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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Jason Belleson wrote:
Regarding the splicer beasts eagerly racing towards the dwarves...are they the ones that were just threatening Thalia?

Correct. Techncially, since they haven't gone, they are not really racing anywhere, they are approximately 50-70 feet southeast of Jason's stationary position. But in a millisecond, they look as though they will start racing north towards the dwarves as soon as their turn begins.

  • There are also 2 splicer beasts already in combat with the dwarves to your east. One is slowed, one is very badly injured.

  • There are two splicer beasts harrying Blinky just to the west. Both are slowed, one is also panicked, but I'm not sure Jason would know that. These two are the closest to Jason's position.

  • There's also a single one, way off to the west which appears to have Moonpate's attention.


  • Ok. I'm not sure if Jason knows that they are going after the dwarves or Thalia.

    Jason pulls out a rod from his Haversack and sweeps it in an arc towards the splicer beasts that Thalia just left in her dust. He gestures towards them as he speaks a magic incantation.

    Cast Glitterdust at the 2 splicer beasts. DC 19 Will or be blinded for 7 rounds (new save each round to end the effect).


    Jason Belleson wrote:

    Ok. I'm not sure if Jason knows that they are going after the dwarves or Thalia.

    Thalia essentially took cover behind Karek, so it probably looks to him like they are more or less going after both. They will just hit the dwarves first.

    Jason Belleson wrote:

    Jason pulls out a rod from his Haversack and sweeps it in an arc towards the splicer beasts that Thalia just left in her dust. He gestures towards them as he speaks a magic incantation.

    Cast Glitterdust at the 2 splicer beasts. DC 19 Will or be blinded for 7 rounds (new save each round to end the effect).

    Hey! I am 2 for 2 in predicting Jason's actions. It would seem the disparity between the splicer beast's Reflex and Will save is well known at this point.

    Here we go:

    DC 19 Will save for the first splicer beast: 1d20 + 2 ⇒ (1) + 2 = 3 (fails! And badly.)

    DC 19 Will save for the second splicer beast: 1d20 + 2 ⇒ (10) + 2 = 12 (fails!)

    As soon as Thalia breaks off from the pair of splicer beasts attempting to gore her, a sphere of crystalline fireworks suddenly explodes around the two creatures. A glistening cloud filled with tiny shards of light surrounds them at every turn, leaving the beasts snapping and growling in frustration.


    OOC: Alright! The good guys finally get a turn!

    What? Not the good guys?

    I thought we was the "underdogs". Get it? Ah, never mind.


    First, a very, very crispy splicer beast pinned between Karek and Breach continues its relentless assault against Breach. It suddenly rears up on its hind legs and uses the full weight of its muscled body to force the dwarf's spiked shield out of position. Then, seizing on the brief opening, it suddenly launches forward attempting to drive its tusks into Breach's face.

    Splicer beast gore attack against AC 23: 1d20 + 7 ⇒ (19) + 7 = 26 (hit!)

    Damage if attack is successful: 1d8 + 4 ⇒ (2) + 4 = 6 (applies)

    Breach moves at the last instant, using his shoulder guard to block what might have otherwise been a fatal blow. He then uses the shaft of his axe to force the sinewy creature off of him and create some space to wield his weapons. As he does so, he sees that the creature has managed to rake one of its tusks through a joint in his breastplate and a blast of blood flows from the sudden wound.


    Meanwhile, its pack partner continues to harass Halstadt. The dwarf is trying to transition from his spell to a proper combat posture and the beast is determined to maintain its advantage.

    Splicer beast gore attack against AC 17: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15 (Miss!)

    Damage if successful:1d8 + 4 ⇒ (5) + 4 = 9 (n/a)

    Still affected by Jason’s magic, the creature is simply too slow. Hal regains his two-handed grip on his axe and uses its double-head as a bladed shield against the assault.


    At the same time, to the south, in the glittering globe of light, two splicer beasts find themselves unable to determine which way their prey (Thalia) has escaped to.

    In frustration, they sit back on their haunches and tear at their own flesh. When the light show subsides, there are four beasts instead. . .

    OOC: I believe this is the first time you have seen an injured beast replicate. When they do, the new ones appear to have the identical injuries as the originals – in this case the burn scars from Thalia’s burning hands spell. Also, like the original pair, the new pair is blinded. That means a quartet of saves are required as they complete their turn:

    1. splicer beast no. 1 attempts a DC 19 Will save to negate his blindness condition: 1d20 + 2 ⇒ (12) + 2 = 14 (fails!)

    2. splicer beast no. 2 attempts a DC 19 Will save to negate his blindness condition: 1d20 + 2 ⇒ (12) + 2 = 14 (fails!)

