PBP: The Godsmouth Heresy (PFS) (Inactive)

Game Master Richard M. Harris

Dungeon Crawl in the Godsmouth Ossuary beneath The City of Strangers

Godsmouth Ossuary Map

Initiative Dice:

[dice=Evad]1d20+3[/dice]
[dice=Saarai]1d20+9[/dice]
[dice=Molos]1d20+9[/dice]
[dice=Crack-Jawed]1d20+0[/dice]
[dice=Old Iron]1d20+2[/dice]
[dice=Petronicus]1d20+2[/dice]

Perception Dice:

[dice=Evad]1d20+5[/dice]
[dice=Saarai]1d20+9[/dice]
[dice=Molos]1d20+0[/dice]
[dice=Crack-Jawed]1d20+6[/dice]
[dice=Old Iron]1d20+7[/dice]
[dice=Petronicus]1d20+7[/dice]

Current Initiative: ROUND 1
Saarai ACTED
Molos
Petronicus
Evad
Svillenius
Mr. Marrow
Crack-Jawed
Old Iron
Vat Zombie


151 to 200 of 652 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Scarab Sages

Half-Elf Monk (Unchained) Lvl 10 HP 78/94 | AC 33 FF 29 Touch 25 CMD 40 Init+3| Saves Fort+11, Reflex+12, Will+11| Per +21, SenMot +19| Spd 60' Effects Active: Panther Style, Mage Armor, Barkskin, Darkvision, Death Ward, Prot Evil Tracked Resources: Ki Power 6/11, Stunning Fist 10/11

Evad also takes a look at the new door to exam whether it contains one of the those golden seals or any other concern.

perception on doors: 1d20 + 5 ⇒ (13) + 5 = 18

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Heading the warning by moving carefully around the statue, Ahto approaches the door and scans it carefully.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

disable device: 1d20 + 12 ⇒ (9) + 12 = 21
disable device: 1d20 + 12 ⇒ (10) + 12 = 22
disable device: 1d20 + 12 ⇒ (13) + 12 = 25

Saarai frowns as the magical trap resists her efforts to disarm it.

"I suppose this is less like the queen's jewels and more like the butcher shop. I mean, what butcher puts a magical trap on his meat? That one was very unexpected," the tiefling muses as she continues her efforts to disarm the trap.

Grand Lodge

Barbarian 2 | HP: 22/22 | AC: 17 FF: 15 Touch: 12 | Fort: +5 Reflex: +2 Will: +1 | Perception: +8 | Move: 40'

Seeing the runes weren't gleaming them no useful information, Yggdrar stands back up and heads out of the small room to head back into the hub room. He felt it was time to move on. He leans in to the right-side door and listens, focusing on any sound on the other side.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Grand Lodge

After a few close calls and efforts Saarai is able to disable the magical trap. In doing so she finds that the feather it is holding is able to be removed. The feather is magical.

Spellcraft DC 27:
This is a token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour.

After careful inspections the next door appears to be untrapped and unlocked.

Scarab Sages

Half-Elf Monk (Unchained) Lvl 10 HP 78/94 | AC 33 FF 29 Touch 25 CMD 40 Init+3| Saves Fort+11, Reflex+12, Will+11| Per +21, SenMot +19| Spd 60' Effects Active: Panther Style, Mage Armor, Barkskin, Darkvision, Death Ward, Prot Evil Tracked Resources: Ki Power 6/11, Stunning Fist 10/11

While others examine the magical feather, Evad thinks it would look nice in his hair.

He then attempts to organize the group to move forward through the next door.

Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

Spellcraft 1d20 + 8 ⇒ (2) + 8 = 10

"Once again, there is magic, but I cant seem to figure out what its purpose is. Maybe there is something in this place interfering with my abilities."

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Petronicus takes the feather from the statue once the tiefling has dismantled the trap. He turns it over in his hands and waves it about some. "Well, does someone know what to do with this?"

He thrusts it in Evad's face, saying "Here, you seem to like the look of it. Why don't you hold it until we can figure out what to do with it?"

