CREIS Written ad Compiled by· Adam Dagle and Rob McCreary Cover Artists Ekaterna Burmak, Mgue Regod6n Harkness, and Tim Kings-Lynne Contributig Artists ·Jeff Carsle, Yong Y ee, Tm Kngs-ynne, Mroslav Petrov, Bryan Sola, Vcky Yarova Creative Director JamesJacobs Edto-in-Chief F. Wesey Schneder Maagng Edito ames . Sutter Senor Developer Rob McCreary Developers· ogan Bonner, ohn Compton, Adam Daigle, Mark Moreland, and Patrck Renie Associate Editors· udy Bauer and Christopher Carey Editors· Justn uan, Ryan Macklin, and Matthew Smmons Lead Designer Jason Bulmahn Designers· Stephen Radney-MacFarand and Sean K Reynods Managg Art Director Sarah E. Robnson Senor Art Director· Andrew Vallas Art Director Sonja Morris Graphic Designers Emly Crowel and Ben Much
Pubisher Erik Mona Paizo CEO sa Stevens Chief Opeations Officer Jeffrey Avarez iretor of Sales Pierce Watters Sales Associate Cosmo Eisele Maketig Directo enny Bendel Finance Maager· Chrstopher Sef Staff Accoutat· Ashey Gaspe Chef Technca Officer Vc Wertz Seior Software Deveope· Gary Teter Campaig Coordnator Mke Brock Project Manager essica Price icesig Coordinato Mchael Kenway Custome Sevice Team Erk Keth, Justn Rddler, Sara Mare, and Sharaya Warehouse Team Wl Chase, Mka Hawkins, Heather Payne, Jeff Strand, and Kevn Underwood Website Team Chrstopher Anthony, iz Courts, Crysta Frasier, ssa Gulet, and Chris ambertz
Pazo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 pazo.com/pathfnder/adventurepath OPEN GAME LICENSE Version l.a
llowing is he R ofhtsWizards of the Coast, Inc and is Copyright 2000 Wizards Openhave Game Content,righs Youorepresent Contribuions Your original creation and/or of The Coast, Inc text Wizards Reseed. You sucien grant hehat rightsYourconveyed b thisare License means heDenitions: {a) the coyri t and or trademark owners who have L e s c°e tn te Linn f n Hhe T £ and e i are modiing or and You must add the ile dae, the poaion, modication, improvemen, name to the NOTICE of any orginal Game Conen or other rmecorrecion, in which ianaddition, existin workemaupgrade, e recas, transrmed orcompilaon adapted; (c ji you DUse bute. e n d c of Produc Identity: You agree not to Us e annProduct Ideniy, including as an i �'n1 a n't! a1 c7 s indication as o comaibiliy, exce t as expressly licensed another, indendenAgreemen s·u ' c =e s t-h a e t e mhaar P ei� ty i c ti iclearlr tandc nmeans eany yn o \ conaining idenied as Open Game Content b he Conributor, work covered by except asorexpressly licensed in another, nn uc t ti 9r d sunJu p3h u i i a reement 1 theGame owner Conen of such Trademark Registered Trademark. The use ofindeendent any Product u c a logos and identiing marKs rade ress; artics, creatures, characters, sories, r en 6ud in e nn rei ha 1a solines, lots, ematic elements, incidents, la uage, arwork, symbols, ri t n s a t d 1 t ann isaf at you itare bdisributing nen You must clearly indicate which i u1nr i s are Open in · porions of the work Game Conen i'u% a e ni· 1re nuaise l themay License: or itsversion designaed updated uran his License. use anyWizards auhorized of thisAgens License publish coy, modi andversions disributeof 1 n or registered designs; aother tra8emark trademark clearly as an n a r u n e ha e;ll x d s s n n � pVt e ce � copy of the mo rs i t dr e s · an or i the associated products contribued to the Open e u ma nothave market or adverise the om OpentheGame Content 01 o identi itself or Game Licensemodi, b thetranslae Contribuor "Use, "Used or "UsingMaterial meansoftoOpen use, Distribue, using the name of any Conributor unless You writen permission Contribuor and creae Derivative Game o do so. "YourThis meansLicense the licensee this 2 se ri s 1ee i t o 1 c edar, h 2 The orLicense: ap liesin toterms any ofOpen Conent that contains a notice Lie tu 1 h e e n a n l n t m g n u a a er s a o a su oti Lcense npexcept no ULicense o[e ii1 eit ti 1i1 of ? wihAlla 11 may be addedmst oororcondiions subtracted ombe this asGame described by thedistributed iself. erms hereinshall andsurvive il o cure such w breach within 0 days of becoming aware the reach o sublicenses the termination of this License may applied to any Open Conent using s i�� Rermation: If any provision of his License is held to be unenrceable, such provision sh4 h c .e: By Using he Open Game Content You indicae Your acceptance of b Q $ e ¥ hEe exen necessary to make it enrceable h4 Open Game License v l.a© 2000 Wizards of the Coast, Inc Grant Consideraion: In consideration r agreeing to use this License, the System Reference Document � 200, Wizards of he Coast, Inc;Auhors: onathan Tweet, ifr ;and non-exclusiv e license wi th the exact i en o t M � Represent ation of Contribue: If You are contributing original material as k }rJ@ l Xc;oai� eMcCrea. RPG GameMastery Guide, Pathfnder