The Heart of A’nun
a 3.5 Edition adventure for 10th-12th level characters.
Introduction
The adventure takes place in a desert kingdom with a culture based on that of ancient Egypt. The people of this kingdom serve the Pharaonic pantheon, and these gods play an important role in the people’s lives. It is assumed that the characters are active members of a small community there, and that they have earned a reputation for heroic deeds.
Background
The farming fields along the Nile River are among the most reliable in the Known World, providing all of Egypt with both food and valuable export. But this year, the crops are failing. Scarab beetles, in unseasonably large numbers, have been descending upon the fields from the west, and are devouring the barley and wheat before the grains can mature. The Council of Isis, a group of nature-based clerics and druids, suspects these swarms of beetles to be an unnatural occurrence. They believe that Khepri, the God of Beetles, has become angry and is punishing them.
Eyewitnesses report the swarms of beetles flying in from the west, from the vicinity of Siwah. The Council of Isis believes that the plague of beetles could be stopped by offering the proper sacrifices to appease Khepri. By the order of Pharaoh, a messenger was sent to Siwah with orders and instructions to perform the sacred rites. But three weeks have since passed, and no word of reply has been received.
The lack of communication with Siwah is most troubling to Pharaoh. The oasis of Siwah is an important garrison for the kingdom, guarding the western mountains from the monstrous hordes beyond. Pharaoh fears an invasion is imminent, and has begun preparations for war.
The situation is growing desperate. If the plague of beetles is not stopped before the harvest moon (one week from now), the harvest will not be sufficient to refill the grain storehouses and famine will wrack the land. And if Siwah has been besieged, the entire kingdom’s western flank lies unprotected.
DM Information
The swarms of beetles and the lack of communication with Siwah are both the work of a greater mummy. In life, she was known as A’nen the High Priestess of Khepri. She was an exceedingly wicked woman who feared her final judgment...so upon her death, she ordered her priests to embalm her without her heart.
Mummies in ancient Egypt were embalmed with their hearts still in their bodies, since it was believed that the heart was the seat of the soul. In the final judgment, the heart would be weighed on a scale with a feather, and hearts that were found to be heavy with sin were fed to the monster Ammat. So by having herself embalmed without her heart, A’nen has made herself exempt from judgment and will live forever...but as a soul-less, undead monster. If her heart is found and returned to her body, she will immediately pass to judgment and be destroyed.
Now an undead monster, she awoke from her tomb and returned to her followers at the temple. She has been driven insane by the dark powers that grant her life, and in her madness she has determined that all of the world shall be chattel for her god’s children. She intends to raise an army of beetles to devour all of Egypt.
Calling upon the darkest magic of the Underworld, she has created a monster that is part dragon and part scarab...the Scarab Dragon. This abomination spews forth droves of scarab beetles, which A’nen collects around herself as if they were her own children.
The first victim of her plan was the outpost of Siwah. She sent her swarms of beetles into the town, where they destroyed the bridge that connects the town with the rest of Egypt. Trapped within their outpost, the people of Siwah fell quickly to the overwhelming flood of beetles, before they could even send a distress call.
Emboldened by her success against Siwah, A’nen now turns her eyes to the fertile Nile River Valley.
ACT I, SCENE I: An Offer They Can’t Refuse
The party is contacted by the Council of Isis, and asked to attend a special meeting. The council, mostly druids and clerics, has heard of the characters’ heroic deeds, and would like their help in solving a matter of great importance to the kingdom. At this meeting, they will also be joined by the chief magistrate of Pharaoh...a highly unusual occurrence. (Pharaoh is regarded as the embodiment of Ra, and normally has little interest in the affairs of the other gods.)
At this meeting, the Council of Isis will ask the party to carry a special satchel of incense, oils, and other sacraments to the far oasis of Siwah. They are to find the temple of Khepri and perform the sacred rites to appease the god, and hopefully stem the plague of scarabs before famine wracks the land.
The magistrate offers assistance for the task, including fast chariots, guards, and provisions for the three-day journey, but on one condition: the party is to report back to Pharaoh at regular intervals along the way, and raise the alarm at the first sign of invasion, siege, or enemy occupation of Siwah.
As a reward, the Council offers each member of the party free services at the Temple of Isis, where they may receive free food, shelter, and healing for seven years. The magistrate offers them dominion anywhere within the Pharaoh’s lands, where they may found their own city, raise their own army, and rule their own dominions as an extension of Pharaoh’s own arm.
