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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Checking Weaknesses and Resistances. Edit: Well, crap. Nada.

Tauni saw one of the ghouls crouching inside the door and reacted. She drew out a wand and used it to attack the undead creature.

Ice Spears vs. the ghoul inside the door, closest to Karas.

Damage 2d6 ⇒ (2, 2) = 4 piercing and 2d6 ⇒ (1, 1) = 2 cold.
Trip attack 1d20 + 4 ⇒ (3) + 4 = 7

Reflex DC 14 for half damage and to avoid being tripped. Edit: Like it matters with those rolls.


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) |

With bow in hand, Raine reacted on swift instinct, even if she had no idea what the strange humanoids were. "Anything I should know about these other than they're ugly?" she growled as she took a short step and sent arrows whistling just over Karas's shoulder, towards one of the forms that lurked on the other side of the door.

5-ft step, full attack, regular arrows, on #1

Bow, PBS, rapidshot, manyshot, deadly aim, cover: 1d20 + 13 + 1 - 2 - 2 - 4 ⇒ (7) + 13 + 1 - 2 - 2 - 4 = 13 Assumed miss

Bow, PBS, rapidshot, deadly aim, cover: 1d20 + 13 + 1 - 2 - 2 - 4 ⇒ (19) + 13 + 1 - 2 - 2 - 4 = 25
Damage, PBS, deadly aim: 1d8 + 3 + 1 + 4 ⇒ (8) + 3 + 1 + 4 = 16

Bow, PBS, rapidshot, deadly aim, cover: 1d20 + 13 + 1 - 2 - 2 - 4 ⇒ (12) + 13 + 1 - 2 - 2 - 4 = 18
Damage, PBS, deadly aim: 1d8 + 3 + 1 + 4 ⇒ (6) + 3 + 1 + 4 = 14

(Iterative) PBS, rapidshot, manyshot, deadly aim, cover: 1d20 + 8 + 1 - 2 - 2 - 4 ⇒ (13) + 8 + 1 - 2 - 2 - 4 = 14 Assumed miss

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

Immunities, Special Attacks, and Special Abilities.

"Ghouls - ghoul clerics!" Anarya exclaimed. "They're undead - you won't be able to stun them or affect their thoughts. Their bite and claws can paralyze, and the bite carries a terrible disease. Beware the two with unholy symbols - they're priests of Kabiri, Demon Lord of ghouls!"

Knowledge (Religion): 1d20 + 8 ⇒ (7) + 8 = 15 How much does Anarya know about Kabiri?


Map of the Marchlands | Wintersun Hall

Post coming after lunch today.


Map of the Marchlands | Wintersun Hall
Anarya wrote:
How much does Anarya know about Kabiri?

Anarya:
The carrion-stenched demon lord Kabriri (pronounced ka-BREE-ree) is the patron of Golarion's flesh hungry, cannibalistic ghouls. His signature weapon is a two-headed flail made of iron and bone capable of rotting flesh and creating ghouls by touch. His unholy symbol is a maggot-filled bowl made from a human skull.

One myth is that Kabriri was the first mortal to eat the flesh of his brother, only to die soon after from a stomach complaint, and to be reborn in the Abyss as the first ghoul. Some claim that in life Kabriri was an elf, and that this is the reason that ghouls having long ears and slender bodies, and also why elves are immune to their paralysis.

Kabriri is predominantly worshiped by the cannibalistic ghouls that dwell in the hidden warrens beneath the earth's surface, especially the more civilized specimens who dwell in the Darklands city of Nemret-Noktoria deep beneath Osirion. Nemret-Noktoria has strong connections with undead nation of Geb which also harbours a ghoul population dedicated to He Who Gnaws. Some of his followers enacted bloody rituals in his honour beneath the gibbous moon, dancing and feasting beneath the nights sky. His followers tend to wear black and purple robes, and use the foul carrion 'perfume of Kabriri'.

Titles: Him Who Gnaws, Lord of Ghouls, Demon Lord of Graves and Ghouls
Home: Everglut, the Abyss
Alignment: Chaotic evil
Areas of Concern: Ghouls, Graves, Secrets kept by the dead
Worshipers: Cannibals, conspirators, ghasts, ghouls, grave robbers, necrophiles


Map of the Marchlands | Wintersun Hall

On the Table:
G5: DC 14 Reflex: 1d20 + 2 ⇒ (11) + 2 = 13

The ice spear that Tauni sent at the ghoul east of the north door stabbed him but did not trip him. 6 damage.

