Missouri Pathfinder Adventures - Mummy's Mask

Session 2 - If It CAN Go Wrong...
Triumph in the deep


The party continued their adventure through the Tomb of Akhentepi. Examining the trophy room, they discovered an ivory chest and several other containers, as well as a diorama of Akhentepi’s warriors battling an unknown foe.

Three of the warriors in the diorama were tomb guardians and sprung to life. Urwadi dispatched them handily with his spear. The party discovered a light steel shield in the shape of a scarab; a well-crafted spear; a khopesh; and a composite shortbow.

Along with the armory, the group found a chariot and a collection of papers detailing the exploits of Akhentepi and his armies. A locked chest proved dangerous, but Jgisk avoided the trap and found more documentation and some potions.

Descending deeper into the tomb, the group encountered a swirling mass of sand that took the form of a snake. It struck down Urwardi, but was chased off by the remaining party members. Rendering aid to Urwadi, the group pressed on into a chamber of Pharasma.

In an adjoining room, Vex discovered a secret door. The rest of the team discovered a grand mausoleum, containing large Anubis statues and a grand golden sarcophagus.

After some effort, the rest of the party helped Vex and Urwadi open the secret door. They traveled through the small passage and were attacked by mining beetles after the secret door slammed shut.

After the beetles were defeated, the party struggled to open the secret door on the other side of the passage. Finally opening it, the group found a secret stairwell and another entrance to the grand mausoleum.

Splitting up, Vex, Urwadi and Alhazred explored the stairwell while Blind PIli and Jgisk explored the mausoleum. After a short look around, Pili and Jgisk encountered an insidious deathtrap. Water flooded the room as the doors sealed. The rat attempted vainly to open the sealed doors as Pili climbed atop the coffin to avoid drowning.

As Pili and Jgisk battled for their lives, the others discovered a room full of grave goods. Examining a wall that Vex found interesting, Urwadi was enveloped in a swarm of magical cockroaches. The party ran back up the stairs while Alhazred threw bombs, scattering the cockroaches handily.

The halfling and ratfolk were neck-deep in water as the trap appeared to malfunction and begin draining. The Anubis statues dropped their ankhs, which crackled with electricity that scorched the unlucky pair. Vex, Alhazred and Urwadi attempted to open the doors with no success.

As the water finally drained from the room, a curious Pili decided to investigate the sarcophagus – it swallowed him whole as Jgisk frantically looked for the release lever to open the doors. As the halfling began to suffocate, the wet rat managed to scramble up the Anubis statue and actuate the hidden switch to open the doors.

Shortly afterwards, the party ran into the room and dispatched the sarcophagus. As Pili climbed out of the wreckage, the tomb became still, at last.

The Western Wind Trading Co. LLC had fully explored Akhentepti’s grand tomb.

Session 1 - Enslaved
The Leer and the Lash



The sky was not always this way; it was once an ever-present ally, watching, illuminating, and warning. It was a benevolent spirit that protected those beneath.

That benevolence is a forgotten taste on cracked lips, and the great sun now beats down upon you with no reprieve, as the coarse gravel underfoot cuts and bruises, slickening the sand with blood and tears. The leer and lash, and the song of chains are all that exist to you, now.

One by one you came under the shackles of the rat-men. By force, by trickery, by coercion and lies, you were dragged to the dunes, never to be seen again by friend or family. Lost to the wastes, lost to time, lost to all. You have begun to forget. You are beginning to lose yourselves. So strong you were, so strong you were…

The looming dunes and ancient tombs bid you a prosperous and healthy stay; the pyramids call out from the distance, promising glory and riches beneath the shifting sands, but are unmoved by your neglect; they wear years as one wear fine cloaks, and they shall endure even without your enthusiastic looting. The jagged mountains of Katapesh lie like silent, still flames on the horizon, as your band moves ever eastward, ever deeper, ever closer to the famed slave-markets and the hooting laughter of the gnollkin. Darkness lies in this direction, and like moths to a flame, you drift ever closer to being consumed, unable to look away.

