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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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Finally! We're up!

[insert generic OOC trash talk]


Surrounded on all sides, and trapped between a giant waterfall sphere and some kind of monstrous scorpion king, the last splicer beast to the west decides to suicide itself in a final blaze of animalistic fury.

First the creature rolls to the side and regains its footing.

OOC: Stands as a move action - draws attack of opportunity from the giant scorpion and from Gandel. (AC one place worse from slow)

Giant scorpion pincer (claw) attack of opportunity:[ooc] 1d20 + 6 ⇒ (19) + 6 = 25+ grab (success!)

Possible damage from pincer:[/ooc] 1d6 + 4 ⇒ (2) + 4 = 6 (applies!)

Attempt to start a grapple as a free action without provoking an attack of opportunity with use of grab ability:1d20 + 8 + 12 ⇒ (12) + 8 + 12 = 32 (splicer beast grappled!)

Additional damage from constrict ability in the event of a successful grapple: 1d6 + 4 ⇒ (3) + 4 = 7 (applies!)

As soon as it rolls over, it rolls into the waiting pincer claw of the scorpion king. With a lightening quick motion that belies its great size, the scorpion scissors the splicer beast in half.

OOC: No attack for the remaining splicer beast to the west on account that it has been "bodied" as the kids say. Sorry Gandel, you've been beast on the AoO, but you can take it anyway for catharsis, if you like as it would be simultaneous.

That leaves only the blind gang to the south.


To the south. . .

Four frustrated splicer beasts continue to tear at their outer layers in a violent frenzy. Their forms seem to meld into a single pack of blood and gore, but the disgusting mess is definitely expanding. When you look again, you see that Breach Shattershield is now charging towards eight splicer beasts.

OOC: The good news is that all eight are blinded from Jason's glitterdust. The bad news is they are about to attempt new saves.

1. splicer beast no. 1 (burnt by burning hands) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (9) + 2 = 11 (fails!)

2. splicer beast no. 2 (burnt by burning hands) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (18) + 2 = 20 (saves)

3. splicer beast no. 3 (burnt by burning hands) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (3) + 2 = 5 (fails!)

4. splicer beast no. 4 (burnt by burning hands) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (12) + 2 = 14 (fails!)

5. splicer beast no. 5 (burnt by burning hands and recipient of magic missile injuries) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (2) + 2 = 4 (fails!)

6. splicer beast no. 6 (burnt by burning hands and recipient of magic missile injuries) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (4) + 2 = 6 (fails!)

7. splicer beast no. 7 (burnt by burning hands and recipient of more severe magic missile injuries) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (14) + 2 = 16 (fails!)

8. splicer beast no. 8 (burnt by burning hands and recipient of more severe magic missile injuries) attempts a DC 19 Will save to negate its blindness condition:1d20 + 2 ⇒ (18) + 2 = 20 (saves!)

Eight (sorta) blind splice, see how they replicate...


Next up for the round is:

Hurgah
Gandel
Halstadt
Karek
The Potentate (and pals)
Breach
Donkor

Send me those moves guys! Nobody is threatened anymore and with the exception of Breach everyone is at least 50 feet away from the action.

I don't want to get all political here, but I think you are going to need a population control strategy.


Male Dwarf Cleric 8

Ooc: Who is within 30 feet of Hal?


Halstadt Morgrym wrote:
Ooc: Who is within 30 feet of Hal?

Karek and Donkor.

Halstadt is 10-15 feet west of Karek.

Halstadt is 10-15 feet east of Donkor Sorron.

(No foes within 30 feet.)


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


I don't want to get all political here, but I think you are going to need a population control strategy.

Hurgah has a suggestion. Observe.

With no more splicer beasts close by, Hurgah raises his axe over his head and charges into the middle of the lump of glittering, blinded beasts 50 ft away. The greataxe slices neatly into one of the dog-like monsters, while angry wisps of insubstantial energy bash away at another.

