6 + 2) slashing damage.
Languages Common, Khemitian
Challenge 1/2 (100 XP) Poss essi o ns

Hide armor, shield, longbow, 20 arrows, scimitar, light


Cunning Action. The bandit can take a Dash, Disengage, or
warhorse, pouch with 25 sp.
Hide action as a bonus action on each of his turns in combat.
Sneak Attack. The bandit deals an extra 1d6 damage to one
creature he hits with an attack if he has advantage on the Hu-b enti (Pri est of S et)
attack roll. The attack must use a finesse or ranged weapon.
He doesn’t need advantage on the attack roll if another Hu-benti, a priest of Set, isn’t particularly bright, but what he lacks in
intelligence he makes up for with a rigid outlook and strict adherence to
enemy of the target is within five feet of it, that enemy isn’t
instructions from his master, Setem-nefer. He is a fanatic and hopes that
incapacitated, and the bandit doesn’t have disadvantage on his service to Set will be rewarded with a promotion to chief priest.
the attack roll. His job is to make sure that the bandits do not reveal any secrets. In
the fray ahead, this means that Hu-benti will fight. He flees if combat
Acti o ns goes badly, particularly if Turpur runs off, as he thus saves his life
Light Crossbow. Ranged Weapon Attack: +5 to hit, range and has a perfect excuse. However, he will die fighting rather than
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. surrender. If he is somehow taken alive, he never speaks freely about any
association with the Temple of Osiris.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Spear. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one Hu-b enti (Pri est of S et)
target. Hit: 6 (1d6 + 3) piercing damage. Medium humanoid (human), chaotic evil

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)

Appendix A: NPCs of Necropolis | 159


Spellcasting. Hu-benti is a 12th-level spellcaster. His Action Surge. On his turn, Turpur can take one additional
spellcasting ability is Wisdom (spell save DC 16, +8 to action. Once he uses this feature, he must finish a short or
hit with spell attacks). Hu-benti has the following spells long rest before he can use it again.
prepared: Cunning Action. Turpur can take a Dash, Disengage, or Hide
Cantrips (at will): guidance, light, poison spray, sacred flame, action as a bonus action on each of his turns in combat.
thaumaturgy Evasion. When Turpur is subjected to an effect that allows
1st level (4 slots): bless, command, cure wounds, hellish rebuke, him to make a Dexterity saving throw to take only half
shield of faith, thunderwave damage, he instead takes no damage if he succeeds on the
2nd level (3 slots): blindness/deafness, darkness, hold person, saving throw, and only half damage if he fails.
shatter, spiritual weapon Second Wind. On his turn, Turpur can use a bonus action
3rd level (3 slots): cloak of serpents*, dispel magic, fear, mass to regain 1d10 + 2 hit points. Once he uses this feature, he
healing word, slow must finish a short or long rest before he can use it again.
4th level (3 slots): banishment, black tentacles, blight, death Sneak Attack. Turpur can deal an extra 5d6 damage to one
ward, sticks to snakes* creature he hits with an attack if he has advantage on the
5th level (2 slots): antilife shell, dominate person, flame strike, attack roll. The attack must use a finesse or ranged weapon.
mass cure wounds He doesn’t need advantage on the attack roll if another
6th level (1 slot): wall of serpents* enemy of the target is within five feet of it, that enemy isn’t
*See Appendix E. incapacitated, and Turpur doesn’t have disadvantage on the
Ward of the Void. Hu-benti has resistance to necrotic and attack roll.
cold damage. Uncanny Dodge. When an attacker that Turpur can see hits
him with an attack, he can use his reaction to halve the
Acti o ns attack’s damage against him.
+1 Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Acti o ns
target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8)
necrotic damage. +1 Longbow. Ranged Weapon Attack: +9 to hit, range 150/600
Light Crossbow. Ranged Weapon Attack: +4 to hit, range ft., one target. Hit: 10 (1d8 + 6) piercing damage.
80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage, +5 to +2 Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one
hit and 6 (1d8 + 2) piercing damage with +1 bolt. target. Hit: 9 (1d4 + 7) piercing damage.
+2 Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Poss essi o ns target. Hit: 10 (1d6 + 7) slashing damage.
+2 scale mail, +1 mace, shield, light crossbow, 10 +1 bolts,
Poss essi o ns
wand of fear, spell scroll with blade barrier, divination, and
insect plague), light warhorse, unholy symbol, pouch with 80 gp. +2 scimitar, +2 dagger, +1 studded leather armor, +1 longbow,
ring of protection, 2 potions of haste, potion of greater
healing, 20 arrows, gold bracelet (20 gp), light warhorse,
Turpur (Captain of th e Ban d its) pouch with 3 pieces of amber (15 gp each) and 200 gp; 4,500
gp (stashed away in a secret location known only to him).
Turpur possesses the Bloodied Moon evil object. He dislikes the priest
Hu-benti and would enjoy seeing him slain in battle — as long as he and
his surviving force triumph. Immediately upon seeing that his force is
Th e Pylon of th e Duat
being beaten, Turpur breaks off and flies at best speed to safety. While a
servant of evil, he is not committed as are many of the others. Turpur and
his brigands are simply bad men willing to kill and pillage for their own Afabu (U p nat 2) (Wo lfwere)
pleasure and gain.

Afabu (U p nat 2) (Wo lfwere)


Turpur (Captain of th e Ban d its) Medium monstrosity (shapechanger), chaotic evil
Medium humanoid (human), chaotic evil Armor Class 14 (natural armor)
Armor Class 19 (+1 studded leather, ring of protection) Hit Points 39 (6d8 + 12)
Hit Points 78 (12d8 + 24) Speed: 50 ft. in wolf form, 30 ft. in hybrid or human form
Speed 30 ft.
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) 20 (+5) 14 (+2) 14 (+2) 10 (+0) 14 (+2)
Damage Resistances bludgeoning, piercing, and slashing
Saving Throws Str +4, Dex +9, Con +3, Int +6, Wis +1, Cha +3 damage from nonmagical attacks that aren’t silver
Skills Acrobatics +11, Deception +8, Intimidation +8, Skills Deception +4, Perception +4
Perception +6, Stealth +11 Senses: Darkvision 60 ft., passive Perception 14
Senses passive Perception 16 Languages: Khemitian
Languages Common, Khemitian Challenge 2 (450 XP)
Challenge 8 (3,900 XP) Cunning Action. Afabu can take a Dash, Disengage, or Hide
action as a bonus action on each of his turns in combat.

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)

Appendix A: NPCs of Necropolis | 161


Channel Divinity: Aura of Death. As an action, the false Apuat (Wo lfwere)
Anubis may present his holy symbol and invoke Anubis’
name. All creatures in a 15-foot cone originating from him
must succeed at a DC 17 Constitution saving throw or suffer Apuat (Wo lfwere)
4 (1d8) necrotic damage. Also, those who fail their save may Medium monstrosity (shapechanger), chaotic evil
not regain hit points until the end of the false Anubis’ next
Armor Class 14 (natural armor)
turn.
Hit Points 45 (7d8 + 14)
Death’s Door. If false Anubis sees a creature within 30
Speed: 50 ft. in wolf form, 30 ft. in hybrid or human form
feet drop to 0 hit points as a result of taking damage, as a
reaction, he may either cause the creature instead to drop
STR DEX CON INT WIS CHA
to 1 hit point or he may cause the creature to suffer a death
saving throw failure. He cannot use this feature to cause a 13 (+1) 17 (+3) 14 (+2) 16 (+3) 14 (+2) 12 (+2)
creature to fail more than one death saving throw after it
drops to 0 hit points. Damage Resistances bludgeoning, piercing, and slashing
False Anubis can use this feature five times. He regains all damage from nonmagical attacks that aren’t silver
expended uses when he finishes a long rest. Skills Deception +4, Perception +4
Mark of Death. As an action, the false Anubis may give one Senses: Darkvision 60 ft., passive Perception 14
creature he can see that is within 30 feet of him the Mark of Languages: Khemitian
Death. The mark lasts until Anubis is rendered unconscious, Challenge 4 (1,100 XP)
marks a different creature, or the marked creature dies.
While suffering from the Mark of Death, the marked Mesmerizing Gaze. As a bonus action, Apuat in wolf or
creature must succeed at a DC 17 Wisdom saving throw at human form can target one living creature within 30 feet
the start of its turn or suffer 5 necrotic damage. He may use that it can see with its mesmerizing gaze. If the targeted
this feature 10 times, and regains uses following a long rest. creature can see Apuat, then the targeted creature must
Shared Death. When false Anubis causes necrotic damage to make a successful DC 12 Charisma saving throw or be
a target, he causes another creature that he can see within stunned for 1d4 rounds. A creature that is capable of taking
15 feet of the target to suffer 4 (1d8) necrotic damage as actions can, at the start of its turn, look away to avoid
well. Furthermore, any creature he kills cannot be raised as Apuat’s gaze for one complete round. If it targets Apuat
undead. while averting its gaze, it suffers all the usual penalties
Spellcasting. The false Anubis is a 16th-level spellcaster. His for attacking an unseen target. Creatures that are blind,
spellcasting ability is Wisdom (spell save DC 17, +9 to hit unconscious, or unable to see Apuat for any other reason are
with spell attacks). He has the following spells prepared: immune to this attack.
Cantrips (at will): guidance, light, sacred flame, spare the Shapechanger. Apuat can change from its wolf form or
dying, thaumaturgy human form to its hybrid form as a bonus action. Changing
1st level (4 slots): bless, command, cure wounds, false life, ray from wolf form directly to human form or vice versa takes
of sickness, shield of faith an action. In wolf form, it is indistinguishable from a normal
2nd level (3 slots): calm emotions, gentle repose, hold person, wolf.
ray of enfeeblement, spiritual weapon Spellcasting. Apuat is a 7th-level spellcaster. His spellcasting
3rd level (3 slots): bestow curse, dispel magic, speak with dead, ability is Intelligence (spell save DC 13, +5 to hit with spell
spirit guardians, vampiric touch attacks). He has the following spells prepared:
4th level (3 slots): banishment, blight, death ward, freedom of Cantrips (at will): acid splash, dancing lights, fire bolt, poison
movement, guardian of faith spray
5th level (2 slots): antilife shell, flame strike, mass cure 1st level (4 slots): burning hands, detect magic, jump, magic
wounds, raise dead missile
6th level (1 slot): circle of death 2nd level (3 slots): blindness/deafness, hold person, misty step,
7th level (1 slot): finger of death web
8th level (1 slot): incendiary cloud 3rd level (3 slots): dispel magic, fear, slow
4th level (1 slots): black tentacles
Acti o ns
Acti o ns
+1 Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) Multiattack (hybrid form only). Apuat makes two melee
necrotic damage. attacks.
Bite (wolf form only). Melee Weapon Attack: +5 to hit, reach
Poss essi o ns 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage and the
target must make a successful DC 13 Dexterity saving throw
+1 quarterstaff, bracers of defense, cloak of protection, ring of or be knocked prone.
protection, pouch of 3 beads of force, pearl of power, rod of Claws (hybrid form only). Melee Weapon Attack: +5 to hit,
absorption (11 spell levels currently held), spell scroll with reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
antimagic field, heal, and harm, dagger, pouch with 100 sp, Longsword (human and hybrid form only). Melee Weapon
25 pp, and holy symbol. Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1)
slashing damage.

162 | NECROPOLIS
Gebir (U p nat 1) (Wo lfwere) Isis (Li on were)

Gebir (U p nat 1) (Wo lfwere) Isis (Li on were)


Medium monstrosity (shapechanger), chaotic evil Large monstrosity (shapechanger), chaotic evil

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.

Appendix A: NPCs of Necropolis | 163


Mab h eri (Son of Horus) N eb kau (Son of Horus)
(Owlwere) (Wo lfwere)

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

Armor Class 13 (natural armor) Armor Class 14 (natural armor)


Hit Points 31 (7d8) Hit Points 54 (7d8 + 14)
Speed: 10 ft., fly 60 ft. in owl form; 30 ft., fly 30 ft. in hybrid Speed: 50 ft. in wolf form, 30 ft. in hybrid or human form
form; 30 ft. in human form
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1)
10 (+0) 17 (+3) 11 (+0) 12 (+1) 14 (+2) 12 (+2)
Saving Throws Str +5, Dex +5, Con +4
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 Athletics +5, Perception +4
Senses Darkvision 60 ft., passive Perception 14 Senses: Darkvision 60 ft., passive Perception 14
Languages Khemitian Languages: Khemitian
Challenge 3 (700 XP) Challenge 3 (700 XP)

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.

Appendix A: NPCs of Necropolis | 165


Ch apter Six N PCs — Temp le of Osiris

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

Dagger of Venom. Melee Weapon Attack: +7 to hit, reach 5


ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 4 (1d8)
necrotic damage plus, once per day, 11 (2d10) poison damage
and poisoned for one minute if the victim fails a DC 15
Constitution saving throw.
Poss essi o ns

Garb of Set (+2 to AC), amulet of Set (+2 to AC), dagger of


venom, spell scroll with geas and scrying, potion of flying,
unholy symbol, platinum bracelet (200 gp).

166 | NECROPOLIS
N ekeb et (Atten dant Pri estess) Novice Pri est/Pri estess

N ekeb et (Atten dant Pri estess) Novice Pri est/Pri estess


Medium humanoid (human), chaotic evil Medium humanoid (human), chaotic evil

Armor Class 17 (garb of Set, amulet of Set) Armor Class 11


Hit Points 58 (9d8 + 18) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.