Raine's first arrow hit a boney spot on the tough hide of the ghoul on the other side of the door and did no damage. The next one went into the head and the ghoul collapsed.

Raine: post the target of your next 2 shots, both of which hit. Roll damage for the last arrow. If you shot a fallen ghoul, subtract 4 from the attack for target being prone. You know the AC of the standard Ghouls is 14. Cleric ghouls have Studded leather armor, so their AC is higher.

Also, just to make things more interesting, I'm going to rule that the light inside the chapel is dim outside of 30' from the open doors. So if shooting at a target in dim light, roll a 20% miss chance. No need for the cover penalty if shooting at ghouls 2, 4 or 6.


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) |

Ah, okay, lower ac than I was expecting. Remainder of shots would have been aimed at #4. Damage: Damage for that last arrow: 1d8 + 8 ⇒ (2) + 8 = 10


Map of the Marchlands | Wintersun Hall

On the Table:
<=20 = miss due to dim light: 1d100 ⇒ 30
<=20 = miss due to dim light: 1d100 ⇒ 67
Bite: 1d20 + 3 ⇒ (4) + 3 = 7
Ghoul 6: Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Raine's third and fourth arrows hit another ghoul along the west wall and it also fell. 24 to Ghoul 4

The clerics act, but no is in a position to clearly see what they might be doing.

One of the ghouls who had been prepared to ambush someone coming through the west doors scurried to attack Ellena, but it's sharp teeth snapped on the stale air.

Round 1
Ellena
G5 (6 lethal)
G2
Anarya
Avelina
G6
G4 (24 lethal, -10)
Karas

Round 2
Tauni
Raine
Ilzek
Jadiss
G3
G1 (16 lethal, unconscious, -3)

Ellena is up, then two more ghouls act.


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 squared off against the ghoul and took two swings with her blade.

Power Attack 1d20 + 10 ⇒ (9) + 10 = 19
Damage 1d8 + 10 ⇒ (5) + 10 = 15

Iterative Power Attack 1d20 + 5 ⇒ (10) + 5 = 15
Damage 1d8 + 10 ⇒ (5) + 10 = 15


Map of the Marchlands | Wintersun Hall

Ellena cut down the ghoul in the doorway with one mighty swing. 15 to Ghoul 3.

Ellena may either attack the fallen ghoul a second time to put him further negative, or she can take a move action. FYI: the doorway is ten feet wide. At present, the icon of the fallen ghoul is blocking the left side of the door but the path is open without moving through a square threatened by Ghoul 5.


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 move through the door, closing to engages with the remaining baddies.

Just move me anywhere down there, so that I can attack next round, please.


Map of the Marchlands | Wintersun Hall

On the Table:
Ghoul 5 vs Ellena AC 22
Bite: 1d20 + 3 ⇒ (16) + 3 = 19
Claw 1: 1d20 + 3 ⇒ (10) + 3 = 13
Claw 2: 1d20 + 3 ⇒ (1) + 3 = 4

Ellena stepped through the door and then over to face the ghoul along the north wall just east of the door. This left a path for others to enter without risking attack by that ghoul.

This ghoul #5 immediately threw itself at the paladin, but the Ellena's armor protected her.

One of the ghouls #2 along the west wall moved over to one of the clerics and stood between one of the clerics and the north door.

Round 1
Anarya
Avelina

G6
G4 (24 lethal, -10)
Karas

Round 2
Tauni
Raine
Ilzek
Jadiss
G3 (15 lethal, unconscious, -1)
G1 (16 lethal, unconscious, -3)
Ellena
G5 (6 lethal)
G2

Edit:
Anarya and Ellena Avelina are up. Then Ghoul 6 will act if he is still standing. If G6 goes down (Ghouls have 14 hp), then Karas, Tauni, and Raine may act as well.

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 stepped across the threshold, letting her halo's light further illuminate the chamber. Each undead its light touched felt the radiance scour their bodies, purging the necromantic flesh with its searing brilliance.

Move into the doorway, channel positive energy to harm undead.

