GM Mauve - PFS 1e Module: The Godsmouth Heresy (Inactive)

Game Master MauveAvengr

Maps and Slides

Pharasma, Crypts, Undead, Kaer Maga. What more could you ask for?


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Grelthe steps inside the posh room, attempting to look for anything hidden. As she steps past the first set of alcoves, a colorful spray erupts from the north.

Grelthe must make a DC 12 Will save vs. Color Spray.

As the spray covers Grelthe, she hears sounds of footsteps as a skeleton covered in blood steps out of the second alcove.

GM Screen:

Aatish: 1d20 + 8 ⇒ (3) + 8 = 11
Andros: 1d20 + 1 ⇒ (2) + 1 = 3
Grelthe: 1d20 + 1 ⇒ (9) + 1 = 10
Rachel: 1d20 + 4 ⇒ (11) + 4 = 15
Roomba: 1d20 + 5 ⇒ (16) + 5 = 21
Tavon: 1d20 + 3 ⇒ (10) + 3 = 13

?: 1d20 + 6 ⇒ (13) + 6 = 19

Only Roomba is quick enough to react in time before the skeleton approches any further

------------

[u]Round 1[/u]

Roomba

Bloody Skeleton

Aatish
Andros
Grelthe (Must make a DC 12 Will save vs Color spray)
Rachel
Tavon

Roomba is up!

DC 10 Knowledge (religion) to ID this bloody skeleton

Sovereign Court

alternate portrait | Female Half-Orc Paladin (Holy Tactician) 2 / Skald (Dragon Skald) 1 | HP:24*/24* | AC:21*/11*/20* | CMD:17*/16* (+1 vs grapple) | Saves: F8*/R3/W7* (+2 vs fear effects; additional +2 to 1st fear save/day) | Init:1 | Senses: Darkvision, Perception:5 | Sense Motive:4 | Speed in Armor: 20' | Raging Songs 5/5 | Lvl.1 Spells 2/2 | Messenger bag reroll 1/1 | Faction Pin 1/1 | Active Conditions: None

Will save DC12: 1d20 + 2 ⇒ (3) + 2 = 5
Kn.Religion: 1d20 + 3 ⇒ (10) + 3 = 13

Silver Crusade

”Roomba” | Female LG android Swashbuckler 3 (Courser) | HP 31/31 | AC 21, T 16, FF 15 | CMD 19 | F +3 R +6 W +2; +4 on saves vs. mind-affecting effects, paralysis, poison, and stun effects; Immune: disease, sleep | Init +5 | Darkvision, Low-light vision, Perc +8 | Speed 35ft | Panache: 1/1 | Active Conditions: None.

Roomba draws her silver hammer and sheathes her sword.


Roomba sheathes her sword and draws a weapon that she believes will help defeat the skeleton.

As Grelthe slowly closes her eyes and falls to the ground, she knows something about this skeleton. Bludgeoning weapons are best. It also can heal itself rather quickly!

But Grelthe is now unconscious, blinded, and stunned for 2d4 ⇒ (3, 1) = 4 rounds. Then she is blinded and stunned for 1d4 ⇒ 4 rounds then stunned for 1 round. -6 AC (-2 from Stunned, -2 from Blinded, -2 for dropping shield)

GM Screen:

?: 1d20 ⇒ 10
?: 1d6 ⇒ 1

?: 1d20 - 3 ⇒ (13) - 3 = 10
?: 1d4 + 1 ⇒ (4) + 1 = 5

The skeleton moves up and slashes at Grelthe with its broken scimitar. It barely slices her. With it's claw, the skeleton slashes Grelthe again, dealing a significant more amount of damage.

------------

[u]Round 1[/u]

Roomba

Bloody Skeleton

Aatish
Andros
Grelthe (-6 hp, unconscious, blinded, stunned)
Rachel
Tavon

-----------

[u]Round 2[/u]

Roomba

Bloody Skeleton

Aatish
Andros
Grelthe (-6 hp, unconscious, blinded, stunned)
Rachel
Tavon

Everyone is up!


Rachel shoots the abomination calling upon the power of her god.

+2 str mwk darkwood composite longbow, point blank shot, smite evil vs. undead: 1d20 + 6 + 1 + 2 ⇒ (19) + 6 + 1 + 2 = 28
smite dmg, first shot against undead, bypasses all DR: 1d8 + 2 + 1 + 4 ⇒ (5) + 2 + 1 + 4 = 12


With that, the skeleton clatters to the floor! It's destroyed.... but Grelthe knows that it may regenerate after a time.

