Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


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Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Tsk. Tsk. Probably not the best idea. Agrippa says mockingly, and safely invisible.

What do you think is going to happen? Do you think you are going to escape?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”Mitra watch over us! He’ll protect and deliver us from this predicament! The earth itself rebels against your villainess! This is divine providence and you’ll fall here!” the man answer on a clear and strong voice, unfit for someone trapped and tortured for so long, his belief giving him strength to resist.

The sister says nothing, but as soon Eldred shows up, she starts to cry and her hands to shake.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

"Zull..."

Chains shoot from the darkness whipping at the legs of the nun and the knight. Upon them hitting the ground a third finds its way around the neck of the nun as she begins gasping for air as her sobs become muffled. The fourth chain rips the sword from the knight as he lays looking helplessly on to the nun. Cedric steps forward he touches the knight and his struggles stop for a moment.

"Leave the woman for master Crofter Zull. Choke and beat this one into unconsciousness. We need him alive yet still. Eldred you can deal with your slave girl."

Cedric bends down and places his hand around the mans neck and begins squeezing to aid along in the process. Once unconscious the chains wrap about the man and lift him into the air carrying him along.

"I will have Sideous create a new cell, a pit we can keep him in for the next few days. It will be sealed with only holes big enough to allow air and water to be lowered in."

"Fool. If he were smart he would have taken his own life."


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan is happy not to have to lift a finger to re capture the prisoners. Leaving the situation in Cedrics hands, he surveys the rest of the horn and how many of their minions had been killed in the quake.

Just checking for minions that we can't easily heal or could be killed outright by the damage. Not sure how to handle the henchemen of Agrippa and Cedric's organizations. a DC 15 ref save for 0-1st lvl npcs is gonna kill about 70% of them.

Alchemical golem:
Atrephius ref save1: 1d20 + 8 ⇒ (4) + 8 = 12
Atrephius ref save2: 1d20 + 8 ⇒ (16) + 8 = 24
Total dmg after DR = 6

Despite being almost completely buried by the collapsing room, the Golem's metal shell deflected most of the damage and it escaped mostly unscathed.

Mudmen:
Mudman1 ref save: 1d20 + 0 ⇒ (1) + 0 = 1
Mudman2 ref save: 1d20 + 0 ⇒ (3) + 0 = 3
Mudman3 ref save: 1d20 + 0 ⇒ (8) + 0 = 8
Mudman4 ref save: 1d20 + 0 ⇒ (2) + 0 = 2

The mudmen guarding the third floor teleporter were wiped out by falling debris.

uncontrolled undead on the 2nd floor:
Burning Skeleton1 ref save: 1d20 + 2 ⇒ (3) + 2 = 5
Burning Skeleton2 ref save: 1d20 + 2 ⇒ (10) + 2 = 12
Burning Skeleton3 ref save: 1d20 + 2 ⇒ (15) + 2 = 17
Burning Skeleton4 ref save: 1d20 + 2 ⇒ (13) + 2 = 15
Burning Skeleton5 ref save: 1d20 + 2 ⇒ (9) + 2 = 11
Burning Skeleton6 ref save: 1d20 + 2 ⇒ (3) + 2 = 5

The roaming undead on the 2nd floor were decimated by the tremors. Only two of the burning skeletons were not destroyed, so Johan confined them to the teleporter room with the undead archon and the surviving fast zombie boggard, giving the rest of the level over to Agrippa's summond infernal horde Sorry, I've lost track of exactly what Agrippa has summoned up)

Though many others were injured by the catastrophe, Sidious was able to heal the worst of the wounded in short order. Overall, they had fared well considering the level of damage.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Event Two: On the Wings of Eagles
Time: Day 217 – During the midnight ritual

With every prayer, the ritual is creating a bridge to Vetra-Kali through the astral plane allowing the daemon prince to return to the prime material. From this bridge, emanations of magic and evil ebb and flow, rippling through reality. One of those disturbances draws the attention of a dweller within the astral -- a good celestial named Brastius Star-Feather. Brastius is a flier upon the astral winds, an avoral agathion. Curious, the agathion investigates. He happens upon the rift in the astral. Seizing the moment, Brastius plunges through and finds himself high above the Caer Bryr just outside the sanctum.

4d20 ⇒ (19, 20, 7, 14) = 60

@Agrippa, Cedric and Johan:
During the midnight ritual, after asserting the damage to the minions and securing the prisoners, you group up to perform the midnight ritual. It’s during that time; you hear the sound of wings just near the Sanctum balcony. It appeared suddenly, giving you almost no time to react.
Problens comes at night.

