| Our Mysterious Benefactor |
Sabina can tell you that she doesn't know of this Ishani specifically, but she does know where in the Castle prisoners would be kept: the dungeons.
| Pai Kromnite |
"Ah, then...the dungeons! Is it possible to sneak in and out of there? Teleporting in might be difficult as we've never seen the place. But if we can get in, grab the priest and get out, I know that will drive the Queen wild with anger. We also need to inform the populace about all the devils we saw during our last mission. Consorting with such creatures would draw much contempt, I'd wager."
| Our Mysterious Benefactor |
"There is a chapel on the ground floor that opens to the outside, but the doors are usually kept locked by spells. If we could get close to the Castle without being seen, it may be an entrance, but I would expect patrols at the least." Sabina doesn't look confident that your approach will be unnoticed.
| Our Mysterious Benefactor |
Paxs, you don't believe they have true seeing, but you do remember that they're definitely good at seeing in the dark.
| Pai Kromnite |
"Sabina, is there a place on the ground floor close to the entrance to the Chapel that we could get to? I realize we might not get there unopposed, but if we strike hard, and get in quick, we could look for the priest and then get right back out again. If they can't see through Invisibility, I could keep us mostly hidden, then."
| Our Mysterious Benefactor |
Sabina nods. "There is an entrance. If we were invisible, we might be able to sneak past any guards, particularly if we go just before the shift changes, when the guards will be most tired after their shift."
| Our Mysterious Benefactor |
Sabina tells you that the shift changes just before dawn, around 5 bells in the twilight of the morning. Knowing this, you have time to rest, recover spells and prep before you go out.
Let me know what buffs/spells are up when you're heading toward the Castle.
| Pai Kromnite |
Okay, Pai will have Mage Armor and False Life running. She will cast Fly on herself, Magic Circle Against Evil centered on herself, Communal Resist Energy Fire on everyone, Invisibility Sphere on everyone except herself, Invisibility Field (Illusionist school ability functions as Greater Invisibility 12round a day)on herself, and finally Stoneskin on someone. Probably Slumper, as he is the one that will be getting cut up by whatever opposes us.
If you cant read that wall of text, DM, let me know and I'll clean it up for you!
| Ruperta of Hetzau |
On the next morning Ruperta will create another Heroes Feast, granting the team, for the next 12 hours, 1d8 + 12 ⇒ (5) + 12 = 17 temporary hit points, a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects.
As usual she will cast Shield Other on Slumper granting him a +1 deflection bonus to AC and a +1 resistance bonus on saves and Ruperta gets half of the damage he gets, for 12 hours.
Also, on Vindicator, she will cast Greater Magic Weapon, granting her repeating crossbow a +3 enhancement bonus (not stacking with the normal +1 bonus, but stacking with it's Bane property) for 12 hours.
When they arrive at the castle, and looking for a quiet place, she finish their buffing up.
Also will cast Magic Circle against Evil on herself and on Thraks. That will grant all the benefits of the Protection from Evil spell (+2 deflection bonus to AC and a +2 resistance bonus on saves against evil creatures, immune to any attempts to possess or exercise mental control over the target, and prevents bodily contact by evil summoned creatures unless we make an attack against or tries to force the barrier against the blocked creature) for 2 hours.
Also will cast Communal Delay Poison so they all temporarily immune to poison for the next 2 hours (well, she and Pai only 1 hour).
And just before they enter the castle, she will cast:
Round 1: Blessing of Fervor (12 rounds)
Rounds 2-4: Extended Align Weapon on Slumper's sword and shield and Corbyn's other sword (not Serenphital) for 24 minutes.
Round 5: Extended Shield of Faith on Thraks, granting him +4 deflection bonus to AC for 24 minutes.
Round 6: Extended Expeditious Retreat on herself, granting her a 30' enhancement to speed for 24 minutes.
Round 7: Extended Abundant Ammunition from her wand on Vindicator so she don't need to reload for 2 minutes.
Round 8: Extended Divine Favor from a scroll so she gets +3 luck bonus to attack and damage for 2 minutes.
So they have 4 rounds of Blessing of Fervor remaining.
"Desna's boons won't last much time, so I think we should go in with force, fast..."
Attack Roll: +7 Total ==> +1 Morale +3 Enhancement +3 Luck (2 minutes)
Don't need to reload for 2 minutes.
