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  What Came Before
  Recently, a High Priest of Set, Hsis’Arul, has learned 
  that priests of Ibis have gathered in the ruins of the 
  Dead city of Kaetta along the border of Shem and 
  Stygia, in an attempt to recover an artefact of their god. 
  Hsis’Arul has received permission from King Ctesphon 
  IV, Stygia’s ruler, to take a large company of Stygian 
  soldiers down the river Styx, cross over into Shem and 
  stop the priests of Ibis before they recover whatever it is 
  they are looking for. Hsis’Arul has gathered Stygian war 
  chariots and Shemite mercenaries mounted on Stygian 
  warhorses.
  The priests of Ibis have gathered in the dead city 
  of Kaetta in the hopes of recovering a sacred artefact 
  known as the ‘Staff of Ibis’. Six staffs are known to exist, 
  but the only known owner of a Staff of Ibis is Kalanthes, 
  High priest of Ibis. The staff is said to be made of solid 
  gold, capped with an intricate carving of Ibis’ head. 
  Kalanthes has sent one of his pupils, Ishlan of Ibis, and 
  about 30 followers to the dead city of Kaetta to search 
  through the ancient ruins and discover the location of 
  the lost Staff of Ibis. The characters can be brought in as 
  mercenaries, friends of the god Ibis or actual followers. 
  Ishlan has managed to ﬁ nd a large cache of opals buried 
  within the ruins of Kaetta that he planned to take back 
  with him for the temple’s coffers. However, he can be 
  persuaded to pay these out to the adventures for their 
  services if money is what they desire.
  The adventures could have several encounters on the 
  way to Kaetta – one is provided as an example. When 
  they arrive they can assist Ishlan and his followers with 
  searching the ruins underneath the desecrated temple 
  of Mitra. Eventually they ﬁ nd an ancient rectory of the 
  temple of Ibis that is semi-intact. Inside they will ﬁ nd 
  crumbling, ancient scrolls that state that the staff was 
  taken by an ancient Stygian lord known as Hepthnon. 
  Hepthnon raided the lands now known as Shem 
  generations ago and used the stolen wealth to build his 
  burial tomb. Hepthnon’s tomb lies across the River Styx 
  in Stygia proper and is almost completely buried by the 
  desert. Ishlan will implore or even bribe the characters 
  to get them to go across the river and recover the Staff 
  of Ibis.
  Once the characters accept Ishlan’s offer they will leave 
  Kaetta and travel south to the River Styx. Again, a 
  sample encounter is provided to keep them busy. When 
  the characters reach the ancient bridge of Nebheth, 
  Hsis’Arul and his soldiers should be close behind. If the 
  characters can get across the bridge and destroy it, they 
  will slow Hsis’Arul down signiﬁ cantly, since none of his 
  men will be willing to ford the river with so many giant 
  crocodiles present.
   
  The ruins of Hepthnon’s tomb can still be seen rising 
  from the burning sands. A search will reveal a weakened 
  section of stone that can be broken apart and provide 
  access into the tomb. Once inside, the characters will 
  face few traps or encounters until they reach the burial 
  chamber of Hepthnon himself. Hepthnon has been 
  gifted with the ‘Kiss of Set’, a process that changes a 
  human into a serpent-man of Set. Hepthnon has been 
  magically preserved and sealed within his tomb and he 
  will rise to destroy all who attempt to steal his treasure 
  or violate his earthly remains. He is assisted in this 
  venture by his one-time consort, Sasshia, who has also 
  been transformed into an unaging magical beast.
   
  Once Hepthnon is defeated, the characters can search 
  the burial chamber and ﬁ nd several valuable items along 
  with the Staff of Ibis. On the way out of the temple, 
  they will encounter Hsis’Arul and his men, who have 
  ﬁ nally caught up with them. Hopefully the characters 
  survive to give Ishlan the Staff of Ibis. With another 
  staff in the possession of the clergy, the cult of Ibis will 
  be more powerful and will be able to defend itself more 
  adequately against the priesthood of Set.
  The Staff of Ibis
  The Staff of Ibis
  An adventure for 9th level characters, by Eric K. Rodriguez.
  ‘Our god takes in all that would be faithful.’
  - Hsis’Arul, High Priest of Set.
  ‘Aye, as a snake takes in its meal.’
  - anonymous citizen of Khemi.
  
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  At the edge of the oasis, the group will be confronted 
  by four men, armed with scimitars and spears. All of the 
  men are dressed in desert robes and kaftans, and appear 
  to be of Shemite descent. One of the armed men will 
  step forward and begin speaking in Shemite. If none 
  of the characters are ﬂ uent in Shemite, then he will try 
  Stygian and Kothic. The large man speaking introduces 
  himself as Barouz and claims that he is a Shemite trader 
  from the city of Shushan. Barouz tells the characters 
  that he and his three sons were on their way to the city 
  of Yamman, when bandits waylaid their caravan and 
  they were forced to ﬂ ee into the desert to avoid being 
  murdered. Barouz remembered the old stories his father 
  had told him about an oasis near the dead city of Kaetta 
  and had risked the burning desert in hopes that the 
  stories were true. He and his sons have been at the oasis 
  for the last six days and were planning on leaving soon. 
  Barouz offers the use of his camp and his hospitality to 
  the adventures, as long as they mean him and his sons 
  no harm. If the characters agree, Barouz and his sons 
  will lower their weapons and welcome the group into 
  their camp.
  Barouz and his sons are not what they appear to be. 
  As the group relaxes at the oasis, they will begin to see 
  that some things that Barouz has told them do not 
  seem to be the truth. Characters that make a successful 
  Survival check (DC 20) will notice that Barouz’s camp 
  seems to be more permanent than just six days. There 
  is a strange smell that occasionally blows through the 
  camp with the desert breezes, but the source of it is 
  unknown. Characters may also notice that Barouz and 
  his sons will keep their distance and become more and 
  more withdrawn as night approaches. As the sun sets 
  and the lengthy shadows begin to creep across the desert 
  dunes, Barouz and his sons will disappear without a 
  trace. Characters that try to track Barouz and his sons 
  will notice that the desert sands seem to swallow up any 
  track or trace of them.
  Oasis of Manithlal
  A sample encounter of the sort that the characters could 
  have as they travel to the dead city of Kaetta. The Games 
  Master is encouraged to adjust the quantity and tone of 
  these incidental encounters to suit his group.
  After several days of hard riding across the savannahs 
  of Shem and the desert that borders the River Styx, the 
  group should come upon the Oasis of Manithlal. Once, 
  when the city of Kaetta was a thriving waypoint for 
  merchant caravans and traders, the Oasis of Manithlal 
  saw hundreds of travellers pass beneath its green palm 
  trees every day. However, with the destruction of Kaetta 
  and the abandonment of the old trade routes, the Oasis 
  of Manithlal has become a watering hole for bandits, 
  brigands and criminals seeking to avoid civilised 
  contact. As the group nears the oasis, they will see the 
  remains of ancient outbuildings and way shelters, half 
  covered by the desert sands. As they approach closer, the 
  characters will notice several white tents and the braying 
  of camels.
  
