The Godsmouth Heresy - The Dwarves (Inactive)

Game Master Revvy Bitterleaf

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Scarab Sages

The city of Kaer Maga sits in the heart of Varisia, a vast stone hexagon of unknown origin perched high atop the cliffs of the Storval Rise. This cyclopean structure predates even the Empire of Thassilon, which ruled these lands 10,000 years ago, and today it is a city of wonders, intrigue, and mysteries.

Carved on the cliff face below the city are numerous representations of gigantic bodies and faces, though who these titanic carvings actually represent is a matter of some conjecture—the vanished runelords of ancient Thassilon, forgotten kings, dead gods, or someone else. Some of these massive sculptures lead into the Undercity, a dizzying network of caverns, tunnels, and chambers, both natural and man-made, that riddle the cliffs beneath Kaer Maga.

One of the most famous entrances to the Undercity lies in the mouth of one of the giant faces known as the Unnamed King, and opens onto a series of ancient catacombs where the honored dead of Kaer Maga are interred. From their cathedral in the Bottoms district of the city above, the clergy of Pharasma oversee the Godsmouth Ossuary, the most prestigious place in Kaer Maga to be buried—and the Pharasmins charge a hefty fee for the honor.

What few outside the church of Pharasma know is that the Godsmouth Ossuary occupies only a few of the many subterranean levels below the entrance—the lower reaches are mysteries even to the clergy. All entries to the lower levels have been sealed off, and the priests are forbidden from venturing deeper, lest they awaken greater evils slumbering beneath.

Recently, however, the Pharasmins have noticed that bodies are disappearing from the ossuary. At first only a few cadavers went missing, but the number has increased rapidly over the last few weeks.

To solve this problem, the leaders of the church have decided to relax their restrictions on outsiders entering the crypts. Rather than expose their priests to the unknown dangers of the ossuary’s lower levels, the Pharasmins have decided to hire freelancers to find and stop the mysterious body thief. At the same time, the adventurers can survey the unexplored dungeon and clear out any dangerous inhabitants, thus allowing the church to expand the ossuary into the new level.

The church reached out to someone they knew could be trusted to handle this, Balenar Forsend. But he wasn't able to make it. So instead he send you guys over with a letter explaining why he can't make it..but that he trust you guys will be able to handle yourselves.

Thus it is that your party finds itself in the Godsmouth Cathedral in Kaer Maga’s Bottoms district, in a disused side chapel to a martyred Pharasmin saint, for a midnight meeting with a member of the clergy.....instead of in a random bar in a random town somewhere.......

Scarab Sages

A middle-aged woman dressed in a simple grey robe, with a silver holy symbol of Pharasma around her neck, quietly enters the chapel.

Seeing the five of you gathered together, she raises an eyebrow ..but after reading the letter Balenar gave you shenods in satisfaction.

"Excellent. You have arrived. Let's get down to business. My name is Sister Valanthe. The crux of the problem is as follows: Bodies have started to go missing from our Ossuary. Whilst some amongst the clergy are adopting a pragmatic approach to this, pointing out that missing bodies mean more space in the Ossuary, the majority of us are more concerned by what is happening to the missing bodies.

Normally, non-members of the clergy are not allowed into the Ossuary, but due to the current situation, we have decided to make a temporary exception. We know that whomever, or whatever, is taking the bodies is located in a sub-level of the Ossuary which is normally sealed off. We ask that you enter that level, and put an end to the thefts. If you do so, I am authorised to give you a payment of 500gp. If you also clear-out the entire level of any dangers, making it suitable as another level for, shall we say, 'new deposits', we will give you another 250gp. Any items that you discover below are of course yours to keep, with the exception of any obviously Pharasmin artefacts, which we will require you to sell to us. Don't worry, we will offer you a fair price. As to what you might discover below, I truly do not know, but since it is bodies that have gone missing, I would not be surprised if you encountered at least a few undead.

Now, come."

With that, she turns and leads you out of the Cathedral via a narrow cliff-side path, and into the Ossuary proper, where robed and hooded Pharasmin priests silently tend to the deceased.

Valanthe leads the party through luxuriously appointed catacombs packed with bodies and down several stairways before coming to an area that obviously sees little use—most of the burial niches are empty and dusty, the air is musty and close, and silence reigns supreme. In this disused portion of the crypts, Valanthe stops before a locked door.

