Askaya Farar |
"Strong hands will tackle these sands of time." With that being said, the Oread joins Faffnyr in the Ifrit's quest to clear the entrance of the tomb. He'd hate to look weak in front of the Undine priestess.
Btw, I love your drawings. Love love love.
Satati of the Reeds |
"We may not be alone in there." Satati stands, pointing out the tracks to the others- specifically, the ones heading into the tomb. She shows the scrap of black silk as well. "We should be careful." With that, she crouches, helping to clear the sands.
Seconded on the drawings. Also, we should have bought more than one shovel...
Ayedan Slipstream |
I have two sacks we can use to help move the dirt. We can make a pile out of the way and then have a clear way in. Make sure not to try to open the doors until I can check them for any traps.
Ayedan then pulls out the sacks to help with moving the sand and gives one to Satati.
Setting the Stage |
The work goes swiftly with sand being cleared and dumped to the side. Ayedan is dumping out a sack when he sees dust swirling like something big just moved through it to get behind a tombstone. He watches but there is no more movement. He almost thinks it is just his eyes, but askaya's shovel scrapes stone and whatever was behind the tombstone comes scrambling along the ground and stops behind a closer tomb stone. All that was in view is the dust it kicked up.
At that moment there is a loud THUNK and wild scratching noises that last a moment then it too is quiet. The sound came from the side of the tomb.
it isn't invisible just moving low and fast so the dunes and sand dunes block site to it. If not for the dust you wouldn't have known anything was going on.
The sound came from the near the top of the right side of the tomb.
Ayedan Slipstream |
Ayedan drops the bag he has, snaps his fingers and points in the direction of the top right of the tomb. He pulls out his bow and tries to find someplace to hide, if possible.
Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
Askaya Farar |
Something was amiss. Askaya carefully dropped his shovel and reached for the sword on his back. Cold steel whistled and the Oread started to mentally prepare himself for combat, repeating the three virtues of the victorious warrior in his head.
Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Satati of the Reeds |
Satati follows Ayedan's finger with her eyes, before nodding once. Dropping the sack of sand, she draws her mace, her free hand moving slowly to the holy symbol at her throat.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Setting the Stage |
Everyone stops to watch for danger. The creatures stop the moment it gets quiet for a moment. There is clicking noise of something moving on the roof of the tomb. Those of you looking toward the tomb see a three foot long scorpion, that is almost completely transparent, move up to the edge of the tomb. It stands there shifting left and right, it seems to be waiting or maybe listening.
The one behind the tombstone comes into view almost hidden behind the pile of sand that had been cleared. It to seems confused by the sudden lack of movement of the team.
What do you do? you have initiative. Make any attack and damage rolls as appropriate. You can place yourself on the battle map if you shift position.
Setting the Stage |
Faffnyr's tries to move into position but as his foot touches the ground the scorpion near the tombstone spins and zeroes in on him. It comes charging and pounces on him.
Ghost Scorpion stings and claws and scratches and tries to hit Faffnyr with everything it has but the attacks clatter of his shield and armor.
sting: 1d20 + 2 ⇒ (1) + 2 = 3
crit-confirm: 1d20 + 2 ⇒ (20) + 2 = 22
dmg: 1d3 ⇒ 2
claw1: 1d20 + 2 ⇒ (13) + 2 = 15
crit-confirm: 1d20 + 2 ⇒ (8) + 2 = 10
dmg: 1d3 ⇒ 3
claw2: 1d20 + 2 ⇒ (10) + 2 = 12
crit-confirm: 1d20 + 2 ⇒ (6) + 2 = 8
dmg: 1d3 ⇒ 2
roll any attacks and damage. Since you had init you are considered to have held your action
Ayedan Slipstream |
Ayedan fires at the scorpion to the rear (AG7) hoping to get it before it realizes he is there.
Shortbow: 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 1d6 + 1d6 ⇒ (2) + (4) = 6 Second is sneak attack assuming it's within 30' and hasn't acted yet, otherwise ignore second 1d6.
Setting the Stage |
Ayeden's arrow hits the scorpion in the joint where the leg meets the armor. You can see blood spreading through the clear armor as your arrow sinks into an organ inside of it. as it hears Faffnyr. Faffnyr meets the charge of the scorpion driving his rapier in between its armored plates tearing a gap that it's clear icor begins to bubble out. Wounded and confused it's stinger and tail slash and snap but don't get past Faffnyr's rapier.
I'll allow the sneak attack. since your team has init on them.
Satati of the Reeds |
Satati whips into action, mace in hand, and darts across the hot sand. Her bare feet fly across the surface, and she moves into position with Faffnyr, attempting to hold an advantage. Her mace whooshes through the air towards the scorpion, but with too much speed - it misses the vermin, and nearly drives into her own leg.
Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Move to flank with Faffnyr (if possible), and I'm going to go out on a limb here and assume that even if I can flank, a 6 is a miss.
