...as would one that would allow you to purchase and download PDFs to your phone.
You can already do that with the stock Droid phone (purchase through the browser just like you do from a regular computer, download to the phone and view with the PDF viewer).
EDIT FROM THE JUDGES: Please read this information about playtesting these encounters. We've also added hyperlinks from the encounter's short stat blocks to the full stat blocks in the PRD so you have the information you need to run the encounter.
The Thanatopic Amphisbaena
==========
Early in the war between Geb and Nex, Geb and his followers planned a surprise attack on Nex through the Shattered Range. Nexian spies discovered and reported Geb’s plans, spurring Nex to execute an unexpected counterattack of his own near the present-day border of the Mana Wastes. Nex called a pair of crimson worms (variant purple worms) to devour Geb and his army. After the worms consumed half the combatants, Geb subdued the threat by fusing the two creatures together in a way that each worm's stinger pierced the other's heart, killing both, but not before the conjoined creature’s death throes slew dozens more. Eventually, desert sands covered all evidence of the battle, rendering it a mere footnote from the Age of Enthronement.
Over 4,000 years later, Mehnit, an unusually intelligent Gebbite mummy with an affinity for handling snakes, arrived in western Geb searching far from the heart of the country for her favored reptiles. Mehnit viewed herself as an ascendant serpent goddess, given her gift of immortality and her ability to control snakes, specifically amphisbaenas that she viewed as the perfect representation of the dichotomy between life and death. She happened upon the partially uncovered, preserved corpse, and noted the colossal creature’s resemblance to a serpent. Her curiosity piqued by the creature itself and the susurrus emanating from the worm, she approached the odd war monument. At the mouth belonging to the exposed head, a handful of spectres—remnants of victims of the worms' onslaught millennia ago—greeted her. The spectres taught her the secret of the Wormheart, whispered to them over the ages by the slumbering twin hearts, which would grant her control over the engine of destruction. Without corporeal forms, the remaining spectres could not manipulate the Heart and animate the creature, while the skeletons and zombies still within the corpse lacked the intelligence to operate the Heart. Mehnit, with the aid of her mindless servants, cored out the two stingers—fragments of which she bound to her wrists so she too could inject venom in her foes. She then melded the individual hearts to create the Wormheart and a burgeoning connection with the creature. Upon discovering the second head resting beneath twenty feet of sand, she grew assured of her destiny to bring this Geb-crafted weapon to life. Flush with dreams of becoming a great leader and awakening Geb from its torpor, Mehnit retreated to the submerged head to study the full power of the Heart. Unbeknownst to her, the spectres taught her about the Heart in order to lead to the fused worm's destruction, thus freeing them from their millennia of imprisonment.
Mehnit spent years of study only to achieve basic control of the creature’s inner musculature. She nearly ended her research prematurely when she stepped on a spot inside the worm that triggered an involuntary convulsion, crushing a pair of zombies that accompanied her. After that incident, she meticulously mapped out all the locations of her new home's traps, sacrificing more of the mindless undead inhabitants. She then turned her focus to achieving mobility for the worm. Several weeks ago, Mehnit realized she required a closer connection to the Wormheart to gain greater control, so she gladly placed the necrotic organ within her own chest cavity. Shortly thereafter, she managed to move the creature's aboveground head; today she is certain she will finally get the worm's corpse to move fully. Only by navigating the mostly inert creature and finding the buried head can adventurers stop Mehnit from enacting her plans and bringing the foul creation to complete unlife.
The worm’s interior remains remarkably well preserved, due to Geb’s magic and the corpse’s burial beneath desert sands. The smell of rot pervades the passageways, although not strongly enough to cause nausea. The entirety of the corpse's interior is unlit. The cylindrical passageways throughout the worm are 15 feet wide and 15 feet high, but a handful of chokepoints force explorers to squeeze through dead flesh, and many places on the floor feature an unusual trap where the worm’s muscles squeeze together and crush nearby victims. Skeletons, zombies, and Mehnit’s snakes patrol the interior of the worm, while the spectres remain hidden but report any activity to Mehnit.
