The Pact Stone Pyramid (Inactive)

Game Master Pact Stone GM

A Pathfinder Module, converted from 3.5 to the Pathfinder system, with a party of level 7.


1,801 to 1,850 of 6,763 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>

Moonpate wrote:


Just sitting around hoping to Perceive I know not what: 1d20+4 = 23

Er, never mind because I don't think the Hurgentate is going to miss this!

The tranquil evening oasis suddenly explodes with a bomb of water. When the spray clears, a great green shark is floating in the center of the pool, just above the surface. It's elongated tail slaps angrily against the water, splashing water to and fro. It snaps downward with its jaws as though fighting to swim back downward.


Male Human Cleric/8
Pact Stone GM wrote:
Moonpate wrote:


Just sitting around hoping to Perceive I know not what: 1d20+4 = 23

Er, never mind because I don't think the Hurgentate is going to miss this!

The tranquil evening oasis suddenly explodes with a bomb of water. When the spray clears, a great green shark is floating in the center of the pool, just above the surface. It's elongated tail slaps angrily against the water, splashing water to and fro. It snaps downward with its jaws as though fighting to swim back downward.

Yay! Fun fun! It was everything I was hoping it could be! Woot!


Male Dwarf Barbarian (Breaker) 8

You are crazy, Mr. Monotony. Did you know that?

Karek stabs out with the spear, overjoyed to finally have something to reasonably hit. You wouldn't know that from the expression on his face, though.

1d20 + 18 ⇒ (2) + 18 = 20 for 2d6 + 13 ⇒ (3, 6) + 13 = 22 if it hits.


Karek Kogan wrote:


Karek stabs out with the spear, overjoyed to finally have something to reasonably hit. You wouldn't know that from the expression on his face, though.

d20+18 = 20 for 2d6+13 = 22 if it hits.

It does hit! AC 20 exactly on the hydra-head. "First blood" on Deca-Jaws and with a roll of 2.

The youngest dwarf skewers the hydra-head as it flies up to the surface. Despite his battle frenzy, Karek is careful to retrieve his gigantic spear before he loses it in the creature's stringy cartilage.

Sense Motive DC 26 - can be attempted by anyone in the water:

When Karek stabs the hydra-head, the other one appears to react at the same time as though struck with a phantom wound. He's injured the both of them.


Gandel wrote:


Round Two:

Gandel continues to offer words of encouragement for defending against Deca-Jaws.

Free action to continue Bardic Performance (Naturalist).

Gandel's HP: 52/52
Tiny Gandel's AC: 27

Rounds of Bardic Performance used today: 2/18

Max, I've got Gandel's instructions, but they predate the ambush of the two additional hydra-heads on the Osirion-site of the Tumen Gate. Anything further you'd like?


Round Two (continued):

Gandel reaches into his magical pack and retrieves a wand. Whispering the magic words, he touches the wand to Hal to mend some of the dwarven priest's wounds.

Move action to retrieve wand of Cure Light Wounds from Handy Haversack. Standard action to use wand on Hal.

Cure Light Wounds on Hal: 1d8 + 1 ⇒ (5) + 1 = 6


1 person marked this as a favorite.
Male Human Cleric/8

Sense Motive 1d20 + 8 ⇒ (2) + 8 = 10

Crazy? Don't be silly. Just exuberant. I do have another idea though, but no idea how to go about doing it. I think we need to somehow subdue or tame Deca-Jaws, so that we can fling him at the dig site as a distraction. If only our druid hadn't turned out to be evil. Anyone got any ideas how to do that?


Male Dwarf Cleric 8

Thanks Gandel!


Male Dwarf Barbarian (Breaker) 8

1d20 + 13 ⇒ (17) + 13 = 30 on the Sense Motive, unless you would say it involves patience or concentration. Karek isn't having any of that.


Male Dwarf Barbarian (Breaker) 8

Oh, and +2 damage on the off chance that ole DJ can cast spells or spell-like abilities.


Male Human Wizard Level 8 - Conjurer
Pact Stone GM wrote:


The tranquil evening oasis suddenly explodes with a bomb of water. When the spray clears, a great green shark is floating in the center of the pool, just above the surface. It's elongated tail slaps angrily against the water, splashing water to and fro. It snaps downward with its jaws as though fighting to swim back downward.

"Baldo's Blazing Balls! Hurgah, what is that?!?"

