Tri-Cities Organized Play

Richland, WA, US

Now your Aspis Consortium nemesis—who also happened to be possessed with a fragment of the evil demigod Ahriman—lies defeated. Her maniacally destructive cronies are no more. You face only one more challenge, but it is the greatest one of all.
The sky pyramid, a fantastic artifact and a window into the magic of a lost era, is now barreling on a downward aerial trajectory straight toward Sothis, the cosmopolitan capital of Osirion. And you’re the only ones who have any hope of stopping it!
You scramble toward the pyramid’s controls and desperately stare at their black-and-silver etched mechanisms. Without any real knowledge of the ancient Ushers of Oblivion, or how the mad div-worshipers might have built a magical system to highjack this flying wonder, you’re fairly lost. The controls are a strange mixture of sculpture and clockwork, and at their center stands a two-foot tall statue of the same bestial horror you saw in the mural at the pyramid’s bottom—Ahriman, you assume.
As you wildly fiddle with the controls to no effect, the statue of Ahriman begins to blaze with the same black, evil light you saw in Merai’s eyes. The spinel sage jewel begins to pulse wildly, and you sense Mnesoset’s fear deep in your bones.
The voice of the sage breaks through the jewel and screams into your mind.
“The power of Ahriman didn’t die with the cultists!” Mnesoset hisses. “It’s still here, and it’s aching to escape its cage. It wants to possess you next! It wants to use you to destroy Sothis!”
With a grunt and a growl, you focus on aligning the control mechanisms. You feel the pyramid gradually losing velocity, but it’s not enough—and now a thousand pangs of searing black light assault your vision as the power of Ahriman knocks on your psyche.
“You have proven yourselves worthy,” an acidic voice burns into your brains. “I have cast aside my former thralls, and now take your souls into my graces. What a fortune you have gained.”
You can’t give in. You can’t allow the Lord of all Divs to control you, and you can’t let this pyramid stay its course. Sothis is depending on you!

This Adventure Requires:
• The Pathfinder Adventure Card Game: Mummy’s Mask Base Set, including The Half-Dead City Adventure Deck, the Empty Graves Adventure Deck, the Shifting Sands Adventure Deck, the Secrets of the Sphinx Adventure Deck, The Slave Trenches of Hakotep Adventure Deck, and The Pyramid of the Sky Pharoah Adventure Deck.
• If you have 5 or 6 players, the Pathfinder Adventure Card Game: Mummy’s Mask Character Add-On Deck is also required.
• During this adventure, the game box should include only cards with set indicators of B, C, P, 1, 2 , 3, 4, 5, or 6.


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