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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Pact Stone GM wrote:


Thalia spurs Scimitar forward and races towards a pair of splicer beasts which appear to have just finished twinning themselves. With sand spraying at Scimitar's heels, Thalia suddenly wheels to the side and with outstretched hands sprays a gout of fire at the two creatures.

Before I forget, when Thalia rolls for her damage for her burning hands, feel free to specify if she went for the pair to the north or to the south. The tactical situation is mirrored so it doesn't really matter which. If I don't hear from her soonish, I'll arbitrarily declare she went north just to help keep track of things.


Pact Stone GM wrote:

From atop Beatrix, Jason extends his arms to either side. A moment later strange eldritch ripples shimmer through the air in all directions.

splicer beast 1 (on Hal, north) attempts a DC 19 Will save 1d20+2 (Fails!)
splicer beast 2 (on Hal, south) attempts a DC 19 Will save 1d20+2 (Fails!)
splicer beast 3 (on Gandel, north) attempts a DC 19 Will save 1d20+2 (Fails!)
splicer beast 4 (on Gandel, south) attempts a DC 19 Will save 1d20+2 (Fails!)
splicer beast 5 (on Moonpate, south) attempts a DC 19 Will save 1d20+2 (made it.)
splicer beast 6 (trapped in aqueous orb), attempts a DC 19 Will save 1d20+2 (made it.)

OOC: Heh. What does Jason have against Moonpate?

Four of the nearest creatures suddenly slow down as though running in water or though trapped in a dream-like state.

OOC: If he wants it, Jason still has a move action.

Nice! Jason will just stay put on top of Beatrix for now.


Gandel braces for impact as the two massive wolf-like beasts begin their final leap upon him. At the last moment Jason's spell catches them just as they are about to pounce. Now moving as though fighting against unnatural gravity, it's all the creatures can do close. For a moment, Gandel breathes a sign of relief, but then he realizes their huge snapping jaws still seem to be functioning. Each of their tusks is almost the size of his arm.

OOC: In lieu of a charge, the beasts take crappy move actions instead. They are adjacent to Gandel, north and south. He is flanked.


A splicer beast is trapped in a massive orb of churning water.

Nonlethal damage from beginning round trapped in the orb 2d6 ⇒ (5, 4) = 9 (not bad!)

Attempted DC 18 Reflex save to escape the orb 1d20 + 7 ⇒ (5) + 7 = 12 (fails!)

The beast remains trapped. It thrashes with all four of its limbs, but is simply tossed upside down in the whirling waters.

ooc: It seems I might now need to also turn my mind to the thorny question of whether a splicer beast is capable of holding its breath. I have only myself to blame.


There is one beast which has managed to avoid both Moonpate's orb and Jason's spell.

Without skipping a beat it leaps through the air flying towards Moonpate, suddenly screaming like a jungle cat. The muscles on the creature are truly powerful.

Charging gore from splicer beast 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 (fails!)

Damage roll from charging gore, if successful 1d8 + 4 ⇒ (3) + 4 = 7

The beast flies past Moonpate, clearing the camel, landing on the other side. However, his razored tusk is deflected by the magic of Moonpate's invisible enchanted armor.

Undeterred, the creature quickly looks to leap again.

OOC: This creature has a -2 penalty to its AC from the charge.


Meanwhile, to the east, two splicer beast are continuing to bear down on Halstadt Morgrym. However, just before they can spring their trap, they are struck by Jason's spell. The beasts too slow down drastically, and lose their momentum as their assault is ruined.

OOC: Just a pair of move actions. Hal is flanked, one adjacent to him to the north, one adjacent to him to the south.


Female Half-Elf Rogue (spy) 2/Druid (desert) 5

Thalia's hands spark and glow, turning into a flame emanating from her palms, and running to the tips of her fingers, knowing that the spell is ready to cast, she wheels Scimitar toward the pair of strange creatures to the south, the mighty camel weaving through the battle with ease.

Thalia shouts one single word, the final completion of the spell.

"Fiira!

The power of heat starts to glow brighter and hotter, the air wavering above her hands, she stretches them toward the creatures, fingers pointing to the unfortunate beasts, a gleam in her eye, and a broad smile on her face. Flame leaps from her fingertips to the creatures, creating a cone of glowing fire, the sand shining and glowing like a thin layer of molten glass left in the area.

5d4 ⇒ (3, 4, 1, 4, 2) = 14

"From the flame comes rebirth, of all things, even creatures like yourself should know that, even in this barren landscape."


It's the weirdest thing, a single beast continues to challenge the now giant Hurgah to the west. It doesn't venture any closer though, instead pacing back and forth snarling and snapping with its tusks.

OOC: The creature is a good 50 feet away from Hurgah. The beast striking at Moonpate is much closer to the half-orc.


Thalia roasts a pair of splicer beasts, but the creatures survive. They answer her challenge by leaping at her, seeking to gore her legs and drag her from Scimitar's back.

first gore attack from splicer beast versus AC 14 1d20 + 7 ⇒ (9) + 7 = 16 (hit!)

