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Clebsch GM Wrath of the Righteous Adventure Path

Game Master Clebsch73

Six people hold the key to ending the Worldwound Incursion, if they prevent the demon plan to use the wardstones against the crusaders all along the line of wardstones.

Gray Garrison

Party Loot

Map: Kenabres After the Fall


2,701 to 2,742 of 2,742 << first < prev | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | next > last >>
Silver Crusade

Light (Halo, 20 ft.) | HP 41/41 | AC 17 (FF 15 T 12) CMD 14 | Fort +4 Ref +3 Will +5 | Init -2 Percep +3 SM +6 | Spells: (5/8|3/4), Channel 2d6 (5/6) DC 17, LoH 2d6 (5/6)
Spell Effects:

Who's injured? Looks like we've got at least two (Raine and Karas) who've taken hits, so Anarya will drop a channel.

Anarya laughs with delight at Karas's joke. "It's not your fault, Karas! Slaying demons must work up a sweat! As for the burns..." Her halo gleams into brilliance, flooding the room for a moment as Raine and Karas's injuries heal.

Channel: 2d6 ⇒ (5, 2) = 7


Female half-orc Paladin

After Anarya's channeling of positive life energy, Raine's wound healed completely and Karas was left with a few tender spots 2 lethal.

Irabeth read the note. After a moment, she leaned against a wall, struggling to comprehend the news. As a soldier first, deep in enemy territory, she tucked the note carefully in a pouch and when Anarya held forth her magical longsword, she took it and examined it, not wanting to believe the good fortune coming at such a dark time.

She looked at everyone and said, "There is a story or two to tell so you can understand what this is doing here and to whom it was intended, but there are more enemies about and so I'll keep it for now, unless one of you needs a sword."


Paladin 4 [HP: 48/48 | AC 22 | T 11 | FF 22 | CMD 18; Fort +7 Ref +3 Will +5; Init: +0; Perc: -1, Smite Evil 2/2, LOH 4/4] Immune to Fear effects | Immune to Disease | Allies within 10' get +4 on saves v. Fear |

"That's your sword. I don't believe any of us would want to keep you from it for another second. I know you will keep doing the Inheritor proud with it," Ellena says with a broad grin, one of the only times she had smiled since they entered this garrison.


NG Ranger 4 * HP 38/38 * AC 17|T14|FF13 * CMD 20 * F+5 R+8 W+3 * Init +4 Per +14 (16 in Ken.), +16 vs traps (+18 in Ken.) | CURRENTLY: +2 per from H.A. | | -4 NS arrows

Raine arched a brow at the revelation of the sword, with a soft little whistle since it looked pretty fancy... but she was more of a bow girl herself. She jerked her head towards the west.

"Let's check out that false door or whatever, eh? And whatever's snufflin' about on the other side."

Anarya's blessed healing made her tense and then relax, and offer a half-smile at the other woman. "...thanks. Guess there's something to be said for this 'team' stuff after all."

I guess I'll claim the potion of invisibility then!


Gray Garrison

Irabeth and her band of mongrel folk kept watch on the west door of the central hall while the team checked out the secret door in the temple.

From the far east end of the temple, the door was no longer visible, but as soon as anyone of the six PCs approached, the outline of the door appeared as a soft blue glowing line. Seeing the door, however, did not cause it to open.

Opening the door will require a Disable Device check, or it can be broken down by brute force.


NG Ranger 4 * HP 38/38 * AC 17|T14|FF13 * CMD 20 * F+5 R+8 W+3 * Init +4 Per +14 (16 in Ken.), +16 vs traps (+18 in Ken.) | CURRENTLY: +2 per from H.A. | | -4 NS arrows

Raine held up a hand to keep the others back and sidled closer. "Never heard of a secret door that glows as you come up on it. Wouldn't keep it very secret," she deadpanned. "Could be a trap. Let me give it a look over."

She spent some suspicious time in study of the glowing door. Active trap checking, current roll is a +20. Assuming she finds no traps:

With a shrug, Raine pulled out her tools and set to work on the door-- she ran her gloved fingers along the blue seam, hunting some catch or mechanism.

Disable this device, Mr. President: 1d20 + 14 ⇒ (17) + 14 = 31


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 39/48| Rage 7/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

Karas smiled at Anarya's joy and laughter. Even with my hands stained in blood. Making her smile and laugh may be the closest thing to joy I've ever had since the days after She found me.

He walked into the room unable to take the smile from his face as he nodded to Irabeth to keep her sword.

He joined Raine near the glowing door.

Silver Crusade

Light (Halo, 20 ft.) | HP 41/41 | AC 17 (FF 15 T 12) CMD 14 | Fort +4 Ref +3 Will +5 | Init -2 Percep +3 SM +6 | Spells: (5/8|3/4), Channel 2d6 (5/6) DC 17, LoH 2d6 (5/6)
Spell Effects:

Anarya stopped to ponder the meaning of the strange blue glow. "I wonder why it glows," she mused. "This fortress was built by crusaders. Perhaps the door only reveals itself to those of pure heart?" she speculated.


