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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Halstadt Morgrym wrote:
Do we have a count of how many there are?

The creatures are attacking so fast, it's really just a blur to Halstadt right now.

OOC: There's 10, but Hal doesn't quite have a grip on that yet.


Karek Kogan wrote:

Finally! Do we have a map?

For now, I’m going to dare to try this without maps – or at least without a grid. We’ll do this classic PBP style which, not unlike 2E, is chaos. But fun chaos.

There's positives to both, but right now I want to see if I can get the PCs off the chess board and into the action of the storyline.

In order to avoid endless arguments and backtracking, I’m invoking an old 1E-2E rule: when in doubt, your PC is wherever the GM has him in his head. This means you could get the shaft every now and then and I’ll try to minimize it. You can help by describing where you want your PC to be in relation to your enemies and allies as best you can. If I can get to it, once the lines have been drawn, I’ll throw up a sketch map on Picasa. I’ll probably try a grid next combat to see what I think of it.

After the combat, people should feel free to post their thoughts in the discussion thread.


Karek Kogan wrote:


My guess (my hope?) is that the answer is less than 11 - which means I'm not actually flat-footed. I just seem like it.

Ah! Yes of course! Always good to remind me of things that like.


Male Dwarf Barbarian (Breaker) 8
Pact Stone GM wrote:


Possibly - one of the neat quirks of the game is that the fast dismount maneuver, which let's you dismount as a free action, has no penalty for a failed attempt. I recommend Karek at least try it when his turn arises. If he makes his DC 20 Ride check, he's off his mount and saves his standard/move action for something else. If he fails his check, which is likely, then yes, it takes a move action, his only action in the surprise round, to dismount.

Ah, yes. I do enjoy the fast dismount option. (Or fast mount option - Legolas in that one scene, anyone?) Unfortunately, it looks like Karek's Ride modifier is something like -4 because of his heavy armor. So that won't really work for him. Ah, well. There's always yelling.

Ere, duggies! Dalia, ged behind me!


Surprise Round:

Gandel draws his scorpion whip and dismounts from Binky as he studies the creatures carefully, trying to figure out their strengths and weaknesses now that he finally sees them.

Free action to draw scorpion whip (Lightning Lasher trait).
Move action to dismount.
Free action: Knowledge check - either arcana, dungeoneering, nature, planes, or religion as all have a +11 bonus: 1d20 + 11 ⇒ (5) + 11 = 16


Female Half-Elf Rogue (spy) 2/Druid (desert) 5

Surprise round:

Thalia weaves her hands from atop the mighty Scimitar, her fingers a blur as she weaves a shimmering globe of orange between her hands. Thalia's hand movements are joined by an strange chanting, unknown, but almost sounding like the crackling of a camp fire.

Her hand shoots out suddenly sending the glowing ball of energy toward on of the beasts, exploding almost on top of the creature, a violent orange glow encompassing the area where the energy exploded.

5d6 ⇒ (2, 4, 3, 5, 2) = 16

Thalia casts fireball at the single creature that is snarling at her, the DC for it's reflex save is DC 18.


<------ GM was too lazy to find me a better avatar. I've got three tusks coming up from the bottom of my mouth! I'm far tougher looking than this.

Also, I don't speak a language, let alone English. I mean c'mon.


Thalia Xian'an wrote:
Thalia weaves her hands from atop the mighty Scimitar, her fingers a blur as she weaves a shimmering globe of orange between her hands. Thalia's hand movements are joined by an strange chanting, unknown, but almost sounding like the crackling of a camp fire.

OOC: nice description!

Thalia Xian'an wrote:
Her hand shoots out suddenly sending the glowing ball of energy toward on of the beasts, exploding almost on top of the creature, a violent orange glow encompassing the area where the energy exploded.
Thalia casts fireball at the single creature that is snarling at her, the DC for it's reflex save is DC 18.

Reflex save for splicer beast: 1d20 + 7 ⇒ (4) + 7 = 11 (FAILS!)

It takes the full 16 points of damage.

There's a brilliant flash of flame and a moment later the creature looks like Wile E. Coyote after succumbing to one of his own bombs, more crispy than terrifying. The beast is, however, still alive. It spares one final glance at Thalia with its cold eyes, resuming its composure, whereupon it then lopes back behind the sand dune from whence it came.

