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Tierce's Godsmouth Heresy (Inactive)
Game Master Tierce



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Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

Looks bad for our wizard friend...


Choztu's hands continually grasp for the rope, but he is unable to grab on and steady himself as he falls 20 feet to the floor.

Take 2d6 ⇒ (4, 1) = 5 non-lethal damage


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

spiffy, Maus' good bomb fixes him right up too..

"Perhaps we should have located the stairs?" Maus Muses as he looks around further. "We will be sure to go up that way..." and avoids any and all eye contact with his party members...


Dwarf Wizard 1 (HP 7 | AC 12 | Tch 12 | FF 10 | F +1 | R +2 | W +2 | SR 6 | Init +2 | Perc 0)

"Next time you have a brilliant idea about a shortcut, keep it to yourself." he vents while brushing himself off. "Ye should 'ave listened to ye instincts, ye durned fool." he could hear his father say.


Exits are to the east and west in this room, and each statue is upon a dais in its on corner. Someone went to a lot of trouble to design this room.


Female Human (Kellid ethnicity) Barbarian 1, Scarred Rager Archetype

Cilda stays where she is as she sees the dwarf crash down to the ground and the priest cast his healing spell. She knows that it probably hurt a lot for that to happen, but still can't help but smile at the bit of slapstick the wizard got himself into.

"As nice as this room may be, we need to keep moving if we want to get paid," she says to the group. She is, however, unsure of which door to go through this time.


Male Half-Orc Rogue 1 HPs:12(8)/12 AC:15/14/12 XP: 40

"Don't be so impatient 'pretty', sometimes there's more to a room than meets the eye, but if you want to rush off and scout out the next chamber be my guest." he smirks. "Remembers, more than one way to be paid." smiling he makes his way round to look at each statue in turn, looking for signs it might move or hide something or even there is wealth to be made from parts of it.

Perception 1d20 + 5 ⇒ (17) + 5 = 22 +1 to find traps
Int check 1d20 + 1 ⇒ (2) + 1 = 3 to understand any significance about the relationship between the statues and the room/exits.


You notice that the dias' that the statues are on can in fact be moved, and you also notice that anyone who tries to move one will get a nasty shock from the trap that is installed in each and every statue. You are not sure why someone would go to that much trouble


Male Half-Orc Rogue 1 HPs:12(8)/12 AC:15/14/12 XP: 40

Natty stays by one of the statues, "See that, nice work, break the connection by moving a statue and BOMB!!! CRACKLE!! off you go to meet Maus's god." he laughs. "So don't go messing around with none of these statues people, or you'll be crispy fried!! unless you wanna try that." he continues to find the whole thing funny.

"Someone has a warped sense of humor setting all these traps, I wonder why?" he thinks for almost a whole second, before continuing "I wonder are they hiding stuff" he rubs his hands together, blowing on his fingers as he does. "Or something else? Any of you clevers got an idea?"


Dwarf Wizard 1 (HP 7 | AC 12 | Tch 12 | FF 10 | F +1 | R +2 | W +2 | SR 6 | Init +2 | Perc 0)

Nerves grated by the half-orcs humor, Choztu replies, "As I said before; the Ancestors deserve their rest, don't disturb them."


M Half Orc Inquisitor 1

Any body who body is here is sleeping fine. If we just turn over a few rocks, we are not going to bring anyone back. Anybody know how to disarm a trap


Male Half-Orc Rogue 1 HPs:12(8)/12 AC:15/14/12 XP: 40

Natty replies, "Ha, Ralthak, my friend, you're not disturbed by these images of the living, ha, ha! Of course, it'll be my pleasure to see what's inside." The warped smile never leaves his face as he pulls a few thin metal rods from his bag. His eyes focus, the smile disappears as the half-orc concentrates on manipulating the mechanisms of the trap. A faint click is heard, "There see, all is as it should be. After you Ralthak the honor is yours." once more sarcasm drips from his lips.

