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

The basin looked intact and there was a large cistern full of clean water that could be used to restore the scrying pool to its former state.

The stairway led up along the north and west walls. There was no door at the top and the stairs opened to a wide hall of sorts illuminated by two torches that emit a clear white light. Below each torch on a pedestal was a broken helmet of a sort used by crusaders.

Of more concern however was a Minotaur with blood-red fur and glowing yellow eyes. It blew on a horn as the group arrived at the top of the stairs. Beyond the strange looking minotaur was a set of closed doors leading east.

I'll set up the melee with initiative rolls and such. Arrange yourselves on the stairs, with the lead person at the first square in the room at the top of the stairs. Someone can remove the cover to the west room on the map area just south of the 2nd level. I'll have access to a computer later today and I'll let you know when the battle can begin. Good luck.

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

Does the Minotaur have wings, like the one pictured on the battle map?

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 moved everyone into the room we are heading up from just to move things along. Feel free to adjust; just keep Avelina near the middle if possible


Map of the Marchlands | Wintersun Hall
Anarya wrote:
Does the Minotaur have wings, like the one pictured on the battle map?

The creature has wings, but it is possible they are not functional. In any case, there is little room for flying. I'll do monster lore rolls when I do initiative, but characters only get to share what information gained on the first turn they see it.

I moved people onto the stairwell with Ellena at the lead. Feel free to adjust the order before the melee action begins.

Behind the screen:
DC 15
Anarya: Knowledge (Planes): 1d20 + 4 ⇒ (4) + 4 = 8
Raine: Knowledge (Planes): 1d20 + 10 ⇒ (20) + 10 = 30
Tauni: Knowledge (Planes): 1d20 + 9 ⇒ (8) + 9 = 17

When Raine and Tauni first see the monster, each recognizes what it is. Raine gets 3 categories of information. Tauni only gets what the initial spoiler reveals.

Identity of monster:
The monster is a fiendish minotaur, a minotaur who comes from the abyssal plane. It is a CE large outsider (native).

Damage Resistance:
DR 5/Good

Immunities:
Immune to maze spells.

Resistances:
Cold 10, Fire 10

Spell Resistance:
SR = 10

Weaknesses:
None.

Special Attacks:
powerful charge (gore +11, 2d6+6), Smite Good 1/day

Spell-Like Abilities:
None.

Spell Casting:
None.

Special Abilities:
Natural Cunning (Ex)
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Initiative:
Anarya: Initiative: 1d20 - 2 ⇒ (4) - 2 = 2
Avelina: Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Ellena: Initiative: 1d20 ⇒ 12
Karas: Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Raine: Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Tauni: Initiative: 1d20 + 12 ⇒ (9) + 12 = 21
Minotaur: Initiative: 1d20 ⇒ 11

Initiative Order
Avelina
Tauni
Ellena

Minotaur
Raine
Karas
Anarya

The minotaur is armed with a greataxe and all his attacks have a reach of 10 feet. He is not flatfooted.

As usual, you may delay your action until others ahead of you have acted.


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 activated her Smite Evil on the Minotaur. She then moved 10’ forward, taking the possible attack of opportunity from the creature. Finally, the paladin swung her magical longsword with all her might, trying to slice the beast from chest to navel.

Power Attack with Smite 1d20 + 9 - 2 + 2 ⇒ (1) + 9 - 2 + 2 = 10

Damage with Smite 1d8 + 8 + 4 ⇒ (2) + 8 + 4 = 14

Add 4 more to damage if undead, evil outsider, or dragon.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

"Minotaur!" Raine hissed, nocking two arrows in a split-second. "Blessed steel is best...wish I had some! And I'd warn against either cold or flame, if you have those."

Rapid shot, PBS, FE bonus: 1d20 + 9 - 2 + 1 + 2 ⇒ (18) + 9 - 2 + 1 + 2 = 28
Damage, PB, FE: 1d8 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11
Rapid shot, PBS, FE bonus: 1d20 + 9 - 2 + 1 + 2 ⇒ (16) + 9 - 2 + 1 + 2 = 26
Damage, PB, FE: 1d8 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13


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Tauni will delay until after Karas. Ellena, I moved your icon for you.

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 will also delay for Karas


Map of the Marchlands | Wintersun Hall

On the Table:
Minotaur AOO: Greataxe: 1d20 + 9 ⇒ (2) + 9 = 11
Minotaur: Greataxe 1: 1d20 + 9 ⇒ (6) + 9 = 15
Minotaur: Greataxe 2: 1d20 + 4 ⇒ (6) + 4 = 10
Minotaur: Gore: 1d20 + 4 ⇒ (1) + 4 = 5

As Ellena charged into the room to attack, the minotaur was already swinging his greataxe at her. The swing was too slow, however, and Ellena ducked under it and made her attack. Unfortunately, her dodge threw her off balance and her sword swished through the air, hitting nothing. Rolled a nat 1.

