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

Game Master Crashwheeler

Tactical Map


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Looking around after moving the statue out of the way, they see the bridge they crossed before way above them and the other seven statues around the room.

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 shudders at the thought of all of the statues being trapped, but takes a deep breath and carefully begins inspect each one for traps as well as secret doors/compartments...

Roll for each statue I guess? Going clockwise starting from the statue we just disarmed...

Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 4 ⇒ (18) + 4 = 22


Dexter does not find anymore traps but he does find two secret doors behind two of the statues.


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))

Dexter, just as an FYI, you *can* take 20 when searching for traps; in fact, I actively encourage it ;-)


That is true, but he would've still needed a little help to find that trap.


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))

Well, in that case...

"Good work on that trap, by the way, Dexter. If you don't mind, I'll take a look, too..."

Take 20 = 29 Perception.


On each of the remaining white statues, Jean-Pierre finds a trap but nothing on the black one.


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 sighs, and pinches the bridge of his nose.

"Well, it looks like there is a bit of work for us in here!"

He then turns to Dexter, intoning:

"May the Guidance of the Guardian of the First Vault be upon you!"

Have a +1 on your Disable Device rolls to disarm the traps...

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 takes a deep breath...

This looks like it's going to take a bit...hang tight everyone.

Noted on the taking 20! Going to assume I get guidance for every check...and I forgot to apply my bonus for mwk thieves tools last time :/

Starting with the first statue at 1 o'clock... (btw, where's the black statue again?

Disable device: 1d20 + 7 + 1 + 2 ⇒ (3) + 7 + 1 + 2 = 13
Disable device: 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23
Disable device: 1d20 + 7 + 1 + 2 ⇒ (14) + 7 + 1 + 2 = 24
Disable device: 1d20 + 7 + 1 + 2 ⇒ (18) + 7 + 1 + 2 = 28
Disable device: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26

Another shock?:/

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 bites her lip nervously while watching dexter disarming the traps, studying each statue once it gets clear.


You would be getting shocked for the first three traps. I'll let you be healed between each one if needed. And the black statue is at 8 o'clock. I will label each white statue with a letter and the white one with an arrow.
Going clockwise around the cathedral, Dexter starts trying to disable all of the traps.
Trap: 2d6 ⇒ (6, 5) = 11
Trap: 2d6 ⇒ (5, 2) = 7
Trap: 2d6 ⇒ (1, 6) = 7
He couldn't quite get how the traps worked the first few tries, but he seemed to understand how the traps were set up for the last two.


Actually, I looked at the rules again. Only the first trap went off. The second trap took three tries and you successfully disabled the third trap. I need at least three more rolls.

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)

Painful. This is assuming I get healed I suppose...

After working the first trap, Dexter sheds his armor since it gets in the way a bit...

Disable device: 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12
Disable device: 1d20 + 8 + 1 + 2 ⇒ (11) + 8 + 1 + 2 = 22
Disable device: 1d20 + 8 + 1 + 2 ⇒ (14) + 8 + 1 + 2 = 25
Disable device: 1d20 + 8 + 1 + 2 ⇒ (12) + 8 + 1 + 2 = 23
Disable device: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31
Disable device: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31


Final estimate of all trapped statues from beginning, you set four off and disabled three, so you take the other two rolls of 7. But at least you can roll three reflex saves with a DC of 12 to take half damage.


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 looked painful! At least it is done now, though... Shall we work our way around each door?"

Starting with a, and working our way around?

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)

Three (more) failures? Is that right? If it's DC 25, I only rolled below 20 (with modifiers) twice...

reflex: 1d20 + 6 ⇒ (3) + 6 = 9
reflex: 1d20 + 6 ⇒ (15) + 6 = 21
reflex: 1d20 + 6 ⇒ (16) + 6 = 22

So someone is healing me right?:)


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 taps Dexter with a spell...

CLW: 1d8 + 1 ⇒ (8) + 1 = 9.

...and then hands him a potion.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7.

"I am afraid that is all that I can do for the moment."

I think that leaves Dexter on 5hp.

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 uses detect magic once more in the room once the traps are deactivated and pays special attention to the black statue


The DC for the traps were 26, so you are correct, I looked at the rules wrong again. *facepalm* Total damage taken from the last two traps was 14, 16 was healed, so actually 8 hp.
Light caused by magic glows from the black statue only, since the other statues have been taken care of.


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 moves over to investigate the door that was behind Statue A.


There is no traps on the door that was behind Statue A. Opening the door reveals 10 ft of hallway that then turns to the right.


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))

Assuming that he does not immediately get attacked, Jean-Pierre carefully searches the corridor.

Perception 'take 20' = 29.


After taking one step inside, he happened to look up and see a huge glaive set into the ceiling. Read as trap.


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))

"Dexter, it looks like we need your skills again!"

Have a Guidance.

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)

"It's like this place is filled with nothing but ways to kill people. What kind of resting tomb is this?"

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']

traps again??? Maybe I should jump through just to set it off...

Grimor follows behind the group looking at the traps as if bored. Any observer would notice that he is bracing himself to dash through the first chance he gets.

-Posted with Wayfinder

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 says glumly, Very well.

Dexter creeps in and scrutinizes the glaive in the ceiling...

disable device: 1d20 + 8 + 1 + 2 ⇒ (10) + 8 + 1 + 2 = 21
disable device: 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12
disable device: 1d20 + 8 + 1 + 2 ⇒ (5) + 8 + 1 + 2 = 16
disable device: 1d20 + 8 + 1 + 2 ⇒ (7) + 8 + 1 + 2 = 18

:/


With his first try, Dexter is able to disable the trap. Jean-Pierre also sees another rune above the door while Dexter was disabling the trap.

