The Pact Stone Pyramid (Inactive)

Game Master Pact Stone GM

A Pathfinder Module, converted from 3.5 to the Pathfinder system, with a party of level 7.


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Male Dwarf Barbarian (Breaker) 8

Here's the plan. Karek, Hurgah, and Moonpate (heavily cloaked) essentially go up to the front door and start wreaking havoc. Karek and Hurgah start breaking things, and Moonpates summons a friend or three. Our goal is to get all of the guards to respond to us, and do as much damage as we can to disrupt operations. Once things get really hairy, Moonpate uses his mug to get the trio the hell out of there and find the shelter to bed down in for the night.

This gives Breach, Donkor, and Halstadt about a minute or two to slip into the camp, disguised as workers. They will insert themselves into the operations, take a look at what's going on in the pyramid, and above everything else find Scarab.


Male Dwarf Cleric 8

That is a crazy plan :-) It could work though, plans like that work for my players sometimes. Does Moon have the spell necesary to get you guys out of there?


Nice plan. Gandel will go with Breach, Donkor, and Halstadt.


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

Naturally, Hurgah is ready to fight besides Moonpate and Karek once again. Shock troopers all the way, baby!


OK,

So just to make sure I’ve got this right, I’m going to shoot this back and flesh out some details and then I’m going to hit the start button:

Letting no more time escape, Karek, Hurgah and Moonpate will put on heavy cloaks and outright walk towards the dig site. It is late afternoon. Essentially they will walk south from their current location and - assuming they are unimpeded - will eventually head through area “F” and head for the main gate of the Master Camp (area “D”). Should they get that far they will begin to break things until they have attracted as much attention as possible. I am definitely hearing the theme from ‘The Good, the Bad and the Ugly’ as the three cloaked figures do the slow walk to the camp extending long late-afternoon shadows.

At the same time the remainder of the Dune Squad: Hal; Donkor; Gandel; and Breach will leopard crawl through the sand coming at the dig site from a different angle. Let’s say from the east side, moving from dune to dune. Their goal is to get as close as they can and then try to find clothing to conceal themselves as slaves in what they think is emulation of Pharasma’s poetic guidance – presumably there should be something suitable in area “A” the tent city for the slaves and workers so I’ll have them head there to start.

If there’s any corrections or refinements, let me know.

You know, this plan has Moonpate's style all over it and he hasn’t even seen it yet.


Male Dwarf Barbarian (Breaker) 8

Yeah, that's the way of it. We might spend a little bit of time going over inventory and going the long way around the camp to get into a better position to ultimately approach the camp.

Y'know, if anybody has anything better to add, you might want to speak up. The more outspoken of the two barbarians came up with this one. People generally don't let the barbarians plan things.

Though I guess the alternative is a Donkor plan... Say, Beetle, did you say you wanted to run the Pactstone Pyramid, or did you want to work on your world-building? :)

Gandel, don't forget you have a couple of hero points from your awesome mapmaking skills.

If somebody can talk Karek down, you might be able to convince him to let the spellcasters rest, and come at them in the dead of night. That might turn out slightly better. Karek really doesn't plan to waste any more time, though, and this is what he's come up with.


Male Dwarf Cleric 8

So long as Moonpate can get you guys out Hal does not have a problem with it. It let's them know we are around but they probably figured we were coming back anyway.


Male Human Cleric/8

I'm totally up for a Donkor plan. If someone can make me large, and we can make the rest of the group tiny again, I will put on blue footwear and robes as sky camouflage, then cast an Air Walk spell and just carry us all up in the air over the dig site. We can then scout things out and descend where we think will be the most use.

Not sure if we have all the spells to make that happen though.

If people still prefer the original plan, I'm for it as long as Moonpate does in fact have the requisite spells to get you all out of there. I don't think we should pull the trigger until that's confirmed, or it's just a suicide mission.


Afraid I've got nothing that could help with what Donkor's proposing (or with Karek's plan to be honest, except for a couple of hero points as Karek mentioned, so if anyone has any ideas I'd definitely welcome them!).


Male Dwarf Barbarian (Breaker) 8

So we're just waiting for Moonpate's confirmation, then. I'm sure he'll be thrilled with his new role. :)

I'll post a little later on today after examining some inventories for potentially useful items. Then I'll be gone for the long weekend.


