GM Redelia's Mask of the Mummy (Inactive)

Game Master Redelia


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Venture Lieutenant, Play by Post (online)

I'm willing to consider collecting poison from a dead enemy, but I'm unable to find any rules that would apply. I would even look at 3.5 rules as a starting place. Is anyone aware of any rules for this?


Male Dwarf Inquisitor of Cayden Cailean/3 | HP:31/31 | AC:18/FF:11/T:17 | F:+6* R:+2* W:+7* | Judgment: 1/1 | L1: 2/2 | Agile Feet: 7/7 | Init: +5 | Perc: +10 | Darkvision

I've GM'd a game where the player requested this, so we house ruled the following:

EXTRACTION:
1st - The size of creature determines how many doses are possible to extract; tiny 1, small 1d2, medium 1d4, large 2d4, +1d4 per additional size category.

2nd - Roll the correct Knowledge Nature check for the beast with the poison DC 10 + HD of creature to locate the poison sack. Fail increases step 3's DC by 5. This can be done as a Full Round Action.

3rd - Roll a Survival check DC 15 + HD of creature with the sack you are trying to extract. On a natural 1 you accidentally poison yourself and half the doses are spoiled. On failed check, half the doses rounded down are spoiled. This can be done within 5 minutes per HD of creature -1 minute per level of the extractor, to a minimum of 1 minute.
Character’s with “Poison Use” never poison themselves while extracting the sack.

*If a dose is sealed in a container it will last indefinitely until applied.

APPLYING POISON:
For each dose being applied to a weapon, role a Craft-Alchemy check. DC = poison save DC. On failed check, that dose of poison is spoiled. On a natural 1 you poison yourself. Applying Poison to a weapon requires a Full Round Action and either a Concentration check as though casting a spell or the extractor’s full attention.

Character’s with “Poison Use” never poison themselves on a natural 1.

*The dose remains active on a weapon until used on a fleshy or watery target (ground/dirt, water/mud, trees, zombies, humanoids, dragons) or evaporates/rubs off over a 2d4-1 day period once applied to a weapon. You could have a special sheath crafted that will make a seal, but this will be expensive and may get damaged in travel/combat.

DANGERS:
Those characters carrying poisonous weapons without “Poison Use” must make a reflex save DC20 to avoid poisoning themselves in combat when rolling a natural “1” or when wielding the item and making any Dexterity based Skill checks.

Carrying poisons is punishable by execution in most civilized (and some not so civilized) locations. The bearer will be dubbed as an assassin and possibly tried and executed.

Sample; in the case of a medium scorpion. HD5.

Gain 1d4 doses by doing the following:
Roll a Knowledge Nature check DC15 to find the venom sacks.
- Succeed, move to next step.
- Fail, +5 to the DC of next step.
Roll a Survival check DC20 or DC25 to safely extract the venom sacks.
- Succeed, move to next step.
- Fail, poison self and/or lose half of doses, rounded down.
Applying Poison to weapon DCX (DC of poison).
- Succeed, weapon is poisonous until discharged or wears off.
- Fail, poison self and/or dose is lost.

If a PC attempts an extraction in a lab (not just using a field kit), that it could cut down on the time by 5mins, and gives a +2 bonus to all of the DC checks required. Characters require a field kit or cauldron to do extractions at all (Assassins would probably buy the stuff, not procure it themselves, but if they want to they can do it in a lab or get an alchemy kit).

Characters can take the stinger, head or try to remove the sacks (or stuff a tiny spider in a jar) and procure it later on, but the Knowledge Nature check will determine the success (so it's a good idea to do this on the spot, failure might mean not having the body later on). If the Character does not take the time to do the Knowledge check or does not know from experience, then they have a greater chance of messing it up. The creature's poison sack is located elsewhere, the poison turns gaseous in a dead critter after so many hours, that kind of thing is determined by the rolls.


Male Tengu Rogue (unchained), HP 11 [11], AC [18], CMB [+2]; CMD [17], Fort +2, Ref +6, Will +3, Init +4, Perception +8, Low Light Vision, Trapspotting

As a rogue I have poison use so I don't run the risk of poisoning myself when I use it. but otherwise that makes sense.


