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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"Check-Point Charlie-Osiris”

The work crew approaches the dig site, their Build Beast with its cistern in tow, followed closely by three smaller men covered in tattered horse blankets. A pack of guardsmen blockade the way at the point where the trail reaches the outer-rim of the great pit. The guards are armed with khopesh and long spears that glitter in the torchlight. Huge sputtering torch staves ring the pit, each recently lit after the sun disappeared underneath the dunes on the horizon.
The pit itself is almost completely ringed with guards and slave masters - dozens of them. Some of the guards appear to be of rank or station, carrying higher quality weapons than the others. There are also slaves here, though far less than before. The slaves appear to be clearing the last of the dirt from the bottom of the pit. They slowly travel up and down a wide circular ramp of compacted dirt, a path built on the inside of the pit. The path coils around the pit’s inside edge like a helix, presumably all the way down to the bottom.

You cannot yet see what is at the bottom, for the pit is massive indeed. You can only surmise the massive effort involved to bore a hole so large and so deep. You expect though that more torch staves have been placed at the bottom of the pit and perhaps along the ramp – you can see the flickering glow. This is a well-lit construction site.

The guards scrutinize the work crew briefly and tap on the cistern with the butts of their spears, but by the time they circle around to check on the men in the back, they are gone. Now that they think about it, the guards do not recall seeing more than three persons in the crew to begin with. The paths leading to the dig site are rather dark and their count could easily have been mistaken. The guardsmen quickly motion the Build Beast and crew through, both eager to be away from the dangerous acidic creature as well as happy to have water delivered to their many comrades nearby.

The invisible condition provides a +40 bonus to Stealth (+20 when moving). This should give you a good measure of confidence in the Stelath rolls I have made. Absent magical detection you should be very hard to spot. Instead, your main issue now appears to be one of duration. The spell lasts for 30 seconds, 12 of which Gandel expends with two more castings. That leaves only 24 seconds to make your move. Just where do you want to be when those 24 seconds elapse. . .

In the meantime, once beyond the check-point, the Build Beast crew slowly begins to circle the lip of the pit, using a spigot on the Build Beast’s cistern to provide water to the various men gathered here. Although you can tell at least half of the guards are assigned to focus their watch outwards peering into the night, most of the men appear to be staring down in the pit, fascinated by whatever is there.


Karek Kogan wrote:
Having no reasonable method to link creepy little floating eyeballs to their tentative ally, and no reason to give any quarter to creepy little floating eyeballs, Karek swings for the fences.

-----

Although I still can't quite visualize how he swats a flying eyeball with a hammer, that is enough to hit and squash.

Karek's hammer connects and the fluid-filled eye breaks open like an egg. The gooey center vanishes into nothingness before the viscera splashes down on to the palanquin. Before Karek has time to ponder, though, Moonpate completes his haiku and drags him through the portal.


This post is probably more in the nature of a cut-scene, as it is no longer an event that can be witnessed by any of the Dune Squad.

Soan comes off delay.

Suddenly coming out of nowhere, Master Soan leaps forward jabbing his hand straight into the epicenter of the deserted archon.

The Asmodan's claw-shaped hand reaches right into the creature's “heart” and the monk appears to drain archon's the life force. Noorulahn's light begins to dim and a few moments later it turns dark, reduced to an empty shell without a spark.

At the same time, the firelight in the monks eyes seem to grow in strength. The devil monk has taken his prey’s life force and consumed it, using it to further fuel his own power.

Master Soan executing an Acrobatics check with a ki high jump: 1d20 + 63 ⇒ (19) + 63 = 82

Master Soan with a Power Attack, Vital Strike, Spring Attack, unarmed strike with ki steal against the lantern archon’s AC of 15: 1d20 + 13 ⇒ (7) + 13 = 20 (hit)

Potential damage roll for the strike: 2d10 + 8 ⇒ (3, 6) + 8 = 17 (applies)

Noorulahn has DR 10/evil, reducing the damage from 17 to 7. However, in his very wounded condition that is sufficient to polish him off.

The celestial’s destruction, however, provides Master Soan little consolation. His true targets have vanished. His eyes seethe in anger.


Moonpate wrote:

Drawing upon the boon of Akaymarandi and finding inspiration in the sudden audience of the floating eye, the Pate quickly recites a parting haiku and returns the wink just before Karek unleashes his own parting shot as they dive through the arcane rift:

"Devil monks hide in dunes
Flay them, splay them on the sand
Smiling Moon rides forth"

-----

Once Moonpate arrives on the other side of the rift, he discovers his Father's stein has filled to the brim with a bright light orange liquid that bubbles and fizzes as though it were an overly excited acid.

The potion can be identified by a DC 16 Perception check. I'm still of the view this should be Knowledge (arcana) or perhaps Spellcraft, but I'll stick with the rules. Seems wrong that Karek is the most likely to know what it is. . .

P.S. Am I right, as the Haiku suggests, that the plan is still to summon a horse? Or is the getaway now complete?


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


P.S. Am I right, as the Haiku suggests, that the plan is still to summon a horse? Or is the getaway now complete?

