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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For the Dune Squad Cavalry:

"Chaaaaaaarge!"

Breach whirls his axe over his head with one hand as he gallops, hanging on to his saddle horn for dear life with his other. The hoofs of his mystically conjured steed give off a stream of cerulean sparks as they make contact with the wavy dunes of sand.

Breach takes the run action, capitalizing on the Run feat on his light horse, he can cover 250 feet as a full round action (Speed 50 x 5). He covers more than half the distance to the battlefield in a single round.


Male Human Cleric/8

Cavalry:
Sooron envies the dwarf's agility and way with horses as the sand explodes from under the phantom hoofs. With a sigh, he follows along a little more gingerly, doing all he can to retain his seat.


Male Dwarf Cleric 8

Cavarly:
Hal follows along with Breach but not as fast as he is not so sure of his seating. Likely he will end up somewhere between Donkor and Breach as he moves up the dune to get to the battle.


Dune Squad Cavalry:

Donkor, Hal: Just to check, was that just flavor text, or did you want to travel less than the maximum 250 feet this round? If so, just let me know how far you want to get. You too Gandel - assuming he wishes to close.

The battle site is approximately 400 feet in distance total.


[2 days ago . . .]

The slave waited until he was sure. Until then, he kept digging.

But he was sure.

He definitely found something.

He called out to the others. At the very bottom of the pit, almost the precise epicenter in fact, there was a spike, triangular – exactly like the tip of the pyramid they were expecting.

What was strange though is that it had no color. Every time the slave wiped the sand away, the triangular tip seemed to disappear. He soon realized he only knew it was there by touch and the sand loosely packed around it.

The pyramid was invisible.

They had found the very top – the highest point of Ahn’Selota.

* * * * *


[4 hours later . . .]

The activity in the pit was not unlike that of a hive of bees. Khymrasa’s slave masters had awakened the sleeping shift so that every last slave and laborer in the camp could be deployed. The work drums continued to pound, filling the slaves with urgency. Those who could fit into the hole cleared sand. Those who could not clear sand brought water to their brethren and awaited their turn to replace them in the hole.

By the next morning, several soldiers had been conscripted into the work crews to replace the exhausted. The build beasts, the giant bug-like creatures used for construction were all now devoted exclusively to sand removal. The slave-powered winch hauled sand up vertically pulling it from the deepening hole. But the slaves were no longer just digging downward – their purpose had become more focused - they were clearing the sand away from something truly remarkable.

The spike was getting bigger. Much bigger. Later that afternoon orders had gone out to widen all sides of the pit to accommodate it. How huge would this invisible pyramid be?

* * * * *


[1 day later . . .]

Using his magic, the Sand Sage reconstructed the central ramp winding down the sides of the pit, to the bottom. It was now more compact – more secure.

The pyramid was now completely unearthed. At least the workers thought it was. It was heard to know, as the pyramid could not be seen. Khymrasa had ordered the pyramid to be completely cleared of sand. Then upon discovering that without the sand she could not see her prize, she ordered the slaves to re-cover the outer dimensions with a loose blanket of sand, just enough to trace the pyramid’s outline.

What they had found was the presence of two giant torch staves at the pyramid base, perfectly preserved. In the early afternoon, at the advice of the Sand Sage, the Exemplar ordered the workchief of Crew-11 to light the staves.

The resulting smoke was unnatural. It was thick and black, as though it were burning not wood, but something that should never be burned, like leather or perhaps metal. But it wasn’t just the color—the smoke travelled along a set path. It hugged the four walls of the pyramid before coalescing into a great column on the top. The smoke seemed to do three things. First, it confirmed the pyramids true dimensions. Second, much to the dissatisfaction of the Exemplar, the column announced Ahn Selota’s unveiling to the rest of the world. The smoke would be visible for miles. It would have to be.

But thirdly, and most importantly the smoke betrayed the presence of a door – an open square hole beckoning within – a dark smoky shaft beyond.

Six thousand years later, Ahn’Selota was once again open, her mysteries about to be revealed.

* * * * *


“At last,” said the Exemplar. “At last.”


Male Dwarf Cleric 8

Flavor text.


Male Human Cleric/8

GM:
I was going under the assumption that riding super-fast would require some sort of riding check, and I didn't want to risk that. At any rate, getting there behind the rest seems like a decent plan to me. I'll go at about 200 regardless and bring up the rear.


