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Machine Soldier

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2,342 posts. Alias of Chainmail.


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Planning a classic elf wizardess -- I am going to go invoker because it is fun to be a blaster

After Setesh opens the lock, he begins to take his time with the opening of the chest, carefully examining every pieces of the chest, when a few footsteps are heard downstairs.

The group considers continuing with the careful exploration of the dresser.

Setesh carefully searches the chest, taking more minutes to do so. Continuing the meticulous pace of the upper level search in the city of the dead. You estimate you are going on two hours upstairs.

Dusty is on watch, what is everyone else doing?

Quill smiles at the gift and bows to the Halfling, he hands him a necklace of fine silver in return. "Prying treasures from the hands of the greedy can only be done on death it is said. You are truly one of honour."

The room appears empty after a careful search and the party continues. As you walk by, you come to what appears to be a room with an open ceiling.

The corridor widens here to form a room about 20 feet square. The corridor continues off to the west. A huge, black lizard-like creature with wings is bent down in the corner. It has an iron collar around its neck and it is chained to the wall. There are several large sacks in the northwest corner. You see something that you do not see every day, and probably not even once in a lifetime.

Mounting the huge, black lizard in what appears to be new light and tightly woven coat of silver and back mail and wearing an open faced helm that seems to barely fit is the troglodyte Bogo. He has what appears to be stirrups and boots he is locking into place in the silver saddle on the creature. He gives you a casual wave as he seems to be making adjustments in his saddle. The coiled, winged serpent seems to be blinking his eyes after what appears to be a long slumber. It is slowly dawning on the creature that there is a humanoid on his back.

Held in a sheath by Bogo's left side is what appears to be a slender lance. As you look closer, Bogo gives you a shrug and then waves you past the opening with what appears to be shooing gesture.

I think the spreadsheet ignores you get automatic critical on a cdg and an automatic 3x is better than an automatic 2x.
Sleep hex, sleep spell, and hold person are out there.

Crom puts an axe in the door handles, it should hold for a while.

crossbow AoO: 1d20 ⇒ 3

Calendir fails to draw blood, but he finds two gnolls attacking him from flanking positions.
attack1/attack2: 1d20 + 6 ⇒ (7) + 6 = 131d20 + 6 ⇒ (17) + 6 = 23
Calendir takes a nasty battlexe swipe for 1d8 + 3 ⇒ (4) + 3 = 7

Meztli and Turk have two more brutes attack them, but nimbly dodge--the other gnolls wait with their bows, but have not decided on a worthy target.
+4: 2d20 ⇒ (9, 6) = 15

Party up

I have a question about the second dungeon crawl exploration in the upstairs of the Pentheru Estate. Question in spoiler for those who don't want to read about a possible encounter.

Jim, nice adventure. A little help if you are still monitoring this thread.

Trap Question:

The trap in the hidden dresser says that after opening the lock, the trap can still be sprung unless the key is turned in the bottom of the chest. Does that mean the players would have to turn the chest over to see this, or would the Perception DC 25 be used as usual? It seems quite an ingenious trap to be defeated by saying I take 20 as by level two most disablers should have a +5 perception by then. Then they easily bypass the disable DC with the key.
The bronze chest is locked (hardness 9, hp 15, break DC 23, Disable Device DC 25). A key to the chest can be found in the ruins of Pentheru’s desk in area B23. The chest is also trapped, triggered once the chest is opened. When the top is lifted off the chest, a cocked crossbow mechanism rises upward at an angle and fires a poisoned bolt at the chest of the individual opening the chest. Unlocking the chest with the key does not disable the trap; it must be bypassed separately using a second lock concealed on the bottom of the chest, which the key from area B23 also opens.
POISONED BOLT TRAP CR 3 XP 800 Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Trigger touch; Reset manual; Bypass hidden lock (Perception DC 25 to locate, Disable Device DC 30 or key to open) Effect Atk +15 ranged (1d8+1/19–20 plus black adder venom)

I wish to point out if the dm allows your witch to have the broken slumber hex, you want to use the great axe to cdg and not the greatsword. You may even want to use a x4 scythe.

Why I disallow the slumber hex. Starting your turn next to an axe should not be a save or die event.

Undead creatures seem to be eerily quiet as you open the nearest set of double doors to the evil chapel with the black and red altars.

There are four files of the undead here, two of 5 skeletons each, two of 5 zombies each. The former face south, the latter north. They seem to be positioned to efficiently file out of the two doors.

1d20 + 7 ⇒ (17) + 7 = 24

DC 24 Perception:
No take 20--the unmistakable sound of high leather boots, probably from the orcish sentries, is heard down the hall away from the evil chapel.

