Empty Graves (GM Reference)


Mummy's Mask

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Scarab Sages

Okay, I am having trouble pronouncing Ptemenib's name.

Is it like this: P'tem-eh-nib
Or is the P silent (like Ptolemy)? And thus Teh-men-ib

Or is it something else?

Also, should the random encounters in the Necropolis help reduce the panic level of the city?

Or, is the intent that what goes on in the Necropolis, stays in the Necropolis, and as such the Panic level rises each night while they are in there?

And if it truly unknown to the outside what is going on inside the necropolis, would the panic go up 1d4 or just 1?

In reality the players are trying to solve the problem as Sebti keeps the calm by claiming "we have our best assets working on the problem."

It might force the players to come out of the Necropolis if it creeps up high enough to be a worry and remind them to not be lay-abouts inside the Necropolis. But should it be a slow creep (1) or fast-ish (1d4)?

Scarab Sages

So our game is back up and running now. We're down in the sepulchre, and the only thing I'm having problems with is what does nebta do if the party doesn't do a single visit clear. Curses, blindnesses, and 9 hours long enervations are very real possibilities before the final two rooms. What do folks suggest for a second visit adjustment? A second ka pulse? The mask doesn't say it can't do it more than once per wielder but since neb already had his soul fried, can he even do it again?

Scarab Sages

What is the dimensions of the battlefield in the fight with Ajin Ra Baqa and his "dogs" in Event 4?

Knowing that Ajin's favorite tactic is to fight from the Wing, the dimensions of this battle should be supportive of his tactics.

I was thinking 50 x 50 x 30 high, as a congregation space within the Grand Mausoleum. But I wanted to see if I was missing something in the module.

Grand Lodge

Pathfinder Battles Case Subscriber
Grey Alchemist wrote:

What is the dimensions of the battlefield in the fight with Ajin Ra Baqa and his "dogs" in Event 4?

Knowing that Ajin's favorite tactic is to fight from the Wing, the dimensions of this battle should be supportive of his tactics.

I was thinking 50 x 50 x 30 high, as a congregation space within the Grand Mausoleum. But I wanted to see if I was missing something in the module.

When I ran this I had it take place on the steps of the Grand Mausoleum, I couldn't see this taking place inside.

Grand Lodge

Pathfinder Battles Case Subscriber

Okay, here's a questions that has been bugging me. Nebta has been busy in the Sanctuary of the Goddess's Hand, which was originally "protected by a powerful hallow effect that prevented [Shepses] corpse from animating and Nebta has spent most of his time unweaving the holy magic that protected the priest's body, destroying the hallow effect."

I remembered a thread I read a while back that talked about the whole removal of hallowed vs unhallowed: http://paizo.com/threads/rzs2kvsc?To-ununhallow-an-area#1

My question (Crystal Frasier or Rob McCreary) is how did Nebta manage such an act?


john wood wrote:

how did Nebta manage such an act?

A better question might be, does Nebta himself even remember, he's been hitting the bottle pretty hard lately with the negative energy guy:)

Sovereign Court Senior Developer

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This is one example of how rules can sometimes get in the way of the story, so the details were intentionally left vague. First of all, Nefru Shepses' corpse was protected by a hallow effect, not a hallow spell - in other words, a magical effect that functions as hallow but is not the actual spell itself. This leaves some room for getting rid of it.

Secondly, it's assumed that there are rituals and magic things that exist outside the normal spellcasting magic rules. Artifacts are the most obvious example of this - they function like magic items, but there are no rules for creating them, and they are unaffected by "normal" or "mortal" magic such as dispel magic spells.

That's basically what Nebta-Khufre has done with the hallow effect in Nefru Shpeses' crypt. Nebta-Khufre is a necromancer, so he has likely done all sorts of arcane research dealing with this sort of thing. In addition, he has the counsel of the sceaduinar Sekuer, who likely has all sorts of negative energy knowledge unknown among most spellcasters on the Material Plane.

Long story short (too late!), Nebta-Khufre researched and performed a ritual that exists outside the normal spellcasting rules to accomplish his task. Technically, it would be possible for the PCs (or other people) to do the same thing, but it would require research and additional story, all of which would be left to a GM to determine in play.

