Beacons of Hope: Wrath of the Righteous!

Game Master GM the Fifth

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Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Alexa creeps up to the corner and peers around it while staying in the shadows.


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Uriel follows Alexa, careful to stay far enough back to give her room to maneuver.


I assume you are moving under stealth and will use your previous stealth roll.

Alexa quietly creeps up to peer around the corner. What she sees is a large court in disarray. The walls are decorated with murals of angels and templars engaged in all manner of foul acts with beasts and demons. Two demonic statues sit in the room's center. Collapsed stone completely bars the way north.

Four decorative columns still support the thirty-foot ceiling overhead.

>>>>> Map <<<<<

I've exposed a bit more of the room that you would actually see from your position just so it's more clear.

@Alexa, give me a perception check.


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Perception: 1d20 + 11 ⇒ (19) + 11 = 30

Alexa lets out a quiet snort.


GM rolls:

1d20 ⇒ 1
1d20 ⇒ 17
1d20 ⇒ 2
1d20 ⇒ 18

First off, it does seem odd that the two statues in the center of the room are facing west (more or less towards you) instead of the main entrance to the south.

Second, you hear a couple of faint scuffs. One sounds like it might be a boot against stone behind the column immediately ahead of you. The second is harder to make sense of, but it seems to come from the far end of the room.


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

"Four enemies. Likely two constructs--the two statues facing this corridor. Two more, hiding deeper within." Alexa whispers to the others.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Arloric gives an annoyed grunt.

"Unnatural things. I can use magic to help you, but my sword and spells will be useless against them."


Let me know how you want to proceed here. It's been one round since combat ended for the purpose of tracking spell durations.


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

If Alexa's done all the scouting there is to do, it's probably time for the Uriel and Darya show.


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Yep--I think Uriel and Darya should take point.


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

"Alright, let's see what vicious horrors lie in wait shall we?" Darya says giving Uriel a grin before turning to stride down the length of the room, sword in hand.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

She will follow the rest of the party.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Arloric follows, a grim look on his face as he mentally prepares to help the party battle the constructs, as they would shrug off his magic.


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Uriel grins right back and matches Darya step for step, only pausing to allow her to proceed him through the door. "Ladies first..." he says, pulling it open for her.


Darya and Uriel step into the opening that leads from the corridor into the large entry hall, and several things happen at once. The two statues ahead spring to life, four archers appear from behind the pillars, and you become aware of four more statues, two on either side, moving in to engage.

Since you took the time to scout ahead, I'll say that you manage to avoid an ambush and thus your opponents do not get a surprise round. You have seen statues like these before and identify them as gargoyles.

Everyone roll for initiative. I'll give folks until this evening to do that.

>>>>> Map <<<<<


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Initiative: 1d20 + 5 ⇒ (18) + 5 = 23


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Initiative: 1d20 + 6 ⇒ (2) + 6 = 8


One thing I'll add here as we get this combat moving. These pillars are large enough that I'm going to treat them as if they are trees for the purposes of cover. Specifically:

Quote:
Medium and dense forests have massive trees as well. These trees take up an entire square and provide cover to anyone behind them.


There's also considerable rubble in this room. If a 5' square is more than 50% covered with rubble, it's impassible. Otherwise, it is difficult terrain. If you are unsure, ask--we can play it by ear a bit.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Initiative: 1d20 + 2 ⇒ (14) + 2 = 16


Initiative:

Darya: 1d20 + 2 ⇒ (3) + 2 = 5
Kemat: 1d20 + 1 ⇒ (9) + 1 = 10
Telerin: 1d20 + 2 ⇒ (3) + 2 = 5
Gargoyle 1: 1d20 + 6 ⇒ (4) + 6 = 10
Gargoyle 2: 1d20 + 6 ⇒ (18) + 6 = 24
Gargoyle 3: 1d20 + 6 ⇒ (10) + 6 = 16
Gargoyle 4: 1d20 + 6 ⇒ (19) + 6 = 25
Gargoyle 5: 1d20 + 6 ⇒ (6) + 6 = 12
Gargoyle 6: 1d20 + 6 ⇒ (3) + 6 = 9
Guard 1: 1d20 + 4 ⇒ (6) + 4 = 10
Guard 2: 1d20 + 4 ⇒ (16) + 4 = 20
Guard 3: 1d20 + 4 ⇒ (8) + 4 = 12
Guard 4: 1d20 + 4 ⇒ (17) + 4 = 21


Two of the gargoyles move in to engage. One steps ion front of Uriel, the other in front of Darya. Each swipes with their stony claws.

Gargoyle 4, claw vs Darya: 1d20 + 7 ⇒ (11) + 7 = 18
Gargoyle 2, claw vs Uriel: 1d20 + 7 ⇒ (13) + 7 = 20

I don't believe this is enough to get through the flat-footed AC for either of you. Please correct me if I am mistaken.