RPG Ultimate Combat, Pathfnder RPG This produc makes use of the Pathfnder RPG Core Rulebook, Advanced Player's Guide, Ultimate Magic, and the Character Traits Web Enhancement. These canRPG be und online as part of the Roleplaying Game Reference Documen at paizo.com/pathfinderRPG/prd This product is compliant with the Open Game License (OGL) and is suiable r use wih the Pahf inder Roleplaying Game or he edition of the world ' s oldes ntasy roleplaying game. Product Identity: The llowing iems are hereby identied as Product Identity, as dened in the Open Game License version .oa, Secion (e), and are not Open Conen: All trademarks, registered (characters, deities, dialogue, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Gametrademarks, Content orproper are in names the public domain are not etc.), included in thisplots, declaration.) Open Content: Excep r maerial designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Conen, as dened in the Open Gaming License version .oa Section (d). No portion of this work oher han he material designated as Open Game Conen may be reproduced in any rm without writen permission. Mummy's Mask Players Guide© 4, A Rights Reserved. Paizo Inc Paizo Inc, the Paizo golem logo, Pahnder, the Pathnder logo, and GameMastery are registered trademarks of Paizo nc.; Pahnder Adventure rademarks of Paizo Inc. Path, Pathnder Campaign Seting, Pathnder Module, Pathnder Payer Companion, Pathnder Roleplaying Game, Pahnder Society, and Pahnder Tales are
7 9
5
3
· •'
J
"
-
T
he Mummy's Mask Adventure Path begins in the city of Wati with a lottery to determine which of Wati's many tombs the gathered adventurers will have the good rtune to explore. The Ruby Prince Khemet III has ordered the government of Wati and the church of Pharasma to open Wati's necropolis to exploration. The lottery is random and impartial, and the adventure begins with the PCs receiving their assigned tombs to explore. The PCs should be a group of adventurers that are ready to uncover the millennia- old secrets of the ancient empire of Osirion! This Player's Guide provides tips and suggestions r characters in the Mummy's Mask Adventure Path.
COMING TOGEER Seven years ago, Pharaoh Khemet III, the Ruby Prince, rmally opened Osirion's ancient tombs and burial sites to reign explorers. Khemet III understood that adventurers who've traveled great distances in search of treasure typically do not return om whence they came to sell their discoveries. Instead, they typically sell or
-
n
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 ofOsirion, but also countless scholars, private collectors, special interest groups such as the Pathnder Society, and nancial interests om all across the Inner Sea. A minor industry has sprung up just to support visiting explorers, and an even larger inastructure has come into being to serve reign investors and traders. Every opening of a major site has heralded an economic boom r the local area and r Osirion as a whole. The Adventure Path doesn't start with the PCs shipwrecked or attending a special ceremony, so it's up to you and your group to determine how your PCs come together to begin adventuring. Maybe they were childhood companions who decided to strike out and make it rich in Osirion. Perhaps the PCs met in Sothis upon arriving in Osirion and decided to join together to share in the adventure. The PCs could even be locals
'
UG
Here are a few suggestons of adventuring party names your PCs can use to help ther group stand out. The Brave Raders The Crcle of the Fna Rest The Crocodle's Teeth The Dust Dggers The Fve Blades Company The Goden Devls esper's ackas The Night Whspers The Rng of Daggers The Steel Spders
om Wati that el they have a greater right to the treasres of Osirion than reign exporers. Whatever the reason the PCs decided to become an adventring grop, a the PCs are together in Wati, eagery awaiting the lottery assignment. The competition in Wati is erce, and dozens of other adventring grops have made their jorneys to the Haf-Dead city to try their ck and ski in the necropois, as have scores of merchants and others ooking to capitalize on the inflx of peope. Each of the other adventring grops have favor names to help them stand ot among the competition. Yor grop shod tak among yorselves and come p with a sitabe name r an adventring party. Adventring party names shod be evocative and pay to the strengths of the party's makep. Sometimes a party has a cear leader and the adventring party incorporates his or her name into the grop's name. Tabe 48 on page of Pathfinder RPG GameMastery Guide provides a generator to help create adventring party names. Alternativey, a w other sggestions are provided in the sidebar above. Choose one of those names to serve as a good adventring party name.