The offer is more of a formality; the word of Pharaoh is law. The party can always refuse the offer, but if they do, they will be imprisoned for defying the will of Pharaoh.
ACT I, SCENE II: Journey to the Oasis
The party will be given all of the horses and chariots they need for the journey. In addition, they will be given five
quaal’s feather tokens (birds), to send word of their progress and the state of Siwah. They may request up to 500 gp worth of other provisions and supplies, but anything beyond that must be paid from their own pocket.
Accompanying the party on their journey are five of Pharaoh’s own guards (5th level human fighters), and priest of Isis named Hem-Netjer (9th level human cleric) to perform the ritual once they arrive. Use the stats in the DMG, pages 115 and 117, for the cleric and fighters.
The journey to Siwah takes three days. Along the way, they may randomly encounter traveling merchants, bandits, and monsters. At least once along the journey, they should be attacked by at least one swarm of scarab beetles (see the Appendix for stats.) The beetles fly in from the direction of Siwah.
After the battle, Hem-netjer will capture one of the beetles from the swarm, and use it as a focus for a spell. (If the party is curious about the spell being cast, a DC 20 Spellcraft check will reveal that it is a
scrying spell, with
detect evil.) At the completion of the spell, Hem-netjer will recoil in horror and squash the insect with his fist.
After feverishly muttering spells of protection and prayers of praise, the priest will inform the party of great danger to the west. This plague of beetles did not come from Khepri, but are the work of a fallen priestess of Khepri...one who was put to death seven years ago for heresy. She has somehow discovered a way to subvert the power of her god, and defied the natural order of death and judgment. Now, she has created a terrible monster beneath the ground, and plans to unleash it upon the kingdom at the next harvest moon.
The priest will work other divination spells, trying to divine the nature of the monster and the dangers that they will face. He instructs the party to send word to his temple, and to leave him undisturbed in his tent as he works. A few hours later, he will emerge with the following prophecy:
The One Who Returns, the Heartless One, plans her wickedness from her temple to the west. Her name is A’nen, and she has turned her eye to the fertile Nile valley.
The One Who Returns is guarded by a beast unseen by this world, a dragon stolen from Khepri’s own right arm. Its name is Mehen, and it will devour all that stand between its master and the fertile valley of the Nile.
From the east, from the Cradle of Isis, a group of heroes stand against the A’nen and Mehen. They have lifted the Arm of Ra from the bottom of the pit, and they have stolen the still-beating heart of the fallen one from her defiled resting place. With the Arm of Ra, they will slay the dragon Mehen, and with the still-beating heart, they will send the One Who Returns back to her final judgment.
Eventually, at the end of their journey, the party will arrive at The Bottomless Pit, which lies outside of Siwah.
ACT II, SCENE I: The Bottomless Pit
The Bottomless Pit is a great sinkhole that blocks the western pass. (It is well-known to all who have traveled to Siwah; the guards and priest who accompany the party will know immediately which pit is being referred to in the prophecy.) It is about eight hundred feet across, with sheer cliffs that descend more than three hundred feet into the jagged limestone rocks below. Normally, there is a large wooden bridge that spans the chasm...but the bridge is missing. A DC 15 Knowledge (nature) check will reveal that the bridge was destroyed by insects (beetles).
The guards will instruct the party to send word to Pharaoh about the damaged bridge. The priest will cite the prophecy, and explain to the party that the keys to the destruction of A’nen and the dragon lie at the bottom of the pit.
It is assumed that a mid-level party of adventurers could reach the bottom of the pit easily enough with magic. If they decide to scale the cliffs, they will need to make 30 Climb checks at DC 18. At the bottom of the pit are three distinct features: a large cave opening to the north, a burial tomb to the west, and a deep pool of water in the center.
The pool of water is roughly thirty feet wide and infinitely deep: the shaft of water extends several hundred feet into the limestone, before ending in a gate to the Elemental Plane of Water. The pool is flanked on all four sides by statues of the evil crocodile god Sobek. It is a drowning pool, a place where human sacrifices to the god were made...all of the statues bear written warnings about disturbing the pool and incurring the wrath of Sobek, about those who enter the pool shall never return, etc.
ACT II, SCENE II: The Limestone Caves
The cave leads to a system of natural limestone caverns. These caverns are infested with monstrous scorpions, giant snakes, and other denizens of the area. In the rear of the cave, however, is a well-fashioned brick wall into which has been set a sealed stone door. Beyond the door is a 20’ x 20’ square room with an altar dedicated to Ra in its center. Over the altar is an enormous stone statue of Ra, his outstretched wings covering the altar.
