| Petra Gritstone |
Petra stands awkwardly by as the halfling shows Ibrahim the finely-made sword, and even when Ishia comes to inspect it. She finds the joviality and forwardness of the crowd in general, and the halfing in particular, to be strange and discomfiting. With her brusque thanks given, Petra clears her throat and waits for Ibrahim to inspect the blade before asking a question of their new friend.
"I seek a half-orc," she rumbles gracelessly. "His name is Thurzen. He is short for one of his foul kind, and wears red-orange robes. He would be with others. Have you seen such a creature?"
DIPLOMUCKY: 1d20 - 2 ⇒ (3) - 2 = 1
Haha, mucky is right. ...I hope that doesn't ruin your sword negotiation, bro. ;__; I'll be sure to keep my mouth shut in the future if it does.
| Mirri Massadeq |
Mirri shrugged off the polite but definite dismissal by the half-elf. 'Kay, bye! She considered checking with Ishia, but taking a look at the nature of the conversation, and who it was with, the halfling thought better of it. Nah, no need to talk with folks like that, bunch of fancy talk about magic and such I bet. Instead she headed back towards the majority of the group talking with Marnn. Where'd ya get that sword? Does it shoot fire or just burn people you hit with it?
| Ibrahim al Sahure |
Upon hearing Marrn's question, Ibrahim looks at the Halfling and holds his hand out, wordlessly asking "May I?".
Assuming Maddog wants to make the sale and complies, Ibrahim grasps the hilt of the sword and twirls, making some practice strokes. He is just starting to feel comfortable with the blade when he is almost simultaneously interrupted by Ishia, Petra, and Mirri.
With a shrug and a grin he says: "Their tenacity makes them outstanding tomb explorers and treasure hunters. This blade is well-crafted. And I have no doubt that Ishia will determine it has been magically enchanted as well. Unfortunately I don't have the coin to purchase it right now, but we plan to hit our second site soon. If you still haven't found a buyer when we return, I'd gladly take it off your hands."
| GM Bauers |
Marrn deeps drinkly, motioning with his free hand to both Ishia and Ibrahim to inspect the blade.
It is a +1 scimitar that can be used to cast touch of fatigue as a free action whenever it crits, and once per day can be used to cast elemental aura (fire only) on its wielder.
Ibrahim finds that the blade is expertly balanced. When he inquires about purchasing the blade on layaway ;-) , Marrn shrugs. The sword looks good on you, I’ll give you that. But I’m no banker, and sums make my head hurt. If you give me some coin to store the blade in an Abadaran vault until you’re ready to buy, well, you get your piece of mind and I make some money. And of course, if you try to swindle me, it’ll be the last thing you ever do. Marrna is always hungry.
The drunken Halfling smiles and states it pleasantly, but he doesn’t seem to be joking.
Instead she headed back towards the majority of the group talking with Marnn. Where'd ya get that sword? Does it shoot fire or just burn people you hit with it?
Not sure how it works, I’ve never used it, but it looks like your friend might know how. Anyway, I fished it out of what was left of that jelly. That’s how I knew it was magic. All the other gear inside it was ruined.
Petra stands awkwardly by as the halfling shows Ibrahim the finely-made sword, and even when Ishia comes to inspect it. She finds the joviality and forwardness of the crowd in general, and the halfing in particular, to be strange and discomfiting. With her brusque thanks given, Petra clears her throat and waits for Ibrahim to inspect the blade before asking a question of their new friend.
"I seek a half-orc," she rumbles gracelessly. "His name is Thurzen. He is short for one of his foul kind, and wears red-orange robes. He would be with others. Have you seen such a creature?"
Marrn blinks, as the conversation, and negotiations, screech to a halt. An awkward moment lasting what seems an eternity hangs heavy in the air like the hookah smoke, until finally, mercifully, Marrn responds: I don’t pal around with giants much. What’d you say his name was? Thurzen? Nah, never heard of him.