Mw cold iron greataxe:
Attack roll 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage roll 3d6 + 20 ⇒ (6, 6, 3) + 20 = 35

Spirit attack: (not applying charge bonus on this. If our esteemed GM thinks I should, I trust he will adjust as appropriate.)
Attack roll 1d20 + 8 ⇒ (16) + 8 = 24
Damage roll 1d4 + 3 ⇒ (1) + 3 = 4 Negative energy dmg


Hurgah the Reaver wrote:
Pact Stone GM wrote:


I don't want to get all political here, but I think you are going to need a population control strategy.

Hurgah has a suggestion. Observe.

With no more splicer beasts close by, Hurgah raises his axe over his head and charges into the middle of the lump of glittering, blinded beasts 50 ft away. The greataxe slices neatly into one of the dog-like monsters, while angry wisps of insubstantial energy bash away at another.

Just a minor edit here. Because Hurgah is at the extreme west end of the party, his charge is just a bit over 70 feet. Fortunately his fast movement makes the difference here and he can still pull off his "suggestion".

His axe annihilates the first (splicer beast #1) and his wisps injure the second (splicer beast #2, one which is not blinded).

That takes us to Gandel!


Male Dwarf Cleric 8

OOC: No Thalia? Ok. I think I am going to Channel Energy provided anyone is injured. Otherwise I will charge the Beasts.


Male Halfling Bard (Archivist) 6 / Pathfinder Delver 2

Seeing that Binky is no longer in danger, Gandel rushes after Hurgah toward the battle against the multiplying beasts.

Double move 60 ft toward the battle.


Male Dwarf Barbarian (Breaker) 8

Karek will also join the fray. In fact, if possible, he will take the run action right up next to some of the beasts who cannot see. If that is not possible, through the mystical, arcane arrangement of the Beetle's mind, then Karek will just double move.


Gandel wrote:

Seeing that Binky is no longer in danger, Gandel rushes after Hurgah toward the battle against the multiplying beasts.

Double move 60 ft toward the battle.

With a flick of his wrist, the halfling snaps his whip back into its contracted position. Binky (now healed) races back to his side and the two of them set out after Hurgah.

As he lopes towards the attack, the halfling's strides suddenly seem to grow, as though each step were a powerful jump, lengthening his stride to that of a tall human. He moves as though he has battled in the desert sand all his life.

OOC: boots of striding and springing and surefooted ability [/i] make for a nice combo. Gandel is 10 feet away from the nearest glittering beast. It looks blinded.


Halstadt Morgrym wrote:
OOC: No Thalia? Ok. I think I am going to Channel Energy provided anyone is injured. Otherwise I will charge the Beasts.

OOC: Not from where he is standing, she's more than 30 feet south of him, but he can include her if he re-positions. Now that I see what you are trying to do, the optimal spot is for Halstadt to take a move action 20 feet south and then he can then get Thalia, Breach and himself with a channel energy. He'll also get Karek and Donkor too, but they are not injured. He'll also just avoid including any splicer beasts.

When you can, go ahead and roll 4d6 for the channel positive energy.

Hal joins the charge, marching towards the fast multiplying creatures. As he does so he calls out to his god for divine assistance once more. . .


Karek Kogan wrote:
Karek will also join the fray. In fact, if possible, he will take the run action right up next to some of the beasts who cannot see. If that is not possible, through the mystical, arcane arrangement of the Beetle's mind, then Karek will just double move.

It is very possible. Karek passes Hal and Breach, coming in between them, such that Breach will be on his left (east) and Hal will be on his right (west) when they arrive. Karek bases two splicer beasts the who appear to be having a particularly difficult time with the glitterdust. Karek looses his Dex bonus to his AC.

Karek shoulders his giant mallet and puts the pedal to the metal. His stubby legs begin moving impossibly fast as he races towards the splicer beasts, kicking sand in every direction.

OOC: Next up Moonpate, Breach and then Donkor to finish the round. Then Thalia and Jason.


Male Dwarf Cleric 8

Hal opens a connection to Angradd and allows divine energy to flow through him to heal his allies and himself.

Channel Energy 4d6 ⇒ (2, 6, 2, 5) = 15


Male Human Cleric/8

While our horde rushes toward their horde, Donkor will use his clairvoyance in the sky ability again to see if there are additional baddies waiting out there that we can't see. I was expecting dozens of these things, so curious how many might be waiting in the wings.


