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Machine Soldier

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4,048 posts. Alias of Chainmail.


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Moving houses, getting up and running has taken a while

MoviNG houses, getting up has taken a while

Tan determines it would be dangerous to ignite up close.

A little caution, and the pyre is lit.

The town is rallying, except huge boulders are hitting walls and buildings. Someone has set up siege equipment by the Barterstones!!

The cove itself lies on the eastern shore of Blood Bay, about 60 miles along a marshy coastline (or a mere 40 miles as the gull flies).

You have time to shop and make last minute preparations before a boat ride.

Moving towards the final beacon, you notice the area is deathly quiet. There seems to be no hostile orcs around.

Perception DC 20:
There is a faint chemical smell in the air.

The beacon is set up to be lit, but the wood in the pile seems to be, according to Dolgrym, a little off color.

Omast shouts, and the impromptu healing station at the far gate sends some people over to help out.

After three rounds, anyone unstabilized is stabilized.

The acolyte arrives with a healing potion and his healing kit. He treats Dolgrym and begins to use the healing wand if you let him IF the healing potion is not enough to bring him to.
CLW potion: 1d8 + 1 ⇒ (7) + 1 = 8
"I guess you bought the healing wand. We are definitely limited in our healing magic after this invasion."

I guess we see if everyone can be healed up. Everyone will be level 3 after this encounter. Level up HP do not need to be healed.

Belir's blow strikes true, the orc retaliates before dying, bUT missues Belir.

Omast and Belir study the carnage, the las two standing.

Omast points to Tam.
"I gave him my last healing draught."

Will need to read up on next chapter

Omast 2d20 ⇒ (1, 9) = 10lizard Crom: 1d20 ⇒ 17Orcs: 2d20 ⇒ (9, 10) = 19

Omast swings a mightly cleave, but misses. Crom injures and orc and strikes the lizard after Belir wounds it. Incapicitated, it bites at Crom before falling, Crom is hurt as he left himself open after his cleave.

damage to Crom: 1d8 + 5 ⇒ (8) + 5 = 13

Omast: 2d20 ⇒ (19, 14) = 33rocs vs Omast: 3d20 ⇒ (1, 14, 10) = 25orc next round to speed things up: 1d20 ⇒ 17

Omast cleaves two orcs, leaving only one standing. Two swing at him as they fall. Leaving one up. A sole orc faces off against Belir and Omast.

Belir left to go

orcs Omast:

Omast: 2d20 ⇒ (10, 4) = 14
beast vs Belir: 1d20 + 6 ⇒ (12) + 6 = 18
vs crom orcs: 2d20 ⇒ (6, 18) = 24
vs Omast orcs: 2d20 ⇒ (5, 10) = 15
damage Crom: 1d12 + 4 ⇒ (12) + 4 = 16

Crom hits the beastmistress and she is bleeding out. She no longer threatens Belir and falls to the ground bleeding. Crom cleaves two orcs and they fall to the ground too. Belir misses. The beast fails to grab Belir.

The orcs swing and miss, except one hits Crom a huge blow (16hp of damage). The fight rages as Crom, Belir and Omast face the beast and a few orcs.

Dwarves up

As you return the errant wool merchant, you receive a smile from Rowyn and the kobold butler produces a map.

Time to level up to 3

The silk merchant has managed to scrape together 40 gold and 50 silver to pay you. He is surprised he gets to go on a trip with you.

We may have lost Glorik, may look for replacement.

Crom attacks and hits two orcs in front of him. Other attacks and Dolgrym's attempt to escape prove fruitless.

Omast and Orcs:
Omast: 2d20 ⇒ (3, 9) = 122d6 + 6 ⇒ (1, 1) + 6 = 82d6 + 6 ⇒ (3, 2) + 6 = 11orc vs Tam: 1d20 + 4 + 4 ⇒ (7) + 4 + 4 = 151d12 + 4 ⇒ (2) + 4 = 6orcs vs Omast: 2d20 ⇒ (4, 18) = 22double axe Belir: 1d20 + 5 ⇒ (16) + 5 = 211d20 + 2 ⇒ (14) + 2 = 16

Omast swings and barely misses the first orc he swings at. His off balance swing does not follow through and hit an orc.

