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Darcstaar

The Godsmouth Heresy

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Sillilial whispers to the nearest person "you see the squid too right?" Before drawing his mace and stepping away from the horror, he has the hawk attack the squid thing with a full attack

 

Claw 1

To hit 19 (16+3)

Damage 3

Claw 2

To hit 17 (14+3)

Damage 4

Bite

To hit 13 (10+3)

Damage 4

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With a final shrill shriek, a flash of feathers and claws, and the squi-lactite drops to the floor oozing brown blood, heaped up lifelessly. The eagle manages to defeat the DARKMANTLE.

 

100 XP each.

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(knowledge (whatever) check to id 16+7=23)

 

Picking up and resheathing his sword, he moved to reclaim his dagger, and give the creature a once-over, while plumbing the library of knowledge he had acquired over the years for a probable identity for the thing, in case there was risk of running into another of it's kind down in the catacombs. A sour look upon his face at having encountered something dangerous right away. Though if it was from the danger, or the lack of warning, and care from the priests who supposedly tended the dead here, one would be hard pressed to guess.

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"Aye, Ma'alik, we should leave this place.  I am unsure what that was, and I really do not care to learn until we are in a more safe venue.  Although, it appears Silial is concentrating on something.  Is everyone in need of healing?"

 

Once Sillial's daylight spell is over, Sturgis will resume casting Light as needed.

 

DM Dice Rolls:

16, 2

 

 

Crunchy stuff:

 

 

Sturgis Rochar
NG Human Cleric 1
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

 

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The party gathers up dropped items from the fight.

Sillilial releases his summoned eagle, and begins the complex task of summoning his Eidolon.

During that casing, the daylight spell fades, only to be replaced by a weaker light spell cast by Sturgis.

Janalyth pokes and prods the corpse until he snaps his fingers...

 

"It's a Darkmantle" he says.  It's a magical beast with poor flying ability, weak climbing, dark vision, the ability to summon darkness, and a nasty ability to crush you if it latches on.

We should be alert, sometimes there are more than one."

 

Once you are ready, you finish climbing down the stairs.

The stairs open into a 30' x 30' room, with ornate double doors on the west, north, and east walls.

 

Old carvings cover the walls of this square chamber, thick with dust and cobwebs.  Three sets of stone double doors stand in the three facing walls.  Heavy bronze seals emblazoned with the symbol of Pharasma secure the doors against whatever lies beyond.

 

How do you want to proceed?  Assume you are still on the stairs until you tell me otherwise.

 

post-13529-0-30535300-1481959334_thumb.jpg

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Sturgis steps to the bottom of the stairs, and slightly to the right.  Seeing the door to his right, he looks to see if the door has been damaged in any way from the distance.  He's cautious, the darkmantle and the possibility of traps at this point are a concern.

 

"What way to go?  Right is right, or straight ahead.  Left is never right"  He muses.

 

DM Rolls

14, 11

 

 

Crunchy stuff:

 

 

Sturgis Rochar
NG Human Cleric 1
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

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Well sillilial now adamantly "talking" with his edilion Reaver a stranglehold angelic creature, all except for its four clawed hands, steps into the room and looks around for any kind of runes.

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Ma'alik pauses at the bottom of the stairs opens his senses wide and "feels" for any sort of taint within the room. [detect evil]

Assuming nothing is amiss and no traps have been detected/sprung he will attempt to investigate the carvings upon the walls.

Applicable knowledge: (d20) 9+5 (nobility/religion) or +1 (all else) = 14 or 10

Extra rolls: 1, 3

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cleaning and sheathing his dagger, he moves to look at the door on the right, studying it for traps  (take 10 for 17) Even though he really did not expect to find any. Assuming that the priests would need to travel through here on a semi-regular basis to do their duty, and hopefully if there were traps they would have been given some warning. If not, well, one thing about his previous bardic training, even in a temple, was that he knew how to curse someone out, thoroughly, in several different languages.

 

(extra rolls, 9 & 6)

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Janalyth checks the right door, and finds no evidence of traps.  It would appear the doors have been secured with ARCANE LOCK.

 

Ma'alik "Scans" the room with his innate ability to ferret out evil wherever it may hide...

and comes up empty.

 

Sillilial looks around for runes, and doesn't find any.

When Sturgis and Sillilial (and Reaver) reach the bottom of the stairs and look around, they find some graffiti scratched into the northern wall.

 

Sturgis will mention first to the party that the carvings are ancient.  They reference the seven Runelords of ancient Thassilon.

 

The graffiti says "My heart beats on the wrong side of my chest, or is it right?  Is left right, or is it wrong? I don't know what it means, or why."

 

You can either try to break the doors open (very difficult), hack down the doors (very noisy and long time), use the Chime of Opening (limited uses) or pick the lock (OK to take 20, which takes 2 minutes).

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(27 to pick the lock taking 20)

 

Quietly he hums a tune to himself as he fiddles carefully with the lock. Taking as much time as it takes to either get it open or determine that he was not going to ever get it with his current level of skill.

(5 and 2 for secondary rolls, look like I used all my luck in the fight for the time being)

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Sturgis waits patiently, trying to decipher what, if anything he can from the notes on the walls.

 

Knowledge:  History:  9+6= 15,  Probably only what I got above.

 

 

 

DM Rolls

12, 8

 

 

Crunchy stuff:

 

 

Sturgis Rochar
NG Human Cleric 1
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

 

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