Plane Sailing
Astral Admin - Mwahahaha!
So in the adventure I'm running I decided to put some mummies in. five mummies against a party which averaged about 10th level.
The thing is, mummies have been *significantly* upgraded in 3.5. Admittedly the books uprate their CR from 3 to 5 but the two big things are
Damage resistance 5/- which makes them *much* harder to take down
and the real killer
Mummy Rot... the time period for the disease/curse to take effect is a mere 1 minute!.
Three of the party managed to fail a DC16 Fort ST and contract mummy rot, and immediately started seeing their CON and CHA drop by 1d6. They were a little concerned. When the next check was needed just 60 seconds later suddenly they were faced with panic... they couldn't stop it unless they got remove curse first, the one remove curse scroll they had was used up earlier on to negate a "bestow curse"... and there is no way they are going to make the 5 miles back to the nearest civilisation (hunting lodge) or 20 miles back to the nearest town before they fail a couple of saves and collapse into dust and sand!
The 10th level wizard doesn't know teleport yet, and it looked as though three out of the six party members were going to die as a result of the encounter!
So be warned... mummies are now *much* more lethal foes. If you haven't got break enchantment or remove curse handy, contracting mummy rot is a death sentence within a matter of minutes.
Cheers
The thing is, mummies have been *significantly* upgraded in 3.5. Admittedly the books uprate their CR from 3 to 5 but the two big things are
Damage resistance 5/- which makes them *much* harder to take down
and the real killer
Mummy Rot... the time period for the disease/curse to take effect is a mere 1 minute!.
Three of the party managed to fail a DC16 Fort ST and contract mummy rot, and immediately started seeing their CON and CHA drop by 1d6. They were a little concerned. When the next check was needed just 60 seconds later suddenly they were faced with panic... they couldn't stop it unless they got remove curse first, the one remove curse scroll they had was used up earlier on to negate a "bestow curse"... and there is no way they are going to make the 5 miles back to the nearest civilisation (hunting lodge) or 20 miles back to the nearest town before they fail a couple of saves and collapse into dust and sand!
The 10th level wizard doesn't know teleport yet, and it looked as though three out of the six party members were going to die as a result of the encounter!
So be warned... mummies are now *much* more lethal foes. If you haven't got break enchantment or remove curse handy, contracting mummy rot is a death sentence within a matter of minutes.
Cheers