Once Grelthe wakes up, she can tell the others what she knows. The rest of the crypt has nothing of note.

If anyone else enters the room, please make the Will save described here.

Ready to move on to statue 3?

Grand Lodge

male human cleric(Sarenrae)1, HP 12/12, AC/T/FF 18/11/17, F +3, R +2, W +5, Init +1, Perc +3

will: 1d20 + 5 ⇒ (17) + 5 = 22

Andros enters the room.

Ahh...makes sense now...


Let's assume you clear the rest of the crypts. There are two ghouls, a lemure, and a swinging glaive trap. You easily defeat them all and acquire whatevers in there.

Once the Pathfinders finish looting exploring the rest of the crypts, there is only one thing left: dealing with Esme, the non-evil undead.

What do you want to do with her? Bring her up to the surface and have the Church of Pharasma deal with her? Leave her here to fend for herself? Bring her to Yrix, the goblin snake and have them leave together?

Grand Lodge

male human cleric(Sarenrae)1, HP 12/12, AC/T/FF 18/11/17, F +3, R +2, W +5, Init +1, Perc +3

i think we should let Esme leave...she's not evil...help her get to the surface and she can run off somewhere

Silver Crusade

”Roomba” | Female LG android Swashbuckler 3 (Courser) | HP 31/31 | AC 21, T 16, FF 15 | CMD 19 | F +3 R +6 W +2; +4 on saves vs. mind-affecting effects, paralysis, poison, and stun effects; Immune: disease, sleep | Init +5 | Darkvision, Low-light vision, Perc +8 | Speed 35ft | Panache: 1/1 | Active Conditions: None.

Yes as we already discussed we bring her to the goblin snake and show her the exit.


Just re-confirming the plan

The Pathfinders meet up with Esme, who has now packed up most of her belongings. You bring her (and her two skeletal companions) to Yrix, the goblin snake.

"Whatttt issss thisss?" Yrix asks. "You want me to do what?". The goblin snake slithers around, inspecting Esme and the skeletons. "That'll be five gold piecesssss. I'll make sure she makes it safe to the surface.".

Esme doesn't look scared, but exhausted and ready to move on. "Let's meet up on the surface in a few days. Perhaps you can introduce me to this Pathfinder Society? Maybe I can become an agent or something. I'm handy with a sword.". She smiles and prepares to say goodbye.

Sovereign Court

alternate portrait | Female Half-Orc Paladin (Holy Tactician) 2 / Skald (Dragon Skald) 1 | HP:24*/24* | AC:21*/11*/20* | CMD:17*/16* (+1 vs grapple) | Saves: F8*/R3/W7* (+2 vs fear effects; additional +2 to 1st fear save/day) | Init:1 | Senses: Darkvision, Perception:5 | Sense Motive:4 | Speed in Armor: 20' | Raging Songs 5/5 | Lvl.1 Spells 2/2 | Messenger bag reroll 1/1 | Faction Pin 1/1 | Active Conditions: None

Grelthe has no problems letting Esme and Trix leave, together or apart, up to them. As long as they aren't harming anyone, they have a right to exist as they see fit. Grelthe will wrestle with her conscience about it a bit, then let Esme know Ankar-Te tends to be hostile to intelligent undead so she may want to play dumb, at least at first, and wishes her luck. Grelthe tells Esme she will continue to research how this condition has affected Esme's eternal soul and gives Esme her contact information.

Grelthe will happily pay Yrix's fee.

The Concordance

LN Male Gnome follower of Asmodeus | Mesmerist 5 | usually enjoying his intimidating aura and allegedly superior presence | | HP 30/47| Riding dog HP 6/13 | AC 23 T 10 FF 22 | CMD 8 | Darkvision | Speed 15 ft (40ft on riding dog) | F: +8 (+2 vs. Death Effects, +4 vs. Diseases/Poisons), R: +7, W: +14* | Init: +9 | Perc. +5, Dipl. +19, Intim. +19, Sense M. +5, Bluff +18 | Retroactive bonus 4/5 | Tricks 9/9 | Breath 3/5 | Reroll 0/1 | Spells: 1st 6/6, 2nd 4/4 | Active conditions:

Aatish feels super uncomfortable but really relies on Andros to make the decision.