6. The Submerged Head (CR 6 or 9)
==========
After squeezing through another small hole, you reach a second head belonging to this eerily conjoined crimson worm. An altar replete with snake motifs stands near the toothy maw. Skeletons mill about, while a mummy standing at the altar frustratedly commands the worm to move.
This area benefits from an unhallow effect (for the low tier, no other spell effect applies; for the high tier, protection from energy (fire) applies). Entering this chamber through the choke point requires squeezing (refer to Pathfinder Core Rulebook 193). The last character going into the worm's head faces a haunt (detailed below).
Creatures: Mehnit has invested too much in her dreams of power—and she is too close to achieving her goal—to let this inconvenience thwart her. She shouts for the skeletons to attack, while her amphisbaena (or amphisbaenas, at the high tier) follows. The front (or only, for the low tier) row of skeletons steps forward 5 feet in order to trigger the worm's involuntary muscular action, potentially crushing hesitant adventurers. The skeletons start the encounter in the row(s) behind the trapped spaces, while the amphisbaena(s) start behind the skeletons. Both use straightforward tactics.
Because Mehnit bears the heart in her chest, she can concentrate on controlling the worm as a move action. She only attacks adjacent foes, unless a competent spellcaster targets her, in which case she moves to attack. Assuming the party does not incapacitate her, the following events occur:
Round 1: The worm's head judders, causing every creature to succeed at a DC 10 Reflex save or fall prone. Mehnit and her snakes are immune to this effect.
Rounds 3-5: The worm jerks its head up through the sand. This has the same effect as above, except the Reflex save DC increases by 2 each round, starting at 12 in round 3. During round 5, the trap resets itself.
Round 6: The worm bursts through the sand, sending everything inside the worm flying. All creatures inside the worm must succeed at a DC 20 Reflex save to avoid moving 5 feet away from the mouth (potentially triggering the trap), taking 1d6 points of damage and falling prone. Mehnit, who reacts with a mixture of surprise and elation, is not immune to this effect.
Round 8: Mehnit gains full control of the creature, allowing her to command the worm to grapple one character per round (CMB +24). If the worm succeeds at its check, it crushes its victim in the folds of its walls, dealing 4d8 points of bludgeoning damage.
Low Tier (CR 6): Mehnit CR 5LINK Mummy
XP 1,600
hp 60 (Bestiary 210)
Melee slam +14 (1d8+10 plus mummy rot and plus purple worm poison, Fort DC 19)
Skills Handle Animal +13, Intimidate +13, Perception +16, Spellcraft +13, Stealth +11, Use Magic Device +13
Two-headed Venomous Snake CR 1LINK Venomous Snake
XP 400
hp 13 (Bestiary 255)
Melee bite +2 (1d4-1 plus poison) and bite +2 (1d4-1 plus poison)
Skeleton (2) CR 1/3LINK
XP 135 each
hp 4 (Bestiary 250)
High Tier (CR 9):LINK Mehnit CR 5 Mummy
XP 1,600
hp 60 (Bestiary 210)
Melee slam +14 (1d8+10 plus mummy rot and plus purple worm poison, Fort DC 24)
Skills Handle Animal +13, Intimidate +13, Perception +16, Spellcraft +13, Stealth +11, Use Magic Device +13
Amphisbaena (3) CR 4LINK Venomous Snake
XP 1,200 each
hp 45 (Bestiary 2 25)
Skeleton (5) CR 1/3LINK
XP 135 each
hp 4 (Bestiary 250)
Haunt: Ancient victims of the worms’ attack have not been laid to rest; some linger near the entrance to the buried head. A haunt targets the last creature squeezing through the opening. For the low tier use the shrieking walls haunt (The Brinewall Legacy 41); for the high tier use the bleeding walls haunt (GameMastery Guide 243)
Trap: Any Small or larger creature stepping on an indicated square sets off the worm's reflexive swallowing. The trap affects all creatures in the row behind the trapped squares (towards the worm’s interior). Use the falling block trap (Pathfinder Core Rulebook 420), except reduce the Perception and Disable Device DCs to 15, and reduce the damage to 2d6. Additionally, any character attempting to pass through the affected spaces must squeeze.
