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Machine Soldier

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3,949 posts. Alias of Chainmail.


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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

Everyone


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


Order
All but Crom
orcs
Party

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


INIT
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.

Smoke

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.


HD/2+1, PFS style


The door is hit, and almost destroyed.
3 hp left, hardness 5


The door stays shut for a few moments more. The solitary zombie unaffected by Tina's magic still holds the door closed.

Everyone can Act again


Kat recovers. Mahath puts a bolt through the partially open door. Mal tries to push the door farther open. Dain casts a spell, but Tina does not stop an obvious decline, as her life force seems to pour out of her body.

The zombie continues to try and keep the door shut.

STR: 1d20 + 2 ⇒ (17) + 2 = 19

Malstei cannot keep the zombie from forcing it closed again, and the door closes with a slam.
Party up again


The night passes uneventfully. Though the dwarves awake much more seasoned. Level up to 2


A force bolt strikes the priest, who cries out in pain.

Order Round 3 of combat
Garnstn - back
Dain - healing wand
Malstei - failed kick door in
Mahath force bolt
Kat - kick door in - follow up go inside?[/b]
Bad guys

Blinded, the zombies mill about. The cleric tries to wipe the blood from his eyes to see.

A single zombie steps back to the door, and tries to force it closed against the barbarian.

STR check trying to get to 21: 1d20 + 2 ⇒ (19) + 2 = 21

Amazingly, the zombie manages to partially force the door closed again!

All to act


Cham enters concerned. There is a series of large fires, and the town rushes out to contain the fire. Cham is concerned.

"Assassin in my inn!! This is the second time, if the rumors are true that Rodrik was assassinated in my inn."


The door flies open sending the zombie back after the barbarian forces it. The healing has no effect on the water fey.

Kat, or someone who has not acted can move into the room.


At first it appears the watch or the patrons of the inn begin to rally. The sound of what appears to be massive footsteps rushing down the hall has spurred the orcs to flee. One grabs his unconscious buddy and rushes out.

AoO for Glorik

Seeing Belir in a defensive stance, his opponent withdraws quickly.

Seeing the massive wounds on Crom, Glorik feels he has a single chance to save him.

Crom was at 6 -20 -1 no stabilization = -15hp.

You see Cham in her nightshirt and she gives you a wink, it is apparent she used some sort of magic wand. No relief force seems to be coming. But the sounds, the seem so real!!

Dolgrym and Belir up, may give chase

saves:
orcs: 3d20 ⇒ (12, 1, 4) = 17dwarvs: 2d20 ⇒ (8, 8) = 16


After some misses, Garnstn removes the head of the zombie threatening him and safely withdraws.

Tina shouts as she falls screaming, grabbing a holy symbol with a dragon turtle upon it. She hurls a mass of mud into the room, and it somehow picks up mass. It strikes the small room as a massive mudball that breaks into many small pieces. The pieces target the eyes and head of the zombies and evil priest, leaving them blind and slowed.

Kn Religion DC 16:
Xerbo is the Suel god of the Sea, Sailing, Money, and Business. His holy symbol is the dragon turtle. Xerbo is depicted as a large man with matted, kelp-like hair, wearing armor made from a dragon turtle's scales. He wields a trident called Murky Deep. Xerbo is married to the sea-goddess Osprem, and is depicted as being a rival to both Procan and Zilchus. Xerbo is worshipped by Suel peoples across the Flanaess, especially the Lordship of the Isles, the Sea Princes, and Sunndi.

saves:
cleric, 3x zom: 4d20 ⇒ (5, 20, 13, 5) = 43

"Close the door!!" yells the priest. One zombie manages to stagger to the door and slam it back shut. The priest and two zombies seem unable to move very well or see. A single zombie seems functional as it somehow manages to avoid the powerful mud magic.

The blue-green color, once dominant in the complexion of the sea maid, is now an ashen gray as she falls to the ground.

heal 15 DC Tina:
She is dying quickly, probably beyond salvation.

The door to the room is being held shut by a zombie.

Round 2
Everyone

Evil priest
3 zombies


The arrow misses, and the shawl is ripped in two complete pieces. The glaive misses having to avoid Garnstn.

Tina falls to the ground, obviously fading fast.

Garnstn
Mahath

Bad guys


Crom cuts down the one Glorik had already wounded. Three of the blade wielders gang up on Crom. Crom wished he had his shield out, as two blade strikes cut into his ribs.

orcs:
3x attacks Crom: 1d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (9) + 2 = 11
Belir: 1d20 + 2 ⇒ (10) + 2 = 12damage: 4d6 + 2 ⇒ (5, 5, 4, 4) + 2 = 201d6 + 2 ⇒ (3) + 2 = 5

The three orcs on Crom feint high and then two land punishing blows to his groin. Crom passes out from the pain. One orc, overcome by wounds, passes out from a beating from Glorik and Crom. Belir takes a single slash (5hp) and continues to fight.

