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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Map of the Marchlands | Wintersun Hall

Behind the Screen:
Anarya: Perception, visual, non-opposed: 1d20 + 3 ⇒ (3) + 3 = 6
Avelina: Perception: 1d20 - 4 ⇒ (8) - 4 = 4
Ellena: Perception: 1d20 - 1 ⇒ (14) - 1 = 13
Franti: Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Karas: Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Tauni: Perception: 1d20 + 10 ⇒ (17) + 10 = 27

Franti's first view of the bedroom reveals an unmade bed, but it looks as if the covers were removed and the bed searched and the covers dumped back on the bed afterwards. The room seems to have been searched for valuables, but the room appears to have had very little to search, with only a few changes of clothing in a wardrobe and a plain table that served as a writing desk, a few books tossed to the floor, and a carpet which was pulled to the side to see if anything was underneath it.

Franti detected no traps or other hazards. The party can search the room, but nothing unusual is found. Karas had little that the searchers desired, as he detects nothing missing from his room, except a small sack of coins he kept for special occasions.

Off the bedroom was a bathroom that would be the envy of most crusaders and even of most Golarians. A stone basin has a magic spell permanently enchanted into it which creates clean water once a day. The basin is heavy and set into the room. If the looters noticed it, they would not have been able to move it without stone-cutters to separate it from the masonry of the room and then it would take a strong group of people to move it. There was also a privy and a spigot that would allow water from the basin to drain into the privy to wash the wastes down into the earth where, allegedly, some kind of magic whisked it away or at least eliminated any unpleasant odors.

To save time, I'll tell you that careful searching of the closet and guest bedroom revealed similar results. Someone searched these rooms, but Karas knows there was nothing of great value in these rooms. Only Terendelev's bedroom would likely have had anything they might have wanted.


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 looked away from franti and whispered under his breath "Most women did not consider dating a horrid demon a good time."

Karas breathed a small sigh of relief when he located his things. He methodically placed several sets of clothing and a book with a stylized K into his bag. It isn't much. But it's mine and after so long alone... Its nice to have possessions... And friends.

After a moment he took a heavy breath and moved back into the hall as they cleared the rooms.

All that remained was his mentor and closest thing to family's bed chamber. He approached the door with mounting trepidation and placed a hand on the door knob. He hesitated...


Map of the Marchlands | Wintersun Hall

Behind the screen:
Franti: Perception, traps: 1d20 + 8 ⇒ (7) + 8 = 15

Franti observes no traps or other hazards associated with the door.

Karas:
Assuming Karas opens the door and looks in, he sees the room ransacked as the other rooms were, but his attention is immediately drawn to Zephyr, who is back to animal form, this time a dog. It is near the bathroom door, which is closed. The fact that the bathroom door is closed is a bit unusual, as Terendelev rarely had anyone in her bedroom and hence no real need for privacy while using the bathroom. Zephyr snarls at Karas but does not otherwise take action. Karas can make a diplomacy check to keep the animal calm. He doesn't see any other immediate hazards in the room.


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 pushed open the door slowly, gently revealing the ransacked chamber. It also revealed a snarling hound with teltale lightning bolt markings.

He stopped in the doorway and put his hands up again, preventing the others from entering. He whispered one of the few auran words he knew, the sound for 'easy'. Terendelev taught him a few as one would teach a dog commands in another language but this one seemed most appropriate.

Then he spoke again in common in a soothing tone even if the raiju couldn't understand him. "Easy Zephyr, it's ok."

Diplomacy: 1d20 + 2 + 10 ⇒ (7) + 2 + 10 = 19


Map of the Marchlands | Wintersun Hall

The creature bares its teeth at Karas and sparks begin to play through its fur.

If anyone can think of anything they might do to aid Karas in calming the raiju down, he's close to improving the creature's attitude.

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 can aid him in Diplomacy again, use guidance, or heal the Raiju again. I believe it's still slightly injured. That last one seems the most effective.

Anarya lets her healing light flow forth once more, hoping to soothe the creature's nerves as well as its wounds. "Don't worry. We won't hurt you."

Channel Energy: 2d6 ⇒ (4, 5) = 9


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 again doesn't open her mouth. Her last run in with the creature didn't go well, so she had no expectations anything different would happen this time. Best to let Karas try and talk it down.

