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 Cleric 8

Pretty awesome move Javell!


Male Dwarf Barbarian (Breaker) 8

Karek goes on delay, waiting for a time when his allies aren't engaged in melee with the foe so he can throw things at the devil, or waiting for Breach and/or Hurgah to clear out so he can attempt the same manuever.

Donkor draws his Wand of Command and attempts to use it on the devil, compelling the creature to Approach.


Xerissa wrote:

THat was nuts!!! Way to go!!! At some point if enough people pile on, maybe he'll sag and sink softly to the ground.

Xerissa cheers!

Ha! I like the "pile on" theory. That's a good idea.

Halstadt Morgrym wrote:
Pretty awesome move Javell!

That was pretty wild, I gotta say. 'Course, a 20 on the roll has a lot to do with it(or possibly everything to do with it). :p Hey, we take it when we can roll it, is all I'm sayin'. Typically, my luck with the dice is horrendous. So this is a pleasant surprise. :)


Karek delays and. . .

Karek Kogan wrote:
Donkor draws his Wand of Command and attempts to use it on the devil, compelling the creature to Approach.

-

Donkor has a magic wand? Who knew? Make a note! That things down to 49 charges, dammit!

Donkor joins Hurgah, Gandel and Hal around the lip of the shaft. Leaning over, he points a slender metal wand straight downward at the frenzied melee careening around the middle of the shaft. Eyeing his target, he gives it a power-wave:

"Aproachiatus!!!"*

Suekahn attempts a Will Save vs. DC 11:1d20 + 10 ⇒ (19) + 10 = 29 ("saves")

Too busy flailing away at Tasem and Breach, the Ghaelshoatan appears not to notice Donkor's subtle assault, let alone comply.

You fiend! You've forced me to waste a "19". That reminds me, I think I've been forgetting somebody's spell resistance.

*As Jason taught us, there's a little Harry Potter in all of us.


Breach Shattershield aka Javell wrote:
That was pretty wild, I gotta say.

-

Ya! That might even top the time the Sand Sage threw a 10-HD (admittedly merciful) fireball at Moonpate only to discover at the last second the wizard had pre-loaded his ring of counterspells with a fireball.


Male Human Wizard Level 8 - Conjurer
Pact Stone GM wrote:
Breach Shattershield aka Javell wrote:
That was pretty wild, I gotta say.

-

Ya! That might even top the time the Sand Sage threw a 10-HD (admittedly merciful) fireball at Moonpate only to discover at the last second the wizard had pre-loaded his ring of counterspells with a fireball.

Ahhhh yes...good memories. That was indeed most fortuitous, and yes, Breach's must-roll-a-20 leap of awesomeness easily tops anything to date.


Suekahn takes a full attack. His plan is to attack Tasem until the archon is eliminated and then use any remaining attacks on the precariously dangling Breach. We’ll see how it goes. This might be the first time Breach doesn’t have an amazing AC. Though he does have 7 temporary bonus hit points from Tasem’s aid.

Bite with crocodillian-like jaw vs. Tasem el-Kep AC 24 (Base 19 +4 -1 in Large-sized hound form, with a +2 deflection bonus for magic circle against evil): 1d20 + 16 ⇒ (2) + 16 = 18 (miss!)

Potential damage for bite: 1d8 + 7 ⇒ (1) + 7 = 8 (n/a)

Crush with pincer (1), a secondary attack but with multi-attack, vs. Tasem el-Kep AC 24: 1d20 + 14 ⇒ (13) + 14 = 27 (hit!)

Potential damage for pincer (1):1d4 + 3 ⇒ (1) + 3 = 4 (applies!)

Crush with pincer (2), a secondary attack but with multi-attack, vs. Tasem el-Kep AC 24:1d20 + 14 ⇒ (12) + 14 = 26 (hit!)

Potential damage for pincer (2): 1d4 + 3 ⇒ (2) + 3 = 5 (n/a)

Ambriel (the summoned celestial spider) is next, followed by Moonpate to end the round.

That’s 9 points of damage - Tasem's DR does not apply, as the fiend's attacks are evil-aligned.
-----

The Dune Squad gathered around the shaft are forced to watch in horror as Suekahn finally wraps his pincers around the great wolf hound’s neck and scissors off its head. Tasem el-Kep explodes in a shower of golden motes—hopefully returning to the realm Moonpate summoned him from. As the shower of light blasts both up and down the shaft like a geyser, for a brief moment, the entire tube is lit up. In that moment you can see a wicked smile has formed across the fiend’s face.

