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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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 moved into position behind Ellena and nodded in readiness


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 threw open the door, ready to face whatever evil was no doubt waiting on the other side.


Map of the Marchlands | Wintersun Hall

Ellena opened the door and everyone looked in anxiously. The ripe stench of decay almost choked her. The source of the smell was coming from two bodies suspended from the rafters, clearly dead of battle wounds. The livery of the corpses suggested they were snatched from the battlefield at Keeper's Canyon. Various cabinets and tables stood around a fireplace in the south wall, and doors led west and north. The room was perhaps the kitchen when the occupants of the chapel ate normal food. These corpses were likely meant for the ghouls.

Nothing moved in the room.

North or west?


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

If no one found anything else, Ellena held her breath and ventured to the north.


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) |

"....we'll cut 'em down before we leave," Raine said in a strained whisper, eyeing the corpses dangled like so much haunches of meat. "Put 'em to rest as best we can under the... under the circumstances. For now, let me look both those doors over, then we can go for the north one."

Raine padded quietly to each of the remaining doors, studying them for traps, and listening briefly at each in case of sounds beyond.

+22 vs traps, +20 for general awareness of anything beyond them


Map of the Marchlands | Wintersun Hall

Behind the screen:
N: Stealth: 1d20 + 4 ⇒ (17) + 4 = 21
G1: Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
G2: Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
G3: Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
G4: Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
Raine: perception: 1d20 + 18 ⇒ (12) + 18 = 30

What is giving Raine a +2 bonus on her perception checks?

Raine detected no traps or locks, but when she listened at the east door, she heard voices speaking common. They seemed to be having an argument about the current state of the Worldwound incursion after the assaults on the border and the destruction of the wardstones.


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) |

(Heightened Awareness, cast when we began exploring the temple, duration 30 minutes, should still be active.)

Raine frowned at the sound of voices, pointed at the eastern door, and padded back quietly to whisper to the others.

Stealth to move quietly away from the door: 1d20 + 13 ⇒ (12) + 13 = 25

She whispered softly, "No traps that I can tell. At least two talkin' past there, though. Speakin' Common, so prolly not demons.... prolly. Arguin' about how the war's going." She smiled nastily. "Let's show 'em just how bad it's going for them, yeah?"


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

When the group aligns itself appropriately, Ellena again takes door duty. She traps the door, throwing it open. ”Time to face the champions of The Inheritor, foul evil doers!”


Map of the Marchlands | Wintersun Hall

The broken frames of several beds lay scattered about this large room. Two of the more serviceable ones had been pushed together to make a larger sleeping pallet. A table and several chairs also occupied the center of the room. A group of four ghouls stood talking with a very different looking figure.

The fifth was a very muscular humanoid about seven feet tall. It had batlike wings large enough that they might enable him to fly. He had human looking skin but thick bear-like fur on his back and on the backs of his arms and legs. Horns extended from his head and long floppy ears. His eyes glowed red and when he saw Ellena, he licked his lips hungrily. He wore a breastplate and a heavy steel shield, a battle aspergillum, a holy symbol of Kabriri, and a wand.

I'll get initiative order and roll for surprise, knowledge checks, etc. next chance I get, probably late tonight or tomorrow. In the meantime, if you want to roll Knowledge (Planes) to try to identify the figure, go ahead. If you get bonuses for native outsiders, you may take the bonus on the roll.

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

Knowledge (Planes): 1d20 + 4 ⇒ (8) + 4 = 12


Knowledge (planes) 1d20 + 12 ⇒ (14) + 12 = 26


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) |

Kn Planes: 1d20 + 12 ⇒ (5) + 12 = 17


Map of the Marchlands | Wintersun Hall

On the Table:
Anarya: Stealth, ACP: 1d20 + 2 - 3 ⇒ (4) + 2 - 3 = 3
Avelina: Stealth: 1d20 + 1 ⇒ (8) + 1 = 9
Ellena: Stealth, ACP: 1d20 + 0 - 6 ⇒ (2) + 0 - 6 = -4
Karas: Stealth: 1d20 + 1 - 3 ⇒ (8) + 1 - 3 = 6
Raine: Stealth, ACP: 1d20 + 11 - 1 ⇒ (13) + 11 - 1 = 23
Tauni: Stealth: 1d20 + 2 ⇒ (14) + 2 = 16
None of the Enemy can miss a perception check with a negative DC.

