The Godsmouth Heresy (Inactive)

Game Master Zesdead

Paizo's 'The Godsmouth Heresy'

...in which our adventurers, repelled by Silvennius Tripe and his zombie cohorts, regroup.

Party Health

Aston Sabroque, 15/15HP
Taicho Blackfeather, 11/17HP
Tik'klik, 21/21HP

Maps
The Godsmouth Ossuary


351 to 400 of 608 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Taicho calls out in his flat baritone

"warningspider like creatures"

finishing in the shackles caw

"'ey's climin ups tha bloody walls, ey's is, wroight"

and as he points with the talon on one claw. he uses the other claw to throw a chakram at one on them

Chadram attack: 1d20 + 4 ⇒ (6) + 4 = 10 for damage: 1d8 + 2 ⇒ (5) + 2 = 7

the map looks like a flight of steps, a platform and another flight of steps going to the doors, is 11 a platform and were calling a pit due to the above shaft, or is it a pit bellow the stairs, if it is a pit bellow the stairs how deep is it and can we get across it to continue to the Amphitheatre?


Graham delays

Tik’klik lets out a short burst of acid – it splashes on the closest of the climbing creatures…slowing it ever so briefly. Taicho’s Chakram attack is less effective and he is fortunate that the weapon isn’t lost into the pit…

’11’ is a pit that drops ten feet into a pile of remains – the pit extends upwards as described (such that, a fall from the north-west corridor above you would be a 20 feet drop)…you can cross the pit to get down to the amphitheatre however, it will require a jump

As the ‘spider-like’ creatures draw closer, you are appalled to discover that they are actually animated hands… hands that have clearly been dead for some time if the advanced state of putrefaction is anything to go by… Ominously crawling towards you in an insectile manner, they jump at various legs and start to clamber upwards…

Taicho, Aston and Tik’klik – you may each take Attacks of Opportunity as the creatures enter your space - not your full actions though, the crawling hands aren't quite finished...just waiting for results of your AoO


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Melee Morningstar: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


-INACTIVE-

"Hands that crawl?" Aston snarls. "This is blasphemy of the lowest sort! Destroy them, quickly!"

Attack of Opportunity - Light Mace: 1d20 + 2 ⇒ (3) + 2 = 5 To be fair, I hadn't specified that I had this out, so if you'd like you can ignore this roll if there's no way I'd be able to draw it in time for the AoO.
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

- - - -

As for my first round action...

As soon as the opportunity presents itself, Aston hops backward to afford himself a bit of space, then thrusts a hand forward to cast his now-signature orison toward one of the hands.

Five-foot step, casting disrupt undead.

Disrupt Undead (RTA): 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


as one of the undead spider hands attempts to crawl up Taicho's leg he squawks and swats at it with his right talon.

"Squawk"

claw(sacred weapon) attack: 1d20 + 5 ⇒ (15) + 5 = 20 for damage: 1d6 + 2 ⇒ (3) + 2 = 5


As the rotting hands clamber on to the legs of the party, only Taicho is successful in swatting one of the undead monstrosities – with a crack of bone, he injures it grievously but it still persists in it’s approach. Almost as one, they climb towards the necks of Tik’klik, Taicho and Aston before attempting to clasp and squeeze…

Perversely, the only attack that is landed is against the party member who doesn’t breath anyway…the hand claws and gouges causing some damage but it’s subsequent attempt to suffocate Tik’klik is doomed to failure…

Crawling Hand 1, Claw vs Tik’klik: 1d20 + 5 ⇒ (13) + 5 = 18, hitting for 1d1 + 1 ⇒ (1) + 1 = 2

Crawling Hand 1, Grab vs Tik’klik: 1d20 ⇒ 3, missing

Crawling Hand 2, Claw vs Aston: 1d20 + 5 ⇒ (6) + 5 = 11, missing

Crawling Hand 3, Claw vs Taicho: 1d20 + 5 ⇒ (2) + 5 = 7, missing

Jumping backwards, Aston hurls the hand to the floor and blasts it with life-affirming energies…

GM Only:
Crawling Hand 1 = 7/9HP, Crawling Hand 2 = 5/9HP, Crawling Hand 3 = 2/9HP

Tik’klik, Taicho and Graham may act now


off, get the filth off

Taicho disturbed by the undead crawling hands squawks again and attacks with beak and claw

Squawk

claw (sacred weapon) attack: 1d20 + 5 ⇒ (9) + 5 = 14 for damage: 1d6 + 2 ⇒ (6) + 2 = 8
claw (sacred weapon) attack: 1d20 + 5 ⇒ (19) + 5 = 24 for damage: 1d6 + 2 ⇒ (4) + 2 = 6
beak attack: 1d20 + 4 ⇒ (13) + 4 = 17 for 1d3 + 2 ⇒ (1) + 2 = 3


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik"Klik!"

