Clebsch GM Wrath of the Righteous Adventure Path (Inactive)

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.

Greengates Map

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress


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"Much better, thank you. I am sorry I was so reckless. I guess I didn't understand fully the nature of Terendelev's gift."

"I've expended quite a bit of my magic as well, and could use some down time. Is there a way we can secure this corridor, perhaps?" Tauni then looked around at the slain rats and mongrelmen before she added "Or a room downstairs?"

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

"If we are to rest, we should retreat back to Neatholm. We do not know how many mongrels and cultists lurk in these corridors - they seem extensive, and there could be dozens waiting who could ambush us if we rest. We would lose any element of surprise if we returned, but we would rest knowing we are safe."


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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

Karas searched the barricade for parts suitable for lodging the door shut and as he did he calmed a bit. An old familiar voice crept into his head and he saw his blood covered hands. Karas, always remember the sorrow of persecution. It makes your heart stronger. You forever know what it is like to be thought a monster. Show them they are wrong. Show others the error of their ways. Be kind and show mercy so that others have an example. Be strong, but be kind.

Tears welled up as her familiar face shone in his mind and her voice in his ears. He looked back down the tunnel at the ravaged corpses. before managing to forced out in strained tones. "I-if some of them live then... W-we should take them to Neathholm. A rest would be nice and um..." He wiped at his eyes and looked back to Ellena, "If you can get her to come with us and repent. That would be nice but, p-please keep her away from me. I don't know what I'd do once my energy has recovered."[/b]

He wandered back towards the others and sat down against the wall wrapped up with his knees to his chest.


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

Ellena nodded at the tiefling. That's as normal as I've ever seen him act. I must be wearing off as a good example on him. HE might be okay after all.

With Karas bloodied and beaten, and Tauni staggered from her recent loss of blood. Taking the fight further now might be suicide for the group. Ellena banged on the door again. "Give me an answer, woman!"


Map of the Marchlands | Wintersun Hall

After Karas pounded on the door, no more words or sounds of any kind were heard from beyond. Ellena elicited no response either.

Elsewhere, Franti found that the other cultist had expired from her wounds although the other mongrelmen were still alive as was the kobold. Franti could hear the rush of water through the door, which was not locked. He could determine no more without seeing what was beyond the door.

Behind the screen:
Tauni: Knowledge (Engineering): 1d20 + 8 ⇒ (8) + 8 = 16

Once Tauni learned that Karas intended to try to jam the door shut, she noticed a few metal articles among the belongings of the mongrelmen that could be used to wedge the door shut so that only a strong individual or several average individuals could force it open. The same could be done with the SE door of room that appeared to be a kind of living quarters for the mongrel traitors.

In H2 there are 10 bedrolls around the fire. You have defeated 4 mongrelmen. There are 2 bedrolls in the room where the cultists were, so it would be a reasonable assumption that there are at least six more mongrel folk. Since such a group might be presumed to have a leader and the cultists did not seem to be leaders, then there could be at least another significant opponent within the lair. While it's possible that there are tunnels that lead from deeper in the lair to surface or Neatholm, the recent tremors make it quite possible that the remainder of the lair inhabitants are trapped. Roleplay your ideas about whether to try to rest here, where you can probably contain the threat or return to Neatholm allowing the residents to regroup perhaps more effectively.

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

Avelina finally recovered her senses at the sound of banging on the door. She looked at the wound in her side from the massive rat.

"A tactical retreat..."

She placed her hand against the blood, a wave of pain shooting out from the exposed nerves. The smell of steel and death hit her, and she let her back fall against the wall. She suddenly felt so very, very tired. She closed her eyes and listened to her breath. She felt the weakness welling up from inside. She had no need of it.

[i]"...Iomedae has put me here to protect you..."[/b]

She opened her eyes and stood, cleaning the blood with a cantrip. Her expression was at once grave and neutral, the perfect symmetry of her face obvious in its lack of affect.

"...we should listen to the dictums of the Goddess. The fate of these villains is sealed. They have a reprieve to repent before we return."


Map of the Marchlands | Wintersun Hall

Behind the screen:
Tauni: Scroll cause fear Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18
Scroll Comprehend languages Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22

Tauni can identify the scrolls as Cause Fear and Comprehend Languages

There is also a vial of unholy water, a masterwork chain shirt, a masterwork scythe, a ranseur, a dagger, an unholy symbol (of Deskari) and 10 gp. None of the mongrelmen had anything worth salvaging.

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

With combat ended, Anarya took the time to gather her allies where no enemies would receive healing, and channeled her healing light twice more.

