
GM Hmm |

Oloch:
The Pyramid has the monster trample ability. No need to roll. Well, except for rolling over you... :p
Oloch, after some agonizing over whether to adopt the pyramid monster or eat it, apparently decides to eat it. In preparation for eating it, he attempts to chop it into small pieces and partially succeeds.
His first swing is a solid hit but not a critical success. His second swing barely hits, but catches some already damaged parts and lands hard. His final swing carries more enthusiasm than accuracy, and misses.
More pieces of the pyramid fall away. It is missing several major chunks of its outer wall, but the structure as a whole is still holding together.
Order:
Jan (readied+aoo), Oloch (readied+aoo), Quinn. Pyramid. Archon, Wadi, Crowe, Oloch, Jan, and Quinn again.
Crowe and Quinn, you're up!

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I often play healers/divine, and I find this sort of init very difficult to follow. Would it be possible to instead do something like:
-----------------------------------------------
Jan, Oloch, & Quinn
-----------------------------------------------
Pyramid
-----------------------------------------------
Archon, Wadi, Crowe, Oloch, Jan, and Quinn
-----------------------------------------------
-> ROUND 2
-----------------------------------------------
Pyramid

GM Hmm |

We could do that if you guys prefer it.

Crowe, Rager of the Society |

No worries, Jan. I know it's the game :) Thanks for the spot!
Crowe, seeing the free spot, doesn't wait much longer to swing his Earthbreaker in the pyramid's face! He enters a furious rage and tries to hit the pyramid as hard as he can.
+1 earthbreaker, power, rage: 1d20 + 11 ⇒ (4) + 11 = 15 for Blugeonning: 2d6 + 16 ⇒ (5, 2) + 16 = 23
There's a french expression (my mother tongue is french) that says: "He would miss a cow in a couloir." Thus, am I missing a pyramid in the couloir?
Actual HP: 48/48

GM Hmm |

Crowe swings a mighty blow... and misses "a pyramid in the couloir*", glancing off the thing harmlessly.
In the interests of moving things along I'm skipping Quinn again. Quinn, you can take more than one action when you come back to us.
The pyramid, unable to move forward fast enough to trample, slams instead at Crowe and Oloch with much creaking and grinding of its battered gears.
Slam, Crowe: 1d20 + 9 ⇒ (6) + 9 = 15
Slam, Oloch: 1d20 + 9 ⇒ (5) + 9 = 14
And... it misses both!
_______________________________________
Order:
Entire Party is up!
-> ROUND 2
-----------------------------------------------
Jan, Oloch, Quinn
-----------------------------------------------
Pyramid
-----------------------------------------------
Archon, Wadi, Crowe
-----------------------------------------------
-> ROUND 3
-----------------------------------------------
Oloch, Jan, Quinn
*Quel bon mot! J'ai etudié la langue française quand j'étais un petit enfant! Ce n'est pas ma langue maternelle, mais j'aime la langue!

Crowe, Rager of the Society |

Still enraged, Crowe continues to bash the thing.
+1 earthbreaker, power, rage: 1d20 + 11 ⇒ (19) + 11 = 30 for Blugeonning: 2d6 + 16 ⇒ (1, 1) + 16 = 18
Glad that you liked it! I'm from the french-speaking part of Switzerland :)

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Stepping up behind Oloch with his longspear, I'll offer a small prayer for aid. "Come on! Is that all you gents got. I expected this to be a pile of rubble already. What's taking so long?"
Going for more motivational/reverse psychology than insult here.
Casting Bless, +1 to Attack Rolls and also Saves against Fear.

GM Hmm |

Archon, I'm going to say that your last post did not happen, and that you get the spell back.
Crowe swings a mighty blow at the center of the pyramid. His earthbreaker not only breaks earth, but causes the pyramid to crumble into teeny piles of rubble.
COMBAT OVER
Feel free to heal yourselves. Are we good with this marching order, gentlemen?

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Seeing that things seemed to be well in hand and no way through to the pyramid Jan decides it's a good opportunity take heal himself a bit and pops a wand out from his wrist sheathe
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Aah, Crowe good smash, you guys got this
Edit: I have no idea if it's dead, I meant can finish it off. Changed it to this to make that more clear

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"Well done" - Oloch nods at Crowe, kicking a piece of the rubble away.
As for the marching order, Oloch will not take the frontline if it means trap-springing duty ;)

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Before you use a wand, how bad off is everyone? I could Channel. I decided against the Variant Channel, mostly because I didn't swap it out in time for play, ha ha, so I can 3/Day heal for 2d6.