Moonpate stands and readies Summon Monster IV to unleash an augmented medium water elemental into the water (with Summoner's Charm should last 10 rounds). I'm going to hold off on using the Genie Caller trait for now.


Donkor Sooron wrote:

Yay! Fun fun! It was everything I was hoping it could be! Woot!

You continue to amaze me with your crazy brilliant (and darn lucky) exploits!


Karek Kogan wrote:
Oh, and +2 damage on the off chance that ole DJ can cast spells or spell-like abilities.

A good thought, but nope.

(Not that it wasn't already one of the heftier spear hits of all time - with damage like that you would think it was set to receive a charge.)


Karek Kogan wrote:
1d20+13 = 30 on the Sense Motive, unless you would say it involves patience or concentration. Karek isn't having any of that.

In this case, I'd say it was exactly the kind of thing Karek could take note of while still wailing away in a frenzy. Go ahead and look at the spoiler - I don't think it will surprise you though.


Deca-Jaws is up!

If Deca-Jaws' main body does anything this round, you don't observe it from this side of the rift. Maybe he's playing Monopoly.

Same goes for the three free hydra-heads back on the elemental plane of water.

The hydra-head catapulted to the surface continues to do its best imitation of a fish out of water. It's not actually suffocating, but it's effectively stuck in place.

That leaves one hydra-head. Its senses ignited by the blood in the water, the creature begins swimming back and forth in a tight shark-like figure-eight pattern, looking to dive at Donkor in vengeance for the attack on its brother. Just as it's about to strike, it seems to stop - almost as though it has received a message. It turns and immediately changes targets--

--attacking Belleson!

Bite attack on Belleson AC 21: 1d20 + 12 ⇒ (6) + 12 = 18 (miss!)

The beast hyper-extends its jaws like a snake, but the strike still misses, likely thanks to the protective ward woven by Halstadt. For a moment you wonder if the beast will continue its trajectory and vanish back into the rift, but it does not. Instead it continues to circle the Dune Squad looking for angles of vulnerability.


The synchronized swimming dwarves are up!


Male Dwarf 5 Fighter/2 Rogue

Breach should almost be to the surfacce by now, right. If so he, should be moving toward shore as he was surfacing. He will move to the shore regardless.

"Get out of the water now! he shouts to the others. "We have no idea how much longer the real monster 'ill be held, boys!"


Breach Shattershield wrote:

Breach should almost be to the surface by now, right. If so he, should be moving toward shore as he was surfacing. He will move to the shore regardless.

"Get out of the water now!he shouts to the others. "We have no idea how much longer the real monster 'ill be held, boys!"

At Shattershield's speed, a double move will get Breach from the bottom of the oasis to the surface and get him standing on the edge of the shore, all in a single round - and he can do it while keeping wide of the two hydra-heads so he doesn't draw any attacks of opportunity.

Consider it done! The ogre-sized, dripping wet Breach is now positioned 15 feet away from an (even further) astonished Moonpate. Twenty feet away from Breach is a large red sack, loaded with adventuring gear - but probably of the wrong size.

With a forceful heave, Breach purges the last of the extra-planar water out of his lungs. It feels very strange breathing air again, not to mention standing on terra firma.


Phrip wrote:
Donkor Sooron wrote:

Yay! Fun fun! It was everything I was hoping it could be! Woot!

You continue to amaze me with your crazy brilliant (and darn lucky) exploits!

Thanks very much! Who wouldn't want to use a potion of water walking on a big fishy though, really?

I see my ride left without me though, so now I need to hope I can hitch onto the next express-dwarf passing through.


Male Dwarf 5 Fighter/2 Rogue

With a roar of relief the dwarf's eyes go wide as he scans his new environ. Seeing the mage and orc standig upon the shore, Breach hesitates for only a moment when the frantic splashing of the hydra head shocks him back into the present. "BY TORAG'S BUSHY BEARD! THE BOYS ARE BELOW FIGHTIN' ANOTHER LIKE THAT ONE,MAGE!" he shouts in a hoarse voice the air feeling like gravel in his throat. "We gotta get 'em out there. Them things is just the heads. Got a whole body full of the things likely comin' on soon."

Huragh,how about getting launched all Colossus/Wolverine style?


Male Dwarf Barbarian (Breaker) 8

Karek turns his focus on the one that he didn't stab, which is appropriate, because the one he did stab is no longer an issue. He breaks his silence, echoing across the Tumen Oasis. I herd'um bode! He offers no further explanation.

