Mummy's Mask

Game Master Samy

GM Samy's Mummy's Mask Campaign --- Day 26 --- Google Drive Folder --- Experience --- Treasure --- Relationships --- Maps (Empty Graves)
Panic Level: 13

Party Inits:
[dice=Initiative Aleris]1d20+7[/dice]
[dice=Initiative Deseri]1d20+2[/dice]
[dice=Initiative Harmose]1d20+11[/dice]
[dice=Initiative Kito]1d20+0[/dice]
[dice=Initiative Polux]1d20+3[/dice]
[dice=Initiative Qari]1d20+2[/dice]
[dice=Initiative Ra-Khefer]1d20+1[/dice]
[dice=Initiative Turel]1d20+2[/dice]

[dice=Perception Aleris]1d20+9[/dice]
[dice=Perception Deseri]1d20+1[/dice]
[dice=Perception Harmose]1d20+9[/dice]
[dice=Perception Kito]1d20+2[/dice]
[dice=Perception Polux]1d20+10[/dice]
[dice=Perception Qari]1d20+6[/dice]
[dice=Perception Ra-Khefer]1d20+0[/dice]
[dice=Perception Turel]1d20+9[/dice]


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I am the tool of the GM

Click. Whirr.

ACCESSING FILES ON ENTITY KNOWN AS ENLARGED POLUX

Kito the Scholar wrote:

Enlarged Polux:

AC -2, Damage cold iron longspear +6 (2d6 +7/×3), reach is now 15' with the spear.

FILES ACCESSED

BOTTING POLUX

____

"Remove one abomination? With pleasure!"

RETROACTIVE ROUND 1

Cold Iron Longspear: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13

"It's a bit more dodgy than I was expecting, but... THERE!"

RETROACTIVE ROUND 2

Cold Iron Longspear: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage: 2d6 + 7 ⇒ (1, 5) + 7 = 13

"Are you alright, Aleris?"

Liberty's Edge

Female Human Commoner 1

Yeah that does it. The zombie falls under Polux's onslaught. Combat is over. You defeated the three zombies that were lurking in D6 and the ahkhat that surprise attacked you in D7. Polux has also jimmied open the double doors leading north from D7. You may travel in that direction at will. You find no treasure or clues of note in D6 and D7, other than those already noted just before combat.


Inactive

"I'm fine Polux, thank you," Aleris breathes a sigh of relief as the last zombie is cut down. "I know the glaive is Shelyn's chosen weapon but sometimes it's a bit awkward to fight with!"

With all immediate and apparent threats eliminated, she nods towards the northern doors. "Shall we?"


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel holds up his hand, motioning for Kito to heal him with the healing wand. After several utterances of the all-too-familiar phrase "Boo-Boo Be Gone!", Turel nods in readiness. "Now I am ready."

Wand of CLW, Charge 23: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW, Charge 22: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW, Charge 21: 1d8 + 1 ⇒ (5) + 1 = 6

Turel is at 23/25 HP. Wand has 20 charges left.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

After she is done with Turel, Kito goes over and uses the wand on Qari.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8 "Boo Boo Be Gone!"

Looking around, she asks "Is anyone else hurt?"


Inactive

"I think that's everyone," Aleris replies after looking around for a moment. "Hey Kito, you said the ahkhat kept yelling at us to leave...I wonder if everyone got that response or if the Scorched Hand knew some way to make it let them pass? I guess technically we're the intruders here since none of us follow Nethys..."


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

With a worried look, Kito replies to Aleris "At first, I was wondering that myself. I hope it is just that the Scorched Hand ordered it to delay us. The other option...well that would mean it still had orders that might be from the time of madness..."

She doesn't feel the need to elaborate on why that may be a bad thing.

She goes over to the remains of the ahkhat and looks at the symbols on it's surface.

The picture of it seemed to have writing on it. Anything worth reading?


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

"Thanks, Kito. Your questions make good sense, Aleris. Either way, it spooks me a bit. If the Scorched Hand is strong enough to summon one of those beasts, we might be in over our heads. On the other hand, they were clever enough to bypass it, then they are more clever than we have been giving them credit for. Not sure which I prefer..."

Liberty's Edge

Female Human Commoner 1

More map revealed.

You make your way north to area D8.

D8 wrote:
This sparsely furnished room contains a bed frame bolted to the floor in the southwest corner next to a lacquered end table. On the opposite side of the room, a wooden desk has partially collapsed against the wall. Doors exit the room to the north, east, and south.

There is no longer anything of interest in the ruins of the desk.

The doors leading north and east are locked, but the east lock can be opened from this side.

Religion DC 10:
The Sanctum’s high priest resided in these quarters.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Religion: 1d20 + 7 ⇒ (3) + 7 = 10

Getting slightly distracted and looking about, "This was where the High Priest would have lived." Looking up at the two doors, "So which one?"


Inactive

Kn. Religion: 1d20 + 8 ⇒ (15) + 8 = 23
Perception: 1d20 + 9 ⇒ (2) + 9 = 11

"I'd say east first just because it's easiest," Aleris murmurs as she looks around. "But if it's locked from this side then there might be something nasty on the other side...or something valuable. Either one seems equally likely, so let's be careful."


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

"I have no problem with that Aleris, as I am always careful." Turel nods as he takes position next to Polux ready to proceed here.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25 Add +2 if a trap/+4 if Stone.

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Ra stepped into the next room and looked around at the engineering, looking for weaknesses or voids behind walls.
Knowledge:Engineering: 1d20 + 8 ⇒ (10) + 8 = 18

Liberty's Edge

Female Human Commoner 1

You open the east door from D8, entering a room with lots and lots of shelves.