Damage roll from first gore, if successful 1d8 + 4 ⇒ (2) + 4 = 6

second gore attack from splicer beast versus AC 14 1d20 + 7 ⇒ (8) + 7 = 15 (hit!)

Damage roll from gore, if successful 1d8 + 4 ⇒ (4) + 4 = 8

The tusks find flesh. A wave of searing pain rushes through Xian'an.

Thalia takes 14 points of damage. Though on the positive side, she's kept these beasts too busy to replicate.


Lastly to the northeast, there are two further splicer beasts. The first, just recently created, begins loping towards Breach and Karek, a guttural growl escaping its lips as it closes.

The second, continues to tear at its own flesh, using its tusk to rip open a fresh hole in its flank. A few moments later, the creature has somehow managed to shred itself into two identical fully-formed selves.

OOC: The one closing is now 10 feet away (north) of Breach and karek. The two hanging back are 50 feet away (north).

Whew! That's it for the splicer beasts this round.


Next up for the round is:

Hurgah
Gandel
Hal
Karek
Moonpate
Breach
Donkor

Send those actions my way. . .


Male Dwarf Cleric 8

Not sure if you want our responses in exact initiative order but my action should not effect the others. I want to fireball as many of the beasts at once as I can without hurting my fellows. From what I can tell my best targets are: (1) the pair to the northeast that are 50' away, (are they still near the third one that was with them?), or (2) the two coming at Hal and Gandel (one each) from the north. If the fireball will hit the two coming at Hal and Gandel that is where I will send it (unless Gandel charges the one to the north), otherwise I will go with my first option and hope I can get 3 within my blast radius!

Realizing he has little time before the beasts are upon him Hal looks for the most strategically sensible place to launch his fireball and cries out to Angradd. "Smite these beasts with Your holy fire!"

Fireball - Reflex save DC 17 - 7d6 ⇒ (1, 4, 5, 3, 2, 4, 5) = 24


Female Half-Elf Rogue (spy) 2/Druid (desert) 5
Halstadt Morgrym wrote:
Fireball - Reflex save DC 17 - 7d6

Okay, now you are making me look bad, I'm going to have to pull out all the stops...>.<


Male Dwarf Cleric 8

As long as they stop these things from splitting in two fine by me! "-)


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

Quick clarifying question: Hurgah's first priority is to take pout the beast threatening Moonpate. Will he be able to attack any of the creatures by taking a 5-ft step, and how many? Remember he has 10 ft reach.


Hurgah the Reaver wrote:
Quick clarifying question: Hurgah's first priority is to take pout the beast threatening Moonpate. Will he be able to attack any of the creatures by taking a 5-ft step, and how many? Remember he has 10 ft reach.

Yes, with a 5-foot step he can get a full attack on the single beast attacking Moonpate. With that awesome reach, he could also (in theory) devote some of the attacks on the best trapped in the orb.

He can't reach the ones on Gandel and Blinky. He'd need a move action to get there and probably take an AoO to do so. Everything else is too far away and would need a double move.


Male Human Cleric/8

When his turn arrives, Donkor will charge whichever of the splicer beasts is nearest to him with his morningstar. No point predicting which one will be left with all of the people still to go before his turn.

Donkor assesses the situation on the field, sighs deeply, and charges full-speed at the nearest splicer beast with his morningstar.

Attack Roll: 1d20 + 10 ⇒ (16) + 10 = 26 (+2 for charge, if applicable)
Damage Roll: 1d6 + 3 ⇒ (1) + 3 = 4


Halstadt Morgrym wrote:
Not sure if you want our responses in exact initiative order but my action should not effect the others.

Thanks - I'll definitely take people's instructions for moves ahead of turn, but I won't trigger them until it's their turn. That way people can post when they actually have a chance to do so. If your turn comes up and something has intervened which makes your move sub-optimal, I'll usually be smart enough to notice and give you a chance to correct it.

In this particular case, Hal's options for fireball targets are actually going to slightly improve in a few moments. . . (more to come.)


Splicer Beast wrote:

Lastly to the northeast, there are two further splicer beasts. The first, just recently created, begins loping towards Breach and Karek, a guttural growl escaping its lips as it closes.

The second, continues to tear at its own flesh, using its tusk to rip open a fresh hole in its flank. A few moments later, the creature has somehow managed to shred itself into two identical fully-formed selves.

OOC: The one closing is now 10 feet away (north) of Breach and karek. The two hanging back are 50 feet away (north).

Whew! That's it for the splicer beasts this round.

OOC: I actually screwed this up. These two are not slowed and haven't taken their move actions. (I think I treated them as acting in a surprise round out of habit) After replicating, the beasts also move 40 feet closer to breach and Karek (10 feet away). The one that didn't replicate has enough move to charge Breach.

Charging gore attack against AC 23 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 (miss!)

Damage from gore attack, if successful 1d8 + 4 ⇒ (1) + 4 = 5

The racing beast flies at Breach but the powerful dwarf absorbs the charge with his shield and and shoves it aside - giving a poke with the his deadly shield spikes for its trouble.

