Pathfinder Adventure Path #83: The Slave Trenches of Hakotep (Mummy’s Mask 5 of 6) (PFRPG)

3.50/5 (based on 4 ratings)
Pathfinder Adventure Path #83: The Slave Trenches of Hakotep (Mummy’s Mask 5 of 6) (PFRPG)
Show Description For:
Non-Mint

Add Print Edition $22.99 $11.49

Add PDF $19.99

Add Non-Mint $22.99 $17.24

Facebook Twitter Email

Chapter 5: "The Slave Trenches of Hakotep"
By Michael Kortes

Entrenched in Peril

The Sky Pharaoh Hakotep I has risen and launched an attack against the city of Wati! The heroes return to Wati to defend it against this menace, only to discover that the attack is just the preface to a larger invasion of Osirion, controlled from Hakotep’s own flying tomb. Journeying to the Slave Trenches of Hakotep, the heroes must learn how to activate an ancient weapon to pull Hakotep’s tomb back to earth. Will the heroes bring down the flying pyramid of the Sky Pharaoh, or will their bones join the thousands of skeletons that lie crumbling within the Slave Trenches of Hakotep?

This volume of Pathfinder Adventure Path continues the Mummy’s Mask Adventure Path and includes:

  • “The Slave Trenches of Hakotep,” a Pathfinder adventure for 13th-level characters, by Michael Kortes.
  • A look into the ancient Shory people and their amazing flying cities, by Neil Spicer.
  • A collection of powerful artifacts and strange relics recovered from Osirion’s First Age, by Tim Hitchcock.
  • A thrilling urban pursuit in the Pathfinder’s Journal, by Amber E. Scott.
  • Four exciting new monsters, by Robert Brookes, Adam Daigle, Michael Kortes, and David N. Ross.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

ISBN-13: 978-1-60125-592-1

The Slave Trenches of Hakotep is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (595 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

Product Availability

Print Edition:

Available now

Ships from our warehouse in 11 to 20 business days.

PDF:

Fulfilled immediately.

Non-Mint:

Available now

Ships from our warehouse in 11 to 20 business days.

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9083


See Also:

Average product rating:

3.50/5 (based on 4 ratings)

Sign in to create or edit a product review.

A Good Mix

5/5

Michael Kortes, author of Entombed with the Pharaohs and The Pact Stone Pyramid returns to Osirion with The Slave Trenches of Hakotep. This adventure features lots of dungeon crawling, but also some exploration and role-playing as the PCs try to complete the ritual necessary to bring down the flying pyramid of the Sky Pharaoh, Hakotep.

Likes
1) Best Hook in the AP: Flying pyramid shows up over Wati demanding the PCs turn themselves in or it will destroy the city. What more do you need? This hook still doesn't necessarily work with PCs as tomb raiders hook from the beginning of the AP but most PCs would feel responsible for causing this given that it's directly related to them killing the BBEG in the last book.

2) The Five-Pointed Sun: In the first part of the adventure, the adventurers must confront the master of The Five-Pointed Sun pyramid flying above the city of Wati. This dungeon has a few interesting features including a shifting tunnel that the players can control to allow access to different parts of the pyramid. However it's actually possible for the PCs to surrender and be lead directly to the commander of the flying pyramid to be judged, thus bypassing most of the traps of the complex. I like this because it actually gives the PCs an interesting choice on how to proceed: surrender and bypass all the traps but face the boss with limited resources (i.e. they have to hand over their weapons), fight their way to the boss, some combination of those two, etc...

3) The Sekpatra statues are a nice touch as they provide some background for interested groups about the commander of the flying pyramid, Isatemkhebet who is also the first major villain that the PCs face in this adventure. Isatemkhebet had the members of the Sekpatra family petrified, disfigured and put on display. Although it is difficult to do, it is possible for the PCs to free the family from their ordeal after which they can provide useful information and even some assistance in their fight against Isatemkhebet.

4) Scrivener's Wall: The scrivener's wall allows the PCs the opportunity to have a written exchange with Hakotep, the BBEG of the entire AP, before the final adventure. This is full of possibilities and significantly increases the meaningfulness of the first dungeon-crawl.

