D&D 5E - Goodman Games - Original Adventures Reincarnated 7 - Dark Tower - Volume 3 - qtH7BA
D&D 5E - Goodman Games - Original Adventures Reincarnated 7 - Dark Tower - Volume 3 - qtH7BA
D&D 5E - Goodman Games - Original Adventures Reincarnated 7 - Dark Tower - Volume 3 - qtH7BA
SE
ED UR
AT N T
RN VE
CA D
IN L A
RE NA
dark tower
I
G
RI
O
DARK TOWER
VOLUME 3 OF A 3-VOLUME SET
DARK TOWER
Printed in China
Chapter 1: Introduction.......................................................................................................4
Chapter 2: Pocket in a Shroud..............................................................................................9
Chapter 3: The Cursed Coils of Set....................................................................................33
Chapter 4: The Heart Shards of Caphet ............................................................................64
Appendix A: The Sons of Set.................................................................................................90
Appendix B: New Monsters................................................................................................ 103
Appendix C: NPCS............................................................................................................... 111
Appendix D: New Equipment, Magic Items, and Spells.................................................... 121
Appendix E: Player Handouts............................................................................................ 127
Appendix F: Mugdhad Gazetteer....................................................................................... 142
Appendix G: The Sunket Temple of Set.............................................................................. 145
TRILOGY BACKGROUND Chapter 4 is The Heart Shards of Caphet, wherein the heroes
must travel the wastes of the Ghetrian Desert in search of
The Sons of Set are the offspring of the god of deserts, the hidden oasis lair of a Chosen Son.
storms, and violence and various mortal creatures. These
Appendix A: The Sons of Set
evil offspring are countless in number and typically exhibit a
combination of reptilian and humanoid traits. No two Sons Appendix B: New Monsters
of Set are the same, as fiendish blood intermingled with that Appendix C: Nonplayer Characters
of mortals corrupts both the body and soul. Among the Sons,
four Chosen Sons of Set represent the most powerful of Set’s Appendix D: New Equipment, Magic Items, and Spells
children. In the event a Chosen Son dies, one of Set’s Lesser Appendix E: Player Handouts
Sons is promoted to fill the vacancy, so that there are always
four Chosen Sons in existence. Appendix F: Mugdhad Gazetteer
At least, this is usually the case. Once every 666 years, the Appendix G: The Sunken Temple of Set
celestial hosts prevent Lesser Sons from being promoted to Before gathering at the game table to enjoy the challenges
fill a vacancy among the Chosen Sons for an entire year. If all presented by the Chosen Sons of Set trilogy of adventures, the
four of his Chosen Sons were defeated during this calendar GM should read the entire module thoroughly to become
year, Set would be stripped of much of his influence on the familiar with the details of Set’s machinations and the aspects
mortal plane. of each Chosen Son’s goals and motivations. Familiarity with
That time is now. Will heroes arise to oppose the Set and his Dark Tower is recommended, especially if these adventures
Chosen Sons? If so, those heroes must first find the Chosen are used to continue the story started in that module. Each of
Sons and bring the fight to them. the adventures could also be used as a “one-shot,” if that suits
the GM and players. In this case, knowledge of Dark Tower
Since Dark Tower is a sprawling mega-dungeon, groups that monster (or a nearby resident monster), which could be an
finish their exploits in those halls could be at a variety of advantage for the outmatched characters. For example, if a
levels. Each of these adventures was designed for 12th-level battle with cultists is not going in the characters’ favor, the
characters. However, all three adventures contain notes for arrival of another faction (not necessarily allies of the char-
adjusting the encounters for use with groups as low as 10th acters!) might provide the characters the distraction they
level, and as high as 14th level. If necessary, use the follow- need to escape. Or the cultists may switch tactics and try to
ing tables to adjust the challenge of the encounters herein. capture the characters as eventual sacrifices on Set’s altar. If
At the same time, be mindful that the fifth edition challenge a few of the characters escape, give them an opportunity to
rating system is a guideline at best. The GM should know the regroup and mount a rescue operation.
abilities and equipment of the party (as well as the experience
To use the Total XP Budget table, first determine the number
of the players) and take this into account when presenting
of characters (including NPCs) in the party on the left-hand
these encounters. Be prepared to adjust encounters on the fly!
side of the table. You can extrapolate the table for groups with
There are four categories of encounter difficulty: Easy, fewer than four or more than six characters. Next determine
Medium, Hard, and Deadly. The combined XP value of all the average level of the characters; the table has XP budgets
the monsters or NPCs is used to calculate the difficulty of for levels 10 through 14, although the GM can expand the
the encounter. Most encounters should be Easy or Medium, table to include higher levels as needed. Finally, cross refer-
with Hard and Deadly encounters reserved for set pieces, ence the XP budgets for the different encounter difficulties.
sub-boss, or boss battles. With average luck, a balanced,
For example, if the party includes an 11th-level warlock, an
well-equipped party of four to five adventurers can handle
11th-level bard, a 10th-level barbarian, a 12th-level druid,
six to eight Medium or Hard encounters before requiring a
and a 10th-level cleric, we would have five characters with
long rest. Use the Total XP Budget and XP Multipliers tables
an average character level of 11. An Easy encounter for
below to alter the design of encounters in these adventures
this group would be the equivalent of 4,000 XP worth of
or when creating your own supporting material.
monsters, while a Deadly encounter would be the equivalent
If the characters get in over their heads during a particular of 18,000 XP.
encounter, encourage them to flee. Alternatively, the noise
To determine an encounter’s difficulty, add up the XP of all
generated by a given encounter might attract a wandering
the enemy creatures and then adjust the amount by using
P
ocket in a Shroud is an adventure designed for use combination of reptilian and humanoid traits. Among them,
with the 5th edition of the first fantasy roleplay- the four Chosen Sons of Set represent the most powerful of
ing game. It is intended for four to six 12th-level Set’s children. In the event one of the Chosen Sons dies, one
characters and can be completed in a few sessions. A variety of Set’s Lesser Sons is promoted to fill the vacant role, so there
of character classes is suggested to tackle the challenges of are always four Chosen Sons in existence.
combat and exploration presented herein. A cleric would be
At least, this is usually the case. Once every 666 years, the
beneficial to overcome some of the undead challenges, and
celestial hosts prevent a Lesser Son from being promoted
magical weapons are crucial to have a chance against the final
to fill a vacancy among the Chosen Sons for an entire year.
foe. The adventure is set in a cavern-like complex behind a
During this calendar year, if all four of his Chosen Sons were
structure in a mountainous area and can be dropped easily
to be defeated, Set would be stripped of much of his influ-
into a similar setting.
ence on the mortal plane. To avoid this, Ophois (pronounced
“aw-FOY”), one of Set’s Chosen Sons, spends the year in a
BACKGROUND hidden pocket dimension, while members of Set’s cult spend
the year preparing for his glorious return.
The evil offspring of the god of deserts, storms, and violence,
the Sons of Set are countless in number and typically exhibit a
At the western edge of the Mountains of the Fifth Prince, near • If the characters have played any other Dark Tower adven-
an ancient ruin just south of the Valley of the Queen, lies the tures, they may have learned the locations of one or more
entrance to Ophois’s pocket dimension. The ruin currently of the Chosen Sons of Set and eventually found their
serves as a storing house for the cult of Set’s undead forces way here.
awaiting Ophois’s return. • The hamlet of Thinis has recently experienced several
A short distance to the west, the tiny hamlet of Thinis has kidnappings and attacks by undead. When the party
been under attack by the cult. Over the past several weeks, stops in the settlement for food and rest, the popula-
numerous kidnappings and undead attacks have taken place tion appeals to them to investigate the old ruins to the
as Ophois’s period of waiting comes to an end. The cult has east, in hopes of finding the missing citizens and putting
been using the kidnapped citizens to create undead forces an end to the undead menace. The hamlet’s religious
to serve Ophois upon his return. Isolated from the outside leader, an elven woman named Ur-Chisisi (“‘Sissy’ to
world, the small community of Thinis desperately hopes for her friends!”), offers to bless the characters the evening
the return of their missing brethren and the destruction of before they depart. In the morning, several more citizens,
the undead menace once and for all. Little do they know including Ur-Chisisi, go missing.
that they are running out of time, as Ophois will soon return • The characters are hired to guard a caravan of merchants
to assume control of his cult and claim the area as his own. transporting a shipment of electrum ore and raw gems.
They either stumble upon the ruins while scouting out
ADVENTURE HOOKS a campsite or are attacked by undead while setting up
camp. In the latter case, the party tracks the attackers
This adventure begins as the characters arrive at the ruins
back to these ruins.
in the foothills of the Mountains of the Fifth Prince. It’s up
to the GM to decide why the characters seek to destroy this • The characters stumble upon the ruins while traveling
cult of Set. Several suggestions to involve the characters are between adventures and find it a convenient shelter to
presented below. wait out a fast-approaching dust storm.
• In area 2-4, either the djinni does not offer to switch sides Doors. Unless otherwise specified, doors are made of wood
and assist the characters (in this case, remove his token of reinforced with iron bands (AC 17, 27 hp, immunity to
return) or he does so only after the dao is reduced to 20 piercing, poison, and psychic damage) and are unlocked.
percent of his hit points (37). Locked doors require a successful DC 15 Dexterity check
using thieves’ tools to open.
• In area 2-5, increase the DC of the Constitution saving
throws to 20. Illumination. Internal rooms are dark unless a source of
illumination is specified in the room’s description. Assuming
• In area 2-8, replace the mummy lord with a marilith. the characters arrive during the day, the exterior courtyard
• In area 2-11, the boar gets loose as the characters arrive is brightly lit, while the first 30 feet past the entrance (area
and attacks them immediately in its agitated state. In 1-4) is dimly lit.
addition, the materials stored in area 2-11 make the floor Wandering Monsters. There are no wandering monsters
of that room difficult terrain for Large or smaller crea- in the passages behind the pylons, but if the party lingers in
tures (Uraeus simply pushes items out of his way as he the exterior courtyard for more than 10 minutes or tries to
moves). take a long rest inside the dungeon, two sha (see appendix B)
• In area 2-13, the shield guardian starts within 60 feet of are drawn to the area and begin tracking the party by scent.
the arcanaloth.
AREA 1-1 – THE OBELISKS
BEGINNING THE ADVENTURE Four stone obelisks, each roughly 40 feet in height, form a
haphazard canopy overhead. Having seemingly collapsed at the
The adventure begins when the characters arrive at the court- same time, all four obelisks cross to form a fabric-like pattern,
yard before the collapsed obelisks and the ancient pylons. supporting each other and preventing them from collapsing onto
Read or paraphrase the text below, adjusting the text based the plaza below. Each of the pillars is carved from a single piece
on the particular adventure hook employed by the GM: of black basalt. The bases of the broken columns are each buried
Barely discernible beneath the dirt and sand at your feet are the under several feet of sand.
remains of an ancient stone courtyard. Four broken stone obelisks Despite their precarious position (see player handout 1), the
tower overhead, balanced in a precarious position. Seemingly obelisks are remarkably stable and would require a success-
having collided mid-fall, the obelisks now support each other, ful DC 30 Strength (Athletics) check to move. Due to their
preventing a complete collapse. Across the courtyard rise two steep angle, climbing to the top of an obelisk requires two
massive stone pylons carved from the rock of the mountain itself. successful DC 25 Dexterity (Acrobatics) checks. A character
Between them, two pedestals, one still bearing the sculpture of that fails the first check falls to the ground and takes 7 (2d6)
a lion, flank an archway that allows access to the mountain’s bludgeoning damage. A character that fails the second check
SKY ABOVE 3
4
The character gains a +1 bonus to saving throws.
The character has advantage on Wisdom
ability checks.
GENERAL FEATURES
A successful dispel magic (DC 18) temporarily stuns the eye,
The pocket dimension is depicted on Maps 2-2, 2-3, and 2-4.
ending the minor boon (but not its invisibility canceling
Air Shafts. There are two air shafts in the pyramid, one on property) and delaying the eye’s rotation to the next side for
the front side (area 2-12) and one on the back (area 2-16). an additional 1d4 rounds.
