
leinathan |

Okay, so I don't think I'll be able to continue this game. It's a really hard decision to cut back on games, and I think I definitely need to downsize, starting with the games started most recently.
I don't think I have the attention span necessary to put forth a memorable and good role-playing experience, so it would be better if you found someone else that could.
If you could remove me from the player list, Aardvark, please :D

Aardvark DM |

If you are still available, could you write yourself out in character? Some reason why Morana is no longer interested in staying and decides to leave. Otherwise, I feel like I would need to DMNPC her until you all leave as a group. Sorry to see that you will be unable to continue with us.

Z'ael Breccia |

When we last left our fearless adventurers, they were learning the importance of visual cues supplied by the DM.
Join us next time to see who will be the next victim of... The CURSE OF THE MUMMY'S MASK!
Musical Exit: Dun, Dun, Dun... and another one bites the dust! Dun, dun, dun... and another one bites the dust! And another one comes and another one comes and another one bites the dust!

Surubi al'Azad Khahaba |

Rough summary of what's happened so far and time taken up to the end of the first combat:
Given that we haven't taken 20 (which is 2 minutes for something that regularly takes a standard action) we've been down here for... maybe 10 minutes?
We spent something like 2 minutes digging out the front door, then maybe 30 seconds pulling it open. The next room we might have spent a minute searching for traps before we read the walls--that probably took a while (say, 20 minutes?) Then we spent a round or two (6-12 seconds) pulling open the stone wheel, followed by another round or two looking for traps.
Another 15 minutes or so of tying ropes later, we started climbing the ropes (which probably took ~5 minutes given how we went one at a time, up and down and up and down). Brennan and Morana searched the bottom room while people were climbing, so that took no extra time. We opened the door to the room with the mural and trap; Brennan and I disabled it (maybe a minute, probably less).
We searched the next room and both doors in the room, then discussed which way to go. We went north (maybe another 2 minutes?) We then searched the room with the chariot and found the chest. Brennan found a trap on the chest, disabled it, then I unlocked it. (another minute or two?) Meanwhile, Andrei wandered into the eastern part of the room and triggered the fight (4 rounds = 24 seconds).
So total around an hour since we arrived at the tomb, around 10 minutes or so since we all got to the bottom of the rope.

Brennan Darkblade |

Always the same with casters, no stamina, no longevity. "Is it time to rest yet?" "No, we've only been at this for an hour." "But I'm out of spells." "Didn't you pick up a sling or a sword or something?" <indignant look> "Look, you brute, I have spent my entire life studying arcane magics so I wouldn't have to wield a spear!" "Sucks to be you then." <smirk>

Z'ael Breccia |

I need to bow out of this game. I'm in the middle of renovating my house to get ready for rental and my time-line to finish just got moved up by several months.
Aard, feel free to DM PC Z'ael for as long as needed.

Brennan Darkblade |

Just an FYI, I am traveling from tomorrow through Monday, and I have no idea what the internet situation might be. So, if you need to DMPC me, please feel free. I should be back to full posting on Tuesday.

Aardvark DM |

With the loss of Morana and Z'ael, I've invited a friend to join. So, if you see a new personality jump into the discussion thread putting together a character, it's him.

Charles Hanson |

Hello all! Ill be jumping in to provide an additional person. I will be making some sort of arcane caster since we lost alot of that with the two that dropped out. Right now I am leaning towards a Summoner.
Now for die rolls...
4d6 - 2 ⇒ (2, 5, 2, 4) - 2 = 11
4d6 - 3 ⇒ (3, 5, 3, 6) - 3 = 14
4d6 - 1 ⇒ (5, 5, 1, 2) - 1 = 12
4d6 ⇒ (2, 2, 5, 1) = 10
4d6 - 3 ⇒ (5, 3, 3, 3) - 3 = 11
4d6 - 3 ⇒ (3, 4, 6, 6) - 3 = 16
4d6 - 4 ⇒ (6, 6, 6, 4) - 4 = 18
Dropping the 10 gives me 18, 16, 14, 12, 11 , and 11. For a total modifier of +10. So I am good to go. Ill will put another post up later today with what class I decide to go with. Though I am up for suggestions on what you all think the party could use.

