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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Moonpate wrote:

Concentration 1d20+9 (8+9=17)

Not sure if I have the modifier correct.

-----

No worries - you are good either way, but for what it's worth I have it as this:

8 (roll) + 7 (for 7 levels) +4 (For Int bonus) +2 (for trait bonus Focused mind) = 21

It's working! It's working! Or, rather, it will work in one more round. Moonpate can feel his eldritch life force slowly infusing the lifeless golem.

In the meantime, Hurgah an Karek stand ready, stretching out their stylish new bows. Mr. Squeeze flickers his tongue at them, wondering what all the fuss is about.

That's the end of round 9.


Hurgah the Reaver wrote:

Nice roll on the perception check, Beetle. He also tries to remember to capitalize his Feats and keep his schools of magic lowercase.

Seriously, if you have any tips, advise or just general insights on the subject of writing and developing awesome adventures and encounters you feel like sharing, drop me a PM.

You're too kind to an old dog there Superstar. Does this board have a PM feature now?


Karek Kogan wrote:
. . . he will stand by Moonpate until he can engage an enemy at bow range. He's specifically looking out for any monks.

No monks as of yet, though Karek suspects Moonpate's elemental just might smoke them out. Kogan can follow her trajectory. She's hard to spot against the sky but if you know what you're looking for you can see her cloud-like trail.


Male Dwarf Barbarian (Breaker) 8
Moonpate wrote:

If my elemental friend here is afraid of the enemy to the north of us, it sounds like we are dealing with none other than the leader of these infernal monks. If would not be good to face him whilst surrounded by a horde of troops at the same time. I think we should go right at the devil and deal with him before we are surrounded.

Da debil virsd'en. Karek closes his eyes, his pulse slowing slightly as he prepares his mind for battle yet again. He will dance. Karek growls as he tests the pull of his bow.


Male Half-orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1/Dragon Disciple 3
Pact Stone GM wrote:
You're too kind to an old dog there Superstar.

At the danger of sounding like I'm sucking up to the GM while my character is surrounded by advancing enemies, I respectfully disagree. You write some of the most evocative imagery I have ever come across in a RPG product, and I would dearly like a few tips on how you do it. Same goes for building fun and challenging encounters and not least monsters. I mean, just think of all the fun we have had chopping up the piles of splicer beasts.

Pact Stone GM wrote:
Does this board have a PM feature now?

Yup. Paizo introduced private messaging at the same time as avatar tagging and Race/Class tags for pbp characters. Just look for the envelope besides your name at the top of the page. You should have a new message.

-

Hurgah takes another sniff at the liquid in the fang flask - any indication of what it is? Knowledge (arcana) 1d20 + 6 ⇒ (5) + 6 = 11


"Ignition"

  • Moonpate feels a strange sensation as though he were putting on a glove - a stone glove, nay a flexible stone glove. The attunement is complete! There is now a great deal of strength and power at his command.

    It is though, not quite as sexy as Javell envisioned. The golem is controlled through mental commands in Osiriani. Moonpate can sense that The palanquin golem arrived at its current precise location in furtherance of its last command and has been motionless awaiting orders ever since. Now that he is attuned, the Potentate does not need to be in the chair to issue commands. He only needs to be adjascent to the palanquin golem. Anybody got a name for this guy?

  • Deep in the distance to the southwest, still in auran-bird form Ilma-aello dives down and targets an unseen foe in the sand. She then darts back up into the sky before her opponent can react.

  • Hurgah sniffs at his potion and eyes the strange unnatural swirling liquid with suspicion. He has not seen such a phenomenon in a flask before.

  • Karek continues to stand guard, bow at the ready.

  • The rolling dust cloud marches ever closer. You think you can begin to make out the individual bodies of soldiers within it. The front line appears to be equipped with tower shields.

    That completes round 10.


  • Hurgah the Reaver wrote:
    Hurgah takes another sniff at the liquid in the fang flask - any indication of what it is? Knowledge (arcana) 1d20+6 (5 + 6 = 11)

    -----

    Not with that roll, I'm afraid. If I have it right, I think Knowledge (Arcana) checks for potion identification might be a 3.5 artifact. Potion identification in Pathfinder is now a Perception check - not Hurgah's forte. I would have thought Knowledge (Arcana) actually made more sense, but I guess they wanted open the ability up to a broader range of PCs. You can though still identify potions with Spellcraft, in conjunction with detect magic but the process takes three rounds, so it's not very feasible when stuck in round-to-round play.


