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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Male Dwarf Barbarian (Breaker) 8

Karek reports on the shiny gleam he saw to everybody. Did it seem unnatural considering the lighting, or was it a reasonable reflection of something like a mirror?


Karek Kogan wrote:
Karek reports on the shiny gleam he saw to everybody. Did it seem unnatural considering the lighting, or was it a reasonable reflection of something like a mirror?

-

Karek does not think it was a function of the lighting. There was something weird or magical happening on the figure's torso. It was though only for the teeniest fractions of a second and then it was gone.

Ah, maybe he just imagined it. The eyes can play tricks on you in a place like this.


Male Dwarf Barbarian (Breaker) 8

In other words, people can read the Breach/Karek spoiler text up there and see if they can make anything out of it. Karek is good going with the quorum. He's tired, but he's still up for a fight. He does not think another disguise would cut it for this creature.


I think it goes without saying that Breach is definitely on the side of fighting as well. :)


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

As hinted, Hurgah is up for fighting too. He wouldn't shake a stick at a nap and some leveling first, but he is ready to rumble either way. Besides the obvious benefits of another level, a good nights sleep might make some of our knowledgeable party members remember something fresh about our mummified friend, (i.e. re-roll on those knowledge skills after sinking more skill ranks into them). The bottom of the pit under the bridge might make a good campsite - it's out of the way and not easy to reach. The flip side is, it won't be easy to get out of either, if we are attacked.


Male Dwarf Cleric 8

I like the idea of resting but I am not sure I see the benefit based upon the current time of day. We would need to rest for a while before Donkor could pray for spells again (Hal can't again until the next morning). While we are not aware of the fact that Soan was onto us, we are aware that the Khyrasma will send in another party within a day or two so we do not have a lot of time to delay.

Hal smiles at Gandel's plan, "Why don't we try it? If we fail at the ruse we can always enter combat with the creature. Combatting it will drain our resources whereas if we do succeed at getting past it with guile, our foes will have to deal with it instead of us".


OOC: You see, it's chaotic times like these that you most miss the benefits of my leadership.


Ghukan the Unfairly Conscripted wrote:
OOC: You see, it's chaotic times like these that you most miss the benefits of my leadership.

OOC: Don't even go there man - there's no respect with these people.


Male Human Wizard Level 8 - Conjurer
Gandel wrote:
But half of the fun is in seeing how disastrously wrong our complicated plans go!

Too true!


Male Human Wizard Level 8 - Conjurer
Hurgah the Reaver wrote:
As hinted, Hurgah is up for fighting too. He wouldn't shake a stick at a nap and some leveling first, but he is ready to rumble either way. Besides the obvious benefits of another level, a good nights sleep might make some of our knowledgeable party members remember something fresh about our mummified friend, (i.e. re-roll on those knowledge skills after sinking more skill ranks into them). The bottom of the pit under the bridge might make a good campsite - it's out of the way and not easy to reach. The flip side is, it won't be easy to get out of either, if we are attacked.

I'm not sure how we can further attempt to bluff our way past this guardian. It would seem that it has a very specific criteria that needs to be met, probably involving the presentation of a specific symbol/seal/item or a specific pass phrase. If combat seems inevitable, which I think it does, than I would rather it start from a distance and with surprise, with any supportive buffs in place. As for the shimmering that the dwarves saw, I am wondering if that represents some kind of globe of invulnerability or similar ward...or, now that I think of, maybe it is indicative of the presence of an illusion. Maybe one plan of attack would involve use of a dispel magic, followed by a nice bomb or two.

The Pate is definitely not in favor of resting in a pit filled with a variety of corpses. He has had to put up with all kinds of deprivations (I totally blame Thalia), but sleeping with the dead is not one that he would be willing to put up with. If the worst of the dead could be removed then maybe...but still, Hurgah's point of being in a pit may pose problems for getting out or being conveniently trapped should Soan or something else wander by.


As much as I like the idea of a crazy, hare-brained scheme, I think I'm in agreement that the plan I've proposed is beyond our means to execute at this time. Let's get ready to rumble!


Male Human Cleric/8

Yup, I think that the joy of trying to bluff past the guardian might make it worthwhile, but I suspect the odds of success are essentially zero. So fighting it is. I wouldn't discount the idea that he might be able to hear any and everything that's said out here too, so he may well have even heard the discussion. If I were setting up a guardian like this I would probably try to find a way to give it permanent clairvoyence/clairaudience.

Did anybody see signs in the room of traps or the like which might be triggered at the same time as anyone starts a brawl with the thing?


Male Dwarf Cleric 8

"If you all wish to fight I am fine with that too. Do we know the manner of creature this thing is? It would make it easier to identify our combat strategy".