It then turns its attention to the dwarf hanging from its back.
-----

Stab with stinger vs. Breach Shattershield, flatfooted and without his fabled shield, and he no longer has the benefit of Tasem's magic circle, AC 18: 1d20 + 16 ⇒ (19) + 16 = 35 (hit)

Potential damage for stinger: 3d4 + 7 ⇒ (3, 2, 2) + 7 = 14 + poison (Fortitude save DC 25) (applies)
-----
Lastly, Suekahn takes a swift action. He again disappears.

Breach suddenly finds himself all alone in the shaft clutching his axe. Gravity takes hold! The dwarf careens to the bottom. The dwarf twists and writhes, as he smashes into the stone flagstones below, managing to protect his head and ensuring that he instead lands on his side.
-----

As Suekahn was slowly making his way down, it’s actually only a 25-foot fall for Breach. He takes an additional:2d6 ⇒ (4, 5) = 9 (applies)

That's 23 points of damage on Breach, plus I'll need that save. . .

Ambriel (the celestial spider) is next, followed by Moonpate to end the round.


Fort: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15

As the Stinger buries itself, Breach's eyes go wide as he feels the poison course through his veins. "Oh crap. That hurts." Still fighting to hang on, Breach blinks a couple of times, realizing his hanging in mid-air before yelling, "Oh craaaaaaaaaaaaaaap!" as he free falls and lands hard on the ground due to the disappearing Suekahn.

Any chance for Acrobatics to help? Will roll but if not then just disregard.

Acrobatics: 1d20 + 6 ⇒ (9) + 6 = 15

"I'm alright. I'm alright. Don't... No, no I'm not. Who am I kiddin'. Gotta find Lydia. Can't quit now." Breach mutters to himself as he forces himself up and looks for his shield.

That'll be my next round action. To get up and get my shield. Look for it. Whichever. Both. You get the gist.

Hp's 54(61)/77(84); Do I go ahead and subtract from the aid? I'm not real sure how to go about that.


Nice post!

Breach Shattershield aka Javell wrote:
Any chance for Acrobatics to help? Will roll but if not then just disregard.

-

No, it doesn't. I would have thought so too, but it looks like the rule changed from 3.5, the Acrobatics (tumble) reduction only comes into play when you jump down from a height, not when you are free falling. Maybe it was always that way and I just never noticed.

Breach Shattershield aka Javell wrote:
Hp's 54(61)/77(84); Do I go ahead and subtract from the aid? I'm not real sure how to go about that.

The temporary hit points on the aid are lost first. So Breach only drops from 84 to 61 and is looking just fine. The only catch is those temporary hit points cannot be healed, so should he later heal back up to full, he'll heal back up to 77.


When Breach scans around with his darkvision for his shield he sees. . .

Breach:

He's in a small chamber with three exits (no doors). He can go north, west and east.

West is a short passageway that turns right, eventually heading north.

The north option leads to a set of stairs that descends down.

The east corridor heads straight east as far as Breach can see.

Breach thinks he see his shield quite a ways off, somewhere near those descending stairs.


Ambriel Aranaeus scurries around the inside of the tube in a state of confusion, looking for a target for its web.

You can let me know if the spider wants to do anything else on its turn, otherwise I'll just have it delay.

Meanwhile, true to his name-sake, Dignon continues to widen the gap in the sand wall, increasing its size to a much more generous hole of about 7 feet on all sides.

Cragg-el returns as well, coming back from his brief trip behind the huge double-doors. In Terran, he reports to Moonpate:

Moonpate:

"Behind the walls is the outside that cannot be," with a shrug. "Too much water, jungle, but with no feel." Clearly the elemental is struggling to explain what he has seen. He continues: "Big stone chair though, like one for a great fleshling."

"There is a fleshling too, but not so great. A frightened mammal. Like that one," he says pointing to Xerissa on the other side of the gap.


Breach makes his way toward his shield. Once finding it, he straps it on and heads north. I'll just investigate it real quick. Hopefully I can find us a proper path.


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

Teleport or dim door as a swift action?! That's pretty freakin uNrEaL. Not sure what we do to stop that. If he's healing up inbetween these attack, we've got issues. We mgiht need to plan a way to beat him down in a single round. Not sure this room is the place to do it, but then I'm not sure where else. Yoiks!

Xerissa moves over to the hole in the sand wall, staying on the same current side. I want her to be able to move from side to side quickly if need be. But I don't want her blocking the hole, in case another party member needs to suddenly rush through. She'll get one of her tools, like a sickle and help the elemental work away on that wall.