D9 wrote:
Rows of stone shelves fill this crowded room. Most of the books and scrolls once stored here have disintegrated over time, but a few volumes engraved on more durable materials still endure. Numerous scroll tubes litter the floor of the room amid the dusty remains of ruined paper and papyrus. A solitary door is set into the western wall.

Religion or Engineering DC 5:
This was the temple’s library, which once contained an impressive collection of works both mundane and magical.
Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

After poking about with a critical eye, Ra nodded.
"Aye, the floor and shelves be reinforced." He said, picking up an empty scroll tube from among the ruined paper. "This had to be the Library. Big one too."


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

"I'm excited to find the library! Let's see what is left in this place. There's no telling what mysteries might still be revealed!". Qari was visibly excited by this revelation n


Inactive

"It probably can't hurt to have a quick peek around," Aleris agrees, chuckling at Qari's enthusiasm. She casts a minor detection spell and then begins to look around more closely.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Casting Detect Magic.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

"A library?" Harmose perks up. "I'm looking forward to seeing this!"

Liberty's Edge

Female Human Commoner 1

Characters who succeed at a DC 20 Appraise or DC 15 Perception check find an unrolled papyrus scroll discarded on the floor. It describes, in Ancient Osiriani, how magicians of Osirion’s First Age could alter elementals to new forms and purposes. The text describes the concept of an ahkhat (as explained in an earlier spoiler that you got when it showed up) and a “keystone” that binds it to a building and pacifies it. The scroll further mentions that such keystones were frequently built into the foundations of the structure and often concealed by secret doors.

A secret panel in the western wall of the library can be discovered with a successful DC 20 Perception check. The panel is locked.

If all of the surviving documents in the library are carefully gathered up and organized (which takes at least a day), the collection could be sold to various parties for a total of 1,000 gp. In addition to these historical documents, the library contains a scroll of detect secret doors and a scroll of remove curse.

The scrolls detect as magic, as does whatever is behind the secret panel.

Map updated.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Appraise: 1d20 + 8 ⇒ (12) + 8 = 20

Perception: 1d20 + 1 ⇒ (6) + 1 = 7

Not bothering to speak since there is so much to look at. The original reason for being here is temporary forgotten. Gently reaching out and grabbing a sheet of papyrus left on the floor. More of that language I clearly need to learn. Keeping it to herself for a moment to let her fingers dance across the scroll, tracing the wording that makes no sense to her.

With a sigh she lets her voice raise to a normal level and call out, [/b]"Kito. You can read this not me."[/b]


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel points out the secret panel to Polux. "It does not look trapped my friend. Would you like to attempt to open it?"

Botting Polux here...

Polux nods and cracks his knuckles here. "OKay, let's see what secret treasure these Nethys priests left behind..."

Polux Disable Device: 1d20 + 13 ⇒ (13) + 13 = 26

Liberty's Edge

Female Human Commoner 1

Polux is normal sized by now.

Polux opens the secret panel.

Inside: This innocuous-looking scroll abruptly rises in the air, unraveling as it flies. It flits about with serpentine grace, baring its razor-sharp edges.

A flying scroll attacks you.

Initiative Aleris: 1d20 + 7 ⇒ (13) + 7 = 20
Initiative Deseri: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative Harmose: 1d20 + 11 ⇒ (8) + 11 = 19
Initiative Kito: 1d20 + 0 ⇒ (15) + 0 = 15
Initiative Polux: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Qari: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Ra-Khefer: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative Turel: 1d20 + 2 ⇒ (3) + 2 = 5

Initiative Enemy: 1d20 + 2 ⇒ (4) + 2 = 6

All but Qari and Turel may act before the scroll acts. Position yourselves on the map. Polux must be in the square just outside the secret panel because he was opening it.

Arcana DC 13:
Guardian Scrolls have DR 5/magic.

Magical practitioners, both arcane and divine, often use artificial creatures to protect their lairs, libraries, temples, and sacred texts. Sometimes the best of these protectors are ones a thief never suspects—until it’s too late. Guardian scrolls are deceptive constructs created from enchanted paper or papyrus. When an intruder enters a proscribed area or touches a prohibited object without first speaking a password or otherwise signaling that it has permission to enter, the guardian scroll rises to attack.

At rest, guardian scrolls appear identical to any number of different types of magical or nonmagical scrolls. Sometimes their ends terminate in wooden or light metal rods. These weighted ends do not hinder or alter the guardian scrolls’ ability to move and attack. The texture of such a scroll is quite different from that of any paper, parchment, or papyrus—though from visual inspection alone it’s indistinguishable from those materials. Instead, a guardian scroll’s papery body is surprising strong and tensile. Even with casual handling, an observer can tell the material is tear-resistant, though it has a fine edge.

DC 18:
Immune to bludgeoning damage, vulnerable to fire.

When a guardian scroll becomes active, it rises in the air and unfurls to a length of almost 4 feet. It wafts through the air with casual ease as it approaches its target. When it attacks, it stiffens its edges, making them almost as sharp as razors. It races past its target and draws its entire length across any exposed f lesh, leaving a long, deep, and often painful slash that bleeds badly afterward. This is not the scroll’s only means of attack, however. It can also wrap itself around a Medium or smaller creature in the blink of an eye, constricting it. While the strength of its constriction is not as terrible as that of a giant snake, the guardian scroll is intelligent enough to strategically wrap itself around the face of its target to blind and asphyxiate. While some barroom adventurers laugh at the absurdity of “aggressive paper,” anyone who has faced a guardian scroll knows its tenacity is surpassed only by its viciousness.

