Mummies Mask Online

Heat stroke

So simple is best. for travel there may be checks that have story effects and maybe a condition. but for fighting in the heat of day normal people from outside osirion (NPC’s) make a Save when the escalation die is even yes that means every round when it is 6.

Npc’s from osiorion and PC’s make a save when the escalation die is 6 and if they are wearing light armor they make one on 5 and 6. and heavy armor they make one on 3 and 6

the saves are as follows hot temperatures. easy, blistering temperatures normal and deadly hard.
failed saves use a recovery if no recoveries available they daze you.

the dazed condition can be removed only after a long rest. (since you are out of recoveries i imagine you would want one anyways.

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Percius' Travels

It was two days before he was scheduled to leave Nimerathus. It had been almost two decades since he left his home country. He preferred to stay but even his grandkids were asking questions… not to mention the rest of the town. He tried to act old around town, using his cane, pretending he couldn’t hear so well, and many other tactics he got from watching the “Elders” in town. But when a man lives for over 90 years when the average life span is 60, people start to wonder.

So Percy was packing everything. He was gonna be gone for years again when he returned it was unlikely his great grandkids would remember him or that the town would either. Maybe he could take the name of one of his kids, Pharasma guide them, and keep his land.

As these thoughts went through Percius’ mind he carefully packed a trunk and a bag: A couple pages of his spellbook that had survived his drunken rage, his chain shirt he wore when he defeated his Mad Crimson Queen, the short bow he carried the day Nimerathus declared victory. Tools, daggers, books, and more was all carefully packed into the trunk.
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Those things most precious however were not, they were kept on Percy at all times. His Woven Mithril Ring, shaped as a dragon biting its own tail, stayed always on a silver chain around is neck. A book full of drawings of loved once bound in leather, with a key to his first home hanging off it, stayed in his pack.
The leather duster with more pockets than should be possible hung around his shoulders. Made impeccably by his wife for his adventure to Nidal.




While not his most precious object, the cane he carried was possibly the most important on for the adventure ahead. It was cut from the staff he wore when he was once a wizard, he had broken the thing in half years ago but when he returned home it still lay in the corner. He took it and carefully cut and sanded it. Then he took the blade of his sword that he had during the rebellion and carefully mated it. By no means a master smith or wood worker, it took percy years to finish his cane, his focus, his weapon.
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He was glad to have it as he took a last look around his home and shut the door…


The Ride to Sothis was long and made of many stages, horse rides, carts, boats and walking to get from the north to the port cities. More of the same to get from Astavan to Osarian. Over the weeks, Percius took time to get to know each of his adventuring companions better:

Before leaving Sothis Percius had a rather strange encounter.

While he was sitting in the Inn enjoying a predawn light breakfast A young girl garbbed as a slave approached him and said simply
“Blessed of Osiris My master sends his greetings, he is loath to reveal himself so early in the game, but he wishes this one to assure you that you have an ally in place who is aware of your fate, he is also willing to help the honored one in the future if my Master believes you mean him no harm. My master seeks only knowledge and truth, by the great god abadar he swears no intention of harm towards you or your companions unless you seek to hinder the truth from being brought to the light. another will approach you when he is sure of mutual benefit from such a meeting.”
the slave girl then got up and walked away ignoring many attempts to stop her. no one else in the room seems to have noticed the exchange and as Percius blinked at the light of the back door opening, she was gone.

It left Percius sitting slack-jawed. There was so much wrong with that he didn’t know where to begin. First the very thought of the master-slave dynamic made Percy sick to his stomach. Second, she had referred to him as “Blessed of Oriris”, which to Percy’s knowledge was not a title he had collected. In addition, Percy knew the feeling of playing “The Game” from his previous lives. That sickening yet exhilarating dance of politics and intrigue that ruled most countries. He had a feeling he was now a player in “The Game” most likely a pawn.

