The Slave Trenches of Hakotep (GM Reference)


Mummy's Mask

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Majuba wrote:
Discrepancy regarding how to activate the Sekrepheres in the Chamber of the Sekrepheres. Chisisek says to use holy/unholy water, while the room description describes three (or four) methods. I'll probably go with "all of the above", but wanted to mention it for anyone confused.

Yep my party are about to get to this bet and have said ' we need to use holy water', but its not going to work - I'm sure they will figure it out.


Pathfinder Battles Case Subscriber

Has anyone prepared a handout of the false map (area A3, p13) that they would be willing to share?


Pathfinder Battles Case Subscriber

How have people handled the Animus trap from a practical perspective? Did you get the sheets of your PCs in advance?


Pathfinder Battles Case Subscriber

Did anyone incorporate the items listed in the section: Lost Treasures of Ancient Osirion, and if so, how? I'm thinking of putting the Lotus Stone of Namrut into the adventure, but I don't want to just casually throw in an artifact.


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Pathfinder Battles Case Subscriber

Here is the text of a handout I prepared for the scrivener's wall. There are two sections specific to my campaign (the part where my PCs are named, and the part where another party attacks the pyramid) but I share it here in case an interested party wants to adapt it...

Scrivener’s Wall
Handwriting 1: Aunt Isatemkhebet, it is your nephew, the Sky Pharaoh Hakotep I, can you read me?
Handwriting 2: Yes, my pharaoh. How may I serve?
Handwriting 1: I have arisen from the dead and begun my plan to reclaim the throne of Osirion. What is your status?
Handwriting 2: Ready to serve my pharaoh. The Five-Pointed Sun is airborne.
Handwriting 1: Fly to Wati. Destroy them unless the church hands over the Iron Scarab: Lady Rhian the paladin, Sahmdi the cleric, Snrub the wizard rogue who is vulnerable to dispel magic, Qualmi the necromancer, Sayyid the fighter who may be dominated, and Anani the oracle, who has minions vulnerable to dismissal. Adjunct members may include a gynosphinx Tetisurah, an inquisitor Mac, a cavalier Jasper Ra, an archaeologist Sallah, and a snow queen sorceress Elsa. They also possess my funerary mask. You must recover my funerary mask so that I may reunite with my soul and return to life to begin my second and eternal reign over Osirion.
Handwriting 2: Yes, my pharaoh.
Handwriting 1: Aunt Isatemkhebet, preparations are underway to raise the tombs of the 15 other generals from the sands of Osirion to the skies above. When ready, we will attack all Osirion’s cities and demand the loyalty of the citizens and leaders to me, the reborn Sky Pharaoh.
Handwriting 2: Yes, my pharaoh.
Handwriting 2: My pharaoh, I have arrived in Wati and issued your demand. Four other adventurers attacked. They were held in high regard by the people of Wati. The Voices of the Sun defeated the defiant. They made a good example to Wati of Your might. I destroyed the home of the defiant with the Five-Pointed Sun to underscore the example.
Handwriting 1: Your progress pleases me. If you perform well I will name you Supreme Commander of the 16 flying pyramids that will retake my kingdom.


Pathfinder Battles Case Subscriber

Has anyone created a handout to serve as Tef-Naju's contract described on p30?


drsparnum wrote:
Has anyone prepared a handout of the false map (area A3, p13) that they would be willing to share?

Instead of a “map”, I used an image of several pictograms that suggested other rooms in the complex. The images included things which could be of interest, including treasure vaults and secret paths that the PCs were expecting to find. I then used connector arrows with markings that the PCs interpreted as measurements and angles, allowing them to calculate the locations of these rooms within the Five Pointed Sun. Of course, all were fake.

If you’re still interested, I’ll re-post the image I used, assuming my players didn’t destroy it after they learned it was all fake...


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drsparnum wrote:
How have people handled the Animus trap from a practical perspective? Did you get the sheets of your PCs in advance?