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 dropped down into a crouch, resting on the balls of her feet, and smiled at Zephyr.

"Now, now, little Raiju, we are not here to hurt you."

Diplomacy Assist: 1d20 + 15 ⇒ (2) + 15 = 17


Map of the Marchlands | Wintersun Hall

The creature's electricity crackled but little by little, it stood down and slunk around to the north wall and sat, looking now more with curiosity than hostility at the rest of the group.

No one detects any hazards around the entrance, so describe how you explore this room. Move your token to where you want to be. I'll roll perception rolls once people posted.


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

Franti moved into the room. While he wanted to look around, to see how a dragon live among men, he instead looked upon the Raiju with uncertainty.

"If it shocks me again," he warned, "well, father always told me that some pets required discipline." The fool didn't quite believe his words as he spoke them. More than anything, he didn't want to be shocked again.

Once more wary, Franti began to see the auras surrounding some of his items and some of his friends' gear. He looked towards the crackling creature, convinced it played some sort of trick upon him. While he didn't draw his weapon, his hand nonchalantly moved towards his chest, ready to remove a sap from his bandolier at a moment's notice.

Detect Magic: Go!


With the guardian at bay, Tauni entered the room, still staying close to Karas. She looked to the north end of the room, casting a quick spell to look for any more hidden messages of the arcane sort.

Casting detect magic and scanning the north end of the room, including the floor and ceiling.


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 was waiting on Karas, but he clearly had something on his mind. Understanding, she stepped forward to protect the others in case there was a trap laid for the group. "Stay back, Lady. This doesn't feel right," she whispered to Avelina, as she moved ahead.


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 smiled as Zephyr stood down. "Good boy, Zephyr."

He slowly made his way into the room and toward the curiously closed bathroom. As Ellena comments, he replies "You're not wrong Ellena. this would be out of the ordinary." He indicated the closed door.

He pressed his ear against the door and listened.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23


Map of the Marchlands | Wintersun Hall

Behind the screen:
Ellena: Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Franti: Perception, traps: 1d20 + 8 ⇒ (3) + 8 = 11
Karas: Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Tauni: Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Magic traps such as glyph of warding are hard to detect and disable. A character with the trapfinding class feature (only) can use the Perception skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level, or 28 for glyph of warding.

Detect Magic notes: If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level: DC 18 in this case.)
Tauni: Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31

As Anarya and Avelina remained in the hall, Karas, Tauni, Ellena, and Franti entered the bedroom cautiously. The raiju snarled softly when it saw Franti and moved back toward the northeast corner of the room.

Karas:
Karas catches glints of something that may have been applied to the door. It's the sort of thing he notices out of the corner of his eye and that cannot be seen when he looks closely at the door. He does not hear anything active in the bathroom through the door.

Franti:
The raiju has no glows that are not due to the occasional motes of light from sparks in its fur. Looking back at the door toward which Karas is walking, Franti makes out something glowing on the door. He doesn't know what it might mean, but it probably is not a spell to produce a welcoming bouquet of flowers, although for all he knows, there could be permanent magic that creates a bit of pleasant scent every time the door to the bathroom is opened.

Tauni:
Tauni notices no magic in the room except on the door to the bathroom that Karas is standing in front of staring at intently. She sees a fine tracery that resolves into a faint aura of abjuration magic. She suspects it may be a glyph of warding. She knows if she casts read magic she can confirm this suspicion and perhaps learn the type of spell connected with it.


Map of the Marchlands | Wintersun Hall

Tauni:
Tauni also can detect some magic auras through the door in the next room. They are mixed together and hard to read but it appears there is abjuration, transmutation, and necromancy, as well as enchantment, creation, and conjuration. All auras are faint.


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

Elena waited while Karas got his pet under control. She held her position just inside the room, while he dealt with the beast. "Go slow, Franti....I don't think it like sus."


"I sense something over there," Tauni said to Karas while pointing to the northern door. "It may be a protection spell of some sort, maybe a glyph. Alas, I don't have the spell prepared now to verify that. There is also more magical auras beyond, quite a variety from what I can tell. Do you think Zephyr will let us investigate?"

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 followed Ellena in, wanting to stay close to her champion. She drifted off into a common (for her anyways) daydream in which she would privately and lovingly tend to Iomedae's wounds after battle, a scene inspired by her favorite anthology of only slightly scandalous romances. Something was different about the armor she imagined this time, though.

