Ankesenamen

Introduction:

The adventurers have been sent here to kill Sutekh, once a pharaoh of Saarcia, now a lich. They previously acquired Khalida’s staff, which will allow them to open the pyramid.

Session begins

Looking upon Ankesenamen. The wind howls through the ruins of an ancient city, a mournful dirge that carries grains of sand over the dunes, whispering through the hollowed remains of structures long abandoned. The quiet is unsettling. The grand pyramid of Sutekh looms above the ancient, abandoned city that sprawls at its base, nearly touching the clouds. Its immense structure is inlaid with dark stone, forming monolithic symbols in a forgotten language. The sheer scale of the pyramid dwarfs everything around it, an imposing monument to a forgotten era of dread and power. The air is thick with an oppressive silence, broken only by the whispering winds that carry faint echoes of the city's once-vibrant life. As you gaze upon the pyramid, you feel a deep, unsettling sense of foreboding, knowing that within its shadowed corridors lies a darkness beyond comprehension.

1 - Entrance

The ancient sandstone guard towers loom above you, their weathered stones etched with the ravages of time, yet still standing defiant against the encroaching sands. Each tower is a testament to a bygone era of craftsmanship, adorned with faded hieroglyphs and carvings that tell tales of forgotten glories and past battles. As you approach the gate leading into the pyramid of Sutekh, you see that the gate itself is an imposing structure, crafted from enormous slabs of black granite, inlaid with veins of gold that catch the light and shimmer with a malevolent glow. Massive statues of jackal-headed sentinels flank the entrance, their eyes cold and unblinking, as if eternally judging all who dare approach. Bearer of Khalida’s staff: As you approach the granite gate, you feel a strange sensation causing the hair on your arms and neck to raise. You feel as if it's coming from Khalida’s staff of withering.

  • Use Khalida’s staff: Grasping the magical staff of Khalida, you feel a surge of ancient power coursing through your veins. The staff hums with an eerie resonance, its intricate carvings glowing faintly even in the bright light of the desert. Raising it high, you channel your will into the staff, drawing upon its formidable magic. As you utter the incantation, the air around you crackles with energy. A beam of shimmering light shoots forth from the staff, striking the massive sandstone door with a resounding impact. The door trembles, ancient symbols igniting with a bright, ethereal glow. Slowly, with a deep, grinding rumble, the massive door begins to part, revealing the shadowy depths beyond, and the secrets that await within the pyramid of Sutekh.


2 - Hall with 2nd Gate


Enter Pyramid: The air grows heavy with an ancient, oppressive aura, the very stones seeming to whisper secrets of a dark power that waits within. You can almost feel the weight of countless souls who have passed through this gate, never to return, their silent screams echoing in the wind. As you step into the pyramid's musty darkness, the air thickens like a noose around your neck. You can taste the weight of ages, the dust of forgotten souls. Your torch flickers, casting eerie shadows on walls etched with ancient warnings. You venture deeper, your footsteps echoing off stone, each step a defiance of the silence. The air grows colder, heavy with malevolent intent. You sense eyes upon you… watching… waiting.


The whispers: The rasping of the wind seems to grow more insistent, a constant, barely audible whispering that gnaws at the edges of your mind. It's a sound that you initially dismissed as the desert wind slipping through the ancient stones, but now you realize it's something far more sinister. The whispering is disturbingly persistent, a chorus of ghostly voices murmuring just below the threshold of comprehension. They weave through the air like intangible threads, filling the chamber with a sense of unease that makes your skin crawl. It's as if the very walls of the pyramid are alive, speaking of forgotten curses and barely hidden malevolence, a relentless reminder of the dark power that once ruled this place. You will not be able to long rest within the Pyramid.


Puzzle: door of sacrifice

At the end of a hallway filled with crumbled debris, you come to an impassable heavy stone door with no lock or mechanism. Amidst the squalor, a peculiar device catches your eye - a twisted contraption of bone adorned with crimson-stained runes. You approach with trepidation, sensing the dark magic that permeates the air. The contraption’s ivory surface seems to be... breathing, as if it feeds on the very life force of those who dare to solve it. The contraption bears an inscription in a language that seems to shift and writhe like a snake.

  • Arcana/Religion/Investigation 15+ Success: You realize, with a jolt of horror, that the box requires a gruesome key: your own blood. 20+ = The contraption is small, but you sense the hunger within this contraption. It will not be easily sated (will require up to 30 HP of blood to be satisfied).

  • Feeding the contraption blood: With a deep breath, you prick your finger, and the crimson fluid flows into the box. The device shudders, its runes igniting with an otherworldly glow. You feel an unholy energy coursing through your veins as the puzzle's secrets unfold before you. The cost of your discovery is clear: a piece of your very soul, forever tainted by the sorcerer's dark art. Con save 25+ to only take 1 HP. Otherwise -20 HP.

  • Door opens: The magical stone door groans open before you, each ancient rune flaring to life with a blood red glow that dances across the worn sandstone. The air rushes out, stale and thick.

  • Pass through. You step through the threshold, and the temperature plummets, your breath misting in the unnaturally cold air. The halls of the pyramid stretch before you, vast and echoing, their walls lined with faded murals depicting scenes of glory now twisted by time and dark magic. Your footsteps reverberate through the corridor, the sound swallowed by the oppressive silence. Shadows dance along the walls, creating the illusion of figures moving just out of sight, and you can feel the weight of centuries pressing down on you.


3 Crossroads

You enter another chamber with walls of sandstone. The moment your foot crosses the threshold, flames spring to life in sconces set into the walls, their light casting an eerie, flickering glow that dances across the ancient stone. The air is thick with the smell of old dust and the faint, lingering scent of something burnt. The chamber is vast, its ceiling soaring high above, lost in shadows that seem to shift and whisper secrets of ages past. The sandstone walls are covered in intricate carvings, scenes of battles and rituals that speak of a civilization long gone, their artistry marred by the passage of time and the creeping tendrils of darkness that have claimed this place.


In the center of the chamber lies a pool, once a source of life and beauty, now run dry and filled with nothing but cracked, barren earth. Its edges are adorned with faded mosaics, their colors dulled, yet hinting at the splendor they once held.

Puzzle: Ivory doors

Three ivory doors stand at each cardinal point, offering exits to the north, east, and west, each path promising its own set of trials and tribulations.

  • Perception/Investigation 5+: The ivory doors stand before you, towering and immaculate, each one a canvas of macabre artistry. Their surfaces are carved with intricate reliefs, depicting scenes of life and death, creation and destruction, all intertwined in a grotesque dance. Skeletal figures entwine with serpents, falcons soar over desolate landscapes, and jackals prowl through fields of bones, their eyes inlaid with glittering onyx that seems to follow your every move. The central emblems—a jackal, a falcon, a cobra, and a scarab—are masterfully rendered, each one almost lifelike in its detail. Faint, almost imperceptible, are the hieroglyphs that snake around the edges, whispering ancient secrets and dire warnings. The doors exude an eerie luminescence in the torchlight, their pale surfaces a stark contrast to the shadowed stone that frames them, as if the very soul of the pyramid had been etched into these portals.