Setesh notices, after a cursory seach, that the dresser has no actual drawers, only handles on the front face, which is carved to look like drawers. The entire fixture is more akin to a box with an open back. When placed against the wall, the dresser conceals a bronze chest, which is revealed when the dresser is pulled away from the wall. The chest is tarnished, but otherwise in perfect working order.

The bronze key found in the previous room would appear to fit the hidden chest perfectly.

Calendir throws a dagger and injures a gnoll. Meztli moves in drawing two bow shots as the gnolls call out.
gnolls: 1d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (18) + 4 = 22
damage: 1d8 ⇒ 6

Meztli is pierced by a single arrow. Turk advances quickly into the cave, his longsword and tower shield out.
Party up except Meztli and Turk, who have acted

A few minutes searching the room turns up a Small rusted dagger, a handful of marbles, and a small lacquered wooden box. The lacquered box is an ancient board game whose rules have been forgotten over time. Inside the box are several small, carved stone playing pieces. The box functions as the game board

appraise dc20:
To an Osirionologist, the game is worth 50 gp as a rare antiquity.

You locate a brass key in one of the desk drawers.

In the third room...
The body of a human man lies on its back in the small alcove to the east. Unlike most of the remains in the house, the body is only a year old, and its flesh is in a state of advanced decomposition. The head is missing, but [spoiler=DC 12 Heal] You see that the body’s head seems to have been pulled off rather than having been cleanly decapitated.

You find clumps of hair on the floor beneath the body’s headless shoulders.

DC 17 Knowledge (planes):
These are the telltale signs of a vargouille’s victim. “Kissed” by the vargouille and sick with poison and the effects of the vargouille’s kiss, the unfortunate man fled into this room, lying down here to rest. He died just a few hours later, then rose as the second vargouille that also inhabits the area

The body carries no valuables except for a simple gold wedding ring worth 50 gp. An inscription in Osiriani inside the band of the ring reads, “To Akar from Panhet, Love Eternal.”

In the last room.....
This spacious room has entrances in the southern and eastern walls. The aged remains of dressers, a large bed, and a divan lie in ruins. The husk of large hornet’s nest, gray, papery, and devoid of life, occupies one corner of the ceiling. The spaces in the northeast and northwest corners appear to be closets. Their wooden doors have all but fallen off their hinges, and heaps of disintegrated fabric mingle on the floor. Between the closets stands a single lacquered dresser covered in dust

Map should be updated

Mungo advances into the room, others debate whether to follow him.

You should probably compare player posts to GM posts.

Ceweldyn bluff untrained vs sense motive then bluff Quill: 1d20 - 1 ⇒ (17) - 1 = 161d20 + 7 ⇒ (7) + 7 = 14

Ceweldyn seems to think the rogue is not aware of his scrutiny as the group decides whether to examine an empty room or continue.

Checking in -- thinking wizard, bard or cleric.

It would make me ban cackle.

I will probably suspend this as we are in no way close to the one post per weekday goal we set at the beginning. With a small party of four, it would be more critical as we miss combat posts.

I was doing a lot of DMPCing.

We had four posters since Wednesay
REF Teraldan: 1d20 + 5 ⇒ (8) + 5 = 13
The Halfling knight easily dodges the spray of fire.

Quill grumbles about the split of the treasure to himself, staying in the back as you approach the empty room. You consider going in or leaving the empty room to explore the next chamber farther down the hall.

Quill seems to be taking notes as you walk along.

Lorcan: 1d20 + 6 ⇒ (14) + 6 = 20
Turk: 1d20 + 3 ⇒ (6) + 3 = 9
Zoros: 1d20 + 1 ⇒ (3) + 1 = 4
Ingrid: 1d20 + 1 ⇒ (19) + 1 = 20
Meztli: 1d20 + 1 ⇒ (1) + 1 = 2
Calendir: 1d20 + 4 ⇒ (2) + 4 = 6
Enemy 1: 1d20 + 1 ⇒ (16) + 1 = 17

Calendir reacts as Meztli stumbles.

Surprise round
ROund 1


The group looks to see if Setesh can walk after his ordeal, or if he is still incapacitated.

We can wait some -- I agree you should play a character you like.

We may have lost Setesh.