Scarab Sages

So the entire duration of book 2, the party hasn't stopped long enough in the Necropolis for Velriana's revenant (who I added the element infused template to) to show up. Well, we're creeping up on the last fight. So anyway, the fight with Nebta begins and I roll a d6, get a 3 for the number of rounds before Velriana joins in. The combat goes as frantic as one would expect, especially once the obsidian floor spell comes in. Every new round, I call for a perception check to hear the revenant screaming the name of one of the party members (BLAAAAAZE!). Eventually they pick her up, and the rear line prepare to keep her busy while the melee's try to lasso Nebta.

A great fight follows as the Oracle who's defensive build puts full plated fighters to shame manages to not get his until she does and then is getting strangled to death. Nebta gets dispatched and the rest of the party beat Velriana back into death. It was a good fight.

Silver Crusade

My party is close to obtaining the mask. Since detect magic does not work on it, how do they identify the magical properties? Will the identify spell work? They might just sell it!

Or, is it simply the big mystery of 'what is this?' That prompts them to head across the river to the library? Should I up the heat of the cult if they flaunt the item ( like spending all day in the market showing it off looking for clues)? I also know once the city dies down they will likely want to spend weeks crafting, so I could see the cult showing up poking around, especially if word gets out the mask is found.

Sovereign Court Senior Developer

Talos the Talon! wrote:

My party is close to obtaining the mask. Since detect magic does not work on it, how do they identify the magical properties? Will the identify spell work? They might just sell it!

Or, is it simply the big mystery of 'what is this?' That prompts them to head across the river to the library? Should I up the heat of the cult if they flaunt the item ( like spending all day in the market showing it off looking for clues)? I also know once the city dies down they will likely want to spend weeks crafting, so I could see the cult showing up poking around, especially if word gets out the mask is found.

The mask was given that ability to prevent the cult from just magically tracking down the PCs once they get a hold of it, hence the nondetection effect. I would allow detect magic to work on the mask, since that's not usually used for locating items. Identify still won't work, however, since the spell's description clearly states that it does not allow you to identify artifacts.

Liberty's Edge

Does anyone else have issues with Neferekhu?

My group have decided she is the best thing ever and refused to kill her. They have stuffed her mouth with cloth and bound her head with silk leaving her ears free. Dropped her in a bag and took her with them.

Several minutes of Diplomacy later they have her indifferent with 30+ diplomacy (as it states she can’t be made friendly) … Dc would be 28 to make her unfriendly and 33 for Indifferent.

They questioned her about her grandson and got the information now they want to keep her around for her ocular abilities too. No amount of cursing and screaming from her has so far changed their minds.

My group is very inventive with experienced players; they cause me no end of trouble at times.

Waiting on the right time to turn her against them ...

Anyone else having similar issues?

Regards

Sic

PS just finished this AP btw.


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Quote:
Waiting on the right time to turn her against them ...

When they walk into the Grand Mausoleum with a bag emanating necromantic energies and all those psychopomps and clerics look at them with strange eyes, glaring at their bag.


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Sic_Pixie wrote:
now they want to keep her around for her ocular abilities too.

Who says her visions have to always be true, or that she's even telling the truth? Relying on her visions didn't go so well for her son in the end, maybe they need to learn that the hard way too...

Grand Lodge

Pathfinder Battles Case Subscriber

My group defeated Nebta and the paladin is now wearing the Mask. Treasure seems to be a little light for this installment so we will be taking the next game night to allow them to wrap up any loose ends, explore areas they have not, kill off any remaining undead.

Some thoughts so far:
-Revisit Shardizhad in her lair, trade out some of their jewels for more expensive magic items.
-Undead versions of the unfortunate adventuring parties who did not fair so well in the Necropolis exploration from the Half Dead City, having been raised by the ka pulse.
-Old Eye Taker (since he has the deathless quality meaning after they defeated him he rose again.
-The party has come to both loathe and fear festrogs, so I was thinking of an advanced unique festrog leading a pack of advanced festrogs.
-Forgotten Pharaoh cultists doing their best to recover the mask, perhaps a well equipped cell.

Does anyone have any suggestions other than just dolling out the appropriate treasure for their level?

Scarab Sages

I actually had no problem with treasure for the party in book 2 (book 1 was a different story). The various places in part 2 add up to a good amount of coin (particularly if they kill the dragon), and there is around 24K in loot plus the mask in the Sepulchre.