5) The Slave Trenches: In the next part of the adventure, the adventurers travel to the Slave Trenches of Hakotep which are the key to bringing down the flying pyramid of Hakotep. The PCs must deal with both the surface inhabitants of the Slave Trenches and venture into three different mini-dungeons, but they are free to do so in any order they choose. I like that the actions of the PCs in one part of the Slave Trenches can have both good or bad repercussions as they explore the other sections. (See below for examples)

6) Tef-Naju: The main guardian of the Slave Trenches is a sympathetic, intelligent and complex NPC called Tef-Naju. The immortal shaitan's motivations are well developed and allow him to become either the PCs' greatest ally or most enduring villain in this adventure. Tef-Naju's disposition towards the PCs will be greatly affected by the choices that they make as they explore the Slave Trenches.

7) Interesting Adversaries: Aside from Tef-Naju, the PCs can interact and potentially even make deals with a number of adversaries in this adventure. For example they can decide to ally or not with a vulture-headed sphinx in its power struggle against a mythic level roc. Ptemoneph, the ghost sorcerer who trapped himself in a psychic centipede jar, could also provide an interesting roleplaying opportunity. Jeshura, a div who betrayed Hakotep, could become another unlikely ally in the PCs quest to bring down the Sky Pharaoh.

8) Awe-inspiring items and surroundings: In a similar vein to the Scrivener's Wall, the Slave Trenches contain many fascinating artifacts that the PCs get a chance to play with. Many of these encounters are optional but serve to give the PCs a glimpse about what life was like in ancient times or further underline the magical might of their creator, Hakotep. For example, the Obsidian Figurines in the Lantern Vault can allow the adventurers to get an advantage against several of the guardians that Hakotep bound to the Slave Trenches, while in The Hall of Crawling Thoughts, the PCs can risk consuming some psychic centipedes to gain perspective (and bonuses) related to the ancient world (but woe to the PC who would gorge himself on psychic centipedes!)

9) And the award for the Best Trap of the AP goes to: Telekinetic Enucleation Trap. Let me quote my favorite section "The telekinetic forces attempt to forcibly pluck eyes from sockets - on a success, the eyes drop to the ground and roll down the sloped floor toward area H5." I like that this adventure also features some non-standard traps such as the Haunted Items that can lead to some of the PCs becoming possessed. I also like the teleportation trap in the Guardian Vault that can lead to one of the party members being split from the rest of the group.

10) Great Ending: As the Slave Trenches are activated, the PCs have to battle hordes of giant skeletal creatures that rise up to stop them. The battle over, a giant flying pyramid comes crashing down next to the PCs. It's epic, it's cinematic and it leads right into the next adventure.

Dislikes

1) Information dump at the beginning at the adventure: Within the span of a single encounter (when the PCs interact with Chisisek's mummy) all of the following terms are introduced: Aeromantic Infandibulum, Akhumen, Khepsutanem, Sekrepheres, Tekramenet, Sekrephrenet and Akhumemnet. This felt too confusing even for me, and I know all the background of the adventure, imagine how the players will feel.

2) Overuse of mummified template: There are just too many monsters in this adventure that are given the mummified template. In some cases it works, but in others it comes across like a weak attempt to add some Egyptian flavor to a monster that would otherwise seem completely out of place in this setting. I'm especially thinking of the mummified Gray Renders and Spinosaurus (although I do like what Sensuret, the Tribe-Eater is meant to represent, just not the templates that are stacked onto it).

Overall Impression
The Slave Trenches of Hakotep is my favorite installment in the Mummy's Mask Adventure Path and the best Paizo adventure I've read in a while. Michael Kortes has created an evocative adventuring site on a grand-scale that provides a good mix of open exploration, dungeon crawling, role-playing and epic storytelling. Great stuff. 5 stars.


re: slave trenches


I have really liked the adventure. The first part was your basic dungeon crawl, albeit set in a flying pyramid, and most of the monsters were mummified, just to add a little of something extra.

The second and third parts were basically the same, save that there were more puzzles than in the first part, and there were the undead elementals, that tended to appear whenever our DM felt they were needed to appear. "Slave Trenches" was a straightforward dungeon crawl (no KP or anything like that) and we really enjoyed playing it.

On the flip side there was a distinct lack of setting - of Wati or anything like it. The previous two parts were in reverse: very acting-heavy, but they were interconnected, we had an idea where to go. Here it was all rather loose and unconnected, and, frankly, when we shifted the background from Wati to Tephu it didn't change anything important in our dynamic. Otherwise, it was still a great game.


To the Slave Trenches!

4/5

I really like the layout of this adventure. I feel that having multiple six to ten room dungeons trumps the one dungeon with forty to sixty rooms. This adventure is well laid out. I like the NPCs, the fights, the dungeons, and the traps.