OOC: There Denis - now Hal should be able to get four. The edge of his blast will just miss Breach, Karek and himself - close enough that they will feel it - maybe singe a couple of beard hairs.


Male Dwarf Cleric 8

Excellent! Hal's mom was always telling him to trim his scruffy beard so this will be a chance for that long awaited grooming! Edit: Yes those are the four I will go for.


One more thing, as long as we're on the subject of this potentially devastating fireball, Hal is currently flanked, so no matter which direction he takes a 5-step, at least one of the two will threaten him when he casts, so he'll also need to consider whether to try for a Concentration check (DC 21 or lose the spell) or whether to just take the attack of opportunity and hope it misses. Then again, perhaps he won't be flanked when his turn comes up, but it seems unlikely.


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

All right...no-one tries to gore someone under Hurgah's protection and get's away with it. Moonpate, you might want to take some kinda cover. This is going to be messy.

The huge Hurgah regards the beast that tried to gore Moonpate. His eyes glaze over with a blood-red haze, and his massive hands suddenly spurt brutal claws.

As he steps forward, he bellows a deafening challenge, revealing that his already fearsome tusks have grown even more deadly in length.

Loreat, hofibavi fueryon. Kiwieg wer skriiod di Hurgah!

Draconic:

Die, foolish beast. Feel the wrath of Hurgah!

An unstoppable force of teeth and claws, he falls upon the Splicer Beast. As if the fury of his natural attacks were not enough, acute observes catch a glimpse of shimmering forms bashing away at the beast as well.

Bite:
Attack roll 1d20 + 12 ⇒ (12) + 12 = 24
Damage roll 1d8 + 21 ⇒ (5) + 21 = 26
Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (8) + 14 = 22 (+4 vs Medium or smaller creatures)

Claw #1:
Attack roll 1d20 + 12 ⇒ (15) + 12 = 27
Damage roll 1d6 + 15 ⇒ (5) + 15 = 20
Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (14) + 14 = 28 (+4 vs Medium or smaller creatures)

Claw #2:
Attack roll 1d20 + 12 ⇒ (14) + 12 = 26
Damage roll 1d6 + 15 ⇒ (5) + 15 = 20
Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (7) + 14 = 21 (+4 vs Medium or smaller creatures)

Spirit attack:
Attack roll 1d20 + 8 ⇒ (17) + 8 = 25
Damage roll 1d4 + 3 ⇒ (3) + 3 = 6 Negative energy dmg

Handy stats:
Rage: Round 1 of 16
Claws and bite: Round 1 of 6
Hp: 93
AC: 16


Male Dwarf Cleric 8

Hal will take a 5' step to the north and hope the attacker misses!


Male Human Wizard Level 8 - Conjurer

Sorry for the delay. I was at a convention in Chicago and just got back last night. Tried to post but got an error message about the boards being down.
I had originally thought to Dimension Door the heck out of the trap to the top of the rise where the beast that Thalia had partially fried loped out of sight. I was thinking about finishing it off and wondering if killing the original (if it is the original) would do the trick.
Not sure about the current tactical situation and if that original idea still has merit.
Thanks for taking the first action for me in my absence, though I thought I had changed out aqueous orb for stinking cloud. Oh well.
If my read of the current tactical situation is wrong, then I will take notice of the curious beast blocking our rear yet not attacking and trust Hurgah to protect my immediate space. I will take this round to summon monster IV - Giant Scorpion to take on the waiting fiend.

Wonder Pate's Powers Activate: in the form of......Giant Scorpion

(sorry, I would be more descriptive and in the moment but I am exhausted and need to get ready for our daughter's ninth b-day)

Roll for Ride Check: 1d20 + 4 ⇒ (18) + 4 = 22


Hurgah the Reaver wrote:


An unstoppable force of teeth and claws, he falls upon the Splicer Beast. As if the fury of his natural attacks were not enough, acute observes catch a glimpse of shimmering forms bashing away at the beast as well.

The massive giant takes one stride over to the snarling beast attacking Moonpate. The first claw swoops it up crushing its haunches as it does so. Hurgah then places the creature in its mighty jaw and bites its head off.

Almost as an afterthought, with a free hand the half-orc spears one of its claws into the swirling orb of water and skewers the splicer beast trapped inside. A moment later the swirling orb of water turns pink and then dark red.

OOC:

Jace, just for my edification when you get a chance, show me how you got the build for this in the discussion thread. I get +20 damage on the bite (one short), but +16 on the claws (one higher) which would be preferable for you. Something tells me though that you've put more thought into this than I have so I suspect I am wrong.

Just for greater certainty - that was scratch two splicer beasts.


Male Dwarf Barbarian (Breaker) 8

Karek takes a moment to appreciate the way Hurgah goes about his business, nodding in approval. Then he turns his attention to his own problems. His demeanor, formerly loud and jovial (if indecipherable), turns silent and serious. If he speaks, it's terse battle commands to gain whatever advantage necessary. His glasses, dislodged when he leaped from Aleson, fall to the ground forgotten.

Karek enters a rage as a free action.

