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380288-Touch_of_Death_-_The_Gothic_Conversion_V1.3

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Published by archangel777, 2023-05-09 01:12:38

380288-Touch_of_Death_-_The_Gothic_Conversion_V1.3

380288-Touch_of_Death_-_The_Gothic_Conversion_V1.3

Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion Touch of Death The Gothic Conversion Requires the AD&D RA3 Ravenloft Adventure Touch of Death, to play by Igor Comunale


Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 1 Touch of Death The Gothic Conversion Requires the AD&D RA3 Ravenloft Adventure Touch of Death, to play by Igor Comunale DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by Igor Comunale and published under the Community Content Agreement for Dungeon Masters Guild. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.


his conversion updates to the fifth edition of Dungeons & Dragons the AD&D Second Edition TTouch of Death adventure set in Ravenloft. The adventure can be played individually or as part of the Grand Conjunction campaign of which represents the second episode after the events happened in Night of the Walking Dead. This adventure is suitable for characters from 3rd to 5th level. If used as the second part of the Grand Conjunction, the characters begin the adventure at 3rd level. Adventure Summary Many years ago, Isu Rehkotep, a priestess in the service of Osiris, discovered an ancient scroll describing a ceremony used to control one of the children of Anhktepot, a mummy lord. Osiris was not an evil god and Isu was not an evil woman. After reading this scroll Isu attempted to burn it, but the parchment refused to ignite. Unable to destroy the scroll, she returned it to its secret hiding place. The knowledge of the scroll and the power it conferred ate at Isu’s mind for years. She began to read and study the works of darker gods. Slowly, she convinced herself that it was her right to wield such terrible power. Thirteen years later, Isu unearthed the scroll again. Now a worshipper of the evil god Set, she set about to enslave a mummy lord. Entering the Valley of the Dead, Isu braved the tomb of Anhktepot. There she found one of his socalled children: a mummified priest from a time long past. The scroll crumbled to dust as she performed the foul ceremony inscribed upon it. Senmet, child of Anhktepot, rose to walk the land of Har’Akir at Isu’s bidding. In his ancient sarcophagus Anhktepot stirred, but did not awaken. Unfortunately for Isu, Senmet is not enslaved to her will like a golem. He is like a shackled beast who knows it can break its chains at any time. Though Isu is unaware of it, she can only control Senmet for only a few minutes at a time. Senmet desires to usurp Anhktepot’s power and rule. To accomplish this goal, he must increase his power a hundred fold. This must be done slowly and delicately without awakening the ancient lord and incurring his terrible wrath. Senmet has channeled all of his spell casting power toward this effort. Because of this, he cannot cast spells for some time. Through this massive effort of will, Senmet has taken the power to open and close the fiery borders of Har’Akir from Anhktepot. Senmet has also been silently calling people into Har‘Akir. When they walk the mists leading to Ravenloft, they end up in Har’Akir. Newcomers (the people Senmet has drawn into Har’Akir) to Mudar are made into desert zombies if they don’t show a willingness to adopt the religion and blend into the population. Senmet can now create undead of his own. The last stage of Senmet’s plot requires that the population of Mudar worship him. This must be done carefully so as not to draw the attention of Anhktepot. With a small army of undead, and a majority of the people of Mudar worshipping him, Senmet hopes to have the power to depose Anhktepot as lord of Har’Akir. As high priestess of the cult of Anhktepot, Isu is critical to Senmet’s plan to divert the worship of the villagers. The Vistani and PCs are newcomers to Har’Akir. They clearly have no chance to blend into the society of Mudar and are unlikely to adopt its religion. Therefore, they must be eliminated, but subtly, so that Anhktepot is not aroused. Running the Adventure To manage the adventure using this conversion, you need the main rules of Dungeons & Dragons fifth edition (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Non-player characters and monsters that are not present in these sources are presented at the end of this conversion. Characters' Progression If the characters are at 3rd level, they level up during the adventure with an event-based progression as follows: • Characters gain 4th level when they leave Mudar for the Tomb of Anhktepot. • Characters obtain 5th level at the end of the adventure. Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 2 Introduction