    3. splicer beast no. 3 attempts a DC 19 Will save to negate his blindness condition: 1d20 + 2 ⇒ (12) + 2 = 14 (fails!)

    4. splicer beast no. 4 attempts a DC 19 Will save to negate his blindness condition: 1d20 + 2 ⇒ (2) + 2 = 4 (fails!)

    OOC: Wow! I think they're even replicating die rolls. Isn't there a song for this? Four blind splice, see how they replicate...


    And to the west. . .

    Having seen a glimpse of the vast beyond of the great bone yard of Pharasma, one splicer beast decides to run for safer pastures.

    OOC: The beast unknowingly runs right by Gandel. He can have an attack of opportunity if he wants, but it will negate his vanish spell. Just let me know.


    Blinky bravely snaps at the retreating splicer beast as though its departure had something to do with him.

    However, the creature’s partner swiftly exacts its revenge!

    Splicer beast gore attack on riding dog AC 13:1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15 (hit!)

    Damage from gore, if successful: 1d8 + 4 ⇒ (4) + 4 = 8 (argh!)

    The foul beast sinks its tusks into the hapless pharaoh dog and lifts it off the ground like it was but a pup. With its muscled neck it swings its head side to side, back and forth like a whip, each time exerting more and more g-force on the spine of pharaoh dog.

    OOC: Blinky's down to 7 hit points.


    And to the far west, the splicer beast that has been strangely staying out of combat? It seems to suddenly change its mind. Now that the fearsome half-orc appears to be ignoring him and is focussed on killing its pack mates with his back turned, it suddenly charges forward!

    Hurgah, however, has not forgotten the beast at all. He suddenly spins ready to use the creature’s momentum against him.

    OOC: Thanks to Hurgah’s reach, the splicer beast draws an attack of opportunity. And it has an AC penalty from the charge. Have at him there Jace!


    Once the little drama with Hurgah and the splicer beast to the far west is resolved, that's going to take us to the portion of the round dominated by the PCs. Just to remind you, the initiative order for the rest of R2 is:
    *

    Hurgah
    Gandel
    Hal
    Karek
    Moonpate
    Breach
    Donkor

    In summary:

  • 2 beasts battling the three dwarves + Thalia (1 slowed, 1 badly burnt)

  • 1 slowed on Blinky

  • (possibly) 1 on Hurgah and Gandel

  • 4 blinded to the southeast - at least 50 feet away from the nearest PC.

    Send me those instructions guys! (Whew!)


  • Male Dwarf Cleric 8

    "Going down hard ya wretched beast!" Hal shouts as he swings his axe down at the crispy critter.

    1d20 + 6 ⇒ (2) + 6 = 8

    Greataxe damage 1d12 + 3 ⇒ (12) + 3 = 15


    Splicer Beast wrote:
    OOC: The beast unknowingly runs right by Gandel. He can have an attack of opportunity if he wants, but it will negate his vanish spell. Just let me know.

    Might as well - I've got to terminate the spell anyway to try to save Binky.

    Gandel appears out of thin air near Hurgah as with a loud CRACK the halfling's scorpion whip lashes out at the fleeing splicer beast.

    Attack of Opportunity: 1d20 + 9 ⇒ (2) + 9 = 11
    Damage: 1d3 ⇒ 3

    ROUND TWO:

    "HEY!! GET OFF MY DOG!!" Gandel yells at the beast attacking Binky. With another loud CRACK the halfling sends his scorpion whip lashing at the offending creature in an attempt to pull it away from Binky.

    Standard action to attempt to trip the splicer beast with the scorpion whip. If successful, pull the beast 5 feet closer to Gandel and away from Binky per Gandel's Serpent Lash trait.
    Combat Maneuver - Trip: 1d20 + 6 ⇒ (13) + 6 = 19 vs. splicer beast's CMD.
    If the trip attempt fails, Gandel will cast Gallant Inspiration as an immediate action to gain a +2d4 retroactive competence bonus on the trip attempt; if the bonus is enough to turn the failure into a success, the trip attempt succeeds.
    Gallant Inspiration: +2d4 ⇒ (2, 3) = 5 to previous trip attempt for a total of 24 vs. the splicer beast's CMD.
    If the trip attempt succeeds by 5 or more points, Gandel will use a move action to drag the splicer beast an additional 5 feet away from Binky; the moving beast provokes AoOs if anyone is nearby (say, Hurgah with his reach?). If the trip attempt fails by 10 or more, Gandel will drop the whip to avoid being tripped instead (per Gandel's Serpent Lash trait).


    Male Human Wizard Level 8 - Conjurer

    Assuming Moonpate's summoned beastie arrives this round to challenge Hurgah to a splitter eating contest, he will turn his attention to sending the aqueous orb after some more splitters.


