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Machine Soldier

GM Tribute's page

2,685 posts. Alias of Chainmail.


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Fernand1d20 + 3 ⇒ (17) + 3 = 20
Kaelah1d20 + 2 ⇒ (12) + 2 = 14
Dolleen1d20 + 2 ⇒ (5) + 2 = 7
Amarisa1d20 + 0 ⇒ (19) + 0 = 19
Enemy1d20 + 2 ⇒ (14) + 2 = 16

ORDER
Fernand
Amarisa

ENEMY
Party


The party heads to the common room of the Bloody Axe Tavern. Run by Stout Bootblack, a dwarven leathermaker, it is said the ale is used to tan the leather before being served. As you enter, the place is full and the ale is quite good.

As you have a hot meal and dwarven ale, you blow off some steam after the long trail. Despite the defenses, Malik insists on staying the night, refusing to risk the open road after the recent brush with orcs and orog.

You hear carousing outside, then realize the post is the subject of another raid. The same orog and a band of human bandits are attacking the outpost. Knocking on the door with a heavy fist is your nemesis, the orog from the trail. "I'm back to finish de job!!"

Encounter 3 on map

"Or you can stay in the buildin as we burn it down ya skulkers."


Morgan: 1d20 + 3 ⇒ (10) + 3 = 13
Horster: 1d20 + 3 ⇒ (17) + 3 = 20
Crom: 1d20 + 2 ⇒ (11) + 2 = 13
Mit'l: 1d20 + 2 ⇒ (19) + 2 = 21
Ozmynd: 1d20 + 2 ⇒ (1) + 2 = 3
Kelgan: 1d20 + 0 ⇒ (7) + 0 = 7
Siswa: 1d20 + 4 ⇒ (11) + 4 = 15

Mit'l and Horster react first as the Siswa prepare to exit their hall. Morgan has a readied shot and can unloose as they move into the hall. Mit'l may get AoOs depending on cover, as cover may deny--Mit'l can roll two AoOs and we may need them.

Map Updated, Morgan has readied action to fire. I don't know if Morgan's shot will be clear until everyone positions themselves.


Dusty saves x6 @+3: 6d20 ⇒ (17, 20, 10, 16, 2, 16) = 81
Dusty shakes off the poison of the centipede.
As Umbryl hits the mummified figure it comes to life and rises!!. He reacts before the mummy, the others not as quick.

Sabal1d20 + 0 ⇒ (4) + 0 = 4
Setesh1d20 + 4 ⇒ (13) + 4 = 17
Dusty1d20 ⇒ 7
Umbral1d20 + 1 ⇒ (20) + 1 = 21
Enemy 11d20 + 1 ⇒ (18) + 1 = 19

ORDER
Umbry

Evil mummified figure
PARTY


You realize with the massive construction outside and the detailed domes in the courtyard, the inner sanctuary is probably not on this level. The impromptu curtained ten by fifty hallway these Siswa are praying in is not a holy place.

The elves begin to rise drawing their wicked sickles in two hands. The blades gleam in the light where they are not coated in their blood.


It was the centipede


The party enters the crypt, and those bitten by the garden vermin notice they are feeling a little clumsy.
Save DC17 FORT with a -2 for every additional biting after the first
Those failing can save again until success. Each failed save up to 6 has DEX damage
DEX damage 1/2/3/4/5/6: 6d4 ⇒ (1, 4, 3, 4, 1, 4) = 17

Map is updated--see new sheet--note your DEX damage and if you use any remedies for it
Entering the crypt the party notices a pedestal with a mummified figure on the top. A stairway down is at the far north side, you entered a stairway down on the south.


The ritual continues and you notice they begins swaying and cutting themselves to pour blood on a small figurine.

Mit'l thinks their blood magic is evil. They seem to be possessed at first glance as their eyes are glazed. The ritual will be ending soon.
Perception@-6: 1d20 + 2 ⇒ (16) + 2 = 18

In their disoriented state, one of the elves looks your way, and eventually they all are catching your eyes. They look menacing as they finish cutting upon themselves.


No religious knowledge aids, but you remember some Siswa are possessed and can be dangerous per Rahasia's instructions.


The party heads to the common room of the Bloody Axe Tavern. Run by Stout Bootblack, a dwarven leathermaker, it is said the ale is used to tan the leather before being served. As you enter, the place is full and the ale is quite good.