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

"Death from another dimension - Hurgah's shock assault"

As soon as he feels the sand under his feet, and the pack of splicer beasts shift into focus, Hurgah once again surrendes to his draconic rage. Taking only a moment to locate the closest targets, he methodically begins to claw and bite his way through the pack.

Rage, activate claws and bite, Arcane strike, power attack, not enlarged.

Bite:
Attack roll 1d20 + 12 ⇒ (15) + 12 = 27
Damage roll 1d6 + 20 ⇒ (4) + 20 = 24
Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (10) + 14 = 24

Claw #1:
Attack roll 1d20 + 12 ⇒ (2) + 12 = 14
Damage roll 1d4 + 14 ⇒ (1) + 14 = 15
Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (19) + 14 = 33

Claw #2:
Attack roll 1d20 + 12 ⇒ (14) + 12 = 26
Damage roll 1d4 + 14 ⇒ (4) + 14 = 18
Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (15) + 14 = 29

Spirit attack:
Attack roll 1d20 + 8 ⇒ (11) + 8 = 19
Damage roll 1d4 + 3 ⇒ (1) + 3 = 4 Negative energy dmg

Status: hp: 89/93, AC 18, rage 2 of 15, claws: 2 of 6


For the Vanguard:

Hurgah carves into the splices. He picks one up in his clawed hands and shreds it into two parts, separating flesh and bone as though it were paper from a delicate but undesired scroll. Then he drives forward and sinks his terrible teeth into another – though it is the inhuman ghostly spirits that surround the Reaver’s form that ultimately dooms the splice.

Scratch two more – six remain.


For the Vanguard:

Hammer and claw suddenly explode amongst the pack! Panic spreads as the splices slam into one another as they scramble to get out of the way.

Perception check vs. DC 18 (Base 10 + spell level [4 x 2]): 1d20 + 6 ⇒ (4) + 6 = 10 (fails!)

Looks like everyone gets that extra standard action - it is now the surprise round.


For the Vanguard:

A quick word re the wizard. . .

Moonpate can elect to use that standard action from the surprise round to cast flight as previously planned. There is though a small problem in that he is currently still based by one additional splice. Because he doesn’t have a five-foot step, he will draw an attack of opportunity. Another option is to attempt a Concentration check to cast defensively, possibly losing the spell, but possibly pulling it off. A third option is to delay hoping that perhaps Karek or Hurgah could go first and assist with this dilemma? If so, once we actually get to initiative next round, I’ll reduce Moonpate’s score so it is lower than the death-twins to reflect this (for all we know his initative will be lower anyways, but it's unlikely.)

Also, just for everybody’s clarification, there are no injured splices on the field. Four corpses, but none are injured.


Cavalry:

Donkor Sooron wrote:
I was going under the assumption that riding super-fast would require some sort of riding check, and I didn't want to risk that. At any rate, getting there behind the rest seems like a decent plan to me. I'll go at about 200 regardless and bring up the rear.

.

Cool. Hal and Breach are at 250, Donkor is at 200 (Gandel staying put are 0 so far). Yeah, turns out there’s no check required to gallop. If he later tries to take actions on his horse such as combat or spellcasting, checks will ensue.
.
During the surprise round, everyone could use the standard action to advance a further 50 if they like. Breach will race to 300, reducing the gap to 150 feet. Because the combat is happening in a dune-valley, he does not have line of sight to anything though.


Male Dwarf Cleric 8

Cavalry:
Aquatic dwarves and now dwarven cavalry, our forefathers are rolling around in their graves! Hal will advance the 50'.


For the Vanguard (and Karek in particular):

I recollect that Flamethrower has already provided me his roll for his standard action for the surprise round and it turns out we can use it.

Karek Kogan wrote:
Surprise Round: d20 [7]+15 [=22] for 2d6 [5] +19 [=24].

This is a solid hit, but not a kill - instead there's a very wounded splice with a large rectangular-shaped dent in the side of its head, but it's still alive and kicking.


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

Vanguard:

Hurgah continues to chew his way though the splicer beasts. His angry spirit sidekicks happily jump any survivors, feasting on their pain and fear.

Bite:
Attack roll 1d20 + 12 ⇒ (4) + 12 = 16
Damage roll 1d6 + 20 ⇒ (4) + 20 = 24
Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (4) + 14 = 18

Spirit attack:
Attack roll 1d20 + 8 ⇒ (4) + 8 = 12
Damage roll 1d4 + 3 ⇒ (4) + 3 = 7 Negative energy dmg


For the Dune Squad Vanguard:

Hurgah the Reaver wrote:
Hurgah continues to chew his way though the splicer beasts. His angry spirit sidekicks happily jump any survivors, feasting on their pain and fear.