Development: If the characters do not search Mehnit specifically for the Wormheart, a spectre passes through the worm's mouth and exclaims, "Now that she is gone, I shall possess the Heart!" The spectre seeks the Wormheart’s destruction to free it of its long, tormented existence, so any attack drives the creature away. However, any attempt to leave the worm with the Heart provokes an earnest attack by the spectre. The Heart has 15 hit points and hardness 5, but nothing can harm it while it is within another creature.
EDIT FROM THE JUDGES: Please read this information about playtesting these encounters. We've also added hyperlinks from the encounter's short stat blocks to the full stat blocks in the PRD so you have the information you need to run the encounter.
Mushti's Beguiling Oddities
==========
Located in the city of Solku, Katapesh; Mushti's Beguiling Oddities was a premier destination for traders from across Garund. Designed to resemble an ornate Thuvian mausoleum, the shop was constructed of striking white stone, and covered in whimsical statuary and arcane symbols. Its windowless edifice and iron doors also helped keep its contents secure. During his shop's operative years, Abu Mushti collected exotic trophies from the Mwangi expanse, objets d'art from Jalmeray, and mysterious relics from Thuvia, keeping his shop stacked with treasures suited to occult tastes. However, in 4699, an explosion of blue-white fire destroyed the topmost floor of the shop, presumably killing its proprietor. Although Mushti's was looted, an assortment of brass lamps, shrunken heads, bone jewelry, and other curious artifacts still rest inside beneath a thick layer of dust.
Since Mushti's disappearance, his shop serves mostly as a waystation for a rotating assortment of gangs, smugglers, or other criminals needing a convenient place to hide from the forces of law. The shop's basement is currently inhabited by members of the Pallid Way, worshippers of Urgathoa that trade in exotic diseases. Their leader, Iriona, has acquired the "Red Fury of Segang," a terrible beast of Jalmeray which carries a maddening sickness from a faraway land.
Rooftop Entry (CR 3 or 6)
==========
The second story of this tomblike building has been demolished by some unknown force. The roof is missing entirely; broken pillars, a partially fallen chimney, and other rubble litter the remaining housetop, which rises 20 feet above ground level. The still-standing sections of the second floor exterior wall are scarcely four feet high. A fallen tree leans against the building's east side.
The Pallid Way cultists have driven iron spikes into the fallen tree, creating a practical ladder to access the second floor. The floor, although sturdy, creaks and groans, causing Stealth checks upon it to be made at a -5 penalty. The giant spider lurking in the chimney is fat and complacent, and does not attack unless disturbed. However, if the cultists on the first floor detect invaders (Perception +8), either on the second floor or at the front door, they ignite a specially prepared smokestick within the fireplace. The smokestick, saturated with an oil of haste not only drives the spider out of the chimney, but affects it as if the oil had been applied directly.
Creatures: The smoke-irritated spider lunges out of the broken chimney in her displeasure attacking the closest character, whether on the second floor or at the front of the building. For high tier play, two advanced spiders emerge from the chimney, although only one receives the haste effect.
Low Tier (CR 3): Giant Black Widow (1) CR 3LINK
Giant Caveweaver
XP 800
hp 37 (Bestiary 2 256)
High Tier (CR 6): Advanced Giant Black Widows (2) CR 4LINK1LINK2
Giant Caveweaver
XP 1,200
hp 47 each (Bestiary 2 256)
Sarcophagus Room (CR 4 or 7)
==========
A red glow suffuses this morbidly decorated shop floor. Four fifteen foot stone pillars support the vaulted ceiling, each of them containing an alcove, approximately ten feet above the floor. These alcoves each contain a lifelike statue of a winged humanoid, glowering toward the center of the room. Two heavy iron doors stand at the building's southeast corner behind a makeshift barricade; they are locked, barred, and held in place with iron spikes driven into the walls. An oversized fireplace dominates the southern wall. Several decorative sarcophagi stand along the walls, along with some cobwebbed shelves. The room's most distinctive feature is an enormous sarcophagus, standing nearly thirteen feet high. The front of the massive coffin depicts an imperious fire giant in regal armor. The giant's eyes are the source of the rooms glow.
