Clebsch GM Wrath of the Righteous Adventure Path

Game Master Clebsch73

The Sword of Valor relic reclaimed and the demonic forces on the defensive, Queen Galfrey orders six heroes of Drezen to explore the Worldwound near the citadel for pockets of resistance and information on what the demons may be planning.

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress


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Silver Crusade

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AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Franti's the main bookkeeper


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Woop, woop! Bookkeeping represent! Had that done hours ago.

Here is the Party Loot sheet, in case you forgot where I posted it. We've scrounged up over 1000 gold of junk so far. Not bad, really.

@Ellena: Karas has a longsword already, think he is good. We all have weapons as of now which is nice.

We have gathered 5 CLW Potions thus far. Everyone but me take one, that we if things get rough most all of us can heal ourselves slightly.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

I have the longsword for backup unless the hammer is better but I don't think it is.

I will add crafts painting then :)


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

I'll write down a CLW potion on my sheet.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

As will I


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Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Hi guys! That time of the month again, Off to slay zombies in the woods from friday afternoon to sunday afternoon and incommunicado! Have fun and dont kill all the demons without me!


Map of the Marchlands | Wintersun Hall

I put a link to the Party Treasure spreadsheet in the header.

Once Avelina has posted her response to Aravashnial, I'll assume the party is ready to proceed and move things along to the next encounter point. Since Karas is not available, that may be as far as we get until Monday.


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Map of the Marchlands | Wintersun Hall

I'm reworking an NPC for the next encounter. Since some players have encountered early portions of the AP, I want to make things fresh. I think I've got an interesting adversary for you all, but it will take a bit more time to work out all the details. I should have something posted for gameplay before the weekend is over. By then Karas should be back from killing zombies.


Sounds like a great plan, GM. I'll keep a close eye on the thread for when you are ready to move forward. :)


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Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

I have returned triumphant over the undead and raiders. :)


Map of the Marchlands | Wintersun Hall

Welcome back to the land of the living.

Regarding the question of activating the scales of Terendelev, it is a standard action that does not provoke an AOO. One does not have to be holding the scale as long as it is on your person. It does not occupy a magic item slot however.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I've likewise been out of town all weekend, so I'll probably have to wait until tomorrow to get a post up. It's been a very busy few days!


Map of the Marchlands | Wintersun Hall

Post as you get a chance. Mondays tend to be extra busy for me, so I will try to respond to any posts as soon as I can. Right now, everyone is free to enter the cavern described and look around or do stuff. Just don't do anything that would take more than 2 rounds.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7
Clebsch GM wrote:


Regarding the question of activating the scales of Terendelev, it is a standard action that does not provoke an AOO. One does not have to be holding the scale as long as it is on your person. It does not occupy a magic item slot however.

To clarify, so does this mean they are useable during bloodrage?


Map of the Marchlands | Wintersun Hall

If the rules don't prohibit activating a magic item while in a bloodrage, I'd say so.


Map of the Marchlands | Wintersun Hall

Anarya: you asked about a symbol of a winged eye. I'm not clear what that is connected to or how it might indicate the time of the statues. Can you clarify?

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

It's the holy symbol of Aroden. Iomedae was his herald before he died.


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Map of the Marchlands | Wintersun Hall

Okay. In that case, there is nothing like that. That doesn't mean the statues were not from the first crusade, only that if they were, they sculptors did not carve any such symbols on the crusaders. The death of Aroden was simultaneous with the opening of the Worldwound, so by the time of the first crusade, overt worship of Aroden had declined substantially. It would not be especially inspiring in battle to have a symbol of a dead God on your crusade standard.


Map of the Marchlands | Wintersun Hall

It may not come to this, but anyone know of any rules or discussion threads that address the penalties and procedures for GMing combat between two opponents who are in a position that required climbing to achieve? The only thing I could find was a feat that allows you to free up two hands to allow you to use a 2 handed weapon or reload a weapon when it requires two hands. That implies you could fight with a one-handed weapon while climbing.

But would there be penalties to attack or to AC? Seems there might be but on the other hand, both parties are limited in similar ways, so perhaps no modifiers are needed. I could also see requiring some kind of roll to not lose your grip and fall, most likely a climbing roll, but no such thing is listed in either the climb skill description or the combat rules.

