Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Machine Soldier

GM Tribute's page

3,974 posts. Alias of Chainmail.


1 to 50 of 3,974 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

After finding no one, Garnstn opens a door and finds seven unsavory looking men on their feet and armed. Rapiers, short swords, and kukri seem to be the weapons of choice.

A large board with figures is in the background with priests, knights, queens, kings and foot soldiers on it on alternating green and black squares.

"What the f*%$ are you doing here!!"

The spokesman seems to be an old man with a double lined scar on his face.

Map updated, Garnstn by the door

The search of the two room living and lounge complex turns up nothing immediately. Before the search begins more earnestly...

Per: 4d20 ⇒ (16, 2, 8, 16) = 42

Garnstn hears the sound of a door opening and closing, and is sure it is the unexplored door to the west.

Belir and Crom miss as Tam and Glorik fall. Dolgrym strikes a wounded orc, and before he falls, he retaliates with a nasty swing.

Dolgrym/Crom flanked/Crom/Belir flanked/Belir: 1d20 ⇒ 22d20 ⇒ (6, 11) = 174d20 ⇒ (16, 7, 9, 2) = 342d20 ⇒ (19, 6) = 251d20 ⇒ 13

The orcs attack, six on Crom, three on Belir, and one on Dolgrym before he falls. The orcs score only a single strike on Crom and Belir, but the greatswords of the orcs cut deep.

damage Belir: 2d6 + 3 ⇒ (6, 5) + 3 = 14
damage Crom: 2d6 + 3 ⇒ (6, 3) + 3 = 12

An Up to Four AoOs to Crom if he can take them

From the smoke strolls the guard captain drinking from a mug. Rodrik's brother looks like he has seen some action. In his left hand he carries a greatsword covered in blook, in his right hand he carries six orc heads by the hair.

The orc leader, a grizzled man with an eyepatch, nods to Belir: "Maybe you take your fallen to the guard post, and maybe I take some of my bleeding boys back to the hills. If you honor a truce, that is?"

This room feels a little drier than the others in the complex, and the air smells slightly less musty. The room itself is furnished as a lounge, complete with stuffed couch and low table.

Another room adjoins this room through a door.

This room contains two fairly comfortable looking bunks. The sheets on them only sport a few spots of mildew.

4d20 ⇒ (10, 3, 11, 11) = 35

Moving north, another empty room is discovered. This one has some animal fur and what appears to be bones with shredded meat on them. It smells of some animal, quite strong.

The room has a doorway, which is opened after some investigation.

Meanwhile, a quick look in the southern hallway reveals a door on the west wall. Given the arrangement of halls, it leads into a small room complex.

Dolgrym's Warhammer hits the orc in the chest, the smashed echoes through the courtyard, and the orc falls like a rock, motionless before he hits the ground. His offhand weapon scores another hit. Crom strikes another orc, staggering him with a massive swing. Tam sprays acid as Dolgrym attacks the same orc. Struck by acid and Glorik, the orc seems mildly woulnded.

The orcs slide around Belir to attack him as the one in the doorway continues to engage. The two to the north push around Belir and engage Crom. Two rush around the building, too depleted to attack the group from their large run as the flank Glorik and Tam.

Belir: 3d20 ⇒ (4, 10, 17) = 31Glorik: 3d20 ⇒ (2, 19, 7) = 28Confirm?: 1d20 ⇒ 19damage: 4d6 + 8 ⇒ (1, 1, 4, 5) + 8 = 19Crom: 3d20 ⇒ (20, 6, 1) = 27confirm?: 1d20 ⇒ 11Tam: 1d20 ⇒ 15damage Crom: 2d6 + 4 ⇒ (1, 2) + 4 = 72d6 + 4 ⇒ (3, 1) + 4 = 8

The three orcs attacking Belir all miss. Three attack Glorik, two miss but one hits him in thigh hitting an artery. Blood spurts as Glorik staggers. Three attack Crom, and one gets in a lucky swing the misses his neck, but cuts his shoulder. One orc swings at Tam, and hit him the chest. The orc Crom hit, succumbs to his wounds after missing him.

19 damage Glorik, crit
7 damage Crom
8 Damage Tam

Dwarves up
AoO for Glorik if he is standing

The situation gets desperate as all the orcs left engage the group. Three of the orcs still have some wounds, but haven't staggered yet.