Huh. I guess you would get the spirit totem in a surprise round. I hadn't considered that. And that once again ups the damage to enough for Hurgah to get his third kill. That brings the Vanguard kill total to 5, with 5 remaining (1 of which is badly injured). Still to go is Moonpate with his standard action.


Male Dwarf Barbarian (Breaker) 8

I reckon ye'll be wantin' initiative next. 1d20 + 2 ⇒ (15) + 2 = 17


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

initiative 1d20 + 2 ⇒ (7) + 2 = 9


Karek Kogan wrote:
I reckon ye'll be wantin' initiative next. d20+2

I'll take those rolls you death-dealing keeners, but Moon and Donkor still have standard actions available. (Gandel's got a full round + a standard too). Presumably some of those guys are just closing in on horseback.


Male Human Wizard Level 8 - Conjurer

Spoiler:
Vanguard
The Pate, clutching his Club of Corrections, will go into total defensive mode and see how the next round plays out before trying to take to the sky or take part in the whoopin'.


Male Human Wizard Level 8 - Conjurer

Initiative Roll as needed: 1d20 + 3 ⇒ (15) + 3 = 18


Male Human Cleric/8

GM:
I'll advance the 50.


Vanguard:

Moonpate takes the total defence action and increases his AC from 16 to 20. You have taught me something new, Phrip. For some reason, I thought that total defence was a full round action and could not be used in a surprise round, but it's not, it’s a standard action - is that a relic of 3.5? Not like it is terribly contentious in a surprise round when there are no attacking opponents, but thanks for that.


Initiative for Round 1 in the Dune-Valley

Let’s resolve initative:

Gandel: 1d20 + 5 ⇒ (4) + 5 = 9

Halstadt: 1d20 + 0 ⇒ (17) + 0 = 17

Breach: 1d20 + 2 ⇒ (16) + 2 = 18

Donkor: 1d20 - 2 ⇒ (1) - 2 = -1

Moonpate: 18

Karek: 17

Hurgah: 9


Initiative for the splicer beast: 1d20 + 6 ⇒ (18) + 6 = 24

Ah! Looks like they are finally getting in there!


Initiative Order For the Battle in the Dune-Valley

Compiling everything,

gives us:

Splicer Beast: 24
Moonpate: 18+
Breach: 18-
Karek: 17+
Halstadt: 17-
Gandel: 9+
Hurgah: 9
Donkor: -1


Some scene setting for the tactically interested:

  • Moonpate has Karek on his left (west) and Hurgah on his right (east).

  • There is a splice threatening Moonpate (south).

  • There are two splices threatening and flanking Hurgah (north and south).

  • There are two splices threatening and 'flanking' Karek (north and south). The one to the south is very injured.

    There’s a huge amount of sand, dust and confusion. A lot of growling and snarling.


  • To start us off:

    The splice to the south of Moonpate flees. It appears to be panicked and takes a run action, moving south west. This draws an attack of opportunity from Moonpate, Hurgah and Karek.

    Let me know who (if anyone) wants to take it. Going once. . .


    Male Dwarf Cleric 8

    is that south towards the cavalry or away from us?


    Halstadt Morgrym wrote:
    is that south towards the cavalry or away from us?

    The cavalry is racing west, so it's southwestern flight path will take it slightly away from you. However, at this point Hal hasn't actually seen anything (yet). The splice is still down in a low-lying depression.


    Calvary distance from the Dune-Valley at the start of R1:

    Hal: 150 feet
    Breach: 150 feet
    Donkor: 200 feet
    Gandel: TBD


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

    An attack of opportunity, you say? Hurgah is not one to miss an opportunity to attack. *CHOMP*

    Hurgah sinks his blood-dripping tusks into the fleeing splicer beast.

    Bite:
    Attack roll 1d20 + 12 ⇒ (15) + 12 = 27
    Damage roll 1d6 + 20 ⇒ (5) + 20 = 25
    Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (8) + 14 = 22


    Hurgah the Reaver wrote:
    Hurgah sinks his blood-dripping tusks into the fleeing splicer beast.

    He nearly bites it in half!

    The splice is down to just a few hit points and is shaken for 3 rounds.

    Anyone else want to use their attack of opportunity? Going twice. . .


