Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Machine Soldier

GM Tribute's page

2,756 posts. Alias of Chainmail.


RSS

1 to 50 of 2,756 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

The dwarf inquisitor moved five feet and drew blood before taking a might blow. Sunjeet takes more strips of flesh, and the vermin clings to life. Asaran moves to best take advantage of the shift from the dwarf.

Asaran is up -- note the centipede has 10' reach


We were close to the temple, then the bone golem chased everyone away, and now the Siswa are roused.

2 on a stealth roll -- the dice can be cruel :-(


Morgan: 1d20 + 3 ⇒ (3) + 3 = 6
Horster: 1d20 + 3 ⇒ (16) + 3 = 19
Crom: 1d20 + 2 ⇒ (4) + 2 = 6
Mit'l: 1d20 + 2 ⇒ (10) + 2 = 12
Ozmynd: 1d20 + 2 ⇒ (12) + 2 = 14
Kelgan: 1d20 + 0 ⇒ (15) + 0 = 15
Siswa: 1d20 + 2 ⇒ (16) + 2 = 18

After the spells take effect, Horster is the only one who seems to be quick enough to act faster than the speedy elves, who seem ready to cast more magic.

Initiative
Horster

Siswa
Party


As Horster returns from his excursion up top and returns back down the steps to be joined by his companions, something is quickly amiss.

The Siswa seemed to accept your disguise without question when you were mingled with them, but Horster's return trying to be sneaky seems to have been noticed and the cause of alarm. Crom tries to threaten the Siswa, and they respond instinctively with magic.

As the six Siswa encant spells at Horster, Kelgan, Morgan, Mit'l and Crom. The first spell seem to be an attempt to cause distress, the others to send them fleeing.

All make a Will Save DC14 vs Bane, the Will DC 13 vs fear (-1 to the save if bane save was failed) Horster is on the map on AV47 -- I assume the others are nearby

Anyone succeeding on their save will be shaken -- those failing will be fleeing.


My son is in town for a week (on leave from Air Force) -- so I am still behind.


My son is in town for a week (on leave from Air Force) -- so I am still behind.


My son is in town for a week (on leave from Air Force) -- so I am still behind.


I am a little slammed at work and home. Should be able to post tomorrow. :-)


I am a little slammed at work and home. Should be able to post tomorrow. :-)


I am a little slammed at work and home. Should be able to post tomorrow. :-)


I'm botting Rakal for now. Plus got hung up with Darkest Dungeon--we are doing this

The mind affecting spell has not effect on the simple verminous creature, and it continues its assault!!

The centipede with the stinging tail attacks the dwarf that almost took him out.
att/damage: 1d20 + 8 ⇒ (12) + 8 = 202d6 + 7 ⇒ (6, 1) + 7 = 14

Rakal att/damage: 1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (5) + 2 = 7

Rakal delivers a counter to the centipede, cutting it badly with his devastating pick blow.

cent:
18 damage so far

Order
Asaran
Iskender
Sunjeet

Whiptail cent


You approach the buildings of the mine site.
Please check out the mine link now in the campaign tab and at the top of the page. I will see if I can get a grid on it better than 20 foot squares


The dozen or more robed Siswa in here appear to be beguiled, drugged, charmed, or some combination of the three. They appear similar to the ones encountered before.

The evil figure in the central room with the golem seem to indicate things are greatly amiss here.

Teleporting walls adds to the confusion.


20$ spent on darker dungeon has consumed my life. Map up soon.


Combining groups for the dungeon crawl finale. Should have the three-four from the other thread coming over to gameplay.

Cleric, sorcerer, druid, rogue.

Reminds me of games I ran in high school where we had like ten players.

My math shows four active posters plus four active posters may get me to 6-8 for the finale.


Approaching the mine a shimmering appears and a small celestial figure with a bright halo is there to greet you.
"I am a patron spirit of Taldor, exercising my magic at the request of the king. A divergent group of similar adventurers drawn by chance to this pivotal timeline need your aid. You will journey with them to help save Taldor."