Heroism and Blur are still running, but Haste has expired.

Round 1

Effects: Heroism (Darya, Uriel), Blur (Uriel)

Gargoyle 4, Gargoyle 2
Alexa <---
Guard 4, Guard 2
Arloric
Gargoyle 3, Guard 3, Gargoyle 5, Guard 1, Gargoyle 1
Kemat
Gargoyle 6
Uriel, Darya, Telerin

>>>>> Map <<<<<


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Alexa grimaces at the sight of all the gargoyles.

...dammit. No room to maneuver.

Holding action.


Two of the archers send their arrows towards Darya and Uriel.

Guard 4, ranged vs Uriel, mwk, rapid shot, PBS, precise shot: 1d20 + 8 + 1 + 1 - 2 ⇒ (12) + 8 + 1 + 1 - 2 = 20
Guard 4, ranged vs Uriel, mwk, rapid shot, PBS, precise shot: 1d20 + 8 + 1 + 1 - 2 ⇒ (20) + 8 + 1 + 1 - 2 = 28
Blur, 20% miss: 1d100 ⇒ 81
piercing damage, composite bow: 1d8 + 2 ⇒ (8) + 2 = 10

Guard 2, ranged vs Darya, mwk, rapid shot, precise shot: 1d20 + 8 + 1 - 2 ⇒ (17) + 8 + 1 - 2 = 24
Guard 2, ranged vs Darya, mwk, rapid shot, precise shot: 1d20 + 8 + 1 - 2 ⇒ (19) + 8 + 1 - 2 = 26
piercing damage, composite bow: 1d8 + 2 ⇒ (4) + 2 = 6
piercing damage, composite bow: 1d8 + 2 ⇒ (4) + 2 = 6

I believe that's one hit on Uriel and both on Darya. Let me know if that's not the case.

Round 1

Effects: Heroism (Darya, Uriel), Blur (Uriel)

Gargoyle 4, Gargoyle 2
Alexa
Guard 4, Guard 2
Arloric <---
Gargoyle 3, Guard 3, Gargoyle 5, Guard 1, Gargoyle 1
Kemat
Gargoyle 6
Uriel, Darya, Telerin

>>>>> Map <<<<<


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Arloric begins singing to try and bolster the group!

Echoes of Nature's Song: Everyone gets +2 to AC and Ref saves!


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

Poor me, last again, lol


Two other two archers shoot arrows towards Darya and Uriel.

Guard 1, ranged vs Darya, mwk, rapid shot, PBS, precise shot: 1d20 + 8 + 1 + 1 - 2 ⇒ (5) + 8 + 1 + 1 - 2 = 13
Guard 1, ranged vs Darya, mwk, rapid shot, PBS, precise shot: 1d20 + 8 + 1 + 1 - 2 ⇒ (3) + 8 + 1 + 1 - 2 = 11

Guard 2, ranged vs Uriel, mwk, rapid shot, precise shot: 1d20 + 8 + 1 - 2 ⇒ (12) + 8 + 1 - 2 = 19
Guard 2, ranged vs Uriel, mwk, rapid shot, precise shot: 1d20 + 8 + 1 - 2 ⇒ (2) + 8 + 1 - 2 = 9

None of the arrows find their targets. THe gargoyles continue to close in around the entryway.

Round 1

Effects: Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all)

Gargoyle 4, Gargoyle 2
Alexa
Guard 4, Guard 2
Arloric
Gargoyle 3, Guard 3, Gargoyle 5, Guard 1, Gargoyle 1
Kemat <---
Gargoyle 6
Uriel, Darya, Telerin

>>>>> Map <<<<<


Botting Kemat

Kemat steps between Telerin and Alexa and channels energy, excluding the gargoyles that are in her area of effect.

channel + energy: 4d6 + 1 ⇒ (6, 3, 5, 5) + 1 = 20

One of the gargoyles slips northwest, out of sight.

Round 1

Effects: Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all)

Gargoyle 4, Gargoyle 2
Alexa
Guard 4, Guard 2
Arloric
Gargoyle 3, Guard 3, Gargoyle 5, Guard 1, Gargoyle 1
Kemat
Gargoyle 6
Uriel, Darya, Telerin <---

>>>>> Map <<<<<


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

As the gargoyles advance, Uriel swiftly activated his Righteous Medal of Agility, then channels holy power into his sword. Glancing to Darya with raised eyebrow, he says "Draw them back into the hallway?"

Swift action for the medal (+2 Dex for 1 minute), standard to make the sword +1, readying a move to step back and try to draw them out, if Darya agrees (don't want to step back and leave her by herself).


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

"Sounds like a plan!" Darya replies, ready to step back in unison with Uriel, while activating her Righteous Medal of Agility as well.

