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1,311 posts. Alias of Chainmail.


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Administering a healing potion to a helpless companion is a full round action. No potion last round.


Everyone has been moved to sheet 2 of the spreadsheet/map--60 feet below the surface. You are in level 2 of the dungeon!! The shaft is the one you came down. Door is in yellow.

At the bottom of the shaft in the twenty by twenty room you have explored. Besides the rope you climbed down, there is a door.


You can set a watch schedule.

The party is more vigilant and stays in place.


The party considers whether to stay or go.

Some of the group has yet to provide input.


Nothing beyond the knowledge of the resident of this tomb is gained upon further reflection.
I can make something up, but there is no more info to provide. Heck I will make something up.

Pfilian recalls that many locals enjoyed chariots for sport and war.


Crom barely gets past the defenses of the maniacal hobgoblin, scoring hits that bring him down. The amount of punishment the hobgoblin could take was simply amazing, but he is brought to the ground in a bloody heap.

The lone hobgoblin continues to fight, swinging a hefty shot at Crom that is hard but inaccurate.
att/damage: 1d20 + 5 ⇒ (9) + 5 = 142d6 + 4 ⇒ (3, 3) + 4 = 10

All but Horster and Theorn to go

Finish him

The prisoners cheer again as another hobgoblin has fallen.


I guess Easter is soon upon us. So, with the slow posting, we can wait some. It is Holy Week for me.


Turk attempts a running jump of the pit after retreating.
acr: 1d20 + 3 - 5 ⇒ (12) + 3 - 5 = 10
He barely makes it across teetering at the edge of the pit.
ORDER OF ACTION
Round 5
Zoros
Round 6
Meztli

Turk jumped across
Ingrid
Lorcan

goblins
Zoros


Who is Crom hitting? The falchion wielder in chain mail or the greatsword wielder in chain mail?

Kelgan hits the tormenter with the greatsword.


Terion hits a bugbear so hard, he slides across the ground hitting a wall with a jarring thud. Fornitado is so impressed, his arrow sails wide.

Terion and Fornitado ACTED
Rest of Party????


hp: 1d10 - 3 ⇒ (3) - 3 = 0

Ingrid shoots a gobln. He fires back and she hits at him. aoo ingrid: 1d20 + 1 ⇒ (6) + 1 = 7

The closest goblins shoot at Ingrid.
+4 vs I: 5d20 ⇒ (3, 13, 10, 4, 3) = 33

The one Ingrid hit passes out from the exertion. One goblin takes an obstructed shot at Ingrid.
+0: 1d20 ⇒ 20
conf : 1d20 ⇒ 4
Ingrid is hit twice for 2d4 ⇒ (4, 3) = 7

Six goblins remain.

Party to go--exact order posted tonite if needed


Everyone makes it to the ground safely.
And can read Fatima's spoilers

A single set of double doors is the alternate way out (than the rope).


And the gsword wielding fighter is hit and goes after Horster.
gsword: 1d20 + 5 ⇒ (16) + 5 = 212d6 + 4 ⇒ (4, 4) + 4 = 12
The gsword slices deep and Horster loses consciousness.
All but Horster and Theorn to go


The wizard hurts the raging hobgoblin severely hampering him. Crom and Morgan miss their mark this time.

ROUND 3
Horster
ROund 4

Hobgoblins


Vardlon is dissuaded from searching the forge. The party settles down for a vigil in the bugbear room.

rolls:
Will save Talon/perception: 1d20 + 4 ⇒ (17) + 4 = 211d20 ⇒ 1
Will save Skirros/perception: 1d20 + 5 ⇒ (10) + 5 = 151d20 ⇒ 10

Four hours into the rest, Skirros feels a magic presence. The unsettling feeling that he is being observed.

Spellcraft DC 19:

You are being scryed (observed by magical means) by a powerful creature.


The door is seen to be decorated but not trapped. After opening the door.....

The walls of this ten-foot-wide corridor feature bas-relief carvings of great battles. Armies with spears and shields clash at the direction of generals, while other leaders direct troops from chariots that are ruthlessly overrunning their enemies. Engraved stone double doors stand at either end of the hallway.
The engravings on the insides of both sets of doors resemble those in the last room, except that Akhentepi is
depicted as an older man riding in a chariot. He carries the same scarab shield, but his other arm points at his own reflected depiction on the opposite door.