Mad Dog appears to be telling the truth, but the red-haired dwarf at the bar noticeably flinches when he hears the name “Thurzen”.
| Mirri Massadeq |
Perception 1d20 + 11 ⇒ (3) + 11 = 14
Sense Motive 1d20 + 1 ⇒ (5) + 1 = 6
Mirri continues listening to the conversation between Marnn and Ibrahim, blissfully unaware of anything else going on at the bar. After a few moments, even the conversation about the sword loses her interest and she instead swipes some food from the table next to one of the passed-out halflings, giving it to Marnna.
| Ishia of the Sands |
Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Focused on the sword, Ishia is completely oblivious to anything unusual about Marnn's reaction. Regardless, an idea has begun to form in her head with regards to the magical trinket.
"Well, it is magical, I'll give you that. But beyond its resistance to corrosion, I see no evidence of other magical properties. I'm not sure that you are the one in danger of being swindled, my friend. Still, I would be willing to pay you to hold onto it for us until we have the funds to purchase it--how many coins would you like?"
Bluff: 1d20 + 9 ⇒ (16) + 9 = 25
Unscrupulous!
| Petra Gritstone |
Per/SM (same bonus): 1d20 + 8 ⇒ (11) + 8 = 19
...they are all staring at her. Petra shifts her weight uncomfortably, foot to foot, and self-consciously touches at her keffiyeh to make sure it hasn't slipped and revealed her ravaging burns anymore than she can help. She clears her throat, and jerks a nod at the halfling and his answer.
"--thank you."
She backs away, trying to be as small as possible (not easy, for a dwarf)... and then her attention is caught by a motion over at the bar.
Frowning behind her concealing scarf, Petra makes her way over to a red-headed dwarf.
"ағасы, менің ойымша, сіз, мен қан-құнын ұмтылатын Өзiне қатысты бірінің атын білуі қабылданады. тас туған екі, мен сіз білетін бөлісуге деп шақырамыз."
| GM Bauers |
[dice=Perception]1d20+1
Focused on the sword, Ishia is completely oblivious to anything unusual about Marnn's reaction. Regardless, an idea has begun to form in her head with regards to the magical trinket.
"Well, it is magical, I'll give you that. But beyond its resistance to corrosion, I see no evidence of other magical properties. I'm not sure that you are the one in danger of being swindled, my friend. Still, I would be willing to pay you to hold onto it for us until we have the funds to purchase it--how many coins would you like?"
I suppose Lysander could be wrong--it wouldn't be the first time. Still, he's not going to let me sell it on my own, so you two can debate what kinda magics it has. As for cost--I don't know, how much would a money-grubbing priest charge a rich person to store valuables? Fifty gold? Whatever you think is fair! Marrn signals the barkeep for another round.
She backs away, trying to be as small as possible (not easy, for a dwarf)... and then her attention is caught by a motion over at the bar.
Frowning behind her concealing scarf, Petra makes her way over to a red-headed dwarf.
"ағасы, менің ойымша, сіз, мен қан-құнын ұмтылатын Өзiне қатысты бірінің атын білуі қабылданады. тас туған екі, мен сіз білетін бөлісуге деп шақырамыз."
The dwarf sighs, then responds in Petra's native tongue:
Sister, it warms my heart to hear you speak our tongue. It sounds of home, and family. And so I ask you not to seek Thurzen--he is rash, impulsive, and dangerous. For months I put my team together, carefully planning who would help us navigate the dangers of the necropolis. After the lottery he forced his way into our group, promising power and riches. Then he supplanted me, saying I was too weak to lead the group. That one is a killer born, like so many of his kind.
| Ibrahim al Sahure |
"I'm here to drink, not pinch coppers. The blade is clearly of fine make. 50 gp sounds a reasonable sum to store it in the vault. When my companions and I have completed our next exploration and have more coin, we can do a more involved test of the blade's enchantment to work out a final price."
With that, Ibrahim finishes his drink and pounds his empty mug on the table. He waves over the barmaid for another drink, and when he takes out his pouch to pay her, he also places 5 platinum in front of Marrn.