3 Orcs have damage markers on them--I have staggered orcs get one attack before expiring. Otherwise, ferocity seem OP to me.

Moving through the north door, there is another long east-west corridor. West, lead into a room, east leads to north hallway and a south hallway further on.

Map updated

The group hears nothing as they avoid heading to the sea urchins through the water. Opening the door, they check the room to the right. Garnstn stealthily listens, opens the door, and finds an empty guard room with two light crossbows and 40 bolts. The door in the room leads further north. Checking the passage south, a series of doors are found along the hallway, but none are opened yet. The E-W long hall ends in an open room.
Map updated, guardroom is D2

The band considers which way to go.

Belir swings, and his charge takes the head off the nearest orc.

Belir is holding the door to the building, so a single orc faces him in the doorway. The two orcs with him are delayed engaging as they finish destroying a weakened exterior wall and stumble outside. An orc rushes Crom and Dolgrym. Three orcs now face Belir. Then Many orcs take wide encircling moves as the move around drawing nasty weapons.

greatsword x3 vs Belir: 3d20 ⇒ (9, 8, 14) = 31
greatsword x2 vs Crom then Dolgrym: 2d20 ⇒ (8, 19) = 27
Confirm Glorik: 1d20 ⇒ 10

Three orcs miss attacking Belir and one misses at Crom. A swipe at the flatfooted Dolgrym misses his throat as it catches on his shield, still hitting his chest.

damage Dolgrym: 2d6 + 6 ⇒ (1, 1) + 6 = 8

All dwarves to act Let us call it round 2

You are near water again!! Different room

perception x4: 4d20 ⇒ (11, 13, 18, 3) = 45
Dolgrym moves to the well, and finds a limp body of a Trunau guard.

His search finds:
Potion cure light wounds at his feet
hvy shield
healers kit with 10/10 uses left
hemp rope 50'
scale mail - broken
A large key

Agrit, the female dwarf, hands Crom a necklace. It has moonstone gems.

Necklace worth 1500 gp as centerpiece is a level 1 pearl of power

orc perception: 1d20 ⇒ 15

The group advances towards the looting, and moving through the smoke.

Tam 1d20 + 1 ⇒ (14) + 1 = 15
Glorik 1d20 + 2 ⇒ (14) + 2 = 16
Dolgrym 1d20 + 1 ⇒ (15) + 1 = 16
Crom 1d20 + 1 ⇒ (6) + 1 = 7
Belir 1d20 + 3 ⇒ (20) + 3 = 23
Orcs 1d20 ⇒ 18

The sound of the dwarves approach is not quiet, and the orcs are distracted from their looting as dwarves appear out of the smoke.

Order of action
Round 1


As the group moves down, Kat hears the lapping of water. Using her direction sense, the lapping of water is coming from the up ahead and to the left, the direction of the water in this district.

Mahath retraces his steps for a while. He sets the shop to look like before they left. The artisan tools are left where they are.

encounter on 1: 1d8 ⇒ 7

When the group is back together, a little exploring down the passage shows it leads to water, and some swimming will be required to continue. Looking ahead:
A large tide pool takes up this room, the waters thick with seaweed and its bed clustered red with a veritable carpet of red and black Sea urchins.

The door by the trap door is examined by Garnstn, and deemed unlocked and untrapped.

The magic reveals a secret door that lead to a trap door in the NW corner of the building.

Searching carefully, it appears to be untrapped. You drop down into a room below ground.

A wooden ladder leads up to a trap door in the roof of this natural passageway. Moisture drips from the walls to pool on the rough floor, draining in tiny rivulets to the east. A wooden door beckons to the west.

You are in D1 on current map

The last orc is grievously wounded, and withdraws after Belir delivers a massive blow. The beam is still in place, Crom cannot budge it.

STR check Agrit: 1d20 - 1 ⇒ (17) - 1 = 16
Agrit manages to get the beam off the dwarf, and she is dragged to safety. The wounds have stopped from the fire and crushing damage their hideous bleeding.

Injured and stable, the unconscious weaponsmith is still unconscious.

Screams of pillaging can be heard from other parts of this town. Agrit thanks you profusely: "My Sarah, she is safe for now."

