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Mummys mask pdf download

Mummys mask pdf download

Pathfinder - Mummy's Mask - 2 - Maps - Empty Graves.pdf,PDF EPUB Download

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The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in stone tracks in the floor and ceiling. The dust and sand in the room, as well as the stale air, indicate that nothing has entered this room for at least a few decades. The hieroglyphs on the walls are Ancient O siriani and with the engravings, they describe the life of the tomb's enshrined occupant, Akhentepi, a celebrated military commander who presided over the troops garrisoned in Wati prior to the city's downfall.


The hieroglyphs warn, "Akhentepi's tomb is well defended, and those who defile it tempt the wrath of the gods. The other two faces require a successful DC 20 Knowledge religion check to recognize the likeness of Anubis, the ancient Osirian god ofburials and mummification. Closer examination ofthe faces also reveals them to be decorative torch holders, such that when torches are placed within them, a corona of flame surrounds the deities' heads. The stone wheel against the south wall is 10 feet in diameter and 6 inches wide, and weighs almost 5 , pounds.


The wheel can be rolled to either side along its track to reveal an approximately 5-foot-wide opening to area Az. Moving the wheel requires a total Strength score of 28; from the north, up to four characters can add their Strength scores together to move the wheel. From the south, the wheel's edges can't be reached for leverage. From the south, moving the wheel still requires a total Strength score of 28, but only two characters can attempt to do so at one time. Pitons hammered into the wheel can act as handles, allowing more characters to apply their Strength scores to moving the wheel. Alternatively, the wheel can be broken or knocked free ofits tracks hardness 8, hp 90, break DC The wheel is far too heavy to roll back into a closed position by itself, but pitons or other similar tools can wedge it into either an open or closed position.


Creature: Once the exterior doors have been opened, a solitary ghost scorpion wanders into the mausoleum seeking a lair to nest in during the day. This encounter can take place at any time after the PCs enter the tomb, perhaps while they're moving the stone wheel or after they have entered area A2. The scorpion instinctively uses Stealth in an attempt to attack a target by surprise, and fights to the death. U p p e r S haft Room This square room is starkly devoid of any markings or adornment. In the center of the chamber's floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft. The shaft is 10 feet square and an example of superior masonry, deliberately constructed to be difficult to climb-a successful DC 25 Climb check is needed to ascend or descend.


The shaft drops 60 feet down to the floor of a chamber below area A3 · The rope extends only 5 feet into the shaft before ending, having been cut at that point. The rope is thoroughly rotted and crumbles ifhandled. Lower Shaft Room Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors.


A hint of decay hangs in the air, and a dried stain mars the stone floor under the body. A square shaft in the ceiling leads straight up into darkness. From this perspective, the purpose of the shaft rooms becomes evident-they're deathtraps without a mechanism. Creatures that descend the shaft without a reliable means to climb back out are effectively trapped, permanently. The opening in the center of the ceiling is 10 feet up with no adjoining walls, making it next to impossible to climb back out without a well-secured rope at the top of the shaft, flight, or magic. The shaft climbs 50 feet up to area A2. The carvings on the doors depict Akhentepi as a younger man.


The doors are unsecured, though heavy, and can be pushed open with a successful DC 10 Strength check. The body in front of the doors is mostly skeletal, with a thin layer of desiccated tissue. A PC who investigates the corpse and succeeds at a DC 12 Heal check can identify the body as that of a male human or half-elfwho obviously died ANCIENT 0SI! However, because of t h e s i m i l a rities between the two l a n g u a g es, a speake r of modern Osiria n i c a n decipher Ancient O s i r i a n i h i e roglyphs with a s u ccessfu l D C 20 L i n g u istics check.


A cha racter who k n ows neither modern n o r Ancient Osiriani m ust s u cceed at a D C 3 0 L i n g u istics check to d e c i p h e r Ancient Osiria n i h i erog lyphs. down here. Both of the body's legs are broken from a fall from a great height, and the unfortunate man apparently crawled to the doors before he expired. Treasure: The corpse's gear has suffered decades of rot and rust and is mostly unusable, though a thorough search yields a couple of metal pitons and a usable hammer, as well as two vials of alchemist's fire that have remained miraculously unbroken. Trapped Corridor C R 2 The walls of this ten-foot-wide corridor feature bas-relief carvings of great battles. Armies with spears and shields clash at the direction of generals, while other leaders direct troops from chariots that are ruthlessly overrunning their enemies. Engraved stone double doors stand at either end of the hallway. The engravings on the insides of both sets of doors resemble those in area A3 , except that Akhentepi is depicted as an older man riding in a chariot.


He carries the same scarab shield, but his other arm points at his own reflected depiction on the opposite door. The doors are unlocked and can be opened with successful DC 10 Strength checks. Trap: This hallway is trapped, triggered by a 5-foot-by10 -foot pressure plate on the floor in front of the western doors. Once activated, the trap fires a volley of darts from concealed holes down the length of the hallway. The trap contains enough darts for 10 volleys, and has never been fired to date. Foyer A faded tapestry hangs on a wooden frame on the western wall of this chamber. Faded and delicate, the tapestry depicts a middle-aged man, accompanied by a woman and two children, with a small estate in the background. To either side of the tapestry are two small pedestals, upon which sit two dead and preserved animals.


Stone double doors exit the chamber to the north, south, and east. The tapestry is a portrait of Akhentepi, his wife , and two children, depicted standing before their family home. Characters who study the tap estry and succeed at a DC 10 Linguistics check can discern several symbols and hieroglyphs that suggest that Akhentepi's family befell some tragedy, possibly murder or sickness, and he was left widowed. A PC who succeeds at a DC 15 Knowledge local check ca n infer that the family is probably interred somewhere else and that this tomb was prepared much later, after Akhentepi's continued successful military career.


The animals on the pedestal are mummified cats, Akhentepi's former pets. They were strangled and then mummified so they could accompany their owner to the Boneyard and his soul's final destination. The north and south doors open without difficulty onto short stairways that descend to additional sets of doors. C hariot C h a m b e r CR 1 A brightly painted chariot sits in the center of this chamber. Beyond the chariot, a large canvas stretches between two stone columns. The skins of several animals-antelopes, great cats, � '. and crocodiles-now faded and deteriorated with age, are tacked to this canvas. A wooden chest, lacquered white and trimmed with gold inlay, sits in the southeast corner. In each corner of the room a small stone shield is molded into the masonry at shoulder height. An open hallway leads to the east, and a set of stone double doors leads south. The chariot is a light chariot, one ofAkhentepi's favorite possessions from his younger days.


It was fully restored and painted outside of the tomb, then disassembled, brought here piece by piece, and reassembled in this chamber. Time has still taken a toll on the chariot, such that using it as a vehicle would b e dubious at best though a make whole spell would fully restore it. The animal skins are trophies from Akhentepi's hunting expeditions , and have no real value, having suffered the ravages of time. The shield devices in each of the corners are torch holders. Trap: The chest in the southeast corner is locked hardness 5, hp i5, break DC 23 , Disable Device DC 20 and trapped, such that a razor-sharp, envenomed blade slices into the hand of a would-be thief who attempts to pick it. Breaking open the chest with physical force avoids the trap, but doing so shatters the potion vials inside and ruins the value of the chest itself see Treasure, below.


