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.


2,551 to 2,600 of 6,763 << first < prev | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | next > last >>

Male Dwarf Barbarian (Breaker) 8

While I'm heartened by those rolls , we still have to see what Sylaxar does with his action. If he does something wild like move to threaten Moonpate or somehow take down Hurgah, we need a new plan.

I'm sure somebody healed Hurgah after the splicer beast encounter. In fact, we've done the Dune Squad hustle since then, right? Why are you injured?

Finally, I'm glad to see Moonpate fighting fire with fire. Pulling out grapplers to deal with grapplers is like saying "If I can't understand the combat, NOBODY WILL!"


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

If i understamd the Beetle's posts correctly, Sylaxar used his turn to doublemove, triggering an AoO from me in the process. Im sure the Beetle will clarify presently. The injury is from the splicer fight, so of course they would be removed by the Dune Squad Hustle. I simply forgot.


Male Human Wizard Level 8 - Conjurer
Karek Kogan wrote:

Finally, I'm glad to see Moonpate fighting fire with fire. Pulling out grapplers to deal with grapplers is like saying "If I can't understand the combat, NOBODY WILL!"

LOL! You have it right, only I hope it wasn't a stupid move on my part.


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

It dawns on me that I forgot to roll for Hurgah's Cornugon Smash.

For the AoO:
Cornugon Smash - demoralize roll  1d20 + 14 ⇒ (12) + 14 = 26 (+4 vs Medium or smaller creatures)

For the regular attack:
Cornugon Smash - demoralize roll  1d20 + 14 ⇒ (11) + 14 = 25 (+4 vs Medium or smaller creatures)


Hurgah the Reaver wrote:
If i understamd the Beetle's posts correctly, Sylaxar used his turn to doublemove, triggering an AoO from me in the process. Im sure the Beetle will clarify presently. . .

-----

Ah!

Now I understand your preceding posts a bit better - that's why you went straight from the AoO to further rolling the attack on Hurgah's actual turn proper -- you thought Sylaxer was done.

Karek is correct, Sylaxer is only in the course of his move action when he draws an AoO from Hurgah. So, assuming he is not killed from it, he will be executing an attack. Monks have really awesome Speed stats.

I'll be resolving the AoO and potentially the rest of Sylaxer's move later tonight.


Hurgah the Reaver wrote:

Having already surrendered himself to his draconic rage, Hurgah's eyes are bright red as he stands completely motionless and watches the swift monk bear down on him.

Then, just before the monk gets close enough to touch him, Hurgah's bulging muscles launches the greataxe in a deadly horizontal arc, aiming to cut the monk in half at the waist. . .

-----

That’s a hit! Sylaxer has a very good AC for a monk, but it’s not that good! He takes 25 points of damage and is well on his way to joining his deceased brother Khyn, who was also made mincemeat by the Reaver if I am not mistaken.

Here’s my nitpick: I’m not convinced Hurgah can use his lesser spirit totem in the midst of an attack of opportunity. Hopefully I didn't previously indicate that Hurgah could -- that sounds like the kind of error I would make. He can though use his Cornugon smash during an attack of opportunity.

Even if I am wrong about the lesser spirit totem though, the ability’s description states it can only attack targets adjacent to Hurgah and in this particular case Sylaxer is not yet adjacent at this point. When the attack triggers he’s leaving the threatened square in line 6. Basically, the spirits will have to wait for Sylaxer to move in and then attack on Hurgah’s actual turn, once Sylaxer is at line 5.

Now to get to Sylaxer’s actual attack. . .

(Er, and to resolve the Cornugon Smash - I also forgot! There's something very wrong with employing a devil-named feat against a devil-monk. Especially since the Cornugon is the horned devil and Sylaxer comes from the Shrine of Horns. It's like you've stolen his trademark and beat him up with it.)


Male Human Wizard Level 8 - Conjurer
Hurgah the Reaver wrote:

"--Only a Crazy-Person attempts to charge Hurgah the Reaver." Hurgah's Round 2 actions

That's an understatement! Not even a 10 headed hydra should charge the Reaver.

especially with a Potentate's stoneskin spell in place.


The Reaver's massive blade sheers into Sylaxer. Belatedly, the monk realizes his assault has been a mistake, one that may cost him his life. The howling spirits that seem to waft off the half-orc's body suggest that the Reaver is not man at all, but demon, chaos incarnate come home to roost.

Hurgah's demoralize is successful (DC 19: base 10, +7 HD, +2 Wis) - Sylaxer is shaken for this round, plus one additional round.