99
CHRCR PS Yo're starting the Mmmy's Mask Adventre Path, bt what kind of character shod yo pay? What is the best way to make a character that wil t into Osirion and thrive in the hot desert conditions? The lowing hints, sggestions, and character options are designed to hep yo create characters perfectly sited to exploringand overcomingthe chalenges the Adventre Path has in store r yo and yor party. The owing sggestions are not exhastive, and there are thosands of viable character concepts that can shine in this campaign. For more discssion of character in the Mmmy's Mask
.
Adventre Path, visit the messageboards at paizo.com and share yor experiences with others who are playing throgh this campaign. ARCHETYPES ND LSS OPTINS The majority of the Mmmy's Mask Adventre Path invoves exporing rgotten tombs, srviving their traps and gardians, and ventring throgh the desert. Al casses are sitabe r the Adventre Path, bt some cae have more thematicaly appropriate option. The lowing archetypes om the Pathfinder RPG Advanced Player's Guide are al good choices r this Adventre Path: archivist (bard), breaker (barbarian), brgar (roge), desert drid (drid), elemental kin (barbarian), serpent shaman (drid), trapsmith (roge), and ndead scorge (paladin). Pathfinder RPG Ultimate Combat ists the archeoogist and dervish dancer archetypes r the bard. Both are good ts r this campaign. One of the best payer resorces r characters in this Adventre Path is Pathfinder Player Companion: People of the Sands, which contains a prestige class that is strongy themed r Osirion adventresthe living monolith. It also contains a Thvian alchemist prestige cass that lends itsef well to desert exporation, and an eementaist oracle archetype, as wel as dozens of se traits. Pathfinder Campa(n Settin: Inner Sea Maic contains the crypt breaker (achemist) and the Dawnflower dervish (bard) archetypes, both of which are solid choices r this Adventre Path. Pathfinder Player Companion: Duneoneer's Handbook provides the trap breaker (achemist) and the terra-co tta monk (monk) archetypes, which wod also work wel with this campaign. If yo want to pay a character that make se of the new res r animal and terrain domains presented in Pathfinder RPG Ultimate Maic, that book contains the desert domain, and Pathfinder Player Companion: Faiths Philosophies contains both the crocodie and vltre domains that t wel with a drid living aong the rivers and in the deserts ofOsirion. If a character wanted to have strong ties to the Pathnder Society dring the corse of the Mmmy's Mask Adventre Path, they can choose archetypes ike the ore warden (ghter) or the seeker (orace or sorcerer), both nd in Patinder Campain Settin: Patinder Society Field Guide. BLDNES ND MYSTERES Whie most boodines are good choices, sorcerers in the Mmmy's Mask Adventre Path can choose the destined or ndead boodines to make their character t into
,
: .
the themes of Osirion. The human-ony imperious boodline om Patinder RPG Advanced Race Guide woud we suit a character caiming ineage om one of Osirion's pharaohs. If a character wanted ties to geniekind and the deserts of northern Garund they coud choose the djinni, eeeti, marid, and shaitan boodlines om Ultimate Ma!ic The orace mysteries with the strongest tie to the themes of the Mummy's Mask Adventure path are the ancestr, bones, and lore mysteries.
the Keish language grew in usage, and it is sti spoken today in some paces, but few tombs and ruins contain messages written in this language. CES Whie most of Osirion's citizens are humans, other races aso cal the nation home. Of the humans, most are Garundi, with the second most popuous ethnicity
FURS ND ANI PNINS The llowing miliars are commony und serving wizards in Osirion: bat, cat, dwarf caiman, x, giant flea, goat, greensting scorpion, hawk, house centipede, izard, mongoose, monkey, owl, rabbit, raven, scaret spider, and viper. The lowing anima companions can a be und within Osirion's borders: baboon, bird, camel, cat (big and smal), crocodile, dire bat, dire rat, dog, giant tortoise, giant vuture, girae, hippopotamus, horse, hyena, izard (monitor), ostrich, pony, pygmy hippo, ro, and snake (viper). FVRED NEES ND FVRED ERNS The majority of the action in the Mummy's Mask Adventure Path takes place in urban environments, crumbing ruins, and vast deserts. Good choices r vored terrains include desert, urban, and to a esser degree, underground. Soid vored enemy choices incude construct, humanoid (human), magical beast, outsider (eementa), or undead. OGNS For the purposes of the Mummy's Mask Adventure Path, it doesn't matter where your character is om. The nation has seen thousands of reign-born adventurers stream into its lands. Some are ony om across the border in Katapesh, Thuvia, or the Mwangi Expanse, while others come om such distant lands ofUstaav, the River Kingdoms, or even the Lands of the Linnorm Kings. It's als o very ikey that characters in this Adventure Path are natives ofOsirion, and are participating in the campaign to revive the glory of their nation. NGGES Though manyOsirians speak Common, they aso speak their own Osiriani tongue. Many educated Osirians also speak AncientOsiriani, which is simiar enough to modern Osiriani that those who s peak one or the other oen encounter itte diicuty, though the accent is dierent. After hundreds of years of Keleshite rue,
'
�
\
•
•
•' I
�
1 NCIN OF OnuN Osron was founded under the gudance of the god-kng Nethys, and though the people venerated gods of the nner Sea, they also worshped the old gods. As Osrion prospered, the old gods entrusted more and more to the people of Osirion, takng a lesser roe n everyday lfe. By the Age of Enthronement the gods had al but eft Goarion, though they stll guided t from afar. When the Empire of Kelesh sezed control of Osron, a campagn was aunched to eradcate Osron cuture and hundreds of temples and shrnes to the old gods were destroyed. Although faithfu worshp declned, the ancient gods were never fully forgotten, and some temples and clergy stll exst throughout Osirion. These gods are not the focus of the Mummy's Mask Adventure Path, but your GM may aow you to worshp one of them. More nformaton about the ancent gods of Osron can be found n Pathnder Adventure Path Empty Graves.
