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Chaos Beast

DM Bigrin's page

2,815 posts. Alias of bigrin42.


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Quill doesn't recognize the boy by name, though he thinks he might have seen him at a number of festivals. If he is a local, he likely comes from one of the farms outlying Trunau.

The boy wrung his hands over his wrists where the cords had bit into them. "That half-orc that caught me and put me in here. I been here for days! Please, I want to go home."

Forgot to link the map

Storn pushed the door open to reveal a small furnace room. An old cast-iron furnace and a pile of coal occupy most of the room's floor. Most of the rest was taken up by a young man - more of a boy, really - tied up and crying softly to himself.

As the door opened, the boy screamed, "Please don't kill me!" He stopped hollering almost immediately when he saw Storn, however, and said more reasonably "Who are you? It doesn't matter. Please free me and help me get home! Hurry, before they come back!"

FYI, I am travelling on business this week, but don't stop posting. I want to be able to keep things moving as much as possible.

FYI, I am travelling on business this week, but don't stop posting. I want to be able to keep things moving as much as possible.

FYI, I am travelling on business this week, but don't stop posting. I want to be able to keep things moving as much as possible.

Sorry Calla. I don't know why that was wrong.

Coughing and vomiting followed you as you tried to stumble northwards back the way you had come. It was difficult to keep moving, and after only a minute or two it was impossible to tell whether you were moving in the right direction. Still, you pressed on as a group, the noxious cloud shifting and moving around you, blocking out any sights, but amplifying sounds.

Muffled cursing and retching sounds came from out of the cloud, and it was apparent you weren't alone in this abomination of your own creation.

After what seemed like an hour, but was probably only half that, you noticed the fog thinning out. Stumbling, you dove for the clear spot, and lay on the ground gasping and retching. The clearer air helped greatly, and your eyes stopped streaming just long enough for you to notice a fast moving object headed straight for you. It was roughly man-shaped, and as it crashed to the ground behind you, you saw that it was in fact drow-shaped.

Ahead, three drow were fighting a deranged-looking treant and as they turned to see where their companion landed, they spotted you. At once all three ran straight for you, whether in an attempt to murder you where you lay or to set the treant on you, it didn't bode well.


anklebiter 1d20 + 2 ⇒ (9) + 2 = 11
kelendra 1d20 + 2 ⇒ (8) + 2 = 10
bruendor 1d20 + 2 ⇒ (16) + 2 = 18
calla 1d20 + 3 ⇒ (12) + 3 = 15
lefrik 1d20 + 0 ⇒ (20) + 0 = 20
drow 1d20 + 7 ⇒ (10) + 7 = 17
treant 1d20 - 1 ⇒ (18) - 1 = 17

If you failed your earlier Fort save, you will be nauseated for another 1d4 + 1 ⇒ (3) + 1 = 4 rounds.

Round 1:


lefrik 20
bruendor 18

drow 17
treant 17
calla 15
anklebiter 11
kelendra 10

Lefrik and Bruendor are up!

Here's the map

Quill moved to the northern hallway and looked around. There were two doors there, neither appearing to be trapped. Both looked to have seen use recently.

Quill, F8 is a wall. Did you mean F5 or I8? Or something else?

Actually, you came from the north

I have also added the link to the loot sheet to the Campaign Page

Here is a link to the loot list. I think I have gotten everything on there now.For those of you who haven't seen this type of loot sheet before, let me break it down for you.

Summary Tab - a quick look at what the current status of loot is. Cells F14-K14 show what each party member would receive if we sold all the loot right this minute. It is based on what we have available to sell and what has been claimed. The goal is to try and keep relative WBL the same across all party members. It may look complicated, but it works really well. I have been using this in my RL game, ass well as my PbP games and it does a good job.

There is a "Max Gold in Kitty" field that allows you to give the party kitty an equal share of your take, up to a max value. I have it set to 0 now. If you want that set to a specific value, let me know. Party kitty funds are used to purchase "party items" like healing wands, bags of holding, etc.

Other Tabs - these hold the specific loot items, organized by category. If you want to claim a loot item, tell me here or in the gameplay thread. Your name gets assigned to it, and then its value comes out of your share of the loot. For example, if Yelena wants the falchion, she claims it here. I mark it as Yelena's and it comes out of the general loot list, and its value comes out of her share.

