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.


1,851 to 1,900 of 6,763 << first < prev | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | next > last >>

Breach Shattershield wrote:

Is there any cover to available?

There are clumps of vegetation that line the edge of the oasis. (See for example, the pictures of the Tumen Oasis in the link in my profile.) With Breach's Large-size, it would be tricky to find total cover, but there might be some desert ferns he could crouch and hide in.

If he leaves the oasis there will be rolling dunes which will make for better hiding spots, but, he'd need to spend a couple rounds climbing for them.

Breach Shattershield wrote:

"They didn't happen to snag my shield did they, Gandel?" he calls to the tiny man in the Santa sack.

The answer to that will be "Yes", along with his armor and weapons. It's all been saved, courtesy of Moongah.

Breach Shattershield wrote:

Breach will move to the most advantageous spot from which to launch his own attack on the beast.

I'll translate that to a readied action to charge Deca-Jaws if he surfaces. If Breach remains at the water's edge, he can cover off the entire pool surface with his charge.


Halstadt Morgrym wrote:

I already took a speaking action this turn but I just came up with a crazy idea. I will include it as a spoiler for you to preview Beetle. If I am not here to take my next turn please make the suggestion for me.

Just cause you raised it. . .

"Speech and Action Cost"

In general, I treat all speech as a free action (no cost) - especially if it's PC to PC and adds to the game. It's not always realistic, in fact it's usually unrealistic, but I don't want to do anything to discourage dialogue.

Exceptions are when skill checks are made to influence NPCs, such as Diplomacy, Bluff or Intimidate or other scenarios where the speech is meant to have a specific game effect. For example, if during a battle a PC decides to propose elaborate terms for a ceasefire to the opposing commander, we might need something like that to have an action cost.

Now, in regards to Hal's crazy idea:

Halstadt:

OOC: Did you see Donkor's post of October 1? Hal might not be so alone in this thinking.

Hal is probably thinking for this to have a chance to work, Deca-Jaws would probably need a land speed slower than the Dune Squad. Gandel might know that answer - he may have mentioned it already. Also, Hal's probably a bit unclear just how far the dig site is from the Tumen Oasis to know if it's feasible, but this info will be well known to Moonpate and Hurgah. There may be other barriers.


Denis, no worries if you don't get this - I'll NPC Hal - have a great trip. But if you do see it before you go:

Both of Hal's plans are viable.

1. From Hal's present position at the oasis shore edge, he can channel energy over the entire Dune Squad, including Karek, Jason and Donkor who are still in the water.

2. He can cast sanctuary (without having to worry about the blasted concentration check).

In both scenarios he would also still have a move action, but with no real impetus to use it.


Male Dwarf Cleric 8

"Breach! I am thinking that killing this Beastie is a waste of our time. Why don't we lure it over to the dig site and let our Asmodean friends waste their resources killing it? Then we can finally sneak into that damn dig! Gandel, can we outrun this... thing?"

Hal channels energy easing the wounds of the Dune Squad

Channel Energy (2 of 7 for the day) 4d6 ⇒ (3, 5, 2, 4) = 14

OK this is my official last post till Monday unless I have internet access on vacation. If we decide to battle the thing Hal will cast Sanctuary so he can continue to channel energy and heal wounds. He has selective channeling so he can heal everyone in the area and exclude Deca.


Male Dwarf Barbarian (Breaker) 8

On his turn, Karek will ferry Jason and Donkor to the shore, letting them down on the beach. He will then turn around, anchor himself on the edge in the water, and ready his spear for a charge.


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

I'm a bit lost in the turn order here, so a heads-up when Hurgah is next would be appreciated.


Male Human Cleric/8
Karek Kogan wrote:
On his turn, Karek will ferry Jason and Donkor to the shore, letting them down on the beach. He will then turn around, anchor himself on the edge in the water, and ready his spear for a charge.

Donkor will delay his action until his dwarf chauffeur gets them to shore, and then cast fog cloud over the oasis. He will try and center it on where he thinks the gate is (I'm a little unsure as to the dimensions of the oasis.) and keep it's edge about 5 feet from shore where we are, since people seem to be entrenching themselves right here. If he has any remaining movement, he will travel as far as he can away from shore.

He shouts out, "Something glowing in a cave down there!"


Breach Shattershield wrote:

"They didn't happen to snag my shield did they, Gandel?" he calls to the tiny man in the Santa sack.

Breach will move to the most advantageous spot from which to launch his own attack on the beast.

Round Four:

Gandel looks at the equipment in the sack and realizes that he has no idea how long the dwarves will remain enlarged or how long he, Donkor, and Jason will remain reduced in size - therefore, the equipment may not be immediately useful to his companions.

Seeing Breach take up a defensive stance on the beach, Gandel runs over and casts a spell to augment the dwarf's nimbleness. "It may not be as good as your shield, but it should make you harder to hit," the halfling bard comments to the dwarf.

Move action back to Breach. Standard action to cast Cat's Grace on Breach, granting a +4 enhancement bonus to his Dexterity, which boosts his AC, Reflex saves, Initiative, and Dex-based skills by +2; duration 7 minutes (70 rounds). Free action to maintain Bardic Performance (Naturalist).

Gandel's HP: 52/52
Tiny Gandel's AC: 27

Rounds of Bardic Performance used today: 4/18


Halstadt Morgrym wrote:


Hal channels energy easing the wounds of the Dune Squad

Easing or erasing? Is anyone still even hurt? Deca-Jaws step-up it up man! Show a little hometown pride.

----------

A wave of flame fans out from Halstadt in a brilliant burst. Now familiar with the forge-fire god’s gift, the Dune Squad no longer flinches when Morgrym’s healing fire envelops them, bathing their flesh. For a brief second the night sky lights up as the dwarf's ruby conflagration illuminates the sky --

-- and then the light departs as quickly as it came.


Karek breaks the surface of the darkening water, his deadly spear no longer just a beautiful relic of an ancient doomed city, but a battle-tested weapon of proven destruction. Jason and Donkor, still on the giant dwarfs back, poke their heads above the water, seeing land for the first time in a very great while.

While Belleson gets his bearings he notices strange dark shapes slowly floating towards him. They do not float on the water though, they float just above it.

"What the. . ."

