The Half-Dead City (GM Reference)


Mummy's Mask

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The purpose of this thread is to clarify questions arising in this adventure.

This thread is a GM Reference thread for Part 1 of the Mummy's Mask Adventure Path. Links for the individual threads for each part are as follows:


Small question: would pulling the gold leaf off of the tombs be considered desecration by the Church of Pharasma? Because I notice the module includes information on how much gold could be removed by doing this... but I'm not sure if that was considered desecrating the resting places.

On the whole, it's an excellent module, and a fantastic feel to it - it definitely includes some amusing moments (like mummies bobbing in two feet of water) that provides a far greater sense of fun and light moments compared to the previous two APs. We need more light-hearted moments for the players to laugh with and at. :)

Contributor, RPG Superstar 2010 Top 4

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Tangent101 wrote:
Small question: would pulling the gold leaf off of the tombs be considered desecration by the Church of Pharasma? Because I notice the module includes information on how much gold could be removed by doing this... but I'm not sure if that was considered desecrating the resting places.

That's a good question. I will give you my opinion, even though I wrote it and I deliberately made it vague. I don't think there is a correct answer, other than how the GM feels about. If confronted with it: I think the Church would cringe, make a face, and consider it a minor violation. I don't the Goddess herself would mete out any punishment or withhold spells over it—that doesn't mean she won't frown at the thought while sitting on her throne. I don't think the Ruby Prince would care at all.

The rules are very general.
They're also unenforceable.
The gold is treasure and the PCs have been licensed by secular authorities to take treasure. In this instance, it's just sort of awkward, isn't it?

It is from this ambiguity that players and PCs should search their hearts and decide for themselves what is right and wrong. From this crucible shall true roleplaying arise.

I realize however that will frustrate some GMs and some groups. So, to make everyone happy: If forced to answer with a yes/no question, I would say "No, it is not desecration as long as they're reasonably careful."

Tangent101 wrote:
On the whole, it's an excellent module, and a fantastic feel to it - it definitely includes some amusing moments (like mummies bobbing in two feet of water) that provides a far greater sense of fun and light moments compared to the previous two APs. We need more light-hearted moments for the players to laugh with and at. :)

Glad you're enjoying it! Although, I would add that it is not a silly adventure. I like to think I have a dry but fun sense of humor and it shows in my adventures and writing.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

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As I'm likely to be running this AP for friends, going to try & keep abreast of all the associated threads for future reference.


I am waiting patiently for my own copy to look over.

Does anyone know the proper procedure to get these GM reference threads stickied?

Contributor, RPG Superstar 2010 Top 4

Carter Lockhart wrote:

I am waiting patiently for my own copy to look over.

Does anyone know the proper procedure to get these GM reference threads stickied?

Carter,

I would post in the Website feedback section and request the threads be stickied there. You followed the same format as previous APs, so I am sure the request will be honored. Thank you by the way!


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Jim Groves wrote:
Tangent101 wrote:
On the whole, it's an excellent module, and a fantastic feel to it - it definitely includes some amusing moments (like mummies bobbing in two feet of water) that provides a far greater sense of fun and light moments compared to the previous two APs. We need more light-hearted moments for the players to laugh with and at. :)
Glad you're enjoying it! Although, I would add that it is not a silly adventure. I like to think I have a dry but fun sense of humor and it shows in my adventures and writing.

Oh, I wasn't taking it as a silly AP. It's nothing like the We Be Goblins modules. But when you look at the more recent "Mummy" movie franchise, there are moments of humor in it that are quite important - it is moments of levity and laughter that makes the darkness truly stand out. Such elements as the bloodied footprints in one part of the AP show that there will be moments of horror and darkness... and they become more potent because of those moments when we got to laugh.

Dark Archive

Plague Locust Swarm p. 88

missing XP value
with a CR of 8 XP should be 4,800


Jim Groves wrote:
Carter Lockhart wrote:

I am waiting patiently for my own copy to look over.

Does anyone know the proper procedure to get these GM reference threads stickied?

Carter,

I would post in the Website feedback section and request the threads be stickied there. You followed the same format as previous APs, so I am sure the request will be honored. Thank you by the way!

