Chapter 6: "Pyramid of the Sky Pharaoh"
By Mike Shel
Hakotep’s flying pyramid has been grounded, but the heroes must enter the ancient tomb to deactivate the fleet of smaller flying pyramids poised to attack cities across Osirion. Deep inside the Pyramid of the Sky Pharaoh, an untouched tomb from the heights of Ancient Osirion, the heroes face undying guardians woken from ageless sleep, culminating in a final battle with the reborn Sky Pharaoh Hakotep himself. Will the heroes defeat Hakotep and reunite the pieces of his sundered soul to send it into the Great Beyond, or will Osirion enter a new age under the rule of a mummified pharaoh from the distant past?
“Pyramid of the Sky Pharaoh,” a Pathfinder adventure for 15th-level characters, by Mike Shel.
A detailed look into the questions of the afterlife, judgment, and the nature of souls, by F. Wesley Schneider.
A collection of plots and intrigues to expand the scope of the campaign, by Adam Daigle.
The exciting conclusion of “Shadow of the Sands” in the Pathfinder’s Journal, by Amber E. Scott.
Five new monsters created by Tyler Beck, F. Wesley Schneider, and Mike Shel.
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: 978-1-60125-593-8
Pyramid of the Sky Pharaoh 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:
At the end of the day, it's a big dungeon crawl. There's lots of cool and interesting challenges, but that's it. As it's an AP about uncovering tombs, it should come as little surprise by this point, so while it does feel like Book 6 Dungeon Crawl Syndrome, it's nevertheless hopefully at least what you and your group signed up for. Also, the final encounter is a doozy and it'll give even highly optimized parties an appropriately epic finale, as it did to my group. I would normally give a pure-combat AP book a 3 at most, if not for the above caveats.
This was our final concluding game in the Mummy's Mask campaign, and it was a great one. Again, it was more of a dungeon crawl, which was good, and there were fewer mummies and more more varied monsters, with very developed elemental schemes. We have really enjoyed battling them and solving the various puzzles and obstacles that came our way. The only complaint is regarging Hakotep's mummified queen and her involvement with the Dark Tapestry: it didn't feel quite right with the rest of the campaign, but had a more Lovecraftian atmosphere. Other than that, we had a great time playing it.
I have been a big fan of Mike Shel's work ever since a certain muddy tomb. He has a real talent of making the dungeon itself a character. He continues this trend within the pages of, "Pyramid of the Sky Pharaoh". The descriptions are just so evocative. The adventure was brilliant and a real treat to read through and incorporate into my game. He, simply put, nailed this adventure. The support article on the River of Souls is also brilliant. It was thought provoking and fascinating. This is definitely worthy of your gaming dollar.
This adventure is probably my favorite 6th part of any adventure I have ever read (I have read and/or played 6 of the APs). This adventure got all the things last adventure got right and more. 4 sides of the pyramid of the sky pharaoh, each dedicated to a different element. Each mini dungeon felt unique and were goldilocks in length. Then the final stint in the dungeon on the way to the end boss was fun with a few roleplaying moments and a few changes of pace before the grand finally. All with cleverly crafted traps and hazards (including a riddle!). The final boss fight has a few tricks up its sleeve and what should be a few fun encounters. Finally, I really enjoyed the river of souls section talking about Pharasma and what happens after death in Golarion.
All in all my favorite 6th part of any adventure. Mummy’s Mask went out of the right foot. Im glad to have read it all.
Disappointing adventure but great support articles and fiction
In many ways, Pyramid of the Sky Pharaoh by Mike Shel feels like the same adventure as The Slave Trenches of Hakotep. Sure, the location is changed and the specific monsters and villains to fight are different, but the overall approaches to both adventures are identical. Both involve dungeon crawls with PCs overcoming difficult traps and dangerous monsters in order to solve a specific puzzle and reach their goal. To make matters worse, Pyramid doesn't really handle itself any better than Slave Trenches, and anyone who has read my review of that adventure knows that I was not very impressed by it. This makes the two concluding adventures of the adventure path into one extended slog through encounter after encounter with monsters and villains that serve no other purpose than to sit in one spot until the PCs arrive to kill them—adventures in which the villains take no active roles at all other than to wait for their demise. On the plus side, I absolutely love one of the support articles, and the fiction that has been running through the entire adventure path (reviewed at the end of this review) is the best I've read in Pathfinder Adventure Path so far.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
As I usually figure it technomagic is a form of magic that uses technology to both simplify and either cheapen or enhance the magical output of a spell.
ex. Take a car, faster than a horse, which requires the power of gasoline in a combustion engine to work. Then use an arcane spell that causes the car to no longer need gas and is protected by magic and is enchanted to perform without need of maintenance.
Now on one hand a simple teleportation spell is cheaper, but add up the number of teleport spells used and compare it to the enchanted car, you use less arcane energy on the car overall compared to the constant usage of multiple teleportation spells over time. At the same time the downsides of the cars technology (constant need for fuel and maintainance, combine with damage repair bills) with an arcane powerboost that removes those downsides.
so my opinion is that while technology is the focus of the pyramid and shorey technology, it is the arcane energy that gives it the power to function.
(imagine a power plant which is powered by arcane energy instead of nuclear. energy efficient, replenishable, and powerful.)
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
I love Mike Shel Awesome!
But I am surprised, this is the first AP that I am aware of that Greg A. Vaughan did not write any of them.
Well I would think that since Iron gods is the space ship one it probably wont be anything like that (Also if it is based of Shory magic there is already a few examples of it about) Module and I think maybe a companion/campaign setting book)
That's fairly typical for APs. They try to keep to 1 volume a month, but somewhere along the way they have delays or printer issues or... well, something that messes up the schedule, but the one thing that is an absolute MUST for Paizo is the GenCon releases, including the first volume of the new AP. Those come out the first day of GenCon, period. Doesn't matter what it takes or how many hours a week the team has to spend up at the office. IIRC the GenCon crunch is in May since they have to send it to the printer in China and ship it back to the US.