Pathfinder Adventure Path #79: The Half-Dead City (Mummy’s Mask 1 of 6) (PFRPG)

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Pathfinder Adventure Path #79: The Half-Dead City (Mummy’s Mask 1 of 6) (PFRPG)
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Chapter 1: "The Half-Dead City"
By Jim Groves

The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?

This volume of the Pathfinder Adventure Path launches the Mummy's Mask Adventure Path and includes:

  • "The Half-Dead City," a Pathfinder adventure for 1st-level characters, by Jim Groves.
  • A double-sized gazetteer of Wati exploring both parts of this vibrant city dedicated to the dead, by Crystal Frasier.
  • A rough welcome to Wati in the Pathfinder Journal, by Amber E. Scott.
  • Five dangerous new monsters, by Jim Groves, Will McCardell, and Michael McCarthy.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

Cover Art by Tyler Jacobson.

ISBN-13: 978-1-60125-588-4

The Half-Dead City is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (595 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

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A thematic start to an Osirion AP

5/5

So let's start with a full disclosure - I am a massive fan of Ancient Egyptian history and also the 1999 The Mummy film (which I know are only transcendentally linked). If you asked me what I wanted to be when I was around 10 years old, I would have said an Egyptologist.

This was the first AP I bought when it first came out many years ago having only planned/run my own games in the past. I just couldn't pass up the opportunity to read and run this one! Reading through it was great fun (I've read through it at least 4 times in the last 6 years). The organisation is great, the gazetteer is fun and also useful; in my opinion the best gazetteer I've seen.

The game itself starts assuming all the PCs are already in a group signed up to the lottery, so it's important to get your players talking before you start.

Now a lot of people seem to say this first book is just dungeon crawling not roleplaying and they would technically be right. BUT there are so many opportunities for roleplay as there is no time-limit on this competition per see. I've GM'd it irl and the roleplay opportunities were second to none if you try to make the most of Wati. The right role-playing group will absolutely rise to the challenge.

Some of the encounters in this can be pretty deadly for a party of 4 but managed right work well. If you have a slightly larger party, they will do well.

Overall, this is one of my favourites and I absolutely recommend if you're looking for a good atmosphere.


Part 1

5/5

I thoroughly enjoyed GMing this chapter of the campaign. Partly because it is set in Osirian and I am really intrigued by the fantasy Egyptian lore.

The party I am running for is (at time of completion) a human cleric of Nethys, human occulist, dhampyr sorcerer (undead bloodline), elf fighter/bard (archaeologist), dwarf unchained monk, and a human alchemist.

As for the scenario:

The good:

* The premise works. Adventuring parties come together because the tombs of Wati are being opened to explorers. It gives a decent explanation for the players to form their party. No sitting in a tavern this time.

* Three different locations each with it's own distinct feel and set of challenges. Felt very old school to me so it gets a thumbs up.

* Although I have noticed many didn't like it, I love how this has nothing to do with the actual campaign plot until the very last minute of the book. Not every campaign needs to start off face first into the plot.

The Bad:

* This book is basically three dungeon crawls. By the time my players had finished the book I was bored of describing corridors and rooms.

* There are role-play opportunities but not enough. This chapter is very heavy on the combat and the dungeon crawling.

The Ugly:

* Nothing.


Review

4/5

The good thing about THDC is that is set in Ossirion, the land of the exotic and the hot. The bad thing is that THDC starts slow, very slow in fact - the first third of this adventure felt more like a training session for the beginners - few monsters, few traps and some treasure. The speed began to pick up in the second third, but even then the action was uneven, and in the final third THDC did feel like a proper RPG game, but the problem was that there was little connection between the three parts. Yes, it did give us plenty of time to play-act various scenes...but this situation works only when players want to play-act; otherwise, it is just a waste of time. THDC feels more like three different adventures combined into one, and this isn't the best of feelings.


