Wrath of Righteous (Inactive)

Game Master Spazmodeus

Maps


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Male Human

"Seems like the best plan to me; I don't want to leave any stone unturned here before we declare it clean for the army. Which also brings to mind that lichen we passed earlier...shouldn't we try to do something about that stuff, too?"


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

That last post was me; didn't realize it before edit time had passed. Sorry!


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

Hyram nods his agreement. Aye! Let us rid this place of those that still befoul it!


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 101d4 ⇒ 1

Carrying the banner with you, you head back around the pit of green slime, thru the corridors, where you see that the banner you saw in the long hallway has disappeared.

You reach the area where the corruption forge is located, and you can still feel its evil presence.

Next?

I assume you are going to dismiss the guardian and move onto the "undead" area that you were told about, or something else?


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

My vote is for the undead area.


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

Should we try to take the banner back up to where it was originally hanging before we go to the undead area? I don't think it's a good idea to take it with us to fight the undead.


Female Half Elf Wizard (Conjurer) 12/ Archmage 5 | AC 20 T 14 FF 18 | HP 104/104| Fort + 7 Ref + 8 Will + 11 | Init + 7 | Perc +10 | Mythic Power: 13/13;
Spells Cast:

I am fine with heading to the undead area.


Male Demon-Spawn Tiefling Mythic Paladin 8/Bard 2/Champion-Hierophant 4
Stats:
hp 161; Init +6; Darkvision 60 ft.; Perc +10; AC 24, T 11, FF 24; CMD 24; F +18, R +11, W +15
Army Stats:
hp 16/16; DV 21 (+4); OM +10; Morale +1

In the forge room, Quinn clasps hands with the Hound Archon. "It was an uneventful duty. But, I know that I felt more confidant going forward with you guarding my back. Fare well, Dimren Omreldron. I look forward to our next meeting."

I'm good hunting undead.

Also, the Party Loot tab is updated. Alikia, any interest in the Headband of Vast Intelligence?


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

"If we're moving forward, as much as I dislike the idea, I think we should stow the Sword for the present. Don't we have a Bag of Holding or some other kind of extradimensional space with us? We don't want it to be out and exposed and make it known that we carry it now, whether it's properly carried or not." Aladir suggests.


Male Demon-Spawn Tiefling Mythic Paladin 8/Bard 2/Champion-Hierophant 4
Stats:
hp 161; Init +6; Darkvision 60 ft.; Perc +10; AC 24, T 11, FF 24; CMD 24; F +18, R +11, W +15
Army Stats:
hp 16/16; DV 21 (+4); OM +10; Morale +1

"We have a pair of them," Quinn says, unslinging the packs from his shoulder. "They're nearing full. But, perhaps one or two more things could fit."

"Time to cleanse this place," Quinn growls as they approach the cells of the outer room.

When we actually enter the dungeons, Quinn will cast Veil of Positive Energy > +2 Sacred Bonus to AC and Saves vs Undead > Lasts 50 minutes.

Knowledge (religion) - Shadows: 1d20 + 7 ⇒ (14) + 7 = 21
Knowledge (religion) - Vampires: 1d20 + 7 ⇒ (9) + 7 = 16


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Initiative:

Aladir: 1d20 + 8 ⇒ (14) + 8 = 22
Alikia-1st: 1d20 + 4 ⇒ (20) + 4 = 24
Alikia-2nd: 1d20 + 4 ⇒ (3) + 4 = 7 Take better of two, unless Quinn ability is used up for the day, then take 1st
Ezro: 1d20 + 4 ⇒ (9) + 4 = 13
Hyram: 1d20 + 3 ⇒ (8) + 3 = 11
Quinn: 1d20 + 6 ⇒ (10) + 6 = 16
Foe: 1d20 + 7 ⇒ (2) + 7 = 9
DM rolls:

?: 1d20 ⇒ 151d4 ⇒ 3

Dismissing the guardian, Quinn leads the group back to the jail area, where undead are supposed to be.

