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  By JP Chapleau 
  Prince Tsubeteb, one of Pharaoh’s favorite sons received the ancient and holy rites of 
  mummification and was buried in the great necropolis. Death is not the end and many threads 
  remain beyond its icy grip. 
  A 5th edition adventure with an Egyptian flair for characters levels 2-4 
  
   
   
  CONTENTS 
  Tomb of Prince Tsubeteb .................................... 2 
  Adventure Background..................................... 2 
  Mummification ................................................. 2 
  Knowledge ........................................................ 3 
  Introduction ........................................................ 3 
  1: Priests .............................................................. 4 
  Helping the horite (Hard) ................................. 4 
  Not interfering ................................................. 5 
  2: Dinner Invitations .......................................... 5 
  Followed ........................................................... 5 
  A Crocodile ....................................................... 5 
  A Friend ........................................................... 6 
  Troubleshooting: Legal Argument ................... 7 
  Looking for other offers ..................................... 7 
  3: Lover ................................................................ 7 
  4: The necropolis ................................................ 7 
  Finding the Prince ............................................ 7 
  The Necropolis .................................................. 8 
  5: Getting There ................................................ 10 
  Reaching the Mausoleum (Hard) ................... 10 
  6: The Tomb ...................................................... 10 
  A: Entrance .................................................... 11 
  B: Cleansing Pools .......................................... 11 
  C: Guard Room (Hard) ................................... 12 
  D: Second Stairs (Deadly) .............................. 12 
  E: Treasure Room (Hard) ............................... 13 
  F: Temple (Easy) ............................................. 13 
  G: Bedchamber (Deadly)................................. 14 
  Conclusion ........................................................ 15 
  Leaving the Necropolis ................................... 15 
  Sebekreh/Coins ............................................... 15 
  Mahkee ........................................................... 15 
  Arrested .......................................................... 15 
  Epilogue ............................................................ 15 
  The End ................................................................. 15 
  Handout 1: The Necropolis ............................ 16 
  Legal Notices ........................................................ 17 
  Open Gaming License Version 1.0A .............. 17 
   
   
  TOMB OF PRINCE 
  TSUBETEB 
  This adventure assumes there are 5-6 PCs of 
  3rd or 4th level. Feel free to adjust the numbers to 
  suit your party. 
  Art: Blehc 
  Maps: JP Chapleau 
  ADVENTURE 
  BACKGROUND 
  Prince Tsubeteb was a courtier, a playboy, 
  and a historian. He was a poet with a delicate and 
  masterful command of languages. He spent the 
  last two decades as the court’s official poet. 
  During that time, he made many admirers, as 
  well as enemies. As a ladies’ man, he left many 
  broken hearts and many illegitimate children 
  behind.  
  Craftsmen and magic-users of the Church of 
  Anubis built his tomb and final resting place in 
  the necropolis. Workers assigned to work in the 
  necropolis are walked in wearing heavy cowls, 
  taken inside the tomb to work, and are marched 
  out the same way. Only the priests know of the 
  location of a person within the necropolis. 
  For his gifts, he was offered mummification, 
  and he accepted. So following his death, he 
  received the rite and was placed in his tomb 
  where he continues to work on his poetry to this 
  day. 
  Mummification 
  The rites of mummification are given to 
  people with extraordinary gifts so that such 
  talents remain. However, many mummies 
  become unstable and obsessed with their talents. 
  Separating them from the living population and 
  their living relatives allows them to remember 
  the deceased as they were in life.  The Church 
  takes in letters and submits some of them to the 
  mummies if deemed important. 
  In a few places, such as the Valley of Lost 
  Princes, the living can speak with the mummies, 
  but mummies deceased for over a century. 
  In this adventure, the PCs are asked to enter 
  a tomb and speak with a recently-deceased 
  
   
  mummy. In legal terms, this is a misdemeanor, as 
  long as they do not take anything.  
  Knowledge 
  Church of Sobek 
  Sobek is the chaotic evil god of reptiles, he is 
  closely associated with the crocodiles and 
  dinosaurs. His doctrine is one that teaches the 
  culling of the weak and of coercive control. 
  The Church of Sobek is a cult that has a bad 
  reputation because they are bullies and they do 
  not respect the authority of anyone else, paying 
  only lip service to the supremacy of Pharaoh, but 
  not his clergy. 
  Sebekreh 
  Sebekreh is the current high priest of Sobek 
  in Ophara. He is a bully and brute of a man. He 
  made many enemies at court with his way of 
  speaking. He says openly that Pharaoh’s illness 
  is a ploy by His weakling priests to keep control. 
  He rules over an army of goons and thugs 
  dedicated to his god. The Cult of Sobek rewards 
  them for their brutality and blatant disregard for 
  authority. 
  Coins of Num 
  The Coins of Num is a secret organization of 
  subversive who seek to replace the theocratic 
  administration with a secular one. As such, they 
  act in secret, slowly advancing their cause by 
  acting through intermediaries. 
  The Coins may try to recruit the PCs as a 
  means of opposing the Church of Sobek if only to 
  deny them the ring. 
  The Coins often act through guild members 
  and many engaged in activities for them thinking 
  they were working for other organization such as 
  criminal syndicates or local merchant unions.  
  INTRODUCTION 
  Read Aloud. 
  The capital city of Ophara is impressive 
  with its large buildings, wide avenues, many 
  stone gates, and rows of palm trees with 
  reflecting pools that merge the earth and the sky. 
  The bright colors on these buildings leave first-
  time visitors in awe of their majesty and 
  grandeur.  
  Ophara is a city built to honor one man, 
  Pharaoh, the living god, and ruler of Akhamet. 
  He is the bringer of peace and the protector of the 
  land and its people. He is the embodiment of the 
  Sun and its benevolence. Every dawn, he flies 
  over Akhamet and burns away evil and darkness. 
  Behind its imposing size, Ophara is a city 
  built for the public administration in mind, not 
  for visitors or even its own citizens. Soldiers, 
  servants, slaves of every race hurry to and fro as 
  chariots and palanquin carrying high-ranking 
  priests command passage. 
  Offers of employment have been slow lately, 
  but your contacts promise you a big job is “just 
  around the corner.” 
  Taking a break from the city’s animation, 
  you sat at a small drinking establishment near 
  the temple of Horus, called the Falcon’s Feather. 
  Where you enjoy lukewarm ale, whose best asset 
  is the generous pitchers in which it comes.  
  At the insistence of the barmaid, a charming 
  ubasti in a revealing outfit, you found a seat 
  with other adventurers. A few rounds of drinks 
  later, you began swapping tales of previous 
  deeds.  
  Allow the PCs to introduce their characters. 
  