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

Beetle, do I read the map correctly that the end of the room open up into the pit, with pillars along the edge?


Hurgah the Reaver wrote:
Beetle, do I read the map correctly that the end of the room open up into the pit, with pillars along the edge?

-

No, if I follow what you mean, you don't have it quite right.

The north (top) end of the map of the "great chamber" is a throne with three pillars around it. There are eight pillars to the south, at the point where the Dune Squad will enter. That is to say, four pillars on each side of the entrance.

Those eight pillars all border a solid wall to the south. The dark brown on the map I have linked is solid as well - at least as far as you know.

The pit forded with a bridge that Gandel descended into and recovered treasure from is to the south ("below") and does not appear on this map. That is to say there is a funnel leading into the great chamber - a ten foot wide one. The great chamber does not connect to or open up into any pit.

Did that help? Sorry if I misunderstood your question.


Well it sounds like there is now a clear consensus (thanks!). The Dune Squad intends to bring the smack down to the nice old man sitting in the chair minding his own business.

Any specifics? Moonpate has mentioned pre-casting some buffs and distance attacks.

Donkor is concerned it is possible your plans are being overheard. If it is the case, the "guardian" gives no sign of reacting to them. Nor has Donkor observed any traps in the room.


Male Dwarf Barbarian (Breaker) 8

Did anybody inspect the chamber for magic, and types thereof?


Donkor cast detect magic on the room before the Dune Squad entered. There was a powerful aura in the proximity of the throne - where the "guardian" was sitting.


Male Dwarf Cleric 8

"I have a few tricks left my friends, I can summon an ally, attempt to dispel magical effects, or rain the fire of Angradd upon this foe. Donkor, Potentate do you currently possess any other ranged options?"


"Why do I get the feeling that chunkin' spells of death at the creature from a distance is not goin' ta be as easy as it sounds?" Shrugging, "I'm likin' the fire of Angradd, Morgrym. That sounds proper."


So what am I hearing? A fireball from Hal, followed by a mass charge and initiative? Shall we dance?

Anybody want to be located anywhere special when this happens? Breach will you be putting Lydia aside somewhere?


Male Human Wizard Level 8 - Conjurer
Halstadt Morgrym wrote:
"I have a few tricks left my friends, I can summon an ally, attempt to dispel magical effects, or rain the fire of Angradd upon this foe. Donkor, Potentate do you currently possess any other ranged options?"

"My friends, it seems highly likely that the guardian is either warded or the throne area itself is warded. We should begin our assault with an attempt to dispel any such wards, perhaps from Master Sooron, followed immediately by our most potent destructions. I can attempt to harm it with some scorching rays, but the fire of Angradd and Xerissa's bombs will be more powerful. I may be most useful by summoning some help or reacting to its response."


Male Dwarf Cleric 8

"I would not want my most potent spell wasted if the thing has defenses, I have lesser powers I van bring to bear to test such defenses".


Pact Stone GM wrote:
Anybody want to be located anywhere special when this happens? Breach will you be putting Lydia aside somewhere?

Definitely some place as safe as possible.

Placing Lydia down in what he considers a safe as place as possible, Breach draws his sword and shield and arms himself. "Good idea, Pate. You too, Morgrym. Best ta see if we can at least lower its defenses or at the very least test them. It'll be good ta know what we're up against. Just give us the word when yur finished throwin' yur spells at it. Don't want ta get caught up in some Angradd's fire." He winks, grinning at the thought of the damage it may cause to the creature.


Male Human Cleric/8

"I can attempt to dispel the magic around the thing before we engage it. Most of my abilities at the moment however are meant to assist us in battle. May I suggest a very potent spell granted by my mistress this day before we begin, which should assist us all in a number of ways?"

Sooron is ready to cast Blessing of Fervor, and then Dispel Magic any time we're ready. If I'm the first to begin, then let the fight commence!


Male Dwarf Barbarian (Breaker) 8

Karek flexes his hammer and prepares to lead the charge. Or at least prepare to run into the room howling, depending on his initiative. How far would I have to move to reach the thing?


Karek Kogan wrote:
Karek flexes his hammer and prepares to lead the charge. Or at least prepare to run into the room howling, depending on his initiative. How far would I have to move to reach the thing?

-

The "thing" is currently approximately 55 feet away from Karek, in a nice straight line. Perhaps it will let you mosey into the room and line him up for a 40 foot charge?


Donkor Sooron wrote:
Sooron is ready to cast Blessing of Fervor, and then Dispel Magic any time we're ready. If I'm the first to begin, then let the fight commence!

-

I have been looking forward to seeing this spell in action ever since you first picked it. it will be the first time I've seen it busted out. It seems a good match for this particular group.

