Aubrey's Wrath of the Righteous (Inactive)

Game Master Aubrey the Malformed


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Kaygan hits the creature with his ray, but it seems to have no effect.

Vermlek 1 is no more, so it's Booam's turn again.

Map updated.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Being the straightforward fellow that he is, Booam continues delivering cold iron to the demon with fervor. And power attack.

Attack: 1d20 + 9 ⇒ (19) + 9 = 28

Damage: 1d12 + 6 + 3 ⇒ (6) + 6 + 3 = 15

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

"Give me a shot!"

Sol delays. If one of the melee guys wants to give me a firing lane after their attack, it would be great. Unless Booam kils it first.


Sol's shout is a bit late as Booam cuts the vermlek in half with a squelch.

End of combat. 200xp each.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

"Can we leave the bodies so they aren't so obviously dead? That and move quickly. Does anyone need healing?"


Hp: 21 of 21; Effects active:

Sorry about the delay.

"They look quite obviously dead," suggests Kaygan, looking at the flaccid skin of one of the vermlek's former hosts, and the hacked and bludgeoned body of the other. "Moving quickly might be our best move."


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

"We can drag them out of sight. They're demons - let their kin think they got bored and ran off."

Do not want to waste much time hiding them, but if there is a handy hole or cavity in the debris field where they would not be immediately visible to the casual observer, let's throw them in.

Looking for such a location: 1d20 + 7 ⇒ (8) + 7 = 15


You can drag the bodies away, although they are going to leave fairly big smears of green goo. However finding a place the stash the bodies won't be hard in a city full of ruined buildings.

OK, what now?


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Onward!

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

"If they posted guards, then the door's probably not trapped. Let's get inside." Sol keeps an arrow fitted to his bow and looks up and down the streets.

Sol will wait and follow the others through the door.


HP 34/34 | Init +2 | AC 16 T 12 FF 14 | CMD 15 | F +3 R +3 W +4 | Per +1 | MP: 7/7

Hannik nods, "Let's do this before they figure out what's going on." She and Ghroth start heading for the doors.


Hp: 21 of 21; Effects active:

Kaygan nods and hurries after Hannik and her hulking companion.


The adventurers discover that the door is locked, but not trapped.

Or, at least, you grabbed the door and it wouldn't open, but no one died. Admirable can-do attitude, not bothering with fussy Perception checks.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

"Perhaps that chime may help? Unless one of us is skilled in picking locks?" Kira looks pointedly at Sol.....

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Who locks a guarded door?

"Let me see that. I can probably open it.," Sol steps forward and pulls a cloth roll from his pack. He unrolls it, revealing a collection of oddly shaped thin metal tools. He peers at the lock before selecting a few and going to work.

disable device: 1d20 + 8 ⇒ (20) + 8 = 28


Hp: 21 of 21; Effects active:

Kaygan waits nervously, glancing about the area, while Sol works at the lock.

Nice roll, that might do it.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Someone who doesn't trust their own guards ;)


Anyone got an assist, and then it's open.


Hp: 21 of 21; Effects active:

Disable Device can't be used untrained, so we may not have an assist available; anyone other than Sol have ranks in it? Otherwise we may need to fall back on the Chime of Opening.


No back-up rogue type? Sad!

Sol tries valiantly on the door, but in the end he has to give up in frustration.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

It's post fact, but can I add Archeologist's Luck for +1 to the roll? It's supposed to be added before the result is known.

And search the bodies!


You can, but the DC is 30 and therefore tantalisingly out of reach.


HP 34/34 | Init +2 | AC 16 T 12 FF 14 | CMD 15 | F +3 R +3 W +4 | Per +1 | MP: 7/7

"Okay, lets see what this thing can do..." Hannik aims the chime at the lock of the door and strikes it.

Chime of Opening: 1d20 + 11 ⇒ (3) + 11 = 14
Chime of Opening: 1d20 + 11 ⇒ (8) + 11 = 19
Chime of Opening: 1d20 + 11 ⇒ (8) + 11 = 19
Chime of Opening: 1d20 + 11 ⇒ (5) + 11 = 16
Chime of Opening: 1d20 + 11 ⇒ (9) + 11 = 20

I'm fairly sleepy and a little late have realized that this chime will only open the DC 30 lock on this door with a result of 19 or 20. Wtf? The wording on this item is unclear. At one point it says it automatically opens locks and arcane lock/hold portal less than 15th level than later says you strike it and use the CL as disable device. Thoughts on intent?