Silver Crusade

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Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Here's what I found:

Climb Skill wrote:
You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can’t use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

Note that if you have a climb speed, such as from spider climb or just being a climbing monster, you get to ignore almost all of these penalties (not flat-footed, et cetera). You still have to make climb checks when damaged... but a climb speed allows you to always take 10, even in combat, and even gives a +8 racial bonus on climb checks so they're unlikely to fail ever.


Map of the Marchlands | Wintersun Hall

Thanks. I missed that when I skimmed it.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

A grease spell would come in handy right about now, if anyone has one prepared...

Also, your post said Tauni is entangled. I suspect that you meant Anarya?


Map of the Marchlands | Wintersun Hall

My bad. Correct: Anarya is entangled.

Franti's dagger slash did not quite cut the filament, alas. I'm going to rule that damaging the filament is like damaging rope. In such a situation, another hit is not likely to hit at the exact same place as the previous hit, so it will take an attack that does at least 5 points to cut the filament.

Hope everyone celebrating Thanksgiving tomorrow will have a good time and safe travels. I'll be taking it easy and able to post as needed, but I won't be expecting posts by the players.


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Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

I'm just proud I pulled a twenty out of nowhere. If I was small via my scale, if have been soooooo close to making the critical.

I feel like I need a reason to become small, or a desire for being a different size or race before I use the scale.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Gonna wait for GM before I post. I'd like to see if Anarys is free first before I do something dumb.

Silver Crusade

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Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Clebsch GM wrote:
it will take an attack that does at least 5 points to cut the filament.

I am in very serious danger then, if I can't pull off a good escape artist roll against an extreme DC. It's not even possible without Tauni's grease spell. Thanks Tauni!

If Karas can grab onto me and make a strength check to rip it free, that is much more likely to succeed. The problem there... is that I'm greased up, and will be harder to grab. Killing the fisher is significantly more likely to save me than severing the filament now.

Just need to hit the level where I graduate from damsel status. Level one is always such a struggle. >_<

WAIT A SECOND, THE SCALE! THE SCALE! ANARYA HAS A SCALE! Ohohohohoh.... WHO WANTS TO RIDE THE SILVER DRAGON CLOUD TO THE ROOF!? I can levitate someone up there on my next turn! (And you could probably cut the filament too on the way...)


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

I'm very likely to fail that grapple but ya I will happily get Levitated to the cave fisher on my next turn :)


Map of the Marchlands | Wintersun Hall

The fisher king is 50' above the floor and it has now hauled Anarya 20 feet. So it will take at least 3 more rounds before Anarya is in peril of taking damage from direct attacks by the cave fisher.

The levitate spell will only move the recipient 20' per round, so it will take at least 3 rounds of levitation movement to get someone up to where it can melee attack the monster. Arrow attacks may well kill it by then, of course.

There are penalties for fighting while levitating, so if it comes to that, I'll look those up. It's not major, but I think it's a progressive -1 each turn you don't stabilize yourself. I think this is due to Newton's 3rd law tending to make person rotate when applying force to another object.

I hope everyone has a Happy Thanksgiving! I'll be checking for posts throughout the day, but not expecting any from you guys.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Anything to escape setting up tables, if only for a moment.

I am concerned more of fall damage, or the very-heavy fisher crab crushing someone. I'd be quite the way to go out.

On Called Shots, are they cool to use? I can see the system easily exploited in PbP games, as you can just "call" the shot after you see you roll high.


Map of the Marchlands | Wintersun Hall

See post in gameplay regarding called shots in this situation. I don't normally use called shots for standard melee. To me, the point of the potential critical hit is just that small possibility of hitting a vital organ or the head or what not.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ugh, just recalled that Ellena gave her bow and quiver to to NPC archer earlier....no ranged attacks for me now! Need to pick up another bow when the situation presents itself...


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Always have a hero point to use if we need. I'm willing to use mine if someone can lend a bow or crossbow to combat the range increments. I think I'll have a fifty/fifty for the called filament shot, depending if I make myself small or not.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

If nothing else, Karas can cut me down while the falling damage is still 2d6, not 5d6 plus whatever this thing's attacks do to me.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

So if I were to break the strand on the first swing could I use my second to try to grab Anarya?


