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Sajan Gadadvara

ziltmilt's page

2,224 posts. No reviews. No lists. No wishlists. 1 alias.


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Tables strewn with beakers, glass vials, old tin cans,
rope, animal traps, bits of twisted metal, spikes,
bones, and all manner of junk litter this area. In one
corner sits some old furniture and other keepsakes.


The bag holds around 250 coins -

- 121 cp
- 110 sp
- 23 gp

and 17 mostly skeletal severed fingers!

Well, again, it appears the bag contains coins but there's some hesitation on your side. Who's going to reach in and grab the bag?

Carefully jamming the blade, it should be stuck enough now not to spring even if the plate is triggered.

A cunning blade hidden in an inner wall of the chest is primed to slide out with sudden force horizontally. And, the bag of coins appear to rest on some kind of pressure plate.

Numerous dried, dark stains line the inside walls, a testament to this trap's effectiveness.

You see no evidence of magic, though the blade is laced with poison of some kind.

Ned frees the stubborn lid, and when raised, it reveals a single object sitting neatly in the middle of the chest's inside: a green sack the size of a melon seemingly bulging with coins.

Pry bar would probably work ... needless to say, none of the prior attempts have succeeded in opening the chest.

Sorry, to answer your question, yes. Two of the bed appear to have been used by a pair of smaller ogre-kin.

You notice no traps, but the chest's lid is stuck. Can someone give me a STR check to open? Or perhaps, you have another way to pry open the contents?

This room is filled with large, filthy beds. Human skulls with antlers fixed to them are mounted on the bedposts and headboards. Against the west wall sits a large cedar chest.


The stairs leading to the upper floor lead to a filthy narrow hallway lacking any natural light. A short passage ends with 2 opposing doors: one to the east, one to the west.

There are no signs of magic or traps. Indeed, you notice no noise at all.


Feeling under the weather ... will resume posts tomorrow. My apologies!

The sofa is trapped ... it's obvious to your trained eye that the floor around it is triggered to do *something*.

However, the trap at the front door seems to no longer be a danger to anyone entering.

The door appears safe enough.

A mangy bearskin rug lies before a tremendous hearth set into the wall, its pained visage still snarling at whatever cruel hunter took its life. A huge couch haphazardly upholstered in animal hide and human flesh, replete with a collection of talons, monstrous hairy spider’s legs, fox heads, and human hands and feet, sits to the west.


Keep in mind, you haven't explored the entire house yet. One of you mentioned earlier there could be more prisoners hidden somewhere. If you look at the map, there's a front room (whose front entrance was trapped) which remains unexplored.

There's also 2 stairs: one going up and one going down.

Nothing dangerous is evident in the small room you've found, apparently used as a closet.

However, you do find Mammy's spellbook! But, this is probably of most interest to Parthen, being that he claims to be a proper wizard. I don't think it'd be of much use to Lleidr.

So, you're wanting to downsize the party (the freed rangers, their animal companion, Shelalu) and then return to this house & search it before destroying it?

- Vale, one of the freed rangers, desperately wants revenge against the Grauls. The other rangers are pretty steamed about them as well.

- You could return them to the nearest settlement, Turtleback Ferry. It would take a full day to get there and then back here.

- You could put them all in the barn, while you finish up here. Again, not sure if they'd go for that.

Mammy Graul is pummeled into unconsciousness by your combined assault. She tried to defensively cast a spell, but was unable to complete the necessary gesticulations due to being interrupted.

There's a door in this room, behind Shelalu. A number of Mammy's things radiate magical auras, but no traps are found.

Potion of cure moderate wounds
Wand of Magic Missile (44 charges)
Wand of Vampiric Touch (33 charges)
masterwork quarterstaff

Just need an action from Nich

Graul Farmhouse, Mammy's Room, Round 2, Part 2

NOTE - Yes, Nich, the Holy Smite reduced the last zombie ogre-kin to a pile of ash.

Selia's lantern archons appear hovering near the ceiling and fire volleys of blasts at the now-blinded Mammy. Selia also throws in a shot via a Magic Missile.

Kaven runs to check on Kib, petting the cougar and whispering words to reassure it.

Parthen follows, bringing out a healing potion. The animal is on its feet within moments, licking the wizard's hand.

Vale moves back down the hallway. "We'd better keep an eye on our backs, just in case."



Init Order:



It's a bit less than 8 hours without stopping, but we usually make a couple of fast food stops on the way.

It was awful.

So ... we had a 2:40 PM flight from our town. We just get to the airport, and are walking up to the gate, when I get a text that the flight's delayed till 5:10.

We get to the gate agent:

'You know about the delay, right?'

'Yeah, it's delayed till 5:10 pm.'

'No, it's delayed again, to 8:30 pm.'

I look at my wife and think we should just drive to Orlando. It's only an 8 hour drive. But, we already paid for the flight. So we go home, nap, then get back to the airport at 6 pm.

Delayed again till 9. But you can have $15 vouchers per ticket for food (which we take!).

Then again, till 9:30.

