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 nods to Pontia's response. "I feel no evil from them, so I don't think there is much to be concerned about."

"At least nothing existentially sinister..." Burick thought. Now that he heard whoever was speaking to them, he tried to get a reading on what they intended.

Sense Motive: 1d20 + 4 ⇒ (2) + 4 = 6

...and didn't think it meant any harm to them at all.

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)

Enough of this nonsense...

Irritated, Dexter looks under the tablecloth...

Show yourself already!

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


"Sigh. If I must." Out from the darkness under the table slithered a creature that looks like a snake with a fanged goblin's head. "Happy? The last creature who saw me ran away in fright. You might have seen him in the other room." she says angrily.

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)

Sorry for asking this newbie questions but, does Knowledge: Arcana works to recognize it as a naga? If so...

Knowledge Arcana: 1d20 + 7 ⇒ (14) + 7 = 21


To identify nagas, it requires dungeoneering, since they are aberrations.

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']

By Irori's pose... what is that creature???

"Being pathfinders, we're used to seeing the strange or unknown. But you seem to be an very intelligent creature despite your, uh, figure."

Aid Diplomacy: 1d20 - 1 ⇒ (15) - 1 = 14

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's eyes widen for a moment as the naga slithers out, but he quickly regains his composure.

I don't know why anyone would run from such an appealing countenance!

Dexter sheaths his rapier and bows slightly.

I'm Dexter and we are in search of corpse thieves. And you are?

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)

As the creature revealed itself, Burick had to hold back from jumping on instinct. Though used to seeing some strange things, the Naga was new to him. Even so, he sensed nothing evil from the creature; strange or not, he wouldn't fault it just for its appearance.

Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

"I apologize for our companion forcing you to reveal yourself like that. However uncomfortable, you're appearance really doesn't mean much to us; you aren't evil, so that's good enough for me."


Seeming to be flustered, she responds "Yes. I don't know about intelligent but the spirits tell me what I need to know when I need to know it so I can pass it on to those that ask. And as I said before, my name is Yrix. Now if you have more questions to ask, I'll go back under the tablecloth to commune with the spirits and answer you." She looks back in the direction of the table, as if she is uncomfortable out from under 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)

Very well. Back to business then...

Dexter places three gold pieces on the table.

First off, who is this necromancer you speak of and where can we find him?

And second, are there any valuables in this Godsmouth Ossuary?


After getting situated back under the table, Yrix responds "The necromancer that you are seeking goes by the name of Svilennius and his room lies beyond the Great Pit. There are some valuables here but most of them are trifles compared to the guardians that protect them."

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 will be my last pieces to offer... Grimor thinks as he pulls out two gold piece and places it upon the altar.

Then he says, "We only have 2 more chimes to open sealed doors so I hope you can help us maximize its usage. First, what is the quickest way for us to reach Svilennius? And second, will the spirits aid us in defeating him so they may rest?"

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)

After Grimor gets his answer, Dexter places another gold piece...

What kind of "guardians" are we talking about?


"According to the spirits, the doors you have gone through are still unlocked for some reason, maybe you didn't lock them back up when you went through them. Anyway, to get to Svilennius, you must go down the hallway you came down, go past the double doors, take a right at the intersection, then take another right, go through the door into the room with the Great Pit, quickly go through the room to the door on the other side of the pit, down the hallway, then a right and you should be there. And for the spirits? They tell me they are already helping by helping me answer your questions." she responds to Grimor.
Then she answers Dexter "In the Great Pit room there resides to constructed snakes that guard a hidden vault. One deals in poison and the other deals in hypnosis and paralysis. One hides in the Great Pit itself and the other resides in the vault. The spirits will leave it up to you to find out which is which."

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 looks at the rest of her teammates

Anything else we should ask? I cannot think of 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)

That's it for me. These answers are bit vague for such a steep price...Let's see if we can find this Svilennius fella.

If no one else has anything to add, Dexter begins to quietly backtrack due north (left at the T-intersection where right heads to Room N. 15).

Subtracting 5 gp from my inventory


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 shakes his head in bemusement.

"Rare it is to gain your money's worth from 'seers'..."

Upon leaving the room, however, he notes - "Whilst we *can* follow the creature's directions, we should probably check rooms that we come across on the way - I am uncomfortable leaving unexplored areas behind me, when heading off into the unknown..."