Round 1-

Ordered Initiative-

Agrippa: 1d20 + 2 ⇒ (1) + 2 = 3
Cedric: 1d20 + 1 ⇒ (16) + 1 = 17
Eldred: 1d20 + 6 ⇒ (10) + 6 = 16
Johan: 1d20 + 6 ⇒ (6) + 6 = 12
Grumblejack: 1d20 + 0 ⇒ (8) + 0 = 8

Enemies: 1d20 + 8 ⇒ (11) + 8 = 19

Active Effects-

Map-

Link

Notes-

-

Narrative-

Cedric, Johan and Agrippa all have a surprise action to, I think, buff.

Sensing both the raw magic and evil of the Horn, he casts dispel magic removing the interference for a moment and bursts into the sanctum through the balcony (S2) hoping to disrupt whatever is going on.
1d20 + 12 ⇒ (12) + 12 = 24

You guys can post your actions, remember that during the surprise action, the enemy isn't visible. Eldred, since you failed the perception, you don't act on the surprise round. Please post your round one actions.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Couple of notes: To all, remember the wall between 5-2 and B is no longer there.
To GM, is the gate we installed ( as seen on the map) still intact?

Is it the dragon?Johan asks.

Posca, attend me, he shouts, and with a burst of brimstone Johan's hellish servant appears. But where Johan expects to see the melted wax visage of the pathetic creature Posca the dwarf had become instead stood a vicious, stooping devil gripping a saw-toothed glaive. Below its toothy maw writhes a hideous, twitching beard.

Johan blinked in surprise. Posca, you've ...matured As was his nature, Johan rolled with the unexpected and started snapping orders to the other minions gathered about. Daemons! teleport to the balcony and defend this place. Hellhounds! If intruders land on that balcony, burn them.

Johan grinned a twisted grin. With the gathered might of no less than 6 servants of the lower planes at their disposal, the knot might not even have to lift a finger to destroy this latest interloper.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa raises his head at the sound of wings and whispers an arcane phrase. He blinks out of sight, now invisible. He moves to take cover from dragon's breath.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

"Wings? The Dragon?"

Cedric's next few words are in infernal as his spectral mount appears. He jumps upon it and draws fourth his blade.

"Sidious prepare yourself. Zull ready your chains."

The chains laying around the devil begin to float as Sidious and Drax both go invisible

Zull

Drax

Images for you to add as tokens please.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay guys, thanks for the patience. I’m still far from better, but If I can manage work, sure as hell I can manage my hobbies as well.

@Hellhounds
As commanded, they move closer to the barely standing gate, waiting to breath fire if the enemy gets closer enough.

@Daemons
Maybe, because they know the end is near, this time Hexor and Vexor does as commanded, without even any sarcastic or ironic response, moving in and identical manner, they teleport to the other side of the gate, ready to engage the intruder.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Event Two: On the Wings of Eagles
Time: Day 217 – During the midnight ritual

Problens comes at night.

Round 2-

Ordered Initiative-

Enemies: 1d20 + 8 ⇒ (11) + 8 = 19

Agrippa: 1d20 + 2 ⇒ (1) + 2 = 3
Cedric: 1d20 + 1 ⇒ (16) + 1 = 17
Eldred: 1d20 + 6 ⇒ (10) + 6 = 16
Johan: 1d20 + 6 ⇒ (6) + 6 = 12
Grumblejack: 1d20 + 0 ⇒ (8) + 0 = 8

Active Effects-

Map-

Link

Notes-

Added a provisory map, use the link above instead the one on the campaign description.

Narrative-

K:Planes DC 21:

Great feathers sweep back from this fierce bird-man’s brow, and long, clawed hands grow from the end of his wings.

This creature is a good celestial knows as Agathion, Avoral.
They have innate magic resistance as well immunity to lightning.

--

K:Planes DC 26:

They resist damage that isn’t evil or silver,
They aren’t fooled by any illusion or spell that hides it from normal seeing.

--

K:Planes DC 31:

They have a variety of magic-like skills, some that can be used at will, others that can be used just a few times per day.
They can heal wounds touching it with it’s feathers.

--

From his vantage flying position, the agathion is quick to identify the targets and proceed to cleanse the place;
He speaks in an language you’ve never heard before, but the meaning of the words is well known, as if you soul knew what they meant all along.

”This blasphemy ends here!”

The air around the bird-man crackles with energy and power as a burst of lightning spreads from the tip of his feathers pointing to Eldred.
Chain Lightning DC 19: 10d6 ⇒ (6, 6, 5, 3, 2, 5, 1, 1, 3, 3) = 35

After striking Eldred, it arches among the villains, unforgivingly hitting everyone, except Agrippa that took the wise action to shield himself from the enemy.
Everyone else needs a reflex DC 17 to half damage. This include: Johan devils, Sidous, Sidious imp, Cedric’s devil and his mount.
Edit; The Daemons and Hellhounds weren't targeted by the spell.

