TEXT: 1
  Beneath the 
  Festered 
  Sun
  Beneath the 
  Festered 
  Sun
  
  2
  Credits
  Authors: Pedro Coelho
  Artist: Joel Bisaillon, William Hendershot, Frank 
  Hessefort, Jason Juta, Dio Mahesa, Chris McFann, 
  Tanyaporn Sangsnit, Phill Simpson, Rian Trost
  Editing and Development: Jason Nelson
  Cartography: Pedro Coelho
  Design and Layout: Rick Hershey
  Legendary Games Team Members: Clinton J. 
  Boomer, Robert Brookes, Benjamin Bruck, Matthew 
  Goodall, Jim Groves, Steve Helt, Thurston Hillman, 
  Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, 
  Jeff Lee, Nicolas Logue, Will McCardell, Julian Neale, 
  Jason Nelson, Jen Page, Richard Pett, Tom Phillips, 
  Alistair Rigg, Alex Riggs, Amber Scott, Mark Seifter, 
  Tork Shaw, Mike Shel, Neil Spicer, Todd Stewart, Russ 
  Taylor, Greg A. Vaughan, Mike Welham, Linda Zayas-
  Palmer, and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as Open Game Con-
  tent is the rules content (creature stat blocks and names of skills, etc., taken from the Pathfinder Reference Document) as defined in the Open Game License 
  version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well all other parts of this product including all text not 
  specifically designated as Open Game Content is not Open Game Content. No portion of this work other than the material designated as Open Game Con-
  tent may be reproduced in any form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open 
  Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Treasury of the Pharaohs, as well as all trademarks, registered trademarks, 
  proper names (including the names of each character, location, item or monster unique to this product), dialogue, plots, storylines, locations, characters, 
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  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to their 
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  About LegendAry gAmes
  Legendary Games is an all star team of authors and designers, 
  founded by Clark Peterson of Necromancer Games, Inc. Legendary 
  Games uses a cooperative, team-based approach to bring you, the 
  Paizo fan, the best expansion material for your game. We are gam-
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  Beneath the Festered Sun (5E) © 
  2016, Legendary Games; Author Pedro 
  Coelho, adapted by Matt Kimmel.
  First printing May 2016.
  Printed in USA. 
   
  Beneath the 
  Festered 
  Sun
  Beneath the 
  Festered 
  Sun
  
  3
  Welcome to 
  Adventure Path Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for use with Paizo’s 
  Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top of a Legendary Games product, you 
  can expect it is designed to fit directly with the themes of a particular Adventure Path campaign. The all-star team of design-
  ers here at Legendary Games is committed to bringing you—the busy GM or player—the absolute best third party support for 
  your Pathfinder campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming authors, 
  designers and layout experts so that you can feel comfortable that Legendary Games products will be the most creative, rules-
  legal and well-designed content you can find. Though Adventure Path Plug-Ins all share a theme with a specific Adventure Path 
  campaign, they are designed to be easily incorporated into your home game regardless of what campaign you may be running. 
  Hey, What’s With the Names?
  You will see us use phrases such as “Egyptian Adventure Path” instead of the title of the 14th adventure path published by 
  Paizo Inc, covering issues #79 to 84. Or, you may see us use names such as the “Risen Pharaoh,” the “Tomb City,” the “Pharaoh 
  Kingdom,” or the “Goddess of the Dead” instead of the proper names of specific characters or places from those adventures 
  or gods from the world setting. While we can create compatible products under the Open Game License, we still have to be 
  respectful of certain content Paizo owns. Because we want to be very respectful of their content and work in partnership 
  with them, we use these “replacement phrases.” Plus, this helps the product have a more general appeal to those who may be 
  running a home campaign that fits the same themes. In any event, we are 100% confident you know what we are talking about 
  and will have no problem making the required connection. So, enjoy these pregenerated characters for use in your “Egyptian 
  Adventure Path,” seeking your fortune in the “Tomb City” and beyond. See, that wasn’t so hard, was it?
  Special Electronic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official Pathfinder Refer-
  ence Document as well as d20PFSRD. If it is in the core rulebook, we generally didn’t link to it unless the rule is an obscure one. 
  The point is not to supersede the game books, but rather to help support you, the player, in accessing the rules, especially 
  those from newer books or that you may not have memorized.
  
  4
  Contents
  Adventure Background 
  6
  Adventure Summary 
  7
  Dealing with a Sandbox 
  7
  PART ONE:  A HIGH DAY COMES 
  8
  One Dire Morning 
  9
  Kapanek’s CurseS 
  11
  PART TWO: Reckoning  
  12
  A. Anubian Encampment 
  12
  A1. Entrance and Sleeping Tents 
  12
  A2. Reformation Circle 
  13
  A3. Waste Pit 
  14
  A4. Bakery Shop 
  15
  A5. Shadow Pavilion 
  15
  B. Old Cistern 
  17
  B1. Access Patio  
  17
  B2. Underground Cistern 
  18
  C. Grand Temple of the Goddess of Death 
  19
  C1. Temple Backalleys 
  19
  D. Astronomer’s Guildhouse 
  21
  D1. Gyep’s Office 
  21
  E. House Of Hallowed Resurgence 
  22
  E1. Hallway 
  22
  E2. Offices 
  22
  E3. Workshop 
  22
  E4. Storage 
  23
  E5. Library 
  23
  E6. Supplies Cabinet 
  25
  F. Yaro’s House 
  25
  F1. Parlor 
  25
  F2. Kitchen 
  25
  F3. Backyard 
  25
  F4. Bedroom 
  26
  F5. Yaro’s Laboratory 
  26
  G. MafiriS Estate 
  27
  G1. Manor House 
  27
  G2. Courtyard 
  27
  PART THREE:  
  31
  Enters Kerux 
  31
  Concluding The Adventure 
  33
  
  5
  What You Will Find Inside the        
  Beneath the Festered Sun
  When a heretical priestess met execution at the hands of conspirators, her immortal consort vowed to carry 
  out her dying curse. Now, after centuries of plotting and waiting, the sky and stars have aligned perfectly to 
  finally unleash her long-simmering revenge. Amidst the excitement over this celestial conjunction, a lone voice 
  proclaiming the coming danger is mysteriously silenced and the wrath of the burning sun smites the population 
  with a scorching curse. The authorities are overwhelmed, but can your heroes forestall this agonizing vengeance 
  set in motion ages ago? To save the soul of a city, they must confront its past and its present to save its future, 
  destroying the accursed avatars of a long-dead enemy—all before the twilight of the Festered Sun.
  Beneath the Festered Sun is a 3rd-level adventure for the 5th Edition of the world’s most famous roleplaying 
  game. Set in a fantastic Egyptian-style kingdom long since fallen into decay and corruption, it features a blend 
  of dungeons to explore, mysteries to unravel, and interludes of intrigue and battle alike in and around the 
  necropolis of Owot-ti, with opportunities for characters of every kind to shine. The Legendary Games tradition 
  is to combine rich story and background, innovative layout, beautiful aesthetics, and excellence in design that is 
  second to none, allowing you to enliven and enrich your campaign in amazing and exciting ways. This product is 
  the latest in that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on! 
   
  
  6
  Adventure 
  Background
  In the years preceding the great plague of Owot-ti, over 
  two millenia ago, the city trembled under religious dis-
  putes as a schism born within the church spread around 
  the streets and reached the palaces of the wealthy. The 
  traditionalists, adherents to official tenets of the church of 
  the Goddess of Death, accused a former seminarian called 
  Kapanek of being the source of heresy.
  Groomed from orphanhood to join the clergy, Kapanek 
  deviated from her mentors’ orientation still as a teenager. 
  Eschewing the teachings of the Goddess of Death, she 
  studied the old gods, favoring the doctrines of the guardian 
  of the dead Anubis over those of her professed Mistress. 
  Her attempts to reconcile the ancient faith with new dogma 
  was promptly rebutted by her teachers, but, as the girl 
  refused to capitulate, talk of blasphemy arose, until she was 
  deemed incapable of pursuing priesthood.
  Her expelling could have been the end of it, but Kapa-
  nek’s encounter with a herald of the old gods, shortly after 
  her discharge, gave her a sense of divine duty. Like the god 
  Anubis, the emissary brought news of the netherworld, 
  and possessed the head and tail of a jackal—except, in his 
  case, a dead, skeletal one. Unbeknownst to Kapanek, the 
  creature called Kerux was hardly a true herald, but rather 
  a being native to the Negative Energy Plane and bonded 
  to the girl’s essence  . Thus, what Kapanek believed to be a 
  blessing granted by divine providence was in fact a necro-
  mantic manifestation unwittingly shaped by her own will-
  power. The false epiphany of meeting Kerux drove Kapanek 
  to share her unconventional religious views.
  Without a family or home, Kapanek lived in the streets 
  preaching thrown-together beliefs to any who would listen. 
  Initially little more than a nuisance, she eventually gathered 
  enough of a following to warrant a reaction from the local 
  church. However, when the priests decided to act against 
  her, Kapanek had become engaged to an influent man. His 
  name was Nehu-Thepre, a prestigious member of the coun-
  cil, responsible for overseeing tax collection in Owot-ti.
  Nehu-Thepre had by chance watched one of Kapanek’s 
  sermons, and her take on the afterlife and perpetuity of the 
  soul seduced him as much as her eloquence and beauty. 
  After their matrimony, Kapanek’s social position improved 
  greatly, for the frustration of her adversaries. As the wife of 
  an important government official, she was nearly un-
  touchable.
  The arrangement caused indisposition with the local 
  nobility: not only had Nehu-Thepre brought a commoner 
  to their midst, but worse—a heretic. The church of the 
  Goddess of Death held sway over many noble families, 
  and Nehu-Thepre soon found himself a pariah in the high 
  circles of Owot-ti. In respect to her husband, Kapanek 
  stopped preaching publicly. In the following years, the 
  couple led a quiet life raising two children—at least until 
  the plague came.
  Outraged by the ongoing, viral dissemination of Kapa-
  nek’s teachings among plebeians and nobles alike, the 
  clergy and aristocracy, sponsored by the patriarch of the 
  wealthy Mafiris family, pinned the sickness on the hereti-
  cal movement. The epidemic was still starting, and no one 
  knew then that the followers of the Goddess of Madness 
  and Monsters were behind it. Had they rallied forces against 
  the true culprits, the city’s fate could have been different. 
  Instead, by promoting hearsay and superstition, the church 
  and the noble houses, under Farou Mafiris’ leadership, 
  threw the people against Kapanek and her subjects. 
  Groups enticed by the conspirator’s accusations hunted 
  down the heretics for days, until finally breaking into 
  Nehu-Thepre’s palace, where they slaughtered Kapanek’s 
  whole family before her eyes. Kapanek was dragged out and 
  executed as her enemies watched gleefully and authori-
  ties stood idle; with her final words, she swore a chilling 
  curse against the city and the descendants of all who had 
  wronged her.
  The horrible persecution had of course no effect in stop-
  ping the outbreak, and the madness, violence, and death 
  that followed the mind-twisting disease were so devastat-
  ing that the tale of Kapanek fell to the background over the 
  years, a shameful reminder of a dark time. After the plague 
  ended, few were left who had witnessed her curse, and the 
  tale died out within a couple of generations.
  Not all forgot. Some of her followers fled and joined 
  other cults of Anubis, recording Kapanek’s curse in the 
  writings of their religion. Meanwhile, Kerux, Kapanek’s now 
  unfettered servitor, stayed behind to ensure his mistress’ 
  vengeance would come to fruition. For thousands of years, 
  Kerux has schemed and cut deals to set the stage for the 
  second coming of Kapanek, scheduled to happen under the 
  next Festered Sun—a legendary astronomical event unseen 
  since the dawn of the age of Pharaohs.
  
  7
  Adventure summAry
  In the morning of the Festered Sun, the PCs head to the 
  old necropolis to carry on their recent routine of tomb-
  raiding, and after having admittance denied, the PCs 
  meet a city official who announces the temporary closing 
  of the necropolis. The guards and church staff normally 
  stationed at the site to supervise the entrance and exit of 
  explorers have been relocated to other functions in order 
  to contain a wave of civil unrest sweeping the city.
  The official recruits the PCs, as well as other adventur-
  ers, to aid with the situation, and sends the hired help to 
  check on leads that could explain the causes of the prob-
  lem. The PCs go out on an investigation that takes them to 
  different parts of town over the days of the Festered Sun.
  In the Anubian encampment, a sect founded by the 
  wronged priestess Kapanek offers salvation through con-
  version, unaware that one of their own is responsible for 
  the curses plaguing Owot-ti. Not far from there, a crowd 
  gathers around the old cistern seeking another kind of 
  relief, while on the other side of town a magical bubble 
  slowly grows engulfing everything on its way.
  Around the Grand Temple of the Goddess of Death, 
  gremlins revel in the chaos, and a reawakened mummy 
  attempts to escape the House of Hallowed Resurgence—
  where it is coincidentally trapped with the one person 
  who holds the answers the PCs seek. The house of a 
  deranged witch also hides secrets that clarify some of the 
  strange happenings.
  After battling their way through various challenges, the 
  PCs must still overcome one last enemy. The millennia-
  old Kerux behind the calamity watches their every move, 
  ready to pounce at the PCs’ weakest hour. Should they 
  survive the attack of the vicious creature called Kerux, 
  Owot-ti’s salvation is within their grasp.
  deALing with A sAndbox
  Unlike linearly structured adventures, in which the 
  PCs advance through the story in a predicted manner, 
  a sandbox adventure—like the one in your hands—as-
  sumes that the PCs explore the scenario in any desired 
  order, within certain boundaries. Here, we have nar-
  rowed down the exploration to locations that directly 
  relate to this adventure and help move the story forward.  
  Every place and encounter uncovers a different piece of 
  a puzzle that, once assembled, gives the PCs a picture of 
  the whole situation.
  Some sandboxes function more freely than others, but 
  the format in general reinforces a sense of agency as sets 
  an investigative mood. On the other hand, this approach 
  requires the GM to really stay on top of the story. A 
  sandbox-styled adventure presumes a dynamic world, in 
  which the PC’s actions in one place may have unforeseen 
  impact on some other encounter later. For this reason, a 
  good preparation is crucial.
  While there is a lot to discover about the events cur-
  rently unfolding in Owot-ti, learning about Kapanek 
  and Kerux’s pasts is as much a part of the adventure as 
  stopping the curse is. Ignoring the reasons behind one’s 
  journey can lead to frustration, whereas gradually unveil-
  ing the whys and how generates an enjoyable and im-
  mersive experience. NPCs like the astronomer Gyep, the 
  nosoi Verliwoz, the vulnudaemon Kapanek, and even the 
  Anubian acolytes offer the GM ample roleplaying opportu-
  nities to expose the PCs to the rich background of Beneath 
  the Festered Sun.
  Finally, there is the issue of pacing. Considering the 
  number of encounters in this adventure, the PCs are likely 
  to need a break to recompose, heal, and refresh spells and 
  other abilities. The Festered Sun initially lasts 48 hours, 
  giving them at least one night’s rest, but the GM is free 
  to adjust the duration of the phenomenon as he sees fit. 
  The distances between the encounters is left intentionally 
  vague, to allow the PCs to move at the “speed of plot”—
  meaning, time spent going from one place to the other 
  should work on behalf of the story. A GM not fond of this 
  approach can easily place the locations in the city map 
  presented in the Egyptian Themed Adventure Path and 
  estimate the distances.
  The adventure’s conclusion assumes that the party suc-
  ceeds, but nothing prevents the GM from making the PCs 
  face the consequences of failure; in this case, the “Con-
  cluding the Adventure” section can be replaced by a better 
  fit to the tragic outcome.
  