I see a few potential downfalls: one, the activation order seems a little hard to figure out and could potentially take some time and bog things down (but having to think this late in the game isn't that harsh a downfall). The second, I see the possibility of an anticlimactic ending. If the PCs fight the boss prematurely and defeat him, then the final fight might just be a push over.

All together a good tone was set for this adventure and I hope they keep the good work going into the final step.


Tedious

2/5

Read my full review on Of Dice and Pen.

While there are aspects of the adventure that I like (including one great NPC), overall The Slave Trenches of Hakotep is a long slog through a succession of dungeons, each filled with traps and monsters, and many of them forming pieces in an overall puzzle for the PCs to put together. Apart from that one NPC, there's very little opportunity for roleplaying interactions, and very little to keep the adventure spiced up and moving along. It will take many sessions to play through, and most of those session will start to feel like the same thing over and over again—and that's not good.


Not Quite There

3/5

Short Version: A solid adventure that didn't quite gel for me.

This adventure has good encounters, brutal traps, some interesting NPCs, and a solid central conceit that'll keep PCs moving.

But the setting of the adventure never really seemed organic to me. It doesn't come across as anywhere that was intended to be used, which works for the tombs throughout the path but seems much weirder here.


51 to 71 of 71 << first < prev | 1 | 2 | next > last >>

James Jacobs wrote:
Dragon78 wrote:

I can't wait to see those ancient Osirion artifacts and relics.

If I remember correctly the last issue had too cut a monster from it's bestiary, will this creature be in this book or the next?

Maybe. We're pretty good at getting monsters that deserve to see print who were cut for space reasons into print.

But believe it or not... a not insignificant amount of monsters get cut because they end up deserving it. Those loser monsters end up forever on the cutting room floor where they should stay.

AKA: If someone likes the monsters we print a lot... that's partially due to us doing our jobs and shielding that person from monsters that would disappoint and lower the expected quality of monsters Paizo publishes overall.

Are there any real-myth/folklore and cryptid creatures among those "cut" creatures?

And if they are cut, do they ever return in a different version?

Like someone created a horrible version of the awesome Namazu, but you think it sucks, does another person get a chance to re-create another Namazu in a very different and more deserving style?

Paizo Employee Creative Director

Samy wrote:
James Jacobs wrote:
Dragon78 wrote:
Have there been any monsters cut because of the artwork for it?
Absolutely.

Did you then order new artwork and then use the monster?

It seems like if the design is done, it would be cheaper to order a new piece of art, than to order a new piece of art *plus* a new design for a new monster.

In most cases, we had time, and thus ordered new art. In others we didn't. In those cases, we often just sit on the monster and then get it in print later. Some never see print.

But art is ALWAYS more expensive than text. And often, it is indeed cheaper to NOT order new art and just count what we paid for the text as a loss, frankly. Plus, there's always better monsters.

Paizo Employee Creative Director

The Evil Queen wrote:
James Jacobs wrote:
Dragon78 wrote:

I can't wait to see those ancient Osirion artifacts and relics.

If I remember correctly the last issue had too cut a monster from it's bestiary, will this creature be in this book or the next?

Maybe. We're pretty good at getting monsters that deserve to see print who were cut for space reasons into print.

But believe it or not... a not insignificant amount of monsters get cut because they end up deserving it. Those loser monsters end up forever on the cutting room floor where they should stay.

AKA: If someone likes the monsters we print a lot... that's partially due to us doing our jobs and shielding that person from monsters that would disappoint and lower the expected quality of monsters Paizo publishes overall.

Are there any real-myth/folklore and cryptid creatures among those "cut" creatures?

And if they are cut, do they ever return in a different version?

Like someone created a horrible version of the awesome Namazu, but you think it sucks, does another person get a chance to re-create another Namazu in a very different and more deserving style?

Yes.

Yes.

Yes.


Since Book 6 has shipped, I imagine this one has as well - any cool little tidbits people with the PDF want to tantalize the rest of us with?


Anyone care to share what new monsters are in this book?

Scarab Sages

CR10 - Hanshepsu: N Medium Construct with Scarab Beetle Head
CR11 - Living Sandsortm: N Medium Outsider that can turn into a sandstorm
CR12 - Ossumental: NE Large Undead found in the Slave Trenches
CR16 - Elder Sphinx: N Gargantuan Magical Beast that can turn into a stone sphinx statue

Scarab Sages

Blackfingers wrote:
Since Book 6 has shipped, I imagine this one has as well - any cool little tidbits people with the PDF want to tantalize the rest of us with?

