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Machine Soldier

GM Tribute's page

2,309 posts. Alias of Chainmail.


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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.

Gundza follows the dwarf with a nimble leap.
Climb Gundza Round 7: 1d20 + 3 ⇒ (11) + 3 = 14 **FAIL
Climb Dane Round 7: 1d20 + 8 ⇒ (7) + 8 = 15**FAIL
Climb Gundza Round 8: 1d20 + 3 ⇒ (13) + 3 = 16**FAIL
Climb Dane Round 8: 1d20 + 8 ⇒ (16) + 8 = 24**SUCCESS

DMPC Zvet Round 6: 1d20 + 6 ⇒ (8) + 6 = 14**FAIL
DMPC Zvet Round 7: 1d20 + 6 ⇒ (5) + 6 = 11**FAIL
DMPC Zvet Round 8 -- Move to N5: 1d20 + 6 ⇒ (18) + 6 = 24**SUCCESS

After Zvet is unable to make follow, Dane urges the monk to try moving the other way. Dane manage to make the climb to under the hatch on the second try, while Gundza fails on two consecutive attempts. The horde of mechanical rats swarms up the metal surface by piling on each other and moving with an eery hive precision. The forward elements form a ladder and the following rats quickly follow. Then the bottom rung of the ladder swarms over the others, so it appears as if the mechanical ladder 'retracts' up the face. This process repeats itself as the rats follow.

Updated positions at Start of Round 9
Dane R5
Gundza P5
Zvet N5
rats O5

You watch as the rats cut the two groups off. Zvet will be racing towards the drop back down to ground level as Dane and Gundza rush to the top.

You can make your chase rolls to avoid the swarm of rats until you get clear. Gundza has a single hard check left.

Round 9
Dane whirls the rope and hook and throws it thirty feet up. The grapple hooks around the handles on the first try and he waves for Gundza to join him. He begins to scramble up to rope.
touch grapple: 1d20 + 4 ⇒ (16) + 4 = 20

After entering, making a right towards two doors, ignoring the doors and taking the left you see a T intersection. Left is done in red and black mosaic tiles to what looks like some sort of chapel. Right continues down a large hallway.

Faint chanting can be heard to the right, the chapel is curiously silent.

lookout: 1d20 + 4 ⇒ (3) + 4 = 7
Calendir moves up and sees two monstrous human just inside the cave similar to the creature Turk executed. They are gnolls.

Map updated with Calendir's position

family: 1d2 ⇒ 11d20 ⇒ 21d20 ⇒ 101d12 ⇒ 121d31 ⇒ 291d24 ⇒ 41d60 ⇒ 24

TIPS TO THE PLAYERS -- Written by the creator of D&D Gary Gygax many years ago
It often helps for beginning players to have advice on how to play D&D. Many points are overlooked by novices in their eagerness to get on with the adventure, The following points are given to help these players. Most importantly, players should be organized and co- operative. Each player should have complete information on his or her character easily on hand and should supply the DM with this information quickly and accurately if asked. As parties will usually involve a variety of alignments and classes, players should work together to use their abilities effectively. Arguing among players will cause delays, attract monsters, and often result in the deaths of some or all of the members. Cooperation should also be given to the DM. He or she is the judge of the game and his or her decisions are final. If a player disagrees, he or she should calmly state why, and accept whatever the DM decides. Shouting, crying, pouting, or refusing to accept decisions only angers the other players. The game should be fun for all involved. Not every- thing will go the way players want it. Planning is another important part of play. Players should be well equipped, comparing each member’s list and balancing the items on each. No character should be over- burdened nor under-equipped. This may mean sharing the costs of extra items. Rope, oil, torches, spikes, and other useful items should always be carried. Plans should be considered for encountering monsters and casting spells. Caution is also necessary and is a part of planning. A party that charges forward without preparation is almost certainly doomed. Danger should be expected at any moment and from any direction, possibly even from one’s own party. Lying and trickery are not unknown. Cautious play will help avoid many (but not all) tricks and traps and may save a life. However, too much caution is as dangerous as too little. Many instances will require bold and quick actions on the part of the players, before all is lost. Above all a player must think. The game is designed to challenge the minds and imaginations of the players.
Those who tackle problems and use their abilities, wits, and new ideas will succeed more often than fail. The challenge of thinking is a great deal of the fun of the game.

