The Godsmouth Heresy (Inactive)

Game Master Zesdead

Paizo's 'The Godsmouth Heresy'

...in which our adventurers, repelled by Silvennius Tripe and his zombie cohorts, regroup.

Party Health

Aston Sabroque, 15/15HP
Taicho Blackfeather, 11/17HP
Tik'klik, 21/21HP

Maps
The Godsmouth Ossuary


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Waiting on actions from...everybody!!! You're up....


Waiting on an action from Graham... Will GMPC if nothing by this evening...


Work travel turned out to be horrendous - precious little internet access and stuck in France for nearly two extra days due to strikes affecting my Eurostar trip - plane back to the UK this evening... Time to catch up with family and sleep and I will get back to normal posting some time tomorrow!!! Thanks everyone for your patience...


-INACTIVE-

Groovy. Sorry to hear about those travel difficulties; best laid plans, and all.


take your time GM Zed, take your time.


We'll probably wrap this one up fairly quickly now... I am still mulling over options for what to go with next - I am in for the Legendary Planet AP Kickstarter so I was wondering whether to open a recruitment on that (with guaranteed places for you folks if you want them)...

Things for me to ponder!!! Also, I am probably aiming to wrap up my Wardens of the Reborn Forge game fairly soon... That'll drop me to three GM games (2 Emerald Spire and 1 Shattered Star) - I think, on reflection four is a sensible limit for GM'ing... So probably won't start whatever it is we do until Wardens is mostly finished...


-INACTIVE-

I can't believe you're able to run four games at once! I'm only running one and playing in three, although I have been thinking about starting up a second one (I really want to run the "Price of Immortality" trilogy).

Legendary Planet seems really cool. When does the first part of the AP come out?

And how is Wardens of the Reborn Forge, anyway? I picked it up a while back, but haven't really done anything other than skim it. Alkenstar seems like a great setting, but I've heard the adventure itself is kind of meh. Haven't run it, obviously, so I have no idea.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

It's not bad, although the logic inside the AP is a bit whacked. Or else we've gone about things in a non-standard way. Probably the later.

As to running games.. Hmm, I'm up to 6 right now. And in 4.

I'd be fine continuing on, although I'm sad the Reborn Forge is coming to an end soon, I enjoy Tychi and Nike.


I would be interested in continuing in an AP or something else, I can't decide if I love Taicho or hate him, Every time I try and play him straight he wants to be bat crap crazy. Might just be I'm not familiar with warpriest. If we started a different game would you want these characters, or would we change or just tweak them a little?


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

There's a lot we haven't explored. However, given our employer is the temple that owns this place, I'm not sure they'd like us grave robbing...


true, but what are they going to think of the undead girl,


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

AHH! UNDEAD! UNCLEAN! CHANNEL POSITIVE ENERGY! CHANNEL!


exactly we can finish it quick or we can wander around depends on what GM Zed wants to do, I'm ok either way, I had played Godsmouth heresy with a pfs character, I wanted to try Taicho as a warpriest, knew it wouldn't be forever so I tried him out, still not sure what to think, I usually play fighter rogue types.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Nothing wrong with a warpriest. One thing though, if you're going to go rogue/warpriest type bent, you should level dip into something that gives you trapfinding. Otherwise, you're in over your head beyond very simple traps. Those magical traps we ran into can only be disabled by trapfinding. One reason I went with Tik'Klik's archetypes was he got trapfinding. Otherwise, I wouldn't have put points into disable device. It's one of the few things in the game that you can only handle with a class ability.


I did it as a fail safe, in case there was no one else to do traps, also if a tengu is fairly normal (which we can debate if Tachio is normal or not) it seems right that they would have disable device or pickpocket. but your right, If I'm going to play him further than a couple of levels he should do a level in rogue, I thought we would do one and done, that's why he is so odd, I wanted to try the natural attack route and the warpriest sacred weapon gave him extra damage,

edit If I had thought about it I should have gone rogue unchained then warpriest or straight cleric


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Things that net you trapfinding...

1) 1st level rogue (a bunch of archetypes give that up)
2) 3rd level urban ranger
3) 1st level trapper ranger
4) 1st level seeker oracle*
5) 1st level seeker sorcerer*
6) 1st level crypt breaker alchemist
7) The 2nd level bard/alchemist/wizard spell Aram Zey's focus (too bad the duration is only 1 minute per level)
8) 2nd level detective ability Arcane Insight
9) 6th level bard archaeologist ability Clever Explorer
10) 2nd level bard archivist ability Magic Lore
11) 1st level Pathfinder Delver PrC ability Master Explorer
12) 1st level Pathfinder Field Agent PrC ability Special Training (Trapfinding)

That's what I know of off the top of my head. (got the list from a message thread awhile back)


I don't know which is more surprising that there are that many or that you can list them off the top of your head, I've played trapper ranger and rogue of course, and read about the seeker sorcerer after I saw your character, and I had read seeker oracle, though about that for tachio, but I really wanted sacred weapon. Oh well, If I play him more I may revamp him a little


For info, the Kickstarter that I previously told you folks about – the Legendary Planet Adventure Path – funded last night with a full seven adventure (with prelude) romp across the multiverse. At some point soon backers will receive the Player’s Guide and the prelude Adventure (with the following adventures coming approximately bimonthly after that) – I fully intend to run the AP on these boards and so, after spending a little time reading and reviewing the prelude, I shall launch a recruitment thread. I will be sure to post here to let you know when I have set up recruitment.