Anarya: Initiative: 1d20 ⇒ 13
Avelina: Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Ellena: Initiative: 1d20 ⇒ 9
Karas: Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Raine: Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Tauni: Initiative: 1d20 + 13 ⇒ (9) + 13 = 22

M: Initiative: 1d20 + 8 ⇒ (13) + 8 = 21
G1: Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
G2: Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
G3: Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
G4: Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

Initiative Order
Avelina
Tauni

M (winged one)
Raine
G3
Anarya
G2
G1
G4
Ellena
Karas

Anarya does not recognize what type of creature the winged one is. Raine knows what it is but not anything detailed. Tauni knows what it is and a little bit more.

Tauni may request one category of monster lore.

Avelina and Tauni react first.


Special Attacks, please.

Tauni saw the group before them, and her heart sank at the mere sight of the winged creature. She let the power flow from her as she cast her spell, letting the divine energy feed into it.

Casting Mythic Haste. As haste, but targets get an additional move action each round and speed is increased by 50', to a max of three times normal speed.


Map of the Marchlands | Wintersun Hall

Tauni:
Special Attacks: consume flesh (Su)
Once per day, a half-nabasu can entirely consume the body of a creature of the same race as the half-nabasu’s non-demonic parent—doing so takes the half-nabasu 10 minutes of grisly work, but grants the half-nabasu a +2 profane bonus on all attack rolls and damage rolls, as well as to its AC. In addition, the act grants the half-nabasu 2 temporary hit points per Hit Dice. These effects last for 1 hour per Hit Dice.

From the blood and grue on his mouth and hands, it appears he may have consumed a body recently,

Raine and Tauni:
The creature appears to be a half-nabasu, half human/half Nabasu demon. A half-nabasu has thick fur on its shoulders and back of the same color as its hair (which tends toward dark colors). It has large batlike ears and wings, a fanged mouth, and taloned fingers. Yet the half-nabasu’s eyes are perhaps its most frightening feature: sunken red orbs that often glow when the creature is hungry—and half-nabasus are always hungry. A half-nabasu’s favored meal is the flesh of those who share its non-demonic heritage. It is a loner and a predator, a thief and thug at best, but more often feared as a serial killer or sadist.

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 peaked around the corner let loose a little squeal of delight.

”Oh how perfect! The Inheritor left them all in a nice cluster for me. Praise to Her!”

He called down the Radiant Dawn of the Inheritor Burst of Radiance on the enemies. this should hit all but #1

SR Check (if needed): 1d20 + 8 ⇒ (6) + 8 = 14
Radiant Dawn of the InheritorBurst of Radiance: 5d4 ⇒ (4, 4, 4, 4, 4) = 20
Blind/Dazzle Duration: 1d4 ⇒ 4
A DC 19 reflex save reduces the blind to dazzle


Tauni finished her spell, and with disgust clear in her voice said "The half-nabasu must have just fed; its profane might will be amplified."


Map of the Marchlands | Wintersun Hall

On the Table:
DC 19
G2: Reflex: 1d20 + 2 ⇒ (7) + 2 = 9
G3: Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
G4: Reflex: 1d20 + 2 ⇒ (11) + 2 = 13

The half-nabasu appeared unaffected by the light, but the three ghouls in the burst clutched at their eyes and then collapsed, as the positive energy of light ripped through corpse bodies.

Before I proceed, at the end of the last battle, some people had injuries. Were these healed?

Anarya (3 lethal)
Avelina (9 lethal)
Karas (3 lethal)

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’s 9 points of damage came off of her False Life temp hp, so she’s still full health

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 could have sworn I posted. Anarya and Karas will enter this fight at 3 below their maximum.


Map of the Marchlands | Wintersun Hall

Behind the Screen:
DC 17
Anarya: Spellcraft: 1d20 + 4 ⇒ (18) + 4 = 22
Karas: Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
Raine: Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19
Tauni: Spellcraft: 1d20 + 12 ⇒ (12) + 12 = 24

The winged creature snarled at the intruders, "કબ્રિરીની જજમેન્ટ વિનાશ."*

Abyssal:
Kabriri's Judgment will destroy you.

It then ran surprisingly fast toward the door to the north of the room and cast a spell.

Round 1
Raine (mythic haste)
Anarya (3 lethal, mythic haste)
G1
Ellena (mythic haste)
Karas (3 lethal)(mythic haste)

Round 2
Avelina (mythic haste)
Tauni (mythic haste)
M

Raine and Anarya are next. If the ghoul is killed, then the rest of the group may act.


