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GameMastery Module J1: Entombed with the Pharaohs (OGL)
Paizo Publishing, LLC
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$8.99
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$12.99
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An exploration adventure for 6th-level characters.
Now that the ruined pyramid tombs of the ancient emperor-gods of Osirion are finally open to exploration, the race is on to plumb their depths and rescue their priceless treasures.
Entombed with the Pharaohs is a desert adventure written by Michael Kortes that pits players against rival adventurers bent on getting to the treasure first as well as the vicious monsters and lethal traps set to stop them from their plunder. Ancient secrets and wealth beyond imagination await you in the pharaohs' tombs—will you be the first to find them?
The adventure includes information on the city of Sothis and the ancient tomb that lies nearby, as well as details on rival adventurers bent on getting to the treasure first.
GameMastery Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All GameMastery Modules include four pre-made characters so players can jump right into the action, and full-color maps and handouts to enhance play.
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
Product Reviews
Average product rating:
   
(4.8)
based on
13
reviews
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review.
This is one of the best crafted adventure modules I have read. I purchased this on the basis of it having 12 reviewers and an over rating approaching five out of five stars. I am not disappointed.
The quality of the module is evident in each discipline: artwork, cartography, writing, production value. The story is compelling and worthy of the time of a group of people to come together and have a really good time playing through this adventure.
I find the work gives a great deal of choice to the players on how best to meet the challenges of this work. The outcome can vary along several lines depending on how they interact with the world. The compelling Egyptian theme is often difficult to pull off. I find the way it is done in this work makes sense and allows it to be integrated with ease into my own existing world.
The quality and production value choices are obvious in this work and it should be considered a benchmark to strive for.
In only a few pages, the author creates a
wonderful immersive world with a rich history. The NPCs are rich, and
the story is an outstanding balance of roleplay and dungeon crawl.
Creative gems are throughout particular with regard to the central
danger of disturbing the rest of the four pharoahs (left vague to
avoid a spoiler). I intend to incorporate this adventure into my next
campaign.
Basically the module is first rate. Giving 4 stars instead of five is for these reasons:
a) To me Egyptian mythos is not relevant to Golarion. It seems "out of sorts"
b) There were some important map omissions, which you can barely get by without. Sothis town is an example.
I finally got around to giving this a thorough read-through, and wow I'm sorry I let it sit on the shelf as long as I did. I'm hip deep in DMing ROTRL, but I'd love to run this right now. I dont' know of any higher praise than that...
With the exception of Seven Swords of Sin and Into the Haunted Forest, I've been extremely impressed with the Gamemastery line, and this adventure is a prime example of the best the line has to offer. Unqualified "Buy on sight."
Mike Kortes may just be one of the most intelligent RPG designers in the biz. The man is a genius! Nuff said. Get this module and run it today!!!
I ran this module as a one off for a large group of players (8). What I liked best about this module is that at every stage of the adventure every PC had something they could contribute. In the beginning characters with social and knowledge skills get to really shine at the antiquities auction. They remain useful throughout the module, lots of chances for knowledge checks in the pyramid itself, and chances to talk to the rival gang of adventurers and the pharaohs.
Martial and stealthy characters get to have fun in Sothis as well, tracking down the mask, guarding anything they bought at the auction, and squaring off against their rivals, the Expeditionary. Out in the desert and the pyramid they are of course crucial.
The quality of the writing and the setting material were top notch as well. I hope paizo puts out a sequel.
I took my time reviewing this book. It is a little more in-depth and detail heavy than any of the previous GM modules I've looked at, and I wanted to have a fully-formed opinion on its many aspects before saying my piece.
Right, that said, it's bloody good! Once again it's set to be played in the sweet spot of level 6, and can be easily varied around that with no hard work.
The plot is designed to feel 'fun', kinda Indy or Mummy-like, which is great if your players will enjoy that kinda thing. hopefully the momentum won't stop once you hit the dungeon...
Speaking of the dungeon, it enjoys itself plenty. The rival team makes things interesting and the varied and interesting monsters make sure that about every character class should see use.
No real flaws, EwtP really packs 32-pages... I'm only beginning to regret that Paizo can't release this kind of adventure more often. I don't give 5 stars because I'm a fanboy... I give it because it truly is a great product.
It also gives you a glimpse of another part of the world, as well as my favourite new toy... The double-barrell wand-rifle! Awesome.
This is in my opinion a fantastic module. Few adventures I have picked up have ever made me want to run them near instantly but this module did. It is instantly captivating.
Warning Spoilers Ahead
Even the very first section is captivating. Starting in an auction house the PC’s instantly hit with the flavor of Osirion and the adventure. The PC’S are allowed to bid on a wide array of exotic items pilfered from ancient tombs and sold on the black market. Their company includes museum curators, shady collectors, wizened sages and a rival band of state sponsored adventurers on the look out for clues leading to the mother-load of Osirion tomb robbing.
From there it only gets better with several climatic set pieces, a multi planar pyramid and a host of interesting NPC’s both friend and foe. The dungeon is really well designed with interesting and unique challenges and the rival adventure party adds a whole extra level of depths to it. As other have said this really feels like a pulp adventure film, I personal think it has the feel of Indiana Jones crossed with a little bit of Tomb Raider (games not films).
The only downside of this module is that due to its 32 page format the background material is necessarily brief. It gives an interesting taster of Osirion but sadly doesn’t go into enormous depths and really leaves you wanting more.
In short this is a great module that should be a blast to run and is a joy to read.
With a very Egyptian flavour, this adventure casts the characters as tomb raiders out to find and explore a long-lost pyramid. The early stages involve investigation and intrigue as they find out about the pyramid and attempt to get hold of an artefact necessary to get in. Needless to say a rival group of treasure-hunters is on the same quest and do their best to get to everything before the characters do, if not worse. The characters then have to travel 50 miles across a desert and then venture into the pyramid itself.
The early stages of the adventure presuppose that the characters have an interest in antiquarian matters and exploration for the purpose of discovery (and maybe profit) rather than adventure. If your players don't fall into this model, the easiest way to use the adventure is to have them hired by someone who is. Despite the adventure being categorised as a 'journey' the trip across the desert, probably a couple of days on camelback, merits only a couple of paragraphs and only rival tomb raiders for opposition: if you think about the perils of a desert (or have Sandstorm) you can make the trip more challeging if desired.
The main bulk of the adventure is the exploration of the pyramid itself. Replete with numerological puzzles, mechanical and magical traps and the remains of those who were buried here, it gives an appropriate feel without drawing directly on Egyptian ideas. Some parties may not be inclined towards understanding what they find: if this is yours it may be best to pick another adventure. But for those who are curious about more than what they can hit or loot, this provides a memorable and different adventure.
I'm not going to spoil anything and I see no reason to repeat my sage peers below--so I'm just saying that this is a great adventure and you won't regret ordering it.
Tragically, this beautiful little folder is it's own worst enemy, because when you read it you'll want more on Osirion and right now it's not there.
Product Discussion
29
posts.
See all discussion for this product.
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When will this be available as a PDF?
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Eremite wrote:
When will this be available as a PDF?
After the retail release date, which is next Wednesday.
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How're the scaling notes on this one? This sounds like it would slot in nicely with my current campaign, but the players will be like 8th-9th level by the time the adventure docket is open.
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Psion wrote:
How're the scaling notes on this one? This sounds like it would slot in nicely with my current campaign, but the players will be like 8th-9th level by the time the adventure docket is open.
We don't include level scaling notes on the GameMastery Modules line.
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Stupid question time: What's the "J" for?
Patrick
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