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2,458 posts. Alias of Chainmail.


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Posted the two weeks up to the exciting first episode.

Feel free to roleplay the two weeks of travel on the trail.

Plan is to break for the Thanksgiving weekend Thursday to Sunday and resume in earnest Monday.


Posted the two weeks up to the exciting first episode.

Feel free to roleplay the two weeks of travel on the trail.

Plan is to break for the Thanksgiving weekend Thursday to Sunday and resume in earnest Monday.


Sabola points out that the west leads to the steps into the house. There are outbuildings built into the wall, a well, and an open doorway leading into an extension of the house that are new to explore.


Reposting this as it was posted before the treasure division posts when I thought we were continuing.

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

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

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

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


Malin waits expectantly and, it seems he may have been truly waiting for a story of note.

Sense Motive DC 15:
Malin seems to have reconsidered sharing something of what he thought was of significance, but probably painful.

The party continues the journey to Morsten and makes great time, cutting the seven day trip to six and coasting into the town of Morsten as night is falling. Heading straight for an inn and stable, you have the opportunity to sleep in comfortable beds with a roof rather than outside. Unfortunately you don't get to experience much of the town as you are out the other side of the town at first light.

Malin mentions his delight in the pace of the trip, and hopes to make Fort Belvor in eight days--the next stop on the journey. This trip skirts the river border between Taldor and Kelesh. You are wound tightly as the river boundary seems not so secure at times, especially when you observe Keleshians on the other side of the river at times.

It is the eighth day out of Morsten (the fourteenth day out of Greatwall) and sleeping outside and traveling in light rain of the last few days hasn't been pleasant. When Emerald's wagon throws a wheel and it takes four hours for the teamsters to fix it, Malik curses and drives the group even faster. He hopes to reach Fort Belvor by nightfall, but seems resigned to some night travel.

Tensions run high as dusk begins to fall, and you plainly see fires burning in the distance on the Keleshian side. Then you realize that one of the fires isn't from across the river, but on the winding trail up ahead. When the trail straightens out, the source of the fire comes into view; a bruning wagon, on its side in the middle of the road, part of an ambushed three-wagon train like yours.

You see that the middle of the three wagons lays overturned and virtually demolished on the road. To the right lies the charred wagon still smoldering. To the left stands a third wagon, apparently undamaged but awash with blood. Large spots of blood also dot the surrounding area, but you see no sign of the bodies anywhere. Cargo from the three wagons lies ransacked and scattered across the roadway, but little appears taken. You note numerous arrows lying among the cargo, several charred near the arrowheads.


Lorkan:

Malin nods and looks at your holy symbol. "I will collect it from your order. I will mention I rendered aid to one of theirs and bill them accordingly. It should not be a problem."

Shandor:

You buy acid flasks at 10gp per flask and alchemists fire at 40gp per flask. No real limit on number.

Thallan:

No evil auras on anyone on the caravan.

Malin waits expectantly and, it seems he may have been truly waiting for a story of note.

Sense Motive DC 15:
Malin seems to have reconsidered sharing something of what he thought was of significance, but probably painful.

The party continues the journey to Morsten and makes great time, cutting the seven day trip to six and coasting into the town of Morsten as night is falling. Heading straight for an inn and stable, you have the opportunity to sleep in comfortable beds with a roof rather than outside. Unfortunately you don't get to experience much of the town as you are out the other side of the town at first light.

Malin mentions his delight in the pace of the trip, and hopes to make Fort Belvor in eight days--the next stop on the journey. This trip skirts the river border between Taldor and Kelesh. You are wound tightly as the river boundary seems not so secure at times, especially when you observe Keleshians on the other side of the river at times.

It is the eighth day out of Morsten (the fourteenth day out of Greatwall) and sleeping outside and traveling in light rain of the last few days hasn't been pleasant. When Emerald's wagon throws a wheel and it takes four hours for the teamsters to fix it, Malik curses and drives the group even faster. He hopes to reach Fort Belvor by nightfall, but seems resigned to some night travel.

Tensions run high as dusk begins to fall, and you plainly see fires burning in the distance on the Keleshian side. Then you realize that one of the fires isn't from across the river, but on the winding trail up ahead. When the trail straightens out, the source of the fire comes into view; a bruning wagon, on its side in the middle of the road, part of an ambushed three-wagon train like yours.

