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

Game Master Crashwheeler

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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 go South to room #25, since there is what appears to be another room adjacent to it, which we haven't explored.


Jean-Pierre finds no traps on the door and it is unlocked. He opens to see a heavy black curtain hanging in front of the door. As soon as he opened the door, he hears a twang and the curtains move slightly, as if a wind blew through. Moving the curtain reveals that the heavy black curtains drape the wall of this chamber, and a thick layer of dust carpets the floor. Two sets of stone double doors stand in the east and west walls. In front of him, there is an arrow buried halfway into the floor. He realizes that if he opened the door from the curtained room the arrow would have shot at him. Closer inspection of the western door shows that it is the locked door that the party has the key for from the library room.


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... Interesting... Well, at least we have an alternative way to the exit, now..."

He then heads through the doors to the East.

Aiming to go down the long corridor labelled '23'.

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 follows Jean-Pierre with his crossbow ready...

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 follows.

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 goes behind Marsk, observing the surroundings


Going along the corridor they pass two alcoves. The alcove on the left has an open door that reveals the hallway they were just in. Continuing on they come to a set of stairs that go 10 ft down. At the bottom of the stairs there is a hallway that goes to the left with more stairs going down while in front of them is another set of stairs that go 10 ft up. There is a pile of body parts in the middle of it that go about 5 ft high. Past the pile is a door that the party knows heads toward the cathedral. However, before the party can continue on three disembodied hands come crawling out of the pile towards the party.

Initiative Rolls:

Grimor: 1d20 ⇒ 16
Burick: 1d20 + 2 ⇒ (14) + 2 = 16
Dexter: 1d20 + 6 ⇒ (9) + 6 = 15
Jean-Pierre: 1d20 + 1 ⇒ (2) + 1 = 3
Pontia: 1d20 + 2 ⇒ (7) + 2 = 9
Marsk: 1d20 + 2 ⇒ (19) + 2 = 21
Hands: 1d20 ⇒ 19

Round 1(begins)
Marsk, Hands, Burick, Grimor, Dexter, Pontia, Jean-Pierre

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

"Make way!!".

Marsk barrels through his comrades and skids around the corner.
Move around the corner and ready an action to attack a hand with an unarmed strike (Lore Keeper and Domain Strike, as per usual) if a hand closes into his reach.


Round 1(begins)
Marsk moves around the corner.
The hands move out of the corridor jumping onto Marsk and Jean-Pierre. One of the hands are able to scratch Marsk but is unable to secure a grip around his neck. Aoo's please as needed Marsk and JP. Also need your actual attack, Marsk. Claw 1, Marsk: 1d20 + 5 ⇒ (16) + 5 = 211d1 + 1 ⇒ (1) + 1 = 2 plus grab Claw 2, Marsk: 1d20 + 5 ⇒ (7) + 5 = 12
Claw 3, Jean-Pierre: 1d20 + 5 ⇒ (10) + 5 = 15
Grab: 1d20 ⇒ 11

Marsk, Hands, Burick, Grimor, Dexter, Pontia, Jean-Pierre

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

regular attack: 1d20 + 3 ⇒ (17) + 3 = 20 regular damage: 1d3 + 3 ⇒ (2) + 3 = 5

AoO attack: 1d20 + 3 ⇒ (18) + 3 = 21 AoO damage: 1d3 + 3 ⇒ (3) + 3 = 6


If that is the same hand for both attacks(the first hand), you don't take the damage since the aoo happens as the hand enters your square to make the attack. Marsk identifies these hands as crawling hands. They are undead...not much else to say about these things. Other than They can locate their target as if using locate creature and this target is counted as the hand's favored enemy.


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))

"Lovely."

Jean-Pierre swings at one of the animated hands!

Earthbreaker: 1d20 + 4 ⇒ (10) + 4 = 14, for 2d6 + 6 ⇒ (2, 5) + 6 = 13 damage.


One hand left. The whole party can still act, as well as Jean-Pierre can make another attack. The last hand is in Marsk's square.


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))

Earthbreaker: 1d20 + 4 ⇒ (8) + 4 = 12, for 2d6 + 6 ⇒ (5, 1) + 6 = 12 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)

Crossbow!

Xbow, into melee: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 91d8 ⇒ 5

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 tries to palm them away forcefully with his hands!

Hand-to-hand combat it is...

