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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Grand Lodge

@Molos/party. if you look at Erdikhaans initial dialogue you will see the name in context. (copied here for ease of access)

""I am Erdikhaan, Palace Guardian of Runelord Alaznist. You dare defile this ancient resting place, you will now join those long dead." as the skeleton finishes speaking he turns his ranseur towards old Iron and steps to combat."

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

"Well that was a pleasant chap," Saarai says as she begins to search the crypt the skeleton guarded.

take 20 perception: 20 + 9 = 29

Once she has completed her search, she cautiously opens the other secret door to see where it leads after searching it for traps. take 20 perception: 20 + 9 = 29

Grand Lodge

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

In the case of Yggdrar, that's just a name to him. He wanted to see if anyone else in the group actually knew something about Runelord Alaznist.

Grand Lodge

The door swings open quietly, but the exit is blocked by a statue. You notice on the floor that the statue can be easily slide sideways.

You can see into the cavern around the statue, and the following is the description of that. Closer inspection of anything will require passing the statue first.

The ceiling of this cavernous chamber vaults to a height of sixty feet, forming an architectural wonder unsupported by any visible columns or buttresses. Forty feet overhead, a wide stone bridge with an elaborately carved railing arches over the chamber from north to south, joining two sets of massive bronze doors at either end. The central portion of the chamber contains an inlaid spiral symbol and is recessed into the floor, with eight staircases leading up to a wide ledge that encircles the room ten feet above. On this ledge stand bronze doors to the east and west. Eight larger-than-life statues stand upon the ledge as well, evenly spaced around the room's circumference - seven carved from white stone, and the eighth carved from black stone.

Knowledge Religion DC 15:
This is the ossuary's Grand Cathedral, dedicated to Pharasma, though in architectural style much different from the gothic Pharasman cathedral of the modern day.

Identifying the statues:

Knowledge History DC15:
The seven white statues are the seven runelords of ancient Thassilon.

Statue A
This status is a tall man with gems set in his forehead, wielding a flaming glaive.

Knowledge History DC20:
This is Karzoug, Runelord of Greed.

Statue B
A beautiful woman with wild hair, holding a ranseur.

Knowledge History DC20:
This is Alaznist, Runelord of Wrath

Statue C
A voluptuous nude woman wielding a two-headed guisarme.

Knowledge History DC20:
This is Sorshen, Runelord of Lust

Statue D
A short, smiling man holding a longspear.

Knowledge History DC20:
This is Krune, Runelord of Sloth

Statue E
An obese man with rotting flesh, wielding a scythe.

Knowledge History DC20:
This is Zutha, Runelord of Gluttony

Statue F
A handsome bearded man in extravagant clothes, wielding a lucerne hammer.

Knowledge History DC20:
This is Xanderghul, Runelord of Pride

Statue G
An imperious, heavyset woman holding a mirror and a Halberd.

Knowledge History DC20:
This is Belimarius, Runelord of Envy

Statue H
This statue is carved from a dark diorite and is threefold in form, portraying a tall woman with three faces looking in three different directions. One side has a kind face and cradles a baby in its arms, while a second side displays a more stern expression and holds an hourglass. The third face has a crazed look; its hands are empty, but thornless roses twine up both arms.

Knowledge History DC20:
This is an archaic representation of Pharasma in her three aspects: The Midwife, The Reaper, and The Prophet.

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

As Evad prepares to slide the statue to the side he examines it to be sure it's not trapped.

Perception (check for traps): 1d20 + 5 ⇒ (14) + 5 = 19

Once into the room he marvels at the size of the place and the interesting statues.

He attempts to identify them.

Know History: 1d20 + 3 ⇒ (3) + 3 = 6

bummer, GM if we fail the DC15 check, does that mean we can't try the DC20 checks? Not quiet sure whether to make a whole bunch of checks or not?

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'

As I'm untrained in those two skills, I can't hit any of the checks unfortunately.

Grand Lodge

Evad after looking the statue over you determine that it is not trapped.

Well at least you didn't think it was trapped. Unfortunately as you place your hands on it to slide it aside you get a hefty shock.

Shocking Grasp: 2d6 ⇒ (5, 2) = 7

Evad's Reflex: 1d20 + 3 ⇒ (8) + 3 = 11

As the electricity tickles Evad's palms, he is not able to pull away quickly enough aand takes 7 points of electricity damage.

Now seeing as Evad is still standing, the statue does slide aside with ease as the electricity dissipates. The way is now cleared into the main chamber.

To answer the question, someone has to make the DC15 check to identify the statues first, and then a separate DC20 for each statue will give you more info.

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

Yeah that's what I figured just want to confirm that.

THANK YOU GOZREH for that shocking lesson, praise your holy electricity. Thank you for showing me my limitations and the need for patience, but also for sparing MY LIFE!

After the shocking incident, feeling quite lucky Evad touches himself with his wand a couple times till he is feeling normal.

wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

He now knows better than to cut in front of the true trapfinder and beefy fellow pathfinders.

