PBP: The Godsmouth Heresy (PFS) (Inactive)

Game Master Richard M. Harris

Dungeon Crawl in the Godsmouth Ossuary beneath The City of Strangers

Godsmouth Ossuary Map

Initiative Dice:

[dice=Evad]1d20+3[/dice]
[dice=Saarai]1d20+9[/dice]
[dice=Molos]1d20+9[/dice]
[dice=Crack-Jawed]1d20+0[/dice]
[dice=Old Iron]1d20+2[/dice]
[dice=Petronicus]1d20+2[/dice]

Perception Dice:

[dice=Evad]1d20+5[/dice]
[dice=Saarai]1d20+9[/dice]
[dice=Molos]1d20+0[/dice]
[dice=Crack-Jawed]1d20+6[/dice]
[dice=Old Iron]1d20+7[/dice]
[dice=Petronicus]1d20+7[/dice]

Current Initiative: ROUND 1
Saarai ACTED
Molos
Petronicus
Evad
Svillenius
Mr. Marrow
Crack-Jawed
Old Iron
Vat Zombie


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Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

Spellcraft 1d20 + 8 ⇒ (14) + 8 = 22

Molos takes the offered vial of holy water and CLW potion, adding same to his knapsack. "The path to glory lies ahead," he mutters to himself, steeling himself for the coming adventure.

Grand Lodge

Barbarian 2 | HP: 22/22 | AC: 17 FF: 15 Touch: 12 | Fort: +5 Reflex: +2 Will: +1 | Perception: +8 | Move: 40'

Drawing his heavy flail, Yggdrar accepted the potion and flask of holy water, keeping both in his belt in case one needed to be used. He was able to tell the thin metal tube was magic in nature, but that's all. The Elf was largely quiet when listening to the instructions, giving nods of understanding.

With the order set, him bringing up the rear, he went in through the door last, helping close it from the inside behind them.

Grand Lodge

A little flavor text for you

The upper levels of the Godsmouth Ossuary used byt the church of Pharasma are richly decorated burial chambers, well lit with everburning torches and regularly cleaned and maintained by the clergy. The bodies interred her are wrapped in the finest linens and reverently placed in countless stone niches lining the walls.

The sealed levels below are not so well maintained. While the runelords of Thassilon used powerful preservative magic to protect their work from the ravages of time, those catacombs have been abandoned for thousands of years.

Dust lies in thick layers everywhere, and ancient cobwebs hang from the ceilings in gossamer curtains. Within the ossuary, walls and floors are of smooth, hewn stone, and ceilings average 10 feet tall. All rooms (unless I note otherwise, are unlit and the doors are made of strong wood bound in iron.

Grand Lodge

The spiral stairway descends 60 feet down a cramped vertical shaft to the second level of the ossuary. There is a narrow gap between the stairs and the corners of the square shaft. too small for a medium character, a tight space for a small character at the bottom of the stairs is a small landing.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:

Petronicus notes the small space at the bottom of the staircase. "Hey, tiefling, send your little lizard in there. Can't you demons communicate with your familiars?"

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

"We mainly use them to possess people, take control of them, and then make them do hideous things," Saarai states flatly.

bluff: 1d20 + 6 ⇒ (15) + 6 = 21

"But I suppose they can do that, too," she adds. "Switch, check it out," she instructs her familiar.


The small draconic creature moves into the crawl space to scout it out.

take 20 perception: 20 + 5 = 25

Grand Lodge

Switch will need to actually roll this perception:

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

VS.

Spoiler:

Stealth: 1d20 + 4 ⇒ (8) + 4 = 12

Switch returns not detecting anything out of the ordinary.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:
Richard M. Harris wrote:

Switch will need to actually roll this perception:

Switch returns not detecting anything out of the ordinary.

Not to kibbitz, but camphosagnuses (or however you spell it) have scent; don't know if that makes a difference.

Grand Lodge

Very true, thanks for pointing that out. I will fix that, when I get home.

Grand Lodge

Ok please ignore the last post about Switch

Switch detects the scent of something hiding in the shadows of the stairwell and will not go down any further.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:
Saarai Shae wrote:

"We mainly use them to possess people, take control of them, and then make them do hideous things," Saarai states flatly.

"But I suppose they can do that, too," she adds. "Switch, check it out," she instructs her familiar.

Sense Motive: 1d20 + 1 ⇒ (8) + 1 = 9

Krupt looks remarkably flustered.

