WR Mummy's Mask

Game Master wicked_raygun

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Map of Wati
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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

Ah dang, I knew I was forgetting something when I leveled-up Kwin's skills. :op


It'll be approximately a week. And you can make Craft and Performance checks untrained. So roll either INT or CHA, whichever is higher if you don't have one of the three skills. Roll after you level up, by the way.

This is my way of giving an extra value to Skills taken for RP purposes. It's a house rule my players really like. It helps to solidify what your character's do in the universe besides adventuring. Izra, in your case you could easily do an untrained Performance Oratory or Dancing. Whatever you think fits your character the best. Remember, you're not technically employed right now anyways. But Pharasma is the chief religion in the area and I'm sure there are plenty of religious services you could attend.

I will do my best to constantly pepper in downtime. I get frustrated by adventures that don't factor it in. The idea of going from level 1 to 20 in a month, is just stupid. You can't just go from being a peon to a demigod without someone realistically questioning it.

"Wow, that horde of stone giants was actually a lot easier to handle than those goblins from last week, huh, guys?"

You at least have to have a montage of some sort.

In my Rise of the Runelords game, I did a 1 year time skip between books 2 and 3. In that time, my players built a shrine to Iomedae, bought homes, and 1 even adopted a daughter. Hell, one of my PCs went insane and became a villain. Characters should live in a world, not just kill stuff in 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) ]
wicked_raygun wrote:

It'll be approximately a week. And you can make Craft and Performance checks untrained. So roll either INT or CHA, whichever is higher if you don't have one of the three skills. Roll after you level up, by the way.

This is my way of giving an extra value to Skills taken for RP purposes. It's a house rule my players really like. It helps to solidify what your character's do in the universe besides adventuring. Izra, in your case you could easily do an untrained Performance Oratory or Dancing. Whatever you think fits your character the best. Remember, you're not technically employed right now anyways. But Pharasma is the chief religion in the area and I'm sure there are plenty of religious services you could attend.

I will do my best to constantly pepper in downtime. I get frustrated by adventures that don't factor it in. The idea of going from level 1 to 20 in a month, is just stupid. You can't just go from being a peon to a demigod without someone realistically questioning it.

"Wow, that horde of stone giants was actually a lot easier to handle than those goblins from last week, huh, guys?"

You at least have to have a montage of some sort.

In my Rise of the Runelords game, I did a 1 year time skip between books 2 and 3. In that time, my players built a shrine to Iomedae, bought homes, and 1 even adopted a daughter. Hell, one of my PCs went insane and became a villain. Characters should live in a world, not just kill stuff in it.

I hereby volunteer to play in any game you ever run. :-D I think I'll switch that spell to Enhanced Diplomacy, which will let me move a skill point out of Diplomacy, and I can grab a Perform of some kind.


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]
wicked_raygun wrote:
In my Rise of the Runelords game, I did a 1 year time skip between books 2 and 3. In that time, my players built a shrine to Iomedae, bought homes, and 1 even adopted a daughter. Hell, one of my PCs went insane and became a villain. Characters should live in a world, not just kill stuff in it.

This is the best thing I've ever heard ever.


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)]

You almost make it sound like being a murderhobo and doing nothing but mugging goblins and orcs is a bad thing, 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)

Craft:carving + economics bonus: 1d20 + 4 ⇒ (4) + 4 = 8 Pah, no one appreciates claw-crafted art these days... Ah well, at least Koshu won't starve, though you wouldn't know it from his complaints.


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

Ahmed Craft: 1d20 + 3 ⇒ (4) + 3 = 7
Suri Craft: 1d20 ⇒ 7

I was going to suggest that they made sculptures together - some he'd construct out of wire and sand, and some that they would blast with fire into beautiful intricate glasswork. AND YET.


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

Well that being the case. Torin will move his 2nd level SP from sense motive to a profession. Profession(Gambler): 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21.


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) ]

Perform:Oratory(Storytelling): 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22

Suri managed to make a little extra income by sharing stories at the tavern, and occasionally helping out an adventurer or two who wanted to know the history and value of some piece of "treasure" they'd "found" somewhere.


The Band of Blackfire returns to the Tooth and Hookah feeling battered but triumphant. They plan out their actions over the next few days.

Looks like no one took Craft Carpentry. So...