    Hurgah the Reaver wrote:
    At the danger of sounding like I'm sucking up to the GM while my character is surrounded by advancing enemies, I respectfully disagree. . .

    -----

    Actually, I would have thought that would be deferred until it was belatedly discovered that an unseen spellcasting foe cast dimensional anchor on Moonpate three rounds ago eliminating the Kurgentate's lone planned route of escape. Just kidding - I think.

    Ah! Very excited to have PM's. I think we might experiment with substituting PMs for some of the spoiler text. What do you guys think? (Maybe thrash that out that in the Discussion thread though).


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

    "Ignition"

  • Moonpate feels a strange sensation as though he were putting on a glove - a stone glove, nay a flexible stone glove. The attunement is complete! There is now a great deal of strength and power at his command.

  • Deep in the distance to the southwest, still in auran-bird form Ilma-aello dives down and targets an unseen foe in the sand. She then darts back up into the sky before her opponent can react.

  • The rolling dust cloud marches ever closer. You think you can begin to make out the individual bodies of soldiers within it. The front line appears to be equipped with tower shields.
    That completes round 10.
  • Moonpate revels for a moment in the feeling of power provided by being connected to this huge golem. Truly he is The Potentate! He also takes grim satisfaction from the sight of his elemental friend continuing to punish the forces closing in on them. The sight of the large contingent of guards moving closer into sight, however, quickly sobers his thoughts. He stands up and puffs out his considerable cheeks, taking in the scene with a sense of amazement. He wonders what his master would be saying now. Probably something along the lines of "does this thing come with some kegs of ale and drink holders".

    He glances at his comrades and the sense of certain doom creeping into the edges of his mind flees once again...at least for the moment.
    "All right lads, look sharp. We're gonna' get through this an' take some more Chelish heads in the process!"
    In Osiriani, he commands the golem to move northward at maximum speed, scanning for the scary threat that so rudely planned to box them in. He will also pull out his potion of Bull Strength and hand it to Hurgah. "May this vial of strength fuel your awesome rage further, so you can rend our great enemy in all due haste and truly strike fear in the other churls about to witness the Dune Squad triumphant!"

    Blast! Can you imagine the type of assault we could really launch if we were all together and full up on spells? Maybe we will get the chance...hopefully.


    Your perspective suddenly reverses as the palanquin golem immediately pivots 180 degrees, forcing you to widen your stance or place a hand on the wooden throne to secure your balance. The golem then sets off at a march. It’s legs move very slowly, but its gait is massive. It’s arms expertly raise and lower the platform ever so slightly, compensating for what might otherwise be a much bumpier ride. Suddenly there is a sickening crunch as the giant stone figure sweeps through the battlefield littered with bodies of Asmodean monks, where you fought only moments before. A second later the gory obstacle has been passed.

    The golem advances 40 feet north.

    As soon as the commandeered golem turns and retreats, a series of cheers and jeers erupt from the battalion of soldiers far to the south. A few arrows arc through the sky seeking to harry your exit, but the shafts fall well short, splashing down harmlessly in the burning sand.

    Unseen commanders within the dust cloud bark orders and the battalion begins to shift in formation. Looking behind you, it is not yet apparent how it has responded to your sudden maneuver—the soldiers are slow to react. At the same time, your attention is divided to the front where you scan for a dangerous enemy reported to be ahead of you. You do not though see any signs. The waves of dunes which covered your approach towards the dig site, now work against you. They harbour all manner of shadows and concealed spaces, though your newly-acquired elevated vantage point should assist.

    Phrip, you have the right idea – controlling the golem is now a free action, so you can retrieve and pass that potion to Hurgah. If anyone else wants to get anything else in round 11, let me know, otherwise we’re off to round 12.

    The normal penalty for firing from a “mount” that double moves is -4. However, the palanquin golem is designed to provide a stable platform. The penalty is reduced to -2.


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

    You do not though see any signs. The waves of dunes which covered your approach towards the dig site, now work against you. They harbour all manner of shadows and concealed spaces, though your newly-acquired elevated vantage point should assist.

    For the next round we should probably slow to normal speed.