The lizard advances and munches on the ranger.
bite: 1d8 + 5 ⇒ (7) + 5 = 12
The orc standing over Tam takes a swing and hits him with the big axe.
6 damage for Tam

The lizard seems to be causing some problems as the ranger falls unconscious. Omast takes a nasty blow from a shotel, the nasty weapon the heavy orcs are using.

Dwarves up -- may have lost Glorik

You consider your options.

"I think we can work together. Hand me over the silk merchant and Vanthus when you find him. I will send my 'Butler' to help you out some. He will guide you to where Vanthus is probably going to be staying."

The silk merchant may be not so thrilled about this plan.

Rowyn hands you a letter of credit for 500gp at a reputable bank in the merchant guild. Almost anyone will honor this in town, it is as good a money itself.

The kobold bows to Rowyn and falls in behind you.

The red head again waits for your responses.
"Well, I need to hand you letters from Vanthus so you can see how depraved he truly is. Vanthus and I are somewhat at odds. These letters are not to be shared with anyone. My history with him, not to be shared with anyone. His actions outside the Lotus Guild, those you may share. He is obviously headed to Kraken's Cove. You can bring him back in irons for me!!"

Excerpts from Vanthus’s Letters to Rowyn Kellani:
(Dated 2 days before the fire that slew the elder Vanderborens) “...My parents have grown soft. I’m not worried in the slightest that they suspect anything, my delicate flower. The funds you’ve trusted me with have been more than enough to pay off the local guards, the harbor watch, and the ship’s crew to say nothing about the new cargo. Hell… they even offered to help load the barrels! Of course, I didn’t tell them what was inside— I’m sure they’d sing a different song if they knew just how much alchemist’s fire we loaded into the hold of my father’s new plaything. I’ll be following the ship’s progress for a few days to make sure the fire does the trick, so you’ll not be seeing me for at least half a week. Keep your bed warm for me!”
(Dated 3 days after the fire) “…It’s unbelievable! Sure, she’s the eldest sibling, but she knows nothing of life! She spent the last half of her childhood in Thenalar learning how to fold napkins and play the violin, for Hell’s sake! It just goes to show you how insane my parents really were… leaving everything in her care like that! Whatever. She’ll need the house to live off of, I suppose. Lavinia’s not a bad lass, really… I kind of miss our time together, to tell the truth. Think she’d be interested in joining the Lotus? I doubt it. And anyway, a second Vanderboren tragedy might get too many people curious. No, for now, whatever’s in the vault will have to do…”
(Dated two days ago) “…I really wish you could have been there, my little dragon, to see their faces before I closed the door! Lavinia’s never going to get anywhere hiring fools like them. I wonder if they’ve found Penkus yet? I hope they didn’t die too quickly.” “In any case, on to the purpose of this letter. Brissa’s in the other room, getting ready for a night out on the town, so I’ll have to be quick. Remember that thing she hinted about to me? About the pirates who were supposedly using Kraken’s Cove as a base for their smuggling operation? Turns out she wasn’t spinning tales—I’ve heard that they’ll be arriving within the week with a particularly rich cargo. I’ll bring her with me on the pretext of joining up with them, get their guard down, and when they’re not expecting it my men’ll light the ships on fire! It’ll be a simple task to pluck the treasure from the water once all those fools are dead. Should be more than enough to make up for what we lost when Lavinia inherited rather than me.” “I tell you… burning people to death on their own boats? It’s the best way to make money yet. Wish I’d thought of it years ago!”

The lady continues: "I, as you can guess, am Rowyn. Your first task for me is to find the silk merchant and bring him to me. Probably should collect a reward from him first. He will probably be in the Merchant's Quarter. Then you can bring me that Vanthus."

