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

Game Master Crashwheeler

Tactical Map


401 to 450 of 766 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
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']

N = 1, S = 2: 1d2 ⇒ 2

"Let's try the other door! I checked the tunnel back there, and no one is inside..." says Grimor.

-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)

Flinching at blue flash when Jean-Pierre took the feather, Dexter says Careful what you touch around here fellas

Dexter checks the door to the South for traps and locks (disabling device if applicable).

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

He then opens the door cautiously with his crossbow at the ready.


The door does not seem to be trapped or locked, but it doesn't open. Maybe it is barricaded?


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))

"Do we want to burst it open now, or try again later?"

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']

Burst it down you say?

Without waiting for an answer, Grimor backs off a bit and says "Stand clear! Let's see how tough that door is." then charges forward with a growl and leaps into the air a few feet from the door to kick it open.

STR check: 1d20 + 4 ⇒ (17) + 4 = 21


With a crash, the door breaks down. The party hears two squawks when light floods into the room. "Go away! You are going to draw its attention over here!" comes a loud whisper from inside the room. From what the party can see of the room, it looks like the room is either gold plated with studded gems or it is made of gold, the owner of the voice cannot be seen though it sounds like it is hiding right next to the door.

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']

Ha! Puny door! ... Oh, I need to get myself under control...

"Who's there?" says Grimor as he brushes aside splinters of wood off his clothes. He looks around the room and the remainder of the door.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14


Two tengus back away from the door so that they can be seen in full view.
"We are Izzik and Skezza. Trying to hide from a monster that killed poor Fisk." the one that was talking then glares at you, "But since you found us we will have to go somewhere else...seeing as how you broke our 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's eyes widen at the sight of so much gold and gems! Hearing the voice, he lowers his crossbow and says...

Excuse our poor manners! We did not realize anyone was in here. We are lost explorers and could use some direction...could you please speak to us face-to-face?


Lol, too fast for ya Dexter.

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 cries afoul as the door is nocked down before he can get a word in.

"Hey, that's MY shtick! I-" And then he notices the golden room on the other side of the door, followed by the squawking of some intelligent creature.

"What do you mean, what attention? Who are you?"


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.

"How fortunate that you choose a room filled with gold and jewels to hide in, then... but tell me, what monster is it that killed this Fisk of which you speak? We have been down here a while, and have killed a number of monsters..."


"We don't know what the monster is, just what it looked like. Its body was formed correctly for a humanoid but its face and claws..." both tengus shudder. "Just monstrous. We do not care to face it again."


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))

"Fair enough. We certainly have not encountered that, as of yet. Where is it? Would it make you feel any better if we destroyed it?"


They talk to each other in squawks tengu, before turning back to you. The one that was quiet for the majority of the time says "Yes it would make us feel better. My friend here would rather run back the way we came in after you are done fighting it, but I am willing to stay down here with you to help you explore...providing if you give me an equal share of the loot...and only after you kill the thing. It is in a room right down that hallway there." They both point toward the hall you have not gone down yet. "She will be in the second room on the left."
Map updated, with a nifty arrow pointing at the door in question.


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.

"We can iron out the contract details later. For the moment, let's go deal with the monster!"

So saying, Jean-Pierre moves to the indicated door, and opens it, ready to beat-up whatever is on the other side.


Assuming that Jean-Pierre moves too fast for the rest of the party to march in twos, you are set single file.
As Jean-Pierre opens the door, he sees a human-sized creature. It has a perfectly formed and anatomically correct female human torso, but any resemblances end there. Its arms are unnaturally long and end in three wickedly curved talons. Its lower jaw splits into two monstrous halves lined with sharp teeth, below bulging red eyes. It looks at him and growls. Knowledge(dungeoneering) DC 12 to identify it.