Knowledge(arcana) DC 20:
You recognize the rune as the rune of greed and you realize that it is also associated with the class of transmutation.

Moving past the corner with the trap, they see what looks like a normal crypt.


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))

"Good job, Dexter!"

Gingerly moving forward, Jean-Pierre continues to explore the crypt.


A thorough search of the rotting burial shrouds and bone fragments turns up only 50 gp worth of valuable grave goods.


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 nasty trap defending not very much at all... Oh well."

Jean-Pierre then moves on to door c, to explore whatever is beyond it.

Same 'take 20' Perception as before.


While this crypt has the dusty, disused air of the ossuary’s other catacombs, the bodies interred within it are remarkably free from the ravages of age and decay. Their burial garments have long since rotted away, but the cadavers look as if they could have been placed in their niches only yesterday. Unfortunately, this amazing effect is somewhat overshadowed by the lewd and graphic positions the bodies have been placed in. Many of the bodies were buried with attractive jewelry—in all, 400 gp worth of various ornamental trinkets were found by 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))

"Hmmm... I can honestly say that that is something I have never seen before!"

...and I honestly hope that I never see again.

Jean-Pierre then moves on to door d, to explore whatever is beyond it.

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)

Speechless, Dexter raises an eyebrow at the indiscreet display.

But he's here on business and warily proceeds to gather the valuables...

He eventually manages,

Why are these corpses not rotten? Perhaps the corpse-thieving necromancer has been 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']

Grimor approaches one of the bodies randomly and pokes one on the cheek.

Not undead then?

"Maybe it's a spell effect of preservation or something?"


While checking out the crypt, Jean-Pierre comes across a body that sits up, and he sees another one a little further in do the same. Their flesh hangs down in thick folds over their emaciated bodies and they have long sharp teeth.

Initiative Rolls:

Grimor: 1d20 ⇒ 3
Burick: 1d20 + 2 ⇒ (13) + 2 = 15
Dexter: 1d20 + 6 ⇒ (14) + 6 = 20
Jean-Pierre: 1d20 + 1 ⇒ (6) + 1 = 7
Pontia: 1d20 + 2 ⇒ (8) + 2 = 10
Marsk: 1d20 + 2 ⇒ (8) + 2 = 10
Creatures: 1d20 + 2 ⇒ (16) + 2 = 18
Tiebreaker: 1d2 ⇒ 1 1=Marsk, 2=Pontia

Round 1(begins)
Dexter, Creatures, Burick, Marsk, Pontia, Jean-Pierre, Grimor
Dexter up first. Knowledge (religion) for the creatures.

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, noticing the things getting up, races to the north end of the crypt and tries to execute that one with his crossbow...

Positioning myself in the alcove across from the northernmost creature

Xbow, sneak attack: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 1d8 ⇒ (3) + (1) = 4


You will draw two aoo's if you try that Dexter.


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))

You could probably try to tumble past them, though ;-)


Yes, go ahead and give me two tumble checks if you wish to try 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))

Just trying to help :-)

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)

Bah, sorry it was late when I wrote that....I'll just try to stab the closest one with my rapier and take a 5 foot step into the alcove east of JP...if you're giving me another attack roll..

Perception: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 1d6 + 1 ⇒ (4) + (3) + 1 = 8


Round 1 (partial)
Dexter tries to poke the closest creature, but he is unable to land his attack due to the corner being in the way.
Both of the creatures zero in on Jean-Pierre.
Bite: 1d20 + 3 ⇒ (2) + 3 = 5 Claw: 1d20 + 3 ⇒ (1) + 3 = 4 Claw: 1d20 + 3 ⇒ (15) + 3 = 18
Claw: 1d20 + 3 ⇒ (11) + 3 = 14 Claw: 1d20 + 3 ⇒ (3) + 3 = 6 Claw damage: 1d6 + 1 ⇒ (4) + 1 = 5 plus paralysis. Give me a fort save. Only one attack landed.

Dexter, Creatures, Burick, Marsk, Pontia, Jean-Pierre, Grimor
Party up!

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 moves up behind Grimor and slaps him on the shoulder.

"May Irori empower your fists!"

Then he looks to see if he can figure out what these creatures are.

Using my strength surge domain power. For 1 round, Grimor gains a +1 enhancement bonus to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks

Knowledge (religion): 1d20 + 4 ⇒ (7) + 4 = 11


Marsk identifies these creatures as ghouls. They carry disease and can paralyze with their bites or claws.


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))

Fort: 1d20 + 4 ⇒ (17) + 4 = 21.

Jean-Pierre stoically accepts the blow, but manages to fight off the creature's paralysing touch!

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

"Watch out! These beasties carry disease and can make ye freeze in place!"


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'll try, but the best I can do right now is try to bottle-neck them. Either attack around the corner, or used ranged attacks..."

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)

"Here goes nothing" - thinks Pontia while her hands follow the now familiar movements to cast Acid Splash while grabbing one of the Acid Flasks she still has left and getting in front of the corridor to be able to see the creature. She concentrates for a moment, aiming carefully to not to hit one of her allies.

Range touch attack Acid Splash: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 101d3 + 1 ⇒ (1) + 1 = 2

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']

Grimor steps forward and tries to slam his fist at the ghoul's neck from around the corner.

Unarmed Attk: 1d20 + 4 ⇒ (3) + 4 = 7

But it's so packed and tight that he barely reached the undead creature.
Darn walls, if only this wasn't a temple...

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