Zach's The Mummy's Mask

Session 24

Hex 14 – Copse of Fig Trees – We collect some figs

Hex 15 – We find some ruins and explore them.

There are tracks outside – large skeletal cat. Hellcat. … Three Hellcats?

  • 3 x CR7 Hellcat

After we enter the structure, this construct starts moving out of the fire.

  • 1 x Tophet (Construct)

After we defeat it, we recover some magical capital and some things off a corpse of a burned dwarf it the Tophet’s belly.

Hex 16 – Nothing of interest along the river

Hex 17 – Hunting ground of something nasty – Black Scorpion – Largest known scorpions – Colossal

Hex 18 – Black Scorp hunting ground – We see a Black Scorpion in a fight with a Janni or Efreet.

  • 1 x Colossal Black Scorpion
  • 1 x Div Warlord – Raayani

Hex 19, 20, 21 – We find nothing

Hex 22 – We find ruins of some sort. We hear the murmurs of conversation.

  • Tribe of Maftets – Winged Humanoids – Speaking Sphinx
  • Cassandra presents herself as a merchant and the rest of us as retinue.
  • They had lived at a site called ‘The Sightless Sphinx’ as guardians. Some of their young had gone in (in foolish youth) and come out changed. The shrine of Sekhemet is to the east. They had sent scouts that were turned back by Efreet.
  • Cassandra mentions Tetisurah and that we were working with her to recover something stolen from the Tomb she guarded that was stolen by Cultists of the Forgotten Pharaoph. They direct Cassandra to talk with their leader – Erayu.
  • Erayu talked in a soft, growly voice. They had seen cultists at The Sighless Sphinx. They can direct us there, but only if we prove ourselves. Perhaps by clearing the Shrine of Sekhemet. Red skinned humanoids.
  • Efreets. We pool our knowledge on Efreets.
  • Erayu marks on our map where the Shrine of Sekhemet is.

We camped with them over night and headed out to the Shrine the next morning (Hex 23).

Spend a day and a half to travel towards the shrine.

Hex 23 – Shrine of Sekhemet – Walled Oasis within a valley in a canyon. We are withing 200 ft of the walled oasis with concealment.

There is a guy in red robes walking on top of the smaller (15 ft tall) structure and one guy walking around on top of the 45 ft tall structure.

The walls are masonry stones – 3 ft thick. The gate is 7 ft tall and made of wood. We buff up and hide in the wagons and approach. We get within 100 ft. Combat breaks out.

4 x Efreets
1 x Desert Drake named Khajeff
1 x Woman Efreet

We stopped at the top of round 4.

Session 23

We start exploring hexes trying to find the trail of the cultists.

Hex 1 – Baykok eating upon Scorpion Man body. (last session)
Hex 2 – Scraggly tree with ribbons on it. They are prayers by the scorpion to bless their travels.
Hex 3 – Cha spots sign of lizard aberrant things. We find the lair as the party is inclined to kill the evil things and enter. They are nocturnal. We defeat them and search the area.
Hex 4 – Sandstorm rises up. We land an bunker up. we lose a day.
Hex 5 – At sundown the sun hits the dunes at a certain angle and creates a scene of stars upon the ground. It’s inspiring and grants us a +1 bonus to our next 1d20 roll.
Hex 6 – Nothing unusual in the hex. That night, while Char is on watch, he hears the slow flapping of wings in the distance. We hunker down and avoid it.

Beltan remembers that somewhere in this area is a shrine to Sekemet (ancient Osirian god of war and healing). Shrine is Kher Ma. There is also supposed to be a temple to Seranrae in the area too.

Hex 7 – We note a landmark to the north (hex up). Obelisk of black stone. 30 ft tall. We notices a group of vultures hovering over something. As we get closer, we notice they are actually manticores and attacking a humanoid giant.