Yep. I'm hoping the potion is "Mount". Either way, I'm going to drink it. I will then use the Summon II to bring forth another horse for Karek to ride. I think we need to put significantly more space between us and the distraction scene, riding until darkness can help conceal our movements. We then will need to circle back and try to rendezvous with the rest of our group. Or, find a suitable place to rest, and let the infiltration team find us. The Pate is pretty useless now without any spells.

Perception check: 1d20 + 4 ⇒ (18) + 4 = 22


Male Dwarf Barbarian (Breaker) 8

Perception: 1d20 + 12 ⇒ (19) + 12 = 31

Ah yes, Karek says, with the air of a fine potion connoisseur. Bery cleber, Bade. Didn'd know dad came in poshions.


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

As soon as the trio touches down, Hurgah brings his axe up and about, slowly rotates to scan the desert for potential threats.

"Shame we had to leave before we could engage that devil monk again. I would have liked to show him the color of his entrails. We should move...unless our mysterious flying "friend" has other plans for us", he rumbles.

Hurgah is also pretty dinged up and would feel better with a little rest, to get his spells, rage and natural weapons back up to max.


Moonpate wrote:
Yep. I'm hoping the potion is "Mount". Either way, I'm going to drink it.

Ah! Now I have even more insight into the haiku. That is clever.

Unfortunately, for a spell to be potion-able, it needs to target one or more creatures, so mount, a summoning spell, cannot be a potion. Though, I could be wrong here, the pfrd lists the target for mount as "one mount" which technically meets the definition of a creature. But as I understand it, drinking a potion makes you the target of the spell, meaning it would turn Moonpate into a horse, not summon one, which wouldn't make too much sense for a conjuration.

Regardless of such fun, Moonpate's identification attempt is successful (as is Karek's) and he can see it is not a mount potion; it is a pass without trace potion. Not what he wanted, but not too shabby for a freebie.

Moonpate wrote:
I will then use the Summon II to bring forth another horse for Karek to ride. I think we need to put significantly more space between us and the distraction scene, riding until darkness can help conceal our movements. We then will need to circle back and try to rendezvous with the rest of our group. Or, find a suitable place to rest, and let the infiltration team find us. The Pate is pretty useless now without any spells.

Moonpate can use monster summoning II to summon a celestial light horse. It will last for only one minute though, not like a mount spell that lasts for hours. But perhaps a minute will be enough to put some distance between you and your opposition.


Hurgah the Reaver wrote:
Hurgah is also pretty dinged up and would feel better with a little rest, to get his spells, rage and natural weapons back up to max.

As long as he has enough resources left for when Sceptre finally catches sup with him tonight - right?


Male Half-orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1/Dragon Disciple 3
Pact Stone GM wrote:
Hurgah the Reaver wrote:
Hurgah is also pretty dinged up and would feel better with a little rest, to get his spells, rage and natural weapons back up to max.
As long as he has enough resources left for when Sceptre finally catches sup with him tonight - right?

Fortunately for Hurgah, his greataxe and aura of bad@ssness functions 24/7 - so yeah, he's covered :-D


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


Moonpate can use monster summoning II to summon a celestial light horse. It will last for only one minute though, not like a mount spell that lasts for hours. But perhaps a minute will be enough to put some distance between you and your opposition.

Oh well. I did think it would be odd to down a brew that would summon a horse. No foul in trying though. Not sure how much one pass without trace brew will help us, and summoning one light horse is not going to help much since it wouldn't be able to carry two heavies. Perhaps I can summon a small earth elemental to sweep the tracks of my two comrades as we all hoof it out on foot, heading east.


Male Dwarf Barbarian (Breaker) 8

I have a fly potion, if anyone thinks it will help with anything. I also have our last healing potion.


Male Dwarf Cleric 8

I think it makes sense to move nearest a group of slaves/workers which would be between the guards looking out and the guards looking in. Then we can walk around a bit albeit slowly and get a closer look at things though getting much closer to the entrance seems unlikely just being able to see it would be useful. I am glad we came this far so at least we know how they are arraying themselves.


Halstadt Morgrym wrote:
I think it makes sense to move nearest a group of slaves/workers which would be between the guards looking out and the guards looking in. Then we can walk around a bit albeit slowly and get a closer look at things though getting much closer to the entrance seems unlikely just being able to see it would be useful. I am glad we came this far so at least we know how they are arraying themselves.

-----

Just so I follow what you mean. Do you:

(a) intend to go down the ramp into the excavation pit towards where you believe the pyramid is? Or,

(b) travel around the lip of the dig site and look down the pit to see what is there?

There are groups of slaves available to latch on to in either scenario. For example, if you are not adverse to hauling dirt, it looks like you could try to fit in with the trickle of slaves moving up and down the ramp. If you are prepared to serve water, you could make your way around the lip. There is also a group of slaves at the edge of the pit on the north side which are operating a large mechanical winch which appears to be used to excavate dirt from the pit.

Your sense is if you want to just ‘hang out’ your best bet is pose as guardsmen but that could be even trickier to pull off without an adequate disguise. The dwarves and halfing are feeling very un-human right now.