Male Dwarf Inquisitor of Cayden Cailean/3 | HP:31/31 | AC:18/FF:11/T:17 | F:+6* R:+2* W:+7* | Judgment: 1/1 | L1: 2/2 | Agile Feet: 7/7 | Init: +5 | Perc: +10 | Darkvision

When we did these the player was a ranger and not a rogue, that's why they we there I believe.


Venture Lieutenant, Play by Post (online)

Talon, here's what I'm going to rule about the poison:

Collecting poison has twice the chance to poison yourself that using it on a weapon does (so 10%). For classes with poison use, that percentage is reduced to 5% (natural 1 on a d20). Craft(alchemy) (untrained is OK) to see if you are successful, although I may allow a skill substitution if you're trained in something appropriate. 1 dose possible.

I'm trying to make it risky to do, but likely to succeed.


Male Tengu Rogue (unchained), HP 11 [11], AC [18], CMB [+2]; CMD [17], Fort +2, Ref +6, Will +3, Init +4, Perception +8, Low Light Vision, Trapspotting

Makes sense. I might take craft alchemy to help out.


Male Human Sorcerer (Imperious Bloodline) 2 - 17/17 HP - 13 AC; 13 T; 10 FF - Fort +2; Ref +3; Will +3 - Initiative +3 - Perception +6 - Normal Vision

My computer is back in action! I'll try to get caught up and post in gameplay after class today.


Venture Lieutenant, Play by Post (online)

Glad you're back, Malik.


Male
Quick Stats:
Init +2, hp 32/32, darkvision 60 ft; Perc +1,Aura of good, AC19, T12,FF17, Fort +7, R, +5, W +6, STs resist hot conditions & +1 STs vs fire effects, Resist acid 5, cold 5, elect 5, Divine Imm, BA +1; CMB +3; CMD 15
Agathion-blooded (Idyllkin) Aasimar Paladin 3 of Anubis
Quick Skills:
Diplomacy +8, Heal +6, Knowledge (History) +2, Knowledge (Religion) +8, Linguistics(Ancient Osiriani) +2, Profession (Farmer) +5

Anyone seen our GM lately?


Venture Lieutenant, Play by Post (online)

I've been waiting for the others to tell me what they do in the room. Especially any more perception rolls. If you guys are getting antsy, I'll push forward.


Venture Lieutenant, Play by Post (online)

Question for you guys: Is the pace the game is going OK? I can make it run faster if you want, but that would mean botting characters more often and sometimes not everyone getting to weigh in on decisions. I don't know what you guys consider the right balance for fun. I'm rather new to GMing PBP, and the pacing I would consider a major weakness, so I would like any suggestions or input.


Male Tengu Rogue (unchained), HP 11 [11], AC [18], CMB [+2]; CMD [17], Fort +2, Ref +6, Will +3, Init +4, Perception +8, Low Light Vision, Trapspotting

The dice hate me... I'm fine with the pace. A little faster would be cool but im good.


Venture Lieutenant, Play by Post (online)

As I'm sure you guys have noticed, we seem to have lost 2 players. Do you guys want to keep going with 4, or try to find others?


Male Dwarf Inquisitor of Cayden Cailean/3 | HP:31/31 | AC:18/FF:11/T:17 | F:+6* R:+2* W:+7* | Judgment: 1/1 | L1: 2/2 | Agile Feet: 7/7 | Init: +5 | Perc: +10 | Darkvision

As a GM I like to keep at least five active players in my games. That way if one of them drops or goes missing we aren't below four and can keep moving.

My vote would be to pick up another.


Male
Quick Stats:
Init +2, hp 32/32, darkvision 60 ft; Perc +1,Aura of good, AC19, T12,FF17, Fort +7, R, +5, W +6, STs resist hot conditions & +1 STs vs fire effects, Resist acid 5, cold 5, elect 5, Divine Imm, BA +1; CMB +3; CMD 15
Agathion-blooded (Idyllkin) Aasimar Paladin 3 of Anubis
Quick Skills:
Diplomacy +8, Heal +6, Knowledge (History) +2, Knowledge (Religion) +8, Linguistics(Ancient Osiriani) +2, Profession (Farmer) +5

Sorry I haven't posted yet. Been super busy with work lately! I'll try and have something tomorrow. Again sorry.