After that, the birdman flies back putting some distance between him and the daemons.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

I'm confused. How did the spell hit Sidious and Drax if not Agrippa. They all went invisible? Or did they not get to act on my init? I guess if they didn't get the surprise round that makes sense. I will go with that assumption. Please make an SR check vs Zull the Chain Devil SR 17. Didn't roll a save for the mount as it is dead either way. Those things are made out of paper. I auto make the soft fall so no reason to roll that.

Reflex Save Cedric: 1d20 + 14 ⇒ (4) + 14 = 18
Reflex Save Sidious: 1d20 + 2 ⇒ (20) + 2 = 22
Reflex Save Drax: 1d20 + 6 ⇒ (11) + 6 = 17
Reflex Save Zull: 1d20 + 9 ⇒ (8) + 9 = 17

Cedric lands on his feet as the mount vanishes from under him. The lightning not doing much to damage his eternal body. He looks to the creature annoyed at it's interruption. He holds up his sword as one would before a charge to signal a hold.

"Sidious..."

As he speaks the faithful priest sends forth his flying devil now invisible form his innate power. A wave of Evil energy springs fourth from the invisible devil and washes over Cedric and his comrades.

Channel Evil: 6d4 ⇒ (4, 4, 1, 1, 3, 2) = 15

The evil energy relieves the pain of the chard spots the electrical current left in its wake.

"Zull harass it. Master Agrippa. Can you make me fly? I will make sure this thing is put down."

With that he drops his sword forward pointing at the creature. Calling on the power of Asmodeus to smite it.

"Let us see you fight without your eyes"

Cedric cast Blindness upon the creature. SR check: 1d20 + 6 ⇒ (9) + 6 = 15 DC 19

He then waits to see if Agrippa can enchant him as Zull moves forward to engage.

So everyone that saves takes 17. Cedric take 7 after his resistance and is at full with the heal. Sidious heals everyone evil for 15. Zull regenerates 2 so is at full health, Drax Fast heals 2 and is at full and invis. Sidious has 2 damage.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

It has True Seeing...and Agrippa not only went invisible, he moved out of LOS

Kn:Planes: 1d20 + 19 ⇒ (13) + 19 = 32

Agrippa knows that enchanting Cedric would be the most tactical thing to do...but he is a vain man, and not one to forget slights.

Let the fool Barca wait. he thinks to himself, not even acknowledging Cedric's request.

Instead Agrippa enchants his skin to better withstand injury

Casting Stoneskin.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Before I move Sidious this turn he was not just out of sight be behind the corner. No matter. It all worked out.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

. Please bot me. I'm travelling all day and won't be able to put up a proper post till late tonight. Johan will hang back and let the Devils handle the lone invader.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan Save vs lightning: 1d20 + 8 ⇒ (18) + 8 = 26
Posca Save vs lightning: 1d20 + 7 ⇒ (14) + 7 = 21

Posca, kill. Johan states simply, pointing to theangelic intruder.

The bearded devil lopes across the stone floor, leaping over the wreckage of the fallen wall to get at the invader
Double move to get out on the balcony

Johan walks forward almost casually, incanting a prayer of protection as he goes.

Regenerate 5 HP
Std action: cast shield of faith
Swift: Judgement - +2 to saves and AC
Total effective AC 34
HP 90/90
Posca's HP 55/57


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Reflex: 1d20 + 13 ⇒ (10) + 13 = 23
Eldred leaps out of the lightning way showing impressive reflexes. Has evasion, so no damage to him. And at the same time, the pulls his bow, aiming at the flying avian creature.

Rolls:

Atk: 1d20 + 16 + 2 + 2 - 2 - 2 ⇒ (15) + 16 + 2 + 2 - 2 - 2 = 31
Dmg: 2d6 + 5 + 4 + 2 ⇒ (6, 5) + 5 + 4 + 2 = 22
Atk: 1d20 + 16 + 2 + 2 - 2 - 2 ⇒ (4) + 16 + 2 + 2 - 2 - 2 = 20
Dmg: 2d6 + 5 + 4 + 2 ⇒ (6, 4) + 5 + 4 + 2 = 21

Atk: 1d20 + 11 + 2 + 2 - 2 - 2 ⇒ (12) + 11 + 2 + 2 - 2 - 2 = 23
Dmg: 2d6 + 5 + 4 + 2 ⇒ (1, 2) + 5 + 4 + 2 = 14

Unfortunately, only one of this arrows find the target.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Event Two: On the Wings of Eagles
Time: Day 217 – During the midnight ritual

Problens comes at night.