Please Paizo, improve the book binding

4/5

First, I need to comment on the book binding. These are very nice, magazine style paperback books. But, after paging through the first third or so several times prepping for the first session, the pages are falling out. I'm very careful with the book, nothing got pulled on, and I don't flatten the book open nor strain the binding in any way. The glue binding just starts falling apart and now a whole section of pages has fallen out completely. This is incredibly disappointing for what otherwise is a great looking book. It makes me limit how many times I dare crack open the other volumes I've received.

As for the adventure itself:
The other reviews here are right on, the adventure/encounters are good, and if you do some flavor work-up around the theme of tomb-raiding, it can be interesting - but yeah, the whole first couple adventures into the Necropolis just seem to be completely disconnected to the actual story.

I would have liked to see one or two encounters based on exploring outside in the necropolis on the way to something, running into more unexpected troubles (other than the ambush already there, I mean). It does provide some good suggestion-type details on the necropolis to make this on your own. I would suggest cutting the second adventure site in half (both the layout and number of encounters) and having the party deal with two other encounters out in the necropolis based on where they say they go.

It does, however, lend itself well to a group that isn't very experienced in a table-top rpg, and maybe that's what Paizo had in mind here. The distinct chunks of tomb exploration are a great "intro to dungeon delving", if you will. The dungeons, traps, treasure, and random encounters are all there without the risk of being away from town. That can really help a new group. And if you're a GM that makes traps more interesting than default, those fit in pretty well.


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Contributor, RPG Superstar 2010 Top 4

donato wrote:
Nice things about the adventure

That's pretty cool! That's a great idea!

We should watch the spoilers though! I might flag your post for that reason but not because I don't appreciate the comment. In fact, this might be a good comment for the GM-Only thread in the Mummy's Mask sub-forum, where people prepping the adventure can see it. I can also share some commentary about that specific subject.

Contributor

1 person marked this as a favorite.

Post edited! No worries!

Sovereign Court Senior Developer

Gancanagh wrote:
Uhm demanding more demons after a whole demon ap is insane! If I see ANY demon from bestiary 1 during this ap i wont buy any more parts :-p

I'm afraid you're going to be disappointed then.

Sovereign Court

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 omitted **

I like this idea. You should drop it over in the GM reference thread.


Rob McCreary wrote:
Gancanagh wrote:
Uhm demanding more demons after a whole demon ap is insane! If I see ANY demon from bestiary 1 during this ap i wont buy any more parts :-p
I'm afraid you're going to be disappointed then.

But there are so many creatures from 4 bestiaries to choose from... and demons had their glory now...

The only one I would not find strange is the Vrock demon as it is a vulture, while I rather see all other monsters from any bestiary.


Jim Groves wrote:
donato wrote:
Nice things about the adventure

That's pretty cool! That's a great idea!

We should watch the spoilers though! I might flag your post for that reason but not because I don't appreciate the comment. In fact, this might be a good comment for the GM-Only thread in the Mummy's Mask sub-forum, where people prepping the adventure can see it. I can also share some commentary about that specific subject.

Is this really supposed to be a spoiler free area?

I mean, this thread is meant for people to discuss their impressions of the adventure and the product page is also where people post reviews of the product. Pretty hard to do that without having spoilers.

Contributor, RPG Superstar 2010 Top 4

Laric, that's why we have spoiler tags! To make that possible! :D

If you click the "Show" button next to "How to Format your Text" when you create your post, it will show you how.

Here's an example:

Spoiler:
EXPLOSIVE RUNES!

They even work in the review section (which this is not), though I concede the point that spoilers might be reasonably expected there.

No worries! Donato is cool with me! So are you!

Sovereign Court

Laric wrote:
Jim Groves wrote:
donato wrote:
Nice things about the adventure

That's pretty cool! That's a great idea!

We should watch the spoilers though! I might flag your post for that reason but not because I don't appreciate the comment. In fact, this might be a good comment for the GM-Only thread in the Mummy's Mask sub-forum, where people prepping the adventure can see it. I can also share some commentary about that specific subject.

Is this really supposed to be a spoiler free area?

I mean, this thread is meant for people to discuss their impressions of the adventure and the product page is also where people post reviews of the product. Pretty hard to do that without having spoilers.

In genral, I think people do a splendid job of discussing products without spoilers. Though there comes a time where you need to get into the material and I think its good form to use spoiler tags. Regardless of thread or subforum.


