
Fleur |

apparently, yes, spiders and they got the jump on all of us so far.

Inmir |

Inmir will reach out to his right and touch Luuther with a Guidance spell. Some time in the next minute he gets a +1 competence bonus on a single attack roll, saving throw, or skill check.

Inmir |

SOUS?? Solifuges of Unusual Size? :)
Inmir looks slightly startled at Duriel's cry.
He knows these things? They look like spiders, but with too many legs. It's going to take some getting used to that these people know so much of the world that I don't. Still, I suppose it can only be good to know these things. I am here to learn, after all.

Black Tom |

The spiders move in for the kill, swarming over Haydar and Duriel. While Haydar manages to fend off one, the other is all over Duriel, biting and tearing with all its clawed legs for 9 points of damage. Three hits and rend and that's all I get.
You are all up. Map updated above (under campaign info).

Talin Moonscar |

He growls at his own slowness before he fires a bolt at the one on Duriel
PBS: 1d20 + 6 + 1 - 4 ⇒ (19) + 6 + 1 - 4 = 22
Crit?: 1d20 + 6 + 1 - 4 ⇒ (11) + 6 + 1 - 4 = 14
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Bonus: 1d8 + 1 ⇒ (5) + 1 = 6

Fleur |

Fleur shoots at the one on Duriel
to hit: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3
dmg if hits: 1d6 ⇒ 2
but she misses by a LOT... her arrow hitting the wall behind the spider. "Stand still you multi-legged freak!"

Inmir |

Lady of Graves! I beg you, heal my friends!
Channel: 1d6 ⇒ 6
Excellent! The Lady of Graves is kind indeed. By my reckoning that should return Luuther to full HP and help keep Duriel upright as well. Although I confess myself concerned that our esteemed DM seemed to feel that the dice short-changed him on damage last round! These things can clearly dish it out.

Black Tom |

my roll is already in my earlier post
That was your first attack. Now you're up again (round 2).
Fleur's shot goes wide of the mark, but Talin's bolt strikes true, even if not hitting Duriel makes it a bit harder. Inmir strengthens you all with some healing energies.
Luuther, Haydar and Duriel still to go.

Luuther |

Luuther feeling refreshed tumbles nimbly to flank one of the creatures.
Acrobatics to O=11
1d20 + 7 ⇒ (1) + 7 = 8 Acrobatics
1d20 + 5 ⇒ (4) + 5 = 9 Dagger, Flanking
1d4 + 1 + 1d6 ⇒ (2) + 1 + (1) = 4 hole
"Oh Jing! Why must you vex me so"?

Black Tom |

Luuther's tumbling isn't exactly elegant but it gets him into a flanking position. The spider-creature snaps at him as he passes, but he emerged unscathed. Haydar is not so lucky and takes 9 points of damage from the claws and talons of the wounded spider. Meanwhile Duriel whacks the other spider into oblivion.
You are up again. Map updated.

Fleur |

Fleur shoots at the remaining spider...
to hit: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
dmg if hits: 1d6 ⇒ 3

Fleur |

to confirm crit: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8
xtra dmg if hits: 2d6 ⇒ (5, 1) = 6

Black Tom |

Fleur puts an arrow in the remaining spider and Luuther ends it with a well-placed stab.
End of combat. 133 xp each
Now that you can search the premises you note that the spiders had their lair behind the altar. The jackal heads, which also serve as torch holders (their eyes glowing when the torches are lit) depict Anubis and the altar is devoted to him, as Talin will be able to tell you. Otherwise there is nothing of value here.
Map updated under Campaign info.

Fleur |

Fleur looks at the webbed nest behind the altar and wrinkles her nose in disgust... "Ewww webs..."

Inmir |

Inmir looks at the dead creatures with mixed horror and disgust.
Such monstrosities - I wonder what they normally eat down here?
He will then reach out to Hayday, who is standing just in front of him. Pharasma! If it please you, channel your might through me that I may heal my companion.
Converting Endure Elements into Cure Light Wounds
Healing: 1d8 + 1 ⇒ (6) + 1 = 7

Talin Moonscar |

"Well. If any of us had to die, we would die in the eyes of Anubis. Not bad. If i would say so" he nods at the Jackal heads
-Posted with Wayfinder

Inmir |

You are welcome, friend Haydar. I am pleased to be able to bring Pharasma's wisdom into this place in aid of our endeavours. Although the day will come when such will not suffice as each of us meets our eventual, inevitable fate, it is to be hoped that it is not this day. This day, Pharasma's might and wisdom guides us to success.
I can but hope that my ability to deliver The Lady's holy grace is sufficient to our need. It has been so thus far, but every time is a test. A test I can but pray that I shall pass.
With that Inmir spends a moment examining one of the dead creatures, kneeling down to get a closer look and even touching the corpse. DM: I am not sure if the creature needs to be alive or not for me to use my Lore Keeper power. If you deem that it will work then I get knowledge of the beastie as if I had rolled a 19 on the relevant knowledge skill. As he examines the body he softly sings a prayer of praise to Pharasma for her aid in the battle.

Talin Moonscar |

"Maybe next time we will be the ones giving the surprise..." he chuckles
"So far we havnt been the best of... adventurers or explorers..."
-Posted with Wayfinder

Fleur |

Fleur checks around for any secret ways out before following the only known path, checking it as well...
perception: 1d20 + 7 ⇒ (4) + 7 = 11
gah.. I guess this time, I should have assisted you...
"The way seems clear to me."

