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Machine Soldier

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2,097 posts. Alias of Chainmail.


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cew init: 1d20 + 1 ⇒ (9) + 1 = 10


Umbryl continues to cut heads and has whittled them down to six. Dusty fails to connect. Sabola waits to see if more threats erupt.

Six heads continue to bite at the mage but only three connect.

att: 6d20 ⇒ (5, 8, 14, 15, 13, 8) = 63
The nasty critters small bites hurt damage: 3d2 ⇒ (2, 2, 2) = 6

The heads do not threaten adjacent, but spell missed.

Party up

Setesh has not returned from the NE building.


The bell again proves to be false. Advancing down the hall...

You see an area to your left about 30 feet north-south by about 20 feet east-west. The room contains a mangey humanoid creature about three feet tall and apparently made of wood. It is moving stifflv toward you.

kN arcane DC15:
It is a magical construct

kN arcane DC20:
It is highly resistant to attacks that are not enchanted

Gellumniq 1d20 + 1 ⇒ (1) + 1 = 2
Broldun 1d20 + 1 ⇒ (6) + 1 = 7
Mungo 1d20 + 1 ⇒ (10) + 1 = 11
Aviara 1d20 + 2 ⇒ (14) + 2 = 16
Malthor 1d20 + 1 ⇒ (11) + 1 = 12
Ni-Cu 1d20 + 3 ⇒ (20) + 3 = 23
Teraldan 1d20 + 3 ⇒ (17) + 3 = 20
The Quill 1d20 + 3 ⇒ (5) + 3 = 8
Enemy 1 1d20 + 1 ⇒ (10) + 1 = 11

Many of the party get the jump on the wooden creature.

Order
Ni cu
Teraldan
Aviara
Mungo

Wooden creature
party
Wooden creature

Map updated with Teraldan and wood creature


Crom destroys another zombie with a mighty swing.

My math puts Ozmund stable at -2

Kelgan, Crom and Horster draw a zombie attack.
in order: 3d20 ⇒ (16, 13, 9) = 38

The zombies continue to miss their targets, and only three of the foul creatures remain.
ORDER
Horster
Kelgan

Priests


RECAP
The prisoners left, and the men at arms followed as the heroes engaged the hobgoblins. The chief with a nasty falchion downed Calendir and Meztli, and Zoros and Turk manned a thin line as Lorcan and Ingrid followed behind the merchant and lady with their guards.

Party up

Are Ingrid and Lorcan heading outside--map should be updated with exit on it.


Zoros' appearance in the hall gives the goblins a target, albeit an obstructed one.
bolts@-2: 4d20 ⇒ (12, 12, 3, 17) = 44
One bolt hits him as three miss. 1d8 ⇒ 6

The chief and the hobgoblins advance, stepping over the fallen elf and human. The chief swings his scimitar in a dangerous arc that misses both the humans.
Cleave Turk then Zorcan: 2d20 ⇒ (3, 5) = 8
The goblin assistant aims a short sword at Turk missing badly.
ssword: 1d20 + 2 ⇒ (4) + 2 = 6

Turk looks at the fallen elf and human. "I think they meant to sacrifice for others. We cannot let these chase us dragging bodies. I may not be able to hold them off, the hall is too wide."


The healing force knits the wounds of two of the priests as well as friends.

The priests look to renew their assault after Horster tumbles and strikes a zombie cutting his bandages, but not dissipating his evil energy.

The two acolytes begin to drag Morgan and the wizard back to their chambers.

"No one attacks the Dark Cabal!! Prepare those two for embalming!!"

The two priests begin to cast after stepping back their version of infernal healing and their wounds continue to close.

Mit;l and Crom up
Map updated

Acolytes are carrying the two heroes off into the dark.


It grants a new save versus evil when cast on someone.
That is why I make a scroll of it ASAP.


Umbral cuts into one of the heads before it can attack him saving himself a small bite. Dusty misses with her bolt of fire.

The sandy creature forms into the middle of courtyard and appears to be an attractive, elderly lady sculpted finely out of sand. As she looks around she says. "You are not wanted here. This house is a dangerous place. Much tragedy has happened to the family that lived here, and the curse continues to follow those that visit."