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28

"I was about to tell you what it did," Saarai responds to Petronicus. Her tail moves lithely to grasp the feather from the fighter's hand, and she ensures that the human is uncomfortable with the contact before continuing.

"This is a token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. It could come in handy," she says with a sly smile at Petronicus before turning away.

Grand Lodge

Barbarian 2 | HP: 22/22 | AC: 17 FF: 15 Touch: 12 | Fort: +5 Reflex: +2 Will: +1 | Perception: +8 | Move: 40'

Hearing nothing on the other side of the door, he slowly pushes the door open with his shoulder, grasping his weapon in both hands as he moves. Looking back and seeing the rest of the group finally joining him, he starts to move forward. Taking point once more as they explore what's behind this door.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Assuming that the group's marching order remains constant unless specifically stated, Ahto waits for those who were ahead of him to move forward, the steps into his designated position in the middle rank. He once again unslings his heavy crossbow and holds it ready.

Grand Lodge

A hallway opens and leads away from the room. There is a hallway to the right with multiple doors on either side (3 to each side), and the main hallway comes to a T turning right and left. The right fork seems to go off into the darkness, the left fork is shorter ending in a small room.

This next part is describing a quick peek into area 7, that doesnt mean that is where you have to go first

Dirt and rubble surround a hole in the wall of this alcove. Within, a rough-hewn tunnel leads off into darkness. Two picks and a shovel lie on the floor in front of the hole.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Krupt suggests that we peek around each of the corners before heading on to check out the rough-hewn tunnel.

Wonder if they were trying to get out or in? Perhaps this was just a part that was never finished?

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

"Let's check this out the fast way. Always more fun."

Old Iron will tap himself with his wand of shield and walk straight down the hallway.

The map seems messed up. For some reason, if I move my token into the hallway, the hallway covers it up.

Scarab Sages

Half-Elf Monk (Unchained) Lvl 10 HP 78/94 | AC 33 FF 29 Touch 25 CMD 40 Init+3| Saves Fort+11, Reflex+12, Will+11| Per +21, SenMot +19| Spd 60' Effects Active: Panther Style, Mage Armor, Barkskin, Darkvision, Death Ward, Prot Evil Tracked Resources: Ki Power 6/11, Stunning Fist 10/11

I sent the rooms to the back, so you should be able to move your token in there now.

Grand Lodge

Just to describe a little better, the first hallway to the right has 6 doors (3 per side), the second hallway continues on out of side and the little alcove has a dark rough-hewn tunnel. Just let me know where you guys are investigating or going, or if you want to start opening and checking doors and I will describe as appropriate.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Petronicus doesn't understand why Pathinders have to dither around, endlessly debating about the right course of action. "Look, there's the rough-hewn tunnel, let's just go there. The hallways aren't going anywhere," he mutter grumpily.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

These types of dungeon crawls can take very long in a PbP game, because coming to a consensus takes so much longer than it does in a F2F game. I suggest that the GM simply assumes that we are moving about cautiously, constantly "taking 10" on Perception checks, and moves us in whatever direction makes the most logical sense, otherwise we spend a week in RL trying to decide which way to go in a three-way intersection.

If we run into something suspicious or which would naturally draw our attention, we would obviously stop to check it out.

Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

I also suggest using the rule of two in the dungeon. If two party members post a course of action, then go ahead with it. It might also help if we have a regular course of action, such as Molos casting Detect Magic and keeping it active. Someone else could do the same with Guidance. Someone else could make a Perception check at all doors, etc. That way the DM will be aware of the group actions.

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Alright, NOW Old Iron moves down the hall, brazenly trying to see if he can get a trap to go off.

Map Updated

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Once he sees that Old Iron does not set-off any traps, Ahto follows him to the end of the hall; heavy crossbow in hand and ready to fire.

"A hole in the wall seems like a pretty clear sign of graverobbery."

Map poistion updated.

Grand Lodge

A quick trip down the tunnel (half speed for medium creatures) will reveal an opening to the outside in the mouth of one of the other titanic faces on the cliff face below Kaer Maga, though there is no obvious way to exit the mouth except by scaling the sheer cliff.