his section describes the necessary updates to play the adventure with the rules of Dungeons & Dragons 5 th Edition. The updates follow the same order and have the same title as the parts in the original adventure. If a reference to a part of the adventure is absent, then it means that it does not require any modification and can be used in its original form. T The text appearing in this way is intended to be read or paraphrased to the characters when they arrive at a certain place or certain events occur, as described in the text. The text that appears in these boxes contains additions to the adventure and game recommendations for the DM. Introduction Starting the Adventure Whether the characters started the adventure coming from outside Ravenloft, or were already in the Land of Mists, they find themselves on the road reaching Mudar from the south-east. Variant: Alternative Adventure Start To increase the sense of bewilderment of the characters, you can start the adventure on the way to Mudar but far enough to not immediately be in sight of the village. While unknowingly advancing towards the village, the characters spot about a hundred meters north of the road the remains of some columns that seem to emerge from the sand. If characters decide to investigate, they will find the remains of an ancient temple. Only eight stone columns with hieroglyphs survive from the building. But some ruined stairs allow to go down to a double stone door engraved with images of humanoid figures with animal heads. Dulcimae and his brothers refuse to go down and make superstitious gestures towards the gates. Dulcimae says something about "letting the dead rest". The doors are locked, but can be forced with a DC 13 Strenght check. If the roll succeeds, the doors yield and open in an underground chamber thirty feet wide and fifty feet long. At the end of the room there is a painted wooden sarcophagus surrounded by small canoptic vases with the upper part shaped like a human or animal head. If the characters enter the room to explore and reach up to half its length, read the following: When you get to the middle of the room, you can see the lid of the sarcophagus coming up. A withered hand wrapped in yellowed bandages slowly emerges and grabs the edge of the sarcophagus. A creature completely wrapped in linen bandages lifts up and begins to rigidly advance towards you! Its face can be seen only just under the bandages and you can see the features of a dried up corpse with the orbits lit by an evil light. The characters have awakened a mummy from its hundred-year sleep and the creature attacks to defend its own burial place. The canoptic vases contain the internal organs of the deceased, now reduced to dried objects. No items are kept in the sarcophagus. If there was a treasure in this place, it has been stolen for a long time. Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 3 Conversion


Har'Akir he domain is a very simple place. There are two roads, a village with a spring, a canyon ridden Tcliff, and a lot of sun and sand. Desert Survival Due to the extreme heat of the desert, the Extreme Heat rules apply during the day (p. 110 of the Dungeon Master’s Guide). In addition, characters travelling in the hottest hours of the day, must pass a DC 10 Constitution saving throw for every three hours spent in the sun or suffer a level of exhaustion. Characters wearing medium or heavy armor, however, must perform a DC 15 Constitution saving throw every hour 15 or suffer a level of exhaustion. Desert Encounters Whenever the characters venture into the desert, roll 1d6 on the encounters table. If the adventurers stay in the desert for several hours, roll every eight hours. Desert Encounters d10 Encounter 1 4 lions 2 1d6 newcomers 3 1 poisonous snake 4 1d4 desert zombies 5 1 giant scorpion 6 half buried dead villager 7–10 no encounter Horror Opportunity: No Random Encounters Using a random encounter table can ruin the atmosphere of a good horror adventure. If you don’t want to use the table, it's recommended that you only use 2, 4 and 6 results when you think it is appropriate to enhance the terrifying atmosphere of the adventure. NPCs from Mudar To represent Abu Ratep and Hassan Basras, as well as any other average inhabitant of Mudar, the statistics of a commoner are suitable. Events his module is partially event driven which means that certain events take place regardless of where the PCs are or what they are doing. As soon as they step into Har’Akir, Senmet and Isu begin plotting how to best get rid of the PCs while forwarding their own evil designs. T First Talk with Isu If the statue of Set comes alive to defend Isu, use the statistics of a stone golem. First Night The Vistani are attacked by 12 desert zombies. Remember that Senmet does not consider the characters a real threat and that Isu’s control over him is not as strong as hoped by the priestess. Senmet does not want his desert zombies to kill the characters: he intends to capture as many brothers of Dulcimae will be possible. Second Day The reading of the cards of Dulcimae takes place on this day. If you want to change the opening times of the Tomb Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 4


