Hal listens to Xerissa's explanation to goad Ghukan into investigating the pile of, well watever it is. Assuming he says he will go Hal will accompany him. If they are undead I would like to be close by to turn them. If it is some other enemy I would like to be close by to burn them. Either way, I would like to be close by, Hal will not send others to do his holy work...
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Just so I have it right, is that what Xerissa is trying to do? Send Ghukan to the mystery pile ahead of everyone down the corridor?
Okay, so is consensus yes on the wall? I think I will go ahead and cast that, getting as thick a wall as I can at the back edge of the illusion.
Sounds good, especially if we (the dwarves, I should say) can also rig a trap of some sort (maybe even in combo with one of Xerissa's bombs--ooh, the thought of Soan taking an unexpected blast is heart warming). Though if we should be moving out of the entrance hall quickly, then maybe rigging a trap later is more appropriate.
Okay, so is consensus yes on the wall? I think I will go ahead and cast that, getting as thick a wall as I can at the back edge of the illusion.
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The Water Seer strides to the rear of the party, at the edge of what is now the illusion of a collapsed entrance shaft filled with a cascade of rubble. With a prayer to the Mother of Souls on his lips, Donkor slowly runs his hand along the granite wall covered in hieroglyphs on his left-hand side. The ancient text on the wall begins to blur and run together as though stone were a dripping liquid. Like a child's finger painting, Donkor pulls the soft malleable liquid from the wall and begins to smear it over the empty space.
Impossibly, the liquid rock is suspended in the air, enabling Donkor to stretch it and smooth it to the four corners. A few moments later the priest's creation is complete.
The corridor is sealed off by a sheet of granite, as every bit as hard as it was before.
As the entrance becomes lost to you, entombing you within the pyramid, you can't help but feel a twinge of dread.
OOC: I may have missed it, but did Donkor finalize where he was putting that light spell?
Technically, by my count, only Moonpate and Donkor actively attempted to disbelieve the falling rock illusion which means they are the only two which can actually see through the false cave in.
As Donkor is putting up his stoneshape wall, Moonpate and Donkor observe the following:
The guards have pulled back from pyramid. They have now been stationed to guard the entrance. That is to say, their backs are to you and they are instead warding off the crowd, defending the Exemplar's great prize. There are also a handful of soldiers lying on the ground, slowly rising to their feet as they come to their senses. It appears as though they were stunned from the shock wave of the collapse - a feature which did not occur on your side of the phantasm.
There is still quite a crowd. In particular, several brothers of the Shrine of Horns have come near and appear to eye the entrance hungrily. They remain outside the ring of the Exemplar's guards.
Of greatest interest, the monk with the body scars has arrived. You do not recall seeing him prior to your entry into the pyramid. From his gesticulations, he appears to be sounding the alarm to the Exemplar. At the same time there seems to be an argument. The Sand Sage is clearly counseling the Exemplar against whatever the monk is proposing. The monk gives off the impression of a kettle close to boiling over, but one with its lid still on.
At that point, Donkor's wall goes up and you do not get to see how the dispute plays out any further.
As Donkor finishes closing them within, Breach breathes a sigh of relief. "Alright! Now that's more like it! Nothing like the underground, I always say. Now, just in case somebody somehow finds their way through, we can leave 'em a little welcomin' gift." He says, grinning wryly.
As Breach has Craft(traps) on his skill list, I guess he would be the one to set the trap? Or does somebody else have it and he can just aid another? I really have no clue on how to go about setting traps. I never play pc's with that ability due to the fact that I just don't want to mess with it. So, whatever you cats can come up with will work for me.
Sooron fills the rest of the party in on what he and Moonpate saw through the illusion. Everyone feel free to read the last spoiler tag. I think I'll keep the light spell on myself for the time being, I can always move it later. I'll cast it on my Periapt of Faithfulness.
I'd say go to town and lay all the traps you can there boys, now that we've seen the alarm being raised, it won't be metagamy to start covering our butts!
As Breach has Craft(traps) on his skill list, I guess he would be the one to set the trap? Or does somebody else have it and he can just aid another? I really have no clue on how to go about setting traps. I never play pc's with that ability due to the fact that I just don't want to mess with it. So, whatever you cats can come up with will work for me.
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In fact, I think the original concept for Breach was intended that he was more of a veteran wily type, who was quite into setting up traps and pre-planning ambushes. I'm not sure he ever quite got there under any of your predecessors' direction (myself included). I blame Hurgah and Karek as bad influences who have too much fun hitting things.
In any event, Breach is indeed quite capable of this. Basically you describe generally how the trap works, and most importantly what equipment is used in the trap. We don’t require a technical diagram. I roll off-screen, as Breach would not know for certain if the trap was a dud until it is actually set-off.
Feel free to spread your wings Javell and attempt something you have not done before. But no pressure, if you are uncomfortable you can defer to others – or perhaps the party can focus on the imminent death ahead of them instead of worrying about its flank.
Hal has a few Thunderstones that can perhaps be rigged by the entrance. Hal would not let our new Osirian leader approach that mound alone...
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I believe Halstadt has two Thunderstones. Yes, it should be possible to place them such that if Donkor's wall were broken the stones would fall to the ground and trigger - perhaps Breach could assist with that.
Is there still an intention to collapse a section of the corridore?
Karek, ever the skeptic, reaches out to confirm the existence of this granite wall. After giving it a good tap with his knuckles, Karek nods grimly, and hastens to his spot at the front of the line. He's not the type to let his "commanding officer" walk into danger alone, even if they don't speak the same language.
If we are all marching on the suspicious mound in force I will take my place next to Mithril Scarab in the marching order. FYI Hal does have one Light spell left.
Karek is still interested in collapsing the corridor - alright, when isn't he into breaking stuff? With the hole covered, at least for now, we should devote our time to our immediate surroundings. Once we ascertain a temporary safety, we might try collapsing the tunnel to further discourage pursuit.
Just so I have it right, is that what Xerissa is trying to do? Send Ghukan to the mystery pile ahead of everyone down the corridor?