Round 3-

Ordered Initiative-

Enemies: 1d20 + 8 ⇒ (11) + 8 = 19

Agrippa: 1d20 + 2 ⇒ (1) + 2 = 3
Cedric: 1d20 + 1 ⇒ (16) + 1 = 17
Eldred: 1d20 + 6 ⇒ (10) + 6 = 16
Johan: 1d20 + 6 ⇒ (6) + 6 = 12
Grumblejack: 1d20 + 0 ⇒ (8) + 0 = 8

Active Effects-

Map-

Link

Notes-

Added a provisory map, use the link above instead the one on the campaign description.

Narrative-

The agathion quickly notices he is outmatched and outnumbered.
1d4 ⇒ 1 I forgot to roll the dispel earlier.
but when he tries to leave, the magical barrier is already back in its place, preventing him from fleeing.

He casts his magic once more...
Dispel Magic: 1d20 + 10 ⇒ (6) + 10 = 16
... but it fails, leaving the avoral trapped inside alongside the horde of evil creatures.

You guys can post your actions.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Spell Craft Sidious: 1d20 + 11 ⇒ (11) + 11 = 22

"My lord the creature is attempting to flee. I will keep him from doing so."

Sidious moves forward and readies to counter if the Agothian attempts to cast again.

"Well done Sidious. Zull advance on in. I will as well."

Zull move toward the creature and uses his gaze. DC 15 will save or be shaken for 1d3 ⇒ 1 rounds.

Cedric double moves forward, and drax flies forward as well.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Hexor, Vexor, destroyed that winged beast! Protect your master's sanctum! Johan shouts to the two hulking Daemons. He comes level to the gate, then hurls his morning star at the foe, hoping t o cripple it before it can fly off.

Swift: change judgement from AC to ToHit
Hand of the acolyte: 1d20 + 14 ⇒ (11) + 14 = 25; Dmg: 1d8 + 10 ⇒ (7) + 10 = 17

Meanwhile, Posca leaps at the avoral, trying to slash at its wings it with his glaive.

Charge!(reach): 1d20 + 13 ⇒ (7) + 13 = 20; dmg: 1d10 + 6 ⇒ (5) + 6 = 11+ 2 pts bleed


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa moves forward and gestures at the Avoral, hoping to strike it blind. SR: 1d20 + 9 ⇒ (10) + 9 = 19

Capture it if you can Master Hale. We could learn much from a Celestial.

Move and casting Blindness. Fort DC 17


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hexor (or maybe Vexor) moves in closer to the celestial opening his mouth and breathing lightning on his foe, not unlikely he did when he first met the party of villains. But unlikely happened back in the occasion, this time, and the lightning breath causes no damage to the celestial.
It’s immune to lightning damage.

Vexor (or maybe Hexor) seeing his counterpart causing no visible harm to the flying creature, adopts a different strategy, as it too open his mouth, but instead of breathing lightning, it bites the flying creature.
Atk: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Dmg: 2d6 + 6 + 2 ⇒ (1, 2) + 6 + 2 = 11

But it’s also a miss, as the flying creature nimble dodge the ferocious bite.

--

Agrippa waves the arcane and pushes his power to blind his foe. But he didn’t expected the monster natural to be this strong, and the magic effect is deflected by the celestial innate resistance.

--

The same happens with the spell cast by the cleric and demons. Everything gets stopped by the monster innate resistance.

--

Johan and Posca does his best to attack the creature, but it proves too nimble to be hit by such attack.

--

Lastly, Eldred continues his barrage of attack, aiming to bring down the celestial creature, but this time, he focus on accuracy rather than attack power.

Atk: 1d20 + 16 + 2 - 2 ⇒ (2) + 16 + 2 - 2 = 18
Dmg: 2d6 + 5 + 2 ⇒ (5, 4) + 5 + 2 = 16
Atk: 1d20 + 16 + 2 - 2 ⇒ (11) + 16 + 2 - 2 = 27
Dmg: 2d6 + 5 + 2 ⇒ (6, 3) + 5 + 2 = 16

Atk: 1d20 + 11 + 2 - 2 ⇒ (5) + 11 + 2 - 2 = 16
Dmg: 2d6 + 5 + 2 ⇒ (3, 2) + 5 + 2 = 12

But the celestial seems impervious to any and all attacks, dodging all of Eldred’s arrows.

Enemy Stats:

HP: 114
AC: 29
Saves: 13/14/8(+4 vs poison)
CMD:33
SR:20


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Problems comes at night.

Round 4-

Ordered Initiative-

Enemies: 1d20 + 8 ⇒ (11) + 8 = 19

Agrippa: 1d20 + 2 ⇒ (1) + 2 = 3
Cedric: 1d20 + 1 ⇒ (16) + 1 = 17
Eldred: 1d20 + 6 ⇒ (10) + 6 = 16
Johan: 1d20 + 6 ⇒ (6) + 6 = 12
Grumblejack: 1d20 + 0 ⇒ (8) + 0 = 8

Active Effects-

Map-

Link

Notes-

Added a provisory map, use the link above instead the one on the campaign description.