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I think Oloch and I were the only ones to take damage and I took more than 2d6 could heal even on a max roll. I'm going to leave my action as is, though I believe Oloch and I are both down about the same now.

GM Hmm |

What? No trap springing duty, Oloch? What kind of a half-orc are you?
Okay, so should I assume first Jan and Crowe, followed by Quinn and Oloch, followed by Archon and Wadi?

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Wadi smiles in relief as the others pound the pyramid construct to rubble. "Good job guys! These constructs are the bane of all magic wielders so I am truly thankful you were here to take care of that!"
Once the others have healed themselves, Wadi takes out his Wayfinder again and soon it glows with a pale light. With one last look behind him he proceeds cautiously after the others.
The marching order looks fine to me, but Wadi is carrying the light source. He will move up in the marching order if needed.

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Anyone mind if I go to the middle. With a Longspear, I have Reach, which means I can have a chance to hit over everyone's shoulders in each direction, and it would be better for me in the middle for touch spells to already be in place.
Now that things are getting a little more interesting, I'll go ahead and lay a gentle hand on Crowe's shoulder, with a few inspiring words, casting Barkskin (+3, 30 Mins).
"When the time is right, friend Oloch, I have a gift for theee as well."
After we get the door open, if it looks like the way is clear (for the 750ft) ahead, I'll also call on a little bit of scouting help, Summoning a Celestial Pony, and asking it to simply run down the hall as far is it can.
40ft Move x5 Run for 5 rounds means 1,000ft max. Not that it will exist on this plane that long, ha ha ha.

GM Hmm |

Wadi, there is some scattered daylight coming down through the slots that are in the ceiling all the way down the causeway. Archon, you guys are halfway down the causeway, 375 feet. Do you want to summon your pony now for the run?
Is this the marching order?
Pony, Jan + Crowe, Archon + Quinn, Oloch + Wadi

GM Hmm |

@ Archon:
Checking the special rules on Handle Animal skill, it says that you can use it untrained on domestic animals. I’m going to rule that you can just take ten to get the horse to run, since that is something it would like to do.
Now, with the party feeling somewhat paranoid, you continue marching down the dappled light of the causeway, with Archon’s lovely celestial pony in the lead, galloping down the stone passage. When it reaches the end of the hallway, it neighs in front of a pair of closed stone doors before disappearing.
Perception, Archon: 1d20 + 3 ⇒ (4) + 3 = 7
Perception, Crowe: 1d20 + 7 ⇒ (18) + 7 = 25
Perception, Jan: 1d20 + 3 ⇒ (5) + 3 = 8
Perception, Oloch: 1d20 + 3 ⇒ (9) + 3 = 12
Perception, Quinn: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25 Plus 2 vs. Traps
Perception, Wadi: 1d20 + 1 ⇒ (12) + 1 = 13
As you all come forward to peer at the doors, a closer look reveals that they're a pair of heavy stone doors carved with images of rampant sphinxes stand at the terminus of the long causeway.
Both Quinn and Crowe realize that there's something odd about these doors. Quinn says it first. "They appear trapped, with the full trigger on the other side." Moreover they also appear to be stuck shut... What do you want to do?
Trap number two. My, you all have had some lucky rolls.

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Wadi looks around him as the others tell him about the trapped doors. "I am no expert here but perhaps there is a hidden way past the doors? I think looking for that would be wiser than trying to get through these doors."

Crowe, Rager of the Society |

"Err, we can try to break the door?" he asks with a grin, trying to look for signs of approval in the group.

GM Hmm |

In response to Wadi's suggestion to look for a secret door or another entrance you all spend a couple minutes looking down at the ravine that reaches far below the causeway, tap the causeway itself and poke at the walls on either side of the heavy stone doors.
Perception, Archon: 1d20 + 3 ⇒ (7) + 3 = 10
Perception, Crowe: 1d20 + 7 ⇒ (13) + 7 = 20
Perception, Jan: 1d20 + 3 ⇒ (16) + 3 = 19
Perception, Oloch: 1d20 + 3 ⇒ (6) + 3 = 9
Perception, Quinn: 1d20 + 8 ⇒ (12) + 8 = 20 Plus 2 vs. Traps
Perception, Wadi: 1d20 + 1 ⇒ (10) + 1 = 11
Try as you might, you can't find another way in except through those trapped doors.

