Jump to content

Darcstaar

The Godsmouth Heresy

Recommended Posts

He stepped into the room and looked around carefully, frowning at the mess, and the long ago dried stains.
(perception 16+7=23. Knowledge history 5+8=13)

Share this post


Link to post
Share on other sites

Given their prior foe attacked from above, Sturgis makes sure he looks upwards as he looks about the room as well.

 

"Well, this isn't ominously grisly, at all..."  Sturgis mutters.

 

Knowledge (History) 1d20+6:  16+6=22

Perception:  1d20+3:  10+3=13

 

 

DM rolls:  5 and 9

 

 

Crunchy stuff:

 

 

Sturgis Rochar
NG Human Cleric 1 (of Sarenrae)
XP:  100

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. Used:  1/6

 

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. used 0/6

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

 

Edited by Darkmeer

Share this post


Link to post
Share on other sites

Janalyth finds a secret door on the north wall.  The eastern segment.

 

Sturgis realizes that this room seems to be dedicated to the Thassilonian Sin of Wrath.

Share this post


Link to post
Share on other sites

"Oh, well isn't this interesting" he said as he moved over to study the secret door. checking around the perimeter with both his eyes, and his fingers to try and find how it opens. "Perhaps whomever destroyed this place knew nothing of what it concealed?'

 

(15+7=22 perception 18 and 8 for other DM roll)

Share this post


Link to post
Share on other sites

"I believe opening that may bring the ancient Thassilonian devotion to Wrath upon us.  Do be very careful when you open that.  I am unsure what, if anything, that would cause."

 

DM Rolls 1 and 17

Share this post


Link to post
Share on other sites

Janalyth takes the direction of Ma'alik.

You leave the room and focus on the door immediately to the east, the last one in the end of this hallway.

 

Unfortunately, the door has a superior lock on it which is also Arcane Locked.

It is beyond the skill of Janalyth to open.

After 2 minutes of examination, Janalyth doesn't find any traps...

Do you want to use one charge of the Chime of Opening?

Or, do you want to spend the time to try to forcibly open the door (or hack it to pieces?)

The door is stout wood bound in iron.

Share this post


Link to post
Share on other sites

We will move on to the next door in line in this hall. If the door is locked (and warded) then it should be safe from our point of view. Is anyone making the area? We should note to come back to it at some point.

Share this post


Link to post
Share on other sites

Sturgis does not have any chalk with him, nor any writing utensils.  He's making mental notes of where we've been, but probably not entirely accurate.

Share this post


Link to post
Share on other sites

post-13529-0-81085500-1485637658.jpg

 

Janalyth examines the next door.  It is unlocked and untrapped.

He opens it, revealing the following scene:

 

Shockingly graphic depictions of orgies with all manner of creatures decorate the walls of this chamber.  Five humanoid skeletons lie in a sorry state on separate biers in the walls.  Although the bodies appear human, the skulls are those of some monstrous creature.  A pile of bloody bones and feathers is all that is left of a recently killed creature.

 

 From the square where the 6 is, you see a confusing sight.

A creature that is an apparent mockery of human form:  From the thighs to the shoulders, a beautiful female body.  That is where the attraction ends:  The knees and legs are hinged backward, the hands are oversized ending in fingers tipped with vicious claws, and the head is monstrous, with an oversized maw full of bloody teeth.  It looks at the group of you with a sense of hunger and delight...

 

Roll initiative...She is supernaturally quick: She got a 25.

 

post-13529-0-59661400-1485638058_thumb.jpg

Share this post


Link to post
Share on other sites

The creature walks toward Janalyth like it is going to plant a seductive kiss. At the last moment, opening its maw for a fearsome bite.

 

19+3=22 to hit.

4 damage, and I need a Will saving throw

It is in the doorway, so those 3 spots can melee with it, but the two side positions attacking around the corner suffer cover -4. And decide who is north, south, east, northeast or southeast of Janalyth.

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 dks
      Here is the latest of my Pathfinder figures that I painted: Barzillai Thrune (#60205). 
      I sculpted this figure last year and he was newly available at ReaperCon 2017.  If you go to ReaperCon this year, you can see this figure in person.
      As with Octavio Sabinus (link to my Show-Off thread), Barzillai also appears in the Pathfinder Adventure Path "Hell's Rebels" as a major NPC: link to cover image of #97. (Wayne Reynolds painted the cover art.  The armor makes me think of a shark.)
      Barzillai is the new lord-mayor in Kintargo, and his notions of law and order are going to provoke a lot of resentment, especially from the PCs!
      I wanted the base to evoke a city under siege, so I sculpted the stone rubble out of Aves Apoxie Sculpt, and stuck some toothpicks in as stakes.
       