Narrative-

Once again, the enemy tries to dispel the magical barrier preventing him to flee.
Concentration: 1d20 + 14 ⇒ (7) + 14 = 21

But being surrounded by enemies has the effect of breaking the flying celestial concentration and he fails to cast his spell.
No need to use Counter Magic, since the spell failed.

It’s you guys again.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Zull lashes out at the creature with his dancing chains:
Chain Attack: 1d20 + 11 ⇒ (2) + 11 = 13
Chain Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Chain Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Chain Attack: 1d20 + 11 ⇒ (8) + 11 = 19

Damage: 2d4 + 2 ⇒ (1, 2) + 2 = 5

Sidious calls out: "My lord it tried to escape again, but failed to cast the spell. I will continue to prevent it from leaving."

He readies again to counter the magic of the creature as Drax flies forward positioning himself if he is needed.

"Good Sidious. Now taste the hell fire of Asmodeus celestial scum."

Cedric advances toward the Celestial cutting at it with his blazing sword.

Sword Attack w/ Touch of Corruption and Power Attack: 1d20 + 18 + 7 - 3 ⇒ (9) + 18 + 7 - 3 = 31
Damage: 1d8 + 14 ⇒ (2) + 14 = 16 + Negative Energy: 4d6 ⇒ (5, 5, 6, 3) = 19 + Fire: 2d6 ⇒ (2, 3) = 5 35 + 5 fire no DR, DC 23 Fort save or Dazed for a round.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa snarls at being stymied and he hastes his allies

Casting Haste, should get Cedric, Johan, the Chain Devil, the two Daemons and the Bearded Devil....as well as himself.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan had been content to stand back and let the minions handle the intruder, but the familiar rush of Agrippa's magic filled him with a bloodlust that he could not resist He charged forward with a snarl.

Posca:
Glaive 1: 1d20 + 14 ⇒ (2) + 14 = 16; Dmg: 1d10 + 6 ⇒ (2) + 6 = 8+2 bleed
Glaive 2: 1d20 + 9 ⇒ (1) + 9 = 10; Dmg: 1d10 + 6 ⇒ (2) + 6 = 8+2 bleed
Glaive (haste): 1d20 + 14 ⇒ (20) + 14 = 34; Dmg: 1d10 + 6 ⇒ (1) + 6 = 7+2 bleed
Glaive (confirm crit): 1d20 + 14 ⇒ (15) + 14 = 29; Dmg: 2d10 + 12 ⇒ (2, 2) + 12 = 16+2 bleed

Johan
Swift: activate Bane/good outsiders
Full: Charge
Morning Star: 1d20 + 21 ⇒ (14) + 21 = 35; dmg: 1d8 + 12 + 2d6 ⇒ (2) + 12 + (6, 6) = 26


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred continue is barrage of arrow, but with little precision.

Atk: 1d20 + 16 - 2 + 1 ⇒ (4) + 16 - 2 + 1 = 19
Dmg: 2d6 + 5 + 4 ⇒ (5, 5) + 5 + 4 = 19
Atk: 1d20 + 16 - 2 + 1 ⇒ (7) + 16 - 2 + 1 = 22
Dmg: 2d6 + 5 + 4 ⇒ (2, 5) + 5 + 4 = 16
Atk: 1d20 + 16 - 2 + 1 ⇒ (17) + 16 - 2 + 1 = 32
Dmg: 2d6 + 5 + 4 ⇒ (2, 3) + 5 + 4 = 14

Atk: 1d20 + 11 - 2 + 1 ⇒ (9) + 11 - 2 + 1 = 19
Dmg: 2d6 + 5 + 4 ⇒ (4, 3) + 5 + 4 = 16

From all the arrows he fires, only one hits the target.

---
Cedric, I couldn't find anything on your crunch or antipaladin related explaining how to combine melee attack and touch of corruption, altho, I must say I did only a very quick search.
The unholy knight moves forward attacking with deadly precision and power, his dark powers bypassing the celestial innate resistance.

Fort: 1d20 + 13 ⇒ (19) + 13 = 32

--
Agrippa Enhances his minions allies speed with the arcane arts.

--
And Johan and Posca deliver as well powerful and deadly attacks.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Problems comes at night.

Round 5-

Ordered Initiative-

Enemies: 1d20 + 8 ⇒ (11) + 8 = 19

Agrippa: 1d20 + 2 ⇒ (1) + 2 = 3
Cedric: 1d20 + 1 ⇒ (16) + 1 = 17
Eldred: 1d20 + 6 ⇒ (10) + 6 = 16
Johan: 1d20 + 6 ⇒ (6) + 6 = 12
Grumblejack: 1d20 + 0 ⇒ (8) + 0 = 8

Active Effects-

Map-

Link

Notes-

Added a provisory map, use the link above instead the one on the campaign description.