When the sorcerer sticks out his miniaturized hand trying to figure out what sort of strange aquatic plant is encircling him, he finds his arm and face suddenly enmeshed in a tangle of freshly sliced hydra innards.

"Ah! AH! %*#&!!"

While normally valiant, and self-assured to the point of cocky, the floating hydra guts are more than he can take.

"Aerialis! Verticulis!"

Jason quickly casts one of his more potent spells, granting him the gift of flight. He then blasts for the night sky, escaping the gut bog pooling around him and his allies.

One he's ten feet up, Jason gets a better look at the hollowed-out hydra-head corpse floating in the center of the oasis and calms himself, seeing the guts for what they are. The descending dusk has played a trick upon him. Refocusing, Jason decides to place his new altitude to work and takes up a position as a sentry staring straight down into the water to see if he can spot Deca-Jaws.

"Get for the shore guys, I'll watch for him. I've got a spell which should let me see all the way top the bottom."

However, shortly after he surfaces, the lapping waves of the now disturbed oasis slowly surround him with the floating guts of the eviscerated hydra. A tangle of sliced innards wafts into his face and the sorcerer momentarily freaks out.

----------

Jason casts flight and moves vertically 10 feet - and that ends round 3.


Round 4

For which the order will be. . .

Donkor Sooron – 17+
Karek Kogan - 17-
Gandelplot Trapspringer – 15
Moonpate the Potentate - 13+
Hurgah the Reaver - 13-
Deca-Jaws - 5
Breach Shattershield – 2+
Halstadt Morgrym – 2-
Jason Belleson - 2--


Hurgah the Reaver wrote:
I'm a bit lost in the turn order here, so a heads-up when Hurgah is next would be appreciated.

Will do! Don't worry - you haven't been skipped.

Some of our players are getting their turn instructions in advance is all (which is highly appreciated).


Donkor Sooron wrote:


Donkor will delay his action until his dwarf chauffeur gets them to shore, and then cast fog cloud over the oasis. He will try and center it on where he thinks the gate is (I'm a little unsure as to the dimensions of the oasis.) and keep it's edge about 5 feet from shore where we are, since people seem to be entrenching themselves right here. If he has any remaining movement, he will travel as far as he can away from shore.

He shouts out, "Something glowing in a cave down there!"

Check! Donkor on delay, dropping to initiative count 17--.


Karek Kogan wrote:
. . . Karek will ferry Jason and Donkor to the shore, letting them down on the beach. He will then turn around, anchor himself on the edge in the water, and ready his spear for a charge.

This occurs now, save for that Jason already disembarked taking a position above the oasis. Unless you have somewhere specific you would prefer to be, I'll put Karek with Hal and Breach so the Dune Squad can continue its dwarven line of doom.

Can you ready a charge, a full round action, if you have used a move action? Or did you mean to ready your spear to set for a charge? (I'll look into this tomorrow, in case it matters.)


Pact Stone GM wrote:
Donkor Sooron wrote:


Donkor will delay his action until his dwarf chauffeur gets them to shore, and then cast fog cloud over the oasis. He will try and center it on where he thinks the gate is (I'm a little unsure as to the dimensions of the oasis.) and keep it's edge about 5 feet from shore where we are, since people seem to be entrenching themselves right here. If he has any remaining movement, he will travel as far as he can away from shore.

He shouts out, "Something glowing in a cave down there!"

Check! Donkor on delay, dropping to initiative count 17--.

And now it happens!

The oasis pool has diameter of approximately 60 feet. It's also approximately 60 feet deep. The gate (fissure) is very near the bottom in the center.

So as the spell has a radius of 20 feet, Donkor can cover around 2/3rds of the oasis' surface, so he'll have a 10 foot edge instead of a 5 foot edge.

The issue of movement is a classic D&D conundrum. If you ride something and then "dismount" can you then use your own movement to move further than your mount could? Or do you sacrifice it while riding. Because I don't have access to my books at the moment to remind myself how this is handled and I'm playing catch up, I'll say if Donkor can make his fast dismount check (Ride DC 20) he can do so, otherwise he uses up his move action hoping off of Karek and he's in the square behind him.

Urp! I think if I recall, even with his enhanced Dex, the DC 20 might be impossible for Donkor which means the short answer would have been "No".

----------

Sooron clambers off of the giant battle-frenzied dwarf and gestures towards the center of the oasis. At his command, a thick pea-soup fog coalesces over top the water, concealing the macabre flotsam of hydra guts.

Certainly getting our money's worth out of that Water domain aren't we?


Gandel wrote:


Seeing Breach take up a defensive stance on the beach, Gandel runs over and casts a spell to augment the dwarf's nimbleness. "It may not be as good as your shield, but it should make you harder to hit," the halfling bard comments to the dwarf.

Check! (This now kicks in.)


Moon is now up - his summon monster IV completes. The wizard can select his creature of choice and decide where to put it. He can then also take a further turn on top of that.

Hurgah, you're up right after Moonpate.


Male Dwarf Barbarian (Breaker) 8
Pact Stone GM wrote:


Can you ready a charge, a full round action, if you have used a move action? Or did you mean to ready your spear to set for a charge? (I'll look into this tomorrow, in case it matters.)

Of course, good question. I'm readying my spear against a charge. I should have been more clear. Karek's plan, such as it is, is to stand in the water out in front of Breach and Hal and hopefully entice something into coming at him, at which point he'll unleash the full fury of the "Brace" special quality. He also doesn't want to suffer any miss chance from Donkor's Cloud.

Also, since he's in the water, he'd like to take a look at whatever glowy lights Donkor was rambling about. Unless that requires concentration. But then, I guess he's in a rage with no enemies about. All he can do is look for them.


Male Human Cleric/8
Pact Stone GM wrote:

Certainly getting our money's worth out of that Water domain aren't we?

so much so that I'm considering ret-conning my history. Perhaps Donkor is from a different sect of Pharasmites who doesn't acknowledge her fate and death stuff. All water baby.


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

Moon is now up - his summon monster IV completes. The wizard can select his creature of choice and decide where to put it. He can then also take a further turn on top of that.

Hurgah, you're up right after Moonpate.

Moon will summon the water elemental to the middle of the water to menace this Deca-Jaws that has his friends all wigged out.