Thanks! Request thread made.

chopswil wrote:

Plague Locust Swarm p. 88

missing XP value
with a CR of 8 XP should be 4,800

Ooooo! A new high CR swarm? Yes! Swarms can be kinda killer and mean at low levels. But there is nothing so satisfying as throwing one at a mid-level group and watching their despair, as they know they have no right to complain because at 7 or 8 level, there is little to no excuse for not having a method to deal with them.

*A GM who enjoyed the respawning raven swarms in Night of the Frozen Shadows way too much and is looking forward to the Hellwasp swarm in Asylum Stone*


Posting this here so hopefully other players don't spoil themselves with my question. Anyway, started modding the adventure for my party of six and noticed one of the members of the Scorched Hand is an evoker. What class is that? The best I could get off the srd was that its a wizard but the wizard page has 0 info on the evoker.


Torke Steelpike wrote:
Posting this here so hopefully other players don't spoil themselves with my question. Anyway, started modding the adventure for my party of six and noticed one of the members of the Scorched Hand is an evoker. What class is that? The best I could get off the srd was that its a wizard but the wizard page has 0 info on the evoker.

Evoker is a Wizard who has specialized in the Arcane School of Evocation. Nothing more bizarre than that. Most of the mechanical information can be found in the "Arcane School" section of the wizard class. Stat block of the NPC should show which school is prohibited.

Scarab Sages

Evoker is a wizard who specializes in Evocation. The 'short name' for each of the specialist wizards is found in the Arcane School entry in the CRB or Here (scroll about halfway down)


thanks, figured it was something I was over thinking.


I must admit some curiosity: was the age of the crypts considered when determining treasure? I ask because of the presence of potions in the tombs. The thing is? I'd think any potion would have dried out many centuries ago... and any that didn't should have decayed eventually.

In all likelihood I'm going to switch those over to be scrolls (which will be brittle); it makes more sense even if the scrolls are less beneficial to non-spellcasters.

Contributor

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You could follow what was done in Legacy of Fire 1. There are some old potions that have dried up, leaving only a magical dust behind. The PCs need to add water to the potions before they become usable.

Sovereign Court

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Tangent101 wrote:

I must admit some curiosity: was the age of the crypts considered when determining treasure? I ask because of the presence of potions in the tombs. The thing is? I'd think any potion would have dried out many centuries ago... and any that didn't should have decayed eventually.

In all likelihood I'm going to switch those over to be scrolls (which will be brittle); it makes more sense even if the scrolls are less beneficial to non-spellcasters.

Potions are magic so they can break logic if need to.


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I don't know the timeline, but if it's a good seal or special circumstance, or magic as potions are to give them that extra luck, no reason for the potion to dry out, and in fact it would make more sense for potions to be preserved than a scroll, as there are mites and worms and such that would certainly eat at the paper of scrolls. I mean, there have been liquids, soups and wines, that have been maintained in liquid state for 1600+ years. Again, I haven't read this yet (patience, patience), but perhaps to explain the extrastrong seals, the potions require a strength check to overcome the initial seal, making them a mixed blessing in battle if the party identifies them purely through detect magic.


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donato wrote:
You could follow what was done in Legacy of Fire 1. There are some old potions that have dried up, leaving only a magical dust behind. The PCs need to add water to the potions before they become usable.

Ooo, I like this.

Sovereign Court Senior Developer

In general, it is assumed that since potions are magical, they do not deteriorate over time. Unlike normal items, magic items get saving throws, which protects them from a lot of things that would destroy mundane items. It's the same reason you don't find a lot of rusty +1 longswords or rotted or moth-eaten cloaks of elvenkind in dungeons.

Liberty's Edge

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You could always include a handful of broken potion bottles to indicate that there were more at one point, but these are the only ones that have survived.

Grand Lodge

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Anyone have any cool ideas for what to make "Mad Dog" Marrn's magical sword, if players decide to go after it? I feel like making it a vanilla +1 weapon would be a bit lame.

I was thinking of calling it a magical scimitar, Sun Falcon's Wing. Blade shaped like the namesake, flaming enchantment, and touch of fatigue effect to emulate the Sun Falcon's Aura of Radiance. Maybe only applies fatigue on critical hits or something.

Contributor

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My favorite part, so far, is in the first tomb with the water trap. It's just missing an inscription somewhere. "He who disturbs this [tomb] shall drink from the [Sphinx]."

Having rewatched The Mummy and its sequel recently, this trap gave me a good laugh. It reminds me of this scene in particular.

