GM Niles Wrath of the Righteous (Inactive)

Game Master nilesr

Wrath of the Righteous
15 Rova 4714 Day 35
Dramatis Personae
Overland Map of The Worldwound
Loot Log


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Drezen Citadel Drezen Dungeon of Drezen

Two uses of Mythic power and Brighton manages to encase the Rift in stone using Stone Shape.

Merry Christmas, everyone is level 7! Please post your level up results in the discussion thread

After the vescavor swarms are cleared, it's only a few more hours of marching before the Army nears the ruins of Drezen. The riverbed rises at a noticeable slope for these last few miles , rising up out of the Ahari gorge, and a stink of smoke and grime can be detected on the wind-a telltale sign of a city fallen to filth and horror.

Irabeth tells you about Drezen:
Founded in 4628 AR by the crusaders to establish a lasting foothold in demon- controlled territory, the warhardened city of Drezen was engineered by talented dwarven crusaders . These dwarves carved the central citadel from a massive, granite plateau, using a style reminiscent of their ancient Sky Citadels , but the city fell before many upper stories or lower levels could be added. As work on Citadel Drezen commenced, greater numbers of stonemasons and architects toiled on the surrounding lands, and it didn't take long before the city could house tens of thousands of crusaders and the many artisans, laborers , and other supporters of the war effort. River traffic and supply lines from Mendev continued to bring a steady influx of soldiers, even as two massive cemeteries were established to bury those they replaced.
Unfortunately, Citadel Drezen fell to treachery in 4638. Now, cultists devoted to Deskari and Baphomet control the ruins as well as the city's formidable stronghold-their fires light the city's battlements, the nearby spawning grounds, and the mountain pass where valuable prisoners are taken deeper into the Worldwound
for sacrifice or worse. The Abyssal influence on the surrounding terrain has also dried up the tributary of the Sellen River running through the city, creating a wide gulf separating its once-green banks.

As you get closer to the city the Army comes to a halt. Aron, Anevia, Lann and the Kellid scouts all leave to gather information on the situation in the city.

Sosiel and Irabeth sketch out a Map of Drezen


Retired - Adventure Path Complete!

Victrix leans over the map. "Hmm... I 'ope there's a way we can get inta the Citadel without bein' seen. That bein' said, I'll need ta 'ear what the scouts have ta say when they come back."


Drezen Citadel Drezen Dungeon of Drezen

Well I was gonna wait for Konny or Barundar to chime in, but its been almost a week.

The Scouts return with news The Spoiler titles correspond to places on the map.

Southbank:
A large number of tieflings and
human cultists alike are camped in Drezen's southern district, and they're guarding a large amount of what appears to be captured crusader gear. Not only will defeating these cultists decrease the city's defenses, but the gear could augment the resources of the Crusader army.

Paradise Hill:
A large amount of schir demons hold Paradise Hill, once a district of warehouses and food stores that sat atop the high ground east of the citadel. It appears the demons are now using the area as a prison for captured crusaders rescuing them could provide
reinforcements for the army.

Drezen Cemetery:
The scouts report sightings of large numbers of undead lurking in Drezen's cemetery, particularly ghouls. Until these undead are wiped out, they'll continue to be a dangerous element that could whittle away at the Crusader army during the night.

Haunted Vault:
The largest vault in the cemetery seems to be surrounded by eerie shadows, as if some vile magic were at work within-the vault should be investigated.

Ahari Bridge:
While the rivers of Drezen are dry, their beds and the steep angled gulches still present a difficulty for mounted paladins to navigate. One bridge is destroyed-securing the remaining bridge will help the army's mobility when the time comes to attack the citadel

Drezen Watchtowers:
Citadel Drezen is surrounded by a wall and seven watchtowers. Each watchtower seems to be guarded by a few figures, and each is armed with a large catapult. Disabling as many of these catapults as possible makes the siege more effective.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Barundar listens to the reports from the scouts with great interest, stroking his beard thoughtfully as he considers the group's options.

"Several options here...i'm o' th' mind that we shuid secure th' watchtowers first...then recover th' gear from th' Southbank 'n' rescue th' prisoners from Paradise Hill 'n' arm thaim wi' th' gear we recovered fae Southbank. Efter that, ah think we shuid clear th' cemetery o' th' undead thare, then...not sure if it'd be better tae tackle th' haunted vault or th' Ahari Bridge foremaist. Mibbie th' vault sae we kin be fully dedicated tae taking back th' bridge wi'oot worry o' interference."

