Beacons of Hope: Wrath of the Righteous!

Game Master GM the Fifth

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The rest of the L-shaped room more or less matches what you saw through the door. It's lined with storage shelves and racks that have been emptied out. Some grains scattered around the floor suggest that dried foods were some of what was kept here. Empty barrels in the middle were probably used for water. Having spent time with an army for several weeks, it is reminiscent of the kind of stores you'd need to feed a large number of people.

There's another door to the east that is closed but not locked.


Hero Points: 0|Myth Power: 6/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 60/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Alexa moves to check the next eastern door and what's beyond.

Perception: 1d20 + 11 ⇒ (2) + 11 = 13


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Uriel lets Darya move to the front, and instead watches the group's rear, staying by the last door until the group is ready to move on.


The door opens easily and does not appear to be trapped. You step through into a long hallway that's 10' wide and over 70' long. YOu can see large, stone double doors to your right. At the end of the hall is another set of stone doors on the left, and a passageway across from it on the right.

>>> Map <<<


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Arloric keeps close to the core of the group, letting Alexa take the lead.


Hero Points: 0|Myth Power: 6/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 60/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Alexa checks the doors to the immediate right of her and opens them if they're unlocked.

Taking 10 on Perception for a total of 21.


The doors aren't locked, but they don't move at all, either. There's not even any give when you push on them. It's like pressing on a wall. Something appears to have the doors bound very tightly on the other side.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Arloric grimaces when Alexa tests the door.

"Probably barricaded it from the other side," he comments. "See if the Chime works or find a way around?"


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Uriel stays art the rear for the moment, but tightens up the distance in case he needs to charge forward.


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 75/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +2; Smite evil 3/day (0); LOH/Holy Light 9/day(0);Mythic 7/day (0) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

"Makes sense, either strongly barricaded or magic." Darya replies. "Be ready, if we use the chime it'll definitely alert anyone on the other side."


Arloric, make a caster level check for the chime. CL is 11.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

She will cast detect magic,


You detect an illusion aura beyond the doors, but it's well beyond them and not likely on the doors themselves.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Arloric draws the Chime and strikes it against the door, letting its pure note ring in the air.

1d20 + 11 ⇒ (19) + 11 = 30


The chime echoes down the hallway, but the doors remain completely motionless.

A few seconds later, a large creature that appears to be half vulture, half man steps into the hallway at the far end.

Everyone roll for initiative.

>>> Map <<<


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 75/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +2; Smite evil 3/day (0); LOH/Holy Light 9/day(0);Mythic 7/day (0) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

"Looks like we have company!" Darya says, turning to face the newcomer.

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Knowledge Planes: 1d20 + 5 ⇒ (9) + 5 = 14


Hero Points: 0|Myth Power: 6/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 60/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Alexa narrows her eyes and raises her blade.

Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge (Planes): 1d20 + 8 ⇒ (18) + 8 = 26

Scarab Sages

Female Human Cleric (Merciful Healer) 7 | HP 52/52| AC 17 T 11 FF 16 | Fort +7 Ref +4 Will +9 | Initiative +1 | Perception +4 | Channel 6/7 | Healer's Hands 4/6 | Rebuke Death 6/6

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge(Religion): 1d20 + 11 ⇒ (4) + 11 = 15 I doubt that helps, but just in case.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Initiative: 1d20 + 0 ⇒ (4) + 0 = 4
Bardic Knowledge!: 1d20 + 3 ⇒ (3) + 3 = 6

Derp! :P


Alexa identifies it as a type of demon called a vrock. They are immune to electricity and poison, and resistant to just about everything else.

Vrock, initiative: 1d20 + 6 ⇒ (17) + 6 = 23

I'll roll for Telerin if we don't hear from her by tomorrow morning.


Initiative (Telerin): 1d20 + 2 ⇒ (15) + 2 = 17

The Vrock advances down the corridor towards you and lets out a shrill, ear-piercing screech. The deafening sound echoes throughout the hall.

@Arloric, @Alexa, @Darya, make a DC21 Fort save to avoid being stunned.

Round 1

Vrock <---
Telerin, Darya, Uriel, Alexa, Kemat, Arloric

>>>>> Map <<<<<


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 75/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +2; Smite evil 3/day (0); LOH/Holy Light 9/day(0);Mythic 7/day (0) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

Fort: 1d20 + 14 ⇒ (18) + 14 = 32

Staring down the advancing demon, Darya strides forward, bringing her blade up in a powerful slash against the vile fiend.

Radiance/Evil outsider: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Magic/Cold Iron/ Slashing/Bane: 1d10 + 3 + 2 + 2d6 ⇒ (3) + 3 + 2 + (4, 1) = 13

Move to A,9. Attack


@Darya, apologies for not showing the Vrock's 10' reach on the map. This will give the Vrock an AoO against you. Do you still want to move in?


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 75/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +2; Smite evil 3/day (0); LOH/Holy Light 9/day(0);Mythic 7/day (0) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

Yeah, but I'll also use Smite Evil, so +4 to attack/ +14 to damage and +4 to AC


Hero Points: 0|Myth Power: 6/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 60/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Fortitude Save: 1d20 + 4 ⇒ (2) + 4 = 6

Alexa abruptly claps her hands over her ears as the vrock's screech damn near bursts her eardrums.


Vrock, AoO, claw vs Darya: 1d20 + 13 ⇒ (1) + 13 = 14

The Vrock clumsily swipes at Darya with its claws and misses by a wide margin. Darya gets in close and lands a solid blow.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

The wizard will move up 5' and then cast haste I think that should get everyone

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuse


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

If she can she will try to recognize what it is to look for weakness
1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28 know planes +2 for chosen enemy


Vrocks don't have any weaknesses. While they are resistant to acid, cold, and fire, this can be overcome. If using magic, though, you have to overcome a resistance there, too.


@Arloric, @Uriel, @Kemat you are up. @Arloric I need a Fort save.

Round 1
Vrock
Telerin, Darya, Uriel, Alexa, Kemat, Arloric <---

>>>>> Map <<<<<


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Uriel dashes forward with a burst of incredible speed, then takes two hacks at the Vrock.

Move action to move up, Swift action to use Fleet Charge, that gets me the rest of the way there, where I use the attack from it and then my normal Standard action for a Vital Strike.

Attack, Fleet Charge: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Damage, Cold Iron, Slashing: 1d10 + 10 ⇒ (3) + 10 = 13
Crit?
Attack, Fleet Charge: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Damage, Cold Iron, Slashing: 1d10 + 10 ⇒ (4) + 10 = 14

Attack, Vital Strike: 1d20 + 11 ⇒ (17) + 11 = 28
Damage, Cold Iron, Slashing: 2d10 + 10 ⇒ (6, 5) + 10 = 21


Vrocks have Combat Reflexes. I assume you are OK with that attack of opportunity. Also, don't forget that you have been hasted.

Vrock, AoO vs Uriel, claw attack: 1d20 + 13 ⇒ (7) + 13 = 20

The Vrock swipes at Uriel but the paladin ducks under the attacks, gets in close, and slashes into it.

And yes, that crits.

Round 1
Vrock
Telerin, Darya, Uriel, Alexa, Kemat, Arloric <---

>>>>> Map <<<<<


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

I did forget about haste, thanks.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Arloric about-faces and follows Darya and Uriel, chanting in Kellid before touching Uriel's shoulder and infusing him with heroic vigor.

Casting heroism on Uriel, better late than never!


@Arloric I need a DC21 Fort save from you before you can act.

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