RTA, Jolt: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d3 ⇒ 2


Taicho’s fury at the crawling hand sees the tengu slay the abomination with no hesitation… whilst, overbalanced by the hand clawing at it’s neck, Tik’klik cannot get an accurate shot on the undead - his splash of acid sprays across a nearby wall instead.

GMPC for Graham

With one of the crawling hands scuttling on the floor, Graham brings his hammer down upon it with almost obscene ferocity… the animated body part, a mere stain on the floor as Graham lifts his weapon...

Graham Sykes, Lucerne Hammer vs Crawling hand 2: 1d20 + 6 ⇒ (17) + 6 = 23, hitting for 1d12 + 9 ⇒ (8) + 9 = 17

The last remaining hand claws ineffectually at Tik’klik…

Crawling Hand 1, Claw vs Tik’klik: 1d20 + 5 ⇒ (4) + 5 = 9, missing

Everyone may take their turn now


that thing doesn't get to abuse Tik'Klik, only I get to do that

offended that the other hand would attack Tik'Klik, Taicho bellows out in a deep thundering bass voice the team has not heard before

"Away from him, foul spawn"

Taicho then attacks with beak and claw

I'm assuming Tik'Klik is within a 5 ft. step

claw (sacred weapon) attack: 1d20 + 5 ⇒ (6) + 5 = 11 for damage: 1d6 + 2 ⇒ (3) + 2 = 5
claw (sacred weapon) attack: 1d20 + 5 ⇒ (11) + 5 = 16 for damage: 1d6 + 2 ⇒ (3) + 2 = 5
beak attack: 1d20 + 4 ⇒ (8) + 4 = 12 for damage: 1d3 + 2 ⇒ (1) + 2 = 3


-INACTIVE-

rofl

Aston watches as the hands are torn apart and nods in acknowledgement of his comrades' skill. The battle is going well enough to afford a bit of levity. "These little buggers seem eager to be on their way," he says. "Shall we give them a hand?"

Before anyone has time to groan at his weak pun, Aston fires off another shot of his favorite spell.

And that's Disrupt Undead: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


GM Only:
Crawling Hand 1 = 2/9HP

Taicho manages to claw at the hand as it scuttles around the golem's shoulders...his blow has some strength behind it yet not quite enough to end the threat. Whilst Aston, maybe a little too amused at his wordplay, misses with his attack...

Graham and Tik'klik may act now


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"TIK'KLIK!"

The golem's head spins impossibly to the side, so it's looking the hand directly in the wrist, and the arm bends in a way that would cause major damage to a human.

RTA: 1d20 + 4 ⇒ (17) + 4 = 21
Zap: 1d3 ⇒ 1

An electrical jolt arcs from the end of his arm and into the hand, singing it.


GMPC for Graham

As Tik’klik further wounds the crawling hand that is scuttling across his body, Graham reaches across and grabs it…holding it against the wall, even as it struggles against him, he urges the rest of you to finish the job!!!

Graham, Grapple vs Crawling Hand 1: 1d20 + 5 ⇒ (8) + 5 = 13, Crawling Hand 1 is Grappled

Crawling Hand 1, Claw vs Graham Sykes (Grappled): 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20, hitting for 1d1 + 1 ⇒ (1) + 1 = 2

Everyone may take their turn now – the Crawling Hand is on 1HP so next attack to hit (AC12 after penalties) will kill it


Seeing how little damage Taicho did in his last attack he fusses in his shackles caw

”Now ya's ‘as made me’s angrified, wroight”

Taicho then attacks with beak and claw

claw (sacred weapon) attack: 1d20 + 5 ⇒ (10) + 5 = 15 for damage: 1d6 + 2 ⇒ (6) + 2 = 8
claw (sacred weapon) attack: 1d20 + 5 ⇒ (1) + 5 = 6 for damage: 1d6 + 2 ⇒ (2) + 2 = 4
beak attack: 1d20 + 4 ⇒ (17) + 4 = 21 for damage: 1d3 + 2 ⇒ (1) + 2 = 3


As Graham holds the wriggling hand against the wall, Taicho claws and hacks at it – the first of his blows making it still and the second tearing it in two.

