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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Donkor Sooron wrote:


With a few minutes notice of his water breathing spell expiring, he will signal a halt to the proceedings, and request that Jason use one of his water breathing scrolls.

That moment is now!

Sooron attempts to signal Faren but the Janni do not appear to hear or notice him at this high speed. Perhaps they assume Donkor’s waving is simply more of the same flopping he has exhibited the past hour – land dwellers, they are nothing if not entertaining.

Jason, however, is quite live to Sooron’s concern. He grits his teeth and nods to show he understands his magic is needed. He reaches behind him and then his face blanches. There’s nothing there!

Now Belleson’s pointing to Karek – specifically Belleson's own pack, which is now tied to the dwarf. Kogan has the scrolls!

Jason and Karek are on opposite wings of the Vonovoxen, Karek on the left, Bellson on the right. They are 20 feet away from one another. Any ideas how to get those very breakable scrolls into Jason’s hands while travelling at high speed? Anybody an excellent climber?


Gandel wrote:

A large mackerel slaps Gandel in the face as the the party speeds through the water, causing the halfling to nearly lose his grip on the straps securing him to the massive ray.

There's a fish-pun in there somewhere, but I just don't see it.


Halstadt Morgrym wrote:


Of course...

So it's not just low, it's just that the roller really really hates you?

Maybe it's saving the good stuff for Deca-Jaws and you'll totally get your crit on.


Male Dwarf Cleric 8

Or GET critted on. It remains to be seen. :-)

Is Hal close to Karek? Hal would be able to cast that spell as well unless it is an arcane specific spell. Unless of course Hal does not see their frantic hand gestures.


Male Dwarf 5 Fighter/2 Rogue

The Beetle strikes again! Tricking Kogan into taking the pack. What amazing deceit. I would never be able to play this module and enjoy it with any other group. The twist have been way too exciting.


Breach Shattershield wrote:
The Beetle strikes again! Tricking Kogan into taking the pack. What amazing deceit. I would never be able to play this module and enjoy it with any other group. The twist have been way too exciting.

I second that sentiment, as well as implicating the Beetle as one crafty bug.


Breach Shattershield wrote:
The Beetle strikes again! Tricking Kogan into taking the pack.

Wha? That was totally Karek's idea.

You guys just have betrayal issues. I'll never figure out where you guys get that from.


Halstadt Morgrym wrote:


Is Hal close to Karek? Hal would be able to cast that spell as well unless it is an arcane specific spell. Unless of course Hal does not see their frantic hand gestures.

My dice are nicer to you. They say Hal is 5 feet from Karek - flapping around on the left wing. The glass plates are though, arcane scrolls.

With an arc of its wings the Vonovoxen suddenly dives low, dropping down a great basalt escarpment picking up speed. You can feel the turbulence increase as you descend the reef at a crazy pace. From the right, Belleson continues to gesticulate at Karek, calling for the scrolls in desparation.


Struggling to maintain his concentration (and grip!) as the Vonovoxen picks up speed, Gandel mouths the word of a minor spell while pointing to Faren, Orchid, Donkor, Jason, and the three dwarves. Attempting to cast Message cantrip; I assume we're currently experiencing extremely violent motion, so Concentration check DC would be 20 + spell level - Message is a 0-level cantrip, so Concentration check DC is 20.

Concentration check: 1d20 + 10 ⇒ (11) + 10 = 21

"Please slow down!" Gandel's voice whispers in everyone's ears. "We need to renew our waterbreathing spells!"


Male Dwarf Cleric 8

DM Only:
Hey Beetle I have a few ideas as to how to handle this: (i) Cast Summon Monster III (IV is already spent) and summon something that can transfer the bag for us or (ii) cast Wall of Fire to slow down the Ray and give us a chance to ask them to stop. Plan involves me most likely making a Concentration check so it is doomed to failure but better to go down swinging! Based on the speed we are traveling would plan i even be viable?


