I've
never made any secret of not being a big fan of dungeon crawls. They
tend to limit the amount of roleplaying that is possible and often
end up being repetitive as the PCs move from room to room, killing
one monster after another before finally reaching the end. However,
that doesn't mean that dungeon crawls can't be good adventures or
that I never use them in my own games. I actually end up using quite
a few, as dungeon crawls are signature parts of fantasy roleplaying,
and done well, with a good game master, they can be a lot of fun.
Secrets of the Sphinx
by Amber E. Scott is an example of a dungeon crawl done well. It
wraps together an interesting storyline with a compelling cast of
characters (and lots of opportunity for roleplay with those
characters), and places it all down in a setting that is more than
just a static collection of locations and rooms.
The
adventure also advances the plot of the Mummy's Mask
Adventure Path in one of the
most significant ways so far, leading at last to a confrontation
between the PCs and one of the key antagonists. It's the first
adventure where the PCs will feel that they've achieved a major
accomplishment at the end of it.
The
adventure opens where the previous adventure, Shifting Sands, leaves off—with
the PCs in the area of the Osirion Desert known as the Parched Dunes.
They have just finished exploring the tomb of Chisisek, the architect
who designed the tomb of Pharaoh Hakotep, and have learnt that
Hakotep's tomb was a flying pyramid. However, Chisisek's body has
been stolen and sent to another location called the Sightless Sphinx.
This is where the PCs now need to head in order to recover the body.
This
opening part of the adventure involves exploring more of the Parched
Dunes. The PCs only know that
the Sightless Sphinx is somewhere to the north. Using the exploration
rules from Ultimate Campaign,
the PCs must search the Parched Dunes until they find their
destination. Luckily, there are many other things they can find and
encounter along the way that will make their search easier. Indeed,
not finding some of these other (easier-to-find) things will likely
make their final task a great deal harder.
The
exploration of the Parched Dunes works a lot better in this adventure
than it does in Shifting Sands,
and it's for one fairly simple reason: The exploration and the
encounters along the way tie into the overall adventure much better
than those in the previous adventure. In Shifting Sands,
the journey through the Parched Dunes is almost entirely disconnected
from the earlier part of the adventure in Tephu, and are similarly
disconnected from the ending part at Chisisek's Tomb. The encounters
along the way feel more like random encounters. In Secrets
of the Sphinx, on the other
hand, all the encounters add to the overall adventure, even though
different groups might experience them in different orders and might
not encounter each and every one.
Over
the course of their time in the Parched Dunes, the PCs have the
opportunity to learn about their destination—not just its location,
but its history, and its present situation. They have the opportunity
to make allies or acquire items that will help them make allies at
the Sightless Sphinx itself. Along the way, the PCs will likely
encounter a group of displaced maftets (winged humanoids from
Bestiary 3) and have
the opportunity to help them and earn their trust. Until recently,
the maftets used to live “in the shadow of the Sightless Sphinx”.
This may seem like a flowery, poetic description at first, but the
PCs will eventually learn that it's quite literal. The strange magics
on the Sightless Sphinx result in it always casting a shadow in the
same place, regardless of the position of the sun. This is where the
maftets lived. In their society, it is important that they watch over
ancient monuments. However, they never entered the Sphinx because of
the evil within. The Sightless Sphinx is a monument dedicated to
Areshkagal, the demon lord of greed, portals, and riddles. Recently,
one of their younger members, Userib,
who desired power over the
tribe, led a group into the Sphinx despite the protestations of the
others. They were corrupted by Areshkagal
and emerged to attack and drive off the other maftets. Since then,
the Cult of the Forgotten Pharaoh has also arrived at the Sightless
Sphinx and is now fighting the maftets under Areshkagal's control.
Once the PCs reach the Sphinx, they will have to navigate both
antagonistic groups in order to accomplish their goals.
The
PCs can learn the location of the Sphinx from the displaced maftets,
along with some of that recent history. Other encounters in the
Parched Dunes also provide them with information or items along the
way. The discovery of a dead girtablilu (the scorpion equivalent of a
centaur—what earlier editions of the game called manscorpions)
can provide the PCs with an amulet that (while not magical or
particularly valuable) can provide them with the means to convince
the girtablilu mercenaries working for the Cult of the Forgotten
Pharaoh at the Sightless Sphinx to let the PCs pass (as the amulet is
a family heirloom). Other encounters provide the PCs with a device
called a bronze sentinel
and the means to control it. The bronze sentinel
works like an apparatus of the crab,
but looks like a large bronze statue. The PCs can literally ride
inside it. Having the bronze sentinel
will make getting through certain areas of the Sightless Sphinx
easier.
The
major thrust of the adventure is, of course, at the Sightless Sphinx
itself. However, the dungeon avoids the trap of being ridiculously
large, and thus avoids the interminable feeling of going room-to-room
without seeming to get anywhere. But even more important than that,
the Sightless Sphinx is not a static location. Too often in dungeon
crawls, it can feel like the dungeon's denizens live out their entire
lives in their assigned rooms, doing nothing until the PCs show up to
kill them. When the PCs arrive at the Sightless Sphinx, they arrive
in the middle of a miniature war. There are things actually happening
here, and the denizens have lives that go beyond just the PCs'
interests. Naturally, the PCs get embroiled in it all, but that is
where the fun begins.
