The Half-Dead City (GM Reference)


Mummy's Mask

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Scarab Sages

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Mr. Gerbik,

After Reign of Winter, I found that hampered terrain mixed with hampered vision does a very big number on an ill prepared party (melee has a bit of a drag in terms of meeting the enemy, archers taking a penalty to fire). Although I don't think those kind of things will really come up until the third and fourth installment, so by then, the party should be better prepared.

As the opening structure is a little loose, I'm going to adapt the caravan bit from Legacy of Fire's opening, with some additions, to form the group. Although I've also thought of adapting and thematically customizing the beginner box as well.


The Half-dead City wrote:

Sebti the Crocodile, rises to her

feet and looks over the crowd. Sebti seems surprisingly
young to hold such a distinguished position, but she has
a confident air of authority. After calling for silence, she
begins with an invocation to the Lady of Graves

Does anyone have a nice invocation that's thematically and location specific?


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I just ran the intro to this AP for my players and they are near the half way point of the first site. I used the history of Wati in the Wati section and paraphrased it. As for the invocation, I said the lottery started with a prayer and then went in to the actual opening fluff. No one really cared that I didn't have something more specific for that part of it.


I was looking over Akhentepi's Armor, and noticed that it said "Besides its aniti-bleeding properties..." but it does not describe this ability?

Contributor

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His armor has the stanching quality, which has the anti-bleeding properties.

PRD, Stanching wrote:
A stanching suit of armor helps stop the flow of blood from the wearer's wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. Stanching armor reduces hit point damage, ability damage, or ability drain by an amount equal to its enhancement bonus if the damage or drain was from a bleed effect. The wearer also adds the armor's enhancement bonus to Constitution checks to become stable.


Oh, stanching? You mean as in +1 Stanching padded Armor? Snake. Bite. Ow.

thanks!


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Page 34 - in the stats for the swarm:

Melee swarm +7 (1d6 plus distraction and disease)

... swarms do not attack, they do auto damage - that's a carryover from that particular source being written pre-pathfinder rules I *think*.


Okay, so I'm adapting this to run this as a PbP game.

Due to the time involved, I want to handwave the XP, level them up at the appropriate points in the story, and cut down on the number of individual encounters. With the group I have, we seem to manage about a round every 2-3 days, which puts each encounter at ~2 weeks worth of posting.

Which do you feel are the most thematic and interesting encounters, that shouldn't be skipped? Obviously the Scorched Hand stuff is important, and the water trap, the beheaded, and the swarm of undead cats are too nifty to pass up.

I'd like to scale it down to 5 or 6 encounters per level. Are there some that can be combined? (Maybe have the mining beetles show up in a room with something else?)

I have a group of 6...an alchemist, barbarian, bard, cleric, gunslinger, and summoner.

I'm not necessarily concerned about adjusting up the difficulty of each individual encounter in order to compensate. In this case, we are playing to enjoy a fun and thematic story over strict adherence to encounter planning.

Thanks for the advice.


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Ones that stood out to me were:

The scroll.

The animated tomb.

The undead cat swarm (OMG YES!)

The haunts - not so much as encounters but the haunts themselves seemed very cool and thematic giving the PC's some information on *what* happened to the city without a long monologue - if you were interested in saving time you could cut the combat out of them and even the danger just use the haunted area and flashbacks to full effect if you want your players to really get a sense of how the city died.

At least one of the beetle swarms - at least if you like the Brandon Fraiser version of the Mummy this is so f'n awesome.

Scarab Sages

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The Aghash, the heucuvas, the statue monster, and the skeleton cleric are all important fights in the third dungeon.

And since you're doing PbP, I would suggest placing the Aghash in the same area as one of the other encounters, since its going to draw the battle out even longer on PbP if he flees to a more populated room in round 2 or so. Dropping him in with the Huecuvas at full health may be a bit heavy on the CR though (CR5ish encounter that way).


So, just how many adventuring groups signed up for the lottery. It seems like there wouldn't be that many, since they're able to assign 3 locations to each group.


It was a sizable city, and a quarter of it was turned into a necropolis. So you could have a dozen adventuring parties and the three locations would not be every building.

Liberty's Edge

The adventure lists 8: the five in the Tooth & Hookah at the end of Part One, plus the three in the random encounters section in the book's bestiary. For my game, I added three more, putting the total right at a dozen, including the PCs' group.

