GM Dak - Mummy's Mask

Game Master Dakcenturi

Chapter 2: Empty Graves
Part 1: And Lo, The Dead Shall Rise

PANIC LEVEL: 13

Pics / Maps / Loot & Notes

Starting Day: Oathday, 26th of Pharast, 4714
Current Day: Oathday, 2nd of Gozren, 4714


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Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Pitons (x2; 5 cp)
hammer (2 sp 5 cp)
alchemist's fire (x2; 10 gp)
wooden chest, lacquered white and trimmed with gold inlay (locked and trapped; 200 gp, artifact)
gold-plated funerary masks of Pharasma, Abadar, Sekhmet, and Osiris (75 gp, artifact)
chariot (needs to be disassembled, move, and reassembled-- currently still in tomb; 100 gp; artifact)
light wooden shield (x3; 3 gp, artifact)
masterwork khopesh (320 gp, artifact)
masterwork spear (302 gp, artifact)
composite shortbow (missing string; 75 gp, artifact)
scarab shield (4399 gp, artifact)
clay urn of nard (75 gp, artifact)
scroll tubes containing documents (unread; 250 gp, artifact)
100 gp, 42 sp

I believe that is everything you have found so far. You still haven't opened the wooden chest, and you know it is trapped with a poison blade and also locked.

The things I have denoted "artifact" are not artifacts in the Pathfinder magic item sense, of course, but rather artifacts of ancient Osirion. Even the weapons and armor sell for full price, but only to a collector, Osirionologist, or someone similarly interested in such things. It would be particularly difficult to sell the magic shield in Wati for full price, partially since the city's total base limit is only 5,200 gp. On that same subject, the purchase limit is 25,000 gp.

Just let me know where you would want to go to buy or sell any of this. You have two main leads on where you could sell the artifacts. The Grand Mausoleum (the local temple to Pharasma) would be one, and Fitliss also knows about the halfling known as Dredge, a fence for such goods in Bargetown. You could also try selling them at the Sunburst Market, which would be the place to do your shopping most likely. You can also wander the town and look for other places to sell, or do a Knowledge (local) check again.

Minor items: 4d4 ⇒ (4, 4, 3, 2) = 13
Medium items: 3d4 ⇒ (4, 4, 3) = 11
Major items: 1d6 ⇒ 1

Looks like there are a lot of magic items available in town at the moment, so just ask for anything specific and I'll roll a chance that there is one. All mundane stuff and 1st level scrolls and potions can be found aplenty, so Aliva can definitely find some blunted arrows and an artisan tool.

I'd definitely recommend getting a set of masterwork thieves' tools for G'nock.

Anyway, I'll have a post in gameplay soon.

I continue to enjoy the party banter. Keep it up.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

You also said that we shouldn't really use the "Artifacts" because they are sacred and would get us in some trouble.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
GM Pendrak wrote:

The weapons would definitely be considered artifacts. You guys can take anything that you want. From a religious standpoint, even for a Osirian Pharasmin, like Selassie, it is not strictly forbidden to remove the grave goods of someone who has been so long dead. The potential for learning about the history of Ancient Osirian outweighs any impropriety involved with looting these tombs. Outright destruction without a good reason would definitely be frowned upon, but anything of value you can take without too much of a guilty conscience.

Edit: I should also say though that it wouldn't be dishonorable to wield or wear the weapons or armor you find here.

You can use the things you find, it would just be good to treat them with respect, and keep in mind that they are quite valuable.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Sorry I honestly read that wrong. I will keep the Short bow then if no one has any objections. I could make another one as well and feel that is maybe what Aliva will do during some down time is to craft her own bow.

so to craft a master work comp Long Bow would be 133 gp or 1330 sp?


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Aliva Kulthane wrote:

so to craft a master work comp Long Bow would be 133 gp or 1330 sp?

Sorry, I missed your question, but you are basically correct.

Core Rulebook wrote:

To determine how much time and money it takes to make an item, follow these steps.

1. Find the item's price in silver pieces (1 gp = 10 sp).
2. Find the item's DC from Table: Craft Skills.
3. Pay 1/3 of the item's price for the raw material cost.
4. Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.

But also:

Core Rulebook wrote:

You can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

So the total would be 330 sp for the bow component, and 1000 sp for the masterwork component. Creating a composite longbow is a DC 17 Craft check, a 12 or lower result means you lose the materials, otherwise a failure by 4 or fewer just results in no progress for the week. If you get a tool though like you mentioned, you can take a 10 and automatically make it, in which case you will produce 289 sp worth of work every day, and finish the bow in 2 days (if you chance it and roll, you might finish in 1 day). But then to finish the masterwork aspect of it you would need to actually roll against the DC 20 Craft.

I'm going to go ahead and roll for G'nock's Disable Device check (keeping in mind that guidance is active). For future reference, G'nock, you can roll for such things if you would like. I often make checks for the party, but they usually amount to what I would call "passive" checks, such as Perception checks when you walk into a room, or Knowledge checks when something like that comes up.


