Behetsrampage
Behetsrampage
By Davis Chenault
Editor: DAN CROSS, PETER ENDEAN, SAMUEL DILLON
Front Cover: ZOE DEVOS Interior Art: PETER BRADLEY, BRIAN SWARTZ
Art Direction/ Cartography: PETER BRADLEY
©2020 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord
Games. SIEGE Engine™ is Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. Amazing Adventures™ is a Trademark of Jason Vey.
The Troll Lord Games, Castles & Crusades, SIEGE Engine, Troll Lord Games logos are Trademarks of Troll Lord Games. The Amazing Adventures logo is
Trademark Jason Vey. All Rights Reserved. 2020.
Art, artwork, cover art, cartography is copyright Peter Bradley of Ravenchilde Illustrations, 2020 or Troll Lord Games. All Rights Reserved. All content
copyright 2020 Troll Lord Games. All Rights Reserved.
It has been 250 years since the beast last rose and ravaged
the land. It hence returned and terrorized the region for
three months before the arrival of the characters. Alas, in the
intervening time, several dozen people were killed by the beast
as they attempted, in vain, to protect hundreds of farms and
dozens of small villages. Those people who remained in the
area have all gone to Paros for protection, hoping the high walls
and guards can keep the beast at bay. Unfortunately the beast
has come over the walls a few times and slain several nobles,
merchants, and others of import.
The people of the city have forgotten their past, as people are
wont to do. Very few know of the curse of Osiris, and those who
do believe it to be nothing more than legend. The cynical believe
it to be a tall tale promulgated by the ruling elite to maintain their
power. Regardless, now they all agree there is a beast ravaging the
lands. The characters must discover the nature of the curse and
the beast. Then they must stop it – or not.
GOALS
INTRODUCTION
There are several goals in the adventure. The first is to
Thousands of years ago, the demigod Kha’ Hamet fell in love
determine the nature of the curse. This can be accomplished
with the mortal woman named As’ Wan. As’ Wan lived on a
by talking to several people in Paros and visiting the library
farm by a river and raised wheat and goats. Such was her beauty
at the Temple of Set. Then the characters need to gather the
that when Kha’ Hamet rose from the river and rested his eyes
magic items from the crypt of Djedefra, the Makahamat. The
upon As ‘Wan, he fell entranced and provided her with all the
characters then travel to the Mausoleum of As‘ Wan to locate
bounty the river had to offer, and the two bore many children.
the beast, and using the magic items gathered previously, they
As ‘Wan’s neighbors grew jealous, for it seemed that she had
should be able to defeat the beast. Finally, after defeating the
taken all that the river had to offer. Once, when Kha‘ Hamet
beast, the characters must finish the burial ritual of As‘ Wan,
was gone, the villagers went to her and killed her. They threw
thus reuniting her with Kha‘ Hamet and ending the curse.
As ‘Wan’s body in a shallow grave, took her goats, and burned
her house to the ground.
LOCATIONS
Upon returning, Kha‘ Hamet found As ‘Wan’s house destroyed, Paros: The largest city in the region with a population of around
her goats gone, and her body buried in a shallow grave. In 2000 people plus several thousand refugees. The characters
his anger, he killed all he could find who lived near the river. begin the adventure near here or in the city.
Kha Hamet went to Osiris and demanded he allow As ‘Wan
back from the realms of the dead. Osiris refused Kha‘ Hamet’s Nekhet Mew: The only tavern in Paros. Here, the characters
demands, offended that anyone would be so brazen, and Kha‘ can find out a little about the story behind the hero Djedefra
Hamet had not started the burial ritual of As‘ Wan. In the and how he defeated the beast.
Makahamat: This is the crypt of Djedefra, the hero who slew PAROS
the beast, Behet (a creature of a species called the Khem). The
magic items needed to help defeat the Behet are located here. Paros is a small city of roughly 2000 people. Most of the
inhabitants are human though there are a few gnomes who live
Mausoleum of As‘ Wan: The ruins of the mausoleum in which in one quarter of the city. Paros is surrounded by a 30-foot-tall
As‘ Wan was lain and where the Behet rests between bouts of brick wall that encloses most of the buildings and the spring
destruction and killing. about which the city was constructed. There are roughly 200
buildings in Paros, including a “royal“ estate, several temples,
Sharg Matrufra: The residence of Sanahkt VIII. This is a and another half-dozen or so public areas.
fortified tower and residence near the Temple of Tefnut.
Paros is divided into five distinct quadrants. The “Royal
Sahamk: This is a library and scriptorium. The characters can Quarter“ contains the residence of the lord of Paros, the Temple
learn more about the myth of As‘ Wan here. of Tefnut, the Well of Mummahn, and a stronghold. The Stone
Quarter houses the stonemasons and quarry workers. The
SIGNIFICANT NPCS AND MONSTERS Merchants Quarter is where all mercantile activity occurs
Behet: This is the magical beast Osiris called forth to ravage and includes the location of the few shops here, a bazaar
the lands every 250 years. It rests near the mausoleum of As‘ where farmers trade goods, and the only tavern in Paros. The
Wan. Behet is a Khem from the Codex Egyptium. Commoners Quarter houses all the peasants, workers, and
others who live in Paros. The “Tiny Quarter” is home to the
Menhet the Soothsayer: A soothsayer who speaks of the gnome community that lives here.
curse of the Lord of the Dead. He is almost universally believed
to be insane by the people of Paros. Paros is supported by dozens of nearby villages spread out
around springs, small rivers, or creeks coursing through the
Sanahkt VIII: The ruler of Paros. He is seeking aid in ridding desert. Its wealth, and the primary reason for its existence, are
the region of the beast. He is also a bloodline descendent of the the limestone quarries found nearby. Most of the villagers in the
inhabitants who slew As’ Wan. surrounding communities have come to Paros in the past few
months for safety. The crowding is so problematic that people
Yanhamu: The scholar who can point the characters to the are sleeping in the streets. The limestone quarry is no longer
correct books in the library at the Temple of Set that gives clues active as a result of Behet ravaging the countryside.
and hints as the nature of the beast.
