Mummy

Mummy's Mask GM's page

61 posts. Alias of Grolick.


RSS

1 to 50 of 61 << first < prev | 1 | 2 | next > last >>

You're certainly free to head back out if you want, once you figure out how to get the bear back up the shaft.


Johari runs up to the trapped area of the floor and fiddles with it. There is some clicking sounds. He pulls back his tools and nothing more seems to happen.


As Locke gazes intently at the trap, trying to see if the trap has reset, he hears another "click" and another volley of darts comes down the hall.

darts: 1d20 + 12 ⇒ (18) + 12 = 30

Everyone in the hall takes
damage: 1d8 + 1 ⇒ (5) + 1 = 6

I'm sure that hits everyone.


Sorry, are you taking a 20 for a perception checK?


as Locke goes up to open the door, he hears a a 'click' under his foot. Suddenly a volley of darts shoots out down the length of the hallway. Everyone in the hallway is attacked by a volley of darts.

darts: 1d20 + 12 ⇒ (14) + 12 = 26

This will hit everyone's AC. Locke, Azeem, Rupert and the bear (and anyone else who hasn't moved their actual token to the hallway take

1d8 + 1 ⇒ (2) + 1 = 3


You see the door has another engraving of the individual, which seems to be in a chariot pointing at the door you exited from. The other door, now that you are inside, seems to point at this door. Not that the hand is actually extending in a 3D fashion from the door. But the engraving just seems to point that way.


Who has your light?


You do not notice any traps around you.


After spending 2 minutes on the door, you get it open and find a corridor.

The walls of this ten-foot-wide corridor feature bas-relief carvings of great battles. Armies with spears and shields clash at the direction of generals, while other leaders direct troops from chariots that are ruthlessly overrunning their enemies. Engraved stone double doors stand at either end of the hallway.

map updated


Azeem is apparently too weak to open the door even with a crowbar.


You do not find any traps on the door. Please give me a strength check as you try to open the door.


You notice nothing unusual


While you don't find any change you do find 2 pitons, a hammer and two flasks of achemist's fire. You also don't think the doors are trapped.


You're unable to determine the cause of death of time frame.


Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body. A square shaft in the ceiling leads straight up into darkness.


you think you've finally gotten him down to the bottom of the shaft.


You can feel the bear descend, this time in a controlled fashion, but he's still not there yet. One more roll.


If you want to raise or lower him, you'll need another check, as thus far you've only avoided having him fall to his death.


Krugor grabs the rope and stops the bear from falling all the way down in a freefall. The sudden stop with just a rope around it, hurts the bear, however.

sudden stopping: 1d6 ⇒ 1

However, the bear is not all the way down, and you're unsure how far it has left to go.


Azeem tries to lower the bear, and it starts to go down. Very quickly, he realizes that just tying a rope around a bear is NOT a very good idea. It's awkward and unweildy as he starts to lower. He then realizes he's probably not strong enough and the rope begins to fly through his hands and the bear plummets precipitously down.

Please make another strength check to prevent the bear from falling the entire way to the bottom of the shaft.


Yes, you can take a 10, but you still have to score high enough to make the climb check with your 10 (which you might).


Um, Azeem is down the hole/pit. I assume you plan to kick him later? everyone else is still up top.


Azeem tries to climb the rope. In the dark, he can't see how to properly grab the rope and slips and falls.

falling damage: 1d6 ⇒ 3


yes, you'll want a climb check to climb up


Azeem doesn't hit the floor. he gets to the end of his rope, but his feet have not found the floor.


The rope only extends 5 feet. It appears to have been cut off.

Rupert drops his light pebble down the hole, It looks quite a ways down, much past 30 feet.


Oursen finishes off the scorpion after biting it and then slicing it with a claw.

Rurpert still owes me a fort save for the attack and poison

The party managed to move the stone before the scorpion attack, and it reveals a room beyond.

This square room is starkly devoid of any markings or adornment. In the center of the chamber’s floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft.

