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  Cats Paw 
  Pawprint series #9 
   
  A One-Round Living Death Campaign Adventure for 
  Heroes of 5+ levels 
   
    
   
  by Claire Hoffman 
   
   
   
   
  According to rumors there is a child devouring ogress in the Karnack temple complex. There have also 
  been sightings of Barbary lions in the streets of Luxor. Are there any facts behind the rumors or has the 
  recent events in Egypt just have every one nerves on edge?  This adventure takes place in November of 
  1899 and is designed for heroes of 5th level and above.  Previous play of the Pawprint series is helpful but 
  not strictly necessary. Playing adventures in the series out of order is not advised. The Living Death 
  Campaign uses a d20™ version of the Masque of the Red Death™ rules based on D&D vs. 3.5.  Retires 
  12-31- 07 
   
   
   
   
  DUNGEONS AND DRAGONS, D&D, d20, Masque of the Red Death and RPGA 
  are registered trademarks of Wizards of the Coast, Inc.  LIVING DEATH is a 
  trademark of Wizards of the Coast, Inc.  Scenario detail copyright 2006 by 
  Wizards of the Coast, Inc. ALL RIGHTS RESERVED.  This scenario is intended 
  for tournament use only and may not be reproduced without approval of the 
  RPGA network. 
    
   
  
  This is a RPGA Network adventure game. At least a 
  four-hour time block should be allocated for playing 
  the game (or this round of the game), but the actual 
  playing time will be about three and 1/2 hours.  
   
  It is a good idea to ask each player to put a 
  name tag in front of him or her. The tag should have 
  the player's name at the bottom, and the character's 
  name, race, and gender at the top. This makes it 
  easier for the players to keep track of who is playing 
  which character. 
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It is strongly 
  recommended that you paraphrase the player text, 
  instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters.  
   
  Reporting the game for RPGA 
   
  The RPGA tracks adventures that members 
  play for the Player Rewards program. The Senior 
  GM or Event Coordinator should provide to the GM 
  a form for this purpose. Both the GM and the 
  players will need to list their name and RPGA 
  number on the form.  
   
  GMs of RPGA tournaments are expect to be 
  familiar with the RPGA Rules & Penalty documents. 
  These are available as downloads from the RPGA 
  web site  
   
  The Living Death Campaign 
  This tournament is part of the RPGA's Living 
  Death Campaign. Living Death is a historical 
  fantasy with a Gothic Horror theme. The campaign 
  rules are significantly different from standard D&D. 
  The judge should have read and hopefully have 
  available a copy of the Living Death Campaign 
  Sourcebook. This is available as a free download 
  from < www.livingdeath.org >. Also available at the 
  site is the Judge Guideline which the judge should 
  be familiar with before start of play. No other game 
  materials besides the D&D PHB are needed to run 
  this tournament. Monsters should be run as 
  described in the tournament as they often differ 
  from standard D&D Monster Manuel creatures. 
   
  Living Death Tiers—Picking the 
  Right Threat Level 
  Living Death adventures use a simple tiering 
  system based on the following: 
   
  • 
  Mid-level adventures are for heroes levels 
  5-8. 
  • 
  High-level adventures are for heroes level 
  9 and above. 
  • 
  Uber tier: If a group of heroes are all 14th  
  level characters (or above)  there may be 
  additional 
  instructions 
  for 
  combat 
  encounters. 
   
  The average level of the party is used for 
  determining the tier. 
   
  Minister and Shepherd Prestige Class 
  issues:  
  Because the Society has sustained some 
  severe losses the restrictions regarding 
  Ministers& Shepherds have been lifted for this 
  adventure. 
   
  During the Weekend in Gothic Earth the DM 
  must fill out the Critical Event Sheet as well as the 
  Roster of Heroes. All tables are required to 
  complete a Roster of Heroes. Either the DM or 
  the Senior GM should send the forms to the 
  Campaign Coordinator. Soft copies of the Roster 
  are available in Excel, Word or RTF versions if 
  that method is preferred.  
   
   
  GM NOTE: while hopefully the adventure will have 
  enough information so the GM can easily answer 
  player questions it would be helpful for the GM to 
  take some time and review the following websites 
  which were used in researching the background 
  this adventure.  
  http://www.geocities.com/Athens/Styx/3776/Benso
  n1.html  
  Information on the real Margaret Benson and the 
  excavation of the Temple of Mut 
  http://www.touregypt.net/karnak.htm
  Excellent source of information, detailed maps and 
  pictures  
  http://www.thebanmappingproject.com/  
  While not dealing directly with Karnack the site 
  has a good glossary in its Resources section 
   
  The following books were among those used 
  during research for this series: 
   Cadogan Guide to Egypt by Michael Haag, The 
  Globe Pequot Press, Conn. 
  Temples, Tombs and Hieroglyphs, revised edition 
  by Barbara Mertz, Dodd, Mead& Company New 
  York 
  Amelia Peabody’s Egypt edited by Elizabeth 
  Peters & Kristen Whitbread, HarperCollins, New 
  York 
   
  Cats Paw 
    
  Page 2 
  
  Pawprints Background 
  Over the years (centuries) Egyptian religions 
  developed into a somewhat complex system of 
  beliefs. It is the opinion of a number of scholars 
  that new beliefs where just added on to the old 
  even if there was some contradictions inherent in 
  doing so.  Which is why depending on your level of 
  interest and what source you consult (as well as 
  what century the source is talking about) you may 
  get different information regarding the nature of a 
  particular deity.  
   
  In Gothic Earth to add to the confusion the Red 
  Death corrupted a number of the religious cults.  
  One such cult that still survives somehow is a Cult 
  of Bastet.  
   
  The Pawprints Series: 
  In Strange Occurrences (1891) the heroes met 
  Professor Jasper, a member of the White Rose in 
  the process of taking over supervision of White 
  Rose activities in Africa. The current supervisor’s, 
  Carrados, health was failing and as most of these 
  supervisors have their own personal codes for 
  disguising information and generally have a 
  network of Watchers and Information sources 
  known only to them, the transfer of information is 
  critical.  
   
  This adventure also introduced the heroes to a 
  corrupted Cult of Bastet. One of the goals of this 
  group is to return to Egypt the artifacts that have 
  been removed from there. This group was in fact 
  fairly successful in removing a large number of 
  items from the British Museum during this 
  adventure. 
   
  Unfortunately 
  for 
  the 
  Society, 
  Carrados died before passing on all his Contacts 
  & Information resources. Three very important 
  ones remained, but all that Prof. Jasper had was 
  their code names. 
   
  One of the key cult NPCs involved in that 
  adventure, Elizabeth Hardcastle, was captured 
  during the interactive Streets of Cairo (1891) and 
  turned over to the police. The heroes also learnt 
  that the cult was not tolerant of those who did not 
  follow their instructions. 
   
  In Intrigue in Egypt (1891) the heroes had to deal 
  with one of the results of the theft of items from the 
  British Museum. Among those items the cult had 
  found an ancient ritual: this ritual resulted in the 
  cult having a number of items that were similar to 
  shubati but they could become man size animated 
  killing 
  machines. 
  They 
  were 
  targeting 
  archeologists and politicians with these devices 
  and that brought them to the notice of the White 
  Rose. 
   
  During the first run of Intrigue in Egypt the heroes 
  destroyed many shubati. Also a mystic who 
  animated the shubati was killed by the heroes, the 
  merchant that sold the shubati was murdered and 
  his wife (whom most concluded had something to 
  do with the shubati as well as her husbands' 
  murder) disappeared. The wife, Aziza, was 
  actually the adept who also took part in the ritual 
  to create the magical shubati.  
   
  The heroes were able to identify two of the 
  missing Information Resources: Dr Grant of Cairo 
  and Prof. Flinders Petrie. Some of the members of 
  the White Rose did take a shubati to study, or as a 
  souvenir. The following Forbidden Lore is based 
  on information the heroes might have been 
  acquired in Intrigue in Egypt and Revenge in 
  Egypt. 
   
  Forbidden Lore 
   Among the items stolen from the British Museum 
  were several papyruses, one of which had an 
  ancient ritual of great evil described in it.  This 
  ritual involved having a mystic, an adept and an 
  executioner.  The ritual was performed and the 
  shubati used during the adventure “Intrigue in 
  Egypt” were created.  
   
  In Revenge in Egypt (1892) the heroes encounter 
  the ghost of the murder merchant (from Intrigue in 
  Egypt). Between some help from the ghost and 
  some native trackers the heroes found his widow 
  Aziza the adept.  Evidence suggested that she 
  was using shubati to kill people as she moved 
  about the country. 
   
  At the end of Intrigue in Egypt heroes were offered 
  the opportunity to be part of a one of there 
  excavation sites being run by Prof. Jasper and 
  Prof. Flinders Petrie. 
   
  During the first run of Revenge in Egypt Aziza was 
  destroyed and the shubati with her were 
  destroyed.  The heroes may have also heard 
  rumors that Elizabeth Hardcastle escaped from 
  captivity during her trip back to England.  
   
  In Trails in the Sand, (1892) the cult was looking 
  for some information that they believed could be 
  found on a particular item in a specific tomb. They 
  had infiltrated an archeological group excavating 
  mastaba tombs in the area that they believed the 
  Cats Paw 
    
  Page 3 
  
  tomb was located. Some heroes may have 
  realized in the course of this event that the rumors 
  regarding Elizabeth Hardcastle were true, she had 
  escaped and was active (an NPC) in this 
  adventure. 
   
  In the course of this some guardian mummies 
  (Cats) were disturbed and several NPCs (and a 
  few heroes) became infected with various forms of 
  mummy rot. Elizabeth Hardcastle (under the 
  assumed name of Sophia) found what she was 
  looking for and escaped with a companion. Some 
  heroes who participated in this adventure may 
  have fought her and seen her change into a Lion. 
  There was a lot more than that going on in the 
  adventure but that covers the major points of 
  current interest.  
   
  During the Interactive Gossip on the Nile heroes 
  came across some artifacts and a woman who 
  told fortunes managed to extract information from 
  heroes-while others extracted money (poker). Also 
  an odd creature, that some claimed was a vampire 
  jumped into the Nile to escape and turned into a 
  crocodile-getting away form his pursuers.  
    
  The Weighing of the Heart (1895) adventure 
  brings the heroes back to Egypt and provides 
  them an opportunity to possibly get a step ahead 
  of the Cult of Bastet while exploring a 12th Dynasty 
  pyramid complex. 
   
  The Cult of Bastet believed that there was 
  something of great value to their cause hidden in 
  Amenemhet III pyramid at Dashur. Jacque de 
  Morgan, 
  then 
  the 
  current 
  Director 
  of 
  the 
  Department of Antiquities in Egypt, had decided to 
  excavate there this season himself.  So once more 
  Elizabeth Hardcastle (Strange Occurrences and 
  Trails in the Sand) assumes a new identity. She 
  then cultivates a friendship with de Morgan. 
  Unfortunately for him he fell for her charms (her 
  arcane spells assisted). 
   
  De Morgan was excavating three pyramids in the 
  Dashur complex. He set an assistant to oversee 
  the excavations on a day to day basis and hired 
  Reis (foreman) for each site. Every ten days he 
  would visit the different sites accompanied by his 
  new lady friend and her brother. 
   
  Among the Reis hired was a local member of the 
  White Rose, Hamid ibn Abdullah. Something 
  about the women accompanying de Morgan on his 
  inspection rounds of the pyramids aroused 
  Hamid’s interest. By chance he happened to 
  notice that her “brother” had a brand on his chest. 
  Discrete investigation revealed that the brand was 
  the Egyptian Hieroglyph for Bastet. One of the 
  things that Prof. Jasper had asked Hamid to watch 
  out for was any sign of the cult of Bastet. 
   
  Hamid was in charge of the pyramid complex of 
  Senworset III. He came across a folded piece of 
  papyrus in the ruins of the Entrance Chapel. He 
  sent that on to Prof. Jasper (without telling anyone 
  at the site) along with his concerns regarding the 
  women and her brother. 
   
  Having translated the papyrus, Prof. Jasper sent 
  for Travelers. From his translation of it he believed 
  he knew what the cult was looking for, and that it 
  actually was to be found in the Pyramid complex 
  of  
  Senworset III instead of being in that of 
  Amenemhet III. 
   
  The heroes careful entered the pyramid and found 
  items that would aid them. (Those who were not 
  careful faced an angry undead and his army of 
  shubati minions.) These items were key to dealing 
  with the creature that awaited them in the princess 
  burial. There they faced an Ammit, a magical 
  creature out of Egyptian Book of the Dead. With 
  the help of the items found earlier the heroes 
  defeated the princess mummy and retrieved a 
  treasure trove of scrolls and small items, including 
  the Ammit. 
   
  Flowers in the Sand (1895) 
   
  This adventure occurs on the heels of The 
  Weighing of the Heart. Without time to get the 
  Ammit to a safe storage location, Prof. Jasper 
  allows the heroes to continue to use the magical 
  creature and gain information about its abilities. 
  The heroes were sent to check on a relative of a 
  White Rose member, and find her held prisoner in 
  her home by her husband a British Colonel who is 
  now a werejackal and his tribe. Chantel had not 
  tried to escape, because she knew there was a 
  necropolis 
  beneath 
  her 
  home 
  and 
  if 
  the 
  werejackels found it and breached the seals great 
  evil would result. The heroes were able to sneak 
  into the house and defeat the werejackels. In the 
  course of events the heroes revealed that Chantel 
  was the final missing Resource & Information 
  Contact known as the Gardenia of the East.  
   
  House of Sand (1898): 
   
  Cats Paw 
    
  Page 4 
  
  As this adventure is still available thus only the 
  blurb is provided: 
  It seems a simple enough assignment, hardly 
  worthy of your talents. You just must live in a 
  wonderful mansion in the desert while the owner 
  tends to some legal matters in Paris. A two week 
  stay in an oasis, with nothing to do but make sure 
  that no one disturbs the dead that rest beneath the 
  house. Servants to tend to your every need…and 
  a 3000+ year old Necropolis that has been sealed 
  shut for a very long time. There is no reason to 
  believe that the status quo should change now.  
  This adventure is set in early May of 1898. 
   
  Sand Trap (1898): 
  As this adventure is still available thus only the 
  blurb is provided: 
  Amidst the excitement of finding new tombs 
  strange accidents and disappearances seem to be 
  targeting both archeologists and tourists alike in 
  the Theban Necropolis. Also someone seems to 
  be sneaking in to a museum in Cairo-not to steal 
  items from the collection but to add items to the 
  collection! This adventure occurs in October 1898. 
   
  Adventure Background 
  Ancient Gothic Earth History 
   When the Red Death enter this world it took the 
  mummy of Djoser and twisted it into a powerful 
  evil undead in the same manner as he twisted the 
  Imhotep (who was alive when he cast the spell 
  which allowed the Red Death into the world). So 
  while the two undead had much in common 
  because of their state of being before hand they 
  were not alike. As King of Egypt Djoser had five 
  names and his power and strength were tied to 
  those five names (Whereas Imhotep having only 
  one name had his power concentrated in that 
  name.) For over a thousand years the two would 
  bring strife to Egypt, either by corrupting the 
  current rulers or destroying their dynasties. 
   
  During the 12th Dynasty the priests of Maat, Thoth 
  and Osiris combined to create magical beasts that 
  mirrored the duty and abilities of the Ammit which 
  they believed lived in the netherworld and 
  devourer the souls of those whose evil deeds in 
  life outweighed their good. Their original purpose 
  was to help prevent nobles escape the Judgment, 
  known as the Weighing of the Heart, which awaits 
  the dead by becoming an undead. While they 
  were frequently successful in curbing this from 
  happening they had to be present either during the 
  mummification 
  or 
  shortly 
  afterward 
  to 
  be 
  completely successful. Nine of these magical 
  beasts were created, three each of silver, gold and 
  copper. Fewer of the nobility became servants of 
  Djoser and Imhotep after their creation.  
   
  During the 18th Dynasty Djoser was impressed at 
  the political maneuverings of Queen Hatshepsut, 
  who for political reasons had to declare herself 
  King in order to save the throne for her stepson. 
  Upon her Death Djoser corrupted her intending to 
  make her his undead Queen and take over control 
  of Egypt once again. 
   
  However, a priestess of Mut had warned the 
  Queen about her fate. And so during the ten years 
  before her death she and her stepson Thutmosis 
  III secretly worked with the priests of Mut and 
  Sobek. They crafted rituals-powerful magics which 
  when 
  combined 
  with 
  the 
  Ammits 
  would 
  accomplished the destruction, they believed, of 
  Djoser. Things did not go smoothly however, as 
  Hatshepsut died before they could complete their 
  preparations. Eventually Thutmosis and the priests 
  attempted the ritual. At the core of the ritual was 
  the eradication of Golden Horus name of the king 
  which tied him (or her) so closely to the gods and 
  the Nebti or Two Ladies name which invoked 
  protection.   The ritual not only destroyed the 
  name from wherever it was written but also from 
  the very minds of the people of Egypt. Thus the ka 
  would be vulnerable and the Ammits could 
  consume the Ka. But when they called for the 
  Ammits only one appeared and though they had 
  searched they could not find its brothers. So there 
  was only one Ammit to eat the Ka. But the Ka of 
  Djoser was steeped in evil and its long life and the 
  Ka of Hatshepsut had also grown in darkness in 
  the almost twenty years since her death. So much 
  evil so quickly entered the Ammit that it could not 
  destroy the ka’s only hold them within.  Thutmosis 
  did not despair as it was thought that without the 
  ka the body could be destroyed.  But Imhotep had 
  his own priests and knew of the possible danger. 
  So the bodies were cursed such that they could 
  not be destroyed as long as the ka was not within 
  them. 
   
  In time the Ammit with the Ka was hidden and 
  guardians of Mut-Shekmet placed with him. The 
  bodies were placed in secured places hedged 
  about with guardians and spells. 
   
  What is happening now 
   
  Cats Paw 
    
  Page 5 
  
   The Cult of Bastet 
  Though they were thwarted repeatedly by the 
  White Rose in their attempts to gain knowledge of 
  the ancient magic used to defeat Hatshepsut, the 
  Cult believes they can still resurrect Hatshepsut 
  and usher in a new era of glory in Egypt where 
  women will rule. They are reverting to a plan that 
  is fraught with danger. When the temple of Mut 
  (considered part of the Karnack complex) was 
  excavated by Margaret Benson 1 she was assisted 
  after the second year by Janet Gourlay2, (who was 
  actually Elizabeth Hardcastle in disguise). During 
  that time Janet/Elizabeth found a number of 
  significant items that never were recorded and she 
  located an entrance to an underground area 
  (which she swiftly hid). 
   