Gandel feels a familiar pulsing sensation alerting him that his vanish spell is soon to wear off. . .


"Gentlemen, we're about to become visible," Gandel whispers to Breach and Hal. "How about we join the water servers and make a circuit around the edge of the pit? Maybe we could get a good look at that large winch on the north side, too."


"Aye. Let's go."


Karek Kogan wrote:
I have a fly potion, if anyone thinks it will help with anything. I also have our last healing potion.

-----

My rough and ready review suggests that with his exceptional strength Karek could just barely carry Moon and Hurgah with a fly spell. With the heavy load and armor, the trio would be able to move at 80 feet per round. That's faster than the 60 feet you would get running on foot - that last stat assuming you run at the speed of your slowest member as well as potentially court fatigue/exhaustion. It could help you get some distance from your adversaries. The problem is, you've witnessed that those Asmodean monks in are pretty dang fast and travel very light, particularly one monk in particular. Hopefully they do not know where you are - yet.


Moonpate wrote:
Oh well. I did think it would be odd to down a brew that would summon a horse. No foul in trying though. Not sure how much one pass without trace brew will help us, and summoning one light horse is not going to help much since it wouldn't be able to carry two heavies. Perhaps I can summon a small earth elemental to sweep the tracks of my two comrades as we all hoof it out on foot, heading east.

-----

Although I appreciate this is almost farcical, thanks to the wonders of game mechanics, if we give a generous estimate to the PC weights, you can actually triple-back a horse for a short period. It's Speed would be drastically reduced though. Even at a gallop (run action), the triple-backed horse would cover only 105 feet a round. That is though a considerable upgrade from running on foot (60 feet assuming you travel together). The biggest problem is the spell's short duration, you would get the benefit for only a single minute of travel and you might decide you have a better use for the summons, such as Moonpate's patented track-sweeping elemental.


Male Human Wizard Level 8 - Conjurer
Pact Stone GM wrote:
Karek Kogan wrote:
I have a fly potion, if anyone thinks it will help with anything. I also have our last healing potion.

-----

My rough and ready review suggests that with his exceptional strength Karek could just barely carry Moon and Hurgah with a fly spell. With the heavy load and armor, the trio would be able to move at 80 feet per round. That's faster than the 60 feet you would get running on foot - that last stat assuming you run at the speed of your slowest member as well as potentially court fatigue/exhaustion. It could help you get some distance from your adversaries. The problem is, you've witnessed that those Asmodean monks in are pretty dang fast and travel very light, particularly one monk in particular. Hopefully they do not know where you are - yet.

Hmmm...a hilarious flight out of here might be the best solution. Maybe Hurgah should be the one to drink the potion and do the crop dusting.


There is a shimmer in the night air as Gandel’s spell suddenly terminates, exposing the infiltration team. The sudden appearance of three strangers, even in such a crowded area should be immediately apparent to all. However, it helps that the attention of most of those present is focussed elsewhere – specifically on Ahn’Selota. . .

Let’s see how well two grizzled dwarven warriors and an excitable halfling scholar can pull-off the role of water servers. What would help is if you could provide me with a Perform (acting) or Bluff skill check. How hard could it be?


“Behold! Ahn’Selota!

(That, or a really big d4)
-----

It is truly amazing.

Now that the trio has reached the edge of the excavation pit, they can see what is below. Deep down inside the pit is an enchanted pyramid. Whoever sent Khymrasa here on her expedition did not mislead the Exemplar. The pyramid is here indeed, spearing up out of the yawning pit—the top of its piercing tip perhaps a hundred feet below you.

The first inescapable feature of the Osiriani pyramid is that it is somehow composed of transparent stone, making it look like a giant glittering jewel in the firelight of the ring of torches below. You can see right through the pyramid—clear to the other side of the walls of the pit. It is as though the same vanishing magic the halfling employed was somehow reproduced on a grander and more permanent scale. Just as Gandel overheard the Build Beast handlers speak of earlier, the pyramid is indeed invisible. The only reason you can see it at all is that a thin layer of sand has been sprinkled over top of it, disclosing its outline. Also the smoke of the many torches appears to cling to the pyramids walls, betraying the pyramids true dimensions as it wraps around. In particular, there are two great torches at the pyramid’s entrance, both of which give off an unusually thicker smoke. The black smoke appears to serve as a method of exposing the pyramid.

The second feature of the pyramid that jumps out is that the same smoke and sand reveals that the pyramid has no door. Rather, there is a gaping hole on the south side, as though a single massive block of the pyramid were missing, creating a surprisingly simple and plain-looking entranceway. The hole leads to a wide passage which slopes downward into the pyramid, though from your vantage point high above you cannot see where the foreboding shaft leads.

Review on a successful DC 15 Knowledge (history) or DC 20 Knowledge (engineering):

While shaped like a classic pyramid, this pyramid might not actually be all that big. Most Osirian pyramids are designed to impress with the grandeur of their impossible size. Here, you suspect, the builders had a different philosophy. Not only is this pyramid potentially much smaller, it appears its designers intended to camouflage it from observers entirely. In fairness though, since the bottom of the pyramid is not unearthed, it is impossible to know how big it actually is. You assume because the entrance has been exposed, the excavators have reached the pyramid’s bottom or close to it. It is conceivable though that there may yet be more underneath the sand—maybe you are only seeing the very tip.

