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.


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I gotcha! I'd forgotten that Karek hauls around two sets of armor.

I guess someone else will have to have the honor of being the first to receive a Bunky-bite another day. Any volunteers?


Horses of the Conjured Kind

Can we talk horses for a minute?

1. You are one horse short - did I hear right that Gandel will double-back on another's steed? Donkor is probably the second lightest in the group, but perhaps there are other considerations. (Anybody miss Binky? Wonder where he's at. . .)

2. Are you proceeding with the same gallop that the Hurgentate used to get to the oasis? I will assume you slow once the dig site is near, as I've seen the calls for stealth.

A. If you are galloping (hustle action), are the clerics alternating in expending channels every hour to eliminate the mounts fatigue/non-lethal damage - the now-patented Dune Squad high-speed divine travel maneuver?

Or

B. Is the idea that these are conjured horses so you can ride them into the group and then dismiss them?

Or

C. You are just travelling to the dig at a normal rate of movement – no hustle.

Or

D. Something else altogether?


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

Horses of the Conjured Kind

Can we talk horses for a minute?

1. You are one horse short - did I hear right that Gandel will double-back on another's steed? Donkor is probably the second lightest in the group, but perhaps there are other considerations. (Anybody miss Binky? Wonder where he's at. . .)

2. Are you proceeding with the same gallop that the Hurgentate used to get to the oasis? I will assume you slow once the dig site is near, as I've seen the calls for stealth.

A. If you are galloping (hustle action), are the clerics alternating in expending channels every hour to eliminate the mounts fatigue/non-lethal damage - the now-patented Dune Squad high-speed divine travel maneuver?

Or

B. Is the idea that these are conjured horses so you can ride them into the group and then dismiss them?

Or

C. You are just travelling to the dig at a normal rate of movement – no hustle.

Or

D. Something else altogether?

Yeah, too bad I can only manage 6 Mount spells. Gandel will have to double up with someone. I was assuming we would travel back in the same manner as we arrived here: ride like the wind initially and then pace the horses appropriately so that if we needed a fast gallop at any time the horses wouldn't be too spent. I had forgotten about the patented Dune Squad Hustle, which sounds like a fantastic idea if the clerics deem the channel uses as a wise expenditure.


Male Dwarf Cleric 8

Moonpate's approach makes sense as we need to get there fast but with maneuverability. I think Channeling Energy to hustle worked for us last time.


Male Dwarf Barbarian (Breaker) 8

Yes, first things first. Dune Squad Hustle until we're close, and then try to at least pretend we're stealthy. We'll ride back to the dig site as fast as we can manage. Gandel can ride with anybody without too much trouble, I would guess. The way we originally rode to the dig site had Hurgah traveling without a horse. I don't know if he'd want to do that again, or if we simply need to go faster than that.


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

Given the patented channeling support, Hurgah is more than willing to hoof it. And with his 40 ft movement, he is only slightly slower than a horse.


Klimachtahn

Hurgah wrote:
Hurgah chooses a band of red gold shaped like a twisting sea serpent with tiny ruby eyes that seem to glow with an inner fire. The jewelry is probably meant to be an arm band, but fits nicely around Hurgah's left wrist.

When Hurgah wears the Klimachtahn he gains the following abilities:


  • Three times per day when Hurgah casts enlarge the casting time is reduced from a full round action to a standard action.

    OR

  • Alternatively, once per day, Hurgah may cast enlarge as a swift action.

  • It’s an either/or. If he uses the swift, it is expended for the day. If he uses the standard once, he can’t then later use the swift that day.

  • When he casts enlarge there is loud popping sound as his bones adjust to his massive frame. This has no game effect, other than to sound cool.

And that is Klimachtahn, twisting sea serpent wrist guard of the Star Tribe, the eldest tribe of the janni of the Osirion desert.


Flamethrower wrote:
It's certainly not out of order to say that Jason's stuff was largely destroyed. I thought about asking something to that effect, but it came out as "OOH GIMME TREASURE."

Good point. Let's go with a 35% chance of destruction.

1-65 = available.

66-100 = swallowed-up and unrecoverable.