    The hidden danger is making Moon nervous. He will use his remaining Summon III scroll to bring forth a Lantern Archon to aid in the hunt from above. It should be able to spot the bastard and harass with its ranged touch attacks without risking its own self. If I understand correctly, it may also be able to cast Aid on us at will.


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

    Hurgah accepts the offered potion, but before drinking it, he pulls out one of his own healing potions and quaffs it down first.

    Potion of CMW - 2d8 + 3 ⇒ (1, 3) + 3 = 7

    Status: hp: 66/72, AC 20, DR 2/-, rage spent: 11 of 15, fatigued until round 16.


    Male Dwarf Barbarian (Breaker) 8

    Karek waits, ready to put an arrow through the eye of the first monk to show himself. Upgrade my action to a readied arrow shot.


    While still sitting on his newly found mobile throne, Moonpate opens a bone scroll case and unrolls a single sheet of leather-backed parchment. After the Potentate reads the words on the page aloud, the sheet burns up in his hands with a brilliant white fire.

    With that 1 round casting time, your shiny new toy will appear next round. Moonpate can in theory select something else at that time, but his choice seems to make sense given his current goals.

    When you say slow to normal Speed, what would you like? The palanquin golem has a Speed of 20, but can double move (i.e. 40 feet in a single round).

    Meanwhile the Reaver swallows a potion and watches as the cracked bones under his thick layer of muscle begin to knit themselves back together. For his part, Karek slowly turns 360 degrees, peering through the site on his bow, looking for signs of Asmodeans. He has not though, thus far, seen any.

    In the distance the amassed troops appear to be splitting into three distinctive groups. The first appears to be rushing forward faster than the others, the second advancing slower and the third looks to be holding in reserve.

    A moment later, several hundred feet away, Ilma-aello dives down at her unseen foes in the dunes behind you to the southwest. This time, just as she touches down, she explodes, transforming briefly into a backsheared storm cloud filled with flickering forks of lightning. When the conflagration subsides, the elemental warrior is not seen again. Moonpate can sense that her time under summons has ended and she has returned home to the honor of the Vosh Dune prides.

    That's the end of round 12.


    "Dwarven Stability - it's not the same thing as a Stable"

    The infiltration team appears to have successfully picked its way around the sentries, now to their north. The soldiers have not deserted their post, but their attention does appear to be fixed on the combat to the north. Regardless, with the distance between the sentries and the infiltration team steadily increasing, the chance of discovery appears low.

    The trio slowly snakes their way towards the large cluster of tents to the west.

    I've still got you guys going to area "C" by default.

    The tents here are significantly larger than the tents to the slave camp further to the southwest. Yet they are not nearly as fancy as the tents in the Master Camp. From time to time you can see workers bringing camels and horses in and out of the central tent and you wonder if this is not some sort of collection of stables or watering center. There is at least one patrol of soldiers circling the tents, wandering in and around them.

    You are still quite distant, and few details can be ascertained.


    Pact Stone GM wrote:

    "A Sooronic Sunset"

    Once Donkor feeds it, the gecko eats the original message, though it doesn't appear to particularly enjoy its meal. It accepts the re-loaded locket, but it doesn't appear to follow Donkor's command. The lizard just continues to sit there, blinking unintelligent. After several minutes it finally slinks off. It is headed vaguely in the direction of the dig site, which gives Donkor some hope that his attempt to send a return message might succeed. However, given the creature's meandering path, it is equally possible the lizard is just traveling on instinct.

    Donkor then sends up his 'eye' yet again, hoping to take advantage of the very last of the light provided by the sunset. As hoped, his pharasmatic sensor spots a boulder-cluster of reddish rock, a half-hours scramble to the east. He realizes he will need to move fast if he hopes to find it before the darkness has taken hold. Unlike the rest of his Dune Squad companions, his eyes have no ability to handle the blackness of the desert night and he knows lighting a torch this close to the dig site is sure to carry consequences.

    -----

    By starlight alone, Donkor finally picks his way to the red boulder cluster he spotted from on high using his pharasmatic sight. Once there he expends his stone shape, bending the rock to his will. Fearing his goddess, the very stone peels away layer by layer, generating a shallow hollow for Donkor to hunker down in. The priest climbs inside, the stone smooth and surprisingly comfortable for a make shift bed. Best of all, to anyone passing by, there should be no reason to suspect that a man is concealed inside. It should be safe.

    Minutes begin to pass.