Chime of Opening

Spoiler:
Aura moderate transmutation; CL 11th
Slot —; Price 3,000 gp; Weight 1 lb.
Description
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a spellcaster of lower than 15th level.
The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can then make a caster level check against the lock or binding, using the chime’s caster level in place of her own. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of 10 times before it cracks and becomes useless.
Construction Requirements
Craft Wondrous Item, knock; Cost 1,500 gp

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

A disappointed and frustrated Sol gaters his tools and steps out of Hannik's way, but watches with interest.

"That's a very fine lock. I hope the chime can open it."

He rolls the tools in the cloth. Ties it. And stows it back in his pack.


Hp: 21 of 21; Effects active:

If it does effectively act as a Disable Device check, it could probably be used as an 'aid another' to Sol?


Yes, I think we can see out way to that. The first check would be sufficient.

Sol's tools had clearly done something. There is a clunk as Hannik strikes the chime and the door unlocks.

Intention? God knows, I assumed it just opened the door automatically. Maybe one of the bodies has a key and I didn't notice - can't check as I'm at work. Otherwise you would have to batter the door down. Anyway, all's well that ends well.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

I *think* the intention is that anything mundane, it opens automatically, though only 1 lock at a time (hence the chain/padlock example). Anything magical you roll and do the CL stuff with. That's how I'd rule it as a GM, but jeepers... it could be clearer.


OK, so the door is unlocked...


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Kira holds back to allow everyone else to get inside. Mulluq up front as usual?


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Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

As much and as often as the others will let him.

Mulluq, hands full with sword and shield, directs his tail around to turn the handle so he can push it open with the shoulder of his sword arm.


Mulluq tries the door, which is now unlocked and opens easily. He steps through into an atrium. Along the northern wall, a frieze depicts a line of mounted crusaders crashing over a horde of twisted demons. The crusaders’ faces have been obliterated and vile graffiti is carved over the entire scene. Fresh blood stains the floor.

Looking to his right, he sees the remains of a shrine. To his left, a group of tieflings gather round a table playing dice. They seem to be using severed human body parts as chips. One of them casually turns as Mulluq comes into view, initially seeing another demonic ally.

"Hey, what are you..." He then notes the symbol of Iomedae, the golden sword and the penetrating look of righteous resolution. "F!@#!" He goes for his weapons.

Map updated. I've placed Mulluq based on his actions. I haven't placed the rest of you - please do so, based on where seems sensible, but you will all be behind Mulluq somewhere (don't forget the NPCs). Also, please roll initiative.


HP 34/34 | Init +2 | AC 16 T 12 FF 14 | CMD 15 | F +3 R +3 W +4 | Per +1 | MP: 7/7

Ghroth slips up ahead of Hannik once the lock pops. The summoner quickly puts the chime away while Mulluq shoulders in.

Ghroth K14
Hannik K15

Hannik Init: 1d20 + 2 ⇒ (6) + 2 = 8
Ghroth Init: 1d20 + 1 ⇒ (5) + 1 = 6


Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

Initiative 1d20 + 1 ⇒ (14) + 1 = 15

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Sol will wind up near the back.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod stood back and watched the party's back while the lock was dealt with. Seeing that they are moving forward, he hustles up to join Mulluq and Ghroth in the lead.

Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

J14, please. He has traded falchion for longbow while on lookout.


Male Human (Kellid) Oracle of the Apocalypse 3

Initiative: 1d20 + 6 ⇒ (5) + 6 = 11

Start me off in I15, please.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Kira's fine where she is, she will be last in.

Init: 1d20 + 5 ⇒ (11) + 5 = 16


Hp: 21 of 21; Effects active:

Kaygan init: 1d20 + 3 ⇒ (9) + 3 = 12
Wendaug init: 1d20 + 3 ⇒ (12) + 3 = 15
Booam init: 1d20 + 2 ⇒ (19) + 2 = 21

Booam in J15. Kaygan in L16. Wendaug in K16.


I'll leave Sol where he is, as it's near the back.

