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Machine Soldier

GM Tribute's page

2,939 posts. Alias of Chainmail.


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You complete your search as a set of Siswa can be heard moving down the hallway with the caltrops. Horster grabs a set of four gems and one of them is quite large, the others still respectable.

You have ten gems altogether, and one of them seems to me a massive sapphire.

The gems require a minimum of digging, hands will suffice. No magic is detected.

Up to twenty search rolls can be made.

The rest of the room is unremarkable, but the figure is probably a Penteru and this is a family crypt.

Although the gold and gems rimming the coffin are valuable, you realize removing them would devalue the crypt greatly and be quite obvious. Then again, who would know who did it? A moral dilemma.

The mummified cat looks hideous, and after dealing with the cat swarm, you consider reaching into the coffin.

The choking gas fills the room. Crom rushes onto the caltrops and quickly slows down as the barbs penetrate his feet. Kelgan decides to risk the gas over the caltrops, and stays at the threshold under cover.

caltrop attack: 1d20 ⇒ 18

The figures rush down the hall to the door you came in, content to withdraw from a bad situation. From the other hall, which you are sure leads to the door you would have trouble forcing open, you hear banging noises. You do not think that door will be opening any time soon.

Then the gas dissipates and you recover your breath.

OZZY save vs poison: 1d20 ⇒ 19

Ozzy throws off the poison that made him sleepy with great effort, and is quickly on his feet.

You realize anyone coming into this room would also have to walk over a bed of caltrops.

Crom will require healing to walk normally. Heal dc 15 or any magic healing

A continued search of the room would probably reveal more gems, as the dwarves tell you this is part of a rich gem vein.

tower sheet. In room with gems. Thieves in south hall from which you came strewn with caltrops.

Opening the coffin after many precautions are taken......

Alongside Pentheru’s mummified body
inside the sarcophagus is a small mummified cat. The crypt also contains Pentheru’s gold funerary mask, worth 150 gp, and a gold-and-turquoise scarab pendent worth 50 gp. The coffin is studded in gems and trimmed in gold leaf.

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)
4800 XP encounter
Survive Siswa fight (3000XP)
Survive Gelatinous cube (400XP)
Lock of three locks (1200XP)
Trigger the altar and meet serpent (2000XP)
2 CR 2 Panthers (1200XP)
Meet the underdark thieves (1500XP)

46,000XP total

xbow vs Ozzy: 1d20 + 8 ⇒ (13) + 8 = 211d4 + 3d6 + 1 ⇒ (3) + (2, 1, 3) + 1 = 10
xbow vs Ozzy: 1d20 + 8 ⇒ (18) + 8 = 261d4 + 3d6 + 1 ⇒ (1) + (6, 2, 1) + 1 = 11
The two darkskinned creatures fire two bolts at Ozzy and hit him in the chest (21hp piercing). Then they scamper down the hallway retreating after their shot into the darkness. Before following, Kelgan notices a scattering of caltrops in the hallway and calls out a warning. You know proceeding carefully after the dark ones can avoid the caltrops.

The gas in the room seems quite nasty, and quickly fills the room.

fail FORT DC13 vs poison:
Your are nauseated.

Ozzy fail FORT DC15 vs poison:
You black out.



Morgan: 1d20 + 3 ⇒ (18) + 3 = 21
Horster: 1d20 + 3 ⇒ (7) + 3 = 10
Crom: 1d20 + 2 ⇒ (19) + 2 = 21
Mit'l: 1d20 + 2 ⇒ (8) + 2 = 10
Ozmynd: 1d20 + 2 ⇒ (9) + 2 = 11
Kelgan: 1d20 + 0 ⇒ (1) + 0 = 1
Lorcan: 1d20 + 6 ⇒ (13) + 6 = 19
thieves: 1d20 + 4 ⇒ (17) + 4 = 21

Morgan reacts the quickest, and readies a bowshot as the room is plunged into darkness. A darkness only the dwarves can see through. The breaking of a vial is heard, and the dwarves see a cloud begin to fill in the room.
One hisses to the other quietly through magic means

perception DC 20:
"I told you they wouldn't parlay. Dwarves are greedy."

Morgan can fire before it grows dark, though the thieves are still in the corridor outside with cover in dim light.
I'll set up the map

Crom and Horster look closely and see large gems the size of a small egg. From the shadows of the hallway two figures appear with crossbows pointed at you.