  The ladies have returned this season and 
  obtained the right to excavate the temple of Ptah, 
  a 
  smaller 
  part 
  of 
  the 
  Karnak 
  complex. 
  Unbeknownst to Margaret this is actually a cover 
  for the cult’s further exploration of the underground 
  passageway of the temple of Mut that was 
  previously found. 
   
  Unfortunately the cult ran into a problem, the 
  guardians would not let them pass. The cult did 
  managed to destroy 2 of the guardians but 15 of 
  their number were killed in the fight and they had 
  to retreat. This was a severe blow to the cult, but 
  they did not yet want to admit defeat. 
   
  So the cult decided to draw the White Rose to the 
  area and have them get by the guardians and 
  either release the Ka for them or bring the Ammit 
  to the surface where they cold take it from them.   
   
  In order to draw the attention of the White Rose 
  they took some of the young boys who worked on 
  the dig sites and kidnapped them. Elisabeth then 
  used a form of baleful polymorph changing them 
  into lion cubs. They brought in some lions that 
  they had altered previously. The cult had worked 
  an experiment on various types of lions increasing 
                                              
  1 Margaret Benson was the first women ever to 
  receive permission to excavate in Egypt. She 
  excavated the Temple of Mut from 1895 through 
  1897. Unfortunately her health was very poor and 
  she never did any other field work. 
  2 In 1896 a women by Janet Gourlay was 
  introduced to Miss Benson and joined in her work. 
  They became close friends. When Margaret died 
  Janet seems to have vanished form the pages of 
  history, and little is known of her. 
  their intelligence and training them to obey the 
  priestess. They used the lions in two ways, one to 
  watch over and care for the lion cubs and two to 
  attach people in Luxor. They were sure that the 
  disappearances and attacks would draw the White 
  Rose to investigate. 
  Events where unfolding as planned, however as 
  they had no idea if the White Rose had noticed 
  anything as of yet, Elizabeth decided to start 
  abducting boys from inside Luxor itself. That 
  proved to be a mistake. She was traveling with the 
  lions through the city after abducting two boys, 
  when a passerby spotted one of the lions. The 
  lions then attacked the man. Unfortunately for 
  them, he was a former soldier and always went 
  armed. During the fight Elizabeth was injured. 
   
  That night back in her room at the Winter Place 
  hotel Margaret walked in with little warning and 
  saw a gunshot wound   as it healed. Elizabeth 
  then had one of her assistants use magic to adjust 
  Margaret’s memories. 
   
  The White Rose 
  1899 has been a difficult year for the White Rose 
  not only has a number of Field Supervisors lost or 
  sacrificed their lives this year but a large number 
  of Travelers have been lost. 
   
  Among those lost was Professor W.R. Jasper, the 
  White Rose field supervisor of Northern Africa and 
  the Near East. Last year (1898) Percy Copeland 
  (an NPC first met in Caliban Dreams) had been 
  assigned as Jasper’s assistant (His previous 
  assistant had died in an accident). Only Percy and 
  Hamid had been trained to decipher Jasper’s 
  private code and have access to his contacts, 
  information resources and know where his various 
  drops and hidden cache of items are. Therefore 
  the Society promoted Percy with Hamid & Chantel 
  to act as advisors. 
   
  Over the years combating the Cult of Bastet the 
  Society had acquired a number of artifacts and 
  scrolls. They have brought them to Chantel’s 
  home-The Palace of Gardenias for Percy & 
  Chantel to study. Percy makes the Palace of 
  Gardenias his base of operations.  
   
  When reports of the problems in Luxor arise Percy 
  sends for a group of Travelers immediately as he 
  does not have enough local resources to 
  investigate. Some of Hamid’s sons were among 
  those lost and with the start of the excavation 
  season his resources are stretched thin. 
   
  Cats Paw 
    
  Page 6 
  
  Adventure Summary   
  Introduction: the heroes are briefed on what the 
  Society knows about the current situation and 
  given a method to contact them if they need help 
  or instructions. 
  Encounter One: Heroes can interview latest 
  victim of the Lions. They might also interview the 
  uncle of the boys who recently disappeared.  
  Encounter Two: The heroes can attempt to track 
  the lions to see where they lair. Depending on the 
  heroes actions they might gain information which 
  could give them an insight to what is going on. 
  Encounter Three: The heroes can interview 
  Margaret Benson and her staff at the Temple of 
  Ptah. She can inform the heroes regarding details 
  of the layout of the Temple of Mut and what she 
  found there as well as what happened recently to 
  her former assistant Thus raising the heroes’ 
  suspicions. The heroes can also talk to one of the 
  workers who claim he saw a giant black ogress; 
  There 
  is 
  the 
  possibility 
  of 
  exploring 
  an 
  underground passage and gaining information 
  from an ancient guardian. 
  Encounter Four:  The heroes explore the temple 
  of Mut and find an underground passage. They 
  have a chance to learn critical information and 
  perhaps convince the Ammit to release the ka of 
  Djoser and Hatshepsut.  
  Encounter Five: The heroes attempt to leave and 
  are confronted by the pride of Lions and might 
  have to choose between saving a life and 
  destroying Elizabeth Hardcastle. 
  Conclusion: The heroes report findings and are 
  given aid. 
   
  Conditions in Egypt: 
  The sun sets at 5 pm and full dark is achieved at 
  5:30 but there is 60% of the moon’s disk visible 
  and by 6 pm it is already high in the sky. As is 
  usual at this time of year the days are sunny and 
  cloudless. The average temperature in the day is 
  85° F while the low is around 55°F.  
   
  Introduction 
  There is a separate Map and Picture appendix for 
  this adventure. You will need it to better 
  understand Encounters 3 & 4. If you do not have 
  access to it contact your Senior GM or the 
  Campaign Coordinator. 
   
  Appendix Three is designed to help the GM get an 
  understanding of various Egyptian & Archeological 
  terms.  
   
  Allow the players time to review this months code 
  phrase (Player Handout One) and the telegram 
  (Player Handout Two).  
   
  The GM should consider asking for Sense Motive, 
  Listen and Spot checks from the heroes at the 
  start of play to avoid alerting players during play.  
   
  The heroes may wish to buy silver bullets (per the 
  LD rules).  Silver bullets are now available from 
  companies in London, England; Belgium; Denver, 
  CO;   Hong Kong and Shanghi.  If the heroes 
  would reasonably be in, or pass through those 
  locations during their trip to Egypt, the heroes may 
  purchase the normal amount (1d10 bullets of one 
  type). 
   
  The GM should find out what, if any of the 
  Pawprints adventures the heroes have played in 
  order to determine if they have meet Hamid or 
  Chantel previously.  
  • 
  Heroes who played in Flowers in the Sand 
  Hamid.  
  • 
  Heroes who played The Weighing of the 
  Heart have worked with Hamid 
  • 
  Heroes who were part of the Jasper Petrie 
  expedition and worked at the site in 
  Saqqara would recognize Hamid as the 
  Reis of that expedition (Appendix One has 
  list) 
  • 
  Hamid also appears in House of Sand, 
  Sand Trap and in the Hidden Treasures 
  series adventure Return to Lost Valley 
  • 
  Chantel appeared in the Streets of Cairo 
  Interactive, Flowers in the Sand and 
  House of Sand. 
  • 
  Percy 
  appeared 
  previously 
  in 
  two 
  adventures not in the Pawprint series in 
  Caliban Dreams and Warrior’s Rest also 
  those who played the Death of Kings part 
  2 or 3 at GenCon Indy 2006 might have 
  met him.(Part 3 had a different beginning 
  because of the Battle Interactive at 
  GenCon Indy) 
    
  The GM needs to know if the heroes have any of 
  the following certs:  
  Scarab (House of Sand),  
  Ritual Participation Certificate (Caliban Dreams) 
  Blood of Kings or Ancestral Call (Death of Kings) 
  Ankh (The Lost Valley or Return to Lost Valley) 
  Amulet (sand Trap) 
   
  Cats Paw 
    
  Page 7 
  
  The telegram was brief and too the point-just 
  enough information to get you there on time. 
  But nothing in the wording hints at what this is 
  about. 
   
  Luckily the European nations and Russia 
  decided to try diplomacy rather than war to 
  divide up the remnants of the Ottoman Empire 
  so travel to the region is no longer a 
  dangerous thing. The massive earthquakes 
  and subsequent fires which destroyed the 
  government of the empire had almost pitched 
  the continent into war.   
   
  Since some of the players (or the GM) may have 
  not yet played Death of Kings the above statement 
  is kept vague.  If the players ask what has 
  happened recently is that as a “humanitarian” 
  Russia took control of Constantinople and enough 
  area to “bring security” to the region, The French 
  are looking to take over Armenia. Meanwhile the 
  Germans are staking claim to parts of Syria and 
  the regions of Tigris River (modern Iraq). Austrian 
  empire has sized Northern Turkey to add to the 
  areas of the Balkans they had already won from 
  the Empire. The British have increased their hold 
  on Egypt and are looking too expanded eastward.  
   
  As you traveled southward in Egypt on your 
  way to Luxor the British and Egyptian military 
  are frequently seen.  The unrest of last 
  summer and the tense political climate has not 
  stopped the seasonal influx of tourists and 
  those seeking a better climate for the fall and 
  winter. 
   
  GM Note: Heroes who are acquainted with one 
  another would likely (unless they are a mystic) 
  Spot one another and exchange code phrases. In 
  that case handle it quickly and move on.  
   
  In spite of or perhaps because of the increased 
  military presence the train journey take longer 
  than scheduled and you pull into Luxor train 
  station at 10:30 am almost two hours late. 
  Porters vie with one another to help you gather 
  your belongings and arrange transport to your 
  hotel.  
   
  Luxor itself is somewhat unimpressive when 
  compared to the magnificence of the temple 
  complex of Karnack on the north and the 
  smaller, but still majestic ruins of the Temple 
  of Luxor at the city’s heart.  
   
   The Winter Palace is one of the most elegant 
  hotels in all of Egypt and the staff is extremely 
  efficient, check in goes smoothly and soon 
  you are in your two room suite which 
  apparently was reserved through the end of 
  the month (and paid in advance!). 
   
  The heroes barely have time to get there, check in 
  and clean up before their meeting. They have 
  reservations for their room till the end of the 
  month; each has a two room suite with a balcony 
  facing the Nile.   
   
  The Alabaster Room is 30’ deep and about 15’ 
  wide. 
  Normally 
  furnished 
  as 
  a 
  room 
  for 
  conversation and card playing, currently the areas 
  close to the door are set up for casual seating 
  while a table for (2+number of heroes) has been 
  set at the far end near the French doors which 
  lead out to a private balcony. Vases of Alabaster 
  are placed about the room, and acting as room 
  dividers are elaborately carved wooden screens 
  inlaid with extremely thin pieces of alabaster.  
   
  From 10:30 onward there is always at least one 
  waiter in the room (arranging the furniture and 
  setting the table), form 11:30 onward there is only 
  one waiter, a nephew of Hamid, who is seeing to a 
  buffet cart and making sure the food & drink are as 
  ordered 
   
  Spot DC 15 The seating area furniture has been 
  rearranged so that there is an open spot in the 
  middle. 
   
  Hamid is there (from 11:45) and quietly greets 
  heroes as they enter exchanging code phrase with 
  heroes as they arrive.  Those whom he knows he 
  greats warmly but not as boisterous as previously. 
  He will adroitly use the code phrase to confirm that 
  the Traveler is still a member of the Society.  
   
  Sense Motive: DC 15: between the increasing 
  responsibilities within the Society and his personal 
  grief, Hamid finds it harder to play the jovial native. 
   
  If asked Hamid will reassure the heroes: 
  The waiter is my nephew once everyone is 
  here we will begin.  
   
  Once all have arrived Hamid asks you all to 
  stand on the window side of the screens.  [He 
  indicates it is to help block views from windows if 
  the heroes ask] and has his nephew stand 
  guard outside the doors.   
   
  Cats Paw 
    
  Page 8 
  
  He then clasps something that hangs from a 
  chain around his neck (it was under his 
  clothes) almost a minute passes and then 
  there is a slight thump a soft voice with a 
  French accent is heard “ See Achmid, I told 
  you there was no need to worry, I know this 
  room very well. Now as I am sure your father 
  has secured the room you may release my 
  hand. Percy will need his hand also.” 
    
  One the other side of the screens in the middle of 
  the room there are now three people. Chantel, 
  Percy and Achmid just teleported into the room. 
  Achmid was a bit nervous as the last time they did 
  this they ended up walking 5 miles through the 
  desert (it would have been further but he had 
  friends at the oasis so they rode camels the rest of 
  the way). A deep voice answers her. "It was just 
  after last time Sitt I feared we would find 
  ourselves in the middle of the Nile!” 
   
  A weary chuckle is then heard--- a man’s voice 
  with a decided British accent “He has you 
  there Chantal.”  
   By now the heroes/players should realize that a 
  group has teleported into the room on the other 
  side 
  of 
  the 
  dividers. 
  Hamid 
  greets them, 
  introduces the heroes to them and sees everyone 
  but himself and his son seated. Achmid goes to 
  the balcony and stands guard there. Hamid acts 
  as waiter for the group.  
  Once everyone is seated Percy begins. 
   
  “Now as to why you are here: 
  • 
   There are several excavations going 
  on in the Temple complex of Karnack  
  • 
  These are being plagued by a number 
  of accidents and while misfortunate, 
  nothing too serious had occurred till 
  the past few weeks when several 
  young workers have gone missing. 
  • 
  Most of those who have gone missing 
  were working on the excavation of the 
  temple of Ptah which is being directed 
  by an Englishwoman named Margaret 
  Benson. 
  • 
  Some of the workers claim that they 
  saw a black ogress –apparently there 
  was a sink hole that opened up in the 
  area 
  shortly 
  before 
  the 
  disappearances 
  started 
  happening 
  they think it allowed this ogress to 
  escape some ancient jail 
  • 
  Only young healthy men have gone 
  missing aged between 12 and 18 
  • 
  At last count ten have disappeared 
  • 
  There have also been five deaths in 
  the city supposedly caused by lions in 
  the past 3 weeks. 
  • 
  Lions have only rarely been seen in 
  Egypt in the last fifty years. 
  • 
  The description of the Lions matches 
  that of the rare Barbary Lion. Between 
  the ancient Romans capturing them 
  for their games and the hunters 
  looking for sport they have been hard 
  to find since the time of Napoleon  
   
   
  Previous experience with the Cult of Bastet 
  has told us that some of them acquire cat like 
  features and others   can actually change into 
  a lion. With that in mind your job is to discover 
  what is happening. With the activities of the 
  Cult of Bastet last year (House of Sand & Sand 
  Trap) and the events of last June (Death of 
  Kings) any hint of supernatural activity in Egypt 
  gets the Societies attention. 
   
  At this point Chantal also speaks up.  
  “There is also another issue Monsieur Percy 
  and I have been poring over documents that 
  Travelers have gained while combating this so 
  called Cult of Bast. [She says that with great 
  disdain in her voice] It seems that the Society is 
  convinced 
  that 
  the 
  Pharaoh 
  whom 
  the 
  Unspeakable One served must be found and 
  destroyed. It is a precondition that must be 
  met. For what I am not sure, but we have been 
  told it is very important.” 
   
  “And so Percy has spent the midnight oil as 
  you say and I have gone through several rare 
  ancient documents and we made Hamid go 
  through all the Traveler reports regarding this 
  Cult.” 
   
  “We 
  have 
  come 
  to 
  some 
  conclusions 
  recently.” 
   
  • 
  Besides returning artifacts to Egypt the 
  Cult wants to return Hatshepsut to the 
  throne of Egypt.  
  • 
  It is not clear if they mean to resurrect 
  her to a mortal life or simply let loose 
  the undead queen use her evil power to 
  take control and rule. 
  • 
  Apparently when she died her mummy 
  was twisted into a powerful creature of 
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  Page 9 
  
  evil similar in type as Djoser but with 
  arcane ability. 
  • 
  We have not yet been able to decipher 
  it all as to what they ancients did to 
  stop these King and Queen of undead 
  but it seems as if they did either at the 
  same time or one after another.  
  • 
  They used ritual magic to destroy what 
  we called the pharaohs Golden Horus 
  name and their “two Ladies” name. 
  (Pharaohs upon coronation assumed a 
  number of names each somewhat 
  different).  
   
  But there are distressingly gaps in our 
  knowledge of what was done. There seems an 
  indication that they were not permanently 
  destroyed, but somehow rendered powerless. 
   
  So if you come across any mention of Djoser 
  or Hatshepsut it is of great importance that 
  you gain information and report it back to us 
  as soon as possible. 
   
  Hamid at this point speaks up: 
  There was another attack last night here in the 
  city and two more children went missing, but 
  these were boys who did not work on the 
  excavations. They worked in their uncle’s shop 
  and never arrived home. 
   
  The person who was attacked is Rodney Franklin; 
  he is being treated in the Luxor Hospital. He has 
  no information regarding the location of the attack. 
  Hamid will give the heroes the name of the shop 
  that the children worked at if asked. He does not 
  yet have a confirmed address for the parents. 
   
  Percy then gains the heroes attention and sums 
  things up: 
  So you are to investigate the disappearances 
  and the attacks, see if there is any connection 
  to the Cult of Bastet and  retrieve  information 
  if you come across it, that might assist the 
  Society’s efforts to locate and destroy Djoser. 
  In case you need assistance or advice Chantel 
  has something for you. 
   
  Chantel: 
  “It is what I call a Message Scarab. It is keyed 
  to myself and will work twice for you. Hold it in 
  your hand and say my name. [Just her first 
  name] In a minute you will hear a response 
  from me. We then can exchange information 
  for over 2 hours. [2 hours and 10 minutes 
  exactly] It is not without peril, activating it 
  might bring its notice upon you [Dark Powers 
  check 5% base] and if you use magic yourself 
  them it might make you easier to be detected 
  by the Great Enemy.[add 5% base to all Dark 
  Power checks by the person carrying it] . 
   
  Percy: 
  “If there are no other questions we will be 
  going, please do not start anything major 
  without contacting us.” 
  Chantel 
  “Come Achmid it is time.  Are you sure you 
  won’t join us Hamid?”   
  in response: “Riding magic camels is for the 
  young Sitt, besides I have shopping to see to 
  before I return to the palace of Gardenias.” 
   