Once more, Donkor extends the strange spiral-like patch on his palm. The flesh of his hand begins to glow with a soft white light. As the radiance falls upon the Dune Squad they feel a cold, yet comforting sensation, that of a power beyond the grave - one causing them to rise to new heights.

Last call for any pre-initiative spells, actions or other precautions. It sounds as though there is one round before Karek leads the charge - possibly with more speed than he's used too. . .


Male Human Cleric/8

Just in case anyone doesn't have ready access to the spell:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.

Stand up as a swift action without provoking an attack of opportunity.

Make one extra attack as part of a full attack action, using its highest base attack bonus.

Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

It seems like a nice spell, although if you've never seen anyone cast it before with your experience, it makes me wonder what's wrong with it, so that other people aren't picking it up.


Donkor Sooron wrote:
It seems like a nice spell, although if you've never seen anyone cast it before with your experience, it makes me wonder what's wrong with it, so that other people aren't picking it up.

-

While I should say life has kept me busy with other things these days, a better answer might be: blessing of fervor only came out with the "Advanced Player's Guide", so it's still relatively new - and how often do parties I play with actually survive long enough to see 4th level spells?

I think Hal hinted he might want to cast something in advance. Xerissa, you mentioned a bomb perhaps?


Here's a link to it: Blessing of Fervor

As for why folks don't pick it up... the only reason I would guess is its duration. But I agree, it's quite a cool looking spell.


Gandel casts Expeditious Retreat on himself (+30 ft enhancement bonus to speed, does not stack with the speed boost option from Blessing of Fervor). Gandel's speed is now 50 ft; duration 7 minutes.

What would be the appropriate Knowledge skill to ID the guardian for Gandel to be able to use his Naturalist ability?


Male Human Wizard Level 8 - Conjurer
Pact Stone GM wrote:
Anybody want to be located anywhere special when this happens? Breach will you be putting Lydia aside somewhere?

The Pate will definitely hang back, off to the side. One idea for what he can do: try to hit the thing with a tanglebolt from his crossbow, though I guess that should wait until after he is blasted with a bomb. Open to suggestions.


Male Dwarf Cleric 8

I will simply use my Firebolt initially, I don't want the fireball or the summon monster spell used up in case I need them later especially if this foe is immune to fire!


Male Dwarf Barbarian (Breaker) 8

I would guess Blessing of Fervor doesn't see much use because Haste has most of those benefits. We just don't have anyone who casts that one.


Gandel wrote:

Gandel casts Expeditious Retreat on himself (+30 ft enhancement bonus to speed, does not stack with the speed boost option from Blessing of Fervor). Gandel's speed is now 50 ft; duration 7 minutes.

What would be the appropriate Knowledge skill to ID the guardian for Gandel to be able to use his Naturalist ability?

-

Gandel gets his expeditious retreat off. He feels like he's wearing roller skates.

As to identify, this is rather a tough call, for reasons I can't yet reveal. I'm not ready to say it's impossible.

How about you give me checks for Knowledge (history), Knowledge (local), Knowledge (religion) and Knowledge (arcana) and then we'll go from there.


Breach Shattershield aka Javell wrote:
Placing Lydia down in what he considers a safe as place as possible, Breach draws his sword and shield and arms himself. . .

-

It is unfortunately, rather slim pickings. Faced with a choice between the left side of the corridor versus the right, Breach flips a coin and goes for the left. He then lays her down on the ground, giving her as little space to fall as possible, perhaps using his cloak or a spare sack to provide some padding so she doesn't roll and break a limb. Then he leaves her behind as prepares to rush the guardian of the tomb.


Moonpate wrote:
The Pate will definitely hang back, off to the side. One idea for what he can do: try to hit the thing with a tanglebolt from his crossbow, though I guess that should wait until after he is blasted with a bomb. Open to suggestions.

-

Is that a yes on that bomb Xerissa? Or are you saving for a rainy day as well?

In the meantime, send me those initiative rolls! I think we're ready to kick this off.


Seeing the Dune Squad file back inside the room with all haste, the figure on the throne, the Master of Doors, rises from his seat once more and steps forward. Judging from the way he silently brandishes his staff, you suspect he has divined your hostile intentions.


Initiative: 1d20 + 2 ⇒ (19) + 2 = 21


Knowledge (arcana): 1d20 + 11 ⇒ (12) + 11 = 23
Knowledge (history): 1d20 + 12 ⇒ (9) + 12 = 21
Knowledge (local): 1d20 + 9 ⇒ (10) + 9 = 19
Knowledge (religion): 1d20 + 11 ⇒ (10) + 11 = 21

Initiative: 1d20 + 5 ⇒ (5) + 5 = 10


Gandel considers that the pyramid is a sealed environment and was probably thus for thousands of years. Very few classes of creatures can survive in such conditions.