Map updated


Round 1
Krugor: 21
Azeem: 20
Rupert: 19
Monster: 19
Johari: 18
Oursen: 12


The creature attempts to sting Rupert

Sting vs AC14: 1d20 + 2 ⇒ (17) + 2 = 19
and he hits putting his stinger into him. Rupert needs a fort save on his turn
damage: 1d3 ⇒ 2

Everyone but Rupert who has not acted in the surprise round may go.

Working on a better tracking for PBP. Hopefully will be up for the first full round!


this is the surprise round, which only allows one action. You were moving the wheel, so you'd need an action to pull out a ranged weapon


Map upadated with the monster next to Rupert.


The four of you work on moving the wheel, straining to move it while Rupert and Oursen look on.

GM Stuff:

monster stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Johari Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Krugor Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Azeem Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Rupert Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Oursen Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Locke Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Some of you notice a visitor wander in from the outside.

monster init: 1d20 ⇒ 19
Johari initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Krugor initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Azeem initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Rupert initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Oursen initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Locke initiative: 1d20 + 3 ⇒ (9) + 3 = 12

Kugor and Azeem can take an action in the surprise round before teh creature does, which is obviously some kind of vermin.


The four of you work on the wheel trying to get it to move. While you do that

[spoiler=GM Screen]
monster stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Johari Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Krugor Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Azeem Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Rupert Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Oursen Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Locke Perception: 1d20 + 4 ⇒ (17) + 4 = 21


The stone doesn't even budge a bit. It seems VERY heavy.

It appears as from the North side up to 4 people could try, but only 2 from the south.


The Stone seems quite heavy and does not move.


There do not appear to be any traps.


The two stone doors you entered through do not.

The stone wheel blocking the door appears as if you could attempt to roll it to one side.


ancient Osiriani:

The heiroglyphs on the walls tell the story of the person entombed here. Akhentepi was a celebrated military commander who presided over troops garrisoned in Wati before the city fell. There are also some definite word written here. "'Akhentepi’s tomb is well defended, and those who defile it tempt the wrath of the gods', 'The only thing the Lady of Graves despises more than the grave robber is the unsuccessful grave robber,' and 'Turn back while you can'".

On looking at the wheel:

knowledge religion DC 10:

The spiral on the wheel is certainly a symbol of Pharasma. Two of the faces carved in the corner are also representations of her.

The other two faces:

knowledge religion DC 20:

These seem to be representations of Anubis, the ancient god of burials and mummifcation.

The wheel against the wall is 10 feet in diameter and about 6 inches thick of solid stone.


Azeem finds some purchase and struggles with the crowbar. Jahsi grabs the crowbar with him, and as they strain their muscles, the seal around the door slowly cracks, and the door eventually comes open.

You notice there do not seem to be any handles on this side of the door either. Clearly this was not designed for any entrance/exit.

This rectangular room is empty save for some engravings and fixtures upon the walls, a pair of heavy stone doors to the north, and an immense stone wheel against the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in
stone tracks in the floor and ceiling.

Tactical map updated


The door does not radiate any kind of magic.


The Crowbar slides a bit into the slit between the doors. Johari and Azeem push against it, but nothing seems to budge. The door seems quite heavy and well sealed.


Johari does not seem to think there is anything to disable to allow the doors to be opened.


With only a couple of people digging, it takes over 2 hours to dig all the sand out of the way. They're all hot and sweaty by the time they are done. The bear decides after awhile the game isn't too fun and plops down.

Once the sand is removed, there are two slabs of a door in front of you with no handles visible.


It's a fair amount of sand. but it might be doable without shovels


Do you guys actually have shovels? >LOL


No evil is detected.

Locke notices that there is writing in Ancient Osiriani on the outside of the building. It seems this is the tomb of someone named Akhentepi, who lived from AR 2416 to 2488.

The doors are 10 Ft tall and made of solid stone. Locke believes it is most likely these have hidden hinges inside the door. There are also telltale traces of mortar along the seams and jamb that has since crumbled or been chipped away, indicating that the doors were meant to be sealed permanently and not intended to be opened again. There are signs of a crowbar or similar tool having been inserted between the doors at some point.