I am thinking that, if you folks were interested in playing the AP, that I might offer you / your characters first refusal on some of the seats around the 'table'.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Hooray! Sounds great.


So, I have the Player's Guide and the Prelude Adventure... Looks pretty fun!!!

I would like to run the Prelude but it does start you from Level 1 - I'd rather not fiddle around with the levels to raise the CR for Level 2 characters so I am going to leave it up to you as to whether you would like to continue with your characters (probably retconning them back to Level 1 for simplicity) or play something new...

...I anticipate I will run a recruitment to add another 2 or 3 folks...

I will also find out from the Legendary Adventures folks whether I can share the Player's Guide...


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

I have Tik'Klik's level 1 sheet, so that's fine. :) Nice thing about how I do my characters is I can always go to a specific level.

Would probably want to do some tweaks given the different setting.


-INACTIVE-

Hmm. I'm fine with leveling Aston down, but I'm also considering making a new character for it. Is there anything the Player's Guide suggests in particular? I know the guides Paizo puts out for their APs usually have stuff like that in there.


I have e-mailed the authors to find out how much I can share electronically but, in the meantime, I figure there is no harm in sharing this extract from the Player's Guide...

For info, it is likely that the rules will be level 1 characters, 15 point buy and Paizo classes only - up to and including Occult Adventures (not that I have bought it yet!!!)

From the Legendary Planet Player's Guide wrote:

The overall plotline of the campaign will whisk PCs to many unknown places, and any character capable of shedding light on the unknown will secure a significant role in helping others adapt to their situation. Classes with options that involve Knowledge and the pursuit of it, such as the Knowledge domain for clerics, the Knowledge mystery and spirit, the Archivist bard archetype, the Mindchemist alchemist archetype, and even the Cloistered Cleric archetype can certainly excel at unraveling the mysteries presented by the adventure path. The Investigator class can also fit very well here, and their ability to boost their skills to address certain situations can prove handy indeed.

The Legendary Planet Adventure Path also deals with planet-hopping and should prove a natural fit for characters who ponder and have connections to the stars, giving them much to ruminate about and play up the angle of being far from home. Thus, oracles and shamans with the heavens mystery or spirit should feel right at home, as would any sorcerer with the starsoul bloodline.

Given the many different shapes and sizes of alien races, this adventure path also presents a fine opportunity for alchemist characters to delve into stranger discoveries such as wings, vestigial arms, or even a tumor familiar. In addition, their bombs may find creative use in many different situations involving alien physiology and technology, ensuring they can meaningfully contribute during all phases of gameplay.

Bards are also welcomed almost anywhere, and can easily enrapture locals at taverns and other public places with tales of far-flung locations, exotic beasts, and wondrous magic. For players who enjoy telling stories, this adventure path will present many opportunities for roleplay in winning over such inhabitants.

Some classes, such as monks, inquisitors and paladins, often tie themselves more strongly to certain organisations than other classes. But, given the planet-hopping nature of this campaign, it’s best to limit this restriction so your character has more adventuring freedom while exploring the multiverse. That said, other opportunities should arise later in the adventure path to align these characters to similar organisations and coalitions. Thus, playing character such as these can still provide interesting options and opportunities.

Given the themes of the sword-and-planet genre, gunslingers and swashbucklers should fit very well with this campaign. With their heroic abilities and daring deeds, each should enable a higher sense storytelling and dynamic play at the table.


GM Zed, thank you for the offer of a seat around the 'table' to play the Legendary Planet Adventure Path. I sincerely appreciate it. I am at thirteen games including "The Godsmouth Heresy" and start the "Giant slayer" AP on the fifth, so I need to decide how many games I can comfortably play in.

I intentionally played this game to test playing both a warpriest and a Tengu using the claw attack instead of sword knowledge. I knew it would be a fairly short game and thought I would try something a little different. I didn't know he was going to be this chaotic until I selected his god, Hei Feng, who as the god of wind would be honored by different voices or different winds. It made sense in my head, but I cannot tell if I love Taicho or hate him, but I am not planning on playing him, at least not for a while.