When he mind finally cleared Percius got up from the table and went outside to find the woman, but she was gone, it had only been moments so either she was very quick or disturbingly effective at hiding herself. He sat there in the quite street of dawn looking around. As the few passers walked by on thier was to open shops for the morning he wondered what he had gotten himself into.

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Wati at a glance

The Mummy’s Mask Adventure Path begins in the city of Wati. Called the Half City by many, Wati is divided between two worlds—that of the living and that of the dead. After a terrible plague brought forth by a cult of Lamashtu, half of the population of Wati perished and the city was mostly abandoned. Nearly 500 years later, the city found salvation through the church of Pharasma. A Pharasmin priest, Nefru Shepses, came to Wati and began construction on a temple to the Lady of Graves while recovering the bodies of those lost to the plague. Thousands of bodies were given a proper burial, and Nefru Shepses ordered the construction of a wall around half of the city, which would be converted into a massive necropolis in which they would entomb the fallen citizenry Consecrating the city saved it, and over the next few millennia the population of Wati exceeded what it had been prior to the plague. Today the city is the foremost producer of grave goods and other services associated with Osirion’s burial practices. Both this focus on burial and the presence of Pharasma’s Grand Mausoleum bring in thousands of pilgrims and visitors every year.

As a small city, Wati has a population just over 7 thousand, most of which are humans of Garundi and Keleshite ethnicities. The second highest racial demographic is half ling, followed by dwarves and halfelves. The Grand Mausoleum dominates the city, and the faith of Pharasma is easily the most prominent in the city, though other gods are represented. The Sanctum of Silver and Gold is dedicated to Abadar and two smaller shrines dedicated to two ancient Osirian gods, Wadjet and Anubis, can be found in the city.

Visitors can f ind equipment for their adventures and thousands of other items on which to spend their coin at Sunburst Market. Thirsty adventurers and those who want to engage in people watching or information gathering should look to the Tooth & Hookah and the Whispering Stone, both popular drinking establishments.

If your character is from Wati, talk to your GM about the extent of information you would reasonably know about the city. A full-sized gazetteer of Wati can be found in Pathfinder Adventure Path #79: The Half-Dead City.

Districts

What follows is a quick rundown of the various districts that make up Wati.

Asp: This primarily residential district takes up the part of the city that’s furthest from the River Sphinx. Much of the city’s growth in the last few hundred years has been in this district.

Bargetown: This district is the poorest in the city of Wati. It f loats on dozens of barges, creating a semipermanent district bobbing in the river. Many of the people who live here make their money from fishing the river, but many more earn their coin through smuggling. Bargetown is dirty and dangerous, but adventurers can f ind rare or illegal items for sale there if they look hard enough.

Midwife: This central district of Wati houses the city’s temples, markets, artisans, and off icial buildings. The largest building here is the Grand Mausoleum, which looms over the rest of the district.

Morning Sun: This district is the oldest permanently inhabited part of Wati, and home to its oldest families many of whom have led the city. This district is made up of the estates of the rich and powerful.

Outer Farms: Outside of Wati sit dozens of farms that produce the bulk of the city’s foodstuffs, such as garlic, onions, cabbage, cucumbers, f lax, melons, millet, pomegranate, dates, goats, and chickens.

The Veins: This is Wati’s harbor district and a place for tradesmen and laborers. Canals and alleyways crisscross the district.

Necropolis: Surrounded by a tall stone wall decorated with symbols of Pharasma and other gods of death, Wati’s necropolis sprawls over a large portion of the city. Guarded by a militant wing of Pharasma’s clergy called the Voices of the Spire, the necropolis looks like a faded snapshot of Wati thousands of years ago. The stone buildings in the necropolis look like shops, homes, and estates, but all now serve as tombs. The streets are dusty and sand piles up against the building walls. Though the place is consecrated, people still whisper that monsters and undead abominations sometimes stalk the bleak streets.