Jim Groves wrote:

Laric, that's why we have spoiler tags! To make that possible! :D

If you click the "Show" button next to "How to Format your Text" when you create your post, it will show you how.

Here's an example:

** spoiler omitted **

They even work in the review section (which this is not), though I concede the point that spoilers might be reasonably expected there.

No worries! Donato is cool with me! So are you!

I know about spoiler tags.

My point is that if someone is reading the discussion thread of the product description, I think they should expect that they might see spoilers.

The product description itself contains spoilers which are not behind spoiler tags.

Liberty's Edge Digital Products Assistant

3 people marked this as a favorite.
Abyssal Lord wrote:
Mikaze wrote:
Abyssal Lord wrote:
This AP better have some nice demons...like Aldinach and her cult....

I think Aldinach has been confirmed to not show up. I was hoping to see her too, but then again this is coming right after Wrath of the Righteous. :)

Good bit of divs showing up though. Good to see them getting some love again!

Divs....meh!

Honestly I think some of the other outsider races are a bit redundant...like the DIVS, asuras and kytons...

But I can see plenty o' undead and constructs showing up....

No demons in #2, but I did...

Spoiler:

Get to include a sceaduinar. I'm really proud of that. I really love those flappy little weirdos

Dark Archive

Pathfinder Adventure Path Subscriber
Odraude wrote:
Yeah, I'll be honest, I'm weary of demons. Especially after Wrath of the Righteous. While good, I'd like to see a break from our denizens from the Abyss, at least for a couple of month. But I'm sure there will be some demonic sprinkling here and there.

Myself, I'm hoping for a daemon or two, as one of the ancient Pharaohs toyed around with one of War's top servants.


Since there are some traits and feats that let PC´s handle difficult terrain in sand a lot better, will there be anything the like for mounts, since having improved unarmed strike and dragon style on a mount is kind of ridiculous?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

@Hayato Ken: Have you looked at Animal Archive? Don't recall the immediate specifics, but I know there are a number of Animal-only feats in there, some of which are specifically geared toward increasing the animal's mobility/flexibility.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

2 people marked this as a favorite.

Minor spoilers only for the very most spoiler phobic:

I want to say I really liked some of the haunts in this one. Very evocative and fun, I thought. I love a good haunt and this fulfills that nicely.


5 people marked this as a favorite.

My group is super excited to start playing through this as Pathfinderized versions of the cast of the "Mummy" movies.

Brendan Fraser - gunslinger
his wife - oracle
her brother - archaeologist bard
Benny - rogue with linguistics maxed
that magi guy - a magus


Upon first impression and reading on the previews of the other 5 parts that are coming afterward... I can say is this:

The Mummy's Mask sounds like it is going to be B-O-R-I-N-G....as bone dull as the desert....

Why can it be more like Gary Gygax's Necropolis...plenty o' demons in that one.


shiiktan wrote:

My group is super excited to start playing through this as Pathfinderized versions of the cast of the "Mummy" movies.

Brendan Fraser - gunslinger
his wife - oracle
her brother - archaeologist bard
Benny - rogue with linguistics maxed
that magi guy - a magus

Will the AP featured an Anck-Su-Namun-like villainess?


4 people marked this as a favorite.

Got my copy yesterday. I hadn't looked through the pdf at all while waiting, because I usually do that at work (:o) and it's just been really busy there.

In any case, I had actually considered suspending my subscription for this AP, just because old school dungeon crawl seemed a little boring (especially once we were told no Dominion/Aucturn Clock in it), and while Shattered Star had some interesting things going on, it was a bit too middle of the road to interest me much in the end.

Having finally read through the first part, though, I'm glad I stayed on board. Sure, it's a dungeon crawl- something like you might find in old school 1E perhaps. But it's done so well. Unlike those old modules, this has a really solid plot and structure, some interesting roleplay opportunities (including the potential to change the dynamics of the final encounter; if it even turns out to be the final encounter), and some real thought process put into monster placement, tactics, and a timeline for the events taking place in the final of the three dungeons. There's even some nice analysis of the ramifications of the Pharaoh's unprecedented (and somewhat sacriligeous) opening of the tombs of Osirion for public consumption (and if we don't see how that finally plays out during the course of this AP, I hope we do at some point. Vengeance of Pharasma has a nice ring to it.)