"I think we want to split this find half and half."

One figure seems to be a very dark-skinned elf, the other looks like Lorcan, but has a much deeper tint to his skin. The two seem to be accustomed to the dark, and seem to dark versions of the their lighter cousins, elves and gnomes.

"It would be a shame to fight over treasure when both groups can come away wealthy."

The two figures seem to be armed with hand crossbows.

The group takes the cats down after Asaran finishes the swarm off with a might flail blow. Opening the door down the steps.......

A stone sarcophagus rests atop a stone platform occupying the
southern end of this room. The lid of the sarcophagus bears the
likeness of a man and is inlaid with gemstones and trimmed in
gold. Two lacquered benches run parallel to the east and west
walls just north of the platform. Hieroglyphs line the walls of
the chamber, and stone torch holders are set in all four corners.

You contemplate opening the rich tomb!! You also contemplate healing the injured too.

See revealed map.

I too, would be interested.

Arcanist if you like new classes, wizard if you want old school.

Scythia wrote:

Also, are you suggesting that more Edward Snowdens is a bad thing? If you want the truth exposed, you'd be hoping for more whistleblowers, I would think.

When the government allows an Edward Snowden to reduce US prestige and credibility by having him pants you publicly rather than allow Thomas Drake charges made through the Chain of Command and the Inspector General (oversight agencies) and correct the problem internally, that is a bad thing.

So here is my order of preference

1 - The system works and oversight agencies and constitutionally directed checks and balances fixes things before a whistleblower has to defect to an adversary and reveal lots of state secrets. Complaints that make people look bad at high levels are still investigated.

2 - We have courageous whistleblowers that come forward or write letters to papers at risk to their careers.

3 - No one comes forward at all and big government does its thing.

Asaran's flail does not connect with the shifting skeletal cats, but a bolt of disruption hits a few cats and takes them out.

Still together, the swarm eats at Dusty and Asaran, moving a bit around.

vs Dusty: 1d20 + 7 ⇒ (14) + 7 = 211d6 ⇒ 3
vs Asaran: 1d20 + 7 ⇒ (15) + 7 = 221d6 ⇒ 6
Dusty takes a three bites (3hp) and Asaran 6(6hp) as the swarm connects.

Affected Will DC 13 or distracted

Dusty save vs distraction
Asaran save vs distraction


That alternate class bonus does not make you proficient. So a rogue can't choose a martial or exotic 'halfling' weapon and be proficient.

I have had some well reasoned response about absences for vacations and other events. I agree we may have times where we can not post for vacations or business trips that get hectic with no internet. With advanced notice we can try to make things work.

So, if you can get someone to replace you while absent, you can resume your character when you get back. But, if I run a recruitment to find a player to play a character for one week, I will not get a response. It may be difficult enough getting someone to take over a premade character, many want to make their own character.

My goal is to both (1) have a system where I can select newer players and survive their 50% drop rate and (2) keep a steady once a day posting rate.

Once a day weekday posting has been an ideal and not a requirement in all my other games.

The door opens and reveals a narrow tunnel leading to the tower!

The rush of feet head your way, estimated at about a dozen.

Horster moves ahead and the rest of you squeeze into the tunnel and follow it to a door.

The tunnel opens into a dark, dry cavern,
deep within the mountain. No sound
breaks the silence in the cavern. Gray
stone walls rise up 60 feet to the cavern’s
rock and earth ceiling. This structure
appears to be an ancient tower, buried
under the mountain. Only the lowest
story of the tower is intact. What little of
the upper stories is visible are destroyed.
Cut stones from walls and battlements lie
scattered about he cavern floor. The
cavern has caved in around the sides of the
tower so only the front is visible. Darkly
stained doors stand in the tower’s front
wall. Unrecognizable engravings cover
those metal doors.

Examining the doors finds nothing amiss

The dwarves help Horster by exerting a strong push
on sections of the door and it opens!!!!
This is a ten foot wide majestic corridor;
Its walls rise 30 feet to an arched ceiling.
The walls and the ceiling are streaked
with soot. The corridor leads north into
the darkness of the tower.

Ahead is tremendous, cluttered hall
with broken and charred beams and rubble. The
rubble has been moved to the center of the
room. Overhead, the ceiling is broken
through by beams and stones.