of Anhktepot, just replace the threes, the fours and the fives cards with numbers of your choice or add other numbered cards to increase the variety of possibilities. To keep the original order of reading, make sure that the number of cards in the deck is always a multiple of six. Variant: Second Day As an alternative to playing cards, you can use the Tarokka Deck in an equivalent way by replacing the cards as follows to form the deck: King – Darklord (only 1 card instead of 4) Queen – Tempter (only 1 card instead of 4) Jack – Horseman (only 1 card instead of 4) Three, Four, Five, Six – corresponding cards of Swords, Stars, Coins, and Glyphs seeds Ace – Mists (only 1 card instead of 4) Also, if you want to keep the original reading method by placing the cards in rows of six, you can add these cards to the reading: Innocent: “This card represents an innocent involved without fault. Evil intends to involve it in his plans by bringing it to his side.” Marionette: “Those who want to manipulate are actually manipulated. The power in this story is not in the hands of those who believe they have it.” Ghost: ”Salvation lies in the knowledge of a buried past. Knowing what has happened will shed light on the present.” Donjon: “This card indicates an underground place, a burial place. Finding the place where evil is buried will lead to its defeat.” During the reading, the seeds of Clubs, Diamonds, Hearts, and Spades are respectively corresponding to the seeds of the Tarokka Deck Glyph, Coins, Stars, and Swords. Second Night The enemies of this attack are 16 desert zombies. Senmet wants to take the Vistani, his aim is not to kill the characters. Variant: Second Night In this variant, Senmet himself leads the second attack to kidnap Dulcimae and his brothers. Senmet is extremely more powerful than the characters and could easily destroy them. But the powerful mummy intends to humiliate the adventurers by showing all its power. Senmet will use powerful but never lethal attacks against the characters, limiting himself to make the characters unconscious and causing havoc while the desert zombies carry out his orders and take away the Vistani. The direct encounter with Senmet is not suitable for all gaming groups: some may feel put in difficulty without reason against an invincible opponent. We recommend to use of this variant only with groups that particularly love the narrative part of the game and who do not care that each encounter is balanced. Third Night The characters are led by the ghost of Dulcimae to confront Isu Rehkotep. Recognizing the bandanna of Dulcimae tied to the wrist of Isu requires a DC 10 Wisdom (Insight) check. Isu keeps to herself her staff of the adder and has previously cast the spells shield of faith and guardian of faith (it replaces the scorpion sentinel spell indicated in the text). Isu's guardian of faith has the appearance of a warrior with the head of a donkey and armed with a scimitar. If Isu is killed, she casts bestow curse as a last action as indicated in the adventure before dying. Variant: Third Night As an alternative to how this encounter is presented in the original adventure, you can make the fight more challenging with some changes. The characters surprise Isu as indicated by the adventure in the Main Hall of the Temple of Mudar. Isu does not stop to face the characters but immediately escapes to reach the Temple of Set in the basement. Being Isu able to benefit from the effects of the sinkhole of evil present in that room, the difficulty of the encounter is greater for the characters. This option is suitable for large game groups with five or more characters or for a particularly lethal Ravenloft campaign. Fourth Day Fifteen or twenty-five villagers (as indicated in the adventure) attack the characters as an angry mob. They use the statistics of a commoner. They’re armed with daggers and clubs, but they don’t wear armor. Fourth Night Dulcimae attacks the characters: she has now been transformed into a mummy. With her there are 4 desert zombies that obey her orders. Fifth Night Senmet himself leads the attack at the command of 12 desert zombies. Senmet’s power would be more than enough to eliminate all the characters, but the mummy does not consider the adventurers a real threat. He lets the Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 5


