Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Chephren keep closing the distance with the thugs and casts a spell of shielding from Anubis. Move and then cast shield of faith on himself. AC 18/13/14 CMD 16/14 ------------------------------------------------------
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Chephren keeps moving in the direction of three thugs to his SE, flail and shield at the ready in an obvious display that he will not be intimidated by some ruffians. Double Move ------------------------------------------------------
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Chephren moves up to the well, looks up at the remaining bowman, then quickly brings up his hands as if he was a beast ready to spring. Bugga, Bugga, Bugga!!! Cast cause fear, Will DC14, frightened for 1d4 rds or shaken for 1 rd ------------------------------------------------------
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Chephren looks up at the thug that attempted to catch him in a net, then quickly brings up his hands as if he was a beast ready to spring. Bugga, Bugga, Bugga!!! Cast cause fear, Will DC14, frightened for 1d4 rds or shaken for 1 rd ------------------------------------------------------
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Perception: 1d20 + 6 ⇒ (13) + 6 = 19 +1 vs Haunts/Incorp "Come out and identify yourself, you have been seen and we know who you are." Chephren says as he points in the direction of the hiding creature. Ready to cast Bless if the creature take any hostile action. ------------------------------------------------------
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Level 3
@Omen: That is why converting to gems while here is such a good way yo go. We can convert them back to gold at the church of Abadar. @Aardvark DM: please convert 200gp to 4 more gems @50gp each.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
@Brennan:
@Aardvark DM:
Conversion at Church of Abadar:
Resulting Coinage:
also leaving 3 unit of trail rations in our rooms at the inn.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
@Brennan -
I know I can not edit the Treasure tab or any rows above the freeze bar, but that is by design.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Upon returning to his group, "Well that was a suprise to get this location. As Brennan said last night, we should keep our eye open for 'Velriana and her band of desert rats'. Some of the foreign Nethytes I understand can be fanatics in there beliefs." "Let us be done with our purchases and head back into the Necropolis. If we can finish quickly, we may not have to send the night inside with the dead again."
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Yes, that was why I stopped. Thank you for the next roll and the banking information. I have added it to Chephren's notes area so I can recall it again next time. I am assuming the person that identified the adamatine heavy flail also informed us of the properties of adamantine. I would suggest Surubi carry this item as she is proficient with a heavy flail and you never know when an adamantine weapon will come in handy. I am in agreement with Omenhotep to sell the +1 light crossbow if no one is going to use it. I am also in agreement to track down the owner of the ring, seems like the right thing to do. Last, party funds can be stored at the Church of Abadar for a cost or they can be converted into gems for easier management. We can always trade them back to the Church of Abadar when we need the cash.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Chephren raises a hand for the Pharasmins to see the groups acknowledgement of the lot, before he moves forward to retrieve the token. As he moves though the gathering of adventures, he scans for members of the Scorched Hand, knowing that if they are here still then trouble will not be far behind. Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Thanks Aarvark DM. I see Chephren's gp has increased on the loot sheet, did you already take out the 15gp for the three identifying attempts? The cells are protected so I added a line below the bar for coinage and left the value and weight dashed. Cherphren will also pay up to 3 more attempts on the flail. For 5 GP, Craft Weapons: 1d20 + 6 ⇒ (4) + 6 = 10
Last couple of question, if I remember my maps of Wati, isn't there a temple or something to Abadar. Can funds and items be stored there and at what cost/interest? Are you placing a cost on money exchanges? ie gp to gems/pp
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Can you add a spot for combat load? I have tracked what is in my backpack, which is dropped during combat. This brings his carry load back down to light so Chephren is not taking penalties from encumbrance. I also added Chephren's weight at 137 lb. Also can we pay someone to have stuff appraised/identified? Chephren will toss someone a gold piece(s) to get stuff appraised/identified. Sorry to be blunt, but we have been back in the city dealing with appraising and identified items since October. Can we get moving forward with the content of the game and not the minutiae. I have identified three courses of action to have magic items identified:
So is there a caster in the city that will do either of the first two options? For the heavy flail, is there a blacksmith/weaponsmith/some form of specialist that can be paid to identify the item and how much?
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
"With a finite number of locations in the lottery, and I believe locations are not being replaced in the lottery, and if the number of groups are not changing dramatically between each drawing, then our chances of getting the desired location increases with each drawing, until such time as another group gets the location before us." "For example if there were only 10 location and only 3 groups, and we do not know what order the groups will receive their lottery selection, there is a 1:720 chance we would get the desired location. This increases to 1:210 for the next lottery of 7 remaining locations, then 1:24 for the third lottery of 4 remaining locations and finally 1:3 for the last lottery for the only remaining location." Sorry geek'd out there.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Sorry all, what ended up being the final spit of loot? I just need to know if I have some coinage to restock some consumables before we head back into the Necropolis. @DM Aardvark: any chance we are getting close to a level yet?
