TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  by JP Chapleau 
  Queen Neferheket was once Pharaoh's favorite. She was buried 
  in a pyramid out in the desert. Last night, her ghost appeared in 
  the small village of Onoris asking for you by name.  
  A 5th edition adventure for characters 1 through 5. 
  
   
   
  CONTENTS 
  Adventure Background..................................... 2 
  Introduction ........................................................ 2 
  1: The Anubian  .................................................. 3 
  2: Onoris .............................................................. 4 
  3: The Lost Pyramid  .......................................... 5 
  4: Robbers .......................................................... 10 
  Conclusion  ....................................................... 11 
  Epilogue ................................................................ 11 
  Handout 1: Pharaoh’s Dying Words ............. 12 
   
  Writer: JP Chapleau 
  Cover Art: ButteredBap, Zammy Zam 
  Commissioned Art: Irene Campos, Zammy 
  Zam 
  Stock art: Tazio Bettin, Purple Duck Games 
  ADVENTURE 
  BACKGROUND  
  Pyramids in Akhamet are rare, Pharaoh 
  occasionally 
  commands 
  one 
  be 
  built 
  for 
  someone who drew his attention and his 
  affection. Generals, priests, and princes received 
  the most, but a few freemen, concubines, wives, 
  and a few slaves received this honor. Pyramids 
  are built using a mix of conventional building 
  methods, and the repeated use of the wall of 
  stone spell. 
  Queen Neferheket was once Pharaoh’s 
  favorite. A woman of ambition, she was both 
  one of His wives and served as His head 
  priestess.  She wielded so much power that she 
  had a massive pyramid built to her and His 
  honor. 
  During her reign, she enforced His laws 
  with rare zeal, repressing the cult of Seth and 
  Sobek. She enslaved all foreigners who did not 
  swear immediate and eternal allegiance to 
  Pharaoh. Foreigners became slaves overnight, 
  and those taken by her secret police formed the 
  labor that would toil to build her pyramid.  
  Born near the small village of Onoris, 
  Neferheket had the pyramid built northeast of 
  the village. For a time, Onoris’ population 
  rivaled that of Ophara with its army of slaves 
  toiling on the pyramid. 
  The records show that she passed during 
  childbirth, giving Pharaoh a seventh son but 
  most scholars agree that she was the target of 
  court intrigue.  
  Queen Neferheket was murdered by her 
  midwives whose husbands had been enslaved 
  or executed for standing up to her. Her 
  successors buried her in her pyramid and 
  covered it under tons of sand, dirt, and rock 
  along with as many documents about her as 
  could be found.  
  With 
  time, 
  Bloody 
  Queen 
  Neferheket 
  passed from memory, her rule a footnote in 
  history as a brutal minister. A forest grew atop 
  the pyramid and the details faded, her name 
  becoming little more than another boogieman 
  used by parents to force their children into 
  behaving. 
  Tomb Robbing 
  Tomb robbing is a major crime, one that 
  results in the erasure of the culprit’s name from 
  the official logs. Their names are no longer 
  spoken and are removed from any monument 
  where they appeared breaking this ordinance 
  results in massive fines. 
  INTRODUCTION 
  Read Aloud. 
  The capital city of Ophara is impressive 
  with its large buildings, wide avenues, many 
  stone gates, and rows of palm trees with 
  reflecting pools that merge the earth and the 
  sky. The bright colors on these buildings leave 
  first-time visitors in awe of their majesty and 
  grandeur.  
  Ophara is a city built to honor one man, 
  Pharaoh, the living god, and ruler of Akhamet. 
  He is the bringer of peace and the protector of 
  the land and its people. He is the embodiment of 
  the Sun and its benevolence. Every dawn, he 
  flies over Akhamet and burns away evil and 
  darkness. 
  Behind its imposing size, Ophara is a city 
  built for the public administration in mind, not 
  for visitors or even its own citizens. Soldiers, 
  servants, slaves of every race hurry to and fro as 
  chariots and palanquin carrying high-ranking 
  priests command passage. This bustle is the 
  normal state of affair for the nervous center of 
  an empire like Akhamet. 
  You cannot help being awed by the city as 
  you make your way to the Temple of Anubis.  
  