"Halstadt, were it that simple to inflict this beast upon that cursed Examplar and her dogs. The dig site is many leagues away. We either run, or fight and become...legends!"
Moon is emboldened by too much sun, not enough food and drink, and the sight of his friends once more.

He will then cast Stoneskin on Hurgah.

"Mighty Hurgah, clad like a dragon now! Hah! Methinks this so-called Deca-Jaws will have a hard time chewing on you."


Karek Kogan wrote:


Of course, good question. I'm readying my spear against a charge. I should have been more clear.

Not at all. I’ve read it again and see it was I that was confused – I’m just used to the word “set”, but you and I are talking about the same thing. Your reference to “anchor” should have been my clue.

Karek Kogan wrote:


Karek's plan, such as it is, is to stand in the water out in front of Breach and Hal and hopefully entice something into coming at him, at which point he'll unleash the full fury of the "Brace" special quality. He also doesn't want to suffer any miss chance from Donkor's Cloud.

OK, we’ll have him in the 5’ foot square of water closest to the shore. At his enlarged size the water barely comes up to his knees.

At the risk of a derailing diatribe, I think the “set” readied action is underused and totally awesome when it works with a brace weapon. The problem is that you almost have to just trust the GM not to metagame and suddenly elect for the opposition not to charge. As such, you never know when the opposition was just not charging anyways or you’ve been treated unfairly. The powers that be will need to think up a solution for this somehow because weapon setting does not come up nearly enough in my book.

Karek Kogan wrote:


Also, since he's in the water, he'd like to take a look at whatever glowy lights Donkor was rambling about. Unless that requires concentration. But then, I guess he's in a rage with no enemies about. All he can do is look for them.

Karek can definitely try and look – even in angry hulk mode – but he just has no chance to see it. Between the fog cloud and the sixty feet of water, there’s nothing to see.


Donkor Sooron wrote:
Pact Stone GM wrote:

Certainly getting our money's worth out of that Water domain aren't we?

so much so that I'm considering ret-conning my history. Perhaps Donkor is from a different sect of Pharasmites who doesn't acknowledge her fate and death stuff. All water baby.

Hmmmm. Well out here in Osirion, water is pretty much the core symbol of life and death, so they do all kinda fit together.

Perhaps then Donkor Sooron will gradually come to see his short trip to A’Viss as some sort of religious pilgrimage or spiritual odyssey. After all, he went there at Pharasma’s behest to begin with, discovered the other side of an ancient artifact he had been carrying for years, and almost crossed to the bone yard when he came close to running out of water breathing spells. Quite the ‘Pharasmatic’ experience.


”A Watery Blaze”

Moonpate wrote:


Moon will summon the water elemental to the middle of the water to menace this Deca-Jaws that has his friends all wigged out.

----------

The Potentate reaches not the edge of the oasis splashing a few drops of water from the pool. As the drops take flight they suddenly animate, taking on a life of their own. The splash of water flies into Donkor’s fog cloud growing as it flies. It then violently splashes down into the center of the pool, but without causing even the slightest ripple.

Once below the surface the elemental grows to its full size, taking on the living shape of a great fire composed of crystal blue and frothing white foam. The aquatic fire “blazes” thirty feet below the pool, searching for a foe to attack.

The Medium-water elemental takes a readied action to use its vortex ability on the first opponent to appear in the pool. Sound ok? Or did you want to send it through the gate to hunt for the hydra?


Moonpate wrote:

He will then cast Stoneskin on Hurgah.

Urp! Cool move but I noticed that Moonpate doesn't appear to have the required spell component for this. It's one of those special ones that has the extra price tag - 250 gp of diamond dust and Moonpate doesn't have that in cash. Moonpate would know this though – he wouldn’t blow his action doing something he knows would fail.

A couple options:

1) He casts the spell anyways. We’ll evaporate the remainder of his saved cash and shoot him a loan for the balance. We’ll take it out of his next treasure share. (Geesh! Does this GM actually ever give out any treasure?)

2) Moonpate can take another action. And if he likes, we can say he prepared a different spell in that 4th level slot. Your pick.


Pact Stone GM wrote:

”A Watery Blaze”

----------
The Potentate reaches not the edge of the oasis splashing a few drops of water from the pool. As the drops take flight they suddenly animate, taking on a life of their own. The splash of water flies into Donkor’s fog cloud growing as it flies. It then violently splashes down into the center of the pool, but without causing even the slightest ripple.

Once below the surface the elemental grows to its full size, taking on the living shape of a great fire composed of crystal blue and frothing white foam. The aquatic fire “blazes” thirty feet below the pool, searching for a foe to attack.

Very cool description! Thanks for that.


Pact Stone GM wrote:
Moonpate wrote:

He will then cast Stoneskin on Hurgah.

Urp! Cool move but I noticed that Moonpate doesn't appear to have the required spell component for this. It's one of those special ones that has the extra price tag - 250 gp of diamond dust and Moonpate doesn't have that in cash. Moonpate would know this though – he wouldn’t blow his action doing something he knows would fail.

A couple options:

1) He casts the spell anyways. We’ll evaporate the remainder of his saved cash and shoot him a loan for the balance. We’ll take it out of his next treasure share. (Geesh! Does this GM actually ever give out any treasure?)

Doh! Totally forgot about the material components part. I would certainly like to take you up on your generous option #1.


Phrip wrote:

Doh! Totally forgot about the material components part. I would certainly like to take you up on your generous option #1.

Not so generous - you should see my usurious interest rate. ; )

Hurgah now has a shiny nigh-impregnable layer of protection - but better still his turn just came up. Will he voyage into the pea soup fog cloaking the dark lake? Or remain at the water's edge?


Having escaped the fresh floating viscera, Belleson's heart rate is slowly recovering--

--when all of a sudden out of nowhere a thick blanket of fog suddenly envelops his position. He cannot see more than an inch from his face!

He quickly flies up to escape the magical attack. Unfortunately his bearings are off and he reacts by flying down instead of up. He hits the water with a damp "sploosh!", making contact with the horrid flotsam of floating guts a second time.