Venture Lieutenant, Play by Post (online)

I have a 5th player for you guys. He will hopefully come by soon and introduce himself.


Male
Quick Stats:
Init +2, hp 32/32, darkvision 60 ft; Perc +1,Aura of good, AC19, T12,FF17, Fort +7, R, +5, W +6, STs resist hot conditions & +1 STs vs fire effects, Resist acid 5, cold 5, elect 5, Divine Imm, BA +1; CMB +3; CMD 15
Agathion-blooded (Idyllkin) Aasimar Paladin 3 of Anubis
Quick Skills:
Diplomacy +8, Heal +6, Knowledge (History) +2, Knowledge (Religion) +8, Linguistics(Ancient Osiriani) +2, Profession (Farmer) +5

Sweet!


Dhampir slayer (deliverer, grave warden) 2 | HP 25/25 | F+5 R+7 W+0 (+2 vs. disease and mind-affecting effects) | AC 16/14/12 | Init. +4 | Perc +7 [darkvision 60 ft., low-light vision]
GM Redelia wrote:
I have a 5th player for you guys. He will hopefully come by soon and introduce himself.

Hi everyone, just figuring out with our GM how to enter the game. Looking forward to it!


Male Dwarf Inquisitor of Cayden Cailean/3 | HP:31/31 | AC:18/FF:11/T:17 | F:+6* R:+2* W:+7* | Judgment: 1/1 | L1: 2/2 | Agile Feet: 7/7 | Init: +5 | Perc: +10 | Darkvision

You can be in the next trap Talon fails to detect!

Welcome aboard!!


Male
Quick Stats:
Init +2, hp 32/32, darkvision 60 ft; Perc +1,Aura of good, AC19, T12,FF17, Fort +7, R, +5, W +6, STs resist hot conditions & +1 STs vs fire effects, Resist acid 5, cold 5, elect 5, Divine Imm, BA +1; CMB +3; CMD 15
Agathion-blooded (Idyllkin) Aasimar Paladin 3 of Anubis
Quick Skills:
Diplomacy +8, Heal +6, Knowledge (History) +2, Knowledge (Religion) +8, Linguistics(Ancient Osiriani) +2, Profession (Farmer) +5

Welcome aboard!

Although I can see Khere and Jibril butting heads a good bit, what with Khere being an aasimar paladin of Anubis and Jibril being a Dhampir who can walk in broad daylight.

Don't worry y'all! I don't intend to do any PvP stuff. I've never liked PvP anyhow. Still, it'll create some interesting roleplaying moments for our group!


Dhampir slayer (deliverer, grave warden) 2 | HP 25/25 | F+5 R+7 W+0 (+2 vs. disease and mind-affecting effects) | AC 16/14/12 | Init. +4 | Perc +7 [darkvision 60 ft., low-light vision]
Khere wrote:

Welcome aboard!

Although I can see Khere and Jibril butting heads a good bit, what with Khere being an aasimar paladin of Anubis and Jibril being a Dhampir who can walk in broad daylight.

Don't worry y'all! I don't intend to do any PvP stuff. I've never liked PvP anyhow. Still, it'll create some interesting roleplaying moments for our group!

It depends how you want to play it, but Jibril regards himself as a victim of the undead, more so than being one himself. His life's work (or unlife's work) is to destroy them.


Dhampir slayer (deliverer, grave warden) 2 | HP 25/25 | F+5 R+7 W+0 (+2 vs. disease and mind-affecting effects) | AC 16/14/12 | Init. +4 | Perc +7 [darkvision 60 ft., low-light vision]

GM - as discussed I fixed Jibril's gear to include thieves' tools. Removed holy water and manacles.


Venture Lieutenant, Play by Post (online)

OK, guys, we've now got Jibril, but I think we've lost Talon. I'm going to give him a bit longer (I sent a PM yesterday) and then if he doesn't return, I'm going to try to recruit two more players so we're back at six. Unless you guys tell me otherwise about what you want, I'll try to find an unchained rogue and a full divine caster of some sort.