You see that the middle of the three wagons lays overturned and virtually demolished on the road. To the right lies the charred wagon still smoldering. To the left stands a third wagon, apparently undamaged but awash with blood. Large spots of blood also dot the surrounding area, but you see no sign of the bodies anywhere. Cargo from the three wagons lies ransacked and scattered across the roadway, but little appears taken. You note numerous arrows lying among the cargo, several charred near the arrowheads.


I posted the beginning of chapter 2.

We can go with Glumly if Tirion isn't ready.

But the shaman seemed good to go.


A spacious yard fills the compound east of the house. To the
east, several small stone outbuildings have been built right
into the compound’s outer wall. A well stands between two
of these outbuildings, opposite a stone table and benches
that sit in the shadow of the house. To the west, two sets of
steps, both flanked by columns, lead up to doors into the
main house. To the northwest, an open doorway leads into
an extension of the house, next to a small structure with a
domed roof.


Berta, the dwarf maid who worked in the Keep kitchen looks suspiciously at the orc and gives Crom and Kelgan a huge hug. Her ruddy red hands indicate some recent cooking activity.

The outdoor picnic is quite delicious, many game birds cooked in a thick sauce with nuts and fruit. As everyone seats themselves, the Commander enters with a purposeful step. Clad in full plate armor, his braided beard flecked with white, he has a large axe slung on his back along with a large metal shield.

The troop of soldiers give him a quick bow and he enters and begins to dig into his food. Everyone else joins in except for the orc, who stands awkwardly, unsure of what he is supposed to do.

The soldiers stand around, obviously not included in the dinner, which seems to be meant for the Commander and his three human entourage and you. The sole empty seat seems to have been meant for the orc.

The commander looks over you like a hawk sizing up a mouse as he eats quickly. Goblets of water seem to be the drink provided. A thin man in robes, probably the main advisor, whispers in the ear of the commander for about two minutes as he eats.


Another hour reveals no more treasures upstairs--you are sure you got everything.

Heading outside, you can move left to a series of many outbuildings or right to a large set of a grounds and a single outbuilding. All these buildings are within the single fence around the estate.


A troop of ten Taldan medium cavalry approach and salute Malin. The leader speaks after lowering his visor and exposing his noble beard.

"We will be escorting you for a day. Our patrol coincides with your route."

The first days journey begins with a surprise. Jasper waves the group down, and seeing the troop of cavalrymen, smiles and asks for a ride. "You appear to be going the same way as I am." he adds.

Camping for the night, a roaring fire and a large field kitchen is set up. A roast pig is cooked stuffed with flavorful nuts as Emerald supervisors two teamsters as they turn the pig.

The cavalrymen share some of the pig and continue their patrol eager to get free of the caravan. The Taldans salute and depart, having said no more than ten words between them.

Emerald takes out a thin flute, and begins to play a haunting melody as the teamsters clean up after the evening meal. The ride on the wagons has been quite comfortable, and their are actually well made springs to keep the wagon ride from being bouncy.

Malin jokes as he gestures with a sweeping arm movement to the group naturally gathered around the fire. "This is where we bond and cry and form a lasting friendship over emotional stories of our lives. Or not." He laughs with a deep baritone laugh.


A troop of ten Taldan medium cavalry approach and salute Malin. The leader speaks after lowering his visor and exposing his noble beard.

"We will be escorting you for a day. Our patrol coincides with your route."

Malin informs you "I have vouched for our two new additions and secured an advance for them." He hands two letters of credit signed by the Taldan captain of Greatwall each good for 250 gp to Halvor and Amarisa, and urges them to make some last minute purchases if they need them.

Masterwork Armor is available too

The first days journey begins with a surprise. Jasper waves the group down, and seeing the troop of cavalrymen, smiles and asks for a ride. "You appear to be going the same way as I am." he adds.

Camping for the night, a roaring fire and a large field kitchen is set up. A roast pig is cooked stuffed with flavorful nuts as Emerald supervisors two teamsters as they turn the pig.

The cavalrymen share some of the pig and continue their patrol eager to get free of the caravan. The Taldans salute and depart, having said no more than ten words between them.

Emerald takes out a thin flute, and begins to play a haunting melody as the teamsters clean up after the evening meal. The ride on the wagons has been quite comfortable, and their are actually well made springs to keep the wagon ride from being bouncy.

Malin jokes as he gestures with a sweeping arm movement to the group naturally gathered around the fire. "This is where we bond and cry and form a lasting friendship over emotional stories of our lives. Or not." He laughs with a deep baritone laugh.