HISTORY

In –1608 ar, Pharaoh Djederet II ordered the construction of a grand city to mark the birthplace of the Osirion’s greatest natural resource: the River Sphinx, springing from the conf luence of the Asp and the Crook. With its early foundations magically laid by the church of Nethys, the city sprang to life within just a year. Named Wati, the riverside town soon dominated trade across southern Osirion. Hardwoods and spices from Katapesh and the Mwangi Expanse bound for Sothis, and manufactured goods and luxuries from the nations surrounding the Inner Sea bound for Osirion’s southern territories, all paused long enough in Wati’s warehouses and markets to make its citizens famously wealthy. For centuries, Wati endured through political upheaval and the births and deaths of entire dynasties as it dominated its younger sister cities of An and Tephu.

But Wati’s destiny was forever warped in 2499 ar, when the cult of Lamashtu unleashed the Plague of Madness among the city’s thriving populace. Many of those whom the fever did not immediately kill were driven to murderous insanity, and within months, more than half the city had fallen in painful, anguished death. Most of the survivors f led Wati to make new homes elsewhere, but a stubborn minority remained behind, determined to reclaim their city. But even once the plague had run its course, their livelihoods collapsed as An and Tephu took over Wati’s once-exclusive trade routes, and their f loundering community struggled against recurring outbreaks of the undead from the city’s many abandoned buildings-turned-tombs.

It took almost half a millennium for Wati’s fortunes to reverse thanks to the church of Pharasma. With the tacit permission of Osirion’s Keleshite sultan, a Pharasmin priest named Nefru Shepses marched on Wati in 2953 ar with a small army of alchemists, masons, and morticians under his banner, intent on consecrating the entire city to the Lady of Graves, beginning with a new, monumental temple to Pharasma called the Grand Mausoleum. Over the next 30 years, Nefru Shepses and his followers recovered the bodies of those slaughtered in the Plague of Madness from their hasty, makeshift graves and the Pharasmins walled off that portion of the city that had been abandoned, transforming it into a metropolis of makeshift tombs. Thousands of corpses were given formal burial rites and reinterred in this dead copy of the living city, which continues to serve as Wati’s necropolis today

Notable NPCs
Banker of Abadar, Anok Tejuht
Commander of the Voices, Nakht Shepses
Council Member, Ahbehn Okhenti
Council Member, Damej Mahfre
Haty-a, Oshep Kahmed
High Priestess of Pharasma, Sebti the Crocodile
Mistress of the Embalmer’s Guild, Bahjut Everhand

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Havoc's Story

When you first arrive at Sothis in Osirion, your party is met by a local Government functionary who takes you to an INN where many foreigners stay. the Inn is a large squat structure that seems to be built down into the ground rather than up like other cities. upon entering the INN you notice something that puts you at ease. the Bartender in the corner of the common room is polishing a plaque with the holy words of Caiden Cailien on them. During your time in Sothis you strike up a friendship with the man and he introduces you to the hookah and local brews. when you leave he slips you a note. it says simply “your mug can overflow, but it is a waste if it is not to fill another’s . be ready to celebrate and share the adventure.”

Havoc raises his sword in salute to the priest and says. (still sheathed blade down.) "I thank you for your company and wisdom, May your mug never run empty, May your enemies trip on there own blood. I shall follow your advice and share my full mug with others that are worthy. He then walks out of the inn into the hot sun

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consumables rules

basic definitions

Combat consumables are items that you use in combat
that can break or run out(alchemical items)

Delicate consumables are items that can break easily
or deteriate over time ( glass,
food rotting)

Hardy Consumables are consumables that are harder to
use up or last longer (masterwork ammo, trail rations)

Consumption roll a roll made after a set amount of
time (ussually daily or long rest) to see if you have
less of that item available.  The roll is
a single die of the apropriate type and on a 1 or 2
the die type drops one level.  The die
types are in highest to lowest. 1D12 1d10 1d8 1d6 and 1d4.  If a 1 or 2 is rolled on a 1d4 you are out of
that item and need to scratch it off.