Paladin 4 [HP: 48/48 | AC 22 | T 11 | FF 22 | CMD 18; Fort +7 Ref +3 Will +5; Init: +0; Perc: -1, Smite Evil 2/2, LOH 4/4] Immune to Fear effects | Immune to Disease | Allies within 10' get +4 on saves v. Fear |

Ellena held her sword at the ready, waiting for Raine to work on that secret door. She had not given any thought to the glow, but perhaps the healer was correct in her theory. The members had proven themselves since fate threw them together, that much was sure.


Female half-orc Paladin

I thought I had posted the results of the disable device roll and the contents of the room, but apparently it did not survive the goblins in the machine.

Raine studied the faintly glowing line around the secret door and could tell the door had been well hidden and designed to be very difficult to open. She had had enough experience with magic traps, however, to recognize something in the design that would respond to an appropriate triggering action or pass phrase. She could see no way to open the door without knowing this phrase, but then, a dim blue light, the same color as that which outlined the door flickered at a hole so tiny, only her smallest wire pin could penetrate it. The pin released something and the door swung open revealing a small room between the temple room's western wall and the tower's outer wall.

This small chamber was free of dust. A holy symbol of Iomedae hung unmolested on the wall above a weapon rack filled with swords, crossbows, and spears. Three wooden dummies wore pristine suits of armor. A shelf held several leather quivers, each stamped with a golden sun. Two silver shields hung from pegs on the wall.

To save time, I'm going to assume you can use detect magic and spellcraft to identify the magic items and that the fighters can identify the masterwork items. Claim what you think you will use and you can come back and get the rest if when you finish the quest to destroy the wardstone.

The weapon rack contains three cold iron longswords, two cold iron shortswords, two heavy crossbows, a composite longbow (+2 Str), a masterwork cold iron heavy mace, two cold iron longspears, 50 cold iron crossbow bolts, 100 cold iron arrows, a +1 longsword, 5 +1 holy arrows, and an arrow of evil outsider slaying.
The armor dummies hold two sets of masterwork chainmail and a +1 breastplate emblazoned with Iomedae’s holy symbol.
The two heavy steel shields are both marked with the holy symbol of Iomedae. One is a masterwork shield, and the other is a +1 blinding shield.

Irabeth whistled softly when she saw the weapons and armor. "I've heard of such hidden armories, to be used in the event of an enemy attack that required crusaders to force entry and possibly rearm themselves."

Once the PCs claim what they wish, Irabeth will distribute what items the mongrel folk might need. When PCs are ready to move into the next room, position your figures or post where your figure should be placed and the mission will continue.


Paladin 4 [HP: 48/48 | AC 22 | T 11 | FF 22 | CMD 18; Fort +7 Ref +3 Will +5; Init: +0; Perc: -1, Smite Evil 2/2, LOH 4/4] Immune to Fear effects | Immune to Disease | Allies within 10' get +4 on saves v. Fear |

Ellena didn't claim any of the treasure. She knew the supporting force needed excellent weaponry to stand up against the demonic forces the group faced. She admired the collection of magical items, and all of the gear that clearly was meant for the army of Iomedae to wield.


Female Human Wizard 4 [HP: 29/29; AC 12|T12|FF10; CMD 14; Fort +3 Ref +3 Will +5; Init: +12, Percep +10]

Tauni also doesn't claim any of the items found beyond a few more cold iron crossbow bolts.

Silver Crusade

AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-34/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3

Avelina recognized that her own meagre--or perhaps negligible even--martial skills would make little use of the assorted weapons, instead preferring them to go to the brave common soldiers of the Crusade desperately in need of such equipment.


NG Ranger 4 * HP 38/38 * AC 17|T14|FF13 * CMD 20 * F+5 R+8 W+3 * Init +4 Per +14 (16 in Ken.), +16 vs traps (+18 in Ken.) | CURRENTLY: +2 per from H.A. | | -4 NS arrows

Raine looked to the others, one at a time, then shrugged. "Well, I'm grabbin' some gear," she announced. "Seems the kindly gods want me to have it."

All she grabbed was arrows, however. 50 cold iron arrows, and the 5 +1 holy arrows, and the arrow of evil outsider slaying, if nobody else wants them, please!

Slotting arrows into her quiver, and the overflow into her pack, Raine gave a firm nod and strode to the door leading up, ready to move on with the others were.


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 39/48| Rage 7/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

Karas looked over the armory before turning to Irabeth.

"looks like a good supply for your men."

He didn't take anything as he walked to the door Rains had indicated noise from earlier and waited.


Gray Garrison

Place yourselves in the hall where Raine is currently and indicate how you are proceeding. The door is locked but apparently not trapped.


Paladin 4 [HP: 48/48 | AC 22 | T 11 | FF 22 | CMD 18; Fort +7 Ref +3 Will +5; Init: +0; Perc: -1, Smite Evil 2/2, LOH 4/4] Immune to Fear effects | Immune to Disease | Allies within 10' get +4 on saves v. Fear |

Ellena moved to stand behind Raine and Karas as she worked on the door and he guarded her.