The statue is actually a stone golem (use the stats in the SRD for a CR 11
stone golem). It is keyed to attack anyone who approaches the altar without first reciting a long-forgotten prayer to Ra.
Atop the altar is a gleaming khopesh.
[SBLOCK=The Arm of Ra]
The Arm of Ra
holy dragonbane khopesh +3
This khopesh is made from gleaming bronze, with brass fittings and silver inlay. It is forged with a wing motif, and engraved with a delicate feather pattern. The sword deals +2d6 points of sacred damage to all evil opponents. Against dragons, the sword’s bonus improves to +5, and deals +2d6 points of damage. Against evil dragons, these bonuses stack.
Because of its hook-like tip, it can be used to make disarm attacks. When using a khopesh, a character gains a +2 bonus on opposed attack rolls made to disarm an opponent.[/SBLOCK]
ACT II, SCENE III: The Tomb
The burial tomb is decorated with images of the beetle god Khepri. It appears to have been unsealed recently. The halls and chambers beyond the gate are guarded by several mummies, golems, curses, and boobytraps. In the rear chamber, behind a hidden and sealed door, is a grand burial chamber. According to the hieroglyphics on the door, the tomb is that of A’nen, High Priestess of Khepri.
The sarcophagus in the chamber is empty. Lying nearby on a wooden shelf, are the canopic jars of A’nen. Normally there are four jars: one for the lungs, one for the liver, one for the stomach, and one for the intestines. Here, there is a fifth jar...which contains a human heart. The disembodied heart continues to beat from inside its alabaster jar.
[SBLOCK=The Still Beating Heart of A’nen]
Still Beating Heart of A’nen: This powerful artifact appears to be a canopic jar of alabaster, in which lies a beating human heart. It detects of overwhelming Necromancy and Evil.
Wherever the jar goes, the area around it is treated as though an
unhallow spell had been cast with the jar as the touched point of origin. Furthermore, all creatures that are slain within 30 feet of the jar will rise 1 round later as an undead monster (as per the
create undead spell.)
The relic cannot be destroyed by mortal means. It resists damage from all types of energy, and slowly regenerates itself when physically damaged. Even if the jar were smashed and the heart cut into ribbons, the pieces would slowly repair or regenerate themselves completely in just a few seconds.
The only way to destroy this artifact is to remove the heart from the jar and thrust it into the body of A’nen. This will complete the burial ritual that will send her soul to the Underworld for judgment, destroying the mummy forever.[/SBLOCK]
ACT III, SCENE I: The Temple of KhepriOnce they have collected the two relics from the pit, the priest will urge the party to press on to their goal: the outpost of Siwah and its temple.
The outpost of Siwah is completely destroyed. All that remains of the town and its inhabitants are stones, pottery, and bones. A DC 15 Knowledge (nature) check will reveal that the entire area was decimated by a swarm of insects (beetles), which ate all organic material in the vicinity and left behind only the bones of their victims.
The Temple of Khepri sits atop a sandy hill overlooking the ruin of Siwah. It is the only building in the area that appears to still be inhabited: lit torches flank its entrance, and clouds of incense rise from the smoke hole in its roof. For the temple, use the map on page 138 of “Deities and Demigods.”
Courtyard: Six priests are kneeling and chanting in this area, adding incense to a large bed of coals in the center of the room. Hundreds of scarab beetles scurry around them, but the priests do not seem to notice. As the party approaches, the priests cease their duties and attack. (For the priests, use the stats in the SRD for
mummies.)
Antechamber: The antechamber is decorated with a raised motif of scarab beetles, and brightly-lit with torches. In the middle of the north and south walls, imbedded into the plaster, are gold and emerald scarab pendants worth 500 gp each (Search DC 15 to find the pendants.)
Chapel: At first glance, this chamber appears to be empty. Once the party has entered the chamber, A’nen (who waits in the Study) will pull a hidden lever that will cause all of the entrances into this room to slowly close. (It takes a full round for the doors to close, so the party will be able to choose which side of the door they wish to be on by the time the doors finish closing.) The doors remain closed for 1 hour, or until the counterweight is found and disabled (Search DC 25, Disable Device DC 20.)