#8:
being Keleshite. Since the pening f Osirin's brders t reign expratin, Taldans, Cheaxians, and ther Avistani ethnicities have flwed int the cuntry. Osirin als cntains a sizable ppuatin f native Pahmet dwarves. These dwarves, as smetimes caed sand dwarves, ive in smal cmmunities in the Brazen Peaks ang the natin's suthern brder. Osirin's cities cntain a gd-sized ppuatin f haflings, wh have ng served the ancient pharahs. Sme cntinue t d s t this day. Eves, half-elves, and haf-rs are minrities in Osirin, but the spirit f adventure and expratin brings them t the natin in great numbers. Genies and eementas can be und in the deep deserts, and as such, tribes f geniekind can be und thrughut Osirin. Mre inrmatin abut Garundis, Keeshites, and Pahmet can be und in People of the Sands Mre inrmatin abut geniekin is avaiabe in Pathfnder Player Companon: Blood of the Elements EGN In genera, Osirin's pepe are dedicated t the tenets f law and ften vr the wrship f aw deities, but this is nt an excusive prerence. What ws are the gds mst wrshiped by the peple fOsirin. Abadar: Osirin has aways been a natin f strng rue, and a great empire and sciety was buit under Osirin's aws. As such, wrship f Abadar is ppuar in Osirin, and many tempes t the Master f the First Vaut can be und in cities and twns thrughut Osirin.
Nethys: The A-Seeing Eye was instrumenta in the
unding f Osirin, and many cnsider Nethys t be the natin's patrn deity. His ith have estabished numerus temples devted t Nethys al acrss Osirin. Irori: Dedicated t knwedge and sef-perctin, Irri is wrshiped in sme paces in Osirin, but his tempes are w and r between. Pharasma: As the gddess f death, Pharasma's church is imprtant t many f Osirin's pepe. Magnicent tmbs are dedicated in her hnr and sme f the argest churches in the natin are thse f the Lady f Graves. The city f Wati wes its revitaizatin t the church f Pharasma. After a plague devastated the ppuatin, the city was neary abandned. It was nly saved by the arrival f a great priest f Pharasma. The priest rdered a wal built arund haf the city, then he and his priests cnsecrated the area as a necrplis r the city's dead. Nw, the Grand Mauseum f Pharasma stands prminently in the middle f Wati. Sarenrae: After being invaded by the Empire f Kelesh, the pepe f Osirin were initialy reuctant t adpt the Keeshite gds, but ver time wrship f Sarenrae became mre cmmn. Thugh they are few, a hand f tempes dedicated t the Dawnflwer can be und in Osirin. Evil Gods: Thugh the Mummy's Mask Adventure Path desn't accunt r PCs wrshiping evi deities, their wrship certainly takes pace in Osirin. The gds mst cmmny wrshiped by mnsters and evi humanids are Lamashtu, Nrgrber, and Rvagug. KLLS N FETS There is n singe skil that cmes int pay mre en than thers in this Adventure Path, s PCs shuld chse skils that generay help with expratinbth physica expratin and the explratin f knwledge. Skils ike Cimb, Dipmacy, Knwedge dungeneering ), Knwledge histry ), Knwledge cal ), Knwledge nbiity ), Knwedge reigin ), Perceptin, and Surviva wuld al be use skils t put ranks int. Despite the weath f ats avaiabe, n single feat stands ut as a strng chice r this Adventure Path specicay. That said, People of the Sands atures a at caled Osirinlgy that wud be vauabe r payer characters playing thrugh this Adventure Path that are particulary knwedgeable abut the land's stried histry.