As you have a hot meal and dwarven ale, you blow off some steam after the long trail. Despite the defenses, Malik insists on staying the night, refusing to risk the open road after the recent brush with orcs and orog.

You hear carousing outside, then realize the post is the subject of another raid. The same orog and a band of human bandits are attacking the outpost. Knocking on the door with a heavy fist is your nemesis, the orog from the trail. "I'm back to finish de job!!"

Map to follow, common room is 40' by 70'


Sorry to lose Shandor, with two posters in the other group, we may be combining.


Two posts since Sunday, not good.


That is how the bandits were tactically played by when I first ran through this. A potentially lethal encounter if the armored folks aren't in front searching the blank stone wall. It made sense to continue as Tracy ran it for us. Although in Pathfinder now, I do not know if enemies are typically allowed to coupe de grace or attack helpless foes. But I have seen many players do it.

Anyway I am including the healing powers of the inner shrine to allow raise dead as it was done for us. So Lorcan can return at the shrine or, as was often done, create an appropriate character to join up. In this case it would have to be an elf.

The casualty rates have significantly dropped since almost two TPKs at the start.


In the underground catacombs you go searching for the inner shrine. You head the way you originally intended when the bandits appeared through the wall, carrying the body of Lorcan with you.

The desperate bandits probably did not wish to surrender their pilfered loot. The leader carries a composite, masterwork longbow (+1 STR bonus) and a masterwork studded leather jerkin, both of elvish make. The others carry three studded leather jerkins and three elvish longbows. Four quivers of arrows reveal 80 arrows, 6 of which radiate magic (+1).

Moving to the upper northern hallway you have Morgan and Horster peer inside the curtain. They see........

A long room, 10 feet wide and 30 feet
long, lies on each side of the opening
behind the curtain. In the room to the left,
under the light of burning torches in wall
sconces, five brown-robed figures crouch
in a circle. They mutter among themselves
as they sharpen wicked-looking blades
in the flickering light.

The figures appear elven dressed in the cloaks you wear. Two sacks in the center of their circle have the word 'Tithe' in common on them. They seem preoccupied and do not notice you. You can gain complete surprise or leave them undisturbed.


Update soon


Are wand charges being tracked. I don't watch food, but I do try to track wand charges. Is someone marking them down?


GM Tribute wrote:

I assume Ozzy retreats through the fighters after firing.

The bandits return fire at Lorcan first. Preferring the look of penetrating robes versus armor. Mage armor stops the first arrow, but two bring the sorcerer down.
[dice=attack/damage]1d20+5;1d6+1d8;
[dice=attack/damage]1d20+5;1d6+1d8;
[dice=attack/damage]1d20+5;1d6+1d8;
The bandits attempt to retreat through the wall they 'popped' through, but it is solid to their chagrin.


They had no escape. The wall they appeared through was solid again.


"Target the wounded, we will get one adventurer today!"
att/damage: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1d8 ⇒ (3) + (4) = 7 with cover that is a miss.
Mit'l takes his jab with combat reflexes and hits the archer bringing him down.

"We are not going back into the hole."
Another shot but this one strikes the neck of Lorcan.
att/damage: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 1d8 ⇒ (1) + (7) = 8
confirm/damage: 1d20 + 3 ⇒ (13) + 3 = 162d8 ⇒ (2, 8) = 10
I assume Mit'l is taking his AoO on that one.
heal check untrained: 1d20 ⇒ 11
The last one is somewhat unsure if another arrow is needed. But fires at Lorcan before he takes a punishing shot from the dwarves.
att/damage: 1d20 + 3 ⇒ (18) + 3 = 211d5 + 1d8 ⇒ (1) + (3) = 4

You are thankful you are in a temple of powerful elvish origin. The reprisal on the bandits targeting a downed and helpless opponent is quick and swift, leaving them bleeding on the ground. The confrontation with those with nothing to lose and unafraid of death was chilling.

Hopefully the inner shrine would heal the fallen, as it was Lorcan's wounds were quite beyond the magic the clerics had at hand. Now to figure out how the bandits appeared suddenly.

Obviously there is a shrine inside.


"Not gonna happen, but we will take one with us if that is how you want to play it. Your choice!"

Some wear the brands of those convicted of thievery by Ulek. Dwarves are not known to be tolerant of thieves.

sense motive DC10:
They do not trust you.


No rule vs multiclassing.


As the adventurers move into the 'fort' they see a group of spearmen, mostly local fishermen with long sharp sticks, and a few militia in poorly maintained scale mail.

