TheScarletSpider's page
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Thanks. This was really helpful for the future of the game, and i'll have to remind my party about how Acrobatics works while prone (everything else is more me as the GM to remember).
The last thing I couldn't understand was Strength Checks when another party member sends someone a rope while they are prone.
4) The Wizard has failed his Acrobatics Check and fallen prone onto slopped and moving sand (not quicksand), and moves 10 feet every round toward the center every time he fails an Acrobatics Check. The Cavalier tosses him a rope (he's only 15 feet from the edge after his first Acrobatics Check failure). Now, the Wizard makes a Strength Check to hold onto the rope, while the Cavalier makes a Strength Check to pull him forward. I just had to invent Strength 10 for the Wizard to hold on, and Strength 15 for the Cavalier to lift his body, and he could pull him 10 feet forward each round.
5) Later, the same party was on a floor that was wet and cast with a Grease spell (I think that was the spell). They assumed they could just crawl at half speed without a check. Normal crawling is only 5 feet per round. But, I can't find anything about crawling through anything other than normal terrain, and 5 feet isn't made for being halved in speed except for this rule:
"Move 5 Feet through Difficult Terrain - In some situations, your movement may be so hampered that you don’t have sufficient speed even to move 5 feet (a single square). In such a case, you may spend a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not, and thus it provokes attacks of opportunity normally."
I assume they can just move 5 feet without having to crawl by using this method.
They also had to rescue the Wizard yet again with a rope and drag him on the slippery floor because he had horrible Acrobatics Checks.

Need some rules help to make sure I'm doing everything correctly as we progress, because sometimes I can't find these specific instances in the book.
1) My creature had Flyby, and could move, attack, and then move again where the party could not fight her (incorporeal; so they are through the wall now, for instance). I assume that, if the party held their action to attack when she appeared, they could then attack, but they'd have to call holding their action each time it was their turn.
2) Here is the setup.
Space / Wall / Creature / Wall
PC2 / No Wall / PC1 / Wall
PC2 went to attack it, because they said they could still reach it, even though the creature was surrounded by a wall on the left and right, and PC2 was in front of the creature, so they could attack diagonally to reach it.
3) Party is under a giant spider that knocked them prone. It is not grappling, pinning, or holding them in any way. They have to make an Acrobatics Check to roll out from under the spider, but does a Success mean they also automatically stand up once they roll out from under it?
I'm new to posting, but why was this moved to Mummy's Mask? There is no 'Risen From The Sands' entry at all under 'Adventure Path - Mummies Mask' because it's not party of that campaign; it's a stand-alone adventure.
I placed it under GM Discussion because I wanted some to see if I could get some input there.

Philippe Lam wrote: It's not done during the process of a fight, but only outside of, out of frustration from the player. The lie and also the faulty reasoning.
Knowing the scenario, Sheschere clearly acted within reason. The player should defend his case good enough, or alignment shift.
Thanks. I was thinking it would require 1 or 2 more evil acts like that to change his alignment.
I wasn't planning on something like this, but I already know based on his actions that I have to make it affect the world because:
1) The NPC that saved them idolizes heroes, so it's going to break her heart when she finds out later, because...
2) The party doesn't know this yet, but the entire city is watching their actions, so his actions need to affect the actual world due to this. When they get to the city for the first time, he's going to find lots of attitude because even though she was a criminal, she was still one of their citizens. I felt the consequence of his actions should cause a -5 to all his Charisma checks and Charisma based skill checks again any city citizen.