NG Ranger 4 * HP 38/38 * AC 17|T14|FF13 * CMD 20 * F+5 R+8 W+3 * Init +4 Per +14 (16 in Ken.), +16 vs traps (+18 in Ken.) | CURRENTLY: +2 per from H.A. | | -4 NS arrows

Raine waited until everyone was ready, then set to work on the lock, her bow propped against the door for ease of grabbing.

(Once everyone is positioned, am just rolling now to reduce the odds of waiting on me)

Disable Device vs Lock: 1d20 + 14 ⇒ (9) + 14 = 23


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 39/48| Rage 7/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

at work for 12 hours lol can anyone move me next the the door she's working on?


1 person marked this as a favorite.
Female Human Wizard 4 [HP: 29/29; AC 12|T12|FF10; CMD 14; Fort +3 Ref +3 Will +5; Init: +12, Percep +10]

Tauni stood back, with her crossbow ready as Raine worked on the door.

I placed Tauni's icon on the map. I also placed Ellena and Karas based on their descriptions.


Gray Garrison

I placed Anarya behind Karas.

Raine's initial attempt at the door got the mechanical part of the lock unlocked but the door did not open, apparently barred on the other side. She can try to insert something that can knock the bar out of place, but it will be a hard task (DC 30). The other option is to try to break the door open: DC 25. If there is someone on the other side, a bluff check might convince him/her you are allies. I believe you still have a portable ram.


NG Ranger 4 * HP 38/38 * AC 17|T14|FF13 * CMD 20 * F+5 R+8 W+3 * Init +4 Per +14 (16 in Ken.), +16 vs traps (+18 in Ken.) | CURRENTLY: +2 per from H.A. | | -4 NS arrows

"...damnation," Raine whispered as the lock slid, but the door didn't open. Quietly, she added on, "Somethin's on the other side, like a bar. I don't know I can get it shoved off. It'll be tricky. My guess is they clued in we're here, what with the yelling.... but maybe not. They will if we have to batter that door down though. Anyone got bright ideas?"

Despite her words, Raine tried all the same to fit her tools into the gap and give at least one attempt at knocking the bar off its resting shelf.

Disable Device: 1d20 + 14 ⇒ (19) + 14 = 33 ....wasn't expecting that, but I'll take it!


Paladin 4 [HP: 48/48 | AC 22 | T 11 | FF 22 | CMD 18; Fort +7 Ref +3 Will +5; Init: +0; Perc: -1, Smite Evil 2/2, LOH 4/4] Immune to Fear effects | Immune to Disease | Allies within 10' get +4 on saves v. Fear |

"We could always use that battering ram. It's loud, but that's one sure fire way to get in," Ellena suggested with a shrug. She figured everyone else in this place had already heard their approach, so surprise wasn't going to be with the squad at all.


Gray Garrison

Behind the screen:
Anarya: Initiative: 1d20 - 2 ⇒ (12) - 2 = 10
Avelina: Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Ellena: Initiative: 1d20 ⇒ 19
Karas: Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Raine: Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Tauni: Initiative: 1d20 + 12 ⇒ (19) + 12 = 31

Dretch 1: Initiative: 1d20 ⇒ 17
Dretch 2: Initiative: 1d20 ⇒ 2
Dretch 3: Initiative: 1d20 ⇒ 6

Skitterdark 1: Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Skitterdark 2: Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Skitterdark 3: Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Avelina: 1d20 ⇒ 11
Karas: 1d20 ⇒ 17

DC 13 (Skitterdark)
Anarya: Knowledge (Planes): 1d20 + 4 ⇒ (17) + 4 = 21
Raine: Knowledge (Planes): 1d20 + 12 ⇒ (3) + 12 = 15 versus demons
Tauni: Knowledge (Planes): 1d20 + 9 ⇒ (12) + 9 = 21

DC 28
Anarya: Perception, opposed: 1d20 - 1 ⇒ (3) - 1 = 2
Avelina: Perception: 1d20 - 4 ⇒ (9) - 4 = 5
Ellena: Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Karas: Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Raine: Perception, Kenabres: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Tauni: Perception: 1d20 + 10 ⇒ (5) + 10 = 15

DC 12 (Dretch)
Anarya: Knowledge (Planes): 1d20 + 4 ⇒ (13) + 4 = 17
Raine: Knowledge (Planes): 1d20 + 12 ⇒ (1) + 12 = 13 versus demons
Tauni: Knowledge (Planes): 1d20 + 9 ⇒ (17) + 9 = 26

While Ellena is debating the tactics of using the portable ram, Raine's lockpick tool caught on a section of the metal bar that was keeping the door closed and it slide out of position enough to allow the door to open. On the other side of the door were three dretch demons and three tiny flying creatures with blood red leathery skin.

