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2,030 posts. Alias of Chainmail.


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You have earned slightly over 8K XP as a group on the medium progression putting you at 1600XP+ each.


The group loads up and prepares to leave. After midday, you climb the rope and exit from the sealed door on the desert level. A few of the other mercenary companies have come to watch you as you leave. Many of them cast an arcane spell that Faisal identifies as a detect magic spell on your group as you leave.

Sebti the Crocodile arrives as you return to the Living City. She gives you a warm smile.

You have finished exploring the tomb, and discover that your second assignment will be given out the following day.


Looks like you got two more -- Mark and Tark.

If you need someone, just let me know.


Arcane spell fail = 5%


As long as the character never multiclasses, feel free to go for it.


The padded armor radiates magic

Identify or Spellcraft DC 19 with Detect Magic on armor:
This suit of +1 stanching[UE] padded armor is of traditional Osirian design, consisting of a quilted cuirass of lightweight, breathable linen; a linen kilt; and a teardrop-shaped groin guard of stiffened linen. Besides its anti-bleeding properties, Akhentepi’s armor grants its wearer a sense of impending danger. Once per day as a free action when the wearer attempts an initiative check, the wearer can add a +3 insight bonus on that initiative check.


cobra vs Setesh: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 1 ⇒ (6) + 1 = 7
The cobra tries to retaliate against Setesh and fails after taking another nasty sickle blow.

Sabola delivers a falchion blow that finishes off the metal cobra. A small amount of poison leaks out of the reservoir in the creature.

Combat Over

Searching the funeral chamber:
Inside the sarcophagus, Akhentepi’s mummified corpse wears an exquisitely crafted gold funerary mask. One of the chests contains Akhentepi’s armor --a magic suit of padded armor he wore in life. The other chest holds a disintegrating cloth sack filled with 500 gp, as well as a small, well-preserved darkwood coffer. Inside the coffer are two potions, an ornate lapis and carnelian pendant, and an assortment of carnelian, lapis lazuli, and turquoise semiprecious stones.

Appraise DC 20:
Inside the sarcophagus, Akhentepi’s mummified corpse wears an exquisitely crafted gold funerary mask worth 500 gp. One of the chests contains Akhentepi’s armor --a magic suit of padded armor he wore in life. The other chest holds a disintegrating cloth sack filled with 500 gp, as well as a small coffer worth 50gp, an ornate lapis and carnelian pendant worth 70 gp, and an assortment of carnelian, lapis lazuli, and turquoise semiprecious stones worth a total of 55 gp.

Perception DC 17:
Potions are darkvision and minor restoration


Horster materializes and catches the priest unawares. His attack fails to get through the armor of the evil priest. Kelgan swings powerfully, but wide.


The sickle and bolt of force both take chunks out of the strange construct made of iron that looks like a serpent.

It is obvious that the iron creature seems to resist physical damage, but the magic bolt of force mars its surface.

Faisal has problems in the close confines of the room.


Meztli swings a mighty blow that connects through the suit of massive armored plates that the hobgoblin chief is wearing. Blood flows from the mighty swing of the halberd and the chief staggers and barely keeps his feet. His confidence in the fight somewhat shaken as he clings to consciousness.

NICE hit


Jory prepares to drive Markavious in the last sled.

Better to have the wizard free to cast than the archer to shoot.


hp: 1d8 ⇒ 4
Teraldan takes the lead orc down.

Will wait for the rest to place on the map before moving the orcs.


The chief stings from his wound, but it does not slow him at all.


Upstairs, the stone is moved where the X is on the map.

Hidden treasure:
Inside is found: a clerical scroll with three cure light wound spells, a potion of polymorph self(1abeled). a potion of enlarge human, a war hammer, and another treasure map.


You only save each round if you fail

Setesh moves into position (I assume it takes an AoO).
cobra: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 1 ⇒ (4) + 1 = 5
Setesh is bitten by the cobra but he lands a nasty blow with his sickle.
Fort DC 11 for bites

The cobra jumps on Setesh again but fails to connect.
cobra: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (3) + 1 = 4

ORDER
Round 1
Fiasal
Umbral
Sabal
Dusty

Round 2
Setesh
Iron Cobra


I know GM Blood is busy

Let me know when we want to get going again.


Aviari, Arya, Teraldan, Bogo and the elven rogue moved into the room and are now in the basement.