"Um, uh, well, then ... good!" You notice that the Chelaxian starts backing away from the tiefling.

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Old Iron taps the butt of his halberd on the ground. "We in for some fun, Saarai?"

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Saarai smirks at Petronicus' reaction and nods at Tyr. "You know I'm always the kind of girl looking for some fun," she responds. As she turns away from Petronicus, the tip of her tail moves down the flustered human's cheek like a caressing hand.

"Hmmm...be on the lookout. It appears something is in there, but Switch can't get to it. Perhaps we should keep going," she says.

The athletic tiefling moves into the room to check things out.

are we in room 2, then? Saarai will examine each of the doors for traps. Switch will take 10 to assist for an extra +2. Take 20 for 32 total (I get +1 vs traps, +2 with assist).

Grand Lodge

I am adjusting the map... well adding a map for the staircase, because there is an encounter in the staircase and its a pain in the ass. I will finish fixing it and roll perceptions for everyone and init when I get back from lunch.

Grand Lodge

Evad: 1d20 + 5 ⇒ (12) + 5 = 17
Saarai: 1d20 + 9 ⇒ (1) + 9 = 10
Molos: 1d20 + 0 ⇒ (17) + 0 = 17
Yggdrar: 1d20 + 8 ⇒ (10) + 8 = 18
Crack-Jawed: 1d20 + 6 ⇒ (3) + 6 = 9
Old Iron: 1d20 + 7 ⇒ (8) + 7 = 15
Petronicus: 1d20 + 7 ⇒ (6) + 7 = 13

OK so Old Iron being the first one down the stair well was keeping a keen eye out for things in the cracks around the staircase. About half way down the staircase he notices an odd rock formation jutting out from the sign. Turns out this is not a rock formation and it starts to move. As this creature falls from the cavern roof, it opens like a hideous octopus, its thin, hook-lined tentacles connected by a fleshy web.

Grand Lodge

ROLLING INITIATIVE

Evad: 1d20 + 3 ⇒ (1) + 3 = 4
Saarai: 1d20 + 9 ⇒ (8) + 9 = 17
Molos: 1d20 + 9 ⇒ (10) + 9 = 19
Yggdrar: 1d20 + 4 ⇒ (16) + 4 = 20
Crack-Jawed: 1d20 + 0 ⇒ (20) + 0 = 20
Old Iron: 1d20 + 2 ⇒ (2) + 2 = 4
Petronicus: 1d20 + 2 ⇒ (7) + 2 = 9
BADDY: 1d20 + 6 ⇒ (7) + 6 = 13

Order for combat will be:
Yggdrar
Crack-Jawed
Molos
Saarai
Baddy
Petronicus
Evad
Old Iron

Evad, Molos, Yggdrar, Old Iron and the Baddy will be allowed a Surprise Round Action.

I have adjusted the map, to the stair case. If you are not adjacent the stairs will block line of sight and effect. This is the only way I could figure out to do a combat on a spiral staircase.

Knowledge Arcana DC11:
This squid-like dark-skinned creature is a darkmantle, a subterranian predator that attacks by dropping onto its prey. This result reveals all magical beast traits.

Knowledge Arcana DC16:
Though small creatures, darkmantles are strong for their size, and make natural grapplers due to their tentacles and cloak-like skin. Typically attacking by dropping from above, a darkmantle that misses will usually fly back up to the roof of its chamber and try again.

Knowledge Arcana DC21:
As well as having a natural camouflage that allows them to hide easily in underground caverns, darkmantles can also cause darkness once per day. Darkmantles see easily through this magical darkness through the use of bat-like sonar, though this can be disrupted by the use of the silence spell.

Grand Lodge

Barbarian 2 | HP: 22/22 | AC: 17 FF: 15 Touch: 12 | Fort: +5 Reflex: +2 Will: +1 | Perception: +8 | Move: 40'

As they descended down the stairs, Yggdrar felt the hairs on his rise, sensing danger. And soon was laying eyes on it as the creature emerged from the wall. Flail in hand, he shoves his way past the bulk of the group and helped box the creature in.

Kn: Arcana: 1d20 + 1 ⇒ (2) + 1 = 3
Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d10 + 5 ⇒ (5) + 5 = 10

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:
Saarai Shae wrote:
Switch will take 10 to assist for an extra +2.

