GM mechaPoet's Risen from the Sands (Inactive)

Game Master mechaPoet

Pyramid Overmap

Combat Map


51 to 100 of 467 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Man:
Male human Wizard 3 | AC 12 16, T 12, FF 10 14 | hp 11/20 | Fort +2, Ref +3, Will +2
Raven Wizard 3 with Human Familiar | AC 15, T 14, FF 13 | hp 6/10 | Fort +1, Ref +4, Will +5 | Percep +6 | Init +2

When it starts moving, Eisalka will double back and land on Man's shoulder. "I do wish I had a wand of magical missiles. I only have one of those spells prepared today... with a wand, we could easily whittle it down."


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

Akri grips his weapons.

"Fear not, friends. Fear is fruitless. Perhaps you've got another magic trick to toss this old pile of bricks."


Male Keleshite Investigator/3
Stats:
HPs 21/24 AC17T14FF13 F2R7W4 Init+6 Perc+9 DisDev+13

Khairam, watches as the mini pyramid activates, "I have no defense against this, unless..." he pauses. "Get ready Akri, lets see if I can stop it in its tracks. I will spit, it might just get stuck." With that Khairam takes two vials and mixes them, drinking the tarry looking mixture. He nods at the dwarf, waiting for the object to get within range of his spit.

Adhesive Spittle Reflex save DC=14, or stuck for 2d4 ⇒ (4, 1) = 5 rounds

I had intended to use this a bit later agaainst some really nasty undead, but it the pyramid gets stuck, perhaps we can all get by it more easily?


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

Akri nods, weapons ready.

"If you can stick this thing where it is, we can get by it and into the tomb- but let's remember it might still be here when we get out... so let's plan for now. Getting into the tomb is most important. Getting out is our final concern."


Out of Anarchy Map

Thank you all for your patience this weekend!

-----
Round 1
-----

Akri moves up to meet the pyramid, while Eisalka flies back toward Man and Khairam prepares a sticky problem for the animated stone. The stone pyramid lifts up slightly, revealing its stone rollers, and trundles down the hallway at a threatening speed. It reaches the space just in front of the Pahmet dwarf just as the explorers have time to react.

Initiative!

Eisalka
Khairam
Akri

Pyramid
Sionnach
Man

Everyone is now up! The pyramid moved 60 feet toward you, and is now 40 or 45 feet from most of you and adjacent to Akri.

Liberty's Edge

Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

Sionnach will cast guidance on Khairam for his attack with the goo...assuming Khairam allows a followr of Urgathoa to give him a blessing ;=)


Man:
Male human Wizard 3 | AC 12 16, T 12, FF 10 14 | hp 11/20 | Fort +2, Ref +3, Will +2
Raven Wizard 3 with Human Familiar | AC 15, T 14, FF 13 | hp 6/10 | Fort +1, Ref +4, Will +5 | Percep +6 | Init +2

Eisalka alights on Man's shoulder. "We have little to fight that thing. I will throw some missiles of magic at it, which at least should chip away a bit!"

Eisalka starts to move her wingtips in a complex gesture, while saying something arcane in Draconic.

Sense Motive DC 6:

Man Bluff aid: 1d20 - 1 ⇒ (4) - 1 = 3
Bluff: 1d20 - 1 ⇒ (7) - 1 = 6
While Eisalka makes a show of casting the spell herself, Man's lips and fingers move almost imperceptively.
Eisalka is obviously attempting to make it look like she is casting the spell herself, but Man is actually the one doing the casting.

Three missiles seem to coalesce in front of the two, and shoot off at the pyramid.
magic missile: 3d4 + 3 ⇒ (2, 4, 1) + 3 = 10 Force damage, unfortunately does not ignore hardness, after looking at the rules.


Out of Anarchy Map
Sionnach Athru wrote:
Sionnach will cast guidance on Khairam for his attack with the goo...assuming Khairam allows a followr of Urgathoa to give him a blessing ;=)

Khairam's extract doesn't actually require him to make an attack roll to hit the pyramid, but he would still get the +1 to his next roll for a minute if you still want to do that!

-----
Round 1 cont'd
-----

Sionnach considers calling on the Hierophant's gluttonous deity for guidance, while Eisalka seems to conjure forth a barrage of force that strikes the pyramid! The three missiles strike the same spot, leaving a small crack in the pyramid's stone. I'm going to allow the missiles to do their damage as one strike.