The doors appear to be impossible to open without clearing out some of teh sand in front of them.


Who here has ancient Orsiriani as a language?


If you plan to buy anything today, please do so in your next post.

The next morning, the party packs in by the gates along with most of the other adventuring parties early in the morning, everyone waiting to get access to the Necropolis.

As the gates open, there is a huge press to enter, but soon it begins to thin as groups separate to find their assigned locations. Using the provided map, you find yourself in the Eastern section of the necropolis.

When you arrive, a rectangular stone mausoleum sits alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand around the tomb, and a hot breeze whistles through their desiccated branches. A set of massive stone double doors is affixed to the northern side of the structure, beneath a facade bearing the likeness of an Osirian man. Windblown sand is heaped around the crypt, partially burying the doors that lead within.


The assignment just give you a location and nothing else.


As people don't travel into the walled off area, no one is able to provide you any real information about your site, sadly.


1 person marked this as a favorite.
Rynjin wrote:

The simplest wish would probably simply involve going "I wish I no longer had X, Y, Z weaknesses" (name all of them explicitly). Maybe won't give you everything you want (being alive again, for instance) but it gets rid of the downsides (need to feed, sunlight destruction, running water, etc.).

It's hard to twist that without looking like a dick. If your DM twists that into something that doesn't do exactly what the wish says ("Hoydee doydee you're no longer a vampire hahahehehoho") then your GM is simply going to twist ANY wish you make, no matter how well worded, so you may as well not bother.

Magic (and by extension wishes) are inherently lazy, usually going for the simplest answer. If someone wishes to lose the negative aspects of something, the simplest answer would be to lose all of that something instead of having to separate several intrinsically linked things.

To the OP: Make sure to write your wish down specifying all terms and conditions that come with the wish. Bonus points if you word it like a legal contract.

double bonus points if you get a contract devil to write it for you. (no way that could backfire....)


2 people marked this as a favorite.

It can't, unless otherwise noted you can't purchase the same evolution more than once.


1 person marked this as a favorite.
phantom1592 wrote:
Cheapy wrote:

Pretty good list, although #4 is misleading. You can only do that if you're holding the charge, which is specifically for the round after you cast it.

Still pretty nifty, but not the same as the Magus.

Add in that having the wizard punch someone is a whole separate level of problems.

You always COULD spell/punch someone... but without the stats/build/BAB... WHY would you?!?!

Obviously sir, you haven't heard of Punch Wizardry. It uses the techniques passed down the Armstrong line for GENERATIONS!

Goblin Squad Member

2 people marked this as a favorite.
Gol PotatoMcWhiskey wrote:

If the community has the incontestable right to slander and villify Golgotha and it's membership then we have the incontestable right to defend ourselves.

That which can be asserted without evidence can be dismissed without evidence.

Or, if you need it more simply.

The onus is on our attackers to prove their claims, the onus is not on us to disprove them.

heh, you said onus....


2 people marked this as a favorite.

I'm currently playing in a shadowrun game as a charisma mage who considers himself something of a "lady's man". I'm looking for the cheesiest pick up lines you can think of.

Bonus points for:

Making it magic related
or
Making it somehow shadowrun related

remember, the cheesier the better.

Goblin Squad Member

1 person marked this as a favorite.

separate yet equal....

Goblin Squad Member

1 person marked this as a favorite.
Steelwing wrote:
Grr
"Andius wrote:
Rawr

Fight!Fight!Fight!

Kiss.Kiss.Kiss.

Goblin Squad Member

1 person marked this as a favorite.
Bluddwolf wrote:


There are only two flags remaining at this time, Criminal and Heinous. The system of "Hostility" has replaced the Attacker Flag, or at least the Devs have not explicitly mentioned that the attacker flag still remains, along with the other two.

Just a quick note: The attacker flag is still in place as mentioned here.