The front doors are secured with a good lock (DC 30 Disable Device), barred, and spiked shut by the cultists; unless exceptionally burdened they use the second floor to enter and exist the building. The giant sarcophagus (whose eyes are enhanced with continual flame) conceals an elevator to the basement, large enough to carry one large or four medium creatures, to a maximum of 2200 pounds. A lever inside causes the elevator to travel the thirty feet to whatever floor it is not currently on. Unfortunately, the lever itself is trapped; unless a secret catch is turned, poison needles spring out into the user's palm.
Creatures: The bulk of the cultists lair in this room. In preparation for intruders, they hide within the smaller sarcophagi. They wait until the glyph of warding is triggered (or they are discovered), at which point they attack. The low tier cultists begin by throwing their tanglefoot bags, and team up on entangled characters to maximize opportunities for sneak attack. The high tier cultists use similar tactics, trying to entangle targets, or tripping them with their guisarmes.
Low Tier (CR 4): Cultist (4) CR 2LINK
Human Rogue
XP 600 each
hp 16 each (Burglar, Gamemastery Guide 265)
High Tier (CR 7): Cultist (5) CR 3LINK
Human Rogue
XP 800 each
hp 30 each (Slaver, Gamemastery Guide 266)
Trap:
Glyph of Warding CR 7 XP 3,200
Type magic; Perception DC 28; Disable Device DC 28
EFFECTS
Trigger spell; Reset none
3d8 acid, all non Urgathoa worshippers within 5 ft, DC 18 Ref save half
Trap:
Poisoned Needle lever CR 3 XP 800
Type mechanical; Perception DC 20; Disable Device DC 25
EFFECTS
Trigger touch; Reset manual
Effect Atk +10 melee (4 needles; 1hp each, plus black adder venom)
The Red Fury's Lair (CR 6 or 9)
==========
This large, dusty basement is completely dark, and has a harsh, chalky odor. Stacks of rotting crates are piled throughout, and a wall of iron bars turns the southern end into a sizable cage. A monstrous statue stands on the east side of the room, between two pillars. The ceiling is twenty-five feet high.
The cage is secured with a good lock (DC 30 Disable Device). For a low tier party, the statue is the leader of the Pallid Way, Iriona, gargoyle. The Red Fury is a mangy, balding manticore with sunburned pink skin. It slouches in the eastern corner of its cage in a drooling trance, having been heavily drugged for transport. However, if disturbed (even by the sounds of combat), its ferocity immediately surfaces.
Creatures: Iriona uses her freeze ability to lure targets close, then attacks, taking to the air to avoid flanking. The sounds of combat rouse the Red Fury, who fires spikes at the party from behind the cage bars (which provide partial cover). After the first round of combat, Iriona uses her chime of opening to release the Red Fury, so it can join the combat in melee.
Low Tier (CR 6): Iriona, Gargoyle CR 4LINK
XP 1,200
hp 42 (Bestiary 137)
In addition to her standard gear, Iriona carries a chime of opening with 5 charges remaining.
Red Fury, Drugged Diseased Manticore CR 4LINK
XP 1,600
hp 57 (Bestiary 199)
Drugged (Ex) The Red Fury has been drugged, and is sickened. Disease (Ex)Sikari Rage: Injury save Fort DC 17; frequency 1/round for 6 rounds; effect as the spells confusion,ragecure 1 save. The save DC is constitution based.
For a high tier party, the statue is the petrified form of the Red Fury, a Chimera. Once it is restored to life, the Red Fury's flesh is revealed to be a nearly hairless pink, the color of a fresh welt. Its three mouths howl in agonized ire. The Pallid Way's leader, Iriona, is a medusa.
