The Half Dead City (Mummy's Mask Part 1) (Inactive)

Game Master Chainmail

The Half-Dead City
(1 of 6): In Wati, the half city, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city’s vast necropolis in search of the nation’s lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a rival adventuring group intent on keeping one tomb’s treasures for themselves. At the same time, the heroes learn that a potent artifact, potentially capable of animating the dead, has been stolen from the tomb. Can the adventurers defeat their rivals, or will they join the undead defenders of the city’s necropolis?

Current Map


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By invitation only.

For out of character discussion and strategizing.


Welcome to The Half Dead City.

Remember to adjust your builds to 15 points if they are over. I do not think anyone took the campaign trait trapfinder. As all of you made good use of your campaign trait--you may swap out your noncampaign trait for trapfinder or accept a random drawback. I have no problem with someone having two campaign traits.

You will be part of a mercenary company that has just met recently. As young adventurers no one wanted to take you on in an experienced company, so you are forming one yourselves. Picture those last picked on the playground forming their own 'team'. Mercenary companies have fancy names and there are some suggestions in the material. Dusty's Destroyers is the name I have come up with so far because I plan on making Dusty the 'party face' at start. Feel free to pick a better one if you like.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Here

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Looking over my character I have noticed I have two faith traits, which I think is not allowed. How about I switch indomitable faith for the team finding trait? No skill points towards it yet though. The rationale is that I have gained training on trap detection and disposal, but the lesson hasn't sunk in yet. Of course if someone else wants to take it, I don't mind.


Dusty-sounds good--with an 11 dex and limited skill points, wait and see if someone else wants to cover it first.

From the module...
Here are a few suggestions of adventuring party names
your PCs can use to help their group stand out.
• The Brave Raiders
• The Circle of the Final Rest
• The Crocodile’s Teeth
• The Dust Diggers
• The Four Blades Company
• The Golden Devils
• Jesper’s Jackals
• The Night Whispers
• The Ring of Daggers
• The Steel Spiders

The Dust Diggers could be The Dusty Diggers :-)

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

I like the dusty diggers, but I guess we better wait for the other players to chip in.

Some other ideas
the golden scarabs
the fantastic four (bad dusty, bad!)
the tomb raiders
the mithril scorpions

hmmm, I also like the mithril scorpions

Assuming someone else takes the trap finder trait, do you want me to swap out one of my faith traits or can I keep it?


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

Spoiler:
Trapfinder
I am happy to take Trapfinder as it helps fill the role Fatima was made for. I'd like to take the drawback Pride to get the extra trait.

You can’t abide challenges to your dignity, authority, or honor.

Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Other drawbacks I considered were Family Ties, Headstrong, Meticulous, Oppressive Expectations, Provincial, Xenophobic and Zealous. Some of them seemed so weak as to not be real drawbacks (Family Ties) or to harsh for a skill-based character (Oppressive Expectations). I choose Pride because it is a real drawback, at a skill I am good at, without being a skill central to my role in the party.

Spoiler:
Monk
I set out to make Fatima an archer. I tried her out as a Ranger, Paladin and Fighter before settling on Monk - solely because the character in my picture was not wearing armor. I am willing to make her any of the above or even an arcane archer if you prefer.

I also agonized over dwarf as this is the first one I've played. She was at one time an elf and a human and was an Aasimar until right up to the last minute. In the end however, the Pahmet were exactly what I wanted my character to represent, so she became a dwarf.

Spoiler:
Bows
Monks begin virtually penniless with 35 gold under the old assumption that they need no gear. This is pretty harsh for an archer who then can't afford a longbow. I would love to start with a longbow if you will let Fatima make her own w/Craft: Bows. I was waiting to put a point into it until around 5th level when she take the feat Master Craftsman, but certainly could take it early. I plan to take Master Craftsman: Bows and Craft Magic Arms and Armor so she can make Arrows of Slaying later.

