Mummification is an act of optimism. An irreversible bet that the future will be better than the present. It's a big investment to have a secure tomb built, a body prepared and (often reluctant) favored retainers rounded up for interment. The commitment of capital is total, an undiversified stake in the most illiquid of assets, a spice-packed, spell-swaddled, sealed-for-freshness corpse.
Mummification is the cryonics of my setting's bronze age. When things went wrong, when the sky fell, when the heavens warred, in the days of Ragnarok, of Apocalypse, the Flood and the Sea People, the great high priests and god-kings retreated from the world to sleep through disaster and awake to a new day, when they could emerge and resume their rightful dominance.
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| Karloff in the Mummy (1932) |
After our recent discussion of the wight and wraith, monsters with comparatively weak presence in the popular imagination, we're once again examining a monster with a lot of cultural resonance. All the usual writers had a go at mummy stories (Poe, Conan Doyle, Stoker, later Lovecraft & Rice) and there's a stack of memorable movies: Karloff for Universal, Lee's Hammer mummy and then the 1999 action romp reboot. Each with a constellation of sequels and spinoffs.
When mummies appeared in the original D&D Monsters & Treasure booklet, they were culturally ubiquitous and that popularity has continued to the present.
All that to say, your players might not know what a wight is but they definitely have a mental image for mummies. Does the D&D mummy actually feel like the mummy pre-existing in players' imaginations? Does it have anything interesting to do?
| Lee in The Mummy (1959) |
Mummy Dearest
Across D&D editions, the mechanical structure of the mummy is fairly consistent: Fear-based paralysis, melee hits convey rotting disease, resistance to basic attacks. Usually vulnerable to fire. It's a tough, but eminently physical threat (distinguishing it from the wraith & spectre) and often has a religious/cleric flavor (distinguishing it from the Lich). Honestly... very solid.
Of the Basic undead, the mummy is one of my favorites.
The initial save vs. paralysis can swing a fight. I've run into mummies a couple of times recently as a player in an OSE Arden Vul campaign. In the first, we mostly made our saves, volleyed spells and crushed the mummies handily. In another tomb-raid, we discovered mummies but most of the party (including our cleric) failed the fear save and it turned into a desperate scramble for escape in which we lost several characters.
We managed to avoid the Rot but that's another iconic, thematically resonant danger. It's an effect that lingers and often even a successful fight results in a side-quest to find a cure.
Even as a mid-level party, discovering mummies is a tense, scary moment.
Vulnerability to fire is also perfect. On the level of practical instinct, a dehydrated, cloth or paper enveloped corpse seems like an ancient Duraflame. On the fictional memory level, Karloff's Imhotep is destroyed when his animating scroll is burned by holy fire.
| Trampier for the AD&D Monster Manual. This rocks |
We'll keep all this good stuff in and I'll add a sprinkle of my own spices as we wind up the bandages and tie it off with a bow.









