| Bartan Harrowborn |
Bartan will draw a card from his harrow deck, almost absentmindedly, to try to predict how killing this magnificent creature will affect the group's mission.
harrow card: 1d54 ⇒ 49 => The Marriage
"My friends, our meeting this creature was not accidental... we were meant to find him and make use of him. We must take the time to harvest something useful from his corpse, as it will be necessary for the success of our quest on this plane."
Haha awesome. So Bartan is convinced that some part of the giant turtle will be necessary for our quest. It's up to the others to decide if he's crazy or if they want to take the time to cut it up and find something (hopefully) useful. :)
Yazi
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"Well as big as he is he might have eaten soemthing useful at one point and it got stuck... but I don't feel like going and checking." Yazi calls out to Bartan.
| GM_Pace |
Over the next several minutes, Hajar's directions to the boatman force the Nexian galley slowly over to the fallen Turtle King.
And yes, with Nasir's finishing stroke, the dragon turtle is indeed dead. The blood in the water has attracted nearby sharks, who begin circling the floating turtle corpse.
Yazi and Nasir can use Hajar's rope to climb back onboard the galley, or the others can also search the turtle king.
| Bartan Harrowborn |
Bartan looks downtrodden as it seems his friends are not going to heed his fortune-telling. Boo, you guys are no fun! I wanted Yazi to keep cutting until she found something useful! :-P
| GM_Pace |
(Okay, slow week, not many responses, let's get this plot moving!)
After watching the sharks move in, the boatman, still green from the Isles of Not, gets the oars moving again. The Nexian galley continues moving backwards back to Khandelwal, the Isle of Sand Rivers.
After a long afternoon, the galley winds its' way down to the Waypoint station, arriving after dusk.
| Khayal Bin Haleen |
Khayal steps off the boat, a little more careful this time. Helping the others off he fills their containers with fresh water and begins to lead his friends back from whence they came. survival: 1d20 + 9 ⇒ (5) + 9 = 14
Nasir al' Shahaadi
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Following along, Nasir keeps am eye out for anything unusual.
Perception: 1d20 + 1 ⇒ (19) + 1 = 20
| GM_Pace |
In the twilight sky, in a South-by-Southeast direction towards the Golden Bowl, you notice a few "holes" in the air. Flickering like silver mirrors high in the distance, they appear harmless to the uniformed observer.
(Note to Khayal: you're going to be in the dark soon.)
| Khayal Bin Haleen |
Khayal sheaths his kukri and draws his bow. He might get a few shots in before what Yazi spotted is able to close.
What do you keen eyes see Yazi?
Nasir al' Shahaadi
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"Like silver mirrors in the air, there, there and there" Nasir says pointing them out.
| GM_Pace |
With the evening stars coming out, the adventurers start out from the Waypoint station back into the interior. Behind them, the Nexian galley has lost all of its' protean colors, looking normal again, except for the damage the Turtle King wrought.
Khayal's trailblazing is slower in the darkness, but he finds the correct sand river leading south-by-southwest to the Golden Bowl.
All appears calm, if you don't count the missing stars in the sky that now look nothing like back home, with jagged empty gaps of blackness in the formerly colorful patterns.
Just as you reach the halfway point between the coast and the Golden Bowl, as you crest another sand dune, you notice that it is eerily quiet. All the little animals like the nocturnal sand mice have disappeared, and even the crickets have stopped chirping from under their rocks and near vegetation.
You do see a few animals scurrying away in the dark, back to the north-northeast.
Silent creatures usually mean predators nearby. But the feeling you have is not predators. The animals are fleeing. That means a natural hazard.
Putting your hands, and even your ears, to the ground, you hear a far-off rumble getting closer.
Earth-Shake!
(You get to act in the Surprise Round.)
| Khayal Bin Haleen |
perception: 1d20 + 10 ⇒ (9) + 10 = 19 Khayal's thoughts are on navigation rather than his surroundings, it is a bit harder to get around in the dark. Yazi's words do bring him back out of his concentration. It is not good to have one's mind lost in the sands.
| Hajar nar Jundi |
Hajar marches silently along Perception H: 1d20 + 6 ⇒ (1) + 6 = 7 noticing nothing.
Rayhan does the same Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Neither man noticing the curious movement of animals
Hajar is confused by the sudden reaching for weapons, and he says so
What is happening?
| GM_Pace |
SURPRISE ROUND
With a sound of grinding stone, a rumble starts all around you, seemingly coming from the East where the Sun should rise in several hours. The ground begins to shake, then bounce, as a sound like oak trees being ripped from the earth intensifies.
Earthquake!