We kill the manticores and engage in conversation with the giant. Dressed like a roman legionaire.
He identifies himself as Agremius Desius of the Eighth Calpurian Legion. Have we seen the Blue Wyrm Standard? Nope. None of the things he mentions we generally recognize. He’s been wandering the deserts for a long time (dozens of centuries?)

We leveled to 10th level.

That night, he tells us stories. He has seen signs that he is on the right path. Hmm. Seems there might be a blue dragon in the area.

The next morning Hareesh and Beltan teleport with the giant teleport to the farm, drop off the giant and teleport back.

Hex 8 – We head towards the hex with the black stone obelisk. At the base, is a still humanoid form – burned. The obelisk is magic (evocation). The body has been dead for years. Hareesh the obelisk is like a battery that gathers electrical energy. If done right, it can charge metallic weapons with ‘shocking’ for a week or one weapon shocking burst for a week.

Hex 9 – We avoid setting up camp near sink holes. Near sun down, far to the north east, we see something blue and flying. The next morning – we find a stone structure – ruins of a temple.

Temple of Sarenrae. On some of the pillars are indications that the temple was de-sanctified in a formal way (possibly as they were moving the temple to another location).

We approach and while Hareesh is using the Rod of Metal and Mineral Detection and old man opens the door and asks what we are doing here. Zayeed Fahad – investigates old temples.

“Teen accident north of here. Lost a precious objects. A crown that is metal.” He’d trade it for something he has found.

Hex 10 – We approach the head waters where there are some large birds (storks) with metalic wings?

Symphalides x 6

We fight the birds. Some fly of feared (will be gone about 2 min). We search the water using the rod to see about finding the crown. 6 rounds later, we have the gold circlet with diamond.

We finish searching the hex and then head back.

Fayeed will trade us the crown for the power source for a construct. Hareesh believes it is worth at least 4k.

Hex 11 – We find a traveler way station that has been abandoned.

Hex 12 – That night we feel the ground shake. We feel a minor earthquake. After an hour things calm down. The epicenter was north.

Hex 13 – Heading north. As we are getting ready to camp, we spot an oasis. Three areas of interest.

  1. - Camp that was set up. Tent partially collapsed. Fire has burned out.
  2. - Part of the oasis pool is empty and is boggy mud pit
  3. - Part of the oasis pool that is emptying out.

We land and check things out. Tracks of the nomads coming in from the west. Signs of a struggle – blood on the sand. Drag marks that lead up to the pool where there is still water.

Following the drag marks, they lead into the water. Wu swims in and looks to see what can be found. He finds a small sized cave opening. He’d have have to squeeze through. He explores and hears two critters talking in another room about torturing someone for information. He leaves and returns quickly with the rest of the party.

We defeats 2 Aeriams and 1 Gug. Taking the surrender of the sole remaining Aeriams.

We rescue 3 nomads. They say there is a shrine to Sekehmet to the east of us somewhere.

Session 22

We finished off Chisisek’s tomb.

We agreed to find and bring back his body.

Decided to travel to Ipec (nearest city).

Along the way:

  • Bypassed the Sand Kracken.
  • Encountered Cultists and Assassin’s at Falcon’s Ridge
  • In the Salt Lake, we encountered some Basilisks (one of which was a greater).
  • Found two people – the were petrified and we revived them (Ashmen Ak (female tomb explorer, human) and An Hakhet (Ranger, human, dozens of centuries old)
  • Found Deathworm and took it’s stinger back to the crystal behir – The Singing Storm. Gave us +1 falchion
  • Also found other glove of arrow snaring

Arrived in Ipec. Sold stuff and told tales of our glory.
Did a party split. (XX of GP)
Cassandra and Harish completed their flying constructs wagons and headed back to Chissisek’s tomb to pick up the trail. The trail was obliterated. We headed north to the northern part of the parched dunes.

We encountered a flying ghoulish thing. Baykok. Feasting on a dead body of a half, scorpion man.

Session 21 Loot Split – 12697 gp
Session 22 Loot Split – 7669 gp

Session 21

We plan to fly up to the worked stone with a tent on the level with the pyramid and land and fight off the exterior guards (Cultists and Desert Giants).

