Jump to content

Darcstaar

The Godsmouth Heresy

Recommended Posts

Copyright 2010 Paizo Publishing.

 

Using the Pathfinder Rules from the Pathfinder Core Rulebook

Sixth Printing, 2013 and copyright 2009 and on

Also uses Open Game License Content 1.0a Copyright 2000 Wizards of the Coast

Share this post


Link to post
Share on other sites

No one knows who carved the cyclopean faces that perch on the cliffs below the city of Kaer Maga, gazing sternly upon the lands of Varisia below.  Some say these visages depict the legendary Runelords of Thassilon, while others claim they represent dieties far more ancient than the upstart gods of modern Avistan.  Their depths are still unplumbed, their mystery still unsolved, for when you venture inside the mouth of a god, who knows what you might find.

Share this post


Link to post
Share on other sites

Adventure Background

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 below Kaer Maga.

Share this post


Link to post
Share on other sites

Each adventurer finds out about a potential lead on a mission, in their own particular way.  It could be from an inn posting, tavern gossip, robed figure while in contemplation and prayer at the same temple.

 

Essentially, each of you is summoned for a midnight meeting with the message-bearer's mistress, in the Bottoms District, at the Church of Pharasma known as the Godsmouth Cathedral.

The four of you arrive near-simultaneously.  You are led to a small side-chapel dedicated to a Pharasmin Saint.  After a few moments, you are greeted by an attractive young human woman wearing simple robes, but with some poorly hidden jewelry and symbolism denoting some rank within the church.   Upon entering, she motions you to sit, and nods at an acolyte, who brings you some fresh bread and watered down wine for refreshment.

 

"Hello, adventurers.  Thank you for answering Pharasma's summons.  I am Valanthe Nerissia, a member of the church.  I have been tasked with getting to the root of a... shall we say... delicate problem within the church."

 

In a well-practiced graceful move, she smooths her skirts and maintains a calm grace on her face.

 

She continues: "Our church maintains the Godsmouth Ossuary, where the town's wealthier members can pay to inter their deceased loved ones with the understanding that by doing so, our prayers may help guide their spirits to the afterlife, and prevent them from becoming unquiet restless dead."

 

"We actually have been running into a problem as of late.  Our grave-tenders down there have recently noticed some bodies going missing.  We would like you to investigate what is happening to the bodies, and put a stop to the problem.  If you can successfully do so, we will award your group with a fee of 500 gold pieces.  Also, if you can completely clear out that level of the ossuary of any other threats, will will award you a bonus of 250 gold pieces.  Whatever else valuable that you may find down there in the sealed crypts that is not of significance to the Pharasmin Church are yours to keep."

 

A stern look crosses her face as she concludes: "Now, I am sure you realize that the church business of this nature is very delicate, and must remain just between the few of us who know."  Her look suggests that she means business, and that wagging tongues would be met with more than just disapproval.

 

"If you would like to go now, I can direct you there.  If you need additional time for preparations, please return here by noon tomorrow."

  • Like 1

Share this post


Link to post
Share on other sites

Ma'alik smiles broadly at the Pharasman's words.  "A thousand blessings upon you and this cathedral!  It would be my honor as one of The Dawnflower's swords on earth to assist in securing the sanctity of your Lady's ossuary.  The dead deserve their rest and for their remains to remain undisturbed.  I shall not rest until I discover who or what is disturbing their rest."

 

"You can also rely on my utmost discretion."

 

During his impassioned pledge of assistance, Ma'alik also notes the religious jewelry and tries to remember what rank in the church that it symbolizes.

 

Know:Religion: (d20)16+5=21

 

"I am ready to serve at a moment's notice, but if my companions," he looks around at the rest of the adventurers seated around the table, "need time to prepare then I can either assist them in their preparations, or spend the time in prayer or contemplation."

Share this post


Link to post
Share on other sites

Sturgis seems to half hobble, half-stumble into his seat, sitting with a grimaced face, he accepts the wine and bread graciously, saying a quick prayer to the Dawnflower and another respectful prayer towards Pharasma.  He takes a bite of the bread, and a small sip of the wine. 

 

"Greetings, Priestess Nerissia.  Thank you for allowing the me to assist your church."