Headband of Alluring Charisma +2 1d100 ⇒ 88
Cloak of Resistance +2 1d100 ⇒ 84
Ring of Protection +1 1d100 ⇒ 52
Handy Haversack 1d100 ⇒ 92
Rod of Metamagic [Focused] 1d100 ⇒ 49
Wand of Cure Light Wounds 50 charges 1d100 ⇒ 65 (ooo just!)
Wand of Endure Elements 46 charges (auto-saved!)
Wand of Protection from Evil 50 charges 1d100 ⇒ 48
2 Scroll of Lesser Restoration 1d100 ⇒ 43 and 1d100 ⇒ 13
Scroll of Knock 1d100 ⇒ 65 (just!) (wait! This was already expended - bonus points if you can remember where.)
Scroll of See Invisibility 1d100 ⇒ 61
Scroll of Fly 1d100 ⇒ 69
Scroll of Fireball 1d100 ⇒ 70
Scroll of Daylight 1d100 ⇒ 93
2 Scroll of Dispel Magic 1d100 ⇒ 47 and 1d100 ⇒ 12
Dagger 1d100 ⇒ 62
Light Crossbow w/10 bolts 1d100 ⇒ 78
50' hemp rope 1d100 ⇒ 33
Belt pouch 1d100 ⇒ 24
Torch 1d100 ⇒ 40
Flint & steel 1d100 ⇒ 25
Tindertwig 1d100 ⇒ 71
Waterskin 1d100 ⇒ 5
5 sheets parchment 1d100 ⇒ 1
Ink & inkpen 1d100 ⇒ 57
Chalk 1d100 ⇒ 9
Vial [empty] 1d100 ⇒ 35
Scroll case 1d100 ⇒ 55
2 Alchemist's Fire 1d100 ⇒ 28 and 1d100 ⇒ 73
2 Wrist sheaths 1d100 ⇒ 6 and 1d100 ⇒ 28
Everburning Torch 1d100 ⇒ 93
Antiplague 1d100 ⇒ 54
Antitoxin 1d100 ⇒ 49

Now you can resume your divvying-up, if you choose, though a few choice bits have been lost, I fear.


Male Dwarf Barbarian (Breaker) 8

So, uh, in the interest of not consuming the gear and property of another PC in your reckless quest for prophecy fulfillment, Karek's full plate and alcohol are in fact recoverable, right? It's reasons like this that Karek wanted to carry it...

If it helps, a handy haversack has multiple pouches. Perhaps Karek's stuff was in the big one, and Jason's stuff was in the little ones, and the little ones got all torn up and spit out some of the stuff above, and the big one was okay, but deteriorated after Karek got his things?


Male Dwarf Cleric 8

Hal is of the mindset to keep Jason's gear handy in case we need it as an emergency but to return whatever was unused to the Venture Captain and from there to his next of kin, assuming he has any.


Karek Kogan wrote:

So, uh, in the interest of not consuming the gear and property of another PC in your reckless quest for prophecy fulfillment, Karek's full plate and alcohol are in fact recoverable, right? It's reasons like this that Karek wanted to carry it...

If it helps, a handy haversack has multiple pouches. Perhaps Karek's stuff was in the big one, and Jason's stuff was in the little ones, and the little ones got all torn up and spit out some of the stuff above, and the big one was okay, but deteriorated after Karek got his things?

No worries - as evil as I am, I'm not unnecessarily evil. He's still got his own stuff.

I don't see a reference to alcohol on his character sheet though - is that how he refers to his potions? Or did I just miss it?


Male Human Cleric/8

Wow, his parchment really came through unscathed! I claim the 5 pieces of parchment. Might turn them into armor. The rest of you can divvy up the other stuff.

I had also asked about Thalia's stuff which would have been in the sack as well. If you responded, I apologize I missed it. Do we have a lot of her cool stuff?

Lastly - Do I know this Mithral Scarab lady well enough to use a Message spell with her? That could really help us with the planning if we can open communications with our hidden spy.


Donkor Sooron wrote:
I had also asked about Thalia's stuff which would have been in the sack as well. If you responded, I apologize I missed it. Do we have a lot of her cool stuff?