"This is the only known entrance to the lower level. Once you enter, the door will be locked behind you. However, do not worry overmuch about that; I am authorised to give you a few items to assist you."

With that, she hands around a series of small vials.

"I have a vial of Pharasmin holy water, and a healing potion (a Potion of Cure Light Wounds) for each of you. There is also this," she says, drawing a silver tube from the sleeve of her robe. "This is a Chime of Opening with five charges remaining. If you ring the chime, it will open a locked door. You may use it to open any of the doors within the lower level, but please keep one use to let yourselves back out; otherwise, you will be trapped down below..."

She then pulls out a large iron key, and uses it to open the truly-impressive lock on the door, which grinds open despite long years of disuse. Within, a stone spiral staircase descends into the earth...

Final chance to ask any questions, before the dungeon gets started...

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

After their travels to arrive, Clandelve was eager for action. His eyes gleamed at the promised reward, though his face turned slightly ashen at the mention of undead.

"Ye've brought the right crew t' help," Clandelve said to Sister Valanthe. "Not only can we see in th' dark, bein' as we're all dwarves (well, mostly), but we've experience fightin' undead. Even fiery, explodin' ones," he said.

Clandelve took the holy water and healing potion with a nod of thanks, inserting both of them into his bandoleer for easy reach.

"Lads, ye've been stalwart companions, an' I look forward to our next adventure. Per'aps I've even been a bit impatient t' start, ye might say," he said with a smile at Sickly. "Le's go!"

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

The sole human, towering over his companions but otherwise looking very much the part of the dwarf, throws a knowing, sheepish look to Sister Valanthe as he fills his lantern with oil and lights it.

"Weak eyes," he admits.

Graciously accepting the potion and the holy water, he tucks them into his belt with a combination of other potions and substances.

Before descending into the lower levels, he asks one more question. "Are any particular kind of body being taken? Fresh? Old?"

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sickly looks much the worse for wear, after the long trip from Absalom to Kaer Maega. He got sea sick on every boat, motion sick on every wagon, and its a fair bet he's allergic to horses, ponies, donkeys, and riding dogs.

Despite it all, he followed along gamely, not complaining about the discomfort, happy to have some folks who were not trying to avoid him... (or perhaps they were, he just hadn't realized it yet).

Finally at their destination, he seems to find the entire town fascinating, almost coming out of his typical quiet shell, to point out interesting stone formations or construction.

Although he returns to his more reserved self once they are ushered into the presence of the Pharasmites.

At the mention of undead, he frowns unhappily.

As Glorin lights his lantern, suddenly he smiles and reaches into a pocket, pulling out a shiny new wayfinder, with his name engraved along one side.

"They finally finished engraving it." He mutters proudly. He rubs it for a second, then touches it to Glorin's urgrosh. The weapon suddenly starts to glow until it's shedding light as bright as a torch throughout the whole area.

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

Glorin grins widely and laughs. "Haha, brilliant! Just brilliant! I'll keep the lantern lit, just in case we need to shed a beam anywhere in particular, but that is incredible ingenuity! Thank you, Sickly!"

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

The pale dwarf smiles at the thanks.

"Will have to renew it every so often, but will keep your hands free to hold your weapon." He adds quietly.

Scarab Sages

"The oldest corpses, which are on the lowest levels are the first that have gone missing"

I'll need a marching order for the first staircase when you guys decide to go down. It's a single file spiral staircase

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

I figure Glorin's in the back again to keep the light away from the front as much as possible.

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

how about clandelve, sickly, Elliot, kar, and Glorin?

Liberty's Edge

Male Dwarf Fighter (Two-Weapon Warrior) 7/Rogue 1 HP 75/75; AC 23; TCH 14; FF 19; F +9; R +8; W +4; CMB+10; CMD 24; Speed 20FT; Init +3; Perception +8;

Elliot is near his companions. Waiting for orders.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

just waiting for Kalaron to check in

Clandelve's suggestion seems ok... though be better if he hadn't swapped out his Stonecunning. *grin*

This looks like we might have alot of 'narrow hallway' tactical issues... so if it comes to it, Sickly can try to attack overtop of someone in front of him at least.

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

As they made final preparations to move out, Clandelve muttered to Sickly.

