Set's Daughters
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N1W s Handbook, er’ y gons® Plads of the Coast® d Edition, Requires theThir useWizar of the y eons and Dra lished b Necropolis Dung pub Set’s Daughters by Jay Barnson Set’s Daughters is an adventure for 10th level characters. It is designed as an introduction to the Necropolis epic-adventure by Gary Gygax, published by Necromancer Games. As such, this module references creatures and notes from Necropolis. This adventure takes characters from a more traditional fantasy world to the mysterious, ancient land of Khemit in search of a murderous trio and a mystery from the past. If you enjoy this supplement, look for more releases for the D20 System by Necromancer Games Necromancer Games “Third Edition Rules, First Edition Feel” www.necromancergames.com Necropolis Set’s Daughters Credits Author D20 Content Editor Jay Barnson Erica Balsley Developer Layout and Typesetting Bill Webb Charles A. Wright Producer Front Cover Art Clark Peterson Nate Pride Editor Interior Art Bill Webb Nate Pride Managing Editor Kevin Walker Art Director Rich Thomas This product requires the use of the Dungeons and Dragons® Player’s Handbook, published by Wizards of the Coast®. ©2003 Bill Webb and Clark Peterson, Necromancer Games, Inc. All rights reserved. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Necromancer Games, Necromancer Games, Inc. and the Necromancer Games logo, Necropolis is a trademark of Necromancer Games, Inc. All rights reserved. All characters, names, places, items, art and text herein are copyrighted by Necromancer Games, Inc. “D20 System” and the D20 System logo are trademarks owned by Wizards of the Coast and are used under the terms of the D20 Trademark License contained in the Legal Appendix. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. TM Dungeons and Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, and are used in accordance with the Open Game and D20 Trademark Licenses contained in the Legal Appendix. Creature Collection and Relics and Rituals are trademarks of Sword and NECROMANCER Sorcery Studio. GAMES This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. Reader discretion is advised. THIRD EDTION RULES, FIRST EDITION FEEL Check out Necromancer Games online at http://www.necromancergames.com And check out the Sword and Sorcery Studio online at http://www.swordsorcery.com PRINTED IN THE USA. www.necromancergames.com Page 2 Necropolis” Set’s Daughters simply struggling against evil may not provide enough incentive. The Blemmyish Tribesman’s Introduction Account (found in Crodwell’s estate, Room 6) Set’s Daughters is an adventure for 10th may help, suggesting vast fortunes that await level characters. It is designed as an introduc- intrepid explorers willing to seek out a “Great tion to the Necropolis epic-adventure by Gary Tomb” filled with burial treasures. Gygax, published by Necromancer Games. As The adventurers might also have a relation- such, this module references creatures and notes ship with Terrik Fass or the other priests of the from Necropolis. This adventure takes charac- temple of Demeter, who might directly com- ters from a more traditional fantasy world to the mission the adventure. mysterious, ancient land of Khemit in search of a murderous trio and a mystery from the past. The DM should be familiar with this module, Background and the basic flavor and style of Khemit, detailed in Necropolis. Approximately three hundred years ago, Text presented in italics can be read-aloud or Babat and Shefa served Set and the undead paraphrased to the PCs. Rahotep. They performed vile rituals to expe- dite his return, and assassinated guardians who remained to prevent Rahotep’s ascension (see the history documented in Necropolis). Even- Setup tually, priests of Thoth discovered them and The players begin this scenario in the town of slew them. However, their allies stole their Kasharma, a medium-sized town with a sea- bodies, preserved them with the spell sleep of port. Its small size and distance from major sea- the mummy (see spell description at the end of port cities make it a perfect place to import or this module), and hid them in the crypt of the export “discreet cargo.” The docks are a haven Set-worshipping hero of an older age, Kholan. for smugglers, and have a reputation for being a They also worked dark magic that would geas wild and lawless place, particularly after dark. any who intruded upon their burial chamber to Very little of this town is detailed here; the protect the bodies and get the two sisters res- DM is feel free to elaborate upon it, or substi- urrected, that they might continue their plans tute