Daggerwood Dungeon Delves 1 - Shavaka Rises v1.0
Daggerwood Dungeon Delves 1 - Shavaka Rises v1.0
RISES
                                              Credits
                                         Author: Phil Beckwith
                                          Editor: Ken Carcas
                                         Layout: Phil Beckwith
                             Cover Artist: Sleepwalker/Shutterstock.com
   Interior Illustrators: Dean Spencer, J Lonnee © 2011, Bradley K McDevitt © 2006, Gary Dupuis,
                    Bartek Blaszczec, ‘Jeshields’, Svetlanarib79/DepositPhotos.com
    Layout Background: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
                               Battle Map Cartographer: Phil Beckwith
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Material: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots,
storylines, locations, characters, illustrations, and trade dress. (Elements that have previously been
designated as Licensed Material or are in the public domain are not included in this declaration.)
Licensed Material: Except for material designated as Product Identity (see above), the game mechanics
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International License Section 1(f) as it applies to the SRD 5.1. No portion of this work other than the
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Shavaka Rises - Copyright © 2024, P.B. Publishing, Daggerwood Games, Phil Beckwith, Clint Skene.
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Reference to copyright material in no way constitutes a challenge to the respective copyright holder of
that material. Daggerwood Games, Daggerwood Games Logo, and Daggerwood Dungeon Delves logo
and brand dressings are trademarks of Daggerwood Games, Phil Beckwith, and Clint Skene.
                                                  3
Chapter 1: Introduction
S
          havaka Rises is a Daggerwood
          Dungeon Delve designed to be                     Setting & Location
          completed in about 4–6 hours of play.            The Amulet of Shavaka is designed to be used in
                                                           any setting. With some tweaks in the lore of the
           The combat encounters have                      King Shavaka, a savvy Game Master can drop
           been calculated to present a tough              and play this adventure into any setting and any
          challenge to four characters of                  campaign.
2nd level. The APL (average party level) is 2.
Information is supplied in the text explaining
how to scale the encounters to APL 1 or APL 3.
                                                           Hook: The Expedition
                                                           The heroes are approached by a finely-dressed
                                                           human apprentice wizard named ‘Elel’. He
Not every loose end is tied up in the following            advises that he has been searching for the
text, nor every possible reaction accounted                group for some time, having heard of their
for. Be ready to improvise, and do so with                 bravery in recently overheard bard’s tales. Elel
confidence! Unless stated otherwise, assume                offers the party a mission; enter the Tomb of
NPCs have the stats of a Commoner.                         Shavaka at the edge of the desert to the east/
                                                           west (dependent on the party’s current location),
Running this Adventure                                     and retrieve the lost Amulet of Shavaka. Their
This adventure is location-based. The map in
                                                           reward is 500 gp along with any loot collected
Appendix B will help you, the Game Master, to
                                                           during the expedition.
drive the scenes as our heroes explore different
rooms accessible to them within the Temple and
                                                           If the heroes question Elel about the Amulet, he
then the Tomb of Shavaka.
                                                           will prefer not to divulge anything. If pushed,
Character Advancement                                      he’ll relate that it was last to be seen, many years
                                                           ago, going into an ancient tomb deep within the
This adventure is designed to utilize the
Milestone leveling system, by which it is                  desert, around the neck of a daring adventurer
expected that the characters start at level 2 at the       searching for the wealth of a long-dead king. It
beginning of the adventure. Upon defeating King            and its owner were never seen again, and no
Shavaka and delivering the Amulet of Shavaka               one has yet to enter the tomb on rumors that the
to Elel the heroes should advance by one level             undead now walks its passages.
automatically.
                                                           Elel requires the amulet to be retrieved, but won’t
This is only a suggestion, however, and you,               advise what the amulet is worth or what power it
as the GM, are in no way forced to use this                might hold. In fact, he doesn’t know himself, and
method. This adventure runs perfectly fine with            has been tasked by his master to simply ‘find it’.