The rest are still on the ground floor.

I will move things along

The sound of the newcomers in the basement allow the denizens to move into position.

Aviara 1d20 + 2 ⇒ (9) + 2 = 11
Arya 1d20 + 3 ⇒ (7) + 3 = 10
Teraldan 1d20 + 3 ⇒ (18) + 3 = 21
The Quill 1d20 + 3 ⇒ (16) + 3 = 19
Bogo 1d20 + 1 ⇒ (16) + 1 = 17
Enemy 1 1d20 + 5 ⇒ (15) + 5 = 20

Teraldan is fast enough to see the bestial humanoids approach. The orcs are holding short swords in each hand. The leader holds a single glowing shortsword with a shield.
ORDER
Round 1
Teraldan

orcs
Entire party
orcs

This is one of those old school split the party opportunities. Those advancing in go to the basement, those that don't, stay up on the ground floor.


stealth: 1d20 + 12 ⇒ (19) + 12 = 31

The party begins a thorough search as Faisal knocks an arrow.

victim: 1d5 ⇒ 3

Sabal1d20 + 0 ⇒ (3) + 0 = 3
Setesh1d20 + 4 ⇒ (19) + 4 = 23
Dusty1d20 ⇒ 1
Faisal1d20 + 2 ⇒ (19) + 2 = 21
Umbral1d20 + 1 ⇒ (20) + 1 = 21
Enemy 11d20 + 2 ⇒ (20) + 2 = 22

The entire group misses the small iron snake that leaps upon Dusty.

att/damage: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (3) + 1 = 4

Before the snake can strike again, Setesh reacts with quicker reflexes than the snake.

ORDER
Round 1
Setesh

Iron Cobra
Fiasal
Umbral
Sabal
Dusty

Dusty:
Save Fortitude DC 11 each round, each miss = con loss as follows 6d2 ⇒ (2, 1, 2, 2, 2, 2) = 11

Not seeing anyone placing on the map, I have placed Dusty and the iron cobra


Crom and Mit'l bring a zombie down each.

One zombie attacks Morgan from the rear.

Two each attack Crom and Kelgan.

Morgan/2xCrom/2xKelgan: 5d20 ⇒ (3, 7, 16, 13, 7) = 46
One hit from a zombie almost slips inside Crom's defenses, but he deflects it with his helmet.

Five zombies remain.
Order
Round 4
Morgan
Horster (invisible)
Kelgan
Priests
Mit'l
Crom
Theorn
Ozymund - unconscious
Zombies


The man at arms pulls out of the line and allows Calendir to step up and attack one of the hobgoblins. He barely misses hitting a vital area.
Chief or hobgoblin?

goblins:
A salvo of missiles targets Meztli.
crossbow vs Meztli: 6d20 ⇒ (9, 16, 9, 2, 15, 4) = 55
Firing through the crowd, two bolts strike the barbarian.
damage: 2d8 ⇒ (8, 5) = 13

Another hobgoblin tosses a goey sack at the man at arms.
touch through cover: 1d20 ⇒ 20
reflex: 1d20 ⇒ 19
The man at arms is hit, but manages to avoid being completely stuck to the ground. The chief takes a swing at Calendir.
longsword: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 4 ⇒ (8) + 4 = 12
The goblin gives up waking his friend and attacks Lorcan.
gob att/damage: 1d20 + 2 ⇒ (17) + 2 = 191d8 + 1 ⇒ (7) + 1 = 8

A salvo of bolts target Meztli, and two hit 13hp piercing

The chief swings a vicious longsword at Calendir and hits him hard, it is obvious he is an experienced fighter. 12hp slashing

Lorcan takes a hit from the last hobgoblin in the left corridor.
8hp slashing

Turk swings at the last hobgoblin standing in the left corridor and leaves him bleeding. "The way is clear."
As he looks back he sees the battle isn't going well behind him.
Turk att/damage/hob hp: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (5) + 2 = 71d8 ⇒ 3

The hobgoblins behind the chief are reloading their crossbows for another salvo.

Round 4
Party to go

goblins


the orc is up because of ferocity. Is Calendir moving up to help meztli?