Watching Breach on his way out, Karek pauses for another half-second, waiting for Donkor to make his choice, and motioning for Hal to get himself and Gandel out of the line of fire.

Karek delays. He'll take his turn after Hal and Donkor go.


Male Human Cleric/8

Donkor will swim over to Karek and grab on with a nod of thanks, hoping that his extra wait won't slow the dwarf down too much. He will then do his utmost to turn the bag of dung entirely inside out, putting as much brown matter as possible into the water here.


Male Dwarf Cleric 8

Sense Motive 1d20 + 8 ⇒ (17) + 8 = 25

Hal follows Breach's lead and heads to the surface!


Halstadt Morgrym wrote:

Sense Motive 1d20+8 = 25

Hal follows Breach's lead and heads to the surface!

Awesome roll, but while close, not close enough.

Hal (and Gandel) blast for the top of the surface and then quickly make their way to the surface.

I'll place them next to Breach at the edge of the oasis, keeping a wary eye on the surface of the water. Currently, Tiny Gandel is still on Hal's back.


Jason sees Donkor swimming over towards him and smiles. "Woah! Getting crowded over here - get your own dwarven steed!" He motions Donkor over with his hand so there is no mistake that he is joking. Then he turns his attention to the shark-like creature still swirling overhead in a figure-eight pattern.

"Blasterius Cruevellas!"

Jason Belleson casts magic missile. He gets 4 missiles at level 7 and fires them all at the remaining hydra-head in the water: 4d4 + 4 ⇒ (2, 1, 4, 1) + 4 = 12

A quartet of miniature comets lance through the water and strike the hydra-head, causing it to roll over several times from the concussive force. For a fraction of a moment, the comet trails light up the oasis with a flash of gold. The beast though quickly recovers and spins around correcting its trajectory so that it's ready to attack once more.

"Hardy buggers, aren't they."


Round 3

Donkor Sooron – 17+
Karek Kogan - 17-
Gandelplot Trapspringer – 15
Deca-Jaws - 5
Breach Shattershield – 2+
Halstadt Morgrym – 2-
Jason Belleson - 2--

Moonpate and Hurgah can also go ahead and roll initiative for this round. I’ll add them in. Wow! It's like a re-unified party!


Male Human Cleric/8
Pact Stone GM wrote:

Round 3

Donkor Sooron – 17+
Karek Kogan - 17-
Gandelplot Trapspringer – 15
Deca-Jaws - 5
Breach Shattershield – 2+
Halstadt Morgrym – 2-
Jason Belleson - 2--

Moonpate and Hurgah can also go ahead and roll initiative for this round. I’ll add them in. Wow! It's like a re-unified party!

Yup still going with the dwarf-hopping dung flinging plan with Karek!

Thanks for waiting on me!


Male Human Wizard Level 8 - Conjurer
Pact Stone GM wrote:

Moonpate and Hurgah can also go ahead and roll initiative for this round. I’ll add them in. Wow! It's like a re-unified party!

Moonpate Initiative 1d20 + 3 ⇒ (10) + 3 = 13


Male Dwarf Barbarian (Breaker) 8

Karek can't resist taking a shot at the creature before backpedaling as fast as he can. Even in his rage-addled state, he knows when to run.

1d20 + 18 ⇒ (20) + 18 = 38 for 2d6 + 13 ⇒ (1, 2) + 13 = 16 if it hits. Then Karek will move sixty feet up and out, hopefully only provoking an attack of opportunity on himself, not his riders.

Huh. Critical confirmation roll: 1d20 + 18 ⇒ (18) + 18 = 36 for actual damage: 6d6 + 39 ⇒ (3, 2, 5, 3, 1, 5) + 39 = 58.


Male Human Cleric/8
Karek Kogan wrote:

Karek can't resist taking another shot at the creature before backpedaling as fast as he can.

d20+18 for 2d6+13 if it hits. Then Karek will move sixty feet up and out, hopefully only provoking an attack of opportunity on himself, not his riders.

Huh. Critical confirmation roll: d20+18 for actual damage: 6d6+39.

Owie. I'm having sympathetic shark pains.


Male Dwarf Barbarian (Breaker) 8

I even forgot to Power Attack.