Channel Energy: 2d6 ⇒ (3, 2) = 5 Five more points of healing to the party.

"There are many of us, so if we were to rest here, we could set an effective watch. With these doors barricaded, we will certainly not be ambushed stealthily - if they can be opened from the far side at all, they will not do so quietly." She looked to the others, hoping for input. "Both camping here and returning to Neatholm have their merits."


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

"Clearly we need to go back to Neatholm and have the mongrels stand trial. But here are more of them in that room. I don't want to waste time by going back and forth several times. Let's make this place strong and camp here for the night. We can push on tomorrow and capture the rest of the mongrels to stand trial, then take the whole lot of them back at once. Then we can hurry back and head to the surface!". Ellena didn't talk that much that often and wasn't sure how the others would react to her soliloquy.


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 nodded from his seat against the wall. "That sounds fine to me."


Map of the Marchlands | Wintersun Hall

If the party is remaining, specify where everyone will be when asleep and when on guard. It's worth remembering that it only took the party about 25 minutes to get to the lair from Neathholm, so if you don't mind splitting the party, you could get the wounded to Neathholm in a few trips or a small party could go and get some residents to come and get the traitors. If anyone has anything they want to add to the equipment on hand, if the item can be found in Neahtholm, it could also be arranged.


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

"Neatholm or here..." the fool begins, "a nice, comfy cot or a sleeping bag on stone floors." Franti shifted back to his human form. "My little scale seems faint as well. I think it's powers come from me cuddling it. Maybe Cobblepaw should sleep with me, see if that charges it extra." The fool grins heartily, putting his saps away. "Shame I'm not sleepy. Well, who wants to share the first watch? I'm wired as is, I had a goodnight's rest, a nice swim in that lake, a hearty breakfast." The fool puts his bag down, leaning against it, putting his bow at his side. "So, who wants to help me reapply my war paint?"

Will append to the Loot Sheet shortly, tomorrow afternoon.

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

Knowing they would need to ensure the downed mongrels' survival whether they stayed or went, Anarya made sure to stabilize each of them, and went around to each of the bodies, checking which ones were alive. Any deceased, she enlisted one of the stronger members of the party to help her drag farther from where the group was considering making camp.

How many surviving, unconscious mongrels do we have?

I suggest keeping the bodies inside, but not in the room where we're sleeping. Leaving them outside might attract scavengers. Thoughts?


Map of the Marchlands | Wintersun Hall

Miscellaneous bookkeeping:

Behind the screen:
MM (north): DC 14 Con: 1d20 + 2 ⇒ (10) + 2 = 12
MM (north): DC 15 Con: 1d20 + 2 ⇒ (19) + 2 = 21
Cave Lizard: DC 12 Con: 1d20 + 3 ⇒ (18) + 3 = 21

Status of combatants so far:
Kobold: Stable @ -2
MM 1 (north): Stable @ -5
MM 2 (south): Stable @ -5
MM 3: UC, 2/15, 3 hours to recover consciousness
MM 4: Stable @ -4
MM 5: Stable @ -2
MM 6: UC, 5/15, 4 hours to recover consciousness
Viper: dead
Cave Lizard: Stable @ -2


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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

Karas got up and followed Anarya as she checked on the downed foes. He picked his sword back up and placed it in its sheath. He looked over the cupboard the lizard was in. "we could place the bodies of the dead ones in here. Should keep scavengers away I think."

Making sure there was no supplies of use, he started piling the dead in the closet.


Map of the Marchlands | Wintersun Hall

I forgot to mention what I think I said earlier, the cultist is dead, the one in the trophy room. Except for the viper, all the other foes are still technically alive. If no medical aid is given, they will survive for a time but it's unlikely they will revive and heal on their own. The pantry can be used as a make-shift holding cell that will keep the bodies from scavengers. Let me know if you are giving the coup de grace to the cave lizard or anyone else.


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Map of the Marchlands | Wintersun Hall

Tauni provided much needed healing for Tauni (for 10 points) and channeled more to the others with less serious injuries (for 5 points).

Conditions prior to sleeping
Franti (-1 Con)
Anarya (-1 Wis)
Ellena (-2 Wis)
Anevia
Aravashnial
Avelina (-2 Wis)
Horgus
Karas (4 lethal)
Tauni (-1 Wis)

Anarya warms the hearts of her colleagues as her divine magic closes their wounds and returns all but Karas to normal. Nagging doubts remain, however for all those who suffered bites from the larger than normal rats (Karas, Avelina, Tauni, Anarya).