  8
  PART ONE:       
  A HIGH DAY 
  COMES
  For over a year, the scholars of Owot-ti have awaited the 
  coming of the Festered Sun, a rare celestial event recorded 
  only once in scientific literature. Predicted by the local 
  gnome astronomer Gyep upon observing the movements 
  of an atypical mass of meteors drifting through the stars, 
  the phenomenon is currently on its cusp. Yet, despite the 
  general excitement, Gyep has lately grown apprehensive, 
  for his most recent research on the subject unearthed a 
  seemingly apocryphal Anubian scripture that correlates 
  the Festered Sun to the coming of a great curse—one that 
  specifically targets his very hometown.
  Not a superstitious person himself, Gyep tried to shake 
  off such notion, but the rumors of an unfamiliar Anubian 
  sect recently arrived in the city struck the gnome as too 
  much of a coincidence. Gyep shared his concerns both 
  with the Astronomers’ Guild and with representatives 
  of the City Council, but with little to go on except for a 
  crumbling scripture of unknown authorship, the issue 
  received no attention. The lack of support prompted Gyep 
  to temporarily forego his astronomical studies in favor of 
  delving into the history behind the Anubian manuscript, 
  which mentions the days of the great plague of Owot-ti 
  and describes in verses the curse cast by a heretic priest-
  ess called Kapanek.
  While the gnome prepares for the worse, the City 
  Council and the Astronomers’ Guild inform the popula-
  tion about the unique phenomenon. All over town, the 
  government assembled podiums in areas of intense traffic, 
  from which public announcers explain in general terms 
  what is about to happen: in the following days, the sky 
  will be darker and painted orange, while the sun, partially 
  covered by a chain of asteroids, shall appear spotted and 
  covered in sores. The speakers—often astronomer them-
  selves—encourage their listeners to ask questions and 
  elucidate all doubts, doing their best to reassure everyone 
  that this so-called Festered Sun, despite the ominous 
  moniker, is a harmless, natural event.
  As the PCs return from a day of dungeon crawling in 
  Owot-ti’s necropolis, they come across a pair of robed 
  men distributing their last loaves of fresh bread to passers-
  by. Upon spotting the PCs, one of the acolytes approaches 
  
  9
  to preach the word of Anubis, claiming that only those 
  who follow the ancient god shall be spared of the tribula-
  tions ahead. Without going into much detail, they explain 
  that if the old gods answer the prayers of their long-dead 
  prophetess, the Festered Sun will bring much suffering 
  to the people of Owot-ti. A DC 15 Wisdom (Insight) check 
  reveals they are empathetic to the people and genuinely 
  worried about the potential problems ahead. Having fin-
  ished for the day, the acolytes excuse themselves inviting 
  the PCs to visit their camp at some other time, should they 
  desire to join the old religion.
  After this odd encounter, the PCs stumble upon one of 
  the public speakers deployed by the city council. Hang-
  ing around for a while, the party can make the following 
  checks to determine what they learn (or perhaps what 
  they already know) regarding the events to come.
  ChArismA (PersuAsion) or inteLLigenCe (history)
  A brief interaction with the speaker and the small crowd 
  reveals some of the following information.
  10+ This latest round of public announcements is more 
  of a formality than a necessity, since the Festerd Sun has 
  already been heavily publicized in the region. Owot-ti 
  even acquired some notoriety among astronomers for hav-
  ing one of its own detect and predict the phenomenon. 
  15+ Despite the authorities’ reassuring statements, 
  newly arrived acolytes of the ancient gods preach salva-
  tion through the old faith, claiming the Festerd Sun shall 
  bring mayhem Owot-ti. According to gossip, even the 
  Astronomer’s Guild is somewhat divided on the matter.
  20+ The Astronomer’s Guild is understandably enthu-
  siastic about the event, but the church of the Goddess of 
  Death and the government seem indifferent, their hands 
  full with the opening of the necropolis to explorers. The 
  common folk fail to see how the whole thing has anything 
  to do with their lives—except for those who buy into the 
  rumors that these rare cosmic conjunctions invariably un-
  leash calamity. Additionally, a respected gnome astrono-
  mer found an old scripture that mentions the unraveling 
  of a curse with the coming of the Festered Sun, but the 
  document was discredited and the whole idea deemed 
  ludicrous by his peers.
  one dire morning
  The eve of the Festered Sun ends uneventfully. At sunrise 
  the following day, the sky still looks ordinary, and there’s 
  yet no sign of the anticipated changes to the sun. The 
  people of Owot-ti go about their day-to-day business, while 
  the members of the Astronomer’s Guild set up equipment 
  in squares and open spaces to watch the rare episode.
  Arriving at the Necropolis, the PCs encounter an unusual 
  scene: instead of checking for credentials and allowing the 
  explorers in, the guards and members of the church are 
  guiding the arriving adventurers into a large annex—an 
  unadorned square hall, with small windows carved high on 
  the sandstone walls. Asking other adventurers about what 
  is going on provides the PCs with nothing but conjectures. 
  Attempts to leave the hall are thwarted by the few guards 
  positioned onsite (6 thugs, Monster Manual), as they firmly 
  insist that everyone stay for their own safety. Though they 
  are unable to go into further detail, the guards confirm 
  that someone will soon speak to the impatient explorers.
  As time passes, the light that seeps in from the high 
  windows slowly shifts, until a distinct orange hue tints the 
  whole chamber, and the PCs notice many of the adventurers 
  showing physical discomfort. A few fall unconscious unex-
  pectedly; a DC 10 Wisdom (Medicine) check shows swelling, 
  sunburns, and signs of dehydration that point to sunstroke.
  After over an hour of waiting, a veiled man, dressed 
  as a city administrative officer, enters the hall. He raises 
  the veil to reveal a receding hairline and a long and thin 
  aquiline nose. With a somber expression, he addresses the 
  small crowd gathered inside.
  “Good morning”, the young council representative greets 
  in a high-pitched voice. “We’re sorry to have kept you 
  waiting, but we seem to be running short on staff. 
  With our limited numbers, we could not organize and 
  guarantee the lawfulness of your expeditions today.” The 
  man pauses to bite his cracked lips, and swallows dry as 
  he goes on.
  “Unfortunately, a situation has come up in the last hour, 
  and the personnel we did have was reassigned to other 
  duties. Thus, the administration decided to shut down the 
  necropolis until further notice. Because of this situation 
  I mentioned, we cannot ensure your safe return to your 
  lodgings, so we ask that you all remain in this hall for 
  now, and we’ll arrange that you have a comfortable stay. 
  Meanwhile, I’d like to have a word with a representative 
  of each team here present, if you will.”
  After the representatives of the adventuring parties 
  present themselves, the young official introduces himself 
  as Ruja, and invites everyone to a small, poorly lit office 
  connected to the main hall by a narrow corridor. As Ruja 
  walks, he closes all the curtains on the way. A DC 15 Intel-
  ligence (Medicine) check indicates he is suffering from 
  initial stages of sunstroke. The PCs’ representative may 
  
  10
  recognize some of the other explorers from a previous 
  night at a famous inn, where they had the chance to get to 
  know their competition. Ruja pours himself some water 
  and starts talking.
  A number of disturbances have been occurring all morn-
  ing in Owot-ti. The day started with a sudden flood in the 
  north, as the quick-running river rose and advanced on the 
  shore districts. The guard rounded up the residents to a 
  safe area and organized boats to rescue people dragged 
  by the currents. Just as the situation got under control, the 
  Festered Sun began, wreaking further havoc.
  Initially, everyone went silent watching the event. Over 
  the minutes in which the sky turned orange and the sun, 
  just as foretold, took on a sickly visage, people stared 
  mesmerized at the blistering star, oblivious to the world 
  around them. After a while, shouts of despair started to 
  break the silence all over town. Hundreds of people fell 
  unconscious or went blind, with hundred others present-
  ing painful swelling and burns on the skin. In the past 
  hour, the townsfolk have noticed that exposure to bright 
  light is accompanied by physical pain, accelerated sun-
  stroke, and an urge to abandon all activities to simply look 
  at the sun until one’s eyes can no longer take it.
  While people desperately seek help from the church and 
  authorities, street criminals all over Owot-ti take advan-
  tage of the chaos to plunder, putting additional strain on 
  the guard. To make matters worse, many who could help 
  were also struck by the illnesses. The church is mobilized 
  to help the sick, and the City Council issued a curfew to 
  restore order; between enforcing the decree, containing 
  the raids, and helping the victims, there are few people 
  left to actually investigate the matter. Ruja asks for the 
  adventurer’s aid on this front.
  Owot-ti is a small city with very few heroes, and its most 
  powerful individuals are too involved in political and re-
  ligious matters to actually get their hands dirty. Unaware 
  of the true dimension of the problem, the City Council 
  allowed Ruja to look for extra help, aware that his position 
  in the necropolis put him in contact with adventurers of 
  great talents and skill, as shown by their recent explora-
  tion of the tombs. 
  Ruja offers a later payment of 1,500 gold pieces 
  to each group that accepts to help, and asks that the 
  representatives return with their parties to give him an 
  answer. The young official is actually willing to negotiate 
  the reward, but only does so on a case-by-case basis. For 
  this reason, when the adventurers return, he speaks to 
  each group individually.
  ChArismA (PersuAsion) or wisdom (PerCePtion)
  The PCs are the last to see Ruja, but this can work to 
  their advantage: by overhearing the preceding meetings 
  or talking to other groups as they step out, the PCs walk in 
  better informed to negotiate terms.
  10+ Most meetings are quite short. It seems only 
  two parties accepted the job—the all-female group of 
  explorers and the band of halflings with specially trained 
  fighting dogs.
  15+ The group led by the female Egyptologist wizard 
  demands to choose their next exploration site, but walk 
  out without a deal after Ruja refuses the proposal.
  20+ Some adventurers refuse Ruja’s offer outright, 
  accusing the administration of closing the necropolis only 
  to forcefully obtain help. In most cases, however, Ruja is 
  simply unable to comply with the demands of the parties. 
  The two accepting parties did manage to improve their 
  arrangements, though.
  25+ From what the PCs pick up, Ruja is likely to offer at 
  least one of the following additional benefits: 1. upfront 
  payment; 2. an extra 300 gp; 3. tax exemption in the form 
  
  11
  of a 5% value increase to items retrieved from the necropo-
  lis; 4. a one-time 50% discount on services provided by the 
  church of the Goddess of Death; 5. one year of free lodg-
  ing in a mansion in the central district.
  If the PCs simply accept the original offer, Ruja smiles 
  and acknowledges their decision.
  If the PCs confront Ruja with a counter-proposal, they 
  may attempt one DC 10 Charisma (Persuasion) or Charis-
  ma (Deception) check to get a better offer. At the GMs dis-
  cretion, Ruja may accept the PCs terms or randomly offer 
  one of the additional benefits listed above, plus one more 
  for each 5 by which the PCs beat the difficulty. If negotia-
  tions come to a halt, Ruja reminds the PCs that unless the 
  issue is resolved, there are no guarantees that exploration 
  of the necropolis will be resumed any time soon.
  After coming to an agreement, Ruja gathers the PCs 
  and the other two parties in the small room to distribute 
  assignments. He explains that, as they speak, the military 
  wing of the church of the Goddess of Death, led by its 
  humorless leader and able inquisitor, is occupying the 
  necropolis. They believe that the adventurers may have 
  disturbed or disrespected the dead, causing the problems; 
  currently, they wish to reenter the tombs opened the 
  previous days to check on their conditions.
  Though Ruja does not exclude the lead inquisitor’s 
  hypothesis, he insisted with the City Council that other 
  venues be investigated. The PCs can choose which assign-
  ment they take on first, though they eventually visit all the 
  locations in this adventure as the other two groups fail to 
  complete their missions. At this moment, Ruja mentions 
  three points of interest.
  First, he wants to investigate the Anubian sect recently 
  established in Owot-ti; considering their latest line of 
  preaching, the problems could be related to them. Choos-
  ing this mission sends the PCs directly to area A. Anubian 
  Encampment.
  Second, Ruja deems it is necessary to find the astrono-
  mer Gyep, who seems to be the only one with consistent 
  information regarding this alleged curse. Gyep tried to 
  warn the city council about it, but was ridiculed. The 
  gnome is not at his private residence and no one has seen 
  him since the night before. If the PCs choose this mission, 
  they are forwarded to Gyep’s office in area D. Astrono-
  mer’s Guildhouse.
  Third, there have been reports of a strange mirage 
  around the Mafiris estate that is yet to be explained. A few 
  KAPAneK’s Curses
  The scriptures preserved by the Anubians and uncov-
  ered by Gyep in historical archives speak of Kapanek 
  as the prophet and martyr of an obscure branch of 
  Anubian faith. The verses of her curse, as registered by 
  an anonymous author, read as follows:
  When pustules stain the golden face of Ra
  Before the watchful crows begin to caw
  The eyes that once turned blind to misconduct
  Shall watch the sun and have their seeing plucked
  And burning sores will sprout under daylight
  Till those who walked the day must walk the night
  Or feast on blood and find its sweet relief
  Repulsive, mortifying, vile and brief
  Ten thousand years may pass, or maybe less
  Five hundred floods and wars, or maybe more
  Until the renascence I thus profess
  Someday the souls around the sycamore
  Will whisper while accepting death’s caress:
  “Behold the vengeance Kapanek once swore”
  Gyep offers the PCs an interpretation of the verses 
  later, in area D. House of Hallowed Resurgence. The 
  arrival of the Festered Sun triggers the following curses 
  afflicting Owot-ti are instantly lifted. To lift them, the 
  PCs must defeat all the five different aspects of Kapanek 
  before the end of the event.
  Dayburn
  Type curse; Save Constitution save DC 14 negates
  Effect The target takes 1d6 points of damage for 
  every minute of exposure to bright light, includ-
  ing daylight. If this would reduce a creature to 
  0, it is unconscious rather than dying. 
  Sun blinDneSS
  Type curse; Save Constitution save DC 14 negates
  Effect The target is blind except in dim light or 
  darkness.
  A blindfold or similar cover over the eyes protects the 
  wearer from contracting the sun blindness curse. Like-
  wise, wearing heavy clothing that completely covers 
  the skin delays the progression of the dayburn curse; in 
  that situation, the victim takes 1d6 points of nonlethal 
  damage for every hour of exposure to bright light. True 
  worshippers of Anubis are immune to the curses.
  