   
  1: PRIESTS 
  Read Aloud. 
  A bloody horite crashes through the door and 
  through your table. The smell of peppermint and 
  thyme follows him.  
  A pair of Khemites wearing crocodile skins 
  enter. The man holds a massive ax in hand while 
  the woman behind him has hers strapped to her 
  back. Filing in around the khemites, a small pack 
  of velociraptors enters, growling with glee. 
  The woman screams, pointing a finger at the 
  horite. “Now you die for defying He-who-waits-
  in-ambush and his church! Sobek will devour 
  your soul!”  
  Ask the PCs what they do. They have little 
  time to think and assess the situation before the 
  Sobekites kill the horite. They have no interest in 
  talking, at least until their prey is dead. 
  The Sobekites answer any questions with a 
  curt “Church Business, stay out of it or face the power 
  of Sobek!” They are not joking. 
  Helping the horite (Hard) 
  The PCs side with the horite and fight the 
  sobekites. 
  Map Setup: This encounter takes place in a 
  drinking hall with tables. The sobekites and their 
  pets begin next to one of the entrances. 
  Special: The horite begins the encounter 
  stable but with 0 hit point. 
  SOBEKITE BRUTE 
  1/3 PCS 
  Medium humanoid (human), chaotic evil 
  Armor Class 14 (hide armor) 
  Hit Points 27 (5d8+5) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 14 (+2) 13 (+1) 8 (-1) 
  11 (+0) 9 (-1) 
  Skills Perception +2, Survival +2 
  Senses passive Perception 12 
  Languages Draconic, Khemite 
  Challenge 1 (200 XP) 
  Brute. A melee weapon deals one extra die of its 
  damage when the brute hits with it (included in the 
  attack). 
  Sobekite Blessing. If the brute hits a creature with an 
  attack, it can make a bite attack as a bonus action. 
  ACTIONS 
  Battle axe. Melee Weapon Attack +4 to hit, reach 5 ft., 
  one target. Hit: 11 (2d8+2) slashing damage or 13 
  (2d10+2) slashing damage when using it with two 
  hands. 
  Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one 
  target. Hit: 3 (1d3+2) piercing damage. 
  VELOCIRAPTOR 
  1/PC 
  Tiny beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 10 (3d4+3) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  14 (+2) 13 (+1) 4 (-3) 
  12 (+1) 6 (-2) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages - 
  Challenge 1/4 (25 XP) 
  Pack Tactics. The velociraptor has advantage on attack 
  rolls against a creature if at least one of its allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  ACTIONS 
  Multiattack. The velociraptor makes two attacks: one 
  with its bite and one with its claws. 
  Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. 
  Aftermath 
  The sobekites defeated, the PCs can take care 
  of the horite. If the PCs can bring him back to at 
  