Male Dwarf Barbarian (Breaker) 8

Fiendish! I like it. Assuming the following is viable:

Perception: 1d20 + 12 ⇒ (14) + 12 = 26 to see Jason's gestures.

Karek takes a break from blind terror to notice Jason waving wildly at him. Remembering something about Jason getting scrolls for us, he looks at his pack with surprise, and then does what he feels is necessary. He takes out a rope, secures it to the Vonovoxen with enough length to reach Jason, ties it to his belt, and breaks his original connection, while hanging on to the straps.

I guess we'll see how that works before proceeding.


The Vonovoxen suddenly pulls out of its dive and cuts through the endless field of dark blue before you. The water here is denser still, and you feel as though the pounds per square inch of pressure on your bones has increased yet again. You see now that although the giant manta ray has a mouth full of teeth, it also filter-feeds through its massive gills which rake in tiny sea creatures as it flies. This probably accounts for why the Vonovoxen seems to cut a path for every fish in the entire elemental plane.

As you contemplate this, the creature curls a triangular wing and in a single motion flips upside down. At least you think it is upside down, you haven’t been entirely certain which way is up since this ride began. All you know for certain is that Orchid’s overly long hair is acting like an aquatic wind sock, showing the direction from whence you came. The creature then completes its barrel roll.

With the sudden upturn acting as the final straw, Belleson looses his lunch, electing to feed the fishes. Karek responds by getting out a rope. He means to tether himself to the beast, yet give himself enough room to inch his way over to Jason to deliver the now-vital glass-pane scrolls. But before he gets any further, Gandel steps in.

Gandel wrote:


Struggling to maintain his concentration (and grip!) as the Vonovoxen picks up speed, Gandel mouths the word of a minor spell while pointing to Faren, Orchid, Donkor, Jason, and the three dwarves. Attempting to cast Message cantrip; I assume we're currently experiencing extremely violent motion, so Concentration check DC would be 20 + spell level - Message is a 0-level cantrip, so Concentration check DC is 20.

Concentration check: 1d20 + 10 ⇒ (11) + 10 = 21

"Please slow down!" Gandel's voice whispers in everyone's ears. "We need to renew our waterbreathing spells!"

Gandel’s spell reaches Faren’s ears immediately. The janni pulls out his whistle and plays another soundless tune. It takes a few moments, but Vonovoxen slows down, gradually coming to a complete stop. As quickly as the chaos began, it is over. You are now floating in a seemingly limitless tranquil ocean of blue – er, while lashed to a high speed feeding machine.

OOC: Well that was easy. I was actually going to be a bit more generous with the DC 15 + spell level category for the Concentration check, but you're way ahead of me and Gandel has made it either way.


Hal:

Halstadt Morgrym wrote:

Hey Beetle I have a few ideas as to how to handle this: (i) Cast Summon Monster III (IV is already spent) and summon something that can transfer the bag for us or (ii) cast Wall of Fire to slow down the Ray and give us a chance to ask them to stop. Plan involves me most likely making a Concentration check so it is doomed to failure but better to go down swinging! Based on the speed we are traveling would plan i even be viable?

Quite possibly - cool ideas, but it looks like Gandel has just solved the immediate problem with a lower tech solution.


Faren looks a bit nonplussed at having to halt the journey.

“Anyone else need to go to the latrine before we get going again?”


Male Dwarf Barbarian (Breaker) 8

Karek completes his journey with far fewer rage rounds and strength checks than he had assumed on beginning. He moves over to Jason and presents him with his bag, with a slightly embarassed look on his face.


Karek Kogan wrote:
Karek completes his journey with far fewer rage rounds and strength checks than he had assumed on beginning. He moves over to Jason and presents him with his bag, with a slightly embarassed look on his face.

"Good one Gandel!"

Jason unstraps himself, accepts the bag from the dwarf and fishes out the glass scroll, hoping it hasn't been damaged in transit.

