====== Intrepid Explorers Needed: Monty's Haul ====== {{:guests:sheets:monty.png?200|}} **Summary:** \\ A museum built as part of an archaeological dig site is experiencing difficulties, and Monty has requested a team on behalf of his current employer, Interdimensional Acquisitions Inc, to sort the problems out. **Adventure Log** \\ [[:rpg:charloft:adventures:thepyramidscheme|Available here.]] **Applicant Requirements:** \\ Applicants are expected to deal with supernatural presences and may expect to confront tomb guardians, traps, and other hazards as part of the job. Previous Egyptology experience a plus, but not required. Ability to read ancient languages a plus but not required. Team is required to work constructively, in a timely fashion, with no inter-party conflict. Team leader must be able to control and organize their party, and keep order. **Payment Upon Acceptance:** * Team Member : 100 dollars of on-world currency * Team Leader : an additional 500 dollars of on-world currency with which to purchase supplies **Supplies Provided To Applicant:** \\ The following supplies will be provided to the accepted group: \\ * Museum Brochure * Appropriate food/water/camp rations for team * One Doctor / First Aid Kit * Up to Nine Climate Control Pith Helmets * One emergency beacon / contact device * Either: * Heiroglyphics for Dummies: Translation resource for heiroglyphs encountered while exploring the dig site OR * Windsor Theropolis the Third: Assistant curator of relics, who will acompany group and provide his assistance with language skills and cultural interpretation. Please note that Windsor is NOT combatant, and would require the protection of the adventuring party. **Supplies Required By Applicant:** \\ The applicant will be expected to dress appropriately for desert climates / archaeological work, and will not be reimbursed for damages incurred to personal property as part of this assignment. They must provide their own suitable weapons. **Payment Upon Completion:** * Team Leader : $2,000 dollars of leader's local currency * Team Member : $1,000 dollars of member's local currency **Bonuses Upon Completion:** * Keeping it Real : One Treasure Item awarded for keeping the relics relatively intact * Windsor Fellowship Bonus: Take Windsor along and don't kill him / get him killed for One Treasure Item * Book It : Make it through without Windsor using the hieroglyphic book for One Treasure Item * Give a Hoot, Don't Loot: One Treasure Item awarded for not looting the premises * Smells Like Team Spirit: One Treasure Item awarded to the team leader for keeping the party together, focused, and non-argumentative. * Team Player: One Treasure Item to the party member the Leader determines to have been the most helpful / cooperative. **Status:** Preparing. **Paid Positions:** Up to 10 team members, One team Leader, one Assistant Team Leader **Agents on Assignment:** * Team Leader: Angelus (player Ash) * Assistant Team Leader: Katie (player Aus) * Team Member: Kinu (player Zander) * Team Member: Ko (player Dien) * Team Member: Combeferre (player Tam) * Team Member: Brier (player Erin) * Team Member: Dot (player Nate) * Team Member: Emile (player L) * Team Member: Janie (player Nikki) * Team Member: Spike (player Ash) * Team Member: Vito (player Jim) * Team Member: Graham (player Hank) (More team members can be added if we have more adventure interested parties) **Additional Information:** * Museum Brochure **To Apply:** Please leave a message at the bar or with Amber to be put in touch with Montague Forester for an interview. =====Meta Notes:===== **Bonus XP / Drama Awards:** XP and drama bonuses will be awarded for good play and helpful players/characters. * Team Leader - lead the team * Assistant Team Leader - assist with team leadership * Summary Poster - post a summary of the session to Charloft_RPG * MVP - have a heroic or shining moment during a session * Helpful - come up with a good plan, save a life, etc. * Great RP - show some great character development, have a shining rp moment * Puzzle Solver- solve a puzzle, disarm a trap, etc **Team Leader:** The person who chooses the Team Leader position will be playing the character responsible for coordinating the group. It is recommended that they meet with their group ahead of time and set down some ground rules. If you are a playing a Team Leader, please be prepared to LEAD, that is - make decisions for your group. You can do this by having the character consult other characters of course, or taking a group vote, but in a time where a quick order needs to be given - it's on you. In addition to extra money and treasure for the character, extra XP will be awarded to you, the player, for the extra rp involved with this position. **Team Member:** This is an adventure that will be about