An Osirian noblewoman has discovered the lost pyramid of Ahn'Selota buried beneath the shifting desert sands. Hidden within it is a great magic that allowed the Four Pharaohs of
Ascension to rule the land. If this corrupt sorceress gets her hands on this power, she'll
bring back the ancient pharaohs and rule beside them, eradicating the current government
in Osirion and plunging the region into immortal despotism. With tens of thousands of
lives at stake, the only way for the PCs to stop her is to find the source of the magic before
she does and destroy it—or steal it for themselves.
The Pact Stone Pyramid is a dungeon-based adventure compatible
with the 3.5 edition of the world's most popular roleplaying game. This adventure includes
all you need to send your heroes into an ancient trap-filled pyramid guarded by strange
monsters and concealing the secret magic of the millennia-old pharaohs.
Pathfinder Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All Pathfinder Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.
The Pact Stone Pyramid is a fun little romp packed with great concepts, interesting crunch, and beautiful fluff. There are conceptual gems scattered throughout the adventure that continue to inspire me even more than a year after I have picked the adventure up, and the encounters are really first-rate.
Fantastic Reimagining of Egyptian-style Adventures
First, there simply is not enough Egyptian-style adventures in the industry. J1 and J4 are destined to be classics in this sub-genre.
From early hints about the adventure I was afraid it would be J1 redux. It most certainly is not. Its plot stands on its own, and is in no way a duplicate of J1.
I started reading the adventure part and was immediately amazed at the fantastic use of boring old monsters. With just two staple monsters of the adventure I felt it was a real place, using fantasy monsters to give it real life.
Then there are the traps. If you like traps you will LOVE this adventure. If your PCs do not enjoy thinking or being challenged then look elsewhere. The traps are imaginative, cleaver and full of flavor. As a spoiler and teaser...
The beetles ROCK! I won't tell ya more. Buy this and see for yourself. Bloody freaking wicked.
The plot does build upon information learned in J1 (but certainly is not required to play J4), and I think J1 and J4 should be played together in some kind of combination.
Michael Kortes proves you don't need mummies for Egyptian-style adventuring.
Quite simply put, buy J1 and J4 and prepare for some darn good reading and some darn good gaming.
Bad side... a few typos, but super easy to get past that.
If I could give it better than 5 stars I would. I have become a definite fan of Michael Kortes, and look forward to MANY more adventures by him (hopefully set in Osirion).
it's still great. I think the pyramid itself is actually a weak point in the module- it's cool and very interesting, but it lacks the wonderful "Mummy" feel that I liked so much about everything else here. if you played and liked J1, go for this one too