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  If the group decides to stay the night in the camp, they 
  will notice a full moon rising over the desert dunes, 
  providing a faint, silvery illumination. Around midnight, 
  Barouz and his sons return to the camp, wearing their 
  true forms. Barouz and his sons are were-hyenas and 
  have been waylaying travellers to the oasis for months. 
  Barouz lures wayfarers to the oasis with whatever story 
  is needed and then he and his sons murder them while 
  they sleep. The strange smells that have been wafting 
  through the camp are coming from a small outcropping 
  of stones about a mile from the oasis where Barouz has 
  been storing the corpses of his victims. Barouz and his 
  sons will ﬁ ght in their animal forms with their natural 
  weapons. If Barouz is killed, there is a 30% chance 
  that his remaining offspring will ﬂ ee into the desert. A 
  successful search of Barouz will ﬁ nd that he does not 
  have anything of value on him, except a bronze key with 
  moon and star carvings upon it. A difﬁ cult Search of 
  Barouz’s tent (DC 30) reveals a strongbox buried under 
  the tent ﬂ oor, covered by a thin layer of sand. A character 
  with the Disable Device skill should be allowed a check 
  (DC 23) to ﬁ nd a poisoned needle trap within the lid 
  of the chest. Characters that attempt to open the chest, 
  without the key, must make a successful Reﬂ ex save (DC 
  20) to avoid the trap. Characters that fail their saving 
  throw will be struck by the needle, which is covered in 
  Barouz’s lycanthropic blood. An infected character will 
  not notice any symptoms until the next month’s full 
  moon, at which time he will be transformed as if struck 
  by an awful rite of the were-beast spell.
  Inside Barouz’s strongbox is a collection of all the 
  valuables and trinkets that he has taken from his victims 
  over the last few years: 155 gold pieces of various mints, 
  246 silver pieces, 2 jewelled talismans of ancient Zamoran 
  design covered in spider images, 3 gold necklaces, 22 
  semi-precious stones, 3 rare stones, 2 jewelled daggers 
  with gold scabbards, a dark blue robe made of Khitain 
  silk, one set of thieves tools made in Arenjun, and one 
  onyx prayer statue of Derketo.
  Barouz’s sons use the statistics for werehyenas as given 
  on page 329 of Conan: The Roleplaying Game. Barouz 
  himself is a stronger specimen, and uses the statistics in 
  the box on the next page:
  Given Barouz’s increased movement in the desert and 
  his ability to Hide even without cover or concealment 
  (although not while directly observed), it is entirely 
  possible that he will escape the initial confrontation and 
  continue to dog the party with hit-and-run tactics as 
  they travel through the desert.
  The Dead City 
  of Kaetta
  The dead city of Kaetta has been abandoned for over 
  150 years. A century and a half ago a large earthquake 
  shook the Kaettan plateau, causing catastrophic damage 
  and destruction. Many regarded the shaking of the 
  earth as a punishment from the gods, as if the Kaettan 
  people incurred the wrath of the immortals. Others 
  claimed that Stygian sorcerers were wrathful at a Mitran 
  temple so close to their ‘holy’ land.  Whatever the case, 
  ‘I have power, wealth and wisdom. All these things 
  were given to me by my god Set. No god is greater or 
  more powerful. May his reign last eternal.’
  -Yulshan IV, Prince of Stygia, 
  three days before his sacriﬁ ce.
  Oasis of Manithlal
  
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  Barouz
  Shemite Werehyena, 10th level Nomad
  Medium Humanoid (Human, Shapechanger)
  Human Form
  Hyena Form
  Medium Humanoid (Human, Shapechanger)
  Medium Humanoid (Human, Shapechanger)
  Hit Dice:
  10d10+3d8+26 (94 hp)
  10d10+3d8+46 (114 hp)
  Initiative:
  +15 (Reﬂ ex +9, Dex +2, Improved Initiative +4)
  +17 (Reﬂ ex +9, Dexterity +4, Improved Initiative +4)
  Speed:
  40 ft
  60 ft
  Dodge Defence:
  23 (+5 Nomad, +2 natural, +2 Dex, +1 Dodge, +3 Favoured Terrain)
  25 (+5 Nomad, +2 natural, +4 Dex, +1 Dodge, +3 Favoured Terrain)
  Parry Defence:
  16 (+5 Nomad, +1 Str)
  -
  DR:
  4 (+4 werehyena)
  6 (+2 hyena, +4 werehyena)
  Base Attack/
  Grapple:
  +11/+12
  +11/+16
  Attack: 
  Scimitar +13 melee (1d8+1, AP 3)
  Bite +16 melee (1d8+7, AP 6)
  Full Attack:
  Scimitar +13/+8/+3 melee (1d8+1, AP 3) and knife +12/+7/+2 melee 
  (1d4+1, AP 1)
  Bite +16/+11/+6 melee (1d8+7, AP 6)
  Space/Reach:
  5 ft/5 ft
  5 ft/5 ft
  Special Attacks:
  Nomad Charge
  Nomad Charge, Trip
  Special 
  Qualities:
  Favoured Terrain (Desert +3, Plains +1), Born to the Saddle, 
  Improved Mobility, Alternate Form, Hyena Empathy, Low-Light 
  Vision, Scent
  Favoured Terrain (Desert +3, Plains +1), Born to the Saddle, Improved 
  Mobility, Alternate Form, Hyena Empathy, Low-Light Vision, Scent
  Saves:
  Fort +10, Ref +11, Will +5
  Fort +12, Ref +13, Will +5
  Abilities:
  Str 12, Dex 14, Con 12, Int 9, Wis 11, Cha 10
  Str 20, Dex 18, Con 16, Int 9, Wis 11, Cha 10
  Skills:
  Appraise +1, Bluff +9, Heal +2, Hide +18, Listen +12, Move Silently 
  +18, Search +2, Spot +13, Survival +15
  Appraise +1, Bluff +9, Heal +2, Hide +20, Listen +12, Move Silently 
  +20, Search +2, Spot +13, Survival +15
  Feats:
  Alertness, Armoured Stealth, Combat Reﬂ exes, Diehard, Dodge, 
  Endurance, Improved Initiative, Improved Two-Weapon Combat, 
  Iron Will, Self-Sufﬁ cient, Stealthy, Toughness, Track, Two-Weapon 
  Fighting, Weapon Focus (Scimitar)
  Alertness, Armoured Stealth, Combat Reﬂ exes, Diehard, Dodge, 
  Endurance, Improved Initiative, Improved Two-Weapon Combat, Iron 
  Will, Self-Sufﬁ cient, Stealthy, Toughness, Track, Two-Weapon Fighting, 
  Weapon Focus (Scimitar)
  Equipment:
  Scimitar, knife, mail shirt (not worn in the desert heat, can be found 
  in his tent, oiled and ready for use with the Armoured Stealth feat)
  Fangs and savagery
   
  (These statistics include all Nomad bonuses applicable for ﬁ ghting in a desert environment. 
  For details of his special attacks and special qualities, please see Conan: The Roleplaying Game.)
  