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

Knowledge Religion: 1d20 + 6 ⇒ (4) + 6 = 10

"If I had been more diligent in my studies, I would probably be able to tell you something about this place," Ahto says to no one in particular.

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

"Oh, do be careful, Evad!" Saarai purrs. "This place is ever so deadly!"

She moves carefully and methodically and checks each statue for traps.

"Let me take a look, dear," she smiles.

perception take 20 on each statue: 20 + 10 = 30

Grand Lodge

@ Saarai, It does appear as if all of the statues are trapped in a similar manner to the one that Evad activated. These are magical traps. The exception is the black statue. It is also trapped but seems to have slight difference.

To identify the spell on the white statues

Spellcraft DC 16:
The statues cast Shocking Grasp when touched and appear to automatically reset after a relatively short interval.

To identify the spell on the black statue

Spellcraft DC 25:
This statue will cast Aid (CL10) on the toucher

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

"Hmmm, shocking grasp on all the white statues, but dear Evad already discovered that for us. Something more devious on the black statue...I can't quite place it."

The tiefling slinks around the room like a cat.

"Do you want me to try to disarm some of these, or should we bypass them completely?" she asks.

spellcraft white: 1d20 + 8 ⇒ (14) + 8 = 22
spellcraft black: 1d20 + 8 ⇒ (10) + 8 = 18

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 ⇒ (1) + 8 = 9

Molos yet again couldn't figure out anything about the magics of this accursed place. "I can't figure it out, either. I'm not sure what kind of place this is, but it seems resistant to my magic."

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 shrugs. "Up to you, Miss Shae. Traps ain't exactly my line of expertise. Ain't much fun in my opinion."

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 moves to the black statue and attempts to disarm its trap.[/ooc]

disable device: 1d20 + 12 ⇒ (16) + 12 = 28

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:

Knowledge religion: 1d20 + 5 ⇒ (13) + 5 = 18Knowledge history: 1d20 + 5 ⇒ (3) + 5 = 8
Petronicus is a bit out of his depth here, a situation that makes the know-it-all a bit nervous. Not knowing what else to do, he keeps a watch on the exit to make sure the Pathfinders aren't ambushed.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

Saarai pours over the statue trying to find the trigger or a way to disable the trap on the black statue. At some point in her circling her tail comes a bit a close and brushes the statue. A magical energy pulses and runs up the devilish appendage.

Saarai:
You have been affected by a beneficial spell. For the next 10 minutes you will have a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points (rolled belo.) FYI, this was not an actual trap, hence the 'failure'

For Saarai: 1d8 + 10 ⇒ (5) + 10 = 15

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

"MMmmmmm," Saarai purrs. "That felt kinda good. I suppose we should just keep going unless anyone wants me to disable these. I'd rather not risk setting them off if we're not planning to get past them."

Do we want to go out this room west, north, or east? I'll give a second vote for any of those.

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

Hum, wish I knew what these statues represented. Some kind of great warriors or maybe they have something to do with the Runelords?

This room has the feel of a central hub, I wonder if you can access the whole complex one way or the other from this room.

Let's take the double door here to the left, since we have already been exploring this side of the Ossuary. How's that sound?

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 mutters absent-mindedly: "This is an ossuary dedicated to Pharasma, which means it holds the bones of the honored dead, you can tell from the style of the architecture, but I'm not too sure who the people in the statues are supposed to be."

The half-Chelish man is happy to follow the half-elf through the double-doors, since he has no better ideas.

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

"Lead on," Ahto replies, moving into his customary marching position within the group.

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 was generally questioning his career choices after her utter failure to figure out anything about this place. Despite that, he jumped in line following the group, continuing to explore. He kept his vision ready to Detect any Magical auras in the areas.

Grand Lodge

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

As is his want, Yggdrar will stick close to the front of the group, first to leap into danger and pummel it into submission. His Flail kept out for now, lest they run into more skeleton guardians or some other such creature. Unable to offer any real insight to the statues surrounding the large room.

Grand Lodge

The large doors of the ossuary proper open with relative ease. The party progresses into the hallway and come to a T. After a quick look to the left seeing that the hallway connects back to the previously explored area, you decide to turn the right. After a short hallway and another turn you reach second T and an octagonal room.

12:
A suit of elaborate lacquered armor stands sentinel against the far eastern wall of this octagonal chamber. Silver chains attached to the armor's neck and chest run across the floor of the room, their ends clutched in the bony hand of a skeleton sprawled on the floor ten feet away.

Knowledge Local DC 15:
The intricate armor is in a style favored by the mysterious men of the Iridian Fold. Enigmatic foreigners, the men of the Iridian Fold are believed to hail from the continent of Casmaron, and always travel in pairs-one in the strange armor, and the other swathed in veils.

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

knowledge local: 1d20 + 9 ⇒ (4) + 9 = 13

Can I get an assist here? Anyone can do DC 10 untrained, so all you have to do is hit 10 on the assist and I should have it.