"Argh!" he cries in frustration before reflecting on the wisdom of remaining quiet. The sorcerer now finds himself blinded, lost and all alone - save for perhaps a gigantic pissed-off hydra that may or may not be stalking the water at this very moment. Belleson resolves not to make anymore noise and studies his bearings. Once he confirms which way is up from the hang of his clothing he reverses course and quietly floats back up. He reminds himself that if he can only get high enough he should be able to escape the oppressive fog and - more importantly - the chorus of snaps of a hydra's maws.

----------

Just a flavor-text post - it's not actually Jason's turn.

You know, this lovely oasis is now tainted with magic feces and hydra guts. Remind me never to take you guys camping.


Male Dwarf 5 Fighter/2 Rogue

Yeah, this really violates all the rules of field sanitation, lol.


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

Hurgah brings out his enchanted claws and teeth and takes up position besides Karek on the waters edge, ready to strike at anything hostile that might come out of the mist.


Hurgah the Reaver wrote:
Hurgah brings out his enchanted claws and teeth and takes up position besides Karek on the waters edge, ready to strike at anything hostile that might come out of the mist.

Got it. Though to be beside Karek, he'll need to advance a few feet into the water (one square from the oasis shore). At his enhanced size, the water will not yet be up to his knees. It won't have a game effect. I'll put him there unless you clarify.

(I'm looking at getting a map together so people can readjust their positions if they feel they'd like to.)


"Standing Ready at Dusk"

Despite the building tension with the clustering of four Large-sized warriors at or near the shore line, Deca-Jaws does not yet appear.

Perhaps the creature is still ensnared by Donkor's control water trap, or licking its wounds from Kogan's assault. Perhaps it is distracted battling Moonpate's newest minion--or swallowing Belleson.

As the sun completes its decent, all you see is an eerie unnatural bank of fog which seems to hug the oasis' center.

While the Dune Squad watches vigilantly in silence, every so often a bloody piece of viscera slowly floats out of the fog, collecting on the shore.


Male Dwarf 5 Fighter/2 Rogue

"Belleson, get the hell to shore you damned fool! We need to leave this place soon. There is a mission to complete and some monks to kill. I plan on rippin' that snide bastard boss of their's in two an' I canna do it playin' come an'get me with some over grown water monitor."


Perfect timing! Sounds like Breach is going to continue to maintain his existing readied action to charge as soon as he sees Deca-Jaws?


Male Dwarf 5 Fighter/2 Rogue
Pact Stone GM wrote:
Perfect timing! Sounds like Breach is going to continue to maintain his existing readied action to charge as soon as he sees Deca-Jaws?

After it has either charged the boys or is otherwise engaged.


Somewhat dejected at Moonpate's advice that the plan to lure the mega-hydra to the dig site is impractical, the dwarven priest focuses on eliminating all distraction. He grips his holy symbol, calling out to the great forge-fire, proudly reciting the name of his clan and his ancestors.

For a fraction of a moment his holy symbol bursts with a golden flame, encircling him in a brilliant shield of light, but the effect vanishes immediately.

Hal casts sanctuary. He remains at Breech's left, trying to keep the Dune Squad within 30 radius for future channel energies.


Breach Shattershield wrote:
Pact Stone GM wrote:
Perfect timing! Sounds like Breach is going to continue to maintain his existing readied action to charge as soon as he sees Deca-Jaws?
After it has either charged the boys or is otherwise engaged.

Ah! Got it - I'll put Breach on perma-delay, until you decide to take him off it.


Breach Shattershield wrote:
"Belleson, get the hell to shore you damned fool! We need to leave this place soon. There is a mission to complete and some monks to kill. I plan on rippin' that snide bastard boss of their's in two an' I canna do it playin' come an'get me with some over grown water monitor."

The sorcerer hears the elder-dwarf warrior calling for him, but desperate to clear the oppressive fog, he instead continues his trajectory straight up. Once he flies free, he waves to the Dune Squad gathered at the shore, signalling he's alright. He then casts a further spell, enhancing his vision to mimic the talents of the subterranean races.

He registers a puzzled look though, even his magically enhanced sight can't seem to penetrate the dense fog below. He again thinks better of his scouting mission and turns to join Shattershield on the shore.

Fly up 30 feet above the waterline as a move action. Cast darkvision.


Round 5

For which the order remains:

Donkor Sooron – 17+
Karek Kogan - 17-
Gandelplot Trapspringer – 15
Moonpate the Potentate - 13+
Hurgah the Reaver - 13-
Deca-Jaws - 5
Breach Shattershield – 2+
Halstadt Morgrym – 2-
Jason Belleson - 2--

If it turns out everyone is in wait and see mode (readied or delayed actions) I'll take us out of initiative to expedite things. But let's try another round to make sure I don't overlook anyone.


Male Human Cleric/8

Donkor is going to move back from shore about 25' or so, also trying to keep the others in range of his channel energy. As his standard action, he will use his clairvoyance to have a peep at the gate and see what's going on down there. If nothing is of interest there, he will try and examine the glowing object he spotted earlier.


Male Dwarf Barbarian (Breaker) 8

Just to be clear, can Karek see anything in the water? I realize there's a fog cloud somewhere close to my position. If the cloud is obscuring his vision, Karek will spend his turn swim-wading out further into the water while his Touch of the Sea spell still has a few turns. Once he is under the cloud line, he will reset his spear, assuming he sees nothing in the immediate vicinity.


"Return of the Eye of Sooron"

Donkor Sooron wrote:
Donkor is going to move back from shore about 25' or so, also trying to keep the others in range of his channel energy. As his standard action, he will use his clairvoyance to have a peep at the gate and see what's going on down there. If nothing is of interest there, he will try and examine the glowing object he spotted earlier.

Interesting. Just for the record, Donkor will know though that his sensor will only function on the Tumen (prime material plane) side and not the A'Viss (elemental plane of water) side, which is I believe, what you intended.

Donkor's choice of positioning himself 25 feet away will maximize his distance from the fray while still keeping everyone in range. Everyone that is except Jason, who is expected to return on his action, and Karek, who might travel out further on his turn.

----------

Donkor closes his eyes in concentration and focuses his 'true sight', that bestowed by his unwavering faith, deep below the water at the bottom of the oasis. Donkor's mystic sensor spins at the base of the rift revealing--

--nothing.

Nothing but filth-polluted water. Deca-Jaws cannot be seen. Nor can Sooron see any hydra-heads, save for the floating corpse skewed earlier by Karek. With careful study he can also make out, just barely, the soft glowing light from the fissure-like cave nearby at the very bottom of the oasis.