The board can change plenty before it gets to my action. So here's what I want to do, in the order of preference, depending on what can be accomplished from my position.

First, I would like to charge one of the beasts attacking Thalia, if they happen to be within 40 feet. With Rage and Power Attack, here is that attack roll.

Charge! 1d20 + 17 ⇒ (18) + 17 = 35 and damage 2d6 + 19 ⇒ (3, 5) + 19 = 27. Add 2 if these things happen to cast spells or spell-like abilities.

If I can't reach Thalia, I will instead see if I can five-foot step and full attack anything. Here are those rolls.

Attack 1 1d20 + 15 ⇒ (16) + 15 = 31 for 2d6 + 19 ⇒ (5, 6) + 19 = 30.
Attack 2 1d20 + 10 ⇒ (10) + 10 = 20 for 2d6 + 19 ⇒ (5, 3) + 19 = 27.

If I can't do that, I'll charge something attacking Halstadt, using the charge roll above.


Moonpate wrote:
Sorry for the delay. I was at a convention in Chicago and just got back last night. Tried to post but got an error message about the boards being down.

No worries man! Hope you don't mind the NPC moment - I was just keen to move things along while I could.

Moonpate wrote:

I had originally thought to Dimension Door the heck out of the trap to the top of the rise where the beast that Thalia had partially fried loped out of sight. I was thinking about finishing it off and wondering if killing the original (if it is the original) would do the trick.

Not sure about the current tactical situation and if that original idea still has merit.

Funny that - originally, I was inclined to have Moonpate dim door to safety. It's probably what I would have done, but I figured you might not have liked it. These kids today, they're all about their DPR. : )

Thanks for letting me know what you would have done. It'll help me learn how to simulate my players in the future if the need arises.

Moonpate wrote:
Thanks for taking the first action for me in my absence, though I thought I had changed out aqueous orb for stinking cloud. Oh well.

Ahk! You did? Urk! Moonpate kinda got lucky then, stinking cloud is probably a bit less useful in a wide open space like this, though it certainly kicks azz in the right spot.

Moonpate wrote:

If my read of the current tactical situation is wrong, then I will take notice of the curious beast blocking our rear yet not attacking and trust Hurgah to protect my immediate space. I will take this round to summon monster IV - Giant Scorpion to take on the waiting fiend.

Wonder Pate's Powers Activate: in the form of......Giant Scorpion

(sorry, I would be more descriptive and in the moment but I am exhausted and need to get ready for our daughter's ninth b-day)

Roll for Ride Check: 1d20+4

Got it!

Enjoy your birthday party!


Hurgah the Reaver wrote:


Loreat, hofibavi fueryon. Kiwieg wer skriiod di Hurgah!

Totally - I think it sounds best in its original Draconic.


Splicer Beast wrote:

Gandel braces for impact as the two massive wolf-like beasts begin their final leap upon him. At the last moment Jason's spell catches them just as they are about to pounce. Now moving as though fighting against unnatural gravity, it's all the creatures can do close. For a moment, Gandel breathes a sign of relief, but then he realizes their huge snapping jaws still seem to be functioning. Each of their tusks is almost the size of his arm.

OOC: In lieu of a charge, the beasts take crappy move actions instead. They are adjacent to Gandel, north and south. He is flanked.

Not caring for the situation he finds himself in, Gandel attempts to tumble away from the snapping jaws of his dual attackers.

Move action to move half-speed (15 feet) away from the flanking splicer beasts using Acrobatics to avoid AoOs due to movement. DC = opponent's CMD +2 for the additional opponent; Acrobatics check: 1d20 + 13 ⇒ (7) + 13 = 20.
If the Acrobatics check fails, Gandel will attempt to cast Gallant Inspiration as an immediate action to gain a +2d4 retroactive competence bonus on the Acrobatics check; if the bonus is enough to turn the failure into a success, the Acrobatics check succeeds.
Gallant Inspiration: Concentration check - 1d20 + 10 ⇒ (8) + 10 = 18; Spell Effect equal bonus of +2d4 ⇒ (4, 3) = 7 to previous Acrobatics check.

Assuming Gandel is successful in tumbling out of reach of his attackers, he will use his standard action to Vanish on himself (duration 5 rounds).


Male Half-orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1/Dragon Disciple 3
Pact Stone GM wrote:


Jace, just for my edification when you get a chance, show me how you got the build for this in the discussion thread. I get +20 damage on the bite (one short), but +16 on the claws (one higher) which would be preferable for you. Something tells me though that you've put more thought into this than I have so I suspect I am wrong.

Sure thing. I have let HeroLab do all the math, so I'm not 100% sure of the numbers myself. I'll drop a post in the discussion thread when I get the time to sit down and look at the build in detail in HeroLab.


Gandel wrote:

Not caring for the situation he finds himself in, Gandel attempts to tumble away from the snapping jaws of his dual attackers.