   
  The temple is dark and cold with the throat-
  grabbing smell of incense used to cover the smell 
  of the bodies. Felt, but unheard, the droning of 
  prayers for the dead fills the empty spaces.  
  You are here to meet Enubeten, a priest of 
  Anubis. You are taken to a tiny chapel 
  dominated by a bust of the jackal-headed god 
  where others are also waiting. Small talk 
  breaks out and it seems you are all here for a 
  potential offer of employment. 
  Allow the PCs to introduce their characters. 
  1: THE ANUBIAN  
  Read Aloud. 
  An anubian with dark fur, 
  the gold collar, bracers, 
  and red and black robes 
  of a priest of Anubis 
  enters 
  the 
  chapel. 
  Without 
  acknowledging 
  you, he crossed his 
  arms placing his 
  hands 
  on 
  his 
  shoulders, 
  bows 
  and recites a quick 
  prayer 
  to 
  the 
  likeness of Anubis.  
  His 
  prayer 
  complete, he turns to 
  you, 
  a 
  somber 
  expression on his face. 
  “Are you familiar with 
  Queen Neferheket? Or perhaps 
  you heard of the Bloody Queen?” 
  Anyone born in Akhamet knows the name, 
  as boogiemen used to scare children into 
  compliance, particularly at night. PCs making a 
  DC 20 Intelligence (History) check has an 
  overview of the information about her found in 
  the Adventure Background. 
  Enubeten pulls two coins from under his 
  bracers and hands the gold coins to you. They 
  are much larger than modern coins.  
  “Observe this side here, notice the two 
  faces. The one above is our Great Pharaoh, 
  blessed is He; you can recognize him by the 
  crown of the Sun. The lower figure is a woman 
  with both a crown and priestly garment. You 
  see them?” He points making sure you all have 
  time to confirm.  
  “This woman is Queen Neferheket, the 
  Bloody Queen of legend! She was real!” The 
  anubian 
  is 
  barely 
  able 
  to 
  contain 
  his 
  excitement. “A bandit tried to pass this coin in 
  the village of Onoris but was arrested by the 
  authorities there. Under magical scrutiny, he 
  admitted to breaking into a lost pyramid and 
  taking treasures from it. As a tomb robber, he 
  was executed and sent to our sister temple in 
  Onoris where the priest asked him about the 
  tomb.” 
  He breathes in a few deep breaths to contain 
  himself. “He found a pyramid, one that was 
  previously sealed.” 
  “I’m sure you understand 
  the 
  importance 
  of 
  this 
  discovery. With Pharaoh’s 
  current illness, the tomb 
  might 
  contain 
  something that could 
  help us find a cure.” 
  “I was able to 
  obtain a writ from 
  the High Priest of 
  Anubis 
  to 
  send 
  people 
  into 
  the 
  pyramid, see what 
  was 
  taken, 
  and 
  reseal 
  it. 
  I 
  am 
  currently working in 
  the burial ceremony of 
  Prince 
  Tsupeteb 
  and 
  must 
  remain 
  here 
  in 
  Ophara for the next sixty 
  days.” 
  “Sixty days is a lifetime for tomb robbers… 
  The plundering of the tomb must be stopped 
  immediately. Head to Onoris, speak to the 
  priests there and resolve this.” 
  “Are you willing to help?” 
  Allow the PCs a chance to ask questions.  
  