Those of you who purchased horse, see that they are being readied for travel. A blacksmith is checking the equipment, a groomsman is finishing up feeding the horses, and Emerald is checking each of the light riding horses. She looks up as you approach.

"These horses should do nicely. They are the same Taldan couriers ride in war."


The inner keep has a large exercise ground for military training. Currently tables are being set up and food set out. A female dwarf recognizes you, she has tossed back many ales with you, and rushes up to greet you as you enter.

It seems a grand banquet is being set out, and the captain of the guard seems to be presiding over the ceremonies. The doors begin to close to the inner keep as the residents anxiously try to see what is happening inside.


Those of you who purchased horse, see that they are being readied for travel. A blacksmith is checking the equipment, a groomsman is finishing up feeding the horses, and Emerald is checking each of the light riding horses. She looks up as you approach.

"These horses should do nicely. They are the same Taldan couriers ride in war."


You awake early to make it to the stables where the wagons are getting outfitted. The three large wagons are each being hooked to a pair of strong horses. Each carries a rough looking teamster and one of the merchants. The three wagons are being loaded with a variety of goods and boxes by Taldan soldiers.

Perception DC 25:
The soldiers seem to be taking care with an iron strongbox that is loaded with many trade goods/

The rutted and ill-used road to the east beckons


Jasper looks sheepishly at Emerald and Fernand.
"I guess I'm picking up this tab." The elf pays and seems to be settling a larger tab than just tonight's expenses.

You awake early to make it to the stables where the wagons are getting outfitted. The three large wagons are each being hooked to a pair of strong horses. Each carries a rough looking teamster and one of the merchants. The three wagons are being loaded with a variety of goods and boxes by Taldan soldiers.

Perception DC 25:
Part of the cargo the soldiers seem to be taking extra care with. An iron strong box among the many trade goods.

The rutted and ill-used road to the east beckons.


The plan is to have the trip start off tomorrow.

We will probably break for the Thanksgiving holiday (Thursday to Sunday) and be rolling dice by Monday.


The plan is to have the trip start off tomorrow.

We will probably break for the Thanksgiving holiday (Thursday to Sunday) and be rolling dice by Monday.


As the evening sun sets in the tavern after an evening meal of generous proportions, the leader of the merchants sighs and waves Emerald over. The half elven female sits down and steeples her hands together.
"We have a tough month haul ahead of us. We may look back on tonight and appreciate shelter and food like this."

Jasper smiles as he drinks up and finishes a whole chicken.

Malin adds: "We will leave at first light. I am turning in."

Jasper bids his goodbye to the lady and promises to see her in the morning. As Ivan takes one final drink from his tankard, he sees the bill for dinner and drinks under his tankard. It amounts to about 6 gold pieces.

Sleight of hand: 1d20 + 8 ⇒ (16) + 8 = 24

Perception DC 24 Ivan 26 all others:
You thought you saw Jasper's hands by your/his tankard.


As the evening sun sets in the tavern after an evening meal of generous proportions, the leader of the merchants sighs and waves Emerald over. The half elven female sits down and steeples her hands together.
"It seems we are not getting off on the right foot. The taxes we pay to Taldor to keep safe have only increased since the war. So you think we are fleecing you by asking for recompense to provision your group in the field at a hand of gold sovereigns each for what would be a month trip at the very least? Very well, I will pay the gold out of my share. All prices, though, from here on out, will be at the normal going rate in Greatwall."

Jasper shakes his head about going for another advance. "Asking for an advance for the priestess of our enemy's religion seems quite bold. The advances may have been out of a set budget."

He bows to the Amarisa: "I bear you no ill will and find the conflicts of nations often akin to unruly boys in the farmyard."

Malin adds: "We will leave at first light. I am turning in."

Jasper bids his goodbye to the lady and promises to see her in the morning. As Dolleen takes one final drink from her tankard, she sees the bill for dinner and drinks under her tankard. It amounts to about 6 gold pieces.

sleight of hand: 1d20 + 8 ⇒ (18) + 8 = 26

Perception DC 26 Dolleen 28 all others:
You thought you saw Jasper's hands by her tankard.


Crom heads to the tavern. The orc steps cautiously inside the Keep and there is an anxious murmuring.

In an unusual event, never observed since you have been there, the inner keep opens its gates and a group of soldiers marches out.