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)

Saving Throws Wis +3, Cha +2


Saving Throws Wis +6, Cha +6
Skills Deception +2, Perception +3
Skills Deception +6, Insight +6, Perception +6
Senses passive Perception 13
Senses passive Perception 16
Languages Khemitian
Languages Abyssal, Infernal, Khemitian
Challenge 1/2 (100 XP)
Challenge 6 (2,300 XP)
Channel Divinity: Aura of Decay. A novice priest or
priestess can use Channel Divinity to create an aura that
Channel Divinity: Aura of Decay. Nekebet can use Channel
rots away the living. As an action, they present their holy
Divinity to create an aura that rots away the living. As
symbol and invoke Set’s name. All living creatures within a
an action, she presents her holy symbol and invokes Set’s
30-foot cube centered on the holy symbol must make a DC 11
name. All living creatures within a 30-foot cube centered on
Wisdom saving throw, taking 9 (2d8) necrotic damage and
her holy symbol must make a DC 14 Wisdom saving throw,
being poisoned until the end of their next turn on a failed
taking 9 (2d8) necrotic damage and being poisoned until the
save, or half damage on a successful one.
end of their next turn on a failed save, or half damage on a
Spellcasting. A novice priest or priestess is a 2nd-level
successful one.
spellcaster. Their spellcasting ability is Wisdom (spell
Divine Strike. Once on each of Nekebet’s turns when she hits
save DC 11, +3 to hit with spell attacks). A novice priest or
a creature with a weapon attack, she can cause the attack to
priestess has the following spells prepared:
deal an extra 4 (1d8) necrotic damage to the target.
Cantrips (at will): light, poison spray, sacred flame, spare the
Spellcasting. Nekebet is a 9th-level spellcaster. Her
dying
spellcasting ability is Wisdom (spell save DC 14, +6 to
1st level (3 slots): cure wounds, hellish rebuke, inflict wounds,
hit with spell attacks). Nekebet has the following spells
shield of faith, thunderwave
prepared:
Cantrips (at will): light, poison spray, resistance, sacred flame,
Acti o ns
thaumaturgy
1st level (4 slots): bane, command, cure wounds, hellish rebuke, Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
inflict wounds, shield of faith, thunderwave target. Hit: 5 (1d6 + 2) slashing damage.
2nd level (3 slots): blindness/deafness, darkness, hold person,
shatter, silence Poss essi o ns
3rd level (3 slots): charnel reek*, dispel magic, fear, slow, speak Scimitar, unholy symbol, 5 sp.
with dead
4th level (3 slots): banishment, black tentacles, blight, guardian
of faith, stone shape
Pri est of S et
5th level (1 slots): antilife shell, cloud of Hept-na*, dominate
person
*See Appendix E. Pri est of S et
Ward of the Void. Nekebet has resistance to necrotic and cold Medium humanoid (human), chaotic evil
damage. Armor Class 22 (+1 plate and +1 shield)
Hit Points 78 (12d8 + 24)
Acti o ns
Speed 30 ft.
Dagger of Venom. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 4 STR DEX CON INT WIS CHA
(1d8) necrotic damage plus, once per day, 11 (2d10) poison 12 (+1) 16 (+3) 14 (+2) 13 (+1) 16 (+3) 16 (+3)
damage and poisoned for one minute if victim fails a DC 15
Constitution saving throw. Saving Throws Wis +6, Cha +6
Damage Resistances cold, necrotic
Poss essi o ns Skills Deception +6, Insight +6, Perception +6
Garb of Set (+2 to AC), amulet of Set (+2 to AC), dagger of Senses passive Perception 16
venom, spell scroll with flame strike and mass cure wounds, Languages Abyssal, Infernal, Khemitian
potion of haste, unholy symbol, silver necklace (400 gp). Challenge 8 (3,900 XP)

Appendix A: NPCs of Necropolis | 167


Channel Divinity: Aura of Decay. A priest of Set can use S etem-n efer (H i gh Pri est)
Channel Divinity to create an aura that rots away the living. Medium humanoid (human), chaotic evil
As an action, the priest of Set presents their holy symbol and
invokes Set’s name. All living creatures within a 30-foot cube Armor Class 18 (robes of Set, amulet of Set, bracers of Set)
centered on the holy symbol must make a DC 14 Wisdom Hit Points 91 (14d8 + 28)
saving throw, taking 9 (2d8) necrotic damage and being Speed 30 ft.
poisoned until the end of their next turn on a failed save, or
half damage on a successful one. STR DEX CON INT WIS CHA
Divine Strike. Once on each of the priest of Set’s turns when 14 (+2) 14 (+2) 14 (+2) 16 (+3) 20 (+5) 16 (+3)
they hit a creature with a weapon attack, they can cause the
attack to deal an extra 4 (1d8) necrotic damage to the target. Saving Throws Str +4, Dex +4, Con +4, Int +5, Wis +11, Cha
Spellcasting. A priest of Set is a 12th-level spellcaster. Their +9
spellcasting ability is Wisdom (spell save DC 14, +6 to hit Skills Deception +7, History +7, Insight +9, Perception +9,
with spell attacks). The priest of Set has the following spells Religion +7
prepared: Senses passive Perception 19
Cantrips (at will): guidance, light, poison spray, sacred flame, Languages Common, Abyssal, Infernal, Khemitian
spare the dying, thaumaturgy Challenge 10 (5,900 XP)
1st level (4 slots): bless, guiding bolt, hellish rebuke, inflict
wounds, shield of faith, thunderwave Channel Divinity: Aura of Decay. Setem-nefer can use
2nd level (3 slots): blindness/deafness, darkness, hold person, Channel Divinity to create an aura that rots away the living.
shatter, spiritual weapon As an action, he presents his holy symbol and invokes Set’s
3rd level (3 slots): cloak of serpents*, dispel magic, fear, mass name. All living creatures within a 30-foot cube centered on
healing word, slow his holy symbol must make a DC 17 Wisdom saving throw,
4th level (3 slots): banishment, black tentacles, blight, taking 9 (2d8) necrotic damage and being poisoned until the
divination, guardian of faith end of their next turn on a failed save, or half damage on a
5th level (2 slots): antilife shell, dominate person, hallow, successful one.
serpent plague* Divine Strike. Once on each of Setem-nefer’s turns when
6th level (1 slot): circle of death he hits a creature with a weapon attack, he can cause the
*See Appendix E. attack to deal an extra 4 (1d8) necrotic damage to the target.
Ward of the Void. A priest of Set has resistance to necrotic Spellcasting. Setem-nefer is a 14th-level spellcaster. His
and cold damage. spellcasting ability is Wisdom (spell save DC 17, +9 to hit
with spell attacks). Setem-nefer has the following spells
Acti o ns prepared:
+1 Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., Cantrips (at will): guidance, light, poison spray, sacred flame,
one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) spare the dying, thaumaturgy
necrotic damage. 1st level (4 slots): bane, bless, command, hellish rebuke, inflict
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. wounds, thunderwave
or 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2nd level (3 slots): blindness/deafness, darkness, shatter,
4 (1d8) necrotic damage. spiritual weapon, zone of truth
3rd level (3 slots): animate dead, cloak of serpents*, dispel
Poss essi o ns magic, fear, slow
4th level (3 slots): banishment, black tentacles, blight, death
+1 plate armor, +1 shield, +1 morningstar, potion of gaseous
ward, feed fiend*
form, potion of superior healing, spell scroll with greater
5th level (2 slots): antilife shell, dominate person, serpent
restoration, harm, and mass cure wounds, dagger, unholy
hands*, geas
symbol, pouch with 3 pieces of tourmaline (150 gp each), gold
6th level (1 slot): circle of death
pendant with fire opal (200 gp), and 200 gp.
7th level (1 slot): finger of death
*See Appendix E.
S etem-n efer (H i gh Pri est) Ward of the Void. Setem-nefer has resistance to necrotic and
cold damage.
Setem-nefer is a handsome man of middling age with a commanding
presence and an air of authority of (falsely) benign sort. His power Acti o ns
seems to radiate about him, and there is no question he is a potent
ecclesiastic. He is the false chief of the seeming Temple of Osiris and Uas Rod. Melee Weapon Attack: +8 to hit, reach 5 ft., one
actually the hem-neter-tepi (high priest) of the (hidden) Temple of Set, target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8)
and is most malign and clever. His speech is convincing, his manner necrotic damage.
most captivating, and his understanding of all sorts of magical devices
complete. He is not a brilliant mind but he is a fair judge of people Poss essi o ns
and an able and ready liar, so he should be able to convince unwary
characters of whatever he desires. Robes of Set (+2 to AC), amulet of Set (+2 to AC), bracers of Set
(+2 to AC and saving throws), uas rod (treat as a +2 flail;
functions only in the hands of priest of a Khemitian god),

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.

Appendix A: NPCs of Necropolis | 169


Temp le Guard S ergeant Temp le Guard Veteran
Medium humanoid (human), chaotic evil
These are veteran Khemitian mercenaries but otherwise not much
Armor Class 19 (chain mail, +1 shield) different from the ordinary guardsmen they lord over. They are able to
Hit Points 52 (8d8 + 16) use crossbows if such weapons are available, but normally they must
Speed 30 ft. command the regular guardsmen to use them. They don’t carry missile
weapons other than their belt axes.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 15 (+2) Temp le Guard Veteran (14)
Medium humanoid (human), chaotic evil
Saving Throws Str +5, Dex +4
Skills Athletics +5, Insight +5, Intimidation +4, Perception +5 Armor Class 17 (chain shirt, shield)
Senses passive Perception 15 Hit Points 22 (4d8 + 4)
Languages Khemitian Speed 30 ft.
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
Acti o ns 15 (+2) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 12 (+1)
Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage. Skills Athletics +4
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Senses passive Perception 12
target. Hit: 7 (1d8 + 3) slashing damage. Languages Khemitian
Throwing Axe. Ranged Weapon Attack: +5 to hit, range 20/60 Challenge 1/4 (50 XP)
ft., one target. Hit: 5 (1d6 + 3) slashing damage.
Acti o ns
Poss essi o ns Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
+1 shield, 2 potions of greater healing, chain mail, longsword, target. Hit: 5 (1d6 + 2) slashing damage.
handaxe, throwing axe, pouch with 10 gp and pearl (25 gp). Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage.
Throwing Axe. Ranged Weapon Attack: +4 to hit, range 20/60
ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Poss essi o ns

Chain shirt, shield, longsword, handaxe, throwing axe, pouch


with 50 sp.

Ch apter S even N PCs — Gorge of Osiris

Fals e Avatar of Amun Senses darkvision 120 ft., passive Perception 15


Languages Abyssal, telepathy 120 ft.
The False Avatar of Amun is a gloom demon that, due to long Challenge 8 (3,900 XP)
proximity to the Shrine of Amun, has taken on the appearance of an
avatar of that god. Its essential nature has not been entirely discarded, Aura of Fear. Any creature within 30 feet of the False Avatar
however, and its ram-headed human form remains unstable, with both its of Amun must succeed on a DC 15 Wisdom saving throw or
size and position changing erratically from moment to moment. become frightened of the False Avatar of Amun. The target
may repeat its saving throw at the end of each of its turns,
Fals e Avatar of Amun ending the effect on a successful save. A target that succeeds
Medium fiend (demon), chaotic evil on the saving throw is immune to the False Avatar of
Amun’s Aura of Fear for the next 24 hours.
Armor Class 16 (natural armor)
Darkness. As a bonus action, the False Avatar of Amun may
Hit Points 120 (16d8 + 48)
cast darkness three times per day.
Speed fly 40 ft.
Acti o ns
STR DEX CON INT WIS CHA
Multiattack. The False Avatar of Amun makes one Bite
16 (+3) 19 (+4) 16 (+3) 14 (+2) 14 (+2) 18 (+4)
attack and two Claw attacks.
Bite. Melee Weapon Attack: +7 to hit, range 5 ft., one target.
Skills Perception +5
Hit: 13 (2d8 + 4) piercing damage.
Damage Resistances cold, fire, lightning; bludgeoning,
Claw. Melee Weapon Attack: +7 to hit, range 5 ft., one target.
piercing, and slashing from nonmagical attacks
Hit: 11 (2d6 + 4) slashing damage.
Damage Immunities frightened, poison
Condition Immunities poisoned

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:

Appendix A: NPCs of Necropolis | 171


Cantrips (at will): dancing lights, fire bolt, mage hand, poison
spray, ray of frost STR DEX CON INT WIS CHA
1st level (4 slots): burning hands, magic missile, ray of
17 (+3) 17 (+3) 16 (+3) 10 (+0) 17 (+3) 15 (+2)
sickness, witch bolt
2nd level (3 slots): blindness/deafness, darkness, web
Skills Perception +6, Stealth +6
3rd level (3 slots): counterspell, fireball, slow
Damage Resistances bludgeoning, piercing, and slashing
4th level (3 slots): black tentacles, blight, wall of fire
damage from nonmagical attacks that aren’t silvered
5th level (2 slots): dominate person, geas
Senses darkvision 60 ft., passive Perception 16
6th level (1 slot): flesh to stone
Languages Khemitian
7th level (1 slot): reverse gravity
Challenge 5 (1,800 XP)
8th level (1 slot): feeblemind

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

Appendix A: NPCs of Necropolis | 173


and refuse to give her a funerary object, or who otherwise Tcheri then disappears, and the target is incapacitated
desecrate her tomb or the Shrine of Buto. Each target must and loses control of its body. Tcheri now controls the body
make a DC 16 Wisdom saving throw; on a failed save, all but doesn’t deprive the target of awareness. Tcheri can’t be
reptiles attacking the target gain a +2 bonus on attack rolls, targeted by any attack, spell, or other effect, except ones that
and the target is subject to a –2 penalty on all saving throws turn undead, and she retains her alignment, Intelligence,
against poison. This curse is permanent until removed Wisdom, Charisma, and immunity to being charmed and
by a greater restoration cast by a cleric of the Pharaonic frightened. She otherwise uses the possessed target’s
pantheon, until the target performs some other good act statistics, but doesn’t gain access to the target’s knowledge,
on behalf of the gods of Khemit, or until the target finally class features, or proficiencies.
departs Khemit. The possession lasts until the body drops to 0 hit points, Tcheri
Etherealness. Tcheri enters the Ethereal Plane from the ends it as a bonus action, or Tcheri is turned or forced out
Material Plane, or vice versa. She is visible on the Material by an effect such as the dispel evil and good spell. When the
Plane while she is in the Border Ethereal, and vice versa, yet possession ends, Tcheri reappears in an unoccupied space
she can’t affect or be affected by anything on the other plane. within five feet of the body. The target is immune to Tcheri’s
Possession (recharge 6). One humanoid that Tcheri can see Possession for 24 hours after succeeding on the saving throw
within five feet of her must succeed on a DC 15 Charisma or after the possession ends.
saving throw or be possessed by Tcheri. If this occurs,

Ch apter Ei ght N PCs — Tom b of Rahotep

Rahotep th e Un dead surprised and has advantage on initiative rolls.


Create Spawn. Anyone killed by Rahotep rises as a Rahotep’s
This is the form Rahotep takes when all aspects of Rahotep combine, tomb mummy under Rahotep’s command in two rounds.
before the Nine Evil Objects are immersed in the proper pools, allowing Legendary Resistance (3/day). If Rahotep the Undead fails
him to arise as Rahotep the Unmortal. a saving throw, he can choose to succeed instead. Note
that this is shared with all aspects of Rahotep, all of which
Rahotep th e Un dead collectively can use Legendary Resistance only three times
Medium undead, chaotic evil per day.
Magic Resistance. Rahotep has advantage on saving throws
Armor Class 20 (greater amulet of Set, natural armor)
against spells and other magical effects.
Hit Points 266 (28d8 + 140)
Magic Weapons. Rahotep’s attacks are magical.
Speed 30 ft., fly 60 ft.
Protection of Set. While within the tomb, Rahotep is immune
to any effect that turns undead; while outside the tomb,
STR DEX CON INT WIS CHA Rahotep has advantage on saving throws against any effect
20 (+5) 20 (+5) 20 (+5) 20 (+5) 21 (+5) 21 (+5) that turns undead.
Rahotep’s Command. As a bonus action, Rahotep may
Saving Throws Dex +15, Con +15, Int +15, Wis +15, Cha +15 telepathically command all creatures that he can see that
Skills Arcana +22, History +22, Insight +15, Perception +15, have become cursed by one of the Nine Curses of Rahotep,
Religion +22 have given their true names while within the tomb, or who
Damage resistances cold, lightning; bludgeoning, piercing, have partaken of any of the food or drink in Area 34 (and
and slashing from nonmagical attacks failed their save). This command has the same effect as a
Damage immunities necrotic, poison dominate person spell, and no saving throw is permitted.
Condition immunities blinded, charmed, deafened, Rejuvenation. Rahotep’s body turns to dust when he drops
exhaustion, frightened, paralyzed, petrified, poisoned, to 0 hit points, and his equipment is left behind. His soul
stunned returns to Set, who restores Rahotep’s body at some time in
Senses darkvision 120 ft., truesight 120 ft., passive Perception the future, at which point Rahotep regains all his hit points
25 and becomes active again.
Languages ancient Khemitian, telepathy 120 ft. Special Equipment. Rahotep bears a greater amulet of Set
Challenge 22 (41,000 XP) that grants him a +3 on AC, saving throws, and ability
checks, and increases his spell save DC and spell attack
Aura of Fear. Any creature within 60 feet of Rahotep must bonus by 2 (included
succeed on a DC 20 Wisdom saving throw or become Spellcasting. Rahotep is a 20th-level spellcaster. His
frightened and unable to move on a failed save until the end spellcasting ability is Wisdom (spell save DC 22, +14 to
of Rahotep’s next turn. A target that succeeds on the saving hit with spell attacks). Rahotep has the following spells
throw is immune to Rahotep’s Aura of Fear for the next 24 prepared:
hours (as well as the Aura of Fear of any aspect of Rahotep). 1st level (4 slots): hellish rebuke, ray of sickness, thunderwave,
Awareness of the Tomb. Rahotep knows the exact location of witch bolt
all living creatures in the tomb. 2nd level (3 slots): blindness/deafness, darkness, misty step
Combat Awareness. While in the tomb, Rahotep can’t be 3rd level (3 slots): counterspell, dispel magic, slow