Swift action to activate medal. Standard action to activate Power of Faith (+1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear 30ft radius, 1 minute). Readied action to move and step back in tandem with Uriel, forcing them to pass in between us as they enter the hallway.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

She will cast magic circle of protection against evil.


Since you are in the doorway, and the walls are several feet thick, you can't do a 5' step back diagonally. It would have to be straight back.

You don't need to ready an action to step back together since you are next to one another in initiative (and you could just hold your action to act together if you weren't).

So, putting this together, you have a couple of options:

1) withdraw together, with Darya moving to B5 and Uriel moving to B8. That would prevent an AoO. This would be a full round action. (I will move Arloric down since I believe I am the one that put him at B8 in the first place). You wouldn't get an AoO vs movement through squares C6 and C7 because of that diagonal.

2) Step back together, with Darya moving to B6 and Uriel to B6, and ready an action to attack if they advance. This will let you make a single attack this turn.

@Telerin: acknowledged.


Current map, reflecting Kemat's move to channel and moving Arloric down.


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

I'm using my Standard to empower my sword, so I don't think I could ready an attack anyway. What say we Move back to A6 and A7, to allow more party members to surround them and join in?


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

Works for me


Uriel and Darya withdraw back to the stone doors behind them.

The gargoyles quickly move in to fill the gap, with one swiping at Uriel and the other at Darya.

gargoyle 4, claw vs Uriel: 1d20 + 7 ⇒ (12) + 7 = 19
gargoyle 2, claw vs Darya: 1d20 + 7 ⇒ (19) + 7 = 26
gargoyle 2, claw damage vs Darya?: 1d6 + 2 ⇒ (2) + 2 = 4

Round 2

Effects: Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all)

Gargoyle 4, Gargoyle 2
Alexa <---
Guard 4, Guard 2
Arloric
Gargoyle 3, Guard 3, Gargoyle 5, Guard 1, Gargoyle 1
Kemat
Gargoyle 6
Uriel, Darya, Telerin

>>>>> Map <<<<<


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 40/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Alexa twirls her gladius and tries to stab the gargoyle in front of her.

Stab: 1d20 + 8 ⇒ (10) + 8 = 18
Damage?: 1d6 + 3 ⇒ (5) + 3 = 8


Alexa sinks her blade into the gargoyle's tough hide.

Guard #2 runs forward from the back of the hall and takes a position opposite guard #1 at the pillar. Guard #4 takes aim and lets arrows fly at Uriel.

guard 4, ranged atk vs Uriel, PBS, precise shot, rapid shot: 1d20 + 9 + 1 - 2 ⇒ (1) + 9 + 1 - 2 = 9
guard 4, ranged atk vs Uriel, PBS, precise shot, rapid shot: 1d20 + 9 + 1 - 2 ⇒ (16) + 9 + 1 - 2 = 24
Blur, 20% miss: 1d100 ⇒ 77
Uriel, composite longbow damage?: 1d8 + 2 ⇒ (1) + 2 = 3

Uriel, let me know if that hits. I don't think it does?

Round 2

Effects: Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all)

Gargoyle 4, Gargoyle 2
Alexa
Guard 4, Guard 2
Arloric <---
Gargoyle 3, Guard 3, Gargoyle 5, Guard 1, Gargoyle 1
Kemat
Gargoyle 6
Uriel, Darya, Telerin

>>>>> Map <<<<<


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Arloric keeps the song going and casts a new spell, this time on himself, causing the light to shift and bend around him!

Arloric casts displacement on himself.

Then he steps forward to close the gap so the stone brutes can't attack the more vulnerable members of the group.


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion
GM the Fifth wrote:
Uriel, let me know if that hits. I don't think it does?

Just missed, thanks to my having the presence of mind to activate the Alacrity Medal earlier.


Mysterious GM die rolls:

1d20 + 3 ⇒ (13) + 3 = 16
1d20 ⇒ 7
1d20 ⇒ 4

Gargoyle 3 takes flight, zipping to the north and out of view. A few seconds later, you hear a metallic thunk, and the door behind Uriel and Darya swings open to reveal a gargoyle.

You catch a glimpse of what appears to be a chapel with two human guards and a beautiful woman with bat-like wings at the front near the altar. The woman says to them, "Don't just stand there, you fools. Help them!"

In the main haul, buard 3 rushes up to the closer pillar with guard 4. Guard 1 takes aim at Uriel.

guard 1, ranged atk vs Uriel, PBS, precise shot, rapid shot: 1d20 + 9 + 1 - 2 ⇒ (10) + 9 + 1 - 2 = 18
guard 1, ranged atk vs Uriel, PBS, precise shot, rapid shot: 1d20 + 9 + 1 - 2 ⇒ (13) + 9 + 1 - 2 = 21

Two more gargoyles close in behind them.