The Captain appears with a group of eight armored cavalrymen. He nods to your group as he appears. Twenty soldiers with spears appear trailing behind.

The captain speaks as he raises his hand: "Looks like this is worth a meeting with the Commander. Anyone that explain the presence of this orc can come with me."


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) made neutral
4 bugbears (600XP each)
Bugbear chief (800XP)
3 fire beetles (135XP each)
1 minotaur (1200XP)
27 zombies + skeletons (5400XP)
High Priest, three priests, 6 acolytes (4800XP)
Lorcan brings 2000XP already earned
Looks like 26200XP


Everyone will get a bonus feat, which may or may not be the campaign feat. The campaign feat is only available at level 1, but someone may have a specific idea in mind. I steal blatantly from the computer game Neverwinter Nights for the campaign feat. I think a dwarf made a tripping paladin with his bonus feat rather than take Luck of Heroes.

Campaign Feat:
Luck of Heroes--Only Available at Level 1
Sometimes the gods smiled on those put in a difficult situation.
You gain a +1 untyped bonus to all AC (touch and flatfooted too) and a +1 untyped bonus to all saves.

I am skipping traits but adding an extra feat. This one is an option--I recommend it. Probably better than any two traits.


Malin shrugs and sighs: "I can get some vials of acid, but that is about it. The rest of the alchemy stuff are 'strategic materials'."

Malin uses his hands to provide air quotes for the words strategic materials.

Jasper laughs. "Strategic materials my a$$--I can get the good fire, but it is expensive. Twice normal rates. Nothing that smokes though. Acid works well on locks and the like." he says the last hopefully. The elf seems to be above using air quotes. You also note he has moved next to Emerald and has managed to touch her on the sleeve, whisper in her ear, and make her blush a pretty crimson all within the span of five minutes while downing a full tankard of ale and started on a second one. He gestures to Malin with the tankard.

"I need that crest. I do admit my royal bloodline is still being checked, but rest assured, I am worthy of all the honors given me."


Malin shrugs and sighs: "I can get some vials of acid, but that is about it. The rest are 'strategic materials'."

Malin uses his hands to provide air quotes for the words strategic materials.

Jasper laughs. "Strategic materials my a$$--I can get the good fire, but it is expensive. Twice normal rates. Nothing that smokes though. Acid works well on locks and the like." he says the last hopefully. The elf seems to be above using air quotes. You also note he has moved next to Emerald and has managed to touch her on the sleeve, whisper in her ear, and make her blush a pretty crimson all within the span of five minutes while downing a full tankard of ale and started on a second one. He gestures to Malin with the tankard.

"I need that crest. I do admit my royal bloodline is still being checked, but rest assured, I am worthy of all the honors given me."


The chief seems to consider who to send, and then shrugs and turns to the older orc. "Keep things in hand. Don't squander what has been won today."

He turns to Mit'l. "I'll go with you. Might as well see what the place looks like."

The trip back to the Keep is uneventful. The gems are worth approximately 2500gp, and the most valuable one in the lot is worth about 1000gp.

As the guards see you enter, there is quite the stir and a fully armed and armored orc in your group. The initial impression is that he is a prisoner, and the three guardsmen move forward with a set of manacles, apparently to take him into custody.


The map should be editable by all. It also should have a link in the short campaign tab which appears at the top of the page in blue as current map. We are some story away from needing the map, but am hoping you can all access it.

Glad to have the cleric on board! Welcome to our story. Feel free to post any constructive criticism here too. I have a tough audience, but hope to keep you entertained with story and action.


The map should be editable by all. It also should have a link in the short campaign tab which appears at the top of the page in blue as current map. We are some story away from needing the map, but am hoping you can all access it.


Malin looks at your group. "About five gold each should cover supplies for you. You won't get any weapons from the armory, but I can find access to some well made and sturdy weapons and armor. Just let me know what you need, and I'll send Emerald for it."

Malin indicates he can obtain up to masterwork armor and weapons of standard materials. He also informs the ranger that combat trained mounts are hard to find, but for 125gp each he can provide light riding horses already trained. The military saddle, bit and bridle, and saddle bags run 26 gold pieces. You can save 10 gp taking a standard saddle instead.

Jasper plops down 250 gold pieces. "I need a shirt of the chain, well made to keep the hindrance down. I also need this Taldan crest place on it if you can."

Know Nobility DC15:
The crest is that of the Count of Taldor to the north, the richest man in the area.