Ro Ap Hap could certainly be undead. His linnens suggest some sort of burial process. But there is no visible sign of rotted flesh.

Ro An Hap could easily be a construct. The metal on his face might not be a mask. Though if so, he moves more fluidly than any golem you have seen.

Some fiends can take the forms of mortals, perhaps that is what you are seeing here. Some creature bound to the pyramid, ages ago by the Fiend Pharaoh himself?

Gandel has also heard of certain orders of monks whose most powerful members are able to extinguish their need for food and water. Perhaps Ro An Hap is simply a human. Perhaps the mystic was even once human but transcended to the status of an outsider due to the strength of his ki.

Or maybe it is simpler still - perhaps there is a magical source of substance nearby, such as a sustaining spoon. If so, he could be anything, anything with two arms and legs. Or maybe this 'Portalman' has the means to egress the pyramid and all bets are off.

At this stage, there are just too few clues yet to be able to discern what Ro An Hap is.


Female Elf Druid 5 (desert)/Rogue 3 (spy)

Hey! Xerissa is totally left hanging in her sexy pharaoh costume. Cancel, cancel cancel! She reverts back to Pathfinder babe of complete coolness. Actually, make that fuzzy babe. If I'm not too late she'll use the time before the battle to take her mutagen to enhance her Dex at the cost of her wisdom. That way she'll connect better with her bombs. I call it her "fox" mutagen, cause she's a...nevermind. She'll also get out a bomb in one hand and her wand in the other and get ready to bomb after Hal has done his fire test. Assuming she can still get a clear shot that is. I imagine our optimal strat is for the super-juiced warrior types to get in tight and get bashing with Donkor's buff. Sorry for the late post! Blame Black Ops II! I'll do better. Oh yeah, I'll totally go out on a limb and guess it's a mummy.

"Time to beat on the door man!"

Xerissa's initiative: 1d20 + 1 ⇒ (17) + 1 = 18


No worries Mr. Exciting. May your Black Ops be merry.

Once her Osirion princess form waivers away, Xerissa swallows her strange elixir and and sprouts a fox-like tail, whiskers and other paraphernalia until she looks like a anime marsupial or perhaps a LARPer.


Initiative for Ro Ap Han: 1d20 + 6 ⇒ (19) + 6 = 25

It would appear the 'doorman' is ready to rumble.


And then. . .
.
.
.
.
Initiative Rolls

Halstadt: 1d20 + 0 ⇒ (9) + 0 = 9

Karek: 1d20 + 2 ⇒ (9) + 2 = 11

Donkor: 1d20 - 2 ⇒ (12) - 2 = 10

Moonpate: 1d20 + 3 ⇒ (7) + 3 = 10

Hurgah: 1d20 + 2 ⇒ (1) + 2 = 3


Ro Ap Han vs. the Dune Squad - Round 1
.
.
.
.
Ro Ap Han - 25

Breach Shattershield - 21

Xerissa Auraraun - 19

Karek Kogan- 11

Gandel Trapspringer - 10+

Moonpate the Potentate- 10

Donkor Sooron - 10-

Halstadt Morgrym - 9

Hurgah the Reaver - 3


As the Dune Squad pours inside the great chamber, the elder guardian reacts with lightning speed. With a surprising flip, Ro Ap Han lands on his hands and begins cartwheeling away from the throne to the right hand side of the room - somehow the guardian manages to keep his staff in hand as he does so. When his tumbling is complete, he breaks into a low defensive stance, sweeping his staff in front of him to ward away his opponents, taking care as he does so to keep his back to the wall.

OOC: Move/tumble 20 feet east, followed by a readied action. Because most of the Dune Squad is back down the corridor, based on the default marching order, only Karek and Gandel have line of sight to him.

Open on a successful DC 22 Perception check only. But only Gandel and Karek can attempt it, the rest of you need to elect to enter the great chamber first:

The creature might be bending low to hide whatever it is that is taking place across its chest. There's a golden shimmer of light there bordering some kind of aperture.

This certainly isn't helping Gandel's identification any: you've never seen anything quite like this.


Breach is up next!

So far to the back, with Xerissa, Donkor, and Karek all ahead of him, he'll need to move 20 feet just to get in the room and see what's going on.

A note to you all: Now, I'll try not to be too hard about this, but you are supposed to declare which benefit you want from blessing of fervor at the start of your turn. So if you want to get in on this awesome flex-buff action, please include that somewhere near the start of your post.

After Breach is Xerissa, then Karek.


Male Dwarf Cleric 8

Hal will take the +2 bonus to attack and +2 Bonus to AC an Reflex saves on round 1.

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