The Band hires a couple of carpenters to take apart and restore the Chariot. And they even manage to find a buyer. After the cost of repair they end up making 100gp.

They are able to sell the rest of their goods just as quickly in the bazaars around town. Many of the locals give you rotten looks as you sell items from the Necropolis, but no one becomes hostile. Everyone knows the Ruby Prince himself has decreed its opening. And just as many are willing to trip over themselves to buy what you're selling.

There is a growing concern among some that flooding the market with new historical curiosities might drop their value. But this is a distant thought for another day.

Izra finds a growing group of people each night at the Tooth and Hookah, looking to hear the tales of their expedition. She exaggerates only a little. Really, what was the harm in the locals thinking that the Iron Cobra was the size of an Owlbear? And that water trap could have been quite deadly had

The owner, Farhaan, is thrilled about the new business and offers you all free room and board so long as you entertain the crowds with your stories.

Torin cleans up at the card tables. He almost felt bad about fleecing the drunken customers of their money. Almost.

Koshukhep decides to carve out little statuettes of the Gods on display in Ahkentepi's tomb. He even manages to sell a few of them at the Tooth and Hookah.

Kwin decided not to roll. I can certainly respect that, but really it's not a big deal. I could have simply said that you made some gold when some patrons caught you training your swordplay. "I'm not dancing, it's a martial art. Why are you putting money in my hat?"

Djehuti spends his time scribing scrolls and working on the report and map for the Grand Mausoleum. As a group, the Band turns all this in. One of the priestesses is overjoyed to see the great detail on the map and the thoroughness of the report. She asks to see the site herself the next day. When you take her, she is overjoyed to see how much you have preserved the site.

"You wouldn't believe how many fool idiots went on to destroy nearly all the artifacts. Scraping off the gold leaf from the coffins, destroying the urns and pots to see if anything was inside. Hmmf! Graverobbers and defilers! May they all rot!"

She pays you 200gp for the Map and Report. And pays you an extra 200gp for the great care you took to preserve the site.

By the way this is a great downtime spell to know.


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:
Kwin decided not to roll.

Actually, I asked if you were okay with a retcon that would allow him to do a little musical entertaining. But that's alright, he can be a shiftless bum until the next level-up. ;o)

The priestess wrote:
"You wouldn't believe how many fool idiots went on to destroy nearly all the artifacts. Scraping off the gold leaf from the coffins..."

Grinning ear to ear to ear to ear, Kwin elbows Torin.


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

I regret nothing!


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)]

Oh, I didn't realize you could use spells to influence Downtime rolls. That spell and Fox's Cunning could really help with crafting checks. Maybe I could turn him into an alchemical item crafter; any thoughts on that, team? With Crafter's Fortune and a portable alchemy lab he can hit DC 25 checks with just 1 skill point invested.

Djehuti nods in agreement. "Our group will go to pains to ensure the ancient structures and those interred within are preserved and shown the proper respect, priestess. Thank you for your acknowledgement of our efforts."


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 hadn't been entirely comfortable entertaining crowds. She was used to a life in the shadows, not center-stage. But she'd started to settle in, and the stories were allowing her to contribute to the group - the group she'd given her word to support until they'd managed to free Ahmed. So, the crowds gathered, and she told stories.

During the day (when she wasn't sleeping, or avoiding the brightest part of the day), she spent her time exploring the markets, the temples, and the seeking out stories in exchange for her own. Stories that might help them in their quest to figure out how to free Ahmed.


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) ]
Djehuti wrote:
Oh, I didn't realize you could use spells to influence Downtime rolls. That spell and Fox's Cunning could really help with crafting checks. Maybe I could turn him into an alchemical item crafter; any thoughts on that, team? With Crafter's Fortune and a portable alchemy lab he can hit DC 25 checks with just 1 skill point invested.

Not sure how I feel here. Djehuti is our only really flexible spell-slinger. I'd rather see him focus on magic than on alchemy, though Izra can easily make use of all the batman gear (I'm considering adding a fair number of alchemical items to her shopping list). He's your character, do what works for you. I think we'll all benefit either way.


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}

The same day that you return from showcasing the Akhentepi site to the museum official, you return to the Tooth and Hookah to find the owner, Farhan Jebeya smiling at you.