       
       

       
       
      Enjoy!
       
      Derek
    • By Dan d'Lyon
      https://www.kickstarter.com/projects/grimandperilous/main-gauche-a-zweihander-grim-and-perilous-rpg-sup/description
       
      I know there are plenty of RPG players on the board, and Zweihander just won ENnies for Best Game and Product of the Year at Gen Con.  I missed the first campaign, but strongly considering jumping in on this one.
    • By Darcstaar
      OK everyone.
      As promised, I want to jump into the Pathfinder 2nd edition playtest.
      I can't pass up on a free "Superdungeon."
      I want 4 players.  For the sake of the Playtest, let's not duplicate races or classes.
      The rulebook is available for free download at www.paizo.com.
      I hope to update pretty frequently.
      Attributes are not rolled!
       
      For the Module, you have to pick a Background from the following list.
      Budding Osirionologist: The secrets buried in the seemingly endless sands of the nation of Osirion have long intrigued you, even though you've never actually visited the nation.  Some day, you hope to correct that.
        Choose two ability boosts. One must be Dexterity or Intelligence, and one is a free ability boost.
        You gain the Terrain Stalker (Rubble) Feat, and you're trained in the Ancient Osirion Lore skill.
       
      Esoteric Scion: One of your family members belongs to a semisecret society called the Esoteric Order of the Palatine Eye.  You've long held an interest in perhaps some day joining the order and have studied the strange topics in preparation for that day.
         Choose two ability boosts. One must be Intelligence or Wisdom, and one is a free ability boost.
         You gain the Quick Identification Feat, and you're trained in the Esoteric Order Lore skill.
       
      Family Friend: Your family has been friends with the Deverins of Magnimar for a generation, and you've grown accustomed to hobnobbing with the aristocracy even if you have little or no interest in such matters.
         Choose two ability boosts.  One must be Charisma or Intelligence, and one is a free ability boost.
         You gain the Hobnobber Feat, and you're trained in the Nobility Lore skill
       
      Goblin Renegade: You had been working with a gang of goblin burglars, but that new leader was not good.  It took a lot of guts to stand up to him, but you survived!  Now you're stuck with the longshanks, but maybe you can get back at the old boss.
         Choose two ability boosts.  One must be Dexterity or Charisma, and one is a free ability boost.
         You gain the Quick Repair feat, and you're trained in the Criminal Lore skill.
       
      Mind Quake Survivor: As a child, you once woke from a particularly harrowing nightmare, and this nightmare has plagued you ever since.  You've had strange thoughts and knowledge that you always felt wren't truly your own.
         Choose two ability boosts.  One must be to Constitution or Wisdom, and one is a free ability boost.
         You gain the Dubious Knowledge feat, and you're trained in the Dominion of the Black Lore skill..
       
      Pathfinder Hopeful: You've long wanted to join the adventurous Pathfinder Society, a world-spanning organization of relic hunters.  This aspiration has led you to take up the dangerous life of an adventurer eager to make a name for  yourself and gain the attention of the Pathfinder Society.
          Choose two ability boosts.  One must be to Strength or Intelligence, and one is a free ability boost.
          You gain the Additional Lore feat, and you're trained in the Pathfinder Society Lore skill.
    • By TheAuldGrump
      I now have an idea of what I want for the campaign - warring Seasonal Lords - with Spring and Autumn remaining neutral.
       
      One idea is to build in some forks via the encounter tables - with one result on the standard encounter table being a Unique Encounter - which happens once - but sets up the next Unique Encounter, so that a given series of Unique Events occurs sequentially..
       
      Seasons are tied to the elements - Spring = Water; Summer = Fire; Autumn = Earth; Winter = Air.
       
      The area has no churches, and no clerics - but does have witches and druids. If a PC is a cleric then he or she is 'from away' - and is never entirely trusted.
       
      I think that I may have the campaign traits tied to plot secrets.
       
      Anyway - ideas?
       
      The start of one song from the background -
      Iron axe and iron blade,
      Each shall slay a faerie babe.
      With each an aelphling child must die,
      Hush, my baby, don't you cry....
       
      That the mere presence of mankind, dwarfkind, and others is killing the fey - and that those races view it as a good thing.
       
      One inspiration - for me, but not to be included with the adventure is Joseph Rodman Drake's The Culprit Fay (1819)
      (Spoilered, because long 19th Century poem that may not interest anybody else)


  • Who's Online   32 Members, 5 Anonymous, 0 Guests (See full list)

×