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3,922 posts. Alias of Chainmail.


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The door stays shut for a few moments more. The solitary zombie unaffected by Tina's magic still holds the door closed.

Everyone can Act again

Kat recovers. Mahath puts a bolt through the partially open door. Mal tries to push the door farther open. Dain casts a spell, but Tina does not stop an obvious decline, as her life force seems to pour out of her body.

The zombie continues to try and keep the door shut.

STR: 1d20 + 2 ⇒ (17) + 2 = 19

Malstei cannot keep the zombie from forcing it closed again, and the door closes with a slam.
Party up again

The night passes uneventfully. Though the dwarves awake much more seasoned. Level up to 2

A force bolt strikes the priest, who cries out in pain.

Order Round 3 of combat
Garnstn - back
Dain - healing wand
Malstei - failed kick door in
Mahath force bolt
Kat - kick door in - follow up go inside?[/b]
Bad guys

Blinded, the zombies mill about. The cleric tries to wipe the blood from his eyes to see.

A single zombie steps back to the door, and tries to force it closed against the barbarian.

STR check trying to get to 21: 1d20 + 2 ⇒ (19) + 2 = 21

Amazingly, the zombie manages to partially force the door closed again!

All to act

Cham enters concerned. There is a series of large fires, and the town rushes out to contain the fire. Cham is concerned.

"Assassin in my inn!! This is the second time, if the rumors are true that Rodrik was assassinated in my inn."

The door flies open sending the zombie back after the barbarian forces it. The healing has no effect on the water fey.

Kat, or someone who has not acted can move into the room.

At first it appears the watch or the patrons of the inn begin to rally. The sound of what appears to be massive footsteps rushing down the hall has spurred the orcs to flee. One grabs his unconscious buddy and rushes out.

AoO for Glorik

Seeing Belir in a defensive stance, his opponent withdraws quickly.

Seeing the massive wounds on Crom, Glorik feels he has a single chance to save him.

Crom was at 6 -20 -1 no stabilization = -15hp.

You see Cham in her nightshirt and she gives you a wink, it is apparent she used some sort of magic wand. No relief force seems to be coming. But the sounds, the seem so real!!

Dolgrym and Belir up, may give chase

orcs: 3d20 ⇒ (12, 1, 4) = 17dwarvs: 2d20 ⇒ (8, 8) = 16

After some misses, Garnstn removes the head of the zombie threatening him and safely withdraws.

Tina shouts as she falls screaming, grabbing a holy symbol with a dragon turtle upon it. She hurls a mass of mud into the room, and it somehow picks up mass. It strikes the small room as a massive mudball that breaks into many small pieces. The pieces target the eyes and head of the zombies and evil priest, leaving them blind and slowed.

Kn Religion DC 16:
Xerbo is the Suel god of the Sea, Sailing, Money, and Business. His holy symbol is the dragon turtle. Xerbo is depicted as a large man with matted, kelp-like hair, wearing armor made from a dragon turtle's scales. He wields a trident called Murky Deep. Xerbo is married to the sea-goddess Osprem, and is depicted as being a rival to both Procan and Zilchus. Xerbo is worshipped by Suel peoples across the Flanaess, especially the Lordship of the Isles, the Sea Princes, and Sunndi.

cleric, 3x zom: 4d20 ⇒ (5, 20, 13, 5) = 43

"Close the door!!" yells the priest. One zombie manages to stagger to the door and slam it back shut. The priest and two zombies seem unable to move very well or see. A single zombie seems functional as it somehow manages to avoid the powerful mud magic.

The blue-green color, once dominant in the complexion of the sea maid, is now an ashen gray as she falls to the ground.

heal 15 DC Tina:
She is dying quickly, probably beyond salvation.

The door to the room is being held shut by a zombie.

Round 2

Evil priest
3 zombies

The arrow misses, and the shawl is ripped in two complete pieces. The glaive misses having to avoid Garnstn.

Tina falls to the ground, obviously fading fast.


Bad guys

Crom cuts down the one Glorik had already wounded. Three of the blade wielders gang up on Crom. Crom wished he had his shield out, as two blade strikes cut into his ribs.

3x attacks Crom: 1d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (9) + 2 = 11
Belir: 1d20 + 2 ⇒ (10) + 2 = 12damage: 4d6 + 2 ⇒ (5, 5, 4, 4) + 2 = 201d6 + 2 ⇒ (3) + 2 = 5

The three orcs on Crom feint high and then two land punishing blows to his groin. Crom passes out from the pain. One orc, overcome by wounds, passes out from a beating from Glorik and Crom. Belir takes a single slash (5hp) and continues to fight.