DM rolls:
1d20 ⇒ 9

Perception DC 23 check 1:
Two shadowy figures hide off to the side of this corridor

Perception DC 18 check 2:
You see the glitter of something in the rubble.

Sunjeet waits for a better opportunity as Dusty kills cats with glowing goodness. Iskender's bolt of good energy is off target.

The swarm of cats tries to attack again.
vs dusty: 1d20 + 7 ⇒ (15) + 7 = 221d6 ⇒ 1
vs iskender: 1d20 + 7 ⇒ (11) + 7 = 181d6 ⇒ 2
Dusty save vs distraction
Iskender save vs distraction

Cat swarm

Well, I want to keep momentum. I may have players earn a one day pass with enough posts in a row.

I have seen too many drops with no notice.

arcane Ozmund/Lorcan: 2d20 ⇒ (19, 2) = 21
Ozmund's skills reveal that the command word is "Siswa" after fifteen minutes of research in the library.

Just as the mages are finishing the research, Morgan and Horster begin to hear the marching of feet on the stairs above. You place the sounds in the stairway down to the main area.

Morgan also notices mailed boot tracks from the study to the stairs that were not there before you moved to the right rooms. As you went counter clockwise, it appears a mailed figure made it out ahead of your search pattern. Morgan surmises the fight with the panthers was quite loud and warned someone in the study.

survival morgan: 1d20 ⇒ 18

Not much action.

Trapper ranger will definitely work for skilled. Trapper also can stack with infiltrator or other archetypes.

Since we are pursuing the dwarf angle, gnomes and people who want to use the adopted trait will fit in too.

You look around for a bit and open the door into the next room...

This room is 20 feet square, with a 10-
foot-wide alcove in the north end of the
east wall. Shelves full of books and papers
line the north and west walls, and a thick
rug covers the floor. In the center of the
room is a large table lit by a single burning

The papers look important, and Ozzy and Lorcan think, with some time, they may puzzle out the magic word for the secret door from the notes.

Morgan determines with a DC 15 survival roll on each pelt, he can salvage a 50gp panther pelt.

I need to apologize to some of my friends parents. Over thirty years ago they gave reason for not wanting their kids to play D&D, and one of them was that after D&D became accepted, maybe a game would examine many more nasty, twisted things than demons and devils. Luckily they relented, but now......

It took them a while to be right, but FATAL proves their point.

Horster and Morgan's perceptive eyes find not one, but two MORE secret doors in a addition to the one you came in.

One secret door leads to the third room in this complex and seem uncomplicated. The other door, Ozzy tells you, is a magic door only opened by a command word.

You entered from south, regular door left, magic door right, secret door ahead

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For those of you interested, the treatment of Thomas Drake DIRECTLY led to Edward Snowden's actions. No documentation of the corruption in the government ever was released from the Thomas Drake case so according to Thomas Drake......

Edward Snowden recognized what had been occurring over the past number of years. He saw what happened to me and others and he knew with what he was what he was witness to it was clearly in the public interest but, how do you get it out in a way that can actually be made available to the public so they can actually make up their own minds about what their government’s been doing in secret behind their backs without their consent? And in this particular case, with all that’s happened and transpired since 9/11, he had to escape the United States to have any hope ensuring that the material could actually get in the right hands for disclosure, through reporters and journalists—and that was in the persons of Glenn Greenwald and Laura Poitras—and also have any chance of securing or ensuring his own freedom, recognizing that the United States would throw everything to go after him and bring him back.

In his case, he knew he would have to have prima facie evidence. The prima facie evidence that I had goes all the way to back to the 2001-2002 time period but that was given to official government investigators and tragically as it turns out was completely censored and suppressed. And the unclassified information I brought out that was removed by the FBI during their unceremonious raid of my residence and car and my office down at the National Defense University but mostly at my house—That was culpable evidence in terms of government conduct. They removed that off the streets so no one knew about it.

The point to the OP is dissent cannot be mercilessly quashed as it is today. Treating the senators as treasonous produces Edward Snowdens. Who led the hunt for Edward Snowden and wouldn't grant him a full pardon when he tried to see if there was a way for him to return to the US before he fled to Russia?

Crom and Kelgan cut the great cat down, and Morgan and Ozzy have started on the stunned panther. After another two more sets of attacks, the stunned panther falls too.

attacks on stunned panther: 8d20 ⇒ (9, 5, 3, 16, 8, 1, 20, 3) = 65

perception: 2d20 ⇒ (8, 8) = 16

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I saw a contest for the funniest tables for roleplaying.

