Black Sands (Game Collective) (Inactive)

Game Master Doomed Hero

Ruin Map
Combat map


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HP:22 | AC:16 ; T:16 ; FF:14 ; CMD:20/18 | Fort:+4 ; Ref:+6 ; Will:+8 | Init:+2 ; PER:+10 (Darkvision)

DH:
Will Save 1d20 + 2 ⇒ (5) + 2 = 7
Reflex Save 1d20 + 6 ⇒ (15) + 6 = 21
Alignment: LN - Ayaal has her own code and rules she follows, not societal ones.

Perception 1d20 + 5 ⇒ (6) + 5 = 11


Loot Tracker Current Map

Ayaal:
You manage to keep your balance through the vertigo, but the whole experience leaves you quite disturbed. You are Shaken for 2d6 ⇒ (6, 6) = 12 minutes


Male Human Wizard 1, hp 8/8, AC 11, (T11/FF10), Init +6, Perc +2. F+1/R+2/W+2

Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Linguistics: 1d20 + 9 ⇒ (10) + 9 = 19

DM:
Will Save: 1d20 + 4 ⇒ (8) + 4 = 12 chaotic Neutral


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Farooq:
The experience is extremely eye-opening for you, filling you with a sense of wonder and excitement. Even though you failed the save, there's no ill effects, in fact, because of your natural outlook, you are bolstered. You gain a +1 Morale bonus on all d20 rolls for the next 2d6 ⇒ (5, 1) = 6 minutes.


Cahal just looks at the others, waiting, a hand still on the rope.


M Human Ranger 2 / Druid 3 [ HP 36/55 (Aboki 24/32) | AC 18 Tch 13 FF 15 | Fort +7* Ref +6* Will +5* | CMD 20 | Init +2, Perception +9 | Effects: lockjaw (l. claw), barkskin ]

I think the rest of us were waiting to make sure the others got through okay. Assuming they do...

Zayid lowers himself slowly down the slope toward the water, then examines the pool and the bodies therein.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Heal: 1d20 + 3 ⇒ (9) + 3 = 12


Loot Tracker Current Map

Zayid ends up scootching down the steep ramp on his butt, sliding the last five feet or so and splashing down in the shin-deep brackish water.

Behind him he sees a wide aperture set back into the ramp, slightly reminiscent of one of the city's sewage drains. It is slick with the oil that pools around the mangled lanterns. It takes him a moment to realize that the lanterns belong to his group. They are the ones that were dropped during the fight and crushed and pulled under by the coils.

It seems as though the room full of snake-coils flushed the crushed lanterns into this room. Based on the bite marks covering the three bodies, it looks like it did the same with these three surveyors as well.


Watching Zayid slip down, Cahal decides to stay back and wait. His rope might be useful to climb back up. He looks around for an anchor he could use to tie the rope's wnd.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Female Human Barbarian 1, HP 15/15, AC 17, (T13/FF14), CMD 18, Init +5, Perc +5. F+4/R+3/W+1

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Carefully keeping an eye out to avoid a nasty tumble, Mahsati slips down to join with the others. "Hm..." She wades over to one of the bowing statues of man-snake hybrids, leaning in to inspect it closely.


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Cahal looks around and realizes that the only thing nearby that might serve as a suitable anchor is the large statue of Set in the other room. Glancing back he sees the ruby light of the statue's eyes wink out and Ayaal, Apedemak and Farooq standing there looking a little dazed.

Mahatsi makes her way to the outer edge of the pool, looking up at the statues that line it. It occurs to her that the design of the place is similar to the bathhouses in the city, only this one is mostly empty.

The statues are stone, accented with gold and expertly carved. The dust and grit of ages fills many of their crevices, detracting a bit from the intricacies of the sculpture, but the over all effect is hardly diminished. The anatomy seems very life-like, if grotesque. None of the statues quite match any of the others. The one closest to Mahatsi depicts a serpent with a mostly human head and two stunted vestigial arms.


M Human Ranger 2 / Druid 3 [ HP 36/55 (Aboki 24/32) | AC 18 Tch 13 FF 15 | Fort +7* Ref +6* Will +5* | CMD 20 | Init +2, Perception +9 | Effects: lockjaw (l. claw), barkskin ]

"Come on, let's get going." Zayid suits action to words, moving toward the exit carefully, his eyes roving about for traps and any signs of recent passage. By "the exit", I mean whichever seems more promising with regard to signs of the other surveyors.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


Male Human Wizard 1, hp 8/8, AC 11, (T11/FF10), Init +6, Perc +2. F+1/R+2/W+2

Giving himself a shake, Farooq carefully joins the others down by the corpses.