Sacred Offerings: Small, shallow depressions near each emblem serve as receptacles for offerings. You must find and place the correct offering—such as a small carved idol, a vial of sacred oil, and a piece of obsidian—into these depressions.

  • As you study the ivory doors, their ghostly carvings flickering in the torchlight, a sudden realization strikes you. The intricate depressions beneath the central emblems are not mere ornamentation but receptacles, waiting for something. Then you see it—the faint, almost imperceptible outline of offerings carved into the ivory. Each item is a key, a puzzle piece waiting to be placed. The thought crystallizes in your mind, sharp and clear. These doors demand a tribute to the past, a connection to the long-dead civilization that once thrived here. You study the depressions in the door trying to interpret what item would fit within the motifs.

  • Investigation 10+: the door to the west requires a tiny jackal idol

  • Investigation 10+: the door to the north requires a shard of obsidian

  • Investigation 10+: the door to the east requires a vial of sacred oil,

  • Investigation 15+ jackal: You scour the chamber with a keen eye, every inch a potential hiding spot. Behind a loose stone in the wall, you find the tiny jackal idol, its worn surface still radiating an aura of ancient reverence.

  • Investigation 15+ sacred oil: Tucked inside a crumbling alcove, barely visible, is the vial of sacred oil, its stopper sealed tight, the liquid inside still potent. Each discovery sends a shiver down your spine, the weight of history palpable in your hands, knowing that these relics hold the key to unlocking the secrets of the ivory doors. However, you can’t seem to find the piece of obsidian that corresponds to the northern door.

  • Open the doors: With a mixture of reverence and trepidation, you gather the sacred offerings.

    • You step forward and place the tiny jackal idol into the depression beneath the jackal emblem. The air hums with latent power, the ancient magic stirring.

    • Next, the vial of sacred oil, its scent pungent and earthy, trickles into the carved groove. A faint glow pulses around the edges of the door.

    • For a heartbeat, nothing happens. Then, with a sound like distant thunder, the mechanisms within the door come to life. The ivory doors shudder, the emblems’ eyes flaring with an unholy light. Slowly, inexorably, the doors swing open, revealing the shadowed depths beyond, the sacred offerings having paid the toll to the ancient guardians.


After finding the obsidian shard (to open North Door)

With the ivory door before you, you take the shard of obsidian and carefully place it into the depression at its center. The stone fits perfectly, and as you press it in, there's a faint click, followed by a deep rumbling. Slowly, almost imperceptibly, the ivory door begins to swing inward, revealing a passage beyond. The mechanism is ancient yet surprisingly well-preserved, a testament to the craftsmanship of those who built it. The door moves smoothly, revealing a glimpse of darkness beyond, beckoning you to step forward into the unknown.

4 - West Hallways (Empty)


Survival 1+: You step through the threshold, and the labyrinthine series of hallways and chambers within the pyramid unfold before you. The torchlight casts long, flickering shadows that dance along the ancient walls, revealing passages that twist and turn in bewildering complexity. Each corridor branches off into multiple paths, some narrow and claustrophobic, others wide and echoing with the whisper of unseen spirits. The walls are lined with faded hieroglyphs and worn carvings, telling fragmented stories of forgotten rituals and dark magic. As you venture deeper, the oppressive silence is occasionally broken by the distant drip of water or the faint, mournful wail of the wind through hidden cracks. Every step forward feels like a journey into the unknown, each chamber revealing new, perplexing challenges and eerie relics of a time long past. The labyrinth seems alive, shifting subtly as if guided by a malevolent will, determined to ensnare any who dare to penetrate its secrets.




5 - Pathways over canals (Combat)

You step cautiously into the next room, the space opening up into a vast, echoing chamber. A network of raised sandstone pathways winds its way through the room, crisscrossing above dark, dank canals of water that snake below. The water is almost black, its surface barely disturbed by the slow current, and it gives off a faint, acrid smell. The pathways are narrow and uneven, their edges crumbling in places, adding to the sense of danger as you carefully make your way forward. The torchlight flickers off the damp walls, casting eerie shadows that dance and twist, as if the room itself is alive and watching. To the north, you see a massive gate, its iron bars thick and foreboding, rusted with age but still formidable. The gate stands as a silent sentinel, guarding whatever lies beyond. The air is cool and damp, a stark contrast to the previous chamber’s oppressive warmth, and you can hear the faint drip of water echoing through the cavernous space. As you traverse the treacherous pathways, a chilling sound of ancient magic reverberates through the chamber, and from the center of the room, a mummy rises, its bandages trailing like tendrils of darkness. With a guttural chant, it raises a regiment of skeleton archers, their bones clattering as they take their positions, bows creaking in readiness. From the canals below, three armored skeleton warriors emerge, each mounted on a giant cobra forged from enchanted stone and metal, their eyes glowing with malevolent intent. The cobras slither through the murky waters with a fluid grace, their scales clinking ominously. Adding to the horror, three waterlogged corpses, teeming with large green worms, burst from the canal’s depths, the worms writhing and spilling over their decayed flesh. They begin to climb the pathways, the worms driving their hosts with a nightmarish hunger for your flesh. Combat. Additional damage effect.


Mural 1: Sutekh’s rise

Mural on the floor of the central circle // History 5+: The early life of Sutekh unfolds before you in the flickering torchlight, each glyph and mural a testament to his golden reign. You see him standing tall, a figure of strength and wisdom, his visage stern yet kind. He strides through the verdant gardens of Saarcia, the lifeblood of the desert, where every tree and blossom seems to sing his praises. His people, their faces alight with joy and gratitude, throng around him, offering gifts and blessings. There are scenes of grand feasts in opulent halls, laughter echoing off marble walls, and festivals where the night sky is lit with a thousand lanterns. Sutekh’s justice is symbolized by scales perfectly balanced, his wisdom by the radiant sun that never sets on his prosperous city. In these moments, captured in stone, he is the epitome of the noble ruler, a beacon of hope and prosperity in a world too often marked by cruelty and despair. You feel a pang of sorrow, knowing that this golden age is but a prelude to darkness.

6 - NW Hallway


Survival 1+: You weave your way through confusing hallways and abandoned rooms, each turn more disorienting than the last. The rooms you pass through are relics of a long-forgotten past, their furnishings a testament to ancient Saarcian opulence in the Age of the Pharaohs. You see low, intricately carved wooden tables, their surfaces inlaid with faded patterns of gold and lapis lazuli. Stone benches line the walls, draped with remnants of rich, embroidered fabrics now tattered and moth-eaten. Tall alabaster urns, once used to store precious oils, stand empty and covered in a fine layer of dust. A grandiose bed with a gilded frame and a canopy of decayed linen hints at the luxury once enjoyed here. The air is thick with the scent of decay and the ghostly echo of lives long extinguished.