Contributor, RPG Superstar 2010 Top 4

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I was inspired by a movie, so it is interesting that you said that. I was watching the Three Muskateers (2011) version with Milla Jovovich. There are some very cool traps in that movie, particularly in da Vinci's vault.

Now many people didn't care for the movie and there is a lot of anachronism, but if you set Dumas aside and just have fun with it, I found it quite entertaining.

I think your idea is great!


Yes, that water tomb was hilarious. I especially love the bit about potential floating objects if you manage to open a certain door while the water is up. ^^;;

Contributor, RPG Superstar 2010 Top 4

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Tangent101 wrote:
Yes, that water tomb was hilarious. I especially love the bit about potential floating objects if you manage to open a certain door while the water is up. ^^;;

I wanted to make it a proper dangerous trap rather than an environmental hazard which complicates combat.. But the Core Rules assign an automatic CR +5 to water traps like that, which blows the curve for a low level adventure. That is an issue where I'm not sure that I agree with the Core Rules, however, because the holding breath rules are fairly generous, if there is time and means to escape or deactivate the trap.

I love it anyway!

Liberty's Edge

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Shicil wrote:

Anyone have any cool ideas for what to make "Mad Dog" Marrn's magical sword, if players decide to go after it? I feel like making it a vanilla +1 weapon would be a bit lame.

I was thinking of calling it a magical scimitar, Sun Falcon's Wing. Blade shaped like the namesake, flaming enchantment, and touch of fatigue effect to emulate the Sun Falcon's Aura of Radiance. Maybe only applies fatigue on critical hits or something.

While it's not necessarily "too early" for a +2 equivalent weapon, that is a lot of treasure to bind up in a single item. That said, it's a cool idea... if it were me, I'd probably have it be a +1 scimitar that can be used to cast touch of fatigue as a free action whenever it crits, and once per day can be used to cast elemental aura (fire only) on its wielder.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Yeah, I'd want that trap to be fully functioning, but broken, so it only fills up the tomb at 1-foot/round. Giving the PCs like 10 turns to Disable/Bypass the trap or bust down the doors before they even think of having to hold their breath.

Sovereign Court

Oh I don't know Dude, it takes a pretty long time to drown. Could be the source of much dramatic tension where its needed most. :)

By the way, where is your slow XP progression idea from the other thread?

Silver Crusade

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DM_aka_Dudemeister brought up a good subject to explore here:

DM_aka_Dudemeister wrote:

Is anyone else tempted to change to the slow experience track and add some more dungeons, so the PCs have an opportunity to really dig into Wati, and maybe befriend/be-enemy/befrenemy some of the other adventuring parties?

I mean as written:

Spoiler:
There isn't much opportunity to try to drive the Scorched Hand apart, despite a large amount of space being provided to letting the PCs accomplish exactly that.

Wondering how other folks might be planning to build them up in the player's eyes, whether at the adventuring party gathering, throughout the tomb exploration, or elsewhere in Wati during "downtime".

Before the gathering and before it's revealed which tomb the PCs were assigned, kind of thinking Idorii could easily be met by anyone buying supplies and strike up a purely professional conversation about what they expect to run into within the necropolis. Azaz seems like he could easily be presented as a sociable and friendly sort, possibly being on very good terms with the PCs up until it's revealed that they're assigned the site his group wanted and when Kelthru's around, in which case he flips back around into "trying too hard to prove himself" mode and treating the PCs as rivals.

I think I'd want to mix those encounters in with opportunities to bump into members of those other groups too though, but not so much that it dilutes the presence of the Scorched Hand and what the PCs learn about them and their dysfunctions.

Grand Lodge

Shisumo wrote:
Shicil wrote:

Anyone have any cool ideas for what to make "Mad Dog" Marrn's magical sword, if players decide to go after it? I feel like making it a vanilla +1 weapon would be a bit lame.

I was thinking of calling it a magical scimitar, Sun Falcon's Wing. Blade shaped like the namesake, flaming enchantment, and touch of fatigue effect to emulate the Sun Falcon's Aura of Radiance. Maybe only applies fatigue on critical hits or something.

While it's not necessarily "too early" for a +2 equivalent weapon, that is a lot of treasure to bind up in a single item. That said, it's a cool idea... if it were me, I'd probably have it be a +1 scimitar that can be used to cast touch of fatigue as a free action whenever it crits, and once per day can be used to cast elemental aura (fire only) on its wielder.

