GM JaceDK |
Big wheels keep on turning
Scorpion Stealth: 1d20 + 8 ⇒ (4) + 8 = 12
Indus Perception: 1d20 + 5 - 5 - 8 ⇒ (1) + 5 - 5 - 8 = -7
Dorio Perception: 1d20 + 4 - 5 - 6 ⇒ (10) + 4 - 5 - 6 = 3
Sobekhotep Perception: 1d20 + 10 - 5 - 8 ⇒ (13) + 10 - 5 - 8 = 10
Seben-en-Ra Perception: 1d20 + 7 - 5 - 6 ⇒ (13) + 7 - 5 - 6 = 9
Lueck Perception: 1d20 + 3 - 5 - 8 ⇒ (8) + 3 - 5 - 8 = -2
Neith Perception: 1d20 + 9 - 5 - 8 ⇒ (2) + 9 - 5 - 8 = -2
Sacred Ibis Perception: 1d20 + 5 - 6 ⇒ (4) + 5 - 6 = 3
Scorpion Pounce attack vs Seben (1) or Diorio (2): 1d2 ⇒ 2
Attack - Claw #1: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 miss
Damage - Claw #1: 1d3 ⇒ 3 N/A
Attack - Claw #2: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13 hits
Damage - Claw #2: 1d3 ⇒ 3 applies
Attack - Stinger: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13 hits
Damage - Stinger: 1d3 ⇒ 3 + poison Fort DC 13 applies
Initiative:
Indus Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Dorio Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Sobekhotep Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Seben-en-Ra Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Lueck Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Scorpion Initiative: 1d20 + 0 ⇒ (10) + 0 = 10
I’m going to assume that Lueck lends his mighty grippli strength to moving the wheel. So, on with the show!
While Seben and Diorio provide cover, Lueck, Indus and Sobekhotep position themselves around the large stone wheel and begin pushing.
At first, they struggle in vain against the weight of the massive stone circle. Then, slowly, the wheel begins to roll, revealing a doorway leading to a dark chamber.
No immediate threat emerges from the darkness. Only a faint gush of air that smells like decades of dust and stale decay.
Then…
Watch your back! – Surprise round
With all eyes concentrated on the stone wheel, no one sees the real threat coming from an unexpected angle. Not even the Sacred Ibis notices the lone pale scorpion the size of a small dog creeping through the cemetery towards the opened tomb.
In a blur of motion, the almost translucent scorpion rushes forwards, clawing and jabbing at Diorio. The agile swordsman is caught completely by surprise and fails to evade the sudden ambush. He feels searing pain as the stinger pumps deadly poison into his side and one of the claws tears at his left calf.
Diorio – you take 6 hp in damage and must roll a DC 13 Fort save vs poison
This is a Ghost Scorpion. So named for their eerie, translucent carapaces, ghost scorpions are nocturnal desert hunters. This one has likely been roused by the digging in the sand to clear the tomb doors.
They have darkvision and tremorsense and their poison deals strength damage.
Watch your back! – round 1
The scorpion attack causes a moment of total confusion in the crowded tomb. Lueck, Indus and Sobekhotep are all painfully aware that they need to maintain control of the stone wheel to avoid a serious mishap.
The three strongmen need to keep both hands on the wheel. If any one of you removes a hand or steps away, the other two will have to roll a reflex save to avoid damage as the wheel slams back into the original position. If you work together, you can either complete the push to open the doorway or roll the wheel back down as a full-round action.
Initiative order
> Sobekhotep, Seben-en-Ra
- Scorpion
- Indus, Diorio, Lueck
Sobekhotep and Seben-en-Ra to act. The campaign slide deck is updated with a combat map.
The Sacred Ibis |
“Squaaaak!”*
Here comes the guy I didn’t think to put a guidance on. Five-foot step NW to base the ghost scorpion.
The Sacred Ibis regally strides forward and tries to get all up in the scorpion's grill.
Attempted strike with bite using Piranha Strike: 1d20 + 2 + 4 + 2 - 1 ⇒ (3) + 2 + 4 + 2 - 1 = 10
Possible damage from bite with Piranha Strike: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Attempted strike with first talon with Piranha Strike and Multi-Attack Penalty:1d20 + 2 + 4 + 2 - 1 - 5 ⇒ (5) + 2 + 4 + 2 - 1 - 5 = 7
Possible damage from first talon with Piranha Strike: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Attempted strike with second talon with Piranha Strike and Multi-Attack Penalty:1d20 + 2 + 4 + 2 - 1 - 5 ⇒ (5) + 2 + 4 + 2 - 1 - 5 = 7
Possible damage from second talon with Piranha Strike: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
*That* is some quality wiffage...