QUESTION ABOUT ALIGNMENT CHANGE:
So I had a really interesting final encounter. Since the party was level 2, I skipped the Air Elementals at first. Then, after the Fearmonger Prototype, the party had used all their Potions of Cure Light Wounds and all their spells, when a shrieking occurs down the hallway; it's the crazed Air Elementals. The NPC I created for the adventure that was to oversee them closes the door and offers to fend them off while the party escapes, and the party actually had to deal with this dilemma via fun conversations (they didn't get a good glimpse, so couldn't tell if they were Smalll or Medium Air Elementals). Plus, they had never seen the NPC fight before, and didn't know if she could take them on her own. It wound up being really interesting because they started to leave, then ended up staying at the back near the door on the opposite end of the room to see if they were Small or Medium creatures, then 3/5 of them just watched because they didn't have any HP left.
THE QUESTION: While everyone watched, Shechere just left. My Wizard was not happy about her not joining in any of the 3 battles nor her hostile attitude, and followed her into the hallway, then killed her and made it look like a trap killed her while the party (and Meleren) were distracted by the fight above.
Wouldn't that be an evil act? He is Neutral, but I would think killing someone who just wants to live and isn't doing anything to hurt the party (other than non-interference) would be an evil act.

I was really excited to run this adventure as the end of my first Act in my campaign, but I then read how hard and generic it is. I made some additions to the adventure and will see how this goes in the future.
In my adventure, an ex-adventurer is now forced to work for the villain he failed to defeat (the party have to, too) and he tasks the party with eradicating every undead in this place so he can at least accomplish something, and explains to them their task.
Puzzles & Falling Pyramid - Each room with an undead has a puzzle that must be solved to remove a connection from that undead and the Pharaoh (there is also one on the Pharaoh to the others). If even one connection remains, the pyramid is able to repair all of them. Every 24 hours, any undead in this pyramid rise again if they are connected by this mystical connection. The 24 hour period isn't a race against time, but a story hook to make them want to solve it, as the villain they work for only wants them to kill the Pharaoh to test their abilities (which they realize won't matter since he will just revive in 24 hours). Someone else one day might release the Pharaoh from this pyramid by accident if they don't fully eradicate every undead. When the last mystical connection is severed, the pyramid will start to sink into the sand, and the party has to race back to the entrance (the Mimic Room has doors that came down and sealed the room from every direction). I built a secret door in the East hallway that is opened by a button on a pedestal on the West side, that only opens for 1 round, so someone has to stay and hold it up for the party (they can't not discover this earlier). This leads to the outer courtyard (which is still inside the pyramid). With Sand rushing in all around, their speed will be slowed and they will need to make a few Acrobatic checks if they run (instead of walk) on rising sand. In front of the pyramid was a large sand waterfall hole in a 100 x 100 foot square at the entrance (they had to originally climb down, then climb up) that is 100 feet deep (which will be partially filled now), leading to them using magic or jumping down (and climbing back up)to make it across before the pyramid falls and squashes them into the sands.
Lore - The Pharaoh Sekh-Pa-Mefers was a benevolent ruler who unified 3 other countries, but was betrayed by the ruler of one of those 3 (Abexagh). While meeting with a 4th ruler to make a united kingdom, Abexagh killed the other 3 rulers, had agents in each country take out their wives and children back home, and claimed the kingdoms for himself, ushering in one of the Dark Ages of Osirius. As a cruel joke, and since the Pharoah Sekh-Pa-Mefers' pyramid was already built, Abexagh cursed Sekh-Pa-Mefers to undeath, but allowed him the chance to one day rise again to unify the world, but only if he killed the first person who entered his pyramid every day for 25 (non-consecutive) days, will he be able to leave the pyramid and gain back his humanity (but also keep his new mummy powers; he has killed 22 at the time of the party's arrival). When the party meets Sekh-Pa-Mefers, he wants to 'help' the world with his vision, and even wants to overthrow the villain that has the party under their control, but is it worth sacrificing one of their own, and leading others back here to sacrifice to him for his potential future 'help'? Obviously, he has been corrupted over time as a mummy.
Rolling Pyramid - Finally, I placed a hidden door on the ground in the hallway with the rolling pyramid that leads to a library with notes from the villain that clearly establishes that there are 7 undead connection rooms/puzzles (I turned the Mimic into a Zombie Mimic). One 'puzzle room' they encounter is just a set of instructions, and the book hints that Abexagh fired (or killed) the wizard who created it for not being creative enough with his puzzle. Hopefully, the party will lead the pyramid back to the door that is 80 feet away and have it roll into the hole the open door caused and get stuck, allowing the adventurers to proceed (I've read how everyone can die here before even attempting the actual adventure).
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