Alignment and Reputation Blog wrote:
When a character attacks a character who was not Hostile, the character making the attack gets flagged as an Attacker. If the character with Attacker hits their target again in the next thirty seconds, they become Hostile, and lose Reputation. Note that Reputation is lost on striking a target twice rather than on death; this means Reputation is lost when your intention to kill someone is made clear rather than if you are successful.

*bold is mine

Goblin Squad Member

2 people marked this as a favorite.
Qallz wrote:
Blureguard wrote:
Bringslite wrote:

Holy crap! I'm Purple. Am I friend or enemy?

Welcome. If you are totally cereal about this, please tell us more. :)

Hmm, there is blue in you so you must be friend.....but there's also red in you so I must make dead.... tough call.

OH, I know! We cut you the red part off of you and burn it. Then we just have the friend half.

That isn't how Purple works...

Exactly what a red spy would say...

eyes Qallz suspiciously

Goblin Squad Member

2 people marked this as a favorite.

Too long have we been trodden under heel by the tyrannical Red Coalition. The time is now brothers and sister! RISE UP and join The Blue Federation. Together we can finally put and end to all that is wrong in this land, all that is red.

Company Motto: If it's red, make it dead.


1 person marked this as a favorite.

huh........ some sort of dingo usually shows up by now with a petition. Must be running late.


2 people marked this as a favorite.

Whats the tldr?


1 person marked this as a favorite.

I have my own system for crits and fumbles that's been adapting over the years depending on the players needs. After reading this thread I've gotten a few ideas that I'd like to implement.

I don't think of fumbling as a way of punishing, more like a way for balancing. 20 is always a hit while 1 is always a miss. Following that a confirmed 20 is always a crit while a confirmed 1 is always a fumble of some kind.

Aldaara: I like this idea for a spellcaster fumble/crit system, but what happens for aoe effects?

Stome: I see where your coming from and I can respect your opinion, but please stop with the poorly veiled insults. They only serve to distract from any constructive discussion.

Everyone: A more respectful tone goes a long way. (sorry for being so preachy, I don't know whats come over me)


1 person marked this as a favorite.

oooohhhh, look at all these wonderful nits we all get to pick at! yay!

Grand Lodge

1 person marked this as a favorite.
Male Half Orc (HP:12/12, AC:17/16/11, F+3,R+1, W+2, Init: +3 Perc:+0) Paladin 1

Any and all transactions between one 'Victor O'rzet' and the so called "dice roller" have been completely legal and of the highest ethical standards. Any claims to the contrary can be considered libelous and will punished to the highest extent of the law.

- The Archon Legal Department (Bringing the Law back to Lawful-good)


3 people marked this as a favorite.

We had random encounter with a young white dragon, and due to the DM thinking that "at will" meant "done as a free action" it was throwing up ludicrously thick ice walls every turn as it tore us apart.

After a long drawn out fight we eventually get it down to pretty low hp and it starts to fly away.

My character, a lvl 5ish Paladin had run out of weapons at this point due to a lot of natural 1's and is the only one who can see it flying away, scoops up a snowball and hucks it at the dragon and crits. Dealing 2 nonlethal damage and knocking it out, making it fall to the ground.

tldr: I killed a white dragon with a snowball.


19 people marked this as a favorite.

OHES NOES!! RAGE ROUNDS AREN'T BEING TRACKED?!? CUTE BABY KITTIES!?! NO MORE DICK JOKES!!!????

She is a monster and must be stopped.


2 people marked this as a favorite.

Couple things I can think of:
1.Monks add their wisdom bonus to their touch AC.
2.Big guys with a reach weapon and combat reflexes in their grill, sure they can try to use their range touch attacks, but it will hurt.
3.Outsiders usually have resistances to a few forms of energy which should at least slow down the Sorcerer and Alchemist.

edit* oh and dude, try to avoid casting 'wall of text'. its kind of a turn off.


2 people marked this as a favorite.

Unlike in many forms of gaming, different forms of bad behavior do "stack" in real life. There are most likely many things that they left out when telling you, those things may not have been on their mind at the time, but they still weighed against you in their final decision.