Morgan fires an arrow into the raging hobgoblin, but his rage seems to keep him up and running.
As Theorn rises to his feet, the two hobgoblins try to hit him.
falchion: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 192d4 + 6 ⇒ (1, 3) + 6 = 10
gsword: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 232d6 + 4 ⇒ (1, 2) + 4 = 7

The hobgoblin that dropped his whip hits Theorn with his greatsword.
Then, the falchion wielder tries to hit Theorn while on his feet.
falchion: 1d20 + 6 ⇒ (20) + 6 = 262d4 + 6 ⇒ (2, 4) + 6 = 12
crit?: 1d20 + 6 ⇒ (17) + 6 = 232d4 + 6 ⇒ (4, 1) + 6 = 11
Theorn falls to the ground with a gaping wound in his chest.


Taking 10 vs DC 5 rope should let everyone descend. Fatima's spoilers are for all now.


..and drops the hobgoblin in a bloody heap on the floor. Two of the prisoners let out a cheer as one of their tormentors fall.

The whip lashes out at Theorn again and he is pulled to the ground again, the hobgoblin with the whip advances with a greatsword to stand over him.
CM: 1d20 + 7 ⇒ (7) + 7 = 14
ROUND 2
Enemy 2 (2xssword): bleeding out
Enemy 3 (whip): 19
Theorn: 18
Morgan: 18
Kelgan: 18

Enemy 1 (falchion): 17
Mit'l: 13
Crom: 11
Ozmynd: 9
Horster: 8

Theorn (prone) Morgan and Kelgan to go before the falchion wielding mad goblin


With my 'perfect knowledge' that there would be no problems in this case -- I had this happen to keep the pace going.


To keep the pace going, I had Talon peek ahead into the next room the safety of the dark five foot wide passage and report back.

That unlocked the 'flavor text' for the room.

Then I asked if you were going to hunker down in the chest on the ceiling room as it was the last plan discussed.


Roll of the vanquished to date.
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)???


Vardlon wrote:

Vardlon looks at the various tools and implements, curious as to how they would be used. He doesn't know smithing or weapon-making himself, but he hopes to learn one day. He also examines the large chest; does it look like it's used for work, or for some other sort of storage?

Edit: This is assuming we all have gone into the room. I'm not completely sure who is or isn't in there.


Fatima climbs down without incident. At the bottom....

Fatima:

Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body. A square shaft in the ceiling leads straight up into darkness.

Fatima Kn:Eng 15:

From this perspective, the purpose of the shaft rooms becomes evident—they’re deathtraps without a mechanism. Creatures that descend the shaft without a reliable means to climb back out are effectively trapped, permanently. The opening in the center of the ceiling is 10 feet up with no adjoining walls, making it next to impossible to climb back out without a well-secured rope at the top of the shaft, flight, or magic.

Seeing no threats, the dwarf looks around and notes...

Fatima:

The shaft climbs 50 feet up to the ground floor level area above. The carvings on the doors depict Akhentepi as a younger man. The body in front of the doors is mostly skeletal, with a thin layer of desiccated tissue.

heal DC12 on skeleton:

Male human or half elf with two broken legs from a great fall. Sadly he managed to crawl to the door before expiring!!


No new knowledge is gleaned from a careful study of your surroundings.


Ten foot jump--so acrobatics will depend on if you have a ten foot running start or not. If so, DC 10 acrobatics.


With easter break, we may have to wait. No use pushing things if people are with family and on holiday.


Talon searches, and finds nothing of interest. Who is going to search the blacksmith room with Vardlon? Talon peeked into the room from afar without venturing in.


The cleric stands and the raging hobgoblin and the stealthy one attack him as he rises. The smaller shortsword hits rather than the nasty falchion. 3hp damage
AoO falchion: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 182d4 + 6 ⇒ (2, 3) + 6 = 11
AoO ssword: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 241d6 + 1 ⇒ (2) + 1 = 3

Then Kelgan and Theorn team up on the dual wielder on Horster leaving him barely standing. Morgan narrowly misses with an arrow. The wizard hits the hobgoblin with the whip in the back.

falchion vs Crom: 1d20 + 6 ⇒ (2) + 6 = 82d4 + 6 ⇒ (4, 1) + 6 = 11
The raging hobgoblin swings at Crom and misses again, cursing his luck.