"Ah, my favorite customers. You have been a boon to me here. Business has never been better. And I have decided to invite the other winners of the lottery here tomorrow. We must celebrate the success of the lottery. There will be free food and song. Please tell me you will come."

Suddenly there is an excited splashing from the well.

"Ah, you see, even little Toothy is excited. You must come," he asks you with a smile on his face.

-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)

No opinion either way, Djehuti.

Free food?! "I will be there, worthy friend," Koshukhep announced, flinging his arms wide. His nostrils flared in amusement, and he leaned over the well to see Toothy's antics. "An offering to the gods would no doubt be appreciated," he rumbled cheerily.

He turned his golden eyes on Ahmed and Suri, brows raised in question. "Will not you join us?" He clapped Kwin's shoulder, obviously having assumed the kitsune (and possibly everyone else) would join in the fun.


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 winces and rubs his shoulder as he casts a wary glance towards the well. In an overly serious tone he asks, "Surely you wouldn't offer free food without free spirits to wash it down, Farhan?"

"But it sounds a high time nonetheless. And someone has to keep an eye on this brute of a feline to keep him out of trouble," he amends as he breaks out in a grin. "Too, I've just replaced my old lost flute, and an opportunity to break it in would be welcomed."

He nudges Koshukhep and says quietly, "Might not be too bad if it's the other winners, but there might still be some hard feelings if they didn't do as well as us. Let's keep our eyes open and our wits about us tomorrow, eh?"


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

"You had me at free, friend. I will be there."


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) ]

"Kwin," Izra chided her companion gently, "Surely you're not suggesting that Farhan - who is already giving us free room and board - shouldn't be allowed to make some profit from the folks who'll be coming to hear our stories. After all, giving food away - or selling it cheaply - is a great way to make people thirsty." She smiled at the group.

"I'm sure we'll all be happy to support you, Farhan."

Did we ever decide on what wand we wanted to buy as a group?


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 turns his head towards Izra and, grinning, gives her a covert wink.


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 nods but doesn't look up. "I will come," he says, simply. As he often is, the golden skinned elf is scribbling down something in his notebook.


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}

Farhan laughs joyfully at Izra's support.

"Indeed, my lady, indeed. Food is a necessity and good company is a pleasure. But drinking is a vice. And we must always pay for those," he said with a conspiratorial smile.

-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)
Kwin Longclaw wrote:
He nudges Koshukhep and says quietly, "Might not be too bad if it's the other winners, but there might still be some hard feelings if they didn't do as well as us. Let's keep our eyes open and our wits about us tomorrow, eh?"

"Bah, let them try us if they are brave enough," Koshu growled back as quietly, bending low to murmur in Kwin's ear. "They cannot sully our destiny with their petty envy, winners or losers."

Izra: 2 CLW wands? Or maybe it was just the one.


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
Rasp the Rogue wrote:
"Drinking is a vice. And we must always pay for those."

Giving a subtle nod to Koshukhep, Kwin digs a dilled pickle out of the container on the bar and points it at Farhan good-naturedly. "Now see, I've always thought that was unfair. As much grief as life deals us for free, it ought to allow us our vices gratis to balance things out." He takes a bite of the crunchy pickle and adds as he chews, "It's all about balance."

"Though calling imbibing a 'vice' is a bit harsh anyway, if you ask me. It's the drinker what makes the vice, not the drink!"


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) ]

Unless anyone expresses a clear preference for another wand type, I will suggest holding off on the second CLW wand. 100 charges of CLW seems a smidge like overkill (and possibly somewhat pessimistic...), Since Izra can't actually play the drums and heal with two wands each round...


Alright, it’s time to meet the competition.

The next night the Tooth and Hookah is decked out for a party. Farhan has strung up lights, hired a band and cooked a feast. He’s invited as many of the Lottery Winners as he could get in contact with, luring them in with free food. Although he finds that a few less reputable establishments are blatantly copying his example. He grumbled about it a little, but shrugs it off quickly and focused on the party.

It’s worth noting that Osirian cuisine isn’t for the faint of heart. If there’s one thing they love it’s exotic spices from all over the world. And Farhan’s personal recipes are particularly potent. But for those without an iron tongue he also prepares a few Absalom and Taldan dishes. He also sets out trays of olives, dates, and candied raisins and salted nuts.