These shafts are tiny (2-1/2 feet on a side) and are meant to
Ceilings and Walls. The ceilings and walls of the pyramid are
circulate air and control the temperature inside the structure.
made of a strange, unnatural material that seems firm but is
One shaft is 100 feet up the side of the pyramid facing the
less hard than stone (almost plastic-like). There is no evidence
portal. The other is 375 feet up the side of the pyramid with
the walls have been tooled or worked, and yet they are
the entrances. Due to the distance and their small size, the
smooth to the touch. Because of this property, the walls are
shafts are practically invisible from the ground, but flying
extremely difficult to climb, requiring a successful DC 25 able air currents. The sky appears overcast, and the dim light
Strength (Athletics) check to do so. However, the pyramid that pervades the area does not necessarily seem to originate
accepts pitons and spikes more readily than normal stone. For from the sky. There is no visible horizon in the distance, and
the purposes of magic, the material comprising the pyramid walking in any direction for more than 5 minutes brings
does not count as clay, dirt, plaster, sand, stone, or wood. one back to one’s original location. The air shafts (areas 2-12
and 2-16) keep the inside of the pyramid consistent with the
Directions. This realm does not have a magnetic field,
temperature outside, except in the most extreme areas (areas
making compasses useless. Although there are no true cardi-
2-8, 2-9, and 2-15).
nal directions in the pocket dimension, Map 2-2 depicts a
compass rose to provide relative reference points for locations. Time. Time passes more quickly in the pocket dimension
than it does on the Material Plane, advancing at a rate of
Doors. Unless otherwise specified, doors in the pyramid are
about 1:100. One round in the pocket dimension is about
made of the same plastic-like material as the pyramid itself
10 minutes in the real world. For Ophois to remain hidden
(AC 17, 27 hp, immunity to piercing, poison, and psychic
away for a year of real time, he needs to stay in the pocket
damage) and are unlocked. Locked doors require a successful
dimension for only a little over three-and-a-half days. Use
DC 22 Dexterity check with thieves’ tools to open.
the following table as a guide to determine how much time
Illumination. A pervasive dim light illuminates the area has passed “on the outside” while the characters are in the
outside the pyramid, although its source cannot be deter- pocket dimension.
mined. Areas inside the pyramid are dark unless otherwise
specified in the room’s description. The first 30 feet of the Time in Pocket Dimension Time in Real World
entrances to the pyramid (areas 2-5 and 2-6) are dimly lit by 1 round (6 seconds) 10 minutes
the external ambient lighting. 1 hour (short rest) Just over 4 days
Surrounding Environment. The areas outside the pyramid 8 hours (long rest) 33 days
are sandy desert with no signs of vegetation. The temperature 1 day 3 months
is warm (77 degrees Fahrenheit), and there are no discern- 3.65 days 1 year
I
Medium or smaller creatures that fail the saving throw f Ophois escapes the pocket dimension, he heads
by 5 or more are also restrained by the debris. A creature into the ruins beyond the pylons (area 1-4) to
can use an action to make a DC 15 Strength (Athletics) muster his forces. From there, he heads to the
check, freeing a trapped creature on a success. hamlet of Thinis intent on decimating the settlement. Once
that is accomplished, Ophois seeks out the closest Chosen
• On the third round, the ceiling continues to collapse. Son of Set. Keep in mind the passage of time inside the
The DC to avoid the falling debris rises to 20, and the pocket dimension and how long Ophois has free reign before
damage on a failed save increases to 10 (3d6) bludgeon- the party returns through the portal.
ing damage.
If the characters defeat Ophois, return through the portal,
• On the fourth round, the ceiling continues to collapse, as and head back to Thinis, the population there has already
described above. The DC to avoid the falling debris rises discovered Ur-Chisisi’s betrayal from incriminating docu-
to 23, and the damage on a failed save increases to 14 ments left behind in her home. If you plan on playing other
(4d6) bludgeoning damage. In addition, the chamber’s adventures in the Chosen Sons of Set trilogy, clues on where
floor collapses. Each creature in area 2-15 plummets 80 to head next can be gleaned from an examination of these
feet into area 2-14, taking 28 (8d6) bludgeoning damage papers. If the characters share the story of their exploits in
from the fall. The floor of area 2-14 becomes difficult the pocket dimension, they are celebrated by the town. Each
terrain. party member is rewarded with five acres of local farmland,
• On the fifth round, the upper air shaft (area 2-16) experi- free room and board for a week, and a rowdy celebration at
ences a partial collapse, sealing that passage completely. the Stewed & Pickled. As landowners, the characters may add
Creatures inside the shaft take 17 (5d6) bludgeoning the honorific “lord” or “lady” before their names, should they
damage and are knocked prone and restrained. Escaping wish. Characters who build a homestead on their farmland
the rubble requires a successful DC 17 Strength (Athlet- may even be offered a position on the council of elders.
ics) check. In addition, rubble pours into area 2-14 from If Damush escaped from the pocket dimension after making
the air shaft; creatures in area 2-14 must make a success- a deal with the characters, he can also be found in Thinis. In
ful DC 10 Dexterity saving throw or take 4 (1d8) bludg- this case, tales of the characters’ bravery (and foolhardiness)
eoning damage from falling debris. precede their arrival in the hamlet.
If Ophois is reduced to 75 hit points or fewer in this chamber, Awarding Experience. If the characters complete this adven-
he spends his next turn recovering the small chest (see Treas- ture’s quest, consider allowing them to advance to the next
ure, above), an additional turn opening it, and a third turn level. If you would prefer the characters not to advance a
retrieving a token of return (see appendix A) and teleporting level at this point, you may instead award each character a
outside the pyramid near area 2-6, with the intent of heading bonus of anywhere from 100 to 1,000 XP for completing
to the portal (area 2-1) and leaving. Ophois takes the chest the adventure.
with him, hoping to trap the characters in the pocket dimen-
sion, but in his haste he spills just enough tokens of return that
one is left behind for each party member.
T
he Cursed Coils of Set is an adventure designed for For most of the last half-century, the remote town of Mugd-
use with the 5th edition of the first fantasy roleplay- had was governed by Tharikadh, an ireful human despot and
ing game. It is intended for four to six 12th level secret devotee of Ankharet, the cursed Sphinx Queen who
characters. The adventure takes place in a remote town at the once ruled Khonsuria. Tharikadh controlled all aspects of
edge of a desert and has a distinctive ancient Egyptian theme. life in the town, supported by his squads of brutish thugs.
If used as part of a Dark Tower campaign, the adventure
A year ago, Skabhet, a charismatic half-elf, arrived and
occurs in the city of Mugdhad. Found at the southeastern
usurped control of the town with the help of Set cultists.
extent of the Ghetrian Desert, the city sits below hills that
Skabhet, in truth, is a monstrous Chosen Son of Set, bent on
rise into the Mountains of the Fifth Prince. The adventure
extending the evil god’s influence across the Ghetrian Desert
is also easy to place in the GM’s campaign. If the deity Set
and Xa Deshret. She is aided by a dim-witted Lesser Son of
does not exist in the GM’s campaign, a similar evil deity can
Set named Grahd, as well as numerous minions of Set.
be substituted.
In the weeks after conquering the town, Skabhet executed
dozens of clerics whose temples vainly tried to foment an
BACKGROUND uprising against her. Their skeletal remains continue to hang
In an effort to spread discord and evil among the mortal races, from pillars as a reminder of the power Skabhet wields. Places
the god Set sired many children. Possessing a mix of divine of worship have been ransacked, desecrated, and repurposed
and mortal traits, his offspring appear like hideous snake, as shrines to Set.
reptilian, and humanoid crossbreeds. Each “son” of Set is
Skabhet is currently obsessed with finding Tharikadh. Gravely
a unique, twisted fiend, as the god steeped his creations in
injured and weakened by a confrontation with the Chosen
chaotic sorcery. Since their unholy birth, the Sons of Set have
Son of Set when she captured the town, Tharikadh managed
spread far and wide to disseminate their father’s vile plots.
to escape and has remained hidden ever since. From his secret
Set has many such sons, but only the four most powerful are redoubt beneath Mugdhad, he dreams of defeating the Sons
his Chosen Sons. The rest, and most numerous, are called his of Set and reclaiming his rule over the town. Meanwhile,
Lesser Sons. All the Sons of Set share a spark of immortality. Skabhet uses her minions to spread fear, torturing and execut-
A Lesser Son always fights to the death, hoping to gain Set’s ing those who dare oppose her rule, in the hopes of uncover-
favor, for if it’s destroyed it reforms in one to two years. The ing Tharikadh’s hiding place.
Chosen Sons are more practical and often surround them-
selves with minions, eschewing direct conflict. A slain Chosen
ADVENTURE HOOKS
Son of Set returns as a Lesser Son, and the most powerful and
worthy Lesser Son ascends to the title of Chosen Son. This The citizens of Mugdhad suffer under the rule of Skabhet
often results in the Lesser Sons taking matters into their own and her minions of Set. Those foolish enough to resist her
scaly appendages. Should a Lesser Son slay a Chosen Son, Set are either openly killed in the market square or thrown to
would have no choice but to elevate it to its rightful position Grahd, a bestial Lesser Son, in his dank underground lair.
as a Chosen Son. But failure curses a Lesser Son to 100 years The townsfolk yearn to be liberated from Set’s subjugation
of service to its brother. but see little hope of this occurring.
T
he remote settlement of Mugdhad lies near the their fellows to join in an uprising against their oppressors.
southeastern extent of the Ghetrian Desert. The
If people in the city witness a confrontation between the
city covers an outcropping of rock just south of hills
adventurers and Set’s forces, they flee in terror. Most have
that eventually rise into the Mountains of the Fifth Prince
experienced the fiends’ violent reprisals. Should the characters
to the north. The settlement grew around an oasis during
actually defeat the minions of Set in public, word of their
the Khonsurian Empire’s height, supporting shadowstone
victory spreads. Consider using one or more of the events
mines in the nearby mountains. Though those mines have
described in the In-Game Events section to highlight the
long since been abandoned, occasionally small quantities of
impact of the character’s growing reputation.
the rare metal make their way here via intrepid (some say
foolish) prospectors. Skabhet’s Forces. The backbone of Skabhet’s stranglehold
on the city are her minions of Set (see appendix B), squads
In the centuries since Khonsuria’s fall, the once-bustling
of violent, snake-headed fiends who walk the streets enforc-
community shrank from a bustling city of nearly 8,000 souls
ing capricious laws they define on the spot. Civilians who
to its current population of a few thousand. The community
grovel have a chance of surviving altercations. Those who fail
offers quantities of millet, copper, and a modest selection of
to show sufficient subservience are either executed, dragged
manufactured goods for trade. Up to a year ago, the city’s
to the palace for Skabhet’s cruel enjoyment, or thrown into
most sought-after commodity was “hulwah,” a sweet-smelling
the Death Pit as sacrifices to its monstrous serpent.
salve made from fermented fruit and insect larva.
Skabhet also maintains a growing contingent of desperate
Since Skabhet conquered the city, trade has dropped consid-
residents who’ve joined her cause. They’re often destitute,
erably. Hulwah production was crippled when a sinkhole
pledging themselves to Set for food, survival, and to avoid
swallowed the buildings where for centuries the salve had
Set’s heartless minions. These unfortunates have decided it’s
been made. Few merchants return from the city, as Set’s
better to swing the sword than die at the end of one. Set’s
minions demand coin indiscriminately and make examples
grip on the city grows with every desperate soul claimed
of anyone who refuses. Inventories of nearly everything have
in this way.
run short. Most goods not produced locally are difficult to
find, and the characters can expect to pay twice the regular The minions of Set have little tolerance for people of faith,
price for most goods. such as clerics and paladins. They attempt to capture these
individuals and either sacrifice them to the serpent of the
Death Pit (see Part 3) or take them as a new victim for Skab-
GENERAL FEATURES het’s artistic expression (see Part 4).
Over the past generation, Mugdhad has fallen on hard
Tharikadh’s Followers. Few Mugdhadites loved the previous
times. Things have only gotten worse with the arrival of
governor, but now some grudgingly admit life was less terri-
Skabet and her minions of Set. The City of Mugdhad is
ble with him in power. A handful of citizens have remained
depicted on Map 3-1.
loyal followers of Tharikadh and built a resistance network
The People of Mugdhad. Tough and enduring, the citizens across the city. Their numbers are small and grow smaller
of Mugdhad have grown used to hardship. The city is mainly each day, falling victim to Set’s forces as they hunt for the
human, though communities of dwarves and gnomes, plus previous governor.
small numbers of other humanoids, give it a cosmopolitan air.
Still, these loyalists somehow manage to hinder Set’s forces by
For much of the last century, Mugdhad’s citizens endured stealing supplies, disrupting their activities, and sabotaging
the harsh rule of Tharikadh, who used crews of goons to their buildings. As the struggle drags on, Mugdhad’s citizens
enforce his peace. Today, the minions of Set arbitrarily inflict grow increasingly irate at these rebellious citizens, as their
violence as they hunt for Tharikadh. The city is divided. Some actions provoke inevitable reprisals from Skabhet’s forces.
remember life being better while Tharikadh was in power
Silver Must Be Sacrificed. One of Skabhet’s earliest decrees
and wish he’d return. Others blame the previous governor
was that Set demanded all silver in the city be taken and
for the ongoing violence inflicted by Set’s forces, hoping his
sacrificed to the Serpent of the Death Pit. In truth, Grahd
capture will ease everyone’s suffering. Most are resigned to
has no interest in silver and merely guards it for Set’s forces.
their fate, silently wondering if the city is cursed to suffer
However, Skabhet is vulnerable to silver and does all she can
beneath heartless tyrants; they’ve seen too many rebellions
to sequester the material from those who might harm her.