The chest contains two potions ofcure l ght wounds and one potion of darkvision. Also inside the chest are two books with thin, gold-plated metal sheets for pages. The first is a brief biography of Akhentepi, and the second is a list and description of the various military campaigns conducted by the nation ofOsirion between and AR. Each book weighs 25 pounds and is worth gp. The chariot can also be considered an art piece or antiquity, but it must be disassembled, moved, and put back together, requiring a successful DC is Craft carpentry or Profession driver check. If successfully removed from the tomb and reconstructed, the chariot is worth gp, or i50 gp if restored. H a l l of Judgment Four funerary masks hang on one wall of this short hallway, staring down as if in judgment at anyone standing in the corridor. While these masks might appear to be some form oftrap, they are simply decorations.


From west to east, the masks depict the gods Pharasma, Abadar, Sekhmet, and O siris. The first two gods can be identified with a successful DC 10 Knowledge religion check. Identifying the last two masks requires a successful DC 20 Knowledge religion check to identify-they are the ancient Osirian goddess of war and god of the afterlife, respectively. Treasure: Each mask is gold-plated and worth 75 gp. Trophy Room CR 2 A table displaying a three-dimensional diorama occupies much of the north side of this room. Three shields with different designs are displayed upon a rack against the east wall, while various weapons hang from another rack along the south wall. Arrayed around the room are five small chests and a clay urn. With a sculpted landscape and tiny stone and wooden statues, the diorama depicts an ancient battle between the city of Wati and an unidentified enemy. The rack to the east proudly displays three shields. The shield on the right is a light wooden shield identical to the shields carried by the soldiers in the diorama.


It bears Ancient Osiriani hieroglyphs that spell the name "Akhentepi," marking those soldiers as under the command of Akhentepi. The light wooden shield on the left does not appear to be Osirian in origin, and a PC who makes a successful DC 12 Knowledge geography check can determine that it is similar in style to those used by tribes in the Mwangi Expanse far to the south. The center shield is unusual in that it is a light steel shield shaped like a scarab; it matches the one borne by Akhentepi in the engravings on the doors in areas A3 and A4. The rack on the south wall holds a composite shortbow, a khopeshuE, and a spear-all of which belonged to Akhentepi. Creatures: Three tiny wooden dolls in the diorama have been animated to serve as tomb guardians. As soon as any creature larger than Tiny enters the room, they spring to life and clamber down the diorama to attack. The dolls attack relentlessly and fight until destroyed. They pursue foes as far as area A6, but no farther.


The chests are of good craftsmanship but less ornate than the one found in area A6. None of the chests are locked or trapped, but each has been sealed with wax. They contain a sack with a gp and 42 sp, and several scroll tubes holding papyrus records, private memos, expense ledgers, speeches, and private correspondence. Among the papers are discussions regarding the unfinished tomb of Akhentepi's mistress area Ai3. There is little else of interest in the papers, but to a collector or Osirionologist, these documents are worth gp total if undamaged. The clay urn is also sealed with wax and contains nard, an expensive, oily perfume, worth 75 gp. Treasure: Most of the arms and armor on the racks are mundane items, but Akhentepi's khopesh and spear are both masterwork weapons.


The composite shortbow is still serviceable, but its string has deteriorated, and must be replaced before the weapon can be used. The scarab ­ shaped steel shield is a magic scarab shield see page 6i. A massive mirror stretches across the southern wall of this chamber, flanked by two statues. The statue to the east depicts a tall, gaunt woman in a flowing, hooded gown, holding an hourglass. The figure to the west is that of a jackal-headed man carrying a scepter or staff in his hand. Stone double doors, standing slightly ajar, lead to the east and west. A third set of double doors exits the room to the north. Torch holders sculpted in the shape of bird skulls are built in each corner, and a thin layer of dust covers every surface.


C h a m b e r of Reflection Any humanoid creature who peers into the mirror sees itself and any other visible humanoids reflected back-along with the likeness of Akhentepi as depicted elsewhere throughout the tomb: a human man with bronzed skin in his forties, wearing white ceremonial robes and a headdress. The reflected images always appear stern and disapproving, regardless of a creature's actual facial expression. The mirror has a faint illusion and transmutation aura. If a creature looks at its reflection for more than 3 rounds or touches the mirror, it must succeed at a DC 10 Fortitude save or take i point of damage as Ancient Osiriani hieroglyphs spelling the word "thief" are etched into the creature's forehead. The hieroglyphs remain for 5 days and function as the brand spell Pathfinder RPG Advanced Player's Guide Such mirrors were devised to encourage would-be thieves to empathize with those whose tombs they were desecrating.


Feel free to play out the ramifications of this event with any PCs that are so branded. Certainly the priests ofthe Grand Mausoleum would react unfavorably toward such a character, though they can be convinced that the character did nothing wrong ifthe PCs give a truthful account oftheir encounter with the mirror and succeed at a Diplomacy check. Characters who seek to identify the statues can attempt a Knowledge religion check. A result of 10 or higher is enough for a character to identify the eastern statue as the goddess Pharasma, while with a result of 20 or higher, � '. a character identifies the western statue as Anubis, the ancient Osirian god ofburials and tombs. A successful DC 15 Survival check turns up evidence of tracks in the dust between the east and west doors. A result of 20 or higher on the check identifies the tracks as those of animals with the vermin type.


Preparation C h a m b e r CR 3 Pillars line the walls of this rectangular chamber, interspersed with stone jackal heads extending from the walls. A stone altar, covered in a layer of dust, sits at the eastern end of the room. To the west, a set of stone double doors stands slightly ajar. Akhentepi's body was embalmed along with those ofhis cats and slaves who were buried in the tomb with him , and the final mummification rites and interment rituals were performed in this chamber. From here, the bodies were carried to their respective resting places before the tomb was sealed. The altar is dedicated to the ancient Osirian god Anubis, patron of embalmers and guardian of tombs, and the funerary masks on the walls depict him-a character who succeeds at a DC 20 Knowledge religion check recognizes his image.


The masks also function as torch holders, and their eyes glow when a light source is placed within them. A PC who makes a successful DC 15 Survival check finds tracks in the dust on the floor similar to those described in area A9. Creatures: Giant solifugids entered the tomb through the insect tunnels in area A11, and a pair now nests in here, preying upon the mining beetles that also roam this section of the complex. The solifugids' nest is behind the altar, and any nearby noise or movement sends them scuttling out to attack.


