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3,214 posts. Alias of Chainmail.


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The unconscious I think get a -5 dex for REF saves -- so we can see. Was in DC on travel.

You figure your climbing would be much slower than the magical elevator.

Crom gives the elf and gnome a vulgar gesture, and they drop another dozen wine bottles down the shaft. "I guess working together is not possible."the dark elf say. After the last volley, there is quiet for the last minute as the elevator rises.

damage last volley: 4d6 ⇒ (6, 1, 4, 5) = 16
2x Ref for none, one for half, rogue first save is sufficient for no damage

As the elevator arrives at the top, a single bottle is on its side. It probably rolled aside rather than make it down the well.

Link to Label

You consider a retreat to the magic chapel where Lorcan was raised.

You have rescued an innkeeper who appears from the corner. The orcs had:

Masterwork thieves tools, masterwork backpack, greataxe and two greatswords, chain shirt masterwork, two studded leather armor

Besides drinks for life at his tavern, you are given:
Two potions remove sickness, two potions soothe syrup

Rebus, the innkeeper, staggers to the healing checkpoint and, along with anyone with new wounds, a balm heals you a bit (1hp). The healers cheer you as you return to the checkpoint with another of the town. Two militia clap you on the back, but seem to be staying to protect the healers.

You know the houses are still being plundered as well as an orc ranger stoking the flames.

Staggered, the orc gets a single shot before collapsing. Yarask is hit again.
axe: 1d20 + 5 ⇒ (12) + 5 = 171d12 + 4 ⇒ (11) + 4 = 15
You hold the inn.

The brutish orc moves to keep everyone in front of him and swings at Yarask again.
greataxe: 1d20 + 5 ⇒ (18) + 5 = 231d12 + 4 ⇒ (2) + 4 = 6
Yarask takes a cut from the greataxe in his arm.

All to go but Tegnar

Traveling back from dc. Post soon.

Tegnar and Dolgrym miss the last orc.
Aargh x2 actions

The brutal assault leaves two orcs completely dead.
last one: 1d20 + 5 ⇒ (1) + 5 = 6

The last one stands and misses Yarask with a greatsword.

party up -- Aargh gets 2 actions

if a rogue makes save 1 -- no damage at all

The elevator is almost flush with the wall to avoid mishaps.

A barrage of 12 wine bottles impacts shattering the area with glass as the elevator is about a third of the way up.
damage: 4d6 ⇒ (6, 4, 2, 6) = 18
2ref15 saves 1 save for half 2 for no damage
elf: 2d20 ⇒ (3, 16) = 19

Fastest elevators in the world are 2000'/ min peak not counting start up and slow down.

I figure a minute each way.

yes, roll for a Tegnar charge too. I assume the front row can charge as you enter the room. An opinion not shared by all, but seems reasonable.

As Mit'l channels again, some smaller metal plates, pots and cutlery descend in a lethal barrage. The objects continuing their descent of over 800' seem to be dangerous as they pelt the group again.

Reflex saves, Shield or shield spell +4 to save, if not, Ozzy's shield provides +2 bonus to others.

Failed two REF DC 15 saves:
4d6 ⇒ (2, 6, 5, 6) = 19 damage

Failed one of two REF DC 15 saves:
9 damage

Failed none of two REF DC 15 saves:
You deftly avoid andy damage

elf: 2d20 ⇒ (6, 9) = 15
The elf girl lies motionless as she is struck by a barrage of what appears to be a part of two field mess kits.

Yarask puts an orc to his knees with a brutal hit, but the orc still seems to have a final shot left him. Meanwhile, the orc at the back seems the meanest of them all.
Dolgrym and Tegnar manage to barely miss an orc, weapons clattering off strong armor.

Round 1


only yarask and Tegnar had surprise round charge lane -- you get surprise round and regular round --

Aargh hits an orc, missing a vital spot due to cover. The melee attacks have yet to hit.

The platform raises, and you find out a mass of caltrops impacts those on the platform.
Two Reflex DC 15 Saves

make both saves:
You nimbly avoid falling spikes that seem to point in every direction

miss both:
You take 4d6 ⇒ (3, 1, 3, 5) = 12 damage]

miss one:
You dodge half of the caltrops. 6 damage

The thieves seem to be dropping things from above. There is little cover on the platform.