As they interact with the people of Mugdhad, the characters AREA 1-2 – MERCHANT WAGON
may hear any the following rumors:
If the adventurers continue towards the city, they encounter a
• Skabet is counseled by a medusa, who is likely the true merchant wagon on the side of the trail a few hundred yards
power behind the cult of Set. Mirrors were removed from from the city gate.
the palace for fear the medusa would see her reflection.
Beside the merchant-trail stand four camels quietly grazing near
(FALSE)
a loaded wagon. Nearby, in front of a brightly colored tent, sits
• Skabet demands gold and gems as tribute. Copper and a merchant contentedly puffing on a pipe. Two figures stand at
silver are considered an insult to her. (TRUE) attention behind him.
• Tharikadh is dead, eaten by the Serpent of the Death Pit As you draw near, the merchant’s face brightens. With a broad
when the forces of Set captured the city. (FALSE) smile, he calls to you. “Welcome travelers! Please, do come near!
• Skabhet spreads the rumor of Tharikadh’s continued I have an offer I know you can’t resist!”
insurgence as an excuse to commit her acts of violence. Merchant. The pipe-smoking human merchant is Zawg, a
(FALSE) neutral evil gladiator with the following adjustments:
• The Death Pit is a portal to hell. Anyone who enters is • He has 150 (20d8 + 60) hit points.
doomed to never return. (FALSE)
• He wears studded leather armor and a ring of protection,
• Tharikadh waits for an opportunity to strike and free increasing his AC to 15.
Mugdhad from the cult of Set. (TRUE)
• He has an Intelligence score of 14 (+2) and a Charisma
• Tharikadh has hired an army to liberate the city. They’ll score of 17 (+3).
be here soon. (FALSE)
• His skills are Deception +9, Intimidation +6, and Persua-
• If you give yourself to Skabhet, and she finds you worthy, sion +6.
she’ll transform you into one of her serpent minions. If
• Special Equipment: Zawg wears a ring of protection and
you’re unworthy, she turns you to stone. (FALSE)
hides a potion of invisibility in a pocket of his robes. A
The following sections describe encounter areas the adven- snake bundle (see appendix D) hangs from his belt.
turers are likely to visit if they follow the Adventure Hooks
Guards. The two figures behind Zawg are Gilem (human
provided. Should the characters wish to explore the city
veteran) and Etan (human assassin), his devoted body-
further, see appendix F for ideas.
guards. They are utterly loyal to Zawg, as he has treated them
well for many years.
AREA 1-1 – OUTER CITY
Invisible Watcher. A quasit named Kichkem sits invisibly
The character’s first exposure to the town of Mugdhad will
atop one of the tent poles. Skabhet has grown suspicious of
likely be as they arrive along the southern merchant trail. Read
Zawg and commanded Kichkem to spy on the merchant.
or paraphrase the following when they approach the city:
Zawg and his guards are unaware of the quasit’s presence.
After a long journey through the southern extent of the Ghetrian
Characters who examine the outside of the merchant’s tent
Desert, the mud walls of Mugdhad finally come into view.
and succeed on a DC 15 Wisdom (Perception) check suspect
The city rises from a rocky outcropping surrounded by fields
a small, unseen creature sits atop the tent. If discovered,
of drought-resistant crops. The half-buried remnants of long-
Kichkem flies back to the royal palace to share what it has
abandoned buildings poke through the mounds of sand and grass
seen with Skabhet.
that surround the city.
Zawg’s Motivation. Zawg is a charming but unscrupulous
Buried Buildings. These half-buried buildings are the
merchant who is ultimately out for himself. He flourished
remains of a shanty town that encircled Mugdhad at the
under Tharikadh’s rule and viewed the previous governor’s
height of its power centuries ago. The broken structures
brute squads as his own security force, thanks to considerable
provide limited shelter from the desert’s incessant, sand-filled
under-the-table payments. However, when Skabhet’s forces
Assuming the group eventually succeeds in capturing the Fighting Zawg. In the unlikely event the characters attack
Tharikadh, Zawg plans to use the remaining coin he received Zawg, his bodyguards Gilem and Etan defend him to the
from Skabhet to bribe the characters into ridding the city of death. Zawg uses his snake bundle to engage the adventurers
Skabhet and the cult of Set as well. while he quaffs his potion of invisibility and escapes to his
home in the Upper City.
How to Find Tharikadh? Zawg suggests the adventurers start
their search for Tharikadh at the Sandstorm Tavern in the Developments. If the adventurers leave Zawg on good
Upper City (area 1-7), a place known to harbor sympathizers terms, he can serve as an ally who helps the characters in
of the previous ruler. times of need.
A
fter capturing the town and hanging its priests in
a violent display of domination, the minions of
Set ransacked every temple they found. But they
overlooked a shrine to Amun Tor, the Lord of Mystery, as
the small, unassuming sanctuary did not sit along Temple
Row (area 1-6), where most of the city’s places of worship
were located.
The shrine has sat unattended for many years. Only a handful
of individuals in Mugdhad know that a shrine to Ankharet
lies hidden beneath the temple or that Tharikadh uses the
shrine as a refuge from Skabhet’s incessant campaign to
destroy him.
The Puzzle. To solve the puzzle, the correct letter tiles must
be pressed. Pressing a tile causes it to glow with golden light.
If the same tile is pressed twice, it stops glowing. The puzzle
resets if no letters are pressed after 1 minute.
The answer to the puzzle is “ANKHARET,” which is found
as a ring of letters near the center of the panel. Charac-
ters who succeed on various ability checks may receive the
following clues:
O
ne of the largest hits to the city’s economy was the
of debris encircling the mouth of the pit. The mounds are
loss of its hulwah production. This sweet-smelling
considered difficult terrain.
salve was made in a building known as Hulwah
House. Heated underground springs provided the ample Hundreds of gallons of hulwah were magically corrupted
quantities of water needed to craft the valuable ointment. in the decisive battle between the forces of Tharikadh and
Skabhet. The once fragrant salve was transformed into fiend-
This site was devastated during a battle between Skabhet and
ish ooze creatures that now infest the area. The debris piles
Tharikadh’s forces. Each side threw terrible magics at the
hide four of these oozes (as black puddings immune to
other, but just when it appeared that Tharikadh’s forces had
poison damage and the poisoned condition). While slither-
the upper hand, Skabhet invoked Set’s power to summon
ing through the debris, the oozes have three-quarters cover
Grahd, a Lesser Son of Set. The bestial serpent burst from
(+5 to AC and Dexterity saving throws). They lash out at
the ground, creating a massive sinkhole that destroyed the
anyone foolish enough to approach the rubble and pursue
hulwah facilities. It was during this battle that Skabhet stole
characters who descend into the pit. For unknown reasons,
the Mask of the Sleeping Queen from Tharikadh, the decisive
the oozes do not leave this area, preferring to stay near the
turning point that brought victory to Set’s forces.
Death Pit. They slither through the debris piles, never stray-
None of the hulwah manufacturing survived; only the sink- ing more than 15 feet from the mouth of the pit.
hole remained. Grahd, whom locals refer to as the Serpent
Unstable Ground. The ground within 10 feet of the pit’s
of the Death Pit, lairs in the noxious, mist-filled depths of
mouth is unstable. Creatures that succeed on a DC 13
the chasm. He rises from the pit only to claim sacrifices left
Wisdom (Survival) check recognize that the earth here
for him to consume.
could give way; characters with Stonecunning have advan-
tage on this check.
Hulwah Area effect abilities that deal damage other than poison or
psychic damage risk collapsing the unstable ground. Dealing
Brewed from the pulp of a local desert fruit and the crushed
bludgeoning damage to the area, such as striking the ground
remains of giant ant larva, this fragrant ointment was once
highly sought after by wealthy nobles throughout the area. The
with a hammer, has a similar effect, and thunder damage of
secrets to hulwah production were held close by three promi- any type—either targeted or area of effect damage—may also
nent merchant families in Mugdhad, but each was effectively trigger a collapse. Each time damage of the relevant type is
wiped out in the violent events that allowed the followers of dealt in the area, there is a percentage chance equal to the
Set to claim the city. damage dealt that the ground collapses into the cavern below.
Campaign Idea. Local merchants would pay a fortune to For example, if a fireball spell deals 25 damage in the area,
recover the instructions for making hulwah. A rumor persists there is a 25 percent chance the unstable ground collapses.
that a child of one of the families now lives in a tower deep in Double the chance of collapse if the triggering damage is
the desert pursuing arcane research. He may hold the secrets to thunder damage.
crafting hulwah, but only the bravest adventurers would brave
the wastes of the Ghetrian Desert to speak with the reclusive
Creatures in the area when the ground collapses must make
Wizard of the Sandy Wastes. a DC 15 Dexterity saving throw. On a success, the crea-
ture can use its reaction to move to the nearest unoccupied
space within 5 feet of the collapsed area. A creature that
AREA 3-1 – THE OUTER LEDGE doesn’t move plummets 50 feet into the cavern below, taking
Whatever buildings once stood in this section of the city have 17 (5d6) bludgeoning damage from the fall. There is a 25
been leveled. Mounds of debris surround a vast, mist-filled pit. A percent chance the creature falls into one of the deeper pools
makeshift altar carved to resemble a coiled snake stands nearby. of water in the cavern and takes half as much damage instead.
When the ground collapses, creatures in the cavern (area Unstable Roof. The cavern is even more unstable than the
3-2) must also make a DC 15 Dexterity saving throw. On a outer ledge (area 3-1). Increase the chance of a collapse in
failed save, the creature takes 22 (4d10) bludgeoning damage the cavern by 25 percent. For example, if a fireball spell deals
and is knocked prone by the falling debris. On a success, the 25 points of damage in the area, there is a 50 percent chance
creature takes half as much damage and isn’t knocked prone. the ceiling collapses.
Creatures in the cavern when the ceiling collapses must make
AREA 3-2 – THE CAVERN OF THE SERPENT a DC 15 Dexterity saving throw. On a success, the creature
A swirling, noxious mist fills this deep crater, obscuring every- takes 22 (4d10) bludgeoning damage from the falling debris
thing beyond a few feet. The air has a rancid smell reminiscent and is knocked prone. On a success, the creature takes half
of rotten eggs and burnt onions. Something unseen stirs below as much damage and isn’t knocked prone.
as a low growl echoes from the crater’s depths. Fetid Water. Fetid water fills most of the cavern to a depth
This deep pit was formed during a great battle between of 3 feet. In a few areas, the water’s depth drops to 20 feet.
Tharikadh and Skabhet when Set’s forces claimed the city. Grahd. Grahd, a Lesser Son of Set, resembles a massive cobra
The once-pure waters used by the makers of hulwah are now with shimmering compound eyes. He is a dim-witted brute
polluted, tainted by Set’s evil presence. who enjoys inflicting pain and fear. He makes great use of the
Hidden within the choking mists is the creature locals call fetid water that covers the bottom of the chamber, grappling
the Serpent of the Death Pit. This demonic beast is Grahd, creatures within his coils and crushing them beneath the
Lesser Son of Set (see appendix A). Grahd is Skabhet’s brut- water. His blindsight allows him to see through the noxious
ish lieutenant and spends much of his time contently loung- vapors that fill the bottom of the cavern. Though he often
ing in the fetid waters at the bottom of the cavern. He is dozes, the souls of the priests bound to him ensure he is never
charged with guarding the treasure hoard amassed by Set’s surprised by unexpected guests.
forces, found in area 3-3.
T
his palace has watched over Mugdhad since the days
of the Khonsurian empire. A 10-foot-high stone Doors. Unless otherwise noted, doors in palace buildings are
wall surrounds the complex. Gates protected by a wooden and unlocked.
guard tower open into the palace grounds, while a smaller Illumination. At night, oil lanterns illuminate the walking
servant’s portal is set into the northern wall. Inside the walls, paths and the pillared audience pavilion (area 4-9).
the structure’s most impressive feature is a pillared audience
Wandering Monsters. The grounds are regularly patrolled
pavilion overlooking a pool of once-pristine water, now
day and night. Every 10 minutes the characters explore the
tainted by Set. Other buildings within the palace complex
palace grounds, there is a 50 percent chance they encounter
include servant’s quarters, barracks, stables, a mess hall, and
a patrol. Roll a 1d4 and consult the table below.
the royal apartments.
The palace grounds once boasted manicured lawns and a
fragrant rose garden. Skabhet’s arrival has caused most of
this vegetation to wither and die, though a vegetable garden
beside the mess hall continues to provide food for the palace.
C
haracters who arrive in Mugdhad have a choice upon the characters to help free her from her desert tomb.
to help either Tharikadh or Skabhet, or to work Alternatively, the adventurers could find themselves in a race
against both of them. against Tharikadh to prevent the return of the Sphinx Queen
(see DCC #15 – Lost Tomb of the Sphinx Queen).