"Unpleasant. Hopefully the rest of the group didn't encounter a similar fate. Either way, we had best be about finding them."


Female Goddess blessed human Oracle 1 ((hp 9/12; AC 13, t 13, ff 10; Fort +2, Ref +3. Will +1; Init +3; Perception -1 (beyond 30ft autofail)

Zaraiah makes her way down after Mahsati.


Loot Tracker Current Map

The pool is long and narrow, with a slight curve to it. For the first time, the ruin shows signs of humanoid architecture. At the sides of the far side of the pool are narrow stairs leading to a flat stone landing. Footprints that have not quite dried show where humans had left the pool and continued through the archway.

Zayid's quick check of the bodies comes up with a sopping satchel full of fine metal excavator's tools, a scroll case full of surveyor's notes (which end abruptly at the room where the snake alter was), and a fine set of charcoals, inks and quills in a waterproof metal case, and an elaborate harness made for making difficult climbs easier.

Masterwork Trapspringer's tools, Masterwork tools that could be used for written Diplomacy checks, Forgeries, or Art, and a Masterwork Climbing kit

Knowledge Architecture DC 15:

This pool breaks the pattern the ruins have displayed so far. In every room so far (except for the Observatory, which was probably the top of the structure) there are three archways. One leads up the curve of the structure, the other down, and the last opens outward to a smaller chamber that probably used to have windows to the outside back when this was a tower standing tall in the desert. The chambers are separated by curving halls.

This pool is where a hall should be. What, if any, significance to that escapes you.

Knowledge Architecture DC 25:

The architecture of a place is always designed ergonomically for the people who live in it. So far, the structure has been inhospitable to humanoids. The doors are low, the floors are slanted beyond what is comfortable for human legs. The tables are low and there have been no chairs at all. Now, suddenly, there are stairs, but they only go out of the back end of the pool. The statues, and the reverent designs seen so far, all suggest that they upper areas of this structure are places that are revered.

The only architecture designed for humans so far leads away from that.

This denotes a sort of caste-based hierarchy where things with legs are lower than things without them.


Cahal shrugs and decides to follow Farroq as the get to the pool. His eyes widen at the sight of the water. "I could use a bath..." but he stops, keeping in mind the recent sight of the corpses and the numerous deadly traps they've faced so far.

As the others look around, he catches sight of the recent findings, but remembers he just got the nice set of thieve's tools and doesn't join the conversation.

He stands against a a wall and scratches his slowly growing beard as he keeps an eye on others, in particular Farooq, who reminds him of his mentor somewhat.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Loot Tracker Current Map

Zayid:
Something nags at your brain for a moment. This place has a definite pattern that you've become used to. This whole place is built of alternating round rooms and curved halls. This time, you went from a round room into a pool instead of a hall. You aren't sure of the significance of this, but it definitely sticks out[/ooc]

Zayid ducked beneath the archway to look into the next room. He absently noticed that this archway was nearly a foot higher at the top of it's arc than the others and was certainly easier to duck through.

The usual archway was across the room, presumably leading to another curved hallway, as well as the arch leading to an "outside" chamber. He couldn't make out what was in the outer room from here, but he did notice a number of large scrapes on the floor, like someone had dragged something heavy under the archway.

Around the perimeter of this room were alcoves, each with low, slightly angled platforms that looked something like a pedestal for displaying a book or tablet. The golden opulence they had come to expect was abruptly gone here, replaced instead with iron. The carefully carved runes and pictographs were dotted with metal fixtures that had rusted over time and bled down the walls in a sinister-looking reddish grime.

It looked like the iron had once been sculpted into religious imagery set into the alcoves and on the walls, but they were gone now, only bleeding smears and holes where bolts and nails had once been marking their passage.

Interestingly, the grime got worse up the wall, instead of down. The stone floor and the lower walls were practically clean...


Cahal frowns: "Change... I don't like it."

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


M Human Ranger 2 / Druid 3 [ HP 36/55 (Aboki 24/32) | AC 18 Tch 13 FF 15 | Fort +7* Ref +6* Will +5* | CMD 20 | Init +2, Perception +9 | Effects: lockjaw (l. claw), barkskin ]

Zayid moves into the room carefully, watching for traps and trying to understand the strange patterns of grime-stain. He walks slowly around the room in a counter-clockwise motion, examining the alcoves and the stains.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Hurray for bad dice! :P


Loot Tracker Current Map

Zayid's scan of the area completely failed to notice the danger in the next room. Just as he turned to announce the all clear, Cahal caught movement behind him. Cahal started to call out but it was too late.

