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Machine Soldier

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4,006 posts. Alias of Chainmail.


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will: 3d20 ⇒ (11, 9, 11) = 31

The colors wash over the orcs, and they are out for a while as all three fall prone unconscious. All dwarven attacks miss. Omast steps south and swings at the orc the jumped the barrier hurting him bad.

The orc swings at him, missing, and expires. The other orc hits at him and misses.

o: 1d20 + 9 ⇒ (6) + 9 = 152d6 + 6 ⇒ (1, 6) + 6 = 13

orc v Omast: 2d20 ⇒ (4, 12) = 16

vs Crom: 1d20 + 5 ⇒ (11) + 5 = 162d6 + 6 ⇒ (6, 6) + 6 = 18

Crom dodges a vicious swing from an orc.

Party up again

map is up to date. Thug across pool is prone with soft cover.

acrobatics rolls x5: 5d20 ⇒ (7, 19, 7, 14, 18) = 65

Omast attack: 1d20 + 10 ⇒ (2) + 10 = 122d6 + 9 ⇒ (3, 5) + 9 = 17Three orcs make it over the barricade after dropping the battering ram.

Omast readies a mighty swing and misses!

Dwarves up

The ray of frost dissipates after 30 feet, not quite reaching the flatfooted sentry.

He drops prone and fires a heavy crossbow back and it nicks Mahath.
xbow: 1d20 + 3 ⇒ (14) + 3 = 171d10 ⇒ 1

The movement of machinery is heard as large mechanical wheels turn. Water begins to pour into the pool and it begins to slowly rise. A crocodile peeks his head above water.

Two thugs exit the northern secret door with rapiers.

A voice shouts: "To the crucible!!" and the sound of the signal whistle blown twice is heard from the passage north.

Party up

The group files into the area around the pool. The pool is about ten feet deep.

A single sentry awaits them in the passage to the east.

Mahath reacts to his presence before the sentry can do anything.

Mal1d20 + 8 ⇒ (2) + 8 = 10
Garnst1d20 + 3 ⇒ (5) + 3 = 8
Mahath1d20 + 2 ⇒ (19) + 2 = 21
Dain1d20 + 2 ⇒ (19) + 2 = 21
Kat1d20 + 1 ⇒ (19) + 1 = 20
Enemies1d20 + 1 ⇒ (18) + 1 = 19


Tam 1d20 + 1 ⇒ (1) + 1 = 2
Glorik 1d20 + 2 ⇒ (1) + 2 = 3
Dolgrym 1d20 + 1 ⇒ (3) + 1 = 4
Crom 1d20 + 1 ⇒ (4) + 1 = 5
Belir 1d20 + 3 ⇒ (3) + 3 = 6
Omast 1d20 + 1 ⇒ (17) + 1 = 18
Orcs 1d20 + 1 ⇒ (7) + 1 = 8

The barrier is destroyed and the orcs rush forward!! Only Omast is quicker to react than the orcs!!!

I will place Glorik next to Tam if I don't hear from him and start the next encounter.

As the group moves west along the circular cavern (and reach D10): This hallway surrounds the outer hallway and connects domed chambers, each of which sports a wooden ladder leading up to a trap door in the ceiling above. These trap doors open into the abandoned buildings surrounding Dead Dog Alley above. You have discovered two. At the end of the west passage, Garnstn discovers and opens a secret door that leads to central pool after checking for traps.

Looking into the center of the water pool (at D9) you realize: Most of this circular cavern consists of a large pool of brackish-looking water, its surface greasy with filth and rotting seaweed. Dripping lead pipes protrude from the walls of the twenty-foot-high cavern, including one that's nearly two feet in diameter to the east. A five-foot-wide hole in the ceiling seems to lead up to the surface. To the west and south is a five-footwide beach of grit and gravel. A narrow tunnel leads up at a shallow angle to the west and out of sight.

See updated map - Garnstn by opened secret door

4/6 placed and ready!!

So N, W, back south, and up to the alley are the options.

Omast smiles as his wounds heal up with the magic wand.

He takes a spot behind the barricade and readies his two handed sword.

"Take up a pole arm and man the first line of defense."

You can add yourself to the map and declare if you take one of the polearms. Also, with some effort, the boulder and logs can be rolled at the invaders.

Tam notices the boulder is covered in a flammable material. It probably landed in the city unlit.

Garnstn and Mal check out the north wall.
search: 18d20 ⇒ (5, 10, 4, 11, 12, 10, 17, 11, 14, 2, 7, 15, 1, 7, 2, 20, 5, 19) = 172
After a minute of searching, Mal finds a secret door. Garnstn checks it for traps.

It opens into a circular room with two doors. The top door lead up above ground into a small abandoned building in the alley!! You have found an alternate exit to the alley.

Cracking the north and west doors in turn quietly reveal a passage that leads on.

perception sound DC22:
The sounds of four or five footfalls echo down the tunnels.

The dwarves head to the gate. Omast is finishing setting up two barricades facing the western gate, and has a glaive, halberd, ranseurs, and two spears leaning against them. He has a large boulder and two sets of rolling logs nearby. By the easternmost barricade sharpened spikes from a wooden fence have been set up.

Although wounded, Omast is ready to face the oncoming hordes. He grabs a mug of hard cider and begins swigging.

"I will not die sober!!" Omast still suffers from massive wounds. The orcs seem to be using a battering ram on the gate, and it begins to splinter. It will not hold out much longer.

Omast is at 5/40hp after using one charge -- heal him if needed. Do not know if Tam was healed up either

The wolf was prowling the guild hall, the original above ground building.

The group moves to the east, and Mahath sends his familiar scouting.