Lets see from my loot tally sheet (these are 1/2 value sales prices):
Sepulchre: 24K
Cenotaph (didn't kill lamia): 3600
Pyramid of Arithmetic Bliss: 5700
Juju Zombie Lair: 2300
Shardizhad's Horde: 5100
Silver Chain Gang: 20K

Thats about 60K, or +15000 each for a 4 man party, which added onto the wbl for a 3rd party, puts you *close* to that of a 7th by the books end, add the mask and you're over.

Now if you didn't ignore the economy / panic problems with book 2 like I did, that's another story entirely.

As for suggestions, other than Sebti giving them a cash reward, you could always have a loot filled encounter with the cultists as you ferry across the river to Tephu.

Grand Lodge

Hi guys,

I have what may be a pretty newb question regarding the arcane locks placed on the doors in Q8. Why are they specified as CL8? Also, what are some reasonable ways in which this lock can be bypassed? I'm pretty unfamiliar with arcane lock in general. Thanks for any help!


Has anyone ran “Old Eye-Taker” Sotenre as a roleplay encounter instead of a Combat one?

Silver Crusade

Yes. Eye taker called the party in to defend themselves, surrounded by the his skeleton baliffs. As the face shot down his accusations, I added in that the skeletons crumbled a bit.

I was ready for combat, even changed 2 of the baliffs into skeleton champions tetori monks. The party through back the eye takers accusations and won the day with words and rp!

Scarab Sages

Darus Shalecarver wrote:

Hi guys,

I have what may be a pretty newb question regarding the arcane locks placed on the doors in Q8. Why are they specified as CL8? Also, what are some reasonable ways in which this lock can be bypassed? I'm pretty unfamiliar with arcane lock in general. Thanks for any help!

First the spell was cast by the big bad at the end, and he is CL8.

Arcane locks placed on door without their own lock can be opened several ways.
1. Disable Device DC20
2. Dispel Magic(d20 + your caster level vs 11+CL - so in this case 19)
3. Knock (suspend lock for 10 minutes)

If you will note earlier in the adventure path there is a chance for the players to get a scroll of knock from the Sanctum of the Erudite Eye.

Now for a twist, the door from Q9 to Q13 is a bit different.
The thing is the door had a lock on it already with a DC30, then Arcane Lock raises that 10 more.

"The massive double doors to the south are locked and <big bad> has placed another arcane lock on them."

So right there that explains the DC40 disable device check for that door.

Good luck and good delving.


Quote:
Has anyone ran “Old Eye-Taker” Sotenre as a roleplay encounter instead of a Combat one?

Yeah i did, but my players were like "f#~! this s##$, lets fight".

They didnt even try to roll a skill check other than "i smash him, does a 19 hit?"

His "bodyguards" werent even remotely a threat to them.


I have a question regarding the Auction and the various uses of "market value". On p.9 under the auction description (para 1) "Market value" is considered 50% of listed price. In para 2, it states that PCs can win auctions with a bid equal to item's "normal market value." Does this mean that PCs can but a few items at roughly half regular price? Or, does "normal market value" refer to list price? TIA

Sovereign Court Senior Developer

kestrel.ca wrote:
I have a question regarding the Auction and the various uses of "market value". On p.9 under the auction description (para 1) "Market value" is considered 50% of listed price. In para 2, it states that PCs can win auctions with a bid equal to item's "normal market value." Does this mean that PCs can but a few items at roughly half regular price? Or, does "normal market value" refer to list price? TIA

Then rules for the auction should follow the normal rules for buying and selling in the Pathfinder RPG. So for selling items, "market value" is 50% of the list price. For buying items, "normal market value" means the list price.

The GM can adjust these as you see fit (such as by reducing the "normal market value" by a few percent to allow the PCs to get a better deal than is normally possible), but as written, the auction is just there to provide a roleplaying framework for the normal buying and selling that takes place during an adventure.


Hi All

Are people treating the Sepulcher of the Servant as a location already known to the Pharasmin Church in Wati? Or perhaps known only to Nahkt Shepses or considered lost?

Apologies if I've missed it but it seems a bit unclear whether, for example the records of births and deaths are really up to date?