Attk: 1d20 + 5 ⇒ (4) + 5 = 9
Dmg: 1d6 + 4 ⇒ (2) + 4 = 6


Still waiting on Pontia and Burick.

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)

Lol @ the hand-to-hand combat!

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

Acid Splash: 1d20 + 2 ⇒ (16) + 2 = 181d3 + 1 ⇒ (1) + 1 = 2


Round 1(complete)
Marsk moves around the corner.
The hands move out of the corridor jumping onto Marsk and Jean-Pierre.
Marsk hits one as it comes into reach then kills it before it can harm him. Jean-Pierre kills the one that gets close to him.
Burick delays.
Grimor is unable to lay a hand on to the remaining hand.
Dexter's aim is off, barely missing Marsk's leg while aiming for the hand.
Pontia hits the hand but it doesn't do too much damage.
Jean-Pierre swings at the hand but he misses as well.

Round 2 (begins)
The hand tries attacking Marsk again.No aoo this time since it has stayed in your square. Claw: 1d20 + 5 ⇒ (18) + 5 = 231d1 + 1 ⇒ (1) + 1 = 2 plus Grab: 1d20 ⇒ 19 You are now being strangled until the hand is dead.

Hands, Marsk, Burick, Grimor, Dexter, Pontia, 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))

Jean-Pierre swings at the hand.

Earthbreaker: 1d20 + 4 ⇒ (4) + 4 = 8, for 2d6 + 6 ⇒ (3, 4) + 6 = 13 damage.

RAW, I know that it works, but I admit that I have trouble working out, thematically, it actually works - IRL, doing this would take Marsk's head off!


Definitely, especially since you missed the hand. :)
Jean-Pierre swings at the hand but, seeing the weapon coming for his head, Marsk jerks his head away.

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 moves to Marsk and tries to pull the hand off of him...

Aid another grapple - not real sure how that works, so I'll just make an attack roll and add my str...

Aid another: 1d20 + 1 ⇒ (15) + 1 = 16

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)

I will hold my action, if they manage to take the hand out of Marsk throat, I will shoot it

Acid Splash: 1d20 + 2 ⇒ (6) + 2 = 81d3 + 1 ⇒ (3) + 1 = 4

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']

"Argh! Get of him!!!" growls Grimor as he pulls his hand back around for another mighty thrust!

Attk: 1d20 + 5 ⇒ (15) + 5 = 20
Dmg: 1d6 + 4 ⇒ (4) + 4 = 8


This time, Grimor is able to smack the hand. He smacks the hand so hard the hand goes flying off Marsk's throat, hits the wall, and falls to the floor, finally dead.
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 breathes a sigh of relief when the hand falls limply to the floor.

"Well, I am glad that is over! It is a relief that I did not accidentally take off your head..."

He then nods further down the passage.

"Shall we continue?"

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 nods to JP´s suggestion, her face beginning to show tiredness

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

"Yea, 'm glad too, lad! Thanks, Grimor. Onward!


Continuing on down the hallway, the company starts to see a room at the end. Inside the room are two undead creatures fighting with each other over discarded bones and rotten meat. They are hairless, malformed corpses with gray-green, pustule-covered skin and oversized jaws that make them seem more beast-like than humanoid, however, they seem to be keeping their distance from a moss covered monolith. The undead don't seem to have noticed the company yet.


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 wrinkles his nose.

"Charming."

He then charges forward, hoping to take one of the beasts unawares!

Earthbreaker, Charge: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14, for 2d6 + 6 ⇒ (2, 1) + 6 = 9 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)

As soon as JP starts to charge in, Dexter tries to pick one off with his crossbow...

Crossbow, sneak attack?: 1d20 + 4 ⇒ (10) + 4 = 141d8 + 1d6 ⇒ (1) + (2) = 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 attempts to follow JP.
taking the run action, ending up directly behind JP.


In a one-two punch, Dexter's bolt hits the undead creature in a burst of pus barely a second before Jean-Pierre closed his distance on the creature, ending its undead life. Marsk runs to catch up with Jean-Pierre.
This battle will be slightly different. I'll let you guys post your actions followed by mine if the last creature is still alive. Dexter, JP, and Marsk have already acted so we are waiting on Burick, Grimor, and Pontia.

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']

This place is getting more and more crowded...

Grimor goes into Dragon stance once again before charging the enemy.