And you are standing on a sand dune!
The sand begins to literally liquefy under everyone's feet, becoming as treacherous as an avalanche in the cold, snow-filled mountain ranges!
You only take half damage from the earthquake all around you, and can move as if through difficult terrain.
You take if you fail the save: 8d6 ⇒ (5, 3, 1, 6, 2, 2, 1, 6) = 26 points of damage from hidden rocks and stones along with the wind-blown sand. (Roll 1d6. If you score a 1, you are buried underneath the sands up to 1d6 ⇒ 1 feet! Then we begin with the quicksand rules!)
ROUND ONE
Init:
Bartan: 1d20 + 4 ⇒ (5) + 4 = 9
Hajar: 1d20 + 1 ⇒ (15) + 1 = 16
Khayal: 1d20 + 6 ⇒ (18) + 6 = 24
Yazi: 1d20 + 2 ⇒ (6) + 2 = 8
Nasir: 1d20 + 3 ⇒ (9) + 3 = 12
Rayhan: 1d20 + 1 ⇒ (1) + 1 = 2
Monsters: 1d20 + 0 ⇒ (3) + 0 = 3
(Khayal, Hajar, Nasir, Bartan, Yazi, Earthquake, Rayhan)
| Hajar nar Jundi |
REf: 1d20 + 10 ⇒ (13) + 10 = 23
Hajar seems unaffected and he regains his footing. He draws Tempest, expecting an attack!
1d6 ⇒ 2
| Rayhan Xohbadi |
Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
1d6 ⇒ 1
Rayhan is stuck in the sand and calls out Friends! Help me!
| Bartan Harrowborn |
Reflex 15: 1d20 + 10 ⇒ (8) + 10 = 18
So I only take 13 points of damage, and I don't have to roll the 1d6, right?
| Khayal Bin Haleen |
reflex save: 1d20 + 7 ⇒ (9) + 7 = 16 Khayal manages to stay on his feet, Edit missed the part where Rayhan fell Khayal reaches for one of his knotted ropes and tries to toss one end to Rayhan. RTA: 1d20 + 10 + 4 ⇒ (2) + 10 + 4 = 16 Well no a nat 1, and a square is usually AC 5 right?
Nasir al' Shahaadi
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Turning to answer Hajar's question, Nasir is caught completely off-guard, letting out a scream as the sudden explosion pummels her body with rocks, dirt and sand.
Reflex: 1d20 + 12 ⇒ (2) + 12 = 14
1d6 ⇒ 6
| GM_Pace |
The rumbling doesn't stop!
You only take half damage from the earthquake all around you, and can move as if through difficult terrain.
You take if you fail the save: 8d6 ⇒ (3, 4, 6, 4, 1, 3, 2, 4) = 27 points of damage from hidden rocks and stones along with the wind-blown sand. (Roll 1d6. If you score a 1, you are buried underneath the sands up to 1d6 ⇒ 3 feet).
(Characters in quicksand must make a DC 10 Swim check every round or sink 1d6 ⇒ 6 feet further into the sand. You can choose to not make the Reflex Save and just take the damage, as long as you don't also roll a 1 and sink.)
(Those with rope thrown to them make the Swim check automatically; the person at the other end doesn't have to make a STR check.)
ROUND TWO
Init:
Bartan: 1d20 + 4 ⇒ (5) + 4 = 9
Hajar: 1d20 + 1 ⇒ (9) + 1 = 10
Khayal: 1d20 + 6 ⇒ (16) + 6 = 22
Yazi: 1d20 + 2 ⇒ (15) + 2 = 17
Nasir: 1d20 + 3 ⇒ (5) + 3 = 8
Rayhan: 1d20 + 1 ⇒ (19) + 1 = 20
Monsters: 1d20 + 0 ⇒ (12) + 0 = 12
(Khayal, Rayhan, Yazi, Earthquake, Hajar, Bartan, Nasir)
| Hajar nar Jundi |
REf: 1d20 + 10 ⇒ (17) + 10 = 27
1d6 ⇒ 1
HP50/76
Hajar is stuck in the sand!
| Bartan Harrowborn |
Reflex: 1d20 + 10 ⇒ (13) + 10 = 23
Bartan once again manages not to get stuck, and starts to move toward wherever looks the least like exploding sand. No map, right? Bartan just wants to be NOT HERE at the moment. So, wherever NOT HERE is, he moves that way.
| Khayal Bin Haleen |
reflex: 1d20 + 7 ⇒ (12) + 7 = 19 Khayal keeps to his feet and starts to move away from the group. Spread out a bit. Sticking close means that what ever it is can hit all of us.