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:
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.
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 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.
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.
I'm surprised Seelah is included since she was part of Wrath of the Righteous. I was under the impression iconics tended to sit out once they had an AP run.
I'm surprised Seelah is included since she was part of Wrath of the Righteous. I was under the impression iconics tended to sit out once they had an AP run.
Yeah, but you gotta understand...she's needs to keep smiting people, or Iomedae's going to get on her case.
We're not so much concerned now about not repeating iconics than about having thematically appropriate iconics for each AP. You obviously want a paladin smiting demons in Wrath of the Righteous, but we also wanted the iconics for Mummy's Mask to all be from Garund (and there's plenty of undead-smiting for Seelah to do in Mummy's Mask as well).
So, is Kyra Keleshite, but amongst the indegenous Keleshite population in the Osirion-Katapesh region of Garund? Her "Meet the Iconics" was as vague as possible on her origin locale, and I always assumed she was Qadiran.
SO in this adventure will the party be effectively grave robbers? Not to give to much away, but wouldn't most goodly types (paladins, ect) scoff at such a notion? I am very curious to see what the angle is on this, as that would seem to be the likely initial hook.
SO in this adventure will the party be effectively grave robbers? Not to give to much away, but wouldn't most goodly types (paladins, ect) scoff at such a notion? I am very curious to see what the angle is on this, as that would seem to be the likely initial hook.
From what I can tell its a sanctioned delve to recover lost treasure, so not really.
SO in this adventure will the party be effectively grave robbers? Not to give to much away, but wouldn't most goodly types (paladins, ect) scoff at such a notion?
As per the blurb for the first adventure:
Quote:
In Wati, the half city, 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.
So, if an official organization is not only sanctioning, but outright encouraging the tomb delving, I would imagine they have some sort of authorization. Probably closer to a university archeological team than grave robbers I'm guessing.
It's a shame that we can't get a Player's Guide out early so that I can entice my players and get them thinking about characters prior to the arrival of the first book!
I only let players consider making characters after the last part get out. Paizo makes a great work uniting everything, but some GMs, like me, need a whole view before deciding what would work for his group.
I don't want to step on Rob's toes, but I have to answer the question with a question? Why does any paladin involve themselves in any adventure that is not totally selfless and altruistic?
The fact that the authorities have opened these burial sites for exploration covers the legal aspect to it.
It a good few thousands of years since the original decimation of Wati. The dead in the Boneyard are judged and no longer require their grave goods to identify or comfort them.
A paladin might be seeking to learn about the past. They might be protecting scholars from traps and unwholesome threats while they do their work. They might be collecting treasure to re-purpose it to help the needy, hungry, and oppressed. Even equipment used to combat evil is a justifiable expense.
Sooner or later, Pharasma judges the dead. Even if takes a while. Then this mortal coil is no longer relevant in the Great Beyond.
Also, could be as simple as the others are her friends and she's coming along to protect them. That could even be selfless and altruistic. Not that everything a paladin does needs to be, as Jim said.
Never really got Pharasma either, but am looking forward to the mod.
The Pharasmins you might find explained. THAT was something Rob and I were discussing last June. And yeah, that's how far out the whole AP process is. How that topic is presented is something I'm going to leave the book to address by itself. Things can be adjusted and changed in development, and I haven't seen the final version yet.
So players are asking me what the common tongue is to be had in Osirion. Should I give them the choice between Kelish, Osirioni and common (taldane) as their free 'common', or would they all default to having taldane for free and then a free racial dialect on top of that?
I'll third the motion for for more info on the Player Guide.
I'm very excited about this AP. So very excited. But I've felt this way about the AP line for several years now, so I'm not sure when the excitement will ever end. Not this year anyway. Maybe next year all the writers will go on vacation to the moon and they'll need to fill in the gaps with awful fanfic for 12 months - then I can finally stop feeling so giddy from month to month. Until then, I guess I'll have to stomach these feelings of anticipation and satisfaction. ;)
Part of it, for this issue, probably has to do with the fact that Jim Groves is 2 for 2 so far in back-to-back APs. And I can't imagine this issue will do anything but up his score to 3 for 3. High expectations and all that.
Also curious, anyone know how far before publication they usually release a players guide?
From what I can remember it's usually the same week they first start shipping subscriber orders. Though I believe, it has been pushed back to street date on rare occasion.
I am personally very hopeful that the AP's Player's Guide will include a basic breakdown of the Osiriani pantheon, since I have two different players who have expressed interest in being worshippers of those gods.
Not to disappoint you too much, but that information is not in the Player's Guide. It is not assumed that the PCs are worshiping the ancient gods. We've talked about getting some basic information out there before Pathfinder #80 comes out to help facilitate this in play, but nothing is decided at this point.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Shisumo wrote:
I am personally very hopeful that the AP's Player's Guide will include a basic breakdown of the Osiriani pantheon, since I have two different players who have expressed interest in being worshippers of those gods.
That would be great but considering the talk on JJ's thread, probably not. But at least a table would be nice.
I am personally very hopeful that the AP's Player's Guide will include a basic breakdown of the Osiriani pantheon, since I have two different players who have expressed interest in being worshippers of those gods.
That would be great but considering the talk on JJ's thread, probably not. But at least a table would be nice.
Yeah, that'd be enough to get going with. Alignment, domains, favored weapon - we could fudge it until next month if we could get started that far, anyway.
Joana wrote:
Adam Daigle wrote:
Not to disappoint you too much, but that information is not in the Player's Guide. It is not assumed that the PCs are worshiping the ancient gods.
Why have a Campaign Trait that does assume that, then?
I agree - it seems odd to include a Campaign Trait that specifically calls out that sort of thing, and not include the necessary mechanics at the same time...