GM Zed's Godsmouth Heresy (Inactive)

Game Master Zesdead

Paizo's 'The Godsmouth Heresy'

An adventure for 1st Level Characters


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Gnome Bard (archeologist) 1

"Good idea, let's go and find out!"

While moving across the bridge and if the range on detect magic allows for it, Trexy would like to scan the area below if she feels any magic radiating from any of the statues.


Male Human Init +2 | Perc +6 | AC 15 / T 14 / FF 13 | HP 9/14 | Saves F +4/R +4/W +4

Horatio moves across the bridge, taking in the surroundings. As he approaches the door, he will inspect it for traps, and assuming he finds nothing, will push or pull the door open.

Perception Check: 1d20 + 6 ⇒ (7) + 6 = 13


Trexy Vextrotter:
As you cross the bridge, taking time to consider the Statues, you do detect Magical Auras emanating from each of them...there are faint auras around the white statues...and with a few minutes of inspection (from distance), you are able to confirm that the magical effect is from the 'Evocation' school of magic. The aura from the dark statue is somehow different, it is stronger (with a moderate strength) but, even taking a good few minutes to assess the aura, you are unable to determine what school of magic it originates from.

Crossing the bridge, your footsteps generate small clouds of dust...the gentle noise of your movement and your whispered talk echoes around the cathedral like chamber...from the accumulated detritus of the years, it is possible that you are the first visitors to this room for many centuries.

Reaching the other side of the bridge with nothing untoward occurring (and no sign of a safe way down to the statues becoming apparent), Horatio's check of the doors detects nothing unusual; and so, with Yggdra and Efka lagging behind, the monk pushes the heavy double doors open.

A featureless corridor stretches out before you for around thirty feet before reaching a 'Tee' junction that heads to the East and to the West.


Defense Stats:
HP 8/8; AC 13, T 13, FF 10; F +0, R +3, W +1 (5 fire resist); Init +3; Perc -1
Spells and Special Abilities:
ToF 5/7; SLA 0/1; SPD 3/4 1st; SK 0:detect magic, read magic, resistance, stabilize ; SK 1: cure light wounds, sanctuary
Tracked Items:
Holy Water 1/1, PoCLW 1/1
Female Ifrit Oracle 1

still here, just sorta uselss at perception so wasn't bothering with my negative to it

Efka follows in line as normal waiting for potential enemies who may be lurking around.


HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

Kane peers down both hallways, trying to see if there are any obvious differences that might give clues about where they go.


To the West, the corridor continues for approximately fifty feet before disappearing into the gloom...at the periphery of where the corridor becomes too dim for you to see, there are two doors facing each other across the corridor...one to the North and one to the South.

To the East, the corridor continues for some forty feet before ending at a heavy wooden door. From your position at the Tee Junction, it appears that the corridor to the East also veers off to the South next to this wooden door.

As you peer into the darkness to the East, you are greeted with a bizarre sight....a disembodied head held aloft with bat-like wings is repeatedly crashing into the heavy wooden door...it continues to do this for mere seconds before it becomes aware of your presence...and turns, hissing with malevolence...

Initiative for Party and Enemy
Yggdra: 1d20 + 3 ⇒ (15) + 3 = 18
Efka: 1d20 + 3 ⇒ (15) + 3 = 18
Trexy Vextrotter: 1d20 + 3 ⇒ (14) + 3 = 17
Sir Kane Ravencourt: 1d20 + 1 ⇒ (9) + 1 = 10
Horatio: 1d20 + 2 ⇒ (19) + 2 = 21
Vargouille: 1d20 + 2 ⇒ (8) + 2 = 10

Initiative Order
Horatio, Yggdra, Efka, Trexy
then the Vargouille
then Sir Kane Ravencourt

As per the other encounters, feel free to post out of sequence leading up to the action of the Vargouille (i.e. Horatio, Efka, Yggdra and Trexy - you can all post now)

I haven't yet done a map for this encounter...let's treat it abstractly...the Vargouille is, at the moment, 40 feet from your position...take this into account when considering movement or ranged attacks.....


HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

Going to Ready an attack against it that triggers when it moves into threat range. That combined with my AoO should give me two attacks against it before it closes the distance.

"Keep back, let it come to me." Sir Kane says calmly.

Readied Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

AoO: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Male Human Init +2 | Perc +6 | AC 15 / T 14 / FF 13 | HP 9/14 | Saves F +4/R +4/W +4

Horatio draws two shuriken from his pouch and readies an attack for when the creature gets nearer (within 10').

Shuriken Flurry #1: 1d20 + 1 ⇒ (8) + 1 = 9 for 1d2 + 3 ⇒ (1) + 3 = 4
Shuriken Flurry #2: 1d20 + 1 ⇒ (18) + 1 = 19 for 1d2 + 3 ⇒ (1) + 3 = 4


Defense Stats:
HP 8/8; AC 13, T 13, FF 10; F +0, R +3, W +1 (5 fire resist); Init +3; Perc -1
Spells and Special Abilities:
ToF 5/7; SLA 0/1; SPD 3/4 1st; SK 0:detect magic, read magic, resistance, stabilize ; SK 1: cure light wounds, sanctuary
Tracked Items:
Holy Water 1/1, PoCLW 1/1
Female Ifrit Oracle 1

Efka gets behind Sir Kane Ravencourt and readies to heal him with her cure light wounds spell when and if he takes a good amount of damage.


Gnome Bard (archeologist) 1

Trexy moves behind Horatio peeking from behind his back and she readies her short bow to shoot as soon as the creature approaches within 20 ft of the party.

She will use her archaeologists luck.

1d20 + 4 ⇒ (9) + 4 = 13
1d4 + 1 ⇒ (3) + 1 = 4


Standing behind the heavily armoured paladin, Trexy Vextrotter and Horatio ready themselves as the winged creature flies, at some speed, towards the group. As the creature Standing behind the heavily armoured paladin, Trexy Vextrotter and Horatio ready themselves as the winged creature flies, at some speed, towards the group. As the creature halves the distance between them, a flurry of shuriken and arrows flies towards it…several of the attacks hit spraying black ichor across the floor yet the creature maintains it's charge.

Trexy's attack and one of Horatio's attacks hits (targetting a flat footed AC of 14) for a total of 8 damage

The disembodied head is some ten feet from the party when Sir Kane Ravencourt deals it a glancing blow with his polearm. Undettered by the attack, the creature flies, in a collision course, at the Paladin.

Sir Kane Ravencourt's Attack of Opportunity hits (targetting an AC of 15) for 4 damage - readied attack doesn't occur until Vargouille has acted due to Vargouille acting earlier in the initiative count

Vargouille Charges / Vargouille Slam Attack against Sir Kane Ravencourt: 1d20 + 7 ⇒ (1) + 7 = 8

Taking Sir Kane Ravencourt's readied action and dice roll...with a 5 foot step to allow use of the reach weapon

The creature bounces clumsily against the paladin's armour causing no damage and then, in a performance of martial expertise, Sir Kane Ravencourt takes a step back from the dazed creature and skewers it on his polearm...killing it instantly.

Sir Kane Ravencourt's attack hits an AC of 15 for 11 damage

An examination of the dead creature reveals that it was undead (the absence of fresh blood, the putrefaction of the flesh and the overpowering smell of decay confirm it beyond any doubt), however what the creature was in life is a mystery.

It is a DC11 Knowledge (planes) to identify the creature that attacked you - the only person in the party who can make the check is Trexy with her Bardic Knowledge ability


HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

A sound like a cross between a couger's growl and a snake's hiss comes from beneath Sir Kane's cowl. It is distinctly inhuman and aimed at the fallen undead.

"This... thing, it should not be here."