I had my players play their own duplicates, encouraging them to do so to the best of their ability. Everyone did with no holds barred. It was actually quite cathartic for some of the PCs to attack and gang up on each other in a fight to the death. :)


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Pathfinder Battles Case Subscriber

Thanks Terrepin. I wrote this text as Tef-Naju's contract:
I, Tef-Naju, Shaitan Magus, in recognition of the threat posed by the aeromatic infadibulum powered flying cities of the Shory to Osirion, do commit to defend the Khepsutanem’s construction site and the Khepsutanem for the Osirion Pharaoh Hakotep until the Pharaoh Hakotep succeeds in grounding an aeromatic infadibulum powered creation.

I, Hakotep, Pharaoh of Osirion, in recognition of the threat posed by aeromatic infadibulum powered Shory cities, do agree to payment to Shaitan Magus Tef-Naju the treasures listed in Appendix 1 after the first occasion when the Khepsutanem overcome the an aeromatic infadibulum.


Hi All

I'm a bit confused as to how the cenovath swarm's inhabit power is supposed to function. Unless I've misread, the hellwasp swarm inhabit power takes a minute to perform and the intention from the F7 room description seems to be that the swarms might inhabit a hero rendered helpless from the room fear effect. The room effect which paralyses can only last a max of 6 rounds however so there would never be enough time.

How have people run this and does anyone know the original intention of the room?

From my reading of things, an inhabited character gets no save either?

Many thanks - all help gratefully received!


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Pathfinder Battles Case Subscriber

Sorry Folkish. My players saw swarms coming and immediately cast get away.


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drsparnum wrote:
Sorry Folkish. My players saw swarms coming and immediately cast get away.

:) that sounds sensible! As it happens in my game the players all aced their will saves and so it wasn’t relevant!

Scarab Sages

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drsparnum wrote:
Sorry Folkish. My players saw swarms coming and immediately cast get away.

Similar tactic to my players, except they've been known to additionally burn buildings down with swarms inside (see the grain bin in the 2nd dungeon in Half-Dead City).

Dark Archive

I'm looking at one eyeless rogue, one katana-possessed ninja, one cowardly magus, and a wizard with a wis dumpstat.
They tried to teleport to Wati to glue back the rogue's eyes, and made their saves.

I seriously doubt they'll all make it out of section H in more or less one piece, but we're having a blast.

Liberty's Edge

Got one question, what is the parties motivation to return to Wati?


They somehow learn that it's been attacked. Something like Sebti the Crocodile using Sending to tell them what's going on.
Depending on which NPCs they're attached to, have he most important NPC let them know about the pyramid. One of the PCs in my campaign had a relationship with Ptemenib and had bought a set of Lover's Bangles with the idea being that if the PC went down during a fight Ptemenib could contact one of the other PCs to find out what happened and if he didn't get a response the church of Pharasma would send out an expedition to find them. Having Ptemenib be the one that went down instead sure got the group back to Wati really fast!

Or do you mean "the PCs know about what's happening in Wati but why would they bother going back to save the city?"
In which case, I assume they're being heroic and therefore they should go back on to save it. Otherwise allow them to do what they want and, assuming they finish the AP, Wati is destroyed while the PCs are fighting Hakotep.


Pathfinder Battles Case Subscriber

My players were happy to help the pharasmans in wati when the call came. Overall the people of the town left a mixed impression on my players but my party liked the 3 phrarasims. When the church trusted the party with the mask and dispatched them to tephu with the support of a letter from sebti it won the church a lot of credibility with my party. Also at this point my players knew they were like super heroes and the people of wait had no chance on their own.


Terrepin wrote:
drsparnum wrote:
Has anyone prepared a handout of the false map (area A3, p13) that they would be willing to share?

Instead of a “map”, I used an image of several pictograms that suggested other rooms in the complex. The images included things which could be of interest, including treasure vaults and secret paths that the PCs were expecting to find. I then used connector arrows with markings that the PCs interpreted as measurements and angles, allowing them to calculate the locations of these rooms within the Five Pointed Sun. Of course, all were fake.

If you’re still interested, I’ll re-post the image I used, assuming my players didn’t destroy it after they learned it was all fake...

Two years later... I'd love to see it, if your players didn't destroy it and you haven't otherwise gotten rid of it since then.

drsparnum wrote:
My players were happy to help the pharasmans in wati when the call came. Overall the people of the town left a mixed impression on my players but my party liked the 3 phrarasims. When the church trusted the party with the mask and dispatched them to tephu with the support of a letter from sebti it won the church a lot of credibility with my party.