She gestures to the back of the house.
"I fear your companion has fallen prey to the hunter."


You turn the corner to the right--moving from a ten foot wide corridor heading east to a ten foot wide corridor heading south with three large rooms off of it.

You look in the first room and......
This room is empty.

You continue to the second room and....
To your left you see an open area about 30 feet north-south by about 20 feet east- west. The area seems to be empty except for an altar similar to the one you saw earlier. There is a pedestal in the middle of the raised area. On top of the pedestal is a bell that appears to be made of a shiny metal.
The altar is made of marble, too heavy to he moved.

Kn: Eng DC 10:
The pedestal is a solid block of mahogany; it can be moved, although it is extremely heavy. At least four party members are needed to move it.

Appraise DC 15 +2 if elf or half elf:
Pedestal would be worth 500 gp on the open market. The hell is a normal bell made of brass, and is worth about 10 gp.


Running TO the souce of fear and threat, a mob outside the manor, didn't make sense.

Would have been a handy time to have protection from evil.


Dusty relates that:
A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds. A beheaded set loose near populated areas thumps ominously against shut doors and windows, biding its time until someone responds to the incessant knocking. The beheaded then assaults this victim.

Beheaded also guard grim crypts, abattoirs, and hideouts of murders who like to keep reminders of their past sins close at hand. Beheaded come in many varieties, usually based on the creature the head came from. A beheaded prefers to float at head height so it can more easily attack the face, neck, and shoulders of its victim.


Dodging the blows of the two warriors, the goblin chief aims a wicked two handed blow through Meztli to hit the heavily armored warrior.

chief:
cleave Meztli/Turk: 2d20 ⇒ (18, 12) = 302d4 ⇒ (2, 1) = 32d4 ⇒ (1, 3) = 4

The falchion bites into Meztli and leaves her swooning. Turk looks to see if there is anyone to help hold the line to keep the goblins from swarming around his guard.

Lacking targets, the goblins with crossbows hold their fire as the chief's companion is spelled by another goblin with a short sword that swings at the human warrior.
hitvs Turk: 1d20 + 3 ⇒ (14) + 3 = 17
The blow is easily deflected by the massive shield.


The chief stumbles in the way, but his armor turns the halberd blow. Turk steps and swings his sword also fails to penetrae the plated mail where Meztli failed.
1d20 + 2 ⇒ (13) + 2 = 151d8 + 2 ⇒ (3) + 2 = 5

Turk motions Meztli back as he stands
over the bleeding elf.

"Looks like it is me staying my lady! The elf may not see two hundred if you don't take him."
The warrior grunts between blow and parry.


There was no charge possible from the map. Check out the sheet called House of Penteru for the map. I moved Sabola a double move.


Setesh:
Setesh flees into the dead end room and what appears to be a spider drops on him. This tan-colored creature looks like a ten-legged spider. Oversized jaws grind together slowly beneath beady eyes.
attack/damage: 1d20 ⇒ 151d6 + 1 ⇒ (2) + 1 = 3
init Setesh/spider: 2d20 ⇒ (3, 20) = 23
attack/damage: 1d20 ⇒ 201d6 + 1 ⇒ (1) + 1 = 21d20 ⇒ 21d3 + 1 ⇒ (1) + 1 = 21d20 ⇒ 151d3 + 1 ⇒ (3) + 1 = 4
confirm/damage: 1d20 ⇒ 171d6 + 1 ⇒ (2) + 1 = 3
You can pick three and a half words to yell.


Sabola charges into the sandy area of the open courtyard and slows down. A sandy figure arises from the sandy depths and bows deeply.
"I am the spirit of the house. Welcome to my abode."

Setesh flees into a dead end room at the NE corner of the house.

Umbryl is surrounded by flying heads as they react to his presence. As they surround him, he manages to hit one if he has a weapon ready. AoO for Umbryl--will stop the last attack if effective.

flying heads: 8d20 ⇒ (20, 19, 8, 12, 8, 16, 10, 20) = 113
flying heads confirm: 2d20 ⇒ (14, 2) = 16
Three flying heads bite Umbryl 4d2 ⇒ (2, 2, 1, 1) = 6 If AoO misses AC 14 take 1d2 ⇒ 2
From the NE corner of the house a scream is heard from Setesh, he is in desperate straights. He yells a few words before he is interrupted in the middle of his fourth word!!!


bluff: 1d20 ⇒ 9
"Elwyn took my treasure?"

sense motive DC 9:
Bogo is enough of a skilled tracker to have pieced together who has jacked his treasure.