Tam misses the orc with a dagger after he is healed. Omast pauses to swig from his large mug, frothy ale coats his face.


normal orc vs Tam then Crom: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 111d20 + 4 ⇒ (7) + 4 = 11
orcs vs Glorik: 1d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (7) + 5 = 12
orcs vs Crom/Omast: 1d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (13) + 5 = 18
double axe vs Belir: 1d20 + 5 ⇒ (5) + 5 = 101d20 + 2 ⇒ (16) + 2 = 18
lizard vs Dolgrym: 1d20 + 5 ⇒ (19) + 5 = 241d8 + 5 ⇒ (5) + 5 = 10
grab?: 1d20 + 5 ⇒ (17) + 5 = 22two vs Omast: 2d20 ⇒ (7, 5) = 12

The last two orcs from the third wave swing at prone Tam and Crom, and both miss!! Tam escapes a nasty great axe blow. The four heavily armored orcs attack with shotels, and they seem to be more effective against shield-wearers. Two miss Omast, and two miss Crom and belir.

Belir dodges two swings from the beastmistress, he uses a double axe quite proficiently. Dolgrym is grabbed by the monitor lizard in the powerful jaws. 10hp of damage an grappled

damage Crom: 1d12 + 4 ⇒ (5) + 4 = 9
damage Glorik: 1d12 + 4 ⇒ (11) + 4 = 15

With Crom and Glorik getting hit and Dolgrym taking a nasty bite and held fast, things seem to be getting desperate.

Dwarves up -- I added +4 for prone, so 11 misses Tam

The red-haired lady listens intently, careful to wait until everyone is done.

"Well, I am in a difficult position. I am what is called middle management--I report to others. At the moment, upper management may discover that my guild was raided, many strategic materials have been stolen, and the silk merchant I was tasked to handle is gone. They may have someone in my very midst making sure I am doing what they want. It could be a kobold with courtly graces surprisingly out of place."

She points to two boys with rapiers in turn. "It could be a boy who seems too quick with a weapon than you would expect in a novice or a recruit that is of richer blood that makes you wonder why they join us. Nevertheless, our discussion could reach the ears of my superiors."

"I will tell you where this Vanthus is and offer you positions working for me. If you accept, upper management may think you are working for our interests and allow you to operate uninterrupted. They may believe that I have quelled the obvious turmoil that will come from death of many guild members. You did pass the initiation we call the CRUCIBLE, a drowning maze that challenges all we put in there."

"If you decline, I may have to consider if my position is safe from the fate that befalls those unsuccessful. In that case, I would care little if you went after this Vanthus as independent agents, but I would think others may care."

"Consider my offer carefully, as you will have access to resources the rich and privileged Lavinia does not have if you accept. You will swear an oath to me if you accept, and I do not suffer oath-breakers casually. Talk among yourselves--this may be an important decision."

"I will need to know your answer before I give Vanthus' location. Your requirement to make this a public meeting has forced my hand."

The kobold nods, somewhat skeptically. He repeats, "weapons sheathed"

"I will convey your request. Things are different here than at court, that is for sure. I will take my leave."

With a quick bow he departs. After a few minutes he returns.

He returns and nods and opens a door and you advance into a training room. Six young boys stop their sparring with rapiers and kukri knives as you enter. A beautiful red-headed woman sits on a throne watching and motions for them to stop as you enter--Rowyn herself is a beautiful human woman with long red hair tied back in a ponytail. Her eyes sparkle like chips of green jade, and she moves with an unsettling grace. On one shoulder she wears a tattoo of a lotus, while on the other is an intricate dragon tattoo, its tail coiling down around her arm. Standing to the side is a bright-eyed and hungry-looking monster, a dinosaur-like dragon with green scales and a bright yellowcrest on its head. The lady addresses them ...
"Welcome Lavinia's flunkies. You have destroyed most of what I had. How can I help you? I cancelled our private audience, as you seem to want to talk while armed. It will limit what information you can get, as I now require an audience."

A large goblinoid shambles by the far door. Its movements automatic and strange. When living, it was what was called a bugbear.

Tam is prone, ready to act.

ignore the first set of logs the battering ram got them

The kobold shakes his head sadly.

"No weapons. I will send your regrets. Maybe another time."

Crom cleaves two orcs, Dolgrym wounds one lightly, the other dwarves miss.

A large lizard guided by a tamer come in with four heavily armored orcs in front. The orcs do not charge, but move part of the way to the dwarven line.

Omast wipes blood off his face.