Belleson doesn't look so good - he's a bit pale from motion sickness, but the scroll at least is in one piece.

"Here goes nothing," he says as he begins to recite the arcane words. "Akna, Aqua, Azia. . ."

As he reads the strange words, the etchings on the glass plane slowly disappear. His spell is a success! You feel it become noticeably easier to breathe again, as though the water were suddenly less viscous.

Jason looks at the now plane square of glass he is holding and decides to store it back in the pack just in case.

"That's about two more hours people. After that I'm gonna need the pack again to use the last scroll." He passes it back to Karek. "Maybe I should swap places with Hal, just in case".

"As he swims back to the Vonovoxen he adds, "And after that, I dunno what the plan is. Hopefully we'll be home by then."


DC 7 Perception check (for Donkor Sooron only):

While Jason is casting his scroll, Donkor spies a school of unusual fish swim by. They have sharp snouts, bright luminescent fins and a rough hourglass shape on their scales – a red hourglass. The fish swarm around him briefly and then depart, taking no interest in the rest of the Dune Squad.

If Donkor succeeds he can attempt a DC 10 Knowledge (Religion) check for this one:

In many scriptures, Pharasma is depicted holding or near a red hourglass. Donkor feels as though he has just been called to his midnight prayer. It’s as good an omen as one could expect in this place.


Behind Enemy Lines:

Hurgah watches as a shaft of light gradually take shape and pierce into the elemental-crafted cave. The half-orc awakens the Potentate who sets to work preparing his spells for the journey ahead. It's tricky work in the cramped cave, but the wizard soon assembles his arcane might.

It looks quiet out there - perhaps too quiet.

OK, all-set. What's the plan gents?

(1) Run for it: Jump on the conjured horses and gallop north (hopefully) for the oasis as fast as possible?

(2) Stealth: Try to use dune cover and snake your way through the desert?

(3) Something else?


GM PC: Jason Belleson wrote:


Jason looks at the now plane square of glass he is holding and decides to store it back in the pack just in case.

Ha! That should have been plain square of glass, as in ordinary, but I guess it works as an unintended pun as it's also a plane (as in a flat level surface).


Male Dwarf 5 Fighter/2 Rogue

Taking the momentary halt as a chance to check the security of his gear, Breach tightens his various belts and buckles. Looking to Faren then Karek he says, "Ain't no need to stop when ya need a latrine down here, eh Karek?" Smiling he adds with a wink,"I'm pretty sure ya did a little when ya thought you'd have ta crawl across this beasty at the the speeds we were movin'."


Male Human Wizard Level 8 - Conjurer

Behind Enemy Lines:

I think we should probably be stealthy, at least in the beginning until we can no longer see the camp and have more of a straight shot to where we estimate the oasis to be. What does Hurgah's tactical instincts/knowledge tell us?


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

Behind enemy lines:

Hurgah's instincts tell him that it is probably better to put as much distance between the camp and us as quickly as possible. We are not the stealthiest of sorts to begin with, it is bright day, and they can probably track us by scent.


Male Human Wizard Level 8 - Conjurer

Behind Enemy Lines:

Hurgah's plan it is then. And besides, if we do get spotted then we may get a chance to unleash the fury of the Hurgentate!


Escape by the Morning Light

Behind Enemy Lines (but perhaps not for much longer):

With the arrival of dawn and wizard’s preparations complete, Hurgah reaches for the boulder concealing their cave above him. With a great heave, he pushes it aside and the pair scrambles up and out into the open desert sky.

As soon as they emerge, Moonpate quickly casts a pair of spells, summoning mounts for the pair’s escape to the north.

The first is a muscular steed, coal black with a tinge dark blood red. Hurgah recognizes it instantly as his mount and vaults into the dark leather saddle which is studded with serrated metal in all the right spots. When he does so, he finds the stirrups already adjusted to his exact height.