zombies attack and only intervenes with sporadic attacks to humiliate and make the characters unconscious. Senmet’s aim is to prove his power and intimidate the adventurers. Sixth Day A new angry mob of thirty or forty people (as indicated in the adventure) attacks the characters. The villagers use the statistics of a commoner. They’re armed with daggers and clubs, but they don’t wear armor. Horror Opportunity: Strange Happenings While the characters are involved in the events that are affecting Mudar, they are witnesses to strange, disturbing events. These events are entirely optional and do not involve gameplay mechanics or combat. They serve to further immerse players in the scary and gothic atmosphere of adventure. An Intrusive Cat. Bashet, Isu's cat, develops a particular sympathy for one of the characters. From this moment on, the selected character will often have the impression of seeing the cat out of the corner of its eye even in the most inopportune moments. Bashet appears when the adventurers are about to make some important discovery or after a fight, but the character is never sure if it really saw the cat or if it is just a figment of its imagination. No other character ever spots Bashet on these occasions, the cat can always be found in Isu's rooms as usual. Faces in the Sand. During one of the days in Mudar, a sandstorm breaks out while the characters are in the streets of the village. The storm is violent and forces the group to find shelter if it does not want to suffer damage. One of the characters sees faces forming in the swirls of sand and then vanishing quickly. Only this character notices this episode. Recurring Nightmares. One of the characters begins to live every night a recurring nightmare. The character finds itself in a pit dug in the sand at great depth. Above it, there is only a glimpse of the starry sky and of the full moon. Suddenly, the pit begins to fill with sand and the character finds itself buried in the sand until it dies suffocated. The feeling is very realistic and causes the character's startled awakening. It will have this recurring dream every time it performs a long rest until the Night of Thoth. Voices in the Wind. During the day or at night, a strong wind rises and crosses the streets of Mudar. The wind whistles and howls between the houses of the village, but one of the characters could swear that covered by the sound of the wind there are voices that call its name. Only this character notices this, for everyone else is audible only the normal noise produced by the wind. Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 6


he temple map presented in the adventure does not indicate the scale used. Consider each square as if it were 10 ft. on the side. The rooftop of the building is 50 ft. above ground. T 1. Rooftop Characters notice the sign of the six stars behind the statue of Ra if at least one of them has a passive Perception 15 or higher. If their scores are lower, have them attempt a DC 15 Wisdom (Perception) check. If the marked point is observed better, succeeding on a DC 15 Intelligence (Investigation) check, the adventurers understand how to open the secret compartment. Variant: the Grand Conjunction If you are playing this adventure as a sequel to Night of Walking Dead and as part of the Grand Conjunction campaign, replace the text of the prophecy found in the secret compartment with the following: These signs were foreseen by Hyskosa, a Vistani most gifted with The Sight. Spread word of these wherever you travel. Only the true hearted can stop the fall of the night of evil. The night of evil shall descend on the land when these hex of signs are near at hand. The light of the sky shining over the dead Shall gutter and fail, turning all to red. Seventh time the son of suns doth rise to send the knave to an eternity of cries. In the house of Daegon the sorcerer born though life, unlife, unliving shall scorn. The lifeless child of stern mother found heralds a time, a night of evil unbound. lnajira will make his fortunes reverse dooming all to live with the dreaded curse. The text is the same that the characters found during the events of Night of the Walking Dead. The order of events of the prophecy has been rearranged to reflect the development of the Grand Conjunction campaign by changing the order of the adventures to take into account the level progression provided by the individual modules. The first omen has already come to pass in the previous episode of the campaign. The second alludes to the events described in this adventure. 7. Cerimonial Chamber The objects contained in this room have a total value of 10,000 gp. The curse works exactly as indicated in the text of the adventure with no possibility of saving throw. 8. High Priestess' Quarters The valuables stored in the room have a total value of 500 gp. 9. High Priestess' Antechamber The precious objects in this room have a total value of 1,000 gp. 11. Anubis' Chamber The secret door under the stairs is automatically located by any character with a Passive Perception of 15 or higher. If no adventurer locates the secret door this way, if they claim to examine the room you can grant a DC 15 Wisdom (Perception) check. The secret compartment contains: a treasure in precious objects worth 8,000 gp and 112 rolls of papyrus. The scrolls have the content indicated in the text of the adventure, but two are respectively a scroll containing divine spells and one with arcane spells. The first scroll contains two lesser restoration and one legend lore spells. The second, a spell each of hold person, flame arrows and stoneskin. 12. Temple of Set This dark place is considered a sinkhole of evil. From the outside, the characters' light sources only illuminate up to 5 ft. They normally work inside the room. Isu has advantage on every saving throw when she is in this place, while the characters have disadvantage on saving throws against spells that Isu casts from this room. Senmet and his desert zombies have advantage against attempts to turn the undead if they are in here, although this is an unlikely possibility. If Isu is unfairly attacked before the event of the third night, the statue of Set in this room comes alive as a stone golem to defend her, otherwise it remains a common, though imposing, stone statue. Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 7 Temple of Mudar