   
  least 1 hit point, he can cast prayers of healing on 
  the party, healing everyone for 11 points. 
  He thanks the PCs, offering them a purse 
  with 250sp.  
  Proceed to encounter 2. 
  Not interfering 
  The PCs chose to stay out of it.  
  The man steps forward, smashing the 
  horites’ head with a two-handed strike. Before 
  the body finished convulsing, the velociraptors 
  begin eating the legs and arms. The female draws 
  a long knife and cuts out the heart, which she and 
  the man devour. 
  “Glory to Sobek!” They say before dragging 
  the body with them. 
  If the PCs wish to approach the sobekites, 
  they can do so at this time. The female faces the 
  PCs and answers a few questions. She is 
  condescending and haughty, treating the PCs as 
  little more than potential food. Speaking with her 
  should feel like talking with a crocodile. 
  Legally, they are on the fringe of legality: as 
  priests, they do have the right and legal 
  protection 
  of 
  dealing 
  with 
  both 
  matters 
  theological and secular.  
  Why did you do this? He did not obey us 
  and deserved to pay. 
  What did he do? He refused to pay the fine 
  for insulting Sobek. 
  Who are you? We are the children of Sobek, 
  the lord of crocodiles. 
  Why did you eat his heart? What little 
  strength he had is now ours. 
  Where are you going? To the temple to feed 
  what is left of his sorry carcass to the crocodiles 
  at the temple. 
  Proceed to encounter 2.  
  2: DINNER INVITATIONS 
  Later that day, after the PCs’ encounter with 
  the horite and the sobekites, they each receive an 
  invitation for dinner. “Attend to me at the Temple 
  of Sobek after nightfall. Sebekreh” 
  Any Akhameti knows the reputation of the 
  Church of Sobek. Anyone they ask recommends 
  not associating with the priests and the cult. By 
  asking around, the PCs come to the attention of 
  one of the Coins of Num who writes a different 
  invitation to them. “Don’t want to kiss a crocodile? 
  A friend will meet you at the Falcon’s Feather after 
  nightfall.” The letter is unsigned and delivered by 
  a local urchin. 
  Followed 
  The moment the PCs receive Sebekreh’s 
  letter, a small dinosaur follows them, running on 
  rooftops and sneaking in the alleys. No stats are 
  provided for it. It is interested in two things: 
  whether the PCs meet with any one of their 
  enemies (such as the Coins of Num). 
  Similarly, the Coins keep tabs on the PCs 
  using urchins. They want to know if the PCs meet 
  with the Sobekites. 
  The idea is that both sides want to know if 
  the PCs try to cheat them. If the PCs split and try 
  to meet both sides at once, the offer they get is 
  halved (500gp instead of 1,000).  
  A Crocodile 
  The PCs decide to meet with the Sebekreh at 
  the temple of Sobek. Getting directions is easy: 
  everyone knows where it is as they have no 
  intention of ever heading there.  
  The Temple of Sobek is in a man-made 
  crocodile-filled swamp just outside of town. The 
  Temple itself is a simple structure of stone its 
  halls have large ponds of brackish water where 
  crocodiles lie in wait. Velociraptor nests occupy 
  the corners, their squawking drawing constant 
  attention to themselves. 
  A table has been arranged in the center at the 
  head of which a man sits. Sebekreh is a hulk of a 
  man with only one arm. His entire body is 
  scarred as if covered with reptilian scales while 
  his attire is a collection of leather decorated with 
  green scales. 
  “Finally! Come, I will have food brought to 
  us.” Almost on cue, servants enter carrying a 
  roasted camel on a series of platters.  
  Sebekreh takes a full leg and throws it near 
  one of the pools where a crocodile of enormous 
  size emerges and swallows it in a single swipe. 
  He then throws a series of ribs towards the 
  raptors in the corners. 
  “Now that the libations to He-who-waits-
  in-ambush are made, we can talk. I heard of your 
  actions yesterday and want to buy your services. 
  Are you available?” 
  (Assuming yes) 
  
   
  “You may know of the death of Prince 
  Tsubeteb. He was a dandy who went around the 
  royal court making fun of everyone. Not that I 
  care about any of this, but one thing he did was 
  swindle a former priest out of a ring that belongs 
  to the Church. I want you to get that ring back.” 
  “Get the ring back and I will pay you.” He 
  places three large gems on the table before him. 
  Their green sparkles have an inner black spot 
  reminding you of a reptilian eye. “[PC x 1,000sp] 
  each if you wonder. Get the ring back and these 
  gems are yours.” 
  The PCs may ask a few questions. 
  Can you pay us anything upfront? No. 
  Why do you want the ring? I had a dream 
  that it would be important for the Church. So, get 
  it for me. 
  Why us? Few people dare to act as you did 
  today, and that drew my attention. 
  Where is the ring? My divinations tell me he 
  still wears it on his finger. 
  What if he won’t give it to us? Take it from 
  him. 
  How long do we have to do this? I am 
  sending others as well. First to bring it back gets 
  the gems. 
  What 
  dangers 
  do 
  you 
  expect? 
  Competition… (He says with a smile) 
  When the PCs agree, continue with the next 
  encounter. 
  If the PCs give a non-committal answer or 
  want time to “figure it out”, he is angry and tells 
  them this is his best offer that any delay will 
  result in a drop in the offer. If the PCs meet with 
  anyone, assume the Church knows about it and 
  drop their offer. If the PCs discuss among 
  themselves, then the offer stands for a reasonable 
  amount of time. 
  A Friend 
  The PCs prefer to meet with the mysterious 
  “friend” from the letter. 
  Read Aloud. 
  As you sit, looking at the door, the barmaid 
  takes a seat at your table, a pitcher of ale in 
  hand. “Mind if I take my break with you guys? 
  We both know a friend.” The inflection in her 
  voice makes it clear she wrote the letter. “I am 
  tired of these damn crocodiles pushing people 
  around claiming they do so in the name of their 
  god.” 
  “Friends of mine, let’s not go over who they 
  are. So, these friends want to really annoy them 
  by preventing them from getting something they 
  claim is theirs.” 
  “I am willing to pay you [1,000sp] each for a 
  green ring with a gem that makes it look like a 
  crocodile eye. Get me the ring and I’ll get you the 
  money.” 
  “Where is it? Oh yeah, you will want to 
  know that… You see, a while back, Prince 
  Tsubeteb died and received mummification. He 
  was then buried in a tomb in the necropolis.” She 
  looks down. “All you have to do is get in, take 
  the ring, and leave! You know, stuff you do all 
  the time!” 
  The PCs may ask a few questions. 
  Can you pay us anything upfront? No, if I 
  had that money myself, I would head to the 
  ocean and build a house! 
  Why do you want the ring? From what I 
  gathered, my other friends just want to keep it 
  out of the hands of the Sobekites. 
  Why us? Few people dare to act as you did 
  today, and that drew people’s attention. 
  Where is the ring? It must be somewhere in 
  his tomb. 
  What if he won’t give it to us? I’m sure you 
  will think of something. 
  How long do we have to do this? Quickly, 
  I’m sure they will either go themselves OR send 
  people to retrieve the ring.  
  What dangers do you expect? Are you 
  asking me? I don’t do these things! 
  When the PCs agree, continue with the next 
  encounter. 
  If the PCs give a non-committal answer or 
  want time to “figure it out”, she is disappointed 
  and tells them this is her best offer that any delay 
  