Female Human (Garundi) Cleric of Pharasma 2 HP 13/13 AC 13 Touch 10 Fort +5 Ref +0 Will +5 (+2 vs fear, +1 vs death effects) Melee +2(1d4+1) Channel 5/6 (DC 14 vs undead)

I wanna apologize for being slow lately, I've been whacked over the head by a nasty cold.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

I think she will just take the 20 or 10 for crafting the regular potion of the bow and I will have to do the rolls for the master craft portion

do you want me to do them here or in the play thread?


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

You can take a 10 as long as you aren't stressed, but not a 20 because there is a penalty for failure. You can just do those spoilered in the gameplay thread.

No worries, Selassie, I hope you get to feeling better.

Grand Lodge

| Longbow +9 (bow), 1d8+3 | Mace +6, 1d8+2 Male Lizardfolk Fighter 4 | HP 38/38 | AC 15 T 13 FF 12 | FS +7, RS +4, WS +1 (+2 vs. charm/compulson) | Init +3 | Perc +2 | Trap Finder

Selassie: Wish I had a cold; then I'd have a better excuse :-)
I thought about rolling it, but I'd thought I wasn't supposed to have any indication of whether it worked or not (i.e., I roll a 1, then decide not to open the 'disabled' chest ...).


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
G'nock wrote:
"disarmed using an unconventional method" to "mistake".

I like your way of thinking about it.

G'nock wrote:
I wasn't supposed to have any indication of whether it worked or not

I get what you're saying here as well, but its the nature of the beast that is PbP that you as a player are always going to have a lot of knowledge that your character does not actually have. So you can roll for things like that or a disguise check or whatever, its no problem for me.

Also to reiterate, while I do give "passive" Knowledge and Perception type checks fairly often to keep things flowing, you are all still free to make "active" Perception checks to examine certain things, or Knowledge checks, pretty much whenever.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Crafting, kinda confused please look over all:

Ok so to craft a comp long bow would be 1000 sp

I pay 33 gp (330sp) as a 1/3 of the cost.

I take a 10 on the roll which gives me a 15 x the DC of 15 = 225 (sp?)

so we take the 1000 sp - 330 sp - 225 sp = 445 sp

so 2 more days of building to make the comp long bow.

Then I move into making the master craft portion which is 2000 sp because I pay 1/3 which is 1000 sp in cost.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Actually yes, you're correct, it is a DC 15. But I think if you use tools for a +2 bonus you will get a 17 from taking 10, so it will be 255 sp per day.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

I don't have master work tools, I couldn't afford them


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Its only 55 gp, after you guys sell some things and split up the gold you'll definitely have enough.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

maybe I will wait till after we do some more shopping, you know how women like to shop haha


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

Who's taking the artifacts to the Grand Mausoleum?


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

I'll give some time today to see if Fitliss, Selassie, or G'nock want to buy anything, or if Fitliss wants to continue his exploration or even his interaction with the Keleshite ruffians. Barring that, I will post a prompt tonight, with you guys returning to the Tomb of Akhentepi.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Fitliss Phitzinger wrote:
Fitliss should probably have the wand, he can heal multiple people at once with it (himself and G'nock currently) due to the life link.

Technically you can't heal multiple people with it, but I think I get what you are saying. If your linked person is wounded for 5 or more HP at the start of their round, they heal 5 damage and you take 5 damage.

Life Link:
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range (100 ft. + 10 ft. per level, so 110 ft. presently), or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Giving some time for any last minute purchases, or replies to Fitliss. I'll post the next prompt, which is mostly written, in the morning early. But I do want to see if there will be a random encounter on the way back into the tomb, so rolling for that here.

Random Encounters:
Random Encounter 35% chance (50% chance on the way in, 50% chance on the way out) and roll for to see what monster it might be: 1d100 ⇒ 771d2 ⇒ 21d100 ⇒ 39

Okay, cool, that simplifies things.


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

Oops, missed this. I didn't want to do anything else anyways, but I still feel kinda bad


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Did Fitliss heal himself? Does anyone have any damage on them?


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

I'm up to date, I think everyone else is good

Grand Lodge

| Longbow +9 (bow), 1d8+3 | Mace +6, 1d8+2 Male Lizardfolk Fighter 4 | HP 38/38 | AC 15 T 13 FF 12 | FS +7, RS +4, WS +1 (+2 vs. charm/compulson) | Init +3 | Perc +2 | Trap Finder

Has everyone had a night's sleep before our embarking (I know, we're already in it; just wondered).


Female Human (Garundi) Cleric of Pharasma 2 HP 13/13 AC 13 Touch 10 Fort +5 Ref +0 Will +5 (+2 vs fear, +1 vs death effects) Melee +2(1d4+1) Channel 5/6 (DC 14 vs undead)

I believe not.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

No, you did not rest. Gameplay post incoming.