Disarm Device 1d20 + 8 ⇒ (13) + 8 = 21 to disable the statue trap(s)


As Natty turns from the statue, it begins to glow slightly and a bolt of lightning fires out and strikes him.

Shocking Grasp Trap 2d6 ⇒ (3, 6) = 9 Reflex DC 12 for Half

The statue dims and goes dark.


Dwarf Wizard 1 (HP 7 | AC 12 | Tch 12 | FF 10 | F +1 | R +2 | W +2 | SR 6 | Init +2 | Perc 0)

Wow, that's a pretty tough trap with a roll of 21.


Especially if you realise that you don't set off a trap with a disable device unless you fail by five or more


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

"Well Natty...didn't you say something about crispy fried...?"
Durnit... Maus will convert his Murderous Commmand into a healing spell for Natty.

"It seems that you are trying your damnedest to meet my goddess before me..." Cure light wounds 1d8 + 1 ⇒ (8) + 1 = 9

Getting lucky with healing rolls for you guys

Is there any sort of pattern or track that these statues would move on? Is the symbol of Pharasma part of the movement?
Know Religion 1d20 + 5 ⇒ (1) + 5 = 6
Perception 1d20 + 9 ⇒ (10) + 9 = 19


Dwarf Wizard 1 (HP 7 | AC 12 | Tch 12 | FF 10 | F +1 | R +2 | W +2 | SR 6 | Init +2 | Perc 0)

*Knocks on wood* Don't say that, you'll ruin it.


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

I don't have much by way of healing left so... no worries


Maus Sedat:
You actually get the feeling that this room was initially decicated to Pharasma, but that such a large room could not be dedicated to one god, so others were added later

Perception Check

Check 10:
You get the feeling that if you close the doors, each room feels secure and safe enough for you to sleep for a night to refresh yourselves with no issues


Male Half-Orc Rogue 1 HPs:12(8)/12 AC:15/14/12 XP: 40

From the corner of his eye, Natty sees the statue change color, turning he sees the trap about to fire and his six sense makes his body sway to the left, just as a burst of flame catches the right side of his torso causing his thick skin to bubble and burn.

"Damn the goddess, she doesn't make it easy for an honest man to find her truths and treasures." and looks at Ralthak, "Next time you can play with the traps" he says with venom. "Let's get outta this place, it stinks."

Damn, failed ... don't think these traps are meant to be disarmed ... think I'd need to roll a 16 or more ...
Reflex save 1d20 + 5 ⇒ (15) + 5 = 20 takes half damage 5HPs...

You don't have to heal him this if you don't want Maus, he still has a few left.


Dwarf Wizard 1 (HP 7 | AC 12 | Tch 12 | FF 10 | F +1 | R +2 | W +2 | SR 6 | Init +2 | Perc 0)

Perception: 1d20 ⇒ 3

Too fixated on Natty nearly getting electracuted to notice anything else.


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

Ok since Natty wasn't as fried as he could have been, I will have held off on converting spell to healing.

"This room, other than the traps, has an aura of restfulness. I believe that we could retreat here to rest if it becomes warranted."


Female Human (Kellid ethnicity) Barbarian 1, Scarred Rager Archetype

Cilda has been watching all of this, shaking her head in amusement. "Natty...how have you survived as long as you have if you do stupid stuff like that?"

She looks over at Maus. "We can probably use this as a safe-room, yes. But we haven't been down here THAT long to need one yet." She walks over to the eastern door and attempts to open it. "We'll come back here to rest up later."


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

"agreed'


M Half Orc Inquisitor 1

Perception 1d20 + 2 ⇒ (13) + 2 = 15

I just asked if anybody could. It appears that that is beyond you, and there is not shame in that. I agree that this would be a good place to rest when it comes to that.


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

Maus will trail Cilda to the East (most likely cut off by Natty who seems to follow her like a twisted puppy)

Just as a side note Maus is pronounced MOZ like the start of Mausoleum if anyone was wondering.