While the group rested and talked, time went by and nothing disturbed the calm in the lair. Anevia expressed curiosity to know what that sound of rushing water was about, but was content to let those with more able bodies check it out. She pointed out that the traitors probably got their water from an underground river accessed through that door, which would mean they would be running out of water before too long. Their pantry was also out of reach so they would not be happy campers the longer they were restricted to the depths of the lair.

Eventually people began to get sleepy and while some kept watch, others slept. Eventually, the last of the group awoke. Breakfast was humble but nourishing. Once spells were prepared, blades were sharpened, and make-up applied, the group was ready for the next challenge.

Conditions after sleeping
Franti
Anarya
Ellena (-1 Wis)
Anevia
Aravashnial
Avelina (-1 Wis)
Horgus
Karas (2 lethal)
Tauni

Recovery of ability points is 1 point per ability per night's rest, not per level as I previously stated. But none of the remaining wisdom damage will affect play.

Aravashnial has the following spells he can cast: 3rd—heroism, magic circle against evil, summon monster III; 2nd—acid arrow, levitate, resist energy, summon monster II; 1st—mage armor, shield, sleep(DC 15), summon monster I, true strike

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 would love to bum mage armor off of him so I can save my spell slots for offensive things. My recommendation for heroism would be Franti, as he is in melee and would get the biggest benefit imo. It would help his will save and he's the 3/4 bab melee.

Avelina stretched as she awoke, making sure to clean off all of her clothes and flatten them out as if they were just ironed.

"Oh, what a wonderful day! Today, we shall bring justice to these villains and make our glorious return to the surface! How delightful."


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Clebsch GM wrote:
Aravashnial has the following spells he can cast: 3rd—heroism, magic circle against evil, summon monster III; 2nd—acid arrow, levitate, resist energy, summon monster II; 1st—mage armor, shield, sleep(DC 15), summon monster I, true strike

When Tauni was ready to prepare spells, she sat quietly with Aravashnial and spoke with him about what spells he yet retained, and how they might be useful in the battle to come. "I can cast a message spell, so we can speak quietly without the enemy hearing us. Do you think if I cast a ghost sound, and have it make a noise at the target so you can have a chance of hitting. Do you think that will work? What kind of signal would work well?" So for something like acid arrow and sleep, I could make a ghost sound in a target hex to give him a chance to hit a target hex?

This is what I am looking at memorizing in the morning, though if Aravashnial has suggestions she will listen.

1st Enlarge Person, Grease (DC 15), True Strike, Vanish.
0 (at will)Detect Magic, Message, Presdigitation, Ghost Sound

Tauni pulled Ellena and Karas aside for a moment. "Depending on how the fight goes, I may cast a spell on one of you that will swell you to the size of an ogre. I just want you to be ready and not surprised when it happens." She explained briefly what they may expect from the spell if she casts it on them. Describing Enlarge Person.

Then she pulled Franti aside separately. "I have a spell prepared that I may cast on you during combat. It would make you invisible, but only for five or ten seconds. It might help you get into a good position when need it." She explained what it would be like under the effects of the spell when she casts it on him. Describing Vanish.


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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

Karas' sleep was punctuated by fitful dreams of light and dark tearing at each other. Surely some meaning to it but none that didn't disappear upon waking.

He awoke with a stretch and a somewhat soothed mind despite the soreness he still felt in his ribs. He shook off the remaining sleep and doubts from yesterday. He prepared to push on as he looked over the party and their amazing talents. Though he couldn't help himself from lingering on Anarya for just a moment longer than the rest.

"Something like that, Avelina." he smiled and put on his armor. "So, are we going to handle the prisoners now or after we deal with this place?"

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

Aravashnial could ignore the miss chance for blindness on his acid arrow if he casts true strike first and Tauni identifies the proper square with her magic.

Anarya's Dream:
Anarya dreamed of strange visions within the mongrels' lair. She was a girl again, standing in the temple that was her childhood home. She strolled past the twelve statues which flanked the sides of the grand foyer, a forgotten memento of the temple's original patron, the fallen god Aroden - Only the statues were not the ones she remembered. Along the walls, the faces of her new companions stared down at her from the carved stone, their expressions solemn. Beside their towering visages, she felt very small, and shied away from their stony gaze. Her vision was interrupted by a flutter of wings, and she looked up to the temple's altar, where she was suddenly standing. Atop it was a magnificent owl, with outstretched wings and a single, piercing eye dominating its face. The bird folded its wings, and opened its beak. Somehow, Anarya knew it was about to speak to her, to say something of dire importance. At that moment, she was jostled awake as the band of crusaders began its morning preparations for taking the rest of the lair. She wondered for a moment what the owl was trying to say, but chuckled to herself at the meaningless of dreams as she rose to get ready for the day.