    Sorry for the absence - work has been absolutely killer, even over the weekend. Gandel would have approached at the same speed as Breach and Hal, so at the start of Round One he will be 150 feet from the Dune Valley.


    Male Dwarf Barbarian (Breaker) 8

    Difficult situation. Moonpate can't attack, due to total defense. Should I hold my attack in case the healthy one next to me runs, or should I stop this one for good?


    Ah! You have spotted the dilemma (though I didn’t appreciate Moonpate’s restriction). Cunning bugger isn't it?

    Going thrice. . .


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

    Ah! You have spotted the dilemma (though I didn’t appreciate Moonpate’s restriction). Cunning bugger isn't it?

    Going thrice. . .

    I can't imagine the wounded splicer getting very far considering it is almost dead and shaken, so I would not worry about it. Our mounted chaps will get any fleeing or I'll take the air like an Arabian Santa and deliver a final gift. Moon has four thoughts at this point as the numbers against the Vanguard quickly become advantageous: 1) does he need to go airborne, or 2) should he start cracking heads which, as I understand it will nullify the Sanctuary; or 3) move out of melee on foot hoping the Sanctuary will keep any attacks away; or 4) stay on total defense for another round and assess options again.


    Pact Stone GM wrote:

    Moonpate takes the total defence action and increases his AC from 16 to 20. You have taught me something new, Phrip. For some reason, I thought that total defence was a full round action and could not be used in a surprise round, but it's not, it’s a standard action - is that a relic of 3.5? Not like it is terribly contentious in a surprise round when there are no attacking opponents, but thanks for that.

    I can't take any credit for knowing the inner workings of any of these rules since the last D&D version I played was second edition some twelve years ago. I just threw "total defence" out there as a logical action and hoped it worked. So, thanks for confirming that. I'm beginning to get the hang of the mechanics, so these types of situations are helpful for this Pathfinder noob.


    Male Dwarf Barbarian (Breaker) 8

    Karek holds his ground, not turning his gaze from the unwounded one. He raises his hammer for his next attack.

    Karek passes on the attack of opportunity. Once Moonpate's safety is assured, I suggest he use some spells that can take out wounded splices at great range.


    Karek Kogan wrote:
    Karek holds his ground, not turning his gaze from the unwounded one. He raises his hammer for his next attack.

    Gone!

    The beast dashes away, perhaps not fully appreciating how lucky it is to be alive. It scrambles over the dune heading southwest, but then disappears out of sight, with only the trail of fresh blood leaving a clue as to its direction.


    Karek Kogan wrote:
    Karek holds his ground, not turning his gaze from the unwounded one. He raises his hammer for his next attack.

    For a moment, the creature returns the stare. Then it makes a quick evasive hop to the side, keeping just out of reach of the dwarf's deadly strike. Then it begins to shake and shudder, tearing itself asunder. A half-second later, there are not one but two identical glaring beasts.

    One of the creatures launches itself at Karek, all four claws shredding at the dwarf's face. The other uses the cover of the attack to try to effect an escape.

    The creature takes a standard action to splice. One then takes a move action attempting to head 40 feet north, out of the dune-valley. This draws a potential attack of opportunity from Karek who, as we now know still has one. It would also draw from Moonpate, but as has been pointed out to me there's the matter of his total defense and his sanctuary spell. Is Karek interested in this one? It is no longer flat-footed, but he hasn't had much difficulty hitting the creature thus far.


    In the meantime. . .

    The splice to the south of Hurgah attacks. It launches itself forward seeking to drive its tusks into Hurgah's chest.

    Splicer beast, gore attack against Hurgah AC 17 with superior flanking: 1d20 + 7 + 4 ⇒ (10) + 7 + 4 = 21 (success)

    Damage from splicer beast gore attack if successful:1d8 + 4 ⇒ (1) + 4 = 5 (applies)

    The creature latches on, bringing all four of its claws to bear as it rends away at the Reaver. At the same time, the splice to the north seizes the moment and duplicates.

    Standard action to splice. One splice then moves 40 feet east. This would draw an attack of opportunity, but Hurgah's fresh out for the round. The other takes a five foot step west and bases Moonpate.

    Hurgah is too busy fending off the thicket of claws to notice that behind him one splicer beast cagily dashes off to engage in even more duplication-warfare from a safer distance. The other moves into position to stalk the rotund wizard.


    Male Dwarf Barbarian (Breaker) 8

    1d20 + 15 ⇒ (13) + 15 = 28 for 2d6 + 19 ⇒ (3, 1) + 19 = 23 damage! The splices must die!


