WR Mummy's Mask

Game Master wicked_raygun

Loot
Map of Wati
Map Chains of Silver


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Pfft! I wish.

No, it's a superhero cosplay photoshoot. It's pretty cool actually. The theme is Marvel versus DC. I get to watch my wife drool over the Power Girls. It's pretty adorable.


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]

Oh that also sounds cool. I was hoping to go to GenCon but won't be able to make it this year. I was going to be equally saddened if you were there and I was unable to buy you a beer. But attractive people and awesome costumes sounds like a great time, too!


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

I'll most likely be AFK Saturday, just so you know. You can bot Koshu if necessary, WR.


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)
Kwin Longclaw wrote:
Wow... somebody on our team just got drenched...

LOL. Who wants to bet it was Koshu again?

He is a comedy magnet.


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3
Koshukhep wrote:
Who wants to bet it was Koshu again?

Why, yes. Yes, it was.

You must have read the initial post in the few minutes before I "tuned it up." I swear on my honor I only just now read this speculation as to the victim. :o)

Koshukhep wrote:
He is a comedy magnet.

Wait a minute, I thought Kwin had become the comic relief for this campaign.

I guess we'll have to share. :o/

-Posted with Wayfinder


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

A regular Mutt & Jeff, those two.

... We'll not speculate as to who's the "Mutt."


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

Haha. We'll take our show on the road! Riches, fame!

Then again, Koshu might get tired of being doused in water, insect guts and what have you. Kwin might possibly also get tired of being shot, stabbed and bitten.


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

Already there, my friend. What we do for the greater good, eh?

-Posted with Wayfinder


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)
wicked_raygun wrote:
Koshukhep, I always deem that charm spells wear off when the caster dies.

Cool.

Kwin Longclaw wrote:
Koshukhep wrote:
Cue Koshu appearing at the next fight festooned in more charms.
I'm envisioning a catfolk Mr. T. "I pity the ghoul!"

That is so terrible that it's actually tempting.


A couple rooms to go, and then you guys level up. Post moving us forward coming tonight.


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]

Okay, great! When that happens, I'll convert Ahmed and Suri over to the Unchained rules.


Sorry for the delay, guys. Be back in the swing of things tomorrow.


Work sucks this week. I'll have a post tomorrow on my lunch break. Sorry for the delays.


Brutal week. Even had to work on Saturday. Post should be up in about 10 minutes or so.


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

I'm a bit distracted by RL at the moment, but I think I got everything.

Level up!:

Update lvl.3:

+1 BAB, +1 Will
+1 skills: Intimidation, K:nature, K, geography, Perception, Stealth, Survival
+7 hps
Ranger feat: Endurance
Feat: Nimble moves


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]

Leveling up and converting to Unchained.

Ahmed Changes:

+6 HP
+1 BAB
+4 Skill Points (Kn Planes, Perception, Diplomacy, UMD)
+1 Fort / +1 Ref
+1 Level 0 Spell Known (Mage Hand)
+1 Level 1 Spell Known (Obscuring Mist)
+1 Level 1 Spell Per Day
Replace Summon Monster 1 with Summon Monster 2
+1 Feat (Skill Focus: Kn Planes)

Suri Changes:

+7 HP
+1 BAB
+1 Poor Saves (Reflex)
+4 Skills (Diplomacy, Disguise, Perception, Sense Motive)
+1 Feat (Imp Initiative)

- Gain Immunity to Paralysis, Sleep, and Fire.
- Replace two claw attacks (1d6) with one Slam attack (1d10)
- Lose 1 Evolution Point. (Drop Skilled: Survival)


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Djehuti just got Craft Wondrous Item to go along with his alchemical crafting. So if we ever have a glut of cash he can start making the party some gear.


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Wooo! Level 3!!

+7 hp
+1to Acro, Perc, Climb, Escape Artist, Swim, Stealth

Feats: Deadly aim (3rd), Point blank master (bonus)

Abilities: Zen archery


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

I'm holding off on Izra's changes just yet, as I have a question in to Ray about adding an Archetype, which would, I think, help to diversify her and Djehuti a bit more. As it is, her Lore Mystery is just going to make her more and more overlappy with Dj if we don't change some things, and while Karl and I can, I'm sure, work together to make sure that doesn't get *too* bad, I think playing up Izra's connection to Pharasma and the Boneyard might help to make that a bit easier and more fun. :-)

I should have Level 3 Izra's stats up and ready to go shortly after Ray gets back to me with the "yea" or "nay."


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

Woot! Blessings from Ray.

So, I'm adding the Planar Oracle Archetype to Izra, with The Boneyard as her plane of Affinity.

