|
ValkaS63's page
16 posts. No reviews. No lists. No wishlists.
|
I am currently working with a group and one character is leaving for two months. Rather than staying on the AP the group would like to take these characters off on another adventure in Osirion.
Does anyone know of a stand alone adventure for 7th level characters in Osirion?
Please let me know. Thank you!
TxSam88 wrote: Make sure to point out the Hosteling Armor enhancement to your Paladin.
He will like that. Thanks!
Name Violation wrote: ValkaS63 wrote: I am the first-time GM of Mummy's mask in Osirion. The Paladin in the game has taken a Camel as his Mount. He wants to ride the camel into buildings and fight from the camel's back (hump). Are there specific rules for this scenario? riding the hump is just flavor. Rules say you occupy all the mounts squares. on the hump, hanging from its neck, standing on its head, mechanically is the same.
Quote: If the interior of the building has 10' ceilings I would assume fighting from the back of a camel in this scenario would be at a negative. attacks from the high ground, like riding a large mount and attacking a medium enemy, actually get a +1 to hit.
also see squeezing rules
Quote: If the door to get into the building is a double door at a typical height I would assume the Paladin can not ride through the door.
again squeezing rules
If the door and subsequent corridor is only 5' I would think squeeze rules apply and the Paladin could also not ride in this situation, the Camel's movement would be 10' per square, it would have a -4 to AC and can not attack. squeezing doesnt remove the ability to attack
Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.
the mount can ignore most of the negatives if it takes the feat narrow frame (link)
Thank you I appreciate your input.
I am the first-time GM of Mummy's mask in Osirion. The Paladin in the game has taken a Camel as his Mount. He wants to ride the camel into buildings and fight from the camel's back (hump). Are there specific rules for this scenario?
If the interior of the building has 10' ceilings I would assume fighting from the back of a camel in this scenario would be at a negative.
If the door to get into the building is a double door at a typical height I would assume the Paladin can not ride through the door.
If the door and subsequent corridor is only 5' I would think squeeze rules apply and the Paladin could also not ride in this situation, the Camel's movement would be 10' per square, it would have a -4 to AC and can not attack.
All this I have only gleaned from what I can find and with others assistance.
Please Help! Are there actual rules that apply to a 10' x 10' mount in a building?
Thank you
Valka
1 person marked this as a favorite.
|
Hello Guru's,
I am currently running an AP for a group of 7 players. The AP was written for 4. Should I increase the amount of treasure for the increased number of players?
If yes, just coins or weapons too? what about magic items?
The table in the core rule book pg 399 table 12=4 mentions that players should have XX wealth at specified levels. I am taking that with a grain of salt but if I do not increase the treasure they will be no where near the number in the table.
The AP is the Mummy's Mask which I, and they are enjoying immensely.
1 person marked this as a favorite.
|
Hello Guru's,
I am currently running an AP for a group of 7 players. The AP was written for 4. Should I increase the amount of treasure for the increased number of players?
If yes, just coins or weapons too? what about magic items?
The table in the core rule book pg 399 table 12=4 mentions that players should have XX wealth at specified levels. I am taking that with a grain of salt but if I do not increase the treasure they will be no where near the number in the table.
The AP is the Mummy's Mask which I, and they are enjoying immensely.
Warped Savant wrote: ValkaS63 wrote: As mentioned before this is my first GM experience and I am trying to understand all the nuances of the traps in the first Tomb. Thanks to a great explanation I totally understand the Hallway trap. Now I am working on the Deathtrap. I have read all the posts on this trap and I have a couple of questions: It's all good. Sometimes understanding what a trap does is complicated.
BTW the great explanation was from you Warped Savant! You Rock.
ValkaS63 wrote: 1. When the electricity arcs is it around the platform - pillar to pillar? so it basically forms a square? or is it across the platform so it is an X. The trap says "multiple targets (all targets on the center platform)" so I see it as the platform being metal and then entire thing becomes electrified (the darker grey... hourglass? shaped area. Possibly have it go down to the stairs if the group isn't careful but only one person happens to be on the main part of the trap... it's easy to say that the stairs and platform are all made of metal.)
That works and makes sense.
ValkaS63 wrote: 2. The malfunctioning trap as a perception DC of 20 but then it says the bypass switch has a DC 25. Does this mean the first roll is to know the room is trapped and the second roll is to find the bypass switch? then Disable Device comes into play. You got it! Seeing that it's trapped is a DC 20, finding the switch is harder because it's hidden. Personally, I'd have it so that if someone searches for traps and gets 25+ I'd tell them about the trap and have them find the switch but that might just be me and you might want them to have to search for the trap and then search for the switch. (That being said, if a player of mine found the trap but not the switch and then looked around for a switch they'd get a second roll. Don't forget, people can take 20 on Perception checks when they're not rushed.)