  Encounter One: Interviews 
  and clues  
  While it is possible the heroes might want to stick 
  to “traditional” sources of information such as 
  newspapers or police stations their best and 
  quickest way to obtained information is to go see 
  the victim.  They are actually going over ground 
  that Hamid had checked previously. There is one 
  local Arabic newspaper at this time. If the heroes 
  have a reasonable plan to gain information and 
  someone in the group can speak Arabic then with 
  either Diplomacy or Bluff they can gain information 
  from either source (handle this quickly as there is 
  still lots of adventure left at this point). 
  • 
  It is a frustrating case as there do not 
  seem to be any clues. 
  • 
  The boys go missing either on their way to 
  work or on their way back but not while 
  they are at the excavation site. 
  • 
  None had bad reputations nor were they 
  particular friends or related 
  • 
  The boys that went missing last night are 
  the first to be related, and the first to not 
  have a connection to the site. No one is 
  sure that their case is connected. 
  • 
  The police are convinced the lion must be 
  escaped from some wealthy persons 
  personal menagerie-they just do not know 
  who  
   
  At the Hospital 
  Rodney Franklin is on one of the general wards of 
  the hospital and it is not hard for the heroes to get 
  into see him if it is between 1 and 5. Evening 
  visiting is between 7 and 8 pm. Getting access is 
  Cats Paw 
    
  Page 10 
  
  not a problem however, there is not a lot of 
  privacy, the bed on either side of him is empty but 
  the ones opposite are full so the heroes will need 
  to be careful of what they say & do. 
   
  Medicine Check  
  DC 10: gravely ill, but should live, but they might 
  end up needing to take his left leg. 
  DC 15: He came close to dying and it will take a 
  long time for him to recover and relearn how to 
  walk 
  DC 20: He will always have a limp, assuming the 
  wounds stay clean and do not become septic. 
   
  Rodney Franklin, Archeologist 3 Soldier 10 
  (5’10 170 lbs), 40 years old, weathered skin, light 
  brown hair, grey eyes, hps 5 (97 when at full) Will 
  Save +6 retired Staff Sgt British Infantry 
  • 
  I was walking back to my hotel and I 
  came across a sight I could not believe. 
  A female Lion with a cub in it’s mouth 
  came out of an alley and crossed the 
  street continuing down the alley 
  • 
  I did not think I went and looked after it 
  • 
  Next thing I know I feel claws racking 
  my back  
  • 
  Luckily I never go anywhere totally 
  unarmed and I managed to get my knife 
  out and get a few stabs in, enough that 
  I manage to get out from under it and 
  pull my army pistol. I know I hurt it, but 
  it took off and I had lost too  much 
  blood to follow 
  • 
  The shots brought help; otherwise I 
  might have bleed to death.  
   
  Sense Motive: DC 10: He is disgusted with 
  himself for not checking where the lion had come 
  from first and thus being caught by surprise. DC 
  15 he is a bit worried about paying the hospital bill 
  (If no additional aid is given by the heroes his bill 
  will end up being $300 and he will be hospitalized 
  for a month recovering his health and the use of 
  his legs which were badly mauled). 
   
  He is in town hoping to pick up work on one of the 
  digs being organized in the Valley of the Kings. 
  Just arrived yesterday and was having an early 
  dinner with some old friends in a native restaurant 
  (some Egyptians he met while serving in the army 
  in Egypt). He will give the heroes the location of 
  the attack if they ask.  It was about 3 blocks from 
  the Sharia el Souk about 3 blocks from the 
  restaurant.  The lion was headed north. It was not 
  yet 8 o’clock, but close to it. 
   
  The Shop of Shiklah al Qasim 
  If the heroes go to the shop where the boys who 
  disappeared worked at however, the shop closes 
  by 7 pm. 
   
  It is basically a dried goods store, selling whole 
  grains, mainly wheat and corn with some oats & 
  rice, flour, sugar, and salt. With a Diplomacy (or 
  Bluff) check (DC 15) They can get the proprietor to 
  talk to them about the boys 
  • 
  Usually only the younger boy worked in 
  the store but with the disappearances 
  among the boys who worked the dig sites, 
  the parents had asked him if he could use 
  them both. 
  • 
  Being a childless widower he agreed 
  • 
  They left about half hour after closing-it 
  has been a slow day and the shop was 
  clean.(7:30) They headed to the right 
  (alley) to go home I went to the restaurant 
  2 doors down from here. 
   
  Sense Motive DC 15: The uncle is trying very 
  hard not to seem too concerned but he is worried 
  because the attack by the lion last night was not 
  far away. 
   
  The shop is three blocks south from the location of 
  the attack by the lion last night. 
   
  Margaret Benson 
  If the heroes wish to speak to Margaret Benson 
  she is at the dig site (Encounter Three) until 5:30 
  pm. She then travels to the Winter Palace hotel to 
  her rooms there. Most days a meal is brought to 
  her room because of her failing health.  
   
  Gather Information on Margaret Benson 
  (DC10) miss Benson has stayed here before 
  whenever she visits Luxor including when she 
  excavated the Temple of Mut a few years ago. 
  The she was accompanied by her brother Fred. 
  DC 15: Occasionally Miss Benson will have her 
  meals in the dining Salon, but generally not during 
  the first month (her health is poor and it takes a 
  while for the climate to help her). 
  DC 20: they have not seen her assistant Miss 
  Janet Gourlay since Friday morning. She did not 
  check out. 
   
  Janet Gourlay  
  At some point the heroes might become 
  suspicious about Janet. They can find out that she 
  still has a room at the Winter Palace, but the staff 
  Cats Paw 
    
  Page 11 
  
  have not seen her since sometime on Friday. If 
  they wish to break into her room Open Locks DC 
  20. Breaking her door down would attract 
  attention. 
  Search DC 20 reveals nothing out of the way (no 
  secret journals or spellbooks.) besides a locked 
  jewelry case. However, detect magic will reveal 
  that the case has two spells upon it, both 
  abjuration school. A member of the cult (11th level 
  adept) had put both alarm and arcane lock on the 
  box. Among the pieces of jewelry inside is a gold 
  pendent with the hieroglyph of Bastet recessed 
  into it. 
   
  Encounter Two: Tracks 
  The heroes might attempt to follow any tracks left 
  behind by the lions. 
   
  The sunsets at 5 and full dark is achieved at 5:30 
  but there is 60% of the moon’s disk visible and 6 
  pm it is already high in the sky 
   
  Rodney had been having dinner in a native 
  restaurant not far from the Sharia el Souk (the 
  best shopping district in Luxor). 
   
  Spot DC 25: There are small splashes of blood 
  that have not been cleaned away 
   
  This is a dim narrow street even in full daylight. 
  The alley runs north south, the cats were heading 
  north according to Rodney 
   
  Track 
  If the heroes go up the south alley a couple of 
  blocks they will be able to pick up the tracks of 4 
  lions. Tracking check DC is 16 (19 at night)  It 
  looks as if they hid in the various doorway or 
  behind boxes in the alley, One seems to have 
  jumped 
  down 
  from 
  a 
  window 
  (from 
  the 
  appearance of the tracks) this is about  one block 
  from the shop of Shiklah al Qasim (if the heroes 
  have been there) 
   
  If tracking the lions northward from the attack site 
  then while still in the city (first 2 tracking checks) 
  the DC is 16 (19 at night) but once they are on the 
  outskirts the dirt is softer and the DC is only 11 (14 
  at night) but they need to make three checks 
  because of the amount of distance they are 
  covering. If the hero makes any of the last three 
  checks by more than 5 they realize that one of the 
  lions is supporting a wounded lion  
   
  Along the way Spot DC 20 there are places where 
  blood has dripped on the ground 
   
  The heroes have basically covered three miles 
  and arrived in the back area of the Temple of Mut 
  (Scared Lake side of the temple). 
   
  After the tracks reach the sacred lake a Spot DC 
  10 to notice that the tracks split (or another 
  Survival check DC 11 to find and follow the 
  secondary tracks). These tracks lead into the 
  courtyard of the Temple of Mut (See Encounter 
  Four). 
    
  Since the Cult wants the heroes to explore the 
  temple and not find where they are keeping the 
  lions. The mystics and explorers in the cult made 
  sure that while the tracks to the Temple remained 
  no trace remains of any tracks other than the ones 
  they wanted the heroes to follow.  
   
  GM Note: the heroes have been told that Margaret 
  Benson excavated this temple and she is relatively 
  nearby during the day. 
   
  Encounter Three: Karnak and 
  the Temple of Ptah 
  GM Note: The basic information on Karnak below 
  is known to any hero who can make a DC 15 
  Archeology Ancient History Egypt or Ancient 
  Egyptian Religion check.    
   
  A map of Karnak and one of the temple of Ptah is 
  in the Map & Picture appendix.  Take note of the 
  scale on the map to get a sense of the size of the 
  area. 
   
  Karnak: General Information 
  The temple complex of Karnak is vast and has 
  astounded tourists since ancient times. Though at 
  the time of this adventure the complex had not 
  been completely excavated it still managed to 
  produce awe in most tourists by its sheer size. 
  Built over the course of 1300 hundred years, 
  various pharaohs added on or refurbished it; I 
  cannot do justice to describing it here. While many 
  of the temples and shrines have enclosure wall 
  there are three temples, Amun, Mut and Montu 
  whose massive walls where not hidden by time. 
  Many of the smaller temples and shrines spread 
  out over 240 acres of land are bumpy piles of sand 
  or piles of stone waiting to be unearthed and 
  reformed to their former glory.  
   
  Cats Paw 
    
  Page 12 
  
  The temple of Amun is the largest and the remains 
  of the Great Hypostyle Hall were always 
  impressive, even with piles of sand strewn about 
  it. The temple of Mut is set south of the Temple of 
  Amun but slightly apart and seems almost as if it is 
  in the middle of a wilderness. The luxurious growth 
  of plants around the Mut temple sacred lake 
  heightens this affect. Recently excavated, the 
  sands have not yet retaken the temple. In 
  comparison the Temple of Montu is small, set to 
  the north but the massive enclosure wall defines it 
  as an important part of the complex. Festival 
  temples and temples dedicated to specific 
  pharaohs are scattered about the complex, new 
  ones are being discovered frequently as the 
  complex is now being methodically excavated.  
   
  Work is currently going on inside the actual 
  Temple of Amun (as designated on the map) 
  during the day. The workers their can give the 
  heroes any of the generally know information (See 
  Newspapers & Police stations Encounter 2). 
   
  The archeologists on the site all have a 
  tremendous respect and admiration for Margaret 
  Benson for the amount of work she manages to 
  get done in spite of her poor health. They seem a 
  little worried about her this year. Before Neville (a 
  noted Egyptologist of this time) made sure the 
  excavation plan was set up and her brother Fred 
  (decent enough scholar on his own, even if he 
  prefers the Greeks to the Egyptians) acted as her 
  foreman.  It seems as if Miss Gourlay, her 
  assistant 
  ha 
  been 
  handling 
  much 
  of 
  the 
  administration of the site. Now with all this bother 
  with the missing boys they have been debating 
  how to help. 
   
  Temple of Ptah 
  The temple of Ptah seems dwarfed in comparison 
  to its brothers. It was built against the north wall of 
  the temple of Amun.  Even though Miss Benson 
  had proven herself to be an able excavator it 
  seems as if once more the men have given the 
  charming British woman something relatively 
  unimportant to excavate. 
   
  If the heroes come here during the day they will 
  find Margaret Benson until 5:15 pm with about 20 
  workers though only 5 or ten might be visible upon 
  approach.  Just outside of the temple she has set 
  up an open tent underneath of which is a chaise a 
  makeshift desk, a strait chair and some packing 
  boxes. In the shade of the building three men sift 
  through rubble brought out by some of the other 
  workers. 
   
  Margaret Benson  
  Plagued by a variety of illnesses Miss Benson 
  sometimes must utilize a sedan chair or supervise 
  the excavation from a chaise placed under an 
  open tent. 
   
  What she can tell the heroes of recent reports of 
  Lions and missing boys: 
  • 
  She had been dozing there when she 
  spotted a pride of Lions slinking around 
  the complex weaving their way toward the 
  Hypostyle Hall 
  • 
  I thought perhaps I had been dreaming 
  but I was feeling better the next day and 
  went over there and found paw prints as 
  big as my hand. I am by no means an 
  expert, but they seemed like what one 
  would expect for the print of a lion to look 
  like. 
  • 
  It has been most distressing losing the 
  workers, not just because they may have 
  been hurt in some way but also because 
  of it getting any workers at all is difficult.  
  • 
  My faithful Donkey boy Saleh has some 
  tale about being chased by a giant of a 
  woman. I am not sure what to believe. I 
  looked into the hole my self and all I saw 
  was a broken statue. 
   
  Sense Motive: She is being truthful 
   
  • 
  Janet was with me up until a few days 
  ago, but one of her sisters is ill and she 
  returned to Britain. (Not strictly true-but 
  her memory has been modified so she 
  thinks it is true). 
  About the results of the dig so far: 
  • 
  Inscriptions indicate this temple was built 
  during the Ptolemy’s, or at least they 
  added on to the temple during that time. 
  We 
  have 
  also 
  found 
  one 
  or 
  two 
  inscriptions of Tuthmose III which would 
  make the temple much older. The sand 
  and dirt makes getting around the actual 
  chapels difficult. 
  • 
  We are finding only small pieces so far but 
  it is early in the season. 
  • 
  There are some really nice decorations on 
  the gates themselves. 
  • 
  The men are currently working on the 
  excavating the 5th and sixth gateway. They 
  have not yet excavated the chapels. 
  If asked about the Temple of Mut: 
  Cats Paw 
    
  Page 13 
  
  • 
  She will explain that the excavation took 
  place over three dig seasons 
  • 
  A number of excellent pieces were found-
  they are now in the Cairo Museum 
  • 
  I had to argue just to keep items long 
  enough to properly catalogue them before 
  the before the Service de Antiquities 
  would carte them away to a warehouse 
  • 
  I had to bring most of them to my hotel 
  room for security sakes once they were 
  uncovered 
  • 
  She can map out the entire complex if 
  they want 
  • 
  If asked about the lose stone in the first 
  courtyard (See Encounter 4) she will 
  explain that they thought there might be a 
  foundation deposit there or in the one on 
  the other side but nothing was found 
  • 
  Foundation 
  deposits 
  would 
  include 
  offerings to the gods and were interred 
  when the building was started. 
  • 
  We reassembled those of the statues that 
  we could and cemented them in place  
  • 
  Hatshepsut was instrumental in adding to 
  the 
  temple 
  as 
  she 
  wanted 
  to 
  be 
  associated with the Mut-Shekmet aspect 
  which was seen as a strong figure both 
  warrior and mother.  
   
  Talking to the workers: 
  If asked by the heroes the Workers contradict the 
  story Margaret tells regarding Janet. She was 
  here Thursday and one of the men saw her in 
  town on Friday near the Souks. (shopping area) 
  The workers have Friday and Sunday off (to 
  accommodate the holy days of Muslims and 
  Christens). It is only because they worked for the 
  previous excavation that they have remained 
  behind. Some think Miss Benson’s brother Fred 
  should have accompanied her (he acted as 
  foreman for her previously). Miss Janet said to 
  leave the area around the sinkhole alone, she 
  thought bad spirits lived down there.  
   
  If the heroes wish to question Saleh the Donkey 
  boy (age 14 Will Save +0) 
  We were exploring the hole in the ground when 
  we came across a woman ten feet tall (he 
  exaggerates). There were three of us, I said 
  Yalla Yalla we must leave and I turned and run 
  I thought they were behind me I scrabbled up 
  over the broken statue. 
  He does not want to go down there but he will 
  show the heroes the hole. 
   
  Entering the Sinkhole 
   
  The sinkhole in is in the area between the third 
  and second doorway. (See Temple map) and is 
  roughly 8’x8’. Because of the size of the hole and 
  the depth not much can be seen from above. 
  Some of the debris might be pieces of a large 
  broken statue. 
   
  Climbing down with out injuring yourself requires 
  either a Climb check DC 20 (without a rope) as 
  when the boy scrabbled out more debris fell 
  leaving behind a more treacherous terrain that the 
  boys faced. (Saleh will admit to this).  A knotted 
  rope makes the DC 5.   If the check is failed it is 
  1d6+2 damage (25’ down) because of the slope 
  and sharp edges of rock. 
   
  Once down they see that there are numerous 
  pieces of broken statue in the immediate area and 
  all are made of black granite. Some of the torsos 
  could be female. 
   
  The heroes are in a tunnel that looks as if only 
  parts were finished off (depending on light source 
  they may not be able to see very far). It seems to 
  travel under the temple in a strait line. (The cave in 
  of the sinkhole covers one end (no way to tell 
  without extensive digging how far or even if it 
  continued in that direction). The tunnel is actually 
  100’ long, and there are alcoves on either side 
  every 20’. Relief carvings on the wall are of 
  Egyptian soldiers, some of whom appear to be 
  women, with symbols on them. Ancient Egyptian 
  Hieroglyphs DC 10 these are the symbols of the 
  gods Mahes or Shekmet (each has one of the 
  names on them).    
   
  Ancient Religion Egyptian DC 10: Shekmet was 
  the consort of Ptah in the Memphis city triad with 
  their son Nefertem (god of the sunrise) though 
  sometimes their son is listed as being Mahes 
  (punishment of those who violate Maat, the 
  universal order) or Imhotep (architecture and the 
  sciences). She is a war goddess. (See Appendix 
  3A) 
   
  If any of the heroes have the Scarab cert (House 
  of Sand) OR Performed the Ritual cert (Caliban 
  Dreams) then as they pass one of the carvings on 
  the wall will reach out and touch them (tongues) If 
  multiple then it will be the first one that passes 25’ 
  into the tunnel. 
   
  Cats Paw 
    
  Page 14 
  
  GM Note IF no one meets any of the above 
  criteria then if a hero has ranks in the Presence 
  skill, or an Ankh cert from Return to Lost Valley or 
  an amulet cert from Sand Trap they will be 
  touched (in that order) If no one meets any of the 
  above criteria then heroes with either the Blood of 
  Kings cert or Ancestral Call cert from The Death of 
  Kings will be touched. If still there is no one who 
  matches any of the above criteria then the hero 
  with the highest Wisdom score (no matter how 
  low) will be touched. 
   
  Spot Check for heroes to see the arm come out 
  and go back into the wall (depending on amount of 
  light: dim (Light source 20’ away or more than one 
  party member between hero and the light source) 
  DC24 good (hero is holding the light source) DC 
  15. 
   
  Four rounds after the hero is touched the party 
  hears: 
  Why do you come to disturb the sleep of the 
  Apis Bull? The sound is non directional and all 
  can hear it. The language will be in the native 
  tongue or whatever language the person was 
  speaking at that time. 
   