Replacing purchasing, foraging or
crafting an entire new set of items.
This is used if you run out of an
item. Replacing/purchasing an item set above the max die showed on the table
costs double for each die bump

Replenishing buying, foraging or crafting replacements
increases the existing die type 1 step and is generally easier or more cost
effective than replacing but can not be used if you
have run out of an item.

The following table lists the avg. gold cost to replace /aquire a new set of items

Cost/skillcheck table

ITEM

Frequency

Cost

Check DC

Combat Consumables

End of every combat

5gp for 1d6, 10gp for 1d8 and 20 gp
for 1d10

10+ for 1d6, 15+ for 1d8, 20+ for 1d10

Delicate combat consumables

End of every combat

5gp for 1d4, 10gp for 1d6 and 20 gp
for 1d8

10+ for 1d4, 15+ for 1d6 and 20+ for 1d8

Hardy Combat consumables

End of every combat

20 gp for 1d8, 30 gp for 1d10 and 50 gp for 1d12

15+ for 1d8, 20+ for 1d10 and 25+ for 1d12

Non Combat Consumables

Every Long Rest or Day which ever
is shorter

5gp for 1d6, 10gp for 1d8 and 20 gp
for 1d10

10+ for 1d6, 15+ for 1d8, 20+ for 1d10

Delicate non combat
consumables

Every Long Rest or Day which ever
is shorter

5gp for 1d4, 10gp for 1d6 and 20 gp
for 1d8

10+ for 1d4, 15+ for 1d6 and 20+ for 1d8

Hardy non combat consumables

Every Long Rest or Day which ever
is shorter

20 gp for 1d8, 30 gp for 1d10 and 50 gp for 1d12

15+ for 1d8, 20+ for 1d10 and 25+ for 1d12

The following table is the cost/Skill DC to replenish an
existing item of that type

Item

Cost

Check DC

Combat Consumables

3gp per die bump

13+ per die bump

Delicate combat consumables

4gp per die bump

14+ per die bump

Hardy Combat consumables

10 gp per die bump

16+ per die bump

Non Combat Consumables

3gp per die bump

13+ per die bump

Delicate non combat
consumables

4gp per die bump

14+ per die bump

Hardy non combat consumables

10 gp per die bump

16+ per die bump

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Motes of Light From Willow

Somewhere a firefly finds its way home and joins a colony around a giant willow tree…

Journal 1

Journal 2

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Take a Recovery
A Brief Respite before the Darkest Depths of Aten Teppi

Ep 2. Willow’s Jounal

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Eureka
The First Shaft of Light

The subtle click of a pressure plate, the grinding and whirring sound of traps being reloaded. The sweat falling into his eyes as he ran. The crushing of the sarcophagus, the dread mirrors mark, and iron cobra. In a cold sweat Norityr woke up breathing heavily. He looked around for a price of paper and charcoal, and started sketching. He had been approaching it all wrong… he had gone into the tomb of Aken Teppi looking for monsters, but that wasn’t right…
Eureka! He started sketching arteries and limbs and water and air and came to a frightening revelation that would change the way he moved forever. He starred in knowing horror at the sketch in his hands…

The tomb was the monster all along.

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Fuck this Tomb

Level Up

Frustration and anger cloud Havoc’s mind. He saved his anger and blessings all through out the tomb. He saved all his might to Unleash Caiden’s power with Havok’s unbridled fury against the master of this tomb. Only to find at the end a metal cobra? Havok slathered at the mouth with the battle to come after the cobra fell. He replayed the battle to come over and over in his mind; His fellows and he lead by Caiden’s blessings feeling a ancient evil in the sands. After he stood over the metal cobra in which he fell to land a single blow on and realized the tomb was beaten and all that was at the end was a snake. Havok shook with rage and yelled “Fuck this tomb”. (Havok’s defining moment was learning to deal with disappointment.)

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