Crawling on the 30’ high ceiling (Hide +22) is a huge black monster. The creature appears to be a kind of dragon, but with the wings, legs, and body of an enormous scarab beetle. It attacks on sight.
[SBLOCK=Scarab Dragon]
The scarab dragon is a Giant Stag Beetle that has been advanced to Huge size (20 HD), and then given the Half Dragon template. Its breath weapon is a swarm of scarab beetles.
Mehen, the Scarab Dragon
Huge Dragon
Hit Dice: 20d10+120 (220 hp)
Initiative: +3
Speed: 20 ft., Fly 40 ft. (average)
Armor Class: 25 (-2 size, -1 Dex, +18 natural)
Base Attack/Grapple: +15/+25
Attack: Bite +29 melee (4d8+14)
Full Attack: Bite +29 melee (4d8+14)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, trample 3d6+14
Special Qualities: Darkvision 60 ft., immunities, vermin traits
Saves: Fort +20, Ref +7, Will +6
Abilities: Str 39, Dex 8, Con 23, Int 2, Wis 10, Cha 11
Skills: Climb +19, Hide +22, Listen +6, Spot +6
Feats: Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Lightning Reflexes, Power Attack
----------------------------------------------------
Environment: Warm plains and deserts
Organization: Solitary (unique)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Level Adjustment: +3
Breath Weapon: a scarab dragon’s breath weapon is a 10’ x 10’ swarm of scarab beetles (use the stats in the SRD for a
locust swarm.) The swarm appears immediately adjacent to the scarab dragon and attacks immediately. The swarm is not summoned or conjured, and therefore cannot be dispelled, dismissed, or hedged out by
magic circle spells.
Immunities: immune to electricity damage, sleep, and paralysis.
[/SBLOCK]There is nothing else of interest in this chamber.
Meditation Chamber: This room contains six large earthen jars, each about four feet tall. Inside the jars, the party will find the dragon’s hoard of treasure: 26,500 sp;
potion of blur, potion of darkvision, potion of enlarge person, arcane scroll of 3 spells (spider climb, levitate, spectral hand); divine scroll of 2 spells (stonetell, barkskin); helm of comprehending languages and reading magic; and five Quaal’s feather tokens (lanterns).[/I]
[SBLOCK=New Item: Quaal’s Feather Token (Lantern)]Like other feather tokens, each of these enchanted feathers has a power to suit a special need. Each token is useable only once.
Lantern: A token that transforms into a lit hooded lantern. The light from the lantern reveals all things as they truly are, as per the
true seeing spell. The token lasts for 10 minutes.
Moderate conjuration; CL 12th, Craft Wondrous Item,
major creation; Price 1,125 gp.[/SBLOCK]
High Priest’s Chambers: Each of these three chambers is sealed by a stone door. Unlike all of the other doors in this temple, the doors are completely smooth and undecorated. In fact, they seem almost unnaturally blank, completely devoid of any markings whatsoever.
If a true seeing spell (or one of the Lantern Tokens from the dragon’s hoard) are used on the blank doors, a hidden set of hieroglyphics will be revealed. Each door reveals a riddle.
Door 1:
A red drum which sounds
Without being touched,
And grows silent,
When it is touched.
(Answer: heart)
Door 2:
Dead and bound,
what once was free.
What made no sound,
now sings with glee.
(Answer: a lute or violin)
Door 3:
Dawns away,
The day's turned grey,
And I must travel far away.
But I'll be back,
And then we'll track,
The light of yet another day.
(Answer: a shadow)
Each of these three chambers is empty, except for the very last one. Within the final chamber, the party will find a stone sarcophagus standing against the southern wall. It is completely empty, except for a nonmagical scroll of papyrus.
Close inspection (a DC 15 Knowledge (religion) check) will reveal that this scroll contains the traditional funerary rites for the dead...except that it has been modified. According to this scroll, the priests have been instructed to remove the heart from the body while it still beats, and seal it with powerful dark magic against death. The last rites have also been rewritten to awaken the dead, not to send the dead to their final judgment. In other words, if this funerary ritual were ever performed, it would create an undead monster that would live forever...unless the heart was to be returned to its body.
Study: In this large chamber, the party will find the beautiful A’nen. She is standing in the middle of the west wall, examining a large, detailed map of Egypt. She appears to have been waiting for the party. She will give a classic “gloating villain” speech, then attack without mercy.