Male Dwarf Barbarian (Breaker) 8

So, I've been reading over our inventories and... yikes. Not much in the way of obvious help. Hurgah, Karek, and Moonpate (if he's in) would obviously appreciate any buffs or protections they could get before they go - I see a few combat potions, scrolls, and spells that might be used for that purpose. Hurgah is sadly without his claws, but can still do a lot of damage with an axe.

Moonpate still has access to his bonded casting, I think, so we should have an escape route. Moonpate also has access to some very troublesome spells - think summons and Black Tentacles. Moonpate can still put a stop to this if he wants. He's kinda the linchpin of Karek's plan. Karek is pretty reckless sometimes, but he still wants an escape route.

I don't see much that will help with the stealth team. If you guys have any summons left, covertly summoning them in your locality should occupy any guards left. A generous bribe might convince the right person to let you in or hide you. Gandel, a hero point would look very nice in such a Diplomacy check.

After Karek, Hurgah, and Moonpate spend the night in a sad little cave, one of you clerics should prepare another sending, to coordinate a rendezvous with us.


Donkor Sooron wrote:

I'm totally up for a Donkor plan. If someone can make me large, and we can make the rest of the group tiny again, I will put on blue footwear and robes as sky camouflage, then cast an Air Walk spell and just carry us all up in the air over the dig site. We can then scout things out and descend where we think will be the most use.

Not sure if we have all the spells to make that happen though.

----------

Yeah, the size alterations from the battle with Deca-Jaws all came from Faren, a janni who had a natural ability to exploit, but he's no longer here. He's off dodging aboleth making Breach jealous.

Donkor might consider airwalking on his own, as opposed to taking his chances crawling across the desert with his limited stealth, but while he'd probably be hard to spot when high in the sky, he's need an idea of how he could descend without getting spotted. Maybe the Kurgentate's distraction will be really distracting.


Karek Kogan wrote:
Yeah, that's the way of it. We might spend a little bit of time going over inventory and going the long way around the camp to get into a better position to ultimately approach the camp.

----------

I should probably double-check what this means exactly - not that the direction of approach is at all important. When you say the long way around, do you mean circle all the way around until the dig site is to the north of you and then travel north so that you approach it from the south side, perhaps travelling through areas "G", "B" or "C" of the camp before you get to the Master Camp (area "D")?

Or did you just mean the Kurgentate will slither between the dunes for a bit trying to get closer before finally revealing themselves and making their march south straight for the Master Camp?


Halstadt Morgrym wrote:
So long as Moonpate can get you guys out Hal does not have a problem with it. It let's them know we are around but they probably figured we were coming back anyway.

----------

Moonpate's dimension door can transport the party 680 feet - coincidentally the exact distance of Donkor's eye of Sooron bit.

Moonpate's elementally-constructed hideaway is much further from the dig-site than 680 feet though, it's several thousand feet.

So when we say "out", it sorta depends on by how high your standards are. As long as Moonpate is alive and able to make a concentration check and Hurgah and Karek are within arm's reach, he can in theory get them all quite far away, but out? There might be some jogging afterwards. But hey, it's not like they haven't done it before. The point is, it's not quite a word of recall, for example.


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

OK,

So just to make sure I’ve got this right, I’m going to shoot this back and flesh out some details and then I’m going to hit the start button:

Letting no more time escape, Karek, Hurgah and Moonpate will put on heavy cloaks and outright walk towards the dig site. It is late afternoon. Essentially they will walk south from their current location and - assuming they are unimpeded - will eventually head through area “F” and head for the main gate of the Master Camp (area “D”). Should they get that far they will begin to break things until they have attracted as much attention as possible. I am definitely hearing the theme from ‘The Good, the Bad and the Ugly’ as the three cloaked figures do the slow walk to the camp extending long late-afternoon shadows.

At the same time the remainder of the Dune Squad: Hal; Donkor; Gandel; and Breach will leopard crawl through the sand coming at the dig site from a different angle. Let’s say from the east side, moving from dune to dune. Their goal is to get as close as they can and then try to find clothing to conceal themselves as slaves in what they think is emulation of Pharasma’s poetic guidance – presumably there should be something suitable in area “A” the tent city for the slaves and workers so I’ll have them head there to start.

If there’s any corrections or refinements, let me know.

