GM Kyshkumen's PFS The Godsmouth Heresy (Inactive)

Game Master Kyshkumen

The deep crypt


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Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"I was trying to kill you earlier. It's no good now, killing you after the fight is all over. I don't particularly care about your necromantic alchemy one way or another. Alchemical necromancy?" Vincent pauses, collecting his thoughts. "Our mission is to clear this place out for the Pharasmins. Whether you leave here by choice or in pieces isn't really my concern, as long as you go far enough away to not bother the priests."

He turns to the others in the group. "Executions aren't really my thing. We should decide what to do with him quickly; he smells."

Sczarni

"would you be willing to spare Esme and my other creations?"

-Posted with Wayfinder

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon gives what he hopes is a sufficiently-pointed, exasperated sigh, which, although arrived at by careful calculations and a focused performance, stills sounds more like a child's ball being forcibly deflated. "Perhaps not. I was indeed very interested in who or what 'Esme' is or was, but your reply was not forthcoming, however, and more information would better allow such to be determined. As the situation currently stands, we will continue to clear this level of the ossuary complex, and most certainly intend to destroy all undead and other threats that we may find."

"Although the opinions of the Pharasmin authorities on the undead are quite clear and well-known, I shall consult my chapbooks and attempt to determine if there is some remedy that would not result in their destruction and your punishment for your crimes, if crimes they indeed be here, however much they are considered crimes against the natural world almost everywhere."

Knowledge (Local): 1d20 + 8 + 2 + 2 ⇒ (15) + 8 + 2 + 2 = 27

Turning and away from the others and burying himself in a book, Garedon finds himself pitying the fellow misfit. "Were it not for a history of good guidance and exceptionally good judgement on my part regarding what schools to focus on and which to abandon, I could very well have taken the same misguided path this pitiable individual has taken, lured on by my my keen intellect, the search for knowledge, and the promise of discoveries - however forbidden." Even so, he finds himself tempted by the volumes of lost and forbidden lore, and it is only the limitations of time and circumstance (and scrolls of Kreighton's Perusal) that keep him from doing so.

GM:
I'm sure the Pharasmin's would have his head, but I vaguely remember that Kaer Maga has an undead-friendly district, and so might be locally considered different.

Also, while those who raise undead are committing a technically "Evil" act, I don't have a good feel for whether this guy would be Hitler-level evil or just misguided. We wouldn't let a lich waltz out of here, but how much evil/harm has this guy really done?

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

"Unless, Esme, is an adorable puppy, probably not."

-Posted with Wayfinder

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

Tuich gives Vyk a pointed look. "An adorable undead puppy? Really?"

Sczarni

The man starts screaming at the top of his lungs, "ESME THEY ARE COMING TO KILL YOU, RUN!"

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Vyk absently knocked Doctor Creepy out with the pommel of his rapier.

"Yeah, you're right. I suppose I should have specified that the puppy not be undead."

Non-lethal damage to knock him out. I'm pretty sure he's helpless, so this shouldn't be an issue. I imagine we would have tied him up anyway.

When everyone gives him a look.

"What? We'll come back for him. We've got an evil puppy to take care of."

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

"let's go kill some puppies, then"

-Posted with Wayfinder

Sczarni

Which way does the group wish to go?

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"I would suggest a continuation of our previously-chosen southwardly progressive exploration, with the aforementioned intention of determining whether there is a connection between one or more of the southward corridors to one or more of the sealed doors of the original, entry chamber, thus allowing us to save usages of the chime of opening, a scarce and irreplaceable resource," Garedon offers with some uncharacteristic hesitancy.

"We will need to find a more secure location wherein to leave the necromantic alchemist, however, since there are two additional corridors leading away from this insignificant outpocket of a chamber" - Garedon pauses for another petulant sigh - "and, presumably, the entity known as 'Esme' is likely within the distance from which the necromantic alchemist's exclamations could be heard and so, if we should pursue one, incorrect path, then the Esme-entity (or some other servant or creation) may come along from the other path, so finding and releasing the necromantic alchemist from his restraints."

Garedon continues to gather up the volumes of forbidden lore, putting them in his backpack ... for safety. "Yes, for safety..."

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

Sense Motive: 1d20 + 4 ⇒ (2) + 4 = 6

Miko tries to find our in what direction the alchemist was shouting, hoping to discern the part of the corridor 'Emse' is in. Failing that, the southernly direction is as good as any, and does - hopefully - allow a way out with less risk of getting cornered.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

South is fine with me.

Sczarni

Heading south the group finds a stone staircase fills this small alcove, curving up in a spiral to disappear through the ceiling while the passage continues south.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

"Up! Another way out, maybe?"

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

Maybe there's a passage that isn't locked? We've seen plenty of passages into the underworld, but none to above ground.

Though the local cultists will probably not allow such passages. Exclusivity and all.

