After
the potentially world-shattering Wrath of the Righteous, the new
adventure path has moved to something somewhat calmer and less
immediately devastating. Indeed, the first instalment of Mummy’s
Mask, The Half-Dead City by Jim
Groves, has one of the calmest openings for any adventure path. This
isn’t a bad thing. It provides a contrast with other adventure
paths and sets the tone for this one. While big things may well
happen down the line, this adventure path is taking the time to set
the scene and build things up before letting all hell break loose.
The
Half-Dead City is very much a
dungeon crawl, and while I’m not the biggest fan of pure dungeon
crawls, this is a well-made one and one I can imagine myself running
at some point. As a consequence of delving into tombs, there’s not
a lot of opportunity for interaction with NPCs, but nonetheless, it
does manage to have several extremely well-developed and interesting
NPCs. The PCs may not get a lot of time with these characters, but
that time will almost certainly be memorable (assuming the GM plays
them well).
SPOILERS
FOLLOW
I’ve
often commented that I love when adventures open with a big event
that draws the PCs immediately into the action. This is not one of
those adventures. However, to be fair, if every adventure opened that
way, that style of opening would eventually get just as stale and
boring as the typical opening where an NPC hires the PCs to
accomplish some task or another. What’s great about The
Half-Dead City’s opening,
however, is that it’s not one of those typical openings either. In
an adventure where the principal (and pretty much only) motivation
for the PCs is explicitly the gathering of wealth and treasure, it
makes a wonderful twist that it doesn’t open with someone offering
the PCs money to perform an otherwise altruistic task.
No
one offers to pay the PCs anything in The Half-Dead City.
Instead, the premise (and one in which players will need to design
their characters around) is that the party has come to the Osirion
city of Wati (the Half-Dead City of the title) to explore the
Necropolis. Millennia ago, Wati was struck by the Plague of Madness
and over half the population died. It took centuries for the city to
recover, but even once it did, the Church of Pharasma sealed off an
entire section (which became known as the Necropolis) of the city to
serve as a tomb for all the people who lost their lives there. A few
years ago, Pharaoh Khemet III formally opened the tombs of Osirion to
foreign explorers in order to stimulate his country’s economy. Only
Wati’s Necropolis remained closed. But now, it too is being opened
and adventurers from all over the world have come to explore it. The
PCs’ party is amongst them
Although
the church of Pharasma is not too happy about opening up the
Necropolis, it is cooperating in order to have some control over it.
To avoid various parties squabbling over who gets to explore which
parts of the Necropolis, the Pharasmins have created a lottery to
determine randomly who goes where. The adventure opens with the PCs
and all the other adventurers from around the world gathered by the
Grand Mausoleum of Pharasma awaiting the results of the lottery. It’s
an unusual opening, for sure, but one that creates a very intriguing
mental image. The idea that the PCs are not unique and that there are
other adventurers in the world is not a new one. However, having a
scene in which the PCs are explicitly just a small fraction of a
crowd of adventurers is certainly a new approach to the idea.
Of
course, at a meta-level, the lottery that determines the location the
PCs get to go to first is not really random. The adventure has
already decided that location, so GMs don’t need to worry about
making a bunch of rolls to determine where everyone goes. All that
really matters is the assumption that, in-game, the process is random
and the first location chosen for the PCs just happens to be the Tomb
of Akhentepi. The fact that this first of three dungeons (as well as
the second) the PCs will explore in this adventure has absolutely
nothing to do with the overall adventure path helps to maintain this
illusion of randomness. That said, some players may wind up
disappointed that two thirds of this adventure are ultimately rather
pointless. Conversely, however, other players may like the sense of
realism this adds. It really comes down to a matter of personal
taste.
The
three dungeons in this adventure are quite well-designed. First off,
none of them suffer from the problem that they seem to have no
purpose beyond being a place for the PCs to explore and fight things
in. The traps and inhabitants are placed in a way that makes sense as
something that might actually exist in a real world. Perhaps most
importantly, each of the three dungeons is sufficiently different
from the others, ensuring that the adventure doesn’t become stale
from the PCs having to do the same thing over and over again.
