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Machine Soldier

GM Tribute's page

1,918 posts. Alias of Chainmail.


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Once again Ni Cu fails to penetrate the armor of the priests.
remaining hit by Teraldan: 1d8 + 1 - 7 ⇒ (1) + 1 - 7 = -5
Teraldan puts his target on the ground bleeding. He wasn't a tough man, pale and wasted from years of studying.
With half their number bleeding on the ground, they still try to fight.

The two clerics in the rear command Denlin forward.
Two will DC 14 saves for Denlin or he runs the gauntlet.

One cleric swings at Aviari, and one at Teraldan.
Teraldan/aviary to hit: 1d20 + 3 ⇒ (16) + 3 = 191d20 + 3 ⇒ (8) + 3 = 11
if AC 19 or less Teraldan damage: 1d8 + 1 ⇒ (1) + 1 = 2

Party up


The scouts explore the tunnel left. There are two rooms branching off left and right of this tunnel and a cave in at the end..

To the right the passage extends on for a while.

Do you explore farther in? You are about fifty feet in each way?


Ok we are moving along. three days worth of posts in one!!


Moving into the hallway with the masks, you look into the room to the east....

A table displaying a three-dimensional diorama occupies much
of the north side of this room. Three shields with different
designs are displayed upon a rack against the east wall, while
various weapons hang from another rack along the south wall.
Arrayed around the room are five small chests and a clay urn.
With a sculpted landscape and tiny stone and wooden
statues, the diorama depicts an ancient battle between the
city of Wati and an unidentified enemy. The rack to the
east proudly displays three shields. The shield on the right
is a light wooden shield identical to the shields carried
by the soldiers in the diorama. It bears Ancient Osiriani
hieroglyphs that spell the name “Akhentepi,” marking
those soldiers as under the command of Akhentepi

Know(geography DC12):

The
light wooden shield on the left does not appear to be
Osirian in origin, you can determine that it
is similar in style to those used by tribes in the Mwangi
Expanse far to the south.

The center shield is unusual in
that it is a light steel shield shaped like a scarab; it matches
the one borne by Akhentepi in the engravings on the
doors in previous areas. The rack on the south wall holds
a composite shortbow, a khopesh, and a spear.

Know:local 15 or history 10:

These three weapons belonged to Akhentepi


Moving carefully, you note a door opening to the north shortly after entering, and take that way.

Moving north the party opens the double stone doors...

A brightly painted chariot sits in the center of this chamber. Beyond the chariot, a large canvas stretches between two stone columns. The skins of several animals—antelopes, great cats,
and crocodiles—now faded and deteriorated with age, are tacked to this canvas. A wooden chest, lacquered white and trimmed with gold inlay, sits in the southeast corner. In each corner of the room a small stone shield is molded into the masonry at shoulder height. An open hallway leads to the east, and a set of stone double doors leads south (whish you just came through).

Kn: History DC 15 AND Kn:Eng 15 from same character:

The chariot is a light chariot, one of Akhentepi’s favorite possessions from his younger days. It was fully restored and painted outside of the tomb, then disassembled, brought here piece by piece, and reassembled in this chamber. Time has still taken a toll on the chariot, such that using it as a vehicle would be dubious at best (though a make whole spell would fully restore it).

Appraise DC 15:

The animal skins are trophies from Akhentepi’s hunting expeditions, and have no real value, having suffered the ravages of time. The shield devices in each of the corners are torch holders.

In the corridor to the east......
Four funerary masks hang on one wall of this short hallway, staring down as if in judgment at anyone standing in the corridor.

DC10 Kn religion::

The first two gods are Pharasma and Abadar.

DC 20 Knowledge (religion):

The last two masks are the ancient Osirian goddess of war Sekhmet, and Osiris the god of the afterlife.

Appraise DC 15:

Masks are worth 75gp each

Note updated map .


No, we are not dead. I will move things along, just have noticed ALL the games I am except PFS ones are going so slow.

It shouldn't affect my update rate, but it has.


Okay-- no fountain or treasure robbing.

The group moves into the temple through the doors after climbing the stairs.

Beyond the double doors is a 10-foot-long entryway. A large, ornate compass rose is caved into the center of the floor. The entryway leads to an arched hallway running east and west. The hallway is 10 feet wide and a total of IO feet long. At each end, the hallway opens into a large chamber. On the north wall. immediately across from the entryway. is the faint drawing of a hand pointing east. Two curtained-off doorways lead from the south wall of the hallway. One doorway is just west of the entryway; the other is cast of the entryway.

Map is updated and Gelumniq is on it


Turk executes the monstrous creature and slings the unconscious Calendir over his back.

"We better start moving."

The orc limps along, still injured as you retrace your way to the main passage.