Map is up to date now--exit out previously undiscovered added to the map.
Lorcan feels the breeze from the exit out.


This was a tough fight once the straggler gathered the tribe together--hence the opportunity to negotiate with the torturer and then the ability to let the men at arms delay for you. Will update tomorrow as everyone seems to be busy. The other group ran out the front and never looked back. I try to avoid Kobyashi Maru = no win scenarios.


The heroes continue to be frustrated getting through the wall of zombies. The zombies attack Horster, Mit'l Kelgan and Crom (in that order).

The priest speaks in a husky voice: "You will augment those you have destroyed with your own bodies!!"

zombies +3: 4d20 ⇒ (6, 19, 16, 14) = 55
Mit'l takes a hit from a bandages zombie. You notice that two of these zombies are orcs with tribal markings from each of the tribes you have met.

damage Mit'l: 1d6 + 4 ⇒ (4) + 4 = 8

Round 7
Morgan - unconscious
Horster
Kelgan

Priests
Mit'l
Crom
Ozymund - unconscious
Zombies


Bogo explains:
"I was the sole survivor of a group that made the mistake of ambushing this group. I joined the group, but I don't get a share of your treasure just like you are not going to get a share of my treasure."

Bogo Survival 1d20 ⇒ 19

He continues: "After fighting some evil priests, we went to the spot on my treasure map when we were dumped into the basement. This floor is hinged, and you must walk along this narrow ledge to be safe."

After Bogo moves to the spot, uncovers the flagstone exposing the empty treasure cache, and returns back, he puts his hands on his hips:

"Who jacked my treasure?"

A deep laugh comes from somewhere deep in the fortress.


As Setesh runs you hear him scream and realize disembodied heads are attacking him as he runs through a dining room.
attks: 8d20 ⇒ (18, 15, 19, 15, 20, 5, 13, 5) = 1101d20 ⇒ 15
The attack of the screaming heads stops the scanning for magic items.
damage: 6d2 ⇒ (1, 1, 2, 1, 2, 1) = 8
Although small, six heads take small bites out of the alchemist.

Initiative
Sabal1d20 + 0 ⇒ (13) + 0 = 13
Setesh1d20 + 4 ⇒ (4) + 4 = 8
Dusty1d20 ⇒ 20
Umbral1d20 + 1 ⇒ (9) + 1 = 10
Enemy 11d20 + 2 ⇒ (4) + 2 = 6

ORDER OF ACTION
Dusty
Sabal
Umbral
Setesh - fleeing

Heads


An acolyte and priest flank to hit Horster.

+4/+5: 2d20 ⇒ (8, 18) = 26

The other pair of acolyte and priest flank to hit Horster.

+4/+5: 2d20 ⇒ (1, 12) = 13

A mace and flail hit Horster, but he continues to stand.
damage: 1d6 + 1d8 + 1 ⇒ (1) + (4) + 1 = 6

Round 6
Morgan - unconscious
Horster
Kelgan
Priests
Mit'l
Crom

Ozymund - unconscious
Zombies


anderson Bruford Wakeman and Howe -- the lineup that produced a single great studio album.

Two of my favorite albums were Yes Tormato and Rush 2112 -- we saw the Yes 90215 show while I was in college as well as the Pink Floyd Delicate Sound of Thunder. Not to mention catching the Boston reunion for Third Stage.