  12
  scouts were dispatched earlier this morning, but no one 
  has returned. In fact, no member of the wealthy Mafiris 
  family—the oldest and most traditional clan of Owot-ti—
  has been spotted today, and not even their servants were 
  seen leaving the house all morning. This assignment takes 
  the PCs to area G. Mafiris Estate.
  Ruja gives the PCs a document exempting them of the 
  curfew order. Whichever mission the PCs choose, the 
  other adventure parties are dispatched to the two remain-
  ing locations. As the PCs move from one place to another 
  or try to reach Ruja to inform on their progress, the GM 
  should let them receive news of the other parties’ failure 
  to report back, compelling the PCs to investigate all areas.
  Each time the PCs contact Ruja, his condition has 
  worsened as the effects of the dayburn curse advance; he 
  tries to hide it from the PCs out of pride (DC 17 Wisdom 
  (Insight) check). As an aspirant to the city council, he 
  refrains from showing weakness to anyone; plus, having 
  heard that this particular affliction mainly affect the poor, 
  Ruja feels ashamed that his humble origins might have 
  made him a victim, too. Even if confronted by the PCs, he 
  denies any discomfort and urges them to keep doing their 
  jobs. However, he fails to pass on any information the PCs 
  relay, too debilitated and distracted by the curse to inform 
  his superiors about the results of the PCs’ investigations.
  As soon as the PCs leave the old necropolis and step un-
  der the Festered Sun for the first time, they feel compelled 
  to look up. Resisting the urge requires a DC 10 Wisdom 
  save; failure means the PC is fascinated and keeps staring 
  at the sun for 1d4 rounds, at the end of which he must 
  make a save against the sun blindness curse (see sidebar 
  Kapanek’s curses). Creatures immune to charm are im-
  mune to this fascination effect.
  A creature who succeeds at its Wisdom save can take an 
  action to shake an affected creature and break the com-
  pulsion effect before the sun blindness curse sets in.
  PART TWO: 
  Reckoning 
  A. AnubiAn enCAmPment
  A couple of months ago, the wandering Anubians found 
  an abandoned lot on the poor quarter of the lower dis-
  trict, just southeast of the old necropolis. The terrain had 
  so far evaded occupation due to an infestation of deadly 
  assassin vines, but with arduous work the group managed 
  to clear the area and set up camp.
  Surrounded by short wooden boards thrust in the 
  ground emulating a fence, the encampment comprises 
  sleeping tents, a rudimental bakery shop, the reformation 
  circle, and a large ceremonial tent dubbed the shadow 
  pavillion. Around twenty acolytes live in here, under the 
  tutelage of Brother Thute, who is more of a mentor and 
  councilor than an actual sect leader. Thute is actually a hu-
  man-looking cover for Kerux, disguised via his shapeshift 
  ability to mingle with the followers of Anubis; because of 
  the limitations of his shapeshifting, he never spends more 
  than a few minutes each day with other acolytes.
  For centuries, Kerux has kept this small sect active, 
  making sure the teachings of Kapanek live on, despite the 
  heretical nature of her tenets—both to Anubian faith and 
  to the church of the Goddess of Death. Posing as Thute, 
  Kerux convinced the nomadic group to come to Owot-ti 
  and witness the retribution foretold in their sacred scrip-
  tures. Familiar with the story of Kapanek, the acolytes 
  heeded their mentor’s advice, though the group truly 
  believes that they come to offer salvation to the city that 
  wronged their prophetess—which is why they distribute 
  bread as an invitation to join their beliefs and escape the 
  wrath of Kapanek. Little do they know that Kerux has 
  tampered with the Anubians’ bread, which delivers the 
  dayburn curse to all non-Anubians who ingest it. Instead 
  of saving people’s souls, the acolytes are unwittingly 
  spreading more suffering.
  A1. entrAnCe And sLeePing tents
  Dressed in brown, worn-out cotton robes, a dozen or so 
  barefoot men and women walk and talk amid the simple 
  tents set up in the entrance of a camping ground. An 
  opening in the low fence surrounding the encampment 
  indicates the entrance; between the many small tents in 
  the forefront, a large pavilion appears in the back, erected 
  next to a steep slope. The shade of a palm tree alleviates 
  the heat from the strange sun shining above.
  Arriving at the Anubian encampment, the PCs are cor-
  dially welcomed by two acolytes (acolyte, Monster Manual), 
  who recognize them from the interaction the day before. 
  They are happy to see the PCs have come to hear more—
  at least that is what they assume until the PCs make their 
  intentions clear.
  The acolytes’ starting attitude towards the PCs is friend-
  ly, as long as they believe in the PCs’ interest in converting 
  
  13
  to their faith. Keeping the ruse requires a successful DC 
  12 Charisma (Deception) check. If the PCs fail the check 
  or flat-out declare that they are there investigating other 
  matters, the acolyte’s attitude immediately becomes one 
  step worse. With a successful DC 10 Charisma (Persuasion) 
  or Charisma (Intimidation) check, the PCs are allowed to 
  question the acolytes and explore the grounds.
  A conversation with the helpful Anubians uncovers the 
  story of their coming to Owot-ti and the establishing of 
  the campground. Regarding Kapanek, they reveal that 
  the woman was a priestess who lived millennia ago in the 
  city and was killed, along with her family, due to religious 
  persecution. Before dying, Kapanek swore a curse against 
  the city, and her followers fled to create the very sect they 
  are now part of.
  The acolytes also claim that, despite the vengeful 
  promise of their prophetess, they have come to offer the 
  help of Anubis, for it is believed that those who share 
  their faith can escape the curses. They have no idea of 
  how to lift the curse, other than everyone converting (a 
  possibility that the acolytes offer to the PCs). For this 
  reason, their arms are open to well-meaning visitors, and 
  the PCs are free to wander around the camp to see how 
  they live—as long as they are careful not to disturb the 
  rats living in the waste pit.
  Finally, the acolytes add that despite their best efforts, 
  no one has yet taken them up on their offer. In fact, some 
  desperate folks did come to the camp in search of help, 
  but turned away after hearing rumors that the water 
  stored in a decommissioned city cistern was a magical 
  elixir that could heal burns and the blindness brought by 
  the Festered Sun. If this is not the first location the PCs 
  visit, then the acolytes mention a previous group of female 
  adventurers, seemingly afflicted by the curses, that also 
  followed the mob to the old cistern.
  On a failed Charisma (Persuasion) or Charisma (Intimida-
  tion) check, the acolytes refuse to aid or offer any explana-
  tion, and ask that the PCs wait inside the Shadow Pavilion 
  where they can speak to Brother Thute, who shall decide 
  whether they are to collaborate.
  The structures set up close to the encampment entrance 
  are sleeping tents for the acolytes. Their interiors are un-
  adorned, except for patterned old carpets, laid down on the 
  floor under cushions that serve both as pillows and seats.
  Treasure: Searching inside the tents produces only 
  mundane objects of personal use, one of which is a small 
  book of scriptures marked on the page that shows the 
  poem about Kapanek (see sidebar Kapanek’s Curses). Ex-
  amining the sleeping tents and going through the private 
  belongings makes the acolyte’s attitude one step worse, 
  unless the PCs specifically ask for permission.
  A2. reformAtion CirCLe
  This inconspicuous circle of stones is where the Anu-
  bians perform the conversion rites. The area is dedicated 
  to Anubis, as per the spell hallow.
  An intelligent humanoid that pledges devotion to An-
  ubis while praying inside the area becomes immune to the 
  effects of the dayburn and sun blindness curses. A crea-
  ture that does not wish to truly convert may gain the same 
  benefits by fooling the magic circle with a DC 25 Charisma 
  (Deception) or Intelligence (Religion) check.
  If any of the stones is removed, the circle loses all magi-
  cal properties until that stone is put back in its place.
  Creatures: hundreds of rats inhabit a waste pit nearby. 
  As the PCs approach the Reformation Circle, they notice 
  an abnormal number of animals in the area; before they 
  realize it, swarms of hungry rodents are upon them.
  
  14
  Swarm, DeSert ratS
  Medium swarm of Tiny beasts, unaligned
  Armor Class 14
  Hit Points 36 (8d8)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  18 (+4)
  11 (+0)
  1 (-5)
  10 (+0)
  3 (-4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, 
  grappled, paralyzed, petrified, prone, restrained, 
  stunned
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 2 (450 XP)
  Special traitS
  Swarm: The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny rat. 
  The swarm can’t regain hit points or gain tempo-
  rary hit points.
  actionS
  Bites: Melee Weapon Attack: +6 to hit, reach 0 ft., 
  one creature in the swarm’s space. Hit: 7 (2d6) 
  piercing damage. A creature hit must make a DC 
  11 Constitution check or be afflicted with Sewer 
  Plague.
  A3. wAste Pit
  Unaccustomed to life in the city, the desert-dwelling 
  acolytes have imprudently dug a waste pit right outside the 
  camp’s fence. The growing pile of refuse attracted rodents 
  in massive numbers, causing a serious infestation problem.
  Creatures: Rats can be easily spotted wandering around 
  camp, though the acolytes have found that as long as they 
  keep the wheat flour locked up and the oven sealed, the 
  rats tend to keep to the waste pit. Still, throwing away the 
  garbage everyday becomes a riskier task, since the animals 
  get agitated whenever someone approaches the fence. 
  The discarding of more garbage usually distracts them 
  long enough for the acolytes to get back to the camping, 
  but in the past weeks, the problem grew so much that the 
  acolytes even stopped using the area southwest of A2. 
  Reformation Circle in fear of attacks.
  Recently, the Acolytes started dumping their garbage 
  somewhere else in hopes the rats would leave, but up 
  to now this has only made the animals hungry and more 
  aggressive.
  
  15
  A4. bAKery shoP
  A wooden stand built next to a rudimentary earth oven 
  make up the bakery shop used by the acolytes. Here they 
  bake the bread distributed around town, an old custom 
  of their order. The wheat flour is carefully stored in sacs 
  inside wooden cabinets, and a workbench suitable for up 
  to three cooks takes up most of the space.
  Enchanted by Kerux with a bestow curse spell, the earth 
  oven turns anything cooked inside it into an ingestible 
  transmitter of the dayburn curse. A detect magic spell 
  shows a faint necromancy aura on the oven, and a DC 15 
  Intelligence (Arcana) reveals its true purpose.
  Treasure: One of the cabinets holds 60 gp worth of rare 
  spices and the recipe for the rather tasty Anubian bread. 
  The PCs also find one fresh loaf of bread; a PC that eats the 
  bread must succeed at a DC 14 Constitution save or con-
  tract the dayburn curse. The bread emits the same magic 
  aura as the oven.
  A5. shAdow PAviLion
  Wooden poles spring from the carpeted floor to sustain 
  this large tent. In the center of the dim pavilion, four 
  robed men stand in prayer around a turning globe set 
  atop an ornamented stone pedestal. Illuminated by an 
  inner fire, the central piece projects over the red-and-
  yellow checkered fabric the revolving image of humanoid 
  creatures with animal heads, depicted in the style of the 
  ancients.
  The fabric of this particular tent is thick enough to 
  prevent most of the daylight from seeping through, creat-
  ing a condition of dim light. PCs arrive at this area either 
  by freely exploring the camp or brought by the acolytes 
  to see Brother Thute, who is currently joined in prayer by 
  three other men. A tanned, bearded middle-aged human 
  man, Brother Thute interrupts the worship as soon as 
  he notices the PCs’ arrival. Thute’s robes are black with 
  golden embroideries.
  The object in the tent’s center is a metallic globe cut 
  out with the anthropomorphic shape of ancient gods. The 
  globe spins on its base and projects the cut out images 
  over the tent; with successful DC 10 Intelligence (Religion) 
  check, the PCs recognize the silhouettes as belonging to 
  Anubis and other deities of the old regional pantheon.
  Brother Thute (or, better still, Kerux) is less than courte-
  ous with the PCs, and demands to know who they are. 
  Regardless of the answer, the disguised Kerux immedi-
  ately takes the PCs for meddlesome intruders; unlike the 
  Anubian acolytes, Kerux does not believe in salvation and, 
  after thousands of years of waiting, wishes to see the 
  whole town burn for the crimes against Kapanek.
  Pretending to be offended by the interruption, Kerux 
  excuses himself stating that any information he can give 
  or decision he can make are the same as his brothers’. 
  When leaving the shadow pavilion, Kerux conveys a secret 
  message ordering a hidden ghost to attack the PCs. The 
  PCs can notice the sign with a DC 13 Wisdom (Insight) 
  check, though they are unable to decipher its meaning. It 
  does, however, set them on alert, providing a +2 bonus 
  to Wisdom (Perception) checks made to detect the ghost 
  inside the tent.
  Creatures: Concealed among and moving at the same 
  speed as the projections on the fabric, a shadow lurks in 
  wait of Kerux’s orders. The undead arose spontaneously 
  after Kapanek’s demise, a result of the rupture in her soul 
  the moment she died. It has followed Kerux as a faithful 
  ally over the years. Part of Kapanek’s fractured soul, the 
  shadow looks exactly like her silhouette. 
  The monster acknowledges Kerux’s sign and attack the 
  PCs from their hidden position. When the shadow attacks, 
  the acolytes inside the tent flee in horror.
  Outside the pavilion, a surviving assassin vine (marked 
  AV on the map) camouflages between regular vines on 
  the slope north of the tent. It usually feeds on the rodents 
  that roam the camp, and has so far gone unnoticed to the 
  acolytes. The shadow, however, knows about its presence, 
  and uses it for tactical advantage. The assassin vine attacks 
  anything that comes within its reach.
  KapaneK’S ShaDow
  Medium undead, neutral evil
  Armor Class 12
  Hit Points 45 (10d8)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  13 (+1)
  10 (+0)
  10 (+0)
  12 (+1)
  17 (+3)
  Skills Stealth +4 (+6 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Challenge 2 (450 XP)
  