One big attack pyramid is sent to fetch the PC's, fully expecting them to throw down arms and surrender. The Map of the Slave Trenches is given a 1" = 1 mile scale and has four complexes plus overworld encounters. Starts at 13, ends at 15.


Anything interesting in the Shory article?

Dark Archive

1 person marked this as a favorite.
Blackfingers wrote:
Since Book 6 has shipped, I imagine this one has as well - any cool little tidbits people with the PDF want to tantalize the rest of us with?

Mummy's Mask:

* The axe on the cover has a cool thematic ability (albeit with a save DC low enough that it isn't actually all that good, unfortunately): The wielder can, upon hitting someone with it, issue a 5-word command that forbids the person who was hit from doing something. The wound starts glowing with golden light, and the decree sticks on them as a curse-effect. If they break the decree, the wielder automatically inflicts a critical hit (Fort save for no damage) and knows that they broke it. I still think it's a cool general idea for a weapon, though.

* The support article has an intelligent weapon, two minor artifacts, and two major artifacts. This is on top of two minor artifacts that the PCs can get in the adventure itself. Lots of impressive treasures.

* The ossumentals (undead that manifest in areas of high elemental energy where there's a large number of dead souls, with the Slave Trenches currently being the only known location) have rather awesome art, particularly the half-page piece showing the final encounter of the module.

* The shory apparently used tamed dinosaurs as part of their armies. The pharaoh's forces managed to kill their spinosaurus, and the PCs get to deal with it as a mummified guardian.

Dark Archive

Valantrix1 wrote:
Anything interesting in the Shory article?

Shory:

Their society made high use of magic in everyday life. Notably, they developed self-replenishing matrices of magic called Wells of Abundance that citizens could use to recharge magic items. The Wells also did other things like power at-will water creation for the city, control constructs that guarded the cities, providing the cities with constant Endure Elements, and providing healing magic to help people recovery from wounds / disease. Kho was the first Shory city to build one of those.

Scarab Sages

Also, mithral flying carpets!


Lord Gadigan wrote:
Valantrix1 wrote:
Anything interesting in the Shory article?
** spoiler omitted **

Awesome! Thanks!


Lord Gadigan wrote:
Valantrix1 wrote:
Anything interesting in the Shory article?
** spoiler omitted **

Wells of Abundance remind me of Netherese mythallars.

Want.

What are the different artifacts?

Dark Archive

From the Adventure:

Life Lantern (Minor Artifact) - A golden ankh with a sapphire in it that radiates light or darkness depending on if the wielder is living or undead. It enhances necromancy. Dying things around it get +4 to stabilize, and it prevents those resurrected within its light from taking negative levels. Once per year it can resurrect something it touches. If an undead has it, it gives undead near it fast-healing and can Create Greater Undead once a week. It can also act as a holy symbol for deities who have the Death or Healing domain.

Pharoah's Key (Minor Artifact) - It activates the superweapon in the Slave Trenches' firing process (used in the module to shoot down the Forgotten Pharaoh's flying pyramid). It also gives +5 to AC and Saves against elementals.

The Others:

Lotus Stone of Namrut (Minor Artifact) - A limestone tablet shaped like a blossoming lotus. Namrut was a priest of Osiris who claimed to be descended from the deity and had a cult spring up around him; he moved on fro mthe world into a palace-temple-demiplane ages ago. If it is placed on a body that died within 48 hours, the soul of the deceased appears in Namrut's court. Namrut offers to return them to life so long as they agree to make it so that Namrut will not be forgotten. If they agree, he returns them to life at dawn and marks them with his lotus-symbol. So long as they continue to remember him, they also get several healing powers as special abilities (with use based on their Wisdom).

Omat's Sarcophagus (Major Artifact) - Crated by a relative of a pharaoh who had decreed that his entire family would follow him into the afterlife. The relative (Omat, a Sorceror) did not wish to die, so he built a special sarcophagus that could travel to other planes and that would rebuild his body from death in a youthful state. It resurrects anyone who has been dead longer than a month (grabbing the soul and pulling it into the sarcophagus) and builds them a new young-adult-version of their body. It can get around death form old age and has no time limit on resurrecting people, but it takes a while to bring them back. It can also be ridden in (reciting a prayer on the inside lid to activate it) to the Astral Plane, Ethereal Plane, or Boneyard (with the person who went there also being able to return so long as they do so in 48 hours).