"Dwarves are accustomed to tunnels, an claustrophobia is ne'er somethin' a dwarf worries about. But I'm nae sure 'bout this trick t' get back in. Ne'er seen much use fer magic tricks," he said.

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

Yeah, if there are any stone-related traps, then perhaps I'm not the one to go first. I am tied for the highest AC and have good perception. I agree that Sickly should go second, regardless, as he can attack over the top and do crazy damage. We may need to do a rotating marching order depending on who is the most damaged.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Well, if 1st and 2nd had stonesense, then we'd get two chances to spot it passively, before the first guy stepped in it... with just the 2nd person having it... we still get a chance, but just the one, and only when the 1st person is about to step right in it. Is a 10' radius.

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

Okay, good thinking. That would leave Elliot, Kalaron, or you to go first. The only issue is that Elliot's AC is 17 and Kalaron's is 16. Perhaps Sickly should go first and Elliot second? Sickly's AC is only 1 less than mine, and he would get an AoO if anything rushes him? Anyway, feel free to suggest another order. Without a trap-finder, this could be important.

Liberty's Edge

Male Dwarf Fighter (Two-Weapon Warrior) 7/Rogue 1 HP 75/75; AC 23; TCH 14; FF 19; F +9; R +8; W +4; CMB+10; CMD 24; Speed 20FT; Init +3; Perception +8;

Elliot doesn't have a problem going first or second.

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

It sounds like the marching order then should be Elliot, Sickly, Clandelve, Kalaron, Glorin. I think this is a good order.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sure, lets give Elliot the lead to start out. As you said, we can switch things up as we go.

Liberty's Edge

Male Dwarf Fighter (Two-Weapon Warrior) 7/Rogue 1 HP 75/75; AC 23; TCH 14; FF 19; F +9; R +8; W +4; CMB+10; CMD 24; Speed 20FT; Init +3; Perception +8;

So? We start?

Scarab Sages

Geez..no post for 6 hours...then I have to leave for a few hours and you guys post 12 times ;) We can start but Kalaron hasn't checked in yet..and he's the only one of you who's able to heal other then drinking a potion. I'm fine with assuming he will follow around for now until he has time to check in and won't be an active participant because he has a pebble in his boot and needs some time to get it out, but if he's not here by say..Tuesday..it's just going to be the 4 of you.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

He might have just missed the new thread link

Scarab Sages

No map for this, but I don't think that will matter a whole lot, for easy tracking, let's assume a straight line which goes: Elliot, Sickly, Clandelve, Kalaron, Glorin, moving to the back of the line counts as difficult terrain - moving up the stairs.

The party moves down the winding spiral staircase in single file, descending into the bowels of the earth...

...Suddenly, the stairwell goes dark! (for Glorin anyways..it doesn't seem to effect the rest of you that much).

All light is extinguished, but Darkvision is fine.

Anyone who isn't Glorin:
Peering back up the staircase, your keen Dwarven senses spot a small conical creature, with numerous tentacles surrounding a fanged maw, clinging to the roof just above Glorin's head...

init:

Init Sickly: 1d20 + 2 ⇒ (19) + 2 = 21
Init Elliot: 1d20 + 2 ⇒ (10) + 2 = 12
Init Kalaron: 1d20 + 0 ⇒ (3) + 0 = 3
Init Clandelve: 1d20 + 3 ⇒ (2) + 3 = 5
Init Glorin: 1d20 + 2 ⇒ (5) + 2 = 7
Init tentacle thing: 1d20 + 6 ⇒ (4) + 6 = 10

init
Sickly, Elliot
Something that isn't a dwarf or human
Everyone again

Scarab Sages

Sickly wrote:
He might have just missed the new thread link

I think he's still just slow posting, which I understand. I'll send him a message this weekend to make sure he knows where to go

Liberty's Edge

Male Dwarf Fighter (Two-Weapon Warrior) 7/Rogue 1 HP 75/75; AC 23; TCH 14; FF 19; F +9; R +8; W +4; CMB+10; CMD 24; Speed 20FT; Init +3; Perception +8;

I suppose that Elliot is not adjacent to the creature, because he's first in row. Can I shoot my crossbow between the others?

Elliot takes out his crossbown and charges it.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Ha... between the 5 of us, we only have 2 knowledge skills... =) So unless its an Aberration, an Ooze, or Undead, we don't even have to worry about rolling. =)

"Behind us." Sickly says, pulling a random weapon and throwing it towards the creature above Glorin. "Glorin, get down."