Three orcs remain versus two dwarves.



The pirate cleric boss is not really holding anything except the flimsy shaw, which is almost fully destroyed as he tears it in half. Would you be aiming for an arm?

Kat rushes in and the zombie near Garnstn fails to grab him. Are you using a glaive, a reach weapon? If so, you are striking past Garnstn?

Grab zombie: 1d20 + 4 ⇒ (5) + 4 = 9

Order Round 1 of combat
Dain - blessing Kat
Malstei - Disarm shot?
Kat - rushing in

Bad guys

"I care not for this Vanthus."

pirate zombie sm:
sensemotive: 1d20 ⇒ 2

"And I can't tell if any of you speak any truth."

The pirate rips the garment almost all the way through.

The water maid shrieks and turns pale.

"If you don't agree, she will die. And, only I can bring her back from the dead."

"Not gonna happen. You show me and my entourage back to town, let me alone, and I'll send the frilly dress to you after I get settled in day or two. You crazy, I keep the water lady and her turtle from hurting me by keeping this thing."

You have found the note in the last room (4) and find yourselves on the threshold of the last room (5).
Tina the water spirit tells you: "In case I die, you can escape through the northern chambers. I will have Ike lead you back."

As the drama unfolds, you take stock of the room with the dead pirate Penkus.
The smell in this chamber is horrific, a cloying stink of rotten meat rising from the bloated, seeping body slumped in the middle of the floor. The corpse's dark, almost black flesh bulges against its armor,
ready to burst at the slightest touch. An intricate tattoo of a dragon clutching a flower is barely visible on his shoulder against the diseased flesh, and clutched in one hand was the crumpled scroll you discovered.

Tina quickly describes the way out as she knows it. "You will have to wait four hours for low tide to make it out without breathing water. A large pool of water sloshes in the western portion of the caves- this pool is twelve feet deep at its deepest point during high tide. A five-foot-wide tunnel leads north at the base of this pool; this submerged tunnel travels on a twisting course to the northwest for 70 feet before emerging from the sea bed in the harbor between Parrot Island and the gate that separates Shadowshore from the Cudgel district; from here, it's only a 20 foot swim to the surface and then a 50 foot swim to shore."

Was going to post, but it appears 2/3 actions would be lost. I guess we have definitely slowed.

That said, I believe in moving things along quickly and connecting things where appropriate. Rolled a will save kn rel for Dain and Kn arcana for Mahath, and advanced the story along significantly and quickly.

Garnstn swings around the corner rather than enter the room. His swing clips the hard corner of the wall as he tries to hit the flatfooted zombie. The blow is deflected enough to miss.

The pirate leader grabs what appears to be a dainty, white lace garment from his pack. "Tina and her turtle must have led you here. Stand down, or I rip this into pieces!!"

Tina the water maid seems agitated. "You are turning me into a zombie. So I may have little to lose."

The pirate leader laughs: "Well, I won't be fighting you and your turtle along with these other varmints then. You'll not be taking my treasure."

A single zombie steps into the doorway and prepares to grab Garnstn. He opens up his mouth to expose the huge teeth you are used to seeing.

Dain tells you the pirate leader is wearing a holy symbol of Olidammara, but the holy symbol is upside down.

Dain comments off-handedly about Olidammara:
Olidammara is the god of Music, Revels, Wine, Rogues, Humor, and Tricks. He is often called the Laughing Rogue.

Olidammara is one of the more eccentric gods of Oerth. The Laughing Rogue is often involved in good-natured schemes involving the other gods (less good-natured for the more evil deities), with repercussions that can make life difficult for his faithful. He has few proper priests, but is held in high regard in almost all non-evil regions of the Flanaess.

Dain also sees through the illusion on the pirate leader. He tells you he is a huecuva, resistant all weapons except those silvered or magical.

Dain comments about huecuvas:
Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death. In unlife, they hate and seek to destroy those pious souls who keep their vows. Although easily mistaken for zombies or even skeletons, huecuvas have a spark of intelligence that makes them cunning and deceptive foes. During daylight hours, a huecuva becomes shrouded in an illusion that causes it to appear as it did in life—at these times, a huecuva might seek to infiltrate society to dwell among those it hates. When night falls, it emerges to seek out its prey. Fortunately for the living, the typical huecuva has only fragments of intellect remaining, so it is usually not long before the undead creature makes an error of judgment or simply reveals itself for the monster it is. This hecueva seems smart but not too formidable, except for his resistances.