Miko doesn't mind climbing up the stairs to check what is above...

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

"Seems like it's worth a look," Vyk agrees.

Perception: 1d20 + 2 ⇒ (18) + 2 = 20

Sczarni

Climbing up the stairs leads back up to the ossuary, this entrance is probably unknown to the Pharasmin priests.

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

"Is there some kind of secret door around here? Maybe one of the Pharasmins has been naughty. We should take a few and look around here."

Perception: 1d20 + 2 ⇒ (6) + 2 = 8

Why dice roller hate Vyk?.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

I should be better a providing the Cliff's Notes for Garedon's speeches. What were we going to do with the alchemist? If we leave him somewhere, there is a really good chance he is not going to be there when we get back.

Perception: 1d20 + 11 ⇒ (16) + 11 = 27

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

We tied him up and knocked him out. If you want, we could have secured the door he was in. We also took his alchemy stuff.

-Posted with Wayfinder

Sczarni

Are you looking at the top of the stairs or back down in the chamber with these perception checks.

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Top of the stairs. Looking for a candle holder that activates a rotating wall, basically.

-Posted with Wayfinder

Sczarni

From this side it is basically a door that opens into the ossuary proper. So it is a way out without having to use the chime.

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

"Well, if nothing else it looks like we have a backup way out. Let's head back to the room with the statues. There's a lot left to explore there, I'll bet."

-Posted with Wayfinder

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"There's another passageway leading further South here, though. Let's check that out first."

I'm not too worried about the alchemist. We'll be back to him pretty quickly, and he's knocked out and tied up in the meantime.

Sczarni

Heading south the passage turns east then south again ending at a door with a small alcove to the east.

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

Hmm. We can continue in this direction, but I think we're already outside of reasonable hearing distance. There's a good chance 'Esme' is on the other end of the corridor.

Which might just be good enough

Miko will inspect the door for traps

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

Sczarni

Miko does not see any traps.

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

In that case, Miko will open the door and see what's on the other side.

Yes, I'm being a complete a** and ignoring that 's' on the mass. I've not searched for a single secret door the entire module :)

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon is actively searching for all manner of creatures, secret doors and traps, attempting to push ahead here and there in front of the group. (As a pleasant surprise, however, he is unusually introverted and quiet!)

It seems reasonable, IMO, to search for a secret door in that area, since it is a 5' length of corridor that goes nowhere and doesn't happen to be a bone-alcove (as far as I can tell). Similarly, the secret door in room 29 was a additional, out-of-place 5' length of corridor, as compared to the similar 5' space across from it and all of the other spaces in the room). Additionally, since we have found three secret doors already in this relatively small area, I am assuming we are searching for them actively.

I made one Perception up above (a 27), but here are a few more, if it helps:
Perception: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Perception: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Perception: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

Well, not finding much with that first roll!

GM - How much time has expired? Garedon's mage armor will expire after 2 hours time since the initial chamber. (Garedon has his hourglass going for a rough time estimate, as well).

Sczarni

Garedon notices a secret door in the alcove but does not have time to investigate further as Miko opens the door to the south. The original purpose of this plain stone room has been lost to history, but numerous footprints have disturbed the dust covering the floor. There are two more of Dr. Creepy's creations here and they move forward ready to attack.

init:
Garedon: 1d20 + 10 ⇒ (7) + 10 = 17
Miko: 1d20 + 2 ⇒ (1) + 2 = 3
Vincent: 1d20 + 5 ⇒ (19) + 5 = 24
Vyk: 1d20 + 6 ⇒ (15) + 6 = 21
Tuich: 1d20 + 4 ⇒ (17) + 4 = 21
skeleton: 1d20 + 6 ⇒ (12) + 6 = 18
zombie: 1d20 ⇒ 16

Vincent
Vyk
Tuich

Skeleton
Garedon
Zombie
Miko

Sorry for the delay, bold is up. It has probably been about an hour since you first entered.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

"Gah! Miko!" exclaims Tuich, exasperated.

"We have your father... uh... creator!" she shouts at the things from the rear of the pack. "Leave us be and we won't harm him!"

Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11 Yeah, like that's gonna help...

Tuich has no clear line of fire so she'll just ready a scarf for now.

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

"But my father's dead!" Miko responds to Tuich before she realizes that last bit wasn't aimed at her.

I blame the diplo roll

"Esme? Esme, it's alright darling, we're not here to hurt you"

not rolling dip, because it takes time miko doesn't have

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

"Hold on! I'm going to try something stupidly heroic!"

Vyk moved past Miko and Tuich, drawing his light mace as he did. He then attempted to cartwheel past the skeleton and Esme.

Vyk will move down three squares and then use an acrobatics to tumble past the skeleton and girl.

Acrobatics: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5

Ok. Pretty sure I provoke all the attacks. But that should still move me past them. And at least we don't need to worry about anyone else provoking AOO's, right? So -- yay?