As you open the east door, you walk up a flight of stairs. The ceiling opens up between two staircases in this wide corridor, creating a shaft above the hallway. Ten feet up, the shaft appears to connect to another passage above running north-south. A grisly heap of decaying body parts lies at the bottom of the shaft. The air is rank with the smell of rot,
corruption, and pungent chemicals.


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

I'm sorry but I can't picture what you describe...
Try another way?


Ok, you head up a flight of stairs, it has a landing and another flight of stairs up. On the landing is a pile of corpses, and above the pile is a long shaft and you can make out that the shaft is connected to another passage above. You can examine the corpses and shaft, or continue on up the other flight of stairs


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

Ahh Got it. Sorry
Maus will perceive the pile for clues as to what caused them to be here.

perception 1d20 + 9 ⇒ (19) + 9 = 28


Female Human (Kellid ethnicity) Barbarian 1, Scarred Rager Archetype

Oh joy, a giant pile of decaying bodies. Always a bad sign.

Cilda wrinkles her nose at the smell of the corpses. The smell is disgusting, but she tries to weather through it. "Looks like we might have found those missing bodies the priestess mentioned," she says aloud. She moves closer and pokes some of the body parts with her lucrene hammer.

Perception check 1d20 + 5 ⇒ (1) + 5 = 6

Oh my God, a 1? Seriously? Does Cilda go temporarily blind now or something? lol


M Half Orc Inquisitor 1

Ralthak also searches the bodies

Perception 1d20 + 2 ⇒ (9) + 2 = 11

At least these have not been animated


Dwarf Wizard 1 (HP 7 | AC 12 | Tch 12 | FF 10 | F +1 | R +2 | W +2 | SR 6 | Init +2 | Perc 0)

After seeing the pile of desecrated dead, Choztu speaks up, "No ones remains deserves this. They may not be dwarfs and I may not be a priest, but..." Says a Dwarven prayer.

For those who speak Dwarven:
May you be reforged into better beings.


As you inspect the pile of corpses, you all notice as three dismembered hands burst from the pile and attack

Player Initiative 1d20 + 3 ⇒ (17) + 3 = 20
Crawling Hands Initiative 1d20 ⇒ 1

Players go First, Round 1!

Resolve damage on attacks at AC 14, touch 14, FF 14


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

Maus steps back to base of stairs and Hurls a dagger at the first one to come over the top stair.
Attack 1d20 + 4 ⇒ (2) + 4 = 6 for 1d4 + 1 ⇒ (2) + 1 = 3 damage.
As the ever more common clang of dagger steel on stone rings out!

"Thing must die!"


Dwarf Wizard 1 (HP 7 | AC 12 | Tch 12 | FF 10 | F +1 | R +2 | W +2 | SR 6 | Init +2 | Perc 0)

Startled, Choztu takes a couple steps back and fires his crossbow.

Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Critical Attempt: 1d20 + 2 ⇒ (13) + 2 = 15

Damage: 2d10 ⇒ (10, 7) = 17

Choztu's aim is true as the bolt pierces the hand between the middle and ring fingers and penetrates to the wrist bone.

HOLY S#*^!!!!!


M Half Orc Inquisitor 1

well struck my friend Ralthak makes his own attack against the near hand.

Attack 1d20 + 3 ⇒ (17) + 3 = 20

Damage 2d4 + 4 ⇒ (1, 1) + 4 = 6


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

"Great Choz! Don't get cocky..." ;)


Female Human (Kellid ethnicity) Barbarian 1, Scarred Rager Archetype

"Not bad, wizard! Guess you can do things besides your fancy chants, then?" Cilda cries out before she attacks the hand closest to her.

Attack: 1d20 + 4 ⇒ (13) + 4 = 17

Damage: 1d12 + 6 ⇒ (1) + 6 = 7


Male Half-Orc Rogue 1 HPs:12(8)/12 AC:15/14/12 XP: 40
Cilda wrote:
Cilda has been watching all of this, shaking her head in amusement. "Natty...how have you survived as long as you have if you do stupid stuff like that?"

He grins back at the woman, "Hope the reward is proportionate to the risk. One unlucky break is all it is, be happy I found what you could not see, or it would be your a**e that's fried." he grins manically at the thought.