Guardian scrolls are artificial creatures, more akin to intelligent magic items than anything spawned in nature. Many do have some connection to the natural world, in that the material used in the creation of their paper is sometimes harvested from treants, quickwoods, or other intelligent tree creatures. In Osirion, guardian scrolls are often created from patches of stranglereeds that grow along the riverbank. Some researchers argue this explains the almost murderous nature that some guardian scrolls manifest. It is possible to create a guardian scroll without killing an intelligent plant creature, but it’s a lengthier process that requires much more material, and doesn’t appear to change the construct’s disposition.

DC 23:
They have bleed, constrict and strangle attacks.

Unlike most constructs, guardian scrolls have a limited intelligence. They lack the bludgeoning strength of other automata, and the variety and sophistication of their possible attacks require more than a simple brute force approach. This same spark of awareness also makes them subject to attacks on their minds.

Sometimes a guardian scroll’s creator uses the scroll to record the very information the construct is intended to protect—often a treasure map. The idea is that the scroll fights relentlessly rather than allowing an unauthorized party to study it, such that a would-be thief must destroy it to stop its attacks. This is risky, however. The scroll could be grappled, pinned, and held down by two or more creatures so it could be examined. Worse, since it fights to the death, the information it protects could be lost entirely.

Guardian scrolls forced into scroll tubes go dormant unless they succeed at a DC 15 Will save. A scroll that is still active can usually pop the canister open and escape unless the case has a locking mechanism or other special precautions are taken. If its tube is disturbed, a dormant guardian scroll must attempt a Will save to shake off this forced quiescence; if successful, it abruptly returns to life.


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

Qari was astounded when someone read the scroll to her discussing the elemental altering. That was exactly the kind of information that she yearned to find. It wasn't much, but perhaps it held a bit of a clue about her powers. She knew that she must learn more about that language so that she could translate for herself.

Next level, a skill rank goes into Linguistics for Ancient Osiriani and one rank will go for some Knowledge skill. Qari is tired of being the dunce in the group!


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Kito was just about to help Deseri with the scroll when the secret door is opened.

Kn: Arcana: 1d20 + 11 ⇒ (20) + 11 = 31

Upon seeing the creature, Kito shouts out "Quick, fire or magical cutting weapons -- blunt doesn't work!"

She then tries her misfortune curse on the creature.

DC 16 Will save

Can someone please move me on the map?

Liberty's Edge

Female Human Commoner 1

Will vs Misfortune: 1d20 + 1 ⇒ (9) + 1 = 10

Any preference where to be moved?


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Anywhere within 30' and in sight of the creature is fine. How about the 5' alcove in the shelves directly below the D.

Liberty's Edge

Female Human Commoner 1

Done!

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

With a muttered curse, Ra dropped his adamantine flail and drew a throwing axe in each hand.
Being somewhat obstructed, he readied an attack for if the scroll happened near him.
Wielded throwing axe readied attack: 1d20 + 7 ⇒ (12) + 7 = 19 for a possible 1d6 + 4 ⇒ (3) + 4 = 7 slashing damage.


Inactive

Round 1

Kn. Arcana: 1d20 + 8 ⇒ (2) + 8 = 10

"Eek, the papers are alive!" Aleris shrieks, having no idea of what kind of creature or effect this thing might be. She draws her bow but isn't in a position to shoot.

"Can we lure it out?"

Aleris will draw her bow for now. Can someone move her to the square next to the eastern library exit?

Liberty's Edge

Female Human Commoner 1

Done, assuming I interpreted the square correctly.


Inactive

You got it! Thanks :)


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Knowledge Arcana: 1d20 + 6 ⇒ (9) + 6 = 15

Harmose looks around for someone wielding a magic weapon, then casts guidance on Des.

We all expressed interest in the library. Can we all be moved there, please?


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Looking at Harmose with a look of confusion be for grabbing her neglected crossbow. Stepping away and taking aim.

Readied action to shoot when I am able too. I would prefer to wait until there is no one in the way since I take all the penalties currently.

Liberty's Edge

Female Human Commoner 1

Polux tries to stab the scroll with his gladius.

Gladius vs Scroll: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Polux hits for 10hp minus the DR 5, for a total of 5hp damage, then takes a five foot step north to get out of the way.

Then enemy turn. The scroll moves out of the wall niche and comes after Turel instead of Polux, because I don't think it's fair to target a guy who's indefinitely unavailable. Because the creature is Tiny sized, it needs to move into Turel's square in order to attack, which means it needs to move more than a five foot step, which means Polux and Turel get AoOs against it.

Polux AoO: 1d20 + 6 ⇒ (19) + 6 = 25 Crit?: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 2d6 + 8 ⇒ (1, 1) + 8 = 10 Another 5hp damage

Turel gets to make his own AoO at this point.

Then the scroll attacks him. It tries to slice the monk with its sharp papery edges.

Slice: 1d20 + 9 ⇒ (2) + 9 = 11 No need for second Misfortune roll since it's already a miss anyway.

Lucky for Turel, the scroll has really bad luck, and because it doesn't hit, it doesn't get a chance to use its grab ability either.

Everyone's turn.


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Since Turel's attacks are Bludgeoning they cannot hurt the scroll, so he will forgo the AoO.

Turel sees his fists will be useless against the living scroll so he elects to slip into a complete defensive stance.

Full Round action: Total Defense, AC is now 20.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Strangely enough, you can Aid Another for someone else's AC or to hit even when it is immune to your attacks.