Combat Over – What Now? Across the Pit (10ft jump or other means of crossing) and down to the doors into the amphitheatre? Follow the corridor to the South? Climb the shaft (up to the North-South Corridor or down to the apparently discarded body parts)? Something else?


kicking the re-deaded hands into the pit and picking up the chakram he threw, he turns and asks the team in his flat baritone

"Jump the pit and go to the amphitheater?

finishing in the tian tenor

"or sharr we contirue on aroun?"

he finishes in the shackles caw

"It don't makes no never minds ta me's wroight"


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik!"

Tik'Klik casts infernal healing on himself, restoring 5 hp (should bring him up to full). Then it spends a minute or two blasting the hands with acid darts, until they are nothing but puddles of acid.


-INACTIVE-

"Well, that was... educational," Aston says, staring down into the pit. He extends one hand and fires off a few more disrupt undead rays into the pile of parts, just in case anything else decides to start crawling.

"I suppose we're all in agreement with the amphitheater from before being on the other side of those doors across the pit, yes? Now, personally, I'm interested in seeing what's on the other side; I was wondering if there might be doors hidden within or behind those statues there. That said, I don't know how comfortable I am trying to leap across..." He begins rifling through his pack in search of anything that might help in the task.

I have rope. Think we can rig something up to cross this safely, without falling into the charnel pit? Or, y'know, I could just stand up top and keep disrupting the heck out of it until we're really, really sure there are no undead in there. Then it'd be like a really stinky ball pit! Geronimo, yeah?


as Aston is rummaging through his pack Taicho takes a running jump and leaps across he pit. Turning he smiles and says in his shackles caw, as he holds his claws out.

"when ya's find yer rope, ties it on ta Tik'Klik an toss 'im across, wroight"

took 10 on the junp


So securing a rope and all climbing across or STR check to throw Tik’klik across?

Note that RAW, you can all take 10 to get past the DC10 Acrobatics check anyway – but happy for you to invent / describe different ways of getting across and then down the steps


-INACTIVE-

I had no idea I could take 10 on that. Let's do that instead.

"Worry not, Tik'Klik. Taicho was only joking, right?"


Joke? Is that some kind of racial profiling?

Taicho tilts his head, reaching up under his woven grass hat with a black talon and scratches it. He opens his mouth as if to speak, then abruptly closing it, standing up as strait as possible, he gestures with both his talons palm up and shrugs his shoulders. He then places his talons back out in front of him as if he expects to catch the sentient wooden Golem at any moment and dangles his tongue out of his beak in a cheeky tengu smile.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik..."

Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19

The golem looks at the rope, the bird, and then the others, and then flips forward so it's walking on it's hands, and bounces from one side of the pit to the other on his hands, then does a second forward flip and lands on it's feat.

"Tik'Klik..."


Crossing the pit without further mishap, you make your way down to the double doors and, after a lengthy examination for traps, push them open...

...as expected, you find yourselves back in the large amphitheatre - the scale even more impressive now that you are at 'ground level' rather than observing from the bridge. Reacqiating yourselves with the marble statues that encircle the chamber - each statue portrays a different figure, though they are all exquisitely detailed and all display an imperious manner. The various statues depict:

  • A tall man with gems set in his forehead, wielding a flaming glaive
  • A beautiful woman with wild hair, holding a ranseur
  • A voluptuous nude woman wielding a two-headed guisarme
  • A short, smiling man, holding a longspear
  • An obese man with rotting flesh, wielding a scythe
  • A handsome, bearded man in extravagant clothing, wielding a Lucerne hammer.
  • And, an imperious heavyset woman holding a mirror and a halberd.

Knowledge (history) DC15:
The statues clearly represent the Runelords of Ancient Thasslion:
  • The tall man with the flaming glaive is Karzoug, Runelord of Greed
  • The wild haired woman with the ranseur is Alaznist, Runelord of Wrath
  • The nude woman with the two-headed guisarme is Sorshen, Runelord of Lust
  • The short man with the spear is Krune, Runelord of Sloth
  • The scythe wielding obese man is Zutha, Runelord of Gluttony
  • The man with the lucerne hammer is Xandergul, Runelord of Pride
  • The woman with the mirror and halberd is Belimarius, Runelord of Envy

The statues themselves are in a perfect state of repair, as if they had been carved and polished mere days ago.