Male Half-orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1/Dragon Disciple 3

initiative 1d20 + 2 ⇒ (11) + 2 = 13


Thanks guys - so that makes our order:

Round 3

Donkor Sooron – 17+
Karek Kogan - 17-
Gandelplot Trapspringer – 15
Moonpate the Potentate - 13+
Hurgah the Reaver - 13-
Deca-Jaws - 5
Breach Shattershield – 2+
Halstadt Morgrym – 2-
Jason Belleson - 2--

I've got actions for Donkor, Karek and Moon to resolve and I'll be posting on those tomorrow - hopefully. Just FYI, in terms of my own posting I anticipate 48 hours of crazy followed by 3 days of calm so if you don't hear from me, I'll be back soon.


Male Dwarf 5 Fighter/2 Rogue

"Draw the beast to shore or we can make our escape boys. I see no reason ta die in this god forsaken desert fer no reward other than pride." the massive dwarf says as he trudges ashore blood trickling from the bite marks on his torso and legs. Drawing his short sword he squeezes the mechanism in his guantlet releasing its, now massive, spike. "Rally on me, brothers!" he roars out across the oasis.


Round Three:

Tiny Gandel hops down from Hal and runs over to the large red sack next to Moonpate, ready to start fishing out weapons for his companions. All the while he continues to offer words of advice for battling Deca-Jaws.

Gandel's HP: 52/52
Tiny Gandel's AC: 27

Rounds of Bardic Performance used today: 3/18


Donkor Sooron wrote:
Donkor will swim over to Karek and grab on with a nod of thanks, hoping that his extra wait won't slow the dwarf down too much. He will then do his utmost to turn the bag of dung entirely inside out, putting as much brown matter as possible into the water here.

This occurs as described above, but with a slight adjustment as Donkor's luck continues to hold:

When Donkor flies through the water over to Karek, he spots a hidden crevasse in the bottom of the oasis pool. More specifically, he notices a soft glow of light flash from the darkness of the cave. With no time to investigate further, he vaults over top the mighty dwarf and gets ready to make good his escape.


1 person marked this as a favorite.

"A Lesson in Spearometry"

Once mini-Donkor joins mini-Jason atop giant-Karek, the dwarf prepares to launch himself out of the pool and head topside to link up with the rest of the Dune Squad. He is cognizant though that the last of the hydra-heads is still encircling overhead, waiting for him to try to make a run for it.

But Karek isn't exactly running.

Quite the opposite, his plan of escape appears to be straight through the shark-beast's path. For a half-second, Karek touches bottom, bends low, and then pushes off with his powerful legs. He shoots upwards like an arrow, grasping his long spear with both arms as he points it above him.

The hydra-head spots Kogan's maneuver immediately and moves to intercept with an agile downward dive. The creature hyper-extends its jaw, separating its sharply angled teeth wide enough to engulf its rising prey.

Karek angles his spear for the creatures gaping maw. The two powerful forces of nature are traveling towards one another at incredible speeds. It is all or nothing.

Just as they hit Karek redirects his long spear slightly upwards, spearing it through the creature's open maw and into the monster's skull and brain cavity. The A'Viss crafted spear stabs into the hydra-head with a sickening crunch.

Still rising from his launch from the bottom, Karek flies past the beast. Once on the other side, all with the same movement, he re-grasps his spear just below the point and pulls it out the other side of the beast's head - quickly threading his entire long spear through the creature's now-liquified brain.

Dead on impact, the hydra-head goes still in the water, neither sinking nor rising as its juices pour out of the blow hole atop its head.

Moments later, Karek's head breaks free from the surface of the water. He is but 20 feet from the beach.


Gandel wrote:


Tiny Gandel hops down from Hal and runs over to the large red sack next to Moonpate, ready to start fishing out weapons for his companions. All the while he continues to offer words of advice for battling Deca-Jaws.

We'll say this extends the benefits to Moonpate and Hurgah, the two beachcombers can now benefit from Professor Trapspringer's lecture as well.


Moonpate wrote:


Moonpate stands and readies Summon Monster IV to unleash an augmented medium water elemental into the water (with Summoner's Charm should last 10 rounds). I'm going to hold off on using the Genie Caller trait for now.

Does Moonpate want to start that doubly-enhanced casting now? The only target he sees is the one hydra=head that's slapping its tail ineffectually on the water. On the other hand, Gandel seems to be babbling about a killer hydra and Breach seems to be organizing for battle.

It will be a 1 round casting time.


Male Human Wizard Level 8 - Conjurer
Pact Stone GM wrote:
Moonpate wrote:


Moonpate stands and readies Summon Monster IV to unleash an augmented medium water elemental into the water (with Summoner's Charm should last 10 rounds). I'm going to hold off on using the Genie Caller trait for now.