A search of the available doors reveals a few meeting rooms, a break room, and what appears to be an office.

Map revealed

Opening the door on the second try, Garnstn leads you into a workroom. The workroom has a storage room with an assortment of taxidermy tools, including skinning knives and tanning solutions after opening the northernmost door..

Opening the other door leads out into a hallway. A cluster of four doors is seen, the northernmost leads into the main entryway.

At the moment, you do not see any activity inside.

I think the orc was killed inside.

Sara continues to lose blood as the fire continues to burn her. Crom tries to finish levering the board off the half orc weaponsmith. The last orc misses pitifully, attacking Glorik, who dodges away.

Party up

One orc left outside the house.

str check mage: 1d20 ⇒ 4

Crom moves the beam further off the half orc as the fire and smoke fill the house. Sara continues to burn and bleed under the debris.

The last orc sees Sara about to be free. He looks at the female dwarf trying to free the half-orc, and a look of horror comes over him. He shouts two nasty words in orcish, and takes a swing at the downed town elder.

orcish language:
The slurs involve interracial and homosexual unions.

axe: 1d20 + 5 ⇒ (5) + 5 = 101d12 + 6 ⇒ (8) + 6 = 14
mm: 3d4 + 3 ⇒ (1, 1, 2) + 3 = 7

The axe cleaves the downed half orc weaponsmith, and the angered female dwarf steps back and reads a scroll. The ferocity of the orc race is the only thing keeping him on his feet. The dwarven mage is in tears as she avenges Sara's death. It is obvious the two were very close.

fort: 1d20 ⇒ 12
Tam executes the unconscious orc, and the rest of the group struggles to move the beam or hit the last orc up.

miss chance Belir: 1d100 ⇒ 30

str check NPC: 1d20 ⇒ 9

Crom seems to be help moving the beam off the injured female. Unfortunately the fire and the crushing beam have taken its toll as she is in very bad shape.

The orc is wounded by Belir. He retaliates on Glorik.

gaxe: 1d20 + 5 ⇒ (5) + 5 = 101d100 ⇒ 481d12 + 6 ⇒ (9) + 6 = 15

The swing passes over his head. Tam loads his crossbow, and prepares to shoot a blind, stunned orc.

Party up again

The back door is locked as you nervously look around. Lit by moonlight, the back alley is somewhat cluttered. A few discarded animal pelts litter the area behind the taxidermy guild.

Moving out, you approach the front door or back door in the alley. The light from the almost full moon makes moving around quite easy.
% full moon: 1d100 ⇒ 85

miss smoke: 2d100 ⇒ (11, 42) = 53fort/cs: 1d20 + 4 ⇒ (10) + 4 = 142d4 ⇒ (2, 4) = 6
The sleeping orc is executed quickly. Another orc takes a beating from the combined assault, bUT Dolgrym's blow missues iN the smoke. He falls to Crom's attack.

The last active orc swings at Glorik.
1d20 + 5 ⇒ (19) + 5 = 241d100 ⇒ 75
Glorik takes a swipe from a huge axe. 1d12 + 4 ⇒ (6) + 4 = 10

Party go, one active

stealth G/per G: 1d20 + 6 ⇒ (6) + 6 = 121d20 + 5 ⇒ (20) + 5 = 25

Garnstn carefully moves around the building at night. He finds a rear door in the alley, and what appears to be a lack of activity. He notices a large amount of disturbed ground in the alley--indicating a large amount of traffic through the rear door.

As he moves around, he notices what appear to be a pair of sailors wandering by. They give no indication of noticing him.

Mahath finds the spell available at a magic shop.

Std prices for scroll

The dwarves attack the orcs, and Crom and Dolgrym strike a nasty blows as Glorik and Belir miss. The orc retaliates on Glorik, swinging a two handed greataxe.

Orcs: 1d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (4) + 5 = 9

Two wild swings miss Glorik and Crom.

miss chance smoke Crom, Dolgrym: 1d100 ⇒ 261d100 ⇒ 92

Everyone up

One orc hits at Dolgrym with a great axe.
hit/damage: 1d20 + 5 ⇒ (7) + 5 = 121d12 + 4 ⇒ (7) + 4 = 11

Another takes a swing at Glorik with a falchion.
hit/damage: 1d20 + 5 ⇒ (5) + 5 = 10

Having missed the dwarves seem to be doing fine as two orcs sleep.
S on them


Dain and Katharina leave the shop. Mahath is found eating and drinking nearby. The ranger is still up high.