She wasn't, but maybe she should! She was just trying to smooth over the problems Hurgah was pointing out. I don't how long that will last, but hopefully my lucky roll will buy us some time. It's all good to me. If using Ghukan as a trapfinder is objectionable, I am cool with others going instead, they are probably more capable. But don't send me in, Xerissa doesn't have the hit points or AC for that job. She's more of a hang in the back and rush in like the cavalry girl. She'll stay back at Donkor's wall for now.
Sounds good, especially if we (the dwarves, I should say) can also rig a trap of some sort (maybe even in combo with one of Xerissa's bombs--ooh, the thought of Soan taking an unexpected blast is heart warming). Though if we should be moving out of the entrance hall quickly, then maybe rigging a trap later is more appropriate.
Sounds wicked. Xerissa does not have the delayed bombs class ability, so she's supposed to have to throw all her bombs. But I do have the Master Alchemist feat and she’s supposed to be a total MacGuyver so maybe she can give Breach some component parts when mixed together make one of her bombs. She has an alchemist’s kit. Maybe partial damage? Add that on top of Hal's thunder stones and we've got the makings of a decent trap. Half the component parts are on the thunderstone and the other half are in a divot in the floor or in a bowl, so it’s triggered when Donkor’s wall breaks. What I don't get though is how the trap works if we're just going to collapse the ceiling anyways. Seems like we might do one or the other. I'd be cool either way.
What I don't get though is how the trap works if we're just going to collapse the ceiling anyways. Seems like we might do one or the other. I'd be cool either way.[/ooc]
I think Donkor's wall and some traps will be enough of a signal/gotcha. I am not crazy about actually collapsing the tunnel behind us. That feels like it would be potentially too permanent, though I understand that the dwarves have no problem with such circumstances.
Between Xerissa's idea and Hal's thunderstones, that sounds good to me. Like Xerissa said, though, if we're going to collapse the ceiling it's probably not plausible to do both.
Ghukan is trying to get some semblance of organization amongst the useless turds surrounding him. He appears to be trying to send Karek and Halstadt up ahead to scout with instructions. He laments that he is surrounded by illiterates who are incapable of reading the walls which obviously must contain important information.
Then when Donkor seals off the rear of the entry shaft by weaving a powerful magic, Ghukan turns a shade of white.
Osirion speakers only:
"You're no guard!" he says to Donkor. "What in the desert's name is going on here! What sorcery is this?!"
Sounds wicked. Xerissa does not have the delayed bombs class ability, so she's supposed to have to throw all her bombs. But I do have the Master Alchemist feat and she’s supposed to be a total MacGuyver so maybe she can give Breach some component parts when mixed together make one of her bombs. She has an alchemist’s kit. Maybe partial damage? Add that on top of Hal's thunder stones and we've got the makings of a decent trap. Half the component parts are on the thunderstone and the other half are in a divot in the floor or in a bowl, so it’s triggered when Donkor’s wall breaks.
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I think that's reasonable. Working with Breach, Xerissa thinks she can make that happen. With her feat, it will take her ten minutes to prepare and Breach will need that same amount of time to rig the mechanics of the trap. We'll say the effect will be one of Xerissa's bombs at full effect (her choice, but I think I can guess) plus Hal's two thunderstones. The components will cost Xerissa one of her daily uses of her bombs, which logistically doesn't make sense, but I think it's a fair way to balance this, otherwise the party's next move is to place such a trap every ten feet.
Another smooth over, but perhaps we could say that at Breach's direction, Donkor uses the last of his stoneshape to craft the necessary divots and holes Breach requires. That way he can make all the pieces fit together perfectly and be very difficult to detect.
So it sounds like Breach, Xerissa, Donkor and Moonpate (their concept man) are working on the exploding alarm device. Hurgah is standing by acting as a guard.
Karek, Halstadt and Gandel are going to slowly advance on what looks to be the bodies ahead. The Scarab will trail behind them ten feet back or so. She looks like she's getting ready to fire off a spell the second something jumps out at her.
Ghukan is left behind in the middle, gesticulating this way and that.
Xerissa,who is disguised as a male slave BTW, so I can't utilize her total hawtness here, explains to Ghukan that the exemplar provided us with a number of gifts to help us better serve her. One of them was some magical lighting. She will also hint that the exemplar gave us secret instructions. The idea is if she can plant that seed, maybe we can refer to them later to nudge this guy where we need him to go.
Xerissa's Bluff check: 1d20 + 2 ⇒ (17) + 2 = 19
Ghukan the Unfairly Conscripted wrote:
"You're no guard!" he says to Donkor. "What in the desert's name is going on here! What sorcery is this?!"
Gandel replies to the Osirion officer in his language.
Osirion speakers:
"Please calm down, Suhere. By now you should realize that we're not mere slaves. We're an elite taskforce of crack explorers, soldiers, and archaeologists serving the Exemplar. She doesn't trust the Asmodeans to honor their agreements, and is concerned that they may attempt to get some of their own people into the pyramid first and steal the treasures of the Four Pharaohs which are rightfully Hers."
"The Sand Sage, through his auguries, has determined that the ideal number of people in our party to ensure success when we enter the pyramid is ten; however, through some misadventures on our way here we lost one of our number. The Exemplar graciously granted us Her permission to recruit the best and the brightest of Her soldiers to fill the empty spot in our ranks. To that end She agreed to stage that little episode in the Golden Tent a few days ago - to allow us to gauge the performance of Her guards and soldiers. We've been hidden throughout the camp and dig site since then, observing all of you. We informed Her yesterday that we had found the one man who hands-down was the best of the best - you. The Exemplar agreed, saying that She had been eyeing you for some time now for promotion. So you should feel honored, Suhere - you are the foretold key to our success! For the glory of the Exemplar!"
DC 10 Bluff check to Aid Xerissa: 1d20 + 9 ⇒ (10) + 9 = 19
Gandel strides over to Ghukan. Whatever he says to the man appears to be rather effective. The soldier appears to calm down considerably.
I've treated that as a separate Bluff, rather than an aid, as it is quite the expansion and Xerissa is now busied with making an explosive. However, Gandel's approach definitely handled things. Way to jump on that.