The second is a bright tawny racer, with an unearthly spring in its step. Its feet never seem to quite fully touch the ground, as though there were a cushion of air enhancing its fluid gate. The clever horse bends low enabling the rotund wizard to quickly scramble aboard. As soon as he does the horse tosses Moonpate his reigns with his mouth, though Moonpate already wonders if his horse might in fact be the better driver.

Ready in but a few instants, with a final nod to one another, Moonpate and Hurgah head off. The sand explodes around them as eight powerful legs break out into a gallop.

OOC: So! Where are we going gentlemen? North right? That shouldn’t be too hard. How about a Survival check? Or a Knowledge (geography)? Any other thoughts on your destination? Phrip, as per your earlier note, we’ll make Moon’s life a little easier and say he casts his endure elements before he starts his wild gallop so he can avoid the Concentration check.


Male Human Wizard Level 8 - Conjurer

Behind Enemy Lines:

Knowledge Geography = 1d20 + 8 ⇒ (5) + 8 = 13

Patting his impressive mount, Moon beams with pleasure and satisfaction. "Ahh, my trusty four-legged friend. I can always count on you to convey me in comfort and style no matter how bleak our circumstances. Now, the race is on my friend, and like the wind that ever blows through your mane, we must fly quick, north to the Tumen Oasis. I believe ol' Gandel said it was off yonder. What do you think, Hurgah?"

Looking over at Hurgah with a big grin, Moon exclaims, "Why Hurgah, you look positively, umm, ferocious, in a noble sort of way."


Behind Enemy Lines:

Moonpate wrote:

Hurgah's plan it is then. And besides, if we do get spotted then we may get a chance to unleash the fury of the Hurgentate!

Well if you're truly keen for fury unleashing, all you need to do is ride back in to the dig site. There's plenty of volunteers there. . .


Male Dwarf Cleric 8

"Since we've a moment I think it might make sense to pick our Friends' brains about our beastie this Deca-Jaws. Are there any hard facts about this creature? It would be good to have some idea of how to approach slaying it". Hal looks at Orchid and Faren and then glances at Gandel in case he has some hidden store of knowledge we have not heard.


Behind Enemy Lines:

Moonpate and Hurgah races across the desert, heading north – or at least as best they can determine. As they pull away they each risk a glance or two behind them to see if there is any sign of pursuit.

There is not. It’s quiet – maybe too quiet.

What they do see though, in the distance, when they look towards the dig site to the south, are signs of increased activity going on at the dig site. The slaves and troops seem to be even more concentrated at the pit than before. They swarm around it like ants. The sand depots where the dug sand is being transferred appear to have grown even higher in height, suggesting the hole is now much deeper.

Less than a minute later, as they make their escape, Hurgah spots a four-legged beast with powerful tusks high atop a larger dune, surveying the area nearby. It looks similar to the strange multiplying beast you battled a few days ago. It is several hundred feet away in the distance. Its head seem to slowly follow your movements, but it otherwise makes no motion to pursue – yet.


Halstadt Morgrym wrote:
"Since we've a moment I think it might make sense to pick our Friends' brains about our beastie this Deca-Jaws. Are there any hard facts about this creature? It would be good to have some idea of how to approach slaying it". Hal looks at Orchid and Faren and then glances at Gandel in case he has some hidden store of knowledge we have not heard.

“You actually plan to slay it?!

“You guys get crazier by the minute. I just assumed you all had some kind of ace up your sleeve, like when the halfling disappeared to spy on the A'Viss battalion. Now I feel like I’m a party to murder here – we had strongly encouraged you to go to one of the safer gates.”

Seeing the Dune Squad’s eyes widen, Faren tries to be more helpful.

“Let me think, all I know really is that it’s a horrible sea monster with many heads. All of my people stopped using the gate ever since it moved in. They say that the beast is impervious for its wounds heal almost as fast as the eye can see. Maybe it’s vulnerable to one of your magic spells? Or maybe it doesn't like the taste of sea dwarf?”