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


OOC: It does indeed arrive! And may I compliment you on your thematically very Osirion-esque choice. Though, Phrip, if you are going to get serious about this summoning business and make it in the conjurer's world, you are going to need to name your creations. How about it?

I thought the scorpion would be appreciated, and I will definitely take your advice for next time.


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


OOC: Next up Moonpate, Breach and then Donkor to finish the round. Then Thalia and Jason.

Moonpate will continue to direct the orb and marvel at sheer destructive power of an enraged Hurgah. He will also take a mental note to apologize to Gandel with one of his hidden ale reserves for the rough treatment his orb caused, though amusingly picturesque it was.


Male Dwarf Barbarian (Breaker) 8

Sooron! Ober dad dune! Karek yells, pointing due east. Dalia scared id off! Id may hab more!


Moonpate wrote:
Moonpate will continue to direct the orb and marvel at sheer destructive power of an enraged Hurgah. He will also take a mental note to apologize to Gandel with one of his hidden ale reserves for the rough treatment his orb caused, though amusingly picturesque it was.

Also, it turns out King Scorpio is really quite fast (Speed 50). But the only way he can get a straight line to attack with a charge is to target the non-blinded one Hurgah's wisps went after.

Charging giant scorpion pincer (claw):1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 + grab (fails)

Possible damage from pincer:1d6 + 4 ⇒ (6) + 4 = 10 (n/a)

OOC: Ah well, I got greedy there.

Having sliced one splicer beast in half, the majestic insect turns towards the glittering pack of splicer beasts. With a burst of speed it races after Hurgah across the desert shelf and joins him in the attack.

Moonpate flicks his wrist yet again, and the giant marble of water, rolls after the scorpion king, slowly making its way towards the fray.

OOC: The aqueous orb can moves 30 feet this round.

And if he wants it - Moonpate still has a standard action (cast a spell?). It only takes a move action to direct the orb.


Breach crests over a small rise and completes his charge, ending it by attempting to bury his axe in the skull of a blinded splicer beast.

Charging attack with Shinsplitter, +1 cold iron dwarven waraxe against blinded splicer beast, previously hit by burning hands and a couple magic missiles: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 (Oooh!)

Possible damage from Shinsplitter:1d10 + 7 ⇒ (5) + 7 = 12 (slays!)

Breach runs through the first one and immediately starts looking for his next target looking for angles to trap the slippery creatures between himself and Karek's massive hammer.


Donkor Sooron wrote:
While our horde rushes toward their horde, Donkor will use his clairvoyance in the sky ability again to see if there are additional baddies waiting out there that we can't see. I was expecting dozens of these things, so curious how many might be waiting in the wings.

Donkor pauses from the frenzy of the fight to try to get the 'big picture'. Once more he summons an invisible sensor to provide him a bird's eye view of the desert below.

Behind the dune where Karek is vigorously pointing, Soroon spies a set of tracks. The tracks head east, whereupon they spontaneously double into two sets of tracks.

Those two sets of tracks travel further east whereupon they then double into four. From there, the tracks suddenly spread apart in four different directions.

Donkor can see in the distance four different splicer beasts fleeing the melee. One goes straight north, one north-east, one straight east but a tad south, and the last southeast. They've each broken into a run with a gait that looks similar to that of a jungle cat.

OOC: Ha! You know me too well, it would seem. Donkor's still got a move action if you want it.


As Donkor always ends the round it must be:

RoUnD FoUr!

Just in case you don't have it down yet, the initiative order remains as follows:

Thalia - 18
Jason - 17
Splicer beast(s) - 16
Hurgah - 12
Gandel - 10
Hal - 8
Karek - 6
Moonpate - 4
Breach - 3
Donkor - 2

Thalia:

Because she was racing southwest to pursue the camels, she is about 30 feet away from the mass of splicer beasts to her southeast. However, because giant half-orc and a giant scorpion ran across her path and engaged, she doesn't have line of site or line of effect from where she is. This isn't a huge problem though as she's riding Scimitar who has a Speed of 50. She can easily ride around and get whatever angle she wants (assuming she even wants in this gory mess). Thalia has 4 throws left on her produce flame but it will last 4 more minutes.