Good point - her spear is in what's left of the weapons pile on the beach - anyone want it? Maybe it's booby-trapped! A detect magic reveals it radiates magic.

You recall that Xian'an was able to keep her shapeshifting magic armor simply by disguising it. She also wore her necklace of fireballs into the Golden Tent.

Donkor Sooron wrote:
Lastly - Do I know this Mithral Scarab lady well enough to use a Message spell with her? That could really help us with the planning if we can open communications with our hidden spy.

Another good idea. If we're talking about the same spell though, message requires you to point at a target, so you would need to be close enough to see her. It also has a maximum range of 170 feet. Nonetheless, it's possible that could prove to be quite handy, depending on the circumstances.


Male Human Cleric/8

Damn me being too lazy to actually turn around, pick up the book, and look up a spell. The one I was thinking of was Sending, the same one we used to speak with the Venture Captain.


Donkor Sooron wrote:
Damn me being too lazy to actually turn around, pick up the book, and look up a spell. The one I was thinking of was Sending, the same one we used to speak with the Venture Captain.

Oh! That would definitely be possible - Donkor knows her well enough to qualify for that. Interesting.

Though, if I am right, Sooron does not have sending prepared today, I believe, so it might have to wait until tomorrow. Say, the Dune Squad is really transforming into a telecommunications unit. Maybe after this gig you could all retire and go into business.

P.S. My cheat when I don't have the book handy is to use google and type "pathfinder srd [name of spell]". The complete spell description usually comes up as the very first link. Though I don't expect players to have the details on-hand every time so no worries. As they say, this is a game of rules which really stretches the boundaries of what a normal person would accept as a reasonable amount of rules.


"Quisquatl"

Gandel wrote:

The final piece of unclaimed Star Tribe jewelry is a delicate yet intricately-fashioned mithral ear wrap depicting a unicorn hippocampus - a mythological sea creature with the foreparts of a unicorn and the hindquarters of a fish, its forelegs ending in splayed fins rather than hooves. The piece is fashioned to be worn on the left ear, with the creature perched atop the ear facing forward and its tail fashioned to wrap gracefully down and around the outer curvature of the ear to hold it in place.

Gandel marvels at the ear wrap's craftsmanship for several moments before placing it upon his ear. He is pleasantly surprised when the piece magically shrinks to fit his ear.

But it does more than just shrink, as it turns out:

  • When Gandel casts gallant inspiration he may re-roll all ones on his d4 rolls.

  • In addition, if Gandel casts gallant inspiration to augment an attack roll and Gandel rolls an "8" (4 and 4) on his first roll, before re-rolling any 1’s, if the augmented result scores a hit, the attack roll is further automatically treated as though it were a “threat”.

  • A roll to confirm the critical can then be made (by the person who made the original attack). Gandel can automatically roll 2d4 (re-rolling any 1’s) to augment that confirmation roll as well. This does not require an additional casting of gallant inspiration .

And that is Quisquatl, ear-wrap of the Star Tribe, the eldest tribe of the janni of the Osirion desert.


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

I gotta say, these custom pieces of jewelry add yet another layer to the extreme awesome that is this campaign.

Hurgah twists his new arm band, trying to attune himself to the items magic. Then suddenly his eyes light up and a thin smile spreads on his rough face. The eerie red in his eyes seems to positively glow with satisfaction. At this moment, Hurgah's kinship to a red wyrm is obvious. Only a dragon could take such pleasure at the acquisition of a powerful magic item.


Hurgah the Reaver wrote:
I gotta say, these custom pieces of jewelry add yet another layer to the extreme awesome that is this campaign.

I wholeheartedly agree. Very creative. Totally Iron GM worthy--of the whole gang really, though the Pate will only take credit for bad haiku's and getting us into trouble.


Male Human Cleric/8
Pact Stone GM wrote:


Oh! That would definitely be possible - Donkor knows her well enough to qualify for that. Interesting.

Though, if I am right, Sooron does not have sending prepared today, I believe, so it might have to wait until tomorrow. Say, the Dune Squad is really transforming into a telecommunications unit. Maybe after this gig you could all retire and go into business.

