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 Cleric 8

Hal steps in front of Breach nodding to the elder dwarf.


Moonpate wrote:
Looking back at the print out from last June of my character, I had two cure mod potions at that time. Used one after the debacle in the Master's Camp. So, unless I have used one since then that I don't remember, I should have the one left.

-----

If you had two, you've got one left - we are all good!

(Now the Potentate just needs to survive until his turn comes up. . .)


Gandel leads the dwarves to the empty stall ahead, darting in and out of the shadows of the tent. No sooner do they depart then the camel begins stamping and braying in protest.

One of the laborers puts down his dice cup and shouts in Osiriani.

Osiriani speakers only:

"Dammit Keltai! What is it now?". . . "I swear I will trade him away for cheap pad wine."

He then rises and swiftly makes his way for the camel's stall. Fortunately, by the time he arrives, Gandel, Hal and Breach have already left, having reached the safety of the new stall.

Safe, assuming they remain quiet. They are now less than 25 paces from the center area of the tent where the other workers are found.


Halstadt Morgrym wrote:
How late in the day is it again? If it is early enough it might behoove us to stay in an empty stall till it gets dark and the sneaking is easier. What do the rest of you think?

-----

The sun is just setting now. With the comparative flatness of the Osirian desert, sun down is a very sudden event here. Halstadt estimates a mere twenty minutes ought to make a big difference to their ability to move around safely. Does he have twenty minutes?


Male Dwarf Cleric 8

I think we have 20 minutes. No big rush if anything we are better off taking our time to accomplish our objectives.


Hurgah the Reaver wrote:

Hurgah reaches into his pack and withdraws his last potion of cure moderate wounds.

"Here, Moonpate. Drink. Heal. We must continue the fight."

That should settle the matter - unless I also used up mine. It's been so long that i don't remember, to be honest - and I'm too lazy to dig through the thread to make sure.

-----

His sheet indicates he started with two. He drank one during the "Behind Enemy Lines" segment (July 16) and one in the current combat (Feb 17). So it looks to me like he's out - unless there's more.


The palanquin golem strides north, as fast as it can, urged on by the commands of the injured Potentate.

From the sands below, all of a sudden two Asmodean monks sit up in the sand, revealing their hidden position of ambush. They are each carrying the end of a pair of ranseurs, each topped with a bladed pentagram. Working together, the shafts of their weapons are set like crossbeams, creating a barrier set at the height of the golem’s ankles. They mean to trip or slow the golem.

Ignorant of the trap, the golem marches straight into it!

[Surprise action]

The monks do not have Improved Trip. However, since the golem does not see them coming it does not get an Attack of opportunity.

Asmodean monk #1, Aid Another attempt in trip attack vs. DC 10: 1d20 + 6 ⇒ (11) + 6 = 17 (successfully aids)

Trip attack against palanquin golem CMD 33: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 (fails)

The attack failed by 10 or more. The monks are themselves tripped.

The golem crashes into the ranseur barrier, dragging it along with him, completely unslowed by the feeble attempt. The monks are battered and dragged along the sand until they finally let go of their ranseurs.

With their attack failed, the two monks split-up heading east and west, each racing back for the cover of the dunes

Move action to stand. Move action – advance 40 feet away. They are both within sight – no cover (yet).


The troops in the distance continue to close the gap, moving decisively faster than the golem. The first cluster of soldiers begins to shout challenges as they storm forward, spears, scimitars and kopesh at the ready. The second group, not too much further behind, consists of archers. A few more 'range finders' zing through the air, two of which arc over the palanquin golem landing on the dune ahead.

The archers are now in range.

OOC: That was a pair of run actions. The archers have range increment penalties, but you could expect a high volume of archer fire next round. Master Soan has also gone this round, but if he did anything you did not see it.


Distraction Team

Karek, Hurgah and Moonpate are now all up, with the same initiative count. You can go in any order you choose, though that will set your order for future rounds.

You all kindly gave me your actions, but I'll check in with you first in case events have caused you to choose a different course.

Moonpate: I've got him retrieving and drinking a potion of cure moderate wounds

Karek: I've got him 'feeding' Moonpate a potion of cure moderate wounds

Hurgah: I think he's freed up now to do something else, if he'd like, not having a potion at hand.