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

    As the splicer beats comes rushing in, Hurgah turns with more speed and grace than his huge form should be capable of, and scoops up the approaching monster. Tusks glittering with arcane energy tear into the throat of the splicer beast, inflicting gruesome damage.

    Bite:
    Attack roll 1d20 + 12 ⇒ (16) + 12 = 28
    Damage roll 1d8 + 21 ⇒ (7) + 21 = 28
    Cornugon Smash - demoralize roll 1d20 + 14 ⇒ (8) + 14 = 22 (+4 vs Medium or smaller creatures)

    If the beast survives the bite, is is almost certainly shaken from the demoralize, the -2 conveniently negating the bonus from the charge. I would like to know if it survives, and how close any of the others are (specifically if a Full Attack vs multiple opponents is possible) before taking my next action.

    Damage math:

    You asked about the dgm. Here is the breakdown for the bite and claw attacks. This assumes rage, enlarge (and thus a STR of 28), Power Attack and my amulet of Mighty Fists. The Dragon Disciple class specifically states that the bite uses 1½ STR bonus.

    Bite:
    Damage dice: Bite 1d6, enlarged to 1d8
    Constant modifiers:
    STR +9 x 1.5 = 13 (rounded down from 13.5)
    Pwr Att +4 x 1.5 = 6
    Arcane strike = +1
    Amulet of mighty Fists = +1

    Total = 1d8+21

    Claws:
    Damage dice: Claw 1d4, enlarged to 1d6
    Constant modifiers:
    STR = +9
    Pwr Att = +4
    Arcane strike = +1
    Amulet of mighty Fists = +1

    Total = 1d6+15


    OK! Thanks for getting your moves in guys. let's start with addressing Hurgah's attack of opportunity.

    Hurgah the Reaver wrote:
    As the splicer beats comes rushing in, Hurgah turns with more speed and grace than his huge form should be capable of, and scoops up the approaching monster. Tusks glittering with arcane energy tear into the throat of the splicer beast, inflicting gruesome damage.

    OOC: Nice description! That is indeed what happens. He scores the hit, but does not kill, though it was close. Hurgah's demoralization is also successful. As in, the creature is somewhat concerned about the fact that it's in the jaws of a massive glowing half-orc.

    Desperate to fight for its life, the splicer beast tries to wriggle its neck free long enough to tear at its attacker with its tusks.

    Splicer beast gore attack on Hurgah the Reaver AC 17:1d20 + 7 + 2 - 2 ⇒ (10) + 7 + 2 - 2 = 17 (just hits!)

    Damage from gore, if successful: 1d8 + 4 ⇒ (5) + 4 = 9 (applies)

    The creature cannot though escape the jaws of the larger beast. It's body twitches with desperate spasms. However, at the last moment it manages to sink it's tusks into the face of its attacker!

    OOC: Just so there's no confusion for anyone, while Jace and I are both running with the narrative here, there's no actual grapple. (It's kinda inconceivable how a humanoid can get a bite attack off without a grapple or any claw attacks, so this works for me!)


    Hurgah the Reaver wrote:
    . . . I would like to know if it survives, and how close any of the others are (specifically if a Full Attack vs multiple opponents is possible) before taking my next action.

    It does survive (barely).

    There is only one other target remotely close by, it's the splicer beast that's maiming Blinky.

    Unfortunately, a five-foot step is not going to put Hurgah in range. He could get there with a move action and then take a single attack. He can't get a charge off either, as Moonpate and his camel partially block the clear path.

    He'll have to choose which splicer beast to annihilate.

    Unless. . .

    One remote possibility is if he delays slightly, effectively switching initiative order with Gandel. Gandel's plan is to drag the splicer beast closer and into the edge of Hurgah's range with a five-foot step. The bad news is since we're talking about a Small-sized halfling tripping a Medium-sized quadraped and then dragging it across the desert sand, it's quite a long short! But if it works, he could get off multiple attacks.

    (Damn target poor scenario! We need more splicer beasts! I'll look into that for you.)


    P.S.

    Thanks for the math on the bite damage. I see where I went wrong.


    Male Dwarf Barbarian (Breaker) 8

    Karek steps protectively in front of Thalia as she falls in line behind him. His eyes glint fiercely, and he never stops swinging his hammer as he directs the battle. A quick glance tells him what he needs to know about his companions - who has other problems right now, and, more importantly, who is still mounted.

    DALIA! JASON! Ged dem! Karek yells, pointing at the dwarves' fleeing camels. Unless ye fansy crossin' da deserd ad OUR pase!

    Then he returns to the carnage.