Yeah, unfortunately Sooron did not have the foresight to pick up that spell earlier, so I believe our plans to travel back to the dig site should continue. As we travel though, Sooron will definitely tell people that he knows the spy, and seek suggestions on the wording of the Sending spell that he will try and pray for tonight.

Thanks much for the advice on the googling. It wasn't that the book wasn't handy though. I could actually reach it from where I was sitting. However it required me to actually swivel in my chair to grab it. Ack, the horrors.


"And they're Off!"

With their evening beach party complete, the Dune Squad sets off the following morning. Behind them, they leave a smoldering pile of charred hydra remains, as well as the make-shift grave of a friend, warded with magic gifted from the goddess of fate herself.

The Potentate conjures six mystical steeds. The first among them is the bright tawny racer which previously carried Moonpate to the oasis. Once again, unlike the other horses, its feet do not appear to make true contact with the ground, giving it an almost dance-like step. While the other five steeds are impressive, they do not include the massive demonic-looking black charger that carried Hurgah the previous morning -- the half-orc offers to travel on foot.

As the party mounts up, Gandel sees to their magical protection, utilizing Belleson's wand to ward them from the limitless power of the sun.* Then the Dune Squad strikes out. The horses travel at a light canter, not quite a full gallop, lest the Reaver be left behind. Nonetheless, it is again impressive that the half-orc is able to sustain such a speed at all.

Karek is in front forming the vanguard, followed closely by Breach and then Gandel, the one among them most likely capable of ensuring their course remains true south. Moonpate is next, doing his best to ensure the Dune Squad retraces his steps from the previous day's ride. Behind him is Donkor and Hal who each take turns riding out from the pack to the center to invigorate the horses with the channeled energy of the glory of their respective gods. Hurgah forms the rear guard.

One by one. each of the Dune Squad looks over their shoulders a final time, bidding farewell to the deadly battleground that was the Tumen Oasis. They then turn their eyes forward to what they hope will be the mysterious dig site of the Exemplar Khymrasa.

*That's six charges - unless there was a different plan. Hurgah's already immune.


Male Dwarf Barbarian (Breaker) 8
Pact Stone GM wrote:
I don't see a reference to alcohol on his character sheet though - is that how he refers to his potions? Or did I just miss it?

Right you are, it's not on there. I'll fix that. I made a post about how I found a bunch of alcohol in A'viss, and merrily took it with me. I didn't add it to my character sheet, because it was in a seperate post from my main looting post, and I added those immediately.

Then I put it all into the Handy Haversack, which I had at the time, and which also contained my armor. Then Jason asked for the sack back, and you summarily destroyed it. Hence my concern. :)


Male Dwarf Barbarian (Breaker) 8
Pact Stone GM wrote:


*That's six charges - unless there was a different plan. Hurgah's already immune.

Did any clerics prepare Endure Elements? No need to race through the charges on the wand if we don't have to.


Pact Stone GM wrote:

"Killers in the Sand"

There were no tracks. . .

Suddenly sand explodes from two dunes, two pairs of tusked predators come out of nowhere and attack the rear of the party. Specifically, they look to be targeting the single party member on foot: Hurgah.

It is the many-beast! Somehow the creature has found you after all, and worse it was undetected long enough to lay an ambush.

Stealth roll for splicer beasts: 1d20 + 6 + 4 ⇒ (19) + 6 + 4 = 29

Perception roll for Gandelplot Trapspringer to participate in surprise round: 1d20 + 11 ⇒ (14) + 11 = 25 (insufficient)
Perception roll for Halstadt Morgrym to participate in surprise round: 1d20 + 8 ⇒ (2) + 8 = 10 (insufficient)
Perception roll for Breach Shattershield to participate in surprise round: 1d20 + 10 ⇒ (6) + 10 = 16 (insufficient)
Perception roll for Karek Kogan to participate in surprise round: 1d20 + 12 ⇒ (17) + 12 = 29 (success!)
Perception roll for Donkor Sooron to participate in surprise round: 1d20 + 4 ⇒ (20) + 4 = 24 (insufficient)
Perception roll for Moonpate the Potentate to participate in surprise round: 1d20 + 4 ⇒ (3) + 4 = 7 (insufficient)
Perception roll for Hurgah the Reaver to participate in surprise round: 1d20 + 0 ⇒ (8) + 0 = 8 (insufficient)

It is mid-afternoon - you estimate you are half-way to the dig site, give or take.