Coming around the corner we see a giant half woman/half snake creature and two cultists.


  • 1 x Lamia Matriarch (CR12)
  • 11 x Cultists
  • 1 x Desert Giant
  • 2 x Lamia

Down below is a sphinx that is frozen. Cassandra jumps off the wasp and checks her out. Sepia Snake sigil – in stasis. She uses some potions to heal the sphinx. She heals her up some before removing her from the stasis. She’s a gynosphinx.

Tetisoraw – her name. She is the guardian of the tomb of Chesirak. We all head to where the cultists have ‘desecrated’ tomb. The ante chamber has been looted. Down a corridor, a boulder trap is triggered.

One room has plunder/cargo (heavy stuff).

Ungents of Timelessness x 3 we left them behind.

Beyond the rubble is a room with an empty sarcophagus and a construct.

Cassandra turns invisible and searches the room and finds a secret door behind the construct and Cassandra investigates beyond. She picks a very difficult lock and opens the door at the end of the corridor. A construct inside activates and becomes a whirling wall of blades.

Seijen Wu hears this and steps into the first room and triggers the first construct.

Session 20

After ‘buying’ some slaves from the Gnolls, we start a fight with them.


  • 4 x Gnoll (CR5)
  • 4 x Hyenas

The slaves (12) are fatigued so we will need to take a rest and then Harish will use Phantom Chariots so we can travel to City of Ipeq to release the slaves. it will take slightly over a day to get there. Along the way, we have an encounter.


  • 1 x Scorpion Dryder Thing (CR8)
  • 1 x Large Scorpion

We continue on wards Ipeq and arrive. Seijen Wu gives each of the slaves 5 gp each and sends them on their way.

Take a day to sell and the split is 863.5

We then head back to the area we are searching and search the hex.

Hex 2 – We find and old camp site. 3 people all man sized. Had weapons. They were headed north west.

Hex 3 – Rocky planes scoured clean by sand storms. We hear pipes that constantly repeats themselves. We come to a large sink hole. At the bottom is a Behir.


  • 1 x Behir (CRx)

Hex H – Lair of the Behir
Hex G – Lesser creature. Giant Death Worm
Hex I – Colony of Basilisk’s lair there
Hex L – Large, highest peak – giant bird
Hex O – Sand Kraken

Humans to the north east.
Scorpion Woman – Not sure what she is.

each hex explored = 100 xp each

Hex 4 – Statue of a man with a cloak of flowers. Razen Anusep. Noted traveler and explorer. In the area are the remains of the town. Nothing of value there. Archaeological site.

Hex 5 – Brief, but intense Thunderstorm. We avoid flash flood. (CR3)

Hex 6 – (Mountainous) – A farm in the distances – terraced – it’s larger than normal. Desert Giants.

Hex 7 – (Mountainous) – Nice scenic spot. Prismactic view during sun rise. +1 to our next d20 roll.

Hex 8 – (Mountainous) (Hex L) – Spire with an aerie around a sea going galley. Giant bird circling above. We head towards the spire.


  • 1 x Roc (CR9)

From the Aerie, we can see further north (in the square we had been in) appears to be a vaguely hexagonal mound. We camp the night then finish searching the hex the next day. We level that night.

We head back to Hex 7 (Letter M).

Hex 7 – Hexagonal mound – 6 hexagon’s combined. We are 200 ft away when we hear buzzing.

Combat – Scared them away

  • 5 x Bee Women
  • 2 x Large Bees

Hex 9 – Burial Mask

The Valley

Hex 10 – Valley with steep ridges – tracks of humanoid coming in and out – some of which are large sized

Coming in over the ridge line, we see a pyramid down in the valley. We spot some cultists in the valley. We see a Desert Giant and more cultists. We circle around and enter a back cave.