"Cheers!" *mug clink*
| Petra Gritstone |
Petra cocks her head at the other dwarf. She pulls down her keffiyeh enough to show the bad burn scars on half of her face.
(Dwarven) "Well do I know he is dangerous. These are my souvenirs of our last meeting. Who does he travel with, now-- this former group of yours? What is their nature? Call they themselves a name? The justice of the gods will be upon them, and also my vengeance upon Thurzen himself."
| Mirri Massadeq |
I'm traveling today, so posting will be limited. In truth, Mirri would likely head to Say'ri's after playing with Marnna for a bit unless any new interesting stimuli come forth.
| GM Bauers |
Sounds good--I figure it'd be good to move things a long since I feel bad that Say'ri is being left out now. We just need to resolve Petra's conversation.
The dwarf winces at Petra's revelation and leans in closer, speaking barely above a whisper.
They call themselves the "Flickering Four"--that's why Thurzen ousted me. He thought himself clever, saying that with a name like that we couldn't have five members. The others aren't bad folk, they've just been lured in by promises of wealth. And they are too naive, not recognizing a merciless killer when they see one. I suspect they'll notice before long, but by then it may be too late. Our first site was a bar called the "Leopard's Eye". I can draw you a map like the Pharasmins gave us, but I don't know if Thurzen and the others have yet ventured there. Perhaps the gods will do us both a kindness and have him befall some tragedy. We can only hope...
Say'ri Al Bashere
|
Sounds good--I figure it'd be good to move things a long since I feel bad that Say'ri is being left out now. We just need to resolve Petra's conversation.
Don't worry about it. I played a character with a real home life! :O and I'm RP-ing as such, no skin off my back if everyone else goes off to drink and carouse. Now if there was good loot involved Say'ri might reconsider...
| Petra Gritstone |
Sorry to hold things up! Been out of the house all day long.
Petra listens gravely, then bows to the dwarf and thanks him. "Yes, please. I would like this map. I would know your name, brother, to remember your assistance properly..."
After saying a proper fare well, she restores her keffiyeh to its usual arrangement and then returns to where the others are lingering over their drinks. "I am ready to depart."
**
Back at the home of Say'ri and her husband, after they are all just through the door, Petra clears her throat, awkwardly. "I must speak of a matter," she says, launching into things with her usual abruptness. "Say'ri Al Bashere knows something of what I seek, for it is neither riches nor tombs. You others do not. I am from Erekrus. A place to the south, a tomb city grander than Wati."
Petra hesitates then plungse on. "Some time ago tomb robbers came to Erekrus. This was no lottery, no sanctioned exploring. These were only thieves. I stumbled upon them. I was overcome. They stole from my city- my sacred charge-- and one of them... amused himself with injuries upon me. I have been told this one is here, in Wati. He has found a new group of robbers and defilers, and has joined the lottery, and been assigned another site. I am sworn to see him brought to the justice of Anubis.
"This, however, is my task. It is not yours. I have sworn oaths to Say'ri Al Bashere to assist her in her task first. I will keep them. But if any of you would assist me in my own task I will not refuse."
(Sorry if it's a monkey-wrench for Petra not to talk of this until they get back to Say'ri's-- based on our loose pre-talk of group dynamics, Say'ri is really the only one Petra might have mentioned her own quest to previously, and she's not the sort who'd tell the others without Say'ri being there present. I also don't necessarily intend for my backstory to take precedence over the group's exploration of our next target, so I'm good with our proceeding to our original tomb for right now.)
Say'ri Al Bashere
|
Say'ri and Ben are still up when the group returns, sitting together at the table with their hands loosely intertwined. Once Petra has spoken Say'ri speaks up, her eyes suddenly hard.