Garnstn is around somewhere.

will save x2: 1d20 ⇒ 41d20 ⇒ 4

Both orcs go down in a flash of colors, clearly helpless.

Clearly holding ones breath is a good idea in the smoke, and those that do find the situation much better.
Assume everyone is holding breath in smoky house that goes in.

You can move your token, those with a std left may try a STR check to lift off beam

All but Crom

Crom is taken by surprise by the sudden appearance of orcs, and caught flatfooted. The rest of the party reacts quickly.

orcs 1d20 + 1 ⇒ (10) + 1 = 11

Nemien seems impressed and lets out a whistle.
"Let me know what you find. I can pay you well for returned carcasses. The less damage, the better of course. Anyway, it is said that large apes reside in the heart of the nearby jungle. I always wanted one of those."

Mahath finds the Shivering Cat filled with fishermen and sailors. The 'mixed fish' plates and stews are a silver, and seem to be popular. Ale and a strong drink called 'Sea Tar', which is jet black, seem to be popular. Given the crowd, a few fishermen join him at the table and seem to be trying to give him some space as they talk about the weather.

The store seems to have no secret doors or hidden compartments or anything unusual after a quick look by Dain.

As you enter the showroom, you are confronted with dozens of
expertly stuffed and preserved animals, ranging from parrots, monkeys,and bats to more exotic creatures like a monstrous centipede, a stirge, and even a black dragon wyrm1ing. A bell near the door bears a short sign-"Ring for Service."

After a few moments, you discover the Taxidermist's Guild is run by a lanky, middle-aged man with a gold tooth and a penchant for looking down his nose at customers. "I am Nemien Roblach, are you here to buy?? You don't find dragon wyrmlings anywhere but here."

You are in G1 on the current map--you notice the proprietor has come from the room out the South door to he left.

Have the new map set up for the next 6 encounters.

Place your token by well, and we go.

Remember to make a Fort save if you go in the building. These are the relevant rules below.


A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

Long flames lick the walls of this sizeable house, and burning beams crumble to the ground beneath the weight of the sagging roof. Though the front entrance remains accessible for now, the conflagration rages beyond control, threatening the lives of any residents that might be trapped inside.

Moving inside the flames, you see a half-orc, the proprietor of the weaponshop that makes hopeknives pinned under a burning beam and a female dwarf in wizard's robes trying desperately to free her.

As you determine what to do, four orc raiders appear to admire their destruction.

You have just passed the well, and decide what to do. Sara is bleeding out. It will take two or three people, including the motivated wizard to lift off the beam. The building is full of smoke, and will require a strong constitution to resist.

Place tokens near well on combat map and we roll initiative. Sorry for delay.

For those of you following in the player's guide linked in the campaign tab, the taxidermists guild is #14 on page 15 in Sunrise

Near the taxidermists building, a small inn with black bird called 'The Old Crow' is facing the street, its back shares and alley with the taxidermists guild. The inn is known for serving exceedingly strong alcohol, and, with a price, some with a smooth smoky taste.

Across the street is the Shivering Cat, a more traditional in and tavern serving fish with its own dock. On a nearby corner, Mal scales the roof of a warehouse and looks around. He has a nice view of boat traffic down the canal and the rear of the taxidermy guild building. At the moment, nothing looks amiss as you scout the area.

Sorry, we slowed down a bit, and all the games I play in except for two have slowed to a crawl.

Two kids graduated, a first communion, and out of town guests this week.

Sorry for any delay.

Sorry, we slowed down a bit, and all the games I play in except for two have slowed to a crawl.

Two kids graduated, a first communion, and out of town guests this week.

Sorry for any delay.

All stocked up, the heroes decide how they visit the Taxidermy Guild. With two doors, one locked, it is a question of time of day and any preparations.

Or they consider other avenues of investigation.

Lavinia sighs and informs you: "I want my brother alive, but your safety is more important than his. He has made his choices, and he may be unable to avoid a bad end!!"

Lavinia calls in her strange seer, and she burns some incense and goes into a trance. She informs you that she can see the taxidermist guild hall in a vision.