OOC: It uses its surprise round action to retreat - move action - from the current angle it has total cover - no line of sight. Your guess is it is now 60-70 feet away from Thalia.

I invite Thalia to attempt a Sense Motive as she locks eyes with it the moment before its flight.

Next up is the rest of the creatures as they press the attack.


Female Half-Elf Rogue (spy) 2/Druid (desert) 5

Sense Motive = 1d20 + 8 ⇒ (5) + 8 = 13

Meh, probably not enough, but I'm happy I got to do something! ^_^

Thalia stares into the eyes of the strange beast, trying to figure out why this beast, if it is such a thing, is staring at her with inexplicable hatred.


Male Dwarf Barbarian (Breaker) 8
Thalia Xian'an wrote:
Thalia stares into the eyes of the strange beast, trying to figure out why this beast, if it is such a thing, is staring at her with inexplicable hatred.

Thalia, if I ever take the full effect of one of your fireballs, sound tactical decision or not, I might be a little annoyed with you. Just putting that out there. If it's hatred, it's hardly inexplicable. :)


Female Half-Elf Rogue (spy) 2/Druid (desert) 5

Duly noted, now how do you feel about burning hands and flaming spheres? :p In any case, I only hit it with a fireball, its not like I nuked the thing...much...


There are two creatures to the northeast bearing down on the dwarven trio. The first suddenly stops while its partner continues to race forward. The one that stops begins to shake and sudddenly claws at its own body. As Donkor previously attempted to describe, the creature somehow manages to tear itself asunder and a moment later, where there was once one beast there is now two, the copy as every bit as aggressive as the original.

OOC: a “split” ---> a standard action

The beast to the northwest which continued to run, closes the distance towards the dwarves. It appears to settle upon Hal as its target, looking to take advantage of the fact that in the confusion the dwarf has not yet seen it. Gathering speed, it runs closer, looking to tear him from his saddle.

At the same time, an identical beast slips in from the other side, the southeast. The two creatures have coordinated their attacks with the precision of natural pack hunters.

OOC: That’s a move action for each of those beasts. They are 10 feet away from Halstadt and his camel, Khamsin and closing fast, soon to set up a flank. Hal is flatfooted, but with no Dex bonus, his AC is unchanged.


Meanwhile, the second creature that is approaching the dwarves from the southeast pauses. It’s form begins to shudder as the creature bends halfway around and begins to shred at its skin with its tusks. A “split”-second later (poor pun intended), where once was one, there are now two.

OOC: Split! This creature (er, these creatures) remain 50 feet away from the camel train.


To the northwest, two creatures rush in – one has zeroed in on Moonpate, while the other looks to be going for Blinky (or possibly Gandel).

On the opposite side, to the southwest, a pair of creatures are mirroring the movements of their pack brothers to the north in order to trap Moonpate and Gandel in a pincer-like maneuver. They are closing fast!

OOC: No splits here, just move actions. Moonpate now has a splicer beast 10 feet away to his left and right (to the north and south). The same for Gandel.


To the far west, a single creature remains to threaten the rear of the camel train, where Hurgah is. It snarls and barks at the half-orc as it dances forward and back, but it hasn’t come any closer. It remains 50 feet away.

OOC: What the hell? It seems to be waiting for something.


Male Dwarf Barbarian (Breaker) 8

So, thus far.

One beast in front, wounded and fleeing(?) from Thalia.

Two beasts streaking towards Halstadt.

FOUR beasts, where there were once two, hanging out to harass the dwarves.

Four streaking towards Gandel and Moonpate.

One looking at Hurgah.

That division thing could be troublesome. I don't suppose it provokes an attack of opportunity?


That's it for the splicer beast in the surprise round. In fact, there's not a mark on a PC so far - disappointing. Now it's all PCs all the time for the rest of the round.

First up is Hurgah.

Then, Gandel, Karek, Moonpate, Breach and finally Donkor. Then I'll take initiative rolls from Hal and Jason so they can join up for R1.


Now to catch up on a few odds and ends while our players weigh in.

Donkor Sooron wrote:

It seems like majority consensus has us moving forward slowly and cautiously, so I think it's safe to proceed on that basis sir GM? In a table-top game, I would do a lot more discussion on this, but I feel bad that I've already monopolized over 2 days of game time with my slow and cautious approach here. The idea of a caller certainly has merit in speeding things up, but I think it would create hard feelings in the end, if a character ended up dying from the decision of another character.