Round 1
Tauni
Ellena
Raine

S 1
S 2
Dretch 1
S 3
Karas
Avelina
Anarya
Dretch 2
Dretch 3

Options for monster lore results will be posted separately. The three tiny monsters on the 2nd rank are labeled S1, S2, and S3 in the initiative list, pending further identification.


Gray Garrison

Anarya:
Anarya recognizes the small demons as dretches and the tiny demons as Skitterdarks. She can reveal the basic information and 1 spoiler for additional information for each type, see below.

Raine:
Raine recognizes the small demons as dretches and the tiny demons as Skitterdarks. She can reveal the basic information but gets no additional information, see below.

Tauni:
Tauni recognizes the small demons as dretches and the tiny demons as skitterdarks. She can reveal the basic information and 2 additional spoilers for dretches and basic information and 1 additional spoiler for skitterdarks; see below.

Dretch, general information:
Even the lowest demons of the Abyss are dangerous and filled with a driving need to spread ruin and dismay. The lowly dretch is as hideous and foul as it is cruel, even if it lacks the strength and power to realize its need to brutalize others in its native realm. The lot of the dretch’s existence is to serve more powerful demons as victims, and only the lucky few survive long enough to evolve.

The dretch is a favorite target for dabblers in Abyssal summonings to call forth. Relatively weak and easy to bully, dretches can often be pressured into long periods of servitude with only vague promises of the opportunity to vent their frustrations and anger on softer foes. Yet the prospective dretch-summoner would do well to remember that these demons are as craven and untrustworthy as they come. A dretch faced with a more powerful foe is only too eager to trade what it knows for its pitiful excuse for a life.

Unlike most demons, a dretch’s slovenly personality and disdain for prolonged physical labor rarely result in success. Advanced dretches are rare, but those who do find it within themselves to be more than they were at creation often become the pauper-kings of the Abyss, cruel and bitter in their rule over vermin, broken souls, mindless undead, and other dretches. Their empires are confined to abandoned stretches of sewers under backwater cities, unstable reaches of swampland avoided by more sensible minds, and other undesirable corners of the Abyss that even demons find uncomfortable or foul. Yet to the dretch lords, these realms are their empires, and they defend them with a pitiful tenacity.

A dretch stands 4 feet tall and weighs 180 pounds. Dretches typically form from the souls of slothful, evil mortals—yet it only takes a small fragment of a soul to trigger such a hideous birth. A single soul can often trigger the manifestation of a small army of dretches, and the sight of a horde of fresh-birthed dretches pulling free from the heaving protomatter of the Abyss is a nauseating and terrifying one indeed.


The spoilers below are for Dretches
Damage Resistance:
DR 5/cold iron or good

Immunities:
None.

Resistances:
Resist acid 10, cold 10, fire 10

Spell Resistance:
None.

Weaknesses:
None.

Special Attacks:
None.

Spell-Like Abilities:
Spell-Like Abilities (CL 2nd)
1/day—cause fear, stinking cloud, summon (level 1, 1 dretch)

Spell Casting:
None.

Special Abilities and qualities:
None.

Skitterdark general information:
Skitterdarks are tiny demons that relish in the destruction of others, especially good-aligned outsiders (in this case outsiders mean those not native to the Abyss). Not normally found in large numbers within the rank-and-file of demonic armies, some lords do employ these creatures as watch patrols around their palaces or along their borders. What these creatures lack in size and strength, they make up for in ferocity and determination.

Skitterdarks roam their home planes harassing other demons and creatures not native to their Abyssal planes. They have a fondness for the flesh of mortals, particularly goblins and halflings, often capturing the latter and cooking it over a slow-burning fire using an iron spit. Some skitterdarks wear the flayed skin of goblins and halflings as trophies, weaving arm bands, bracelets, or necklaces from the dried out flesh.

Skitterdarks stand 1 foot tall and weigh about 15 pounds. Its wings are crimson, its body red, and its claws blackened and usually filthy.

Skitterdarks are aggressive demons that attack using their tiny sickles or claws and bite. They rarely touch the ground during combat, preferring to attack from the air. Against good-aligned creatures they always forego weapons so they can use their profane claws. When encountered in great numbers, skitterdarks form clusters and swarm over their opponents, raking with their claws or slashing with their tiny weapons. Some skitterdarks carry poisons extracted from various abyssal plants in order to coat their weapons.

The spoilers below are for Skitterdarks.

Damage Resistance:
DR 5/cold iron

Immunities:
Immune electricity, poison

Resistances:
Resist acid 10, cold 10, fire 10

Spell Resistance:
SR 14

Weaknesses:
None.

Special Attacks:
profane claws: Any good-aligned creature hit by a skitterdark’s claw attack takes normal damage plus 1d6 points of profane damage.

Spell-Like Abilities:
Spell-Like Abilities (CL 5th)
At will—detect good, detect magic
1/day—hold person, scare

Spell Casting:
None.

Special Abilities and qualities:
Clustering (Ex): Because of their small size and swarming tactics, up to 4 skitterdarks can fit in the same 5-foot space and function normally.