Desperation sets in. The monk spins his body using the force of the half-orc's blow to change the direction of his attack. Sylaxer feints low and then delivers a powerful snapping kick with far more force than his human form should be capable of.

Sylaxer attempts a Punishing Kick against Hurgah AC 16, while demoralized - with Power Attack: 1d20 + 8 - 2 - 2 ⇒ (18) + 8 - 2 - 2 = 22 (hits)

Potential damage for Punishing Kick with Power Attack: 1d8 + 7 ⇒ (2) + 7 = 9 (applies)

Sylaxer elects for the knock down component of the Punishing Kick. We'll ask Hurgah to make a DC 15 Fortitude save (Base 10, +3 for 1/2 level, +2 Wis).


Moonpate wrote:
Moonpate will shout to the elemental in Auran to destroy the archers with its mighty whirlwind. He will then cast Summon Monster III to bring forth a celestial constrictor snake to attack one of the monks on Karek. My thoughts are that this will probably be the last round that I can cast without provoking an AoO, so might as well summon now while I still can.

-----

While Moonpate has the required language skills to give that instruction - and further the elemental has the speed to actually get over there to execute such an attack in a single round - a Medium-sized elemental's whirlwind cannot damage or lift Medium-sized targets such as the archers. It's too small. You need a Large-sized air elemental like Big-T from Moonpate's elemental gem to pull off the whirlwind effectively.

Your existing elemental (who needs a name) could though zip over and use its slam attack on an archer, and then perhaps position itself over top the center of the platform in order to pick up attacks of opportunity should any of the archers attempt to fire. This might leave it vulnerable to melee attacks though; it would be safer for the elemental to abuse its Spring Attack, but the damage output is less impressive. Perhaps it will attract missile fire and spare the Dune Squad. Tough to say, what do you think?

(Also, who doesn't love a celestial constrictor snake?)


Male Human Wizard Level 8 - Conjurer
Pact Stone GM wrote:
Moonpate wrote:
Moonpate will shout to the elemental in Auran to destroy the archers with its mighty whirlwind. He will then cast Summon Monster III to bring forth a celestial constrictor snake to attack one of the monks on Karek. My thoughts are that this will probably be the last round that I can cast without provoking an AoO, so might as well summon now while I still can.

-----

While Moonpate has the required language skills to give that instruction - and further the elemental has the speed to actually get over there to execute such an attack in a single round - a Medium-sized elemental's whirlwind cannot damage or lift Medium-sized targets such as the archers. It's too small. You need a Large-sized air elemental like Big-T from Moonpate's elemental gem to pull off the whirlwind effectively.

Your existing elemental (who needs a name) could though zip over and use its slam attack on an archer, and then perhaps position itself over top the center of the platform in order to pick up attacks of opportunity should any of the archers attempt to fire. This might leave it vulnerable to melee attacks though; it would be safer for the elemental to abuse its Spring Attack, but the damage output is less impressive. Perhaps it will attract missile fire and spare the Dune Squad. Tough to say, what do you think?

(Also, who doesn't love a celestial constrictor snake?)

My elemental friend, Ilma-aello, will do her best to destroy the archers and keep them occupied. I think this will be accomplished best by placing her right on top of their fool heads. Maybe she can even knock some off the platform.


Male Dwarf Barbarian (Breaker) 8

Actually, Pate, if you're looking for a grappler, it looks like the Celestial Crocodile would be the minion of choice here. Slightly lower AC than the snake, due to size, but commensurately higher grapple modifiers and damage. It also has Constrict - that appears to be pretty much what Death Roll does. It can even sprint, to keep up with any monks that decide to flee.

If you prefer the snake, though, by all means!

I'm personally fond of the Wolverine at this level, by the way. It doesn't even care if you smack it around - it just gets angrier. You could have a whole posse of barbarians!


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

Ah, I did manage to get a bit ahead of myself, didn't I? I also reread the wording of the spirit attack rage power, and you are absolutely right. It functions independently of my attacks, and only on adjacent targets. The flip side is that it works even if I'm knocked off my feet. My suggested fix is that Sylaxer takes the dmg from the AoO. If I'm still standing after my Fort save, the spirit attack and second axe attack applies.

Sylaxer had no way of knowing, but Hurgah the Reaver is very hard to knock down. Fort save 1d20 + 12 ⇒ (18) + 12 = 30


Male Dwarf Barbarian (Breaker) 8
Hurgah the Reaver wrote:
Sylaxer had no way of knowing, but Hurgah the Reaver is very hard to knock down.
Pact Stone GM wrote:
The howling spirits that seem to waft off the half-orc's body suggest that the Reaver is not man at all, but demon, chaos incarnate come home to roost.