Experience Points based leveling, and you are              On failing the courage to enter the tomb himself,
encouraged to use XP if it is a better fit for you         Elel has now turned to hired help, and thus he
and your playing group.                                    searched for the heroes that he had heard sung
                                                           of by a bard within a local tavern.
Boxed Text
This adventure includes boxed text to assist               Elel provides the party with a map showing
those Game Masters who like to have a                      the Tomb of Shavaka’s rough location in the
description of a scene or location. The use of             desert and offers to act as a guide as far as the
boxed text is by no means required; many great             entrance to the temple that lays in ruins above
Game Masters avoid the use of boxed text and               the submerged tomb.
instead feel more comfortable describing the
action in their own words. You should consider             Locating of the Tomb of Shavaka. As this
what works best for you and your group. If you             adventure is designed to drop into any setting
choose not to read aloud any of the text provided,         or campaign, the exact location of the tomb,
you should at least paraphrase the information to          geographically, has intentionally been left
keep the players aware of their environment.
                                             The Amulet of Shavaka
                                                       4
undetermined. This is to allow you as the DM to
be able to place it in any location you wish. The
only real prerequisite for the tomb’s location is
to place it close to, or within the borders of a dry
and desolate desert. Once the characters have
departed their current location, Elel, acting as
a guide, leads the party on a 2-day journey into
the desert and shows them only as far as the
entrance of the half-buried and ruined temple.
Elel does not join the party on entry but elects to
stay outside, eager for the party’s return.
                                                       5
Chapter 2: The Temple of Shavaka
T
               he Temple of Shavaka was once
               a place of worship to the self-
                                                                      2. Hall of the Disciples
                                                                      As the heroes enter this room, read or
               proclaimed God-King Shavaka.
                                                                      paraphrase the following:
               When the King rose in power,
               thanks to the magic of the amulet,
               he began to fancy himself a god                          As you enter the temple you notice that the air is musty
                                                                        with the smell of death and decay. You see carvings
              and had temples built in his name.
                                                                        of six demonic faces along the walls of the narrow
Here his worshipers could congregate and offer                          passage leading west and the feeling of impending
fealty to their god-king in return for his blessings.                   doom itches at the edge of your subconscious.
Now, thousands of years later, the last remnant
of a ruined temple is barely visible to anyone                        If the players decide to investigate the demonic
not specifically seeking it out. It lays half buried                  face carvings, a successful DC 12 Intelligence
and hidden amongst the desert dunes with only                         (History) or DC 12 Intelligence (Religion)
the grand double door entry revealed for those                        check deduces that these carvings depict King
adventurers courageous enough to enter.                               Shavaka’s six disciples, pledged to protect his
                                                                      godhood from powerful enemies in times of war,
1. Temple Entrance                                                    as well as spread the word of the King’s religion
As the heroes approach the temple, read or                            far and wide. A successful DC 13 Intelligence
paraphrase the following:                                             (Investigation) check notices that the eyes of
                                                                      each carved face have open holes with green
 The sand blows sharply against you in the outskirts                  residue staining their edges.
 of the desert. This is where the tomb is supposedly
 located. Visibility is low; however, you manage to make              It’s A Trap! As an adventurer reaches the dashed
 out the structure of a half-buried building close by.                line on the map, a successful DC 13 Wisdom
                                                                      (Perception) check senses a faint gaseous
Once the heroes get to the structure, read or                         smell.
paraphrase the following:
                                                                      A successful DC 14 Intelligence (Investigation)
 You reach the building, and the only part of it not                  check on the sandy floor finds a slightly raised
 covered by yellow sand is the great double doors made                pressure plate (as noted on the map). If any hero
 from yellow tinged solid stone. The script above the                 places and releases pressure on the pressure
 arch reads: “The Temple of Shavaka.”                                 plate, a green gas begins to stream out of the six
                                                                      demons’ carved eye holes. Any hero within the
It takes more than one hero to open the great                         corridor must succeed a DC 13 Constitution
double entry doors. No skill checks are required,                     saving throw; failure results in a roll on the Gas
but the vast weight of the doors and the sand that                    Effect Table below to determine what effect the
pushes against them make it too difficult for a                       gas has on that hero.
solitary hero to open.