There are his usual assortment of wines and beers and spirits, but for most the drink of the night is the Happy Crocodile, a mead-like drink spiced with cinnamon and paprika. If anything the concoction is a little too popular as more than once, Farhan has to stop a drunken patron from pouring their drinks down the well, “So Toothy can have some, too!”

Please note, that having not read People of the Sands, I’m essentially making almost all of this up for, well, flavor. ;-) But if anything feels wildly off base, let me know.

For those of you paying attention, you notice that a few folks are eager to speak with Farhan himself. He smiles and tells most of his own stories easily enough. But when folks ask him about his last adventure he’ll only show off a black scar on his left arm that leaves him with a weak grip and intermittent pain and jokes, “It always aches when it’s about to rain.”

Sense Motive DC 15:
He doesn’t begrudge anyone their curiosity, but clearly he’s uncomfortable talking about the topic of his last adventure. Despite his smiles and friendly demeanor, he seems haunted by it.

In attendance this night are the following groups. Tell me who you want to mingle with. You can also just make Knowledge Local DC 15 checks for each one and I’ll give you some information. After the party you could also try Gathering Information (Diplomacy).


  • Cryptfinders
  • Daughters of the Desert
  • Dog Soldiers
  • Sand Scorpions
  • Scorched Hand


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) ]

Sense Motive: 1d20 ⇒ 4

Izra still wasn't truly comfortable with being the center of attention in a crowd, so she was happy to be able to deflect as much of the crowd's attention to Farhan as possible. She had no idea about the man's injury, and thus, no reason to disbelieve his story.

She didn't eat excessively, and kept her drinking to a minimum, choosing to instead focus on the other groups, and learning what she could of them. She made her way through the room, greeting each in turn, being polite, and doing her best not to brag, or call undue attention to herself. If her connection to Prophecy and Pharasma's judgement of people occasionally assisted her in finding just the right words to soothe someone's feelings after someone else's rough speech, or fill an awkward silence, it was to be expected. After all, she knew who determined her fate.

Diplomacy: 1d20 + 8 + 2 + 1 ⇒ (10) + 8 + 2 + 1 = 21
That includes her Enhanced Diplomacy and Guidance bonuses. She doesn't have a specific target, and isn't really trying to Gather Info during the party, but rather trying to raise the general attitude of anyone in the room that she comes in contact with. I'm assuming she has multiple opportunities to cast ED and Guidance on herself throughout the night.


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

Know(Local) Cryptfinders: 1d20 + 6 ⇒ (17) + 6 = 23
Know(Local) Daughters of the Desert: 1d20 + 6 ⇒ (12) + 6 = 18
Know(Local) Dog Soldiers: 1d20 + 6 ⇒ (9) + 6 = 15
Know(Local) Sand Scorpions: 1d20 + 6 ⇒ (10) + 6 = 16
Know(Local) Scorched Hand: 1d20 + 6 ⇒ (20) + 6 = 26

Bam!! Give me all the knowledge!!

Torin circulates around the party, taking full advantage of the food and opportunity to boast.


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)

Sense motive: 1d20 + 3 ⇒ (3) + 3 = 6

Koshukhep, unlike Izra, ate prodigiously, and though he was less interested in the drinks available (or at least, in paying for them), he did try various offerings.

Like Torin, he was happy to boast of their exploits, though he never quite seemed to get around to mentioning the explosion of bug goo he'd been covered in. Now and then, he too would sneak out and drop a bit of meat down to Toothy, with a muttered prayer explaining whom his offering was meant for. If feats of strength were called for, he gladly volunteered to show off.

He mingled with anyone and everyone, unconcerned with any hard feelings any of the winners might have. He was just as interested in their exploits as they were in the Band of the Black Fire's, not least because he thought he might hear something to ease Ahmed's frustration.

Diplomacy: 1d20 ⇒ 11


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

Ahmed enjoys the drink, finding the spice and fire made his body feel a little more tolerable. He hadn't realised until this moment, but the human form always felt so cold. He longed to talk about this with someone, but realised that few of them would have any frame of reference. Even Suri never seemed to take on other forms anymore - and he wondered if it was in part because of what had happened to him. Trapped in a body not his own.

Eyeing the others in the tavern suspiciously, Ahmed's mind wanders to what they may have found - secrets that they could not even understand. Maybe something that would mean more to him than any of them. His curiosity getting the better of him, he begins to ask around about how their own excavations went.