   
  What does it pay? Nothing. That will count 
  as your tithing for the year. You will earn my 
  friendship and that of the Church of Anubis. 
  Can we take anything from the tomb? No! 
  There is one thing… bring ample papyrus with 
  you and copy anything you find on the walls 
  and on documents, but under no circumstances 
  are you to steal anything any of the grave goods. 
  What about things non-grave good? What 
  do you expect to find? Bring these items to the 
  priest in Onoris and he will let you know.  
  Who is Prince Tsupeteb? One of Pharaoh’s 
  children who was a great scholar, he will be 
  interred in crypts beneath the temple here in 
  Ophara.  
  Once the PCs agree to help, he thanks them 
  and returns to his work. 
  2: ONORIS 
  The trip to Onoris takes a few days across 
  the hinterlands. As the PCs travel away from the 
  cities, the land becomes sparsely inhabited and 
  those they encounter are mostly shepherds and 
  goatherds.  
  Beasts 
  Dinosaurs (Hard)  
  As they travel, they are attacked by a pair of 
  allosaurus. These beasts start 100 feet away from 
  the PCs and come charging towards their prey. 
  They fight to the death. 
  Map Setup: This battle happens on an open 
  rocky or sandy plain. These should be some, but 
  not much.  
  ALLOSAURUS (2) 
  See Monster Manual. 
  Aftermath 
  A DC 13 Intelligence (Nature) check reveals 
  that although these creatures are somewhat 
  common in these parts, they rarely attack 
  humanoids. A follow-up DC 12 Intelligence 
  (Religion) check makes the PC think of a 
  possible link between such creatures and their 
  actions as a sign of the displeasure of the god 
  Sobek or Tawaret. 
  Onoris 
  Built on the Fork River, Onoris is a major 
  trading hub for land and river commerce. At the 
  center of town is the eighty-foot colossus of 
  Pharaoh looking up to the sky. In the Northern 
  Quarter, to the northeast of town, the Temple of 
  Anubis is a large complex where the dead are 
  prepared for the Afterlife.  
  Zadeb 
  When the PCs arrive at the temple of 
  Anubis, they find the priests freaking out. They 
  refuse to say and are dismissive of the PCs until 
  they 
  learn 
  their 
  names. 
  Then, 
  they 
  are 
  immediately brought to Zadeb. 
  Zadeb, a heavily tattooed khemite priest is 
  visibly relieved when the PCs are introduced. 
  He confirms everything Enubeten told them.  
  “Two nights ago, the initiates came running 
  into my rooms screaming. I was brought before 
  the statue of my Lord Anubis. There I saw her, 
  kneeling. The Bloody Queen kneeling and 
  drenched in thick, black sticky blood.” 
  “Anubis 
  teaches 
  us 
  to 
  destroy 
  such 
  creatures, I stepped forward invoking the secret 
  names to chase it away. But she just turned to 
  me. I could see the darkness dripping off her.” 
  “That’s when she spoke your names. The 
  names you gave earlier. She meant to say 
  something, but it was as if she was drowning in 
  blood. She gasped at her throat and the 
  apparition vanished. I did not know you then 
  but now it makes sense. For some reason, she 
  wants you here. You have to find why she 
  appeared, why she would come here of all 
  places.” 
  “Some less-than-reputable sources provided 
  us with a map to the pyramid.” 
  Zadeb is anxious to get the PCs on the way. 
  Tithing 
  Tithing in Akhamet is a time of the year 
  – typically during the Wet Season when the 
  rivers overflow – and the people perform 
  work 
  for 
  the 
  government. 
  Since 
  the 
  government does not collect taxes, tithing is 
  a way to ensure that work is done and 
  completed. 
  Performing 
  tasks 
  for 
  the 
  government to count as tithing denotes the 
  importance of the task for the church of 
  Anubis. 
  
   
  Finding the Pyramid 
  On the Way (Easy) 
  Ahead, there are two dead bodies, those of 
  would-be tomb robbers, ambushed by other 
  miscreants. 
  Map Setup: This battle happens on an open 
  rocky or sandy plain. These should be some, but 
  not much.  
  GIANT VULTURE (2) 
  See Monster Manual. 
  3: THE LOST PYRAMID  
  The pyramid is located in a forested valley. 
  Not readily visible because vegetation covers 
  most of it. Looking around, the PCs find an area 
  where the vegetation was cut down revealing a 
  dark hole into the pyramid. Four sturdy ropes 
  dangle into the darkness, sure proof of the 
  presence of tomb robbers.  
  A DC 15 Wisdom (Survival) check looking 
  for tracks reveals of many people moving about 
  the area and none of them left.  
  Entering the Pyramid 
  The crevice descends fifty feet into the 
  pyramid before it opens up into room A. The air 
  is dry and dusty. 
  The walls and ceilings in areas A-D are 
  plastered and painted over in exquisite details. 
  A 
  D 
  B 
  C 
  E 
  F 
  G 
  H 
  I 
  
