Secrets in the Sands: Mummy's Mask by GM Apoc

Game Master Apoc Golem

Roll20



Discussion thread! We will use this all the time!


Male Human Slayer (Grave Warden) 6 / Fighter 1
Vital Statistics:
[HP 78/78] [AC 22 | T 11 | FF 21] [Per +16| Init +2 | Spd 30/20] [F +11* | R +8* | W +6* | +2 vs neg levels]
Weapons and Active Conditions:
[Falchion +12/+7| 2d4+6 S] [Heavy Flail +11/+6 | 1d10+6 B] [Ranged Comp Shortbow +9/+4 | 1d6+3 P] [Active Conditions: None]

I was told there would be undead?


Male Gnome Alchemist (Trap Breaker) 7
Vital Statistics:
[HP 59/59] [AC 19/22 | T 14/15 | FF 15/18] [Per +15/+14 | Init +5/+7 | Spd 20] [F +8* | R +9/+11* | W +3/+2* | -1 fire]
Weapons and Active Conditions:
[Fire Bomb +11 | 4d6+4 | DC17 | 14/14][Light Mace +6 | 1d4 S] [Light Crossbow +10 | 1d6] [Active Conditions: None]

EXPLOSIONS.


Male Aasimar (Lawbringer) Cleric (Angelfire Apostle) of Horus 6
Vital Statistics:
[HP 42 | Init +0 | Per +3] [AC 19 | T 10 | FF 19] [F +6* | R +3* | W +8*] [*= +2 vs Death Effects]
Weapon Statistics:
[Melee Natron Fang +6 | 1d8+3 S | 19-20/x2] [Melee Light Mace +5 | 1d6+2 B | 20/x2] [Ranged Lightning Arc +3 Touch | 1d6+3 Electric | Rg 30 | 20/x2] [Ranged Sling +3 | 1d4+2 | Rg 50 | 20/x2]
Spell Slots and Daily Powers:
[0-lvl (DC 13): ~/3 | 1st lvl (DC 14): 3+1 | 2nd lvl (DC 15): 3+1 | 3rd lvl (DC 16): 2+1] [Channel Positive Energy (Will DC 17 Half): 8/Day] [Lightning Arc: 7/Day]

Healbots!


Female Half-Elf Wizard (Scroll Scholar) 5/Magaambyan Arcanist 2
Vital Statistics:
[HP 53] [AC 12 | Tch 12 | FF 10] [Init +2 | Per +14 | Spd 30ft] [Fort +5* | Ref +5* | Will +8*] [* +2 vs. Ench]
Weapon Statistics:
[Melee/Ranged Dagger +4/+6 | 1d4 P/S | Rg 10 | 19-20/x2] [Melee Touch +3] [Ranged Touch +5]
Spells/Daily Uses:
[Comprehend Languages, Identify 1/Day Each] [Spell Slots | 1st (DC 17): 6/Day | 2nd (DC 18): 5/Day | 3rd (DC 19): 3/Day | 4th (DC 20): 2/Day]

Ohai look NEW FACE!

Also, the fearless GM is a f*!+ing terrible soothsayer.


RESEARCH MECHANICS!

Love 'em or hate 'em, here's how this is gonna happen.

Every section of the library (and there is more than one, which Sebti mentioned during her briefing) has a Complexity Rating, a Knowledge Bonus Maximum, Knowledge Points, and Research Checks.

Complexity Rating: The Complexity Rating sets the DC for any skill checks. For example a Complexity of 20 means all the skill checks against that library are DC 20.

Research Checks: This is the list of skills you can roll in a given library. They're usually Knowledge skills, but certain libraries might have unusual skills that can be rolled (for example, a library on wild animals and fauna might allow Survival for Research Checks).

Knowledge Bonus Maximum: Each day you can roll one skill check against the library's Complexity Rating. For each successful check, subsequent checks get a cumulative +1 bonus, to a maximum of the library's Knowledge Bonus.

Knowledge Points: Think of these like the library's "hit points." When you roll a successful check, you deal "damage" to the library's KP. At certain KP thresholds, you make progress in your research and gain new knowledge! How much damage you deal depends on your class and Intelligence modifier. Bards deal the most damage at 1d12 + Int mod. Scholastic characters like alchemists, wizards, and the like, deal 1d8 + Int mod. All others deal 1d4 + Int mod. In this way, it's best to put your most intelligent character on the job and have the others aid them. Up to two other characters can aid the rolling character's check. For every 5 by which the PC exceeds the library's Complexity Rating, they deal an additional 1 point of "damage" to its KP.

That's the gist of it! I will give you the information for a library when it comes up. The Outer Sanctum's information is as follows:

Complexity 15
Research Checks Knowledge (local, history, or nobility)
Knowledge Bonus Max +2

I will keep its max Knowledge Points to myself, however.

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