Quicksand

Everyone in party: You step softly, moving through a hallway, the ground seemingly solid beneath your feet… until it suddenly gives way! The sensation is immediate and horrifying—your foot sinks, then your leg, and within moments, you are being inexorably pulled down into quicksand.

Dynamic check: DEX Save 15+ to react

  • Success = decide how to evade/counter (relevant description)

  • Fail: Panic grips you as the sand engulfs your limbs, dragging you deeper with every struggle. The more you fight, the faster it seems to consume you, the heavy, sucking force of the quicksand relentless. Every move only hastens your descent, the sand tightening its grip, pulling you deeper into its treacherous depths, and the realization hits you—escape is slipping away with each futile effort. Begin to choke on sand. Able to hold breath for 1 min per CON bonus, then unconscious.

7 - Energy Focus

Perception 1+: You step into a circular chamber, immediately noting the shift in atmosphere. The stone here is darker, a rich obsidian hue that contrasts sharply with the lighter sandstone of the pyramid’s other passages. The air is warmer, almost stifling, and you can feel a faint, almost imperceptible buzz, like a distant hum, vibrating through the walls and floor. In the center of the room, a mysterious circle of stones draws your gaze, each stone carved with intricate runes that seem to shimmer in the dim light. The arrangement feels deliberate, almost ritualistic, though its purpose remains a tantalizing enigma.


The stones around you seem to pulse with a hidden energy, and the faint hum grows more pronounced, a tantalizing hint of the room's latent power. Several open passages beckon from the room’s perimeter. You feel a magnetic pull from the circle of stones, as if urging you to decipher its secrets, but the choice of paths ahead adds to the growing sense of unease. The air thrums with ancient power, and you know this room holds a crucial piece of the pyramid’s dark mystery.


You see that the ceiling has been sculpted with yet more carvings hinting at Sutekh’s past, although these seem to take a darker turn.


You contemplate whether to inspect the strange circle of stones, the history preserved and sculpted across the ceiling, the shadowy nooks and crannies of this room, or press on further into the pyramid.


Energy Focus

Arcana 10+: You step cautiously into the chamber, your eyes drawn to the circle of stones at its center, each one inscribed with ancient runes that glow faintly in the torchlight. As you investigate, you feel a subtle vibration in the air, a hum of latent power that seems to resonate from the stones themselves. Placing your hand on one, you sense a surge of energy, a connection to something vast and elemental. The realization dawns on you—the stones are conduits for aether, the primal essence of the elements. This is an Energy Focus Point, designed to harness and concentrate the raw power of the world. As you stand within the circle, you can almost feel the aether flowing through you, a tingling sensation that fills you with a sense of ancient, untapped potential. The air crackles with energy, the runes' glow intensifying, and you understand that this chamber was a place of immense power, where sorcerers of old could channel the very forces of nature itself. Anyone standing in the center of the circle regains one spell slot per minute.


Mural 2: the temptation

History 5+: The next series of historical sculptures and paintings portrays a chilling transformation as interpreted by your keen eye. A feminine figure cloaked in shadow stands beside Sutekh, her robe a swirling abyss of darkness that contrasts starkly with the vibrant life depicted around her. Her eyes are twin orbs of blue fire, promising knowledge forbidden and power absolute. She holds a scroll in one slender, pale hand, its surface inscribed with sinister symbols that seem to glisten wetly in crimson. Sutekh stands before her, his expression a blend of longing, lust, and dread. The murals capture the precise moment when doubt flickers in his eyes, only to be replaced by a hungry gleam as her whispers coil around him like a serpent. His hand grasps the scroll. You can almost hear the hiss of the sand, the rustle of her cloak, the whispered promises that tempt Sutekh away from his golden path and toward the gathering shadows.


8 - Library

Perception 1+: You step into what you perceive to be an ancient library and alchemy lab, immediately struck by the wealth of arcane knowledge and mystical artifacts that surround you. Shelves line the walls, filled with scrolls made of delicate papyrus, their ribbons faded yet still holding fast. Leather-bound tomes, their covers embossed with hieroglyphs of protective spells and powerful incantations, sit in orderly rows. Wooden desks, carved with symbols of Marax, the god of Reason, and Gaia are covered in a thick layer of dust. Bronze oil lamps, shaped like sacred scarabs and falcons, wait patiently for a flame. The walls are adorned with murals depicting scenes of scholarly pursuit, priests and maji poring over ancient texts, and pharaohs consulting alchemists for elixirs. Then another mural catches your eye: a third set of carvings upon the wall revealing Sutekh’s past. Do you look at the library, the alchemical laboratory, or the mural first?

  • (Library/laboratory) Medicine/Nature/Investigation 1+: In the alchemy lab section, you find a trove of ancient equipment meticulously arranged on heavy stone tables inscribed with protective spells. Bronze and copper alembics, retorts, and crucibles bear the marks of countless experiments, while glass vials and jars hold powders, liquids, and strange ingredients preserved in oils, their labels written in meticulous hieroglyphs. Sturdy workbenches, stained with the remnants of alchemical spills, are scattered with mortar and pestles, scales, and weights, alongside sketches of transmutation circles and notes on the properties of rare elements. Rows of clay and glass bottles stand ready for use, their contents shimmering with untold potential. The air is thick with the musty scent of old parchment, aged leather, and the sharp tang of alchemical substances. See loot for potions and scrolls.

Mural 3: the curse

History 5+: The final panels are a descent into madness. You see her again, her form more sinister, her dark robe now seeming to merge with the shadows that engulf the scene. Her eyes blaze with cruel satisfaction as she watches Sutekh’s metamorphosis. His once-proud figure is twisted, bones jutting through desiccated flesh, his eyes twin abysses of dark magic. Around him, some citizens of Saarcia rise, no longer living but animated by his unholy will. After being driven out of Saarcia, Sutekh stands exiled at the heart of a macabre construction, building Ankesenamun, the city of the dead. Each stone laid is a tomb, each edifice a monument to despair. Skeletal minions toil under his command, erecting towering obelisks and sprawling catacombs. The air is thick with decay, the ground littered with bones. You see her in the background, her smile a predator’s grin, watching as Sutekh’s ambition twists his creation into a grotesque parody of life. Ankesenamun rises, a necropolis where the dead serve eternally, and the once-great pharaoh sits on his throne of bones, ruler of a kingdom devoid of life.


If PCs already explored the other side of the pyramid, they find the piece of obsidian here


Sutekh’s invasion in ’s mind:

WIS Save 20+. Sutekh tries again after each encounter.