You know, this plan has Moonpate's style all over it and he hasn’t even seen it yet.

Crazy plan indeed! Moonpate's style? Apparently I have developed a reputation, completely unwittingly...I swear.

I definitely like the image of "The Good, the Bad and the Ugly" (wonder who is who in this scenario); but I am also reminded of the Princess Bride "storming the castle" scene: "My brains, his steel, and your strength against sixty men...If we only had a wheelbarrow, that would be something!"
Well, we do have my Mug of Wonders that can indeed be used to dim door the assault team out of there...but after that my rotundness and inability to more than fast-waddle away may prove a liability if we are pursued in a significant manner. I should probably then keep my Black Tentacles spell in reserve to discourage such pursuit.
So, tactics will be key. I think Moon should trail the heavy hitters, say by 40ft or so, and begin casting Summon IV, scooping up a handful of sand to get in touch with an angry Earth Elemental and let him loose when Hurgah and Karek begin their fun. Moon can then try to stay out of the close action for as long as possible, slinging his other spells as needed until its time to bugger out. He will, of course, require a healthy swig of any remaining booze and a couple of Curly shuffles to get himself worked up enough for getting into yet another overly dangerous predicament.
Oh, and he will cast Protection From Arrows before we head out into our blaze of glory.
Sound good?


Male Dwarf Barbarian (Breaker) 8
Pact Stone GM wrote:
Or did you just mean the Kurgentate will slither between the dunes for a bit trying to get closer before finally revealing themselves and making their march south straight for the Master Camp?

Thanks for checking. This is precisely what I meant. I imagine the whole Dune Squad could travel together for a time, then we would split. The stealthy people would hang out near their goal - maybe the slave camp - and wait for the ruckus to cause a response.

The Kurgentate, with an escape limit of 680 feet, might aim to make their commotion in a location where 680 feet will get us a decent ways out of the camp. Though the Dimension Door is by no means guaranteed, of course.

Once the Kurgentate decides on a location to target, they will use dune cover to get as close as possible. Then they will walk openly towards their destination, ideally attracting surprised attention on the way.


Male Human Wizard Level 8 - Conjurer
Pact Stone GM wrote:
Karek Kogan wrote:
Yeah, that's the way of it. We might spend a little bit of time going over inventory and going the long way around the camp to get into a better position to ultimately approach the camp.

----------

I should probably double-check what this means exactly - not that the direction of approach is at all important. When you say the long way around, do you mean circle all the way around until the dig site is to the north of you and then travel north so that you approach it from the south side, perhaps travelling through areas "G", "B" or "C" of the camp before you get to the Master Camp (area "D")?

Or did you just mean the Kurgentate will slither between the dunes for a bit trying to get closer before finally revealing themselves and making their march south straight for the Master Camp?

Do we want to be close to the Master Camp? I remember that being full of undesirables that would relish getting hold of us. I thought we were going more for assaulting the guards at the rim of the dig site, say northern or eastern rim, whilst the rest get down into the dig site or slave camp. We can then dim door towards the towering sand dunes and try to get away. I would think the last place we want to be is in or near the Master Camp.

Another thought is that we can all make an assault down into the dig, going for the pyramid opening and getting inside. I would assume that precludes finding our contact, but I doubt the rank and file soldiers will follow us into the pyramid


Male Dwarf Barbarian (Breaker) 8

Right. No reason to go straight to the Master Camp - just anywhere we can draw attention away from our infiltration while still make a good escape. I would suggest you be closer to us, Moonpate, so that we can protect you and escape quickly, unless your plan is to not look like a target.

Donkor using his own means to enter the camp might be very good indeed. If one party gets bushwhacked, we might come out of this with some intelligence. And the "stealthy" team doesn't have to rely on Donkor's Dexterity.


Male Dwarf Barbarian (Breaker) 8

Ooh. Rushing the Pyramid. That might be good. I had thought to rest before entering the pyramid itself, but that might also be good for slowing down whatever they're doing there.


Male Human Cleric/8

With only a 680' escape teleport, I'm liking this plan less. I have a new Donkor plan that I think might work. If the purpose is merely to create a scary distraction, I propose the following:

We find a stone outcropping or cliff or somesuch which is relatively near to the camp. If I can get over to it, I will stoneshape the thing into the shape of DecaJaws. I may have to use a hero point to be able to shape enough stone to get the size right.