Means she loses the Identify spell. Basically, instead of paralleling Djehuti down the knowledge-chasing path (though she won't be abandoning it completely), she'll now be pulled (somewhat involuntarily) down the path towards eternal service to Pharasma. :-) Oh, and killing undead.

So, Level 3:

HP: +5
BAB:+1
Fort/Reflex: +1
Mystery Spell(2nd Level): Change from Identify to Endure Elements
Revelation: Planar Resistance (Negative, if I can get away with it, Cold, if not)
Spells/Day: +1L1
Spells Knows: +1L1 (Deathwatch)
Skills: (7sp 4+2+1) Appraise, Diplomacy, Heal, Know: Religion and Planes, Perception, Sense Motive

I think that's everything.

EDIT: Forgot the Feat! Combat Advice. (Give an ally +2 to attack as a Move Action. Buffs for the win!)


Eidolon 4 [ HP: 28/28 | AC: 17 | T: 15 | FF: 16 | Fort +4 / Ref +2 / Will +3 | Init +5 / Percept +6 (Darkvision) ]

Planar bffs <3


You know, Izra joked about it, but really a Jumanji like board game could make for a cool adventure hook in an RPG. I might break that out some time on my RL players.


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

I had the same thought.

Evil, evil thought.... >:-)


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]

I actually super dig that idea. Ray start up another PBP game. :D


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

It's not Jumanji, but there's a module where the PCs get sucked into a demiplane based on Harrow cards. It looks pretty fun.

Now that I mention it, though, Izra and Koshu should probably forget I said anything.


Thiso is off topic, but does anyone know if the dice roller supports FATE or FUDGE dice?


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]

You could probably just do it as

4d6 ⇒ (6, 3, 6, 4) = 19

Where 1/2 = -1, 3/4 = 0, 5/6 = +1
Making my roll a marvelous +2.

It's obviously not ideal, but it wouldn't be complicated to transform them mentally. For what it's worth, I'm playing an Edge of the Empire game, which has a conversion that looks like this:

Dices:

Boost Die (Blue Die): D6
1-2 = Blank, 3 = Success, 4 = Success+Advantage 5 = Advantage x2, 6 = 1 Advantage

Setback Die (Black Die): D6
1-2 = Blank, 3-4 = Failure, 5-6 = Threat

Ability Die (Green Die): D8
1 = Blank, 2-3 = Success, 4 = Success x2, 5-6 = Advantage, 7 = Success+Advantage, 8 = Advantage x2

Difficulty Die (Purple Die): D8
1 = Blank 2 = Failure, 3 = Failure x2, 4-6 = Threat, 7 = Threat x2, 8 = Failure+Threat

Proficiency Die (Yellow Die): D12
1 = Blank, 2-3 = Success, 4-5 = Success x2, 6 = Advantage, 7-9 = Success+Advantage, 10-11 = Advantage x2, 12 = Triumph.

Challenge Die (Red Die): D12
1 = Blank, 2-3 = Failure, 4-5 = Failure x2, 6-7 = Threat, 8-9 = Failure+Threat, 10-11 = Threat x2, 12 = Despair

Force Die (White Die): D12
1=6 = 1 Darkside, 7 = 2 DarkSide, 8-9 = Lightside, 10-12 = 2 Lightside

I have to consult it several times per post. I think mapping a few numbers for Fudge would be way easier to keep in mind.


Well, I was thinking this:

FATE: 1d9 - 5 ⇒ (3) - 5 = -2
FATE: 1d9 - 5 ⇒ (9) - 5 = 4
FATE: 1d9 - 5 ⇒ (2) - 5 = -3
FATE: 1d9 - 5 ⇒ (3) - 5 = -2
FATE: 1d9 - 5 ⇒ (3) - 5 = -2

That would give me a range of (-4) to +4. But I was hoping there would be a smoother way to do it.


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Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Don't use 1d9-5, that gives a static probability for all outcomes, whereas with Fate dice, 0 is the most common result with probabilities decreasing as you move to either side. If you use 1d5-1d5, it will give you the same range of outcomes at close to the probabilities of using actual fate dice.

eg

1d5 - 1d5 ⇒ (4) - (4) = 0
1d5 - 1d5 ⇒ (2) - (4) = -2
1d5 - 1d5 ⇒ (1) - (2) = -1
1d5 - 1d5 ⇒ (1) - (5) = -4

With this set up you have a 4% chance of getting -4 and a 20% chance of getting a 0.


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]

Yeah, I was thinking 4d3 - 8 ⇒ (2, 3, 1, 1) - 8 = -1, but I think Torin's solution is excellent.


