In
my review of The Half-Dead City,
I referred to it as a “calm” adventure. It is a well-made dungeon
crawl with a gradual build-up to the adventure path’s main plot—a
plot the PCs are barely aware of by the end. In the second part of
Mummy’s Mask, Empty Graves by Crystal
Frasier, the PCs get their first real taste of the overall plot as
things start to heat up considerably when the dead of Wati suddenly
animate as undead. It is a very open-ended adventure, allowing the
PCs the opportunity to make names for themselves as heroes, to build
up alliances and relationships with key people in the city, and to
eventually track down the source of this strange undead uprising and
put an end to it.
SPOILERS
FOLLOW
Much
like The Half-Dead City,
Empty Graves opens
quite calmly, but things don’t remain that way for very long. A
Pharasmin priest named Ptemenib invites the party to an auction where
they can sell the items they found in the last adventure and buy
other exotic items. The auction goes quite smoothly (although
Ptemenib leaves early on), but towards the end, the auction house is
suddenly attacked by a horde of zombies. The PCs must stop the
zombies while also protecting the various people at the auction.
After defeating the zombies, the PCs learn that other similar attacks
are occurring all across the city. The dead in Wati are suddenly
rising from their graves and attacking the living—and given that a
huge portion of the city is a giant necropolis filled with dead
bodies, there are a lot of undead about.
From
this point, the adventure becomes very open-ended. There are a few
keyed events that will happen along the way, but for the most part,
the PCs can approach the adventure in whatever manner and order they
choose. Indeed, the adventure is extremely well-structured to allow
for the PCs to have as much control as they do while still developing
towards a climax and a conclusion where the PCs finally track down
Nebta-Khufre, the villain who has caused the whole situation.
After
the attack on the auction, the PCs can move about the city assisting
wherever help is needed. They might stop looters or give aid to the
beleaguered defenders at the gates of the necropolis. They might also
confront a pair of esobok psychopomps that have been summoned to
fight the undead, but are causing just as much damage of their own in
the process. There are a significant number of options (along with
random encounters) to keep the PCs occupied. This also provides a
great opportunity for GMs to make use of the information and
locations in the background article, “Wati, The Half-City” from
The Half-Dead City.
In
order to keep track of the overall state of the city, the adventure
includes a “Panic Level” mechanic. Paizo adventure paths have
often included mechanics to track wide-ranging effects and this one
works quite similarly. The city starts with a panic level of 20, and
the actions of the PCs can cause that value to go down or even up. A
chart contains the details of what the different values mean to the
city as a whole. For example, the starting panic level makes the city
a ghost town where the streets are virtually abandoned and almost all
shops are closed. If the PCs can find someone to sell them items in
this environment, they are looking at a 200% mark-up in prices. If
the panic level ever raises to 25 or more, people start fleeing the
city, so the PCs will need to work hard to keep it from reaching that
(as the panic level automatically goes up by at least 1 for every day
that passes). If the PCs manage to get the panic level down to 1, the
city is almost back to normal. However, the level cannot be reduced
all the way to 0 until the PCs defeat Nebta-Khufre and put an end to
the undead attacks entirely. I’ve always liked these kinds of
mechanics as they give a clear way for GMs to track the larger
picture while giving the PCs significant input into what that larger
picture is.
Another
thing I really like about this adventure (and, indeed, the adventure
path so far) is how much it allows the PCs to be self-motivating. The
Half-Dead City involves the PCs
exploring tombs simply because they’ve decided to get together and
do that. In Empty Graves,
Wati is attacked and it is assumed the PCs will want to help defend
the city. No one comes along to hire them and tell them what to do.
There’s nothing wrong with an adventure in which an NPC hires the
PCs to perform a specific task, but it tends to be the default.
Indeed, a significant portion of Pathfinder adventure paths hook the
PCs up with an NPC mentor fairly early on, and that mentor sticks
around through the rest of the instalments guiding the PCs’
actions. As such, it’s nice to see something different.
That’s
not to say the PCs don’t encounter any NPC allies in this adventure
or that those NPCs won’t ever make any requests of the PCs.
However, if and when they do, it develops naturally as a result of
the PCs actions. For example, the PCs are likely to find a staunch
ally in Ptemenib and possibly High Priestess Sebti as well. There’s
quite a bit of opportunity for roleplay in this adventure and the PCs
may even find themselves involved in some Pharasmin politics. There
is a rift between the Grand Mausoleum led by High Priestess Sebti and
the Voices of the Spire, the militant wing of Pharasma’s faith, led
by Nakht Shepses (they have very different ideas on how to deal with
the crisis). The PCs could support either side or negotiate a
settlement between them.
The
adventure also contains options for GMs if the PCs are not very
motivated or are simply stuck for ideas of what to do next. For
example, the PCs learn early on that Ptemenib has disappeared
following the auction (he was abducted by a criminal organization
called the Silver Chain, which he has been investigating for some
time). If they don’t decide to look for him themselves (finding and
rescuing him secures them an influential ally), a nosoi psychopomp
associate of his comes to request their aid. Similarly, the PCs will
eventually need to enter the necropolis (which has been closed off to
try to stem the undead advance) to track down the source of the
undead invasion. If they don’t realize and suggest this to the
Grand Mausoleum on their own, Ptemenib (assuming they’ve rescued
him by then) will suggest it instead. However, these situations are
not the default assumptions of the adventure. They merely provide
options that GMs can fall back on if the PCs are stuck for ideas. On
the whole, the PCs get to set the direction of the adventure.