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)

Acti o ns Aura of Fear. Any creature within 60 feet of Rahotep must


Multiattack. Rahotep makes two Touch of Set attacks and an succeed on a DC 24 Wisdom saving throw or become
Eyes of Set attack. frightened and unable to move on a failed save until the end
Eyes of Set. Ranged Weapon Attack: +12 to hit, range 30/60 ft., of Rahotep’s next turn. A target that succeeds on the saving
up to three targets. Hit: 10 (3d6) necrotic damage. throw is immune to Rahotep’s Aura of Fear for the next 24
Touch of Set. Melee Weapon Attack: +12 to hit, reach 5 ft., hours (as well as the Aura of Fear of any aspect of Rahotep).
one target. Hit: 9 (2d8) cold damage plus 9 (2d8) necrotic Awareness of the Tomb. Rahotep knows the exact location of
damage. If the target is a creature, it must succeed on a all living creatures in the tomb.
DC 20 Constitution saving throw or its hit point maximum Combat Awareness. Rahotep can’t be surprised and has
is reduced by an amount equal to the damage taken. The advantage on initiative rolls.
reduction lasts until the target finishes a long rest. The Create Spawn. Anyone killed by Rahotep rises as a Rahotep’s
target dies if its hit point maximum is reduced to 0. tomb mummy under Rahotep’s command in two rounds.
Bestow Curse of Rahotep. Rahotep bestows a curse on all Legendary Resistance (3/day). If Rahotep the Undead fails
targets he can see within 60 feet. The target may resist a saving throw, he can choose to succeed instead. Note
the curse with a successful DC 20 Wisdom saving throw. A that this is shared with all aspects of Rahotep, all of which
target that succeeds on the saving throw is immune to all collectively can use Legendary Resistance only three times
curses of Rahotep for the next 24 hours. per day.
Magic Resistance. Rahotep has advantage on saving throws
Legen dary Acti o ns against spells and other magical effects.
Magic Weapons. Rahotep’s attacks are magical.
Rahotep can take three legendary actions, choosing from the Protection of Set. Rahotep is immune to any effect that turns
options below. Only one legendary action can be used at a undead.
time and only at the end of another creature’s turn. Rahotep Rahotep’s Command. As a bonus action, Rahotep may
regains spent legendary actions at the start of his turn. telepathically command all creatures that he can see that
Eyes of Set. Rahotep makes an Eyes of Set attack. have been cursed by one of the Nine Curses of Rahotep, have
Quick Touch of Set. Rahotep moves up to one-half of his full given their true names while within the tomb, or who have
movement, not provoking attacks of opportunity, and makes partaken of any of the food or drink in Area 34 (and failed
a Touch of Set attack. their save). This command has the same effect as a dominate
Speed of Shadow. Rahotep moves up to his full movement, person spell, and no saving throw is permitted.
not provoking attacks of opportunity. Rejuvenation. Rahotep’s body turns to dust when he drops
to 0 hit points, and his equipment is left behind. His soul
Rahotep th e Un m ortal returns to Set, who restores Rahotep’s body at some time in
the future, at which point he regains all his hit points and
This is the form Rahotep takes once all Nine Evil Objects are becomes active again.
immersed in the proper pools, which grants him powers near to those of Special Equipment. Rahotep bears a greater amulet of Set
a demigod.
that grants him a +3 on AC, saving throws and ability
checks, and increases his spell save DC and spell attack
Rahotep th e Un m ortal bonus by 2 (included above and below).
Large undead, chaotic evil Spellcasting. Rahotep is a 20th-level spellcaster. His
Armor Class 24 (natural armor, greater amulet of Set) spellcasting ability is Wisdom (spell save DC 24, +16 to
Hit Points 322 (28d10 + 168) hit with spell attacks). Rahotep has the following spells
Speed 30 ft., fly 60 ft. prepared:
1st level (4 slots): hellish rebuke, ray of sickness, thunderwave,
witch bolt
STR DEX CON INT WIS CHA
2nd level (3 slots): blindness/deafness, darkness, misty step
22 (+6) 26 (+8) 22 (+6) 20 (+5) 26 (+8) 26 (+8)
3rd level (3 slots): counterspell, dispel magic, slow
4th level (3 slots): banishment, black tentacles, blight
Saving Throws Dex +19, Con +17, Int +16, Wis +19, Cha +19
5th level (3 slots): antilife shell, insect plague, telekinesis
Skills Arcana +24, History +24, Insight +19, Perception +19,
6th level (2 slots): circle of death, create undead
Religion +24
7th level (2 slots): finger of death, fire storm
Damage resistances cold, lightning
8th level (1 slot): incendiary cloud
Damage immunities necrotic, poison; bludgeoning, piercing,
9th level (1 slot): weird
and slashing from nonmagical attacks
Condition immunities blinded, charmed, deafened,

Appendix A: NPCs of Necropolis | 175


Acti o ns Damage immunities poison
Condition immunities charmed, exhaustion, frightened,
Multiattack. Rahotep makes two Touch of Set attacks and an paralyzed, poisoned
Eyes of Set attack. Senses darkvision 120 ft., passive Perception 23
Eyes of Set. Ranged Weapon Attack: +16 to hit, range 30/60 ft., Languages ancient Khemitian, telepathy 120 ft.
up to three targets. Hit: 13 (3d6 + 3) necrotic damage. Challenge 19 (22,000 XP)
Touch of Set. Melee Weapon Attack: +16 to hit, reach 5 ft.,
one target. Hit: 10 (3d6) cold damage plus 10 (3d6) necrotic Combat Awareness. While in the tomb, Utat-nebbu can’t be
damage. If the target is a creature, it must succeed on a surprised and has advantage on initiative rolls.
DC 24 Constitution saving throw or its hit point maximum Create Spawn. Anyone killed as a result of Utat-nebbu’s bite
is reduced by an amount equal to the damage taken. The (but not subject to transformation into a Rahotep’s tomb
reduction lasts until the target finishes a long rest. The mummy) rises as a vampire spawn the following sundown.
target dies if its hit point maximum is reduced to 0. Legendary Resistance (3/day). If Utat-nebbu fails a saving
Bestow Curse of Rahotep. Rahotep bestows a curse on all throw, he can choose to succeed instead.
targets he can see within 60 feet. The target may resist Misty Escape. If he drops to 0 hit points outside his resting
the curse with a successful DC 24 Wisdom saving throw. A place, Utat-nebbu transforms into a cloud of mist (as in the
target that succeeds on the saving throw is immune to all Shapechanger trait) instead of falling unconscious, provided
curses of Rahotep for the next 24 hours. he isn’t in sunlight or running water.
While he has 0 hit points, Utat-nebbu can’t revert to his true
Legen dary Acti o ns
form. Once in his resting place, he reverts to his true form.
Rahotep can take three legendary actions, choosing from the He is then paralyzed until he regains at least 1 hit point.
options below. Only one legendary action can be used at a After spending one hour in his resting place with 0 hit
time and only at the end of another creature’s turn. Rahotep points, he regains 1 hit point.
regains spent legendary actions at the start of his turn. Protection of Set. While within the tomb, Utat-nebbu is
Eyes of Set. Rahotep makes an Eyes of Set attack. immune to any effect that turns undead.
Quick Touch of Set. Rahotep moves up to one-half of his full Regeneration. Utat-nebbu regains 20 hit points at the start of
movement, not provoking attacks of opportunity, and makes his turn if he has at least 1 hit point and isn’t in sunlight or
a Touch of Set attack. running water. If he takes radiant damage or damage from
Speed of Shadow. Rahotep moves up to his full movement, holy water, this trait doesn’t function at the start of Utat-
not provoking attacks of opportunity. nebbu’s next turn.
Shapechanger. If Utat-nebbu isn’t in sunlight or running
water, he can use his action to polymorph into a Tiny bat, a
Utat-n eb bu
giant poisonous snake, a dire wolf, a Medium cloud of mist,
One of Rahotep’s original and mightiest servants, Utat-nebbu was or back into his true form.
sacrificed during the construction of the tomb and given the reward of While in bat form, Utat-nebbu can’t speak, his walking speed
undeath as a powerful vampire. For a time, he begrudged the loss of his is 5 feet, and he has a flying speed of 30 feet. While in snake
life and secretly worked against Rahotep, slightly changing various traps or wolf form, Utat-nebbu can’t speak and has the movement
and devices in the tomb, hoping that someday adventurers would come, of the applicable form. His statistics, other than his size and
slay Rahotep, and free the vampire from his eternal bondage. But the speed, are unchanged. Anything he is wearing transforms
archpriest of Set was not fooled and tortured Utat-nebbu until the last
with him, but nothing that he is carrying. Utat-nebbu
of the vampire’s free will was destroyed and he became a willing and
reverts to his true form if he dies.
devoted servant of Rahotep again.
Utat-nebbu now seeks to regain the favor of his master, to test those While in mist form, Utat-nebbu can’t take any actions, speak,
who come so deep within the tomb, and to bring about their destruction. or manipulate objects. He is weightless, has a flying speed of
He is in all ways evil, as well as very sly and intelligent. 30 feet, can hover, and can enter a hostile creature’s space
and stop there. In addition, if air can pass through a space,
Utat-n eb bu the mist can do so without squeezing, and it can’t pass
through water. In this form, Utat-nebbu has advantage on
Medium undead, chaotic evil
Strength, Dexterity, and Constitution saving throws, and is
Armor Class 20 (natural armor, amulet of Set) immune to all nonmagical damage, except the damage he
Hit Points 170 (20d8 + 80) takes from sunlight.
Speed 30 ft. Soul Object. Utat-nebbu’s lifeforce is housed in a soul object.
Unless his soul object is destroyed, Utat-nebbu returns at
STR DEX CON INT WIS CHA full strength after being reduced to 0 hit points in 1d10 days.
19 (+4) 19 (+4) 19 (+4) 18 (+4) 20 (+5) 20 (+5) His soul object can be destroyed only if, first, it is bathed in
holy water or a successful remove curse is cast upon it by
Saving Throws Str 12 Dex +12, Con +12, Int +12, Wis +13, a caster that makes a successful DC 20 ability check with
Cha +13 their spellcasting ability, and second, at least 40 hit points of
Skills Deception +13, Insight +13, Perception +13, Stealth +12 damage is done to the soul object (which has an AC of 18) by
Damage resistances cold, necrotic; bludgeoning, piercing, a magic weapon.
and slashing from nonmagical attacks Special Equipment. Utat-nebbu bears a rod of absorption
and an amulet of Set that grants him a +2 on AC, saving

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

Multiattack. Utat-nebbu makes two attacks, only one of


which can be a Bite attack.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 21 (6d6) necrotic damage.
Unarmed Strike (humanoid form only). Melee Weapon
Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6)
bludgeoning damage plus 10 (3d6) necrotic damage.
Charm. Utat-nebbu targets one humanoid he can see within
30 feet. If the target can see Utat-nebbu, the target must
succeed on a DC 18 Wisdom saving throw against this magic
or be charmed by Utat-nebbu. The charmed target regards
Utat-nebbu as a trusted friend to be heeded and protected.
Although the target isn’t under Utat-nebbu’s control, it takes
Utat-nebbu’s requests or actions in the most favorable way it
can and is a willing target for Utat-nebbu’s bite attack.
Each time Utat-nebbu or his companions do anything harmful
to the target, it can repeat the saving throw, ending the
effect on itself on a success. Otherwise, the effect lasts for
24 hours or until Utat-nebbu is destroyed, is on a different

Appendix A: NPCs of Necropolis | 177


Append ix B . Monsters of Necropolis
The following creatures are unique to the lands of Khemit and to this adventure and may be used in any campaigns set in the lands of Khemit.

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

Armor Class 24 (natural armor) Acti o ns


Hit Points 35 Rahotep’s Eye. Ranged Weapon Attack: +10 to hit, range 30/60
Speed fly 80 ft. ft., up to three targets. Hit: 34 (3d8 + 21) necrotic damage.
Rahotep’s Touch. Melee Weapon Attack: +10 to hit, reach 5
STR DEX CON INT WIS CHA ft., one target. Hit: 46 (4d8 + 28) necrotic damage.
10 (+0) 22 (+6) 20 (+5) 24 (+7) 24 (+7) 24 (+7) Bestow Curse of Rahotep. The aspect of Rahotep bestows
one of the Nine Curses of Rahotep on one target it can see
Saving Throws Dex +10, Con +9, Int +11, Wis +11, Cha +11 within 60 feet, but only if the aspect of Rahotep is within the
Skills Perception +11 tomb. The target may resist the curse with a successful DC
Damage resistances acid, cold, fire, force, lightning, psychic, 18 Wisdom saving throw. Successfully resisting the curse of
thunder; bludgeoning, piercing, and slashing an aspect of Rahotep does not provide any protection against
Damage immunities necrotic, poison; bludgeoning, piercing, the curse of any other aspect.
and slashing from nonmagical attacks Teleport. The aspect of Rahotep may teleport to any location
Condition immunities blinded, charmed, deafened, within the tomb.
exhaustion, frightened, paralyzed, petrified, poisoned,
stunned Legen dary Acti o ns
Senses truesight 120 ft., darkvision 120 ft., passive Perception
The aspect of Rahotep can take three legendary actions,
21
choosing from the options below. Only one legendary
Languages telepathy 120 ft.
action can be used at a time and only at the end of another
Challenge 12 (8,400 XP)
creature’s turn. The aspect of Rahotep regains spent
legendary actions at the start of its turn.
Aura of Fear. Any creature within 60 feet of the aspect of
Quick Touch. The aspect of Rahotep moves up to one-half of
Rahotep must succeed on a DC 21 Wisdom saving throw
its full movement, not provoking attacks of opportunity, and
or become frightened and unable to move on a failed save
makes a Rahotep’s Touch attack.
until the end of the aspect of Rahotep’s next turn. A target
Rahotep’s Eye. The aspect of Rahotep makes a Rahotep’s Eye
that succeeds on the saving throw is immune to this aspect
attack.
of Rahotep’s Aura of Fear for the next 24 hours (but such
Speed of Shadow. The aspect of Rahotep moves up to its full
immunity does not extend to the Aura of Fear of any other
movement, not provoking attacks of opportunity.
aspect of Rahotep).
Combat Awareness. While in the tomb, the aspect of Rahotep
can’t be surprised and has advantage on initiative rolls. B lack S erpent
Ghostly Movement. The aspect of Rahotep does not provoke
A serpent of this sort, a minor one, is a very nasty thing indeed. The
opportunity attacks when it moves out of a creature’s reach.
serpent’s head resembles a cross between a snake’s and crocodile’s
Innate Spellcasting. The aspect of Rahotep’s innate
with long front fangs like a snake and rows of lesser teeth besides. The
spellcasting ability is Wisdom (spell save DC 19). The aspect creature has an ophidian body some 50 feet long and about two feet in
of Rahotep can innately cast the following spells, requiring diameter at its thickest part. Set along the middle third of its body, the
no material components: thickest portion, are three pairs of legs of the sort that enable the serpent
At will: clairvoyance, darkness, detect magic, detect thoughts, to move at either a sprawling or erect gait, or slither noiselessly along
dispel magic, suggestion ways no bigger than two feet in diameter. It has wings but does not
3/day each: confusion, major image actually use them to fly (relying on its magic instead).
1/day: mass suggestion

Appendix B: Monsters of Necropolis | 179


and restrained, it has total cover against attacks and other
effects outside the black serpent, and it takes 21 (6d6) poison
damage at the start of each of the black serpent’s turns.
If the black serpent takes 30 points of damage or more on a
single turn from a creature inside it, the black serpent must
succeed on a DC 14 Constitution saving throw at the end
of that turn or regurgitate all swallowed creatures, which
fall prone in a space within 15 feet of the black serpent. If
the black serpent dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using 20 feet
of movement, exiting prone.
Poison Breath (recharge 5–6). The black serpent exhales
poison gas in a 60-foot cone. Those caught within the cone
must make a DC 17 Constitution saving throw, taking 35
(10d6) poison damage on a failure, or half as much on a
success.

