
Pact Stone GM |

Hal will search for any secret passages in the room.
Perception +2 Stonework 1d20+10
If he fails to find anything he will head out of the room and retrieve Lydia to bring her into this room.
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Nice roll Denis, but I am going to roll that one off-screen for ya.
-----
Halstadt examines the pillars, walls, ceiling and floor, and even the large throne itself. He does not though find any way out of the room other than the way the Dune Squad entered, through the giant facade (archway).
Morgrym's efforts do yield an interesting puzzle though, perhaps one that could only be noticed by a dwarf. When he taps sections of the north wall, the wall that curves to form an arc or perhaps a half-circle, Halstadt discovers that the sound resonates differently depending on where he taps.
There might be hollow pockets of space somewhere deep behind the wall, but if there's a hidden door to access them he cannot find it.

Pact Stone GM |

Moonpate will closely examine the remains of Ro An Hap and find something in his pack to munch while doing so.
-
The rubble has now mostly reduced to powder, a thin film of decay that looks suspiciously like grave dust.Moonpate enjoys his flavorful snack, but somewhere inside him a voice warns him that his stash of food from the emerald tent is already getting terribly low.

Pact Stone GM |

"Nice." Breach compliments Karek on his level of devastation that he just delivered to the living statue. "Alright, I've got ta go get Lydia." Just as he moves to do so, he notices Halstadt bringing her in. "Ah! Much appreciated, Hal! I was just abou' ta go get her." He dusts her off to help clean her up a bit. "Hang in there, Lydia lass. Hang in there." He whispers, hoping they can find a way to get her back.
-
The eyes of the Mithral Scarab statue seem to look back him as though pleading for Breach's help----Nope, scratch that, it's just an unmoving statue. . .

Xerissa Auraraun |

Xerissa Auraraun wrote:Are we out of initiative? Cause if we are, Xerissa will quickly dash back to the entrance and make sure there's no threats swarming over the bridge or anything. She'll use the fervor speed to do it. She'll guard it with her bomb while she still has her bomber's eye spell and foxy mutagen going.-
Good question. Yes, we are now out of initiative.Xerissa does not see anything outside of the room, though unless she gets a light source her human eyes will not see very far. As best she can tell the bridge appears clear.
Cool. Maybe Gandal can send a couple of those dancing lights to sweep the corridor out then when he gets a chance. Does Hal let us know about his find?

Halstadt Morgrym |

Forgot you roll those Beetle! I will save that 19 for my next roll :o~
Hal turns around and calls to Breach and Karek, "Breach. Karek. I think I found something but I cannot seem to locate the lever!"
Cast Detect Magic in the area to see if I find anything magical to trigger the passage.

Karek Kogan |

Karek stands still for several moments, clearing his head of the battle rage. He slowly takes his glasses out of his pocket, miraculously unharmed in this battle, and hastens to Halstadt's call. He will turn his considerable architectural prowess on the area where Hal heard the hollow wall, and see if he can divine anything further. Karek will use his Perception and Knowledge (Architecture) to attempt to see if there is anything more to this room, or anything else of interest. Perhaps on that throne...

Pact Stone GM |

Breach hunts for levers while Karek examines the room.
Inset with bronze, the high-backed throne looks as though it were made for someone quite large in size. Although Donkor and Hal are both quite certain the throne is magical, it does not contain any levers.
Each of the eleven pillars are made of smooth marble. The eight along the south walls contain carvings which appear to depict desert oasis. The three flanking the throne though are smooth and unadorned.
Karek notes that the hollow sounds that Hal has discovered in connection with the north wall with his cautious tapping may well represent other pyramid chambers nearby, but it does not mean that there is necessarily an entryway to be found - at least none that Karek can find.
The mood of the dwarven trio soon begins to sour. It appears they are stumped.

Breach Shattershield aka Javell |

"Okay, I got nothin'. We're obviously goin' about this all wrong. Let's look at what we got. We got a doorman, right? Which means he controls the door and/or doors. Which would also mean he had ta use somethin' ta open 'em. Well, somethin' that's not a lever anyway. The question is, what?" He asks as he strokes his beard, pondering it all. "Maybe its staff has somethin' ta do with it?" He shrugs.

Breach Shattershield aka Javell |

"So it's the seat. Well, what 're we waitin' for, let's give it a shot!" He exclaims impatiently as he takes a step toward the chair but then stops almost immediately as a realization hits him. "I'm guessin' it'll take one o' us who speaks the statue's language to make it work?" He glances over at Gandel.