Mahath deduces that Tina is a Nereid, a powerful sea fey. He read about her in an arcane tome. A nereid’s shawl contains a portion of her life force, and if it is destroyed, she will most likely die. A nereid would normally have great powers of seduction, but the zombie disease that has marred her beauty has reduced her power somewhat. Males (and some females) that gaze on a nereid typically come under their thrall.

dain rel: 1d20 ⇒ 8
Kn rel/will Dain: 1d20 ⇒ 131d20 ⇒ 14kn arc: 1d20 ⇒ 18

Everyone can act now - bad guys seem to be readied, waiting for your actions

Crom misses a mighty blow, but Glorik connects, almost dropping an orc.

Poor Tam and Glorik are left in the middle of the room. The orcs swing with alchemical blades. Two swing at Tam and hit him, two swing at Glorik, one striking his neck and dropping him. The quick ferocity of the attack from the orcs is quite stunning.

Tam: 1d20 + 4 ⇒ (13) + 4 = 172d6 + 2 ⇒ (2, 2) + 2 = 6
Tam: 1d20 + 4 ⇒ (16) + 4 = 202d6 + 2 ⇒ (4, 2) + 2 = 8
Glorik: 1d20 + 4 ⇒ (3) + 4 = 72d6 + 2 ⇒ (6, 6) + 2 = 14
Glorik: 1d20 + 4 ⇒ (20) + 4 = 242d6 + 2 ⇒ (5, 2) + 2 = 9
Glorik confirm: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 2 ⇒ (4) + 2 = 6

Tam and Glorik fall.


You travel to a chamber with four more zombies, but your guide easily leads you past them to the north. Swimming is difficult at times, but the sea turtle quickly uses his big bulk to help stabilize anyone who has fallen. At times he quickly puts you back on your feet with a push of his head.

You arrive at barred door, and, despite the difficulty in getting leverage, once again the turtle helps you force the door to the chamber. Inside you find a note along with a dead body. The dead body has masterwork studded leather and a ring worth 100gp on its finger.

GM: 3d20 ⇒ (2, 7, 7) = 16

Map updated, note attached to map.

Opening the door to the west of this chamber reveals a room with three chests and the pirate leader.

Mal1d20 + 8 ⇒ (4) + 8 = 12
Garnst1d20 + 3 ⇒ (19) + 3 = 22
Mahath1d20 + 2 ⇒ (1) + 2 = 3
Dain1d20 + 2 ⇒ (17) + 2 = 19
Kat1d20 + 1 ⇒ (2) + 1 = 3
Enemies1d20 + 2 ⇒ (18) + 2 = 20
Tina and Turtle1d20 + 1 ⇒ (7) + 1 = 8

Garnstn seems to have the jump on the pirate zombies.


The maid swims easily in waist deep water. You manage to push your way to the west.

The sloshing sound comes from the churning waters of a sea cave. Fueled by what must be powerful submerged currents. the water laps and splashes against the walls of the twisting natural cavern that leads to the west. A sandy slope descends from the door down to the edge of the subterranean tide. Dozens of purple and red sea urchins glisten in shallow divots along the ground and lower walls here,their spines glittering with water.

Just letting you guys know I am still here.

XCOM2 has consumed my time. Starting a new campaign will be done when I can finish my obsessive need to save the world from alien control and get you one quality post a weekday to keep things going. I realize I have slipped my normal timeline.

I have barely managed to keep up my other two games I DM and post in all my active games due to XCOM2. Sorry, you will get the feedback you deserve on your characters and a game that is memorable will ensue!!

This was not one of those false flag recruitments, we will be adventuring soon!!

Level 2 after this battle.

Tam 1d20 + 1 ⇒ (20) + 1 = 21
Glorik 1d20 + 2 ⇒ (3) + 2 = 5
Dolgrym 1d20 + 1 ⇒ (10) + 1 = 11
Crom 1d20 + 1 ⇒ (17) + 1 = 18
Belir 1d20 + 3 ⇒ (12) + 3 = 15
Enemy 1 1d20 + 3 ⇒ (10) + 3 = 13

Glorik manages to stand up as he gives the alarm, his weapon close to hand. The orcs rush through the door.