ORDER OF ACTION
ROUND 1
Enemy 2 (2xssword): 24 missed
Theorn: 21
Enemy 3 (whip): 19 tripped
Morgan: 18 hit but no crit
Kelgan: 18
Enemy 1 (falchion): 17
Mit'l: 13
Crom: 11
Ozmynd: 9
Horster: 8
ROUND 2
Enemy 2 (2xssword): 24
Enemy 3 (whip): 19
Theorn: 18
Morgan: 18
Kelgan: 18
Enemy 1 (falchion): 17
Mit'l: 13
Crom: 11
Ozmynd: 9
Horster: 8

Mit'l and Horster to go before the two baddies


The hobgoblin with the falchion continues to rage and targets the cleric--missing badly.

falchion: 1d20 + 6 ⇒ (1) + 6 = 72d4 + 6 ⇒ (3, 2) + 6 = 11

Crom rises from the ground.
falchion: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 142d4 + 6 ⇒ (1, 3) + 6 = 10
He dodges a vicious falchion blow Standard action left, move to stand up

Crom returns a waraxe blow to the raging hobgoblin.
war axe: 1d20 + 5 ⇒ (1) + 5 = 61d10 + 4 ⇒ (7) + 4 = 11

The two short swords reach for Horster again. The whip tries to bring down Theorn this time.
+2: 2d20 ⇒ (1, 2) = 3
trip Theorn: 1d20 + 7 ⇒ (12) + 7 = 19
Horster is untouched again, but Theorn is dumped to the ground.

ORDER OF ACTION
ROUND 2
Enemy 2 (2xssword): 24
Enemy 3 (whip): 19
Theorn(prone): 18
Morgan: 18
Kelgan: 18

Enemy 1 (falchion): 17
Mit'l: 13
Crom: 11
Ozmynd: 9
Horster: 8

Theorn (prone) Morgan Kelgan to go.


I am assuming Talon scouts the next room. Let me know if you are staying in the room, as it is quite easy to secure with the key and a narrow five foot entrance.


The dangerous trap, the most dangerous Talon has seen, is removed and the chest is popped open revealing:
1000sp, 60gp, and a valuable key made of jade

appraise 15:
Key is worth 3000gp

Making it to the floor, having figured out the trick, is not problem. The key is an obvious fit to the door.

Checking out the door, it is opened with the key. In the narrow passageway outside, Talon discovers a moldy silken bag with a crystal key.

another appraise 15:
This key is worth 100gp

Carefully following the narrow passageway about 200', you arrive at what looks to be blacksmith forge. In the center is a circular forge about 3 feet high connected to a bellows. Stacked about the room are wooden shafts, crude iron bars, short swords, 3 tubs of liquid, a table of tools, a large stack of cordwood, a mound of charcoal, and a large chest. Chained to the bellows are two men looking exhausted and listless. The ceiling is open to the sky a some short of shaft and shrouded in vines forming a network overhead.


After pulling up Rakal, he uses the newly found hammer and two pitons to secure the rope to allow the others to climb down.

DC5 climb to get down, a DC10 climb to get up now (as there is part of the climb with no wall to brace against. Taking 10 is possible.

At the bottom....

Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body. A square shaft in the ceiling leads straight up into darkness.

The shaft climbs 50 feet up to the ground floor level area above. The carvings on the doors depict Akhentepi as a younger man. The body in front of the doors is mostly skeletal, with a thin layer of desiccated tissue.

The explorers gather by the door anxious to continue.


Resisting the magical fear, the two are in place at the chest.


As I was trying to get through the surprise round, and we are posting round 1 actions. I better get the bad guys caught up.

RECAP
The failed ambush managed to trigger a nasty falchion slash on Crom, a missed arrow by Morgan, and a missile of force hitting a hobgoblin. Horster rushed into the room.

Keeping the initiative the experienced hobgoblins attacked again. The sneaky hobgoblin went after Horster with two short swords but both fail to connect.

1/2: 1d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (5) + 2 = 7
Whip to trip Crom: 1d20 + 7 ⇒ (16) + 7 = 23
The hobgoblin with the whip spills Crom to the ground (prone). Morgan hits the raging hobgoblin with the falchion, adding to the hit the wizard put on him missing his vitals.