*I believe Gandel also succeeded on some key Knowledge checks on Ahn’Selota towards the adventure’s outset. While we’ve probably all forgotten that info, Gandel has not, and he shared it with all of the Dune Squad, so feel free to review.

I’ll need Breach, Hal and Gandel to attempt a DC 13 Will save. On a failed roll, the PC is so taken in by the enchanted majesty of the Osirian pyramid that its sudden revelation causes their pulse to race involuntarily and their lungs to reflexively inhale, something that could risk drawing attention. I’ll give you a +2 circumstance bonus because of the majesties you already witnessed in A’Viss—you’re not novices when it comes to unearthly architecture anymore.

On the positive side, discovering a pyramid of such significant legend is such a huge moment for an Osiriontology archivist like Gandel that he gets an XP award just for the act of casting his eyes on it. But since we are splitting all XP awards, the whole party gets the benefit of it.


”Well, well, Look Who’s Here. . .”

In the torchlight below, at the bottom of the pit, you see that the Exemplar Khymrasa is actually here in person. Accompanied by a sizeable entourage, it appears she has come to inspect the pyramid. You also recognize Anyo the Testamentarian. He is near Khymrasa’s side, perhaps relaying a report or whispering advice. You also see a grouping of Asmodean monks down below. They are though keeping towards themselves, standing away from the pyramid. In particular, among the monks of the God-Fiend you spot the raven-haired female Asomdean – you recall seeing her during the battle in the Golden Tent a few days ago.

Lastly, intermingled in the Exemplar’s entourage, you cannot help but notice another striking woman. It is along way down, but you believe you are looking at none other than your ex-compatriot, Thalia Xian’an. If it is her, she is dressed in refinery and jewellery, a much different look than the sand-encrusted desert scout you once traveled with. It occurs to you though that if it is indeed Thalia, she would likely have very little difficulty recognizing the three of you through your thin disguises, even at a distance. You recall well that her eyes were the sharpest among the Dune Squad, her elvin vision affording her a significant advantage on the desert plane, both at night as well as the day. You had best hope her gaze does not travel your way. Thankfully though, for the moment, no doubt like most of the crowd below, Thalia is focused on the grandeur of Ahn’Selota.


Bluff: 1d20 ⇒ 16
Will: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28

Not a bad bluff. Don't know if it's gonna be enough, but, not bad.


Male Dwarf Barbarian (Breaker) 8

My only remaining concern is that of sight. I'm sure they don't know where we are yet - unless the Sand Sage has told them or something. I don't want to do anything to draw attention to ourselves. Do you think we can stay out of sight flying low to the ground?


DC 15 Knowledge (history) check: 1d20 + 12 ⇒ (10) + 12 = 22
DC 13 Will save: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19

"Hmmm... That's interesting..." Gandel muses in hushed tones, unfazed by the pyramid's majestic grandeur as he examines the nearly invisible structure with the critical eye of a trained archaeologist. As he does so, he takes up a water vessel to begin masquerading as a server.
Bluff check: 1d20 + 9 ⇒ (15) + 9 = 24

The halfling scholar shares his observations with his companions in intermittent whispers as they pass from group to group. "While shaped like a classic pyramid, this pyramid might not actually be all that big. Most Osirian pyramids are designed to impress with the grandeur of their impossible size. I suspect that the builders of this pyramid had a different philosophy. Not only is this pyramid potentially much smaller, it appears its designers intended to camouflage it from observers entirely. In fairness though, since the bottom of the pyramid isn't unearthed, it's impossible to know how big it actually is. I assume because the entrance has been exposed, the excavators have reached the pyramid’s bottom or close to it. It's conceivable though that there may yet be more underneath the sand — maybe we're only seeing the very tip."

Gandel's Knowledge of Ahn'Selota:
Ahn'Selota, the fabled Pact Stone Pyramid of the Four Pharaohs of Ascension. During Osirion’s Age of the Black Sphinx in -1500 AR, ancient Osirion was, for a time, ruled by a union of four god-kings known as the Four Pharaohs of Ascension. The Four Pharaohs of Ascension were Anok Fero the Cerulean Pharaoh, Hetshepsu the Fiend Pharaoh, Ankana the Radiant Pharaoh, and the Pharaoh of Numbers, whose true name has been lost to time. Although each pharaoh brought different strengths to their alliance, each was the equal of the other.

The Four Pharaohs commanded their subjects to build Ahn’Selota, a pyramid somewhere near their capital of Tumen. Legends state that Ahn'Selota was the centerpiece of the Four Pharaohs' empire. The Four Pharaohs were supposedly bound by a magical pact that intertwined their fates: they lived together, ruled together, and were fated to die together. Each year the Four Pharaohs would return to Ahn'Selota and renew their mystic bond using an artifact known as the Pact Stone.
Reliable information on Ahn’Selota is almost impossible to come by. In order to protect the secrets within the pyramid, the Four Pharaohs made it a crime to record the pyramid’s location in writing. It's said that the ordinary citizens of Tumen were forbidden to even speak of the pyramid’s existence, even though it may have rested very close to the city itself.

