
Aardvark DM |

I will be starting a Mummy's Mask campaign, and have a few players already from a previous campaign. So I will be looking for anywhere from 2-4 more players depending on how many I need to fill out the group (6 total PC's).
I'm sorry, but this recruitment is only open to those given the invite to apply to the game. I realize there is a wall of text to pore over, but I like to be up front about the games I run and the expectations. I will not put a hard set 1/day or 1/every other day posting expectation, but I am looking for active players to help keep the game going. If you know you may not have time to post, at least offer as much in the discussion thread. Nothing worse than silence when trying to see if someone will be posting or not.
Character Creation:
I'm actually a rather strict GM, and don't always follow the 'say yes' style of DMing.
That being said, I'll allow just about anything Paizo from the SRD (feats, traits, gear, etc...). There are a few exceptions nonetheless.
No 3PP. Nothing personal, just that I end up having to review every component and don't want to have to cherry pick which ones I do or don't allow. The safest answer is just avoid them all.
CRB races only as a base, but with a reasonable argument I may allow something outside the core to be played. Given the location and society of the AP, of the non-core I am more inclined to allow Catfolk, Gnoll, Ifrit, Oread, and Sylph.
No Gunslingers, or Asian-themed classes (Ninja, Samurai, or Monk). None of the classes from the Advanced Class Guide, my unfamiliarity with them will make it hard for me to adjudicate them accordingly.
I may be okay with AN (as in only 1 per group, 2 would be pushing it) evil character, as long as they can play well with others and have a reasonable argument as to why they would work with the group to accomplish the AP's goals.
Ability scores will be rolled using 4d6 drop the lowest, 7 times drop the lowest roll. If the total is lower than 15 point buy or a total modifier of +5 you will reroll. Also, if the total modifier is higher than +12, you will reroll. This helps alleviate the disparity that can happen based on rolling.
Starting wealth will actually be rolled, but since the AP assumes the PC’s are already a team for some reason or another, I will be giving a lump sum of extra gold to the group, as spoils from their last job, to divide as they see fit.
Houserules:
1) A nat 1 on a skill check gives an additional -10 to the roll.
2) A nat 20 on a skill check gives an additional +10 to the roll.
3) The take 10/20 mechanic has been removed.
4) Weapon Finesse is a free feat for all (treat it as a quality of a finesse weapon).
5) Leadership is a free feat at level 9, but cohorts will be recruited out of the NPC's met within the game, based on character interactions. They will be controlled in combat by the player, but they will be RP'd by the GM.
6) All PC's get an extra skill point at 1st level in either a craft, perform, or profession.
7) Group stealth, when sneaking as a group, the stealth total is the average of all those sneaking.
8) Aiding the best, when aiding another on skills or ability checks the highest roll is the base, all others are aiding.
9) Crafting Magic Items does not require a feat, only the appropriate level to attain the feat of the item type being crafted.
10)All magic items have a chance of being either Cursed or Intelligent
Weapons:
1-5% means it's Intelligent
6-25% means it sheds light
96-00% means it is cursed
Armor, Shields, Rings, Rods, and (non-consumable) Wondrous Items:
01% means it's Intelligent
96-00% means it is cursed
All others (including consumables):
96-00% means it is cursed
When crafting, a Nat 1, will make a cursed item (as well as if you fail making an item by 5 or more). Every item can be cursed.
For Intelligence, first is a Nat 20 on the Skill check when crafting:
if it's a weapon, rolling 17-20 on a second d20 means it's Intelligent
if it's an Armor, Shield, Ring, Rod, or (non-consumable) Wondrous Item, rolling a 20 on a second d20 means it's Intelligent.
No items other than weapons, armor, shields, rings, rods, or (non-consumable) wondrous items can be intelligent.
Intelligent items will be within one alignment step of their crafter.
About me as a GM:
I just want to make sure there is an understanding on where I'm coming from as a GM, so there are no incorrect assumptions due to my lack of clarity. I use every rule in the book that I am aware of, and those I don't use will be adressed as houserules. I expect the players to be cognizant of, at the very least, the rules that apply to their character. If you have a ranged weapon, regardless of being an archer, you should take into account the firing into melee and firing past cover rules.
When I play, I consider the game to be one about taking actions, and you can't assume an action that has in game consequences is taken unless declared. If there are rules for it, then it should be accounted for. If it is assumed you ate, then you should mark off a ration.
If you didn't say you used Survival to find food, then you didn't do so.
If you didn't say you were moving stealthily, you didn't do so.
If you didn't say you prepared different spells than the ones the day before, you must have kept the same ones.
If you didn't say you slept, you are fatigued or exhausted (these I'm not certain of, I can't seem to find sleep rules for anyone other than prepared casters).
If you didn't set up a watch rotation while you slept, then you all get the -10 to your perception checks for being asleep.
If you didn't say you when and where you mapped, you don't have a map.
If you didn't search for something hidden, you won't find it.*
And if you didn't say you told the party what you saw/learned/know, they don't know.