"All that bein' said, a'm na tactician 'n' ithers ur free tae offer thair suggestions as well."


Retired - Adventure Path Complete!

Victrix rests her chin in her hand. "...maybe. I think we should leave the Vault fer last--it doesn't seem ta be as pressin' as the rest."


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

"It depends on the range of the catapults on the watchtowers. We might postpone that attack. Anyway I guess we should clear the south bank and the bridge before proceeding north. I do not even feel comfortable leaving the vault in our back. It sounds more like a job for a strike team than an army anyway." Konny voices his opinion.


Retired - Adventure Path Complete!

"Well, if nothin' else, I think clearin' out Southbank first is somethin' most o' us can agree on." Victrix leans back from the map. "I think we can afford ta do that first."


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

"As long as we ain't leavin' tha vault behind us, I agree tha it oughta coom last. An' I dinnae think we oughta rescue any prisoners afore tha catapults are handled, else thay might harass anybody we set free tryin' ta rejoin tha main army. "

-Posted with Wayfinder


Drezen Citadel Drezen Dungeon of Drezen

Ok the Southbank is a mass combat so refresh your mass combat rules. Choose a commander for the two allied units. You have the Rangers of Neatholme and the Crusading Knights. The Kellid Barbarians were destroyed as a unit. Once you guys have decided on commanders, choose tactics and roll a d20. It will take the Tiefling army about 4 turns to get into position to attack you, so your armies have a shot at fighting only one foe at a time.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

"Bah...alright, then. Ah will stae wi' th' Knights but I still think Irabeth should lead thaim. If we reclaim th' gear foremaist ah say we shuid take Paradise Hill next...it wilnae do ony good tae git th' supplies back if we dinnae hae an airmie tae give them tae. I still say we need tae tak' doon the siege engines bonny quick."

Do you want me to go ahead and make the offense rolls for the knights? Or wait until the others have chimed in? Also, would it actually be more beneficial for Irabeth to lead the army? Does she have a CHA bonus/Pro(Soldier) ranks/Leadership feat? Any of that stuff that benefits an army from the leadership's perspective?


Drezen Citadel Drezen Dungeon of Drezen

Irabeth can absolutely command an army, she has both ranks in Prof:Soldier and a positive CHA modifier. Lann can also command the Rangers leaving you guys free to do other things if you would like. I'm ok with resolving the Mass combat on my own and letting you guys move on to the other encounters.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Doing the mass combat off camera and having us move on to the other encounters actually seems the most preferable option to me.

-Posted with Wayfinder


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

I agree


Drezen Citadel Drezen Dungeon of Drezen

Would you guys rather a combat encounter to replace the Mass Combat one? Ie you guys fight the "bosses" of the army while the NPC's and the Army fights the mass of creatures.


Retired - Adventure Path Complete!

That sounds like a good idea, I think.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

I second that agreement.

-Posted with Wayfinder


Drezen Citadel Drezen Dungeon of Drezen

OK, I'm working on the maps and such. Will try to have them up today. MY internet was down all day yesterday due to weather, sorry.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

No worries! There's a spat of bad weather running through Georgia right now.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

My son & I went to Mom's viewing last Tuesday. He had questions. I gave him the best answers I was able. Now we are awaiting the Death Certificate so that I can try to unravel the snarl that several years...
Suffice it to say that I could only wish it was as simple to deal with the bureaucratic aftermath of my mother's death as it seems it is to deal with other things.
That said, while my posting likely won't be as often as I originally imagined, I'm back.

The near total loss of her kinsmen, following her dream no less, has had a sobering effect upon Belledonna in the days since. Saying little & otherwise interacting less, she has begun to seem less a woman & more an erratic engine of destruction.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

One of the sole surviving members of the Kellid Barbarians approaches Victrix & the others during their war council.

"Tawera, e kore e te kaimau o te mamae to matou whenua o te korero. E kore ia e kata. E kore e karanga ana ia, e kore ano te aue ia. Kua hapa katoa o koutou hohonu o te mamae i whakapangia ki nga tahutahu rewera ki runga ki o matou whenua, engari e wehi ahau hoki ia, ki te kahore ia i matau ana ko tenei..."

Hallit:
"Shining one, the Avatar of our land's pain does not speak. She does not laugh. She cries not, nor does she howl. All of you have supped deep of the horrors the demon witches have inflected upon our lands, but I fear for her if she knows not but this."


Drezen Citadel Drezen Dungeon of Drezen

Just waiting on Konny to update his profile. But I'll forge forward.