This presumably matters a little as the group may well be looting treasure from here and I need to decide if the church or Nahkt are likely to be upset by an active religious site being looted or happy that this place has been rediscovered.

Any thoughts?

Sovereign Court Senior Developer

Folkish Elm wrote:

Hi All

Are people treating the Sepulcher of the Servant as a location already known to the Pharasmin Church in Wati? Or perhaps known only to Nahkt Shepses or considered lost?

Apologies if I've missed it but it seems a bit unclear whether, for example the records of births and deaths are really up to date?

This presumably matters a little as the group may well be looting treasure from here and I need to decide if the church or Nahkt are likely to be upset by an active religious site being looted or happy that this place has been rediscovered.

Any thoughts?

The Sepulcher of the Servant is described as the hidden tomb of Nefru Shepses, which is why its entrance is in the relatively unassuming Observatory of Truth and Wisdom. Likely, it was hidden just so people like Nebta-Khufre wouldn't go and do things to Nefru Shepses' body, so the present church of Pharasma probably does not know its location. As a result, I would imagine the church would be quite happy if the PCs rediscover the sepulcher, provided they followed the same rules as in the lottery explorations: honor the departed, every slave's hut is a memorial, etc.


Rob McCreary wrote:
Folkish Elm wrote:

Hi All

Are people treating the Sepulcher of the Servant as a location already known to the Pharasmin Church in Wati? Or perhaps known only to Nahkt Shepses or considered lost?

Apologies if I've missed it but it seems a bit unclear whether, for example the records of births and deaths are really up to date?

This presumably matters a little as the group may well be looting treasure from here and I need to decide if the church or Nahkt are likely to be upset by an active religious site being looted or happy that this place has been rediscovered.

Any thoughts?

The Sepulcher of the Servant is described as the hidden tomb of Nefru Shepses, which is why its entrance is in the relatively unassuming Observatory of Truth and Wisdom. Likely, it was hidden just so people like Nebta-Khufre wouldn't go and do things to Nefru Shepses' body, so the present church of Pharasma probably does not know its location. As a result, I would imagine the church would be quite happy if the PCs rediscover the sepulcher, provided they followed the same rules as in the lottery explorations: honor the departed, every slave's hut is a memorial, etc.

Thanks Rob, I'll run it like that :)


I just wanted to say, as much fun as The Half Dead City was, our group is having even more with Empty Graves.

The PC's are at the point where they have been tasked to go into the necropolis, and have re-visited the Brickworks to find the tunnel (they were pretty beat down when they rescued Ptemenib, and decided they had accomplished what they had set out to do, so beat a hasty retreat.)

The canopic creature - the Tekenu, brought, "Ewww's," from the disgust factor and their characters played it up, stopping play to make effort cleaning their armor/shields after the encounter.

They have since "cleared" the Brickworks and next session are braving the tunnel.


The Wati map.

Page 12.

I am not finding any "Q" for the placement of the Sepulcher of the Servant ANYWHERE. Looked fresh three times and had my son check the map out as well to ensure I am not insane.

I checked the entry for the Sepulcher on page 42 to see if there are clues to where it is, or if it says to place it wherever we want; nothing.

Is it covered up by the "NECROPOLIS" title of the area itself?

Scarab Sages

It is at the same location as the observatory of truth and wisdom (Area P), and is beneath that location beyond a hidden entrance.


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My players survived (Mostly)

As a GM some of my personal highlights were...

Haqim a rather eccentric merchant who was the owner of 'Haqim's all in one wonder emporium and fishmongers' famous for his motto. "I'll give you a good deal but try to cheat me and I'll gut you like a fish."

Qabar- A catfolk merchant, who may or may not be a crimeboss and his character arc of being a fallen Paladin of Shellyn trying to protect his aasimar adopted daughter by any means nessecary and getting one last shot of redemption to help resurrect the party Paladin. Including a fight with a Chellixan inquisitor tasked with finding her (who I made sound like Alan Rickman)

The Puzzleblade- An item found at the auction that was a wooden scimitar that every morning falls apart and has to be reassembled. If the roll is high enough the blade becomes flaming.

Old Eye-Taker” Sotenre- I ran this encounter as completely roleplaying based with the group having to defend their actions in the previous adventure from Faragi an undead Prosecutor who was quite racist and misogynistic among other things. I brought back undead versions of characters they had killed previously to provide testimonies.