The minotaur towered over the paladin, his eyes glowing with evil intent as he focused his hatred on the holy warrior. He designates Ellena as the target for his smite good ability.

The huge axe smashed into Ellena's armor, but she stood tough and her armor protected her. It tried to gore her with his horns but couldn't not hit her. Then it swung the ax back the other way but it did not hit her.

Round 1
Avelina (delay)
Tauni (delay)
Ellena (move, melee attack, miss)
Minotaur (AOO misses, 2 melee attacks, miss)
Raine
Karas
(20 lethal)
Anarya

Round 2
Avelina
Tauni
Ellena
Minotaur
Raine
Karas (20 lethal)
Anarya

Avelina and Tauni may act at any point before the Minotaur's next action.

Karas had 20 points of damage at the end of the zombie battle. There is nothing posted that says he was healed, but I'd allow a retroactive application of healing if that was desired but overlooked.


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 forgot i had it but i'll burn a CLW potion before the fight.]
CLW Potion: 1d8 + 1 ⇒ (8) + 1 = 9

Karas heard Raine's call for Blessed steel but he had none. He let his rage at the beast overtake him and felt the thrum of Terendelev's Scale as his claws took on a bright white glow.

He charged in after Ellena.

[ooc] Free Action:Bloodrage
Standard Action: Activate Scale - Align Claws to Good
Move action: move


Hearing her friends engaged in combat above, Tauni hustled up the stairs behind them. Seeing the fiendish menace looming over them, she opened her mouth to offer advice to her friends, but no sound came out. She swallowed against the dryness of her throat, and managed to utter a single arcane syllable.

Casting grease on the Minotaur's axe. DC 15 reflex save or the axe is coated in grease and it is dropped. Spell resistance doesn't apply.

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

Anarya wouldn't let Karas go into battle that injured. She's burning another heal on him.

Lay on Hands: 2d6 ⇒ (5, 5) = 10

...oh. I was going to command the Minotaur to drop his axe, but if Tauni has got it covered...

If Tauni's spell causes the axe to drop, Anarya's going to use the command spell to make the Minotaur "Halt." If Tauni's spell fails, she will use command to make him "Drop."

Anarya rushed up the stairs, ready to heal any injured allies. Relieved at seeing Karas and Ellena unharmed, she stepped into the nearby alcove to clear the line of fire for Raine's arrows while staying close to the action. "Throw down your weapon, evildoer," she commanded, her voice redolent with divine authority.

Casting command [drop] (if Tauni's spell failed), or command [halt] if it succeeded. DC 16 will save, or DC 17 if he is a Native Outsider or a Human.

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 climbed up after the others, just in time to see the minotaur’s pitifully ineffective attacks. She held up a hand to make a show of covering an exaggerated guffaw.

”Is that all? How pitiful. You may as well lay down and give up now if you are truly so weak, minotaur. Or are you too bull-headed to know when it’s hopeless?”

Intimidate to Demoralize: 1d20 + 8 ⇒ (11) + 8 = 19

If someone could please move Avelina behind Tauni, I’d appreciate it


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Raine's options were simple but effective: more arrows to bury into the minotaur's coarse-furred, Abyss-tinged hide.

Rapid shot, PBS, FE bonus, cover: 1d20 + 9 - 2 + 1 + 2 - 4 ⇒ (13) + 9 - 2 + 1 + 2 - 4 = 19
Damage, PB, FE: 1d8 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
Rapid shot, PBS, FE bonus, cover: 1d20 + 9 - 2 + 1 + 2 - 4 ⇒ (19) + 9 - 2 + 1 + 2 - 4 = 25
Damage, PB, FE: 1d8 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 14


Map of the Marchlands | Wintersun Hall

On the Table:
Karas Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Minotaur: DC 15 Reflex: 1d20 + 5 ⇒ (15) + 5 = 20
Anarya: Caster level Check: 1d20 + 4 ⇒ (3) + 4 = 7
Ellena: Power Attack with Smite: 1d20 + 9 - 2 + 2 ⇒ (11) + 9 - 2 + 2 = 20
Damage with Smite: 1d8 + 8 + 4 ⇒ (4) + 8 + 4 = 16
Minotaur: Greataxe 1, smite good, shaken: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Minotaur: Greataxe 2, smite good, shaken: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Minotaur: Gore: 1d20 + 4 ⇒ (6) + 4 = 10

Raine sent two arrows through some openings in the railing along the floor at the stairwell which counts as cover and both sailed into the large chest of the fiendish minotaur. Just as the arrows reached it, however, they slowed as if driving through some thick liquid. They still hit and did damage, but not as much as they might have against as lesser enemy DR 5, arrows do 6 and 8 (this is from her post Tuesday, 03:21 am).

I rolled an acrobatics check for Karas so he has a chance to avoid the large greataxe AOO. He made the check.

Karas advanced cautiously, keeping himself safe from the giant greataxe swinging through the air.

Tauni moved to the top of the stairs and sent arcane magic toward the greataxe, but the minotaur shifted the axe away in time and the effect failed.