Spoiler:
Party Name
Fatima will sit in the back for this discussion as she doesn't really consider herself part of the adventuring group at this time. If prodded however, she will recommend:

Names that honor Osirion:
The Golden Lions
Seekers in the Ancient Sands (The Seekers)

Non-creative Dwarf names:
The Wati Survey and Salvage Company.
Prince Kehmet's Irregulars

Names that honor the dead:
The Graveguard
The Immortal's Descendants
The Last Pharoah's Guard
The Descendants of Heaven

Names in Osiriani:
Altın Aslan - The Golden Lions
Olü Sesi - Speakers for the Dead
Ceset Vasi - Guardians of the Dead
Ceset Fısıltı - Corpse Whisperers
Sessiz Insanlar - The Silent Ones

Well, those are some ideas from Fatima.

I've now spent more time than I should have and need to get back to studying. I take my state medical board exams the first week of April and so need to get to it.


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

the golden scarabs - I like this one
the tomb raiders - Fatima will do everything she can to shoot this one down
the mithril scorpions - I like this one

I spent over an hour writing my last post. Too bad because you guys have been talking the whole time. 8(

Meh, back to studying. I will check in again tomorrow.

PS: Trapfinding is perfect for Fatima. She has plenty of skill points and already has a +11 perception.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Cool. If you can take trapfinding that's great.

Two votes for mithril scorpions


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Hello, I'm williamoak. I'll be your slightly disturbed alchemist for a while. I will be making just AWFUL alchemy jokes (this I promise).

As a side note:

Albretch sees himself as an artist with alchemy (which is why he has the "magnum opus" story trait. His long term goal is to build an alchemical masterpiece he believes can only be built in Osirion (you can check his backstory for details). His personality will flit between deadly seriousness & mirth (when he says his horrible jokes). Expect him to ask for helps in those things he know he is incompetent in.

Combat-wise: albretch will mostly be a bomber. Precise bombs will be my first discovery. However, he isnt the greatest for combat (I built him more for durability & skills). Long-term, I hope to make creative use of alchemical weapons as well, and I have been looking up for ways to make the most of them.

Utility-wise:
Albretch is mainly a skill monkey, with excellent knowledge and a smattering of skills. His expertise, however, is alchemy. Long-term, I hope to concentrate mainly on alchemical items & weapons. I am preparing an alchemical "kit" of utility items to keep the part hale, hearty, and with useful tools. IF the gm is interested, I will purchase him the "alchemy manual" player companion (coming out in april) in the hopes that I might use it (no obligations; but I know the occasional book keeps the GM happy). There are so many cool alchemical items, I want to find the most interesting & creative ways to make them! I might also take master craftsman, but not before level 7. And even then, mainly for the alchemy boost.

Good luck on you exams Fatima! I'm a graduate student right now, so I'm glad to be out of it (for the most part) but I know the dedication needed!


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

As for the party name, Albretch will take whatever; he does not have a way with words.

Personally, I'd go for mithral scorpions; Albretch will provide the venom...

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Sorry Fatima, I missed the fact you are up for exams. I know how daunting those can be. Good luck with them.

That's three for Mithril Scorpions. I guess its decided.


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

We should probably go for mithral scorpions, so as to avoid any copyright problems with WoTC. Such stupidity for one letter...


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

A slight change to my backgroud: while I originally stated him as originating from Alkenstar, I'm switching that to Ustalav (since they have a university). Most of the background is pretty generic elsewise. Shoudld have done my research better.


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

Thanks very much for the selection. Running a few games myself, and having run others in the past, I know how hard it is to make that selection. I actually was expecting to lose out to the Magus. :)

Party Name:
I'm not the biggest fan of Mithril/al Scorpions, but that's just Raziya's vote. My votes are for Circle of the Final Rest or Crocodile's Teeth (shameless self-promotion) or Night Whispers.

Personality Note:
Raziya, especially early on, is going to be on the brusque, standoffish side, and a little bit difficult to talk to. She's not an undisciplined brute, but she'll definitely have that savage aspect at times. I was reading up on the Outcast theme from Bastards of Golarion while I designed the character, if that helps understand her. Brutal is definitely right, but not wantonly so. I was more aiming for a more brutal version of Zoe from Firefly.

Edit: Raziya is female. :)


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|
Albretch Von Breugel wrote:
A slight change to my backgroud: while I originally stated him as originating from Alkenstar, I'm switching that to Ustalav (since they have a university). Most of the background is pretty generic elsewise. Shoudld have done my research better.