Maybe Lanayru wants to lurk a while--profile is still empty.

Taren and Bjorn are loaded in the elevator bringing our number to four. May have some split scenes to have them get acquainted while the runners see if they get back or make it to a maintenance hatch in the maze.

Could use two to four more if anyone is still interested.

Meanwhile, back on the surface.............

The next load of promising youth is drugged and put in the elevator.

The story is recounted for the those that just arrived....

The Church of Karmeikos is widespread and popular with the ruling class of the entire Duchy. The Order of Chardastes is quite popular with the common folk. The Order of Chardastes grew out of a 300 year old incident when there where many sites devoted to Traladaran worship. At one of these sites in Marlinev (now the capital Specularum) a sick woman went to pray to get well. A being named Chardastes appeared to her and told her the Traladaran religion of her people was false and that his religion was the true way as he laid hands on her and healed her completely.

On the altar was left a magical bell of ordinary size of pure platinum but lacking a clapper. It rang magically when picked up and became a relic of the converted Church of Karameikos shrine.

Every year on the anniversary of this event, many people flocked to this sanctuary hoping to be healed as the clergy sings sacred words and lifts the magic bell. Many are disappointed, but enough healed to spread the word and the Order of Chardastes has grown and flourished to this day.

Five years ago Elwyn took charge rewarded for his dedication to the church. But, he was seen learning arcane magic and swordplay rather than practicing divine magic. Before heresy charges could be levied, he and the bell disappeared without a trace. For five years no cures have been granted as the Order of Chardastes has many people flocking to a church with no bell, and their numbers have dwindled.

The Feather's administrative assistant adds to the conversation filling you in on recent events. Then a monstrous fortress was rumored to have been built three days ride to the east by this Elwyn. Sherlane wants the fortress investigated, any traces of Elwyn's involvement found, and the BELL located and returned if possible. The Feather has negotiated with the leader and high cleric of this town! Your payment is 1000gp up front to undertake this task, 1000gp for eliminating the fortress as a threat, 1000gp to bring back Elwyn alive, and 1000gp to bring back the BELL!

The chief nods:
"Watch out, there is magic power in their evil sanctum. We will follow if we don't hear from you to make sure you are not made into walking corpses. Discounting walking dead, there should be about two hands of temple people in there."

Sense Motive DC 13:
He is not expecting you back.

Moving into the complex there are two doors, but you are sure that your companions were dragged into the corridor that parallels this. The smell of burning incense and blood assault your nose as you continue.

Map updated --

Dane points to the hatch and the steep climb. It appears the rats can indeed climb up the walls.
"It will be tough climb, even tougher jumping, to get up there. If you can't make it, you better run back and tell everyone where I am."

Note: You are in O5 and require climb or acrobatics to get under the hatch. The path back towards camp is much easier. You will have to state which way you are going and what skill check you are attempting to beat -- Dane will go first

Round 6

Clockwork rats -- moving to O3

Dane attempts the climb up.
Climb Dane Round 6 to P5: 1d20 + 8 ⇒ (14) + 8 = 22 **Success

Round 2 Gundza: 1d20 + 5 ⇒ (20) + 5 = 25**Pass
Round 3 Gundza: 1d20 + 5 ⇒ (7) + 5 = 12
Round 4 Gundza: 1d20 + 5 ⇒ (12) + 5 = 17**Pass

Round 2 Zvet: 1d20 + 6 ⇒ (11) + 6 = 17 **Pass
Round 3 Zvet: 1d20 + 6 ⇒ (2) + 6 = 8
Round 4 Zvet: 1d20 + 6 ⇒ (14) + 6 = 20 **Pass

Dane beats you to the stop of the steps and gets stuck and hands you a rope with a carved bone grappling hook. He points to the maintenance hatch on the ceiling.