Narrative-

The enemy, yet again, tries to dispel the magical barrier preventing him to flee.
Concentration: 1d20 + 14 ⇒ (10) + 14 = 24
Concentration: 1d20 + 10 ⇒ (16) + 10 = 26

Sidious, being attentive of what’s being done, tries to see what the enemy is doing and disrupt his magic.
Spellcraft to identify the spell x DC 18: 1d20 + 11 ⇒ (12) + 11 = 23
Caster Check x DC 21: 1d20 + 7 ⇒ (12) + 7 = 19

But his magic isn't potent enough to cancel's the enemy spell.

--

With the barrier finally broken, the celestial flies just out of range of melee attacks 5ft, but still in range for larger creatures or reach weapons.

Enemy stats: Save as above: HP 36

You guys can post your actions.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

It's not an anitpaladin ability it is Conductive Weapon Cost 2 uses of the ability each time you use it, can be done once per round.

Counterspell:

f the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell's level). This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.

To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

Sidious gives up his dispell magic slot and it counters the creatures dispell as they are the same spell. Dispell magic only has to make a Caster level check if you are not casting the same spell as the caster.

Forgot to add smite damage from last attack. It was the first hit so it takes 18 points.

Attack w/ Power Attack: 1d20 + 18 + 7 + 1 - 3 ⇒ (15) + 18 + 7 + 1 - 3 = 38
Attack w/ Power Attack: 1d20 + 13 + 7 + 1 - 3 ⇒ (1) + 13 + 7 + 1 - 3 = 19 Auto Miss
Haste Attack w/ Power Attack: 1d20 + 18 + 7 + 1 - 3 ⇒ (9) + 18 + 7 + 1 - 3 = 32

Damage attack 1: 1d8 + 14 + 9 ⇒ (3) + 14 + 9 = 26 + Fire: 2d6 ⇒ (5, 5) = 10
Damage Haste Attack: 1d8 + 14 + 9 ⇒ (8) + 14 + 9 = 31 + Fire: 2d6 ⇒ (2, 5) = 7

"Well done Sidious. Be on guard. Surely this thing didn't come alone."

Cedric stands over the dead celestial.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

My description was a little vague, but the celestial is out of reach if you are not large or using a reach weapon, or ranged attack. Check discussion.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Description was fine. His dispel was countered.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Contrary to Cedric’s prediction, no other enemy assaults the horn that night. That same night passes without further incident and so does the morning ritual.

Before moving on, I need to confirm something: When not performing the ritual, where are you guys staying? Bottled up in the sanctum at all times?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

No - 3rd floor quarters should still suffice. repaired the damage to the 3rd floor landing and use it to let flyers get to the sanctum fast. Maybe station one PC in the sanctum on shifts. We've still got the deamons and hell hounds up there all the time. Maybe move the golem up there too.


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

With only 4 days left why would we not focus all our efforts there. What does the rest of the horn matter at this point?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Okay, to keep things moving and keep things simplelets relocate to the sanctum. Johan and Rex will move up there, along with the golem. We will probably need to leave the new gorgimera skeleton downstairs, 'cause its a Huge flaming skeleton, which is a shame, and we lose the wisps too. Are you sure we couldn't set up a flying calvary of sorts on the third floor and use message spells to stay in touch?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

The gorgimera can't fly. You think you can convince Agrippa to wait there ready to cast fly on it when or if the dragon shows up? We have no control of the wisps or way to communicate. We have stuck a beneficial accord. They prefer the fear aura of were they are. How do you plan on getting them to fly up after the dragon or anything else?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Lord Cedric Barca wrote:
The gorgimera can't fly. You think you can convince Agrippa to wait there ready to cast fly on it when or if the dragon shows up? We have no control of the wisps or way to communicate. We have stuck a beneficial accord. They prefer the fear aura of were they are. How do you plan on getting them to fly up after the dragon or anything else?

moving to discussion to not clutter gameplay

I'll not speak for another player, but I reckon you'll have a harder time talking Agrippa out of his plush quarters and into the exposed ( both to the elements and to attack) and crowded sanctum than I will convincing to stay there. :>

We did tell the wisps that occasional service away from the mural would be required ( and greater reward to compensate) when we negotiated their deal - and they can understand us - they assented to the deal when they chose not to keep attacking us.

Anyway, I said I was fine moving to the Sanctum if that's the group consensus. Just seems like a waste is all.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

You get me. =)


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

With no other threat presenting itself Cedric talks with Sidious and they decide to move into the Sanctum for the remaining days. Zull and Drax will keep watch with the Hexor and Vexor while Cedric and Sidious discuss the future of the land and what the tears of Vetra Kali will do to the people.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The villains weren’t able to agree on what to do.
Cedric wanted to hole up into the sanctum to prevent any other attacks from disturbing the place. Johan and Eldred were indifferent of what to do, while Agrippa took the suggestion as some kind of insult to his noble person.