Moonpate |

"Well his seat is magical while the staff is not, perhaps sitting on the seat will do something as well. I am not sure whether we should take our time in this room and recover now that we have secured the portions of this place that are obvious to get through".
"I agree with Master Morgrym, that perhaps we should rest in this chamber prior to using this magic throne that may whisk us away to who knows what."

Xerissa Auraraun |

You are from me! As observable by the fact that I have now updated Xerissa's character profile to level 8. She remains a terribly flawed build on account that she was my first alchemit. But she is still totally hawt so she rawks. I saved the old level 7 version just in case there's more of your monkey biz!

Pact Stone GM |

Alright! Send me those details. I know historically the Dune Squad has chosen to post a single watchman split in three shifts. Do we have volunteers or voluntolds for shifts 1, 2 or 3? Or will everyone finally just chill out and take a decent nap on the cold stone floor. For some reason the air flow remains strangely fresh, so you don't expect to suffocate before you wake up.

Pact Stone GM |

Hal can take the first watch. At the end of out rest he would seek to pray for spells that would require us to rest for 10 hours correct Beetle?
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As a divine spellcaster, Halstadt doesn't need any rest. He needs dawn to arrive so he can perform his ritualized prayers to Angradd, a process that takes approximately 1 hour. Hard to know when dawn will be exactly inside a sun-less pyramid, but it might well work out to 10 more hours in total as you have predicted - but given that you entered the pyramid some time in the afternoon it will probably be even longer. Hal will be able to sense when dawn has arrived, so no worries that he will miss it.I suppose this makes Halstadt a good choice for a sentry. Others, such as Moonpate for example, will need 8 hours of uninterrupted rest.
Should we update our characters to 8th level?
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Hard to say. In order to level each PC must: (1) get a full rest; (2) post a "leveling post"; and (3) update their character sheet. I'd make sure criteria #1 is covered off first, but it doesn't hurt to start thinking about your choices. (Though it sounds to me like you've already invested some solid thought into what you will do with Hal and are way ahead of me already).Do we roll for HP, can't remember.
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Good question. No, no need to roll.Hit points at each level are determined according to the rules in the Pathfinder Society Guide. Assuming Halstadt will be taking a further level of cleric, Halstadt will get 5 more hit points, plus any he might receive from his Con or possibly a favored class bonus.
To assist the others, I've reproduced the Guide rules on hit points 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

Moonpate |

any he might receive from his Con or possibly a favored class bonus.
To assist the others, I've reproduced the Guide rules on hit points below:
Wizard (d6) 6 hit points at level 1. 4 hit points every level thereafter
Hmmm, well I think I have my hit points wrong then. I have had him getting 3 hp +1 for favored bonus each level, rather than 4hp each level +1 for favored bonus. Given that he should be having 4hp each level after first, can I adjust my character to get an extra skill point as favored bonus instead?

Pact Stone GM |

Hmmm, well I think I have my hit points wrong then. I have had him getting 3 hp +1 for favored bonus each level, rather than 4hp each level +1 for favored bonus. Given that he should be having 4hp each level after first, can I adjust my character to get an extra skill point as favored bonus instead?
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Sure! That or you can up your hit points appropriately - whichever you prefer.
Karek Kogan |

Karek gratefully relinquishes the watch to Halstadt, and sets up his bedroll along the western arc of the room. He laboriously removes his armor, and puts on his chain shirt bedclothes. As he settles in for the night's rest, Bunky comes out, hoping for an evening snack. Karek is already asleep. Seeing this, Bunky helps himself to the dwarf's trail rations, then curls up next to him, a picture of basilisk-blood-covered domestic tranquility.
I'll hold the level-up post until you give the word. But I know what I'm doing with it now.

Pact Stone GM |

“The Sentry. . .”
-----
The dwarven sentry completes one more circuit of the chamber. With a single entrance, the room should be easily defended. Only Morgrym remains sceptical. He knows the pyramid must contain more than this. Otherwise why go to such trouble to cloak it with invisibility magic? There must be more to this place than a single entry shaft.
As he ponders, Halstadt can hear the murmurs and groans of his comrades as they toss and turn, and then eventually fade into the depth of an oblivious sleep.
Morgrym wonders to himself, just how it is that they can find sleep so easily. He envies them. Perhaps, he considers, it is because unlike him they do not know that the deeper they drive into this pyramid the closer they will get to the demonic evil within it. For the thousandth time he considers telling them, revealing why it is that his temple sent him to this place, half a world away.
In fairness, he had tried to tell the Scarab last night in her tent, while they hid in the protective bubble of her magic, along with Breach and Gandel. But none of them seemed to hear him – too wrapped up in whatever it was that the Exemplar was after, this Pactstone apparently. Maybe it was for the best. What right did he have to burden them with a duty that rested on his shoulders? This was between him, Angradd, and whatever demon awaited him further inside. He pulled his axe closer at the thought.
He could swear he could hear the thing calling to him even now. Or was that just the snores of Hurgah?