"Do not forget Petra Gritstone that I swore an oath to you also. As was pointed out earlier this evening there is no time limit on our exploration. I do not wish to be the cause of you losing your vengeance. However..." Say'ri pauses and turns to look at her husband. "It would be unwise to go in without a plan. We gained considerably from Akhentepi's tomb and if the House of Pentheru proves as lucrative we might be well advised to explore first and then strike at Thurzen. If you will tell us what you have learned of him then perhaps we will be able to kill two snakes with one arrow."
| Mirri Massadeq |
Back at the house, Mirri kept quiet as Petra spoke. She began to look a bit uncomfortable as the dwarf spoke of her prior experiences, and ill-treatment, at the hands of grave robbers and thieves. Perhaps the Halfling realized some her past behavior was not far removed.
Say'ri speaking up removed any need for Mirri (or anyone else) to have to answer the question of priorities. The Halfling just looked towards the human woman and then nodded in response to her suggestion.
Mirri will go along with whatever Say'ri advocates for, which at this point seems to be Pentheru first, then Thurzen.
| GM Bauers |
Petra listens gravely, then bows to the dwarf and thanks him. "Yes, please. I would like this map. I would know your name, brother, to remember your assistance properly..."
Take this, it was drawn from Wadjet's shrine and blessed by the Lady of Graves. Our first site was too close for my liking to Acrid Street, but I won't need it now. I pray that you won't have need of it either.
Holy Water for Petra!
Acrid Street is a section of the necropolis that is said to be overrun by ghouls.
(Sorry if it's a monkey-wrench for Petra not to talk of this until they get back to Say'ri's-- based on our loose pre-talk of group dynamics, Say'ri is really the only one Petra might have mentioned her own quest to previously, and she's not the sort who'd tell the others without Say'ri being there present. I also don't necessarily intend for my backstory to take precedence over the group's exploration of our next target, so I'm good with our proceeding to our original tomb for right now.)
No worries, this is how I assumed you'd do it.
| GM Bauers |
It seems like you've agreed on your next exploration site, so...
The next morning sees the sun rise with a cool breeze and the temperatures aren't quite as stifling as the previous day. The walls surrounding the necropolis rise as imposing as ever, but you step through and follow the map to your destination without incident.
Outside the House of Pentheru:
Sandstone walls ten feet high enclose this estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. In the center of the estate’s southern wall stands a pair of tarnished bronze gates hanging partially open. A pair of statues flanks the gate. Dusty hieroglyphs are carved into the wall at eye level to the left of the gate.
“House of Pentheru”
Small hieroglyphs on the statues’ bases identify the figures as Pentheru the Elder and Pentheru the Younger.
Say'ri Al Bashere
|
What I was going to suggest once someone else had posted was to investigate their site on the way to Pentheru to determine if they'd managed to complete it yet. But best laid plans and all!
"Well this is the right place. The doors or shall we be cautious and try to scale the wall? We get a better view that way.."
As she says this Say'ri starts pulling out a large coil of rope.
| Mirri Massadeq |
Despite the cooler temperatures, Mirri still kept to the shadows near the sides of buildings as the group made their way to Penthuru's estate. As they reached the walls, she frowned a bit but said nothing as Say'ri suggested a climb. The Halfling decided to search the doors for traps regardless, keeping a wary eye on the statues as she did so.
Perception 1d20 + 12 ⇒ (2) + 12 = 14
Say'ri Al Bashere
|
Don't forget you heal lvl + con mod after a good night's sleep! Say'ri will also use the shield of Akhentepi before she sleeps. Healing: 1d8 + 3 ⇒ (2) + 3 = 5 :)
Say'ri pauses as Mirri searches. "General, would you fly above the gate and take a look for us?" After a moment she tosses Akhentepi into the air where he climbs and circles high above them for a few moments, before returning to Say'ri's arm...
| Ishia of the Sands |
In the morning, before meeting with the others, Ishia carefully scribes another scroll of Summon Monster, before preparing her spells for the day.
"I would prefer to simply enter the front door. Scaling the wall might give us a better vantage point, but it also might give us away to anything lurking inside. I am willing to rely on Akhentepi's sense of any immediate danger." says Ishia after Say'ri's familiar goes flying over the wall.
| Ibrahim al Sahure |
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Wow! Ibrahim notices the hieroglyphs!