   
  A: Entryway 
  Dirt and rubble from above cover the stone 
  floor of this room, on the north and south walls 
  clear water fill two identical stone basins under 
  faded paintings of the goddess Khem. Stone 
  statues of the Pharaoh, Horus, Khem, and 
  Anubis stand in the corners staring quietly at 
  you.  
  Smashed and empty canopic jars lie along 
  the walls.  
  The wall to the east was broken through, 
  opening into a long stairway leading deeper 
  into the pyramid.  
  From the tracks in the dirt, the PCs can 
  determine that no less than ten people came into 
  a tomb (how many left it is unclear). 
  The basins are filled with clear water fed 
  from an underground spring.  
  Down the stairs 
  Hieroglyphics 
  on 
  the 
  walls 
  tell 
  a 
  romanticized story of Neferheket. It tells of the 
  love she and Pharaoh had, and the supreme 
  bliss they shared.  
  B: Fake Trap 
  The body of a Khemite man lies on the 
  ground, his bones are broken as if crushed by a 
  heavyweight. The bones have turned to dust in 
  places and only a few scraps of leather remain. 
  The body is an illusion (DC 15 Intelligence 
  saving throw after one interact with it) designed 
  to scare away tomb robbers. There is no trap 
  here. 
  C: Fake Sarcophagi 
  Twin statues of Anubis stand on both sides 
  of the entry, staring down impassively are at a 
  pair of opened sarcophagi. Four bodies lie dead 
  next to the stone lids. 
  Fighting (Medium) 
  The bodies are tomb robbers who came at 
  the behest of the Onoris criminal underworld 
  and fell victim to a single shadow. 
  SHADOWS (5) 
  See Monster Manual. 
  Aftermath 
  One the bodies, the PCs find two fifty-foot 
  ropes, seven flasks of oil, two lanterns, a map 
  showing the location of the pyramid, five short 
  swords, two hand axes, and 42 silver pieces. The 
  bodies do not animate into zombies because 
  they were transformed into shadows.  
  D: Secret passage 
  The southern wall is illusory (DC 13 
  Intelligence saving throw). On the other side of 
  the panel, a pit trap is covered by an illusory 
  floor (DC 13 Intelligence saving throw).  
  Upon entering the area, each PC must make 
  a DC 13 Dexterity saving throw to avoid falling 
  in the pit. Falling 30 feet onto ancient spikes 
  deals 14 (4d6) bludgeoning damage. 
  E: Treasure Room 
  Broken furniture, jars, model boats, busts of 
  
   
  gods and animals, and artwork dominated by a 
  statue of Anubis lie haphazardly across the 
  room.  
  Blood spatter mars the beauty of the pieces 
  stored here. Here and there, bodies lie broken 
  among the antiques. 
  This room housed the grave good of Queen 
  Neferheket.  
  Fighting (Medium) 
  The bodies are those of tomb robbers that 
  met with Neferheket. The zombies animate 
  when someone living comes within 5 feet.  
  CRAWLING CLAW (6) 
  See Monster Manual. 
  ZOMBIE (6) 
  See Monster Manual. 
  Aftermath 
  These bodies are the 
  remains of tomb robbers 
  who 
  came 
  before. 
  Among the equipment, 
  the 
  PCs 
  find 
  three 
  daggers, 
  two 
  spears, 
  37gp, a spell scroll of 
  flame blade, a potion of 
  healing, and four copies 
  of 
  the 
  map 
  to 
  the 
  pyramid.  
  The 
  furniture 
  and 
  objects in this room could 
  be sold for well over 
  5,000gp 
  because 
  of 
  its 
  current condition, but that 
  would constitute tomb-robbing. 
  Taking the robbers’ equipment is 
  legal. 
  F: Work Room 
  Bookshelves, laden with rolls of papyrus, 
  cover the north and west walls of this chamber. 
  Two scribing tables with unfinished works 
  gather dust. A single bright blue candle on a 
  table sends shadows dancing all around the 
  room. 
  Neferheket used this room to compile a 
  personal 
  memoir. 
  Copying 
  all 
  of 
  these 
  documents would take months. Most of them 
  detail minor and insignificant details about life 
  in the harem.  
  Fighting (Medium) 
  A shadow demon is bound to this room, 
  and it attacks as soon as every PC has entered 
  the room.  
  SHADOW DEMON 
  See Monster Manual. 
  Aftermath 
  The demon defeated, the PCs may read the 
  content of the documents. By spending two 
  hours and making a DC 12 Intelligence (History) 
  check, the PCs find a handful of historically-
  significant documents. Each document fetches 
  100sp at one of the temples in town. 
  She compiled the following: 
   
  Detailed 
  prayers 
  to 
  Pharaoh 
   
  Lineage information 
   
  Lists of military 
  campaigns and military 
  personnel  
   
  Lists of priests 
   
  Location 
  of 
  monuments 
   
  Members of 
  the Royal Harem 
  After two hours 
  searching 
  through 
  the documents, the 
  PCs find a document 
  related to a prophecy 
  of Pharaoh becoming 
  ill, 
  poisoned 
  by 
  something that cannot be 
  proven. These documents 
  have many notes and both 
  astrological 
  and 
  magical 
  calculations. 
  A 
  DC 
  15 
  Intelligence 
  (Arcana) check reveals the numbers indicate a 
  date in 2440, within two years of “today.” The 
  prophecy provides a warning but does not 
  relate how to stop, prevent, or make it happen. 
  G: Sun Room (Medium)  
  A burning breeze blows sand into your face 
  as you find yourself in the desert, under a bright 
  and unrelenting sun hanging high. The sand’s 
  pink hue gives it a soothing and comforting 
  appearance.  
  As you squint, the Sun comes down and 
  turns into a comely male of your species 
  
