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 rushes up to the skeleton in front of Grimor, then sidesteps into the corner Directly south of the skeleton to take a swing at it.

Power Attack: 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 12
Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13


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))

@Burick: You run into the same problem that Marsk did; in order to get to that square (since you cannot step around a hard corner), you need to pass through the skeleton's square, which means you need to make an Acrobatics checks Vs. the skeletons CMD+5 in order to tumble through. Essentially, we are bottle-necked into a two-man front, which is why I recommended that Grimor and Marsk 5' step back after swinging, so that two other people could get a swing in each round.

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']

If my 5ft step will still be applicable, Grimor will be happy to do so.


I can work it into your last move retroactively.
Grimor then takes a step back and Jean-Pierre steps up and smashes the skelly in front of him to smithereens.
Open spot in front of Jean-Pierre now if Burick or someone else wants it.


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 works too :-)

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)

It's too crowded! I don't have a clear view - says Pontia while she continues casting her Acid Splash

Acid Splash: 1d20 + 2 ⇒ (11) + 2 = 131d3 + 1 ⇒ (2) + 1 = 3


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, and playfully responds to Pontia:

"If you like, we can all retreat behind you, so that you have an unobstructed shot... However, that would swiftly result in you becoming the front line of the melee..."

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)

"If only sarcasm could defeat this monsters..."


Round 2 (partial)
Dexter's arrow flies wide.
Grimor delays until after the skeletons act, swings but misses then takes a step back after getting attacked.
One skeleton attacks Marsk and another attacks Grimor.
Marsk swings at the skeleton in front of him but misses.
Jean-Pierre destroys one of the skeletons.
Burick steps up closer so he is behind the front line.
Pontia sends off an orb of acid and hits the skeleton at the back, but it is still standing.

Round 3 (begins)

Dexter, Grimor(9), Skeletons(0)(3), Marsk, Jean-Pierre, Burick, Pontia

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)

Crossbow again...

Xbow: 1d20 + 4 ⇒ (2) + 4 = 61d8 ⇒ 5


Round 3 (begins)
Dexter aims and misses at a skeleton.
Grimor delays.
One skeleton steps up to attack Jean-Pierre and the other one attacks Marsk. Scimitar 1: 1d20 ⇒ 191d6 ⇒ 4
Scimitar 2: 1d20 ⇒ 5 Claw 1: 1d20 - 3 ⇒ (13) - 3 = 10

Dexter, Grimor(9), Skeletons(0)(3), Marsk, Jean-Pierre, Burick, Pontia

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)

Acid Splash again

Acid Splash: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 31d3 + 1 ⇒ (3) + 1 = 4


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 attacks the skeleton in front of him.

Earthbreaker: 1d20 + 4 ⇒ (6) + 4 = 10, for 2d6 + 6 ⇒ (5, 2) + 6 = 13 Bludgeoning damage.

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 swings his fist at the skeleton directly in front of him.

unarmed strike: 1d20 + 3 ⇒ (14) + 3 = 17 unarmed strike damage: 1d3 + 3 ⇒ (3) + 3 = 6


To speed it up a bit, I'll post your attack Dexter.
Round 3 (complete)
Dexter aims and misses at a skeleton.
Grimor delays.
One skeleton steps up to attack Jean-Pierre and the other one attacks Marsk.
Marsk takes a swing but the skeleton dodges at the last second.
Jean-Pierre swings wide.
Burick delays.
Pontia's aim is off.

Round 4 (partial)
Dexter takes aim at the skeleton that was already harmed, but his aim is only slightly off.Xbow into melee: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
Grimor delays.
The skeletons attack the person in front of them, but they just end up swinging wildly.
Scimitar 1: 1d20 ⇒ 15 Claw 1: 1d20 - 3 ⇒ (14) - 3 = 11
Scimitar 2: 1d20 ⇒ 7 Claw 2: 1d20 - 3 ⇒ (3) - 3 = 0

Dexter, Grimor(9), Skeletons(0)(3), Marsk, Jean-Pierre(4), Burick, Pontia
Party up!


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))

Unperturbed, Jean-Pierre takes another swing at the skeleton in front of him.

Earthbreaker: 1d20 + 4 ⇒ (4) + 4 = 8, for 2d6 + 6 ⇒ (4, 6) + 6 = 16 Bludgeoning damage.

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 swings at the skeleton again.

unarmed attack: 1d20 + 3 ⇒ (19) + 3 = 22 unarmed damage: 1d3 + 3 ⇒ (1) + 3 = 4

Lore Keeper via Domain Strike--this time it should work :).

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 loads and fires again.

Xbow, fire into melee: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 191d8 ⇒ 1


Marsk takes a swing at the skeleton in front of him and finally uppercuts its skull off. As he connects he realizes these skeletons are alchemical skeletons, due to their alchemical creation they are slightly stronger and more resistant to positive energy +2 AC and +2 channel resistance.
Dexter aims at the last skeleton and is just able to defeat it.
Combat over!