"The sooner we finish this exploration, the sooner we can get vengeance for Petra."
Ibrahim will go through the front gate. Not trying to climb at this point.
| GM Bauers |
Mirri searches the gates for danger (finding none) as Akhentepi takes to the skies. The bird's form shrinks as he circles higher and higher, orbiting the building a few times before returning to Say'ri.
Mirri's word is good enough for Ibrahim, who walks past the ruined gate with the others in his wake.
So past the gate you cross the outer wall. There are doors to the east and west and a door leading north into the main building. Map is up.
Redacted!
| GM Bauers |
Dust and sand cover the ground of this small courtyard. To the east and west stand pairs of columns, once brightly painted and now bleached from the sun, which support stone archways
leading to other section of the property. Tarnished bronze gates hang open under both arches. To the north, a small flight of steps leads up to a pair of ornate doors in the south wall of the house between another set of columns.
Past the gate Mirri's hackles raise--she hears the sounds of an angry mob off in the distance, yet feels something is not right about it.
You are experiencing a haunt. Mirri, you and only you may act before the haunt manifests.
MirriPerception: 1d20 + 8 ⇒ (16) + 8 = 24
IshiaPerception: 1d20 + 1 ⇒ (6) + 1 = 7
PetraPerception: 1d20 + 8 ⇒ (4) + 8 = 12
Say'riPerception: 1d20 + 7 ⇒ (2) + 7 = 9
IbrahimPerception: 1d20 + 4 ⇒ (7) + 4 = 11
MirriInit: 1d20 + 6 ⇒ (11) + 6 = 17
Ishia Init: 1d20 + 2 ⇒ (15) + 2 = 17
Petra Init: 1d20 + 3 ⇒ (6) + 3 = 9
Say'riInit: 1d20 + 4 ⇒ (7) + 4 = 11
Ibrahim Init: 1d20 + 3 ⇒ (3) + 3 = 6
Say'ri Al Bashere
|
This post comes up on Say'ri Init go :)
"This way, quickly!" Say'ri, well aware of the unnaturalness around them runs as fast as she can for the eastern doors. Say'ri ALWAYS follows the plan - and therefore goes right!
| GM Bauers |
So it's a surprise round, so I'll assume you move south, Mirri (as any of the other directions you'd only be able to move up to the door and not open it). When you guys get a chance, read the haunt rules I linked in my last post. Basically, you have to both notice the haunt and beat initiative 10 to act in the surprise round and have a chance to destroy it before it manifests.
Mirri gives a quick warning to the others and slinks back through the gate, vanishing in the shadows. The others don't sense the danger before it is too late.
The sound of an angry mob can be heard outside the walls. A woman’s voice cries out in Ancient Osiriani, Hold the gates! Don’t let them inside the compound! Powerful blows shake and rattle the gates.
Petra WS: 1d20 + 8 ⇒ (7) + 8 = 15
Say'ri WS: 1d20 + 2 ⇒ (5) + 2 = 7
Ibrahim WS: 1d20 + 0 ⇒ (1) + 0 = 1
Ishia WS: 1d20 + 2 ⇒ (18) + 2 = 20
Fear duration: 1d4 ⇒ 2
Petra and Ishia hold their ground, suppressing their fear (shaken for one round)
Say'ri and Ibrahim, aware their swords are useless against a spiritual manifestation, experience a profound terror! Frightened for two rounds
| Ishia of the Sands |
Ishia jumps at the sound of the rattling of the gates and the call in Ancient Osirion--at first she fears that it is the undead--but then she realizes that is unlikely. This is no zombie horde pounding at the door. And Ishia is not afraid of any phantasm.
"It is only an illusion!" calls out Ishia, but she realizes this will be unlikely to stop the others from fleeing. Gritting her teeth, she steels herself against the terror and points her finger in the direction of the door. A bolt of white energy bursts forth from her hand, firing in towards the rattling gate.
