Any last good advice.


Mummy's Mask


My Party is almost ready to start the Mummy's mask. The GM (that's me !) is also ready, but I was just wondering is there any last good advice that someone could give. You know the things that you still (as a GM) have in the back of your mind. What I’ve had the chance to do that adventure again: 'I would do this different or keep in mind that', etc etc etc.

Part 1 & Part 2 are ready to play. And I'm going to introduce Meret-Hetef (as a singer and performer in the Thoot & Hooka), Ptemenib (has there connection with the temple of Pharasma) & Nebta-Khufre is difficult so any good ideas about him there are welcome. So that would make the roleplaying experience in part 2 greater.

Scarab Sages

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Nebta: Someone had suggested running a prequel game with NPC level 1s who finish their dungeon only to emerge and get curb-stomped by Nebta. Its probably the best way to introduce him to the players, as by the time of the Lottery, he's already in the necropolis trying to find the mask. Maybe have him stand out a bit in the crowd as someone who's nosing into everybody's lottery picks, or taking notes on who got which ruin. Combining both gives the players a bit of a meta hint, but how meta you go with your players may vary.

Book 2: Be generous with the escalation of terror. The economy in shambles has the potential to leave your party woefully underprepared for the dungeon with Nebta. If anything, allow them to ferry across one of the rivers to Tephu or An to get some marked up goods with fees for the trip, etc.

Book 3: Remember, there is 0 time frame from the point that Nebta dies until your party kills the Forgotten Pharaoh. Let them ham it up in Tephu if they want. If your party has an investigator, be prepared for them to steamroll the library checks. That extra dice for INT skills eats it up. Most of the libraries took my party 2 days to drop to 0.

Book 4-5: If your players somehow subdue FP instead of killing her, the first part of book 5 can be skipped without issue. There are enough clues about in book 3 and 4 to point the players toward the Khepsutanem, particularly once you interrogate Chisisek's corpse. Greed and fame are pretty big factors on why they'd want to trek out to nowhere, and can be played up with your NPCs encouraging them to track down and end Hakotep's threat.

Book 6: Hakotep needs more guards.

Generic:

Don't keep everything secret from the players. If they miss things like K: Religion, favored enemies, and the like, then they're having less fun. The Player's Guide helps a bit with this, but being open about plot and future developments helps. Again, this is dependent on how meta you are with your players.

If they kill the FP, provide easy opportunities in Books 5 and 6 for the PC's to upgrade equipment without spending months of downtime. Maybe a shory transmogrification machine in the depths of the Khepsutanem that lets you insert money for better weapons. The ticking clock of attack drone pyramids is kinda a bit of a deterrent toward being properly equipped. Likewise, talk to your players who are considering crafting, and let them know there is a point in the back part of the campaign where they may be facing 5-6 levels with little to no crafting time coded into the story.

Most of the enemies in this AP are melee, and if your party is melee heavy, they will steamroll things. Like insanely. Consider powering up enemies around book 4. My party, by the time of book 6, was really only threatened by traps and the plasma ooze. Every CR appropriate encounter was an 'only hit on 20' for most of the way, and with so much being melee, it made the two agile heavy hitters in the party into death machines.


archmagi1 wrote:

Nebta: Someone had suggested running a prequel game with NPC level 1s who finish their dungeon only to emerge and get curb-stomped by Nebta. Its probably the best way to introduce him to the players, as by the time of the Lottery, he's already in the necropolis trying to find the mask. Maybe have him stand out a bit in the crowd as someone who's nosing into everybody's lottery picks, or taking notes on who got which ruin. Combining both gives the players a bit of a meta hint, but how meta you go with your players may vary.

Book 2: Be generous with the escalation of terror. The economy in shambles has the potential to leave your party woefully underprepared for the dungeon with Nebta. If anything, allow them to ferry across one of the rivers to Tephu or An to get some marked up goods with fees for the trip, etc.

Book 3: Remember, there is 0 time frame from the point that Nebta dies until your party kills the Forgotten Pharaoh. Let them ham it up in Tephu if they want. If your party has an investigator, be prepared for them to steamroll the library checks. That extra dice for INT skills eats it up. Most of the libraries took my party 2 days to drop to 0.

Book 4-5: If your players somehow subdue FP instead of killing her, the first part of book 5 can be skipped without issue. There are enough clues about in book 3 and 4 to point the players toward the Khepsutanem, particularly once you interrogate Chisisek's corpse. Greed and fame are pretty big factors on why they'd want to trek out to nowhere, and can be played up with your NPCs encouraging them to track down and end Hakotep's threat.

Book 6: Hakotep needs more guards.

Generic:

Don't keep everything secret from the players. If they miss things like K: Religion, favored enemies, and the like, then they're having less fun. The Player's Guide helps a bit with this, but being open about plot and future developments helps. Again, this is dependent on how meta you are with your players.

If they kill the FP, provide easy opportunities in Books 5...

Thanks for the good advice !!!

Shadow Lodge

A hearty thank you from me as well. My party isn't as heavy on front line, but I'll keep an eye on it.

Grand Lodge

archmagi1 wrote:
Most of the enemies in this AP are melee, and if your party is melee heavy, they will steamroll things. Like insanely. Consider powering up enemies around book 4. My party, by the time of book 6, was really only threatened by traps and the plasma ooze. Every CR appropriate encounter was an 'only hit on 20' for most of the way, and with so much being melee, it made the two agile heavy hitters in the party into death machines.

Good to know. Our groups current party comp is Paladin, Cleric, Warpriest, Barbarian, Thief, and a sorceress played by a young child. :)

Range is not exactly their strong suit.

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