Not to be a pedantic pain in the tuchus, but FYI:

PRD wrote:
You can't take 10 on a skill check to aid another.

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Doh! Thanks for helping a noob.

Grand Lodge

Ok so let me explain the staircase a little better. If you look at the map (link posted up top) you will see the black lines. You cant move through those. as they indicate the curve of the stairs descending.

So the only way that Yggdrar will be able to get behind the creature is by moving through its square which would require Acrobatics.

Also you only get a single Standard or Move Action in the Surprise Round.

Also I have placed the initiative order up top with a marker for who can act and a (TURN MARKER) for whos turn it is.

Grand Lodge

Petronicus will you please link the rule for that. As far as I can find you can Take 10 to Aid Another as long as you are allowed to Take 10 on the action being attempted

NEVERMIND, I JUST FOUND IT... He is correct.

Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

Know. Arcana 1d20 + 8 ⇒ (8) + 8 = 16

Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

Molos casts Ear Piercing Scream at the dark mantle, and advises the party what he could recall about it. Please read the first two DM spoilers.

Damage 1d6 ⇒ 2

DC 14 Fort for half damage and to avoid Daze effect.

Grand Lodge

Molos...because of the winding staircase you do not have line of effect from your current space.

Scarab Sages

Half-Elf Monk (Unchained) Lvl 10 HP 78/94 | AC 33 FF 29 Touch 25 CMD 40 Init+3| Saves Fort+11, Reflex+12, Will+11| Per +21, SenMot +19| Spd 60' Effects Active: Panther Style, Mage Armor, Barkskin, Darkvision, Death Ward, Prot Evil Tracked Resources: Ki Power 6/11, Stunning Fist 10/11

Oh, challenging

Evad spotting the dark mantle recognizes it immediately; one of these just tried to eat his friend Haro weeks ago. Realizing he has no way to push past all his comrades to do battle with the beast he reaches forward, past Molos and casts Guidance on Crack-Jaw.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:
Richard M. Harris wrote:
So the only way that Yggdrar will be able to get behind the creature is by moving through its square which would require Acrobatics.

I believe we can also use an Overrun maneuver as well.

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Old Iron's scales seem to crack as his mouth stretches into a grin. "What do we got here? You lookin' to play, little one?"

Attack with Halberd: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d10 + 4 ⇒ (7) + 4 = 11

Grand Lodge

Ok guys we are getting a bit ahead of ourselves. We are currently in the surprise round and no one has acted yet because Yggdrar has the first action. So we are waiting for him to act with a legal action.

I will wait 24 hours for each action. If you would like to propose your action ahead of time that is fine, Please do it in a spoiler called Proposed Action and when it gets to your turn I will check the spoiler and if it is still a valid action I will resolve it, if not I will post that it is X characters turn and again wait 24 hours.

When it is your turn to act please move your token on the map, and then type out your action. If you provoke an AOO for any reason please tell me in the description. Also please describe your actions in plain text after you describe them in fancy writing. ie.

Old Iron's scales seem to crack as his mouth stretches into a grin. "What do we got here? You lookin' to play, little one?"

STANDARD ACTION: Attack with Halberd: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d10 + 4 ⇒ (7) + 4 = 11

Really what I am wanting to see is what action you are using for each action you take, Full, Standard, Move, Swift, or Free.

Sorry for the learning curve, this is probably the worst combat to cut my PbP teeth on! Thanks for the patience

Grand Lodge

Barbarian 2 | HP: 22/22 | AC: 17 FF: 15 Touch: 12 | Fort: +5 Reflex: +2 Will: +1 | Perception: +8 | Move: 40'

Acrobatics: 1d20 + 4 ⇒ (15) + 4 = 19

Grand Lodge

Allright Yggdrar craftily works his way through the entire party slipping under the Darkmantle as it is descending, finishing his moving just past it.

Molos it is now your action.

Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

Assuming Molos still doesn't have line of sight, he will delay his action until the rest of the party goes, seeing if he can make a better tactical movement at the end of the round.

Grand Lodge

The darkmantle descends from the ceiling and flaps its tentacles about, a dark inky mist begins to emerge cloaking the areas up and down the stairwell in total Darkness.

Standard Action using SLA to cast Darkness. Within 20 feet of the Darkmantle is Dark granting total concealment to all creatures unless you have Darkvision and this will override the Continual Flame being carried by Petronicus because they are the same level.