Initiative!

Eisalka
Khairam
Akri

Pyramid (10 damage - hardness)
Sionnach
Man

Khairam and Akri are up!


Male Keleshite Investigator/3
Stats:
HPs 21/24 AC17T14FF13 F2R7W4 Init+6 Perc+9 DisDev+13

Khairam moves up behind Akri, "Stay here Akri, I'm about to spit." says the investigator, his cheeks bulging on alternate sides as he moves the spit from side to side. He waits until the pyramid is within range as he puckers up, before spitting out the adhesive. A large dark brown globule, that seems to expand as it flies, leaves Khairam, until it splats onto the ground and rails between the dwarf and the pyramid.

targets the sure 10ft ahead of Akri, on the rails, see details for adhesive spittle in previous post.


Out of Anarchy Map

-----
Round 2
-----

Khairam moves up and spits a wad of magical muck on the pyramid. The gunk clogs up the rollers, but it rocks back and forth, managing to avoid being stuck to the ground entirely.

Reflex save, entangled: 1d20 + 1 - 2 ⇒ (18) + 1 - 2 = 17

Now seems like as good a time as any to jump, climb, fly, or scramble over the pyramid if want to do that!

Initiative!

Eisalka
Khairam
Akri
Pyramid (10 damage - hardness, entangled 5 rounds)
Sionnach
Man

Akri is up!


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

Redacted my actions, GM posted as I was putting it together. Is that OK?

Akri shouts to the others-

"Khairam has slowed the thing down! Well done, lad- now let's storm it and get to the gate before it can recover and back us in!"

Climb: 1d20 + 7 ⇒ (3) + 7 = 10


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

Sorry if I missed this in a previous description- is the Little-Pyramid-that-Could on visible tracks?


Out of Anarchy Map

That's fine, Akri. If you didn't see my post, it makes sense that you can change your mind with new information! And no, it's not on tracks. It has cylindrical rollers underneath its base, like a conveyer belt, or Fred Flintstone's car.

Akri tries to climb over the pyramid, and it bucks around trying to smash him as he scrambles.

Attack of Opportunity slam, entangled: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10

The dwarf is too quick, though, and easily vaults over to the far side of the stone pyramid without injury. We'll call that a move action. You can move another 20 feet or take a standard action for that round. If you stay near the pyramid, you get an attack of opportunity as it rolls south toward the rest of the party.

The pyramid then spins its rollers furiously, trying to charge down the hallway toward Khairam. The goop prevents it from getting up to a good speed, though, and it simply rolls up in front of Khairam and tries to crash into him. Khairam takes the brunt of a stone edge as it runs into his shin.

Slam, entangled: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Damage: 1d8 + 9 ⇒ (5) + 9 = 14

Initiative!

Eisalka
Khairam (14 damage)
Akri (plus an extra standard action from the last round)

Pyramid (10 damage - hardness, entangled 4 rounds)
Sionnach
Man

Party is up!

Liberty's Edge

Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

"Right, I guess we follow the 'nimble dwarf' then," says Sionnach, rushing forward to move around the pyramid.

Acrobatics: 1d20 + 3 ⇒ (5) + 3 = 8

If I succeed, move action to continue forward as far as I can. If not, retry acrobatics (and keep moving beyond it if any movement is left).

Retry:
Acrobatics: 1d20 + 3 ⇒ (7) + 3 = 10


Man:
Male human Wizard 3 | AC 12 16, T 12, FF 10 14 | hp 11/20 | Fort +2, Ref +3, Will +2
Raven Wizard 3 with Human Familiar | AC 15, T 14, FF 13 | hp 6/10 | Fort +1, Ref +4, Will +5 | Percep +6 | Init +2

Eisalka visibly sighs, which is kinda strange to see coming from a raven. "Come on then."

She flies over the pyramid again, and Man follows, trying to jump across it.
Acro: 1d20 + 2 ⇒ (9) + 2 = 11

Eisalka can move 80 feet, and man can move another 30 after his Acrobatic movement.


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

Akri waits until his allies scramble past the pyramid, shouting encouragement. Once the last one is past, he hustles up the causeway.

out for a bit to my tabletop Skull & Shackles, back around 11 EST, I'll follow the others if the action continues.