1d94 ⇒ 67

Horster moves in to scout the Evil Temple and sees a large chamber of decadent evil......
This huge area has an arched ceiling some 30’ or more in height. The floor is of polished black stone which has swirling patterns of red veins through it. The walls behind the draperies, and the ceiling as well, are of dull black rock, while the west wall is of translucent red stone which is seemingly one piece, polished to mirror-like smoothness. A great bell of black iron stands near the entrance point, with a pair of mallets beside its supports. To the south are several long benches or pews. There are three stone altars to the west, the northernmost of pure black, the middle one of streaked red and black, the last of red with black flecks. Motionless Morgan is tied to the pure black altar and motionless Ozymund is tied to the altar of red with black flecks. In the middle altar a gnoll is tied, but he is conscious. At the western end of the temple area is a dais of black stone, with four lesser chairs on its lower tier and a great throne above. The chairs are of bone; the ivory throne is set with gold and adorned with gems of red and black and sitting there is a single red robed figure you have not yet met. Attending him are four priests in the lesser chairs and five robed figures hustle about setting up what appears to be sacrificial implements. The signs and sigils upon these seats are of pure chaos and evil. The other walls are covered by draperies of deep purple with embroidered symbols and evil sayings, done in scarlet and gold and black thread.

Horster recognizes four of the priests from the earlier encounter. The red-robed priest and five others are new. He feels a great despair as he entered, but managed to retreat before succumbing to it.

Stealth rolls as you approach

The slightly chubby elf bristles back.
"Insulting my beliefs and heritage. We will see what happens when you need me."

The group moves into the area around the statue. Before Quill can shout a warning, a gout of flame shoots out the hand of the statue.

A maniacal laughter echoes through the walls.

Reflex DC 13 for half of this for Teraldan, Mungo and Ni Cu: 2d6 ⇒ (4, 1) = 5

Those failing first save and failing a subsequent Ref DC 13 take: 1d6 ⇒ 2

Nothing further is found in the room after a five minute search. You proceed to the next room, and Quill points out a pit traps and disarms it with a long pole with hook on the end in a nail biting ten minute operation. "Sometimes I can notice things from the back." the rogues says with a jaunty salute.

You arrive at another room with a yellowish statue of a horse. Once again, after careful examination, Quill gets out his pole and topples the statue. It falls discharging a shock through the ground making Quill's hair stand up, but no other permanent damage. Quill announces: "I want a raise. Who is holding that ring I said I could use? I am quite familiar with all manners of magic devices. I am an elf for Corellon's Sake!! Or I could use that magic, glowing sword, I am an elf for Corellon's Sake!!"

You come upon another room of the winding corridor that appears empty......having discovered treasure and traps, you consider moving on. Quill pronounces this area clear of traps.

quill per: 1d20 ⇒ 16

The two new recruits are hustled out of the cage, and the cage then goes up into the shaft. This time, the tenners are welcomed as the new greenies into the camp in a ceremony of bitter wine and strangely stringy but tasty mushrooms mixed with eggs. Unfortunately your initial impression has made the entire group suspicious of you. The tenners an armed escort of club wielding dwarves watching them as they shown the communal sleeping and eating quarters. A burly dwarf explains in common: "Some come down very disoriented and violent as you have done. I do not think you will spend any time in the pens though."

You realize the group has been anxiously awaiting something. After the evening meal, Zvet returns from the maze with a colorful story about swarms of metal rats and the shifting of the maze. Barriers and sliding rocks creating a new maze in minutes. The evening festivities are subdued as a group waits in vigil outside the entrance into the maze. At a time that surprised no one but the tenners, the maze closes.

Ollie says despondently: "No one has survived a night in the maze. But if anyone can do it, Dane can. I hope he brings out Gundza so he can find out he is no longer a greenie."

Moving much farther into the complex, you see two doors on the right set apart by about thirty feet and a large opening on the left where the chanting is coming from.

Mythic enlarge gets you to huge.


Head of household occupation: Had one job. Roll 1d10 and a d20
1d10 ⇒ 101d20 ⇒ 7

Things remembered about your grandfather: Very Religious. Tried to convert others. Roll 1d20+4 for which one.
1d20 + 4 ⇒ (12) + 4 = 16

Then after that, significant childhood/adolescent events:

1d3 events happen as a child
Roll 1d12 for your age during the event and 1d20+2 for each childhood event
1d3 ⇒ 31d12 ⇒ 71d20 + 2 ⇒ (16) + 2 = 181d12 ⇒ 121d20 + 2 ⇒ (11) + 2 = 131d12 ⇒ 71d20 + 2 ⇒ (14) + 2 = 16

Then 1d3 happen during adolescent
Roll 1d6+12 for your age during the event and 1d20+2 for each adolescent event

1d3 ⇒ 11d6 + 12 ⇒ (2) + 12 = 141d20 + 2 ⇒ (2) + 2 = 4

Trapper is fine--sounds good.

And Tirion, the build with both channels looks quite good. Starting at second with the undead bashing channels is a good idea. You may make your wandering spirit different than life, I don't think it is fixed.