Female Human Wizard 4 [HP: 29/29; AC 12|T12|FF10; CMD 14; Fort +3 Ref +3 Will +5; Init: +12, Percep +10]

"More demons, of course!" I picked spoilers that had 'none' behind them, so nothing useful to share.

Tauni stepped to the side to get a better view of the room before flooding it with bright, sparkling particles, covering most of the demons in the room.

Casting glitterdust, trying to catch as many demons as possible. The room is showing as unrevealed, so I can't say where the center would be, but it looks like she can cover two-thirds of the room.

Glitterdust lets them have a DC 16 will save vs. blinding. No save against being covered in shiny sparkles for the duration.


NG Ranger 4 * HP 38/38 * AC 17|T14|FF13 * CMD 20 * F+5 R+8 W+3 * Init +4 Per +14 (16 in Ken.), +16 vs traps (+18 in Ken.) | CURRENTLY: +2 per from H.A. | | -4 NS arrows

"Dretches and skitterdarks-- dunno too much useful about either of them, but skitterdarks love to eat halflings," Rain admitted with a dark grunt before golden dust exploded over them thanks to her allies.

She took a short step backward and sent two arrows at the closest demon.

Yes, map unrevealed but if there's one nearer than the others Raine will target it. Also, I didn't roll high enough to get damage resistance, but it seems likely to me Raine would use cold iron/NS arrows on anything she knew to be a demon. If you don't think that's earned knowledge/if that veers too close to metagaming, then she'll just use normal arrows and if they do have DR you can apply it on your end.

Rapid shot vs any demon she has a line to from her new position, I'll assume cover is in play, PBS, favored enemy: 1d20 + 9 + 1 + 2 - 4 - 2 ⇒ (18) + 9 + 1 + 2 - 4 - 2 = 24
Assuming cold iron arrows: 1d8 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8
Rapid shot vs any demon she has a line to from her new position, I'll assume cover is in play, PBS, favored enemy: 1d20 + 9 + 1 + 2 - 4 - 2 ⇒ (17) + 9 + 1 + 2 - 4 - 2 = 23
Assuming cold iron arrows: 1d8 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9

"...fortunately, we've got no halflings among us," Raine deadpanned in some satisfaction as she let loose two good arrows.


Paladin 4 [HP: 48/48 | AC 22 | T 11 | FF 22 | CMD 18; Fort +7 Ref +3 Will +5; Init: +0; Perc: -1, Smite Evil 2/2, LOH 4/4] Immune to Fear effects | Immune to Disease | Allies within 10' get +4 on saves v. Fear |

Ellena took a step into the room and swung the cold iron magical sword at the closest demon.

Power attack with Radiance 1d20 + 8 ⇒ (2) + 8 = 10
Damage 1d8 + 9 ⇒ (5) + 9 = 14


Gray Garrison

Sorry I forgot to delete the square covering the room.

Behind the screen:
Dretch 1 DC 16 Will: 1d20 + 3 ⇒ (2) + 3 = 5
Dretch 2 DC 16 Will: 1d20 + 3 ⇒ (14) + 3 = 17
Dretch 3 DC 16 Will: 1d20 + 3 ⇒ (14) + 3 = 17
Skitterdark 1 DC 16 Will: 1d20 + 5 ⇒ (14) + 5 = 19
Skitterdark 2 DC 16 Will: 1d20 + 5 ⇒ (19) + 5 = 24
Skitterdark 3 DC 16 Will: 1d20 + 5 ⇒ (1) + 5 = 6
2: Summon Dretch attempt: 1-35 succeeds: 1d100 ⇒ 44
3: Summon Dretch attempt: 1-35 succeeds: 1d100 ⇒ 87
Raine: DC 17 Hold Person Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24
Raine: DC 17 Scare Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11
Raine: Hold Person DC 13 Will: 1d20 + 3 ⇒ (7) + 3 = 10
Tauni: Scare DC 13 Tauni: Will: 1d20 + 5 ⇒ (12) + 5 = 17

On the Table:
Melee 2 claws +4 (1d4+1), bite +4 (1d4+1)
Dretch Claw 1: 1d20 + 4 ⇒ (3) + 4 = 7
Dretch Claw 2: 1d20 + 4 ⇒ (2) + 4 = 6
Dretch bite: 1d20 + 4 ⇒ (7) + 4 = 11

Behind the screen:
Dretch DC 16 Will: 1d20 + 3 ⇒ (16) + 3 = 19
Skitterdark DC 16 Will: 1d20 + 5 ⇒ (20) + 5 = 25

Tauni's magical glitter filled the room and coated all the demons, but most of them avoided being blinded. Dretch 1 and Skitterdark 3 failed the save.

Ellena delayed her attack long enough for Raine to step back and send two arrows into the dretch in front of the door. 17 to Dretch 1

Ellena's lost her balance a little as she made her attack and she missed the badly wounded and blinded demon.