Aardvark DM |

This is just a heads up. I will have limited accessibility due to travel from 25 Jul until 9 Aug. I will have my computer, but will only be able to post as the wife and available internet access allow.

Surubi al'Azad Khahaba |

I'd be happy to see a druid. Really, just about any group composition can handle things.

Aardvark DM |

Still on the road, and not posting from my laptop. Once I can get on it, I will start the combat.

Aardvark DM |

For any that haven't noticed, I have returned.
I have invited another to fill the gap left by Z'ael, with the other recently invited filling Morana's spot.
Sadly, there has been no word of Gustar in either game I share with him since his last post on the 13th of July. I am prepared to replace him if need be, but am willing to give a little more time to let him pop back up before replacing him.

Lufien "Silvertongue" Loamin |

Hello all, this is the fellow who will be replacing Z'ael. Wanted to do my rolls on here to keep everything on the up and up.
Roll: 4d6 ⇒ (3, 2, 3, 4) = 12 10 Nope
Roll: 4d6 ⇒ (1, 4, 6, 4) = 15 14
Roll: 4d6 ⇒ (1, 2, 5, 6) = 14 13
Roll: 4d6 ⇒ (5, 5, 1, 4) = 15 14
Roll: 4d6 ⇒ (2, 3, 5, 2) = 12 10
Roll: 4d6 ⇒ (4, 2, 4, 1) = 11 10
Roll: 4d6 ⇒ (3, 4, 4, 6) = 17 14
Starting Wealth: 2d6 ⇒ (3, 3) = 6
+7, 18 pt buy
Will be playing a Conjurer Wizard

Aardvark DM |

For the new players coming in, if you are not familiar with the intro:
The Necropolis is controlled by the Pharasmins.
Groups formed teams to apply for the privilege of entering the Necropolis and recovering treasures from them, but they must follow three core rules (which can be found in the campaign tab).
The rules roughly equate to: No unecessary violence amongst teams, no vandalism or destruction of Necropolis property, and let the dead rest in peace (be reinterred if disturbed).
The assigned tombs, which you are allowed to investigate, are determined via a lottery system to maintain an unbiased split between groups. Once assigned there will be no trading or stealing other group's sites.
It is still roughly in the morning of the first day of the lottery
Once all three profiles are complete I will put together an intro for the three of you, which are all that remain from one of the other groups, and will include what happened to the rest of you and how you came to be where you are now.

Chephren |

D&D game went long last night... should have character done in a few.
Start Wealth: 4d6 ⇒ (4, 2, 1, 3) = 10
Going with a Human(Garundi) Cleric (Roaming Exorcist) of Anubis.
Edit: Done and ready for play

Aardvark DM |

In case the newcomers were not watching the gameplay thread, I have an intro post up for you.
Also, Chephren, I told the other 2, but forgot to inform you. You get an extra 40gp at the start.

Malik al-Jawab Zahari |

Chephren, I think you can only use Linguistics if you have ranks in it. However, I am operating under the assumption that Osiriani and Ancient Osiriani are similiar enough to where if you can understand one, you can understand the other. The Player's Guide implies this.
Please let me know if that is incorrect, Aardvark.

Chephren |

This is the last section of the Linguistic skill in the prd.
Special: You must be trained to use this skill, but you can always attempt to read archaic and strange forms of your own racial bonus languages. In addition, you can also always attempt to detect a forgery.

Aardvark DM |

Okay, finally getting back to you on the Linguistics of Ancient Osiriani. I am bolding the relevant parts to my decision process.
Since linguistics says: "you can always attempt to read archaic and strange forms of your own racial bonus languages."
The check for the skill says: "You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages,".
And the Player's guide says: "Many educated Osirians also speak Ancient Osiriani, which is similar enough to modern Osiriani that those who speak one or the other often encounter little difficulty, though the accent is different."
So, I'm going to say that if you know Osiriani, you can make untrained DC 10 Linguistics checks to read/understand Ancient Osiriani.

