Every
adventure path has a theme linking its individual parts. This theme
helps set the feel for the adventure path, influences its overall
goal, and plays a role in the kinds of encounters the player
characters have along the way. In Wrath of the Righteous, the theme
is fighting demons and closing the Worldwound. Shattered Star's theme involves
dungeon crawling in order to find the pieces of an important
artifact, and Jade Regent's
involves travelling across the world. Mummy's Mask's
theme is that of Ancient Egypt (Osirian), tombs, and undead. Yet
despite the common theme linking an adventure path, there is always a
certain amount of variety. The adventures of Mummy's Mask
have involved exploring ancient tombs and buildings, protecting a
city from an undead incursion, researching in ancient libraries, and
mingling with nobility. While an adventure path's theme provides
unity, the variety of adventures keeps things fresh and avoids player
boredom from doing the same thing over and over again. It is for this
reason that I'm rather surprised
to see two such similar adventures show up back-to-back as the final
two instalments of Mummy's Mask.
In
many ways, Pyramid of the Sky Pharaoh
by Mike Shel feels like the same adventure as The Slave Trenches of Hakotep.
Sure, the location is changed and the specific monsters and villains
to fight are different, but the overall approaches to both adventures
are identical. Both involve dungeon crawls with PCs overcoming
difficult traps and dangerous monsters in order to solve a specific
puzzle and reach
their goal. To make matters
worse, Pyramid doesn't
really handle itself any better than Slave Trenches,
and anyone who has read my review of that adventure (linked above)
knows that I was not very impressed by it. This makes the two
concluding adventures of the adventure path into one extended slog
through encounter after encounter with monsters and villains that
serve no other purpose than to sit in one spot until the PCs arrive
to kill them—adventures in which the villains take no active roles
at all other than to wait for their demise. On the plus side, I
absolutely love one of the support articles, and the fiction that has
been running through the entire adventure path (reviewed at the end
of this review) is the best I've read in Pathfinder
Adventure Path so far.
At
the end of The Slave Trenches of Hakotep,
the PCs successfully called down Hakotep's flying pyramid to the
ground so that they could finally face Hakotep himself. This
adventure picks up from that point. The PCs must now enter Hakotep's
pyramid and find their way to the Sky Pharaoh
himself. This is a pretty easy adventure to summarize as there's very
little more to it than that. The pyramid has five distinct sections:
one for each of the four elements and a fifth section which is
Hakotep's innner sanctum.
The PCs must search the four elemental sections first in order to
unlock the entrance to the fifth. They can take the four elemental
sections in any order, but must complete all four in order to gain
entrance to their final destination.
Given
that this is a high-level adventure, it therefore needs to take
precautions to ensure that the PCs don't just use teleport
or similar spells to jump right to the end. As such, the tomb has
magical protections that limit dimensional travel. Spells like
teleport and dimension
door only work inside the
pyramid if there is an unobstructed route between the two locations.
If there is anything blocking the way (such as a wall), the spells
cannot penetrate. I've always been highly critical of adventures that
utilize these kinds of limitations. On the one hand, it makes perfect
sense that, in a world where teleportation is possible, people would
develop ways to defend themselves against it. But on the other hand,
to pull this trick out too often just denies players the fun of using
abilities they've worked hard to gain for their characters.
A certain amount of compromise between these two things is necessary.
This adventure tries to compromise with allowing dimensional travel
along unobstructed lines, but as this limitation hangs over the
entire adventure, it really isn't enough. If the limit existed only
on Hakotep's inner sanctum and
not on the elemental regions,
it would be much easier to accept.
By
hanging this limitation over the entire adventure, it forces this one
into the same mould as the first Mummy's Mask
adventure, The Half-Dead City
(except this one doesn't have the same originality of locations as
that earlier adventure). Yet this is an adventure for 15th-level
characters, not 1st. It should be doing very different things, not
striving to do the same thing over again.
A
bigger problem with this adventure, however, is just how static it
is. I have the same problem with The Slave Trenches of
Hakotep and, in my review of
that adventure, I commented on how one of the NPCs is explicitly
stated as waiting around for the PCs to arrive. It
probably goes without saying that I'm unimpressed to see it happen
again in this adventure: “Now that the PCs have used Hakotep's own
anti-Shory weapon...to call the Sky Pharaoh's pyramid back to earth,
the undead pharaoh waits for them to make the next move” (7). After
making a brief proactive move at the beginning of the last adventure
(sending another flying pyramid after the PCs), Hakotep slinks back
into the shadows and becomes a non-entity until the PCs reach him.
The fact of the matter is, if he and his various servants that the
PCs encounter one by one throughout the adventure just all exited the
pyramid together when it lands in front of them at the beginning,
they would very likely destroy the PCs altogether. Admittedly,
Hakotep's Intelligence score is only 12 (lower than most final
villains), but that's still meant to be above average. Of course,
destroying the PCs in the opening encounter would make for a pretty
unfun adventure for the players. What's needed here is a complete
redesign of the adventure so that the villains can take realistic
actions without totally wiping out the PCs.