   
  wearing golden armlets, silver collar, and a 
  crown. The glare makes it hard to look directly 
  at Him. You are in the presence of Pharaoh! 
  “My children, it has been so long since you 
  came to see me,” He says, His voice both 
  affectionate and commanding. 
  This is a small piece of Pharaoh’s essence. 
  He was bound here to give the mummy of 
  Neferheket a visual reminder of her lost love. 
  With the centuries, the dead queen stopped 
  coming to see him and Pharaoh’s essence is 
  lonely and excited about meeting new people.  
  The essence knows and calls anyone who is 
  devoted or related to Him by name, and knows 
  of the PC’s life. This should be a rather unique 
  moment for the PCs. It is not every day one 
  meets with a deity. 
  The Essence is curious about events in the 
  world, how His people fare, and how He might 
  be able to help them. His concern and interest 
  are genuine. 
  The Essence can share the following 
  information: 
   
  He is here to be with his beloved wife, 
  Neferheket. 
   
  He agreed to stay here. 
   
  His presence here does not affect Pharaoh 
  negatively in any way. 
   
  He has not seen her in a long time. 
   
  He is a part of His essence and has limited 
  contact with Him as a whole.  
  Allow the PCs to speak with it for as long as 
  they like before continuing with “Dying 
  Pharaoh.” 
  Dying Pharaoh 
  The Sun flickers for a moment as the heat in 
  the room drops as suddenly as it does as night 
  in the desert. 
  Pharaoh collapses to the ground coughing 
  black 
  ichor. 
  The 
  ichor 
  dissipates 
  into 
  nothingness after he coughs it, leaving no traces 
  it was ever there. 
  A DC 14 Intelligence (Arcana or Religion) 
  check identifies the ichor as concentrated 
  Essence of Night (for more detail, see Area I). 
  Such a thing is only theoretical and is believed 
  to be a product of overactive imagination of 
  sleepy scribes. 
  A 
  DC 
  12 
  Wisdom 
  (Medicine) 
  check 
  discovers that Pharaoh is dying from symptoms 
  akin to the flu but a degenerative version with a 
  supernatural origin. 
  As the PCs are around Him, he gasps 
  handout 1 to them. He gives each PC a single 
  drop of his blood, see Pharaoh’s blood sidebar. 
  Once the PCs take his blood, Pharaoh dies, 
  turning to sand.  
  If they return to the room, the scene 
  happens again (the Essence does not remember 
  the PCs), however, the PCs only receive 
  Pharaoh’s blood once. 
  H: Marital Chamber 
  Archways on the walls of this room open to 
  a large city under the stars. A gentle summer 
  breeze gently caresses your faces, carrying with 
  it the sweet smell of cinnamon. The ceiling is 
  painted stars and the floor has a mosaic of all 
  of Akhamet. 
  In each corner, water trickles from statues 
  of the goddess Khem.  
  A four post best with gossamer curtains 
  occupies the center of the room. At the foot of 
  the bed, two comely females, one horite and one 
  ubasti dressed in the same gossamer material 
  with arm rings, ankle rings, and earrings of the 
  shiniest gold accented with silver rises as you 
  enter. Their eyes demurely fixed on the floor as 
  they wait in silence. 
  This room mimics Pharaoh’s bedchamber in 
  Ophara and the view display it from the days of 
  Queen Neferheket, some two thousand years 
  ago. Illusion magic created the effect of the city 
  and the breeze. 
  The statues 
  The statues of Khem have pure, water 
  pouring from (clockwise starting at the top left 
  corner). 
   
  Warm water pouring from Khem’s eyes 
   
  Hot water pouring from Khem’s breasts 
   
  Cool water pouring from Khem’s ears 
   
  Cold water pouring from Khem’s hands 
  The maidens (Hard) 
  The servants were the Queen’s favorite 
  handmaidens. They remain quiet until spoken 
  to. Their jewelry serves as an anchor to illusions 
  that hide their natures as lesser mummies. 
  