Not at all. That was quite an entertaining exchange. And the PCs probably gained some valuable intel from it.


Karek Kogan wrote:

So, thus far.

One beast in front, wounded and fleeing(?) from Thalia.

Two beasts streaking towards Halstadt.

FOUR beasts, where there were once two, hanging out to harass the dwarves.

Four streaking towards Gandel and Moonpate.

One looking at Hurgah.

That's a good recap.

Karek Kogan wrote:
That division thing could be troublesome. I don't suppose it provokes an attack of opportunity?

I think Karek should go stand next to one and find out.


Gandel wrote:


Free action: Knowledge check - either arcana, dungeoneering, nature, planes, or religion as all have a +11 bonus: 1d20 + 11

Unfortunately, Gandel has already attempted his Knoweldge check and his brain bank is empty on these guys. He definitely thinks there needs to be an article in the Pathfinder Chronicles on these bizarre beasts for future edification.

I see where you are going with the idea that now that Gandel's seen them this could pave the way to a re-check, but I'm too big a hard-azz.


Thalia Xian'an wrote:

Sense Motive = 1d20 + 8 = 13

Meh, probably not enough, but I'm happy I got to do something! ^_^

Yeah - no info yielded, I'm afraid. Thalia is just happy she drove the creature off and is not under any immediate threat.


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

Hurgah casts Enlarge on himself.


With a guttural roar, the half-orc suddenly doubles in size as strange lights play off of his mystical tattoos. (Thankfully he doesn't ride a camel).

For an instant the creature growling and snapping at him pauses, but then it goes right back to snarling at the giant.


Male Dwarf Cleric 8

"Next time we hunt the beasties!" roars Halstadt.

Hal Initiative 1d20 ⇒ 8


Gandel wrote:


Gandel draws his scorpion whip and dismounts from Binky. . .

OOC: Gandel's move above kicks in. . .

The non-combat trained Blinky is looking a bit distraught, but holding up rather well given the circumstances. He gives his best bark of defiance and prepares to leap at one of the larger creatures barrelling towards him.


Next, the armored Karek executes his dismount.

Karek Kogan wrote:


Ere, duggies! Dalia, ged behind me!

He sees a pair of splicer beasts closing on on Hal from both sides. Four more a short distance away (two to the north, two to the south) that impossibly somehow seem to be multiplying.

OOC: Next up is Moonpate, followed by Breach and lastly Donkor.

P.S. Thanks for the roll for Hal!


Pact Stone GM wrote:
Karek Kogan wrote:

So, thus far.

One beast in front, wounded and fleeing(?) from Thalia.

Two beasts streaking towards Halstadt.

FOUR beasts, where there were once two, hanging out to harass the dwarves.

Four streaking towards Gandel and Moonpate.

One looking at Hurgah.

That's a good recap.

Urp! Sorry - the recap was not quite right. It should read:

"SIX beasts, where there were once four, hanging out to harass the dwarves."

We're up to twelve. . . (that you know of)


Male Dwarf Barbarian (Breaker) 8
Pact Stone GM wrote:


Two beasts streaking towards Halstadt.

FOUR beasts, where there were once two, hanging out to harass the dwarves.

"SIX beasts, where there were once four, hanging out to harass the dwarves."

We're up to twelve. . . (that you know of)

Yes, my recap accounts for 12. The missing two are streaking towards Halstadt. :)


Male Human Cleric/8

Donkor's expression does not change at the sudden appearance of the splicer beasts, except perhaps to grow a little more somber. As the chaos of battle ensues, he clambers slowly off of his mount, gives a quick shake of his head, and mutters, "Huh. Imagine that."


Just while we’re waiting, I realized I never provided a link for a second folder of pictures. Juuuust a few desert shots. They were supposed to set the mood, but now that we’re in combat, it’s a totally different mood.

Link to Desert Photos

Also, advance heads-up: I am going to be away Wednesday and Thursday of next week.


Female Half-Elf Rogue (spy) 2/Druid (desert) 5

No worries, GM, I have a funeral on Wednesday anyway, so I wont be posting anything anyway.