Approaching the mine a shimmering appears and a small celestial figure with a bright halo is there to greet you.
"I am a patron spirit of Taldor, exercising my magic at the request of the king. A divergent group of similar adventurers drawn by chance to this pivotal timeline need your aid. You will journey with them to help save Taldor."

This is my mechanic to combine threads. Three will not survive the final dungeon crawl. Four might, but we better combine groups to make sure.
Link to other thread


The lizardman ranger gives what appears to be an unblinking stare.

"He suggested you kill lizardfolk on sight? After telling me to stay in place here and possibly meet up with Jetero?"

You do not know if he is being ironic when he says:
"So, when looking for traitors, having Sergeant Krayquer give an order to kill all lizardfolk on sight when the primary agent of the king is a lizardfolk did not seem the least suspicious?"

The lizardfolk ranger rubs Lukes head and smiles:
"You may have leavesdropped your way into saving Taldor young boy. I need to swim up the river to Greatwall immediately. You need to get to Jetero and tell him the boy thinks they mentioned the mines. Cragson Mines may be the location of our enemies, I suggest you spy on that site at the very least, or take it out at the very best."

Jeremiah packs quickly and heads to the river leaving you to meet up with Jetero.

As Jeremiah makes his way to Greatwall, you take your leave of the remote orphanage for wayward boys run by a druidess and a lizardman ranger and rendezvous with Jetero.

He mentions: "I should have warned you your contact was a lizardman. I didn't know you were told to kill them. With Krayquer outed, you will have to go the Kragson mines and scout around. At the very least, we need to get good intelligence on the forces there."

Heading to the mines, you arrive at what looks to be a collapsed mine. The main entrance seems quite collapsed and dangerous. At the top of the hill are many (about a dozen) buildings associated with the mining operation.


As Jermiah makes his way to Greatwall, you take your leave of the remote orphanage for wayward boys run by a druidess and a lizardman ranger and rendezvous with Jetero.

He mentions: "I should have warned you your contact was a lizardman. I didn't know you were told to kill them. With Krayquer outed, you will have to go the Kragson mines and scout around. At the very least, we need to get good intelligence on the forces there."

Heading to the mines, you arrive at what looks to be a collapsed mine. The main entrance seems quite collapsed and dangerous. At the top of the hill are many (about a dozen) buildings associated with the mining operation.


Horster popped up aboveground and made it below ground to whisper:
"The steps lead almost right outside the courtyard....."
when he is challenged by the Siswa.

I didn't want to slow things down as Horster was the only one that has posted Friday through Sunday until Crom popped on.


The lizardman ranger gives what appears to be an unblinking stare.

"He suggested you kill lizardfolk on sight? After telling me to stay in place here and possibly meet up with Jetero?"

You do not know if he is being ironic when he says:
"So, when looking for traitors, having Sergeant Krayquer give an order to kill all lizardfolk on sight when the primary agent of the king is a lizardfolk did not seem the least suspicious?"

The lizardfolk ranger rubs Lukes head and smiles:
"You may have leavesdropped your way into saving Taldor young boy. I need to swim up the river to Greatwall immediately. You need to get to Jetero and tell him the boy thinks they mentioned the mines. Cragson Mines may be the location of our enemies, I suggest you spy on that site at the very least, or take it out at the very best."

Jeremiah packs quickly and heads to the river leaving you to meet up with Jetero.


The lizardman ranger seems to get thoughtful.

"What do you know of this Sergeant Krayquer? He is the one who has been passing me my orders lately."


The little boy Luke enters and speaks:
"Mr. Iggy, what about the scar-faced man that visits you? I saw him meet with the pig-faced people and a woman with pointed ears and dark skin. The scar-faced man called her a drow. Anyway, I followed him to find out what living in a big fortress was like and I happened upon their meeting. I know the lady doesn't want any Leaves Dropping, so I kept it to myself."

Jermiah speaks to Luke, "That is very serious to say about Sergeant Krayquer Luke."

Luke says: "They talked about everything being secure at the mines."


