The Half-Dead City (GM Reference)


Mummy's Mask

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Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Oxzu wrote:

i just began running this for a group of 5 players, where 2 have never played RPGs before, and 1 member of the group is a serious min/maxer, who helped the others make their characters, so they have a crazy OP group dynamic (essentially by level 3 they all consistently have fast healing 5).

For tomb af Akhentepi i added the advanced template to all of the enemies, the only exception being the summoned swarm.

Do you guys have suggestions for what i can do once we get into the other books? because i seriously doubt that the advanced template will be enough by itself.

Ask your players to chill out, so you don't have to do a bunch of extra work so they can have a fun time?

Liberty's Edge

Honestly, I would run the books as-is. If they want to min-max, let them reap the benefits for it. If they grow bored with the lack of challenge, maybe that will teach them to min-max less. The DM shouldn't be expected to do extra work to compensate for min-maxers, instead min-maxers should learn that if they do so, they won't receive appropriate challenges. If you always up your game to compensate min-maxers, they will just keep doing it and you will always have to adjust every adventure. Teaching that this is not how the game is normally supposed to go is doubly important if you've got newbies in the group.

I would pepper my statements with plentiful comments that the fights are super easy because of how optimized the characters are.

"Wow, that boss went down super fast."
"Yes well, that's what happens when characters are super optimized."

"I don't think I've been near death in four levels."
"Yes well, that's what happens when you have fast healing 5."

Make sure that they know that the game is being super easy because of their optimization choices.

Also make sure that you award XP according to the advanced templates you've added on, so the characters will level faster than intended by the books.


My group cleared the first tomb. Have done some changes.

-Expanding on the dead body, I've placed another body past the trapped hallway and signs of combat/death of other visitors. Newer ones. None of them made it out through.
- The team was warned about "Cof-" from one of the dead men in a bloody message. While they avoided the trapped room by finding the secret passage, they also avoided opening the real sarcophagus due to that warning.
- Iron Cobra removed. The team was low on supplys and healing and couldnt' tangle with something like that.
- Shield from Mwangi Expanse caught their attention. Possible hook for an idea?
- Yoinked idea from Tomb 2 and put into Tomb 1. Dead body had a bracelet with a name. Find and return for reward?

Side note they solved the first dart trap by putting a dead body on the floor switch so it wouldn't reset. Interesting if gruesome idea.

Back at the Inn.
- Met the Scorched Hand, Khelru did most the talking as Vel wouldn't lower herself. Besides the team had 2 Religious classes/characters.
- Neither side was willing to back down on their beliefs about the lotto but could respect each other. As such a deal was brokered.
- Should the PCs be given the site, they would return and tell the Scorched Hand of it's location, and due to wishing to see the relics for their faith(Khelru's idea, Vel wants the cash/gold) the PCs would let them see the relics first.

Let's see what happens


As per another thread I have 2 players and want to fill out with NPCs without stealing limelight. So it sounds like my players are planning the following :

- fire sorcerer
- bard/swashbuckler (with the trap finding campaign trait)

I would have been naive to expect anyone to play a cleric as no one I play with ever does.

The 1E version gets almost everything at the start and a relatively unexciting spell list to the casual reader so which makes it seem very boring. That is a separate issue

Basically I don’t mind coming up with an NPC here as there is even an NPC group that wants a cleric

My fear is that all the DR and hardness in book one is going to give these guys a tough time unless I put a two handed weapon wielder with them. But I am wary of overshadowing them and know from experience that at low levels a power attack two handed weapon fighter with average rolls tends to stomp through things

Does anyone have any thought on how I could instead adjust for their choices ? I don’t really want to remove too many of the resistances ...


I would suggest a Life Oracle with the Wasting curse, for one. Can function excellently as an HP battery, is bad at social skills despite being a charisma caster, and doesn't run into the cleric problem of being able to just prepare whatever the players want. Give it a couple useful spells and let it do its thing. You can even flavor the wasting curse as a result of previously disturbing a tomb, which fits this campaign so well.

Do you have the Inner Sea Gods book? The Butterfly's Sting feat for a Desna worshipper can be perfect for your other front line character if you don't want them to overshadow the bard/swashbuckler. Make them a weaker character, perhaps even small, but use a weapon with a good crit range. Their size and dex should let them confirm crits pretty well, then pass them on to the other character. That helps them bypass the hardness and DR with massive damage from crits without doing it yourself.


