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


3,301 to 3,350 of 5,089 << first < prev | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | next > last >>

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

No magic here.


Map of the Marchlands | Wintersun Hall

The gates to this small courtyard lay smashed and broken with tall grass growing amid the rubble. Two main buildings stood side by side to the east, separated by a single alleyway. The smaller structure appeared to be a stable, while the other was much larger with several doors and stained-glass windows, apparently a chapel judging by the pious statues along its rooftop.

I'm pressed for time tonight, so each PC, please make a stealth roll and a perception check.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Stealth: 1d20 + 13 ⇒ (12) + 13 = 25
Perception: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27


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

perception: 1d20 + 13 ⇒ (13) + 13 = 26

stealth: 1d20 - 2 ⇒ (20) - 2 = 18


Stealth 1d20 + 2 ⇒ (11) + 2 = 13

Perception 1d20 + 13 ⇒ (14) + 13 = 27


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

Stealth 1d20 - 6 ⇒ (19) - 6 = 13

Perception 1d20 - 1 ⇒ (12) - 1 = 11

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

Stealth: 1d20 - 1 ⇒ (7) - 1 = 6
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Anarya didn't think to dim the light from her halo, so her presence is far from stealthy. Its light allowed her to get an excellent view of the structure ahead, however.

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 will refresh her Mage Armor, cast False Life, and use her Shield scale

False Life: 1d10 + 6 ⇒ (4) + 6 = 10

Perception: 1d20 - 4 ⇒ (8) - 4 = 4
Stealth: 1d20 + 1 ⇒ (9) + 1 = 10


Map of the Marchlands | Wintersun Hall

Behind the screen:
4 Gargoyles take 20 on stealth, using Freeze (Ex). Stealth = 31
Gargoyle 1: Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Gargoyle 2: Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Gargoyle 3: Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Gargoyle 4: Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Anarya, Tauni, Raine:
Scattered about in the debris in the grounds in front of the chapel are human bones, some of which appear to have grooves that might be teeth marks.

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

"Something has definitely been here. I can see human bones... they look chewed on." Anarya grips her weapon. "Be ready."


Tauni looked at the bones, and Anarya's observation confirmed what she thought. She knew it should chill her. She knew it should frighten her. But she felt calm and poised. Was it the strength her friends embodied? Was it the lingering effect of the brush with divinity? She couldn't tell, and it didn't matter. Her thumb absently rubbed the runes on the wand in her hand as she moved forward to see what, or who, left those teeth marks on the bones.


Map of the Marchlands | Wintersun Hall

Take 1 round's worth of action to move closer and explore.


Tauni takes a moment to cast a spell, augmenting her vision to seek out foes.

Casting See Invisible, and then just casually looking around.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

"Don't go walking too far off on your own, Tauni. I don't like this," Raine says with her customary cheer. She has her bow unshouldered and an arrow on the string as she moves closer to the rubble as well, her eyes and ears straining for signs of trouble.

Moved on map


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

Ellena remains silent, following directly behind the scout, Raine.

If someone would please move 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

Karas moved to the nearest door and pressed his ear to it. Listening for signs of occupation.

perception: 1d20 + 13 ⇒ (8) + 13 = 21


Map of the Marchlands | Wintersun Hall

I moved Elena.

A double move for Karas, since the nearest door is just over 60 feet away. Results of perception will come next round.

I'll assume Anarya and Avelina move forward with the group unless they post something different soon.

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 will move forward with the group. All her buffs are already up


Map of the Marchlands | Wintersun Hall

Initiative:
Anarya: Initiative: 1d20 ⇒ 17
Avelina: Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Ellena: Initiative: 1d20 ⇒ 4
Karas: Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Raine: Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Tauni: Initiative: 1d20 + 13 ⇒ (11) + 13 = 24

Enemy 1: Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Enemy 2: Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Enemy 3: Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Enemy 4: Initiative: 1d20 + 6 ⇒ (6) + 6 = 12