Speaking of the other groups, though, I have a question: is Black Kiss supposed to be a rogue or an alchemist? (Maybe she's a vivisectionist?)


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Shisumo wrote:

The adventure lists 8: the five in the Tooth & Hookah at the end of Part One, plus the three in the random encounters section in the book's bestiary. For my game, I added three more, putting the total right at a dozen, including the PCs' group.

Speaking of the other groups, though, I have a question: is Black Kiss supposed to be a rogue or an alchemist? (Maybe she's a vivisectionist?)

Yeah, that was a bit weird. It said everyone was a rogue, except for one magus, then said the leader was a level 4 alchemist.

Grand Lodge

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It just says "no less than three rogues." So the party is three rogues and a magus led by an alchemist. There might even be more rogues! The amount of rogues is a secret, and rogues are fond of their secrets.

Silver Crusade

Mechalibur wrote:
So, just how many adventuring groups signed up for the lottery. It seems like there wouldn't be that many, since they're able to assign 3 locations to each group.

I was curious on this one myself, and from the player's guide it says this:

Mummy's Mask Player's Guide wrote:


The competition in Wati is fierce, and dozens of other adventuring groups have made their journeys to the Half-Dead city to try their luck and skill in the necropolis, as have scores of merchants and others looking to capitalize on the influx of people.

So there could be quite a few other groups, easily able to add one in and just say they didn't recall them from the lottery.


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Here's something else to consider: There are traps, undead, and various monsters infesting this necropolis. How many adventuring parties... never return? How many are just killed off because they triggered a still-functioning death trap, or managed to find one of those nastier undead, or just were unlucky at the wrong moment?

You could even include that - create a side adventure where the priests of Pharasma send you into another tomb because the adventurers who went there never returned. Or worse... that SEVERAL groups in that area have not returned (in which case you might want to wait 'til the group is finished with this book and put 4th level PCs against whatever is wiping out adventuring groups)?


Tangent101 wrote:

Here's something else to consider: There are traps, undead, and various monsters infesting this necropolis. How many adventuring parties... never return? How many are just killed off because they triggered a still-functioning death trap, or managed to find one of those nastier undead, or just were unlucky at the wrong moment?

You could even include that - create a side adventure where the priests of Pharasma send you into another tomb because the adventurers who went there never returned. Or worse... that SEVERAL groups in that area have not returned (in which case you might want to wait 'til the group is finished with this book and put 4th level PCs against whatever is wiping out adventuring groups)?

I get that, it's just the adventure said they assign 3 spots to each group during the lottery. That would be before any of them could die. So if there are a few dozen, let's say 36, adventuring groups, then they have at least 108 locations to assign.

Silver Crusade

Tangent101 wrote:

Here's something else to consider: There are traps, undead, and various monsters infesting this necropolis. How many adventuring parties... never return? How many are just killed off because they triggered a still-functioning death trap, or managed to find one of those nastier undead, or just were unlucky at the wrong moment?

You could even include that - create a side adventure where the priests of Pharasma send you into another tomb because the adventurers who went there never returned. Or worse... that SEVERAL groups in that area have not returned (in which case you might want to wait 'til the group is finished with this book and put 4th level PCs against whatever is wiping out adventuring groups)?

I'm actually planning on running with that. Knowing my friends I'll be running it for, I plan to introduce one group of adventurer's to them early on, probably during the lottery for a small RP encounter. Then after that first night have one survivor at the Tooth and Hookah, wiped out by swarms and maybe haunts. Mainly to drive the point of swarms=bad, and possibly to foreshadow the possibility of haunts. Two things they need to prepare for and not certain they will.

Another I'm concerned of is in book 2 the summary introduces Ptemenib, which looks like plays a role in book 5. Also knowing how my PCs act towards NPCs, particularly ones who show up during undead attacks, I hope to introduce early one. I should have book 2 before I actually start though, so hopefully will have a better idea of how to do that by then.


They state that three spots are assigned, yes. But not that those spots are assigned at the very start of things. Otherwise the players could go to any of those three locations out of order. The lottery is the Church of Pharasma's way of still having a modicum of control over the necropolis... and also perhaps of keeping certain buildings OUT of the lottery because the people in it have not been dead long enough (in the eyes of the Church).

It also likely ensures the groups don't go into a building, just take the really valuable stuff, and skedaddle. There is the perception of limited resources. The death of certain tomb explorers will open up more openings, allowing a fourth and even fifth location for lotteries, in theory. Of course, we'll know more once the second part of the AP reaches us (but we do know that it involves a certain chap who was mentioned in passing in the first chapter).