I’m not sure if this was deliberate or a very bizarre coincidence, but there is actually a kernel of truth to what Gandel just told Ghukan.
A generation ago, there was once a well-known Chelaxian Osiriotologist named Imivus who strongly believed that an expedition into the famed Veinstone pyramid required a delegation of exactly eleven persons, no less, no more. Anything else was courting disaster. It wasn’t entirely clear why.
You might recall Karek had mentioned the number 11 before as one of the two mathematical figures that appears in Ascension architecture. (The other number being 56, a number Halstadt has inquired about a couple of times due its appearance in Donkor’s vision but now we’re really digressing.)
Based on the above, I’m going to assume Professor Trapspringer must have come across some of Imivus’ work in Absolom’s archives. Xerissa’s father, the sage Auraraun would also have likely read some of his work.
Incidentally, Imivus disappeared. Approximately 57 years ago. That would have been 56 years from the year Donkor Sooron claims to have walked away from the Veinstone Pyramid as the sole survivor.
Halstadt is now within 30 feet of the pile. Hurgah appears to be quite correct. The pile is actually three bodies, each fresh enough to have been killed very recently. One of Gandel’s mystic lights hovers overhead allowing you to see that the corpses wear the same garb that you have seen on the camp labourers. You suspect the broken weapons scattered in the shaft a few feet away deeper into the shaft may have belong to them: a pair of shattered spears and a bent sword.
Hal turns to Gandel, "Do you see any traps my friend? Take a look before I approach and inspect the bodies". Hal would also like to take a look and see if there is any sort of tell-tale stonework that would give away a mechanical trap, Hal is a Dwarf and should at least have a chance of spotting something of this nature.
Hal would also like to take a look and see if there is any sort of tell-tale stonework that would give away a mechanical trap, Hal is a Dwarf and should at least have a chance of spotting something of this nature.
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Halstadt does not see anything in the granite that suggests a trap to him. Though three fresh dead bodies provides a hint that perhaps not all is well.
Also, as a dwarf, Halstadt is acutely aware that the shaft continues to have a slight downward slope. In addition, unlike the humans (or halfling or half-orc) Halstadt's natural sense of depth alerts him that if he travels much further down the shaft he will fall below the level of the sand outside the pyramid. That is to say, he will soon be "underground".
A hypotehtical if I were to take the liberty of having Karek voice his last comment aloud:
Karek Kogan wrote:
Also, only three? Haven't, like, 14 been sent in already?
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"Yeah," says the Scarab from behind him, her voice weak as she tries to find her courage. "There were at least a dozen slaves that were sent in over the past two days - in two separate waves."
Karek will inspect what he can as well, on high alert for whatever killed these guys.
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Karek is no medical expert, but he knows a crushing when he sees one. These men have suffered from some kind of blunt trauma, the kind that breaks your bones but leaves no mark on the skin.
Those little tiny hairs on the back of Karek's neck that stick up whenever something's wrong are waaay up.
The entry shaft continues forward in a perfectly straight line, past the bodies, beyond the limits of the dwarf's darkvision.
Hal will approach the bodies then and inspect them to confirm the cause of death.
Heal 1d20+8
Karek will keep step with Hal, looking out for the priest as he goes about his work. He grips his Earthbreaker tightly, silently vowing that whatever did this - if it is a thing he can crush - will soon meet a similar fate.
Hal will approach the bodies then and inspect them to confirm the cause of death.
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OOC: Wow! Even with minimal training (1 rank) with that Wisdom score Hal is quite an accomplished physician.
There is not one drop of blood here. Something very powerful wrapped around the waist of all three of these poor saps and crushed their rib cages. The first two were quick, their rib cages crushed in many places. The last one was probably done very slowly, slowly tightening in a form of abdominal strangulation until the victim finally passed out and suffocated. Hal notes the purple tongue inside the jaw and the way that the eyes rolled up into their sockets.
The obvious suspect is a boa constrictor, one of a very large size. But what kind of snake declines to swallow its victims? No, it can’t be that simple.
In any event, there does not appear to be anything Hal can do for the victims now. He can’t even give them a burial. (Angradd is probably more the cremating type anyways...)
I’m not sure if this was deliberate or a very bizarre coincidence, but there is actually a kernel of truth to what Gandel just told Ghukan.
A generation ago, there was once a well-known Chelaxian Osiriotologist named Imivus who strongly believed that an expedition into the famed Veinstone pyramid required a delegation of exactly eleven persons, no less, no more. Anything else was courting disaster. It wasn’t entirely clear why.
You might recall Karek had mentioned the number 11 before as one of the two mathematical figures that appears in Ascension architecture. (The other number being 56, a number Halstadt has inquired about a couple of times due its appearance in Donkor’s vision but now we’re really digressing.)
Based on the above, I’m going to assume Professor Trapspringer must have come across some of Imivus’ work in Absolom’s archives. Xerissa’s father, the sage Auraraun would also have likely read some of his work.
Incidentally, Imivus disappeared. Approximately 57 years ago. That would have been 56 years from the year Donkor Sooron claims to have walked away from the Veinstone Pyramid as the sole survivor.
Sounds wicked. Xerissa does not have the delayed bombs class ability, so she's supposed to have to throw all her bombs. But I do have the Master Alchemist feat and she’s supposed to be a total MacGuyver so maybe she can give Breach some component parts when mixed together make one of her bombs. She has an alchemist’s kit. Maybe partial damage? Add that on top of Hal's thunder stones and we've got the makings of a decent trap. Half the component parts are on the thunderstone and the other half are in a divot in the floor or in a bowl, so it’s triggered when Donkor’s wall breaks.
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I think that's reasonable. Working with Breach, Xerissa thinks she can make that happen. With her feat, it will take her ten minutes to prepare and Breach will need that same amount of time to rig the mechanics of the trap. We'll say the effect will be one of Xerissa's bombs at full effect (her choice, but I think I can guess) plus Hal's two thunderstones. The components will cost Xerissa one of her daily uses of her bombs, which logistically doesn't make sense, but I think it's a fair way to balance this, otherwise the party's next move is to place such a trap every ten feet.