After Natty smells the rank air despoiled by the rotting bodies, he immediately lets the shadows take his form, sliding into a darkened area of the chamber watching and waiting, as he sees hands crawl out of the mound of death. He grins.

Stealth 1d20 + 7 ⇒ (9) + 7 = 16


Cilda smashes the dismembered hand and she can hear several bones break at she destroyes it. The bolt from Choztu's crossbow cleaves the hand in two, and Ralthak's falchion cuts it into a fine paste.

End Combat

One of the hands that attacked you bears a tattoo stylized owl

Knowledge Local

Check 15:
the symbol as that of the Council of Truth, a society of powerful wizards and sages who mysteriously disappeared from Kaer Maga years ago

Perception

Check 20:
Anyone willing to climb into the pile of bodies to search finds a ring with a rather large emerald attached to it. The emerald can be sold for 500gp

Continuing up the flight of stairs, you come to an intersection, one path leading north, the other leading south.


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

Know Local 1d20 + 1 ⇒ (12) + 1 = 13 Perception 1d20 + 9 ⇒ (11) + 9 = 20

Will touch one of the hands {auto 20 on knowledge to see what it is)

We need to Properly care for these bodies. Is there a place to lay them out and say rites over them? While we are at it... they have no need for any gear, etc that they may have on them. You can't take it with you.

So with decent Perception I found a ring, nothing on the history.
Still would like to lay out the bodies tho.


Male Half-Orc Rogue 1 HPs:12(8)/12 AC:15/14/12 XP: 40

Natty looks at the tattoo, "The sign of dead wizards, strange that! Choztu, Ralthak you know much about dead wizard societies, heard of the 'Council of Truth' before. I heard they'd been gone out of Kaer Maga decades ago? Wizards, corpses you know what that means bloody necromancers, playing with them poor folks what is dead. Right up your street though eh Maus, doing your lady's work and the dead rest peaceful like." The rogue frowns and a dark mood comes over him, he seems serious for once, "Time for carefulness folks, it ain't no game now."

He joins Maus in the laying out of the bodies, and seems to spend more time going through the clothes and possessions than preserving their dignity in death. Yet it is Maus that finds a ring, but once he makes everyone aware, Natty sly asks. "Anyone know much about rings? how much is it worth?"

Knowledge Local 1d20 + 5 ⇒ (12) + 5 = 17
Perception 1d20 + 5 ⇒ (10) + 5 = 15


Female Human (Kellid ethnicity) Barbarian 1, Scarred Rager Archetype

"Necromancers. Fantastic, that probably means we'll have to kill them twice just to be sure they're dead."Cilda says when Natty's done explaining about the tattoo he found. "Friggen hate stupid pieces of..." she mumbles to herself.

But as for the ring, she comments that it looks nice and will probably sell for a good amount, but beyond that she's clueless.


Dwarf Wizard 1 (HP 7 | AC 12 | Tch 12 | FF 10 | F +1 | R +2 | W +2 | SR 6 | Init +2 | Perc 0)

Knowledge: History, for more info on The Council of Truth 1d20 + 9 ⇒ (9) + 9 = 18


Honestly don't know, can't find any additional information. Afraid that it's just colorful flavour text.

If you guys are heading on, let me know which direction and I'll post up an updated map


Female Human (Kellid ethnicity) Barbarian 1, Scarred Rager Archetype

Cilda decides to leave the room and moves up the stairs into the room above.

Perception check on the new room 1d20 + 5 ⇒ (17) + 5 = 22


Male Human (Chelaxian) Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6

Maus follows. Shield up and dagger ready.
Perception 1d20 + 9 ⇒ (1) + 9 = 10


Dwarf Wizard 1 (HP 7 | AC 12 | Tch 12 | FF 10 | F +1 | R +2 | W +2 | SR 6 | Init +2 | Perc 0)

Reloads and follows suit.

By the way, what did we get for XP from the hands?


150 XP Each

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