Donkor will need to replace his sensor in or at the mouth of the cave on a subsequent turn if he wants a better look at that light.


Karek Kogan wrote:

Just to be clear, can Karek see anything in the water? I realize there's a fog cloud somewhere close to my position. If the cloud is obscuring his vision, Karek will spend his turn swim-wading out further into the water while his Touch of the Sea spell still has a few turns. Once he is under the cloud line, he will reset his spear, assuming he sees nothing in the immediate vicinity.

Yeah. The 5-foot square behind him is land. The five-foot square in front of him is open water (that he can see unobstructed). Beyond that is the fog cloud. So five feet in front of Karek (or 10 feet from the shore line) his vision is unobstructed.

Karek's darkvision will penetrate downward into the water at an angle somewhat, but he doesn't have a very good view. In theory, he should certainly see anything attacking before it reaches him, but only a few second before hand. Hopefully the fog cloud will cut both ways.

Let me know if the above causes Karek to go with his tentative plan to swim under the fog cloud.


Oh yeah,

If Donkor can make both a DC 10 Perception and a Knowledge (planes) check he can also access the following:

For Donkor (possibly):

One of the near-invisible currents in the center of the pool is unnatural - or rather supernatural. Donkor can spy Moonpate's elemental. The creature has attempted to blend with the rest of the water and is laying in ambush for the first unlucky soul that comes before it, ready to explode into a vicious vortex, like some sort of aquatic pressure-plate.


Male Human Cleric/8

Perception: 1d20 + 4 ⇒ (14) + 4 = 18 vs. DC 10
Knowledge: Planes 1d20 + 5 ⇒ (20) + 5 = 25 vs. DC 10 woot critical knowledge!

Donkor steps back away from the pond, and then gets the far away look in his eyes which you have all seen before. He speaks, "The only thing moving near the gate is your water elemental, Moonpate. It seems to be laying an ambush. No sign of any living parts of Deca-Jaws. By the way, how in Pharasma's name did you guys come to be here? I think we will have stories to share."


Male Human Cleric/8

Ya know, it's quite possible that we won't see Deca-Jaws again. If you look at things from his perspective; he's seen that we're faster than he is, we controlled water in ways that he couldn't resist, and we managed to take out two of his heads without breaking a sweat, barely even bothering to slow down. And if he was getting info from his little shark floater, he knows that there are even more of us now.

If I were Deca-Jaws, I'd be sitting on the other side of that gate breathing a sigh of relief that we were just passing through! Even if he was of a mind to pursue us, to his thinking we're probably too fast to catch up with anyway.


Male Dwarf 5 Fighter/2 Rogue

"Boys, I think it is time we go. Gather yer gear and let's get."


Breach Shattershield wrote:
"Boys, I think it is time we go. Gather yer gear and let's get."

Does that mean folks want to drop out of initiative?

Assuming not, I'll ask Karek to clarify his move, followed by Gandel, Moon and then Hurgah.


Male Dwarf Barbarian (Breaker) 8

Karek ignores Breach's call and dives beneath the Fog Cloud, while the magic that enhances his aquatic awareness lasts. He will once again set his spear. If nothing changes, when Touch of the Sea expires (in... four rounds?), he will emerge from the water and stand down.


Breach Shattershield wrote:
"Boys, I think it is time we go. Gather yer gear and let's get."

"You may be right, Master Breach," Gandel agrees with the dwarf's assessment. "I suggest we get while the gettin's good!"

Ceasing Bardic Performance (Naturalist). Moving away from the water.

151 to 200 of 6,763 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Pact Stone Pyramid All Messageboards

Want to post a reply? Sign in.
151 to 200 of 1,254 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Dennis Harry wrote:
I saw you ask a question on the thread Beetle but I am putting my response/query here. Sand goggles make sense in a sandstorm.

I'm with you Dennis - it could in theory save the eyeballs from being torn asunder by tiny particles at high velocities while in the midst of a horrible storm. I was just checking to see if there was a specific mechanic someone was relying on. I'm happy to reason it out when we come to it. Which will be easy, by the way, because there's absolutely no chance of a sandstorm of any kind in this particular desert - for realzies*.

Dennis Harry wrote:
Is there a source (besides the Pathfinder main book) that we can look in to see if there is any other suitable gear to purchase before we go to the dig?

Not really, I'm afraid. The APG and the Osirion Companion were the only other source books I made available. But if anyone has any final purchases please do get it out there ASAP, because the parties are now on the road (in their sandstorm free environment) and it's time to cut the shopping off. If you've already mentioned it on the main board though, worry not.

*Not for realzies


OK. I will try to get to revising my list by tomorrow at the latest, though besides the goggles it is unlikely that Hal will pick up anything else.


Yeah, no worries - besides, Hal's in really good shape.


Male Dwarf Barbarian (Breaker) 8

Karek'll pick up a set of sand goggles as well. It doesn't hurt to be prepared. A mere frivolity, I'm sure. No way they'll come in handy.


Woah! We've dropped into the archives already. That's not healthy.

Jace has asked:

I'd like a ruling on the way my spirit attack works.

pfsrd.com wrote:

Spirit Totem, Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.

The spirits seem to attack on their own, regardless of whether I attack or not. Would you allow the following scenario:

1. Spirits attack the splicer beast that took the AoO
2. Hurgah moves, drawing his axe as he goes
3. Hurgah attacks the splicer threatening Blinky

Or is that too much cheddar on an already brutal build?

ANSWER (so far)

Jace, you're analysis is dead-on. (1) That's how it reads RAW. (2) It's potentially some serious fromage. Hurgah can attack - move - attack, which is a pretty remarkable ability probably not intended.

I'm going to get a second opinion from my go to guys - one of which was involved in working on that book. I'll get back to you. However, for the short term, I am going to allow it. At a minimum we want to reward you for thinking of it. Also, since the damage is not so high, it won't be too abusive - most of the time if Hurgah were to try this, he'd draw an attack of opportunity.

So enjoy, but just don't get too use to the idea just in case I unfairly gank you later on.

In the meantime, unless you beat me to the punch, I am going to roll for Hurgah to get things moving. I've got a few players in the que who have been waiting on me


So the answer that I got on this is that it's a clever exploit, but hardly game breaking.