Although I can keep alkenstar if you prefer. I had determined it randomly at first.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

well, I guess Mithril Scorpions is our name then.


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

Shifted one skill point into Acrobatics instead of Swim. I had originally wanted it there anyway.


Dusty -- no on two faith traits. I suggest adding a religion trait Ambassador (+2 to diplomacy) in place of indomitable faith.

Fatima -- don't stop studying, but yes to drawback (very appropriate) and trapfinding -- note penalties to drawback may be applied to party too as you are a mithral scorpion!

The starting map is also at the top of the page. It is not empty, but the entrance is in the bottom right. The map will be expanded as you explore the ruins further. Anyone can edit the map, so move your character in the Excel spreadsheet as you act.

I am putting an initiative script in the campaign tab. The init modifiers may not be fully accurate--and some have not finalized their builds yet. I would also like to see if we can get some 'ministats' at the top of the characters like Dusty has when we get our aliases constructed.

I will post initiative and leave characters yet to act IN BOLD. As they act, I will unbold them. You do not have to wait for your exact turn as it may be tactically advantageous to delay.

While posting during combat, we will go for the following format.


Sample combat post -- note that current hit points are important to track with combat posts as they provide a historical record unlike character sheet updates. Effects and conditions (with durations) are very useful in combat posts.
Justin turns to wink at Aarakess. Time is on our side
This is a standard chokepoint defense. I have a magic shield without using any hands, this is so amazing.
Justin draws the big flail and slings the big sword. He prepares for the inevitable rush of skeletons.
In hands:2-h flail Effects:shield(4rnds left)/aid(3 temp hp)
Move: ready 2-h flail/Std: Ready attack on approach

"Sorry Ingrid, don't think we can give you an opening with your whip without exposing the formation. Kilthan, you have to show me that hardening your skin trick."

Justin Ministats:

AC: 24; flatfooted: 24; Touch: 10
HP=37/34
CMD=17
Fort Save: +8
Ref Save: +4
Will Save: +5


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Is the map up? The "current map" tab leads to an excel sheet.


Which should have the start of a map in the lower right. There are two levels, so sheet 1 is above ground and sheet 2 is far below ground.

Later we will put character names in cells on the spreadsheet.


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

How'd you get the +11 Perception, Fatima?

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Hmmm. 1 rank + class 3 + skill focus3 + wisdom(18) 4 = 11
that's one way.


Let me know when your characters are finalized. Make sure you buy equipment and gear, you are exploring a tomb.

Feel free to share money between you. For example, to let Fatima buy a longbow over a shortbow.

I have started with the shortbow as a zen archer. It is only a minor annoyance--some use rich parents to get a mwork composite longbow.


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

If only I had more gold... but yeah, as an extra weapon, I'll take a sling. It,s cheap, and everybody can use it! I'll edit my page later.


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

Average gold for Barbarians doesn't let me get much. I'm pretty sure that I'm tapped out after armor and weapons. :)


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3
Raziya Niloctus wrote:
How'd you get the +11 Perception, Fatima?

I apologize, that is a typo, it should read 8. Sourceforge puts class bonuses under Misc and my sheets break them out. When I copied over from sourceforge, I double counted the class bonus.

The downside to my sheets is that I have to make them so quickly to get back to studying and errors creep in. This is rarely a problem with numbers and more often a problem with grammar as I am writing/editing on the fly.

I will correct this site and update my sheet and get it back online. I can't wait for this exam to be over in April - for better or worse. It's absolutely killing me. 8(


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

I'll gradually tone down the accent thing once the game gets in fuller swing.

As for skills, my craft (alchemy) is pretty ridiculous. Then again, this guy is built to be a ridiculously good alchemist, if not the best combatant.


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

No worries. I was just really surprised about how the modifier got that high.


Fatima:
Fatima looks built to 20 instead of 15 points. Maybe drop wisdom 2?

Is everyone ready with spells/extracts and equipment?


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Yup. My sheet just needs tp have the sling & stones added, I havent had the sheet to modifiy yet but shouls be done in an hour or so.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

I'm ready (I hope)


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Sheet's been updated. Corrected a few small mistakes as well. In any case, sling bullets are SOOO heavy... Hopefully I can pick up some stones while in the tomb... anybody have problems with me using treasure as ammo if not? :P

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Copper pieces, yes. Gems no.
lol


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

I had asked if my character could start with a self-crafted longbow. Monks only get 35g starting money as they didn't used to use weapons. Now that there are archtypes that use weapons, they can't afford them.