I like the idea of the a 25+ getting both the trapped room and the trigger mechanism. What is take 20? I have seen it in several places but I don't know what it means.
ValkaS63 wrote: 3. when the false sarcophagus comes to life it attempts to Bite plus grapple and Slam. So it reaches out with tentacles grabs someone and attempts to grapple them to do the slam but it also ... Got it! Thanks. Stay tuned please, I am sure I have more questions.
1 person marked this as a favorite.
|
Hello Again!
As mentioned before this is my first GM experience and I am trying to understand all the nuances of the traps in the first Tomb. Thanks to a great explanation I totally understand the Hallway trap. Now I am working on the Deathtrap. I have read all the posts on this trap and I have a couple of questions:
1. When the electricity arcs is it around the platform - pillar to pillar? so it basically forms a square? or is it across the platform so it is an X.
2. The malfunctioning trap as a perception DC of 20 but then it says the bypass switch has a DC 25. Does this mean the first roll is to know the room is trapped and the second roll is to find the bypass switch? then Disable Device comes into play.
3. when the false sarcophagus comes to life it attempts to Bite plus grapple and Slam. So it reaches out with tentacles grabs someone and attempts to grapple them to do the slam but it also is animated and sort of jumps around and tries to bite someone on the dais. Is that right?
Thank you for your patience with me as I am totally new and the only people I know who I could ask are my players.
BTW - They have basically chosen their classes - Paladin, Warpriest, Inquisitor, Bard (archaeologist) and Scout. I think they will be a little over powered for this but as mentioned in this thread if it is too easy then they will understand they shouldn't optimize characters.
I am a bit nervous but I think it will be fun.
Thank you for any help you can provide!
ValkaS63 wrote: Mervikoth wrote: Our group talked mostly to Mad Dog and the halflings. They tried to exchange some words with the rogue-like crew, but got only intimidating glares in response. Velriana asked about the Erudite Eye to no avail. It wasn't a lot of roleplaying, but it will definitely help enforce these other groups as real once they meet in the Tooth and Hookah later.
I also have the prices dropping by 5% each day, so going back to rest is actually an interesting choice the PCs have to make.
As for a 5th member of the Scorched Hand, you might just give each of the current members another class level. Not sure how much work that'd be. You could have one of the "lone survivors" of a different adventuring group be that 5th member, so it makes sense if you've already introduced them into the story as only 4 people. I was thinking of adding a few more hirelings...thugs. Excellent description! thanks. I like the idea of the roll being the number of darts at 1 point of damage each. Brilliant!
Mervikoth wrote: Our group talked mostly to Mad Dog and the halflings. They tried to exchange some words with the rogue-like crew, but got only intimidating glares in response. Velriana asked about the Erudite Eye to no avail. It wasn't a lot of roleplaying, but it will definitely help enforce these other groups as real once they meet in the Tooth and Hookah later.
I also have the prices dropping by 5% each day, so going back to rest is actually an interesting choice the PCs have to make.
As for a 5th member of the Scorched Hand, you might just give each of the current members another class level. Not sure how much work that'd be. You could have one of the "lone survivors" of a different adventuring group be that 5th member, so it makes sense if you've already introduced them into the story as only 4 people.
I was thinking of adding a few more hirelings...thugs.
TxSam88 wrote: ValkaS63 wrote: Ok Guru's I have another trap question.
This is the trapped staircase in the House of Penthuru in the Mummy's mask AP. It says " Although the traps trigger is at the top of the stairs, it does not function until weight is applied to the bottom step. This arms the trap but does not trigger it. The trigger is actually the top step. Once the trap is armed any weight on the top step causes spikes to emerge from the walls on either side of the stairs.
Ok so three people are walking down the stairs, the first person to step on the bottom stair arms the trap. they go hang out in the crypt, and head back up the stairs. Person 1 steps on the top step, person 2 and 3 are following and are spiked while person one is not spiked.
Do I have this right? yep, sounds right, but I would rule that everyone get's hit by the spikes (the top stair is still part of the stairs) Ok I understand that but at the top of the stairs if you have your weight on the step to "trigger" the trap then you are probably most of the way into the hall at that point. I guess I could increase the difficulty to hit that person. Thanks. I love this Module and am really enjoying preparing. I appreciate all your help thinking through the mechanics.