Move action to move half-speed (15 feet) away from the flanking splicer beasts using Acrobatics to avoid AoOs due to movement. DC = opponent's CMD +2 for the additional opponent; Acrobatics check: 1d20 + 13.
If the Acrobatics check fails, Gandel will attempt to cast Gallant Inspiration as an immediate action to gain a +2d4 retroactive competence bonus on the Acrobatics check; if the bonus is enough to turn the failure into a success, the Acrobatics check succeeds.
Gallant Inspiration: Concentration check - 1d20 + 10; Spell Effect equal bonus of +2d4 to previous Acrobatics check.

Assuming Gandel is successful in tumbling out of reach of his attackers, he will use his standard action to Vanish on himself (duration 5 rounds).

Nice! I figured it wouldn't be long before we saw gallant inspiration come into play. It's a trickier spell to use in a PBP when cast for someone other than Gandel, but on the other hand, I could see it having a perfect moment.

Also, thanks for posting mechanical details for things, that always makes my life easier.

Lastly, for what it's worth, I think you made the right call here, unfortunately, looking at the die rolls and knowing what I know about the DCs, I think Gandel's probably looking at a tough day at the office.

* * *

First, the Acrobatics skill check fails. I am not going to reveal the CMB just yet, but it is unfortunately higher than 18. (Stupid advanced rebuild!)

The crafty halfing tries to duck and weave to safely extricate himself from the clutches of the two massive muscled beasts, but at the last moment they corner him once more, pinning him between them.

Realizing he needs better luck, Gandel tries to make his own, casting a quick spell he saves for just such occasions. Unfortunately the DC on the Concentration check is 19 (15+ [2x2]) (so close and it would have worked too!). Gandel loses the spell slot.

Once of the splicer beasts suddenly slams him in the back knocking him to his knees and the halfing's magic fizzles. Gandel spins to the side ducking the snapping jaws of the other beast and finds his footing once more, his tiny buckler all that's between him and his new role as a small nutritious snack. Unfortunately, the creatures continue to take advantage of their number and take turns circling in behind him as they gore at him with their tusks.

This is probably a bad time to mention that the splicer beasts have a special ability called Superior Flanking. They get +4 for a flank instead of +2. It's a benefit of essentially flanking with yourself. On the positive side of the ledger, they do take a penalty from Jason's slow spell.

splicer beast 1, attack of opportunity with a gore against AC 21 1d20 + 7 + 4 - 1 ⇒ (3) + 7 + 4 - 1 = 13 (miss!)

splicer beast 2, attack of opportunity with a gore against AC 21 1d20 + 7 + 4 - 1 ⇒ (19) + 7 + 4 - 1 = 29 (hit!)

damage from gore for beast 1 1d8 + 4 ⇒ (7) + 4 = 11

damage from gore for beast 2 1d8 + 4 ⇒ (1) + 4 = 5

Ha! At least the right one hit. Gandel takes 5 hit points of damage, but his movement still gets to continue. He moves back 15 feet, retreating next to Hurgah, who is even larger and scarier than the splicer beasts.

Gandel blocks one blow with his buckler but the second beast shatters a link in his mithral chain with his tusk and begins to spear Gandel in the side until the halfling rolls out of the way at the last instant. He then scrambles across the sand narrowly avoiding the carnage that is Hurgah, who appears to be in some sort of crazed state.

The beasts, deduce that the magic that holds them back will never permit them to catch the halfing now, so they instead turn themselves towards Blinky.

Realizing the danger isn't over yet, the halfing then snaps his fingers, calling upon the magic of another spell. There's a brilliant flash of light and Gandel is gone!

OOC: casts vanish.


OK! Next up is Hal.

Halstadt swings his axe back and forth at the onrushing beasts, trying to carve out some room to call upon the fury of his god. He picks his moment, transfers his massive axe into one hand and steps back suddenly. With his free hand he traces the ancient glyph of the first forge in the air.

OOC: He takes a 5-foot step to the northwest to negate the flank and cut his number of attacks of opportunity from two to one (straight north will put him in a splicer beast's square). Then he casts fireball. The good news is since the splicer beast is no longer flanking it doesn't get the benefit of Superior Flanking and Jason's slow is still in effect. Hal probably doesn't care as much about the damage so much as he cares about how difficult a solid hit will make it to get his spell off.

Splicer beast, attack of opportunity with a gore against AC 17 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9 (whew!)

Damage if the attack hits 1d8 + 4 ⇒ (2) + 4 = 6

Suddenly one of the splicer beasts sails right through Hal's glyph as it begins to form in the air. The creature clamps its jaws right on Hals's shoulder, trying to bite through the protective links of his dwarven armor. With his axe hand, Hal grabs the creature by the scruff and rips it off of him. Then with a free moment he finishes the final intonations of his spell and says:

Halstadt Morgrym wrote:
"Smite these beasts with Your holy fire!"

THA-BOOOOOOM!!!

A huge explosion of flame errupts right in front of Halstadt (and Karek and Breach!) - just inches from their face.