Gather Info (Cryptfinders): 1d20 + 6 ⇒ (18) + 6 = 24
Gather Info (Daughters Desert): 1d20 + 6 ⇒ (7) + 6 = 13
Gather Info (Dog Soldiers): 1d20 + 6 ⇒ (20) + 6 = 26
Gather Info (Sand Scorpions): 1d20 + 6 ⇒ (10) + 6 = 16
Gather Info (Scorched Hand): 1d20 + 6 ⇒ (4) + 6 = 10


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)

Bah, I'll try gathering info on each group as well. Assuming I got the 11 for the Cryptfinders:

Gather info (Daughters of the Desert): 1d20 ⇒ 6
Gather info (Dog Soldiers): 1d20 ⇒ 15
Gather info (Sand Scorpions): 1d20 ⇒ 2
Gather info (Scorched Hand): 1d20 ⇒ 8

Sigh.


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 didn't seem uncomfortable, exactly, but the gold-skinned elf didn't exactly mingle. It was like he was sharing the same space as the rest of the party without actually being at the party. He did enjoy the Happy Crocodile and the food and didn't go out of his way to snub anyone, but he also didn't seem to work very hard to enjoy himself.

Knowledge: Local Cryptfinders: 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge: Local Daughters of the Desert: 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge: Local Dog Soldiers: 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge: Local Sand Scorpions: 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge: Local Scorched Hand: 1d20 + 8 ⇒ (4) + 8 = 12

If any of the other groups seem particularly... arcane-y or somehow affiliated with the Old Gods of Osirion, Djehuti would gravitate toward them.


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 is perched on a stool long before the official start of the party, chatting with Farhan while sampling some of the bar snacks and enjoying the fiery Osirian spices. Being a fan of both mead and intense flavors, he declares the Happy Crocodile "delightful"... but restricts himself to only one of them for the moment.

As others start arriving he listens to Farhan's conversations for a while...

Sense Motive: 1d20 ⇒ 3 Bah!

... before sliding off the stool and circulating. He tries engaging members of other teams in conversation...

Kn:Local (Cryptfinders): 1d20 + 4 ⇒ (5) + 4 = 9 Re-Bah!
Kn:Local (Daughters of the Desert): 1d20 + 4 ⇒ (5) + 4 = 9 Wow, why the hate, DiceBot?
Kn:Local (Dog Soldiers): 1d20 + 4 ⇒ (12) + 4 = 16 Okay, that's better...
Kn:Local (Sand Scorpions): 1d20 + 4 ⇒ (12) + 4 = 16
Kn:Local (Scorched Hand): 1d20 + 4 ⇒ (5) + 4 = 9

... but finds his diplomatic skills lacking, only managing to steer a couple of conversations in a useful direction.

He returns to the bar and launches into a second drink while surveying the crowd for pretty girls. He spots one or two...

Attitude Check: 1d100 ⇒ 9 Geez.

... but, considering his lack of success extracting information from the other teams, decides tonight is not a night for winning anyone over.

Knocking back a third drink emboldens him enough to pull out his new Komuso flute, step boldly up on the stage, and begin jamming with the band... despite a pointed glare from the band's front man and leader.

Perform (Wind): 1d20 ⇒ 17

But even with a new, untried flute, Kwin displays a modicum of talent. The front man's glare softens into a smile and a nod of acknowledgement to a fellow musician, and Kwin winds up sitting in with the group for the remainder of the gathering. (Though admittedly, his performance suffers a bit as the evening wears on... seemingly in relation to the number of drinks he's consumed, oddly enough.)


I'm going to make a wild stab that you share your pooled info. Here's what you know so far.

Cryptfinders: Members of this group hail from all over the Inner Sea region, and include a Chelish cavalier, a Nexian summoner, a Qadiran cleric of Sarenrae, and their leader Falto, a bravo from the streets of Absalom. They claim they were assigned the tomb of an important government official and hint at the wealth they brought out of the tomb after defeating a mummy inside the tomb.

If one of you spends some time with them, you can make the following check...

Sense Motive DC 14:
Nope. Liar-liar pants on fire. Whatever they faced it sure wasn't no Mummy.