SHould mention the soundtrack to my college Viking D&D game prominently featured Songs from Broadsword and the Beast by Jethro Tull.


per Lorcan/ Ingrid: 2d20 ⇒ (10, 1) = 11

Lorcan and Ingrid withdraw.
Cal attack/dam/hp: 1d20 + 5 ⇒ (16) + 5 = 211d4 + 2 ⇒ (3) + 2 = 51d8 + 1 ⇒ (5) + 1 = 6

With the chief somewhat healed, he steps back to fight.

potion:
cm: 2d8 + 3 ⇒ (3, 4) + 3 = 10

The chief swings through the elf to hit the barbarian leaving a temporary opening. His falcon bites into both of them.
cleave: 2d20 ⇒ (14, 14) = 28
Calendir/Meztli damage: 2d4 + 4 ⇒ (1, 3) + 4 = 82d4 + 4 ⇒ (1, 2) + 4 = 7
Not wanting the elf to stab him again, the female hobgoblin hits Cal again.
att/damage: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (5) + 1 = 6

The goblins in the rear take the time to move their comatose buddies out of the way.
Party up
Turk sighs and prepares to make his stand next to the barbarian. He points to the chief--"Thanks for bringing me that nice suit of full plate mail."


Sabola stops and checks for magic auras around the room as Setesh continues his flight into the rooms on the far side. In the center of the manor, you do seem to notice a vaulted ceiling to indicate this may be a two story building, consistent with its size seen from outside.


A smelly troglodyte with a smile speaks in common.
"Hi--I'm Bogo. We were sent into a basement to fight orcs that turned out to be illusions. I want to find my treasure."

Bogo rushes off to the room where his treasure was hidden. Moving around the area of the trap, he finds no treasure there. He looks around the area for footprints with obvious suspicion.


And the skeleton falls to the ground, leaving a trio of broken khopeshes (plural correct?)


saves vs channel: 3d20 ⇒ (9, 19, 10) = 38
Dusty channels and two of the creatures explode in flames, the remaining one hits her again for minimal damage (another 1)
Umbral
Sabola


flee 1left 2right: 1d2 ⇒ 1

As you quickly follow the fleeing alchemist, it appears he has a head start.

You have a quick look around the room as you enter.....
Brightly colored columns stand in the four corners of this foyer. Hieroglyphs cover the walls and tiled floors, obscured
in places by piles of dust and sand. Open archways lead to the north, east, and west, while a set of stone double doors exit to the south.
The Ancient Osiriani hieroglyphs on the walls proclaim this estate to be the House of Pentheru, and convey a variety of different messages, such as “Welcome to all guests,” invocations to the gods to bless all who enter here, and the like.

Three skeletons, disturbed by the quick passage of the fleeing alchemist, attack the pursuers.
1Dusty/2Umbral/3Sabola: 1d3 ⇒ 1
Seeing a holy lady, they attack with rusty, broken weapons.
hit: 3d20 ⇒ (11, 11, 20) = 42
confirm?: 1d20 ⇒ 9
A rusty Khopesh slashes Dusty 1d8 ⇒ 1

Sabal1d20 + 0 ⇒ (11) + 0 = 11
Dusty1d20 ⇒ 17
Umbral1d20 + 1 ⇒ (6) + 1 = 7
Enemy 11d20 + 1 ⇒ (11) + 1 = 12

Order
Fleeing Setesh
Dusty
Skeletons
Sabal
Umbral
Dusty

if/when skeletons go:

hit: 3d20 ⇒ (16, 15, 2) = 33 The skeletons hit Dusty again with khopeshes. 2d8 ⇒ (1, 6) = 7


I would be interested too. I can make a long term commitment.

If you are not full.


Bogo asks:
"Have we found my treasure yet."
The troglodyte wants to go to the X on the map.


Setesh rushes into the interior. Umbryl considers following as Dusty and Sabola stay outside.


A minute later, Teraldan and the missing others come out of a secret door in the side if the fortification.

Teraldan and his group find a secret door and exit by the northern part of the sanctuary. They finish fighting a set of programmed illusions the entire group is together again.


Mit'l brings another zombie to the ground and it unravels.

One attack Horster, one Kelgan, and two Crom. The four zombies flail ineffectively at the rogue, cleric and fighter.
in order: 4d20 ⇒ (6, 10, 13, 8) = 37

Round 6
Morgan - unconscious
Horster
Kelgan

Priests
Mit'l
Crom
Ozymund - unconscious
Zombies


will x4: 4d20 ⇒ (17, 3, 5, 3) = 28
Three goblins fall.