I can then cast some obscuring mist and/or fog cloud to make the shape noticeable from the camp but to shroud it somewhat so they can't tell it's not alive. If Moonpate could then send over an air elemental to make some scary roaring sounds and shift the fog a little bit to give the appearance of movement, I can then airwalk my way out of there from behind it and try to make my escape. I dunno if it's a good plan, but it sounds fun! Anyone have some blue paint so I can blend into the sky?


Hmmmm,

Sounds like you guys have re-expanded to several plans: 'original distraction ploy', rush into the pyramid, fake Deca-Jaws, and few variations thereof.

I'll hold-off pulling the trigger then while we see if the party can get behind a single plan.


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

Hmmmm,

Sounds like you guys have re-expanded to several plans: 'original distraction ploy', rush into the pyramid, fake Deca-Jaws, and few variations thereof.

I'll hold-off pulling the trigger then while we see if the party can get behind a single plan.

Might as well throw out another option: We could approach the dig site as a delegation from the Ruby Prince, who has caught wind of the uncovering of a fabulous pyramid. We are here to inspect the site and report back, demanding to not wait for formalities but to get down to the entrance to see for ourselves. The guards will, of course, want to send a messenger to the Main Camp, but if we succeed in intimidating/diplomacy/bribery, we should have enough time to get down to the entrance before an official response comes crashing down on us. I could use my scroll of Floating Disk to make an arcane palaquin for our Ruby Prince delegate to ride upon. I could also use my scroll of Unseen Servant, who would masquerade as an invisible elemental/gen presence in service to the Ruby Prince and his delegate, heightening the intimidating/official aspect. Maybe Donkor can be the delegate, Gandel the mouthpiece (or vice versa), me the dumb slave (fulfilling that part of Pharasma's vision to Donk), Hurgah the bodyguard, and the dwarves official architect/archaeologist/foreman advisors. Maybe it will be enough just to get us down there and in the pyramid, or down there and poised to unleash a world of mayhem where it can cause the most chaos amongst the soldiers, workers, and beasts. I've been saving a juicy Stinking Cloud spell for just that purpose. And if we approach the rim from opposite of the master camp, coming from behind the easternmost sand pile between it and area "C" it might buy us even more time before any leadership can respond.


Male Human Cleric/8

Ooh, I like the potentate's plan too. I think it might qualify as a Donkor plan in terms of the amount of things that could go wrong with it.

I think it will require us to run into guards that haven't seen us before...we're a pretty distinctive bunch...or else some way to disguise the dwarfs as non-dwarfs...since we haven't seen any around here.

The big question is...does getting to the pyramid actually help us if we're not sneaky? What makes us think that the guards won't just swarming in after us when we get there?

Lastly, does any plan that gets us into the pyramid without hoffenburrow help us? That's our main objective, and unless I've forgotten something we don't even know if he's here yet.


Male Dwarf Cleric 8

Well I am NOT shaving my beard as a disguise! I am not crazy about Moon's plan as even if we get in we will trapped inside with powerful enemies behind us. The Donkor plan is not a bad one but will it be as effective in the day when it is earier to perceive things? Of the three plans I like Karek's as we are gathering information and creating chaos though it seems that it could go poorly if Moon is unable to get a spell off.


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

I seriously doubt we will be able to pull off any kind of disguise. I imagine every single guard who haven't already see us (and quite a few have) have been given our description and a standing order to sound the alarm if ANYONE comes into view.


Male Human Wizard Level 8 - Conjurer
Halstadt Morgrym wrote:
Well I am NOT shaving my beard as a disguise! I am not crazy about Moon's plan as even if we get in we will trapped inside with powerful enemies behind us. The Donkor plan is not a bad one but will it be as effective in the day when it is earier to perceive things? Of the three plans I like Karek's as we are gathering information and creating chaos though it seems that it could go poorly if Moon is unable to get a spell off.

Then let's go with Crazy Karek's plan. My idea for staying further away was to allow for the 1 round it would take to cast the summon spell. Once that is off, I can get closer and stay within whatever range you feel is best for protection and use of the get-away spell.


So are we back to being settled on the 'split-the party distract and infiltrate' plan?