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Are your previous players bringing their old characters over? If so, could you let us know what they are for party composition?
Also, what are your requirements for traits?
4d6 ⇒ (5, 6, 5, 6) = 22 5,6,6 = 17
4d6 ⇒ (5, 6, 6, 6) = 23 6,6,6, = 18
4d6 ⇒ (1, 5, 6, 3) = 15 5,6,3 = 14
4d6 ⇒ (3, 1, 3, 4) = 11 3,3,4 = 10
4d6 ⇒ (1, 4, 3, 2) = 10 4,3,2 = 9
4d6 ⇒ (1, 5, 2, 2) = 10 5,2,2 = 9
4d6 ⇒ (2, 5, 4, 5) = 16 5,4,5 = 14
drop a 9 to get 18, 17, 14, 14, 10, 9. Sum of modifiers = +10, so I think I'm good. I've been itching to play a paladin, so I think I'll go with a human undead scourge paladin of pharisma.
I do not like starting with over an 18 in any score, so I'll put the +2 into a lower ability.
STR 18 DEX 14 CON 16 INT 9 WIS 10 CHA 17

Camris |

*Hands the GM his invite...*
4d6 ⇒ (4, 2, 1, 4) = 11 =10 X
4d6 ⇒ (6, 6, 1, 6) = 19 =18 +4 17 pt
4d6 ⇒ (5, 1, 1, 6) = 13 =12 +1 2 pt
4d6 ⇒ (5, 6, 5, 3) = 19 =16 +3 10 pt
4d6 ⇒ (5, 6, 6, 6) = 23 =18 +4 17 pt
4d6 ⇒ (2, 3, 5, 3) = 13 =11 +0 1 pt
4d6 ⇒ (5, 1, 5, 2) = 13 =12 +1 2 pt
+13 and 49 pt buy.
Too high! Do it again!
4d6 ⇒ (2, 6, 1, 4) = 13 =12 +1 2 pt
4d6 ⇒ (6, 3, 6, 3) = 18 =15 +2 7 pt
4d6 ⇒ (2, 1, 2, 5) = 10 =9 X
4d6 ⇒ (1, 5, 5, 4) = 15 =14 +2 5 pt
4d6 ⇒ (3, 2, 4, 3) = 12 =10 +0 0 pt
4d6 ⇒ (6, 5, 4, 5) = 20 =16 +3 10 pt
4d6 ⇒ (3, 2, 1, 6) = 12 =11 +0 1 pt
+8 and 25 pt buy.
Right then...

leinathan |

Looks like I might play here after all...putting down some rolls, just initially.
4d6 ⇒ (5, 4, 3, 6) = 18
4d6 ⇒ (5, 2, 1, 4) = 12
4d6 ⇒ (6, 4, 2, 5) = 17
4d6 ⇒ (5, 4, 5, 6) = 20
4d6 ⇒ (1, 1, 2, 1) = 5
4d6 ⇒ (6, 6, 4, 6) = 22
4d6 ⇒ (3, 5, 5, 6) = 19
Dropping that super-low roll ends up with...
15, 11, 15, 16, 18, 16
that seems a little bit OP, but I suppose I'll take it if I can. Total modifier, +11, so it isn't even over the limit... Wow.