Attk: 1d20 + 5 ⇒ (17) + 5 = 22 if charge applies, +2
Dmg: 1d6 + 4 ⇒ (2) + 4 = 6

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)

Leaving the combat to her experienced companions, Pontiac begins to manoeuvre to take a closer look to the monolith while casting Detect Magic


Grimor charges through his teammates and slams the remaining undead creature.
Pontia moves forward using her spell to show that there is some magic in the monolith.
Burick moves up behind Marsk.
The creature attacks Grimor with claws and teeth.
Claw: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 1 ⇒ (2) + 1 = 3 Claw: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 1 ⇒ (3) + 1 = 4 Bite: 1d20 + 2 ⇒ (11) + 2 = 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))

Casting a worried glance at Grimor, Jean-Pierre moves in, and takes a swing at the remaining creature.

Earthbreaker: 1d20 + 4 ⇒ (12) + 4 = 16, for 2d6 + 6 ⇒ (5, 3) + 6 = 14 damage.


Jean-Pierre moves in to swing at the undead creature, and his swing connects with its head, causing it to tilt at an odd angle. The creature falls to the floor. Combat over!
Now that the party has the chance to look around, they see that the room is a charnel house of blood, bones, and scraps of rotten flesh. Strange runes have been sloppily drawn on the walls using some dark brown pigment. The moss-covered stone monolith stands in the center of the room, wreathed in gossamer wisps of gray mist that seem to congeal around the crumbling stone. The mist is cold and clammy but it has no effect other than that. Everyone near it can hear sibilant whispers, seemingly from out of the air, though no words can be understood. The entire stone radiates strong conjuration magic.


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 wrinkles his nose.

"What utterly charming decor... I have a feeling the Church will do some significant redecorating down here..."

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 studies the runes to see if they have religious significance or historical significance to dwarves.

Knowledge (history): 1d20 + 2 ⇒ (5) + 2 = 7
Knowledge (religion): 1d20 + 4 ⇒ (5) + 4 = 9


Marsk doesn't identify the runes.

Knowledge(arcana) DC 20:
These runes are ancient Thassilonian runes of gluttony and necromancy.

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 ⇒ (5) + 7 = 12
After looking at the monolith, Pontia begins studying the runes, cursing for not being able to identify them.


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 other exit from the room.

"Shall we continue?"

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

"Aye."


Moving out of the room they follow the hallway out of the room to a door. Finding no traps and noticing that the door is not locked, they open the door.
1d4 + 1 ⇒ (4) + 1 = 5
A thirty-foot-diameter pit fills this circular room, its bottom lost in darkness. The ceiling arches twenty feet above the pit, which is encircled by a narrow, five-foot-wide walkway. A door stands in the opposite wall of the room, across the pit. Taking 20 on Perception. Jean-Pierre finds a secret door along the walkway. It is locked and not trapped. Taking 20 on Disable Device. Dexter unlocks the door. Does Dexter move back to his place in line to let Jean-Pierre open the 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)

Affirmative:)


Ok. After unlocking the door, Dexter moves back into line. Jean-Pierre then opens the door.
1d20 + 12 ⇒ (19) + 12 = 31
He finds that beyond the door is a 5 ft square vault containing nothing but a stone sarcophagus missing its lid. Inside it is a dead man that is extraordinarily well-preserved with dark hair, a high forehead, and expressive brows. He wears robes of a deep emerald, and a medallion of a seven-pointed star around his neck. When Jean-Pierre enters the vault to check out the corpse, a snake comes out from behind the sarcophagus and bites at him. Bite: 1d20 + 3 ⇒ (2) + 3 = 5

Initiative Rolls:

Grimor: 1d20 ⇒ 8
Burick: 1d20 + 2 ⇒ (6) + 2 = 8
Dexter: 1d20 + 6 ⇒ (11) + 6 = 17
Jean-Pierre: 1d20 + 1 ⇒ (4) + 1 = 5
Pontia: 1d20 + 2 ⇒ (15) + 2 = 17
Marsk: 1d20 + 2 ⇒ (4) + 2 = 6
Snake: 1d20 + 2 ⇒ (11) + 2 = 13

Round 1 (begins)
Pontia, Dexter, Snake, Burick, Grimor, Marsk, 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)

Fire!

Crossbow, fire into melee: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 31d8 ⇒ 3

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']

"Really now... how do these things stay alive down here?"

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