GM JaceDK |
Well, that was quick...
Reacting as a deadly duo, Seben and her animal companion (or divine overseer, depending on your point of view) spring into action to dispatch the large scorpion.
Seben's arrow catches it in the eye and it collapses in the sand. Charge bonus to hit is so, so sweet if you want to poison a distracted swashbuckler. Charge penalties to AC, on the other hand...well, karma can be a real b*tch!
As the stone wheel slams aside to fully reveal the doorway, Diorio feels the room spin, dizzy from the physical injury and the poison in his bloodstream.
Combat over, but Diorio still needs to make a Fort Save
Seben-en-Ra |
What??? There were actual hits? I didn't anticipate that charge penalty.
Seben drops her bow in a panic, letting it clatter to the ground, rushing to Diorio's side.
Diorio should have a guidance from the casting before the attack. Perhaps he could use that for his save? Neutralize poison and lesser restoration are beyond Seben's abilities.
But, the following round, or if we've dropped out of combat, Seben will attempt a heal check to see if she can help with any save. Or perhaps aid a better healer.
Skill check for Heal: 1d20 + 7 ⇒ (18) + 7 = 25
"Diorio! Oh no, oh no, please be okay!"
Indus Ionaeus |
Assuming we are out of combat
With the stone rolled away and seeing Seben tending to Diorio's wounds, Indus starts lighting a torch. Once done he draws his barbed whip and keep watch at the entrance to the deeper tomb.
GM JaceDK |
I’ll keep us in initiative until the poison is resolved. Diorio still has his +1 bonus from guidance to spend on his first save. Seben’s heal check to treat poison is succesful, so that is a +4 bonus to the next check (which stacks with another guidance from someone other than Seben.
Sobekhotep of Tephu |
"Lady Selket, Goddess of scorpions and healing, it is not yet this one's time to be taken. Pleas grant him a speck of Your divine fortitude."
Have another Guidance.
Sobekhotep of Tephu |
Sobekhotep gives Diorio a puzzled look.
"Haven't you ever seen a scorpion before? I grant you, that one was particularly large, but it is still just a vermin."
GM JaceDK |
Fort save succesful - no further injury from the poison.
When Diorio does not suffer any debilitating effects from the scorpion sting, Indus proceeds through the doorway that was covered by the stone wheel.
The square room beyond is starkly devoid of any markings or adornment. In the center of the chamber’s floor, a 10 ft square shaft drops straight down into darkness. A faint musty odor rises from the pit.
A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft.
Indus Ionaeus |
"I've heard it's the small scorpions you should worry most about. The big ones don't need a potent venom to kill you..." Indus says trying to encourage Diorio.
Indus Ionaeus |
"Hey, it looks like someone's been here before us..."
Indus inspects the ground leading to the hole taking 20 and peers down into the hole if he doesn't discover anything of interest.
Am I right to assume that the rope has been there for a while - seeing as it is "dusty"?
GM JaceDK |
The shaft is an example of superior masonry, deliberatly constructed to be difficult to climb. Climb DC 25
The rope is thoroughly rotted and extends only 5 ft into the shaft before ending in a clean cut.
No other signs of recent activity. You are likely the first living creatures to enter this chamber in decades.
GM JaceDK |
The shaft extends deeper than the 40 ft of torchlight can illuminate.
Sobekhotep of Tephu |
Sobekhotep joins Indus at the edge, and peers downs.
I have an Ioun Torch, and Low Light Vision, so I can see twice as far... so 80'.
"Well, only one way to go. You aspire to be a Tomb RaiderArchaeologist, correct? Let's go take a look, Old Gods willing..."
So saying, Sobekhotep attaches his rope to his grappling hook, fixes the hook in place, and (assuming that it *isn't* ridiculously deep!) cautiously clambers down.
GM JaceDK |
With his enhanced vision, Sobekhotep can see that the shaft is about 60 ft deep and seems to winden into a larger chamber after about 50 ft.
The old rope crumbles at the slightest touch, but the piton is well preserved in the dry climate and firmly lodged in place, if you want to use that to anchor a rope.
You'll need to tie two ropes together to reach the bottom, and possibly knot them, if you want to lower the climb dc even further.
Indus Ionaeus |
"I have more rope," Indus says with a nod. "The walls look very smooth. Should we knot the rope to make the descent safer for everyone?"
Seeing that he can't see the bottom, Indus drops his lit torch into the hole - it would be hazardous to try to climb on a robe with it in hand anyway - before finding his own rope and tying it to Sobek's coil of rope.