The lord of the city, Sanahkt VIII, is currently no longer allowing
peasants inside the walls. To get inside, one must request an
THE CITY OF PAROS audience with Sanahkt VIII. The characters, if they are armed,
The adventure takes place in a very arid land on the edge of a will be granted an audience automatically. Outside Paros, there
desert. The desert has been encroaching into this region for a are dozens of encampments with several thousand villagers spread
millennium. Dozens of small villages are scattered throughout out amongst them. There are only a small number of soldiers in
the area, each built around springs or near the few small streams the city, making it difficult to maintain order, so only merchants,
winding through the area. Paros is located roughly 30 miles from nobles, and other important people are allowed inside the city
the Makahamat, the crypt of Djedefra, and 30 miles from the walls at this point. Food supplies will shortly begin running low.
Mausoleum of As‘ Wan. Quiet desperation is building amongst the populace.
Wandering Monsters There are soothsayers, priests, and others proclaiming the end
There are only a few wild animals that live in the area and fewer of times, that a scourge from the gods has arrived, that it is time
predators of significance. Once a day, while traveling outside to pay for man’s sins against the earth. On the whole, the people
the city, roll a d12. A ‘1’ indicates an encounter. If an encounter are terrified of the monster which has come out of the desert
occurs, roll a d6 and refer to the chart below. Encounters should and started killing the locals. Should the characters ask, locals
almost always occur at dusk or dawn. The giant snake and giant offer all manner of explanations for the creature, some claiming
scorpion are some of the creatures that come when Behet is it is natural, but most lay its arrival at the feet of the gods. They
active and are extremely aggressive. The other animals are all describe it as a killer of men: A long beast, with a scaly hide
easily scared off by a large party and lots of noise. adorned with long spikes, a massive head with jaws like a crocodile
bristling with hundreds of teeth, and a whip-like tail. Although
1. Giant Scorpions 1-3 the descriptions differ slightly from person to person, the overall
depiction is correct. Everyone also expresses an almost religious
2. Giant Snake 1 fervor about needing to be saved from the beast. Some believe a
3. Panther 1-3 sacrifice is necessary; others believe it needs killing.
BEHET’S RAMPAGE 3
The following are descriptions of important places and people NEKHET MEW (TAVERN, STRONG WATER)
the characters may encounter.
The men on the floor are usually priests or similar who have Sanahkt VIII (He is a lawful neutral human 4th level fighter
devoted themselves to the worship of Tefnut. In this case, whose vital statistics are HD 4d10, HP 18, AC 15, BtH
Tefnut requires nothing from her priests other than they sit and +4, and Move 30 feet. His primary attributes are strength,
pray and relate tales of the gods. The locals feed the priests. intelligence, and wisdom. His significant attribute is intelligence
Interestingly, should all the priests here die (there are twelve), 13. He wields a +2 scimitar and dirk in combat. He wears a
the water from the spring will stop flowing. Period. No redoes +1 chain shirt, +1 large shield, and robe of damage reduction
and no digging a new well, the water goes away forever. The 1. He carries a horn of blasting and 2500gp in coin and jewelry.
characters can learn much from talking to these priests, but Sergeants (These are neutral human 1st level fighters whose vital
they only know mythical tales. statistics are HD 1d10, HP 8, AC 14, BtH +1, and Move 30 feet.
Their primary attributes are strength, dexterity, and constitution.
The priests can relate many tales, many, many tales, and as Their significant attributes are strength 13 and constitution 13.
regards the issue at hand, the priests know that the monster has They wield short swords and halberds in combat. They wear
a name, Behet, meaning the ‘beheaded love.‘ As they explain, studded leather armor. They carry 20gp and a basic city pack.)
‘ehet means‘ love’ in the ancient tongue and ‘behe’ means to be
without a head, typically meaning stupid. The priests believe Guards 12 (These are neutral human adherents 2 whose
Behet to be the mount of the son of a god of war who died vital stats are HD 1d6, HP 4, AC 12, BtH -2, and Move 30
fighting Tefnut. This belief is incorrect. feet. They have no primary attributes. They have no significant
attributes. They wield spears and daggers in combat. They wear
They will not bring it up, but if any of the priests are asked about padded armor and shields. They have 1-6gp on their person.
the Mausoleum of As‘ Wan (or the ruins near town where the Special: each can use a spear or dagger at no penalty.
monster sleeps) the priests explain it is a shrine to As‘ Wan.
They then relate the tale of As‘ Wan and her death (though not SAHAMK
the killing part) and how the deity Kha’ Hamet fell into despair The Sahamk appears little more than a tall and narrow tower
and built the shrine. about 100 feet tall. Several small barred windows are sparsely
scattered on the tower. The roof has a small stone balcony
Priests 12 (These are neutral human adherent level 4 whose
around a pyramidal edifice atop the whole. A wooden door
vital statistics are HD 1d4, HP 2, AC 10, BtH -4, and Move
with a peephole offers egress. This is a library and scriptorium
30 feet. They wear cotton smocks. They carry nothing.)
which has been here for nearly one thousand years. Beneath
the tower is a series of natural caves and caverns which have
SHARG MATRUFRA been expanded on over the centuries to form a labyrinth of
This is a small keep near the Temple of Tefnut. It consists of a rooms and corridors. Within the rooms are literally thousands of
large fortified limestone tower with five floors and a roof with scrolls, books, papers, and the collected histories of the monks
battlements. A banner depicting a human with a hyena head who manage this and other libraries. Very few people know
hangs from the flagpole. This is the sigil of the Sanahkt family. what they do and even fewer care.
