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

Game Master Crashwheeler

Tactical Map


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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)

Burick looks around the room, using his detect evil (his only real detection means) to see if he can't feel anything out.

"Maybe it's just a locked storehouse with nothing in it?"


Burick detects nothing.

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)

[b]Such a sophisticated lock and nothing here? I disbelieve.[b]

Dexter inspects the walls very closely....

Perception: 1d20 + 4 ⇒ (2) + 4 = 6


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 looks around the room hopefully...

Perception: 1d20 + 9 ⇒ (19) + 9 = 28.

...and if he finds nothing, will snort in wry amusement, and move over to the final room on the left.


Dexter and Jean-Pierre find nothing in this room.
Jean-Pierre opens the door across the hall and finds that all the furnishings in that room have all been destroyed beyond recognition, and ancient dried bloodstains still mar the floor and wall carvings.

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)

We did kill the creature the Tengu's were talking about, shouldn't we be back and inform them? Maybe the creature that agreed to come with us might know something about all this rooms


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 shrugs.

"We can certainly do that - just let me check-out this room, first."

He then moves into the newly-revealed (and apparently thoroughly trashed) room, and searches it.

Perception: 1d20 + 9 ⇒ (17) + 9 = 26.


Jean-Pierre finds an outline of a door on the northern wall and realizes that it is a secret door!


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))

"Let's see what is on the other side..."

So saying, Jean-Pierre confidently opens the door.

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 stands ready some steps behind Jean-Pierre


Jean-Pierre opens the door and sees...another door about 5 ft past the door he just opened.


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 looks moderately bemused.

"Well, there is certainly not a short supply of doors in this place!"

He then steps forward (after taking the time to carefully check the tiny 'room' for traps = Perception 29), and opens the other door!


As soon as Jean-Pierre opens the door he sees a 5' wide corridor, blocked by skeleton wearing ancient-looking half-plate, and wielding a finely-crafted ranseur. It salutes Jean-Pierre, and then stabs at him...
Ranseur: 1d20 + 7 ⇒ (15) + 7 = 222d4 + 4 ⇒ (4, 2) + 4 = 10
...nearly skewering him!

Initiative Rolls:
Grimor: 1d20 ⇒ 6
Burick: 1d20 + 2 ⇒ (4) + 2 = 6
Dexter: 1d20 + 6 ⇒ (14) + 6 = 20
Jean-Pierre: 1d20 + 1 ⇒ (1) + 1 = 2
Pontia: 1d20 + 2 ⇒ (8) + 2 = 10
Marsk: 1d20 + 2 ⇒ (19) + 2 = 21
skeleton: 1d20 + 5 ⇒ (19) + 5 = 24

Round 1 [begins]
Skeleton, Marsk, Dexter, Pontia, Burick, Grimor, Jean-Pierre


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))

Can we have an updated map? I like to be able to see what I am being skewered by ;-)


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))

"Hmmm... I think we have found some significant resistance! A little assistance would be very much appreciated...," Jean-Pierre says, weakly.


Map updated. Sorry 'bout that.


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))

No worries! :-)

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 pulls out a flask of holy water, steps up 5 feet, and hurls the flask at the skeleton!

ranged touch attack, medium range: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8

Dexter curses his throw...

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']

"Hey Burick, I think this one's right down your alley. If you're not up to it however, let me charge 'im." says Grimor with a menacing grin. Grimor then raises his hands in his usual Dragon Stance and charges the creature blocking their way.

I wonder if skeletons explode...?

Dragon Charge Attack: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Dragon Charge Dmg: 1d6 + 6 ⇒ (1) + 6 = 7

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 all the people in this narrow corridor she barely can see her target. However, she takes carefully aim and casts Acid Splash

Range Touch Attack: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 81d3 + 1 ⇒ (2) + 1 = 3

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 raises his holy symbol. "By Irori's might, may ye have strength t'fell this foul creature!"

Channel positive energy to heal everyone for 1d6 ⇒ 1.

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']

Apparently, Irori was asleep when you invoked his name for power...

-Posted with Wayfinder


Still a fair amount of health in the skeleton.
Round 1 (partial)
Skeleton attacks Jean-Pierre.
Marsk tries to heal the party.
Dexter splashes the skeleton a little with a vial of holy water.
Pontia sends an orb of acid over everyone's heads.

Grimor charges the skeleton.

Round 1
Skeleton (8 damage), Marsk, Dexter, Pontia, Burick, Grimor, Jean-Pierre
Waiting on Jean-Pierre and Burick...


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 5' steps back, and casts Bless.


Round 1 (complete)
Skeleton attacks Jean-Pierre.
Marsk tries to heal the party.
Dexter splashes the skeleton a little with a vial of holy water.
Pontia sends an orb of acid over everyone's heads.
Burick delays.
Grimor charges the skeleton.
Jean-Pierre steps back into the spot that Grimor was in.

Round 2 (partial)
The skeleton steps back and strikes at Grimor. Ranseur: 1d20 + 7 ⇒ (10) + 7 = 172d4 + 4 ⇒ (1, 3) + 4 = 8

Skeleton (8 damage), Marsk, Dexter, Pontia, Burick, Grimor, Jean-Pierre

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)

In the tight corridor, Dexter has little choice other than firing his crossbow into the melee...

Xbow, melee, bless: 1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 81d8 ⇒ 1

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)

Desperate and not knowing how to help, Pontia decides to cast Grease on the skeleton ranseur Reflex save DC 15


Reflex: 1d20 + 1 ⇒ (20) + 1 = 21
As the spell was on its way toward the skeleton's ranseur, it seemed to know where to go to make the spell miss.