I’ll take an initiative from Karek. Oddly enough it is the man at the opposite end of the party that is the one who is the most alert to the attack. The splicer beasts are 60 feet away from him. Due to the magic of no facing though, if he wants to Karek, can in theory spin around on his horse and charge one of the splicer beasts attacking in the surprise round, either one on his left (west) or one on his right (east).

Though there is a slight problem. Karek's conjured horse is not trained for combat and the dwarf would need to make a "Control Mount in Battle" check, DC 20. It's a free action, but if it fails Kogan can do nothing else in the surprise round. He would also need a DC 5 "Guide with Knees" check if he's attacking with a two-handed weapon. This horse is cool, but he's no Aleson.

But first we should make sure the splicer beasts are not going first. . .


Recognizing the scent of the draconic half-orc as one and the same from the blood patch in the Golden Tent, and knowing that its terrible mistress has commanded it to seek out and slay that prey, the splicer beast attacks with savage abandon.

Initiative: 1d20 + 6 ⇒ (3) + 6 = 9


Male Human Cleric/8

I prepared one Endure Elements for myself, but I didn't bother taking any more since we had the wand. Rather than re-do GM book-keeping today, I suppose I'll have held onto it in case we see anyone else who needs enduring..

Bah, you know you're not very observant when a nat 20 can't spot a plain old splicer beast. Or even get close!


Donkor Sooron wrote:
I prepared one Endure Elements for myself, but I didn't bother taking any more since we had the wand. Rather than re-do GM book-keeping today, I suppose I'll have held onto it in case we see anyone else who needs enduring..

It's Max who is kindly going to track the wand charges for us, so I don't mind if we say Donkor cast endure elements on himself and we knock the charge expenditures down to 5. (But sentiment appreciated!)

Donkor Sooron wrote:
Bah, you know you're not very observant when a nat 20 can't spot a plain old splicer beast. Or even get close!

Yeah, I felt kinda bad about that - way suckage to have to waste a 20 like that. Maybe once we advance past the surprise round Donkor will have himself a nice initiative roll to battle his old nemesis: Megazord.


Male Dwarf Barbarian (Breaker) 8

The same senses that allow Karek to react to danger before he can even see it make him turn his head from the front of the column. He abruptly brings the column to a halt and wheels around, almost getting thrown from his horse in the process. Karek won't be fighting from horseback any time soon.

Id's da damned blicers 'gain! Durnaboud! Gandel, beed us up! Dey won'd escabe dis dime!

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

Karek's surprise action will be, sadly, to dismount. Mounted combat is not a thing he wants any part of.


The sand-covered, tri-tusked beasts attack!

1. Splicer beast #1, gore attack against a flat-footed Hurgah AC 15 with superior flanking: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23 (hit!)

Damage from Splicer Beast #1's gore attack if successful: 1d8 + 4 ⇒ (6) + 4 = 10 (applies)

2. Splicer beast #2, gore attack against a flat-footed Hurgah AC 15 with superior flanking: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23 (hit!)

Damage from Splicer Beast #2's gore attack if successful: 1d8 + 4 ⇒ (7) + 4 = 11 (applies)

3. Splicer beast #3, gore attack against a flat-footed Hurgah AC 15 with superior flanking: 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22 (hit!)

Damage from Splicer Beast #3's gore attack if successful: 1d8 + 4 ⇒ (1) + 4 = 5 (applies)

4. Splicer beast #4, gore attack against a flat-footed Hurgah AC 15 with superior flanking: 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12 (miss!)

Damage from Splicer Beast #4's gore attack if successful: 1d8 + 4 ⇒ (4) + 4 = 8 (n/a)

The beasts tear into the unarmored barbarian at the rear of the caravan, splashing his blood on the sand, caking their muzzles in red froth.

Hurgah finds himself reminiscing about the good old days when he used to have a stoneskin spell in place.