Tharikadh was defeated with Skabhet left as governor.
The harsh evil rule of Skabhet makes this outcome unlikely. Both Tharikadh and Set’s forces were defeated. This is
However, given Skabhet’s strength and the resources at her likely the best scenario for the people of Mugdhad. The
disposal, the adventurers may decide to make a pact with merchant Zawg (area 1-2) looks to consolidate his politi-
the Chosen Son of Set. Should this happen, Set gains a solid cal clout and claim the title of governor. Although he is an
foothold in the area and seeks to expand his influence in unscrupulous merchant, he would likely be a better ruler than
the region. the city has seen in the last half-century. His cause would
be helped greatly if he could find a way to restart hulwah
Set’s forces were defeated with Tharikadh reinstated as
manufacturing. He may even enlist the characters to travel
governor. Though Tharikadh was not a popular governor,
into the desert to recover the secrets to its production (see
most citizens agree life was better under his rule. The adven-
Hulwah sidebar in area 3).
turers have likely made a powerful ally in the region. Once
he solidifies his position, Tharikadh refocuses his efforts on
BACKGROUND
T
he Heart Shards of Caphet is an adventure designed
for use with the 5th edition of the first fantasy role-
playing game. It is intended for four to six charac- In an effort to spread discord and evil among the mortal races,
ters of 12th level. The adventure takes place deep in the desert the god Set sired many children. Possessing a mix of divine
and focuses on the search for a hidden oasis and an enemy and mortal traits, his offspring appear like hideous snake,
who is vulnerable only once every 666 years. This adventure reptilian, and humanoid crossbreeds. Each “son” of Set is
can be used to complement a Dark Tower campaign. a unique, twisted fiend, as the god steeped his creations in
chaotic sorcery. Since their unholy birth, the Sons of Set have
spread far and wide to disseminate their father’s vile plots.
DRAMATIS PERSONAE
NAME DESCRIPTION ADVENTURE REFERENCE
Anin Leads Caphet’s Maul, a group of mortal followers who guard The Quartz Temple (area 3)
Caphet’s Quartz Temple
Atamep A gynosphinx that rests in the Crimson Reed Oasis Part 2: The Crimson Reed Oasis
Blimbull A former elf ranger, now transformed into a basiloid to guard The Sandstone Temple (area 2)
Caphet’s Sandstone Temple
Candra Windspeaker A half-elf druid transformed into a|servant of Caphet The Sandstone Temple (area 2-5)
Caphet A Chosen Son of Set The Onyx Palace (area E-3)
Chuskra A former human fighter, now transformed into a crypt hag The Granite Temple (area 1)
Hann Darkflame A human thief transformed into a servant of Caphet The Granite Temple (area 1-4)
Kolric Stonefist A dwarf fighter transformed into a servant of Caphet The Granite Temple (area 1-4)
Krimaret A former Chosen Son defeated by his sibling Caphet Background
Lashmag A half-orc sorcerer, now transformed into a necryclops The Quartz Temple (area 3)
Milar Skyblaze A fighter transformed into a into a servant of Caphet The Sandstone Temple (area 2-5)
The Obsidian Pages A secretive guild of scholars who have recently discovered the Adventure Hooks
location of the Heart Obelisks of Caphet
Shard A trespasser Caphet transformed into a limestone golem The Limestone Temple (area D3)
Sterrif Leads Caphet’s Gaze, a group of mortal followers who guard The Sandstone Temple (area 2)
Caphet’s Sandstone Temple
Thipix An An efreeti who uses the Crimson Reed Oasis as his personal Part 2: The Crimson Reed Oasis
hunting grounds
Tronna Leads Caphet’s Grasp, a group of mortal followers who guard The Granite Temple (area 1)
Caphet’s Granite Temple
Woggo A trespasser Caphet transformed into a hobbling heap The Limestone Temple (area D3)
• Reduce the frequency of wandering monster checks in • In area 1-3, increase the DC of the symbol to DC 17.
the Crimson Reed Oasis to once every 4 hours. • In area 1-5, increase Chuskra’s hit points to 219 (22d8
• In area D-1, reduce the number of giant water snakes in + 120).
the moat to one. • In areas 2-3 and 2-4, increase the DC of the handrail
• In area D-1, decrease the DC of the limestone bridge trap to DC 22 and the damage dealt to 27 (6d6) force
to DC 13. damage.
• In area E-3, reduce Caphet’s AC to 17. Reduce the DC of • In area 25, increase the DC of the trapped obelisks to
his bite attack, staff of the scorpion attack, and Lightning DC 18.
Blast action to DC 17. • In area 2-6, increase the DC of Blimbull’s Petrifying Gaze
to DC 18.
T
he characters can explore Caphet’s three temples
• In area 3-2, increase the damage dealt by Lashmag’s
in any order. Once the characters visit the first
Leeching Gaze to 27 (6d8) necrotic damage.
temple (the location of which they learn via an
• Increase the chance of triggering a wandering monster adventure hook), the heart shards can direct them to the
in the Crimson Reed Oasis to 2 in 6. other two temples.
• In area D-1, increase the number of giant water snakes The temples lie approximately 350 miles apart from one
in the moat to four or more. another, with expanses of unforgiving sandy wastes between
• In area D-1, increase the DC of the limestone bridge them. Based on a normal pace of movement, it takes approxi-
to DC 17. mately 14 days to travel from one temple to another. Since
the Chosen Sons of Set are vulnerable for only one year, travel
• In area E-3, increase the number of hit points Caphet time can be significant. At the GMs discretion, wandering
regains each round via his Regeneration trait to 30. monster encounters might occur during this journey, slow-
ing the party’s progress. However, characters with access to
BEGINNING THE ADVENTURE magic such as teleport, flying carpets, or flying mounts might
be able to bypass many of these encounters.
Three temples dedicated to Caphet are located throughout
the sandy wastes, but the order in which the characters visit
them does not matter. Once they have explored all three WANDERING MONSTERS IN
temples, the characters should be able to deduce the loca- THE GHETRIAN DESERT
tion of the Crimson Reed Oasis. A final temple is located in
the oasis, but it does not possess a piece of Caphet’s heart. The Ghetrian Desert is a desolate waste filled with sandy
Instead, it houses two guardians who might be convinced to dunes and rocky badlands. The harsh terrain presents few
become allies in the fight against Caphet. opportunities to forage for food or water, making wandering
monsters less frequent. Every 12 hours the characters spend in
the desert, there is a 1 in 6 chance they encounter one of these
Followers of Caphet
Three separate groups devoted to Caphet wander the area around Caphet’s Grasp. The first group calls itself Caphet’s Grasp. The
the Crimson Reed Oasis. Each group serves one of Caphet’s three group is led by a priest named Tronna and frequents the Granite
temples: the Granite Temple (area 1), the Sandstone Temple (area Temple (area 1), providing food and water to the temple’s guard-
2), and the Quartz Temple (area 3). The groups separate occasion- ian, Chuskra.
ally, with half their number remaining within 15 minutes of its Caphet’s Gaze. The second group calls itself Caphet’s Gaze. The
temple while the other half forages for food and water. All three group is led by a priest named Sterrif and frequents the Sandstone
groups believe they are Caphet’s favored followers, but in truth Temple (area 2), providing food and water to the temple’s guard-
Caphet cares nothing for any of them, beyond the added protec- ian, Blimbull.
tion they afford against trespassers in the oasis.
Caphet’s Maul. The third group calls itself Caphet’s Maul. The
Travelers who encounter such a group are offered a chance to
group is led by a priest named Anin and frequents the Quartz
pledge their lives to Caphet (accepting a horrific curse should they
Temple (area 3), providing food and water to the temple’s guard-
ever leave the area around the oasis). Those who refuse are taken
ian, Lashmag.
as prisoners and offered as sacrifices the next time the group visits
a temple. During the sacrifice, the prisoners’ blood is poured over Servants of Caphet. Not one to waste the skills of experienced
Caphet’s heart shard. Caphet’s followers believe this increases the adventurers, Caphet occasionally instructs his priests to mummify
Chosen Son’s powers, but it offers no real benefit. captured adventurers. He then reanimates these mummies to
serve as additional guardians in his temples. A servant of Caphet
The groups fluctuate in size as followers are killed by wild animals
(see appendix B) rests in its sarcophagus until called upon by the
or interlopers. A typical group consists of 3d6 + 10 followers of
temple’s guardian.
Caphet (see appendix C) led by one priest of Caphet (see appendix
C). The groups try to convert prisoners they capture but sacrifice
those who resist.
Brass Dragon. Bassantha (“Bas”) is an adult brass dragon AREA 1: THE OBELISK OF THE
who maintains a hidden cavern lair in the foothills south
of the mighty Ctabakul River. Her range encompasses the GRANITE HEART
desert south of the river, and she spends most of her days Caphet’s Granite Temple is located to the east of the Crimson
gliding on the hot desert winds searching for elusive herds Reed Oasis. After Caphet removed his heart and divided it
of wild camels. Bas is more curious than aggressive and is into three pieces, he placed the first shard beneath an obelisk
largely uninterested in the characters’ fight against Caphet. made of granite inside this temple. He hid the remaining two
However, characters willing to trade a magic item or two pieces in their own temples, the Sandstone Temple to the east
might be able to convince the dragon to give them a ride to (area 2) and the Quartz Temple to the west (area 3).
one of the nearby temples.
To further protect each shard, Caphet assigned an immor-
Cyclops Family. A (somewhat dysfunctional) family of four tal guardian to each of the temples. Currently, the Gran-
cyclopes roams the sandy wastes seeking the plains of Quays- ite Temple is protected by a crypt hag named Chuskra
arria and the Great Bazaar. The father is a proud but stubborn (see appendix C). Caphet’s Grasp, a group of Caphet’s
leader who can’t admit he’s lost. Despite his wife’s pleas to mortal followers, serve him by providing Chuskra with
“just ask for directions,” the father flies into a rage and attacks food and water.
the characters. Shortly thereafter, the couple’s two sons shrug
and join the combat with their father. The cyclopes carry five
bolts of fine silk (worth 250 gp each) and a box of carved
GENERAL FEATURES
wooden figurines (17 in total; worth 2d6 × 10 gp each) that The Granite Temple is depicted on Map 4-2.
they hope to trade at the Bazaar. The Moat. The moat that surrounds the temple is 5 feet
Giant Sandworm. A giant sandworm (use statistics for a deep and 15 feet wide. The moat is filled with loose shards
purple worm) bursts from the sand in the midst of the char- of granite that do not support the weight of a Small or
acters. Characters who make a successful DC 15 Wisdom larger creature.
(Perception) check are not surprised by the attack. Lighting. During the day, the temple’s interior is lit by natu-
Gnoll Pack. A pack of 12 gnolls lead four giant hyenas on ral light filtering in from the western entrance. At night,
a hunt. The pack is led by a gnoll pack lord armed with a there is a 1 in 6 chance that Chuskra has lit torches inside
+2 morningstar (+7 to hit, 1d8 + 5 piercing damage). Each the temple to accomodate a visiting priest; otherwise, the
gnoll carries a bladder of water, and the leader wears a satchel temple is completely dark.
stocked with three potions of healing. Walls and Ceilings. The temple’s walls and the ceiling are
Immense Scorpions. Three immense scorpions (see appen- made of polished granite. They are impossible to climb with-
dix B) burst from the sand to attack. Each of the scorpions out the use of magic.
is nearly 20 feet long and fights to the death.
One or more lightning strikes alerts Chuskra to the arrival of Touching the obelisk summons the temple’s guardian,
trespassers. If alerted, she hides in area 1-5, waiting for the Chuskra, from area 1-5. She hides in the passage to that
right moment to ambush the characters. area, waiting to teleport and strike at the trespassers, target-
ing a spellcaster (favoring clerics above others). She wields a
Developments. The lightning strike hints at one of three guardian khopesh of Caphet.
special abilities Caphet possesses. Observant characters
may learn Caphet’s additional abilities at the remaining The Throne. Constructed from loosely fitted granite blocks,
two temples. the throne is 25 feet tall and 8 feet wide, with its seat approx-
imately 8 feet above the ground. A creature other than
Chuskra that sits in the throne must make a DC 15 Wisdom
AREA 1-3 – TEMPLE ENTRANCE save or take 4 (1d8) psychic damage as their mind fills with
Granite stones have been arranged to create an archway on the images of torture and suffering. Among these images, the
western side of the temple. Handprints of dried blood cover the creature catches a brief glimpse of a screaming human held
stones. Visible through the archway is an obelisk in the center by two priests, as seen through the eyes of Caphet. Caphet
of the temple. bites the screaming human and, moments later, the human
Fanatics who waded across the moat left the bloody hand- begins to turn to stone.
prints as an insult to those who chose to use the bridge instead. The Passageway. Between the legs of the throne, a set of
steps descend to the north. The steps lead to Chuskra’s quar-
On initiative count 20 (losing initiative ties), Chuskra takes a AREA 1-5 – CHUSKRA’S QUARTERS
lair action to cause one of the following effects. Chuskra can’t The passageway leads to a small, square room lit by a single torch.
use the same lair action twice in a row. In the northeast corner lie the skinned remains of a rabbit or
• One creature Chuskra can see within 30 feet of her must some other small beast. Bones and a few ragged blankets litter the
make a DC 16 Wisdom saving throw. On a failed save, rest of the floor. Hanging on the south wall are six coils of rope.