After Aladir checks out the door, hearing nothing and find it unlocked, Hyram and Quinn step up to the front, and pausing a moment for Quinn to cast a spell, they throw open the door.

A long passageway extends past multiple prison cells before ending within a barred chamber to the east. An alcove along the south wall includes another set of iron doors leading south, while opposite this a barred gate provides access to another set to the north.

Two translucent, ghostly figures fade into view from the damp mist, their faces distorted by wrath into a hideous mask. They move to attack.

Next?
Level Map Updated

Alikia UP
Init (HP Cur/Max, AC)

Alikia 24 (66/77, 12/16)
Aladir 22 (89/89, 20)
Quinn 16 (144/144, 24)
Ezro 13 (96+/101+, 18)
Hyram 11 (182/182, 24)
Foe(s) 11

Foe:
HP 80 80[80] AC15 F4 R5 W9; special stuff


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Quinn:
Look up the Bestiary entry for vampires and shadows


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

Hyram smiles. Hopefully our last opponents! he says as he casts searing light at the vampire before moving forward.

Range Touch Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 9d8 ⇒ (5, 6, 5, 4, 7, 1, 3, 7, 4) = 42


Male Demon-Spawn Tiefling Mythic Paladin 8/Bard 2/Champion-Hierophant 4
Stats:
hp 161; Init +6; Darkvision 60 ft.; Perc +10; AC 24, T 11, FF 24; CMD 24; F +18, R +11, W +15
Army Stats:
hp 16/16; DV 21 (+4); OM +10; Morale +1

Quinn stands shoulder to shoulder with Hyram. "Better if these things never touch you!" Quinn shouts to the others.

True to his word, Quinn doesn't charge into the fray. Quinn's eyes burst with golden light, as spider lines of molten gold travel across his cracked skin. He slings Radiance like a spear of golden light into the same ghostly figure that Hyram had burned with a beam of light. With a flick of his wrist, Quinn summons Radiance back to his hand. As shocked as any to discover the sword in his grasp again, he slings it a second time.

Hurling Vengeance 1: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27
Hurling Vengeance 2: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20

Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 7 ⇒ (4) + 7 = 11


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

Not for a moment believing that these things would be affected by his arrows, and glad for an opportunity to finally put them to use, Aladir moves into a position that will give him a line on both of the figures at once, drawing one of his Javelins of Lightning as he does, and hurling it forth, the dart disintegrating into a crackling line of electrical energy!

Javelin of Lightning(Reflex DC 14 for half): 5d6 ⇒ (4, 5, 4, 3, 3) = 19

Hopefully they won't be immune to electricity...been carrying them for a long time but haven't had much chance to use them! Darn demons and their electricity immunity.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Reflex DC 14: 1d20 + 5 ⇒ (7) + 5 = 12
Touch: 1d20 + 10 ⇒ (15) + 10 = 251d8 ⇒ 4 vs Hyram AC 10
Touch: 1d20 + 10 ⇒ (10) + 10 = 201d8 ⇒ 6 vs Quinn AC 11
Seeing the creatures down the hallway, and knowing that most of her spells are out of range, Alikia(bot) begins to cast a summon spell to help against the creatures.

Aladir can not get into a position to hit both creatures, so he hits the one in front of Hyram, and even though it is not able to dodge the lightning bolt, for some reason it only does half the damage that he thought it would.

Quinn, using Radiance as a bolt and using his mythic recall ability is able to throw it twice at the creature in front him, however, much like Aladir it does only about half the damage he thought it would.

Ezro(bot) calls upon Iomedea blessing on the group.

Hyram casts a searing light on the creature in front of him, and it also takes only about half the damage that he thought it would.

The two creatures float down the hallway at tremendous speed, and end up in front of Hyram and Quinn. Both creatures reach out to the warriors, and bypassing armor and shields, they both touch them. Hyram and Quinn feel the life energy drain from them, while the creatures seem to absorb it and grow stronger.