Anarya followed with another magic assault, this one a divine attempt to make him drop the giant weapon. But her words failed to reach his ears as if they hit some invisible barrier. Failed a caster level check to get past SR.

Avelina taunted the beast, mocking him and insulting him. He seemed to understand and snorted in anger but perhaps also a little fear. Demoralization effect successful for 1 round.

'Boting Ellena.

Ellena waited for an opportune moment and drove Radiance up into the minotaur's gut. She too felt a sluggishness affect the weapon as it entered, which took away some of its impact, although she still made a severe wound with her glowing sword. DR affects the sword but it still does 11 damage.

The minotaur swung its greataxe back and forth, trying to hit Ellena, but the blade only made mighty swishing sounds. He drove his horns at Karas but they two missed. Iomedae seemed to be smiling on the team so far.

Raine sent two more arrows into the creature doing 14 more damage.

Previous rounds:

Round 1
Avelina (delay)
Tauni (delay)
Ellena (move, melee attack, miss)
Minotaur (AOO misses, 2 melee attacks, miss)
Raine (2 ranged attacks, 2 hits, 14 to Minotaur)
Karas (1 lethal) (activates scale, rages, moves, acrobatics to avoid AOO)
Tauni (move, casts, target saves)
Anarya (move, casts, spell fails due to SR)

Round 2
Avelina (move, intimidation, successful 1 round)
Ellena (melee attack, hit, 11 damage)
Minotaur (25 lethal, Shaken)
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.


Raine (2 ranged attacks, 2 hits, 14 to Minotaur)
Karas
Tauni
Anarya

Round 3
Avelina
Ellena

Minotaur (39 lethal)
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Raine
Karas (1 lethal)
Tauni
Anarya

The minotaur doesn't look as if it can take much more.


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 attacked, unleashing his fury on the fiend before him. His glowing claws trying to find purchase.

Aligned Magic Claw attack, power attack: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Claw damage, power attack: 1d6 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Aligned Magic Claw attack, power attack: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Claw damage, power attack: 1d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12


Seeing how resistant to magic the minotaur was, Tauni leveled her crossbow and loosed a bolt, hoping to find a vital spot.

Prescience 1d20 ⇒ 14

To hit 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Damage 1d8 + 0 ⇒ (5) + 0 = 5

Substituting the prescience roll probably still won't hit, and I suspect she'd need a crit to get through DR anyway. :P


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 grinned underneath her gleaming helm as Radiance but deeply into the Minotaur. She went in for yet another blow, screaming in the throes of battle fervor.

Power Attack with Smite 1d20 + 9 - 2 + 2 ⇒ (12) + 9 - 2 + 2 = 21

Damage with Smite 1d8 + 8 + 4 ⇒ (6) + 8 + 4 = 18


Map of the Marchlands | Wintersun Hall

Behind the Screen:
Anarya: Perception, opposed: 1d20 - 1 ⇒ (10) - 1 = 9
Anarya: Perception, visual, non-opposed: 1d20 + 3 ⇒ (12) + 3 = 15
Avelina: Perception: 1d20 - 4 ⇒ (9) - 4 = 5
Ellena: Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Karas: Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Raine: Perception, Kenabres, trapfinding: 1d20 + 14 + 2 + 2 ⇒ (8) + 14 + 2 + 2 = 26 traps
Tauni: Perception: 1d20 + 10 ⇒ (12) + 10 = 22

Karas defeated the imposing outsider with his final assault, clawing the creature ragged and bringing him down with a mighty thud.

For future use, when Karas uses his scale, specify whether his weapon or claws is/are aligned as Good or as Lawful.

In addition to the battle horn, the minotaur carried a bag with six ivory figurines, each depicting a nude humanoid woman with disturbing animalistic features. The horn detects as magic. The figurines do not.

DC 15 Knowledge (history):
The two helmets on the pedestals are significant as the first two crusaders confirmed to have died in the First Crusade. They have been bashed and badly damaged. They might be repairable with a Make Whole spell and some work.

The next door does not appear to be trapped but it is locked.

Disable Device DC 30. The door has hardness 8, hp 60, break DC 25. The sound of the horn would almost certainly be heard by any occupant of the next room.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Raine sighed in relief when Karas tore huge shreds from the corrupted minotaur. It was a gory sight, but better that the silver-scaled warrior was on their side than the demons', that was for damn sure.

"Nice work," she said tersely, and left investigating the minotaur's corpse, and belongings, to those who knew of such things. She spared half a glance at the strange figures, but had no insights.

The door, now, that was her territory. Once everyone signaled they were ready for what might lie beyond the door, Raine set to work trying to coax the lock to open.

Disable that Device: 1d20 + 14 ⇒ (20) + 14 = 34 ....that'd do it! Where are those twenties in combat...

She smiled in grim satisfaction when the lock clicked as surely as if she'd used a key. Raine then stepped back to ready her bow again, and nodded at either Ellena or Karas to go through.