Male Human Cleric/8

Yup, I think we're going with Karek's plan!


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

Aye, Karek's plan.


Sold!

And so it begins. . .


“Setting Out”

With their plan firmly in place, the Dune Squad say their farewells to one another as they split up once more. They do not how long it will be until they are next reunited. Nor do they know for certain who among them will survive to their next reunion. Only one thing is for certain: each has come to respect the bravery of their comrades—neither group envies the task of the other.

The first will openly assault a massive camp equipped with a battalion of soldiers backed by a cabal of satanic warriors. At the same time, the second will dare to infiltrate the very camp itself, without the protection of the Dune Squad’s primary muscle. They hope though, to elude detection by the enigmatic Sand Sage, at least long enough to escape the ire of the Exemplar.

Each group sets out late in the afternoon, the sun low in the western sky—their shadows lingering long on their left-hand sides. Hurgah, Karek and Moonpate head directly south, while Halstadt, Breach, Gandel and Donkor swing east for several hundred feet before finally turning south. Eventually they will head west and invade the camp from its east side.

The wind-swept dunes are their greatest allies. By taking their time to move dune to dune, they hope the patrols and sentries along the dig site will not spot their approach. The second group moves more slowly, advancing only a few feet at a time. If they are spotted now, all is lost.

OOC: I am making Stealth checks (off-screen) for everyone. You have a bonus for cover, be it ever so fluctuating.


“The Kurgentate Distraction”

Moonpate gradually falls behind the two berserker warriors, but both Karek and Hurgah keep motioning for him to collapse the distance. Then they wait for him to catch up. The wizard is attempting to build a buffer in front of him so he has a realistic hope of getting off his slower more powerful spells in the battle ahead. The barbarians on the other hand, are trying to remain close to Moonpate so that he will be able to trigger their escape once things inevitably turn sour.


“The Infiltration Team”

Once again you are surprised to learn how well Morgrym blends into the desert sand. His cloak always appears to be the perfect color, whether the dwarf scrambles over a dune or a rock face. The dwarf must have brought three or four different colored ones with him and he has become quite adept at rotating them. Several times you lose sight of Halstadt altogether, only to spot him motioning the group forward from another vantage point. Who would have suspected that the Fire Forge taught such skills to his clergy?

While Gandel has little training in such things, his small stature makes him a natural ninja. You have no doubt he will be able to pick his way much closer to the dig site before the guards have their first opportunity to spot him.

It becomes quite apparent though that the Pharasman is a potential liability. The sun glints off Donkor’s armor like a mirror and the priest doesn’t seem to be able to travel very well with his head kept low—clearly he was not meant for this.

Breach, the veteran dwarf, keeps glowering at Sooron, trying to coach him in the basics of a covert approach. “Gah! Stay down lad! Otherwise ya might as well be waving to em!” He shakes his head knowing they have no hope of getting the priest into camp undetected unless they wait for nightfall. But with their comrades having already broken off and begun their approach from the north, this is their only window. They will just have to find a way to make it work.


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

Du du dudududu...wah wah waaaahh


Male Human Cleric/8

If the rest of the party is noticing how easily spottable I am, perhaps we should go with with a) version 2 - I should just stop here and try to make my own way in at nightfall, or after one of you has arrived and donned disguises, you can bring them to me later. Not point in me going further when you can all tell that I will not be able to sneak in.


Hurgah the Reaver wrote:
Du du dudududu...wah wah waaaahh

Awesome - even with a desert backdrop.

Doesn't everybody die in that? - I can't remember.


Donkor Sooron wrote:
If the rest of the party is noticing how easily spottable I am, perhaps we should go with with a) version 2 - I should just stop here and try to make my own way in at nightfall, or after one of you has arrived and donned disguises, you can bring them to me later. Not point in me going further when you can all tell that I will not be able to sneak in.

Donkor's fish out of water-ness is indeed readily apparent to his group. Breach is just nagging him to take off his armor though (to eliminate his not insignificant armor check penalty) but separation could work even better.

Donkor all by his lonesome in the middle of the desert in the dark is an attractive prospect for this GM. . .


Meanwhile. . .