Osiriontologists have virtually no information as to where the Pact Stone came from or how it was made. Some have theorized that the source of the Four Pharaohs’ pact magic was inspired by dark magic originating from the planet Aucturn. Accorting to the stories, Aucturn was intensely studied by the Pharaoh of Numbers, who was an astronomer and an architect with talents centuries ahead of his time.


Male Dwarf Cleric 8

Hal listens to Gandel and nods saying nothing but observing everything as he knows every detail will be crucial to their later success. He grabs a bucket and begins to serve water.
Bluff 1d20 + 2 ⇒ (16) + 2 = 18

The Pyramid is truly impressive and Hals' desire to to right to it and the source of its evil us strong as well.
Will save 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
But years of training has given him an Ironclad will to resist foolish urges.

Hal tries to think back to his history lessons to see if he can remember anything about this place
Knowledge History 1d20 + 5 ⇒ (18) + 5 = 23

Hal also can't help but think of Soroons vision and his own vision from Angradd...


Karek Kogan wrote:
My only remaining concern is that of sight. I'm sure they don't know where we are yet - unless the Sand Sage has told them or something. I don't want to do anything to draw attention to ourselves. Do you think we can stay out of sight flying low to the ground?

-----

In theory the flying party could stretch out like superman and stay far lower than someone running on the ground, perhaps just a couple feet off the ground. But you would then need two more persons to give the flyer a body-hug, which would likely need more clearance, in order to avoid dragging someone on the ground leaving a track, to say nothing of the road rash, so it's probably a wash - equally as low as someone running along the ground, I'd say. It wouldn't look pretty.


On rolling a 16, Breach Shattershield aka Javell wrote:
Not a bad bluff. Don't know if it's gonna be enough, but, not bad.

-----

Unlike most dwarves in Pathfinder I come across, Breach has not 'dump statted' his Charisma. It might now just save his life. We shall see.


Male Dwarf Barbarian (Breaker) 8

Alright. Let's give Hurgah the fly potion, book it in whichever direction away from the camp gives the most dune cover for five minutes without leaving any tracks, and... hope one of the clerics calls us in the morning?


”Hugging Hurgah”

Wasting little time, Karek draws the magic flask from his unusually light backpack and passes it to the half-orc. Hurgah eyes the spiral-shaped flask of bottled air with scepticism only briefly before he pours its near-invisible contents down his throat.
The effect is immediate.

Hurgah’s feet rise up from the sand. Quickly he dives low, before he gives their Dune Squad’s position away. Then, after an awkward moment in which Karek and Moonpate do their best to avoid eye contact, they climb prone, next to the half-orc, and wrap themselves around him as tightly as they possibly can. As soon as they are in place, Hurgah shoots forward like a dart.

Or perhaps like a flying snake. Keeping low the trio slithers through the dunes, doing their best to place distance between themselves and their rather agitated pursuers.

As they worm their way through the dunes, the sun begins to set even lower in the western sky towards Sothis, with great bands of purple and red. The shadows of the individual dunes stretch larger and larger and gradually begin to link-up, providing more and more crevasses to hide. You have seen the desert pull this trick several times now; night falls quickly here and it will soon be dark.

OOC: All right! It looks like I’ll be able to synch the time continuity of the distraction team with the infiltration team! And I don’t think anything “broke”. Now if I could only synch you guys up with Donkor, we’d be wonderful.


Meanwhile back at the dig site under the cover of torchlight. . .

The Build Beast handlers seems confused as to why two old men and a small child have started doing their job for them. And where were they just a minute ago? Gandel overhears them discuss the matter briefly and hears their trace of annoyance, but the watermen ultimately conclude that it is in their best interest not to question their good fortune. They pass the newcomers their water pots and ladles, leaving Hal, Gandel and Breach to circulate amongst the troops. Freed from the task of water distribution themselves, the three handlers use one of the torch staves to start a small fire and begin to heat an over-sized cooking pot at the south-eastern edge of the lip of the pit. With the desert night air, it will be cold soon, and tea will be preferable to the tepid water the trio now distributes. One of the handlers produces a leather bag filled with yellowed Osiriani tea leaves, a weak bitter tasting tea which the locals seem to enjoy.

In the meantime, Breach, Gandel and Hal find that the guards seem less likely to question the presence of a slave who hands them their water. Their acting appears sufficient, for the moment. The guards stationed nearest the great torches dehydrate the quickest, and seem to be the most appreciative. At least “thanks” is what Hal and Breach think the guards are saying. They could just as easily be the recipients of insults and they would be none the wiser.

