The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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Scarab Sages

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I'm leaning towards Horus or Ra as my most likely patrons, though Sarenrae and Pharasma are also options. Would any of those be particularly good fits for the campaign?

I'm currently leaning towards Horus with Sun and Feather domains, so he can hunt his deity's enemies in the darkness, accompanied by a falcon companion.


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Raisse wrote:

I'm leaning towards Horus or Ra as my most likely patrons, though Sarenrae and Pharasma are also options. Would any of those be particularly good fits for the campaign?

I'm currently leaning towards Horus with Sun and Feather domains, so he can hunt his deity's enemies in the darkness, accompanied by a falcon companion.

The Old Gods are still remembered in Osirion, though rarely worshiped. If your character is from Osirion, there's no problem with your character worshiping them. Though as the AP guide notes there's no special focus on them in this AP. (Beyond raiding some tombs of their followers.)

Sarenrae has a small following, though she's primarily thought of as a Keleshite and foreign god. Again, this isn't much of an issue. Note that being a foreigner isn't a problem in this particular AP. Much of the point is that there has been a large influx of foreigners seeking adventure, fame, and gold because of the lottery.

Pharasma is a very important god in Osirion and also very important in this first book. The church is organizing the lottery. There is a slight complication in that the Pharasman church isn't particularly happy about having to do so. So while it's a perfectly acceptable god to worship, it's slightly problematic in fitting into the right group. The character would certainly be interested in making sure that the other characters followed the rules and were properly honoring the dead. This would be fine in some groups and not in others, so it would greatly depend on what else gets submitted.


Nah, Louisiana Jane has a good ring to it. I was on a streak of naming my PFS characters, Test Subject ##.


How do you treat the Mummy's Mask specific languages? Is common a language, or does everyone automatically speak a Mummy's Mask specific language instead of common, letting us know that is the common? Do you let us learn the extra languages with Linguistics, etc?


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Surprised a bit by the number of native characters since the opening text specifies that the King formally opened the tombs and burial sites to foreign explorers. I always imagined the party for this AP to be a handful of characters from different lands with at least one native Osirion to be their trusty native guide. :)


My characters backstory works better if she's from another country. So she is non-native.


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DoubleGold wrote:
How do you treat the Mummy's Mask specific languages? Is common a language, or does everyone automatically speak a Mummy's Mask specific language instead of common, letting us know that is the common? Do you let us learn the extra languages with Linguistics, etc?

Languages are handled as normal. If your character is Human you may choose an ethnicity from the Inner Sea World Guide, in which case your character will know Common (Taldane) as well as whatever language that ethnicity gives you. Intelligence grants additional languages as per your character's race. Note that Humans and Half-Elves can choose nearly any language except secret languages. The example given is Druidic, but this would also include Sphinx and many "ancient" languages. As a guideline, stick to the list in the core book or regional Golarion languages.

With that said, if anyone has a character from Osirion and that character is "educated" to some degree, then Ancient Osirion is absolutely fine. It's a common language among the educated of the country. There is a campaign trait to be allowed to learn Sphinx. If you wish your character to have that language take the trait and/or buy Linguistics.

Further, I'm fine with non-Human/Half-Elves taking regional languages as their bonus languages (from high Intelligence). Also, if your character's ethnicity doesn't give an extra language beside Common, you may choose an appropriate regional language. I might as well encourage some non-Osirions while I'm at it.

That should cover any language questions, but if there's anything unclear, feel free to ask.


When you were talking kind of pulp styling, it feels awkward to say but I feel like my character is a bit of a darker version of Aladdin. Think more king of thieves then disney.


@vincent- can you show me the world?


Street Rat!

I took languages that a trader should know, Osirian being one of those.


Dotting for interest

Sovereign Court

Zagathoth wrote:
@vincent- can you show me the world?

Nice.

Shining, shimmering splendor, you mean?


Tell me, Jesse, just when did you last let your heart decide?

Sovereign Court

Zagathoth wrote:

Tell me, Jesse, just when did you last let your heart decide?

I'd have to say it was when I had a new fantastic point of view.


okay, cool, because my half-orc with 16 int is wanting to learn Ancient Osirion. Not from the area, but has done much research about the area. I'll even put a point into linguistics if required.


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DoubleGold wrote:
okay, cool, because my half-orc with 16 int is wanting to learn Ancient Osirion. Not from the area, but has done much research about the area. I'll even put a point into linguistics if required.