Damage Roll: +6 Total ==> +3 Enhancement +3 Luck (2 minutes)
AC: +2 Deflection vs. Evil (2 hours)
Saves: +2 Resistance vs. Evil (2 hours)
Will Save: +1 Morale
Poison Save: Temporarily immune to poison (1 hours); +4 Morale (12 hours)
Fear effects: +4 Morale
30' enhancement to speed for 24 minutes.
Immune to any attempts to possess or exercise mental control over the target, and prevents bodily contact by evil summoned creatures unless we make an attack against or tries to force the barrier against the blocked creature) for 2 hours.
Can choose from the following benefits for 4 rounds:
* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Make one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
bonus.
Attack Roll: +1 Morale
AC: +2 Deflection vs. Evil (2 hours)
Saves: +2 Resistance vs. Evil (2 hours)
Will Save: +1 Morale
Poison Save: Temporarily immune to poison (1 hours); +4 Morale (12 hours)
Fear effects: +4 Morale
Immune to any attempts to possess or exercise mental control over the target, and prevents bodily contact by evil summoned creatures unless we make an attack against or tries to force the barrier against the blocked creature) for 2 hours.
Can choose from the following benefits for 4 rounds:
* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Make one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
bonus.
His sword and shield are considered good for DR (24 minutes).
| Ruperta of Hetzau |
Okay, Pai will have Mage Armor and False Life running. She will cast Fly on herself, Magic Circle Against Evil centered on herself, Communal Resist Energy Fire on everyone, Invisibility Sphere on everyone except herself, Invisibility Field (Illusionist school ability functions as Greater Invisibility 12round a day)on herself, and finally Stoneskin on someone. Probably Slumper, as he is the one that will be getting cut up by whatever opposes us.
If you cant read that wall of text, DM, let me know and I'll clean it up for you!
A Stoneskin (Communal) divided on Slumper, Thraks and Corbyn would be great for them against the devils barbs!
| Our Mysterious Benefactor |
1d20 - 1 ⇒ (3) - 1 = 2
You approach the Castle once more, noting a great deal of increase in activities around it. Grey Maiden patrols seem to have doubled. However in the early morning twilight, they seem weary if still alert. However, cloaked with invisibility as you are, you make it to the doors of the chapel with Sabina leading.
However when you arrive, the doors are closed and a large arcane sigil seals them. Pai can verify they are arcane locked! Corbyn takes a breath, removes his tools and sets to work. A few moments later the sigil suddenly dims and the door swings open. The decoration of this large chamber is dense and elaborate, with numerous tapestries hanging from the walls and two long pews facing a small pulpet. In a niche in the middle of the southwest wall stands a marble statue of a tall man, arms held wide as if to welcome his flock. The two windows are tall and large, and feature stained-glass, full-figure images of the same man. Heavy layers of dust cover everything, and cobwebs hang thick in the corners. Ruperta can recognize the man depicted as Aroden, dead god of Azlant humanity.
Sabina leads you through the chapel, up to the floor above and through rooms you've seen before. The room where you slayed the three devils has been cleaned, though damage can still be seen. She leads you down a long narrow hall to a small room filled with cleaning supplies and nothing more. Sabina looks at the back wall for a moment, then presses a smell wooden peg driven into it to hold a hanging mop. The wall grinds and slides in, revealing a spiral staircase going down. "The dungeon is below. Keep as quiet as you can."
The spiral staircase pauses on the floor below, then goes deeper down to a lower level. This floor seems to be a fireplace storage room when the secret door is opened. Sabina looks both ways before leading you into the hallway. She pauses at a closed door, then slowly opens it. This spacious guardroom contains a large fireplace, a central table, and numerous armor and weapon racks (all of which are empty). 1d6 ⇒ 1 Inside, a lone angel with black wings, pale white skin and silver armor stands, inspecting a parchment laid out on the table. She does not seem to have noticed the intrusion yet.
| Our Mysterious Benefactor |
Pai, it seems to be an erinyes, a winged fury. Known by many names—the Fallen, the Ash Wings, and the Furies—the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges, erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan second layer, ever attentive for chances to soar into battle, whether in defense of Hell, on the whims of diabolical masters, or at the impassioned summons of jilted mortal summoners. All erinyes weave deadly living ropes from their own hair, which they use in battle to lift their foes into the air, mocking and condemning their victims for their transgressions before dropping them from great heights.