    It is so very quiet in the desert at night. Sooron cannot shake the strange sensation that he is now lying inside a tomb.


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

    While still sitting on his newly found mobile throne, Moonpate opens a bone scroll case and unrolls a single sheet of leather-backed parchment. After the Potentate reads the words on the page aloud, the sheet burns up in his hands with a brilliant white fire.

    With that 1 round casting time, your shiny new toy will appear next round. Moonpate can in theory select something else at that time, but his choice seems to make sense given his current goals.

    When you say slow to normal Speed, what would you like? The palanquin golem has a Speed of 20, but can double move (i.e. 40 feet in a single round).

    Yep, I was thinking of the 20 foot move rate. About how far away is the nearest group of guards and how many do we estimate?


    Multiple football fields - it's hard to know the precise distance. The soldiers just exited the dig site a few rounds ago. Moonpate's best estimate of the number of soldiers is around 40.


    As they make their way west, Breach glances over his shoulder, wondering what it is that might lie towards the south. "You lads have any idea what might be that way?" He nods in that direction. "I'm thinkin' we might ought ta take a look. What do ya think?"


    Male Dwarf Cleric 8

    Breach, would south be towards G and away from C? If so I think we should investigate C first as our contcat may be there.


    Male Human Cleric/8

    Ack, somehow I missed your original sunset post entirely. Sorry about that. Sooron will continue his comforting entombed feeling and commune with the Goddess


    @Hal: Yes, swinging south to go to "G" (mystery valley) will take you away from "C" (possible stables). The two are connected by a winding footpath.

    Other factors: it *seems* that "G" is less populated. On the other hand, you did see a palanquin golem at the far south end of the camp earlier, so it might not be as safe at it seems.

    Perhaps Gandel wants to weigh in and be a deciding factor? Or we could always re-divide the Infiltration Team.


    Male Dwarf Cleric 8

    Dividing that much I think would be a bad idea. I agree with Breach that we should investigate G, I just think we should do C first and work our way back out of the camp as the distraction team can only stand for so long before they are forced to retreat.


    Donkor Sooron wrote:
    Ack, somehow I missed your original sunset post entirely. Sorry about that. Sooron will continue his comforting entombed feeling and commune with the Goddess

    -----

    “Don’t Blame an Innocent Beetle, blame the guy with only 1 rank in Perception.”
    -----
    Donkor is deep into his prayers when he is suddenly interrupted by a gentle tapping sound on his rock bed.

    Wakey, wakey Sooron – a little early for bed time,” says a gruff voice. Donkor knows that voice.

    Donkor’s head snaps up.

    “Uh uh – nice and slow,” says the disembodied voice, “or we do it the hard way.” There’s an intimidating clicking sound, like something mechanical sliding into place. Whatever it was, it can’t be good.

    Peering down at him over the lip of his carved out boulder are two figures. In the dark, it is hard to make them out, but Donkor can see from their silhouettes that their hair has been braided back. This is bad. They look to be a pair of Asmodean monks. But how did they find him?

    Seeing the look of puzzlement on Donkor’s face, the disembodied voice answers his question. “We’ve been tailing you for quite some time now. So why don’t you cooperate and let my men here bind you up so we can chat some. It’s either that or I use my wandrifle to send you to the boneyard so you can pray to that goddess of yours real close up.

    Wand rifle?! But that would mean. . . Sceptre – here?! But he’s dead! And what is he doing here - and with the Shrine of Horns no less?

    Donkor cannot see Sceptre. But now that he can place the voice, he suspects he is very close – he sounds as though he’s standing above Donkor on his boulder. Maybe Donkor’s night blindness is even worse that he thought or maybe an invisibility spell is yet another of the evoker assassin’s many tricks.

    Sceptre issues an order to the two men: "Don't let him touch his holy symbol. Kill him if he tries." Then he returns to Donkor. “So, are you and I going to have a friendly chat about Hoffenburrow, the Reaver and that dig site back there?" he asks. "Or do I settle for just getting you out of the way?”
    -----
    Donkor is considered prone. There is a monk adjacent to him on his left and right, though due to the awkward placement of the lip he has half cover from them - and they have half cover from Donkor. Donkor assumes Sceptre is positioned for a clear shot, though he cannot know for certain.

    P.S. For you Yanks, Sceptre is just the British spelling for Scepter - the pronunciation is the same. If I'm inconsistent, just ignore me.