                                                                  6
The King’s Story (Hallucinations)
If a character has been affected with hallucinations from the gas in Area 2, then upon entering each of the following
rooms for the first time, read or paraphrase the respective hallucination description. Only those affected by the gas can
see the hallucinations:
Area 3:
 A young dwarf lays on the black altar. His eyes are emotionless, but his breathing remains steady. Three priests
 and a young boy enter the room. The boy wears a crown whilst the priests wear black robes. One carries a thurible
 suspended from a chain; a strong incense streams from it. The other two hold a razor-sharp athame on a golden
 serving plate between them. The victim is held down whilst the athame-wielding priest proceeds to remove the top
 of the dwarf’s skull. “Yes, our Lord Shavaka will like them fresh and exotic.” He grins as he removes the brain, placing
 it on a golden serving plate. The dwarf shudders and falls limp, never a blink of pain from those unemotional eyes.
 As you notice a small black shadow looming over the boy, the child-king at first refuses, tears rolling down from his
 cheeks. The priest scolds the young Shavaka who proceeds, reluctantly, to cut a sliver of the organ and begins to
 devour it. The apparition fades from existence.
Area 4:
 A room in disarray seems empty at first, then comes to life with the ruined benches now back in their original place.
 Hundreds of spectators, made up mostly of humans, except for small groups of snake-people and cat-people, fill the
 seats as six men in black robes watch silently over them. They all hum in prayer as a man in bronze-colored robes
 addresses them, reading aloud passages from a tome in a foreign language. Then you notice him, the apparition of
 a grown man, the king, mighty and powerful, sitting with command on the throne as a large black shadow caresses
 him from above. Adorning the King’s neck is an amulet. It glows green as small motes of soul begin to drift from his
 audience to his body. He grins with evil pleasure, as his followers begin to deteriorate before your eyes. Then the
 vision fades, and the room is once again empty.
Area 5:
 The dusty and forlorn antechamber slowly comes to life, as the aspect of a once mighty king materializes in the
 center of the room, along with four figures dressed in varying adventuring gear. The king raises his empty hand
 with the motion of holding a throat. Across the room, one adventurer gasps and drops to the floor as his neck is
 telepathically crushed. The second and third adversaries have their souls dragged from their living bodies. The King
 grins feverishly as the green energy flows into the green amulet adorning his neck. Suddenly his eyes widen as a
 sword of flame thrusts out from his abdomen; black blood trickles to the floor. A small hand reaches from behind the
 dying king, clasps the amulet and tears it from his neck. As her evil victim falls to his knees, the halfling quickly looks
 about at her fallen comrades and says, “You’ve died for a righteous cause. I will take this to be destroyed by the high
 mages. Your deaths will not be in vain.” The scene disappears as quickly as it began.
Area 6:
 As you stand before the gates, the room once again springs to life with events long past. “The King must be
 mummified and kept fresh for a time when the amulet has returned. It has been foreseen, you see. We must hurry, the
 walking dead are upon us…”. The High Priest’s words are cut short as an undead creature appears from the shadows
 to bite and tear at the priest’s neck. The two pallbearers carrying the mummy sarcophagus rush to lock the gates
 behind them with fear in their eyes. You notice a dark shadowy form forever looming over the sarcophagus as they
 descend from sight into the darkness below. The twitching body of the High Priest remains and fades from existence.
Note: The evil magic embedded within the temple induces the memories of its past on to those effected by the gas.
                                                               7
3. Sacrificial Chamber
In the center of this dark and musty room sits a
single black altar. Lying on the altar is the small
skeleton of a humanoid. Three larger skeletons
lay in piles of black robes about the altar.