Male Dwarf Barbarian (Breaker) 8

Watching his Elder fall with a mix of rage and frustration, Karek comes off delay, and picks up his Earthbreaker, slamming it into the sand wall next to him, hoping to minimize the damage done by their foe's battlefield control.

Strength check, or damage roll?


It's damage there guys.

Auto hit, so feel free to throw in the Power Attack.

Hardness 8

Hit points 15, per inch.

Three inches thick for 45 points of damage to take out a 5 x 5 section.

Doesn't Karek have special Breaker abilities for just this sort of thing?


Male Dwarf Barbarian (Breaker) 8

Power Attacking (not raging) damage roll against the sand wall, bypassing hardness due to an adamantine weapon, and incorporating a +4 bonus due to Karek's Destructive class feature and a +1 bonus due to Karek's Warsmith trait.: 2d6 + 22 ⇒ (6, 2) + 22 = 30

Keeping a tight lid on his emotions to keep them in reserve for his foes, Karek lashes out at the wall instead.


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

Xerissa can't actually beat the hardness without planting a bomb at least, so maybe she'll get out of the way and let the angry dwarf smash away. Total defence if she can still do that.


Karek goes postal on the sand wall with his earthbreaker and bashes two-thirds of the way through a large section. The earth is indeed broken, as it turns out. Sand begins to pile at his feet, filling in the small shallow holes in the floor where loose mosaic tiles have been scattered in the recent melee.
-----

I supposed Xerissa could damage the wall with a critical, but I never considered the need for a hit roll. She can go on total defence instead.

This is assuming the Dune Squad is still maintaining we need to continue initiative. The battle is won, no? Suekahn has obviously retreated never to darken your collective door again.

If we are still in initiative, then Moonpate is up, whereupon we'll start the next round.


Breach Shattershield aka Javell wrote:
Breach makes his way toward his shield. Once finding it, he straps it on and heads north. I'll just investigate it real quick. Hopefully I can find us a proper path.

-

I haven't forgotten about this - but unless we drop out of initative, we'll need to put it off until his turn comes up again.


Works for me.


Male Halfling Bard (Archivist) 6/Pathfinder Delver 2

Ambriel Aranaeus on delay is fine.


Male Human Wizard Level 8 - Conjurer

Moonpate admires the handiwork of Dignon and follows the maddened Hurgah through the widened hole, only to stop short in amazed horror as he catches a glimpse of Breach jumping into the shaft. His mouth opens, but words fail him. The spectacle is then interrupted by the report of the other elemental, and now he is once more flabbergasted by the unexpected. Breach's crazed shout of triumph, followed shortly by his yell of surprise and pain, focuses Moonpate's mental faculties to immediate action.
"We must get Breach back up here quickly! Cragg-el informs me that behind the great doors there is some kind of jungle environment and a weeping female, who may well be our lost Lydia. Cover me whilst I summon more help."

Will begin another summon IV spell.


I'm getting the sense people want to remain in initative still. I blame Mr. Exciting.

If I am right about that, technically Moonpate cannot take a move action to pass through the sand wall and rejoin Hurgah, while still casting a summon monster IV spell, which is a full round action.

He'll need to choose between the two - just let me know.

Who would have thought Moonpate would actually have two monster summoning IV spells? A quick peek reveals he actually has three! He's getting up on that power curve.


Suekahn Vents his Multi-Millennial Rage on the Dune Squad - Round 7!

Initiative Order:

Gandel Trapspringer (& celestial monstrous spider, Ambriel Aranaeus) - on delay

Halstadt Morgrym – 19+
(An enlarged) Hurgah the Reaver – 19+
Breach Shattershield - 19-
Donkor Sooron - 15
Suekahn Raena-Tep - 13
Xerissa Auraraun - 5+
Karek Kogan – 5
Moonpate the Potentate - 5- (with elementals, Dignon and Cragg-el and possibly more)

Note: Next round is the final round of the blessing of fervor.


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

I'm getting the sense people want to remain in initative still. I blame Mr. Exciting.

If I am right about that, technically Moonpate cannot take a move action to pass through the sand wall and rejoin Hurgah, while still casting a summon monster IV spell, which is a full round action.

He'll need to choose between the two - just let me know.

Self preservation is a powerful motivator for the Potentate. He will stay near Hurgah and stay on total defense.


Male Halfling Bard (Archivist) 6/Pathfinder Delver 2

[b] "Ambriel, please head down the shaft and recover our fallen ally!" [/ooc] shouts Gandel with the disappearance of Suekhan.