The little boy Luke enters and speaks:
"Mr. Iggy, what about the scar-faced man that visits you? I saw him meet with the pig-faced people and a woman with pointed ears and dark skin. The scar-faced man called her a drow. Anyway, I followed him to find out what living in a big fortress was like and I happened upon their meeting. I know the lady doesn't want any Leaves Dropping, so I kept it to myself."

Jermiah speaks to Luke, "That is very serious to say about Sergeant Krayquer Luke."

Luke says: "They talked about everything being secure at the mines."


Elven Perception: 1d20 ⇒ 12
Horster makes it up the stairs, and finds that the stairs do connect to the two outside shrines in under the large domes!! This must mean the teleportation not only changed the group's location, but their facing. He returns quickly back down, having seen a quick way out!!

Then, it seems, there is a challenge addressed to Horster from a spokesman of a group of five elves in elven.

Elven:
Who are you!!!

Horster, and possibly the others, can quickly run outside to what is one of the two domed shrines just inside the very first gate you entered. This would probably raise the alarm, however.

Horster is placed on the map with the five nearby Siswa--to bad about the stealth roll, it was just low enough :-(


Know Nature DC13:
Daze will not work on this centipede

Guys, we are back, you out there???


Map is updated. As you entered the narrow room with the two alcoves, Siswa in robes seem to not be bothering you. The room with the alcoves has double doors that exit out. You see two massive sets of stairs that go up in the far corners of this massive common and sleeping area. In this high traffic area, you know you are pushing your luck lingering too long.

Teleported Map -- you are near yellow alcoves and light blue stairs


The little girl smiles and runs up to the reptilian creature.
"Mr. Iggy!!" He keeps his bow in his left hand as he deftly scoops up the little girl, but the arrow stays cradled between his left fingers and the bow.

The reptilian responds: "I told you to call me Jeremiah." At the point you recognize the name as the agent you were supposed to meet and show him the notebook.

Taking Sarah Jean's hand in his own, he beckons for you to follow him and leads you down a well disguised trail, into a thicket of thorns, and to a well maintained cabin. Once inside you see the small but warm light in the hearth by a fireplace and a chubby woman in a green gown. She smiles at you and nods at Jermiah as the girl runs up to the woman. A group of many small children appear and pepper Sarah Jean with questions and excitedly point to you.

He motions you to two low benches and reads the journal you provided him. A few of the group remind you of the urgent warning of the Sergeant that sent you to kill all lizardfolk as traitors on sight.

The lady Alexia introduces herself as a devotee of the Green Religion and devout priestess of nature. Jeremiah, she explains, is probably the premier ranger ever to take service under a Taldane King. His forays across the river into enemy lands have formed the basis of almost all maps and intelligence over the years.

Jermiah nods, and says: "I agree with Jetero, there is a traitor in the mix. A secret base and a traitor, both of which must be dealt with, or Taldor's enemies can launch a crippling blow here that will pave the way for a second front. One Taldor cannot hold. Do you have any clues??"


The little girl smiles and runs up to the reptilian creature.
"Mr. Iggy!!" He keeps his bow in his left hand as he definitely scoops up the little girl, but the arrow stays cradled between his left fingers and the bow.

The reptilian responds: "I told you to call me Jeremiah." At the point you recognize the name as the agent you were supposed to meet and show him the notebook.

Taking Sarah Jean's hand in his own, he beckons for you to follow him and leads you down a well disguised trail, into a thicket of thorns, and to a well maintained cabin. Once inside you see the small but warm light in the hearth by a fireplace and a chubby woman in a green gown. She smiles at you and nods at Jermiah as the girl runs up to the woman. A group of many small children appear and pepper Sarah Jean with questions and excitedly point to you.

He motions you to two low benches and reads the journal you provided him. A few of the group remind you of the urgent warning of the Sergeant that sent you to kill all lizardfolk as traitors on sight.

The lady Alexia introduces herself as a devotee of the Green Religion and devout priestess of nature. Jeremiah, she explains, is probably the premier ranger ever to take service under a Taldane King. His forays across the river into enemy lands have formed the basis of almost all maps and intelligence over the years.