Another smooth over, but perhaps we could say that at Breach's direction, Donkor uses the last of his stoneshape to craft the necessary divots and holes Breach requires. That way he can make all the pieces fit together perfectly and be very difficult to detect.
I'll make the roll.
Coolness. I will take an explosive bomb please. Wider area and I love the auto catch fire. No save. Props to Moonpate for the idea.
Sooron offers to Speak With Dead on one of the corpses if everyony ethinks it would be a worthwhile expenditure of the spell this early on. Can we tell from the orientation of the bodies if they were trying to run back out of the pyramid when they died, or were they heading in?
Sooron offers to Speak With Dead on one of the corpses if everyony ethinks it would be a worthwhile expenditure of the spell this early on. Can we tell from the orientation of the bodies if they were trying to run back out of the pyramid when they died, or were they heading in?
Let's look for any glyphs or traps first, then maybe consider use of a Speak with Dead. Then again, it could be that these victims triggered something that we no longer have to worry about (says the guy towards the back of the line). Might be worth saving the Dead Guy Blues spell for later.
Wouldn't be a bad use of the time that the trapmakers are giving us. Who even knows if we'll find the bodies of the other 9 (est.)? Hopefully, this will let us be prepared for what killed these guys.
Let's look for any glyphs or traps first, then maybe consider use of a Speak with Dead. Then again, it could be that these victims triggered something that we no longer have to worry about (says the guy towards the back of the line). Might be worth saving the Dead Guy Blues spell for later.
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I'll be getting rather liberal here, but it sounds like Moonpate leaves Donkor's exploding wall and joins Halstadt, Karek and Gandel at the three bodies.
From there Moonpate also searches for traps. Like Halstadt, he lacks the trapfinding class ability, but the wizard's knowledge of the arcane could prove useful. However, after completing a visual inspection, like Gandel, he too doesn't see any sign of wards (or mechanical traps for that matter). There is plenty of corridore in the blackness ahead though that he has not reviewed.
Can we tell from the orientation of the bodies if they were trying to run back out of the pyramid when they died, or were they heading in?
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I missed this question, sorry.
It sounds like Donkor also leaves Xerissa and Breach at the 'explosion wall' and heads to the fast-growing group gathered around the three corpses.
Heal check/CSI check:1d20 + 11 ⇒ (5) + 11 = 16
It looks like the bodies crumpled to the ground. Sooron's best guess is they were suspended in the air, crushed and then dumped on the pyramid floor. As such, it is impossible to tell which way they were headed when the attack befell them.
It sounds like Donkor got a mix of responses on his speak with dead proposal. Let me know if he proceeds or saves the spell.
Breach runs his string across the wall in an “X”, affixing it with tiny hooks from his masterwork toolkit. In each corner a jagged thunderstone hangs in suspension, while the center of the wall holds a single glass orb loaded with a grey-blue liquid. If any significant part of the wall breaks, both the thunderstones will careen together, smashing the orb between them. The liquid will cascade to the floor, where Donkor has fashioned a small divot, which has been concealed to appear as a simple crack. Inside it lies Xerissa’s inert black ‘boom’ powder from Alkenstar, carefully laced with a dehydrated but concentrated supply of alchemist fire. The combination should be as bright and hot as it is loud. Completely concealed by two inches of granite, the set-up should be very hard to detect on the far side of the wall. Particularly as it is impervious to magical detection.
The contraption is though, necessarily, somewhat visible on the Dune Squad’s side. Another vulnerability is if the wall were jostled hard enough in just the right place, but not actually breached, the explosion might be triggered prematurely, but even then it should serve as an impressive warning beacon.
Finally finished, Breach steps back to admire his handiwork. He only wishes he could be here to see it when it goes off.
-----
Perhaps he’ll get to enjoy it vicariously via a cut scene. . .
Looks like the alchemical trapsmiths are all done. Is there anything further anyone wants to do? (I.e. collapse a section of the shaft, speak with dead, anything else I have missed) or shall we have the party advance down the shaft in the default order?
Awesome! It looks like we're ready to go. I'm fine with not collapsing the tunnel. Speak with Dead is the only outstanding option we may want to try, and that's left up to the Soroon.
Speaking of disturbingly uninvited cut scenes. . .
[Cut Scene]
[Less than an hour ago. . .]
All speech translated from Osirion with convenient subtitles.
The three guardsmen found their path suddenly blocked. The man suddenly materializing in their path was both impeccably dressed and immaculately clean. The soldiers recognized him instantly. His yellow turban and dark beard identified him as none other than the Sand Sage, the right hand of the Exemplar. No doubt their sudden race for Master Camp had caught the attention of one of the diviner’s infamous scouting eyes.
“Excuse me,” the Sage said casually, “I believe you have something to report?”
“Yes great sage!” said the first. “Absolutely. Thank goodness you are here for I fear dark magics are at work! I don’t know how, but there may have been some kind of a cover-up, a switch with the Exemplar’s volunteers.”
“Oh?” asked the Sage, though he seemed rather unsurprised. “Whatever do you mean?”
The second guard jumped to the aid of the first, trying to provide a more cogent explanation. “Well we had the first group in the tent, you see. Then a second group came. . .”
“And the Okaro ordered us to swap em,” supplied the third nodding vigorously.
“So we did,” continued the second.
“Only when the Exemplar’s guards came to collect them,” said the first, “They were the first group not the second!”
“The originals he means,” said the second.
“And the Okaro is gone!” added the third. “I’m not even sure he was an Okaro – maybe an imposter!”
“We were on our way to report it. There doesn’t seem to be a need to guard an empty tent anymore.”
The Sand Sage let out a long sigh. There was no question, his headache was not going away anytime soon. He longed for a properly brewed tea, such a rarity out here in the field.
“Soldier,” he began, “I don’t think you heard my question. Please try again.” He traced his hand through the air and affixed the soldiers with his stare. “I had asked you whether you had something to report.”
“Yes great sage!” said the first. “Absolutely. The volunteers have been successfully transferred to the dig site.”
“Anything else?” the Sage inquired carefully.
“No sir,” said the second.
“No complications?” he probed a final time, “Nothing out of the ordinary?”
“No sir.”