   
  will result in a drop in the offer. If the PCs meet 
  with anyone, assume the Coins know about it 
  and drop their offer. If the PCs discuss among 
  themselves, then the offer stands for a reasonable 
  amount of time.  
  Troubleshooting: Legal 
  Argument 
  Some PCs – particularly members of the 
  Church of Anubis – may find the action 
  objectionable. The NPCs in this adventure do not 
  care for such problems, the Coins of Num relish 
  in such a dilemma. The PCs are not hired to 
  perform tomb robbing (a major crime) but to 
  enter the tomb and get the ring from a mummy, 
  which, if given willingly is fine, but breaking and 
  entering is a misdemeanor. 
  Looking for other offers 
  If the PCs refuse one of the sides, they can try 
  and see if the other side before deciding, they are 
  offered 500sp instead of 1,000. If they again try to 
  come back to the other, the offer drops to 300sp, 
  then 150, then 0. The idea here is that the longer 
  they wait, the more likely one or both sides hire 
  other adventurers as the PCs are not believed to 
  be trustworthy. 
  3: LOVER 
  Before the PCs head to the necropolis, they 
  are accosted by a middle-aged khemite woman. 
  Her eyes are red and it is obvious she has been 
  crying. She tells the PCs the following: 
   
  Her name is Mahkee. 
   
  She works as a weaver in a local shop. 
   
  She was Prince Tsubeteb’s lover. 
   
  Since he passed away, she has tried to obtain 
  permission from the Church of Anubis to 
  speak with her lost love. 
   
  She is not brave enough to enter the 
  necropolis herself. 
   
  Friends of hers let her know [whoever hired 
  the PCs] was hiring adventurers and she 
  guessed (correctly) the PCs were going into 
  the tomb.  
   
  Before his death, the Prince told her he 
  placed a poem to her in his tomb so he would 
  always be reminded of her (he did not). 
   
  She is willing to pay someone to tell her if 
  there is such a poem, and what it is. She 
  offers 
  [100sp/PCs] 
  to 
  learn 
  this. 
  Alternatively, she can give the PCs a high-
  quality outfit instead. 
  4: THE NECROPOLIS 
  Finding the Prince 
  The PCs investigate the location of the 
  Prince. A few rolls should give the PCs the 
  following information: 
   
  The Prince was one of Pharaoh’s favorite 
  who served as the court poet for two 
  decades. 
   
  He was a consummate gambler who played 
  cards and dice constantly. 
   
  He died early in the year and was 
  mummified. 
   
  The Church of Anubis placed him into one of 
  their catacombs to spend eternity.  
   
  The approximate location of his resting place 
  in the necropolis. 
  The PCs may later look for more information 
  about the necropolis.  
   
  A short distance outside the city walls, it is a 
  walled enclave where people can buy a plot 
  or a memorial. 
   
  The poor are buried in simple holes with 
  their names inscribed on baked clay tablets. 
   
  The 
  rich 
  have 
  extensive 
  mausoleums, 
  decorated with statues and frescoes. 
   
  The Church of Anubis patrols the necropolis, 
  fighting anyone who is not supposed to be 
  there. 
   
  The Church only allows people who make a 
  large donation into the necropolis. 
   
  Criminals know ways in and out. 
   
  Undead creatures lurk amid the tombs. 
   
  Tomb robbing is punishable by death, with 
  immediate effect. 
   
  Being found in a tomb or the necropolis 
  (without grave goods) is punishable by 
  flogging and a fine of up to 500sp. 
   
  Give the PCs a copy of Handout 1: The 
  Necropolis to help them  
  The PCs need to realize that entering through 
  public, official channels will not be possible. The 
  Church of Anubis takes its job seriously and 
  bribing or conning its way in is nearly 
  impossible. 
  
   
  The Necropolis 
  The necropolis is built like a small town, with 
  streets and plazas. The Church of Anubis 
  maintains a strong force of priests and necropolis 
  guards, over a hundred-strong, and a dozen 
  mummy guards inside the necropolis to fight 
  against thieves or undead found within.  
  The guards are housed just outside the walls 
  of the necropolis in a complex built to defend 
  from the menaces within rather than without. 
  The walls and towers allow archers to look 
  inside the necropolis. The walls are twenty-five 
  feet high, well-maintained with a walkway on 
  the outside liking the towers. Atop each tower, a 
  pair of archers watch the necropolis. The archers 
  are vigilant, but they are mostly concerned with 
  masses of undead moving about. A single 
  creature or two is not cause for alarm, though 
  they report it at the end of their shift. 
  The necropolis is guarded day and night by 
  devoted guards. The daytime guards are 
  anubians and the night guard are mummies 
  dedicated to Anubis. 
  The PCs are not expected to fight the guards. 
  However, if they should engage in vandalism, 
  Mausoleum of 
  Prince Tsubeteb 
  Temple complex 
  and barracks 
  