1.DC17 Reflex save for slowed splicer beast nearest Hal 1d20 + 7 ⇒ (15) + 7 = 22 (made it - 12 damage)
2.DC 17 Reflex save for splicer beast that is adjascent to Breach and attacking him 1d20 + 7 ⇒ (3) + 7 = 10 (fails - 24 damage)
3.DC 17 Reflex save for splicer beast 10 feet to the north of Karek 1d20 + 7 ⇒ (11) + 7 = 18 (made it - 12 damage)
4.DC 17 Reflex save for splicer beast 10 feet to the north of Breach 1d20 + 7 ⇒ (16) + 7 = 23 (made it - 12 damage)

When the conflagration lifts and sight is restored there are four badly scorched splicer beasts. They look as though they are slightly stunned and may have lost their hearing in the explosion.

OOC: They are all still up. 60 points of damage in exchange for 6 is a pretty decent trade, I'd say.


Karek Kogan wrote:
The board can change plenty before it gets to my action.

Ya! So I appreciate the way you did this.

Karek Kogan wrote:

So here's what I want to do, in the order of preference, depending on what can be accomplished from my position.

First, I would like to charge one of the beasts attacking Thalia, if they happen to be within 40 feet. With Rage and Power Attack, here is that attack roll. . .

If I can't reach Thalia, I will instead see if I can five-foot step and full attack anything. . . If I can't do that, I'll charge something attacking Halstadt, using the charge roll above.

It looks like it's option 2. The beasts on Thalia are just out of range of a charge. Karek could take a run action and arrive, but I think I get your drift that that's not what he's looking for.

With a five-foot step north, Breach will be neatly surrounded by three rather crispy splicer beasts. Since he probably has some idea of the insane level of damage he's capable of, we'll say he shrewdly attacks the least injured pair.

The glasses come off! Just as the huge gout of flame subsides, Karek suddenly bolts forward into the blast area. He brings his massive hammer over his head and caves in the skull of the splicer beast immediately ahead of him. A split second later, impossibly, the mallet is raised again, veins popping in the dwarf's arms. The hammer drops once more and a disgusting squishy sound is heard. Carnage, carnage everywhere.

OOC: Scratch two splicer beasts! There's still one to his left that's harrying Breach.


P.S. Karek's camel, Aleson, start bolting to the southwest (away from the fireball). She's a sensible girl and has had enough of the crazy. Karek can't really see in any event, but she's chosen what looks to be a pretty clear path to safety.


Moonpate keeps his camel steady, and finds himself safe within Hurgah's 'zone of carnage'. Inspired, the wizard utilizes his unique skills to call upon something really big. Deep in concentration, Moonpate almost doesn't notice the halfling who suddenly tumbles towards him and then disappears.

Meanwhile, Moonpate's strange crystaline orb of churning water to the north slowly turns a darker shade of red.


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


It looks like it's option 2. The beasts on Thalia are just out of range of a charge. Karek could take a run action and arrive, but I think I get your drift that that's not what he's looking for.

Yes, thank you for your shrewd interpretation of my desires. I don't suppose I stepped within range of rescuing Thalia next round, have I? If she ends up needing help from me, anyway. Very nice descriptive text, too! Thank you!

Pact Stone GM wrote:


Karek's camel, Aleson, start bolting to the southwest (away from the fireball). She's a sensible girl and has had enough of the crazy. Karek can't really see in any event, but she's chosen what looks to be a pretty clear path to safety.

At Aleson's retreating form:

DWARVEN:
OI! You get back here, you infernal inbred bastard of an elf witch! I'm not WALKING through this blasted landscape of hell and sand!
Spoiler:
I hope no elves or camels I know read this. I would be so embarrassed!

OOC: While Bilbo hasn't been able to check-in just yet, he has left me with rather clear "IC" instructions.

Breach Shattershield wrote:
. . . Taking up a firm dwarven battle stance, Breach roars,"Let's dance, mutts."

Time for shinsplitter and skullcrusher to come out:

"You young'uns! In my day we didn't have fancy fireballs and giant hammers. If you wanted something dead'd, you had to use a good ol' fashioned axe!"

Breach takes a five-foot step to try to make his situation a bit less target poor, basing both the badly burnt beast and the one that gored Hal.

Breach strikes!

Power attacking with shinsplitter (+1 cold iron waraxe) against slowed splicer beast that injured Halstadt, first attack 1d20 + 8 ⇒ (15) + 8 = 23 (hit!)

Power attack damage for first shinsplitter attack, if successful 1d10 + 11 ⇒ (4) + 11 = 15 (it barely survives!)

Power attacking with skullcrusher (+1 bashing darkwood light shield) against the same splicer beast 1d20 + 10 ⇒ (16) + 10 = 26 (hit!)

Power attack damage from skullcrusher, if successful 1d8 + 6 ⇒ (8) + 6 = 14 (kills!)

Flanking (w/ Karek), power attack with shinsplitter, iterative attack against the very crispy splicer beast attacking him 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 (miss!)

Sneak attack, power attack damage for second shinsplitter attack, if successful 1d10 + 11 + 1d6 ⇒ (3) + 11 + (6) = 20 (n/a)

Seeing a splicer beast tear into one of his younger charges, Breach focuses it down, hacking and smacking it until it is a mound of pulp. As an after thought he swings at the roasted creature trying to get by his shield, but the agile creature darts out of the way, having taken enough punishment for one day.