RPG Superstar 2015 Top 16

Sketch map of the necropolis?

Is there a player's sketch map of the necropolis (showing the PC's their lottery locations in relation to the necropolis gates/landmarks)?

Grand Lodge

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Jim Groves wrote:

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!

UGGGGG you broke my heart! I assumed this water trap was derived from the legend of Queen Nitocris. Her husband, the Pharaoh, was murdered by rebel nobles. She created a new feast room in the palace and invited the murderers to feast to make peace. She left the room and pulled a lever outside that locked the door and opened a channel that led to the Nile. It flooded the feast hall and killed her husband's murderers.

So when I saw that water trap I was excited that someone knew their Egyptian history! Alas, it was just a cool trap. :(

Still a cool trap though.


I thought of running this for an All Ghouls party, after reading, I realize this might be a bad idea.

Contributor

Banesfinger wrote:

Sketch map of the necropolis?

Is there a player's sketch map of the necropolis (showing the PC's their lottery locations in relation to the necropolis gates/landmarks)?

There isn't. I just used the map in the Player's Guide and pointed at the general area. You don't lose anything by not having the sketched map, in my opinion.


One of the tropes of Pulp Egyptian stories, that I think Jim was going for, is everything is fine untill the tomb gets raided. Well I want to make it so that the PCs raiding the tomb directly kicks off what happens next. So does anyone have any ideas on how to do this?

I'm thinking something along the lines of the players meeting Nebta-Khufre in the guise of a historian trying to write the history of the city of Wati. (He could be a underground competor to the church of Pharasmin who is willing to offer a bit more for historic docs) As part of the loot in the House of Pentheru the PCs find an old map of Wati. If they sell it to him, he pays them then seems to skip town, (Really leaves to get the mask) and they get a big suprise when they finally confront him in the next book.

Any other thoughts of how they could be responsible for what happens next? I want something as backup in case they don't bite on the historian angle or just dump the doc at the church.

Scarab Sages

You could have a mob of antiquities dealers camped outside the church, offering top dollar for specific things. Dealer A wants only scarab themed jewelry, dealer B green pottery, and then dealer Nebta wants historic maps. After they sell to him, head in to report, and come back out, its as if his stall were never there to begin with. Another vender entirely could be occupying his spot (ala, the ending to American Hustle with the Lawyer's office).


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Me: You see a tall Taldan women with a plumed hat and a Symbol of Nethys around her neck approach your table...

Player I: I attack her.

Player II: I flank her-I stab her in the jejunum.

Me: Cough-Choke! Wh-hy?

Players: She's on the Cover.


friluftshund wrote:
The Half-dead City wrote:

Sebti the Crocodile, rises to her

feet and looks over the crowd. Sebti seems surprisingly
young to hold such a distinguished position, but she has
a confident air of authority. After calling for silence, she
begins with an invocation to the Lady of Graves
Does anyone have a nice invocation that's thematically and location specific?

I almost started a post about this- Whats you favorite home-made invocation/exclamation for each God (i.e: by the Trident of Poseidon!)

Scarab Sages

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For ceremonial invocations:

"A peaceful and long foretold death to all of you."
"The Mother of Souls blesses us with the birth of a new day."
"As the graves of the righteous remain ever peaceful, welcome."

Or you could go with an actual invocation, a short prayer for help:

"Oh Lady of the Graves, bless these here who have come upon the behest of your mighty servants, the great nation of Osirion. May you watch over them and guide their hands and actions as they proceed into your most sacred reliquaries. May their fates be just, and death not come to them before the time you've ordained."

I kinda like the second, and giving something with subtle motes of disdain helps the players realize how much the church doesn't really like doing this.

Liberty's Edge

Why did Heshsharu fear the adamantine heavy flail?
Given his DR 10/bludgeoning and the 1d10 base damage of the flail it doesn't appear particularly useful... I feel I'm missing something.


Mr. Gerbik wrote:

Why did Heshsharu fear the adamantine heavy flail?

Given his DR 10/bludgeoning and the 1d10 base damage of the flail it doesn't appear particularly useful... I feel I'm missing something.

A Heavy Flail does bludgeoning damage, so he has no DR against it.

-- david

Liberty's Edge

DM Papa.DRB wrote:
Mr. Gerbik wrote:

Why did Heshsharu fear the adamantine heavy flail?