Three orcs remain versus two dwarves.

Order
Belir
Dolgrym

Orcs


The pirate cleric boss is not really holding anything except the flimsy shaw, which is almost fully destroyed as he tears it in half. Would you be aiming for an arm?

Kat rushes in and the zombie near Garnstn fails to grab him. Are you using a glaive, a reach weapon? If so, you are striking past Garnstn?

Grab zombie: 1d20 + 4 ⇒ (5) + 4 = 9

Order Round 1 of combat
Garnstn
Dain - blessing Kat
Malstei - Disarm shot?
Mahath
Kat - rushing in

Bad guys


"I care not for this Vanthus."

pirate zombie sm:
sensemotive: 1d20 ⇒ 2

"And I can't tell if any of you speak any truth."

The pirate rips the garment almost all the way through.

The water maid shrieks and turns pale.

"If you don't agree, she will die. And, only I can bring her back from the dead."


"Not gonna happen. You show me and my entourage back to town, let me alone, and I'll send the frilly dress to you after I get settled in day or two. You crazy, I keep the water lady and her turtle from hurting me by keeping this thing."

You have found the note in the last room (4) and find yourselves on the threshold of the last room (5).
Tina the water spirit tells you: "In case I die, you can escape through the northern chambers. I will have Ike lead you back."

As the drama unfolds, you take stock of the room with the dead pirate Penkus.
The smell in this chamber is horrific, a cloying stink of rotten meat rising from the bloated, seeping body slumped in the middle of the floor. The corpse's dark, almost black flesh bulges against its armor,
ready to burst at the slightest touch. An intricate tattoo of a dragon clutching a flower is barely visible on his shoulder against the diseased flesh, and clutched in one hand was the crumpled scroll you discovered.

Tina quickly describes the way out as she knows it. "You will have to wait four hours for low tide to make it out without breathing water. A large pool of water sloshes in the western portion of the caves- this pool is twelve feet deep at its deepest point during high tide. A five-foot-wide tunnel leads north at the base of this pool; this submerged tunnel travels on a twisting course to the northwest for 70 feet before emerging from the sea bed in the harbor between Parrot Island and the gate that separates Shadowshore from the Cudgel district; from here, it's only a 20 foot swim to the surface and then a 50 foot swim to shore."


Was going to post, but it appears 2/3 actions would be lost. I guess we have definitely slowed.


That said, I believe in moving things along quickly and connecting things where appropriate. Rolled a will save kn rel for Dain and Kn arcana for Mahath, and advanced the story along significantly and quickly.


Garnstn swings around the corner rather than enter the room. His swing clips the hard corner of the wall as he tries to hit the flatfooted zombie. The blow is deflected enough to miss.

The pirate leader grabs what appears to be a dainty, white lace garment from his pack. "Tina and her turtle must have led you here. Stand down, or I rip this into pieces!!"

Tina the water maid seems agitated. "You are turning me into a zombie. So I may have little to lose."

The pirate leader laughs: "Well, I won't be fighting you and your turtle along with these other varmints then. You'll not be taking my treasure."

A single zombie steps into the doorway and prepares to grab Garnstn. He opens up his mouth to expose the huge teeth you are used to seeing.

Dain tells you the pirate leader is wearing a holy symbol of Olidammara, but the holy symbol is upside down.

Dain comments off-handedly about Olidammara:
Olidammara is the god of Music, Revels, Wine, Rogues, Humor, and Tricks. He is often called the Laughing Rogue.

Olidammara is one of the more eccentric gods of Oerth. The Laughing Rogue is often involved in good-natured schemes involving the other gods (less good-natured for the more evil deities), with repercussions that can make life difficult for his faithful. He has few proper priests, but is held in high regard in almost all non-evil regions of the Flanaess.

Dain also sees through the illusion on the pirate leader. He tells you he is a huecuva, resistant all weapons except those silvered or magical.

Dain comments about huecuvas:
Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death. In unlife, they hate and seek to destroy those pious souls who keep their vows. Although easily mistaken for zombies or even skeletons, huecuvas have a spark of intelligence that makes them cunning and deceptive foes. During daylight hours, a huecuva becomes shrouded in an illusion that causes it to appear as it did in life—at these times, a huecuva might seek to infiltrate society to dwell among those it hates. When night falls, it emerges to seek out its prey. Fortunately for the living, the typical huecuva has only fragments of intellect remaining, so it is usually not long before the undead creature makes an error of judgment or simply reveals itself for the monster it is. This hecueva seems smart but not too formidable, except for his resistances.