Male Dwarf Cleric 8

"I'll not slay it if I don't have to but I would imagine that it won't simply let us pass cause we ask nicely. If it is impervious to damage perhaps we have to enter its belly and slay it from inside out".


Male Dwarf 5 Fighter/2 Rogue

Scratching his chin, Breach reflects on Hal's words saying,"Maybe we should just ask to move on by, hahaha. Never tried that before. As for trying to get inside then out again sounds like a rough way to go....but, something I might be willin' ta try. Nothing like borrowing your way out of a beasty's belly."


Male Human Cleric/8

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Donkor follows along the conversation politely, completely oblivious of whatever exceedingly easy to notice thing that he missed.


Male Dwarf Barbarian (Breaker) 8

Karek floats for a bit, seeming to recall something as he handles the pick strapped to his belt. He shakes off the memory as he boards the Vonovoxen once again.

Id's a grand'ime, Breach. Bainful, doo.

Karek straps himself in, and makes sure Jason is next to him this time.


Faren "Untranslatable" wrote:

“Let me think, all I know really is that it’s a horrible sea monster with many heads. . .

"I'm going to go out on a limb here - literally, I suppose since I'm re-boarding the Vonovoxen - and guess that Deca-Jaws has 10 heads."


Faren scratches his head at the insanity of the aquatic dwarves. Then he washes his hands of it, which is rather easy to do given his present environment.

“Yes, yes, by all means, leap into the gullet of the beast. Now everyone is ready?”


Seeing everyone semi-strapped in, Faren blows his silent whistle and the Vonovoxen takes off once more. Although it takes a few moments for the creature to re-gather its top speed, it is soon travelling as fast as it ever was. Once more the Dune Squad is exposed to a crushing force of as the Vonovoxen drags them through a dense field of water at a speed their bodies were not meant to travel.

For now, let’s do another 3 hours of this (hours 2-4) at which point Jason will need to exhaust his last water breathing scroll. It’s a DC 16 Fort save each hour, with 2d4 non-lethal damage on a failed save. Remember, non-lethal damage is not subtracted from your hit point total. It’s added up. If the number exceeds your current hit point total, your PC is unconscious.

It’s not so much just that you’re crashing into stray mackerel, as it is the constant wear and tear of being dragged by the Vonovoxen.

And just to catch Belleson up:

Jason’s Fort save for hour 1 versus DC 16 1d20 + 7 ⇒ (3) + 7 = 10 (fails!)
Jason’s Fort save for hour 2 versus DC 16 1d20 + 7 ⇒ (5) + 7 = 12 (fails!)
Jason’s Fort save for hour 3 versus DC 16 1d20 + 7 ⇒ (7) + 7 = 14 (fails!)
Jason’s Fort save for hour 4 versus DC 16 1d20 + 7 ⇒ (1) + 7 = 8 (fails!)

Jason’s nonlethal damage for hour 1 2d4 ⇒ (4, 4) = 8
Jason’s nonlethal damage for hour 2 2d4 ⇒ (4, 3) = 7
Jason’s nonlethal damage for hour 3 2d4 ⇒ (2, 4) = 6
Jason’s nonlethal damage for hour 4 2d4 ⇒ (3, 4) = 7

That's 28 points of ouch for Jason - he's in rough shape for a duel with a sea monster.


Male Dwarf Cleric 8

Halstadt saving throws:

Hal's Fort save for hour 1 versus DC 16 1d20 + 7 ⇒ (18) + 7 = 25
Hal's Fort save for hour 2 versus DC 16 1d20 + 7 ⇒ (7) + 7 = 14
Hal's Fort save for hour 3 versus DC 16 1d20 + 7 ⇒ (10) + 7 = 17
Hal's Fort save for hour 4 versus DC 16 1d20 + 7 ⇒ (13) + 7 = 20

Hal's nonlethal damage for hour 1 2d4 ⇒ (4, 3) = 7
Hal's nonlethal damage for hour 2 2d4 ⇒ (2, 2) = 4
Hal's nonlethal damage for hour 3 2d4 ⇒ (3, 1) = 4
Hal's nonlethal damage for hour 4 2d4 ⇒ (2, 2) = 4

So Hal finally manages to avoid a catastrophe and only takes 4 damage.