Alex Mack |

Heya thanks for the invite!
I counted 14 Lein. 2+0+2+3+4+3=14
I'd really like to play Mummies Mask however I'm not sure if I want to start another game currently, however others have died down so I prolly can. I'll see what the dice suggest.
4d6 ⇒ (4, 3, 2, 3) = 12 10
4d6 ⇒ (6, 2, 1, 2) = 11 10
4d6 ⇒ (1, 6, 6, 1) = 14 13
4d6 ⇒ (5, 2, 1, 2) = 10 9
4d6 ⇒ (4, 3, 6, 1) = 14 13
4d6 ⇒ (5, 1, 5, 6) = 17 16
4d6 ⇒ (1, 1, 6, 4) = 12 11
A total of +5 and 17 PB so no reroll allowed. What crud...

leinathan |

So you are right. It is late and I cannot math. Re-roll time.
4d6 ⇒ (6, 2, 6, 4) = 18 = 16
4d6 ⇒ (4, 5, 2, 5) = 16 = 14
4d6 ⇒ (6, 3, 2, 6) = 17 = 15
4d6 ⇒ (2, 2, 5, 4) = 13 = 11
4d6 ⇒ (4, 1, 4, 4) = 13 = 12
4d6 ⇒ (1, 3, 3, 2) = 9 = 8 (drop!)
4d6 ⇒ (4, 3, 2, 3) = 12 = 10
_____________________
TOTAL = +8 modifier
Much less exciting, but still very doable. 25pt buy equivalent.

Aardvark DM |

I figured the wall of text would be daunting, but I wanted to present my house rules up front, so that people knew coming into it that that's what they will be.
Also, as this is a recruitment thread, I'm actually worried now that I may have to run two (and I really don't want to run two). This is just for all the people showing up that I didn't expect would take me up on the offer, but that I would like to have in a game.
All in all, it is a recruitment thread, so all the games I'm in I put the offer out to as everyone from them is invited to offer a submission. I hate to say, but I will still have to go through and turn the majority away when it's all said and done.
Now I remember why my last game was persoanl invite only. I think I really feel bad about the recruitment process.
P.S. Leinathan is one of the originals, so he is already has a reserved spot.
.
.
.
Grr, really warring with myself over running two games. If I did, purely hypothetical, but if I actually decided to, it would have to be a different AP. No! Bad Aardvark, no two games, get that out of your head!

leinathan |

I feel so special unique snowflake! :D
Character concept brainstorming complete. Forlorn elf trying to stave off depression by exploring and seeing as much of the world as he can - he thinks that if he gets a lot of ancient relics into his head, it can help him forget that everyone he loves will die hundreds of years before he does.
A little fatalist, but a nice soul.
Trait's gonna be Trap Finder.
Abilities are gonna be:
Str 15, Dex 18, Con 12, Int 12, Wis 11, Cha 12
16, 15, 14, 12, 11, 10
Starting class is going to be ranger (guide), moving into bard (archaeologist) and reaching for the Dark Delver prestige class.
I'll follow the lead of the others and start working on a detailed background when they do, and finish up my crunch when the others are. Just putting this here. Likely going to be a switch hitter, but mostly ranged damage and support at the beginning. Will try to be a skill monkey as well.

Bob Evil |

Hey Aardvark, it's Shabbezz. Thanks for the invitation.
4d6 ⇒ (1, 5, 4, 1) = 11
4d6 ⇒ (2, 1, 4, 4) = 11
4d6 ⇒ (6, 3, 2, 2) = 13
4d6 ⇒ (1, 3, 2, 5) = 11
4d6 ⇒ (6, 4, 4, 4) = 18
4d6 ⇒ (1, 4, 2, 4) = 11
4d6 ⇒ (1, 4, 4, 1) = 10 (dropped)
+5 modifier with a 24 point buy equivalent. Huh. I can't reroll again because it's exactly at a +5 modifier, not lower than a +5 modifier (though I did score an 18, so at least it's not all bad).
Still, any chance I can go double or nothing on another roll? If not I'll do my level best to turn this into something survivable.
(Btw, I'm cool with being turned away if you're only running one game. I just figured I'd throw my hat in since the invite was extended. Don't overextend yourself on my account.)