Same here. Wati is the only place they've been that my party thinks positively of. Tephu is the horrible city where everything tried to kill them, even the libraries, and while they were mostly friendly with the right groups in the desert, none of them really clicked. But they'll definitely come running when the Pharasmans in Wati call for them. Maybe they'll even stop making plans to just take the mask off to Absalom and hide it there. (We're just finishing book 4, and they've been discussing that since Tephu.)

And for a question of my own: Is there anything special involved in removing the Sky Pharaoh's Curse (from A11), or is it just a standard remove curse spell (DC 22)? It feels like it ought to be at least somewhat more involved than that, but it's a potentially deadly enough effect that I can see why it wouldn't be.


Pathfinder Lost Omens, Rulebook Subscriber

Very quick one - Sensuret the Tribe-eater, being a spinosaurus, should it have grab on it's bite attack? Noticed it was missing, figured it was an error, but curious if it was deliberately excluded.


KarmaKollapse wrote:
Very quick one - Sensuret the Tribe-eater, being a spinosaurus, should it have grab on it's bite attack? Noticed it was missing, figured it was an error, but curious if it was deliberately excluded.

I'm pretty sure it's an error, and I wish I'd seen this question two weeks ago. I just ran that encounter, and wondered during it why it bothered having swallow whole - it makes no sense for a creature like that to spend a whole standard action trying to "grapple" someone (read: bite without doing damage) just to be able to spend another action the next round to swallow it. But if it has grab on its bite, it makes prefect sense for it to gnaw on someone one round and then spend the next chewing and swallowing. I realized that it was missing by checking back in Hero Lab at the end of the fight... But at least I'll get another shot at it when the party comes back out of the tomb. :)


In the Mummy’s Mask AP, how fast can flying pyramids fly? If it is in the books I’m obviously overlooking it. TIA


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I'm reviewing the teleportation trap in the Akhumemnet--it indicates that it sends any creatures attempting to use teleportation magic to get into or out of the vault into H8. Reading H8's description, it says it's warded by a Dimensional Lock--that spell indicates "Once dimesional lock is in place, extradimensional travel into or out of the area is not possible."

This seems like the teleportation trap isn't going to be able to successfully direct anyone using Dimension Door, Teleport, etc. into a Dimensional Lock warded room, so the magic just fails.

Am I missing something? Or is this one of those things that I explain to the players who notice (if they try such magic) as "Because maaagiiiiic"?


AnneB wrote:

I'm reviewing the teleportation trap in the Akhumemnet--it indicates that it sends any creatures attempting to use teleportation magic to get into or out of the vault into H8. Reading H8's description, it says it's warded by a Dimensional Lock--that spell indicates "Once dimesional lock is in place, extradimensional travel into or out of the area is not possible."

This seems like the teleportation trap isn't going to be able to successfully direct anyone using Dimension Door, Teleport, etc. into a Dimensional Lock warded room, so the magic just fails.

Am I missing something? Or is this one of those things that I explain to the players who notice (if they try such magic) as "Because maaagiiiiic"?

The way I plan to handle it is H8’s Dimensional Lock was weaved into the trap and only activates once someone enters the room, and stays active until the person dies or escapes.


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Pawns, Rulebook Subscriber
KYWhodat wrote:
AnneB wrote:

I'm reviewing the teleportation trap in the Akhumemnet--it indicates that it sends any creatures attempting to use teleportation magic to get into or out of the vault into H8. Reading H8's description, it says it's warded by a Dimensional Lock--that spell indicates "Once dimesional lock is in place, extradimensional travel into or out of the area is not possible."

This seems like the teleportation trap isn't going to be able to successfully direct anyone using Dimension Door, Teleport, etc. into a Dimensional Lock warded room, so the magic just fails.

Am I missing something? Or is this one of those things that I explain to the players who notice (if they try such magic) as "Because maaagiiiiic"?

The way I plan to handle it is H8’s Dimensional Lock was weaved into the trap and only activates once someone enters the room, and stays active until the person dies or escapes.

I like this idea--I think I will tweak the description of H8; unless someone attempts to teleport before then, the Dimensional Lock won't be active. Instead, the runes will be created around the room to show that they are waiting for a trigger. I may add a Deathwatch effect to the room as well.

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