   
  make a lot of noise or cast spells to draw attention 
  to themselves, the guards come to investigate. 
  Daytime Guards (Deadly) 
  During the day, four patrols of guards walk 
  the necropolis, looking for damage, intrusion, or 
  undead. These anubians take their jobs seriously, 
  knowing they are the first line of defense against 
  the rising of a horde of monsters. 
  Anyone who is not supposed to be present is 
  commanded to surrender. So long as the 
  trespasser is not defiling the necropolis, they 
  fight to subdue and turn them over to the city 
  guard to be fined for trespassing. 
  NECROPOLIS GUARD 
  5 
  Medium humanoid (anubian), lawful neutral 
  Armor Class 14 (leather, shield) 
  Hit Points 32 (5d8+10) 
  Speed 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 13 (+1) 14 (+2) 10 (+0) 13 (+1) 8 (-1) 
  Skills Insight +2, Perception +3 
  Senses darkvision 60ft., passive Perception 13 
  Languages Anubian, Khamet 
  Challenge 1/2 (100 XP) 
  Underworld guardian. You may cast hide from undead 
  on yourself. This ability recharges after you 
  complete a short rest. 
  ACTIONS 
  Multiattack. The necropolis guard makes one attack 
  with their bite and one with a melee or ranged 
  weapon. 
  Bite. Melee Weapon Attack +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. 
  Spear. Melee or Ranged Weapon Attack +5 to hit, reach 5 
  ft. or range 20/60ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage, or 7 (1d8 + 3) piercing damage if 
  used with two hands to make a melee attack. 
  Shortbow. Ranged Weapon Attack +3 to hit, range 
  80/320ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage. 
  NECROPOLIS PRIEST 
  Medium humanoid (anubian), lawful neutral 
  Armor Class 16 (scale mail, shield) 
  Hit Points 58 (9d8+18) 
  Speed 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 10 (+0) 14 (+2) 10 (+0) 16 (+3) 11 (+0) 
  Skills Insight +7, Religion +4 
  Senses darkvision 60ft., passive Perception 13 
  Languages Anubian, Khamet 
  Challenge 5 (1,800 XP) 
  Underworld guardian. You may cast hide from undead 
  on yourself. This ability recharges after you 
  complete a short rest. 
  SPELLS 
  Spellcasting. The necropolis priest is a 9th-level cleric. 
  His spellcasting is Wisdom (spell save DC 15, Spell 
  Attack +7) 
  Cantrips (at will) guidance, resistance, sacred flame, spare 
  the dying 
  1st level (O O O O) bless, cure wounds, hide from undead, 
  inflict wounds, sanctuary 
  2nd level (O O O) enhance ability, silence, zone of truth 
  3rd level (O O O) daylight, dispel magic 
  4th level (O O O) death ward, guardian of faith 
  5th level (O) mass cure wounds 
  ACTIONS 
  Bite. Melee Weapon Attack +5 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage. 
  Mace. Melee Weapon Attack +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage. 
  Nighttime Guards (deadly) 
  At night, three pairs of mummies walk the 
  grounds. They attack anyone they encounter and 
  investigate any sounds or strange situation (such 
  as lights). 
  MUMMY GUARDS 
  2 
  Medium undead, lawful neutral 
  Armor Class 15 (shield) 
  Hit Points 97 (15d8+30) 
  Speed 20ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 8 (-1) 
  15 (+2) 8 (-1) 
  10 (+0) 12 (+1) 
  Saving Throws Wis +3 
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition 
  Immunities 
  charmed, 
  exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60ft., passive Perception 10 
  Languages Anubian, Khamet 
  Challenge 5 (1,800 XP) 
  ACTIONS 
  Multiattack. The mummy makes two attacks with its 
  longsword. 
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage plus 14 
  (4d6) necrotic damage and the target must make a 
  DC 13 Constitution saving throw or be stunned 
  until the end of the mummy guard’s next turn. 
  REACTION 
  
   
  Anubis’s Blessing. When the mummy guard is subject 
  to a condition, it can take its reaction to make a 
  saving throw with advantage to remove the 
  condition. 
  Troubleshooting: The Official 
  Way 
  Obtaining the legal blessing of the Church of 
  Anubis requires about a month of paperwork 
  before being eventually declined. The front door 
  is simply impossible to get through.  
  5: GETTING THERE 
  To reach Prince Tsubeteb’s mausoleum, the 
  PCs must cross sections of the necropolis. As they 
  do so, they attract the attention of undead 
  creatures.  
  Reaching the Mausoleum 
  (Hard) 
  Each section they traverse, they must make a 
  group DC12 Dexterity (Stealth) check to avoid 
  detection by the ghouls. A PC using hide from 
  undead or invisibility automatically succeeds his 
  check. Count the number of failed checks. 
  The number of ghouls that ambush the PCs 
  depends on the number of failed Stealth checks. 
  Two ghouls wait near the entrance to the prince’s 
  mausoleum expecting people to come and loot 
  the tomb. They are joined by more. 
  Map setup: This encounter takes place in a 
  narrow alley between two mausoleums, with 
  alcoves and narrow side passages. Two ghouls 
  attack from the front of the party, with the others 
  coming from the back one round later. 
  Special: If the PCs use magic that could draw 
  attention or are especially loud, the necropolis 
  guard comes to investigate. They arrive after one 
  minute (10 rounds). The ghouls flee when the 
  guards arrive. Any PC left for dead is stabilized 
  and arrested. 
  GHOUL 
  2+ 
  See Monster Manual. 
  Aftermath 
  The PCs may enter the Prince’s mausoleum 
  and explore it, proceed to the next encounter. 
  If the guards were alerted, they remain in the 
  area for an hour, before leaving. Anybody found 
  receives a lay to rest spell. Anyone still alive is 
  shackled and arrested (see Conclusion). Running 
  from the guard is the best option. 
  6: THE TOMB 
  From 
  the 
  outside, 
  Prince 
  Tsubeteb’s 
  mausoleum is little more than a small building 
  with a set of double doors. The doors are closed 
  with a rope seal knot. Breaking the knot seals can 
  A 
  B
   