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

"Definitely nailed the stupidly part," mutters Tuich quietly.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]
Vyk Tyr wrote:


Vyk moved past Miko and Tuich, drawing his light mace as he did. He then attempted to cartwheel past the skeleton and Esme.

Vyk will move down three squares and then use an acrobatics to tumble past the skeleton and girl.

I zoomed in on the picture to see what 'Esme' looked like and, if that is the 'girl', he really should have tried harder. Granted, he's a hunchback creepy guy, but he could've done better. I mean, not to be shallow, but still... :-P

Sczarni

Zombie: 1d20 + 4 ⇒ (6) + 4 = 10

Seleton: 1d20 + 2 ⇒ (13) + 2 = 15

The undead swing at Vyk but he makes it through unscathed.

Garedon:
You are correct that zombie does not have girl parts.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"I do not believe, however, that the zombie in question is a girl. I will have to study the pelvis of the skeleton in more detail."

Garedon moves back and forth attempting to get a better view and fires a magic missile at the zombie.
MM: 1d4 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

Not sure if my turn or not, so spoiling

On my turn:

Miko will fire off a 'disrupt undead' at the closest zombie (so long as no monster is standing in front of her, in which case she'll just withdraw)

RTA: 1d20 + 2 ⇒ (7) + 2 = 91d6 ⇒ 2 Apply -4 as necessary.

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Vyk looks down at his person, fully expecting to see his insides torn to shreds, but instead finds pleasantly that he is okay.

"I meant to do that!" he proudly declares.

Sczarni

Going to move this along as it is not a major battle.

Vincent steps forward and takes a swing at the meatier looking zombie.
Melee: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11
Leaving a large gash across the foul things torso. The Skeleton then makes it's move clawing at Vincent.
claw1: 1d20 + 2 ⇒ (12) + 2 = 14
claw2: 1d20 + 2 ⇒ (15) + 2 = 17
One of it's claws makes a loud scraping noise as it rakes across Vincent's armor but fails to do any damage. Garedon fires off a spell that knocks the zombie over right as it starts to lunge at Vincent, it does not get back up. Miko tries a ray of disruptive energy at the skeleton but her shot goes wide. Vincent then brings is sword down on the skeleton.
Melee: 1d20 + 5 ⇒ (9) + 5 = 14
Missing as the skeleton steps out of the way.

Vincent
Vyk
Tuich

Skeleton
Garedon
Zombie
Miko

Bold is up!

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

If it still survives when Garedon is up:

Garedon steps into the hallway to see the skeleton and fires again.
MM: 1d4 + 1 ⇒ (2) + 1 = 3

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

The hall having cleared out a bit, Tuich quickly moves past Miko and Vincent. With a quick motion and a "స్టీల్ కండువా" she once again lets fly.

Steel Scarf=>Skeleton: 1d20 + 3 ⇒ (19) + 3 = 22 :o)
Critical Confirm: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 1 + 1d8 + 1 ⇒ (5) + 1 + (5) + 1 = 12 Note, however: slash damage.

Sczarni

Tuich lashes out with her scarf slicing the Seleton in two. The bones clatter to the floor in a messy pile.

End of combat.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Since Garedon is standing there, did he find the secret door?

Now that the battle is done, Garedon leaves his cubby hole and goes to inspect the room, casting Detect Magic over the room and the remains.

Perception: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29

Sczarni

Yes Garedon found the door yesterday at 6:24 am.

Garedon does not find anything magical in nature but does notice a door leading west in the southern alcove.

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

Miko steps forward into the room with the fallen zombie and skeleton. Would this have been Esme? she says looking at the skeleton. I wonder how many more of these abominations that Alchemist created.

Perception (searching the room, investigating undead): 1d20 + 4 ⇒ (10) + 4 = 14

Sczarni

Miko finds nothing of interest in this room. The party currently has three directions to choose from. Back the way they came into Dr. Creepy's lab, the secret door Garedon found in the alcove and the door in the southern part of this room.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Sorry I missed/forgot about finding the door previously.

Garedon inspects the southern door and listens to it. "I continue to hold the southward progression of the party of particular importance, and, while leaving a secret entrance unexplored toward our rear may be unwise, in theory, we have, essentially, left many doors unexplored towards our rear every time we have chosen one direction over another, in practice, and, as such, it may make little difference, in fact, so that we may as well continue south, for now."

Casting Guidance on himself, he then inspects the southern door, listens at it, and then gestures to the group's favored door opener, Vyk Tyr, casting Guidance and Resistance on him before he opens the door.

Perception: 1d20 + 9 + 2 + 1 ⇒ (17) + 9 + 2 + 1 = 29

Sczarni

Garedon:
You hear nothing from the other side, but you may want to have Tuich take a look at this door as there appears to be some sort of device hooked up to go off when it is opened.

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