WR Mummy's Mask

Game Master wicked_raygun

Loot
Map of Wati
Map Chains of Silver


351 to 400 of 836 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

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

Two reasons. You'll note Kwin hasn't even strung his bow yet in this campaign. It's intended solely as his long range weapon. A hankyu is essentially a shortbow, which has roughly half the RI of a longbow (and doesn't even measure up to most crossbows).

Additionally, longbows do more damage. A sniper wants to be as effective as possible on that first surprise shot.

As for why I didn't use the Eastern "diakyu" version, I'm already referencing an uchigatana and didn't want to overwork the theme. Kwin doesn't really have a Tian Xia/Eastern vibe anyway. In fact I reference "uchigatana" versus "short sword" almost solely because my mental image of swashbucklers involves rapiers and cutlasses and gear more "piratey" than a plain old short sword. The less-common term distances his sword a bit from the vanilla. For me, anyway.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Sorry about the delay guys. I have had a rough week. Post coming tonight to move us to the next room.

-Posted with Wayfinder


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
wicked_raygun wrote:
Yeah, I don't know why they specify lesser confusion...

What makes it even more confusing is, Lesser Confusion specifies [Sean Connery voice]one round only[/Sean Connery voice]. And if they're going to stretch it until the haunt's gone (versus one round, or the "level rounds" of Confusion), then they could've lowered the DC to whatever they wanted by fiat as well. When it's essentially Confusion, calling it Lesser Confusion just makes for... Nah, too obvious. :op

Quote:
... by my reckoning, you still have a Standard Action, Kwin.

Nope, he used at least a MA to shuck the pack (Kwin can't do swashbucklish stuff at medium encumbrance), so he's spent for this round, I think. Or consider whatever time's left as the purchase price for the rule of cool draw-while-tumbling allowance (and thanks for that).

Besides, thanks to the drawn weapon grant he's now flanking for two campadres. We mustn't be greedy. :o)


Dropping an item is a free action. Besides, that seems more like flavor to me, than something to get overly technical about. And you're forgetting the golden rule. By which I mean, as the GM I make the calls. :-)


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) ]

As Tumbling is a Move Action, it qualifies for the free drawing of a weapon as part of a move.

As for this thing, WTH? Another one of Pathfinder's WAY too deadly for 1st-4th level AP's, designed for 1st-4th level PCs. They have a bit of a balance issue for low-level APs, I've noticed. I can't count the number of TPKs I've seen in any number of their "1st module of an AP" adventures.

Confusion lasting until the Haunt is gone? For everyone?

Wow.
Ah, well. Surely, the others will make their DC11 Will saves...right? :-)


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

(In response to Ray, not Izra.)

Hey, I'm not gonna fight the GM, especially when he's arguing in my favor, haha. I'll go ahead and add a Standard Action. And for the sake of background information:

I tend not to play tanks and powerhouses, so most of my PCs wind up with encumbrance issues. The time needed to shed a backpack has therefore been a recurring question. One with no clear answer, either from my GMs or from any discussions we've found. (If you have a FAQ or reference I'd love a link so I can possibly get away from MA in other games.)

Most seem to agree that it'd only be "dropping an item" if you were holding it in your hands and just let go of the pack. As soon as your arms go through the straps, it becomes more involved (more so if you're holding a weapon or whatever when the shucking occurs). Some have said Swift Action (so a significant action, but still fast). Others point to "unstrapping and dropping a shield" as being a closer equivalent (especially if you consider a stabilizing waist strap to be untied/unbuckled), and thus champion a Move Action. Still others say SA, and I've even seen advocates for a Full Round Action (way too much, in my view).

But here's one of the answers I like best (and a viewpoint to which I know you subscribe... which is one reason you're high on my list of favorite GMs):

Fredrik wrote:
Our wonderfully complicated hobby is a combination of storytelling, game, and simulation. The game says that it's a free action. The simulation says that maybe it's a swift action, I dunno? The game + simulation says that hey it takes a move action to unstrap a shield and drop it, but you can combine it with a regular move, so maybe that's how it should work for an adventurer's backpack. The storytelling says wtf, you're really all talking about this? Just do whatever's more dramatic and interesting -- and the game + storytelling can't argue much, except to balk at clear violations of the rules.

Here's one of the discussions if you're curious. I keep it bookmarked as ammunition for when a GM says it's a Standard Action. :o)


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:
Sorry for the delay, my country promotes extended Christmasing. It ain't over til it's over!

Never, ever apologize for enjoying life.