Malin looks at your group. "About five gold each should cover supplies for you. You won't get any weapons from the armory, but I can find access to some well made and sturdy weapons and armor. Just let me know what you need, and I'll send Emerald for it."

Malin indicates he can obtain up to masterwork armor and weapons of standard materials. He also informs you that combat trained mounts are hard to find, but for 125gp each he can provide light riding horses already trained. The military saddle, bit and bridle, and saddle bags run 26 gold pieces. You can save 10 gp taking a standard saddle instead.

Jasper plops down 250 gold pieces. "I need a shirt of the chain, well made to keep the hindrance down. I also need this Taldan crest place on it if you can."

Jasper slides a piece of paper with a red hawk on a field of yellow.

Know Nobility DC15:
The crest is that of the Count of Taldor to the north, the richest man in the area.

Malin gulps and looks at the elf with some respect. He adds turning to the dwarf: "Alas, no warpigs. I can get solid ponies trained too."


The chief says:
"We don't need yours, just these priests' equipment. We will send someone with you--hopefully ending the evil priests' reign will help out. Bring those filthy holy symbols of that big Asmodeus character these guys worship."

The orcs stay away from the equipment previously held by Morgan and Ozzy. They also have no use for the scroll of Silence and Cause Moderate Wounds the high priest held, and hand that over to you.

"There are still nasty monsters on the other side of the caves including the invulnerable one. You may not be ready to face him in your injured state. We may want to get your on your way after a rest in our new cave."


Jasper laughs: "What fool would sell magic items? They are hard to come by and quite precious. And the Taldane soldiers tend to grab them up for the greater good. When the garrison cleaned out Malick's magic emporium and gave him rock bottom prices, they seem surprised all the other purveyors of magic disappeared."

Arriving at the tavern, you meet the trio of merchants.

Malin is a boisterous man 5' 9" and carries at least an extra fifty points. His full brown beard and mustache frame a fun-lowing face with a double chin, but grey has begun to streak his chestnut brown hair. He seem to be a little grumpy, maybe due to waiting for his 'escorts'.

Emerald is a beautiful, poised half elf of less than ninety founds and stands less than five feet. She is less than 24 and she seems to hold an unusually responsible position as the number two and chief of logistics for the caravan.

Jasmalus, another human in mid fifties, stands a full 6'1" weighing about a buck fifty (150#) giving him a frail and tired look. His solid white hair tapers into a nicely trimmed beard/moustache combo, but his clothing looks like that of a ragged beggar.

As Malin engages you in conversation, he quickly seems to take in the group and sighs.

sense motive DC 20:
He is disappointed in the experience of the party
Malin explains: "We move out tomorrow. I know you have an advance. I would buy some horses for mobility and the deterrence that mounted men tend to provide. You can ride on our wagons, but disembarking from them is not easy in a crisis."


Jasper laughs: "What fool would sell magic items? They are hard to come by and quite precious. And the Taldane soldiers tend to grab them up for the greater good. When the garrison cleaned out Malick's magic emporium and gave him rock bottom prices, they seem surprised all the other purveyors of magic disappeared."

Arriving at the tavern, you meet the trio of merchants.

Malin is a boisterous man 5' 9" and carries at least an extra fifty points. His full brown beard and mustache frame a fun-lowing face with a double chin, but grey has begun to streak his chestnut brown hair. He seem to be a little grumpy, maybe due to waiting for his 'escorts'.

Emerald is a beautiful, poised half elf of less than ninety founds and stands less than five feet. She is less than 24 and she seems to hold an unusually responsible position as the number two and chief of logistics for the caravan.

Jasmalus, another human in mid fifties, stands a full 6'1" weighing about a buck fifty (150#) giving him a frail and tired look. His solid white hair tapers into a nicely trimmed beard/moustache combo, but his clothing looks like that of a ragged beggar.

As Malin engages you in conversation, he quickly seems to take in the group and sighs.

sense motive DC 20:
He is disappointed in the experience of the party
Malin explains: "We move out tomorrow. I know you have an advance. I would buy some horses for mobility and the deterrence that mounted men tend to provide. You can ride on our wagons, but disembarking from them is not easy in a crisis."


As Crom begins to stuff gems in his pockets, the chief directs the orcs to help.
"They can have the gems, we need the armor and weapon."
The orcs looks at the equipment of Ozzy and Morgan stacked behind the thrones. The chief speaks to Mit'l, as he seems to think he is the most reasonable.
"You can buy weapons and armor at the Fortress. We can't."