OOC: Nuts! Too bad about that last one. Breach remains based by a very injured splicer beast and he's close to being flanked by another uninjured (but slowed) one.


Donkor Sooron wrote:

When his turn arrives, Donkor will charge whichever of the splicer beasts is nearest to him with his morningstar. No point predicting which one will be left with all of the people still to go before his turn.

Donkor assesses the situation on the field, sighs deeply, and charges full-speed at the nearest splicer beast with his morningstar.

Attack Roll: 1d20+10 (+2 for charge, if applicable)
Damage Roll: 1d6+3

Update:

  • The closest splicer beast is the slowed one attacking Hal. Though with three dwarves battling only two remaining splicer beasts, one of which is very badly injured, that pocket of action seems to be well in hand. Though it is the safest place for Donkor.

  • The next closest are the two slowed splicer beasts that have turned their attention to the imperilled Blinky. If Pharasma wills it the pharaoh dog could use an ally.

  • The furthest, but still within range of a charge are the two burnt splicer beasts attacking Thalia to the southeast. With Thalia's position, Donkor could get a charging flank and back-up the party druidess.


  • Karek Kogan wrote:
    I hope no elves or camels I know read this. I would be so embarrassed!

    Hey, Karek's not responsible for what he says while raging. Even elves should get that, right?


    Male Human Cleric/8
    Pact Stone GM wrote:
    Donkor Sooron wrote:

    When his turn arrives, Donkor will charge whichever of the splicer beasts is nearest to him with his morningstar. No point predicting which one will be left with all of the people still to go before his turn.

    Donkor assesses the situation on the field, sighs deeply, and charges full-speed at the nearest splicer beast with his morningstar.

    Attack Roll: 1d20+10 (+2 for charge, if applicable)
    Damage Roll: 1d6+3

    Update:

  • The closest splicer beast is the slowed one attacking Hal. Though with three dwarves battling only two remaining splicer beasts, one of which is very badly injured, that pocket of action seems to be well in hand. Though it is the safest place for Donkor.

  • The next closest are the two slowed splicer beasts that have turned their attention to the imperilled Blinky. If Pharasma wills it the pharaoh dog could use an ally.

  • The furthest, but still within range of a charge are the two burnt splicer beasts attacking Thalia to the southeast. With Thalia's position, Donkor could get a charging flank and back-up the party druidess.
  • Okay, since Binky is in danger, and can not be said to have caused this situation the way the rest of us can, I wouldwould like to change Donkor's action to something more effective, if I'm permitted to make a change after a roll. If not, he will proceed to Binky's aid with the previously rolled attack.

    Donkor stands beside his massive horse, one hand on her flank as he watches the battle unfold, impressed at the effectiveness of his companions and horrified by the carnage they cause so off-handedly. Upon seeing the plight Binky, he murmurs a prayer, "Oh Goddess, this beast can not be blamed for disregarding your counsel. Please let your power flow through me for it's sake." Then pointing at one of the beasts beside the little pharaoh dog, he chants a quick spell and gestures threateningly at the beast.

    Cast Cause Fear on one of the splicer beasts. I also want to spend any extra time I have this round looking to see if I have any way of spotting the original beast from my clairvoyance earlier. Can they be distinguished in any way? I'm hoping that next round, a Dispel Magic on the progenitor might get rid of all the cloned fellas. Would a spellcraft check or something help me decide that?


    Male Dwarf 5 Fighter/2 Rogue

    Sorry, they are not giving very much free time here, but thanks for botting when necessary.

    Breach sees the approaching hounds and sets himself for another assualt. "I'll be damned if the ugly spawn of some pit bound fiend 'll make the last of any of us this day!, Breach shouts at the nearing beast. "The two of ya will meet me back, cousins. I'll not see another of my kind fall in my presence.

    How far are the boys from me?


    Before I forget. . .

    Hal and Breach's camels go racing off after Karek's. It's a bit of a stampede, but since they are running southwest, it shouldn't affect anything - we hope.


    Donkor Sooron wrote:
    Okay, since Binky is in danger, and can not be said to have caused this situation the way the rest of us can, I wouldwould like to change Donkor's action to something more effective, if I'm permitted to make a change after a roll. If not, he will proceed to Binky's aid with the previously rolled attack.

    Sure you can, things have changed and you're posting well before I even got to Donkor. In fact, I kinda invited it by re-describing the scene in my post above.

    Donkor Sooron wrote:

    Donkor stands beside his massive horse, one hand on her flank as he watches the battle unfold, impressed at the effectiveness of his companions and horrified by the carnage they cause so off-handedly. Upon seeing the plight Binky, he murmurs a prayer, "Oh Goddess, this beast can not be blamed for disregarding your counsel. Please let your power flow through me for it's sake." Then pointing at one of the beasts beside the little pharaoh dog, he chants a quick spell and gestures threateningly at the beast.