Next?
Level Map Updated

Alikia - Summon Monster II
Ezro - Bless

Alikia UP
Init (HP Cur/Max, AC)

Alikia 24 (66/77, 12/16)
Aladir 22 (89/89, 20)
Quinn 16 (138/144, 24)
Ezro 13 (96+/101+, 18)
Hyram 11 (178/182, 24)
Foe(s) 11

Foe:
HP h50+10 q68+10[80] AC15 F4 R5 W9; special stuff

Hyram & Quinn:
You each have two negative levels (energy drain) and are down 10 hp + the damage, and are -2 to lots of rolls. Energy Drain & Negative Levels


Male Half-Elf Cleric of Iomedea 11/Heirophant 4 | AC 30 T 14 FF 28 | HP 138/138 | F +12 R +5 W +14 | Init +8 | Perc +7 | Channel 5/10 | 3/11 Mythic Points

Holding up his holy symbol, Ezro lets loose a beam of pure light at the nearest of the creatures, on Quinn, hoping to end their corrupting touches as quick as possible.

Burn mythic point so as not to consume the spell.
I am assuming I am shooting into combat and against cover
Touch Attack: 1d20 + 8 ⇒ (6) + 8 = 14
Positive that will miss. Ghosts are nothing but Touch AC!


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

Aladir waits for Hyram and Quinn to get their swings in before he moves in himself, wanting to see how the two primary combatants deal with their foes before he takes a chance himself.


Female Half Elf Wizard (Conjurer) 12/ Archmage 5 | AC 20 T 14 FF 18 | HP 104/104| Fort + 7 Ref + 8 Will + 11 | Init + 7 | Perc +10 | Mythic Power: 13/13;
Spells Cast:

Shimmering into view a small storm-cloud appears. It senses the creature besides it and lashes out, but ultimately connects with nothing.

Behind Hyram Alikia cracks her neck and grins. "Well if that's they way you want to play, let the games begin." Conjuring up a glob of acid, Alikia chucks it at the the one her elemental assaulted. The shot goes wide, however and splashes into the ground at her feet.

Ele Attack: 1d20 + 7 ⇒ (3) + 7 = 10

Alikia Acid Dart: 1d20 + 7 ⇒ (1) + 7 = 8

Elemental Stats:

Small Lightning Elemental ( AugmentSummoning )
N Small outsider (air, elemental, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +0;
Immune electricity, elemental traits;
OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +7 (1d4 plus 1d3 electricity+2)
Special Attacks metal mastery, spark leap
STATISTICS
Str 14, Dex 15, Con 14, Int 4, Wis 11, Cha 11;
Base Atk 2; CMB 3; CMD 15
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (planes) +1, Perception +5
Languages Auran
SPECIAL ABILITIES
Metal Mastery (Ex) A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).

Spark Leap (Ex) A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

I declare a protection judgement! Hyram says after he feels weakened by the undead's touch. +2 Sacred bonus to AC and judgment surge makes it +3

Attack 1: 1d20 + 11 + 4 - 2 ⇒ (9) + 11 + 4 - 2 = 22
Attack 2: 1d20 + 6 + 4 - 2 ⇒ (7) + 6 + 4 - 2 = 15
Damage 1: 1d8 + 3 - 2 ⇒ (4) + 3 - 2 = 5
Damage 2: 1d8 + 3 - 2 ⇒ (3) + 3 - 2 = 4

Don't forget that Hyram is wearing Ghost Touch Full Plate.


Male Demon-Spawn Tiefling Mythic Paladin 8/Bard 2/Champion-Hierophant 4
Stats:
hp 161; Init +6; Darkvision 60 ft.; Perc +10; AC 24, T 11, FF 24; CMD 24; F +18, R +11, W +15
Army Stats:
hp 16/16; DV 21 (+4); OM +10; Morale +1

Quinn targets the more badly damaged of the two specters.

Power Attack 1: 1d20 + 16 - 2 ⇒ (10) + 16 - 2 = 24
Power Attack 2: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25

With a familiar burst of golden light, he fires off another devastating attack.