 

He looks towards Ma'alik and continues.

 

"It seems that the Dawnflower has sent servants to help in this time of need.  Certainly, the dead deserve their rest, and anyone who disturbs that needs to be brought to justice.  I also see no reason to alarm the residents of the city, as we have no need of riots, again, in the city.  It's hard enough to walk down the street as it stands." 

 

He smiles a warm smile, although the concern is otherwise evident in his face. 

 

"While I am from here, I do not recognize the others, albeit that one here follows the Dawnflower as well.  I believe we should introduce ourselves to one another.  I will begin. My name is Sturgis Rocher, and I am a follower of Saerenrae, a lesser priest, as it were." 

 

He, too will try to ascertain more information about the Godsmouth Ossuary as well as the items Nerissia is wearing.

Knowledge:  History 1d20+6:  25

Knowledge:  Religion 1d20+6:  11

 

 

 

Crunchy stuff:

 


Sturgis Rochar
NG Human Cleric 1

Str 15
Dex 6
Con: 14
Int: 14
Wis: 16
Cha 15
Saves:
Fort +3
Ref -2
Will +5

HP: 10
Init: +0
AC: 15 (-2 Dex, +5 Armor, +2 Shield), Touch 8, FF 15.

Trained Skills:
Diplomacy +6 (1 rank, +3 class, +2 Cha)
Heal +7 (1 rank, +3 Class, +3 Wis)
Knowledge: History +6 (1 rank, +3 Class, +2 Int)
Knowledge; Religion +6 (1 rank, +3 Class, +2 Int)
Sense Motive +7 (1 rank, +3 Class, +3 Wis)
Spellcraft +6 (1 rank, +3 Class, +2 Int)

Languages: Common, Celestial, Goblin, Orc, Elven

Feats: Cosmopolitan, Selective Channel

Traits: Reactionary and Sacred Touch.

Favored Class: Cleric
Class Abilities: Spellcasting, Orisons,
Channel DC 12, 5/day. 1d6 Healing/Damage

Domains: Fire and Healing.
Domain Powers:
Fire:  
Granted Powers: Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of  divine fire from your outstretched hand. You can target any single foe within 30 feet as a
ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

 

Healing:   Rebuke Death (Sp): You can touch a living creature as a standard action, healing it or 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Equipment (total weight 95 pounds, medium load)
Weapons: Dagger, Heavy Mace, Scimitar.
Armor: Scale Mail, Heavy Wooden Shield

Other Gear:
Backpack, Bedroll
Waterskin
2 Traveler's outfits
50' Silk Rope
Grappling Hook
Wooden Holy symbol.

Expendables:
One vial of holy water
3 sunrods
6 Days trail rations

2 GP.



Prepared Spells Crunch:

Level 0 (3 prepared):  Light, Read Magic, Detect Magic
1-  (2 prepared): Comprehend Languages, Shield of Faith
Lv 1 Domain:  Burning Hands

 

Share this post


Link to post
Share on other sites

"It would appear that Saranrae has no small interest in this matter, that alone is interesting enough for me to pursue it to it's end. That my own path lead me here as well makes it a matter worth pursuing, even if it does lead into the resting places of the dead." The elf said as he scratched thoughtfully at his angular jaw and chin. Looking around at his, temporary, companions. "It seems then, we shall be working together on this. I am Janalyth, follower of Shelyn. I have picked up a few skills in my travels that I think you shall find useful, I hope the return may be true as well. I have no qualms about aiding the Lady of Graves in a task or two, but I would rather refrain from meeting her any time soon"

Share this post


Link to post
Share on other sites

"My friends, I have been remiss. I am Ma'alik ben Sulimen, a faithful servant of The Dawnflower, may her blessings forever shine down upon us. I am a friend to the faithful and a scourge to the wicked!" he says patting the hilt of his scimitar. "I have but recently arrived from Quadria, here to perform good deeds."

Share this post


Link to post
Share on other sites

Sillilial sits strangely lopsidedly on his chair, for most of the talk he looked interested, but his gaze kinda faded off into the middle distance somewhere through the middle. The young man has golden eyes and hair to match with a pale completion looking almost, but not quite angelic. "Reaver says it's ok so I'm in".