Creatures: Iriona, having locked herself within the cage, hides in its western corner until the party nears the Red Fury, at which point she fires her stone salve-tipped arrow to release the creature from its petrified state. She avoids affecting the Fury with her gaze (treating it as an ally), and supports the creature's attacks with poisoned arrow fire from within the cage. If forced into melee combat, Iriona primarily attacks with her gaze, trying to end the skirmish quickly.
High Tier (CR 9): Iriona, Medusa CR 7LINK
XP 3,200
hp 76 (Bestiary 201)
In addition to her standard gear, Iriona carries an arrow tipped with a glass bulb filled with an ounce of stone salve.
Red Fury, Diseased Chimera CR 7LINK
XP 3,200
hp 85 (Bestiary 44)
Disease (Ex)Sikari Rage: Injury save Fort DC 17; frequency 1/round for 6 rounds; effect as confusion,rage for 1 round cure 1 save. The save DC is constitution based.
Development:Both versions of the Red Fury of Segang are carriers of Sikari rage, a fast-acting disease from the distant land of Vudra that inflicts a livid madness on its victims. The disease is transmitted by each of the Red Fury's natural attacks. A successful casting of remove disease,heal, or other malady-curing ability upon the Red Fury removes the disease from its system, and leaves the beast exhausted. (Pathfinder AP 9)
EDIT FROM THE JUDGES: Please read this information about playtesting these encounters. We've also added hyperlinks from the encounter's short stat blocks to the full stat blocks in the PRD so you have the information you need to run the encounter.
Eightfinger’s Tomb
==========
Five hundred miles due west of the Sodden Lands, midway between Mediogalti Island and the northwestern edge of the Shackles, and only 100 miles from the western edge of the Eye of Abendego stands a labyrinthine forest of two dozen or so colossal stone columns known as the Gloomspires. Named for the strange wind-resistant mists that frequently enshroud them, the perfectly square columns each stand 2,000 feet tall, 500 feet around, and are spaced exactly 100 feet apart. The columns are fashioned from titanic stone blocks stacked atop one another, yet who created them remains a mystery for they were already old when the empire of Ghol-Gan was young and look nothing like the ruins of the ancient cyclopes found throughout the region. The Gloomspires radiate an unmistakable aura of unease and wrongness, and visitors report a disturbing inability to accurately count the columns since many of them inexplicably vanish, re-appear, or shift in position when they are not being directly observed.
Surrounded by coral reefs and water constantly roiled by the Eye of Abendego, no vessel larger than a jolly-boat can safely approach within two miles of the Gloomspires. The columns are riddled with ancient chambers and passageways, cleverly hidden behind secret doors and illusion-veiled cave openings. Those few who have dared to enter the columns and returned have come away with tales of encountering fearsome monsters, horrific undead and devious traps. These chambers were created by the columns’ inscrutable builders for unknown purposes. However, since the time of Ghol-Gan, many of them have been claimed and re-purposed by more recent visitors. One such site is the column in which the notorious pirate Sempet Eightfingers built his tomb.
Sempet Eightfingers was a pirate captain and powerful wizard who terrorized the sea lanes from Varisia to Sargava nearly 300 years ago. Unwilling to allow his ill-gotten wealth to fall into another’s hands, Sempet constructed a tomb inside one of the ancient Gloomspire columns and filled it with traps and monstrous guardians. When his tomb was finished he sealed himself inside and was never seen again. Centuries later, Old Eightfingers is regarded as a sort of boogeyman among the pirates of the Shackles. Pirate legends claim that vast riches undoubtedly lay unclaimed in Eightfinger’s Tomb, though these same pirates are usually quick to add that Old Eightfingers probably still watches over his treasure as a vengeful lich, blood-drinking ghost, or worse horror.
Room 1: Hrethnar’s Throne (CR 6 or 9)
==========
Read the following when the PCs open the trap door leading to Room 1:
The heavy iron trap door groans loudly as it’s opened, revealing a large dark chamber many feet below. The smell of old sea water is strong here, mingled with an earthy odor reminiscent of a marsh. A sturdy-looking ladder made of chain links is bolted to the wall just below the trap door. The chain ladder descends into the chamber below, and jangles softly as a draft of wind from the shaft above whispers past you and through the open trap door. Aside from this brief gust of air, the chamber below is silent and still.