Round 5 Gundza: 1d20 + 5 ⇒ (5) + 5 = 10**FAIL
Round 5 Zvet CLIMB: 1d20 + 5 ⇒ (9) + 5 = 14 **FAIL

Undecided, you continue to debate the next course of action.

untrained bluff: 1d20 - 2 ⇒ (9) - 2 = 7

The orc chief looks skeptical. "Maybe you tell me how you defeated the high priest. Maybe you have his body?"

Ceweldyn looks at the items. As the troglodyte flees, The Quill, the elven rogue, pulls out a crossbow and seems to sight it on the fleeing creature. He shrugs and doesn't take the shot. "Don't know what that magic heart did. And it shooting someone in the back who traveled with me isn't my style."

The sword appears to be +1 longsword
The ring is a : Ring of spell storing with arcane spells in it
The wand is a : Wand of hold person (CL3 3 charges DC13 Will)
There is a scroll with :Silence (CL3) CLW (CL3)

The Quill motions to the ring: "I'm an elf, magical rings are my style."

A cackling laugh rings through out the complex. Checking to make sure no one fled from the numbing power of the screeching laugh, you see who is still around.

I will be updating the roster late Tuesday -- anyone not posting by late Tuesday I will drop--recent posters number 4 -- enough to continue.

You approach another dias made of pure mahogany wood with a silver bell. Although made of fine material, you are disappointed to find this is not the true bell.

The party is healed but unsure which of the many doors or stairs to try.

"It is fine--I leave now."

Bogo runs back the way you came.

sense motive dc 11:
He was already suspicious. Bogo knows he won't get any treasure. Bogo is afraid of you and fears for his life.

A gleaming sword, glowing ring, wand, and scroll case are found behind a waist high rock.

"My treasure just got moved."
Bogo says with excitement.
The entire cache radiates magic.

It appears the curious Bogo is actually able to insert the heart into his chest cavity. He looks a little disoriented for a while.
"I think I am magic!!!"

He pulls his tunic aside and red glow is visible in his skin near his chest.

He then replies to the gnome. "Someone jacked my treasure."

To your left you see an open area about 30 feet east-west by about 20 feet north- south. The area seems to be empty. Except those of you who took the treasure from the last cache recognize this room as matching exactly the spot where the second treasure map leads to. Once again the X on treasure map 2 is in this room!!

Taren -- epic chases may not be all the time, but I approve the switch.

Lanayru is new to the forums, and is invited to be in this game as recruitments can be rough. Look at Taren's alias, Lanayru, and cut and paste into yours. Then make the changes to your character in the appropriate section.

Seems we have barbarian, summoner, monk, swashbuckler so far. Let me know what you want to play. Magic-user could be fun with the right spells.

So, are we ready to go. Shield sells for 2200gp -- making your total a bit more than 6K. Assuming glumly cashes out with 1500gp, that leaves you 2290gp to buy a healing wand and have:

Between the original three:
Wand of CLW (50 charges)
light scarab shield +1
two vials of silversheen
potion of darkvision, a potion of lesser restoration
1540 gp
in addition to your starting equipment and wealth.

Tieja starts at 1000gp. I have the start of the next episode posted in gameplay, but we can wait. I have other campaigns moving along.

Dane begins the run to high ground jumping up the steps. The swarm of mechanical rats rushing towards where you started.
"These metal monsters make it everywhere!! Run for your lives!!"

As you get closer you see the a ledge parallel to the path down below.

Map is expanded to account for the chase--Every Round you make a single skill check to advance (or push two, which is risky)----You need to do five rounds of chase actions or until you clear O5

Dane begins to leap up the steps in a big running leap.
ROUND 1 Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21 Success! Cleared O3
ROUND 2 Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19 Success! Cleared O4
ROUND 3 Acrobatics: 1d20 + 8 ⇒ (4) + 8 = 12 Fail** Stuck in O5
ROUND 4 Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10 Fail** Stuck in O5
ROUND 5 Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26 Success! Cleared O5

It takes Dane thirty seconds to get up the steps, the dwarf stumbled twice in his final attempt to navigate the ledge, but keeps from falling. In the half minute it took him to get to the top, the rats at the bottom of the steps up to the ledge!!