Jason:

Further away, he's got the same problem with fellow party members swarming in front of his line of site. He's about 65 feet away from the edge of the growing battle where he dropped the glitter dust. He could probably get some open targets by using a move action, depending on what he's trying to do.


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


And if he wants it - Moonpate still has a standard action (cast a spell?). It only takes a move action to direct the orb.

The Potentate will admire the carnage and be on the lookout for any other sources of danger, rather than cast another spell at this point.


Male Human Cleric/8
Pact Stone GM wrote:
Donkor Sooron wrote:
While our horde rushes toward their horde, Donkor will use his clairvoyance in the sky ability again to see if there are additional baddies waiting out there that we can't see. I was expecting dozens of these things, so curious how many might be waiting in the wings.

Donkor pauses from the frenzy of the fight to try to get the 'big picture'. Once more he summons an invisible sensor to provide him a bird's eye view of the desert below.

Behind the dune where Karek is vigorously pointing, Soroon spies a set of tracks. The tracks head east, whereupon they spontaneously double into two sets of tracks.

Those two sets of tracks travel further east whereupon they then double into four. From there, the tracks suddenly spread apart in four different directions.

Donkor can see in the distance four different splicer beasts fleeing the melee. One goes straight north, one north-east, one straight east but a tad south, and the last southeast. They've each broken into a run with a gait that looks similar to that of a jungle cat.

OOC: Ha! You know me too well, it would seem. Donkor's still got a move action if you want it.

Donkor's eyes unglaze once again, and he shouts out, "The one to the east is splitting and spreading out. 4 so far! We need to get on this NOW! One north, one northeast, one east, and one southeast! I'm going southeast!"

He then clambers laboriously back up on his giant horse, and takes off as far as he can toward the dog fleeing to the southeast as he can manage this round.

Will not continue to scan the sky in the next round, only a couple charges of clairvoyance left.


Male Human Wizard Level 8 - Conjurer
Donkor Sooron wrote:


Donkor's eyes unglaze once again, and he shouts out, "The one to the east is splitting and spreading out. 4 so far! We need to get on this NOW! One north, one northeast, one east, and one southeast! I'm going southeast!"

Moonpate yells after Donkor,"Let the curs flee! It has learned to look for an easier meal than us."


It feels as though there is an explosion as the dwarven charge-line suddenly crashes into the tight snarling ball of tusked splicer beasts. At almost the same time, Hurgah and King Scorpion attack from the side, creating a massive hinge that suddenly swings around to pin the splicer beasts to one side. Cornered, the beasts begin to shake off the magic clogging their eye sight and coordinate as they fight back with a savage fury. An instant later so much sand and dust is stirred up it begins to form a thick cloud of chaos.

In the distance, Donkor re-mounts his horse and directs it to urgently charge across the desert to the southeast.

OOC: He can mount as a move action. Next round he can have the horse run and try to make up some time.

Thalia circles around the outside of the melee, trying to decide whether to join the fray, pursue the fleeing camels, or answer Sooron’s call to chase down one of the four fleeing splicer beasts.


Pact Stone GM wrote:
Donkor Sooron wrote:
While our horde rushes toward their horde, Donkor will use his clairvoyance in the sky ability again . . .
Donkor pauses from the frenzy of the fight to try to get the 'big picture'. Once more he summons an invisible sensor to provide him a bird's eye view of the desert below.

OOC:

Heh, as a reference to LOTR, can we call that thing the Eye of Sooron? (insert cymbal crash)


Hmmm...what to do...what to do...

Do I think that Grease would work if I cast it on the sand? If I moved up is there a spot that I could cast it on that wouldn't trip my mates?

Are these beasts the ones that I cast Slow on already? I think they are, but I can't quite remember.


Heh, as a reference to LOTR, can we call that thing the Eye of Sooron? (insert cymbal crash)

da da dum

That's a good one.


Jason Belleson wrote:

Hmmm...what to do...what to do...

Do I think that Grease would work if I cast it on the sand?

Yes you do - uh, Jason tried this once before last time he was in Quadira. It makes a thick, thick coating over the sand and it works. The only thing is the sand kinda mixes in the grease overtime and it gets everywhere. Yech. (No game effect - just ichy flavor)

Jason Belleson wrote:
If I moved up is there a spot that I could cast it on that wouldn't trip my mates?

