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  1. - Top - End - #271
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    Farmerbink's Avatar

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    Default Re: Mummy's Mask (OOC)

    Quote Originally Posted by Gwynfrid View Post
    Yes to all questions. See the loot table in the 2nd post on the 1st page, I keep that current.
    That table is going to end up ridiculous.

  2. - Top - End - #272
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    Default Re: Mummy's Mask (OOC)

    Quote Originally Posted by Farmerbink View Post
    That table is going to end up ridiculous.
    If it becomes too unwieldy, I'll cull it down to the most recent stuff only.

  3. - Top - End - #273
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    Default Re: Mummy's Mask (OOC)

    Quote Originally Posted by DarkOne7141981 View Post
    Gwynfrid, I hope I was not overstepping the appropriate in-character knowledge demonstrated by Vershab. If I do (overstep) in the future, please let me know so I can pull that back.
    In theory I should have had you roll Knowledge(Religion). But with your score in that skill vs a CR1 monster, let's not bother.

    Quote Originally Posted by DarkOne7141981 View Post
    Does the term "threatened" refer to the combat mechanic of being threatened by a melee weapon wielder or does it mean refer to their attitude towards us originally (a "hostile" NPC in combat)? If it means the first option, I think we it is possible to use Charm Person in combat, though it has the same risks any other save-or-suck would. If the second, it basically means it is an out-of-combat spell only.
    The latter, definitely. The language "threatened or attacked" describes a generic combat-like situation. Charm Person is meant as a spell to use before, not after the combat begins. Well, you can try during combat, but that penalty is steep. The design intent is clear.

  4. - Top - End - #274
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    NecromancerGuy

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    Default Re: Mummy's Mask (OOC)

    Quote Originally Posted by Gwynfrid View Post
    In theory I should have had you roll Knowledge(Religion). But with your score in that skill vs a CR1 monster, let's not bother.
    Cool, thanks. I will initiate those Knowledge (Religion) checks ahead of time in the future.

    Quote Originally Posted by Gwynfrid View Post
    The latter, definitely. The language "threatened or attacked" describes a generic combat-like situation. Charm Person is meant as a spell to use before, not after the combat begins. Well, you can try during combat, but that penalty is steep. The design intent is clear.
    I was afraid you would say that. Not sure I disagree, either, but it does dramatically complicate the effort to charm a ghoul or two to help us manage numbers better...

    Edit: How would this differ with regards to the usual tactic of Undead Sorcerers charming skeletons for temporary minions? Undead tend to have decent Will saves, and this additional +5 bonus is pretty prohibitive in combat. Do they just spam the spell till they get one? I really want to be able to make use of this, but restricting the spell to non-combat presents a rather severe challenge when the starting attitude of undead is likely to be hostile. Can we talk in more depth about this and see if there is a way to make this work that satisfies the intent of the clause while still making it usable?

  5. - Top - End - #275
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    Default Re: Mummy's Mask (OOC)

    With that also include things like casting charm person as a surprise tactic? It may not be particularly easy, but if Rob has access to vanish, he should be able to get at least one Cast off before they realize they are being threatened, and therefore before they get benefit from that additional penalty.

  6. - Top - End - #276
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    Default Re: Mummy's Mask (OOC)

    Quote Originally Posted by DarkOne7141981 View Post
    I really want to be able to make use of this, but restricting the spell to non-combat presents a rather severe challenge when the starting attitude of undead is likely to be hostile. Can we talk in more depth about this and see if there is a way to make this work that satisfies the intent of the clause while still making it usable?
    Isn't that a solution in search of a problem? I mean, if this were a horde of raging barbarians instead of a band of ghouls, you probably wouldn't look to Charm Person as your spell of choice... Unless you wanted to try and charm their leader and make an offer for an alliance or something - but, as you correctly noted, that's a long shot.

    I can understand you'd take Charm Person when exploring the Necropolis, so that if you meet an undead in a typical "who dares to disturb my slumber" situation, you can maybe turn him into an ally for a while. But that's not the case here: You know you're meeting a group, and it's a fight from the get-go. I'd expect your spellbook contains several spells that are way better suited to that situation. Or am I missing something?

  7. - Top - End - #277
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    Default Re: Mummy's Mask (OOC)

    Quote Originally Posted by DarkOne7141981 View Post
    In any case, let us plan to meet at the entrance to the Necropolis tomorrow before noon.
    Does the rest of the group concur? This leaves you the rest of Sunday to rest or study, and the following morning to shop.