No traps have been triggered the other two hall ways are open, one with doors and one continuing on past the available light.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Petronicus scratches his head. "Well, at least now we know how creatures might get into here; at least those that can climb walls or fly."

He looks down the corridor with the doors. "Tyr, want to go check those out?"

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Saarai surveys the opening with interest.

"This could explain how corpses are disappearing," she muses. "Though unless the corpses are flying away...perhaps not. At least we know we are not stuck in here for eternity if we run out of charges on that chime," she laughs.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Petronicus agrees with Shae, but thinks that she is not thinking in a very realistic manner; not altogether unexpected coming from a wizard. "Sure, but unless you have several flying potions hidden under your bodice, it will not likely prove a very effective exit."

Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

"I have no desire to try scaling that sheer wall, that's for sure," Molos adds, peering over the edge.

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

"You are right," Saarai responds flatly to Petronicus. "It would have been more correct had I said "at least I won't be stuck in here for eternity."

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Petronicus catches the jibe and throws it back at Shae, characteristically turning it much darker and more insulting. "But why worry? When you hellspawn die, don't you just reappear in the Abyss? At least that's what I've heard."

Thank Asmodeus the Abadarian is around.

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

"Yes, yes. We reappear in the abyss, along with anyone we've managed to gain control of. Just make sure you never look me directly in the eye...you should be fine," she says with an icy stare directly at the fighter.


Ahiiiissssss!!!"

The small dragon-like creature hisses at Petronicus from Saarai's backpack as it observes the contention.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Knowledge (planes): 1d20 + 5 ⇒ (5) + 5 = 10
Krupt racks his brain to remember if the tiefling is telling the truth or pulling his leg. When he comes up empty, he gives a dismissive shrug and opts for playing it safe: he leaves the group to check out the first door in the other corridor.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9 to listen and examine the door.

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

"I would, in fact, want to go check those out."

Old Iron walks down the hallway, stopping to take a look at each door.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Map Updated

Grand Lodge

OK Old Iron and Petronicus will check all 6 doors before.

1st on left
Perception: 1d20 + 7 ⇒ (20) + 7 = 27

nothing audible, no traps, door is unlocked

2nd on left
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
VS

Stealth DC 25:
Stealth: 1d20 + 7 ⇒ (18) + 7 = 25

nothing audible, no traps, door is unlocked

3rd on left
Perception: 1d20 + 7 ⇒ (10) + 7 = 17

nothing audible, no traps, door is unlocked

1st on right
Perception: 1d20 + 7 ⇒ (1) + 7 = 8

nothing audible, no traps, door is unlocked

2nd on right
Perception: 1d20 + 7 ⇒ (2) + 7 = 9

A gassy rotten stench can be smelled seeping under and around the door and a soft shuffling sound can be heard moving about the room.

3rd on right
Perception: 1d20 + 7 ⇒ (2) + 7 = 9

nothing audible, no traps, the door however bears a Pharasman seal similair to those in the first room and hanging from the hasp is what appears to be a superior lock.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Can we tell what these were used for? Are these personal crypts? Do they have any markings on them?

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

"If it is evidence of grave-robbing we are looking for, then this door," he says, indicating the locked door with the Pharasman seal, "can be eliminated from our investigation. Let us check the other doors in sequence."

Grand Lodge

None of the doors have any markings, except for the one mentioned. They are merely sturdy wooden doors. So you will have to make assumptions or sling one open

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Petronicus waits for everyone to catch up and opens the first door.

Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

Molos follows behind the group, ready to assist magically if something unforseen happened. He also keeps his Detect Magic cantrip active, scanning the hallway for anything that emits an aura.

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Whatchya think, Tyr? Should we try any of these doors?" the tiefling asks.