    Attack One: Flanking? If not, subtract 2. 1d20 + 17 ⇒ (15) + 17 = 32 for 2d6 + 19 ⇒ (5, 3) + 19 = 27

    Attack Two: Again, I'll flank something if I can. If not, -2. 1d20 + 12 ⇒ (7) + 12 = 19 for 2d6 + 19 ⇒ (5, 1) + 19 = 25


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

    Question for the Beetle:

    I'd like a ruling on the way my spirit attack works.

    pfsrd.com wrote:


    Spirit Totem, Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.

    The spirits seem to attack on their own, regardless of whether I attack or not. Would you allow the following scenario:

    1. Spirits attack the splicer beast that took the AoO
    2. Hurgah moves, drawing his axe as he goes
    3. Hurgah attacks the splicer threatening Blinky

    Or is that too much cheddar on an already brutal build?


    OOC: Jace, I've answered in the discussion thread. I'm gonna roll just to help move us along here.

    As Hurgah rips a huge chunk off of the splicer beast with his jaws, a series of dark sinister forms coalesce upon his body. A moment later the shadow shapes attack the beast.

    Hurgah's lesser totem spirit attack: 1d20 + 8 ⇒ (4) + 8 = 12 (miss!)

    Note, the splicer beasts AC has been lowered by 2 due to the prior charge. (But it's still a miss)

    Negative energy damage from the spirit wisp, if successful: 1d4 + 3 ⇒ (4) + 3 = 7(n/a)

    OOC: Argh! Now what? Wanna finish him off with a regular attack or take an AoO and go for the one on Blinky?


    While Jace and I are sorting out this unusually challenging sequence, I am going to go ahead and resolve our dwarves here.

    "Going down hard ya wretched beast!" Hal shouts as he swings his axe down at the crispy critter.

    1d20 + 6 = (2) + 6 = 8 (miss!)

    Greataxe damage 1d12 + 3 ⇒ (12) + 3 = 15 (n/a)

    Having ripped its tusks into Halstadt once, the creature is suddenly invigorated by the scent of blood. It backs off and doges left and right as Halstadt hacks away with his axe. Patiently, the agile beast backpedals, keeping out of reach, waiting for the dwarf to make another mistake and present another opening.

    Only the beast fails to realize the dwarf is cunningly backing him up into the waiting hammer of Karek. . .


    Male Human Cleric/8

    Donkor spends additional time studying the battlefield, focusing on the splicer beasts as carefully as he can in the chaos, still trying to see if he can recognize the original beast from his earlier scouting.

    He takes his attention away from this task when he notices Binky's injury, and calls once again upon the might of Pharasma to aid the beast.

    He concentrates for a moment, and a wave of power begins to emanate from him. At the last moment, he focuses his will upon the energy, and sends it lancing straight toward the dog in a misty haze of healing power.

    Selective Chanelling, Heal Binky: 4d6 ⇒ (1, 5, 4, 4) = 14


    Karek Kogan wrote:

    Karek steps protectively in front of Thalia as she falls in line behind him. His eyes glint fiercely, and he never stops swinging his hammer as he directs the battle. A quick glance tells him what he needs to know about his companions - who has other problems right now, and, more importantly, who is still mounted.

    DALIA! JASON! Ged dem! Karek yells, pointing at the dwarves' fleeing camels. Unless ye fansy crossin' da deserd ad OUR pase!

    Then he returns to the carnage.

    Attack One: Flanking? If not, subtract 2. 1d20+17 for 2d6+19

    Attack Two: Again, I'll flank something if I can. If not, -2. 1d20+12 for 2d6+19

    Karek and Breach have trapped one of the splicer beasts between them. Sensing its peril, the badly scorched beast executes a desperate gambit and launches itself at Breach.

    It does not make it far. Karek's hammer contacts with its brain box while it's in mid-flight and its a corpse before it hits the ground.

    At the same time, Halstadt has been backing his splicer beast towards Karek. The crafty creature readies it's next attack but the sorcerer's magic delays it, holding it in place just a second longer than the creature planned. Sensing weakness, Karek chooses that exact moment to strike, reversing the grip on his titanic hammer. Moments later, there's a sickening crunch and the last of the splicer beasts looks more like a puddle.

    OOC: Despite the fluff Technically, with the angle of the five-foot step it's not a flank, so it actually would have been a miss but for the ac penalty from Jason's slow spell. I'm learning to respect the slow spell.

    There are no more splicer beasts in the vicinity of the dwarves and Thalia. There's currently four fifty feet to the south though, all suffering from Jason's glitter dust.


    Through the haze of battle (AKA Karek's rampage) Breach squints his eyes as he looks to the south. Perhaps his eyes are getting weak with age. He could have sworn there were only two there a second ago, there now appears to be four.