The residence consists of a courtyard and garden surrounded by
rooms. There are 12 guards in the tower and half a dozen in the There are three monks currently in residence at the tower. Two
residence, as well as a dozen servants. are scribes and answer the door when someone comes. They allow
any single person to come into the library at a time. Visitors can
When the characters arrive outside of Paros, they will have to read whatever they want and stay as long as they want but can
get permission from Sanahkt VIII to enter the city. They will be not leave with anything. They are even allowed to copy whatever
granted that audience. Sanahkt is looking for help in defeating it is they find (with their own paper, of course). The scribes know
the beast. After some conversation, he permits the characters very little about the tale of Kha’ Hemet and As’ Wan.
to enter the city (unless they are dismissive and rude). He also
requests the characters help him with the removal of the beast. However, the third scribe, Yanhamu, can eventually lead a
He offers permanent residence in the city and a house for each character to the correct scrolls on the matter. The problem
BEHET’S RAMPAGE 5
is that Yanhamu is nearly blind. He can no longer read, and Area 1. Entry
finding the books requires he remembers where they are
The entry to the crypt is carved into the side of a cliff. It is
located. He copied the tale some 60 years prior and placed the
only partially visible, having been covered almost entirely by
scroll where there was room. There is no organization to the
sand blowing in and filling the crevice. The lintel is visible and,
scrolls and books, they are simply taken out and copied, the
amongst other things, the name Djedefra engraved on it. The
oldest being first. They are then placed back in another area
sand must be moved out of the way for the entry to become
where fresh scrolls are. It can take Yanhamu from 5-8 days to
visible. It can take a few hours to remove the sand and expose
locate the scrolls.
the door.
He does so by having a character pull one out and read the
A block of stone was placed in the entry with no intention of it
title. He then decides if the scroll is close and tries again. Even
ever being removed. It cannot be ‘opened.‘ This block depicts
if he could see, this would only reduce the time by 2 days. Once
twin images of the warrior Djedefra and is engraved with the
found, the stories contained in the scroll accurately relate the
name and the symbols of Osiris as well as with many magical
tale of As‘ Wan and Kha‘ Hemet in its entirety. There is also a
seals. The block of stone must be broken or magically destroyed
map to the mausoleum in the scrolls.
to gain access. It is 5 feet deep, 8 feet tall and 5 feet across,
Yanhamu (He is a lawful neutral human adherent level 4 fits snugly into the corridor, and weighs approximately 6 tons.
whose vital statistics are HD 1d4, HP 1, AC 10, BtH -4, and The magical seals placed on the door were deactivated many
Move 20 feet. He wears a cotton smock. He carries nothing.) centuries ago. Once the players’ characters figure out how to
remove or break the stone, they can enter the tomb.
MAKAHAMAT A hallway, roughly 5 feet wide and 8 feet tall extends down into
the darkness below. The floor is slanted down at a 30-degree
The Makahamat is the crypt in which the hero Djedefra was
angle. The walls of the passage are adorned with engravings
entombed many ages ago. The crypt is built into a cliffside in
painted in what were once bright colors. The paint has faded
a range of rugged hills far from Paros where only the wealthiest
with the ages, but enough is left to reveal its colorful beauty.
and most famous were interred.. There are dozens of other
The walls depict a monstrous alligator-like creature destroying
crypts in the crevices of the cliffs as well. Most are difficult to
villages and eating people. Some 50 feet down the shaft is an
locate. Without the help of Asah Aha, the tomb of Djedefra is
incredibly old, frazzled wooden door, much of which has decayed.
difficult to locate.
Halfway down the hall is a pressure plate on the floor that was
The cliffs are reached after crossing 30 miles of searing sand
supposed to spring a sand trap whereby a hole would open in
dunes east of Paros. Truly little moves through this land where,
the ceiling and sand from above would pour into the corridor.
during the heat of the day, the temperatures can reach 120
It has never been activated and no longer works as it should.
degrees or higher and not a single drop of water is to be found.
When a character steps on it, they hear clicking and ringing,
There are no trails or roads to the tomb, and the map from the
indicating something happened. A portion of the ceiling above
scriptorium is only marginally useful in specifically locating the
the pressure plate opens slightly, and a trickle of sand starts to
crypt, but rather just reveals the area of the cliffs in which it
pour into the room.
is located
The trap barely works, but it does work eventually. The hole
If Asah aha is not helping the characters locating the tomb, it
exposed in the ceiling goes all the way to the cliff top underneath
could take several days or more to reach the cliffs, and once
a huge sand dune. The sand continues to trickle through the
there, it might take up to a month to find the crypt, so complex
ceiling, eventually filling the corridor. The trap drops about a
are the hills. A ranger or druid would have a better chance of
cubic foot of sand every hour, so it should take several days or
organizing a search.
more for the sand to fill this corridor and the room beyond.
Roll a d20+10 for the time needed. A ranger, druid, or similar
Area 2. Chamber
class is allowed an intelligence check to reduce that time. Halve
the time if a successful check is made and subtract the level of The door at the end of the hallway is made of wood. Though
the character if unsuccessful (or the lesser of the two should extremely old and ragged, it still works. It opens with a grind
some mathematically anomaly occur). Several other tombs onto a large chamber festooned with murals and a beautiful
should be found during the search. mosaic floor. The door sits twenty feet above the floor of the
chamber. A wooden ladder lies on the floor below the door. A
The map from the library has the name Djedefra on it. That pile of old bags, rotted and with sand pouring out of them lies
name is also on the lintel of the tomb. near the far end of the room. A skeleton lies beside the bags.
