GM Crash's Godsmouth Heresy-Table Beta (Inactive)

Game Master Crashwheeler

Tactical Map


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A nondescript cleric from the church of Pharasma approaches each of you saying "We need your help up at the church. I, and other clerics, are out looking for pathfinders and other adventurers to help us. Just show up at the Godsmouth Cathedral and you will be informed as what will be needed from you." and the cleric disappears into the crowd, heading towards the church.
At this point, each of you will show up in the entrance of the church. Introduce yourselves to each other and then you will be greeted and the adventure will get underway.

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

With her brown hooded cloak on and her gaze on the floor, Pontia tried to avoid the attention of the people while she walked through the crowd towards the Cathedral. She avoided the multitude and used less busy streets. As of late, she had grown tired of the curious looks her semblance strikes on other people.

Before entering the magnificent building, she stops to put a rebel long lock of shiny silver hair, hanging in front of her face, behind her right ear and to make sure her hood still covers most of her face. Her eyes try to capture as much as possible of the beauty of the Godsmouth Cathedral, adding those images to the little information she can recall about the impressive construction not sure if it works like this or I have to wait for you to tell me, but I will go ahead and roll for History to see if I know any data of the Cathedral: History: 1d20 + 7 ⇒ (12) + 7 = 19.

After standing just outside the door for a couple of minutes, the pale-skinned Aasimar goes through the door, not sure of what kind of dire problem the clerics of Pharasma might be to ask from help from the Pathfinders...

Silver Crusade

Male Dwarf Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

A dwarf with a long, white beard enters the Cathedral. He has what appears to be a wooden charm in the shape of a fist dangling from his neck ove the top of his scaled armor. "We wha' follow the Master of Masters are always willin' to serve. I am Marsk; how may I be of assistance to ye?"

Sczarni

Male Human Rogue Level 1 - HP 8/10, AC 17 (Touch 14, FF 13), Init +6, Saves: F +1, R +6, W +0, CMD 15, CMB 1, Percep +4, Melee: Mwk Rapier (+2) (1d6+1), Ranged: Xbow +4 (1d8)

A debonair human with a trim mustache, a long-brimmed hat, and a rapier sheathed at his belt gracefully struts into the cathedral. He offers to shake everyone's hands.

My name is Dexter, but my friends often call me Dex. It is a pleasure to meet each of you. I understand there is a need for my services...

Dexter scans the cathedral. His gaze momentarily pauses on the more valuable-looking aspects of the building while he quietly surmises at the wealth of his potential patron...

Silver Crusade

Male Human Paladin / 1 - HP 14/14, AC 17 (Touch 12, FF 15), Init +2, Saves: F +4, R +2, W +2, CMD 16, CMB 4, Percep +0, Melee: Earth Breaker +4(2d6+4), Ranged: Light Hammer +3 (1d4+3)

Though he was always willing to help out a church, Burick cared little for the cold ideals of the worshipers of Pharasma. Even so, someone needed his aid, so he tried to brush up on his knowledge of the church (if at all applicable). Knowledge Religion: 1d20 + 5 ⇒ (11) + 5 = 16

He was clad in grey scale armor with hues of green, the symbol of a hammer embezzled on his chest. Along with the assortment of small hammers attached to his person, slung over his shoulders was an enormous hammer of intimidating shape, the word "Dawn" carved into the side of its head. It was almost comical how the man embodied the ideal and symbolism of Torag.

"I think this is the place," Burick mutters as he enters the cathedral, hoping that he read the directions carefully. Entering the holy building, he took note of the individuals already present, and took their greetings with a confident smile and a hardy tap on his chest.

"For whatever reason, it seems we've been summoned here, friends. I Burick of Torag's mighty Breaker Corps, am here to lend my aid!"

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

has to be a good reason to gather such... pintoresc group of adventurers- said Pontia with a soft voice, that came out of the hood of her robes, when everybody began to gather.