G IANT SOLIFUG I DS 2 XP each hp 1 3 each Pathfinder RPG Bestiary 2 2 53 CR 1 Al l. Broken Sta i rs CR 2 A flight of steps gradually descends to the west down this passage. Halfway down the stairs, small holes and burrowed tunnels riddle what remains of the passage's southern wall. Earth and sand have spilled over the collapsed masonry, covering the stairs with dirt and rubble. Stone doors engraved with a golden scarab, its wings open beneath a golden sun, stand at either end of the stairs. One of the eastern doors is slightly ajar. Mining beetles broke through the southern wall here long ago, and other vermin-such as the giant solifugids in area Afollowed them to infest the tomb. The central foot-square portion of the stairs is considered difficult terrain because ofthe sand and rubble there. Creature: The staircase is currently the territory of a Sandling, an elemental creature of loose earth and sand. In its natural form, a Sandling resembles a pile of sand, but it can coalesce into a serpentine form at will.


The Sandling lies in its natural form in the foot-square in the center of the ruined staircase. It hides in the sand and is very difficult to see, but PCs who actively study the ground can attempt a Perception check opposed by the sandling's Stealth check to notice the creature. If undetected, the sandling waits until a creature attempts to cross over it, then rears up in its serpentine form to attack by surprise. As a creature of elemental earth, the sandling can burrow through solid rock, leaving no hole behind it. It does not pursue threats past areas A9 or A12 unless significantly provoked. The sandling flees into the earth if reduced to 4 hit points or fewer. H a l l of the S o u l 's Crossing A tapestry hangs from a frame against the south wall of this large chamber; it depicts an otherworldly vista where the souls of the dead, shepherded by strange beings, enter an ethereal river ambling through space toward a landscape dominated by an impossibly tall spire.


Columns sculpted in the shape of Osirian warriors wielding khopeshes stand in all four corners of the room. The floor is tiled in a white spiral pattern on a black background, and this spiral pattern is repeated on the stone double doors to the north, east, and west. This room serves as a transition from the outer tomb chambers to Akhentepi's final resting place. The northern and western doors are locked hardness 8, hp 60, break DC 28, Disable Device DC U nfinished Wing { C R 1 This short hallway narrows sharply to the west, descending to set of stairs that abruptly ends at a rough rock wall.


After the death ofhis family, Akhentepi took a mistress whom he planned to eventually marry. Preparations for a secondary tomb for her were begun here. When Akhentepi died unexpectedly, no financial provisions had yet been made to continue excavating her tomb. Further construction on his mistress's crypt was abandoned, and the tomb was sealed in its current state once Akhentepi's interment was complete. This information can be ascertained with a successful DC 12 Linguistics check made while carefully studying the scrolls found in area AS. The finished north wall of the passage contains a one­ way secret door. A successful DC 20 Perception check is required to locate the door to area A14, but it was specifically designed not to be opened from this side, and has no accessible hinges or lock mechanism.


A knock spell will open the door, however, or it can be battered down hardness 8, hp 60, break DC The area at the foot of the stairs was never excavated, though a few small tunnels pockmark the stone. These tunnels are inaccessible without a burrow speed. Creatures: Two mining beetles nest just inside the tunnels at the base of the staircase. Preyed upon by the giant solifugids, the beetles are aggressive and attack anything descending the steps. The mining beetles fight to the death. Secret Passage {CR 1 In contrast to the rest of the tomb, this rough earthen passage is not lined with masonry. At various points along the tunnel, sections of the walls have crumbled, as if something had dug small tunnels in the walls that subsequently collapsed. This secret passage was constructed so the priests who interred Akhentepi in his burial chamber could bypass the false tomb area Ai5.


At the time ofhis death, Akhentepi was a significant military figure in Wati, but not so important that the architects and workers who constructed his tomb were executed to keep its secrets. They were instead sworn to secrecy, and their last duties were to set the tomb's traps, lock doors, destroy the keys, and seal the mausoleum. The secret doors to areas Ai3 and Ai7 are easily noticeable from inside the passage. A handle on the southern door allows it to be opened from the inside, but it shuts itself ifleft unattended for 2 rounds, whereupon it cannot be opened from the other side. The northern secret door can be opened from either side, but it is locked hardness 8, hp 60, break DC 28, Disable Device DC 20 ; from the north, a successful DC 20 Perception check is required to detect this door. Creatures: Two mining beetles dwell in this passage and attack if disturbed. The passage's earthen walls are soft enough for the beetles to burrow through, and while they're too mindless for true tactics, one beetle will burrow through the walls to flank with the other if they're unable to attack creatures in the tunnel.


False B u r i a l C h a m b e r CR 4 The center of this large oc tagona l room is a raised square platform a few inches above the floor, with a stone pillar at each corner. A gold-trimmed sarcophagus sits in the center of the platform, flanked by two statues of humanoid beings with canine heads, each of which holds an ankh in one of its crossed arms. Stone double doors exit the room to the north and south. Although this chamber appears to be the actual tomb of Akhentepi, it is in fact a false burial chamber, designed to trap and kill grave robbers before they find Akhentepi's true resting place. The statues depict the ancient Osirian god Anubis, which characters recognize with a successful DC 20 Knowledge religion check.


The northern doors appear to be stuck closed hardness 8, hp 60, break D C 28 , and opening them automatically triggers the room's trap see Trap, below. Secret double doors stand in the east and west walls, and can be found with successful DC 20 Perception checks. The western secret doors lead to Akhentepi's real burial chamber and chamber of grave goods, and they require a successful DC 20 Disable Device check to unlock. The eastern secret doors are unlocked. Creature: The sarcophagus on the center platform is an animated object, programmed to activate once the room's trap is triggered see Trap, below. The sarcophagus also animates ifanyone attempts to open it, whether or not the trap has been triggered.


The purpose of the sarcophagus is to kill or occupy thieves as they struggle to escape the trap, and it attempts to bite, swallow, and suffocate the closest opponent while attacking other intruders with its slam. The sarcophagus fights until destroyed. Trap: The architects o f Akhentepi's tomb built this chamber as a deathtrap. The trap is triggered when a creature steps on the platform in the center of the room or in the 5-foot-by -foot space in front of the western secret double doors. The architects did install a bypass switch to deactivate the trap, located in the torch holder on the southwest wall of the room.


Locating the switch requires a successful DC 25 Perception check-if the torch holder is pulled straight down, it locks the pressure plates and deactivates the trap. If not bypassed, the trap must run completely through its cycle once triggered. Once the trap is activated, the southern and western doors slam shut if open and an internal bar slides into place, effectively sealing the doors until the trap has run its course hardness 8, hp 60, break DC Any creature standing adj acent to either set of doors can jump to either side of the doorway with a successful DC is Reflex save.


On a failed save, the creature is knocked prone in the square it started in. At the same time, bolts of electricity arc between the pillars on the central platform, striking anyone standing atop the platform. One round later, the northern doors burst open. Any creature standing adjacent to them must succeed at a DC 15 Reflex save or be knocked prone. With the northern doors open, a torrent of water rushes from a large grate in a small chamber behind the doors to fill the room, fed by a subterranean aqueduct supplied by the River Sphinx.