As I said, it looks complicated but really isn't. Look it over and let me know what you think.

FYI, it's probably going to be at least another month before I move on to book 4. Thanks for all your kind comments.

The trunk opens to reveal an eclectic selection of goods, obviously taken from different sources. There was some alchemical items, clothing, jewelry, thieve's tools, and a lot of loose coins.


  • sovereign glue
  • universal solvent x2
  • silk rope
  • disguise kit
  • mwk theives' tools
  • noble's outfit
  • signet ring
  • 253g in mixed coins

    I am putting together a loot list for you guys. I'll have it up soon. Sorry I hadn't done this already.

  • With visibility so greatly reduced, the odds of anyone spying you from far off are almost nothing, but your odds of accidentally running into a drow patrol are increasingly high. Progress is slow, as the cloud lingers and continues to obscure sight through both reduced visibility and through the tears streaming down your faces.

    Which way are you trying to go?

    Everyone else took positions as lookouts, while nervously glancing back at Anklebiter and his preparations. The goblin giggled to himself occasionally as he tweaked the layout of various chemicals and reagents. As he lit the makeshift fuse, he began to run, causing everyone else to do the same.

    Lefrik scooped the goblin up in his arms and took great loping strides, carrying Anklebiter along with him. Everyone dove behind a pile of rubble some hundred feet or so away and waited for the ensuing explosion.

    It didn't come.

    Seconds passed, then minutes. Finally, as everyone shifted around uncomfortably, they heard it. A hissing sound that grew in pitch and loudness cut through the air. Like the steam whistles at the gas forges, the sound built to an incredible volume.

    Then, the world seemed to shatter once more. The top of the dome erupted, spewing masonry, fire, and flaming sludge in all directions. A massive stinking cloud began to fountain out of the laboratory. The heavier than air smoke began to pool, flowing outward from the explosion to blanket the area. As it passed, your eyes began to sting and your breath caught in your throat.

    The foul air made it difficult to hold the contents of your stomach in, and made your head spin. Direction was lost in the dense cloud, as vision was reduced to a mere five or ten feet. You had no way of knowing how big the cloud was, but it looked enormous. Several hundred feet in diameter, perhaps.

    Everyone roll a DC15 Fort save or be nauseated.

    Mariana looked over the chest and found a small needle trap in the lock. Fiddling with the enclosure, she thought she had disabled it. She undid the locking mechanism, but as she finished, the needle sprang out and pricked her finger. Immediately she felt a warm flush around the puncture as the toxin on the needle flowed into her bloodstream.

    Mariana must make a DC12 Fort save or take 1d2 ⇒ 2 strength damage

    Anklebiter looked around and saw the large drain in the floor. It might be possible to pour most of the reagents down the drain. Alternatively, he knew he could make the big BOOM, and just deal with the aftereffects. There were lots of alchemical reagents around the workshop, and many finished flasks and alchemical bolts for hand crossbows and crossbows. He also spied several reagents that could be used to neutralize the large vats of poisons and alchemical creations, but he knew that would take hours of work. It was a quandary.

    As he thought about it, he glanced over Calla's bow, but wasn't able to identify any specific magical properties.

    In my RL Shattered Star campaign, the characters found what was the equivalent of a mercury switch. Good thing the rogue had improved evasion and the rest of the group had a lot of hit points!

    Hehe, I edited the post as soon as I saw yours. My typo, my bad

    Quill climbs the ladder 10 feet to the trapdoor and gently raises it. Peering out through the crack, he saw the charred iron legs of many beds. It appears that the trapdoor leads to the open spot between the beds in the big room above. He sees no sign of the charred corpses that previously frightened them all out of the room.

    Craft: Alchemy ;-)

    I suppose I could let you use a K. Arcana check instead. Because I'm nice like that.

    And throw in a spellcraft check to ID Calla's new bow


    20 arrows

    Calla finds that the longbow is indeed magic. The sheaf of arrows is not, but that certainly doesn't make them any less useful for all that.

    The door opened into the main room with the white sword mosaic set in a circle of light gray marble, and you were able to get a clear idea of the things only glimpsed through the portcullis. The ladder leading upwards ended at a wooden trapdoor, it's bolts open and allowing the trap to be pulled upwards. Against the wall on the other side of the portcullis, just out of arms reach of the opening, was a large brass lever. On the floor beneath it sat a wooden chest. On the northern wall was an empty bookshelf.