I was trying to make it about even with the Scarab Shield, to kind of pair the two together. I'm also trying out managing enhancement bonuses/big six stuff with a houserule for the first time, so it wouldn't necessarily have an enhancement bonus. Just an enchantment. Thanks for the advice though. =) The aura would also be a cool idea, instead of the flaming enchantment.

Scarab Sages

Question: an arcane bonded item is just a masterwork item when the owner bites the dust? It's not really treasure because the magic goes with the owner? I'm looking at a certain wizard's boom stick.

As a suggestion for more... extra-party interaction? What if two groups meet up on the journey back out of the dead city and have a beefed up encounter? Depending on how many rolls you'd like to put into it, it may be a little complicated, but it could provide some interesting opportunities. And if with the scorched hand group, foreshadowing.

Grand Lodge

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You could even take a cue from comic books and have the two groups duke it out, and then get in a fight with one of the ghoul gangs roving around and have to work together. Might be interesting!

Contributor

PRD, Wizard Bonded Item wrote:
If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

It sure seems like it.

Contributor, RPG Superstar 2010 Top 4

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donato wrote:
PRD, Wizard Bonded Item wrote:
If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

It sure seems like it.

That is a good quote Donato, but I think the previous sentence is even more telling:

PRD, Wizard Bonded Item wrote:
The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it.

Scarab Sages

I thought so, and because it was a bonded item, it didn't seem like it was intended to be recoverable treasure. I just have a few folks who'll be disappointed after having fun with a similar item in Reign of Winter (although it was a little more potent in that adventure).

Contributor, RPG Superstar 2010 Top 4

limnion wrote:
I thought so, and because it was a bonded item, it didn't seem like it was intended to be recoverable treasure. I just have a few folks who'll be disappointed after having fun with a similar item in Reign of Winter (although it was a little more potent in that adventure).

I understand. You do have the choice of just not telling your players that it was her bonded item (and therefore not meaningful treasure). I'm not being flip and I say this with a smile: you can keep that information to yourself, if you like. Really, in the grand scheme of things, a little bit of extra treasure isn't going to hurt your campaign.

That begs the question, from a design perspective, why do it? Why make it a bonded item in the first place? Well, designers are held accountable to use all of NPCs class abilities and a bonded item or familiar was an option that had to be accounted for. Since Azaz has a familiar and we're giving the Gm four and a half different unique stablocks to manage in a single fight, adding one more familiar didn't strike us as the best choice. Because we do look at treasure allocation and gear costs (though I don't recommend you try to reverse engineer it, because we make subjective adjustments and they're spread across multiple encounters) I was able to give Velriana a decent wand. That makes her a credible threat. Some of the feedback I personally have received is that my encounters (in past projects) could stand to be a little tougher. So I gave her a boomstick with some punch. :)

That's a long explanation but I hope it takes you backstage and explains my thinking while designing encounters.

Scarab Sages

Jim,

I really appreciate you providing a little insight into the mind of adventure writer. I know it's small in the grand scheme of things, looking at one particular object in the inventory. I saw it, pondered the mechanics and wanted to confirm the thought.

Spoiler:
I also look forward to using that boomstick along with her loose definition of friendly fire. For drama.

Contributor, RPG Superstar 2010 Top 4

limnion wrote:

Jim,

I really appreciate you providing a little insight into the mind of adventure writer. I know it's small in the grand scheme of things, looking at one particular object in the inventory. I saw it, pondered the mechanics and wanted to confirm the thought.

No problem! I enjoy sharing! I was going to say I'm garrulous but I just looked that up and it's not all that flattering. :(


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Neither is witch, yet it's been retaken and modified.

So create your own definition! :)

Liberty's Edge

Hi there! This is my first AP subscription and I'm very excited. I haven't run any AP for a group before so I'm also a bit nervous. This may be a more general AP question. I've run a handful of adventures for my group of friends and we have a good time. But i'm real excited to run a more long-form story.

What I'm worried about is that the group is more casual than I am and are not likely to be concerned with maximizing their character abilities and tailoring to this AP, even though i will encourage it, but i don't expect them to read the Player's guide on their own time, though i will point out the value of the Campaign Traits, for example.

So, I guess I'm asking if I'll have to take it real easy on them lest they get steamrolled, or will a generic fighter/wizard/rogue/etc group be able to survive with some wise decision making.