I'm Empirea, Pontia Empirea, please to make your acquaintance


Together, Burick and Pontia recall that the Godsmouth Cathedral is the centre of worship of Pharasma in Kaer Maga, Varisia. It is located in the Bottoms district of the city just above the Godsmouth Ossuary. The cathedral is led by Delana Karaheis, High Priestess of Death, who is ably supported by the High Priestess of Birth, Maris Jelasco, and less ably supported by the High Priest of Fate, Mahajan Sandeep.
Other staff include Cryptsmistress Valanthe Nerissia.
The Cathedral includes a chapel to Saint Illiska.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

A Tiefling with scaly grey skin, and two massive horns growing from his forehead, strides out of the shadows, and bows, grinning as he does so, which only serves to reveal a mouthful of needle-sharp teeth.

"Greetings, my name is Jean-Pierre, and I am a contracted representative of the First Bank of Abadar; have you considered opening an account with us? We have branches in most major cities, and our Sending network allows near-instantaneous credit transfers. We carry all of your hard-earned coin with you, when we can provide a reliable, hassle-free alternative?"

Every Infernal Banker (TM) has to start somewhere ;-)

Sczarni

Male Human Rogue Level 1 - HP 8/10, AC 17 (Touch 14, FF 13), Init +6, Saves: F +1, R +6, W +0, CMD 15, CMB 1, Percep +4, Melee: Mwk Rapier (+2) (1d6+1), Ranged: Xbow +4 (1d8)

Dexter perks up at hearing that Jean-Pierre works at the bank. He pretends fascination while inquiring about how these credit transfers work...

Dexter will be more than happy to learn the ins and outs of instantaneous credit transfers!

Liberty's Edge

Male Half-Orc 132737-1 | Monk (Master of Many Styles) 2 [HP 15/18 | AC (with Mage Armor) 16, 12T, 16F | 6F 4R 6W | Init +0 | Percept +2 Darkvision 60']

The doors of the cathedral opens with a smash, and from the sudden brightness an outline of a hulking mass of a humanoid with faint green green skin can be seen entering. As your eyes adjust, you see a half-orc walking towards the rest of the party, dressed only in trousers, worn boots, and with strips of cloth wound around his fists, wrist, and midsection. What you notice the most are the dark red tattoos around his shoulders which extends to his neck and chest.

When he comes close, he bows respectfully, "Pardon my late and sudden entrance, but I heard that a local church is in need of help. With the teachings of Irori, I offer my abilities to resolve the issue."

Looking around at his new companions, he adds, "Strange... I rarely see both an Aasimar and a Tiefling in the same group without some sort of fight going on. Are we under some sort of test of will?"


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre raises an eyebrow.

"That is racial stereotyping. I can't speak for Ms Empirea, but I do not see the profit in simply fighting because our ancestors came from diametrically opposed planes of existence; and if there is no profit to it, I do not see the point in doing it."

He then smiles, showing far too many teeth.

"It would be like saying that, just because you clearly have some Orcish blood in you, you must be an uncouth barbarian!"


Upon hearing the sound of the front doors opening forcefully, a middle aged priest walks up to the group that has gathered in the cathedral. "Good, you're all here. I am Valanthe Nerissia. Follow me." She leads the party over to a side room.
Once everyone is inside and the door is closed, she says "Thank you all for coming. I will try to keep this brief so you can get right to work. There are dead bodies disappearing from the ossuary below us and we need you all to find out why. There are also other things down there that would be dangerous for the less prepared and we will pay you extra if you can all clear it out down there. Can you do it?"

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

Pontia observes the rest of the group, they all see quite capable - "I'm sure we could shed some light into this mistery" - she says with a nod and a serious voice - "but, could you be more specific about what "other things" are down there or is it also something for is to discover?"

Liberty's Edge

Male Half-Orc 132737-1 | Monk (Master of Many Styles) 2 [HP 15/18 | AC (with Mage Armor) 16, 12T, 16F | 6F 4R 6W | Init +0 | Percept +2 Darkvision 60']

As Grimor follows Valanthe inside, he says to Jean-Pierre, "I meant no offense. I for one am glad that the races are in much better harmony now. Although..." he looks down on his fist "there are some that needs more practice on controlling their impulses."

After hearing out Valanthe, Grimor will say to her, "The Pathfinder Society is at your service. Whatever troubles are down there, I'm sure we ca agree that we can take care of it. We'll find your corpse thief; however, maybe you can tell us more about these 'other things'?"