So, yeah that move is going to work for Hurgah. I suppose if it were errated, we'd revisit, but I think Hurgah is golden.


Still looking for that party name? I think you should go with "We suck dog turdies and can't take the desert heat".

Too long?

Dark Archive

Hmmm...I'm thinking "Let's keep one alive. We can eat it for a month!"


Male no, I think I'll just sit here, you go ahead though... Father 2/Geek8
MoFiddy wrote:
Hmmm...I'm thinking "Let's keep one alive. We can eat it for a month!"

+1 hahahaha


Happy Easter guys!


You too.


Hey, just wanted to share some encouragement to you and your crew here, Beetle. Been reading since you opened the game for players, and have enjoyed the ride. The cast is good, the story is fun... good read overall.

Just one tiny request... could you all post at... like... ten times your current pace? That way every time i get a few idle moments, I'd have a few pages of fun to catch up on instead of a few posts? :D

Anyway, carry on. I'll go back to lurking.
Puts back on Harry Potter-esque Cloak of Invisibility.


Hey, thanks for that Eben!

It means a lot to know someone is actually reading this stuff. (It also motivates me to try to cut down my mammoth sea of typos.)

I'll put a bug in our players about raising the posting level, but you know how it is. Right now the poor guys are a little torn in what they are planning to do, so they are a little stoppered, but don't worry, they'll work it out - a side effect of having such a large stable of players, I think.

But knowing they have the responsibility of providing quality surfing content for Eben the Quiet will help.

So thanks again, and pop by anytime!

--The Beetle


Beetle wrote:
I'll put a bug in our players...

:D nice.

But y'all just move at your pace... Want the game to move at the speed of it's players... not the audience.


Male Dwarf Barbarian (Breaker) 8

I'm going to start making a post (in the in-character thread, of course) every day, even if just to make inane banter or establish amusing in-character actions. If anybody else can do the same, I think we could build up a strong roleplaying connection. Of course, it could also help move the game along.

If anybody is annoyed by Karek's style of speech, I can tone it down, or standardize it, or send out the list of grammer rules I'm trying to stick to. Let me know.


Karek Kogan wrote:
I'm going to start making a post (in the in-character thread, of course) every day, even if just to make inane banter or establish amusing in-character actions. If anybody else can do the same, I think we could build up a strong roleplaying connection. Of course, it could also help move the game along.

This beetle supports daily posts.

Karek Kogan wrote:
If anybody is annoyed by Karek's style of speech, I can tone it down, or standardize it, or send out the list of grammer rules I'm trying to stick to. Let me know.

I like Karek's thick dwarven - it distinguishes him from the other dwarves. Breach has it going on too, but from Bilbo's original posts my sense is it's about 1/10th of Karek's.


Where's Your Hive?

So thanks to Mr. Monotony's (Donkor's) power ranger references I've learned a bunch of you have kids.

But where abouts are you all from?


Male Human Writer 2/Dreamer 7

Denmark

...and one kid, age 21 months, btw.


Pact Stone GM wrote:

Where's Your Hive?

But where abouts are you all from?

Denver. Wife, four kids, one granddaughter, three cats, one dog, and a straitjacket.


New Jersey. Wife no kids and the tax season is over so I have had more time to post.


Virginia. Wife, three kids.

And you?


Ohio

I raise to 4 kids! Who can beat that? :)


M

St. Louis. A girlfriend.


Male Human Cleric/8

Nearish to Edmonton, Alberta, Canada.
1 wife, 1 kid, 3 dogs, 6 cats, 4 guinea pigs, 3 ferrets.

Only about 4 of the creatures on that list were chosen by me. :)


Should we plan the caravan raid here or in the game thread?

I am thinking here. I like (I think it was Donkor's) idea to attck the supplies. I am thinking that we could summon creatures to attck the supply wagons and bot attack the actual people. This way we minimize risk of injury while still accomplishing the goal of sabotage and get an easy in to the dig site.

I think Gandel had a suggestion for why we were out here in the first place, I believe it was Moonpate's research. He and Gandel can be the sages and the rest of us can be muscle for his trip.

What does everyone think?


Male Human Writer 2/Dreamer 7

What about our mysterious Beetle? Where does he have his lair, and are there any tiny beetles running around there?

(And what other forum aliases do you post under, now we are getting to know each other.)


Dennis Harry wrote:

Should we plan the caravan raid here or in the game thread?

I am thinking here. I like (I think it was Donkor's) idea to attck the supplies. I am thinking that we could summon creatures to attck the supply wagons and bot attack the actual people. This way we minimize risk of injury while still accomplishing the goal of sabotage and get an easy in to the dig site.

I think Gandel had a suggestion for why we were out here in the first place, I believe it was Moonpate's research. He and Gandel can be the sages and the rest of us can be muscle for his trip.

What does everyone think?

I think attacking supplies would be find, unless you are all willing to make the leap and kill the caravan members. Donkor will not be making that suggestion in character however.

Gandel's suggestion seems to be fine, but we are a very odd assortment of muscle. I would probably work better as another sage, if we were to go that route. A priest, some osirionology, and have plundered a previous pyramid.


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

It should come as no surprise that Hurgah has no problem whatsoever with any amount of violence the plan might entail. He has, however, no desire to be part of the planning. As such, I'll leave it to the rest of you to figure out what to do and just act as directed.


Gandel wrote:

Virginia. Wife, three kids.

And you?

Toronto, Canada - Go Raptors!

No kids.

--Beetle

P.S. My sense is there is some kind of plan coming together. I'll hold back before posting further so that people can discuss, because planning can be fun and that should be a component of what this particular game is about. But if the boards go all quiet, I'll fail my save and give way to my irresistible need to keep things moving.

Anyways, it sounds like we've got two separate but possibly related plans coming together: one to deal with the camel transport caravan; and one to deal with Khymrasa at the dig site. Cool beans!


I like Moonpate's idea of summoning the elementals to attack the caravan and destroy the cargo this way no one gets hurt. Hal a LG character does not want to hurt anyone but he does want to take the most direct approach to getting in the caravan. This would require very little deception on his part which is what makes him happy. He is escorting sages out to the desrt after all. I took one Summon Monster IV I hope someone else took a Summoning spell as well for the day.