  C 
  D 
  E 
  G 
  F 
  
   
  be cut with any blade without issue OR with a 
  DC 20 Dexterity or Intelligence (Thieves’ tools) 
  check. 
  Unless explicitly mentioned, none of the 
  areas are lit, and the ceilings are 5 feet high. 
  A: Entrance 
  Read Aloud. 
  This ten by ten mausoleum is a recent 
  construction. The paintings on the walls are 
  bright and sharp and the air has yet to gather the 
  taste of dust. The paintings depict a comely 
  Khemite man wrapped in a halo talking to 
  people: Akhameti and foreigners. 
  The east wall is occupied by a stone 
  sarcophagus covered in hieroglyphics, its recent 
  craftsmanship is obvious. 
  There is no other way out of this room. 
  The hieroglyphics are the best-known and 
  most loved verses written by Tsubeteb. They are 
  quirky and can be read as either raunchy or 
  incredibly insulting. 
  Sarcophagus 
  Opening the sarcophagus requires a DC 15 
  Strength check but triggers a trap. 
  COLD BLAST TRAP (DANGEROUS) 
  Magical trap 
  As soon as the sarcophagus cover is lifted, a blast cold 
  air fills the room and 10 feet beyond the door (and 
  in the stairs if they are open). The blast of cold air 
  deals 11 (2d10) cold damage and be pushed 10 feet 
  away from the sarcophagus. A DC 13 Strength 
  saving throw halves that damage and the target is 
  not pushed. 
  A successful DC 15 Intelligence (Investigation) check 
  reveals a thin layer of rime where the lid rests on the 
  sarcophagus. 
  Hidden Stairs 
  The south wall is plastered, hiding a set of 
  stairs leading down into darkness which can be 
  found with a DC 13 Intelligence (Investigation) 
  check. The stairs are even and dug from the local 
  sandstone. 
  As the PCs go down the stairs, the walls are 
  covered 
  with 
  more 
  poems, 
  written 
  in 
  hieroglyphics. Sections depict his youth, his 
  learning the art of poetry from the masters, his 
  ascension to Royal Poet. 
  A long succession of women, both Akhameti 
  and foreign are depicted in many panels. A DC 
  13 Wisdom (Insight) check reveals that although 
  many women appear, none of their names are 
  written, and there is no reference to marriage or 
  descendants. 
  B: Cleansing Pools 
  Hieroglyphics on the door read: “Words 
  cleanse as water”. 
  Read aloud when the door is opened. 
  The walls of this room were painted to depict 
  a scene from under the ocean, with alternating 
  waves of blue with fishes in silver or green. 
  The far wall features Prince Tsubeteb 
  embracing a charming woman, who must be the 
  Khem, goddess of water and writing. The 
  depiction invokes a reciprocal tenderness.   
  Two one-foot deep stone pools filled with 
  clear water line the east and west walls of the 
  room. The stone is most remarkable because of 
  its lack of decoration. At the center of each basin 
  is a single word in modern Khamet: Blue, Flow, 
  Sorrow, Tears. 
  In the center of the room, carved in the stone 
  are hieroglyphics. Their arrangement makes you 
  think of a poem.  
  
   
  The Poem 
  The poem in hieroglyphics is one of Prince 
  Tsubeteb’s works. It tells of someone whose love 
  left on a sailboat. 
  Waves of blue 
  Waves of sorrow 
  Endless flow 
  Tears of you 
  The Pools 
  The pools of water are tepid and stagnant. 
  The water itself has no magical power, but the 
  pools hold some minor curse.  
  The words in Khamet are magical and when 
  touched, each curse the person who touches 
  them. A DC 13 Wisdom saving throw negates the 
  effects, both positive and negative. A remove curse 
  negates all the effects at once as these are 
  considered a single curse. 
  Blue: Your skin turns a light shade of blue. 
  Until you complete a long or short rest, you 
  benefit from a comprehend languages spell.  
  Flow: You have disadvantage on Strength 
  saving throws, but advantage on any ability 
  checks made to create a written piece – such as 
  poetry or story. 
  Sorrow: 
  You 
  have 
  disadvantage 
  on 
  Charisma saving throws, but advantage on 
  Wisdom (Insight) checks. 
  Tears: You have disadvantage on Wisdom 
  saving throws, but advantage on Charisma 
  (Intimation) checks. 
  C: Guard Room (Hard) 
  Hieroglyphics on the door read: “My most 
  devoted”. 
  This room has two anubians mummies 
  facing the entrance. Along the walls are a 
  collection of canopic jars, an assortment of 
  weapons, shields, and amphorae filled with coin. 
  These are the grave goods belonging to the two 
  bodyguards who volunteered to guard the Prince 
  on his final rest.  
  The mummies know no one should be here 
  and assume the PCs are tomb robbers. As such, 
  they attack as soon as they become aware of the 
  intruder’s presence.  
  LESSER MUMMY 
  1/3PCS 
  Medium undead, lawful neutral 
  Armor Class 13  
  Hit Points 36 (8d8) 
  Speed 20ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 17 (+3) 11 (+0) 11 (+0) 10 (+0) 8 (-1) 
  Damage Vulnerabilities fire 
  Damage 
  Resistances 
  necrotic, 
  slashing 
  from 
  nonmagical attacks 
  Damage Immunities poison 
  Condition 
  Immunities 
  charmed, 
  exhaustion, 
  poisoned 
  Senses darkvision 60ft., passive Perception 10 
  Languages Anubian, Khamet 
  Challenge 2 (450 XP) 
  ACTIONS 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) 
  necrotic damage and the target must make a DC 13 
  Constitution saving throw or be stunned until the 
  end of the lesser mummy’s next turn. 
  Aftermath 
  The value of the grave goods is 400gp for the 
  whole lot. Selling these goods in Ophara leads to 
  the PCs being accused of grave robbery. 
  D: Second Stairs (Deadly) 
  The walls in this section are covered with 
  frescoes and paintings of beautiful women. The 
  stairs are mosaics with small colorful tiles that 
  reflect light. 
  Midway down this section of stairs, the 
  plaster is cracked in the shape of an archway. 
  Removing the plaster reveals an archway with a 
  sigil. The sigil is an explosive glyph of warding.  
  Anyone who reads the glyph triggers the 
  release of a deadly cloud of deadly gas. Within 10 
  