Grand Lodge

male human cleric(Sarenrae)1, HP 12/12, AC/T/FF 18/11/17, F +3, R +2, W +5, Init +1, Perc +3

Esme, I hope you can find whatever it is you're looking for out there. I know it may be against my church's beliefs to let you go, but so be it. I am sure they did not expect this kind of scenario... Andros says as he struggles with the decision, but knows he is making the right one.


Esme waves farewell as Yrix descends down the stairs near her lair. "Hope to see you again, in a much better circumstance."

Now, how do you exit? The front entrance where you came in? It's locked and you'll have to use the chime of opening. Or the secret stairwell that leads directly to the temple up above (near Svilennius's lair)?

Grand Lodge

male human cleric(Sarenrae)1, HP 12/12, AC/T/FF 18/11/17, F +3, R +2, W +5, Init +1, Perc +3

I think the prudent way is by saving the charge for the chime...it's what a responsible agent would do I think...

Silver Crusade

”Roomba” | Female LG android Swashbuckler 3 (Courser) | HP 31/31 | AC 21, T 16, FF 15 | CMD 19 | F +3 R +6 W +2; +4 on saves vs. mind-affecting effects, paralysis, poison, and stun effects; Immune: disease, sleep | Init +5 | Darkvision, Low-light vision, Perc +8 | Speed 35ft | Panache: 1/1 | Active Conditions: None.

I vote we come out the same way we came in, by using the chime. The priestesses are waiting on the other side of that door I believe.


One vote for secret stairs, one vote for chime. Tavon, Aatish, Grelthe?

Grand Lodge

”Tavon” | male CN human hydrokineticist 2 | HP 25/25 nonlethal damage: 0 | AC 17, T 13, FF 14 | CMB –1 CMD 12 | F +9 R +7 W +2 | Init +3 | Perc +5 SM +1 | Speed 30ft | burn 8/8 | Active Conditions: None

Chime

The Concordance

LN Male Gnome follower of Asmodeus | Mesmerist 5 | usually enjoying his intimidating aura and allegedly superior presence | | HP 30/47| Riding dog HP 6/13 | AC 23 T 10 FF 22 | CMD 8 | Darkvision | Speed 15 ft (40ft on riding dog) | F: +8 (+2 vs. Death Effects, +4 vs. Diseases/Poisons), R: +7, W: +14* | Init: +9 | Perc. +5, Dipl. +19, Intim. +19, Sense M. +5, Bluff +18 | Retroactive bonus 4/5 | Tricks 9/9 | Breath 3/5 | Reroll 0/1 | Spells: 1st 6/6, 2nd 4/4 | Active conditions:

Chime.

Grand Lodge

male human cleric(Sarenrae)1, HP 12/12, AC/T/FF 18/11/17, F +3, R +2, W +5, Init +1, Perc +3

chime works...


The Pathfinders make their way back to the entrance. They walked through the door not too long ago, but it feels like they've spent months in this place.

With a quick flick of the wrist, the chime opens up the door and they are greeted by various Pharamins. Eventually, they meet up with Valanthe Nerissa (who had given them their mission). "What did you find in there? Did you discover what was happening to the bodies?". The priestess takes down any and all notes that you tell her.

"Is it safe to go down there now? Are there any more hazards?"

Grand Lodge

male human cleric(Sarenrae)1, HP 12/12, AC/T/FF 18/11/17, F +3, R +2, W +5, Init +1, Perc +3

It is fairly safe. There is a set of traps that reset after a short time...a skilled trapsmith would be handy...and one other hazard...the bone gate. There is a few spots we could not get to though. Other than that...should be clear.

Sovereign Court

alternate portrait | Female Half-Orc Paladin (Holy Tactician) 2 / Skald (Dragon Skald) 1 | HP:24*/24* | AC:21*/11*/20* | CMD:17*/16* (+1 vs grapple) | Saves: F8*/R3/W7* (+2 vs fear effects; additional +2 to 1st fear save/day) | Init:1 | Senses: Darkvision, Perception:5 | Sense Motive:4 | Speed in Armor: 20' | Raging Songs 5/5 | Lvl.1 Spells 2/2 | Messenger bag reroll 1/1 | Faction Pin 1/1 | Active Conditions: None

Aw man, I forgot about the bone gate - we totally should have gone back to that!

"We cleared out every space we could find and access, we were quite thorough." She warns them about the electricity traps in the statues, and hands over any Pharasmin relics we had secured. She conveniently leaves Esme out of her succinct summary.

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