Dressing herself for battle in her armored coat, Anarya's eyes met Karas's for a long moment. Not wanting the tiefling to think she was staring, she smiled awkwardly and glanced away, cheeks slightly flushed. I keep glancing at him right when he's looking at me, she thought to herself, embarrassed. He must think I am always staring - I am sure he gets plenty of stares from people who can't see past the horns to the man he is.

As she said her morning prayers, Anarya's faith, as ever, was rewarded with the subtle blessings that came to her as reflexively as breathing.

Oh, Tauni: Unless Karas has the Mostly Human tiefling racial trait, enlarge person won't affect him, as he's an outsider, not a humanoid.


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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

Catching up now, sorry, been busy moving abode to abode. I had -2 Wis and -1 Con, should I still be at 7 wis? Also: Me on Heroism would be sweet :), my TWF would be killer, my small stealth rolls at +18, my acrobatics at +14, and if we encountered demons, I wouldn't run in fear.

As everyone prepared their spells and prayed to their gods, Franti applied his face paint (white base, silver above the eyes, gold ray-like lines extending from bottom of the eyes down the cheeks, blue lips). He began stretching, easily touching his toes before switching to strange contortions. Afterwards, as the prayers and spells began to end, he bounced between languages, saying quick lines in Skald in which every other word rhymed, forming sentences with triple-entendres in Varisian, and going over his favorite Taldane tongue twisters. He thought of a few jokes that he thought Picoperi would appreciate, and prepared his one liners. "Demons: Back to the abyss, buddy. Devils: Tell hell who sent you back. Got it."

He replied to Tauni's spell suggestion. "Ten seconds?" The fool cracked a wide smile. "You'd make me the happiest fool under Kenabres, little Rabbit." the fool thought of what he could do in ten seconds, squirming with glee. He wondered if his potion would last a bit longer. The fool decided to wait to write his journal entry. Opaline would be getting quite a tale if this all went according to plan. The fool went to Anevia, putting an arm over her shoulder. "Want to check that water with me, darling? Maybe it is a hot spring, wouldn't that be lovely? We should keep it a secret if so. Last thing we need is our Princess trying to get her champion out of her armor, and a quite literal steamy Aasimar-Tiefling romance."

Scales recharged, Campaign Trait recharged, recovering CON, not WIS. Won't be taking the armor as it weighs too much and will hinder my Dexterity.

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

Franti, you recover 1 ability damage from each damaged ability score.

In preparing for combat, Anarya noticed that one of the cultists' chainmail shirts happened to be in her size, and tried it on. Pleased with the amount of mobility the armor offered, she replaced her armored coat with the chain shirt.


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

Ellena awoke and did her lessons. She wasn't the quickest student, but through hard work, she was able to get by. Looking for a clean rag, she gave a quick polish to her armor and shield. She wouldn't call them 'gleaming' by any stretch, but they weren't dirty either. After nibbling at some of the rations and drinking some of the water, she was ready.

"There is no glory in letting them starve or thirst to death behind that door. I'm ready to go in there and hand out justice. Are the rest of you with me?!"

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 ready," Anarya responded, sling in hand and dressed in her new armor.

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

Avelina took up postion next to Ellena, taking her arm as Avelina has been prone to. Avelina rests her head on Ellena's shoulder.

"Oh, how glorious! My Champion speaks with the verve and valor of the Inheritor Herself! I truly am blessed to have such a knight in my service."

Avelina drew her longsword and pointed upward.

"Onward, brave warriors!"

She then sheathed her sword discretely and drew her truncheon.


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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

Karas noticed Anarya blush and look away as she met his gaze for a moment. He felt a small strange flutter as she did so but couldn't place why. He looked away as well turning a slight rosy silver. He pulled a small bit of hard bread and ate to try and distract himself. She's so pretty. Why would she even grace me with attention. I don't know.

He finished preparing and held his sword as everyone prepared to meet the rest of the cult head on. I will try to show mercy. I swear, but my blood demands vengeance. Please understand and I will try to do what I can. he thought about Her as they formed up.

He nodded to Elena as she rallied them.