Leedwashere wrote:

I would suggest a Life Oracle with the Wasting curse, for one. Can function excellently as an HP battery, is bad at social skills despite being a charisma caster, and doesn't run into the cleric problem of being able to just prepare whatever the players want. Give it a couple useful spells and let it do its thing. You can even flavor the wasting curse as a result of previously disturbing a tomb, which fits this campaign so well.

Do you have the Inner Sea Gods book? The Butterfly's Sting feat for a Desna worshipper can be perfect for your other front line character if you don't want them to overshadow the bard/swashbuckler. Make them a weaker character, perhaps even small, but use a weapon with a good crit range. Their size and dex should let them confirm crits pretty well, then pass them on to the other character. That helps them bypass the hardness and DR with massive damage from crits without doing it yourself.

Thanks a bunch . A couple of very useful points in there notably :

- I didn’t consider that an NPC cleric with a flexible spell list could be a problem!

- the butterfly sting / teamwork feat idea is a good one that I should explore


*Headdesk*

Oh wow this kinda went off the rails and then forced back onto them. By the players no less.

So I had sprinkled in signs of someone going through some of the tombs ahead of the lottery. This being the Silver Chains from book 2. Due to a side quest to help out another adventurer, the group found out who they are, these strange masked men they work for, and suddenly decided to go after a highly valuable site that could have powerful treasures stored inside.

That's the short verison but I was forced to change Sanctum around. Less dangers and more thugs. The Scorched Hand actually got captured by the Silver Gang and are being held in the basement while a minor leader is running around trying to find something to make him rich or strong enough to shake off the new "boss".

In other news, they met and allied with Senenmerek after he started cursing at them in battle(They ALL have Ancient Orisian) so were able to convince him to not kill them and to kick out all the invaders(OH and to go save some actual Worshippers of Nethys).


Dumb question that I'm sure has been asked elsewhere but I'm in a rush and am not looking elsewhere: I'm running this tonight, and does the animated crypt only suffer half damage from energy attacks, as per any 'object,' or are 'animated objects,' the monster, not treated like that?

Many thanks in advance


SunKing wrote:

Dumb question that I'm sure has been asked elsewhere but I'm in a rush and am not looking elsewhere: I'm running this tonight, and does the animated crypt only suffer half damage from energy attacks, as per any 'object,' or are 'animated objects,' the monster, not treated like that?

Many thanks in advance

I'm late here but I think it becomes a Creature/Construct and stops being an "Object". So it takes energy damage like everything else but the Hardness is basically it's DR. So any energy damage is lessened by the Hardness. I think this also means they can't be hit with Sunder.

My game though...., I have messssssssssssssed up. My group actually HAS the mask(Because Nebta who was introduced as an NPC in a disguise ended up getting ...'held' by the church while the team went to adventure).

I'm trying to figure out a way to get this back on track without jumping a book. Or how to keep them busy enough so I don't have to retool all of book 3 to a lower level.

Stealing the Mask is the best idea I have right now. One PC has a family of scholars and will probably keep the mask there where it can be stolen. Or I can have the church press to keep the Mask but the team's claim of ownership has the backing of Khemet III. They found it in the ruins, it's kinda "Theirs" now.

Ideas?


They found a false mask... (the mask you're seeking is in another tomb)

Their mask is incomplete, and thus just seems to be an ordinary magic mask that sells for more than its worth to the players (and is then bought by a certain NPC that has the missing pieces)


kadance wrote:

They found a false mask... (the mask you're seeking is in another tomb)

Their mask is incomplete, and thus just seems to be an ordinary magic mask that sells for more than its worth to the players (and is then bought by a certain NPC that has the missing pieces)

That won't work as I've already kinda hyped up the magic aura around it. At the very least, the character holding the mask won't give it up till she knows it's safe(Locked away and searched for by a gang with strange mask wearing allies? This can't be good).

However, you DID remind me of a possible out. The character in question is going to see about visiting this little old map maker they've come to know. Little do they know this old man is actually the Certain NPC in disguise.

Idea; Drug/Sleep/Knock Out the visiting character, search for mask on person, replace with fake, bluff way out, book 2 happens as per usual.