Before Avelina could pay much heed to the issue, Tauni's mention of glyphs and spells and magical auras grabbed Avelina's attention. She waved for Tauni's attention.

"Could my own magic be able to assist you, dear Rabbit?"


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 looked at the odd glint quizzically for a moment until Tauni spoke up. [b}"That's... odd. I don't think thats normal even for us. As long as no one brandishes a weapon at him I think we'll be fine but how do we deal with a glyph?"[/b]

He stood next to the door and thought.

Knowledge Arcana:Ways to bypass a glyph: 1d20 + 7 ⇒ (10) + 7 = 17


Map of the Marchlands | Wintersun Hall

If it is a glyph of warding, Karas and Tauni know that the only way to bypass it is to know the pass condition set by the caster or dispel it with dispel magic. It can only be perceived and disabled by a character with the trapfinding class feature. Various spells can be used as the effect of triggering the glyph or it can explode and cause blast damage. Of course, it might not be a glyph of warding.


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

"A Glyph?" the fools repeats, curious. "I've never heard you use slang, Little Rabbit!" Franti thinks for a moment. "Odd is right, Silver. Sparky I understand, but a Hippoglyph is far too large for a pet. How'll we get it out of here?"

As I am medium, my DD is at +15, just for when that happens.


"Perhaps, Avelina. If the Inheritor has blessed you with comprehension of magical writings, the glyph may make sense to you. It may have even been put there by an adherent to Her."

"Clever Franti might be able to figure out a way to trick it; it is just a bit of magic, after all. Or it may be set to allow someone to walk right past it. It depends on what the caster had in mind. If Terendelev put it there, Karas may be able to go right by it. If the earlier attacks put it there, then it may go off when we get close no matter what."


Map of the Marchlands | Wintersun Hall

Since you know it may be a magical trap, please specify how you intend to treat the door with the magic on it. There is no evident lock and Karas knows it was not a door meant to keep people out, just a way to have privacy when in the bathroom. Specify which character is going to do what to the door and if your character is not involved in that, where your character will be.

Assuming no one yet has dispel magic, if you want to try to disable the magic, assuming its a trap, Franti will be the only one able to do it, using disable device. Or you could just leave the room unexplored.


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 could just raise my shield, and set the trap off. It'll hurt for a second, but I bet I can make it through. No reason to risk everyone else," Ellena volunteered in a most paladinly way, she thought.

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 think we should give Franti a chance. Can you disable it safely?" she asked the Fool.

I'll cast guidance on him to assist for another +1.


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' confused look continued even worryingly so.

"Franti if you think you can get through it without anyone getting hurt, go for it. Otherwise I'll take the brunt of the trap. It's my house and this my responsibility."


"It would be best if we could bypass it without setting it off. Even if one of us survived its discharge, there are other concerns. For example, if it is keyed to blast out fire, it could set the manor ablaze."


Map of the Marchlands | Wintersun Hall

I'm willing to wait as long as you want to discuss the next move. Let's say that whoever wants to take the risk of the potential trap on the bathroom door, post something to that effect and I'll assume everyone else takes cover either in the hall or around in the NE corner of the bedroom. If Franti wants to try to disable device, he can roll. Otherwise, whoever wants can just open the door and see what happens.

FYI: the manor is constructed of stone except for the floors and the roof. It could burn out of control, but you'd have ample opportunity to put out any fires that might get started from some kind of magical fire.


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 let the others conclude their discussions. Her plan was to allow Franti his chance to disable the sigil. If he failed, she directed the others back to a safe place. Once they move back, she quickly moved forward, fully intent on taking the brunt of the damage.

Hey, that's what paladins are supposed to do.


Map of the Marchlands | Wintersun Hall

Behind the screen:
Franti DC 28 Disable Device: 1d20 + 16 ⇒ (18) + 16 = 34

While the others watch from the hall or the NE corner of the room, Franti studied the evidence he could see of the magic on the door. He tapped and squinted and finally took deep breath and pushed the door in, bracing for a magical surge of something destructive that never came. He successfully disabled the trap.

What he saw in the room made his jaw drop. Before he could describe it to the others, something small began to move in his direction.

Next post will have initiative rolls. Place figures where they were when Franti was attempting the disable device check.