The trap was designed so that the chamber would quickly fill with water and drown any would-be thieves. Fortunately for the PCs, the trap has never been triggered before, and after over 2 , 0 0 0 years, it has developed a serious malfunction. The doors still close and the electricity arcs still function, but the aqueduct no longer sends the full force of the River Sphinx into the room, and the water now fills the room to a depth of only 2 feet-more an inconvenience than certain death. Of course, the PCs are unlikely to realize this at first, so after the trap's electricity arcs are activated, you should have the PCs roll initiative, along with the false sarcophagus, which animates on its turn to attack the nearest intruder.


At the top of the initiative order on the first round after the trap activates, the northern doors open and water begins pouring into the room. At the beginning of the second round, the water reaches a depth of 6 inches, but does not affect combat. At the beginning of the third round, the water rises to 12 inches deep. It now costs 2 squares of movement to enter a water-filled square, and the DC of Acrobatics checks in the room increases by 2. At the beginning of the third round, the water rises to 18 inches, and by the fourth round, the water reaches a depth of 2 feet. There is little danger of drowning, even for Small creatures, but smaller creatures such as animal companions or familiars might require assistance, and any PC who falls unconscious into the water will require immediate aid to avoid drowning.


The PCs can push the northern doors closed with a successful DC 25 Strength check to stall the rise of the water, but the doors can be held shut for only a single round before the water pressure becomes too great and they burst back open. As before, any creature standing adjacent to them must succeed at a DC 15 Reflex save or be knocked prone, and the water continues to rise as described above. Although the flow ofwater stops after 4 rounds, the water remains in the room for another 20 rounds-enough time, the architects believed, to kill any thieves, provided the chamber was completely filled with water. After 24 rounds, water starts to drain from the chamber through a "rubble drain" of loose gravel built around and underneath the room.


The water subsides at the rate of 6 inches per round, and once the water has completely drained away, the locking bars inside the western and southern doors retract and the northern doors close. Although originally designed to reset automatically, the trap can be triggered only once, thanks to the malfunction. MALFU NCTI O N I N G DEATHTRAP CR 2 XP Type m e c h a n i ca l; Perception DC 20; Disable Device D C 20 EFFECTS Trigger location; Reset n o n e; Bypass h i d d e n switch Perce ption DC 25 I n itial Effect e l ectricity a rcs 2d6 e l ectricity d a m a g e, Reflex D C 15 h a lf ; m u l t i p l e ta rgets a l l ta rgets o n t h e center p l a tfo rm ; Secondary Effect l i q u i d water fi l l s room to depth of 2 feet over 4 ro u n d s ; never m i ss; o n s et d e l a y 1 ro u n d ; d u ra t i o n 24 ro u n d s; m u l t i p l e t a rgets a l l t a rgets i n t h e room Treasure: There is no significant treasure in this chamber, but the false sarcophagus is trimmed with gold leaf to entice grave robbers.


A PC can salvage gold leaf worth 50 gp with 3 0 minutes of concerted effort. Story Award: If the PCs successfully bypass or disable the trap and avoid animating the sarcophagus, award them full XP for both the trap and the sarcophagus, as if they had defeated the sarcophagus in combat. Slave B u r i a l C h a m b e r This small room is filled with human-shaped bundles wrapped in linen. Each wears a small medallion around its neck. The dozen slaves who worked on the tomb were buried in this chamber, having been killed to protect the tomb's secrets when it was completed. The slaves were mummified and interred here with all of the proper funerary rites to ward off curses and to ensure that the slaves' souls would travel to the Boneyard and not be unjustly denied whatever afterlife they had earned.


The medallions around their necks are small wooden holy symbols marked with Pharasma's spiral. The doors to this room are watertight, but if they're opened while area Ai5 is flooded, the mummies here spill out into the 4 squares just outside the doors and bob around in the water. While unnerving, the mummies are harmless, though it costs 3 squares of movement to enter any of the squares in which they float. C h a m b e r of G rave Goods C R 3 This room holds several neatly arrayed chests, boxes, and urns. The dust of centuries covers every surface. The only exit is a set of stone double doors to the south. Akhentepi's grave goods were placed in this chamber, in keeping with the Osirian cultural belief that his soul would have access to those items in the Boneyard while he awaited final judgment.


A secret door in the eastern wall Perception DC 20 to locate leads to Akhentepi's true burial chamber. Trap: A magic trap has been placed upon the secret door in a final effort to prevent access to Akhentepi's resting place. Touching or attempting to open the door activates the trap, which summons a swarm of flesh­ eating cockroaches into the io -foot square just outside the door. SUMMON SWARM TRAP CR 3 XP Type m a g i c; Perception DC 22; Disable Device DC 2 2 EFFECTS Trigger touch alarm ; Reset n o n e Effect s p e l l effect summon swarm, s u m m o n s cockroa ch swarm [Pathfinder RPG Bestiary 2 5 8] for 2 ro u n ds Treasure: None of the chests and boxes in the room are locked, as the items within them were the most personal to Akhentepi, and his soul might want to have immediate access to them.


Most of the goods in the chests, such as once-fine clothing and sealed jars of food, no longer have any value after the passage of centuries, but among the spoiled and ruined grave goods are several salvageable items of value, including two vials of silversheen, a masterwork longbow, io cold iron arrows, a gold scarab clasp worth 50 gp, an onyx and silver holy symbol of Pharasma worth gp, a silver hand mirror worth 35 gp, and a wax- sealed clay urn ofnard worth 75 gp. Akhente p i 's B u ri a l Chamber CR 2 A sarcophagus covered in gold leaf rests on a raised stone platform in the center of this chamber. The casket's cover is carved the likeness of an adult man with his arms crossed over his chest, and covered in thick coat of dust.


Two ornate chests sit beyond the dais in the northeast and southeast corners, and between them stand two large funerary urns. The sole exit is a door to the west. The mummified body of Akhentepi is interred in this room along with many of his riches. The door to the chamber is unlocked and free of traps, as are the two well- constructed, though dusty, chests beside the dais. The urns are made of bronze and appear to have once contained leaves or incense, but now hold nothing more than ashes and dust. Creature: An iron cobra lurks behind the stone dais and sarcophagus. strike at intruders by surprise. Since none have entered the room since the cobra was placed here, its poison reservoirs are full.


The cobra attacks relentlessly until destroyed, pursuing intruders throughout the tomb as necessary. I RO N COBRA XP hp 15 Pathfinder RPG Bestiary 1 82 CR 2 Treasure: The gold leaf decorating the sarcophagus is worth a total of gp, if enough time is spent to salvage all ofit. Inside the sarcophagus, Akhentepi's mummified corpse wears an exquisitely crafted gold funerary mask worth gp. One of the chests contains Akhentepi's armor see page 60 , the magic suit of padded armor he wore in life. The other chest holds a disintegrating cloth sack filled with gp, as well as a small, well-preserved darkwood coffer worth 50 gp. Inside the coffer is a potion of darkvision, a potion of lesser restoration, an ornate lapis and carnelian pendant worth 70 gp, and an assortment of carnelian, lapis lazuli, and turquoise semiprecious stones worth a total of 55 gp.