Ni Cu's javelin missed, deflected by armor.


Both Denlin's shot and Aviari's help are off.

Bogo moves up and attacks.
hit x3: 3d20 ⇒ (5, 5, 14) = 24
hp left: 1d8 - 1d4 ⇒ (5) - (3) = 2
Bogo connects with a claw leaving the forward acolyte hurt badly.


I will update soon sorry for delay


Nope, a one round thing. Though you have a bow out now.


Not having heard--Maldor casts normally.

Maldor casts drawing a mace blow in response. The counterstrike knocks the mage unconscious and disrupts the spell.
mace/damage: 1d20 + 3 ⇒ (18) + 3 = 211d8 + 1 ⇒ (8) + 1 = 9

Aviari hits an acolyte with a bolt.
hp left: 1d8 + 1 - 6 ⇒ (1) + 1 - 6 = -4

Teraldan advances leaving himself open to two mace blows as Denlin rips another apart. The mace blows fail to connect.

AoO: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 101d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Once again the two clerics swing at Teraldan.
AoO: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 241d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
One hits for 1d8 + 1 ⇒ (3) + 1 = 4

Bogo: 1d20 + 4 ⇒ (7) + 4 = 114 + 1 = 5
Bogo fails to bite the front cleric.

party up in any order-unless you are walking like a robot


The orc nods and speaks:"The bigger goblins are a little higher up the ravine on the right past the orc cave where my tribe rules."


Character tab should be updated.

I will clean up new initiative roll and get going soon.


I was trying to have it go like SKR says an AP should go. Four players at 15 point builds. It just wasn't working out very well and I had to let up some already.

I think it requires a great deal of system mastery to pull off and losing the barbarian early hurt. So we will try five. Plus a drop every two weeks wasn't helping any.


Sebti the Crocodile nods and speaks:
"You have another day. Make the most of it."

After the high priestess of Pharasma leaves... The impetuous Halfling known as Mad Dog decides to put in his opinion.
"I lost dogs worth more than those you probably lost in your ill-fated expedition. I suggest you conclude your operations tomorrow or we will be having a little 'talk' with my crew."

The attractive female addresses the combined groups before retiring:
"We need to find that lost sanctuary. If any of you find out about this sanctuary and do not report it immediately to me here, there will be hell to pay. I leave this feathery token for anyone to contact me."

The female leader leaves a feather token sitting on the mantel over the fireplace in an envelope sealed with a stamp of an eye on the front. Many of the other leaders, including Mad Dog, seem to be intimidated by the bold leader.

The next day arrives and it appears everyone has nothing better to do than follow you to the site of your tomb. With their tombs explored, they have turned this into a picnic outing. Many have brought meats and nuts to eat from street vendors as they follow you to your assigned tomb.


As color spray is not a touch spell you cannot hold the charge so, discharging it from a threatened square provokes does it not? I think Maldor can cast it defensively or incur an AoO. Or I can learn more about Pathfinder rules as I often do. (Like you can shoot at a square of a large target with a missile weapon that is not engaged and not incur the melee penalty.)


I think the new rogue posted in the wrong thread

With everyone but the prisoners, men at arms, and noncombatants healed, the two humans arm themselves with the greatsword and falchion and prepare to head out.

The orc mentions: "I have been tortured for days to tell what I know. For my freedom I could tell you where the big goblins are holed up around here."

The humans men-at-arms grimly prepare to fight while injured.


Velriana seems to be upset that no one has any choice of the crypt they can explore. "We need to find the Erudite Eye!! I have told those running this circus we need to be assigned the Erudite Eye."

She approaches your group. "Have you heard of the Erudite Eye?"

"We have all explored our assignments, so we have been told we can get our next assignment when you are finished. You have finished your crypt so we can all get going again tomorrow!!?? Have you???"

At this point Sebti the Crocodile shows up with a new adventurer and speaks to Dusty. "Have you completed your explorations today? I was worried after I used an extensive amount of healing on you this morning and was told you had returned looking for more."


Bogo moves up and the rogue throws a dagger at an acolyte. The throwing dagger clatters off armor.
throw: 1d20 + 3 ⇒ (8) + 3 = 11

Does Maldor provoke?


Kn:Nobility DC 20 symbol on bags:
The symbol is that of an elven mercenary company, recently disbanded.

Map updated, click on tactical map link. Fountain has not been disturbed. There are two sets of steps up to front door of temple.

Talon and Mungo search the domes. The first dome has a statue fifteen feet tall with a beard and huge hammer.

Talon Mungo Kn: Religion DC 15:
This is the dwarven god of the forge.

Talon and Mungo move to the second dome, it has a similar statue as they enter, they look to see if something is amiss.

Talon Mungo Perception DC 15:
You see some shiny coins behind the statue.