Sobekhotep of Tephu |
Sobekhotep nods.
"Knotting it would probably be wise. Fortunately, we still have more than enough."
Since that would give us 80' of knotted rope.
Once the rope is securely fastened, he then heads down the shaft.
Keeping to 'standard operating protocol' regarding Perception :-)
Seben-en-Ra |
"Gads! I never saw it coming. I've been stabbed before, but never like that. What is that thing?"
"Diorio! I'm so sorry! It was all my fault. I was supposed to be guarding the rear! I mean I... I mean, I was so intent on what was in front of us, I just...didn't think. Thank goodness you're okay!"
She continues to obsess over the swashbuckler's injury.
Cast cure light wounds: 1d8 + 2 ⇒ (8) + 2 = 10
Sobekhotep gives Diorio a puzzled look.
"Haven't you ever seen a scorpion before? I grant you, that one was particularly large, but it is still just a vermin."
Seben looks surprised. She was half-certain it was some kind of vengeful spirit-bug from the afterlife. But then again, it did fall to an ordinary arrow...
She watches as the Sacred Ibis does his best imitation of a T-Rex, gripping the carapace of the scorpion in its beak, swinging it side to side. He smacks it against the outer tomb wall a couple times for good measure just to make sure its dead before flinging it into a pile of sand outside.
"Squak!"
I was thinking there is probably some cool move where we harvest its poison sac for use later, but I think it's beyond Seben's expertise.
[A Few Minutes later...]
Seben-en-Ra |
"Hey, it looks like someone's been here before us..."
.
With great apprehension, Seben inches her way through the open passageway and into the inner tomb, staring at the yawning pit before them.OOC: No newspapers, er, I mean hieroglyphs, on these walls, right?
". . . I'm guessing the same people who used a crowbar to muscle open the tomb doors before us."
"At this point, I'm not sure what to hope for. If they've already plundered the tomb and beat us by a century, that's bad. . ."
She shudders. "But if they failed. . . because the tomb was somehow defended. . . that's really bad."
"Hmm... Did anyone else bring rope? We will need to knot two lengths together to have a decent chance of reaching the bottom easily."
.
"I have one," says Seben. She unshoulders her pack and digs it out. She delivers it to Sobek.OOC: 50 feet of silk rope
GM JaceDK |
Harvesting poison is definitly an option, if you want. Full rules for that sort of thing available here
Anyone going down the rope, give me four seperate climb checks. Three at DC 0 for the first 50 ft, one at DC 5 for the last 10 ft.
Indus Ionaeus |
"Let me climb down first, Sobek. I would hate for something to happen to you down there."
Unless Sobek insists, Indus quickly descends the rope with experienced ease and takes up a watchful position at the bottom with torch in one hand and whip in the other.
Climb: 1d20 + 6 - 5 ⇒ (5) + 6 - 5 = 6
Climb: 1d20 + 6 - 5 ⇒ (12) + 6 - 5 = 13
Climb: 1d20 + 6 - 5 ⇒ (4) + 6 - 5 = 5
Climb: 1d20 + 6 - 5 ⇒ (9) + 6 - 5 = 10
Seben-en-Ra |
OOC: Urp. Looks like I simul-posted with Indus. Seben keeps her rope in her pack.
Seben will creep to the edge of the pit and ready an action with her bow to potentially fire at anything aggressive that jumps out into the firelight of Indus' torch.
And, oh yeah, once Indus or Sobek begins their decent, she'll give herself another guidance. The Smok'n Bask Brigade is the Costco of guidance.
GM JaceDK |
Moving carefully down the knotted rope, Indus decends into the shaft, emerging in a square chamber. The opening of the shaft is in the center of the ceiling, 10 feet up with no adjoining walls, making it next to impossible to climb back out without a well-secured rope at the top of the shaft.
On the west wall, mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. This is likely a depiction of Ahkentepi as a younger man.
A crumpled humanoid body is slumped up against the doors. The body is mostly skeletal, with a thin layer of desiccated tissue. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body.
Map and image gallery updated. Also, to reduce the need for a bunch of dice rolls, taking 10 on climbing is fine when you are not threatened or in a hurry.
Sobekhotep of Tephu |
Umm... You can totally 'Take 10' on something like this, unless combat starts :-)
Climb - 'Take 10' = 10.
Slowly and methodically, Sobekhotep makes his way down after Indus, Neith riding on his shoulder.
GM JaceDK |
Umm... You can totally 'Take 10' on something like this, unless combat starts :-)
Yup, I realized that after I asked everyone to give me a handful of rolls.