B lack S erpent
Huge monstrosity, chaotic evil

Armor Class 17 (natural armor)


Hit Points 161 (14d12 + 70)
Speed 40 ft., climb 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA


23 (+6) 13 (+1) 21 (+5) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Str +10, Con +9


Skills Athletics +10, Perception +10
Damage Resistances cold, fire, and lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 20
Languages Abyssal
Challenge 10 (5,900 XP)

Magic Resistance. The black serpent has advantage on


saving throws against spells and other magical effects.

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

Armor Class 16 (natural armor)


Hit Points 136 (16d8 + 64)
Speed 50 ft.

STR DEX CON INT WIS CHA


21 (+5) 17 (+3) 19 (+4) 16 (+3) 16 (+3) 14 (+2)

Skills Arcana +7, Athletics +9, Perception +7, Stealth +7


Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception
17
Languages Infernal, telepathy 120 ft.
Challenge 9 (5,000 XP)

Innate Spellcasting. The brown fiend’s spellcasting ability is


Charisma (spell save DC 14). The brown fiend can innately
cast the following spells, requiring no material components:
At will: detect evil and good, detect magic
3/day: animate dead
1/day each: create undead, hallow

Acti o ns

Multiattack. The brown fiend makes two Claws attacks and


one Bite attack. It can use Fearful Glare in place of any
melee attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA
Hit: 12 (2d6 + 5) piercing damage. 20 (+5) 10 (+0) 16 (+3) 6 (–2) 11 (+0) 5 (–3)
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage. Damage Immunities lightning, poison
Fearful Glare. The brown fiend targets one creature it can Condition Immunities charmed, exhaustion, frightened,
see within 60 feet of it. If the target can see the brown fiend, paralyzed, petrified, poisoned
it must make a DC 17 Wisdom saving throw against this Senses darkvision 120 ft., passive Perception 10
magic or become frightened until the end of the brown fiend’s Languages understands the languages of its creator but can’t
next turn on a failure. If the target fails the saving throw by speak
5 or more, it is also paralyzed for the same duration. A target Challenge 3 (700 XP)
that succeeds on the saving throw is immune to the Fearful
Glare of all brown fiends for the next 24 hours. Immutable Form. The copper skeleton is immune to any spell
or effect that would alter its form.
Lightning Absorption. Whenever the copper skeleton is
Copper Skeleton subjected to lightning damage, it takes no damage and
instead regains a number of hit points equal to the lightning
Copper skeletons are magical constructs animated to act as guardians damage dealt.
and servants. They leer horridly as they assail their foes. A copper Lightning Discharge. If an opponent strikes a copper
skeleton wears studded leather armor, carries a large shield of studded skeleton with a metallic weapon, that opponent takes 5 (2d4)
leather with bronze and animal horn, and wields a long spear whose tip lightning damage.
shows a play of blue energy where the electricity collects, ready to spark Magic Resistance. The copper skeleton has advantage on
forth.
saving throws against spells and other magical effects.
Magic Weapons. The copper skeleton’s weapon attacks are
Copper Skeleton magical.
Medium construct, unaligned
Acti o ns
Armor Class 14 (studded leather, shield)
Hit Points 67 (9d8 + 18) Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 8 (1d6 + 5) piercing damage plus 3 (1d6) lightning
damage.

Appendix B: Monsters of Necropolis | 181


Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., one
D em ons
target. Hit: 17 (3d6 + 7) slashing damage. The target must
succeed on a DC 20 Constitution saving throw or be stunned.
Ald inach (D em on Lord) The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Aldinach is a 16-foot-tall humanoid with jet-black skin marked in Paralyzing Gaze. Aldinach targets one creature he can see
blood-red arcane and demonic patterns, twisting black horns, glowing
within 60 feet of him. If the target can see Aldinach, it must
eyes and dripping fangs, and long talons with six fingers. Though he will
succeed on a DC 21 Wisdom saving throw against this magic
not use it in the tomb, he has an alternative form that is about nine feet
tall and demonically handsome. or become paralyzed until the end of Aldinach’s next turn.
Aldinach appears in the tomb only because of the ancient ritual used A target that succeeds on the saving throw is immune to
by Rahotep. In truth, he would rather see Rahotep defeated and the Aldinach’s Paralyzing Gaze for the next 24 hours.
forces of good prevail than assist the unloving agent of Set. Summon Demon (1/day). Aldinach summons 1d4 vrocks or
1d3 hezrous with no chance of failure. A summoned demon
appears in an unoccupied space within 60 feet of Aldinach
Ald inach (D em on Lord) and obeys Aldinach’s telepathic commands (no action
Large fiend (demon), chaotic evil
required). It can’t summon other demons. It remains for one
Armor Class 24 (natural armor) minute, until it or Aldinach dies, or until Aldinach dismisses
Hit Points 294 (28d10 + 140) it as an action. It rolls initiative and acts on its own turn.
Speed 30 ft., fly 60 ft.
Legen dary 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)

Combat Awareness. Aldinach can’t be surprised, and he


has advantage on initiative rolls if he isn’t incapacitated or
unconscious.
Destroy Coffer. As a bonus action so long as Aldinach is in the
tomb, he may cast a crackling ray of red-black energy, the
only effect of which is to destroy one of the ivory coffers in
Area 17 of the tomb.
Innate Spellcasting. Aldinach’s spellcasting ability is
Charisma (spell save DC 21). The fiend can innately cast the
following spells, requiring no material components:
At will: darkness, detect evil and good, tongues
3/day each: lightning bolt, slow
1/day each: ice cloud (functions as incendiary cloud, but deals
cold damage), storm of vengeance
Legendary Resistance (3/day). If Aldinach fails a saving
throw, he can choose to succeed instead.
Magic Resistance. Aldinach has advantage on saving throws
against spells and other magical effects.
Magic Weapons. Aldinach’s weapon attacks are magical.

Acti o ns

Multiattack. Aldinach uses his Paralyzing Gaze and makes


one Bite attack, one Gore attack, and one Scimitar attack.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 17 (3d6 + 7) piercing damage.
Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 20 (3d8 + 7) piercing damage.

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.

STR DEX CON INT WIS CHA


19 (+4) 13 (+1) 17 (+3) 14 (+2) 14 (+2) 14 (+2)

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.

Appendix B: Monsters of Necropolis | 183


D em on of I ub eni Acti o ns

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

Multiattack. Gholl makes one Bite attack, and two Claw


attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) piercing damage.

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.

Legen dary Acti o ns

Gholl can take three legendary actions, choosing from the


options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn.
Gholl regains spent legendary actions at the start of his turn.
Claw Attack. Gholl makes a Claw attack.
Nauseating Stench (costs 3 actions). Each creature within
20 feet of Gholl must make a DC 19 Constitution saving
throw or take 28 (8d6) poison damage on a failure or half as
much on a success.
Teleport. Gholl uses its Teleport.

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,

Appendix B: Monsters of Necropolis | 185


range 20/60 ft. Hit: 14 (4d6) acid damage. If the target is a Glo om D em on
creature, it must make a DC 19 Constitution saving throw
or become paralyzed. The paralyzed target can repeat the A gloom demon is a vaguely humanoid shadowy form, but its
saving throw at the end of each of its turns, ending the effect appearance is unstable, coiling and twisting, from moment to moment
on itself on a success. changing in size anywhere from five to seven feet. Even its position is
Summon Demon or Ghulaz (1/day). Ghul summons 1d3 erratic, seeming to change by one foot or more in a random direction
vrocks, 1d2 hezrous, or 1d3 ghulaz with no chance of failure. every time an observer blinks or looks away.
A summoned demon or ghulaz appears in an unoccupied Gloom demons are native to a particularly dismal part of the lower
planes where deep shadow and darkness prevails, and nothing has
space within 60 feet of Ghul and obeys Ghul’s telepathic
permanent substance.
commands (no action required). It can’t summon other
creatures. It remains for one minute, until it or Ghul dies,
or until Ghul dismisses it as an action. It rolls initiative and Glo om D em on
acts on its own turn. Medium fiend (demon), chaotic evil

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)

Aura of Fear. Any creature within 30 feet of


the gloom demon must succeed on a DC 14
Wisdom saving throw or become frightened of
the gloom demon. The target may repeat its
saving throw at the end of each of its turns,
ending the effect on a successful save. A
target that succeeds on the saving throw is
immune to this gloom demon’s Aura of Fear
for the next 24 hours.
Darkness. As a bonus action, the gloom demon
may cast darkness three times per day.

Acti o ns

Multiattack. The gloom demon makes one Bite


attack and two Claw attacks.
Bite. Melee Weapon Attack: +7 to hit, range 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, range 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

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

Appendix B: Monsters of Necropolis | 187


D em oncro c Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
The demoncroc swims the layers of the lower planes devouring Languages understands Abyssal and Infernal but cannot
demons, devils, and any other creatures that cross its path. Purportedly speak
it can swim the River Styx without suffering the memory loss effects of Challenge 9 (5,000 XP)
said waters.
The demonic spirit inhabiting this form is bloodthirsty and malign. Hold Breath. The demoncroc can hold its breath for 30
At night, it causes the demoncroc to come forth and stalk through the minutes.
village seeking prey. Its weight and strength allow it to smash down
Shapechanger. The demoncroc can use its action to
doors in order to get at victims; however, it can’t climb stairs.
This demon crocodile is some 30 feet long and five feet broad. polymorph into a six-foot-long carp. Its statistics are the
same in each form.

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.

STR DEX CON INT WIS CHA


21 (+5) 15 (+2) 16 (+3) 13 (+1) 13 (+1) 17 (+3)

Skills Perception +4, Stealth +5


Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common
Challenge 8 (3,900 XP)

Carrion Stench. Any creature other than the


gholle that starts its turn within five feet of the
gholle must succeed on a DC 14 Constitution
saving throw or be poisoned until the start of
the target’s next turn. On a successful saving
throw, the target is immune to the Stench of all
gholles for one hour.
Create Spawn. Any humanoid creature slain by
the gholle rises as a ghoul within 1d6 hours.
They are not under the command of the gholle
that created them, nor do they retain any
abilities or memories they had in life.
Magic Resistance. The gholle has
advantage on saving throws against
spells and other magical effects.
Paralyzing Gaze. When a creature
that can see the gholle’s eyes starts its
turn within 30 feet of the gholle, the
gholle can force it to make a DC 14
Wisdom saving throw if the gholle
isn’t incapacitated and can see the
creature. On a failure, the creature
is paralyzed for one minute. Unless
surprised, a creature can avert its eyes
to avoid the saving throw at the start of
its turn. If the creature does so, it can’t see the gholle until
the start of its next turn, when it can avert its eyes again.
If the creature looks at the gholle in the meantime, it must
immediately attempt the save. While averting its eyes, any
attacks on the gholle are done at disadvantage.

Appendix B: Monsters of Necropolis | 189


Ghouls Vamp iric Ghoul
Medium undead (shapechanger), chaotic evil
Vamp iric Ghoul Armor Class 13
Hit Points 45 (7d8 + 14)
Vampiric ghouls are possibly the most malign and wicked of the
undead, vile creatures that survive by feasting on living flesh and warm Speed 30 ft.
blood. Vampiric ghouls are more akin to vampires than they are their
ghoulish brethren, so they keep their usual human attractiveness (albeit STR DEX CON INT WIS CHA
with a great inner ugliness). Feeding on flesh sustains their natural 16 (+3) 17 (+3) 14 (+2) 13 (+1) 14 (+2) 14 (+2)
existence, but quaffing blood energizes them.
Skills Perception +4, Stealth +5
Damage Immunities poison
Condition Immunities charmed, exhausted, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 3 (700 XP)

Shapechanger. If the vampiric ghoul isn’t in sunlight or


running water, it can use its action to polymorph into a Tiny
rat or back into its true form.
While in rat form, the vampiric ghoul can’t speak, and its
walking speed is 20 feet. Its statistics, other than its size and
speed, are unchanged. Anything it is wearing transforms
with it, but anything it is carrying does not. It reverts to its
true form if it dies.
Sunlight Sensitivity. While in sunlight, the vampiric ghoul
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Acti o ns

Multiattack. The vampiric ghoul makes one Bite attack and


one Claws attack. It can use its Life Drain in place of any
melee attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage. If the target is a creature
other than an undead, it must make a DC 11 Constitution
saving throw or be paralyzed for one minute on a failure. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) necrotic damage and the target must
make a DC 13 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a long
rest. The target dies if this effect reduces its hit point
maximum to 0.
A humanoid slain by this attack rises 24 hours later as a ghoul
under the vampiric ghoul’s control unless the humanoid is
restored to life or its body is destroyed. The vampiric ghoul
can have no more than six ghouls under its control at one
time.

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

Armor Class 14 (natural armor)


Hit Points 45 (6d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 14 (+2)

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)

Regeneration. The ghulaz regains 5 hit points at


the start of its turn. If the ghulaz takes acid or
fire damage, this trait doesn’t function at the
start of the ghulaz’s next turn. The ghulaz
dies only if it starts it turn with 0 hit
points and doesn’t regenerate.
Stench. Any creature other than
another ghulaz that starts its turn
within 10 feet of a ghulaz must make
a DC 11 Constitution saving throw
or take 7 (2d6) necrotic damage
on a failure or half as much on a
success.

Acti o ns

Bite. Melee Weapon Attack: +4 to hit,


reach 5 ft., one target. Hit: 9 (2d6 + 2)
piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage.
Paralyzing Spittle (recharge 5–6). Ranged Weapon
Attack: +4 to hit, range 20 ft., one target Hit: 10 (3d6) acid
damage. If the target is a creature, it must make a DC
12 Constitution saving throw or become paralyzed. The
paralyzed target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.

Appendix B: Monsters of Necropolis | 191


Giant Cro cod i le of S eb k
The crocodile of Sebk is a 24-foot-long crocodile.

Giant Cro cod i le of S eb k


Huge beast, neutral evil

Armor Class 14 (natural armor)


Hit Points 114 (12d12 + 36)
Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA


21 (+5) 9 (–1) 17 (+3) 6 (–2) 10 (+0) 7 (–2)

Skills Athletics +8, Stealth +5


Senses passive Perception 10
Languages understands Common but cannot speak
Challenge 6 (2,300 XP)
Hold Breath. The crocodile of Sebk can hold its breath for 30
minutes.
Keen Smell. The crocodile of Sebk has advantage on Wisdom
(Perception) checks that rely on smell.

Acti o ns

Multiattack. The crocodile of Sebk makes one Bite attack


and one Tail attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 5) piercing damage, and the target is
grappled (escape DC 18). Until this grapple ends, the target
is restrained, and the crocodile can’t bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target
not grappled by the crocodile of Sebk. Hit: 14 (2d8 + 5)
bludgeoning damage. If the target is a creature, it must
make a DC 16 Strength saving throw or be knocked prone
on a failure.