If anyone wants to attempt making her friendlier or ask a more difficult question, here's my aid.
Diplomacy, Aid: 1d20 - 1 ⇒ (16) - 1 = 15


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"I would certainly be happy to engage in a contractual obligation to clear out the facility. Just a moment..."

He digs through his backpack, producing a sheaf of parchment.

"This is my standard boilerplate for engagement of services. If you could just note down the base payment amount per head, as well as the bonus amount for secondary goals here and here, as well as notarize here, here, and here... I trust that you are empowered by the Church to sign such documents?"

Silver Crusade

Male Human Paladin / 1 - HP 14/14, AC 17 (Touch 12, FF 15), Init +2, Saves: F +4, R +2, W +2, CMD 16, CMB 4, Percep +0, Melee: Earth Breaker +4(2d6+4), Ranged: Light Hammer +3 (1d4+3)

"Disappearing bodies? That's some decent cause for concern, along with these other 'dangerous things' you speak of. But I will need more information, in terms of what we can expect to find down there and any details on the missing bodies or how they were stolen, if you have the details?"

Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20

Glancing between the Aasimar woman and the Tiefling that brought out the contract, Burick snorted in amusement. "A visit from angels and deals with the devil, this is already turning out to be quit an enriching venture..."

Noticing Grimor's comment about impulses, Burick gave him a curious look. Though it sounded interesting, he knew better than to pry; as Torag leaves the world to its own devices, it is sometimes better not delve too deep into a subject and instead practice tact. Shrugging, Burick replied to the half-orc.

"Be it violent impulses or an inability to control one's strength, we must all find the most fulfilling way to use our talents."

Sczarni

Male Human Rogue Level 1 - HP 8/10, AC 17 (Touch 14, FF 13), Init +6, Saves: F +1, R +6, W +0, CMD 15, CMB 1, Percep +4, Melee: Mwk Rapier (+2) (1d6+1), Ranged: Xbow +4 (1d8)

Looking over the composition of the party, Dexter looks a little concerned...

I swear I'm cursed...I find a new patron, but I have to split my services with a group of misfits that makes the dwarf look normal..

Dexter says, It's a, um, pleasure to meet you all. He gives a knowing look at Burick, the only other human in the group.

After hearing the priest's introduction,

Ugh. I guess I shouldn't be surprised the Pharasman clergy are hiring for some morbid undead-clearing operation...

Clearing out crypts inhabited by "other things" sounds like a very risky venture. I would hope the church would offer fair compensation to ask me to risk leaving my twin baby girls without their father...

Bluff: 1d20 + 9 ⇒ (4) + 9 = 13

Silver Crusade

Male Dwarf Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

After hearing Valanthe's intoduction, Marsk stares directly into her eyes. I'm more than willin' to help. I shan't quibble over terms; I trust my fellow clergy t'treat me right.


After listening to the concerns of the monsters and money, Valanthe replies, after taking the diplomacy into account "We only know that there more undead, but we don't know why. The other dangerous thing we don't know what they are. As for pay...we will pay you 500 for the corpse mystery and an extra 250 for clearing it out down there. Anything you find down there, other than any Pharasmin artifacts, you can keep." She scribles wherver she needs to on the parchment that Jean-Pierre hands her then glances out a window at the night sky. "We will require you to start tomorrow, however so if you are ready you should all get a good night's sleep."

If you are ready and have no more questions, we can start the next day.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre carefully rolls up the contract, and tucks it away in his backpack. After taking his leave, he deposits the contract at the local branch of the Bank of the First Vault, before having a restful night's sleep. In the morning, he returns to the Cathedral, ready and willing to get to the bottom of the mystery...

Happy to move on.

Silver Crusade

Male Dwarf Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

Me too.

Liberty's Edge

Male Half-Orc 132737-1 | Monk (Master of Many Styles) 2 [HP 15/18 | AC (with Mage Armor) 16, 12T, 16F | 6F 4R 6W | Init +0 | Percept +2 Darkvision 60']

Curious, Grimor says "I don't have a place to stay in the city yet. Although I can find myself board somewhere close-by, I would like to volunteer to sleep close to the entrance to this ossuary just in case our thief tries again tonight." Patting his duffel bag, he adds "I wish to lay down my bedroll across the entrance for better security, if you would allow it of course."