Sudden Attack: 1d20 + 16 - 2 ⇒ (6) + 16 - 2 = 20 or 1d20 + 16 - 2 ⇒ (5) + 16 - 2 = 19

Crit Confirm 2: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26

Damage 1: 1d8 + 19 ⇒ (8) + 19 = 27
Damage 2: 2d8 + 38 ⇒ (6, 8) + 38 = 52

Damage SA: 1d8 + 19 ⇒ (8) + 19 = 27


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

I hope I'm not wrong in doing this, but I'm going to assume that at least one of them is dissipated now, and on that assumption...

Aladir moves swiftly to take advantage of the devastation wrought by his companions, closing the distance between him and the nearest enemy that he can attack, trying to get into a flanking position with his allies.

Acrobatics to get into flank: 1d20 + 18 ⇒ (17) + 18 = 35

+1 Frost Rapier Attack: 1d20 + 13 ⇒ (16) + 13 = 29
Rapier Damage: 1d6 + 7 + 1d6 ⇒ (1) + 7 + (5) = 13


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Touch: 1d20 + 10 ⇒ (16) + 10 = 261d8 ⇒ 6 vs Hyram AC 24+3=27
Touch: 1d20 + 10 ⇒ (1) + 10 = 111d8 ⇒ 3 vs Quinn AC 11
Frickin really!!! Needed a 17 to hit Hyram, rolled 16. Only thing that misses Quinn is a 1 and rolled it....
The elemental that Alikia conjured misses, and as she sends a glob of acid at the creature, that misses also.

Aladir tumbles past the creatures, and ends up behind the one attacking Quinn and attacks the creature from behind, but the creature shrugs off half the damage. Quinn strikes the creature three times, damaging it severely, but not killing it. Ezro casts a spell at the creature, but misses on his touch. Hyram, weakened by the damage affect, barely hits the creature in front of him doing slight damage to it.

Both of the spectre swing at Hyram and Quinn, and Iomedae is smiling on the two warriors, as both spectre miss.

Next?
Level Map Updated

@Hyram - Well, I rolled to hit AC 25 anyway, so no change, but glad you reminded me.
@All - No critical damage.
@All - It is a spectre, not a ghost.

Alikia UP
Init (HP Cur/Max, AC)

Alikia 24 (66/77, 12/16)
Aladir 22 (89/89, 20)
Quinn 16 (128/144, 24)
Ezro 13 (96+/101+, 18)
Hyram 11 (168/182, 24)
Foe(s) 11

Spectre:
HP h46+10 q22+10[80] AC15 T15 F4 R5 W9; special stuff


Male Half-Elf Cleric of Iomedea 11/Heirophant 4 | AC 30 T 14 FF 28 | HP 138/138 | F +12 R +5 W +14 | Init +8 | Perc +7 | Channel 5/10 | 3/11 Mythic Points

"Iomedea, guide this shot!" Ezro exclaims trying again to send a beam of light into one of the undead creatures.

Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Damage(Normal): 9d6 ⇒ (2, 2, 1, 6, 5, 3, 1, 3, 2) = 25
Damage(Weakness to Light/Sunlight): 9d8 ⇒ (3, 5, 4, 4, 4, 1, 2, 2, 2) = 27
Wow that was not great...


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

Aladir keeps up his assault on the spectre, knowing that sooner or later it would have to go down.

+1 Frost Rapier Full Attack 1: 1d20 + 13 ⇒ (17) + 13 = 30
+1 Frost Rapier Damage 1: 1d6 + 7 + 1d6 ⇒ (6) + 7 + (1) = 14

+1 Frost Rapier Full Attack 2: 1d20 + 8 ⇒ (6) + 8 = 14
+1 Frost Rapier Damage 2: 1d6 + 7 + 1d6 ⇒ (5) + 7 + (1) = 13


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

Attack 1: 1d20 + 11 + 4 - 2 ⇒ (16) + 11 + 4 - 2 = 29
Attack 2: 1d20 + 6 + 4 - 2 ⇒ (6) + 6 + 4 - 2 = 14
Mythic Surge to Attack 2: 1d6 ⇒ 1
Damage 1: 1d8 + 3 - 2 ⇒ (8) + 3 - 2 = 9
Damage 2: 1d8 + 3 - 2 ⇒ (1) + 3 - 2 = 2

The high and low end for damage!