On the Table:
DC 14
Anarya: Knowledge (Nature): 1d20 + 4 ⇒ (19) + 4 = 23
Tauni: Knowledge (Nature): 1d20 + 9 ⇒ (18) + 9 = 27
Target: 1= Anarya, 2 = Avelina 3 = Ellena 4 = Karas 5 = Raine 6 = Tauni
Enemy 1: 1d6 ⇒ 1
Enemy 2: 1d6 ⇒ 4
Enemy 3: 1d6 ⇒ 6
Enemy 4: 1d6 ⇒ 4

As the group approached the dilapidated chapel, movement drew eyes up to the winged statues that lined the roof. The statues were flying rapidly down to land. Anarya and Tauni both recognized the creatures. Spoilers for Monster lore results will follow. At first they almost seemed to be angels of Iomedae, but as they got closer, their features looked more feral and monstrous than angelic.

Two landed on either side of Ellena and the other two landed near Anarya and Tauni. They seemed intent on violence.

Round 1
Tauni (see invisible, bless, moment of greatness, lifelink)
E1
E2
Raine (bless, moment of greatness, lifelink)
Anarya (bless, moment of greatness, lifelink, shield, veil of heaven, shield other)
Karas (bless, moment of greatness, lifelink, shield other)
E3
E4
Avelina (bless, moment of greatness, lifelink, mage armor, shield)
Ellena (bless, moment of greatness, lifelink)

Tauni acts first.

Anarya, Tauni:
Both recognize the creatures as gargoyles. Anarya gets one cateogory; Tauni gets 2.

Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving, allowing them to surprise their foes. Gargoyles tend toward obsessive-compulsive behaviors that are as varied as their kind is plentiful. Books, stolen trinkets, weapons, and grisly trophies harvested from fallen foes are just a few examples of the types of things a gargoyle might collect to decorate its lair and territory. Gargoyles tend toward a solitary lifestyle, though they sometimes form fearsome groups called “wings” for protection and sport. In certain conditions, a tribe of gargoyles might even ally with other creatures, but even the most stable alliances with a gargoyle tribe can collapse for the smallest of reasons—gargoyles are nothing if not treacherous, petty, and vindictive. Gargoyles have been known to dwell in the heart of the largest of cities, crouching amid the decorations of stone cathedrals and buildings where they hide in plain sight by day and swoop down to feed on vagabonds, beggars, and other unfortunates at night.

The longer a tribe of gargoyles abides in a region of ruins or buildings, the more its members come to resemble that region’s architectural styles. The changes a gargoyle’s appearance undergoes are slow and subtle, but over the course of years, it can shift radically. These have apparently been around this chapel a long time, for their forms (at a distance) do resemble statues of angels often found on Iomedae temples.

Damage Resistance:
DR 10/magic

Defensive Abilities:
None.

Immunities:
None.

Resistances:
None.

Spell Resistance:
None.

Weaknesses:
None.

Special Attacks:
None.

Spell-Like Abilities:
None.

Spell Casting:
None.

Special Qualities:
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.


Checking the first two spoilers.

Tauni looked at the creatures and said "Gargoyles! Use enchanted weapons!" To protect herself from the creature next to her, she touched her pouch, calling on the power of the scale within.

Using her scale to cast Sanctuary on herself.


Map of the Marchlands | Wintersun Hall

On the Table:
Gargoyle 1: vs. Anarya AC 21
Claw 1: 1d20 + 7 ⇒ (13) + 7 = 20
Claw 2: 1d20 + 7 ⇒ (1) + 7 = 8
Bite: 1d20 + 7 ⇒ (19) + 7 = 26
Damage bite: 1d4 + 2 ⇒ (4) + 2 = 6
Gore: 1d20 + 7 ⇒ (3) + 7 = 10
Gargoyle 2
Target: 1 = Avelina, 2 = Ellena, 3 = Raine
Target: 1d3 ⇒ 1, Avelina, AC 17
Claw 1: 1d20 + 7 ⇒ (19) + 7 = 26
Damage claw 1: 1d6 + 2 ⇒ (3) + 2 = 5
Target: 1d3 ⇒ 3, Raine, AC 18
Claw 2: 1d20 + 7 ⇒ (9) + 7 = 16
Target: 1d3 ⇒ 2, Ellena, AC 22
Bite: 1d20 + 7 ⇒ (10) + 7 = 17
Target: 1d3 ⇒ 1, Avelina, AC 17
Gore: 1d20 + 7 ⇒ (1) + 7 = 8

The gargoyle attacked Anarya with its claws, bite, and horns, but only the bite penetrated her defenses. 6 damage

Another directed attacks at Avelina, Ellena, and Raine, but only managed to scratch Avelina with one of its stony claws. 5 damage.