Definitely. If you think of the battle as a ball of splicer beasts, your allies are still all on the outside. You think that's going to change real soon, but not before Jason's turn. This is kinda the last ideal moment for an area effect.

Problems:

  • He doesn't yet have line of sight to pull this off, but all it means is he needs to use a move action to move to one side to get a better view.

  • The spell has a range of close so he's currently too far away (about 65 feet away). But he could solve this by moving forward 25 feet as he angles to one side to get a better view.

  • Grease only affects a 10 x 10 area though - so he will get 4 splicer beasts max with this spell, not all of them.

    Jason Belleson wrote:
    Are these beasts the ones that I cast Slow on already? I think they are, but I can't quite remember.

    No they are not. Your slow victims are now all corpses. (Don't worry I appreciate this has become very confusing. I didn't anticipate this combat would be quite so chaotic - in the future I'll relent and get us a map.)

    This bunch inherited the effects of Thalia's burning hands, your glitter dust and your magic missile.


  • Male Human Cleric/8
    Moonpate wrote:


    Moonpate yells after Donkor,"Let the curs flee! It has learned to look for an easier meal than us."

    Donkor reins up in a hurry and stares at the potentate disbelievingly. He marvels, "Sure. Good plan. Let's ignore them again. That worked out great last time."

    He then sits his horse idly as he watches the rest of the party members mop up the troublesome octet of baddies as he listens for the sounds of the four off in the distance dividing in their gruesome manner.

    Very much lol at the Eye of Sooron.


    Jason nudges Beazix forward to move closer to the snarling beasts and his allies. He angles to a place where he can get as clear a sight as he can.

    "Ha!", he yells as he sees a clump of the creatures together. In a deep voice from the beyond he speaks an incantation and gestures towards a group of splicer beasts. For a moment nothing happens. Then the sand starts to shake and move. Suddenly a chasm opens up and several splicer beasts scramble not to fall to their doom.

    Create Pit (DC 19 Reflex). Creatures falling in 30' pit take 3d6 ⇒ (3, 3, 3) = 9 damage. Duration is 8 rounds.

    "Moonpate!", he calls out with a laugh, "That might be a good place to put your orb after you are done with it!"

    Create Pit:

    You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

    Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.


    No worries about the chaotic nature of the battle. Cool descriptions of the action.


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

    Thalia wheels about scimitar and moves toward a better view point of the current battle, her hands still ablaze, readying, aiming and throwing another ball of flame at one of the infernal beasts, hoping to singe the fur of it.

    Thalia will move with Scimitar and throw another produce flame attack at one of the beasties in the fray.[ooc]

    [ooc]produce flame = 1d20 + 5 ⇒ (13) + 5 = 181d6 + 5 ⇒ (2) + 5 = 7

    "Die, you infernal pests!"


    Thalia Xian'an wrote:

    Thalia wheels about scimitar and moves toward a better view point of the current battle, her hands still ablaze, readying, aiming and throwing another ball of flame at one of the infernal beasts, hoping to singe the fur of it.

    Thalia will move with Scimitar and throw another produce flame attack at one of the beasties in the fray.[ooc]

    [ooc]produce flame = 1d20+51d6+5

    "Die, you infernal pests!"

    One of the splicer beasts complies with her request and is immolated in searing fire.

    OOC: I've had her randomly target one of the splicer beasts that is no longer blinded - they're also the most injured.

    I've had her ride even further south and then east so she swings in behind the splicer beast clump. She's a good 40 feet away from melee range though.


    Jason Belleson wrote:

    Jason nudges Beazix forward to move closer to the snarling beasts and his allies. He angles to a place where he can get as clear a sight as he can.

    "Ha!", he yells as he sees a clump of the creatures together. In a deep voice from the beyond he speaks an incantation and gestures towards a group of splicer beasts. For a moment nothing happens. Then the sand starts to shake and move. Suddenly a chasm opens up and several splicer beasts scramble not to fall to their doom.

    Create Pit (DC 19 Reflex). Creatures falling in 30' pit take 3d6 damage. Duration is 8 rounds.