Go lems

Less er Clay Go lem


Lesser clay golems are sculpted from clay and fired to a hardness
similar to stone. Most often depicted as warriors and having human Languages understands the language of its creator but cannot
proportions, they often serve as guardians in temples or similar settings. speak
Challenge 3 (700 XP)
Less er Clay Go lem
Medium construct, unaligned Immutable Form. The lesser clay golem is immune to any
spell or effect that would alter its form.
Armor Class 14 (natural armor) Magic Resistance. The lesser clay golem has advantage on
Hit Points 68 (8d8 + 32) saving throws against spells and other magical effects.
Speed 30 ft. Magic Weapons. The lesser clay golem’s weapon attacks are
magical.
STR DEX CON INT WIS CHA
19 (+4) 9 (–1) 18 (+4) 3 (–4) 8 (–1) 1 (–5) Acti o ns

Multiattack. The lesser clay golem makes one weapon attack


Damage immunities acid, poison, psychic; bludgeoning, and one Slam attack.
piercing, and slashing from nonmagical attacks Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Condition immunities charmed, exhaustion, frightened, target. Hit: 13 (2d8 + 4) bludgeoning damage.
paralyzed, petrified, poisoned Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 9 Hit: 13 (2d8 + 4) bludgeoning damage.
Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) piercing damage.

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)

Blunt Blade. Whenever the golem idol of Rahotep is


subjected to slashing damage from a magical weapon,
the creature that dealt the damage must make a DC
14 Wisdom saving throw. On a failure, the magical
weapon’s properties and powers are suppressed. For
example, a +1 longsword functions as a nonmagical
longsword, or a monk’s ki-empowered strikes
function as nonmagical strikes. An affected
creature or an affected magical weapon’s
wielder can repeat the saving throw at the end
of each of its turns, ending the effect on itself or
the magical weapon on a success. Artifacts and
deities are immune to this trait.
Immutable Form. The golem idol of Rahotep
is immune to any spell or effect that
would alter its form.
Magic Resistance. The golem idol
of Rahotep has advantage on
saving throws against spells
and other magical effects.
Magic Weapons. The golem idol
of Rahotep’s weapon attacks are
magical.
Acti o ns
Multiattack. The golem idol of Rahotep makes two Slam
attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.
Necrotic Glare (recharge 5–6). The golem idol of Rahotep
targets one or more creatures it can see within 15 feet of it.
Each target must make a DC19 Constitution saving throw
against this magic, taking 28 (8d6) necrotic damage on
a failed saving throw, or half as much on a successful
one. In addition, a target that fails its saving throw is

Appendix B: Monsters of Necropolis | 193


194 | NECROPOLIS
Greater Pri est Ghost Acti o ns

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

Appendix B: Monsters of Necropolis | 195


Magic Weapons. The guardian fiend’s weapon attacks are
magical.

Acti o ns

Multiattack. The guardian fiend makes two Greatsword


attacks.
Greatsword. Melee Weapon Attack: +8 to hit, range 5 ft., one
target. Hit: 16 (2d10 + 5) slashing damage plus 7 (2d6) acid
damage. If the guardian fiend rolls a 20 on the attack, the
target takes an extra 18 (4d8) slashing damage and 9 (2d8)
acid from the hit.

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)

Keen Smell. The leopard has advantage on Wisdom


King (Perception) checks that rely on smell.
Pounce. If the leopard moves at least 20 feet straight toward
Co bra a creature and then hits it with a claw attack on the same
The longest venomous snake, the turn, that target must succeed on a DC 13 Strength saving
king cobra is agile and excitable throw or be knocked prone. If the target is prone, the leopard
and can inject a staggering quantity can make one bite attack against it as a bonus action.
of venom into its victims. King cobras defend
themselves readily, hissing and moving forward Acti o ns
while maintaining the hooded threat posture.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.

Appendix B: Monsters of Necropolis | 197


A frightened target can repeat the saving throw at the end
Mummy
of each of its turns, ending the frightened condition on itself
on a success. If a target’s saving throw is successful or the
Great Sp i der Mummy effect ends for it, the target is immune to this great spider
mummy’s Horror for the next 24 hours.
A great spider mummy is created by forbidden rituals from the corpse
Spider Climb. The great spider mummy can climb difficult
of a species of extremely rare Khemitian giant spider.
A great spider mummy is a rotting, desiccated giant spider wrapped in surfaces, including upside down on ceilings, without needing
bandages. to make an ability check.

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

Armor Class 21 (natural armor)


Hit Points 150 (20d8 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 20 (+5) 16 (+3) 8 (–1) 14 (+2) 15 (+2)

Saving Throws Dex +10, Con +8, Wis +7, Cha +7


Damage Vulnerabilities fire
Damage Immunities necrotic, poison; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 16 (15,000 XP)

Accelerated Movement. The lightning-quick mummy has


advantage on initiative checks.
Gaze of Despair. When a creature that can see the lightning-
quick mummy’s eyes starts its turn within 30 feet of
the lightning-quick mummy, the mummy can force it to
make a DC 15 Wisdom saving throw if the mummy isn’t
incapacitated and can see the creature. On a failure,
the creature suffers disadvantage on all attack
rolls, ability checks, and saving throws for one
minute. Unless surprised, a creature can avert its
eyes to avoid the saving throw at the start of its turn. If
the creature does so, it can’t see the lightning-quick mummy
until the start of its next turn, when it can avert its eyes
again. If the creature looks at the lightning-quick mummy in
the meantime, it must immediately attempt the save. While must succeed at a DC 18 Strength saving throw or be
averting its eyes, any attacks on the lightning-quick mummy grappled by the lightning-quick mummy (escape DC 18). The
are done at disadvantage. lightning-quick mummy can grapple only one creature with
Mask of Rahotep. The lightning-quick mummy wears an its hook.
enchanted mask of Rahotep. If this mask is removed, the Electric Bolts. Ranged Weapon Attack: +10 to hit, range 20/40
lightning-quick mummy loses its accelerated movement ft., up to three targets. Hit: 15 (3d6 + 5) lightning damage.
ability and all legendary actions. Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) bludgeoning damage and the creature
Acti o ns must succeed at a DC 18 Constitution saving throw or be
Multiattack. The lightning-quick mummy makes one Crook cursed with mummy rot. The cursed target can’t regain hit
attack and two Flail attacks, or one Electric Bolts and two points, and its hit point maximum decreases by 10 (3d6) for
Flail attacks. every 24 hours that elapse. If the curse reduces the target’s
Crook. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. hit point maximum to 0, the target dies, its body turns to
Hit: 10 (1d10 + 5) bludgeoning damage and the creature dust. The curse lasts until removed by the remove curse spell
or other magic.

Appendix B: Monsters of Necropolis | 199


Legen dary Acti o ns Mummy of Kh em it
Medium undead, chaotic evil
The lightning-quick mummy can take three legendary actions,
choosing from the options below. Only one legendary Armor Class 15 (natural armor)
action can be used at a time and only at the end of another Hit Points 60 (8d8 + 24)
creature’s turn. The lightning-quick mummy regains spent Speed 20 ft.
legendary actions at the start of its turn.
Faster Than the Eye Can See. The lightning-quick mummy STR DEX CON INT WIS CHA
makes an Electric Bolts and a Flail attack. 17 (+3) 10 (+0) 16 (+3) 8 (–1) 14 (+2) 14 (+2)
Hook and Shock (costs 2 actions). The lightning-quick
mummy attacks a creature it has grappled with its hook Saving Throws Con +6, Wis +5
using Electric Bolts, with all three bolts targeting the Damage Vulnerabilities fire
grappled creature with disadvantage. Damage Immunities necrotic, poison; bludgeoning, piercing,
Spin and Strike. The lightning-quick mummy moves up to its and slashing from nonmagical attacks
full movement, ignoring difficult terrain and not provoking Condition Immunities charmed, exhaustion, frightened,
attacks of opportunity, and makes a Crook attack. paralyzed, poisoned
Spit Beetle. The lightning-quick mummy spits a beetle from Senses darkvision 60 ft., passive Perception 12
the list below. This is a Ranged Weapon Attack (+10 to hit, Languages the languages it knew in life
range 10/20 ft., one target, Hit: target suffers the effects Challenge 5 (1,800 XP)
based on the color of beetle).

Li g htn ing-Qu ick M u m my S carab s


1d6 Beetle Type Effect
1 White Target is blinded until the end of its next turn.
2 Purple The next spell the target casts within one hour fails, and
the target takes 1d6 force damage per level of the spell.
3 Blue Target is unable to cast any spells until the end of its
next turn.
4 Black Target is paralyzed until the end of its next turn.
5 Green Target must succeed at a DC 18 Constitution saving
throw or suffer 17 (5d6) piercing damage as the scarab
burrows into its flesh.
6 Red Target must target its next attack against an ally within
five feet. If no ally is within range at that time, target is
stunned until the end of its next turn.

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

Multiattack. Rahotep’s tomb mummy makes one Rotting Bite


attack and one Rotting Claws attack.
Rotting Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage plus 17 (5d6)
necrotic damage.
Rotting Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) slashing damage plus 17 (5d6)
necrotic damage.

Appendix B: Monsters of Necropolis | 201


to damage rolls. If its penalty drops to –5, the weapon is
O ozes
destroyed. Nonmagical ammunition made of metal or wood
that hits the ooze is destroyed after dealing damage. The
Giant Red Am o ebo i d
ooze can eat through four-inch thick nonmagical wood or
These oozes are monstrous things found hunting in subterranean metal in one round.
settings. They are always hungry and aggressive. Although a giant red Lightning Absorption. Whenever the ooze is subject to
amoeboid has no mind, it can sense living creatures and is an effective lightning damage, it takes no damage and instead regains a
hunter. It can pass through a crack as small as one inch high and about number of hit points equal to the lightning damage dealt.
six inches wide, or down a hole of three inches in diameter.
Acti o ns
Giant Red Am o ebo i d Multiattack. The ooze makes two Pseudopod attacks.
Large ooze, unaligned Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Armor Class 7 one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 27
Hit Points 190 (20d10 + 80) (6d8) acid damage, and the target is grappled (escape DC
Speed 20 ft., climb 20 ft. 14). Until the grapple ends, the target is restrained and
has disadvantage on Strength checks and Strength saving
STR DEX CON INT WIS CHA throws. The ooze cannot use the same pseudopod on another
target. A restrained target takes 27 (6d8) acid damage at
18 (+4) 5 (–3) 19 (+4) 1 (–5) 6 (–2) 1 (–5)
the start of each of the ooze’s turns. In addition, nonmagical
armor worn by the target is partly dissolved and takes a
Damage Resistances cold
permanent and cumulative –1 penalty to the AC it offers.
Damage Immunities fire, poison
The armor is destroyed if the penalty reduces its AC to 10.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 8
Languages —
Challenge 10 (5,900 XP)

Amorphous. The ooze can move through a space as narrow as


one inch wide without squeezing.
Corrosive Mass. A creature that touches the ooze or hits it
with a melee attack while within five feet of it takes 14
(4d6) acid damage. Any nonmagical weapon made
of metal or wood that hits the ooze corrodes.
After dealing damage, the weapon takes
a permanent and cumulative –1 penalty

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)

Appendix B: Monsters of Necropolis | 203


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 14 (+2) 16 (+3) 16 (+3)

Saving Throws Int +7, Wis +8, Cha +8


Skills Deception +8, Intimidation +8, Perception +8
Damage Resistances acid, cold, psychic
Damage Immunities fire, poison; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Abyssal, telepathy 100 ft.
Challenge 13 (10,000 XP)

Magic Resistance. The sahu of the Duat has advantage on


saving throws against spells and other magical effects.
Spell Reflection. All spell attack rolls that target the sahu
of the Duat suffer disadvantage. If the spell attack misses,
the spell targets the caster instead, using the slot level, spell
save DC, attack bonus, and spellcasting ability of the caster.

Acti o ns

Confounding Touch. Melee Weapon Attack: +6 to hit, range 5


ft., one target. Hit: 15 (6d4) psychic damage.
Touch of the Duat. Melee Weapon Attack: +6 to hit, range
5 ft., one target. Hit: 35 (10d6) psychic damage, and the
target’s Intelligence score is reduced by 2d4. The target is
stunned if this reduces its Intelligence to 0, and it must
make a DC 18 Charisma saving throw at the start of its next
turn. On a failure, a fragment of the sahu of the Duat’s soul
possesses the creature, causing the target to fall unconscious
while the sahu of the Duat battles against the target’s soul
for ultimate control over the target. At the end of that same
turn, the possessed creature must make another Charisma
saving throw. On a failure, the target dies and rises at the
start of its next turn as one of Rahotep’s tomb mummies
controlled by Rahotep. If the target succeeds, it expels the
sahu of the Duat from its body, though the horrific ordeal
drops its hit points to 0. A protection from evil and good
spell wards the target against being possessed in the first
place. Otherwise, the reduction lasts until the target finishes
a short or long rest. The target remains stunned until its
Intelligence score increases to at least 1.

Reacti o ns

Magical Feast. Whenever the sahu of the Duat takes damage


from a magical weapon, it can use its reaction to take no
damage from the attack and instead regain a number
of hit points equal to the magical weapon’s damage. In
Sahu of th e Duat addition, that magical weapon’s properties and powers are
This creature is, in effect, an anti-being — a figure of semi-transparent suppressed for one round or destroyed in the case of magical
black radiance (rather as if made of dark, smoky quartz) from which ammunition.
crackling energies fly like electrical sparks.
Legen dary Acti 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.

Sak San d D evi l


Large monstrosity, neutral The sand devil is a huge, 15-foot-tall by 30-foot-diameter colony of
living sand. The sand devil is a native of the Plane of Elemental Earth.
Armor Class 12
Hit Points 76 (9d10 + 27)
Speed 30 ft., fly 80 ft. San d D evi l
Huge elemental, neutral
STR DEX CON INT WIS CHA Armor Class 16 (natural armor)
18 (+4) 15 (+2) 16 (+3) 3 (–4) 13 (+1) 8 (–1) Hit Points 126 (12d12 + 48)
Speed 30 ft.
Skills Perception +5
Senses darkvision 60 ft., passive Perception 15 STR DEX CON INT WIS CHA
Languages — 22 (+6) 14 (+2) 18 (+4) 6 (–2) 11 (+0) 11 (+0)
Challenge 3 (700 XP)
Damage Resistances bludgeoning, piercing, and slashing
Keen Sight. A sak has from nonmagical attacks
advantage on Wisdom Damage Immunities poison
(Perception) checks Condition Immunities blinded, exhaustion, grappled,
that rely on sight. paralyzed, petrified, poisoned, prone, restrained, unconscious

Appendix B: Monsters of Necropolis | 205


Senses darkvision 60 ft., tremorsense 60 ft., passive each of the sand devil’s turns, each target grappled by it
Perception 10 takes 15 (2d8 + 6) bludgeoning damage. A creature within
Languages Terran five feet of the sand devil can pull a creature or object out of
Challenge 7 (2,300 XP) it by using an action to succeed on a DC 16 Strength check.