Spoiler:
Grimor: 1d20 ⇒ 7
Burick: 1d20 + 2 ⇒ (6) + 2 = 8
Dexter: 1d20 + 6 ⇒ (18) + 6 = 24
Jean-Pierre: 1d20 + 1 ⇒ (20) + 1 = 21
Pontia: 1d20 + 2 ⇒ (2) + 2 = 4
Marsk: 1d20 + 2 ⇒ (6) + 2 = 8
Monster: 1d20 + 5 ⇒ (11) + 5 = 16
Tie-breaker: 1d2 ⇒ 2 Burick 1, Marsk 2

Round 1
Dexter, Jean-Pierre, Monster, Marsk, Burick, Grimor, Pontia
Combat begins, Dexter and Jean-Pierre up first.


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 calmly walks into the room (setting up a flanking position for Dexter), and delivers an over-hand blow to the creature with his Earthbreaker!

Earthbreaker: 1d20 + 4 ⇒ (17) + 4 = 21, for 2d6 + 6 ⇒ (6, 4) + 6 = 16 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)

Dexter fires his crossbow at the creature and moves to flank it.

crossbow: 1d20 + 4 ⇒ (13) + 4 = 17

dmg, sneak atk: 1d8 + 1d6 ⇒ (2) + (2) = 4


With a bolt shot at it and a crash from an earthbreaker, the creature goes down. With a one, two punch it goes down, combat over.:)
Now that the party has a chance to look around, the party sees shockingly graphic depictions of orgies with all manner of creatures decorate the walls of this chamber. Five humanoid skeletons lie in state on biers—though the bodies appear human, their skulls are those of some monstrous creature. A pile of bloody bones and feathers is all that is left of a
recently killed creature.


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 in satisfaction.

"Well done, Dexter! Now, let's search this 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)

Likewise - I'll be sure to never give you cause to hit me with that thing!

Dexter begins the inspection of the room...

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

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 seems relieved that her comrades dealed with the creature so fast. It seems to her that they might be getting the handle of this. After observing the creature for a while, she turns her attention to the room and begins looking around, using Detect Magic.

Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Spellcraft: 1d20 + 7 ⇒ (1) + 7 = 8


The party finds 400 gp, an elixir and a potion. Pontia notices magic from the elixir and potion but is unable to figure out what the one she was trying to identify is. One more roll for the other, Pontia.


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))

"Shall we keep moving? It looks like there might be a series of small chambers along this corridor, which will hopefully be fairly straight-forward to clear..."

So saying, Jean-Pierre moves to the first door on the left, and opens it...


Brightly painted carvings along the walls of this room vividly depict mighty dragons in flight over shining cities, while below, winged angels kneel and serve human masters. Peacock-feather motifs dominate throughout the chamber, and a faint, pleasant perfume drifts though the air. Several humans lie supine atop biers draped in rich cloth—if they are dead, the bodies are perfectly preserved and have the appearance of relaxed sleepers, showing no signs of corruption or decay.

Will Save DC 20:
Everything in this room is an illusion. The room is really empty.


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 whistles quietly when he opens the door...

Will: 1d20 + 7 ⇒ (14) + 7 = 21.

...then takes a closer look, and snorts in amusement.

"The contents of this room is an illusion. There is actually nothing in here. See?"

So saying, he walks through the bodies on the biers.

"Let's try another door."

He then moves to the first door on the right, and 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']

Will Save w/ known illusion modifier: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30

"I see... Someone must be trying to put us at ease with such trickery. Keep at it good cleric." says Grimor, following closely behind Jean-Pierre.

We must be against a weak spellcaster if I can see through this...


A large circle of tarnished silver powder, surrounded by arcane symbols, has been laid down on the floor in the center of this room. The center of the circle is empty.

Perception DC 10:
There is a gap in the circle.

Knowledge (arcana) DC 23:
The circle is a magic circle against evil.

Unrelated Perception DC 15:
You find a scroll behind one of the cabinets.


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 peers into the room.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11.

