Clebsch GM Wrath of the Righteous Adventure Path

Game Master Clebsch73

The Sword of Valor relic reclaimed and the demonic forces on the defensive, Queen Galfrey orders six heroes of Drezen to explore the Worldwound near the citadel for pockets of resistance and information on what the demons may be planning.

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress


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Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

I'm having a great time. Pacing is perfect with me. It's a good solid tempo that should hold very well over time!


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

I'm having a great time as well. I would like to not skip Terendelevs manor as I feel it has a lot of development for me and I want to see what you've done with it.

The pace is suiting me very well and we've made good progress!


I am still getting caught up at work, and I expect to be back to normal this weekend.

The pace is working quite well for me too. I've played in a lot of PbP campaigns on these boards, and this one strikes a great balance of moving forward and allowing for the vulgarities of real life. Going around the city is a bit sandboxy, and sandbox elements will always slow a PbP. I imagine in sections that are more straight forward (like the caves), the pace will pick up.

So overall, we're doing great. I'm loving the elements you're customizing for us as well. Really cool scenarios. :)


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Items added to loot sheet, indicate if you want anything as it arrives. Already looking forward to the next item sale! Bookkeeping will by properly finished by end of the day, post should be up then too.


Map of the Marchlands | Wintersun Hall

Remember that items may be hard to sell/buy until the hostilities reach an end. Make use of what you can now.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

God, I thought we were about to face off against a Fungus Queen at first. I was getting ready to sprint out before I even finished reading the lines!

That pun starts this fool's mission to slowly convert Avelina to a follower of Picoperi.

We'll need a scenario in which Avelina and Franti need to pretend to be the other's faith. Like Franti forced to pretend to be a paladin proper, or Avelina needing to hide her Iomedae faith and clown around.

We've yet to try to infiltrate a place pretending to be a travelling circus troupe, I think we could pull it off. Franti is the clown, Tauni our magician (Glitterdust could be quite the spectacle), Ellena is our Strong(wo)man, Karas the freak (sorry, Silver!), Avelina could be the ringmaster, and Anarya our medic for when I try swallowing swords.

Silver Crusade

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Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

The pace is great - I really feel bad about my lack of time to post lately but I'm sticking in there. I'll try to make more time for this game, as I miss it terribly while I'm away.


Map of the Marchlands | Wintersun Hall

Role play your actions immediately after the defeat of the mandragora, and then decide what you will do next.

If the pace is okay and people want to investigate the last safe house and Terendelev's apartment, then I suggest you return to base and rest and recover spells.

While you are in that safe place, level up to 4th level. Make what changes need to be made to your profiles and post a quick summary in the discussion page of what notable new abilities you have gained.

When everyone's leveled up, we will proceed.

Congratulations on your continuing success and survival.


Regarding magical ammunition...

d20pfsrd wrote:
When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage.

If that's what you want to go with, I'll check to see if either survived.

1-50 survived, 51-100 destroyed.
1d100 ⇒ 82
1d100 ⇒ 42

So, one yes, one no.


Map of the Marchlands | Wintersun Hall

I was mainly concerned about the magical bolt. I believe the first bolt was a non-magical one. The cost of such ammo is rarely worth fussing over. But a magical arrow should be checked. Since the 2nd one survived, you still have all the magical bolts.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

The pace is good with me! I look forward to the last safe house and the apartment.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

It might take me until the weekend to get leveled. I've got a wide open Sunday afternoon, so that's my plan.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Level 4 Paladin I don't remember if you have any house rules for leveling, DM.)

Stat bonus to Charisma (I figure if we find Charisma boosters, I'm third in line to get one. I'm second in line if we find a Strength boosting item, so I'll add to my Charisma.)
HP: 1d10 ⇒ 9
+1 BAB
+1 Fort and Will
Channel Energy (2d6) twice per day.
Smite Evil 2/day.
LOH (2d6), x4/day.
1 1st level spell/day: Lesser Restoration.
Skills: Handle Animal, Know. Religion, Profession (Soldier)

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

HP: 1d6 ⇒ 2
HP: 1d6 ⇒ 3

Blech, more bad HP rolls...guess I'm grabbing False Life!

