Note:
I recently noticed that I missed this one back when I reviewed the
adventures in Mummy's Mask. I started this review around the time that I
had to disappear for a while due to overwork. Since the book only
exists in PDF form and doesn't have a physical copy (unless you print
it out yourself), it's never been on my “to review” shelf, and so
I completely forgot that I had never finished and posted it. At any
rate, I have now finished it and so here it is.
One
thing that has often (perhaps surprisingly) varied in adventure path
Player's Guides is how much direct advice they give on character
creation. Some offer only brief descriptions of how each character
class might fit in. Others go into more detail, offering suggestions
on specific feats, spells, skills, and other abilities that would
work well for their particular adventure paths. The Mummy's Mask Player's Guide is
one of these more detailed ones, spending several pages on suggested
options for characters.
I
like the layout chosen for
this as well. Instead of going through classes in alphabetical order,
it looks at categories, such as suggested archetypes, animal
companions, favoured enemies, and so on. It also covers the languages
that will be useful, common religions, and even suggestions for
skills, feats, and traits beyond the campaign traits that are
introduced later in the book. Another very useful inclusion is some
suggested gear to purchase at character creation. Since much of the
first adventure will involve searching through ancient tombs and
buildings, this includes the types of things that are useful in
dungeon crawling, such as candles, chalk, magnifying glasses, and
rope. Players would be wise to take note of what's on the list and
try to acquire as much of it as they can.
Where
the guide
is less detailed is with the background and origin of the characters,
but this is not all that surprising, as characters in Mummy's
Mask can come from pretty much
anywhere and have just about any background a player can dream up.
It's also left to players to decide how their characters come
together and form a group as the adventure path doesn't have a
moment when they meet. They are assumed to already be a group when
the first adventure begins. One bit of character background the book
does cover, though, is party names, since this is important to the
first adventure. There is a sidebar with some options. Groups can
choose one of these or use them as a guide to creating their own
name.
The
Player's Guide
continues with an overview of Wati, the city where the first
adventure takes place. Although the PCs don't necessarily come from
this city, they will be spending a lot of time here, and it's useful
for players to have an overview of information that their characters
can pick up fairly easily. This is doubly useful if their characters
actually come from Wati. There
is also a map of Wati later on the final page of the book.
After
this come the campaign traits for the adventure path. There are some
rather interesting ones here, including Mummy Cursed (which is does
not actually give your character a curse, but rather determines that
one of your ancestors was cursed and your character is now more
resistant to such curses) and Resurrected (which establishes that
your character has already died at some point in the past and been
brought back to life). There's a lot of flavour to the traits and
they'll help characters fit well into the adventure path. However,
they are also not absolutely necessary. Characters won't be at any
disadvantage if they don't take one of these traits.
The
book concludes with an overview of some of the environmental rules
from the Core Rulebook.
Since Osirion (where the entirety of the adventure path is set) is
mostly desert, it's important that players (and gamemasters)
be familiar with the rules for heat dangers, thirst and starvation,
sandstorms, and so on.
The
second-last page of the book is a sheet of hex paper that will be
useful for exploring the PCs will conduct later in the adventure
path. It's good to see the Player's Guide
preparing players for later segments of the adventure path, not just
the opening. With anything like this, there's a fine line between
necessary information and spoiling too much. Here, it doesn't give
too much away. There's just a mention that there will be some
exploring later, and players might find the hex paper useful.
Overall,
I would consider the Mummy's Mask Player's Guide
to be one of the best adventure path Player's Guides so far. It gets
straight to the point and provides players with the information that
they need to create characters that will fit into the Mummy's
Mask Adventure Path.
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