Karek Kogan wrote:

The same senses that allow Karek to react to danger before he can even see it make him turn his head from the front of the column. He abruptly brings the column to a halt and wheels around, almost getting thrown from his horse in the process. Karek won't be fighting from horseback any time soon.

Id's da damned blicers 'gain! Durnaboud! Gandel, beed us up! Dey won'd escabe dis dime!

Initiative: d20+2

Karek's surprise action will be, sadly, to dismount. Mounted combat is not a thing he wants any part of.

This happens! And then it's initiative!


Male Dwarf Cleric 8

Hal took 3 Endure Elements for the 3 dwarves so that is 2 less charges used.

Hal groans inwardly as Karek calls out that he has spotted the strange desert beast encountered days ago but this time with two less allies to fight the beasts.

Initiative 1d20 ⇒ 1 Edit: Alrighty from now on Beetle can handle my initiative :)


Initiative

(If you will permit me. . .)

Gandel: 1d20 + 5 ⇒ (19) + 5 = 24

Halstadt: 1d20 + 0 ⇒ (18) + 0 = 18

Breach: 1d20 + 2 ⇒ (7) + 2 = 9

Donkor: 1d20 - 2 ⇒ (8) - 2 = 6

Moonpate: 1d20 + 3 ⇒ (17) + 3 = 20

Hurgah: 1d20 + 2 ⇒ (18) + 2 = 20

Wow! Very few will complain about my liberty there. Our super slow reacting party is not feeling that slow today.


Round 1


Gandelplot Trapspringer: 24
Moonpate the Potentate: 20+
Hurgah the Reaver: 20-
Halstadt Morgrym: 18
Splicer Beast of Total Awesome Revenge: 9+
Karek: 9-
Breach: 9-
Donkor: 6

Alright send me those actions!


  • Hurgah is adjacent to 4 splicer beasts.

  • Hal and Donkor are 10 feet from them.

  • Moonpate is 20 feet from the splicer beasts.

  • Gandel is 30 feet away.

  • Breach is 50 feet away.

  • Karek is 60 feet away, and already on his feet.


Halstadt Morgrym wrote:

Initiative (1) Edit: Alrighty from now on Beetle can handle my initiative :)

Denis and I cross-posted there. Since he spotted it first, we'll go with his edit and keep Hal at initiative count 18.


Male Dwarf Cleric 8

Round 1

Krythodan is well designed for this scenario! I will make Hurgah the epicenter of the blast applying the lower damage of my fireball on him.

Hal will dismount and deliver a Fireball at the four spliced beasts threatening Hurgah. "Angradd smite these beasts which vex us so!"

Fireball 7d6 ⇒ (2, 1, 1, 4, 5, 5, 6) = 24

Fireball 7d6 ⇒ (3, 2, 2, 1, 3, 2, 3) = 16


Male Human Cleric/8

Hmm, I see some healing in the half-orcs future when my turn rolls around. How many of our channel energies have we used so far today doing our uber-travel?


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

Round 1


Gandelplot Trapspringer: 24
Moonpate the Potentate: 20+
Hurgah the Reaver: 20-
Halstadt Morgrym: 18
Splicer Beast of Total Awesome Revenge: 9+
Karek: 9-
Breach: 9-
Donkor: 6

  • Moonpate is 20 feet from the splicer beasts.

  • Surprised by the eruption of violence behind him, Moonpate instinctively rides on a bit to distance himself from the critters before wheeling about. Seeing his protector and stalwart companion outnumbered and surrounded, the Potentate angrily unleashes twin beams of coruscating light at separate targets, hoping to fry these devil dogs once and for all into bits of charcoal.

    Will move next to Breach or Karek or then cast Scorching Ray, aiming for two different enemies. Not sure if I require a Concentration or Ride check in this situation since I am not directly in the melee, or if I need two attack rolls instead of just one.
    Concentration: 1d20 + 7 + 4 + 2 ⇒ (4) + 7 + 4 + 2 = 17
    Ride: 1d20 + 4 ⇒ (19) + 4 = 23
    Ranged Touch Attack #1: 1d20 + 6 ⇒ (11) + 6 = 17
    Damage: 4d6 ⇒ (6, 2, 2, 5) = 15
    Ranged Touch Attack #2: 1d20 + 6 ⇒ (12) + 6 = 18
    Damage: 4d6 ⇒ (4, 4, 5, 2) = 15
    Not sure if I have the rolls figured right, using Focused Mind trait (+2 concentration) and Precise Shot feat.