Thrown Javelin: 1d20 + 3 ⇒ (19) + 3 = 22, for 1d6 + 3 ⇒ (2) + 3 = 5 damage.

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

Seeing the unnatural creature perched above Glorin, Clandelve yelled "Kalaron and Glorin, try t' get back so we flank it!"

What in Torag's great grey caves is THAT! Clandelve thought.

He quickly drew his shortbow, knocked an arrow, and fired.

shortbow atk: 1d20 + 4 ⇒ (6) + 4 = 10 for shortbow damage: 1d6 ⇒ 3

Scarab Sages

It's not Clandelve's action yet..but I'll use it for when it is

@Elliot..I hope you mean load ..or are you either charging something while wielding a crossbow..or are you charging your crossbow because you're mad at it? :0 Yeah, you can shoot..but without precise shot and with cover..that's a -8 to hit

Elliots takes out his crossbow and places a bolt in it.
Sickly throws a random javelin at the creature above Glorin hitting it somewhere even though he has to throw past some allies to do that.

In return the creature drops down from the ceiling on Glorin's head No aoo's for moving since everyone who could is flatfooted (and in Glorin's case..blind as well

To hit Glorin's flatfooted AC: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 Since Glorin is blinded he has a -2 to AC , so the attack hits Glorin feels some slimy flesh tentacle move it's way around his neck
Damage for Glorin: 1d4 ⇒ 3 as it starts to try to close of his air supply grab attempt vs Glorin's CMD: 1d20 + 5 ⇒ (11) + 5 = 16 and it's barely able to make it - Since Glorin is still flatfooted (and blind) no dex bonus to his CMD..so I think it manages to grab onto him.

Clandelve then shoots an arrow at the thing after having drawn his bow..but the arrows hits the ceiling instead of his target.

init
Glorin, Kalaron + the rest of you
Creature

Damage creature: 5

And just so you know I'm not being unfair to Glorin because he's the only human and can't see in the dark...the thing attacks the last person in line

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

"C'mon Glorin! Ye can rip th' thing in 'alf!" Clandelve yelled.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sucks to be the blind human =)

Scarab Sages

#76925-25 Male Dwarf Shaman (Speaker of the Past) 8 | HP: 93/93| AC: 21/11/21|Init: +0| Perc: +13| Fort:+5| Ref:+3| Will:+11|CMB: +9| CMD: 19|A.H.Pick:+10:1d6+3|AS WarHammer:+10;1d8+3|CI Axe:+10:1d8+3|Ances:+11;1d10+4| Evil Eye (DC 19)| Mon.Insight 2/day| Know.Ages 5/day| Ances.Weapon 8mins/day
Skills:
Acrobatics: -2 Appraise: +5| Bluff:-1| Climb:-2| Dip: +3| Heal: +9| K.(Nat/His/Pla/Reli/Loc): +15| K.(Others):+7| Linguis: +12| Pro(Libarian):+15| S.M:+5| Spell:+13| Stealth: -5| Sur: +13| UMD:+7| Hop 80ft/day

Thanks Sickly
The old dwarf finally makes his way to his companions.
"Got lost." as way of explanation as he grumbles about it.
Seeing Glorin in trouble though, he lashes out with his axe now with a longer shaft.
Swing, carefully with reach 1d20 + 4 ⇒ (20) + 4 = 241d12 + 4 ⇒ (7) + 4 = 11
Confirm crit 1d20 + 4 ⇒ (5) + 4 = 92d12 + 4 ⇒ (2, 4) + 4 = 10

Silver Crusade

M Human Two Weapon Fighter 4 [HP 30/36 | AC 19/ff17/t13 | CMB +9 CMD 21 | Per +8 Init +2 | F+5 R+3 W+1 | +1 Urgrosh +11 (1d8+10/x3) or +9/+9 (1d6+8/1d8+8/x3) | PA -2 atk, +4/+6 dam]

"Aw, what the--Acghh!"

Glorin grabs the thing around his head and yanks.

Grapple check: 1d20 + 5 ⇒ (2) + 5 = 7

Scarab Sages

Welcome Kalaron. Glad to see you made it here as well.