Black Tom |

A long (30 feet) flight of steps gradually descends to the west down this passage. Halfway down the stairs, small holes and burrowed tunnels riddle what remains of the passage’s southern wall. Earth and sand have spilled over the collapsed masonry, covering the stairs with dirt and rubble. Stone doors engraved with a golden scarab, its wings open beneath a golden sun, stand at either end of the stairs. The door you enter through stands slightly ajar.
Fleur gingerly descends the staircase, accompanied by Luuther, but cannot spot anything out of the ordinary. That is, until the sand under her feet starts to move. To your horror, it defies gravity and flows upwards, forming some sort of appendage. Suddenly a gaping maw appears at its end and snaps at poor Fleur. She takes 11 points of damage and slumps to the floor.
Roll for initiative. The monster goes on 19, so if you beat that, you can act immediately. Combat map updated.

Talin Moonscar |

Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
-Posted with Wayfinder

Talin Moonscar |

"Fluer!" he gasps, as he goes to aid his companion
in his turn he will try to get her out of harms way while the melee folk distract the creature
-Posted with Wayfinder

Inmir |

Initiative: 1d20 ⇒ 17
Showing uncharacteristic speed, Inmir will dash forward To G-11 and slamming the butt of his spear into the ground will call out Pharasma, please aid me!
Once again there is the faint glow of power and the slightly unsettling distant sound as Pharasma's power emanates out from the young man.
Channel Positive Energy: 1d6 ⇒ 6
As far as I recall, Fleur is the only one of us currently damaged, but in case I am wrong - anyone who is can have 6 HP back :)

Black Tom |

Before any of you has time to react, the monster strikes again, this time against Luuther, who is taken off-guard and takes 5 points of damage.
Then you spring into action. Inmir moves ahead and heals Fleur and Luuther, and then Duriel storms ahead and takes a swing at the monster, but the axe cuts harmlessly through the sand. However the force of the blow is enough to have some effect.
Talin, Haydar, Luuther and Fleur still to go, then the monster. Map is updated.

Fleur |

Fleur tries to figure out what it is...
knowledge: 1d20 + 8 + 1d6 ⇒ (4) + 8 + (2) = 14 (arcane, local, nature, relgion, and dungeoneering, all are +8, so same roll for whichever one might apply, though with that roll, might not matter.)[/ooc]
Fleur stands up shakily and pulls out a flask.

Talin Moonscar |

PBS: 1d20 + 6 + 1 - 4 ⇒ (14) + 6 + 1 - 4 = 17
Thunk: 1d8 + 1 ⇒ (5) + 1 = 6
Talin takes a bit more time to ready his shot before he fires a bolt at the... the... what ever it is!

Black Tom |

Talin's shot hits the monster, but unfortunately bolts aren't very effective against the shifting sands so it only takes minimal damage.
Fleur: standing up and retrieving a flask will both incur an AoO (the monster is indicated by the yellow squares which means it's literally all over you). You sure you want to do that?
Luuther, Haydar and Fleur still to go.

Luuther |

1d20 + 3 ⇒ (7) + 3 = 10 Initiative
1d20 + 1 ⇒ (14) + 1 = 15 Warhammer
1d8 + 1 ⇒ (5) + 1 = 6 Bruise
Seeing the makeup of the attacking creature, Luuther decides that a bludgeoning weapon may be more effective. Then he grunts in pain as the beast slams him, only to be wrapped in healing embrace seconds later.
Jing... you keep me guessing!
He then attempts to tumble out of the way, putting some distance between him and the smashing creature.
1d20 + 7 ⇒ (16) + 7 = 23 Acrobatics to avoid AoO.

Fleur |

sorry, didn't realize that was teh critter.. in that case, not standing up, just trying to figure out what it is while laying there playing dead I guess

Black Tom |

Jing serves Luuther better this time and the warhammer makes a sickening sound as it crunches into the sand. Then he quickly moves up the stairs out of its reach, which is not very wide, by the way. Fleur plays possum for the moment, waiting for an opportunity.
Haydar to go, then the monster.

Inmir |

Sorry to be doing this mid-combat but I am about to become unavailable for the next two days. It's my wife's birthday tomorrow and we are about to head off for a two day stay in a tiny coastal village with no internet or cell coverage (I am expecting an invasion of Sahuagin at some point). Please feel free to NPC Inmir while I am away. He has 3 more channels available if needed as well as two first level spells (Comp Languages & Protection from Evil) that could be converted to Cure Light Wounds if needed. Have fun in my absence and give that animated sand-pit a good kicking :)

Black Tom |
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Haydar kicks the sandcreature into oblivion.
End of combat. 100 xp to you each.
There is a pair of double doors at the foot of the stairs. The tunnels are too small for you to squeeze through. There doesn't seem to be anything valuable or interesting lying about.

Fleur |

Fleur gets to her feet rather slowly. "I still don't feel so well."
wouldn't mind some healing... only have 1 hp left

Fleur |

"Thank you Inmir, I feel a bit better. Still, I think rest might be a good idea. Can we find a safe place in here and make a camp of sorts?"

Luuther |

To Fleur> Inmir healed you for 6 hp earlier, and 3 just now, so you should be good to go right?
"You are feeling better no? Why don't you check this door, I will assist you as is my wont".
1d20 + 4 ⇒ (14) + 4 = 18 Perception.