Looking over the shaman, it may make the cleric obsolete. The power of full spell progression to 9, hexes, and channeling is quite good. It is like playing witch oracle gestalt.


d20 for occupation. Then d3 for things remembered about them with both a d20 and a d6 per number rolled
1d20 ⇒ 71d3 ⇒ 1
remembered: 1d20 ⇒ 121d6 ⇒ 3

I vote for 4 -- tight lean group. More XP for all!!

It appears that the Halfling and yeti have forgotten their names. The halfling in the cage's comments are quickly forgotten as the yeti intervenes and takes a protective stance. A large human from the north snarls and steps forward with his fists up. "Back down, or you get a thrashing."

The dwarves and humans step back and are also concerned. It appears the unnatural appearance of the yeti has the group somewhat concerned. With a suspicious look, the halfling named Ollie steps forward: "What manner of creature are you? Do you have blended outsider in your body too?"

Meanwhile, in the maze, Zvet stumbles and the mass of rats is just feet behind him. He manages to rush through the open area and put some distance on the metal rats.
Zvet Recap
Round 9 Stuck in N5, rats move to N5 but do not swarm him
Round 10 Moves to M5 just ahead of rats
Round 11 Two squares of movement to K5
Round 12 **Success move to J5
Round 13 Success to make it out.
acrobaticsx2 Zvet: 2d20 ⇒ (14, 10) = 24

Gundza needs another roll to make it under the hatch. Two DC 15 climb checks to get to the top. You can take 10 if the rats are not right under you.

Zvet quickly loses the rats on the open ground after jumping down just thirty feet ahead of them and sprinting back to camp.
700XP for Zvet total

Searching the rooms in order on the second floor....

Opening the door to the first room........Most of the contents of this room have fallen apart or otherwise been reduced to dust from the dry desert air. A foul, cloying smell fills the room.

Opening the door to the second room........A large lacquered desk, now in poor condition, sits in the center of this room. Bookcases stand along the eastern and southwestern walls, sagging as if ready to collapse at any moment. Their shelves have fallen out, and the piles of dust at their bases are all that remains of books and scrolls that failed to survive the long years. The lacquered wooden frames of what might once have been divans stretch along the north and south walls, but their upholstery has disintegrated. A single door in the western wall is the room’s only exit.

Opening the door to the third room........The walls of this room are decorated with a scenic vista of a river valley running through a desert, resplendent with verdant life and greenery near the shores. Only a few pieces of lacquered furniture remain in the chamber. A faint, musty odor of decomposed wood and fabric lingers in the air. A set of doors stands in the western wall.

And the broken sleep hex hasn't been nerfed by him? One greataxe+ sleep hex = death or scythe

Opening the doors, you see what appears to be sparse living quarters with two bunk beds.

My chainmail alias is the same avatar as Crellan so....

background take 3:
d20/d100: 1d20 ⇒ 21d100 ⇒ 63

Plan is to be a scribe and academy graduate. The civilized educated goblin desired a life of cloistered luxury. Until his grandparents died under mysterious circumstances.

Is the shaman done? As we are level 2, I think you begin channeling right away.

Before departing, you go to the market to sell the magic shield. Unlike the armor, with great historical significance, it is pointed out that the shield has limited utility. Also many treasures have been sold. An offer of 1840 gold pieces is given to you by the largest merchant there and you doubt you will get a better one.

On the positive side, the very same merchant has an enchanted greatsword for sale for 2100 gold.

The group looks to Dusty, waiting for her to decide.

Meanwhile, the halfling and the yeti are removed from the cave. It appears their arrival at the bottom has created another stir as a burly human with a shock of red hair and another smiling halfling are there to greet them.

"Why have they come so early?" Looking through the elevator, five young men and dwarves are disappointed to find no supplies.

They look at Taren and Bjorn: "What happened to the supplies? No weapons, foodstuffs, tools, or magic?"

The acoustics are excellent funneling the chanting down the hallway. You see a set of two doors on your right, and a little further down the hall are a similar set of two door. The natural caverns are huge, well carved of smooth stone and go back for quite a distance.

The rings is worn and shown to hold lightning bolt

The detect magic spell fails to reveal much information about the ring more than the spell it has stored. The small paladin holds the medium sized sword a little awkwardly in his hand.

Continuing further into the fortress.....
To your right you see an open area about 10 feet east-west by about 20 feet north- south. The area seems to be empty except for a large stone statue in the northeast corner. The statue is an image of Chardastes!!

You consider moving into this room or continuing on by it.

In all other cases, this ability functions as the summoner's normal eidolon ability..."

I have no problem following SKR on this one. You can.

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