Society - Ish

Echoes of the Everwar, PART IV: The Faithless Dead

4,436 gp

Hero of Sothis: You have twice rescued artifacts of important significance for the nation of Osirion. The Ruby Prince himself grants you a one-use magic item known as the amulet of glory. You may call upon the powers of this amulet once when making an initiative check to receive a +10 bonus on that check. Once used, the amulet dissolves to dust and is no longer usable, and you should place a line through this entry on the chronicle sheet. You may only receive this reward if you have played all four parts of the Echoes of the Everwar arc.

Amulet of natural armor +1 (2,000 gp)
Bracers of armor +2 (8,000 gp)
+1 flaming shortsword (8,310 gp)
Giant wasp poison (Limit 10; 210 gp)
Potion of cure moderate wounds (300 gp)
Potion of displacement (750 gp)
Ring of protection +2 (4,000 gp)
Screaming bolt (Limit 2; 267 gp)
Wand of acid arrow (21 charges) (Limit 1; 1,890 gp)
Wand of enervation (9 charges) (Limit 1; 3,780 gp)

Venture-Captain Norden Balentiir summons the PCs to
the Pathfinder Lodge in Sothis to inform them about
the theft of the concubine remains from the Necropolis
of the Faithful, and to ask their assistance in tracking
them down again. However, before the PCs arrive, the
death cultists take Balentiir prisoner and lay a trap
for them in retaliation for their perceived alliance
with Zuberi. Upon defeating the cultists, and either
interrogating the survivors or consulting Balentiir,
the PCs learn of Zuberi’s curse, his connection to the
concubines, and the threat he poses to Osirion and the
entire Inner Sea region.
Balentiir suggests they consult an elder gynosphinx
named Sekhmanu to help locate the bodies and
learn more about Zuberi before opposing him. After
impressing the sphinx with gifts of knowledge and an
exchange of riddles, Sekhmanu helps the PCs by casting
legend lore on each of the personal items (sword, staff,
and wand) that once belonged to the concubines. This
process unleashes their spirits, which manifest and
impart additional information about Zuberi and his
allies. Then the concubines pledge to aid the PCs by
leading them to Zuberi.
Zuberi’s tomb lies within the Necropolis of the
Faithful. To identify the proper entrance leading from
his false burial chamber into the deeper passageways
of his treasure-laden stronghold, the PCs must solve
a simple puzzle of hieroglyphs. Once inside, they
discover the slaughtered remains of the second group
of death cultists sent to stop him. Making their
way past several traps, they then encounter Zuberi’s
former slaves and bodyguards, raised from the dead
to serve him again. These sentinels exist as living
monoliths (a prestige class from Pathfinder Campaign
Setting: Osirion, Land of Pharaohs), imbued with ancient
powers and protections from the great sphinxes of
a bygone age. Winning past these guardians, the
PCs then come face to face with an immense ettin
with the heads of a jackal and a falcon, a champion
partially possessed by Zuberi’s spirit by means of a
magic jar spell.
If the PCs defeat the guardians, they interrupt Zuberi’s
wizard before he can complete the ritual, leaving him a
frail, dying old man bereft of the life given to him from
his concubines. The power of the rings broken, Zuberi
withers away, leaving behind only dust and sand.

Comments

russell_nikolai russell_nikolai

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.