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  the upheaval destroyed the great city and most of the 
  people that lived there. The few that did survive spread 
  rumours of the ‘curse of the gods’ and insured that no 
  others would ever venture to Kaetta again. Merchant 
  and caravan routes changed, commonly used roads 
  disappeared and Kaetta became the dead city that it is 
  today.
  The ascent is easy and should be free of any encounters. 
  Characters will notice that Kaetta was a large city in its 
  days of glory. However, very few buildings still stand 
  and most of these are hollow shells of brick and mortar 
  that creak and moan when the wind blows. A broken, 
  cobblestone path is all that remains of the city’s main 
  thoroughfare. As the group moves through the winding 
  city streets, they will notice that many of the alleyways 
  and thoroughfares are pitted with cracks and holes. 
  Characters that make a successful Intelligence check 
  (DC 18), will guess that the entire plateau is unstable 
  and possibly hollow or honeycombed.
  Characters can make a successful Spot check (DC 
  18) to notice a small wisp of smoke coming from a 
  semi-intact two-storey building near the heart of the 
  city. As the group approaches the building, several 
  men with crossbows will come out of hiding and tell 
  the characters to stay where they are and not to make 
  any sudden moves. Ishlan of Ibis will speak with the 
  characters to determine their purpose and allegiance. 
  Once Ishlan is convinced that the group is friendly or 
  the allies that he has been waiting for, then he will order 
  his men to stand down. Ishlan leads the group to a large, 
  two-storey building that looks to have been a grain silo 
  at one time.
  Ishlan of Ibis is a middle aged man who looks to be 
  of Nemedian blood with a shaven head and no facial 
  hair. His skin is tanned and he stands just shy of six 
  feet tall. Ishlan will welcome the group into his camp 
  and provide food and water for his new guests. Once 
  Ishlan feels the group is comfortable, he will begin to 
  relate his tale of the happenings so far. Ishlan will tell 
  the characters of his long and perilous journey from the 
  safety of his home in Nemedia to the merciless desert 
  of Shem. He will be brief in his story, mentioning most 
  things as trivial and of no consequence. However, once 
  his story reaches the dead city of Kaetta, his voice takes 
  on an ominous tone. Ishlan will tell the group that he 
  does not believe the city was destroyed by the gods or 
  some vengeful wizards. Ishlan believes that the city was 
  built upon the remains of an ancient ﬁ ssure or tear in 
  the earth that had nothing to do with magic but was 
  actually formed from the aged earth. He believes that 
  the city’s large size eventually led to its own downfall. 
  He will also relate to the adventurers that he is searching 
  for an ancient temple of Ibis said to have been in the city 
  over 150 years ago.
  The Manticore
  Large Aberration
  Hit Dice:
  6d10+24 (57)
  Initiative:
  +4 (+2 Dexterity, +2 Reﬂ ex)
  Speed:
  30 ft,  ﬂ y 50 ft (clumsy)
  Dodge 
  Defence:
  18 (+2 Dex, +6 natural)
  Damage 
  Reduction:
  6 (+6 natural)
  Base Attack/
  Grapple:
  +4/+9
  Attack:
  Claw +9 melee (2d4+5) or 
  6 spikes +7 ranged (1d8)
  Full Attack:
  2 claws +9 (2d4+5) and bite +7 (1d8+2) or 
  6 spikes +7 (1d8+2/19-20)
  Space/Reach:
  10 ft/5 ft
  Special 
  Attacks:
  Tail spikes
  Special 
  Qualities:
  Low-light vision, scent
  Saves:
  Fort+6, Ref +4, Will +6
  Abilities:
  Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
  Skills:
  Listen +5, Spot +9, Survival +2
  Feats:
  Flyby Attack, Multiattack, Track, 
  Weapon Focus (spikes)
  The manticore is an aberration created 
  by the Sorcerer Manglas’Uthlal. Manglas 
  was the chief sorcerer of the Crystal 
  Triad during the golden days of the 
  city of Kaetta. Manglas was known to 
  have pulled many horrid abominations 
  from his sorcerous vats during his life. 
  The manticore was one of his greatest 
  achievements; it struck fear and terror 
  into the hearts of those that looked upon 
  it. Before Manglas died, it was said that 
  several manticores were birthed in his 
  magical vats. However, no one knows 
  whether this is true or not.
  Spikes (Ex): With a snap of its tail, a 
  manticore can loose a volley of six spikes 
  as a standard action (make an attack roll 
  for each spike). This attack has a range 
  of 180 feet with no range increment. 
  All targets must be within 30 feet of 
  each other. The creature can launch 
  only twenty-four spikes in any 24-hour 
  period.
  Skills: Manticores have a +4 racial bonus 
  on Spot Checks.
  
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  Ishlan will continue with his story until a loud roar 
  startles him and the other camp followers. Ishlan will 
  immediately jump up and run to the nearest window. 
  As his men begin to run downstairs with their weapons, 
  a man’s scream can be heard outside, followed by the 
  loud roar of a lion. Eventually the characters should run 
  outside and ﬁ nd several of Ishlan’s followers gathered 
  around a grisly carcass. Ishlan will tell the characters 
  that the body is all that is left of the sentry that was 
  on guard duty. Ishlan will confess to the characters that 
  since arriving within Kaetta over three weeks ago, they 
  have been attacked every three or four days by a lion. 
  Even though none have seen the creature, it has the roar 
  of a lion and leaves lionish claw marks on its victims. 
  Ishlan and his men have been too busy searching and 
  excavating the ruins to hunt the rogue lion down. The 
  characters may choose to hunt the lion down themselves 
  or they may ignore it, in which case it continues helping 
  itself to a guard or two every three or four nights.
   
  If the characters try to track the lion, a successful 
  Survival skill check by someone with the Track feat 
  (DC 19) will ﬁ nd tracks that lead toward the western 
  part of the ruined city. Eventually the group tracks the 
  creature to the remains of what was a tall and ancient 
  tower. The debris, even after a century of decay, remains 
  in a large pile about thirty feet tall at the top, its stones 
  and masonry still showing sharp and clear edges.
  The lord of the lair will jump down from the highest 
  part of the pile and surprise the characters. The creature 
  that leaps down from above is a manticore. This creature 
  was formed in a wizard’s laboratory and imprisoned in 
  the tower ages ago. With the death of its master and the 
  destruction of the tower, this creature has been free to 
  roam the countryside. It normally hunts desert animals, 
  but is stocking its larder (a nearby ruin) with human 
  ﬂ esh now there is an abundance of its favoured prey. 
  The manticore has the body of a lion, the wings of a 
  giant bat and the head of a wild man. Its tail sports 
  several large, sharpened spikes that occasionally are used 
  to bring down quarry like heavy darts. The manticore 
  is a ferocious, feral creature that knows no mercy, but 
  has an almost-human intelligence and cunning. It will 
  ﬁ ght to the death. If the characters manage to defeat 
  the manticore, they will ﬁ nd that several of its body 
  parts can be used as components for magical research. 
  Characters that search the ruins of the tower will ﬁ nd 
  the following: 45 silver pieces, 34 bronze trade pieces, a 
  silvered mirror w/gold trim, a broken rod with a gargoyle 
  ﬁ gurine on top, and a blank journal of elephant hide 
  with 36 vellum pages.
  The Lost Temple of Ibis
  Ishlan will insist that they join him in this most holiest 
  of moments.
  As the group descends the staircase into the ruined 
  basement, they notice a strange smell that assaults their 
  senses. Characters that make a successful Spot check 
  (DC 18) notice wisps of smoke coming from cracks in 
  the ﬂ oor. Closer inspection of the smoke reveals that it 
  is pungent and noxious. Characters that lean close to 
  the smoke and breath it in are subject to its poisonous 
  effects. Characters that stay in the basement for more 
  than 10 rounds are also subject to the poison and must 
  make a new saving throw every round thereafter – 
  characters of weak constitution are likely to be overcome 
  very quickly.
  One Square = 10 feet
  ‘Knowledge of one’s own death can be a curse as well 
  as a blessing. Better not to know and just be surprised 
  when the day comes.’
  -Jurlaruth, fallen Priest of Erlik.
  At some point during the fourth day, Ishlan will ﬁ nd 
  the characters and be in a state of extreme excitement. 
  He will relate to the characters that a ruined temple 
  has been found and that the lost temple of Ibis was 
  said to lie beneath it. Ishlan will implore the characters 
  to aid the followers of Ibis in digging out the ruins. If 
  the characters assist Ishlan and his men, then a buried 
  staircase will be uncovered in two days time. If the 
  characters are lazy, punish them with a reappearance by 
  Barouz or the manticore (if either still lives). 
  Ishlan will insist that he be one of the ﬁ rst to descend 
  the staircase into what was once a holy place of Ibis. 
  If the group has been helpful or are allies of Ibis, then 
  