The chain ladder descends 50 feet from the trap door in the ceiling to where it is bolted to the floor of the raised landing in the center of the chamber. PCs climbing the ladder must make a successful DC 5 Climb check to descend safely. The chain links rattle loudly, and cause climbers to suffer a -10 to any Stealth checks. Assuming they have adequate light sources, read the following as the PCs descend into the chamber:
As you descend, you can see the chamber’s floor is covered in a thick layer of briny mud. A 20-foot square landing in the center of the chamber stands about five feet above the muddy floor. The entire landing is covered with a thick carpet of glistening green mold. To the west are two more raised landings, one on the north wall and another on the south wall. Stairs lead to the top of both of these landings, which are 10 feet above the muddy floor. At the top of each landing is a pair of heavy, brass-bound oak double doors. To the east is another 10-foot high landing. Set in the center of the east wall, this landing has a pair of stone stairs leading up to it, one set to the north and one to the south. The landing itself is 10-foot square and dominated by a large throne carved from a single block of white marble. Sitting on the throne is a hunched humanoid figure covered from head to foot with grimy strips of damp linen that weep tiny rivulets of mud and watery filth. In front of the throne lies a heap of gold and silver coins, gleaming gemstones, and sparkling jewels.
The mud covering the floor is only one foot deep. The central stone landing is five feet tall and the other three stone landings are 10 feet tall. The two squares on the map marked with Xs contain the mud-covered bones of Hrethnar’s skeletal guardians. Until the skeletons rise from the mud, they are difficult to see. PCs observing the western section of the chamber can make a DC 15 Perception check to notice a few bones protruding from the mud.
Creatures:
A notorious Ulfen corsair, Hrethnar the Red served as Sempet Eightfinger’s first mate for many years. Together the villains waylaid scores of merchant ships as they plundered and slaughtered their way to infamy. After many years of faithful service, Hrethnar’s greed and ambition drove him to attempt a mutiny. Eightfingers caught wind of Hrethnar’s treachery and slew him with powerful magic. However, before Hrethnar’s soul could slip away to receive Pharasma’s judgment his former captain used foul necromancy to transform him into a bog mummy. Hrethnar now sits as lord and master of a dungeon level in his old captain’s tomb, cursed with undeath and forced to guard the treasures he coveted in life.
Low Tier (CR 6): Hrethnar, Bog Mummy CR 5 (see spoiler below)
XP 1,600
hp 60 (Bestiary 210, Pathfinder 34: Blood for Blood 31)
Gearnecklace of fireballs (Type I)
Tactics: When combat begins, Hrethnar orders the skeletons to rise and engage the PCs. He remains near the throne and begins tossing missiles from his necklace of fireballs at the PCs. He uses the most powerful missiles first and does not care if his undead minions are caught in the blast. After his missiles are depleted Hrethnar enters melee himself. He targets the largest, most heavily armored PCs first.
Skeletons (6) CR 1/3LINK
XP 135 each
hp 4 each (Bestiary 250)
Melee masterwork cutlass +3 (1d6+2/18-20)
Tactics: The skeletons remain inert until Hrethnar orders them to attack, at which point they rise from the mud to engage the PCs. They fight in pairs and each pair targets a single PC. The skeletons are mindless and do not avoid the areas of razor rubble and tentacle mold.
High Tier (CR 9): Hrethnar, Bog Mummy CR 5 (see spoiler below)
XP 1,600
hp 60 (Bestiary 210, Pathfinder 34: Blood for Blood 31)
Gearnecklace of fireballs (Type II)
Tactics: Same as Low Tier.
Vampire Spawn (2) CR 4
XP 1,200 each
hp 26 each (Bestiary 271)
Tactics: The vampire spawn are hiding behind the throne when the PCs enter the chamber (allow an opposed Perception check against the vampire spawns’ Stealth check of +16 to spot them). After Hrethnar orders them to attack, the vampire spawn move in and target any divine spellcasters, arcane spellcasters, or rogues (in that order of preference). They work as a team and try to flank their opponents. They are aware of and actively avoid the razor rubble and tentacle mold.