Track your moves by round

Dane gets to the top and points to steeper steps leading under what appears to be a trap door with handholds thirty feet above the ground if you turn left at the top. The hatch is marked 'MAINTENANCE'. If you turn right, the area gets clear for while before a set of jumps back down to the main level.

The chief looks around and says: "Well tell us what you found. Did you even make it to their big temple? Any of those priests get killed? If you are done, we can let you rest in our old cave--we might be able to give it a try."

A more thorough search by Zoros confirms the emptiness of the cave complex formerly occupies by goblinoids.

Further down and higher up is a new cave. The orc caves across the ravine are not concealed very well at all.

After the healing, Horster moves out and sees that one orc has remained after the minute of delay. The other orc has moved over to the former minotaur cave. The orc that remains says: "I gotta ask the chief, but we want in."

Given the mass migration of the orcs, it is a short trip of less than a minute to their new cave. He runs to the cave you remember as the former home of the minotaur and considerable upgrade from the squalor of the orc cave.

It is apparent that you will be getting plenty of help as the chief himself seems to be coming to visit with about six of his tribe and the two scouts.

The chief seems to be distracted: "What is it you want? We are in the middle of moving."

Bogo steps up and grabs the heart.

"Maybe this is my treasure?"

He looks curiously at the pulsing organ.

Statistics are a tool--I agree. I would just like to find a way to reduce the number of abandoned games as it is quite easy to throw out a recruitment or sign up for a game and quite another to follow through.

The statistic that would have the most meaning to me would be the player posting rate compared to DM posts. And the player posting rate compared to the average player posting rate in the game.

And there are many closed/elite circles already in place, so I don't this would create more. It would match players and DMs that had similar expectations AND demonstrated commitment.

@Oladon -- great work with your campaign code, I hadn't noticed it before. Maybe Lisa would be interested?

Here is the strategy discussion : topic -- run back toward camp or go high and risk getting cut off??

I assume no one has spoken to the orcs yet.

Is not there a CLW wand in your inventory?

Dane shrugs: "I know bashing the ones I have faced is best."
He indicates the open maze. "We can move and see what has changed."

As you venture into the maze, Dane explains. "I have yet to find a significant pattern to how it is laid out in over nine months. Hopefully we can find something useful.'

You venture into the maze, and the blocks have seams in what appear to be ten foot cubes. The maze is consistently twenty feet wide and forty feet high. As you run through the maze and are told to remember what you see, one feature seems to blur into another. After four hours of exploration you hear a hum and....the maze begins to change.

You find yourself in an open passage as barriers appear that block your retreat--you would have to jump over them or squeeze between them. A set of ledges leads up higher to a long ledge that parallels the passage. To your horror, a mass of mechanical rats of a small size in a large mass appear out of the ground.

It appears you have two real choices besides running toward the rats. (1)running on the ground level back to what you think is the camp or (2) hop up the ledges to get to the high ledge.

Start of Chase {Round 0} -- Dane, Gundza, Zvet in O2 with initiative

Dane looks around and quickly looks at the steps. "Can you make the high ground? If not, that is the quick way back. What do you think?"

You make a quick assessment--the head start should give you a comfortable chance of rushing back to the camp. Running up to the ledge looks riskier. There is no obvious way back from the ledge, you cannot be sure it isn't a dead end.

Time to look at the link at the top of the page if you haven't already.

It is a public forum.

Posting rates in PbP games would be a stat I would like to see tracked. As a dm a list of the rate at which someone made daily weekday posts would be great, especially to show up in the campaign tab.

Number of games dropped as GM and player would be nice too.

nothing of value on zombies

Dane puts on his shoes and prepares to enter the maze at dawn of the eighth day you have been down.

"We need to find out of there is a way out of this maze and what makes these mechanical monsters. If you come with me, we may be able to find a way out or where they come from."

Visiting a small lean to, you find coils of crude hemp rope in fifty foot sections. "Take a rope, a spear, a club, and come with me if you want into the maze. The rats and spiders made of metal are dangerous, I will try to avoid them."

You talk about parleying with the orc sentries. You did notice they are dressed in crude studded leather armor and had javelins and clubs.

May want to have someone try a social skill when you talk with them.

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