                                                         8
                                                                On inspection of the pulpit, the adventurers find
4. Prayer Hall                                                  an ancient tome. It is very delicate and requires
This is the room where the devout followers                     a successful DC 18 Dexterity (Sleight of Hand)
of King Shavaka would pray to him. During                       check to handle it; failure results in the tome
prayer, the King would activate the magic of the                crumbling to dust. It is covered with yellow
amulet adorning his neck to feed on motes of                    sand, dust, and cobwebs, though any hero may
his follower’s souls, increasing his power and                  successfully clear it by simply blowing on it. If
ensuring his follower’s belief was not lost.                    the heroes wish to read the page once the sand,
                                                                dust, and cobwebs have been blown away, read
Read or paraphrase the following:                               or paraphrase the following:
A large hall opens before you with many long benches             As the dust clears from the surface of the tome, you
arranged randomly about the place, obviously not in              find that it is written in a strange language, with most
their original positions. In the north-western area, one         of the passage faded with time. There are sketches on
heavy looking bench blocks the only other exit from              the ancient paper showing a mighty being descending
the hall. A large obsidian throne sits front and center          from the heavens. Its worshipers below hold out
facing an empty audience, a stone pulpit to its left.            women as offerings to the “god” they serve. On the
Large and partly broken stained glass windows stretch            opposite page, another piece of art depicts the “god,”
high towards the domed ceiling. A hot draft enters               this time with large sharp teeth. What you see in its
through the broken windows and blows the ever-                   grasp horrifies you; a person with a feverish grin on
present yellow sand about the circular room. The smell           his face, the crown of its skull removed and the “god”
of decay lingers.                                                devouring the victim’s brain.
As the heroes advance into the room, 6 x ancient                A passage, damaged through time, is written in
and dormant zombies smell their first scent of                  Abyssal. Read or paraphrase the following:
living flesh in centuries. They raise from their
prone positions behind the benches and attack
                                                                 “… as the lord Shavaka descends from the heavens
the party. On entering the hall, any character                   to rule and conquer those less worthy… the mind of
with a passive Perception of 13 or higher                        a sacrifice and the offering a one’s soul to return the
notices the dormant bodies lying on the floor                    king-god to his rightful power and glory…”
behind the benches but cannot tell that they are
zombies until they stand up.
                                                                Creatures
                                                                6 x zombies
                                                                Tactics
                                                                The zombies attack immediately and fight to the
                                                                death.
                                                                Loot
                                                                The heroes will find, after defeating the zombies,
                                                                six sets of rotting ragged black robes, two small
                                                                skulls (the tops sawn off).
APL 3: Do nothing
                                                            9
5. High Priest's Antechamber                                      6. The Gates of Shavaka's
This room was the private antechamber of the                      Tomb
King’s High Priest. Unfortunately, he still resides
                                                                  Once the heroes defeat the zombies, or simply
here, dormant and undead biding his time,
                                                                  move into this room for the first time, read or
waiting for bodies of living flesh to enter. As soon
                                                                  paraphrase the following:
as the heroes open the door to this antechamber,
read or paraphrase the following:
                                                                  You enter the small, dark and windowless room. Sand
                                                                  covers the floor and the walls are made of hard stone.
As soon as you open the door a rotting arm, wielding a            On the northern wall are two large gates; a keyhole in
morning-star, swings at you from the darkness beyond              their center binding the two shut. Beyond the gates, a
and a zombie dressed in rotting priestly robes rushes             stairwell descends into darkness.
forward, hunger in its dead milky white eyes. He holds
a skull lantern with a continual green flame within in his
right hand. The skull has been sawn off.                          The golden key found on the Zombie Priest in
                                                                  Area 5 effortlessly opens the lock. A successful
                                                                  DC 18 Dexterity (Thieves’ Tools) check will
Creatures                                                         also unlock the gates. Alternatively, a successful
1 x zombie priest (Appendix A: Monsters)                          DC 20 Strength (Athletics) check bends the
Tactics                                                           bars enough for a creature of medium size or
Characters must succeed a DC 20 Wisdom                            below to squeeze through. Lastly, any character
(Perception) check or be considered surprised                     can try to smash through the gates using brute
for the first round.                                              force. The gates have an AC of 19, with 30 HP.