Additionally, it's clearly laying the groundwork for what's to come, in a way that isn't intrusive, but will lend itself to one of those "Aha!" moments for PCs potentially.

Really looking forward to what comes next.

Scarab Sages

You know, with the aforementioned sacrilegious royal decree being in place, it could be a reason why Book 2 (Empty Graves) becomes 'NEED PCs' material. Spoilered musings below:

Spoiler:
Wati is home to the 2nd largest temple of Pharasma on Golarion (presumably... "Rivaled in size and importance only by the High Temple..."). When the zombpocalypse starts in Book 2, do the Pharasmins (who run the city btw (p66)) shut up shop and send the Voices of the Spire out to protect only essential city services? Does priestess Sebti stand atop the Grand Mausoleum and shout toward Sothis, "We told you so, you fool of a Prince!" and shake her fist in the sky?

Is the patience, apathy, and we told you so nature of a N church the hook that spurns the PCs into a place of relevance in Book 2? Would the Lady of Graves permit her followers to idle by for a few days/weeks/months/years to let the city rot under the heavy hand of the undead to prove a point to the arrogance in the Capital?

Hopefully Book 2 will give more about the political issues surrounding the lottery.


1 person marked this as a favorite.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I believe I found the Rosetta Stone, Tablet of Languages Lost.


Cthulhudrew wrote:
Sure, it's a dungeon crawl- something like you might find in old school 1E perhaps. But it's done so well. Unlike those old modules, this has a really solid plot and structure,

Well, old 1E dungeon crawls do not railroad players...which is often a huge problem with adventures that have plot and structure (ANY Planescape module would suffice).


zergtitan wrote:
I believe I found the Rosetta Stone, Tablet of Languages Lost.

Gah....

There better not be any NPC further down the AP that will have variation of well-known Egyptian names....no female NPCs with names beginning with "Nefer"!!!


Abyssal Lord wrote:
Well, old 1E dungeon crawls do not railroad players...which is often a huge problem with adventures that have plot and structure (ANY Planescape module would suffice).

Half-Dead City doesn't come across very railroady to me. I mean, sure, if you look deep enough, anything with a plot is going to be a railroad. HDC does a very good and logical job of explaining why things are presented in the manner they are, and does it in a realistic and fitting way for the adventure and the location (Osirion).


1 person marked this as a favorite.

I have to agree with Abyssal Lord that this adventure does not feel like a 1E dungeon crawl to me.

The first two dungeon-crawls actually feel more like a series of linked Pathfinder Society Scenarios than the start of an adventure path. As it stands, the PCs actions in the first two dungeon-craws have little to no impact on the rest of the adventure.

It would also have been nice to have the potential for rival adventuring parties to be encountered in the first two dungeon-crawls because there is currently little chance to do any roleplaying during the first two dungeon crawls given that the enemies almost exclusively consist of vermin, constructs or undead.

Although the third dungeon-crawl is more interesting, I feel disappointed by this adventure and feel that this is a missed opportunity. I would have much preferred that the three dungeon crawls be combined into one and had the PCs make multiple forays into it. I was hoping for something along the lines of The Whispering Cairn by Erik Mona.


1 person marked this as a favorite.
Jim Groves wrote:
mikeawmids wrote:
I feel like I'm sailing into the wind with this observation, but I was a little disappointed with this adventure.

Well Mike, I'm sorry to hear that. I would like to offer some of my perspective on why I think the adventure is structured the way it is. Perhaps after you sit with it a little while, maybe you'll feel differently. If not, I totally respect where you're coming from. I would also like to share this with anyone who may be debating on whether to get this or not.

I am not going to post what *I* think are spoilers.. but everyone has a slightly different opinion on what constitutes a spoiler, so I'm going to play it safe. Most people won't consider what I'm about to say as a spoiler...