Kito starts giggling again. The dark cloud following the scroll moves in time with her manic laughter.

She then calls out "දැවිය!"

Auran:
Burn it!

She then switches languages to say "Don't let it hug you!"

Having seen what Harmose had done, she waits until after Deseri fires her crossbow before casting Guidance on Deseri.

Move action: Giggle/Cackle. Ready standard action to cast Guidance on Deseri.


Inactive

Aleris' Round 2

Hearing Kito's calls to use fire, Aleris tries the only thing she can think of to do and attempts to call down holy fire on the animated scroll.

"Turel, duck!"

Fire of Belief (Ranged Touch): 1d20 + 6 ⇒ (2) + 6 = 8
Damage (Fire): 1d6 + 1 ⇒ (6) + 1 = 7


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

Qari blasts away with her cold Energy at the scroll, not sure whether it would have an effect or not.

RTA with PBS and Precise Shot 1d20 + 6 ⇒ (2) + 6 = 8

Damage 2d6 + 3 ⇒ (6, 3) + 3 = 12


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Harmose, feeling next to useless, throws an Acid Splash at the scroll.

Acid Splash: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d3 + 1 ⇒ (3) + 1 = 4


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

+1lt crossbow: 1d20 + 2 ⇒ (1) + 2 = 3 That makes me really sad. Sorry in advance if I end up hitting anyone!
damage: 1d8 + 1 ⇒ (8) + 1 = 9

A rush shoots though her when the odd creature moves in to view and she shoots immediately. Only for the shot to very clearly miss. "Damnnit!"

Liberty's Edge

Female Human Commoner 1

Turel - total defense
Kito - cackle/guidance
Aleris - holy fire, miss
Qari - cold blast, miss
Harmose - acid splash, hit for 4hp
Deseri - light crossbow, miss
Polux - longspear attack, coming up
Ra-Khefer - may act retroactively

Polux uses his longspear so he doesn't have to close in.

Longspear vs Scroll: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 1d8 + 6 ⇒ (5) + 6 = 11 Minus DR

During this round, Turel takes the defensive while Kito takes a support role. Aleris, Qari and Deseri take the offensive but all miss, while Harmose and Polux succeed at damaging the scroll, which is starting to look a little frayed. The silent animated object keeps fluttering through the air, making another slice and grab at the defensive Turel.

Slice vs Turel: 1d20 + 9 ⇒ (16) + 9 = 25
Slice vs Turel: 1d20 + 9 ⇒ (1) + 9 = 10 Misfortune saves the day!
Damage: 1d4 + 3 ⇒ (3) + 3 = 6 plus bleed and grab

Additional bleed damage at the beginning of Turel's next turn: 1d2 ⇒ 2

Grab: 1d20 + 9 ⇒ (17) + 9 = 26 Miss

Everyone's turn. Ra-Khefer also has a retroactive turn from the ended turn.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Misfortune was still active via Cackle/Giggle. Please roll again for the attack on Turel.

Liberty's Edge

Female Human Commoner 1

Thank you! I remembered it as soon as I saw you posted! Fixed now!


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel is more than content to keep the animated scroll occupied whilst his friends continue to attack it from afar.

Maintain Total Defense action.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Acid Splash: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Harmose hits it solidly but does not do much damage.

Scarab Sages

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M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Last round:
Ra uses Aid Another to add to Turel's AC.
gauntlet (from armor) attack: 1d20 + 7 ⇒ (3) + 7 = 10

This round:
Ra uses Aid Another to add to Turel's AC.
gauntlet (from armor) attack: 1d20 + 7 ⇒ (1) + 7 = 8
...Fumble confirm?: 1d20 + 7 ⇒ (2) + 7 = 9
An embarrassed Ra apologized to Turel for the Unfortunate incident that just occured...


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

"If it hugs you, the cuts will bleed and it will wrap tightly around you!" Kito explains.

Trying to dispense the information in about one round's worth of warning at a time.

Kito also continues with her giggling. She then casts Guidance but this time gives it to Thera and points to Aleris.


Female Thrush

Thera flies over to Aleris and touches her, delivering the Guidance.

Samy, I'm not certain of the rules here. Normally you cast a touch spell, move, and then deliver it for free. With a Familiar, I'm not certain if the familiar's standard action is taken up by receiving the touch spell or not. I believe Thera can move over to Aleris, just not sure if she would have any actions left to return this round.

Edit to add: Some searching in the rules forum sort of answered the question. The valet archetype modifies Deliver Touch Spells so that they can specifically move before and after delivering the spell. Since Thera is a normal familiar (no archetypes) it stands to reason she can't do that.


Inactive

Aleris' Round 3

"Grr...hold still!" Aleris cries, barely even noticing as Thera flutters over to rest on her shoulder.

Fire of Belief (Ranged Touch): 1d20 + 6 ⇒ (10) + 6 = 16
Damage (Fire): 1d6 + 1 ⇒ (6) + 1 = 7


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

Qari again blasts with her cold at the tiny scroll.

RTA with PBS and Precise Shot 1d20 + 6 ⇒ (4) + 6 = 10

Damage 2d6 + 3 ⇒ (4, 5) + 3 = 12

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Liberty's Edge

Female Human Commoner 1

This thread for out-of-character posts.


Inactive

Here! Currently phone posting from my RL game; more to follow in the gameplay thread a little later (I'll get that last trait added to her profile later as well).