   
  The maidens answer any question by asking 
  the PCs to wait for their mistress’s return and 
  that she should be back soon. They insist that 
  they can wait here or return later. 
  They attack if the PCs attack them, open the 
  southern door (but not by the western door), 
  damage anything in the room or touch the bed. 
  The maidens warn the PCs against any action 
  that would trigger combat. 
  It is possible to trick the mummies by using 
  magic or deception. They do not stop the PCs if 
  they exit the south room. 
  LESSER MUMMY (2) 
  Medium undead, neutral 
  Armor Class 13  
  Hit Points 36 (8d8) 
  Speed 20ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 17 (+3) 11 (+0) 11 (+0) 10 (+0) 8 (-1) 
  Damage Vulnerabilities fire 
  Damage 
  Resistances 
  necrotic, 
  slashing 
  from 
  nonmagical attacks 
  Damage Immunities poison 
  Condition 
  Immunities 
  charmed, 
  exhaustion, 
  poisoned 
  Senses darkvision 60ft., passive Perception 10 
  Languages any languages it knew in life 
  Challenge 2 (450 XP) 
  ACTIONS 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage plus 7 
  (2d6) necrotic damage and the target must make a 
  DC 13 Constitution saving throw or be stunned 
  until the end of the lesser mummy’s next turn. 
  Aftermath 
  The maidens’ jewelry is worth 500gp each. 
  Worn as a set, they function as bracers of defense.  
   I: Queen’s resting place  
  Golden furniture once occupied this room 
  but it has been stacked into uneven piles along 
  the walls. It seems like they might come 
  crashing down at any moment.  
  A rolling ball of black ichor floats in the 
  center of this room. The malevolence radiating 
  from it chills you to the core of your being. All 
  over its surface, blue arcs of lightning dance on 
  its surface. 
  Papyri fly lazily around the room despite 
  the lack of breeze. Your hair stands up, and you 
  shiver in spite of yourself. 
  A mummy wearing a rotted crown, and a 
  woman’s gold collar stands next to it, one hand 
  on the surface, whispering. At her touch, the 
  arcs hit her arms and hands. 
  Queen Neferheket does not notice the PCs 
  when they come in as she is completely 
  engrossed in her work, studying the Essence of 
  Night. 
  Neferheket repeatedly asks the Essence of 
  Night: “What did you do?” and “Reveal your 
  secrets to me! I command you!” Having 
  witnessed the effects of the Essence of Night on 
  her beloved Pharaoh in the Sun Room (Area G), 
  she worked centuries to hold and contain some 
  of the Essence. The PCs may go about the room 
  freely.  
  The papyri floating around include the 
  details of her magical experiments.  
  Essence of Night 
  Essence 
  of 
  Night 
  could 
  best 
  be 
  described as antimatter to the Sun’s matter. 
  It is an ichor that cannot be touched or 
  contained. Its very existence is often 
  dismissed as a philosophical construct. 
  Essence of Night exists only to snuff out the 
  light.  
  The Essence of Night in this adventure 
  has 
  been 
  transformed 
  by 
  Queen 
  Neferheket’s magic into taking form. 
   
  
   
  Disturbing Neferheket (Medium)  
  Read aloud if Neferheket is disturbed in any 
  fashion. 
  Queen Neferheket turns to you as under the 
  wrappings, her dead eyes fill with… terror? She 
  screams as the ball breaks and flows onto her, 
  like a bucket of tar emptying itself onto the 
  mummy.  
  A moment later, the mummy of the former 
  queen is replaced by a vile blob of sheer and 
  utter blackness out of which wrapped limbs 
  appear here and there. 
  The Essence of Night attacks the PCs and 
  anything it comes across. It is a vile amalgam of 
  the mummy and the Essence.  
  Map Setup: Within 5 feet of 
  every wall are stacked furniture, 
  jars, 
  chests, 
  and 
  chairs. 
  Anyone who missed with a 
  melee attack while adjacent 
  to the wall must make a 
  DC 11 Strength saving 
  throw or fall prone. 
  ESSENCE 
  OF 
  NIGHT/ 
  NEFERHEKET 
  Large ooze, neutral evil 
  Armor Class 7  
  Hit Points 85 (10d10+30) 
  Speed 20ft., fly 20ft. 
  STR 
  DEX 
  CON 
  INT
   
  WIS 
  CHA 
  16 (+3) 5 (-3) 
  16 (+3) 1 
  (-5)
   