    "The damned things are dividing again."

    Karek does the mental math - in a few seconds there will be eight and then sixteen, the party will be out numbered.

    "To the south my brethren! We gotta shut those things down now!"


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

    Sorry Gandal. Hurgah's assignment is to protect the squishy wizard. Mounts are the responsibility of their owners. But if the pooch is still alive, I'll come lend a hand once I'm done here.

    Hurgah spits chunks of splicer beast. "Phew. Wux ekess sone ui jivntir!

    draconic:

    Phew. You taste horrible!"

    Letting the maimed creature drop, Hurgah pulls his massive greataxe off his back. His claws and teeth retract as he grips the haft and swings.

    Mw cold iron greataxe:
    Attack roll 1d20 + 12 ⇒ (15) + 12 = 27
    Damage roll 3d6 + 20 ⇒ (5, 4, 2) + 20 = 31

    The mighty blow neatly severs the beast in two. With a big toothy grin, Hurgah rumbles, to no-one in particular, "Heh. Hurgah made ugly dog-beast split in two as well."

    I presume that the damage does not take my DR into account.


    Hurgah the Reaver wrote:

    Sorry Gandal. Hurgah's assignment is to protect the squishy wizard. Mounts are the responsibility of their owners. But if the pooch is still alive, I'll come lend a hand once I'm done here.

    Hurgah spits chunks of splicer beast. "Phew. Wux ekess sone ui jivntir!

    ** spoiler omitted **

    Letting the maimed creature drop, Hurgah pulls his massive greataxe off his back. His claws and teeth retract as he grips the haft and swings.

    Mw cold iron greataxe:
    Attack roll 1d20+12
    Damage roll 3d6+20

    The mighty blow neatly severs the beast in two. With a big toothy grin, Hurgah rumbles, to no-one in particular, "Heh. Hurgah made ugly dog-beast split in two as well."

    Ha! Gag appreciated.

    OOC: That all now takes place.

    Hurgah the Reaver wrote:
    I presume that the damage does not take my DR into account.

    Correct. So if I have it right the 9 points reduce to 7.


    Gandel wrote:

    OOC: The beast unknowingly runs right by Gandel. He can have an attack of opportunity if he wants, but it will negate his vanish spell. Just let me know.

    Might as well - I've got to terminate the spell anyway to try to save Binky.
    Gandel appears out of thin air near Hurgah as with a loud CRACK the halfling's scorpion whip lashes out at the fleeing splicer beast.
    Attack of Opportunity: 1d20 + 9 ⇒ (2) + 9 = 11
    Damage: 1d3 ⇒ 3

    OOC: Gandel also gets an additional +2 to attack for being invisible. The splicer beast also looses its impressive Dex bonus to AC. Not only because Gandel is invisible, but because it is running.

    Unfortunately, that’s close but still not enough. The panicked creature runs right by, hurrying all the more.

    Gandel wrote:

    ROUND TWO:

    "HEY!! GET OFF MY DOG!!" Gandel yells at the beast attacking Binky. With another loud CRACK the halfling sends his scorpion whip lashing at the offending creature in an attempt to pull it away from Binky.
    Standard action to attempt to trip the splicer beast with the scorpion whip. If successful, pull the beast 5 feet closer to Gandel and away from Binky per Gandel's Serpent Lash trait.
    Combat Maneuver - Trip: 1d20 + 6 ⇒ (13) + 6 = 19 vs. splicer beast's CMD.

    OOC: nice try, but it fails. . .

    Gandel wrote:

    If the trip attempt fails, Gandel will cast Gallant Inspiration as an immediate action to gain a +2d4 retroactive competence bonus on the trip attempt; if the bonus is enough to turn the failure into a success, the trip attempt succeeds.

    Gallant Inspiration: +2d4 ⇒ (2, 3) = 5 to previous trip attempt for a total of 24 vs. the splicer beast's CMD.

    Nice move! It juuuuust succeeds!

    Gandel’s scorpion whip threads through the creatures four legs and ensnares the creatures tail. With both arms, Gandel hauls on his whip with all his might. Taking the distracted creature by surprise, Gandel suddenly flips it over on its back!

    Gandel wrote:
    If the trip attempt succeeds by 5 or more points, Gandel will use a move action to drag the splicer beast an additional 5 feet away from Binky; the moving beast provokes AoOs if anyone is nearby (say, Hurgah with his reach?).

    This was a very good thought, but he’ll need an even better roll to pull off that. As it is, it's already a pretty amazing visual.

    Gandel wrote:
    If the trip attempt fails by 10 or more, Gandel will drop the whip to avoid being tripped instead (per Gandel's Serpent Lash trait).