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

Sorry for the wait! Seems like you rolled the dice already based off the resolution, but tell me if you want a roll!

Franti brought his gloved hands together, and stretched his hands out. "Not even quite sure what I'm looking for, but hell, I'll give it a shot." The fool was careful, extra cautious because of the strange glow that accompanied the door. Still, with a bit of persistence and a quick prayer to Picoperi for good luck, the magic from the trap faded.

Franti hardly had a moment to breathe a sigh of relief as something else stole his attention.


Map of the Marchlands | Wintersun Hall

Sorry to take so long to get back to you all. It's been a long week and I've been feeling some GI discomfort. Should be posting the new melee situation this afternoon. I'll assume people are where they are on the map.


Map of the Marchlands | Wintersun Hall

On the Table:
Initiative
Anarya: Initiative: 1d20 - 2 ⇒ (17) - 2 = 15
Avelina: Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Ellena: Initiative: 1d20 ⇒ 14
Franti: Initiative: 1d20 + 9 ⇒ (9) + 9 = 18
Karas: Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Tauni: Initiative: 1d20 + 12 ⇒ (13) + 12 = 25

Behind the screen:
Guardian Doll: Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Karas: Knowledge (Arcana): 1d20 + 7 ⇒ (19) + 7 = 26
Tauni: Knowledge (Arcana): 1d20 + 11 ⇒ (7) + 11 = 18
1 Type, alignment
2 Senses
3 AC, CMD, HP
4 Best Save, DR
5 Immunities, Resistances, Weaknesses
6 Attacks, BAB, CMB
7 Special Attacks
8 Spell-Like Abilities, spell use
9 Best and Worst Attribute, Speed
10 Feats, Skills
Karas 1:Knowledge Category: 1d10 ⇒ 1 Type
Karas 2: Knowledge Category: 1d10 ⇒ 1 Duplicate
Karas 2: Knowledge Category: 1d10 ⇒ 8 Spell-Like Abilities, spell use
Karas 3: Knowledge Category: 1d10 ⇒ 8 Duplicate
Karas 3: Knowledge Category: 1d10 ⇒ 4 Best Save, DR
Tauni 1: Knowledge Category: 1d10 ⇒ 9 Best and Worst Attribute, Speed
Tauni 2: Knowledge Category: 1d10 ⇒ 2 Senses

As the door opens, Franti and those behind him can see a small bathroom with a pile of items toward the back. Standing nearer the door is a doll, about 20 inches tall holding a tiny knife. It moves as the door opens. It wears the clothing of a peasant child with colorful embroidery typical of countries where Skald is spoken. It's eyes are strange. One is a blue gemstone and the other appears to be a small round mirror.

Results of knowledge roll:

Karas:
Karas remembers a similar doll from his time in captivity, when the doll served as a monitor and made sure he behaved. It is a construct and has the cold subtype. It is capable of casting spells, including ray of frost, alarm, charm person, mage hand, open/close, presitigitation, frost fall, and levitate. Some of these spells it can cast 3 times per day, some just once, and others at will. They have DR 5/magic. Their best save is reflex, as they are rather quick. Such dolls are reported to require the sacrifice of a human as part of the ritual that creates it, trapping a part of the person's soul to help animate the doll.

Tauni:
Tauni thinks this is a construct known as a guardian doll in countries like Irrisen where they serve as sentries and spies. They have high dexterity but low strength. Though tiny, they are surprisingly fast, with a movement of 30. They have darkvision to 60 feet and low-light vision. Such dolls are reported to require the sacrifice of a human as part of the ritual that creates it, trapping a part of the person's soul to help animate the doll.

Initiative Order
Tauni 25
Enemy 23
Franti 18
Anarya 15
Ellena 14
Avelina 12
Karas 10

Tauni gets to act first. This is a full round, not a surprise round.


"A guardian doll. A tiny golem. Watch out, they are fast!"

As she spoke the words, she uncoiled her whip and stepped forward. She followed it with an arcane syllable. He eyes stayed locked on their potential new foe.

Ready whip, cast true strike, 5' step


Map of the Marchlands | Wintersun Hall

Behind the screen:
Anarya: Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
Karas: Spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7
Tauni: Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31
Franti: DC 11 Will: 1d20 + 1 ⇒ (17) + 1 = 18

Tauni:
Tauni can tell that the doll is using a spell-like ability to attempt charm person on Franti.