Didn't see Ozzy had actually moved past the zombies--they wanted to hit him.
The wizard had bravely moved past the zombies, pretending to be under the influence of a spell. Nevertheless, they pummeled at him as he went by, and Ozzy realizes that was the intent of the spell. He manages to intone his force bolt as he goes down. This freed up the ranger to tumble past the zombies, but her arrow deflects off the armor of the priest. From the rear more armored clerics move up to attack.
AoOx3: 3d20 ⇒ (15, 20, 14) = 49
damage: 3d6 + 9 ⇒ (2, 5, 6) + 9 = 22

cleric1 vs Morgan: 1d20 + 2 ⇒ (11) + 2 = 131d8 + 1 ⇒ (6) + 1 = 7
cleric2 vs Morgan: 1d20 + 2 ⇒ (2) + 2 = 41d8 + 1 ⇒ (3) + 1 = 4

The priest in the rear, wearing the black robes guilded with gold, attemps to touch Morgan and nasty energy lances through her body.

touch/cause Moderate Will DC14 for half: 1d20 + 3 ⇒ (18) + 3 = 212d8 + 3 ⇒ (6, 1) + 3 = 10

Horster, invisible in the rear ranks, waits to pounce. {he can be anywhere in the back}

The last evil priest heals the zombies.
channel: 1d6 ⇒ 2

Order
Round 3
Priests
Mit'l
Crom
Theorn

Ozymund - unconscious
Zombies
round 4
Morgan
Horster
Kelgan


As the group carefully searches the boxes more thoroughly, they find: two vials of silversheen, a masterwork longbow, 10 cold iron arrows, a gold scarab clasp, an onyx and silver holy symbol of Pharasma, a silver hand mirror, and a wax-sealed clay urn of nard.

Opening the secret door after disarming the trap, you see a box of nasty beetles that would have dumped on you.

Carefully opening after examining the door at the end of the next secret passage you find: A sarcophagus covered in gold leaf rests on a raised stone platform in the center of this chamber. The casket’s cover is carved the likeness of an adult man with his arms crossed over his chest, and covered in thick coat of dust. Two ornate chests sit beyond the dais in the northeast and southeast corners, and between them stand two large funerary urns. The sole exit is the door to the west that you entered by.

Appraise DC20 obviously no take 20:
a gold scarab clasp worth 50 gp, an onyx and silver holy symbol of Pharasma worth 100 gp, a silver hand mirror worth 35 gp, and a wax-sealed clay urn of nard worth 75 gp

A sarcophagus covered in gold leaf rests on a raised stone platform in the center of this chamber. The casket’s cover is carved the likeness of an adult man with his arms crossed over his chest, and covered in thick coat of dust. Two ornate chests sit beyond the dais in the northeast and southeast corners, and between them stand two large funerary urns. The sole exit is a door to the west.


Suddenly, you see the floor begin to move beneath the five's feet. As the floor swings down from a binge near the south wall, the five fall into thc darkness landing on the floor below. The floor swings back into position abovc them, creating a strong gust of air that extinguishes all torches and lanterns.

basement:
No one in the party takes any damage from the slide. Party members with infravision (now darkvision) can see.

When light is restored the fallen remaining party memben also see the following:
You are in a room about 30 feet square. It appean to be empty. A corridor leads off in one direction.
The room is empty. The five of the party is now on the lower level of the fortress.

All But Aviari, Arya, Teraldan, Bogo and the elven rogue:
Examining the hinging mechanism, it appears to be solidly locked in place. A laughing female voice speaks: "Those are dead, forget about them. BWAAHAA HAA!!" Looking closely, you see the loose stone by the X--you are relatively sure it is safe to uncover the loose stone without falling.


The door appears to be trapped. Opening it releases something, you know not what.

Disable device rolls needed if you go that route.


The zombies are missed by the heroes, but Ozzy hits the priest with a magic force bolt.

The zombies flail at Kelgan and Crom.

3vKelgan,3vCrom: 6d20 ⇒ (11, 6, 15, 11, 12, 16) = 71

They fail to connect.

Order
Round 3
Morgan
Horster
Kelgan

Priests
Mit'l
Crom
Theorn
Ozymund
Zombies


A search of the boxes yields nothing of significant value. Many mummified slaves are wearing pendants to Pharasma, and removing those seems just plain wrong.

An hour of careful searching reveals a secret door in the center of the east wall!!