Methinks it possible for these two quotes to be related.


Male Human Writer 2/Dreamer 7
Karek Kogan wrote:

Actually, Pate, if you're looking for a grappler, it looks like the Celestial Crocodile would be the minion of choice here. Slightly lower AC than the snake, due to size, but commensurately higher grapple modifiers and damage. It also has Constrict - that appears to be pretty much what Death Roll does. It can even sprint, to keep up with any monks that decide to flee.

If you prefer the snake, though, by all means!

I'm personally fond of the Wolverine at this level, by the way. It doesn't even care if you smack it around - it just gets angrier. You could have a whole posse of barbarians!

From personal experience in our Kingmaker game, I can testify to the effectiveness of the Celestial Crocodile. Our wizard used to summon one affectionately nicknamed "Mr. Chompers".


Male Human Writer 2/Dreamer 7

Uhm guys....I might be a bit distracted from the game for a while...*points to new forum tag*

(oh, and vote for me!)


Congrats Jace! A very nice item.

Go far!


Moonpate does his best to ignore the explosion of battle in front of him and focuses on calling forth yet another powerful conjuration. A fissure slowly begins to form in the air, straining against the bonds of reality as the Potentate intones the words necessary to craft his gateway to the celestial realms.

In the meantime, Ilma-aello follows the Potentate’s direction and streaks across the sky towards the palanquin golem. As she does so, the elemental transforms herself into a whirling scimitar. The blade flies end over end so fast, it soon takes on the appearance of a razored circle.

Slam attack by Ima-aello: 1d20 + 9 ⇒ (10) + 9 = 19 (hit!)

Possible damage roll for slam attack: 1d6 + 6 ⇒ (5) + 6 = 11 (Applies!)

The blade reaches the lead archer and slices his head off sending, a crimson spray through the desert air. The headless body slumps to its knees and then collapses soundlessly off the edge of the golem’s platform. The body is then crushed under the heel of the palanquin golem as it marches, oblivious to the momentary obstacle.

Ilma-aello then finishes her flight, holding her position as she hovers over top the center of the platform. Her whirling blade looks like the razored gear in a piece of precision clockwork machinery. The archers smash into one another in chaos as they race each other to duck low and fight for space to avoid the lethal arc.


Hurgah the Reaver wrote:

Pleased with the way his axe cut neatly into the monk's torso, Hurgah shifts his grip and completes a nasty backswing, sending the weapon back to finish the task of cutting the monk in half.

The shrieking of the spirits, already busy consuming the pain of the monk, reach a feverish pitch at the prospect of further injury.

-----

Now, this happens.

The twin pieces of Sylaxer make a gory mess across the sand.


Hurgah the Reaver wrote:
Sylaxer had no way of knowing, but Hurgah the Reaver is very hard to knock down.

-----

More so that I thought the odds of Hurgah connecting with that axe twice in a row in a single round against AC 26 was statistically unlikely.

While not a stellar build, Sylaxer had a pretty cool suite of abilities. Unfortunately, or fortunately depending on your point of view, they will not be showcased after all. Oh well, there's always his boss. . .


Pact Stone GM wrote:

Moonpate does his best to ignore the explosion of battle in front of him and focuses on calling forth yet another powerful conjuration. A fissure slowly begins to form in the air, straining against the bonds of reality as the Potentate intones the words necessary to craft his gateway to the celestial realms.

In the meantime, Ilma-aello follows the Potentate’s direction and streaks across the sky towards the palanquin golem. As she does so, the elemental transforms herself into a whirling scimitar. The blade flies end over end so fast, it soon takes on the appearance of a razored circle.

Slam attack by Ima-aello: 1d20 + 9 (hit!)

Possible damage roll for slam attack: 1d6 + 6 (Applies!)

The blade reaches the lead archer and slices his head off sending, a crimson spray through the desert air. The headless body slumps to its knees and then collapses soundlessly off the edge of the golem’s platform. The body is then crushed under the heel of the palanquin golem as it marches, oblivious to the momentary obstacle.

Ilma-aello then finishes her flight, holding her position as she hovers over top the center of the platform. Her whirling blade looks like the razored gear in a piece of precision clockwork machinery. The archers smash into one another in chaos as they race each other to duck low and fight for space to avoid the lethal arc.

Beetle: Very cool! It bears repeating that your descriptions, pacing, and encounter mastery are epic. Thanks for running such a great game.