Quote:
I presume Kwin will have taken down the one between us?

If it happens, that'll be his first single-shot kill. Sadly, since it was with a quarterstaff Kwin won't earn back any Panache (that requires a one-handed piercing or light weapon).


Kwin - Would a light mace allow you to gain panache? That's a bludgeoning weapon that finesse can be applied to. Or does it specifically need to be bladed weapons?

Oh, and the Map has been updated. Happy New Year.


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

Nope. "Killing Blow with a Light or One-Handed Piercing Melee Weapon." I suppose neither a mace nor a quarterstaff fit the romantic swashbuckler image. :o)

No worries, there will be plenty of opportunities as we move forward. A confirmed critical under the same circumstances works as well. And worst case, panache replenishes with a good night's rest. ;o)


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

So how often does the haunt trigger?

I'm trying to figure out if this is worth keeping or just for selling.


Are you guys heading upstairs? Or do you want to explore the western courtyard?


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) ]
Torin Ironbeard wrote:

So how often does the haunt trigger?

I'm trying to figure out if this is worth keeping or just for selling.

Per the GM, Izra believes the Haunting would return every couple of days, if the ring is removed from the house.

I think it'll be worth keeping, if Suri or Ahmed decides to propose to the other... ;-)


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

Let's finish the ground floor first.


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)]
Torin Ironbeard wrote:
Let's finish the ground floor first.

I agree. Let's clear this level before going up or down one.


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 am in agreement as well.


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)

Sounds good to me.


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) ]

Sounds reasonable to me.


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

Weighing in late (sorry), but agreed.


Sounds good to me, too. The map has been updated.

Oh, by the way. The Centipede is in fact Huge.


Weekend got away from me. Post coming tomorrow.


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) ]

Fortunately, in Pathfinder, Con damage is the only ability damage that can actually (directly) kill you. But yes, Paizo is always a bit brutal to low-level characters. I have suspicions about why. I think they're taking into account that so many players play their characters like the characters are veterans rather than the inexperienced newbies they're supposed to be.

But anyway.

Izra has anti-toxin. But only two doses, so if we can avoid letting anyone else get poisoned today, that might be good. :-)


As I've said before there really isn't a time restraint here. So if you guys need to, you can go back to town and heal up. It looks like that's what you guys are leaning toward.

Let me know, whether you want to press on or go back to regroup.


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 wouldn't mind going back. A lower AC is going to be hell on a front-liner like Koshu, at least if we meet anything else of the centipede's caliber, and I imagine Dex damage isn't that great for an archer either.

If they do go back, Koshu will try and clean up the flail they found so it isn't so grotty.


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

Torin has 8 Dex damage, so I vote for a return to 'town'. -4 to AC and attack is a bit too painful to ignore. I don't think it's worth paying for lesser restoration , so it's going to take 8 days for his stats to get back up to normal.


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) ]

No it won't. With Izra treating him, and him doing "full-Day's Rest," It'll take 2 days (4 points per day). Easy-Peasy.


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 carrying Con damage as well, so I'm not going to buck the back-to-town trend. :o)


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) ]

Well, Izra can attend to as many as 6 patients at a time, so Kwin, Torin, and Koshu should be fine.

On a side note, making a Heal check to treat poison doesn't actually auto-cure/auto-save it. It gives a +4 bonus to the next Save attempt. But no biggie. I'm sure Torin was gonna be fine... ;-)


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

Thanks, but he's only down two, so if Torin takes two days to recover, Kwin's golden anyway. And it'll give him some extra time for shopping and to work on that riposte maneuver he's trying to get down.


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'm fine either way on the going back to town thing. If we're going to be spending a day or two back, I'll probably at least attempt to bring Suri back.


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)]

So what do we need? Blunt arrows for shooters and maces or flails for front-liners, anti-toxin. Anything else?


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

Holy water?

Also, since we are back in 'town', let's sell our loot. Excluding magic items and consumables, that nets 235gp per player, so add that to your sheets.


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) ]

Izra's crossbow is magic, so I think that bypasses weapon-type DR, does it not? It probably wouldn't hurt for her to have blunt crossbow bolts though, just in case.

If we have the funds for holy water and/or other grenade-like weapons, a few of those wouldn't suck (Izra has 2 vials of acid, an Alchemist's Fire, and a grenade already, but an extra AF and/or some Holy Water might be nice).

Also, she is down 2 uses of her Healer's kit. Do we want to top that up/have someone else carry a spare, or is 8 uses good? She also has one Antitoxin left - she'll want to at least replace the one she used on Koshu.