Hyram swings his sword and stabs the spectre in front of him twice.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Quinn, Alikia ?


Female Half Elf Wizard (Conjurer) 12/ Archmage 5 | AC 20 T 14 FF 18 | HP 104/104| Fort + 7 Ref + 8 Will + 11 | Init + 7 | Perc +10 | Mythic Power: 13/13;
Spells Cast:

Gritting her teeth, Alikia winds up to throw a second glob of acid at the not fully corporeal being. This time the glob connects and eats away at some of the creature's essence. "Take that!"

Meanwhile the small lightning storm zaps at same one, lighting up the shadow with an impressive display of power.

Acid Dart: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Elemental Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d4 + 2 + 1d3 ⇒ (1) + 2 + (3) = 6 1d3 is electricity damage


Male Demon-Spawn Tiefling Mythic Paladin 8/Bard 2/Champion-Hierophant 4
Stats:
hp 161; Init +6; Darkvision 60 ft.; Perc +10; AC 24, T 11, FF 24; CMD 24; F +18, R +11, W +15
Army Stats:
hp 16/16; DV 21 (+4); OM +10; Morale +1

Quinn follows behind his magical friends' assaults, guiding his attacks where they will do the most good to the weakest of the specters.

Power Attack 1: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31
Power Attack 2: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18

Damage 1: 1d8 + 19 ⇒ (2) + 19 = 21
Damage 2: 1d8 + 19 ⇒ (2) + 19 = 21

If necessary Quinn will use another Sudden Attack on the remaining specter: 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25 or 1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 27 -> Damage: 1d8 + 19 ⇒ (6) + 19 = 25


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Sarah and Kaeli (lab/shepherd mix) Picture. Spent the last two days dog hunting. She is a rescue from the South.

DM rolls:

Touch: 1d20 + 10 ⇒ (6) + 10 = 161d8 ⇒ 8 vs Hyram AC 24+3=27
Alikia and her elemental scratch at the spectre in front of Hyram, while Aladir scratches the creature in front of Quinn. Meanwhile, Quinn takes three attacks, and finishes off the spectre in front of him. Ezro and Hyram, damage the spectre in front of the inquisitor, but it is not gone yet.

The remaining spectre tries to slam Hyram, but misses.

Alikia UP
Init (HP Cur/Max, AC)

Alikia 24 (66/77, 12/16)
Aladir 22 (89/89, 20)
Quinn 16 (128/144, 24) down 2 levels
Ezro 13 (96+/101+, 18)
Hyram 11 (168/182, 24) down 2 levels
Foe(s) 11

Spectre:
HP h11+10 qdead[80] AC15 T15 F4 R5 W9; special stuff


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

She's beautiful! Rescue dogs are the best! Every dog/cat I've had for years has been a rescue and they're always awesome.

"One to go!" the elf declares. Aladir takes a quick hop forward and turns as he does, stabbing at the spectre's indistinct form with his rapier.

+1 Frost Rapier Full Attack 1: 1d20 + 13 ⇒ (1) + 13 = 14
+1 Frost Rapier Damage 1: 1d6 + 7 + 1d6 ⇒ (3) + 7 + (6) = 16

+1 Frost Rapier Full Attack 2: 1d20 + 8 ⇒ (18) + 8 = 26
+1 Frost Rapier Damage 2: 1d6 + 7 + 1d6 ⇒ (2) + 7 + (4) = 13


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

She looks like she will be a fine animal companion (With a high Charisma score for being so darn cute!)

Let's finish her off! Hyram says as he draws back his sword ready to plunge it in again.