Scarab Sages

Half-Elf Monk (Unchained) Lvl 10 HP 78/94 | AC 33 FF 29 Touch 25 CMD 40 Init+3| Saves Fort+11, Reflex+12, Will+11| Per +21, SenMot +19| Spd 60' Effects Active: Panther Style, Mage Armor, Barkskin, Darkvision, Death Ward, Prot Evil Tracked Resources: Ki Power 6/11, Stunning Fist 10/11

"Why don't be start at one end or the other and start checking behind these doors. I suggest we only use the chime if absolutly positive there is no other way."

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

"We can separate into pairs, and check the doors more quickly," Ahto suggests.

Grand Lodge

Petronicus opens the first door (I am assuming first to the left, since that is the order that I rolled checks for them.)

Brightly painted carvings along the walls of this room vividly depict mighty dragons in flight over shining cities, while below, winged angels kneel and server human masters. Peacock-feather motifs dominate throughout the chamber, and a faint, pleasant perfume drifts through the air. Several humans lie supine atop biers draped in rich cloth - if they are dead, the bodies are perfectly preserved and have the appearance of relaxed sleepers, showing no signs of corruption or decay.

map updated

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Old Iron nods at Saarai. "I'm likin' this one, Miss Shae." He taps himself again with his wand of shield and tries the door in front of him.

Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

Molos steps into the chamber, admiring the craftsmanship of the painted canvases. He scans the room for magic as he does so. "I'd rather check the rooms one at a time. Who knows how many undead are stalking these chambers?"

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

As a standard procedure, can I take 20 perception on each door for a total of 30 searching for traps, then have one of the burly types open the door? If so, I'll check each door for traps before we go through.

Saarai quietly enters the room and looks around for anything of interest.

perception: 1d20 + 9 ⇒ (15) + 9 = 24 +1 vs. traps

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Petronicus keeps out of the room, standing guard in the doorway with his guisarme. He's never enjoyed dealing with the dead or the undead and prefers to leave these investigations to the others. He does admire the murals, however.

Once the rest of the party is finished exploring the room with the preserved dead, he will let the nagaji open the next door, standing behind him with his polearm to give him cover.

Grand Lodge

@ Saarai, checking all 6 doors for traps with your take 20 perception will reveal no traps.

@ Molos, detecting magic in this room will reveal that the entire room is cloaked in illusion.

Knowledge Arcana or History DC 20:
Identifies this room as being dedicated to the Sin of Pride

Will DC 20 to disbelieve:
Beneath the illusion the room is completely empty save for the accumulated dust of the ages, and a single word carved into the stone floor: "Xavorax"

IF YOU DISBELIEVE Knowledge Local DC20:
This is the name of the hidden city of the caulborn far below Kaer Maga, but there is no clue as to why it is written here.

@ Old Iron, This room (6e) appears to have been an embalming room. The room is adorned with several stone biers equipped with drainage troughs for the preparation of bodies, wooden cabinets, and wall carvings dedicated to the rewards of rule and afterlife.

Knowledge Arcana or History DC 20:
Identifies this room as being dedicated to the Sin of Gluttony

ALSO occupying this room is a horrible bloated creature, its rotting skin stretched and straining as if pumped full of air. The creature retches forward to intercept Old Iron.

Rolling Init:
Molos: 1d20 + 9 ⇒ (12) + 9 = 21
Evad: 1d20 + 3 ⇒ (11) + 3 = 14
Saarai: 1d20 + 9 ⇒ (13) + 9 = 22
Yggdrar: 1d20 + 4 ⇒ (10) + 4 = 14
Crack-Jawed: 1d20 + 0 ⇒ (3) + 0 = 3
Old Iron: 1d20 + 2 ⇒ (11) + 2 = 13
Petronicus: 1d20 + 2 ⇒ (6) + 2 = 8
BADDY: 1d20 + 0 ⇒ (3) + 0 = 3

Init has been adjusted in the box up top.

Identifying the creature

Knowledge Religion DC 16:
This is a Gasburst Zombie. NE Medium Undead. They are resistant to weapon damage except for piercing.

Knowledge Religion DC 21:
Gasburst Zombies have a special ability. When they 'die' they explode into a cloud of poisonous dust.