Second place was the Car Wars Driver on Hallucinogens table.

It had results like
See huge white Bunny and swerve, D6 hazard

But first place was the D&D random polearm table roll 1d12 and it looks something like this

1 Spear
2 Halberd
3 Pike
4 Lucern Hammer
5 Bardiche
6 Bec De Corbin
7 Guisarme
8 Glaive-Guisarme
9 Glaive- Guisarme Glaive Glaive
10 Fauchard
11 Fauchard-Fork
12 Fauchard-Fork Glaive-Guisarme Glaive Glaive

Kelgan is able to hit the panther, but he is about it. The rest fail to connect.

The panther continues to attack Crom. The panther roars loudly as it is hit again, and it is not well. Blood flows freely onto the bed.

+6: 3d20 ⇒ (5, 18, 14) = 37
blind/stun: 2d4 ⇒ (1, 4) = 5
The second panther blinks his eyes, and his no longer blinded.

Crom takes a claw for 1d4 + 3 ⇒ (4) + 3 = 7

Party all to go

Panther hurt
Panther stunned

Rogue will get a +1 / lvl untyped bonus to both perception and stealth.
Two would be allowed, but I would be careful about giving up trapfinding.

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This is what is considered treason today. For those of you that do not know about the Thomas Drake case, a man had a $3M program that did not spy on Americans, could have stopped 9/11 and replaced a $4B program that did spy on Americans and he is tried for treason.
Link to Thin Thread - License to Spill - Daily Show

If dissenting information can't make it to the press, our country is in trouble.

By the way, this is pretty funny.

So this is the guy that is arrested for treason. To quote Thomas Drake: "They criminalized first amendment rights."

Krayquer opens his mouth to speak again, but his eyes are lifeless and he slumps to the ground.

As Jasper and Emerald share a romantic moment, having bonded slicing open a traitor to Taldor and found true love, Laro makes an arrangement with the ogre and the uruks.

Not wanting to die as puppets in a doomed operation, they leave with a quick and respectful nod to Laro, Emerald, and Jasper.

Besides the promised gold, the party is presented rings from Captain of the Guard in Greatwall with the symbol of Greatwall upon them in fine, white gold. "Powerful rings that will protect you from all manners of harm."

Rings are +2 protection

The more polearms you can name, the more of a grognard you are.

I would say a true grognard can name at least ten polearms.

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)
4800 XP encounter
Survive Siswa fight (3000XP)
Survive Gelatinous cube (400XP)
Lock of three locks (1200XP)
2 CR 2 Panthers (1200XP)

42,500XP total

The magic of the sleep spell begins to form as Morgan misses with an arrow. Crom rushes in and strikes a blow at the panther in the bed. Shocked for a second, the panther seems unsure of what to do.

Then the panther issues a hideous screech and retaliates on Crom.

bite/claw/claw/grab?: 1d20 + 6 ⇒ (19) + 6 = 251d20 + 6 ⇒ (16) + 6 = 221d20 + 6 ⇒ (3) + 6 = 91d20 + 6 ⇒ (4) + 6 = 10

Crom takes a nasty bite as the spell forms in the chaos.

will: 1d20 + 2 ⇒ (15) + 2 = 171d20 + 2 ⇒ (18) + 2 = 20

The sleep spell goes off, but no panthers seem affected. Crom sees that the panther has bitten through his armor for 1d6 + 3 ⇒ (6) + 3 = 9



I am curious. Will the 5ed conversion have a DC knowledge or skill roll? Or will the player knowledge = character knowledge.

I am recruiting for a grognard friendly giantslayers if anyone is interested. It will require regular weekday posting.

This thread will be in activating in forty hours.

Fighters will probably be a 3/2 Bab class, getting +2 Bab at even levels and their first iterative at level 4.

Think we have a hard time finishing up the combat by Friday, but a cinematic ending is nonetheless possible.

I am starting up a Giantslayer, retro AP if anyone is interested. It will be dwarf focused.

The evil ogre and orc have yet to strike a blow, when the Sergeant with the scar that hired you walks in through the rear tunnel and yells at the ogre to finish the job.

The ogre is about to turn and finish the job, when Jasper and Emerald stride in confidently behind Krayquer, and Jasper delivers a disemboweling stab with his rapier to the guard, and Emerald follows up with overhand stab to the thigh.