The locals press you for information about the outside world and the war in the south, which you know has been going quite poorly for Taldor.

An old man with scars and a large net approaches. "Is this our relief? Is this is all that is coming?"


As the adventurers move into the 'fort' they see a group of spearmen, mostly local fishermen with long sharp sticks, and a few militia in poorly maintained scale mail.

The locals press you for information about the outside world and the war in the south, which you know has been going quite poorly for Taldor.

An old man with scars and a large net approaches. "Is this our relief? Is this is all that is coming?"


The fire archers see the approach of Jasmalus with fear--his similarity to the dead man found earlier may explain some of their fear. The orcs fire a volley of arrows that cause a huge smoke clouds to appear in a wall of impenetrable black. The orog snaps some of the webbing loose, still hampered he rushes through the smoke and seems to be in full retreat with the fire archers. As the group returns to the caravan, a huge hole in the last wagon is discovered along with another mass of large boxes and supplies.

Returning to the caravan, everyone feels the sense of accomplishment of defeating such a well planned ambush.

Time to level to 2 those who were in both encounters, others are one encounter away.

The caravan is readies for travel, and the last few hours to the village of Batlet is thankfully without incident.

The dilapidated hovels surrounding the fort are the home for about one hundred hardy fishermen and farmers. The fort in the center is officially known as Border Fort Three, but the residents call it by another name: Fort Disaster.

These small border forts didn't have much and were not even named as they provided basic local defense and protection for caravans plying the local trade route. It seems to have suffered much damage from a recent raid, and the damage has yet to be repaired. The centerpiece of the fallen walls and broken gate is a thirty foot high tower in the center with a massive ballista and small catapult. You sense the desperation of the locals and the garrison, placed on the frontier to provide local defense, when what you have seen are highly organized orc war bands.


The fire archers see the approach of the dwarf and her animal with some fear. The orcs fire a volley of arrows that cause a huge smoke clouds to appear in a wall of impenetrable black. The orog rushes through the smoke and seems to be in full retreat with the fire archers. As the group returns to the caravan, a huge hole in the last wagon is discovered along with another mass of large boxes and supplies.

Returning to the caravan, everyone feels the sense of accomplishment of defeating such a well planned ambush.

Time to level to 2

The caravan is readies for travel, and the last few hours to the village of Batlet is thankfully without incident.

The dilapidated hovels surrounding the fort are the home for about one hundred hardy fishermen and farmers. The fort in the center is officially known as Border Fort Three, but the residents call it by another name: Fort Disaster.

These small border forts didn't have much and were not even named as they provided basic local defense and protection for caravans plying the local trade route. It seems to have suffered much damage from a recent raid, and the damage has yet to be repaired. The centerpiece of the fallen walls and broken gate is a thirty foot high tower in the center with a massive ballista and small catapult. You sense the desperation of the locals and the garrison, placed on the frontier to provide local defense, when what you have seen are highly organized orc war bands.


Orog break free: 1d20 ⇒ 10


A thorough search reveals no traps, and Sabola is able to muscle the heavy stone doors of the crypt open. It descends down steps into the dark, and a fetid, stanky smell comes from below.

Are you tracking CLW charges? Currently Dusty has a fully charged wand in her inventory.


The archers ready their bows for final shot with two of their number injured and one bleeding on the floor. They try a desperate plea.

"Heal our friend and let us walk out of here and we can reconsider our hasty attack. We thought you were the elfin soft ones that run around here. We have some loot to share."

They seem desperate trapped against what is now a solid wall.


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
3000XP for resolving the orc question and meeting commander
Elven barbarian 800XP
Avoiding nasty garden encounters 400XP
4 bandits (400XP each)
32,000XP total (35K needed for level 3)


I assume Ozzy retreats through the fighters after firing.
The bandits return fire at Lorcan first. Preferring the look of penetrating robes versus armor. Mage armor stops the first arrow, but two bring the sorcerer down.
attack/damage: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 1d8 ⇒ (1) + (3) = 4
attack/damage: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 1d8 ⇒ (2) + (1) = 3
attack/damage: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 1d8 ⇒ (5) + (8) = 13
The bandits attempt to retreat through the wall they 'popped' through, but it is solid to their chagrin.
ORDER
Party

Bandits


2 people marked this as a favorite.

I think for every thirteen dwarves you can have one hobbit burglar.