She doesn't have a bashing melee weapon, but I'm not sure she needs one. If she does, a simple club will probably suffice (lighter and cheaper than a mace, for comparable damage). It's beginning to look like she's not going to be front-line much, unless we get jumped from behind.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Clubs are wooden though. Personally I'm a big fan of silver light maces. They're pretty cheap, and very thematic for divine classes.

-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) ]

I would agree - they are nice. But I'm keeping a bit of an eye on her...

Um... ya know what? The DM is suggesting Izra get a sliver light mace. I do believe Izra will order herself a silver light mace. ;-)


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) ]

OK,

Izra has added the following:

Replaced Alchemist's Fire (20gp) and Antitoxin (50gp) used,
bought 2 Holy Water (50gp), 10 blunt bolts (1gp), and a Silver Lt. Mace (25gp).

EDIT: Also picked up a potion of CLW (50gp), just in case she goes down herself.

Changes noted on her character sheet. Supplies paid for out of her share of loot sold.


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 will also get 2 vials of antitoxin. He'd like to pay for the vial Izra used on him, as well, if Izra will allow it.


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) ]

Izra doesn't have a problem with that. She doesn't want to create the expectation that everyone she heals will be required to pay for said healing afterwards, but the transaction won't rub her the wrong way, either.

She probably sees it as a "paying for things when you can makes it far more likely that I'll have the ability to provide healing when you can't" kinda thing.

As much as she sees herself having responsibility for the party members, to a certain extent, she's also used to thinking transactionally - it's a racial hazard. :-)


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
Izra Kayal wrote:
The DM is suggesting Izra get a sliver light mace. I do believe Izra will order herself a silver light mace. ;-)

I was going to mention a lead-filled mace; my cleric acquired a Masterwork cold iron version some time ago, and it's served her well. Same weight as a light mace, but moving more of the mass to the head adds +1 to the damage... and they're available in silver. :o) Unfortunately, I couldn't turn up a source with a quick search. She's in a Shadowlands campaign, so maybe it's something specific to that. But if you can find a reference it might be worth checking out. +1 is +1...

Kwin'll be picking up a few things at market, but I won't be able to pull his list of purchases together until tomorrow real-time. Sorry about that.


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

Izra, did you actually/literally need me to "pick up" anything from the market, as in spending gold and listing items from the player's perspective? I presume all that was just in-character stuff but I wanted to make sure I didn't overlook a promise to buy you a wand or some such.


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) ]

Nope. I managed to pay for it all, except for the one anti-venom, which Koshu paid for. I'm good.


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

Alrighty.

Kwin went pretty light on shopping for himself. But he saw the wisdom in Djehuti's suggestion and picked up a quiver of blunt arrows. Also, upon his rejoining the group, those paying attention will notice two additional daggers, one tucked inside each boot.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Sorry for the additional delay guys. I'll get us moving momentarily.

-Posted with Wayfinder


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

*shrug*

We are here whenever you're ready.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

I'll DMPC Ahmed if he can't post by tonight.

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

I'll GMPC Ahmed tonight, if he can't post by then.

-Posted with Wayfinder


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

Just posting interest for when we divvy Falto's spoils. The Masterwork Thieve's Tools are pretty obvious since his Trap Finder ability allows him to disable magic traps as well as mechanical, and Masterwork tools will push him to +12.

He could also benefit from either of the short swords, but if anyone else is a bigger gun, the priority should be there.


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)]

If nobody else wants it, Djehuti could switch his leather armor for the MW studded leather. But he doesn't take very many hits as it is, so if any PCs who get attacked more than he does can use it, he'll let them have it.


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
Djehuti wrote:
If nobody else wants it, Djehuti could switch his leather armor for the MW studded leather. But he doesn't take very many hits as it is, so if any PCs who get attacked more than he does can use it, he'll let them have it.

Ummmm, wizards can't wear armour.....


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) ]
Torin Ironbeard wrote:
Ummmm, wizards can't wear armour.....

Yes they can. They just suffer penalties, and chance of arcane spell failure. Which can be mitigated/removed with the proper application of Feats. :-)


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

Technically true, but why anyone would want to eat all those penalties or waste feats instead of just casting mage armour on themselves, is beyond me.

I mean, as soon as I can afford one, I'm getting a pearl of power just so I can get mage armour without it costing Djehuti a spell slot.

351 to 400 of 836 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / WR Mummy's Mask Discussion All Messageboards

Want to post a reply? Sign in.