    Also a good thought, as Gandel can always pick up a dropped whip as a swift action! (Though it doesn't come into play just now.)


    Okay, so just so I'm clear as to where this splicer beast is now in relationship to Gandel and Binky: Per the description of the Serpent Lash trait, with the successful trip attempt Gandel pulled the splicer beast 5 feet toward himself (and away from Binky). Since he did not beat the splicer beast's CMD by 5 or more he did not pull it an additional 5 ft toward himself, so the splicer beast is currently 10 ft from Gandel and 5 ft from Binky. Correct?

    Serpent Lash: You may use a whip to pull an opponent closer to you. Make a trip attack as normal. If you win, you pull the target 5 feet closer to you; as a move action you can pull the target even closer (an additional 5 feet for each 5 points by which your CMB check result exceeds the target’s CMD).

    Since Gandel didn't have to use his move action to pull the beast closer, he will step to the side to allow Hurgah a clear path to the (currently) prone splider beast.


    Moonpate wrote:
    Assuming Moonpate's summoned beastie arrives this round to challenge Hurgah to a splitter eating contest, he will turn his attention to sending the aqueous orb after some more splitters.

    OOC: It does indeed arrive! And may I compliment you on your thematically very Osirion-esque choice. Though, Phrip, if you are going to get serious about this summoning business and make it in the conjurer's world, you are going to need to name your creations. How about it?

    Unfortunately (fortunately?), Moonpate's original intended target when he started casting is no more. I'm going to guess he would prefer to attack the nearest splicer beast (the one injuring Blinky, our damsel dog in distress). The fast-replicating but blind group to the south is the alternate choice, but they are a bit outside the spell's range for immediate gratification.

    Suddenly, from out of nowhere, a giant scorpion appears. It is over 16 feet in length. But unlike a normal scorpion, its carapace has a strange metallic glitter, and it seems to carry itself with a sense of majesty that belies its status as an overgrown insect.

    The giant creature immediately set to work with its pincers, seeking to pin the splicer beast in place so that it can skewer it with its gigantic tail.

    OOC: The splicer beast has a -4 to its AC for being prone and a further -1 for the slow which I'll reflect as bonuses for the sake of simplicity.

    Celestial giant scorpion attack with first claw: 1d20 + 6 + 4 + 1 ⇒ (4) + 6 + 4 + 1 = 15 (fails)

    Possible damage from first claw, if applicable:1d6 + 4 ⇒ (2) + 4 = 6 + grab (n/a)

    Celestial giant scorpion attack with second claw: 1d20 + 6 + 4 + 1 ⇒ (6) + 6 + 4 + 1 = 17 (fails)

    Possible damage from second claw, if applicable:1d6 + 4 ⇒ (5) + 4 = 9 + grab (n/a)

    Celestial giant scorpion attack with stinger: 1d20 + 6 + 4 + 1 ⇒ (7) + 6 + 4 + 1 = 18 (hits!)

    Possible damage from stinger, if applicable:1d6 + 4 ⇒ (4) + 4 = 8 + poison (applies!)

    Splicer beast attempting a DC 17 Fortitude save against giant scorpion poison: 1d20 + 7 ⇒ (11) + 7 = 18 (saves)

    OOC: Maybe the scorpion just isn't used to prone slowed targets - yeah, that's probably it.

    The splicer beast gives a guttural growl as the scorpion's gigantic tail lashes forward with blinding speed and pumps a golden venom into its haunches.

    Moonpate pulls out a notebook and jots down some points reflecting his overall disappointment with his summoned creature's initial performance. As an afterthought, he gestures to the giant red globe and then points to the splicer beast flailing away on the ground.

    The globe spits out a splicer beast corpse and rapidly becomes lighter in color. Following the wizard's guided path, it weaves through Blinky and the scorpion and settles upon the hapless splicer beast.

    Reflex save against aqueous orb, requires DC 18: 1d20 + 7 ⇒ (10) + 7 = 17 (fails!)

    Nonlethal damage in the event of a failed save 2d6 ⇒ (5, 5) = 10

    Possible second reflex save against aqueous orb to avoid being engulfed, requires DC 18 1d20 + 7 ⇒ (11) + 7 = 18(succeeds)

    The giant marble of fluid sweeps up the splicer beast and ensnares it in a twisting churning maze of water. It pumps the splicer beast to the top like a fountain and then dumps it back down in front of the scorpion's awaiting pincers.

    Meanwhile, a small halfing nearby, who is attached to the splicer beast by a whip finds himself being tossed to and fro, but he manages to play out enough length to his whip and detach it before his arm gets torn from its socket.

    OOC: The splicer beast is in a bad way but it's still in.