Grand Lodge

Evad and Old Iron may now take there Surprise Round Actions... then anyone above the baddy in initiative may take there full round Action in Round 1.

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

What did he cast Darkness on? It's target is "object touched."

Grand Lodge

It is cast on the stairs... so emanating from that spot on the stairs

Scarab Sages

Half-Elf Monk (Unchained) Lvl 10 HP 78/94 | AC 33 FF 29 Touch 25 CMD 40 Init+3| Saves Fort+11, Reflex+12, Will+11| Per +21, SenMot +19| Spd 60' Effects Active: Panther Style, Mage Armor, Barkskin, Darkvision, Death Ward, Prot Evil Tracked Resources: Ki Power 6/11, Stunning Fist 10/11

Evad spotting the dark mantle recognizes it immediately; one of these just tried to eat his friend Haro weeks ago. Realizing he has no way to push past all his comrades to do battle with the beast he reaches forward, past Molos and casts Guidance on Crack-Jaw.

Same as before

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Engulfed in sudden darkness, Cracked-jawed Ahto stows his crossbow and draws his dagger, assuming any fighting on the tight staircase will be close-quarters.

Grand Lodge

Waiting on Old Irons Surprise Round action, and Yggdrar, Molos, and Saarais Round 1 actions.

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Saarai removes a flask of acid from her belt and uses it for a focus to lob some acid at the creature.

acid splash: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 101d3 + 1 ⇒ (1) + 1 = 2

The Exchange

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

My action doesnt change except that it now has a 50-50 miss chance.

Miss Chance (high is good for me): 1d100 ⇒ 99

I always go with high on miss chances for future reference, if you would like to roll them GM

Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

If Molos can attack the creature, he pulls his dagger and swings.

Attack 1d20 ⇒ 9

Damage 1d4 ⇒ 3

Grand Lodge

The Halberd from Old Iron slices through the darkness smashing into the Darkmantle with an amazing blow. Saarai slings acid that direction but it slams into wall next to Old Iron with no effect.

Molos will not be able to reach the enemy without moving and moving through the enemys square and Yggdrar will be the only option and that will require an acrobatics check.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:
Richard M. Harris wrote:
Molos will not be able to reach the enemy without moving and moving through the enemys square and Yggdrar will be the only option and that will require an acrobatics check.

Or an overrun maneuver, correct?

Grand Lodge

Overrun can only be done in a straight line

Dark Archive

Arcanist 5 | HP 37/37 | AC 13/13/10 | F+4, R+5, W+5 | Cold, Electricity & Fire Resistance 5 | Arcane Reservoir 5/8 | Init.+9 | Perc+0 | SM+0 | Darkvision 60'

With no real way to contribute on the stairs, he delays until the next round.

Dark Archive

Male Human (Chelish/Varisian) Demon Hunter 6, Init +3, HP 53/53, AC 19 T 13 FF 17, Fort +7, Ref +6, Will +5, P +9, Effects:
Richard M. Harris wrote:
Overrun can only be done in a straight line

I think you might be thinking of the charge action. Overrun can be done as part of a charge or a move action. Of course, if you do it as part of a move action, you can only take a single move action's worth of movement.

PRD wrote:
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square.

Grand Lodge

It seems Petronicus is correct again... you could also attempt an Overrun where either the darkmantle would move out of the way and allow you past, or you would provoke and AOO and would need to make a CMB check to move through the square.

Scarab Sages

Half-Elf Monk (Unchained) Lvl 10 HP 78/94 | AC 33 FF 29 Touch 25 CMD 40 Init+3| Saves Fort+11, Reflex+12, Will+11| Per +21, SenMot +19| Spd 60' Effects Active: Panther Style, Mage Armor, Barkskin, Darkvision, Death Ward, Prot Evil Tracked Resources: Ki Power 6/11, Stunning Fist 10/11

Who's up? Yggdrar?

Grand Lodge

Barbarian 2 | HP: 22/22 | AC: 17 FF: 15 Touch: 12 | Fort: +5 Reflex: +2 Will: +1 | Perception: +8 | Move: 40'

Engulfed in darkness, Yggdrar lets out a mighty roar as he swings his mace anyway. Giving momentum to the huge iron head before bringing it down atop the creature.

Miss Chance (over 50=success): 1d100 ⇒ 33
Power Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d10 + 7 ⇒ (4) + 7 = 11

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