The eighth statue, in the south south-east corner of the room, is actually carved from dark diorite and is threefold in form, portraying a tall woman with three faces looking in three different directions. One side has a kind face and cradles a baby in its' arms, while a second side displays a more stern expression and holds an hourglass. The third face has a crazed look; it's hands are empty, but thornless roses twine up both arms.

Knowledge (Religion) DC20:
The statue is an archaic representation of Pharasma in her three aspects: the midwife, the reaper, and the prophet.

Now that you are closer to the statues, you may reattempt any failed knowledge checks from earlier

Perception DC20:
Behind each of the statues, it is not terribly difficult to see poorly hidden doors - accessing the doors will however require the statues to be moved out of the way...presumably this is why there are small rails in the floor adjacent to each of the statues


perception: 1d20 + 9 ⇒ (2) + 9 = 11

Taicho wanders around looking dazed and confused

edit

in his shackles caw he mumbles

"I'd a swore's I seen's"

then in his flat baritone he continues

"tiny indentations in the floor adjacent to each of the plinths...almost as if the statues were intended to be slid to one side."

finishing in his tian tenor

"sowwy I cannot rocate them now"


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik "

perception : 1d20 + 6 ⇒ (13) + 6 = 19

-Posted with Wayfinder


-INACTIVE-

Kn. Religion: 1d20 + 4 ⇒ (15) + 4 = 19

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Dangit!


GMPC Check for Graham Sykes

Graham, Perception: 1d20 + 2 ⇒ (18) + 2 = 20

"Er...folks? Can you see this? There's doors behind these statues - And the statues seem to be on runners or something... I guess we should explore?"


Had to go back to the mar. 3-4 entries to refresh my memory, isn't Aston a follower of Pharasma, doesn't he get some kind of special dispensation for the black one being her?

Taicho carefully walks around the room and casts detect magic on each statue, waiting to glean all the can from each one, ending with the black three fold statue of a woman. Mumbling in different accents, voices and languages as he studies each image, occasionally pushing his floaty light back so it doesn't interfere with the different aura's colors.

" mmmm, bugger that hmmm der'mo, ooohhhh. frik-a-frack, wish I had a... ouch, estupideces, gggrrrrr, as usless as a broken handle on a turd bucket..."


Yeah...why not...

Aston - The black statue is an archaic representation of Pharasma in her three aspects: the midwife, the reaper and the prophet.


-INACTIVE-

We'll chalk that up to- he's old! He forgot for a minute!

"Well, how appropriate," Aston says, scratching idly at his chin. "Now that I look at it, I don't know how I managed to miss it the first time around. This black statue represents none other than the Lady of Graves herself! It's a bit of a dated interpretation, of course- that's surely why I didn't recognize it at first, surely, but quite fascinating to find it down here- and even more disturbing that such atrocities are being committed so near to her grace. The midwife, the reaper, and the prophet... Yes, three different faces for three different manifestations of Pharasma. Interesting."

Aston is taken with a strangely reverential mood, and lowers himself to one knee before the statue, offering a quick prayer- not only in hopes of gaining some favor with his goddess, but also for not recognizing her three faces immediately.


Placed you in front of the Pharasma statue on the map


Taicho Quietly walks around the statue looking for the tracks he remember being there and any other useful information,

this time he will take twenty on perception


Taicho – walking around the perimeter of the room, you confirm that there are doors hidden behind each of the statues – and that each of the statues appear to be on rails such that they may be moved.


Taicho calmly addresses the team in hs flat baritone

"there are doors behind each figure."

finishing in the shackles caw

"shalls we start wit tha door behind tha bloody black one?

turning and kneeling at the door he inspects it carefully looking for traps and locks

take 20 on perception please


Taicho - you don't find any evidence of traps on the statue nor on those parts of the door that you are able to see...


-INACTIVE-

"As a matter of fact, Taicho," Aston says, rising from his kneeling position, "those were my thoughts exactly. If there is one lady in this world I trust without a moment's hesitation, it's the Lady of Graves. Come, Taicho- shall you help me see if we can move it a bit? And do be careful, I wish not to damage it."

I'll try a little Perception of my own, just to be safe. Also, I'll Detect Magic on the statue and try to determine if there's anything I should be aware of beforehand.

Any checks required to move the statues?


1 person marked this as a favorite.

Detect Magic:
There are faint auras around the white statues...and with a few minutes of inspection (from distance), you are able to confirm that the magical effect is from the 'Evocation' school of magic. The aura from the dark statue is somehow different, it is stronger (with a moderate strength) but, even taking a good few minutes to assess the aura, you are unable to determine what school of magic it originates from.