***

Daughters of the Desert: This all-female adventuring party follows the lead of Sigrun Firehair, an Ulfen of the Linnorm Kingdoms who claims to be descended from a genie! The group also includes an exiled Rahadoumi cleric of Iomedae, a barbarian from one of the nomadic desert clans of Thuvia, and two Osirian witches, twin sisters who always wear veils.

If one of you spends some time with them, you can make the following check...

Diplomacy DC 15:

Sigrun has journeyed south seeking adventure, hoping to pen an epic tale of her exploits to take back north. The Daughters were assigned the house of a wealthy pawnbroker to explore; they encountered several traps, but little else in the way of opposition. The women are cagey about what treasures they may or may not have found in the tomb, but Sigrun is very interestedin hearing the stories of other groups’ experiences, possibly for inclusion in her nascent manuscript.

***

Dog Soldiers: This group’s membership is composed entirely of halflings and their pack of trained Katapeshi fighting dogs, led by the loquacious and hard-drinking “Mad Dog” Marrn.

If one of you spends some time with them, you can make the following check...

Diplomacy DC 15:

The Dog Soldiers were sent to explore an abandoned tannery, where half of their dogs died fighting a gelatinous cube they found within. Mad Dog is broken up over the loss of several of his favorite pets, but he proudly shows off the magic sword he salvaged from the cube after slaying it. He is interested both in a potential buyer for the sword and in purchasing replacement dogs from a respected breeder.

***

Sand Scorpions: This party contains no fewer than three rogues, along with a single magus for combat and magic support. Each rogue specializes in a different area of expertise, whether, locks, traps, or, in the case of their leader, a mysterious woman called Black Kiss, poisons. The Sand Scorpions keep mostly to themselves and do not volunteer any information on their exploration site and the treasures they found there.

If one of you spends some time with them, you can make the following check...

Diplomacy DC 20:

But since you asked nicely, they reveal that their first site was a perfumery and incense shop. Before they had explored much of the site, however, they found themselves caught up in what seemed to be a turf war between rival gangs of ghouls. The Scorpions were able to retreat, but not before two of their members were paralyzed by the ghouls. Black Kiss wants to continue exploring the necropolis in hopes of unearthing some long-lost alchemical secrets or items, but without a cleric in the group, the rest of the Sand Scorpions are afraid of encountering more undead.

***

Scorched Hand: Led by a Taldan Osirionologist named Velriana Hypaxes, this group is dedicated to the pursuit and acquisition of knowledge. With the exception of the hired mercenary Idorii, the members of the party are all devout followers of Nethys, from whom they take their name.

If one of you spends some time with them, you can make the following check...

Diplomacy DC 10:

Velriana is quite vocal in her disapproval of the Grand Mausoleum’s refusal to assign specific sites to groups that requested them. It seems that the Scorched Hand was denied a petition to explore a site sacred to its members’ faith, and was instead allocated what turned out to be an ancient brothel. Although the group easily dispatched the nest of zombies in the brothel’s basement and even managed to recover a few minor treasures from the site, it’s evident that the group’s members are disappointed with their first foray. Velriana makes a point of asking everyone present at the gathering whether they have learned of an ancient temple or shrine being assigned, or heard any rumors of something called "the Erudite Eye.”

You can each select 2 to cozy up to. Now, go forth and mingle!


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, since Izra is teh suck with Sense Motive, but probably the best with the Diplomacy, and because she's a girl who dresses all in black and gothy, She'll take the Daughters of the Desert, and the Sand Scorpions. She'll fit right in with both of them groups... ;-)

Enhanced Diplomcay: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

As a fellow female leading a band of adventurers, and with long practice at playing up the "shadier" side of her peoples' reputation, Izra spent some time conversing with Black Kiss, the leader of the Sand Scorpions. Maybe it was the cool black-and-silver clothes, or the way her baby blues flickered in the candlelight, but Izra managed to get the mysterious rogue to whisper some secrets, before she slipped away to visit with another group.

Enhanced Diplomacy: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14

Unfortunately, "Girl Power" only got one so far, and clearly, that wasn't far enough with the Daughters of the Desert. Even buying the group a round of drinks didn't seem to do the trick to break through the defenses of a group of girlfriends on a Girls' Night Out...