The centipede defeated, the moldy and stinky tomb awaited. Obviously it had some profile underground.


The magic-user is healed and......


Yes, we are in round 1 where Horster and Ozzy beat them in init


The slope is a rise but not difficult terrain. It provides no cover or concealment

The orog moves back to get a better swing at Lorkan.
att/damage: 1d20 + 6 ⇒ (11) + 6 = 172d8 + 7 ⇒ (7, 2) + 7 = 16

The archers target the smaller figure approaching. The hobbit evades all shots.
vs Laro: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 1 ⇒ (1) + 1 = 2
vs Laro: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 1 ⇒ (4) + 1 = 5
vs Laro: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (2) + 1 = 3

Jasmalus fires a small bolt toward the orog that expands into a small sticky web.
touch attack/save: 2d20 ⇒ (10, 1) = 11

spellcraft DC16:
Jasmalus casts a mini web. It seems to affect only one creature

Kn Arcan DC21:
This spell is a secret drow spell taught only in the underdark.

The orog is restrained by the gooey web strands on him!!


After the archers appear, Horster hits with a deadly shot and one of the bandits goes down.

The bandits retaliate and shoot Morgan. One of three arrows hits and Morgan's reply misses.
hit/damage: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 1d8 ⇒ (3) + (3) = 6 HIT
hit/damage: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 1d8 ⇒ (3) + (5) = 8
hit/damage: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 1d8 ⇒ (3) + (4) = 7

ORDER
Horster
Bandits
Morgan
Ozzy
Horster

Bandits


Umbryl finishes off the centipede, the bug smashed to bits and no more.

Combat Over


The orog charges toward Lorcan, provoking an attack from the half elf abd takes a glancing blow.
Emerald: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 1 ⇒ (2) + 1 = 3

charge vs Lorkan: 1d20 + 8 ⇒ (6) + 8 = 142d8 + 7 ⇒ (2, 6) + 7 = 15

The orcs fire at Emerald and two arrows hit her in the back after the orog charges Lorkan and Emerald falls to the ground. Luckily the orog misses the cleric, but Lorkan finds himself inside the threatening range of the pole axe.
orcs: 3d20 ⇒ (17, 11, 20) = 48confirm: 1d20 ⇒ 7damage: 2d6 + 2 ⇒ (5, 3) + 2 = 10

Jasmalus finished bashing a sleeping orc and rushes down the road to join the fight.

Party to GO


The centipede takes a devastating attack from Sabola and still stands!! Setesh stands after Sabola dodges the attack.

ORDER
Setesh stood with weapon
Sabola
Umbryl
Setesh

Centipede


Closing on the orog, Gilbert draws a jab of the huge axe. The javelin hits at the extended range but doesn't get through the orogs armor.
poleaxe AoO: 1d20 + 6 ⇒ (14) + 6 = 202d8 + 6 ⇒ (2, 5) + 6 = 13
He falls before he can close taking a swipe to the chest and drawing a massive wound.
Emerald rushes to get behind the orog, taking a wild swing with her shortsword.
att/damage: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 1 ⇒ (4) + 1 = 5
The orog smiles and says: "I pulverize the female too."
The orc archers seem out of fire arrow, and fire unlit arrows at Lorkan.
attx3: 1d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (12) + 3 = 15
Lorkan takes a hit for 1d6 + 1 ⇒ (5) + 1 = 6
Party UP


The wall to the west suddenly has four bandits appear out of it. Morgan and Horster react, but the others are surprised.

ORDER
SURPRISE ROUND
Horster

Bandits
Morgan
ROUND 1
Ozzy
Horster
Bandits
Party


No it is your first time in this four way intersection.
Crom heads right, Morgan looks around down the dead ends.
stealth: 1d20 + 5 - 5 ⇒ (4) + 5 - 5 = 4
INITIATIVE
Morgan: 1d20 + 3 ⇒ (1) + 3 = 4
Horster: 1d20 + 3 ⇒ (16) + 3 = 19
Crom: 1d20 + 2 ⇒ (7) + 2 = 9
Mit'l: 1d20 + 2 ⇒ (6) + 2 = 8
Ozmynd: 1d20 + 2 ⇒ (20) + 2 = 22
Kelgan: 1d20 + 0 ⇒ (3) + 0 = 3
Lorcan: 1d20 + 6 ⇒ (8) + 6 = 14
Enemy 1: 1d20 + 1 ⇒ (14) + 1 = 15