Ajin Ra Baqa- This fight was very intense, I've spoken about it before but basically they choose to walk away and he attacked them and led to a very role-play based encounter.

The Darkfolk- I added Mournful Song a dark dancer desperately trying to find the Dark Folk looking in the necropolis. Mostly played for comedic effect the Dark Folk's attempts at surface talk was trying to find out why they called them 'Birds' and offering them half a dead rat as food.

I had a role-play challenge involving an Androsphinx trying to see if they were worthy. They had to take a god, a weapon, an animal and an element and craft a story. The winner got an extra trait (This trait the Wizard who sun about a sad Ibis elevated by Shelyn)

Shardizard who ended up taking an interest in the Oracle and has tasked him with slaying her brother who she knows is looking for her. I gave her a human form that was a young African woman but half her body is crystalline scales as she still hasn't gotten the hang of other forms.

A mad priest they found killing another group of Adventurers having lost his sanity during the Undead uprising. Turning into a giant werewolf (bonus points if anyone can guess the reference) he prove a challenge but Fireballs often win.

Most of the last section was a blast, the Cult's ambush was an intense fight for survival, the fight against the Head in the cage was hilarious but also horrific at the same time and the final floor was just basically a series of "oh s$*#" encounters. Though they survived eventually! They summoned a Vanth (Who I had as simply being Ajin Ra Baqa) to help kill Nebta-Khufre.

All in all I really enjoyed this book, I'm looking forward to seeing how they react to the social challenges of the next book though!


Being that my party took the entire Scorched Hand party alive (they got knocked out, not killed) and their high numbers most nights (6) I am going to drop the reverent... and show them one of my personal favorite creatures, on steroids. A Black Skeletal Champion!

So far I have been running them as extra body's but not upping the exp. Mostly this is because there are a lot of new players, and from previous AP's I find the need to keep the power level down just a little from what is given.

Liberty's Edge

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Grey Alchemist wrote:

Okay, I am having trouble pronouncing Ptemenib's name.

Is it like this: P'tem-eh-nib
Or is the P silent (like Ptolemy)? And thus Teh-men-ib

The correct way to pronounce Πτολεμαῖος's name is as it is spelled, with an initial Πτ. I presume that Ptemenib's name is similar; people who speak Common might stutter along and drop the initial P, but no speaker of Osirion would look twice at it.


I'll post this here because it relates to all that happens in this installment... Even though my players in our new session are in Book 1, they are an evil party and have been hinting at:

1. Taking over the local pesh and mumia trade.
2. Selling the Scorched Hand the Erudite Eye (if they get it) and killing them, taking it back (profit!)
3. Robbing the other exploration groups.
4. Robbing The Canny Jackal sometime before the auction.

I know it will eventually come up, so I house-ruled the, "ritual," Nebta used to awaken the Forgotten Pharaoh's ka. Because I just know they will consider trying to take over Nebta's place.

Even though they would never be as successful; I mean let's face it, only a *real* necromancer could unlock the (true) potential of the Mask.

Plus it will/may(?) damn their ka to The Forgotten Pharaoh (no resurrection/reincarnation/afterlife for you...)

Scarab Sages

When they do the inevitable legend lore to figure out the powers of the mask, you should emphasize the fact that if they attempt the ka pulse, it doesn't just damn their soul, it actually *destroys* part of it, forever robbing you of the afterlife, or being rezed, or even being breathed of life. You essentially function as an outsider from that point on, being utterly annihilated once your hp reaches -con.

Silver Crusade

mardaddy wrote:

I'll post this here because it relates to all that happens in this installment... Even though my players in our new session are in Book 1, they are an evil party and have been hinting at:

1. Taking over the local pesh and mumia trade.
2. Selling the Scorched Hand the Erudite Eye (if they get it) and killing them, taking it back (profit!)
3. Robbing the other exploration groups.
4. Robbing The Canny Jackal sometime before the auction.

I know it will eventually come up, so I house-ruled the, "ritual," Nebta used to awaken the Forgotten Pharaoh's ka. Because I just know they will consider trying to take over Nebta's place.

Even though they would never be as successful; I mean let's face it, only a *real* necromancer could unlock the (true) potential of the Mask.