I'm pretty lenient on, if it makes sense to you for your character to have the language, then it's fine by me.

This seems like a good time to make a couple of comments about party roles (with some relation to languages):

Ancient Osirion and Sphinx are useful languages to have in the party in this AP, but it isn't necessary that the whole party knows those languages. Linguistics, likewise, is a useful skill in this AP (compared to nearly any other AP). Though as usual in any DnD game, a specialist is better than someone taking it to round out a character. (Not that the latter is bad, just don't expect it to actually be useful.)

With all this said, I'm unlikely to choose a party full of characters who have made a hobby out of studying ancient osirian artifacts. One expert and one hobbyist would be fine, but more than that and the expert doesn't actually stand out.

This isn't directed at any character in particular, I've just noted that while we have a lot of interesting characters, there's a surprisingly lack of variety. They're all colorful and different in the details, but the overall roles (both mechanical and story) are very similar. Lots of depth, so I can't exactly complain. :)


Yeah- I felt the same way... I think I'll scrap Zagathoth (even though he's awesome) and build a new pitch.

Micah Haynes will be a foreigner interested in the necropolis as a business venture, and not overly familiar (or concerned) with Osiriani history/language/culture. He'll almost certainly be a daring champion with good face skills. If it's ok with you (GM) and the rest of party I'd love for him to be at least partly responsible for bringing the team together (assuming he gets selected)...


While I didn't have pulp adventures in mind when I created & submitted Kellara (the half-orc necromancer), I feel like it's pretty easy to slot her in the character archetype of "savage foreign occultist with a hidden motivation," at least from the perspective of the Osiriani and (probably) most of the other PCs as well. She's pretty off-putting, what with the blood theme and the weird languages and the ridiculous axe, but she's definitely in it for party cohesion, and brings a lot of important stuff to the table.

It's all about how you dress it, really.


I look at the characters. Has anyone made a trap disabler? I wanted a character with lots of skills, but I may have to make a rogue.


Here is my chacater concept, all the details are in the profile,

but here is an overview;

overview:
Swashbuckler......here me out :P with the daring infiltrator and Mysterious Avenger archetypes.

Mechanically some of the character quirks are with mysterious avenger he gets a secret identity at level 3, this will be to hide his true position as the leader of the Blue Scarabs. (see backstory)

Also he becomes proficient with whips, this will become his main weapon, he will focus on using the whip to trip and disarm foes as well as using it indiana jones style to grab unattended object and swing across pits ect... he will also be good at stealth due to the Daring infiltrator archetype.

His role in the group with be back up face as well as stealthy take downs and combat support, he has good escape artist, bluff, disguise, and stealth checks.

Story overview:

He is a Kelish goat herder that comes from a ancient bloodline that once ruled in Osirion before the osiriani's broke free of kelish rule.

His ancestor started a secret organisation to undermine the Osirions and to steal their wealth. (the detailed version is in the profile)

any way long story short, stuff went bad, ancestor was cursed by a mummy during a tomb raid and this caused the house to collapse and to fall into disrepute. Because of this they fled Osirion to Qadira and became goat herders.

Lenni has heard stories of his families secret past and now wants to resurrect the organisation.

I threw some plot hooks into to the backstory as well if you would like to use them (assuming i even get picked :p ) anyway i'm interested in your feedback.

thanks


DoubleGold wrote:
I look at the characters. Has anyone made a trap disabler? I wanted a character with lots of skills, but I may have to make a rogue.

Well I was planning on multi-classing as a Rogue so at 2nd level I would have the ability. I do believe one of the entrants took the Trait that allows for Trap Finding and disabling. Barbarians get a significant # of skills as do Rogues so the synergies for keeping a high Perception & Disable Device for my character is easy enough even with multi classing.


There are other classes to play instead of rogue too. Like Investigator or Urban Ranger.


DoubleGold wrote:
I look at the characters. Has anyone made a trap disabler? I wanted a character with lots of skills, but I may have to make a rogue.

I believe Louisiana Jane is a Cryptbreaker alchemist. They get trapfinding.


Joy wrote:
There are other classes to play instead of rogue too. Like Investigator or Urban Ranger.