Ok Guru's I have another trap question.
This is the trapped staircase in the House of Penthuru in the Mummy's mask AP. It says " Although the traps trigger is at the top of the stairs, it does not function until weight is applied to the bottom step. This arms the trap but does not trigger it. The trigger is actually the top step. Once the trap is armed any weight on the top step causes spikes to emerge from the walls on either side of the stairs.
Ok so three people are walking down the stairs, the first person to step on the bottom stair arms the trap. they go hang out in the crypt, and head back up the stairs. Person 1 steps on the top step, person 2 and 3 are following and are spiked while person one is not spiked.
Do I have this right?
TxSam88 wrote: ValkaS63 wrote: New GM question about traps
I am going to be running the Mummy's Mask in a couple weeks for a group of experienced players. I am a total newb at GMing. I am ok with this but I have a couple questions about the Dart Trap in the first hall.
1. how many darts is in a volley and what is the number that hit the players assuming they are standing in the hall? I was thinking they will all automatically get one hit and then also having them roll a DEX check DC 12 to see if they get hit twice. Is that DC too high? Is that a good plan?
2. The trigger says it reset immediately. So if the characters on the trigger squares remain there and do not move away does the trigger reset (it is a trigger plate)? If they move off and back on then they it would fire again immediately but if they remain on it and take another step will that make it fire again?
I have looked up things on line and can not find the answers i am looking for. Your wisdom and insight is most welcome!
Thank you
1. number of darts should not matter, the trap will list it's affects and how it specifically works. Normally it's a Saving throw to avoid/reduce damage, or it's an attack roll to see if they take damage.
in this case it's a single attack roll against all the targets in room A4 (roll a single d20, add 12, see if you hit vs each targets AC, it does 1d8+1 damage with a X3 crit.) Each target can only get hit once per trap activation
2. it immediately resets, so it won't trigger again from someone standing on it or moving off of it, but will trigger again if someone moves to that square.
this particular trap can be activated 10 times before it's empty, but that probably won't matter. once it goes off once, the party will either avoid it, or disable it. Thank you SOOOO much this helps a bunch!
I am a Newb GM. I am running the Mummy’s mask for the first game. My players are experienced.
In the first Hall with the Dart trap there are darts that shoot out from both sides of the walls in a volley of darts. I have two questions about this trap.
1. How many is in a volley and what is the number that hit the players assuming they are standing in the hall? I was thinking they will all automatically get one hit and then also having them roll a DEX check DC 12 to see if they get hit twice. Is that DC too high? what do you think?
2. The trigger plate trap says it resets immediately. So if the characters on the trigger squares remain there and do not move away does the trigger reset? If they move off and back on then they it would fire again immediately but if they remain on it and take another step will that make it fire again?
I have read through many posts and have not seen these questions. feel free to refer me to another post or reference materials if it has already been answered.
Thanks!
Valka
New GM question about traps
I am going to be running the Mummy's Mask in a couple weeks for a group of experienced players. I am a total newb at GMing. I am ok with this but I have a couple questions about the Dart Trap in the first hall.
1. how many darts is in a volley and what is the number that will hit the players assuming they are standing in the hall? I was thinking they will all automatically get one hit and then also having them roll a DEX check DC 12 to see if they get hit twice. Is that DC too high? Is that a good plan?
2. The stat block says the trap is reset immediately. So, if the characters on the trigger squares remain there and do not move away does the trigger reset (it is a trigger plate)? If they move off and back on then it would fire again immediately but if they remain on it and take another step will that make it fire again?
I have looked up things on line and can not find the answers i am looking for. Your wisdom and insight is most welcome!
Thank you
Valka
New GM question about traps
I am going to be running the Mummy's Mask in a couple weeks for a group of experienced players. I am a total newb at GMing. I am ok with this but I have a couple questions about the Dart Trap in the first hall.
1. how many darts is in a volley and what is the number that hit the players assuming they are standing in the hall? I was thinking they will all automatically get one hit and then also having them roll a DEX check DC 12 to see if they get hit twice. Is that DC too high? Is that a good plan?
2. The trigger says it reset immediately. So if the characters on the trigger squares remain there and do not move away does the trigger reset (it is a trigger plate)? If they move off and back on then they it would fire again immediately but if they remain on it and take another step will that make it fire again?
I have looked up things on line and can not find the answers i am looking for. Your wisdom and insight is most welcome!
Thank you
|