Plus it will/may(?) damn their ka to The Forgotten Pharaoh (no resurrection/reincarnation/afterlife for you...)

I let my party have evillish tendencies too, and after they attacked the Sunrise Fellows in Area M, they seriously considered becoming drug kingpins. I was considering having the Fading be centered in Tephu and add some of these exploits to the next book, but they've decided to just stick with the basic plot for now.


archmagi1 wrote:

I actually had no problem with treasure for the party in book 2 (book 1 was a different story). The various places in part 2 add up to a good amount of coin (particularly if they kill the dragon), and there is around 24K in loot plus the mask in the Sepulchre.

Lets see from my loot tally sheet (these are 1/2 value sales prices):
Sepulchre: 24K
Cenotaph (didn't kill lamia): 3600
Pyramid of Arithmetic Bliss: 5700
Juju Zombie Lair: 2300
Shardizhad's Horde: 5100
Silver Chain Gang: 20K

Thats about 60K, or +15000 each for a 4 man party, which added onto the wbl for a 3rd party, puts you *close* to that of a 7th by the books end, add the mask and you're over.

Now if you didn't ignore the economy / panic problems with book 2 like I did, that's another story entirely.

My party is about to enter the Sepulchre, and they haven't gotten much treasure out of Part II of the book.

They dealt with Unwrapped Harmony and Shardizhad diplomatically (so they actually lose treasure buying the compass core), they didn't find the Mumia, they didn't go to the Cenotaph, and didn't get the clue from the Fading pointing to the Pyramid, so they didn't go there either.

They got the star chart scrap, then got the compass working at the Shining Bauble, researched the possibilities, and decided to go to the first significant building along the line, which just happened to be the Observatory, and found the entrance to the Sepulchre. They never even gave me a chance to use Velriana, so they didn't get her treasure either.

I also did use the panic system and its effects on the economy, so they'd be severely under-equipped if there weren't only 3 of them dividing treasure meant for 4 PCs.

As it is, I think everyone's fairly happy with how they're equipped, but as you can see, RP style and "luck" can have significant impact on how much treasure you get out of this adventure.

RPG Superstar 2014 Top 32

FamiliarMask wrote:


My party is about to enter the Sepulchre, and they haven't gotten much treasure out of Part II of the book.

They dealt with Unwrapped Harmony and Shardizhad diplomatically (so they actually lose treasure buying the compass core), they didn't find the Mumia, they didn't go to the Cenotaph, and didn't get the clue from the Fading pointing to the Pyramid, so they didn't go there either.

They got the star chart scrap, then got the compass working at the Shining Bauble, researched the possibilities, and decided to go to the first significant building along the line, which just happened to be the Observatory, and found the entrance to the Sepulchre. They never even gave me a chance to use Velriana, so they didn't get her treasure either.

I also did use the panic system and its effects on the economy, so they'd be severely under-equipped if there weren't only 3 of them dividing treasure meant for 4 PCs.

As it is, I think everyone's fairly happy with how they're equipped, but as you can see, RP style and "luck" can have significant impact on how much treasure you get out of this adventure.

You can always add in some more treasure into the sepulcher to make up for some of what they missed.

For "sandbox" elements it can be tough to balance things when your players pick the right way early on. I had an issue in the hex portion of book-3 where my party found the tomb almost straight away, leaving them a level behind. I have been sprinkling in the missed book-3 encounters as random encounters for the book-4 hex exploration, so they'll be caught up soon.


Pathfinder Roleplaying Game Superscriber

Tonight we did the auction. I haven't had this much fun in a long time. We only had 3 players here for various reasons. The 3 were the best suited for wheeling and dealing, however. The other 3 are only marginally diplomatic.

I set everyone out using the printable battle maps (donation pending) and included the original groups (Cryptfinders, Daughters of the Desert, Dog Soldiers, Sand Scorpions, plus the Four Lanterns - why the new guys?). They spent the majority of the night eating the horse doovers and chatting up the merchants.

They rocked their diplomacy checks and apparently had kept all of their gear since The House of Pentheru (I had already dropped to 40/90%). They managed nearly 20k in sales. Our halfling rogue also has a pending date with Mad Dog that she is unaware of...

Then, at 00:45... "whuooosh... roll for intiative!" Good times, starting next week with a full crew and a mess of zombies!