Torin, that's awesome. Now I know FATE dice is doable. I might be able to run one some time. I really appreciate this. I'm totally going to favorite that post.


I'm a bit sleepy, guys. I'll have posts to move us forward tomorrow morning.


Did someone do the Loot payout and I didn't see it?


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

I updated the items found but didn't do the payout math because I don't know the percentage we're able to sell the items at.


Generally speaking most things sell at 50%. But things like paintings, decorative jewelry, etc., will sell at 100%.


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Assuming all the decorative stuff and jewelry we found in the House of Pentheru sells for 100% and the 200 gp for the map, it's 795 gp total. Split 6 ways that's 132 gp, 5 sp each.

And one of our spotters needs to claim the Kohl of Uncanny Discernment.


The kohl doesn't seem like that much of a big deal to me. Personally, I would just sell it.


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

Koshu is most grateful for the vermin repellent!

He doesn't care one way or the other about the kohl, though. He can use it if we don't sell it and no one else wants it.


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

That's a nice extra 1500 gp if we can sell it for full price. Takes us up to 2295 gp. Or 382 gp, 5 sp each.


The kohl being a magical item will sell at half. So that's 750gp.


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]

So 1545gp - 257gp 50sp each.


Yeah, how are you guys doing loot wise? Because from my perspective the adventure feels a little stingy.


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

Part of that may be because I'm still holding on to that shield and a +1 crossbow. Also, I've noticed that the first mod in most APs tend to be over-powered and under-funded.


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

Well that kinda sucked; just about when Kwin gets un-paralyzed, his player sorta gets paralyzed in real life. Some of you have suffered through this story multiple times so I'll minimize details and present it with special apologies to you:

Cellular's about the only viable connectivity option where I'm living now. Two weeks ago the one tower I can reliably reach went down, leaving me with almost no access. Email continued to function (with lots of retries) but most Web sites would time out rather than load (Paizo among them).

A week later the tower came back enough to connect to it, but things have been intermittent and very slow since. I've been working on resyncing my games, but have only managed about one a day thanks to the slows. I started with the most-behind (one had 60 unread messages!) and, at the risk of abusing 's's, it's Mummy's Mask's turn.

I'm working on L3 Kwin now, and will roll up downtime stuff shortly -- I want to go through the game play I missed in more depth first.

"Team Furry." Heh.

Sorry for my absence, but I'm back to prove you can't keep a good (well, Neutral really) kitsune down, even when the telco fox with you. ;o)

Thanks to everyone for your patience and tolerance!

P.S. Love the Jumanji idea...


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

Hehe... so Hero Lab displays one (truncated) line of the description for each Feat on the class summary page. I just bumped Kwin to L3 and this popped up:

Hero Lab wrote:

Deed: Swashbuckler Initiative

While have Panache, can use a free hand to draw a light or one-handed pie

Such a pity that isn't the whole thing, pie-in-the-baddie's-face would be so Kwin...


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

Not finished leveling up yet, but:

In shuffling gear I realized Kwin has more swords than he needs. One of them's the Masterwork Short Sword we picked up earlier, so that goes back on the booty pile. That'd sell for 155 GP, or another 25 GP 8 SP 3 CP for each of us if we're dividing by six.


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]

Glad you're back with us, Kwin <3

wicked_raygun wrote:
Yeah, how are you guys doing loot wise? Because from my perspective the adventure feels a little stingy.

I am notoriously bad at caring about gear / loot.


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

Kwin Level 3

HP +6+1 => 25
BAB +1 => +3
CMB +1 => +4
CMD +3 => 20
Initiative +2 => +6
AC +2 (Dodge) => 16 | 16 | 10
Fort +1 => +1
Will +1 => +1

L3 Feat: Dodge (+1 Dodge bonus to AC)

Skills
Acrobatics +1 = 3 => +12
Disable Device +1 = 3 => +13
Intimidate +1 = 1 => +7
Perform (Dance) +1 = 1 => +7

Deeds
Kip-Up
Menacing Swordplay
Precise Strike
Swashbuckler Initiative
Nimble +1


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

I feel like we're a little behind on WBL but Djehuti is fine with what he has. I could use more gp, but that's just because I'm starting to look at crafting.

Speaking of crafting, Djehuti used his downtime already to do alchemical items, but no PCs have any low-cost item requests? Nobody wants a quick runner's shirt for an extra move action 1/day or Elixir of Vision for +10 to Perception for 1 hour? We don't have the cash for any of the really good stuff yet, but there are useful cheap items that we could afford.


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

Kwin's saving up for some pricier stuff, but thanks!

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