More objects seem to be on the way.

refx2: 2d20 ⇒ (5, 3) = 8
The elf staggers and falls. She will not take much more punishment.

orc perception: 1d20 + 1 ⇒ (3) + 1 = 4
Aaargh 1d20 + 2 ⇒ (20) + 2 = 22
Yarask 1d20 + 2 ⇒ (11) + 2 = 13
Dolgrym 1d20 + 4 ⇒ (10) + 4 = 14
Tegnar 1d20 + 1 ⇒ (12) + 1 = 13
Enemy 1 1d20 + 1 ⇒ (2) + 1 = 3

Opening the tavern doors you surprise three nasty orcs drinking moonshine.

Everyone gets a surprise round and regular round -- Tegnar and Yarask can charge as they enter in surprise round

Party in Surprise Round
Party in Round 1


Are you going to make the 1000 foot ascent?

Dusty misses the small heads, but a falcata shatters one into pieces.

You loot the equipment, and being a stone's throw from the healing station, return as Sara is being treated.

Anyone laying down is quickly treated (healing 1 hp).

After a quick visit you return to the inner quarter, and Yarask and Dolgrym point out that the tavern to the left and three houses to the right are being looted by orcs.

Farther ahead fires and smoke burn, and an evil orc ranger is glimpsed for a bit as she dances with glee inside the concealment of a smoky fire.

Yarask is just north of the tavern -- three buildings to the north by the tower are all being looted too. Fire is on the map too.

As you prepare to continue, Sara notes some equipment by the well you bypassed quickly to help them. A soldier has fallen by the well, and his crossbow is broken, but he has:

longsword, a heavy steel shield, 10 crossbow
bolts, a healer’s kit with all 10 uses remaining, 50 feet
of hemp rope, a key and 15 gp. A potion of cure
light wounds lies in the bloody mud at the base of the
well, where it fell from the guard’s lifeless hand before
he could use it to save himself.

The fallen orcs you defeated have:
2 great axes, a double axe, 3 studded leather, 322silver

damage: 2d8 + 8 ⇒ (4, 6) + 8 = 18
Before collapsing, the last orc strikes Yarask in the neck, and a brutal blow leaves him reeling. 18 damage

The orcs are finished off, but it will take major healing to bring one back from death's door.

The burning beams are removed, and Sara and her dwarf friend stagger out of the building a half minute before it goes up in flames.

Agrit hands you a jeweled necklace, the centerpiece is a pearl. Though valuable, it also has magical properties.
Pearl of power level 1

"Thanks for our rescue."

The staggered orc is still able to act. Let me roll his attack -- needless to say his attack is relevant.

attack: 1d20 ⇒ 20
confirm?: 1d20 ⇒ 18

Besieged by orcs, two are bleeding out as Yarask and Tegnar fight off the last staggered orc. Some type of ferocity has him fighting hard.

Two orcs unconscious -- one orc staggered -- no orcs dead.

Tegnar swings and hits one orc, who manages to hit back. Two orcs attack Tegnar again. A greataxe misses, then a double axe hits Tegnar, but barely misses a vicious follow up. 6 damage to Tegnar
orc1: 1d20 + 4 ⇒ (4) + 4 = 81d12 + 4 ⇒ (8) + 4 = 12
orc2: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 3 ⇒ (3) + 3 = 6
orc2: 1d20 ⇒ 161d8 + 1 ⇒ (7) + 1 = 8

Dolgrym then swings and misses as the wizards and blacksmith try to get the last of the burning beam cleared.


Dolgrym and Aargh are helping for now.

After healing, Sara can help free herself.

Sara spoke to Dolgrym.

The ten foot diameter platform is ready to ride up. Lorcan finds no cover on the platform, and back seems relative.

And Tegnar hits at the orc a devastating blow. Only hatred of dwarves allows him a final response as he sinks to the ground. Tegnar uses the door to his advantage blocking two strikes with his shield.

attack orcs: 3d20 ⇒ (3, 18, 5) = 26
damage: 1d12 + 4 ⇒ (8) + 4 = 12

The orc already cut hits Tegnar with a greataxe before falling to the ground, bleeding out. The wound cuts through his armor (12 damage).

The party prepares a nasty response, and you consider possibly swapping Tegnar out of the line. Tegnar can strike and step back while another holds the door in his stead. Aaargh and what appears to be a female dwarven wizard try to get the burning pillar off the fallen blacksmith. After Dolgrym's healing, Sara smiles: "You can join the fight, three of us can get this!!"

Tegnar and Yarask

Orcs (2 left)
Tegnar, Yarask Dolgrym

init dwarf: 1d20 ⇒ 2
The dwarf shakes her head. "Two fight the orcs, two help me save Sara."

As you enter, you realize the house is full of smoke Every round FORT DC 14+round number required -- 2 consecutive fails = 1d6 nonlethal. Futhermore, three orcs have followed you into the structure.