Chuskra magically teleports the creature to the entrance
of the Granite Temple (area 1-3), automatically triggering
Chuskra. Unless alerted to the party’s presence, Chuskra
the symbol if not triggered yet. (see appendix C) ambushes the first character who enters her
quarters, then teleports to area 1-4. Chuskra rarely sleeps,
• Chuskra magically awakens one of the two servants of believing her service to Caphet will end should she success-
Caphet (see appendix B) in area 1-4. If the two servants have
fully defend the obelisk. Chuskra knows the importance of
already been defeated, a minion of Set (see appendix B) is
summoned instead, although this displeases Set. the heart shard and refuses to reveal its location under any
circumstances. If Chuskra dies, she reforms 48 hours later
• Chuskra magically regains 4d8 hit points, and any harmful in this chamber.
conditions currently affecting her end.
GENERAL FEATURES carcasses have been heaped atop the three steps leading into the
The Quartz Temple is depicted on Map 4-4. structure. Just beyond the temple’s arched entry, the base of a giant
obelisk is visible, its true size hidden as it disappears towards the
Lighting. During the day, the temple’s interior is lit by the roof. The grass around the temple has been stomped flat, except
natural light that filters through the structure’s translucent here at the entrance where the soil is devoid of vegetation entirely.
quartz stone. At night, the cultists of Caphet’s Maul may light
torches to illuminate the temple. Otherwise, the temple is The Quartz Temple is 60 feet tall, 30 feet wide, and 60 feet
completely dark. long, with a 20-foot-tall archway leading inside. Creatures
near the entrance can catch a partial view of the gigantic
Walls and Ceilings. The walls and the ceiling of the temple obelisk inside.
are made of smooth quartz and cannot be climbed without
the use of magic. On the third step, under the animal carcasses, is a symbol
as an added protection. The nearly invisible glyph can be
detected with a successful DC 15 Intelligence (Investigation)
AREA 3-1 – QUARTZ TEMPLE CLEARING check, but only if the carcasses are moved aside. The symbol
Rising from the palms is a structure made from translucent is triggered if a living creature steps on it, unless it utters “Set,
quartz striped with veins of gray and black. On the south side protect me” in Abyssal. If triggered, a sphere of death washes
of the temple, mounds of rotted fruit and fly-infested animal over living creatures in a 60-foot-radius sphere. Each target
T
he Crimson Reed Oasis is depicted on Map 4-5.
(see Appendix D). The shard is placed inside a marble box
accessible through a hidden panel on the eastern face of the The mysterious Crimson Reed Oasis is isolated
gold cap. A creature that inspects the cap can discover the deep in the wastes of the Ghetrian Desert. It
panel with a successful DC 10 Wisdom (Perception) or Intel- appears on few maps and lies far from any trade routes. Its
ligence (Investigation) check. name comes from the tall reeds with blood-red sheaves that
grow around the oasis. One legend states that Set created the
A creature that touches the heart shard must make a DC 15
Crimson Reed Oasis and filled it with wild animals, water,
Wisdom saving throw. On a failed save, the creature takes
and lush vegetation as a personal retreat. Another tale suggests
4 (1d8) psychic damage as they receive a vision of Caphet
that Set destroyed an ancient people who called the oasis
screaming as his heart is removed by a cabal of dark-robed
home and claimed it for his own followers. Some scholars
priests. A creature that uses a cloth or similar item to handle
believe the oasis was the site of a terrible battle between the
the evil artifact automatically succeeds on this save.
forces of Set and Mitra millennia ago, the blood-soaked sands
Destroying the Quartz Obelisk. The obelisk itself is immune granting fertility to the wasteland. Whatever the truth of
to all damage and too heavy to topple. (The noise created by the oasis may be, it is inarguably a place with a reputation
such attempts, however, may alert Lashmag to the presence for danger, with matching rewards that draw adventurers to
of trespassers.) However, destroying the obelisk’s gold cap its borders.
undoes the magic that hides Caphet’s Onyx Palace. The cap
The Crimson Reed Oasis stretches approximately 24 miles
is an object with AC 13, 25 hp, and immunity to poison and
from east to west and 12 miles from north to south. The
psychic damage.
oasis contains a mix of undergrowth, palm trees, two lakes,
Lashmag. When the characters arrive, Lashmag (see appen- a quarry, and a few ancient settlements that now consist of
dix C) hides among the palms that surround the temple. nothing more than crumbling rock walls. Caphets’s Onyx
Unless the characters each succeed on a DC 15 Dexterity Palace is hidden in the quarry, while the never-finished Lime-
(Stealth) check as they approach the temple, the beast notices stone Temple lies to the west.
them. Rather than attacking immediately, Lashmag allows
On average, the party should be able to cross the oasis at a
the characters to enter the temple, then attacks them from
rate of 2 miles per hour. The characters are sure to have a few
behind. Lashmag does not care about protecting the obelisk
encounters as they travel. The oasis is home to not only wild
or the heart shard; he generally attacks the creature nearest
animals, but to three groups of followers of Caphet (see
to him but switches targets frequently to injure all trespassers
appendix C), whom Caphet summons once he senses his
in equal measure. He uses his Leeching Gaze to great effect,
heart shards are in peril. The three groups (see the Followers
closing to melee even if it risks injury to him.
of Caphet sidebar) each have a favored temple; if the char-
As punishment for attempting to steal his heart shard, Caphet acters have already defeated the groups in those areas, they
reincarnated Lashmag into an undead creature known as a are not encountered here.
necryclops. A necryclops is an undead cyclops with the ability
to regenerate by stealing life from its opponents. Unlike its
cyclops brethren, a necryclops is not only strong, but devious
WANDERING MONSTERS
and perceptive, as well. Once per hour, there is a 1 in 6 chance the characters encoun-
ter a wandering monster in the oasis. Roll 1d12 and consult
Developments. Unless the characters have defeated them
the following table. Note that while some wild animals can be
previously, a group of Caphet’s Maul cultists (see Followers
scared off, others refuse to retreat, especially when defending
of Caphet sidebar) arrives soon after the characters encounter
their lairs or protecting their young.
Lashmag. The group consists of 1d6 + 6 followers of Caphet
and are led by a priest of Caphet (see appendix C) named
Anin. They avoid combat and immediately retreat to either
the Granite Temple (area 1) or the Sandstone Temple (area
2) if Lashmag is defeated.
AREA D2 – TEMPLE ENTRY The ladder leads to a dead end that was created to further
separate trespassers. Only one person can use the ladder at a
A stack of three limestone blocks the entrance to the temple.
time. At the bottom of the shaft is a small, 3-foot by 3-foot
To enter the temple, one or more of the stones must be
chamber that barely accommodates two Medium creatures
moved. With a successful DC 15 Strength check, a creature
standing shoulder to shoulder.
can push one of the limestone blocks to the side, creating
enough space for a creature to climb through the gap and The Hobbling Heap. Decades ago, Caphet magically trans-
into the temple. The blocks weren’t placed here to prevent formed a trespasser named Woggo (see appendix C) into
entry; rather, they are meant to trap those who enter the a hobbling heap, a more powerful version of a shambling
temple by other means. The temple guardians, Woggo and mound. Woggo is unaware that Caphet has abandoned
The Northern Wall. The protruding section of the northern 2 You gain a +1 bonus to AC. This bonus increases
to +2 while you aren’t wearing armor or
wall is an illusion. A creature that touches the wall ends the
u‑sing a shield.
illusion and reveals Caphet, Chosen Son of Set (see appendix
A) on his throne. Caphet can see through the illusion from 3 You have advantage on saving throws against
effects that would petrify you.
his side and enjoys secretly observing the characters as they
explore the room. 4 You gain resistance to lightning damage.
5 You regain 1d8 hit points at the start of each
of your turns.
6 You are immune to effects that would petrify you.
T
he Sons of Set are the bastard offspring of the evil
god Set and various mortals. A jumble of divine and
mortal attributes, the Sons are horrific conglomera-
tions of humanoid and reptilian features. No two Sons have
the same appearance or abilities, for in uniting himself with
mortals, Set made his offspring susceptible to Chaos. Thus,
instead of being neutral evil like their sire, the Sons of Set
are chaotic evil.
While the Lesser Sons of Set are numerous, only four Chosen
Sons of Set can exist at one time. Every time one of the
Chosen Sons dies, a Lesser Son is promoted to take its
place. A Lesser Son can usurp a Chosen Son if it defeats it in
combat, but if the Lesser Son is defeated, it owes its greater
sibling a century of service.‑
The Lesser Sons of Set have no fear of death, for if destroyed,
they reincarnate in a new form after a year or two. Chosen
Sons, however, are more cautious, as a Chosen Son that dies
is demoted to Lesser status. Every 666 years, the celestial
hosts prevent Set from promoting a Lesser Son to a Chosen
Son for a full year. Defeating all the Chosen Sons during this
time would strip Set of significant deific power. As such, Set LESSER SON OF SET
is particularly vigilant during these celestial occurrences. But Large fiend (demon), chaotic evil
the immortal Sphinxes never forget, and although they are
forbidden to share this information with mortals directly, Armor Class: 19 (natural armor)
they lace their prophecies with hints of Set’s vulnerability. Hit Points: 127 (15d10 + 45)
Speed: 30 ft.
ACTIONS
Multiattack: The Lesser Son makes three melee attacks, at least
one of which must be a slam attack. Additional attack types
are based on modifications to the base form.
Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 11 (2d6 + 4) bludgeoning damage.
CHOSEN SON OF SET
Summon Minions of Set (1/Day): The Lesser Son summons 1d6 Huge fiend (demon), chaotic evil
minions of Set. The minions appear in unoccupied spaces
within 60 feet of the Lesser Son and act as allies of the Lesser Armor Class: 20 (natural armor)
Son. Each minion remains for 1 minute, until it or the Lesser Hit Points: 231 (22d12 + 88)
Son dies, or until the Lesser Son dismisses it with an action.
Speed: 30 ft.
Damage Immunities: bludgeoning, piercing, and slash- ʷ 4th level (3 slots): greater invisibility, ice storm
ing damage from nonmagical attacks that aren’t silvered. ʷ 5th level (1 slot): cone of cold
9 Etherealness. The Son gains the following action:
Etherealness: The Son enters the Ethereal Plane from the
Material Plane, or vice versa. It is ‑‑visible on the Material
Plane while it is in the Border Ethereal, and vice versa, yet
it can’t affect or be affected by anything on the other plane.
Change Shape: The Son magically polymorphs into a ʷ 2nd level (3 slots): blindness/deafness, spiritual weapon
Small or Medium humanoid, or back into its true form. ʷ 3rd level (2 slots): dispel magic, spirit guardians
Its statistics are the same in each form. Any equipment
17 Lightning Arc. The Son gains the following action:
it is wearing or carrying isn’t transformed. It reverts to its
true form if it dies. Lightning Arc (2/Day): The Son fires an arc of magi-
cal lightning in a 100-foot line that is 5 feet wide. Each
12 Orb of Flame. The Son gains the following action:
creature in that line must make a DC 13 Dexterity saving
Orb of Flame (2/Day): The Son hurls a ball of magical throw. On a failed save, the target takes 28 (8d6) lightning
fire that explodes at a point it can see within 120 feet of damage (for a Lesser Son) or 38 (11d6) lightning damage
it. Each creature in a 20-foot radius sphere centered on (for a Chosen Son). On a successful save, the target takes
that point must make a DC 13 Dexterity saving throw. The half as much damage.
sphere spreads around corners. On a failed save, the target 18 Chilling Blast. The Son gains the following action:
takes 28 (8d6) fire damage (if a Lesser Son) or 38 (11d6) fire
damage (if a Chosen Son). On a successful save, the target Chilling Blast (3/Day): The Son emits a 60-foot cone of
takes half as much damage. chilling cold. Each creature in that area must make a DC
13 Dexterity saving throw. On a failed save, the target
13 Astral Travel. Add the plane shift spell to the Son’s Innate
takes 36 (8d8) cold damage (for a Lesser Son) or 54 (12d8)
Spellcasting trait. When it casts the spell in this way, the
cold damage (for a Chosen Son). On a successful save, the
Son can only target itself and can only travel to the Astral
target takes half as much damage.
Plane or the Material Plane.
14 Teleport. The Son gains the following action: 19 No Magic Resistance. Remove the Son’s Magic Resistance
trait.