    A short hallway led east, connecting to the hallway there. Another led north, with two doors leading off of it, one to the north (D,E/5), and the other to the west (E/5,6).

    Here's the map

    You are controlling some degree. It is intentional that it is not fully controllable, though it does try to obey your commands as it understands them


    1d100 ⇒ 4
    1d100 ⇒ 43
    1d100 ⇒ 21
    1d100 ⇒ 30
    1d100 ⇒ 11

    After barricading yourselves in the storage room and determining the watch order, everyone tries to get some sack time. Some fall asleep easily, trusting their companions to wake them upon need. Others cannot shut off their minds, constantly reviewing what they had seen and done over the last few days. Either way, sleep came eventually.

    It was a quiet night, the soft whirring and clicking of Angelica's clockwork servant acting as a sweet lullaby to most. After what seemed like a full night's rest, the magic users replenished their spells and were ready to go.

    Again, the trip back to the sewer area where you had fought the eels went rather smoothly. Once more Lockerbie wasn't in evidence as you passed. It seemed odd that you came across him lounging about when you did, and hadn't seen him since.

    I made the assumption that you were going back to where you had stopped. If that isn't what you want to do, just let me know. There are many unexplored paths on this level at the moment.

    The more he stared at the potion vial, the more the goblin was sure that he held a potion of bear's endurance. When Bruendor looked down to retrieve the hand crossbow, he realized immediately that the drow's chain shirt, while not magical, was made entirely of adamantine.

    Calla doesn't see any other hiding spots in the open circular room, so she moved back into the caustic mess outside to inspect the fallen drider. On the drider, Calla finds a very nice longbow that looked about her size, some arrows, and a pouch with a few gems and other baubles in it.

    Mariana examined the locked door carefully, deciding that there were likely no traps here. With a moment's effort, she finessed the locking mechanism, and stood back.

    Although alchemical reagents and weapons abound in this room, the only truly magical items are on the drow's person. Anklebiter finds a pair of cure moderate wounds potions, and another potion as well. The drow female's hand crossbow also radiates magic. In the same pouch as the poisons are a dozen gems of varying quality.

    Bah! my own copy/pasting is getting me in trouble again!


    1d20 + 9 ⇒ (14) + 9 = 23

    As Lefrik stood and moved in, Calla launched a pair of arrows at the drow and her copies. The last of the figments disappeared, and the surprised drow stared open-mouthed as Bruendor dodged the worst of the caustic liquid and dove in with his rapier. The blade took the woman in the throat, and as she staggered back, Anklebiter's last sneeze caught her and sent her to the floor. The drow gagged and choked on her own blood for a moment before going still.

    The day was wearing long, at least on the adventurers, and though they tied to downplay it, the effect on the casters was apparent. The trip back through the hallways was uneventful, as no creatures had snuck up from behind during the day. Even the ghast, Lockerbie Brast, was not in evidence, his watery hole unoccupied when you passed back through.

    The room where you found the clockwork servant was indeed secure, though extremely uncomfortable with all the piles of broken junk laying around. It took an hour of clearing up just to get enough space for everyone to have pallet space on the floor.

    Watches set, you dug into a cold supper and prepared to rest.

    Watch order and other pre-sleep actions needed now

    Examining the door, Quill finds that it is locked. He also notes with interest that the door is sheathed in iron. Double checking, he finds that the door you entered through is also sheathed in iron on the side facing the urn room.

    Mariana took the time to further explore the room, finding that the urns that were left were made of metal or fired clay. More interestingly, she found that behind the wagon wheel statue was a door, carefully hidden. (GH/3)

    AB - Unless the spell has a (D) by the Duration or requires concentration to maintain, you can't dispel it.

    I was worried for all of you for a moment. Drider was by far the greater least until he ran out of lightning bolts. The trogs were there just to get you to bunch up in the doorway :)

    The scrollcase itself was plain steel, though it did protect the hold portal scroll inside it from the acidic digestion of the ooze.

    Standing near the northern portion of the room, Quill can easily make out the details of a slightly softened statue there. The ooze ahdn't had much effect against most of the rest of the room, but the limestone the staute was made out of didn't fare too well. The statue was of a flaming wheel.