Once
the PCs enter the necropolis, the adventure continues to be very
open-ended. They still have quite a bit of investigating to do, and
there are several different ways they might track down Nebta-Khufre
(for that matter, there are also several different ways they might
get into the necropolis in the first place). Throughout this, they
might encounter various different groups, such as a group of lamias
that inhabit the Cenotaph of the Cynic or the Xotl clan of dark folk
led by their matriarch Unwrapped Harmony. How they deal with these
various groups affects how the adventure progresses from there. They
might make enemies or allies, kill or negotiate. Each of these groups
have information that could prove useful to the PCs, but some of the
information they might find along the way turns out to just be red
herrings, keeping the adventure interesting and multi-faceted, yet
still with a focused goal.
Eventually,
the PCs will find their way to the Sepulcher of the Servant, a hidden
holy site to Pharasma that Nebta-Khufre has taken over and turned
into his lair. Making their way through the Sepulcher, they will
eventually confront Nebta-Khufre who has used the Mask of
the Forgotten Pharaoh, which he
stole in the last adventure. (At the time, the PCs only discovered
that someone had been in the Sanctum of the Erudite Eye ahead of
them. They did not know who was there or what had been taken.) He has
used the Mask (which
has partially possessed him with the ka of the ancient pharaoh
Hakotep) to animate the dead of Wati. The PCs must defeat
Nebta-Khufre to gain possession of the Mask
and put an end to the undead invasion.
Throughout
the adventure, the PCs may have learnt of masked individuals roaming
the necropolis. These people are cultists of the Forgotten Pharoah
and have come to Wati to find the Mask of the Forgotten
Pharaoh (Nebta-Khufre got to it
ahead of them; he is not one of their members). Some of these
cultists have infiltrated the Silver Chain and thus the PCs will
interact with those ones when they rescue Ptemenib. However, they
don’t encounter Meret-Hetef, their senior member in Wati and the
other principal villain of the adventure, until they reach the
Sepulcher of the Servant, and this is my only real criticism of the
adventure. While the PCs will often hear about these masked people,
there’s no real opportunity for them to track the cultists down.
Instead the cultists find the PCs in one of the few scripted events
of the adventure. As the PCs enter the Sepulcher, Meret-Hetef and her
cultists attack, having apparently followed the PCs there. It’s
done for dramatic effect, but it is a little unfair that the PCs
aren’t given any opportunity to notice that they’re being
followed. Of course, the GM can (and probably should) make the
appropriate Stealth and Perception checks leading up to this, but as
written, the cultists arrive as the PCs are dealing with some zombies
in one of the early chambers of the Sepulcher.
There
is also an oddity in the background of the Sepulcher. The place was
built by Nefru Shepses (one of the historical heroes of Wati) as a
secret tomb for his family. It is an ancient complex and, to all
appearances, long out of use, yet oddly, it contains catalogues of
all the births and deaths in Wati up to the present day. Who’s been
keeping those catalogues updated? It’s a very minor point that
won’t harm the adventure (GMs can easily change that little
detail), but it’s something that stuck out to me and caused me to
reread several sections to try to make sense of it (which I never
quite managed).
Following
the adventure, this volume contains only a single, extra-long
background article on the “Gods of Ancient Osirion”. This
provides write-ups on the twenty most significant gods of Ancient
Osirion, each receiving half a page in the style of the write-ups in
the Inner Sea World Guide.
All the gods are taken directly out of Egyptian mythology (creating
another link between Golarion and Earth, which we know exists in the
Pathfinder Campaign universe from Rasputin Must Die!). They include
Anubis, Horus, Isis, Osiris, and more. As I mentioned in my review of
Osirion, Legacy of Pharaohs,
it’s a bit odd that some of this information was not included in
that book. Information on these gods can be useful to GMs running
adventures set in ancient tombs and pyramids. What makes things a
little odder is that this article reveals that these gods do still
have small followings active in Osirion. They may not be large
followings, but their presence does give options for both NPCs and
PCs too (for example, a PC cleric of Wadjet, who is one of the more
highly followed of the ancient gods). This is a very informative and
useful article, but I can’t help feel that at least a little of
this information (if only just names, alignment, symbol, domains, and
favoured weapon) should have been included in Osirion,
Legacy of Pharaohs.
The
Bestiary in this volume contains a new kind of psychopomp (the
esobok), a dog-like creature called a sha, and a couple new kinds of
undead: the sunbaked zombie and the tekenu, which is made up of
animated organs.
Overall,
Empty Graves is an
excellent adventure. It combines an interesting premise and mystery
with a very open-ended structure, giving the PCs a great deal of
control over what they do, and how and when they do it. Groups will
likely find it a lot of fun to play through.
I don't want to read any spoilers. But looks like this review is so awesome! What should I do?
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