The Way to a Dusty Death
(Inactive)
Game Master
Chainmail
The Half-Dead City
(1 of 6): In Wati, the half city, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city’s vast necropolis in search of the nation’s lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a rival adventuring group intent on keeping one tomb’s treasures for themselves. At the same time, the heroes learn that a potent artifact, potentially capable of animating the dead, has been stolen from the tomb. Can the adventurers defeat their rivals, or will they join the undead defenders of the city’s necropolis?
current map
1st floor map
N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50
Sunjeet burns luck as the creatures swarm over him, but is still nauseated but the bugs staggering out of their range.
Fort: 1d20 + 3 ⇒ (13) + 3 = 16
Will: 1d20 + 3 ⇒ (3) + 3 = 6
Male Human Ranger (Divine Tracker/Trapper) 4
Asaran lights one of his torches, Maybe the fire will help... I can't do much else.
The bugs follow Iskender, biting 1d6 ⇒ 2
Same FORT DCS
Party up
N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50
With the nausea fading, Sunjeet steps up and throws an alchemist fire at the swarm, hoping to burn it away.
Fire Touch Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Fire: 1d6 + 2 ⇒ (4) + 2 = 6 +2 for luck
Male Elf
Fort: 1d20 + 2 ⇒ (8) + 2 = 10 Fail
Fort: 1d20 + 2 ⇒ (14) + 2 = 16 Success
Ok, so I'm nauseated, but not more diseased.
I will move to Sunjeet and hand him another alchemist fire.
Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30) Wand CLW 30/50, Channels 7/7, fire bolts 6/6
Sunjeet remember that area effects on swarms do 1.5 damage
Dusty Fireseeker wrote: Sunjeet remember that area effects on swarms do 1.5 damage It should be 8 or 9 points depending on whether the luck is also 1.5
Male Elf
Any straight up add should get the bonus right? So it would be 8*1.5=12?
N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50
Iskender wrote: Any straight up add should get the bonus right? So it would be 8*1.5=12? +2 already added, so it would be 9
Male Human Ranger (Divine Tracker/Trapper) 4
Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30) Wand CLW 30/50, Channels 7/7, fire bolts 6/6
Sunjeet douses the swarm in flame, and many fall away. Iskender is caught with a splash (1hp fire). The bugs keep harrying Iskender.
biting for: 1d6 ⇒ 3
Same DCs
Party up
N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50
Sunjeet throws the second alchemist's fire, his luck still holding.
Touch Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 (x1.5 = 9 points of fire damage)
Fort: 1d20 + 2 ⇒ (6) + 2 = 8 Fail
Fort: 1d20 + 2 ⇒ (14) + 2 = 16 Success
Ok, so I'm nauseated, but not more diseased.
I will move to Sunjeet and hand him another alchemist fire.
Male Elf
Ok, looks like it's working for me again! And it kept those same rolls.
Male Human Ranger (Divine Tracker/Trapper) 4
Asaran steps forward, waving the torch in a wide arc and trying to burn some of the tiny creatures...
Asaran torch: 1d20 ⇒ 1
Asaran misses with the torch, and the bug swarm moves over Iskender again.
damage: 1d6 ⇒ 5 + splash
The swarm is barely hanging together.
Party up
Male Human Ranger (Divine Tracker/Trapper) 4
Sorry, didn't roll because I wasn't sure there was a mechanical effect.
Male Elf
Fort: 1d20 + 2 ⇒ (1) + 2 = 3 fail
Fort: 1d20 + 2 ⇒ (9) + 2 = 11 fail
Ok, so I'm nauseated, and more diseased.
I will move out of the swarm
Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30) Wand CLW 30/50, Channels 7/7, fire bolts 6/6
Dusty pulls out her wand of cure light, and denying her dislike of bugs, drops a cure light on Iskender.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30) Wand CLW 30/50, Channels 7/7, fire bolts 6/6
under average, but an improvement
Male Elf
N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50
Sunjeet again throws fire at the swarm... Die you damned bugs!
Touch: 1d20 + 2 ⇒ (19) + 2 = 21
Fire: 1d6 ⇒ 5
Luck is no longer running.
And the swarm is dispersed with another dousing of fire!!
Combat Over
per: 4d20 ⇒ (4, 3, 3, 20) = 30
Searching in the granary the swarm came from you find an adamantine heavy flail
Male Elf
I'm probably pretty diseased!
Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30) Wand CLW 30/50, Channels 7/7, fire bolts 6/6
Dusty does some healing, first on Iskander
CLW from wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW from wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW from wand: 1d8 + 1 ⇒ (3) + 1 = 4
assuming that everyones hp are as displayed. If not please let me know
Male Elf
"Thank you! I tanked that one pretty well!"
Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30) Wand CLW 30/50, Channels 7/7, fire bolts 6/6
that you did. Let me check for other problems. These vermin often are poisonous or disease ridden
heal check on Iskander: 1d20 + 8 ⇒ (19) + 8 = 27
wow, a 19!
Iskender is diseased, and he is treated as best as Dusty can.
Remember to add to save later
You consider exploring the rest of the outbuildings, or going directly inside after healing as best you can.
Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30) Wand CLW 30/50, Channels 7/7, fire bolts 6/6
Dusty looks at the others
Anyone need any healing before we go on?