The rat-men are a cruel lot who speak with the lash – and the lash speaks freely. Cruel in their wholesale slaughter, the peddling of slaves as if no more than cattle…and crueler still is the great rat that leads them; merciless and foul, Sla’Var the Ruinous they call him, and for each of you, the name- and pockmarked face – strikes terror in your heart.

The buzzards sing their death-song; the scorpion bides its time. The wind howls on in chorus. The sand will slash and grind.

Your freedom dies here.

Welcome to Osirion.


The party found itself in chains at the beginning of this adventure. Alhazred, Blind Pili, Jgisk Quietfoot, Saineth and Urwadi were all shackled together with other male slaves in a chain gang. It was clear after a short while that there was little hope of escape, and that their captors intended to take them to Katapesh, presumably to be sold on the lucrative (and legal) Katapesh slave markets.

The separate female slave line carried an enclosed, box-like litter that puffed smoke every so often. This litter contained Vex, who for reasons unknown was under heavy containment.

During the night, the party’s slave caravan was attacked by catfolk, who set upon the ratfolk with claw weapons and javelins. During the fighting, a black panthress catfolk, Kiara the Black Wind, freed the slaves and broke open the litter to rescue Vex. Sla’Var attacked in response, and the panthress was consumed by the powerful flames of a well-aimed wand as she defended Vex.

The ratfolk were routed as the slaves began taking up arms from fallen ratfolk. Sla’Var escaped and the party was taken to the encampment of the Blackfoot Sand Cat Clan led by Pasha Neko, who offered them food, supplies, and equipment in exchange for their service as treasure-hunters in the newly-opened Necropolis in Wati.

Jgisk managed to pilfer a garnet and several gold pieces from a traveler, and summarily sold the garnet to a naive dwarven female, claiming it to be required to clear his father’s name. He managed to charm another dwarven female into purchasing some fine wine that he’d acquired, gaining her eye and favor.

The Tomb of Akhentepi

The party, now known as the Western Wind Trading Company LLC, were assigned the Tomb of Akhentepi by the priests of Pharasma, and descended into the depths after Vex revealed her Eidolon, using its otherworldly strength to open the tomb’s doors and roll away its protective stone seals. While the party was busy with the spectacle, a ghost scorpion wandered in from the desert and struck Pilli. The scorpion was dispatched handily by Urwadi’s spear.

The party encountered a trapped hallway that fired wickedly barbed darts into the corridor; Alhazred was momentarily incapacitated, and the party rushed to his aid. In an adjoining room featuring a statue of Pharasma and Anubis, Alhazred’s forehead was branded with ancient Osirion hieroglyphics (reading ‘Thief’) by an enchanted mirror for lingering too long – which he summarily broke with his crossbow.

In the burial preparation vault nearby, Saineth was gravely wounded by a massive scarab beetle, and Vex’s Eidolon miscalculated his powerful blows against the beetles, and the shock of his otherworldly attack damaged him gravely, causing him to disappear and return to his home plane until the dawn, when Vex could summon him again.

Examining the other side of the tomb, the party encountered a chariot and trophy room.

In The Beginning...
Seven years ago, Pharaoh Khemet III, the Ruby Prince, formally opened Osirion’s ancient tombs and burial sites to foreign explorers. Khemet III understood that adventurers who’ve traveled great distances in search of treasure typically do not return from whence they came to sell their discoveries. Instead, they typically sell or trade what they do not keep as quickly as possible at the closest civilized community with an economy strong enough to absorb an influx of valuable antiquities.

The Ruby Prince’s policy has attracted not only explorers to the desert nation of Osirion, but also countless scholars, private collectors, special interest groups such as the Pathfinder Society, and financial interests from all across the Inner Sea. A minor industry has sprung up just to support visiting explorers, and an even larger infrastructure has come into being to serve foreign investors and traders. Every opening of a major site has heralded an economic boom for the local area and for Osirion as a whole.

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