Bot Buddy 2000 |

BOTTING QUINN
Quinn sighs, and looks out at the sweaty, rubble-coated fighters before pulling off his stylish coat and handing it off to Archon. "Hold this for me, will you? This is going to be one of those tough jobs."
He asks Crowe to give him a boost up to the ceiling, where he pulls out his masterwork thieves tools and sets to work. "Don't drop me. Or jiggle me too much, okay? This isn't as easy as it looks."
Disable Device: 1d20 + 12 ⇒ (19) + 12 = 31
The angle is challenging, but Quinn's nimble fingers finally find the triggers, which he disables with a satisfying 'click'. Quinn grins and climbs down. "Now you can bash those doors down if you'd like."
He steps back to give room for Crowe and the others bust open the door.

GM Hmm |

Strength checks, please? Two of you can work together on this.

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Before moving down the hall Jan finishes bopping himself with the CLW wand and gets it back into it's sheathe
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
When stopped in front of the trap Jan again touches Quinn on the shoulder and again mutters "Grant du säker resa på vägen och din lycka vara med dig"
Jan has given Quinn a minor blessing of Luck, anytime in the next minute he can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result
While Quinn is messing with the trap Jan will drink an Antitoxin and an Antiplague and when it appears Quinn is finishing up Jan will use his wand of Shield of Faith and put it away

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I'll also offer some Guidance for another +1. Seeing this as as good a time as ever for that extra gift I mentioned earlier, I'll also cast Bull's Str on Oloch (+4 Str for 3 Mins).

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Oloch is down 7hp - he will zap his own wand if no other healing is forthcoming.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Oloch flexes, and nods in appreciation to Archon - "Thank you brother"
The half orc takes a defiant look at the heavy stone obstacle, moving slowly and with purpose towards them - planting his hands apart, one on each door, you can see the muscles in the inspired warrior's arms, shoulder and back bulge with the effort - "Hrmph!" - comes the familiar expression as he pushes even harder, his legs adding to the effort.
STR: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

GM Hmm |

Oloch strains, and the door starts to budge... slighly. He thinks that he may need some more help getting that door open.

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"What? Everyone affraid to get their hands dirty?
Str Aid: 1d20 + 1 ⇒ (19) + 1 = 20
"Well look at that, I didn't even need any extra divine aid." sticking his tongue out jokingly at Oloch.
Translation: Dang it, there went my good roll!!! :P

GM Hmm |

With Archon and Oloch both putting their backs into it, the doors slam wide open. The daylight that had filtered through the ceiling slots in the main tomb proper is now gone, and you are plunged into darkness until Wadi activates his wayfinder. As you proceed cautiously down the short hallway, it opens up into a very pretty room. [Room 6]
Tall, pink granite columns, carved and painted to resemble palm trees, stand around the perimeter of this chamber, supporting the barrel vault of the ceiling. Slabs of the same pink granite line the walls. A stone sarcophagus stands alone on the limestone floor in the center of the room.
Perception, Archon: 1d20 + 3 ⇒ (4) + 3 = 7
Perception, Crowe: 1d20 + 7 ⇒ (19) + 7 = 26
Perception, Jan: 1d20 + 3 ⇒ (18) + 3 = 21
Perception, Oloch: 1d20 + 3 ⇒ (12) + 3 = 15
Perception, Quinn: 1d20 + 8 ⇒ (5) + 8 = 13 Plus 2 vs. Traps
Perception, Wadi: 1d20 + 1 ⇒ (14) + 1 = 15
1d20 + 20 ⇒ (10) + 20 = 30
1d6 ⇒ 6
1d100 ⇒ 85
Oloch, Jan, Wadi and Crowe all notice cleverly concealed doors leading off either side of the pink granite room. Beyond, a dark doorway leads deeper into the pyramid to the west. [Towards Room 7]
Place yourselves on the map and tell me what you're examining first, please.