Then again, till 10 pm. But, we'll offer a refund to anyone who wants one. At this point, I couldn't stand it anymore. I'd been up since 5 am, and knew it'd be well after midnight before we'd be able to check in to our hotel in Orlando.

So, we took the refund, went back home again, immediately to bed, then up at 5 am, and we were on the road at 6.

So, we lost a day of vacation essentially. Just glad we had travel insurance!

JUst need Selia and Parthen's actions.


Actually, Selia and Kaven are NOT affected by Mammy's negative channeling.

Graul Farmhouse, Mammy's Room, Round 2

Shrieking from Nich's assault, Mammy cries out, "I can't see! Save me, Benk!". Ned swings a couple of blows, but only manages to destroy one of the images of Mammy [NOTE - there's 3 'Mammy's left]

Jakardros charges towards the creaking bed. "You old witch, you rotten sow! We will rain justice upon you and all your foul kin." He plunges a dagger down, removing another Mammy figment [NOTE - down to 2!]

Shelalu steps forward and slashes out with an elven blade, plunging it deep within the flesh of the remaining zombie, apparently named 'Benk'.

Lleidr leaps atop the bed, stabbing at Mammy, who now has no further false images left.

The sole remaining zombie grabs and punches at Vale, battering the ranger.

Mammy brings forth a surge of dark power [Need a Will save vs DC 14 for everybody, dmg = 14]. Vale seems especially striken; Kibb, the firepelt cougar companion of Jakardros, collapses and lies twitching on the ground, moaning in pain.


Round 2, Part 2:

Selia - need actions for you and whatever you've summoned, as well as its placement

Sorry for the delay in updating guys ... we all came back with slight head colds after our trip, plus we ended up having to drive instead of flying back home.

Round 1 - Continued

Selia begins a summoning spell.

Parthen steps forward behind Kibb, the panther companion of Jakardros, and augments Selia's defenses while she is occupied by spellwork. (+2 to AC for 3 rounds).

Kaven rounds the bend. "The infamous Mammy Graul? We may be in trouble here! Her powers lend themselves towards necromancy, so I've heard tell."

Armed with only a spare short sword, Vale makes a couple of swift strokes and chops down the zombie ogrekin nearest Mammy.

"You've done it now. Kunkel was the apple of my eye!" Mammy gives Vale a hateful look.


Round 2 -
Init Order:


Mammy & her boys


Graul Home, Mammy Graul, Round 1, Part 1

Nich's Searing Light briefly imbues the roof with a flash the intensity of lightening, and one of the zombies disappears into wisps of smoke and ash.

"Damn, there goes Hadge. Them other worthless boys o' mine better get in here, or I'll have their hides!" Mammy yells.

Ned follows, and runs in between the ogre-kin undead, delivering a blow to the monstrous Mammy (NOTE - none of the multiple images disappear).

Seething with anger, Jakardros runs through the hall, and winds up in front of one of the zombies. Shelalu follows, and takes up a position in the northeast corner of the room. "That's quite the dance partner you've found, Neddie!"

Lleidr hunkers down near the table and lobs a magic missile towards your enemy.

One of the zombies slides in between Nich and Ned a bit, and tries to hit Ned, but his outstretched arms prove too slow. The other zombie punches and tears at Jakardros.

Mammy's immense bulk rises off the groaning bed and floats towards the southwest corner. "Cursed man, wither and perish!" The ghostly hand flies towards Ned, who dimbly dodges the necromantic effect much to Mammy's consternation.


Next up:

Round 1 - continued


Since this is the last post for until 9/24 or 9/25, let's get actions from Parthen and Selia, which I"ll post when I return, then we'll pick back up with Round 2.

Nich, can we get your action?

Don't forget to also check out the link for Mammy. And, don't be surprised if you fall in love.

I think i should apologize now for any psychological scarring as a result of sharing the picture of Mammy Graul.

Opening the western door floods the hallway with a putrid, nauseating odor that's a cross between a charnal house and broken-down sewer. A shrill scream erupts from within at your intrusion.

"You boys, help your Mammy now! Those idiot boys outside let trespassers plumb into the house!"

The cloying stink of this room is nearly overwhelming. Buckets of filth are stacked against the walls, fat ravenous flies lazily circling their rims. The room itself is dominated by an immense bed, its ratty sheets stained beyond hope. A huge easel sits next to the bed with a palette of various shades of brown and red paint. The sources of these morbid pigments—several crushed organs and ragged stumps of flesh—sit in receptacles next to the easel. A set of brushes made with human hair jut from a broken skull by the easel, while a comb made from a human mandible sits on a small oak bedside table nearby, its teeth clotted with thick strands of greasy black hair. The bodies of three horribly deformed men dressed in ragged finery are propped up in huge open coffins against the far wall, their mouths sewn tightly shut with lengths of hair.

The deformed, broken corpses lurch forward, putting themselves between you and their Mammy. One has a vestigal third leg protruding from his hip, along with three black arrows sticking out of his chest. Another has an extra nose emerging from a rotting right cheek, a hunched back, and his head is split by an axe bearing the sigil of a black arrow. The third fellow's deformities are hard to determine. He must have died from being trampled and is now little more than a shambling fleshy bag of broken bones and mashed features that flops about.