Franti:
For a moment, the doll started to make you feel nostalgic for childhood joys and a desire to protect the doll should the others prove hostile, but then he recovers and realizes something tried to enchant him. Also, Franti can see the doll glowing with magic, particularly its eye and the mirror that is in the other eye socket. Also the knife glows with bluish aura. Behind the doll, some items in the small pile of stuff glows.

The doll looks up at Franti and sings a little childish melody while dancing and staring at him. Then it moves forward until it is right under his feet.

Melee notes: the doll is tiny, which means it cannot make attacks of opportunity or any other melee attacks unless the target is in the same square it is. The tiny knife doesn't look menacing but it could make a small wound.

Round 1
Tauni 25 (readies whip, casts spell)
Enemy 23 (SLA, moves)
Franti 18
Anarya 15
Ellena 14
Avelina 12
Karas 10


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 moved forward by Karas's side, and swung Radiance at the magical doll. "Put down your blade, little doll!". She wasnt sure what the thing was, but the way it was holding its tiny dagger gave her no doubt about its intention.

Attack 1d20 + 10 ⇒ (17) + 10 = 27
Damage 1d8 + 5 ⇒ (7) + 5 = 12


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

Doesn't moving into my square provoke?

The fool laughed nervously as he entered the bathroom, carefully avoiding the doll with sweeping steps. "C-Compulsion magic!" He swatted his saps at the doll. "Why do they always target me with compulsion magic?!"

"Attack: 1d20 + 7 ⇒ (18) + 7 = 25 for Damage: 1d6 + 4 ⇒ (2) + 4 = 6, nonlethal
Attack: 1d20 + 6 ⇒ (12) + 6 = 18 for Damage: 1d6 + 2 ⇒ (6) + 2 = 8, nonlethal"


Map of the Marchlands | Wintersun Hall

Franti was flat-footed at the point the doll moved. I don't think he had a ready weapon either.

Franti drew his saps and gave the doll two good whacks. But the doll did not seem to suffer any pain or disability from the saps.

This is a construct, which is not subject to nonlethal damage.

Waiting for Anarya's post before indicating the results of Ellena's attack.

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

Creepy.

Anarya draws her morningstar, wanting to keep the nasty little doll at bay. Certain her own compulsion magic would have no effect on the creature, she laid a hand on Karas's shoulder, imbuing him with guidance.

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 traipsed into the room, wondering what all this commotion could be about if it's just a doll. Her eyebrow raising in mild interest as Franti's blows leave no marks, she fired off a probing volley of her so-called holy arrows.

Volley of Holy Arrows Magic Missile (CL4): 2d4 + 2 ⇒ (4, 4) + 2 = 10


Map of the Marchlands | Wintersun Hall

Avelina: If you see this before I post this afternoon, give me a spell resistance roll: 1d20 + caster level.


Map of the Marchlands | Wintersun Hall

On the Table:
Avelina: Caster Level Check: 1d20 + 4 ⇒ (3) + 4 = 7

After stepping into the bathroom, Franti turned to keep a watchful eye on the little construct. Anarya bolstered Karas for his first attack on the doll as Ellena stepped closer and stabbed her radiant sword at the tiny foe. Her sword slashed its way into the doll, leaving a gash that 'bled' stuffing material. 12 points damage.

Avelina confidently sent a magical attack at the doll from behind Karas and Anarya. The deadly magic hissed its way around her allies and right at the doll, but dissipated in a disappointing thud just as it reached her. Failed to penetrate SR.

Round 1
Tauni 25 (True Strike)(readies whip, casts spell)
Guardian Doll 23 (12 lethal)(SLA, moves)
Franti 18 (Attacks, hits, does not damage)
Anarya 15 (casts spell)
Ellena 14 (attacks, hits, does 12 to doll)
Avelina 12 (casts spell, fails SR check)
Karas 10 (guidance)

Round 2
Tauni (True Strike)
Guardian Doll (12 lethal)
Franti
Anarya
Ellena
Avelina
Karas


"Creepy little monster!" Tauni said, as she lashed out with her whip. Hoping to keep it from skittering amongst her friends and make it easier for Ellena to finish off, Tauni tried to knock it off its feet.