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And so, children, the heroes rested after their initial assault on the Lair of the Traitors. They showed great bravery and valor in the first fight, but also admirable restraint and humility, knowing their powers were still forming and their skills had much that needed improvement. They showed mercy to the ones they defeated, something the watching deities took note of with approval. They sent dreams during their sleep to give them subtle guidance toward goals that would eventually bring great rewards.

Now, rested and refreshed they prepared to reach the depths of the lair to find the leader, who carried a secret they would have to win to gain an ally of great power. But that is getting ahead of our story.


Map of the Marchlands | Wintersun Hall

For the method suggested to allow Aravashnial to hit a target with acid arrow, he would need to make a successful perception check to locate the square based on sound alone. He has a decent perception and the DC would be very low, so that part would probably work. Coupled with True Strike it could work. At his level, the spell would do 2d4 for 2 rounds. Summoned Creatures would last for 5 rounds each and some of them would be powerful enough to make a difference in battle, so he is more inclined to start with those and save the acid arrow for last resort, since it requires a fair amount of coordination and would use up the actions for more than one character. Just remember that summoning spells have a full round casting time, so start early.

Enlarge Person does need to be cast on a humanoid character, in the game mechanical sense of creature types. It's also worth asking the target before-hand. I had a character who would have had a lower AC and the increased strength would not have made a big difference in his attacks, so enlarging him was not really an advantage. Dex-based finesse fighters tend to benefit less than strength based tank fighters.

Aravashnial will be happy to cast Heroism on Franti or anyone else. Just work out a way to notify him of when and on whom to cast it. The spell's duration is 50 minutes, so probably best to cast that at the onset before going through the door.

If Tauni wants to cast Vanish on Franti, before entering, we can assume that can be cast on the round before entering the room, so just indicate if that's what you want to do.

The door is not locked, although for all you know it may be barricaded. No one heard anything, so unless it was done during one of the battles, it probably has not been done since. You jammed the door so those inside could not open it but you should be able to enter it straight-away, at least that would be a reasonable expectation.

I'll roll initiatives and prep my part for entry. Post any last minute preparations and check the positions on the map. I put people in an order similar to the order used in the past. Also specify if Guidance is being cast on people as before.


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

For the record,'Ellena is fine with taking an Enlarge Person spell. What does a 1d8 damage dice increase to under the spell?

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

Throughout the fracas of battle the prior day, Anarya had feel that in some small way, she could influence the fates of those she had touched, instinctively guiding a blade to its target or helping a friend dodge at just the right moment. She spent much of the hour after waking going over in her head the type of magic she had been subconsciously using. I think I could even use it against an enemy, she thought. Making sure she was ready to help her allies with her newly discovered power, she touched each one in turn just before they were ready to breach the door, saying a quick prayer in her head.

Guidance on Anarya, Tauni, Avelina, Ellena, and Karas, in that order. She lingers almost imperceptibly longer on Karas than the others, before stepping back as the group breaches the door.

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
Ellena Lovain wrote:
For the record,'Ellena is fine with taking an Enlarge Person spell. What does a 1d8 damage dice increase to under the spell?

1d8 increases to a whopping 2d6.

Silver Crusade

1 person marked this as a favorite.
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

Avelina will request that Aravashnial cast Heroic Aspect of the Inheritor's Champion Heroism on Franti. I realized that she would only rely upon her own Armor of Faith Mage Armor, since she believes it is a manifestation of Iomedae's protection. She will also activate her Telendrev scale before we enter

Silver Crusade

1 person marked this as a favorite.
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 rushed my post and forgot Franti! Franti will get the final guidance, after Karas.


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 good to go


Map of the Marchlands | Wintersun Hall

Just before the door opens, Aravashnial casts Heroism on Franti.

On the Table:
Anarya: Initiative: 1d20 - 3 ⇒ (10) - 3 = 7
Avelina: Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Ellena: Initiative: 1d20 ⇒ 12
Franti: Initiative: 1d20 + 9 ⇒ (8) + 9 = 17
Karas: Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Tauni: Initiative: 1d20 + 11 ⇒ (2) + 11 = 13
Anevia: Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Aravashnial: Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Horgus: Initiative: 1d20 - 1 ⇒ (7) - 1 = 6

Behind the screen:
Wenduag: 1d20 + 3 ⇒ (12) + 3 = 15
Wenduag: Stealth: 1d20 + 12 ⇒ (12) + 12 = 24
Anarya: Perception (non-sound): 1d20 ⇒ 1
Avelina: Perception: 1d20 - 3 ⇒ (10) - 3 = 7
Ellena: Perception: 1d20 - 2 ⇒ (18) - 2 = 16
Franti: Perception, heroism: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Karas: Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Tauni: Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Anevia: Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Horgus: Perception: 1d20 + 2 ⇒ (3) + 2 = 5

Everyone stood ready before the door. Franti removed the items jamming the door closed and threw the door open for the first warrior to charge into the room.