Dain points out the way south hasn't been tried. The bird quickly returns, as he was being stalked by a large wolf!!

stealth: 1d20 + 2 ⇒ (8) + 2 = 10
fam perception: 1d20 ⇒ 11

Haven't heard from Tam

CLW Omast: 1d8 + 1 ⇒ (7) + 1 = 8

One use of the wand gets Omast on his feet.

"The orcs will be rushing the gate!! We need to get there!!"

Omast heads off to the west gate.

Not pushing through the closed door, the group moves back to the barracks. Nothing of a surprising nature is found.

The equipment around:
6 suits studded leather
8 rapiers
4 clubs
14 daggers
4 throwing axes

The wealth around:
4 gold earrings worth 5 gp each
18 gold
44 silver

Not pushing through the closed door, the group moves back to the barracks. Nothing of a surprising nature is found.

The equipment around:
6 suits studded leather
8 rapiers
4 clubs
14 daggers
4 throwing axes

I guess it is heal up time and figure out charges used.

Omast continues to swoon, the smell of strong ale and blood soaking his clothes and breath.

He seems peaceful in his repose.

Others decide if they need healing. Belir finds nothing of interest on the dwarves besides many greatswords and a few falchions.

Figured not being healed caused some problems in the last fight -- may not want to do that again

Mal drops a retreating bandit as the bandits rush west and north.

As the group moves up, they find the bandits have moved into another room and closed the southern door.

The scramble of feet is still heard, as well as another blow from the signal whistle. Waiting for Dain is slowing the group down some, as the bandits seem faster than the shorter dwarf.

Mal connects, dropping the bandit.

The chase continues.

The last orc is dispatched.

The dwarves hold the field!!!!

Combat over. Probably time for healing.

Vs Omast/Belir/Dolgrym: 2d20 ⇒ (16, 19) = 351d20 ⇒ 81d20 ⇒ 4damage: 4d6 + 6 ⇒ (6, 3, 2, 4) + 6 = 21

Belir strikes and an orc staggers with massive wounds, his fury keeping him standing.

Before going down, the bleeding orcs both hit Omast. He is cut deeply and barely stands. Two greatsword slices in his back and thigh leave him barely standing. The orcs facing Belir and Dolgrym miss.

One lone orc faces Dolgrym as Omast pours a potion into Tam's mouth. The healing infusion brings a rush of healing. Omast then passes out from his wounds, falling to the ground.

CMW: 2d8 + 3 ⇒ (3, 1) + 3 = 7

Belir,Dolgrym up

Not something thugs are used to seeing. Brutal dispatch of three guys in a few seconds.

Garnstn seems to kick a fight or flee response. In this case, a pell mell retreat is the response as the bandits rush out the west door and out to a north south corridor.

The older bandit blows a signal whistle as he runs out. The high pitched note seems to echo a bit. One of the bandits opening the door gets pushed aside, and is last in the line out the door.

Bandit Perform:
1d20 ⇒ 8

Map updated

Party up if they are pursuing

That was a change, everyone hit.

Happy 4th!!

Garnstn swings from the doorway at the first thug, taking him down with his cover. Kat move in and puts another down. With the way clear, Mal moves in and strikes the last of the trio of thugs guarding the door, and he goes down in a shower of blood.

I have everyone on the map now.

Order - BLESS active

The remaining orcs face off, two versus each of the standing fighters.

Dolgrym and Belir swing at them, as they do not seem to be running anymore. They strike a massive blow, but the ferocious orcs get in a swing before falling.

vs Belir/Dolgrym/Omast: 2d20 ⇒ (5, 10) = 152d20 ⇒ (6, 14) = 202d20 ⇒ (20, 8) = 28crit Omast: 1d20 ⇒ 18damage Omast: 4d6 + 6 ⇒ (6, 2, 1, 5) + 6 = 20Cleave Omast: 2d20 ⇒ (13, 5) = 18

The two orcs miss Belir. One strikes Dolgrym in the leg damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10. One strikes Omast, the guard captain, in the chest, and a sucking chest wound is heard as he staggers but stands. The critical sword strike has almost felled the guard captain, but he manages to cleave the two orcs facing him with a single blow. The orcs refuse to fall, and prepare a strike against him.

One orc faces Belir, one Dolgrym, and two staggered orcs face Omast.



Orcs are still there. The truce didn't last.

You do not have surprise, but you seem to have initiative
Having opened the door, the bravos seem to be caught flatfooted, having recently grabbed weapons.

stealth: 1d20 + 7 ⇒ (4) + 7 = 11

You also realize two thugs are in the southern hallway. Having passed what appears to be some guard posts, probably for two man teams, the barracks was covered by a watch team in the shadows of the southern corridor.

The human guard captain rushes into the fray and cleaves with his massive sword.

att1/atta2: 2d20 ⇒ (19, 11) = 302d6 ⇒ (3, 4) = 72d6 ⇒ (4, 1) = 5
conf1/dam: 1d20 ⇒ 22d6 ⇒ (6, 2) = 8

Crom att1/atta2: 2d20 ⇒ (15, 10) = 252d6 ⇒ (4, 4) = 82d6 ⇒ (5, 4) = 9
Crom att1/atta2: 2d20 ⇒ (4, 6) = 102d6 ⇒ (5, 5) = 102d6 ⇒ (5, 3) = 8

Crom takes two orcs down with a massive swing.
The guard captain also takes two orcs down.

The orcs retaliate before they bleed out. One strikes Crom, and he falls. 11 damage

Both sides having inflicted massive damage, Belir and Dolgrym stand with the human guard captain. The stain and smell of lye still cover him.


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.

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