Map of the Marchlands | Wintersun Hall

Behind the screen:
Enemy 1: 1-35 fails: 1d100 ⇒ 84
Enemy 2: 1-40 fails: 1d100 ⇒ 94

Before we go any further, please identify who has the rod of cancellation. If you need to review Irabeth's briefing before the mission check here. The PC with the rod needs to make a successful touch attack with the rod on the stone.

Just to remind me, post any buffs that are active when you make your first post once the door is opened and the battle begins.


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

Sorry I forgot the scale did an alignment other than good. Noted.

Also how long does the lock take to pop?


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 will volunteer to carry the rod. Only makes sense for her to do so. No current buffs for her. One smite left today.


knowledge (history) 1d20 + 9 ⇒ (7) + 9 = 16

After the fall of the minotaur, Tauni approaches the helmets on the pedastals. "I wonder why they didn't deface these? I believe these to be the helms of the first two crusaders slain in the First Crusade."

Active effects: Mage Armor


Map of the Marchlands | Wintersun Hall
Karas Argentus wrote:

Sorry I forgot the scale did an alignment other than good. Noted.

Also how long does the lock take to pop?

Once you are ready to proceed, it only takes Raine one round to pick the lock. For what it's worth, however, it's clear that whoever is in the next room has had a number of rounds to prepare.

Since this is the ultimate melee of the adventure path, I want to be sure everyone is ready, so I'll wait until I've seen posts from everyone before proceeding. I also will not 'bot anyone unless people leave specific instructions if they know they will be away from the game for more than a day.


Map of the Marchlands | Wintersun Hall
Tauni "Rabbit" Desba wrote:

knowledge (history) 1d20+9

After the fall of the minotaur, Tauni approaches the helmets on the pedastals. "I wonder why they didn't deface these? I believe these to be the helms of the first two crusaders slain in the First Crusade."

Active effects: Mage Armor

The helmets were not so badly broken originally. Apparently the enemy deliberately broke them, which probably counts as a kind of defacing. The helmets could be restored with some time and magic.


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 took a small breather while he waited for the others to prepare. His hands still glowing from Terendelev's power, he watched the others. it'll be over soon. Then I can return to Arkandelev and... maybe with company... we can go seek a new life.

He shook his head and knew this was likely far from over. But it was nice to dream.

Active effects:
Phantom Blood
Align Weapon- Claws - Good

Ready to go


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Raine stood ready at the back, having no preparations to make other than arrows nocked upon the string of her bow...


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"And so the six heroes stood ready to advance to their objective, the wardstone. They knew they had to destroy it so the forces of evil could not use the fragment against the crusaders. But they knew the prize would not be free for the taking. The demons would surely guard the wardstone with fierce demons, stalwart warriors, and crafty magic. Or were they overconfident, leaving the stone lightly guarded, unable to imagine the crusaders could mount a successful assault on the garrison? All they had to do to find out was open the door and step through. ..."

The storyteller looked up at the full moon, which had just been rising when he began the evening's storytelling session. The faces of the the village looked at him with such intensity, he knew he had them right where he wanted them. He yawned and folded his hands in his lap. "That ends tonight's telling. We will resume after supper tomorrow."

Groans rose all around, particularly from the children. But the village knew that they would enjoy the anticipation. Only the smallest children were unaware of the outcome. Already some of the older children were teasing them with false spoilers about what was waiting for the heroes through the door. "Giant spiders!" one said. Other hints involved disgusting demons, scary undead, and swarms of insects. They would have a to wait a little longer to find out for sure.

I'd like to get a post from Anarya before we proceed, although I don't want to delay past the weekend.

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

Anarya ensured none of her allies were badly injured before entering the next chamber. She used both of her scrolls of cure light wounds patching up Karas's injuries. CLW: 2d8 + 2 ⇒ (1, 5) + 2 = 8 A charge from her wand bestowed all the heroes with a divine blessing. She went to each of the less magical warriors in turn, touching each with a spark of guiding light. Finally, moments before the door was opened, she cast moment of Greatness from a scroll, further boosting the divine power of the bless spell.

---

Buffs on The Party:
Bless, 3.5 minutes (entire party)
Moment of Greatness, 10 rounds (entire party)
Guidance, Raine 7 rounds, Karas 8 rounds, Ellena 9 rounds

Buffs on Anarya:
Corruption resistance [good], 4 hours
Shield, ~3 minutes (from before the Minotaur fight)
Anarya's consecrated weapon contains a charge of her Channel Energy from the night before since she hasn't expended it yet today, just in case there's undead to smite.

Buffs on Karas:
Protection from evil, ~3 minutes (from before the Minotaur fight)

Remember that you can double the power of bless (or in Karas's case, the power of your massive RAGE morale bonuses to strength) for a single roll, one time, due to moment of greatness.

Avelina:
Do you still have that morale-bonus-increasing Bloodline Power available for today? If so, let's use that on my bless spell!


