Darcstaar

The Godsmouth Heresy

466 posts in this topic

"peaceful, yes" he said, making no move to re-sheath his sword. Eyes drifting across the room, looking for anything that might stick out as odd (10+7=17 perception)

Share this post


Link to post
Share on other sites

"It is both disturbing and peaceful.  Let us be very quiet..."  He thinks, as he says quietly, "We don't want to wake the dead again."

 

Sturgis considers the room, but he doesn't set foot into it.  He is considering what this scene could be [likely sloth], and what that means for the party.  He also looks to see if anything is bluffing about whether they are 'sleeping' or not.  He also casts Detect Magic as he is peering into the room.

 

Knowledge:  Religion 1d20+6 = 8+6 = 14

Perception:  1d20+3= 18+3 = 21

Sense Motive 1d20+7= 19+7 = 26

Spellcraft 1d20+6 = 20+6 =26 

 

DM Rolls:  12 and 16

 

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

 

Share this post


Link to post
Share on other sites

Sturgis is the first to see the room for what it is: a fancy illusion. The whole room detects as magical due to the illusion covering the whole thing. His spellcraft check is good enough to determine this is the result of a permanent image spell. Once you see past the illusion, the room is empty save for the layer of dust on the floor. The only other notable feature is the word "Xavorax" carved lightly into the floor.

 

(OOC knowledge(local) to know about that).

Share this post


Link to post
Share on other sites

Sturgis provides his findings to the group, indicating the illusion and the word carved into the floor.  "I don't believe going in here is a good idea, but I have no idea what that name means."

Share this post


Link to post
Share on other sites

Sillilial looks around the room quickly, "this could be pride? Or maybe sloth, I'm not sure myself, but given the last to rooms I agree with Sturgis."

Share this post


Link to post
Share on other sites

(1+7=8 know local. I don't know a thing)

Share this post


Link to post
Share on other sites

So what is the consensus:  Head into the room, or go on to the next one?

Share this post


Link to post
Share on other sites

I'm thinking that we should leave this room alone. Who knows what other magic lies within. I'm for the next room. Anyone have another suggestion?

Share this post


Link to post
Share on other sites

The next room: Janalyth doesn't see any lock. He finds no traps. He doesn't hear anything coming from the other side.

 

Ma'alik opens the door:

"A large circle of tarnished silver powder, surrounded by arcane runes, has been laid down I n the center of the room. The center of the circle is empty."

Share this post


Link to post
Share on other sites

post-13529-0-48011100-1487874743.png

 

There are old simple cabinets/chests-of-drawers lining the walls. The walls are otherwise plain. Nothing else of interest in the room at first glance.

Share this post


Link to post
Share on other sites

Janalyth can't quite puzzle it out.

Share this post


Link to post
Share on other sites

Standard operating procedure:  Detect Magic, immediately followed by a knowledge: Religion check (in case of any other religious symbolism), and, if any magic, concentrating enough to try to figure out at least the school (Spellcraft)

 

Knowledge Religion 16+6=22

Spellcraft 19+6 =25

 

DM Rolls:  7 and 12. 

Share this post


Link to post
Share on other sites

Sturgis (spellcraft) puzzles out that the silver powder was a Magic Circle Against Evil.

 

The circle is not magical anymore, but there is a magic signature coming from a cabinet on the wall.

 

No evil is coming from the room.

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 Kuche
      Sup guys, i have just finisthis miniature, well i think i finish, it may need more little more definition in some areas.  hope you guys enjoy and like it 
       