Only problem is that we will need to be close as we eed to "slay" the elementals not have them just disappear cause the spell expired.

Do we split the group in two? One group traveling as the sage Moonpate, with his bodyguard Hurgah, and his assistant Gandal. The second group could it could be Jason and Donkor who are heading for "another" site (the one mentioned by Gandel), not this one. He hired Thalia as his guide and a bunch of dwarves as his bodyguards. This group will have "luckily" run across the caravan at the right time.

This way we are not too conspicuous and we will have two points of access.

Thoughts?


Dennis Harry wrote:

I like Moonpate's idea of summoning the elementals to attack the caravan and destroy the cargo this way no one gets hurt. Hal a LG character does not want to hurt anyone but he does want to take the most direct approach to getting in the caravan. This would require very little deception on his part which is what makes him happy. He is escorting sages out to the desrt after all. I took one Summon Monster IV I hope someone else took a Summoning spell as well for the day.

Only problem is that we will need to be close as we eed to "slay" the elementals not have them just disappear cause the spell expired.

Do we split the group in two? One group traveling as the sage Moonpate, with his bodyguard Hurgah, and his assistant Gandal. The second group could it could be Jason and Donkor who are heading for "another" site (the one mentioned by Gandel), not this one. He hired Thalia as his guide and a bunch of dwarves as his bodyguards. This group will have "luckily" run across the caravan at the right time.

This way we are not too conspicuous and we will have two points of access.

Thoughts?

He of the large dome likes this idea and has a Summon IV to add to the mayhem. I not so sure though, that we need to "rescue" the caravan. We certainly can if the group feels that doing so will help. Otherwise, the summoned elementals can cause damage and simply disappear, which would be in line with their nature in Osirion.


Male Dwarf Barbarian (Breaker) 8

So, out of character, it seems like the plan to ambush the caravan with elementals would come up with a couple of basic flaws. First, our chief conjurer is not the stealthiest of people, and he would have to be close by. Second, I rather feel like I would get suspicious, even if I know nothing about magic, if the creatures that are attacking my caravan just disappeared after about 36 seconds.

Also another meta-note: I see that Moonpate can speak all of the elemental languages, but simply summoning them without directions may result in them attacking innocent bystanders, right?

I like the idea of the split group. I feel much better knowing we have a "goal". As long as the people who have to lie are good at doing it, we might be able to get by. The rest of us should just follow orders, and take opportunities at sabotage.

So, the plan? Sabotage the equipment, then beat the caravan to the dig site? If the aforementioned kinks can be worked out, that's what I'm favoring. I'll go ahead and put it in the thread.


Karek Kogan wrote:


Also another meta-note: I see that Moonpate can speak all of the elemental languages, but simply summoning them without directions may result in them attacking innocent bystanders, right?

That's exactly right (as usual). The default is to attack foes, and summoned monsters do so even with a language barrier. But if you have the advantage of communication, one of the great things about selecting elementals, you can instead have your conjured creatures follow specific instructions.

What this entails, given the current plan, is the casters will need to conjure their elementals next to them, give instructions and then send the elementals to attack. So the duration of the attack is potentially even shorter, but if you summon a large enough swarm, perhaps it doesn't need to be very long at all.

Am I right the current idea is for Moon and Hal to each use a summon monster III to conjure 1d3 small elementals? Specifically, 1d3 air and 1d3 fire? And then, if I follow right, Moon is going to add a further summon monster IV to add a medium fire elemental?

They will do so from how far away? (100 feet?) While the rest of the party shall keep back out of the way and hidden (say 500 feet?) Don't hesitate to correct me. These distances are a bit fuzzy on account that your target is constantly moving away from you - heading east.


M

Another fun fact: With Summon Monster IV, our summoners can get 1d4+1 of the Summon Monster II creatures, which include small elementals.


flamethrower49 wrote:
Another fun fact: With Summon Monster IV, our summoners can get 1d4+1 of the Summon Monster II creatures, which include small elementals.

A spell which both Moon and Hal currently have prepared. Am I hearing castings of both for 1d3 + 1d4+1 small air and 1d3 + 1d4+1 small fire elementals? Or just go with the summon monster IV's for 1d4+1 of each?

Plus, while less spectacular, there's also Gandel and Thalia who have summoning capacity. There's a real potential for an elemental flash mob.


I will have to check the range later but I don't believe it is very far.

So we don't want to join with this caravan? I thought it would be an easy way in.


Dennis Harry wrote:

I will have to check the range later but I don't believe it is very far.

So we don't want to join with this caravan? I thought it would be an easy way in.

Now that I think about it, we can really simplify things if all we want to do is join the caravan and not sabotage it. We can just simply ask to join as fellow travelers to the dig site, with our own reasons for being there. It is only prudent that separate groups would travel together through such a dangerous waste. The Pate is going as a "researcher" with his trusted bodyguard and assistant. The rest can go as "guards for hire", or expert "architect/diggers", or even adventurers following rumors of potential in the eastern desert. There would be no need to cause mayhem with summoned critters.

However, if we do want to cause some mayhem (and I am not opposed to that), then it would seem to me that the best way to go about it would be to get ahead of the caravan, pick our spot where we can do the summoning and instructing of elementals just out of sight, and then let them do their thing; and onwards we go, having disrupted what may be an important caravan for the Examplar. If we go with the mayhem plan, I would use my Summon IV to bring in 1d4+1 small fire elementals (and with Summoner's Charm ability, the duration would be 3 extra rounds). That, coupled with Hal's summoned elementals should be enough to cause the appropriate damage. If the rolls suck, I can also chuck out a Summon III or Thalia and Gandel can join in the fun.


M

In addition to everything we've considered so far, a couple of other things to consider. We're not necessarily 100% on where this place is, so traveling with another group is a good way to ensure we make it there. This group is traveling slowly, though, and the Venture-Captain stressed the need for haste by sending us off the same day he recruited us. Finally, our objective has a lot to gain if we destroy any of the equipment they are carrying. Again, assuming this is the Exemplar's caravan. All of the options are on the table now, I think. Let's put it to a vote.

1. The option that has recieved the most lip time so far. We swarm the place with elementals, and ride to the rescue. This wins points for fun and flashy, but loses points if we're caught in a lie. As a bonus, the casters who summoned them can show up with "special spells" that dismiss the elementals, but a rank of Spellcraft in the caravan might tip them off.