Male Dwarf Cleric 8

Wow Hurgah is a death machine! I thought that Sylaxer would at least get something nasty off before perishing.


Male Dwarf Barbarian (Breaker) 8

Uh, sorry. I spent all last night online, idly refreshing things like this, looking for something to do, and I didn't realize it was my go. Many apologies. My action will be up within an hour or two.


Male Dwarf Barbarian (Breaker) 8

With a sky-rending shout, Karek drops into his battle stance. Moonpate and Hurgah may be taken off-guard by this, as Karek is typically silent.

Karek rages, and lets off a loud yell, hoping to attract more attention from the camp.

Whip attack, against the monk closest to Moonpate: 1d20 + 11 ⇒ (14) + 11 = 25 for 1d6 + 1 ⇒ (5) + 1 = 6 nonlethal damage.

Whip grapple attack, if needed: 1d20 + 15 ⇒ (15) + 15 = 30

Karek's CMB check, to escape the grapple: 1d20 + 14 ⇒ (16) + 14 = 30

CRACK! The large leather whip dancing beside Karek lashes out, enveloping one of the offending monks.

CRACK! Karek executes a move designed to break the grip of a monk in way over his head. It does this by breaking the monk's hand.


Male Human Wizard Level 8 - Conjurer
Karek Kogan wrote:

With a sky-rending shout, Karek drops into his battle stance. Moonpate and Hurgah may be taken off-guard by this, as Karek is typically silent.

Karek rages, and lets off a loud yell, hoping to attract more attention from the camp.

Whip attack, against the monk closest to Moonpate: d20+11 for 1d6+1 nonlethal damage.

Whip grapple attack, if needed: d20+15

Karek's CMB check, to escape the grapple: d20+14

CRACK! The large leather whip dancing beside Karek lashes out, enveloping one of the offending monks.

CRACK! Karek executes a move designed to break the grip of a monk in way over his head. It does this by breaking the monk's hand.

Point 3 from the Wizards Survival Handbook: Surround yourself with barbarians...that aren't mad at you.


“Donkor, the Rally Point, the “D.S” and. . . a Visitor”

[Krinkle! Crash! Are the sounds of time breaking - and possibly continuity, if we are not careful.]

A half hour later, Donkor delicately picks his way east to the old rally point to investigate. In part, he’s really just killing time while the infiltration team does its work, but there’s also something about what he saw while using the gift of his Pharasmic vision earlier this afternoon that continues to call to him.

The rally point site itself is unimpressive. It is just yet another low-laying dune depression, offering decent cover from dig site sentries to the west, but little in terms of actual shade. There is no water here, and Donkor wonders how much longer before his decanter of endless water regenerates. It appears to barely be half way reformed. While magic protects Donkor from the true tests of the weather out here, eventually he will still need to drink.

Sooron scouts the immediate area and confirms that the giant letters “D” and “S” he saw earlier are still there, a series of rocks jutting out from the sand. Now that Donkor is able to inspect the rocks close up, he can see they are indigenous stones. They could easily have been collected from the surrounding area, if someone took the time. Donkor also considers that it is possible that the stones were planted with care. They are each quite far apart. Someone looking at them from the ground level, like Donkor is now, could easily mistake them for randomly strewn or even naturally occurring stones. Could it be that whoever left these here knew about Donkor’s favored tactic of looking down at a location from high above? And were they trying to send him a message others might overlook? Or was that a coincidence? Or a trap. . .

Suddenly Donkor’s thoughts are interrupted.

He is not alone here.


Karek Kogan wrote:


CRACK! The large leather whip dancing beside Karek lashes out, enveloping one of the offending monks.

CRACK! Karek executes a move designed to break the grip of a monk in way over his head. It does this by breaking the monk's hand.

-----

The double-thunder cracks indeed occur. The giant whip of black leather hits, does the non-lethal damage, and gives the monk to the west of Karek the grappled condition. For his part, Karek escapes his grapple and no longer has the grappled condition. He’s got a move action or a five-foot step left, but he’s probably already right where he wants to be, I suspect.


Male Dwarf Barbarian (Breaker) 8

Karek hefts his hammer once again, and makes no move to leave.


Male Human Cleric/8

Donkor stands perfectly still. At least that's his intent. Once again his general lack of coordination makes even the task of standing still a challenge, and he has to take a small step forward.

His balance taken care of, he looks around even more carefully, pondering whether or not he should adopt the favoured eye in the sky tactic to see just what exactly disturbed him. If he doesn't spot something with conventional eyes in a few seconds, he will whisper a prayer to Pharasma and use clairvoyance once again.