Share this post


Link to post
Share on other sites

Ma'alik has the impression that Valanthe is a middling priestess of Pharasma, but her jewelry denotes her as Cryptmistress, which is a little more upwardly mobile than someone her age would usually achieve. She also has symbolism of the Sepulcherine order, which you know is shrouded in secrecy and mystery.

 

Sturgis recalls reading something about the Godsmouth Ossuary being used by the elite of Kaer Maga for many centuries, and that the price of admission is quite steep.

 

After a few moments, when Valanthe can sense that none of you are rejecting the mission, and no one wants to leave to run any errands, she'll continue.

 

"Excellent!  We can proceed at once."  She gets a gleam in her eye you suspect is relief mixed with ambition.
She nods to an acolyte who leaves on an errand, and she and another acolyte walk you out of the Cathedral, and to a trail that leads you to a long, twisting cliffside path to the Godsmouth Ossuary.  Once you pass through the mouth of the Unnamed King, you are in the Ossuary proper.  Robed and hooded Pharasmin priests silently tend to the deceased.  Valanthe leads you 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.  Valanthe stops before a locked door.

 

After a moment, the acolyte she send away returns with two small chests, and hands them to Valanthe.

 

She addresses you again.
"This is the only known entrance to the lower level of the Ossuary.  Once you pass this door, we will lock it behind you."  She fishes out a slim tube of Mithral out of the smaller chest.

 "We won't open the door for you, for our own protection in case your group is compromised, so we are sending you with this Chime of Opening.  It only has 5 charges, so make sure you keep at least one charge so that you can open the door to let yourselves out."  She hands it to Janalyth.

 

She continues "Because you will not be able to come and go at will, we are providing you with one curing potion and one vial of holy water each.  Use them well!"

 

With that, she reaches into her robe and pulls out a large iron key, and unlocks the door.  The Godsmouth Ossuary awaits...

Share this post


Link to post
Share on other sites

post-13529-0-64542500-1481073771_thumb.jpg

 

The door grinds open despite long years of disuse.  Within, a stone spiral staircase descends into the earth.

 

 The staircase space is 10 ft x 10 ft. and goes down 60ft (for those of you with darkvision).

There is some light from the doorway before Valanthe shuts you in and locks the door behind you.
The door is along the southern wall here, not depicted.

Before you enter, you see that there is some space between the stair and walls, at the corners.  It's too tight for Medium Characters, but a small character could squeeze in there (none in the party).

 

What do you do?

Share this post


Link to post
Share on other sites

the first thing he does when the door is shut behind is turn to examine it to be sure that it can not be opened from this side, other than by magical means (and begs the Dm to let him fix his character sheet, for some reason I didn't put any ranks in disable device. Not sure how I missed that )

  • Like 2

Share this post


Link to post
Share on other sites

Sturgis, first puts his seeing the darkness closing in says a small prayer to Sarenrae and touches his cap.  The cap begins to glow with a soft, whitish-yellow light.  (cast Light).  After he does this, he undoes his shield from his back, strapping it onto his left arm, which doesn't look like it could hold anything, and leaves his other arm unarmed for the time being. 

 

"The light doesn't last long, but I can re cast it as needed.  Who wants to head down first?"

 

Who wants to carry the chime of opening?  I can, but I don't want to be overbearing with carrying "quest gear."

 

DM D20 Rolls:  17, 9.

 

Crunchy stuff:

 


Sturgis Rochar
NG Human Cleric 1

Str 15
Dex 6
Con: 14
Int: 14
Wis: 16
Cha 15
Saves:
Fort +3
Ref -2
Will +5

HP: 10
Init: +0
AC: 15 (-2 Dex, +5 Armor, +2 Shield), Touch 8, FF 15.

Trained Skills:
Diplomacy +6 (1 rank, +3 class, +2 Cha)
Heal +7 (1 rank, +3 Class, +3 Wis)
Knowledge: History +6 (1 rank, +3 Class, +2 Int)
Knowledge; Religion +6 (1 rank, +3 Class, +2 Int)
Sense Motive +7 (1 rank, +3 Class, +3 Wis)
Spellcraft +6 (1 rank, +3 Class, +2 Int)

Languages: Common, Celestial, Goblin, Orc, Elven

Feats: Cosmopolitan, Selective Channel

Traits: Reactionary and Sacred Touch.