HP: +5

Spells Added:
0-Mending
1-Burning Hands (using human sorc favored class bonus)
2-Burst of Radiance, False Life

Spells Per Day
+1 level 1
+4 level 2

Skill Boosts
+2 Diplomacy
+1 Knowledge (religion)
+1 UMD

Level 4 Ability Bonus:
+1 Cha


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

HP: 1d10 ⇒ 10
HP: 1d10 ⇒ 5

+10 HP rolled

+1 Fort
+1 BAB

Blood Casting
Bloodline Poer: Draconic Resistance - +1 Natural AC, 5Resist Cold (Doesn't stack)
Eschew Materials

Spells Added:
1- Phantom Blood, Shield

Spells Per Day
+2 Level 1

Skill Boosts
+1 Acrobatics
+1 Knowledge (Arcana)
+1 Spellcraft
+1 Perception

Level 4 Ability Bonus:
+1 Str


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

2nd HP roll 1d10 ⇒ 7


Map of the Marchlands | Wintersun Hall

I added a line in the house rules section of the Campaign Information about how hit points work at a new level, since I had to look up what I said to do back at 2nd level up. Roll your hit die two times and take the better result. I'll also allow that if you got a result of below half maximum on an earlier level, you can roll one of those low results one more time and take the new roll if it's higher. Probably best if you keep a list of your hit die result rolls somewhere on your profile. That will keep you from being victimized by a string of low rolls.

As you get new spells and abilities, as you get time, link the place in your profile where you list the spell/ability to the PF RFD entry so I can look it up quickly if I need to read the details. Remember to update your header information.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

1d8: 1d8 ⇒ 5
1d8: 1d8 ⇒ 5, but which should I take?

Debilitating Injuries! A second rogue talent! Whatever I am going to replace Uncanny Dodge with!

Fourth level is so exciting! Need to finalize between Bandit and Scout (or maybe Burglar?) for my Archetype.

Think I might go Minor Magic for my Rogue Talent, introduce some magic elements to my clown in preparation for mythic. Also down the line, the Dispelling advanced rogue talent is killer.

I'll get all the stats sorted over the weekend.


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Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Anarya, please notice I took Lesser Restoration as my spell. Since I can do that, that frees you up to take an offensive spell now, if you would like.


I will get Tauni updated this weekend.

Hit points 1d6 ⇒ 5

Not bad. Let's see if we can top it though. 1d6 ⇒ 5

Nope, but I won't be complaining.

Hmmm. If I add her attribute bonus at 4th level to her Strength, she'll get a +1 to hit and+1 to damage! I'll have to give this some serious thought...


Map of the Marchlands | Wintersun Hall

Just a suggestion: Consider expanding the number of knowledge skills covered by the party. There are some knowledge skills that are known by none of the PCs. Having a chance at knowing something about an enemy can be very useful and other areas like geography or history can sometimes give characters some important clues.

Current level (3) knowledge skills: (# of PCs with ranks in the skill)
Arcana: 2
Dungeoneering: 2
Engineering: 1
Geography: 0
History: 0
History: 2
Local: 3
Nature: 1
Nobility: 2
Planes: 2
Religion: 4

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

For level 3, I rolled a 1 and a 2, and for 4 I just rolled a 2 and a 3, so I will take that option. I'll update my profile with the rolls.

HP: 1d6 ⇒ 4


Before leveling up, Tauni has at least a +8 in all ten knowledge skills. And +10s in Spellcraft and Linguistics.But it would awesome to have some backups to hedge against bad rolls.


Map of the Marchlands | Wintersun Hall

Tauni's definitely the encyclopedia of the group, but multiple rolls always have a better chance of success. In this most recent encounter (with the Mandragora), Tauni was the only character with Knowledge (Nature), which is the skill for knowledge of plants. She got a roll on the d20 dice of 4, so the end result was not enough to grant her any knowledge of the creatures immunities or special attacks. The mechanical figure on the table was of a demon, a marilith, and I made a knowledge (planes) roll to see if anyone recognized it as a demon, but only two people had the skill and they both rolled too low to recognize it.

I am probably biased from my own preference to have a character who has as much knowledge as possible (such as Halcyon in Franti's campaign or Shasta, my 8th level PFS bard or Toorin, another PFS character who is a Wizard/Investigator). But even if a character has a limited number of skill ranks to spend, I'd try to always add a point to a new knowledge skill, just to give the character some chance of knowing important information.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Yeah, I'll be adding 12 skill points this level (#rogueLife). I'll pick up some slack ;)

Also, when we get that mythic, I've been eyeing this little one. Might be taking that as my first or second mythic talent...