Sobekhotep of Tephu |
Believing that even tomb robbers deserve to be judged fairly by the Gods, Sobekhotep offers a brief prayer to Osiris, before inspecting the corpse / doors.
Perception - Take 20 = 30 for traps... or loot :-P
GM JaceDK |
Through careful observation, Sobekhotep determins that the doors are unlocked and can be pushed open with sufficent effort. He does not find any traps.
The body is that of a male human or half-elf, with injuries consistent of a fall from a great height. Both legs are broken and he appears to have dragged himself to the doors before dying.
The corpse's gear has suffered decades of rot and rust and is mostly unusable. Sobekhotep's careful search manages to uncover five metal pitons, a usable hammer and two vials of alchemist fire that have miraculously survived the impact from the fall.
Sobekhotep of Tephu |
Heal: 1d20 + 2 ⇒ (16) + 2 = 18.
"Well, I have to grant that he had tenacity - this poor soul - a half-elf, based on the gracile long bones and the rugged human jaw - fell from the top, breaking both his legs, and then *still* managed to crawl to the door before expiring."
Sobekhotep carefully squirrels away the recovered item, and then carefully cracks the door open, sending flickering torchlight cascading into the area beyond.
Seben-en-Ra |
Seben calls down the shaft. "Everybody okay down there?"
.
Seben plans to be the last to descend the rope, guarding the rear.
There's a horror scenario here where we all descend and someone comes along from behind and removes the piton or the rope, trapping us below. Maybe one of the rival adventuring bands.
If there's time, Seben wants to go back to the tomb entrance and try to build a primitive alarm, like an animal snare. She has a bell and fishing line. the idea would be if anyone enters, they would connect with the hidden line and the bell would ring. Would that be Survival, maybe? Some kind of Craft which she does not have?
Alternatively, we could post a guard at the piton. That smells a bit like splitting the party though. Thoughts?
Also... when the GM or adventure author hands out alchemist fire, it really makes one worry there are swarms ahead. Jace made an ominous reference earlier, though he may have just been messing with us. Perhaps we could even put those two flasks in the hands of two different people to increase our chances of having it available at the right time and place. Unless someone else was smart enough to bring their own?
GM JaceDK |
There's a horror scenario here where we all descend and someone comes along from behind and removes the piton or the rope, trapping us below. Maybe one of the rival adventuring bands.
If there's time, Seben wants to go back to the tomb entrance and try to build a primitive alarm, like an animal snare. She has a bell and fishing line. the idea would be if anyone enters, they would connect with the hidden line and the bell would ring. Would that be Survival, maybe? Some kind of Craft which she does not have?
Not a bad idea. Neither the outside doors nor the stone wheel can be opened from the inside if shut, so caution is definitly warrented. And rigging the bell and fishing wire into a simple alarm should not be too difficult. Let’s say a DC 10 Survival or Disable Device to set the alarm, DC 15 if you want it hidden.
Alternatively, we could post a guard at the piton. That smells a bit like splitting the party though. Thoughts?
This might be a good job for a certain avian companion. I’d advise against splitting the party, but it’s up to you.
Jace made an ominous reference earlier, though he may have just been messing with us.
The odds of me messing with you are always at least 85% or higher. :-)
But in general, I’d always like you to specify who is carrying loot that you find. This also goes for the potion of neutralize poison you got from Rashid. You know, if another scorpion shows up or something ;-)
I’m going to pause the action a bit until Diorio and Lueck have a chance to catch up.
Diorio |
"Diorio! I'm so sorry! It was all my fault. I was supposed to be guarding the rear! I mean I... I mean, I was so intent on what was in front of us, I just...didn't think. Thank goodness you're okay!"
"Some kind of scorpion indeed! Never seen one so big...Not your fault at all. We all were focused on the same thing...which I guess is a lesson of sorts. I'm just glad I pulled away in time before that thing injected me with poison. Thanks for the aid. I feel better already."
Assuming Seben voices her concerns... "If someone undoes our rope, we wouldn't be trapped. I could climb up and reattach another. We seem to have plenty of rope." To make his plan clear, he waves the toe suckers of one foot at her.
"Brilliant Lueck! I was thinking the same thing as Seben. Good to know we can get back up this shaft if there are dishonerables around. Of course, if they shut that door behind us we may get really dusty as well. I wonder if those Voices of the Spire will patrol for shady doings like that?"
Diorio will carefully descend the rope. When he sees the skeletal remains of the tomb robber he states drily Well, that must be Chester Copperpot.
Seben-en-Ra |
Both alchemist fires are with Sobek.
I'm totally open as to who carries the neutralize poison but in a vacuum, I will nominate Diorio. He has solid saves and hp so, in theory, he will survive whatever ails us to deliver the potion to whomever needs it.