Round 1 Actions

Thalia dares not move Scimitar, just in case the beasts take that as an opportunity to attack.

Thalia talks to the beasts, her voice non threatening, and calming.

"Fear not, for we are not food that you can easily eat, we are bigger and stronger than you think, fear us not, if anything, come with us, we could use the help, you will find many good things to eat where we are going!"

Thalia uses Animal Empathy on these things, hoping that they are beasts or magical beasts, if not, she will prepare (but not cast) burning ahnds, so she can let loose with another fire spell.

Wild Empathy = 1d20 + 10 ⇒ (5) + 10 = 15


Male Dwarf 5 Fighter/2 Rogue

On my turn this happens.

Breach seeing the beast want the fight more the orc the berserker, his toothy smile parts his thick lips. Sliding from his camel's back, Breach draws his axe and shield in one smooth motion. The sun flashes off the brilliant mithral head of Shinsplitter and Skullcrusher seems to vibrate in with the anticipation of battle. Taking up a firm dwarven battle stance, Breach roars,"Let's dance, mutts."


Karek Kogan wrote:


Yes, my recap accounts for 12. The missing two are streaking towards Halstadt. :)

I, ah, was just checking to make sure you were paying attention.

Though, if you would kindly give me a round, perhaps the splicer beast will amend things so that I'm right after all.


We haven’t heard from Phrip or our beloved rotund wizard in a bit, so I’ll step in here just to try to keep things flowing.

“As my Master says, sometimes a small problem in a cask can grow to. . .” Phrip suddenly cuts himself off realizing he recently altered his usual spell selection to match his upcoming plan to meet with Khymrasa. “Ah $^&#! Baldo’s balls!”

As a last second thought he twists in his saddle and aims a chubby finger at an onrushing beast to the north.

Suddenly a massive sphere of water materializes around the onrushing beast.

Reflex save against aqueous orb, requires DC 18 1d20 + 7 ⇒ (1) + 7 = 8 (fails!)

Nonlethal damage in the event of a failed save 2d6 ⇒ (3, 3) = 6

Possible second reflex save against aqueous orb to avoid being engulphed, requires DC 18 1d20 + 7 ⇒ (5) + 7 = 12 (fails!)

The giant marble of fluid sweeps up the splicer beast and ensares it in a twisting churning maze of water. The creature flails away at the water, but it is going nowhere.

OOC: Phrip you are probably all over this, but you can take a move action each round to direct the orb at other targets.


Breach Shattershield wrote:

On my turn this happens.

Breach seeing the beast want the fight more the orc the berserker, his toothy smile parts his thick lips. Sliding from his camel's back, Breach draws his axe and shield in one smooth motion. The sun flashes off the brilliant mithral head of Shinsplitter and Skullcrusher seems to vibrate in with the anticipation of battle. Taking up a firm dwarven battle stance, Breach roars,"Let's dance, mutts."

Breach is up next and he's dismounting.

Since Breach bought all that fancy mithral and darkwood, and he's got armor training and a pretty solid Dex, he might want to give the fast dismount the College try. If he can make the DC 20 Ride check, he does the same action for free and has a standard or move action left over in the surprise round. A long shot to be sure, but no downside. But either way, he's off that camel.


Donkor Sooron wrote:

Donkor's expression does not change at the sudden appearance of the splicer beasts, except perhaps to grow a little more somber. As the chaos of battle ensues, he clambers slowly off of his mount, gives a quick shake of his head, and mutters, "Huh. Imagine that."

The unflappable priest dismounts, ending the surprise round.


Round 1

OK! Round 1 begins.

First, let’s add the initiative roll for Jason who is joining the battle. 1d20 + 6 ⇒ (11) + 6 = 17

That then gives us an order of:

Thalia - 18
Jason - 17 (still flat-footed, but not for long)
Splicer beast - 16
Hurgah - 12
Gandel - 10
Hal - 8 (still flat-footed)
Karek - 6
Moonpate - 4
Breach - 3
Donkor - 2


Thalia Xian'an wrote:
No worries, GM, I have a funeral on Wednesday anyway, so I wont be posting anything anyway.

OOC: Condolences Ekeebe. : (


Let’s talk camels for the moment.