  6 (-2) 
  1 (-5) 
  Damage Vulnerability radiant 
  Damage Resistances poison, piercing 
  Damage Immunities acid, cold, necrotic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60ft., (blind beyond this radius) 
  Languages - 
  Challenge 5 (1,800 XP) 
  Amorphous. The Essence of Night can move through 
  a space as narrow as 1 inch wide without 
  squeezing. 
  Necrotic form. A creature that touches the Essence of 
  Night or hits it with a melee attack while within 5 
  feet of it takes 4 (1d8) necrotic damage. Any 
  nonmagical weapon made of metal or wood that 
  hits the Essence ages and corrodes rapidly. After 
  dealing its damage, the weapon takes a permanent 
  and cumulative -1 penalty to damage rolls. If its 
  penalty drops to -5, the weapon is destroyed. 
  Nonmagical ammunition made of metal or wood 
  that hits is destroyed after dealing its damage. 
  ACTIONS 
  Multiattack. The Essence of Night makes two attacks 
  with its tendrils of night. 
  Tendrils of night. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning 
  damage plus 4 (1d8) necrotic damage and the 
  target must make a DC 12 Constitution saving 
  throw or be blinded. The target can repeat the 
  saving throw at the end of its turn, ending the 
  effect on a successful save. 
  LEGENDARY ACTIONS 
  The Essence of Night can take 2 legendary actions, 
  choosing from the options below. Only one 
  legendary action can be used at any time and only 
  at the end of another creature’s turn. It regains 
  spent legendary actions at the start of his 
  turn. 
   
  Arc of lightning. Ranged 
  Weapon Attack: +5 to hit, range 50 
  ft., one target. Hit: 7 (2d6) 
  lightning damage. 
   
  Eater of light. The 
  Essence of Night can use its 
  reaction 
  to 
  destroy 
  one 
  nonmagical source of light or 
  dispel one spell that emits 
  light (such as daylight or 
  light). When it destroys a light 
  source, it regains 10 hit points. 
  The only light it cannot snuff is 
  the 
  one 
  that 
  comes 
  from 
  Pharaoh’s blood. 
   
  Pull. The Essence of Night 
  sends a pseudopod and pulls a target 
  10 feet towards itself. A DC 14 Strength 
  saving throw prevents this effect. 
  Aftermath 
  The Essence of Night defeated, it vanishes 
  into nothingness, leaving only the battered 
  remains of Neferheket’s mummy remains. She 
  calls the PCs to her. With her final breath, she 
  gasps “Night has poisoned my beloved. Help his 
  light chase away the darkness.” With that, she 
  crumbles to dust.  
  4: ROBBERS  
  As the PCs exit the pyramid, a band of 
  criminal ambushes them to steal the treasures 
  the PCs took within. These guys are diehard 
  criminal with no regard for the tomb. 
  
   
  Bandit Ambush (Medium) 
  Map Setup: This battle should take place in 
  a forested area, with a path and hiding spots.  
  BANDIT (4) 
  See Monster Manual. 
  BANDIT CAPTAIN (1) 
  See Monster Manual. 
  Aftermath 
  Any prisoner trades his life in return for 
  freedom. They came here because they were 
  promised riches. They got the map from a horite 
  noblewoman who sold it to them, they paid 
  good money (500sp) for it and they are 
  surprised to find the PCs coming out of the 
  tomb. 
  CONCLUSION  
  The following assumes the PCs have not 
  stolen anything from the tomb. 
  Read Aloud.  
  Upon your return to Onoris, the guards tell 
  you to head to the temple of Anubis, saying that 
  initiates from the temples have been inquiring 
  about their return every hour.  
  Two initiates and Zadeb wait for you at the 
  entrance of the temple. They bombard you with 
  a thousand questions at once, asking for any 
  writing you copied, any words spoken by the 
  mummies, any items you found missing and any 
  other wisdom you gleaned from the tomb’s 
  inhabitants. They scribble every monosyllable 
  they allow you to utter. 
  It takes an inordinately long time before 
  they write down the tale of your adventure in 
  the pyramid and Zadeb offers you a writ 
  preventing you from having to tithe for the year. 
  He promises to send his complete report to 
  Ophara, thanking you all for your help.  
  EPILOGUE 
  Read Aloud. 
  The Sun was about to set over the horizon 
  as the sailing barge slowly traveled down the 
  Fork River towards the city of Khemaphis. On 
  the bow, a single woman stood her eyes to the 
  north where a falcon appeared, flying towards 
  the ship. It circled once before landing on the 
  railing, screeching for attention.  
  The falcon-headed woman approached and 
  reached for the tiny copper tube. Inside, the 
  parchment read: “Neferheket sealed again. 
  Interlopers were successful. Awaiting orders.” 
  The woman crumbled the parchment and 
  threw it into the river. 
   