The tomb was not completed, though it appears to have been. The walls are engraved with colorful depictions of various
The lower portions were supposed to have been filled with sand. deities and monsters of a varied nature. One figure is repeated
This process ended earlier than expected when the guardian throughout, easy to recognize for the colorful clothing, chariot,
spirit was accidentally summoned by one of the workers. That and the bow he is carrying. In one particularly glorious scene,
guardian spirit is still alive in the tomb. located on the eastern wall, he is slaying a huge alligator-like
The bags of sand are rotting away. There are 22 bags, all leaking This room has been near-perfectly sealed since the day the door
sand into a pile. was closed. There are perfectly preserved murals on the walls
that do not have shelves. The room is full of material; several
The skeleton has nothing on it but the remnants of a belt, girdle, trunks, shelves along the north and south walls crammed tight
and strap across its chest. An arrow is through the skeleton’s with urns and vases, a wooden divan with jewel-encrusted sides,
chest. By one hand is a ‘u’ shaped metal object. a chair glittering with gold filigree, a disassembled bed, desk,
ivory statuettes, various weapons displayed on the west walls,
The east wall has a concealed door in it. This is not too difficult and two very large statues of dark, vaguely human forms with
to find. Age has worn off the paint and plaster hiding it, so the dog heads and holding poleaxes. Interestingly, in the center
seams are visible upon close inspection. Opening the door is of the room are several bags of sand and a pile of empty bags.
difficult without the key. The key is in the hands of the skeleton. There is also a scattering of wood-like debris on the floor that
The eyes of the engraving of the beast need to be punched out, one quickly realizes is shattered bone.
the ends of the handle slipped in, and this drops the locking
mechanism. The door can then be swung open fairly easily. This is a fake treasury. It was stocked to appear as a treasury
Otherwise it must be destroyed to go beyond. to dissuade would-be robbers from making their way into the
actual treasury below this room. It was stocked with a lot of
There is a secret door in the center of the floor. This can only be authentic but ultimately valueless material for the would-be
opened from Area 3. It lies underneath a large symbol of Osiris. thieves. The trunks contain roughly 5000gp in coin and cheap
Detecting it is a CL10. Once the secret door is opened in Area jewelry. The weapons are of varied nature though common
3, it releases the mechanism holding this door closed. However, and so old as to be nearly useless. The jars and vases have the
the floor only shifts a hair’s breadth and noticing the grooves is desiccated remains of sacrifices in them.
a CL7.
The bones are of the slave who was working here when the
The arrows from the sarcophagus in Area 4 are used to open guardian spirit awoke. He was slain, crushed, and eaten by the
this door all the way. spirit. The bags of sand were being poured down a tube that
BEHET’S RAMPAGE 7
leads to Area 5. That tube, roughly 8 inches in diameter, is now The chariot has a layer of gold on it, giving the appearance of
hidden beneath the pile of bags. Several of the bags were stuffed being full gold. It is not. Taking it apart to remove it from the
into the tube to block the guardian spirit from coming up. room reveals brittle wood beneath. The boots will fall apart if
put on, and the charioteer’s bowstring breaks if pulled. The
Incidentally, the accident that led to the calling of the guardian gauntlets are real but poorly built.
spirit occurred in this room. A servant pouring the sand into
Area 5 did not realize a mouse was in one of the sandbags. The sarcophagus is closed. As soon as it is opened, it awakens
Anything living that enters Area 5 raises the guardian spirit. . the guardian spirit in Area 5. Inside are the mummified remains
The servant poured it down the tube, noticed the mistake, and of Djedefra. On each eye are pieces of obsidian. This is an
began to stuff bags into the hole. She hoped that that would indication that the spirit of Djedefre has been taken to the
stop the spirit. It did not. land of the dead. There is nothing else in the sarcophagus. The
arrows on top of the sarcophagus can be removed and used to
There is a secret door on the eastern wall that leads to the tomb open the secret door in the floor of Area 2.
in Area 4. The door is very well hidden and concealed beneath
the plaster on the walls. Once the plaster is chipped away, the Room 5: Guardian
stone wall has two slots in it approximately three inches tall The hallway descending to this room is roughly five feet wide
and an inch wide. The poleaxes from the statues are the keys. If and eight feet tall. The upper portion’s walls are adorned with
placed in the slots and turned, at the same time, one clockwise magnificent paintings of Djedefre fighting various beasts. The
and the other counterclockwise, the door opens onto a small lower portion switches themes to funeral rites with the figure
corridor leading to the burial chamber of Djedefre. This also of a grotesque snake-like beast curled around the sarcophagus
releases the mechanism holding the secret door in Area 2 closed. and body of Djedefre. The air in the hall is stifling and acidic,
Area 4. Tomb burning the nostrils.
The unadorned corridor slants down at a steep 70-degree angle. The tunnel opens into a simple room partially covered in sand.
No more than four feet wide and tall, it is cramped. The tunnel A gauzy, tattered, and very ancient old cloth hangs over the
opens onto the ceiling of a room awash in brilliant colors, entrance to the room. Some symbols have been painted onto
glittering gems, golden statues, crystal jars, a large chariot, and the cloth but are no longer discernible. Beyond that is a statue
a massive sarcophagus. Around the room are various pieces of with the body of a snake and the head of a human. The eyes are
furniture, such as a chair, trunks, dresser, desk, and shelves. glittery red rubies. The floor of the room is mosaic tiles arranged
The north wall is lined with small alcoves stuffed with jars and in a bizarre series of geometric patterns. Sand covers a good
vessels of various shapes and sizes. The room is crowded and portion of the floor. The walls are painted in bright colors and
packed with material. A small layer of sand and dust lies over depict a large snake watching over the body of Djedefre.
all this. The air is stale and empty and quiet.
It appears there is no exit from the room, but close inspection
A chariot nearly fills the room; it is golden and large enough reveals an exit to Area 6 in the south wall. The tunnel leading
to carry two people. Inside the chariot is a wooden statue of to the real treasury has had a large block of stone placed in it.
a man wearing raiment for war and carrying a bow. There are The block is the size of the tunnel, around four feet wide. If the
gauntlets on the hands of the statue, a jewel-encrusted spiral statue in the center of the room is turned in such a way that
antelope horn hanging around his neck, and a khepesh with the eyes look at that section of the wall, pins that allow the
a large diamond atop it and gold discs on its sides. Inside the stone to be pushed down the tunnel are released. The stone
chariot is a bone bow, and the feet of the statue have boots
with silver wings attached.The sarcophagus has a depiction of a
man in the top—his arms are crossed and eyes closed. In each
hand is an arrow. It is elaborately painted and encrusted with
hundreds of small gems.