In any event, the trio's new profession enables them to gradually circulate to the north side of the edge of the pit. There they find the winch Gandel was eyeing earlier. It is a large crank with a mobile pulley, no doubt once used to haul massive amounts of dirt from the pit as Khymrasa’s slave army bored downward for the pyramid in recent days. The winch is designed to be powered by either a Build Beast, a team of horses, or a large group of slaves. Right now though, the winch platform has already been lowered and it rests at the bottom of the pit.

OOC: There’s an opportunity here for Breach (or Gandel) to make a Disable Device check on the winch, if there is interest – something the dwarf had asked about when he first arrived at the camp days earlier with plans of sabotage before his abrupt departure. But even assuming he is still interested in such a thing, exclude his +5 bonus for his goggles of minute seeing unless he intends to actually put them on. The DC is 15, though a 20 will yield more information.


Read only if Gandel, Breach, or Hal watches Thalia and succeeds on both a DC 14 Perception check and a DC 16 Sense Motive check:

When you observe Thalia in the pit below, for the briefest of moments you catch her eye contact. Although she looks away to try to hide it, you know what you saw: she has seen you.

At least now you know the jig is up. All she needs to do now is say the word and the guards will be upon you - an awful lot of them.

But she hasn’t and you don’t know why. She hasn’t lifted a finger. Instead, she seems to be making a deliberate effort try to look away.


As Gandel and the dwarves make their way around the edge of the excavation, the halfling scholar keeps a sharp eye trained on the Exemplar's entourage below - particularly on the Dune Squad's former companion Thalia.
DC 14 Perception check: 1d20 + 12 ⇒ (19) + 12 = 31
DC 16 Sense Motive check: 1d20 + 5 ⇒ (18) + 5 = 23

Pausing by the winch mechanism, Gandel surreptitiuosly reaches into one of the secret pockets of his silk vest and retrieves the magical lockpicks contained therein. The halfling scholar then ducks down behind the cover provided by his companions to set to work examining (and possibly disabling) the mechanism.

Using Master Explorer ability to disable the mechanism in half the normal amount of time (minimum 1 round); taking 10 on the Disable Device check for a total of 27.


Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Sense Motive: 1d20 + 7 ⇒ (20) + 7 = 27

Realizing they've been had, Blast! The traitor has seen us. But why doesn't she alert the guards? She's got us dead ta rights. Breach gives a look of warning to Hal, hoping he understands, as Gandel attempts to disable the mechanism.


Gandel wrote:
Pausing by the winch mechanism, Gandel surreptitiuosly reaches into one of the secret pockets of his silk vest and retrieves the magical lockpicks contained therein. The halfling scholar then ducks down behind the cover provided by his companions to set to work examining (and possibly disabling) the mechanism.

Well I suppose that would be two rolls, one to examine and one for the action, but since Gandel can take 10, I can surmise what that roll would be, which is I think exactly what you are trying to tell me.

With a score like that, manipulating the winch is well within Gandel's skill set (DC 15) and he is further able to hide his work (DC 20). The question then is what would Gandel like to achieve. Does he want to rig the winch so it will no longer rise? Or does he want to rig it to break when in use? Or something else altogether.

The remaining issue is whether Gandel will be spotted. This is a crowded place. Hopefully the pyramid will act as a distraction while Breach and Hal screen Gandel from as many people as possible.


Sooron is having a feverish dream.

At least he hopes it is a dream. The other possibilities are likely worse.

There is a great storm. The waves crescendo upwards and then crash downwards in dizzying patterns. But they are not waves of water. They are waves of sand. It is a moving desert storm.

There is a ship struggling to keep afloat upon the sand. Somehow Donkor knows that his recent comrades are on board. They are being tossed about the current, with each wave threatening to either break the ship apart or suck it deep below the onrushing sandline.

Sooron can also see the ship is gradually heading closer to Pharasma’s Boneyard, the great spiral at the edge of everything. At the same time, the ship travels closer to him as well, growing ever larger. When Donkor reflects on this, he wonders whether this means he himself is already in the Boneyard and his afterlife has at last begun. He cannot tell. He can only see away, in the distance, not what is actually around him.

There are also a number of islands in the tumultuous ocean of sand:

  • There is an island of numbers. Donkor recognizes the Osiriani symbol for eleven and fifty-six. These seem quite familiar to him, though he cannot place them. Jumbled within is also the number 39. It feels out of place though, as though disruptive and somehow contributing to the storm.

  • The next island contains a gigantic hour glass of golden beads, slowly flowing away as time ticks down. The glass morphs and turns into a wall of moving hieroglyphics which Donkor is unable to read. It then changes again, this time becoming a sleeping dragon of both blue and gold, lazing about the island. When he looks again, it is gone, with nothing left on the island but a yellow turban encrusted with jewels, each opening and closing like a human eye.

  • The next island contains a great sceptre, firing with bolts of lightning and fire at strange intervals in a pattern Donkor cannot follow. The majestic staff seems unaffected by the storm, a constant.

  • The last island is the closest and feels the most familiar. in the island's center is his decanter, fully reformed, but even larger and more dazzling than before. Its design seems to reflect the architecture of the great gate he saw in the city of A'Viss a few days ago. Donkor wonders whatever became of that gate or for that matter of Faren, or Orchid and their quest. The island contains his magical sensor, a great eye in the sky overhead, visible only to Donkor and his goddess. This last island is reassuring. It tells him Pharasma is still with him. What he doesn’t know is if this means he is now with her at last or if his journey first still has more to come.

