Beacons of Hope: Wrath of the Righteous!

Game Master GM the Fifth

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

As they prepare to move on, Darya rests a hand on her chest, allowing Ragathiel's healing fire to flow through her, closing her wounds with nary a mark on her skin.

Lay on Hands/Greater Mercy : 3d6 ⇒ (1, 2, 5) = 8
Lay on Hands/Greater Mercy : 3d6 ⇒ (6, 6, 6) = 18


You pick your way through the rubble to the northeast, and then through an open passage way to the north. These rooms mostly appear to have been used for storage, and the bare shelves and empty racks suggest that these contained supplies for the defending armies.

A set of double doors lies to the west and a single door to the east. There's a large hole in the wall to the north that is large enough to pass through, and on the other side you can see a long hallway with more doors.

>>>>> Map <<<<<


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Darya, I just updated your health bar, so the one on the map image is old. Apologies for that.


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 looks at Alexa smiles a bit.

"Time for your expertise to shine, old friend!"


Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Alexa checks the easternmost door first.


Alexa, perception: 1d20 + 11 ⇒ (20) + 11 = 31

Alexa listens at the door to the east, and hears nothing from the other side.


Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Alexa will then open the door.

Taking 10 for a total of 22 for Disable Device if it's locked.


The door is not locked, and opens to what appears to have been barracks for soldiers. The room has been completely cleared out save for small bits of trash and debris.

>>>>> Map <<<<<


Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Alexa repeats the process for the western double doors.

Taking 10 on all rolls. 21 for Perception, 22 for Disable Device.


The western doors are not locked, but they don't budge when you try to open them. It feels like they are blocked from the other side.


Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

"...dammit." Alexa grumbles.

Then she investigates the doors to the north.

21 Perception, 22 Disable Device.


You step through the hole in the wall and approach the doors to the north, but as you cross over the threshold you see you're really in an L-shaped corridor. The wider leg runs north-south, with double doors to the west and east. The narrow leg runs east, and ends in a single door.

>>>>> Map <<<<<


Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Alexa grumbles and investigates the eastern door. If there’s nothing of interest, she repeats the process with the northern doors.

21 Perception and 22 Disable Device in all cases.


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

Telerin will cast detect magic in the first empty room.


@Telerin You don't detect any magic in the empty room, or in the corridor.

@Alexa I need you to clarify. You have two doors that would qualify as "eastern doors". The north-south leg of the hallway has a double door on the east wall (among others), and the east-west leg of the hallway has a single door at the east and of the hall.


Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

The single door on the east-west hallway.


You don't hear anything through the door, and it's not locked. The door swings open to reveal another hall with even more doors in every direction.

Referring to Nurah's map, you appear to be near the northeastern corner of the castle.

>>>>> Map <<<<<


Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

"...right. Let's finish clearing this wing, then move north."

Alexa takes point in investigating all the newly discovered hallway doors in turn.

Starting from the eastern one right across from me and working my way counter-clockwise.

21 Perception, 22 Disable Device.


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 75/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +2; 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 follows at a reasonable distance, crossbow at the ready.


You check all the doors around this room. The ones to the north are quiet, and you open them to reveal a long hall that ascends some steps before turning right. You see daylight and smell fresh air.

The west doors are also quiet, and lead to now-empty barracks. The south is quiet as well, and opens to another barracks.

From both of the east doors, however, you hear what are at least two voices. You can't make out words, but from the tone and the pattern it sounds like they are having a heated discussion. Double checking both, you sense they two entrances to the same room or place, and not a unique set of voices behind each.

>>>>> Map <<<<<


Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Alexa moves to open the northernmost eastern door.


Are you trying to open it quietly, or just opening it?


Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Sure, quietly. Taking 10 for a 24 on Stealth.


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 waits at a distance, not trusting himself to be able to move quietly. He prepares to activate his righteous medals as need be.


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

How much longer are the spells she has cast active?


There were several minutes involved in escorting your prisoners out, getting the attention of your army below, coordinating the transfer, then getting back to where you were. Let's call that 10 minutes, so anything you had running at minutes/level have expired. Anything running at 10 minutes/level are still running.


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

I think that is everything except her mage armor.


The door opens quietly. You see a succubus, the one from the battle near the chapel a few minutes ago, looming over a male figure in somewhat tattered clothes. She is speaking angrily to him and you get the last part of it.

"...what good are you?!"

Perception: 1d20 + 21 ⇒ (17) + 21 = 38

She snaps her head around when the door opens, looking right at Alexa. Her eyes narrow in recognition.

The room looks like another barracks, lined with large, sturdy bunks. The man is manacled and chained to one of them.

Let's roll initiative.

Initiative, succubus: 1d20 + 3 ⇒ (17) + 3 = 20


Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Initiative: 1d20 + 5 ⇒ (9) + 5 = 14

"...YOU." Alexa's eyes narrow. Her hair sharpens to a blaze of orange.


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 + 5 ⇒ (8) + 5 = 13


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

The tone in Alexa's voice tells her that a fight is coming before anything else.

Initiative: 1d20 + 1 ⇒ (5) + 1 = 6


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

Initiative 1d20 + 4 ⇒ (2) + 4 = 6

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