Round 1
21 Aravashnial (delays)
17 Franti
17 Avelina (-1 Wis)
16 Karas (-2 lethal)
13 Tauni
12 Ellena (-1 Wis)
10 Anevia
7 Anarya
6 Horgus

Those who want to wait for another character to enter, take the delay action. Anyone who wants to jump in to the initiative order after the first person to enter may do so, with priority given to those higher in the initial order.

When the door opened, the room inside was dark. The little light that spilled in from the adjacent room provided only dim light, revealing shapes that could be furniture or monsters. See spoilers for what you see if you have darkvision or if a light source has been introduced into the room

What you see when you enter:
In the southwestern part of this room, stout stone chairs surrounded a block of larger stone that served as a table. The table’s top was strewn with bone dice and cracked clay jugs. Stained canvas pillows rested on the chairs. A copper bowl hung from the ceiling, likely to keep coals for warmth, although the room was dark and cold. In the far southeast corner stood a line of barrels with a line of smaller buckets along the edge of the barrels. At the northeast corner was a door that would allow a small character to pass through, while a medium character would have to squeeze through.

Karas:
Karas' sharp sight spotted a figure crouched behind the barrels with a longbow. He or she had features suggesting it was a mongrelman, although this one had a chain shirt, suggesting perhaps he was a bit better prepared for battle than the ones fought previously.


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

Overcome with Aravashnial's magic, the fool swelled with courage and bravery. He dropped his bag by the elf and stepped into the room as soon as he undid the door's seal, drawing his bow into his hands from his back. "Seem's no one has been here for a while. I see a little door, I can fit!" The fool dashed towards the door, nocking an arrow and pulling back the string in preparation for foes.

Move action to move to door and draw weapon while moving. Standard to ready action.

Ready Trigger:
Fire at first seen target.
Blunt Arrow Bow (maybe vs. FF?): 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 for Damage: 1d4 ⇒ 4nonlethal.
Possible Sneak: 1d6 ⇒ 4


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

"Someone casts Light on my shield, please! I can't see anything in here," the paladin called out for aid. She couldn't make hide nor hair out in the dark, but kept herself shielded and her sword drawn.


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

Franti dashed in before Karas could call out but the trifling had to act once his friend seemed unaware. Karas dashed forward, sword drawn and attempted to kick over one of the barrels the person his behind calling out as he moved and summoning his strength. "Franti, look out! We aren't alone!"

Move action: move to barrel I spotted the person behind.
Free Action: Bloodrage
Standard action: attempt to knock over barrel. Assuming strength check? using guidance for it.

Strength+guidance: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11


Thank you for the clarification on Enlarge Person.

Tauni will step with Anarya as she goes through the group casting Guidance. "This should help resist any dark spells they throw at you, for a minute or so."

Casting Resistance on the same people at the same time and order as Anarya.

Tauni will wait to cast Vanish and Enlarge Person, since we don't know if anyone will be behind the door, or if we'll have to hunt them down.

When they indicate they are about to open the door, Tauni will invoke the Sanctuary from her scale.

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

Seeing Karas rush in and tackle a barrel, Avelina followed after, her truncheon still in-hand, resting a hand on Ellena's shoulder as she passed by.

"Ah! Battle has been joined! Come, My Champion! We must get some glory for ourselves."

If she does not see Karas' target, she will ready to cast Word of the Inheritor Ear-piercing Scream on the first hostile target to appear. If she does see his target, she will just cast it now.

Readied Spell:

"Tremble before the Word of the Inheritor!"

Word of the Inheritor Ear-piercing Scream: 1d6 ⇒ 5
DC 16 fort save to halve damage and negate 1 round daze


Map of the Marchlands | Wintersun Hall

On the Table:
Wenduag (Mongrel):Longbow: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 ⇒ 4

As Franti dashed across the room, he heard a whoosh and felt a stabbing pain in his thigh as an arrow drove into it. Too late he spotted a mongrel behind the barrels fire at him. A moment later, the buckets balanced at the edge of the barrels toppled over and splashed something across the floor. Squares marked with orange on map are covered with a shiny thick liquid.

Franti fired his blunt arrow at the mongrel behind the barrels, but hit one of the barrels.

Karas' warning came too late to alert the rogue to the danger. In his rage, Karas did not think to slow when he got to the liquid, which was grease.