Map of the Marchlands | Wintersun Hall

I will look this over and make appropriate note of all the buffs before I will start the melee. I'll try to post something by the end of today. If anyone is aware of what the book has in the final room, know that I've bolstered the assigned denizen(s) of the room with what I expect will make it a challenging battle. If anyone has been hoarding his/her/their hero points, keep in mind that this would be a good place to use them.

<<Homer Simpson Sound Effect: Doh!>>

I was just looking up what the assumed level of the characters starting the second book and it says PCs should start at 6th level with 1 mythic tier. That made me wonder and I checked the 1st book recommended levels and noticed that is says "the PCs should reach 5th level just before or just after destroying the wardstone fragment." So before we launch into the last battle, do you want to level up to 5th? [I know that's probably a dumb question but let me know what you think.]

The rest of the text on levels in the first book says, "The PCs should be catapulted into 6th level by this adventure’s climactic encounter—as part of this, they should also attain their first mythic tier."

If it matters, I won't require you to level up from a position of relative safety. Iomedae will simply bless you and you can refresh all resources that would normally refresh after resting.

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

In addition to the above buffs, all of which are still applicable except for one change listed below, Anarya applies the following additional buffs:

- Instead of Channel Energy, Anarya imbues her consecrated weapon with a use of her Sacred Scourge ability, allowing it to damage and daze evil outsiders instead of undead.
- Anarya applies the effects of veil of heaven to herself with a duration of 50 minutes, giving her a +2 sacred bonus to AC and saving throws against evil outsiders.
- Anarya forms a Life Link with Karas, Ellena, Raine, Tauni, and Avelina. At the start of Anarya's turn, if any of these five have more than 5 hp of injuries, that person heals 5 hp and Anarya takes 5 damage for each person healed this way. She can end this effect as an immediate action.

As usual for Anarya, these powers happen by pure reflex, with the young healer barely aware she is using magic at all.

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

As the six champions prepare to open the final door and Anarya finishes channeling her magic into protective blessings around her companions, she turns to Karas in particular. The weight of what they are about to attempt weighs on her mind, and she takes a deep breath. "I don't know what we're going to find in there." she says. The muscular tiefling seems to tower over her as she speaks, and she has to look upward to meet the tall warrior's eyes. She smiles at him, at the face she can't get out of her mind. "But whatever it is, I feel safe knowing I face it with you." What she does next, she knows the reluctant warrior would never initiate first. Wisps of silvery cloud form around her feet as the healer lifts gently from the floor, barely a few inches, until her face is level with Karas's and she plants a kiss on his lips.

Levitate on self, from the dragon scale.

A brilliant mote of light jumps between the two as they touch, like an electric spark jumping from the aasimar to the tiefling. Karas's body feels warm as a powerful magical bond forms between the two. The others see Anarya's halo expand, until it emanates not just from Anarya, but from Karas as well, sheltering both.

Casting shield other, targeting Karas. And light too, for good measure.


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Map of the Marchlands | Wintersun Hall

Sound of champagne bottle breaking as a ship is officially launched. :) One note: the Shield Other spell requires a component that is not a standard part of a spell component pouch: a pair of platinum rings worth 50 gp each. If this is a spell just gained by leveling up, she would not yet have had a chance to arrange to have such items.

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

Can I spend a Hero Point to "attempt nearly anything that would normally be almost impossible" and just this one time, cast the spell using love instead of rings? :)


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Map of the Marchlands | Wintersun Hall

Since the scales of Terendalev have platinum in them, Iomedae inspires Anarya to use them for the material components of the spell. No need to spend a hero point.

It sounds as if everyone has leveled up. If anyone has not, let me know tonight. Otherwise the battle will begin Monday.


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 was drawn from his wispy daydream as Anarya came close and got his attention saying her prayers as she had over the last week.

It was when she spoke her next words and caught him by surprise with a kiss that he wasn't quite sure if he was dreaming or not. Flashes of the two of them together in lighter times, caring for Arkandelev and enjoying a peaceful life. All flashed through in the instant of their kiss.

He tensed at first but slowly eased into the kiss and embraced the Aasimar. What seemed like an eternity, was but a moment as they parted lips. The beautiful and pure angel before him. He smiled wide to her and met her eyes. "I will never let anyone harm you without passing through me first. You have my word on Her soul and may Apsu bear witness." He looked over her and to the door with a renewed vigor "Whatever is in there is about to have the worst day of its life. We will win. I have no doubt in my mind."

He stretched himself and released the angel, taking her hand. "There so much more on the line now" he said with a last look into Anarya's eyes and a confident smirk across his face.


Map of the Marchlands | Wintersun Hall

Edit: I had initially posted some Behind the Screen Monster Lore checks, but I have edited it since I posted it 20 minutes ago.

