Malavine |
Tought little critter, isn't it? Malavine drew another Starknife - thankfully she carried a lot of the things - and hurled it again.
To Hit: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Destruction: 1d6 ⇒ 3
rando1000 |
Malavine's starknife slices into the sand creature, and it finally drops into a pile of inanimate sand. Our heroes look on for a few seconds waiting for a revival, but it seems to be truly dead. The stairs down are unobstructed.
The Gnome |
"Marvelous, truly marvelous..."
Hickle approaches the remains, before clapping his hands over his person in search of something. He eventually pulls out a container, and scoops portions of the sand inside while examining the rest of it. Was there some animating force inside? Did it truly exist as spontaneous living sand? He even investigates the tunnels somewhat, he just had to know!
Kephry |
As the creature drops, Kephr's increased prowess obviously dropping as she rests on her weapon.
Marvelous is one word for it, I guess, the cat says as she catches her breath, deadly is the word I'd use. Could really take a hit too.
Zelda Marie Lupescu |
Ouch, that's a lot of damage... OUCH wait...
Zelda casts a spell and heals herself
Healing: 1d8 + 1 ⇒ (7) + 1 = 8
rando1000 |
Malavine notices nothing odd about the door.
1d20 + 2 ⇒ (9) + 2 = 11
Nor does Hickle.
Entering the room (seem map link in Campaign Info), you see a tapestry hangs from a frame against the south wall of this large chamber. It depicts an otherworldly vista where the souls of the dead, shepherded by strange beings, enter an ethereal river ambling through space toward a landscape dominated by an impossibly tall spire. Columns sculpted in the shape of Osirian warriors wielding khopeshes stand in all four corners of
the room. The floor is tiled in a white spiral pattern on a black background, and this spiral pattern is repeated on the stone double doors to the north, east, and west.
To speed things up a bit, you find nothing of interest in this room, aside from, potentially, the tapestry, which you may take if you wish for similar profit to the last one.
Malavine |
Malavine looked over at the others. "So," she asked cheerfully, "Does anyone feel like carrying the tapestry out? I'll need a little magical help before I can start doing stuff like that."
Zelda Marie Lupescu |
"That damn river..." Zelda says under her breath, then normal volume, "What? Oh, not sure I want to carry that one myself... It kinda creeps me out."
The Gnome |
Hickle observes the tapestry for a moment, intrigued, but finds his attention more drawn to the carved columns instead. "Marvelous! I really do wish I could've met the architects of this tomb. The time, effort, and love they put into their work... Truly, this was a great hero to their people."
Malavine looked over at the others. "So," she asked cheerfully, "Does anyone feel like carrying the tapestry out? I'll need a little magical help before I can start doing stuff like that."
Shmick tilts his head to observe the work of art, "Ꭵf ᏆhᎬ bᎥᎾᏞᎾᎶᎥᏟᎪᏞs ᎳᎾuᏞᎠ fᎥᏁᎠ ᏆhᎬ ᏢᏒᎥᏟᎬ ᎥᏆ ᎳᎾuᏞᎠ fᎬᏆᏟh ᏆᎾ ᏆhᎬᎥᏒ ᏞᎥᏦᎥᏁᎶ, ᏆhᎬᏁ Ꭵ'ᏞᏞ ᏒᎬmᎾᏉᎬ ᎥᏆ. Ꭵ ᎳᎾuᏞᎠ ᎪᏞsᎾ ᎪᏢᏒᎥᏟᎪᏆᎬ hᎪᏉᎥᏁᎶ sᎾmᎬ Ꮎf mᎽ ᎾᎳᏁ ᏟᎾᎥᏁ ᏆᎾ sᏢᎬᏁᎠ fᎾᏒ ᎾᏁᏟᎬ."
Kephry |
I can try to help pull it down as well, Kephry adds to Shmick's offer, already looking for the best way to carefully take it down, something this pretty shouldn't be stuck down in a tomb for all time.
rando1000 |
Getting the tapestry down is no problem. It's a little cumbersome to carry, but ideally you won't be down here much longer and will be able to unload this stuff soon. This guy can't have been able to afford to build too much more of this.
You now have exits to the west and to the north to choose from.
The Gnome |
West Door: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
North Door: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Hicklespurn takes a couple minutes to examine the doors, tracing the seems and searching for any hidden triggers or switches. He even goes so far as to press his ear against the door, listening to the other side. He doesn't want a repeat of his earlier carelessness.