Trip attempt 1d20 + 2 + 20 - 4 ⇒ (3) + 2 + 20 - 4 = 21


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 growled as he stepped forward. "This wasn't Hers. This is a soul trapped in a doll. Hit it with magic or don't bother. I haven't seen one of these in a long time and I was happy damnit!"

The last words were punctuated with frost from his breath as he changed again and let rage take over. He lashed out with his faintly glowing claws.

Free Action: Rage, 5ft step, full attack

Claw attack 1 (Magic), Power Attack, Guidance: 1d20 + 9 - 2 + 1 ⇒ (1) + 9 - 2 + 1 = 9
Damage, Power Attack: 1d6 + 5 + 4 ⇒ (5) + 5 + 4 = 14
Claw attack 2 (Magic), Power Attack: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
Damage, Power Attack: 1d6 + 5 + 4 ⇒ (6) + 5 + 4 = 15


Map of the Marchlands | Wintersun Hall

Karas, unaccustomed to fighting something so small, failed to hit the doll as it waved its tiny dagger around in the doorway to the bathroom.

Tauni, aided by magic, easily managed to trip up the doll, who fell to the ground. It immediately tried to stand up.

All those who threaten the doll may make an attack of opportunity as it stands. I'll have a post up this afternoon. I'll 'bot anyone's AOO who hasn't had a chance to post it by then.


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

AoO
Claw (Magic), power attack: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
claw damage (Magic),power attack: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10


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

Attack of Opportunity 1d20 + 10 ⇒ (8) + 10 = 18
Damage 1d8 + 5 ⇒ (1) + 5 = 6


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

Attack of Oppurtunity

Noticing his earlier blows did nothing against the doll, the fool swung his weapon as hard as he could, focusing more on strength than grace in his attack.

Flanking, Lethal Attack: 1d20 + 9 + 2 - 4 ⇒ (10) + 9 + 2 - 4 = 17 for Sneak Attack: 1d6 + 4 + 2d6 ⇒ (6) + 4 + (1, 6) = 17 lethal damage

Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.


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Map of the Marchlands | Wintersun Hall

Remember than attacking someone who is attempting to stand, they are prone and this gives them a -4 penalty to their AC. You can include a +4 for this in your attack roll if you want. Just note that you are adding a bonus for attacking a prone defender. I will make the adjustment to the AC otherwise. Ellena also got a flanking bonus from Franti.
Counting all bonuses: Franti's result was a 21, hit, 17 lethal
Counting all bonuses: Ellena's result was a 24, hit, 6 lethal
Counting all bonuses: Karas' result was a 20, hit, 10 lethal
The doll has some DR. Franti did 12 damage. Ellena and Karas did full damage.

As the doll tried to stand, it left itself open to attack and Franti's sap attack shattered the most fragile parts of the doll's mechanical anatomy and it was broken and disabled. Karas and Ellena did additional damage, leaving the doll in fragments on the floor.

Those who look at the doll with detect magic active see that one of the eyes of the doll is a blue stone that still glows with magic. Residual magic makes the mirror piece glow as well.

In the bathroom is a pile of loot, apparently placed here for later pick-up. In addition to a bunch of coins (copper, silver, and platinum, no gold for some reason), 3 crystal eggs, shaped like dragon eggs on decorative stands, 2 decorated silver plates, a platinum scarab with glyphs form ancient Osirian (non-magical), an assortment of mostly clear gemstones, a platinum holy symbol of Apsu, two paintings, one of Queen Galifrey, one of Iomedae, a masterwork battle ax, and a masterwork heavy crossbow. None of the above is magical.

The following items are magical: 2 potions and 2 scrolls.

I'll do some behind the screen appraise and spellcraft rolls to identify the magic and the general value of the items.

Karas can identify all of the decorative items as possessions of Terendelev, things she kept around the house because they were gifts or mementos from a significant encounter in the past. As far as Karas knows, none was of extraordinary value or significance. Karas always suspected she had more valuable items stored away somewhere.

More tonight or tomorrow morning.


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

Franti cartoonishly exhale, shrinking down as he did so, relieved that the doll was no longer animated. Looking to the shattered construct, he nabbed the blue stone, holding in front of his own eye as he checked the treasure. "How cliché, a dragon's hoarded treasure."

Franti tossed the stone onto the floor, now examining the paintings of Iomedae and Mendevian queen. He smiled, fighting the urge to make an easy joke on Avelina or the other Iomedae faithful.

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