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

Since I specified that Kwin sat in with the band and was also slowly getting pickled, it seems unlikely he would have "mingled." So I'll hold off on rolling for now. If we have trouble getting info out of the Dog Soldiers or Sand Scorpions (the only groups Kwin had any luck with at all), he can try schmoozing with them after the band packs up for the night (if they're still around).


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'm okay with you exploring your musical side and meeting two groups. I'm expecting a long party. But you're free to wait a bit to see how the others do first.

-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

Torin isn't much for the diplomacy, so he'll booze it up with the Cryptfinders

SM: 1d20 + 9 ⇒ (16) + 9 = 25

"A mummy you say? That's nothing. We fought a lich, riding a dracolich." With a smirk, Torin leaves them to their boasting.


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

Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26 Wow, Ahmed did something right for once

As the group trades information, Ahmed takes interest only in one of the groups, speaking with the Daughters of the Desert about their experiences. They seem to not want to talk about what treasures they found, which is secondary to Ahmed anyway, who keeps trying to steer the conversation back to Sigrun's lineage. He offers to tell tales of what they experienced if she'll tell him more about the d'jinn.


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}

Ahmed, take a +2 for this roll because of your backstory.

K. Planes or History DC 12:
If there was any djinn in her bloodline, it's thinned long ago.

Sense Motive DC15:
She seems to genuinely believe that she descends from genies. Perhaps it's a wild family story.

-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}

Black Kiss is particularly enchanted with Izra and offers her a chance to join their squad.

"Your talents are clearly wasted with such a group. When you're ready to make some real coin, look us up. Or perhaps we can have a drink together?" she asks leadingly.

-Posted with Wayfinder


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

Kn History: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Sense Motive: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Ahmed does his best to regale them with tales of their exploration, but his heart isn't in it. It was clear that there was little knowledge to be gained here, and disappointment seeped through his skin, choking his heart. Having another spiced drink to fight the coldness filling him, he waves Kwin over to help with the storytelling, thinking that the trickster would be more suited to such tales - especially having had quite a bit to drink.

"Where have we all gone to." he mutters to himself when he escapes the crowd. Even Suri told him it had been many, many years since she'd seen another D'jinn. It seemed as though they were, not dying off, but vanishing completely. And him, unable to breeze through the sands and skies to find them. He continued to drink, trying to fill himself up with the fire he'd lost so long ago.


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 joins Ahmed after the band is done. The grin on his face fades as he approaches; the moroseness is almost palpable.

He pats the Summoner on the shoulder. "Doing alright, my friend? Be careful of that stuff," he says, nodding towards the flagon in Ahmed's fist. "It's something of an amplifier. If you're happy, it'll make you happier. But if you're in a mood..." He trails off, not finishing the sentence.

At Ahmed's whispered suggestion he launches into a fanciful tale, not really hoping to have any success with the Daughters of the Desert given how they'd rebuffed him earlier. (Too, his best material is a bit more ribald than would be appropriate for this party.)

Diplomacy: 1d20 + 3 ⇒ (7) + 3 = 10

As before, they virtually ignore him.

"You know," he says to Ahmed quietly as he takes a swig of spirits, "if I weren't so supremely confident in my good looks and charm, tonight could be truly damaging to my ego." Conceit +12 :op


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) ]
Rasp the Rogue wrote:

Black Kiss is particularly enchanted with Izra and offers her a chance to join their squad.

"Your talents are clearly wasted with such a group. When you're ready to make some real coin, look us up. Or perhaps we can have a drink together?" she asks leadingly.

Not entirely sure about the idea of sharing a drink with an admitted (nay, boasted) poisoner, but also just a little afraid of turning the lady down, Izra smiled, and gave the Black Kiss a wink.

"Not tonight, I'm afraid. I have my kids to be watching over. But let's do keep in touch. One never knows when an opportunity for change might present itself to an... open-minded person."


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)]

Hearing the Taldan is an Osirionologist, Djehuti decides to approach the woman with a conversational gambit regarding a popular theory that one set of ancient pyramids is designed to line up precisely with a certain constellation. Legitimate scholars had, of course, debunked the theory years ago, but it was still a popularly held belief.

Diplomacy: 1d20 - 1 ⇒ (18) - 1 = 17

The scholarly in-joke turns out to be a good ice breaker, and after a few minutes of conversation with the woman even the usually stoic desert elf is smiling and looking relaxed.

Does he know anything about the ancient temple/shrine or the Erudite Eye?