RITS In additin t the campaign traits und in this Player's Guide as we as in People of the Sands), many ther traits are suitable r a character in the Mummy's Mask Adventure Path. Fr ther thematic traits ike antiquities
<
a
smgger, desert nomad, and Osirionoogist, check ot Patinder Player Companion: Inner Sea Primer.
HE BE ER FOR HE JOB Eqipment sed in northern Garnd is sighty dierent om that sed in cooer, more temperate cimates. The peope of Osirion vor ighter armors to better cope with the desert heat. This is not to say that breastpates and pate are not avaiabe, they are jst more rare. Osirians prefer to wear eather or padded armor as ight armor and empoy chainmai, scae mai, and amear armors r more robst protection. De to the se of ighter armors than those sed in Avistan, Osirians oen se shieds to hep agment their protection in batte. Spears are popar weapons in Osirion, and those who se arge baded weapons tend to vor chions, khopeshes, and scimitars. Many combatants se flais, as that weapon was a symbo of re among the pharaohs. Wicked crved daggers are worn on the bet of many Osirians, even many of those not prone to ghting and dense. In addition to the desert-specic gear nd in People of the Sands, adventrers shod consider some of the owing basic eqipment nd in Pathfinder RPG Ultimate Equipment. Athogh some of the individa items are expensive achemica items, most of the gear on the owing tabe is aordabe by starting characters, and skied exporers across the Inner Sea swear by their eectiveness. Equpment Alchemst's fe Anttoxin Area map Bullseye antern Cande Chalk Chll cream Collapsble plank Crowba Dungeoneering kt Everburnng torch Fre ward gel Foldng adder
Page 10 100 58 0 1 2 103 2 3 3 3 100 5
Equipmet Fodng pole Grappng hook Hoy water Hooded antern Hot weather outft amp Magnfying glass Pole Rope Slk rope Spelunking kt Torch
Pharasma. A Pharasmin priest, Ne Shepses, came to Wati and began constrction on a tempe to the Lady of Graves whie recovering the bodies of those ost to the page. Thosands of bodies were given a proper bria, and Ne Shepses ordered the constrction of a wa arond haf of the city, which wod be converted into a massive necropois in which they wod entomb the en citizenry.
Page 5 5 107 7 89 7 7 9 70 72 72 74
I LCE The Mmmy's Mask Adventre Path begins in the city of Wati. Caed the af City by many, Wati is divided between two wordsthat of the iving and that of the dead. After a terribe page broght rth by a ct of Lamasht, haf of the popation of Wati perished and the city was mosty abandoned. Neary years ater, the city nd savation throgh the chrch of
500
4h
�
- r
.
! • I
Consecrating the city saved it, and over the next few milennia the popuation of Wati exceeded what it had been prior to the pague. Today the city is the remost
producer of grave goods and other services associated withOsirion's burial practices. Both this cus on burial and the presence of Pharasma's Grand Mausoleum bring in thousands of pilgrims and visitors every year. As a smal city, Wati has a popuation just over thousand, most of which are humans of Garundi and Keeshite ethnicities. The second highest racial demographic is hafing, lowed by dwarves and half eves. The Grand Mausoleum dominates the city, and the ith of Pharasma is easiy the most prominent in the city, though other gods are represented. The Sanctum of Silver and God is dedicated to Abadar and two smaler shrines dedicated to two ancient Osirian gods, Wadjet and Anubis, can be und in the city. Visitors can nd equipment r their adventures and thousands of other items on which to spend their coin at Sunburst Market. Thirsty adventurers and those who want to engage in peope watching or inrmation gathering should ook to the Tooth Hookah and the Whispering Stone, both popuar drinking estabishments. If your character is om Wati, tak to your GM about the extent of inrmation you woud reasonably know about the city. A -sized gazetteer of Wati can be und The HaDead City in Pathfinder Adventure Path
7
8
79=
1sTR1cTs What lows is a quick rundown of the various districts that make up Wati. Asp: This primariy residentia district takes up the part of the city that's rthest om the River Sphinx. Much of the city's growth in the ast w hundred years has been in this district. Bargetown: This district is the poorest in the city of Wati. It floats on dozens of barges, creating a semipermanent district bobbing in the river. Many of the peope who ive here make their money om shing the river, but many more earn their coin through smugging. Bargetown is dirty and dangerous, but adventurers can nd rare or ilega items r sae there if they look hard enough. Midwife: This centra district of Wati houses the city's tempes, markets, artisans, and oicia buidings. The argest buiding here is the Grand Mausoeum, which ooms over the rest of the district. Morning Sun: This district is the odest permanenty inhabited part of Wati, and home to its oldest miies many of whom have led the city. This district is made up of the estates of the rich and power. Outer Farms: Outside of Wati sit dozens of rms that produce the buk of the city's odstus, such as garic, onions, cabbage, cucumbers, fax, meons, miet, pomegranate, dates, goats, and chickens.