Halstadt Morgrym wrote:
I think we have 20 minutes. No big rush if anything we are better off taking our time to accomplish our objectives.

-----

Alright - we'll have you guys hole up in the stable until it gets dark. That should help a lot.

Let me know what the plan is after that. . .


Can we peek out under the tent from the stall that we're hiding in? If so, what direction are we facing? Can we see anything of the rest of the encampment? Or the Kurgentate's battle in the distance? Or any sign of Donkor's predicament?


Male Dwarf Cleric 8

I think our strategy from last page still satnds, we want to hit all those points in the camp so we have a good frame of reference for where things are. If Gandel can peek under the flap that would be a great way for us to watch them undetected.


Male Half-orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1/Dragon Disciple 3
Pact Stone GM wrote:
Hurgah: I think he's freed up now to do something else, if he'd like, not having a potion at hand.

Expecting an attack to come, Hurgah focuses all his attention on maintaining a balanced stance, ready to deflect incoming arrows or blows.

Total defense action


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

Distraction Team

Karek, Hurgah and Moonpate are now all up, with the same initiative count. You can go in any order you choose, though that will set your order for future rounds.

You all kindly gave me your actions, but I'll check in with you first in case events have caused you to choose a different course.

Moonpate: I've got him retrieving and drinking a potion of cure moderate wounds

Karek: I've got him 'feeding' Moonpate a potion of cure moderate wounds

Hurgah: I think he's freed up now to do something else, if he'd like, not having a potion at hand.

Sounds good to me.

And I believe my archon friend will zing by for an Aid spell on the Pate.


Gandel wrote:
Can we peek out under the tent from the stall that we're hiding in? If so, what direction are we facing? Can we see anything of the rest of the encampment? Or the Kurgentate's battle in the distance? Or any sign of Donkor's predicament?

-----

Unfortunately not, the new stall is closer to the center of the tent and is not adjacent to the tent wall itself. It may be possible for Gandel to leave the stall and risk creeping over to the tent wall unseen and give it a try. The workers have gone back to their leisure. Gandel could select any of the four directions to do this.

In the meantime, while you wait for the comfort of the cover of darkness, a build beast in an adjascent stall casually spits a fist-sized gob of acid into your stall. You can’t tell if it is angered by your presence or if it is just saying “hello”. Regardless, it then turns to the side as its attention is caught by the strange bellow of another of the gigantic bugs. You watch as the acid gob slowly burns a tiny hole in the sandy floor, deeper and deeper into the ground. Truly, these creatures are unsafe.


As the acid eats the floor away, Breach simply looks to the others and says, "Remind me to avoid those critters, lads."


“Pounding it Back”

This is one of those crazy intersections between the rules and logic. If Moon is using a standard action to drink a potion, can Karek use his own standard action to “feed” him a second one that same round? Could 50 people line up and feed Moonpate fifty potions in a six second round?

Let’s just look the other way on this for the moment – the Potentate is a very experienced drinker after all and the party is expending valuable consumables to make this happen. But just don’t prohibit me from revisiting this if it gets carried away.

So Moon – I believe you have some die rolling to do: 4d8+6 points of healing coming your way!

I’ll handle the archon's aid attempt in a separate post to come.


Male Dwarf Barbarian (Breaker) 8

Does Moon have up a Protection from Arrows? It may come in handy about now. Karek will follow through with the potion, unless it turns out Moonpate is healthy enough after downing his own. If Moonpate doesn't feel like he needs more health, then Karek will attempt to apply his action to defending Moonpate - supplying him with more cover, perhaps? Depending on whether Moonpate gets attacked again this round it may be time to go.


Male Dwarf Barbarian (Breaker) 8

Let's do the 2d6+3 and see where that gets you first. If you feel like you need it, you can have mine, too. Remember, this is our last healing potion, though, so try not to waste it. Maybe it would be better used on your unconcious body next turn!


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

“Pounding it Back”

This is one of those crazy intersections between the rules and logic. If Moon is using a standard action to drink a potion, can Karek use his own standard action to “feed” him a second one that same round? Could 50 people line up and feed Moonpate fifty potions in a six second round?