Knowledge: Arcana: 1d20 + 9 ⇒ (10) + 9 = 19
Knowledge: Dungeoneering: 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge: Engineering: 1d20 + 8 ⇒ (15) + 8 = 23
Knowledge: History: 1d20 + 9 ⇒ (11) + 9 = 20
Knowledge: Local: 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge: Nature: 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge: Planes: 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge: Religion: 1d20 + 9 ⇒ (14) + 9 = 23


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)

Not really finding most of their rivals of great interest (and actively disapproving of the Dog Soldiers - what sport was there in getting dogs to fight your battles for you?), Koshukhep gravitated toward the Cryptfinders, hoping to hear something he could bring to Ahmed, who was looking increasibly gloomy over in that alcove...

Sense Motive: 1d20 + 3 ⇒ (2) + 3 = 5 Man, the dicebot sure hates Koshu. Maybe it's a dog-bot.

...and despite Torin's scorn, he stayed to listen to their tales of the mummy they had faced, while drinking perhaps a bit more mead than was wise. True or false (and it seemed true enough to his muzzy brain), the Cryptfinders were damn good storytellers. Koshukhep looked around for Kwin, thinking to call him over to hear this fantastic account, but saw he was occupied with the Daughters of the Desert.

Bidding the Cryptfinders a cheery farewell, he took the platter of goat that he had nearly devoured single-handedly, and moved over to hear what the Daughters had to say.

Diplomacy: 1d20 ⇒ 7

Alas, the spiced drinks got the better of him, and he was unable to concentrate much on what they were saying. Making his way outside, he sent a few promised chunks of meat on their way to the gods via Toothy. Then he made his way back to their room, where he fell sound asleep with a happily distended stomach.


The Cryptfinders are less than amused by Torin’s taunting and end up giving him the cold shoulder. And even Koshukhep’s arrival does little to alleviate their sour mood. The other patrons also realize that the Cryptinfinders are lying through their teeth. And the group finds themselves the target of jokes.

Perception DC 15, for Koshukhep and Torin:

As the Cryptfinders leave you can hear their leader, Falto, snarl quietly, “You’ll regret this, dwarf.”

***

The Daughters of the Desert remain as wondrous and elusive as rain in the parched sands to Ahmed and Kwin. However their leader, Sigrun, does approach Suri and discretely hands her a letter.

Private Letter to Suri:

Take care. Your search for a cure has not gone unnoticed, my old friend. I do not understand why you wish to keep our friendship a secret to your new Band, but I will respect your wishes. As usual feel free to contact me should you need any help.

Also, I am saddened to say that my search has not yielded anything we didn’t already suspect. If Ahmed is restored, you will die. Perhaps, it’s time you told him.

Your Sister in Arms,

Sigrun

PS - Be sure to write a letter to my son when you can. He misses his Aunt Suri.

***

The Dog Soldiers keep their own company. But they seem friendly enough and in particular praise the potency of the Happy Crocodile. “That there will put hair on your toes! One of them loudly proclaims.” But eventually they all leave.

***

The Sand Scorpions leave quietly after having thoroughly enjoyed the evening. Black Kiss leaves Izra an address where she can be contacted should she ever need anything “hard to come by.”

Translation: "Illegal."

***

Djehuti finds the Scorched Hand to be interesting company. At first, their leader Velriana thinks you a simpleton, but soon realizes that you are merely having fun with her. She smiles pleasantly then.

Unfortunately, Djehuti has not heard of anything called the Erudite Eye, but Velriana assures him that it is a holy place to those who follow the teachings of Nethys, the Mad God of Magic. And as they are worshippers of Nethys it is their divine right to have a chance to search for it.

She and her group leave but not before offering a money reward for any information regarding the Erudite Eye.


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) ]
wicked_raygun wrote:
The Sand Scorpions leave quietly after having thoroughly enjoyed the evening. Black Kiss leaves Izra an address where she can be contacted should she ever need anything “hard to come by.”

Izra nodded at the woman, and swept the parchment into her sleeve. "My people have earned our nickname," She said, quietly, "and streets go both directions."

Trusting that she'd made her point, she winked at Black Kiss, and returned to her companions.


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)

Perception: 1d20 + 8 ⇒ (4) + 8 = 12 Man, the dicebot is cranky lately.

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