  Ancient Egyptian Religion DC 10: The Apis was 
  considered the animal manifestation of the god 
  Ptah of Memphis (the ancient capital of Egypt) If 
  the hero played Caliban Dreams they know that 
  there was some connection regarding Crete and 
  the Bowl of the Dancers of Ptah (details omitted as 
  all might not have played that adventure yet.) 
   
  GM Note: You will need to adjust how the heroes 
  get the information based on what questions they 
  ask. If they have the Scarab cert (House of Sand) 
  OR Performed the Ritual cert (Caliban Dreams) 
  the guardians will be inclined to be helpful ( such 
  as giving information without being asked if 
  necessary!) 
   
  If asked about the Apis Bull or this place the 
  response is: 
  Nothing is left here but it and the guardians of 
  its sleep  
  The time has not arrived for its slumber to end 
  It has not been called 
   
  If asked about the children: 
  Nothing of this place attacked the children 
  Others were searching  
   
  If asked what happened: 
  No one was killed  
  No one was eaten 
  The boys did not leave 
   
  If asked about the others who were here: 
  They were not of Ptah  
  They were not guardian priests of any kind 
  They could not pass the wall 
  They were not a danger to the Apis Bull 
   
  At the sixty foot point of the hallway is an alcove in 
  the alcove is a 4’ deep pit in which on a pile of 
  clothing are two lion cubs (estimate age around 3 
  months old with DC 15 Zoology check) curled up 
  sleeping unless the heroes have made a great 
  deal of noise. 
    
  If asked any question regarding their return or how 
  have the cubs survived: 
  One or more come to feed them in the night 
  If asked When: 
  Time means little to us; Ra was journeying 
  through the netherworld. That is all we now. 
   
  IF asked if the others said anything of interest or of 
  their plans :{ Only if they are currently speaking 
  ENGLISH} 
  We did not attempt to learn their language but 
  it seems much like yours  
  The only word I can recall was one that sounds 
  like bait. 
   
  They have no further knowledge to give the 
  heroes. At the end of the tunnel is a slightly larger 
  room with a huge sarcophagus (being for a bull) 
  and a slightly shimmering wall. Anyone without the 
  scarab or who had not performed the ritual 
  attempting to go through the wall gets 6d10 
  electrical damage if they are good aligned. Evil 
  aligned beings get 12 d10 electrical damage. 
  Reflex Save DC 25 or be pushed back away from 
  the Apis Bull. 
   
  GM Note: If the heroes decide they want to set up 
  an ambush for the lions, have one appear after 
  dark when it is convenient. It will have a haunch of 
  meat (goat) with it. It will not attack unless the 
  heroes try and stop it from feeding the cubs or if 
  the heroes attack it. If the heroes try and track it, 
  the lion goes back to the temple of Mut where 
  hidden in the shadows of the lake a cult member 
  awaits it. (The Lion can outrun the heroes) Lion 
  was commanded to feed the cubs and return. The 
  Cult member (having done this before) waits with 
  a   still silent pass without trace held on her hand. 
  She will immediate touching the lion and herself. 
  Cats Paw 
    
  Page 15 
  
  Once that is accomplished she changes into a lion 
  herself and they go off. 
   
  LION 
    
  Large Animal 
  Hit Dice: 
  5d8+10 (32 hp) 
  Initiative: 
  +3 
  Speed: 
  40 ft. (8 squares) 
  Armor Class: 
  15 (–1 size, +3 Dex, +3 natural), touch 
  12, flat-footed 12 
  Base 
  Attack/Grapple: 
  +3/+12 
  Attack: 
  Claw +7 melee (1d4+5) 
  Full Attack: 
  2 claws +7 melee (1d4+5) and bite +2 
  melee (1d8+2) 
  Space/Reach: 
  10 ft./5 ft. 
  Special Attacks: 
  Pounce, improved grab, rake 1d4+2 
  Special Qualities: 
  Low-light vision, scent 
  Saves: 
  Fort +6, Ref +7, Will +2 
  Abilities: 
  Str 21, Dex 17, Con 15, Int 2, Wis 12, 
  Cha 6 
  Skills: 
  Balance +7, Hide +3*, Listen +5, Move 
  Silently +11, Spot +5 
  Feats: 
  Alertness, Run 
  Pounce (Ex): If a lion charges a foe, it can make a 
  full attack, including two rake attacks. 
  Improved Grab (Ex): To use this ability, a lion 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can rake. 
  Rake (Ex): Attack bonus +7 melee, damage 
  1d4+2. 
  Skills: Lions have a +4 racial bonus on Balance, 
  Hide, and Move Silently checks. *In areas of tall 
  grass or heavy undergrowth, the Hide bonus 
  improves to +1 
   
  After Dark 
  There are three men on guard, the tools and other 
  supplies are in the tent. There is a small cook 
  stove with a pot of coffee and pot of lamb stew 
  keeping warm. Miss Benson believes the men will 
  be better guards if they are feed and have coffee. 
  One man naps near the cook stove while the other 
  two patrol together. 
   
  Laborers: 4HD, 35hps, BAB/grapple+3 /+6, Will 
  +2 Spot +3, Listen +3 Sense Motive +1 
  If the heroes for some reason did not get Miss 
  Bensons permission to explore then the guards 
  can be bribed to allow heroes to explorer the 
  sinkhole for $10 each (2 weeks pay incase they 
  get fired) an additional $5 gets the heroes the use 
  equipment (they have rope, shovels, a couple of 
  lanterns and pickaxes. 
   
  Encounter Three:  Temple of 
  Mut 
  The picture appendix includes a modern aerial 
  view. The walls range in height from about 4 feet 
  to 12 feet.  
   
  The Ptolemy gate marked on the maps has not 
  been excavated yet. 
   
  The rubble and small mounds of sand, might 
  be the remains of some massive wall or gate. 
  Once past the remains of the Pylon gate that 
  which is all that remains of the original 
  entrance to the temple, you enter into the first 
  courtyard. Here the stubs of columns mark a 
  central isle while all around the edge of the 
  courtyard stand statues side by side of seated 
  female form with a lions head with the sun disk 
  upon it. (see picture of statue in appendix).  
   
  Ancient Religion: Egyptian DC 15: At some point 
  in the Middle Kingdom Mut became associated 
  with Shekmet as the protector of the Pharaoh 
   
  Spot DC 10 
  One of the statues along the east wall is not on its 
  base straight 
  Spot DC 20 (unless only 5’ away-then it is a C10) 
  The above and: There is a small piece of cloth 
  and some short tawny hairs. 
   
  GM Note: The cult wants the White Rose to 
  explore the underground lair so they left clues. If 
  the heroes did not make any of the Spot checks 
  but do search the temple then they find the clues 
  then. 
   
  Track DC 11 (14 at night)  
  Lions and humans have cone past here. If they 
  beat the check by 10, they can tell that lions and 
  humans have both entered and exited the hidden 
  entrance. 
   
  Going Down 
  IF needed they is a rough map in the Appendix 
  file, but combat should not be occurring down 
  here. 
   
  There is a short drop down (6’) into a tunnel 
  that also slopes downward. The tunnel starts 
  off as 5’wide 5’high and it extends 20 feet. It 
  opens onto a landing with a 7’ ceiling (5x10) 
  there is a staircase going down at opposite 
  side. This is all rough cut stone no carvings or 
  Cats Paw 
    
  Page 16 
  
  paintings grace the walls. Staircase is steep and 
  descends approximately 20 feet in to the earth. 
   
  Half way down the Stairs: 
  As you travel down the stairs the odor of 
  rotting flesh assaults your nose. 
   
  The stairs continue down and open into a 15’ x 
  20’x 20’ room  
  Scatter pieces of stone bones and flesh are 
  strewn about the floor. 
   
  Skill Considerations:  
  Criminology DC 10/Archelogy DC 15: This is not 
  the result of tomb robbers: there was a fight here  
  Criminology or Medicine DC 15/Archelogy DC 
  20 the remains are at least two weeks old 
  (Medicine DC 25 suggests that the time is closer 
  to a month ago) 
  Criminology or Medicine DC 15/Archelogy DC 
  20  there are parts of over ten people here-at least 
  five of them were women 
  Search DC 20 Some of the male body parts have 
  brands on them –they look like a hieroglyph 
  Ancient Egyptian Hieroglyph DC 5 These are all 
  the symbols for the name of goddess Bastet. 
   
  Psychometry: 
  On Body Parts: 
  DC 15 Pain 
  DC 20 Pain Anger and Frustration 
  Natural 20 or DC 30: You were so close! How 
  dare they Stop you! Why would they not 
  listen? No! A flash of pain as from out of the 
  flickering light a bright copper blade cuts 
  down the last defender between you an one of 
  the disobedient ones blocking your way! Even 
  magic bullets do not faze them! Once more the 
  blade slashes at you and a sharp pain then 
  blackness as your head is chopped off. 
  Natural 20 : DC 15 Fortitude save, fail and the 
  hero faints (1d4 minutes unless smelling salts 
  used) and a line opens up all around you neck and 
  seeps blood  for the next hour (1d3+1 points of 
  damage). Make the save and a thin line of bruising 
  appears around the hero’s neck. 
   
  Past the room of carnage there is a narrow 
  pillar hall which opens unto an even larger 
  room. Here the walls are carved with figures of 
  very tall women in armor there are stone 
  fragments on the floor and in some place sit 
  looks as if someone deliberately hacked out 
  some of the carvings. 
   
  Once at least two of the heroes are in the room 
  the following happens: 
  The stone cracks as what ever was behind the 
  carvings breaks free from the surrounding 
  walls. 
   
  Ten 7’ tall female mummies armed with a 
  copper short swords step out from the wall.  
   
  One of them speaks holding up her hands 
  without any weapons and reaches out to touch 
  one of the heroes. 
   
  Attitude of the Guardians: 
  Since the heroes are good aligned the Guardians 
  will not attack first. 
   
  If any of the heroes have the Scarab cert (House 
  of Sand) OR Performed the Ritual cert (Caliban 
  Dreams) they Guardians will be very friendly and 
  address the hero as priestess or priest. 
   
  If they have an Ankh cert from Return to Lost 
  Valley or an amulet cert from Sand Trap or either 
  the Blood of Kings cert or Ancestral Call cert from 
  The Death of Kings they will be respectful; 
  otherwise they will be cautious. 
   
  If the heroes are respectful in their questions the 
  Guardians will peacefully grant them all of the 
  following information: 
   
  We are the guardians 
   
  The guardians of they who will not be 
  destroyed 
   
  Thousands of years ago we struggled to 
  destroy Djoser and later his new consort 
  Hatshepsut 
   
  Our users of magic found a way to erase their 
  names not just from paper and stone but from 
  our minds as well and make them vulnerable to 
  judgment by the Ammits. But something went 
  wrong and the Ammits were not gathered and 
  so only one was there and that one was brave 
  and ate the ka of both Djoser and Hatshepsut. 
  The ka corrupted the Ammit and though it 
  would not allow them to escape it did not 
  digest them either. 
   
  We thought victory could still be ours if we 
  could destroy the bodies, but that two failed 
  for he who should not be named placed spells 
  Cats Paw 
    
  Page 17 
  
  upon them so that they could not be destroyed 
  unless their Ka was returned to them. 
   
  And so we were at stalemate  
   
  The body of Djoser was given to the sons of 
  Rameses to guard the body of Hatshepsut was 
  given to the priests of Sobek to guard. 
   
  Releasing the Ka will not release the creature 
  the guardians of the body must be destroyed 
  for it to be free or give passage to those who 
  would destroy it. 
   
  The Guardians of the bodies are more 
  numerous and stronger than us. 
   
  We can not confront the Ammit, it is against 
  the geas that placed us here. 
   
  We were warrior priestess of Shekmet those 
  who came here recently claimed to be 
  priestess came but they were corrupted and so 
  could not be allowed them to pass. 
   
  If the heroes ask or indicate they would like to see 
  the Ammit then the guardians will point to an 
  elaborate stone box on the far side of the room. In 
  the box the Ammit rests. A Diplomacy check DC 
  20 will be need to be allowed to see the Ammit if 
  none of the heroes have the Scarab cert ( House 
  of Sand) OR Performed the Ritual cert (Caliban 
  Dreams). If they have those the guardians will 
  assume they want to see the Ammit. 
   
  It takes four of the Guardians to lift off the lid (too 
  heavy for most heroes to do). 
   
  Inside the box is a 3” high copper statue turned 
  dark green with age and (if truth be known) taint. 
  Around its neck is a collar attached to a leash. 
  There is not a balance in the box. 
   
  The Guardians inform you: Release her leash 
  and she will become aware and as we can 
  speak with you she will understand you. 
  [Shared spell –only works with these Guardians] 
  But beware, there was an attempt in ancient 
  times by those of he who should not be 
  named’s forces to capture the Ammit and the 
  balance that was used to designate the Master 
  of the Ammit  was destroyed. We can feel that 
  He who should Not be Named has been barred 
  from acting in this world. If you believe you 
  can destroy the bodies we will allow you to 
  speak with Ammit. 
   
  A Diplomacy check DC 30 will be need to remove 
  the Ammit from the room if none of the heroes 
  have the Scarab cert ( House of Sand) OR 
  Performed the Ritual cert (Caliban Dreams).  
  [Note: in this case if they should use the Message 
  Scarab that Chantel gave them she will teleport 
  herself along with the Balance. The Guardians will 
  go down on one knee to Chantel.]  
   
  Any hero who participated in the Weighing of the 
  Heart or Flowers in the Sand has seen an Ammit 
  before. That one was gold and would let the hero 
  holding the Balance command it (as long as that 
  hero was not currently tainted). Once the leash is 
  placed upon the Ammit then she shrinks down and 
  becomes a 3" high statue.   
   
  Ancient Religion Egyptian DC 15, Ancient 
  History Egyptian DC 20: In the Book of the Dead 
  a number of spells talk about the ceremony known 
  as the Weighing of the Heart during that ceremony 
  the heart of the deceased is weighed against the 
  feather of Maat, if it weighed more than the feather 
  the deceased was given to a beast called the 
  Ammit it had the head of a crocodile, the 
  hindquarters of a Hippo and the forequarters of a 
  lion. The Ammit swallowed the evil person and the 
  evil person was no more. 
   
  Ancient Egyptian Artifacts DC 30 Forbidden 
  Lore Ancient Egypt DC 30 (unless played the 
  above mention adventures-no check is needed in 
  that case) At some point in history (just when is 
  unclear) the Ancient Egyptians created/called forth 
   a magical beast in the image of the Ammit which 
  could detect taint  in a person. 
   
  The heroes must make a decision here: Should 
  they try and convince the Ammit to release the 
  ka’s while still in this place, or should they remove 
  the Ammit from the here and attempt it later? 
   
   The heroes have access to advice and help via 
  the Message Scarab. If they contact Chantel she 
  can tell them (if necessary) what an Ammit is and 
  (since the Ammit that the Society has is currently 
  there at the Palace of Gardenias she can send the 
  heroes the balance to help control the Ammit there 
  (she has the necessary spells). 
   
  Chantel will question the heroes (if they do not 
  fully report what the guardians said) and she 
  passes it on to Percy. They tell the heroes Percy 
  Cats Paw 
    
  Page 18 
  
  wants them to make the attempt once she sends 
  them the Balance. Leaving it behind when they 
  know the cult has been there is not a good idea 
  (what if they come up with away past the 
  guardians?) and taking the Ammit in its current 
  state risks losing it. 
   
   Convincing the Ammit to give up the Ka takes a 
  Diplomacy Check DC 30 unless the heroes 
  mention the fact that there is another Ammit that 
  they are safeguarding. Then the DC lowers to 20.  
   
  If the heroes Succeed: 
  The Ammit sits back on its haunches, takes a 
  deep breath and opens its mouth wide swirling 
  up from the depths of the beast  are two 
  streams of deep purple colored light that 
  sweep out of the room and up to the surface 
  leaving a distinct chill behind in the room. The 
  Ammit now gleams in the light all his copper 
  body seems newly polished. 
   
  The Guardians will give each the heroes the two 
  swords of the guardians that were destroyed. 
  These are (currently magical) masterwork copper 
  short swords. Those who have fallen no longer 
  need them. Also note that they will if the heroes 
  think to ask offer to cast spells upon the heroes 
  weapons. For the remainder of this adventure all 
  are +1 bane (the magic will fade from all but one 
  of these.) 
   
  All Tiers:  
  Mut-Shekmet Guardian, Soldier 7 Mystic 7 
  (6’5”) Mummified Female (AL: LG) 
  Hit Dice:14d12 +14 Hit Points: 105 Initiative: +0 
  (Improved Init –4 mystic) Movement: 20 
  Armor Class: 20(+10 natural armor   ) 
  Base Attack Bonus/ Grapple: +11/+15 
  Full Attack Bonus    melee slam +16/+11/+ (1d8 
  +5) and short sword +17 (1d6+6, add 2d6 if evil) 
  16-20 critical 
  Class Abilities: Spiritcraft +5 / War Healing 
  Domain
  Special Attacks: Despair (DC17) Mummy Rot 
  (DC 17) 
  Special Qualities:  DR 5/copper, spell-like 
  Save:  Fort 9 Reflex 7; Will 9,  Fear 9, Hor 12 Mad 
  9, Abilities: Str 20 Dex 11 Con  Int 10 Wis 20 Cha 
  12 
  Skills:  Concentration (+14)  Forbidden Lore: 
  Mysticism (+10) Hide (10)  Listen (+6)   Move 
  Silently (+10)  Sense Motive(+9 ) Languages: 
  Egyptian 
  Feats: Multiattack , Improved Initiative, Two 
  weapon fighting, Improved Two weapon fighting, 
  Weapon Focus short sword, Improved Toughness 
  Spell Focus War Spell Focus Healing 
  Spells/day  6/4/3/2/1 
  Domains known: All (minor) Air (major) War 
  (major) Healing Major 
  Memorized Spells: (Save DC 14 +spell level/ 15+ 
  spell Level)   
  0 cure minor wounds ( 5x) 
  1 spirit favor, magic weapon (2x) 
  2 cure moderate wounds,(2x) spiritual weapon 
  3 wind wall cure serious
  4 greater magic weapon
  Typical Weapon Carried: short sword (+1 keen 
  bane evil) 
  Spell Like: 3/day tongues (lasts 1 hour each time) 
   
  Mid Tier 
  Ammit Large Size Magical Beast (LE/LN)  
  HD 10d10+20 Hp 83 Initiative +2(Dex) AC 16 (-1 
  size, +2 dex, +5 natural) Base Attack /grapple 
  +10/+16 
  Attack Bite +16 melee 2 claws +11 melee 
  Damage: claw 1d4+5 Bite 1d8+6 
  SQ Gaze attack (Will save DC 15), Immune to 
  Fear, Damage Reduction   (8/magic) Detect Taint, 
  Saves Fort +11Ref +5 Will +16/ 
  Abilities: Str 21, Dex 15, Con 15, Int 7, Wis 16, 
  Chr 3 
  Feats: Improved grab, Multi attack, Blindfight 
  SA: Gaze attack Will save DC 15 fail and you 
  must stop what you are doing and confess any 
  stains on your soul Unless you are without stain 
  you are unable to attack Ammit even to save your 
  own life. 
  If defeated by anyone who is tainted she will 
  reform in 10 minutes as an incorporeal version of 
  herself. And she will hunt that person exclusively. 
  Upon that persons death he will turn to dust.   
  SQ: Detect Taint (SU) the Ammit can detect if a 
  character is tainted (range 60’)  
   
  She considers the person who holds the Balance 
  to be representing her master (unless that person 
  is tainted-a tainted person holding the Balance 
  causes a change and the scales become 
  unbalanced causing her to attack them).  She will 
  sit to the side and slightly behind the holder. The 
  holder can attempt to give her simple commands. 
  Any language the Guardians understand she will 
  understand.  She does not speak or make any 
  vocal sound. 
  Cats Paw 
    
  Page 19 
  
   
  High tier 
  Ammit Large Size Magical Beast (LE)  
  HD/15d10+30  hp 147 Initiative +2(Dex) AC 16 (-
  1 size, +2 dex, +5 natural) Base Attack /grapple  
  15/+21 Attack Bite +20 melee (bite 1d8+5)     2 
  claws+15 melee (claw 1d4+5) 
  SA: Gaze attack Will save DC 23  
  SQ: 
  Immune 
  to 
  Fear, 
  Damage 
  reduction 
  (10/magic), Detect taint 
  Saves: Fort +15 Ref +12 Will +10/+16/+21 
  Abilities: Str 21, Dex 15 , Con 15, Int 7, Wis 16, 
  Chr8 
  Feats: Improved grab, Multi attack, Blindfight 
  SA: Gaze attack Will save 23 fail and you must 
  stop what you are doing and confess any stains 
  on your soul. Unless you are without stain you are 
  unable to attack Ammit even to save your own life. 
   