Disrupt Undead: 1d6 ⇒ 3
Knowledge: Religion: 1d20 + 10 ⇒ (2) + 10 = 12
The rules are ambiguous as to whether disrupt would work, but it's worth a shot
| GM Bauers |
Ishia, I would rule that Disrupt Undead would work. You would need to make a touch attack with your shaken penalty, but it won't matter for now as this haunt has already triggered (and doesn't do anything else). But it's good to know for future reference in case you encounter more haunts (mua ha ha!).
Ibrahim and Say'ri, since the source of your fear is an (imaginary) mob that is approaching from beyond the gates toward the estate, I'd think you would have to flee as best as you can away from the direction of the gates (instead of running through them towards the desert, which would actually be moving toward the 'danger'). You do get to choose your path, so the "always right" path is fine. Say'ri beat Ibrahim on initiative, so she'll move up and open the door. He'll double move through it on his turn.
Mirri, since you moved away during the surprise round (and off the map) I double moved you back towards the party for your initiative.
Petra fires a blast of positive energy at the broken gates as Ibrahim and Say'ri flee into the outer courtyard of the estate. Mirri returns, concerned about her allies.
Ibrahim, in his flight, nearly collides into an enormous snake, resting in the shade of a stone table. It rises up and hisses at him, angry at the disturbance. Despite this immediate threat, Ibrahim is still more concerned about the approaching ghostly mob.
A spacious yard fills the compound east of the house. To the east, several small stone outbuildings have been built right into the compound’s outer wall. A well stands between two of these outbuildings, opposite a stone table and benches that sit in the shadow of the house. To the west, two sets of steps, both flanked by columns, lead up to doors into the main house. To the northwest, an open doorway leads into an extension of the house, next to a small structure with a domed roof.
A large snake lies coiled up in the shade of the stone table.
This snake is venomous!
Above spoiler, plus: this snake can move through different terrains (climb speed 20ft and swim speed 20 ft).
Snake init: 1d20 + 6 ⇒ (9) + 6 = 15
Combat: Round 2
Petra (round 1 action, shaken until your turn is done), Ishia, Mirri
Snake
Party
(Ibrahim and Say'ri are still frightened for this round)
AC 15, touch 12, FF 13, CMD 14 (can't be tripped), HP:
| Mirri Massadeq |
@GM: Totally fine to move Mirri back inside. I didn't get that haunt was coming from outside the estate. She would have moved immediately in the courtyard to get away from the haunt and hide. So...all good!
Hey! Wait! Running all scared won't help! Mirri's plea to Ibrahim and Say'ri fell on effectively deaf ears. Uncertain where the door Say'ri opened would lead, Mirri kept to the shadows and slunk in, keeping herself hidden behind the nearby stone steps to look into the room.
Double move in Stealth to current position on the map. I'm not adding the Dim-Dweller concealment bonus, figuring that an open courtyard in the daytime would not have much shadowy light. Add +2 to the check below if I'm wrong on that
Stealth Check 1d20 + 13 ⇒ (14) + 13 = 27
| Ishia of the Sands |
With the haunt inactive, Ishia follows after her fleeing companions. She thinks about shouting after them, but the fear they are feeling is likely magical in nature; her warnings would fall on deaf ears--and besides, she doesn't want to give away their location any further than it has been already. With a sigh, she follows after Say'ri and Ibrahim--the closed gate does not seem to impose any impediment to them--hopefully the courtyard is uninhabited.
Of course, it is not. Ishia stops in her tracks when she sees the snake, standing beside Mirri. She almost wishes it was an undead creature--she would know what to do about that, but she had never had much interest in the more natural creatures of the world.
Ishia double moves as well
| Petra Gritstone |
Petra has been silent much of the way out here, lost in her own thoughts of Thurzen and his possible proximity. She wonders if she will be truly able to face him, when the moment comes-- or will the fear that comes upon her in nightmares, strike also in the daylight?
