
spectrevk |

I'm running a group through Mummy's Mask. Due to some staggered attendance, and just because I wanted to run it, I had the Scorched Hand trick them into exploring an "extra" site outside of Wati (basically, they diverted the group into the Risen from the Sands module). My intent was that the group would be upset with the Scorched Hand, who previously hadn't done anything bad to them, and would return in time to be right behind their adversaries in entering the temple.
The first problem that came up was recovery after Risen from the Sands, as the rogue contracted Mummy Rot. But so far, so good; the players blew the whistle on the Scorched Hand for tricking them and leaving them to die in the desert (Idorii led them to the pyramid, then took off with their mounts), so the Scorched Hand would have to be more careful in entering the Necropolis, since they were wanted for questioning.
They entered the temple on schedule, and found signs that some of the locked doors had been recently picked. Then, disaster struck, in the form of the fight against the Aghash Div. A full half of the party got cursed, and retreated to Wati to seek Remove Curse spells from the local clerics. They slept overnight so the rogue could get back the remainder of the Wisdom that he lost via Doru Div poison, and are now a full day behind the Scorched Hand.
What should I do here? My initial thought was to have Velriana and Co. ambush the party on their way back to the temple, believing that the party had stolen the Mask of the Forgotten Pharaoh, but there are several problems with this:
1. Velriana has little reason to believe that the group got into the temple before her, even if she does realize that someone else got there first.
2. Velriana doesn't know about the mask, and thus cannot know that it is missing. She has no reason to attack the party at this point.
3. Without the Scorched Hand, the exploration of the Erudite Eye temple doesn't really have a climax.
Any suggestions?

![]() |

I think your gut instinct is a good one. Velriana and her cohorts are going to suspect that the PC's might have been one step ahead of her. In my experience it is important that your players search the lower levels of the temple and perhaps have The Scorched Hand ambush them there, after the PC's have gotten past the guardian. Remember that Velriana is still controlling the Akhat unless the party finds the keystone.
Either way your party should have the chance to exact revenge on Velriana, her death is a fun component to an encounter in the next installment. In my campaign it even went so far as the temple of Nethys (a major religious influence in Osirion) considering the PC's to be criminals for invading the Temple and killing faithful servants of Nethys.
Good luck, and remember to have fun with it!

Jim Groves Contributor, RPG Superstar 2010 Top 4 |

1. Velriana has little reason to believe that the group got into the temple before her, even if she does realize that someone else got there first.
The Sanctum is Velriana and Khelru's top priority. It is possible they're spying on the Sanctum, sizing it up and preparing to enter it in advance of any other groups. There are plenty of unmarked buildings nearby they could use to establish a make-shift secret headquarters in.
Yes, theoretically the Scorched Hand has a first and second assignment they should be exploring first. Nothing says they have to be dutifully wasting their time with those sites, when the choice prize they want is just sitting there. They definitely know about the Sanctum. They even politely requested the site and got ignored by the Grand Mausoleum.
2. Velriana doesn't know about the mask, and thus cannot know that it is missing. She has no reason to attack the party at this point.
True, but its not really about the mask for Velriana and Khelru. It is about what's right and fair. They worship Nethys. It is a Nethysian Temple. And a third party religion is telling them that mercenaries get to loot and pillage their god's temple before they can even step inside. Think about that.
You know what the Scorched Hand's real problem is? Velriana is Lawful Evil and the rest are Neutral.
I have to give this disclaimer because I don't speak for Rob McCreary, but here is what I think is the great secret of The Half-Dead City. I never actually said the Pharasmins are right in how they're dealing with this. This is an ecclesiastical difference between religions with a money-oriented government thrown in the mix. This is politics. There is no right and wrong here. Both positions have some validity, and I dare say the Nethysian perspective has more merit than one might assume.
1.) The Pharasmins don't want to open the Necropolis.
2.) The Ruby Prince says, "Too bad. I am in control. You do it my way or get out."
3.) The Pharasmins pick a random system, attribute it to fate (which they might sincerely believe, don't get me wrong).
4.) The Nethysian Worshippers say, "But wait. We're not an evil cult. It's our god and its his temple. Shouldn't we have some consideration?"
5.) The Pharasmins reply, "Too bad. We're in control. You do it our way or get out."
What if you have a group of players that we're entirely composed of Nethys worshippers? You tell player characters that and they would go out of their flippin' minds. Because the bureaucracy is so damn unfair.
Now you might understand the Scorched Hand.
And my apologies if I sound like I am yelling at you. :) I am not. I'm just passionate. This was meant to be a subtle moral and ethical quandary. Not so much for the players, but just in the background. The villains are not black and white "evil" and their position is not without merit.
3. Without the Scorched Hand, the exploration of the Erudite Eye temple doesn't really have a climax.
You're right. So you need justify why they would be there, so they can serve their purpose.
Hopefully I helped. If nothing else, you allowed me to pontificate this morning. Thank you!

