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GameMastery Module J1: Entombed with the Pharaohs (OGL)

***** (based on 18 ratings)
GameMastery Module J1: Entombed with the Pharaohs (OGL)

Add PDF $8.99

Print Edition Unavailable

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A journey 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 to enhance play.

Note: This product is part of the Pathfinder Modules Subscription.

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PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Print Edition: Unavailable

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Product Reviews (18)
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Average product rating:

***** (based on 18 ratings)

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Michael Kortes is a Module Writing God


I've said it on the Message Boards, and it's time to turn it into a review - Michael Kortes is perhaps one of the best module writers Paizo has on retainer.

Entombed With the Pharaohs was a well written, fun, and challenging adventure that really balanced character interaction with old-fashioned dungeon delving. The beginning of this module is sheer brilliance - a well done auction that really sets the stage for what's happening. From there characters are whisked away to some thievery and/or negotiations before being thrust in a race with another competing team to the same goal. It is this competing team that really sets the module. Their interactions with the party, whether spying on them or trying to kill them, really makes the module memorable.

Frankly I'm a little surprised I like it as much as I do, Egypt adventures don't normally do it for me. The way the mummies were treated, and the opportunity for the group to really develop a grudge against another group make for a great time though, and I'd suggest it to anybody.

To be fair, the conversion from 3.5 wasn't entirely kind - the opposing team isn't nearly as strong as it could be, but with a little effort, this module has all the dazzle needed to make for a great five-or-six sessions of gaming.

Tomb raiding was never this much fun!


A lot is jammed into only 32 pages.

The game starts in a surprising and original way. I won't go into spoilers, but I will I don't recall any other adventure starting this way... ever. And it works very well.

There is more than just the Pyramid to explore, and in the process make some fun enemies. This adventure is really nicely balanced between social, traps and puzzles, and combat.

The occupants are more than just "mummies."

Lots of surprises, leads, adventure seeds, area development.

If you own Sandstorm, you can really develop this adventure even more and make this a 10 Star adventure. I expect that if this product had had 62 pages available it would have been the finest of all Egyptian-style adventures ever.


Michael Kortes...You are a God!


This was the first GameMastery/Pathfinder adventure I bought (some time back now) and I was nothing short of impressed by the content and depth of the adventure. Having a particular soft spot for Rival Adventuring Parties, this was a great pick for me.
What I wasn't prepared for was how well the module would run, far better than I had anticipated, and I had anticipated a great deal.

Play test review


a truly great adventure. ran it to my players and they loved it. mostly, the story was good becuse they enjoeyd the interaction with the rival team. during the advanture they have sabbotaged and tackled each other's plans again and again, and they even kiddnept members of the PC's team (and the PC's captured one of them and tried to trade back). the greats parts where when the two teams had to cooperate in order to survive extreme situations and tough encounters. Without Julistar and his hierlings though, the advanture isn't that good. I think it is important to make sure PC's don't just confront them at the very begining, by letting them know that Julistar works for a powerfull evil mistress, and that killing him won't be wise. that should be enogh, really.

17/20 on a scale of Awesomeness

****( )

The adventure is well-balanced between dungeon crawl and "other encounters". Good "Mummy" feeling overall. The maps of the pyramid could have been better, it's not "symetrical" and therefore not really (SPOILERS) in the like the Pharaoh of Numbers would have wanted. Yet

I give **** based on:
-the fact that I don't like the Egyptian feel itself, it's too close to real world; however, the tropical / ancient empire / numerical puzzles / exploration-somewhere-else-than-underground-or-in-the-jungle themes are great
-the maps which I personally don't like
-the fact that the rival team subplot would not work for most groups: clever PCs will deal with them quickly, and/or most groups will clash before the Pyramid itself
-the encounter in the Exhibitory could have been more detailed
-the ankh "reliquary" with the spectral scorpions could have benefited from some more twists, it felt empty playing it

That said, it's the best Gamemastery Module so far, and by far. I'll give 5* to the Module which will rock my world. Emtombed with the Pharaohs does not do the job. Yet it provided us with one hell of a game afternoon. Congrats to M. Kortes.

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