    K. Religion DC17:
    The statue is a representation of Jingh, one of Iomedae's celestial emissaries.

    Angelica moved cautiously to the west, and came across another hallway intersection after about 75 feet or so. To the east, the hallway went on for farther than she cared to go by herself. In neither location did she see or hear anything interesting.


    1d6 ⇒ 2

    2d6 ⇒ (3, 5) = 8
    2d6 ⇒ (2, 1) = 3

    Anklebiter's final sneeze killed the last troglodyte, and freed Calla up to move to a better position. Firing over the downed Lefrik and short goblin, she had a clear line of attack to the drider perched high on the crumbled wall. Both arrows sank true, one diving into a white elven eye, and the drider tumbled from its perch to lie sprawled on the ground. Its face was buried in the acidic glop covering the ground, and it did not try to reposition.

    Bruendor tried to leap the firepit, but the combination of his short legs and the apparatus hanging above the flames kept him from clearing the flames. His boots and legs were burned rather badly from the heat, but he still struck out at the drow. He connected, or so he thought until the image of the drow disappeared.

    The drow flinched at Bruendor's unorthodox approach, then took her rapier and tipped over one of the kettles hanging above the dwarf. Bruendor was immediately inundated with fiery liquid, and had only a moment to try and avoid the worst of the spill.

    Round 4:

    Bruendor takes 2 fire damage and must make a DC15 Reflex save or catch on fire.

    Bruendor also takes 8 fire damage and 3 acid damage from the kettle's contents. A DC15 Reflex saves halves the damage.

    Have to split initiatives up a bit. If your name is in bold, you're up! Don't forget sickness if you failed your save. The effect lasts for 1 minute.


    drow 18
    calla 15
    lefrik 12 (dying)
    anklebiter 11
    bruendor 9

    drider 6
    kelendra 4
    trogs 1

    Here's the map

    Storn struggled in the gelatinous creature, finally breaking his head free. He sucked in a deep breath as his hair and skin sizzled from the creature's acidic innards. Weapons flashed all around the bearded man, and he flinched every time something steel or magical splashed into the creature. The onslaught of weapons and magic was too much for the ooze and it was unable to hold its structure. It collapsed, spreading acidic jelly across most of the stone floors. Storn collapsed onto the stone atop the remains of the creature, his clothing still steaming from a dozen small holes and his skin red as if he had been laying naked in the bright sunlight for several days straight.

    Around Storn lay the remains of several items that the ooze was not able to digest, including a steel scrollcase, a masterwork quality chain shirt, a falchion, and a an amulet with some kind of quarts embedded on the outside. There were also quite a few loose coins, totaling 43 gp in all.

    Here's the map

    Yes, as stabilization is a Constitution (ability) check.

    I'm going to be lenient on this holiday weekend and give people a chance to recover from their sunburns before I force the next update. Enjoy!

    I'm going to be lenient on this holiday weekend and give people a chance to recover from their sunburns before I force the next update. Enjoy!

    Very nice. I'm going to be lenient on this holiday weekend and give people a chance to recover from their sunburns before I forse the next update. Enjoy!


    Storn, you are pinned, but you can try and break free using the grapple rules!


    1d20 + 9 ⇒ (6) + 9 = 15

    1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
    1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
    1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
    1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

    Um...Anklebiter...only Kelendra is supposed to be going right now. If your actions still apply after the trogs and drow I can apply them, but you might need to change up your actions after you see what happens.

    Calla - Drow are dangerous, and you guys managed to take on 2 different groups simultaneously :D

    Mirror image does not work the way you apparently think it does. A figment is only destroyed if you have to roll to hit, such as an attack or a ray spell. Templates and auto-hit spells (such as magic missile) can't harm a figment. The way I see it is that you saw what you tried to hit wasn't real, and the illusion vanished. That can't be said for auto-hits and templates.

    Kelendra slogged through the goop, cursing at the damage the foul stuff is doing to her boots, and trying to hold her breath. She reached the doorway and saw three drow on the far side of the dome. Concentrating, she sent a spray of fiery shards to cover the identical images. All three reacted by flinching away, cursing as they were burned by the oracle's spell.