The Veins: This is Wati's harbor district and a pace
r tradesmen and aborers. Canas and aeyways crisscross the district. Necropois: Surrounded by a tal stone wal decorated with symbols of Pharasma and other gods of death, Wati's necropolis spraws over a large portion of the city. Guarded by a miitant wing of Pharasma's cergy caed the Voices of the Spire, the necropois looks like a ded snapshot of Wati thousands of years ago. The stone buildings in the necropois ook ike shps, homes, and estates, but al now serve as tombs. The s treets are dusty and sand pies up against the buiding wals. Though the pace is consecrated, people stil whisper that monsters and undead abominations sometimes stak the beak streets.
CPI RS These campaign traits tie characters to the Mummy's Mask Adventure Path, which begins in the city of Wati in the nation of Osirion. Characters designed r this campaign shoud have some connection to this ancient andwhether as natives or as recenty arri ved reigners eager to explore the history and mysteries of Ancient Osirion. These traits provide a reason r characters to be in Wati, and are designed to help payers create characters perfectly suited to adventuring through this campaign. Blood of Pharaohs: Long ago, one of your ancestors rued over the ands ofOsirion. Athough yo u are many generations removed and the line of descent is hard to prove, his or her bood stil runs in your veins. Perhaps you may nd some proof of your ineage in the tombs of Wati's necropois. You gain a trait bonus on Wil saves. You aso gain a trait bonus on Knowedge nobiity checks and that skil is aways a class skil r you. In addition, you may choose Ancient Osiriani as one of your bonus anguages. Devotee of the Od Gods: Osirion has a history stretching back over years, and the deities worshiped today in modernOsirion are not the same ones revered in AncientOsirion's heydaydeities with names ike Anubis, Osiris, Ra, and Set, among others. Your miy never ost the ith of your ancestors, however, and your devotion to one of the deities of AncientOsirion has heped keep the memory of Osirion's past aivea past that still ingers on in the untouched necropois of Wati. You gain a trait bonus on Knowedge history and Knowedge reigion checks, and one of those skils is always a cass ski r you. In addition, your ith in the od gods ofOsirion grants you a trait bonus on saving throws against divine magic. For more inrmation on the deities of Ancient Osirion, see Patinder Adventure Path Empty Graves
(
+ 1 +1
)
8,ooo
+( 1
So
)
+i
(
)
WANT To lAD Mo? A number of other books can help accent your Mummy's Mask Adventure Path experience. Listed below are other sources that, whie not necessary, can greaty enhance the experence of playing through this campagn.
fR GAE MASTERS
To learn more about Osron, ts denzens, and ts dangers, check out Pathfinde Campaign Setting: Osiion, Legacy of Phaaohs Game masters who want to provide handouts for magc tems found durng the Adventure Path may fnd use in Pathfinde Cds: Mummy's Mask Item Cds To gve the payers a ook at some of the NP Cs they'l face during the Adventure Path wthout havng to cover up part of the book, GMs can use Pathfinde Cds: Mummy's Mask Face Cds For use visualizng desert encounters, check out Pathfinde Flip-Mp: Deset Ruins
fR PLAYERS
For information on paying a character from the desert lands of northern Garund, refer to Pathnde Playe Companion: People of the Sands Players ookng to be more effectve when facng the undead protectors of Osran tombs should check out Pathfinde Playe Companion: Unded Slaye's Handbook As exploration s a strong part of ths Adventure Path, Pathfinde Playe Companion: Dungeonee's Handbook wi come n handy to provde new rules for dungeoneerng characters of all types.