At the end of the trip Hal Channels Positive Energy 4d6 ⇒ (6, 5, 5, 6) = 22


Male Human Cleric/8

Sooron's Fort save for hour 1 versus DC 16 1d20 + 9 ⇒ (13) + 9 = 22
Sooron's Fort save for hour 2 versus DC 16 1d20 + 9 ⇒ (6) + 9 = 15
Sooron's Fort save for hour 3 versus DC 16 1d20 + 9 ⇒ (11) + 9 = 20
Sooron's Fort save for hour 4 versus DC 16 1d20 + 9 ⇒ (11) + 9 = 20

Sooron's nonlethal damage for hour 2 2d4 ⇒ (2, 3) = 5

Not too bad, Hal's channel should take care of it nicely.


Male Dwarf Barbarian (Breaker) 8

Fort Save 1 1d20 + 8 ⇒ (16) + 8 = 24
Fort Save 2 1d20 + 8 ⇒ (3) + 8 = 11
Fort Save 3 1d20 + 8 ⇒ (17) + 8 = 25
Fort Save 4 1d20 + 8 ⇒ (6) + 8 = 14

Karek scoffs at damage!

4d4 - 2 ⇒ (4, 4, 2, 3) - 2 = 11

Pth. Take that.


Gandel took 5 points non-lethal damage in hour 1.

DC 16 Fort save for hour 2: 1d20 + 6 ⇒ (9) + 6 = 15 - fail
DC 16 Fort save for hour 3: 1d20 + 6 ⇒ (5) + 6 = 11 - fail
DC 16 Fort save for hour 4: 1d20 + 6 ⇒ (18) + 6 = 24 - success

Non-lethal Damage hour 2: 2d4 ⇒ (3, 1) = 4
Non-lethal Damage hour 3: 2d4 ⇒ (3, 3) = 6

After getting slapped in the face by various species of fish for three hours straight, Gandel vows to give up sushi henceforth.

Total non-lethal damage taken: 15 hp, which is healed by Halstadt at the end of the journey. Thanks Hal!


Male Dwarf 5 Fighter/2 Rogue

Fort 1 1d20 + 7 ⇒ (3) + 7 = 10 fail
Fort 2 1d20 + 7 ⇒ (6) + 7 = 13 fail
Fort 3 1d20 + 7 ⇒ (10) + 7 = 17 success
Fort 4 1d20 + 7 ⇒ (15) + 7 = 22 success

NL DMG 2d4 ⇒ (4, 1) = 5
NL DMG 2d4 ⇒ (1, 1) = 2=7

Starting the journey anew takes a toll on the older dwarf, but steeling himself against the immense preasure and friction,he shrugs off further effects.


Gandel got my drift and went with 3 additional hours (4 total) as opposed to 4 new ones, like the rest of you sadistic keeners who seem to enjoy it. Though this was my fault, I see my post wasn’t clear.

In any event, since the rest of you have all voluntarily added an extra hour, it’s probably easiest to just bump you all further along on your journey anotehr hour of travel.

Gandel would then owe one more check, but even in the worst possible scenario he would only take 8 more points of nonlethal damage only to have them wiped out by Hal’s channel energy.* So no need for another roll from him, unless he wants to do it for flavor text. Jason however is a different story; less hardy he’s taking a beating even beyond Hal’s healing. So let me get his check out of the way:

Belleson attempts a DC 16 Fort save for hour 51d20 + 7 ⇒ (11) + 7 = 18

Ah! He's finally made one - so that was easy enough.