f the characters venture into the valley before the Night of Thoth, they are attacked by a large pack of death dogs. Monsters arrive in groups of 2d6 and each turn other death dogs join the fight. I The characters should understand for themselves that they cannot resist this clash and leave the valley to get to safety. If they decide to continue fighting, it is very likely their defeat will be inevitable. Tomb of Anhktepot 2. Temple of Ra The two stone hawks use the statistics of hippogriffs with the following changes: Damage Immunities Poison, Psychic; Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Scared, Paralyzed, Petrified, Poisoned; Senses Blindsight 60 Ft. (blind beyond this radius). 4. Temple of Anhktepot The secret door in the corner of the temple is automatically noticed by characters who approach and have a passive Perception score of 15 or higher. To actively search for the secret door, they need a DC 15 Wisdom (Perception) check. Horror Opportunity: These Statues Have Life! To take full advantage of the disturbing presence of dozens of statues in the room, every time after the first visit the characters enter this room, you can tell one of the players that one of the statues seems to be in a different position or have changed pose. This is obviously only an impression, it does not correspond to reality. But it helps keep players on their toes every time they enter the temple. Each time, report this information to a different player. If you want to keep others in the dark about what’s going on, give the player a written note instead of telling the information. 6. Secret Door The secret door in the Crypt of Minor Officials is automatically noticed by characters who have a passive Perception score of 20 or higher. To actively search for the secret door, you need a DC 20 Wisdom (Perception) check. The traps shown on the map work as follows: 6a. This trap makes fall the character who steps on the illusory step if it does not succeed in a DC 15 Dexterity saving throw. Falling down the stairs deals 14 (4d6) bludgeoning damage. 6b. The floor collapses only if two characters climb the same step at the same time or if a character falls on it (for example, rolling down the stairs after falling because of trap 6a). In the first case, the characters can make a DC 15 Dexterity saving throw to avoid falling into the pit below, in the second case, no saving throw is allowed. The pit below is 10 ft. deep and contains carnivorous beetles. The beetles use the statistics of 2 swarms of insects. 6c. The russet mold in the secret compartment works as indicated in the vegepygmies entry of Monsters of the Multiverse. 8. Crypts of the Children The treasure present in each room has a value of 2,000 gp. Anyone who removes more than half of this treasure from a crypt, activates the curse that sees the culprit grow old by a year every day. After 100 years of aging, the character can no longer move and speaks only by emitting gibberish, but despite this the character can still survive for another 50 regular years. Accelerated aging stops only if the stolen treasure is returned to the original crypt. Aging is not undone and lost years can only be recovered through a wish spell. Horror Opportunity: Enhanced Curse The curse can also be presented in a more aggressive way. Any stolen treasure, even a single coin, activates the curse. If a character reaches 100 years of aging, instead of the indicated effect, it turns into an evil mummy and attacks its own companions. 8a. Thutepot uses the statistics of a mummy. 8c. The secret door can be automatically noticed by characters who have a passive Perception of 15 or higher. To actively search for the secret door, you need a DC 15 Wisdom (Perception) check. If you are using the variant presented in the Crypt of the High Priests entry, the scary event described does not happen. The arcane scroll hidden in the secret conduit is written on papyrus paper and contains two comprehend languages and one detect evil and good spells. 10. Antechamber The two guardians in this room are two mummies. Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 8 Valley of the Pharaoh's Rest