I also won't be late for the next gathering this way as well. May Irori guide me to quickly finish off anyone who attempts anything tonight...


"There is no need to do that, dear half-orc. We can provide rooms for all of you here."

Liberty's Edge

Male Half-Orc 132737-1 | Monk (Master of Many Styles) 2 [HP 15/18 | AC (with Mage Armor) 16, 12T, 16F | 6F 4R 6W | Init +0 | Percept +2 Darkvision 60']

"Thank you. I cannot turn down such an offer of hospitality. I shall take the room nearest to the ossuary then, after we have locked down the entrance to it of course. I don't think JP would be pleased to find out someone else has robbed us of our chance to settle things down for you."

JP = Jean-Pierre :)


"Oh, no worries about that. The entrance locks itself when it is closed and it closes after people go through it."

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

"I shall accept your kind offer of hospitality, Valanthe Nerissia, as well as of your terms to take care of your problems. Tell me, does this magnificent Cathedral has some kind of library that could help us in this, our quest?"

Silver Crusade

Male Human Paladin / 1 - HP 14/14, AC 17 (Touch 12, FF 15), Init +2, Saves: F +4, R +2, W +2, CMD 16, CMB 4, Percep +0, Melee: Earth Breaker +4(2d6+4), Ranged: Light Hammer +3 (1d4+3)

"I thank you for your generosity, Valanthe, and that of your church. Tomorrow, I will be more than happy to find this thief who desecrates the dead. As for tonight, if everyone else is fine with it, I will take first patrol of the cathedral, in case the thief is more cunning than we expect."

Sense Motive: 1d20 + 6 ⇒ (4) + 6 = 10

"It is dangerous to leave one's children to fend for themselves, even if you wish to provide for them. Once this affair is over, I can lend some of my aid, if you wish..."


Valanthe looks at Pontia. "Sadly no, we do not have a library here."

Burick:
You can't sense that she is hiding anything.

She then smiles at Burick. "Thank you, kind paladin. We may take you up on your offer later on down the road. We will let you know."

Sczarni

Male Human Rogue Level 1 - HP 8/10, AC 17 (Touch 14, FF 13), Init +6, Saves: F +1, R +6, W +0, CMD 15, CMB 1, Percep +4, Melee: Mwk Rapier (+2) (1d6+1), Ranged: Xbow +4 (1d8)

Reluctant to alienate his new patron and lose out on such a large reward, Dexter doesn't push it...

Your offer is fair. We will do our best!

At Burick's offer of patrolling,

I'll take my turn after yours..

I'm not sure if I can sleep around this bunch anyways..


The next day, after everyone meets Valanthe at the cathedral, she leads you all down narrow, twisting cliffside path to the Godsmouth Ossuary. Once you pass through the mouth of the Unnamed King, you are in the ossuary proper, where robed and hooded Pharasmin priests silently tend to the deceased. Valanthe continues to lead all of you through luxuriously appointed catacombs packed with bodies and down several stairways before coming to an area that obviously sees little use-most of the burial niches are empty and dusty, the air is musty and close, and silence reigns supreme.
In this disused portion of the crypts, Valanthe stops before a locked door. "This is the only known entrance to the sealed lower portions of the ossuary, and once you enter, the door will be locked behind you. Because of this, you will be unable to leave the ossuary to rest and resupply until your tasks are done. To help you accomplish your task, I shall gives each of you a potion of cure light wounds and a vial of holy water. You may divide these up however you wish, but you should use these supplies wisely, as you will be unable to replace them." She hands each of them the potion and vial.
Then she holds up a hollow mithral tube about 1 foot long. "This is a chime of opening. The person to use this can open the Pharasmin seals down below. But be warned." she holds up a finger. "There are only 5 uses left on this, and one must be left to get back here because none of our clerics will open the door for you, just in case you have been turned into a mindless undead or being impersonated. If you lose the chime or use it up, you will have to find your own way back." With that, she pulls out a large iron key, unlocks the door and opens it, revealing darkness.
Now is when you need to start using light sources because the whole dungeon will be dark, unless otherwise mentioned. As soon as you go through the door, Valanthe will lock it, so last chance to ask her questions. You should also figure out the order that you will walk in.