Pact Stone GM |

”. . . Meets the Sentinel”
-----
Halstadt completes another tour of the chamber. Nothing lurks behind the pillars and the only entrance remains clear. From the foyer, with his ancestral sight, he can see all the way across the bridge. He knows there is no sign of foes there. If he strains his eyes hard enough, he thinks he can even see a lump down the corridor where the basilisk should lie, still staked to the floor. For a moment, he wonders if it will survive the night. It lost a lot of blood and he considers going on a quick foray to check on it. But as a man of faith, he knows it is unnecessary. Angradd the forge-father has infused the beast with his holy fire. The Lizard will live till the morrow.
Halstadt turns around to commit to yet one more tour of the chamber. When he turns around he sees—
-- that the throne is now occupied.
It’s Ro An Hap! Or perhaps his twin. An identical guardian wrapped in linens sits in the chair. It is holding the same staff. The same scepter that Karek smashed in half. Only, somehow, it is whole again.

Ro Ap Han |

Ro An Hap rises in silence. The guardian places a finger to his lips as though calling for silence.
He is trying to communicate something.
He points to himself.
He points to Halstadt.
He points to his scepter.
He points to Halstadt’s axe.
Then he points his scepter at Halstadt as though making a salute.
He begins to step down from the throne, ignoring the Dune Squad as he slowly steps towards Hal.
Hal thinks Ro An Hap is challenging him to a solo duel.
Ro An Hap is 30 feet away. Halstadt is near the entrance way. This particular Ro An Hap does not appear to be coated in tanglefoot slime from one of Moonpate's enchanted bolts.

Halstadt Morgrym |

Halstadt grins at Ro Ap Han. It was clear that this ancient creature did not know dwarves very well at all. Under the surface where we dwell the dwarves have ever been at war with those whom share their domains. The evil denizens of the underdark are dangerous and numerous. The thing that for millenia has allowed dwarves to survive and thrive against insurmountable odds is their comradarie and kin. Perhaps the Mighty Hurgah would accept this challenge and smash Ro Ap Han but Halstadt Morgrym, follower of the Fire God, would do no such thing.
Hal raises his hands and beseeches Angradd, "Firelord smite this foe who has so foolishly returned to challenge your servant!"
Hal gestures toward the towering Ro Ap Han and sends Angradd's flame to send him back to oblivion in flames.
Fireball 8d6 ⇒ (2, 1, 2, 2, 1, 4, 3, 4) = 19
Kythrodan8d6 ⇒ (1, 6, 3, 1, 1, 2, 6, 1) = 21
I will target the fireball above Ro Ap Han's head approximately 15' so that my allies sleeping on the floor will not be targeted with the burst while Ro Ap will. I will target him with Kythrodan and of course pick the better damage roll. The added benefit of my spell is that the explosion should rouse my allies.

Hurgah the Reaver |

If more of Huragh's naps are going to be interrupted like this, he's might end up getting a bit cranky.
As soon as Hal's fireball detonates, Huragh lurches up into a crouch, ready to sink claws and teeth into whatever enemies might present themselves.

Pact Stone GM |

I will target the fireball above Ro Ap Han's head approximately 15' so that my allies sleeping on the floor will not be targeted with the burst while Ro Ap will. I will target him with Kythrodan and of course pick the better damage roll. The added benefit of my spell is that the explosion should rouse my allies.
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Awesome!A few catches though.
I'll need an initiative from Hal first. Ro An Hap might not be so courteous as to let him cast his spell. But Hal might also get the drop on him.
I get what you are trying to do here: blast Ro An Hap at head level while the sleeping Dune Squad escapes the attack because they are prone. Ro An Hap's heard is probably at 7 or even 8 feet, so playing the vertical plane should in theory work.
The problem I see is that the ceiling is 15 feet, not terribly high. Whereas a fireball has a radius of 20 feet. So even if Hal fires his ball right at the ceiling, the highest point possible, the flame are coming all the way back down to the floor to melt everyone.
This would be a great move outdoors. Indoors he can still do it if he wants, but there will be a lot more collateral damages than you envisioned.