  16
  Special traitS
  Amorphous: The shadow can move through a space 
  as narrow as 1 inch wide without squeezing.
  Shadow Stealth: While in dim light or darkness, the 
  shadow can take the Hide action as a bonus action.
  Sunlight Weakness: While in sunlight, the shadow 
  has disadvantage on attack rolls, ability checks, 
  and saving throws.
  actionS
  Strength Drain: Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one creature. Hit: 15 (4d6 + 1) necrotic 
  damage, and the target’s Strength score is reduced 
  by 1d4. The target dies if this reduces its Strength 
  to 0. Otherwise, the reduction lasts until the target 
  finishes a short or long rest. If a non-evil humanoid 
  dies from this attack, a new shadow rises from the 
  corpse 1d4 hours later.
  aSSaSSin Vine
  Large plant, unaligned
  Armor Class 13 (natural armor)
  Hit Points 52 (7d10+14)
  Speed 30 ft.
  STR 
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  14 (+2)
  2 (-4)
  13 (+1)
  9 (-1)
  Resistances cold and fire.
  Senses darkvision 60 ft., passive Perception 11
  Languages None.
  Challenge 2 (450 XP)
  Camouflage. Assassin vines have advantage when 
  hiding amongst foliage.
  actionS
  Slam. melee 5 ft., 1 target. +5 to hit, 2d10+3 (14) 
  bludgeoning damage. If the target is Medium or 
  smaller, it is grappled (escape DC 13) and re-
  strained until the grapple ends.
  Constrict. Melee Weapon Attack: +5 to hit, reach 10ft., 
  one Medium or smaller creature. Hit: 7 (1d8 + 3) 
  bludgeoning damage, and the target is grappled 
  (escape DC 12). Until this grapple ends, the target 
  is restrained, and the assassin vine can’t constrict 
  another target.
  Development: While the PCs fight the ghost, news of 
  the attack spread through the camp. Past the initial ter-
  ror, the acolytes organize a quick evacuation, with only a 
  handful left behind to observe the combat. After the PCs 
  defeat the shadow, these remaining cultists thank the 
  PCs for destroying the dangerous undead abomination, 
  whose existence they knew nothing of.
  The acolytes keep using the term sheut to refer to the 
  undead monsters, which is as word that describes the 
  piece of the soul contained inside one’s shadow. If the 
  PCs ask about that, the Anubians convey their belief in 
  the different aspects of the self, as explained in the first 
  half of the sidebar Five Aspects of the Soul.
  If the Anubians have not yet delivered the information 
  contained in section A1, they do now, and offer the PCs 2 
  potions of lesser restoration and 2 potions of healing. At this 
  point, the PCs can also investigate the different areas of 
  the encampment, in case they have not done so.
  After praising the PCs for their prowess and bravery, 
  the acolytes mention trouble at the old cistern nearby, 
  where dozens of people assembled under the promise of 
  a cure.
  
  17
  b. oLd Cistern
  Excavated inside a small hill, the old cistern was built 
  to harvest rainwater and ensure easy access to water 
  away from the river shore. Throughout history, it has also 
  served as a reliable supply during times of flood, when the 
  river advances into town allowing the refuse and litter on 
  the streets to soil the watercourse.
  Unfortunately, the cistern became contaminated de-
  cades ago; unable to clean or drain the entirety of the res-
  ervoir, the government opted to shut the complex down, 
  and undertook construction of a new cistern on another 
  site. The pumps at the bottom of this hill were sealed off, 
  the well’s structure on the access patio dismantled and 
  barred, and the service entrance locked behind a rusting 
  iron gate.
  b1. ACCess PAtio 
  Atop the hill, on the paved patio that once gave access 
  to the decommissioned cistern below, a small crowd 
  throngs around the abandoned well. Frantic men, women, 
  and children push each other, each trying to reach a 
  woman made of blood standing on the edge of the 
  water hole. Those that get to the eerie creature without 
  being stomped or thrown downhill cling to the woman’s 
  outstretched arms in abandon, sinking their teeth in her 
  glistening skin and gorging in the blood that flows from 
  her forearms. 
  An easy and gradual ascent uphill leads the PCs to 
  the access patio. Dressed in heavy hoods to block the 
  sun, the people gathered here do everything in their 
  power to reach the well and drink the strange woman’s 
  blood, which is said to alleviate the ailments caused by 
  the curses. Even those who have already drunk from it 
  continue to hang around trying to have seconds; from the 
  number of unconscious, trampled bodies on the ground, 
  this seems to have been going on for a while. If the PCs 
  visited another location before the Anubian encampment, 
  they notice that the adventurers of the all-female party are 
  among the fallen.
  Creatures: The creature standing on the well is a lesser 
  blood golem, one of the two constructed at Kerux’s re-
  quest. With a successful DC 20 Wisdom (Perception) check 
  the PC notice similarities between the shape of this golem 
  and of the shadow encountered before.
  By entering the patio, the PCs are caught up in the 
  tumult, and must fight their way out of the small crowd. 
  Composed of unarmed civilians, the crowd is alarmed to 
  see newcomers bearing arms, and lash out worried that 
  the PCs will try to hack their way to the woman on the well 
  or forcefully remove them from the scene.
     The crowd blocks access to the patio, and is much 
  larger than the 7 combatants listed, as many want to 
  partake of the blood, but won’t throw themselves into a 
  frenzied brawl. They are oblivious to the PCs’ presence 
  until they try to get past the crowd or notice the PCs’ 
  weapons (PCs must beat their passive perception of 10 on 
  a Charisma (Deception) check. Only roll once per PC for 
  the entire crowd.)
     The PCs may reason with the mob, talking down 1 
  thug for every successful DC 10 Charisma (Persuasion) or 
  five AsPeCts of the souL
  According to the belief system defended by Kapanek 
  and her followers, every person exists thanks to the 
  communion of distinct parts of the self, namely:
  Ren: the name, foundation of one’s identity, with-
  out which no one can be addressed.
  Ib: the heart, seat of moral, emotions, and rational-
  ity, where the essence of life lies. 
  Sheut: the shadow, a gift from the sun god Ra. A 
  parallel, unbound existence that moves through 
  realms the body cannot reach.
  Khat: the physical body, shrouded in all the mys-
  teries of its perfect inner workings, with which 
  one interacts with the material world.
  Akh: the spirit, transfigured in death to exist im-
  mortally in the afterlife.
  When Kapanek died, her innate arcane abilities and 
  the power of her curse split her soul into these different 
  aspects, which were harvested by Kerux and given form 
  through disreputable deals and necromantic magic.
  Kapanek’s ren endures in Kerux himself. For over two 
  millennia, Kerux has continuously mentored Kapa-
  nek’s remaining followers to keep her memory alive. 
  Kapanek’s ib is preserved in her heart and blood, used 
  to create the blood golems that hide in the city’s old 
  cistern. Her sheut dwells in the Anubians’ camp, while 
  her mummified body stored in the House of Hallowed 
  Resurgence perpetuates the physical khat. Finally, the 
  reincarnation of Kapanek’s spirit into a vulnudaemon 
  manifests her akh.
  Only by destroying the monsters that personify these 
  five aspects will the PCs put an end to the curse and 
  restore order to the city of Owot-ti.
  
  18
  Charisma (Intimidate) check. If the crowd is attacked with 
  lethal force, the DC for these checks increases by 5. Once 
  the combatants are defeated, the rest of the crowd will 
  disperse.
  thug (7) 
   
   
   (challenge 1/2)
  XP 100
  hp 32
  Development: After the crowd is controlled, either 
  forcibly or through diplomacy and intimidation, the 
  townspeople stand down and clear the way for the PCs. 
  The blood golem gestures for the PCs to approach, offer-
  ing them its blood; it is otherwise unresponsive. If the PCs 
  try to attack the golem, it liquefies and falls through the 
  iron bars, traveling back to the cistern using a passage that 
  connects the main pool to the bottom of the well (marked 
  S in map B. Old Cistern).
  The PCs can now interact with the folks reunited in the 
  patio. A general sense of shame hangs in the air now that 
  everyone has come to their senses and family and friends 
  realize what they have done. People rush to each other’s 
  aid, helping the injured and crying over their dead, some 
  keep passing out due to the effects of the dayburn curse.
  Speaking to the PCs, they explain that, earlier that day, 
  they were convinced by a black-robed man to come to the 
  cistern, where a woman in red would give them some-
  thing to ease their suffering. The first people to get there 
  were scared and reluctant to approach the woman, until 
  one blind girl tried the blood and regained her eyesight. 
  Those who drank the woman’s blood timidly admit that, 
  although the blindness and skin burns are gone, they have 
  been replaced by a craving for more blood.
  To access the cistern, the PCs must open or break an 
  iron gate (DC 25 Strength check to break) and a simple 
  wooden door (DC 10 Strength check to break), both 
  equipped with a simple lock (DC 15 Dexterity check to 
  open with thieves’ tools). Alternatively, they can partially 
  remove the rusty iron bars over the well with a DC 15 
  Strength check and take the golem’s route, making a 30 
  feet descent and then swimming 80 feet underwater until 
  reaching the main pool.
  Ingesting the golem’s blood exposes the drinker to a 
  potentially addictive substance; see Bloodfeast below.
  blooDfeaSt
  Type ingested
  Effect gives advantage on Constitution checks, gives 
  disadvantage on Wisdom checks, negates the 
  effects of the dayburn and sun blindness curses. 
  When it wears off after 1 hour, you gain disadvan-
  tage on Constitution checks for 3 days or until you 
  imbibe another dose.
  Effect Feeding on human blood after the first hour 
  triggers the drug’s effects for another hour.
  b2. underground Cistern
  The sound of dripping water echoes inside the pitch-black 
  chamber, hinting at its enormous size. The humid air 
  fustigates the nostrils with a putrid stench of rotten blood 
  mixed with moldy and decaying water.
  Sealed off from the surface world, the underground 
  cistern is plunged into complete darkness. Three flights 
  of stairs connect the outer gate to the water tank, where a 
  stone collonade supports the high vaulted ceiling.
  A walkway advances into the pool. A shallow rim, 
  submerged in 2 feet of water, runs around the cistern’s pe-
  rimeter; the center of the tank is 15 feet deep. A creature 
  completely submerged in the muddy water gains total 
  concealment (even against opponents with darkvision).
  Creatures: Decades ago, Kerux commissioned the 
  making of a golem, demanding that the blood of Kapanek 
  be used in its creation. Only recently did Kerux return to 
  collect the construct, and after years without hearing from 
  
  19
  Kerux, the golem’s creator had dumped the golem pro-
  totypes in the old cistern, where they remained dormant 
  until Kerux located and activated them. Now, following 
  Kerux’s command, the constructs resurface one at a time 
  through the well to offer their blood for consumption. 
  Having retreated back to the muddy waters of the 
  cistern, the golems are ready to attack any who trespass 
  their domain.
  leSSer blooD golem (2)
  Medium construct, unaligned
  Armor Class 13 (natural armor)
  Hit Points 90 (12d8+36)
  Speed 10 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2)
  12 (+1)
  18 (+4)
  1 (-5)
  11 (+0)
  10 (+0)
  Damage Resistance: bludgeoning
  Damage Immunities: poison, psychic
  Condition Immunities: charmed, exhaustion, fright-
  ened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., blindsight 60 ft.
  Languages understands common but can’t speak
  Challenge 2 (450 XP)
  Special traitS
  Magic Resistance: The golem has advantage on sav-
  ing throws against spells and other magical effects.
  Blood Drain: The golem drains blood from any grap-
  pled target at the start of its turn, doing 4 (1d4+2) 
  damage. The golem heals for as much damage as 
  the blood drain inflicts.
  actionS
  Slam. Melee weapon attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) bludgeoning damage, and 
  the target is grappled (escape DC 12)  
  Before Combat The golems remain submerged, close 
  to the walkway, completely out of the PCs’ sight. Their 
  special senses allow them to notice the PCs proximity and 
  set up an ambush.
  During Combat The constructs attack from the flanks, 
  employing the same tactics. In the first round, they at-
  tempt a drag maneuver to pull the PCs into the murky 
  pool; if the maneuver is successful, the golems tries to 
  grab their foes and keep them underwater while using 
  the blood drain special attack. If the golems cannot bring 
  the fight in the water, they get out of the pool to attack 
  the PCs.
  Morale The golems fight until destroyed.
  Development: By the time the PCs leave the cistern, the 
  patio outside the entrance is nearly deserted: most of the 
  townsfolk have left and taken the wounded with them. 
  With nothing left to explore here, the PCs can return to 
  the necropolis and speak to Ruja, or head to other loca-
  tions as they see fit. 
  C. grAnd temPLe of the 
  goddess of deAth
  A trio of monaciello gremlins lives clandestinely in the 
  attic of Owot-ti’s Grand Temple, dedicated to the Goddess 
  of Death. The malicious triad seizes every opportunity to 
  torment the congregation. Sawing off bench legs, chang-
  ing objects from place, “customizing” tapestries, and 
  waking up priests with sneezing powder are some of the 
  tasteless shenanigans in their repertoire. When Kerux 
  suggested the gremlins a new prank for them to pull, the 
  three pests were only too eager to hear him out.
  Kerux’s proposal was simple: to swap the good bread, 
  handed out by charitable churchgoers, for the Anubians’ 
  infected bread, which would make everyone sick. The 
  gremlins, of course, found the idea hilarious, and spent 
  the next weeks convulsing with laughter every time a poor 
  soul grabbed a soiled loaf from the donations cabinet.
  C1. temPLe bACKALLeys
  Outside the temple, folks enduring the dayburn and sun 
  blindness curses make their way through narrow alleyways 
  to reach the temple’s main entrance in search of a cure.
  Creatures: Now that the Festered Sun has triggered all 
  curses, the gremlins feel like their work is truly paying off. 
  The trio ventured out of the temple to commemorate the 
  success of their prank by further taunting the community; 
  they lurk in the backalleys making easy targets out of 
  the curse’s victims. The PCs stumble into the monaciello 
  gremlins while they are in the middle of harassing an old 
  couple blinded by the curse.
  This encounter can take place any time the PCs are mov-
  ing between locations, at the GM’s discretion.
  gremlin, monaciello (3)
  Small fey, chaotic evil
  Armor Class 13
  Hit Points 36 (8d6+8)
  Speed 30 ft.
  