It will take two additional bodies to help free the blacksmith, who is unconscious and bleeding out. Tegnar reacts before the orcs, who are ready to come in and make the job even more difficult.
Two full round actions required by two + dwarf to free her

Aaargh 1d20 + 2 ⇒ (6) + 2 = 8
Yarask 1d20 + 2 ⇒ (5) + 2 = 7
Dolgrym 1d20 + 4 ⇒ (5) + 4 = 9
Tegnar 1d20 + 1 ⇒ (17) + 1 = 18
Orcs1d20 + 1 ⇒ (16) + 1 = 17



Tegnar is on map. Everyone else is inside the structure--sticking together :-)

Approaching the building, you find a female dwarf exorting you to help Sara Morninghawk, the resident blacksmith who is trapped under burning beams of wood.

You have stumbled upon a somewhat interesting arrangement, as the dwarf and half orc females are much more than friends.

Map is updated, and I put Yarask on it.

Moving past the first aid station you arrive at a well in the middle of the square.

The stench of death hangs over this small square in Trunau’s
inner quarter. Bodies of all kinds—orcs and humans, men and
women, children and the elderly—lie scattered across the
cobblestones where they fell. Veins of watery blood crawl from
the base of the well in the center of the square, spreading from
the limp body of a slain Trunauan guard draped over the side of
the well. A rare moment of silence on the battlefield accentuates
the sounds of crackling flames in the distance and the steady,
hollow drip of blood into the well.

Looking north to a large burning building.......
Long flames lick the walls of this sizeable house, and burning
beams crumble to the ground beneath the weight of the
sagging roof. Though the front entrance remains accessible for
now, the conflagration rages beyond control, threatening the
lives of any residents that might be trapped inside.

Traveling over weekend -- post tomorrow.

Two step into the elevator.

The thieves upstairs call down and wish to trade.

"We have looted what appears to be many bottles of the finest wine. Would you want to trade?"

The townfolk balk at the threats of Yarask, and the dwarves scatter the townsfolk to the five winds when a huge thunderous explosion gets everyone's attention. Chief Defender Halgra arrives and gives you a smile as she points to the cleric and some of the ringleaders. "Get your a$$ to the longhouse, now!!" She gives you a nod as she moves briskly on.

You light the beacon, quickly getting to flame with a lit torch or the campfire bead. Two more to go. Brinya approaches and bows in gratitude. "Thank you for saving me. You may need this more than me." Brinya hands you her hopeknife. It appears to have been enchanted as all hopeknives that Rodrik has been involved with (has the magic properties of Rodrik's and Brinya's love detailed previously).

You head to the inner gates beacon.
The inner gates beacon is a relatively easy objective to
reach, and the guards at the gate raise the portcullis to
allow you to enter the inner quarter, shutting it after
you. You move through two twenty feet high crenelated towers that span the portcullis. These towers can be entered only from upper Trunau, through doors in their southern walls. Secondary doors in both towers lead to the connecting curtain walls. Each of these towers
contains a mechanism that can independently lift the
southern gate portcullis. Conditions on the other side of the gate contrast starkly with those in upper Trunau. Twisted Nail orcs have already wrecked much of the inner quarter, utterly destroying the wood pile readied for the beacon, setting fire to multiple buildings, toppling fortifications, and slaying many townsfolk.
Kurst Grath appears, leading a squad of stalwart Trunauan militia members. Kurst shouts to you: "Secure the inner quarter as you make your way toward the final unlit beacon near the
Hopespring (area M). We are under heavy attack, the
inner quarter may well fall to the raiders if order is not restored. I'll lead a sortie from the town to drive “that thing” that’s throwing boulders at the town closer to the walls so Trunauan archers can hit

Moving from the beacon, you come upon a first aid station.

A makeshift barricade has been hastily constructed before the
inner quarter’s southern gate. The barricade is already covered
in the spilled blood of raiders and innocents alike, and several
victims of the bloody fight are strewn about the ground north of
the barricade.

Members of the temple of Iomedae and the Countinghouse of Abadar are treating townspeople for wounds in open triage. Two acolytes look at you, and seem to move on to more wounded townsfolk.

Map to follow for the inner quarter -- Funeral was at I -- you stopped the lynching at J -- and moved through the two southern towers to the beacon at K and move to L now on the Trunau map.

The cleric raises his arms. "These dwarves going soft too. Show 'em who decides what happens in your town."