Brennan Darkblade |

Aardvark - sorry I wasn't trying to call you out. I was really looking at it more from a gaming standpoint (can we use it to our advantage, what features distinguish it from a normal sandling, etc.). Of course, if as the Gm you want it to have reach, it should have reach :)

Aardvark DM |

No worries Brennan. I didn't see or take it as that. Since I am so 'by the book' when it comes to the game (except where I clarify a house-rule as different from the rules), I see any correction as useful and helpful. If anything, the only issue I had is that I felt like a numbskull for misreading it in the first place. I think I either just slapped space/reach into the same block, or assumed that since it was large it had reach.
I actually welcome corrections, and if I am doing or using something incorrectly, would ask that all of you feel free to do the same. Just bear in mind, some rules still have highly contentious interpretations, in those instances it could just be that I am on one of the other sides of the argument.

Elneiros |

Just a quick note. Just wanted to apologize for not stepping up in front of Chephren when you were fighting that scorpion. My mind just assumed that because you were a Cleric that you had a higher AC than myself. So that was partly why I didnt step up in front of you. Ive got the mental note now!

Aardvark DM |

This scene is mostly on you guys.
Also, with regards to Suru and 'his' disguise. I will leave it up to 'him' to decide and describe when he's outed. Or, if the rest of you wanted, you could begin to initiate questions of 'him' based on actions 'he' has taken to introduce the real Suru (like the voice/screams).

Aardvark DM |

True, but for this fight, the only wounds 'he' recieved were from a small-sized insect while 'he' was on higher ground. They are all around leg level.
Again, as it may be all part of the enjoyment Suru has with the character, walking that thin line of discovery. I will leave it up to 'him' to decide when the secret is out. Or the group can suss it out with RP, which may also be the enjoyment or intent of the disguise premise.
I will say I've had someone do it in one of my previous campaigns, and I think it was mostly forgotten/assumed by the other players. I think Suru's adherence to maintaining the 'he' and 'his' terms helps it stay at the forefront.
All the same, if Suru would rather I expose it when it seems appropriate, I can do that as well. Until that time, I will let 'him' keep up the charade.

Malik al-Jawab Zahari |

As slow as it might be, I suggest that the best climbers go up the ropes, while the worst (of which I am one) remain below. The ones below can secure the ropes to the 'stuff', while the ones above haul it up.
Anyone have a different plan?

Surubi al'Azad Khahaba |

Here's a list of stuff we might or might not want to bring up with us, together with everything we know about it. With the few exceptions as noted, nobody claimed to be carrying these (!). Of adventuring relevance are the magic shield that Chephren could use, and three potions - cure light wounds, darkvision, and unidentified. The rest is of artistic, historical, and monetary, but not adventuring value, as far as I can tell.
Loot:
-2 pitons, hammer, 2 alchemist's fires: found and carried by Malik.
-A wooden chest, lacquered white and trimmed with gold inlay, with a lock and a disabled poisoned-blade trap.
-two history books with thin, gold-plated metal sheets for pages; 25lb each, carried by Andrei.
-three vials of liquid: one CLW potions, one darkvision, third unknown.
-Four gold-plated funerary masks: pharasma, abadar, osiris, and sekhmet(war).
-2 Light wooden shields, one from Akhentepi's army and another from Mwangi
-Magical light steel scarab-shaped shield - see below; carried by Andrei.
-Composite shortbow (string is deteriorated)
-Khopesh
-Spear
-5 Small chests, formerly sealed with wax, containing a three pound sack of coins and several scroll tubes holding papyrus records, private memos, expense ledgers, speeches, and private correspondence.
-A Clay urn, formerly sealed with wax, containig what appears to be a fragrant oil of some sort. (I think non-magical.)
SCARAB SHIELD
SLOT shield CL 3rd WEIGHT 6 lbs.
AURA faint conjuration
This +1 light steel shield is fashioned in the shape of a scarab beetle, a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs.
Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw bonus, but is healed of 1d8+3 points of damage.
In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder?s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder?s space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day.
Aardvark DM: Loot or furniture?
-a faded tapestry and two stuffed cats in room [h-k,19-22].
-tabletop battle diarama: probably not recoverable in its entirety, but some pieces may be worthwhile? In particular, two of the three figurines we fought are evenly split in half rather than shattered, and may be valuable even in this state.
-statues of pharasma and anubis in the room with the magic mirror.
"Other" to bring up:
-A dead body at the bottom of the ropes, needing retrieval and proper burial.
---------------------------------------------------------------
I remember that all three of Andrei, Brennan, and Surubi cannot fail the climb checks badly enough to take falling damage, even with the extra (-10) from rolling a natural 1, so ferrying stuff up should not be a problem. However, if Surubi hears of the scorpion up top, she'll insist on all sorts of precautions. (See This Post by Aardvark DM for the climb being DC -5 except the bottom 10 feet, and this page for the climb rules (relevantly: must fail by 5 or more which means (for example) Surubi rolls a 1, adds +2 from STR, -1 armor check penalty and -10 for rolling a 1: total -8, failed by 4 anywhere except the bottom 10 feet, so no progress, but no falling either (and no damage for falling less than 10 feet, just embarrassment).
DM Aardvark, can we assume that, for the time being, we can move freely through the explored parts of the tomb, or would you rather we let you know where we go and how long we stay there and give you a chance to tell us that stuff happens?
When we get back to the room with the rope, Surubi will be very surprised to not see the sack with many waterskins that she left here tied to the bottom of the rope - it wasn't in the description given to the second group. Same for the torch she left in the room above the rope, that has surely gone out by now but should still be there.