Pathfinder Battles Case Subscriber
MerlinCross wrote:
kadance wrote:

They found a false mask... (the mask you're seeking is in another tomb)

Their mask is incomplete, and thus just seems to be an ordinary magic mask that sells for more than its worth to the players (and is then bought by a certain NPC that has the missing pieces)

That won't work as I've already kinda hyped up the magic aura around it. At the very least, the character holding the mask won't give it up till she knows it's safe(Locked away and searched for by a gang with strange mask wearing allies? This can't be good).

However, you DID remind me of a possible out. The character in question is going to see about visiting this little old map maker they've come to know. Little do they know this old man is actually the Certain NPC in disguise.

Idea; Drug/Sleep/Knock Out the visiting character, search for mask on person, replace with fake, bluff way out, book 2 happens as per usual.

Embrace it. Drop a hint that the mask was stored in the Temple of the Erudite Eye for milennia and the PCs may find clues to the mask's operation in that place. What party can resist that temptation, especially when they also draw that location as part of the lottery.

If you can't steal the mask from the PCs embrace it further.

The party accidentally sets the mask off and spends the second book cleaning up the mask they inadvertently made (I would not ablate anyone's soul in this case). The necromancer in the second adventure no longer has the mask, he was just attracted by the ka burst and is the last major piece of the damage the PCs did. Then have the church of Phrasma command the party to investigate the mask (book 3) as penance for the damage they did.


Slight update.

I have rolled with the idea that part of the masks's power(And thus the Pharaoh's ka) is housed in a gem fitted to the mask. Nebta has used his magic to hide himself and steal just a part of the mask(The gemstone) and make his own artifact. However this "Half-Ka" goes poorly for him and causes the events of book 2. Possibly set up for this event by Sekuer who understands not the power of the mask but realizes owning half of it would cause issues and is now gleefully sitting on the side lines.

I should be back on track though I had to run a side event for the stealing of the gem. I might rule that the Pharaoh's Ka was in the gem and the Mask was a re-stricter or something. Hmm.


Hi Everyone! I've been running Mummy's Mask for a couple of weeks now and I'm looking for small advice... My players are partway through the House of Pentheru and they cleared out the outside of the compound as well as the crypt but then they left to sleep for the night.
So I'm looking for advice one what new creatures will be awaiting their return. I figure Imanish would've went out and lured a few new defenders to the house. The group is concerned about the amount of ghouls that have been mentioned by other adventuring parties (during the party between the Tomb of Akhentepi and the House) so I was thinking maybe a ghast and 3 ghouls spread out to different parts of the exterior so that they aren't all attacking at once... any other suggestions though?


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Just want to give Mr. Groves props for this whole adventure. I've run it a few times, and it's such a pleasure, each time. Thanks.


I ended up adding in three already damaged ghouls and a ghast around the outside of the house and it worked out well. (Already damaged = at half hit points).
The fight against the Sandman was nearly a TPK as only one person succeed on the save versus the sleep aura, so that was a close call.
I felt as if I had to lower Imanish's AC down to 18 instead of leaving it at the 22 that an advanced Div Doru would have as an enemy that can turn invisible AND be nearly impossible to hit tends to lend itself to a boring, frustrating fight. (Plus I had the two Vargoullie's attacking the party at the same time so I didn't want it to be impossible. I had the three of them attacking as them each hanging out in their own rooms waiting to be slaughter isn't the way I run things.)
The haunted engagement ring was great fun! The person that initially touched it made the save, later on I asked who was going to use it, that person failed and the group all kind of gasped as they didn't realize it would go off every day. They're working on finding someone with enough money to buy it so that person can propose to their loved one with it and help put the spirits to rest.

Liberty's Edge

So I have never asked other GM's this, but how the heck does the final encounter with the Scorched Hand take place in the lower section of the Sanctum. What did all the creatures just give them a pass? I had the party encounter them in D2 on there way out. This seemed way more plausible.


Pathfinder Adventure Path Subscriber

The most difficult creature did give them a pass, like it would any other worshipper of Nethys. The Scorched Hand did seem to have luck or an accurate map on their side, as there are pretty much no creatures over than the guardian between the entrance and where they are.


Pathfinder Battles Case Subscriber

Afairc the adventure did give an explanation for how the scorched hand got around everything. To seannoss's point you could have the party find a map on the scorched hands bodies after the fight.