Out of his pack he pulls a large jug. He twists and yanks the sturdy stopper free and pours a splash of oil onto the desecrated head.

Is anyone carrying an actual torch, or are we only using magical light?


Male Human Init +2 | Perc +6 | AC 15 / T 14 / FF 13 | HP 9/14 | Saves F +4/R +4/W +4

I just have a lantern - I'd rather not shatter it! :)


Gnome Bard (archeologist) 1

I have torches as well as a magical way of producing light if need be

"Shall we go investigate where that flying abomination came from? Perhaps there's more of them."


HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

I was just hoping for a easy source of open flame to light this pyre. Oh well. I'll do it the long way.

Borrowing a torch from Trexy, Kane took a minute to light it and then applied it to the corpse of the undead creature. He spoke an old prayer of cleansing as it burned.

"Many creatures find refuge and even sustenance in burial places. Those creatures in the stairwell are forgivable, and even sometimes helpful in protecting the places where the dead rest. This, though. This is a sickness that cannot be tolerated. If there are more they must be found and destroyed."

His odd, inhuman voice was cold with anger and resolve. Letting the undead burn behind them, he led the way in the direction it had come from.


Leaving the smouldering remains of the undead beast behind you, you walk the forty feet or so to the heavy wooden door to the East. As you move to the eastern end of the corridor you see that the corridor does indeed turn to the right at the door (heading in a southerly direction). This southern spur of the corridor widens (from ten feet to fifteen feet) and proceeds for around forty feet where it terminates. The chamber is decorated with large carvings of religious ceremonies and priests handing down judgements to the common people. Stone benches are lined up before a single podium at the southern end of the room.

GM Only:

Sir Kane Ravencourt Perception, General Observation: 1d20 ⇒ 11
Trexy Vextrotter Perception, General Observation: 1d20 + 5 ⇒ (19) + 5 = 24
Yggdra Perception, General Observation: 1d20 + 5 ⇒ (18) + 5 = 23
Horatio Labreque Perception, General Observation: 1d20 + 6 ⇒ (10) + 6 = 16
Efka Perception, General Observation: 1d20 - 1 ⇒ (7) - 1 = 6

Yggdra adopts his normal position at the door, scratching at it, smelling and listening intently for any signs of danger.

GM Only:

Yggdra Perception, General Observation: 1d20 + 5 ⇒ (12) + 5 = 17

Grimacing as he shuffles off to one side, "Nothing...I can hear NOTHING, the scratching claws of the void...hmmmm?"; pausing to take another of the spider legs from within his robes, he snaps it in two with his beak and sucks the inner contents out like a straw. His mood then lightens, "I have no idea why that creature was so intent to smash through this door...it seems that there is nothing on the other side"

DMPC'ing Yggdra...


HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

Kane nods and moves forward to open the door.


Although the ironwrought handle of the heavy door turns, pushing against the door does not open it....almost as if there was something inside blocking the door.


Gnome Bard (archeologist) 1

"Interesting. Perhaps there's treasure hidden behind that door. Must be something hidden there well worth the effort trying break down such a massive door."

Her eyes sparkle when mentioning 'treasure'.


HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

Kane braced against the door and gave it a good shove, trying not to make too much noise while he gauged how stuck it was.

Str: 1d20 + 2 ⇒ (12) + 2 = 14


The door shakes as Sir Kane shoves against it, with a little more effort, it appears that you would be able to force it open.

To break through the door will be DC15 Strength Check and a roll of greater than 5 on the damage dice. If you intend to force entry through this door, give me enough rolls to see how long it takes / and how noisy you are.


Gnome Bard (archeologist) 1

Don't look at Trexy, strength isn't really her biggest asset.


HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

Str: 1d20 + 2 ⇒ (20) + 2 = 22

What am I dealing damage with? Am I hitting something?