Setting the Stage |
The Ghost Scorpion comes back at Satati with claws and stinger. She feels its stringer sink islash across her thigh in a shallow cut but the poison burns the wound. Its claw takers a bite out of her shin.
sting: 1d20 + 2 ⇒ (19) + 2 = 21
dmg: 1d3 ⇒ 1
claw1: 1d20 + 2 ⇒ (9) + 2 = 11
dmg: 1d3 ⇒ 2
claw2: 1d20 + 2 ⇒ (14) + 2 = 16
dmg: 1d3 ⇒ 3
Satati make a fort save. DC 13 vs poison or loose 1 pt of str. New Turn. roll any attacks and damage.
Askaya Farar |
Things escalated quickly. The hot-headed Faffnyr had charged headlong at one of the creepy crawlers and now Satati was under attack. First his boot flies at the damn thing, attempting to make the Rovagug-blasted pest skitter back. Meanwhile his sword whistles through the air as he tries to make the cold steel connect with the scorpion.
Attack the scorpion that is attacking Satati, using power attack.
Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 2d6 + 9 ⇒ (1, 3) + 9 = 13
Setting the Stage |
Faffnyr's blade aim's true. The point taking it through the eye as Askaya' blade takes it through the body smashing through armor and organ. The scorpion doesn't have enough left to even give a death rattle. The legs twitch in death but otherwise there is not much left but a smear.
With both scorpions gone the team finishes cleaning away the last of the sand.
The doors stand revealed. a few more minutes are spent scraping clay from the seams. The sculpture on the door does not give enough purchase to open them.
The doors look pretty heavy. If you want to get them open it will require finding a way to pry them open with crowbars or something similar or smashing them open with a pick or hammer
Askaya Farar |
Askaya quickly turns his attention to Satati and with a sweeping gesture places his lips against the place where she was stung. Hoping that he ain't making a fool of himself and is actually doing something useful, he attempts to suck out the poison.
Heal check: 1d20 + 1 ⇒ (16) + 1 = 17
To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.
So .. if I beat the DC, you get a +4 on the save.
Satati of the Reeds |
Yeah, I assumed that was the case. Never hurts to check, though.
Satati staggers slightly as the poison saps her strength, barely registering Askaya's aid. She mutters out a thanks, leaning on her longspear as Ayedan's sets to work on the door.
Askaya Farar |
If possible, Askaya will use a crowbar or other tool to help him open the door. I added the +2 for the crowbar and a +2 from Faffnyr's assist.
"Stand back, Sylph. I got this." The man makes use of a crowbar and a helpful Ifrit in his efforts to open the tomb. Hopefully, it will be enough.
STR check: 1d20 + 8 ⇒ (18) + 8 = 26
Setting the Stage |
Askaya and Faffnyr pull on the crowbar. For a few moments there is no movement. Then with a gritty rumble the door shifts outward. Renewing your efforts the door rumbles open. Cold dusty air blast out as a gap is pried open between the doors. The duo quickly pulls the door the rest of the way open
The interior of the tomb seems pretty big. it is empty save for some engravings and sculpted faces upon the walls. An immense stone wheel opposite you sits against the south wall.
The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in stone tracks in the floor and ceiling.
Ayedan Slipstream |
Ayedan steps forward and carefully enters the tomb.
"Allow me to enter first and I will check for any traps which may be present so we all stay safe."
Ayedan moves into the tomb looking carefully for traps.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Don't know how many I'll need to reach the far side.
Setting the Stage |
You'll only need to make one roll to take any action. I'll ask for others as needed.
The sand and dust on the floor show that no one has been inside here for centuries, if not longer. The walls are covered in hieroglyphs in Ancient Osiriani and scenes depicting wars. In every scene is a figure in padded armor in a blue-black scarab shell looking chariot or carrying a scarab shaped shield.. The same figure that is on the outside of the doors. The figure seems to be leading the charge or directing the war among all the panels.
In each of the four corners is a stone face attached to the wall at eye level. Two of them are of a pale woman in a hood of black white the other two are of a black jackal headed figure in a hood of gold. Their deep carved eyes seems to stare at each of you in disapproval.
The ten foot tall wheel at the end of the room has been carved with a flaming comet spiraling into the center. The same symbol seen on the Mausoleum where the lottery took place. It is a symbol for Pharasma. The wheel sits in a groove running along the wall. It seems like it is designed to move along that track... all of five feet in either direction.
Though there is sand in small piles about the room none of it is particularly deep.
Ayedan finds a crowbar laying in front of the wheel but otherwise does not see any traps or other dangers. This room seems safe enough.
Satati of the Reeds |
As Ayedan gives the all-clear, Satati steps into the room, bare feet leaving prints in the dusty floor. The faces on the walls catch her attention - she peers at them curiously, trying to determine if they're some sort of religious icons.
Knowledge (religion): 1d20 + 6 ⇒ (5) + 6 = 11
Askaya Farar |
The Oread follows Satati and eyes the room. He realises he is breathing in history and offers a prayer to Pharasma in his head. "Hm, an entrance room. Are we ready to move that wheel or do you want to study the room further first?"
Askaya will push the wheel or help push the wheel whenever everyone is ready :)