Aviari, Arya, Teraldan, Bogo and the elven rogue advance into the room. Although not evident until now, the room was on a hinged floor. After an alarming click, the five go down a chute into the basement and the floor clicks back into place with a metallic click.

basement:
The fall did not injure in any way, and you rise to your feet to explore the dark surroundings.

Malthor remains above, his caution avoiding the fall.


Sorry, been a little engaged, and the Karameikos games have suffered as their posting rate is the least.

The blinding ray and entangle fail to snag the wily elf as he shouts in elven.
elven: 1d1d20 + 3 ⇒ (14) + 3 = 17
The wicked shot of the curved blade cannot penetrate the armor of Broldun.


I will try to get us some momentum


Unfortunately if you attack you cannot move afterwards unless you have the appropriate feats. Five foot steps may allow some shuffling here and there at times. I don't think this was one of those times.


The beetles are dispatched with a final falchion blow.

Following the narrow passageway it leads to an obvious secret door that has been put in the hallway. Luckily you are on the easy to find side.

Checking it out, it appears untrapped, so it is opened. There is room with double doors on the east wall and north wall. Your estimates based on the distance traveled would make you think the east doors leads to the chamber with the animated sarcophagus.

Opening the door to the north is a room reveals a room with assorted boxes.


Faisal prepares an attack in case the beetles close, but they continue to attack. Setesh takes a difficult swing around the corner into the tunnel and skewers a beetle.

The single survivor attacks the prone inquisitor.
attack: 1d20 ⇒ 161d4 + 1 ⇒ (3) + 1 = 4

The beetle hits as Dusty channels to restore the warrior on the ground. An infusion of healing energy washes over you all.

-4 from beetle +6 from channel.

All but Dusty up -- Sabola prone

The surviving beetle clings to life with chunks of carapace missing from Umbral's force missile.


As there is not a legal melee attack for Faisal, I will move things along.


Save top left to bottom right 3d20 ⇒ (14, 7, 8) = 29

Meztli misses despite guidance and inspiration, but three goblins go down in a comatic sleep as colors wash over them. The one in the rear tries to rouse his comrade, but the still seems groggy and unresponsive though no longer sleeping.

cdg: 2d6 + 6 ⇒ (6, 3) + 6 = 151d20 ⇒ 5
Turk plunges his stabbing sword into a sleeping goblin.

The man at arms and orc continue to fight while the fallen man at arms bleeds out on the floors.

orc,man: 2d20 ⇒ (16, 13) = 29
The orc, despite his wounded state, manages to bite the goblin chief before he swings.
cleave: 2d20 ⇒ (6, 3) = 9
The chief manages to hit the orc with his falchion, but his follow through deflects off the last human defender. Much weakened, the orc falls, but before he does, he prepares to attack one last time. "My clan will get you!!"

The crossbows fire at Lorcan behind the cover of the orc and the men at arms, but the bolts clatter harmlessly off the walls.
6d20 ⇒ (8, 3, 13, 1, 8, 7) = 40

Round 3 Party to go
Turk Cdg
hobgoblins


orc: 1d20 ⇒ 13
The orc yells: "You will feel my wrath chief!! My death will not be easy and a warrior death." But in his weakened state his bite fails to connect.
Round 2
Party up (everyone)

Hobgoblins

Without a single hobgoblin injured except the one Meztli hit, it looks dire.


Not seeing an alternative plan, the men at arms have their shining moment.

Seeing the hobgoblins in the hall, the men at arms rush to hold them off as Turk rushes to Meztli's aid. The men at arms shout "For Ulek and the Keep!!!"

Turk/maas: 3d20 ⇒ (3, 5, 4) = 12

Turk and the men at arms flail ineffectively at the hobgoblins. The deluge of crossbows targets the new men at arms. One finds a crease in the man at arms armor and sinks deep.
7d20 ⇒ (17, 14, 12, 9, 7, 3, 5) = 67

The forward goblin on the right flank is dressed in heavy armor, and hacks at the two men.
cleave: 2d20 ⇒ (18, 2) = 20
conf: 1d20 ⇒ 7

One of the men at arms falls, brutally hit by crossbow bolt and vicious falchion blow. The other shouts "Do not waste our sacrifice!!


Ozzy fires at the priest and hits with a nasty bolt of force as Morgan's shot goes wild. He concentrates again, and a wave of energy washes over the zombies. -ve: 2d6 ⇒ (3, 2) = 5

The one smashed does not arise, but most of them are fully functional except the one hit hard by the dwarf. The priest retreats, but another takes his place and gestures at Ozzy.