On
top of that, another thing that makes the dungeon work so well is the
opportunities for roleplay within it. Sure, PCs could
just march in and start killing everything in sight, and I have no
doubt that's what some groups will do. But that's not the only
option. There are opportunities for negotiation and acquiring allies,
from the aforementioned girtablilus to the ghost of a paladin of
Sarenrae who, in the distant past, was part of an attack on a cult of
Areshkagal that then inhabited the Sightless Sphinx. Being able to
interact with the inhabitants of the Sphinx in ways other than just
fighting them makes the whole location seem more alive. In this
particular case, through encounters such as with the ghost paladin,
it also drives home the history of the location. The Sightless Sphinx
has stood for centuries, and once the PCs have spent some time within
it, they will start to appreciate its great age.
Eventually,
the PCs will encounter Userib and the Forgotten Pharaoh, but not
necessarily in that order. This is another thing I like about the
adventure. It's quite open-ended as to when the PCs will encounter
the main antagonists. The dungeon isn't designed in such a way as to
force the PCs to encounter things in a specific order. It's entirely
possible, for example, that the PCs could encounter the Forgotten
Pharaoh relatively quickly after entering the Sphinx, and then have
to deal with the cultists of Areshkagal. Conversely, they could end
up dealing with Userib first and then the Cult of the Forgotten
Pharaoh.
I
should point out that the Forgotten Pharaoh isn't literally Hakotep.
However, Hakotep does control her—or rather, his ib,
the embodiment of his emotions and intents. The
Forgotten Pharaoh in this adventure was originally a cleric of Nethys
named Serethet. On an archaeological dig, she discovered the heart
of Hakotep, a relic that
contained the Forgotten Pharaoh's ib.
Under the control of Hakotep, she has since then sought the other two
portions of Hakotep's soul—one of which is contained in the mask
of the Forgotten Pharoah,
currently in the possession of the PCs—in order to resurrect
Hakotep himself. There's quite a tragic backstory to the Forgotten
Pharaoh/Serethet, and it adds an extra layer of pathos to the
adventure. Many groups may well just march in and slay her, and never
learn her backstory, but for those who take the time to learn about
their enemy, there is the opportunity to save her. They'll still have
to kill her to free her from Hakotep's control, but there is then the
possibility of restoring her own shattered soul and bringing her back
to life.
On
the other hand, Userib is an out-and-out villain. He is a willing
servant of Areshkagal and pretty much beyond redemption. Once the PCs
have dealt with both groups inhabiting the Sightless Sphinx, they can
recover Chisisek's body and then commune with his spirit in order to
learn how to find Hakotep's flying pyramid.
The
first of the support articles in this volume of the Pathfinder
Adventure Path, “The Perilous
Wastes” by Greg A. Vaughan, provides a selection of plot hooks and
two short encounters that GMs can use to spice up any campaign in the
desert. Each encounter contains a description, background
information, and a map. They're only two pages long each, but
nonetheless provide an impressive amount of detail and should easily
take up a few hours of gameplay each. They're a great option for when
GMs want to give their parties a little extra experience before they
taken on whatever the GMs have planned next. They also work as
side-treks or as just a way to have a brief break from other plots.
Both have a lot of
roleplaying potential as well, particularly the second, “The
Threshing Floor of Tahket-Ibey”.
The
second article, “Curse of the Ancients” looks at the use of
curses in Pathfinder games. While this is thematically appropriate to
Mummy's Mask, the
article will prove useful for numerous campaigns in which curses play
a role, whether small or large. There are a number of new sample
curses in the article, along with new cursed magic items and spells
for bestowing or dealing with curses.
This
month's Bestiary contains a couple of monsters that seem a bit
out-of-place for a desert-themed volume. The estuarine worm and the
stranglereed are both aquatic creatures and it's not readily apparent
why they're in this volume. The Bestiaries in Pathfinder
Adventure Path volumes usually
contain a few monsters that don't actually appear in the adventure
itself (sometimes, none of them appear), but they do usually fit the
theme of the Adventure Path at the very least. They are both
creatures from Osirion, though, so I suppose they fit in that regard.
The Bestiary also contains the cynosphinx (a jackal-headed sphinx)
and the panthereon golem, which seem much more appropriate.
Now
four volumes in, Mummy's Mask
has remained a somewhat calmer, simpler adventure path than the last
couple. It's much more isolated with no world-threatening menaces
yet, although things are starting to build up. Secrets of
the Sphinx is definitely one of
the best parts of the adventure path so far. As
well as providing a major accomplishment for the PCs, it combines
desert exploration with a tense dungeon crawl while also leaving room
for story and roleplaying. I hope the remaining two parts can remain
just as good.
I think the monsters in the beastiary are meant in case the pcs explore around the river/riverbed in the nw corner of the map. It is needed because the beastiary offers few fresh water aquatic creatures within a desert of appropriate cr.
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