The
Tomb of Akhentepi is the kind of dungeon players are most likely
expecting from Mummy’s Mask—namely, a tomb full of devious
traps and either undead or constructs to fight (in this case, it’s
constructs). Exploring ancient tombs is often the first thing people
think of when they think of adventures in Ancient Egypt (which is
what Osirion is based upon). As such, I’m glad that The
Half-Dead City presents this stereotype and gets it out of the
way first, fulfilling the expectation and moving on to more
interesting things. That’s not to say that the Tomb of Akhentepi
has nothing interesting about it, just that it’s less interesting
than what is to come.
After
finishing in the tomb, the PCs get an opportunity to rest up before
learning their next location from the Pharasmins. During this time,
they get their first real opportunity to interact with the other
adventurers exploring the Necropolis. They are invited to a gathering
at the Tooth & Hookah, an inn in Wati (and the inn that the PCs
are probably staying at). At the gathering, they get to meet several
other adventuring groups, including the group that will play a
significant role later in the adventure, the Scorched Hand. Not only
does this section provide a good roleplaying contrast to the dungeon
crawling of the rest of the adventure, it also includes a large and
varied selection of interesting NPCs. Of course, space is at a
premium, and each of these groups (except the Scorched Hand) only
gets a paragraph or two of description. Nevertheless, each group
manages to be distinct and compelling. It’s a shame most of these
characters appear only in this scene and nowhere else in the
adventure (and probably not in the adventures to come, I suspect).
At
this gathering, the PCs first hear mention of something called the
Erudite Eye when Velriana, the leader of the Scorched Hand begins
asking all the other groups whether they’ve heard of it or of
anyone being assigned to explore an ancient temple or shrine. This is
the first hint of the greater plot of the adventure path, but one
that is not followed up on immediately.
The
second location the PCs get to explore is the House of Pentheru. And
it is literally a house, a place that a family used to live in until
the Plague of Madness killed them all. This “dungeon” is
definitely my favourite of the three, partly because it’s not
really a dungeon/tomb (it just happened to be in the portion of the
city that would later be sealed off as the Necropolis), but also
because of the wonderful way the adventure allows the PCs to uncover
the history and fate of the family that lived here. Through the use
of haunts and other undead, the PCs gradually learn the tragedy that
afflicted this all-too-normal family. Even though there’s no real
opportunity for role-played interaction here (haunts are not things
that are really interacted with; they just play themselves out in
repetition), the location presents some very vivid characters in the
form of this long-dead family.
The
final dungeon is the Sanctum of the Erudite Eye, an ancient temple
dedicated to Nethys. Unknown to the PCs, the Scorched Hand has gone
to the temple ahead of them. They came to Wati specifically to find
this temple. When the church of Pharasma refused to authorize them to
explore it (as the process must be random), they decided to go ahead
and explore it anyway, ahead of whatever group gets assigned it. They
don’t know specifically that the PCs have been assigned the
Sanctum. However, they have hired a group of thugs to ambush anyone
trying to approach the temple while they are in it. The PCs must
first deal with these thugs and might possibly be able to learn of
the Scorched Hand’s involvement this way.
Unknown
to both the PCs and the Scorched Hand is that there is a third party
involved. A necromancer named Nebta-Khufre has learnt that the
Sanctum is the hiding place for a long-forgotten, but powerful magic
item called the mask of the Forgotten Pharaoh. He has entered
the Sanctum ahead of both groups. He is still there when the Scorched
Hand arrives, at which point he has already recovered the mask.
He sneaks out without them discovering him (and resetting some of the
traps they’ve already bypassed) before the PCs arrive. The PCs
discover evidence of his being there while they explore the Sanctum,
but they do not actually encounter Nebta-Khufre in this adventure.