Pathfinder Roleplaying Game Superscriber

Bummer, dude. I'm just going to make finding the stairwell ridiculously hard (read: perception DC 50) unless they manage to get all three leads, first. I'll throw in an additional bonus for investigating everything, which will result in a DC 30 check when it's all said and done. Take 20 plus skill bonuses et al should finish it off.


Okay, I have a question for the group. The list in NPC's at the auction includes a group called the four lanterns, the name sounded familiar but i can't place it. Are there stat's for the group? or any more info?

Thanks in advance


Pathfinder Roleplaying Game Superscriber

No stats, make up your own. I actually used the other groups each with their own equipment. My crew traded in kind with one of the others for a bunch of stuff, Mad Dog sold them a bow, and some other interaction. Mad Dog is sweet on our halfling rogue/swashbuckler, too.


Hi, I've been DMing Mummy's Mask for some months now and I really love it! Awesome adventure path!

In the Sepulcher of the Servant, I have two questions about the Neferekhu "Hateful Glare" aura (SU). It says "Will DC16 negate".

1) Does that mean that, every round, the player must first succeed a will DC 16, do it until they succeed once or do it once and that's it (if they succeed, good for them, otherwise, though luck)?

2) For that will saving throw, do they have to roll twice and chose the worst one?

Thanks!

Scarab Sages

I don't have my book in front of me, but auras typically are immune for 24 hours on a successful save. Also, presuming this aura is a roll twice take worst aura, that doesn't trigger until a failed save. So round 1, a single save. Success is immune failure takes effects. Round 2, no save for immunes, fails roll twice.

RPG Superstar 2014 Top 32

drake666 wrote:

Hi, I've been DMing Mummy's Mask for some months now and I really love it! Awesome adventure path!

In the Sepulcher of the Servant, I have two questions about the Neferekhu "Hateful Glare" aura (SU). It says "Will DC16 negate".

1) Does that mean that, every round, the player must first succeed a will DC 16, do it until they succeed once or do it once and that's it (if they succeed, good for them, otherwise, though luck)?

2) For that will saving throw, do they have to roll twice and chose the worst one?

Thanks!

1. for this monster, I ran it as they must save every round as long as they are in the 30ft aura. (if it was just a "save once, and immune thereafter" it would be noted in the ability (see the mummy's despair aura)).

I could see an argument that one save makes you immune (unless you leave and re-enter the aura). Personally, if you are the GM, you could decide on the fly depending how challenging you want to make the encounter. I happened to LOVE this encounter, so i ran it as they had to save each round, in order to keep the crazy old-lady head in a cage around for as long as possible.

2. I would rule they only roll once on the saving throw, until they fail, and then it is twice from then on.


Grumpus wrote:
drake666 wrote:

Hi, I've been DMing Mummy's Mask for some months now and I really love it! Awesome adventure path!

In the Sepulcher of the Servant, I have two questions about the Neferekhu "Hateful Glare" aura (SU). It says "Will DC16 negate".

1) Does that mean that, every round, the player must first succeed a will DC 16, do it until they succeed once or do it once and that's it (if they succeed, good for them, otherwise, though luck)?

2) For that will saving throw, do they have to roll twice and chose the worst one?

Thanks!

1. for this monster, I ran it as they must save every round as long as they are in the 30ft aura. (if it was just a "save once, and immune thereafter" it would be noted in the ability (see the mummy's despair aura)).

I could see an argument that one save makes you immune (unless you leave and re-enter the aura). Personally, if you are the GM, you could decide on the fly depending how challenging you want to make the encounter. I happened to LOVE this encounter, so i ran it as they had to save each round, in order to keep the crazy old-lady head in a cage around for as long as possible.

2. I would rule they only roll once on the saving throw, until they fail, and then it is twice from then on.

Thanks for the advice!

I've check here just before the game and followed your example. It made the fight really interesting!
Since I've got 5 players, I'v changed I little bit the skeletal champions to boost their xp value (1600+1800)*1.25. All of the skeletal champions had 2 more warrior lvl and one of them (the one with the cage flail) had also the bloody skeleton template (and I've changed its feats to use the improvised flail correctly).
This put the xp total value to 4800 which is a little bit more than 4250, but it worked. It was a BLAST!
For once, the Brawler of the group didn't destroyed everything and the inquisitor/ranger had its moment!
I've successfully blinded the rogue, murdered command the brawler twice (since he always miss the hateful glare will save, he didn't kill a friend ;) ) and almost killed the cleric.
They loved it!