Setesh also finds himself conscious. Sabola stands after grabbing his weapon. The centipede bites at him.
stinger: 1d20 + 8 ⇒ (3) + 8 = 112d6 + 7 ⇒ (5, 5) + 7 = 17
Setesh finds himself conscious due to healing.
The centipede attacks Dusty again.
stinger: 1d20 + 8 ⇒ (19) + 8 = 272d6 + 7 ⇒ (5, 1) + 7 = 13
Dusty falls to the ground pierced by the mandibles.
ORDER
Setesh
Sabola
Umbryl
Setesh

Centipede


Was wondering if we could make an all dwarf group?
Empyreal sorcerer could be a decent dwarf arcane.


Awaking prone with his weapon beside him, Sabola considers his options. Having brought herself back, Dusty resists the sting of the centipede as it lunges for a new victim. Umbryl misses with his shot and stares pointedly at the Dragon band. As Sabola regains consciousness, the Dragon band remembers the confrontation earlier. The two men with crossbows and the mage withdraw back to the gate.

"Are we hired or not": the mage answers. "It may be best to leave that alone."

Order of Action
Sabola prone, weapon nearby

Centipede
Entire party


Amarisa draws the fire of the three orc archers.
attx3: 1d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (8) + 3 = 111d20 + 3 ⇒ (6) + 3 = 9

They all miss her!!!!

The orog bellows a challenge and readies an attack with his huge axe.

Party is up now
Fire archers and Orog


The battle in the back proves desperate as the orcs try to hit the mages.

vs Jasmalus: 1d20 + 3 ⇒ (9) + 3 = 122d4 + 3 ⇒ (1, 1) + 3 = 5
vs Kaelaah: 1d20 + 3 ⇒ (18) + 3 = 212d4 + 3 ⇒ (3, 1) + 3 = 7
confirm vs Kaelaah: 1d20 + 3 ⇒ (18) + 3 = 212d4 + 3 ⇒ (4, 1) + 3 = 8

Jasmalus avoids a falchion swing, but Kaelaah catches the swipe of falchion in his thigh causing massive bleeding. The caravan master advances with his trusty crowbar.
crowbar: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 3 ⇒ (5) + 3 = 8
reflex: 1d20 ⇒ 42d4 ⇒ (4, 2) = 6
Jasmalus and Malik bring down the last orc with a fan of flames and a crowbar to the head. Now only the orog and his orcish fire archers remained.....


The group is now thoroughly exploring the western side of the complex thoroughly (remember south is up on the map). First, you notice the altar has a ten foot diameter well with very slick slides that descends fifty feet down into the darkness. The statue on this side seems to have a shiny spot where a pendant used to reside on it. The thick layer of dust exists everywhere on the statue except where a pendant used to hand.

Heading to the north, you approach another intersection that turn right with straight and left leading ten feet into stone walls.

You consider moving right, retracing your steps, or moving straight or left to check out the dead ends.

Map is almost fully explored except for north hallway and dead ends. Crom just moved to Y42 from Y41


Ivan finishes off the last orc with a devastating blow. The caravan guards hammer on the sleeping orcs without any mercy. The orog dodges all attacks sent his way.

Thallan feels healing and then burns as the fire continues to ignite for a few seconds. fire damage: 1d6 ⇒ 6

Thallan at 2 hp now

Seeing the paladin still afoot, two orcs target him.
fire arrows: 1d20 + 3 ⇒ (20) + 3 = 231d20 + 3 ⇒ (2) + 3 = 5
confirm arrow: 1d20 + 3 ⇒ (6) + 3 = 9
damage to Thallan: 1d6 + 1 ⇒ (6) + 1 = 7

Thallan falls unconscious. Having finished the rogue, the orog retreats to open the distance to use his huge poleaxe.
He provokes a shot from Gilbert. Gilbert AoO: 1d20 + 4 ⇒ (10) + 4 = 14

The orog swings at Gilbert with his poleaxe.
att;damage: 1d20 + 6 ⇒ (3) + 6 = 92d8 + 6 ⇒ (1, 6) + 6 = 13

An eagle appears and swoops in to harass and archer. The archer takes a shot at the eagle.
fire arrow vs eagle: 1d20 + 3 ⇒ (1) + 3 = 4

Party up and orog has dropped back to keep the reach


We are almost finished with this encounter.

Some of the party will be leveling to 2 soon. Some of the latecomers may be a little behind.

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