    • By SamuraiJack
       
       
      About this project
      They say there have been eight worlds before ours. Eight times the people of this Earth, over vast millennia, built their civilizations, reaching heights we cannot even fully imagine now. They spoke to the stars, reshaped the creatures of the world, and mastered form and essence. They built cities and machines that have since crumbled to dust, leaving only their barest remnants.
      This is the Ninth World. The people of the prior worlds are gone—scattered, disappeared, or transcended. But their works remain, in the places and devices that still contain some germ of their original function. Some call these magic, but the wise know that these are our legacy. They are our future. They are the...
      Set a billion years in our future, Numenera is a tabletop roleplaying game about exploration and discovery. The people of the Ninth World suffer through a dark age, an era of isolation and struggle in the shadow of the ancient wonders crafted by advanced civilizations now millennia gone. But discovery awaits for those brave enough to seek out the works of the prior worlds. Those who uncover and master the numenera can unlock the powers and abilities of the ancients, and bring new light to a struggling world.
      The original Numenera RPG was launched via a 2012 Kickstarter campaign that shattered every record (at the time) for tabletop RPGs. The corebook has seen four printings, and Numenera is enjoyed by tens of thousands of gamers in an active global community. We have published over 60 supplements and accessories, and released a terrific starter set for new players. The Ninth World has spawned a critically-acclaimed hit computer game, board games, an excellent short film, a line of novels, and other licensed items, and Numenera has been translated into many languages including French, Spanish, Italian, Korean, German, and Portuguese.
      Numenera is a game in which player characters explore the ruins of aeons past to gather amazing treasures and help build a new future for a world struggling in darkness. Since the launch of Numenera in 2013, we have delivered well on the first part, but we’ve always wanted to do a more thorough job exploring that second part. That desire has led us to Numenera 2 and this Kickstarter campaign.
      Through this Kickstarter we’re going to replace the existing corebook with two new corebooks. The first is called Numenera Discovery and the second Numenera Destiny.
      Numenera Discovery will be a book that covers familiar territory; it is basically a revision of the original Numenera corebook. Next summer, we will allow the original corebook to go out of print, and Numenera Discovery will take its place. In Numenera Discovery, you’ll get some revisions to make things clearer and more fun, and to increase the options available to players. Nanos, Jacks, and Glaives will get an overhaul. Many foci and some of the descriptors might see some reworking. You’ll have more options, clearer rules, and perhaps a bit of expansion to the regions of the Steadfast and the Beyond that are covered in the existing corebook.
       
      But Numenera Discovery is not a new edition. We will make virtually no changes to the way the game plays mechanically—and none of those changes affect the way NPCs, creatures, or items like cyphers or artifacts work. We also won’t be making changes to the setting. So if you already play Numenera, your bestiaries, adventures, card decks, character portfolios, and books like Into the Night, Technology Compendium, and Jade Colossus will not be affected by these changes. We will not issue any “second editions” of the existing supporting titles—and if you choose not to get Numenera Discovery, future Numenera supplements will work fine with your existing Numenera corebook. Your ongoing campaign will flow smoothly through the change in corebooks. You will even be able to mix existing characters with those from Numenera Discovery into your game. In fact, the game can be played with both the existing corebook and Numenera Discovery in use at the same game table!
      (One small exception: Numenera Character Options and Numenera Character Options 2 will remain compatible, but will become substantially less relevant following the improvements to characters in Numenera Discovery. We will retire those titles.)
      As excited as we are about Numenera Discovery, we may be even more excited about Numenera Destiny. This title will enable characters to truly become a part of the setting—to help shape the future of the Ninth World. The people of the Ninth World are locked in a medieval-like state, a world of struggle and danger and often suffering in the shadow of the prior worlds’ wonders. Numenera Destiny allows you to build adventures and campaigns in which players don’t just explore the wonders of the past—they utilize them to help lift the Ninth World out of darkness.
      You can make the world a better place. Help a community defend itself from abhumans or the iron wind. Create centers of learning or trade. Innovate, build, and protect. Manage an entire community and help it prosper and grow—or simply create a cool base or vehicle for your adventuring group. Numenera Destiny will allow you to take what you discover and make your mark on history as someone who elevated the Ninth World into the future.
      Adventuring—exploring the weird and wondrous remnants of the prior worlds—remains, of course, at the core of Numenera play. Numenera Destiny will give you new things to do with your discoveries, along with entirely new and epic ways to structure your campaigns. You’ll discover materials, power sources, and treasures that you can utilize in an entirely new, robust crafting and building system. And perhaps best of all, Numenera Destiny will offer three new character types and a number of new descriptors and foci geared toward this innovative style of play.
    • By Kuche
      Oohh well,i know i have notedfinishe my other 2 wips, but well i also wanted to share my calistria cleric progress 
       
      Hope to finish her and my other wips tomorrow :3 
       

    • By Kuche
      Hey guys, here is another wip, this time its a pathfinder miniature, hope to see your thougths.

    • By cakira21
      Just getting back into D20 gaming, and I've recently became a big fan of the Reaper Mini line. Just wanted to show off some work I've done in the past month or so. All have been painted with acrylic and clear coated with rust-oleum matte clear enamel for some durability for table top gaming. I borrowed some of the paint schemes from internet finds and other i just winged from what colors I liked. Any ways here's the minis.
       
       













  • Who's Online   18 Members, 1 Anonymous, 0 Guests (See full list)