No one has disturbed the surface of the oily pool in front of the steps ascending to the front door of the temple.


I have spotty internet. Will update soon.


It is completely dark in the cave. As you watch the orcs, they seem to be relocating to the minotaur cave. They are bringing a massive amount of equipment to their new home. Their main concern seems to be managing their migration, and some children and young ones are moving with them.


No religion untrained here.

One of the acolytes begins casting, and Teraldan and Malthor fire and a bolt and arrow rip into him piercing the chain mail he is wearing beneath his robes. The clerics move forward with their maces and begin to cast and a blessing seems to pervade their side of the room. All of them approach and say:"You bastard$!! You killed Lenny!!"

Two of the acolytes cast and point at Madhor and Teraldan and speak "Come to us."

Maldor Fail DC 14 will:
You will walk straight to F8 as your action

Teraldan Fail DC 14 will:
You will walk straight to E9 as your action

Party is up


One of the acolytes begin casting a spell.
Are you considering that a hostile response?


You return to the inn, and find many adventuring parties talking in the common room about their explorations during the day. The Tooth and Hookah is an inn known for Toothy the mascot in the well.

Cryptfinders: Members of this group hail from all over the Inner Sea region, and include a Chelish cavalier, a Nexian summoner, a Qadiran cleric of Sarenrae, and their leader Falto a bravo from the streets of Absalom. They claim they were assigned the tomb of an important government official and hint at the wealth they brought out of the tomb after defeating a mummy inside the tomb.

DC 14 Sense Motive check:
They found virtually no treasure.

Daughters of the Desert: This all-female adventuring party follows the lead of Sigrun Firehair an Ulfen of the Linnorm Kingdoms
who claims to be descended from a genie. The group also includes an exiled Rahadoumi cleric of Iomedae, a barbarian from one of the nomadic desert clans of Thuvia, and two Osirian witches, twin sisters who always wear veils. Sigrun has journeyed south seeking adventure, hoping to pen an epic tale of her exploits to take back north. The Daughters were assigned the house of a wealthy pawnbroker to explore; they encountered several traps, but little else in the way of opposition. The women are cagey about what treasures they may or may not have found in the tomb, but Sigrun is very interested in hearing the stories of other groups’ experiences, possibly for inclusion in her nascent manuscript.

Dog Soldiers: This group’s membership is composed entirely of halflings and their pack of trained Katapeshi fighting dogs, led by the loquacious and hard-drinking “Mad Dog” Marrn. The Dog Soldiers were sent to explore an abandoned tannery, where half of their dogs died fighting a gelatinous cube they found within. Mad Dog is broken up over the loss of several of his favorite pets, but he proudly shows off the magic sword he salvaged from the cube after slaying it. He is interested both in a potential buyer for the sword and in purchasing replacement dogs from a respected breeder.

Scorched Hand: Led by a Taldan Osirionologist named Velriana Hypaxes, this group is dedicated to the pursuit and acquisition of knowledge. With the exception of the hired mercenary Idorii, the members of the party are all devout followers of Nethys, from whom they take their name. Native Osirians Azaz Arafe and Khelru round out the group.

Sand Scorpions: This party contains no fewer than three rogues, along with a single magus for combat and magic support. Each rogue specializes in a different area of expertise, whether, locks, traps, or, in the case of their leader, a mysterious woman called Black Kiss , poisons. The Sand Scorpions keep mostly to themselves and do not volunteer any information on their exploration site and the treasures they found there.

You walk into the inn exhausted from your day of exploration and see almost all the other adventure groups comparing notes in the common room -- do you join them?


There will be consequences, they won't be severe, for resting and not doing it in a day. The other groups will all be done in a day.


The orc mentions: "I am still injured and only know these caves lead left at the intersection and out. The chief lives somewhere past the exit. I will take much time to heal."

The gnoll does not understand a word.


Are you going to watch the orcs or continue inside?


It is obvious the orc and gnoll are hurt, having been tortured and beaten over many days. Excluded from healing, they are not in very good shape and the orc has a broken leg.

"We are not in fighting shape." the orc says. "You will probably not make it out of here. As for drawing my cave, it won't be happening."


It is going to be tough with these four. I will allow an extra two days and possibly recruit again. 50% attrition was more than I anticipated.


The praying figures have take an inverted their holy symbols so they are upside down and marked them with an X using a red substance.

Kn Religion DC 15:
Holy symbols are of Chardastes--but they are worn inappropriately and are an affront to the Chardastes

init: 1d20 + 1 ⇒ (13) + 1 = 14

init rogue/trog: 2d20 ⇒ (7, 14) = 21


Bold always mean you are up!!
Order of action
ROUnd 1
Malthor
Maldor
Teraldan
Ni-Cu
Bogo

Acolytes
Rogue
Denlim
Aviari

Map is updated--just edited the last map--Bogo is on the map--where I put party is your front line. Those acting can place and move/act.