Donkor Sooron wrote:
If he doesn't spot something with conventional eyes in a few seconds, he will whisper a prayer to Pharasma and use clairvoyance once again.

-----

Oh he sees it alright - I'm just being a jerkwad and trying to build some anticipation.


"The 12 Hand Strike"

Up next, are the four monks of the Shrine of Horns. Having failed to best the armored dwarf with a grapple, they resort to an old standby and attempt to whack the living crap out of him in a storm of violent kicks and strikes.

First, two of the monks take five-foot steps,

to change their positioning,

from this:

1XXXXXXXXXX
2XXXXMXXXXX
3XXXXHHXXXX
4XXXXHHXXXX
5XXAKXXXXXX
6XXAAAXXXXX
7XXXXXXXXXX

To this:

1XXXXXXXXXX
2XXXXMXXXXX
3XXXXHHXXXX
4XXXAHHXXXX
5XXAKAXXXXX
6XXXAXXXXXX
7XXXXXXXXXX

And in case it assists, here are the monks represented by numbers to distinguish them:

1XXXXXXXXXX
2XXXXMXXXXX
3XXXXHHXXXX
4XXX1HHXXXX
5XX2K3XXXXX
6XXX4XXXXXX
7XXXXXXXXXX

No attacks of opportunity are drawn. This puts them all in flanking positions so they can use their Precise Strike feats. If only they had a decent shot of actually hitting. To increase their odds, all four of the monks expend a point of ki as a swift action to give themselves an extra attack as part of their full attack. All attacks are on Karek who has an AC of 20.

Asmodean monk No. 1 ki-boosted flurry of blows, with flank and precise strike, and with grapple penalty, attack #1: 1d20 + 6 - 2 + 2 - 2 ⇒ (3) + 6 - 2 + 2 - 2 = 7 (miss)

Possible damage from above attack #1: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8 (n/a)

Asmodean monk No. 1 ki-boosted flurry of blows, with flank and precise strike, and with grapple penalty, attack #2: 1d20 + 6 - 2 + 2 - 2 ⇒ (9) + 6 - 2 + 2 - 2 = 13 (miss)

Possible damage from above attack #2: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7 (n/a)

Asmodean monk No. 1 ki-boosted flurry of blows, with flank and precise strike, and with grapple penalty, attack #3: 1d20 + 6 - 2 + 2 - 2 ⇒ (1) + 6 - 2 + 2 - 2 = 5 (miss)

Possible damage from above attack #3: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8 (n/a)

-----

Asmodean monk No. 2 ki-boosted flurry of blows, with flank and precise strike, attack #1: 1d20 + 6 - 2 + 2 ⇒ (20) + 6 - 2 + 2 = 26 (threat!)

Possible damage from above attack #1: 1d8 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12 (applies)

Asmodean monk No. 2 ki-boosted flurry of blows, with flank and precise strike, attack #2: 1d20 + 6 - 2 + 2 ⇒ (4) + 6 - 2 + 2 = 10 (miss)

Possible damage from above attack #2: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8 (n/a)

Asmodean monk No. 2 ki-boosted flurry of blows, with flank and precise strike, attack #3: 1d20 + 6 - 2 + 2 ⇒ (6) + 6 - 2 + 2 = 12 (miss)

Possible damage from above attack #3: 1d8 + 2 + 1d6 ⇒ (7) + 2 + (3) = 12 (n/a)

-----

Asmodean monk No. 3 ki-boosted flurry of blows, with flank and precise strike, attack #1: 1d20 + 6 - 2 + 2 ⇒ (18) + 6 - 2 + 2 = 24 (hit)

Possible damage from above attack #1: 1d8 + 2 + 1d6 ⇒ (7) + 2 + (2) = 11 (applies)

Asmodean monk No. 3 ki-boosted flurry of blows, with flank and precise strike, attack #2: 1d20 + 6 - 2 + 2 ⇒ (1) + 6 - 2 + 2 = 7 (miss)

Possible damage from above attack #2: 1d8 + 2 + 1d6 ⇒ (7) + 2 + (6) = 15 (n/a)

Asmodean monk No. 3 ki-boosted flurry of blows, with flank and precise strike, attack #3: 1d20 + 6 - 2 + 2 ⇒ (17) + 6 - 2 + 2 = 23 (hit)

Possible damage from above attack #3: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (2) = 5 (applies)

-----

Asmodean monk No. 4 ki-boosted flurry of blows, with flank and precise strike, attack #1: 1d20 + 6 - 2 + 2 ⇒ (7) + 6 - 2 + 2 = 13 (miss)