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Knowledge History: 1d20 + 3 ⇒ (8) + 3 = 11
Wadi stares about him admiring the beautiful sculptures in the pink granite room. Well, it looks like this Pharaoh definitely had a taste for the beauty in life! Perhaps this was created for his concubines...
As he notices the sarcophagus his smile disappears. "Uh oh...let me have a look here first guys. Make sure there are no magical effects to worry about here.
He steps to just inside the archway so he gets a look at the entire room before casting a simple cantrip.
Cast Detect Magic.

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Know History: 1d20 + 5 ⇒ (19) + 5 = 24
"Humm." The expression, not the person. :P "We seem to be in hypostyle, sort of a temporary mortuary tomb, normally outside the actual tomb itself. Normally these are constructed outside the pyramid, like a holding area until the structure is completed, but it seems this one was actually integrated into it. Odd. This would have been the final stop for the funerary procession before the body of Sekh-. . . . Klaatu-Barada-Nikto was finally put to rest."
Aid Detect Magic with a Detect Evil (Wayfinder).

GM Hmm |

From where they are, Wadi detects no magical aura and Archon detects no evil.
Does the map currently reflect accurately everyone's position in the room?

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From where they are, Wadi detects no magical aura and Archon detects no evil.
Does the map currently reflect accurately everyone's position in the room?
Key words. . . "From where they are".
DUN DUN DUN!!!
GM Hmm |

Archon, you're acting paranoid. Would I ever harm you, my darlings? And is your location on the map accurate?
* Cue spooky music *

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This is my BOOMstick! Best movie ever Archon ;)
Oloch position in the map updated - now accurate ;)
"Would that mean we are close to the tomb itself?" - Oloch pipes in.

Bot Buddy 2000 |

BOTTING QUINN
"That's a good question, Oloch." Quinn strolls in the room, peering intently at the hieroglyphs along the near side wall. "The short answer is that we don't know. Where there is one deviation in local architecture, there may be others."
Fluent in ancient Orisioni, Quinn points out various hieroglyphs along the walls. "These hieroglyphs proclaim the many titles of Pharaoh Sekh-pa-Mefer III, and the reliefs show his numerous military victories over his enemies." He snorts. "Those Ancient Osirions liked to brag."

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"If you are strong enough to leave your mark in the world, it is your right that others should know about it" - he nods, displaying a surprising respect for the deeds in display - "It is as it should be"

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"tell that to the dolphin. . ."
"I'm sorry, what? . . . Oh. Nothing. I was just working things out, talking to myself."
Yes, I'm good where I am.
<EDIT> Wait! No. . .! I mean I was over [SPLAT]

GM Hmm |

Oloch position in the map updated - now accurate
As Oloch pauses in the center of the room, what appears to be a Sarcophogus suddenly sprouts glistening tentacles and many sharp teeth. The Sarcophogus attempts to slam into Oloch.
Slam!: 1d20 + 10 ⇒ (1) + 10 = 11
However the Sarcophogus, cramped from not moving in a very long time, trips over its own tentacles and misses!
It's a combat! What will you do?
___________________________________________________
Init, Archon: 1d20 + 3 ⇒ (11) + 3 = 14
Init, Crowe: 1d20 + 1 ⇒ (18) + 1 = 19
Init, Jan Itor: 1d20 + 2 ⇒ (15) + 2 = 17
Init, Oloch: 1d20 + 3 ⇒ (3) + 3 = 6
Init, Quinn: 1d20 + 1 ⇒ (7) + 1 = 8
Init, Wadi: 1d20 + 1 ⇒ (11) + 1 = 12
Init, Sarcophogus: 1d20 + 5 ⇒ (13) + 5 = 18
Order:
Crowe, Sarcophogus, Jan, Archon, Wadi, Quinn, Oloch
Crowe is up!

Crowe, Rager of the Society |

Sorry to hold things up. Week-ends tend to be pretty full IRL.
Swiftly, Crowe growls and enters his bloodrage as he comes towards the sarcophagus. He hits it with all his anger.
+1 earthbreaker, power, rage: 1d20 + 11 ⇒ (12) + 11 = 23 for Blugeonning: 2d6 + 16 ⇒ (6, 6) + 16 = 28 Yay, Rager time!

