HeroicSort's Midnight Mummy's Mask (Private)

Game Master HeroicSort

The Mummy's Mask Adventure Path presented as a private storytelling experience designed to help us through those long nights.



This is the place to discuss our campaign.


The most important thing to learn here is text formatting. There is a description below.

The MB has a built in dice roller and a cool way to hide spoilers. Let me try...

A Big Juicy Secret:
Yo Mama's a spoiler!

Grand Lodge

Male Human Ranger/2

I can post as any character that I've made...Like your old Society characters.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Herbert is my Skull and Shackles Rogue.

Shadow Lodge

Nice big juicy secret!


Lol. I forget how to create a new character.

Shadow Lodge

My favorite color:
Is blue.


This link will help:
Player's Guide


This too:
Common Formatting of PBP


It is assumed that everyone knows each other to a point in this AP. I would like to have an Osirian noble have recruited your team. You are in a tavern in Wati awaiting the Lottery the pharasmans have to decide who gets which ruin...


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

This is going to be epic!


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Test - Test - Test

attack: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 + 1 ⇒ (3) + 1 = 4


Linking to unfamiliar rules is a good way to make a GM happy. If you use a skill or power that is not the norm, then just mention in Gameplay to see the discussion thread and do something like this...

Rules on Bombs


This looks very cool: Occult Mysteries


I'm going to try to link to google drive for some of the images we need. This is a trial run:
Map of Tomb

Does it work for you?


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Its works! Sweetness!


I found a way to link like this...

Gribb Harak
Human (Keleshite) Cleric of Pharasma 1
LN Medium humanoid (human)
Init +1; Senses Perception +3
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee light mace +1 (1d6+1) and
. . masterwork dagger +2 (1d4+1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 7/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bleeding touch (1 rounds), rebuke death
Cleric Spells Prepared (CL 1st; concentration +4):
1st—bless, cause fear [D] (DC 14), divine favor
0 (at will)—detect magic, guidance, mending

I will start sending updated sheets in this format
[D] Domain spell; Domains Death, Healing
--------------------
Statistics
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Str 12, Dex 12, Con 12, Int 10, Wis 17, Cha 15
Base Atk +0; CMB +1; CMD 12
Feats Extra Channel, Selective Channeling
Traits armor expert, undead crusader
Skills Diplomacy +6, Knowledge (history) +4, Knowledge (religion) +5, Sense Motive +7
Languages Common, Kelish
SQ aura, counter swarm, domains (death, healing)
Combat Gear wand of cure light wounds; Other Gear chain shirt, scarab shield, crossbow bolts (10), light crossbow, light mace, masterwork dagger, cleric's kit, 6 gp, 5 sp
--------------------
Special Abilities
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Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch (1 rds) (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Positive Energy 1d6 (7/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Counter swarm (1/day) (DC 11) Mindless swarm must succeed on a Will save or avoid the you for 3 rds.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Scarab shield (1/day) +2 sacred bonus to saves vs fear for 3 min. End effect to heal 1d8+3 points of damage.
Selective Channeling Exclude targets from the area of your Channel Energy.

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