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  The foul smoke can be dispersed in a number of ways, 
  the most expedient of which involve sorcery.
  accoutrements and most likely are the perished citizens 
  of ancient Kaetta. Each round, one risen dead per player 
  character crawls forth. After ﬁ ve rounds, it will become 
  apparent that there is no end to the stream of walking 
  dead coming forth from the ﬁ ssures. If the group does 
  not retreat back to the surface then Ishlan will make the 
  suggestion that they should, even though he is reluctant 
  to leave such great literary treasures behind. Once back 
  on the surface, the characters and followers of Ibis can 
  re-bury the staircase with rocks and debris.
  Later that night, Ishlan will be reading through the 
  recovered books of Ibis when he will jump up with a 
  shout of excitement. He has found a passage relating to 
  the missing artefact of Ibis. Ishlan will tell the adventures 
  that the Staff of Ibis is mentioned within the ancient 
  text that he is reading; however, his demeanour will 
  sadden and he will advise them that it was stolen several 
  years before the city of Kaetta was destroyed. Ishlan will 
  continue to read and his mood will once again change. 
  Ishlan relates to the adventures that the staff was stolen by 
  an ancient Stygian lord who called himself ‘Hepthnon’. 
  Ishlan knows that ruins of the same name lie just across 
  the River Styx, not more than three days travel from 
  Kaetta. Ishlan knows that if he or his followers are 
  found in Stygia they will suffer unspeakable tortures at 
  the hands of the priests of Set. However, the characters 
  are not only skilled adventurers, they are also eminently 
  expendable. They could cross into Stygia, ﬁ nd the ruins 
  of Hepthnon and return with the Staff of Ibis. If the 
  group seems reluctant or wants more payment, Ishlan 
  will bring forth a brown bag and pour its contents on the 
  ﬂ oor. The bag contains several uncut opals that glitter in 
  the ﬁ relight. Ishlan had planned to take the sack back to 
  Nemedia for the temple coffers; however he believes the 
  Staff of Ibis to be worth far more and would be willing 
  to trade the bag of gems for its return. Characters that 
  make a successful Appraise check (DC 18) can estimate 
  the value of the gems at over 8000 silver pieces. If the 
  characters agree to undertake the journey, Ishlan will 
  provide them with seven days food and water. Ishlan 
  will also insist on providing mounts for each character, 
  so as to increase their chances for success. The characters 
  should leave Kaetta the next morning and follow the 
  lost road out of the southern part of the city into the 
  desert wastes.
  Scorpion Kings
  As the characters leave the Kaettan plateau behind, the 
  ground turns to desert and the road disappears beneath 
  the burning sands. After half a day riding, the group 
  comes under attack from some of the desert’s most 
  vicious creatures. A nest of four giant scorpions lies 
  along the characters route from Kaetta to the River Styx. 
  These creatures have grown extremely large over the last 
  several years, feeding on wild camels and lions that cross 
  their territory. The creatures will attempt a surprise 
  attack and will strike at the characters’ mounts more 
  than the characters themselves. However, if a character 
  manages to inﬂ ict damage on a giant scorpion, then it 
  will immediately change its attacks to that person. If 
  the adventures defeat the giant scorpions they will ﬁ nd 
  little of value.
  A possible complication of this encounter is the death of 
  so many mounts that the characters have to travel across 
  the desert at walking speed. In this case, they may well 
  have to ration their supplies of food and water, and will 
  probably arrive at their destination fatigued.
  Foul Smoke of Kaetta
  Inhaled poison: Fortitude save DC 15, 
  primary and secondary damage 1d2 Wisdom.
  A successful Search check (DC 18) reveals a secret door 
  on the north side of the room, behind a torch sconce. 
  The secret door opens up to a large square room, 
  approximately 100 feet on a side. The room is littered 
  with rock and other debris and several large cracks can 
  be seen snaking their way across the ﬂ oor. Ishlan will 
  immediately run over to a section of the wall, were 
  several wooden shelves can be seen buried under earth 
  and stone. With the characters help in clearing the 
  debris, Ishlan will ﬁ nd several ancient books and tomes 
  in various stages of decay. He encourages everyone 
  present to continue clearing the rubble in an attempt to 
  salvage this ancient lore.
  After a minute of digging, the characters may make 
  a Listen check (DC 17) to hear noise coming from 
  the cracks in the ﬂ oor. Characters that succeed by 
  5 or more will hear what sounds like something or 
  someone climbing up from below. After two rounds, 
  the dead of Kaetta will start clawing their way up 
  into the ancient temple of Ibis. The risen dead begin 
  to crawl their way out of the crevasses, with slow and 
  methodical movements. Characters will notice that 
  the dead are dressed in different kinds of clothing and 
  Risen Dead
  The risen dead use the statistics as presented on 
  page 325 of Conan: The Roleplaying Game.
  