Player Initiative:
Anarya: Initiative: 1d20 ⇒ 6
Avelina: Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Ellena: Initiative: 1d20 ⇒ 14
Karas: Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Raine: Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Tauni: Initiative: 1d20 + 12 ⇒ (6) + 12 = 18

Behind the screen, enemy initiative:
Azizou 1: Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Azizou 2: Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Choker: Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Hala 1: Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Hala 2: Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Jeslyn: Initiative: 1d20 + 1 ⇒ (1) + 1 = 2

There are a number of monsters to potentially know something about in the upcoming encounter. Rather than making these rolls for you, I will put up the monster lore spoilers in separate posts and when you start the encounter, each turn, choose a monster to check if you have ranks in the appropriate knowledge skill and make your own roll. The DC thresholds will be posted and the type of knowledge check required. Once you see your roll, you can then look at an appropriate number of spoilers.

I probably won't have this done until late tonight or daytime tomorrow. Sit tight and double check your preparedness.

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
Karas Argentus wrote:
"I will never let anyone harm you without passing through me first. You have my word on Her soul and may Apsu bear witness."

Anarya's heart swelled with happiness as Karas embraced her. For those long moments, he was the only thing in her world. She held onto his hand as she made a vow of her own. "And I will protect you with all my power as well. Nothing will strike you down while I draw breath." She couldn't help but beam at Karas's surge of confidence. She knew that they would overcome any threat that lay before them so long as they were together.


Map of the Marchlands | Wintersun Hall

Icon has red cloak and a scythe.
Humanoid wearing red cloak and armor made of various bones. She has red hair and has a strip of black tattooed across her face. She wields a scythe. Her right hand appears to be some kind of insect claw. Her body is twisted and her walk looks awkward.

DC 16 Knowledge (Local) earns a look at the General Information below.
DC 21 + earns additional spoiler for each 5 above 16.

General information:
This is a half-elf female. Her body appears to have suffered deformities, perhaps some kind of curse or overexposure to abyssal energy. The spoilers below are for half-elves and do not include anything that is based on her class levels. Note: the DC of this check was higher because her deformities make it harder to tell she is a half-elf.

Damage Resistance:
None.

Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Resistances:
None.

Spell Resistance:
None.

Weaknesses:
None.

Special Attacks:
None.

Spell-Like Abilities:
Some half-elves have spell-like abilities, but most have none.

Spell Casting:
None based on race.

Special Qualities:
Low-Light Vision.


Map of the Marchlands | Wintersun Hall

Icon is the silvery form with thin limbs and claws.
This hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws.

DC 12 Knowledge (Dungeoneering) earns a look a the General Information spoiler.
DC 17+ earns a look at 1 spoiler for each 5 above DC 12.

General Information:
This is called a Choker. It is typically a CE small aberation.
Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack.

Chokers walk with a disturbing, almost comical gait due to their extremely limber legs. Weighing only 35 pounds and standing no taller than a halfling, chokers have no problem skittering across walls and ceilings, often lodging themselves into shadowy corners, tunnel intersections, walls, or staircases. A choker will attempt to grasp creatures of almost any size, but prefers lone prey of its size or smaller.

Chokers appear to have little culture of their own, gathering only briefly to mate before their wanderlust and hunger spurs them again to a solitary existence. Their just-better-than-animalistic intelligence grants them a fascination with the trappings of society even if they do not truly understand it. Accordingly, the grubby lair of a choker (often situated in a difficult-to-reach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins gathered from devoured victims.

Note: Since chokers rarely ally with other creatures, this one is probably the result of a summon monster spell.


Damage Resistance:
None.

Immunities:
None.

Resistances:
None.

Spell Resistance:
None.

Weaknesses:
None.

Special Attacks:
Constrict, grab, strangle
Strangle: Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.

Spell-Like Abilities:
None.


Map of the Marchlands | Wintersun Hall

Icon shows a storm cloud with lightning for arms.
Skin the color of thunderheads and wings made for soaring through the most violent winds mark this lean, cyclopic being as a master of terrible storms. The sound of shrieking wind emanates from its mouth full of needle-sharp teeth.

DC 14 Knowledge (Planes) earns a look at the general description spoiler.
DC 19+ earns a look at one spoiler for each 5 above DC 14.

General Information:
These are typically CE outsiders with the air, chaotic, demon, evil, and extraplanar subtypes.
Hala demons are commonly known as storm demons. These demons ride the winds across the Abyssal skies, lurk within dark and turbulent clouds, and act as scouts and spies. Halas have a single, blood-red eye, an enormous mouth lined with razor-sharp teeth, and lengthy horns growing from their heads. A typical hala stands 7 feet tall, weighs 200 pounds, and possesses large wings that span 20 feet across.

Damage Resistance:
DR 10/cold iron or good

Immunities:
Electricity, poison

Resistances:
Acid 10, cold 10, fire 10

Spell Resistance:
SR 15

Weaknesses:
Enemy of dragons and eagles: Halas are hated enemies of dragons and eagles. Those creatures gain a +2 bonus on attack and damage rolls against hala demons. Karas will get a +1 bonus against them for his draconic ancestors.