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 brushes himself off.

"Right. Good work, everyone!"

He then sets about healing the wounded.

CLW - Grimor: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW - Jean-Pierre: 1d8 + 1 ⇒ (2) + 1 = 3.

Jean-Pierre then conducts a careful search of the room.

Perception 'Take 20' = 29.


The only things that Jean-Pierre finds are footprints in the dust going back and forth from the last alcove on 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))

Jean-Pierre gestures towards the last alcove on the right.

"I think that we should take a closer look at this alcove... there appears to have been a lot of traffic to and from it... Perhaps there is a concealed door?"

With an assist, we would get a Perception of 31 on the alcove.

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 looks around with his dwarven eyes.

Perception, aid another: 1d20 + 4 ⇒ (12) + 4 = 16


Jean-Pierre and Marsk find a door in the alcove.


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 nods to the hidden door.

"Shall we?"

Assuming there is no dissent, he then opens it.

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']

"Thank you very much JP! Too bad your spells heals away the scars though, I would like some permanent souvenirs from this adventure." says Grimor. He stands near JP and nods just before he opens the door.


The acrid stench of chemicals and reagents fills this chamber, and the walls are marred by strange stains and scorch marks. Several tables are scattered about the room, covered in a bewildering plethora of glassware, alembics, retorts, tubes, simmering cauldrons, and smoking beakers full of brightly colored liquids. Scattered pages of written notes in a crabbed hand lie strewn about the chamber. A large alcove in the northwest corner contains a bookshelf groaning under the weight of heavy, dusty tomes and scrolls.Three large glass vats stand against the eastern wall, filled with bubbling green fluid. Floating within the vats are three grotesque objects—putrescent corpses, tubes and wires embedded in their rotting flesh, their skin discolored with decay and chemical stains. Bent over one of the tables, Jean-Pierre sees a hunchbacked, haggard-looking man in his 30s, with black hair starting to turn gray. Standing next to him is a well made zombie. With barely a glance at him, the man waves him away. "Go away I'm busy. Mr. Marrow, please see them out." The zombie turns toward Jean-Pierre and shooes him away.
What would you guys like to do?


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 arches an eyebrow, and turns to the others.

"What do you want to do? Rather novel, I know, but it seems like we might actually be able to talk to/reason with this one..."

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 looks into the room and is overwhelmed by the contents of the room, none of which he understands.
"He looks like the one who's been disturbing the undead, and using alchemy on them. I say we destroy the zombie and knock out the man so that we can bring him back up with us so he may answer the priestess directly."


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 is certainly one option; however, we are being paid to find out why corpses are disappearing, and to clear out this complex. Since he doesn't seem to be immediately hostile (just mildly tetchy), wouldn't it make sense to talk with him first?"

To be clear, I am perfectly happy to engage in combat, but the lawyer/banker in Jean-Pierre is wanting to work all of the angles - after all, we weren't specifically tasked with killing whomever or whatever was causing the disappearances...

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']

No problems, but I think we can only have one round of internal discussion since a zombie might be charging at us soon. :)


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))

Possibly, but I am going to wait for the people that actually have decent Diplomacy score to weigh-in first ;-)

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 steps up.

Pardon, sir. Might you be in the business of acquiring corpses? I know where some fine specimens are if you're willing to pay the right price...

Bluff: 1d20 + 8 ⇒ (19) + 8 = 27

Subtract one from the die if that's a diplomacy check...

Dexter glances back at the others and winks...


The man stops. "More corpses?" he wonders aloud. He straightens up, puts a fist to his mouth and his other hand goes to his elbow in a sort of thinking pose. "Hmmm, I was starting to run out of available ones here." He turns to Dexter. "Yes. More corpses is just what we need. But I am still in the middle of my experiments here. It will take time that I don't have to get moving." He then sighs. "But if I don't stop and go to this new area, I will keep getting interrupted. Very well, where is this 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))

Jean-Pierre looks thoughtful.

"Well, we have created a few as we have been clearing out this level... I would be happy to come a mutually beneficial understanding with regard to them..."

Who knew that we would be involved in the recycling business? ;-)

"If you are concerned about interruptions, have you considered relocating? The Pharasmins up above are unlikely to leave you alone, especially if bodies keep disappearing..."


At the mention of the Pharasmins, the man sneers. "Narrow minded fools! If only they had listened to me...But anyway yes, as long as I have my helping hands, my love and my books I'll be fine." He turns to his zombie. "Mr. Marrow, let the zombie out of the vat and go get the other guards to carry my work." As Mr Marrow heads to the south corridor he turns back to Jean-Pierre and Dexter. "Wait right there, I'll be right back." He turns away and heads down the north corridor...

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)

Curiously, Pontia begins to observe the experiments in this room Knowledge: Arcana, Alchemy?. "Very interesting, what made you pursue this path to animate corpses instead of the usual magic formulae?"