This Might Just work... wrote:
You're adept at combining optimistic resourcefulness with natural skill. You can attempt a skill check with a class skill in place of a skill that uses the same ability score modifier. For example, you could attempt an Acrobatics check in place of a Stealth check because both skills are based on Dexterity. You take a –5 penalty on this check and can't take 10 or 20 on it. The GM can disallow certain uses of this ability when the skill can't possibly be applied to the task.

Stat Block:
Human Unchained Rogue 4 (Scout)

CG Small humanoid
Init +10; Senses Perception +6
Languages: Taldane, Varisian, Skald, Hallit

DEFENSE
AC 18, touch 16, flat-footed 13 (+2 armor, +5 Dex, +1 Size)
HP 29 (4d8+8)
Fort +3, Ref +9, Will +1
Defensive Abilities evasion, Danger Sense +2

OFFENSE
Speed 30 ft.
Melee mwk sap + 10 (1d6+5 nonlethal) OR
Mwk sap +8 (1d6+5 nonlethal), sap +7 (1d6+2 nonlethal)
mwk cold iron dagger +9 (1d4/19–20)
Ranged
mwk shortbow +9 (1d6/x3) or mwk cold iron dagger +9 (1d4/19–20)
Special Attacks sneak attack +2d6 (+2 with Non-lethal bludgeoning from Sap Adept)
Debilitating Injuries
Scout’s Charge (Charging treats enemy as Flat Foot)

STATISTICS
Str 10, Dex 20 (18 when Medium), Con 14, Int 12, Wis 9, Cha 14
Base Atk +2; CMB +2; CMD 16
Feats Two-Weapon Fighting, Imp. Initiative, Weapon Focus (Sap) (from Rogue Talent) Sap Adept, Weapon Finesse
Detect Magic at Will (from 4th level Rogue Talent)

Skills See GM Rolls. spoilered below.
Languages Taldane, Varisian, Skald, Hallit
SQ rogue talent (Weapon Training(Sap)), Trapfinding +1, Finesse Training(Dex to Damage with Saps).


GM Rolls:
[dice=Initiative]1d20 + 8[dice]
[dice=Initiative, Small]1d20 + 9[dice]

[Dice=Fort]1d20 + 3[dice]
[Dice=Ref]1d20 + 8[dice]
[Dice=Ref, Small]1d20 + 9[dice]
Additional +2 Reflex vs. Traps
[Dice=Wis]1d20 + 2[dice]
“If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.“

[Dice=Primary Melee Attack]1d20 + 9[dice]
[Dice=Damage]1d6+4[dice]
[Dice=Sneak Damage]2d6+2[dice]

[Dice=Small Primary Melee Attack]1d20 + 11[dice]
[Dice=Damage]1d4+5[dice]
[Dice=Sneak Damage]2d6+2[dice]

Two Weapon fighting is two attack rolls, both with a -2 modifier to my attack rolls! In addition, the secondary damage form DEX is halved.

The Below Assumes using Blunt Arrows.
[Dice=Primary Ranged Attack]1d20 + 8[dice] (20/3x)
[Dice=Damage]1d6[dice]
[Dice=Sneak Damage]2d6+2[dice]

[Dice=Small Primary Ranged Attack]1d20 + 10[dice] (20/3x)
[Dice=Damage]1d4[dice]
[Dice=Sneak Damage]2d6+2[dice]

Trained Skills
[dice=Acrobatics]1d20+11[dice]
[dice=Acrobatics, Small]1d20+12[dice]
[dice=Acrobatics, Tumbling]1d20+15[dice]
[dice=Acrobatics, Small tumbling]1d20+16[dice]
[dice=Appraise]1d20+5[dice]
[dice=Bluff]1d20+8[dice]
[dice=Climb]1d20+4[dice]
[dice=Craft(Alchemy)]1d20+6[dice]
[dice=Craft(Props)]1d20+6[dice]
[dice=Diplomacy]1d20+6[dice]
[dice=Disable Device]1d20+15[dice]
[dice=Disable Device, Small]1d20+16[dice]
[dice=Disguise]1d20+7[dice]
[dice=Escape Artist]1d20+8[dice]
[dice=Escape Artist]1d20+9[dice]
[dice=Intimidate]1d20+6[dice]
[dice=Knowledge (dungeoneering)]1d20+6[dice]
[dice=Knowledge (geography)]1d20+2[dice]
[dice=Knowledge (history)]1d20+2[dice]
[dice=Knowledge (local)]1d20+6[dice]
[dice=Knowledge (planes)]1d20+2[dice]
[dice=Knowledge (religion)]1d20+2[dice]
[dice=Linguistics]1d20+6[dice]
[dice=Perception]1d20+6[dice]
[dice=Perception, Traps]1d20+8[dice]
[dice=Perform(Comedy)]1d20+8[dice]
[dice=Profession]1d20+0[dice]
[dice=Sense Motive]1d20+4[dice]
[dice=Sleight of Hand]1d20+15[dice]
[dice=Sleight of Hand, Small]1d20+16[dice]
[dice=Stealth]1d20+11[dice]
[dice=Stealth, Small]1d20+16[dice]
[dice=Swim]1d20+0[dice]
[dice=Use Magic Device]1d20+7[dice]

Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse

[dice=Str]1d20 + 0[dice]
[dice=Dex]1d20 + 4[dice]
[dice=Dex, Small]1d20 + 5[dice]
[dice=Con]1d20 + 2[dice]
[dice=Int]1d20 + 1[dice]
[dice=Wis]1d20[dice]
[dice=Cha]1d20 + 2[dice]

Okay, changes to Franti, let's check the patch notes...

Major ones:

  • Debilitating injuries (debuffs with sneak attacks)
  • Move over Tauni, I can cast Detect Magic as an at will SLA. Soon I'll have my first level spells, Mirror Dodge, and all those cool shadow trick rogue talents.
  • My WIS is 10 rather than 9, making me, a literal clown, so much more wiser than Avelina now.
  • New Archetype, your beautiful, baby fool-boy can now charge at enemies and endanger himself to treat foes like they are flat-footed. *cough*5th level'll be great*cough*
Minor changes:
  • Your foolish boy can speak Hallit now?
  • Bit of a BAB boost?
  • Skills a bit better, reflex a bit better.


Wizard 4
BAB +1, Will +1
Intelligence +1
Skill Ranks +8. Knowledge (arcana), Linguistics, Spellcraft, Perception, Knowledge (religion), Knowledge (local), Knowledge (geography), Knowledge (history)
Add Language: Aquan.
Add 1 1st and 1 2nd level spell per day
Add 2 spells to spell book: Web, Create Pit.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Alright! Back from my weekend convention, at home, ready to work on my character. I'll try to get her leveled up tonight. :)


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Anything anyone want to keep from the most recent haul, either for themselves or as a party item? I recommend someone takes the cloak of resistance (so they can match me), we have that Ghostbane wand just in case, maybe distribute the healing potions.

Can we get a storage room in the meantime to store our junk? Do a major sale when things return a bit more to normal and not roll for high value items?

Current items we have unclaimed look like this:

Loot:
Silvery Cutlery
Brass Goblet
Portrait of a Young Man
Antitoxin
Wand of Ghostbane Dirge (47 Charges, CL4)
Elixir of Vision
5 Pendant of Iomedae (Poisoned)
Potion of Cure Light Wound
9 Tanglefoot Bag
Some Thunderstone
Potion of Barkskin +2
Cold Iron Kukri
4 Javelin
Some Potion of Cure Moderate Wounds
Alchemist Fire
Masterwork Heavy Flail
Morningstar
Cloak of Resistance
Antitoxin
sunrod
Masterwork Halfplate
Marilith Statue


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

I think someone should take the cold iron kukri as a back up weapon. I could use the cloak of resistance but my paladin saves are pretty good, so someone else should claim it.

I agree with keeping the potions, too.


Map of the Marchlands | Wintersun Hall

Space is available in the Defender's Heart for storage of items. The room can be locked and guards can keep an eye on it to make sure no one messes with the contents.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

I could definitely use the save bonus for my fort saves and non-enchantment will saves. The antitoxins should go to the lowest fort save people.


Map of the Marchlands | Wintersun Hall

I'm not going to be especially strict about it, but please try to keep an eye on encumbrance levels, at least until you can afford things like handy haversacks. Start by checking the weight of weapons and armor. If you are particularly close to the limit of what you can carry and maintain light encumbrance, then look more closely at the weight of the rest of the gear.

Let me know when you are ready to move on. I'll update my files to reflect changed numbers. I would also appreciate a quick evaluation of your current wealth, in terms of the worth of special items and gold. I will use Terendelev's Manor to inject extra items if needed to keep the party at recommended levels of gear/wealth.

