So
far, in the Mummy’s Mask
Adventure Path, the PCs have explored ancient tombs and temples, and
stopped an undead uprising in Wati. At the end of Empty Graves, the PCs came into
possession of a mysterious and powerful magic item. Now, in Shifting Sands by Richard Pett, the PCs
must uncover the history of this item and learn why certain other
groups are desperate to get their hands on it. To do so, they must
travel to the city of Tephu and sift through its expansive library
while also successfully staying on the nobility’s good side.
There’s
a lot to like in Shifting Sands,
but I must admit, it’s left me with something of a mixed opinion.
I absolutely love certain aspects—in particular, its ingenious new
method for handling research, which makes the research far more
interesting than just a few Knowledge checks. It also has some great
opportunities for roleplay, as the PCs must secure for themselves
permission to use the library in the first place. Unfortunately, much
of that roleplay is with a rather one-dimensional NPC whose actions
vary little regardless of what the PCs do. The concluding part of the
adventure allows the PCs to do some exploration of the desert, and
works pretty well, but does feel a touch tacked on.
SPOILERS
FOLLOW
The
adventure opens with the PCs’ arrival in Tephu. There is no
information available in Wati about the Mask of the
Forgotten Pharaoh or the Cult of
the Forgotten Pharaoh who seek the Mask
for themselves, so the PCs have to come to Tephu to use its Great
Library, which they hope contains the secrets they need. However, in
order to gain access to the Great Library, they must first acquire
permission from the city’s haty-a, Deka An-Keret. Unfortunately,
unknown to the PCs, Deka An-Keret is also a member of the Sacrosanct
Order of the Blue Feather, a secret sect of the priesthood of Nethys.
This is the order that hid away the information about Pharaoh Hakotep
(the “Forgotten Pharaoh”) in the first place. As such, Deka
An-Keret, if she knows what the PCs are looking for, has no interest
in allowing them to uncover these secrets. If the PCs Bluff her into
believing they’re looking for something else (and get past her zone
of truth and discern
lie spells), she still has
little reason to let the PCs into the library. Unless the PCs use
magical coercion, she refuses them entrance.
Rather
conveniently, however, during their meeting with An-Keret, the haty-a
is called away to a meeting with Her Excellency Muminofrah, a noble
from Sothis who has arrived in the city. Muminofrah’s timely
arrival makes her the only person in the city who could overrule
An-Keret. The adventure continues under the assumption that the PCs
seek out Muminofrah to get her permission to use the library.
Although the adventure does provide provisions for parties who manage
to coerce Deka An-Keret through magic or who simply choose to break
into the library, parties who go either of these routes will miss out
on several events in the adventure. This might make them a bit short
on experience points, but overall, shouldn’t have too big an effect
on the adventure path as a whole, as most of the events with
Muminofrah are inconsequential in the long run.
Most
parties, however, will likely end up seeking out Muminofrah. There
are several scripted events with Muminofrah, most of which can allow
for good roleplaying opportunities—particularly if GMs are willing
to expand her into a more interesting character. I like that
Muminofrah is both described in the text and actually illustrated
as a woman with a non-standard fantasy body type (i.e. she’s not a
supermodel). Alas, she’s presented as little more than a
caricature—a spoiled noble with no real motivations other than for
people to please her. She becomes immediately smitten with one of the
PCs, and will grant the PCs favours (such as access to the library)
if her chosen PC returns her affections (or at least bluffs her into
believing those affections are returned). She will withdraw her
favours if the chosen PC disappoints her (but is also willing to give
that PCs numerous second chances to get back in her good graces). In
order to ensure her favoured PC keeps coming back to her, Muminofrah
only grants the PCs short periods of time in the library, so they
must return to her to acquire additional permission to continue their
research (as the secrets they are trying to uncover will take many
days, possibly weeks, of study time). Despite the roleplaying
opportunities during the various events with Muminofrah and the
illusion of the PCs attempting to convince her, Muminofrah’s
actions for the most part are completely pre-scripted (she organizes
a chariot race on one occasion so that her paramour can amuse her and
on another, she is simply bored and wants the PCs to entertain her).
Things will turn out pretty much the same regardless of how the PCs
proceed. On the whole, Muminofrah is played mostly for laughs, doing
things simply because, on a meta-level, they provide obstacles for
the PCs, and not because of any actual character motivation. The fact
that she’s a more heavyset woman makes this even more unfortunate,
as far too often in various media, such characters are relegated to
comic relief and rarely get developed as full characters.