Male Keleshite Investigator/3
Stats:
HPs 21/24 AC17T14FF13 F2R7W4 Init+6 Perc+9 DisDev+13

With his shins smarting from the live pyramid, Khairam jumps high in the air, before tucking into a ball and somehow seems to get forward momentum to roll over the top of the model building. Once landed he moves quickly to the real pyramid door. "Keep it off me whilst I try and get this door open." he growls at his companions.

Acrobatics 1d20 + 8 ⇒ (12) + 8 = 20 post assumes this is enough to get by, if not then GM knows what really happens.


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

"Follow Khairam, be ready for anything! I'll take the rear guard."

Akri draws both Ghoulsplitter and Skullcrusher.

for fun:
Akri's weapons are tribal artifacts, given only to those destined to restore glory to the Pahmet.

Just having some fun describing a +1 Dwarven waraxe and a masterwork light mace

The former, in his left hand, is a Dwarven waraxe, pitted and nicked but still brightly polished and wickedly sharp. Osirian hieroglyphs curve along the blade, and 3 falcon feathers dangle from the spike at the bottom of the weapon's handle. The latter is a gilt light mace, smooth and devoid of any decoration save a dirty shroud wrapped around the haft, bound with sinew.

"May the souls of the sands guide us. Honor the dead, serve the living."


Out of Anarchy Map

Khairam easily clears the pyramid, with Eisalka flying over and Man scrabbling through the opening between construct and wall as well. Sionnach has a little trouble, but manages to get over on a second try. Akri stands ready with his ancestral weapons.

With all others having moved away already, the pyramid tries to attack Sionnach, but it can't move fast enough to slam through his armor with lethal force.

Slam, entangled: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13

Rather than take the rest of this round by round, I'm going to assume you all just book it down the roughly 400 feet of remaining hallway, since that's what it sounded like you wanted. A withdraw action gets Sionnach away without an AoO, and everyone else can perform the Run action. The pyramid can't run because it's entangled (nice job Khairam!) so you can get a substantial lead.

The explorers rush down the rest of the causeway, leaving the pyramid in their literal dust. It won't stay gunked up forever, though. At the end of the causeway is a set of double doors, stuck shut with age and sand.

You pull the doors open with a team effort, and are rewarded with the sight of a dark room ahead, sunlight filtering into the last 20 feet of hallway ahead of you. Those of you without darkvision can just make out some pillars - maybe stone trees? Those of you with darkvision can see the tree-like pillars and what looks to be a sarcophagus in the middle of the room.

4 Rounds Until the Pyramid Catches Up!

GM Rolls:
Trap Spotter: 1d20 + 10 ⇒ (6) + 10 = 16


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

Akri eases into the room, settling into darkvision, his eyes falling to the sarcophagus. His ears prick up, and he turns to the doors.

"If we close them, maybe our mobile friend will not pursue us? Otherwise, we best make haste in case the guardian can navigate the tomb."


Man:
Male human Wizard 3 | AC 12 16, T 12, FF 10 14 | hp 11/20 | Fort +2, Ref +3, Will +2
Raven Wizard 3 with Human Familiar | AC 15, T 14, FF 13 | hp 6/10 | Fort +1, Ref +4, Will +5 | Percep +6 | Init +2

"Yes, close the doors, for the gods' sake!" Eisalka practically squawks.


Out of Anarchy Map

El Akriban starts toward the room ahead, but there is a small 'click' sound. The ten-foot square section of the floor directly behind the doors suddenly swings out beneath him, and he tumbles 30 feet down into a dusty pit. The bottom is hard stone. The Climb DC for this kind of wall, if you brace against the perpendicular corner walls, is 20.

Akri's falling damage: 3d6 ⇒ (2, 6, 2) = 10

The rumbling stone pyramid continues to approach!

Everyone can take a standard and a move action before the round ticks down, except Akri, who has fallen into a pit.

4 Rounds Until the Pyramid Catches Up!

GM Rolls:
Up/Down: 1d2 ⇒ 2
Reflex: 1d20 + 5 ⇒ (12) + 5 = 17


Man:
Male human Wizard 3 | AC 12 16, T 12, FF 10 14 | hp 11/20 | Fort +2, Ref +3, Will +2
Raven Wizard 3 with Human Familiar | AC 15, T 14, FF 13 | hp 6/10 | Fort +1, Ref +4, Will +5 | Percep +6 | Init +2

"Sigh, we should have seen that coming, I think. Give me the end of your damn rope, someone!"