The walls are painted and engraved with the story of various
deities and the life and accomplishment of Djedefre. The
paintings are mixed with a script from an ancient and unused
tongue. Should anyone from the library be here, they would be
able to read it.
The treasures here are partially used as a ruse. Other than the
bow, chariot, boots, gauntlets, and horn, the treasures in here
are real and belonged to Djedefre in life. There are no traps in
the room. The trunks contain mundane items, such as slippers,
brushes, and clothes. One contains 1,000gp in coin and 9000gp
in jewelry. The jars contain desiccated internal organs.
BEHET’S RAMPAGE 9
Alcove 5 A horn rests on a stand in this alcove. The horn is Behet is usually found resting in the area though it could be
quite long, about 5 feet in length. It is made from the twisting anywhere in the complex or nearby. Place Behet where the
prong of an antelope. characters may have the most exciting engagement or have
Behet be away and return to the mausoleum at an exciting
A thoroughly gorgeous piece of work, the horn serves but one moment, catching the party off guard. This one is best played
true purpose. When blown, it produces a warbling sound that according to the tempo of the game and capability of the
can be heard for miles. That sound attracts Behet. To blow characters to defeat Behet. The statistics for Behet are given at
the horn properly, the person must have a constitution of 15 the end of this section.
or better and make a successful charisma check. When blown
properly, Behet will wake from his slumber or stop whatever it is Please note that there are no roofs to any of the areas in the
it might be doing to go toward the sound. complex. It is entirely open to the elements unless otherwise
specified (certain portions of Areas 10 and 11).
Alcove 6 This alcove contains three chests lined up in a neat
row. They are square and made of wood. Each is easily opened. Wandering monsters
Within are smaller boxes, each containing a treasure. In all, Typically, there are only a few animals in the vicinity of the
there are 10,000gp worth of coins and 10,000gp worth of jewelry. mausoleum, this being a desert. However, when Behet arises, it
As a final note, it should be conveyed to the characters that this attracts other beastly inhabitants to its side by the very nature
is a tomb of a great warrior who was quite obviously favored by of its being. These scavengers follow Behet and eat its leftovers.
the gods. Taking items out of this room is looting, and most gods When Behet returns to the mausoleum for a rest, they follow it
find looters offensive. Otherwise all the items can be used to and linger in the temple as well.
help defeat Behet. When the characters show up, each of the encounters is placed
in the temple. However, there is a chance for these monsters
MAUSOLEUM OF AS‘ WAN to be wandering around in search of a meal or coming to the
sound of battle. Roll a d12, a ‘1’ indicates an encounter. Roll
This is an ancient mausoleum housing As ‘Wan’s corpse. Long
once every 30 minutes. Each encounter can only occur once.
after it was built, it was turned into a temple, then abandoned after
For repeats, reroll for a new encounter.
Behet arrived, then variously over time reused and added to until
it was eventually completely abandoned. The east-west stretch of Once combat with the Behet commences or if the Horn of
the temple is the original portion constructed by Kha‘ Hemet, and Djedefra is blown, one of each remaining encounter arrives at
the north-south wing was constructed later. It has languished for the combat every 1-6 minutes until all are used. Also, be aware
several thousand years in the desert alternately being buried by that if they are encountered throughout the temple and killed
sand, and then the sands shift, being revealed again. At this time to remove them from the list.
much of the mausoleum has been revealed. When it was built, a
river ran on the west side of the complex. That riverbed is now Scorpions, giant (1-3) Area 1
exposed, but no water has run through it in an age.
Aab Set (2) Area 6
Much of the superstructure of the temple remains intact. The Anbapha (2-4) Desert nearby
portion built by Kha‘ Hamet is nearly perfectly intact. The
Keb (2-4) Desert nearby
remainder is still fairly intact as a result of the dry weather, lack of
rain, and periodically being covered with sand. Some of the paint Ukha (1) Area 9
has faded, but its once bright color scheme is still visible. Other Huai (3) Area 11
than this, the overall structure is still standing as it did ages ago.
Area 1 Guardians at the Gate
Osiris cursed the people of the land to be ravaged by the beast Although the mausoleum can be accessed from all around,
Behet for Kha‘ Hamet never having finished the burial rituals. this is the formal entry to the structure. Two fifty-foot-tall
The beast arises every 250 years and ravages the land. It has a limestone blocks expertly carved in singular pieces extend
penchant for hunting those with a bloodline of those involved across the front while a low ten-foot-tall wall stretches around
in the murder of As‘ Wan. This lasts for a year. Afterward, the the remainder of the chamber. There is no roof. The entry is
beast returns to the ground. between the two blocks.
The only way to break the curse is to finish the final step in As’ To either side of the entry are depictions of men with the
Wan’s burial ritual. At that point, her soul goes to the lands of heads of alligators holding khepesh’s. The walls are intricately
the dead. Her spirit returns at the sunrise of the day following carved with script and glyphs. Deciphering the script is nearly
and ascends to the stars with Kha‘ Hamet. None of those who impossible since the language is not spoken by mortals anymore.
have ever been here over the centuries have tried finishing the However, should some manner of reading be availed to the
ritual – some out of fear of angering Kha‘ Hamet others from characters, these are just long love stories.
lack of understanding. To finish the ritual, the body of As‘ Wan
(in Area 11) must be placed in the boat (Area 8), and then the Three large scorpions are resting on the top of the blocks.
boat pushed into the dry riverbed (Area 9). They are sleeping and generally do not move to attack unless
Area 4. Room of Guardians Aab Set 2 (These are chaotic evil magical beasts whose vital
statistics are HD 6d10, HP 40, AC 19, BtH +6, and Move
Again, like the previous area, this one is enclosed by a low wall 100 feet. Their primary attributes are physical. They attack
though there is no dune reaching over the walls. There is also with a bite for 2d6 damage, two claws for 1d8 damage, or by
a singular block of stone at the north end of the courtyard. On weapon type. Special: Can cast the following number of wizard
either side of the court, adjacent to the entries on the north spells: 0thlevel – 4, 1st level – 3, 2nd level – 2, and 3rd level – 1.)