The gems should be worth thousands of gold.


Jasper nods as he puts the scrolls back in the tubes and hands them over to his paying customers.
"Krayqueer, the sergeant is not my biggest fan, and I am not one of his."
The fact that the elf turns the sergeant's name into a slur and looks like he bit into a lemon as he says it, confirms his enmity for the guardsman.

Jasper smiles and says, "Let's head over to the tavern and meet your merchants. You moneybags can buy us some food and drink with your new bags of money."

He whispers to Pash:

Pash or DC 20 Perception:
"It is amazing what you can hear in those drafty stone fortresses."


Pash -- like where your character is going. I am in the camp of those who feel rogues need more nice things. I also like the old thieves guild deal, so add this to your character sheet.

Ties to the Brotherhood -- As long as you maintain a good relationship with the brotherhood, each level of rogue you get an untyped +1 bonus to stealth and perception. Note: The brotherhood demands a strict 25% cut of all illicit gains.

One of your buddies just appeared in gameplay. You have access to markets normally closed to others


Matt -- like where Fernand is going. I am in the camp of those who feel rogues need more nice things. I also like the old thieves guild deal, so add this to your character sheet.

Ties to the Brotherhood -- As long as you maintain a good relationship with the brotherhood, each level of rogue you get an untyped +1 bonus to stealth and perception. Note: The brotherhood demands a strict 25% cut of all illicit gains.

One of your buddies just appeared in gameplay. You have access to markets normally closed to others.


Fernand meets up with an associate of his on the way back to the tavern. Jasper introduces himself to the group with a bow. An elf with common attire, a rakish smile, and the look of one well informed, he quickly speaks to you on the way to the tavern. His exotic crimson eyes twinkle below his close cropped golden hair.
"I am sure you got the spiel about magic being hard to find. It is, but for the right price, you can get some help."

Looking around, Jasper produces five rolls of parchment in cloth tubes. A quick look at them shows they are scrolls with four spells penned on each.

Scroll 1 = Enlarge Person, Mage Armor, Shield, Protection from Evil
Scroll 2 = Bless, Protection from Evil, Cure light wounds, Shield of Faith
Scroll 3 = Magic Missile, Magic Missile, Magic Weapon, Expeditious Retreat
Scroll 4 = 4 Cure Light Wounds
Scroll 5 = Speak with Animals, Shillelagh, Magic Fang, Cure light wounds

"One twenty five gold for a scroll, and you never got them from me." Jasper looks anxiously around after making his pitch


Pash meets up with an associate of his on the way back to the tavern. Jasper introduces himself to the group with a bow. An elf with common attire, a rakish smile, and the look of one well informed, he quickly speaks to you on the way to the tavern. His exotic crimson eyes twinkle below his close cropped golden hair.
"I am sure you got the spiel about magic being hard to find. It is, but for the right price, you can get some help."

Looking around, Jasper produces five rolls of parchment in cloth tubes. A quick look at them shows they are scrolls with four spells penned on each.

Scroll 1 = Enlarge Person, Mage Armor, Shield, Protection from Evil
Scroll 2 = Bless, Protection from Evil, Cure light wounds, Shield of Faith
Scroll 3 = Magic Missile, Magic Missile, Magic Weapon, Expeditious Retreat
Scroll 4 = 4 Cure Light Wounds
Scroll 5 = Speak with Animals, Shillelagh, Magic Fang, Cure light wounds

"One twenty five gold for a scroll, and you never got them from me." Jasper looks anxiously around after making his pitch.


Setesh disables a trap on the steps and resumes searching carefully upstairs. The hour of searching uncovers another cache in one of the bedrooms favored by one of the flying heads. The search finds......

Buried amid the debris in the one of the rooms is a large
darkwood box. Inside
is a white silk Osirian wedding robe. The chest also contains several pieces of inexpensive
jewelry and a strand of freshwater
pearls. A small sealed tube contains five
applications of an alchemical substance.
Finally, a long scroll tube holds a rolled-up papyrus
painting—a self-portrait of Ariseti, accompanied by
her signature in Ancient Osiriani. The painting has been protected from air for many
years and can be safely handled without damaging it.