Raine (bless, moment of greatness, lifelink)
Anarya (bless, moment of greatness, lifelink, shield, veil of heaven, shield other, 6 lethal)
Karas (bless, moment of greatness, lifelink, shield other)
G3
G4
Avelina (bless, moment of greatness, lifelink, mage armor, shield, 5 lethal)
Ellena (bless, moment of greatness, lifelink)

Round 2
Tauni (see invisible, bless, moment of greatness, lifelink, Sanctuary)
G1
G2

Raine, Anarya, and Karas are up.


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

note for the future, Karas has a base move of 70 (60 with armor) due to the Impossible Speed mythic power. I'll wait for Anarya to post my combat action


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

"Damnation!" Raine swore when the gargoyles swooped from seemingly nowhere. Taking a short step back, she immediately peppered the nearest one with several arrows, the force of the bow driving the arrowheads to shatter on the stone skin.

Targeting #2; if it drops, switch to the one on the other side of Ellena

Arrow 1 (Manyshot): rapid shot, deadly aim, PBS, bless: 1d20 + 13 - 2 - 2 + 1 + 1 ⇒ (9) + 13 - 2 - 2 + 1 + 1 = 20
Damage (Manyshot, magic): deadly aim, PBS: 2d8 + 6 + 8 + 2 ⇒ (6, 6) + 6 + 8 + 2 = 28

Arrow 2: rapid shot, deadly aim, point blank, bless: 1d20 + 13 - 2 - 2 + 1 + 1 ⇒ (19) + 13 - 2 - 2 + 1 + 1 = 30
Damage (magic): deadly aim, PBS: 1d8 + 3 + 4 + 1 ⇒ (7) + 3 + 4 + 1 = 15

Arrow 3 (Mythic Rapid Shot): 1d20 + 13 - 2 - 2 + 1 + 1 ⇒ (7) + 13 - 2 - 2 + 1 + 1 = 18
Damage (magic): deadly aim, PBS: 1d8 + 3 + 4 + 1 ⇒ (8) + 3 + 4 + 1 = 16

Arrow 4 (Iterative): 1d20 + 8 - 2 - 2 + 1 + 1 ⇒ (14) + 8 - 2 - 2 + 1 + 1 = 20
Damage (magic): 1d8 + 3 + 4 + 1 ⇒ (8) + 3 + 4 + 1 = 16

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

Looking at Resistances tab.

Anarya's eyes flashed white once more as the holy light within her body surged to the forefront. A piercing gleam of light, illuminating and pure to the eyes of the righteous but excruciating to the unclean burst forth from her and crashed over the four Gargoyles. Seemingly surprised by the energy lashing out from her body unbidden, Anarya tells the others what she knows about gargoyles. "They're not resistant to energy, blast away!"

I think I can do that again, Anarya thinks, and summons the holy light to herself once more. A second, stronger pulse follows the first and lashes out at all evil within its reach.

Spoiler:
Standard Action:
Anarya uses her Sacred Scourge ability to channel positive energy (rulership variant channeling) to harm evil creatures (via Mythic Alignment Channel). She rolls a 3d6 ⇒ (1, 5, 3) = 9, so all evil creatures within a 30 ft radius take one quarter of that (2 damage) and must make a Will Save (DC 20) or be dazed for one round. Evil outsiders would take 4 damage instead, if there are any.

Move Action:
Quick Channel to use it again as a Move Action, using that same ability another time at the cost of two more uses of Sacred Scourge. 3d6 ⇒ (5, 1, 6) = 12 Once again, all evil creatures within 30 ft take 3 damage (evil outsiders take 6) and must make a DC 20 will save or be dazed for 1 round.

Round Summary:
Evil creatures within 30 ft. take 5 damage and must make two DC 20 will saves or be dazed 1 round.