Story Award: By the time the PCs reach this chamber, they should have effectively explored all of Akhentepi's tomb. Award them an additional XP for accomplishing this task. MEETI NG TH E CoMPETlTlON Once the PCs have explored the Tomb of Akhentepi, they should have the opportunity to recover from their first foray into the necropolis, sell any treasures they recovered, and make any necessary purchases for their next exploration. Hookah to share stories, boast of their exploits, and show off the riches they found. If the PCs take more than 1 day to explore the Tomb ofAkhentepi, this event occurs on the first night when they return to the living city. Hookah, they automatically hear about the gathering. Otherwise, there should be some other reason for them to attend the meeting-perhaps they hear a rumor that another group that will be present has some information on the lottery or the distribution of exploration sites, or maybe they learn that one of the merchants staying in the inn would be particularly interested in purchasing one of the items they brought out of the Tomb of Akhentepi.


If nothing else, the PCs should be interested in meeting some oftheir competitors and boasting of their own deeds in front of their peers. This is a roleplaying encounter, designed to highlight the fact that the PCs are not the only ones involved in the opening of the necropolis, and to give them a chance to interact with other adventurers, including a rival group that the PCs will encounter later in the adventure. Hookah this evening. A short description of each adventuring group is presented below, along with a few details of the group's first foray into the necropolis. Most of these groups just want to show off and share information, but one ofthe parties-the Scorched Hand­ has a hidden agenda, described below. Hookah, see the Pathfinder's Journal on page Cryptfinders: Members of this group hail from all over the Inner Sea region, and include a Chelish cavalier, a Nexian summoner, a Qadiran cleric of Sarenrae, and their leader Falto N male human rogue 2 , a bravo from the streets of Absalom.


They claim they were assigned the tomb of an important government official and hint at the wealth they brought out of the tomb after defeating a mummy inside the tomb. However, the PCs can tell that this is a fabrication with a successful D C i4 Sense Motive check. In reality, the Cryptfinders explored an old brewery, where they encountered little more than vermin and found virtually no treasure. Daughters of the Desert: This all-female adventuring party follows the lead of Sigrun Firehair CG female human bard i , an Ulfen of the Linnorm Kingdoms who claims to be descended from a genie. The group also includes an exiled Rahadoumi cleric of Iomedae, a barbarian from one of the nomadic desert clans of Thuvia, and two Osirian witches, twin sisters who always wear veils. Sigrun has j ourneyed south seeking adventure, hoping to pen an epic tale of her exploits to take back north. The Daughters were assigned the house of a wealthy pawnbroker to explore; they encountered several traps, but little else in the way of opposition.


The women are cagey about what treasures they may or may not have found in the tomb, but Sigrun is very interested in hearing the stories of other groups' experiences, possibly for inclusion in her nascent manuscript. The Dog Soldiers were sent to explore an abandoned tannery, where half oftheir dogs died fighting a gelatinous cube they found within. Mad Dog is broken up over the loss of several of his favorite pets, but he proudly shows off the magic sword he salvaged from the cube after slaying it. He is interested both in a potential buyer for the sword and in purchasing replacement dogs from a respected breeder. Sand Scorpions: This party contains no fewer than three rogues, along with a single magus for combat and magic support.


Each rogue specializes in a different area of expertise, whether, locks, traps, or, in the case of their leader, a mysterious woman called Black Kiss NE female half- elf alchemist 4 , poisons. The Sand Scorpions keep mostly to themselves and do not volunteer any information on their exploration site and the treasures they found there, but if pressed, they reveal that their first site was a perfumery and incense shop. Before they had explored much of the site, however, they found themselves caught up in what seemed to be a turf war between rival gangs of ghouls. The Scorpions were able to retreat, but not before two of their members were paralyzed by the ghouls.


Black Kiss wants to continue exploring the necropolis in hopes of unearthing some long-lost alchemical secrets or items, but without a cleric in the group, the rest of the Sand Scorpions are afraid of encountering more undead. Scorched Hand: Led by a Taldan Osirionologist named Velriana Hypaxes LE female human wizard 4 , this group is dedicated to the pursuit and acquisition ofknowledge. Native Osirians Azaz Arafe N male human evoker 2 and Khelru N male human cleric of Nethys 3 round out the group. All four members of the Scorched Hand are detailed fully in the NPC Appendix on pages Velriana is quite vocal in her disapproval of the Grand Osirian nobles, Pentheru owned a section of farmland and was responsible for its administration, overseeing Mausoleum's refusal to assign specific sites to groups the farmers who worked the land and the distribution that requested them.


It seems that the Scorched Hand was denied a petition to explore a site sacred to its members' of grain, and ensuring the proper taxes were paid to the faith, and was instead allocated what turned out to b e an local authorities and the Keleshite sultan in Sothis who ancient brothel. Although the group easily dispatched ruled Osirion at the time. Pentheru the Elder started the nest of zombies in the brothel's basement and even construction of the estate but passed away during its managed to recover a few minor treasures from the site, construction. His son, Pentheru the Younger, inherited it's evident that the group's members are disappointed his lands and title and finished the house. When the Plague of Madness struck Wati, Pentheru the Younger with their first foray. Velriana makes a point of asking fell victim to it and quickly died. Had he survived everyone present at the gathering whether they have longer, he might have evacuated his family learned of an ancient temple or shrine and household staff from the being assigned, or heard any rumors of something called city, but without his leadership, his family interred him in "the Erudite Eye.


Pentheru's servants and guards did their best to defend the Erudite Eye to explore, they the estate and the family, but amid the may well remember the Scorched Hand's interest in the site. chaos and the plague's virulence, the entire household perished. This encounter can be expanded Today, the House of Pentheru has become a or shortened as much as you wish, but it is important that the nest of evil. A foul doru div named Imanish has PCs meet the Scorched Hand to made the estate its playground, and over the foreshadow their eventual encounter years it has attracted other evil creatures to with the group at the end ofthe adventure. its demesne. These entities lure would-be At the same time, you should take care looters and unauthorized tomb raiders VELRJANA HYPAXES not to create an antagonistic relationship to this once-wealthy home for sport and the satisfaction of their unnatural and between the PCs and the Scorched unwholesome appetites.


Hand too early; the Scorched Hand should not be a The estate's location is marked on the map of Wati on distraction from the PCs' main goal of exploring tombs page 68; the PCs should have no difficulty locating the site in the necropolis. Only once the PCs are assigned the with the map they've been given. Sanctum of the Erudite Eye in Part 3 should they realize Unless otherwise noted, ceilings within the House of that the Scorched Hand is more than just a disgruntled adventuring party complaining about unfair treatment. Pentheru are 10 feet high and the doors are stone and Story Award: Award the PCs XP for interacting unlocked. Small windows high in the exterior walls provide normal light in most of the house's rooms. with the other adventuring groups and learning of the Scorched Hand's preoccupation with the Sanctum of the Underground rooms are dark unless otherwise noted.