Payn, the Bloodthief |
Payn nods at Malavine. "Gratitude for the healing. It is small and fleeting, but so is all life, so do not worry about," she says in her small, monotone voice.
"You are good at war," she adds.
That done, she goes over to the West door and opens it, satisfied that Hicklespurn has made it safe to open.
The Gnome |
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Hickle turns around to address the group at the same time that Payn aproachs it, missing her completely. "The doors seem to be untrapped, but I heard some sort of scratching noice from behind the-"
The young girl opening the door interrupted his thoughts, and he slowly turned to watch with a dull expression. "West door."
"Ꭵf Ꭵ Ꭺm ᏆuᏒᏁᎬᎠ ᎥᏁᏆᎾ sᏟᏒᎪᏢ bᎬᏟᎪusᎬ Ꮎf ᏆhᎥs fᎥᎶhᏆ, ᏞᎬᏆ ᏆhᎬ ᏒᎬᏟᎾᏒᎠ shᎾᎳ ᏆhᎪᏆ shᎬ ᎳᎪs ᏒᎬsᏢᎾᏁsᎥbᏞᎬ." The construct says, while readying his crossbow arm at the door.
rando1000 |
Behind the doors is a smallish room that seems partly unfinished. A set of narrow stairs leads downward. At the top of the steps, reflected in the part's light source, stand two very large beetles (as in large for beetles; size small, not size large).
A new map is in the "current map" link at the top of the page. I'll be adjusting initiatives shortly.
Current Initiative:
Initiative:
Zelda: 1d20 + 0 ⇒ (12) + 0 = 12
Payn: 1d20 + 4 ⇒ (12) + 4 = 16
Kephry: 1d20 + 1 ⇒ (6) + 1 = 7
Miner Beetles: 1d20 + 6 ⇒ (18) + 6 = 24
Malavine: 1d20 + 2 ⇒ (18) + 2 = 20
Hickle: 1d20 + 2 ⇒ (4) + 2 = 6
rando1000 |
Faster than anyone can react, the beetles charge the door, attacking Payn and Hickle as they stand there.
On Payn:
1d20 + 4 ⇒ (5) + 4 = 9
1d4 + 2 ⇒ (3) + 2 = 5
On Hickle:
1d20 + 4 ⇒ (16) + 4 = 20
1d4 + 2 ⇒ (1) + 2 = 3
A clean miss on Payn, but one gouges into Hickle pretty good.
Malavine's first, but essentially the party can post now and we'll assume the actions happen in initiative order unless there's a conflict.
Zelda Marie Lupescu |
Zelda charges the nearest beetle then bites it!
Bite: 1d20 ⇒ 8
Bite Damage: 1d6 ⇒ 5
Malavine |
"This raises disturbing and curious questions about how the eco-system works down here," Malavine commented as she drew a Starknife. "I mean, what are they eating to get so big, and where do they find it?"
To Hit: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Destruction: 1d6 ⇒ 3
The Gnome |
"Agh, escaping! I'm not cut out for the up close in personal-!" He shouts, as he withdraws from the beetle. "We'll have to talk bout that in more depth later, once we're not being threatened by mandibles."
Shmick's posture straightens when he sees his master injured, and he approaches closer with determination before firing.
1d20 + 6 ⇒ (12) + 6 = 18
1d8 ⇒ 7
Payn, the Bloodthief |
Payn turns languorously to the left and the insect overcompensates, missing by a wide margin. "You have fallen into our trap," she calmly taunts the un-grasping bug. "Your inability to grasp the sublime is, itself, sublime."
Payn twists away and retreats behind the gnome.
Withdraw action.
Kephry |
Kephry runs up next to the beetle that attacked Hickle, trying to distract it from its current prey and have it focus on her instead.
Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d10 + 7 ⇒ (6) + 7 = 13
Malavine |
"We're doing traps now?" Looking slightly confused, and wincing as poor Kephry got hit again, Malavine stepped up behind the Catfolk and laid a hand on her shoulder.
Life Sphere: 2d8 + 1 ⇒ (1, 2) + 1 = 4
Zelda Marie Lupescu |
Zelda does a full attack on the nearest beetle (probably same one?)
Bite Attack: 1d20 ⇒ 20
Bite Damage: 1d6 ⇒ 4
Claw #1 Attack: 1d20 ⇒ 20
Claw #1 Damage: 1d4 ⇒ 2
Claw #2 Attack: 1d20 ⇒ 14
Claw #2 Damage: 1d4 ⇒ 2
Bite Critical Confirm: 1d20 ⇒ 11
Bite Critical Damage: 1d6 ⇒ 3
Claw #1 Critical Confirm: 1d20 ⇒ 17
Claw #1 Critical Damage: 1d4 ⇒ 4
Daaaamn
The Gnome |
While Hickle tries to get his bearings, and fishes for his own weapon, Shmick tries to continue his assault.