Fail: As an unknown presence fills your mind, you feel an icy tendril probing the deepest recesses of your memories. You try to resist, but its will is too strong. Suddenly, you're no longer in the pyramid, but standing before the sorcerers in the Tower of Korinthal. The scene shifts, and you’re transported to the moment you first held the Transiary Crystal. Its weight in your hand, the eerie glow that pulsated from within, the sense of power it exuded—all these sensations rush back to you with startling clarity. The invading presence tightens around your consciousness, focusing intently on the crystal, its curiosity palpable. The memory flows seamlessly into another: you casting a spell to disintegrate Hesseth. But as the dark energy begins to unravel her form into dust, Morvald appears, snatching Hesseth’s crystal and stepping through a planar gate of black aether, leaving you in a haze of thwarted vengeance. The final memory unfolds with brutal clarity: you looking down at your friend, the Traveler, lying lifeless, slain by Hesseth’s malevolent sorcery. The pain and helplessness of that moment surge back, magnified by the probing mind within your skull. Just as you feel you cannot endure any more, the connection abruptly breaks. You stagger, feeling shaken and dizzy. Something wet trickles down the side of your jaw; you touch it and see blood smeared on your fingers, seeping from your ears and nose. The invasion has left you reeling, the violation as physical as it was mental. -2 WIS until long rest.

9 - E Hallway (trap)

Survival 1+: You enter twisting corridors and a labyrinth of chambers, each one a treasure trove of ancient artifacts from the Age of Pharaohs haphazardly scattered and forgotten by time. You pass by shattered canopic jars, their once-sacred contents long vanished, and ornate chests filled with tarnished jewelry inlaid with lapis lazuli and carnelian. The air is thick with the musty scent of ancient linen and decayed papyrus, mingled with the faint aroma of sandalwood and myrrh from long-extinguished incense burners. Occasionally, you catch the metallic tang of corroded bronze and iron tools, mixed with the earthy smell of aged stone. The flickering torchlight dances over gilded statues of gods and goddesses, their serene faces watching your every move. Each step you take stirs the dust of centuries, releasing faint whispers of the past, making you feel like an intruder in a forgotten realm.

Flesh eating scarabs

Survival 25+. Fail: You step into the next chamber, the sand beneath your feet shifting unnervingly. Suddenly, the surface begins to writhe and ripple, as if alive. From the depths of the sand, a swarm of flesh-eating scarabs rises, their black, iridescent shells glinting malevolently in the dim torchlight. The air fills with the sound of their chittering mandibles, a cacophony of hunger and malice. They surge towards you, a living tide of darkness, their tiny legs skittering with terrifying speed.

Dynamic check: DEX Save 15+ to react

  • Success = decide how to evade/counter and make an additional roll (then DM tells relevant description) (AOE magic is most effective).

  • Fail: Damage. The first bite sends a jolt of pain through your body, followed by another, and another, as the scarabs climb your legs, their mandibles tearing at your flesh with ruthless precision. You feel several burrow under your skin and begin eating their way through your muscle. Panic grips you as the swarm envelops you, their relentless advance turning the sand beneath you into a seething mass of death, each scarab driven by an insatiable hunger for living flesh. Keep taking damage until scarabs are dealt with.


A - Sacrificial Chamber (Combat)

Perception 1+: You step into a vast chamber, the air thick with the scent of incense and the coppery tang of blood. The chamber is a wide open space where raised sandstone pathways crisscross above dark, crimson-stained canals. The pathways form a bridge of sorts and below, the canals run thick with the blood of sacrifices, a gruesome testament to the cultists' devotion to Sutekh.


A circular pillar rises up from the center of this chamber, carved from black stone and adorned with grim hieroglyphics, no doubt a focal point for Sutekh's dark rites.


The floor is stained with the remnants of countless sacrifices, dark patches marring the sandstone. Ornate candelabras, shaped like serpents entwined around scepters, cast a sinister glow on the scene, illuminating piles of discarded robes and ceremonial daggers crusted with dried blood. You notice a series of iron chains and manacles affixed to the walls, their surfaces worn smooth by the desperate struggles of past victims. The very essence of the room seems to pulse with malevolent energy, a dark testament to the horrors that have unfolded within these walls. The air is heavy with the metallic scent of blood and the acrid smoke of incense, mingling in a nauseating blend that clings to your senses. The canals wind through the chamber like rivers of dark energy that make the ground beneath your feet feel unsteady and alive with ancient malevolence.


In the dim, flickering light of the chamber, you see two death-priests of Sutekh, clad in dark robes adorned with gold and crimson symbols of their demi-god. Their faces are hidden beneath jackal masks, the eyes of which glow with an eerie, malevolent light. One priest carries a ceremonial dagger, its blade etched with ancient runes that seem to pulse with a sinister energy. They chant in a low, guttural language, their voices merging with the ominous hum that permeates the room, creating an unsettling harmony that seems to sap the very air of hope.


Nearby, three cultists work with grim efficiency, preparing the captives for the impending ritual. The cultists, dressed in tattered robes stained with blood and grime, move quickly, binding the captives' hands and feet with rough, fraying ropes. Their faces are twisted with fanaticism, eyes gleaming with fervent devotion to Sutekh.


The captives, a mix of men and women, call out desperately for help, their voices a chorus of fear and despair that echoes through the chamber. Tears streak their dirt-smeared faces as they struggle against their bindings, the reality of their fate sinking in. One cultist sprinkles a dark, viscous liquid over the captives, muttering prayers to Sutekh, while another sharpens a wickedly curved blade, preparing it for the sacrificial act. The scene is chilling, the air thick with anticipation and the inescapable scent of death. Combat. Additional damage effect.


As you dig through the bloodied robes of the cultists, you find a slender shard of obsidian that looks like it would fit into the slot on the door.


Freeing the captives

One by one, the captives are freed, their eyes wide with a mixture of fear and hope. They stagger to their feet, rubbing their raw wrists. As you finish cutting the ropes binding the captives, they begin to whisper their stories, voices trembling with fear and relief. "Thank you, thank you," one woman gasps, clutching her wrists where the ropes had bitten into her skin. "I thought we were doomed." Ask questions.


  • Where are you from? What happened? Hoarse man: “We’re from Sekherta,” the woman says. "We were taken by these cultists about two weeks ago," another man adds, his voice hoarse. "They ambushed many of us at night on the outskirts of Sekherta, dragged us here to this cursed place. We've been in darkness ever since." Young man: "I can’t believe we’re finally free," a young man says, tears welling in his eyes. "Every day, we thought they'd come for us, just like the others. We owe you our lives."

  • What did they do to you? Old woman: "They spoke of rituals, sacrifices to Sutekh," an older woman mutters, her eyes wide with horror. "We heard their chants, saw their preparations. We didn’t think we’d ever see the sun again." Young woman: "Please, get us out of here," a younger woman pleads, her voice breaking. "I want to go home. I want to see my family again. We can’t stay here any longer. We have to escape."