Foreign Opportunist: You're not a native Osirian,
but the opportunity to expore the tombs of Ancient Osirionand "iberate the treasures they hodis too good to pass up. Whether or not you're interested in the history of this and, you're denitey interested in the weath that's ain hidden in dusty crypts r miennia such as the tombs in the newy opened necropois of Wati. You gain a trait bonus on Appraise checks, and that ski is aways a cass skil r you. In addition, your contacts in the antiquities markets aow you to sel relics of Ancient Osirion r 60% of their isted price, rather than the normal 50% vaue. What is considered a reic of AncientOsirion is e to the GM's discretion. Inquisitive Archaeologist: You have studied the architectura styles of nations throughout the Inner Sea region, but none have scinated you ike the architecture of AncientOsirion. Hearing that the med necropois of Wati has nay been opened r exporation, you've come
+2
+2 +2
to that city to get rsthand experience with the ost secrets of Ancient Osirion's master biders. Yo gain a trait bons on Knowedge (engineering) checks, and that skill is aways a class ski r yo. In addition, yo gain a trait bons on Perception checks to nd conceaed or secret doors in strctres bit in the stye of AncientOsirion. Mummy-Cursed: One of yor ancestors ran a of a mmmy's crse whie exporing an ancient tomb. This crse was passed down to ater generations of yor mily, bt over time, yor line ha become more reistant o crses. Yo've come to Wati to expore its ntoched necropois, and whie yo hope yo won't have to ce a real ndead mmmy, at east yo have some dense if yo do. Yo gain a trait bons on saving throws against crses and crse eects (incding mmmy rot and spels with the crse descriptor) and a trait bons on saving throws agains t a mmmy's ara of despair. Resurrected: At some time in the recent past yo died, bt yo were broght back to iwhether becase of magic, a bessing of the gods, a destiny yo have to ll, or perhaps it jst wasn't yor time to die yet. Whatever the natre of yor resrrection, yor experience gave yo a scination with death, and yo hope to nd some insight into the natre of mortality by exporing the tombs of Wati's mos necropois. Yo gain a trait bons on saving throws against death eects. In addition, yo do not die ntil yor hit points drop to a negative amont eqa to or ower than yor Constittion score Sphinx Riddler: Yo've aways been scinated with the ancient race of sphinxes, and are inspired by them to ove pzzles and riddes and enjoy soving dict dilemmas. Like so many others, yo've come to Wati to explore its ancient necropois, bt yo've aso heard that sphinxes
+2
+2
+ 4
+2
+1 +i
occasionay visit a sphinx-shaped rin caled Ubet's Foly in the cityperhaps yo'l have the chance to meet and tak with a sphinx yorse Yo gain a trait bons on B and Dipomacy checks against sphinxes, and a trait bons on any skil check to decipher a pzzle or ridde. In addition, yo may choose Sphinx as one of yor bons langages. Trap Finder: Forgotten dngeons and ancient tombs have aways hed an appea r yo, and yo've never been abe to resist the rge to deve into these lost sites in search of knowedge, treasre, or both. Yo may not have received any rmal training in the rogish arts, bt yo've nonetheess become skied at spotting and disabing hidden traps. The tombs of Wati's necropois, jst opened r exporation, seem like the perfect pace to pt yor skils to the test. Yo gain a trait bons on Disable Device checks, and that ski is aways a cass skil r yo. In addition, yo can se Disabe Device to disarm magic traps, ike a roge. Undead Crusader: Yo have dedicated yor ife to eradicating the scorge of the ndead om Goarion. Yo have spent contess hors stdying the dierent types of ndead and have trained endessy to earn the best ways to defeat them. If any ndead creatres come ot of the tombs of Wati's necropolis, yo'l be ready r them! Yo gain a trait bons on damage ros against ndead creatres. In addition, yo gain a trait bons on Knowedge (reigion) checks, and that ski is always a class skil r yo. Wati Native: Yo were born and raised in the city of Wati, and yo know its streets and secrets we. Althogh it's owned pon by the city's athorities, yo have sneaked into the necropois on mltipe occasions to wander its dsty, abandoned streets. Ot of respect r the deceased, yo've never actaly entered one of
+i
+i
+i
the necropois's sient tombs, but you have no ar of what might ie inside. You gain a +2 trait bonus on saves against fear eects. In addition, your knowedge of the city grants you a + trait bonus on Knowedge (loca) checks, and that ski is aways a cass ski r you.
EVIE L COSIE IOS When visiting a hot desert cimate ikeOsirion, traveers should keep in mind the extreme conditions they might encounter. Wear the right thing, bring penty f water, and consider the owing environmental dangers. These are presented here to provide quick and easy rerence, but these rues also appear in Pathnder RPG Core Rulebook ET NGERS Heat deas nonetha damage that cannot be recovered om unti the character gets cooled o (reaches shade, survives until night, gets doused in water, is targeted by endure elements, and so rth). Once a character has taken an amount of nonetha damage equa to her tota hit points, any rther damage om a hot environment is lethal damage. A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC , +1 r each previous check) or take d4 points of nonetha damage. Characters wearing heavy clothing or armor of any sort take a 4 penalty on their saves. A character with the Survival ski may receive a bonus on this saving throw and might be able to appy this bonus to other characters as wel (see the ski description). Characters reduced to unconsciousness begin taking etha damage (1d4 points per hour). In severe heat (above ° F), a character must make a Fortitude save once every minutes (DC , +1 r each
previous check) or take d4 points of nonetha damage. Characters wearing heavy clothing or armor of any sort take a 4 penaty on their saves. A character with the Surviva ski may receive a bonus on this saving throw and might be able to apply this bonus to other characters as wel (see the Survival ski inUsing Skils). Characters reduced to unconsciousness begin taking etha damage (1d4 points per each -minute period). A character who takes any nonethal damage om heat exposure now suers om heatstroke and is tigued. These penaties end when the character recovers om the nonletha damage she took om the heat. Extreme heat (air temperature over 40° F) deals etha damage. Breathing air in these temperatures deals d6 points of re damage per minute (no save). In addition, a character must make a Fortitude save every minutes (DC , +1 per previous check) or take d4 points of nonlethal damage. Those wearing heavy cothing or armor of any sort take a 4 penaty on their saves.