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'

Aid Another Knowledge Roll Untrained 1d20 + 3 ⇒ (11) + 3 = 14

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

disregard.

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:

Knowledge (local): 1d20 + 5 ⇒ (4) + 5 = 9 *sigh*

Petronicus is quite wary of the skeleton on the floor, and is unsure whether it has been reanimated or not. He takes a few steps towards it, poking it with his guisarme and gets a better look. Perception: 1d20 + 7 ⇒ (16) + 7 = 23, Knowledge (religion): 1d20 + 5 ⇒ (10) + 5 = 15

"I know that the two brutes want to rush in and smash everything, but every once in a while, it IS best to go in carefully."

The skeleton has not been indicated on the map, so I am placing my token ahead a bit.

Grand Lodge

I do not allow Aiding Another on Knowledge checks unless you are actively researching the topic. Knowledge checks are recall of memory about a subject, unless you have texts or reference materials.

Grand Lodge

Also you cannot Aid Another in a trained only skill, if you are not trained

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

My bad, then...disregard previous. Let's continue on, then...I'm guessing I'm the only one with it trained.

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:
My bad, then...disregard previous. Let's continue on, then...I'm guessing I'm the only one with it trained.

Nope, I have it as well.

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

Looks like we still failed. Carry on to the north, then?

Grand Lodge

The skeleton does not seem to be moving and continues to lie quietly on the floor.

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 casts detect magic and looks carefully at the skeleton.

Grand Lodge

There is no magic detected in the room, and the skeleton still isnt moving.

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

From across the room, Saarai casts mage hand to try to search the skeleton and see if it moves.

If not, let's continue north.

Grand Lodge

As you rummage around the skeleton you move one of the arms a bit which rattles the chains. The rattle shakes the armor just a bit, and then a bit more, and then a lot more. Your eyes follow the chain up the neck of the armor where you now see a thousand or so cockroaches come pouring out.

To identify:

Knowledge Nature DC12:
This is a Flesh Eating Cockroach Swarm. (N Dimunitive Vermin Swarm) It Flys and climbs and is immune to weapon damage.

Knowledge Nature DC17:
Cockroach Swarms are weak to light

Rolling initiative:

Evad: 1d20 + 3 ⇒ (6) + 3 = 9
Saarai: 1d20 + 9 ⇒ (14) + 9 = 23
Molos: 1d20 + 9 ⇒ (18) + 9 = 27
Yggdrar: 1d20 + 4 ⇒ (1) + 4 = 5
Crack-Jawed: 1d20 + 0 ⇒ (1) + 0 = 1
Old Iron: 1d20 + 2 ⇒ (3) + 2 = 5
Petronicus: 1d20 + 2 ⇒ (10) + 2 = 12
Baddy: 1d20 + 2 ⇒ (18) + 2 = 20

Molos and Saarai may now respond to the swarmy threat.

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

"Uh oh...Tyr, quit touching stuff!" she yells as she removes a flask of acid from her bandolier and hurls it into the swarm.

ranged touch: 1d20 + 5 ⇒ (16) + 5 = 211d6 ⇒ 4
miss direction: 1d8 ⇒ 6

is a swarm ever flat-footed and subject to sneak attack?

Grand Lodge

Swarms are not able to be flanked, critted, but by RAW can be sneak attacked. However you cannot sneak attack with a splash weapon.

The flash flies all the way past the swarm, breaking on the back wall and having no effect.

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

"Dancing down Damnation Alley!" Ahto curses, as the carpet of bugs spills out towards them.

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

A roll of 21 vs. touch missed the swarm entirely? If so, we're dead...

Grand Lodge

OOPS!!! sorry, looked at the wrong number! and your had the miss direction so I went with the miss!

The acid flask breaks in the middle of the swarm, causing a few to scurry away!

Grand Lodge

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

We're dead only if we attack it. Drop a Light spell and I'll bet they scatter like real roaches.

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 pulls his alchemist's fire and tosses it at the nasty swarm.

RTA 1d20 + 4 ⇒ (14) + 4 = 18

Damage 1d6 ⇒ 1 (swarm takes 1.5 times damage)

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

Sorry, I always roll a miss chance because I don't know what I need to hit.

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 grumbles. "Hmmm...don't blame me, Miss Shae. I didn't touch shit."

Grand Lodge

The swarm gets hit with the alchemists fire as it starts to move forward. It advances and overtakes Petronicus, covering his body in tiny legs and antennae.

Damage: 1d6 ⇒ 1

Petronicus' save vs Distraction.: 1d20 + 5 ⇒ (16) + 5 = 21

Petronicus suffers a few small bites but is able to steel his nerves against the vermin onslaught.

the rest of you may now act.

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 draws an alchemist's fire and throws it at the swarm.

He shakes his head. "Damn bugs."

Attack with Alchemist's Fire: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 ⇒ 2

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 moves up and casts guidance on Saarai.

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