Map of the Marchlands | Wintersun Hall

On the Table:
DC 20 will save to avoid daze
Gargoyle 1: Will: 1d20 + 4 ⇒ (15) + 4 = 19
Will: 1d20 + 4 ⇒ (17) + 4 = 21
Gargoyle 2: Will: 1d20 + 4 ⇒ (13) + 4 = 17
Will: 1d20 + 4 ⇒ (6) + 4 = 10
Gargoyle 3: Will: 1d20 + 4 ⇒ (13) + 4 = 17
Will: 1d20 + 4 ⇒ (16) + 4 = 20
Gargoyle 4: Will: 1d20 + 4 ⇒ (16) + 4 = 20
Will: 1d20 + 4 ⇒ (8) + 4 = 12

With Kara's high move, he could have completed his task of listening for trouble in the room, but he heard nothing.

Before I process the recent posts, I realized I forgot to use the flat-footed AC for the Gargoyles attacks above. That would have made a few more hits and damage.

The gargoyle's first claw attack would have hit Anarya: Damage claw 1: 1d6 + 2 ⇒ (1) + 2 = 3

The 2nd gargoyle's 2nd claw attack would have hit Raine: Damage claw 2: 1d6 + 2 ⇒ (4) + 2 = 6

Raine sent two arrows in the gargoyle about to attack Ellena to the south and dropped it, sending two more arrows to wound the one on the other side. 43 to G2, 32 to G4

Two flashes of light shot forth from Anarya, causing the gargoyles some damage and making them dazed. 5 damage to all 4 gargoyles, all are dazed for 1 round.

Was there any healing for anyone on Anarya's turn? Avelina took 5 and Raine took 6 prior to Anarya's turn. So I think Life link would heal each of 5 and Anarya would take 10. Please confirm or correct.

Damage levels below subject to modification.

Karas (bless, moment of greatness, lifelink, shield other)
G3 (5 lethal, dazed)
G4 (5 lethal, dazed)
Avelina (bless, moment of greatness, lifelink, mage armor, shield, 5 lethal)
Ellena (bless, moment of greatness, lifelink)

Round 2
Tauni (see invisible, bless, moment of greatness, lifelink, Sanctuary)
G1 (5 lethal, dazed)
G2 (48 lethal, unconscious)
Raine (bless, moment of greatness, lifelink, 6 lethal)
Anarya (bless, moment of greatness, lifelink, shield, veil of heaven, shield other, 9 lethal)

Since the gargoyles are dazed, it's free beats all around. The dazed condition does not, affect AC.

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

Correct, Avelina and Raine both heal 5 and Anarya takes another 10. I hadn't realized Avelina was injured and Raine's injury hadn't been posted yet so I didn't include that.

Who's currently injured:
Anarya is injured for 19 damage.
Raine is injured for 1 damage.


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

Karas heard Anarya's pain and in the blink of an eye was on her assailant with his claws flashing.

Now this gets wonky:
Free Action: Rage
Swift Action: spend 1 mythic power to Fleet Charge
Full Action: Attacks

Current Buffs:
Bless
Moment of Greatness
Lifelink
Shield Other

Champion's Strike - Fleet Charge:
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Fleet Charge Attack, Bless, Power Attack: 1d20 + 12 + 1 - 2 ⇒ (3) + 12 + 1 - 2 = 14
Fleet Charge Claw Damage, Power Attack, Arcane Strike, Magic, Strike bypasses all Damage reduction: 1d6 + 9 + 4 + 2 ⇒ (5) + 9 + 4 + 2 = 20

Claw Attack 1, Bless, Power Attack: 1d20 + 12 + 1 - 2 ⇒ (9) + 12 + 1 - 2 = 20
Claw Damage 1, Power Attack, Arcane Strike, Magic: 1d6 + 9 + 4 + 2 ⇒ (5) + 9 + 4 + 2 = 20

Claw Attack 2, Bless, Power Attack: 1d20 + 12 + 1 - 2 ⇒ (7) + 12 + 1 - 2 = 18
Claw Damage 2, Power Attack, Arcane Strike, Magic: 1d6 + 9 + 4 + 2 ⇒ (3) + 9 + 4 + 2 = 18


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Likely won't get a post until late tomorrow night so taking my round 2 now.