    Sceptre wrote:
    Donkor Sooron wrote:
    Ack, somehow I missed your original sunset post entirely. Sorry about that. Sooron will continue his comforting entombed feeling and commune with the Goddess

    -----

    “Don’t Blame an Innocent Beetle, blame the guy with only 1 rank in Perception.”
    -----
    Donkor is deep into his prayers when he is suddenly interrupted by a gentle tapping sound on his rock bed.

    Wakey, wakey Sooron – a little early for bed time,” says a gruff voice. Donkor knows that voice.

    And here I was thinking: "Man, the Donkor got off easy. Gets to nap in peace and quiet without the buzz saw snoring of Hurgah or worrying about being surrounded by hordes of enemies waiting to dine on his liver."

    Now that I think about it some more, I was foolish to ever think that the devious, plot-twisting, "never let them get comfortable" Beetle would just let any of us take a siesta. Noooope.
    Well played Beetle. Of course, Sooron has been known to pull crazy plane-shifting feats of derring-do out of his bottle, so maybe this Sceptre chap picked the wrong fellow to wake up. D-man, make him rue....if at all possible.


    A perfect orb of gentle white light coalesces into being in front of Moonpate. His lantern archon has arrived. It instantly flies outwards in a spiral pattern, searching for the hidden foe the Potentate suspects is nearby. While faster than any mortal, its gentle arc appears to be in slow motion compared to that of Ilma-aello.

    The augmented lantern archon performs detect evil as an at will spell-like ability– let’s see an air elemental do that-- Perfect for finding evil monks. The archon flies outwards maximizing the size it can cover with its detection cone. By flying level with the palanquin deck, it can also extend its aura of menace ability to cover the ground as well. It is sweeping the ground about 30 feet ahead of you.

    I think I’ve got Karek with a readied action to fire, and Hurgah drinking Moonpate’s potion of bull’s strength? Moonpate can also take an action this round if he wants.

    Also, I have the golem marching forward with a double moving forward north at a Speed of 20 feet – which means he hasn’t actually slowed. So Moon, if you meant something other than that, just let me know. You do appear to be drawing off a good number of soldiers with the retreat.


    Breach Shattershield aka Javell wrote:
    As they make their way west, Breach glances over his shoulder, wondering what it is that might lie towards the south. "You lads have any idea what might be that way?" He nods in that direction. "I'm thinkin' we might ought ta take a look. What do ya think?"

    "I don't know, Breach," Gandel pauses, a look of indecision crossing his face as he glances toward the nearby tents and then toward the mystery valley to the south. "I think we should try to infiltrate the camp first - hopefully we'll be able to reach our contact and find out more about what's going on. He - or she - may be able to tell us what's in that valley to the south."


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


    I think I’ve got Karek with a readied action to fire, and Hurgah drinking Moonpate’s potion of bull’s strength? Moonpate can also take an action this round if he wants.

    Moon will have his crossbow ready for action and keep his head on a swivel, especially noting the last direction and distance of the elemental's attack.


    "Fair enough. Since you two feel it best ta continue on to the camp, then, so be it. I may be old, but I ain't so stubborn as ta not listen ta reason." He pauses for a brief moment, "Wellll, most o' the time." He grins, then resumes their trek toward the camp.


    Moonpate wrote:
    Moon will have his crossbow ready for action and keep his head on a swivel, especially noting the last direction and distance of the elemental's attack.

    That sounds like a readied action to me!


    Suddenly the lantern archon winks rapidly, his light flashing like a beacon.

    “Potentate!” it shouts with a voice unlike any other you have heard. Its speech is pure and carefully enunciated, its perfect words going straight to your mind, rather than through your ears. “The dark foe you seek! He is below—”

    Impossibly, a blurred figure suddenly leaps from out of the sand, flying upwards in a geyser of granules. His leap is so powerful, he rockets upwards as though he had harnessed the power of flight.

    Initiative Roll for Master Soan: 1d20 + 8 ⇒ (1) + 8 = 9 (Ugh! Again!)

    Save vs. lantern archon’s aura of menace DC 13: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 (saves)

    What self-respecting Asmodean can resist the chance to try to swat a lantern archon? Nice bait Moonpate.

    Although Master Soan flies quickly, Karek and Moonpate are still faster, having prepared for exactly this with a readied action. Fire away!


