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Machine Soldier

GM Tribute's page

1,933 posts. Alias of Chainmail.


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Sabola steps away, but the dolls quickly close to attack him again. This time the attack him more rapidly, having already closed the distance.
Sabolax4: 4d20 ⇒ (14, 6, 17, 19) = 56
Three attacks hit home for piercing: 3d3 ⇒ (2, 2, 2) = 6
After Sabola falls, Setesh strikes one and the construct seems to resist the brunt of the damage, but massive cracks in the wood show the doll can't take another shot like that again.


The east archway is the way you came. The cloak room to the south is unexplored. Not trusting the finger pointing east, you went west.

The zombies seem determined to walk down the wide passage.
Map updated--zombies have moved

Sabola strikes the doll and shatters him into wooden pieces.
Can't help but think of Chucky from Child's Play

Bogo claws at an acolyte for minimal damage as Arya brings one down with a rapier to the neck.natural: 3d20 ⇒ (16, 12, 11) = 391d4 + 1 ⇒ (1) + 1 = 2
Denlin walks the gauntlet provoking attacks from the acolytes.
AoO2attacks@+31x@+5: 3d20 ⇒ (12, 4, 6) = 22
The acolytes then attack with and hit Denlim twice.
2attacks@+31x@+5: 3d20 ⇒ (4, 15, 11) = 30
Denlim Damage: 2d8 + 2 ⇒ (1, 6) + 2 = 9

Denlim is hurt and even more angry.

Party up--one acolyte in front is wounded.

This is a roughly diamond-shaped cavern, covered with dust. Archways in the north and east corners lead to 10-foot-wide arched hallways. Footprints in the dust lead from the north archway out through the east archway. Overhead, the ceiling opens into a great dome filled with stalactites. The cavern's walls are covered with fresco paintings of the natural beauties of the world. The frescoes are somewhat faded and look long uncared for. A broad platform juts from the southwest wall into the cmter of the room. A 11-foot-tall statue of a strong man with a long beard sits on the platform with his legs crossed. There is some sort of altar in front of the statue's knees.
The east way leads back to the entrance.

The north archway leads off into the darkness. Through the tattered curtains to the south seems to be cloak roam with pegs and clothes.

The zombies advance down the hall. They seem to be moving slowly with an unnatural shamble.

Party up

As Sabal moves in to look at the weapons and Faisal completes his mage armor, three dolls from the diorama attack Sabal from behind.
Link to doll picture

slamx3: 3d20 ⇒ (15, 20, 8) = 43
confirm: 1d20 ⇒ 15

Three wooden warrior dolls attack Sabal with spears, and one strikes him in the neck. total damage piercing: 3d3 ⇒ (2, 1, 3) = 6

Setesh1d20 ⇒ 6
Sabal1d20 + 0 ⇒ (20) + 0 = 20
Dusty1d20 ⇒ 20
Faisal1d20 + 2 ⇒ (7) + 2 = 9
Umbral1d20 + 1 ⇒ (17) + 1 = 18
Enemy 11d20 + 1 ⇒ (14) + 1 = 15


Entire party

Setesh finds nothing else of interest in the room with the chest.
the map is linked at the top of the page and in the campaign tap. the party is on sheet 2 (level 2) as sheet 1 is the entryway

A nasty poisoned scythe trap is disabled!!! Inside the chest...

Appraised DC 20:
The chest is beautiful, and if undamaged, is worth 200 gp as an art piece (including the trap, which can be reset).
The chest contains two potions of cure light wounds and one potion of darkvision. Also inside the chest are two books with thin, gold-plated metal sheets for pages. The first is a brief biography of Akhentepi, and the second is a list and description of the various military campaigns conducted by the nation of Osirion between 2350 and 2450 ar. Each book weighs 25 pounds
another appraise DC 20:
and is worth 300 gp. The chariot can also be considered an art piece or antiquity, but it must be disassembled, moved, and put back together, requiring a carpenter or charioteer to restore properly. If successfully removed from the tomb and reconstructed, the chariot is worth 100 gp, or 150 gp if restored.

Looking east you see a trophy room....
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. The light wooden shield on the left does not appear to be Osirian in origin,

DC 12 Knowledge (geography) check:
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 areas previously explored. The rack on the south wall holds a composite shortbow, a khopesh(UE), and a spear—all of which belonged to Akhentepi.

As you are exploring, please put your PCs on the map where you are.

We are still holding-'- I know we are busy.

waiting for the new guys to be done

Post Sat to move things along. Should be something to fight.

A trap appears near the locking mechanism of the chest. Any attempt to open the chest normally would trigger the trap.

The chest appears valuable if recovered intact.

Appraise DC 15:
around 200gp sell value

No magic has been detected.

Morgan's light faintly illuminates twelve emaciated skeletons lying on the ground to the right in temple garb with an evil Snake holy symbol. His light illuminates 8 shambling figures to the left who are slow, but notice his presence.


The rest of the party waits near the first intersection.

I stopped Morgan as soon as he saw shambling zombies.

I was hoping you would heal up a little more, probably get the party all healthy.

The party moves slowly to the intersection. The scout is incapacitated on the fighter's shoulders. The orc limps with a broken leg. He has seems to have straightened the bone and is using a splint and improvised crutch to move.

At the intersection there is a blast as a two thunderstones hit spaced in the narrow passage.

fail CON DC15:
deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Lorcan: 1d20 + 6 ⇒ (3) + 6 = 9
Turk: 1d20 + 2 ⇒ (15) + 2 = 17
Zoros: 1d20 + 1 ⇒ (16) + 1 = 17
Ingrid: 1d20 + 1 ⇒ (9) + 1 = 10
Meztli: 1d20 + 1 ⇒ (15) + 1 = 16
Calendir: 1d20 + 4 ⇒ (8) + 4 = 12
Enemy 1: 1d20 + 1 ⇒ (3) + 1 = 4

ENTIRE PARTY--map updated


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):

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


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.

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