  • What do you know about Sutekh? As the captives huddle together, one of them, a middle-aged man with a scar across his cheek, speaks up, his voice low and urgent. "We've heard stories about Sutekh," he begins, glancing nervously around the chamber. "They say he was once a pharaoh of Saarcia, a paragon of Eyekai, the goddess of justice. He was revered, a fair and just ruler." "Yes," another woman chimes in, her eyes darting towards the shadows. "But something changed. He wanted more than power. He craved immortality and thus made a pact with the Keeper of the Dead," the young man says, his voice trembling. "To gain eternal life, he sacrificed his soul. It twisted him, turned him into what he is now." "That’s why this place is cursed," the older woman adds, her voice barely above a whisper. "Ankesenamen, the city of the dead. His followers, these cultists, they worship him like a god, but he's a cursed monster feeding on the souls of the living."

  • What will you do now? "We have to get out of here before they realize what’s happening," the young woman insists, her eyes pleading. "We can’t let Sutekh butcher us. Please, lead us to safety." The captives exchange uneasy glances, their relief mingling with uncertainty. "We’re grateful for your help," the scarred man begins, "but we’re not helpless. Some of us are travelers and soldiers. We can navigate the sands and get back to Sekherta on our own." "I agree," the young man says, nodding. “If we move quickly, we can avoid the cultists and reach safety." "We know the desert better than anyone," a woman with sun-weathered skin and a determined look argues. "We can find water, shelter, and a safe path back home." “Do you have any weapons you can spare?” the scarred man asks.

  • Reward / Connections in Sekherta? The young woman wipes away tears and nods, “I’m an apprentice in the Saharum and my mother is a blue maji of Sekherta. Seek us out if you come to the city and we will ensure you are rewarded for freeing us. My name is Zahela Hetma, and if you ask for Maji Hetma at the Saharum, you’ll be taken to my mother.”


The black pillar

Religion/Investigation/Arcana check

Religion/Investigation 10+: You approach the circular altar and the black pillar, its dark stone surface cold and foreboding. The grim hieroglyphs etched into its surface seem to pulse with a sinister energy, drawing you in. As you study the intricate carvings, you begin to decipher their dark meaning. They depict scenes of sacrifice, worship, and death, all centered around the figure of Sutekh, his face twisted in a cruel smile. The iconography reveals the depth of the cult's devotion: images of captives being led to the altar, their lifeblood spilling onto the stone, and Sutekh's form growing stronger with each sacrifice. You realize with a shudder that these rituals are not mere acts of worship, but a means to sustain the dark pharaoh and his undead minions. The hieroglyphs tell a tale of an endless cycle of death and the suffering of the innocent fueling the undeath of Sutekh and Ankesenamen.

Arcana 10+: Your attention shifts to the magical properties of the altar itself. As you run your fingers over the carvings, you feel a faint, malevolent pulse beneath the surface. The air around you grows colder, and you can sense the dark sorcery woven into the stone. The altar acts as a conduit, channeling the life force of the sacrifices directly to Sutekh and his undead followers. It's a gruesome engine of immortality, feeding off the life force of its victims. The realization dawns on you that to weaken Sutekh and disrupt his power, this cycle of sacrifices should be broken. The altar is a focal point of his dark magic. You are far from certain but destroying it might weaken the unholy bond that keeps Sutekh and his minions tethered to the mortal realm.

Destroy it: With a thunderous crack, the altar splits wide open. A surge of dark energy erupts from its core, an otherworldly cacophony of released anguish filling the chamber as the unholy power is released. The once-pulsing hieroglyphs flicker and fade, their light snuffed out as the altar’s sorcerous lifeline is severed.

If PCs already explored the other side of the pyramid, they find the piece of obsidian here


E - Hallways (empty)


After returning to the crossroads chamber and using the obsidian shard to unlock the northern door.

Perception 5+: You continue your exploration, moving through twisting corridors and various chambers, each one shrouded in darkness and the mystery of ages past. The air is thick with the scent of aged dust and decay, mingled with the faint aroma of ancient incense that lingers in the air like a ghostly remnant of past rituals. The walls are adorned with faded murals depicting scenes of ancient rites and ceremonies, their colors muted yet still hinting at the grandeur of a bygone era. You pass through chambers filled with broken statues and crumbling pillars, evidence of the passage of time and the slow decay of once-majestic structures. The sound of your footsteps echoes hollowly, a constant reminder of the vast emptiness that surrounds you.


F - Crypt (skull puzz)


Whispering Skull: A skull that whispers secrets and prophecies to those who enter its proximity, driving them to madness with its constant murmurs. Telepathic.


Perception: to see the skull

  • As you step into the next chamber, your eyes are immediately drawn to multiple obelisks rising from the floor, their smooth, black surfaces reflecting the flickering torchlight. The room is bathed in an eerie glow, casting long shadows that dance across the walls. At the center of the chamber, you see a small pyramid, its sides adorned with intricate carvings that seem to writhe and shift in the dim light. You notice a skull inset into its peak. It is unlike any skull you have ever seen, its features elongated and sharp, reminiscent of a jackal's. Sinister carvings cover its surface, twisting and coiling like serpents. The nature of these carvings is unclear, but they fill you with a sense of unease. The skull seems to watch you with empty eye sockets, its presence casting a palpable sense of dread over the chamber.


Arcana/Religion

Religion: to recognize several of the curses on the skull

Religion 10+: As you whisper a prayer asking for knowledge of this artifact, you feel a chill run down your spine. The air grows thick with a necrotic aura, a palpable darkness that seems to seep from the skull itself. It's as if the very essence of death hangs heavy in the chamber, wrapping around you like a suffocating shroud. The sinister carvings on the skull's surface pulse with a sickly green light, casting eerie shadows that dance across the walls. You can almost hear whispers in the back of your mind, whispers brimming with darkness and despair. You have no doubt that this skull harbors a deadly curse of some kind.

Arcana: to sense the magic of the trap

Arcana 10+: As you focus your senses on the skull, a sense of dread washes over you. The carvings on the skull's surface seem to twist and writhe, taking on a malevolent life of their own. You can almost feel the tendrils of madness reaching out to ensnare your mind, tempting you to linger, to gaze into the abyss of insanity. It is a curse that strikes at the very core of your being, threatening to unravel your sanity and leave you a shell of your former self. The purpose of the necrotic energy emanating from it clarifies in your mind: anyone who approaches the skull will be cursed with madness.

WIS Save 20+ to resist:

  • Fail: As you draw closer to the skull, a cold, creeping sensation grips your mind. The necrotic aura seeps into your thoughts, and you feel your sanity begin to fray at the edges. Whispers, insidious and persistent, echo through your consciousness, filling your head with nightmarish visions and twisted images. Your grip on reality starts to slip, and the chamber around you seems to warp and shift, the walls closing in and the shadows taking on monstrous shapes. Panic claws at your chest as you struggle to hold onto your sense of self, but the curse of the skull tightens its grip, pulling you deeper into the abyss of madness. Effect: -3 WIS each round to anyone who approaches. (Only 3-6 turns to destroy the skull/heal)

  • How to heal: destroy skull, restoration

How to bypass: destroy it, banish it, dispel it, circumvent it via magic.