    Gandel wrote:
    Okay, so just so I'm clear as to where this splicer beast is now in relationship to Gandel and Binky: Per the description of the Serpent Lash trait, with the successful trip attempt Gandel pulled the splicer beast 5 feet toward himself (and away from Binky). Since he did not beat the splicer beast's CMD by 5 or more he did not pull it an additional 5 ft toward himself, so the splicer beast is currently 10 ft from Gandel and 5 ft from Binky. Correct?

    Yes, I see I did that wrong. He would have slid 5 feet (wow!). Fortunately, I don't think that would have changed anything. I've re-read the feat entry for next time.

    Gandel wrote:
    Since Gandel didn't have to use his move action to pull the beast closer, he will step to the side to allow Hurgah a clear path to the (currently) prone splider beast.

    Sure, Gandel moves 5 feet south.


    GM PC: Breach Shattershield wrote:

    Through the haze of battle (AKA Karek's rampage) Breach squints his eyes as he looks to the south. Perhaps his eyes are getting weak with age. He could have sworn there were only two there a second ago, there now appears to be four.

    "The damned things are dividing again."

    Karek does the mental math - in a few seconds there will be eight and then sixteen, the party will be out numbered.

    "To the south my brethren! We gotta shut those things down now!"

    "CHARRRRRRRRGE!!!"

    OOC: Breach double moves 40 feet south.


    Donkor Sooron wrote:

    Donkor spends additional time studying the battlefield, focusing on the splicer beasts as carefully as he can in the chaos, still trying to see if he can recognize the original beast from his earlier scouting.

    He takes his attention away from this task when he notices Binky's injury, and calls once again upon the might of Pharasma to aid the beast.

    He concentrates for a moment, and a wave of power begins to emanate from him. At the last moment, he focuses his will upon the energy, and sends it lancing straight toward the dog in a misty haze of healing power.

    Selective Chanelling, Heal Binky: 4d6

    A moment later, the will of the Lady of Graves manifests and an error of the cosmos is corrected. The pharaoh dog's injury vanishes as though it never occurred, probably to be inflicted upon another entity more deserving.

    OOC: Blinky heals 14 points of damage which takes him to full.

    If it's part of Pharasma's plan, you can also reach Halstadt, Gandel and Hurgah who are injured with the same channeling.


    Round 3
    * * * * * *

    The initiative order remains as follows:

    Thalia - 18
    Jason - 17
    Splicer beast(s) - 16
    Hurgah - 12
    Gandel - 10
    Hal - 8
    Karek - 6
    Moonpate - 4
    Breach - 3
    Donkor - 2


    "Relax Karek," Thalia purrs, "Retrieving the camels will be child's play. . ."

    She raises one hand up above her head and her hand enshrouds in flame. As soon as enough fire has coalesced she then flings her hand towards the splicer beast multiplying to the south. A fiery spear launches from her hand and sails towards the blinded beasts.

    "Just make sure you are still alive when I return so that the animals still have someone to ride them."

    Ranged touch attack with produce flame with no range increment:1d20 + 1 ⇒ (19) + 1 = 20 (hits!)

    The splicer beast is blinded, so it has a -2 penalty to AC and has lost its rather significant Dex bonus.

    Possible damage from produce flame: 1d6 + 5 ⇒ (1) + 5 = 6 (applies)

    The shaft of fire strikes the easternmost splicer beast, further burning the already scarred creature.

    Xian'an then spurs Scimitar forward and the desert racer bolts after the camels.


    Donkor Sooron wrote:
    Donkor spends additional time studying the battlefield, focusing on the splicer beasts as carefully as he can in the chaos, still trying to see if he can recognize the original beast from his earlier scouting.

    OOC: P.S. I haven't forgotten Donkor is still devoting resources to solving the crisis at large here. He just hasn't seen anything yet which prompts him to take action.


    Male Human Cleric/8
    Pact Stone GM wrote:

    If it's part of Pharasma's plan, you can also reach Halstadt, Gandel and Hurgah who are injured with the same channeling.

    Thanks for the thought, but Pharasma's power won't be used to heal any of the sentient creatures who ignored her very obvious laid out plan earlier. :) She'll go all out for Binky though!


    So are there 4 splicer beasts left? Where are they in relation to me and the rest of the party?


    Male Dwarf Barbarian (Breaker) 8
    Donkor Sooron wrote:


    Thanks for the thought, but Pharasma's power won't be used to heal any of the sentient creatures who ignored her very obvious laid out plan earlier. :) She'll go all out for Binky though!

    Through his rage addled brain, Karek makes a mental note that he is glad to have two clerics in the party.

    And he also makes a further note to listen to Donkor in the future.

    Further in the recesses of his mind, a quiet thought briefly nags at him as he turns to follow Breach into the breach. "Is that thing named Binky or Blinky?"