    Male Human Wizard Level 8 - Conjurer
    Splicer Beast wrote:

    The other moves into position to stalk the rotund wizard.

    Seeing the beasts suddenly multiply so easily, Moonpate abandons all thoughts of slugging it out on the ground. He squats down, placing one hand on the ground and mutters the arcane words that will launch him skyward like a bald, fat Neo surrounded by a horde of Agent Smiths.

    Cast Fly defensively: Concentration Check:1d20 + 7 + 4 + 2 ⇒ (10) + 7 + 4 + 2 = 23


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

    Hurgah's round 1 action:

    The enraged half-orc tears into the fresh targets with an unmatched appetite for death and destruction.

    Bite:
    Attack roll 1d20 + 12 ⇒ (3) + 12 = 15
    Damage roll 1d6 + 20 ⇒ (6) + 20 = 26
    Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (18) + 14 = 32

    Claw #1:
    Attack roll 1d20 + 12 ⇒ (7) + 12 = 19
    Damage roll 1d4 + 14 ⇒ (2) + 14 = 16
    Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (11) + 14 = 25

    Claw #2:
    Attack roll 1d20 + 12 ⇒ (17) + 12 = 29
    Damage roll 1d4 + 14 ⇒ (2) + 14 = 16
    Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (4) + 14 = 18

    Spirit attack:
    Attack roll 1d20 + 8 ⇒ (11) + 8 = 19
    Damage roll 1d4 + 3 ⇒ (4) + 3 = 7 Negative energy dmg

    Status: hp: 86/93, AC 18, rage 4 of 15, claws: 4 of 6


    First Blood on the Younger Dwarf

    Karek Kogan wrote:
    d20+15=28 for 2d6+19=23 damage! The splices must die!

    They must, yet this particular one does not.

    Karek klonks the beast as hard as can be and he hears the distinctive sound of the creature's skull box crack - yet it somehow survives, dashing up the dune to the north, racing away.

    OOC:The splice takes a move action 40 feet north. It's companion does nothing for its move action, essentially holding position to grant its ally to the south a flank - unaware that Karek has Improved Uncanny Dodge and cannot be flanked.

    With the flight of the first, two splices are left facing off against Karek, a recently created one to the north, and a second, badly-injured one to the south. The two work in tandem, each encircling the dwarf waiting for the armored barbarian to slip up and expose his back.

    Karek defends with a frenzy of footwork, trying to deny the creatures an opening, while at the same time trying to bait one of the beasts within reach of his hammer's arc.

    At last one steps within range. Karek has to consider quickly: is it a feint or is it an opening? The dwarf commits. The splice anticipates the attack and dances backwards. At the same moment its injured ally pounces from behind, hungering for revenge.

    Splicer beast, gore attack against Karek AC 20 (22 -2 for rage): 1d20 + 7 ⇒ (17) + 7 = 24 (success)

    Damage from splicer beast gore attack if successful:1d8 + 4 ⇒ (3) + 4 = 7 (applies)

    Karek senses the attack at the last moment spinning around just before the creature can rip the dwarf's head from his shoulders with its lethal tusks. But the weight of the creature bears down on him, and he is unable to gain purchase for his footing in the shifting sand. The two collapse together and then wrestle on the ground. The splice tears away at Karek, its claws shredding at the straps on his armor, searching for holes in which to dig its hooked claws. Soon there is more blood on the sand.

    Kogan fights back, finally coming up with a dazing punch to the creature's head with a mailed fist. From there, the dwarf is able to regain his footing and re-establish some space - enough for him to get his hammer in front of him again and resume its deadly arc.

    The beast though gives Karek a look of satisfaction. Perhaps the crazed dwarf isn't so impervious after all.


    That ends the splicer beast's turn. And so first up is Moonpate the Potentate.

    Moonpate wrote:

    Seeing the beasts suddenly multiply so easily, Moonpate abandons all thoughts of slugging it out on the ground. He squats down, placing one hand on the ground and mutters the arcane words that will launch him skyward like a bald, fat Neo surrounded by a horde of Agent Smiths.

    Cast Fly defensively: Concentration Check:1d20+7+4+2=23

    Moon really is quite good at concentration - casting your second highest spell level is generally a pretty tall order for a concentration check. Here the DC is 21 and he still makes it.

    Moonpate rockets into the air, leaving the splice nipping vainly at his heels.

    How high (or horizontal) did you want to go? Moon can travel up to 60 feet with his move action.

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