Man does not carry rope, but hopefully someone else does, and Eisalka can take it across to the other side of the chasm and find a place to wedge it tightly.

Liberty's Edge

Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

I have very few characters who do not carry rope and a grappling hook. This, of course, happens to be one of those few.
GM question: From the description, the pit is just inside the next room, so it opens up beyond just the 10' hallway. Therefore, would I be able to get a running start and then jump to the side so it's only a 5' jump rather than straight across for a 10' jump?


Out of Anarchy Map

Sorry, it's ten feet across with ten feet of causeway after it. With a running start, the DC is going to be 10. It looks like Akri and Khairam both have rope, though!


Male Keleshite Investigator/3
Stats:
HPs 21/24 AC17T14FF13 F2R7W4 Init+6 Perc+9 DisDev+13

Khairam calls out, but too late, "No Akri!!" as he watches the dwarf fall into the trap. Instead the investigator takes a couple of steps back before running forward and attempting to jump over the pit. "Everyone across the other side, then we'll get Akri out, someone provide light when you get across." he shouts as his dusty clothes stream across the pit into the dim pyramid.

Once there he gets his rope from out of his pack and lowers it down for Akri to use to climb up. "Everyone help me get Akri up."

Acrobatics to jump 1d20 + 8 ⇒ (10) + 8 = 18

Strength check to hold the rope whilst Akri climbs up 1d20 + 0 ⇒ (17) + 0 = 17


Man:
Male human Wizard 3 | AC 12 16, T 12, FF 10 14 | hp 11/20 | Fort +2, Ref +3, Will +2
Raven Wizard 3 with Human Familiar | AC 15, T 14, FF 13 | hp 6/10 | Fort +1, Ref +4, Will +5 | Percep +6 | Init +2

Man attempts to jump across as well...

Acro: 1d20 + 2 ⇒ (6) + 2 = 8 Unfortunately he misses the edge and topples into the pit as well.

falling damage: 1d6 ⇒ 5

Then he dusts off his robes and tries to climb up after Akri.

Climb: 1d20 + 0 ⇒ (19) + 0 = 19

Luckily he's much better at climbing than jumping, for some reason.

Eisalka berates him the entire time he's climbing. "Idiot! You should have let someone help you across! If you get yourself killed falling into pits, how on earth am I ever going to get back to my own body?! Ugh... I really need to work on a spell to let you fly around!"

Liberty's Edge

Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

Sionnach sighs and mutters something about wishing the trickster were here. He then lowers his head, runs straight towards the pit, and leaps...
Acrobatics: 1d20 + 3 ⇒ (6) + 3 = 9

Liberty's Edge

Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

and almost clears the pit...
If I had been thinking, I would have cast guidance on myself first. Any chance we can retroactively pretend I did? Probably not. Also, clarifying question as I've had different GM's disagree on this: can a caster have guidance active on more than one character at a time?


Out of Anarchy Map

Since Man failed the check by less than 5, he gets a Reflex save (DC 20) to catch the ledge.

Man's Reflex save: 1d20 + 4 ⇒ (11) + 4 = 15

Not quite enough. The pit is actually 30 feet deep, so Man will take an additional 2d6 points of falling damage. With the 8 I rolled below, that's a total of 13.

Man's falling damage: 2d6 ⇒ (3, 5) = 8

Sionnach's Acrobatics modifier is actually -2 after his armor check penalty, isn't it? Even with Guidance, that would put your total at 5, so no Reflex save. As for Guidance, it seems that you can have it on multiple targets. I'll go ahead and assume you cast it before making skill checks if you have time and aren't in clear danger, if that sounds good?

Sionnach's falling damage: 3d6 ⇒ (4, 3, 5) = 12

Despite three people falling down the pit trap, Khairam provides a rope and the explorers scurry up as fast as they can. The curmudgeonly alchemist just pulls up his rope as the stone pyramid comes speeding down the hallway, free of the sticky spit and hurtling toward him! It speeds toward the open doors, and plunges into the open pit, its stone cracking as it slams into the walls of the pit and clunks down to the bottom. The crashing sound of hundreds of pounds of stone echoes through the hallway and stone rooms briefly, before fading away. The pyramid lies on one face at the bottom of the pit, its rollers making a faint sound as they spin furiously in search of traction.

The dark room beyond waits, silently.

I'll get another post up tonight (or earlier if y'all post more soon) describing this room. But first I'll let you rest a bit after your harrowing escape, talk, heal up, etc.