Possible damage from above attack #1: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7 (n/a)

Asmodean monk No. 4 ki-boosted flurry of blows, with flank and precise strike, attack #2: 1d20 + 6 - 2 + 2 ⇒ (1) + 6 - 2 + 2 = 7 (miss)

Possible damage from above attack #2: 1d8 + 2 + 1d6 ⇒ (6) + 2 + (5) = 13 (n/a)

Asmodean monk No. 4 ki-boosted flurry of blows, with flank and precise strike, attack #3: 1d20 + 6 - 2 + 2 ⇒ (19) + 6 - 2 + 2 = 25 (hit)

Possible damage from above attack #3: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10 (applies)

-----

Asmodean monk No. 2 confirmation roll for attack #1: 1d20 + 6 - 2 + 2 ⇒ (10) + 6 - 2 + 2 = 16 (does not confirm)

That works out to 38 points of damage on Karek. Surrounded, the dwarf disappears under a flood of kicks and elbows; the monks ring the armored dwarf like a clanging church bell, interspersed with the rhythmic tones of his cracking rib cage.


Male Dwarf Barbarian (Breaker) 8

Two points of contention. The whip-grappled monk, monk #1, appears to have moved, which he isn't supposed to do while grappled. I can't see any other way that the monks could move to flank me twice only using five-foot steps. Also, I can't be flanked, so they get no attack bonus or bonus damage for that particular maneuver. (Though they might still try, because they wouldn't necessarily know.)

So, it looks to me like the four hits rolled high enough that they still hit. So, minus the Precise Strike damage, I'm seeing 23 damage to me, further reduced to 19 due to my DR 1/-. Karek really doesn't care about their placement, but I guess you could clarify where they are if #1 couldn't move.


Wow! I really did rush that one out last night - I will post a revision later when I can. I agree with those corrections. I also missed the stunning touches.


OK - let me try this again.

First, one monk takes a five-foot step north,

to change his positioning,

so that the positions move,

from this:

1XXXXXXXXXX
2XXXXMXXXXX
3XXXXHHXXXX
4XXXXHHXXXX
5XXAKXXXXXX
6XXAAAXXXXX
7XXXXXXXXXX

To this:

1XXXXXXXXXX
2XXXXMXXXXX
3XXXXHHXXXX
4XXXXHHXXXX
5XXAKAXXXXX
6XXAAXXXXXX
7XXXXXXXXXX

Flamethrower is correct that someone with the grappled cannot take a 5-foot step - missed that. Here are the monks represented by numbers to distinguish them:

1XXXXXXXXXX
2XXXXMXXXXX
3XXXXHHXXXX
4XXXXHHXXXX
5XX1K4XXXXX
6XX23XXXXXX
7XXXXXXXXXX

I can't repeat the rolls, but Flamethrower is correct that the Precise Strike feat damage does not apply. I forgot Karek's Improved Uncanny dodge. That does reduce the damage to 23, which is further reduced to 19 with damage reduction.

Now, of the 4 hits, only two were the monks' first strikes, so only two were landed stunning fists. So Karek will need to make two Fortitude saves of DC 14. With +11, he will likely manage it. (I just say these things to jinx him).

However, even if he fails one, the AC adjustment would still not cause any more blows to land. It would, in theory, make a rather large difference though for his next turn.


Male Dwarf Barbarian (Breaker) 8

Bring it, punks!

Fortitude Save #1 1d20 + 11 ⇒ (19) + 11 = 30
Fortitude Save #2 1d20 + 11 ⇒ (3) + 11 = 14


Meanwhile, aboard the palanquin. . .

One guard, towards the rear, kicks off the rope ladder and attempts to scramble down it, trying to escape the whirling air blade. (Maybe we can nickname Ilma-aello, the Dyson). Ilma-aello passes on the attack of opportunity, saving it so she can negate archer fire which might be wielded against the conjurer who summoned her.

7 soldiers put down their bows, losing one over the edge in the process. They then unhook, seven ba (Osiriani ranseurs) from the sides of the palanquin and brandish them against the elemental.

That draws seven attacks of opportunity and Ilma-aello decides she is done passing on them. She transforms into the floating head of a Hetkoshu (an Osiriani dire crocodile). The jaws unhinge to reveal rows of crooked teeth and then snap shut like a spring-loaded trap.

Attack of Opportunity, slam attack, by Ima-aello: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 (hit!)