Erudite Eye. O uter G ate PAR.. T 2: 1HE HOUSE OF PENIHER.. U When the PCs are ready, they can pick up the details of their next exploration site from the priests at the Grand Mausoleum. The second site is a walled, two ­ story mansion with surrounding grounds, which the Pharasmins believe belonged to some minor nobility of the city. As before, the PCs are given a sketched map detailing the site's location in the necropolis. Sandstone walls ten feet high enclose this estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. In the center of the estate's southern wall stands a pair of tarnished bronze gates hanging partially open. A pair of statues flanks the gate. Dusty hieroglyphs are carved into the wall at eye level to the left of the gate. H O U S E OF P E N T H E R U The hieroglyphs read "House of Pentheru" in Ancient Osiriani.


The statues depict two men with a regal bearing and dressed in loose, short robes and traditional Osirian The PCs' second assigned site i s a n estate that belonged to the family of a man named Pentheru. Like many minor. A successful DC io Perception check reveals small hieroglyphs on the statues' bases that identify the figures as Pentheru the Elder and Pentheru the Younger. The bronze gates are decrepit and appear to have been broken open long ago. There is no means to secure them, and they would not stand much punishment hardness 9 , hp 3 0 , break DC Outer C o u rtyard C R 2 Dust and sand cover the ground of this small courtyard. To the east and west stand pairs of columns, once brightly painted and now bleached from the sun, which support stone archways leading to other section of the property.


Tarnished bronze gates hang open under both arches. To the north, a small flight of steps leads up to a pair of ornate doors in the south wall of the house between another set of co l umns. The wind has obliterated any tracks or signs of passage in the courtyard, giving the impression that no one has entered the grounds in years. The gates are comparable to the ones described in area Bi. These gates are left open to lure in wandering looters for Imanish to charm and torment. Haunt: A minor haunt manifests just inside the gates to the estate. The haunt recreates the household's final hours as an angry mob infected with the Plague of Madness attacked the house. CR 2 MEMORIES OF VIOLENCE XP CN haunt 1 0 -foot ra d i u s inside t h e main gate Caster Level 2 n d Notice Percept i o n DC 20 to h e a r t h e s o u n d s of a n a n g ry m o b i n the distance hp 4; Trigger p roxi m i ty; Reset 1 day Effect When this haunt is triggered, t h e sound of a n a n g ry mob c a n be heard outside t h e wa l l s.


A woman's voice cries o u t in Ancient Osi ria n i, "Hold the gates! Destruction The gate at a rea Bl m ust be s p r i n k l e d with holy water, repa i red, a n d secu red, either with a s u ccessful D C 1 5 Craft meta lworking o r D C 2 5 D i s a b l e Device check o r with magic such as make whale. Garden C R 3 The western side of the estate forms an L-shaped yard mostly given to sand, sun-dried earth, and the ancient husks of dead trees. Stone benches line the walls of the yard, and a large tiled pool sits in the southwest corner, dried and partially filled with sand. A short flight of steps leads between a pair of pillars to a set of stone doors in the west side of the house.


At the north end of the yard stands a squat stone building with columns at every corner. This outdoor space was reserved for the family's enj oyment, but the sandy courtyard is all that remains of a garden now deprived of water and care. Creature: A giant whiptail centipede has taken up residence in the sandy garden. It forages on corpses throughout the necropolis, returning here to coil up in the bottom of the dried pool. It hasn't fed in some days, however, and it eagerly clambers out of the pool to attack any living creature entering the courtyard. G IANT W H I PTAI L CENTIPEDE XP hp 38 Pathfinder RPG Bestiary 2 53 CR 3 Fa mi l y Mausoleum A rectangular stone building sits i n the northwest corner of the estate.


At each corner stand columns carved to resemble men and women with their arms crossed over their chests. A set of stone doors stands in the southern face of the building, carved with bas-relief faces of two men. Hieroglyphs are carved into the doors just beneath the faces. The faces on the doors are of Pentheru the Elder and Pentheru the Younger and match the faces on the statues outside the property at area Bi. Two of the building's four columns also depict the two men. The other two columns depict women: the wives of father and son. The Ancient Osiriani hieroglyphs identify the building as the "crypt of the House of Pentheru" and warn, "May defilers be cursed by the gods until their day ofjudgment.


Inside, a wide stairway descends 15 feet to area Bz6. Originally, it was planned for the entire family to be buried in the tomb and crypts below, but only Pentheru the Younger was interred within before the Plague of Madness and the resulting chaos overtook the rest ofthe family. Servants' Ya rd CR 2 A spacious yard fills the compound east of the house. To the east, several small stone outbuildings have been built right into the compound's outer wall. A well stands between two of these outbuildings, opposite a stone table and benches that sit in the shadow of the house. To the west, two sets of steps, both flanked by columns, lead up to doors into the main house.


To the northwest, an open doorway leads into an extension of the house, next to a small structure with a domed roof. The household servants used this yard. The harsh sun and lack of irrigation has left nothing but hot sand in the once-tidy yard. The well to the east is long dry. Creature: A dark brown snake known as an asp lies coiled up in the shade of the stone table in the west of the yard. It does not move unless disturbed, but once threatened, it rises up, expands its hood, and attempts to bite anyone in reach. The asp flees if reduced to fewer than 10 hit points. Creature: A large, two -headed canine called a death dog has made a den in this building. It leaves the estate at night to hunt, but returns to spend the day here.


It has not had a successful hunt for several nights, however-it's hungry, and viciously attacks anyone investigating this building. The death dog fights until slain, and relentlessly pursues fleeing prey. D EATH DOG XP hp 22 Pathfinder RPG Bestiary 4 44 CR 2 Treasure: Before he died, one of the guards who lived here buried a small cache of treasure in the northeast corner of the room. The death dog has recently dug up much of the floor, and a successful DC 10 Perception check reveals 7 gp, 3 sp, and 1 2 cp, and a turquoise earring worth 15 gp. Guard Quarters This building is much like area B6, save that no creatures currently live inside. The room is empty except for debris, refuse, and windblown sand.


l�l��f� 8 8. Servants' Quarters C R 1 A married pair of servants employed at the house resided in this dwelling with their teenaged child, who slept in a rear alcove separated by a curtain. These servants faithfully served the House of Pentheru to the very end, burying the members of the family in the family crypt area B4. Unfortunately, no one was left to bury the servants when they eventually succumbed to the Plague of Madness, and they died here, where they lived. After the passing of millennia, nothing of interest is left here, save the dried skeletons of two house cats. Creatures: Abandoned and forgotten, the three servants have risen as undead skeletons. They do not normally leave these quarters, but they animate and attack any intruders who enter their former dwelling.


The skeletons have no armor or weapons and attack with their claws. They pursue foes throughout the house and grounds, but will not leave the compound. Guard Quarters CR 2 This small, one-room structure is devoid of features, save the ruined remains of furniture that have a l l but disintegrated with the passage of time. The House ofPentheru employed four guards; two of them lived here and the other two lived in area B7. The quarters were small, but the guards ate their meals and bathed in the main house. Rusted metal hinges in the doorframe indicate that wooden doors once hung here. Granary CR 3 A small granary with a domed roof and a small door in the front sits against the north wall of the compound. Most Osirian residences do not have their own granaries, but with more than io people to feed, the Pentheru estate did.