    Before we can continue, I need to have answers from everybody on these:

    Quote Originally Posted by Gwynfrid View Post
    - What do you do with the dessicated potions, if anything?
    - Purchases with the money you have left?
    If you're purchasing nothing, that's fine, but I'd like to know.

  8. - Top - End - #278
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    Default Re: Mummy's Mask (OOC)

    Re. Craft(Alchemy):
    I had a look at the crafting rules. You multiply your check result by the DC to find how much value in sp that you produce in a week. If you use crafter's fortune and take 10, your check result is 28. For a DC 25 item than means you produce 25x28 = 70gp worth of stuff per week, or 10gp per day. That makes crafting pretty impractical for PCs. So, until somebody finds a better idea, I'll houserule that the value produced is in fact daily, not weekly progress. To ward against excess wealth building, I'll rule that any large-scale use of crafting to generate revenue will fail because the market for such items is limited - you will not find buyers for more than small quantities.

    If the rule turns out to be too favorable as you move in levels with swift alchemy, etc, I reserve to right to revise it later.
    Last edited by Gwynfrid; 2015-04-28 at 01:12 PM.

  9. - Top - End - #279
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    Default Re: Mummy's Mask (OOC)

    I want to buy better armor, but it will have to wait until later this afternoon/evening, when I can hook the computer up to wifi somewhere.

    If Calathon can't do something with the potions, sell them?

  10. - Top - End - #280
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    PaladinGuy

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    Default Re: Mummy's Mask (OOC)

    1) Tomorrow before noon is fine by me!
    2) Don't care about the dessicated potions, I'll let Marty do whatever works :D
    3) Not buying anything more ATM.
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  11. - Top - End - #281
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    Default Re: Mummy's Mask (OOC)

    Summarizing Calathon's alchemical activities:

    Our alchemist can use 3 extracts per day, which means 3x Crafter's Fortune to help in checks. He'll use the Sunday and Moonday, so 6 checks total. With Crafter's Fortune and Masterwork Lab his total bonus is +18.

    1) Twitch Tonic (3)

    Twitch Tonic is DC25. By taking 10, Calathon gets a result of 28 and can make 70gp worth of goodies in the day. One Twitch Tonic is worth 45gp, so in 2 days, he can make 3. To do that he'll spend 3x45/3x1.1, or 49.5gp.

    1) Dessicated potions (5)

    Craft(Alchemy) DC20 to repair, at a cost of 5gp each. I'll assume these take negligible time. So the limitation is really the total number of extracts he needs. In 2 days he can use 6, covering 3 Twitch Tonics and 3 potions.

    (1d20+18)[31]
    (1d20+18)[24]
    (1d20+18)[30]

    Total expense: 64gp 5sp.

    Outcome:
    - 3x Twitch Tonic
    - 1 potion of Remove Curse
    - 1 potion of Cure Moderate Wounds
    - 1 potion of Lesser Restoration

    This leaves 2 potions which you could try without Crafter's Fortune, ie at +13. Or, you leave them for later.
    Last edited by Gwynfrid; 2015-04-30 at 09:02 PM.

  12. - Top - End - #282
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    Default Re: Mummy's Mask (OOC)

    Calathon's initiative (1d20+4)[16]

    Ghoul sentinel's Perception (1d20+7)[19]
    Ghouls' initiative (1d20+2)[18]

    Calathon brewed three Twitch Tonics, so I assume 3 of you take advantage from them - let me know. This offers a +2 alchemical bonus vs paralysis, duration one hour.

    EDIT - so, both groups are aware of each other, and Grekka plays first, then the ghouls. Give me a moment to set up the map.
    Last edited by Gwynfrid; 2015-05-02 at 08:03 AM.

  13. - Top - End - #283
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    Default Re: Mummy's Mask (OOC)

    With that kind of duration, is it too late to say that at least James and I drink one as we entered the area?t

  14. - Top - End - #284
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    Default Re: Mummy's Mask (OOC)

    Quote Originally Posted by Farmerbink View Post
    With that kind of duration, is it too late to say that at least James and I drink one as we entered the area?t
    When I say I assume you take advantage of it, I mean you have drunk them already before you arrived - otherwise it would make little sense. The only question is, Vershab or Calathon for the third one?