  • 1 x Armored Snake (CR11)

The cave is adorned in heiroglyphics. It depicts the construction of the pyramid. It shows sphinxes with human heads helping in the construction. There is a spring at the back of the cave.

Session 19

Party Split: 4509.5
Party Split: 1439.5
Party Split: 3324.65

XP Gained: 8540
XP Gained: 3470

Into the desert to find the tomb of the Sky Pharoah’s tomb architect

Session 18

Day 85 – Exploring the Dark Repository

  • 450 ft shaft down below the sewers
  • Many traps
    • 1 x trap (CR7)
    • 1 x bone golem (CR8)
    • 1 x flame strike trap (CR6)
  • Library
  • Room of Sarcophagus of Currator’s that dug too deep into the forbidden
    • Pile of Metal Tablets (55 lbs)
      • 3 x Scrolls
    • 1 Sarcophagus is from a Currator that investigated too deep on the Sky Pharaoph
      • 1 x Mummy Golem (CR7)
    • Past the illusionary trap – is a maze like room
      • 5 x Shadow Mastiffs (CR5)
    • Magic Scrolls
      • 1x Animate Dead; 1 x Contagion; 1 x Ray of Exhaustion; 1 x Symbol of Pain
    • 1 x Zelikot (centaur like)
      After Rick left:
      Another Glyph trap Cr 7
      Bullet Cr 7
      Cultists Cr 5
      Total xp for session: 9000.
Session 17

Day 75 (Cont)

Harish identifies them as Animated objects – not golems. They are armed with Khopesh and Shields.


  • 2 x Animated Statues (CR4)

We quickly destroy them and press on into the next room. Harish recover 2 MW Khopesh’s.

The next room is the Burial Chamber.


  • 1 x Mummy Rider (CR7)
  • 1 x Hierospynx Mount (CR4)
  • 1 x Undead Bard (CR5)
  • 1 x Undead Dancer (CR5)

We win and loot the place.


  • 1 x Burning Skeletons (CR4)


  • 1 x Scarab Swarm (CR3)

Day 76

  • Haul the loot out and pack it up.
  • Cassandra started crafting First Aid Gloves.

Day 77

  • Head Back

Day 78 (Evening)

  • Arrive back at town
  • Cassandra completes the crafting of the First Aid Gloves.

Day 79

  • Sell loot
  • Cassandra starts working on Harish’s +4 Int Headband with Swim and Fly (8 days) (Day 87)
  • Rumor – Munificient Muminofra is coming to town – Female

Day 80

  • Day of our appointment with the Deka Ankeret (governor)
  • She will see us today. We have the audience and she will not let us enter the Spiral Archive.
  • A messenger slave comes in with a ‘invitation’ from Muminofra for the governor. After Deka leaves, we talk with the slave and get in invitation to visit with Muminofra.
  • We make a good impresssion (50+ diplomacy)
  • Beltan and Harish draw her attention.

Day 81-83 Spiral Archive

CR 7 Befriending the female researcher and bypassing the Invisible Stalkers
CR 7 Decoding the Spiral Archive

Day 84 The Great Chariot Race!

CR 11 Award for winning

XP Awarded: 5200

Session 16

Day 71 (Night)

As the animated dream faded upon defeat, it’s image burns onto the wall. The Inn Keeper and some others come to the door and inquire about what happened. The murmur about the ‘Stalker’. Over time, word spreads throughout the neighborhood. It had been stalking the neighborhood for months including children and leaving people mindless husks.

The party gets most of this information from a priest that had been hunting the Stalker for weeks. The priest is an out of towner (Seijen Wu – Rick’s character).

An all night party starts by the neighborhood. Kephraim’s body is laid out and they bring fronds and start collecting to help raise Kephraim. They will do this over the next week.

The next step for the library is to gain access to the Spiral Archive. Turns out that Seijen Wu has been granted access by the governor.

Day 72

The party and the priest head to the library to enter the Spiral Archive. Seijen Wu is on the list for access, but the rest of the party is not. We’ll need to secure permission from the governor for the rest of the group.