Ravenous insectoid creatures the size of dogs rushed Zayid from behind. They swarmed his ankles and began searching his body with their long, sensuous feelers. There was no pain, in fact it was similar to being tickled with a feather duster. For a moment he thought they might be harmless.

Then his armor began giving off puffs of hissing grey smoke and his the dagger in the sheath at his belt began crumbling away to reddish dust.

GM Dice:

Perception DC 18
Ayaal (in pool room): 1d20 + 4 ⇒ (2) + 4 = 6
Cahal: 1d20 + 7 ⇒ (20) + 7 = 27
Hasani (in pool room): 1d20 + 4 ⇒ (12) + 4 = 16
Farooq: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Mahsati: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Apedemak (in pool room): 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
Zariah: 0 = 0

Init
Ayaal: 1d20 + 4 ⇒ (17) + 4 = 21
Cahal: 1d20 + 4 ⇒ (1) + 4 = 5
Hasani: 1d20 + 4 ⇒ (6) + 4 = 10
Farooq: 1d20 + 2 ⇒ (3) + 2 = 5
Mahsati: 1d20 + 5 ⇒ (13) + 5 = 18
Zayid: 1d20 + 4 ⇒ (19) + 4 = 23
Zariah: 1d20 + 3 ⇒ (10) + 3 = 13
Critters: 1d20 + 4 ⇒ (15) + 4 = 19

Attacks
Critter 1: 1d20 + 7 ⇒ (11) + 7 = 18
Critter 1: 1d20 + 7 ⇒ (7) + 7 = 14

Initiative Order:

Round 0 (surprise round)

Init order

Group A
Zayid (failed perception check, unable to act, not flat footed)
Ayaal (failed perception check, unable to act, not flat footed)

Critters

Group B
Mahatsi (failed perception check, unable to act, flat footed until action)
Zariah (failed perception check, unable to act, flat footed until action)
Hasani (failed perception check, unable to act, flat footed until action)
Cahal (succeeded perception check, able to act, flat footed until action)
Farooq (failed perception check, unable to act, flat footed until action)

Zayid:

Your Armor and your Dagger gain the Broken condition.

The Map is up (link at top of page)

Cahal is the only one able to act in the surprise round. He gets a Standard action, and then Group A is up.


Cahal freaks out when he sees metal burn to dust: "Crap! These things will eat our things alive. Fall back and get me some wooden stick to beat them up!!!"

Move to I5


M Human Ranger 2 / Druid 3 [ HP 36/55 (Aboki 24/32) | AC 18 Tch 13 FF 15 | Fort +7* Ref +6* Will +5* | CMD 20 | Init +2, Perception +9 | Effects: lockjaw (l. claw), barkskin ]

Zayid backs out of the room as quickly as he can. Withdraw to L6.

DM:
My armor is studded leather, not metal; does that change anything?


Loot Tracker Current Map

Zayid:

Usually the studs on studded leather are made of metal. Do you think Zayid's would be made of something different?

The two that had reached Zayid stop and begin voraciously eating the red dust on the ground. The rest continue to swarm forward making an excited clicking keen. One reaches Zayid and sweeps it's feathery feelers at him again.

Touch Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Even-Armor, Odd-Dagger: 1d2 ⇒ 1

The remainder of the metal studding on his armor disintegrated into reddish dust and smoke, leaving it as normal leather now dotted with a great many holes.

Knowledge: Dungeoneering DC 15 (DC increased because of rarity):

These creatures are commonly called Rust Monsters, for obvious reasons. They feed on a diet of metal and so are considered a dangerous nuisance but are mostly harmless to those not carrying metal. There is a tribe of nomads known to keep these creatures as pets.

Because of their diet, their carapace is very dense and metallic. Skilled craftsman sometimes make weapons and equipment out of a carcass. Because of the scarcity of metal, these creature's hides are quite valuable.

The ones currently facing the party are quite small and are probably very young specimens.

Group B you are up


M Human Ranger 2 / Druid 3 [ HP 36/55 (Aboki 24/32) | AC 18 Tch 13 FF 15 | Fort +7* Ref +6* Will +5* | CMD 20 | Init +2, Perception +9 | Effects: lockjaw (l. claw), barkskin ]

DM:
I wasn't implying that, just asking if it'd make a difference, since the primary material isn't metal.


Loot Tracker Current Map

Zayid:
Sorry if that sounded snappish. It was a genuine question. You hadn't specified one way or the other that I could remember, so I went with the default.

Im not sure what the RAW would be on the situation, but I'm ruling that they can go after things that have metal in them. It makes sense to me and makes them more dangerous.