    The storm has left him so very tired.


  • Male Dwarf Cleric 8

    Hal sees what Gandel is trying to do and will attempt to screen him if possible. He does not look towards Thalia or the group gathered below trying to keep his face away from them if possible. His focus is on counting and analyzing the layout. Trying to memorize minute details, where are the guards, how many are there is there a pattern to how they move, how heavily defended is the entrance itself. Looking outwards, what can he see and how well can he see is key as well as the next trip here will be through different means. Hal look up as well considering whether flying in is a possibility. Finally he notices Breach's attempt to get his attention and he grimaces at what the hand signals convey to him.

    How far is the entrance to the pit again?


    Male Human Cleric/8

    Sooron marvels and ponders upon the bewildering array of sights and sounds in this "dream", hoping most strongly that these are simple remembrances of the times that were, and he is indeed soon going to be in the presence of his Goddess.


    Halstadt Morgrym wrote:
    How far is the entrance to the pit again?

    -----

    Not sure I got you exactly: how far from what?

    Perhaps a diagram would help here. I have no excuses as my scanner is very available now.

    As he serves water, Hal is currently walking around the edge of the top of the pit. The lip is feet or inches away, depending on how close he wants to stand.

    If you mean the top of the ramp that winds around the pit and can be used to ascend and descend the pit, i.e. the ramp entrance, it is on the northwest side of the pit. Since Hal is now positioned at the winch on the north side, it is perhaps 40-60 feet away.

    Did you mean the entrance to the pyramid by chance? It is a good 200 feet straight down from where you are. That’s quite a dive. It’s also on the south side of the pyramid, so Hal can’t see it from his current position.


    Male Dwarf Cleric 8

    Ok way too far for detect magic, Hal just continues to gather info.


    A Question of Grace. . .

    How about a Fly check for Hurgah? (Which I think for him is just a straight Dex check for him). It will be used to help adjudicate how low he can keep to the ground without crashing. No penalty for failure other than it may affect the Perception DC’s of any scouting eyes.


    Now for Javell’s benefit, or anyone else who may not have known or recalled, the adventure we are currently playing, “The Pactstone Pyramid”, is actually a sequel to another module called “Entombed with the Pharaohs”. Donkor Sooron is somewhat unique amongst the PCs in that he made the choice that his PCs’ background includes having completed the first module. Completing the first module is unnecessary as the main plots are quite separate, but there is some overlap of interest – in particular “Entombed” involves an exploration of a pyramid built by the same pharaohs who built Ahn’Selota. It now looks like one of the plot points in the first module is potentially rearing it’s ugly head, so it might be of interest to fill in a few more blanks of Donkor’s prior adventure, here and there. That and this could be a fun teaser.
    ----------
    "The Countdown Wall"

    Time: 1 year ago.

    Location: The burial chamber of the Pharaoh of Numbers, in the Pyramid of the Four Pharaohs of Ascension.

    Who: The Knights of Veinstone (a defunct adventuring party)

    1. Auraraun of the Lost Scroll – male human Illusionist master-sage (now believed deceased).

    2. Donkor Sooron – male human priest of Pharasma.

    3. Jaron “the Machete” –male human warrior (now deceased).
    ----------
    The three remaining survivors stood facing the wall covered with hieroglyphs.

    Jaron spoke first. “I don’t get it, why is this one any different than the others?”

    “Because the symbols are changing as we read them, said Auraraun, “Now give us a moment to study it.”

    “Well make it quick because in addition to those things back there, don’t forget Sceptre is still out there,” answered Jaron. “One more hit from his wandrifle and I’m done for – unless Donkor’s got any more of that Pharasmatic love for me.”

    Donkor ignored his comrade, knowing his power was near-exhausted and the last of it would have to be managed very carefully. “The glyphs are all numbers,” he said. “All of them. Very big numbers. They seem to be counting down.”

    “Counting down to what?” asked Jaron. He did not like the sound of this.
    “That, we don’t know,” said Sooron.

    Auraraun though had an educated guess: “Presumably to null,” he said.

    “OK, And what happens when they reach null?” pushed Jaron.

    Donkor shook his head. “We don’t know that either – the wall doesn’t say.”

    “Maybe we shouldn’t be here then when that happens,” said Jaron re-shouldering his pack, getting ready to move. “I say we find another way out of here while we still can. Everything about this trip has been a disaster.”

    Donkor changed tact and attempted to reassure his panicking comrade. “There’s little chance the count down will expire any time soon. These are very large numbers. I didn’t know the ancient Osirians even had number sequences like these. Some of these are in the millions. It’s hard to say, but at the present rate it could take weeks, or even months or years for this wall to finish whatever it’s doing.”

    There was silence and then Auraraun pointed upwards. “Sooron, do you see the gaps on the top of the wall?”

    “Yes.”

