3 out of 5 rating for Mummy's Mask Adventure Path
This is based on a read through only, perhaps some of my suspicions will not be born out in actual play.I actually liked the start of this, although the hook is kinda flimsy and badly in need of some fleshing/building out by the GM. After that, it's 3 nicely varied dungeon/ruins explorations (if your group is not inclined to enjoy exploration of ancient ruins, this is not the AP for you). After that, it has a kinda weak tie-in to a decent second adventure (undead siege - nice change of pace). The rest of the volumes involve characters pursuing leads and exhaustive research to track down the ultimate Bad Guy (who doesn't seem to appear or influence much, aside from his cultists being pests, prior to the very end) and avert Doom. There are some nice touches (like the BBW love/influence interest whose favor the group must curry), but I can just imagine my group attempting this AP. It'd be a never ending series of "Why are we here again? More books and scrolls? Really?" etc. If your players are a team of librarians or post-doc research junkies perhaps his will appeal to them.Finally, I found the number of books that the items and monsters are drawn from to be really irritating. I have no interest in purchasing the Bestiary 4 or Tome of Horrors Complete (which is $100), even though the latter has an excellent reputation. I just don't need more monsters, 3 bestiaries is enough for me. Also, many of the magic items used or handed out come from other volumes I have no desire to purchase. Not having those, I find I'd have to redo many combat encounters anyway, which defeats my purpose in buying an AP to begin with. In fact, since I envision future AP's using an ever-bloated volume of rules to pull from, this will probably be my last AP purchased.