Jermiah nods, and says: "I agree with Jetero, there is a traitor in the mix. A secret base and a traitor, both of which must be dealt with, or Taldor's enemies can launch a crippling blow here that will pave the way for a second front. On Taldor cannot hold. Do you have any clues??"


The words are loosely related to elvish.

Linguistics DC 15 AND Elvish Language OR Linguistics DC 20:
Kesini = Incoming Kesana = Disposal

Detect magic:
Both alcoves radiate untyped magic

You consider exploring the alcoves or returning the way you came.


Spoiler PER:
Lizard: 1d20 + 11 ⇒ (7) + 11 = 18disable: 1d20 + 7 ⇒ (9) + 7 = 16


A whip strike hits the centipede and causes a nasty strip of flesh to be torn away.
Rakal per: 1d20 ⇒ 19
Rakal reacts and delivers a nasty pick blow, but he fails to penetrate the carcass.
hit/damage: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 2 ⇒ (5) + 2 = 7

The nasty scorpion makes a single venomous strike.
order of init: 1d4 ⇒ 4
Asaran finds a nasty bite.
hit/damage: 1d20 + 8 ⇒ (19) + 8 = 27

Asaran feels a nasty bite and a rush of venom trying to slow him down. damage: 2d6 + 7 ⇒ (3, 2) + 7 = 12

miss Fort DC 17:
Dex damage take every round until save: 6d4 ⇒ (3, 4, 1, 3, 4, 1) = 16

Rakal screams his rage and strikes again!!! The dwarf misses delivering a fatal strike with the nasty pick but hits near the eye of the vermin.
hit/damage: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 2 ⇒ (3) + 2 = 5
confirm/xtra damage: 1d20 + 4 ⇒ (6) + 4 = 103d6 + 6 ⇒ (6, 6, 2) + 6 = 20

ORDER
All but Rakal

Centipede (11 damage taken)


Before Thallan can even begin.....

Suddenly, a shadowed humanoid figure crashes the bushes seeming out of nowhere. Its jagged teeth flash in the moonlight as it sweeps away the brush with the mighty stroke of a heavily muscled tail. Beneath a reptilian set of scales mighty muscles ripple and its forked tongue hisses with glistening spit. Before you realize it, it has a bowstring pointed at you at point blank range.

Clearly you are at a disadvantage.

"Unhand the girl, Banditssess!!!"


Suddenly, a shadowed humanoid figure crashes the bushes seeming out of nowhere. Its jagged teeth flash in the moonlight as it sweeps away the brush with the mighty stroke of a heavily muscled tail. Beneath a reptilian set of scales mighty muscles ripple and its forked tongue hisses with glistening spit. Before you realize it, it has a bowstring pointed at you at point blank range.

Clearly you are at a disadvantage.

"Unhand the girl, Banditssess!!!"


A few Siswa are sleeping in a cell about twenty feet away but you do not disturb them as you arrive at, Investigate, and open a large set pf double doors to reveal......

This room is 30 feet wide north to south,
and 50 feet long east to west. Double doors
stand in the center of the north and south
walls. Smoking torches dimly illuminate
the rows of dark, stained tables and benches
that fill the room. Half-woven baskets
stand on two of the tables. Two
10-foot-square alcoves are cut into the
centers of the east and west walls. Over
the western alcove is carved the word
“KESINI,” while over the eastern alcove
is carved the word “KESANA.”


OK we are jumping in with both feet.

Feel free to make introductions as you bond with your first fight of a large vermin!!!

David has been busy, I can Bot him if necessary.


The group said their goodbyes to the cleric of the Lady of Graves, Glumly. An accomplished mage with alchemical skills, knowledge of many things, and connections to Thassilonian buyers, joined the group.

The mage had just finished working to help the temple with alchemical supplies, including holy water. Glumly introduced him to the party and withdrew to his own clerical studies with Sebti the Crocodile.

As they investigated the grounds of the Panteru Manor and moved toward a large mausoleum, Asaran disturbed a massive many legged creature with an agile and massive tail.