Theorn and Kelgan to go -- was Crom at 10hp? If so, the falchion will knock him out and Kelgan will be tripped.

ORDER OF ACTION
ROUND 1
Enemy 2 (2xssword): 24 missed
Theorn: 21
Enemy 3 (whip): 19 tripped
Morgan: 18 hit but no crit
Kelgan: 18
Enemy 1 (falchion): 17
Mit'l: 13
Crom(prone): 11
Ozmynd: 9
Horster: 8


Sebti looks with concern at the fallen priestess.
Sebti begins to cast multiple spells restoring dusty to her original condition.

After completing four castings of restorative magic, she states with sincerity:"You owe your debt to MY LADY--PHARASMA. I would not short her if you return successfully from your exploration with riches."

DM:
CLW/LR/Dusty Save: 1d8 + 5 ⇒ (1) + 5 = 61d8 + 5 ⇒ (7) + 5 = 121d4 ⇒ 11d4 ⇒ 33d20 ⇒ (11, 17, 6) = 34

Spellcraft DC 17:
Two Cure Light Wounds and two lesser restorations were cast. Wholesale cost of these spells is at least 350gp

You manage to return to the site without incident having lost less than two hours.

With the scorpion stomped on to make sure he is no further trouble, the group examines the three ton wheel six inches thick and ten feet in diameter. On this side it turns out the two of your strongest are able to roll it to the side.

This square room (20'x20') is starkly devoid of any markings or adornment. In the center of the chamber’s floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft.
The shaft is 10 feet square and

Kn: Eng DC15 or Per DC25:
appears to be superior masonry deliberately constructed to be difficult to climb.

The shaft drops 60 feet down to the floor of a chamber below (sheet 2 on spreadsheet). The rope extends only 5 feet into the shaft before ending, having been cut at that point.

There is absolutely no light in this room, so you can describe how you are seeing.


The tandem attempt to disarm the trap, but Talon unfortunately manages to trigger the trap instead.

Talon/Skirros make Will save DC 20:
You avoid the effects of the spell and stay in place, ready to try again

Talon/Skirrons fail Will save DC20:
In fear you attempt to run away, falling to the ground taking 3d6 ⇒ (6, 3, 1) = 10 damage and having to get back in to position by the chest after a minute of panick.


We OK? Maybe we are having more drops?

I would combine groups, but the other group hasn't lost a person and is still posting at a steady rate.


Lorcan is the only one to post. Meztli went down, but I think we are missing some actions. Rather than delay everyone and let the goblins go, we need to see who is still in.

ORDER OF ACTION
Round 4
Zoros
Round 5
Meztli
Turk (prone)
Ingrid

Lorcan reloading
goblins
Zoros


The hobgoblins cannot hit Crom. The whip misses hitting and tripping Crom.

Theorn delays
The third hobgoblin with the nasty falchion contorts in rage and charges Crom.
rage falchion/damage: 1d20 + 7 ⇒ (18) + 7 = 252d4 + 6 ⇒ (1, 4) + 6 = 11
confirm falchion/damage: 1d20 + 7 ⇒ (8) + 7 = 152d4 + 6 ⇒ (4, 3) + 6 = 13
The hobgoblin spitting in rage misses a vital spot on the dwarf but hits hard (11 hps damage)

ORDER OF ACTION
SURPRISE ROUND (one std) those PCs rolling DC9 Per
Enemy 2{2x sswords}: 24 missed
Enemy 3[mwhip}: 19 missed
Kelgan: 18
Enemy 1{falchion}: 17 11 to Crom
Theorn: delayed
Mit'l: 13 - unaware
Crom: 11
Ozmynd: 9
Horster: 8


The hobgoblins steps to slash Crom before he can react.
right/damage: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 52d6 + 1 ⇒ (5, 1) + 1 = 7
left/damage: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 112d6 + 1 ⇒ (1, 2) + 1 = 4
Two shortswords cannot penetrate the armor.