The next day, after everyone meets Valanthe at the cathedral, she leads you all down narrow, twisting cliffside path to the Godsmouth Ossuary. Once you pass through the mouth of the Unnamed King, you are in the ossuary proper, where robed and hooded Pharasmin priests silently tend to the deceased. Valanthe continues to lead all of you through luxuriously appointed catacombs packed with bodies and down several stairways before coming to an area that obviously sees little use-most of the burial niches are empty and dusty, the air is musty and close, and silence reigns supreme.
In this disused portion of the crypts, Valanthe stops before a locked door. "This is the only known entrance to the sealed lower portions of the ossuary, and once you enter, the door will be locked behind you. Because of this, you will be unable to leave the ossuary to rest and resupply until your tasks are done. To help you accomplish your task, I shall gives each of you a potion of cure light wounds and a vial of holy water. You may divide these up however you wish, but you should use these supplies wisely, as you will be unable to replace them." She hands each of them the potion and vial.
Then she holds up a hollow mithral tube about 1 foot long. "This is a chime of opening. The person to use this can open the Pharasmin seals down below. But be warned." she holds up a finger. "There are only 5 uses left on this, and one must be left to get back here because none of our clerics will open the door for you, just in case you have been turned into a mindless undead or being impersonated. If you lose the chime or use it up, you will have to find your own way back." With that, she pulls out a large iron key, unlocks the door and opens it, revealing darkness.
Now is when you need to start using light sources because the whole dungeon will be dark, unless otherwise mentioned. As soon as you go through the door, Valanthe will lock it, so last chance to ask her questions. You should also figure out the order that you will walk in.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre is tied for the highest AC with Marsk, but since he isn't a healer, whilst Marsk is (at least nominally), I am happy for Jean-Pierre to take point.

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

Pontia scrutinize the open door, her pink eyes trying to pierce the darkness beyond, with a sigh, she takes the hood that covers her head back, letting her long silver hair that frames her extremely pale face fall on her shoulders. A soft light, like a crown, begins to emanate from her head. The halo begins to gain intensity casting the darkness ahead away. -"Gentlemen"-she adds while gesturing towards the opening- "after you".

If it's ok with everybody, Pontia will try to stay somewhere in between, leaving 2-4 of you in front of her and, at least, one behind

Silver Crusade

Male Dwarf Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

Marsk accepts the potion and vial of holy water and places them in his backpack. Then he addresses the party: "Jean-Pierre, ye look like a sturdy lad. Would ye care to go in first? Maybe you next, Grimor? Methinks ye'll be wantin' to get up close 'n personal-like w' wha'ever we run into. Ms. Pontia, you and Dexter should stay in the middle; Burick and I can guard the rear. And don't we make an interestin' pair? A dwarf cleric of Irori and a human paladin of Torag?" Marsk smiles broadly. "That's my thoughts, anyway."


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"That sounds fine to me, Marsk."

Sczarni

Male Human Rogue Level 1 - HP 8/10, AC 17 (Touch 14, FF 13), Init +6, Saves: F +1, R +6, W +0, CMD 15, CMB 1, Percep +4, Melee: Mwk Rapier (+2) (1d6+1), Ranged: Xbow +4 (1d8)

Dexter unslings his crossbow.

Sounds good to me, dwarf. I can do just fine from a distance.


Someone needs to use a light source for the humans.

Seen with light or Darkvision:
You can see 10 ft high ceilings, with walls and floor made of smooth, hewn stone. There are cobwebs hanging from the ceiling and thick dust on the floor. About 20 ft past the door is a spiral staircase descending into the earth.

Silver Crusade

Male Human Paladin / 1 - HP 14/14, AC 17 (Touch 12, FF 15), Init +2, Saves: F +4, R +2, W +2, CMD 16, CMB 4, Percep +0, Melee: Earth Breaker +4(2d6+4), Ranged: Light Hammer +3 (1d4+3)

Pontia already cast a light source, didn't she? If not, I'll carry a torch.

Burick accepts the potion and Holy water and follows.