Let’s just look the other way on this for the moment – the Potentate is a very experienced drinker after all and the party is expending valuable consumables to make this happen. But just don’t prohibit me from revisiting this if it gets carried away.

So Moon – I believe you have some die rolling to do: 4d8+6 points of healing coming your way!

I’ll handle the archon's aid attempt in a separate post to come.

I like the "experienced drinker" part. His middle name can be Chug.

Ok, Healing Potion #1: 2d8 + 3 ⇒ (1, 4) + 3 = 8


Male Human Wizard Level 8 - Conjurer
Karek Kogan wrote:
Let's do the 2d6+3 and see where that gets you first. If you feel like you need it, you can have mine, too. Remember, this is our last healing potion, though, so try not to waste it. Maybe it would be better used on your unconcious body next turn!

I do have Pro From Arrows active, and I am fine with saving the last potion for later. The Aid spell should help too.


Moon "Chug" Pate sits on the throne-like chair of the stone palanquin, its high back chair covering at least part of his rotund form. The armoured Karek stands over him, doing his best to form a cocoon over the ailing wizard. The Potentate uses the brief respite to draw out his last potion* and swallow it savouring the life-bearing liquid.

Meanwhile Hurgah mans the deck, ready to respond to the anticipated hail of arrows. (Insert ‘fight in the shade’ reference here.)

We’ll give Moonpate a full cover bonus, +4 AC. I considered the ‘Karek Kacoon’ might further provide an Aid Another bonus, which can give +2 to AC, but it only applies to a single opponent that must be specified and that opponent needs to be engaged in melee.

Moonpate also recalls his summoned lantern archon, Noorulahn, who cuts his scouting activity short and races back to the palanquin for healing duties. The helm-sized sphere of light blasts across the sky and hovers over the chair. It fires a golden beam at the wizard providing him with a second burst of vitality.

Aid spell from a third level caster: 1d8 + 3 ⇒ (7) + 3 = 10 temporary hit points, and +1 to attack rolls and saves versus fear effects for the next 3 minutes.

*If only Chug had a magic mug that created potions.


"The Distraction" Round 18
.
.
.
.
Skyward spellcaster (?)
Fleeing Asmodean Monks: 14
Master Soan: 9
Osirion’s finest: 7
Moonpate, Noorulahn, Hurgah and Karek (and whip), and palanquin golem: 6


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

"The Distraction" Round 18

.
.
.
.
Skyward spellcaster (?)
Fleeing Asmodean Monks: 14
Master Soan: 9
Osirion’s finest: 7
Moonpate, Noorulahn, Hurgah and Karek (and whip), and palanquin golem: 6

What's the approximate range of the two groups of Osirion's finest. Trying to gauge if any of them are worthy of a Potentate spell yet. I've got a potent Break Wind spell and a Black Tentacles of Eye Popping Doom in reserve. The idea being to use one or both of those to help cover our eventual strategic withdrawal.


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

We need to adjust our plan. As long as there is someone watching us from above, we will be easy to track, even if we use magic to jump clear," Hurgah growls.


Moonpate wrote:
What's the approximate range of the two groups of Osirion's finest. Trying to gauge if any of them are worthy of a Potentate spell yet. I've got a potent Break Wind spell and a Black Tentacles of Eye Popping Doom in reserve. The idea being to use one or both of those to help cover our eventual strategic withdrawal.

-----

I know - I can tell you've been dying to unleash black tentacles on a densely packed group of low BAB soldiers for like 10 rounds now. They should be very susceptible.

Unfortunately, both spells are medium range, which for Moonpate is 170 feet.

Hard to know for certain, but based on their current pace and yours, the first pack of soldiers should run into that range next round. The trailing group with bows, is just under 300 feet now. They don't look they will come into range any time soon, you would need to turn the golem around and charge south instead.


Hurgah the Reaver wrote:
We need to adjust our plan. As long as there is someone watching us from above, we will be easy to track, even if we use magic to jump clear," Hurgah growls.

-----

From out of nowhere, an irritated voice with an Osirian accent sighs in Hurgah’s ear.

“This was a plan!?”

"No one else will track you – I’ll see to that. But I’m not going to stand by and watch your wizard’s summoned creatures slaughter my countrymen much longer."

"Final final warning. And what did you do with the Sooron?"