Appraise DC15:
Buried amid the debris in the one of the rooms is a large
darkwood box worth 100 gp. Inside
is a white silk Osirian wedding robe. The robe is worth 150
gp. The chest also contains several pieces of inexpensive
jewelry worth 35 gp in total, and a strand of freshwater
pearls worth 200 gp. A small sealed tube contains five
applications of an alchemical substance.
Finally, a long scroll tube holds a rolled-up papyrus
painting—a self-portrait of Ariseti, accompanied by
her signature in Ancient Osiriani. The painting has been protected from air for many years and can be safely handled without damaging it. It is
worth 80 gp to a collector.

Craft alchemy DC15:

The dark cosmetic in this small
decorative tube is made from finely
ground minerals. Favored by Osirian
men and women alike, nonmagical
kohl is applied around the eyes and
is used to reduce the glare from the
desert sun, and cosmetically to cause
the whites of the wearer’s eyes to stand out distinctly.
When applied to the eyes, kohl of uncanny discernment
grants its wearer low-light vision and a +2 competence bonus
on Perception checks. If the wearer already has low-light
vision, the kohl doubles the distance the wearer can see. The
wearer also gains a +2 resistance bonus on saving throws
against gaze attacks, patterns, visual effects, and sightbased
attacks. These effects last for 1 hour. Applying the kohl
is a full-round action, and it must be applied to both eyes to
function. An unopened tube of kohl of uncanny discernment
contains 5 applications.


"All the loot? " The orc sentry asks.


Setesh stops Umbryl and points to the trap on the stairs. It appears disarming the trap or going through the tight crawlway are the ways to get upstairs.


Having had massive excitement early on the first floor, the group carefully moves to the stairs. Setesh finds a trap on the stairs after a shaking off a disease that seemed to want to make his head come off like the two creatures encountered above. Remembering the crawl space, the group considers moving upstairs that way. The ground floor was exhaustively searched, and no valuable items were left behind. Some rooms upstairs were not exhaustively searched.

The grounds around the estate are also unsearched, including a few outbuildings.

You took 20 all downstairs and half of upstairs.


We all gathered?


The sergeant escorts you, under guard, into the main hall of Greatwall Keep itself, a giant pillared room containing a massive, wall-length heart. A raging fire warms the barren marble walls and floor, and illuminates a long and wide oaken table covered with parchment and maps.

After about ten minutes the guards snap to attention as double doors at the end of the hall swing open. In strides Gillmore, Captain of the Greatwall guard, a well-built man with a war-hardened face but a manner more cordial than the sergeant with the scar who escorted you here.

"I must apologize for the manner in which Sergeant Krayquer has brought you here. But our time grows short. Please sit down and relax as I have something which I need to discuss with you."
He claps his hands twice and two servers appear with jugs of wine and begin serving you. Then he orders all but you and Sergeant Krayquer out of the room.

When all have left, he continues..."As you are aware, Kelesh continues to pressure us, despite the appearance of a stalemate here in the east. They would like nothing better than to take a bit out of us in the east here while our forces fight their satrapy of Qadira. This jeapordizes our strategic position as we rely almost entirely on outside sources for supplies, and the raids and violence have made the journey here too unprofitable for most merchants. Even our traditional trading partners in Willip now refuse to take the risk. I need to prove to them they can make the trip safely and profitably, and this is where you come in."

"I wish you to escort a caravan of three merchant wagons to Willip and back. The caravan leaves tomorrow at dawn and must return as quickly as possible to avoid the winter snows. The wagons carry traditional trade goods to be exchanged for the food and supplies we need to survive the oncoming winter. Keleshian raids have occupied my forces so completely that I must turn to you."

"You must use the old Grabford-Critwall-Willip trail to resupply the border posts and show Willip merchants that it can be navigated safely. I understand this puts you near the Veng, a stone's throw from Kelesh. Fear not--border patrols guard us from the incursions of Kelesh."

"For you heroic service to Greatwall, I will award you 1000gp each upon your return."

After he claps his hands again, the sergeant departs and returns with sacks of 250gp that are placed in front of you.
"This additional payment should cover incidental expenses before you leave."

He looks at you confidently, not really expecting you to decline.
"Well, what do you say?"

After you give your answer, those that refuse and the captain leave.

The scarred sergeant enters with a scowl.
"I wasn't sure all you layabouts would sign on, but you need to listen to me if you want your mission to succeed. Taldor depends on you following all my instructions to the letter."

"First, kill any lizardmen on sight. We are sure they are agents for our enemies, and they cannot be allowed to escape and give word of any of your movements. They are conniving and cunning--do not allow them to mess with your heads."

