Mummy's Mask Version 1.5 (Inactive)

Game Master DoubleGold

Mummy's Mask with 33.3% more enemies, 10% extra enemy treasure.
Dungeon Map
Awesome Loot


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Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8
I wrote:
Would like to switch to Soul Warden but neither PCGen nor Hero Lab seems to be aware of it, and I don't feel like manually updating everything for the rest of the adventure. So Cleric it is.

Heh. Turns out it was simple enough I could make the changes in PCGen myself, at least enough for level 1. The other levels are not hard, so Yay! Soul Warden!

This does involve a slight amount of shenanigans in that I haven't had time to really plan this out, so I had to retroactively steal skill points from Appraise, Bluff, and Heal to get the prereq of Knowledge Religion = 5. Since those have not had much impact I deemed it okay, and used the 3 skill points from Soul Warden to replace them. Let me know if that's not kosher and I'll revert back to Cleric for one level.

I may be missing out on 1d6 of Channel damage -- SW gets 1d6 at 1st level, but the description says it stacks with Cleric, and I don't get that next d6 from Cleric until level 9. I think stacking with Cleric is the spirit of the rule, so that's what I'll go with unless the GM says otherwise.

.

.

.

(hint, hint). ;-)

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

@GM, can I suggest that where enemy identification is concerned, you use spoilers to save time?

Like this:

You see a giant metal construct. More description is always nice, but this is the minimum of what everybody sees and is better, storywise, than giving just its name.

Knowledge Arcana, DC 20:

I think I passed the check (but I don't know for sure because you didn't give the DC) so I looked up the monster. This one has specific attacks, immunities and weaknesses that may make a difference in our tactics, but we typically don't know until it's too late because the flow goes like this:

GM: knowledge arcana to id
PC: rolls skill check, doesn't know success or not so attacks anyway
GM: you killed it, it was this

I think that's the whole reason they implemented spoilers here, to allow PC's to roll the dice and act accordingly without waiting for another GM post.

Since I don't know for sure whether I passed the check, I can't shout to my comrades to "watch out for ..." or "don't attack with ..." until I get confirmation from you.

So far we've been able to muddle through because I travel with a bunch of badass mofos, but at some point there's going to be an encounter where it really matters what we do tactically. And that's part of the fun of the game that we're not getting right now.


DungeonMaster

oh, right, forget to use spoilers, it speeds things up. Yes that was the DC and that is the creature.


Hp rolls: 7d6 ⇒ (1, 5, 2, 4, 1, 6, 2) = 21

Been using PFS until now, so lets just see.


Does halt person render the subject helpless? Hence making them vulnerable to a coup de grace check from a foe?


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Hold Person does, as does Halt Undead. There is no "Halt Person" spell.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

So wait, what exactly are we in this library to find out?


DungeonMaster

information about the forgotten pharaoh, and the forgotten cult, and the mask of the forgotten pharaoh. Though it seems we already know everything about the mask.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

So, since we're going to level soon:

At level 9, Elmar's fighting style will completely change. He'll threaten every square within 15 feet of him, and rely more on AoOs for damage than full attacks. This lets him act more as a front-line fighter (and I'll be enchanting his armor and shield accordingly), but he'll also be able to act as a friendly flanking buddy, since thanks to the almighty Dwarven Boulder Helmet he is always counted as wielding a melee weapon. Should also free up more turns to cast spells and such, if anyone will need ranger-style buffs.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Next level Kaylor will be able to cast shocking grasp silenced as a full round action. Meaning he will be ok with Nahoçe casting silence on his belt and then harassing spellcasters if needed.

Pre-emptive HP roll: 1d8 ⇒ 4


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Oh, and Nahoce, I was just checking back over this thread, and I noticed—you mention orisons being used up, but I looked at clerics again and I don't think they are used up, so in case that helps with the next challenge.

Pre-emptive HP: 1d10 + 3 ⇒ (1) + 3 = 4


DungeonMaster

you will get a rest before the mini-quest. and a rest after the quest. but at the same time it is all done in one rest, it is weird how it will be done.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

hp: 1d10 ⇒ 5 or pfs average of 6+con

Also, did people remember to increase an attribute by 1 at level 8? I did forgot and silver could have had 16 str instead of 15 during that battle. Just now remembering at level 9.


I use herolab and it's pretty good about bugging me for those sorts of things.

I'll level tonight.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

HP: 1d8 ⇒ 6


Since it's relevant right now, I'm going to try to do most of leveling by hand.

HD: 1d8 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13

Grabbing ranks in perform and perception.

For a feat I'll probably grab a combat style.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Did anybody want the rings? My vote is to sell both of them.

Also, everybody gets 1k gold.


What were they?


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Is Ring of Blending a thing? I can't find any stats on it.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Ring of jumping to help with jumping.

Ring of Blending is a 3pp thing (apparently) that gives you bonuses to stealth but you might feel sick or something. We haven't really used stealth thus far, and Kaylor and Remiel both have pretty good Stealth/Acrobatics (well, and Remiel can fly, so jumping is kind of silly).


To the vendor!