Skeletal Champion Warrior 1 (4) CR 2LINK
XP 600 each
hp 17 each (Bestiary 252)
Melee masterwork cutlass +7 (1d6+3/18-20)
Tactics: Same as Low Tier skeletons except, like the vampire spawn, they avoid the razor rubble and tentacle mold.
Hazards: Muddy Floor: The muddy floor counts as difficult terrain.
Razor Rubble: The orange areas on the map contain deposits of broken shells and jagged rocks that are equivalent to razor rubble (“Hazardous Terrain”, Design Tuesday Blog, March 8, 2011). Covered with mud, the razor rubble is difficult to detect. PCs within 10 feet of a square containing razor rubble are allowed a DC 15 Perception check as a free action to notice it.
Tentacle Mold: The green area on the map is covered with a carpet of green mold equivalent to tentacle mold (“Hazardous Terrain”, Design Tuesday Blog, March 8, 2011). The mold is resistant to most attacks, except for cold. Any cold damage applied to a square containing mold destroys the mold in that square. A successful DC 20 Knowledge (Nature) check identifies the mold as tentacle mold.
Development: The undead in this chamber fight until they are destroyed. They pursue fleeing PCs anywhere on this dungeon level, but they will not leave the level.
Pathfinder 34 Bog Mummy stat block:
Bog Mummy CR 5
XP 1,600
Variant mummy (Pathfinder RPG Bestiary 210)
LE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +16
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
Defense
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 60 (8d8+24)
Fort +4, Ref +2, Will +8
DR 5/—; Immune undead traits; Resist fire 10
Weaknesses vulnerability to cold
Offense
Speed 20 ft.
Melee slam +14 (1d8+10 plus mummy rot)
Statistics
Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
Base Atk +6; CMB +13; CMD 23
Feats Improved Initiative, Power Attack, Toughness, Weapon Focus (slam)
Skills Perception +16, Stealth +11
So, I'm looking over the rules for running the Caravan and what was initially a lot of excitement over an interesting idea is turning into concern that it won't be that much fun. I was wondering what others thought and if folks have begun to run this part of the AP for their players yet.
Basically my concern is that for encounters, the caravan is it's own character and it is the only character for the encounter. The PCs don't do anything. So, only one person is rolling for what the caravan does, while the other players just sit around the table and watch. Add to that the somewhat unheroic task of managing calculating resources to get from point a to b, and encounters that don't tie into the story, and... well, I think I'm looking for ideas here to help me brainstorm ways to make it a little more interesting and involved for all of the players. Or am I completely wrong and misunderstand how this is supposed to work?
Don't worry, Jason Nelson and I are already working on some caravan expansion stuff for Legendary Games to fill that exact need.
Sample caravans, some caravan NPCs, rival caravans, set piece caravan encounters where the PCs are featured doing their PC thing while the caravan encounter goes on in the background.
Thanks for the warm welcome, guys :)
Except for the hissing, that's sort of disturbing.
LoreKeeper - (Your name is already making you sound infinitely useful.) I haven't delved into the FAQs yet. Do you guys add new rules there? Crap.
Also, I think your wiki idea is fantastic!! However, there would no longer be a good excuse for Wesley to hire and harass interns...
Herald - I'd rather have the power to absorb and record massive amounts of information in a short amount of time!
ulgulanoth - to your first comment, no, that will never happen. You guys have years on me. Decades, if you count the D&D precedent!
To your question, what is 3PP?? Stop scaring me!
Scribbling Rambler - You're welcome..? :)
Matthew Winn - Where are these cookies? If I'm going to be addicted, I'd like to start soon. As in now.
DM aka Dudemeister - Unfortunately, I haven't started playing yet. I want to, though! I'm so ashamed of my noobitude, I would hate to hold up anyone's game asking eight kagillion questions.
Hank the Pirate King - All I can get from your comment is that you're calling me a goblin. roar.
Dryder - Error, I cannot divulge top confidential private intern secrets. I have not been programmed with free will.