He comes back with two skeletons of the normal shambling type and one female zombie that looks very well made. She wears makeup and perfume (seemingly trying to cover up the rotting flesh but doing a terrible job at it) wearing clothes that were at one time fashionable but has definitely seen better days. Her arm is linked with the man's arm as they come back toward the group. The skeletons are carrying boxes.
"Are these the ones, Svilennius dear?" the zombie asks the man.
"Yes, Esme my love. They are the ones that will tell us where we can find more bodies for me to turn." He turns his attention back toward the group. "I have a wand of command undead, a scroll of ghoul touch, scroll of mage armor, two potions of cure light wounds and two potions of enlarge person if you are able to give me a destination worthy of my attention."


Turning to Pontia he responds "I used to be a Pharasmin cleric a month ago. That changed when I stumbled upon a secret entrance to the ossuary. I came down the stairs and came upon this room. In this room I discovered proscribed books from a heretical sect calling itself the Chymists of Life in Death. These tomes dealt with the creation of the undead through alchemical rather than magical means, which the sect believed provided a loophole around Pharasma’s prohibition against undead creatures." As he explains he starts getting excited.
Then he starts getting angry "But then one of those fools found me reading through one of the books and brought me in front of an ecclesiastical tribunal. They excommunicated me after I told them that we could create the undead and have them work along with us, increasing our manpower and solving the problems of space inside the ossuary itself. So I snuck back down here using the secret entrance and starting experimenting. Shortly after I created Esme here, then Mr Marrow."


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 does a double take when the man returns with his entourage, but recovers quickly.

"Well, we found a whole pile of bodies, some quite remarkably well preserved, in the crypts down here..."

He then goes on to give detailed descriptions of where they can be found, as well as the more 'exotic' ones that the party produced via combat. He also helpfully points out the location of the tunnel to the outside.


"I like the tunnel to the outside. Very well. As soon as Mr Marrow gets back, we will pack what I need." As soon as he finishes speaking, Mr Marrow and the zombie that was in the vat reenters. With them are five alchemical skeletons and one more zombie that looks similar to the one from the vat.
"Alright you lot," Svilennius orders the undead. "We have a lot of packing that needs to be done. Once we are done, we leave."
"Where are we going, dear?" asks Esme.
"Back to my home town, my love." he answers.
An hour passes of hurried packing.
"Alright people, let's move out." Svilennius announces, then the undead group start moving in the direction of the tunnel, with Svilennius following. Then he stops, turns around and says "Oh yes, I nearly forgot." He walks over to Jean-Pierre and party and gives him some things to divvy up. He gives the promised items (wand of command undead, a scroll of ghoul touch, scroll of mage armor, two potions of cure light wounds and two potions of enlarge person) then he also gives two acid flasks, two alchemist’s fires, two smokesticks, a tanglefoot bag, and two thunderstones. He winks "The extra is a bonus for you guys. Farewell." He turns around and leaves.
Alright, that was the "main" goal of the module. All that is left is getting the rest of the items, bracers of armor +1, and a medallion that gives +1 to saving throws as well as once a day you get false life bestowed upon you. Would you like to go earn those items or just end the module?


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))

Once again, Jean-Pierre does a double-take as the size and composition of Svilennius' party is made apparent; the idea of a box-carrying entourage of undead strikes him as mildly ridiculous, but he refrains from commenting, especially when the man hands over the pile of items, but he still shakes his head when the man's party is safely away.

"Well, that is something that you do not see every day..."

I am happy to continue :-) It looks like the next place to go is the area South of '26'...?


Actually, the place to get the last two items would be back near '13'. I moved the arrow over to the hallway that leads to the area. Once there is a consensus I can fast forward over to the correct area or you guys can just clear out the dungeon...up to you guys.


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, there is still a fair chunk of map that is covered - I am definitely up for doing a clean sweep of the complex :-)

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']

"I want to check out the other rooms we haven't seen yet...""


I'm in, although I'm sure you can tell my posting rate is down. I'm sorry for that - Getting swamped by my kiddos these days.

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)

[occ]I'm in too :)[/ooc]

While Svilennius and his entourage were packing, Pontia look around, very interested on the ex-cleric research


Pontia can tell that a lot of what is being used is chemicals but she can't tell which chemicals they are. She does see that he has a formula book but a lot of it she cannot decipher. As she is looking though, she also sees that Esme has a spellbook, kind of similar to her own but it only has three level 1 spells in it (burning hands, cause fear, and color spray).

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

Let's keep going.


Heading out the lab room into the hallway, the party sees a small chamber to the left. A stone staircase fills this small chamber, curving up in a spiral to disappear through the ceiling. This is the secret entrance that Svilennius was talking about that he discovered. Continuing on through the hallway, the party comes upon an intersection. Straight ahead is an unlocked door that is standing open and to the left is another unlocked door standing open. The door ahead leads to an empty room, the original purpose of this plain stone room has been lost to history, but numerous footprints have disturbed the dust covering the floor. The door to the left leads to a hallway. This is where Mr Marrow picked up the back up undead. Which direction would you like to go?

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