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Finished editing his ability scores. I kept them as close as possible to his original buil but his INT took a hit there. Glad to see we gain ability scores at a faster rate than normal :)


Female Osirioni Dhampir Cleric/1 (HP 9/9 | AC:14 T:10 FF:14 | CMB:-1 CMD:9 | F:+2 R:+0 W:+5 | Init:+0 | Perc:+5 Darkvision 60ft, Low-light vision | Move:30 | Conc:+5) DK 5/5 HotA 5/5 Channel Energy 6/6
Skills:
Acrobatics +0 Bluff +5 Diplomacy +3 Disguise +3 Heal +2 Intimidate +4 Knowledge (Arcana) -1 (Engineering) +0 (History) +0 (Nobility) +0 (Religion) -1 Perception +5 Sense Motive +2 Spellcraft -1 Survival +2

Will update Regina's equipment shortly.

GM wrote:
9) Starting money: Don't worry about equipment unless you're selected.

@GM?


Male Human Daring Champion Cavalier 1/ HP: 7/12

That i wanted to ask too, do we roll or use avergage starting money?

Tuyena do you want me to drop disable device for other skill? It may be bothersome to have two disablers, my bonus is a lil higher tought so it may be helpful


Alchemist/1; AC: 17; HP: 4/7; F: +3, R: +6, W: +1; Init: +4; Perc: +5

I'm okay with two disablers. The module hints by having that trait that we'll see traps, so I see no reason why having two people to double-check each other on traps would be bad.

Plus, if something goes very badly and one of them dies, the party is not without a trapfinder.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

This is a buck naked Harmose Al-Nefer. I agree that money and equipment would be nice, though this way you really can see all of Harmose's tattoos.

I've run him through Hero Lab, so hopefully all the math works now.

Turel, I know what you mean. Looking at the stats in my header, I think that it may be a good thing that Harmose is unafraid to die. The first asthmatic goblin toddler we meet may take me out with a well-thrown rock!

However, I will get to roleplay with all of you until then, so... we're good.

Does anyone want coordinate spells? With there being an alchemist in the party, I am assuming that there will no need for me to take burning hands as a spell to take out swarms and such.

Hmm


Inactive
Harmose Al-Nefer wrote:
This is a buck naked Harmose Al-Nefer. I agree that money and equipment would be nice, though this way you really can see all of Harmose's tattoos.

Hey, I didn't know this tavern was one of those establishments ;)

I've only skimmed through things, but it looks like we should have just about every skill covered between the six of us, with some doubling-up that never hurts (like with Disable Device). As far as spells go, I'm not sure that I'd have much to coordinate except possibly with Regina.

*edit* Added Holy Tattoo to Aleris' profile information; that should be everything until Samy lets us know about equipment and such.


Alchemist/1; AC: 17; HP: 4/7; F: +3, R: +6, W: +1; Init: +4; Perc: +5

If it wasn't before Camus's strip show, it certainly is now! ;)

Liberty's Edge

Female Human Commoner 1

You may choose to either roll starting money or take the average.

Remember that I will not require you to keep track of items worth 1gp or less. You may count them if you wish, but you don't have to.

I was wondering if either Tuneya or Regina might consider a different icon? Both being Kyra confuses me a bit every now and then.


Inactive

I'm feeling brave, so I'll try rolling.

4d6 ⇒ (2, 5, 3, 4) = 14 x10 = 140...which is the average for an inquisitor, haha.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Well, I've updated Harmose's backstory and reformatted it based on some of what has come out in roleplay. I really like how it has turned out, especially including actual quotes from some of Harmose's posts.

I'm okay with Tuneya and Regina both being Kyra. Regina is the dark, scary yet eerily beautiful Kyra. Tuneya's icon is much more warm... if a little suspicious looking. And being around us, I'd be suspicious too!

Liberty's Edge

Female Human Commoner 1

Harmose, can you walk me through how you have four feats?


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Certainly.

Noble Scion -- 1st feat
Fast Learner -- Human Bonus Feat
Varisian Tattoo -- Bonus Feat off of Tattooed Sorcerer Archetype
Alertness -- A feat provided to the masters of familiars when their familiars are within arm's reach. All familiars give this bonus, though tattooed familiars are more likely than most to actually be within arm's reach...

Is that what you wanted?

Liberty's Edge

Female Human Commoner 1

Perfect. I had been tripped up by pfsrd calling Varisian Tattoo Mage's Tattoo instead. Makes perfect sense to me now, thanks.

Liberty's Edge

Female Human Commoner 1

Trying to pin down the human ethnicities as per the Inner Sea World Guide for each of the human characters.

Harmose: Keleshite?
Turel: Garundi?
Tuneya: ?
Camus: ?

I don't think this affects anything else than one language in addition to Common, but just being thorough.

Camus, both Finding Haleen and Jenivere Crew are campaign traits (for Legacy of Fire and Serpent's Skull adventure paths, respectively), so you'll need to look for two other traits.


Alchemist/1; AC: 17; HP: 4/7; F: +3, R: +6, W: +1; Init: +4; Perc: +5

Tuneya is a Keleshite. I noted it in her physical description ;)

Liberty's Edge

Female Human Commoner 1

Missed it, thanks. :)


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel is Garundi. I noted it in his profile.

A question: Will you track water (or waterskins) carried by the party members?

Liberty's Edge

Female Human Commoner 1

Not normally, as in I doubt it'll be an issue for the first two books at least, which take place squarely within the city of Wati and thus have easy access to civilization. If there will be desert crossings or otherwise challenging wilderness travel later on, I may reconsider for specific trips meant to be difficult. But by that point you should have pretty easy access to Create Water magic anyhow.