False Appearance. While the sand devil remains motionless,


it is indistinguishable from a mound of loose dirt or sand. San d Elemental
Sand Form. The sand devil can enter a hostile creature’s The sand elemental is native to the Elemental Plane of Earth but once
space and stop there. It can move through a space as narrow in a while finds a vortex to the Material Plane and enters it to wreak
as one inch wide without squeezing. destruction.
Sand Screen. Particles of sand swirl around the sand devil’s The sand elemental appears as a mass of swirling sand, roughly
edges. Any creature that starts its turn within five feet of humanoid in shape. No facial features or distinguishing marks can be
found on the sand elemental.
the sand devil must succeed on a DC 15 Constitution saving
throw or be blinded until the start of its next turn.
San d Elemental, Less er
Small elemental, neutral

Armor Class 13 (natural armor)


Hit Points 27 (6d6 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 12 (+1) 4 (–3) 11 (+0) 11 (+0)

Damage Immunities poison


Condition Immunities paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Terran
Challenge 1/2 (100 XP)

Acti o ns

Dehydrating Slam. Melee Weapon Attack: +3 to hit,


range 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage, and if the target is a creature, it must succeed
on a DC 11 Constitution saving throw or suffer one
level of exhaustion from dehydration. A target that
succeeds on the saving throw is immune to exhaustion
from the Dehydrating Slam of all sand elementals for
the next 24 hours.
Sandstorm (recharge 6). Particles of sand swirl around the
sand elemental in a potent vortex. Each creature within five
Acti o ns feet of the sand elemental must make a DC 11 Dexterity
saving throw, taking 9 (2d8) bludgeoning damage on a
Multiattack. The sand devil makes one Sandblast attack and
failure or half as much on a success. A target that fails
one Slam attack, and if applicable can use its Quicksand
the saving throw is also blinded until the start of the sand
attack.
elemental’s next turn.
Sandblast. Ranged Weapon Attack: +9 to hit, range 30 ft., one
target. Hit: 13 (2d6 + 6) bludgeoning damage, and anyone hit
must make a successful DC 14 Constitution saving throw or San d Elemental
be blinded by sand until the end of its next turn. Medium elemental, neutral
Slam. Melee Weapon Attack: +9 to hit, range 5 ft., one target. Armor Class 14 (natural armor)
Hit: 17 (2d10 + 6) bludgeoning damage. Hit Points 78 (12d8 + 24)
Quicksand (recharge 4–6). Each creature in the sand devil’s Speed 30 ft.
space must make a DC 14 Dexterity saving throw, taking
15 (2d8 + 6) bludgeoning damage on a failure. If it is Large STR DEX CON INT WIS CHA
or smaller, it is also grappled (escape DC 16). Until this
14 (+2) 10 (+0) 14 (+2) 4 (–3) 11 (+0) 11 (+0)
grapple ends, the target is blinded, restrained, and unable
to breathe. If the saving throw is successful, the target takes Damage Immunities poison
no bludgeoning damage and is pushed out of the sand devil’s Condition Immunities paralyzed, petrified, poisoned
space. Senses darkvision 60 ft., passive Perception 10
The sand devil can grapple two Large creatures or up to four Languages Terran
Medium or smaller creatures at one time. At the start of Challenge 3 (700 XP)

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.

Dehydrating Slam. Melee Weapon


Attack: +7 to hit, range 5 ft.,
one target. Hit: 17 (3d8 + 4)
bludgeoning damage, and if the
target is a creature, it must
succeed on a DC 14 Constitution
saving throw or suffer one
level of exhaustion from
dehydration. A target that
succeeds on the saving throw
is immune to exhaustion
from the Dehydrating Slam
of all sand elementals for the
next 24 hours.
Sandstorm (recharge 6).
Particles of sand swirl around the sand
elemental in a potent vortex. Each creature
within five feet of the sand elemental must
make a DC 15 Dexterity saving throw, taking
36 (8d8) bludgeoning damage on a failure or
half as much on a success. A target that
fails the saving throw is also blinded
until the start of the sand elemental’s
next turn.

Appendix B: Monsters of Necropolis | 207


Scorp i on-Snake
This giant serpentine monster has five pairs of arachnoid legs spaced
five feet apart along a coiled, snake-like body. Atop an eight-foot neck,
the crocodilian head sports gaping jaws from which protrude many teeth.
The 10-foot-long tail terminates in a huge, scorpion-like stinger. Two
huge scorpion-like pincers flank its serpentine body. Overall, the creature
measures about 50 feet in length.

Scorp i on-Snake
Gargantuan monstrosity, chaotic evil

Armor Class 17 (natural armor)


Hit Points 243 (18d20 + 54)
Speed 50 ft.

STR DEX CON INT WIS CHA


25 (+7) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 14 (+2)

Saving Throws Str +11


Skills Perception +4
Damage resistances acid, cold, fire; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage immunities poison
Condition immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal
Challenge 12 (8,400 XP)

Innate Spellcasting. The scorpion-snake’s spellcasting ability


is Charisma (spell save DC 14, +6 to hit on spell attacks).
The scorpion-snake can innately cast the following spells,
requiring no material components:
At will: detect evil and good, detect magic
3/day each: darkness, fear
1/day each: polymorph, wall of fire

Acti o ns

Multiattack. The scorpion-snake makes one Bite attack, one


Claw attack, one Constrict attack, and one Sting attack.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 23 (3d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 16 (2d8 + 7) slashing damage.
Constrict. Melee Weapon Attack: +11 to hit, reach 20 ft., one
target. Hit: 18 (2d10 + 7) bludgeoning damage, and the
target is grappled (escape DC 17). Until this grapple ends,
the creature is restrained, and the scorpion-snake can’t
constrict another target. S eb k-Go lem Statue
Sting. Melee Weapon Attack: +11 to hit, range 20 ft., one Large construct, chaotic evil
target. Hit: 18 (2d10 + 7) piercing damage, and the target
must make a DC 17 Constitution saving throw, taking 27 Armor Class 17 (natural armor)
(5d10) poison damage on a failure or half as much on a Hit Points 189 (18d10 + 90)
success. Speed 30 ft.

STR DEX CON INT WIS CHA


S eb k-Go lem Statue
22 (+6) 9 (–1) 20 (+5) 14 (+2) 14 (+2) 12 (+1)
The Sebk-golem statue is a 10-foot-tall crocodile-headed, green stone
statue. It is crowned with a pair of flat, wavy-curved ram’s horns topped
Saving Throws Int +7, Wis +7, Char +6
by two plumes of black. It holds a uas scepter in its right hand and a red-
Damage immunities cold, fire, poison; bludgeoning, piercing,
hued ankh in its left hand.
and slashing from nonmagical attacks

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)

Magic Resistance. The sebk-golem statue has


advantage on saving throws against spells
and other magical effects.
Magic Weapons. The sebk-golem
statue’s weapon attacks are magical.
Summon Giant Crocodile (2/day).
The sebk-golem statue uses its
ankh of Sebk as a bonus action
to summon a giant crocodile
with no chance of failure. A
summoned giant crocodile
appears in an unoccupied
space within 60 feet of the
sebk-golem statue and acts
as the sebk-golem statue’s ally. It
remains for one minute, until it or
the sebk-golem statue dies, or until the sebk-golem statue
dismisses it as an action. It rolls initiative and acts on its S e fer
own turn.
A sefer is a distant relative of the sphinx and griffon. It is a 20-foot-
Acti o ns
long creature with the body of a lion and the head of an eagle. Two large
feathered wings protrude from its shoulders.
Multiattack. The sebk-golem statue makes two Uas Scepter
attacks.
Ankh of Sebk. Melee Weapon Attack: +11 to hit, reach 5 ft., S efer
one target. Hit: 13 (2d6 + 6) necrotic damage.
Huge monstrosity, neutral
Uas Scepter. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 15 (2d8 + 6) bludgeoning damage and the Armor Class 14 (natural armor)
target must succeed on a DC 14 Constitution saving throw Hit Points 138 (12d12 + 60)
or be targeted by dispel magic using the sebk-golem statue’s Speed 30 ft., fly 60 ft.
Charisma as its spellcasting ability. On a critical hit, the
target suffers disadvantage on its Constitution saving throw. STR DEX CON INT WIS CHA
Slow (recharge 5–6). The sebk-golem statue targets one or 23 (+6) 10 (+0) 21 (+5) 8 (–1) 13 (+1) 13 (+1)
more creatures it can see within 10 feet of it. Each target
must make a DC 17 Wisdom saving throw against this
Skills Perception +4
magic. On a failure, a target can’t use reactions, its speed is
Senses darkvision 60 ft., passive Perception 14
halved, and it can’t make more than one attack on its turn.
Languages —
In addition, the target can take either an action or a bonus
Challenge 6 (2,300 XP)
action on its turn, not both. These effects last for one minute.
A target can repeat the saving throw at the end of each of its
Pounce. If the sefer moves at least 20 feet straight toward a
turns, ending the effect on itself on a success.
creature and then hits it with its Claws attack on the same
Legen dary Acti o ns turn, that target must make a DC 15 Strength saving throw
or be knocked prone. If the target is prone, the sefer can
The sebk-golem statue can take three legendary actions, make one Beak attack against it as a bonus action.
choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another Acti o ns
creature’s turn. The sebk-golem statue regains spent
Multiattack. The sefer makes one Beak Attack and one Claws
legendary actions at the start of its turn.
attack.
Ankh of Sebk. The sebk-golem statue makes an Ankh of Sebk
Beak. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
attack.
Hit: 11 (1d10 + 6) piercing damage.
Slow (costs 3 actions). The sebk-golem statue targets one
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
or more creatures it can see with its Slow attack, if it is
Hit: 15 (2d8 + 6) slashing damage.
available.
Uas Scepter Attack (costs 2 actions). The sebk-golem statue
makes an Uas Scepter attack.

Appendix B: Monsters of Necropolis | 209


Magic Resistance. The sekem of the Duat has advantage on
S ekem of th e Duat
saving throws against spells and other magical effects.
This creature, a summoned part of a soul from the Duat, is a near- Two-Dimensional. The sekem of the Duat positions its
lightless black form of a human wearing a strange headdress, clad in disproportionately flat body in an advantageous manner
robes, but in silhouette only.
during combat, causing attack rolls against it to have
disadvantage. The sekem loses this trait if it is incapacitated
S ekem of th e Duat or has a speed of 0.
Medium fiend, chaotic evil
Acti o ns
Armor Class 18 (natural armor)
Hit Points 132 (24d8 + 24) Sekem’s Touch. Melee Weapon Attack: +4 to hit, range 5 ft., one
Speed 40 ft. target. Hit: 21 (6d6) psychic damage, and the target’s Intelligence score is
reduced by 1d4. The target is stunned if this reduces its Intelligence to 0,
and it must make a DC 16 Charisma saving throw at the start of its next
STR DEX CON INT WIS CHA
turn. On a failure, a fragment of the sekem of the Duat’s soul possesses
10 (+0) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 14 (+2) the creature, causing the target to fall unconscious while the sekem battles
against the target’s soul for ultimate control over the target. At the end
Saving Throws Int +6, Wis +5, Cha +5 of that same turn, the possessed creature must make another Charisma
Skills Deception +5, Intimidation +5, saving throw. On a failure, the target dies and rises at the start of its next
Perception +5 turn as a mummy of Khemit controlled by Rahotep. If the target succeeds,
Damage Resistances cold; bludgeoning, it expels the sekem of the Duat from its body, though the horrific ordeal
piercing, and slashing from nonmagical drops its hit points to 0. A protection from evil and good spell wards
the target against being possessed and prevents the transformation.
attacks, lightning
Otherwise, the reduction lasts until the target finishes a short or long
Damage Immunities fire, poison
rest. The target remains stunned until its Intelligence score increases
Condition Immunities poisoned to at least 1.
Senses darkvision 60 ft., passive
Perception 15
Languages Abyssal
Challenge 8 (3,900 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)

Innate Spellcasting. The serpent of the Duat’s spellcasting


ability is Charisma (spell save DC 18, +10 to hit on spell
attacks). The scorpion-snake can innately cast the following
spells, requiring no material components:
At will: detect evil and good, detect magic
3/day each: lightning bolt, wall of fire
1/day each: harm, symbol
Magic Resistance. The serpent of the Duat has advantage
on saving throws against spells and other magical effects.
Magic Weapons. The serpent of the Duat’s weapon
attacks are magical.

Acti o ns

Multiattack. The serpent of the Duat makes one Bite


attack, one Constrict attack, and one Sting attack.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one
target. Hit: 24 (3d10 + 8) piercing damage. If the target
is a creature, it is grappled (escape DC 18). Until this
grapple ends, the target is restrained, and the serpent of
the Duat can’t bite another target.
Constrict. Melee Weapon Attack: +14 to hit, reach 20 ft.,
one target. Hit: 19 (2d10 + 8) bludgeoning damage, and the
target is grappled (escape DC 18). Until this grapple ends,
the creature is restrained, and the serpent of the Duat
can’t constrict another target.
Kick. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target that is not grappled by the serpent of the Duat. Hit:
11 (1d6 + 8) bludgeoning damage.
Sting. Melee Weapon Attack: +14 to hit, range 20 ft., one
target. Hit: 13 (1d10 + 8) piercing damage, and the target
must make a DC 19 Constitution saving throw, taking 33
S erpent of th e Duat (6d10) poison damage on a failure or half as much on a
A serpent of this sort, a major one, is a very nasty thing indeed. The success.
serpent’s head resembles a cross between a snake’s and crocodile’s, with Swallow. The serpent of the Duat makes one bite attack
long front fangs as a snake and rows of lesser teeth besides. The creature against a Large or smaller creature it is grappling. If the
has an ophidian body some 64 feet long, about four feet in diameter at
attack hits, that creature takes the bite’s damage and is
its thickest part. Set along the middle third of its body — the thickest
swallowed, and the grapple ends. While swallowed, the
portion — are three pairs of legs of the sort that enable the serpent to
move at either a sprawling or erect gait, or slither noiselessly along. It creature is blinded and restrained, it has total cover against
has wings but does not actually use them to fly (relying on its magic attacks and other effects outside the serpent of the Duat,
instead). and it takes 35 (10d6) acid damage at the start of each of the
serpent of the Duat’s turns.
If the serpent of the Duat takes 50 damage or more on a single
S erpent of th e Duat
Gargantuan fiend, chaotic evil
turn from a creature inside it, the serpent of the Duat must
succeed on a DC 15 Constitution saving throw at the end of
Armor Class 19 (natural armor) that turn or regurgitate all swallowed creatures that then
Hit Points 279 (18d20 + 90) fall prone in a space within 15 feet of the serpent of the
Speed 60 ft., climb 20 ft., fly 60 ft. Duat. If the serpent of the Duat dies, a swallowed creature
is no longer restrained by it and can escape from the corpse
STR DEX CON INT WIS CHA using 20 feet of movement, exiting prone.
27 (+8) 10 (+0) 20 (+5) 16 (+3) 16 (+3) 18 (+4) Fire Breath (recharge 5–6). The serpent of the Duat exhales
fire in a 60-foot cone. Each creature in that area must make
Saving Throws Str +14, Con +11, Int +9, Wis +9, Cha +10 a DC 19 Dexterity saving throw taking 56 (16d6) fire damage
Skills Arcana +9, Athletics +14 on a failure, or half as much on a success.

Appendix B: Monsters of Necropolis | 211


Legen dary Acti o ns Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.
The serpent of the Duat can take three legendary actions, Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
choosing from the options below. Only one legendary action Hit: 10 (2d6 + 3) bludgeoning damage. On a critical hit, the
option can be used at a time and only at the end of another target must succeed on a DC 14 Constitution saving throw or
creature’s turn. The serpent of the Duat regains spent be stunned until the end of its next turn.
legendary actions at the start of its turn.
Bite (costs 2 actions). The serpent of the Duat makes a Bite
attack. Sp h inx
Kick. The serpent of the Duat makes a Kick attack.
Move. The serpent of the Duat moves up to Borderer Sp h inx
its speed without provoking
opportunity attacks. Borderer sphinxes are relatives of other sphinxes. Each
borderer sphinx has a leonine torso, great forepaws, and
large feathered wings. The head of a borderer sphinx varies
greatly from individual to individual, and may be that of a
frog, an ibex, a lizard, a hippo, a jackal, a vulture, or a wolf.
Borderer sphinxes generally consider humans and humanoids
to be intruders and foes.