wall and south wall, are ten foot tall, black and gold statues of
dog-like beasts with human heads. Each carries a khepesh raised Area 7 Columnated Aperture
high. The walls around the court are engraved with murals of This chamber is much like that of Area 6. There are hundreds
many creatures of religious character and funerary rituals. If any of columns arranged in rows inside the walls. All are intricately
BEHET’S RAMPAGE 11
engraved with stories. Unlike Area 6, these are ancient love on the walls which can be copied by those so able. These are
stories. Interestingly, many of these stories have been lost to Kept Word, Voice of the Ancients, and deific raiment.
time. The tales would be worth much to those who care for
such things, should someone take the time to translate and If the boat is placed in the riverbed with the body and sarcophagus
write them down. One could make 5000gp selling the tales to of As’ Wan, the river rises up, and the boat floats away to the
a collector. Also, for a bard, the ability to tell these tales should land of the dead. The river remains until the following morning
increase their charisma score by +3 temporarily when used in when As’ Wan returns.
romantic connivances.
Ukha (This chaotic evil elemental’s vital statistics are HD
Area 8 Funerary Chamber 5d10, HP 35, AC 17, BtH +5, and Move 50 feet. Its primary
attributes are mental. It attacks with a khepesh for 1d8 damage.
This area is surrounded by a low wall, about 20 feet tall to the Special: suffocate and throw.)
north, south, and east. The wall on the west is a single block
of stone about 80 feet tall with a portal in the center. In the Area 10 Preparation of the Dead
center of the room sits a small khufu boat about 15 feet long This area was used for preparing As’ Wan’s body for the funeral.
and 8 feet wide at its center. The boat is made of remarkably It is a large courtyard wrapped in a 20-foot-tall wall. All along
well-preserved cedar. On the rear, a banner hangs limply in the the wall are small apertures extending into the courtyard. These
dry air. The boat sits on a stone ramp that leads west and goes are covered, each being about 3 feet wide and 5 feet deep. In
through an opening on the western wall. front of each is a large urn out of which sprout small palm plants
boasting purple flowers. The fresco on the floor, though covered
The walls around the room are engraved with depictions of in sand piles in many places, depicts a massive garden filled with
burial rituals, tales of Osiris, prayers, and invocations. many plants and flowers and a river running through its center.
The boat has nothing in it except a wooden stand where the A large wooden table rests at the northeastern end of the room.
sarcophagus is to be placed. The interior of the boat is scribed Another table is in the southeastern portion of the room. An
with hundreds of spells and invocations for the dead and wishes exit is in the middle of the wall to the east.
for safe passage into the realm of the dead. The banner on the There are 10 apertures on the north wall and 10 on the south
end of the boat is embroidered with the symbol of Kha‘ Hamet. wall. The apertures each contain a small stone shelf with a vase
To determine this, one would need some magical detection on it. The vases each contain an organ or body part belonging to
ability, or it can be found in a text in the library in Paros. As’ Wan, such as a heart, brain, hair, toenails, etc. These palm
The boat is here, so the sarcophagus containing As’ Wan can plants grow forever; an herbalist or druid may recognize them
be placed in it and then pushed down the ramp to the dry (CL5) as useful to clerics and similar classes. The nectar of the
riverbed. Kha‘ Hamet could never go through with the ritual flower is collected on cloth strips that have been blessed. Those
confining his love to the realm of the dead, so her soul has cloth strips are then used to cast certain spells. The cloth strips
lingered here for many thousands of years. Pushing the boat are worth 100-500gp each. Each flower can produce enough
down the ramp is easy, requiring no more than a combined nectar for blotting once per month. The cloth strips can also
strength of 40 to get it moving. be used for healing. If placed on a wound, 1d10hp of damage is
healed in as many rounds.
Behet will not fight in this room for fear of destroying the boat.
The table in the northeast corner has a dozen sharp knives and
Area 9 Landing instruments used for cutting and cracking bone on it. These
The wall from Area 8 continues into this room to form a huge are funerary implements and have been blessed. They are worth
‘u’ shape. The area is open to the west, where a dry river bed 5000gp if sold to those who revere or need such items. The
curves along with the desert. The ramp from area 8 continues table in the southeast area has several jars and cloth strips on it.
through this room into the dry riverbed where it ends. Beside These are funerary items as well.
the ramp are statues of tall, thin, dog-like creatures with the
heads of herons, each carrying a pruning sickle. They are Area 11 As’ Wan’s Sarcophagus
painted black, gold, red, and blue. The walls are engraved with This is the simplest area in the entire mausoleum yet by far the
prayers to the dead and images of someplace filled with many most beautiful. The forty-foot-tall wall is lovingly crafted from
strange creatures. thousands upon thousands of black marble blocks. Two rows
of white marble columns, shaped like palm trees, are arranged
The Behet, if it has not been awoken, usually rests in this room. in the center of the room, contrasting sharply with the black
An ukha (see New Monsters below) resides in the dry riverbed. marble floor. The row between them leads to a marble stand
It comes at the sound of battle or other disturbances. upon which sits a sarcophagus. Arranged along the north and
south walls are small apertures about 10 feet wide, 10 feet deep,
This is the landing where As‘ Wan’s sarcophagus was supposed
and 10 feet tall. There are ten on each wall. On the roof of each
to be placed in the river. When the mausoleum was built the
is a statue of a heron carrying a spear. Unlike all the other places
river was flowing, but it has since dried up. The ramp carries the
in the mausoleum, there are no engravings or inscriptions on
boat to the dry riverbed. The walls depict life in the underworld
the walls.