Halstadt Morgrym |

Initiative 1d20 ⇒ 8
Hmmm, I thought the ceiling was higher. I assume my comrades would take the full brunt of my Fireball? I also assume that since I have not rested I have my 4 Channels left and once I rest I will regain my now 8 Channels per day? If that is the case I may just have to wake everyone.
Another question, is there anyone between Ro and I in a straight line? Perhaps a wall of fire from him directly to me will work, cause my allies less damage and still wake them due to the heat of the fire.

Pact Stone GM |

Hmmm, I thought the ceiling was higher.
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So did I! But I checked. I blame the module author for low default ceilings. Or perhaps the editor if it was changed.I assume my comrades would take the full brunt of my Fireball?
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Thanks to Kythrodan, they would only take your lower roll, possibly divided by half with a save.I also assume that since I have not rested I have my 4 Channels left and once I rest I will regain my now 8 Channels per day? If that is the case I may just have to wake everyone.
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That's right. At dawn, Hal gets another eight channels. By awaken, do me a fiery wake-up call? (and here I complain about my alarm clock. . .)Another question, is there anyone between Ro and I in a straight line? Perhaps a wall of fire from him directly to me will work, cause my allies less damage and still wake them due to the heat of the fire.
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There is indeed a clear path. A few folk, those on the "hot' side of the wall, would likely suffer some damage.
Ro Ap Han |

Sorry! Got called away there. It definitely makes good sense to see what Ro An Hap will do first.
-----
Seeing Hal prepare an incantation, the guardian leaps off the throne to attack. When he begins his vault, for a second the strange orb of space on his chest appears again, rimmed by a golden-hued aura. Hal could swear he could see something inside the sphere, a pillar, a hieroglyph, a flagstone, but then it's gone.
Besides Hal's too busy contemplating the leveraged staff attack coming right at him as the guardian prepares with a double-handed wind-up.
Once again though, Ro An Hap resorts to a last-second change-up. Rather than swing, he hurls his staff at the dwarf, sending it crashing into the dwarf's helm bouncing off his head. He then uses the split second of Morgrym's blindness to finish his charge, leading with elbow.
-----
Ro An Hap charge against Halstadt's flatfooted AC 17: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 (hit)
Potential damage from slam attack:1d6 + 8 ⇒ (5) + 8 = 13 (applies)
-----
Ro An Hap drives his elbow into Halstadt's throat, seeking to crush his windpipe and prevent him from finishing his spell. The elbow feels like a lead pipe and the blow staggers Halstadt back a half-dozen steps, momentarily stealing the breath from his lungs. Meanwhile, Ro Ap Han presses the attack, refusing to let the dwarf find any measure of space within which to re-set his guard. Impossibly, at the same time, the guardian manages to free a hand and actually catch the staff which ricocheted off of the dwarf's head.
Despite the flavor text, Ro An Hap strikes first and so Hal does not lose a spell, as he has not yet actually started casting one. He is though, now 'based' and would draw an attack of opportunity were Hal to attempt a spell without first succeeding on a concentration check to cast on the defensive.

Halstadt Morgrym |

Hal glares at Ro Ap Han a deadly enemy to be sure. Hal realizes that melee combat certainly favors this creature and casting spells will be next to impossible. While the throat punch may have been effective against a human, dwarves are made of sterner stuff, in fact Hal has received more effective throat shots from his cousins Plaugh and Flaugh Rockbreaker to prepare him for just such an instance. "If ye'r ta' be a wagglin' yer fingers instead o' swingin' yer axe better get used ta' foes tryin ta' take out yer throat Morgrym".
With a silent thanks to his obnoxious cousins Hal resets himself a few steps backwards letting his foes momentum give him some space.
Hal is a follower of Angradd the God not of just fire but of War. A combatant must be able to adapt and overcome and that is just what Hal will do. He raises his hands bellowing out to Andradd, "Lord of War reset the field of combat for your faithful follower!"
Hals raises his hand and a fiery bolt of flame just misses Ro Ap Han who is - hopefully - bewildered by the action. Hal's target is instead the snoring form of Karek.
Ranged Touch Attack 1d20 + 6 ⇒ (11) + 6 = 17
Damage 1d6 + 3 ⇒ (6) + 3 = 9
If these is a way to do minimum damage to Karek I will choose that option, just want to wake him, not kill him! I have 5 more left as I have yet to rest, only used one the day before plus this one is two of the 7 I was alloted as a 7th level Cleric. The bellowing out to Angradd is designed to wake someone else as well!