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

    Waiting for Gandel to cast/ inspire before i unleash my wrath. You still with us, little buddy?


    Gandel flubbed the knowledge check to ID the splicer beast(s) the last time we encountered them and was unable to use his Naturalist ability against them at that time. Since we haven't leveled-up since then should I assume that Gandel still can't use his Naturalist ability against them now?


    Max is right - there's no re-try on that Knowledge check and without it he can't use his Naturalist ability.

    Does Gandel want to attempt something else?


    Donkor Sooron wrote:
    Hmm, I see some healing in the half-orcs future when my turn rolls around. How many of our channel energies have we used so far today doing our uber-travel?

    Good question - if we can assume Donkor and Hal are trading off and taking turns, just one for each of you.


    Male Dwarf Barbarian (Breaker) 8

    If Gandel is stuck for something to do, I see two options. He can use Expeditious Retreat to speed up the dwarves or Hurgah so they can reach the combat or keep up with fleeing splicer beasts. Or he can do something to keep the horses here. No need to lose the horses and make us have to dramatically slow our pace.


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

    "Killers in the the sand II: Hurgah strikes back"

    Furious that this flea-ridden multi-mutt once again dares to attack the Dune Squad, Hurgah the Reaver lets loose his draconic rage. Tusks and claws sprout and glitter with arcane energy, as he begins to extract punishment from the splicer beasts.

    Rage, activate claws/tusks, arcane strik, no enlage yet. Full attack on the splicer beasts, one hit each.

    Bite:
    Attack roll 1d20 + 12 ⇒ (17) + 12 = 29
    Damage roll 1d6 + 20 ⇒ (1) + 20 = 21
    Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (17) + 14 = 31

    Claw #1:
    Attack roll 1d20 + 12 ⇒ (11) + 12 = 23
    Damage roll 1d4 + 14 ⇒ (4) + 14 = 18
    Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (8) + 14 = 22

    Claw #2:
    Attack roll 1d20 + 12 ⇒ (17) + 12 = 29
    Damage roll 1d6 + 14 ⇒ (4) + 14 = 18
    Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (2) + 14 = 16

    Spirit attack:
    Attack roll 1d20 + 8 ⇒ (12) + 8 = 20
    Damage roll 1d4 + 3 ⇒ (3) + 3 = 6 Negative energy dmg

    Ref save vs Hal's fireball:1d20 + 6 ⇒ (1) + 6 = 7 - fail

    Status: hp: 62/93, AC 18, rage 1 of 15, claws: 1 of 6


    Ummm... Yeah... About the Expeditious Retreat - I was just checking the range to see how close I had to be to the person I was going to cast it on and discovered that the range is "Personal" with a target of "You." Sorry about that!

    Round One:

    Gandel whips around at the sound of battle, not entirely surprised to see the return of the multiplying beast(s). "I wish I knew more about these creatures so I could better help my companions," he muses to himself as he weighs his options.

    Realizing he would be of even less use on a spooked, non-combat trained mount, the halfling scholar quickly hops down from the magical horse. With a whispered word and a flick of his fingers he quickly casts a spell to render himself invisible as he draws his scorpion whip and studies the scene of battle.

    Move action to dismount. Standard action to cast Vanish on self. Free action to draw scorpion whip.

    Active Effects: Vanish (round 1 of 5)

    MAP: Splicer Beast Battle
    NOTE: Map shows positioning following Hal's action in the initiative order.

    If Hurgah's Claw #1 attack misses, Gandel will cast Gallant Inspiration as an immediate action to aid the attack roll - add 2d4 ⇒ (2, 2) = 4 to the attack roll if needed.


    Gandel wrote:


    Realizing he would be of even less use on a spooked, non-combat trained mount, the halfling scholar quickly hops down from the magical horse. With a whispered word and a flick of his fingers he quickly casts a spell to render himself invisible as he draws his scorpion whip and studies the scene of battle.