The camels were essentially surprised so they are just waking up now, in round one. Now they are pretty spooked by the sudden presence of unnatural beasts rushing towards them. Your mount acts on your turn.
At the start of your round, if you are on your camel, or holding the reigns, you can make a DC 11 Ride or Handle Animal check to keep it calm (as a free action). If your check fails, the camel is going to flee. That might actually be a good thing, depending on your situation. For example, many of you are off your camels and just letting it run, might help keep it alive and out of the way. If your camel has been calmed and you are riding it, you can move around on it. It has a Speed of 50 and gives you +1 to attack for height advantage over the creatures. The camels are not trained to attack though, so they won’t be biting unless anyone is using the “push” action – something that would be tricky, but not impossible to pull off.

This doesn’t apply to Blinky and Donkor’s Clydesdale. They stay put unless handled otherwise.


Thalia Xian'an wrote:


Thalia dares not move Scimitar, just in case the beasts take that as an opportunity to attack.

Thalia talks to the beasts, her voice non threatening, and calming.

"Fear not, for we are not food that you can easily eat, we are bigger and stronger than you think, fear us not, if anything, come with us, we could use the help, you will find many good things to eat where we are going!"

Thalia uses Animal Empathy on these things, hoping that they are beasts or magical beasts, if not, she will prepare (but not cast) burning ahnds, so she can let loose with another fire spell.

Wild Empathy = 1d20 + 10

Re: Wild Empathy

A few issues here. It's a bit controversial to use this mid-combat. Probably more so after you've lobbed the first fireball. I'm in the camp that it can be done, but not really as an action in a single-round. It takes several rounds, or a feat or special ability that let's you do it quicker, or there's a massive penalty to the attempt. Other problems are that the creatures aren't really looking at Thalia right now and they are a little further away. Also, while you are dead-on on the magical beast call, there's a -4 penalty for that too. All in all, I think when Thalia sizes it up, she thinks it's too difficult, even for someone with her considerable ability, so I'll spare you from expendnig the action on something with too low a chance of success.

Re: Burning hands

Now as to burning hands. She can definitely cast it and hold the spell - perhaps as a readied action to hit the first beast that comes within 15 feet of her.

  • Because she has move actions now, it's also possible to move 10- 15 feet west, next to Karek or Breach and blast one of the beasts racing towards Hal. That way she can actually fire her spell right now, if she wants to. The downside is she will only catch a single creature in the blast, unless she wants to include Hal and his camel in the blast. But at the moment, she seems to be being ignored.

  • Another option is she could ride 40 feet out to the north or south and a little bit west and she could catch 2 beasts in the blast (the ones that just replicated). Unless she kills them though, that would potentially make her an immediate target of two beasts with no one else around for the moment.


  • Male Human Cleric/8
    Pact Stone GM wrote:


    The unflappable priest dismounts, ending the surprise round.

    Oh, he's flapped. I assure you, he is in fact flapped right off.


    Female Half-Elf Rogue (spy) 2/Druid (desert) 5

    I will probably take the moving 40 ft approach, despite the danger of making myself a target, the more I can get within my AoE the better.

    Thalia hold the reigns tight on scimitar, making sure he does not run away or panick despite the creatures surrounding them.

    Handle Animal = 1d20 + 13 ⇒ (15) + 13 = 28


    Donkor Sooron wrote:
    Pact Stone GM wrote:


    The unflappable priest dismounts, ending the surprise round.

    Oh, he's flapped. I assure you, he is in fact flapped right off.

    Correction: The significantly flapped priest dismounts, ending the surprise round.


    Thalia Xian'an wrote:


    Thalia hold the reigns tight on scimitar, making sure he does not run away or panick despite the creatures surrounding them.

    Handle Animal = 1d20 + 13

    With Thalia in control, Scimitar weaves through the battlefield like an old pro.


    Thalia Xian'an wrote:
    I will probably take the moving 40 ft approach, despite the danger of making myself a target, the more I can get within my AoE the better.

    Thalia spurs Scimitar forward and races towards a pair of splicer beasts which appear to have just finished twinning themselves. With sand spraying at Scimitar's heels, Thalia suddenly wheels to the side and with outstretched hands sprays a gout of fire at the two creatures.

    Reflex save for half damage against DC 16 for the first creature 1d20 + 7 ⇒ (1) + 7 = 8 (fails!)

    Reflex save for half damage against DC 16 for the second creature 1d20 + 7 ⇒ (8) + 7 = 15 (just fails!)