  57
  57
  The Ancient Bridge 
  of Nebheth
  Assuming their mounts survive the encounter with the 
  scorpions, a day and a half into the adventurers’ journey 
  they should reach the green marshland that borders the 
  River Styx. As soon as the group is within two miles of 
  the bridge of Nebheth, a large dust cloud will be seen 
  in the distance, coming from the west. The character 
  with the best Spot check will see two chariots and many 
  horsemen, moving at high speed toward the bridge. 
  Characters can make a difﬁ cult Spot check (DC 28) 
  to notice that the soldiers are ﬂ ying Stygian Standards. 
  The adventures should immediately recognise that they 
  are outnumbered and should ﬂ ee across the bridge. 
  The bridge of Nebheth is of ancient design and is in 
  poor repair. The bridge is made of sun cracked wood 
  and frayed hemp rope, and sits only inches above the 
  surface of the water. Characters that attempt to cross 
  the bridge on horseback must make a successful Ride 
  check (DC 19) to stay seated upon their steeds and cross 
  the bridge successfully. However, any character crossing 
  the bridge, whether on foot or horse, risks the chance 
  of being attacked by the rulers of the river. There is a 
  10% chance that a creature crossing the bridge will be 
  attacked by a giant crocodile. A character that falls (or 
  wades, or swims) into the river will be attacked Giant 
  crocodiles have made the River Styx their home since 
  recorded history. Considered sacred and highly revered 
  by Stygians, the giant crocodile has ruled the Styx 
  through fear and intimidation for ages.
  The group should realise that disabling the bridge, 
  once they’re across, will deﬁ nitely slow down the hostile 
  Stygians racing toward them. The river is too deep for 
  chariots at this point and it will take the Stygians several 
  hours if not a full day to repair the bridge. The giant 
  crocodiles will also delay their attempts at repairing the 
  bridge. The characters should use this time wisely and 
  quicken their pace toward the ruins of Hepthnon.
  The Oasis of Amun-Teh
  Scorpion King
  Large Animal (vermin)
  Hit Dice:
  5d8+10 (32 hp)
  Initiative:
  +1 (+1 Reﬂ ex)
  Speed:
  50 ft
  Dodge 
  Defence:
  17 (-1 size, +8 natural)
  Damage 
  Reduction:
  4 (+4 natural)
  Base Attack/
  Grapple:
  +3/+11
  Attack:
  Claw +6 melee (1d6+4)
  Full Attack:
  2 claws +6 melee (1d6+4) and sting +1 melee 
  (1d6+2 plus poison)
  Space/Reach:
  10 ft/5 ft
  Special 
  Attacks:
  Constrict 1d6+4, improved grab, poison
  Special 
  Qualities:
  Low-light vision, tremorsense 60 ft., 
  vermin traits
  Saves:
  Fort +6, Ref +1, Will +1
  Abilities:
  Str 19, Dex 10, Con 14, Int -, Wis 10, Cha 2
  Skills:
  Climb +8, Hide +0, Spot +4
  Constrict (Ex): A giant scorpion deals 
  automatic claw damage on a successful 
  grapple check.
  Improved Grab (Ex): To use this ability, 
  a giant scorpion must hit with a claw 
  attack.
  Poison (Ex): A giant scorpion has a 
  poisonous sting. The Fortitude save is 
  DC 14 and it deals 1d4 Con initial and 
  secondary damage. The save DCs are 
  Constitution-based.
  Tremorsense (Ex): A giant scorpion is 
  sensitive to vibrations in the ground and 
  can automatically pinpoint the location 
  of anything within 60 feet that is in 
  contact with the ground.
  Skills: A giant scorpion has a +4 racial 
  bonus on Climb, Hide and Spot checks.
  Half a day’s travel from the bridge of Nebheth, the 
  adventures reach the Oasis of Amun’Teh. It immediately 
  becomes apparent that the oasis has not seen visitors for 
  many years. The palms and plants that grow around 
  the oasis are wild and untouched. Several sets of bones 
  can be seen around the edge of the oasis, half covered 
  
  58
  58
  by the shifting desert sands. Characters will notice that 
  human bones are mixed in with animal bones. As the 
  group nears the oasis a strong, rotting smell assails their 
  senses. Hiding in the wild foliage (Hide check 23) are 
  seven desert ghouls. These creatures have been bound 
  to the Oasis of Amun’teh for almost 30 years. Cursed 
  by an ancient sorcerer, the former thieves were granted 
  a perverse immortality as punishment for their crimes. 
  Left at the oasis to kill any who drink from its waters, 
  these parodies of life constantly hunger for fresh blood. 
  As soon as the ﬁ rst character moves within 80 feet of 
  the oasis, the ghouls charge and attack. These creatures 
  ﬁ ght to the death. Even if destroyed, their bodies will 
  reconstitute by the next new moon unless the curse is 
  broken with a greater warding spell (make the magic 
  attack roll against DC 27).
  The Ruins of Hepthnon
  As the characters approach the ruins of Hepthnon, they 
  will see a series of worn statues and columns half buried 
  by the sands. Most of the architecture and designs date 
  back to the ancient Stygian culture of about 300 years 
  ago. Most of the columns are carved in the shape of 
  river reeds that have been bundled together; however, 
  some bear the likeness of serpents. Characters that make 
  a moderate Spot check (DC 20) will notice that a few of 
  the columns bear worn writing upon them. Characters 
  that have Decipher Script skill (DC 28) can decipher 
  the writing as prayers in homage to the dark god Set. 
  The writings also conﬁ rm these ruins as the ﬁ nal resting 
  place of Lord Hepthnon, ruler of middle Stygia.
  The characters should begin a thorough search of the 
  ruins, looking for an entrance into Hepthnon’s tomb. 
  The characters will ﬁ nd a large crack on the side of the 
  main ruins, half buried beneath the sands. Anyone of 
  Medium size may pass through easily, as may anyone of 
  Giant Crocodile
  Huge Animal
  Hit Dice:
  7d8+28 (59 hp)
  Initiative:
  +6 (+5 Reﬂ ex, +1 Dexterity)
  Speed:
  20 ft. (4 squares) swim 30 ft.
  Dodge 
  Defence:
  16 (-2 size, +1 Dex, +7 natural)
  Damage 
  Reduction:
  7 (+7 natural)
  Base Attack/
  Grapple:
  +5/+21
  Attack:
  Bite +11 melee (2d8+12) or tail slap +11 melee 
  (1d12+12)
  Full Attack:
  Bite +11 melee (2d8+12) and tail slap +11 
  melee (1d12+12)
  Space/Reach:
  15 ft/10 ft
  Special 
  Attacks:
  Improved grab
  Special 
  Qualities:
  Hold breath, low-light vision
  Saves:
  Fort +9, Ref +6, Will +3
  Abilities:
  Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
  Skills:
  Hide +1*, Listen +5, Spot +5, Swim +16
  Feats:
  Alertness, Endurance, Skill Focus (Hide)
  These huge creatures usually live in the 
  Styx River and can be more than 20 feet 
  long. Giant crocodiles ﬁ ght and behave 
  like their smaller cousins.
  Skills: A giant crocodile has a +8 bonus 
  on any Swim check to perform some 
  special action or avoid a hazard. It can 
  always take 10 on a Swim check, even if 
  distracted or endangered. It can use the 
  run action while swimming, provided it 
  swims in a straight line.
  *A giant crocodile gains a +4 racial 
  bonus on Hide checks when in the water. 
  Further, a crocodile can lie in the water 
  with only its eyes and nostrils showing, 
  gaining a +10 cover bonus on Hide 
  checks.
  Amun-Teh Ghouls
  The ghouls use the statistics as presented on page 
  323 of Conan: The Roleplaying Game.
  The Ghouls do not care about material things and 
  have no lair. However, over the years, the victims of 
  the Ghouls have lost many items around the oasis and 
  in its waters. Characters that take two hours to make a 
  difﬁ cult Search check (DC 28) will ﬁ nd the following 
  items: 24 silver pieces, a gold necklace with a hawk 
  and serpent design, a jade and amethyst jewellery box 
  containing 8 black lotus leaves, and a Stygian axe-mace 
  (Akbitanan quality).
  ‘Any man that willingly worships Set is either evil or 
  insane. Most of the time I have found they are both.’
  -Heragard of Shumar, priest of Mitra.
  