Sir Kane Ravencourt - I think either pushing it open (unarmed attack) or using one of your weapons to smash your way through the door. With your critical, I expect that you will have opened it on the first attempt


Male Human Init +2 | Perc +6 | AC 15 / T 14 / FF 13 | HP 9/14 | Saves F +4/R +4/W +4

Horatio helps the Stryx open the door (as if he needed any assistance).

Aid Another: 1d20 + 3 ⇒ (5) + 3 = 8

If needed... Unarmed Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Moving this forward a little bit

With a fearsome roar, Sir Kane Ravencourt runs at the blocked door with his Polearm braced in a charging position…the blade of the weapon strikes the door at a weak point and, with wooden splinters and door fragments exploding inwards, the weapon drives completely through the door…fractions of a second later, the Paladin's shoulder heaves into the door with his full force. This time, the door opens inwardly by a foot or so…you can also quite clearly hear objects falling and crashing to the floor behind the door, almost as if a barricade had been knocked over…

If you wish to fully open the door and proceed, there will be no need for any further Strength checks…the barricade has well and truly been destroyed

Could everyone please post what they are doing next so that I can get a picture of how many of us are still playing…


Gnome Bard (archeologist) 1

Trexy will wait for someone less squishy to open the door with her bow ready to shoot if something jumps out when the door opens.


HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

Kane pushes what's left of the barricade out of the way with the busness end of his polearm and lets the light from his holy symbol wash over the room.

Sorry about my absence. Back now.


GM Only:
Falk Stealth Check: 1d20 + 12 ⇒ (20) + 12 = 32

Sir Kane Ravencourt Perception: 1d20 ⇒ 7

Pushing the smashed door fully open with a crash, Sir Kane Ravencourt strides purposefully into the room beyond. The light from his holy symbol seems somehow less potent as it struggles to sparkle in the pressing gloom.

The room is treated as Dim Light for those without Darkvision

Sir Kane Ravencourt:
The room you have entered is approximately 20 feet (North to South) by 15 feet (East to West) with two doors; the one that you have just smashed your way through and a second door in the Eastern Wall. The room itself clearly has (or had) a ceremonial function as religious carvings depicting the judgement of souls cover every wall of the room. A stone pedestal with a bowl-shaped depression on top stands in the North-West corner of this room whilst wooden cabinets and chests of drawers line the walls


HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

The hooded knight didn't move from the doorway. Nevermind stood as though waiting fir something.

Detect Evil


Sir Kane Ravencourt:
Standing at the threshold of the door, your senses tingle as you become aware of the definite presence of evil. Attempting to locate it's location within the room briefly confounds you until you realise that the aura you can detect lies beyond the door to the East.


HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

Sir Kane gestures to east door. "Ware the door. Something vile waits on the other side. I will guard it. The rest of you check this room." he says quietly.


Gnome Bard (archeologist) 1

Trexy has a good look around in the room.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


The gloom persists, undeterred by the light from Sir Kane's wayfinder, yet Trexy still identifies a number of items of note dotted around the room.

An unusually marked cloak hangs within a cabinet of mundane priestly vestments. Maybe it is worth further examination?

A pair of scrolls are curiously stored in a box of religious texts. Maybe they are worth something? Or possibly arcane?

The rest of the religious accoutrements in this room are unexceptional...you do note that they are certainly Pharasmin in nature...and old....but otherwise of no apparent interest.


HP 19/22, AC 17, Fort +8, Ref +3, Will +4, Smite 1/1, LoH 3/3

Ms. Bard, can you Detect Magic these things, and maybe toss in some Appraise/Spellcraft? Those skills are pretty far beyond Kane.


Gnome Bard (archeologist) 1

Back from vacation, sry for the absence

Let's have a look shall we!, Trexy says as she casts detect magic.

She also has a closer look at the religious texts, examining if they are worth something.
Appraise: 1d20 + 1 ⇒ (14) + 1 = 15

Spellcraft sadly isn't her thing either (untrained)

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