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)

True

Pontia nods to Jean Pierre note

We don't want some monster we left behind catching us by surprise

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)

"Agreed. Once Dexter checks for traps, I can enter the room first; surprise attacks rarely affect me."


After the party passes the intersection they turned right at earlier, they come upon a pair of doors, one on either side of the hallway.
Since it seems that you guys want to check all the rooms you come across, which door would you like to check, right or left?

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 checks the left door for traps, locks, and listens for any unusual sounds...

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


Dexter finds no traps, it is not locked, and there is no sound.

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)

"Alright, I'll take the lead." Acting defensively and preparing for whatever is on the other side, Burick opened the door, looking into the room before walking in.


The smooth floor and ceiling of this circular room have been polished to a glossy shine, and the curving walls appear to be made of a faintly silver reflective material as smooth and flawless as glass.

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 quickly follows, using his darkvision to scan the room, looking for creatures that may be hiding in the dark.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4


Grimor sees nothing else in the room.

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 enters the room and casts Detect Magic, touching carefully the material the walls are made of.

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)

Is there any dust in this room

Dexter looks around the strangely-polished room, looking for anything out of the ordinary...

Perception: 1d20 + 4 ⇒ (3) + 4 = 7


When detect magic is cast, the whole room lights up. Approaching within 1 foot of the walls causes the hair on their body to stand on end. The walls create a tingling sensation in the limbs or body of anyone that comes within 1 inch of the walls. Pontia feels a deep, thrumming vibration beneath the cold, glassy surface as she touches the wall.
Does everyone enter the room?

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 concentrates on the magical auras in the room, trying to identify them.

Knowledge Arcana: 1d20 + 7 ⇒ (6) + 7 = 13


Pontia cannot identify the auras.
There is no dust in the room.

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 steps into the room.

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 uses detect evil on the auras that ponita sense.


There is no evil auras in the room.

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)

"Nothing sinister that I can sense. Anyone else?"

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']

Feeling safe, Grimor strides confidently into the room, crossing its length and will stop at the middle.

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)

Confused and feeling a little creeped out, Dexter says

I have no idea what this place is, but I think we should go.

He starts edging toward the door.


Before Dexter can get to the door, the door closes and the hum from the walls rises in a crescendo until everyone can hear it. At the same time, the curving walls seem to spin, rotating faster and faster around the circumference of the room. Six seconds later, the spinning stops with no apparent after effect.

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)

Though a little bit dizzy, Pontia stills maintain the concentration of her Detect Magic spell, while she slowly leaves the room...


When the members of the party leave the room, they still see Jean-Pierre standing in the hall where they left him, though they seem to have transported across the hall.

Perception 15:
You realize that you have been reversed-you now have the mirror image of the form they had in the original room. Right-handed characters are now left-handed, a birthmark on the left side of the body is now on the right, a sword worn on the right hip is now on the left hip—even the creature’s organs are reversed, so a human’s heart now beats in the right side of her chest, for example.

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

Perception: 1d20 + 2 ⇒ (16) + 2 = 18

Well this is interesting...

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)

What in damnation is going on here?

Dexter cautiously looks (without entering) the room they just came from and the one they entered.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12


Dexter sees that each room is identical, just on opposite sides of the hall.

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)

perception: 1d20 + 1 ⇒ (16) + 1 = 17

Pontia stays still, shock about what just happened.

"My heart beats on the wrong side of my chest, or is it right? Is left right, or is it wrong? I don’t know what it means, or why." - she whispers, remembering the inscription they found on the first 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))

Perception: 1d20 + 9 ⇒ (9) + 9 = 18.

Jean-Pierre looks moderately bemused, wondering out loud:

"Are you the same people, or mirror duplicates?"

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 replies to JP: "Yes."

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']

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

"?... the What" says Grimor out loud.

.ambidextrous be to trained was I thing Good.


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))

Still looking moderately bemused, Jean-Pierre gestures down the corridor.

"If there was nothing in either room, shall we try the double doors at the end of the corridor?"

So saying, he strides forward towards them.

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)

I'll be glad to move away from these cursed rooms

Dexter walks to the double doors, listens, and inspects for traps/locks.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7


As the party walks toward the double doors, they come upon another hallway going across theirs. Each end of the hallway splits into intersections. The double doors in front of them end their hallway after 10 ft. Dexter hears nothing and finds no traps.

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