Perhaps that previous year of gaming wasn't as free of strife as your remember. Just something to think about.


2 people marked this as a favorite.
Humphrey Boggard wrote:
Human Witch (pig familiar). Think redneck farmer. Claims that the pig is the brains of the operation, he's just the handsome guy with opposable thumbs.

Words cannot express the amount of awesome this is.


5 people marked this as a favorite.

tldr


3 people marked this as a favorite.

CR6 Seugathi

starts the fight with mind fog, potentially lowering the PC's will save by 10, then it has a confusion aura DC 20, then it just sits there throwing a magic missile once in a while and watching the party destroy itself.

The thing is made to ruin good times.


1 person marked this as a favorite.
Quote:


Let's say that I enjoy dangerous things. I can choose to attack police and army bases. Or I can choose to become a firefighter. Or I can go skydiving. All three options release my passion for the dangerous, but first has bad intent and is an evil choice, the second has neutral intent and is an amoral choice, and third has good intent and is a good choice. My motivation is to experience danger. My choice and intent is to save lives doing it.

I'm just a little curious on why skydiving is considered good, while fire fighting is considered neutral and amoral.


2 people marked this as a favorite.

Sounds like it the guy is a bit immature and has an anger problem. That being said it might be the final straw to a really bad day. My advice would be to have a talk with him, express your concerns about his attitude in a calm and rational manner, and after that if you still think he can't handle the game, kick him for a little while, but make sure to be tactful about it. The last thing you want is to have someone with anger issues feeling resentful towards you and your group.


1 person marked this as a favorite.
The Elusive Jackalope wrote:


And, yes, the Craft score in general is a mess. Luckily, there is hope.

Hope Rides Alone


3 people marked this as a favorite.

Its talked about it Elves of Golarion. Not sure if its official or not but...

Elves of Golarion:
Sleep:
Though elves are immune to magical sleep effects, the idea that they never rest is a myth. Instead, though they do not fall unconscious the way other humanoids do, elves may enter a deep trance that has the same refreshing effect on the mind as human sleep. An elf only needs to meditate in this fashion for 4 hours per day, though some prefer longer periods. During this rest, an elf performs habitual mental exercises, reviews old memories, allows his intuition to seek enlightenment, and so on. Some mischievous elves enjoy perpetuating the myth that their kind is always awake and elven towns have no beds; the truth is that while some elves prefer to meditate in a chair or on a couch, others enjoy the comfort of an actual bed.


1 person marked this as a favorite.
cranewings wrote:
Jezai wrote:


Woah there, when did wizards using 5' steps be indicative of a DM who is trying to game the system? If he uses a barbarian with a two-hander and power attack is he gaming the system then? Personally I try and follow the rules because following the rules will give players the most-fair experience. Not to say I don't allow things that are not in the rules, but allowing other stuff often affects game balance greatly.

For example, the javelin example. If the DM did say "rules be damned!" and took away the hard limit on ranged weapons then the archer would suddenly be able to snipe dragons from miles away. THAT would break the game. Heck, just look at the AM BARBARIAN discussion. Much of what that battle consists of is who sees who first and being able to attack once you see them.

Forget the 5' step then. Lets say a player is playing a paladin who is standing 10' in front of a princess he is trying to defend. On the monsters turn, he takes a XX' movement, walks in a big circle around the paladin and attacks the princess in the back. The paladin can't move to get in the way because it isn't his turn. Very stupid, but legal by RAW.

Well it the Paladin where trying to protect the princess he would have set up a readied action to intercept the monster if it got within X feet of the princess. Very smart, and legal by RAW.


1 person marked this as a favorite.

perhaps the greatest program made for pathfinder

http://combatmanager.com/

it has everything you'll need to run a game....except for a story but that's a minor concern anyway.

Grand Lodge

1 person marked this as a favorite.

Tangle lies at his usual position atop Wexleys belly. Lazily staring at the dying flame and glancing at the others sitting around it. Hoping one of them will go and put more wood on it.