   
  feet of the glyph, the explosion deal 22 (4d10) 
  poison damage. Anyone within 30 feet takes 11 
  (2d10) poison damage unless they succeed at a 
  DC 12 Constitution saving throw for half 
  damage. The gas dispels immediately. 
  The glyph of warding reactivates after 1 
  minute unless it is defaced or dispelled.  
  E: Treasure Room (Hard) 
  Hieroglyphics on the door read: “Faded 
  memories of previous works”. 
  Read aloud when the door is opened. 
  This is the treasure room as stone shelves 
  line the walls with ink stones, perfume vessels, 
  statuettes of the gods, as well as small chests.  
  Eight wide columns painted with colorful 
  depictions of the Prince and Pharaoh engaged in 
  conversation. The vividness of the blues, reds, 
  and yellow pigments bears witness to the skill of 
  the craftsman who painted them.  
  Statues of comely women, their faces painted 
  and their bodies adorned with jewelry, from their 
  features, skin tones, and dresses, they came from 
  all corners of Akhamet. 
  Amid the treasures in this room, a complex 
  apparatus three feet across holds silver orbs 
  along tiny rails of mithril. The craftsmanship is 
  masterful with tiny numbers place along the 
  rails. 
  Across from the entrance, two statues of 
  Anubis glare at you in front of a set of double 
  doors. A priestly knot seals the doors shut. 
  If the PCs deface any of the paintings, touch 
  the seal on the far door, or take any of the 
  treasure, the two statues animate and attack 
  anyone in the room. 
   
  USHEBTI 
  1/3 PCS 
  Medium construct, unaligned 
  Armor Class 12 
  Hit Points 25 (3d8 + 12)  
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 14 (+2) 18 (+4) 3 (-4) 
  12 (+1) 1 (-5) 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, 
  frightened, 
  paralyzed, 
  petrified, 
  poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 13  
  Languages understands Khamet but can't speak 
  Challenge 2 (450 XP) 
  Antimagic Susceptibility. The ushebti is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the ushabti must succeed on a 
  Constitution saving throw against the caster's spell 
  save DC or be incapacitated, making a saving throw 
  at the end of each of its turn to remove the 
  condition. 
  Magic Resistance. The ushebti has advantage on 
  saving throws against spells and other magical 
  effects. 
  ACTIONS 
  Multiattack. The ushebti makes two claw attacks. 
  Claw. Melee Weapon Attack +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) slashing damage. 
  Aftermath 
  The treasure in this room is worth over 
  40,000gp, but selling the content makes the PCs 
  into outlaws, wanted for tomb robbing. 
  Searching the room, the PCs find two hidden 
  doors, leading to the Prince’s private chamber. 
  The Apparatus 
  The silver apparatus is an advanced version 
  of an astrolabe. An astrologer could calculate any 
  astrological events, but this would take hours. 
  A DC 15 Intelligence (Arcana) check shows 
  the stars are set to the position they were when 
  the Prince died.  
  F: Temple (Easy) 
  Hieroglyphics on the door read: “To my one 
  love and her bountiful bosom”. 
  The door to this room has a rope seal. The 
  knot seals can be cut with any blade without 
  issue OR with a DC 20 Dexterity or Intelligence 
  (Thieves’ tools) check. 
  Read aloud when the door is opened. 
  