Possible damage roll for slam attack: 1d6 + 6 ⇒ (6) + 6 = 12 (Applies!)

Ilma-aello’s jaws scissor through the center soldier like a sponge, perforating his body in a half dozen places. A frenzy of panic continues to spread through the palanquin.

The last guard leaps off the side, taking his chances with the fall. “Ahhhhhhh!”

Attempted DC 15 Acrobatics check to reduce falling damage: 1d20 + 1 ⇒ (17) + 1 = 18 (success - first 10-foot drop is ignored)

Non-lethal falling damage: 1d6 ⇒ 2 (applies)

Meanwhile the golem below is oblivious to the carnage. He strides forward at an even pace. Reducing the distance between himself and the dune squad from 95 to 55 feet.


Male Dwarf Barbarian (Breaker) 8

Status. HP:84/103. AC 20. Rage 8/19 rounds. CMD 24.


Karek Kogan wrote:

Bring it, punks!

Fortitude Save #1 d20+11
Fortitude Save #2 d20+11

-----

You just rolled a 3 on the last one to taunt me. (No stuns for the monks.)


Updated Initiative Order - "The Distraction" Round 3

Moonpate, Ilma-aello and the Potentate's newest compounding summons: 11

Hurgah: 6+

Karek and whip: 6-

Rather concerned Asmodean Monks: 5

Palanquin golem and palanquin soldiers: 4


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

Meanwhile, aboard the palanquin. . .

One guard, towards the rear, kicks off the rope ladder and attempts to scramble down it, trying to escape the whirling air blade. (Maybe we can nickname Ilma-aello, the Dyson). Ilma-aello passes on the attack of opportunity, saving it so she can negate archer fire which might be wielded against the conjurer who summoned her.

7 soldiers put down their bows, losing one over the edge in the process. They then unhook, seven ba (Osiriani ranseurs) from the sides of the palanquin and brandish them against the elemental.

That draws seven attacks of opportunity and Ilma-aello decides she is done passing on them. She transforms into the floating head of a Hetkoshu (an Osiriani dire crocodile). The jaws unhinge to reveal rows of crooked teeth and then snap shut like a spring-loaded trap.
Ilma-aello’s jaws scissor through the center soldier like a sponge, perforating his body in a half dozen places. A frenzy of panic continues to spread through the palanquin.

The last guard leaps off the side, taking his chances with the fall. “Ahhhhhhh!”

Brilliant...and hilarious. The nail biting has turned into chortling, which is a mark of a great scene.

Moon will attempt to perforate one of the monks with his crossbow, using Point Blank Shot and Precise Shot.
1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


Sounds good! (You know, the one time you pass on the Deflect Arrows bonus feat. . .)

Moon's summons will also take effect. Still going with the celestial constrictor snake, right? Where would you like it to appear? (range 55 feet). Let me know if there are any instructions or other intentions.

Sorry I haven't advanced Hal and Gandel at all guys. I am tempted to accelerate them into the camp to get you going, but so far, their success at getting in really is predicated on the level of distraction created by the Kurgentate. We'll need to know how much attention they are able to raise.

That said, I am still a bit fuzzy on what the plan is for the infiltration team when they arrive, so I'd be open to more details on that, especially as the original plan called for Donkor so there may be some improvisation needed there.


Suddenly Donkor’s thoughts are interrupted.

He is not alone here. . .

. . . Cresting the dune is a small reptile, a ruddy-brown desert gecko about the size of a small rabbit. Spying Donkor the creature blinks twice and then sits down on its haunches. After a moment or two, it cocks its head to the side and then looks away, disinterested.

Read if Donkor succeeds on a DC 8 Survival check:

The creature has all the markings of an Osirian ridge-back lizard, a cousin to the gecko. It is a quite native and natural to these parts. It is not dangerous - assuming it is a ridge-back. In fact, if prepared properly over a campfire, the ridge-back is a nutritious meal.

You know what? If you get a 12 on the Survival check add this one too:

The only thing that might be even somewhat unusual, is that the creatures are typically a little more skittish around humans than the behaviours this one is displaying– ridge-backs tend to run away quickly.

Donkor then spies a glint of light coming from the creature neck.

Read if Donkor succeeds on a DC 10 Perception check:

The ridge-back has a tiny leather collar hidden under its scales. The collar carries something that looks like a locket.

Read if Donkor makes the above Perception check AND succeeds on a Spellcraft DC 17:
The demeanor of the creature and the use of a collar are consistent with the divine spell animal messenger. If correct, the animal should stand still and permit Sooron to collect whatever it is around its neck.