Also indicate where you want to go next. The Tower of Estrod will be a relatively short encounter. How short depends on how you handle certain steps of the encounter. An important clue is to be found there that will affect the next part of the adventure.

Terendelev's Manor, as currently planned, is a bit more involved.

Once those are done, you'll enter into the fourth part of the AP, which will be a dungeon crawl that may require several waves, although I suspect you can succeed on the first wave if you are well prepared. There is some NPC back-up you'll have available to beef up the party.

If you are successful, you'll achieve your first mythic level, so eventually you'll want to secure the Mythic Adventures book and begin to familiarize yourselves with the rules and options.

The second book takes you into the Worldwound itself to try to take back a city/fortress that was captured by the demons during a previous crusade. Each character will discover something important about his/her background. Looking forward to another year of adventure.

Silver Crusade

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Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Well my country just demonstrated that it's not ready to handle the responsibilities of electing a President, so I don't know if I can handle being awake today, let alone level up a character.

I don't think I've ever been this sad, angry, and disappointed in my life. I was proud of my country before today, but I don't think I'll get that back any time soon.

I'm scared. I'm very, very scared and very confused.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

This. I'll try to get something up today. Still reeling in shock.


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Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Yep, we sure screwed up royally this time. I really hope the left leaning Supreme Court justices live very long lives!


I am just trying to tell myself that it is a good thing my grandsons are too young to be drafted or to get a girl pregnant.


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Map of the Marchlands | Wintersun Hall

I'm old enough to remember feeling this way before, when Ronald Reagan was elected in 1979. That was the height of the Cold War and I worried that it was the beginning of the end. I also felt this way somewhat during the race riots in the late sixties and after the RFK and MLK assassinations. Don't know if the times to come will be better or worse, but I think it will be just a set-back in the long arc of progress toward a truly egalitarian society. At least I hope that is the case.

I predict impeachment will end this administration before it can get to the next election. If not, the people who voted for him will realize with time that he was an imposter who could not give them what he promised.

A couple of poem fragments to inspire us all:

Awake, awake! The world is young,
For all its weary years of thought:
The starkest fights must still be fought,
The most surprising songs be sung.
--James Elroy Flecker

The surest thing there is is we are riders,
And though none too successful at it, guiders,
Through everything presented, land and tide
And now the very air, of what we ride.

What is this talked-of mystery of birth
But being mounted bareback on the earth?
We can just see the infant up astride,
His small fist buried in the bushy hide.

There is our wildest mount--a headless horse.
But though it runs unbridled off its course,
And all our blandishments would seem defied,
We have ideas yet that we haven't tried.
--Robert Frost

Take your time getting characters ready.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Thanks everyone.

It just seems so obvious to me. How were... almost half of Americans deceived?


Interesting backstory for Aravashnial regarding Treerazor. Once upon a time, I had made an elf for a different WotR campaign; perhaps that is part of why I was passed over then. I also had an elf wizard in a Rappan Athuk game who went to the Dungeon of Graves seeking secrets to rid the world of Treerazor.Clearly it is a story hook that caught my imagination. :)

Silver Crusade

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AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Hey...sorry I've been AWOL the past few days. I was already having anxiety attacks about the election, and the results just broke me for a few days. In 28 years, I had never gotten drunk, but I did last Tuesday night.

I'm working on trying to get back into the swing of things now.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Yeah, its going to be rough for us LGBTA+. Been hard for me to remain inspired these past few days. Have to hold together, hold strong, if we don't have each others backs, who will? You're among friends here :)


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Map of the Marchlands | Wintersun Hall

I'm a strong believer in the power of role playing games to inspire people to act out their ideals, to fight a brave fight even if the odds seem daunting. It's one reason I don't like playing with players who seem to want to use the role playing arena to behave badly rather than to behave heroically. It's one reason I was drawn the the Wrath of the Righteous AP, as it requires a strongly idealistic desire to fight evil.

In the fantasy world, evil takes on tangible forms: demons, undead, anti-paladins, etc. The proper weapons to fight these are usually swords and evocation magic, among other tools. One must put his/her life on the line to take this fight to the evil. In the case of WOTR, it is part of an epic scale of evil threatening to spill into the world and destroy it.