   
  Five feet below the level of the floor, a pool 
  of clear water radiates a soothing blue light that 
  makes the room feel like the depths of a lake. The 
  waters are still and reflect the ceiling where tiny 
  beads of glass form stars. 
  Facing the door, a statue of the goddess 
  Khem smiles down at an altar rising from the 
  water. A copper vessel and a gold statuette of the 
  goddess rest on the altar. 
  Two narrow stone paths run along the sides 
  of the room. The mosaic floor making you think 
  of a sandy beach. 
  On the sides of the altar, is painted the 
  following poem. 
  To thee, O my Goddess  
  I neither grasp nor trample 
  Luscious breasts so subtle 
  Generous gifts so ample 
  The entire floor, including the pathways, the 
  altar, the vessel, and the water are an illusion 
  covering a 20-foot pit. At the bottom of the pit, 
  zombies wait in the dark. The illusion does not 
  provide any light down here. 
  ZOMBIES 
  6 
  See Monster Manual. 
  Aftermath 
  The 
  zombies 
  were 
  criminals thrown into the pit. 
  They 
  rose 
  again 
  and 
  shambled about ever since. 
  There is no treasure in the 
  room. 
  G: Bedchamber (Deadly) 
  Read Aloud. 
  This cavernous room is lit by blackened iron 
  braziers hanging from the ceiling. Rows of 
  writing desks covered with rolls of papyrus and 
  writing implements line the north wall. Two 
  long work tables bisect the room. Both tables are 
  empty and clean. 
  At the far end, a flat sarcophagus resembles 
  a bed, covered with a green crushed velvet 
  blanket.  
  A creature, wrapped in bandages wearing an 
  elaborate gold funerary mask paces the room, 
  seemingly unaware of your presence. One finger 
  tapping its chin, it paces in slow, deliberate 
  steps, groaning its displeasure.  
  The mummy is Prince Tsubeteb, stuck with a 
  major case of writer’s block. When the PCs make 
  themselves known to him, he is surprised before 
  reminding them of their legal predicament: their 
  presence here is illegal.  
  The Prince was fascinated by the female 
  form, choosing Khem as his personal goddess for 
  that reason. He is suave and charming always, 
  but never improper. He knows what he is and 
  has no problem with it. 
  If asked for the ring, he looks 
  down and asks why. He is willing 
  to give the ring away in 
  exchange for something that 
  will pull him out of his 
  current situation. To do that, 
  he requires a group DC 12 
  Charisma 
  (Performance) 
  check, any discipline gets 
  him out of his writer’s 
  block. 
  Females 
  have 
  advantage on this check. 
  Since the ring is given 
  freely, it can be taken out 
  of the tomb without 
  issue.  
  
   
  Mahkee 
  If the PCs ask about Mahkee, the Prince does 
  not remember her at all. She was, at best, a flight 
  of fancy for him. He is dismissive of her 
  affections, going so far as to laugh at her, 
  claiming he promised the same poem to no less 
  than a hundred women.  
  Troubleshooting: Fighting the 
  Prince 
  The Prince is much more powerful than the 
  PCs and fighting him should result in a swift 
  death. 
  TSUBETEB, MUMMY LORD 
  See Monster Manual. 
  CONCLUSION 
  Leaving the Necropolis 
  For the PCs to leave, they must avoid the 
  guards again. If their previous attempts failed, or 
  they drew attention, these attempts are made 
  with disadvantage. 
  Individual PCs who fail are caught by the 
  priests and arrested, see Arrested, below. 
  Sebekreh/Coins 
  Either employer pays the PCs, asking if they 
  found anything of interest. They listen to the PCs 
  with passing interest. The ring is what they were 
  interested in, not how it was retrieved.  
  Mahkee 
  When the PCs leave the tomb, if they reach 
  out to Mahkee, they can tell her what they want.  
  If she is told of the Prince’s uncaring 
  response, her eyes fill with tears as she realizes 
  the Prince’s personal nature. 
  If she is lied to, she lights up with a huge 
  smile and a sigh of relief. She thanks the PCs and 
  leaves with a dreamy smile. 
  Either way, she pays the PCs for their efforts 
  on her behalf. 
  Arrested 
  If the PCs are arrested without having stolen 
  anything, they each receive 5 lashes and are fined 
  250sp. 
  Tomb robbers are executed and sent to the 
  Temple 
  of 
  Anubis 
  for 
  a 
  posthumous 
  interrogation. 
  EPILOGUE 
  Read Aloud. 
  From the top of her tower, she looked to the 
  East, her jeweled hand resting on the rough stone. 
  A lone falcon screeched and landed next to her. 
  The woman admired its head, closely resembling 
  hers. The bird pecked at its leg where a copper 
  tube hung, tied with a leather strap.  
  From the tube, she retrieved a scroll covered 
  in tight but clear hieroglyphics. 
  “Prince Tsubeteb’s tomb located and opened. 
  Astrolabe available.” The woman smiled and 
  sent the falcon on its way.  
  Soon, she thought, soon the ways will open 
  and a new age will come, one where the Sun will 
  no longer rule among His people. The age of the 
  Eternal Queen will dawn with a final sunset.  
  The stars ordained it already. 
  THE END 
   
   
  
   
   
   
  HANDOUT 1: THE NECROPOLIS 
   
  
   
  LEGAL NOTICES 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.  
  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. 
  Akhamet: Campaign Setting © 2018, First Ones Entertainment; 
  Author: JP Chapleau 
  Akhamet: Tomb of Prince Tsubeteb © 2019, First Ones 
  Entertainment; Author: JP Chapleau 
   
  
   
   
  For twenty five centuries, the rule of Pharaoh, the living embodiment 
  of the Sun, brought peace, prosperity, and stability to Akhamet. 
  Then His high priest announced He was dying. 
  Inspired by the mythology of Ancient Egypt, Akhamet is a campaign setting that takes 
  you to a place both unique and familiar. 
   The Akhameti Pantheon, headed by Pharaoh, with Anubis, Bast, Geb, Horus, but also 
  Seth, Sobek, and Tawaret the Destroyer 
   A world where the dead rise, and not just because of mummification! 
   New backgrounds, new feats, new spells, new magic items , new monsters 
   
  
   
   
   
  Discover the world of Rhym, a fantasy setting for the 
  5th Edition of the world oldest Role-Playing Game! 
   
  Rhym is a land of conflicts, both internal and external 
  where heroes can have significant impact 
   
   
   
   
  
   
   
  First Ones Entertainment offers great material for the 
  5th Edition of the world oldest Role-Playing Game! 
  Play using the Pathfinder RPG or 5th Edition! 
   
   
  
   
  The Legacies Organized Play 
  Campaign supports for 5th Edition. 
  Same character! Different worlds! 
  One Campaign! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/First Ones Ent/Akhamet - Tomb of Prince Tsubeteb.pdf