If Moonpate or Karek succeed on a DC 25 Perception check (as a free action) they will hear this as well.


Meanwhile back at the smelly tent,

A peaceful twenty minutes later and the sun has vanished. The desert begins to grow cold - a transformation you have observed is rather rapid in the desert. The laborers have lit a small shuttered lamp in the center of the tent, something Breach knows from experience renders humans virtually blind to the outside world.

You watch a trio of handlers enter the tent and remove a Build Beast. They attach a giant scoop-like device to the creature's head and shoulders with a massive harness and then guide it away. Once they are gone, the tent falls quiet save for the braying of the camels.

Where to next?


Male Dwarf Cleric 8

Is there any way that Gandel can steal some clothing lying around in this tent? Our disguises may work in the dark where it is hard to see. After that I wanted to proceed to the dig site to get a better look at it. I would also like to spend some time if possible just observing the surroundings getting a sense of the location of guards, the timing of patrols and anything else that seems relevant including if possible a look at the entrabnce to the complex. After that Breach had wanted to get a peek into area G on the map. Anyone else have anything they think we shoudl do?


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

If Moonpate or Karek succeed on a DC 25 Perception check (as a free action) they will hear this as well.

Perception Check: 1d20 + 4 ⇒ (12) + 4 = 16


Halstadt Morgrym wrote:
Is there any way that Gandel can steal some clothing lying around in this tent? Our disguises may work in the dark where it is hard to see.

-----

The only sets of clothing you can see is on the four laborers in the central area of the tent. Presumably this would require you to first subdue them.

Another option is to swipe a few of the tattered and smelly horse blankets throughout the stable. With the cool air, being wrapped in a blanket shouldn't look too suspicious and may help hide a lot of your bulk. You certainly won't be fashion magnates though and the Small-sized Gandel will wind up looking something like a jawa with a patch-work bridal train.


Male Dwarf Barbarian (Breaker) 8

Dude's got us there.

Perception: 1d20 + 12 ⇒ (17) + 12 = 29.


Male Dwarf Barbarian (Breaker) 8

Karek glances at Hurgah in confusion, then irritation, as he realizes the work of the mage. Then he remembers something. Da Sand Sage offers you redreed, bud says stob killing his men. Bull your bunches. He hades da monks, doo.

He doesn't, however, trust a spellcaster's words enough to suggest jumping away. A drab. Karek adds, as if it weren't obvious.


"Alright, they're gone. Now's the time for us ta move."

That all sounds about right to me.


Male Human Wizard Level 8 - Conjurer
Karek Kogan wrote:

Karek glances at Hurgah in confusion, then irritation, as he realizes the work of the mage. Then he remembers something. Da Sand Sage offers you redreed, bud says stob killing his men. Bull your bunches. He hades da monks, doo.

He doesn't, however, trust a spellcaster's words enough to suggest jumping away. A drab. Karek adds, as if it weren't obvious.

Dazed from the recent fireball blast and concerned with attacks from every angle, Moonpate fails to hear whatever it is that Karek and Hurgah are talking about.

"What are you talking about? Of course we're trapped and can be easily tracked by that flying wizard. But I don't see that we have much choice in changing our plan. We can't be captured by those infernal monks!"


Male Dwarf Barbarian (Breaker) 8

Da Sand Sage dalked do us. 'E says dey won'd follow us. 'Dop killin' 'is men.


Male Human Wizard Level 8 - Conjurer
Karek Kogan wrote:
Da Sand Sage dalked do us. 'E says dey won'd follow us. 'Dop killin' 'is men.

"What? He's here?" In a harsh whisper, Moon tries to address the invisible mage.

"We are not interested in killing your men, but neither will we let those devil monks capture us, or put our trust in those who court with these Cheliaxians!"

Moon keeps a tight grip on his club and keeps scanning for the monks. "Noorulahn, blast those devil servants and keep them off us."


Pact Stone GM wrote:
...Gandel will wind up looking something like a jawa with a patch-work bridal train.

I love that visual!

I vote we go with the horse blankets and try to get a visual on the dig site, along with the rest of Hal's suggestion.

Alternatively, we could try to steal a Build Beast and sow some chaos...