[SBLOCK=A’nen, High Priestess of Khepri]
A'nen, High Priestess of Khepri
Greater Mummy (11th level human cleric of Khepri (Protection, Rune))
Medium-sized Undead
Hit Dice: 11d12 (71 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 22 (+1 Dex, +8 natural,
bracers of armor +2, ring of protection +1)
Base Attack/Grapple: +8/+11
Attack: Touch +11 melee (1d8+3 and paralysis) or light mace +13 melee (1d6+5)
Full Attack: Touch +11/+6 melee (1d8+5 and paralysis) or light mace +13/+8 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Damaging touch, despair, paralyzing touch, spells
Special Qualities: DR 15/magic, SR 21, domain powers (protection, rune), fire vulnerability, symbiosis, turn resistance 4, immunities, undead traits
Saves: Fort +8, Ref +7, Will +12 (
cloak of resistance +1)
Abilities: Str 17, Dex 12, Con --, Int 12, Wis 19, Cha 16
Skills: Concentration +17, Diplomacy +8, Hide +9, Knowledge (arcana) +12, Knowledge (religion) +11, Listen +12, Move Silently +9, Search +12, Sense Motive +12, Spellcraft +15, Spot +12
Feats: Augment Summoning, Combat Casting
B, Craft Wondrous Item, Extra Turning, Quicken Spell, Scribe Scroll
B, Spell Focus (Conjuration), Still Spell
----------------------------------------------------
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 13
Treasure: Double standard
Alignment: Lawful evil
Advancement: By character class
Level Adjustment: same as base creature +4
Magic Items Carried: Divine scroll of
obscuring mist and
inflict light wounds;
strand of prayer beads (healing, karma, and smiting); cloak of resistance +1; bracers of armor +2; hat of disguise; ring of protection +1; light mace +2
Typical Spells Prepared
Save DC = 14 + spell level
Level 0:
detect magic, guidance, mending, read magic, resistance, virtue
Level 1:
bane, detect good, doom, entropic shield, obscuring mist, sanctuaryB, shield of faith
Level 2:
darkness, desecrate, eagle’s splendor, enthrall, secret pageB, undetectable alignment
Level 3:
animate dead, bestow curse, dispel magic, protection from EnergyB, searing light x2
Level 4:
air walk, dismissal, divine power, giant vermin, spell immunityB
Level 5:
insect plague (creates scarabs instead of locusts), planar binding, lesserB, still freedom of movement
Level 6:
antimagic fieldB, word of recall
A’nen appears to be a beautiful, dark-skinned human female, approximately 30 years of age, with a supple build and almond-shaped eyes. She is dressed in the gown suitable of a high priestess of Khepri. Despite her comely appearance, she is insidiously evil undead monster.
COMBAT
A’nen avoids physical combat, preferring to attack with her spells from a safe range, while her symbiotic beetle swarm rushes forward. If pressed into battle, she attacks with her magical
light mace +2[/I] and paralyzing touch.
Control Undead (Su): A’nen may rebuke or command the undead as a 15th level cleric.
Damaging Touch (Su): A’nen’s touch attack deals 1d8+3 points of damage to any living creature. The bonus damage is Charisma-based. She may suppress this ability at will.
Despair (Su): All living creatures who look upon A’nen’s true visage must immediately succeed at a DC 18 Will save or be paralyzed with fear for 2d4 rounds. Whether or not the save is successful, that creature cannot be affected again by A’nen’s despair ability for 1 day. The save DC is Charisma-based. A’nen typically hides her true appearance with her hat of disguise.
Fire Vulnerability (Ex): A’nen takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Immunities: A’nen is immune to cold, polymorph, and mind-affecting attacks.
Mummy Rot (Su): Supernatural disease – touch, DC 24 Fort save, incubation period 12 hours; damage 1d6 temporary Strength and 1d6 temporary Constitution. This illness continues to progress until cured or until the victim reaches 0 Constitution and dies. An afflicted creature that dies shrivels away into sand and dust that blows away into nothing at the first wind unless both a remove curse and a raise dead spell are cast on the remains within 6 rounds.
Paralyzing Touch (Su): A living creature struck by A’nen’s touch attack must make a DC 18 Fortitude save or be paralyzed for 11 rounds.
Symbiosis (Ex): A’nen’s body is home to a swarm of scarab beetles (see below). The greater mummy is immune to the beetles’ bite damage and distraction attacks.