Gandel continues to hold waiting for an opportune moment to cast Gallant Inspiration.


Male Dwarf Cleric 8

With the disappearance of Suekhan, Hal will hold his position.


Male Half-orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1/Dragon Disciple 3
Halstadt Morgrym wrote:
With the disappearance of Suekhan, Hal will hold his position.

Same for Hurgah - he stays in rage for the time being.


Moonpate wrote:
Self preservation is a powerful motivator for the Potentate. He will stay near Hurgah and stay on total defense.

-

Check! He's now on the west side (shaft side) of the sand wall, with Hurgah.


Gandel Trapspringer aka Dennis wrote:
"Ambriel, please head down the shaft and recover our fallen ally!" shouts Gandel with the disappearance of Suekhan.

-

Though technically, although a man of many talents, Gandel doesn't speak monstrous spider.

However, either Ambriel gets the idea anyway or he decides to keep hunting for Suekahn because the creature scrambles down the shaft towards the point where Breach was last seen.

When he reaches the bottom of the shaft, the ceiling of the chamber below, he affixes a line of web to the lip of the shaft and sails down the remaining 25 feet to land on the ground.
-----
OOC: Double move for Ambriel.

It occurs to me, I totally neglected to factor in this extra distance, from ceiling to floor when I rolled for Breach's damage. Too late now, I'd say.


Hal and Hurgah are holding - check!

(And thank you for tracking the rage rounds!)


Breach Shattershield aka Javell wrote:
Breach makes his way toward his shield. Once finding it, he straps it on and heads north. I'll just investigate it real quick. Hopefully I can find us a proper path.

For the daring solo adventurer:

Breach travels 30 feet north and recovers his shield at the top of the stairs.

He has 10 feet left in a double move left, so. . .

At the bottom of the stairs is a huge chamber - by far the biggest Breach has seen yet in this pyramid. The massive chamber appears to be in the shape of a circle - at least the part that he can see.

The floor is composed of what looks like a seamless pale white stone. It must be massive.

The chamber is - as far as his dark vision can see - so far quite empty.


Donkor is up next, then Suekahn, if you think he's actually participating in this battle.


Male Dwarf Barbarian (Breaker) 8

Donkor will move away from the hole and ready an action to try Command again when the enemy shows himself. He doesn't have much else going on.


Whatever Suekahn does for his action this round, it is not witnessed by any of the Dune Squad. . .

That takes us to Xerissa, Karek, and then Moonpate to end the round.


Perhaps I'm kicking back and sipping Mojitos in the Mwangi.


Male Dwarf Barbarian (Breaker) 8

With freaking swift action teleports, I wouldn't be surprised.


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

Put me down for a delay as well. Not sure what we'll do here. It sounds like Moonpate has something in mind? Do we rescue Lydia? Or is that just a trap in the making? Do we pack ourselves in a confined corridor to protect ourselves from getting split up by his wall attack? or is that an area effect story in the making?


Male Half-orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1/Dragon Disciple 3
Karek Kogan wrote:
Donkor will move away from the hole and ready an action to try Command again when the enemy shows himself. He doesn't have much else going on.

I think you underestimate the good Donkor there, Karek. He has several decent options, such as using his remote viewing, using detect poison to see if he can track Suekahn or even total defense or aid another. On the other hand, a 1st level wand against a high-CR evil outsider like Suekahn is next to useless. Even if he fails the DC 11 will save, he most likely has Spell Resistance to boot.


Say, I've never seen detect poison used quite like that. Very clever Jace.

Xerissa delays. . . Karek is next! Then Moonpate and his elemental band, the Rockettes.


Male Dwarf Barbarian (Breaker) 8

That Detect Poison, Beetle willing, is what Donkor will go for. He will point it at anything that isn't blocked by the terms of the spell. Let's try... the region containing the bas relief. Thank you for the suggestion. (I knew the wand was a long shot, but after staring at Donkor's character sheet for 10 minutes, it was seriously the best I could come up with, given that Donkor is trash at ranged combat. Failing the save alone was in the "Don't roll a one" territory, but I completely forgot about the possibility of Spell Resistance.)


Male Dwarf Barbarian (Breaker) 8

Ug. That doesn't even work. The spell specifies a target creature, object, or 5-foot cube. I'm not going to target random unseen cubes trying to isolate this guy. So, Donkor will gaze past the large door with his clairvoyance.


Male Dwarf Barbarian (Breaker) 8

Karek will do what he does best, and wreck some walls. Two attacks. 2d6 + 22 ⇒ (1, 5) + 22 = 28 and 2d6 + 22 ⇒ (5, 1) + 22 = 28.