True, but potion bomb making has never been my thing. Also, the only potential candidate that can disable traps from level 1 is the Inquistor on this list. When I make a ranger, I don't stray too far from the basic one, I usually do freebooter or infiltrator. I was making a slayer, until I realized the lack of trap disablers, so I figured I'd make a Rogue since I want to be crazy skilled, have fun with the character and contribute. I wanted to be more than just combat useful in this game.


I have a slayer in the mix that is a trap disabler.


there's a campaign trait for this campaign that grants trap finding... in the player's guide everyone was supposed to read... its called "Trap Finder"...

Micah will not have it because he's a foreign opportunist :)


Micah Haynes wrote:

there's a campaign trait for this campaign that grants trap finding... in the player's guide everyone was supposed to read... its called "Trap Finder"...

Micah will not have it because he's a foreign opportunist :)

I actually did see that, but yes I am laughing out loud. I did not bother to look at peoples traits though. I just figured if someone was disabling traps though, they'd pick a class that already had it.


That may have been my route ^^, I chose a different class that was more combat oriented and gave better abilities and took up the trait for disable device as my way into it. For some reason, I've never been a big fan of rogues.


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I'm all for encouraging non-combat usefulness. With that in mind, certain classes synergize well with certain skills. Also, you have three traits to work with and can pick up nearly any skill you'd like. But the main thing to keep in mind is that you're a member of a party. Each character need not cover every possible thing.

As for skills, the AP guide goes over which ones are especially useful but here are a few more ideas: Acrobatics and Climb are quite valuable. Disable Device and Perception are also, as usual, very good. Survival is another standout skill. But with that said, DnD does not reward dabbling very much. I'm absolutely fine with a random skill here or there, but make sure you aren't pulling yourself too thin and making your character much worse at their main job/role in order to cover something that someone else can do much better. This is true both in and out of combat.

And yes, there is a trait that gives Trap Finding to anyone that wants it!

Scarab Sages

Here he is, my Rogue, very skilled, but does not suck at combat either. Not planning on covering every skill, but instead plans to specialize in 11-13 different skills, when he gets 11 skill ranks per level, thus everything he uses is almost a 1 rank for 1 level deal. You can bet though, his main job will be disable device and perception, thus 1 rank per level in those and feats that increase those.

Edit: I don't think I would every need to put a rank into fly, but when I took the alternate racial trait, fey thoughts, the only 2 skills I could pick up that I didn't already own were fly and knowledge nature. Which is why it is on my skill list, but is listed as 0 for right now.


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Meresu was created mainly as a healing fighter type but also as a scholar and diplomat as she would be interested in learning more about her faith as well as bringing back the worship of the ancient Osirian gods. When I created her, I had always planned on making her a scholarly, adventurous warrior priestess. I wanted someone who had a fiery spirit and a love for both destruction and knowledge, two hugely different ideals.

I figured that with her being a librarian (and thus being sort of an expert on the subject of ancient texts and relics) she would know Ancient Osiriani having had to do a lot of cataloging books and scrolls. I picked Wati Native as I noticed that most people went with Blood of Pharaohs or Devotee of the Old Gods as those were more mechanically powerful than a few of the other campaign traits. I try to go with thematic than mechanics when it comes to character concepts.

Meresu was designed to be a native as I felt that the people of Osirion would want to have a hand in finding the lost treasures of their past. I felt that if anyone wanted to uncover the past it would be the Osirian themselves. While playing a foreign character is good, I wanted to try something different and play a native who wanted to learn more of her nation's past as well as trying to restore some of its wonder to awe the modern masses (well modern for the people of Golarion anyways). She's sort of the don't judge a book by its cover scholar as you wouldn't tell that she is a scholar from her warrior spirit and fiery personality.

Sovereign Court

DoubleGold wrote:
I look at the characters. Has anyone made a trap disabler? I wanted a character with lots of skills, but I may have to make a rogue.

I considered building a rogue who had been caught stealing from a temple, branded, and turned into a temple raider for one of the local religions, but I felt that the nomad concept that I had was stronger. :)


DoubleGold wrote: wrote:


I look at the characters. Has anyone made a trap disabler? I wanted a character with lots of skills, but I may have to make a rogue.

My character is a crypt breaker, so she can disable traps, both normal and magical.


My character took the campaign trait that gave him Trap-finding :-)


As a wizard (well Arcanist, but you know what I mean), my skill set makes me a knowledge character over most other skills. It fits a research oriented spell caster though.