I'm also fairly new to these boards so let me know if this should be moved to a more generic thread.

Thanks!

Halfman


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The APs generally are built so that you don't need to be a min/max player in order to survive. You as GM might need to fudge a few rolls occasionally, but your group should be fine.

Now if you'll excuse me, I need to get behind this Tower Shield for the inevitable Internet Blowback over fudged rolls. ;)

Paizo Employee

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Hi Mr. Gerbik, welcome aboard!

As Tangent101 said, they shouldn't run into too many problems. The APs are designed with a pretty casual group in mind.

That said, once you have the group set, it always pays to go through the adventures and make sure that there isn't anything that'll totally hit them unprepared. Traps that no one in your party can find, combats with flying opponents when your party only has melee characters, or monsters that inflict long-term status effects your party can't remove... stuff like that.

If you're still concerned after everyone creates their characters, I'd suggest starting a thread about the exact circumstance. Barring some very suboptimal choices, though, they should be fine.

Cheers!
Landon

Liberty's Edge

Great, good advice. Thanks for the help!

Grand Lodge

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Another thing to watch out for is all of the diminutive swarms and their immunity to weapon damage. It might be worth it to flat out tell your players to bring Alchemist's Fire along if they don't have many damaging spells, or at least heavily hint that they'll need it.


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One other thing you can do is trial runs. Take the PCs and run them through the encounters by yourself. See if there are any encounters that end up being too powerful or the like. Then you can either modify those encounters or warn the players where they might want to fix weaknesses.

Liberty's Edge

Oh yeah those swarms can get nasty, eh? Some scarabs, right, right? Yes!

Good idea for the trial runs. It can be hard for me to predict where the trouble will arise, but a trial run would certainly help.

Thanks again for the help, continuously amazed by the community here.

Contributor, RPG Superstar 2010 Top 4

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Mr. Gerbik wrote:

Oh yeah those swarms can get nasty, eh? Some scarabs, right, right? Yes!

Good idea for the trial runs. It can be hard for me to predict where the trouble will arise, but a trial run would certainly help.

Thanks again for the help, continuously amazed by the community here.

There's also a spell trap in the first dungeon that uses the summon swarm spell. The thing to bear in mind there is that summon swarm lasts 2 rounds without concentration. There is no one to concentrate on the spell, once triggered, so the swarm disappears after having 2 rounds to harass the party. That was a design trick I devised to give the PCs a taste of the thematic Egyptian swarm encounter without having it be super punitive. Otherwise swarms are murder on low level parties.

After 1st level, however, the gloves come off.

Paizo Employee

Jim Groves wrote:
There's also a spell trap in the first dungeon that uses the summon swarm spell. The thing to bear in mind there is that summon swarm lasts 2 rounds without concentration. There is no one to concentrate on the spell, once triggered, so the swarm disappears after having 2 rounds to harass the party. That was a design trick I devised to give the PCs a taste of the thematic Egyptian swarm encounter without having it be super punitive. Otherwise swarms are murder on low level parties.

That's genius! Really good thinking there.

Cheers!
Landon

Liberty's Edge

Jim Groves wrote:

the swarm disappears after having 2 rounds to harass the party. That was a design trick I devised to give the PCs a taste of the thematic Egyptian swarm encounter without having it be super punitive. Otherwise swarms are murder on low level parties.

After 1st level, however, the gloves come off.

Ha, excellent! can't wait to get my hands on that pdf.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Jim Groves wrote:
Mr. Gerbik wrote:

Oh yeah those swarms can get nasty, eh? Some scarabs, right, right? Yes!

Good idea for the trial runs. It can be hard for me to predict where the trouble will arise, but a trial run would certainly help.

Thanks again for the help, continuously amazed by the community here.

There's also a spell trap in the first dungeon that uses the summon swarm spell. The thing to bear in mind there is that summon swarm lasts 2 rounds without concentration. There is no one to concentrate on the spell, once triggered, so the swarm disappears after having 2 rounds to harass the party. That was a design trick I devised to give the PCs a taste of the thematic Egyptian swarm encounter without having it be super punitive. Otherwise swarms are murder on low level parties.

After 1st level, however, the gloves come off.

That's awesome design thinking. I'm always trying to teach the players how to play the game by making them play the game (rather than just tell them how to deal with certain encounters). Really cool idea.

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