and have prayers for the dead. There are several spells written
BEHET’S RAMPAGE 13
crypt of Djedefra. All those magic items are useful in besting ritual of As’ Wan is significant and perhaps worth more than
the beast in battle, especially the bow and sword of Djedefra. gold. These are listed below. However, should this not feel to
The other items allow the characters to keep up with Behet or be enough of a reward, then allow the player’s characters to
confront it in combat by other means. keep the items and treasure from the Makahamat, albeit slightly
reduced in power since the sole purpose of their existence was
Behet is not a mindless killing machine and is intelligent enough to defeat Behet.
to know when it is outmatched. If it is, it tries to escape combat,
heal its wounds, and return later. Once someone draws blood on
Behet, that person becomes his primary target. Behet will not
FINALIZING THE BURIAL OF AS’ WAN
attack anyone involved in finishing the funerary ritual of As’ Finalizing the funerary rites for As’ Wan is simple. The
Wan unless attacked. sarcophagus needs closed and then taken to the boat in Area 8.
The boat needs to be moved then to Area 9 and subsequently
Behet, Khem (This chaotic neutral magical beast’s vital pushed into the dry riverbed. Once this is accomplished, the
statistics are HD 10d10, HP 90, AC 20, BtH +10, Move river quickly fills with freshwater and stretches for as far as the
60/120 walk/swim. Its primary attributes are physical. It eye can see. All is silent when a wind begins to blow, and the
attacks with a bite for 4d12, 2 claws for 1d10 each, and a tail boat begins to float down the river.
for 4d10. Special: It wears silver barding giving it an SR 5, +5
to AC, and proffering immunity to all attacks except from +3 The wind is not terribly strong, but strong enough to begin
weapons or better, and a movement of 60 feet per round. The moving the sand around the mausoleum. Also, if Behet is still
barding dissipates with Behet.) alive at this moment, he quits fighting and slowly dissipates in
the wind, returning to the realms of the dead. The wind clears
the entire mausoleum of sand by the morning of the following
day and returns it to its original splendor, awash in colors with
all the statues having a pristine freshly cut appearance and coat
of paint. As the sun rises the next morning, the boat appears on
the river and floats up to the mausoleum. It is being steered by a
figure dressed in robes but who has no discernable face. As’ Wan
is in the boat as well.
As’ Wan departs the boat and walks through the mausoleum
to where her sarcophagus was. She lays down and then departs
the world forever to reside with Kha’ Hamet. The river empties
shortly after. The figure steering the boat reaches his hand out
to any characters who are nearby though he does not leave the
boat. This is a messenger of Osiris.
MESSENGER OF OSIRIS
The messenger of Osiris steers the boat carrying As’ Wan back
to the world. He also delivers a gift to the characters for having
completed this ritual. He is carrying a single copper coin for
each character. Each is imprinted with the eye of Osiris on both
sides, roughly made and of poor quality. The messenger either
CLOSING drops them on the bank or into the hand of anyone who is there
Once, or if, Behet is slain, several things need to be addressed. to receive them.
These are discussed below. Should any other issues have arisen
that need resolved – wing it! Also, there are few permanent The coins are a type of resurrection. Should a character die in
treasures available to the characters throughout this module. the future, this boatman will come to pick up their soul to take it
However, what they do receive upon finishing the funerary wherever it needs to be taken. At that moment, if the character
Refer to Codex Egyptium for Chariot Rules The Aakhu are found everywhere, but more often in the Underworld
and the Isfet, and their numbers continually grow. Easily led by the
monstrous and demonic, they can be made to do terrible things with
MONSTERS shallow promises of delivering them to the afterlife.
Áab Set These spirits do not dwell in tombs or crypts, especially in Egypt
NO. ENCOUNTERED: 1-10 SAVES: M, P or similar settings, where the souls of the interred have passed
SIZE: Human Sized INT: Average to High onto the Afterlife. Instead, these spirits of the damned would
HD: 6 (d10) ALIGNMENT: Chaotic Evil be found in other locations where one would not expect them.
MOVE: 100 ft. TYPE: Magical Beast
Bitter, they cannot be reasoned with, or bargained with, and can
AC: 19 TREASURE: 7
only be avoided or defeated by magic or holy work. Usually, the
ATTACKS: Bite (2d6), EXP:
people of Egypt never speak of the Aakhu, for the topic is taboo,
2 Claw (1d8), By weapon
and speaking of them could bring their attention.
SPECIAL: Magic
“Animal Sacred, Twice Marked by Set” or Sha. Sometimes Combat: They can move through walls and other physical
shown to be a mix between a canine or feline-like beast on all objects with ease; only magical barriers are a problem. In
fours and occasionally resembling the beast-headed god Set. combat, this can be useful as they will simply try to touch the
The Áab Set are a smaller, lesser version of their patron god victim and take lives.
in appearance, existing to serve him and whatever mysterious
Drain Life: On touch, the cold hand of the Aakhu can
purposes he desires. It is feared by the peoples of Kemet that
take 2d20 HP instantly from a living victim each time. This
untold armies of Aab Set live beyond in Isfet, and rule over
is because the spirit wishes to grab onto something living
kingdoms and empires. Most words and hieroglyphs in the
and possess it for themselves. A successful constitution save
language all derive from variations of the god Set, and mean
negates all damage.
“chaos, unruly”.
Passwall: This ability allows them to pass through any
As the Sha, these streamlined beasts, abysmal black in color, prowl
nonmagical wall at will.
dreaded places by nightfall and only where their god has deemed
BEHET’S RAMPAGE 15
Fear: They appear identical to their corpse, in spirit form, and Most of the world’s ancient cultures shared this belief. To the
is horrible to behold. Anyone within 30 feet must succeed at a Egyptians, it was assumed that these demonic animals would
wisdom save or become panicked for 1 turn, suffering from the appear at first to be the real thing, but their behavior and
same effects as the spell fear. actions would soon prove otherwise. Malicious and evil, these
beasts seek to harm mortals in every possible fashion.