s
TRVTIN ND HIRST Characters might run out of od or water and be without means to obtain more. In norma climates, Medium characters need at east a galon of uids and about a pound of decent od per day to avoid starvation. ( Smal characters need haf this.) In very hot cimates, they need two or three times as much water to avoid dehydration. A character can go without water r day pus a number of hours equa to his Constitution score. Aer this time, the character must make a Constitution check each hour (DC , +1 r each previous check) or take d6 points of nonethal damage. Characters that take an amount of nonethal damage equa to their tota hit points begin to take ethal damage instead.
A character can go without od r 3 days, in growing discomrt. Aer this time, the character must make a Constitution check each day DC 10, +1 r each previous check or take 1d6 points of nonetha damage. Characters that take an amount of nonetha damage equa to their tota hit points begin to take etha damage instead. Characters who have taken nonetha damage om ack of od or water are tigued. Nonetha damage om thirs or sarvation cannot be recovered uni the character gets od or water, as needednot even magic that restores hit points heas this damage.
TE ND ETECTN N TE ESERT In genera, the maximum distance in desert terrain at which a Perception check r detecting the nearby presence of others can succeed is 6d6 20 feet; beyond this distance, eevation changes and heat distortion in warm deserts makes sight-based Perception impossibe. The presence of dunes in sandy deserts imits spotting distance to 6d6 10 et. The scarcity of undergrowth or other eements that oer conceament or cover makes using Steath more diicut.
x
x
TS The combined eects of precipitation or dust and wind that accompany a storms reduce visibiity ranges by three-quarters, imposing a 8 penaty on Perception checks. Storms make ranged weapon attacks impossibe, except r those using siege weapons, which have a 4 penaty on attack ros. They automaticay extinguish candes, torches, and simiar unprotected ames. They cause protected fames, such as those of anterns, to dance widy and have a 50% chance to extinguish these ights. See Tabe 1310: Wind Eects on page 439 of Core Rulebook r possibe consequences to creatures caught outside without sheter during such a storm. Storms are divided into the owing three types. Dust Storm (CR 3): These desert storms dier om other storms in that they have no precipitation. Instead, a dust storm bows ne grains of sand that obscure vision, smother unprotected flames, and can even choke protected ames chance . Most dust storms are accompanied by severe winds and eave behind a deposit of d6 inches of sand. There is a 10% chance r a greater dust storm to be accompanied by windstorm-magnitude winds see Tabe 1310: Wind Eects on page 439 of Core Rulebook) These greater dust storms dea 1d3 points of nonetha damage each round to anyone caught out in the open without sheter and aso pose a choking hazard see Drowning, except that a character with a scarf or simiar protection across her mouth and nose does not begin to
(so%
x
choke unti aer a number of rounds equa to 10 + her Constitution score . Greater dust storms eave 2d31 feet of ne sand in their wake. Sandstorms: A sandstorm reduces visibiity to d10 5 et and provides a 4 penaty on Perception checks. A sandstorm deas 1d3 points of nonetha damage per hour to any creatures caught in the open, and eaves a thin coating of sand in its wake. Driving sand creeps in through a but the most secure seas and seams, chang skin and contaminating carrie gear.
EPETRES The temperature in the area varies om peasanty warm to unbearaby hot. Heat Wave: Raises temperature by +10° F. Hot: Between 85° and 110° Fahrenheit during the day, 10 to 20 degrees coder at night. Warm: Between 60° and 85° Fahrenheit during the day, 10 to 20 degrees coder at night.
EXPLORO Later in the campaign, the PCs wi have the opportuni ty to expore a region of Osirion's deserts. Use a copy of the bank hex map on the owing page to track your progress whie exporing the Parched Dunes. As you expore, draw the terrain atures, rivers, ocations, and other discoveries as you see t. The box at the bottom of each hex can be used to track which hexes you've thoroughy expored simpy waking through a hex does not count as exporing ityour GM has guideines on what you need to do to y expore a hex . For more inrmation on this exporation, see Pathfinder Adventure Path Shtin[ Sands and Pathfinder Adventure Path Secrets of the Sphinx
2
1
,.
.
<
a