his own coastal port town. unmolested, forgotten over the years. Finally, they planted some obscure rumors for treasure- seekers and tomb-defilers, to make certain that the two sisters were eventually discovered and Character Hooks raised from the dead. Ideally, the players should have been in town The plan worked. The sisters were forgotten. long enough to make something of a name for The clues left as to the treasure of the Crypt themselves. The plundering of a well known, of Kholan eventually made their way across well-feared local dungeon should do the trick. the ocean, into the hands of an adventurer and The party may have a (possibly incorrect) repu- smuggler named Wilhem “Crafty” Crodwell and tation for being capable, competent, able to get his companions. things done… and are presumably reasonably Crafty had already been to Khemit a few honorable. When a powerful cleric goes miss- times, bringing back embellished tales of adven- ing, the party is sought out and engaged to dis- ture and not an insubstantial amount of loot. cover what really happened. He also ran a small smuggling operation, avoid- Alternately, if the party is of a more dishonor- ing high tariffs on some items, or in some able bent, they may learn through the grapevine cases bringing actual contraband over the ocean about the disappearance of “Crafty” Crodwell, between Kasharma and the Khemit city of and have heard tale of his treasures obtained Rosetta. through adventures and smuggling operations, The trip to Kholan’s tomb was the last adven- and go to “investigate” on their own. The DM ture for Crafty’s companions. Crafty, something may need to provide a bit more motivation of a coward, avoided the doom of his com- to encourage the PCs to actually invest in a panions. Under the effect of the Geas spell, long sea-voyage to chase Crodwell and his he slowly dragged three coffins (of Babat, traveling companions down in this case, as Shefa, and their living, sleeping companion, www.necromancergames.com Page 3 Necropolis: Set’s Daughters Emmereth) out of the tomb. He loaded them help investigating Crodwell’s estate, based upon onto the wagons, hid them under tarps along the warnings of the priests of Demeter. And so with treasures he’d stolen from the tomb, and the adventure begins… smuggled them to his waiting ship. Upon Crafty’s return to Kasharma, he hired the priest Terrik Fass to raise the two mum- Adventure Synopsis mified women. Terrik was originally hesitant, but Wilhem insisted, and offered a hefty price The following is a suggestion of how the for the service. Terrik, a chaotic neutral cleric adventure is likely to progress, linking the events always looking out for the best interest of the and areas for the DM’s benefit in understand- church and his own taste in wine, relented. ing the module. In no way should the DM feel Much to his surprise, he succeeded, and Babat that events must unfold in this manner. The DM and Shefa were brought back to the world of is of course free to modify this as he/she sees the living. To his even greater surprise, they fit. The players, of course, make their own paths thanked him by murdering him, his death a sac- through things. rifice to the kyton devil Emmereth to secure his The players investigate Crodwell’s estate, service. supervised by Gregor. There they discover the Babat also dominated poor Crafty, convincing building has been looted and that three mummy him that Terrik had intended harm to her, and cases are open and empty. After facing booby- took him as a traveling companion and guide in traps and some strange guardians left by Crafty, the new world. they discover where the caskets were obtained, The women raided Crodwell’s house, taking and clues that Crafty may be returning to their what they might need and leaving the rest. They origin—a mysterious tomb in upper Khemit, fled, Crodwell in tow, to the docks where they across the sea. chartered a boat to Khemit. They left Emmereth The obvious means of passage to Khemit is behind to foil pursuit. by ship, and the party should eventually try to For the purposes of timekeeping, the follow- either intercept or give chase there. Unfortu- ing occurs as the players enter the scenario: nately, the ship with Crafty and the two women was chartered and out to sea before the players Day 1, afternoon: Crodwell brings Terrik had even begun to investigate Crafty’s home. Fass to his home. Babat and Shefa are resur- Inquiries about their departure—and attempts rected. Fass is murdered. Emmereth is awak- to charter another ship—eventually bear fruit. ened. Their attempts to pursue the trio are hampered Day 1, evening: Crodwell goes with his three by Emmereth.