Anyone with a perception roll of 23 may make a surprise round std action. Map is updated with tokens.

stealth:
1d20 + 10 ⇒ (13) + 10 = 23

Know Nature DC13:
Whiptail centipedes are carrion eaters, though corpses large enough to satiate them are a rarity. Corpses of Huge or larger creatures left to rot often attract whiptail centipedes, who viciously defend their bounty against any who would intrude upon their lairs.

Know Nature DC18:
Whiptail centipedes use poison and a great reach of their natural weapons to great advantage.

INITIskender1d20 + 2 ⇒ (17) + 2 = 19
Sunjeet1d20 + 2 ⇒ (16) + 2 = 18
Asaran1d20 + 2 ⇒ (3) + 2 = 5
Rakal1d20 + 1 ⇒ (17) + 1 = 18
Enemy 11d20 + 0 ⇒ (4) + 0 = 4

ORDER
SURPRISE ROUND PCS @ 23 Perception or better

Surprise centipede
ROUND 1
PCS
Centipede


Moving the story along

The town congratulates you for saving their fort, and despite trying to keep a quiet role, Jasper is singled out as the hero that put the orog down.

Malik insists on you getting on the road to move to your next destination. As you approach the river to ford it, you notice two wagons of orcs crossing the river. This time you have complete surprise!!

Turning the tables on the eight orcs and a single orog leader, the fight is quick and decisive as you catch the orcs by surprise in a vulnerable time. Two wagons are captured with military supplies and 1000gold pieces worth of ingots. Malik mentions that with the orcs moving war materials in this area, that is bad news. The orc captives reveal nothing and Malik gets the caravan underway.

After the ambush Jasmalus quickly approaches you with a solemn look and studies you.

"I have been withdrawn and secretive, but I had my reasons. The death of my brother and other events have force my hand--and I reveal myself. My brother is not Jetero, that is a lie. My brother was Jasmalus and he was the merchant. I am a special Taldan agent reporting directly to the king. I was to pose as my brother and secretly scout the borderlands and track orc movements.
In my small book here, I have all my military notes. It points to one conclusion: Moving troops and supplies in the dead of night our enemies have set up a secret base within Taldor itself. The raids have covered up the plot to set up a strong point in our very lands.
Someone has betrayed my position with the Taldane command, and the orcs attacked my brother SPECIFICALLY. Only a few knew of my ruse, and it means a TRAITOR IS IN OUR MIDST!!
I cannot deliver this book myself. You must visit one of the king's scouts in the area named Jeremiah at a safehouse and deliver this book to him."

As you travel to the spot on the hasty map drawn by Jetero, you find a pair of rocks in the river that lean against each other forming the inverted 'V' on the map. You hear a rustling in the bushes, and fearing the worst, you rush with weapons drawn to confront...... a six year old human child with thin brown hair in a ponytail that is scared to death.


And there is another set of double doors at the far side of the rows of 'cells".


Fernand Escape artist DC 12: 1d20 + 1 ⇒ (4) + 1 = 5
Fernand tries to move through the window through the narrow opening left by the heavy shutters, but he slips and falls prone at the base of the inn. The two thugs rush up to attack the rogue as the sorcerer rushes to the window.

One thug tries for Fernand's kidneys, the other moved quickly to flank the fallen hero.
attack: 1d20 + 5 + 4 ⇒ (17) + 5 + 4 = 262d6 ⇒ (2, 4) = 6

We have reached a critical move along juncture.

The thugs run off after striking the fallen rogue and the orog and his forces withdraw with the tower hopelessly afire. The garrison prepares to abandon the post and make haste back to the previous fort, or all the way to Greatwall.

Moving the story along

Malik insists on you getting on the road to move to your next destination. As you approach the river to ford it, you notice two wagons of orcs crossing the river. This time you have complete surprise!!

Turning the tables on the eight orcs and a single orog leader, the fight is quick and decisive as you catch the orcs by surprise in a vulnerable time. Two wagons are captured with military supplies and 1000gold pieces worth of ingots. Malik mentions that with the orcs moving war materials in this area, that is bad news. The orc captives reveal nothing and Malik gets the caravan underway.

