Altering Mummy Mask AP some ideas needed for a GM


Mummy's Mask

Liberty's Edge

Since it's in the first book I don't want to flat out kill the group with the rivalish NPC's of the Burning Hand, but I think I might want to improve on them a bit to deal with the current Pathfinder Group I have to make for a more challenging enemy group.

In this group we have Chaotic Neutral as the board state with
Duergar Barbarian (Titan Mauler) - Earth Shaker Primary Weapon with Contact Poisons.
Human Rogue (A Normal Rogue) - Trying to Play Slade Wilson from Arrow
Gripplis Fighter (Poisonous Frog Varient) - Worships a trickster God and is having fun with the human.
Vishkanyas Rogue (Deadly Courtesan)- Is using the Duergar to become wealthy.
Oread Druid (Desert Druid) - Did not make it to the first game so unsure of the Characters Persona as of yet.

For the most part it seems Poison and dealings under the table for this Comic Book Store run Adventure Path.

Now I am thinking of altering the NPC group to make them a bit more Formidable.

So I am thinking of Making Azaz into a Magus instead of an Evoker
and Making Velriana the Evocationist since it appears she is a general Wizard. Leaving Kheelru and perhaps Idorii alone I think.

Since I want to keep the Theme of Nethys with them and at level 3 since I do have a group of five players. (So Azaz gets an extra level)

Or Should I alter them more?

So getting right too the question to other Players & GM if you where in the players shoes how could I make this group more channeling to you without it seeming as if I'm out to flat out kill you?

Dark Archive

As written the npcs are actually quite deadly merely optimizing spell selection was enough to reduce my party to unconsciousness.

Lead off with glitterdust into the rogue sneak attacking the front line followed by well placed scorching rays use Azaz as more of a disabler grease and shocking grasp (delivered via scorpion)

Before you know it the pcs will be on the back foot and struggling to deal with the combat. If you really feel that they will have no issues with the npcs then you could make small changes but remember that everyone is still low level and dice rolls actually drive the outcome far more than CR changes.


Well you have five players and the AP assumption is a party of 4 for challenges. I would probably add another npc to the Hand.... a master summoner or some other Nethys themed build.

I think I did remake Azaz as a magus but I also had a fairly strong party as well (I think I bumped up the leader's level and made their range from level 3 to 5). It is the kind of challenge where you do not want the npcs to go down like punks and you are more aware of your PCs damage output and capabilities than I am to tailor up what you think your players can handle.

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