Round 2

Effects: Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all), Displacement (Arloric)

Gargoyle 4, Gargoyle 2
Alexa
Guard 4, Guard 2
Arloric
Succubus, Gargoyle 3, Guard 3, Gargoyle 5, Guard 1, Gargoyle 1
Kemat <---
Gargoyle 6
Uriel
Guard 1
Darya, Telerin
Guard 2

>>>>> Map <<<<<

The map is getting messy. From left to right, next to Darya, are gargoyles 4 and 5. Next to Uriel, left to right, is 2 and 1.


Kemat holds

A gargoyle comes flying in through the open doorway behind Uriel.

Gargoyle 6, gore atk vs Uriel: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18

It tries to rame the paladin with its horn, but comes up short.

Uriel is now flanked.

Round 2

Effects: Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all), Displacement (Arloric), Magic Circle Against evil (centerd on Telerin)

Gargoyle 4, Gargoyle 2
Alexa
Guard 4, Guard 2
Arloric
Succubus, Gargoyle 3, Guard 3, Gargoyle 5, Guard 1, Gargoyle 1
Kemat
Gargoyle 6
Uriel <---
Guard 1
Darya, Telerin
Guard 2

>>>>> Map <<<<<


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Uriel glances over his shoulder then, with a grimace of consternation, activates his Righteous Medal of Valor and attacks the gargoyle in front of him with a savage series of blows.

Attack, +1 Bastard Sword: 1d20 + 14 ⇒ (20) + 14 = 34
Damage, Magical Slashing: 1d10 + 11 ⇒ (10) + 11 = 21
Crit?
Attack, +1 Bastard Sword: 1d20 + 14 ⇒ (9) + 14 = 23
Damage, Magical Slashing: 1d10 + 11 ⇒ (3) + 11 = 14

Attack, +1 Bastard Sword: 1d20 + 14 ⇒ (13) + 14 = 27
Damage, Magical Slashing: 1d10 + 11 ⇒ (4) + 11 = 15

Attack, +1 Bastard Sword: 1d20 + 9 ⇒ (13) + 9 = 22
Damage, Magical Slashing: 1d10 + 11 ⇒ (2) + 11 = 13
If I kill the first one, I move subsequent attacks to the next one in line, in front of Alexa.


That does confirm the crit. I assume you mean "in front of Darya" there? My understanding is that "in front of you" meant gargoyle 2 at B7. There is not a gargoyle in front of Alexa. If you meant something different, let me know and I'll correct it.

Uriel cuts apart the gargoyle in front of him, then lands two punishing blows on the one in front of Darya.

Behind you, in the room that resembles a chapel, a human man dressed in crusaders' armor moves in behind the gargoyles.

Round 2

Effects: Righteous Medal of Valor (Uriel), Heroism (Darya, Uriel), Blur (Uriel), Echoes of Nature's Song (all), Displacement (Arloric), Magic Circle Against evil (centered on Telerin)

Gargoyle 4
Alexa
Guard 4, Guard 2
Arloric
Succubus, Gargoyle 3, Guard 3, Gargoyle 5, Guard 1, Gargoyle 1
Kemat
Gargoyle 6
Uriel
Guard 1
Darya, Telerin <---
Guard 2

>>>>> Map <<<<<


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)
Darya Flamekissed wrote:

"Sounds like a plan!" Darya replies, ready to step back in unison with Uriel, while activating her Righteous Medal of Agility as well.

Swift action to activate medal. Standard action to activate Power of Faith (+1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear 30ft radius, 1 minute). Readied action to move and step back in tandem with Uriel, forcing them to pass in between us as they enter the hallway.

Darya slashes at the injured gargoyle in front of her.

You missed Darya's medal buff and Power of Faith on everyone

+1 Evil Outsider bane Cold Iron Bastard Sword/PoF/Heroism/ Medal(Agility)/Nature’s Song: 1d20 + 13 + 1 + 2 ⇒ (2) + 13 + 1 + 2 = 18
Magic/Slashing/Heroism/POF: 1d10 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8

+1 Evil Outsider bane Cold Iron Bastard Sword/PoF/Heroism/ Medal(Agility)/Nature’s Song: 1d20 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14
Magic/Slashing/Heroism/POF: 1d10 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13


Thanks for the reminder there. Appreciate it.

Darya's first blow lands, and the gargoyle in front of her is looking haggard.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

Was my circle of protection spell successful?


Telerin Quenya wrote:
Was my circle of protection spell successful?

Yes, though remember it only has a 10' radius.


@Telerin do you have an action for this round?


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

She will cast magic missile at the creature fighting Uriel
4d4 + 4 + 4 ⇒ (4, 1, 4, 3) + 4 + 4 = 20 force

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