"The guildhall is a relatively modest building. There are two entrances: the front door into the showroom opens from Water Street and a locked service entrance from Dead Dog Alley."

Some investigation by Garnstn reveals even more....
The Taxidermist's Guild is located in the Sunrise District and is run by a lanky, middle-aged man with a gold tooth and a penchant for looking down his nose at customers. The clientele going in out are very respectable. Curiously, they are reputed to have a collection of exotic animals.

Before heading there, you consider buying equipment in town. The town seems to have many items for sale, but is quite lacking in exotic metals.

You may want to buy more equipment.

After quelling the riot and sending the townsfolks to the longhouse, the only ill effect is ire of the Abadar priest.

The Common's Beacon is lit, and the dwarves move to the next beacon inside the inner gates.

A makeshift barricade has been hastily constructed before the
inner quarter’s southern gate. The barricade is already covered
in the spilled blood of raiders and innocents alike, and several
victims of the bloody fight are strewn about the ground north of
the barricade.

Members of the temple of Iomedae and the Countinghouse of Abadar are treating townspeople for wounds in open triage. Two acolytes look at you, and seem to move on to more wounded townsfolk.

On the town map -- you stopped the lynching at J -- and moved through the two southern towers to the beacon at K and move to L now on the Trunau map.

Moving past the first aid station you arrive at a well in the middle of the square.

The stench of death hangs over this small square in Trunau’s
inner quarter. Bodies of all kinds—orcs and humans, men and
women, children and the elderly—lie scattered across the
cobblestones where they fell. Veins of watery blood crawl from
the base of the well in the center of the square, spreading from
the limp body of a slain Trunauan guard draped over the side of
the well. A rare moment of silence on the battlefield accentuates
the sounds of crackling flames in the distance and the steady,
hollow drip of blood into the well.

Looking north to a large burning building.......
Long flames lick the walls of this sizeable house, and burning
beams crumble to the ground beneath the weight of the
sagging roof. Though the front entrance remains accessible for
now, the conflagration rages beyond control, threatening the
lives of any residents that might be trapped inside.

The return to Sasserine is uneventful. Upon arriving, the news throughout town is that Keltar Islaran, the old harbormaster of Sasserine, was found murdered in his bed. Cut up with many knife wounds.

Lavinia greets you with relief at seeing at you alive. "Where is my brother, did you find him??"

DC KN:local 15 Garnstn only DC 25 anyone else:
The Lotus Dragons are a new guild of thieves-they seem to be a lot more organized than the other fly-by night guilds that have been popping up over the past few years.

A local sea temple is found, and they receive Tina's body. They give you a 100gp reward for bringing it back.

Things begin to get ugly. As the gnome speaks, the priest adds: "The half blood is here to weaken us as our enemies beat on our walls."

Then Crom speaks, and the crowd indeed disperses. The priest stars daggers at Crom: "You dare question the results of my inquisition. You will find the door to clerical services closed quickly in this town."

He storms off in a huff. Brinya thanks you, and hands you Rodrik's hope knife. It gleams and is suffused in a glow of magical light.

"I have no need for this. But you may."

Looking around, it is unlikely Vanthus is on the small island. There are unexplored parts of the caves.

Because it is visible from nearly all sides, the Commons
beacon is the most important beacon in upper Trunau
(apart from the Flame of the Fallen). It is also the closest
beacon to the Flame of the Fallen, and when you arrive at the Commons
beacon, a lynch mob has formed around Brinya Kelver, led
by a man in cleric robes decorated in the silver keys of Abadar.
He is just finishing an inciteful speech: "This harlot
has softened the best warrior among us, taken his attention
and now his valuable life from us. She must be silenced!!"

You immediately sense a riot is forming. Many hopeknifes have already
been drawn, and Brinya tries to withdraw, but the mob is encircling her.
Tensions are high, and the townspeople are ready to do something......

The ringleader seems to be an older clerical scholar with great authority and conviction, and has whipped the crowd into a frenzy. You consider appealing to him, the crowd itself, or using raw intimidation before violence ensues. On the other hand, Brinya is a half orc.

The half orc recognizes you, and looks at you with pleading eyes as the crowd seems poised, waiting for final instructions from the cleric.

random encounter on 1: 1d10 ⇒ 3

Dain drinks the elixir and swims to the surface, holding his breath. He returns and opens the trap door. All the treasure is loaded on the boat and returned to the city.