Kalaron is able to slice through the tentacle thing that's trying to envelop Glorin's head and invades his mouth, nose and ears, cutting it in half.

Glorin can then easily pick off any remaining fleshy bits and toss them away.

So grant total for your first combat in the new adventure: 3 damage for Glorin..and some fleshy tentacle parts ;)

Scarab Sages

The stairs continue downward for another 100' or so, before terminating in a small chamber. Old carvings cover the walls of this square chamber, thick with dust and cobwebs. Three sets of stone double doors stand in the three facing walls. Heavy bronze seals emblazoned with the symbol of Pharasma secure the doors against whatever lies beyond.

Knowledge(History) DC 15:

Whilst studying the engravings, you notice references to the seven Runelords of ancient Thassilon.

Perception DC 15:

You notice some graffiti scrawled on the northern wall, which reads, “My heart beats on the wrong side of my chest, or is it right? Is left right, or is it wrong? I don’t know what it means, or why...”

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Wasn't me, was Kalaron!

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

"Long way down." Sickly mutters, as the stairs finally open up into the small room.

Any of the seals broken? If something's been moving back and forth, seems like they had to go through one of these. Perhaps tracks showing things moving about?

Survival (tracks): 1d20 + 7 ⇒ (14) + 7 = 21

Scarab Sages

Sickly wrote:

Wasn't me, was Kalaron!

Sorry, must have been the crit with a reach weapon that threw me off ;)

Scarab Sages

Nothing seems to be broken as far as you can tell. There are some human sized boot print around. They remind you a lot of the boot prints the Priests of Pharasma would have made..in case they would have send someone here to check to see if the doors are still closed.

Liberty's Edge

Male Dwarf Fighter (Two-Weapon Warrior) 7/Rogue 1 HP 75/75; AC 23; TCH 14; FF 19; F +9; R +8; W +4; CMB+10; CMD 24; Speed 20FT; Init +3; Perception +8;

Elliot also Looks around.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

perception: 1d20 + 6 ⇒ (13) + 6 = 19
knowledge:history: 1d20 + 2 ⇒ (9) + 2 = 11 (Can make any Knowledge:History checks untrained if they involve dwarves or dwarven enemies)

Clandelve looked through the dusty chamber, examining the three doors and the seal of Pharasma.

"Oy, lads! Look at these scribblings!" he said as he pointed out the graffiti. "Seems strange fer a sacred place, t'ave writin's like this on th' walls. Could be a first clue as t' who's doin' this."

Though it might be a sign we're dealin' with more undead, Clandelve thought, swallowing hard.

Scarab Sages

#76925-25 Male Dwarf Shaman (Speaker of the Past) 8 | HP: 93/93| AC: 21/11/21|Init: +0| Perc: +13| Fort:+5| Ref:+3| Will:+11|CMB: +9| CMD: 19|A.H.Pick:+10:1d6+3|AS WarHammer:+10;1d8+3|CI Axe:+10:1d8+3|Ances:+11;1d10+4| Evil Eye (DC 19)| Mon.Insight 2/day| Know.Ages 5/day| Ances.Weapon 8mins/day
Skills:
Acrobatics: -2 Appraise: +5| Bluff:-1| Climb:-2| Dip: +3| Heal: +9| K.(Nat/His/Pla/Reli/Loc): +15| K.(Others):+7| Linguis: +12| Pro(Libarian):+15| S.M:+5| Spell:+13| Stealth: -5| Sur: +13| UMD:+7| Hop 80ft/day

Perception 1d20 + 3 ⇒ (16) + 3 = 19
Knowledge (History) 1d20 + 2 ⇒ (1) + 2 = 3

"Aye though it maybe a riddle, some half baked poem or a joke....." grumbles Kalaron, his sides aching from that swing.

"Something about 7 Runelords though. Can't exactly remember now...Must have forgotten more things than I have learnt."

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sickly spends the first while, having a sneezing fit, as centuries of dust and spider webs decide to kick his ass.

"Fun" He wheezes after a while. He then goes about examining the rightmost door, occasionally tapping on it with one gauntleted fist.

"We just open one?" He eventually mutters, unsure.