                                                             10
Chapter 3: Shavaka's Tomb
S
            havaka’s Tomb was built beneath the
            Temple with the purpose of burying
                                                                        8. The Ritual Room
            the King’s family members, mistresses,                      As the heroes approach this room, read or
            disciples, and priests.                                     paraphrase the following:
           Now within the tomb, King Shavaka                              As you come to the end of the corridor, the green hue
           has been awakened in mummy form.                               spills over everything. You notice the shimmer of a
The amulet has been returned to the tomb, and                             mystical aura through the air just before the entrance
feeds the king motes of souls stolen from nearby                          to the room beyond. Within the room is an altar with
living creatures. The Soul Locusts and necrotic                           an unknown animal lying dead and rotting upon it. On
energies that plague the tomb’s halls transport                           the floor, near the entrance, is the decomposing body
                                                                          of some long dead adventurer, their skeletal fist grips
these bits of stolen souls directly into the king
                                                                          a golden amulet. Green energy spews from the amulet
himself, thereby slowly regenerating Shavaka                              and feeds into the green shimmering aura before you.
into the powerful being he once was.                                      An open book lies just beyond the sickly green glow,
                                                                          its pages clear to read.
If King Shavaka succeeds in his return to power,
he aims to claim his kingdom back from those                            If the heroes attempt to read the book, they will
who now possess it.                                                     discover the following points from a page that is
                                                                        entitled “The Ritual of Shavaka”:
7. Enter the Tomb
When the heroes step inside the tomb gates                                 •    Activating the Ritual of Shavaka “returns a
and begin their descent, read or paraphrase the                                 kings wealth”.
following:                                                                 •    King Shavaka considered his rulership and
                                                                                godhood his wealth.
The stairs before you descend 20 feet and end at two                       •    The shield will break when the king is
large stone double doors.                                                       either returned to power, or he is destroyed.
You enter a foyer where, on the eastern wall, is a closed                 You notice a small moth fluttering about the corridor.
wooden door. On the western wall is an entrance to                        As it gets to within 5 feet of the green, shimmering,
a corridor. From the western corridor, an eerie green                     and transparent wall, a greenish stem of energy shoots
glow pulses from its depths. A long and dark corridor                     out and strikes the moth, which immediately crumples
stretches before you. Even down here, the yellow sand                     to dust. The green stem returns with a tiny white and
covers the floor.                                                         shining mote of energy which is then absorbed by the
                                                                          shimmer.
Any character with darkvision can see that the
                                                                        This ‘shimmer’ is the magical necrotic shield
end of the northern 40-foot corridor has piles of
                                                                        developed by the Ritual of Shavaka (see The
rubble blocking further progress.
                                                                        Ritual of Shavaka sidebar).
                                                                   11
The Ritual of Shavaka
The ritual of Shavaka was set into motion by the dead adventurer (Area 8). He used the Amulet of Shavaka to awaken the Mummy of
King Shavaka (Area 12). The dead adventurer had misinterpreted the ancient texts, found in the open ritual book lying near the shield,
relating to the origin of the amulet. He read the text as “… to return a king’s wealth …” thinking this would supply him with the
king’s lost treasure. The text had, in fact, been referring to King Shavaka’s self-imposed godhood and rulership as his wealth. Once
the ritual was activated, King Shavaka awoke to reclaim his desert kingdom and his dark throne. The amulet fed on the lifeforce of
the adventurer, killing him in the process, and pouring the necrotic energy into the mummy. The ritual also created a green necrotic
energy shield to protect the amulet and King Shavaka’s plans of return. To break the shield and retrieve the amulet the heroes must
first defeat King Shavaka (Area 12), thereby ending the Ritual of Shavaka, and rendering the amulet powerless.
If a hero comes within 5 feet of the shield, they                     If the heroes check the caskets, they find that
must succeed a DC 11 Constitution saving                              none of them are nailed shut. If they proceed to
throw. On failure, the creature suffers 1d4                           open any of them, they find a skeleton in each,
necrotic damage, and their maximum Hit Points                         whose eye sockets begin to suddenly glow green.
will decrease by 1. Any maximum Hit Points lost                       They all hold longswords, once ready to be
restore after long rest. On a successful save, a                      honorably buried with their weapons.
hero still takes 1d4 necrotic damage but does not
suffer a reduction in maximum HP. No creature
                                                                      Combat Triggers
                                                                      The following triggers will start combat in this
can pass through the shield, and it will act as a
                                                                      encounter, awakening all 8 of the skeletons (6
wall until the ritual is broken.