11. Crypt of the High Priests All the mummified bodies in this room are mummy lords. At the moment they are all asleep, except Senmet who is ready to attack anyone who disturbs the sleep of the priests. If Isu is still alive, the characters will meet her in this room ready to take revenge. Although Isu can benefit from all the effects of the sinkhole of evil, Senmet feels no obligation to help her in combat against the characters and intervenes only if the mummified priests are damaged or disturbed during the fight. This cursed tomb is considered a sinkhole of evil. Senmet has advantage on all saving throws when he is in this place, while the characters have disadvantage on all saving throws. Senmet has advantage against attempts to turn the undead in this room. Senmet cannot summon his desert zombies or create new ones as long as he is in this place. Horror Opportunity: Servitude Never Ends In this variant, Senmet is not in this room and in his place to defend the mummified priests there is Isu, if she survived the clash with the characters. Otherwise, if the priestess is dead, the adventurers will find Isu transformed into an undead. In her undead version, Isu Rehkotep uses the statistics of a mummy, but retains her ability to cast spells as if she were still alive. This mummified version of Isu is a monster with Challenge 4. The sleeping priests, once Isu is killed, seem helpless, but they can wake up if disturbed excessively. If the characters annoy these mummy lords, point out to them that all the mummies begin to slowly move their arms and turn their heads in their direction. The monsters will use their Dreadful Glare abilities and their legendary actions to intimidate the characters. If the group does not understand the danger it faces, let the priests wake up completely and annihilate the group (unless they manage to escape, the only chance of salvation they have). If you use this variant, Senmet arrives in the tomb after the characters and the scary event described in 8c does not occur. 12. Anhktepot’s Funereal Barge The two statues guarding the staircase are both stone golems. Once Anhktepot is awakened and the battle with Senmet begins, the characters can escape and let the Pharaoh deal with the traitorous priest. Horror Opportunity: Feel the Touch of Death! The ending of the original adventure is perhaps a little hasty and too left to the discretion of the DM. If you prefer, you can use this alternative version of the adventure finale to give a sense of greater Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 9