Attack 1: 1d20 + 11 + 4 - 2 ⇒ (9) + 11 + 4 - 2 = 22
Attack 2: 1d20 + 6 + 4 - 2 ⇒ (18) + 6 + 4 - 2 = 26
Damage 1: 1d8 + 3 - 2 ⇒ (6) + 3 - 2 = 7
Damage 2: 1d8 + 3 - 2 ⇒ (7) + 3 - 2 = 8


Male Half-Elf Cleric of Iomedea 11/Heirophant 4 | AC 30 T 14 FF 28 | HP 138/138 | F +12 R +5 W +14 | Init +8 | Perc +7 | Channel 5/10 | 3/11 Mythic Points

Moving over to Hyram, Ezro reaches out and touches his shoulder, imbuing some of Iomedeas grace into him, and helping guide his blade.

"Let the faithful strike true!"

I know its probably not needed, but I was planning on an aid anyways.
Touch of Good: +4 to Attack Rolls, and Saving throws for one round


Male Demon-Spawn Tiefling Mythic Paladin 8/Bard 2/Champion-Hierophant 4
Stats:
hp 161; Init +6; Darkvision 60 ft.; Perc +10; AC 24, T 11, FF 24; CMD 24; F +18, R +11, W +15
Army Stats:
hp 16/16; DV 21 (+4); OM +10; Morale +1

Hyram and Aladir manage to stab the specter from both sides, leaving it wailing even more than before. Quinn slashes his golden blade through the ghostly creature with little effect after their combined attacks.

It loos like Hyram and Aladir did just enough to kill it. But, just in case my math is bad...

Power Attack 1: 1d20 + 16 - 2 ⇒ (1) + 16 - 2 = 15
Power Attack 2: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24

Damage 1: 1d8 + 19 ⇒ (8) + 19 = 27
Damage 2: 1d8 + 19 ⇒ (7) + 19 = 26


Female Half Elf Wizard (Conjurer) 12/ Archmage 5 | AC 20 T 14 FF 18 | HP 104/104| Fort + 7 Ref + 8 Will + 11 | Init + 7 | Perc +10 | Mythic Power: 13/13;
Spells Cast:

Chucking another acid dart at the spirit, Alikia stays back to allow the close combat warriors enough room to maneuver. As the dart strikes true, her elemental attempts to hit the shadow, however the attack goes straight through it, unable to connect.

Acid Dart vs touch: 1d20 + 7 ⇒ (17) + 7 = 24
Acid Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Elemental Attack: 1d20 + 7 ⇒ (3) + 7 = 10
elemental Damage: 1d4 + 2 + 1d3 ⇒ (3) + 2 + (1) = 6

What a great looking pupper! Rescue animals are the best!


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 61d4 ⇒ 4
Aladir, Alikia and Hyram continue to wound the creature, but it takes Quinn to finally put it down.

Remember, it has been taking half damage, even from magical weapons and spells.
Hyram and Quinn have two negative levels each (-1 to just about everything, and -10 hit points each).

Next?
Level Map Updated

(HP Cur/Max, AC)
Alikia (66/77, 12/16)
Aladir (89/89, 20)
Quinn (128/144, 24) -10 hp from current and maximum
Ezro (96+/101+, 18)
Hyram (168/182, 24) -10 hp from current and maximum


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

I'm glad that foul spectre is defeated. I don't feel too good. Hyram says matter-of-factly. Shall we continue on?


Male Half-Elf Cleric of Iomedea 11/Heirophant 4 | AC 30 T 14 FF 28 | HP 138/138 | F +12 R +5 W +14 | Init +8 | Perc +7 | Channel 5/10 | 3/11 Mythic Points

"Yes we should continue, but beware of spirits. Apparently the dead are not at rest here." Ezro says.

Taking stock of his items, and taking a moment to catch his breath, Ezro nods.

I am beginning to run low on resources. I probably have one major fight left or two smaller ones.


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

"I'm able to go on. Hyram, you and Quinn took the biggest hits in that fight. If you both are able to move on, then I say we do so. I hope that we aren't too far from the end of this trek." Aladir says; before they move on, he puts his rapier away, returning to hand his bow and arrow.