Channel Energy (DC 22 Half): 5d6 ⇒ (6, 4, 2, 4, 3) = 19


Map of the Marchlands | Wintersun Hall

Behind the Screen:
DC 22
Jadiss: Will, Channel Resistance, profane bonus: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25
Ghoul 1: Will, Channel Resistance, profane bonus: 1d20 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15
Ghoul 2: Will, Channel Resistance, profane bonus: 1d20 + 5 + 2 + 2 ⇒ (4) + 5 + 2 + 2 = 13
Ghoul 4: Will, Channel Resistance, profane bonus: 1d20 + 5 + 2 + 2 ⇒ (17) + 5 + 2 + 2 = 26
Ghoul 5: Will, Channel Resistance, profane bonus: 1d20 + 5 + 2 + 2 ⇒ (10) + 5 + 2 + 2 = 19
Jadiss: DC 10 Caster Level: 1d20 + 3 ⇒ (15) + 3 = 18
DC 24: Caster Level: 1d20 + 3 ⇒ (4) + 3 = 7

The light drove to the very center of the arcane energies animating the ghouls and those that were still standing collapsed instantly. The cleric winced but did not seem as affected. The cleric, however, was apparently in the process of activating a scroll and the injury from the positive energy disrupted her efforts.

Avelina is up.

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 stepped forward into the doorway and aimed a fusilade of magic missiles at the nearest cleric.

SR Check (if needed) with Spell Pen and Greater Spell Pen: 1d20 + 6 + 2 + 2 ⇒ (10) + 6 + 2 + 2 = 20
Volley of Holy Arrows Magic Missile (CL 6): 3d4 + 3 ⇒ (3, 3, 1) + 3 = 10


Map of the Marchlands | Wintersun Hall

Edit:
The room has an evil feel to it, quite different from what one would expect from a chapel once dedicated to Iomedae. Monsters fighting in this room are benefiting from a profane bonus, giving them bonuses to attacks, damage, and saves. Avelina took 9 damage from the Ghoul attack, not 7 as earlier posted.

On the Table:
Ghoul 6: Charge vs. Avelina AC 17
Bite, charge, profane bonus: 1d20 + 3 + 2 + 2 ⇒ (18) + 3 + 2 + 2 = 25
Bite Damage, profane bonus: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Avelina: DC 13 Fortitude: 1d20 + 5 ⇒ (10) + 5 = 15

Behind the Screen:
DC 13
Avelina: Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17

The magical energy of Avelina's spell streaked at the nearest cleric (the one to the NW corner of the room). 10 points damage to cleric L.

Avelina was so satisfied with her success, she was not prepared to deal with a ghoul who came sprinting her direction from the other side of the chapel charge attack. The undead slammed into her and bit her in the neck. She felt as if ice were injected into her veins which threatened to paralyze her, but she fought off the effect. 9 damage to Avelina.

Round 1
Karas

Round 2
Tauni
Raine

Ilzek
Jadiss (19 lethal)
G3 (15 lethal, unconscious, -1)
G1 (35 lethal, unconscious, -22, dead)
Ellena
G5 (25 lethal, unconscious, -12)
G2 (19 lethal, unconscious, -6)
Anarya
Avelina (9 lethal)
G6 (-2 AC from charge)
G4 (33 lethal, -20, dead)

Karas, Tauni, and Raine are next.


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) |

"Hey! Leave her alone!" Raine snapped in irritation as a ghoul struck at Avelina. "Watch yourself there, your grace. Duck."

Another flurry of arrows sprang from the redhead's bow.

(Targeting #6, if it drops, retarget to J)

Bow, PBS, rapidshot, manyshot, deadly aim, cover: 1d20 + 13 + 1 - 2 - 2 - 4 ⇒ (20) + 13 + 1 - 2 - 2 - 4 = 26 potential critical
Confirm?: 1d20 + 6 ⇒ (15) + 6 = 21
Damage for Critical hit (x3), manyshot, this is gonna be a lot of ow: 4d8 + 32 ⇒ (8, 2, 4, 2) + 32 = 48

Bow, PBS, rapidshot, deadly aim, cover: 1d20 + 13 + 1 - 2 - 2 - 4 ⇒ (16) + 13 + 1 - 2 - 2 - 4 = 22
Damage, PBS, deadly aim: 1d8 + 3 + 1 + 4 ⇒ (2) + 3 + 1 + 4 = 10

Bow, PBS, rapidshot, deadly aim, cover: 1d20 + 13 + 1 - 2 - 2 - 4 ⇒ (19) + 13 + 1 - 2 - 2 - 4 = 25
Damage, PBS, deadly aim: 1d8 + 3 + 1 + 4 ⇒ (6) + 3 + 1 + 4 = 14

(Iterative) PBS, rapidshot, deadly aim, cover: 1d20 + 8 + 1 - 2 - 2 - 4 ⇒ (13) + 8 + 1 - 2 - 2 - 4 = 14
Damage, PBS, deadly aim: 1d8 + 3 + 1 + 4 ⇒ (2) + 3 + 1 + 4 = 10

Raine's first arrow snaked itself deftly right into an undead's half-rotted eye socket, and Raine couldn't help but smirk.