** spoiler omitted **...

Your description of the intent behind how this is laid out make me want to run this even more. I was thinking it would be nice to run a more "sandboxy" campaign, and I think starting things this way sets up that atmosphere nicely!


1 person marked this as a favorite.

Not to be mean, but "Sandboxy" is not the word I would use to describe this adventure.

Just posted a review.

Silver Crusade

4 people marked this as a favorite.
Laric wrote:
It would also have been nice to have the potential for rival adventuring parties to be encountered in the first two dungeon-crawls because there is currently little chance to do any roleplaying during the first two dungeon crawls given that the enemies almost exclusively consist of vermin, constructs or undead.

That's where the Wati article comes into play for me. It's practically the other half of the adventure. I definitely wouldn't run straight through the adventure as a GM< but try to weave it back and forth with events in Wati, before and during the adventure itself.

That also offers plenty of opportunities for the rival party to be met in scenarios ranging from friendly to hostile.

Contributor

1 person marked this as a favorite.
Abyssal Lord wrote:

Will the AP featured an Anck-Su-Namun-like villainess?

Heh heh heh.

Paizo Employee

2 people marked this as a favorite.
Pathfinder Pathfinder Accessories, Starfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mikaze wrote:
That's where the Wati article comes into play for me. It's practically the other half of the adventure. I definitely wouldn't run straight through the adventure as a GM< but try to weave it back and forth with events in Wati, before and during the adventure itself.

Yeah, I actually really appreciated the way the adventure was structured to give natural times to hook in the Wati and rival adventuring content.

It's basically three separate mini-adventures with one home base, which gives you time to pace the RP and action so your players don't get overwhelmed with one or the other. And a few scenes explicitly to bring in the church and various rivals.

I'll end up doing the legwork of RPing, but that'd be the case even if they gave me an entire book of nothing but roleplaying information. I think they hit a good balance in this case, although I can see people wanting more direction.

Cheers!
Landon


I just came home from work and found my copy on my doorstep. I'm going to pour some wine and read it tonight :)


6 people marked this as a favorite.

Update: I may have to wait 'til later to read it; my cat has decided that she likes your book more than I do, Jim :)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Pritty kitty.


The first thing I did when I got mine was to jump into the NPC section.

I loooved this description so much: (spoilered, just in case)

Spoiler:
"Valriana eschews court gowns in favor of a Taldan dandy’s idea of an adventurer’s outfit." That description matches the art so perfectly, and explains the hat we've been admiring, which is sadly impractical exploring for dusty old tombs.

Now that I've read that I can go back and read the rest of the adventure. :)


2 people marked this as a favorite.

I'll admit that after getting the first book I'm not really wowed by this adventure path so far, and to be somewhat brutal, even though it's not what I would consider bad it's one of the most meh starts to an AP in years if not the worst one yet.

I think part of it is that there doesn't seem to be much of a cohesive plot linking everything in the first book as much as it's almost random dungeon crawls thrown together. I'm not the type of person that minds dungeon crawls every so often, they definitely have their uses and can be a good part of an adventure, but they have to form a whole that goes to something greater, especially in something like a modern day Paizo Adventure Path.

As it is it's almost like the Pharasman clergy send you on practical fetch quest around the necropolis. Now I can see this happening on the first site the party goes to for a justification to get things started with the whole thing. Things just take too long to happen and when they do the first book of the AP is over. It feels like it hardly advances the plot at all.

This is not to say that I didn't like the sites that are visited. The concept of the necropolis is a good one. I even thought the second site visited was interesting and the best one, and would have been great as something by itself. As has been done before in other products it shows one of the strengths of haunts besides their primary purposes, and that is as a great mechanism for revealing past events and learning about a site not only in an interactive, emotional and interesting way, but sometimes as the only possible way a character could learn about past events. Still it's not something that meshed well with the overall story of this AP.

I also like the concept of a rival groups, but like other things stated that also took way too long to develop in this AP.

Maybe once things get going this AP will pick up. The outline for it seem alright, and it still seems to have promise from my view.