                                                                      in the caskets, 1 on the stone bench and the
                                                                      Mortician’s skeleton slumped in the chair):
Note: take note of how many maximum Hit
Points are ‘stolen’ by the shield, as these are to
                                                                         •   As soon as a PC opens a casket.
be transferred into the mummy of King Shavaka.
                                                                         •   Failure of a DC 11 Dexterity (Stealth)
For every Hit Point stolen, add that to the total
                                                                             check, or normal non-stealthy movement
maximum Hit Points of King Shavaka in when
                                                                             past the trigger line, provided on the map.
encountered (Area 12).
                                                                         •   Failure of a DC 13 Dexterity (Sleight of
9. The Mortician                                                             Hand) check when attempting to remove
                                                                             the key from the Mortician skeleton’s neck
The wooden door on the easternmost wall of                                   prior to its awakening.
the entrance hall is slightly open. Beyond is
a short hallway ending in steps that descend
into darkness. The room below has the musty                           Creatures
dank smell of mildew. This is the Shavaka royal                       6 x Skeletons
morgue, and it is swamped with darkness.                              Tactics
For those heroes who have a light source, or                          The skeletons attack immediately and fight to the
darkvision, read or paraphrase the following:                         death.
                                                                 12
                                                               If the heroes decide they want to try to force the
10. Rubble Trouble                                             door open, a DC 20 Strength (Athletics) check
This corridor is blocked by fallen rubble. Long                will budge the door slightly open, enough for
ago the roof fell to the weight of the desert                  one party member at a time to fit through whilst
sand above and the corridor now ends in                        being held open. If the door is let go, it will slam
rubble and yellow sand. An iron door can be                    shut. Anything caught in its way will be shoved
seen half buried in the western wall. A DC 15                  back 5 feet and dealt 1d4 bludgeoning damage.
Strength (Athletics) check can kick open the
door inwards though it only leaves a gap at the                The Oath of Shavaka. This of course, is
top of the door frame big enough for a small-                  written on the walls of the morgue (Area 9).
sized creature to enter. This door leads into                  If the players simply say the words “MY LIFE
King Shavaka’s tomb, where he waits, gaining                   IS YOUR PRIVILEGE, AND YOUR DEATH
strength from the amulet that slowly feeds him                 IS MY RIGHT” the guards say nothing more,
stolen life (Area 6).                                          and return to their original poses as the double
                                                               golden doors swing silently open.
11. Death's Door
As the heroes approach the end of the corridor,
they come upon two large golden double doors.
Carved on each is humanoid people. One with a
snake head and another with a cat’s head, they
stand with spears in hand, almost as if they are
standing guard of the room beyond.
                                                          13
12. The Tomb of King Shavaka                                       13. Antechamber West
As the doors open, read or paraphrase the                          This antechamber holds 3 unopened mummy
following:                                                         sarcophagi. If the heroes enter the room, two
                                                                   of the three sarcophagi will open revealing two
 As you consider the room before you, it takes a                   mummies beginning to animate. These are
 moment for your eyes to adjust to the bright green                the sarcophagi of the three mistresses of King
 light, feeding energy through the walls and into                  Shavaka who were mummified alive upon the
 the upstanding open golden sarcophagus. A few                     King’s burial.
 glowing green locusts also flutter about the standing
 sarcophagus. Within that sarcophagus rests a body,                Creatures
 wrapped in heavy, and dirty bandages. You then notice             2 x Mummies with 32 total Hit Points (the third
 a second sarcophagus lying along the western wall of              mistress mummy does not awaken for a level 2
 the room. Brilliant maroon tapestries, laced with gold            APL but stays dormant unless attacked).