Sp h inx: Borderer Sp h inx


Large monstrosity, neutral

Armor Class 16 (natural armor)


Hit Points 142 (15d10 + 60)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA


21 (+5) 10 (+0) 19 (+4) 16 (+3) 17 (+3) 17 (+3)

Skills Intimidation +7, Perception +7


Damage Resistances fire; bludgeoning, piercing, and
slashing from nonmagical attacks
Sha Damage Immunities poison
A sha is a large antelope-like creature with square, crocodilian-like Condition Immunities charmed, frightened, poisoned
heads. Its tail is long and ends in a mass of hardened bone. Shas dislike
Senses truesight 120 ft., passive Perception 17
most other creatures and attack them at first sight. They are particularly
fond of human flesh. Languages Common, Sphinx
Challenge 9 (5,000 XP)

Sha Magical Weapons. The borderer sphinx’s weapon attacks are


Large monstrosity, neutral evil
magical.
Armor Class 14 (natural armor) Pounce. If the borderer sphinx moves at least 20 feet straight
Hit Points 82 (11d10 + 22) toward a creature and then hits with its Claws attack on the
Speed 40 ft. same turn, that target must make a DC 16 Strength saving
throw or be knocked prone. If the target is prone, the sphinx
STR DEX CON INT WIS CHA can make one Bite attack against it as a bonus action.
17 (+3) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 12 (+1)
Spellcasting. The borderer sphinx is a 6th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 15, +7 to
Skills Perception +3 hit with spell attacks). It requires no material components
Senses darkvision 60 ft., passive Perception 13 to cast its spells. The sphinx has the following cleric spells
Languages Common prepared:
Challenge 4 (1,100 XP) Cantrips (at will): light, mending, resistance, sacred flame
1st level (4 slots): cure wounds, guiding bolt, protection from
Keen Smell. The sha has advantage on Wisdom (Perception) evil and good, shield of faith
checks that rely on smell. 2nd level (3 slots): hold person, prayer of healing, spiritual
Pack Tactics. The sha has advantage on an attack roll weapon
against a creature if at least one of the sha’s allies is within 3rd level (3 slots): daylight, magic circle, speak with dead
five feet of the creature and the ally isn’t incapacitated.
Acti o ns
Acti o ns Multiattack. The sphinx makes one Bite attack and one
Multiattack. The sha makes one Bite attack and one Hooves Claws attack.
attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

212 | NECROPOLIS
S eeli e Sp h inx
Large monstrosity, neutral good

Armor Class 16 (natural armor)


Hit Points 127 (15d10 + 45)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 17 (+3) 15 (+2) 16 (+3) 16 (+3)

Skills Perception +6, Religion +5


Damage Resistances fire, radiant; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 16
Languages Common, Sphinx
Challenge 8 (3,900 XP)

Magical Weapons. The sphinx’s weapon attacks are magical.


Pounce. If the sphinx moves at least 20 feet straight toward a
creature and then hits it with its Claws attack on the same
turn, that target must make a DC 16 Strength saving throw
or be knocked prone. If the target is prone, the sphinx can
make one Bite attack against it as a bonus action.
Spellcasting. The sphinx is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit
with spell attacks). It requires no material components to
cast its spells. The sphinx has the following cleric spells
prepared.
Cantrips (at will): guidance, mending, spare the dying,
thaumaturgy
Hit: 12 (2d6 + 5) piercing damage.
1st level (4 slots): bless, healing word, protection from evil and
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
good, sanctuary
Hit: 14 (2d8 + 5) slashing damage.
2nd level (3 slots): aid, lesser restoration, zone of truth
Roar (2/day). The sphinx emits a magical roar. Each time it
3rd level (2 slots): beacon of hope, spirit guardians
roars before finishing a long rest, the roar is louder and the
effect is different, as detailed below. Each creature within
Acti o ns
250 feet of the sphinx that is able to hear the roar must
make a saving throw. Multiattack. The sphinx makes one Bite attack and one
First Roar. Each creature must make a DC 16 Constitution Claws attack.
saving throw, taking 21 (6d6) thunder damage on a failure Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
and half as much on a success. Hit: 11 (2d6 + 4) piercing damage.
Second Roar. Each creature must make a DC 16 Constitution Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
saving throw, taking 35 (10d6) thunder damage on a failure Hit: 13 (2d8 + 4) slashing damage.
and half as much on a success. Creatures that fail their Roar (2/day). The sphinx emits a magical roar. Each time it
saving throws are also pushed back five feet, knocked prone, roars before finishing a long rest, the roar is louder and the
and deafened for one minute. In addition, those that fail effect is different, as detailed below. Each creature within
their saving throw by 5 or more are stunned until the end of 200 feet of the sphinx that is able to hear the roar must
the sphinx’s next turn. make a saving throw.
First Roar. Each creature must make a DC 16 Constitution
saving throw, taking 18 (4d8) radiant damage on a failure
S eeli e Sp h inx
and half as much on a success. Fiends and undead have
Seelie sphinxes are relatives of other sphinxes. Each seelie sphinx has disadvantage on this saving throw.
a leonine torso, great forepaws, and large feathered wings. The head of Second Roar. Each creature must make a DC 16 Constitution
a seelie sphinx varies greatly from individual to individual, and may be saving throw, taking 27 (6d8) radiant damage on a failure
that of a beetle, a bovine, a ram, a turtle, a baboon, a dog, a fish, an owl, and half as much on a success. Fiends and undead have
a bennu, a falcon, a human, or an ibis. disadvantage on this saving throw. Creatures that fail their
While seelie sphinxes have no particular love of humanity, they are saving throws are also blinded for one minute. A blinded
concerned with the welfare of those of just disposition. If a seelie sphinx creature can repeat the saving throw at the end of each of its
encounters humans, it generally reserves judgment until it can evaluate
turns, ending the effect on itself on a success.
their alignment with the forces of good and evil.

Appendix B: Monsters of Necropolis | 213


Skills Intimidation +6, Perception +6
Damage Resistances fire, necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 16
Languages Common, Sphinx
Challenge 7 (2,900 XP)

Magical Weapons. The sphinx’s weapon attacks are


magical.
Pounce. If the sphinx moves at least 20 feet straight
toward a creature and then hits it with its Claws
attack on the same turn, that target must make a
DC 16 Strength saving throw or be knocked prone.
If the target is prone, the sphinx can make one
Bite attack against it as a bonus action.
Spellcasting. The sphinx is a 5th-level
spellcaster. Its spellcasting ability is Wisdom
(spell save DC 14, +6 to hit with spell attacks). It
requires no material components to cast its spells.
The sphinx has the following cleric spells prepared.
Cantrips (at will): guidance, mending, sacred flame,
thaumaturgy
1st level (4 slots): bane, inflict wounds, protection from
evil and good, shield of faith
2nd level (3 slots): blindness/deafness, hold person,
spiritual weapon
3rd level (2 slots): animate dead, bestow curse

Acti o ns

Multiattack. The sphinx makes one Bite attack and


one Claws attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison
damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Uns eeli e Sp h inx Roar (2/day). The sphinx emits a magical roar. Each time it
Unseelie sphinxes are relatives of other sphinxes. Each unseelie roars before finishing a long rest, the roar is louder and the
sphinx has a leonine torso, great forepaws, and large feathered wings. effect is different, as detailed below. Each creature within
The head of an unseelie sphinx varies greatly from individual to 200 feet of the sphinx that is able to hear the roar must
individual, and may be that of a catfish, a crocodile, a mantis, a scorpion, make a saving throw.
a cobra, an okapi, a stork, a warthog, an ass, a goat, or a parrot. First Roar. Each creature must make a DC 15 Constitution
Unseelie sphinxes are wicked, evil man-eaters. If they encounter saving throw, taking 14 (4d6) necrotic damage on a failure
humans, they seek to ambush or capture them so as to torture them and and half as much on a success. Celestials have disadvantage
feast later. on this saving throw.
Second Roar. Each creature must make a DC 15 Constitution
Uns eeli e Sp h inx saving throw, taking 21 (6d6) necrotic damage on a failure
Large monstrosity, neutral evil and half as much on a success. Celestials have disadvantage
on this saving throw. Creatures that fail their saving throws
Armor Class 15 (natural armor)
are also frightened for one minute. A frightened creature
Hit Points 110 (13d10 + 39)
can repeat the saving throw at the end of each of its turns,
Speed 40 ft., fly 60 ft.
ending the effect on itself on a success.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 17 (+3) 15 (+2) 16 (+3) 16 (+3)

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.

Appendix B: Monsters of Necropolis | 215


Baneful Gaze. As a bonus action, a jackalwere can target one
living creature within 30 feet that it can see, which must Shapechanger. The lionwere can change from its lion form or
make a DC 12 Charisma saving throw. On an unsuccessful human form to its hybrid form as a bonus action. Changing
save, for 2d4 rounds the target must subtract 1d4 from from lion form directly to human form or vice versa takes
each attack roll and saving throw it makes until the an action. The lionwere is Large in lion form but Medium in
spell ends. A creature that saves successfully is immune human or hybrid form. In lion form, it is indistinguishable
to this jackalwere’s Baneful Gaze effect for 24 hours. from a normal lion.
Therianthropes are immune to a jackalwere’s Baneful Gaze.
Keen Hearing and Smell. The jackalwere has advantage on Acti o ns
Wisdom (Perception) checks that rely on hearing or smell. Multiattack. In hybrid form, a lionwere makes two Claws
Pack Tactics. The jackalwere has advantage on attack attacks. In lion form, it makes two melee attacks and uses its
rolls against a creature if at least one of the jackalwere’s Lethargy ability.
allies is within five feet of the creature and the ally isn’t Bite (lion form only). Melee Weapon Attack: +6 to hit, reach 5
incapacitated. ft., one creature. Hit: 7 (1d6 + 4) piercing damage.
Shapechanger. The jackalwere can change from its jackal Claws (lion and hybrid form only). Melee Weapon Attack:
form or human form to its hybrid form as a bonus action. +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing
Changing from jackal form directly to human form or vice damage.
versa takes an action. In jackal form, it is indistinguishable Greatsword (human and hybrid form only). Melee Weapon
from a normal jackal. Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4)
slashing damage.
Acti o ns
Lethargy. By
Multiattack (hybrid form only). A jackalwere makes two speaking,
melee attacks. singing, or
Bite (jackal form only). Melee Weapon Attack: +5 to hit, roaring, the
reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage. lionwere
Claws (hybrid form only). Melee Weapon Attack: +5 to hit, causes
reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage. all
Longsword (human and hybrid form only). Melee Weapon
Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1)
slashing 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

STR DEX CON INT WIS CHA


18 (+4) 17 (+3) 14 (+2) 10 (+0) 12 (+1) 15 (+2)

Damage Resistances bludgeoning, piercing, and slashing


damage from nonmagical attacks that aren’t silver
Skills Deception +4, Stealth +5
Senses Darkvision 60 ft., passive Perception 11
Languages Khemitian
Challenge 2 (450 XP)

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)

Shapechanger. The owlwere can change from its owl form or


human form to its hybrid form as a bonus action. Changing
from owl form directly to human form or vice versa takes
an action. The owlwere is Small in owl form but Medium in
human or hybrid form. In owl form, it is indistinguishable
from a normal owl, but is noticeably larger than other owls.

Acti o ns

Beak (owl form only). Melee Weapon Attack: +5 to hit, reach


5 ft.; one creature. Hit: 5 (1d4 + 3) piercing damage.
Mace (human and hybrid form only) Melee Weapon Attack:
+2 to hit, reach 5 ft.; one creature. Hit: 3 (1d6) bludgeoning
damage.
Talons (owl and hybrid form only). Melee Weapon Attack:
+5 to hit, reach 5 ft.; one creature. Hit: 6 (1d6 + 3) slashing
damage and the target must make a successful DC 10
Constitution saving throw or be poisoned for 1d4 rounds.

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

Appendix B: Monsters of Necropolis | 217


stunned for 1d4 rounds. A creature that is capable of taking
actions can, at the start of its turn, look away to avoid the
wolfwere’s gaze for one complete round. If it targets the
wolfwere while averting its gaze, it suffers all the usual
penalties for attacking an unseen target. Creatures that are
blind, unconscious, or unable to see the wolfwere for any
other reason are immune to this attack.
Shapechanger. The wolfwere can change from its wolf form or
human form to its hybrid form as a bonus action. Changing
from wolf form directly to human form or vice versa takes
an action. In wolf form, it is indistinguishable from a normal
wolf.

Acti o ns

Multiattack (hybrid form only). A wolfwere makes two


melee attacks.
Bite (wolf form only). Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage and the
target must make a successful DC 13 Dexterity saving
throw 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.
Longsword (human and hybrid form only).
Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 5 (1d8 + 1) slashing damage.

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)

Frightful Presence. Each creature of the white


monster’s choice that is within 60 feet of the white
monster and aware of it must succeed on a DC
16 Wisdom saving throw or become
frightened for one minute. A creature
can repeat the saving throw at the
end of each of its turns, ending the
effect on itself on a success. If a creature’s
saving throw is successful or the effect ends
for it, the creature is immune to the white
monster’s Frightful Presence for the next 24
hours.

Appendix B: Monsters of Necropolis | 219


Append ix C . Outdoor Random Encounters
Any time the party is in the Khemitian wilderness, there is a chance occurs, roll on the table below, under the column for the type of terrain
they have a random encounter with local wildlife, other travelers, or they are in.
perhaps something supernatural. As a general matter, you should check The party can also elect to hunt while in the wilderness. A character
to see if such an encounter occurs three times during each day of travel, seeking a specific type of quarry may make a DC 12 Wisdom (Survival)
and three times during each night spent outside of a town, village, or check, but if they are unfamiliar with desert terrain, it should be rolled
city. If the party is not drawing attention to themselves, an encounter with disadvantage. A successful check means that the applicable quarry
occurs only on a roll of a 1 on a 1d10. If they take actions that make has been found. On a roll of a 1, a random encounter instead occurs, as
them more noticeable (such as casting any ostentatious spells), feel free determined on the table below.
to increase the odds accordingly. If the result indicates that an encounter

In Water Beside Water Heavy Foliage Desert/Waste Encounter


01–06 01–07 01–07 01–02 2d4 poisonous snakes
08–10 08–12 03–10 10d4 baboons
11–13 13–20 11–15 1d3 king cobrasB
14–20 21–25 16–17 2d6 jackals
07–25 21–25 1d6 crocodiles
26 26 26 1d2 giant crocodiles
27–40 27–35 27–29 2d8 hippopotamiB
41–50 36–45 30–34 18–25 3d10 Khemitian guards and a scout
51–60 46–50 35–39 26–35 4d6 bandits and a bandit captain
61–90 51–74 40–50 36–50 1d100 commoners
75–80 51–55 51–55 2d6 hyenas
81 56–61 56–60 1d2 leopardsB
82–83 62–66 61–65 2d6 lions
84 67–71 66 1d8 boars
91–97 85–87 72–74 1d2 constrictor snakes
98–00 88–89 75–76 1 giant constrictor snake
90–91 77–81 67–70 1d6 scorpions
92 82–83 71–74 1d2 giant scorpions
93–95 84–89 75 1d6 dire wolves
96–97 90–91 76–80 1d10 + 6 wolves
98 92 81–82 1 borderer sphinxB
99 93 83–84 1 unseelie sphinxB
94–95 85 1d4 lamias
96 86 2d4 saksB
97 87 2d4 sefersB
88–89 8–16 flying scorpions*
90–91 1d4 manticores
98 92 1d2 spirit nagas
00 99 93 1 androsphinx
94–95 1 giant lizard
96–98 1d6 + 5 giant centipedes
00 99–00 2d4 + 1 giant wasps