    They will both take the full 5d4 damage - roll away. That could turn out to be a pretty efficient result for a level 1 spell.


    Pact Stone GM wrote:

    Let’s talk camels for the moment.

    The camels were essentially surprised so they are just waking up now, in round one. Now they are pretty spooked by the sudden presence of unnatural beasts rushing towards them. Your mount acts on your turn.
    At the start of your round, if you are on your camel, or holding the reigns, you can make a DC 11 Ride or Handle Animal check to keep it calm (as a free action). If your check fails, the camel is going to flee. That might actually be a good thing, depending on your situation. For example, many of you are off your camels and just letting it run, might help keep it alive and out of the way. If your camel has been calmed and you are riding it, you can move around on it. It has a Speed of 50 and gives you +1 to attack for height advantage over the creatures. The camels are not trained to attack though, so they won’t be biting unless anyone is using the “push” action – something that would be tricky, but not impossible to pull off.

    This doesn’t apply to Blinky and Donkor’s Clydesdale. They stay put unless handled otherwise.

    Suppose our Ride check fails. Can we hop off the camel in the same round as a move action or a Ride/Acrobatics check and still be able to do something in the same round?


    Jason Belleson wrote:


    Suppose our Ride check fails. Can we hop off the camel in the same round as a move action or a Ride/Acrobatics check and still be able to do something in the same round?

    Yes. You can roll your check and then decide what you want to do, as you'll know if your camel has panicked or not. If the check fails you can dismount as a move action (and try the fast dismount as a free action) and let it run off - you just can't pick the direction it goes.

    Jason is up - he's in a great spot in terms of positioning. The beasts are all around him, but engaging other party members. In particular just to the west, there's two beasts moving in on Gandel and Blinky. Just further west is one doing likewise to Moonpate (the second being caught in the orb). To the east, is a pair performing the same pincer on Hal.


    Round 1

    Jason pats Beatrix on her neck to keep her calm as the creatures draw closer to them. Surrounded..., he thinks. Perhaps this is the best place to stay for now.
    Ride check: 1d20 + 2 ⇒ (16) + 2 = 18

    He sees several of the beasts moving closer to Gandel and Moonplate. He speaks an incantation and gestures towards the monsters.

    Cast Slow on the creatures to the west (DC 19 Will). I'm not sure how many I can affect with the spell (Target is up to 7 creatures, no two of which can be more than 30 ft. apart). The duration is 7 rounds. Here is a description of the spell:

    Slow:
    An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

    Multiple slow effects don't stack. Slow counters and dispels haste.


    Ha! I just knew you were going to cast slow for me! With five charge moves set to go off in exactly 1 initiative count later (four of which are flanking), this is a pretty close to perfect move. Of course it all depends on how the saves go. The splicer beasts haven't made one yet, and they're overdue. On the other hand, Jason's DCs are quite high.

    He can just barely get six from where he is - though one of the six is already in significant jeopardy from Moonpate's aqueous orb.

    Post to follow


    From atop Beatrix, Jason extends his arms to either side. A moment later strange eldritch ripples shimmer through the air in all directions.

    splicer beast 1 (on Hal, north) attempts a DC 19 Will save 1d20 + 2 ⇒ (1) + 2 = 3 (Fails!)
    splicer beast 2 (on Hal, south) attempts a DC 19 Will save 1d20 + 2 ⇒ (6) + 2 = 8 (Fails!)
    splicer beast 3 (on Gandel, north) attempts a DC 19 Will save 1d20 + 2 ⇒ (15) + 2 = 17 (Fails!)
    splicer beast 4 (on Gandel, south) attempts a DC 19 Will save 1d20 + 2 ⇒ (10) + 2 = 12 (Fails!)
    splicer beast 5 (on Moonpate, south) attempts a DC 19 Will save 1d20 + 2 ⇒ (18) + 2 = 20 (made it.)
    splicer beast 6 (trapped in aqueous orb), attempts a DC 19 Will save 1d20 + 2 ⇒ (19) + 2 = 21 (made it.)

    OOC: Heh. What does Jason have against Moonpate?

    Four of the nearest creatures suddenly slow down as though running in water or though trapped in a dream-like state.

    OOC: If he wants it, Jason still has a move action.

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