  20
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  6 (-2)
  17 (+3)
  12 (+1)
  11 (+0
  12 (+1)
  13 (+1)
  Senses darkvision 60 ft., passive perception 11
  Languages Aklo
  Challenge 1/2 (100 XP)
  Special traitS
  Magic Sack: A monaciello gremlin has a magical 
  pouch that functions as a Bag of Holding for it, but 
  reverts to being a normal pouch if ever separated 
  from the gremlin.
  Stymie Channeling: Any creature within 20 feet of a 
  monaciello gremlin attempting to Channel Divinity 
  must succeed on a DC 11 Wisdom saving throw or 
  be unable Channel Divinity for that turn.
  Innate Spellcasting: The gremlin’s innate spellcasting 
  ability is Charisma (spell save DC 11). The gremlin 
  can innately cast the following spells, requiring no 
  material components:
  At will: prestidigitation, ghost sound, silent image
  1/day each: glitterdust
  tacticS
  Morale If two of the gremlins die or fall unconscious, 
  the remaining one surrenders.
  actionS
  Bite. Melee weapon attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6+3) piercing damage. 
  Development: Fearing for his life, the surviving grem-
  lin drops to the floor and wallows begging for his life; 
  it speaks only in aklo. The fey pleads for mercy while 
  confessing to all his antics, including the substitution of 
  the bread; in this particular case, he tries to pin all the 
  blame on the man with the jackal head (he does not know 
  Kerux’s name). The gremlin promises to abandon the 
  temple if the PCs let him go, and flees looking for a new 
  place to settle if allowed to leave.
  
  21
  The old couple attacked by the gremlins thanks the PCs 
  and asks for help to reach the Grand Temple.
  Treasure: Each gremlin carries a purse with 520 gp 
  stolen from the church.
  d. Astronomer’s guiLdhouse
  Located north of Owot-ti’s central district, a couple of 
  blocks from the river shore, a modest three-story wooden 
  building shelters the respected Astronomer’s Guildhouse. 
  Affected by the river flood, the building’s ground-floor is 
  partially underwater.
  The guildhouse’s unimposing façade seems lacking, 
  considering the prestige the guild holds, but is indicative 
  of how little time its affiliates spend dealing with city poli-
  tics or finances. A quirky group of scholars and research-
  ers, the guild members would much rather spend their 
  time studying and debating their latest discoveries than 
  actually running the guild, which lives on mostly because 
  of the excellence of its astronomers’ work. 
  Given the limited available space, only the most distin-
  guished guild members afford the privilege of having their 
  own office inside the guildhouse, and the idiosyncratic 
  gnome Gyep is one of those few. Well-liked and respected 
  among his peers, Gyep carries but one stain in his curricu-
  lum: the preposterous hypothesis that the Festered Sun, a 
  harmless natural occurrence, would somehow trigger an 
  ancient curse. Needless to say, no one is likely to hold that 
  against the gnome anymore.
  In fact, since the strange blindness and skin burns 
  appeared, Gyep has been in high demand to explain in 
  details that which no one cared to listen to before, but 
  the guards sent to fetch the astronomer at his residence 
  came back empty handed. Gyep is known to spend more 
  time locked inside his small cubicle in the guildhouse 
  than in his spacious home a mile away; for this reason, 
  his office is more likely to produce a clue of the gnome’s 
  whereabouts.
  Talpah, a grey-haired small woman, is expecting the 
  PCs to show them to Gyep’s office. A good friend of the 
  gnome, the nice old scholar escaped the curses by heed-
  ing Gyep’s advice and not leaving the guildhouse. In a 
  good mood, she chats with the PCs and wishes them good 
  luck in their search, adding that Gyep does not like people 
  going through his.
  If this is not the PCs’ first stop, then Talpah informs 
  them that another group of adventurers stopped by ear-
  lier, looking for Gyep as well. After one look at the office, 
  the halflings decided it would be easier to let their dogs 
  track the missing astronomer by scent, and went away tak-
  ing one of Gyep’s fez hats.
  d1. gyeP’s offiCe
  Behind a mundane wooden door stands an unusual 
  office. The disorderly state of the cramped cubicle 
  suggests at first the work of a burglar—or, more likely, 
  that of a small hurricane. A second look makes it clear 
  that there is method to the chaos, and this is apparently 
  the typical arrangement of Gyep’s workspace. Celestial 
  charters and handwritten notes cover the walls from top 
  to bottom, while huge heaps of papers, books, and scroll 
  cases litter the floor, shelves, and desk—the latter, barely 
  discernible buried under a wide array of astronomical 
  tools and devices pointed upwards, towards the skylight 
  on the ceiling.
  It is hard to make sense of the mess in Gyep’s office. 
  The 10-foot-by-10-foot square room on the top floor is 
  so crammed with items that it seems impossible to take 
  more than two steps without tripping over or stepping 
  on something. The information the PCs actually seek is 
  inside a hidden compartment on the desk (DC 15 Wisdom 
  (Perception) check to notice), duly booby-trapped.
  Traps: Gyep recently set up the snoop-snitch trap to 
  catch colleagues who keep nosing around his work. If a 
  PC opens the secret desk compartment without disarming 
  the trap a solution of glowing ink and cyan-colored marker 
  dye splashes in the PC’s direction, and a loud but harmless 
  explosion triggers. The ink cannot be removed for three 
  days, and any dyed object or creature glows until the dye 
  is removed. This is Gyep’s method of singling out snoops. 
  The trap can be spotted with a DC 15 Wisdom (Perception) 
  check, and can be disarmed with a DC 16 Dexterity check 
  with thieves’ tools. A PC can attempt to pick the lock 
  without thieves’ tools or proficiency with them, but gains 
  disadvantage on the check.
  Treasure: In the secret compartment, the PCs find a 
  box with a note attached to it, that reads “Do not forget”. 
  Opening the box, the PCs find a scroll of invisibility, a scroll of 
  mending, and blueprints for the conservation and research 
  wing of the House of Hallowed Resurgence. Next to the 
  box, there is a jar with an unpeeled onion immersed in 
  pomegranate vinegar—a DC 10 Intelligence (History) check 
  reveals this to be a regional delicacy called pickled soul. 
  Eaten like an apple, the extremely sour and acidic dish is 
  generally more of an acquired taste than an instant favorite.
  Placed under the box and jar are the damaged parch-
  ment with the verses of Kapanek’s curse, a study report 
  
  22
  about an unidentified mummy in the House of Hallowed 
  Resurgence’s collection, an inventory of properties owned 
  by the traditional Mafiris family, and copies of historical 
  letters exchanged between one Farou Mafiris and the 
  clergy of the Goddess of Death, dating from the time of 
  the great plague, in which they plot against the heretic 
  Kapanek and her husband Nehu-Thepre.
  e. house of hALLowed     
  resurgenCe
  Morticians, doctors, and alchemists comprise the ranks 
  of the House of Hallowed Resurgence, the seat of Owot-
  ti’s embalmer’s guide. Originally just one among many 
  funerary organizations, the institution developed into a 
  major academy specialized in anatomy, chemistry, and 
  medicine, sought by students of the arts of embalming 
  and mummifying who long to improve their craft.
  Like many of the city’s non-essential services, the House 
  of Hallowed Resurgence decided to close its doors during 
  this time of crisis. The guild’s leader, a cunning alchemist 
  with a mummified left hand, suspended the guild’s activi-
  ties after hearing gossip that blamed an Anubian cult for 
  the afflictions running rampant on the streets. Fearing for 
  the integrity of the Anubian chapel inside the building, 
  she thought best to lock the place up until the matter is 
  resolved.
  When the PCs arrive, all accesses are blocked, but the 
  streets are nearly deserted, so a break-in hardly draws 
  attention. Using the blueprints found in Gyep’s desk 
  compartment, the PCs easily reach the conservation and 
  research wing on the ground floor.
  e1. hALLwAy
  This 10 feet wide hallway ends in the conservation and 
  research departments, on the building’s northwest wing. 
  Windows on the east wall, one of which is broken, over-
  look the inner garden.  
  To the west, a narrow corridor leads to the staff offices, 
  while the library, the storage room and a workshop are 
  accessible from the L shaped turn at the end of the main 
  hallway. A window on the wall to the west allows the PCs 
  to see inside one of the offices; the other two, connected 
  to area E3. Workshop, are closed with wooden blinds.
  Every once in a while, the PCs hear muffled, stomping 
  noises echoing in the hallway. A DC 10 Wisdom (Percep-
  tion) checks pinpoints the library as origin of the sound. 
  A DC 15 Wisdom (Survival) check indicates the recent 
  passage of a barefoot Medium humanoid biped. The same 
  tracks can be found inside area E4. Storage. 
  e2. offiCes
  The office’s doors are all unlocked. A superficial exami-
  nation shows nothing unusual, but with a successful DC 
  15 Wisdom (Perception) check in any of the offices the PCs 
  find some valuables: a necklace with a gold disc bearing a 
  jackal’s head, worth 100 gp, and an obsidian signet worth 
  5 gp.
  With a successful DC 15 Intelligence (Religion), the PCs 
  identify the disc as a gold holy symbol of Anubis. A DC 
  15 Intelligence (History) check reveals the signet to be a 
  token of membership of the embalmer’s guide. 
  e3. worKshoP
  This workshop looks like it was abandoned in a hurry: 
  the workbench stools and the chair by the study desk 
  are tripped over, and the last occupant did not bother to 
  collect his utensils or roll up the ragged cloth laid out over 
  the workbench in the middle of the room.
  The wooden door separating this room from the hall-
  way is secured with a simple lock (DC 15 Dexterity check 
  to pick open).
  After being denied permission to examine a mummy 
  from the House of Hallowed Resurgence’s collection, Gyep 
  decided to visit the embalmer’s guildhouse in the still of 
  the night to conduct his research in secret. The gnome 
  broke in through a window in the hallway and entered the 
  offices relying on a nearly spent chime of opening, and then 
  fetched the keys for the library and storage. With free ac-
  cess to all rooms, the astronomer moved the mummy from 
  the storage to the workshop, where he spent the night 
  studying it before accidentally falling asleep over the desk.
  Gyep woke up the following morning startled by the 
  sound of soft footsteps. He peeped out of the window in 
  fear of having been caught, only to witness a hooded man 
  walking down the corridor. Moving from the blinds to the 
  door’s keyhole, Gyep continued to watch as the black-
  robed figure, bearing a jackal skull for a head, entered the 
  storage, where he remained for a few minutes before step-
  ping out and calling out for Kapanek.
  At this moment, Gyep noticed something move behind 
  him: the mummy he had been analyzing was up and head-
  ing for the door, answering to Kerux’s call. Instinctively, 
  Gyep locked up the workshop and repeatedly cast silence 
  
  23
  to silence the mummy before its presence was noticed. 
  The gnome managed to distract the undead and lure it 
  into the library, away from Kerux, but got cornered inside 
  the supplies cabinet, leaving the mummy trapped in the 
  library. Thanks to Gyep’s magic, Kerux left the House of 
  Hallowed Resurgence without ever realizing what had 
  happened right next to him.
  A DC 15 Wisdom (Perception) or Wisdom (Survival) 
  check in the workshop shows signs of altercation between 
  a Small and a Medium humanoid creatures.
  e4. storAge
  The storage door is unlocked. Five pairs of shelves load-
  ed with boxes stand up side by side dividing the area in 
  four parts. The boxes hold objects of scientific importance 
  but little market worth. In general, the items stored in this 
  area are either awaiting restoration or further analysis; 
  some are kept just for their educational value.
  While Gyep spied on him, Kerux spent time in here go-
  ing through the boxes and looking for Kapanek’s mummy. 
  Not finding anything, he assumed the mummy had 
  awoken and escaped through the broken window in the 
  hallway; Kerux  then left, hoping the creature would come 
  to him at some point.
  e5. LibrAry
  A stained glass skylight filters the exterior illumination 
  and tints the semicircular library in beautiful colors. 
  Placed atop a long dais two steps above the library level, 
  bookshelves perpendicularly positioned against the 
  circular wall point towards the entrance, where a shriveled 
  up woman covered in rags slams against the library’s 
  door, desperate to get out. 
  The large library contains an extensive bibliography on 
  embalming and chemistry in general. The strong wooden 
  double door to the hallway is locked with an average lock 
  reinforced by an arcane lock spell cast by Gyep (DC 25 
  (Dexterity check with thieves’ tools, break DC 25). Gyep 
  and the mummy entered the room via the smaller door 
  that opens into the neighboring workshop—and which is 
  now unlocked.
  Creatures: The creature inside the library is in fact 
  Kapanek’s mummified body, reanimated as an undead 
  monstrosity. The mummy spent years asleep, but woke 
  up to Kerux’s call. Right now, its only goal is to leave the 
  library and rejoin Kerux. It sees any creatures in its path as 
  an obstacle, and attacks on sight.
  MuMMy 
   
   
        Challenge 3
  XP 700 (Monster Manual)
  hp 58
  Development: After defeating the mummy, the PCs see 
  a cyan-haired gnome with large glasses open the door on 
  the south corner of the library. He sticks his head out and 
  thanks the PCs for ending his ordeal. The gnome walks 
  up to them and introduces himself: he is Gyep (uses Mage 
  NPC stats). Depending on when the PCs arrive, he might 
  have stayed hidden for over a day.
  If one of the PCs got splashed by the snoop-snitch trap, 
  Gyep notices the dye stains and bluntly asks what they 
  were doing in his office at the Astronomer’s Guildhouse. 
  Otherwise, he is just curious to know why the PCs are 
  here. He then goes on to explain how he ended up locked 
  in the closet.
  Gyep is happy to learn there are people eager to hear his 
  theory about the curse, but having been stuck in the cabi-
  net since the beginning of the Festered Sun, the gnome 
  is totally unaware of the current situation in Owot-ti. He 
  asks the PCs to bring him up to date, and then rushes to 
  the workshop to lay out a dozen of parchments over the 
  workbench. Gyep minutely goes over the documents to 
  supply a full summary of his investigation on this so-called 
  Kapanek’s curse. The exposition is likely to answer many 
  of the questions directed at Gyep.
  