The complicating factor is that before that extra hour comes into play, the water breathing scroll exhausts. To expedite, I will assume Gandel once again signals for a stop and that Faren grudgingly obliges. At that point Belleson casts the final glass scroll, quietly and nervously reminding the Dune Squad there’s only another 2 hours left and if you’re still in this plane you either all truly transform into aquatic dwarves or it’s time for a contest to see who can hold their breath the longest.

So, just to check, before Faren blows his whistle and re-starts the Vonovoxen for the third time, does anybody have anything else they want to do during the stopover? If not, we’ll forge ahead.

*Has the worm turned? Is Halstadt rolling hot now? If so, maybe I need to slow things down before you reach Deca-Jaws.


Behind Enemy Lines:

The creature’s eyes follow the horses dashing by in the distance, its head slowly turning. It is though, otherwise still.


I'll roll one more Fort save and non-lethal damage check just for fun:

DC 16 Fort save for hour 5: 1d20 + 6 ⇒ (15) + 6 = 21 - success

Pact Stone GM wrote:
I will assume Gandel once again signals for a stop and that Faren grudgingly obliges.

A safe assumption. Thanks!

Gandel has nothing else that he wants to do during the stopover.


Male Dwarf Cleric 8

Hal is (literally) ready to go into the belly of the beast!


Male Human Cleric/8

Beetleicious:

A few saving throws ago, you had mentioned that it would be a couple of hours before I could pray for new spells. If the time frame is right, when we stop for the second batch of water breathing spells, I would like to prevail upon Mr. Untranslatable to spend a bit of extra time so I can rest and pray to replenish spells. This will give us at least one extra water breathing, and maybe some combat spells plus replenish my healing.

If we are able to do this, I will spend Channel Energies til everyone is full up.


Halstadt Morgrym wrote:
Hal is (literally) ready to go into the belly of the beast!

I’m definitely sensing that. Perhaps Hal should be playing in this adventure. One which, as the cover background picture implies, contains a swallowed whole scene.

You're sure there's not a little Shoanti in Hal's bloodline?


Male Dwarf Cleric 8

Beetle considering that the roll to avoid being swallowed whole is (I believe) a saving throw on my part (and we have seen how my rolls turn out) I have to gear Hal up for his climactic scene where he desperately tries to kill the beast from the inside out, otherwise he will just be fish food!


Donkor Sooron wrote:

Beetleicious:

A few saving throws ago, you had mentioned that it would be a couple of hours before I could pray for new spells. If the time frame is right, when we stop for the second batch of water breathing spells, I would like to prevail upon Mr. Untranslatable to spend a bit of extra time so I can rest and pray to replenish spells. This will give us at least one extra water breathing, and maybe some combat spells plus replenish my healing.

If we are able to do this, I will spend Channel Energies til everyone is full up.

Yes, you are able – in fact, as near as I can tell, now that Schmoosh is gone, praying for spells such as water breathing is one of the very few moves that will prevent the Dune Squad from drowning while tied to a manta ray before they arrive at the Tumen Oasis portal.

The elemental plane of water, for the most part, has illumination based on “depth” and not on the travel of the sun. As such Donkor can’t tell when midnight arrives, as he might normally back home. But if he attempts to pray for spells, he will find he is able, suggesting to him that it must now be sometime very close to or perhaps passed midnight.

I’ll also assume someone actually asks Faren or Orchid how much longer the journey will take as this might be weighty information for Donkor’s spell selection or the Dune Squads approach. Faren explains he estimates a further 11-15 hours of travel – followed by a sarcastic comment that his estimate assumes you guys don’t keep making the Vonvoxen stop every time somebody needs to blow their nose.

So, please do replenish Donkor’s spell selection and re-set his channel energies at full – as a consequence the Dune Squad will be at full hp as a result (excepting Moongah of course). Though Jason is the only one still hurting after Hal's recent roll.


Male Dwarf Cleric 8

With 11-15 hours more of travel I guess we would just pass out tethered to Vonvoxen. When Hal wakes up it should be time for him to pray for new spells as well. Should I therefore also update Hal's spell list?

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