Undead Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Skills: A greater mummy has a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
For more information on the Greater Mummy, refer to pages 159 thru 161 of “Deities and Demigods.” [/SBLOCK]
[SBLOCK=Giant Scarab Beetle]
When A’nen casts her giant vermin spell, she will create a giant scarab beetle from one of her symbiotic beetles. For the giant scarab, use the stats in the SRD for a Giant Stag Beetle. [/SBLOCK]
[SBLOCK=Scarab Beetle Swarm]
For all scarab swarms, use the stats in the SRD for a locust swarm.
Note that scarab swarms that are summoned by A’nen’s insect plague spell will have a +4 enhancement bonus to Strength and Constitution, thanks to her Augment Summoning feat. This gives each swarm +12 hit points and a +2 bonus to Fortitude saves.[/SBLOCK]
On the round after combat starts, and every third round thereafter, one of the doors to the Junior Priests’ Quarters will open. A swarm of beetles will emerge to join the battle.
A’nen fights with confidence, knowing that she cannot be destroyed as long as her heart remains safely buried far away. If she sees the heart, however, she will fly into a rage and attempt to recover the heart at all costs. She will fight until destroyed.
If reduced to 0 hit points or less, she collapses into a lifeless pile of bones and bandages. She will rise again in 1 hour at full strength, unless her heart is removed from the canopic jar and placed within the remains. Once this is done, her soul will be torn from the world and sent to judgment in the Underworld...both the artifact and the mummy will be forever destroyed.
Junior Priest’s Quarters Each of these small locked chambers contains a swarm of scarab beetles. (Use the stats in the SRD for a locust swarm.) The room contains nothing else of interest.
Conclusion
With the destruction of A’nen, the party will have stopped the plague of locusts, and ensured the safety of the western border of the kingdom. Hem-Netjer will perform the ceremony to appease Khepri, and the god will restore the damaged crops to Egypt.
The party will be rewarded with free services of the Temple of Isis for seven years per their agreement, and Pharaoh will appoint them rulers over Siwah and its surrounding lands.
Use of the Ingredients
Bottomless Pit: the setting of the second part of the adventure. It is a great sinkhole that lies between the far oasis of Siwah, that cuts it off from the rest of the kingdom. Due to a gate to the Plane of Water located at the bottom, it is truly “bottomless.”
Still-Beating Heart: the canopic jar of A’nen, which is the key to her destruction. Greater Mummies are essentially the divine answer to the lich, and the canopic jar is the equivalent of the lich’s phylactery.
Interrupted Communications: All communication with the western outpost of Siwah has stopped for some reason, and Pharaoh has called upon the party to investigate and send word.
Dragon Slayer: The Arm of Ra is a magical “dragon slayer” sword, hidden at the bottom of the pit. It is the key to vanquishing the Scarab Dragon.
Beetle Swarm: Beetle swarms are the key of the plot. Beetles are also responsible for the interrupted communication with Siwah (the beetles destroyed the bridge across the bottomless pit, cutting Siwah off from the rest of the kingdom.) The villains of the story have a strong link to beetles: one is a greater mummy with a symbiotic swarm of beetles, and the other is a half-dragon beetle that breathes swarms of beetles instead of lightning.
5 Quaal’s Feather Tokens: The party is given five feather tokens (birds) with which to send word of their mission and their progress. Furthermore, there are five new kinds of feather tokens (lanterns) that the party must make use of in their mission.
Appendix
A few extra bits and pieces of information that the DM might find useful when incorporating this adventure into his game.
[SBLOCK=Khepri, God of Beetles]
Khepri appears as either a large scarab beetle, or a man with the head of a scarab. He is responsible for pushing the sun across the sky every day, and rolling it safely through the Underworld every night. He is revered as a god of protection, the creator of magic, and the bringer of safe journeys.
Symbol: a scarab beetle
Alignment: Lawful Neutral
Domains: Law, Protection, Rune, Travel
Favored Weapon: light mace
[/SBLOCK]
[SBLOCK=Glossary and Pronunciation Guide]
A’nen (ah-NEEN): means “to bring back” in Egyptian.
Hem-netjer (him-NET-jeer): means “servant of the gods” in Egyptian.
Khepri (KEP-free): the Egyptian god of scarabs.
Khopesh (CO-pesh): an Egyptian sword with a bent tip.
Mehen (mee-HINN): an Egyptian serpent-dragon, protector of Ra and one of the guardians of the gates to the Underworld.
Siwah (SEE-wah): the name of a town in ancient Egypt; the name means “Far Oasis.” [/SBLOCK]