The small red winged demons flitted about, glowing brightly and two of them sent out magical energy. One spell targeted Raine and the other Tauni. Raine froze midway in drawing another cold iron arrow from her full quiver. Tauni struggled with an urge to run away in fear, but she mastered herself.

Raine:
Raine can tell one of them is casting hold person. So while she is paralyzed, she at least knows the source of the effect.
Paralyzed condition modifiers: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.

Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

On Raine's turn, she can attempt a new will save, DC 13, but this counts as a full round action.

The dretch in the doorway, although blind, attacked whatever attacked him (Ellena). Its attacks were very poorly executed and none came even close to hitting her. It eventually recovered its sight at the end of its turn. It is -2 to its AC until then.

The blinded skitterdark landed and moved along the wall, getting further from the fight. It too eventually recovered its sight at the end of its turn.

Previous actions:
Round 1
Tauni (casts glitterdust, Dretch 1 and S3 fail save)
Ellena (Delays)
Raine (steps, 2 ranged attacks, 2 hits, 17 to Dretch 1)
Ellena (steps, melee attack, misses)
S 1 (SLA, Hold Person, Raine fails save)
S 2 (step, SLA, Scare, Tauni saves)
Dretch 1 (blind, 17 lethal)(3 melee attacks, all miss)
S 3 (blind)(moves, recovers sight)

Karas
Avelina
Anarya

Dretch 2
Dretch 3

Round 2
Tauni
Raine (paralyzed)
Ellena
S 1
S 2
Dretch 1 (17 lethal)
S 3

Silver Crusade

Light (Halo, 20 ft.) | HP 41/41 | AC 17 (FF 15 T 12) CMD 14 | Fort +4 Ref +3 Will +5 | Init -2 Percep +3 SM +6 | Spells: (5/8|3/4), Channel 2d6 (5/6) DC 17, LoH 2d6 (5/6)
Spell Effects:

Seeing Raine fall under the influence of some spell, Anarya moved to the door to see what foe they faced. Confronted with a swarm of demons, she recalled the dark magic they were able to unleash. "Don't let them use magic, especially the large ones - the dretches!" she called out. Startled by the sheer number of the beasts, she called upon the magic she had used against the dragonrider at Terenedelev's manor, summoning a celestial trumpet-blast in the center of the swarm.

Casting sound burst on the squares shown in the big white plus shape on the map (though it won't pass through walls, as it's a spread). All six demons will take 1d8 ⇒ 1 damage and be stunned for 1 round. A DC 17 fort save will negate the stun but not the damage.

Silver Crusade

AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-34/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3

Avelina threw her spell after Anarya's, attempting to overwhelm the demons both with sound and with light.

"Demonic filth! Be Blinded by the Radiant Dawn of the Inheritor!"

SR Check (if needed): 1d20 + 4 ⇒ (15) + 4 = 19
Radiant Dawn of the Inheritor Burst of Radiance: 4d4 ⇒ (1, 2, 4, 2) = 9
Blind/Dazzled Duration: 1d4 ⇒ 1
They only take damage if evil (which they probably are as demons), but if so, they don't get a save to reduce it. They get a DC 17 reflex save to avoid being blinded, becoming dazzled instead


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 39/48| Rage 7/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

Karas changed and began clawing at the only dretch in reach through the doorway.

Magic Claw attack 1: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d6 + 5 ⇒ (4) + 5 = 9
Magic Claw attack 2: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d6 + 5 ⇒ (5) + 5 = 10


Gray Garrison

Karas was having to reach around the corner to attack the dretch at the doorway, but in its blinded condition and already badly wounded,, the bloodrager was still able to get his claws into vital organs and bring the demon down with one blow.

Since the demon in the doorway went down after Karas' first attack, Karas has the option of moving into the spot of the downed demon before attacking one of the uninjured dretches. This will make it harder for the area effect magic to target all the demons, but technically Karas does not know what spells are to come.

After Karas posts what he does after his first attack takes out the first demon, those who cast spells can alter them or choose a different action.


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 39/48| Rage 7/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

Move me in. second attack targets the dretch dead ahead. I get a +2 bonus to save against spells from allies anyway due to Blood Sanctuary


Gray Garrison

Behind the screen:
DR 17
Dretch 2: Reflex: 1d20 ⇒ 7
Dretch 3: Reflex: 1d20 ⇒ 19
Skitterdark 1: Reflex: 1d20 + 4 ⇒ (13) + 4 = 17
Skitterdark 2: Reflex: 1d20 + 4 ⇒ (11) + 4 = 15

Anarya: SR 14 Caster Level: 1d20 + 4 ⇒ (6) + 4 = 10
DC 17
Dretch 2: Fortitude: 1d20 + 5 ⇒ (6) + 5 = 11
Dretch 3: Fortitude: 1d20 + 5 ⇒ (1) + 5 = 6

Doh! It just hit me that Karas could only take a step between attacks, otherwise, he can't take a full round action, which I assume a double claw attack is. Since there is a hard corner, he can't cut across the diagonal. Sorry. I'll assume he just made sure the dretch was dead dead and that he stayed where he was.