  If defeated by anyone who is tainted she will 
  reform in 10 minutes as an incorporeal version of 
  herself. And she will hunt that person exclusively. 
  Upon that persons death she will turn to dust.   
  SQ: Detect Taint (SU) the Ammit can detect if a 
  character is tainted (range 60’) 
   
  She considers the person who holds the Balance 
  to be representing her master (unless that person 
  is tainted-a tainted person holding the Balance 
  causes a change and the scales become 
  unbalanced causing her to attack them).  She will  
  sit  to the side and slightly behind the holder. The 
  holder can attempt to give her simple commands 
  using tone of voice and hand gestures. Any 
  language the Guardians understand she will 
  understand.  She does not speak or make any 
  vocal sound. 
  UBER tier 
  Ammit Large Size Magical Beast (LE)  
  HD15d10+30  hp 180 Initiative +2(Dex) AC 16 (-1 
  size, +2 dex, +5 natural) Base Attack /grapple  
  15/+21 Attack Bite +22 melee (bite 1d8+7)     2 
  claws+15 melee (claw 1d4+7) 
  SA: Gaze attack Will save DC 23  
  SQ: 
  Immune 
  to 
  Fear, 
  Damage 
  reduction 
  (10/magic), Detect taint 
  Saves: Fort +15 Ref +12 Will +10/+16/+21 
  Abilities: Str 25, Dex 15 , Con 15, Int 7, Wis 16, 
  Chr10 
  Feats: Improved grab, Multi attack, Blindfight 
  SA: Gaze attack Will save 25 fail and you must 
  stop what you are doing and confess any stains 
  on your soul. Unless you are without stain you are 
  unable to attack Ammit even to save your own life. 
  If defeated by anyone who is tainted she will 
  reform in 10 minutes as an incorporeal version of 
  herself. And she will hunt that person exclusively. 
  Upon that persons death she will turn to dust.   
  SQ: Detect Taint (SU) the Ammit can detect if a 
  character is tainted (range 60’) 
  She considers the person who holds the Balance 
  to be representing her master (unless that person 
  is tainted-a tainted person holding the Balance 
  causes a change and the scales become 
  unbalanced causing her to attack them).  She will  
  sit  to the side and slightly behind the holder. The 
  holder can attempt to give her simple commands 
  using tone of voice and hand gestures. Any 
  language the Guardians understand she will 
  understand.  She does not speak or make any 
  vocal sound. 
   
  Encounter Five: The Lady or 
  the Lions? 
    
  When the heroes enter the courtyard after 
  exploring the Guardians Lair they  see ( MID Tier # 
  of heroes -1, HIGH TIER  same as the # of heroes 
    UBER TIER # of heroes +2) adult Lions and 13 
  cubs which are all less  than a year old. 
    
  To keep things simple the Courtyard is 160’ long 
  and 80’ deep with a ten foot opening in the middle 
  of the longer walls and a row of broken columns of 
  varying height (some only 1’ tall- none higher than 
  3’) between the doorways (5 on each side) with  
  statues placed around the perimeter. The outer 
  wall varies between 3 and 5 foot high. 
   
  At first the Lions are just milling around, they are 
  not hungry and the one who has been controlling 
  them has left. [Animal Empathy purposes they 
  are currently Cautious] 
   
  If heroes have Handle Animal, Animal Empathy 
  (Cats) etc- now would be a good time to use it! 
   
  If the heroes move slowly and non-threateningly 
  then the lions will not attack unless they come 
  near the cubs or if Janet commands them to. 
   
  Ten of the cubs are the missing boys, but the lions 
  have accepted them as part of their group and will 
  not lightly leave them behind. However if 
  significantly scared the Lions will flee and only 
  their natural young will escape with them. 
  Cats Paw 
    
  Page 20 
  
   
  Give the heroes a little time to take in the situation 
  and plan reaction before Janet makes her 
  appearance. She will appear in the gateway to the 
  outside (the Lions are between her and the 
  heroes) 
  Walking into the courtyard on the other side of 
  the lions is a tawny brown hair women with 
  slightly tan skin and violet colored eyes. She is 
  holding a wicked looking knife to the throat of 
  Margaret Benson who is unconscious and 
  already has several cuts which are bleeding. 
   
  Thanks so much for releasing the ka (or “For 
  bringing me the Ammit” if they chose that 
  course). If the heroes did not release the Ka she 
  will try at first to bargain the Ammit for the women, 
  but if that fails she commands the Lions to attack 
  the heroes and Slashes Margaret’s neck. If the 
  heroes did release the ka then on her initiative she 
  will  slash Margaret,   It is likely at some point here 
  you will need to roll initiative.  
  GM Note: If the heroes released the Ka then on 
  her initiative she will slice Margaret drop her (free 
  action) and do a move action away from the 
  temple. 
  Mid tier: 
   
   
  LION 
    
  Large Animal (Augmented 
  Advanced) 
  Hit Dice: 
  7d8+10 (45 hp) 
  Initiative: 
  +7 
  Speed: 
  40 ft. (8 squares) 
  Armor Class: 
  15 (–1 size, +3 Dex, +3 
  natural), touch 12, flat-footed 
  12 
  Base 
  Attack/Grapple: 
  +5/+14 
  Attack: 
  Claw +2melee (1d4+5) 
  Full Attack: 
  2 claws +9 melee (1d4+5) 
  and bite +3 melee (1d8+2) 
  Space/Reach: 
  10 ft./5 ft. 
  Special Attacks: 
  Pounce, improved grab, rake 
  1d4+2 
  Special Qualities: 
  Low-light 
  vision, 
  scent, 
  Understands 
  English 
  and 
  Arabic 
  Saves: 
  Fort +6, Ref +7, Will +2 
  Abilities: 
  Str 21, Dex 17, Con 15, Int 
  10, Wis 12, Cha 6 
  Skills: 
  Balance 
  +10, 
  Hide 
  +3*, 
  Listen +5, Move Silently +13, 
  Spot +6 
  Feats: 
  Alertness, 
  Run, 
  Improved 
  Initiative 
  Pounce (Ex): If a lion charges a foe, it can make a 
  full attack, including two rake attacks. 
  Improved Grab (Ex): To use this ability, a lion 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can rake. 
  Rake (Ex): Attack bonus +7 melee, damage 
  1d4+2. 
  Skills: Lions have a +4 racial bonus on Balance, 
  Hide, and Move Silently checks. *In areas of tall 
  grass or heavy undergrowth, the Hide bonus 
  improves to +1 
   
  GM Note:   dynamite explosions or things that 
  might logically panic them and the lions will grab 
  as many of the cubs as they can and flee over the 
  wall. If Janet/Elizabeth dies the Lions will break off 
  grab as many of the cubs as they can and scatter. 
  IN MOST cases this means the lions only take the 
  real cubs. Consider grabbing a cub while on the 
  run an “attack” they need a DC 15 in that case to 
  successful snatch one. (only the real cubs when  
  scared will sit still for an adult- they can be picked 
  up automatically) 
     
  Janet Gourlay (a.k.a. Elizabeth Hardcastle 
  a.k.a. Sophia a.k.a. Griselda) 3rd level 
  Scholar /11th level Mystic /4 Forbidden 
  Lore 
  Master 
  (5'4") 
  female 
  (Augmented)(AL:CE) 
  Hit Dice: 3d4+6, 11d8+22 +4d6+8 Hit Points:122 
  Initiative: -3 Movement: 30 Armor Class: 16 (+3 
  Dex, 
  +3magic 
  vestment) 
  Base 
  Attack 
  Bonus/Grapple: +10/+8 
  Full Attack +melee+8/+3  
  ranged +12/+7 
  Damage: by weapon type 
  Class 
  Abilities: 
  Spiritcraft 
  +4/+6 
  major 
  access/+8All, Knowledge, Protection & War 
  domains 
  Special Attacks: claws 1d4-2 
  Special Qualities: Shape change to Lion three 
  times per day Assume form (she can assume toe 
  form of any women that she has killed), Command 
  Lions. 
  Save:  Fort +10; Reflex+7; Will +13,  Fear +13, 
  Hor +11, Mad +13,Abilities: Str: 7; Dex:16; Con: 
  14; Int: 18; Wis: 18; Chr: 19  
  Skills: Concentration +18, Handle Animal +8, 
  Animal Empathy(cats) +9 Languages: English, 
  Latin, Greek, French, German, Arabic Feats: Spell 
  Focus: All Spell Focus: Protection Spell Focus: 
  Cats Paw 
    
  Page 21 
  
  Knowledge, Spell Focus: War, Extend Spell, Still 
  Spell, Silent Spell 
  Spells/day: 6/5/4/4/3/2/1  
  Spheres known: All (major)ϕ Animal (minor), 
  Knowledge (major)ϕ, Protection (major)ϕ, War 
  (major)ϕCharm (minor), Magic (minor) 
  Memorized Spells:  
  0: purify food & drink, detect magic (2x), 
  resistanceϕ, know direction(2x) 
  1st: comprehend languagesϕ, command, detect 
  secret doorsϕ, endure elementsϕ  
  2nd: charm person, hold person, detect thoughtsϕ, 
  extended endure elementsϕ 
  3rd : magic vestmentϕ, dispel magic, dominate 
  animal, silent detect thoughtsϕ 
  4th : still silent charm person, spirit powerϕ, 
  extended prayerϕ 
  5th: greater command, flame strikeϕ 
  6th: spell resistanceϕ 
  Spiritcraft 
  +4/+6 
  major 
  access/ 
  ϕ+8All, 
  Knowledge, Protection & War domains  
  Typical Weapon Carried: navy pistol 
   
  Special Attack: her hands end in retractable 
  claws (she usually  wears gloves)    
   
  Special Quality: Shapechange (SU) three times 
  per day she can shape change into a lion (works 
  the same way the druid ability does in D&D but it 
  takes three rounds to complete the change-
  anyone near her when she changes has 60% 
  chance to be hit by her as she tosses about during 
  the change). 
  Command Lions (SU): Once per day she can 
  command Lions (1d4) as if she had cast a 
  dominate animal spell on each of them. This takes 
  one complete round to use (no other action 
  besides 5’ or free actions during the round.) 
  Special Hindrance: she only eats meat and 
  grains and must drink a pint of blood a week. If 
  she goes under ten hit points the change will 
  automatically start and she can not stop it. 
   
  as Lion(large Animal): 
  Hit Dice: 18 Hit Points:122 
  Initiative: +3 (dex) Movement: 40 Armor Class: 
  18 (-1size,+3 dex,+3natural +3 magic vestment) 
  Base Attack Bonus: 2claws +10, bite +6 
  Damage: claw 1d4+5 bite1d8+2 
  Special Attacks: pounce, improved grab, rake 
  1d4+2 
  Special Qualities: scent, Command Lions 
  Save:  Fort +10; Reflex+7; Will +13,  Fear +13, 
  Hor +11, Mad +13, 
  Abilities: Str: 21; Dex:17; Con: 15; Int: 18; Wis: 
  17; Chr: 19  
  Skills: Hide +4 Jump +5  Listen +5 Move 
  Silently+11 Spot +5   
   
   
  Conclusion 
  There is more than one path to success in this 
  adventure. The heroes might actually never 
  investigate Margaret Benson or explore the 
  Temple of Ptah. While they can succeed if they do 
  that it is likely that in that case, unless they use 
  speak with animal they will not know that two of 
  the missing boys are there. If they also capture/kill 
  all the lions without learning of the cubs left in the 
  tunnel those cubs will likely die before any one 
  finds them. 
   
  If they manage to kill Janet then all the changed 
  boys revert back.  If not a break enchantment or 
  dispel magic (against a 15th level caster) is 
  necessary.  
   
   If Janet is killed she reverts back to her original 
  appearance. As Elizabeth Hardcastle is wanted by 
  the police in both Egypt and England and is known 
  to be involved in more than a few deaths the 
  police will believe that the heroes had to kill her in 
  self defense (she  killed  or caused to be killed 
  several policemen earlier in her career.) 
   
  If they capture her and manage to strip her of her 
  disguise (done by use of spells and disguise skill) 
  then the heroes can turn her over to the police. If 
  they tried and have the White Rose take custody, 
  Hamid will look sadly at them and kill her.    
   
  If the heroes have a reasonable plan for capturing 
  the Lions or sedating them that can be done 
  quickly or for which they can leave instructs then it 
  happens. 
   
  If any are severely Injured (and the party can not 
  handle it) Chantel will come to teleport them away 
  or to bring Fatima (mystical healer) to them 
  (depending on what spells she has used). 
   
  Otherwise Hamid will hustle them off via train the 
  next day to go to the Palace of Gardenias (to take 
  the Ammit there if Chantel did not need to teleport 
  any one-in that case it is already there-they still 
  are ordered to leave as Percy has a job for them). 
  Their hotel rooms are being kept for them.  
   
  Cats Paw 
    
  Page 22 
  
  The End 
   
   
   
  Experience Point Summary 
   
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the discretionary roleplaying experience 
  award. The roleplaying award should be given for 
  consistent character portrayal and contribution to 
  the fun of the game. You can award different 
  roleplaying amounts to different characters. 
   
  Award 
  the 
  total 
  value 
  (objectives 
  plus 
  roleplaying) to each character. 
   
  Encounter One 
  Talk to Rodney Franklin 
  50 xp 
  Talk to shop owner 
  50 xp 
   
  Encounter Two 
  Track lions back to shop 
  50 xp 
  Track lions back to temple 
  50 xp 
   
  Encounter Three 
  Talk to Margaret  
  50 xp 
  Talk to Workers &/or Saleh 
  50 xp 
  Explore the Sinkhole 
  50 xp 
   
  Encounter Four 
  Do Not fight Guardians 
  100 xp 
  Use the Message Scarab to get advice & 
  the Balance 
  100 xp 
  Convince the Ammit to release the Ka’s 
  500 xp 
   
  Encounter Five 
  Save Margaret  
  100 xp 
  Kill Janet/Elizabeth 
  300 xp 
  Defeat lions( includes capturing them) 
  100 xp 
  Rescue the boys (25 per boy) max 
  300 xp 
   
  Discretionary role-playing award 
  0-300 xp 
   
  Total possible experience 
  2150 xp 
   
   
   
   
  Treasure Summary 
   
  Hero Points: 
  The DM should hand these out based on the 
  heroes' actions. If the hero stops to calculate their 
  survival chances then they are not being heroic. If 
  they place themselves in the path of danger so 
  that others may escape, then they are being 
  heroic. Note that the restriction regarding the 
  number of heroes points a hero can have has 
  been lifted. 
   
  Arcane Spells: 
  The heroes are not going to have enough time 
  between adventures for the Society to send them 
  spells as Sands of Time picks up immediately after 
  this adventure. They would have time to attempt to 
  learn one spell from a spellbook (if they have one). 
   
  Master work copper short sword  
  The heroes are given two masterwork copper 
  short swords. 
   
  Favorable Notice 
  If the heroes use the Message Scarab as 
  instructed they gain a favorable Notice 
  If they lose the Ammit to the Cult of Bastet or burn 
  down Luxor they gain an unfavorable notice. 
   
  Buying, Selling, Animals, Theft 
   
  • 
  The heroes may purchase any item that is 
  mentioned in the text as being for sale; it need 
  not be listed in the treasure summery. Prices 
  for these will be as listed in the book unless 
  the module indicates otherwise.  If the mission 
  occurs in a major city, they may purchase 
  items from the equipment list or (if they have it 
  at the table) from either the 1895 Montgomery 
  Ward Catalogue™ or the 1897 Sears and 
  Roebuck Catalogue™. The only restrictions as 
  to what they can buy are weapons not listed in 
  the Firearms or Equipment Chapters of the 
  Living Death Source book are not available.  
   
  • 
  The ability to sell items is location dependent. 
  The judge should consider if there is there a 
  need for the item in that area and if the 
  residents get the item normally. If that is the 
  case then the amount the hero gets for the 
  item is half book value. If the hero makes a 
  successful Charisma Check (DC 15) they get 
  75% of book value (if the hero has the Bluff 
  Skill they may attempt to use that. If they are 
  selling it to an NPC not detailed in the event, 
  assume a +5 modifier to the Sense Motive 
  check of the NPC. If it is an item that the local 
  residents would not have relatively easy 
  access to and that they would want then the 
  hero can sell it for book value. 
  Cats Paw 
    
  Page 23 
  
   
  • 
  If an animal is bought, then the hero is 
  responsible for all transportation and lodging 
  costs of said animal. Animals will defend 
  themselves or run away.  
   
  • 
  All servants (unless played by another as an 
  actual PC) henchmen and followers are left at 
  home and have no in-game benefit.  
   