"I'm not a fan at taking the rear point, to be honest; I'd rather be ready to strike at whatever comes at us." Burick states with hesitance. He was always meant to be on the front lines, striking down adversaries where they stood before they could rush past. "Still, if you all feel that I'm best suited to being behind, I'll go along with it. Marsk and I will make sure that nothing gets past our guard!" He finishes his declaration with zeal, brandishing his Earth Breakeras he follows the rest of the party.


Oh, sorry, I missed that.

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

My fault, I should have declare on occ what was I doing

"That is good for me too Marsk" - Pontia addresses the Dwarf while she begins her first steps behind Grimor. As she advances, the halo around her casts the shadows away. Trying to calm her nerves, she takes her light crowbow with her right hand and makes sure it's properly loaded.


Ok, so if this is the order we will commence the adventure.
As soon as Jean-Pierre reaches the bottom of the stairs, a magical darkness falls on the stairwell. Pontia's halo goes out.
CMB: 1d20 + 8 ⇒ (12) + 8 = 20

Seen with Darkvision and Burick:

Something in the darkness comes down onto Burick and wraps tentacles around him. Someone with knowledge (arcana) and darkvision should make a roll now.

Initiative Rolls:
Burick: 1d20 + 2 ⇒ (17) + 2 = 19
Creature: 1d20 + 4 ⇒ (8) + 4 = 12
Dexter: 1d20 + 6 ⇒ (2) + 6 = 8
Grimor: 1d20 ⇒ 6
Jean-Pierre: 1d20 + 1 ⇒ (10) + 1 = 11
Marsk: 1d20 + 2 ⇒ (4) + 2 = 6
Pontia: 1d20 + 2 ⇒ (10) + 2 = 12

Round 1
Burick, Creature, Pontia, Jean-Pierre, Dexter, Marsk, Grimor

Silver Crusade

Male Dwarf Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

I don't have Knowledge (arcana), but if they're a dwarven enemy, I can make a Knowledge (history) check.

Lorekeeper:
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22


Sorry, I forgot to say that I will do the rolls for initiative. It makes the rounds go that much faster. I checked the bestiary, but it doesn't say if the creature is an enemy of dwarves...per se. I will try to get a second opinion on that though.

Silver Crusade

Male Dwarf Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

No problem. I'm actually used to the GM doing initiative rolls, but when you posted "Initiative rolls:" with nothing after it, I thought I was supposed to roll. Don't let a ruling on my Lorekeeper ability hold up the game, either. Hopefully, somebody else has the right skill, and we won't need Lorekeeper. :)


As I thought, it is only known through knowledge(arcana). For the future, lorekeeper lets you look up the history of Orcs, Goblinoids, Giants, and Elves. :)
And Pontia has the correct knowledge skill. But if she fails, that should not stop you from being able to attack it.

Grand Lodge

Female Peri-Blooded Aasimar Wizard I, HP 5/8, Init +2, AC 12, touch 12, ff 10, Fort +1, Ref +2, Will +3, Perception +1, Attacks: +1 Club (1d6+1), +1 Dagger (1d4+1 /19-20), +2 Light Crossbow (1d8 /19-20)

I have to wait for my initiative to be able to roll for knowledge, right? As of now, I can't see what is attacking us...


Yes, I believe you do have to wait for your turn to roll, let alone you actually have to wait until you can see it, since it is around the bend of the stairs. And right now the only person that can see it is Marsk.

Marsk:
It looks like a hideous octopus with thin, hook-lined tentacles connected by a fleshy web.

Silver Crusade

Male Human Paladin / 1 - HP 14/14, AC 17 (Touch 12, FF 15), Init +2, Saves: F +4, R +2, W +2, CMD 16, CMB 4, Percep +0, Melee: Earth Breaker +4(2d6+4), Ranged: Light Hammer +3 (1d4+3)

As the light goes out and dark tendrils wrap around Burick, he cries out in distress.

"Nine-Hells, something's got me!"

Grappled and unable to use his Earth Breaker, he drops the weapon, draws his warhammer, and swings at the beast. "Begon!"

Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Continue Grapple: 1d20 + 8 ⇒ (4) + 8 = 12
Even though the creature had firmly grabbed Burick, it was unable to hold on as he was thrashing around.
Party up! :) Creature is still in the air above Burick.

Silver Crusade

Male Dwarf Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

How far up in the air? Can I still reach it?

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