The grain was devoured by insects or rotted away centuries ago. Creature: A scarab swarm nests in the granary. lmanish has taken to throwing a corpse in from time to time to feed the vermin and keep them here. As soon as the granary's door is opened, the swarm spills out to attack any creatures nearby. Oxford, Oxford University Press, Stephen W Cross. How many times in Egyptology is something not what it at first seems? This famour graffiti has more to tell than at a frist reading. Between Heaven and Earth: Birds in Ancient Egypt. Oriental Institute Museum Publications Foy Scalf. Lidija McKnight. DuQuesne ed. The Salakhana Trove: Votive Stelae and Other Objects from Asyut. London: Da'th Scholarly Services, Oxfordshire Publications in Egyptology 7, Darengo Publications: Geoffrey John Tassie.


Paolo Del Vesco. Gianluca Miniaci. Anders Bettum. This is not published book, but a PhD dissertation, submitted at the University of Oslo in December It focuses on the layered structure of Ancient Egyptian mummies and coffin ensembles in the Ramesside period, and provide the source material for later papers on the same topic. The nested structure, which often has been compared with Russian dolls or Chinese boxes, is very characteristic for Egyptian elite burials. The core of the source material consists of 10 private coffin ensembles from the late 18th to the early 21st Dynasties. The structure of the coffin ensembles follows a duality of symbolism which can be retrieved in the individual coffins: 1 as a representation of the deceased, 2 as a representation of the space in which the transformation or rebirth of the deceased was believed to take place.


The burial of the child-king Tutankhamun is a case in point. His nest of coffins contained three anthropoid coffins and five rectangular sarcophagi shaped as shrines. Furthermore, his mummy demonstrates well how the nested structure seen in the coffin ensemble continued inside the mummy, where artificial façades or attires had been constructed between the layers of bandages. In private coffins from the New Kingdom, the two main themes merge into one decorative scheme, where the primary decoration represents the mummy and the secondary decoration represents the mythological space surrounding it.


This tendency to merge layers is typical. In the 19th Dynasty inner coffins, four such layers can be identified. This system created a flexibility that made it possible for people from lower social strata to copy the nested structure of elite coffin ensembles in a single coffin. In Rozen Bailleul-LeSuer ed. Chicago: Oriental Institute, , Pearce Paul Creasman. Alain Dautant. Megan Valentine. Kathlyn Kara Cooney. Wolfram Grajetzki. Guichard eds. Luigi Prada. Nicholas Reeves. Proceedings First Vatican Coffin Conference June , vol. Oppenheim and O. Goelet ed. Studies in Honor of Dorothea Arnold Bulletin of the Egyptological Seminar 19, New York , Grallert, W. Grajetzki eds. Buzi, D. Picchi, M. Zecchi eds. Studi in onore di Sergio Pernigotti. Mladen Tomorad. Luca Miatello. Gregory Mumford. Kevin M. Eltayeb Abbas. Carlo Rindi Nuzzolo. Karin Sowada. Christian Orsenigo.


Arch Manal. omar mohamed. Raphaële Meffre. Gábor Schreiber , Zoltan Fabian. Tamás A Bács , Gábor Schreiber , Zoltan Fabian. Zoltan Fabian , Tamás A Bács. Susanne Töpfer. Kei Yamamoto. Rogério Sousa. Proceedings First Vatican Coffin Conference June , Città del Vaticano. Marilina Betro'. Averil Anderson , Luc Bidaut. Salima Ikram. Log in with Facebook Log in with Google. Remember me on this computer. Enter the email address you signed up with and we'll email you a reset link. Need an account? Click here to sign up. Download Free PDF. Two Mummy-Masks from the Dawn of the New Kingdom. Continue Reading Download Free PDF. Related Papers. The Journal of Egyptian Archaeology A Funerary Mask In Durham and Mummy Adornment In the Late Second Intermediate Period and Early Eighteenth Dynasty.


Download Free PDF View PDF. Studying the Funerary Art of Roman Egypt, Chronique d'Egypte 85 , The Restoration Graffiti on the Tomb of Tuthmosis IV, KV Between Heaven and Earth: Birds in Ancient Egypt Studying Avian Mummies at the KNH Centre for Biomedical Egyptology: Past, Present and Future Work. Tassie, G. The hairstyles represented on the Salakhana Stelae. Main Finds from TT 14, in M. Betrò - P. Del Vesco - G. Miniaci, Seven Seasons at Dra Abu el-Naga. The Tomb of Huy TT 14 : preliminary results. Egitto e Vicino Oriente 31 Mariette at Dra Abu el-Naga and the tomb of Neferhotep: a mid 13th dynasty rishi coffin? Faces within Faces. The symbolic function of nested yellow coffins in Ramesside Egypt.


Ba-Bird Statuette. Accordingly, I present this short note on a pair of objects that were the heirs of Middle Kingdom tradition and which I trust will be of interest to her! A feature of a number of the mummy masks of the last years of the 17th Dynasty and early years of the 18th is the small size of their faces. This can be traced back to a group of masks that transformed the head of the mummy into a ba-bird, the tiny human head being melded into the body and wings of a bird e. BOURRIAU, Pharaohs and Mortals: Egyptian Art in the Middle Kingdom Cam- bridge, A further example, from Beni Hasan tomb , datable by pottery to the late Second Intermediate Period to the early Eighteenth Dynasty ibid. In the case of coffins, a particularly instructive piece is British Museum EA , where the uncomprehending artisan has overlaid the mummy-strap motif first found on Middle Kingdom anthropoid coffins over the rishi pattern — thus rendering the ba earth- bound, its wings strapped to its sides!


LACAU, Sarcophages antérieurs au Nouvel Empire CCG; Cairo, , I, pl. TAYLOR, Howard Carter before Tutankha- mun London, , BROEKMAN, R. DEMARÉE and O. KAPER eds. Historical and Cultural Studies into the 21st—24th Dynasties: Proceed- ings of a conference at Leiden University, 25—27 October Egyptologische Uitgaven 23 Leiden, , , pls. ii-iii, v-vii, ix-xi. STRUDWICK and J. TAYLOR eds. BARCLAY, R. GROCKE and H. ARMSTRONG, Treasures of the Oriental Museum, Durham University London, , A glance at the brow shows that, rather than being part of a bird, the face is actually surmounted by a green-blue, yellow-striped, tripartite wig. Its tail is draped down the back of the wig, the legs and talons splayed on either side of the occiput. As such it follows the pattern of royal statues with protective falcons behind their heads, such as the famous figure of Kha- efre Cairo CG Indeed, the mask is exceptionally well protected by divine figures.