Scarab Sages

Until recent events that led him to Wati, my cleric has served as guide through the trackless deserts of Osirion for his adopted tribe of tradesmen, and leads hunts on what wildlife can be found there (Survival). He also cares for the camels (Handle Animal and general cleric spells).


Pathfinder Adventure Path Subscriber

Submitting this character:

Hamzu Ur-Usi Khafra:

Male halfling rogue (unchained, bandit, knife master) 1 (Pathfinder RPG Ultimate Combat 71, 72)
CG Small humanoid (halfling)
Init +4; Senses low-light vision; Perception +6
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Defense
--------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 12 (1d8+4)
Fort +3, Ref +6, Will +0; +2 vs. fear
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Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d3+1/19-20) or
. . dagger +5 (1d3+1/19-20) or
. . halfling rope-shot +5 (1d4)
Ranged sling +5 (1d3)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 10, Wis 10, Cha 15
Base Atk +0; CMB -1; CMD 13
Feats Two-weapon Fighting, Weapon Finesse
Traits blood of dragons, river rat (marsh or river), trap finder
Skills Acrobatics +8, Bluff +6, Disable Device +9, Knowledge (dungeoneering) +4, Knowledge (local) +4, Perception +6, Sleight of Hand +8 (+8 to conceal a light blade), Stealth +12 (+14 in matching terrain), Swim +1; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ adaptable luck, hidden blade
Other Gear lamellar cuirass, dagger, dagger, halfling rope-shot, sling, sling bullets (10), backpack, camouflage blanket, eternal candle, grappling hook, silk rope (50 ft.), thieves' tools, 49 gp, 9 sp
--------------------
Special Abilities
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Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Fearless +2 racial bonus vs Fear saves.
Hidden Blade +0 bonus on Sleight of Hand checks to conceal a light blade.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack (Unchained) +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
--------------------
Hamzu is a Wati native, grown up there among the local halfling population on the lower end of the social ladder, poverty is not unknown to him. Being quite lazy and a rapscallion, he takes jobs as a city-guide, day-laborer or on the docks sometimes. He´s definately not above the occasional scam or heist though.
His idea of a good time usualy involves sweets and narcotics of all sorts, preferably a hookah though.

Hamzu is kind of a cocky scoundrel but good at heart. Loyal to his friends he knows cooperation is the key to survival and respects others as long as they respect him.
While sometimes seeming submissive and impassive, he found that a good way not to attract attention or get blamed for things. Beneath that he has a seizable curiousity that gets him into trouble on a regular base, especially when he reckons old mysteries or ways that might elevate him somehow, mainly involving gold.
His fear and superstition stand in dispute with his natural curiousity, one of the reasons he prays to Pharasma, mainly so the dead stay dead and can let go of their former belongings, that need to be brought to a new circle of life.

Character Progression:
Feats:
-celestial obedience Pharasma
-improved initiative
-surprising combatant
-Twist away
-steadfast personality
-skill focus bluff

Rogue Tricks:
-deft palm
-underhanded
-trapspotter


Nevai is finally done! (though small tweaks may still happen, the meat is up)

A lean, muscled man watches you from across the market street, a large bird of prey perched upon his shoulder. "The streets are busy these days. Foreigners and locals, the prosperous and the destitute, all clamoring for the chance to reclaim the lost relics of the past. I suppose I am one of them, though I don't think of myself that way. I surely seek something among the bones as do any of you, but I know not what it is. I only hope that when the time comes, I have the strength to take the path that Horus has provided for me."

This is my cleric. For now, he has a mundane falcon, to fit his backstory, but he'll eventually be getting a falcon animal companion who will probably serve mostly as a scout, a distraction, and occasionally, as a flanker. Nevai himself will generally cast a spell in round one, and follow it up, mixing it up in melee with his khopesh, or channeling energy against undead, though he can toss out the occasional cure spell if the need arrises. If anyone has any suggestions or comments, I'd be happy to hear them.


I think I just have to choose a third trait, and another langage due to increased Int.

And as an Alchemist, I put a point on Disable Device.