I'm going to push a bit on the pace because I don't want this game to just peter out.


Dhampir slayer (deliverer, grave warden) 2 | HP 25/25 | F+5 R+7 W+0 (+2 vs. disease and mind-affecting effects) | AC 16/14/12 | Init. +4 | Perc +7 [darkvision 60 ft., low-light vision]
GM Redelia wrote:

OK, guys, we've now got Jibril, but I think we've lost Talon. I'm going to give him a bit longer (I sent a PM yesterday) and then if he doesn't return, I'm going to try to recruit two more players so we're back at six. Unless you guys tell me otherwise about what you want, I'll try to find an unchained rogue and a full divine caster of some sort.

I'm going to push a bit on the pace because I don't want this game to just peter out.

I run a thread for replacements on my campaigns - would you like me to ask there?


Venture Lieutenant, Play by Post (online)

I've never actually played with the grapple rules before, so please let me know if I'm messing that part up.


Male Dwarf Inquisitor of Cayden Cailean/3 | HP:31/31 | AC:18/FF:11/T:17 | F:+6* R:+2* W:+7* | Judgment: 1/1 | L1: 2/2 | Agile Feet: 7/7 | Init: +5 | Perc: +10 | Darkvision

Creature has grab with a free grapple check? Looks good to me. Just remember those creatures are now considered grappled as well and will suffer the penalties of being grappled while holding Jibril (assuming he doesn't break free on his turn).


Dhampir slayer (deliverer, grave warden) 2 | HP 25/25 | F+5 R+7 W+0 (+2 vs. disease and mind-affecting effects) | AC 16/14/12 | Init. +4 | Perc +7 [darkvision 60 ft., low-light vision]

Braydir's correct but note I am GMing another campaign (I'll hold back on the spoilers) where a creature with successful grapple isn't considered grappled itself - so note to check the text on the monster.

Also it has to repeat the check each round to stay grappling.


Male Dwarf Inquisitor of Cayden Cailean/3 | HP:31/31 | AC:18/FF:11/T:17 | F:+6* R:+2* W:+7* | Judgment: 1/1 | L1: 2/2 | Agile Feet: 7/7 | Init: +5 | Perc: +10 | Darkvision

Jibril - Good point. Most creatures need to make their check at -20 to avoid being grappled themselves, but obviously there will be exceptions! :)


Venture Lieutenant, Play by Post (online)

Taking damage doesn't change the grapple, does it?
(The monster's stat block doesn't say anything, nor does the grapple rules as far as I can find.)


Male Dwarf Inquisitor of Cayden Cailean/3 | HP:31/31 | AC:18/FF:11/T:17 | F:+6* R:+2* W:+7* | Judgment: 1/1 | L1: 2/2 | Agile Feet: 7/7 | Init: +5 | Perc: +10 | Darkvision

Nope. You can release it as a free action if you like, but you can continue to sustain grapple with damage. You need to make a new grapple check every round, but you get a bonus after the first for sustaining.


Venture Lieutenant, Play by Post (online)

I just want to make sure before I open my mouth in the gameplay thread that I understand how the break grapple attempt works.

Jibril rolled a CMB check to try to break the grapple. Now I just compare that result to the monster's CMD, correct? Are there any bonuses or penalties that apply?


Dhampir slayer (deliverer, grave warden) 2 | HP 25/25 | F+5 R+7 W+0 (+2 vs. disease and mind-affecting effects) | AC 16/14/12 | Init. +4 | Perc +7 [darkvision 60 ft., low-light vision]

Just CMB vs CMD, I think. As a GM I hate grapple. Thought I might have the opportunity to hit it once free but it has used my standard action.

Note on Braydir's comment, if I fail and the grapple is sustained the grappler gets +5 to their grapple (and can then inflict damage), as I remember, but uses their standard action to do so.

Anyhow, I think this helps.