    Jason Belleson wrote:
    So are there 4 splicer beasts left? Where are they in relation to me and the rest of the party?

    There are currently 5 splicer beasts in total (that Jason knows of).

  • One is approximately 10-15 west of him. It is being attacked by a Large-sized celestial scorpion and by an aqueous orb. Blinky is five-feet east of the splicer beast. Hurgah, Moonpate and Gandel are 10-20 to the west of the splicer beast.

  • four are approximately 50 feet south (and slightly east) of Jason. They are currently under the effect of Jason's glitterdust. Everyone is at least 50 feet away from these four, save for Breach who is running south towards them and is now only 10 feet away.


  • Male Half-orc Barbarian (Invulnerable Rager) 4 / Sorcerer 1/Dragon Disciple 3
    Donkor Sooron wrote:
    Pact Stone GM wrote:

    If it's part of Pharasma's plan, you can also reach Halstadt, Gandel and Hurgah who are injured with the same channeling.

    Thanks for the thought, but Pharasma's power won't be used to heal any of the sentient creatures who ignored her very obvious laid out plan earlier. :) She'll go all out for Binky though!

    No heal love for Hurgah, no "Oh please, oh please...someone pull this horrible biting, slobbering monster off me"-love for Donkor. Just sayin'.


    Karek Kogan wrote:


    Further in the recesses of his mind, a quiet thought briefly nags at him as he turns to follow Breach into the breach. "Is that thing named Binky or Blinky?"

    OOC: Ah! Looking at the original post, it looks like it is Binky (without the "L"), but until this was pointed out to me I have been calling him Blinky. Is that right Max?


    I first referred to him as 'Binky' but I'm kind of enjoying the disparity between the two names - sort of like the Overlander's real name for the dog is 'BLinky' but Gandel misheard or mistranslate and keeps calling him 'Binky'.

    Although when you first referred to him as Blinky, I thought "Cool! He's a blink dog!"


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

    And I'm back, sorry for being away guys, can't wait to get back into the swing of things!


    Gandel wrote:

    I first referred to him as 'Binky' but I'm kind of enjoying the disparity between the two names - sort of like the Overlander's real name for the dog is 'BLinky' but Gandel misheard or mistranslate and keeps calling him 'Binky'.

    Although when you first referred to him as Blinky, I thought "Cool! He's a blink dog!"

    That's what I thought you were going for. A pharaoh dog does kinda look like a blink dog after all. Perhaps his name can develop into a running gag or something.


    Thalia Xian'an wrote:
    And I'm back, sorry for being away guys, can't wait to get back into the swing of things!

    Welcome back Ekeebe! I've kept her alive for ya.

    Wouldn't ya know it though, she's just gone in the initiative order so it might be a bit before her turn comes up. . .


    Pact Stone GM wrote:
    Gandel wrote:

    I first referred to him as 'Binky' but I'm kind of enjoying the disparity between the two names - sort of like the Overlander's real name for the dog is 'BLinky' but Gandel misheard or mistranslate and keeps calling him 'Binky'.

    Although when you first referred to him as Blinky, I thought "Cool! He's a blink dog!"

    That's what I thought you were going for. A pharaoh dog does kinda look like a blink dog after all. Perhaps his name can develop into a running gag or something.

    Exactly! I'm imagining an interlude from the dog's perspective where it thinks to itself "What is wrong with this little two-legs? Why can't it get my name right?!"


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

    I could get Thalia to cast Speak with Animals, but I'm guessing all I will hear, is "Why the hell am I here, kill these things, make the bad doggie go away!"


    "Let's see if I can soften these puppies up for you Breach!", Jason calls out. He extends his hand towards the creatures. 4 balls of bright blue light appear in his palm for a moment before streaking towards the beasts. Two each strike the two beasts closest to Breach.

    Magic Missile
    Splicer beast 1:2d4 + 2 ⇒ (1, 1) + 2 = 4
    Splicer beast 2:2d4 + 2 ⇒ (2, 3) + 2 = 7

    Jason keeps hold of the reins and takes a quick glance around the desert for other signs of strangers in their midst.


    Jason Belleson wrote:

    "Let's see if I can soften these puppies up for you Breach!", Jason calls out. He extends his hand towards the creatures. 4 balls of bright blue light appear in his palm for a moment before streaking towards the beasts. Two each strike the two beasts closest to Breach.

    Magic Missile
    Splicer beast 1:2d4 + 2
    Splicer beast 2:2d4 + 2

    Jason keeps hold of the reins and takes a quick glance around the desert for other signs of strangers in their midst.

    And soften he does! Damage recorded, they are both still up, though number 2 is looking really bad.

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