Male Human Ranger (Divine Tracker/Trapper) 4
Asaran hefts the flail, "A very fine weapon, that," he says, then turns toward Dusty, "Was bitten by the cursed scarabs. Not as badly as the others, mind."
Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30) Wand CLW 30/50, Channels 7/7, fire bolts 6/6
Dusty gives Asaran a quick check
You look OK. So should we head inside, or keep checking the out buildings?
Male Human Ranger (Divine Tracker/Trapper) 4
Took 4 that weren't healed unless I missed a post.
You check out the pantry, the last building, which also has a door to the house itself.
This small room is empty save for dust, debris, and empty
shelves built into the walls.
GM roll: 1d20 + 10 ⇒ (1) + 10 = 11
Asaran: 1d20 ⇒ 5
As you move in, Asaran notices a cave, creature trying to jump on them from above.
Iskender1d20 + 2 ⇒ (9) + 2 = 11
Sunjeet1d20 + 2 ⇒ (1) + 2 = 3
Asaran1d20 + 2 ⇒ (7) + 2 = 9
Dusty1d20 + 0 ⇒ (19) + 0 = 19
Enemy 11d20 + 2 ⇒ (9) + 2 = 11
Before he can call out, the creature and Asaran lock eyes, and the creature leaps on him.
claw/claw/bite: 1d20 + 3 ⇒ (18) + 3 = 211d20 + 3 ⇒ (12) + 3 = 151d20 + 3 ⇒ (1) + 3 = 4
A claw and bite rend him. damage: 1d6 + 2d3 + 3 ⇒ (1) + (3, 3) + 3 = 10
The group jumps into action.
PARTY UP
Male Human Ranger (Divine Tracker/Trapper) 4
Any idea what it is that's trying to eat me with (Dungeoneering and Nature +5, Religion +2 (+2 FE for undead)
Knowledge: 1d20 ⇒ 5 Guess not.
Asaran shakes himself from trying to figure out what the beast is, Dangerous... that's what..., and quickly draws his Falcata, hoping he can kill it before it kills him.
Falcata: 1d20 + 6 ⇒ (15) + 6 = 21 for 1d8 + 3 ⇒ (3) + 3 = 6
Status: 6/20hp
Male Elf
I'll hit it with an acid dart:
Touch AC: 1d20 + 3 ⇒ (14) + 3 = 17
DMG: 1d6 + 1 ⇒ (1) + 1 = 2
"That's my last one of those!"
Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30) Wand CLW 30/50, Channels 7/7, fire bolts 6/6
Dusty draws her scimitar and attacks
scimitar: 1d20 + 3 ⇒ (16) + 3 = 19
wow. That dice roll was actually not bad. Oh, I'm on a phone atbyge moment, could someone move me, please
damage: 1d6 + 1 ⇒ (6) + 1 = 7
N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50
Sunjeet burns luck and steps to attack the creature.
Scorpion Whip w/Luck: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Sorry for the mine fog
The coordinated attacks bring the creature down!!! An exhaustive search yields no treasure. ;-(
The way through the side door is uncovered and you enter the house proper!!
Two stone tables sit against the western wall of this room,
while a third occupies the southeastern corner. A small, square
wooden butcher’s block stands in the northeast corner, now
almost collapsing under its own weight. A stone oven sits in the
middle of the north wall. A humanoid skeleton lies beneath the
northwestern table, surrounded by smashed crockery. A door to
the east and an open doorway to the south exit the room.
The skeleton does not arise, and Dusty assures you it is inanimate and not danger as you enter.
Map is revealed
Doorways, openings with no door, lead south and west.
N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50
Sunjeet takes a quick look around before proceeding through the room.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Male Human Ranger (Divine Tracker/Trapper) 4
Asaran asks, "Any healing magic left? I'm feeling a bit shaky."
Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30) Wand CLW 30/50, Channels 7/7, fire bolts 6/6
Asaran, could you update your stat bar (vitals tab). It makes it easier to work out how much to heal you without having to go back through posts
CLW on Asaran: 1d8 + 1 ⇒ (7) + 1 = 8
Sorting out healing you notice the house has a large central courtyard. You can go south or west. Or move southwest into the open courtyard.
Moving west you stumble upon a dining room where 6 floating heads sit about the place settings. They seem to be surprised you have made it through the side door.
Dusty has no idea what they are, but they seem like undead heads.
rel: 1d20 ⇒ 5
ORDER
Party
Heads
Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30) Wand CLW 30/50, Channels 7/7, fire bolts 6/6
Dusty moves forward, drawing the wand of cure light as she goes, striking the nearest...er...head.
wand of CLW: 1d20 + 1 ⇒ (11) + 1 = 12 touch attack
damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10 DC 11 will save for half
Male Human Ranger (Divine Tracker/Trapper) 4
Apologies. did not get the update notification.
Asaran asks, "Is there a special way to kill these things?", as he rushes forward, Falcata in hand, slashing at the nearest one.
Falcata: 1d20 + 6 ⇒ (9) + 6 = 15 for 1d8 + 3 ⇒ (6) + 3 = 9
Dusty misses the small heads, but a falcata shatters one into pieces.
Sunjeet
Iskender
N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50
Luck flowing, Sunjeet lashes at one of the heads with his whip.
Scorpion Whip w/Luck: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Male Elf
Iskender casts disrupt undead, preferably at an injured creature.
Touch AC: 1d20 + 3 ⇒ (7) + 3 = 10
DMG: 1d6 ⇒ 5
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