  59
  59
  Sasshia
  Large Magical Beast
  Hit Dice:
  9d10+27 (76 hp)
  Initiative:
  +8 (+6 Reﬂ ex, +2 Dexterity)
  Speed:
  60 ft
  Dodge 
  Defence:
  17 (-1 size, +2 Dex, +6 
  natural)
  Damage 
  Reduction:
  5 (+5 natural)
  Base Attack/
  Grapple:
  +9/+19
  Attack:
  Touch +14 melee (1d4 Wisdom 
  drain)
  Full Attack:
  Touch +14 melee (1d4 Wisdom 
  drain) and 2 claws +9 melee 
  (1d4+4)
  Space/Reach:
  10 ft/5 ft
  Special 
  Attacks:
  Wisdom drain
  Special 
  Qualities:
  Low-light vision
  Saves:
  Fort +9, Ref +8, Will +5
  Abilities:
  Str 22, Dex 15, Con 16, Int 8, 
  Wis 15, Cha 8
  Skills:
  Bluff +3, Hide +6, Listen +6, 
  Spot +6, Survival +6
  Feats:
  Power Attack, Cleave, Endurance
  Sasshia has the upper body of an attractive Stygian 
  woman and the lower body of a large black 
  panther. She wields a jewelled dagger in one hand 
  and her claws are sharp, but her insidious touch is 
  a more dangerous weapon.
  Wisdom Drain (Su): Sasshia drains 1d4 points of 
  Wisdom each time she hits with her melee touch 
  attack.
  Large size who is not wearing medium or heavy armour. 
  The tomb is pitch black and only those characters with 
  illumination or a special ability will be able to see.
  As the group descends into the Stygian tomb, their light 
  sources are whipped back in forth by the desert winds 
  now blowing into the ancient catacomb. Many different 
  piles of bones can be seen lining the walls of the tomb 
  and the various alcoves along the passageway. Ancient 
  writings and artwork depict Stygian warriors and slaves 
  at work building Hepthnon’s ﬁ nal resting place. Priests 
  and sorcerers can be seen intoning dark prayers and 
  casting powerful spells over Hepthnon’s tomb. Each 
  level of the tomb has a large set of stairs that descends 
  to the next level.
  As the group makes its way farther into the tomb, the 
  wind fades and the darkness becomes more ominous. 
  Echoing sounds can be heard coming from all directions 
  and shadows seem to move of their own accord. Near 
  the last level, several braziers set along the wall light up 
  on their own in a surprising ﬂ ash of light. Near the last 
  set of stairs descending into the tomb can be seen several 
  large paintings of serpents, ruling over men; enslaving 
  and consuming them by the thousands. At the end 
  of the stairs a large set of wooden doors bound with 
  bronze ﬁ ttings and studs can be seen looming before the 
  adventurers. The door is locked, but a difﬁ cult Open 
  Locks check (DC 35) can be made to open it. If the 
  check is unsuccessful, then the door can also be battered 
  down (hardness 5, 100 hp). Inside is the ﬁ nal resting 
  place of Hepthnon.
  Whether or not Hepthnon has been awakened ahead 
  of time, his guardian will defend him from anyone 
  who enters the tomb. Sasshia was Hepthnon’s lover 
  in life and now his unsleeping guardian. Born as a 
  minor noble, Sasshia longed for the life of luxury and 
  sensuality that only wealth could give her. She became 
  lover to the lord Hepthnon and for many years served 
  him faithfully. When the time came for her death and 
  embalming within Hepthnon’s tomb, she could not 
  bear the thought of dying when her lord would go on 
  living. Sasshia begged Hepthnon for another choice and 
  he gave her one. Hepthnon’s priests and sorcerers used 
  their arcane knowledge to change Sasshia into a magical 
  beast, bound to guard her lord and lover for all eternity. 
  Sasshia will attack any who enter the tomb with a 
  savagery of an animal and the cunning of a woman. She 
  will not surrender and will ﬁ ght unto the death.
  Once Sasshia is defeated, the adventurers will have to 
  face Hepthnon. Entombed ages ago, Hepthnon had 
  the most powerful sorcerers cast spells of preservation 
  and protection upon him. He was also highly favoured 
  by the priesthood of Set, who on his behalf beseeched 
  Set for his blessing. Set ‘answered’ and Hepthnon was 
  given the ‘Kiss of Set’. The Kiss of Set is a blessing given 
  only to those who are favoured by the serpent god, that 
  transforms them from a mortal shell to that of a serpent 
  man of Set. An ancient race that once ruled the world, 
  the serpent men of Set slowly dwindled in numbers and 
  eventually disappeared long ago. Legends still persist of 
  hidden enclaves or dark caverns where these creatures 
  sacriﬁ ce to their god and plot the downfall of men.
  At ﬁ rst, adventures may well mistake Hepthnon for a 
  large Stygian, dressed in ancient armour and wielding 
  a wicked-looking battleaxe. However, upon closer 
  inspection, characters will notice many features that are 
  not human. Hepthnon has a forked tongue, pointed 
  teeth and scaly patches of dark green all over his body. 
  His eyes are unblinking yellow slits that glow with an 
  unearthly radiance. When Hepthnon speaks, his voice 
  is a sibilant whisper that grinds upon the sanity of all 
  who hear it. Hepthnon will settle for nothing less than 
  the destruction of all who have violated his tomb. He 
  will make it clear that after he has slain or driven off 
  
  60
  60
  the tomb of 
  hepthnon
  The Games Master may wish to add some random 
  encounters, depending on the skill of the adventures. 
  More powerful groups may need more encounters 
  and weaker groups less. The Games Master may 
  wish to add their own traps and puzzles and are 
  encouraged to change the tomb to match their 
  speciﬁ c needs.
  all the deﬁ lers, he will march forth into the world to 
  once again murder and plunder in the name of Set. 
  Hepthnon cannot be bribed or reasoned with and will 
  ﬁ ght to the death.
  Born to a wealthy and powerful family, Hepthnon 
  enjoyed the privilege of status. At the age of 13, his 
  family was nearly wiped out by a black plague that swept 
  through the city of Luxur. One of the few to survive, 
  he took control of the family’s holdings and began to 
  build up what was left of his family’s wealth. Having 
  served in the king’s army for over ﬁ ve years, Hepthnon 
  made many friends and enemies. On his 23rd birthday, 
  several different noblemen, jealous of Hepthnon’s 
  wealth and glory, joined together and nearly annihilated 
  Hepthnon’s remaining family and servants in a dark 
  night of assassinations and murder. Hepthnon retreated 
  into the deep desert, taking with him the remains of his 
  house and retainers, vowing to return one day and exact 
  his revenge.
  Three years later, the ‘Scourge of the Desert’ returned to 
  Luxur at the head of a mercenary army. Hepthnon, after 
  receiving blessings from a dark oracle of Set, set forth 
  on a campaign to destroy all the noble houses that had a 
  hand in his family’s demise. The king, having no choice, 
  allowed Hepthnon’s army to enter the city and massacre 
  his enemies. The king expected Hepthnon to ask for the 
  throne, or simply kill him and take it, but Hepthnon 
  did no such thing. Having tortured and killed all his 
  
