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After working together for various reason over the past couple of years you have forged some level of trust between each. Enough trust that when word got out of the decree by the Ruby Prince you decided to form a group and throw your own hat into the ring. You submitted your name as the The Sun Jackals, since the church of Pharasma is in charge of the exploration your group name was collected by a cleric at the Grand Mauseleum. Tomorrow the spots to be explored will be assigned at a ceremony. For now you are all able to gather at the Jackal's Rest to finalize your plans and make sure the gear is all set. The closed off portions has been sealed for years and now it will open for exploration. Overall Game Notes
***********Recruiting closed for now************** The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lay just beneath the sun-blistered surface. As modern Osirion opens its vaults and tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emergingâ€”some more troublesome than others. Hakotep I, a now-forgotten pharaoh, was robbed upon his burial. A secret sect took his heart and his funerary mask, both containing a portion of his soul. Betrayed the chance to pass on into the afterlife during his burial, Hakotep has existed in a state between life and death for millennia. The recent rediscovery of one of these lost soul fragments has allowed the trapped pharaoh to once again work in this world to redress the wrongs committed against him, and a cult worshipping him as a god-king grows in the heart of Osirion. Can a group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of this ancient tyrant? Game Site: Click here to go to site House Rules No evil alignments (neutral with harsh tendencies is fine) Automatic Bonus Progression (Unchained) Background Skills (Unchained) Dynamic Item Creation (Unchained) Races do not add in the negative from racial abilities Roll Stats (4d6 drop the lowest. 2 groups and pick the set you like best. Arrange to your taste) I prefer no stat below 10, but if you want any below 10 then I'm fine with it as it can add spice to the game. Alternate rules from other books I will let in: Retraining (Ultimate Campaign) Words of Power (Ultimate Magic) Downtime (Ultimate Campaign) I tend to be easygoing about races and classes, but with that said if something is very obviously broken I will veto it. This is very rare as almost everything can be broken in the right hands. As a note standard monster races probably will do very very badly to start as this adventure is set in Golarion. I do like backgrounds and don't mind some crazy or rough ones. Even in an AP I do like to try and find ways to weave in some of the personal back stories. Keep in mind this is actually set in Golarion and has the restrictions for PC races they imposed. That said I will entertain the idea of them in the AP, but there will be limits (for instance no Drow Noble). So choose wisely. I will need how you guys came to be together or agreement to have a brief adventure that pull you together before coming for a chance to explore the tombs. I will follow examples on here and haldir 100xp for a background story 100xp for a painted mini if you are so inclined