Favored Class: Cleric
Class Abilities: Spellcasting, Orisons,
Channel DC 12, 5/day. 1d6 Healing/Damage

Domains: Fire and Healing.
Domain Powers:
Fire:  
Granted Powers: Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of  divine fire from your outstretched hand. You can target any single foe within 30 feet as a
ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

 

Healing:   Rebuke Death (Sp): You can touch a living creature as a standard action, healing it or 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Equipment (total weight 95 pounds, medium load)
Weapons: Dagger, Heavy Mace, Scimitar.
Armor: Scale Mail, Heavy Wooden Shield

Other Gear:
Backpack, Bedroll
Waterskin
2 Traveler's outfits
50' Silk Rope
Grappling Hook
Wooden Holy symbol.

Expendables:
2 vials of holy water

One potion of Cure Light Wounds (1d8+1)
3 sunrods
6 Days trail rations

2 GP.



Prepared Spells Crunch:

Level 0 (3 prepared):  Light, Read Magic, Detect Magic
1-  (2 prepared): Comprehend Languages, Shield of Faith
Lv 1 Domain:  Burning Hands

 

Edited by Darkmeer

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By haldir
      https://www.kickstarter.com/projects/dynamiteent/pathfinder-limited-edition-statue
       
      Seen this one over on the Paizo blog page. For fans of Seoni, the iconic sorcerer class in Pathfinder. Love that there is a unpainted version & it's based off the 1st edition artwork.
       
      The unpainted version is a $99 dollar pledge.
       
       
    • By Darcstaar
      This was my entry for the Reaper Fan Facebook Page Paint Your Giants Contest.
      This is the biggest thing I ever painted not on a canvas.
      The last time I entered one of these, I felt like it would have done better if the base told more of a story, so that is what I tried to achieve with this one.
      I wanted it to portray REVENGE!
      The Jarl had his left eye gouged out by a young upstart white dragon.  He healed, regrouped, and hunted down the dragon to enact his revenge.
      I hope you like it.
      The final results have now been posted.  He placed 4th behind some mind-blowing work.
       

       
      I wanted some orange on the model to play against the blue skin, for color theory.
      Originally, it was going to be glowing runes on the rock and skulls, but I abandoned that for the sake of time/completion.
      I settled with orange tones in the leather.
       
       
       
      I wasn't really sure how to get the TMM of the crown to look like a gouge, or how to make his blue skin look like a scar.
      I'm not entirely sold on the result, but I'm sure I'll try again some day on a different model.
       
      The Monster Manual suggests blue skin with white/gray/dirty blonde hair is the usual coloration.  I tried to go to full white for the highlights of the face to make it the focal point.
       

       
      I wanted him to look like he was wearing a polar bear pelt, and that all the fur trim was also polar bear.
       


      I tried to make it look a little muddy on the bottom, and on his shoes.
       
       This was how I wanted to weather the inside of the bear skin, to make it look like it had that dried cracked appearance.  Not sure how well it shows up in the picture.
       
       
       
      These were some WIP shots.  The black and white was to figure out how to highlight the sword.
      I wanted the sword and stone items to look like shiny flint.  I hit the sword and most of the other stone items with high gloss varnish to help sell the effect.
       
       
      The front and back of the sword.
       
      Finally, some more details of the base and the white dragon victim.
       


       

       

       
      I wanted to base the dragon as a purple in the recesses, similar to the effect going on on the cover of Hoard of the Dragon Queen module.
      This was the BONES Temple Dragon I sacrificed.  He is smaller, but his tongue sticks out perfectly to sell the dead dragon effect.  And he's not as expensive to replace as Deathsleet!
      I pained his eyes half-rolled into his head to complete the idea.  I tried to freehand some anatomy on there: vertebral body, muscle groups, esophagus, carotid arteries/jugular veins.
      I also tried to be accurate with the blood spray coming from both arteries, and didn't want to go too crazy with the gore.  Finally, I wanted it to look like his hot blood had melted some of the snow.
       