Normally two hits would render something destroyed, but in cases like yours I'm going to say the armor is still usable, it's just normal leather armor now, and because of all the holes in it it provides 1 lower AC than normal, until it can be repaired. It is essentially Broken leather armor at this point, but the repair DC on that is really low. A 12 I think. Basically you just have to sew the holes shut, or put new studs in them.

Sound alright?


M Human Ranger 2 / Druid 3 [ HP 36/55 (Aboki 24/32) | AC 18 Tch 13 FF 15 | Fort +7* Ref +6* Will +5* | CMD 20 | Init +2, Perception +9 | Effects: lockjaw (l. claw), barkskin ]

DM:
Going to be rough either way, but seems like a fair way of handling it.


Loot Tracker Current Map

Group B, you're up


Male Human Wizard 1, hp 8/8, AC 11, (T11/FF10), Init +6, Perc +2. F+1/R+2/W+2

Farooq moves closer to the commotion.

Double move


"Old man, you're moving the wrong way! A stick! A stick! Someone give me a stick!!!"

Cahal looks to the other, waiting for someone to hand him a wooden weapon.


Loot Tracker Current Map

Group A
Zayid (withdraw)
Ayaal (Holding, player out of town)

Critters (attacked Zayid)

Group B
Mahatsi
Zariah
Hasani
Cahal
Farooq (double move)

Waiting on actions from Ayaal, Mahatsi, Zariah, Hasani and Cahal


Female Human Barbarian 1, HP 15/15, AC 17, (T13/FF14), CMD 18, Init +5, Perc +5. F+4/R+3/W+1

Wading out of the pool, Mahsati left her hammer behind her as she worked to pull out a sling and bullet. Seeing how these creatures ate metal, she was going to ensure that these beasts had to put up a good fight if they were to consume her weaponry...


Female Goddess blessed human Oracle 1 ((hp 9/12; AC 13, t 13, ff 10; Fort +2, Ref +3. Will +1; Init +3; Perception -1 (beyond 30ft autofail)

Keeping her weapon sheathed, Zaraiah rushes forward to engage the first of the odd creatures Moving to L7, her hand blossoming with flame as she touches it.

Touch attack 1d20 + 3 ⇒ (17) + 3 = 20
1d6 ⇒ 4 Fire


Loot Tracker Current Map

The creature recoiled from the flames, it's feathery antennae flaring up with a crackle. It let out a surprisingly humanoid scream and tucked it's head and legs down beneath it's chitinous shell, waving it's flare-ended tail defensively.

Hasani, not having any wooden weapons, seeing no one hurt, and not being able to get a clear shot for a blast of flame, stood paralyzed by indecision.

Skipping Hasani for now. Cahal, doesn't look like anyone is offering you a stick yet. You can take your action now. Then, Group A you're up again.


Cahal throws his axe as far as he can then turns, bare handed: "Desperate times, as my mentor used to say..."

He crouches, sensing a surge of energy flow through him, then charges forth to engage the creatures!

Charging from I5 to L7. Rage round 3/5. Unarmed attack with PA and FF.
1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 241d3 + 4 + 2 ⇒ (2) + 4 + 2 = 8


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AoO from Unarmed Strike

Touch Attack: 1d20 + 7 ⇒ (16) + 7 = 23

Possible Targets: grappling hook 1, throwing axe 2, thieves tools 3, masterwork half-set 4: 1d4 ⇒ 2

Cahal's heavy boot slams down, squishing the creature to a pulp. Then he sees the wisps of smoke rising from his sheathed throwing axe. It was rusting over and beginning to flake. The creature must have brushed it during his attack.

Your throwing axe now has the Broken condition.

Group A, you're up.


"Nasty BUG!!!" roars Cahal as he sees his axe go up in smoke.


Loot Tracker Current Map

Its Broken, not destroyed. It can still be fixed, unless it takes another hit..


M Human Ranger 2 / Druid 3 [ HP 36/55 (Aboki 24/32) | AC 18 Tch 13 FF 15 | Fort +7* Ref +6* Will +5* | CMD 20 | Init +2, Perception +9 | Effects: lockjaw (l. claw), barkskin ]

Zayid moves farther away from the bugs. Withdraw to I5.


Loot Tracker Current Map

The bugs continued to rush forward, ignoring their dead and dying brethren, suicidally intent on the precious metals carried by the creatures before them.

Two lunged at Cahal. A third found the lantern that lay on the ground and knocked it over in it's zeal, happily munching away at the powdering bronze.