GM note:
Breaking down the manyshot crit damage in case you need it (not trying to say you do, just had to go over it four times for my own sake). Critical damage only counts for one of the two arrows that manyshot sends, so that'd be 3d8+24 for that arrow, then another d8+8 for the second arrow of manyshot.)

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

Do Ghouls go unconscious at below zero, or are they destroyed at 0 hp like normal undead?


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Tauni squinted in the dim light, searching for lurking foes. When she spots one at the far end of the temple, she drops her wand and prepares another, watching for it to act against them.

5' step (reflected on the map), drop wand of ice spears, ready wand of magic missiles, ready action to cast magic missile at the ghoul at the back of the temple if it starts casting. CL 5, damage 3d4 + 3 ⇒ (3, 1, 1) + 3 = 8 if needed.


Map of the Marchlands | Wintersun Hall
Anarya wrote:
Do Ghouls go unconscious at below zero, or are they destroyed at 0 hp like normal undead?

The sections on undead traits say nothing about undead perishing after reaching zero hit points. If you can quote me the place where the rules say otherwise, please do so.

I'll process the actions posted above in the morning. It's past my bedtime.


From the online bestiary: Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.


Map of the Marchlands | Wintersun Hall

Thanks. That's what I get for not reading to the end of the sentence. Okay, so all undead who are negative are no more able to be healed or recover from wounds.

Since Karas is next in order and he has his super speed, I'll wait for his action before resolving Raine and Tauni's actions. If he doesn't post today, I'll assume he is delaying until after Tauni and Raine.


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 saw the real threat in the back weaving dark magics. With unnatural speed he darted into the room to the threat.

move 70ft (double move) to the ghoul cleric provoking from the one in the door. Assuming I dont get paralyzed, rage as free action after the move ends


Map of the Marchlands | Wintersun Hall

On the Table:
Ghoul 6: AOO vs Karas AC 20 Bite, Profane Bonus: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Bite Damage, profane bonus: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Karas: DC 13 Fortitude: 1d20 + 8 ⇒ (19) + 8 = 27

Behind the screen:
Karas: DC 13 Fortitude: 1d20 + 8 ⇒ (7) + 8 = 15
Tauni: Perception, distance, dim light: 1d20 + 13 - 7 - 2 ⇒ (13) + 13 - 7 - 2 = 17
Ilzek: DC 10 Caster Level: 1d20 + 3 ⇒ (2) + 3 = 5
DC 24: Caster Level: 1d20 + 3 ⇒ (1) + 3 = 4

For the record, if someone is poisoned or contracts a disease, I'm going to use the alternate rules in Pathfinder Unchained. These rules change the consequences of disease and poison to get progessively worse if saves are not made.

As Karas ran past the ghoul by the door, the creature bit into his arm, tearing out chunks of flesh. He barely noticed the toxins that tried to paralyze him as he rushed across the room to challenge the cleric over there, who was holding a scroll. 6 damage, 3 to Karas, 3 to Anarya. Note: after moving 40 feet away from Anarya, the Shield Other spells goes out of range and ends.

Tauni's sharp eyes spotted the cleric across the room already engaged in spellcasting activity. She let fly the magic that sends missiles at her.

Magic Missile damage: 3d4 + 3 ⇒ (3, 1, 2) + 3 = 9

It appeared the attack disrupted the spell.

Raine dealt with the remaining ghoul with extreme prejudice. 48 damage to a creature with 13 hp!

Raine put two more arrows in the cleric in the northwest corner of the room. 24 damage to Cleric J. The second hit caused her to collapse.

Seeing all his allies cut down, the cleric by Karas tried to run east toward a pair of double doors along the east wall.

Karas may make an AOO.


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 seized the opportunity.

Claw attack: 1d20 + 12 ⇒ (7) + 12 = 19

Claw Damage, Magic: 1d6 + 9 ⇒ (4) + 9 = 13


Map of the Marchlands | Wintersun Hall

Karas ripped the undead flesh of the ghoul cleric as it fled past him. But the creature ran to a set of doors on the east wall of the former shrine.

