E10 Mummy's Mask - Is it possible?


Mummy's Mask


I don't own any but the first adventure; how difficult, in your opinions, would it be to adapt the later path books to E10 or even E12? It really wouldn't come into play until Books 5 and 6, I guess, and mostly 6. Could I just downsize the threats and DCs in book 6 and still have a playable adventure, or are there assumptions on certain class abilities that would make adaption impossible?

Scarab Sages

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There aren't any class ability assumptions that late, but the difficulty of encounters are definitely the hitch. Book 6 is full of CR 16 and 17 encounters, and the Plasma Ooze is a terror even to an OP party at the right level. Scaling most of the fights down 2 CR's in books 5 and 6 shouldn't be a big deal, -2's to everything, 80% hp, etc. Even with that, though, an E12 group hitting 5 more 'advances' before the finale is just not going to be the same power level as 17th level PC's facing down Hakotep's tomb (and fighting a CR19 mummy lord with a trio of CR12 guardians).


Thanks for the input. I've got a while to really consider it, I guess I'll just have to purchase Book 6 and see what alternates I come up with to determine if it's feasible or not. I suspect I could make it work, but I'm not 100% sure it's worth it.

Silver Crusade

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Pathfinder Adventure Path Subscriber
rando1000 wrote:
Thanks for the input. I've got a while to really consider it, I guess I'll just have to purchase Book 6 and see what alternates I come up with to determine if it's feasible or not. I suspect I could make it work, but I'm not 100% sure it's worth it.

Running any E(X) game in a Pathfinder AP, requires altering the challenges to suit the power level. So, as written: No.

However, if you're willing to replace the higher CR foes, and rebuild NPCs/enemies you could have a great time running this or any AP in E10 or E12.


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Rather than re-stat everything in the last 2 books, why not simply rework the plot a little to end at book 4 (which starts at level 10)? Run it as a shorter adventure path.

Alter the plot so the Sphinx is the secret lair of Hakotep. Change the end boss of book 4 is Hakotep himself (either as Mummy directly, or as his full soul possessing the end boss). Defeating him foils his scheme.

You might have to rewrite so elements of plot, and perhaps stat an end-boss encounter, but it sounds a lot easier than reworking every challenge through books 5 and 6.


Not having ready beyond book one, I have to say that sounds really appealing. Considering this will be run as PBP, chopping two whole modules off the AP might actually make it more accessible to the players (seems like minimum of six months per module, so 2 years play time vs. 3 seems pretty good to me). I'll pick up the PDF of 2-4 before I decide.

I know people get pretty protective of their builds; I didn't want anyone coming in with a 17th level build that would never see fruition. I want to be able to tell my players what level the campaign will end at.


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I ran RotRL as an E10 game and it went pretty good. The short version. I was generous with bonus feats and cut out any spells above 5th level for the bad guys. They came up with a couple of go to tactics (obscuring mist with fog cutter goggles was their primary tactic) and worked as a team. I let them take some of the more

extensive high level dungeon:
Like The Pinnacle of Avarice.
in pieces.

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