Initiatives
T1 1d20 + 3 ⇒ (4) + 3 = 7
T2 1d20 + 3 ⇒ (20) + 3 = 23
T3 1d20 + 3 ⇒ (19) + 3 = 22
T4 1d20 + 3 ⇒ (1) + 3 = 4
T5 1d20 + 3 ⇒ (7) + 3 = 10
T6 1d20 + 3 ⇒ (1) + 3 = 4

Initiative
T2 23
T3 22
Booam 21
Jod 19
Kira 16
Wendaug 15+
Mulluq 15-
Kaygan 12
Rhok 11
T5 10
Hannik 8
T1 7
Ghroth 6
Sol 5
T4 4+
T6 4-

One of the tieflings summons magical darkness which fills the room and spills out into the street. Another immediately sprints past the startled Jod (no AoO due to flat-footedness) and into the next room.

Map updated.

Booam, then Jod, then Kira, then Wendaug. The magical darkness creates dim light inside, which gives a 20% miss chance to attacks unless you possess darkvision. Booam and Wendaug have it.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

He also did not have a melee weapon in hand, anyway. I assume tieflings do not count for my favored enemy (evil outsiders), correct?

Booam moves past the front line in his eagerness to engage the enemy. Move to i12 With a huge overhead swing, he attempts to send the spawn hence.

Attack T6: 1d20 + 9 ⇒ (16) + 9 = 25 Power attack, but Furious Focus negates penalty

Damage with Power Attack: 1d12 + 6 + 3 ⇒ (9) + 6 + 3 = 18

Jod fires an arrow at the one that ran before dropping his bow and running after him, drawing his sword as he goes.

Attack T3: 1d20 + 6 ⇒ (5) + 6 = 11
Miss chance, high is good: 1d100 ⇒ 36

Damage: 1d8 ⇒ 5

Move to N11 - after review, I think he will have to move, fire, drop-and-draw. He ends in N11 with falchion in hand.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Kira delays to let the primary fighters get inside. she'll go after Sol.

"Get inside, quickly."

Wendaug moves to cover Jod, firing at the fleeing Tiefling.

Move to L13
Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Dmg: 1d8 ⇒ 4
Miss Chance, high is good: 1d100 ⇒ 64Forgot I don't need to roll that!

Mulluq


Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

Mulluq looks to where Booam fills the doorway of the other room, then to the one that ran off. Concerned that the arrow is not enough to stop him, Mulluq rushes the tiefling, Radiance swinging forward in righteous fury. Moving through the doorframe in such a rush limits his swing, and he can only pray to Iomedae that he may connect with a heavy swing.

Charge, to O12 and attack T3 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14, damage? 1d8 + 4 ⇒ (5) + 4 = 9


Booam flattens the tiefling in the doorway. Meanwhile, Jod, Wendaug and Mullug set of in pursuit of the fleeing fiend. Jod's arrow misses and Wendaug's inflicts only a flesh wound. The tiefling ducks under Mulluq's sword as he tugs at the door.

Kaygan, then Rhok.

Map updated.


Hp: 21 of 21; Effects active:

The magical darkness lowers the lighting level to 'dim light' inside; I assume this still gives enough light for Kaygan to target a spell into the room with most of the tieflings?


Yes.


Hp: 21 of 21; Effects active:

Quick post, don’t have much time at the moment.

Kaygan moves up to I13 and casts colour spray through the doorway beside Booam. The area of effect should miss Booam and hit T2 and T5 – not sure if I can angle it from here to also get T4?

DC 14 Will save, effect depends on hit dice. Possible durations: 2d4 ⇒ (3, 3) = 6 1d4 ⇒ 3


HP 34/34 | Init +2 | AC 16 T 12 FF 14 | CMD 15 | F +3 R +3 W +4 | Per +1 | MP: 7/7

Rhok is up


Male Human (Kellid) Oracle of the Apocalypse 3

I want to see what Kaygan's spell does first.}


T1, T4 and T5 all in range. Will saves:
T1 1d20 + 1 ⇒ (12) + 1 = 13
T4 1d20 + 1 ⇒ (8) + 1 = 9
T5 1d20 + 1 ⇒ (11) + 1 = 12
Whoops for them - all three fail and are unconscious for six rounds before being blinded and stunned for a further three rounds and then just stunned for another round.

Kaygan's spell flattens three tiefling cultists.

Rhok.

Map updated.


Male Human (Kellid) Oracle of the Apocalypse 3

Nice! I move to G13.

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