Attack vs Glorik: 1d20 + 4 ⇒ (6) + 4 = 101d12 + 4 ⇒ (12) + 4 = 16

"This is their elite. They don't got any better."

Glorik dodges a great axe swing from one of the last of the previous wave.

Dwarves up

The kobold puts on some reading glasses and opens the envelope carefully and looks at you with disdain.

"Miss Rowena would like to invite you to a parley to discuss possible employment in her business operation. Weapons will not be allowed at the parley."

Dain indicates a small room with a door that opens easily revealing a lavatory with running water from underground to four chamber pots. This communal lavatory seems quite efficient and hygienic.

Looking east, A long banquet table fills this room, leaving barely any clearance to the east and west. A large cage filled with listless tropical birds stands to the northwest.

A kobold approaches dressed in white linen with a silver plate with a piece of paper on it.

Your captive informs you: "That's Charlie K, or Charlie Kobold, Rowena's valet and server in the kitchen."

The group moves south by the barracks (D3), and find doors going south. The long corridor they found earlier seems to head the same way. A storage room has much quality rum (D4) with forged labels on them. The other storage room (D24) has yet to be open.

More of south map revealed

The group considers going down the long corridor or opening doors to get to the southwest part of the complex.

Omast and other dwarves miss. Glorik and Crom each take an orc down. The swing in desperation before falling.

orcs O:
vs Omast: 4d20 ⇒ (13, 13, 12, 12) = 50vs G/C/2xB: 4d20 ⇒ (7, 11, 18, 17) = 53Omast: 2d20 ⇒ (13, 10) = 234d6 ⇒ (4, 6, 5, 4) = 19

The four orcs miss Omast, and he cleaves two of them, leaving them bleeding. The orcs swing at dwarves, but three miss. One hits Belir through his armor. damage: 1d12 + 4 ⇒ (3) + 4 = 7

The battle looks under control. As the orcs have dwindled in number. The horn signaling the next wave is heard!!

Dwarves up

Belir brings an orc down, missing with his first, but hitting with his second swipe. The fighters miss while Glorik injures an orc with one swipe, missing the second. Omast also fails to connect, his sword just missing two orcs as it passes over their head.

O and orcs:
O: 2d20 ⇒ (4, 11) = 15
vs Omast: 1d5d20 ⇒ (2, 9, 19) = 30
vs glorik: 1d1d20 ⇒ 18
vs 2B, C, D: 1d4d20 ⇒ (6, 1, 8, 7) = 22

Omast takes a hit from one of the five swiping at him.
1d12 + 4 ⇒ (4) + 4 = 8

Glorik takes a hit from the orc he wounded.
1d12 + 4 ⇒ (7) + 4 = 11

Crom, Belir, and Dolgrym dodge four orcs fighting them.

Dwarves up

The man shrugs. "I'm a silk merchant. Appears I didn't pay my dues promptly enough for the likes of this crew of cutthroats. As for giving up information on these guys, probably not in my best interests. After paying you off, I won't be able to pay these guys off. This Vanthus is the rich dandy that hangs out with these guys."

logs: 3d20 ⇒ (12, 6, 1) = 193d6 ⇒ (1, 1, 5) = 7
Omast: 2d20 ⇒ (18, 4) = 224d6 ⇒ (5, 3, 2, 5) = 15
Omast AoO: 1d20 ⇒ 82d6 ⇒ (6, 5) = 11
Tam attacks: 2d20 ⇒ (5, 13) = 181d12 + 4 ⇒ (1) + 4 = 51d12 + 4 ⇒ (5) + 4 = 9
Ranger attacks: 3d20 ⇒ (18, 4, 8) = 301d12 + 4 ⇒ (3) + 4 = 71d12 + 4 ⇒ (5) + 4 = 9
Omast attacks: 5d20 ⇒ (6, 16, 18, 9, 14) = 635d12 ⇒ (7, 4, 10, 6, 9) = 36

The logs roll over two orcs, hurting them badly and miss a third as they tumble down the hill. The Warhammer can't punch through the orc's armor.

Crom incapacitates an orc. And Glorik moves while invisible from Tam.

The orcs rush around Omast and Belir drawing a strike from each and then two attack Tam, three Dolgrym, one Belir, and five Omast.