Seeing two competent adversaries at their rear and the primary agent hiring them bleeding out, the ogre and uruks turn to Laro.

"Let us walk, and we give you the papers that show who hired us from across the river."

You realize that detailed information about which agents are behind this would be quite valuable indeed.

As Krayquer is bleeding out, his final words are: "I hope you at least killed that F*&(^ lizardman!!!!"

The latter. It would be hard to find replacements if I can't tell them the character is now effectively theirs.

Attacked by little, skeletal cats of all kinds, Dusty and Sunjeet hurt a few cats, but the rest keep coming. Asaran and Dusty keep their composure as the cats climb over them. Asaran steps away and smokes a mass of skeletal cats as he doused many of them, and they collide into others in their panic. Their unlife spouting from them as the holy mist takes many of their number.

Asaran holy water

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To throw another wrench in the process and help with background, please describe what personality type your character is from the Myers-Briggs scale.

Sixteen personality types:

High-Level Description of the Sixteen Personality Types

--------------------------------------------------------------------------- -----

ISTJ - The Duty Fulfiller

Serious and quiet, interested in security and peaceful living. Extremely thorough, responsible, and dependable. Well-developed powers of concentration. Usually interested in supporting and promoting traditions and establishments. Well-organized and hard working, they work steadily towards identified goals. They can usually accomplish any task once they have set their mind to it.

ISTP - The Mechanic

Quiet and reserved, interested in how and why things work. Excellent skills with mechanical things. Risk-takers who they live for the moment. Usually interested in and talented at extreme sports. Uncomplicated in their desires. Loyal to their peers and to their internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. Detached and analytical, they excel at finding solutions to practical problems.

ISFJ - The Nurturer

Quiet, kind, and conscientious. Can be depended on to follow through. Usually puts the needs of others above their own needs. Stable and practical, they value security and traditions. Well-developed sense of space and function. Rich inner world of observations about people. Extremely perceptive of other's feelings. Interested in serving others.

ISFP - The Artist

Quiet, serious, sensitive and kind. Do not like conflict, and not likely to do things which may generate conflict. Loyal and faithful. Extremely well-developed senses, and aesthetic appreciation for beauty. Not interested in leading or controlling others. Flexible and open-minded. Likely to be original and creative. Enjoy the present moment.

INFJ - The Protector

Quietly forceful, original, and sensitive. Tend to stick to things until they are done. Extremely intuitive about people, and concerned for their feelings. Well-developed value systems which they strictly adhere to. Well-respected for their perserverence in doing the right thing. Likely to be individualistic, rather than leading or following.

INFP - The Idealist

Quiet, reflective, and idealistic. Interested in serving humanity. Well-developed value system, which they strive to live in accordance with. Extremely loyal. Adaptable and laid-back unless a strongly-held value is threatened. Usually talented writers. Mentally quick, and able to see possibilities. Interested in understanding and helping people.

Click here for a detailed description of INFP.

INTJ - The Scientist

Independent, original, analytical, and determined. Have an exceptional ability to turn theories into solid plans of action. Highly value knowledge, competence, and structure. Driven to derive meaning from their visions. Long-range thinkers. Have very high standards for their performance, and the performance of others. Natural leaders, but will follow if they trust existing leaders.

INTP - The Thinker

Logical, original, creative thinkers. Can become very excited about theories and ideas. Exceptionally capable and driven to turn theories into clear understandings. Highly value knowledge, competence and logic. Quiet and reserved, hard to get to know well. Individualistic, having no interest in leading or following others.

ESTP - The Doer

Friendly, adaptable, action-oriented. "Doers" who are focused on immediate results. Living in the here-and-now, they're risk-takers who live fast-paced lifestyles. Impatient with long explanations. Extremely loyal to their peers, but not usually respectful of laws and rules if they get in the way of getting things done. Great people skills.

ESTJ - The Guardian

Practical, traditional, and organized. Likely to be athletic. Not interested in theory or abstraction unless they see the practical application. Have clear visions of the way things should be. Loyal and hard-working. Like to be in charge. Exceptionally capable in organizing and running activities. "Good citizens" who value security and peaceful living.