  24
  What are you doing here? “I came in secret because 
  the embalmer’s guild denied me permission to study the 
  mummy. I’d heard about it before; archaeological findings 
  date it to the years of the great plague. It was a long shot, 
  but I wanted to confirm the mummy’s identity—which 
  I inadvertently did when that skull-headed jackal-man 
  called out for Kapanek, and the mummy arose to answer.”
  Who is Kapanek? “Kapanek is the person I’m looking 
  into. She was a heretic who went against the church of 
  the Goddess of Death in the days of the great plague of 
  Owot-ti. She was also an orphan groomed by the church 
  to join the clergy, but her devotion to the old gods—espe-
  cially Anubis—caused her excommunication. After that, 
  she gathered followers by preaching on the streets, and 
  even married one of her admirers—a wealthy tax collector 
  named Nehu-Thepre, with whom she had two children.”
  How did she die? “Back then, the clash between the 
  dwindling old faith and the burgeoning creed of the God-
  dess of Death was an even more serious issue than it is 
  today; even after marrying into the aristocracy, Kapanek 
  amassed powerful enemies who resented her humble 
  origins and unconventional doctrines.
  According to the chronicles and letter exchanges I un-
  covered in the municipal archives, it was Farou Mafiris, pa-
  triarch of the Mafiris family at the time, who engendered 
  the plot to pin the plague on Kapanek and her sect. Farou 
  and his allies convinced the population that the madness 
  disease was a result of the apostasy growing in the heart 
  of Owot-ti, and that the sickness would end once the city 
  got rid of the infidels.
  The heretics were killed or driven out of town, but the 
  worse fate fell to Kapanek: she watched the cruel murder of 
  her husband and children before facing public execution.”
  How did her mummy get here? “That is a good ques-
  tion, indeed. The files say one of the guild members 
  simply donated the body to the guild, but that feels too 
  convenient, considering the circumstances. The man’s 
  name is Yaro, I found his address, too.”
  What is the meaning of the verses? “At first, I thought 
  the verses were romanticized, but I now believe Kapanek 
  ushered the poem verbatim. Curses are unique in how 
  they challenge our notions of magic, and my research 
  taught me that in these cases the wording matters as 
  much as the intentions. Perhaps that appeals to some 
  obscure patron—who knows?
  The first verse sets the stage for it all—the Festered Sun. 
  The crows could be observers from the afterlife, maybe. The 
  third verse establishes the targets: all who were conniv-
  ing with the misdeed perpetrated against Kapanek. At this 
  point, I’d dare say this extends to anyone in Owot-ti who 
  is not a devotee of the old gods. Then, come the burning 
  and blinding curses you told me about, which seem to be 
  alleviated by the consumption of blood. This vulnerability 
  to sunlight and the appetite for blood remind me of another 
  supernatural disease: vampirism. It wouldn’t be surprising if 
  the curse evolved to that, though I hope not.
  The first tercet gives an ample time frame for the curse 
  to happen, with the last line requiring Kapanek’s rena-
  scence in Owot-ti. That is actually a trade-off on her part: 
  strict conditions tend to empower curses. The last verses 
  worry me the most. Wherever this sycamore grows, it’s 
  the pivotal point of the curse’s final stage: some cataclysm 
  that threatens the lives of everyone in the city.”
  How do we stop it? “We need to break one of the condi-
  tions. We cannot stop the Festered Sun, but we can rid 
  Owot-ti of Kapanek’s presence. The problem is, where—
  and what—is she? The mummy you destroyed was a just 
  a part of the puzzle, and we have only until the end of the 
  phenomenon to solve it all.”
  
  25
  And what about the Festered Sun? “Oh, except for 
  serving as a trigger, it has nothing to do with the curse. 
  It’s a remarkable event, though, caused by the passage of 
  a massive line of asteroid between the sun and our world. 
  Apparently, the asteroid line interferes with gravitational 
  pull, increasing solar activity. I think the so-called sores on 
  the sun are actually solar explosions, so large and power-
  ful that we can see them with the naked eye. The gravita-
  tional interference could also explain the river flood. I’d 
  love to investigate this theory further, but right now we 
  have other priorities.”
  If the PCs have not yet been to the Anubian encamp-
  ment, Gyep suggests a visit to investigate their connec-
  tion with the ongoing disturbances. He also gives the PCs 
  Yaro’s address.
  Reward: Gyep’s initial attitude towards the PCs is help-
  ful. If the PCs befriend the gnome, they gain a resource-
  ful ally. What Gyep lacks in combat skills he makes up in 
  knowledge; from this point on, whenever the PCs need 
  information, they can come to the gnome and use his 
  Intelligence check results to answer their questions, at the 
  GM’s discretion.
  Gyep also lets the PCs keep the contents of the box 
  found in his office. The only item he will not part with is 
  the spyglass.
  e6. suPPLies CAbinet
  This small room stores stationary supplies, which have 
  all been toppled over by Gyep. With a successful DC 15 
  Wisdom (Perception) check, the PCs can winnow enough 
  materials to scribe 5 levels worth of spells into their spell-
  books.
  f. yAro’s house
  One of many alike in a modest neighborhood of Owot-
  ti, this one-story mudbrick row house hides a curious 
  piece of Kerux’s story.
  The wizard Yaro lived here alone for many decades, but 
  about seven years ago the household received another 
  resident. Miestra, Yaro’s only sister, moved in to tend to 
  her sick brother. Struck by severe dementia, Yaro wasted 
  away over the course of the last decade, both physically 
  and mentally. Little more than a living dead, he spends his 
  days in bed, babbling incomprehensibly and staring at the 
  ceiling with his bony fingers clutched over a fragile chest. 
  If not for his sister’s care, the old man would be gone 
  already, unable to stand up or even feed himself.
  On the eve of the Festered Sun, Kerux paid a visit to 
  Yaro to collect orders placed years before—a mummy and 
  a blood golem created out of Kapanek’s remains. The sight 
  of the monstrous Kerux
   sent Miestra into a screaming fit, quickly silenced by its 
  claws. When Kerux sat by Yaro’s bed and showed himself 
  to the old man, Yaro immediately recognized the visitor, 
  despite the mental disorder; in a rare moment of clarity, 
  he revealed where the blood golems and mummy were.
  The windows and curtains inside Yaro’s house are 
  closed, creating an ambience of dim light in all ground-
  floor rooms unless the PCs open them up to let some 
  natural light in. The candles on the walls are burnt out.
  f1. PArLor
  A dead middle-aged woman lies on the floor of the par-
  lor, her neck completely lacerated by Kerux’s claws. A DC 
  10 Wisdom (Medicine) check roughly establishes the time 
  of death—the night before the Festered Sun. 
  The kitchen, backyard, and bedroom all open to the 
  parlor, but there’s one other entry to the room. A secret 
  trapdoor (DC 20 Wisdom (Perception) check to detect) 
  hides the access to the house’s basement, where Yaro ran 
  his unlicensed business for many years.
  Traps: When Yaro’s dementia forced him to abandon 
  work, he locked up the laboratory and set up a magical 
  trap to protect his books, journals, trinkets, and tools. 
  Opening the trapdoor triggers a spell that summons the 
  guardian of Yaro’s life’s labor, an earth elemental.
  Treasure: Miestra, the dead woman in the parlor, carries 
  in her pocket a canister of smelling salts.
  f2. KitChen
  There is nothing special about this typical kitchen, only 
  a recently used oven and cabinets filled with food and eat-
  ing and cooking utensils. A DC 13 Wisdom (Survival) check 
  indicates that the oven was used in the night preceding 
  the Festered Sun, judging from the amber and ashes.
  f3. bACKyArd
  Four walls set the boundaries of this well tended back-
  yard. A DC 10 Intelligence (Nature) check identifies several 
  
  26
  types of vegetables planted in the garden, enough to feed 
  a family of two for several days. The earth was fertilized 
  and worked by Miestra, a skilled agriculturist. Clean 
  sheets hang from a clothesline attached to the walls.
  f4. bedroom
  A tiny, skinny man lies motionless on the bed pushed 
  against the north wall. He stares wide-eyed at the floor, 
  gasping for breath every now and then, oblivious to 
  everything around him. Besides the bed, the room’s 
  decoration includes a straw mattress used by Miestra, a 
  clothes cabinet, two chests, and a trough used for bath-
  ing and washing.
  If the PCs use on Yaro the smelling salt found with 
  Miestra (or employ a similar method), the old witch snaps 
  out of his trance for a moment and notices their presence. 
  Yaro can barely move or speak, but the PCs can still try to 
  engage him; he gives short replies to up to three questions 
  before drifting away for the rest of the day. His answers 
  are honest, but to understand the man’s poor enunciation 
  and clumsy gesturing, the PCs must succeed at a DC 15 
  Wisdom (Insight) check.
  f5. yAro’s LAborAtory
  Yaro’s laboratory is plunged in total darkness. Chemi-
  cal gases leaked from embalming fluid containers have 
  built up in the chamber over time; the pungent fumes 
  cause nausea and irritation of the respiratory tissue 
  when inhaled.
  The room is filled with metalwork and woodwork tools, 
  medical equipment, and an assortment of alchemical equip-
  ment. Piled up chests store years worth of personal notes 
  and professional projects spread over dozes of leather-
  bound tomes. A mummified cat sits on top of a shelf; it was 
  once Yaro’s familiar, but the deranged witch killed and 
  embalmed the animal to prevent his spells, stored in the 
  feline, from falling into someone else’s hands.
  Creatures: A wight, the last project Yaro worked on 
  before dementia completely took hold, still dwells in the 
  laboratory. Already suffering from severe paranoia, Yaro 
  ordered the undead to protect the room from all intrud-
  ers. Obeying its creator’s last command, the wight attacks 
  the PCs as soon as they step inside. Additionally, the room 
  is filled with embalming gases, causing 7 (2d6) poison 
  damage, or half that on a successful DC 10 Constitution 
  saving throw. On a failed saving throw, you gain the poi-
  soned condition for 3 rounds. Every 10 rounds of addition-
  al exposure to the gases causes these effects again.
  Development: The night Kapanek died, Kerux went 
  back for her corpse. He removed Kapanek’s heart and 
  placed it in an enchanted canopic jar, along with the blood 
  scraped off the ground, and then had the body mummified 
  in honor to their post mortem doctrines. For centuries, 
  Kerux kept the mummy and jar safe from harm, but about 
  sixty years ago, he found a new purpose for these physi-
  cal remains. Kerux reached out to a then young Yaro, who 
  was starting a surreptitious business building constructs 
  and experimenting with the creation of undead.
  Yaro’s collection of yearly journals, cleanly organized 
  and labeled, contains not only notes on the hundreds 
  of constructs and undead created over the course of a 
  career, but also a detailed account of a meeting with 
  someone named Kerux, described as a man bearing a 
  jackal’s skull for a head, about sixty years ago. These pas-
  sages present numerous notations, question marks, and 
  underlined words; they stand out from the otherwise 
  clean and organized entries. The issue seems to have 
  been some sort of obsession in Yaro’s life. The notes 
  include the following facts.
  Kerux commissioned the making of an undead mummy 
  out of an unidentified embalmed cadaver, and a blood 
  golem, using a heart and harvested blood as raw materi-
  als. Yaro accepted the job, paid in advance, and within a 
  couple of months finished the mummy. The golem was 
  trickier: he used up all the coagulated blood Kerux collect-
  ed, but the amount and condition resulted in a construct 
  of poor quality. In his second attempt, he liquefied the 
  heart and added blood from other sources, but again, the 
  results were unsatisfactory. He kept trying to perfect the 
  golems, but as Kerux failed to return, Yaro slowly aban-
  doned work on these projects and simply left the mummy 
  and golems stored in his lab.
  As decades went by, Yaro started to develop a mild para-
  noia toward the creatures. Their slumbering presence was 
  unsettling; he would sometimes return to his lab and find 
  them in different poses, or at times feel their spiteful stare 
  over him. Soon, he could no longer get any work done 
  under their hollow watch.  Presuming Kerux would not 
  return for them after that many years, Yaro decided to get 
  rid of the creatures.
  The golems were dumped in the old cistern. The mum-
  my, he thought, was more dangerous; he decided to leave 
  it under the care of the House of Hallowed Resurgence for 
  study and safekeeping. His donation stated only that the 
  mummy had come to him through a stranger that never 
  