Tam takes one hit from a battle axe (5 damage),
Dogrym another (7 damage),
and Omast two hits.

Dwarves up, AoO for Belir too

Some of the orcs succumb to their wounds and fall.
Map updated, two orcs by Belir hurt

The man sighs as he is released and looks around.

"You smashed up the Lotus Dragons big time. But their big wolf Chomper is still loose."

Tam 1d20 + 1 ⇒ (8) + 1 = 9
Glorik 1d20 + 2 ⇒ (5) + 2 = 7
Dolgrym 1d20 + 1 ⇒ (3) + 1 = 4
Crom 1d20 + 1 ⇒ (16) + 1 = 17
Belir 1d20 + 3 ⇒ (1) + 3 = 4
Omast 1d20 + 1 ⇒ (6) + 1 = 7
Orcs 1d20 + 1 ⇒ (18) + 1 = 19

acro: 6d20 ⇒ (10, 19, 5, 19, 3, 14) = 70

The group thinks it is safe, but another group runs forward. Six orcs carry a battering ram and ram the first barricade destroying it.

Six more orcs rush around the sides, and only three make it over the barricade. Everyone is caught flatfooted by the sudden onslaught.

Dwarves up

The adventurers search the large room in the northwest corner and find and open a secret door after a minute of searching..

The purpose of this macabre chamber seems obvious. A stretching rack dominates the northwestern corner of the room, and an open iron maiden its southeast corner. A sizzling brazier of coals sputters in the southwest corner, giving the chamber a hellish red cast.

Opening the door to the small room....
This chamber sports a large bed covered with furs. An iron cage sits at the foot, and a low table in the southeast corner is heaped with salted fish, bread, and bottles of rum. A solitary man is tied up in the rack, and he pleads for help.

The cage at the foot of the bed isn't quite large enough for a person to stand or sit in. A footlocker under the bed contains 254 gp and a set of silver flensing knives with ivory handles worth a total of 200 gp

And opening the door past the cells to the south....
The floor of this room is cluttered with partially eaten bones and clumps of dark fur, giving the air the stink of a filthy wet dog.

Malstei notices a host of tracks leading south, tracks that were not there when they explored that passage before.

As you secure the northwestern portion of the complex, the man in the rack pleads for release.
"Let me out, I have some money at home!!"

Realized the elemental had a more limited time than I thought.

The large elemental had moved to help with the crocodile. As Dain talks to him in common, he realizes the only word of common the creature has been taught an understands is 'Smash'.

After moving north in the pool, the large elemental takes a minute to heave the entire northern wall down. This has destroyed an elegant lounge behind a large wall of one-way material that was worth hundreds of platinum pieces.

The elemental turns left leaving a trail of three pulped bodies in his wake. The area to the west seems to be cell block.

Before the elemental passes into the doorway into the cell rooms in the northwest part of the complex, he turns and waves his hands as a portal to a deep underground cave opens.

Elemental on map were he returns to his plane

The earth elemental grabs the wizard and lifts him out of the water. The runes on the elemental show he seems to have strong magic on him. He says some words to Mahath.

Terran Language or comprehend languages spell cast:
Magic man OK???

[spoiler=rolls]boulder attack: 6d20 ⇒ (4, 5, 16, 7, 12, 1) = 45fire?: 1d20 ⇒ 3

Four of the six orcs are crushed an on fire before they can even attack!! One of them was carrying and explosive bomb, he tries to shield it from the flame, and save his friends, but it goes up in a large explosion. A fuse grenade explodes obliterating the six bodies in a horrendous explosion!!

They struggle and scream for a few seconds, then expire. In the flames, another one explodes to make the carnage worse.

Wave over

There is a pause, as the combat is over in ten seconds.

Kat attacks and hits the crocodile as it slips back. The ranger's arrow misses, and Dain's crossbow misses as he tries to avoid hitting the wizard. The elemental strides into the water, and although his feet and lower torso start to get muddy, a might fist ends the crocodile. The wizard floats free!!

elemental: 2d20 ⇒ (18, 1) = 19

The earth elemental looks to the north through what appears to be a translucent wall, and seem to concentrate on the other side. The ranger gets the feeling he is being watched.