   
  Pharaoh’s Blood 
  You received a drop of Pharaoh’s blood. 
  The yellow drop shines like a torch at all 
  times. When drank as a potion, you regain 
  all of your hit points. If you are a cleric or 
  paladin dedicated to Pharaoh, you also 
  regain use of a spell as if you had used a 
  pearl of power. 
   
  
   
   
   
   
  HANDOUT 1: PHARAOH’S DYING WORDS 
  With gasping breaths, Pharaoh speaks the following. 
   
  Night is coming 
  It fills my bones already 
  Akhamet dearest Akhamet 
  Act now and reach for greatness 
  Night and darkness 
  Take this 
  Take this I give you 
   
  Pharaoh then passes a hand on his forearm and a 
  single blood drop appears despite the lack of wound.  
  
   
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  System Reference Document © 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson. 
  Tyrants of Saggakar: Player’s Guide © 2015, First Ones 
  Entertainment; Author: JP Chapleau 
  Akhamet: Campaign Setting © 2018, First Ones Entertainment; 
  Author: JP Chapleau 
  Akhamet: Lost Pyramid of Neferheket © 2018, First Ones 
  Entertainment; Author: JP Chapleau 
   
  
   
   
  For twenty five centuries, the rule of Pharaoh, the living embodiment 
  of the Sun, brought peace, prosperity, and stability to Akhamet. 
  Then His high priest announced He was dying. 
  Inspired by the mythology of Ancient Egypt, Akhamet is a campaign setting that takes 
  you to a place both unique and familiar. 
   The Akhameti Pantheon, headed by Pharaoh, with Anubis, Bast, Geb, Horus, but also 
  Seth, Sobek, and Tawaret the Destroyer 
   A world where the dead rise, and not just because of mummification! 
   New backgrounds, new feats, new spells, new magic items , new monsters 
   
  
   
   
   
  Discover the world of Rhym, a fantasy setting for the 
  5th Edition of the world oldest Role-Playing Game! 
   
  Rhym is a land of conflicts, both internal and external 
  where heroes can have significant impact 
   
   
   
   
  
   
   
  First Ones Entertainment offers great material for the 
  5th Edition of the world oldest Role-Playing Game! 
  Play using the Pathfinder RPG or 5th Edition! 
   
   
  
   
  The Legacies Organized Play 
  Campaign supports for 5th Edition. 
  Same character! Different worlds! 
  One Campaign! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Hired by the church of Anubis, you were sent to investigate the recently-defiled 
  tomb of the Bloody Queen Neferheket. You discovered Pharaoh’s current ill could 
  be related to Essence of Night, a substance that is believed to be nothing more 
  than a philosophical construct and the product of overactive imagination.  
  Experience 
  Start 
  Earned 
   
  + 
  _____________ 
  _____________ 
  GOLD  
  Start 
  Earned 
  Day Job 
  Spent 
  Final 
   
  + 
  + 
  - 
  = 
  _____________ 
  _____________ 
  _____________ 
  _____________ 
  _____________ 
  Akha-01 Lost Pyramid of Neferheket Legacy Record 
   
   
   played by  
   
   
   completed this adventure successfully . 
  Check all those that apply: 
   Pharaoh's Blood: You received a drop of Pharaoh’s blood. The yellow drop shines like a torch at 
  all times. When drank as a potion, you regain all of your hit points. If you are a cleric or paladin ded-
  icated to Pharaoh, you also regain use of a spell as if you had used a pearl of power. 
   Stole From the tomb: Gain Extra Gold but also "Wanted by Church of Anubis" 
   Wanted By Church of Anubis: You stole from the tomb of Neferheket and are now wanted 
  for tomb robbing, which carries the death penalty. Avoid the Church and followers of Anubis. 
   
   
   
  APL 
  XP 
  Base Gold 
  Extra Gold 
  GM Gold 
  1-4 
  3 
  150 
  200 
  150 
  Name 
  Positive Used 
  Church of Anubis 
   
   
  Onoris Underworld (let some tomb robbers live) 
   
   
  Story Element 
  Positive 
  Did you decipher the Queen’s astrological calculations?   
   
  Did you speak with Pharaoh’s Essence? 
   
  Did you steal from Neferheket’s tomb? 
   
  Did you avoid fighting the Queen’s maiden? 
   
  Did you take any damage from the Essence of Night? 
   
  Did you perform the rites of the dead on enemies? 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/First Ones Ent/Akhamet - Lost Pyramid of Neferheket.pdf