  27
  came back to reclaim it. The whole account spans several 
  books and years, but Yaro’s indexing skills fortunately 
  make it easy to piece it all together.
  Rewards: Exploring Yaro’s laboratory, the PCs forage 
  an alchemist’s lab kit, a healer’s kit, masterwork artisan’s 
  tools, and a locked iron box with 500 gp (DC 15 Dexterity 
  check to open with thieves’ tools). 
  g. mAfiris estAte
  The Mafiris estate is one of the oldest and most lavish 
  properties in the rich district. It dates back to the recon-
  struction of Owot-ti years after the plague, when the city 
  expanded beyond its original perimeter and walled off 
  what would later become the old necropolis.
  One of the few families to remain in Owot-ti follow-
  ing the plague, the Mafiris guided the other remnants 
  through the times of hardship. The family practically ran 
  the town at one point, but their influence greatly de-
  clined after the church of the Goddess of Death returned 
  officially to rebuild Owot-ti. The Mafiris retain none-
  theless a privileged position, with its matriarch Dejam 
  Mafiris holding a seat on the City Council. Under the 
  guise of a traditional and respectable house, however, 
  the family hides more than one skeleton in the closet—
  one in particular pertaining to Kapanek.
  As far as the clan is concerned, their ancestor Farou 
  Mafiris went down in history as a local hero for his role in 
  keeping the city on its feet in the aftermath of the plague. 
  His part in the foul plot to eliminate Kapanek and her 
  disciples is less well known—in fact, it could have been 
  completely erased from time had not some of his schem-
  ing letters found their way to old church records, later 
  moved to the municipal archives—the same ones miracu-
  lously found by Gyep’s tireless scrutiny.
  Kapanek knew that Farou worked actively against her, 
  but never thought he would succeed in his ploys. Yet, 
  he did, and reaped in the process a prominent place in 
  Kapanek’s curse—for a centennial sycamore grows in 
  the Mafiris manor’s central courtyard, a weak spot from 
  whence a breach between planes recently developed.
  Since the first morning of the Festered Sun, a shim-
  mering membrane separating the material plane from 
  Purgatory has been slowly expanding out of the tree, and 
  the speed with which it advances increases with each pass-
  ing hour. A dome has so far engulfed the whole property 
  along with its residents; by the end of the Festered Sun, it 
  will have swallowed the whole city. For now, the victims 
  transported into Purgatory are still alive, but every minute 
  spent in the realm weighs on their souls. Because of 
  Kapanek’s curse, the mortals trapped in this bubble will 
  most likely die as soon as the Festered Sun finishes its 
  cycle, each of them victim of a power word: kill spell. The 
  survivors shall carry her curse forever, gaining the vampire 
  template on a failed DC 12 Charisma save.
  From the outside, the dome’s interior looks like a 
  washed out, flickering version of the material plane; yet, 
  its precise threshold is barely noticeable, requiring a DC 
  20 Wisdom (Perception) check to spot. A PC who fails this 
  check might accidentally walk into Purgatory, though he 
  remains visible to anyone outside the dome. In Purgatory, 
  the Mafiris manor stands right before the PCs; looking 
  back, they can no longer see the city—or anything, for 
  that matter. If the PCs wish to return to the material plane, 
  they must seek another path. 
  Identifying the current plane requires a DC 15 Intel-
  ligence (Arcana) check. The dayburn and sun blindness 
  curses do not function in Purgatory
  g1. mAnor house
  Tall pyramidal obelisks flank a long flight of stairs lead-
  ing up to an intricately carved stone portico. The front 
  doors, made from noble wood, are wide open, inviting 
  the PCs in. As they explore the many beautiful halls of the 
  luxurious residence, the same scene plays over and over. 
  Children, men, and women—the members and servants of 
  the Mafiris family—wander around aimlessly, crying and 
  sobbing dispiritedly.
  If the PCs started the adventure exploring area A. 
  Anubian Encampment, then they spot the group of 
  all-female adventurers displaying that same apathetic, 
  defeatist behavior. If the PCs started by visiting area C. 
  Astronomer’s Guildhouse, they run into the halfling 
  adventuring party instead.
  These people have been too long in Purgatory under the 
  effects of Kapanek’s curse and lost all will to fight or live; if 
  spoken to, they keep repeating “We’re dead” or “Kapanek 
  is returned”. Eventually, the PCs reach the courtyard.
  g2. CourtyArd
  A leafless tree grows on the belvedere inside the 
  courtyard, a flock of crows in strange masks perched atop 
  its branches. Stone-paved lanes connect the courtyard 
  doors to the central dais and divide the patio into four 
  symmetrical halves, each punctuated with a glistening 
  
  28
  golden pond bustling with waterlilies.
  Under the tree, a woman in flowing white garments 
  peacefully watches an old matron bleed out at her feet 
  while a crimson stain slowly crawls up the hem of her 
  gown. The woman’s lips do not move, and yet, her voice 
  echoes all around, rousing a feeling of utter desolation. 
  “Come, enter. It won’t be long, now.”
  This courtyard is accessible from four different direc-
  tions; the GM may randomly choose any of them as the 
  PCs’ entry point. The ponds are only two feet deep, and 
  the belvedere’s floor in the center of the courtyard is 5 
  feet above the ground.
  The PCs can identify the tree in the courtyard as a syca-
  more by succeeding at a DC 10 Intelligence (Nature) or a 
  DC 10 Intelligence (Religion) check; the latter also reveals 
  the symbolism behind the tree. Scriptures of the old reli-
  gions speak of sycamores lining the gates of the afterlife, 
  offering sustenance to the dead.
  The brown-skinned woman in a white gown is Kapanek. 
  Although her initial attitude towards the PCs is hostile, her 
  demeanor does not show it: the woman speaks calmly if 
  addressed. Should the PCs engage in dialogue, Kapanek 
  obliges them, introducing herself and truthfully answering 
  all questions about her life. The daemon speaks telepathi-
  cally only.
  If her dead husband and children come up in the conver-
  sation, she instinctively activates the aura of doom. Kapa-
  nek does not answer questions about Kerux or the curse; 
  at the most, she mentions that, by the time the Festered 
  Sun ends, all these people who have wronged her will be 
  judged for their deeds. She vilifies the Goddess of Death 
  for tormenting her in the afterlife and attacks verbally any-
  one carrying her symbol; she also speaks ill of the Mafiris 
  and of the people of Owot-ti in general, for succumbing to 
  the whims of the church and aristocracy instead of accept-
  ing the old gods who first blessed them.
  A successful DC 15 Intelligence (Religion) identifies Kap-
  anek as a daemon hailing from Abaddon and the masked 
  crows as psychopomps indigenous to Purgatory.
  Creatures: The old Egyptian woman lying unconscious 
  on the floor is Dejam Mafiris, the clan matriarch—also 
  a dilettante wizard. Upon realizing that her family was 
  in grave danger, Dejam confronted Kapanek, but with 
  a memorized spell list ill suited for combat and a body 
  weakened by advanced age, she was easily subjugated. 
  Dejam is currently unconscious and stable. Kapanek has 
  no intention of killing Dejam at this moment, and will hap-
  pily wait until the old matriarch perishes along with every 
  other victim of her curse.
  Reincarnated as a vulnudaemon, Kapanek looks much 
  as she did in life: beautiful, imposing, and terrifying. Her 
  dark hair is braided and styled up in a beehive shape, and 
  her strong features are made harsher by the grim look on 
  her face.
  Like all souls who perish, Kapanek faced trial before the 
  Goddess of Death. For the evil curse released upon the 
  world, she was condemned to Abaddon—in her mind, 
  an unfair punishment that overstepped Anubis’ arbitra-
  tion. There, clinging to her last vengeful wish, Kapanek 
  stormed through unthinkable horrors to reemerge as a 
  daemon. She found out that even from beyond the grave, 
  her link with Kerux lingered, albeit in a different way. 
  Over the many centuries the two have been apart, Kerux 
  has managed to communicate with Kapanek and keep her 
  informed of his actions.
  The connection with Kerux only strengthened Kapa-
  nek’s determination. She has patiently waited for this 
  
  29
  moment, and now that retribution is at hand, will stop at 
  nothing to see it through. The daemon longs to witness 
  the end of her husband and children’s murderers, oblivi-
  ous to the fact that that very same people have been dead 
  for almost as long as she has. Kapanek’s pain and hatred 
  know no reason anymore, nor any boundaries.
  The “crows” sitting on the sycamore branches are psy-
  chopomps of the nosoi type. Psychopomps are creatures 
  native to Purgatory, who concern themselves with the 
  souls transitioning between life and death. Among them, 
  the nosoi are the clerks, scribes, and messengers of the 
  hereafter. Each of them wears a beaked funerary mask, and 
  they have all come here drawn by the impending death of 
  thousands—and, in part, by curiosity, too. The nosoi are 
  quiet spectators of the tragedy at course; predicting a large 
  workload close ahead, the tiny crow-like creatures have 
  already started studying Kapanek’s victims to prepare their 
  cases in the courts of the Goddess of Death. Noncommittal 
  bureaucrats, they do not take sides in this quarrel: their job 
  is to observe, document, and report.
  KapaneK, VulnuDaemon
  Small fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 88 (16d6 + 16)
  Speed 20 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  17 (+3)
  15 (+2)
  12 (+1)
  13 (+2)
  11 (+0)
  Damage Resistances cold, fire, lightning; bludgeon-
  ing, piercing, and slashing from nonmagical 
  attacks
  Damage Immunities poison, acid
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, telepathy 120 ft.
  Challenge 4 (1,100 XP)
  Special traitS
  Aura of Doom: A vulnudemon radiates an aura of dread and help-
  less, which is can activate or suppress as a bonus action. Anyone 
  within 30 ft. of the vulnudemon must make a DC 14 Wisdom 
  saving throw or gain the frightened condition for as long 
  as it is within the aura. A creature who makes a success-
  ful saving throw is immune to this aura for 24 hours.
  Sneak Attack (1/Turn): The vulnudaemon deals an extra 
  7 (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the Kapanek that isn’t 
  incapacitated and she doesn’t have disadvantage on the 
  attack roll.
  Innate Spellcasting: The vulnudaemon’s spellcasting ability 
  is Intelligence (spell save DC 11). The vulnudaemon can 
  innately cast the following spells, requiring no material 
  components:
  3/day each: blur, invisibility
  actionS
  Multiattack: Kapanek makes three attacks: two with 
  her shortsword and one with her bite.
  Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Shortsword: Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Before Combat Kapanek does not attack unless the PCs 
  do first—she is actually willing to let them go and just 
  wait for her vengeance to run its course.
  During Combat On the first round of combat, the 
  vulnudaemon activates the aura of doom (if it’s not active 
  already) or a bonus action to set off the frenzied nosoi 
  flock hazard, and then casts invisibility. While invisible, she 
  casts blur, commands her quasit minions to enter combat, 
  and assumes position to make a surprise attack. When 
  possible, she flanks with the quasits to benefit from her 
  sneak attack.
  Morale If reduced to 10 or less hit points, Kapanek sur-
  renders, unwilling to jeopardize her own plans. At the first 
  chance, she turns on the PCs and tries to kill them at once 
  for obstructing her path.
  QuaSit (3) challenge 1
  XP 400 (Monster Manual)
  hp 7
  
  30
  Hazard: During the combat, Kapanek avails herself of 
  the nosoi’s presence to create a hazard against the PCs.
  By telepathically broadcasting a cacophony of hor-
  rendous sounds and abhorrent images from Abaddon, 
  Kapanek sends the nosoi into frenzy for 1 round. The 
  creatures take to the air occupying the area indicated on 
  map G2. Courtyard, cawing maniacally while bumping into 
  anything in their paths. Creatures in the occupied area 
  take 1 point of slashing damage each round (medium or 
  heavy armor negates the damage) and have disadvantage 
  on Wisdom (Perception) checks due to the nosoi’s ear-
  splitting cries (a Constitution DC 13 saving throw negates 
  the condition). A prone creature takes no damage from 
  this hazard. The PCs also experience Kapanek’s telepathic 
  transmission, but suffer no additional penalties from it.
  Starting and maintaining the telepathic transmission re-
  quires a bonus action. As an action, a PC can attempt a DC 
  15 Charisma (Persuasion) check to calm down the nosoi 
  and cancel the effects of the hazard for 1 round.
  Development: If the meeting with Kapanek takes place 
  before other encounters in this adventure, the PCs might 
  choose not to fight her initially, but ultimately they will 
  have to return and kill the vulnudaemon to stop the curse.
  After combat, the PCs may attempt to revive Dejam 
  Mafiris. The old woman tells she woke in the morning 
  hearing the loud sobs of the servants, who got sucked into 
  this realm (which she recognizes as Purgatory) without 
  ever realizing. She sensed the danger afoot, and gathered 
  her children, grandchildren, and in-laws for an escape. By 
  the time they left the manor, however, it was too late: the 
  city outside their doorstep had vanished. Dejam then went 
  back to investigate the matter, watching everyone around 
  her give in to an unexplainable apathy and depression. She 
  found Kapanek trespassing in the main courtyard and got 
  into a fight with the daemon.
  Even if the PCs are unable to heal Dejam to hear her 
  account, they can always rely on another eyewitness: the 
  nosoi called Verliwoz. The tiny psychopomp approaches 
  the PCs and reports the same events as Dejam—and more.
  Verliwoz was the nosoi responsible for documenting 
  Kapanek’s case before her judgment, and later tasked 
  to follow up on the consequences of her curse. Over the 
  years, counting on a network of informants, Verliwoz has 
  built quite a file on Kapanek and, more importantly, on 
  Kerux. On more than one occasion, the nosoi has managed 
  to learn the content of Kapanek and Kerux’s communica-
  tion, intelligence he is willing to give the PCs in exchange 
  of an unexpected treat: a pickled soul, like the one found 
  in area D1. Gyep’s Office. Verliwoz is determined to taste 
  the famous vinegar-dipped onion, and if the PCs don’t 
  have it, he offers to follow the PCs until they can make the 
  exchange. With a successful DC 10 Charisma (Persuasion) 
  check, they can convince Verliwoz to accept something 
  other than the pickled soul.
  While in the company of the PCs, the nosoi keeps bick-
  ering with any familiars the group has. After centuries of 
  dealing with paperwork, Verliwoz wants to leave Purgato-
  ry and lend his services to a spellcaster with whom he may 
  learn a new trade. In the future, a PC in need of a familiar 
  might find Verliwoz willing to serve.
  After the PCs get Verliwoz his treat, she accepts to 
  answers their questions.
  Who are you?  “Verliwoz, at your disposal. I am a scribe 
  in the bureaucracy of Purgatory—the one in charge of fil-
  ing Kapanek’s case.”
  What do you know about her? “In life, Kapanek was not 
  all bad. Unfortunately, her quest for the old gods got her 
  associated with wicked elements who abused her faith 
  and trust. Of course, I speak of Kerux, sprung from the 
  Negative Energy Plane, a creature made of death and de-
  cay. From the very beginning, Kerux posed as an envoy of 
  Anubis to fool Kapanek. I must admit however that, except 
  for this fundamental lie, Kerux has always been loyal to 
  her, even after she was condemned to Abaddon.”
  If Kapanek was not evil, why was she sent to Abaddon? 
  “Oh, but she was, in the end. The prolonged affiliation 
  with Kerux took its toll. Since he first appeared before 
  her, something evil tarnished Kapanek’s soul, a repressed 
  viciousness that burst out and shattered her soul when 
  her family died in front of her. Kapanek’s dying curse set 
  in motion dark forces, which is why the Goddess of Death 
  decided she should go to Abaddon for this extremely hate-
  ful and destructive deed.”
  Can you tell us about the curse? “I know Kerux is 
  behind the lesser aspects of it, but the real danger is the 
  expanding Purgatory bubble. It will eventually swallow 
  the city and, by the end of the Festered Sun, the mortals 
  trapped inside will die and face final judgment—the lucky 
  ones, at least. The others will become vampires, trapped 
  between life and death and out of Purgatory’s reach.”
  Why don’t you do something about it? “Though the 
  time has not yet arrived for most of Kapanek’s victims, 
  the Goddess of Death cannot directly interfere with the 
  