Horster peers in the cave and sees nothing but a huge cave that is about twenty feet wide made of formed and cut stone. It is much nicer than the other caves.

One of the two orcs shadowing your group makes a loud whistle that is only faintly resembling a bird call. A party of orcs seems to be moving to your side of the ravine.

Map updated--you are by AW80


The men at arms begin to put on the suits of chain mail (assuming they are freed). The group considers releasing the orc and gnoll.


You wait to see if Faisal is around before departing into the tomb.


We have the World Cup over and know where LeBron is going. Now we can move on with our lives and PbP games :-)


Sorry if you were recruited to a dying game--WOrld Cup is over and we know where Lebron is going :-)

With the temple depleted of healing after a deluge of injuries from exploration day, the party decides what to do.


As you move further on....

GM:
orc stealth/Horster: 1d20 + 8 ⇒ (5) + 8 = 131d20 ⇒ 19

You move further down the ravine, and Horster easily spots two orcs shadowing your group.

Two other cave entrances are easily discovered that you have not visited. One at the exact middle of the 'horseshoe' ravine and one opposite the minotaur cave on the horseshoe that is farther along to the leftward side of the bend.


You can retrace your steps to find the minotaur with a rope tether.

You can search for more caves. Visit a known one. Return to keep.


Now that World Cup is over, we know where Lebron is going, and it is Monday, it is time to get back to business.


Now that World Cup is over, we know where Lebron is going, and it is Monday, it is time to get back to business.


Nice catch on the clapper

This bell appears to be a normal bell with a clapper. It does not seem trapped in any way, just placed to tease you.

The party moves inevitably forward--using magical light along the way. As the group approaches the meet a group of priests praying. As they turn to you, you realize they are up to no good.

Now that we have passed the honeymoon period--post within 48 hours to keep your spot--you can roll your own initiative this time. Normally I do it--but no need rolling initiatives of those I plan on booting anyway.


I take things slow a bit as this where the honeymoon is over and there are typically one or two drops. Post within forty eight hours to keep your spot. I call this a save versus Death where the DC is a post. Fallout is about 25% at this point, so statistically we would have one more drop after our earlier attrition.

Teraldan has been through this before. This is where we cull the herd a little before getting into a dungeon and finding out we have no mage.


I take things slow a bit as this where the honeymoon is over and there are typically one or two drops. Post within forty eight hours to keep your spot. I call this a save versus Death where the DC is a post. Fallout is about 25% at this point, so statistically we would have one more drop after our earlier attrition.


The symbol on the bag seems to have no tie to any religious order Ed is familiar with. With all the sheds searched, the party considers the exploring the domes in the southern corners, the large fountain that detects magic, or entering the temple proper through the steps to the entryway.

The magical fountain looks forbidding.

Post within forty eight hours to keep your spot.


You speak to the orcs, but they seem to be confused and quite illiterate. They follow you outside, where you meet the main group of a half dozen orcs led by the older orc.

He waves to you in greeting, but when the two lost orcs rejoin the main body, they seem more interested in getting back to their cave.


There is no light unless you have brought some. Detecting magic reveals no magic in the area.

Nothing looks spectacular about this bell. You wonder 'Can this be it--can this be so easy?'


The prisoners have seen little but the torture room and their tormentors. They and the orc know the way out leads farther down the passageway. As you continue to hang around, the prisoners are anxious to leave this place.

The two well muscled humans speak: "We are men at arms that fell in with a caravan. We are the only two left of the original ten."

The orc speaks in accented human: "I will fight the hobgoblins. I have no fight with you unless you provoke me."

The merchant speaks: "They were going to eat me. I belong to the Merchant Association in the Keep."

It takes a while to locate the keys to free the prisoners, but eventually you find the single master key to unlock the irons. Ingrid is now conscious too after some healing. The fallen hobgoblins have suits of armor of chain similar to the one Turk is wearing. A falchion, greatsword, whip, and two shortswords litter the ground.


As the party moves into the fortress, Bogo stays near the rear of the group. When you move into the interior, suddenly....behind you is a resounding BOOM!!
Turning behind you is a solid iron door has descended into the passageway blocking your escape. A small panel in the east wall opens with a keyhole that seems quite well made. No amount of tinkering with it seems to reveal a way to open it beyond the key--which no one has.

The open area thirty by twenty ahead has a raised pedestal of dark color two by three feet made of solid marble with a black bell on top of it.

The corridor continues to the north out of sight.

Bogo says: "THey say those that enter never come out. But I am sure you have a plan."

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