Question: did your player had problem wiht the Sceaduinar? Because, the way I see it, the first 3-4 round of the fight will be quite boring (flight, anti-life shell and enthropic shield). 3 enervation rays, and then, into the fray! It's kind of weird, no? That monster seem way better than a CR7 :)


Pathfinder Roleplaying Game Superscriber

My guys walked all over the Sceaduinar. They nearly died from the construct, however. They got mad at me for that one.

RPG Superstar 2014 Top 32

drake666 wrote:
Question: did your player had problem wiht the Sceaduinar? Because, the way I see it, the first 3-4 round of the fight will be quite boring (flight, anti-life shell and enthropic shield). 3 enervation rays, and then, into the fray! It's kind of weird, no? That monster seem way better than a CR7 :)

When I ran this encounter, the party had already cleared out the rest of the dungeon including the final boss.

The adventure for area q-10 says :"Sekuer perches in the shadows
atop the black spire, hoping intruders will leave rather than
disturb him, but as soon as they show any hostility, he attacks."

SO, this encounter ended up not turning into a fight for my party. No one could identify the monster, and they basically bargained to take the valuable figurines and they wold leave him alone. Since he saw that the party was good enough to defeat Nebta, he gladly took the offer of not fighting.

I was initially worried that this encounter would be very tough for my group if it had come to combat. This monster is a tough cr-7 for sure.


Quote:
Question: did your player had problem wiht the Sceaduinar? Because, the way I see it, the first 3-4 round of the fight will be quite boring (flight, anti-life shell and enthropic shield). 3 enervation rays, and then, into the fray! It's kind of weird, no? That monster seem way better than a CR7 :)

The sceaduinar washed the floor with my players, twice.

They only managed to beat him on the third attempt, when they got dispel magic and readied actions to beat him before he cast his deeper darkness 3/day.

The first fight they found on the stairs, running away from his room.
The second one was in the large statue room, and they had to retreat to the dormitories, when they had time to breath and think about a plan while one of the guys in the party held him off for about 5 turns.


shadowkras wrote:
Quote:
Question: did your player had problem wiht the Sceaduinar? Because, the way I see it, the first 3-4 round of the fight will be quite boring (flight, anti-life shell and enthropic shield). 3 enervation rays, and then, into the fray! It's kind of weird, no? That monster seem way better than a CR7 :)

The sceaduinar washed the floor with my players, twice.

They only managed to beat him on the third attempt, when they got dispel magic and readied actions to beat him before he cast his deeper darkness 3/day.

The first fight they found on the stairs, running away from his room.
The second one was in the large statue room, and they had to retreat to the dormitories, when they had time to breath and think about a plan while one of the guys in the party held him off for about 5 turns.

Can you imagine that my 2 spellcasters (a necromancer and a cleric) never memorize dispel magic (nor fly)? This encounter as well as the Nebta-Khuffre will be disastrous (specially since they used their Summon Vanth scroll against Shardizard (I've upgraded him to a young adult dragon, and they were justifiably terrified!))...

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Is there anywhere that describes when Serethet found Hakotep's ib, and how long the Cult of the Forgotten Pharaoh has been operating? And when Ekram Iffik took over the Silver Chain gang?

My party will meet the Silver Chain gang soon and I'm sure they'll beat down the Silver Chain smugglers and ask them how long their new boss has been in charge. I'm assuming it's been a few months but wanted to avoid contradicting anything in a later chapter.

Silver Crusade

TomParker wrote:

Is there anywhere that describes when Serethet found Hakotep's ib, and how long the Cult of the Forgotten Pharaoh has been operating? And when Ekram Iffik took over the Silver Chain gang?

My party will meet the Silver Chain gang soon and I'm sure they'll beat down the Silver Chain smugglers and ask them how long their new boss has been in charge. I'm assuming it's been a few months but wanted to avoid contradicting anything in a later chapter.

The information about Serethet is in the 4th book, Secrets of the Sphinx. She's got a writeup in the back that discusses the history. I don't remember if it gives a timeline, but if it's anywhere, it will be there.

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