    The downed trog tried to stand, and Bruendor ran it through with his rapier before it could get to its feet. The remaining trog stepped around the corner and glanced at the twitching body of Lefrik. It started to finish off the barbarian, but Calla caught its eye. Seeing the threat more important than the easy kill, the trog lashed out at her with a pair of swipes. Calla couldn't avoid the blow, and a twin set of deep slashes appeared on her right arm and left side.

    The drow stepped to the side, trying to keep the flames of the firepit between herself and the companions. She shouted and pointed, and a thin film of grease appeared under everyone's feet. The dark tones of the dirge she had been chanting lingered in the air.

    Round 3:

    Calla takes 9 damage.

    Everyone but Bruendor (and Lefrik, obviously) must make a DC15 Reflex save or fall prone on the grease (see the spell description for other effects).

    Have to split initiatives up a bit. If your name is in bold, you're up! Don't forget sickness if you failed your save. The effect lasts for 1 minute.


    drow 18
    calla 15
    lefrik 12 (dying)
    anklebiter 11
    bruendor 9

    drider 6
    kelendra 4
    trogs 1

    Here's the map
    The drider is about 10' up on one of the crumbled walls


    1d20 - 1 ⇒ (6) - 1 = 5
    1d20 - 1 ⇒ (9) - 1 = 8
    1d20 - 1 ⇒ (14) - 1 = 13
    1d20 - 1 ⇒ (12) - 1 = 11

    1d20 + 7 ⇒ (3) + 7 = 10
    1d20 + 7 ⇒ (16) + 7 = 23
    1d20 + 7 ⇒ (17) + 7 = 24

    1d4 ⇒ 3

    AoO: 1d20 + 2 ⇒ (13) + 2 = 15
    1d4 + 1 ⇒ (3) + 1 = 4

    lightning: 6d6 ⇒ (4, 3, 1, 5, 3, 3) = 19

    Bruendor flew over the head of the trog beside him, easily avoiding its raking claws. Anklebiter used the opening to sneeze an enormous glob of fiery snot and wind into the room. Most of the troglodytes suffered severe burns from the flaming goop, and one was knocked off its feet. Lefrik stepped into the gap and easily cut down one of the injured foes. Calla stepped up and fired through the confusion, bursting one of the drow's images with a well-placed arrow.

    The drider, taking advantage of the target rich environment, sent off another lightning bolt. This time it passed through Anklebiter and Lefrik, continuing on to smash open one of the clay jugs over the firepit. The jug burst into flames as the liquid inside leaked a viscous fluid onto the fire.

    Round 2:

    Due to potential AoOs and the presence of wall, I had to adjust your final positions a bit

    Anklebiter and Lefrik need to make DC16 Reflex save to have 19 damage.

    Have to split initiatives up a bit. If your name is in bold, you're up! Don't forget sickness if you failed your save. The effect lasts for 1 minute.


    drow 18
    calla 15
    lefrik 12
    anklebiter 11
    bruendor 9
    drider 6
    kelendra 4
    trogs 1

    Here's the map
    The drider is about 10' up on one of the crumbled walls

    Storn (and all of his non-metal and non-stone items) takes 1d6 ⇒ 2 acid damage and must pass a DC20 Fort save or be paralyzed for 3d6 ⇒ (6, 1, 1) = 8 rounds. Paralyzed or not, Storn is now pinned, and must start holding his breath.

    Ladies and Gents, when you post your actions, try and take into account what the others are doing. i have 3 people all trying to get into M3. It's easy enough to adjust in this case, but if you end up in a square you didn't want, I apologize in advance.

    Weapons slashed in at the large jelly-like creature as it plowed forward. Storn flung himself back and landed a good hit, followed immediately by Yelena's longhammer. The bits of jelly splashed outwards from the wounds burned like acid, and a light numbness spread from the impact points. Vashta wracked her brain for more information about the creature, but all she could come up with was that it might be some kind of ooze.

    The creature continued its inexorable movement, plowing over both Storn and Quill. The two were forced once more to throw themselves aside or be engulfed by the strange creature.

    Round 2:

    Storn and Quill can choose to make a DC12 reflex save to avoid being engulfed.


    Quill 18
    Vashta 18
    Storn 13
    Yelena 11
    Mariana 10
    Molly 8

    enemy -2

    Everyone is up!

    Here's the map

    Honestly, me neither. Unless someone else was paying attention, I suppose I'll slog back through the thread.

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