"Next, the orcs will be a threat. They prefer the open ground where no one can take cover. Orcs prefer to fight in a single group rather than small bands, so where there is one orc, there will be the rest."

He thinks before adding: "You should find the travel between the forts rather routine until you reach the eastern border. The advances in gold should help. Unfortunately we have little in the way of magic to provide, potions, scrolls and wands are being used for the war effort."

He looks at you with a scowl. "Did you get that? No lizardmen live!!"

"Anyway, find the merchants at the tavern I found you sots at. They should be ready to leave first thing tomorrow."

Knowledge Local DC20, favored enemy orcs +2:
You feel the advice on orcish tactics is wrong. You think orcs favor broken terrain and small group tactics.


Greatwall was the name used to describe the eastern border keep placed strategically in the eastern edge of the Whistling Plains. The popularity of the current ruler of Taldar is waning, and the use of Greatwall to describe the border fort of four thousand was a stark indicator of this.

But it is the 14th day of Rova in AR4090 (middle fall), and talk of The Battle of the Ford is everywhere. The battered survivor with a hacking cough had described the ambush of the Taldan forces in detail to an attentive room in the tavern. He detailed the defeat of the main body, and finally, the use of the auxiliaries and common foot soldiers to cover the retreat of the nobles and the Taldan Phalanx with some disgust as only one who had been there could.

A glance at the stubble growing on the soldier's face, dangerously close to the beard forbidden to all but the Taldan royalty, said much for his thoughts on Taldan nobility.

Taldor continues to fight the Qadirans in the south. The war has been going on for just over ten years, and the news had been anything but good. The post of Greatwall seems to be a collecting point for the old and incompetent as the best of the nation is sent south.

You think of your future in Greatwall, and before your summons, it was fairly bleak. Perhaps you were one of the original farmers and watched it transform into a war-forged stronghold. Maybe you were a deserter or soldier who spent his term and ended up here. Maybe you arrived on one of the major merchant caravans that still passed through the trade routes to the east. Although war makes trading dangerous, it also makes it profitable.


The scarred sergeant enters with a scowl.
"I wasn't sure all you layabouts would sign on, but you need to listen to me if you want your mission to succeed. Taldor depends on you following all my instructions to the letter."

"First, kill any lizardmen on sight. We are sure they are agents for our enemies, and they cannot be allowed to escape and give word of any of your movements. They are conniving and cunning--do not allow them to mess with your heads."

"Next, the orcs will be a threat. They prefer the open ground where no one can take cover. Orcs prefer to fight in a single group rather than small bands, so where there is one orc, there will be the rest."

He thinks before adding: "You should find the travel between the forts rather routine until you reach the eastern border. The advances in gold should help. Unfortunately we have little in the way of magic to provide, potions, scrolls and wands are being used for the war effort."

He looks at you with a scowl. "Did you get that? No lizardmen live!!"

"Anyway, find the merchants at the tavern I found you sots at. They should be ready to leave first thing tomorrow."

Knowledge Local DC20, favored enemy orcs +2:
You feel the advice on orcish tactics is wrong. You think orcs favor broken terrain and small group tactics.


As we wait for GM Blood and maybe even Storymaster to join us, I will increase the story as there is much to the narrative.

If you want to put 'ministats' in the profile so it show up at the top, that is ok. I am hoping you can post ministats in the gameplay posts while in combat spoilered if you like. It makes it easy for me to get all I need from your post.

Hit points, AC, saves, and tracked resources should be fine. But it makes it easy to track how many hps you have in a combat post, as your totals in your profile will change, but a combat post leaves a lasting record.

Here is a sample:
Magic Resistance = DC10
AC: 19; ff 17; Touch: 19
HP=51/51
Ki Pool 11/11
CMD=23 (+4 bull rush and trip when on solid ground)
perfect strike 6/6
Fort Save: +9
Ref Save: +8
Will Save: +13


As Mit'l distributes healing, the gems on the thrones and altars look like it will take some time, but they can be pried off. Their combined value will be over a thousand gold.

In the very rear of the temple, a side passage goes to the a lavish bedroom.

Besides the plate armor worn by the high priest, the five suits of full plate armor scattered on the three priests and two of the zombies will fetch a pretty penny.

The high priest has a lacquered, sealed wooden scroll case.

The orc chief seems to be taking in the evil shrine. "Didn't think it was this nice back here."

Is someone tracking charges? I think some were used before the fight too.

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