ESFP - The Performer

People-oriented and fun-loving, they make things more fun for others by their enjoyment. Living for the moment, they love new experiences. They dislike theory and impersonal analysis. Interested in serving others. Likely to be the center of attention in social situations. Well-developed common sense and practical ability.

ESFJ - The Caregiver

Warm-hearted, popular, and conscientious. Tend to put the needs of others over their own needs. Feel strong sense of responsibility and duty. Value traditions and security. Interested in serving others. Need positive reinforcement to feel good about themselves. Well-developed sense of space and function.

ENFP - The Inspirer

Enthusiastic, idealistic, and creative. Able to do almost anything that interests them. Great people skills. Need to live life in accordance with their inner values. Excited by new ideas, but bored with details. Open-minded and flexible, with a broad range of interests and abilities.

ENFJ - The Giver

Popular and sensitive, with outstanding people skills. Externally focused, with real concern for how others think and feel. Usually dislike being alone. They see everything from the human angle, and dislike impersonal analysis. Very effective at managing people issues, and leading group discussions.

ENTP - The Visionary

Creative, resourceful, and intellectually quick. Good at a broad range of things. Enjoy debating issues, and may be into "one-up-manship". They get very excited about new ideas and projects, but may neglect the more routine aspects of life. Generally outspoken and assertive. They enjoy people and are stimulating company. Excellent ability to understand concepts and apply logic to find solutions.

ENTJ - The Executive

Assertive and outspoken - they are driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed, they usually excel at public speaking. They value knowledge and competence, and usually have little patience with inefficiency or disorganization.

Link to test of Myers Briggs

If you want, take this and answer as your character. It will tell you what type your character is.

I recommend, if you don't know your personality type, do it for yourself. It is very insightful.

I am inspired by the face to face marathon session of Giantslayer Book 1 to have a 'marathon (tag team)' PbP Giantslayer game. Link to marathon Giantslayer AP game

Standard Character Creation Guidelines: Characters will be adult characters built with the 15 point standard buy and of core races as the APs are designed. Characters will have average wealth and max hp at first level. The four characters will fit each of the four ‘traditional’ roles: martial, divine, arcane, and skilled. Google documents will be used for maps, and players will be given access to the map and expected to move their tokens (or give enough detail for me to do so). I will stick to the Giantslayer AP as much as possible, but may move quickly through encounters that do not translate well to the PbP format.

Some things will be different than your typical PbP AP. I will be selecting four characters and not players, with the person creating the character getting to play that character first. If a player misses a daily post, that character will be transferred to another player. That will allow me to select players without an established posting history as they can be replaced quickly. To make this quite easy, I will maintain the character sheets in the campaign tab for all to access. I will even put my money where my mouth is: if as GM I miss a daily post, another GM may take over and keep the momentum going.

This campaign will have a dwarfish flavor. Dwarfish PCs, or PCs with ties to dwarves will have an advantage. This campaign will also have a retro flavor, Core classes will be favored over newer classes, and there will be no guns. The fighter class and the rogue class will be given improvements over the Pathfinder baseline. If you feel these classes are powerful enough without being improved, you play them as is.

For this AP to be a PbP marathon it will have an accelerated pace (I consider once a weekday posting rate an accelerated pace). The minimum will be one post a weekday, and if you have a real life event or miss a post, do not worry, the story will continue with another player. I will advance the story as quickly as the format will allow and try to avoid ‘doors’ that create too many delays in the action. I will encourage roleplaying to happen AS THE ACTION GOES ON.

What have I completed here on the boards over the last two and a half years? A homebrew, N1 Cult of the Reptile God, Intrigue in Taldor (WGM 1 Border Watch translated to Golarion).
What do I have ongoing? A group of Mummy’s Mask and a Core only group adventuring around the Keep in the Borderlands (B2) at level 3.

What has folded due to the inability of a few players to post once a weekday? Too many to name including a Mummy’s Mask AP that had three trips to the board for recruiting and would have required a fourth to continue before the characters reached level 3.

Background is important, I suggest you read the Player's Guide before coming up with one. One of the characters will be a dwarf survivor of a brutal giant massacre getting an adventuring group together, sort of similar to a recent set of Hobbit movies.

Also understanding the strengths and weaknesses of the PbP format is vital, and the definitive thread on that is linked here.
Link to Painlord's thread

Recruitment should last until 25 April.

