First time running an AP!


Mummy's Mask


I've run a one-shot of Little Fears in the past, and a several session short campaign of Wonderland No More, but this is my first time running a d20 game, and my first AP. We've had two sessions so far, and I'm beginning to feel a bit more confident about it, but any advice would be most welcome, particularly in regard to this AP. Anything that tends to trip people up on this one, or might need adjusting?

So far I've accidentally dropped our Inquisitor with the very first trap, panicked and missed part of the false tomb trap because there were so many moving parts, accidentally got my party fixated on an adventuring group I threw in as a joke, and learned the valuable lesson that players are going to do the wholly unexpected and force you to improvise when you least expect it.

Also the iron cobra fight ended up being unintentionally hilarious.


Welcome! This is only my second full AP and I've enjoyed it immensely, and learnt a great deal in the process. Not sure what advice to give other than this community is a great resource and find another GM if you can to bounce ideas off of in person. It's fun to have a scheming partner and results in more creative ideas.


I had to drop the Cobra fight myself, my crew was running on empty by the time they got to it and had no real way of damaging it. As for the joke adventure group you made, can be useful as possible "guides" to help the party learn or gear up for the dangers. I took Marran and ran with him as their guide and they seem to like him(well my version of him).

Also before you run the the next lot, look up Haunt rules. I think there's a flowchart around that can help.

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