Paizo’s
earlier adventure, Entombed with the Pharaohs used the idea of a rival adventuring party
competing in the same dungeon as the PCs and that idea is reused here
as a deliberate homage to that Osirion-based adventure. I really like
the concept, but it does require that GMs fudge the timing a bit in
order to ensure that the PCs arrive while the Scorched Hand is still
there and that they encounter each other before the rival group has a
chance to get away. It’s an easy enough job to do; however, it can
potentially stretch belief a bit if the PCs take a long time to
search the temple. Groups that suffer heavy injuries, for example,
might decide to withdraw from the temple to heal and the GM must now
have a way to explain the Scorched Hand still being there when the
PCs return. The adventure does acknowledge these potential problems
and offers a few suggestions to help deal with them. In the end,
though, this is the kind of behind-the-scenes manipulation that GMs
have to do all the time, and is not really a problem here. It just
has a slight potential to be more noticeable.
Timing
problems aside, there’s no doubt that the presence of the Scorched
Hand helps make the Sanctum of the Erudite Eye more than just a
run-of-the-mill dungeon crawl. It adds a different kind of conflict,
especially since the Scorched Hand aren’t necessarily villains.
Rather, they’re religious fanatics, some of whom may even be
convinced to work with the PCs. The resolution between the Scorched
Hand and the PCs doesn’t necessarily have to come down to combat
(although Velriana is not easily dissuaded from her quest). Alas, if
there’s one flaw to the adventure, it’s that the PCs have very
little opportunity to interact with the Scorched Hand’s members,
either as a group or individually. Each member gets a wonderfully
detailed two-page write-up at the end of the adventure (and all four
are compelling characters), complete with information on how the PCs
might reason with each one, yet the adventure itself provides very
little opportunity for the PCs to actually get to know them and
attempt that reasoning. Still, as long as the PCs don’t attack the
moment they discover the Scorched Hand’s presence in the Sanctum of
the Erudite Eye, they might get the opportunity to learn a little
about why the religious group is there. Also, some GMs might want to
expand on the segment at the Tooth & Hookah, as well as the other
moments of downtime between dungeons, and this could provide further
opportunity to interact with the Scorched Hand.
The
adventure ends when the PCs have concluded their exploration of the
Sanctum and have dealt with the Scorched Hand. At this point, they
have only encountered the barest of hints of something larger going
on (mainly the presence of an unknown third party in the Sanctum).
Indeed, even though the players probably know they’re playing an
adventure path, the characters themselves will likely have no idea
that they have become involved in a bigger story. Mummy’s Mask
is not the first adventure path to leave the overall story still
unapparent at the end of the first adventure; however, it is perhaps
a little more pronounced here. Whether this is a good or bad thing
really remains to be seen (and likely just comes down to personal
taste).
The
main support article in this volume is “Wati, the Half-City” by
Crystal Frasier. It provides a comprehensive look at the city the
adventure is set in and makes a great resource for GMs to use to
expand on the downtime segments of the adventure. The article is
split into three sections. The first covers the city’s history,
while the remaining two are gazetteers, one covering the “City of
the Living” (the inhabited portion of the city) and the other the
“City of the Dead” (the Necropolis).
As
The Half-Dead City is the first part of a new adventure path,
the volume also contains an overview of all six instalments so that
GMs can know what to expect. This month’s Bestiary contains a
number of interesting new monsters, several of which are put to good
use in the adventure itself. They include guardian scrolls
(essentially animated construct scrolls) and ahkhats (elemental
beings that dwell within the actual structure of a building, making
that building’s walls and floors a part of the creature itself).
There
is also the first part of a new Pathfinder’s Journal, “Shadow of
the Sands” by Amber E. Scott. This volume sees a slight change in
format to the Pathfinder’s Journal. In order to make it more
relevant to the adventure path and more usable to GMs, the Journal
now contains game-related information to go along with the story.
This instalment contains a map and description of the Tooth &
Hookah. However, since it is still primarily a work of fiction broken
up into parts spread out over the six volumes of the adventure path,
I’m going to continue to wait until the final instalment before
reviewing the story. It is simply much easier to review these stories
as a whole than each individual part.
Overall,
I rather like The Half-Dead City. It’s a straight-forward
adventure, and relatively calm compared to many adventure path
volumes. While it’s primarily a dungeon crawl, it breaks it up into
three separate dungeons, each with enough distinction to keep
players’ interest. It also manages to include a selection of
interesting NPCs for the PCs to interact with. What it does best
though, when combined with “Wati, the Half-City”, is provide a
compelling environment for the PCs to adventure in.
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