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"Ten thousand years ago, a god-king's hunger for immortality poisoned an entire land and left nothing behind but sand. Now Khepri's Aspect of Renewal has finally found a way back to the mound where the world began, sealed away for a hundred centuries by a rival god's wards. All it needs is passage, and a handful of strangers desperate enough to grant it".
This is an adventure compatible with the 5th edition of Dungeons & Dragons! These adventures include a pdf document for you to run with your party as well as printable map/s and exclusive creature stat blocks!
Empire of Sands - Vault of the Scarab God is a Fifth Edition adventure for four to five characters with an average party level (APL) of 10. The adventure takes place inside a desert-faring construct inhabited by Khepri’s Aspect of Renewal and its followers, attempting to reach a specific location at the heart of the Sahra Desert and ultimately undo the damage done by Pharaoh Khafra ten thousand years ago. Given the adventure’s high level, a DM need not pull any punches against their players; more importantly, it is crucial that the final Act drives home the stakes for both the party and the Empire of Sands as a whole. One thing that bears noting is that the party begins the adventure at the heart of the action, while being amnesiac about their purpose there. In order to give them the whole experience intended with this adventure, it is suggested this is taken to the extent that they have no idea what their actual plot hook was; in fact, you can even randomize it out of those provided. If however, you feel this might sour the adventure for them, employ an Adventure Hook as normal, and trust them to roleplay they have no memory of it.
It takes place in the Drifting Heavens but can be incorporated into any campaign setting, and it can be played as a stand-alone module or as a quest in an ongoing campaign. If you wish to include our miniatures in your game, find the bundle here:
Adventure Synopsis:
A summary of the steps involved in completing the adventure:
-The party awakes in a strange chamber that seems like some sort of nest, each encased in a huge ball of dung and dirt. They are naked, without any equipment or memory of how or why they are in this place.
-With the help of a supposed Priest of Wadjet, they free themselves and navigate the strange warrens until they reach the lair of Sekhammit, the Scarab Dragon. The dragon seems to recognize them and this is a first fork in the road as to whether they believe the impostor priest or the alien creature in front of them. Either way, if they survive this encounter, they recover their clothes, items and memories of what brought them here.
-After the revelation that the warrens are inside the Duneship of Khepresh, traveling towards the Benben, they must make their way to the Vault Father’s sanctum and either side with the Scarab God’s Aspect of Renewal, or with the fake priest and attempt to thwart the Aspect.
-Assuming they side with the Aspect of Renewal, the third Act of the adventure takes place at the Duneship’s final destination, the Benben, the alleged origin point of material creation, where the characters will have to face off against Apophis’ Sebau Worms, bring down the Black Obelisks and open the way for the Aspect of Renewal to breathe new life into Sahra Desert.
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