 trimming and encrusted with emeralds, adorn the
 northern wall.                                                    Tactics
                                                                   The mummies will attack the heroes to defend
As soon as any hero moves past sarcophagus                         their King’s tomb.
along the western wall, read or paraphrase the                     Loot
following:                                                         The heroes will find three jeweled necklaces,
                                                                   gifts to the three mistresses from the King
 You suddenly notice that the figure in bandages begins            during their days among the living, worth 100 gp
 to move, and moans as its long unused limbs creak and             each.
 crack with stiffness. The mummy of King Shavaka walks
 again!                                                             Adjusting this Encounter
                                                                    APL 1: Remove 1x Mummy (32 total HP)
Have the players roll for initiative.
                                                                    APL 3: Add 1x Mummy (32 total HP)
Secret Door. On a successful DC 14
Intelligence (Investigation) check for secret
doors, the characters notice small cracks in
the north-western wall, outlining a section
that seems to be a façade. Pushing on the wall
swings it open on a successful DC 13 Strength
(Athletics) check.
Creatures
1 x Mummy
Tactics
The mummy of King Shavaka will fight to the
death to protect his final chance at regaining his
rulership once more.
Loot
The heroes will find that the three tapestries
hanging from the northern walls are worth
150gp each.
                                                              14
14. Antechamber East                                      Development:
This thick wooden door is locked, the silver key
found in Area 9 opens the door with no required           Retrieving the Amulet
check. A successful DC 15 Dexterity (Thieves              Once King Shavaka has been defeated, the
Tools) check picks the lock on the door, and a            players hear a loud shattering sound coming
successful DC 18 Strength (Athletics) check               from the direction of the tomb entrance. The
kicks the door open. The door has an AC of 15             green energy feeding into the room regresses
and 20 HP should the heroes wish to break the             back through the wall and seeps back towards
door open with attacks.                                   the direction of The Ritual Room (Area 8).
A single treasure chest can be found here. It is          Once the heroes circle back to the entrance, they
locked. a successful DC 15 Dexterity (Thieves’            notice that the green glowing shield has been
Tools) check can open the lock, or a successful           shattered, and they can now enter the room and
DC 12 Strength (Athletics) check can break it             retrieve the Amulet of Shavaka, along with the
open.                                                     Ritual Book of Shavaka. 12 gp can be found on
                                                          the decaying body of the dead adventurer.
It’s A Trap! A successful DC 20 Intelligence
(Investigation) check determines that there               Note: The Amulet is now powerless, having lost
are two traps attached to this chest, and a DC            its power with the destruction of the mummy of
12 Intelligence (Investigation) check only                Shavaka.
discovers one of them (DMs discretion).
                                                          Rewards
The first trap is a pressure plate under the              On successfully handing over of the Amulet of
chest. If the chest is removed from the plate, the        Shavaka to Elel, who patiently waits outside at
release will trigger a block of stone to release          a short distance from the entrance of the temple,
and fall from the ceiling. A successful DC 15             he hands over a pouch containing 500 gp.
Dexterity saving throw is required for any hero
standing adjacent to the chest to dodge the block.
On failure, the character takes 1d6 bludgeoning           Character Advancement Options
damage.                                                   Choose one of the following:
The second trap is the lock itself, which contains        •   If you are using the Milestone Leveling
a poison needle that will prick any hero who                  System, then each character should progress
attempts to open the lock without first disarming             by 1 level on successful completion of this
it. A successful DC 12 Dexterity (Thieves’                    adventure.
Tools) check disarms the locked trap.
                                                          •   If you are using the Experience Point
Loot                                                          System, then the party should gain 2,000 XP
The chest contains 55 gp, four gemstones (worth               split between them on successful completion
10 gp each), two Potions of Healing, and two                  of this adventure.
Potions of Climbing.
                                                     15
Appendix A: Monsters
Soul Locust
Tiny undead, unaligned
                                                                  16
Appendix B: Map
                     14
       13
            S
12
                          10
                11
      8                                                9
                          7
5 4
17