On the Table:
Karas, DC 15 Reflex save: Reflex, Resistance: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15

He almost lost his balance, but then the magic of the spell Tauni cast helped him make a correction and he pushed on the barrel.

On the Table:
Wenduag: Strength: 1d20 + 3 ⇒ (18) + 3 = 21
Karas: Reflex, Resistance: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15

Karas tried to push a barrel over, but the mongrel on the other side pushed back and kept it from falling. It did not seem very heavy so had the mongrel not been pushing on it, it probably would have fallen easily. He almost lost his footing in the grease trying to get traction for the push. Again, the magic saved him from falling.

Karas:
When Karas gets to the barrels, he can see a hole in the floor just beyond the mongrel with a rope ladder hanging down into it.

Avelina entered the room, saw the mongrel in the corner and attempted her divine version of the ear-piercing scream.

On the Table:
Wenduag, Fort Save, DC 16: Fortitude: 1d20 + 4 ⇒ (19) + 4 = 23

The mongrel flinched, but again, the spell did not seem as effective as it might be. The mongrel was hurt, but not dazed.

Round 1
Aravashnial (delays)
Wenduag (2 lethal)(readied action, attacks, hit Franti for 4)
Franti (-4 Lethal, Guidance 5 rounds, Resistance 5 rounds) (move, attacks, misses)
Avelina (-1 Wis, Guidance 4, Resistance 4) (Cast spell)
Karas (-1 lethal, Guidance 7, Resistance 7) (move, push barrel)
Tauni (Guidance 3, Resistance 3)
Ellena (-1 Wis, Guidance 9, Resistance 9)
Anevia
Anarya (Guidance 2, Resistance 2)
Horgus

I'm treating the grease spill just like a grease spell. If you try to move at more than half speed, it requires a Reflex save DC 15 to remain standing. It is a DC 10 Acrobatics check to move at half movement (count the square as 10 feet). If you fail by 5 or less, you still move into the square but you are shaken due to difficult footing. If you fail by more than 5, it requires a reflex save to keep standing and acquire the shaken condition for the round. Barrels provide partial cover same as the barracades earlier. If the square beyond is clear, they can be navigated as if the square beyond is rough terrain.

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

Posted 11 seconds after Clebsch! Editing...

Anarya stepped into the room, the light from her halo spreading throughout the chamber to reveal anything hidden in the shadows.

If she sees an enemy, she casts command [halt] on them, Will DC 16 (DC 17 for humans or native outsiders). If it looks to her like Avelina's spell dazed the target, though, she does not cast the spell, and will attack it with her sling. (If she can't really tell, she casts her spell just to be sure.)

"In the name of Iomedae, I command thee to stay thy hand!" she cried, hoping to prevent her foe from attacking her allies. (The subject stands in place for 1 round. It may not take any actions but is not considered helpless.)

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 the love of the Inheritor! Can just one enemy fail a save for me D:


Map of the Marchlands | Wintersun Hall

I'm not sure Ellena can get a light spell on her shield. I think Avelina is the only character who can cast the spell, unless Tauni has it prepared. A caster can't have more than one version of the spell active at once. Tauni usually leaves a slot unprepared, so we can assume she prepared it and cast it before the other pre-attack things went down, if she agrees. There is currently light in the room, for what it's worth.


Yes, Tauni will prepare Light so that Ellena can have it on her shield.

Tauni gave one last look back to Horgus, giving him a smile knowing he'd be watching their backs as they went in.

She quickly slipped inside the room, following the lead of the vanguard. She saw the crouching mongrelman causing havoc, and raised her crossbow and let the bolt fly at him.

To hit 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Damage 1d8 + 0 ⇒ (6) + 0 = 6


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

Perception to notice Grease 1d20 - 1 ⇒ (11) - 1 = 10

I doubt that is good enough to notice the spell. So Ellena will head her full movement, and enter the greased area to melee with the mongrel.

Reflex 1d20 + 1 ⇒ (2) + 1 = 3

While she was prepared to do good, the mind was willing, but the flesh was weak. As she entered the area of the spell, Ellena's feet slid out from underneath her and she fell on her butt in the slick floor.


Map of the Marchlands | Wintersun Hall

On the Table:
I'd allow Ellena saw the grease, making the first roll an acrobatics check, but since that failed, here is her reflex save to keep her feet.
Ellena: Reflex, resistance: 1d20 + 1 ⇒ (2) + 1 = 3
Hmmm. Same result.

Ellena also could use a second move action to stand.