Of
course, the spoiled noble is a pretty time-honoured trope in
story-telling, but it would have been nice to see that trope turned
on its heel a little. It wouldn’t be quite so bad if there were a
larger cast of NPCs for the PCs to interact with. But Muminofrah and
Deka An-Keret are the only two NPCs of any significance that the PCs
get any substantial time with. Now, to be fair, Deka
An-Keret is a far more interesting character. She has complex goals
and motivations and a strong personality. Unfortunately, her
political position and duties prevent her from taking much of an
active hand in the adventure beyond being an initial obstacle for the
PCs.
There
are also some oddities in the way the adventure assumes the PCs will
keep going back to Muminofrah for additional library time, even when
they’ve accessed the deeper and more secret parts of the library.
The Great Library in Tephu is divided up into several different
sections, and each of those sections technically needs additional
permissions to access. Some of those sections are even located in
different parts of the city, and not with the main Library itself.
Those sections are in secret locations—locations so secret that
even the librarians themselves don’t know where they are. What
doesn’t make sense is what motivation the PCs themselves have to go
get permission for those secret parts of the library once they’ve
found them. Getting permission to enter the Vault of Hidden Wisdom,
for example, doesn’t give them any special benefit to bypass the
trap at the entrance (they still must essentially break in, even with
permission) or to command the clockwork servant they can find there
(it will help them in their researches regardless of whether they
have permission to be there). Likewise, there are no guards or staff
to report the PCs should they enter without permission. Highly lawful
characters may wish to gain permission anyway as it’s the “right”
thing to do, but less-lawful characters have no reason to keep going
back to Muminofrah by this point.
On
the plus side, Shifting Sands
introduces a system for handling research that is simply brilliant.
It’s a system I thoroughly intend to make use of in other
adventures as well. In short, each section of the library is given a
Complexity rating (the DC for checks) along with a certain number of
knowledge points (kp), which work very similarly to hit points.
Successful Knowledge checks inflict “damage” to the library’s
kp (based on character class, with bards doing the most “damage”).
As each section of the library is reduced to set kp levels, the
characters uncover specific information. In some cases, certain parts
of the library cannot be reduced below specific kp values unless the
PCs also have access to other parts of the library. What I like about
this system is that it makes the whole process of researching much
more dynamic. The players still make Knowledge checks, but there’s
a greater sense of reward for lowering the kp to the specified levels
than there is for just beating a DC with a single check. It simulates
an ongoing and lengthy task without taking ridiculously long and
becoming tedious or boring.
During
the time that the PCs are either entertaining Muminofrah or
researching in the Great Library, the Cult of the Forgotten Pharaoh
is not inactive. They have sent agents to Tephu to recover the Mask
of the Forgotten Pharaoh from
the PCs. Although there are a couple of scripted events involving the
cultists, most of their activities in Tephu are left to the GM to
handle, allowing the GM to spring them on the PCs when it’s most
convenient or dramatic for their individual campaign.
These
cultists report back to another group of cultists in the area of the
Osirion Desert just west of Tephu known as the Parched Dunes. It is
into the Parched Dunes where the PCs will utlimately find themselves
headed once they have finished their investigations at the Library,
for they learn that the way to find the tomb of Hakotep is to first
find the tomb of Chisisek, the architect who designed Hakotep’s
tomb. This, they learn, lies somewhere in the Parched Dunes. Of
course, the Cult of the Forgotten Pharaoh is in the Parched Dunes
because they, too, are looking for Chisisek’s tomb—and they beat
the PCs there.
The
section of the adventure in the Parched Dunes uses the exploration
rules first published in the Kingmaker
Adventure Path, and subsequently in Ultimate Campaign. The PCs must
explore hex by hex as they only know the general area of the tomb and
not its precise location. They may come across several site-based
encounters along the way. I’m a bit unsure of the overall the
effectiveness of this part of the adventure. On the one hand, it
makes a contrast to the city-bound opening. Also, some of the
encounters (assuming the PCs come across them) give GMs the
opportunity to foreshadow the PCs’ encounter with the Cult of the
Forgotten Pharaoh at Chisisek’s tomb and Jamira, the lamia
matriarch who leads them and the main villain of the adventure. On
the other hand, I worry the exploration may start to feel tedious.
It’s not a particularly large map to search, but unlucky PCs who
start off going the wrong way may find their search taking a while.
Also, most of the encounters are essentially “random”. While
they’re keyed to location and not a random die roll, for the most
part, they don’t really have anything to do with the adventure path
as a whole. To a certain extent, one expects this during exploration.
Random encounters are a long-standing part of Dungeons &
Dragons-style games. However, exploration hasn’t been a theme in
Mummy’s Mask so far
(unlike, say, Kingmaker)
and so it seems a bit out-of-place and tacked on. All that said, it’s
hard to say how well this section works without running it, and
perhaps my concerns are completely misplaced. And some groups will
undoubtedly love the distraction from the main plot.