  31
  dealings of mortals—not beyond her attributions as judge 
  and keeper of the afterlife. As for us scribes… well, we are 
  here just waiting to do the paperwork. If no one stops the 
  curse, we’re about to get busy with this many incoming 
  souls.”
  How does Kerux fit in all this? “When Kapanek died, a 
  part of her soul lingered in Kerux, severing their original 
  bond but spawning a new one. Kerux developed shamanic 
  powers that allowed him to reach out to spirits of the 
  netherworld, until he found Kapanek once more. She was 
  still waiting in Purgatory, at the time, and the way she 
  plotted with Kerux to enact her revenge also weighed 
  against her during trial. Kerux became her agent in the 
  material plane; if not for his role in harvesting the remain-
  ing pieces of Kapanek’s soul, the curse would never have 
  happened.”
  What pieces? “There are five: one lives on in Kerux, and 
  another spawned her reincarnation as vulnudaemon. I am 
  not sure what form the other three fragments have taken.”
  Unless the PCs have their own means of interplanar 
  travel, they still need to find the way back to the mate-
  rial plane—and there is currently one not even Kapanek 
  knows exists.
  For once, the extravagancy of the opulent Mafiris is on 
  the PCs’ side: the ponds in the courtyard were filled with 
  water from the Lake of Gold, where the sacred crocodiles 
  dwell— the difference being that, in the Mafiris’ case, the 
  pond is covered in gold dust all year long. Additionally, 
  the ponds have all been consecrated to the Goddess of 
  Death. The blessing of the Goddess and the gold coating 
  prevented the pond from crossing over completely into 
  Purgatory, and its surface became a secondary membrane 
  temporarily separating the two planes.
  Careful observation of the gold-covered pond shows 
  the ghostly image of white crocodiles and the reflection 
  of the majestic church of the Goddess of Death, in the city 
  center (DC 10 Intelligence (History) check to recognize the 
  building). A successful DC 15 Intelligence (Arcana) check 
  hints at a connection between the pond and the Lake of 
  Gold; beating the DC by 5 or more immediately identifies 
  the portal.
  By remaining submerged in the pond for 2 rounds, the 
  PCs come out in the material plane, floating inside the 
  Lake of Gold in the city center. Luckily, the caretaker of 
  the rare breed of white crocodiles that inhabit the lake 
  keeps the beasts well fed; upon spotting the PCs, the 
  crocodile keeper holds back the animals and orders the PC 
  out of the lake, throwing them off the promises furiously 
  without caring to hear an explanation.
  If the vulnudaemon is still alive when the PCs use the 
  portal, she does not interfere; in fact, she only observes, 
  trying to understand what the PCs are doing. Only too late 
  she realizes they have discovered a way out of the Purga-
  tory dome.
  PART THREE: 
  ENTERS 
  KERUX
  Born in the eternal void of the Negative Energy Plane, 
  Kerux knew only darkness until being inadvertently pulled 
  out of his home by Kapanek’s magic. Due to his counte-
  nance in the material world, shaped in part by Kapanek’s 
  own volition, the priestess took him for an envoy of 
  Anubis, and named him Kerux—the herald. This first sum-
  moning bonded the two forever.
  Kerux cherished the moments spent with his mistress, 
  learning her ways away from the misery of his home plane; 
  so much, that he never dared correct the misunderstand-
  ing about his identity, in fear of losing the priestess’ favor. 
  If ever a soul damned to the emptiness of death could 
  know love, Kerux did—and it was ripped from him when 
  Kapanek died.
  For all this, the loyal Kerux has lived the past millen-
  nia for this moment: Kapanek’s revenge is, above all, his 
  own. Yet, without realizing, Kerux has turned her mistress 
  into a mere spectator of her own curse. By collecting and 
  depositing the pieces of Kapanek’s soul into crude mock-
  eries, Kerux instrumentalized she who would be a prime 
  mover. Even the vulnudaemon, the closest thing to what 
  Kapanek once was, pales in comparison to the priestess’ 
  strength and glory in life. Today, Kerux is the one actually 
  pulling the strings.
  After years plotting, he knows the city like the palm 
  of his hand: the places, the people, the social structure, 
  and—more importantly—who the major figures are. The 
  coming of the Anubians, the distribution of the blighted 
  bread, the unleashing of the blood golems, the unrest 
  provoked by the dayburn and sun blindness curses: all of 
  these are, first and foremost, distractions to throw off the 
  
  32
  council, the guard, and the church from the real threat, 
  while still inflicting maximum suffering in the process.
  Kerux knew that the efforts to contain the riots and heal 
  the sick would paralyze the council and stretch the guard 
  and the clergy thin. He also planted misinformation to 
  send the leader of the church inquisitors into a wild goose 
  hunt inside the old necropolis. In the end, by removing 
  key players from the board, Kerux hoped to see the Purga-
  tory bubble expand mostly undisturbed. 
  Too late did he find out there was one variable unac-
  counted for: the group of adventures seemingly bent on 
  ruining his carefully laid out plot. The reopening of the 
  Necropolis took Kerux by surprise, bringing new and un-
  known actors to the stage. Though some of them proved 
  innocuous, such is not the case with the PCs, who have 
  successively destroyed each of Kapanek’s aspects.
  During the passage of the Festered Sun, Kerux moni-
  tors the developments in Owot-ti employing an incon-
  spicuous network of spies. Using the speak with animals 
  spell, Kerux receives news from all species of birds in the 
  area, and has a pretty decent idea of how his plan is pan-
  ning out. This is how he learns about the PC’s continued 
  interference. Every time a PC uses a speak with animals 
  spell during this adventure, there is a 20% chance that PC 
  intercepts the secret communication and learns that the 
  party is under surveillance.
  Kerux’s first instinct is to lie low and hide until the celes-
  tial anomaly is over; after all, as long as one of Kapanek’s 
  aspects lives on, the curse will continue. Yet, worried 
  about the unforeseen turn of events caused by the PCs, 
  Kerux resorts to divination to decide on his course of ac-
  tion. Using a scroll of augury, Kerux discovers that, indeed, 
  the PCs are a threat, and going into hiding will not prevent 
  them from finding him. Interpreting the omens, Kerux 
  decides to act first and deliver a deadly blow in the PCs’ 
  moment of weakness.
  Counting on his bird informants, Kerux locates the 
  spot of the PC’s final encounter in Part Two. He then uses 
  clairvoyance to spy on the combat, and swoops in right 
  after to attack.
  Read or paraphrase the following to get the fight 
  under way:
  In the blink of an eye, a bizarre flying humanoid comes 
  into sight. The man with a skeletal jackal’s head quickly 
  circles above, like a vulture ready to descend on carrion, 
  his dark robes and bony tail flailing rapidly in the air as he 
  approaches exposing sharp claws.
  A chilling voice gives off his discontent. “Your intrusion 
  stops now”, the creature proclaims hatefully.
  Because of the nature of the final encounter, this 
  combat likely takes place either in area B. Old Cistern, 
  E. House of Hallowed Resurgence, or G. Mafiris Estate, 
  though other locations are possible at the GM’s discre-
  tion. The GM should allow the PCs to finish the develop-
  ment section of the previous encounter, and give them a 
  chance to quickly get back on their feet before the final 
  showdown.
  If the area of this last combat turns out to be G. Mafiris 
  Estate, the GM should disregard the planar portals in 
  the courtyard ponds; at this point, since Kerux is the last 
  remaining aspect of Kapanek, the PCs must defeat Kerux 
  to end the curse and return to the Material Plane.
  If the final encounter takes place in area E. House of 
  Hallowed Resurgence, Gyep helps the PCs against Kerux. 
  The gnome spent all his spells on Kapanak’s mummy, but 
  he can still use cantrips to aid in the battle.
  When Kerux arrives, the PCs may attempt a DC 16 Wis-
  dom (Perception) check to avoid being caught completely 
  by surprise. The PCs can also make a DC 10 Wisdom (In-
  sight) check in combat to get a hunch that Kerux is familiar 
  with their abilities and fighting styles; Kerux uses the 
  knowledge gained while observing the previous combat to 
  fight more effectively.
  
  33
  Kerux
  Medium elemental, neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 110 (16d8 + 32)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  14 (+2)
  11 (+0)
  14 (+2)
  9 (-1)
  Senses: darkvision 60 ft., passive Perception 11
  Languages Common, Ancient Egyptian, Egyptian
  Challenge 6 (2,300 XP)
  Special traitS
  Spellcasting: Kerux is a 6th-level spellcaster. His spell-
  casting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). He has the following spells 
  prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigita-
  tion
  1st level (4 slots): burning hands, mage armor, magic 
  missile, shield
  2nd level (3 slots): enhance ability, false life
  3rd level (1 slots): clairvoyance
  actionS
  Multiattack. Kerux makes one bite and two claw at-
  tacks.
  Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage.
  Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Erase from Time. Melee touch attack. The target must 
  make a DC 15 Constitution save or vanish from ex-
  istence, reappearing in the same space (or nearest 
  unoccupied space) 3 rounds later.
  Before Combat Kerux prepares for battle by casting 
  enahnce ability for Constitution and false life.
  During Combat In the surprise round, Kerux casts burn-
  ing hands against the PCs. After that, he goes for the PC 
  with the greatest damage-dealing potential and uses the 
  erase from time special attack. Kerux flies above the battle-
  field picking the PCs one by one, coming down to attack 
  when possible.
  Morale When reduced to below 15 hps, Kerux attempts 
  to flee and hide from the PCs until the Festered Sun ends.
  Development: Kerux is an outsider stranded in the ma-
  terial plane; his physical existence derives from Kapanek’s 
  powers. Once the PCs destroy him, Kerux fades away to 
  the Negative Energy Plane; without Kapanek to summon 
  him back, he fundamentally ceases to exist as the PCs 
  know him. His death also destroys Kapanek’s ren, the last 
  fragment of her soul. Without her presence in Owot-ti, the 
  conditions for Kapanek’s retribution are no longer met, 
  and the curse expires instantly.
  The Purgatory dome disappears and returns the engulfed 
  area to the material plane, while the people affected by the 
  dayburn curse, the sun blindness curse, or the bloodfeast 
  addiction immediately recover from their afflictions.
  ConCLuding the Adventure
  Just as Gyep affirmed, the Festered Sun was only a trigger 
  for Kapanek’s curse, and represented no danger in and 
  on itself—except for the unpredicted floods. As an indis-
  putable evidence of this notion, the astronomical event 
  peacefully follows its natural course for the remaining of its 
  duration, after the PCs lift the curse. Gyep makes the most 
  of the phenomenon’s final moments to observe it avidly. 
  Ignorant to the tribulations the PCs faced, the people of 
  Owot-ti still blame the the Festered Sun for the disturbanc-
  es, despite a sudden recovery still during the phenomenon. 
  The painful skin sores, the supernatural sunstroke, and the 
  peculiar light blindness disappear as swiftly as they come, 
  and normalcy returns to the streets and houses of Owot-ti. 
  For the rest of the day, townspeople share the same feeling 
  of waking up from a bad dream, a tingling sensation of 
  having narrowly escaped death. After such mayhem and 
  anguish, the contrast with the ensuing silence and solem-
  nity is stunning. Anonymous heroes, no one pays attention 
  to the PCs as they walk down the streets.
  And this is how the Mafiris would have it. Having trav-
  eled to Purgatory and met Kapanek, Dejam Mafiris, her 
  family, and her retainers are some of the few who know 
  what actually happened. The role of her ancestor in such 
  a pronounced episode is shameful and impacts negatively 
  on the Mafiris name, to the benefit of political rivals; this, 
  Dejam will not have. She maneuvers to silence her servants 
  and anyone else aware of the curse—which includes Gyep, 
  Ruja (if the PCs report back to him), and the PCs themselves.
  Recovered from the curse, Ruja seeks out the PCs to 
  learn how they fared. He honors his deal and rewards the 
  PCs for their help, but when Ruja retells the PC’s tale to the 
  City Council, Dejam Mafiris promptly rebuts the story and 
  criticizes Ruja for spending money with swindlers. Dejam’s 
  efforts cause the council to issue a statement officially 
  crediting the curse’s manifestations to the Festered Sun, 
  
  34
  though the church of the Goddess of Death frowns upon 
  that version of the facts. With order restored, the council 
  and the church agree to reopen the old necropolis.
  Gyep also goes against the official statement and 
  conveys the real story to his fellow astronomers. To these 
  excited scholars, however, the PCs’ adventure is less excit-
  ing than the chance to swap notes and craft theories about 
  the physics and metaphysics of the Festered Sun. Gyep 
  in particular is busier than ever, exchanging letters with 
  intellectuals from all parts to compare the sighting from 
  different parts of the globe.
  Down on the streets, the Anubians spread the true tale 
  of Kapanek, now under a different light, and exalt the ac-
  tion of the PCs. Kapanek’s former followers abandon their 
  prophetess to rethink their dogmas; the sect dismantles 
  as each acolyte seeks a new vessel for their faith. Most of 
  them seek other cults of Anubis to join.
  Back in Purgatory, the nosoi Verliwoz resume his day-
  to-day tasks. After scribbling the final lines of Kapanek 
  and Kerux’s story, he resigns from his post to pursue new 
  experiences, and meets the PCs once more. Both Verliwoz 
  and Gyep can become recurrent NPCs.
  Though the PC’s fame is neither sure nor immediate, the 
  tale of their adventure slowly spreads, stirring jealousy in 
  the other adventure parties. All around town, opinions are 
  divided: while some disregard the story as absurd gossip, 
  there are many that believe it and glorify the PCs’ actions. 
  From this point on, the PCs are likely to meet extreme 
  reactions in their social interactions in Owot-ti, taken for 
  charlatans by some, and heroes by others.
  
  35
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Beneath the Festered Sun (5E) © 2016, Legendary Games; Author Pedro 
  Coelho, adapted by Matt Kimmel.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based  on original material by E. Gary 
  Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  
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  Beneath the 
  Festered 
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  Beneath the 
  Festered 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Beneath the Festered Sun.pdf