Erinyes appear as darkly beautiful angels, augmenting their sensuality with deliberate bruises and scars. Yet despite their beauty, erinyes are not seducers—they lack the subtlety and patience required for such fine emotional manipulations, and instead vastly prefer to solve their problems with swift and excruciating violence. Often, an erinyes will stay her hand before attempting to slay a foe simply so she can draw out the victim's suffering. Death is usually the only way to escape an erinyes's not-so-tender attentions, and the most powerful of these devils excel at keeping their enemies alive but helpless so as to extend their torment—many going as far as to keep their victims alive with magic. Rumors hold that the most powerful erinyes torturers have skills that allow their torment to continue even after their subject has died from their attentions.
Most erinyes stand just under 6 feet tall and weigh approximately 140 pounds, even with their black-feathered wings that stretch over 10 feet wide.
| Pai Kromnite |
DM, is the way to the prison past the Erinyes? What kind of door is there to this room? If we slam it behind us, will it be tough to get past? Pai will man the door, if the melees want to rush it, if it is between us and the cells.
| Our Mysterious Benefactor |
The way to the prison is through this room. The door is a solid wooden door, which will take some effort to break down or open.
| Our Mysterious Benefactor |
Initiative!
Pai: 1d20 + 6 ⇒ (5) + 6 = 11
Slumper: 1d20 + 4 ⇒ (12) + 4 = 16
Paxs: 1d20 + 8 ⇒ (4) + 8 = 12
Corbyn: 1d20 + 9 ⇒ (10) + 9 = 19
Ruperta: 1d20 + 7 ⇒ (1) + 7 = 8
Erinyes: 1d20 + 6 ⇒ (10) + 6 = 16
Round 1:
19 Corbyn
16 Slumper and Erinyes
12 Paxs
11 Pai
9 Ruperta
Pai pushes the door open and hisses to her companions. The Erinyes's head snaps toward the party and she smiles, a mirthless vile smile that promises death and worse.
Corbyn and Slumper are up!
| Our Mysterious Benefactor |
They've been warned to expect intruders after your last excursion. No surprise rounds!
| Slumper |
Slumper gamely steps up to battle trying to bash the fiend into oblivion with his shield moved already taking +2 ac and attack
1d20 + 22 + 2 + 1 ⇒ (4) + 22 + 2 + 1 = 29 shield functions as good
1d4 + 9 + 1 ⇒ (4) + 9 + 1 = 14
| Corbyn Barrett |
Corbyn moves up and attacks.
Attack: 1d20 + 23 ⇒ (19) + 23 = 42
Damage: 1d6 + 6 + 2d6 ⇒ (1) + 6 + (2, 6) = 15
Crit Chance: 1d20 + 23 ⇒ (11) + 23 = 34
Extra Damage: 1d6 + 6 + 2d6 ⇒ (2) + 6 + (5, 5) = 18
| Ruperta of Hetzau |
Corbyn, you have the option to choose the Blessing of Fervor bonus:
* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Make one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
| Our Mysterious Benefactor |
Slumper and Corbyn step up and swing, each hitting the bloody angel hard. However, she staggers back five feet and smiles as she casts a quick spell! Unholy Blight, affecting everyone: 5d8 ⇒ (1, 2, 4, 1, 4) = 12 unholy damage to good creatures, half to neutral. Will save DC 19 for half. On a fail, good creatures are sickened for 1d4 ⇒ 1 rounds!
Paxs, Pai and Ruperta are up!
| Ruperta of Hetzau |
We all got a +2 bonus vs evil and a +1 morale will bonus save, so it is a +3 total bonus.
Will Save: 1d20 + 15 ⇒ (11) + 15 = 26
Ruperta takes a 5' step, rises her crossbow and fires against the beautiful devil.
I am taking the Point Blank Bonuses as I think she is within 30' of the enemy, if not, it's a -1 to attack and damage). She takes the extra attack bonus of Blessing of Fervor.