Aardvark DM |

Yes, Suru, amazingly helpful. Thank you very much.
You all can move freely where you have already been.
The tapestry with the mummified cats is both worn and faded. Removal from its frame could damage it. No one appraised A LOT of what you guys found, so it is uncertain whether it is worth taking. Same goes for the mummified cats. Though Chephren could probably say that they really only hold religious purpose in the afterlife, and no real value as mummified corpses.
The diorama was almost completely destroyed during the fight, between all the misses, the heavy hits, and I think at one point someone stood atop it.
The statues and mirror would be a hefty task for removal. The statues are each at least taller than a man, and the mirror is about 10x10.
I had forgotten about the torch and waterskins you had dropped/placed.
Overall, I think you guys hardly know the value of taking any of the stuff.

Brennan Darkblade |

I will be on a business trip through the weekend, so my posting will be limited. I will still try and get to the boards at least once a day for updates. If you need to DMPC me to move things along, feel free

Aardvark DM |

I realize there has been a delay, but I was hoping to get information from all of you. Basically along the lines of what, if anything or everything, are you removing from the tomb? I get how you plan on getting it up the ropes, but also are you leaving it up top and then continuing, or are you leaving for the day to cash out and return the next morning?
Basically, what exactly are you doing right now?
Suru has been kind enough to list off the stuff. I mentioned nothing, or hardly anything, has been appraised. Also, some stuff may be too big/not worth it to remove.

Aardvark DM |

Okay, I feel we need to open discussion on how we want to resolve treasure here moving forward.
First, Appraise is useable untrained, anyone can do it. No one did, even after I mentioned that a lot of what was found had not been evaluated, and hinted at it in some of the rooms where it was found. Thank you Chephren for what must have been an exhausting post to write/produce.
That said, in the future, how would you all prefer it be done? First, you all need determine who will be the appraisers (everyone, or only set persons), and then select which method we will use.
1.) I can roll for you all, behind the screen, and either;
give you the range value as estimated, as in the lowest appraised and the highest, like "20-80 gp".
-or-
give you the average of all the appraises together.
2.) You each roll if you choose to appraise. If you choose not to either declare or roll, it will remain unappraised.
Overall, it is difficult for I as a GM, and I'm sure you as players, to repeat this "appraise everything we found thus far all at once" in one giant post method. That includes going back and finding the posts with each piece of treasure that was discovered.
Lastly, are you going to want to play out the bargaining and selling. If you undervalue on the appraise, they will give you what you price it as. If you overvalue, they will only give you it's max value. Gear (to include magical) will always be valued at half the buying price, treasure (art, jewelry, gems, etc..) at the full value.

Aardvark DM |

Here is how I use Appraise:
Appraise DC's = 5 x # of digits in actual value. (e.g. <10 gp = DC 5, 10-99 gp = DC 10, 100-999 gp = DC 15, 1,000-9,999 gp = DC 20, etc...)
If it's off by less than 5, I roll and adjust the price by up to 20%
If it's off by more than 5, I roll and adjust the price by a much larger significant amount.
The idea being, that there's no reason a 15 gp gem, and a 1,000 gp gem each have the a DC of 20 to know their values. It stands to reason that the lower something is in value, the more common it is. The more common it is, the easier it is to appraise.