COOPERATION as well as exploration and fighting. Please be prepared to be a team player. If your character is oppositionally defiant, this may not be the adventure for you. If you do have a character with authority and group issues and you choose to bring them along, please try not to make this a headache for your fellow party members. While nobody expects everyone to agree perfectly all the time, please remember that you are a TEAM and you are here to accomplish goals. It is suggested that the team meet ahead of time with their leader, and work out some GROUP RULES that will then be posted here to help the adventure run smoother. **Character Sheets:** To play in this adventure, you must have a complete and checked character sheet. Characters of any power level will be accepted, but be forewarned - the monsters will scale accordingly. If you need help with creating a character sheet, or need to have your math checked afterward, please see one of the Loft mods to arrange a time to work on it. Please don't make this time five minutes before the adventure starts. **Adventure Times / Dates and Summary:** Adventure time and date will likely be Monday nights starting at 6pm EST and going till around 1 or 2 am. One Monday a month (GM's crochet night) we will have no adventure. This will be announced ahead of time to let you guys know. One character/player, or a group of players alternating, should post the adventure summary (a weekly wrap-up) in Charloft_rpg so that anyone who misses a session knows what they missed and can easily join back in. BONUS XP will be awarded to anyone who posts a summary. It is perfectly acceptable to miss a session or join in late - but we appreciate a heads up if you know ahead of time, so we know who we will have in the party and when we can start. **Helpful Hints** * Check everywhere! There may be secret spaces. * Sometimes an ordinary object is just an ordinary object. Other times... * Choose carefully between Windsor and the Book. Each has its advantages and disadvantages. * There will be cultural differences. * Stuck? Try an Insight or Tactics roll for a hint on how to proceed. **Rolls** Some common rolls we will be making: * Observation: Perception + Notice, add or subtract any relevant modifiers. * Example: Bob has a Perception of 4 and a Notice of 2. He also has Acute Vision, which grants a +3 bonus to Vision rolls. The GM says that because the corridor is dark, he gets a -4 circumstantial bonus. Bob would roll !d10 4+2+3-4 * Attack - Dexterity + Getting Medieval, Kung Fu, or Gun Fu depending what weapon you are using, add any relevant modifiers. * Example 1: Bob is using a sword. He has a Dexterity of 2 and a Getting Medieval of 3. He would roll !d10 2+3 * Example 2: Bob's sword breaks, and he resorts to using his fists. He has a Kung Fu score of 1, so he would roll !d10 2+1 * Example 3: Bob manages to acquire a flare gun, and decides it's high time he used it. His Gun Fu score is 2. He would !d10 2+2 * Dodge: Dexterity + (the highest of Getting Medieval, Kung Fu, or Acrobatics.) * Example: A zombie swings at Bob. Bob's best skill is Getting Medieval (he has no Acrobatics.) He rolls !d10 2+3 to get out of the way. * Linguistics: Do you want to read the writing on the wall? Roll intelligence plus languages, and any relevant modifiers. * Example: Bob has an Intelligence of 4 and a Languages of 2. He also has the book Spanish for the Non-Latin Lover which the GM has determined will give him a +1 bonus. He rolls !d10 4+2+1 to translate the writing on the men's room wall at his favorite Mexican restaurant. * Insight: Coming up blank on ideas? An Intelligence + Knowledge check can give you an insight into relevant information you might know from past experience. **Combat** Here's a little bit about the steps we take in combat. * Declare Intentions: The GM will call for your Intentions on this combat round. Tell the GM what you intend to do, such as 'I want to attack the mummy with my sword' or 'I want to aim, then fire my bow at the zombie'. If you change your mind before your turn comes up, you can change your intentions - but the GM may impose a penalty to your roll. * Initative: The order of combat is as follows. The GM will tell you when it's your turn on deck. * Spells / powers * Aimed / Ranged attacks * Melee (chars with the highest dex, modified by fast reaction time, go first) On your turn, you will be called upon to perform your attack action. When a monster attacks you, you will be called on to make a defense roll. Knowing your rolls ahead of time and writing them on your character sheet saves time for both you and the GM. Some monsters (minions and lesser beasties) will have a set to-hit and defense roll. The more important bad guys will roll to hit and defend just like player characters do.