"There is a gap in that circle. I wonder what the significance of that is?"

He then gingerly moves into the room to look around...

Perception: 1d20 + 9 ⇒ (11) + 9 = 20.

...turning up a scroll behind one of the cabinets.

"Hmmm... Let's see what this is."

Jean-Pierre casts Read Magic, and has another look at the scroll.

Once he has identified the contents of the scroll, he moves on to the second door on the right, and opens it.


Jean-Pierre identifies the scroll as a scroll of remove paralysis. When he opens the door for the other room, he sees a grossly bloated zombie, its rotting skin stretched and straining as if pumped full of air.

Initiative Rolls:

Grimor: 1d20 ⇒ 2
Burick: 1d20 + 2 ⇒ (1) + 2 = 3
Dexter: 1d20 + 6 ⇒ (4) + 6 = 10
Jean-Pierre: 1d20 + 1 ⇒ (7) + 1 = 8
Pontia: 1d20 + 2 ⇒ (6) + 2 = 8
Marsk: 1d20 + 2 ⇒ (12) + 2 = 14
Zombie: 1d20 ⇒ 10

Round 1
Marsk, Dexter, Zombie, Pontia, Jean-Pierre, Burick, Grimor
Combat begins. Marsk and Dexter up 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 takes cover behind Jean-Pierre and fires his crossbow at the fat zombie...

Xbow,sneak attack: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 1d6 ⇒ (8) + (6) = 14

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)

Rolling to identify the second object Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12

Perception: 1d20 + 1 ⇒ (4) + 1 = 5
Knowledge: Arcana: 1d20 + 7 ⇒ (17) + 7 = 24
Unrelated Perception: 1d20 + 1 ⇒ (12) + 1 = 13
This circle will protect us against evil
Waiting for the Zombie to act before posting my action


Since Marsk is still on his camping trip until at least tonight, I shall step in.
Pontia is unable to identify what is in the other vial as well.
Marsk waits to see what the Zombie will do.
When Dexter shoots the zombie with his crossbow, the zombie seems to blow up as soon as the bolt enters its body. Combat over already. Quick and strong blows make for quick battles. :) Now that the zombie is dead, the party is able to look around the room. The room is pretty nondescript with some cabinets against the wall.


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 shooting, Dexter!"

Jean-Pierre then calmly enters the room, and searches it.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15.

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 flexes his biceps in jest, and helps JP with the search.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Jean-Pierre and Dexter find two black onyxes on top of one of the cabinets, each one worth 50 gp. That is everything in this 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)

It seems you gentlemen are getting more and more proficient with the troubles that are filling this dungeon... better not get too compliment though


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 on to the third door on the right, and attempts to open 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)

Dexter checks the door for traps first!

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


There are no traps on the door but the door won't open. The door is locked.

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 casts Detect Magic once more, trying to find any clue of how to open the door.


Pontia finds that the lock is magical.


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))

When informed about the magical locked door, Jean-Pierre frowns.

"Shall we break it down, or leave it alone?"

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']

"Maybe it works like the first set of doors that needs the chime? What do you think Pontia?" asks Grimor.

-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)

A "magical" lock, eh? Hmph. Let me have a crack at it...

Taking 20 on disable device for a total of 29...if this fails, assume JP breaks it down.


Dexter is unable to unlock the 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))

The original doors all had seals on them, whilst this one does not.

Seeing that Dexter is unable to open the door, Jean-Pierre steps forward with his earthbreaker, and calmly starts battering the door down.

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 steps forward, aiding JP with his own sundering attempts; there were now two individuals bashing at a magical lock with their earthbreakers.


After a few minutes of combined earthbreaker bashes, Burick and Jean-Pierre are able to bash the door down. Inside the room, it looks like another nondescript room.

1 to 50 of 766 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Crash's Godsmouth Heresy-Table Beta All Messageboards

Want to post a reply? Sign in.