One
of the redeeming factors of The Slave Trenches of Hakotep
is the presence of a particularly well-executed NPC, allowing for
some good roleplaying opportunities
and a bit of a break from the static nature of the adventure. Pyramid
of the Sky Pharaoh, on the other
hand, has virtually no roleplaying opportunities at all. At the
beginning, Hakotep sends one of his servants out to speak with the
PCs (and basically taunt them), but beyond that, the entire adventure
just involves trap after trap and fight after fight. Admittedly,
there are some clever and dangerous traps in the pyramid, but
the last adventure was full of clever traps too, and by this point,
it's all getting quite stale. The NPCs who are encountered have
little in the way of personality (not that there's much opportunity
for them to show a personality anyway) and Hakotep himself, after an
entire adventure path building up to him, turns out to be a rather
dull and uninteresting final villain. When the PC finally reach him,
he gives them a speech about
how foolish they are to oppose him and how they should be honoured to
be allowed to come so close to him. Despite the fact that the PCs
have just defeated all his most powerful servants, he continues to
behave as if they are far beneath him. I suppose it's possible he
really does have such over-the-top confidence in himself, but it
makes for a very unoriginal and uncompelling villain. He pretty much
engages in all the worst tropes of supposedly intelligent villains
acting unintelligently.
The
biggest disappointment in this adventure, however, is again similar
to a problem I have with the previous adventure. This adventure does
not in any way deal with the effects on the rest of the world. In
Slave Trenches, a
flying pyramid attacks the city of Wati, yet there is no examination
of how that affects the city. Here, there are numerous flying
pyramids heading towards various cities across Osirian (all of which
never quite reach their destination before the PCs destroy the
control devices in Hakotep's pyramid that causes them to crash), but
there's no opportunity to see the effect on the country. At 15th
level and above, the PCs' actions should
be noticeable to the land
around them, yet this adventure takes place in a completely isolated
location where no one else will ever see what the PCs have done. What
an amazing adventure it could have been if the PCs had to move from
city to city (possibly via those teleport
spells the adventure denies them) to fight against flying
pyramids—not journey through the pyramids, but actually fight
against them! That
would make this adventure very similar to what I wished Slave
Trenches was
like, but if just one of them were like that, it would break up the
monotony.
In
the final volume of an adventure path, one of the support articles is
always a “Continuing the Campaign” article, and this volume is no
different. There are some interesting ideas here, one of which
involves Ulunat (one of the spawn of Rovagug, whose shell forms the
centrepiece of the city of Sothis) awakening and going on a rampage.
While I kind of wish something like this had happened in the
adventure path itself (not necessarily with Ulunat,
but rather the flying pyramids as I just mentioned), it's good to see
the option offered here.
After
this comes “The River of Souls” by
F. Wesley Schneider. This
article takes a look at what happens to characters after they die in
the Pathfinder Campaign Setting. While much of this information has
been known vaguely, this
article puts it all into context and gives a much clearer picture
than what we've had previously. And it's a truly wonderful article,
which sheds light on an important part of the setting. Death (and
what happens after) guides things like spirituality and, while PCs
may never learn the full details of the cycle of souls given here,
this information helps GMs present a detailed and complex setting.
This
month's Bestiary takes a brief look at the other flying pyramids that
are glossed over in the main adventure, providing GMs with a bit of
information in case the PCs decide to go do a bit of mopping up after
the adventure path is over. Of course, it also has the usual
collection of new monsters, including the mummy lord template, which
is used to define Hakotep's abilities.
Mummy's
Mask started out very promising.
It was a calmer, less world-shattering adventure path than Wrath
of the Righteous before it, but
full of opportunity for rich history and story-telling. It reached
its peak in Secrets of the Sphinx,
and then just kind of fell off the edge. The early adventures took
place in a living, breathing world. The last two, while involving
pyramids and mummies, are completely cut off from the world developed
in those early adventures, and consequently lack the grounding that
setting provides the story. That, unfortunately, makes for an
unsatisfying and anti-climactic conclusion.
“Shadow
of the Sands”
The
“Pathfinder's Journal” has been a part of the Pathfinder
Adventure Path since volume 1.
It has run fiction since volume 2, making fiction a long-standing
part of the monthly publication. However, the fiction has also been
something of a contentious part of the Pathfinder Adventure
Path. Many people have voiced
opinions on Paizo's messageboards that they don't think that fiction
should be part of a gaming resource, that fiction should be published
separately. Others feel that much of the fiction has been too
tangentially related, if related at all, to the adventure path it's
published with—and to be fair, it's true that the fiction has
sometimes had very little in common with the adventure path.
Personally, I like that the fiction is there. It somehow feels right
to me—which is a bit odd, I suppose, given that I
generally haven't found it to
be very good. Some stories have been better than others, but few have
been truly enjoyable. However, “Shadow of the Sands” by Amber E.
Scott, which runs through the six volumes of Mummy's Mask,
proves my faith in having fiction in each volume. It is by far the
best story I have read in Pathfinder Adventure Path
so far (although I will confess that I haven't read every story). I
absolutely enjoyed every moment of it.