    "Moonpate!", he calls out with a laugh, "That might be a good place to put your orb after you are done with it!"

    ** spoiler omitted **

    Perhaps Gandel found the Sinkhole of Anu'Telan after all!

    Time for some Reflex saves. While technically the blinded condition doesn't have an impact on a Reflex save, this is still a rather meant thing to do a blind splicer beast.

    DC 19 Reflex save for splicer beast #1 (recently injured by Hurgah's wisps): 1d20 + 7 ⇒ (18) + 7 = 25 (made it)

    DC 19 Reflex save for splicer beast #2 (blinded): 1d20 + 7 ⇒ (1) + 7 = 8 (Fails!)

    DC 19 Reflex save for splicer beast #3 (blinded): 1d20 + 7 ⇒ (3) + 7 = 10 (Fails!)

    DC 19 Reflex save for splicer beast #4 (blinded): 1d20 + 7 ⇒ (3) + 7 = 10 (Fails!)

    DC 19 Reflex save for splicer beast #5 (extremely injured - not directly over top of pit): 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 (made it)

    Ha! It looks like blindness was a factor after all. Two splicer beasts who can see the pit forming scramble out of the way as the sands sink below. Three of their brethren fall into the abyss.


    OOC: We be up next!


    Pressed by both giant Hurgah and giant Scorpion King, an injured splcier beast pulls back onto its powerful fore legs and springs at the giant scorpion, looking to tear open its shell with its tusks.

    Splicer beast gore attack against AC 16: 1d20 + 7 ⇒ (20) + 7 = 27 (A threat! First time!)

    Splicer beast gore attack to confirm against AC 16: 1d20 + 7 ⇒ (3) + 7 = 10 (no crit! Sigh.)

    Damage if attack is successful: 1d8 + 4 ⇒ (2) + 4 = 6 (applies)

    The spliced beast leaps upon the scorpion and shreds open a chunk of its carapace, looking to sink its jaws into the guts below.

    OOC: Scorpion King's hit points are reduced from 37 to 31.


    A second splicer beast leaps away from the chasm of sand as its pack brothers fall inside. It breaks away from the melee, circles around and attacks the savage dwarf who appears to be off-balance as he swings with his massive hammer.

    OOC: There's no attack of opportunity there - he's not based. There's no actual flank on Karek though, his superior flanking buddy has fallen into a pit (and was blind anyway).

    Splicer beast gore attack against AC 20: 1d20 + 7 ⇒ (5) + 7 = 12 (fails)

    Damage if attack is successful: 1d8 + 4 ⇒ (5) + 4 = 9 (n/a)


    Technically, it is possible for the splicer beasts to start climbing out of the 30 foot pit. But with their penalty for blindness condition they cannot succeed on the roll. So the remaining splicer beasts will end the round by taking their saves against the glitter dust.

    1. splicer beast no. 2 (burnt by burning hands & in pit) attempts a DC 19 Will save to negate its blindness condition: 1d20 + 2 ⇒ (19) + 2 = 21 (success)

    2. splicer beast no. 3 (burnt by burning hands & in pit) attempts a DC 19 Will save to negate its blindness condition: 1d20 + 2 ⇒ (13) + 2 = 15 (fails!)

    3. splicer beast no. 4 (burnt by burning hands & in pit) attempts a DC 19 Will save to negate its blindness condition: 1d20 + 2 ⇒ (9) + 2 = 11 (fails!)


    That's it for the splicer beasts. As before, that takes us to:

    Hurgah - 12
    Gandel - 10
    Hal - 8
    Karek - 6
    Moonpate - 4
    Breach - 3
    Donkor - 2

    There are two splicer beasts left in the fight and three trapped in a pit.

    Hurgah: Just in case you were looking to ask Jace, Hurgah cannot reach both for a full attack - even with his reach. (The same is true for all the melee types right now.) Once again, it's pretty target poor. He can though set a flank with scorpion king or with Karek. Both splicer beasts are so injured, power attack would likely just be for show.


    Ooc: How close is Hal to the pit. I am thinking of dropping Burning Hands on them if able.


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

    Well aware that barbarians consider it rude when others steal their kills, Hurgah moves to flank with the Scorpion King. His massive axe flashes once again, and the angry spirits continue to bash away at the injured beast.