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Chephren tries to pick up on the location that the Scorched Hand seems very eager to gain access to. It may be information they could exploit for profit later.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Chephren partakes a modest meal and warm drink, while listening to others around him and watching the other visitors to the Tooth and Hookah. Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
"Yes, the libraries of the Grand Mausoleum should have all we need to resolve these questions." Directing his next statement to the priest, "When can we receive our next lottery location within the Necropolis?" Once we can get into the libraries and record halls, Chephren will spend hours researching the creature that kissed him and on the owner of the ring. If this results in him sleeping in those areas, then so be it. Kn Arcana: 1d20 + 5 ⇒ (13) + 5 = 18
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Chephren wrote:
Chephren has returned to the Grand Mausoleum to report to the Priests of Pharamsa.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
I am not having any problems opening the loot list with either my computer or my phone, so not sure why it is timing out. Try clearing your browser cache, you may be loading a cached version of the file/page.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Here you go Brennan
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Not sure. With the magic crossbow are options are:
2) to pay for the services of a caster, 1st level or higher
3) Sell the item as a +1 crossbow and hope there is no additional properties or greater enchantments on it. My Selection for Loot distribution was option C. C. Items that are in use (and reusable) like Akhentepi's armor, the Scarab Shield and the MW Longbow are "party loot" and will be sold with proceeds distributed once nobody wants them anymore; everything else gets split approximately evenly; things like potions etc. are "party loot" to be used on people as needed (and it doesn't matter too much who carries them).
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Are we paying for someone else to identify the magical crossbow, or has Omenhotep tried yet? Detect Magic - 5gp/Caster level - Straight up Spellcraft check
I am for option c: C. Items that are in use (and reusable) like Akhentepi's armor, the Scarab Shield and the MW Longbow are "party loot" and will be sold with proceeds distributed once nobody wants them anymore; everything else gets split approximately evenly; things like potions etc. are "party loot" to be used on people as needed (and it doesn't matter too much who carries them).
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
I would prefer to keep the Akhentepi's Armor on Chephren, as I have seen the benefits of staunching a few times, and the armor is light weight which helps with a 12 str.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Chephren attempts to identify the properties and schools of magic of the three magical items with detect magic, casting guidance on himself for each attempt. Chephren's Padded Armor
The Light Crossbow
The tube of Kohl
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
If you can get an alchemist with the sticky poison discovery, then poisons can be very useful. I have had alchemists with very high Intelligence scores apply the poison and see a single dose last for 8 strikes. The compounding DCs for multiple doses stacking can be dangerous.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
In general I don't have a problem with poisons, they are a tool that can help end a combat early or even provide a means to avoid a combat in some situations. With the exception of Con based poisons, having a 0 in an ability will not kill the target. So my vote is for you to keep it, if you want it.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Well we need to have some of the items appraised yet. Chephren is only +0 for appraise, so I'll deffer those checks to someone else.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
"We have always been in Wati. The Necropolis is Old Wati, from the time before the Plague of Madness more than twenty-two centuries ago. The Church of Pharasma built a temple to honor the murdered dead of Wati and the city of "New" Wait grew around it. The Ruby Prince Khemet III, the Forthbringer, has opened the Necropolis to increase the economy of Osirion and further trade with the various regions of the Inner Sea." "And yes, we do have a place we can stay at." ------------------------------------------------------
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
A mixed look of shocked amazement and then appreciation crosses Chephren's faces on hearing Brennan's words. "Yes, I will be fine once we have completed our business for the day. With the number of people selling and buying, we should report our findings quickly before all the good deals are done for the day." "I will need to keep myself hydrated more, our time in the estate was to much of a luxury from the Osirian heat." To help with the heat, until Chephren can rest properly, he will cast create water to help keep himself cool. Used to both dampen his cloths/head gear and to drink.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
"The effects seem to have passed, let us leave now and head to the main gates of the Necropolis now." Heading to the broken gate, he squeezes through and waits for the others.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
From within the entrance room of the estate, Chephren explains to the group, "Please wait here a moment, I do not recall this haunt being very powerful. With that he cast guidance on himself, exits the house and approaches the gate to cause the haunt to activate to his presence. Will: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 looking back through old posts, this seems like quickest and easiest way to deal with the haunt atm.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
With the dead but to rest, Chephren is ready to leave the estate and return to the temple of Pharasma to report their discoveries.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
The most logical place in Chephren's mind is to bury the remains of the household in the area just outside of the Pentheru family tomb. With is skills in embalming, he will wrap the remains as best he can and prepare them for entirnment in the tomb complex. Then saying a few prayers to Anubis for their safe guard and continue support in guarding the tomb of Pentheru. Where we fought the undead cat swarm.
Prof Embalmer, guidance: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Not sure if that is high enough for the gate.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
"Other than providing a proper burial for the household of Pentheru, I have no problem leaving this estate one that is completed."
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
The Necropolis (Old Wati), was an actual city until it was destroyed in the Plague of Madness that was spread by cultist of Lamashtu. The church of Pharasma setup a temple outside of Old Wati, which grew over time to a much larger city. So beds and households are appropriate for the Necropolis.
Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}
Chephren brings up the rear of the group as before, but as he watches Brennan examine the doors, he casts detect poison to ensure that toxin has run its course.
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