Clearly there is evil in our world as well. One look at the already way too long list of hate crimes that have occurred just since last Tuesday shows how easily evil can spill into our lives. We must also fight this evil with the weapons at our disposal. Voting is one, but so is non-violent resistance. There is an inspiring story in the Washington Post a few weeks ago about a man who grew up in a white supremacist family, whose father runs a high profile blog that attracts white supremacists. He was intelligent and while still a teenager, he seemed ready to inherit his father's intellectual leadership position. But he went off to a college that was racially integrated and when people found out he was the son of this man, a Jewish fellowship invited him to meet with them. Through respectful dialogue as well as many other examples of people not hating him, people he was taught were inferior, he ended up rejecting the white supremacist doctrine. So there are many ways to fight evil.

So I welcome you all to this fantasy adventure. May it inspire you as it provides a respite from the real world.

I've lived through similar times, the 1960s which saw race riots, the murder of civil rights workers and Emmet Till, assassinations of leaders like MLK and JFK, racist leaders like George Wallace winning votes in the electoral college in 1968. Women were suffering assaults from men such as Mr. Tr_mp bragged about as a regular fact of life. And people in the LGBT communities had the galvanizing Stonewall riot in New York City. So compared to these events, the current atmosphere, while potentially explosive and certainly depressing, the forces of bigotry and fear, while significant, are clearly in the minority and the communities they attack are better organized and stronger.

So don't let despair linger. There are lots of ways forward to a better future. Rest up, prepare your spells for a new day, and get back out there.


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Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Clebsch... That is one of the most inspiring things I have read in a long time.

I am so glad to have been picked for this group.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

I agree with Karas on all accounts.

Ellena is ready to start back up when the rest of the squad is as well.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas is good to go. I need to fix my GM spoilered rolls though.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I'm feeling a lot better. Your two posts have helped me get some much-needed reassurance, and to put this setback in context. The forces of evil and ignorance struck a blow last week, but they have not won - and in fact, are not winning. And I will continue to fight against evils both real and fictional, in this game and in this life.

It's an honor to play with all of you.

I'll get my much-anticipated level-up done soon. :)


Map of the Marchlands | Wintersun Hall

As you level up and adjust your profile, be sure to indicate any gear, particularly magic items. No need to list every little safety pin and bottle, just the important stuff.

Be sure to include information on special abilities, feats, etc. A link to the SRD entry for each spell will help.

Avelina: make sure to link to or copy and paste the details of your feat Deific Obedience (Iomedae). That's not in the SRD.

Also be sure I can tell which skills are skills with ranks. Usually, this is the list of skills toward the bottom of the standard stat block. It helps if these are in alphabetical order. Make sure to update the rolls. I had earlier requested you leave off the slash at the start of the closing tag, but I have since realized that within the profile, these do not trigger the dice roll, so you can include them.

Also, I don't remember if I made this house rule explicit earlier, but you can take two skill ranks over and above your normal class allotment per the following:

The Background Skill Points rule gives every character 2 additional skill points at each character level regardless of the character’s class. These skill points may only be used for Craft, Knowledge, Perform, and Profession skills. While this does make characters more flexible (especially bards), and produces a slight increase in the overall power level of the PCs, the increase is modest enough to not require any adjustment to encounters they face.


Map of the Marchlands | Wintersun Hall

I'd like to resume posts toward the end of the weekend, sooner if people are ready. If any PC is not yet leveled up, we will continue anyway, continuing to use 3rd level stats until the player can get the level up completed. I may insert one of the AP street encounters to give some extra time, so everyone can be ready for the dragon's manor house investigation.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Put my Background skills into Nobility, History and Profession Soldier, FYI.


Map of the Marchlands | Wintersun Hall

I want to try a variant of the Pathfinder chase mechanic. I'm going to use the procedure recommended by this link, based on this link.

There will be no map except an abstract positioning of PCs and the NPC being chased in one of six situations relative to the target of the chase. I'll set up the situation, there will be initiative, and then we'll resolve actions, whether overcoming obstacles, making attacks, or perhaps casting spells. Based on the results, the relative positions will change. We'll see how it goes.

If you have any suggestions prior to starting, let me know.

If anyone is not yet leveled up that process can go on while we work through the chase. Any rolls will be made using the level 3 stats until the level up is complete. Shouldn't matter much for the chase.

Spell casters can adjust spells prepared after the chase. Hopefully when everyone is leveled up and the chase is done, we can proceed directly to Ternedelev's Manor.

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