Teleport: The Son magically teleports, along with any
20 Low Intelligence. Reduce the Son’s Intelligence score to 5
equipment it is wearing or carrying, up to 120 feet to an
(for a Lesser Son) or 7 (for a Chosen Son).
unoccupied space it can see.
15 Enervating Ray. The Son gains the following action:
Enervating Ray (1/Day): The Son emits an enervating
ray from its eyes in a 60-foot line that is 5 feet wide. Each
creature in that line must make a Constitution saving
throw (DC 13 for a Lesser Son; DC 15 for a Chosen Son). On
a failed save, the target takes 21 (6d6) necrotic damage (for
a Lesser Son) or 28 (8d6) necrotic damage (for a Chosen
Son). In addition, the target has disadvantage on attack
rolls, ability checks, and saving throws until the end of
its next turn.
ACTIONS
Multiattack: Caphet makes any combination of three bite
or staff of the scorpion attacks. He can use Lightning Blast in
place of one of these attacks.
CAPHET, CHOSEN SON OF SET
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Gargantuan fiend (demon), chaotic evil Hit: 11 (1d10 + 6) piercing damage, and the target must make
Armor Class: 20 (natural armor) a DC 19 Constitution saving throw. If the saving throw fails
by 5 or more, the creature is instantly petrified. Otherwise,
Hit Points: 319 (22d20 + 88) a creature that fails the save begins to turn to stone and is
Speed: 30 ft. restrained. The restrained creature must repeat the saving
throw at the end of its next turn, becoming petrified on a
STR DEX CON INT WIS CHA failure or ending the effect on a success. The petrification
120 (+6) 17 (+3) 19 (+4) 16 (+3) 16 (+3) 12 (+1) lasts until the creature is freed by the greater restoration spell
or other magic. A creature that successfully saves against this
Saving Throws: Con +9, Int +8, Wis +8 effect becomes immune to petrification for 1 hour.
Skills: Perception +8, Intimidation +11 Staff of the Scorpion: Melee Weapon Attack: +11 to hit, reach
10 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage,
Damage Resistances: acid
and the target must make a DC 19 Constitution saving
Damage Immunities: lightning, poison; bludgeoning, pierc- throw. On a failed save, the target takes 11 (2d10) poison
ing, and slashing from nonmagical weapons damage and is poisoned for 1 minute. The target can repeat
Condition Immunities: petrified, poisoned
the saving throw at the end of each of its turns, ending the
poisoned condition on a success. On a successful save, the
Senses: truesight 120 ft., passive Perception 18 target takes half as much damage and isn’t poisoned.
Languages: Abyssal, Common, telepathy 100 ft. Lightning Blast: Caphet fires a bolt of lightning in a 120-foot
Challenge: 15 (13,000 XP) line that is 5 feet wide. Each creature in that line must make
a DC 19 Constitution saving throw, taking 38 (11d6) light-
Special Equipment: Caphet wields a staff of the scorpion (see ning damage on a failed save, or half as much damage on a
appendix D). successful one.
Innate Spellcasting: Caphet’s spellcasting ability is Intelli- Summon Lesser Son of Set (1/Day): Caphet magically summons
gence (spell save DC 16). He can cast the following spells, a Lesser Son of Set. The Lesser Son appears in an unoccu-
requiring no material components: pied space within 60 feet of Caphet and acts as his ally. It
remains for 10 minutes, until it or Caphet dies, or until
Move: Caphet moves up to half its speed without provoking True Name: Each Lesser Son has a true name. If the Lesser Son
opportunity attacks. hears its true name spoken aloud, it loses its Magic Resist-
ance trait and makes saving throws with disadvantage for
Lightning Blast (Costs 2 Actions): Caphet uses Lightning Blast. the next minute.
A creature of staggering size and shocking appearance, three hydra
heads move independently, two of them staring in your direction ACTIONS
while the one to your right looks up to the ceiling, its two eyes white Multiattack: Grahd makes three attacks, only one of which
with blindness. Beneath the three heads is a female humanoid upper can be a Tail attack.
body with two massive arms, one of which holds a 15 foot long staff.
The lower body consists of four reptile legs, two at the rear of the Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
throne’s large slate block and two at the front with its trunk rest- Hit: 8 (1d8 + 4) piercing damage, and the target must make
ing on the slate block. a successful DC 15 Constitution saving throw or become
poisoned for 1 hour.
GRAHD, LESSER SON OF SET Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 11 (2d6 + 4) bludgeoning damage.
Large fiend (demon), chaotic evil
Tail: Melee Weapon Attack: +8 to hit, reach 10 ft., one crea-
Armor Class: 19 (natural armor) ture. Hit: 9 (1d10 + 4) bludgeoning damage and the target is
Hit Points: 127 (15d10 + 45) grappled (escape DC 14). Until this grapple ends, the crea-
ture is retained and Grahd can’t make tail attacks against
Speed: 30 ft. another target.
STR DEX CON INT WIS CHA Etherealness: Grahd enters the Ethereal Plane from the Mate-
18 (+4) 17 (+3) 17 (+3) 5 (-3) 12 (+1) 8 (-1) rial Plane, or vice versa. He is visible on the Material Plane
while he is in the Border Ethereal, and vice versa, yet he can’t
Saving Throws: Con +7, Int +1, Wis +5 affect or be affected by anything on the other plane.
Damage Resistances: acid, lightning Summon Minions of Set (1/Day): Grahd magically summons
1d6 minions of Set. The minions appear in unoccupied spaces
Damage Immunities: poison; bludgeoning, piercing, and within 60 feet of Grahd and act as his allies. Each minion
slashing from nonmagical weapons remains for 1 minute, until it or Grahd dies, or until Grahd
Condition Immunities: poisoned dismisses it with an action.
Senses: blindsight 60 ft., darkvision 120 ft., passive This coiled serpent resembles a massive cobra with large, shimmer-
Perception 11 ing insect-like compound eyes.
Languages: Abyssal, Common, telepathy 100 ft.
Challenge: 9 (5,000 XP)
ACTIONS
Multiattack: Maga makes two slam attacks.
Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 11 (2d6 + 4) bludgeoning damage.
Summon Minions of Set (1/Day): Maga magically summons
1d6 minions of Set. The minions appear in unoccupied spaces
within 60 feet of Maga and act as his allies. Each minion
remains for 1 minute, until it or Maga dies, or until Maga
dismisses it with an action.
This fiendish humanoid male is somewhere between human and
giant size and is covered with thick, plate-like, scales. Large insect-
MAGA, LESSER SON OF SET like eyes are made even more disturbing by the soft blue glow they
Large fiend (demon), chaotic evil seem to constantly emit.
Armor Class: 20 (natural armor)
Hit Points: 127 (15d10 + 45)
Speed: 30 ft.
Armor Class: 21 (natural armor) True Name: Each Chosen Son has a true name. If the Chosen
Son hears its true name spoken aloud, it loses its Magic
Hit Points: 363 (22d20 + 132) Resistance trait and makes saving throws with disadvantage
Speed: 30 ft. for the next minute.
Wakeful: While Ophois sleeps, at least one of his
STR DEX CON INT WIS CHA heads is awake.
24 (+7) 17 (+3) 23 (+6) 16 (+3) 16 (+3) 12 (+1)
ACTIONS
Saving Throws: Con +11, Int +8, Wis +8
Multiattack: Ophois makes four attacks: one with his bite,
Skills: Perception +8, Intimidation +11
one with his gore, one with his slam, and one with his tail.
Damage Resistances: acid, lightning, poison
Bite (Hydra Head): Melee Weapon Attack: +12 to hit, reach 10
Damage Immunities: bludgeoning, piercing, and slashing ft., one creature. Hit: 18 (2d10 + 7) piercing damage and the
from nonmagical weapons target must make a DC 14 Constitution saving throw. On
a failed save, the target takes 24 (7d6) poison damage and
Condition Immunities: poisoned
is poisoned for 1 hour. On a success, the target takes half as
Senses: darkvision 120 ft., truesight 120 ft., passive much damage and is poisoned for 1 minute.
Perception 18
Gore (Dragon Head): Melee Weapon Attack: +12 to hit, reach
Languages: Abyssal, Common, telepathy 100 ft. 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
Challenge: 15 (13,000 XP) Slam: Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 25 (4d8 + 7) bludgeoning damage.
LEGENDARY ACTIONS
Ophois can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a
time and only at the end of another creature’s turn. Ophois
regains spent legendary actions at the start of his turn.
Move: Ophois moves up to half his speed without provoking
SKABHET, CHOSEN SON OF SET
opportunity attacks. Huge fiend (demon), chaotic evil
Slam: Ophois makes a slam attack. Armor Class: 21 (natural armor)
Innate Spellcasting (Costs 2 Actions): Ophois casts an innate Hit Points: 231 (22d12 + 88)
spell if available.
Speed: 30 ft.
This massive fiend resembles a gargantuan, bipedal lizard, approxi-
mately 25 feet tall and covered with thick, blue-green iridescent STR DEX CON INT WIS CHA
scales. Sharp, jagged teeth are apparent in both of the creature’s two 20 (+5) 17 (+3) 19 (+4) 16 (+3) 16 (+3) 12 (+1)
reptilian heads. Its long tail ends in a curved, scorpion-like stinger,
which visibly secretes a viscous drop of shimmering liquid. Saving Throws: Con +9, Int +8, Wis +8
Skills: Perception +8, Intimidation +11
Damage Resistances: acid, lightning
Damage Immunities: poison; bludgeoning, piercing, and
slashing from nonmagical weapons.
Hold Breath: The ammit can hold its breath for 30 minutes.
Pounce: If the ammit moves at least 20 feet straight towards
a creature and then hits it with its claw attack on the same
turn, that target must succeed on a DC 16 Strength saving
throw or be knocked prone. If the target is prone, the ammit
can make one bite attack against it as a bonus action.
ACTIONS
Multiattack: The ammit makes three attacks: one with its bite
and two with its claws.
Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 20 (3d10 + 4) piercing damage, and the target is grap-
pled (escape DC 16). Until this grapple ends, the target is
restrained, and the ammit can’t bite another target.
Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one crea-
ture. Hit: 22 (4d8 + 4) slashing damage.
This fiendish chimera has the hindquarters of a hippopotamus,
the front legs and mane of a lion, and the head of a crocodile.
AMMIT
Large fiend (demon), chaotic evil
Armor Class: 17 (natural armor)
Hit Points: 161 (17d10 + 68)
Speed: 40 ft.
‑Skills: Perception +2
Senses: blindsight 30 ft., passive Perception 12
Languages: —
Challenge: 1 (200 XP)
ACTIONS
Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one crea-
CRAWLING KINGSNAKE ture. Hit: 6 (1d4 + 4) piercing damage, and the target must
Gargantuan monstrosity, unaligned make a DC 12 Constitution saving throw or gain a level of
exhaustion. The target recovers all exhaustion it takes in this
Armor Class: 17 (natural armor) way when it finishes a short or long rest.
Hit Points: 186 (12d20 + 60) This enormous snake has drab mottled brown and tan skin. Its
Speed: 50 ft. triangular head has a wide mouth and oversized eyes.
ACTIONS
Multiattack: The minion makes two melee attacks.
Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 9 (1d8 + 5) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
REACTIONS
Cleave: When the minion reduces a target to 0 hit points, it
makes another melee attack against a different target within
5 feet of it.
Several warriors clad in plate armor and bracing shields advance
down the corridor in rhythmic unison. At first glance they appear
to be humanoids, but they sport cloven feet and scaly hands grasp-
ing hooked swords.
MINION OF SET
Medium fiend (demon, shapechanger), chaotic evil
Armor Class: 20 (plate armor and shield)
Hit Points: 55 (10d8 + 10)
Speed: 30 ft.
SHA
Medium beast, unaligned
Armor Class: 15 (natural armor)
Hit Points: 104 (16d8 + 32)
Speed: 40 ft.
Large construct, unaligned False Appearance: While the golem remains motionless, it is
indistinguishable from an inanimate statue.
Armor Class: 17 (natural armor)
Immutable Form: The golem is immune to any spell or effect
Hit Points: 178 (17d10 + 85)
that would alter its form.
Speed: 30 ft.
Magic Resistance: The golem has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) Magic Weapons: The golem’s weapon attacks are magical.
URAEUS
Huge beast, lawful evil
Armor Class: 18 (natural armor)
Hit Points: 190 (20d12 + 60)
Speed: 30 ft., swim 30 ft.
ACTIONS
Multiattack: Uraeus makes three bite attacks.
Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (2d6 + 3) piercing damage, and the target must
make a DC 18 Constitution saving throw, taking 27 (6d8)
poison damage on a failed save, or half as much damage on
a successful one.
This reptilian creature resembles a massive cobra. Unlike other
snakes, it keeps its head perpetually raised and never lowers it to
the ground, even when moving.
ACTIONS
Multiattack: Blimbull makes three attacks with his mace-ax
of Caphet, then uses Petrifying Gaze.