Liberty's Edge

Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

"Well, my friends, we certainly know how to make an entrance," Sionnach says with a delighted grin spread across his face as he looks at the wreckage in the pit.

Then, turning to his fellow adventurers, he asks, "Now that we've indulged in wreaking havoc, who wants to indulge in some of the Pallid Princess' healing?" and he would hold the cure wand aloft if I'm carrying it as I'm not sure we ever determined that, but I am filling the cleric role, so that would be my assumption.

After healing is done (and Sionnach would want to be healed up to full), he recasts guidance on himself and anyone else willing to accept the glorious blessing of Urgathoa, as he would most assuredly phrase it.


Male Keleshite Investigator/3
Stats:
HPs 21/24 AC17T14FF13 F2R7W4 Init+6 Perc+9 DisDev+13

Khairam just slowly moves his head from side to side, his lips slightly turned down in disappointment at the failure of the others to jump across. Under his heavy breath he sighs, "Amateurs!!" He looks around once more to peer into the dim light inside, almost annoyed in a staccato voice he says, "Can anyone produce some light?"


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

[previously]
Akri dusts himself off and chuckles.

"Khairam, do not be so disappointed! You were invited to this little pit-y party I threw myself!"

wocka wocka wocka!

"Dear Sionnach, I've learned that allies are found under all banners, stars, and faiths. I'd be happy to receive some healing." 10 please and thanks!

"Eisalka! I hope your pet can climb better than he can jump!" Akri grins, elbowing Man in the ribs.

"Just kidding, Man. Too bad you don't bounce like a Dwarf! OK, let's continue on. After you, Man."


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

[just now]
Akri watches the mini-pyramid roll in through the doors and crash into the pit, ticking the distance of the echoes reverberating throughout the darkened hall.

"Well, we'll know if anyone tries to follow us, I suppose."

Akri turns to Khairam. "You might be the first human I've explored a tomb with that has not carried a torch. Eisalka, does Man have a torch or a bit of a stick we could fashion into one? Anyone else? Perhaps your voices, Sionnach, can provide a touch of magical light for our trapsmith to see by?" Akri fishes a bladder of oil and his flint and steel from his pack.

"Fear not, Khairam, we will be sure your steady eyes are ready for this tomb. We will need them." Akri says this as his own darkvision scans the room, silently wishing he could see traps like his companion does.


Man:
Male human Wizard 3 | AC 12 16, T 12, FF 10 14 | hp 11/20 | Fort +2, Ref +3, Will +2
Raven Wizard 3 with Human Familiar | AC 15, T 14, FF 13 | hp 6/10 | Fort +1, Ref +4, Will +5 | Percep +6 | Init +2

"Man could use some healing. What an oaf." Eisalka berates him.

Using a couple charges of that wand, Sionnach.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

That'll do it. Man's back up to full.


Out of Anarchy Map

It looks like Eisalka has prepared the light spell, so I'll assume you use that.

As you stand in the ten-foot wide entrance and light washes over the room, you see that it is thirty feet wide from east to west and forty feet deep from north to south. Ten tall, pink granite columns, carved and painted to resemble palm trees, stand around the perimeter of the chamber, supporting the barrel vaulted ceiling. Slabs of the same pink granite line the walls. A stone sarcophagus stands alone on the limestone floor in the center of the room. Beyond, a dark doorway leads deeper into the pyramid to the north.

Where to?


Man:
Male human Wizard 3 | AC 12 16, T 12, FF 10 14 | hp 11/20 | Fort +2, Ref +3, Will +2
Raven Wizard 3 with Human Familiar | AC 15, T 14, FF 13 | hp 6/10 | Fort +1, Ref +4, Will +5 | Percep +6 | Init +2

Are we going mostly map-less for this campaign? That's fine if so, just wanna make sure I'm not missing links to maps somewhere.


Out of Anarchy Map

Yup! So far we're mapless. When I put up the recruitment, I didn't have regular access to my laptop, just my phone. I might get some maps up if we need them, but I thought I'd try it out this way and see how it goes!