      Overall, this was a wild ride.  The early part of the contest saw him at #2.  Then he gave up some ground and sat at #3 for a long time.
      Then another Frost Giant (Queen) made a great surge at the end to unseat me out of #3 into 4th place.
       
      To be honest, there were so many awesome paint jobs, I'm just humbled and honored to be in the top 20.
      Thanks for looking.
      C&C Welcome.
       
    • By Unruly
      https://www.kickstarter.com/projects/350683997/tales-of-the-old-margreve-5th-edition-forest-adven/description
       
       
      Forests in fantasy roleplaying games are dark places, full of secrets. With this project, we bring the Old Margreve to the 5th Edition of the world's most popular RPG. The Margreve is an ancient, enchanted forest that defends itself from those who come to cut its timber, poach its creatures, or steal its magic. Within its borders the Old Ways are strong, the word of the druids carries great weight, and griffons, dragons, and stranger creatures nest and hunt, undisturbed by humans, dwarves, or other lordlings.  
      Until your adventuring party shows up. Then things get really interesting.
      The Margreve Kickstarter offers three main elements: 
      1) the Tales of the Old Margreve adventure campaign hardcover for the GM, with adventures from levels 1 to 10
      2) a Margreve Player's Guide softcover book of new player options, including new races, druid and ranger subclasses and tools, backgrounds, and forest-themed spells.
      3) (if unlocked) a set of thick cardboard standups, the Margreve Pawns, which are similar to those created for Tome of Beastsand the Creature Codex. Here is a small sample of what that would look like; we anticipate producing 150 to 200 pawns (depending on stretch goals).
      Together with some book-expanding stretch goals, this project provides new deep-forest character options and a full sequence of adventures to draw adventurers into the wilderness and keep them on their toes.
       
      WHY KICKSTART THIS?
      Initially we debated this as a softcover adventure collection, but we soon realized that it was large enough and compelling enough to make into a hardcover volume playable in 5th Edition fantasy campaigns, together with a player supplement. Why not go big?
      Kobold Press is doing something a little different with its digital offerings this time. We're putting our effort into the two print books, and possibly a custom set of pawns—and digitally, full sets of virtual tabletop (VTT) files. That means that we'll have the Old Margreve adventures and source material available on Roll20 and on Fantasy Grounds shortly after the hardcover and softcover volumes ship. 
      With terrific map management, full suites of digital tokens, pre-set monster stats, and more, virtual tabletops make it easier than ever to just sit down and play. The VTT packages for the Old Margreve will be extensive and include everything provided in the print edition—plus the flexibility and speed of online play. We're partnering directly with Roll20 and Fantasy Gournds, two of the leading VTT companies, to make these digital versions complete and powerful.
       
      Contributors
      The designers on this project include lead designer Matt Corley plus contributing designers Dan Dillon, Jon Sawatsky, James Introcaso, and Wolfgang Baur. 
      They build on earlier Margreve work by Richard Pett, Ben McFarland, Tim & Eileen Connors, Dan Voyce, Michael Furlanetto, Wolfgang Baur, and others.
      Shipping costs from the US to anywhere outside North America have risen sharply in recent years, so we are once again partnering with groups in Canada, in the EU, and likely in Australia (depending on the volume of backers there), and if so then Kobold Press will pay customs and import duties for those packages. 
      Our best guess for those Canada-friendly and EU-friendly costs right now are roughly $22 shipping for Canada and roughly $30-and-a-bit for shipping to the EU. We do not have an Australia estimate yet.
      To calculate shipping to your location from the US, you can use the US Postal Service calculator and assume a Medium size flat rate box:  https://postcalc.usps.com/ 
       
       
      https://www.kickstarter.com/projects/350683997/tales-of-the-old-margreve-5th-edition-forest-adven/description
    • By BellTower
      Did a fair bit of free hand with this. Really enjoyable process.  Quite happy with how it turned out.
       
    • By Geoff Davis
      14465: Durin Dwarf Pathfinder Sgt sculpted by Tom Mason.  I never would have tried this blue and bronze colour scheme of my own choice, but one of the players in my D&D game requested it, and now I like it. 
       

       

       

  • Who's Online   9 Members, 2 Anonymous, 0 Guests (See full list)

×