    Even as far away as you are, you can still hear the rapid march of dozens of sandal-footed men. The Exemplar's troops approach!

    Initiative roll for the troops in the distance: 1d20 ⇒ 7


    "The Distraction" Round 13

    With the recent changes,
    It might be helpful
    to update the initiative track:

    Moonpate, Mr. Sssqueeze, and the (gasp! unnamed) lantern archon and palanquin golem: 9+

    Karek and 'the whip': 9-

    Master Soan: 9--

    Troops in the distance: 7

    Hurgah: 6


    Male Dwarf Barbarian (Breaker) 8

    The master himself. I rather hoped he was coming for us. Playtime is over. Now the fun begins.

    Karek, who had been watching the flight of the archon, nods with grim satisfaction, and releases his arrow almost immediately. Though no especially strong archer, his hardened battle reflexes know enough to put the arrow in the right general vicinity.

    1d20 + 8 ⇒ (5) + 8 = 13 for 1d8 ⇒ 6 damage.

    I'm... fairly sure I'm not tired anymore? If I'm still fatigued, reduce the attack roll by one.


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

    "The Distraction" Round 13

    With the recent changes,
    It might be helpful
    to update the initiative track:

    Moonpate, Mr. Sssqueeze, and the (gasp! unnamed) lantern archon and palanquin golem: 9+

    Karek and 'the whip': 9-

    Master Soan: 9--

    Troops in the distance: 7

    Hurgah: 6

    "At 'em Mr. Sssqueeze!", Moon yells as he attempts to shoot the ugly monk, hoping the lantern archon, Noorulahn, will recognize the evil man's aura and fight back with all its might.

    Masterwork Crossbow attack (with Point Blank Shot if within 30ft): 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22
    Damage if hit: 1d8 + 1 ⇒ (5) + 1 = 6


    Male Human Cleric/8

    Sooron realizes that he is likely at Pharasma's fated end, he attempts to stoically accept that this is the time. Failing that, he at least attempts not to show his fear to his captors.

    "Sceptre, I'd be glad to have a friendly chat with you, just calm down and put away your weapons and we'll talk".

    Attempt to cast Calm Emotions. Shouldn't need to touch a holy symbol with my birthmark trait, but I suspect I'll be a pincushion before the spell comes off at any rate. :)


    This time, few are surprised when the ex-barkeep rifles off an expert shot from his trademark crossbow. Moon’s bolt flies true, but at the last moment, the blurred figure catches it with one hand – while still flying through the air. He then contracts his hand into a fist, crushing the shaft in an explosion of splinters. All the while, he still flies vertically towards Noorulahn, eternal guardian of the Brightest Garden Gate of Salaphiel. The lantern archon is trying to back away, by adding to its elevation, but its levitation is too slow. Its escape will fail.

    This monk, has the Deflect Arrows feat.

    (The camera goes into slow motion for that stunt, showing Master Soan’s moment from all sorts of crazy sexy angles.)

    Karek trains his bow on the target as well. His powerful arms, perhaps too strong for his middling man-bow, almost break his weapon in half as the arrow flies towards its target. At the same time, the dwarf’s magic whip whirls itself through the air and then suddenly reverses its direction, its helix-like maneuver creating a deafening thunder crack that accentuates the timing of Karek’s attack. The blurry target though is too fast and by the time the arrow reaches his aerial position, he has already surpassed it, still flying ever higher.

    13 is a miss!


    Master Soan executing an Acrobatics check with a ki high jump:1d20 + 63 ⇒ (16) + 63 = 79

    The +63 is not a typo. That gets him almost 20 feet in the air, even without a running start, high enough to hit a flying lantern archon.

    Master Soan with a Power Attack, Vital Strike, Spring Attack, unarmed strike against the lantern archon’s AC of 15: 1d20 + 13 ⇒ (6) + 13 = 19 (hit)

    Potential damage roll for the uber-fly kick: 2d10 + 8 ⇒ (5, 10) + 8 = 23 (applies)

    Noorulahn has DR 10/evil, reducing the damage from 23 to 13.

    The sand cloud falls away as the monk flips over at the peak of his arc, delivering a spinning axe kick. He brings his heel straight down on top of the epicenter of the glowing orb. When he hits, the orb shatters like a mirror, with hundreds of shards flittering towards the ground in glowing trails. Even in death, the archon is a thing of beauty. Yet, perhaps it is not dead after all -- a moment later the shards re-form, once again coalescing into a perfect orb.