“Excellent. Then perhaps you ought to return to your post at the Emerald Tent.”
The Sage watched the guards depart, headed back to the slave camp, in far less a rush than when they sallied forth. Once he had watched them leave, the Sage concentrated, watching instead from the dozens of eyes he had positioned throughout the camp. Once he had compiled that information, he then turned his gaze several minutes into the future dissecting a number of possibilities and probabilities.
Yes, he had best return to the dig site at once. Things were unravelling quickly.
Hal reports his findings on the cause of death for these poor soldiers. "Crushed by a tentacled beastie, it would appear. We have fought creatures before but in less confined spaces than this. We should be extra careful as the thing could come from literally anywhere around here. It will be difficult to see if this shaft has side tunnels until we are practically on top of them".
Hal leaves the Speak with Dead option up to Donkor's discretion. While it could be helpful to get a description of what killed these men it could also be helpful later on in the Pyramid.
Hal turns to Gandel, "Master Gandel your breadth of knowledge on all things ancient is quite vast any chance you have ever heard of a description of the inside of this place?"
Hal turns to the Soroon next, "You have actually been in one of these structures before, does the layout look similar or completely different?"
Hal turns to the Soroon next, "You have actually been in one of these structures before, does the layout look similar or completely different?"
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Donkor's knowledge in potential answer to Hal's question:
The Veinstone pyramid had a square entry shaft, very similar to this one. It turned out to be extremely long. Perhaps this one is as well, though Ahn'Sehlota - from the outside at least - appears to be a smaller pyramid.
Like this pyramid, the Veinstone pyramid also had dense hieroglyphics on the walls. Donkor remembers Master Auraraun was quite delighted with the finding. The characters on these walls appear much larger than Donkor remembers.
Hopefully the similarities end there.
The terminus of the shaft was guarded by a terrible mummy, much faster than the shambling creatures in Osirion's campfire tales. And when it struck a man in the heart, he exploded into a dust, leaving the clerics unable to resurrect him.
“Dammit Suekahn!” screamed the diviner. “No more games. What does it mean when the countdown clock reaches null? Why here? Why now? I know that you know!”
Suddenly the creature’s voice changed, falling decidedly soft as though it were actually possible that it knew fear. “It’s when the ringed planet loses its rings. I would not wish to be a mortal on that day.”
* * *
Welcome to the Pact Stone Pyramid game discussion thread!
Lurkers welcome! (But spoilers not so welcome!)
Note: this is not the thread where the PBP game is actually played out. Here is where we talk about that game – usually “out of character” (OOC). Here we chat about whatever we want or need to. Players can plan strategies, ask the GM questions, chat about their PC concepts or even vent.
There will be a separate thread on the “Play by Post” Board where the game takes place. That thread hasn’t been created yet. But don’t sweat it or get too stressed about what goes where. Nobody gets too upset if a post better belongs on one board or another – at least not this beetle.
Er hem! If you are posting to get your “dot”, you must note the following. You are required to either leave a witty comment or reveal one interesting fact about your PC.
It’s the dot tax people, and it’s one of those things in life that’s certain, right along with TPKs. (Just kidding – well maybe, sort of.)
I neglected to cover this in the PC Creation FAQ. (Bad beetle!)
Hit points are determined according to the rules in the Pathfinder Society Guide. In case you are not familiar I've reproduced them below:
Barbarian (d12) 12 hit points at level 1. 7 hit points every level thereafter
Bard (d8) 8 hit points at level 1. 5 hit points every level thereafter
Cleric (d8) 8 hit points at level 1. 5 hit points every level thereafter
Druid (d8) 8 hit points at level 1. 5 hit points every level thereafter
Fighter (d10) 10 hit points at level 1. 6 hit points every level thereafter
Monk (d8) 8 hit points at level 1. 5 hit points every level thereafter
Paladin (d10) 10 hit points at level 1. 6 hit points every level thereafter
Ranger (d10) 10 hit points at level 1. 6 hit points every level thereafter
Rogue (d8) 8 hit points at level 1. 5 hit points every level thereafter
Sorcerer (d6) 6 hit points at level 1. 4 hit points every level thereafter
Wizard (d6) 6 hit points at level 1. 4 hit points every level thereafter
That should keep you guys alive a tad longer. Just a tad.
Don't forget to add your Con bonus as well as any bonus hit points from a favored class (if you have one and opt for the extra hit points over skill points or APG options.)
Are we doing preludes for our characters or are we simply all going to arrive at the dig at the same time?
I will update my sheet for HP.
In case there are any single dwarven ladies out there (which would be a first as Hal has yet to meet a dwarven lady) Hal enjoys sustained battles against the forces of evil, spreading the fires of Angradd to anyone who wishes to see the light of a true God, and quiet walks along the underdark.
Are we doing preludes for our characters or are we simply all going to arrive at the dig at the same time?
Preludes are very welcome. In fact, I was going to request people give their PCs an intro. If you want, keep it under wraps for the moment as that would look awesome in the actual game thread (still to come). The adventure will actually begin before "the dig". There will be a briefing first in Sothis - more on that to follow.
Halstadt Morgrym wrote:
In case there are any single dwarven ladies out there (which would be a first as Hal has yet to meet a dwarven lady) Hal enjoys sustained battles against the forces of evil, spreading the fires of Angradd to anyone who wishes to see the light of a true God, and quiet walks along the underdark.
Gandel here! Thanks for letting me be a part of this wild ride!
Character profile is 95% complete. Should have it completed tomorrow.
Dot Tax: Witty comment or reveal one interesting fact about your PC...
Gandel's most prominent feature is his unabashedly mischievous grin - the type that makes any authority figure frown and every father lock up his daughter(s). While Gandel may seem all studious and business-like back at the Grand Lodge in Absalon, his adventurous side comes to the fore when out on a dig. Whether swinging over spiked pits or dodging ingenious traps, Gandel revels in the excitement of adventuring, always looking forward to meeting new companions and tricking monsters out of their loot.