Mace-Ax of Caphet: Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6)
bludgeoning damage. If the target is a creature, Blimbull
can force the target to make a DC 10 Strength saving throw.
On a failed save, the target is pushed 5 feet directly away
from Blimbull.
Petrifying Gaze: One creature Blimbull can see within 30 feet
of him must make a DC 16 Constitution saving throw. A
creature that fails the saving throw by 5 or more is instantly
petrified. Otherwise, a creature that fails the save begins to
turn to stone and is restrained. The restrained creature must
repeat the saving throw at the end of its next turn, becoming
BLIMBULL, BASILOID petrified on a failure or ending the effect on a success. The
petrification lasts until the creature is freed by the greater
Medium monstrosity, neutral evil
restoration spell or other magic.
Armor Class: 18 (natural armor, mace-ax of Caphet)
LEGENDARY ACTIONS
Hit Points: 190 (20d8 + 80)
Blimbull can take 3 legendary actions, choosing from the
Speed: 30 ft.
options below. Only one legendary action option can be used
STR DEX CON INT WIS CHA at a time and only at the end of another creature’s turn. Blim-
16 (+3) 17 (+3) 18 (+4) 18 (+4) 16 (+3) 8 (-1) bull regains spent legendary actions at the start of his turn.
Mace-Ax: Blimbull makes a mace-ax of Caphet attack.
Skills: Stealth +7
Shove: Blimbull makes a Strength (Athletics) check contested
Damage Resistances: bludgeoning, piercing, and slashing by the Strength (Athletics) or Dexterity (Acrobatics) of a
from nonmagical weapons that aren’t silvered creature within 5 feet of him. If Blimbull wins the contest,
Condition Immunities: charmed, frightened, petrified
he can either knock the target prone or push it 5 feet directly
away from him.
Senses: darkvision 90 ft., passive Perception 13
ACTIONS
Dagger: Melee or Ranged Weapon Attack: +3 to hit, reach
5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1)
piercing damage.
Radiant Flash: Ranged Spell Attack: +5 to hit, range 30 ft.,
one target. Hit: 7 (1d8 + 3) radiant damage. The target and
each creature within 5 feet of it must succeed on a DC 13
Constitution saving throw or be blinded until the start of
Fawliq’s next turn.
The hunched figure pours over an ancient text while he twiddles
the end of whip-like tail. As he looks up, you are greeted with
a gnarled face lined with mutton-chops, and messy black hair
with gray streaks. A pair of smooth curved black horns adorn
FAWLIQ THE SAGE the crown of his head.
Medium humanoid (tiefling), lawful neutral
Armor Class: 11 (15 with snakeskin) FOLLOWER OF CAPHET
Hit Points: 45 (7d8 + 14) Medium humanoid, lawful evil
Saving Throws: Int +5, Cha +4 STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Skills: Arcana +5, History +7, Intimidation +4, Religion +5
Damage Resistances: fire (poison with snakeskin) Skills: History +2, Religion +2
Khonsurian Expert: Fawliq has advantage on Intelligence Fanatical Focus: While it can see a priest of Caphet, the follower
(History) checks to recall lore about the Khonsurian Empire. has advantage on saving throws against being charmed.
ACTIONS
Armor Class: 16 (chain mail) Leeching Gaze: Lashmag uses his gaze to drain the life force
from a creature he can see within 60 feet of him. The target
Hit Points: 225 (18d12 + 108) must succeed on a DC 18 Constitution saving throw or take
Speed: 30 ft. 18 (4d8) necrotic damage and Lashmag regains hit points
equal to the necrotic damage dealt to the target.
STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 22 (+6) 10 (+0) 14 (+2) 10 (+0) LEGENDARY ACTIONS
Lashmag can take 3 legendary actions, choosing from the
Skills: Perception +6
options below. Only one legendary action option can be
Damage Resistances: necrotic; bludgeoning, piercing, and used at a time and only at the end of another creature’s
slashing from nonmagical weapons that aren’t silvered turn. Lashmag regains spent legendary actions at the start
of his turn.
Damage Immunities: poison
Detect: Lashmag makes a Wisdom (Perception) check.
Condition Immunities: charmed, exhaustion, fright-
ened, poisoned Leg Attack: Lashmag makes a leg of Krimaret attack.
Senses: passive Perception 16 Leeching Gaze (Costs 2 Actions): Lashmag uses Leeching Gaze.
Languages: Abyssal, Common This hulking brute towers over your pathetic form. Its pallid flesh
is rent and torn, and a single piercing eye is centered under a
sloping forehead covered with wispy clumps of hair.
Special Equipment: Sadiq carries a periapt of health; a compo- Standing over the altar is a bald humanoid with a slight build.
nent pouch; a spellbook containing all his prepared spells, as He has knife-like ears and dried, cracked skin. He looks over
well as animate dead; keys to the doors in areas 1-7, 1-9, 1-11, his shoulder, acknowledging the intrusion with a sinister smile
1-16, 1-17, and 1-18 (see Pocket in a Shroud); and the second and bright eyes.
of the four keys needed to access Ophois’s pocket dimension.
Fey Ancestry: Sadiq has advantage on saving throws against
being charmed, and magic can’t put him to sleep.
ACTIONS
Mace: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
The priest of Caphet is a fanatic who inspires others to devote
themselves unthinkingly to the Chosen Son Caphet. The priest
has been blessed with resistance to lightning and can’t be turned
to stone by magic. Should a priest of Caphet die, another follower
invariably rises to take their place. Dressed in a green tunic
beneath leather armor, the priest wields a mace with the symbol
PRIEST OF CAPHET of Caphet emblazoned on the head.
Medium humanoid, lawful evil
Armor Class: 14 (leather) SHARD, LIMESTONE GOLEM
Hit Points: 52 (8d8 + 16) Large construct, unaligned
Speed: 30 ft. Armor Class: 17 (natural armor)
STR DEX CON INT WIS CHA Hit Points: 168 (16d10 + 80)
12 (+1) 17 (+3) 14 (+2) 16 (+3) 18 (+4) 16 (+3) Speed: 30 ft.
Skills: Deception +6, History +6, Persuasion +6, Religion +6 STR DEX CON INT WIS CHA
Damage Resistances: lightning 20 (+5) 12 (+1) 20 (+5) 14 (+2) 8 (-1) 1 (-5)
ACTIONS
Multiattack: The limestone golem makes two shard
slice attacks.
Shard Slice: Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 18 (3d8 + 5) slashing damage.
Prismatic Spear: Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the
target must make a successful DC 15 Constitution saving
throw or be blinded for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the effect
on a success.
The leaning limestone obelisk shutters, splitting into two rough
legs and two crude arms. A few runes on its upper surface glow,
creating a hellish visage.
THARIKADH
Medium humanoid (human), neutral evil
AC: 11 (14 with mage armor)
Hit Points: 143 (22d8 + 44)
Speed: 30 ft.
ACTIONS
Multiattack: Tharikadh makes two flail attacks.
Flail: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) bludgeoning plus 7 (2d6) necrotic damage.
Blinding Blast: Ranged Spell Attack: +8 to hit, range 120 ft.,
three creatures. Hit: 5 (1d10) force damage and the target
must succeed on a DC 16 Constitution saving throw or be
blinded. The target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
Summon Weapon: Tharikadh magically summons a flail to
his empty hand.
VENGEANCE OF HORUS
Weapon (khopesh), legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with
this magic weapon. This bonus increases to +3 when the
DESICCATING TOUCH
1st-level evocation
Casting Time: 1 action SAND BLAST
Range: Touch Evocation cantrip
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Self (15-foot cone)
Your mere touch siphons the moisture out of a living creature. Components: V, S, M (handful of sand)
Make a melee spell attack against a creature you can see. On a Duration: Instantaneous
hit, the creature takes 2d8 necrotic damage and must succeed With the point of a finger, you release a short blast of sand
on a Constitution saving throw or gain a level of exhaustion. and air in a 15-foot cone. Each creature in that area takes
If the target already had one or more levels of exhaustion, it 1d6 bludgeoning damage and must succeed on a Dexterity
makes the saving throw with disadvantage. saving throw or become blinded until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot The spell’s damage increases by 1d6 when you reach 5th level
of 2nd or higher, the damage increases by 1d8 for each spell (2d6), 11th level (3d6), and 17th level (4d6).
slot above 1st.
SERPENT MISSILE
POISON TOUCH 1st-level evocation
4th-level necromancy Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Touch Components: V, S, M (one snake scale per missile)
Components: V, S, M (a drop of poison) Duration: Instantaneous
Duration: Instantaneous This is a variation of the popular magic missile spell. You
By calling on divine power, your touch is imbued with a create two green glowing missiles shaped like stiff snakes.
magical venom. Make a melee spell attack against a creature Each missile strikes a target of your choice you can see within
within your reach. On a hit, the target takes 4d10 poison range. The missiles can target different creatures. Each missile
damage and must make a Constitution saving throw or be causes 5 (2d4) poison damage to its target.
poisoned until the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one additional missile
of 5th level or higher, the damage increases by 1d10 for each for each slot above 1st.
slot level above 4th.
HANDOUT #1
HANDOUT #3
HANDOUT #4
“When the final day of our year-long wait is over, we will care-
fully place each of the four keys in their appropriate homes atop
the fallen obelisks, which will reopen the portal. There won’t be
any sign that the portal has opened, so it will be a leap of faith
to pass through the rectangular space between the pillars. Once
through, my arrival should be enough to begin the process of rous-
ing everyone in preparation for the Son’s return...”
HANDOUT #5
HANDOUT #7
HANDOUT #8
HANDOUT #9
HANDOUT #13
HANDOUT #15
HANDOUT #16
T
he city of Mugdhad presents many interesting have a soft spot for anyone who resists Set’s forces and believe
locations that characters may wish to explore. that returning Tharikadh to power would be an improvement
The following sections summarize key aspects of over Skabhet’s rule. They can share that the previous governor
the city’s eight wards: Desert Ward, Grand Market, Sweet was often seen on the streets behind Temple Row and can
Ward, Ash Ward, Coin Ward, Temple Ward, Upper City, give directions to the former Shrine of Amun Tor (see Part 2).
and the Palace.
Grub Hut. This frighteningly dirty establishment serves
Mugdhad features prominently in one of the adventures simple yet tasty local food. Hashess (LN halfling bandit)
presented in this volume, The Cursed Coils of Set. More detail runs the place. He’s friendly to all, loves to joke with the
about the encounter areas referenced in this gazetteer can be patrons, and is secretly an informant for Set’s forces.
found in that adventure.
T
he Sunken Temple of Set is an adventure designed
for use with the fifth edition of the first fantasy slay a Chosen Son, Set would have no choice but to elevate
roleplaying game. It is intended for four to six char- it to its rightful position as a Chosen Son. But failure curses
acters of 7th to 8th level. The adventure occurs in a barren, a Lesser Son to 100 years of service to its brother.
rocky, mountainous region bordering a sandy waste and has A year ago, an ambitious Lesser Son named Makura desired
a distinctive Egyptian theme. This adventure can be used as to challenge Manahath, a Chosen Son of Set rumored to
a side adventure for a Dark Tower campaign (available from reside in the nearby Dark Tower of Set. But Makura never
Goodman Games). If used as such, the adventure location is got the chance to challenge the Chosen Son. Set himself
a box canyon in the Redmoon Pass to the east of the Village placed this Chosen Son as guardian and ally to a powerful
of Mitra’s Fist. The adventure is also easy to place in the GM’s Lich. Makura’s undoing was a feigned alliance with another
own campaign. If the deity Set does not occur in the GM’s Lesser Son named Konah the Dissenter. Konah betrayed his
campaign, they can substitute a similar evil serpentine deity. brother with an arcane onslaught and sent him back to the
Lower Planes to seethe in his failure.
BACKGROUND But Makura’s tale doesn’t end there, as Set himself was
In a concerted effort to spread discord and evil among the intrigued by the brash powerplay. Following a year of banish-
mortal races, the god Set sired many bastard offspring via its ment, when Makura was granted the right to walk again
dalliances among them. The result was a jumble of divine among the mortals, he awoke in a ruined temple not too far
and mortal traits, but all of his children were hideous snake, from the Dark Tower. The temple was dedicated to Sobek,
reptilian, and humanoid crossbreeds. Each was a unique, the lesser crocodile god of destiny. Makura, with three croco-
twisted fiend, as Set steeped his creations in chaotic sorcery. dilian heads, took this as a favored sign from Set, and set
These he called his sons, and they were spread far and wide about to rededicate this temple to his god, Set. Soon after,
to disseminate their vile plots. a werecrocodile high priest of Sobek arrived at the temple
at the behest of his deity, but quickly pledged its service to
He had many sons, but only the four most powerful were his the powerful Lesser Son. This dedication is but a ruse, as the
Chosen Sons. The rest, and most numerous, are called his priest has his own agenda, which includes reclaiming the
Lesser Sons. All the Sons of Set share a spark of immortality. ruined temple in the name of his god. Rynchus bides his
A Lesser Son always fights to the death, hoping to gain Set’s time and plots to overthrow Makura.
favor, for if it’s destroyed it reforms in one to two years. The
Chosen Sons are more practical and often surround them-
selves with minions, preferring to eschew direct conflict.