    “Those blank spaces could have been part of what’s going on here. What if the numbers began up there before they expired.”

    “Then they would have been even larger.”

    “Much larger,” continued Auraraun. “They could have been in the billions or trillions.”

    “There are no such numbers,” said Donkor shaking his head in disbelief.

    “Remember where we are,” countered Auraraun gravely – he gestured to the tomb of one of history’s greatest mathematical minds.

    The wizard continued to relay his theory. “What if this wall, this whole wall, started its countdown sometime after it was built?”

    Donkor attempted to follow Auraraun. “Then it would have been counting down for millennia.”

    “A staggering countdown – greater than any ever conceived - and one which, in comparative terms, is just finishing up right about. . . now,” said Auraraun. The wizard froze as he considered the ramifications of his own theory.

    “The same year or two that we happen to arrive?” said Donkor. “That’s a staggering coincidence.”

    Jaron smirked. “We’ve seen an awful lot of coincidences with numbers these past few days.”

    “Quite so,” said Auraraun gravely.

    “So what happens when it runs out?” asked Jaron – forgetting he had already asked at least twice.

    “The wall doesn’t say,” said Donkor looking to Auraraun to confirm that the wizard also had no idea.

    Auraraun just shook his head and continued to stare, as though transfixed by the sheer enormity of it all.

    “I bet it’s bad,” said Jaron, “real bad.”


    Male Dwarf Barbarian (Breaker) 8

    Well... as much as I don't want to, I daresay Hurgah is carrying a heavy load, which probably impacts his fly checks by -6 or so.

    Well, this is a fine sitiation ye've gotten yerself inta. Karek could hear the voice of his father, Hiro Kogan, griping at him in his head. A fine place for my only son. Clinging ta th'underside of a flying feral ORC, under tha supervision of an irresponsible SPELLCASTER. If only yer mother were here to see this... oh, wait. I'm supposin' ye've found her, then, eh? No? Well. Good show, detective, good show. Let me know how that helpin' the humans thing goes. Next, I'm sure ye'll have a diplomatic post to the elves fer yer troubles.

    Patiently, Karek reminds himself that while his father's talking is a free action, he will only have to put up with the acrid stench of having his beard shoved into Hurgah's belly for a few minutes more. Wasn't all that different from Linnorm-musk, now that he came to think of it.

    It's strange sometimes, Karek reflected, the things that make you think of home.


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

    Well, the real kicker is if the combined weight of Karak and Moonpate along with all their gear exceeds 466 lbs, which is the cut-off for medium load for Hurgah at the moment (STR 24, assuming the bull's strenght potion is still in effect). Anyway, I'm going to roll, and let our esteemed GM worry about any extra modifiers.

    Fly check - (+2 DEX, +2 from CL 5 potion) 1d20 + 4 ⇒ (9) + 4 = 13


    Uh oh, what am I missing? I've missed a rule that you can't fly with a heavy load? I had Hurgah limping at the reduced speed for up to 700 pounds (the max) - 600 actually, I had forgotten the bull's strength. If Moon and Karek (and Hurgah's equipment) are heavier than the 700, it's really time for a weight loss plan. I know an Asmodean monk who can help with that. . .

    P.S. Karek is right, there would be a -6 encumbrance penalty for a heavy load as well.

    P.P.S. Nice spot on the spell's bonus.


    Male Dwarf Barbarian (Breaker) 8

    The only penalty for a heavy load while flying, aside from the armor check penalty, is that you have a 40 foot move speed, as opposed to a 60 foot move speed. The speed reduction applies to a medium load, too, so no difference there.


    Karek Kogan wrote:


    Well, this is a fine sitiation ye've gotten yerself inta. Karek could hear the voice of his father, Hiro Kogan, griping at him in his head. A fine place for my only son. Clinging ta th'underside of a flying feral ORC, under tha supervision of an irresponsible SPELLCASTER. If only yer mother were here to see this... oh, wait. I'm supposin' ye've found her, then, eh? No? Well. Good show, detective, good show. Let me know how that helpin' the humans thing goes. Next, I'm sure ye'll have a diplomatic post to the elves fer yer troubles.

    Too funny!


    Male Dwarf Barbarian (Breaker) 8

    The sounds of battle were over. The nausea accompanying a dimensional rift had passed. Now all that remained was the sound of the wind. My, it was quite a lot of wind. There must be a spell involved.

    Bunky peeked out of the backpack, and immediately regretted his decision. Camels, sea creatures, horses, golems, flying orcs. Don’t these people walk anywhere?


    Karek Kogan wrote:

    Bunky peeked out of the backpack, and immediately regretted his decision. Camels, sea creatures, horses, golems, flying orcs. Don’t these people walk anywhere?

    Oh dear. I am loathe to interfere with player fluff, especially when it is quality stuff, but Bunky is not currently in Karek's pack. . .


    Male Dwarf Barbarian (Breaker) 8

    You know, I was afraid of that. You said curiously light pack, or somesuch. I was fretting over that in my mind, but, hey, 3000th post comes along, you need some material for it. What'cha gonna do? Don't make me hunt down and murder the Sand Sage.

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