  • 
  Theft is against the law in all countries. Crimes 
  may be observed or the hero may have left 
  clues for police to follow. This is situation 
  dependent. Those caught stealing will face jail 
  time (out of play) anywhere from 3 to 12 
  months (campaign time or if the hero has 
  already participated in an event that takes 
  place during that time then the out of play time 
  must be in real time). The Society of the White 
  Rose is more likely to help if the theft was a 
  necessary part of the mission and much less 
  likely to help if it was a personal profit motive. 
  The Society (or the police) is not all knowing. 
  Heroes may also end up on "wanted posters" 
  in specific states or countries. Indicate such 
  on the Roster of Heroes. The Society will not 
  expose its Travelers. 
   
  • 
  Theft may also be cause for a Dark Powers 
  Check (See Chart in Adventuring in Gothic 
  Earth Chapter of the Living Death Campaign 
  Sourcebook). If the hero fails two such checks 
  (for non-arcane/mystic related acts) in any one 
  tournament, the hero becomes an NPC. Note: 
  Criminal Class heroes double the percentage 
  of the DC of the Dark Powers check for such 
  activity. 
   
  • 
  Spellbooks are only available when certed in 
  the module. These will be listed as part of the 
  treasure or rewards for the event.  Heroes 
  who already have a spell book can attempt to 
  learn one spell per from one book adventure 
  and can attempt to identify up to 3 spells per 
  adventure. Heroes who have gain a level and 
  wish to attempt to learn a spell they had 
  previously failed to learn may attempt to do so, 
  if time allows 
  Cats Paw 
    
  Page 24 
  
  Appendix 1: Egypt  
   
  The climate of Egypt is characterized by a hot season from May to September and a cool season from 
  November to March. Extreme temperatures during both seasons are moderated by the prevailing 
  northern winds. In the coastal region average annual temperatures range from a maximum of 37° C 
  (99° F) to a minimum of 14° C (57° F). Wide variations of temperature occur in the deserts, ranging 
  from a maximum of 46° C (114° F) during daylight hours to a minimum of 6° C (42° F) after sunset. 
  During the winter season desert temperatures often drop to 0° C (32° F). The most humid area is along 
  the Mediterranean coast, where the average annual rainfall is about 200 mm (about 8 in). Precipitation 
  decreases rapidly to the south; Cairo receives on average only about 29 mm (1.1 in) of rain a year,3 
  After the death of Muhammad Ali in 1849, Egypt came increasingly under European influence. His son, 
  Said Pasha, made some attempt to modernize the government, but left a huge debt when he died. His 
  successor, Ismail Pasha, increased the national debt by borrowing lavishly from European bankers to 
  develop the country and pay for the Suez Canal, which was opened in 1869. These spendthrift rulers 
  drove the country into bankruptcy and ultimately into the control of their British and French creditors. In 
  1876 an Anglo-French commission took charge of Egypt's finances, and in 1879 the sultan deposed 
  Ismail in favor of his son Tawfik Pasha. Army officers, disgusted by the government's weakness, then 
  led a rebellion to end foreign control. Tawfik appealed to the British for help, and they occupied Egypt in 
  1882. 
  Egypt Under the British  
  British interest in Egypt stemmed from the Suez Canal as the short route to India. Promises to evacuate 
  the country once order had been restored were broken, and the British army remained in occupation 
  until 1954. Although Tawfik remained on the throne as a figurehead prince, the British consul general 
  was the real ruler of the country. The first and most important consul general was Sir Evelyn Baring 
  (known after 1892 as Lord Cromer) after the incidents in June of 1899 the British insisted Tawfik no 
  longer rely on the French to control the Department of Antiquities.  
  Appendix 2: Arabic phrases 
  afreet:  evil demon 
   
   
   
  Amerikani :  American 
  Alemani:  German 
   
   
   
  baksheesh:  present, tip 
  burko:  face veil  
   
   
   
  effendi:  sir 
  fahddle:  gossip  
   
   
   
  fellah:  peasant 
  galabeeyab:  men’s loose robe 
   
  habib :  friend 
  hakim:  doctor 
   
   
   
   
  Inglizi:  English 
  juba:  vest  
   
   
   
   
  khafiya:  headcloth 
  marhaba:  welcome 
   
   
   
  safragi:  waiter 
  sitt: lady 
   
   
   
   
   
  ukaf!:  stop! 
  Yalla!:  go on! hurry 
                                              
  3"Egypt," Microsoft® Encarta® 97 Encyclopedia. © 1993-1996 Microsoft Corporation. All 
  rights reserved. 
   
  Cats Paw 
    
  Page 25 
  
  Appendix 3a: Ancient Egypt 
  Egyptian Gods: 
  Amen (Amun): Amen was the principal Egyptian state god in the New Kingdom whose main temple lay at 
  Karnak. Amen's association with Thebes goes back at least to the Middle Kingdom, and he is known to have 
  existed since at least the late Old Kingdom. Called "The Hidden One," he is associated variously with wind, 
  water, and fertility, and was represented as a human, a goose, a ram, or a snake. He was often joined in the 
  New Kingdom with the sun god Ra as Amen-Ra. Amen was a part of the Theban triad which consisted of 
  Amen, his wife Mut and son Khonsu. In his form Amen-Kamutef, he was a member of the Hermopolitan 
  ogdoad.4
  Anbuis: Help Isis reassemble Osiris and thus became god of mummification and guardian of the dead. It is he 
  who brings the dead to the judgment known as the weighing of the heart. Often depicted as a jackal or a jackal 
  headed man. 
  Atum: Creator god, an aspect of the sun god Re, Atum is the sun of the evening (Ra the sun at noon and 
  Khepri the sun in the morning). Atum is depicted often as a man wearing a double crown, Ra as a man with a 
  rams head and Khepri as a beetle or scarab. 
  Bastet (Bast): protector of cats and a goddess of the hearth (festivity and fertility). Depicted as a woman with a 
  cat's head with a percussion instrument in hand and kittens at her feet, or as a cat. Her major center of worship 
  was at Bubastis in the Nile Delta. 
  Geb: god of earth  
  Horus: Son of Osiris & Isis (a.k.a. as Horus-Re) who defeated Set and became King of the Living often depicted 
  as man with the head of a hawk, protector of royal power. 
  Isis: daughter of Geb and Nut. She reassembled Osiris, her husband, hid Horus her son from Set until he was 
  strong enough to defeat Set. Her influence is over magic and medicine  
  Maat : goddess of truth, justice and sacred order. often depicted as a woman with an ostrich feather on her 
  head or an ostrich feather instead of a head 
  Mahes: “Lord of the Massacre” punisher of those who disturb Maat, the universal order, depicted as a lion 
  headed man with a knife in some texts he is the son of Ptah and Bast. 
  Mut: As a member of the Theban triad, which also consisted of her husband Amen and son Khonsu, the vulture 
  goddess Mut was seen as the divine mother of the king. She is usually represented as a woman wearing a long 
  dress and a vulture headdress surmounted by the white crown of Upper Egypt or the Double Crown of Upper 
  and Lower Egypt, and holding a papyrus scepter symbolizing Upper Egypt.5 B y the time of the New Kingdom 
  she had become associated with Sehkmet (protector of the Pharaoh and a warrior goddess) and Bast (fertility). 
  Also when her husband Amen became associated with Ra (Amun-Ra) she became occasionally addressed as 
  Mut-Ra. 
  Nepths:  wife of Set, became goddess of mourners depicted as a woman with the hieroglyphic symbol of her 
  name on her head. 
  Nut: goddess of the sky, sister & wife of Geb, Often depicted as a winged female whose body is bent over the 
  earth. 
  Osiris: mythical king/god married to Isis brother to Nephthys, Set and Isis, father of Horus. Killed by Set later 
  reassembled and became the god of the Afterworld. Presides over the weighing of the heart. Often depicted as 
  a human mummy with the crowns of Egypt. 
  Ptah: god of craftsmen & artisans, depicted as a man with a punt beard, wrapped up like a mummy, but with his 
  hands free which grip a great staff made up of the symbols for life, stability, and power. Creator god of the 
  Memphis triad 
  Sehkmet: War goddess depicted as a female with the head of a Lion. Only the command of the King stops her 
  from killing all men. She is one of the Memphis Triad as wife of Ptah, later becomes associated with Mut and 
  Bastet. 
  Set: killed Osiris, his brother, to usurp his throne, god of storms & the desert 
  Shu: god of air    
   
  Sobek: was a god of the Nile (which was believed to have come from his sweat) who gave life to vegetation 
  and fertility to the land. Also in times of need, he gives the pharaoh strength and fortitude so that he may 
  overcome all obstacles. He also protects the pharaoh from all harm, especially evil magic.  
  Tefnut: sister & wife of Shu refer to as a lioness goddess  
  Thoth: Scribe of the gods, god of wisdom & learning, depicted as an ibis headed man, an ibis or a baboon, 
  restorer of the sacred eye to Horus   
                                              
  4 Thebban Mapping Project Glossary http://www.thebanmappingproject.com/   
  5 Thebban Mapping Project Glossary http://www.thebanmappingproject.com/   
  Cats Paw 
    
  Page 26 
  
  Appendix 3b: Ancient Egypt 
   
  Archeological terms, Egyptian religious artifacts &beliefs: 
  Shubati: small statue carved and painted. Its purpose was to do any physical work required of the 
  deceased in the afterlife.  
  Book of the Dead: Originally these "spells" were written on the walls of tombs (mainly after the 5th 
  Dynasty) then on the coffins and finally on scrolls. These spells were instructions for rituals, which would 
  insure the afterlife of the decease was a comfortable and prosperous one. One of the better known 
  spell/ritual was the Judgment, or Weighing of the heart. If the heart was found to be tainted with sin then 
  the heart was feed to Ammit. 
  Imydwat: A.k.a. as The Book of What is in the Netherworld, divided into 12 hours it tells the story of the 
  journey of the sun through the netherworld and the dangers found there.  There are several versions. 
  Ka: The ka was a person's creative life-force that came into existence when a person was born and lived on after 
  death, accepting offerings made in the deceased's tomb . 
  The Book of the Night: was a description of the sun god's journey through the heavens wherein he is swallowed by 
  the sky goddess in the evening and reborn in the morning in the form of a scarab.   
  Mastaba or mastabah, noun. an ancient Egyptian tomb set over a mummy chamber burrowed in rock. It 
  was rectangular with a flat top and sides sloping outward to the base. 
  Serdab: modern Arab word meaning “celler” it is used to denote a chapel found in mastabas that held a 
  statue of the Ka of the deceased. Usually this room is blocked from direct access. A few holes or 
  narrow slits directly opposite the statue were designed so that the Ka could leave the serdab and so 
  that offerings could be passed through.  
  Canopic Jars: The jars into which the Lungs, Liver, Stomach and intestines were placed during 
  mummification. Each jar was designed to look like one of the four sons of Horus. The sons of hors are 
  depicted as having human mummy like bodies but each had a different type head. So the top of each jar 
  would have the shape of the head of Imsety (human head), Hapy (baboon head), Duramutef (jackal 
  head) or Qebhsenuef (falcon head) would thus protect these organs.  
  King’s names: To the Egyptians names had great importance and reflected some aspect of the person 
  and their personality. Therefore additional names might be needed to accomplish this. For the king this 
  was even more important as his name needed to reflect his connection to the gods and his connection to 
  the land. Kings of Egypt had five names, four acquired upon their accession to the throne and their birth 
  name. The names are: Horus Name, Nebti or “Two Ladies” name, Golden Horus, Throne name or 
  prenomen and Birth name or nomen. From the Middle Kingdom on most inscriptions found in monuments 
  are the kings prenomen name, except for the Kings lists which mainly use the birth name. These last two 
  names are ones most used in modern times. 
   
  Caratouche: an oval shaped loop of rope enclosing the birth name (Nomen) and throne name 
  (Prenomen) of the king. 
   
  Serekh:  a rectangle, bordered at the bottom by the kind of recessed paneling found on the facades 
  of early mud-brick tombs and palaces, and topped by the falcon god Horus. It was used as outline for the 
  king's Horus name. 
   
  Nebti: The Two Ladies referred to are the goddesses of Upper and Lower Egypt, Nekhbet of El-Kab 
  in Upper Egypt, and Wadjet of Buto in the Delta, thus represented the close association with both regions 
  of Egypt and the duality of the geographical balance of the Two Lands in the person of the king as well as 
  placing him under their protection. This name was written after the vulture and cobra images of the two 
  goddesses of Upper and Lower Egypt. 
   
  Golden Horus Name:  while the experts differ there are those who believe that the name is connected 
  to the Kings divinity: gold being the color of the god’s skin while others see a connection to Set.  
   
  Prenomen: or throne name, or nisu-bity, was also known as the "Lord of Two Lands"-name or the 
  King of Upper and Lower Egypt as it later came to be called. This title, literally, "He of the sedge and bee" 
  or the Dual-aspected King, may have symbolized the dual natures of human and divine resident within 
  the kingship. The sedge plant is the symbol of Upper Egypt and the bee the symbol of Lower Egypt. It 
  was composed at the King’s accession to the throne and by the Fourth dynasty invariably incorporated 
  the name of the sun-god Ra (or Re.)6
                                              
  6 http://www.touregypt.net/featurestories/titles.htm  
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  Appendix 3c: Ancient Egypt 
   
  This is a much abbreviated listing of Egyptian Kings. Most of the kings listed are referred to at some point 
  during the Pawprint series; the pre-dynastic and Greco-Roman entries are simply there to assist the GM 
  in answering questions. 
   
  Pre dynastic:  
  "Scorpion"  
  fl. c. 3150 ? 
  Narmer  
  fl. c. 3050 
   
  Old Kingdom 
  First Dynasty 
  Hor-Aha ("Menes" in older lists)c. 3050- ? 
   
   
   
  Third Dynasty: 
   Djoser  | Netjerykhet 
  2668-2649 
   
   Middle Kingdom 
  Twelfth Dynasty 
   Senwosret III | Sesostris III Khakhaure 1878-1841 
  Amenemhet III | Amenemhat III | Ammenemes III Nymaatre 1842-179 
   
  New Kingdom 
  Eighteenth Dynasty 
  Hatshepsut (Maatkare) 1473 – 1458 
  Tuthmosis III | Thutmosis III | Djehutymes III Menkheperrre 1504-1450 
  Akhenaten (Amenhotep IV | Amenhotpe IV | Amenophis IV) Neferkheperure (Ajgebateb) 1350-1334 
   
  Nineteenth Dynsty 
  Ramesses II | Ramses II (meryamun) Usermaatre 1279-1212 
   
  GRECO-ROMAN PERIOD (332 B.C. - 395 A.D.) 
  Alexander (III) the Great 332-323 
  Ptolemy I (Soter I) Meryamun Setepenre 305-282 
  Queen Cleopatra VII (netjeret-merites)51-30 
   
   
   
                                                                                                                                                                             
   
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  NPCs 
  Hamid ibn Abdullah, 4th level Laborer/9th level Explorer/Scout(6'2") male (AL:NG) 
  Hit Dice: 12d10+15 
  Hit Points: 99 
  Initiative: +4 (improved Initiative) 
  Movement: 30 
  Armor Class: 10 
  Base Attack Bonus: +12/+7/+2 Grapple: +14 
  Full Attack: melee +14/+9/+4 (+16/+11/+6 fists) Range+12/+7/+2 
  Damage: by weapon type (fists 1d3+4) 
  Save:  Fort +9; Reflex +7; Will +4,  Fear +4, Hor +7 Mad +4, 
  Abilities: Str 14, Dex 10, Con 14, Int 12, Wis 10, Cha 16 
  Skills: (skill/ modifier) 
  Archeology (5/+6) Bluff(5/+7) Carpentry(5/+6) Climb(6/+8) Connoisseur Excavation of Egyptian Ruins 
  (5/+6) Forbidden Lore: Ancient Egypt (5/+6) Gaming(3/+4 Handle Animal (4/+7) History: Ancient 
  Egyptian(4/+5) Rope Use(7/+5) Search(10/+11)   Sense Motive Spot   Survival (5/+7) Sixth Sense (1/+2) 
  Languages: Arabic, English, French 
  Feats: Great Fortitude Feat, Toughness, Skill Focus: Survival, Improved Initiative, Learning: Archeology, 
  Endurance, Pugilism, Skill Focus: Archeology, Skill Focus: Connoisseur Excavation, Unarmed strike 
  Typical Weapon Carried: dagger, Army pistol 
   
  Third son of a very large family he started working as a common laborer at various excavations sites at 
  the age of ten. When he was sixteen Hamid started to work with Prof. W.M.F. Petrie. That sparked the 
  desire to do more than just wield a pick or lug rock. Since that time he has made an effort to work with 
  Petrie and like minded archeologists. He seemed to have a knack for finding hidden entrances and was 
  very good at finding dedicated workers. It was through Petrie that he met Prof. Jasper the incident that 
  prompted his inclusion in the Society occurred 8 years ago. Generally of a genial nature and frankly some 
  what loud at times he is very aware of the seriousness of the White Rose's work. He is extremely handy 
  at hand to hand fighting and none of his workers or his family ever questions his commands. 
   
  Since the events of June (Death of Kings Amulet Series Finale) Hamid has allowed his more serious side 
  to come to the fore.  Besides losing his good friend and mentor, Prof. Jasper, three of his sons died in the 
  fighting (during part two of the Death of Kings) as did many friends and acquaintances. 
   