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Ah. It appears to be cursed, and thus have no sell value.


To the wood-chipper!


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

I dunno; Zub will hit +19 fort soon, and then it might be worthwhile.


DungeonMaster

that's odd, I really didn't think Mummies Mask would have 3rd party items, but I guess they do.

how much is a ring of jumping worth? Okay the ring of blending is worth that much as well.


DungeonMaster

I had some troubles editing the combat so in case you were on and you saw your init before I did my final edit, it might have changed, it might not have. Computer wouldn't cooperate.

assorted init
Kaylor, Avelloran, Silver
Shadows
Bone thingies
Elmar, Nahoce, Zub
Mummy thing


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Everybody makes an extra 500 gold from selling the rings.

We apparently also found
- adamantine agile breastplate.
- scroll of animate dead (cleric or wizard)
- scroll of blight (wizard)

And I think we're only waiting on Avelloran to make knowledge checks.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Sell 'em.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

As Kaylor wisely stays out of Zuberu's shenanigans in the gameplay thread, we have tons of loot!

If you want any of the below, speak up. Its sell value will be deducted from your share of the gold from selling all the other items.
- 5x +5 mithril shirts with improved cold resistance
- 5x Heavy repeating crossbow +1
- 5x Heavy crossbow +1
- 1x Cloak of Resistance (Elmar has currently expressed an interest)
- 1x Ring of Protection +1

There are some other items that we got (the things most likely to be of interest are the potions/scrolls) that you can check out the spreadsheet for.


Whoa. +5 mithril shirts?!

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Nahoce will take a Heavy Crossbow (non repeating) and a Mithril Shirt.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])
Zuberu wrote:
Whoa. +5 mithril shirts?!

With improved cold resistance. If we sold four of them, we could buy six regular +5 mithral shirts. It's getting pretty crazy up in here.


DungeonMaster

I forgot about the adamantine weapons the forgotten cultists had, adding them now.


DungeonMaster
Zuberu wrote:
Whoa. +5 mithril shirts?!

yeah, unintentional, I marked up their equipment to give them more ac and defense. I gave them all 4 extra ac, but I had to account for it, which caused their stuff to be marked up to +5. And I gave them cold resistance from their armor not realizing that I just created +10 valued armor.

Also, for those with extra money, invest in items that give you perception. Traps and hidden items are getting harder to spot. Lets just say my silver has +15 perception and when I looked through the book, there are some traps he can't see yet even with a natural 20. It is a good thing we have a while before we reach those traps.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Well, because everybody but Avelloran has responded (and he hasn't posted in the past 2 weeks anyway), I'm going to go ahead and describe who gets what loot. If there's something you want, simply deduct the sell value from the gold you're getting.

Avelloran and Zuberu get 40,273.8 gold each.

Elmar gets the +2 cloak of resistance and 38,273.8 gold.

Nahoce gets a suit of +5 mithril improved cold resistance armor, a +1 heavy crossbow, and 5,048.8 gold.

Edit: I forgot the new weapons; everybody add an extra 4837.5 gold to however much they already got.


Seeing as how Zuberu's not really needed for combat I'm considering blowing my share of the riches on a Rod of Splendor. It seems appropriate. =P


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

We don't mind you helping out with combat, of course, but I think everyone's buying vanity items right now.


It's cool. Between an optimized archer and a magus I knew there wasn't going to be much room in combat. I'm good with being the pseudo-face.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

"Face"

But yeah, I just sort of thought "this character will kill mummies. Only mummies" and I guess he wound up ridiculous at that and decent at killing other things.


Archery is incredibly strong in Pathfinder. Adding favored enemy is just icing on the cake.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Yeah... but the main drawback to archery is difficulty hitting things. When adamantine arrows hit touch AC, and favored enemy adds that nice to-hit bonus on top, suddenly it makes sense to constant rapid shot deadly aim every round instead of having to constantly balance accuracy and damage, allowing tons and tons of extra damage to pour out.


Huh? Why would it be hard to hit things?


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Between deadly aim, specialty arrows, rapid shot, and the general presence of partial cover, I'm usually applying -5 to -10 to most of my attacks. If it weren't for favored enemy bonuses and adamantine house rule, most of these would miss.


I've never seen an archer have a hard time hitting even without touch attacks and favored enemy. You didn't seem to have any trouble mowing down the assassins and the clockwork golem.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

The assassins were a favored enemy. The clockwork soldiers had low AC. I agree with what you're saying, especially since I've built for offense, but in typical situations a pummeling monk or vital strike barbarian hits just as hard as any ranger, and I've also gotten a lot of benefit from the fact that we haven't fought anything incorporeal, swarming, or with massive DR (since house rule vs. DR/good).


An archer will always blow a vital striking barbarian out of the water.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Mayyyybe. It depends on a few factors. Still theoretically not as powerful as a pummeling style brawler, but now nothing's as powerful as pummeling style.


That's only if you allow a very liberal reading of the rules.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

hp: 1d10 + 3 + 1 ⇒ (2) + 3 + 1 = 6 or 6+4 pfs whichever is higher.


Only 5 more hours at work!

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