Hatia Deca An-Kharet is the governer. We head to meet with her.

Deaconess Sekek is her secretary. She’ll get us in to see the Hatia tomorrow, but we’ve already paid for entrance today. We convince her to get a refund for today.

Seijen Wu relays his experiences so far in the

Spiral Archive Library

  • KN: History, Nobility, Religion are the key skills for it.
  • Acrobatics (DC 10) are needed for moving around in the library. (1/day)

The party spends a day of downtime gathering information.

  • Seijen Wu hears of rumors of a pyramid that was recently uncleared by the sand to the west.
  • Harish researches Invisible Stalkers.
  • Nefara learns more about the pyramid. It’s fairly close. 2 days travel by camel.
  • Nefara learns of cultists operating at night.

Day 73

The next day Deaconess Sekek says the Hakia cannot see us today. We schedule an appointment for next week as we are going to the pyramid. We did get the sense we might be getting a bit of beareaucratic run around.

We head off into the desert.

Cassandra hired 5 (2nd level warriors) and bought 11 camels.

Day 74 (Evening)

We arrive at the newly uncovered pyramid. There was a campsite here and it was attacked. As we dismount and approach we see signs of fighting and something undead looking comes around from one of the tents.


  • 9 x Undead – Sunbaked Zombie (CR ) – DR/Slashing (CR 2)

This was a camp was from a young scholar.

During third watch, party members on watch hear buzzing, droning noises getting louder. Cassandra believes it’s the droning noise a queen ant makes whens drawing mates. We send our tenders away with the camels and barricade ourselves in the entrance to the pyramid.


  • 4 x Giant Ant Drones (CR3)
  • 1 x Giant Ant Queen (CR5)
  • 1 x Rock Trap (CR3)

Day 75

We head into the pyramid. In the daylight, the corridor is lit by breaks in the stone. Far down the entrance corridor (10 ft wide), we see a 10 ft wide by 10 ft high pyramid blocking the way. As we cautiously approach, the pyramid charges us.


  • 1 x Pyramid construct (CR 6)

We continue onwards until we come to some doors. They are closed and open outwards.

  • 1 x Pit Trap (CR 4)

Beyond to the west, we find a chamber with a stone sarcophagus and we can see in the next room over a statue of a Pharaoph.


  • 1 x Disguised sarcophagus (Mimic) (CR 7)

We head into the next room. The status is of the Pharaoh. The false door is a secret door. The door has hieroglyphics on it that are effectively a remove curse scroll.

There is a shrine to the north and to the south (in rooms). Ra and Set.

We find at the base of Ra a hidden chamber with a brass scroll case.

Beyond the secret door to the west, we find what we think is the main tomb of the Pharaoh.


  • 1 x Mummified Creature (CR 6) – Architect

Seems this might be false tomb.

Scribed on the back of the secret door are symbols -

  • Human Man
  • Human Woman
  • Ram
  • Jackal
  • Falcon

Harish uses ‘Detect Secret Doors’ to find two secret doors back in the first chamber (one north and south).

We head through the northern secret door. At the end of the passage is a large room with two wooden chariots in them. There are figures in the skeletons.


  • 10 x Skeletons (CR 2)

Beyond is a hallway with doors to the west and then a corridor south with another set of doors. We continue west. Beyond is a long room 60 ft by 30 ft. Carved nature scenes on the walls. Mummified creatures in the room.

After discussion, we decide to come back to this room later – Tomb of the Royal Huntsmen. (4 Mummy-like animals and a Skeleton Champion) – then we decide to have Harish cast Command Undead on the Mummy Hippopatmus and has it destroy the rest of them.


  • Mummified Croc (CR2)
  • Mummified Hippo (CR6)
  • Mummified Ape (CR1/2)
  • Mummified Leopard (CR2)
  • Huntsman (CR2)

We proceed down the southern corridor and into a room with 4 obelisks (magical). Each had an affect that represented different elements (earth, water, fire, air). It’s a summoning chamber. We find a secret panel on the NW one. Cassandra uses mage hand to open it and it triggers summoning a fire elemental.