  61
  61
  Hepthnon
  Male snake-man of Set, Stygian Noble 10/Soldier 5
  Medium Humanoid
  Hit Dice:
  10d8 + 5d10 + 60 (132 hp)
  Initiative:
  +12 (+8 Dexterity, +4 Reﬂ ex)
  Speed:
  30 ft. (base 40 ft, slowed by armour)
  Dodge 
  Defence:
  18 (+6 base, +1 Dexterity, +1 Dodge) or 22 against missiles (+4 shield, and Archer’s Bane)
  Parry 
  Defence:
  29 (+8 base, +6 Strength, +1 Parry, +4 shield)
  Damage 
  Reduction:
  12 (+9 armour, +3 natural)
  Base Attack/
  Grapple:
  +12/+18
  Attack:
  Axe of Hepthnon +20 melee (1d10+8, 19-20/x3, AP 12)
  Full Attack:
  Axe of Hepthnon +20/+15/+10 melee (1d10+8, 19-20/x3, AP 12)
  Space/Reach:
  5 ft/5 ft
  Special 
  Qualities:
  Special Regional Features (+2), Lead By Example (+4), Enhanced Leadership, Formation Combat (Heavy Infantry)
  Magic Attack: 
  +12 (+2 racial, +7 Cha, +2 Noble, +1 Soldier)
  Power Points:
  14 (base 10, +4 Wis)
  Saves:
  Fort +11, Reﬂ ex +12, Will +12
  Abilities:
  Str 22, Dex 26, Con 19, Int 19, Wis 19, Cha 24
  Skills:
  Climb +14, Craft (alchemy) +9, Diplomacy +20, Handle Animal +11, Intimidate +25, Knowledge (arcane) +10, Knowledge (geography (Stygia)) 
  +17, Knowledge (history (ancient Stygia)) +17, Knowledge (religion (Set)) +17, Perform (ritual) +17, Profession (soldier) +12, Ride +23, Search +12, 
  Sense Motive +17
  Feats:
  Archer’s Bane, Cleave, Dodge, Exotic Weapon Proﬁ ciency: Stygian Longbow, Improved Bull Rush, Improved Critical: Battleaxe, Improved Sunder, 
  Leadership, Menacing Aura, Parry, Power Attack, Steely Gaze, Two-Weapon Fighting, Weapon Focus: Battleaxe, Weapon Specialisation: Battleaxe
  Leadership:
  32 (15 level, +7 Cha, +3 noble, +5 Axe of Hepthnon, +2 base of operations: the Tomb of Hepthnon)
  Possessions:
  Mail hauberk and breastplate, Axe of Hepthnon (an Akbitanan battleaxe so glorious that it grants +5 to one’s Leadership score), large shield, pouch of 
  Stygian tomb dust (2 pinches), the Bracers of Habruthil (grant the Brawl feat while worn), Stygian war-spear
  Spells:
  Black plague, demonic pact, domination, entrance, raise corpse, summon demon
  Hepthnon can be a very powerful antagonist if he is prepared for the adventurers. The Games Master may wish to have Hepthnon awaken only after the group has 
  entered the burial tomb. However, if the group is competent and powerful, then the Games Master may wish Hepthnon awake and have had several rounds to prepare 
  for their arrival, or several minutes if they had to smash the door down instead of opening it quietly.
  
  62
  62
  enemies, Hepthnon left Luxur and travelled to the 
  eastern desert where he built a temporary tent city and 
  began his raiding campaigns into Shem. Hepthnon 
  knew that he could not live forever, and he wished to 
  repay Set for granting him revenge against his enemies.
  Hepthnon began construction on his burial tomb and 
  also ensured that it was a grand monument to Set. 
  Hepthnon ﬁ lled the tomb with art and paintings in 
  homage to Set. He also plundered several cities and 
  what wealth he did not pay his mercenaries was placed 
  with him in his tomb. Almost ten years passed before 
  Hepthnon’s tomb was complete, but when it was done it 
  rivalled that of any Stygian king. Having asked blessings
  and prayers from Set’s highest priests, Hepthnon was 
  granted a very high honour among followers of Set 
  and a powerful priest cast the ritual of the Kiss of 
  Set. With his tomb complete and his transformation 
  beginning, Hepthnon was placed in his tomb to await 
  the completion.
  However, Hepthnon was never released from his tomb 
  at his appointed time. A massive sandstorm struck down 
  upon his tomb and killed many of his followers. Others 
  were scattered and never returned to their lord’s tomb. 
  The storm raged for three days, burying Hepthnon’s 
  tomb and stopping his followers from ever ﬁ nding it. 
  His name and burial place have been lost for centuries 
  and few even remember his name.
  Several large urns, wooden chests and leather sacks lie 
  scattered about Hepthnon’s tomb. Most of them are 
  overﬂ owing with trinkets and baubles of various makes 
  and sizes. However, many of the items are made of clay, 
  wood and papyrus that have disintegrated with time. 
  Characters taking time to search can uncover one of the 
  following things (choose or decide randomly) for every 
  twenty minutes of searching:
  • 
  The Staff of Ibis (it is strongly recommended 
  that this be discovered, as it’s the point of the 
  whole adventure)
  • 
  Gold and silver statuettes worth 5000 silver 
  pieces
  contd...
  The Kiss of Set
  The Kiss of Set is not so much a spell as it is a ritual. The ritual consumes thirty doses of black lotus incense and a like amount of regular incense (total cost 10000 silver 
  pieces), must be overseen by at least ﬁ ve priests of Set (5th level Scholars with the Priest feat) and led by a priest of Set with at least 15 ranks in Knowledge (Mysteries: 
  Set).* The leader of the ritual must make a Perform (Ritual) check against a DC of 32. The subject of the ritual and the other priests may assist this check if they have at 
  least one rank in Perform (Ritual).
  If the lead priest successfully performs the ritual, the subject must make three Will saves with a DC of 30. A devout follower of Set gains a +4 circumstance bonus on these 
  saves. If they fail the ﬁ rst, they are instantly slain by the magical energies coursing through them and their body disintegrates into swarms of snakes that attack everyone 
  present in a violent frenzy. If they fail the second, their body and mind are transformed into that of a Son of Set, utterly loyal to the lead priest. If they fail the third save, 
  their body lapses into a trance state as normal, but when they awaken they will be barely sentient beast-men who live to rend the living and drink their blood.
  If everything goes according to plan, the subject enters a trance state similar to a coma for six months. During this time, he does not need to eat, drink or breathe, and 
  cannot be awakened by outside stimuli. When his physical and mental transformation into a serpent-man of Set is complete, he awakes, a creature wholly inhuman and 
  committed to the cause of Set.
  The new serpent-man of Set gains 1d6 points in every attribute, and automatically wakes knowing six spells in up to three sorcery styles. To power this new magic, he gains 
  10 power points plus his Wisdom modiﬁ er, and each time he gains a level thereafter he gains additional power points equal to his Wisdom modiﬁ er.
  It is recommended that the Games Master does not let Player Characters have access to this ritual and that it should only be used as an adventure plot or for an antagonist 
  Non Player Character.
  *See Faith and Fervour for more details of mysteries.
  