    Attack roll - greataxe (normal attack) + spirit attack
    Mw cold iron greataxe:
    Attack roll 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
    Damage roll 3d6 + 14 ⇒ (3, 5, 1) + 14 = 23

    Spirit attack:
    Attack roll 1d20 + 8 ⇒ (10) + 8 = 18
    Damage roll 1d4 + 3 ⇒ (3) + 3 = 6 Negative energy dmg


    Hurgah the Reaver wrote:
    Well aware that barbarians consider it rude when others steal their kills, Hurgah moves to flank with the Scorpion King. His massive axe flashes once again, and the angry spirits continue to bash away at the injured beast.

    In a classy display of kill-etiquette, Hurgah confines himself to the total destruction of the splicer beast closest to him, sending its corpse into the extra-dimensional pit below.


    Dennis Harry wrote:
    Ooc: How close is Hal to the pit. I am thinking of dropping Burning Hands on them if able.

    This is definitely possible. Hal would take a move action and advance 20 feet to the edge of the pit and then cast.

    Oh wait, one possible problem. Jason's pit was 30 feet deep and I don't think burning hands has that kind of range - it only sprays 15 feet. He could go to the pit's edge and ready an action to spray the splicer beasts if they ever climb high enough, or the second the pit spell terminates.

    Or he could charge the last remaining splicer beast topside which just attacked Karek.

    Gandel: that last remaining splicer beast topside could be reached with Gandel's whip attack if he took a move action to get there.

    OOC: I apologise again for the target poor environment guys - I blame Jason. If you'd like I could dig deep and see what I could do to rectify that.


    Male Halfling Bard (Archivist) 6 / Pathfinder Delver 2
    Splicer Beast wrote:
    A second splicer beast leaps away from the chasm of sand as its pack brothers fall inside. It breaks away from the melee, circles around and attacks the savage dwarf who appears to be off-balance as he swings with his massive hammer.

    ROUND FOUR:

    Gandel moves toward the remaining beast threatening Karek and attempts to trip it to provide the dwarf with a prone target.

    Move action to get within range of the remaining splicer beast. Standard action to attempt to trip the splicer beast with scorpion whip.
    Combat Maneuver - Trip: 1d20 + 6 ⇒ (18) + 6 = 24 vs. splicer beast's CMD.
    If the trip attempt fails by 10 or more, Gandel will drop the whip to avoid being tripped instead.


    Gandel wrote:

    Gandel moves toward the remaining beast threatening Karek and attempts to trip it to provide the dwarf with a prone target.

    Gandel pulls off an impossible maneuver once and suddenly he thinks he can make it a habit. Apparently though, with a roll like that, he can.

    The halfling coils his whip around the rear limb of the splicer beast and then hooks the trailing end around the front. He then hauls on the whip and takes out two of the creatures legs, forcing it to collapse on the sand in front of Karek.

    I guess whether Gandel pulls it five feet or not is a bit academic this time round.


    Male Dwarf Barbarian (Breaker) 8

    Karek gives a grin as the beasts tusk clang off his armor. He balances himself, and then returns the favor with another swing of the hammer.

    Normal attack at 1d20 + 17 ⇒ (15) + 17 = 32 for 2d6 + 13 ⇒ (3, 1) + 13 = 17 damage.

    Assuming from your description that that is enough to take it down...

    Karek glances around. As much as he would like to pursue errant splicer beasts, his short legs and lack of camel preclude that option. Intent on eliminating the immediate threat, and wanting more kills than Hurgah, he takes the only route available to him.

    Showing the thought process for which barbarians are famous, into the pit he goes.

    Here is an Acrobatics check while you decide how you want to adjudicate that! Maybe one of those things could cushion his fall? 1d20 + 6 ⇒ (13) + 6 = 19


    Male Dwarf Cleric 8

    Hal heads to the edge of the pit and launches a Firebolt at the beasts below, bellowing a song to Angradd!

    Firebolt Ranged Attack - 1d20 + 5 ⇒ (8) + 5 = 13

    Firebolt Damage - 1d6 + 3 ⇒ (5) + 3 = 8

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