On the rear, below the wig, is a goddess with outstretched wings; unfortu- nately she bears no identifying insignia, but is presumably one of the tutelary goddesses par excellence, Isis and Nephthys. Not only this, but also the interior of the mask has a similar pair of goddesses protecting 11 V. SCHMIDT, Levende og døde i det gamle Ægypten: Album til ordnung af Sarkof- ager, Mumiekister, Mumiehylstre o. lign Copenhagen, , 87 [], states erroneously that the piece is in Cairo; cf. MANLEY and A. DODSON, Life Everlasting: Ancient Egyptian Coffins [Edinburgh, ], [2]. The mask had otherwise only been included in C.


Indeed, Manchester see n. M does not seem to feature in the catalogue of the Mayer collection Anony- mous, Egyptian Museum, No. VIII, Colquitt-Street, Liverpool [Liverpool, no date but ca. DAWSON, E. UPHILL and M. BIERBRIER, Who Was Who in Egyptology, 3rd edition London, , My thanks go to Dr Cooke for this and other useful information, as well as permission to publish. DODSON the face and back of the head of the once-enclosed mummy. Unfortu- nately both are badly damaged and, at present, only the lower parts are visible. The front goddess stands on a nb-sign, and wears a yellow dress that ends just above the ankles wearing two anklets ; only the top part of the legs and waist survives of the rear goddess.


Newberry identified them as Isis and Nephthys,15 but it is unclear whether this was based on traces of insignia or was pure supposition. The form of the pectoral itself has a number of parallels extending over a long span of time.



PDF EPUB Download in Mike Selinker Mummy's Mask Adventure Deck Shifting Sands Author : Mike Selinker Publisher: ISBN: Category: Page: View: To learn more about the ancient Pharaoh Hakotep I and the secretive cult that wants to revive him, the heroes travel to the city of Tephu to explore its vast archives - but they must first contend with those who want such knowledge to remain forgotten. With the clues they gain there, the heroes venture deep into Osirion's uncharted deserts in search of the tomb of the architect who built Hakotep's pyramid, facing dangerous denizens of the desert as well as the cult of the Forgotten Pharaoh, who will stop at nothing to ensure their god-king remains undisturbed.


A Pathfinder Roleplaying Game adventure for 7th-level characters, Shifting Sands features several new monsters, a gazetteer of the city of Tephu, an article exploring the rituals of mummification, and the next installment of the Pathfinder's Journal written by Amber E. In an alternate nineteenth century where a technologically advanced Britain holds sway over most of the known world and the American Revolution never happened, young Gideon Smith is firmly established as the Hero of the Empire. Back in London, Gideon and his colleagues: journalist Aloysius Bent, airship pilot Rowena Fanshawe, and Maria, the mechanical girl to whom Gideon has lost his heart, are dragged into a case that is confounding the Metropolitan Police. For the city is on the edge of mass rioting due to the continuing reign of terror by the serial killer known only as Jack the Ripper, who is rampaging though London's less salubrious quarters. While chasing the madman, a villain from their past strips Gideon Smith of his memory and is cast adrift in the seedy underbelly of London, where life is tough and death lurks in every shadowy alley.


With mob rule threatening to engulf London, the Empire has never needed its hero more but where is Gideon Smith? Gideon Smith and the Mask of the Ripper is the latest in David Barnett's riproaring steampunk adventures about a Britain that never was but should have been. At the Publisher's request, this title is being sold without Digital Rights Management Software DRM applied. Sergi Economic and Political Development Ethics Europe and Beyond Author : Bruno S. Sergi Publisher: ISBN: Category: Business ethics Page: View: It's time to get off the beaten path. Inspiring equal parts wonder and wanderlust, Atlas Obscura celebrates over of the strangest and most curious places in the world. Talk about a bucket list: here are natural wonders—the dazzling glowworm caves in New Zealand, or a baobob tree in South Africa that's so large it has a pub inside where 15 people can drink comfortably.


Architectural marvels, including the M. Escher-like stepwells in India. Mind-boggling events, like the Baby Jumping Festival in Spain, where men dressed as devils literally vault over rows of squirming infants. Not to mention the Great Stalacpipe Organ in Virginia, Turkmenistan's year hole of fire called the Gates of Hell, a graveyard for decommissioned ships on the coast of Bangladesh, eccentric bone museums in Italy, or a weather-forecasting invention that was powered by leeches, still on display in Devon, England.


Created by Joshua Foer, Dylan Thuras and Ella Morton, ATLAS OBSCURA revels in the weird, the unexpected, the overlooked, the hidden and the mysterious. Every page expands our sense of how strange and marvelous the world really is. And with its compelling descriptions, hundreds of photographs, surprising charts, maps for every region of the world, it is a book to enter anywhere, and will be as appealing to the armchair traveler as the die-hard adventurer. Anyone can be a tourist. ATLAS OBSCURA is for the explorer. Conlogue Advances in Paleoimaging Applications for Paleoanthropology, Bioarchaeology, Forensics, and Cultural Artifacts Author : Gerald J.


Conlogue Publisher: CRC Press ISBN: Category: Law Page: View: Since Paleoimaging was published in , additional research settings for the application of advanced imaging technologies have been identified. Practices are now more widespread and standardized with the capabilities and utilization of imaging methodologies increasing dramatically. Given the numerous advances in paleoimaging technique and technology, this book chronicles the evolution that has taken place in all the imaging modalities. Chapters include the coverage of magnetic resonance imaging, computed tomography, plane and digital radiography, endoscopy, and applications of x-ray fluorescence, as well as the principles of industrial radiography.


While the book focuses on a multimodal imaging approach to anthropological and archaeological research, the authors and contributing authors have vast experience in other areas and present coverage of biological applications as well. The multidisciplinary chapters provide a foundation to understand the application of various imaging modalities in archaeological, anthropological, bioanthropological, and forensic settings. As such, Advances in Paleoimaging will serve as an essential reference for conservators, museum archivists, forensic anthropologists, paleopathologists, and archaeologists, who perform non-destructive research on historical or culturally significant artifacts, remains, or material from a forensic investigation. The concepts and methods presented in this text are supported with case presentations of the authors' vast experience in the new companion book, Case Studies for Advances in Paleoimaging ISBN: by Beckett, Conlogue, and Nelson It's Time to Duel! Beat the Bookies St.


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The animal skins are trophies from Akhentepi's hunting expeditions , and have no real value, having suffered the ravages of time. Sand Scorpions: This party contains no fewer than three rogues, along with a single magus for combat and magic support. Your group should talk among yourselves and come up with a suitable name for an adventuring party. Beyond the chariot, a large canvas stretches between two stone columns. Wesley Schneider Managing Editor В·James L. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other.



BARCLAY, R. In contrast is another mummy mask of the same general date that while, at first glance, mummys mask pdf download, is fairly conventional reveals mummys mask pdf download decorative approach without known parallels. Chapter 4: "Secrets of the Sphinx" By Amber Scott Forgotten No More Deep in the Osirian desert stands the bl. The rack on the south wall holds a composite shortbow, a khopeshuE, and a spear-all of which belonged to Akhentepi. DODSON Fig. Any creature standing adjacent to them must succeed at a DC 15 Reflex save or be knocked prone.

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