Given his DR 10/bludgeoning and the 1d10 base damage of the flail it doesn't appear particularly useful... I feel I'm missing something.

A Heavy Flail does bludgeoning damage, so he has no DR against it.

-- david

Oh wow, dang. Thanks for answering dumb questions. This of course makes sense and changes... other things.

Liberty's Edge

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friluftshund wrote:
The Half-dead City wrote:

Sebti the Crocodile, rises to her

feet and looks over the crowd. Sebti seems surprisingly
young to hold such a distinguished position, but she has
a confident air of authority. After calling for silence, she
begins with an invocation to the Lady of Graves
Does anyone have a nice invocation that's thematically and location specific?

Praise be to you, Oh Opener of the Way!

Hail to you, Oh Mother of Souls!
I ask that You may Open the way for us through this life,
As you do for the blessed deceased.
That you would shield us from all Evil.
And Preserve us from the temptations of our lower selves.
Guardian of the blessed dead
Mistress of the Spire of Judgment
Queen of those who dwell in the Boneyard.
She Who is upon Her Throne,
May we go forth with the Divine blessing.

Contributor, RPG Superstar 2010 Top 4

Mr. Gerbik wrote:
Oh wow, dang. Thanks for answering dumb questions. This of course makes sense and changes... other things.

No, no... No dumb questions.

(Or, rather, you really have to work really hard at it to come up with one—)

We're happy to help as far as I'm concerned. We all overlook things and new people are introduced to the game all the time. No worries.


So, in part two: There is a Poison bolt trap(Black Adder Venom) in the master bedroom on a chest. Would this poison be viable after 1700 years? Imanish hides The Deadmans Headband in the Old Hornets Chest, so he isnt using the chest, so I dont think he would have applied it. Would it make sense for this to be mechanical only, or a vaguely magical substance, like the Greenblood oil used elsewhere?

Sovereign Court Senior Developer

Psyonis wrote:
So, in part two: There is a Poison bolt trap(Black Adder Venom) in the master bedroom on a chest. Would this poison be viable after 1700 years? Imanish hides The Deadmans Headband in the Old Hornets Chest, so he isnt using the chest, so I dont think he would have applied it. Would it make sense for this to be mechanical only, or a vaguely magical substance, like the Greenblood oil used elsewhere?

Keep in mind that if you remove the poison from the trap, its CR drops from 3 to 2. Not a lot of XP at this level, but you never know. That being said, you could replace the black adder venom with greenblood oil if you think it makes it more believable.

Silver Crusade

So the rival explorers in the encounter table; are we to assume they are there to rob the party? Also, the conclusion suggests an auction in book 2 that the party can use to sell some items. For plot purposes, is this meant for certain specific treasures?


I've already voiced my doubts that potions would last 1,700 years. Even in powder form. The enchantments would fade or corrupt.

The problem becomes: how do you create one-shot items to replace potions? Especially something that would fit with the Mythos itself... because if potions would dry out or decay, so would ointments. Is there something else we could come up with that could work similar to a potion and yet is Egyptian enough to make sense? (Like something you crush to activate or the like.)


I'm not too concerned re: preserved liquid preservation. The ancient Osirioni had mastered embalming. If they can preserve a mummy through magic and alchemy-like processes, I'm sure they can preserve magical alchemy.
I could not find it, though: I thought I recently-ish heard of a discovery of ancient preserved liquid. Was it very old wine? Water? I can't remember. Ah, here's something though, don't know if it's the same thing I was thinking about but here's what Google-fu turned up:
http://mentalfloss.com/article/49610/7-world%E2%80%99s-oldest-food-finds

Look at Number 1.

Grand Lodge

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For a bit of creepy factor, you could make them some kind of single use tiny enchanted scarab that you have to swallow to activate. Kind of like the Steadfast Gut-Stone. Bonus creepy points for describing the feeling of the scarab skittering down their throat before the magic activates...


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If you want to play it up make them potions that used Honey - Honey found in the tombs of ancient Egypt was still good even after thousands of years - that's one of the things they'd use to preserve stuff back then.


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Ohhh my group just had the first foray into the adventure today.

So far they have navigated down into the tomb - and a few trap - fighting off the child dolls. (they are all first time players so it is going really slow - but they had a great time so far)

Most deadly thing encountered so far? 60' pit and a flubbed climb roll (using a rope mind you - ended up with a 3 total). Fall - took damage to -con - gave the party a few seconds to save her - luckily the fighter who was second down had a potion of cure light on him - and stabilized the poor bard until the rest of the party could make it down.