Karek Kogan |

Karek yells in pain as he is awakened from his dream. Seeing that he is on fire, his first thought is Dalia!, until he catches his bearings. He staggers to his feet and fumbles for his hammer as Bunky strategically mouseholes. Karek glares in angry fatigue at the form of Ro Ap Han, and begins lumbering towards him.
Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
When Karek gets a turn, his first action is to stand, retrieving his hammer. If he has any actions left, he will start moving towards Ro Ap Han.
15/19 rounds of rage, AC 16, DR 1/-, CMD 24, HP 94/103

Moonpate |

"...don't burn the biscuits!"
Moonpate's torso bolts straight up from its prone position as he blurts out the last fragment of his nightmare. Part of his groggy brain takes in the scene of a smoldering Karek, a towering Osirian construct, and an angry Hal with a strange, detached clarity. The other part of his brain refuses to acknowledge that he is no longer dreaming. A neural chain reaction starts with a tick below his left eye and spreads through his massive noggin like lightning. Both eyes suddenly bulge open in total wakefulness.
Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

Breach Shattershield aka Javell |

Snapping straight up into a sitting position, "Alright, what's all the commotion about?!" Breach takes in the scene around him. Noticing the statue is very much alive, "You gotta be kiddin me." Breach draws his hands down his face. "I thought we killed that thing? I guess this means we gotta kill it again. Ah well, gives me somethin' ta do."
Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
First chance I get, standing and weaponizing.

Pact Stone GM |

If these is a way to do minimum damage to Karek I will choose that option, just want to wake him, not kill him!
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You could, for example, kick him with your boot or swot him. Or perhaps, not shoot him.But this way is much more classy and much more Halstadt, I say.
We could say if you target his hand or hi butt, Hal would do less damage but then we'd need to do a re-roll with a penalty of some kind, not unlike the old "called shot" in 2ED.
But given that Karek can take 9 points of damage like man without missing a beat, I say we just go with it.
I have 5 more left as I have yet to rest, only used one the day before plus this one is two of the 7 I was alloted as a 7th level Cleric. The bellowing out to Angradd is designed to wake someone else as well!
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Hearing the sound of combat is DC -10. There is though a -10 penalty to the roll for being asleep. There is no range penalty, with the battle this close. As such the DC to hear this particular fight and awaken is DC 0, which means auto success for everyone.
(I know this one as I bitterly looked it up after GM I once played with ruled my PC did not awaken after being hit with a fireball - a situation somewhat mirroring the present.)
I'll post initiative results soon, but if anyone else wanted to get theirs in before I roll for you, last call.

Hurgah the Reaver |

Or if you absolutely have to shoot fire at someone, Hurgah has fire resistance 5
At the sound of combat, Huragh lurches up into a crouch, ready to sink claws and teeth into whatever enemies might present themselves.
initiative: 1d20 + 2 ⇒ (16) + 2 = 18
(I know this one as I bitterly looked it up after GM I once played with ruled my PC did not awaken after being hit with a fireball - a situation somewhat mirroring the present.)
Your GM screwed you. There is no "asleep" condition, but the sleep spell states that getting slapped or taking damage automatically wakes you. If that goes for magical sleep, I would rule any day that it goes for normal sleep too.

Pact Stone GM |

Karek yells in pain as he is awakened from his dream. Seeing that he is on fire, his first thought is Dalia!, until he catches his bearings. He staggers to his feet and fumbles for his hammer as Bunky strategically mouseholes. Karek glares in angry fatigue at the form of Ro Ap Han, and begins lumbering towards him.
-
Karek is able to rise, get his weapon out and even base Ro An Hap.
-----
Dalia? We still talking about her?

Pact Stone GM |

Snapping straight up into a sitting position, [b]"Alright, what's all the commotion about?!"Breach takes in the scene around him. Noticing the statue is very much alive, "You gotta be kiddin me." Breach draws his hands down his face. "I thought we killed that thing? I guess this means we gotta kill it again. Ah well, gives me somethin' ta do."
-
Breach likewise is able to rise, get his weapons out and base Ro An Hap - he'll set a flank with Karek while he's at it. It sure was nice of Ro An Hap to stride down in the middle of everyone.