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) |

"I hear castin'! Dunno what," Raine growls as she takes a short adjusting step and looses arrows in a superhuman blur at the undead horror that lurks on the other side of the doorway. She mused that she wasn't sure she'd packed quite enough arrows...

Bow, PBS, haste, rapidshot, manyshot, deadly aim, cover:: 1d20 + 13 + 1 + 1 - 2 - 2 - 4 ⇒ (20) + 13 + 1 + 1 - 2 - 2 - 4 = 27 Potential critical
Confirm?: 1d20 + 7 ⇒ (8) + 7 = 15
Damage, manyshot, pbs, deadly aim:: 2d8 + 16 ⇒ (5, 2) + 16 = 23
Addt'l critical damage if the 15 confirms: 2d8 + 16 ⇒ (2, 8) + 16 = 26

Bow, PBS, haste, rapidshot, deadly aim, cover:: 1d20 + 13 + 1 + 1 - 2 - 2 - 4 ⇒ (17) + 13 + 1 + 1 - 2 - 2 - 4 = 24
Damage, PBS, deadly aim:: 1d8 + 3 + 1 + 4 ⇒ (3) + 3 + 1 + 4 = 11

Bow, PBS, haste, rapidshot, deadly aim, cover:: 1d20 + 13 + 1 + 1 - 2 - 2 - 4 ⇒ (14) + 13 + 1 + 1 - 2 - 2 - 4 = 21
Damage, PBS, deadly aim:: 1d8 + 3 + 1 + 4 ⇒ (2) + 3 + 1 + 4 = 10

(Iterative) PBS, haste, rapidshot, deadly aim, cover:: 1d20 + 8 + 1 + 1 - 2 - 2 - 4 ⇒ (11) + 8 + 1 + 1 - 2 - 2 - 4 = 13
Damage, PBS, deadly aim:: 1d8 + 3 + 1 + 4 ⇒ (3) + 3 + 1 + 4 = 11

(Hasted attack) Bow, PBS, haste, rapidshot, deadly aim, cover:: 1d20 + 13 + 1 + 1 - 2 - 2 - 4 ⇒ (2) + 13 + 1 + 1 - 2 - 2 - 4 = 9
Damage, PBS, deadly aim:: 1d8 + 3 + 1 + 4 ⇒ (7) + 3 + 1 + 4 = 15

If the ghoul drops before all arrows kill him, Raine would save any excess. Ammo's something to conserve!


Map of the Marchlands | Wintersun Hall

Raine's first arrow took out the lone remaining ghoul.

Anarya and the other PCs may act.

What you see when you enter the room during this round:
The broken frames of several beds lay scattered about this large room. Two of the more serviceable ones had been pushed together to make a larger sleeping pallet. A table and several chairs also occupied the center of the room. Remains of four ghouls lay fallen where Avelina's and Raine's attacks had felled moments ago. At the north end, the winged half-nabasu stood with a battle aspergillum, regarding the intruders with distain for having dispatched his loyal servants. As the room had no windows, the lighting was dim beyond 30' of Anarya assuming her halo is activated. Please treat squares with furniture in them as difficult terrain.

Round 1
Anarya (3 lethal, mythic haste)
Ellena (mythic haste)
Karas (3 lethal)(mythic haste)

Round 2
Avelina (mythic haste)
Tauni (mythic haste)
Nulkeneth
Raine

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

As Tauni's magic fell over her, the world seemed to slow to a halt before Anarya's eyes. As arrow after arrow launched forth from Raine's bow, she could see the bowstring vibrate as it snapped back in place after each shot, and she could admire each arrow's graceful arc through the air before it hit its mark.

Anarya followed in the arrows' wake, finding that while the world had slowed, she certainly had not. She had barely begun to step forward before she found herself staring down the half-Nabasu in the open chamber. As she approached, she could feel the light from her halo burning like fire as it grew, sensing an enemy. It blasted forth, cascading over him like divine flames.

Extra move action from mythic haste:
Quick Channel (Sacred Scourge + Alignment Channel): 3d6 ⇒ (6, 3, 4) = 13 6 damage, no save. DC 20 will Save or be dazed 1 round.

Even as the holy light crashed into him, Anarya locked eyes with her foe. She reached out a hand towards him, then clenched it into a fist. As she did, a deafening cacophony exploded into being around him.

Caster Level Check (in case of SR): 1d20 + 6 ⇒ (17) + 6 = 23

Sound Burst: 1d8 ⇒ 8 No save. DC 19 fort save or be stunned 1 round.