Allright, everyone may now post their Round 1 combat actions.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Knowledge (religion): 1d20 + 6 ⇒ (16) + 6 = 22

"A gasburst zombie! It will explode in cloud of poisonous gas if ruptured, but that is the only way to kill it. Stay back and hit it with arrows from range!" Ahto advises his comrades.

Ahto waits for an clear shot, then fires at the zombie.

Attack: 1d20 ⇒ 19

Confirm Critical: 1d20 ⇒ 18

Damage: 1d8 ⇒ 2 x2 +2 trait bonus = 6 points of damage

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Petronicus rushes up from the other room, drawing a javelin on the way. "Get out of the doorway and give me a clean shot!" he yells to to Old Iron Tyr. "Let us lure it out into the hallway. We'll get boxed up in that tiny room."

Move action while drawing a javeling (with the guisarme still held in the other hand). Ready action to throw javelin at zombie should I get a clear shot, or should it move closer than 15' to me. javelin: 1d20 + 4 ⇒ (3) + 4 = 7,damage: 1d6 + 4 ⇒ (2) + 4 = 6

Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

Know. Arcana 1d20 + 8 ⇒ (19) + 8 = 27

Will 1d20 + 3 ⇒ (5) + 3 = 8

Molos advises the others that the entire first room detected as an illusion, but he was unable to see through the illusion magic. He could tell that it was a shrine to the Sin of Pride, however.

Know. arcana 1d20 + 8 ⇒ (19) + 8 = 27

In the next room, he stayed at the back of the party, so he didn't have a chance to Attack the zombie, blocked as he was by the party members. He was able to sense more magical auras and could tell this was a shrine to the Sin of Gluttony.

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Grand Lodge

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Greetings to all intrepid Pathfinders. I am looking to start my very first PbP game as a GM. I will be running The Godsmouth Heresy for 6 level 1 or 2 characters.

Character Creation and Rules:

This is to be run using legal Pathfinder Society characters using all of the rules found in the Pathfinder Society Guide to Organized Play.

Daily posting is encourage and we will be getting started just as soon as I have 6 commitments.

I look forward to striking out on this new adventure with whoever joins me!

The Godsmouth Heresy

Deep below the anarchic city of Kaer Maga, someone—or some thing—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Yet when the PCs venture below the closed-off sections of the crypt, what they find may be more than they bargained for. For beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric who’s weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans.

Scarab Sages

Evad Alacar is fresh off a trip through the veterans vault and would love to run this. 1st lvl Sacred Fist War Priest.

Dark Archive

I would love a spot with my rogue1/wizard1!

However, I have played this before with a different character (it is repeatable for PFS credit), and you would have to accept my promise not to metagame and I'd let other characters decide which direction to go, etc.

If that works for you, I'd still love to play!

Dark Archive

Molos, 2nd level arcanist is free and would love to be considered.


I'd like to submit Yggdrar, Elven Barbarian for approval.

The Exchange

Here is a Law and Order Inquisitor of Abadar who would love to bring these defilers to justice.

The Exchange

I would like to submit this character. I need to update his stat block as I got rid of his archetype when I rebuilt him before two and he's done a couple adventures.

He's adventured with Saarai before, actually.

Dark Archive

Petronicus Krupt III, Chelaxian demon-hunter (lore warden 2) at your service!

Grand Lodge

OK I see 7... although it is written for 4, I think it is more than capable of being a challenge for 7. The seven characters are:

Evad Alacar
Saarai Shae
Molos Veren
Yggdrar
Crack-Jawed
Old Iron Tyr
Petronicus Krupt III

Yggdrar needs to set up and alias, and then all of you can feel free to start introductions in the game-play thread. I will have the initial post up tonight or tomorrow.

I ask all of you to bear with me as I am new to this. I will be running combat in Google Docs and am looking forward to seeing how this turns out!

Dark Archive

Hurray! Looking forward to it.

Also, good to adventure with you again, Old Iron Tyr!

Grand Lodge

I do have an alias set up already. I just couldn't select it when I made that post from my smartphone.


My apologies - new to this PbP business and did not realise this had started already. Good luck to all!

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