I bought a short bow, but its pretty wimpy and I don't know when we'll make it back to a shop. 8(


You have a 200gp loan from the high priestess to help you out!

Still don't see all builds at 15 points yet. We can start when you have your equipment and stats completed.


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

I dont have the strength to carry much else to be honest. So I will have to wait. Others can take from the 200 gp first. If there is any left, I might buy a few acids.

Is there anything I'm missing? I was pretty sure I was at 15 pts.


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

Pretty sure I'm at 15-pts. I wouldn't mind a bit of that starting loan, but I can make do if other people need it more. I would be getting some basic supplies (pack, rope, waterskin, sack), but Survival and Strength can cover most of that.


Rather than have you underequipped, better to have some more cash. Fatima wants the longbow over the shortbow.

Fatima probably needs the skill point in something other than crafting right now.


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

If the party loans me 40 gold, I can get the longbow. I also need to get:

THIEVES’ TOOLS
Common WEIGHT 1 lb. PRICE 30 GP
Masterwork WEIGHT 2 lbs. PRICE 100 GP
This kit contains lockpicks and other
tools you need to use the Disable
Device skill. Without these tools, you
must use improvised tools, and you
take a –2 circumstance penalty on
Disable Device checks.
Masterwork Thieves’ Tools: This kit contains extra tools and
tools of better make, which grant a +2 circumstance bonus on
Disable Device checks.

Other than that, I feel rather strongly that we should get:

DUNGEONEERING KIT
Common WEIGHT 25 lbs. PRICE 15 GP
Deluxe WEIGHT 15 lbs. PRICE 130 GP
This bundle of essential supplies for exploring ruins and
abandoned cities includes two candles, chalk, a hammer
and four pitons, 50 feet of hemp rope, a hooded lantern
with 5 flasks of oil, two sacks, two torches, and four
tindertwigs. A deluxe dungeoneering kit contains two
candles, chalk, a hammer and four pitons, 50 feet of silk
rope, two sacks, three sunrods, four tindertwigs, and an
everburning torch.

CROWBAR PRICE 2 GP
WEIGHT 5 lbs.
This versatile tool is designed to help
pry open whatever the user desires. A
crowbar grants a +2 circumstance bonus on Strength checks
made to force open a door or chest. If it is used in combat, treat
a crowbar as a one-handed improvised weapon that deals
bludgeoning damage equal to that of a club of its size.

DRILL Price 5sp
WEIGHT 1 lb
A drill can create a 1-inch-diameter hole
in stone, wood, or metal as a standard
action. Harder materials wear down or
break the drill more quickly. Hearing
the sound of drilling requires a DC 15
Perception check.

COLLAPSABLE PLANK price 4sp
Hinged in two places, collapsible planks can hold 250 pounds
before breaking. The 10-foot-long plank folds down into a
3-foot-by-1-foot-by-6-inch bundle. Folding or unfolding it is a
standard action.

BLOCK AND TACKLE Price 5gp
WEIGHT 5 lbs
Whether it is used to hoist treasure from a
pit or move supplies, a simple block-andtackle
pulley, when it is properly secured,
adds a +5 circumstance bonus on Strength
checks to lift heavy objects. Securing the
pulley requires 1 minute.

FOLDING LADDER PRICE 2 GP
WEIGHT 16 lbs.
The hook, pole, and rungs of this 10-foot ladder are hinged,
allowing you to fold it into a 3-foot-by-1-foot-by-1-foot bundle.
Folding or unfolding it is a standard action.

FOLDING POLE Price 2sp
WEIGHT 10 lbs
This hinged pole can be unfolded and locked in place with sliding
pins, creating a 10-foot pole. When collapsed, it is only 3 feet
long. Assembling or collapsing the pole is a full-round action.
The hinges and pins mean it is not as strong as a one-piece pole,
and is best used for probing rather than vaulting or climbing.