Female Human Bard (Dervish of Dawn) 5 | hp 41/41 | AC 17, T 13, FF 14 | F +3, R +8, W +6 | Init +3 | Per +5 | BPerformance: 14/14 | Spell Slots: 1st - 5/5; 2nd - 3/3

I'll be absent untill Monday (23) due to the Global Game Jam happening this weekend. For the games where i'm playing, feel free to bot my character as needed, for the games where i'm GMing, i'll be back soon!

Thanks for the patience!


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

I'm going to go ahead and have Selassie try to break free of the construct, in order to keep things going, since she didn't post yesterday.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

sounds good


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Sorry Selassie, I wouldn't have rolled for you if I knew you were gonna show up shortly. You might have rolled better than a 1...


Female Human (Garundi) Cleric of Pharasma 2 HP 13/13 AC 13 Touch 10 Fort +5 Ref +0 Will +5 (+2 vs fear, +1 vs death effects) Melee +2(1d4+1) Channel 5/6 (DC 14 vs undead)

that's what I get for spacing out.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Just so you guys know, once Selassie runs out of air, she can then hold her breath for another 28 rounds. Then:

Core Rulebook wrote:

After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success.

When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

I'll give Aliva and Selassie until this evening to post, and then I'll act for them, to keep things rolling. For some reason I have a feeling the tide is about to turn in your favor.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Sorry I will act for Aliva, did ou get my PM Pendrak?


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

@GM did you get my PM?


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Sorry about that, responded now.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Just so people know in chatting with GM Pendrak I have switched Aliva from an Inquisitor to a War Priest.

She will get nothing special but will be able to make use of the shield, still the same attitude and Goddess apply to her.


Male Human (Keleshite) Investigator / 5 | HP 36/36 | AC 18 T 14 FF 15 | FS +2 RS +6 WS +4 | Init +2 | Perc +8 (+9 for ancient osirian secret doors)

War priest is a fun character to play. I have one in another game.


Female Human Bard (Dervish of Dawn) 5 | hp 41/41 | AC 17, T 13, FF 14 | F +3, R +8, W +6 | Init +3 | Per +5 | BPerformance: 14/14 | Spell Slots: 1st - 5/5; 2nd - 3/3

Aren't Inquisitors proficient in shields already?


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

They are, Aliva isn't build for melee and we need a bit more of that to help you out


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Also, I should add that anyone in the group can, if they wish, do a free rebuild upon hitting 2nd level (which is happening soon), just as I am allowing Aliva to do so. However, I would prefer that if you are just rebuilding but keeping the same name and backstory that you keep the theme and build at least similar to what you previously had (inquisitor to warpriest is fine, barbarian to wizard not so much). Alternatively, you can choose to just make a different 2nd level character, but in that case your first character retires or otherwise leaves the campaign, and a new face joins the party.


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

I plan to stay as is, but I appreciate the offer.


Female Human Bard (Dervish of Dawn) 5 | hp 41/41 | AC 17, T 13, FF 14 | F +3, R +8, W +6 | Init +3 | Per +5 | BPerformance: 14/14 | Spell Slots: 1st - 5/5; 2nd - 3/3

I might do an small adjusment and switch Dex to 16 and Cha to 15, since i'm not really using many save spells and the group seems to need a melee character (although reworked Aliva might solve that?)


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

we can't talk you into a 20 pt buy could we? haha


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

No, I'm far too cruel to allow such a luxury, especially in a 6 player game.

But seriously, in my experience, 20 PB or higher makes these APs too easy. I generally am a fairly simulationist GM, and I like to play things by the book and as intended. 1st level should be deadly, and I think it has been close to that in this game. This is in fact, in my opinion, a good demonstration that even with a party that is not necessarily optimized (no true frontliner, no true arcane caster), you should be able to survive without too much trouble, barring a few close calls.

I guess just be glad I didn't add a second monster to this room to adjust the combat for 6 players, but I correctly figured that this would be a tough one for you guys. I've made adjustments elsewhere to put you close to the projected needed amount of XP, even though we are doing that ad hoc.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

That is fair, yes 15 points is really hard off the hop but in the long run it isn't so bad.


Male Human (Keleshite) Investigator / 5 | HP 36/36 | AC 18 T 14 FF 15 | FS +2 RS +6 WS +4 | Init +2 | Perc +8 (+9 for ancient osirian secret doors)

Did I read correctly that we are leveling up now?


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Yes, you did.

Side note, there are still a few rooms to explore, and you don't regain used abilities, though you do gain anything new that you got instantly.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

I update Aliva's profile, to the War Priest


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

Fitliss is just about done leveling, I'm going to touch up some things as well. How are we doing health? I'll go with average for now, but I can't seem to find anything mentioning it.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Average after first level.

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