Touch Attack, Cahal: 1d20 + 7 ⇒ (10) + 7 = 17
Touch Attack, Cahal: 1d20 + 7 ⇒ (18) + 7 = 25
grappling hook 1, throwing axe 2, thieves tools 3, masterwork half-set 4: 2d4 ⇒ (1, 2) = 3 Grappling hook Broken. Throwing Axe destroyed.

Lantern is Broken. The light goes out. I'm pretty sure that was the only light source. Was anyone carrying any others?


Loot Tracker Current Map

Group B is up.

Group A
Zayid (move away from bugs)

Critters (attacked Cahal, Broke lantern)

Group B
Ayaal
Mahatsi
Zariah
Hasani
Cahal
Farooq


"Come on! Just use your hands!" says Cahal as he pummels one. "You'll pay for that axe!

Rage round 4/5. Unarmed attack with PA and FF.
1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 81d3 + 4 + 2 ⇒ (2) + 4 + 2 = 8


Female Goddess blessed human Oracle 1 ((hp 9/12; AC 13, t 13, ff 10; Fort +2, Ref +3. Will +1; Init +3; Perception -1 (beyond 30ft autofail)

Does that mean that the oil is spilling out?


Male Human Wizard 1, hp 8/8, AC 11, (T11/FF10), Init +6, Perc +2. F+1/R+2/W+2

Farooq moves close and then tosses a flask of Alchemist's fire at one of the creatures (m6)

touch attack: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18
Fire: 1d6 ⇒ 4
1pt fire splash damage


Loot Tracker Current Map
Zariah wrote:
Does that mean that the oil is spilling out?

Sure does. A pint covers one 5 foot square. The ones eating the lantern are getting covered in it.


Loot Tracker Current Map

Group A
Zayid (move away from bugs)

Critters (attacked Cahal, Broke lantern)
Apedemak (guarding Ayaal and Hasani)

Group B
Ayaal
Mahatsi
Zariah (lights the oil)
Hasani
Cahal (attack)
Farooq (alchemist fire)


Female Goddess blessed human Oracle 1 ((hp 9/12; AC 13, t 13, ff 10; Fort +2, Ref +3. Will +1; Init +3; Perception -1 (beyond 30ft autofail)

Zariah darts forward, her hand flaring as she touches the oil, bringing the area to life with flame.

Touch of flame to ignite the oil


Female Human Barbarian 1, HP 15/15, AC 17, (T13/FF14), CMD 18, Init +5, Perc +5. F+4/R+3/W+1

Even with the blocked view, Mahsati wound up her sling to attack the creature...

Attack: 1d20 ⇒ 11
Damage: 1d4 + 4 ⇒ (4) + 4 = 8


Loot Tracker Current Map

Ayaal, Hasani and Apademak stayed back, not wanting to get pulled into the chaotic scene before them.

The lantern oil was running down the ramp when Farooq and Zariah let loose with fire. Two of the bugs went up in flames and suddenly the ramp was on fire as Cahal stomped down on the bug in front of it. The sudden flames threw off his aim and it lashed out at him with it's strange metal-destroying feelers.

Touch Attack AoO, Cahal, provoked by untrained unarmed strike: 1d20 + 7 ⇒ (10) + 7 = 17
grappling hook 1, thieves tools 2, masterwork half-set 3: 1d3 ⇒ 3 Masterwork tools Broken

The fine tools he'd picked up earlier corroded over with thick layers of rust. The flames spread with a liquid rush, washing across both the bug's feet and Cahal's boots.

Between the alch. fire and the lantern oil, both Cahal and the two remaining bugs in the area take 2 points of Fire damage.

Cahal, on your action, please make a DC 15 Reflex save to avoid Catching on Fire

Zayid, you're up.


M Human Ranger 2 / Druid 3 [ HP 36/55 (Aboki 24/32) | AC 18 Tch 13 FF 15 | Fort +7* Ref +6* Will +5* | CMD 20 | Init +2, Perception +9 | Effects: lockjaw (l. claw), barkskin ]

Zayid drops everything metal he's carrying behind a statue, then waits for the water to put the fire out before heading back into the fray.

Move to J5.


Loot Tracker Current Map

The flames run down to the waterline, the burning oil having a hard time staying lit as it's pulled out onto the surface of the choppy water.

As one, the remaining bugs flee from the flames, stopping a ways away, keening and waving their feelers, torn between hunger and instinctive fear.

Cahal, the one in front of you Withdraws. No AoO

Group B, you're up.


Female Human Barbarian 1, HP 15/15, AC 17, (T13/FF14), CMD 18, Init +5, Perc +5. F+4/R+3/W+1

With the creatures' retreat, Mahsati moves along the slope as best she can, reloading her sling for another assault at the creatures.

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