The
story hooked me from the very start (as an aside, I'm very grateful
that I always wait until all six parts of a story are published
before reading; that way, I didn't need to go through the agony of
waiting for each new instalment). The characterization is very strong
and this is immediately apparent. I really like that this story
doesn't feel the need to start by telling us all about the narrator's
past deeds. The narrators in “Pathfinder's Journal” stories often
come across as immensely self-centred because they spend a lot of
time (generally in the first instalment) telling you how great they
are. In “Shadow of the Sands”, the narrator's history is brought
up as it becomes
relevant. The narrator doesn't feel the need to dwell on her
abilities and previous deeds. She has a task and she sets to that
task.
But
not dwelling on the past doesn't mean the past hasn't shaped this
character. It becomes quite clear as the story progresses that Nenet
is very much shaped by her past, but the story allows us to learn
about her by experiencing her in action. It shows
us who she is rather than tells,
and it accomplishes this wonderfully. Nenet is probably the most
well-realized character in a “Pathfinder's Journal” story I've
read. From the very first sentence, we get a feel for who she is when
she tells us that “the grass is as sere as grandfather's glares.”
She doesn't dwell on her relationship with her grandfather—indeed,
she doesn't mention him again for quite some time—yet we can tell
right off the bat that he's an important person in her life, someone
who lingers in her thoughts.
The
other characters come off well too. Developing non-point-of-view
characters in a first-person narrative can be difficult as we only
ever see them from the narrator's point of view. Nonetheless, Farhaan
quickly becomes a character you feel you know well. The villain Kema
has a smaller role, but remains a relatable character.
It probably helps that the story has a small cast of characters,
allowing each one to be developed more fully.
Nenet
and Farhaan's relationship works particularly well. From their first
meeting to Nenet's later rescuing Farhaan, their burgeoning
friendship progresses in a fully believable way. Too often, for the
sake of expedited drama, relationships between characters develop
into friendship and especially love at ridiculous rates. It's nice to
see people behaving a little more realistically here. It's also
really nice that their relationship does not
become a romance. Too often, romances in fiction happen simply
because of a belief that there needs
to be a romance (particularly when the protagonist is female) and not
because the characters make a believable couple.
Another
thing I like about “Shadow of the Sands” is how well the
individual instalments work on their own. While they work together to
tell an overall story, each developing on the last and leading into
the next, they also each have a definite beginning, middle, and end.
The full
story doesn't read like it was simply chopped up into six pieces, but
rather like it is composed of six distinct and complete episodes.
Most “Pathfinder's Journal” stories actually do this pretty well,
but “Shadows of the Sand” does it particularly well.
If
I have one criticism of the story, it's that the ending is a little
abrupt. The solution and negotiation with Kema is very quick and then
the story is over. I would have liked a bit more development here and
a bit more of a denouement,
but this is a minor point. I do like that the ending doesn't involve
a battle with Kema, or having
to kill her. She is
a villain through circumstance and fervour
of belief, not through being evil, and this makes for a great change
from the typical villain. It's possible to reason with her—which is
exactly what happens to resolve the story.
To
answer the complaints about the “Pathfinder's Journal” that I
opened this review with—that the stories don't relate enough to the
adventure path—this story is the first to follow a slightly
modified format. Each instalment contains things that can be directly
applied to campaigns—from maps of locations to diagrams of
creatures to brief character sketches (both
in words and as illustrations). All these things are done in the form
of entries in Nenet's journal. The first instalment, for example,
contains a map of the Tooth and Hookah, a tavern that features in
both the story and The Half-Dead City.
It's a good way of adding gaming use to the stories without
interfering with the stories themselves. Indeed, the little journal
entries help to enhance the story.
I
really hope to see more fiction of the calibre of “Shadow of the
Sands” in future instalments of the “Pathfinder's Journal”. If
the authors and editors need a bar to aim for, this story is
certainly it.
Just got Fires of Creation in the mail today. So far I'm liking it better than Mummy's Mask. Pathfinder just does not do pulpy exploration/investigation well.
ReplyDeleteYour blog is amazing. Although, 2019 entries seem a bit thin on the ground. I hope you haven't discontinued it.
ReplyDeleteActually. To me its not that they can't do the Pulpy investigation/exploration stuff well. Its that the people they put together on writing these adventures out may not be suited writing out a suitable climax. Especially when it comes down to the major villains. The Sky Pharaoh sounds like a Cartoon Character than an actual villain. There's also some Logistics errors in the fact in "how could the Sky Pharaoh's Slave Trench Contraption still be working?" especially after his death when he didn't even get a chance to use the time. (I may not know much about this...Admittedly) Which makes me wonder if that Contra even works at all?
ReplyDeleteHonestly, I would rather ground the Flying Pyramid first after a lengthy, but kickass battle of tactical positioning that traps the Pyramid. If the Sky Pharaoh is as badass as he claims, he should already have a mummified Army of followers and monsters to send out to Invade and crush Wati or the Osirion Capital itself! But after the First invasion of undead, well...we got ourselves a full-on Civil War in the desert with the all your Npc Allies coming in Avengers style as the main group goes crashing through the Hakotep's Doorstep and no have to deal with a Literal floating Mummy Lich! I mean, how often do you fight a flying Mummy Lord?