2. We trash the caravan with elementals, then ride out ahead to try to beat them to the dig site. I like this one the best, assuming Gandel and Thalia know where we're going, and assuming we have the stealth to pull it off.

3. We join the caravan to travel with them, leaving aside the temptation to destroy their stuff. (For now.)

4. We go "Oops, wrong caravan." and find the group we're really supposed to be trailing. The boring option.


Phrip wrote:
If we go with the mayhem plan, I would use my Summon IV to bring in 1d4+1 small fire elementals (and with Summoner's Charm ability, the duration would be 3 extra rounds). That, coupled with Hal's summoned elementals should be enough to cause the appropriate damage. If the rolls suck, I can also chuck out a Summon III or Thalia and Gandel can join in the fun.

Ah! Summoner's charm! Nice.

That reminds me - I think you and I neglected to give the Scorpion King his bonuses for Augment Summoning. I'll have to remember Moonpate the Potentate is no ordinary conjurer - he's way up there.


flamethrower49 wrote:

. . . Let's put it to a vote.

1. The option that has recieved the most lip time so far. We swarm the place with elementals, and ride to the rescue. This wins points for fun and flashy, but loses points if we're caught in a lie. As a bonus, the casters who summoned them can show up with "special spells" that dismiss the elementals, but a rank of Spellcraft in the caravan might tip them off.

2. We trash the caravan with elementals, then ride out ahead to try to beat them to the dig site. I like this one the best, assuming Gandel and Thalia know where we're going, and assuming we have the stealth to pull it off.

3. We join the caravan to travel with them, leaving aside the temptation to destroy their stuff. (For now.)

4. We go "Oops, wrong caravan." and find the group we're really supposed to be trailing. The boring option.

That's a helpful formulation. Chime in guys! I know some of you have gone back and forth a bit, so maybe remind us all where you wound up.


Male Human Wizard Level 8 - Conjurer
flamethrower49 wrote:


1. The option that has recieved the most lip time so far. We swarm the place with elementals, and ride to the rescue. This wins points for fun and flashy, but loses points if we're caught in a lie. As a bonus, the casters who summoned them can show up with "special spells" that dismiss the elementals, but a rank of Spellcraft in the caravan might tip them off.

2. We trash the caravan with elementals, then ride out ahead to try to beat them to the dig site. I like this one the best, assuming Gandel and Thalia know where we're going, and assuming we have the stealth to pull it off.

3. We join the caravan to travel with them, leaving aside the temptation to destroy their stuff. (For now.)

I vote in order of preference: option 2, 3, 1.


Male Human Cleric/8

Donkor's vote: 3,2,1. He prefers three because of Pharasma's divination of "Follow smoke, leads to hole". Hal then saw the clear image of a campfire, which is how we first became aware of these people.

Thus, taking her instructions perhaps too literally, he vehemently does not wish to precede them to the dig site. He would prefer to trail them, or join them and sabotage from within if possible. Poisoning food, or destroying equipment of something. He will go along with the majority though. He also continues to make it clear, without blatantly stating it, that simply attacking these people seems like the most efficient option.


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

Despite Hurgah's appetite for destruction, OOC I vote for option 3, or perhaps just to follow them from a distance (based on Donkor's interpretation of the vision).


I vote for option 3 as well. Summoning creatures as a ruse sounds like it might work, but we really don't know the intentions of the caravan at this point. It seems like an extreme measure now.


My preference order is 1, 3, 2. I like 1 because we sabotage and infiltrate at the same time (in theory). I think 3 is better than 2 though because I would not want to leave these people stranded in the desert. Looks like 3 is the winner though. :)


Dennis Harry wrote:
My preference order is 1, 3, 2. I like 1 because we sabotage and infiltrate at the same time (in theory). I think 3 is better than 2 though because I would not want to leave these people stranded in the desert. Looks like 3 is the winner though. :)

Yes it does, though it is close. Perhaps I could get a bit more detail on how #3 works. Here's what I think I have so far, so please correct me as I know this has been a bit of an organic process:

The party will ride up to the caravan from behind and then attempt to join-up, possibly with a Diplomacy check and a couple Aid Another's. The basic "story" is that you are yourselves headed to the dig site and believe it is safer to travel in numbers in the desert. From there you will plant the seeds of your eventual cover stories (i.e. I'm an Osiriontologist, I'm bodyguard, I'm a labourer ect.)

I'm interested in your thoughts on this regardless of how you voted.


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

The party will ride up to the caravan from behind and then attempt to join-up, possibly with a Diplomacy check and a couple Aid Another's. The basic "story" is that you are yourselves headed to the dig site and believe it is safer to travel in numbers in the desert. From there you will plant the seeds of your eventual cover stories (i.e. I'm an Osiriontologist, I'm bodyguard, I'm a labourer ect.)
I'm interested in your thoughts on this regardless of how you voted.

Sounds fine with the Potentate. We can always switch into annihilation mode if necessary. And besides, if we are pleasant, they may be able to do some tradin' to replenish Pate's many empty flasks.


Male Dwarf Barbarian (Breaker) 8

Looks like you got it right. Let's move to overtake.

It looks like our cover stories are as follows:

Moonpate: Scholar
Hurgah: Moonpate's Bodyguard
Gandel: Moonpate's Assistant
Donkor: Scholar
Jason: Handsome, eccentric oddball
Hal: Priest?
Karek: Bodyguard
Breach: Equipment Expert
Thalia: Guide


You are all immediately issued matching fake passports.


Male Dwarf 5 Fighter/2 Rogue

I would imagine you guys think I fell off the face of the planet, huh? So sorry I was unable to post tht htey would be having us away for a lot longer than I expected, but they cut our internet access before I could. It looks like you guys have been trucking along and I just wanted to post and let you guys know I wasn't the usual flake, lol. I don't think I will be able to catch up as Breach since he has taken on a life of his own, but if you guys are need of another at some point I do plan continuing to follow this thread. I have a lot of reading to do! Talk soon, Bilbo.-

151 to 200 of 1,254 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Pact Stone Pyramid – Game Discussion Thread All Messageboards

Want to post a reply? Sign in.