accomplishment and make your players experience the conclusion more deeply. When the characters arrive in the room, you can read or paraphrase the following description: Upon entering this majestic room, your attention is immediately drawn to a large royal boat placed in the middle of it. The boat, at least seventy feet long, has a masthead engraved to resemble the head of a mummy wrapped in linen bandages, while the tail is decorated with an open fan of large feathers like the tail of a peacock. At the center of the boat there is a single cabin inside which you can see glowing a large, shiny bronze gong. To the south you notice a large staircase flanked by two huge stone statues that sinks into darkness. Looking down the stairs, you feel a sense of anxiety and terror growing in you. It seems to you that it may be the entrance to the lair of something inhuman. An evil beyond compare. You feel the cold touch of death fall upon you even as you watch it from this considerable distance. The gong and the two statues function as indicated by the text of the adventure. In addition, if the characters attempt to get closer than 30 ft. to the staircase, they must succeed in a DC 25 Wisdom saving throw with disadvantage or be frightened. The effect is repeated every time they try to get closer, even if they had passed a previous saving throw against the same effect. If the characters hit the gong using the magic ankh, you can read the following: The powerful sound of the gong echoes in the large room and the sense of fear you felt watching the staircase becomes more acute: something is coming. The evil that it brings with it is almost palpable and strikes you with the power of a sandstorm. At the entrance of the room from where you arrived, you see appearing the figure of the terribly powerful mummy you have already faced. But the fear it arouses in you is derisory compared to the pure terror that you feel when from the staircase near the statues emerges another mummy wearing ornaments gifts of pure gold. The two undead lash out at each other. The mummy with the royal ornaments shouts in a terrifying voice: "Senmet, traitor! Face the wrath of the only true Pharaoh!". The fighting that follows shakes the very foundations of the tomb and from the ceiling rains rubble and fragments of rock that could reduce you to mush. The characters must succeed in a DC 25 Wisdom saving throw with disadvantage or escape from the Tomb of Anhktepot at their maximum speed of movement. Once out of the tomb, the effect wears off and they can act normally. Who succeeds in the saving throw and stays in the room where the two powerful mummies are fighting, is involved in a frightening clash between two of the most powerful beings in Har'Akir. Describe how the side effects of the fight also affect nearby characters causing damage and throwing them from one side of the room to the other. If this does not convince a character to escape, it is right he finally feels the touch of death and is killed here by the effects of this titanic clash. Concluding the Adventure When the adventurers reach safety by escaping the dangers of the Tomb of Anhktepot, the entrance of the place closes again behind them and is now sealed again. The characters arrived alive at the end of the adventure and can now leave Har'Akir without being hindered by the closed borders. Variant: Ending - A Gentle Guide This alternative ending is designed to leave the characters a sense of completeness and recognize their efforts by showing a positive outcome of their actions. In a dark place like Ravenloft, an occasional glimmer of hope contrasts with the depth of the evil of this prison, but also with the fact that, when everything seems dark, a small light shines with a stronger intensity than the sun itself. Fleeing from the tomb and back to the light of day, the horrors you have experienced now seem far behind you. Evil turns against itself once again and the evil Senmet has received the deserved punishment. Your thoughts go out to Dulcimae and to all the friends you have lost to get to this point. Then you feel like a cheerful music: a sound of tambourines and violins coming from afar. At this moment you notice her. In the shadow of the rocky walls of the gorge, a luminescent figure looks at you smiling. This is Dulcimae, no doubt! The beautiful and sweet girl you only met a few days ago is now a ghost, but you do not notice in her any shadow of sadness. "You have succeeded! You have stopped the plan of the wicked! Now my spirit is finally free. Don’t be sad, my friends, for the Vistani time passes in a... peculiar way. This may not be our last encounter. "Let me lead you out of this sun-scorched land. Follow me, it will be my last service to you... and then I will have to leave you. At least for the moment." With these farewell words, Dulcimae leads the characters to the nearest misty border and then vanishes. From now on, you can decide what happens to the characters. Maybe they are finally free to go home, or for them the adventure continues with the next chapter of the saga: Feast of Goblyns. Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 10


Isu Rehkotep Isu was once a lawful good priestess of her faith, devoted to Osiris, in particular. She became corrupt when she found a magical scroll describing how one could take control of a mummy lord. It took many years of denying the temptation of personal power before she succumbed. She is now a lawful evil priestess of Set. Zombie, Desert This zombie variant is widespread in the vast desert of Har'Akir. Unlike ordinary zombies, these creatures have dried bodies and can move around digging easily in the sand. They are vulnerable to fire damage because of their dry skin that is extremely flammable. Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 11 Who's Doomed


Senmet Once a powerful priest in the service of Anhktepot, Senmet schemed to overthrow the pharaoh. Anhktepot learned of this and had Senmet killed. Centuries later, Isu read from a magical scroll a fragment of the ceremony used by Anhktepot to create greater mummies. Senmet returned. Unfortunately for Isu reading an incomplete ritual meant she doesn't control Senmet as absolutely as she believes she does. She can force him to do her bidding for only 10 minutes once a day. Senmet is a vengeful power monger. He seeks vengeance upon Anhktepot for having him slain all those centuries ago, and will stop at nothing to attain this goal. Not for resale. Permission granted to print or photocopy this document for personal use only. Touch of Death - The Gothic Conversion 12


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