Does Moonpate want to start that doubly-enhanced casting now? The only target he sees is the one hydra=head that's slapping its tail ineffectually on the water. On the other hand, Gandel seems to be babbling about a killer hydra and Breach seems to be organizing for battle.

It will be a 1 round casting time.

Gandel's description spurs the Pate to action. He does a quick Curly Shuffle and casts the summons, calling forth a water lord to intercept what is probably the scariest monster Moon will have faced to date.


Got it! Moon begins casting. Technically, Moon won't have to declare what he's summoning until next round, but it certainly seems like the most appropriate choice.

(And perhaps more importantly, thematically, Moonpate will have summoned 3 out of the four elements - he'll only need fire to make a complete set.)

Hurgah's up! Followed by Deca-Jaws.


Male Dwarf Cleric 8

"Surely Angradd is watching over us! He has sent us our friends in the middle of no-where!" Hal is emboldened by the sight of Moonpate and even the Half-Orc!


Male Half-orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1/Dragon Disciple 3

Hurgah regards the chaos around him with puzzlement - especially the giant dwarves. Determined not to be out-sized by a dwarf, he starts to mutter arcane words of power designed to make his impressive frame swell up even more.

Begin full-round casting of Enlarge person.


The Hurgentate begin chanting in concert, each evoking one of their favorite slow-building spells.

* * * * *

You hear it, before you notice it. The slapping on the water has suddenly stopped. The hydra-head floating on the surface has gone still.

A strange gleam materializes in its eye. Then in an almost robotic-like trance the creature bends its long neck in a curl, forming a tight loop or perhaps the letter "P" with its body. Next, before you can avert your gaze, the creature affixes its own jaw on its own mid-section. Seconds later the shark-beast has begun to disembowel itself, spilling its entrails out upon the water.

The light quickly fades from the creature's eyes and it dies. Its eviscerated entrails, however, are still caught in the throes of Sooron's magic. They float inches above the water, spreading across the oasis in a macabre banquet of guts.

* * * * *

Whatever else Deca-Jaws is up to this round, you do not see it.

Breach is up next! Then Hal! (Then Belleson to end the round.)


Male Human Cleric/8
Pact Stone GM wrote:

Next, before you can avert your gaze, the creature affixes its own jaw on its own mid-section. Seconds later the shark-beast has begun to disembowel itself, spilling its entrails out upon the water.

The light quickly fades from the creature's eyes and it dies. Its eviscerated entrails, however, are still caught in the throes of Sooron's magic. They float inches above the water, spreading across the oasis in a macabre banquet of guts.

Ew. Deliciously graphic! :)


Male Dwarf 5 Fighter/2 Rogue

Is there any cover to available?

Looking around the oasis, Breach begins looking for the best place to lauch an attack from. Moving back from the shoreline, the old vertern knows the ways of the ambush predator being one himself. "Where are ya?" he half mumbles to himself as he scans the water for any signs of the beast that surely lurks below. The gleam of steel and the exceptionally vivid colors of his coral shortsword are in stark contrast to the tan and brown of the surrounding desert. His hands tighten as he prepares for the attack that is sure to be sprung in short order. "They didn't happen to snag my shield did they, Gandel?" he calls to the tiny man in the Santa sack.

Breach will move to the most advantageous spot from which to launch his own attack on the beast.


Male Dwarf Cleric 8

I already took a speaking action this turn but I just came up with a crazy idea. I will include it as a spoiler for you to preview Beetle. If I am not here to take my next turn please make the suggestion for me.

Hal's Crazy Idea:
Instead of fighting this ancient beast why don't we lure it to the dig site to create chaos. This was the closest portal to the dig site after all. Let them waste resources trying to take the thing down and we can use it as a distraction to get into the dig. What do you think?


Male Human Cleric/8
Breach Shattershield wrote:

Is there any cover to available?

Cover coming up. Going to drop a Fog Cloud after I get to shore. If we circle around away from where the shark head last saw us, it will have to explore to find out where we are. If we opt to bravely flee the battle, it will help for that too. I think we'll be able to hear it well enough that the fog will impair it more than us.


How much longer will the Enlarge and Reduce spells last?


Gandel wrote:
How much longer will the Enlarge and Reduce spells last?

That, unfortunately, is quite unknown. None of the Dune Squad were the casters - it was a spell-like ability from the janni.

1,801 to 1,850 of 6,763 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Pact Stone Pyramid All Messageboards

Want to post a reply? Sign in.