A nasty whip reaches to trip Crom and fails.
CMvsCMD: 1d20 + 7 ⇒ (5) + 7 = 12

ORDER OF ACTION
SURPRISE ROUND (one std) those PCs rolling DC9 Per
Enemy 2{2x sswords}: 24
Theorn: 21
Enemy 3[mwhip}: 19
Kelgan: 18
[b]Enemy 1{falchion}: 17
Mit'l: 13
Crom: 11
Ozmynd: 9
Horster: 8


INIT
Morgan: 1d20 + 3 ⇒ (15) + 3 = 18
Horster: 1d20 + 3 ⇒ (5) + 3 = 8
Crom: 1d20 + 2 ⇒ (9) + 2 = 11
Mit'l: 1d20 + 2 ⇒ (11) + 2 = 13
Theorn: 1d20 + 2 ⇒ (19) + 2 = 21
Ozmynd: 1d20 + 2 ⇒ (7) + 2 = 9
Kelgan: 1d20 + 0 ⇒ (18) + 0 = 18
Enemy 1: 1d20 + 1 ⇒ (16) + 1 = 17
Enemy 2: 1d20 + 4 ⇒ (20) + 4 = 24
Enemy 3: 1d20 + 1 ⇒ (18) + 1 = 19

Place yourself on the map near the 'prison'

ORDER OF ACTION
SURPRISE ROUND (one std) those PCs rolling DC9 Per

Enemy 2: 24
Theorn: 21
Enemy 3: 19
Kelgan: 18
Enemy 1: 17
Mit'l: 13
Crom: 11
Ozmynd: 9
Horster: 8


The group moves left and heads down the passage. The smell of sweat seems to hang in the air, and Horster and Morgan hear muffled screams. Approaching a large room, the party sees what appears to be a prison. At the threshold of the room, burly hobgoblins jump out to spring an impromptu but poor ambush.

stealth: 1d20 + 7 ⇒ (2) + 7 = 9
Perception DC 9 to act in surprise round -- map updated -- put front row within 10' or closer to room


Talos aid ACR: 1d20 + 11 ⇒ (6) + 11 = 17

Skirros leaps from the second highest rung, but looks to fall short. Talon jumps from the bubble of magic keeping his body mostly in and grabs her wrists. He is able to hold them together as their bodies teeter precariously on the edge before they both come to the ceiling together.

Skirros ACR 15 with +2 aid to avoid falling: 1d6 ⇒ 3

Together at the top they confront a clever magic trap that Talon points out on the chest. What it does if set off, that is unknown.


Fatima returns to the temple carrying Dusty. Before she can reach the Temple of Pharasma, Sebti the Crocodile, priestess of Pharasma and conductor of the lottery meets Fatima on the way. She has a look of surprise and concern.
"What has happened here?", she says quickly and with a tone of one who is not often refused answers to her questions.


Arvhil dispels the web with a gesture.

The heroes act first, as the bugbears are somewhat slower after pushing through the strands.
Party up

NEW ROUND 1
Arvhil
Rest of Party
bugbears


Rakal finds a hammer, two pitons, and two vials of alchemists fire almost perfectly preserved.


UCONN gets a twofer again. What dominant post play.

Rakal is loose on the dungeon level sixty feet below. Note he is on sheet two now of the spreadsheet.


The dwarf solemnly proceeds outside carrying Dusty in her arms and heads back out of the ruins. The load is considerable, but the dwarf bears her burden without complaint.


The group lowers the dwarf slowly down the sixty foot deep shaft with a rope. He sees nothing of an ominous nature and makes it to the bottom without incident. At the bottom....

Rakal:
Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body. A square shaft in the ceiling leads straight up into darkness.

Rakal Kn:Eng 15:
From this perspective, the purpose of the shaft rooms becomes evident—they’re deathtraps without a mechanism. Creatures that descend the shaft without a reliable means to climb back out are effectively trapped, permanently. The opening in the center of the ceiling is 10 feet up with no adjoining walls, making it next to impossible to climb back out without a well-secured rope at the top of the shaft, flight, or magic.

Seeing no threats, the dwarf looks around and notes...

Rakal:
The shaft climbs 50 feet up to the ground floor level area above. The carvings on the doors depict Akhentepi as a younger man. The body in front of the doors is mostly skeletal, with a thin layer of desiccated tissue.

heal DC12 on skeleton:
Male human or half elf with two broken legs from a great fall. Sadly he managed to crawl to the door before expiring!!

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