Alchemist/1; AC: 17; HP: 4/7; F: +3, R: +6, W: +1; Init: +4; Perc: +5

Welcome :D

Question... can Tuneya craft some alchemical items that she starts with? If not or if it costs her the same as buying, no problem :)

Liberty's Edge

Female Human Commoner 1

Normal crafting rules and limitations apply, so you can make anything you could normally make, it costs the same as normally crafting, and if you need to make checks for it, you need to make those checks. You have effectively unlimited time to craft prior to campaign start.

Camus: Since we settled on the Isle of Kortos for Camus' home region and he has the Highlander trait, I assume he's spent a lot of time on the Kortos Mounts, unless you feel otherwise?

For convenience's sake, I am reposting the list of available initial contacts into this thread as well. Please forgive the duplication.

Religious category
• Bal Themm (female), a low-ranking member of the clergy of Pharasma, the goddess of the dead. Pharasma is the most powerful faith in Wati.
• Djat Masakhet (male) or Intef Karam (female), a mid-ranking member of the clergy of Abadar, the god of cities, wealth and merchants. Abadar is the second most powerful faith in Wati.
• Neb-At (male), keeper of Pharasma's sacred white crocodiles with a slightly questionable reputation.

Law Enforcement category
• Kema (female), soldier of the militant wing of Pharasma's church. Religious police.
• Rekitre or Khipa Yannanza (both female), city marketplace security working for the church of Abadar. Religious police.
• Tarouk (male), city guard member. Secular police.

Political category
• Junior member of the conservative Mahfre noble family.
• Junior member of the liberal Okhenti noble family.
• Meehr Zet (female dwarf), high society debutante freely spending her industrialist father's money.

Underworld category
• Member of the Fading smuggler gang.
• Member of the Silver Chain slaver gang.
• Dredge (genderless halfling) or Eswab (female), a fixer/fence/trafficker unaffiliated with any specific gangs.

Commoner category
• Farhaan (male), owner of Tooth & Hookah inn best known for its crocodile mascot and popular with adventuring parties.
• Teht Blackblossom (female), owner of the Whispering Stone inn built around a massive statue's head and known for having lots of secrets and rumors floating around.
• Terhk Fourwinds (male half-orc), owner of Terhk's Fine Expeditions, a caravan company and desert travelers' lodge.
• Sehhosep Naahn (female), instructor at the Hall of Blessed Rebirth, the city's medical academy and embalmer's guild.

So far, choices that I have spotted are:

Harmose: Meehr Zet, dwarven socialite
Camus: Kema, Pharasma's police
Tuneya: Terhk Fourwinds, desert lodge owner
Turel: Bal Themm, Pharasma's cleric
Aleris: One of the inn/tavern owners
Regina: ?

Do let me know if I missed something.


Female Osirioni Dhampir Cleric/1 (HP 9/9 | AC:14 T:10 FF:14 | CMB:-1 CMD:9 | F:+2 R:+0 W:+5 | Init:+0 | Perc:+5 Darkvision 60ft, Low-light vision | Move:30 | Conc:+5) DK 5/5 HotA 5/5 Channel Energy 6/6
Skills:
Acrobatics +0 Bluff +5 Diplomacy +3 Disguise +3 Heal +2 Intimidate +4 Knowledge (Arcana) -1 (Engineering) +0 (History) +0 (Nobility) +0 (Religion) -1 Perception +5 Sense Motive +2 Spellcraft -1 Survival +2

Regina has regular contact with a member of the Silver Chain gang. I posted previously in a spoiler tag (now, dearies, we don't want to give away too much now, do we?) so it was easy to miss.

The stat roller was not super good to me, so I'll take average starting money. Will update probably tomorrow night with equipment.

Liberty's Edge

Female Human Commoner 1

Since there are six player characters, and the city of Wati has six districts, it felt natural to me to draw up connections -- six and six. Each of you receives an affinity for one district of Wati, which means that you may hear rumors or receive bonuses relating to the district you have affinity for. There are brief descriptions of the districts on pages 8-9 of the player's guide, and a map of the city on the last page of the player's guide, for visual reference of the city's layout.

I have assigned two of the affinities automatically because they seemed very natural. (Though they may decline and ask for another district if they desire.) The remaining four, you may discuss among yourselves and propose which ones you'd like.

Necropolis: This is a defining feature of Wati, the Half-Dead City. It is a walled-off "quarantine area"; the old city of Wati that was destroyed thousands of years ago by a plague, and been abandoned since. Generally, only criminals and clergy of Pharasma go here anymore. This district has been assigned to Regina.

Morning Sun: This is the district of the noble and the wealthy. It features mansions and sprawling estates. It's called Morning Sun because it's on a hill overlooking the rest of the city, and because of its elevation, the morning sun hits it first. This district has been assigned to Harmose.

Midwife: This is essentially the downtown, the business district, and the workplace for many white-collar workers. It contains the marketplace, temples and the city guard headquarters to name but a few.

The Veins: The harbor district, with many canals and bridges. Plenty of industry and blue-collar workers. This is the place where a lot of the "real work" of Wati gets done.

Asp: A sprawling largely residential area furthest away from the river, this is where most of Wati goes home for the night. A good place to keep an ear to the ground and connect with the common folk and the public sentiment.

Bargetown: The slums. Consists of barges and boats without any solid land, and is not an officially planned part of the city. This is the first place to look if you were interested in shady business or criminal activity.

Liberty's Edge

Female Human Commoner 1

Oh yeah, I remember reading that now, I just forgot about it. Thanks, Regina. The name of your contact is Ekram Iffek.