No foes are in sight, group is up

Tam 1d20 + 1 ⇒ (4) + 1 = 5
Glorik 1d20 + 2 ⇒ (1) + 2 = 3
Dolgrym 1d20 + 1 ⇒ (18) + 1 = 19
Crom 1d20 + 1 ⇒ (19) + 1 = 20
Belir 1d20 + 3 ⇒ (3) + 3 = 6
Enemy 1 1d20 + 3 ⇒ (12) + 3 = 15
Enemy 2 1d20 + 1 ⇒ (4) + 1 = 5
Omast1d20 + 1 ⇒ (9) + 1 = 10

The dwarves prepare as the orcs assemble at the gates. They consider rolling the boulder and maybe igniting it down the hill towards the orcs.


A DC 13 STR check is all that is needed to get the boulder going. but only two can try to make it each round due to space.

elemental: 2d20 ⇒ (17, 6) = 232d20 ⇒ (14, 2) = 16damage: 8d6 ⇒ (5, 5, 2, 6, 5, 1, 2, 3) = 29

Kat strikes the crocodile grabbing the wizard, but the concerted attacks of the rest of the group fail to connect. The water continues to fill the room.

Then, appearing in the remains of the shattered gem, a huge creature of dark obsidian with a large rune on his forehead appears. He speaks in a strange language.

"I serve"
Then he speaks a single common word, making it a question and then an affirmation. "Smash??? Smash!!" He immediately begins to act.

The earth elemental appears in the middle of the thugs. He swings a stony arm and cleaves through the two behind him. They fall in a bloody mess, one crushed, the other one wheezing from splintered ribs as he slowly sinks and chokes into the water.

The earth elemental then hits the one in front of Garnstn. The smash lifts him up off the floor and sends a crushed corpse into the water to sink. The follow through hits the next one, and remarkably, he is not killed outright, but bleeding as he sinks into the water. This one has a ribcage mostly intact, unlike the others.

crocodile drag: 1d20 + 9 ⇒ (11) + 9 = 20slam vs kat: 1d20 ⇒ 151d12 + 2 ⇒ (6) + 2 = 8

The crocodile misses Kat with a tail slap as it rushes through the water to retreat with the wizard, bringing him under the water.

The earth elemental looks forlornly at the water puddling around his large feet. He is not happy about the water, as his feet seem to be coming apart a bit.

There is once more a general panic, as the creature seem to have put on quite a show. The creature of earth looks to the north, and seems to sense creatures on the other side of the door to the north.

Party up -- Kat gets an attack of opportunity at croc

vs Crom: 1d20 + 4 ⇒ (6) + 4 = 102d6 + 4 ⇒ (5, 3) + 4 = 12

Crom strikes down the orc facing him. Omast finishes off the orc by the southern part of the line. The orcs incapacitated are finished off with coupe de graces, and a momentary respite is won as the first wave is defeated!!!

Three rounds of actions left until next wave

Omast roars and pulls out a tankard to swig quickly. "Mighty fighting boyos!! Let them have it again!!"

Malstei fires and arrow, his accurate shot hits the prone thug. He falls to the ground. Another thug takes his place, dropping prone with his crossbow. Garnstn and Dain miss with their arrows.

The crocodile rushes the wizard, and the prepared spell washes over the creature, and the creature somehow avoids the worst of it. His jaws latch on to Mahath, and hold him tight and twist him underwater with a roll grappled+prone+9 damage

will+2: 1d20 + 2 ⇒ (20) + 2 = 22charge: 1d20 + 7 ⇒ (18) + 7 = 251d8 + 4 ⇒ (5) + 4 = 9grab: 1d20 + 11 ⇒ (9) + 11 = 20

The two thugs move to attack Garnstn with rapiers, as the water begins to rise. Garnstn is struck once in the thigh (6 damage). Currently the water is almost waist high on the elf ranger, between the knees and waist of the taller folks. Difficult terrain

+3: 2d20 ⇒ (16, 3) = 19damage: 1d6 + 1 ⇒ (5) + 1 = 6

Two more thugs enter from the secret door to the north and file behind the two thugs in front with spears.

party up

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

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