After the ambush Jasmalus quickly approaches you with a solemn look and studies you.

"I have been withdrawn and secretive, but I had my reasons. The death of my brother and other events have force my hand--and I reveal myself. My brother is not Jetero, that is a lie. My brother was Jasmalus and he was the merchant. I am a special Taldan agent reporting directly to the king. I was to pose as my brother and secretly scout the borderlands and track orc movements.
In my small book here, I have all my military notes. It points to one conclusion: Moving troops and supplies in the dead of night our enemies have set up a secret base within Taldor itself. The raids have covered up the plot to set up a strong point in our very lands.
Someone has betrayed my position with the Taldane command, and the orcs attacked my brother SPECIFICALLY. Only a few knew of my ruse, and it means a TRAITOR IS IN OUR MIDST!!
I cannot deliver this book myself. You must visit one of the king's scouts in the area named Jeremiah at a safehouse and deliver this book to him."

As you travel to the spot on the hasty map drawn by Jetero, you find a pair of rocks in the river that lean against each other forming the inverted 'V' on the map. You hear a rustling in the bushes, and fearing the worst, you rush with weapons drawn to confront...... a six year old human child with thin brown hair in a ponytail that is scared to death.


Horster/Morgan/Crom/Mit'l/Ozzy/Kelgan: 6d20 ⇒ (4, 2, 9, 20, 8, 7) = 50

Moving through the opposite door...

There are seven openings on one side of
this 10-foot-wide hallway. The openings
Each cell contains a cot of woven reeds, several
dirty rags, and a pile of stones.


You move to the door, but the bone golem gives you an appraising stare and stands down, quietly returning to his original place as a statue.

Peeking through the door, he stands quietly in place.


Quite obviously, if you don't like giants, pass on this. Obviously the drow will not be pulling the strings in this AP, but who knows what it will bring.

It think you made the right decision. I would wait out the Giantslayer recruitments and psyche yourself up for the next one. Old school classic throwbacks aren't for everyone.


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
36,800XP total (level 3 upon returning to town)


Note: You teleported so you are on sheet 2 called Teleported!! an entirely different spreadsheet.

Horster opens two sets of double doors into a large temple.

Strong wooden double doors, ornately
carved with forest scenes, open into a
huge natural cavern. The cavern is eightsided
and 70 feet across. It is brightly lit by
oil lamps on the walls. The walls rise 30
feet, then open into a great 40-foot-high
metal dome. A large compass rose is
carved into the floor in the center of the
room. There are three doorways; one in
the center of the west wall, one in the center
of the east wall, and one in the center of
the south wall. A raised platform juts 30
feet out from the north wall. At the back of
the platform sits a 15-foot-tall clay statue
of the strong man with the long beard. At
the front of the platform is an altar. A
black-robed figure stands behind the altar,
burning incense. He looks up as you enter.

The figure raises his hands and a cloud of smoke engulfs him, as it dissipates a large bone creature of massive size advances toward you!!!

Spellcraft DC 20 OR Know: Arcane DC 15:

This creature is a golem. Artifically constructed, it is highly resistant to damage and near invulnerable to normal blows.

SAME Spellcraft roll DC 25 OR SAME Know: Arcane DC 20:

This particular golem is made of bones and is nearly invulnerable to any type of magic!!!!

perception: 1d20 ⇒ 18


The orog defeated, the will of the raiders is broken.

Rumors abound of a mage hurling fire from the top of the tower to fell many a bandit.

Jasper looks at the dwarf with some surprise.
"You want to take the credit, you can. I think it is more important to make sure he falls rather than determine who puts him down."


The assault on the pegged doors yields little to be positive about. The doors are firmly wedged shut.


Will advance storyline Monday, may combine groups if we are still slow.


After moving through a wall you appear in a similar pattern of long hallways.

Straight ahead is two double doors on your left, OR you can make a quick left and go on to double doors on your right AND your left.

Map updated and you appear on level Teleported!


PM sent to David and Patrick.

They may have inactivated this thread. I hope they join us.

1 to 50 of 2,756 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.