Liberty's Edge

Second thing, do you all allow the PC's to keep the mask the whole time through the AP? Seems like a serious flaw as the mask seems needed to raise Hakotep. Also the whole non detection thing seems dumb as the PC's would never find it initially with the compass if that were the case.


Why wouldn't they keep it throughout the entire AP? How is allowing them to do what they want with the mask a flaw? (Whether they keep it in a bag, use it, or hide it somewhere.)

The elegiac compasses don't point to the mask, they point to "large sources of necromantic energy," which is the necromancer, not the mask.

Silver Crusade

Played this AP through Book 5 Part 1, now running it and having a blast (as are my players, one of whom is 1st-time PF). Anyhoo, to anyone else who ran or is running this, in The Sanctum of the Erudite Eye, area D11 (last room on ground level and the stairs heading down to the crypt), the text states:

Characters who search for tracks in this room can find a single set of bloody boot prints going south with a successful DC 15 Survival check. A result of 19 or more also turns up the tracks of multiple people heading north through this area. The DCs of these Survival checks are reduced by 5 on the staircase behind the north door that descends to the lower level, because of the thickness of the dust on the steps.

Do you take this to mean the PCs must be searching, or does just being there allow Survival checks?

Game on!
- Corey


gamerdork wrote:

Played this AP through Book 5 Part 1, now running it and having a blast (as are my players, one of whom is 1st-time PF). Anyhoo, to anyone else who ran or is running this, in The Sanctum of the Erudite Eye, area D11 (last room on ground level and the stairs heading down to the crypt), the text states:

Characters who search for tracks in this room can find a single set of bloody boot prints going south with a successful DC 15 Survival check. A result of 19 or more also turns up the tracks of multiple people heading north through this area. The DCs of these Survival checks are reduced by 5 on the staircase behind the north door that descends to the lower level, because of the thickness of the dust on the steps.

Do you take this to mean the PCs must be searching, or does just being there allow Survival checks?

Game on!
- Corey

Imo the players should only do survival checks if they're actively deciding to search for tracks. That takes time, and the players should be the ones playing the game and deciding their actions, not the GM.

If you're generous and your players aren't already in the habit of searching for tracks, you could ask them for a perception check to notice the presence of tracks in the dust or blood (should still require a decision to examine them via Survival to see what kind/how many/which direction they go).


gamerdork wrote:

Played this AP through Book 5 Part 1, now running it and having a blast (as are my players, one of whom is 1st-time PF). Anyhoo, to anyone else who ran or is running this, in The Sanctum of the Erudite Eye, area D11 (last room on ground level and the stairs heading down to the crypt), the text states:

Characters who search for tracks in this room can find a single set of bloody boot prints going south with a successful DC 15 Survival check. A result of 19 or more also turns up the tracks of multiple people heading north through this area. The DCs of these Survival checks are reduced by 5 on the staircase behind the north door that descends to the lower level, because of the thickness of the dust on the steps.

Do you take this to mean the PCs must be searching, or does just being there allow Survival checks?

Game on!
- Corey

I tend to use passive checks for Survival and Perception to notice things like that.

If the PC beats the DC with rolling a 10 I tend to let them know about it.
Mostly because this prevents people from constantly stating that they're searching the room and rolling, especially when it's something of note that I want them to be aware of.


I am a Newb GM. I am running the Mummy’s mask for the first game. My players are experienced.
In the first Hall with the Dart trap there are darts that shoot out from both sides of the walls in a volley of darts. I have two questions about this trap.
1. How many is in a volley and what is the number that hit the players assuming they are standing in the hall? I was thinking they will all automatically get one hit and then also having them roll a DEX check DC 12 to see if they get hit twice. Is that DC too high? what do you think?

2. The trigger plate trap says it resets immediately. So if the characters on the trigger squares remain there and do not move away does the trigger reset? If they move off and back on then they it would fire again immediately but if they remain on it and take another step will that make it fire again?

I have read through many posts and have not seen these questions. feel free to refer me to another post or reference materials if it has already been answered.

Thanks!
Valka


Welcome! Mummy's Mask is a super fun AP and pretty straight forward. It's a good choice for a first AP to run.

