The PCs will be called on to enter the tomb of the Song Pharaoh in search of the lost Scrolls of Thoth. However, doing so will not be so simple. First, the scrolls themselves are cunningly hidden, as discussed in the adventure background. Second, Dedelion’s unburied corpse has risen as a mummy, and the four graven guardians are now active. Once these are dealt with, opening the sarcophagus will finally set Shemayet-Ka free, after which the PCs will need to retrieve Shemayet-Ba and reunite the sundered soul into Shemayet-Akh before she will be able to tell them where the Scrolls are.
Finally, after giving them the Scrolls, Shemayet-Akh will beg for their assistance in one last task. Her soul must journey through the Duat to the Halls of Amenti and come before Maat for judgment. Ordinarily, her closest allies — such as Dedelion — would have assisted her with this dangerous journey. If the PCs accept, they will embark on the journey using the Solar Barque found in Shemayet’s tomb, which will bear the PCs through the Duat with Shemayet (via Astral Projection).
In many sections of the adventure, following the description of an area are a series of skill checks revealing further information. I have indicated DCs for these; however, since these bits of information were designed to be revealed, the DC is generally unimportant. I recommend calling for the skill check, and awarding the information to whichever PC rolls highest.
In the Handouts section, you will find a printable list containing the text from these skill checks. Consider printing it, then cutting it into strips and passing the strip for a given skill check to whichever player rolled highest on the check. Then the player can pass the information on. This provides opportunities for role-play, in that the player may choose to interpret the information on the slip as their PC perceives it rather than simply reading it aloud.
You may also want to read the design notes, where I discuss potential adjustments.
Proceed to Introduction: The Sphinx.