The town does not seem to be backing down. Two reach to hold Brinya helpless, one hope knife blow will be fatal. "We purge the green one first!!"
Diplomacy/intimidate/physical action vs ring leader or townies needed

Because it is visible from nearly all sides, the Commons
beacon is the most important beacon in upper Trunau
(apart from the Flame of the Fallen). It is also the closest
beacon to the Flame of the Fallen, and when you arrive at the Commons
beacon, a lynch mob has formed around Brinya Kelver, led
by a man in cleric robes decorated in the silver keys of Abadar.
He is just finishing an inciteful speech: "This harlot
has softened the best warrior among us, taken his attention
and now his valuable life from us. She must be silenced!!"

You immediately sense a riot is forming. Many hopeknifes have already
been drawn, and Brinya tries to withdraw, but the mob is encircling her.
Tensions are high, and the townspeople are ready to do something......

The ringleader seems to be an older clerical scholar with great authority and conviction, and has whipped the crowd into a frenzy. You consider appealing to him, the crowd itself, or using raw intimidation before violence ensues. On the other hand, Brinya is a half orc.

The half orc recognizes you, and looks at you with pleading eyes as the crowd seems poised, waiting for final instructions from the cleric.

The search for wine is unsuccessful in the lab.

The thieves at the top of the well seem bored at taunting. They seem to be trying to convince the elf maid to come and visit them upstairs.

You have recovered all the equipment up to now.

None was lost in the raid as there was little time to dally around.

The pesky bleeding disease takes some time to cure as it has gotten to quite an advanced stage. Aggghhh has to spend 375 gold to get the disease healed. And the high priestess rolled a 1

The Clamor has no masterwork earthbreaker, but can take an order to make one. They do have a masterwork greatsword, long axe, and glaive for sale. They also have a masterwork agile breastplate for sale.

Many of the townsfolks give you a cheer as you grimly set out for the beacon. Dwarves do not sprint, but they can be seen to hustle.

2d20 ⇒ (1, 17) = 18

Yarask attempts to find the town headman, but only Omast is available, and shares outrage at the daylight attack. "We are searching the town and rounding up suspicious orc-blooded characters."

The temple has cure light wounds potions and holy water vials for sale, but no wands. The wizard buys three, as he wants to be prepared. The only wand is a wand of magic missiles --The complete list was in the market day section of town items

The temple also offers to heal the bleeding disease for a fee. The Clamor can make armor up to full plate if you place a 10% deposit, and Sara will make the armor as soon as it is available. She can make masterwork weapons and armor too.

When you proceed to the Flame of the Fallen, almost the entire town has come to the Funeral of the Four that fell: Rodrik, Boram, Dvalin and Ogden. The high priestess of Iomedae says a blessing and an inspiring speech. "Like the Flame that burns on this hill, the spirit of those that fight for evil will never burn out as long as we care for it. The crusade against evil has just began."

A ceremonial hopeknife is quenched in the flame, and once again this one is burning with a bright magic flame as it is handed to Brinya. At this moment, the crowd mostly jeers Brinya, calling her many names. Still, the priestess hands her the hopeknife, and when she does, you can almost be sure you see Rodrik's spirit, and that of a Halfling and two dwarves looking over the proceeedings.

As the sun sinks below the horizon, the peaceful evening is
shattered by the brazen calls of signal horns. Shouts and screams
from the town’s lower quarter join the clamor, followed by a
crash as an airborne boulder smashes into one of the guard
towers. Trunau is under attack!
When the raid begins, the solemn atmosphere at the
Flame of the Fallen transforms into a chaotic race to
prepare Trunau for attack and protect its citizens. Patrol
Captain Jagrin Grath and Omast Frum immediately rally
the nearby guards and take command of the town militia to
repel the invaders. Those residents capable of fighting stop
what they are doing and head to the walls, while the town
leaders hurry noncombatant townsfolk into the Longhouse
for safety. The Battle of Bloodmarch Hill has begun!

Kurst Grath immediately approaches Yarask and speaks with passion: "Your success in investigating Rodrik’s death has made you de facto members of our militia, and we need your help in defending the town. Can you light the beacons kept in readiness in various locations
around town???—I’ll need to assemble other militia
members to thwart the attack, and you are already an
organized group, so you can move more quickly."

He emphasizes his instructions with a finger, then three as he pleads:
"First, you must light the beacons at three key locations around town: the Commons beacon (area J), the inner gates beacon (area K),
and the Hopespring beacon (area M). The Flame of the
Fallen (area I) is already lit from the funeral, but if
we are to have a chance in this fight in the
dark, the other beacons must be lit as well!!"