Open door and leave: The stone door grinds open with a deep, resonant groan, revealing a long hallway lined with towering statues of ancient gods, each one adorned with intricate carvings and gilded accents. You step through the threshold, feeling the weight of history pressing down on you as you walk past the silent sentinels, their eyes seeming to follow your every move. The walls are embellished with vibrant frescoes depicting epic battles and celestial beings, their colors still vivid despite the passage of millennia, adding a sense of awe and wonder to the air of dread.

G - Labyrinth Puzzle


Teleportation magic is blocked in this chamber.


Perception 5+: Exiting the hallway, you find yourself standing on a balcony, peering down over a labyrinth below you, its stone walls rising high and imposing. The entire room, including the labyrinth itself, is covered in intricate designs that twist and turn like mazes within mazes, adding to the disorienting effect. The patterns seem to shift and dance in the flickering torchlight, playing tricks on your eyes. Far across the vast expanse, you spot the exit—a dark, foreboding archway that beckons from the far side of the room. The path to it is obscured by the winding corridors and shadowy corners of the labyrinth.


Distortions: The labyrinth appears to shift and shimmer, creating false pathways and walls that disappear upon closer inspection. + Memory Manipulation: The labyrinth affects the memories of those within, causing them to forget the correct paths they’ve taken or remember routes that don’t exist.


Enter the labyrinth: As you step into the labyrinth, the air around you shimmers, and the solid stone walls seem to ripple like water. With each forward step you take, the labyrinth appears to stretch and contract, creating pathways that shift and dissolve before your eyes. What seemed like a clear corridor a moment ago now warps into a dead end, and corners that should lead somewhere twist into themselves, vanishing in a haze. The mirage-like distortions make it impossible to trust your senses, as familiar landmarks morph and fade away, leaving you questioning every turn. Then you notice something else. The walls pulse with an unnatural energy, and you feel a creeping disorientation, as if the labyrinth itself is a living entity intent on ensnaring you in its ever-changing embrace. As you navigate the labyrinth, a strange fog settles over your mind, making it difficult to recall the path you've taken. Each turn feels eerily familiar, yet your memories are hazy and unreliable. You try to remember key landmarks, but they slip away like water through your fingers.


Perception & investigation 20+ / 3x Group checks / 3x rounds of successes to escape.

  • Pass 1: You take a deep breath, forcing yourself to remember the layout you glimpsed from the balcony. Slowly, you begin to notice the patterns in the shifting walls—the subtle cues that signal a mirage. You focus on these details, recalling the true path and ignoring the deceptive illusions.

  • Pass 2: With each step, your confidence grows, and you start to see through the distortions, recognizing the real from the unreal. A wall that seemed solid shimmers and fades as you approach, revealing a hidden passage. Trusting your instincts and memory, you pass through the illusory barriers, navigating the labyrinth with a newfound clarity, each step bringing you closer to the distant exit.

  • Pass 3: go to exit description below

  • Fail: The walls seem to whisper, filling your head with conflicting recollections and false leads. One moment, you're certain the exit is to the left, but then doubt creeps in, and you turn right, only to find another dead end. The labyrinth plays tricks on your mind, warping your sense of direction and erasing your progress, leaving you to question every decision and second-guess each step. lost in maze. Start to get dizzy and muddled. INT Save 20+ to resist 4 INT damage each failure.


Exit the labyrinth: Determined to overcome the insidious memory manipulation, you take a deep breath and focus your mind. You close your eyes, blocking out the labyrinth's whispers, and concentrate on a single, unchanging detail—a carving of a serpent that winds through the maze and doesn’t seem to be in flux like the rest of the walls and designs. Using the serpent as your mental anchor, you retrace your steps in your mind, piecing together the true layout of the maze. You rely on your instincts and the subtle differences in the shifting walls to guide you. Slowly, your memories start to solidify, the fog lifting as you regain your sense of direction. With renewed clarity, you navigate the remaining twists and turns, each step more confident than the last. Finally, the oppressive walls give way to an archway, and you step through, leaving the labyrinth's grasp behind.


H - Under-Pyramid (Combat)


Perception 5+: You begin your descent down stairs set around the outer edge of a shaft leading down into the earth below the pyramid. The staircase spirals downward for hundreds of feet, its vastness swallowing you in an oppressive embrace. Surrounding you are countless open doorways, each leading to ancient chambers whose secrets have long faded into the annals of history. The air is thick with the scent of dust and decay, whispering of forgotten treasures and ancient sorrows. As you pass by, you catch glimpses of dark, empty rooms—shadows of a once-great civilization now lost to time.


Enter the main chamber: Show image. You step into a massive underground chamber, the air cool and heavy with the weight of centuries. The walls around you are intricately carved, some transformed into ancient dwellings, others adorned with hieroglyphic symbols that tell stories of forgotten epochs. The flickering light of giant braziers spread out throughout the chamber dances across these inscriptions, casting shifting shadows that seem to animate the ancient tales. You stand on a raised pathway that offers a sweeping view of the chamber's grandeur. Below, the chamber's floor is dominated by several ziggurats, their tiered structures rising like sentinels of a bygone era. Each one is adorned with ornate carvings and statues, depicting gods, warriors, and creatures of myth.


Perception 5+: In the center, one ziggurat towers above the others, its sheer size and intricate design marking it as a venerated monument. This ancient structure is more elaborate than the others, its carvings deeper and more detailed, the statues more lifelike and imposing. The air around it feels charged with an almost palpable energy, as if the ziggurat itself is alive with the ancient power it once commanded. The path ahead leads down to this majestic centerpiece, its presence both awe-inspiring and foreboding. You can sense that whatever secrets or challenges lie ahead, they are bound to this grand structure, the heart of the underground city beneath the pyramid.


Perception 15+: As you descend further into the chamber, your gaze is drawn to a necro-priest astride a Casket of Souls. The casket is adorned with intricate carvings of anguished faces, each one seemingly trapped in eternal torment. The casket glows with an eerie, ethereal light that flickers and pulses, casting ghastly shadows that dance across the top of the ziggurat. Show location. Tomb guard. The Tomb Guard, clad in ancient, corroded armor and wielding rusted weapons, stand in disciplined rows, their empty eye sockets staring lifelessly ahead. Necrosphinx: Beyond the casket, the imposing figure of a Necrosphinx looms. This monstrous construct, part stone, part undead flesh, towers over a regiment of Tomb Guard. The Necrosphinx's eyes burn with a malevolent red light, and its wings, though skeletal, seem poised to unleash a deadly storm. Arkan. In rasping whispers, the dessicated rotted vocal chords of the tomb guard chant a single word. “ARKHAN…ARKHAN…ARKHAN” From the bowels of the grand ziggurat, Arkhan emerges, his skeletal form richly adorned in robes embroidered with arcane symbols and ornate golden armor. He rides the animated skeleton of a long-dead behemoth, its hollow eye sockets and rib cage glowing with arcane power. His skeletal hands clutch a staff that radiates dark magic, and his hollow gaze seems to pierce through the veil of death itself, as if seeing straight into your soul. Combat.