Looking at the black statue for a while longer, it's aura starts to reveal itself...a fuzzy, ill-defined enchantment aura wafting over the surface of the statue...

As Aston pushes on the statue, he feels a familiar energy over him...

Aston benefits from an Aid Spell, Caster Level 10th: 1d8 + 10 ⇒ (6) + 10 = 16 Temporary HP

...and, without requiring any further assistance, he slides it fully to the side - revealing the door hidden behind. Carefully pushing it open, Aston discovers a short corridor with a number of alcoves to either side - similar to the other corridor, the alcoves are filled with linen wrapped bodies.


well that was easier than I expected

As Taicho steps to help Aston he watches the pale not-man move the statue by himself and then open the door. Taicho spent so much time inspecting, turning back towards the door he shrugs his shoulders and asks in his shackles caw

"well blokes who's agonna goes foist, wroight"


-INACTIVE-

Woooow. Nice.

Aston stares, wide-eyed, at his hands after moving the enormous statue and feeling the raw power and vitality flow through him.

"My thanks be to you, Lady," he says, bowing to the image of Pharasma. He gestures to the door. "I pushed the statue. Shall Graham get the door?"


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik."

The golem follows along, his eyes glowing purple and he moves slowly as he goes, looking for traps both magical and mundane.


Pushing the door open, Graham reveals the alcove lined corridor beyond.

Perception DC15:
In amongst the linen wrapped corpses, there are several medallions placed upon the bodies - of antiquated design and tarnished with age, a total of seven holy symbols of Pharasma can be found. A wand, also marked with the Pharasmin symbol may also be found.

Perception DC25:
The alcove at the southern end of the corridor appears to have a number of misaligned bricks within it - examining further, you find a concealed door.


taicho happily follows Graham into the alcove looking around he declares in his flat baritone

"what have we here?"

if you will let him hade twenty on perception he will, if not

perception: 1d20 + 9 ⇒ (14) + 9 = 23


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik"

Perception: 1d20 + 6 ⇒ (4) + 6 = 10 Aid Another for Taicho, pushes his perception up to 25

The golem begins to point out things in the corridor, aiding others in searching.


As Taicho rummages through the corpses, finding the holy symbols, he gathers them up and handing them to Aston he asks in his tian tenor

"prease, as servant of Pharasmin take these hory symbors and return them to temper."

seeing the wand Taicho remember to cast magic to see if it glows, and handing it to Tik'Klik he asks in the shackles caw

"Oy, Hows ya figur' 'is is gonna woik wroight"

realizing there is more to the bricks than meets the eye Taicho begins carefully moving them looking for traps as he reveals the door.

take 20 on perception looking for traps and then 10 on perception looking for a lock that may need picking


Taicho, seeing the door at the end of the tunnel, examines the bricks for any locking mechanism and also for traps... Finding nothing hazardous, he releases the latch - the door crashes from it's rusted hinges landing on the floor with a cacophonous bang that echoes up and down the corridor.

When nothing reacts to the noise, the tengu looks into the corridor beyond - it heads south for around thirty feet before turning to the east and out of view. Just before it turns, there is an alcove - that contains a pit that heads down into the darkness

Taicho - the Wand has a wispy violet necromantic energy about it..


"continuing seems to be the only option"

Taicho croaks in his flat baritone, keeping one claw on his chakrams the other holding the floaty light steady, Taicho walks south to the end of corridor, carefully inspecting the alcove and then turning east and pausing, casting detect magic, as he carefully examines the eastern unknown.

perception: 1d20 + 9 ⇒ (11) + 9 = 20 for the alcove and pit
perception: 1d20 + 9 ⇒ (12) + 9 = 21 for the east out of view


-INACTIVE-

Aston graciously takes the artifacts from Taicho. "Thank you, sir. These will be of great interest to Sister Nerissia, no doubt. And what is this wand, exactly...?"

I don't have Spellcraft...! Maybe Tik'Klik could try?

Afterwards, Aston follows after Taicho, hoping to aid him in his explorations.

Perception (Aid Another - Taicho): 1d20 + 8 ⇒ (10) + 8 = 18


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik!"

Perception to check for traps on hidden door once pointed out: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 LOL
Spellcraft to ID wand: 1d20 + 10 ⇒ (12) + 10 = 22

351 to 400 of 608 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Godsmouth Heresy All Messageboards

Want to post a reply? Sign in.