Something else I would have been interested in is alternative rewards for getting treasure, maintaining wealth by level, and things to do in the sites for groups that don't want to be virtual government authorized tomb robbers for their own profit. That's even more so with a site like Wati's necropolis.

Contributor, RPG Superstar 2010 Top 4

2 people marked this as a favorite.
Tirisfal wrote:
Update: I may have to wait 'til later to read it; my cat has decided that she likes your book more than I do, Jim :)

This is an obviously intelligent and sophisticated feline. :)


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Tirisfal wrote:
Update: I may have to wait 'til later to read it; my cat has decided that she likes your book more than I do, Jim :)

She senses the presence of Bastet and wishes to aid the heroes against mummy's.


1 person marked this as a favorite.
Jim Groves wrote:
Tirisfal wrote:
Update: I may have to wait 'til later to read it; my cat has decided that she likes your book more than I do, Jim :)
This is an obviously intelligent and sophisticated feline. :)

She must be if she chooses to spend all of her time with me ;)


3 people marked this as a favorite.

Ok...
BRAVO! This is one of the best starts of any Adventure Path i've seen!

Very cool artwork, very cool monsters (sandman/Agash) chosen for artwork!

ALL the new monsters in the bestiary are AWESOME! Really amazing!

Really nothing negative this time! Again Bravo! Hope to see this continued!


1 person marked this as a favorite.

Well, I'm sure I speak for all of us when we say we're glad you like the monsters!

Contributor, RPG Superstar 2010 Top 4

Gancanagh wrote:

Ok...

BRAVO! This is one of the best starts of any Adventure Path i've seen!

Very cool artwork, very cool monsters (sandman/Agash) chosen for artwork!

ALL the new monsters in the bestiary are AWESOME! Really amazing!

Really nothing negative this time! Again Bravo! Hope to see this continued!

I'm very pleased. I say this with absolutely no sarcasm, I know you have very high standards and pleases me no end that we were able to make you happy. I hope you enjoy it! :)

Silver Crusade

I finally have this, and I am pleased. Thanks for the effort. That said, this is kind of a spoiler question, and I don't know how to indicate such, so beware

Spoiler:

In the conclusion it says the PCs might get good prices for their treasures at an auction. They will want to cash out immediately upon finding stuff, so how do I play this out?

Webstore Gninja Minion

Use the spoiler tags—[spoiler ][/spoiler ], no spaces in the tag names.

Silver Crusade

Uh....let me try that.

Spoiler:
test

Silver Crusade

Next question regarding random encounters..

Spoiler:
If the party encounters rival parties in the necropolis, am I to assume the listed ones are hostile?


That would depend on the GM and how the player's deal with them. Some of the listed groups sound more immediately hostile than others.

Liberty's Edge

Anyone else have any issues with the booklet coming apart? I have only had it a week and the pages are already coming apart. Very frustrating.

Liberty's Edge

Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber

I love the return of the Pathfinder's Journal! It has been missed!


Garret Candoor wrote:
Anyone else have any issues with the booklet coming apart? I have only had it a week and the pages are already coming apart. Very frustrating.

Yup


Can I ask a question or two as a new GM to pathfinder?

1. Which books, in your opinion, are essential for running this campaign? (Feel free to include core books to this)

2. When is the release date for the second installment?

Any advice, experienced players of AP, is always welcomed. (Feel free to PM me rather than take up the good people's time on here with my noob questions :-))

Thanking you in advance.

G.

Scarab Sages

1) This one (and books 2-6). The other 2 Osirion books released with it are very non-essential, and as a GM running this, I don't own them. D20PFSRD.com gives most of the OGL mechanical stuff from the Player Companion lines, so if your players want more, they can go there. The Campaign Setting book for Osirion, while a very good read (I've read it twice at FLGS), isn't needed at all to run the AP; infact, the areas covered in the AP receive much less attention because they are detailed in the AP.

Non-essential books that would be nice to have at hand: Inner Sea World Guide, the new Osirion CS book, and any whatever mechanics books your players bring to the table.

2) You can see all six chapters HERE on their store page, including expected street dates (on its individual page). Empty Graves (book 2) is slated for Apr 30.

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