In the end, Cedric stayed at the sanctum with all the defenders and his followers, while Johan and Eldred stayed in the third floor, closer to the wizard in case anything happened.

And as always, something happened.

There was no warning, or any sound that might have informed of this new threat.
An animate pile of mud seems barely able to maintain the semblance of a humanoid form made of dripping sludge slides inside the sanctum from outside, and by the looks of it, the thing climbed the wall until reaching the sanctum.

Event Three: The Earth Awakens
Time: 3:55 pm, Day 218

Living Earth

Round 1-

Ordered Initiative-

Cedric: 1d20 + 1 ⇒ (13) + 1 = 14
Vex and Hex: 1d20 + 3 ⇒ (1) + 3 = 4
Grumblejack: 1d20 + 0 ⇒ (12) + 0 = 12

Enemies: 1d20 + 6 ⇒ (17) + 6 = 23

Active Effects-

Map-

Link

Notes-

Added a provisory map. I’ll add the icons later.

Narrative-

The enemy will just move this round, consider it closer to where the celestial was. Agrippa, Johan, you guys RP Hex, Vex since your characters are not in the sanctum currently. Intentions?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Even though we are there and kind of on alert I assume we are sitting around talking and relaxing. It would be unrealistic to think otherwise unless we were doing guard duties.

"My lord, we have company."

Sidious stands and chants some divine words as Fervor takes hold of those in the room bolstering their prowess. Drax goes invisible and takes to the air.

Cast Blessing of Fervor: Targeting Cedric, Hexor, Vexor, Zull, Sidious, Drax

"Is that thing made of mud? No matter. Hexor, Vexor destroy it. Zull bring your chains we have work to do. Well done Sidious."

Cedric leaps up with speed thanks to the spell from his companion. He readies his shield and attempts to take the creatures sight.

Zull takes his place by Cedric with his chains dancing about.

Cast Blindness DC 19 Fort Save


Blessing of Fervor Choices

1. Increase its speed by 30 feet.
2. Stand up as a swift action without provoking an attack of opportunity.
3. Make one extra attack as part of a full attack action, using its highest base attack bonus.

4. Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

5. Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Hexor leaps acros the ruined half wall and casts a spell at the shambling mud-thing as it lumbers onto the balcony

Hold Monster (DC 19)


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred moves to alert Agrippa.

We've got company!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Will: 1d20 + 4 ⇒ (4) + 4 = 8
The villains converge onto the new threat, and Hexor (or maybe Vexor) cast a spell to stop the monster and the mud monster is not able to resist the effect.

Vexor (or maybe Hexor), jumps over the broken fence as well and open his mouth as energy thunders out of it in a deadly cone.
Damage: 6d6 ⇒ (3, 2, 5, 2, 4, 3) = 19
1d4 ⇒ 2

The mud thing taking the full brunt of the attack.

--

The thing make of mud, seeks only the power emanating from the silver seal. The foul power which if consumed, is guaranteed to make him a paragon of its kind. It didn’t expect such resistance tho, or even being bewitched.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Event Three: The Earth Awakens
Time: 3:55 pm, Day 218

Living Earth

Round 1-

Ordered Initiative-

Enemies: 1d20 + 6 ⇒ (17) + 6 = 23

Cedric: 1d20 + 1 ⇒ (13) + 1 = 14
Vex and Hex: 1d20 + 3 ⇒ (1) + 3 = 4
Grumblejack: 1d20 + 0 ⇒ (12) + 0 = 12

Active Effects-

Map-

Link

Notes-

Added a provisory map. I’ll add the icons later.

Narrative-

The enemy is under Hexor spell, so no actions this round. Agrippa, Johan, Eldred you guys RP Hex, Vex and Grumble since your characters are not in the sanctum currently. Intentions?


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

It gets another save on it's Init. If it fails Hexor or Vexor whichever one is to the top of it can 5' step and do a Coup de grace. I will wait to post based on if it makes or fails its save.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Hexor steps forward and tears into the mud creature.