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Kephry |
Kephry nods a quick thank you to Malavine before striking out at the beetle again, hoping to return the ire it so graciously gave her.
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d10 + 7 ⇒ (5) + 7 = 12
rando1000 |
With a powerful blow, Kephry puts the second mining beetle to its final rest.
This area appears to be an unfinished wing of the tomb. There are stairs leading down, but they lead only to a solid rock wall. After searching diligently, the heroes find no other exit from this room.
That leaves only the north-facing doors, or backtracking.
Malavine |
"That's...odd. Did they run out of money, or is something hidden behind that wall?" Malavine tapped on the wall, looking for any clues.
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
The Gnome |
"Hmmm... Curious."
Hickle, not feeling pressed for time, takes a few minutes to examine the area.
Take 20
rando1000 |
On a side note, you do find where the mining beetles entered the room. There is a two-foot wide ovular tunnel at the base of the steps, leading downward and away from the tomb. So I guess there is that option as well, if anyone wants to crawl through bug tunnels.
Malavine |
"I don't think they'll have much worth taking," Malavine murmured dryly as her odd eyes focused on the tunnel. "Let's head for that North door instead, for now." She headed back to the nearest set of North facing doors and, assuming no traps or monsters, headed through.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Payn, the Bloodthief |
Payn sends a few frost bolts down the bug holes, hoping she'd get lucky. After a few tosses and not hearing any bug screams of anguish she gives up and heads over to the northern door, waiting for someone to unlock it.
rando1000 |
Payn sends a few frost bolts down the bug holes, hoping she'd get lucky. After a few tosses and not hearing any bug screams of anguish she gives up and heads over to the northern door, waiting for someone to unlock it.
Evidently, there are no more bugs anywhere near the tunnel entrances. Payn joins Malavine at the northern doors.
Zelda Marie Lupescu |
Also goes to the northern doors.
The Gnome |
Hickle stands by patiently while he let's the oracle try her hand, though ultimately failing. "Very good attempt, but you were using the hook when should've went for the pick. Here, let me give this a shot, yes? Hickle my boy, please be at the ready."
"ᎽᎾu ᏒᎬᎪᏞᏞᎽ sᎾ ᎥᏁᏟᎾmᏢᎬᏆᎬᏁᏆ ᎪᏆ ᏆhᎥs ᏆhᎪᏆ ᎽᎾu ᏒᎬquᎥᏒᎬ mᎽ hᎬᏞᏢ ᏆhᎬᏁ? Ꭵ shᎾuᏞᎠ hᎪᏉᎬ ᎬxᏢᎬᏟᏆᎬᎠ suᏟh." The construct replies, though complying and kneeling nearby to lend aid.
Disable Device: 1d20 + 8 ⇒ (7) + 8 = 15
DD, Aid Another: 1d20 + 7 ⇒ (2) + 7 = 9
Kephry |
Kephry giggles quietly at the attempts of the lady, gnome, and machine at unlocking the door, but doesn't offer any assistance of her own considering her somewhat limited skill set.
rando1000 |
EVENTUALLY, the two manage to get the door open. A set of stairs leads down to another set of double doors. Hickle believes this to be a positive sign the heroes are nearing the burial chamber. A second set of stairs leads to more double doors, marked with symbols that indicate this may be the final resting place of Akhentepi.
Hickle Perception on the doors:
1d20 + 8 ⇒ (18) + 8 = 26
Hickle is fairly certain there are no traps on this door. Opening the final doors, the party sees before them a large octagonal room (map in campaign info updated).
The center of this large room is a raised square platform a few inches above the floor, with a stone pillar at each corner.A sarcophagus covered in gold leaf rests on the platform, flanked by two statues of humanoid beings with canine heads, each of which holds an ankh in one of its crossed arms. The casket’s cover is carved the likeness of an adult man with his arms crossed over his chest, and covered in thick coat of dust. Stone double doors exit the room to the north and south (the one you just came in from).
Malavine |
"So not the final tomb, but one guarding the way to the rest of the place." Malavine glanced at the statues, and began to detect magic. Somehow she felt like something would be coming to life and attacking, and she didn't really want to be in the line of fire when it did happen.