Karek and Hurgah are having a mini-duel trying to determine who can give away their position first. Built for intimidation and not for stealth, Hurgah has difficulty with even the most basics of hiding effectively. For his part, armored to the hilt, Karek registers a loud ‘clang’ with every step as though he were carrying an alarm bell. Moonpate fairs slightly better, if only by comparison, but it is a moot point with his two allies close by. The trio console themselves by reminding each other their ultimate end games involves getting detected anyways. It might as well be sooner as opposed to later.

A few minutes into their push, they spot the dig site’s first reaction. It comes earlier than hoped for—surely the infiltration team cannot have made it into position already. A massive palanquin golem has broken off from the camp and is heading for the trio’s direction. You are not sure how much the dig site has seen but it must have been at least enough to dispatch a contingent to investigate. The golem winds out from the massive sand piles the trio had hoped to eventually make its way towards and then begins plodding towards the distraction team’s position. As it comes closer, you can see there are several archers aboard the open palanquin. You wonder if it is the same golem and guardsmen that greeted you on your first approach to the dig site. It is several hundred feet away from you.


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

Meanwhile. . .

As it comes closer, you can see there are several archers aboard the open palanquin. You wonder if it is the same golem and guardsmen that greeted you on your first approach to the dig site. It is several hundred feet away from you.

In a galaxy far, far away a notorious scoundrel proclaims, "Bring 'em on, I'd prefer a straight fight to all this sneaking around."

Moon grins ruefully at the sight of the approaching contingent and remembers one of his master's sayings, "Even a mosquito can make a giant's eye bleed". Are we not mosquito's indeed, he wonders as he pops the cap off of a weathered scroll case hanging within the folds of his cloak and pulls out its contents.
"Hold up", he calls out to his comrades ahead and trots forward to catch up. No, we are not mosquitoes. We are the sharp stick jabbing into the hornet's nest. The few who stood against many. The lance of justice seeking to roost in the backside of evil...A sudden gust of wind blows sand into his reddened face, bringing his consciousness back to the present, deplorable reality.
"Leave the golem to me lads. Let's keep walking towards 'em, nice and friendly like. I'll walk behind ya, Hurgah, and when we get within a hundred paces I'll use this scroll to drop those guards into a pit that will become their grave. What we do after that, only the Fates can tell, but be ready to quick time towards the enemy as we are ill suited for ranged combat."
Somewhere...else, a harmonica plays out a rusty, grinding portent of death, its cadence matching the stride of three grim travelers emerging from the hot desert sand.

The Potentate will ready his scroll of Spiked Pit behind the cover of Hurgah, so hopefully its casting will not be noticed. He will place the pit right in front (or underneath if that is allowed) of the golem's path.


Phrip,

Although we all got a bit lost in the many stages of plan development, I do recall that at one time you had specifically added that you wanted Moonpate to cast protection from arrows. Since it has a duration of seven hours in the Potentate's case it makes sense that he would cast it just as the Kurgentate set out. If you are agreeable, we'll say this happened, though I'll ask you to mark that on your character sheet. You can also elect to save the spell instead.


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

Phrip,

Although we all got a bit lost in the many stages of plan development, I do recall that at one time you had specifically added that you wanted Moonpate to cast protection from arrows. Since it has a duration of seven hours in the Potentate's case it makes sense that he would cast it just as the Kurgentate set out. If you are agreeable, we'll say this happened, though I'll ask you to mark that on your character sheet. You can also elect to save the spell instead.

Yep, definitely would have cast it before striking out. I'll mark it off the sheet. Thanks for reminder.


Pact Stone GM wrote:
Hurgah the Reaver wrote:
Du du dudududu...wah wah waaaahh

Awesome - even with a desert backdrop.

Doesn't everybody die in that? - I can't remember.

Everyone shorter than 4 ft tall survives. Oh, wait...


Pact Stone GM wrote:
Donkor Sooron wrote:
If the rest of the party is noticing how easily spottable I am, perhaps we should go with with a) version 2 - I should just stop here and try to make my own way in at nightfall, or after one of you has arrived and donned disguises, you can bring them to me later. Not point in me going further when you can all tell that I will not be able to sneak in.

Donkor's fish out of water-ness is indeed readily apparent to his group. Breach is just nagging him to take off his armor though (to eliminate his not insignificant armor check penalty) but separation could work even better.

Donkor all by his lonesome in the middle of the desert in the dark is an attractive prospect for this GM. . .