    Let the record show the only reason the lantern archon is still in this is the bonus hit points from Moonpate's Augmented Summoning feat.

    The deadly monk then continues his flight, sailing past the archon, landing somewhere underneath the palanquin, out of sight. Before he vanishes, for the briefest of moments, you catch sight of him. This bare-chested monk is covered in raised scar tissue. You recall seeing him earlier in the Golden Tent. This was the silent monk who appeared to command the others.


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

    This time, few are surprised when the ex-barkeep rifles off an expert shot from his trademark crossbow. Moon’s bolt flies true, but at the last moment, the blurred figure catches it with one hand – while still flying through the air. He then contracts his hand into a fist, crushing the shaft in an explosion of splinters. All the while, he still flies vertically towards Noorulahn, eternal guardian of the Brightest Garden Gate of Salaphiel. The lantern archon is trying to back away, by adding to its elevation, but its levitation is too slow. Its escape will fail.

    This monk, has the Deflect Arrows feat.

    Double drat!


    “Hark! Celestial serpent, portalled by the Potentate!” It is the perfect crystaline voice of Noorulahn. Mr. Squeeze’s head immediately snaps up. You did not know that archons speak snake.

    “The devil-man has fled behind the ankle of the golem,” Noorulahn continues. Not only does he speak snake, Mr. Squeeze apparently understands and obeys. He immediately moves on the attack. With a threatening hiss, the serpent uncoils and then slides over the side of the palanquin in a fleshy wave, descending on the hunt once more.

    OOC: True Speech is a very handy ability. Though you cannot speak it yourself, both you and Mr. Squeeze understand it perfectly.

    Noorulahn though has yet more advice still. “Quickly! He is a power of true evil – use your channel to the celestial realm. Strike him with your smite!”

    “Here, I will mark his hidden position with my lance.” The eternal guardian of the Brightest Garden Gate of Salaphiel fires a tightly focussed ray at the unseen target beneath the palanquin. The radiant beam makes no sound.

    I am beginning to see why celestial angels use lantern archons to help coordinate battles. Both Noorhalan and Mr. Squeeze’s attacks take place outside the Kurgentate’s vision though, so no die rolls are shown. If Master Soan was hit, he didn’t make any sounds in reaction. Hmmmm, perhaps he died instantly.

    Hurgah is up!


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

    His strength bolstered by the potion, Hurgah invokes the power of Klimachtahn for the second time today. With a series of audible pops, his muscles and bones expand, and the half-orc's mass suddenly fills most of the platform. He hefts his greataxe in both hands, and although his breathing is still labored, he looks more than ready to tussle with the master monk.

    Cast enlarge person as a standard action and draw greataxe.

    Status: hp: 66/72, AC 17, DR 2/-, rage spent: 11 of 15, fatigued until round 16.


    "A Split-Second Decision"

    Donkor Sooron wrote:

    Sooron realizes that he is likely at Pharasma's fated end, he attempts to stoically accept that this is the time. Failing that, he at least attempts not to show his fear to his captors.

    "Sceptre, I'd be glad to have a friendly chat with you, just calm down and put away your weapons and we'll talk".

    Attempt to cast Calm Emotions. Shouldn't need to touch a holy symbol with my birthmark trait, but I suspect I'll be a pincushion before the spell comes off at any rate. :)

    -----

    Here’s the bad news. All three of Donkor’s assailants have taken readied actions. They all trigger as soon as Donkor starts to move. They’re going first. Sooron will have to hope to survive their attacks and then make what will likely be an astronomical Concentration check in order for his spell to actually get off successfully – and that’s before the saving throws.

    But! I am very intrigued by Mr. Monotony’s point about Donkor’s birthmark trait. Sceptre has indeed made a mistake (as did the GM!) – everyone’s watching for his holy symbol, but Donkor doesn’t actually need it. He has a sliver of an edge here, and now he’s looking to capitalize on it.

    With this in mind, we’re going to change it up. Let’s have initiative after all. However, I am going to give them all +4 bonuses for their readied actions and the fact that they’ve literally got the drop on him. It’s conceivable, though unlikely, that Donkor could confuse them long enough to get his spell off.

    Wouldn’t it be cool if Donkor was saved by his birthmark. How often does choice of trait become a game changer?