    Cast Cause Fear on one of the splicer...

    For a brief instant the splicer beast is exposed to the wondrous cold void of the afterlife in the bone spire, where the dead go to be judged by Pharasma. But is the creature's tiny brain capable of appreciating the experience?

    DC 14 Will save for slowed splicer beast 1d20 + 2 ⇒ (2) + 2 = 4 (fails!)

    The monster's eyes widen with panic as he is suddenly confronted with the truth of his mortality - he's filled with an unstoppable urge to run. RUN!!!!

    OOC: The beast doesn't actually go anywhere though until it's his turn to act. When I do this table top style there's always a debate over whether the caster actually knows if the spell has worked until the victim's turn comes up. Here for simplicity's sake, let's just say Donkor knows.


    Round 2

    That's the end of R1 folks! R2 kicks off with Thalia and then Jason before we get to everybody's favourite replicating beasties.

    There's still:

  • One slowed beast poised to attack Blinky. (Two actually, but one's gonna bolt.)

  • There's two burnt ones to the south attacking Thalia.

  • One burnt one that disappeared over a ridge to the east.

  • One strange one, yapping away far to the west but not attacking.

  • Two (one crispy, one slowed) engaging the dwarves.


  • Breach Shattershield wrote:
    How far are the boys from me?

    Worry not. "Da Boyz" are quite close!

    Halstadt's about 10 feet to his left (west). Karek is just five feet to his right. In-between Breach and Karek is a splicer beast - they've got a flank going on the creature. The beast is probably not long for this world.


    Female Half-Elf Rogue (spy) 2/Druid (desert) 5

    GM could you please drive Thalia around for a day or two, I'm dealing with family issues at the moment, and will be back on Saturday.


    Donkor Sooron wrote:
    . . . I also want to spend any extra time I have this round looking to see if I have any way of spotting the original beast from my clairvoyance earlier. Can they be distinguished in any way? I'm hoping that next round, a Dispel Magic on the progenitor might get rid of all the cloned fellas. Would a spellcraft check or something help me decide that?

    It's a good thought, and he has a move action to spare, but from where he is he can't see any distinguishing features on any of the splicer beasts that can't be accounted by injuries inflicted by the party in the last few moments. We'll have Donkor Soroon keep his eyes peeled for any clue as to who this "original" might be.

    In game terms, if the replication is caused by a 'spell' or 'spell-like ability' or 'spell-like effect', a dispel magic could work. But if it is an extraordinary or supernatural ability dispel magic will fail to have any effect. Donkor's other hurdle is he doesn't know the source of this power.

    Remind me he's on this, in case something comes up that could assist him.


    Thalia Xian'an wrote:
    GM could you please drive Thalia around for a day or two, I'm dealing with family issues at the moment, and will be back on Saturday.

    Got it!


    OOC: Hmmmmm. What to do for Thalia. I considered using that necklace of fireballs as she knows these creatures are clearly not immune to fire. But my sense is that Ekeebe might like to save her favourite toy for later in the adventure as he hasn't pulled it out yet. She knows she can't go toe to toe with the splicer beast alone for too much longer though.

    IC:

    Thalia pulls on the reigns of Scimitar, deftly dancing her camel around while she slices through the air with the twirling butt of her spear. With a series of arcs and spins the druid gradually carves some space between her and the snapping tusk-jaws of the splicer beasts. As soon as she has a sufficiently large enough bubble of space she suddenly wheels Scimitar to the opposite direction and races away to the north, leaving the slower beasts behind.

    A few moments later, Thalia rejoins the initial line safely behind Karek.

    OOC: withdraw action (double move - no attack of opportunity for leaving the threatened square)

    "Hey boys!!" she says, "I hope you don't mind, but I think I brought you all a couple of presents."

    Behind her, the splicer beasts are eagerly racing towards the dwarves. . .

    Next up Jason!


    Pact Stone GM wrote:

    OOC: Hmmmmm. What to do for Thalia. I considered using that necklace of fireballs as she knows these creatures are clearly not immune to fire. But my sense is that Ekeebe might like to save her favourite toy for later in the adventure as he hasn't pulled it out yet. She knows she can't go toe to toe with the splicer beast alone for too much longer though.

    IC:

    Thalia pulls on the reigns of Scimitar, deftly dancing her camel around while she slices through the air with the twirling butt of her spear. With a series of arcs and spins the druid gradually carves some space between her and the snapping tusk-jaws of the splicer beasts. As soon as she has a sufficiently large enough bubble of space she suddenly wheels Scimitar to the opposite direction and races away to the north, leaving the slower beasts behind.

    A few moments later, Thalia rejoins the initial line safely behind Karek.

    OOC: withdraw action (double move - no attack of opportunity for leaving the threatened square)

    "Hey boys!!" she says, "I hope you don't mind, but I think I brought you all a couple of presents."

    Behind her, the splicer beasts are eagerly racing towards the dwarves. . .

    Next up Jason!

    Jason here!

    Regarding the splicer beasts eagerly racing towards the dwarves...are they the ones that were just threatening Thalia?

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