Krass Kargoth |

1: 4d6 ⇒ (3, 4, 5, 6) = 18 > 15
2: 4d6 ⇒ (1, 5, 3, 3) = 12 > 11
3: 4d6 ⇒ (6, 1, 5, 4) = 16 > 15
4: 4d6 ⇒ (6, 1, 3, 4) = 14 > 13
5: 4d6 ⇒ (2, 4, 5, 1) = 12 > 11
6: 4d6 ⇒ (1, 3, 3, 1) = 8 > 7
7: 4d6 ⇒ (4, 3, 6, 5) = 18 > 15
15/15/15/13/11/11 .. fantastic. I was thinking of a human or half-elven cleric (inquisitor isn't allowed, right?) of Calistria. In the style of Lawrence of Arabia, he'll be a Taldorian who's going native in Osirion. A man who's wrestling with himself, his emotions and that which his goddess expects from; climbing the highest highs, drowning in the lowest of lows.
And, of course, he uses a whip.

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Actually, I'm thinking standard cleric. I like the idea of a cloistered cleric, but the execution (especially the reduced access to spells) makes it a it of a no-no. However, I'm looking to create someone scholarly (Knowledge domain - tick!) and also good at healing (Healing domain - tick!) so a Pharasmid cleric gives me what I'm looking for. I'm thinking of concentrating primarily on buffing/support rather than being a monster in combat himself.
Str 12
Dex 11
Con 16+2 = 18
Int 14
Wis 16+2 = 18
Cha 12-2 = 10

RebBrown |

To be honest, you best be playing a human and invest in some INT and perhaps take a look at the 'Fast Learner' feat so you can always get that extra skill point from the favored class bonus. With +2 int, that would bring you up to 6 skills a level as a human.
I love clerics, but their skill handicap drives me bonkers. I'm leaning on a few ideas right now, waiting to find out what ideas falter under the pressure and hoping that one of them does not. A half-Osirion half-Taldorian devotee of Nethys, a Taldorian scoundrel priest of Calistria and a happy-go-lucky sellsword (preferably using a heavy duty crossbow, like an arbalest) are the three ideas I'm juggling in the recesses of my mind at the moment ^^

RebBrown |

The competition in Wati is fierce, and dozens of other adventuring groups have made their journeys to the Half-Dead city to try their luck and skill in the necropolis, as have scores of merchants and others looking to capitalize on the inf lux of people. Each of the other adventuring groups have f lavorful names
to help them stand out among the competition. Your group should talk among yourselves and come up with a suitable name for an adventuring party. Adventuring party names should be evocative and play to the
strengths of the party’s makeup. Sometimes a party has a clear leader and the adventuring party incorporates his or her name into the group’s name. Table 4–8 on page 99 of Pathfinder RPG GameMastery Guide provides
a generator to help create adventuring party names. Alternatively, a few other suggestions are provided in the sidebar above. Choose one of those names to serve as a good adventuring party name.
Might be handy to keep that in mind during character creation ;)

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The thing which bugs me somewhat is the penalty to CHA - I'm not massively worried about skills as I'm primarily going to be taking Heal and Knowledge skills, which are useful but not of incredible applicability compared to (say) a rogue, but the CHA penalty means my number of channelings (and the DC, although again I'd be hoping to use it mainly for healing) is reduced. But it is all trade-offs. I quite like my dwarven priest.

Shalafi2412 |

I think I will make a half elf named Donavan Taar. He is a necromancer wizard looking for information on how to battle the undead and keep them from hurting other people and spreading their plague, so he fights fire with fire so to speak. I might go multiclass cleric maybe or oracle so that I can might be mystic theruge?
STR 13
DEX 15
CON 16
INT 18+2 20
WIS 13
CHA:16
Looks like my rolls would give me the following stats
13, 13, 18, 18, 15, 16
I will take the undead crusader campaign trait and seeker of brightness

Azure_Zero |

@GM
I did make a method of random stat generation that keeps the point-buy value from deviating too far from a set point buy.
Though it requires a set point-buy reference, and range of allowance
array the point-buy into stats i.e. (20PB) 14,14,13, 13,12,12
Next (you run a pass) for each stat you roll two Opposing dice (+1d6-1d6) and the result is what is used to shift the stat up or down (invalids get re-rolled, ie stat 14, rolled +1, need a +/-2 to shift, coin flip to decide up/down, or remainder held to shift it later to correct point value)
after each stat is rolled check point-buy value
(Held remainders now nudge their stats to PB reference)
if over or under allowed PB range by 4 PB do another pass
if under or equal to a diff of 4 roller manually adjusts up to 3 stats which can not be shifted by more than the PB difference.
!Note: I've tested it, even a balance array like above can become very stacked in areas, though it mostly keeps near it's original state