Male Human Cleric/8

Flurry of rolls:
Survival vs 8 and 121d20 + 8 ⇒ (11) + 8 = 19 success
Perception vs 10 1d20 + 4 ⇒ (6) + 4 = 10 success
Spellcraft (if needed) vs 17 1d20 + 6 ⇒ (3) + 6 = 9 failure

PSGM:
Donkor eyes the lizard curiously, wondering at it's strange behavior. Noticing the little collar and locket, he decides that the thing is likely a pet or a familiar, and looks around again more warily, wondering if it's master is about. He searches his memories of the deceitful Thalia carefully, wondering if he had ever seen this piece of jewelry on her. He takes no other physical actions at this time.


Meanwhile, Ilma-aello battles the remaining six soldiers aboard the palanquin. The guards fight back with their bladed ba, creating a deadly canopy of defense.

Ima-aello slam attack: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 (hit!)

Possible damage roll for slam attack: 1d6 + 6 ⇒ (4) + 6 = 10 (Applies!)

Unable to get past the bladed thicket, the elemental adapts, changing her form yet again. The floating Hetkoshu-head vanishes, as Ilma-aello becomes a gentle, near-invisible cloud. The vapor cloud descends towards the palanquin, passing harmlessly through the line of ba. The cloud then selects a single soldier and pounces, suddenly forcing her way into his body cavity through his mouth and nose. Once inside, she expands, creating an ever growing sphere of centrifugal-forced air, continually pushing outwards from his lungs and stomach. With his last breath, the guard screams a horrible scream as his body begins to enter an explosion phase.

He's not dead - yet

His comrades look on helplessly at the horror.


Meanwhile, back at the rally point. . .

Donkor eyes the situation warily, looking for signs of an ambush. He does not though, see anything. This in itself though, only makes him more nervous. Perhaps he begins to regret his decision to have come.

Sooron doesn't recognize the locket on the ridge-back gecko. If it belonged to Thalia, he cannot place it. He remembers she use to fiddle with a much more elaborate necklace, one which would glow with tiny orbs of fire when she became angry or excited.

Hmmmmmmm.


Male Human Cleric/8

Knowing that if he has walked into an ambush, his own choices and Pharasma Herself guided him to this moment, Sooron hunkers down and begins beckoning enticingly to the lizard creature. He reminds himself to pack some dead flies on his next journey...if there is a next one.


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

Sounds good! (You know, the one time you pass on the Deflect Arrows bonus feat. . .)

Moon's summons will also take effect. Still going with the celestial constrictor snake, right? Where would you like it to appear? (range 55 feet). Let me know if there are any instructions or other intentions.

I was originally going to have the celestial squeeze applied to these stinking monks, but I think the Kurgen will have them taken care of shortly. So, if the summons can place the snake on top of the palanquin guards then that would make for quite the party up there. If the distance is still too far, then we will indeed see how well Mr. Sssqueze handles infernal monk for dinner.


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

Hurgah kicks aside Sylaxar's legless torso, raises his bloody greataxe and bellows at the monks: Svaust ui frevor, wux faessiri! Svaust ui frevor?

Draconic:

Who's next, you cowards? Who's next?

If any of the monks were present at the Dune Squad's first fateful encounter with the Exemplar, the challenge should sound eerily familiar. Even if they do not understand the words, the hoarse shout carries an unmistakable promise of brutal punishment.


Male Dwarf Cleric 8

The only bad thing about this PBP is that we can't do it as table top. This group is great to play with even just reading along when my character is out of the scene!


Moonpate wrote:


I was originally going to have the celestial squeeze applied to these stinking monks, but I think the Kurgen will have them taken care of shortly. So, if the summons can place the snake on top of the palanquin guards then that would make for quite the party up there. If the distance is still too far, then we will indeed see how well Mr. Sssqueze handles infernal monk for dinner.

-----

Well, at his level, Moonpate's summoning range is 55 feet. As it happens the palanquin golem is exactly 55 feet away.

But! The palanquin itself is almost 20 high. So by calculating the hypotenuse, whatever it is, it is a distance just outside of 55 feet. So no dice.

But! You have selected the celestial constrictor snake. A feature it has, is a 20 foot Climb Speed, meaning the moment it is summoned it can snake up the golem and reach the palanquin and still get an attack off. And, since it really is a single attack kind of creature, that is the same as if Moonpate summoned it right on the palanquin.

So, yes, he kinda can!

2,551 to 2,600 of 6,763 << first < prev | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Pact Stone Pyramid All Messageboards

Want to post a reply? Sign in.