He could try Elan's Invisibility Spell.


Male Human Wizard Level 8 - Conjurer
Gandel wrote:


He could try Elan's Invisibility Spell.

Witnessing the reaction to that spell might just be worth enduring the ensuing TPK. I'm sure the Beetle would make it epic.


The palanquin golem slowly closes to 400 feet and then suddenly comes to a halt, its stone joints grinding loudly in protest. The golem’s head slowly turns and appears to lock its eyes on you, though its arms remain devoted to supporting the large stone platform over top of its head. Atop that platform is a series of archers – their bows loaded and trained upon you, though they would have to be quite skilled to hit a target at this range.

Unlike the previous occasions in which you have encountered a palanquin golem, there are no ground forces in support.
The Kurgentate marches forward, undeterred. Moonpate tucks himself right in behind Hurgah, hoping that the draconic half-orc’s girth will mask the spell he has planned. The Potentate knows he needs to reach the 170 foot mark before his spell will have sufficient range.

375 feet. . .

[The music continues]

350 feet. . .

325. . .

The archers do not fire – or speak

300. . .

275. . .


For Gandel only:

Far, far in the distance Gandel sees the Kurgentate walking towards the palanquin golem, slowly closing the distance between them. But Trapspringer also spies something else. There’s something in-between the two groups – he can’t quite make out what it is. A trap? An ambush? Was that a head poking up? Whatever it is Hurgah, Karek and Moonpate are headed right into it!

Breach sees golem and the Kurgentate, but he hasn’t seen the “thing” in-between. The others in the infiltration team see nothing at all, too intent on making sure they are not spotted themselves.


275. . .

225. . .

175. . .

150 feet! (PCs are amazing at estimating distance)

Moonpate unfurls his scroll and quickly reads the arcane sigils on the page. As he does so the green runes begin to flutter and vibrate on the page, as though coming alive. A moment later the words fly off the parchment and vanish, leaving the scroll completely blank.

I previously indicated the range was 170 feet. A scroll with a 3rd-level spell though has a minimum caster level of 5, which is a range of 150 feet - my bad. The scroll has a DC of 14 (Base 10 + 3[level] +1 [min required INT score of 13]), not very good. Fortunately, stone golems have a very crappy Reflex save, typically relying on its spell resistance.

Reflex save for palanquin golem: 1d20 + 3 ⇒ (12) + 3 = 15 (Oh! Just made it barely!)

The ground suddenly splits open underneath the golem as though it were a giant maw. Sand pours into the pit tugging at the golem's feet. The golem, however, steps back with a speed that belays its size and digs in its heels, using its massive brute strength to resist the sucking sand. The soldiers atop deck above, collapse on the palanquin at the sudden shock. However, they quickly reclaim their bows and regain their footing.

The Kurgentate expect a hail of arrows to follow, but thus far, the soldiers do not return fire. No doubt the salvo will come shortly.

I actually thought that was a very good spell choice. With a golem's spell resistance, that was one of the few spells with a decent change against the creature - spiked pit does not allow for spell resistance and ignores the golem's immunity to magic ability. We're still outside of initiative.


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

275. . .

I previously indicated the range was 170 feet. A scroll with a 3rd-level spell though has a minimum caster level of 5, which is a range of 150 feet - my bad. The scroll has a DC of 14 (Base 10 + 3[level] +1 [min required INT score of 13]), not very good. Fortunately, stone golems have a very crappy Reflex save, typically relying on its spell resistance.

Reflex save for palanquin golem: 1d20+3 (Oh! Just made it barely!)

Phooey! Would it make a difference if Moon was the one who wrote the scroll (it is in his spell book)? Of if he used that hero point you've been dying to give him? Otherwise I'm going to have to chase those guards off the golem with a Stinking Cloud spell. By the way, how many guards are we talking about?


Male Dwarf Barbarian (Breaker) 8

I was going to suggest we use that when we're much closer, but since it didn't have much effect anyway, I guess it's a wash.

Karek stays the course, briefly glancing at his unlikely allies in an expression of solidarity before moving onward.


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

"No plan survives contact with the enemy" - Military proverb

Hurgah, still in regular size, grips his axe tightly and issues a subvocal growl at the golem. He exchanges glances with Karek and Moonpate, pausing briefly for confirmation from the wizard before advancing further.

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