Thank you for posting the information from the players guide, I saw it was 15 points and paizo only. Two question: what races are you considering? What would be the gun level? I usually play a combat or skill oriented person. Also, I am in an "iron gods" AP that I am having difficulty enjoying, but I cannot tell if it is the technology angle or just the style of the AP. Bare with me a couple of days and I will let you know If I can handle the weight of another game, thanks for your patience, and whatever I decide thanks for running 'godsmouth heresy' I enjoyed testing Taicho, even if he is bat-crap crazy.


No dramas – I have enjoyed playing this module with you folks however an AP is a much bigger investment of your time (and that's a lot of games you are in!!!) so have a think about whether you want to take a seat and, if you do, what you might want to play…

…I imagine Taicho has been interesting to play, he’s certainly been interesting from my perspective but I can see that he wouldn’t be the easiest character to ‘control’!!!

Races would probably be core, featured and uncommon – things will get pretty wild with all of the alien races you are likely to encounter and, furthermore, as and when the campaign goes off planet, there will be four new races available in the event that your (initially Golarion based) character comes to an untimely end… generally, these are a plant-based humanoid, a four armed humanoid, a humanoid with some cybernetic features and a slightly D&D dragonborn-like humanoid.

With respect to technology levels, I’m not sure what the level of tech development will be – I imagine, given the planet-hopping, you will travel to some areas that are reasonably high-tech and some areas which are ‘no-tech’…

With regards to Firearms, I will probably go with a default of them being ‘Emerging’ technology – although, as per previous, as you move to different worlds, the tech level may change!!!

I think that, with the summer holidays, etc (and RPG Superstar suddenly landing!!!) I wouldn’t be looking to kick off recruitment of this until maybe the middle of next week so if I could ask everyone to confirm whether they are interested by the end of the week – and if they are interested, whether they will play their characters from here or something new. It’ll also help me sort out the closing bits of this adventure…


-INACTIVE-

That sounds great. I definitely want to be a part of that. I'll probably save Aston for another day, though- I'd rather make a new character based on the info from the player's guide. Might go for an oracle; I created a particularly quirky oracle with the Heavens mystery once just for fun. It'd be cool to give that character a proper go.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry, work, then internet failure this week, new modem on order, later this week. Using emergency hot spot to connect enough to do e-mail post apology.

PS: Would be interested in playing, but would prefer to play Tik'Klik, a golem should fit in, but the race isn't in the list of ok races. :(


GM Zed, Budd and mdt, I have really enjoyed playing with you all, but I have stretched myself thin. It's not very often I get to use the word thin and myself in a sentence. I've gotten myself into too many games and I think if I start a new one I will not be able to do it justice. So GM Zed I will not be accepting a 'chair at your table' I do really appreciate the offer and hope in the future we can 'play' again. Thanks and have a good game guys!


No worries Taicho, it’s been great having you in this little game and I hope you enjoy all of your other games – for what it’s worth, I’m impressed you can manage to play in as many games as you are!!! I’m playing in 2 (although neither is getting anywhere near daily posting at the moment) and running 5 – and that feels like quite the stretch!!!

Aston / Tik’klik - I think that, as we won’t have Taicho (or Graham Sykes) with us, we should probably leave your characters in Kaer Maga and I will ask you to create new characters (whilst the wyrwood / golem is a load of fun, it is outside of the character creation guidelines I propose to use and, regardless of how much I’d love to see the little construct evolve, I’d like to ensure that we at least start the AP with what Paizo consider to be balanced characters – the Wyrwood is 20RP according to the Advanced Race Guide).

So, with that in mind, I’ll get to posting something in the Gameplay thread closing the adventure out.


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

Sounds good. We'll miss you Taicho! We really shook the pillars of heaven, didn't we?


Apologies for leaving it this long to make the final GM post – every time I looked to make a post at the end of last week, Paizo.com seemed to be down…

Anyway, hopefully this leaves this little soiree into the ‘Belows’ of Kaer Maga to a suitable conclusion and, once more, thanks for being part of the adventure… I certainly enjoyed running it for you.

As to where now, I will have a recruitment thread for the Legendary Planet adventure up imminently (I shall wait until after RPG Superstar’s open call is finished) and, as before, if you do fancy playing just let me know (with some idea of what you might like to play).


Nice ending, good way to wrap it up! It has been a pleasure, thank you GM Zed for running the game. It has been truly fun adventuring with your mtd and Budd the C.H.U.D. It is sad Duboris was not able to stay with us till the end, though it seems that is common here on the boards. Have fun with the new AP and I hope to game with you all in the future!


Enormous Radioactive Monster - - hp tons/tons - - AC nuh-uh I got forcefield

While I actually fully intended for Aston to return to the church and debrief with Sister Nerissia, turn over all Tripe's work, etc., I kind of prefer him getting branded a heretic anyway! My headcanon has both those things happening, because that's just such a neat ending.

I had a blast! Thanks for running a great game (and to completion, at that!). I'd love to game with you folks again sometime.

It has attacked us unwarranted will make me chuckle until the end of my days!

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