Raine smiled in a line as thin as her bow's string as one gargoyle fell. "You picked the wrong travelers to ambush," she pointed out to the stone-skins, and took another step as more arrows flew fleetly from her swiftly-dancing fingers.

Starting on #4, will shift to #3 if 4 drops

Arrow 1 (Manyshot): rapid shot, deadly aim, PBS, bless: 1d20 + 13 - 2 - 2 + 1 + 1 ⇒ (15) + 13 - 2 - 2 + 1 + 1 = 26
Damage (Manyshot, magic): deadly aim, PBS: 2d8 + 6 + 8 + 2 ⇒ (7, 5) + 6 + 8 + 2 = 28

Arrow 2: rapid shot, deadly aim, point blank, bless: 1d20 + 13 - 2 - 2 + 1 + 1 ⇒ (13) + 13 - 2 - 2 + 1 + 1 = 24
Damage (magic): deadly aim, PBS: 1d8 + 3 + 4 + 1 ⇒ (6) + 3 + 4 + 1 = 14

Arrow 3 (Mythic Rapid Shot): 1d20 + 13 - 2 - 2 + 1 + 1 ⇒ (12) + 13 - 2 - 2 + 1 + 1 = 23
Damage (magic): deadly aim, PBS: 1d8 + 3 + 4 + 1 ⇒ (4) + 3 + 4 + 1 = 12

Arrow 4 (Iterative): 1d20 + 8 - 2 - 2 + 1 + 1 ⇒ (2) + 8 - 2 - 2 + 1 + 1 = 8
Damage (magic): deadly aim, PBS: 1d8 + 3 + 4 + 1 ⇒ (4) + 3 + 4 + 1 = 12


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

Ellena took two swings with her blade at the gargoyle that threatened her.

Power Attack with Bless 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Damage 1d8 + 10 ⇒ (7) + 10 = 17

Iterative Power Attack with Bless 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage 1d8 + 10 ⇒ (3) + 10 = 13


Tauni drew her dagger, getting ready to distract the gargoyle before her when a true warrior engaged it.

Draw dagger, ready action to aid another (to hit bonus) for anyone engaging gargoyle 3.

To hit 1d20 + 3 ⇒ (18) + 3 = 21


Map of the Marchlands | Wintersun Hall

Dark orbs tinged red and green emerged from Avelina and Raine as their wounds mostly or completely healed. The orbs flew into Anarya's body, leaving bruises and cuts in the same locations as the wounds healed on her comrades. 5 healed to Avelina and Raine, 10 damage to Anarya.

Karas raced with unnatural speed to attack the gargoyle threatening Anarya. His first attack was foiled by the creatures hard stone-like body, but his next two claw attacks rended the monster and put him down while he stood dazed by Anarya's bursts of light. 38 to G1.

Round 1
Avelina (bless, moment of greatness, lifelink, mage armor, shield)
Ellena (bless, moment of greatness, lifelink)

Round 2
Tauni (see invisible, bless, moment of greatness, lifelink, Sanctuary)
G1 (43 lethal, unconscious, -1, Con 16)
G2 (48 lethal, unconscious, -6, Con 16)
Raine (bless, moment of greatness, lifelink, 1 lethal)
Anarya (bless, moment of greatness, lifelink, shield, veil of heaven, shield other, 9 lethal)
Karas (bless, moment of greatness, lifelink, shield other)
G3 (5 lethal, dazed)
G4 (5 lethal, dazed)

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 stepped back from the gargoyle engaged with her Champion, but not before flashing an approving smile. ”You are doing wonderful, Ellena! Let us finish it quickly.”

Avelina drew her arm back and fired off a volley of holy arrows magic missiles at the beast.

Volley of Holy Arrows Magic Missile vs G4: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11


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

Ellena took two swings with her blade at gargoyle 4. She didn’t respond to Avelina, embarrassed at her performance against the gargoyles up to this point!