The chief drinks a potion as two goblins charge the gnome after a single bolt is fired.
bolt/ssx2: 3d20 ⇒ (5, 19, 15) = 39

The bolt misses, but two swords connect.
damage: 2d6 + 2 ⇒ (1, 4) + 2 = 7
conf/dam: 1d20 ⇒ 111d6 + 1 ⇒ (5) + 1 = 6

The former prisoners make their way to the exit at a run.


No. I will hand wave that soon too.


More healing begins to wash over the group.
Meztli obliterates a hobgoblin with a swortsword with a single blow. Calendir stands, and his blow is wide.
Lorcan


The high priest retreats down the corridor, still wounded by the earlier encounter.

His younger acolytes and assistants swarm over Horster and Kelgan.

flail vs Horster x3: 3d20 ⇒ (1, 2, 8) = 11
flail vs Kelgan: 1d20 ⇒ 20
conf? vs Kelgan: 1d20 ⇒ 12

Ironically, Horster dodges three flails, but Kelgan takes a single blow from a flail.
flail damage Kelgan: 1d8 + 1 ⇒ (2) + 1 = 3

Round 5
Morgan
Horster
Kelgan
Priests
Mit'l
Crom

Ozymund - unconscious
Zombies


After Dusty channels, the spirit is cleansed with a sigh of relief. Dusty feels a sense of divine favor.
Dusty has the effects of a bless spell until further notice.

With the haunt dispelled, the party ponders entering or exploring the outer courtyard.


Ok, I am updating the campaign tab.

Let us go with what we have. It should prove interesting.


Teraldan's group was exploring a sanctuary, and the Griffons found themselves at a distant elven temple. Exploring the statue of an dwarven deity had triggered a magical effect of the shrine. The nexus of many a magical portal, the elven shrine teleported the Griffons to the top of another sanctuary, where they ran into Teraldan's group minus Teraldan and some of his crew.

Looking desperately for an entrance to the basement, those left on the ground floor ran into the recently magically transported Griffons.


Sabots recognizes that a small haunt is guarding the threshold.


Ok, tonight I come up with a deus ex machine post to bring everyone together -- probably a magic effect in the shrine of Rahasia, and we will continue with those here.

Can't you undo the hide procedure?


Before leaving you ascertain that Sebti the Crocodile is in charge of when the lottery progresses. She extended you a day's grace period and received a lot of grief for it. You do not know if she will do it again.

The east and west have archways leading around the grounds, but you move up the stairs to the manor proper.

As you approach the crumbling gated entrance, the sound of an angry mob can be heard outside the walls. A woman’s voice cries out in Ancient Osiriani, “Hold the gates! Don’t let them inside the compound!” Powerful blows shake and rattle the gates, and you feel the fear of the woman inside the manor.

Fail WIll DC 11:
You flee inside the manor, afraid of the mob gathering outsided.


You head to the estate on the next day. Sebti has assigned you the Pentheru Estate as your crypt to explore.

Sandstone walls ten feet high enclose this estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. In the center of the estate’s southern wall stands a pair of tarnished bronze gates hanging partially open. A pair of statues flanks the gate. Dusty hieroglyphs are carved into the wall at eye level to the left of the gate.

The hieroglyphs read “House of Pentheru” in Ancient Osiriani. The statues depict two men with a regal bearing and dressed in loose, short robes and traditional Osirian head cloths. Sabola points out small hieroglyphs on the statues’ bases that identify the figures as Pentheru the Elder and Pentheru the Younger. The bronze gates are decrepit and appear to have been broken open long ago.

As you approach the outer courtyard....
Dust and sand cover the ground of this small courtyard. To the east and west stand pairs of columns, once brightly painted and now bleached from the sun, which support stone archways leading to other section of the property. Tarnished bronze gates hang open under both arches. To the north, a small flight of steps leads up to a pair of ornate doors in the south wall of the house between another set of columns.
The wind has obliterated any tracks or signs of passage in the courtyard, giving the impression that no one has entered the grounds in years.

Map updated -- outer courtyard shown


OK, I will move the group to the core thread we started in before we split.

Check in the original thread. I will move links and resources and clean up the campaign tab.


OK == move to the core thread -- check in.

I will consolidate the groups and move forward Monday.


OK, check in here and I will update the campaign and character list.

I will inactivate the group threads late Wednesday.

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