  • 1 x Fire Elemental (CR5)

We found an elemental fire gem.

Further down the corridor, we find a secret door. The method of opening it is a puzzle based on the sphinx types based on what was on the back of the ‘faux door/secret door’ back near the entrance.


  • 1 x Axe Trap (CR4)

Carvings cover the walls of the otherwise bare chamber. Flanking an ornate large double doors are statues of men with jackal heads.

Cassandra detects they are constructs.

Session 15

Day 39 to Day 67

Party spends down time.

We research the Sky Pharaoh and find that Wati does not have any information about him. We will need to travel to the Great Library in Tephu.

Day 68

Nefara has arranged transport down river (1 day of travel) to Tephu.

Abdul is the bargeman hired by Nefara to open a trade route.

On the way, a nearby barge is attacked by a number of large crocodiles. We intervene.


  • 5 x Large Crocodiles (CR2)
  • 3 x Large Crocodiles (CR1)
  • 1 x CR 3 story award

In the evening, we arrive in the city of Tephu, City of Reeds.

  • Great Library of Tephu – Divided into several parts – Outer library can be visited with small donation – visit public areas first.
  • Inn of the Desert Winds

The Grand Library is run by the City’s Administrator – Deka An-Keret. Governer and High Priestess of Nethes. Use diplomatic means first to gain access.

Beltan pays for the Inn Suite for 3 days (3 gp/day).

Day 69

We head for the Great Library. There is an information desk and beyond is the outer stacks. It’s 1 gp/person a day as a ‘donation’.

  • Outer Stacks – 1 gp/day/person
  • Greater Chamber of Knowledge – Upper Stacks – 50 gp/day/person

Research of the Outer Stacks

Day 69 – 20 kp of damage

  • 10 hp – Outer Sanctum is sanitized. Missing a lot of knowledge. More interesting works have been deliberately removed from this area and the records were removed too.
  • 20 hp – Outer Sanctum has info about more well known dynasties. We will need to visit the upper stacks for the lesser known dynasties. The Upper Stacks required climb checks.
  • We have gained all the knowledge from this library.

Research of the Upper Stacks (50 gp/person/day)

Day 70 – 19 kp

  • Paper Scroll from First Age of Osyria – 12000 years old – Lost Pharaoh Hakotep – Sky Pharaoh – Ride the Skies by Night (Perception – picture – vast temple in the night sky) – Harish notes that the image can further be interpreted of ancient technology of the Shory (Osirian Atlantis)

Day 71 – 4 kp

Harish has “the dream” again – but it’s worse. Jelly fish monster starts to eat Harish. He’s under a curse and woke with Wisdom drain and fatigue. It could be that he was visited by something the night.

The next morning Nefara is able to remove Harish’s curse and restore his wisdom.

  • Index compiled by previous curator – lists scroll about Hakotep that we had found earlier as one among many scrolls copied from the library of the Sky Pharaoh – the copies are stored at the Spiral Archive – shaped in form of scroll with papyrus bridges

That night we make preparations in case we are attacked by cultists or the source of the curse. Something messes with Kephraim in the night. He investigates and finds nothing. He wakes Harish and Nefara and they find nothing. A littler later that night, Kephraim spots a shadowy figure and calls out an alarm and charges attack.


  • 1 x Shadowy Figure cr8 (Animate Dream)
    The shadowy fgure kills Kephraim.
    Char & Beltin engage in mellee, Harish attacks with magic missiles.
    The Animate dream casts confusion, but is killed later that round by a magic missile volley. The party proceeds to fight amongst themseves. (Char, Gordon, Harish, Meeks, Bliss, Casandra all failed save.) Nefara uses 5 fortune points to cast calm emotions.

The animate dream drops a ring, that is identified as a ring of mind shielding.


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