RebBrown |

GOLDS: 5d6 ⇒ (6, 1, 3, 1, 2) = 13 * 10 = 130! Could've definitely been worse. Could've definitely been better *laughs*
Google documents version of my character .. work in progress! My guy is a Taldorian fighter, a 'mercenary for hire'. By giving up some of the fighter's stronger points, namely medium armor, heavy armor and shield proficiency and armor mastery, he makes up for some of its weaknesses by being quite the skill monkey. I took inspiration from Wilbur Smith novels, the French Foreign legion and the tv-series Strike Back and filled him with my character concept in mind.
The background will be my next point of priority, together with rounding out his gear, but seeing as that the party must have a theme / common background, I'll leave room for that in whatever I brew up.
* and this is Krass, for what it's worth.

leinathan |

I think I will make a half elf named Donavan Taar. He is a necromancer wizard looking for information on how to battle the undead and keep them from hurting other people and spreading their plague, so he fights fire with fire so to speak. I might go multiclass cleric maybe or oracle so that I can might be mystic theruge?
STR 13
DEX 15
CON 16
INT 18+2 20
WIS 13
CHA:16Looks like my rolls would give me the following stats
13, 13, 18, 18, 15, 16I will take the undead crusader campaign trait and seeker of brightness
Shalafi, those rolls are too high, which means you have to reroll.
1+1+4+4+2+3 = +15, and the cap is +12.
Harbug the Slasher |

(inquisitor isn't allowed, right?)
Krass--The advanced class guide is the "new" thing in playtest (arcanist? sorcbarian, swashbuckler? whatever the heck all those were.) They're both unfamiliar to a lot of people and still in flux 'cause -playtest- so leaving them out is understandable. The Advanced Players Guide is on the SRD (paizo.com/pathfinderRPG/prd) and probably is allowed--thus Inquisitor is probably okay. (Obviously with the GM's discretion).
Aaaaaand... I'll toss out some rolls while I'm here, just 'cause. (Thanks Angelica! Harbug loves you! No really! =p)
1: 4d6 ⇒ (3, 6, 2, 4) = 15 > 13
2: 4d6 ⇒ (3, 6, 4, 4) = 17 > 14
3: 4d6 ⇒ (5, 3, 1, 1) = 10 > 9
4: 4d6 ⇒ (1, 5, 3, 3) = 12 > 11
5: 4d6 ⇒ (6, 5, 6, 2) = 19 > 17
6: 4d6 ⇒ (2, 2, 6, 3) = 13 > 11
7: 4d6 ⇒ (4, 5, 2, 2) = 13 > 11
+1 +2 (N/A) +0 +3 +0 +0 --> Total +6 (not quite a reroll =p) I'll think on it for a bit and see if I come up with an interesting concept before I officially "apply."

Rigor Rictus |

Looks like there has been quite a response already; however, I've enjoyed your expertise in my game, so I think I might enjoy one of your games as well, since I actually think strict but fair is one of the better GMing styles. And so, I should give application a shot.
Details forthcoming when I get another minute.

Shalafi2412 |

I think I will make a half elf named Donavan Taar. He is a necromancer wizard looking for information on how to battle the undead and keep them from hurting other people and spreading their plague, so he fights fire with fire so to speak. I might go multiclass cleric maybe or oracle so that I can might be mystic theruge?
STR 10
DEX 13
CON 18
INT 18+2 20
WIS114
CHA: 11
Looks like my rolls would give me the following stats
11, 10, 18, 18, 13, 14