@Belle They aren't all dead, actually the fatalities should be about 25% its just that the unit was destroyed as a unit. The remnants are considered to be fighting with one of the other Units. Mass Combat rules are really vague.

The Crusaders march to engage the Tiefling and Cultist armies on the Southern Bank of the Sellen River. Irabeth over leadership of the army, with Sosiel, Aron and Anevia acting as her lieutenants. Lann and his rangers march in a loose formation, with many of the Kellids as skirmishers. Irabeth believes that taking control of the Southern Bank will provide the army a foothold. Brighton remains behind with the healers, citing an urge from Torag to provide defense instead of attacking.

Seeing the Crusader Knights coming, the Tieflings muster but the larger cultist army isn't as fast and so Irabeth must only deal with one army at a time.

The party is in the Vanguard of the army, which dismounts to fight in the ruins. The battle is joined and goes well for the Crusaders, until a shout arises, a small knot of tieflings and demons is cutting a swath through the Crusader lines, the Heroes of Kenebres are needed!

The entire battlefield is considered rough terrain because of the mass of combatants so no charging or 5' steps. The darker squares are double rough terrain, and cost 4 squares of movement instead of only 2.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

As soon as we decide to go for them, Konny tries to cast Shield.
spell failure chance: 1d100 ⇒ 49
successfully


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Belledonna is going to try out leading with her Rallying Cry.

Confronted with this new focus for her ire, Belledonna calls forth for her ancestor's aid.

Standard Action: Rallying Cry; Belledonna & all allies within 30' gain a +2 Morale Bonus to all attack & damage rolls for the next three rounds.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud's spells for today: Orisons: Create Water, Detect Poison, Purify Food & Drink, Stabilize
1st: Cure Light Wounds x 3, Faerie Fire
2nd: Barkskin, Fog Cloud, Resist Energy
3rd: Cure Moderate Wounds, Neutralize Poison
Not going to list his Domain spells because I doubt very much they will come into play today.

Brud calls upon the forces of Nature to toughen Victrix' skin, making it as durable as bark.

Cast Barkskin (+2 Natural AC/50 minutes) on Victrix.


Retired - Adventure Path Complete!

With a plan in motion, it was time for Victrix and company to take the field.

She nods at Brud as he invokes the blessings of Nature upon her. She feels her skin toughening. "Thanks!"

She turns to the rest of the party as she draws her greatsword. "Now, COME WITH ME AND TAKE THIS CITY!"


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

I'm assuming that if we can't charge we can't run either?


Drezen Citadel Drezen Dungeon of Drezen

Correct, its a crowded battlefield, so no running/charging.

Round 1
Konny casts Shield
Victrix holds?
Barundar holds?
Belledonna uses Rallying Cry
Brud casts Barkskin on Vic

Round 1 Status:

Barkskin 5 mins Victrix
Shield 10 rounds Konny

Bad guys will go tomorrow morning.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Barundar is going to take the most direct route he can to close the distance between himself and the bad guys. Two move actions, so eight squares of movement...if I'm figuring right, I think I can make it to 8-S in one round. Is that right?


Retired - Adventure Path Complete!

Oh. I didn't think we started combat yet--I didn't see Initiatives being rolled.

Vic'll move to N-14.


Drezen Citadel Drezen Dungeon of Drezen

Decided to forgo initiative and just do blocks. You guys, then them. So essentially you "won" initiative by default. Also, for movement, grey squares are "difficult terrain" and dark grey areas are considered "Difficult terrain and Obstacles" Acrobatics will allow you to move through the terrain as per the skill, also spells like Freedom of Movement et al. will allow normal movement. Those spells will also make the Dark Grey areas into difficult terrain and allow you to pass through them. Basically what I was trying to do with the map was simulate a crowded battlefield where dozens/hundreds of combatants are milling around.

Moved Vic and Barundar.

Bad guys moved and cast spells. Perception DC 20 to discern anything about them. Kn:Planes DC 21 to identify the demons.

Good Guys are up.

Status Round 2:

Barkskin 5 mins Victrix
Shield 10 rounds Konny


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Well, I guess Brud notices something...

With the surge of martial pride granted him by Belledonna's Rallying Cry, Brud quickly strings & looses an arrow at the most threatening of these foes.