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

Miniatures of people (servants), animals (all manner of large and


Kh em itian Tom b Contents an d small livestock), and things of large size not suitable for inclusion within
D ecorati on a normal tomb (such as a villa, barge, or chariot) are a major feature
of a Khemitian burial site. These figurines are called ushabtu (singular
Typical offerings and belongings found in the burial place of a ushabti), and in aristocratic tombs some of these may be magical.
wealthy and important Khemitian individual include: Containers in these tombs are typically of pottery or stone, though
• Food and drink in various pots, jars, and dishes. later ones might be porcelain.
• Basins, bowls, ewers, jars Khemitian tombs are also typically decorated with frescoes or other
• Baskets paintings and writings on plastered walls and ceilings, and may include:
• Beds, couches • Battle scenes
• Books, magical scrolls, papyrus • Blessings
• Bottles, flasks, vials • Curses and warnings
• Boxes, chests, coffers, trunks • Deity depictions
• Braziers • Domestic scenes
• Carpets, mats, rugs, tapestries • Fishing scenes
• Chairs, stools • Hunting scenes
• Chariots • Live event scenes
• Cosmetics (creams, kohl, perfume, rouge, unguents, etc.) • Magical texts
• Cups, flagons • Names of deceased
• Cushions, pillows • Names of others involved with deceased and places concerned
• Dishes, plates, platters • Pastoral scenes
• Fans • Religious texts
• Games, pastimes, toys • Scenes of the deceased in the Duat
• Garments of all sorts
• Hygiene items (brushes, combs, razors, tweezers, etc.) Funerary Papyri: The Khemitian dead are often buried with special
• Jewelry (any and all sorts, from armlets to torcs) magical texts whose purpose is to assist the deceased to successfully
• Lamps, torches pass the dangers and tests needed to attain afterlife in the Field of Reeds.
• Pots (large for food, small for precious unguents) Some of these texts include:
• Stands, tables • Book of the Dead
• Tools • Book of Traversing Eternity
• Urns, vases • Book of Respirations
• Wigs • Festival of Songs of Isis and Nephthys
• Lamentations of Isis
• Litanies of Seker
• May My Name Flourish

Appendix D: Khemitian Miscell anea | 221


Rines, Sarqa, Sasa, Sbeth, Serref, Shefa, Sherra, Shuti, Taankhit, Tastab,
Comm on Gi ven Names in Kh em it Tchafi, Tcharm, Tcasu, Tcheta, Tetabk, Themfi, Thennit, Therit, Uahiti,
Typical names in Khemit are: Uaiput, Ugam, Ungita, Upsha, Uptta.
Male: Afabu, Ahaptu, Ahes, Amikhat, Aptuef, Arkanstras, Asarneb,
Asken, Ateneru, Atet, Baenshu, Bakara, Fautcher, Fenti, Gauten, Gebir, As a general rule, peasants in Khemit have only given names. Those
Gentab, Gerre, Habtu, Harkar, Honur, Hosut, Hu, Hutchf, Imshur, in the free class (such as officials, scribes, and minor nobles) are further
Kaanu, Kauti, Khemi, Khent, Khenteb, Khiheru, Mabheri, Marak, identified by a descriptive surname (short, tall, brown, etc.); a vocational
Menes, Menka, Narmur, Nebkau, Neferes, Nubit, Parhu, Parthi, Pepi, or office surname; a locale surname (referring to a village, district, city,
Phirip, Piye, Qauath, Qenau, Qesab, Rameses, Raneb, Roqeb, Rutch, or sepat); or in the case of the aristocracy, a house or family surname.
Sebtef, Sheffi, Shemthra, Shepses, Sherr, Sinuhe, Smata, Smenu, Taaq,
Tangtir, Tchafu, Tcanr, Tcharker, Techar, Tetkiris, Thent, Thesu, Tuthem,
Tuthmoses, Uasar, Uaten, Uatreth, Uherhem, Unas, Urshab, Usashag, M on ey an d Co inage in Kh em it
Ushert, Utchur, Uteben Officially, only coins minted or authorized by Pharaoh’s government
are legal currency for purchases and sales in Khemit. However, most
Female: Aftam, Ahunum, Amitha, Apila, Artif, Artut-t, Ashshi, merchants and others accept foreign currency, though at a discount to the
Auitheb, Babat, Baiti, Faiab, Faisenter, Fetfeta, Gagait, Garta, Gemi, value of the equivalent official coin.
Genurit, Hahanu, Hatba, Hatchert, Herrit, Kami, Katra, Kauurit, Kesem, You may elect to use these terms whenever describing currency or
Khenu, Kherabt, Khetiper, Mathit, Meruti, Mesept, Nefakhuti, Nerera, value in Khemit. However, if this confuses you or your players, feel free
Nuheb-t, Nura, Papait, Penta, Pessafar, Qabtet, Qenti, Rekhita, Resi, to refer simply to standard gold or silver piece values.

Official Designation Common Nickname Equivalent Value Description


Ankhen Crown 1 pp A round coin made of platinum honoring the current pharaoh on one face and showing the
triple crown of Khemit on the other.
Aten Sun 5 gp A large round gold coin honoring the current pharaoh on one face and showing a stylized
sun on the other.
Hap River 1 gp A round gold coin with the triple crown of Khemit on one face and a stylized Khemitian
barge on the other.
— Drachma 1 gp This is common parlance for foreign gold coins that are valued less than an Aten.
Chons Crescent 5 sp A round silver coin depicting a crescent moon on the reverse, sometimes with the symbol
of a particular deity or temple instead of the pharaoh. This is a very common coin in
Khemit.
Tek Sheaf 2 sp A rectangular coin normally made of silver or a large coin of bronze, depicting a sheaf of
wheat on the reverse. This is the most common coin in the land.
Dinar Ring 1 sp A round coin usually made of bronze; nicknamed for its shape rather than its imprint,
which sometimes varies by city.
Abt Loaf 5 cp A rectangular coin usually made of brass, bronze, or copper; nicknamed for its shape
rather than its imprint, which sometimes varies by city.
Maash Bit 1 cp A round coin often made of brass or tin; nicknamed for its small value rather than its
imprint, which sometimes varies by city.

30 Mesut-re, which is separated by the epagomenal days from the first


Kh em itian Calen dar day of the new year on 1 Tekh.
The calendar of Khemit consists of 12 months of 30 days each. Khemitites also divide the year into three seasons: akhet, or
Months are not subdivided into weeks nor are days named. Rather, each inundation, referring to the four months they call “winter”; peret, or
day is denoted by its number in the applicable month (e.g., 1 Tekh, 30 growing, the four spring months; and shemu, or harvest, the four summer
Mesut-re). Five epagomenal (intercalary) days are included in each months. As a result, months are sometimes identified by their position in
year, with an additional day added (approximately every four years) as a season (e.g., the 4th month of Inundation).
determined by the archpriest and his advisors. The last day of the year is The months of the Khemitian calendar are:

Month Season Comparable Dates Month Season Comparable Dates


Tekh First month of Inundation (akhet/winter) July 19–Aug. 17 Pa’enkhon First month of Harvest (shemu/summer) March 16–April 14
Menkhet Second month of Inundation (akhet/winter) Aug. 18–Sept. 16 Khentkhety Second month of Harvest (shemu/summer) April 15–May 14
Hethara Third month of Inundation (akhet/winter) Sept. 17–Oct. 16 Ipet-hemet Third month of Harvest (shemu/summer) May 15–June 13
Nehebkau Fourth month of Inundation (akhet/winter) Oct. 17–Nov. 15 Mesut-re Fourth month of Harvest (shemu/summer) June 14–July 13
Shefbedet First month of Growing (peret/spring) Nov. 16–Dec. 15 Epagomenal Birth of Osiris, Birth of Horus, Birth of July 14–July 18
(Intercalary) Set, Birth of Isis, Birth of Nephthys
Rekehwer Second month of Growing (peret/spring) Dec. 16–Jan. 14
days
Rakehnedjes Third month of Growing (peret/spring) Jan. 15–Feb. 13
This calendar reconciles the civil and religious years and has been in effect since the
Parenute Fourth month of Growing (peret/spring) Feb. 14–March 15
establishment of New Khemit Reckoning in 2632 I.R. (Imperial Record).

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

Appendix D: Khemitian Miscell anea | 223


Name Alignment Title Sphere of Influence Typical Worshippers
Hamehit NG Goddess of the Water, Fish, and the Seas Animals, Bounty, Good, Luck, Water Sailors, fishermen
Hapy NG God of Rivers, Oceans, and Streams; Animals, Bounty, Good, Protection, Sailors, fishermen, those who depend on the sea
Lord of Fishes and Birds Travel, Water
Hathor NG Goddess of Music and the Arts; Giver of Fire, Law, Sun, War Musicians, artists, women
Inspiration
Herakhty NG God of the Morning and Sunrise Earth, Good, Protection, Sun Farmers
Heru LG The Watcher; God of Law, Order, Law, Good, Knowledge, Strength, War Rulers, nobles, lawyers, fighters, warriors
Rulership
Horus LN The Avenger; God of War and Destruction, Law, Sun, Vengeance, War Soldiers, warriors, fighters, those seeking
Destruction vengeance and retribution
Isis NG Goddess of Fertility and Magic Bounty, Good, Healing, Magic Women, mothers, wizards, clerics, sorcerers
Khebsenef LN Son of Horus; God of Death Death, Law, Protection, Strength Guardians, surgeons, physicians
Khnemu NG God of Creation and Invention Artifice, Creation, Earth, Good, Healing, Craftsmen, artisans
Luck
Maat LG Goddess of Truth and Law Good, Knowledge, Protection, Law, Judges, city officials, paladins, monks
Strength
Maftet CG Goddess of Protection and Healing Good, Healing, Serpent, Strength, Healers, midwives, women, guardians
Vermin
Mekhit CG Goddess of War, The Eye of Ra Glory, Protection, Strength, War Soldiers, mercenaries, officers, generals
Menu CN God of War Chaos, Destruction, Strength, War Fighters, warriors
Meretseger LG The Protector Good, Law, Protection, Serpent Guardians, warrior, keepers of secrets
Mert NG Goddess of Song and Joy Good, Healing, Knowledge, Trickery Musicians, poets, artists, bards
Min CG Protector of the Moon, God of Male Chaos, Destruction, Good, Knowledge, Commoners
Fertility Magic
Mût LG Queen of the Gods, Mother Goddess, Fertility, Life, Wealth Noblewoman, wives, mothers, growers, common
Provider of Life and National Prosperity people
Nefertem NG God of the Sun; Lord of the Sunrise; Good, Healing, Knowledge, Plant, Sun Healers, surgeons, women, sorcerers, wizards
God of Healing
Neith CG Goddess of War and Wisdom; Guardian Death, Good, Knowledge, Law, War Soldiers, hunters, fighters, paladins, loremasters,
of the Dead scholars, nobles
Nekhbet LG Goddess of Protection and War, Law, Protection, Strength, War Warriors, women, farmers
Childbirth and Fertility
Nephthys CG Goddess of the Dead Chaos, Death [Good], Knowledge, Women
Magic
Nut NG Goddess of the Night Sky Air, Good, Knowledge, Protection, Rogues, bards, guardians, paladins
Trickery
Osiris LG God of Fertility and the Dead Death, Good, Law, Protection Nobles, rulers, farmers, commoners
Pakhut CG Goddess of Strength Chaos, Destruction, Good, Strength Fighters, barbarians
Ptah LN Creator of the Universe Air, Bounty, Earth, Law, Magic, Sun Craftsmen, artisans
Ra NG God of the Sun and Pharaoh of the Gods Bounty, Good, Knowledge, Protection, Rulers, nobles, scholars
Sun
Renenet CG Goddess of Protection and Fortune Good, Knowledge, Luck, Protection, Women, gamblers, guardians
Serpent [Good]
Sebk CE God of Evil, Betrayal, and Water Chaos, Evil, Trickery, Water Sailors, fishermen
Seker NG God of Death and Light Death [Good], Good, Protection, Commoners
Strength, the Sun
Sekhmet CN Lady of Pestilence; Goddess of the Sun Chaos, Destruction, Healing, War Surgeons, doctors, healers, warriors
Serqet LG Goddess of the Dead and Strength Death [Good], Good, Law, Strength, Fighters, guardians, necromancers
Vermin
Seshat NG Goddess of Writing, History, Time, Good, Knowledge, Luck, Magic Record-keepers, scribes, sages, historians, story-
Knowledge and Architecture tellers, architects
Set LE God of Evil and the Night Death, Destruction, Evil, Knowledge, Evil power-seeking humanoids, evil monks,
Law, Serpent assassins
Shu LG Lord of the Air Air, Good, Law, Strength Mystics, nobles, rulers, warriors
Tefnut LG Goddess of Storms and Rivers Good, Protection, Sun, Water Farmers, fishermen, sailors
Thoth N God of Knowledge and Magic Knowledge, Luck, Magic, Travel Scholars, sages, travelers
Tuart LG Goddess of Fertility and Protection Good, Knowledge, Magic, Plant, Women, expectant mothers, midwives, farmers
Protection

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.

Ri ver D omain Spells


Spells
Cleric Level Spells The following spells are unique to the lands of Khemit and its
1st fog cloud, thunderwave spellcasters:
3rd gust of wind, misty step
5th water breathing, water walk N ew Spells by List
7th control water, hallucinatory terrain
9th commune with nature, wall of water* Cleric Drui d Warlo ck

* 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

B en eath th e Waves 4th Level

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

Adder San dals Cuirass of H apy


Wondrous item, uncommon (requires attunement) Armor (light), very rare

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)

This collar is embedded with seven emerald talismans. While they


are attached to the collar, a character wearing the collar can use a bonus
action to activate one of them. A talisman remains active for one minute
or until the bearer uses a bonus action to disactivate it or until another
one is activated. After a talisman has been used for one minute, it cannot
be used again until the following midnight. Each talisman provides
protection against certain types of damage to the bearer, as noted below.
They are:
• Immunity to ingested, insinuated, and contact poisons.
• Immunity to poisonous gas.
• Immunity to touch attacks that paralyze or petrify.
• Immunity to breath attacks that paralyze or petrify.
• Immunity to gaze attacks that paralyze or petrify.
• Immunity to disease.
• Immunity to charm.

If a talisman is removed from the collar, its magical properties


disappear. The remaining gems retain their potency.

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*

Lights a Candle and


Anoints a Figurine
in Area 10*

Partakes of Any
Food or Drink in
Area 34 (and fails
save)**

Spoke Name of
Rahotep in Tomb*

Spoke Own True


Name 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.

Appendix F: Char acter Tr acking Sheet | 231


232 | NECROPOLIS
Append ix G . Maps and Handouts

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

Appendix G: Maps and Handouts | 233


Kh em it an d
Surroun d ing
Regi ons P layer Map
(K eyed Citi es O nly)
Th e Vi llage
of Aartuat
P layer Map
with Title
Th e Vi llage of Aartuat I nteri or P layer
Map
Th e Po o l of H apy
an d En virons
P layer Map
Th e Pylon of th e Duat P layer Map
Th e Pylon of th e Duat Front Vi ew P layer Map
Temp le of Osiris Main Level P layer Map
Temp le Cellars P layer Map
Th e Un derworld Osiri um P layer Map
Th e Gorge of Osiris
P layer Map
Fun erary Ch apel of th e Duat P layer Map

Th e S hrin e of Bast P layer Map


Th e S hrin e of An um P layer Map

Th e S hrin e of B es P layer Map


Ch apel of th e Sun P layer Map

Th e S hrin e of Buto P layer Map


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
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!

I am the sharp edge of Set,


I slice Khonsu, red covers his face.

From my Lord’s domain in night’s depths,


I climb to the Duat,
Where I shall reign as a new Pharaoh,
the god’s power in my outstretched arm.

The record of ages shall recall for all


time,
All powers of darkness shall I possess!

Nine am I,
And Nine are the Tools of My Dominion.

Choose with wisdom, and proceed to Me,


and pay homage.
Or choose foolishly, and dust shall fill
your mouth and your nostrils, and you
shall know the taste of the tomb!
Product Identity: The following items are hereby identified as Necromancer Games LLC’s Product Identity, Game Content that you Use. No terms may be added to or subtracted from this License except as described by
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modify, translate, and otherwise create Derivative Material of Open Game Content; (h) “You” or “Your” means Necropolis Copyright 2002, Necromancer Games, Inc, Authors Gary Gygax, Scott Greene. Clark Peterson and
the licensee in terms of this agreement. Bill Webb, based on original material by Gary Gygax
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Relics & Rituals Copyright 2001, Clark Peterson
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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

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