Power Attack with Bless 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Damage 1d8 + 10 ⇒ (7) + 10 = 17

Iterative Power Attack with Bless 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage 1d8 + 10 ⇒ (1) + 10 = 11


Tauni stood ready with her dagger, watching for one of the capable combatants to be freed up to deal with the gargoyle looming over her.

Ready action to aid another (to hit bonus) for anyone engaging gargoyle 3.

To hit 1d20 + 3 ⇒ (17) + 3 = 20

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

Let's see if Paizo crashes THIS time I try to post...

Anarya's halo surges with warmth as the party's wounds are healed. The light burns the gargoyle next to Ellena, however.

Purifying Channel: 5d6 ⇒ (1, 3, 3, 6, 1) = 14 (Anarya heals 24 hit points, everyone else heals 14. The gargoyle next to Ellena takes 14 fire damage and is dazzled for 1 round (DC 22 reflex save halves the damage and negates the dazzle).)


Map of the Marchlands | Wintersun Hall

On the Table:
G3: DC 22 Reflex: 1d20 + 6 ⇒ (1) + 6 = 7

Avelina's volley of glowing bursts of destructive energy surged forth into the Gargoyle threatening Ellena, knocking bits of stone from his chest.

Ellena's sword clanged against the stone of his strange form, unable to penetrate.

Tauni prepped for battle, but never needed to use her dagger to distract the enemy, as Raine's arrows cut down the gargoyle by Ellena and wounded the one next to Tauni. Anarya's surge of healing energy healed herself and everyone else completely, and as flames enveloped him, the last gargoyle collapsed.

Now that you are all warmed up, where will you explore next? If you enter a room, remove the covering and if there are figures below, prepare for melee. There are no locks on any doors. If you check for traps, roll perception and I'll post the results as soon as I see. Otherwise, proceed into the room and read the spoiler below.

D2, NW room:
The sharp tang of musty, decaying straw fills this large stable. Its easternmost wall has collapsed into a steep pile of broken beams and rocks that blocks the way to the other side. A large mound of discarded weaponry lies amid the rubble.

D9, through passage between building toward the east:
Stunted trees and tangled grass choke this open-air courtyard. A half-broken statue looks to the sky with what once would have been outstretched arms.

D3, SW room:
The vaulted ceiling of this massive sanctuary reaches nearly thirty feet overhead. Smashed stained-glass windows stretch in narrow bands above the doors. Four angelic statues occupy each corner of the room, though their faces and wings are cracked and broken almost beyond recognition. The walls are covered with disturbing shapes and runes that have been scratched into the stone. An altar, befouled with grime and filth, sits against the southern wall. There are also a number of humanoids who apparently heard the battle and are waiting by the doors to attack. Initiative!


Map of the Marchlands | Wintersun Hall

Posting can resume.

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 clapped her hands together decisively. She then points to the northwest room, to the left of where the party is facing.

”I have heard it said that it is best to always check the left first.”


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

Elena leads the way into the selected room, sword and shield at the ready.

Not quite Ready to make any longer posts just yet. Still don’t trust the website!


Map of the Marchlands | Wintersun Hall

As the group enters the room Avelina indicated, the sharp tang of musty, decaying straw filled this large stable. Its easternmost wall had collapsed into a steep pile of broken beams and rocks that blocked the way to the other side. A large mound of discarded weaponry lay amid the rubble.


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

”Why would anyone abandon their weapons here? I doubt this happens normally. There must be evil magic afoot,” Ellena surmises as she whispers her thoughts to the others.


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 dont know if its magic or those gargoyles outside. Regardless I guess it was wishful thinking that this place was still abandoned." the silver tiefling said offhand as he looked around.


Map of the Marchlands | Wintersun Hall

Inspecting the weapons, most of them were broken beyond repair. Some might still be serviceable.

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

Anarya let her halo's light shine over the pile of weaponry as her eyes began to shimmer iridescent colors. She peered into the shifting spectrum of magical energy, looking for traces of it within the heap.

Casting detect magic.


Map of the Marchlands | Wintersun Hall

Two items glow with faint auras, a longsword and a longspear. Picking through the pile to find these turns up a few other non-magical weapons worth examining: a masterwork battleaxe and 3 cold iron daggers. The spear has a cold iron point.