When the haunt comes upon them, she is too startled to mount a proper defense to this echo of the dead-- only a small blurt of positive energy suffices. She snaps her head up to see the others disappearing through the doorway after Ibrahim. "What? What is ahead?"
The dwarf curses her short legs as she pounds along the sand after the others, spilling into the next room to see--
"Snake!"
(double move)
| GM Bauers |
The reptile slithers forth from its resting place, rising up and striking at Ibrahim, but it can't find a vital area on the swordsman. You dodged some pretty nasty Con poison there with your frightened save penalty!
Next up: Party (Ibrahim and Say'ri are still frightened and must flee from the gates, others are no longer shaken)
Bite: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 ⇒ 2
AC 15, touch 12, FF 13, CMD 14 (can't be tripped), HP:
| Ishia of the Sands |
Ishia sees the snake attempt to bite Ibrahim and summons up a dart of acid to fire at the serpent--but does not strike until after he is clear of her shot.
Acid Dart, Ranged Touch: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Ishia waits for Ibrahim to move out of melee range of the snake, then fires her acid dart at it
| Mirri Massadeq |
Hidden behind the stairs, Mirri watched in shock as Ibrahim raced by the snake, narrowly avoiding the creature's fangs. She could not fathom how both he and Say'ri could be so out of their mind. Still, the best way to deal with the situation now was to kill the snake and see if they would come to their senses.
The halfling thoughts were otherwise much as Ishia's; waiting for the moment Ibrahim ran past and was out of the way, Mirri jumped out of hiding while sending a sling bullet racing towards the snake's head.
Move action to draw sling, standard action sneak attack
Sneak Attack vs FF AC 1d20 + 5 ⇒ (15) + 5 = 20
Damage, if hits 1d6 + 1 ⇒ (6) + 1 = 7
Mirri shot struck the snake just at the back of beast's head, a cracking vertebra audible even to where Petra stood.
| GM Bauers |
Ibrahim and Say'ri continue their flight (double move for both--Ibrahim still has 25 ft of movement left but I need to finish that when I get home so I can reveal the new rooms), giving Mirri a good enough distraction to snipe the snake. Between that and the ball of acid that Ishia lobs onto its head, the snake looks like it has seen better days.
Up: Petra
| GM Bauers |
Ok, updating Ibrahim's Leeroy Jenkins reveals
Ibrahim and Say'ri, fleeing from some unseen danger, don't feel their terror abate as they catch a glimpse of a horse-sized two headed dog in the eastern building. Rusted metal hinges in the doorframe indicate that wooden doors once hung there.
Ibrahim moves past one room (marked on map with a triangle symbol) and into another, the farthest point he can make it from the haunted gates. Three skeletal corpses, long left here to rot, rise at the swordsman's approach, reaching toward him with their claws.
This magical beast, known as a death dog, can transmit disease with its bite.
The death dog understands (but can't speak) Goblin.
Yep, they're skeletons. Bludgeoning will do the trick. They are unarmed and unarmored.
This small, one-room structure is devoid of features, save the ruined remains of furniture that have all but disintegrated with the passage of time.
The room is empty except for debris, refuse, and windblown sand.
This small room is empty save for dust, debris, and empty shelves built into the walls.
Asp: -10 HP
So after Petra's turn there will be 4 more combatants entering into the fray.
Death dog Init: 1d20 + 2 ⇒ (16) + 2 = 18
Red Skeleton init: 1d20 + 6 ⇒ (9) + 6 = 15
Blue Skeleton init: 1d20 + 6 ⇒ (12) + 6 = 18
Green Skeleton init: 1d20 + 6 ⇒ (3) + 6 = 9
Init order:
Blue Skeleton
Death Dog
Mirri, Ishia
Asp
Red Skeleton
Say'ri
Green Skeleton
Petra, Ibrahim
| Petra Gritstone |
Petra looks worried as she runs along. "I have a scroll to calm one of them, but--" stomp stomp, "--they are running too fast for me to catch up to them and cast it!"
She looses an arrow at the asp.