Moonpate wrote:
Moon keeps a tight grip on his club and keeps scanning for the monks. "Noorulahn, blast those devil servants and keep them off us."

-----

Scanning is difficult when he’s underneath the Karek Kacoon. However, he can see the two monks who had the rather comedic failed trip attempt against the golem. They continue to flee. One runs south east, the other runs southwest.

They each take a move action to advance another 40 feet and drop out of sight behind the nearest dune. If they use their standard actions, you don't see it.

Where are the rest of the monks? And where is the super-monk leader guy? Have they gone yeller?


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

The soldiers are nothing to me - if they get in my way, they will bleed. But I will tear that devil monk limb from limb. Hurgah growls.


“Cometh the Fusillade”

A black cloud forms in the sky. Inside it, dozens and dozens of screaming arrows twist and wind in a dizzying pattern. A soon as the arrows reach the apex of their flight they arc downwards, sailing towards the top of the palanquin like diving birds of prey

The arrows land like a hailstorm. The stone palanquin rattles over and over as more and more arrows crash down upon it, their heads shattering on the stone. The thundering noise is punctuated by the sharper ‘ting’ as the arrows bounce off of Karek’s armored back as he leans over the wizard. In the sand behind you is a trail of yet more arrows, their business ends buried in the sand with their bright colored fletching marking the trail of the golem as it steadily plods away.

Due to the sheer volume I am going to structure this a bit differently than normal. There are 13 arrows fired at Moonpate, 13 at Karek and 14 at Hurgah.

Moonpate the Potentate

1. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (18) + 3 - 1 - 2 - 2 = 16 (“miss”)

2. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (20) + 3 - 1 - 2 - 2 = 18 (“hit/threat”)

3. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (7) + 3 - 1 - 2 - 2 = 5 (“miss”)

4. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (8) + 3 - 1 - 2 - 2 = 6 (“miss”)

5. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (19) + 3 - 1 - 2 - 2 = 17 (“miss”)

6. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (16) + 3 - 1 - 2 - 2 = 14 (“miss”)

7. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (16) + 3 - 1 - 2 - 2 = 14 (“miss”)

8. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (1) + 3 - 1 - 2 - 2 = -1 (“miss”)

9. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (15) + 3 - 1 - 2 - 2 = 13 (“miss”)

10. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (14) + 3 - 1 - 2 - 2 = 12 (“miss”)

11. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (6) + 3 - 1 - 2 - 2 = 4 (“miss”)

12. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (7) + 3 - 1 - 2 - 2 = 5 (“miss”)

13. Arrow fire with Deadly Aim and with penalties for two range increments at Moonpate the Potentate AC 24 (including a +4 bonus for cover): 1d20 + 3 - 1 - 2 - 2 ⇒ (14) + 3 - 1 - 2 - 2 = 12 (“miss”)

Karek Kogan

1. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (6) + 3 - 1 - 2 - 2 = 4 (“miss”)

2. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (20) + 3 - 1 - 2 - 2 = 18 (“hit/threat”)

3. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (4) + 3 - 1 - 2 - 2 = 2 (“miss”)

4. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (9) + 3 - 1 - 2 - 2 = 7 (“miss”)

5. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (12) + 3 - 1 - 2 - 2 = 10 (“miss”)

6. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (12) + 3 - 1 - 2 - 2 = 10 (“miss”)

7. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (17) + 3 - 1 - 2 - 2 = 15 (“miss”)

8. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (10) + 3 - 1 - 2 - 2 = 8 (“miss”)

9. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (1) + 3 - 1 - 2 - 2 = -1 (“miss”)

10. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (5) + 3 - 1 - 2 - 2 = 3 (“miss”)

11. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (15) + 3 - 1 - 2 - 2 = 13 (“miss”)

12. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (14) + 3 - 1 - 2 - 2 = 12 (“miss”)

13. Arrow fire with Deadly Aim and with penalties for two range increments at Karek Kogan AC 22: 1d20 + 3 - 1 - 2 - 2 ⇒ (14) + 3 - 1 - 2 - 2 = 12 (“miss”)

Hurgah the Reaver

1. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (18) + 3 - 1 - 2 - 2 = 16 (“miss”)

2. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (19) + 3 - 1 - 2 - 2 = 17 (“miss”)

3. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (18) + 3 - 1 - 2 - 2 = 16 (“miss”)

4. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (16) + 3 - 1 - 2 - 2 = 14 (“miss”)

5. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (2) + 3 - 1 - 2 - 2 = 0 (“miss”)

6. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (16) + 3 - 1 - 2 - 2 = 14 (“miss”)

7. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (20) + 3 - 1 - 2 - 2 = 18 (“hit/threat”)

8. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (3) + 3 - 1 - 2 - 2 = 1 (“miss”)

9. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (6) + 3 - 1 - 2 - 2 = 4 (“miss”)

10. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (3) + 3 - 1 - 2 - 2 = 1 (“miss”)

11. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (8) + 3 - 1 - 2 - 2 = 6 (“miss”)

12. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (5) + 3 - 1 - 2 - 2 = 3 (“miss”)

13. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (4) + 3 - 1 - 2 - 2 = 2 (“miss”)

14. Arrow fire with Deadly Aim and with penalties for two range increments at Hurgah the Reaver AC 21 (including a +4 dodge bonus for total defense): 1d20 + 3 - 1 - 2 - 2 ⇒ (18) + 3 - 1 - 2 - 2 = 16 (“miss”)

Confirmation Rolls

Confirmation roll vs Moonpate the Potentate: 1d20 + 3 - 1 - 2 - 2 ⇒ (15) + 3 - 1 - 2 - 2 = 13 (“fails”)

Confirmation roll vs Karek Kogan: 1d20 + 3 - 1 - 2 - 2 ⇒ (2) + 3 - 1 - 2 - 2 = 0 (“fails”)

Confirmation roll vs Hurgah the Reaver: 1d20 + 3 - 1 - 2 - 2 ⇒ (1) + 3 - 1 - 2 - 2 = -1 (“fails”)

Damage Rolls

Damage for arrow that hit Moonpate the Potentate: 1d8 + 2 ⇒ (6) + 2 = 8 (absorbed by Moonpate's protection from arrows spell - he can take another 62 points of missile weapon damage)

Damage for arrow that hit Karek Kogan: 1d8 + 2 ⇒ (4) + 2 = 6 (reduced to 5 points of damage with damage reduction)

Damage for arrow that hit Hurgah the Reaver: 1d8 + 2 ⇒ (1) + 2 = 3 (reduced to one point of damage with damage reduction)

Looks like paint scratches to me.


"Headed to the Dig Site"

Tiny hands grab at the blankets in the darkness. A couple camels are relieved of their warmers while a ratty spare quilt disappears. Minutes later, three figures quietly depart from under the tent and find themselves outside in the desert air. Once a patrol passes by, the trio makes its way northwest towards the gigantic hole in the earth in the camp’s center. Even this far away you can see that the lip of the hole has been lit up with many torch staffs and slaves and soldiers mill about the area. This far away, the torches should provide an advantage, the humans in the light should not be able to see beyond the confines of their light.

A well tread path leads between the great hole and the stable area. You suspect many a Build Beast and camel has been lead back and forth along this way. The first time the infiltration team passes a group of workers headed the opposite direction, they are nervous. Their disguises consist of little more than blankets and Gandel looks nothing if not conspicuous. However, the workmen pass right by without a care. It appears once inside the camp, the slaves at least have little reason to question the presence of anyone.

Better still, there are few guards here. Most it seems are patrolling the border of the camp, not the inside. You are quick to note two exceptions, however. The first is the Master Camp to the northwest beyond the dig site. The palisade remains guarded--perhaps even more so since your last visit. The second is the dig site itself. As you make your way closer, you can see that checkpoints have been set up along each of the four major routes that lead to it. You will either have to devise a plan to pass through one, or return to hiding amongst the dunes in hopes you can get close enough to take a look. Skulking around the dunes though would negate any advantage from your disguise.

One more item of note: on the trail you are currently on, headed northwest, there appears to be a pair of life-sized statues on the right-hand side of the road. You can’t make them out from here. They are halfway between the dig-site and the stables. Finally, a larger group of workers are slowly making their way up the path behind you. They appear to be ushering a build beast up the path. The creature has been outfitted with a massive tank, presumably filled (or to be filled) with water.


Meanwhile, back at the melee. . .