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)

Duration is for a whole minute, that means he has to roll Reflex every turn to not drop the ranseur? Or did it finish already?


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))

Unfortunately, that is only true if he fails the initial save, and wants to pick the weapon back up again; otherwise, as per the spell description, it is 'Reflex negates'.

Jean-Pierre steps forward (so that he is closer to the cover than his target, thereby negating the penalty on attack rolls), drawing a flask of holy water as he does so, and throws it at the skeleton!

Holy Water (Ranged Touch): 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22, for 2d4 ⇒ (4, 4) = 8 damage.

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)

useless, I am just useless looool


Round 2 (partial)
The skeleton steps back and strikes at Grimor.

Dexter shoots the wall behind the skeleton.
Pontia tries to cast grease on the skeleton's weapon.
Jean-Pierre throws the holy water right on the skeleton's head. Don't you get a crit roll on that?

Skeleton (16 damage), Marsk, Dexter, Pontia, Burick, Grimor, Jean-Pierre


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))

For some reason, I thought I couldn't crit with them; then I checked, then realised, I *can*; not that it will probably make a difference, though...

Crit Confirmation (touch): 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14, for 2d4 ⇒ (1, 2) = 3 *ADDITIONAL* damage.


Difference? How about this for a difference? :)
As the holy water drips all over the skeleton seems to start melting, some of the bones start falling off while the whole thing seems to collapse on itself. Combat over. :)
Looking around the party sees that there are seven alcoves arranged along
a 5-foot-wide corridor, with niches in the walls to hold the bodies of the deceased.


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))

Huh. That was a lot more effective than I was expecting!

Nodding in satisfaction, Jean-Pierre gingerly moves forward, and begins to explore the crypt.

'Take 20' Perception = 29.


Jean-Pierre finds 90 gp worth of valuable grave goods, the gear that the skeleton was wearing (which was a half-plate armor and a masterwork ranseur), as well as a rune above the door on the other end of the room.

Knowledge (arcana) DC 20:
The rune is a rune of wrath, which is also related to the school of evocation.


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 turns to the rest of the party.

"Can anyone use this equipment?"

He then stops to heal his wounds...

CLW: 1d8 + 1 ⇒ (8) + 1 = 9.

...before moving forward, to stare blankly at the symbol on the door.

"Anyone know what this means?"

Shrugging his shoulders, he then opens the door.


Opening the door, Jean-Pierre sees a statue right outside the room that looks like a beautiful woman with wild hair, holding a ranseur.

Knowledge (history) DC 20:
You identify this statue as a statue of Alaznist, Runelord of Wrath.


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 stares at the statue for a moment, and then shrugs.

"Anyone recognise whom this is a statue of? I think it's odd that it was left blocking the exit from this room..."

He then carefully inspects the statue.

'Take 20' Perception = 29.

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)

Knowledge Arcana: 1d20 + 7 ⇒ (19) + 7 = 26
Pontia begins studying the rune on top of the door when Jean-Pierre opens and goes through, leaving the wizard with her mouth open, astonished.
Jean-Pierre! That was very silly of you! What if that rune was some kind of magic trap?
Knowledge History: 1d20 + 7 ⇒ (9) + 7 = 16
Once inside the room, she studies the statue meanwhile admonesting J-P and not letting him continue until she takes a good look. Unfortunately she doesn't recognise the image the statue represents.

[occ]I also cast Detect Magic in both the rune and the statue[/ooc]


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 at Pontia.

"I did check for traps before opening the door..."

A few posts up, I 'took 20' on a search of the crypt. The GM did not mention finding a trap on the door, which is why I opened it ;-) I am now checking the statue out; I have not, yet, exited the crypt...


Jean-Pierre found a trap on the statue and the spell Pontia casted shows that the trap is magical but the rune above the door is not.


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))

"Right then, it looks like we have a job for Dexter!"

Jean-Pierre glances back over his shoulder at the Rogue.

"Would you mind taking a look?"

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']

What happened to kicking doors down? Grimor wandered as the group huddles in front of the trapped door.

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 nods at Jean-Pierre and takes a close look. He retrieves a couple of tools from his bag and conveys as much confidence as he can muster...

Traps are one thing, but magical traps are another...

Disable device: 1d20 + 9 ⇒ (6) + 9 = 15
Disable device: 1d20 + 9 ⇒ (19) + 9 = 28
Disable device: 1d20 + 9 ⇒ (4) + 9 = 13
Disable device: 1d20 + 9 ⇒ (11) + 9 = 20
Disable device: 1d20 + 9 ⇒ (19) + 9 = 28


With the first try, Dexter is unable to disable the trap, and because you failed by more than 5... setting it off sending electricity sparking all over.
Trap: 2d6 ⇒ (1, 3) = 4 Reflex save DC 12 for half damage.

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)

relex save: 1d20 + 6 ⇒ (4) + 6 = 10

Dexter winces in pain from the shock...he tries to hide his burns and, with tears in his eyes, he turns to the group and weakly manages

It's disarmed....


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))

"Why don't you double check that?"

Magical traps *can* have an automatic reset - let's make sure that it is gone. (If it isn't, that second roll of yours should be enough to get rid of it.)


When Dexter goes back to the statue, he finds out that there is an automatic reset on it for 7 minutes. Using the second roll...Dexter is somehow able to stop the reset for this statue.


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))

Can we now move the statue out of the way?

Jean-Pierre peers around the room, noting all of the other statues.

"I am going to go out on a limb, and suggest that we check all of the other statues for traps/secret doors... "

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