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The new current potential cast of characters:

Tywynn of the house Boritsi, Human Male Paladin of Arshea, played by Tin Foil Yamakah (Plans to multiclass with Oracle)
Dro'ka Zahil, Human Male Slayer (Vanguard), played by Vincent Fleming
Setesh Bantling, Half-Elf Male Alchemist (Beastmorph/Vivisectionist), played by Luke_Parry
Kellara Sheogorath, Half-Orc Female Necromancer (Life), played by Sarabian
Elexsanda Sylmat, Human Female Shaman (Animist/Speaker for the Past), played by cartmanbeck
Farid Heydar, Human Male Barbarian, played by Dennis Harry (Plans to multiclass with Rogue)
Malik Adraza, Human Male Sorcerer, played by The Pale King
Anton Narscellus, Suli Male Brawler, played by Dave Herman
Omar Ulunat, Human Male Ranger, played by zaarbuc (Plans to multiclass with Cleric)
Saedue Menura, Elf Female Alchemist, played by Escharid Blackrose
Vidic Votev, Human Male Ranger (Infiltrator), played by Jim Cirillo
Louisiana Jane, Gnome Female Alchemist, played by Amsheagar
Tali the Nomad, Human Female Druid (Desert), played by Jesse Heinig
Meresu, Ifrit Female Inquisitor (Immolator) of Sekhmet, played by SCKnightHero1
Moze the Reincarnated Druid, Halfling Male Druid, played by KarlBob
Zahar Aja, Ifrit Male Arcanist (Blood Arcanist), played by kamenhero25
Urggo, Oread Male Fighter (Unbreakable), played by The Archlich (Plans to take Living Monoloth PrC)
Keleph Alihk, Human Male Fighter, played by mellowgoth (Plans to multiclass with Bard/Archaeologist or Investigator)
Alder Ellemin, Human Male Investigator (Spiritualist), played by Iff
Lenni Khiti, Human Male Swashbuckler (Daring Infiltrator, Mysterious Avenger), played by Tech5bb
Micah Haynes, Human Male Cavalier (Daring Champion), played by nate lange
Max Willard, Half-Ord Male Rogue, played by DoubleGold
Hamzu Ur-Usi Khafra, Halfling Male Rogue (Unchained, Bandit, Knife Master), played by Hayato Ken
Nevai Alaro, Human Male Cleric of Horus, played by Raisse


Looks like we have a good spread, with lots to choose from. I'm eager to see what happens!


Here is Rgulbux, a pahmet dwarven ranger (corpse hunter/divine tracker). He has been sent to Wati by his spiritual leaders to join a group of explorers as a watchdog and destroyer of undead. The pahmet dwarves are keeping a watchful eye on Sothis and the young Pharoah and regard the opening of the deserts to be a bold, yet very dangerous move. Rgulbux is to report on the situation, protect the innocent, and destroy the accursed.


Pathfinder Adventure Path Subscriber

Somehow missed that, but what are the two reserved spots now playing?


Tough competition, and still 4-5 days to go!


One will likely play a wizard given the way submissions look. I think the other is still undecided.


Hayato Ken wrote:

Somehow missed that, but what are the two reserved spots now playing?

As the undecided reservation I can confirm that I'm still undecided. I'm looking at the submissions closely and am, at this point, pretty unlikely to play a 9-lvl caster of either the divine or arcane variety. But I'm watching and waiting with a keen eye. As soon as I do have a decision though, I'll certainly post about it.


we currently have 25 people and still a few days to go. We could rush it with 4 or 5 different groups and take over Wati.

Sovereign Court

Louisiana Jane wrote:
we currently have 25 people and still a few days to go. We could rush it with 4 or 5 different groups and take over Wati.

Interesting proposal!


Louisiana Jane wrote:
we currently have 25 people and still a few days to go. We could rush it with 4 or 5 different groups and take over Wati.

I think Meresu would like that idea. :)


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This has been a crazy week at work but Micah's crunch is completely done. I need to get to sleep but i'll try to finish fluff tomorrow...

in a nut shell:
He's a handsome young human from absalom who's blond hair and blue eyes reveal his ulfen/skald heritage. He wears a sturdy and well tailored travelers outfit and carries a jeweled cutlass that is something of a trademark of his.

He is friendly and charming, quick to laugh, and a lover of the finer things in life.

He is a business man who came to Sothis to turn a profit on the antiquities trade. When he learned that the Necropolis of Wati was opening up he traveled there right away and began working on assembling a team of 'qualified experts' in the hopes of mounting one of the first expeditions inside.

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