Longbow attack: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26, Longbow crit.: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Longbow damage: 1d8 + 2 ⇒ (3) + 2 = 5, crit. damage: 1d8 + 2 ⇒ (3) + 2 = 5, for either five or ten Piercing damage, depending on if the crit succeeded.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Her ire raised, Belledonna calls forth a cloud of glittering dust to blind & impede her foes.

Standard action: Cast glitterdust DC 17, centered at the four-person group. It doesn't allow spell resistance, so I am not going to roll for Penetration.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Round 1 addendum (as I was not aware it is combat already)

Konny moves to the north (25 ft in dificult terraine).

Round 2

Perception: 1d20 + 14 ⇒ (12) + 14 = 26
Knowledge(planes): 1d20 + 7 ⇒ (8) + 7 = 15 maybe next time, Highlander

Konny continues moving to the north trying to nimbly blend among the fighting soldiers. His aim is to circle the opponents unseen.
double move

Stealth: 1d20 + 11 ⇒ (9) + 11 = 20
Acrobatics: 1d20 + 16 ⇒ (14) + 16 = 30 I have not found how exactly it may be used in this situation, but just in case.


Drezen Citadel Drezen Dungeon of Drezen

Konny and Brud notice that the teiflings are heavily armed and armored, and wield scythes. Two of them Wooden and Grey Square cast spells, the other two tieflingsgreen and purple exude an aura of evil that is almost palpable. The final two creaturesblue and gold are demons, but you cannot tell of what variety.

Brud scores a critical hit! 1d8 + 2 ⇒ (3) + 2 = 5 longbows are x3 weapons.
Belledonna casts Glitterdust WillGold: 1d20 + 7 ⇒ (3) + 7 = 10WillMetalSquare: 1d20 + 3 ⇒ (17) + 3 = 20WillPurple: 1d20 + 5 ⇒ (19) + 5 = 24WillWoodensquare: 1d20 + 10 ⇒ (19) + 10 = 29

Gold is blinded, the others resist.

Basically Konny, since you are moving through a bunch of occupied squares its an Acrobatics roll to beat a CMD to treat the terrain as normal. Like I said, I'm making this up there isn't any rule for it.

Konny makes it behind the enemies, he doesn't think they have noticed him.

Vic and Barundar


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Second verse, same as the first. Without a ranged attack the best I can do is just use my full move to get as close as I can every turn. If it's double movement cost, then I can get four squares. I'm thinking 8-R might be the best place to shoot for right now.


Retired - Adventure Path Complete!

Round 2

Victrix keeps going, moving as close as she can without treading into very difficult terrain.

Double Move to K-12.


Drezen Citadel Drezen Dungeon of Drezen

Vic moves up as does Barundar.

The enemies move forward.

Wooden Square casts a spell and a Magical Scythe appears to attack Victrix Spiritual Weapon: 1d20 + 7 ⇒ (10) + 7 = 17Force: 1d8 + 2 ⇒ (5) + 2 = 7

Status Round 3:

Barkskin 5 mins Victrix
Shield 7 rounds Konny
Spiritual Weapon 4 Rounds Victrix

Party is up!


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Barundar makes a beeline as quickly as he can for the nearest foe, ending up so close to him he feels he can almost smell the demon-stink on him!

Move to O-7


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Round 3
Stealth: 1d20 + 11 ⇒ (20) + 11 = 31
Acrobatics: 1d20 + 16 ⇒ (18) + 16 = 34

Konny sneaks behind the brown tiefling and attacks silently with Biggie

Attack: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 2d6 + 5 + 3d6 ⇒ (6, 6) + 5 + (1, 6, 3) = 27 assuming he has not noticed me

Crit confirm: 1d20 + 9 ⇒ (9) + 9 = 18 if he has not noticed me, he is probably flat-footed so we will see
extra critical damage: 4d6 + 10 ⇒ (6, 4, 6, 2) + 10 = 28 Biggie is x3

Seeing as his aim was true, Konny tries to finish his opponent.

Surprise strike: 1d20 + 9 ⇒ (13) + 9 = 22 for this one he is certainly flat-footed
damage: 2d6 + 5 + 3d6 ⇒ (3, 5) + 5 + (2, 3, 1) = 19

Current AC 25 (Shield, Defensive Offense)
MP 6/7


Drezen Citadel Drezen Dungeon of Drezen

His FF AC is 21, so no crit.

Konny smacks the Cleric of Deskari hard hitting for a total of 46!
Barundar moves forward to engage the demon, Radiance hums with power, sensing its chosen foe nearby.

Belle Brud and Vic


Retired - Adventure Path Complete!