EDIT: You can also feel free to sketch out your own map for reference, too, if you just want a map that's not a battle mat ;D


Male Keleshite Investigator/3
Stats:
HPs 21/24 AC17T14FF13 F2R7W4 Init+6 Perc+9 DisDev+13

At Akri's words Khairam's nostrils flare, "Of course I have a source of light, do you think me stupid, bah! Dwarves..." With his spleen vented, he talks in a more controlled and relaxed manner, "But it's always a good idea to know where the other sources are, just in case..." For a reason you don't understand, mainly because it seems utterly pointless, Khairam starts to brush down his cloak and readjust his outfit. Yet the cloak still remains as dusty as it did before. Once satisfied his clothing is now set correctly, he looks around the chamber.

"Hmmm, now Akri, well the lot of you, it is very strange that the first chamber is 'the' burial chamber. That sarcophagus may well be a trap, don't go near until I've had a look round. You may look more carefully if I don't find any traps or engineering dangers." As the investigator looks up at the vaulted ceiling.

Knowledge(Eng) 1d20 + 7 ⇒ (2) + 7 = 9

Khairam will proceed with a structured search for traps, going slowly up zig zagging up the left side of the chamber, before returning in the same way down the right side. He does not yet step up to the sarcophagus until he has 'cleared' the rest of the chamber from danger.


Out of Anarchy Map

Sounds like you're taking 20 on Perception to me.

Khairam tries to remember the architectural name for this kind of chamber - it's on the tip of his tongue - he thinks it starts with an "h" maybe?

His sweep of the room reveals no traps. The pink slabs of granite do reveal more about Pharaoh Sekh-pa-Mefer III. Ancient Osiriani writing lists his many, MANY titles. A large amount of them are pretty generic royalty and deity comparison ones, but many also refer to his power and wisdom gained through his association with and domination of Sphinxes. Elaborate painted carvings show the Pharaoh engaged in a number of great military victories with his Sphinx-bolstered armies. One in particular shows him defeating a large army of dwarves who resemble Akri, who are later incorporated into his forces.

Two large sections of the walls on the east and west sides seem suspicious. Khairam carefully checks for booby traps, but it turns out that they are actually (untrapped) concealed doors!

There are concealed doors on the left and right sides of this chamber, one per wall. They are ten feet wide, like the rest of these hallways.


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

Akri nods to the investigator. "Of course, Khairam, it's just that we dwarves need not a source of light; I should have assumed one with your experience would come prepared."

Akri keeps a guarded stance, scanning the room for any clues or information regarding its construction, potential hazards, or unusual stonework (stonecunning)as Khairam searches for traps and such.

Knowledge (dungeoneering): 1d20 + 5 ⇒ (7) + 5 = 12
Perception: 1d20 + 8 + 2 + 2 ⇒ (18) + 8 + 2 + 2 = 30 stonecunning +2 included
Survival to spot/follow tracks: 1d20 + 7 + 2 + 1 ⇒ (14) + 7 + 2 + 1 = 24 Also gains a +2 if any tracks are undead, not included

"Khairam, I admire your thorough approach. Very sensible."

Liberty's Edge

Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

"Well, gentlemen and ladybird, shall we endanger our lives to the left or the right?" says Sionnach with an ornery grin. "As my princess would say, let's go feed the pain!"

"Feed the pain" is a saying of the Urgathoan church for the sacred text "Serving Your Hunger."


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

"Before we move on, Fox, there is a section of the Pharaoh's legacy I must digest. It is here, where the beards of my kin are defeated and enslaved."

Akri studies these hieroglyphs after Khairam has cleared them, if only to commit them to memory. He steps away from them, dissatisfied.

"Khairam, what of the sarcophagus? If this is the tomb of the Sphinx King, we should assume every room is a riddle."


Male Keleshite Investigator/3
Stats:
HPs 21/24 AC17T14FF13 F2R7W4 Init+6 Perc+9 DisDev+13

"Well it seems safe here, now let me look at the .... hmmm!!! .. " scratching his chin, Khairam walks around the sarcophagus deep in thought. "I suppose now is the time to see what's inside." he face twisting in "So the question is will we find treasure or a guardian ... or both!" He goes to the stone structure and spends time studying it.

Khairam searches the sarcophagus for traps, if none are found he will invite Akri and the others to open it, if a trap is found he attempts to disarm it taking a 10 for 13 + 1 + 10 = 24. If the trap is disarmed Khairam checks for traps again.

"Well, I've looked it over, now its up to you friends to move it and see what lies within." the investigator smiles at his companions.