After Karas dispatched the lead dretch, Avelina sent out a burst of radiance to hurt and possible blind those who were not blinded by the glitterdust. This was followed by a thundering crash, from Anarya's spell, making it seem as if the room may have been filled with lightning.

Two more of the demons were blinded by the light, both dretches were stunned by the sound, and all suffered damage.

Anarya did not pass an SR check versus the Skitterdarks, so they were not affected by her spell. In the future, don't roll to overcome spell resistance; I'll do that behind the screen so you don't get clues as to the specific SR of the creature. Dretch 2 took 10 lethal and is blinded and stunned; Dretch 3 took 10 and is stunned; all the skitterdarks took 10, #1 is dazzled and #2 is blinded.

Conditions:
Stunned: A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC,
and loses its Dexterity bonus to AC (if any).
Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Blinded: The creature cannot see. It takes a –2 penalty to Armor Class,
loses its Dexterity bonus to AC (if any).

Dazzled: The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature
takes a –1 penalty on attack rolls and sight-based Perception checks.

Previous actions:
Round 1
Tauni (casts glitterdust, Dretch 1 and Skitterdark 3 fail save)
Ellena (Delays)
Raine (steps, 2 ranged attacks, 2 hits, 17 to Dretch 1)
Ellena (steps, melee attack, misses)
S 1 (SLA, Hold Person, Raine fails save)
S 2 (step, SLA, Scare, Tauni saves)
Dretch 1 (blind, 17 lethal)(3 melee attacks, all miss)
S 3 (blind)(moves, recovers sight)
Karas (2 melee attacks, 2 hits, 19 to dretch 1)
Avelina (spell, 9 to all demons)
Anarya (spell, 1 to Dretches, both are stunned, did not make SR of Skitterdarks)
Dretch 2 (10 lethal, stunned until Anarya's next turn)(no action, stunned)
Dretch 3 (10 lethal, stunned until Anarya's next turn)(no action, stunned)

Round 2
Tauni
Raine (paralyzed)
Ellena
S 1 (9 lethal, dazzled until Avelina's turn in round 2)
S 2 (9 lethal, blind until Avelina's turn in round 2)
Dretch 1 (36 lethal, dead)
S 3 (9 lethal)
Karas
Avelina
Anarya
Dretch 2 (10 lethal)
Dretch 3 (10 lethal)

Tauni and Ellena are up. Note the dretches are stunned and this gives attackers a +4 on combat manuevers, in case Ellena wants to do a bullrush to move a dretch back; the skitterdarks are tiny so a dretch could be moved into a square that already has a skitterdark. Raine can roll a DC 13 will save to break out of the Hold Person spell. This is considered a full round action, so if she saves, she cannot act until her next turn. Or if she can do anthing with purely mental actions, she can do that.


Paladin 4 [HP: 48/48 | AC 22 | T 11 | FF 22 | CMD 18; Fort +7 Ref +3 Will +5; Init: +0; Perc: -1, Smite Evil 2/2, LOH 4/4] Immune to Fear effects | Immune to Disease | Allies within 10' get +4 on saves v. Fear |

Ellena took a 5' step into the room and swung the cold iron magical sword at demon number three

Power attack with Radiance 1d20 + 8 ⇒ (20) + 8 = 28
Damage 1d8 + 9 ⇒ (3) + 9 = 12

Possible crit Power attack with Radiance 1d20 + 8 ⇒ (9) + 8 = 17
Damage 1d8 + 9 ⇒ (8) + 9 = 17

I don't think of Ellena being smart enough to be clever tactically and bull rush, so I'm not going to do it. I may take some damage because of it!


NG Ranger 4 * HP 38/38 * AC 17|T14|FF13 * CMD 20 * F+5 R+8 W+3 * Init +4 Per +14 (16 in Ken.), +16 vs traps (+18 in Ken.) | CURRENTLY: +2 per from H.A. | | -4 NS arrows

Fury flashed in Raine's eyes as she struggled against the vile powers that locked her helplessly in place.

Will save: 1d20 + 3 ⇒ (13) + 3 = 16

With a shudder, she broke free, and gasped loudly with relief.


Female Human Wizard 4 [HP: 29/29; AC 12|T12|FF10; CMD 14; Fort +3 Ref +3 Will +5; Init: +12, Percep +10]

Tauni followed along behind Ellena, using the magnificent champion as a shield. She tried to pick off one of the small flying demons with her crossbow. Targeting skitterdark 1 with a cold iron bolt. Alas, the awkward angle and the confusion of battle make targeting the demon nearly impossible.

