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The Godsmouth Heresy

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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)

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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
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:
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
2 Traveler's outfits
50' Silk Rope
Grappling Hook
Wooden Holy symbol.

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

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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.

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"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)

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"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

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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.

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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.

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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.

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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.



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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.

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