  Chantel Renard Montgomery Halston Marchand, Dandy/Adept/Forbidden Loremaster 
  10/5/9 female (AL:NG) 
  Hit Dice: 15 d4 +9d6 (-32 to Tomb Seal) 
  Hit Points: 28 
  Initiative: +2 
  Movement: 30 
  Armor Class: 12/16/20 (+2 Dex, +4 Armor Spell +4 Shield Spell+4) 
  Base Attack Bonus (Grpl): +11/+6   (+11) 
   
  Full Attack Bonus: melee +10/+5, range+13/+8 (,30' +14/+9) 
  Damage: by weapon type 
  Class Abilities: Spellcraft +5/+7 Conjuration, Abjuration, Transmutation, Divination and Necromancy 
  schools, Instant Mastery Ancient Language (2x), Mythic Lore (3x), Instant Mastery Ancient History, 1st & 
  2nd Rediscovered Ritual 
  Save:  Fort +4; Reflex+9; Will +16,  Fear +16, Hor +6, Mad +16, 
  Abilities: Str  10, Dex 15, Con 10, Int 20  Wis 10 Chr 17  
  Skill (skill/ modifier)   
  Academician (8/+15), Accounting (5/+10), Alchemy (5/+10), Appraise (5+10), Archeology (5/+10), 
  Astronomy (4/+9) Bluff (10/+13) Climb (5/+2) Concentration (10/+8) Connoisseur Investments (10/+15) 
  Connoisseur Egyptian Artifacts (10/15) Criminology (5/+10) Cryptology (3/+13) Dancing (5/+8) Diplomacy 
  (8/+11) Disable Device (5/+10) Equestrian (3/+6) Etiquette (5/+8) Forbidden Lore General (5/+10), 
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  Forbidden Lore Ancient Egypt (10/+17), Forbidden Lore Ancient Egyptian Religions (10/ +15), Forbidden 
  Lore: Cult of Bastet/ Sehkmet (10/+15), Gaming (5/+8)  Gather Information(7/+10) History (Ancient 
  Egyptian (10/+17)   Language(Ancient) Egyptian Hieroglyphics (10/+15) Ancient Egyptian Hieratic 
  (10/+15) Ancient Greek (5/+10), Ancient Sumarerian (6/+11) Ancient Hebrew (5/+10), Listen (4/+4) Move 
  Silently (5/+8) Needlework (3/+3)  Open Locks (8/+11) Sleight of Hand (8/+11) Religion, Ancient Egyptian 
  (10/+15), Search (10/+15)   Sense Motive(2/+2) Spot  (3/+3) Survival   (5/+5)  
  Languages: French, English, German, Latin, Greek and Arabic 
  Feats: Skill Focus Academician, Skill Focus Forbidden Lore Ancient Egyptian Religions Point Blank Shot, 
  Skill Focus: Ancient Egyptian History, Skill Focus: Arcane Magic, Spell Focus: Conjuration, Spell Focus: 
  Abjuration, Transmutation, Divination and Necromancy schools, Extend Spell, Still Spell, Silent Spell 
  Quicken Spell 
  Spells/day 4/5/5/4/4/3/3/1 
  Memorized Spells:  
  0 level: daze(2x), mage hand, open close,  
  1st level: shield, magic weapon, charm person, burning hands(2x)  
  2nd level: knock (2x), endurance, see invisibility, extended mage armor   
  3rd level: lightning bolt(2x), greater magic weapon, extended bulls strength  
  4th level: still silent burning hands, silent lightning bolt, bestow curse  
  5th level: still silent lightning bolt, teleport (2x) 
   6th level: greater dispelling, still silent fear, teleport 
   7th level: greater teleport, teleport object 
  Typical Weapon Carried: derringer, or navy pistol (varies by situation) 
  Spellcraft +5/+7 Conjuration, Abjuration, Transmutation, Divination and Necromancy 
   
  Background: Youngest daughter of a large and prosperous family now, at age forty-five her air of fragility 
  is real. Somewhat spoiled her family tried to shelter her from violence, ugliness and fortune hunters. 
  Outgoing, cheerful, stubborn and self confident in her youth the air of fragility (many of her admires liken 
  her looks to fine porcelain) was belied by her robust health. That health is not quite what is was in her 
  youth, but the past few years have seen her vigor restored. 
   
  Her first husband was an American, fourth son of a wealthy family from Pennsylvania. She met him 
  while visiting cousins in Philadelphia. During the five years of the married life he divided his time between 
  the glittering social life of Paris and the dusty shelves in the old library's of the cities Universities and 
  Museums.  He was her first instructor in the arts of Magic. His death was a case of being in the wrong 
  place at the wrong time. In her grief she eschewed the study of magic and spent a great deal of her time 
  in the less glamorize parts of Paris (picking up the skills of opening locks and picking pockets among 
  other activities.)    
   
  While on a visit to a health spa, she met her second husband, Halston. He saved her from a werewolf 
  in the Black Forest region of Germany. During her years with him he encouraged her study of arcane arts 
  and introduced her to the fascinating world of Ancient Egyptian History. On rare occasions he would have 
  her accompany him on missions. By his death, when she was 32 she was a much stronger woman 
  mentally. She handled her grief in a much more solemn manner when he died on a mission for the White 
  Rose.  
   
  She spent most of her time in the home Halston bought her in the Fayoum region of Egypt, The 
  Palace of Gardenias. Halston had bought it for her and had it restored as a fitting setting for her. Her 
  reasons for wanting the house were not that simple. The house sets over the entrance to a large 
  necropolis from the Second Intermediate Period. Before his death they investigated the tomb and she 
  researched the ritual for resealing the tomb. 
   
  After Halstons death she was content with her studies in Egypt and the small circle of friends in Cairo 
  for several years. Halston had introduced her to Carrados and he frequently came to her with questions. 
  He respected her reluctance to get personally involved in working for the White Rose.  However, 
  eventually her old restlessness and desire for gaiety, brought her into the path of Col. Marchand. The 
  years had taken a toll on her constitution, as the study of magic is wont to do, and she saw in him as a 
  protector. His disappearance shocked her and her stubborn refusal to believe in his death sustained her 
  during the intervening years. 
   
  When she returned to her home after the last fruitless search she realized that the seals were 
  weakening and her sense of duty impelled her to remain. Her joy at her husbands return was quickly 
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  quenched by the realization that the creature he was now was not the protector she had married.  With 
  the help of a group of travelers he and his tribe of werejackels were defeated. 
   
  Her renewed connections to the White Rose has brought a resurgence of energy to her life. From 
  time to time she has housed those needing asylum, a restorative vacation, and even those looking to gain 
  knowledge.  Taking up the mantel of “merry widow” she has helped ease some White Rose members into 
  various aspects of Egyptian Society as well as making astute political connections.  
   
  Percy Copeland, Dandy /Scholar 3/8 (5’9”) male British(AL:NG) 
  Hit Dice: 11d4  
  Hit Points: 25 
  Initiative: +0 
  Movement: 30 
  Armor Class: 10 flatfooted 10 touch 10 
  Base Attack Bonus/ Grapple: +5/+5 
  Full Attack Bonus: melee +5 range +5 (+6 Navy pistol) 
  Damage: by weapon type 
  Save:  Fort +2; Reflex +2; Will +9,  Fear +9, Hor +4, Mad +9, 
  Abilities: Str: 10, Dex: 10, Con: 10, Int: 18 Wis: 14 Cha: 14 
  Skills: (skill/ modifier)  
  Academician (5/+7)  Appraise (5/+7)  Archeology (5/+9) Artist (5/+7) Athletics (Cricket 4/+4)   Biology 
  (2/+6)  Bluff (2/+4)  Botany(2/+6)  Connoisseur: Ancient Pottery (5/+10) Connoisseur: Literature of 
  Shakespeare and his contemporaries (8/+13) Connoisseur: Ancient Greek Literature (5/+10) Cryptology( 
  8/+10)  Dancing (2/+4) Diplomacy (8/+10) Disable Device (1/+1) Equestrian (5/+5)  Etiquette (5/+9)  
  Forbidden Lore: Ancient Egypt (5/+9) Forbidden Lore : Ancient Greece (5/+9)   Gaming (2/+4)   Gather 
  Information (8/+10)  Hide (0/+0)  Hierarchy Contact White Rose(10/+12), History: Ancient Greece (5/+9)  
  History : Ancient Egypt(5/+11)  History Ancient Britain (2/+6) History: Great Britain (2/+4) 
  Language(Ancient Egyptian Hieroglyphics) (5/+9)    Listen(3/+5) Move Silently(3/+3)  Open Locks (4/+4) 
  Presence (5/+7) Religion Modern Episcopalian (1/+5), Ancient Religion Egyptian (5/+9) Ancient  Religion 
  Greek (5/+9), Rope Use (2/+2)  Seamanship (2/+4)  Search (8/+12)  Sense Motive (4/+6) Spot (4/+6)   
  Survival (5/+9)  Swim( 2/+2)   
  Languages: English, Greek, Arabic, Latin, French, German, Turkish 
  Feats: Savior Fair (b) Skill focus: History Ancient Egyptian (b), Skill Focus: Connoisseur Ancient Pottery, 
  Skill Focus: Connoisseur: Literature of Shakespeare and his contemporaries, Skill Focus: Connoisseur: 
  Ancient Greek Literature Weapon Focus: Navy pistol, Point Blank Shot 
  Typical Weapon Carried: navy pistol, knife 
   
  Description: 5’9”, wavy blond hair, grey eyes, no facial hair, trim build. He wears well made, but 
  serviceable clothes while working. Age:24 
   
  Background and Personality: Percy is the quintessential British young man of wealth and intellect. A 
  perpetual student, he got rather more involved in archeology than he originally intended.  He studied for 
  at time under Prof. Jasper, but does NOT want to go back to Egypt. {He was involved in the hunt for a 
  very wicked adept and lost a number of friends.} However, it was his work with Jasper and Petrie which 
  resulted in his current position. He is actually very good at dating pottery. Also he knows the region very 
  well.  The men in his family have a habit of becoming extremely focused on intellectual pursuits. His 
  maternal grandfather studied classical poetry and would take Percy on tours of Greece and the islands 
  during school holidays. His father’s interest is focused on Shakespeare and ferreting out, the myths, 
  legends and historical truths that his plays could be based on, including going to the various locations 
  mentioned in the plays. Both men made sure that Percy was well versed in their own particular 
  intellectual hobby. They also inadvertently gave him a taste for travel and the study of culture. Their 
  intellectual arguments and their strong sense of self contributed to his developing into a very strong willed 
  young man. So while he has a very amiable nature, he generally only does what he wants to do.  
  Last year (1898) Percy Copeland had been assigned as Field Supervisor Jasper’s assistant During that 
  time he learned how to decipher Jasper’s private code and have access to his contacts, information 
  resources and know where his various drops and hidden cache of items are.  
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  He was home over the holidays and about to head back to Crete when the summons for this assignment 
  held. As his mother has relatives in Penzance, Cornwall he is familiar with many of the Cornish legends 
  and habits.  
   
  Achmid ben Abdullah  3rd level Soldier/5th level Tradesman (5'10") male (AL: NG) 
  Hit Dice: 3d10/5d6  
  Hit Points: 40  
  Initiative: +2,  
  Movement: 30,  
  Armor Class: 12,  
  Base Attack Bonus: +6/+1, melee +7/+2 range +7/+2 (+8/+3 point blank or with rifle)  
  Damage: Army Pistol 2d6+3 (+1 Point Blank) rifle 3d6  
  Save: Fort +4; Refle+7; Will +4, Fear +4, Hor +6, Mad +4,  
  Abilities: Str12, Dex 14, Con 10, Int 10, Wis 14 Chr 14 
  Skills (skill/ modifier) Bluff (4/+6) Demolition (2/+2) Diplomacy (2/+4) Equestrian (4/+6) Etiquette (2/+4) 
  Gaming (2/+4) Gather Information (4/+6) Hide (4/+6) Listen (2/+4) Move Silently (4/+6) Spot (2/+4) 
  Languages: Arabic, English French  
  Feats: Weapon Focus: rifle, Point Blank Shot, Mounted Combat, Far Shot, Precise shot,  
   
  One of the sons of Hamid he started out, in more peaceful times, working the caravan routes. Currently 
  he owns his own business arranging and supplying caravans for exporting goods to other Near East 
  countries. In wake of his brothers deaths he demanded his father find a place for him. He is guarding, 
  Chantel and those who currently live there (Percy and Achmid’s sister Fatima ). 
   
  Margaret Benson , Scholar 8/Archeologist 4 (5’) female (AL:NG) 
  Hit Dice: 8d4-16 +4d6-8 
  Hit Points: 20 
  Initiative: +2 (dex) 
  Movement: 20 
  Armor Class: 12 (+2 dex) 
  Save:  Fort +1; Reflex +5; Will +11,  Fear +11, Hor +4, Mad +11, 
  Abilities: Str: 10  Dex:14   Con:6  Int 18: Wis: 12 Cha:15 
  Skills: (skill/ modifier)all are not listed) 
  Academician(10/+17)     Archeology (5/+12)     Dancing     Diplomacy (8/+10)     Etiquette (8/+12) Gather 
  Information  (8/+11)    History Ancient Mediterranean(5/+9)   History: Governments (5/+12)      History: 
  Philosophy (5/+12)     History: Great Britain (7/+10) History: European (7/+14) Language(Ancient 
  Egyptian Hieroglyphics) (5/+9)  Religion, Ancient  (5/+9) Religion Modern  (5/+9)  Search(8/+12)   Sense 
  Motive (4/+5)    Spot (7/+8)      
  Languages: English, French, Latin, Arabic, Greek 
  Feats: Skill Focus European History, Skill Focus History of Government, Skill Focus Archeology  
  Typical Weapon Carried: none 
   
  One of six children, she was the daughter of an clergyman and scholar and sister of men who also would 
  have distinguished careers. she took a first in the Women's Honors School of Philosophy. By the time she 
  was twenty-five she had developed the symptoms of rheumatism and the beginnings of arthritis. From 
  then on her life was a series of journeys in search of cures or physical relief. After traveling in Egypt for 
  her health she became extremely interested in Egypt’s history and archeological work. She asked the 
  concession to a site was not in demand and seemed to offer little either in items or archeological interest. 
  It was assumed that even an woman amateur with no experience could do little harm there. She was 
  assisted by the fact that Edouard Naville, the Swiss Egyptologist intervened on her behalf, also by this 
  time she had taken up the study of Arabic and Hieroglyphs. A mutual friend introduced her to Janet while 
  she was setting up for the second year of excavation. The completed the excavation together and Janet 
  spent the last year helping her write up the notes so that the excavation could be published. Janet 
  convinced her she should come out this year. 
   
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  Janet Gourlay (a.k.a. Elizabeth Hardcastle a.k.a. Sophia a.k.a Griselda) 3rd level Scholar 
  /11th level Mystic Forbidden Lore Master 4 (5'4") female (AL: CE) 
  Hit Dice: 3d4+6, 11d8+22 +4d6+8 
  Hit Points:122 
  Initiative: -3 
  Movement: 30 
  Armor Class: 16 (+3 Dex, +3magic vestment) 
  Base Attack Bonus/Grapple: +10/+8 
  Full Attack +melee+8/+3  
  ranged +12/+7 
  Damage: by weapon type 
  Class Abilities: Spiritcraft +4/+6 major access/+8All, Knowledge, Protection & War domains 
  Special Attacks:, claws 1d4-2 
  Special Qualities: Shape change to Lion three times per day Assume form (she can assume toe form of 
  any women that she has killed. 
  Save:  Fort +10; Reflex+7; Will +13,  Fear +13, Hor +11, Mad +13, 
  Abilities: Str: 7; Dex:16; Con: 14; Int: 18; Wis: 18; Chr: 19  
  Skills: (skill/ modifier)200 
  Academician (8/+14) Alchemy(5/+9) Appraise(4/+7) Archeology (2/+7) Bluff(5/+9) Concentration +18, 
  Handle Animal +8, Animal Empathy(cats) +9 Connoisseur(Egyptian Artifacts) (5/+9) Cooking(1/+5) 
  Cryptology(2/+6)  Dancing (2/+6) Diplomacy       Disguise(5/+ 9)Equestrian (2/+4)  Etiquette (2/+6) 
  Forbidden Lore: Ancient Egyptian History (5/+11)Forbidden Lore Ancient Egyptian Religions(10/+13) 
  Forbidden Lore: Ancient Egyptian Ritual magic (5/+8) Forbidden Lore: General (5/8) Gather 
  Information(5/+9)  Hide(3/+7) History: Ancient Egyptian (5/+11)   Language(Ancient) Egyptian(Heretic) 
  (6/+10) Language(Ancient) Egyptian (Hieroglyphs) (6/+10) Language(Ancient)Greek (2/+6) Listen(2/+3) 
  Mesmerism(8/+12) Move Silently (5/+8) Psychometry (5/ +8) )Religion, Ancient Egyptian(5/+9) 
  Search(7/+11)  Sense Motive(4/+7) Spot (5/+6)  Survival  (2/+5),   
  Languages: English, Latin, Greek, French, German, Arabic 
  Feats: Skill Focus: Archeology, Skill Focus: Forbidden Lore Ancient Egyptian Ritual Magic, Skill Focus 
  Academician, Skill Focus: Ancient Egyptian History Spell Focus: All Spell Focus: Protection Spell Focus: 
  Knowledge, Spell Focus: War, Extend Spell, Still Spell, Silent Spell 
  Spells/day: 6/5/4/4/3/2/1  
  Spheres known: All (major)ϕ Animal (minor), Knowledge (major)ϕ, Protection (major)ϕ, War 
  (major)ϕCharm (minor), Magic (minor) 
  Memorized Spells:  
  0: purify food & drink, detect magic (2x), resistanceϕ, know direction(2x) 
  1st: comprehend languagesϕ, command, detect secret doorsϕ, endure elementsϕ  
  2nd: charm person, hold person, detect thoughtsϕ, extended endure elements(cast)ϕ 
  3rd : magic vestmentϕ, dispel magic, still hold person, silent detect thoughtsϕ 
  4th : still silent charm person, spirit powerϕ, extended prayerϕ 
  5th: greater command, flame strikeϕ 
  6th: spell resistanceϕ 
  Spiritcraft +4/+6 major access/ ϕ+8All, Knowledge, Protection & War domains  
  Typical Weapon Carried: navy pistol 
   
  Special Attack: her hands end in retractable claws (she always wears gloves)    
  Special Quality: Shapechange (Su) three times per day she can shape change into a lion (works the 
  same way the druid ability does in D&D but it takes three rounds to complete the change-anyone near her 
  when she changes has 60% chance to be hit by her as she tosses about during the change). 
  Command Lions (SU): Once per day she can command Lions (1d4) as if she had cast a dominate animal 
  spell on each of them. This takes one complete round to use (no other action besides 5’ or free actions 
  during the round.) 
   
   
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  Special Hindrance: she only eats meat and grains and must drink a pint of blood a week. If she goes 
  under ten hit points the change will automatically start and she can not stop it. 
  Description,(currently)  Tawny brown hair with slightly tan skin and violet colored eyes. Graceful with a 
  very supple figure she seems to glide instead of merely walking. For the most part she dresses 
  conservatively Linen suits, leather boots and gloves. While she looks to be no more than 25 she is 
  actually 41. Normally she has long black hair extremely pale smooth skin, violet eyes and a voluptuous 
  figure. When she was younger she downplayed her looks because she wished to be taken seriously as a 
  scholar.  Unfortunately this got her nowhere, not even her guardian took her studies seriously.  She 
  started dressing more fashionably and she was allowed to accompany her guardian on his trips to Egypt 
   
  Elizabeth Hardcastle was the ward of Wallis B. the chief curator of the British Museum.  Her father was 
  an undistinguished scholar of antiquities who insisted she be well educated.  When she was 15 her 
  parents died in an accident and Wallis became her guardian.   Her parents will states that she does not 
  gain control of her inheritance until she is 35 or she marries whichever comes first. Her guardian controls 
  her estate, which consists of mainly stocks and bonds.  
   