Vindicator Attack 1: 1d20 + 20 ⇒ (9) + 20 = 29
Vindicator Damage 1: 1d10 + 7 ⇒ (10) + 7 = 17
Vindicator Attack 2: 1d20 + 20 ⇒ (14) + 20 = 34
Vindicator Damage 2: 1d10 + 7 ⇒ (6) + 7 = 13
Vindicator Attack 3: 1d20 + 15 ⇒ (16) + 15 = 31
Vindicator Damage 3: 1d10 + 7 ⇒ (3) + 7 = 10
With Clustered Shots the DR applies to the total damage, not every one separately...
17 temporary hp
Attack Roll: +7 Total ==> +1 Morale +3 Enhancement +3 Luck (2 minutes)
Don't need to reload for 2 minutes.
Damage Roll: +6 Total ==> +3 Enhancement +3 Luck (2 minutes)
AC: +2 Deflection vs. Evil (2 hours)
Saves: +2 Resistance vs. Evil (2 hours)
Will Save: +1 Morale
Poison Save: Temporarily immune to poison (1 hours); +4 Morale (12 hours)
Fear effects: +4 Morale
30' enhancement to speed for 24 minutes.
Immune to any attempts to possess or exercise mental control over the target, and prevents bodily contact by evil summoned creatures unless we make an attack against or tries to force the barrier against the blocked creature) for 2 hours.
Can choose from the following benefits for 4 rounds:
* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Make one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Other's Bonus summary:
17 temporary hp
Attack Roll: +1 Morale
AC: +2 Deflection vs. Evil (2 hours)
Saves: +2 Resistance vs. Evil (2 hours)
Will Save: +1 Morale
Poison Save: Temporarily immune to poison (1 hours); +4 Morale (12 hours)
Fear effects: +4 Morale
Immune to any attempts to possess or exercise mental control over the target, and prevents bodily contact by evil summoned creatures unless we make an attack against or tries to force the barrier against the blocked creature) for 2 hours.
Can choose from the following benefits for 4 rounds:
* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Make one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
bonus.
Slumper's Extra Bonus summary:
Ruperta takes half his damage. +1 deflection bonus to AC and a +1 resistance bonus on saves.
His sword and shield are considered good for DR (24 minutes).
Thraks Extra Bonus summary:
+4 deflection bonus to AC for 24 minutes.
Corbyn Extra Bonus summary:
His other sword (not Serenphital) is considered good for DR (24 minutes).
| Our Mysterious Benefactor |
Ruperta's shots hit the angel hard, staggering her. She is bleeding from several wounds.
| Slumper |
I can finally use it!! Step UP feat..
Slumper follows the retreating angel with a savage grin, bashing at the demon as it casts... "There will be no escape"
1d20 + 22 + 2 + 1 ⇒ (4) + 22 + 2 + 1 = 29
1d4 + 9 + 1 ⇒ (3) + 9 + 1 = 13
1d20 + 9 ⇒ (13) + 9 = 22will save if the cast continues
| Our Mysterious Benefactor |
Slumper's sudden slide and smash hits the angel hard in her face and sends her reeling to the floor. She lays there for a moment, then fades from view, leaving behind a smell of brimstone.
Sabina steps to the western door and listens for a moment. "The Justice Chamber is through here. It's where the prisoners are interrogated." She opens the door and slides through a short hall before opening the far door onto the chamber.
This large chamber smells of seasoned, well-oiled wood. It contains an elongated table with four wooden armchairs on one side and a single stool on the other. Several torture implements in good working order, including a rack, an iron maiden, and a cumbersome pulley machine, are neatly arranged near the walls, together with a wide range of crafty restraining devices. Sabina looks around in disgust as she sees the torture devices. "It wasn't like this the last time I was here..." she mutters. But any words she might say are stifled by a gasp.
A grim statue quietly hovers here, its slow, seemingly weightless bobbing belying its obvious bulk. Sculpted in the shape of a grim, horned angel, gigantic wings and terrible, long clawed arms jut from a legless body that tapers into a blunt, blade-like trunk. Upon the ominous form’s breast hang the fresh remains of a crucified corpse. A corpse that looks to be Ishani Dhatri.
| Ruperta of Hetzau |
Ruperta almost gags.
"Desna save us..."
She quickly goes to check on the body, looking for signs of life, while fearing the worst.
Heal Check: 1d20 + 11 ⇒ (10) + 11 = 21
"Please, help me take him down!" - she cries with obvious pain in her voice.