spectrevk |

If the Scorched Hand had been observing the temple previously, they would have seen the actual intruder, and would have known for sure that the PCs didn't go in before them.
I think what makes the most sense as a timeline is:
- Idorii tricks the PCs into exploring a pyramid outside of town by claiming that the third round of the lottery had been delayed.
- Idorii abandons the PCs in the desert at the pyramid, and returns to the Sorched Hand, who then make another go at negotiating for access to the Erudite Eye. It fails.
- The Scorched Hand make preparations to sneak into the temple. Meanwhile, the PCs return and rat them out to the Pharasmins.
- Nebta Kufre enters the temple of the Erudite Eye, steals the mask, and leaves.
- The Scorched Hand, delayed somewhat by the need for secrecy now that they are wanted for questioning, enter the temple of the Erudite Eye.
- The PCs enter the temple, but are forced to retreat after a harsh battle against an Aghash Div.
- The Sorched hand realize that the temple has been looted, assume that the PCs somehow managed to get in ahead of them, and make plans to ambush them. Back in town, they learn that the PCs emerged from the Necropolis before they did, and immediately sought care from the Pharasmins.
- Stalking the PCs through town, the Scorched Hand realize that they plan to return to the temple, and follow them inside.
- The combat proceeds as normal.

JulianW |

A question to Jim - I'm about to start running this AP and I've seen / heard a lot of comments about how the fight with the Aghash Div is likely to lead to the party retreating to get curses cured and this meaning the Scorched Hand are likely done and gone by the time they come back.
Do you have any suggestions on handling this, e.g. reasons why the Scorched Hand would stay there for such a long time?
You've said in the past that you intended there not to be timer on this module - did you anticipate parties stopping / retreating to rest part way through the third dungeon of module 1?

mardaddy |

Well, 9 days and Jim has not answered. The way I ran it, because the Pharasman church did not want this and was in control, the exploration was "scheduled" for three lottery draws or seven days, whichever ended first.
You ever have players that will try to refuse to take on the next step until their PC is at, "full strength?" Having the time limit instilled tension and a sense of urgency in getting back into the scrum as quick as they could. It resulted in some members still under the stat-reduction effects of the various encounters they had but FORCED to get back in because of time constraints.

gwynfrid |

I got the exact same problem. 3 out of 4 PCs got cursed, and the agash div kept Dimension Door'ing away every time they reached it (I played it to the max, with illusions, suggestion etc). They scored some damage on it, but eventually decided to retreat. So now it's the day after, they have gotten the curses lifted, and obviously the Scorched Hand didn't spend the night waiting for them.
Now I can't retroactively decide that the Scorched Hand hasn't been there yet, because the PCs have seen the traces of lockpicking on the door to the high priest quarters (they stopped at that point). I think I'm going to have the Scorched Hand in retreat the day earlier too, due to an encounter with the ahkhat; then they can come back again in the morning just a short while ahead of the PCs.
Better ideas are welcome...