  63
  63
  • 
  Seven leather sacks with 8000 silver coins of 
  Stygian mint
  • 
  Small golden vial with four pinches of black 
  lotus powder
  • 
  A silver-chased oak jewellery box 
  • 
  20 silver ingots (each valued at 100 silver 
  pieces)
  • 
  Two iron-bound casks with 156 miscellaneous 
  precious and semi-precious stones
  • 
  A glass amphora bound with golden wire 
  containing 2 doses of golden wine of Xuthal
  • 
  A cedar chest with Khitain markings and 
  designs (contains bones of a Yaggite)
  • 
  Six spears of Akbitanan quality
  • 
  Six large shields
  • 
  Six breastplates with serpent designs
  group is too weak or wounded from the battle with 
  Hepthnon. However, if Hepthnon or Sasshia survived, 
  the adventurers might lure them out of the tomb and 
  into the camp of Hsis’Arul (although Hepthnon is 
  more likely to conjure a demon and send it out ﬁ rst as 
  a scout or a distraction). If the characters spend more 
  than a day within the tomb, the Games Master should 
  have Hsis’Arul and his men enter the tomb and begin a 
  search for the adventurers.
  Hsis’Arul is no fool and will ﬂ ee if the battle goes 
  against him. At the ﬁ rst sign of impending defeat, he 
  will mount his chariot and retreat with all haste. He 
  cares nothing for the mercenaries or Seshen and will not 
  seek to save them – indeed, he always keeps one eye on 
  any weakened soldiers in case he can use them as fodder 
  for his Opportunistic Sacriﬁ ce feat. Seshen is a leader of 
  men and will ﬁ ght to the death, unless he ﬁ nds himself 
  facing supernatural opponents without Hsis’Arul to 
  back him up.
  Conclusion
  The Game Master will note that several adventures or 
  ongoing campaigns can occur using this adventure as a 
  starting point. Below are a few examples:
  • 
  Characters may wish to help Ishlan further by 
  escorting him back to Nemedia to the temple 
  of Ibis.
  • 
  If Hsis’Arul survives, he will gather more men 
  and chase down the characters until he has his 
  revenge.
  • 
  Barouz may still be hunting the characters, 
  possibly seeking vengeance for the deaths of 
  one or more of his sons.
  • 
  Ishlan may tell the adventures of another 
  lost artefact of Ibis that he needs help in 
  retrieving.
  • 
  If Hepthnon survives, he will make good 
  his promise and begin to gather an army to 
  terrorise the surrounding lands.
  The Staff of Ibis
  The Staff of Ibis is made of gold, approximately six 
  feet in height and topped with the image of the god 
  Ibis. Followers of Set suffer a penalty of -2 to hit and 
  damage when attacking the staff wielder. Possessors 
  of the staff gain the following feats when holding 
  the staff: Demon Killer, Alertness, Iron Will. The staff 
  contains a reservoir of magical energy, granting the 
  owner 10 power points that they can draw on as if 
  they were their own. These points replenish every 
  day at dawn. The staff has a 60% chance to destroy 
  any Ebon Staff of Set it comes into contact with, 
  although it will also be destroyed in the process.
  50 Shemite 
  Mercenaries
  1st Level Soldiers
  Hit Dice:
  1d10 + 1 (6 hp)
  Initiative:
  +1 (+1 Dexterity)
  Speed:
  30 ft
  Dodge 
  Defence:
  11 (+1 Dex)
  Parry Defence:
  14 (+1 Str, +3 targe)
  Damage 
  Reduction:
  5 (+5 armour)
  Base Attack/
  Grapple:
  +1/+2
  Attack:
  Broadsword +2 melee 
  (1d10+1, 19-20, AP 4) 
  or Shemite bow +3 ranged 
  (1d10 + 2, x3, AP 4)
  Space/Reach:
  5 ft/5 ft
  Special 
  Qualities:
  Formation Combat 
  (Light Cavalry)
  Saves:
  Fort +2, Reﬂ ex +0, Will +0
  Abilities:
  Str 12, Dex 12, Con 13, 
  Int 10, Wis 11, Cha 10
  Skills:
  Appraise +2, Bluff +2, Hide 
  +3, Jump +5, Listen +2, Move 
  Silently +3, Ride +5, Search 
  +2, Spot +2, Survival +2
  Feats:
  Mounted Combat, Mounted 
  Archery
  Possessions:
  Shemite bow (+1), 20 arrows, 
  broadsword, targe, mail shirt, 
  Stygian warhorse
  Stygian Wrath
  Having retrieved the Staff of Ibis, the characters should 
  leave the tomb as quickly as possible. As the characters 
  exit the Stygian tomb, Hsis’Arul and his mercenaries 
  will be waiting, camped about the ruins. The Games 
  Master may wish to remove this encounter if their 
  
  64
  64
  Hsis’Arul
  Seshen
  Male Stygian 12th Level Scholar
  Male Shemite 10th Level Soldier
  Hit Dice:
  12d6+12 (54 hp)
  10d10+20 (75 hp)
  Initiative:
  +6 (+2 Dexterity, +4 Reﬂ ex)
  +5 (+3 Dexterity, +2 Reﬂ ex)
  Speed:
  30 ft
  30 ft
  Dodge Defence:
  16 (+4 Scholar, +2 Dex)
  18 (+5 Soldier, +3 Dex)
  Parry Defence:
  14 (+4 Scholar)
  22 (+7 Soldier, +2 Str, +3 targe)
  DR:
  0
  5 (+5 armour)
  Attack: 
  Dagger +9 melee (1d4) or dart +11 ranged (1d4+poison)
  Broadsword +12 melee (1d10 + 2, 19-20, AP 5) or Shemite bow +16 
  ranged (1d10 + 5, 19-20/x3, AP 4)
  Full Attack:
  Dagger +9/+4 melee (1d4) or darts +11/+6 ranged
   (1d4+poison)
  Broadsword +12/+7 melee (1d10 + 2, 19-20, AP 5) or Shemite bow 
  +16/+11 ranged (1d10 + 5, 19-20/x3, AP 4)
  Space/Reach:
  5 ft/5 ft
  5 ft/5 ft
  Special Attacks:
  Spells
  -
  Special 
  Qualities:
  Knowledge is Power, Spells
  Formation Combat (Skirmisher, Light Cavalry)
  Magic Attack:
  +8 (+2 Cha, +6 Scholar)
  -
  Power Points:
  11 (maximum 33)
  -
  Saves:
  Fort +5, Reﬂ ex +6, Will +14
  Fort +8, Reﬂ ex +5, Will +3
  Abilities:
  Str 10, Dex 14, Con 12, Int 16, Wis 19, Cha 14
  Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 14
  Skills:
  Bluff +17, Craft (Alchemy) +14, Decipher Script +18, Gather 
  Information +11, Handle Animal +8, Intimidate +11, Listen +13, 
  Knowledge (Arcana) +22, Knowledge (Religion) +20, Knowledge 
  (Nobility and Royalty) +20, Perform (Ritual) +19, Profession (Priest) 
  +19, Search +18, Sleight of Hand +8
  Appraise +4, Bluff +3, Climb +15, Hide +5, Jump +15, Listen +3, Move 
  Silently +5, Ride +16, Search +14, Spot +5, Survival +3
  Feats:
  Adept: Prestidigitation, Hexer, Iron Will, Knowledgeable, No Honour, 
  Opportunistic Sacriﬁ ce, Priest, Ritual Sacriﬁ ce, Tormented Sacriﬁ ce
  Greater Weapon Focus: Shemite Bow, Improved Critical: Shemite Bow, 
  Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, 
  Ranged Finesse, Rapid Shot, Weapon Focus: Shemite Bow, Weapon 
  Specialisation: Shemite Bow
  Equipment:
  Two emerald-studded daggers, ten poisoned darts (Fortitude DC 18, 
  initial and secondary damage 1d6 Str)
  Shemite bow (+2), 20 arrows, broadsword, targe, mail shirt, Stygian 
  warhorse, metal war chest (hardness 10, 30 hp, Open Lock DC 30) 
  containing the mercenaries’ pay( 3000 silver pieces)
  Spells:
  Curses: lesser ill-fortune, ill-fortune, greater ill-fortune, curse of Yizil; 
  Prestidigitation: conjuring, burst barrier, telekinesis, greater telekinesis; 
  Hypnotism: entrance, hypnotic suggestion, domination, savage beast, 
  dread serpent, ranged hypnotism; Divination: astrological prediction, 
  psychometry, mind reading; Counterspells: warding, greater warding.
  -
  
SOURCE: textdata/thevault/Conan RPGs/Conan D20/Conan D20 Adventures/The Staff of Ibis.pdf