Karek Kogan checking in. I have much of the relevant character information on my profile here. Over the next couple days I will be fiddling with it; either making it more presentable, as you guys seem to have done; or switching out some things, trying to figure out what will be the best fit. I'll be fussing over it until we actually start the game. (And even then I won't be perfectly happy with it. So it goes. :P)
Gruff Karek is largely silent, but he will not be useless as an ally in a social situation. Not much escapes his eyes, and he has a keen sense of how people act, born from years in detective work.
Also, he keeps a weasel in his backpack. Name of Bunky. It just sorta took up residence there one day, and Karek has taken a liking to the little thing. He feeds it sometimes, and sometimes it gorges on his rations anyway.
What's this dot business? And is there a means of private communication on this forum?
Dot tax: "I know what you are thinking, what's a nice girl like me doing in a place like this...well let me ask you...what makes you think I'm a nice girl?"
on another note, what do you mean by prelude, are you wanting a more detailed backstory on why we are going there, or is it something different?
Dot tax:"A hill giant once tried to take Hurgah's treasure. Hurgah ate his liver with some fava beans and a nice cup of Hill giant blood."
Karek Kogan wrote:
What's this dot business? And is there a means of private communication on this forum?
If you look at the different forums, you will notice a dot next to any thread you have posted in. If you click the Focus button at the top of the forums, it will only display the threads that have dots. This is a convenient way of checking threads of interest to you without the clutter of a bunch of other threads.
Sadly, these forums have no private messaging or other forms of one-to-one communication.
Gandel:
Since the whip is your main weapon, have you considered the Serpent Lash feat? It provides a lot of nice options to a whip user.
. . . on another note, what do you mean by prelude, are you wanting a more detailed backstory on why we are going there, or is it something different?
Once we get going in the actual game thread I'll hit everyone up for an opening flavor piece which describes what their PC was up to before the game started. It's optional, but I hope some players will see it as a chance to stretch their legs.
You might write about your voyage to Osirion (if you took one), or a conversation with an old friend who directs you to the Pathfinder lodge in Sothis as a favor. Perhaps you write about a narrowing escape which leads you to take refuge in the Sothis slums etc. Just something to get the juices going. It's not so much to provide an origin, but to help showcase the "feel" of your PC and give me some insight as to your PCs' motivation for participating in the adventure.
These posts typically do not need to go too far back in time. Somewhere between 15 minutes to a few weeks ought to do it. If you are waiting on your fellow players to catch up, feel free to work on it, but there's nowhere to post it just yet.
Karek Kogan checking in. I have much of the relevant character information on my profile here. Over the next couple days I will be fiddling with it; either making it more presentable, as you guys seem to have done; or switching out some things, trying to figure out what will be the best fit. I'll be fussing over it until we actually start the game. (And even then I won't be perfectly happy with it. So it goes. :P)
Flamethrower,
If you are still in fiddling mode, here's my question on Karek's mechanics.
When I look at his stat array, I think that you went for 17 Strength and then added +1 from your level bump to net 18. To this I think you added +2 from your belt of physical might to arrive at 20. That's a mighty strong barbarian you have there!
But if you are actually including the stats from your magic items in your base stats, I think you have another +2 for another physical stat missing from your belt. (Care for 18 Con?)
I then see that you have listed Strength next to your belt but no other stat. So another possibility is that instead of a belt of physical might you actually meant to go for a belt of giant strength +2 If that's the case, just make sure you note the cost is only 4,000 and not 10,000 as this will save you some gold for other purchases. I have no thoughts on which route you go, I just want to make sure you don't short yourself (or that I've misinterpreted what you did).
In your skills you have added the +3 from your circlet of persuasion to your Bluff score. However, if I have it right, you will also get the same bonus to the Diplomacy, Intimidate and Use Magic Device skills you have listed - it's a pretty sweet item. So if you meant to include you magic bonuses in your totals, you've got a few more you can add.
Also, just as a typo, I think you have Intelligence listed as the class skill for Intimidate instead of Charisma, but in Thalia's case it doesn't affect the score so it is all good.
Okay, now that I know about this dot business, I just have to have one!
I think that most of the male character's are with PSGM in being excited about having Thalia in the game.
Game mechanics question: If I use a feat to take tower shield proficiency, will this enable me to spend the duration of the adventure standing directly behind Hurgah the Reaver? I am prepared to invest in some noseplugs and move in!
If this board is not very user-friendly for running a game, have you considered rpol.net?
You are spot on with your assumption about how I came across a base score of 18. As far as the mis-named item, here's what happened...
I've only played low-level Pathfinder characters so far, so I am unfamiliar with most magic items. When I saw the Belt of Physical Might, I read the line about the creation cost as the cost of the item itself - so, 5000 gp for pluses to two ability scores. (Yes, I thought it sounded way undercosted, but I wasn't going to say no. At that price, who could?) I eventually caught that mistake, but did not change the name to "Belt of Giant's Strength". Don't worry, I haven't overcharged myself. :) Fixed.
Another character tidbit. Hiro Kogan, Karek's father, was an architect. He raised Karek with a strong understanding of the way structures and objects come together, and he drilled the importance of stability into his head at every opportunity. Funny, he often reflects, considering how little stability his life has held so far.
Since the whip is your main weapon, have you considered the Serpent Lash feat? It provides a lot of nice options to a whip user.
Hey! Great feat! I have updated my character sheet accordingly (dropped Iron Will - who needs boosted Will saves when you can do neat tricks with a whip?).
You always learn something by examining somebody else's character. Thanks, Hurgah! I missed the Raging Vitality feet. Almost a must, really. Adding it right now.
In related news, can I make a will save if I'm unconcious?
Question for the Class: Would a Portable Ram fit into a Handy Haversack?
Tis would fit in me codpiece.
How's that for a witty comment to earn my dot. I have updated Moonpate's sheet, except for his spell list. I hope I have everything right. I used the Pathfinder Character Excelerator spreadsheet, but since this is my first higher level character using Pathfinder rules I could be wrong on some things. This system is way more complicated than my usual fare of Castles & Crusades.
Pact Stone GM, Hal's rationale for being here is in his backstory. Should I wrire a prelude between him and his contact in Sothis or do you want to do a little back and forth? I left Hal just off of the boat, not very different from the way most of my real ancestors arrived in the US :-)
You always learn something by examining somebody else's character. Thanks, Hurgah! I missed the Raging Vitality feet. Almost a must, really. Adding it right now.