Venture Lieutenant, Play by Post (online)

Hey guys, I'm looking for someone willing to play in a game I'm running for a group of newbies. I've taken them through the beginner's box adventure, and now we're going to play the module Murder's Mark using almost exclusively the core rule book. I'm also allowing the unchained rogue, and other things are negotiable. I have my three newbies, but we could use one (or two) experienced player to round out the party and help them see the rules from the player side.

They are all new players brought into Pathfinder with the Humble Bundle. We started with 6 players, but these three are the ones who kept with the game for 3 months and finished the adventure. I'd rather not do a general recruitment because I want someone I know will help teach rules and keep posting.


Venture Lieutenant, Play by Post (online)

I found the players I needed; thanks to any of you who considered it.

We will level up soon, so you might start thinking what you want to do.

At level up, you may sell any gear you want for full price. You also may assume that your money and gear together (excluding your level 1 survival gift) equal standard WBL. If you've decided you want a piece of cool nonstandard gear found in the adventure, we need to talk about how much money you get.


Dhampir slayer (deliverer, grave warden) 2 | HP 25/25 | F+5 R+7 W+0 (+2 vs. disease and mind-affecting effects) | AC 16/14/12 | Init. +4 | Perc +7 [darkvision 60 ft., low-light vision]

Thanks GM!

Tenuous link, but I went to this yesterday. Exhibition, at the British Museum, of items recovered from a couple of newly discovered Egyptian cities, from the bottom of the Nile. Very inspirational for Mummy's Mask, if you're in London at all.


Male
Quick Stats:
Init +2, hp 32/32, darkvision 60 ft; Perc +1,Aura of good, AC19, T12,FF17, Fort +7, R, +5, W +6, STs resist hot conditions & +1 STs vs fire effects, Resist acid 5, cold 5, elect 5, Divine Imm, BA +1; CMB +3; CMD 15
Agathion-blooded (Idyllkin) Aasimar Paladin 3 of Anubis
Quick Skills:
Diplomacy +8, Heal +6, Knowledge (History) +2, Knowledge (Religion) +8, Linguistics(Ancient Osiriani) +2, Profession (Farmer) +5

Cool! And that was quick with the level up. When I created Khere (and a couple of other characters for this AP), I did an extensive amount of research on Ancient Egypt, including the clothes!

And cool again! That was probably a wonderful experience seeing all of that.


Male Tengu Rogue (unchained), HP 11 [11], AC [18], CMB [+2]; CMD [17], Fort +2, Ref +6, Will +3, Init +4, Perception +8, Low Light Vision, Trapspotting

Sorry about vanishing this weekend. I was at a small local con and thought I would have a lot more time to post.


Male Dwarf Inquisitor of Cayden Cailean/3 | HP:31/31 | AC:18/FF:11/T:17 | F:+6* R:+2* W:+7* | Judgment: 1/1 | L1: 2/2 | Agile Feet: 7/7 | Init: +5 | Perc: +10 | Darkvision

My eight year old niece was diagnosed with stage IV cancer late last week. My wife flew out to Texas to be with them during the surgery over the weekend. While she is gone, all three of my kids were in a car accident today when my au pair totaled our car. Today has been doctors and forms and we are still going.

My life is a little upside down right now, please hang tight while I right the ship. Be back soonest.


Male
Quick Stats:
Init +2, hp 32/32, darkvision 60 ft; Perc +1,Aura of good, AC19, T12,FF17, Fort +7, R, +5, W +6, STs resist hot conditions & +1 STs vs fire effects, Resist acid 5, cold 5, elect 5, Divine Imm, BA +1; CMB +3; CMD 15
Agathion-blooded (Idyllkin) Aasimar Paladin 3 of Anubis
Quick Skills:
Diplomacy +8, Heal +6, Knowledge (History) +2, Knowledge (Religion) +8, Linguistics(Ancient Osiriani) +2, Profession (Farmer) +5

Oh no. I'm sorry to hear about this.

Take your time. No one here is going to be upset if you have to take a break, especially with all of this going on. I'll be keeping you and your family in my thoughts and prayers.


Male Human Sorcerer (Imperious Bloodline) 2 - 17/17 HP - 13 AC; 13 T; 10 FF - Fort +2; Ref +3; Will +3 - Initiative +3 - Perception +6 - Normal Vision

That's an awful series of events. I hope everything pulls through okay.