Liberty's Edge

Female Human Commoner 1

A map of the nation of Osirion.
A major point of interest on that map is the River Sphinx in the eastern part of Osirion. The capital city of Sothis is where the Sphinx flows to the sea. If you travel up the Sphinx (i.e. southward), to where it splits into its two tributaries -- the Asp and the Crook -- you will find the city of Wati, where our adventure begins.

A map of Wati.
This is the same map as is found in the player's guide, except with numbered locations that will make it easier to refer to particular spots. When I give you directions to a place in Wati, I will sometimes give a number from this map.


Inactive

I think I'll go with Teht Blackblossom for Aleris' contact. Her equipment is more or less done (in HeroLab) and I'll update her sheet tomorrow evening after work. As far as districts go, I'm not inclined to be especially picky but I'll think on it and see what the others think :)

-Posted with Wayfinder


2 people marked this as a favorite.
Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

After looking over the districts, I think Turel should take the Midwife district as he has a contact amongst the Pharasma temple.

IMO, the other districts should be assigned as follows:

*Veins: Tuneya (due to her alchemy work, good for blue collar jobs.)
*Asp: Aleris (her Perform skills makes her a natural for hanging around the common folk.)
*Bargetown: Camus (shady business...'nuff said, he he.)

I am open to suggestions however :)

Liberty's Edge

Female Human Commoner 1

Just about done with Harmose, one last question and I'm done validating his sheet.

Sorcerer spells known is 4 cantrips at first level. You have 5. Is there something giving you a free cantrip that I'm blanking on?

Liberty's Edge

Female Human Commoner 1

Oh and Harmose's Sense Motive should be +2 I think, if his fifth skill point goes in it (counting familiar Alertness, and +0 without)?

Tuneya: I think your hit points drop by one; you have +2 modifier from Con 13 (should be only +1 modifier). Fortitude goes down one for the same reason, to +3. I assume your favored class bonus goes into skill points since you have 11 spent (4 base + 5 Int + 1 human + 1 favored, right?). I think you get class skill bonus to Craft and Disable for a total of +9 on both? Since your bombs are a thrown splash weapon, should you count the +1 circumstance bonus from Throw Anything into your to-hit? Regarding the Osirionology feat, which skill are you putting the +3 in?

I am also trying out whether Google Drive would be a good solution for presenting pictures and other files. Under the Campaign Info tab, you should now have a link to "Player Information on Google Drive", which currently contains some maps, pictures of contacts (Bal Themm and Kema), and a bit more. Please let me know if you can't access it.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Keleshite is fine as a human ethnicity for Harmose. From what I understand, most Osiriani have some Keleshite blood as a result of the occupation.

I thought that the fifth cantrip came from Fast Learner -- I took one hit point and 1 spell from the human FCB. (When I checked the rules forum on this, I found this post indicating that this might be an okay option. Is it still?)

As for Sense Motive, I did not put a point in it and have a negative wisdom, but Hero Lab insisted I had a bonus? That came out of the stat block from Hero Lab. I can remove it off the sheet if you'd like, since I cannot imagine which stat, trait or feat it would come from...

As for the Morning Sun district, yes it's a natural fit for Harmose. He has contacts throughout the area, and has probably been surviving in town the way impoverished nobles did in Jane Austen's day -- by being a perpetual houseguest, paying for food and lodging with amusing dinner conversation and the cachet of his noble title.

Speaking of which... Now that he's actually been selected, I will actually have to figure out a title for him, won't I? GM Samy, do you have the Osirion book? That's one I don't have and I don't know what an appropriate title would be for a landless noble.

Liberty's Edge

Female Human Commoner 1

Oh I see. You used Fast Learner to take 1hp and 1 spell. I know there's been some debate about that one way or another, but that's fine by me. So I'll knock down the skill point I had put into Sense Motive for you, and then you should have a +1 Sense Motive... -1 from Wisdom and +2 from Alertness.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

You were too fast for me while I was editing my post! And if the Sense Motive comes from Alertness, I'll leave that.

There's new content in the post up above.

I'll go off now to check out the google docs information.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Another question for our GM.

I read the Ultimate Campaign Relationship rules... So we're rolling on diplomacy not per level, but each day of gameplay? Should we meet the NPCs first in gameplay, roleplay our interactions, and then roll the diplomacy roll to move our relationships forward?

Could you give us a step-by step of how this works. For an example, I am currently a house guest of someone in the Morning Sun district... I don't know if its Meehr Zet, or some other well-off person that I've charmed.

So... I want to improve my relationship with this person because they are currently putting a roof over my gorgeous head.

Would I post something like this?

_____________________

Harmose smiles and takes the hands of his hosts. "Thank you, I had a wonderful time. Mavra, I swear that you have the best hospitality in all of Wati!" Harmose kisses her on both cheeks.

Then he offers his hand to her husband, and holds it a trifle longer than necessary, feeling the heat between them. If only he weren't married. And straight. "And as for you, Ali, you know how much I enjoy our philosophical debates."

Rolling for relationship

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

Only a plus nine, because a buck naked Harmose has no equipment yet and cannot get the extremely fashionable trait bonus. Yet. Though you think that nudity in some cases would improve the roll.. I am still deciding whether to take my standard starting wealth of 70 gp or risk the dice roller again.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

No, I'm tired of being buck naked. There's only so many places you can easily apply sunscreen.

I'll risk it. Closes eyes. Rolls.

Starting Wealth: 2d6 ⇒ (4, 6) = 10 x 10 = 100gp.