    The above happens! (I'm going to resolve the posts in order)

    ----------
    I was going to say that climbing all the way off a comparatively massive horse is probably very challenging for Gandel as just a move action, but I realized Moonpate could have (and likely would have) summoned a pony for Gandel.


    Moonpate wrote:


    Surprised by the eruption of violence behind him, Moonpate instinctively rides on a bit to distance himself from the critters before wheeling about. Seeing his protector and stalwart companion outnumbered and surrounded, the Potentate angrily unleashes twin beams of coruscating light at separate targets, hoping to fry these devil dogs once and for all into bits of charcoal.

    Will move next to Breach or Karek or then cast Scorching Ray, aiming for two different enemies. Not sure if I require a Concentration or Ride check in this situation since I am not directly in the melee, or if I need two attack rolls instead of just one.
    Concentration: 1d20+7+4+2
    Ride: 1d20+4
    Ranged Touch Attack #1: 1d20+6
    Damage: 4d6
    Ranged Touch Attack #2: 1d20+6
    Damage: 4d6
    Not sure if I have the rolls figured right, using Focused Mind trait (+2 concentration) and Precise Shot feat.

    I actually don’t think Moonpate needs a Ride check or a Concentration here. He’s in luck: he can ride his mount away from combat up to 50 feet as a move action, stop his mount and then fire. I suppose he’ll move 40 feet or less though, so that he remains within 60 feet, the range of his scorching ray. That Precise Shot certainly does come in handy though – those are two hits. I’ll put them on splice #1 and splice #3, the two closest splices.

    ---------

    The coruscating lights both hit their targets, each instantly burning a narrow hole completely through the creature, clear to the other side. The scarred beasts however fight on, caught up in the violent melee of tusk and claws.


    Hurgah the Reaver wrote:


    Furious that this flea-ridden multi-mutt once again dares to attack the Dune Squad, Hurgah the Reaver lets loose his draconic rage. Tusks and claws sprout and glitter with arcane energy, as he begins to extract punishment from the splicer beasts.

    I will assume Hurgah would want to use his bite attack on an uninjured splice to take full advantage of the damage. I'll then assign the rest at random.

    ----------

    The bite attack on splice #2 hits and slays the splice.

    The claw attack on splice #1 hits and slays the wounded splice

    The claw attack on splice #3 hits and slays the wounded splice

    The spirit attack on splice #4 hits and slightly wounds the splice.

    ----------

    Hurgah appears to be giving the splicer beast a hand - he quickly begins shredding the creature into many more pieces. Unfortunately, Hurgah lacks the beast's innate abilities and the new splices do not seem to have life, rather Hurgah simply carpets the sand with corpses. Seconds later where there were once four splices, there is only one remaining.


    Male Dwarf Barbarian (Breaker) 8
    Gandel wrote:
    Ummm... Yeah... About the Expeditious Retreat - I was just checking the range to see how close I had to be to the person I was going to cast it on and discovered that the range is "Personal" with a target of "You." Sorry about that!

    I see. That invalidates a... good portion of our history... :) Well, we won't forget that again, will we?


    Halstadt Morgrym wrote:

    Hal will dismount and deliver a Fireball at the four spliced beasts threatening Hurgah. "Angradd smite these beasts which vex us so!"

    I'll have Hal center the fireball actually past the melee so that the blast only catches Hurgah and the remaining splicer beast. Actually now that I think on it, with only one splice remaining Hal can actually center the blast so that it misses Hurgah entirely. Nuts! Not only do we not showcase Krythodan's new ability, we don't get to exercise Hurgah's fire resistance.

    ----------

    WHOOOOOSH!

    A massive explosion of fire erupts and then vanishes as quickly as it came. When the dust settles the remaining splice has been reduced to a crispy pile of char. In the distance, the dawarven priest makes a slight motion as though sweeping the dust off of his hands.


    Um, um,

    It's suddenly looking pretty target poor here.

    We're dropping out of initiative. But for the surprise round, the splicer beasts never even got to go.

    I think I will go sulk.

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