Yeah, meant to point you to that. Without it, unconcious = dead for most barbarians.
Yeah, meant to point you to that. Without it, unconcious = dead for most barbarians.
I was wondering how I was going to overcome that particular limitation. Guarded Life simply wasn't cutting it. Good thing they have a feat for it. (Why isn't it a part of rage anyway?)
Karek is, provisionally, done. Like I said, I'll fuss over things until the game gets started. A mostly complete backstory should come tomorrow. I'll deal with how he ends up working for the Pathfinders then. This may involve tagging along with Thalia or one of the other dwarves, although I'm planning in some former Pathfinder contacts for him.
Since the whip is your main weapon, have you considered the Serpent Lash feat? It provides a lot of nice options to a whip user.
Hey! Great feat! I have updated my character sheet accordingly (dropped Iron Will - who needs boosted Will saves when you can do neat tricks with a whip?).
Thanks Hurgah!
No problem. With that feat, you will be filling much of the role that Tarik would have, had I chosen him. So I'm glad I went with Hurgah.
While we're at it, I prefer Lightning Lash (trait from Wayfinder) to Prehensile whip. It's basically Quickdraw for whips, lets you pick p a dropped whip as a swift action and give you a +2 to rolls to wrap your whip around posts and beams.
"I know what you are thinking, what's a nice girl like me doing in a place like this...well let me ask you...what makes you think I'm a nice girl?"
on another note, what do you mean by prelude, are you wanting a more detailed backstory on why we are going there, or is it something different?
Thalia, I looked at your sheet, and noticed that you have picked light twice under spells. Are you aware that in Pathfinder, 0-level spells have unlimited castings? So once you have prepared light, you can cast it all day long, and you can pick one more orison.
Game mechanics question: If I use a feat to take tower shield proficiency, will this enable me to spend the duration of the adventure standing directly behind Hurgah the Reaver? I am prepared to invest in some noseplugs and move in!
Yes. Though if he is enlarged, then he's just hard cover, like a big greenish wall.
Donkor Sooron wrote:
If this board is not very user-friendly for running a game, have you considered rpol.net?
Thanks for that - you're not the first to recommend it to me and so I am keen to try it out. For this game though, as a Paizo fan running a Paizo mod, I am partial to the Paizo boards so I think we'll stick around.
P.S. Donkor's sheet looks good! Very glad to have a Pharasma priest in this.
. . . I have updated Moonpate's sheet, except for his spell list. I hope I have everything right. I used the Pathfinder Character Excelerator spreadsheet, but since this is my first higher level character using Pathfinder rules I could be wrong on some things. This system is way more complicated than my usual fare of Castles & Crusades.
Ah! Great to have Moonpate join us.
I like that even though he couldn't yet qualify for the prestige class you wanted, you have still captured the flavor with your trait choices. I'd still like to work some spell-fetching genie action into the plot-line for him somehow and I'll think on that.
When you can, add in your standard/starting spell selection and identify your purchased scrolls.
Not necessary, but maybe also take a look at what Gandal did in his sheet with summoned critters. (Thanks Max!) It looks like Moonpate is going to be a big time summoner, complete with the complimenting feats and traits. You might find it handy to add in the stats of some of your favourite choices. But there's plenty of time for that.
Pact Stone GM, Hal's rationale for being here is in his backstory. Should I wrire a prelude between him and his contact in Sothis or do you want to do a little back and forth? I left Hal just off of the boat, not very different from the way most of my real ancestors arrived in the US :-)
Nothing just yet Dennis. You've got the right idea, you are just a bit ahead of folks. Once I post the intro in the game thread, you might feel moved to re-post the piece you have in your background on your sheet. You might modify it slightly to better reflect the intro once you see it, but it's pretty solid now.
While we're at it, I prefer Lightning Lash (trait from Wayfinder) to Prehensile whip. It's basically Quickdraw for whips, lets you pick p a dropped whip as a swift action and give you a +2 to rolls to wrap your whip around posts and beams.
Ninja'd!
I was going to suggest that if Gandel is going for the Indiana Jones look this fits pretty good.
It's an overpowered trait because I suspect the designer did not anticipate the scorpion whip which came out subsequently. It's not too bad when coupled with a non-lethal damaging whip, but with the scorpion whip, it's probably worth a feat choice. However, I did say these were available, so if you like it, have at it!
Another question this time about my next Feat. I just have the core rulebook at this point so can someone tell me if there is an equivalent to the Quicken Turn feat from 3.5 in the APG or another supplement?
Sometimes I am posting to quickly and I miss someone's question. If you feel you didn't get your answer or feeback, please always feel free to re-post. I probably wasn't ignoring you intentionally. (Probably)
While we're at it, I prefer Lightning Lash (trait from Wayfinder) to Prehensile whip. It's basically Quickdraw for whips, lets you pick p a dropped whip as a swift action and give you a +2 to rolls to wrap your whip around posts and beams.
Ninja'd!
I was going to suggest that if Gandel is going for the Indiana Jones look this fits pretty good.
It's an overpowered trait because I suspect the designer did not anticipate the scorpion whip which came out subsequently. It's not too bad when coupled with a non-lethal damaging whip, but with the scorpion whip, it's probably worth a feat choice. However, I did say these were available, so if you like it, have at it!
Whoa! That is a nice trait! I've swapped Osironologist for Lightning Lash (since they're both Regional Traits and you can't have two traits of the same type).
So just to clarify, Lightning Lash is basically Prehensile Whip plus the ability to Quickdraw a whip and pick up a dropped whip as a swift action?
This is the first time I've ever played a whip-focused character, so any additional pointers are greatly appreciated!
I updated my profile. I still need to add traits and clean a few equipment selections up, but that should be done this weekend.
Ah there's Jason! I like the format you used for the sheet. I didn't know he was going to be a protean sorcerer - tanglefoot bags for all! Love it.
Jason Belleson wrote:
So the story begins with our arrival in Sothis? I'm working on my arrival post and want to make sure it makes sense.