GM Hmm |

Crowe smashes the toothy Sarcophagus with the mighty power of his rage. He flattens part of it, and the creature shrieks, "Yow! Watch it, that smarts!"
Crowe's reflex save: 1d20 + 3 ⇒ (6) + 3 = 9 Nope.
To Crowe's disgust, he finds that his earthbreaker is now stuck to the slimy adhesive that now coats the thing.
Why is this not a minus to the creature's disguise skill? One would think that adventurers might notice a "sarcophagus" coated in adhesive slime. Perhaps it just slobbers the stuff out in the first round that it reveals itself? Either way, ewww.
"Yeah, baldy, your bashy thing is stuck!" The sarcophagus chuckles, then slams at Crowe.
Slam!: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d8 + 6 ⇒ (2) + 6 = 8
This time, the sarcophagus hits! "And now you're stuck on me too! You and me, glued at the hip! Heh, heh. You know the old saying... Keep your friends close and your enemies closer? Ha!"
Crowe is now grappled, and stuck to the creature for the remainder of combat.
Order:
Crowe, Sarcophagus, Jan, Archon, Wadi, Quinn, Oloch.
Round 2: Crowe again.
The entire party is up!

Bot Buddy 2000 |

Botting Quinn
Quinn does not want that adhesive slime anywhere near his stylish coat. Lacking a decent ranged weapon, he backs up against the wall.
Knowledge Dungeoneering: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (4) = 21
"That creature's a mimic! Very sticky, immune to acid, and it can disguise itself as anything. The only way to get Crowe free is to kill it or use universal solvent, and I don't have any on me!"
You'll also need to make a DC 17 reflex save everytime you hit it with a weapon, to avoid your weapon getting stuck too.

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Jan prepares to cast a spell, just as he hears Quinn's announcement about having to kill the mimic to release Crowe he changes what he was going to say into a number of curse words in Skald, and moves in drawing his crossbow to try and line up a shot
Jan double moves to skirt around the threatened area of the mimic, ending his movement to end up adjacent to both Oloch and Crowe. As a free action, Crowe gets a +2 trait bonus to AC for the next round (as long as he's adjacent to me)
As an AoO I can aid another for AC (up to 2 times per round)
1st Aid: 1d20 + 8 ⇒ (13) + 8 = 21 = +2 AC
2nd Aid: 1d20 + 8 ⇒ (20) + 8 = 28 = +2 AC

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Wadi stares at the talking sarcophagus with an incredulous look on his face. That thing talks? It is unfortunate it only wants to eat people. I think it would make a wonderful thespian!
Turning his attention back to the battle, he utters a curse under his breath. I won't be able to fry it, what with Crowe stuck to it. I'll have to get him freed somehow...Perhaps a simple grease spell will help here.
He chants a quick incantation and soon Crowe's plate armor is coated in a black greasy substance.
Standard: Cast Grease on Crowe's armor. Oloch now gets a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple.

GM Hmm |

Jan double moves to offer protection to both Oloch and Crowe. Wadi casts grease, hoping to help Crowe escape his sticky situation.
"Grease! My favorite!" The sarcophogus licks Crowe with a big, slurpy tongue. "Bloodragers are better with butter!"
Free action: Monster sass!
Order:
Jan, Archon, Wadi, Quinn, Oloch.
Round 2: Crowe again.
Archon, Oloch and Crowe are up!

PFS PreGen Character |

hello.. yes i am back...
-Posted with Wayfinder

GM Hmm |

Welcome back, Quinn! Mummy Dearest throws confetti to celebrate your return.
If you wish to run another action other than monster identification in this turn, go for it! You still could do something else if you like.

PFS PreGen Character |

all good. I dont see him doing much vs a mimic anyway :P
"If anyone has some alcohol, that would free our stuck friend!" he adds quickly.
-Posted with Wayfinder

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I'll 5ft Step down and away to Flank with Jan, then thrust my spear forward, though it likely will do little.
Longspear: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

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"You speak..." - Oloch sounds surprised for just a split second - "In that case you understand my words - surrender, you surely understand you are completely outmatched" - he finishes calmly.
Regardless of the sticky substance that coats the creature's body, the half orc attacks, as there is no other alternative for him.
Greatsword: 1d20 + 9 + 2 + 2 ⇒ (13) + 9 + 2 + 2 = 26
Damage if it hits: 2d6 + 9 + 3 ⇒ (1, 4) + 9 + 3 = 17
Reflex if needed: 1d20 + 2 ⇒ (18) + 2 = 20