1) Roll one attack against each character in the area that the trap effects (all of the squares between the two walls with a little bit of space behind them). Each character that the attack hits (it has +12 to hit) takes 1D8+1 points of damage. (So characters aren't getting attacked by XX amount of darts and you have to roll an attack for each of the individual darts. Describe it as you want, maybe there's 6 darts passing through each square but only one gets an attack roll against the character in that square. I like having the dart bounce of armour or the character twisting out of the way if it misses and the others that passed through the square as being in front, behind, and over the head of the PC and that's why only one of the darts had an attack roll.)

2) I could be wrong, but I have a trap like that be a pressure plate that goes off when it's stepped on and resets when the weight is taken off. As per the trap, that can happen 10 times with this one. (Most groups will only set it off once though, maybe twice.)


Mervikoth wrote:

Our group talked mostly to Mad Dog and the halflings. They tried to exchange some words with the rogue-like crew, but got only intimidating glares in response. Velriana asked about the Erudite Eye to no avail. It wasn't a lot of roleplaying, but it will definitely help enforce these other groups as real once they meet in the Tooth and Hookah later.

I also have the prices dropping by 5% each day, so going back to rest is actually an interesting choice the PCs have to make.

As for a 5th member of the Scorched Hand, you might just give each of the current members another class level. Not sure how much work that'd be. You could have one of the "lone survivors" of a different adventuring group be that 5th member, so it makes sense if you've already introduced them into the story as only 4 people.

I was thinking of adding a few more hirelings...thugs.


ValkaS63 wrote:
Mervikoth wrote:

Our group talked mostly to Mad Dog and the halflings. They tried to exchange some words with the rogue-like crew, but got only intimidating glares in response. Velriana asked about the Erudite Eye to no avail. It wasn't a lot of roleplaying, but it will definitely help enforce these other groups as real once they meet in the Tooth and Hookah later.

I also have the prices dropping by 5% each day, so going back to rest is actually an interesting choice the PCs have to make.

As for a 5th member of the Scorched Hand, you might just give each of the current members another class level. Not sure how much work that'd be. You could have one of the "lone survivors" of a different adventuring group be that 5th member, so it makes sense if you've already introduced them into the story as only 4 people.

I was thinking of adding a few more hirelings...thugs.

Excellent description! thanks. I like the idea of the roll being the number of darts at 1 point of damage each. Brilliant!


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Hello Again!
As mentioned before this is my first GM experience and I am trying to understand all the nuances of the traps in the first Tomb. Thanks to a great explanation I totally understand the Hallway trap. Now I am working on the Deathtrap. I have read all the posts on this trap and I have a couple of questions:
1. When the electricity arcs is it around the platform - pillar to pillar? so it basically forms a square? or is it across the platform so it is an X.
2. The malfunctioning trap as a perception DC of 20 but then it says the bypass switch has a DC 25. Does this mean the first roll is to know the room is trapped and the second roll is to find the bypass switch? then Disable Device comes into play.
3. when the false sarcophagus comes to life it attempts to Bite plus grapple and Slam. So it reaches out with tentacles grabs someone and attempts to grapple them to do the slam but it also is animated and sort of jumps around and tries to bite someone on the dais. Is that right?

Thank you for your patience with me as I am totally new and the only people I know who I could ask are my players.

BTW - They have basically chosen their classes - Paladin, Warpriest, Inquisitor, Bard (archaeologist) and Scout. I think they will be a little over powered for this but as mentioned in this thread if it is too easy then they will understand they shouldn't optimize characters.

I am a bit nervous but I think it will be fun.

Thank you for any help you can provide!


ValkaS63 wrote:
As mentioned before this is my first GM experience and I am trying to understand all the nuances of the traps in the first Tomb. Thanks to a great explanation I totally understand the Hallway trap. Now I am working on the Deathtrap. I have read all the posts on this trap and I have a couple of questions:

It's all good. Sometimes understanding what a trap does is complicated.

ValkaS63 wrote:
1. When the electricity arcs is it around the platform - pillar to pillar? so it basically forms a square? or is it across the platform so it is an X.

The trap says "multiple targets (all targets on the center platform)" so I see it as the platform being metal and then entire thing becomes electrified (the darker grey... hourglass? shaped area. Possibly have it go down to the stairs if the group isn't careful but only one person happens to be on the main part of the trap... it's easy to say that the stairs and platform are all made of metal.)