Everybody is up.


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) |

Confirming map matching to narrative-- J and 6 are dead, it sounds like, and cleric I has ran to the doors on the east wall? If that's the case the map may not reflect those positions. Assuming that's correct:

Raine was no longer able to see any dead things to fight, so she pushed past the line of her allies until she saw one of the wizened figures scrabbling at a set of doors. She loosed a single arrow, squinting down the shaft before letting it fly.

Single attack, deadly aim: 1d20 + 13 - 2 ⇒ (3) + 13 - 2 = 14 (This might have PBS applied to it as well, so another potential +1)
Damage: 1d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12 +1 more if Cleric I is within 30' of me


Map of the Marchlands | Wintersun Hall

Earlier today I was posting by iPad, so I couldn't move the figure. He is now placed properly at the west double doors. The fleeing cleric is exactly 30 feet away, however even a 15 will not beat his AC. Also, remember, if you don't have low-light vision or darkvision, you have a 20% miss chance for attacking in dim light.

Raine's arrow hits the cleric in the back, but the arrow failed to penetrate his studded leather armor and his tough dried skin.


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 waited for the ranged memebrrs of the group to take their attacks at the fleeing enemy before she moved and got in their way.


Tauni tracked the clerical ghoul as it fled, and took a moment to send more arcane darts at its retreating form.

Magic Missiles from wand, 3d4 + 3 ⇒ (3, 1, 4) + 3 = 11 damage.

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

Since I believe that 6 is now down, Avelina will move forward. If I'm wrong, then she will five foot step back and shoot at 6 instead

Avelina shuddered from the claw, but her Immortal Blood of the Divine False Life's protection barely lingered. She dashed out into the room, taking cover behind the pews before firing a few "pews" of her own at the fleeing cleric.

Volley of Holy Arrows Magic Missile (CL6: 3d4 + 3 ⇒ (4, 2, 2) + 3 = 11


Map of the Marchlands | Wintersun Hall

Tauni sent three glowing balls of magical force at the evil undead cleric. Moments later, three very similar looking balls of magic force were sent by Avelina. The ghoul cleric was struck down.

Melee over.


Map of the Marchlands | Wintersun Hall

To determine the original religion to whom the shrine was devoted.

DC 20 Knowledge religion:
The damage done to the statues, altar, and stained glass is so extensive that it is difficult to tell that the shrine was originally to Iomedae.

To determine the religious significance of the writings defacing the walls

DC 20 Knowledge religion:
The writings are prayers sacred to Kabriri.

If detect magic is cast, the entire room gives off a faint aura of magic.

DC 17 Spellcraft by anyone casting the detect magic spell:
The aura is evocation aura with evil aspect.

DC 30 Perception:
As Sosiel suggested, there is a switch well hidden in the altar which unlocks a secret compartment containing a stash of magic items. The stash is in a sizable hollow space below the altar and is lined with lead to prevent the magical aura of the potions from shining through. In all, there are dozens of cure light wound potions stored in here—enough to outfit the PCs’ army, granting them the healing potions resource (Ultimate Campaign 241). There are enough potions here to allow the army 3 uses of the resource before it is depleted.


With the battle complete, Tauni took a closer look at the room. As she paced the room examining the shrine, she casts a minor spell to look for arcane auras.

Knowledge (religion) 1d20 + 11 ⇒ (15) + 11 = 26
Knowledge (religion) 1d20 + 11 ⇒ (17) + 11 = 28
Spellcraft 1d20 + 16 ⇒ (8) + 16 = 24
Perception 1d20 + 13 ⇒ (16) + 13 = 29

As she walked, she commented "Originally a shrine to Iomedae, but it is hard to tell through all of the damage and these writings to Kabriri."

She shuddered near the center of the room. "This place gives off an aura of evil magic. Evocation magic. The kind that causes damage. Be wary; there may still be traps here."

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

Sure you don't want to mythic surge that perception roll? Depends on whether mythic surges are an in-character action (requiring the knowledge that there is a DC 30 result to find), or whether they're simply a manifestation of our empowered heroic characters (succeeding against all odds at dramatically appropriate times).

Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21

"More than likely it is a spell to desecrate the temple. We need powdered silver - several handfuls worth - and I will break their foul magic."

Uncharacteristically angry, Anarya seethed at the tainting of this holy place with demonic magic. She would break the spell, she resolved.