The storytellers will probably omit the fact that the paladin of Iomedae slipped and fell on the grease dumped out by the mongrel. It smelled rancid and nasty. She rose, sword in hand, shield radiating righteous light. She spotted an unholy symbol of Baphomet on the mongrel woman's chest.

Tauni shot at the mongrel, but her bolt thudded into one of the barrels.

Anevia moved into the room, bow ready to fire, but waited for a clear shot. Ready action to shoot if she gets a shot with no one standing in the way.

Avelina's spell went off and Anarya came in to add to the magical assault, commanding the mongrel to neither move nor attack.

On the Table:
Wenduag will save, DC 16: Will: 1d20 + 6 ⇒ (20) + 6 = 26

Anarya:
Anarya notices the mongrel give her a grim smile and she senses the spell had no effect.

Horgus moved up to the door, holding a torch, telling Aravashnial to keep by his side. Horgus began to describe what was going on in the room for the benefit of the elf.

Wenduag, a disturbing mix of female human, insect, and avian biology, stepped carefully back into an alcove behind her and dropped into the hole, grabbing a rope ladder part way down and moving out of view. Withdraw action, no AOOs.

Previous rounds:
Round 1
Wenduag (2 lethal)(readied action, ranged attack, hit Franti for 4)
Franti (-4 Lethal, small, Guidance 5 rounds, Resistance 5 rounds) (move, attacks, misses)
Avelina (-1 Wis, Guidance 4, Resistance 4) (Cast spell)
Karas (-1 lethal, Guidance 7, Resistance 7) (move, pushed on barrel)
Tauni (Sanctuary, Guidance 3, Resistance 3) (shot xbow bolt, missed)
Ellena (-1 Wis, Guidance 9, Resistance 9) (moved, fell, stood)
Anevia (moved, readies shot)
Anarya (Guidance 2, Resistance 2) (moves, cast spell)
Horgus (moves)
Aravashnial (moves)

Round 2
Wenduag (2 lethal) (withdraws, move down rope ladder)
Franti (-4 Lethal, small, Guidance 4 rounds, Resistance 4 rounds)
Avelina (-1 Wis, Guidance 3, Resistance 3)
Karas (-1 lethal, Guidance 6, Resistance 6)
Tauni (Sanctuary, Guidance 2, Resistance 2)
Ellena (-1 Wis, Guidance 8, Resistance 8)
Anevia
Anarya (Guidance 1, Resistance 1)
Horgus

Behind the screen:
Mongrelman 7: Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Mongrelman 8: Initiative: 1d20 + 1 ⇒ (2) + 1 = 3

Movement over the barrels counts as 10 ft. of movement. Ellena and Karas do not need to roll acrobatics to move out of the greasy squares, but others moving into those squares treat it like a grease, spell, although it is not a spell but mundane grease. The rope ladder is 10 feet of normal movement. Remove the spoiler squares once the first character moves down. Expect some enemies with readied actions prepared for when PCs come down the ladder. I'll add a spoiler to describe what, along with the rolls.


Map of the Marchlands | Wintersun Hall

First person to go down rope ladder:
The room has barricades with two mongrelmen plus Wenduag in wait. Behind them is a door. The air in this cavern smells of damp and mold. Water glistens on the walls, and collects in a stagnant pool along one wall.

As soon as the first PC down the rope ladder gets to the floor, one of the mongrelmen throws something at him or her.
Alchemist Fire flask, ranged touch attack: 1d20 + 3 ⇒ (4) + 3 = 7
Since this is below the Touch AC of everyone, the flask misses.
direction: 1d8 ⇒ 5
distance: 1d2 ⇒ 2
The flask smashes against the wall west of the ladder, causing 1 point of splash fire damage to the person in the square and setting the rope ladder on fire. The fire burns up the ladder at an alarming rate, suggesting the ropes have had oil applied.

If you open the small door in H4:
This narrow hallway slopes downward steeply. The walls are stained with foul-smelling streaks of refuse. A mound of rotting garbage lies heaped at the far end of the hallway.

If you move through the small door:
A character who steps into this area must succeed at a DC 5 Climb check to avoid slipping and falling into the garbage. A fall deals no damage, but aggravates the creature the mongrels keep as a trash disposer.


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

The fool pulled back his second arrow too late: the mongrelman had already descended. Franti slung his bow on his shoulder, drawed his two saps, and waited for someone to make the breach down the ladder. The little goblin prankster spoke out. "Small door - should I take a look?"

Standard to put away bow, move to draw saps.

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