"I've got two of those enchanted holy arrows left. A vampire seems like a perfect target to sink them into."


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

It is more important to me to rid this place of the evil, then my own personal well-being. I trust in The Inheritor. Hyram says nodding to Adair.


Male Demon-Spawn Tiefling Mythic Paladin 8/Bard 2/Champion-Hierophant 4
Stats:
hp 161; Init +6; Darkvision 60 ft.; Perc +10; AC 24, T 11, FF 24; CMD 24; F +18, R +11, W +15
Army Stats:
hp 16/16; DV 21 (+4); OM +10; Morale +1

Quinn slumps against the wall as the second specter dematerializes before him. "That first blow... It was like he struck beyond my armor, beneath my skin, and into my very heart."

He glances at Hyram and sees the inquisitor suffering the same effects. "I can carry on... But, I am nearing the end of my strength." He glances towards Ezro and sees the same. "One more fight. Then we may have to withdraw."


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

Hyram nods. Aye, one more fight it is! Iomedea bless us!


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

"Agreed. One more fight, then we withdraw to recover."


Female Half Elf Wizard (Conjurer) 12/ Archmage 5 | AC 20 T 14 FF 18 | HP 104/104| Fort + 7 Ref + 8 Will + 11 | Init + 7 | Perc +10 | Mythic Power: 13/13;
Spells Cast:

Alikia gently rubs the top of her elemental's head, causing the hairs on the back of her arms to stand up on end. Offering a stoic nod to the two holy warriors, she runs a thumb over the groove on her crossbow. "Everyone keep in mind that I have the ability to take you with me as I teleport. You just need to be within my reach and willing."


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 91d4 ⇒ 3
Having destroyed the two undead guardians of this hallway, you proceed further down this long hallway. There are many portcullis along the way till you come to an area in the center. To the north is a portcullis and beyond a double door. To the south is a double door, and further to the east are cell bars with another double door.

It seems you have a decision to make on where to explore next.

Next?
Level Map Updated

(HP Cur/Max, AC)
Alikia (66/77, 12/16)
Aladir (89/89, 20)
Quinn (128/144, 24) -10 hp from current and maximum (2 negative levels)
Ezro (96+/101+, 18)
Hyram (168/182, 24) -10 hp from current and maximum (2 negative levels)


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

Hmmm...Before we decide which door, perhaps Aladir can take a listen. Hyram offers.


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

Aladir agrees, asking the others to stand back a bit just in case there is something unpleasant waiting for them, then takes the suggested listen.

Perception: 1d20 + 17 ⇒ (7) + 17 = 24
Disable Device: 1d20 + 23 ⇒ (3) + 23 = 26


Male Demon-Spawn Tiefling Mythic Paladin 8/Bard 2/Champion-Hierophant 4
Stats:
hp 161; Init +6; Darkvision 60 ft.; Perc +10; AC 24, T 11, FF 24; CMD 24; F +18, R +11, W +15
Army Stats:
hp 16/16; DV 21 (+4); OM +10; Morale +1

Quinn glances in each portcullis as they pass. "This garrison must have housed hundreds of prisoners. I wonder if these cells are strong enough and warded enough to hold demonkind? Maybe once the Sword is restored."

North?


Male Half-Elf Cleric of Iomedea 11/Heirophant 4 | AC 30 T 14 FF 28 | HP 138/138 | F +12 R +5 W +14 | Init +8 | Perc +7 | Channel 5/10 | 3/11 Mythic Points

"The problem with demons my friend, is that their forms can be so different from each other, and their knack for teleporting around. A prison cell could be but a joke to them." Ezro says to Quinn.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 11d4 ⇒ 4
Aladir listens in all directions, however he does not hear anything in any direction. The north has bars a portcullis and a double door on the other side. The south leads directly to a double door, while heading east there are bars without a portcullis and a double door.

Which way, north, south or east?

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