Rigor Rictus |

4d6 ⇒ (3, 4, 6, 1) = 14 = 13 +1
4d6 ⇒ (6, 6, 2, 2) = 16 = 14 +2
4d6 ⇒ (6, 4, 2, 3) = 15 = 13 +1
4d6 ⇒ (1, 6, 1, 4) = 12 = 11
4d6 ⇒ (3, 1, 6, 4) = 14 = 13 +1
4d6 ⇒ (6, 1, 5, 5) = 17 = 16 +3
4d6 ⇒ (6, 4, 6, 6) = 22 = 18 +4
Bonuses: 1 + 2 + 1 + 1 + 3 + 4 = 12
After looking over my rolls, and thinking for a bit, I am thinking towards an Alchemist intellectual type, though I haven't settled on race yet. Alchemists make good blaster support, as well as secondary healers, skill monkeys, etc... I like the versatility. And with that in mind, UI might have to go human.

leinathan |

Female half-elf summoner (synthesist) 1
CN Medium humanoid (human, elf)
Init +2; Senses Perception +2, low-light vision
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +4 (+2 vs. death effects)
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee
Ranged
Spell-Like Abilities
7/day – summon monster I
Spells Known
1st (2/day) – mage armor, lesser rejuvenate eidolon
0 (at will) – acid splash, detect magic, light, open/close
--------------------
STATISTICS
--------------------
Str 11, Dex 15, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Weapon Finesse, Eschew Materials
Traits Resurrected
Skills Craft (pottery) +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Spellcraft +6, Use Magic Device +8
Languages Ancient Osiriani, Common, Elven, Necril
SQ cantrips, fused eidolon, fused link, dual-minded, multitalented, keen senses
Combat Gear ; Other Gear
Eidolon Statistics
Bipedal Eidolon 1
CN Medium outsider (extraplanar)
Senses darkvision 60ft.
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14, (+4 natural, +1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee 2 claws +4 (1d4+3)
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 15
Base Atk +1; CMB +4' CMD 15
Evolutions Improved Natural Armor, Ability Score Increase (Con) (pool 3 1/4)
Morana is a small girl, but not a juvenile one, perhaps 22 years of age (which is still young, for a half-elf). She used to live in a small, desert town with her family. They were potters by trade, and the village they lived in was small, and so they relied primarily on passing traders and the regular caravans that passed through for their income and for anything they wanted that wasn't available where they lived.
One day, tragedy struck - a band of gnoll raiders invaded her town, sweeping across the fields and into the houses, killing everybody and brooking no resistance.
Morana's father knew that he had little time to make his family safe, and so he packed her away into a little storage cubby that her family had in the underside of her house, but only had time to hide her before the gnolls entered the house. Morana had to look away as her family was killed, but she couldn't get the sound of the splattering blood out of her ears, nor avoid the dripping of it from the floor above her.
She waited for more than a day under there, waiting and listening as the gnolls looted and burned her home. When she finally emerged, everyone that she had loved was dead, and everything of value had been stripped from the village. Hungrily, she stuffed a few foodstuffs into her face and into a bag that she managed to scavenge, and, knowing that the next caravan was weeks away, she took off into the desert. The chances were slim that she would survive and make it to Wati, the nearest large city, but she was determined to make it.
Unfortunately, she wasn't destined to survive...on her own. After several days of wandering through the sands, she collapsed, exhausted and starving and thirsty. She saw The Great Beyond, then, traveled out of her body, and wandered the stars. She saw Pharasma's Spire, and traveled to it, but as she tried to enter the Boneyard, she was blocked by an immense steel man. He told her that she wasn't dead, that she didn't belong here, and that she ought to go. She insisted that no, she really was dead, and to let her past, but all the steel man did was pick her up in one massive palm and begin striding right back to the Material Plane. Protests were met with silence, and when she awoke, she no longer felt the heat of the sun on her back or the scour of the sand on her chest. When she looked at her hand, it was plated in some kind of steel and much larger than she remembered. The armor she wore was weightless and full of a power she had trouble comprehending, but it allowed her to rise, and allowed her to continue walking.
Eventually, with the armor's help, she made it to Wati. She lived peaceably in the town for a number of months, but then decided that she ought to do something. She had this wonderful, arcane gift (for the armor did not desert her when she was safe, and she could call upon it when she wished) and she ought to use it! Her near-death experience had impressed upon her a strong desire to see the world, to experience as much as she could, and so she joined an adventuring party in order to get out there and experience.