Crom prone/no weapon
Belir prone/no weapon


Note your AC while sleeping if it differs from stat line.

Four orcs brandishing alchemical swords, what appear to be weapons created out of some alchemical substance, are ready to fight.

The water maiden says:
"We find the leader, get my magic garment, and I will show you the way out. He is an evil priest."

The zombies point at Dain and begin howling loudly. The ruptured and distended lungs of the undead makes a warbling, eery howling sound that reverberate through the halls. Mal misses a shot as the zombies have not left the room, seeming content to maximize their volume.

Further examination shows the zombies to look like pirates, with earrings and sailor attire.

Examination of the floating corpse would have discovered he was wearing zombie pirate attire along with a few other sinkers.

Some clues are in room descriptions:

but all that remains now are several rotting wooden pilings protruding from the water. A man's body floats face down among them.

But many tend to gloss over room descriptions. In old school D&D clues were in descriptions of tile patterns and the dress of NPCs.

At times we had some posts missed during combats. That definitely hurts your combat efficiency.

And, I think this time there was some confusion about the zombies. When four zombies stay in a room and yell loudly, I guess not everyone remembers invasion of the body snatchers. They were calling more zombies.

Running into a closed room of zombies didn't work out so well. The door could have been closed and jammed with a crowbar.

The woman is quite upset.

"I am a water sprite. Who and what are you lander?"

She looks around.
"The leader is not here!!"

All core rangers can use clw wands.

The zombies are finally dispatched.

Mal cuts a zombie down, Garnstn steps in and finishes off the last one.

Combat over

A young female pops out of the water. An exotic green tint to her skin is quite evident. The green parts of her skin seem to be fighting with a rotting, wasting disease.

"You have defeated my captors!! I am free of them!!

She walks on feet unused to land. A turtle surfaces near her.

4/5 tokens up

Kat swings and barely misses one of the creatures, distracted by being grappled. Mal's sword thrust barely misses. Garnstn readies an attack.


grabx2 vs CMD: 1d20 + 4 ⇒ (18) + 4 = 221d20 + 4 ⇒ (19) + 4 = 23
damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Kat falls as both zombies manage to penetrate her significant defenses while raging. Normally raging made her easier to hit, but against the grabbing zombies, it only made getting her much harder.

Dain, Kat, Mahath unconscious Garnstn/Mal up

The zombies continue to rip at the barbarian.
grab: 1d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (7) + 4 = 11
Unable to improve their hold, they are kept at bay by the strength of the raging barbarian.

Mal's shot is wide.

Those up can act, Kat is grappled

Current Battle map is set up. Pick a room in Cham's inn and place your tokens. I assume Tam is the only one on watch.

Garnstn destroys one of the three zombies.

The two continue to rip at Kat.
grab maintain: 1d20 + 6 ⇒ (7) + 6 = 131d20 + 6 ⇒ (5) + 6 = 11
They cannot improve their grip with their teeth, and the raging barbarian keeps them at bay while still being grappled.

Party up
Kat grappled
Others free

Zombies 2

watch number: 1d3 ⇒ 1

DC 15 perception if you are on first watch DC 25 if not:

You hear the footsteps of assassins sneaking up on you in the night. It is time to give the alarm.

Malstei slices the zombie holding him and it falls to the ground lifeless.

vs Kat: 1d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (17) + 4 = 21vs Garnstn: 1d20 + 4 ⇒ (12) + 4 = 16

A trio of zombies remains. One tries to grab Garnstn, but the rogue dodges the clumsy bite. Two try to grab Kat, and both grabs are on target, even the rage of the barbarian does not give her the strength to power out of the grab.

Both zombies do grab her in their jaws and hold her tight with a nasty bite.

damage bite Kat: 2d6 + 6 ⇒ (5, 6) + 6 = 17

I can't specifically find a CMD for Kat, but I assume it is less than 20 while raging

Party up
Kat Grappled
Others free

And, the group decides who is on the series of watches, dividing the night up into three watches.


grab vs Dain: 1d20 + 4 ⇒ (5) + 4 = 91d20 + 4 ⇒ (12) + 4 = 16damage: 1d6 + 3 ⇒ (6) + 3 = 9

The two zombies grab at Dain as he struggles. One latches on to him, the other can't keep Dain in his massive jaws. After the bite, Dain loses consciousness. Kat destroys another zombie with a massive blow.

Okay, I haven't forgot you guys. Just caught up in XCOM2 a bit. Quite a good sequel.