You'll probably figure out easily that both magic items are +1 enhancement bonus.

Nothing else of value appears to be contained in this place.

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'm sure we can put these to good use. Sacred places continue to provide us with blessings." Anarya said with a smile. Once the weapons were distributed and stowed, she added "To the south, then?" She didn't take point, as before remaining towards the middle of the group.


Map of the Marchlands | Wintersun Hall

The structure to the south of the stables appears to be a chapel, based on the high ceiling and the remnants of stain glass in a line a little above the door. The door is well made of sturdy stuff and has stood the test of time. There is no lock on the door, but it would be reasonable to expect that a structure in enemy territory would be capable of barring the doors from the inside. There is another door to the west that is made similarly and also closed.

Position yourselves as you want to be and indicate who opens which door. If you want to check or traps, let me know and I'll make the rolls.


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

Once the door had been cleared of traps, Karas prepared to open the door once the others were in position


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

Ellena will enter the open door first, shielding her friends, once Karas opens the door. ”Behind me everyone! The Inheritor’s shield will keep us safe from any ambushes that await!”


Map of the Marchlands | Wintersun Hall

Behind the screen:
Anarya: Initiative: 1d20 ⇒ 12
Avelina: Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Ellena: Initiative: 1d20 ⇒ 18
Karas: Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Raine: Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Tauni: Initiative: 1d20 + 13 ⇒ (15) + 13 = 28

Ilzek: Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Jadiss: Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
1: Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
2: Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
3: Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
4: Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
5: Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

DC 11 (Ghouls) DC 14 (Clerics)
Anarya: Knowledge (Religion): 1d20 + 8 ⇒ (18) + 8 = 26 [3]
Avelina: Knowledge (Religion): 1d20 + 9 ⇒ (15) + 9 = 24 [2]
Ellena: Knowledge (Religion): 1d20 + 7 ⇒ (9) + 7 = 16 [1]
Tauni: Knowledge (Religion): 1d20 + 9 ⇒ (15) + 9 = 24 [2]

It took about 5 minutes after the defeat of the gargoyles to inspect the stables and recover and stow the weapons and then get to the next room. Make a note when you post of what effects are still active.

Karas pushed the door open revealing the remains of the chapel, as suspected. The vaulted ceiling of this massive sanctuary reached nearly thirty feet overhead. Smashed stained-glass windows stretched in narrow bands above the doors. Four angelic statues occupied each corner of the room, though their faces and wings were cracked and broken almost beyond recognition. The walls were covered with disturbing shapes and runes that had been scratched into the stone. An altar, befouled with grime and filth, sat against the southern wall. The room was occupied, however, by humanoids who stood on either sides of the doors.

Anarya, Avelina, Ellena, Tauni:
You recognize the humanoids as ghouls. Two of the ghouls have unholy symbols of Kabriri, a demon lord worshiped by ghouls. They are apparently clerics. Ellena gets to look at one additional spoiler, Tauni and Avelina at 2, and Anarya at 3.

Damage Resistance:
None.

Defensive Abilities:
Channel Resistance
Creatures with channel resistance gain a +2 bonus on Will saves made against channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.

Immunities:
Undead Traits (Ex)
Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

Resistances:
None.

Spell Resistance:
None.

Weaknesses:
None.

Special Attacks:
Paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)
This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 the paralyzing creature’s racial HD + the paralyzing creature’s Con modifier; the DC is given in the creature’s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. The duration of the paralysis varies and is included in the creature’s description.

Spell-Like Abilities:
The Ghouls have none, but the two clerics of Kabriri might have one or two, depending on their domains. Typical domains of Kabriri are Chaos, Death, Evil, and Knowledge.

Spell Casting:
There are two ghouls who are clerics, which will therefore have cleric spells prepared.

Special Abilities:
Disease (Su)
Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Neither side is surprised by the other so we begin with round 1:

Initiative order
Tauni
Raine

Ilzek
Jadiss
G3
G1
Ellena
G5
G2
Anarya
Avelina
G4
Karas

3,301 to 3,350 of 5,089 << first < prev | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Clebsch GM Wrath of the Righteous Adventure: Book 1 All Messageboards

Want to post a reply? Sign in.