Round 3: Actions
Move Action: Move to K-10
Standard Action: Total Defense: +4 Dodge bonus to AC until my next turn

Victrix pushes on, heedless of the spiritual scythe trying to break her skin. The spell Brud worked on her was able to deflect its blade for now.

She stops short of the tiefling combatants, adopting a purely defensive stance. "Come on then! Show me what yeh're made of!"


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Are we waiting for something specific?

"Uh-oh" Konny realizes that he is alone behind enemy lines and his plan to take the Tiefling down quickly did not work, even though he surprised him and was able to land a blow twice. "I have a bad feeling about this."


Drezen Citadel Drezen Dungeon of Drezen

Yes, Belle and Brud.


Drezen Citadel Drezen Dungeon of Drezen

It has been well over 24 hours since Belledonna posted in Gameplay.

Brud shoots his bow again 1d20 + 6 ⇒ (9) + 6 = 15 missing.
Belle moves a little closer to the action.

Gold Will: 1d20 + 7 ⇒ (7) + 7 = 14 is still blinded and roars in annoyance.
Blue moves forward to engage Barundar, the demon attacks with a powerful swing of its sword Sword: 1d20 + 10 ⇒ (4) + 10 = 14 but the Stonelord easily deflects it on his shield.

Wood Square turns on Konny Lord Deskari will feast on your soul! and attacks with a scythe Scythe: 1d20 + 9 ⇒ (5) + 9 = 14 but the nimble dwarf dodges aside.

Green moves forward and chants in Abyssal, Victrix feels weary. Litany of Weakness
Purple also moves forward to engage the warrioress.

Metal Frame casts a spell DC 17 to identify as Sonic Scream he shouts a scream that is magically enhanced Vic Reflex: 1d20 + 3 ⇒ (3) + 3 = 6 Vic takes 4d4 ⇒ (2, 3, 3, 4) = 12 sonic damage.

Spiritual Weapon attacks Vic Force: 1d20 + 7 ⇒ (7) + 7 = 14 missing.

Good Guys go Round 4

Round 4 Status:

Barkskin 5 mins Victrix
Shield 6 rounds Konny
Spiritual Weapon 3 Rounds Victrix


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Round 4

The mention of the foul demon lord drives Konny to attack quickly taking advantage of the tiefling's wide swing.
Surprise strike: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 2d6 + 5 + 3d6 ⇒ (1, 5) + 5 + (3, 2, 1) = 17

"More likely some scavangers will feast on your body soon!" he shouts and follows with another attack...

Attack: 1d20 + 9 ⇒ (5) + 9 = 14
damage: 2d6 + 5 ⇒ (2, 4) + 5 = 11

AC 25
MP 5/7


Retired - Adventure Path Complete!

Round 4: Actions
Move Action: Move to K-11
Standard Action: Total Defence again--+4 to AC until my next turn

Whatever sorcery the tiefling cast on her that tired her out, it paled compared to being screamed at.

Still not as harsh as some of the Crusader's drill instructors.

Victrix approaches the three warriors and remains in a defensive stance. It was only a matter of time until she unleashed sheer hell...


Drezen Citadel Drezen Dungeon of Drezen

Still waiting on Belle and Barundar, I'll bot in the morning if nothing is posted.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Sorry! Posting now.

Knowing from past experience that her martial companions are more than equal to the task of dispatching their foes if allowed the opportunity, Belledonna focuses instead upon denying her foes the chance to escorcell them.

Action: Held action to cast Dispell Magic if either Metal or Wood attempts to cast a spell again.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Seeing his spiritual leader's hesitation & concentration, Brud contemplates how best to disrupt the fell magician's magic. Nocking an arrow to his bow, he awaits the perfect opportunity to loose it.

Held action: bow attack on the next foe that looks as though they are about to cast a spell.
If I go another extended period of time without posting, these will be my default actions for both Belledonna & Brud as long as there are casters.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

His enemy coming to him, Barundar heaves his hammer in a heavy swing, glad for the opportunity to put more effort into bringing this foe down than actually getting to him.

Swift action: Activate Stonestrike. +2 Atk/Dmg

Full-round action: Full attack

Attack 1: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Damage 1: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Attack 2: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage 2: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13

Stonestrike uses left: 6. Hmm...DM Niles, would it be possible to have Radiance use its own legendary power to augment that attack? I hate to waste a Stonestrike on a total whiff and I think if the sword is capable of taking an action separate from my own to use a legendary power surge it would put me over the edge.

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