Try to get some feedback soon.

Recognizing the group is in a bind, the temple takes the valuable alchemical glue from the party in trade.

They agree to heal everyone and offer the group a fully charged healing wand.

Then the group settles down for a series of watches, not trusting what has turned out to be a compromised town.

Sovereign glue gone
Wand of CLW with 50 charges added

Kat manages to destroy another zombie, but the well placed arrow of Malstei does little damage to the rotting flesh. The slashing weapons seeming to hurt the creatures much more.

Garnstn's axe is wide as the two zombies remaining from the pool advance.


grab Garnstn: 1d20 + 4 ⇒ (1) + 4 = 5
grab Mal: 1d20 + 4 ⇒ (15) + 4 = 19
grab Kat: 1d20 + 4 ⇒ (8) + 4 = 12

Zombies miss Garnstn and Kat, but one grabs Malstei and bites him.

damage: 1d6 + 3 ⇒ (1) + 3 = 4

Left alone in the northern room, the two zombies that bit Dain seem to be fighting over him.

Party up

Zombies have improved grab = Improved grapple + grab a controversial 3.5 feat. No AoOs as they grab.

So I took away one of their two hd.

Consider recruiting closed--anyone posting before now can get a character ready. Finish up those that have posted before.

I will try to look over submissions this week and get some maps up and get the campaign thread ready.

Soon it will be time to explore the haunted house.

Kat destroys one of the zombies with a nasty slash. The noise of the undead draws a trio of other creatures from the unexplored pool of water. A trio of creatures rise from the water and try to grab Mahath and two succeed, biting him as they get a hold on him. The trio in the room attempt to bite Dain, two succeeding in latching onto him and biting him.

Two bites Dain = 11 damage -- Two bites Mahath = 13 damage

Grapple CM Mahath: 1d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (3) + 4 = 7

bite: 2d6 + 6 ⇒ (4, 3) + 6 = 13

Grapple CM Dain: 1d20 + 4 ⇒ (13) + 4 = 17
Grapple CM Dain: 1d20 + 4 ⇒ (12) + 4 = 16
bite Mal: 2d6 + 6 ⇒ (3, 2) + 6 = 11

The temple charges 100gp to restore the dwarves to full health.

When paid, the high priestess heals the dwarves.

You make preparations for a full night of rest.

Any watch schedules?

Dain has moved in to the room to engage a zombie. His swing misses as a magic force bolt hits, tearing flesh from a zombie.

Yes -- the map is to show where things are. All players have edit privileges to move their tokens. 4 zombies are in the northern room.

The zombies point at Dain and begin howling loudly. The ruptured and distended lungs of the undead makes a warbling, eery howling sound that reverberate through the halls. Mal misses a shot as the zombies have not left the room, seeming content to maximize their volume.

Further examination shows the zombies to look like pirates, with earrings and sailor attire.

Party up again

Crim returns with two incapacitated dwarves. Healing is considered, as they are in bad shape.

Exploring the northern rooms reveals little, until the one to the east is opened. Very hungry zombies seem to see you as prey, the four alert as you open the door.

Mal1d20 + 8 ⇒ (4) + 8 = 12
Garnst1d20 + 3 ⇒ (5) + 3 = 8
Mahath1d20 + 2 ⇒ (15) + 2 = 17
Dain1d20 + 2 ⇒ (13) + 2 = 15
Kat1d20 + 1 ⇒ (5) + 1 = 6
Zombies1d20 + 1 ⇒ (3) + 1 = 4



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Okay, I have friends in town.

DM Jelani has a superb posting history and a great character outline that ties to the Greyhawk World.
Nightfalcon has stepped up and made a great background, going the extra step. I consider these submissions to be quite good and an example of what I am looking for.

Recruiting will close April 8, Final Decisions will be made by Monday April 11.

Do I need to know a lot about Greyhawk to make a good background?

No. Greyhawk has the standard elven communities in the woods, dwarven communities in the mountains, pirates, assassins, thieves, etc. Should not take long to pick a place to build from and add a little color.

I will try to put together the standard recruiting list as we near the deadline. And remember, the U doesn't stand for underwater, but swimming will be useful.

Checking the room reveals a connection to both rooms.

The room to the north has a few scattered utility items:

Three torches
flint and steel
2 large canvas sacks (undamaged)
2 belt pouches
a rusty bullseye lantern
four pints of lamp oil
four large candles

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