"Approach!!"

If Ozzy fails a Will DC 13 he will approach the priest as his action.

"Let him through my children, make a path."

Round 2

Mit'l
Crom
Theorn
Ozymund

Zombies


Check the map__ don't see how it is possible


Is Faisal in melee range?


zombie save: 1d20 ⇒ 16
starting hp: 2d8 + 3 ⇒ (7, 4) + 3 = 14
Kelgan hits the zombie that resisted the divine burst of good.
xtra damage: 1d10 + 2 ⇒ (5) + 2 = 7
With his massive hit he still hold on to unlife.


Faisal seems to have left.

This is the time had them mindlessly ambush the leader.


Dusty channels after Sabola has fallen. He finds himself on the ground with bugs standing over him.
I assume Sabola, you hit from the ground--I am delaying Faisal again
Order of action
ROund 2
Umbral

Beetles
Faisal
Dusty (channeling for 6 again)
Sabola
Setesh


zombie hp/save: 2d8 + 3 ⇒ (1, 3) + 3 = 71d20 ⇒ 9
Crom finishes off a zombie weakened by Mit'l's channeling.

The priest takes two shots, a magic missile and a mundane one. An evil spell is cast upon him and his wound slowly closes with a black crust.

spellcraft DC 16:
Infernal healing

After Mit'l invokes his powers, a black robe figure step up and invokes his magic--evil energy knits some of the wounds of the undead.
channel: 1d6 ⇒ 2
The two dwarves draw an attack of strong, stinking undead.
Crom/Kelgan: 6d20 ⇒ (15, 4, 1, 16, 13, 6) = 55
Kelgan is barely hit by a hammer of hands. damage: 1d6 + 4 ⇒ (2) + 4 = 6

Round 2
Morgan
Horster
Kelgan

Enemy 2
Mit'l
Crom
Theorn
Ozymund
Zombies


Faisal delays.
The beetles continue to attack after one barely survives a magic force missile that hits it in the face.
attack: 2d20 ⇒ (10, 16) = 26
After Sabola's charge, the beetles both latch on to him.
damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Order
ROUND 1
Umbral
Beetles
All but Umbral


Sabola comes up short of piercing the armored beetle and draws two wicked bites in response.
bite1/bite2: 2d20 ⇒ (7, 19) = 26
damage: 1d4 + 2 ⇒ (1) + 2 = 3

Sabola feels the crunch of mandibles with teeth.

ORDER
Surprise
Sabola
Beetle
Round 1

Faisal
Umbral

Beetles


OK, going into the room towards the X I have Bogo, your rogue, and Teraldan. Other are being more cautious.

No traps are seen as the Bogo, the elven rogue, and the small paladin advance into the room.


The zombies are all in range but some have cover from channel.

A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends.

Roll of the vanquished to date.
18 goblins (135XP each)
1 ogre (800XP)
1 CR 1 pit trap (400XP)
1 goblin chief (level 2 fighter/archer) (600XP) --(he used poison and terrain so his CR was bumped to CR2)
7 hobgoblins (200XP each)
3 tough hobgoblins (400XP each)
2 wounded demihumans (135XP total)
2 rescued prisoners (100XP each)
Surviving an encounter with the rest of the hobgoblin tribe (600XP advance on their value for an early nearly lethal encounter with them)
16 orcs (135XP each) full value for avoiding encounter
4 bugbears (600XP each)
Bugbear chief (800XP)
3 fire beetles (135XP each)
1 minotaur (1200XP)

Potential Vanquished:

8 zombies (1600XP)
Assorted evil minions (2400XP)


fIRST IN LINE = POINT PERSON


Spoiler:
spellcraft: 2d20 ⇒ (8, 2) = 102d20 ⇒ (3, 9) = 12

From the rear of the zombies, a voice commands 'Halt'
The zombies halt short of the hall and the uttering of spells is heard down the hall.
Ozzy determines the spells to be cast are a blessing on evil and a bane on good.
If you fail Will DC 14 then Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.

The movement of mailed figures can be heard. The temporary glimpse of a black robe is seen.

Round 1
Morgan
Horster
Kelgan
Enemy 2
Mit'l
Crom
Theorn
Ozymund

Zombies

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