Map of the Marchlands | Wintersun Hall

Sorry I didn't notice this sooner.

Ellena Lovain wrote:
Ugh, just recalled that Ellena gave her bow and quiver to to NPC archer earlier....no ranged attacks for me now! Need to pick up another bow when the situation presents itself...

I believe you just gave Anevia 20 arrows. She had a bow but just 4 arrows.

5 of the shots Anevia has taken hit, which generally makes the arrow unusable.

She has 5 misses.

01-50: arrow broken
51-100: Arrow salvaged.
Miss 1: 1d100 ⇒ 97
Miss 2: 1d100 ⇒ 18
Miss 3: 1d100 ⇒ 9
Miss 4: 1d100 ⇒ 80
Miss 5: 1d100 ⇒ 82

So 3 of the 5 have been recovered.

So of the original arrows given to Anevia, 7 have been broken. Assuming 4 were the ones Anevia started with, she has used up just 3.

If Ellena can get over near Anevia, she can pull some arrows from her quiver to use to attack the cave fisher.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Clebsh, you are a genius! I had clearly forgotten. Next round, I'll have Ellena move over there to try and help.


Map of the Marchlands | Wintersun Hall
Karas Argentus wrote:
So if I were to break the strand on the first swing could I use my second to try to grab Anarya?

I don't think you can combine a claw attack with a combat maneuver until you normally get two attacks per full round action (BAB = 6). Using both claw attacks in a full round action is due to having two natural attacks. I did not see anything in the rules about taking two attacks per round while bloodraging.

Karas could always grab Anarya first and then try to cut the filament with his free hand. Alternately, Anarya could make an acrobatics check to try to grab Karas before she falls, but she would be at some minuses because of the entangled condition, which would persist even after cutting the filament. I think she might also have some minuses due to the grease spell. Come to think of it, Karas might have to make some kind of roll to hold onto her due to the grease spell.

Someone could ready an action to try to break Anarya's fall. I'm not sure there are rules written for that, but I could improvise something if not.


Map of the Marchlands | Wintersun Hall
Ellena Lovain wrote:
Clebsh, you are a genius! I had clearly forgotten. Next round, I'll have Ellena move over there to try and help.

Not genius; just a good memory.

Those shooting crossbow bolts, keep track of how many have been used. Hits cause arrows and bolts to be broken but misses have a fifty percent chance of being good. It may not matter after a certain point is reached, but until then, keep track of such things.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Avelina also has a sling and accompanying stones.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Hmm if I have to wait til I have bab6 then that's fine. I basically get free two weapon fighting with claws as is lol. I'll just post and Clebsh let me know what works.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Grappling is a standard action, even if you have multiple attacks. Grab would let you get around that, but grab is really hard to get unless you're a monster or have some exotic magical items.

(Some combat maneuvers, like trip, sunder, or disarm, can be done in place of attacks. Grapple has to be done as its own action, though.)

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

I started with 10 crossbow bolts, I believe, so I think I'm down to 5 now.

I would use Ray of Frost, but the damn thing is out of range D:


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Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

I had a dream that we were all supposed to make new characters for a battle going on elsewhere. Ellena made an armored Goblin Gunslinger named Spike and they were the commanding officer. The DM said the battle's scale was more fitted for 36 heroes, and I took that to mean we all had to juggle six characters.

EDIT: It was actually Avelina who made Spike, I remember as I was confused in the dream when I saw a new non-NPC posting, and went to the aliases section to see who it was. Morale of the story, don't load up a fool on Turkey and wine before bed or he imagines strange things.


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Map of the Marchlands | Wintersun Hall

Dang! You ruined the surprise! Everybody create six new ...

No, just kidding.

Regarding how to handle the question of whether Anarya falls or not, for some reason, the rules don't cover how to handle a PC with a grease spell on her trying to grab onto an adjacent PC using levitate to avoid falling. Go figure.