If it saves:
claw1: 1d20 + 15 ⇒ (18) + 15 = 33; Dmg: 1d6 + 8 ⇒ (6) + 8 = 14
claw2: 1d20 + 15 ⇒ (11) + 15 = 26; Dmg: 1d6 + 8 ⇒ (5) + 8 = 13
Bite: 1d20 + 15 ⇒ (7) + 15 = 22; Dmg: 2d6 + 8 ⇒ (6, 5) + 8 = 19

If it does not save
Coup de gras: 4d6 + 16 ⇒ (4, 6, 6, 6) + 16 = 38 DC48 Fort save or die


Human Antipaladin 9 [ HP:91/91 | AC:29 T:11 FF:28 |[Per. +17][ F:+20 R:+14 W:+16 | Init +1 | CMB +16 CMD +27][Touch of Corruption 9/11][Bluff+19, Diplomacy+20, K.Religion+14, Ride +16

Nice thanks for posting that. Now if he fails that should end it :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

While the band of villains was trying to decide: Is the monster under the spell effect to do anything, Hexor steps in, clawing the monster while it’s still vulnerable.
The actual Fort DC is 38, since the elemental has DR, but even with a 20 I cannot save that value.

And in a brief moment, what could have been a threat, ended up being only mud smeared and dirtying the sanctum.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Not long after, Johan, Eldred and Agrippa steps onto the sanctum, ready and prepared for battle, only to find out the problem had already been solved.

Investigating what and how this happened, the Knot discovers that the mud elemental was formed into the caves, and before climbing the horn, the boggards were its first victims. Being concentrated in defending the sanctum, they didn’t notice what was happening in the caves. Some of the already ragged boggard tribe seems to have survived, but they have fled and abandoned the horn for good.

After dealing with the boggards, the elemental climbed the outer wall of the horn, and when passing thru the third floor, it absorbed the four mudman guarding the teleport room. The mudmen were drawn to it It them continue to move into the sanctum, where it met its end.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Event Four: Unleash the Hounds
Time: Just as the midnight ritual begins on Day 219

The same day when you fought the mud elemental, just after midnight.

Vetra-Kali is not the only being barred from entering this world. The powerful magic of the ritual could be useful to liberate any number of others barred from our world. On midnight of the 219th day, from the corners of reality, emerge six Hound-like creatures. These loathsome non-Euclidean beasts are not here to save Talingarde. They are here to slay anyone involved in conjuring this transdimensional rip (i.e. anyone in the sanctum) and to instead see that the when the portal opens, it is not Vetra-Kali who emerges but a horrific entity trapped between the black spaces between the stars, their master – a Leng spider.

5d20 ⇒ (9, 11, 14, 4, 9) = 47

I’m assuming everyone is present for the ritual and that you guys are prepared for battle. i.e: Spells haven’t been cast, but you are armored and attentive to danger.

The malevolent energy around the ritual make difficult to perceive and nothing things out of its sphere of influence, even then, Eldred who had been mostly uninterested in the ritual so far, caught something with the corner of his eyes, something appearing on the corner of the room, some fearsome creatures, out of some horror history.

Combat Name

Round 1-

Ordered Initiative-

Agrippa: 1d20 + 2 ⇒ (17) + 2 = 19
Cedric: 1d20 + 1 ⇒ (13) + 1 = 14
Eldred: 1d20 + 6 ⇒ (16) + 6 = 22
Johan: 1d20 + 6 ⇒ (13) + 6 = 19
Grumblejack: 1d20 + 0 ⇒ (10) + 0 = 10

Enemies: 1d20 + 11 ⇒ (15) + 11 = 26

Active Effects-

Map-

Link

Notes-

Eldred, you one standard action from Surprise Round, since you were the only one that passed the perception check.

Narrative-
The creatures open their mouth as the energy forms shooting into the villain’s direction. The energy formed from corruption itself.

Rolls:

6x Touch Attack for Dimensional Anchor Spell.

Touch Against Hexor: 1d20 + 18 ⇒ (7) + 18 = 25
Touch Against Vexor: 1d20 + 18 ⇒ (12) + 18 = 30
Touch Against Agrippa: 1d20 + 18 ⇒ (14) + 18 = 32
Touch Against Cedric: 1d20 + 18 ⇒ (12) + 18 = 30
Touch Against Eldred: 1d20 + 18 ⇒ (13) + 18 = 31
Touch Against Johan: 1d20 + 18 ⇒ (7) + 18 = 25

With otherworldly precision, the hounds made sure no one will flee from this place, at least not using magic to do it.
The enemies used their action to put you guys under Dimensional Anchor spell effect; You can act now, intentions? (Eldred, don’t forget your surprise round action).

K: Planes DC 18:

This gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace.
These monsters are known as hound of Tindalos.
They are evil extraplanar, resistant to all common attacks (DR/Magic), and due to their nature, immune to all mind-effecting effects.

K: Planes DC 23:

They have several spell like abilities, they can teleport and move between planes, but they can only do that if their destination is some sort of edge or corner of a structure.

Enemy Stats:

If you use this to metagame, I’ll die on the next round!
AC 24, touch 17, flat-footed 17 (+7 Dex, +7 natural)
hp 105
Fort +12, Ref +14, Will +10

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