Special Attacks:
Hailstorm (Su)
A hala can call down hailstones from surrounding clouds once every 1d4 rounds as a standard action. [Note: since it is indoors, this ability cannot be invoked.]

Spell-Like Abilities:
At will—alter winds
3/day—gust of wind, river of wind
1/day—control winds, summon (1 hala 40%)

Spell Casting:
None.

Special Qualities:
Stormwind Aura (Su)
Halas surround themselves with a buffeting shroud of supernatural, windstorm-force winds. These winds shield a hala from any other wind effects and form a shell of breathable air around it, allowing the hala to breathe underwater. Ranged weapons and gases directed toward a hala are affected as the spell wind wall.
Vengeful Wind (Su)
Anytime a hala takes damage from a critical hit, a powerful blast of wind explodes forth in the direction of the attacker. This blast takes the form of a 60-foot-long gale, treated as a gust of wind spell, directed from the hala toward the opponent that scored the critical hit against it (if that creature is more than 60 feet away, the wind is aimed in its direction but doesn’t come close enough to affect it). This wind is also charged with electricity. Any creature in or that enters the area of effect must make a Reflex save or take 3d6 points of electricity damage. The save DC is Constitution-based.
Darkvision 60 ft.
telepaty 100 ft.


Map of the Marchlands | Wintersun Hall

While Raine got out her lockpicks to open the lock, some could hear sounds of wind coming from the room, or perhaps it was coming from outside the garrison. The sounds got louder just before Raine set to work.

When everyone was ready, Raine did the honors and made short work of the lock on the door. Pulling the door open, she stepped back to allow Ellena to be the first in the door.

The Room: This circular room’s original purpose is unclear, but now it seemed to be a trophy hall of some sort. A low stone pedestal sat on the floor in the middle of the chamber under a domed ceiling. Atop the pedestal was an iron, barbed cage—and within the cage sat a chunk of softly glowing white stone.

The occupants: Standing directly in front of the door was a small creature with no clothing, silvery-grey skin, and lanky humanoid limbs. Its hands ended in nasty looking claws. Behind this one were the sources of the sound of winds. With the door open, it was obvious these creatures had some elemental connection to air, wind, and storms. Skin the color of thunderheads and wings made for soaring through the most violent winds marked these lean, cyclopic beings as a master of terrible storms. The sound of shrieking wind emanated from their mouths full of needle-sharp teeth.

Lurking behind the stone in the cage was a humanoid figure in a red cloak. She appeared to be wearing armor made of bones. Her face had patches of pitch black either painted or tattooed to cover her eyes and parts of her forehead. She had red hair but her other features were hard to determine. More noticeable about her was what appeared to be an insect claw where her right hand would be, gripping the shaft of a scythe. Her body appeared to be somewhat twisted and awkward.

Initiative Order
Tauni
Avelina
Raine
Ellena
Silver
Stormy 1
Karas
Stormy 2
Anarya
Red cloak

When you post, if you have one of the knowledge skills listed in the previous three posts, you can roll to see if you recognize one of the creatures described. If you have more than one knowledge skill, each turn you can select a different skill to attempt to identify another monster. It may be hard to see the numbers on the icons, but of the two stormy looking ones, the north is #1 and the south is #2.


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The silvery form in the room caught Tauni's eye, and she searched her memory for what it might be.

Knowledge (dungeoneering) 1d20 + 9 ⇒ (8) + 9 = 17 General knowledge and spell resistance

She points at the tiny creature and says "A choker? Working with others. It is probably summoned. It will go for the throat!"

Reaching deep inside herself, Tauni was suddenly inspired by what she had seen more powerful wizards do; fill their allies with enhanced celerity with just a word and a gesture. Though she had been working on duplicating it and never had success before, she found herself executing the spell perfectly. As she felt the arcane power wash away from her, she sent a quick prayer of thanks to Abadar for the insight.

Casting Haste on everyone except Avelina and Cobblepaw. With a full attack, make one extra attack. +1 to attack rolls, AC (dodge) and Reflex saves. Move doubled (up to +30’).

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

Knowledge (local): 1d20 + 5 ⇒ (2) + 5 = 7 Add an extra +6 if this creature is human

Avelina took heart from the sight of her companions. These were her friends. She finally had friends. The Inheritor had given Avelina one of her greatest wishes. Avelina silently gave prayer in thanks. She gazed around the corner, saw her opening, and fired off her blast of holy energy, hitting all but the foe in the rear of the room.

”Foul spawn of evil and chaos! The Radiant Dawn of the Inheritor shall purge your blight from this world!”

Radiant Dawn of the Inheritor Burst of Radiance: 5d4 ⇒ (3, 1, 4, 3, 2) = 13
Blind/Dazzle Duration: 1d4 ⇒ 1

DC 19 Reflex Save (it’s two higher because of eagle’s splendor) reduces the blind to a dazzle. Damage is only taken by evil creatures, but it’s not reduced on a successful save

She’s casting from around a hard corner so she shouldnt provoke. If any of the three targets have SR, Avelina has spell penetration now, so her bonus is +7 to get through their SR


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

"Hell are these things?" Raine growled as she lifted her bow, her words not so much for the thing that Tauni called out as a choker but rather for the wind-essence creatures beyond. Would her arrows even fly with the gales they were generating?