Prescience 1d20 ⇒ 4

To hit 1d20 + 4 ⇒ (2) + 4 = 6
Damage 1d8 + 0 ⇒ (6) + 0 = 6


Gray Garrison

On the Table:
Ellena AOO Power attack with Radiance: 1d20 + 8 ⇒ (6) + 8 = 14
Skitterdark 1 AC 22
Claw 1, dazzled: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26
Claw 1 damage: 1d3 - 1 ⇒ (2) - 1 = 1
Profane damage: 1d6 ⇒ 1
Skitterdark 1 Claw 2, dazzled: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 17
Skitterdark 1 bite, dazzled: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10
Skitterdark 3 bite: 1d20 + 9 ⇒ (17) + 9 = 26
Bite damage: 1d4 - 1 ⇒ (3) - 1 = 2
Profane damage: 1d6 ⇒ 3


Tauni's crossbow bolt missed the tiny flying demons. Ellena stepped into the room and nearly cut a demon in half. 29 to Dretch 3, it is dead.

The skitterdark demon that was not blinded flew at Ellena, trying to scratch her face. Ellena swung her sword at it, but it was too small and quick to hit. Her helmet and shield protected her, except for a claw that cut across her check, drawing blood and burning with pain. 2 points of damage, 1 from the cut and 1 from the creatures ability to deal profane damage to good aligned creatures.

The other flying demon, unable to see, flew along the wall and around into the stairway, getting cover from ranged attacks for the moment as it recovers its sight.

The other skitterdark flew at Ellena as well, trying to bite her. Although tiny, its teeth were like gleaming needles with barbed tips. Ellena's sword was out of position after her attempt to bat away the first demon and she was unable to attack it as it came in close. It got through her defenses and bit into her face, leaving more blood and causing even more searing pain as the wounds burned like they were filled with acid or bits of molten metal. 5 lethal.

Previous actions:
Round 1
Tauni (casts glitterdust, Dretch 1 and Skitterdark 3 fail save)
Ellena (Delays)
Raine (steps, 2 ranged attacks, 2 hits, 17 to Dretch 1)
Ellena (steps, melee attack, misses)
S 1 (SLA, Hold Person, Raine fails save)
S 2 (step, SLA, Scare, Tauni saves)
Dretch 1 (blind, 17 lethal)(3 melee attacks, all miss)
S 3 (blind)(moves, recovers sight)
Karas (2 melee attacks, 2 hits, 19 to dretch 1)
Avelina (spell, 9 to all demons)
Anarya (spell, 1 to Dretches, both are stunned, did not make SR of Skitterdarks)
Dretch 2 (10 lethal, stunned)(no action, stunned)
Dretch 3 (10 lethal, stunned)(no action, stunned)

Round 2
Tauni (move, ranged attack, miss)
Raine (paralyzed, condition ends at start of next turn)
Ellena (step, melee attack, crits, 29 to Dretch 3)
S 1 (9 lethal, dazzled) (step, 3 melee attacks, 1 hits, 2 lethal to Ellena)
S 2 (9 lethal, blind)(moves)
Dretch 1 (36 lethal, dead)
S 3 (9 lethal)(move, melee attack, hits, 5 to Ellena)


Karas
Avelina
Anarya

Dretch 2 (10 lethal)
Dretch 3 (39 lethal, dead)

Round 3
Tauni
Raine
Ellena (7 lethal)
S 1 (9 lethal)
S 2 (9 lethal)
Dretch 1 (36 lethal, dead)
S 3 (9 lethal)

Karas, Avelina, and Anarya are next. The Skitterdarks have a special ability called Clustering, which allows up to four to occupy the same square and attack. Being tiny, they must move into the square of the opponent to attack, affording an AOO. Currently, one is out of sight with full cover and can't be hit unless the attacker can move to the far west wall, as there is a solid wooden banister blocking ranged attacks. Although you are not sure of their exact AC yet, their small size, dexterity and the dodge feat afford them an AC of at least 16.

Dretch 2 stunned until the start of Anarya's turn. All the demons blinded by Anvelina's last spell recover their sight at the start of her turn.


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 39/48| Rage 7/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

Karas, seeing the block in the doorway, tried to roll past the fluttering demons.

acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23

if I get by 1 attack on a flying one

magic Claw attack: 1d20 + 9 ⇒ (7) + 9 = 16
Claw damage: 1d6 + 5 ⇒ (4) + 5 = 9

Silver Crusade

Light (Halo, 20 ft.) | HP 41/41 | AC 17 (FF 15 T 12) CMD 14 | Fort +4 Ref +3 Will +5 | Init -2 Percep +3 SM +6 | Spells: (5/8|3/4), Channel 2d6 (5/6) DC 17, LoH 2d6 (5/6)
Spell Effects:

Seeing Ellena wounded, Anarya reaches out to heal her. CLW: 1d8 + 4 ⇒ (4) + 4 = 8 "Press on!" she urges encouragingly.

Silver Crusade

AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-34/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3

Avelina shouts at the same skitterdark as Karas, only the demonic creature hearing her holy word.

I will not roll SR since you requested we let you do that, GM

Word of the Inheritor Ear-piercing Scream: 2d6 ⇒ (1, 3) = 4Damage is sonic
DC 16 Fort save or be dazed for 1 round. A successful save also halves the damage

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