Sistrum of Bastet (Minor Artifact) - An instrument created by worshipers of Bastet during the Keleshite rule of Osirion who were attempting to incite sentiment against the Keleshite occupiers. It allows a performing Bard to Heighten the spells of divine casters who are being performed for by expending performance rounds. It also lets the Bard mix performing with casting spells (masking that the bard is doing both on a successful Perform check opposed by Sense Motive). The Bard can also use it to send secret messages through performance with no check needed. Additionally, it lets bards who own it pick Cleric spells to replace Bard ones they know when leveling (with these spells being lost until the Bard gets it back if they lose it for more than a day).

Was Scepter (Major Artifact) - Made by Azghaad, possibly with the help of Nethys. It was used as the original scepter of the pharaoh's rule. It is rumored that agents of the current pharaoh work to keep it missing, as a descendant of the original pharaohnic line because it could potentially give them a divine claim to rule Osirion. It's a +4 Light Mace that can extend into a double-weapon on command. It can be planted into the ground to claim dominion over people, reality, and time within a bubble around it. It can, in this mode, create Sanctuary, Protection against Chaos, Dimensional Lock, a 1/day bubble that automatically Banishes the first 40 HD of extraplanar beings that try to enter it (Will to Resist), and 1/day group Time Stop (with the number of people pulled into the Time Stop based on the wielder's Charisma).


I like the look of the first two of the others. Am I right in my reading of the Lotus Stone that it basically gives some permanent abilities to the user? What constitutes "remembering" him, exactly, and how far do the healing powers go?


Is it just me, or is that first dungeon a bit of a meat grinder? :o

I mean, that curse (you know the one I mean) is wicked evil. :s

Dark Archive

Lotus Stone:

Yes, you're reading correctly. It gives those it brings back with the mark the ability to perform (1 + WIS mod)/day a ritual involving prayer and drinking lotus tea that produces an effect identical to Cure Critical wounds, Neutralize Poison, Remove Blindness/Deafness, Remove Disease, or Restoration. The powers don't require you to have the artifact in your possession.

What constitutes 'remembering' him is left open to GM interpretation. The only thing that clearly removes the powers is having the lotus-mark on you removed with a Wish or Miracle. The overall wording of the section makes me want to lean more towards the lenient side, where so long as you mention him to someone who asks about the lotus-mark or use the power sometimes (with the accompanying prayer and tea), you should be fine.

The Curse:

That *is* a nasty curse, but I think parties this far into a mummy-themed AP should have access to curse removal, and the squishier characters are likely to make the Will save to begin with, so I wouldn't put it into 'meat grinder' territory like I would if it showed up in some sort of low-level module.

Edit: It's also alignment-keyed, so there's the possibility that if the PCs are a diverse set of alignments, it won't be as nasty as it otherwise might be.


Lord Gadigan wrote:
** spoiler about the Lotus Stone omitted **

Very intriguing, and not overpowering either (I like it!). I presume the abilities are supernatural rather than spell-like, given that it involves a ritual? Probably takes a little while, so they're not too good for combat, but would serve a character well in out-of-combat healing and recovery.


So does the Sarcophagus take longer to bring someone back who died from old age than someone who died from, say, multiple stab wounds to the chest?

Dark Archive

Alleran wrote:
Very intriguing, and not overpowering either (I like it!). I presume the abilities are supernatural rather than spell-like, given that it involves a ritual? Probably takes a little while, so they're not too good for combat, but would serve a character well in out-of-combat healing and recovery.

I'm a fan of the item too. It doesn't specify on supernatural vs. spell-like, but I'd lean supernatural too because of the casting-time difference.

Graeme Lewis wrote:
So does the Sarcophagus take longer to bring someone back who died from old age than someone who died from, say, multiple stab wounds to the chest?

The same time for either (2d12 days). It's probably not the best source of resurrections from in-combat death for PCs since the body has to be dead for a month before the Sarcophagus will start the revival process. That said, it performs the resurrections for free and manages to get around several of the normal restrictions on resurrecting people, making it potentially highly useful.

Dark Archive

Pathfinder Adventure Path Subscriber

Damn... really love the art for the ossumental!

1 to 50 of 71 << first < prev | 1 | 2 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Adventure Path #83: The Slave Trenches of Hakotep (Mummy’s Mask 5 of 6) (PFRPG) All Messageboards

Want to post a reply? Sign in.