Most startling of all is Mammy Graul, an incredibly corpulent monster with stringy hair and bald patches. To better hide skin splitting from mounds of colliding fleshy rolls, she wears a huge red curtain as a shroud, and her bed creaks out in anguish as she shifts her massive form to regard you. In truth, multiple Mammy's occupy the same bed, doubtless some form of evil sorcery she has mastered.

Surprise Round:

Somehow already aware of your presence, Mammy directs dark magic towards Vale. A ghostly hand near the door gently smacks the ranger and he flinches from the attack, looking drained. The zombies shuffle forward to block entrance into the room.

Init Order:


Mammy & her boys



The tiny skeletons are all female.

Woo hoo! 100 pages!! Hard to believe we've been at this now for what, 3 years now?

Unfortunately the storage room is mostly refuse, with one intriguing find: several collections of small bones, which are various ogre-kin, very young upon death. Can I get a Heal check from someone on these?

Folks, FYI, I'm on vacation at the end of this week. I'll be offline from Friday (9/16) at noon until sometime on the next Sat night (9/24). Hopefully, we can make a little more progress in the Graul House before then.

After several cautious minutes exploring this place, you're adapting to the smell. The sickened feeling has worn off.

The western door in the north passage opens into something of a storage or maybe a place for refuse. Broken, shattered pieces of furniture, lamps, pottery, etc are piled atop one another and shoved into the corners.


Making a Perception check on your behalf (your GM is being generous here), Lleidr notices something exciting on one of these fetishes hanging from the ceiling.

One of the pieces of 'art' incorporates several finger bones, one of which is still wearing a jade ring.

You find nothing dangerous about the northern door, but after opening, the foul odor is nearly overwhelming.

This filthy bedroom contains little more than a lumpy mattress heaped with twigs, mud, and hopefully little else, although the stink of sewage in the room indicates otherwise. Dozens of humanoid fetishes crafted of bits of leather, straw, corn husks, twigs, and bones hang from cords throughout the room.

There's no other apparent exit other than the door you used.


OK, disable device check, please, to keep that door shut.

Hee hee .. that's a wicked idea!

The disabled trap hanging above the west door holds as you pass underneath. You've entered a stuffy windowless hallway, L-shaped, with several different directions:

- door in the south wall

- a staircase leading up

- door on the north wall, at the north end

- door in the west wall, at the west end

- another west door, this one on the northern hallway, next to the staircase.

You find nothing dangerous/deadly here; nothing detects as magical.


They both flop to the ground.

Making a perception check on your behalf, you find nothing untoward, other than the grisly collection of skulls. Nothing detects as magic.

The only exit other than the door you entered would be the boarded windows. From the dining room, you had a door to the west.

This simple room is strewn with “toys,” some of carved wood or bone, while others appear to be little more than partial animal carcasses. Old bloodstains mark the walls; some resemble crude, childlike paintings and feature images of dismembered horses, a ridiculous grinning horned devil tossing children off a cliff, and a big lake with a black reptilian monster sprouting tentacles from its back. Bookshelves rest against the wall, but instead of tomes they hold skulls of all shapes and sizes.

Inside, you see two young ogre-kin at play, but only 1 seems to be having fun. The crying was evidently coming from a hairless and pale
bloated thing with malformed, stumpy legs and a wide mouth filled with ragged teeth. Before you opened the door, he was apparently in mid-crawl towards his companion, tears rolling down his cheeks.

The other child looks almost human, although his arms are bent in funny ways, as he holds aloft a pair of skulls that the crawler is reaching towards. He was mid-dance, but stopped, and now both are staring at you, mouths hinged wide open.

"Did Mammy send y'all?"


The -2 penalty made no difference whatsoever to your disable check. The trap still fails to spring. Nothing detects as magical in this room (other than the wonderful ambiance), and you find no poison either. However, you can hear child-like voices coming from the north-east door. One voice is pleading and crying; the other is mostly harsh, grating laughter. You hear nothing from the west door.

I should take the opportunity to ask for a marching order. Even though he's hardly armed, Vale is chomping at the bit to get back at his tormentors and wants to be in front.

Which door folks?

Hope you're feeling better, buddy. Hang in there! And I hope you're getting all the help you need.

BTW, Nich, you made your Fort save and you are not sickened by the kitchen room.

The next area appears to be a formal dining room. There are 2 additional exits:
- an east door, near the north wall
- a west door, almost directly across the other door

This dark room stinks of putrefying flesh. Eight wooden chairs with grinning bleached skulls crowning their backs circle a monstrous four-foot-high oak dining table covered with a crude tablecloth of crinkly human leather. The centerpiece of the dining table—a rotting human head, its stringy red hair thankfully draped over its mutilated face—serves as a gathering place for a host of buzzing, bloated flies.

The hidden switch inside the door is connected to a scythe, attached to coils of tightly bound rope, set to cut into anyone opening the door. In fact, you see 2 more scythe traps, one hanging above each door.


It appears you stopped whatever may be triggered on the other side of the door. Do you wish to proceed?

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