ValkaS63 wrote:
2. The malfunctioning trap as a perception DC of 20 but then it says the bypass switch has a DC 25. Does this mean the first roll is to know the room is trapped and the second roll is to find the bypass switch? then Disable Device comes into play.

You got it! Seeing that it's trapped is a DC 20, finding the switch is harder because it's hidden. Personally, I'd have it so that if someone searches for traps and gets 25+ I'd tell them about the trap and have them find the switch but that might just be me and you might want them to have to search for the trap and then search for the switch. (That being said, if a player of mine found the trap but not the switch and then looked around for a switch they'd get a second roll. Don't forget, people can take 20 on Perception checks when they're not rushed.)

ValkaS63 wrote:
3. when the false sarcophagus comes to life it attempts to Bite plus grapple and Slam. So it reaches out with tentacles grabs someone and attempts to grapple them to do the slam but it also is animated and sort of jumps around and tries to bite someone on the dais. Is that right?

The grab is connected to the bite so I see it more as it tries to capture the PCs with it's mouth. The slam is it jumping at people.

But, really, it's completely up to you and however you want to describe it. I'm not very descriptive during combat so others might have better ideas.

ValkaS63 wrote:

Thank you for your patience with me as I am totally new and the only people I know who I could ask are my players.

BTW - They have basically chosen their classes - Paladin, Warpriest, Inquisitor, Bard (archaeologist) and Scout. I think they will be a little over powered for this but as mentioned in this thread if it is too easy then they will understand they shouldn't optimize characters.

I am a bit nervous but I think it will be fun.

Thank you for any help you can provide!

All us GMs had to start somewhere!

The group sounds like a good mix of characters and it makes sense for them to be going through the tombs together. My group was a Paladin (Undead Scourge), Life Oracle, Unchained Rogue (Relic Raider), and an Arcanist. Between the Paladin and Life Oracle, undead didn't stand a chance, by book 3 the rogue was able to find the highest DC traps in book 6 even with rolling a 1 (and deactivating them about as easily) while also being able to sneak attach incorporeal and stab haunts. The Arcanist was able to counter nearly any spell thrown at them.
Don't worry if combat / challenges are too easy for them. They (hopefully) enjoy the feeling of "winning" against the problems and enjoy the story.


Warped Savant wrote:
ValkaS63 wrote:
As mentioned before this is my first GM experience and I am trying to understand all the nuances of the traps in the first Tomb. Thanks to a great explanation I totally understand the Hallway trap. Now I am working on the Deathtrap. I have read all the posts on this trap and I have a couple of questions:

It's all good. Sometimes understanding what a trap does is complicated.

BTW the great explanation was from you Warped Savant! You Rock.

ValkaS63 wrote:
1. When the electricity arcs is it around the platform - pillar to pillar? so it basically forms a square? or is it across the platform so it is an X.

The trap says "multiple targets (all targets on the center platform)" so I see it as the platform being metal and then entire thing becomes electrified (the darker grey... hourglass? shaped area. Possibly have it go down to the stairs if the group isn't careful but only one person happens to be on the main part of the trap... it's easy to say that the stairs and platform are all made of metal.)

That works and makes sense.

ValkaS63 wrote:
2. The malfunctioning trap as a perception DC of 20 but then it says the bypass switch has a DC 25. Does this mean the first roll is to know the room is trapped and the second roll is to find the bypass switch? then Disable Device comes into play.

You got it! Seeing that it's trapped is a DC 20, finding the switch is harder because it's hidden. Personally, I'd have it so that if someone searches for traps and gets 25+ I'd tell them about the trap and have them find the switch but that might just be me and you might want them to have to search for the trap and then search for the switch. (That being said, if a player of mine found the trap but not the switch and then looked around for a switch they'd get a second roll. Don't forget, people can take 20 on Perception checks when they're not rushed.)

I like the idea of the a 25+ getting both the trapped room and the trigger mechanism. What is take 20? I have seen it in several places but I don't know what it means.

ValkaS63 wrote:
3. when the false sarcophagus comes to life it attempts to Bite plus grapple and Slam. So it reaches out with tentacles grabs someone and attempts to grapple them to do the slam but it also
...

Got it! Thanks. Stay tuned please, I am sure I have more questions.

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