  15. - Top - End - #285
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    PaladinGuy

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    Default Re: Mummy's Mask (OOC)

    Lehasti's Initiative: (1d20+1)[5]
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  16. - Top - End - #286
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    Default Re: Mummy's Mask (OOC)

    you had rolled before, if I'm not mistaken. Anyway, you don't need Init anymore: It's now the group's turn. Feel free to post in any order. Remember you can also make statements to indicate you wait for a certain event to happen before your action goes in effect.

  17. - Top - End - #287
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    PaladinGuy

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    Default Re: Mummy's Mask (OOC)

    Huh. So I had. I wonder why I had the modifier on initiative at +2?

    Regardless. :D
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  18. - Top - End - #288
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    Default Re: Mummy's Mask (OOC)

    Uh-oh. Impressive ghoul onslaught. Lehasti and Grekka are both hit twice, please each roll 2x Fort DC13 to avoid paralysis 1d4+1 rounds.

    Splash weapon miss (1d8)[4]
    Last edited by Gwynfrid; 2015-05-02 at 09:40 PM.

  19. - Top - End - #289
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    Default Re: Mummy's Mask (OOC)

    The bomb lands in B15, ghouls #3,4,5,6 take splash damage (see previous round's map, when Calathon attacks)

    Reflex
    #3 (1d20+2)[14]
    #4 save already
    #5 (1d20+2)[21]
    #6 (1d20+2)[15]

    Incredible ghoul rolling, everyone saves (3 damage each)

    EDITED above, splash damage is 6, so half is 3.
    Last edited by Gwynfrid; 2015-05-03 at 03:46 PM.

  20. - Top - End - #290
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    Default Re: Mummy's Mask (OOC)

    Fort saves, vs dc 13
    (1d20+9)[18]
    (1d20+9)[14]

    (1d4+1)[2] paralysis if failed.

    edit: yikes. Close. Good thing we got those alchemy bonuses. O_o

  21. - Top - End - #291
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    PaladinGuy

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    Default Re: Mummy's Mask (OOC)

    Not a big deal, but Lehasti was using her Falchion. For some reason I expected more skeletal foes in the tomb, but against the rest of this stuff the Falchion is likely to be her preferred implement of destruction. :D
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  22. - Top - End - #292
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    Default Re: Mummy's Mask (OOC)

    I missed that, will fix.

    Grekka did 35 damage to G3, so there's isn't much left for you to skewer. You'll have to take your revenge on G5 instead.

  23. - Top - End - #293
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    Default Re: Mummy's Mask (OOC)

    Calathon hits ghoul #4, saves for #2 and #6
    #2 (1d20+2)[14] - 6 damage, total 6
    #6 (1d20+2)[17] - 3 damage, total 6
    Last edited by Gwynfrid; 2015-05-03 at 08:35 PM.

  24. - Top - End - #294
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    Default Re: Mummy's Mask (OOC)

    Grr, botched damage rolls.

    #2 (1d6+1)[5]
    #4 (1d6+1)[2]

    1 Fort save DC13 each for Lehasti and Grekka.

  25. - Top - End - #295
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    Default Re: Mummy's Mask (OOC)

    (1d20+9)[29] fort vs DC 13
    Else (1d4+1)[3] rounds paralyzed

    edit: good grief! Shoulda been an attack D:

  26. - Top - End - #296
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    PaladinGuy

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    Default Re: Mummy's Mask (OOC)

    Corrected damage rolls:
    Attack1: (2d6+10)[16]
    AoO: (2d6+10)[12]

    Statblock corrected in the IC thread.
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  27. - Top - End - #297
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    Default Re: Mummy's Mask (OOC)

    Bunch of rolls
    (1d20+5)[19]
    (1d20+5)[9]
    (1d20+5)[21]
    (1d20+5)[11]

    (1d100)[39]
    (1d100)[80]

  28. - Top - End - #298
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    NecromancerGuy

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    Default Re: Mummy's Mask (OOC)

    Concealment on Vershab's Holy Water throw (1d100)[61] (hits on 51% or higher)

  29. - Top - End - #299
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    PaladinGuy

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    Default Re: Mummy's Mask (OOC)

    Lehasti's Will save vs DC 17 else be affected by Bane: (1d20+5)[12]
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  30. - Top - End - #300
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    Default Re: Mummy's Mask (OOC)

    Grekka's will save vs bane: (1d20+8)[13] vs DC 17 (sheesh, that's a LOT of wisdom )

    Edit: bugger.

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