GRAPPLING HOOK
Common WEIGHT 4 lbs. PRICE 1 GP
Mithral WEIGHT 2 lbs. PRICE 1,001 GP
Throwing a grappling hook requires a
ranged attack roll, treating the hook as a
thrown weapon with a range increment of
10 feet. Objects with ample places to catch
the hook have an AC of 5.

SHOVEL
Common WEIGHT 8 lbs. PRICE 2 GP
Folding WEIGHT 12 lbs. PRICE 12 GP
This tool lets you dig a pit at a rate of 2 cubic feet per minute.
If a shovel is used in combat, treat it as a one-handed
improvised weapon that deals bludgeoning damage equal to
that of a club of its size.
Folding Shovel: A folding shovel is a full-sized shovel with
a sturdy sectional handle that folds into pieces no longer than
the shovel blade, allowing it to fit in a smaller space such as a
backpack. Converting the shovel from its folded state to usable
(or vice versa) is 2 full-round actions.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Go go gadget dwarf

40gp for a bow is good. Would that be a comp longbow?
I wouldn't mind a healers kit cost 50gp

also: checked my stats and they came to 15 points.


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

I think some of the supplies mentioned aren't particularly necessary. A longbow, arrows, and thieves tools are definitely needed. The dungeoneering kit is a good choice, and the grappling hook is nice, but most of the rest seems like too much weight to me.

I say we take a look at what is absolutely necessary for us, and then we can see how much we have left to spend. So far, necessary is looking like:

40gp - standard longbow
2gp - 40 arrows?
30gp - thieves tools

Strong choices looks to me like:

15gp - dungeoneering kit
1gp - grappling hook?

That all totaled would eat up 88gp out of our 200 budget. 112gp remaining, and the basic versions of the rest of what Fatima suggested costs 12.1gp, and weighs 45 lbs. (not including the unlisted weight of the plank). Healer's Kit is 50gp, 1 lb., and vials of acid are 10gp/1 lb. each.

Thoughts?


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

I would definitly go for the basic dungeoneering kit, the healer's kit, and a few vials of acid. Grappling hook is useful, but heavy. A "grooming kit" actually has some useful stuff too.


Once you are equipped and ready, let me know. There are many people at the lottery that have brought all the supplies you listed to you.


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

Sorry, I spent so long compiling the list I neglected to say, "These are all the useful items I found but I doubt we need them all."

I recommend buying the:
40gp regular longbow
30gp regular thieve's tools
3gp 30 arrows
15gp the basic dungeoneering kit
2gp the crowbar
3sp the folding pole
1gp the grappling hook
50gp the healing kit
30gp 3 vials of acid

That is 101.3 gp leaving us 98.7 gp for acid, etc. There are some inexpensive alchemical items that our alchemist could make for bonuses to saves vs disease, poison, and whatnot, but I'll leave that up to him.

Anyway, this is my recommendation and I'll assume it's what we go with unless someone says differently.

I will carry the bow, arrows, thieve's tools and folding pole. If someone else would become encumbered, I could also handle something like the crowbar and grapple, but not much more. I have to stay lightly encumbered to keep my bonuses and I only have a 10 str.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

I get 171gp, 3sp spent based on the above list. 28gp, 7sp left
may I suggest some extra alchemical gear. I'll research that a little.

edit. Ok that was fun
add one vial of holy water 25gp and 7 days of trail rations 2.5gp (in case we need them) leaving us 3sp.
what's everyone think?
time to get this game on.


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

My math checks out with Dusty's. Also, arrows come in bundles of 20 per 1gp, so we can probably save 1gp and get you more arrows in the bargain. Crossbow bolts are bundles of 10.

Since I spend most of my time in shifted form, my light load is 76 lbs (58 when unshifted). I can take the dungeoneering kit, the crowbar, and the grappling hook. I'd also like to snag for myself a waterskin, a pack, and three days rations for 4.5gp, and possibly to upgrade the hemp rope to silk for an additional 9gp to trim weight down. If we're saving 1gp on arrows for Fatima, that leaves us with 16gp, 2sp. More rations make sense to me, holy water is a question mark.


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

That seems good. There are some potential useful alchemical items, but it's not stricly necessary since I dont expect we'll be fighting many mummies soon...

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

ok then, drop the holy water

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