No valuables are found on the priest.

You realize that the trip back requires some extended swimming submerged for quite a bit. Also, taking the massive amount of coins back will make it even harder.

The turtle seems prepared to guide you out of the pool, probably helping one or two people swim. You consider how you want to go.

Four consecutive swim checks will need to be made for those returning. It may be possible to get a boat and return and reopen the locked trap door if you split up.

When you proceed to the Flame of the Fallen, almost the entire town has come to the Funeral. The high priestess of Iomedae says a blessing and an inspiring speech. "Like the Flame that burns on this hill, the spirit of those that fight for evil will never burn out as long as we care for it. The crusade against evil has just began."

A ceremonial hopeknife is quenched in the flame, and once again this one is burning with a bright magic flame as it is handed to Brinya. At this moment, the crowd mostly jeers Brinya, calling her many names. Still, the priestess hands her the hopeknife, and when she does, you can almost be sure you see Rodrik's spirit looking over the proceeedings.

As the sun sinks below the horizon, the peaceful evening is
shattered by the brazen calls of signal horns. Shouts and screams
from the town’s lower quarter join the clamor, followed by a
crash as an airborne boulder smashes into one of the guard
towers. Trunau is under attack!
When the raid begins, the solemn atmosphere at the
Flame of the Fallen transforms into a chaotic race to
prepare Trunau for attack and protect its citizens. Patrol
Captain Jagrin Grath and Omast Frum immediately rally
the nearby guards and take command of the town militia to
repel the invaders. Those residents capable of fighting stop
what they are doing and head to the walls, while the town
leaders hurry noncombatant townsfolk into the Longhouse
for safety. The Battle of Bloodmarch Hill has begun!

Kurst Grath immediately approaches you and speaks with passion: "Your success in investigating Rodrik’s death has made you de facto members of our militia, and we need your help in defending the town. Can you light the beacons kept in readiness in various locations
around town???—I’ll need to assemble other militia
members to thwart the attack, and you are already an
organized group, so you can move more quickly."

He emphasizes his instructions with a finger, then three as he pleads:
"First, you must light the beacons at three key locations around town: the Commons beacon (area J), the inner gates beacon (area K),
and the Hopespring beacon (area M). The Flame of the
Fallen (area I) is already lit from the funeral, but if
we are to have a chance in this fight in the
dark, the other beacons must be lit as well!!"

He holds up a second finger and continues: "Your secondary objective is to secure as many areas as possible as they make their way to the beacons. While slaying attackers is helpful, it’s even more important
for you to rescue townsfolk from danger. For now,
direct anyone you find in the upper quarter to head to the Longhouse (area C) to take refuge or rally with the other defenders!!!!"

You can level up to 2, hp are hd/2+1.

We have exceeded the time allotted for this encounter for PbP

Garnstn hacks the door open with two swings.

The turtle rushes into the room and snaps at the evil priest, Ike's nasty bite severs the head from the torso. The other zombies cower as their leader is destroyed, and easily fall to your coordinated attack.

Three chests are found underneath the mud. As Ike sadly nuzzles Tina's fallen corpse, you search the chests.

Garnstn: 5d20 ⇒ (5, 2, 2, 20, 13) = 42

Garnstn picks the locks after some initial problems, barely avoiding getting his pick stuck or broken in the ancient locks. The first chest is filled with copper and silver coins; 7,500 cp and 1,500 sp in all. The second chest contains a dozen bags, 10 of which contain 100 gp. The remaining two each contain a small handful of assorted gems; each pouch contains 250 gp worth of gems in all. The third chest contains three potions of cure light wounds, a potion of lesser restoration, a potion of invisibility, a potion of barkskin +3, a potion of cure serious wounds, an elixir of Swimming, a wand of mage armor with 11 charges, and a small jade coffer worth 300 gp. Inside of this coffer, resting on a tiny velvet cushion, is a light brown gemstone. This is an earth e1emental gem, identified as such by a strip of paper tucked under the cushion.

The night passes uneventfully after the ambush. At breakfast the next morning, you consider your options. It appears Rodrik's funeral is about to be celebrated today. The entire town will be there.

1 to 50 of 3,974 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.