Not enough to get me Extremely Fashionable yet, but maybe Harmose can pick up a slightly better quality used bedsheet in the bazaar.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Before I go on my out of character shopping spree (as opposed to the one about to happen in gameplay) I have some questions:

GM Samy, what do you rule is the interaction between Harakami and Armored Kilt? Together do they suddenly become medium armor, as an armored kilt plus leather armor would? Or is the combination still light? And would that combination work to get a +2 AC?

If I can combine the two and treat them as light armor with no arcane spell casting issue, I will. Otherwise I am just taking the Harakami.

Liberty's Edge

Female Human Commoner 1
Harmose Al-Nefer wrote:
So we're rolling on diplomacy not per level, but each day of gameplay? Should we meet the NPCs first in gameplay, roleplay our interactions, and then roll the diplomacy roll to move our relationships forward?

Correct, per each game day, not per level. And you can choose to pursue any NPC you meet through gameplay; the initial list of contacts given earlier is just a starting point. The rules are based on Ultimate Campaign's, but not 100% identical -- I'm still feeling my way through what all needs to be changed to accommodate the faster pace, as I haven't used this system before. I'm reserving the right to change things if they throw everything out of whack. But the relationship levels are the same as the official rules, the rewards are the same -- except I think that the highest level boons are limited to one at a time, so that Diplomancers can't collect ten simultaneous boons by maxing out ten contacts.

XP rewards are as per official rules. The fellowship/rivalry Charisma skill morale bonus is not used. Charisma does not affect the base relationship score, so Charisma ups/downs don't affect the score, other than how they affect the daily rolls to improve score.

For a step-by-step:

1. At the beginning or end of each game day (haven't decided which yet) I will ask everyone which NPC they are spending their daily slot on, and you get to make a Diplomacy roll.
2. I'm still feeling out the exact DCs, but I'm thinking something along the lines of DC 10 to gain one point, plus an additional point for each 10 beyond the DC.
3. RP may or may not be involved, depending on how busy the plot is, how busy the GM and players are, and whether the player wants to RP these out in detail.

Harmose Al-Nefer wrote:
what do rule is the interaction between Harakami and Armored Kilt?

...I don't remember those. Where are the rules for those? Are they in Ultimate Equipment?

Edit: Found them. I would have to say that since haramaki is light armor and armored kilt increases the armor category, together they would be medium armor.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?
Samy wrote:
Harmose Al-Nefer wrote:
what do rule is the interaction between Harakami and Armored Kilt?
...I don't remember those. Where are the rules for those? Are they in Ultimate Equipment?

Oops. I misspelled it, despite the fact that I have it on another caster character of mine. Haramaki is in ultimate equipment It is a light, belly band that gives +1 for no arcane penalty.

The Armored Kilt is from Adventurer's Armory.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Okay, Haramaki alone it is.

Thanks!


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Okay, I've looked at the Google Drive and added it to my campaign folder.

GM Samy, may I make a couple requests?

Request 1:
Can you rename Player Information to "Mummy's Mask Player Information"? I have five different campaigns that have information on Google Drive. A distinct name lets me know right away which one I am looking at.

Request 2:
Can we players have a sub-folder that we all have access to? I'd be happy to PM you my real world email address. I'd like a folder that I and others can upload documents to relating to the game, like player-created notes.

Thank you!


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Another question:

Contact List wrote:

Political category

• Junior member of the conservative Mahfre noble family.
• Junior member of the liberal Okhenti noble family.

May the players help name the unnamed contacts on your list?

Hmm

Liberty's Edge

Female Human Commoner 1

Google Drive requests should now be fulfilled. For the moment the player folder is only editable by Hmm. If others want permissions, feel free to PM me your Google addresses.

Players may help name unnamed contacts on the list, although for some of them I may already have ideas, but suggestions are always welcome.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Thank you, GM, for all your rapid responses!

I hope that I haven't been too much of a pest with all my questions.

I'll make some name suggestions later.

Hmm

Liberty's Edge

Female Human Commoner 1
Harmose Al-Nefer wrote:
I hope that I haven't been too much of a pest with all my questions.

Nah, especially with Google Drive, it helped me learn some more how to use it.


Male Human Daring Champion Cavalier 1/ HP: 7/12

I will use average money

Turel wrote:
*Bargetown: Camus (shady business...'nuff said, he he.)

I aprove of this.

Also do we have an oficial starting date? I mean as in the plot moving forward


Alchemist/1; AC: 17; HP: 4/7; F: +3, R: +6, W: +1; Init: +4; Perc: +5

Dealing with unexpected family stuff today. I will post towards the evening.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Okay, I'm back... I'm a bit sick today so my outing didn't go for as long as expected. So back to relationship rolls. Will you be expecting us to do the gift part of the relationship rolls too? This may change later, but I don't think that anyone has the budget for gifts at the moment.

However, if gifts can be immaterial -- a poem, a love letter written in character, a bit of off-screen baby sitting for a harried parent -- we could probably start doing them right away.


Inactive

Checking in; I'm happy to go with the Asp district for Aleris (suggestion per Turel) unless someone else just really really wants it.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Just so you know, I just transferred a document with the entire letter to Meehr Zet into the player folder. That way it would be easier for you or the others to find later.


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Inactive

So 'delectable morsel of idiocy' has to be the funniest thing I've read in any of my games yet :3

More seriously, I'm working again today but will have a few days off starting tomorrow, so I'll hopefully get her equipment finalized then. I might also add some stuff to her profile like Shelyn's paladin code, which she tries to follow despite not being quite disciplined enough to have become one. Also, do we get to make up the finer points of our association with our contact or is there some basic information I need to know about her first?

-Posted with Wayfinder

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