Morgan: 1d20 + 3 ⇒ (15) + 3 = 18
Horster: 1d20 + 3 ⇒ (13) + 3 = 16
Crom: 1d20 + 2 ⇒ (13) + 2 = 15
Mit'l: 1d20 + 2 ⇒ (11) + 2 = 13
Ozmynd: 1d20 + 2 ⇒ (15) + 2 = 17
Kelgan: 1d20 + 0 ⇒ (16) + 0 = 16
Lorcan: 1d20 + 6 ⇒ (6) + 6 = 12
Enemy 1: 1d20 + 4 ⇒ (9) + 4 = 13

Morgan, Horster, Crom, Ozz and Kelgan act before the panthers.

One is blinded and stunned, the other unaffected,

Having taken the magic scimitar, Amarisa delivers a hit to the uruk.

Amarisa has +1 scimitar!!

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You are in an adventure and given this riddle:
"Round she is, yet flat as a board. Altar of the Lupine Lords. Jewel on black velvet, pearl in the sea. Unchanged but e'erchanging, eternally. What am I?"

You are DEFINITELY NOT A GROGNARD if you roll an intelligence check or any Knowledge check to see if your character knows the answer.

You are POSSIBLY A GROGNARD if you try to figure out the riddle.

you are PROBABLY A GROGNARD if you can answer the riddle.

Your are DEFINITELY A GROGNARD if you can name the module the riddle appears.

perception/will: 2d20 ⇒ (3, 1) = 42d20 ⇒ (7, 15) = 22

Lorcan moves up and douses two awake cats in colors from the side. One cat cannot see and stays docile.

Init to follow

Combat will be wrapped up soon.

Think we call this a one shot. For those interested, the module is WGM 1 - Border Watch.

Link to wiki

I knew Paul, he did a good job on this one. I had hoped its episodic nature would translate well to PbP if I abbreviated the dungeon crawls.

Recap: Discovering the secret base, the party has currently located the leadership of the resistance behind Taldan lines. Destroying this base will stabilize the front and give Taldor a chance to shore up defenses in the face of another threat in the east. With a desperate battle in the south, Taldor cannot afford a breakthrough in the east that this threat would provide if left unchecked!! With the ranger returning to Greatwall, the adventurers are the only chance to stop the ogre leader and his orc elites.

Laro stabs an elite orc and causes some damage as he slips into a chink in his suit of chain armor, narrowly missing vital organs. The orc gasps and retaliates with an swing of a battle axe and the halfling dances away.
uruk vs laro: 1d20 + 5 ⇒ (7) + 5 = 121d8 + 4 ⇒ (8) + 4 = 12

The ogre bellows a challenge and charges to the halfling. The ogre misses the halfling hero!!!
ogre: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 132d6 + 8 ⇒ (4, 5) + 8 = 17

The rest of the uruks rush to surround Dolleen and Laro, unable to do more than close the gap and move around.

AoOs for Laro, as many as he is allowed as the Uruks move around him. Same for Dolleen if she threatens with a sling, but I doubt it. Dolleen can place Jimbli and roll an attack and AoOs for Jimbli--possibly near Laro.

The orogs see first blood from the halfling, and the uruk and ogre miss. The orogs take one look at the confidence in the halfling's eyes, and go running for the door. The uruks bellow curses in orcish, but it appears the orogs are not going to stick around. They are rushing for a tunnel exit out the back tunnel.

Entire Party is UP!--many need to place themselves on the map
Orc elites and ogre

This is a 20-foot-square room, with a 10-
foot-wide alcove at the south end of the
east wall. A table in the center of the room
is covered with diagrams, drawings, and
papers. The drawings are of Merisa,
Sylva, and Rahasia. The diagrams are
plans of the elven village, showing the
houses, streets, and places with thick
brush and other cover. The papers are
covered with scribbled notes.

From the drawings, you see that the three elven girls were obvious targets, the raid on the village was planned, and the kidnapping of the three girls was planned in detail.

check: 2d20 ⇒ (19, 20) = 39

Both Morgan and Horster find a secret door in the left wall that obviously leads to the room behind the center door. Because enter through a secret door is so much cooler than a regular door... after examining the door for traps it is opened to reveal a bedroom.

This bedroom is carpeted in a plush red
color that matches the spread on the large
bed in the southeast corner of the room.
Two black panthers lie on the bed. You cannot
make out if someone is in the bed.

You decide to fight the minor evil.

Doors left, right, and straight are closed.

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