  Not known for his scruples, Wallis had no qualms in using her dark beauty to distract officials as he made 
  some of his more questionable acquisitions for the museum.  However, he viewed her academic 
  credentials with disdain and refused her request for a position in the museum or on any of the 
  archeological excavations (other than a distraction for the officials).  Left much on her own while in Egypt, 
  she stumbled on an ancient temple still used by a cult of mystics and adepts.  They brought her into their 
  cult were her natural intelligence and abilities soon had her rising in rank.  
   
  She used her physical beauty and mystic abilities to influence men during the cults successful plot to 
  obtain items from the British Museum. While assisting the cult to remove some people who had double 
  crossed them she was appended by the police in Cairo (Streets of Cairo).  
   
  There was no hard evidence connecting her to the deaths in Cairo. Therefore she was extradited to 
  England. However on the train to the port, she disappeared. Her guards were found dead, from the 
  evidence it looked as if they killed each other. No trace has been seen of her since. The cult hid her in 
  plain sight of all in Cairo. She wears full native costume in the street, strictly black with veil and always 
  with a bodyguard. However she also works as a native dancer in one of the clubs found in the back 
  streets of Cairo. They have died her skin to a warm olive tone and used makeup to slightly alter the slant 
  of her eyes. (prior to Trails in the Sand)  
   
  She seduced and corrupted Richard Gerard in order to infiltrate a dig he was working on. The cult 
  believed that the mastabas being explored included one in which a priestess of Bast had been buried 
  along with some secret information. They were right. She bound (by a type of geas spell) Richard Gerard 
  to both her and the cult (Trails in the Sand). Because of her earlier success, when a similar mission came 
  up the cult asked her to take charge of it. As Griselda she was a blue eyed blonde and she managed to 
  enthrall Jacques de Morgan eventually making him one of the bonded servants of the cult. 
  In 1896 she took another identity this time that of Janet Gourlay (whom she had killed) and managed to 
  gain a job assist Margaret Benson with her ongoing excavation of the temple of Mut.  This time working 
  with Margaret has been a trial to Elizabeth. Here is a woman who has managed to prove herself capable 
  in spite of poor health and a certain lack of respect (they allow her to work on projects no one  else 
  wants) and accepted as intelligent in the same social circles she originally aspired to join. She has 
  restrained from killing her as long as she possibly could (in her eyes). 
   
  As Lion (large Animal): 
  Hit Dice: 14 
  Hit Points:98 
  Initiative: +3 (dex) 
  Movement: 40 
  Armor Class: 15 (-1size,+3 dex,+3natural) 
  Base Attack Bonus: 2claws +10, bite +6 
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  Damage: claw 1d4+5 bite1d8+2 
  Special Attacks: pounce, improved grab, rake 1d4+2 
  Special Qualities: scent 
  Save:  Fort +10; Reflex+7; Will +13,  Fear +13, Hor +11, Mad +13, 
  Abilities: Str: 21; Dex:17; Con: 15; Int: 18; Wis: 17; Chr: 19  
  Skills: Hide +4 Jump +5   Listen +5 Move Silently+11 Spot +5   
   
   
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  Mut-Shekmet Guardian, Soldier 7 Mystic 7 (6’5”) Mummified Female (AL:LG) 
  Hit Dice:14d12 +14 
  Hit Points: 105 
  Initiative: +0 (Improved Init –4 mystic) 
  Movement: 20 
  Armor Class: 20(+10 natural armor   ) 
  Base Attack Bonus/ Grapple: +11/+15 
  Full Attack Bonus    melee slam +16/+11/+ (1d8 +5) and short sword +17 (1d6+6, add 2d6 if evil) 16-20 
  critical 
  Class Abilities: Spiritcraft +5 / War Healing Domain 
  Special Attacks: Despair (DC17) Mummy Rot (DC 17) 
  Special Qualities:  DR 5/copper, spell-like 
  Save:  Fort 9 Reflex 7; Will 9,  Fear 9, Hor 12 Mad 9, 
  Abilities: Str 20 Dex 11 Con  Int 10 Wis 20 Cha 12 
  Skills:   
  Concentration (+14)  Forbidden Lore: Mysticism (+10) Hide (10)  Listen (+6)   Move Silently (+10)  Sense 
  Motive(+9 ) 
  Languages: Egyptian 
  Feats: Multiattack , Improved Initiative, Two weapon fighting, Improved Two weapon fighting, Weapon 
  Focus short sword, Improved Toughness Spell Focus War Spell Focus Healing 
  Spells/day  6/4/3/2/1 
  Domains known: All (minor) Air (major) War (major) Healing Major 
  Memorized Spells: (Save DC 14 +spell level/ 15+ spell Level)   
  0 cure minor wounds ( 5x) 
  1 spirit favor, magic weapon (2x) 
  2 cure moderate wounds,(2x) spiritual weapon 
  3 wind wall cure serious 
  4 greater magic weapon 
  Typical Weapon Carried: short sword (+1 keen bane evil) 
  Spell Like: 3/day tongues (lasts 1 hour each time) 
  They have been guarding this area since before the defeat of Hatshepsut 
   The Ammits were created in the image of the devourer as an attempt to defeat the unholy ones  some 
  were destroyed in the attempt Others were sent  
  This one ate the Ka of two of the most powerful of the unholy ones but something went wrong, the Ka 
  was not destroyed. Instead they turned the creature into a thing of evil.  
   
  Mid Tier 
  Ammit Large Size Magical Beast (LE/LN)  
  HD 10d10+20 Hp 83 Initiative +2(Dex) AC 16 (-1 size, +2 dex, +5 natural) Base Attack /grapple 
  +10/+16 
  Attack Bite +16 melee 2 claws +11 melee 
  Damage: claw 1d4+5 Bite 1d8+6 
  SQ Gaze attack (Will save DC 15), Immune to Fear, Damage Reduction   (8/magic) Detect Taint, Saves 
  Fort +11Ref +5 Will +16/ 
  Abilities: Str 21, Dex 15, Con 15, Int 7, Wis 16, Chr 3 
  Feats: Improved grab, Multi attack, Blindfight 
  SA: Gaze attack Will save DC 15 fail and you must stop what you are doing and confess any stains on 
  your soul Unless you are without stain you are unable to attack Ammit even to save your own life. 
  If defeated by anyone who is tainted she will reform in 10 minutes as an incorporeal version of herself. 
  And she will hunt that person exclusively. Upon that persons death he will turn to dust.   
  SQ: Detect Taint (SU) the Ammit can detect if a character is tainted (range 60’)  
   
  She considers the person who holds the Balance to be representing her master (unless that person is 
  tainted-a tainted person holding the Balance causes a change and the scales become unbalanced 
  Cats Paw 
    
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  causing her to attack them).  She will sit to the side and slightly behind the holder. The holder can attempt 
  to give her simple commands. Any language the Guardians understand she will understand.  She does 
  not speak or make any vocal sound. 
   
  High tier 
  Ammit Large Size Magical Beast (LE)  
  HD/15d10+30  hp 147 Initiative +2(Dex) AC 16 (-1 size, +2 dex, +5 natural) Base Attack /grapple  
  15/+21 Attack Bite +20 melee (bite 1d8+5)     2 claws+15 melee (claw 1d4+5) 
  SA: Gaze attack Will save DC 23  
  SQ: Immune to Fear, Damage reduction (10/magic), Detect taint 
  Saves: Fort +15 Ref +12 Will +10/+16/+21 
  Abilities: Str 21, Dex 15 , Con 15, Int 7, Wis 16, Chr8 
  Feats: Improved grab, Multi attack, Blindfight 
  SA: Gaze attack Will save 23 fail and you must stop what you are doing and confess any stains on your 
  soul. Unless you are without stain you are unable to attack Ammit even to save your own life. 
   
  If defeated by anyone who is tainted she will reform in 10 minutes as an incorporeal version of herself. 
  And she will hunt that person exclusively. Upon that persons death she will turn to dust.   
  SQ: Detect Taint (SU) the Ammit can detect if a character is tainted (range 60’) 
   
  She considers the person who holds the Balance to be representing her master (unless that person is 
  tainted-a tainted person holding the Balance causes a change and the scales become unbalanced 
  causing her to attack them).  She will  sit  to the side and slightly behind the holder. The holder can 
  attempt to give her simple commands using tone of voice and hand gestures. Any language the 
  Guardians understand she will understand.  She does not speak or make any vocal sound. 
   
  UBER tier 
  Ammit Large Size Magical Beast (LE)  
  HD15d10+30  hp 180 Initiative +2(Dex) AC 16 (-1 size, +2 dex, +5 natural) Base Attack /grapple  
  15/+21 Attack Bite +22 melee (bite 1d8+7)     2 claws+15 melee (claw 1d4+7) 
  SA: Gaze attack Will save DC 23  
  SQ: Immune to Fear, Damage reduction (10/magic), Detect taint 
  Saves: Fort +15 Ref +12 Will +10/+16/+21 
  Abilities: Str 25, Dex 15 , Con 15, Int 7, Wis 16, Chr10 
  Feats: Improved grab, Multi attack, Blindfight 
  SA: Gaze attack Will save 25 fail and you must stop what you are doing and confess any stains on your 
  soul. Unless you are without stain you are unable to attack Ammit even to save your own life. 
  If defeated by anyone who is tainted she will reform in 10 minutes as an incorporeal version of herself. 
  And she will hunt that person exclusively. Upon that persons death she will turn to dust.   
  SQ: Detect Taint (SU) the Ammit can detect if a character is tainted (range 60’) 
  She considers the person who holds the Balance to be representing her master (unless that person is 
  tainted-a tainted person holding the Balance causes a change and the scales become unbalanced 
  causing her to attack them).  She will  sit  to the side and slightly behind the holder. The holder can 
  attempt to give her simple commands using tone of voice and hand gestures. Any language the 
  Guardians understand she will understand.  She does not speak or make any vocal sound. 
   
   
  Cats Paw 
    
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  PLAYER HANDOUT ONE (November 1899 Code Phrase) 
   
  Fellow members; 
   
  You are being notified of the Society code phrases for 1899, one month at a time. Be diligent, but 
  circumspect, in use. 
  The Challenge question needs to include the phrases “spectacle maker” and “eyesight”. The 
  response will include the name of a relative “grandmother”. 
   
  Some messages will include code phrases that will be used for that assignment only for 
  verification and recognition.  Please burn this letter after memorizing the new code phrases. You 
  will receive the next month’s code phrases about 10 days before the start of the month. 
   
   
   
   
   
   
  Sincerely, 
   
   
   
   
   
   
  The Council of the Society of the White Rose 
   
   
  So what does all this mean? The White Rose uses security procedures to protect its field 
  agents. Heroes will see the use of various codes.  Some will be code phrases buried in 
  messages. Their contact(s) will expect the heroes to use the code phrase during the initial 
  meeting to verify who the heroes are. Instructions may also be given for the heroes to carry a 
  specific item as a means of identification for the contact to recognize the hero (or vice versa).  In 
  most adventures, sign and countersigns will be used.  The sign (or Challenge) will consist of a 
  sentence with a unique code phrase.   
   
  The sign and countersign changes annually, but this is the correct sign-countersign for game 
  year 1899 (real player year 2006).  A handout like this will accompany any tournament that uses 
  the sign & countersign. It will include the current sign and countersign being used.  <In game> 
  In 1899, the Society is distributing the sign and countersign, month by month, rather than the 
  entire year’s system at one time. This new method reduces the risk of exposing future code 
  phrases and reduces the damage of exposing code phrases of the current month. <out of 
  game>  A different handout will be included for each month. 
   
  In 1899, the Society of the White Rose will issue the code phrase one month at a time.  The 
  words or phrase which is underlined is the pertinent content for the challenge & response.  The 
  participants have great latitude in how they put the challenge & response in context.  
   
  November 1899 
  Challenge: Do you know if there is a spectacle maker in town?  My eyesight seems a bit blurry.  
  Response:  My Grandmother used to say if you exercised your eyes every morning, you would 
  not need spectacles.  
    
   
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  Player Handout Two: Telegram 
   
   
  CONFIRMED RESERVATION WINTER PALACE HOTEL LUXOR 11 
  NOVEMBER STOP TOUR GROUP WILL MEET AT NOON ALABASTER 
  ROOM STOP 
  GRANDMOTHER COPELAND 
   
   
  CONFIRMED RESERVATION WINTER PALACE HOTEL LUXOR 11 
  NOVEMBER STOP TOUR GROUP WILL MEET AT NOON ALABASTER 
  ROOM STOP 
  GRANDMOTHER COPELAND 
   
   
  CONFIRMED RESERVATION WINTER PALACE HOTEL LUXOR 11 
  NOVEMBER STOP TOUR GROUP WILL MEET AT NOON ALABASTER 
  ROOM STOP 
  GRANDMOTHER COPELAND 
   
   
  CONFIRMED RESERVATION WINTER PALACE HOTEL LUXOR 11 
  NOVEMBER STOP TOUR GROUP WILL MEET AT NOON ALABASTER 
  ROOM STOP 
  GRANDMOTHER COPELAND 
   
   
  CONFIRMED RESERVATION WINTER PALACE HOTEL LUXOR 11 
  NOVEMBER STOP TOUR GROUP WILL MEET AT NOON ALABASTER 
  ROOM STOP 
  GRANDMOTHER COPELAND 
   
   
  CONFIRMED RESERVATION WINTER PALACE HOTEL LUXOR 11 
  NOVEMBER STOP TOUR GROUP WILL MEET AT NOON ALABASTER 
  ROOM STOP 
  GRANDMOTHER COPELAND 
   
  Cats Paw 
    
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  Send form to: Claire Hoffman 5119S. Tecumseh Rd. Springfield, Ohio 45502-9758 
  Roster  of Heroes  
   
   
   
  Convention:____________________ 
  Judge:___________________________                    Slot/time:_____________ 
   
  Player Name:__________________________ RPGA #: ____________  Home State: ____  
  E: Mail address:_____________________________________________________ (optional) 
  Heroes Name: _____________________________________________ Sex: ___________ 
  Class: _________________________________Level: _____ Nationality: ______________  
  Str: ____  Dex: ____  Con:____    Int:____   Wis:____    Chr:_______ 
  Special items or comments: _____________________________________________________________ 
  Gained a level ______ Out of Play_______________________ Dead: ______ Lost level(s)  ________ 
   
  Player Name:__________________________ RPGA #: ____________  Home State: ____  
  E: Mail address:______________________________________________________ (optional) 
  Heroes Name: _____________________________________________ Sex: ___________ 
  Class: _______________________________ Level: _____ Nationality:___________________ 
  Str: ____  Dex: ____  Con:____    Int:____   Wis:____    Chr:_______ 
  Special items or comments: _____________________________________________________________ 
  Gained a level ______ Out of Play_______________________ Dead: ______ Lost level(s)  ________ 
   
  Player Name:__________________________ RPGA #: ____________  Home State: ____  
  E: Mail address:_______________________________________________________ (optional) 
  Heroes Name: _____________________________________________ Sex: ___________ 
  Class: ________________________________Level: _____ Nationality: ________________ 
   Str: ____  Dex: ____  Con:____    Int:____   Wis:____    Chr:_______ 
  Special items or comments: 
  _______________________________________________________________ 
  Gained a level ______ Out of Play_______________________ Dead: ______ Lost level(s)  ________ 
   
  Player Name:__________________________ RPGA #: ____________  Home State: ____  
  E: Mail address:_______________________________________________________ (optional) 
  Heroes Name: _____________________________________________ Sex: ___________ 
  Class: _______________________________Level: _____ Nationality: ____________________  
  Str: ____  Dex: ____  Con:____    Int:____   Wis:____    Chr:_______ 
  Special items or comments: 
  _______________________________________________________________ 
  Gained a level ______ Out of Play_______________________ Dead: ______ Lost level(s)  ________ 
   
  Player Name:__________________________ RPGA #: ____________  Home State: ____  
  E: Mail address:______________________________________________________ (optional) 
  Heroes Name: _____________________________________________ Sex: ___________ 
  Class: _____________________________Level: _____ Nationality: ___________________ 
   Str: ____  Dex: ____  Con:____    Int:____   Wis:____    Chr:_______ 
  Special items or comments: _____________________________________________________________ 
  Gained a level ______ Out of Play_______________________ Dead: ______ Lost level(s)  ________ 
   
  Player Name:__________________________ RPGA #: ____________  Home State: ____  
  E: Mail address:______________________________________________________ (optional) 
  Heroes Name: _____________________________________________ Sex: ___________ 
  Class: ________________________________Level: _____ Nationality: ________________  
  Str: ____  Dex: ____  Con:____    Int:____   Wis:____    Chr:_______ 
  Special items or comments: _____________________________________________________________ 
  Gained a level ______ Out of Play_______________________ Dead: ______ Lost level(s)  ________ 
   
  Cats Paw 
    
  Page 40 
  
  Send form to: Claire Hoffman 5119S. Tecumseh Rd. Springfield, Ohio 45502-9758 
   
  Critical Event Summery         Weekend in Gothic Earth ______________(Location) 
   
  Judge: ___________________________   
   
  Time/Slot: __________ 
   
   
   
   
   
  Condition of the following NPCs at the end of the adventure (circle all that apply): 
   
  Margaret Benson:  
   
  ALIVE  
  DEAD  
  ______________________ 
   
   
  Janet Gourlay;  
  ALIVE  
  DEAD  
  POLICE CUSTODY 
   
   
  Ammit:  
  Still underground 
  with the heroes/Chantel  
  Captured by Cult of Bastet 
   
   
  The ka of Djoser and Hatshepsut has been: released 
  is still in Ammit 
   
   
  Did any of the heroes keep a masterwork copper Sword?  
   
  YES 
   
  NO 
   
  If Yes  
  Hero Name: ____________________________ Player Name:____________________ 
  Does hero have a Unique permanent magic item?  
   
  YES 
   
  NO 
  Hero Name: ____________________________ Player Name:____________________ 
  Does hero have a Unique permanent magic item?  
   
  YES 
   
  NO 
   
   
  Did the heroes damage Temple of Mut?   
  YES 
   
  NO 
  If yes briefly describe: _______________________________________________________ 
   
   
  Did the heroes damage Temple of Ptah?  
   
  YES 
   
  NO 
  If yes briefly describe: _______________________________________________________ 
   
  Anything else that the GM feels the Campaign Coordinator should know? 
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3rd Party/Living Death - 1899 - 22 Cats Paw (3.5E).pdf