A slain Chosen Son of Set returns as a Lesser Son, and the
T
he sunken temple of Set is located in a flooded box
The bridge can be destroyed with weapon blows. A typi-
canyon at the foot of Mount Bone-head about 1.5
cal plank has an AC 14 and 5 hit points. The rope part of
miles southeast of the Village of Mitra’s Fist. Since
the bridge is AC 12, has 15 hit points, and is vulnerable to
the river that exits the box canyon swiftly flows to the west
slashing damage, but resistance to bludgeoning and pierc-
through a ravine, it is easiest to approach from the higher
ing damage. Severing one of the ropes causes the bridge to
elevation. This puts the characters at the west end of the box
suddenly shift and tilt at a sharp angle. All on the bridge
canyon looking down at the temple, partially submerged in
must make a successful DC 10 Dexterity saving throw or
a lake. Consult map 1 for an overview of this locale.
fall off the bridge. If a second rope is severed, the bridge
Makura was recently reincarnated by Set, and now resides collapses. Targets on a collapsing bridge that make a success-
in the sunken temple, bidding his time to strike back at his ful DC 17 Dexterity saving throw to hold onto the bridge as
enemies. The powerful spawn of a god has not yet estab- it slams into one of the ravine walls, taking 10 (3d6) bludg-
lished regional effects of his evil taint. That said, perceptive eoning damage. Climbing up a severed rope bridge requires
characters notice a few unusual effects as they get within a successful DC 10 Strength (Athletics) check.
half a mile of the sunken temple. A profusion of mundane
The ravine is approximately 120 feet deep with a raging river.
snakes and lizards gather near the canyon and may appear
Falling into the ravine causes 28 (8d6) bludgeoning damage
in a character’s packs. Dark clouds and a cold wind create a
as the water somewhat cushions the fall. But the target is
sense of foreboding. The occasional influx of chaotic eldritch
swept 30 (1d6 x 10) feet down stream at the end of each of
magic sours waterskins, bruises desert plants, and creates the
their turns, taking an additional 3 (1d6) bludgeoning damage
sound of a serpent’s hiss on the wind. None of these effects
for each 10 feet of movement.
impact combat, but they serve to unnerve the players and
provide atmosphere. Guards. During the daylight hours, the bridge is guarded
by a pair of soben, stationed on the northern side. These
AREA 1 –THE ROPE BRIDGE 10-foot tall bulky lizardfolk-like humanoids have thick scaled
hides and crocodilian heads. Each hefts a massive khopesh
Travel through the broken rocky terrain has been slow at best as
(a hooked sword), carries a longbow slung over its back, and
you meander along the top of a steep-sided ravine. Below, the
has a sword-like blade affixed to its crocodilian tail.
bottom is occupied by the churning rapids of a swift moving river
cutting through the barren landscape. A worn rope bridge spans The soben address the characters in sibilant, halting
the ravine at a narrow location. It appears sturdy as it sways in Common, blocking passage across the bridge. They demand a
the cold breeze. toll of at least 200 gp to pass, but can be bargained down with
a successful DC 15 Charisma (Intimidation) check. They do
The denizens of the Sunken Temple installed this rope bridge
not respond to Persuasion, only dominance and threats. If
to provide easier access to the paths that lead down into the
the characters refuse, it comes to blows, but the soben flee
box canyon (areas 3 and 4). Recently, Rynchus added guards
(not across the bridge, however) if reduced to half hit points.
to the bridge. These flunkies are under orders to prevent
Once one flees, the other follows suit.
anyone from crossing, but really, Rynchus is punishing them
for insubordination and displaying too much respect for The soben carry no treasure. One of them carries a bloody
Makura. Rynchus would like nothing more than these two leather sack holding two haunches of camel meat—not just
Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Despite appearances, the dock is secure and durable. It juts
Hit: 22 (3d10 + 6) piercing damage and the target is grap- out into the lake about 12 feet, and the water’s depth quickly
pled (escape DC 17). Until this grapple ends, the target is drops off. A successful DC 15 Wisdom (Perception) check
restrained and the giant crocodile can’t bite another target. while examining the wooden structure reveals dried blood
splotches on the planks.
Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a Reed Skiff. The reed skiff is about 15 feet long and can fit
creature, it must succeed on a DC 17 Strength saving throw six Medium-sized creatures comfortably (eight maximum).
or be knocked prone. There is a 20-foot-long pole-paddle inside that can be used
to pilot the craft. The skiff has an Armor Class of 11 and 60
Death Roll (3/day): If Soukhos is grappling a target, it can hit points.
perform a violent death roll. The grappled target takes 11
(1d10 +6) bludgeoning damage and 11 (1d10 +6) piercing Developments. The sacred guardian (see area 2) attacks the
damage and the target needs to make a successful DC 17 skiff unless an offering of fresh meat is dropped into the water
Constitution saving throw or become stunned until the end soon after departing the dock.
of its next turn.
AREA 4 – THE HIDDEN PATH
AREA 3 – THE OBVIOUS WAY DOWN If the southern ridge line is searched past the obvious trail
If the characters walk along the southern ridge of the canyon, (area 3), this concealed path can be located with a successful
they come across an obvious trail winding its way to the lake’s DC 17 Wisdom (Perception) check. If the tracks in area 3
edge and a crude dock. A successful DC 15 Survival check were discovered, this check is made at advantage. If discov-
ered, read the following:
T
stone platform that leads out into the open water and then he temple was constructed when the box canyon
takes a 90 degree turn toward the temple steps. The “avenue” was dry. Then, by channeling divine magic, a high
is just under 100 feet wide and the water here is only 4 feet priest altered the course of a nearby river, rerout-
deep. Walking along the avenue is considered difficult terrain. ing it to spill into the canyon. Now, the temple is partially
submerged and contains a fully flooded crypt.
Pedestals. The avenue is demarked by a series of 3-foot-high
pedestals now 1 foot beneath the surface of the water. Affixed The sunken temple was once dedicated to Sobek, the croco-
to the top of these stone columns are enchanted bronze dile god of fertility and flowing water (such as mighty rivers).
braziers. If one is touched with a holy symbol dedicated to But now, with the arrival of Makura the temple has been
Sobek and the cantrip sacred flame is cast, the braziers ignite, rededicated to Set—although this doesn’t sit well with his
as per continual flame (even underwater), but with a duration ally, the priest Rynchus.
of eight hours.
Throne. The throne is smooth stone, and features exquisite Hidden Chambers. In the northeast and southeast corners of
craftmanship with water motifs throughout and set with the room are hidden chambers. The secret doors concealing
five symmetrical aquamarine gemstones. It radiates illusion these chambers require a successful DC 17 Wisdom (Percep-
magic. This throne is one of a set of enchanted devices with tion) check to locate. Each chamber is a nondescript triangu-
lar room with two items of note: a lever mounted on the east
Magic Resistance: The minion of Set has advantage on saving Range: 120 feet
throws against spells and other magical effects. Components: V, S, M (one stick, such as a torch, per snake)
Shapechange (1/Day): A minion of Set can use its action to Duration: Concentration, up to 10 minutes
polymorph into a giant constrictor snake or a giant poisonous This spell transforms up to eight normal sticks (at least 1 foot
snake. It can revert to its true form as an action. It takes on long, with a diameter of ½ inch) to constrictor snakes (with
the statistics of the creature as if using the spell polymorph. It maximum hit points). Roll a d20 for each snake; on an 11 or
reverts to its true form if it dies. higher it is a poisonous snake (also with maximum hit points)
instead. The snakes are friendly to you and your allies and can
be commanded to attack or perform simple duties. At the end
ACTIONS of the duration, the snakes turn back into mundane sticks.
Multiattack: The minion of Set makes two khopesh attacks. At Higher Levels. When you cast this spell using a spell slot
higher than 3rd level, you can create two additional snakes for
Khopesh: Melee Weapon Attack: +5 to hit, reach 5 ft., one
each slot level above 3rd level.
creature. Hit: 10 (1d8 + 5) slashing damage. The minion can
forgo dealing damage to instead force the target to make a
DC 13 Strength saving throw or drop its weapon or shield
(minion of Set’s choice).
PRIEST ACTIONS
Medium humanoid (human, shapechanger), neutral evil Multiattack (Humanoid or Hybrid Form Only): In humanoid
form, the werecrocodile can make two macana attacks. In
Armor Class: 14 (breastplate) in humanoid or hybrid form, hybrid form, it can make two attacks, only one of which
12 (natural armor) in crocodile form can be a bite.
Hit Points: 65 (10d8 + 20) Macana (Humanoid or Hybrid Form Only): Melee Weapon
Speed: 30 ft. (swim 30 ft. in crocodile form) Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
slashing damage.
STR DEX CON INT WIS CHA Bite (Crocodile or Hybrid Form Only): Melee Weapon Attack: +5 to
15 (+2) 10 (+0) 14 (+2) 10 (+0) 17 (+3) 9 (-1) hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage,
and the target is grappled (escape DC 12). Until the grapple
Saving Throws: Int +4, Wis +7 ends, the target is restrained, and the werecrocodile can’t bite
Skills: Stealth +3 another target. If the target is a humanoid, it must succeed
a DC 13 Constitution saving throw or be cursed with were-
Damage Immunities: bludgeoning, piercing, and slashing from
crocodile lycanthropy. This saving throw must be repeated
nonmagical weapons that aren’t silvered
for each turn the target is grappled.
Senses: passive Perception 13
Languages: Common (can’t speak in crocodile form) NEW MAGIC ITEMS
Challenge: 6 (2,900 XP)
Special Equipment: spell scroll (blade barrier), spell scroll (insect ROD OF THE CROCODILE
plague) cape of the mountebank, rod of the crocodile, ring of Rod, rare (requires attunement by a cleric or druid)
messaging, bronze holy symbol (Sobek), gold headdress set This rod is a wooden shaft wrapped in cured crocodile skin.
with onyx (worth 1,250 gp). The head is iron and shaped like a crocodile. This functions as
a magical mace-axe that grants a +1 bonus to hit and damage.
Hold Breath (Hybrid or Crocodile Form Only): The werecrocodile
You can use a bonus action to speak this rod’s command word
can hold its breath for 15 minutes.
and make the head of the rod transform into an animated
Shapechanger: The werecrocodile can use its action to poly- crocodile head for 1 minute. By using another bonus action
morph into a Medium-sized crocodile-human hybrid, into to speak the command word again, you return the rod to its
a Large-sized crocodile, or back into its true form, which is normal form.
humanoid. Its statistics, other than its size, speed, and AC, You can make a melee attack using the crocodile head, which
are the same in each form. Any equipment it is wearing or has a reach of 5 ft. Your proficiency bonus applies to the attack
carrying isn’t transformed. It reverts to its true form if it dies. roll. On a hit, the target takes 1d10 +1 piercing damage and
the target is grappled (escape DC 12). Until this grapple ends,
Spellcasting: Rynchus is a 10th level spellcaster. His spell- the target is restrained, and the rod can’t be used to attack
casting ability is Wisdom (save DC 14, +6 to hit with spell another target.
attacks). He has the following cleric spells prepared: The crocodile head can be attacked while it is animate. It
• Cantrips (at will): guidance, light, resistance, sacred flame, has an Armor Class of 14 and has 25 hit points. If the head
spare the dying drops to 0 hit points, the rod is destroyed. As long as it’s not
destroyed, the rod regains all lost hit points when it reverts to
• 1st level (4 slots): command, guiding bolt, inflict wounds, its inanimate form.
shield of faith
• 2nd level (3 slots): blindness/deafness, hold person, spir- RING OF MESSAGING
itual weapon Ring, uncommon (requires attunement by a spellcaster)
• 3rd level (3 slots): bestow curse, water walk This is a plain ring of twisted copper wire has three charges. As
an action, the wearer can expend a charge to cast the cantrip
• 4th level (3 slots): control water, stone shape message. All 3 charges return daily at dawn.
T
he defeat of Makura deals another blow to Set and
his allies controlling the region. It’s also possible the
characters have recovered another Mitraic artifact
in their defiance to Set. If this adventure is being used in
conjunction with Dark Tower, Rynchus could offer informa-
tion on the location of a hidden tomb (located in the Valley
of Tombs) that holds the secret names of one (or more) of
the Chosen Sons of Set. Such information would be valuable
during a confrontation.
Of course, it’s very likely that Rynchus escapes the clutches of
the characters and becomes a reoccurring antagonist. Unless
the temple was destroyed by the wrath of Sobek, he eventu-
ally returns and sets up a base of operations. Soon after, he
begins to attract the attention of cultists and worshipers. The
GM should determine what his ultimate objective is, but
eventually he will clash with the characters again.