Venture Lieutenant, Play by Post (online)

Take care of what you need to, Braydir. I'll bot you as needed until you come back.


Male Tengu Rogue (unchained), HP 11 [11], AC [18], CMB [+2]; CMD [17], Fort +2, Ref +6, Will +3, Init +4, Perception +8, Low Light Vision, Trapspotting

Braydir take your time. I hope everything goes well.


Dhampir slayer (deliverer, grave warden) 2 | HP 25/25 | F+5 R+7 W+0 (+2 vs. disease and mind-affecting effects) | AC 16/14/12 | Init. +4 | Perc +7 [darkvision 60 ft., low-light vision]
Braydir Thornak wrote:

My eight year old niece was diagnosed with stage IV cancer late last week. My wife flew out to Texas to be with them during the surgery over the weekend. While she is gone, all three of my kids were in a car accident today when my au pair totaled our car. Today has been doctors and forms and we are still going.

My life is a little upside down right now, please hang tight while I right the ship. Be back soonest.

So sorry to hear this - hope things do improve. I'll bot you in the HR campaign also.


Venture Lieutenant, Play by Post (online)

Level up instructions:

Roll for HP. If you roll less that 1/2 max + 1, you get 1/2 max + 1. If you roll higher, you get what you roll.

Wealth: You have WBL for level 2. This includes your gear, but not your starting bonus item. If one of you wants Akentepi's armor, we should talk, because it's priced too high for this formula. You may sell any of your gear for full price to buy better stuff. All normal stuff is available for purchase in the city.

Let me know if I've forgotten anything in this description.


Dhampir slayer (deliverer, grave warden) 2 | HP 25/25 | F+5 R+7 W+0 (+2 vs. disease and mind-affecting effects) | AC 16/14/12 | Init. +4 | Perc +7 [darkvision 60 ft., low-light vision]

@GM - I'd be up for the armour, if the team is up for it, and sacrifice against the WBL formula. It would make sense against Jibril's late arrival (and being at the front of the exploration line, covering the rogue). Happy to revert to WBL if this doesn't work.

I'm travelling this week, back on Friday, and won't have access to Hero Lab till then.

HP Roll: 1d10 ⇒ 9


Male Dwarf Inquisitor of Cayden Cailean/3 | HP:31/31 | AC:18/FF:11/T:17 | F:+6* R:+2* W:+7* | Judgment: 1/1 | L1: 2/2 | Agile Feet: 7/7 | Init: +5 | Perc: +10 | Darkvision

Thanks for being patient, I'll get leveled up soon.


Male Human Sorcerer (Imperious Bloodline) 2 - 17/17 HP - 13 AC; 13 T; 10 FF - Fort +2; Ref +3; Will +3 - Initiative +3 - Perception +6 - Normal Vision

Hit Die: 1d6 ⇒ 2

Guess I am taking 1/2 max + 1.


Venture Lieutenant, Play by Post (online)

I just realized that what I posted isn't quite clear. The 1/2 max + 1 is instead of the dice roll; you still get your con bonus.


Male
Quick Stats:
Init +2, hp 32/32, darkvision 60 ft; Perc +1,Aura of good, AC19, T12,FF17, Fort +7, R, +5, W +6, STs resist hot conditions & +1 STs vs fire effects, Resist acid 5, cold 5, elect 5, Divine Imm, BA +1; CMB +3; CMD 15
Agathion-blooded (Idyllkin) Aasimar Paladin 3 of Anubis
Quick Skills:
Diplomacy +8, Heal +6, Knowledge (History) +2, Knowledge (Religion) +8, Linguistics(Ancient Osiriani) +2, Profession (Farmer) +5

Welcome back Braydir!


Male Dwarf Inquisitor of Cayden Cailean/3 | HP:31/31 | AC:18/FF:11/T:17 | F:+6* R:+2* W:+7* | Judgment: 1/1 | L1: 2/2 | Agile Feet: 7/7 | Init: +5 | Perc: +10 | Darkvision

Thanks!

Level 2 HP: 1d8 ⇒ 6

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