Victory. Loot.


Show map


In the center of this - now eerily silent - chamber, one ziggurat towers above the others, its sheer size and intricate design marking it as a venerated monument. This ancient structure is more elaborate than the others, its carvings deeper and more detailed, the statues more lifelike and imposing. The air around it feels charged with an almost palpable energy, as if the ziggurat itself is alive with the ancient power it once commanded. You can sense that whatever secrets or challenges lie ahead, they are bound to this grand ziggurat, the unholy heart of Ankesenamen.


Enter the Grand Ziggurat

Ascent: You begin your ascent up the grand ziggurat. The ancient stone beneath your feet is worn yet resilient, etched with intricate patterns and symbols that tell tales of power and reverence. Statues of long-forgotten gods and fearsome guardians line the path, their eyes seeming to follow your every move, judging and measuring your worth.


Descent: At the summit, you find a narrow, angular staircase descending into the heart of the ziggurat. The steps are steep and uneven, plunging sharply into the darkness below. The air is thick with the scent of dust and decay, and each breath feels heavy in your lungs. Flickering torches with unnatural blue flames cast long shadows that dance across the walls, revealing more carvings—grim depictions of sacrificial rites and ancient battles. As you descend deeper, the sense of foreboding grows, the silence only broken by the echo of your footsteps and the distant, almost imperceptible hum of ancient magic. The descent feels interminable, as if the staircase spirals down into the very bowels of the earth, leading you ever closer to the dark heart of the ziggurat and the secrets it guards.

I - Sutekh’s Chamber (Combat)


After descending deep into the ziggurat, you come to a massive door made entirely of bronze and carved with symbology that, even seemingly absent arcane secrets, are of masterwork craftsmanship. Open door? Describe. You enter a vast that is simultaneously oppressive - seeming to swallow all light - and majestic, displaying an ancient opulence and mystery. Several levels of walkways line the walls, their ancient stones worn smooth by the passage of centuries. Flames suddenly flicker to life in braziers along these paths, their weak flames casting long, wavering shadows that dance across the carved hieroglyphs and reliefs depicting scenes of conquest and dark rituals. Most of the illumination in the chamber comes from a mysterious, glowing white mist that emanates from a deep chasm on the southern side of the chamber. This otherworldly light fills the far side of the chamber with an eerie luminescence, casting an unearthly glow on everything it touches. At the heart of the chamber stands a beautifully carved sphinx with the head of a pharaoh atop an intricately decorated dais. The shpinx-pharaoh's visage, though weathered by time, exudes a chilling majesty, its regal features capturing the essence of a once-mighty ruler. The dais itself is adorned with detailed carvings and inlaid with precious stones that shimmer faintly in the ghostly light, adding to the tomb's macabre splendor. Your gaze is pulled away from the center of the chamber by movement on the southern end of the chamber. Within the white mist, something massive stirs. What at first you took for a statue suddenly shifts its massive head to look towards you, eyes flaring with light. A grotesquely majestic amalgamation of marble, bronze, and bones animated by a fusion of necromancy and transfigurative spellcraft awakens. Show image. Its immense form is covered in timeworn glyphs and sacred symbols that glow faintly with an eerie, otherworldly light. A mask of gold set in a skeletal visage exudes an aura of sinister regality. Its hollow eye sockets burn with a ghostly green fire and its colossal limbs, adorned with the remnants of ancient engraved bronze armor, move with a ponderous, dreadful grace. In one hand, it wields a massive bronze staff topped with a carved ankh, while the other clutches a giant bronze set of scales holding flickering green flames. Combat.


Victory: The hierotitan, a colossal amalgamation of stone and dark magic, shudders violently as final attack, sending cracks spiderwebbing across its form. Its eyes, once blazing with eerie green flames, dim and flicker out. It remains mute as it collapses, the sheer weight of its immense body crushing the stone beneath it. Fragments of its enchanted armor scatter, and the necrotic energy that animated it dissipates into the air like a black mist. The ground trembles as the hierotitan's remains settle, and a silence descends upon the chamber. You stand amidst the debris, breathless and covered in dust. Loot. Action.


As PCs start to do something: For what feels like several long moments, the din of combat and narrowly averted disaster is replaced by an eerie silence that stretches… until it is suddenly broken by a sinister whisper. “At long last, heroes with conviction and strength sufficient to reach me,” Sutekh’s voice reverberates through the chamber, a blend of ancient authority and emotionless malice. PC response.


“I have a proposition that could alter both our fates for it would appear we share a common enemy and a common goal.” PC response.


The Pact (see entries further below if PCs try to gain access to Sutekh’s chamber)

  • Kill Hesseth. “You’ve no doubt uncovered the dark truth of my history by now and have learned of the sorceress who tempted me down the path of immortality only to spurn me. I’ve glimpsed into the recesses of your mind and I see you’ve also met Hesseth. Her demise by your hand is the first term of the pact. Agree to all three terms and I will provide you with her location. PC response.

    • What happened with you and Hesseth? You may find it hard to believe but when I ruled Saarcia, I was a just and benevolent paragon of Eyekai. But my reign ended in darkness when I succumbed to the allure of a sorceress, whose promises of immortality proved irresistible. Hesseth. Her seductive whispers led me into an abyss, granting me eternal life but stripping away every joy that gives existence meaning. Now, I feel nothing but dread for the Keeper of the Dead, who waits to claim my soul.” PC response.

    • Who is Nefertari? "After I embraced necromancy, I took on many disciples, but none as promising as Nefertari. She was a sorceress of exceptional talent, her ambition boundless. Under my direction, she mastered the secrets of life and death, becoming a lich of great power. Together, we delved into the forbidden, pushing the limits of our craft. In those days, she was my most trusted, the one I believed would stand by my side for eternity. Yet, my obsession with Hesseth, who had led me into this accursed immortality, continued to fester like a wound. I could not let go of her betrayal, the promises she had made and broken. My mind was consumed by thoughts of her, and Nefertari grew weary of my fixation. Our bond, once strong, began to fray. Nefertari eventually left me, driven by her own ambitions and the desire to prove herself beyond my influence. She raised her own army of the dead, and sought to overthrow Saarcia. Her assault was fierce but the paladins of Saarcia repelled her forces and shattered her ambitions. Defeated, she fled to the Bone Wastes, a desolate place where she could rebuild and scheme in solitude. I have no doubt that she has been building her strength and will seem to once again strike out in pursuit of conquest. She is a testament to my legacy and my failures. Nefertari's ambition knows no bounds, and her hatred for Hesseth burns as fiercely as ever. Should you encounter her, know that she is both a reflection of my own dark craft and a powerful enemy in her own right." PC response.