He holds up a second finger and continues: "Your secondary objective is to secure as many areas as possible as they make their way to the beacons. While slaying attackers is helpful, it’s even more important
for you to rescue townsfolk from danger. For now,
direct anyone you find in the upper quarter to head to the Longhouse (area C) to take refuge or rally with the other defenders!!!!"

Moving west you stumble upon a dining room where 6 floating heads sit about the place settings. They seem to be surprised you have made it through the side door.
Dusty has no idea what they are, but they seem like undead heads.
rel: 1d20 ⇒ 5



The next day dawns after a careful night on guard. The town seems on lockdown, and a guardsman checks in every hour. The world seems less threatening somehow you are level 2 -- make sure to level up hp=hd/2+1.

You plan your day's activities before heading to the Funerals at the Flame.

Let me know if you wish to do anything in town. Things will get pretty crazy from the funeral on.

Although Dolgrym and Tegnar had missed drawing blood on half orc assassin, they felt the time to do so again would probably come soon. As the dwarves gather, they may have been somewhat disappointed in the town security up to now, but the reaction to the midday raid is severe. Town guardsmen go on a house to house search looking for half orcs that may be 'suspicious'. People that trickle in from the Barterstones market are very upset, two half orc merchants are rudely searched for 'contraband' and return to their businesses very upset.

As the grim reality of the raid sets in, the four dwarves are congratulated by the townsfolk for driving off the raiders. When Omast arrives, he seems quite upset and looks at the half orc captive with disgust. He assures you that you want to have nothing to do with what will be a severe interrogation.

He returns at evening time to tell you the assassins were hired by a heavily face-tattooed half orc.

Player saves + ability damage:
FORT Tegnar/Aaagggh/Yarask: 1d20 ⇒ 141d20 ⇒ 31d20 ⇒ 14DEX: 1d2 ⇒ 1

Tegaar and Yarask prove dwarves are hardy and resist almost anything, Tegnar completely throwing off the effects of the wolf disease, and Yarask resisting the centipede venom the assassins laced their blades with, BUT the dwarf wizard once again feels the increasing ill effects of his bleeding disease.

As you gather for dinner the house to house search comes to the Ramblinghouse, and a party of ten guardsmen marches through the inn checking for greenskins or half greenskins.

The ceremony at the Flame of the Fallen next evening at sunset will include those who sacrificed themselves in the defense of Trunau. Omast believes that the four fallen are just the beginning and tough times are yet to come.

Aaagggh suffering from bleeding disease with -2 DEX damage -- Dolgrym has CLW wand with 16 charges -- Yarask and Aaagggh both down 13 hp

Yarask hits an assassin with a sickening strike of his massive hammer as the sound of barking dogs comes close. The grievously wounded assassin somehow manages to stagger 30' from where Yarask hit him with more than a few broken ribs, trying to follow his much faster accomplices out of town.

Heal untrained: 1d20 + 2 ⇒ (19) + 2 = 21

An elderly woman begins to apply bandages to the fallen wizard. The staggered assassin is able to only get thirty feet from Yarask before being stopped at knifepoint by a grim looking man with a hopeknife.

The captured assassin has a smokestick, potion of CLW, a small gem, and a set of lockpicks in addition to the captured light crossbow with ten bolts. The other three assassins pitched their light crossbows before fleeing.

Combat over and you have a prisoner

The barking dogs and their handlers arrive belatedly, but seem angry to find that half orcs are attacking in their town streets.

CLW wand 16 charges

And, with the right liquid, each of the three portals will open. There is a trigger for each one.

inn charge/2 no charge: 3d20 ⇒ (13, 15, 19) = 47street: 3d20 ⇒ (1, 15, 15) = 31damage: 4d6 ⇒ (1, 2, 5, 5) = 13

Yarask cuts deep into one of the assailants, and they gang up on him as the one he has hurt cuts and withdraws.
Two of the assassins cut him with their alchemical blades, and the trio of assassins seem to press his defenses and allow them to strike vital areas. 13damage

Round 2

The shouts for the guard seem to draw immediate attention, and the bark of dogs is quickly heard.

The elf puts her hand in the statue's mouth. Nothing happens. You seem to missing anything that would trigger the magic.

Sorting out healing you notice the house has a large central courtyard. You can go south or west. Or move southwest into the open courtyard.

So we are agreed, it turned out the best for all.

Well, I was going to take the weekend, but was told I was not responding at all. Three players have major problems how things are going. I have problems with those three players. Why would we want to continue this? As I said before, we do this to have fun.

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