The forward team of soldiers continue to race forward, emboldened by the arrow shower flaying overhead. They continue to close the gap. The palanquin golem will soon be overrun and swarmed.

They are not in range yet there Phrip! Still on track for next round though.

Dune Squad is up!


Having delivered his healing charge to Moonpate, Noorulahn sets out to resume his scouting duties to re-ascertain the positions of the monk – one particularly deadly monk in particular.

He does not get far.

“Beware! I sense the presence of evil under the palanquin,” the archon cries.

“We’ve got stowaways! I count four.”

Looks like that sub-optimal trip attempt on the golem may have been a diversion.

OOC: Standard action to re-activate detect evil. The archon then takes a move action to fly outwards and then down 10 feet to take a look at the underside and see if it can employ it's ray attacks. It remains 40 feet away from the golem for now though, for safety. This gives it an altitude of about twenty feet. Noorhalan is not eager to be within Master Soan’s leaping distance.


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

Having delivered his healing charge to Moonpate, Noorulahn sets out to resume his scouting duties to re-ascertain the positions of the monk – one particularly deadly monk in particular.

He does not get far.

“Beware! I sense the presence of evil under the palanquin,” the archon cries.

“We’ve got stowaways! I count four.”

Very interesting. One idea is to basically stop the golem, use the Black Tentacles spell centered on us and let them grab the monks. They will either succeed and help take care of that problem, or force the monks to climb up into the palanquin where two irate barbarians can entertain them. It would also serve to keep the oncoming soldiers at bay since I doubt any of them would enter the area of effect. We then dim door away if the fight gets too desperate. Because we are on the palanquin, I would hope that the tentacles won't "see" us as targets. If I understand correctly, the CMB for them would be 12+4 for Augment Summoning, for a total of +16. Is that sufficiently awesome to expect some measure of success against these monks?

Also, I take it Karek's Whip can get in on the action too.
Thoughts, suggestions, rants, knocks upside my head for a foolish idea are all welcome?


Moonpate wrote:
. . . If I understand correctly, the CMB for them would be 12+4 for Augment Summoning, for a total of +16. Is that sufficiently awesome to expect some measure of success against these monks?

-----

Not sure the +4 for the Augment Summoning feat would apply here, I fear. Black tentacles is a conjuration (creation) spell and the feat applies to summon spells. +11 CMD ain't too shabby though.


Male Dwarf Barbarian (Breaker) 8

Yeah, I wouldn't say Augment Summoning adds to the tentacles. I think this might be a great use for the tentacles, if it is agreed that the tentacles wouldn't impair our movement aboard the golem. Looking at his CMD, the golem will not be affected by them. I wonder if the tentacles can pull the offenders off. Anyway, I want to kill monks as much as the next barbarian (Hurgah). But it may be time to get away awfully soon - ideally, before monks are in range of hitting Pate. Especially the boss.

Karek shrugs, and shifts to be ready to repel boarders. Readied action to attack if something comes on up.


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


Karek shrugs, and shifts to be ready to repel boarders. Readied action to attack if something comes on up.

Ditto for Hurgah


Male Dwarf Cleric 8

Hal turns to his companions, "Do we attempt to get close to the site or investigate those statues? I do want to see the dig site a bit closer but getting compromised would not be wise at this point".


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


Karek shrugs, and shifts to be ready to repel boarders. Readied action to attack if something comes on up.
Ditto for Hurgah

Then it looks like it's time to break out the leftover sushi.

Noorulahn's warning snaps Moonpate's attention away from attempting to parlay with the invisible Sand Sage to the more immediate threat from below. Always a quick thinker, Moon realizes what must be done before they have uninvited guests on the palanquin to deal with. Mentally multitasking, he commands the golem to come to a abrupt halt while reaching into a small pocket to quickly pull out one of his dried octopi tentacles he had saved from a delicious wharf-side repast in Sothis. He flings it overboard and performs a quick kata, his arms undulating in a precise pattern, that ends with his thick, wiggling fingers thrusting upwards as he utters the arcane words to transform the sand below into the terrifying black tentacles of the Potentate, "Akht'boot haakim ur!"

And looking up the spell, it seems that the CMB will be 7+4+1 (caster level plus strength and size bonus).

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