  • Provide Hesseth’s transiary crystal for Traveler. “After killing Hesseth, bring her crystal to Ankesenamen and I will free Traveler’s soul. You need not give me the crystal, simply allow me to access it and extract Traveler’s essence. Once his soul is free of the crystal’s confines, his resurrection will be possible, which I leave in your hands. Your method of resurrection is no doubt more palatable than my own. That is the second term of the pact and benefits only you. The third term of the pact will benefit both of us…” PC response.

  • Free soul from Keeper. “You originally came here to kill me, did you not?” PC response. “Don’t shy away from it… I offer my death as a term of our pact. Long have I sought to die. Centuries ago, I offered my soul to the Keeper in return for eternal life. Now, I seek to sever the Keeper’s grasp on my soul; to die by your hand, soul adrift rather than condemned to the depths of the underworld, tormented and eternally enslaved by the Keeper. PC response.

    • How to sever the keeper’s grasp? "I still possess the scales of Eyekai. This sacred relic empowers a true servant of the divine to perform the exorcism needed to free me from the Keeper's dominance. I am forbidden from using it, but you, cleric - you must use it to burn away the Keeper’s mark on my soul and fulfill the 3rd and final term of the pact I offer you.” PC response.

  • If PCs threaten: Sutekh's voice, a chilling rasp, fills the chamber, seeping into your bones. "Do not be so quick to refuse me, mortal," he warns, the menace in his tone palpable. "I have not yet expended any of my power, while you stand before me drained and vulnerable. Reject my offer, and I will ensure you do my bidding as enslaved corpses. Your defiance will be nothing but a fleeting memory, erased in an instant." The air grows colder, his threat hanging heavy as the oppressive weight of his power presses down on you.

  • Make decision:

  • Agree. "A pact is struck. As promised, Hesseth’s location. She cloaks herself in wards that even my far-sight cannot penetrate. Yet, there are moments when she must drop these wards to harness vast amounts of aether, revealing her location… a location I think you will find intriguing. She has been harnessing power every few days within Saarcia… to be specific, within the Temple of the Dawnheralds. It is during these fleeting instances that I can sense her presence. When I next sense her there, I will send word to you.”

  • When will she be there? “I sensed her there two days ago, so I expect her to return in two or three days."

  • Anything else? “Should you defeat her, know that she remains a threat until her transiary crystal is destroyed. As to how to destroy the crystal, such knowledge remains a closely guarded secret outside of my reach.”

  • Goodbye: “Be prepared for me to send word soon. Once that time comes, good hunting.”

  • Refuse before finding his body: Sutekh's reaction is a rasping whisper that slithers through the darkness, his fury almost palpable. "Foolish mortal," the voice hisses, echoing ominously in the chamber. "You dare defy me? I have waited centuries for this moment, and you will not rob me of my release!" The air grows colder, and the walls seem to close in, shadows dancing with malevolent intent. His ancient power pulses through the room, pressing against your skin like a vise. The unseen presence of the pharaoh's wrath is suffocating, the weight of your defiance hanging heavy in the air, as you brace yourself for the retribution that feels inevitable.

  • Refuse after finding his body: Sutekh's eyes, those malevolent orbs of dark red light, flare with unholy fury as you reject his pact. His skeletal frame trembles with a wrath that reverberates through the chamber, causing the very air to shudder. "Foolish mortal!" he snarls, his voice echoing like a death knell. "You dare defy me? I have waited centuries for this moment, and you will not rob me of my release!" His rage is palpable, a tangible force that presses against your skin, and the shadows in the room seem to writhe in response to his anger. The pharaoh's ancient power surges, and you brace yourself for the onslaught that you know is to come, the price of your defiance heavy in the air.


Find Sutekh’s tomb under the statue Arcana 15+ / Detect Magic. You focus your vision, drawing upon the aether to reveal the unseen currents of magical power that weave through the chamber. The world shifts, colors intensifying and shimmering as the flow of arcane energy becomes visible. Your gaze follows the luminous threads, tracing their intricate paths until they converge beneath the imposing statue of the pharaoh. There, hidden in the depths of the stone, you discern the ward protecting Sutekh's tomb, a pulsing knot of potent magic. Its energy radiates outward in waves, the ancient spellwork interwoven with the statue's intricate carvings, revealing the powerful enchantment that guards the undead pharaoh's resting place.

Dispel ward. You focus your mind, channeling the power of sorcerous aether into your hands. With a surge of energy, you release it, directing the arcane force towards the ward that protects Sutekh's sarcophagus. The air crackles with electricity as the aether collides with the barrier, causing it to shimmer and distort before finally dissipating. The ancient stone grinds against stone, the sound echoing through the chamber as the Pharaoh statue atop the sarcophagus shifts, the massive stone slab covering the sarcophagus sliding aside, revealing a hidden chamber beyond.

Enter the tomb: You pass through the sarcophagus entrance, entering a regal and ancient tomb, and your eyes are instantly drawn to Sutekh, the undead Pharaoh, seated upon a grand stone throne. Share image. His form is shrouded in tattered remnants of regal robes, adorned with the ancient symbols of his long-forgotten kingdom. Dark red orbs, glowing dimly within his dessicated visage, fixate upon you with an intensity that seems to pierce your very soul. The throne itself is a testament to Sutekh's former glory, carved with elaborate hieroglyphs that speak of victories and conquests long past. Its top is sculpted to resemble feathers, a symbol of divine authority and power. The chamber's walls are covered in perfectly formed symbols, each one a testament to the sorcerous might that rules this place. Skulls, piled high at the base of every wall, glow with an eerie inner light, casting strange shadows that dance across the chamber, adding to its macabre ambiance.

  • Combat: Kill Sutekh: Describe finishing blow and Sutekh falls, a wave of dark energy pulsing through the chamber, shaking the very foundation of the pyramid. The ground trembles beneath your feet as the ancient stones seem to groan in protest at the demise of their eternal master. The skulls at the base of the walls rattle and clatter, their inner light flickering and fading as if mourning the passing of their keeper. With a final, anguished scream, Sutekh's form begins to crumble, the ancient bones turning to dust before your eyes. The dark red orbs that once glowed within his skull flicker and fade, leaving behind only empty sockets. As the dust settles, a profound silence descends upon the chamber, broken only by the sound of your own ragged breaths. Sutekh, the undead Pharaoh, is no more, his ancient curse finally lifted, and his soul damned to eternal torment in the keeper’s grasp. Loot: Robe of the Archmaji