Scarab Sages

Just to inform you, the door is closed and can't be opened..other then by using the chime. And it will close after you pass through it, so as the priestess told you..safe one charge of the chime if you ever plan to get out again

@Clandelve; The knowledge check has nothing do with dwarfs, so you can only get an untrained 10

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

I'll likely roll it anyway if it's possible it has anything to do with dwarves or their enemies. For example, if these Rune Lords ever enslaved dwarves or used goblinkind or giants as their henchmen, it seems I might have a shot. But since I don't know that, I'll just roll it if history comes up and you can tell me no. :)

"This is the part I don' like," Clandelve said. "T' use some magic trickery t' get back out. I hope ye all 'ave sharp picks," he muttered.

Looking at the three doors, Clandelve tried to determine if one had seen more use than others.

survival: 1d20 + 1 ⇒ (14) + 1 = 15

"Probably does nae matter much which we take. Pick one, an' le's go."

Scarab Sages

All doors have seen the same amount of use (or no use to be more acurate). Map is linked at the top, I've also added an avatar for Kalaron so we don't confuse the blue squares with each other.

Liberty's Edge

Male Dwarf Fighter (Two-Weapon Warrior) 7/Rogue 1 HP 75/75; AC 23; TCH 14; FF 19; F +9; R +8; W +4; CMB+10; CMD 24; Speed 20FT; Init +3; Perception +8;

"I would suggest we take the middle one."

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

"Agreed," Clandelve said, blowing some dust from the middle doors.

"Someone activate that chimey doodad. Le's roll."

I hate magic, Clandelve thought.

Who has the chime?

Scarab Sages

Was never decided, so I'm fine with saying you

Clandelve (or someone else if Clandelve hates magic so much he doesn't want to touch the most powerful magic item this party has) taps the chime against the middle door and with a loud ringing the double doors open

Bodies wrapped in age-yellowed linens lie in alcoves lining both sides of this wide corridor. Thick cobwebs hang from the ceiling and drape the walls of the crypt; everything is coated in a deep layer of dust. At the other end of the corridor is another set of double doors

I asked for a single file marching order..but I guess you guys won't walk into a 2 person wide corridor in single file..so what's your plan/marching order for wider corridors?

It also might be helpful if you have some standard action sequence for opening doors/exploring rooms/corridors..since you will do it a lot. If you just tell me what you do in what order I can use that and roll for stuff in most situations. And where everyone will roughly be. Helps me to determine what happens when you open a door and get ambushed/who is in the traps blast area/pit trap,etc. ;)

If you don't want to decide before hand but on a case-by-case basis I'm fine with that as well. It might just take a bit longer to get through this module

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

I agree that we should have a procedure to keep things moving more quickly. I suggest we keep the same marching order in a wider hallway, but do something staggered when we are able, such as:

Elliot Right Front
Sickly Left, 5' back
Clandelve Right, 5' back
Kalaron Left, 5' back
Glorin Right, 5'back

When we reach a new door, we should probably rotate between the front couple guys opening the door so as to not have one too beat up. Anyone agree with that or have additional input?

EDIT: I placed the icons on the map in the way I'm proposing.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Well, the general idea will be to move slowly... we're dwarves, that's how we roll!

Corridors and Rooms: everyone does an active Perception check, then assuming we don't spot anything, go to the afore mentioned order. So Elliot will get a passive Stonesense check at 10' from any trap/secret door (at +4). Then Sickly will get one when Elliot is 5' from the trap (at +9). Hopefully one of us spots it before someone steps in it =). If the trap's not in stone or metal, we're outta luck =)

Doors: We just assume we take a minute on each door to take a 20? Kalaron can scan them with detect magic in case there are magical traps. Then Sickly can search with a guidance from Kalaron. Given they are likely all metal or stone (thus Stonesense applies), that means he hits a 30 for locating traps and the like (28 for hearing things). Which is about as good a chance as we're going to get there.

No idea what happens if we actually find a trap, however. Hope Elliot can disable it. If we assume he removes his shield, uses his new tools and gets a guidance from Kalaron, he's at a +5 on disable device. Same for opening locks though he can take a 20 on those for a 25. We can decide this stuff if we find it.

Liberty's Edge

Male Dwarf Fighter (Two-Weapon Warrior) 7/Rogue 1 HP 75/75; AC 23; TCH 14; FF 19; F +9; R +8; W +4; CMB+10; CMD 24; Speed 20FT; Init +3; Perception +8;

That sounds fine to me.

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