PBS, arrow: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
(Don't think I have line of sight to the undead, but:)
Petra yelps. "--dog! With two-- heads?"
| GM Bauers |
Petra's arrow flies wide, but the snake seems to recoil from both it and the "dog".
It is with good reason, as the beast charges the snake, both maws barking and biting ferociously.
Meanwhile, one of the corpses slashes Ibrahim in a weak spot in his armor as he tries to calm himself down from the unholy fear.
Blue Skelly --> 7 damage on Ibrahim
Next up: Mirri, Ishia
Asp
Red Skeleton
Say'ri
Green Skeleton
Petra, Ibrahim
Snake: AC 15, touch 12, FF 13, CMD 14 (can't be tripped), HP: -10,being attacked by a two-headed dog
Death dog: AC 13, touch 11, FF 11, CMD 17 (21 vs trip), HP:
Skeletons: AC 14, touch 12, FF 12, CMD 14, HP: 4, DR Bludgeoning/5
Blue claw 1 on Ibrahim: 1d20 + 2 ⇒ (13) + 2 = 15
claw 1 damage: 1d4 + 2 ⇒ (3) + 2 = 5
Blue claw 2 on Ibrahim: 1d20 + 2 ⇒ (20) + 2 = 22
claw 2 damage: 1d4 + 2 ⇒ (2) + 2 = 4
Blue claw 2 on Ibrahim confirm: 1d20 + 2 ⇒ (16) + 2 = 18
claw 2 damage extra damage: 1d4 + 2 ⇒ (1) + 2 = 3
1 Petra, 2 asp: 1d2 ⇒ 2
death dog bite snake: 1d20 + 4 ⇒ (6) + 4 = 10
death dog damage: 1d8 + 1 ⇒ (5) + 1 = 6
| Ishia of the Sands |
Knowledge: Arcana: 1d20 + 9 ⇒ (9) + 9 = 18
"A death dog. Be wary, its bite is pestilent--you wouldn't happen to speak goblin, would you?" says Ishia as the two headed dog approaches. "I suppose if we run into every creature inhabiting this place all at once, it will make this excursion shorter."
"Keep the creature distracted. I have a plan."
Ishia closes her eyes and begins to chant, raising up her arms as arcane energy flows through her body.
Ishia begins to cast Summon Monster I
| GM Bauers |
Hmm....not sure what Mirri would do here. @GM: She can't see what's going on with Ibrahim, right?
You can't see the skeletons from your current position, but you can definitely tell that he is being attacked by something.
| Mirri Massadeq |
Her cover now blown, Mirri darts forward, wanting to help Ibrahim and Say'ri. But she skids to a halt after a few steps, realizing that the snake and dog still loom large in front of her.
Just moving to current position on map. I'm hoping the dog will kill the snake and then Petra, Mirri and Ishia can focus on the dog.
| GM Bauers |
The asp, not wanting to be dinner, slithers away from the dog-thing and up the walls of the house to the roof, moving out of sight. Both heads of the death dog snap to the side, eying Ishia when she speaks a tongue they understand.
In the small dwelling up north another corpse shambles forward, scratching Ibrahim on his sword arm.
3 more damage, 10 total to Ibrahim.
Next up: Say'ri
Green Skeleton
Petra, Ibrahim
Red claw on Ibrahim: 1d20 + 2 ⇒ (16) + 2 = 18
claw damage: 1d4 + 2 ⇒ (1) + 2 = 3
Death dog: AC 13, touch 11, FF 11, CMD 17 (21 vs trip), HP:
Skeletons: AC 14, touch 12, FF 12, CMD 14, HP: 4, DR Bludgeoning/5
Say'ri Al Bashere
|
Say'ri curses fluently under her breath, ruthlessly quashing the fear that had sprung up inside as she hears Ibrahim yelling in pain. Following the greatest need she hurries up behind Ibrahim and strikes over his shoulder at one of the skeletons flailing at him.
Attack on Red: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
"Fall back Ibrahim, I can deal with these!