This will be my turn when it comes up. Possibly 2 turns if it takes that many. Divide it however necessary.

Taking in what little sight he can of the place, "That's got ta be where we be needin' ta go. It's just got ta be." Moving back to the bottom of the shaft, "Get down here, the lot of ya! I'll not be waitin' long! A massive room I tell ya!"


Karek Kogan wrote:
Ug. That doesn't even work. The spell specifies a target creature, object, or 5-foot cube. I'm not going to target random unseen cubes trying to isolate this guy. So, Donkor will gaze past the large door with his clairvoyance.

-

That makes more sense to me. A level zero spell shouldn't be a complete assassin detection policy. Too bad, Jace's idea was cool. Perhaps the spell's name is misleading as it sorta implies it's a "radar" spell like so many of the other "detect" spells. Maybe it should be called discern poison.
-----

Still standing by the tube, Donkor's eyes glaze over as he uses the mystic sight of his unknowable goddess.

Six seconds of the Eye of Sooron:

It's the Mithral Scarab alright. She looks like she has been rather mistreated and is in distress. She's not far from the other side of the double doors.

However, you can't see how Moonpate got a jungle out of the elemental's report. While the double-door do leads to the outside, it leads to a frozen wasteland. Perhaps the double-doors are a gateway to the Crown of the World or another tundra-like region. In addition to a great snowfield, there are a few boulders, a cliff face and--

--four thrones.


Karek Kogan wrote:
Karek will do what he does best, and wreck some walls. Two attacks. 2d6+22 and 2d6+22.

-

Karek hammers away at the wall. Each time his earthbreaker hits, there's a huge crashing noise making it sound like he's hitting steel rather than sand.

It makes no difference though, the sand is quickly getting ground away by the dwarf's onslaught, stirring up a blinding cloud.

In the frenzied demolition, some of the sand particulates spraying across the room fall into the dark tube nearby, gently sailing all the way to the bottom of the lower level.
-----
Karek has destroyed another entire 5-foot section of the sand wall. Assuming Dignon, the elemental, contributes once more, the creature will finish off the remnant of Karek's destruction from the previous round. That will result in a hole the size of three destroyed 5 x 5 squares. The sand wall is not much of an obstacle at this point. In fact, it now looks more like an archway.


Breach Shattershield aka Javell wrote:
This will be my turn when it comes up. Possibly 2 turns if it takes that many. Divide it however necessary.

-

If I take the liberty of assuming Breach runs back to the sport where he crashlanded, he can reach it in a single round. However, the run action will deny him his Dexterity bonus to his AC for the round.

In which case, as a free action, Breach shouts:

Breach Shattershield aka Javell wrote:
Taking in what little sight he can of the place, "That's got ta be where we be needin' ta go. It's just got ta be." Moving back to the bottom of the shaft, "Get down here, the lot of ya! I'll not be waitin' long! A massive room I tell ya!"

-

No sooner does he do this when the dwarf notices two things:

First, a small volume of sand is raining down the tube. Breach needs to cover his eyes, avoid looking up, or just make sure he gets out from underneath the tube opening above.

Secondly, and perhaps more important. There is a giant glowing spider right in front of him. Where did that come from?! It's almost as big as Breach is. The creature shows off its 100 glowing eyes and glistening fangs.


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

Am I able to avoid the obvious misunderstanding by shouting,"Breach! Watch out for Gandel's spider! I think it's coming down to give you a lift back up!" Who is up next? I can't help but notice the Beetle is trying to split us in two directions again. This time while we get picked off by an fiendish egyptian nightcrawler.


Xerissa Auraraun wrote:
Am I able to avoid the obvious misunderstanding by shouting,"Breach! Watch out for Gandel's spider! I think it's coming down to give you a lift back up!"

-

She can, but she is not adjascent to the tube, so she would need to move there first to see what is happening. To do that she has to come back off of delay.

Xerissa Auraraun wrote:
Who is up next?

-

Moonpate, though I'm not sure we even need to be initiative. We could open the floor to anyone who wants to act can act.

Xerissa Auraraun wrote:
I can't help but notice the Beetle is trying to split us in two directions again. This time while we get picked off by an fiendish egyptian nightcrawler.

-

I take no position on where the Dune Squad chooses to explore. . .


Is Xerissa actually gonna be able to warn Breach? If not, odds are stacked pretty high he's gonna attack it. That's why why I need to know what she can actually accomplish. Do we know how far does the tube go up? Down? Whichever.

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