Here's my line of reasoning: There are two rolls needed. The first is an acrobatics check with a DC of <20. This is based on the DC 20 Acrobatics check needed to grab a ledge to hold onto when failing a jump by 4 or less. The lower DC is because grabbing a person who is right next to you ought to be easier than grabbing a ledge. If I set the exact DC, I'll basically be deciding whether the roll already made succeeds or fails. It's very close, since the result will be 2 lower than indicated in Anarya's post, since she did not include the -2 penalty from being entangled (due to a -4 dexterity). So I'm going to say she failed, but if Karas can make an acrobatics check to aid her check (standard DC 10 to aid), then Anarya's check to grab him will succeed.

I'm allowing this because Karas severed the filament decisively on his first attack. Technically, this would be a second standard action, but I'm using my GM powers to overrule that to enhance the drama of the moment. If that succeeds, see the next paragraph. If it fails, skip two paragraphs to read the options for dealing with a fall.

The second roll, assuming the first succeeds, is due to the problem of the grease spell. The rules say that if you try to pick up a greased item, you have to make a Reflex saving throw against the normal DC of the spell. So Anarya has to roll a reflex saving throw, DC 15, to keep her hold on Karas. Since the Entangled condition imposes a -4 penalty to dexterity, this will mean the reflex save is made at -2. But in this case Karas can attempt a reflex save DC 10 to aid (provide +2) to Anarya's save. Again, non-standard but reasonable in this circumstance.

If that roll succeeds, she holds on, but a similar roll will have to be made each round (on Karas turn) to maintain the hold. If Karas also grabs hold of her, he has to make the same roll to hold her. If either succeeds, she does not fall. Of course, Tauni can dismiss the spell on her turn as a standard action.

If that roll fails, I'll give Ellena an acrobatics check, DC 15 to break the fall similar to a character who jumps and tries the acrobatics check to change the first dice of damage to non-lethal. If it succeeds, Anaray takes 1d6 non-lethal and 1d6 lethal. If it fails but by 4 or less, each character will get 1d6 of damage. If it fails by 5 or more, the catch was unsuccessful and Anarya takes 2d6 of damage. If the roll is a natural 1, Ellena will take 2d6 as well for being struck by a falling body from 20 feet up. Sound reasonable?

So the initial roll required is an acrobatics aid attempt by Karas, followed by either reflex saves on their parts and/or acrobatics checks by Ellena. I'll make these for everyone if no one has done anything by this evening. Of if you have no objections to the plan, then make the rolls yourselves in the gameplay thread and I'll just narrate the result.

Cue the dramatic music and imagine it all happening in super slow motion close-ups, with frequent intercuts to show the faces of the other PCs reacting.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

I think that sounds like a very fair ruling, DM. Ellena will be happy to try and catch either party member, a bit less so to catch the tiefling, lol! Please feel free to make any rolls necessary.


Map of the Marchlands | Wintersun Hall

Karas is supported by the levitation effect of Anarya's silver scale of Terendelev, so he won't be falling. It does remind me, however, that there is a silver cloud underneath him, but if Anarya falls, that will be to one side of the cloud, so it won't impose any penalties.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I actually did include the penalty for being entangled - but I forgot my armor check penalty! I'm used to playing a wizard in my other PbP, so I didn't remember to factor that in.

It looks like Karas succeeded at his Aid, so I should be able to cling to him for now. As soon as the Cave Fisher goes, Anarya is going to lower him using levitate, so she can land and try to hit the fisher again!

Silver Crusade

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AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

I am utterly astounded by just how well this whole setup fits into Avelina's shipping fantasies.

I mean, for the Inheritor's Sake, Karas flew to Anarya's rescue, cut her free, and they are now floating down holding each other.

It's a delightfully perfect scene and visual, haha.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

This is perhaps the most cinematic PbP I've ever seen, heh.


Map of the Marchlands | Wintersun Hall

Not just floating down but with a silvery cloud underneath them. Of course Anarya is covered with grease, so maybe that's not so romantic. But yes, very cinematic.

Edit: Actually, I spoke too soon. There is a reflex save Anarya must make to hold on despite the grease.

New post is up. Things did not end as romantically as Avelina would have liked but no one is dead, yet. And there is something new or perhaps very old.

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