Anbapha
NO. ENCOUNTERED: 4-12 SAVES: M, P Note: Egyptian art seldom displays how something “demonic”
SIZE: Large INT: Average would appear, as opposed to a normal living animal. The
texts refer to many demonic beings seeking out the living and
HD: 5 (d10) ALIGNMENT: Chaotic
the souls of the wandering dead in the afterlife, but they are
MOVE: 100 ft. TYPE: Magical Beast lacking in detail. The Castle Keeper can devise these demonic
AC: 18 TREASURE: 5 beasts, large or small, as needed in the scope of the story, and
ATTACKS: Bite (1d10), Claw EXP: their purpose. They could be sent by wrathful deities, or even
(1d4), Weapon powerful Wizards, or have some other origin as yet not imagined
SPECIAL: Locate Dead in the context of ancient Egypt.
The Anbapha are dreaded jackal-headed beings that roam the Combat: Depending on the animal, it may fight in a particular
wastes and Isfet. They are known to live in packs deep in the manner characteristic to that species. Regardless, it exhibits
Duat and emerge into the mortal world at dusk from graves, strange and odd behaviors.
tombs and other deathly places.
Shapechange: Dangerous and treacherous, these demonic
They resemble smaller, more human-scaled versions of their animals can alter their appearance to be other animals or even
Master, Anpu or Anubis and are vicious, behaving as a pack of everyday objects for a time. Their hidden presence makes them
wild dogs. They are lured by the scent of blood and carnage, as difficult to spot until it is too late.
this easily distracts them. If open graves or bodies are available,
they will ghoulishly feast on the dead. Turn to Wisp: Suddenly, if needed, the Huai can transform
into a wisp of sand or straw blowing on the breeze and practically
Only Anpu can command them. When controlled they aid vanish from sight. They are here and then gone if given a chance
their masters, but only as concerns the dead and the afterlife. to flee.
They expertly handle coffins and ceremonial details for days to
weeks at a time, so long as their master is powerful and able to Vampiric Thirst: Mortal living blood is too much for them
control them. There have no sense of loyalty but are fed rotten to ignore, as these beings exist barely in this world and close
flesh and rancid blood by the Anpu to keep them satisfied. to the next. They will seek out victims to feed on if given an
opportunity. Unless stopped, they will drain 2d6 HP/turn from
The Anbapha hunger most for human hearts, dead or alive, as a victim.
they hold the most blood and the essence of the victims. They
will devour hearts in a frenzy if given a chance. Monstrous and
ferocious, these beings are rarely seen in Kemet.
Locate Dead: In the desert the Anbapha can smell the scent of
the dead and dying for up to ten miles away.
Huai
NO. ENCOUNTERED: 1-10 SAVES: M
SIZE: Small to Large INT: Low
HD: 2 (d8), 6 (d8) ALIGNMENT: Chaotic Evil
MOVE: 30 ft. TYPE: Magical Beast
AC: 16, 18 TREASURE: 2, 6
ATTACKS: Varies EXP:
SPECIAL: Shapechange, Turn to Wisp, Vampiric Thirst
To the Egyptians, any living thing can be just a corrupted and
demonic imitation of the reality, and animals are no exception.
The Huai broadly include all in the animal kingdom that can be
a devilish version of the real thing.
BEHET’S RAMPAGE 17
surface world, feeling more comfortable underground, or in the They lay sleeping until disturbed, or until woken by negative
Underworld itself. Their existence among mortals is rumored, thoughts or the actions of those who pass nearby.
but mostly doubted, as none has ever seen a Teka-Her in the
mortal world. Once stirred, the Ukha first appears as a normal whirlwind of
sand, and then becomes more aggressive, targeting foes that
Combat: Having great intelligence, the Teka-Her will not fight anger it. They spin and move in a dance of death, heading
like common serpents. They use strategy and opportunity to towards those who first initiated the encounter. Deep within is
take down an enemy. a haunting growl, almost a roar, that grows louder. The demon
inside is nothing more than wind with scarcely a form able to
Blind/Illuminate: A single circular scale on its head, between churn the sands, but it is able to wield a weapon.
the two halves of the hood, is the source of the mystical light.
The Teka-Her can choose to call upon this glow to either bring In many reaches of the desert, the Ukhat live in large
light to darkness and banish various beings of darkness, or more populations, and several can rise to attack their trespassing
powerfully, to blind. If cast to blind, those who gaze into the enemies. Little can slay or defeat them in the typical sense, as
light must make a constitution check or be blinded for 1d10 they are composed only of sand and wind, but magical weapons
turns. The light also acts as a cleric’s turn ability. or attacks are effective against them.
Poison: Intense, divinely-influenced toxins are located in the Combat: The Ukhat twist and weave in order to engulf the
venom sacks. The fangs are long and jagged, with many smaller, intended victim, leaving little option for defense. At times, the
outward-jutting hooks to catch flesh and veins. Anyone struck demon within will use a weapon and be sporting in its handling of
must make a successful constitution save or suffer an additional others. If many Ukhat are present, they will gang up on the few.
1d10 points of damage.
Suffocate: Using the swirling sands and winds, they will force
ukha
it down the throats of the victims. If this occurs, the target must
make a constitution save or go unconscious for d12+3 minutes
NO. ENCOUNTERED: 1+ SAVES: M
and slowly die from suffocation. Their lungs will be filled with
SIZE: Large to Giant INT: Low
sand up to their mouth unless they are woken or otherwise
HD: 5 (d10) ALIGNMENT: Chaotic Evil rescued.
MOVE: 50 ft. TYPE: Elemental
AC: 17 TREASURE: 5 Throw: The Ukha demon inside will sometimes hurl the victim
ATTACKS: Weapon EXP: great distances to cause harm and disorientation. To resist this,
SPECIAL: Suffocate, Throw the target must make a strength check or be thrown 2d20 feet
The Ukha is a demon that dwells in the hot winds of the desert and take 3d4 damage on impact.
and spins to awaken in a revolving cyclone of grinding sand.