Oddest question I was asked - how much does that chest weigh... I had no idea so I winged it at 25 lbs. Not bad so far it's been interesting running complete newbies - they named their party... 'dungeon seekers' :)

Ooohh and hats off to Jim Groves for interesting descriptions - the first room with the torch holders - and the 'effect' that happens - had 4 torches lit in all the corners with a big 'what's happening' moment - I think 'ancient tomb like a pyramid' really has players expecting the worst!


Shicil wrote:
For a bit of creepy factor, you could make them some kind of single use tiny enchanted scarab that you have to swallow to activate. Kind of like the Steadfast Gut-Stone. Bonus creepy points for describing the feeling of the scarab skittering down their throat before the magic activates...

I really REALLY enjoy this idea! Especially given the insect swarms that appear in the AP! =^-^=

Grand Lodge

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Pathfinder Adventure Path Subscriber

Call me weird, but I kind of want to turn the lottery into four rounds, and in either round two or three have the party investigate a completely empty building. No monsters, no treasures, no death traps, just a home who's inhabitants died of the plague.

As it stands, every building they enter contains something; always a monster, and usually something else too. It just strikes me as too much.


That's true. In fact, you could even do five or six rounds. And even have minor treasures found in several buildings.

Contributor

Things are going great so far. I tweaked the water trap in the first tomb just a bit. It filled up at a rate of 1 foot per round, for three rounds, to really scare the PCs. At that point, it ran out of water and they just fiddled their thumbs waiting for it to drain away. It gave them quite the shock at first, but became rather amusing.

Being swallowed whole by a sarcophagus, on the other hand, was not a laughing matter.

Things are really fun so far. My group and I are really liking the different approach to the start of the AP. Not having some kind of immediate threat is nice change of pace.

Contributor, RPG Superstar 2010 Top 4

Darrell Impey UK wrote:

Call me weird, but I kind of want to turn the lottery into four rounds, and in either round two or three have the party investigate a completely empty building. No monsters, no treasures, no death traps, just a home who's inhabitants died of the plague.

As it stands, every building they enter contains something; always a monster, and usually something else too. It just strikes me as too much.

This could be an interesting addition to your home game, Darrell. One reason not to implement in the actual text is that all of our word count is dedicated to something useful. Not every fan would appreciate verisimilitude at the expense of content.

I don't mean this to come across as defensive. I think this is a fine idea for a GM to add to expand their game and add a little realism.

Silver Crusade

Jim Groves wrote:
Darrell Impey UK wrote:

Call me weird, but I kind of want to turn the lottery into four rounds, and in either round two or three have the party investigate a completely empty building. No monsters, no treasures, no death traps, just a home who's inhabitants died of the plague.

As it stands, every building they enter contains something; always a monster, and usually something else too. It just strikes me as too much.

This could be an interesting addition to your home game, Darrell. One reason not to implement in the actual text is that all of our word count is dedicated to something useful. Not every fan would appreciate verisimilitude at the expense of content.

I don't mean this to come across as defensive. I think this is a fine idea for a GM to add to expand their game and add a little realism.

Realism? I'd take that as a fun little joke! :-)


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Joe M. wrote:
Jim Groves wrote:
Darrell Impey UK wrote:

Call me weird, but I kind of want to turn the lottery into four rounds, and in either round two or three have the party investigate a completely empty building. No monsters, no treasures, no death traps, just a home who's inhabitants died of the plague.

As it stands, every building they enter contains something; always a monster, and usually something else too. It just strikes me as too much.

This could be an interesting addition to your home game, Darrell. One reason not to implement in the actual text is that all of our word count is dedicated to something useful. Not every fan would appreciate verisimilitude at the expense of content.

I don't mean this to come across as defensive. I think this is a fine idea for a GM to add to expand their game and add a little realism.

Realism? I'd take that as a fun little joke! :-)

Joke could be the PCs being nice enough to knock before entering, and the door(s) falling off when they knock.

Grand Lodge

Pathfinder Adventure Path Subscriber

Don't worry, I appreciate why it wasn't done. Even a single page given over to (effectively) nothing is a page that could (should) be being used else where. Still, the fact that every building has something living (un-living) in it felt a bit wrong. As you say, verisimilitude.

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