    In the distance, one of the troop masses launches forward at a run. They holler something which can’t be discerned at this distance, likely a war cry. The second group is hustling behind them. The last group remains stationary, in reserve.

    And then this happens:

    Hurgah the Reaver wrote:
    His strength bolstered by the potion, Hurgah invokes the power of Klimachtahn for the second time today. With a series of audible pops, his muscles and bones expand, and the half-orc's mass suddenly fills most of the platform. He hefts his greataxe in both hands, and although his breathing is still labored, he looks more than ready to tussle with the master monk.

    As always, thanks for that handy status tracker.


    "The Distraction" Round 14
    .
    .
    .

    Moonpate, Mr. Sssqueeze, and Noorulahn: 9+

    Karek and 'the whip': 9-

    Master Soan: 9--

    Troops in the distance: 7

    Hurgah: 6


    Male Human Cleric/8

    That works for me, and was a better bet than I was expecting. Sadly, Donkor's initiative is not his most remarkable ability. :)

    1d20 - 2 ⇒ (20) - 2 = 18

    Ha! Not a terribly unfortunate time to toss out a 20. :)


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

    "The Distraction" Round 14

    Let's get our ride cookin' again. Full speed order to the Dune Squad Buggy. Moon will drop the crossbow on the chair and grab his club hanging at his waist, keeping one hand free for possible spell casting. So, basically delay attack or spell action. I imagine our nemesis will be joining us on board very soon.


    Moonpate wrote:
    Let's get our ride cookin' again. Full speed order to the Dune Squad Buggy. Moon will drop the crossbow on the chair and grab his club hanging at his waist, keeping one hand free for possible spell casting. So, basically delay attack or spell action. I imagine our nemesis will be joining us on board very soon.

    -----

    OK, the Potentate is going on delay - just let me know when you want to jump back in and you can have at em.

    I would quibble and say if the Potentate's going on delay he can't issue mental commands to the golem, but since he's already traveling at his full Speed of 20 feet, Moonpate doesn't need to. (I think you and I may have miscommunicated with respect to the Speed you wanted, but it didn't make a difference).

    In any event, when he comes back into initiative he can drop his crossbow as a free action and grab his club as part of a move action. Then he can cast or swing.

    Karek?


    Male Dwarf Barbarian (Breaker) 8

    Karek watches the monk deflect his shot, hardly impressed, and tosses down his bow almost with a sigh of relief. Instead, he draws his much-beloved hammer and peers over the side of the golem. Whether or not he can see the monk, he unfurls the ladder from the side of the golem, and awaits the presence of the enemy.


    Donkor Sooron wrote:

    That works for me, and was a better bet than I was expecting. Sadly, Donkor's initiative is not his most remarkable ability. :)

    1d20-2

    Ha! Not a terribly unfortunate time to toss out a 20. :)

    -----

    Wow!

    ‘Wow’ initiative is indeed not his strong suit and ‘wow’ that he rolled awesomely enough that he could still conceivably pull this off. The math is still against him – Sceptre’s built to beat his man to the draw.

    Initiative roll for Sceptre: 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18

    Initiative roll for Shrine of Horns monks: 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14

    So close Montony! Although Donkor has tied him, Sceptre's modifer is superior and it breaks the tie. It is though, very significant that he beat out the monks. More to follow.


    “That’s was a mistake—“ Sceptre says as he fires. A green bolt explodes into Sooron’s chest, originating from the darkness, only a few feet above him. Suddenly a translucent sheathe of emerald encircles Sooron in a skin-tight cocoon, complete with glittering gem-like faucets. It then contracts even further, crushing him within the confines of its prison.

    It’s a hold person spell. Donkor will need a DC 16 Will Save.

    “Grab em!” orders Sceptre, “It won’t hold him for long.”

    At the same time the night sky above Donkor begins to warp and Sceptre’s form slowly materializes as his enchanted cloak of shadows drifts away into nothingness. Donkor can see the evoker-assassin standing over top of him, his legs straddling the edges of the coffin – I mean hollowed boulder. Sceptre is holding his deadly wand rifle, his notorious trade-mark weapon, which Donkor has seen in action before. A thin trail of smoke rises from the copper wand loaded in the rifle’s barrel. A second wand is just below it, ready to be cycled into place so it can be brought to bear as well.

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