Technically the initial post will have everyone gathered in a Pathfinder lodge, in Sothis, for a briefing, whereupon (I hope) people will soon depart for the desert. A post which explains why you are in Sothis and why you are responding to the Pathfidner Societies private call would really fit the bill - but I'll take whatever I can get - it's your initial post, it can make whatever kind of statement you want it to make.
So just to clarify, Lightning Lash is basically Prehensile Whip plus the ability to Quickdraw a whip and pick up a dropped whip as a swift action?
Yeah, well, sure, when you put it like that, it sounds really bad. (That's correct)
So Max, here's what I am thinking for Gandelplot, seeing as he's a rather connected Pathfinder.
Assuming things don't go completely off the rails (which is fun too) one of the NPCs in the adventure will turn out to be a Pathfinder by the name of Professor Hoffenburrow. He's more of an academic than an adventurer. He's someone who your mentor Dimbleshanks Boddynock has paired with before and Hoffenburrow's had occasion to write you in the Grand Lodge in Absalom from time to time usually concerning one or more bits of lore.
So when he comes up, while you haven't met him in person, the two of you will have a bit of a pen-pal relationship and a mutual friend.
This is just something to wire your PC tighter into the adventure and make his motivations a bit more personal. You in?
I'd like to explore the possibility of something similar for Jason:
Perhaps, one of Jason's deceased former adventuring companions has a sister known as the Mithral Scarab. She's a Pathfinder agent operating in Sothis. Jason has never met her, but he's heard of her by way of her now deceased brother.
Depending on events, the Mithral Scarab might also play a role in this adventure. She will have heard of you (hopefully favourably).
The deceased brother, your old pal, was named Xyran (male human rogue of some type - low to mid-level)
P.S. Donkor's sheet looks good! Very glad to have a Pharasma priest in this.
Glad you like the sheet. I actually shamelessly stole the format from one of the players who sadly is not joining us. Alas, Javell, `twas not fated to be.
I've been reading some extra stuff. Here, in Wayfinder number 2 is a feat that I would dearly love to have. Would this be acceptable? I will probably get rid of Alertness in order to make room for it, or perhaps Turn Undead. However we are going into a pyramid, so I'll likely find some undead to turn.
Dual Channeling
You can channel both negative and positive energy.
Prerequsites: Cha 13, channel energy class feature,
worshiper of Nethys or Pharasma.
Benefit: You can channel negative and positive
energy. You must choose which type of energy you are
channeling each time you channel energy.
In addition, if you have the ability to spontaneously
cast cure or inflict spells, you can now cast either.
Normal: You must choose whether to channel
either negative or positive energy when you acquire
the ability.
To anyone else, I am really new to this system, so if anyone else can see helpful tidbits that I might have missed, I would be very grateful!
So Max, here's what I am thinking for Gandelplot, seeing as he's a rather connected Pathfinder.
Assuming things don't go completely off the rails (which is fun too) one of the NPCs in the adventure will turn out to be a Pathfinder by the name of Professor Hoffenburrow. He's more of an academic than an adventurer. He's someone who your mentor Dimbleshanks Boddynock has paired with before and Hoffenburrow's had occasion to write you in the Grand Lodge in Absalom from time to time usually concerning one or more bits of lore.
So when he comes up, while you haven't met him in person, the two of you will have a bit of a pen-pal relationship and a mutual friend.
This is just something to wire your PC tighter into the adventure and make his motivations a bit more personal. You in?
I do seem to have opened the door on Wayfinder (Urp!). That is very Pharasma-flavored feat. Let's give it a try. You are now two clerics in one.
P.S. Oh sure, increase my guilt over the player choices. : )
You are very welcome for the guilt. I live to serve.
And thank you for allowing me to spontaneously inflict wounds indiscriminately 7 times /day! I'm sure that soon all party members will learn to orbit me outside of my new 30' no-go zone. Woot!
Hey guys, I have been out of the loop with an Army issue this past week and it looks like you've been busy, lol. I will be reading over the list and see if I need to make any adjustments. I did see that we didn't have a true frontliner and have adjusted Breach a little in respnse to this. I will be 5 Fighter/ 2 Rogue to start and will have sheet up today.
A. The term Pathfinder is confusing to some because it refers to different things in different contexts. It is, of course, the name of the actual role-playing game we are playing. It is also a brand of game products put out by the gaming company Paizo. For our main purposes though, it also refers to a fictional semi-secret organization called the Pathfinder Society that operates in our gaming world of Golarion. One short way to explain what the Pathfinder Society is, is to check out this excerpt from “Entombed with the Pharaohs” (another Pathfinder module set in Osirion):
PATHFINDER SOCIETY
Part cartographer, part explorer, but all treasure hunter, the free-spirited Pathfinders of Golarion exhibit the very best of the classic adventurer’s creed: to immerse themselves in the unknown while turning a tidy profit. Although individual Pathfinders are as eclectic as adventurers come, they all agree that few honors rank higher than making a contribution to the secretive guild’s legendary Pathfinder Chronicles. This archive of journals contains the unearthed secrets and exploits of some of the Pathfinder Society’s greatest members. Any map or treatise marked with the covert Pathfinder logo no doubt originated in danger and is guaranteed to be accurate and to lead anyone who follows it headlong into adventure.
The Pathfinder Society also keeps a number of Pathfinder lodges throughout the world where their membership can rest, train and study. These lodges themselves can be quite fascinating places to explore. There is such a lodge in Sothis, which is where our game is going to begin. The lodge is called “The Kothi”.
Two of our PCs (Jason and Gandel) are actual members of the Pathfinder Society. The rest of you will be there by invitation of one of the Societies’ Venture Captains. A Venture Captain is position of authority, often with responsibility over a particular geographic area. Since Venture Captains typically have to deal with adventurers, you can imagine their lives are particularly difficult.
Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Donkor Sooron wrote:
Glad you like the sheet. I actually shamelessly stole the format from one of the players who sadly is not joining us. Alas, Javell, `twas not fated to be.
Lol! Steal away, my good man! Steal away! :)
No worries, Pact Stone. I must warn you, though, I have the (Ex) ability in lurking. ;)