Given
that the location of Chisisek’s tomb is in the top left corner of
the GM’s map, it’s entirely possible some groups may go off the
map before finding it. The area north of the tomb is detailed in the
next adventure, Secrets of the Sphinx, so GMs may want
to make certain they have that adventure before starting this one.
Alternatively, they may have to improvise a bit if the PCs go off the
map.
The
final section of the adventure takes place at Chisisek’s tomb,
where the PCs face off against Jamira and her cultists. It’s a
small, well-designed dungeon crawl that makes an excellent end for
this adventure. The cultists act in a believable manner and at no
point does it feel like characters have just been sitting in one
location forever, waiting for the PCs to come by. The cultists have
been at work excavating the tomb and have already removed Chisisek’s
body (setting things up for the next adventure). Because Jamirah has
had contact with the cultists in Tephu, she knows the PCs are on
their way (either because she was explicitly told or because she has
lost contact with the Tephu cultists and assumes it’s because the
PCs have killed them and are now on the way). As such, she has had
time to plan accordingly for their arrival. The final showdown with
Jamira will work best if the PCs have already heard a little about
her (either from one or more of the desert encounters or from
cultists in Tephu) as it will make the encounter more climactic.
However, even if they haven’t heard anything of her, this final
section should still be enjoyable.
Once
the PCs have dealt with Jamirah and the cultists, they can search the
tomb and find the one area Jamirah hadn’t yet found—Chisisek’s
treasury, which contains all his accumulated knowledge. The PCs must
do one last bit of research in this final “library” to learn the
truth about Hakotep’s tomb—that it’s a flying pyramid utilizing
ancient Shory technology.
Following
the adventure is a detailed article describing the city of Tephu. One
thing I like about this article is that, in addition to the usual
brief history and gazetteer, it also gives information on the papyrus
industry (Tephu’s main call to fame) and includes some new kinds of
papyrus made there. It’s a little bit of lifestyle information that
I often find lacking in these kinds of articles, so it’s refreshing
to see it here.
Next
up is an article on mummification. This looks at more than just
Egyptian-style mummies, but at mummification procedures from around
the Inner Sea (including natural mummification). The article also
includes several variant mummy abilities and some new feats and
spells so that GMs can create unique mummy adversaries.
While
I do have a bit of a mixed opinion of Shifting Sands,
overall I think it’s a pretty decent adventure. Its weakest aspect
is Muminofrah, but good GMs can easily expand on her character,
making her more three dimensional than the caricature she’s
presented as. Doing so could make this adventure (along with its
brilliant research rules) unique and very entertaining.
So what do fighters and barbarians have to contribute to this new research system? Or do they just go watch TV in the other room while the research part of the adventure unfolds?
ReplyDeleteFighters and barbarians get to research as well. They reduce a library's kp by 1d4 + Int modifier on successful checks (+1 additional point for every five points they beat the Complexity DC), so they're not left out. Natural 20's also work like a critical threat. If the second roll confirms, you do double "damage". The system does give bards a chance to shine (they do 1d12 + Int modifier), but it doesn't ignore everyone else. Research is also more of a group activity (for the players at the very least) and so everyone is involved and making rolls together, and depleting kp as a party rather than as individuals.
Delete"They reduce a library's kp by 1d4 + Int modifier on successful checks"
DeleteSo they're every bit as useful as Douena in melee combat. Doesn't sound like much fun rolling untrained Knowledge checks to do 1d4-1 if you can even make the DC. :P
A fair point, but there's nothing stopping them aiding others, in which case all they have to do is beat DC 10. But as I said, the research is very much an opportunity for bards to shine.
DeleteThe fighters and barbarians get lots of other opportunities in the adventure. The research isn't done in one long uninterrupted spell. There are cultists to deal with and undead library guardians to kill. There are certainly weaknesses with this adventure, but providing things for everyone to do isn't one of them.
Muminofrah is a fat tub of lard that has let herself go. There's no 'healthy body type' going on here. She's fat because she's a glutton who gorges herself on fine food and wine. If the gender was male you'd not be complaining one bit about the depiction. She's basically hedonist bot from futurama.
ReplyDeleteNot that I disagree with you, but the poster didn't say Muminofrah was healthy. The poster said it was nice to see a female in fantasy fiction that wasn't a stick in an armored bikini. Male characters run the gamut of fat, skinny, old, young, muscular, frail, but female characters rarely deviate from being either 'thin, young, and scantily-clad' or 'thin, old, and haggard'. An overweight male is not out of the ordinary, but an overweight female is. Muminofrah being fat and opulent makes her stand out as something different, since few female characters are fat, and the adventure is all the better for it.
DeletePersonally I didn't find Muminofrah to be a cliche, because you're right, she comes off exactly like hedonist bot - utterly spoiled, selfish, and decadent, and her weight just added to that.
This wwas lovely to read
ReplyDelete