Kn Planes vs Stormy: 1d20 + 10 ⇒ (1) + 10 = 11 Welp. However, that's an additional +4 if they're evil outsiders, due to favored enemy. I'm betting they are, so I'm-a peek at the general description. ...aaaand yep, evil evil outsiders it is.

"Bloody storm demons," Raine muttered. "Can't tell you much about them other than they're from the pit like most wretched things."

She snapped two arrows over Ellena's shoulders into the thing that Tauni had called a choker... and then a third, blinking as she found herself buoyed by a speed she'd never known. "By all the kindly gods and goddesses!" she exclaimed.

(As per OOC discussion, Raine cast gravity bow during our buffing, before she got to the door.)

Rapid shot 1 vs Choker, PBS, haste, cover: 1d20 + 10 - 2 + 1 + 1 - 4 ⇒ (6) + 10 - 2 + 1 + 1 - 4 = 12
Damage (gravity bow, PBS) - cold iron arrows: 2d6 + 3 + 1 ⇒ (5, 5) + 3 + 1 = 14

Rapid shot 2 vs Choker, PBS, haste, cover: 1d20 + 10 - 2 + 1 + 1 - 4 ⇒ (10) + 10 - 2 + 1 + 1 - 4 = 16
Damage (gravity bow, PBS) - cold iron arrows: 2d6 + 3 + 1 ⇒ (2, 1) + 3 + 1 = 7

(Hasted) vs Choker, PBS, haste, cover: 1d20 + 10 - 2 + 1 + 1 - 4 ⇒ (17) + 10 - 2 + 1 + 1 - 4 = 23
Damage (gravity bow, PBS) - cold iron arrows: 2d6 + 3 + 1 ⇒ (5, 5) + 3 + 1 = 14

Despite the marvelous speed, Raine's first few arrows had trouble connecting, as she adjusted to the strange boon Tauni's magics had brought. By the third, she had found her rhythm.


Map of the Marchlands | Wintersun Hall

On the Table:
Avelina: Caster Level Check, Spell penetration: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Since some of the enemies have SR, anyone casting offensive magic that requires a caster level check to overcome SR, make the roll as part of your post. It may not apply to every target, but make the roll anyway.
Behind the screen:

DC 19 Reflex to avoid Blinded for 1 round
Choker: Reflex: 1d20 + 3 ⇒ (10) + 3 = 13

After Tauni's beneficial spell to hasten her allies was cast, Avelina sent a burst of divine light into the midst of the defenders of the Wardstone. The choker writhed in pain and was blinded, but the other two did not appear to be harmed or even dazzled. SR prevented the spell from affecting the demons.

Raine's arrows got closer and closer to hitting the small one blocking the door. The last arrow drove right through his head and he fell and then faded from view.

Round 1
Tauni (Haste)(casts haste on all but Avelina)
Avelina (casts Burst of Radiance, 13 to choker, choker blinded)
Raine (Haste)(3 attacks, 1 hits, 14 to Choker)
Ellena (Haste)
Choker (blinded, 27 lethal, destroyed)
Storm Demon 1
Karas (Haste)
Storm Demon 2
Anarya (Haste)
Jeslyn (red cloak and scythe)

Ellena is up. I haven't yet added in the other buffs that were in place at the start of the battle. I'll work on that for next post.


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

Current buffs: Haste, Divine Favor, Divine Bond (keen).

Ellena moved into the room by taking a 5’ step forward. She wielded both Radiance and the rod she planned on using on the stone. She swung Raidiance with all her power at the southernmost demon, when it was identified. She took advantage of her Demon smiting trait, adding even more momentum to her swing.

Using that trait I have that adds +4to attack rolls once a day against a demon.

Power Attack with Haste, Divine Favor, the above trait, and Furious Focus feat 1d20 + 11 + 1 + 1 + 4 ⇒ (14) + 11 + 1 + 1 + 4 = 31

Damage 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16


Map of the Marchlands | Wintersun Hall

It doesn't affect the outcome of her attack, but the furious focus feat requires the attack be with a weapon wielded with two hands. If she's holding the rod of cancellation in one hand, she must be making her attack one-handed. She would also need to divest herself of the shield to attack with two hands.

Also, since she is hasted and only took a five foot step, she gets another melee attack.


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 never realized that about Furious Focus! My bad on that. Here’s my second attack on the same enemy.

Power Attack with Haste , Divine Favor and Divine Bond 1d20 + 11 - 2 + 1 + 1 ⇒ (7) + 11 - 2 + 1 + 1 = 18

Damage 1d8 + 9 + 1 ⇒ (8) + 9 + 1 = 18

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