Mahath deduces that Tina is a Nereid, a powerful sea fey. He read about her in an arcane tome. A nereid’s shawl contains a portion of her life force, and if it is destroyed, she will most likely die. A nereid would normally have great powers of seduction, but the zombie disease that has marred her beauty has reduced her power somewhat. Males (and some females) that gaze on a nereid typically come under their thrall.

Dain/Mahath:
dain rel: 1d20 ⇒ 8
Kn rel/will Dain: 1d20 ⇒ 131d20 ⇒ 14kn arc: 1d20 ⇒ 18

Everyone can act now - bad guys seem to be readied, waiting for your actions


Crom misses a mighty blow, but Glorik connects, almost dropping an orc.

Poor Tam and Glorik are left in the middle of the room. The orcs swing with alchemical blades. Two swing at Tam and hit him, two swing at Glorik, one striking his neck and dropping him. The quick ferocity of the attack from the orcs is quite stunning.

orcs:
Tam: 1d20 + 4 ⇒ (13) + 4 = 172d6 + 2 ⇒ (2, 2) + 2 = 6
Tam: 1d20 + 4 ⇒ (16) + 4 = 202d6 + 2 ⇒ (4, 2) + 2 = 8
Glorik: 1d20 + 4 ⇒ (3) + 4 = 72d6 + 2 ⇒ (6, 6) + 2 = 14
Glorik: 1d20 + 4 ⇒ (20) + 4 = 242d6 + 2 ⇒ (5, 2) + 2 = 9
Glorik confirm: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 2 ⇒ (4) + 2 = 6

Tam and Glorik fall.

Order
Crom
Belir
Dolgrym


You travel to a chamber with four more zombies, but your guide easily leads you past them to the north. Swimming is difficult at times, but the sea turtle quickly uses his big bulk to help stabilize anyone who has fallen. At times he quickly puts you back on your feet with a push of his head.

You arrive at barred door, and, despite the difficulty in getting leverage, once again the turtle helps you force the door to the chamber. Inside you find a note along with a dead body. The dead body has masterwork studded leather and a ring worth 100gp on its finger.

GM: 3d20 ⇒ (2, 7, 7) = 16

Map updated, note attached to map.

Opening the door to the west of this chamber reveals a room with three chests and the pirate leader.

Mal1d20 + 8 ⇒ (4) + 8 = 12
Garnst1d20 + 3 ⇒ (19) + 3 = 22
Mahath1d20 + 2 ⇒ (1) + 2 = 3
Dain1d20 + 2 ⇒ (17) + 2 = 19
Kat1d20 + 1 ⇒ (2) + 1 = 3
Enemies1d20 + 2 ⇒ (18) + 2 = 20
Tina and Turtle1d20 + 1 ⇒ (7) + 1 = 8

Garnstn seems to have the jump on the pirate zombies.

Order
Garnstn


The maid swims easily in waist deep water. You manage to push your way to the west.

The sloshing sound comes from the churning waters of a sea cave. Fueled by what must be powerful submerged currents. the water laps and splashes against the walls of the twisting natural cavern that leads to the west. A sandy slope descends from the door down to the edge of the subterranean tide. Dozens of purple and red sea urchins glisten in shallow divots along the ground and lower walls here,their spines glittering with water.


Just letting you guys know I am still here.

XCOM2 has consumed my time. Starting a new campaign will be done when I can finish my obsessive need to save the world from alien control and get you one quality post a weekday to keep things going. I realize I have slipped my normal timeline.

I have barely managed to keep up my other two games I DM and post in all my active games due to XCOM2. Sorry, you will get the feedback you deserve on your characters and a game that is memorable will ensue!!

This was not one of those false flag recruitments, we will be adventuring soon!!


Level 2 after this battle.


Tam 1d20 + 1 ⇒ (20) + 1 = 21
Glorik 1d20 + 2 ⇒ (3) + 2 = 5
Dolgrym 1d20 + 1 ⇒ (10) + 1 = 11
Crom 1d20 + 1 ⇒ (17) + 1 = 18
Belir 1d20 + 3 ⇒ (12) + 3 = 15
Enemy 1 1d20 + 3 ⇒ (10) + 3 = 13

Glorik manages to stand up as he gives the alarm, his weapon close to hand. The orcs rush through the door.

Order
Tam
Crom prone/no weapon
Belir prone/no weapon

Enemy
Party

Note your AC while sleeping if it differs from stat line.

Four orcs brandishing alchemical swords, what appear to be weapons created out of some alchemical substance, are ready to fight.


The water maiden says:
"We find the leader, get my magic garment, and I will show you the way out. He is an evil priest."

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