Seben does her best to enact her plan to prepare a hidden bell alarm. Insert the MacGyver theme song here. Definitely hoping for the hidden variation with the DC of 15.
Survival check, with a spam of guidance: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
When it's complete Seben adds a single sacred ibis feather, tethered to the (hopefully) hidden bell, like a signature.
She gives it a little test, just to remind herself of what it will sound like, and then hurries back to the others.
It's... it's a super bell!
Seben-en-Ra |
Assuming Seben voices her concerns... "If someone undoes our rope, we wouldn't be trapped. I could climb up and reattach another. We seem to have plenty of rope." To make his plan clear, he waves the toe suckers of one foot at her.
She didn't, but now we have to say she did, cause that was totally cool!
Seben's eyes widen. "Remind me when this is over to buy Luek some boots."
Sounds like it's settled then. We're all going down! Seben takes 10 on that rope and follows Diorio.
The Sacred Ibis |
The Sacred Ibis ignores the monkeys' rope and performs a dive bomb, straight down the shaft. At the last moment, he spreads his wings and pulls out of the dive, turning on a dime.
For a second, the dust in the lower level whips up like a storm but then slowly begins to subside once again.
Indus Ionaeus |
Hearing the discussion from above about being trapped in a tomb for eternity sounds somewhat unpleasant to Indus, who calls up from below. "Eh, maybe we should find a way to prevent the stone wheel from accidentally rolling back in place? Maybe one of these pitons, that Sobek found on the unfortunate earlier visitor?"
GM JaceDK |
With an expert display of wilderness skills, Seben rigs a carefully concealed tripwire through the upper section of the tomb. Positioning the bell just inside the shaft, the sound is amplified by the natural stone acoustics, making the improvised alarm quite loud.
The pitons could certainly be hammered into the ground, holding both door and wheel open until removed. Coupled with Seben’s masterful alarm, this sould give you ample time to react if someone tampers with the doors.
Seben-en-Ra |
Good thought, Bruno!
In that case, while Seben is at it, she will spike both the Mick Jagger (rolling) stone and the front doors of the tomb as well.
I gather Chester Copperpot is at the bottom of the shaft, so perhaps the Sacred Ibis could fly and relay the pitons up to Seben. I see he doesn’t seem to actually have the ‘Fetch’ trick and so, if that’s an issue, perhaps Indus or Sobek could put the pitons in a sack and send them up to Seben by way of the knotted rope. Or Luek could demo the suckers on his feet and bring them up.
Once done, Seben re-joins the Brigade at the bottom of the shaft. When it looks like the double ‘Akhentepi’ doors are about to be opened, she casts guidance on herself and readies her bow to fire an arrow. Very cool art, yet again, by the way.
Um…maybe, uh, she'll use one of her anti-swarm arrows, yeah, that’s it.
GM JaceDK |
Working as an effective team, the Smokin' Bask Brigade spend a good half hour rigging alarm systems and securing their escape route to the outside world.
Then they assemble in the lower chamber and watch in tense anticipation as Indus and Sobekhotep push open the doors depicting Ahkentepi.
Beyond, they find a ten-foot-wide corridor stretching about 40 ft. The walls feature bas-relief carvings of great battles. Armies with spears and shields clash at the direction of generals, while other leaders direct troops from chariots that are ruthlessly overrunning their enemies.
At the western end of the hallway, another set of engraved stone double doors block further passage. The engravings on these doors resemble those in the chamber with the shaft, except that Akhentepi is depicted as an older man riding in a chariot. He carries the same scarab shield, but his other arm points at his own reflected depiction on the opposite door.
Immediatly before the western door, the vigilant scouts pause as they discover the faint tell-tale outline of a pressure plate, no doubt rigged to a nasty trap of some sort.
Assuming the stated exploration mode, you spot a potential trap. DC 20 Disable Device to disarm it.
Seben-en-Ra |
Bathed in the erie emerald glow from her bow-light, Seben mutters the wording from the hieroglyphs from the entry chamber.
“Akhentepi’s tomb is well defended, and those who defile it tempt the wrath of the gods... Oh boy.”
Guidance on Indus! Just in case he makes a try for it. Are we all in the corridor depicting the great battle? I would think anyone who is not aiding a Disable Device check (such as Seben) should backtrack and exit the hall, just in case.
If we decide the DC is too high, as an alternative, perhaps there's a way we could all exit the corridor and trigger the pressure plate from afar...?
GM JaceDK |
I’m assuming only Indus and Sobek are in the hallway, but you can position yourselves as you like on the map in the slide deck.