If we can get 25 gp worth of silver dust, Anarya can dispel the desecrate. Could she break down a silver item (or coinage) she possesses to get the proper materials?


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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) |

Perception, Heightened Awareness: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30

Raine's gray eyes scanned the room shrewdly. "Yeah, traps are a danger. Be just like demons, wouldn't it... Here, what's this at the altar...?"

Moving to investigate, Raine found a hidden switch, and then whistled at the way the light shone off the bottles within. "Hey! Found something here!"


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 moves to the archer, worried that there might be a longstanding trap that had tagged her. She was quite relieved that it was something less dire, however. She looked around with disgust at the desecrated temple. ”We have to clean this altar before we move on. I can feel it must be scrubbed of evil!”

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

"We should make sure the immediate surroundings are clear first, but then we must cleanse this place of its corruption, both physical and magical," Anarya replied.


Map

The secret compartment contains a great many cure light wounds spell, and some vials of holy water and some powdered silver that could be used for a consecrate spell (as if Iomedae knew it would be needed and inspired those stocking the secret compartment to include what would be needed to cleanse the shrine).

If the party wants to explore further, indicate where they wish to look next.


"Agreed, Anarya. It wouldn't do to have the consecration ritual interrupted by more dark forces. It looked like that clerical ghoul was running towards those doors, so why don't we start there."

She is indicating the doors in this room on the east wall.

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

"Agreed. No one is badly injuired?" Anarya checks, despite knowing that she would have felt their shared pain if they had. She returned to Karas and took his hands in hers, smiling up at him. Her halo expanded to engulf him once more, re-establishing the protective bond between them.

Casting shield other on Karas.


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Map of the Marchlands | Wintersun Hall

I accidently posted using my Doctor Who campaign GM Character. Also, I should mention that the ghoul clerics had some gear on them you may wish to scavenge. Each cleric had a suit of +1 Studded Leather armor, a flail, and 92 gp. I'm assuming the discovery of the secret compartment in the altar and studying the writing on the all and such takes about 5 minutes.

At the door to the East, nothing could be heard beyond the doors. No traps were discovered and the door was unlocked. Throwing the door open, the group saw a smaller room that appeared to have served as the chapel dining room. Three stone tables stood with remnants of wooden benches scattered around. Each table had several leather straps wrapped around each table, as if to strap someone to the table. Dried blood stained each table. A rope descended through a hole in the roof. No living or undead creatures were stirring. A single closed door was in the east wall.

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 put a hand over her mouth as bile surged up at the realization of what such a room would have meant to an occupying force of ghouls. She turned to the side, not wanting to look at what she had seen within. From behind, the others could see that she was shaking.


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

Kara's enjoyed the warmth of his loves halo once again and moved to the next room with her. "Nothing more than a scratch. It'll heal well enough on its own"

His face turned stone cold as he saw the tables. More torture... least the damned cultists didn't try to eat me. He didn't think much of it until he noticed Anarya shaking.

He embraced the angel to try and bolster her spirit after remembering that she hadn't grown seeing the atrocities he had.


Map of the Marchlands | Wintersun Hall

Options are to try the door on the east side of the room or go back out to check out the area beyond the chapel and stable, a kind of courtyard.


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 suggests the door to the east. ”Raine, if you check the door for traps, I’ll lead the way through,” Ellena calls out, ready to continue to cleanse the temple.

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 turned as she felt Karas behind her and hugged him close. When she pulled back a moment later, she met his gaze and he could see fury in her eyes. "We will purge this place of the unliving and make it a place of safety once more," she declared softly, a tremble in her voice. She steeled herself to pass through the room once more, and looked upwards upon entering, eager to look anywhere but the gruesome cannibalistic feasting tables. "Where does that rope lead?" she asked.


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) |

"Aye," Raine says to Ellena with a nod, glancing at Anarya and Karas even as she moves past them to the nearest door. A pang filled her at the sight of the obvious love between the two, but she put it out of her head and devoted her attention to the door.

(I believe as before, GM is doing the rolls privately. But Raine will look the eastern door over, with an effective +22.)


Map of the Marchlands | Wintersun Hall

Behind the screen:
No trap to detect.

Looking up the rope dangling from a hole in the ceiling, it appears to connect to a bell in a bell tower.

Raine sees no traps or locks on 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

"I'm ready." Anarya said, her voice cold. "Are you all?"

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