Mummys mask, book 1, core!


GM Discussion

Silver Crusade 2/5

So, I'm doing a core run of the sanctioned bits of Half Dead City. Spoilers ahead...

Spoiler:
group is about to meet The Scorched Hand at the inn. It leaves it interesting in a few ways.

Spoiler:
1. The Hand is hungry for knowledge, and not looking to make enemies.
2. I've got a wizard in the party that may be looking to swap some spells with these guys. Azaz has Ear Piercing Scream, and Velriana has '3 first level spells of the GM's choice' in her book.

Spoiler:
So, would the Scorched hand trade some spells? Would giving Velriana a non core spells an okay thing, considering it a reward for a resourceful player?

Thanks

Grand Lodge 4/5 **

Flagged to be moved to the GM Discussion. Spoiler tags would be nice, too.

Silver Crusade 2/5

Thanks. Hopefully I edited in the spoiler bits correctly

Grand Lodge 4/5 **

Nope. Spoiler tags aren't correct. If it gets moved to GM Discussion forum then there's no need for spoiler tags.

Dark Archive 4/5 5/5 ** Venture-Agent, Australia—QLD—Brisbane

Core characters can only get access to non-Core spells if those spells are mentioned on the chronicle. This generally only happens through scrolls, rather than spellbooks, although there are a few exceptions.

Customer Service Representative

Moved and fixed up the spoiler tags, although its a bit late.

Liberty's Edge

I had honestly thought about running this AP as my first Society based game, how has it been so far for you?

Grand Lodge 4/5 **

I own the first couple books and have thought of running it as a sanctioned game as well. Book 1 seems really good for both beginner and novice players alike. I was able to get a hold of the Mummy's Mask Pawn set which is amazing and highly suggest you get it if you plan to run it.

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