Liberty's Edge

Kitsune Medium; HP 13/21; 18 AC, 13 touch, 15 FF; 15 CMD; Fort +3, Ref +4, Will +4 Init +3, Perception +5, 20 ft mvmt (medium armor)
Skills:
Bluff +7, Diplomacy +7, Knowledge (arcana, planes, religion) +6, Linguistics +7, Perception +5, sense motive +4, Use magic device +8

"Ahhh, you're going to tell us it's okay and then step back and let us rush in in case you're wrong. Clever. I can respect that."

The Urgathoan hierophant flashes a smile at the grumpy investigator. Then, Sionnach begins checking his sickle to make sure it's ready to go and moves closer to the sarcophagus.


Out of Anarchy Map

Khairam cannot locate any traps as he investigates the sarcophagus. As he turns to address his fellow explorers, though, slithering tentacles emerge from the bottom of the sarcophagus. The lid's seam splits and the lid pulls up, revealing rows of needle like teeth and a thick, flapping tongue!

Picture

It swings a tentacle at the unsuspecting Khairam, making hungry, gleeful sounds.

Slam vs flat-footed: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

The strange limb hits Khairam and wraps around his waist. It's covered in some horrible sticky substance that won't let go!
Khairam is now grappled.

DC 14 Knowledge (Dungeoneering):
This creature is a mimic. It disguises itself as inanimate objects to hunt its prey - as often for sport as for sustenance.

It produces a strong adhesive that allows it to grapple its prey, then crush it to death. Weapons that strike it also have a chance of getting stuck to it. This adhesive can be dissolved by universal solvent or strong alcohol.

It is immune to acid damage.

It is also a fairly slow creature, so one could outrun it very easily.

Khairam is adjacent to the fake sarcophagus. Everyone else is likely a move action away from it.

---

Initiative!

Sarcophagus creature: 1d20 + 5 ⇒ (15) + 5 = 20
Akri: 1d20 + 6 ⇒ (2) + 6 = 8
Eisalka: 1d20 + 2 ⇒ (13) + 2 = 15
Khairam: 1d20 + 6 ⇒ (7) + 6 = 13
Man: 1d20 + 2 ⇒ (20) + 2 = 22
Sionnach: 1d20 + 3 ⇒ (10) + 3 = 13

Man
Sarcophagus creature (grappled)
Eisalka
Khairam (grappled)
Sionnach
Akri

Man is up!


Man:
Male human Wizard 3 | AC 12 16, T 12, FF 10 14 | hp 11/20 | Fort +2, Ref +3, Will +2
Raven Wizard 3 with Human Familiar | AC 15, T 14, FF 13 | hp 6/10 | Fort +1, Ref +4, Will +5 | Percep +6 | Init +2

Man will wait for Eisalka to tell him what to do. Delay.


Out of Anarchy Map

The creature slams another tentacle around Khairam, squeezing the life from him. Khairam goes unconscious from the onslaught, and the thing drops him and swivels to face the other explorers. Its fleshy tongue flaps about greedily.

Constrict Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Slam Damage after automatic grapple: 1d8 + 6 ⇒ (1) + 6 = 7

Khairam is unconscious and adjacent to the fake sarcophagus. Everyone else is likely a move action away from it.

---

Initiative!

Man (delay)
Sarcophagus creature
Eisalka
Khairam (27 damage)
Sionnach
Akri

Everyone is up! Khairam, please roll to stabilize on your turn.


M Dwarf (Pahmet) | HP: 28/28 |AC:17 (T 13 Fl 14) | CMB +6, CMD 19/15 Fl |F:+4, R:+5, W+3|Init: +4*(+2 Desert) | Perc:+8*(+2), SM +2 Ranger 3 |Speed 20 ft|

"Blast! Vile impostors at every turn! We must get Khairam out of that thing's grasp and ourselves to safety! Do we risk one of the concealed doors, or head through the north portal?"

Are Khairam and the mimic still considered Grappled? Akri is up last in init., so waiting to see if Eisalka or Sionnach can use magic to help Khairam out before trying himself- no use having 2 of us down... What do you think, Sionnach and Eisalka? Best way to handle this? See if Khairam stabilizes first?


Out of Anarchy Map

No, they are both no longer grappled. Despite the "actual" initiative order, you can feel free to post and take your turn whenever the party's turn is up, since that helps for a slow format like PbP. If you want to wait to see what other people are going to do, though, that's also totally fine. :)

51 to 100 of 467 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM mechaPoet's Risen from the Sands Gameplay All Messageboards

Want to post a reply? Sign in.