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

With the mythic spell affecting her, Ellena moved faster than she ever could have imagined. Seeing the awful beast, she declared her smite evil against the demon. Her speed slowed her to move directly up to the beast and use Radiance versus the beast.

Power Attack with Smite Evil 1d20 + 10 + 3 ⇒ (1) + 10 + 3 = 14
Damage 1d8 + 10 + 12 ⇒ (4) + 10 + 12 = 26

AC is 25 vs enemy.


Map of the Marchlands | Wintersun Hall
Anarya wrote:

Extra move action from mythic haste:

[dice=Quick Channel (Sacred Scourge + Alignment Channel)]3d6 6 damage, no save. DC 20 will Save or be dazed 1 round.

I don't understand what the comment means "6 damage, no save.' Also, I don't see where the save or be dazed comes from. It's a challenge for me as GM to keep up on all the various sources of magic features come from. I could probably figure it out by studying the character stat sheet, but it's late and I don't have the energy. Sorry.

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

Anytime you need me to clarify something, just let me know! The differing effects of my channel are from Variant Channeling (Rulership). Variant Channeling causes all the damage from a channel to harm to be halved, regardless of whether the save is successful. It also adds a secondary effect to the channel, which is negated on a successful saving throw. Variant channeling varies based on the deity. One of the options available for Iomedae is Rulership, which Dazes the target for 1 round on a failed saving throw.

I'm not surprised you don't remember us discussing it because it was more than three years ago that I mentioned picking it for Anarya. Since I have two channel energy abilities, one from the Life mystery revelation ("Channel") and one from the Purifier archetype ("Sacred Scourge"), I asked if it was alright for me to apply variant channeling just to the Sacred Scourge one. That leaves her other channels (the 5d6 one) unchanged (with no Daze effect, but at full damage).

[Discussion Thread Link]

(The reason the revelation one is 5d6 and DC 22 while the archetype one is still at 3d6 and DC 20 is that Anarya treats her oracle level for her revelations as 4 higher from the Mythic Domain path ability. Sacred Scourge is just a class feature, not a revelation, so it doesn't benefit from the +4 increase.)

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

Though... it did just occur to me that a half-fiend doesn't have the evil subtype, so in order to affect him with that channel, I'd need to use Mythic Alignment Channel, which costs a use of Mythic Power and halves the damage again, because he's just an evil creature, not an evil outsider. And honestly, he's probably not worth a use of mythic power when I only have 3 left and already am gonna need to spend 1 or 2 more today on other things I have planned.

So he's actually unaffected by that channel after all. Sorry to go to all that length for what was actually a mistake.


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

In a flash Karas was on the half fiend Raking and tearing at him.

Spending a mythic point to Fleet charge moving up to my movement which is 110ft with haste, and taking a free claw attack as a swift action, then full attacking. The swift claw ignores all DR

Swift claw,haste,power attack: 1d20 + 12 + 1 - 2 ⇒ (12) + 12 + 1 - 2 = 23
swift claw damage,arcane strike,power attack: 1d6 + 9 + 4 ⇒ (3) + 9 + 4 = 16

Claw 1,haste,power attack: 1d20 + 12 + 1 - 2 ⇒ (10) + 12 + 1 - 2 = 21
claw damage,arcane strike,power attack: 1d6 + 9 + 4 ⇒ (6) + 9 + 4 = 19

Claw 2,haste,power attack: 1d20 + 12 + 1 - 2 ⇒ (20) + 12 + 1 - 2 = 31
claw damage,arcane strike,power attack: 1d6 + 9 + 4 ⇒ (6) + 9 + 4 = 19

Haste claw,haste,power attack: 1d20 + 12 + 1 - 2 ⇒ (20) + 12 + 1 - 2 = 31
claw damage,arcane strike,power attack: 1d6 + 9 + 4 ⇒ (6) + 9 + 4 = 19

Crit Claw 2,haste,power attack: 1d20 + 12 + 1 - 2 ⇒ (17) + 12 + 1 - 2 = 28
claw damage,arcane strike,power attack: 1d6 + 9 + 4 ⇒ (1) + 9 + 4 = 14

Crit Haste claw,haste,power attack: 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30
claw damage,arcane strike,power attack: 1d6 + 9 + 4 ⇒ (1) + 9 + 4 = 14

these are also raging if that wasnt a given.

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 took the liberty of moving Karas on the map

Seeing her way was clear, Avelina strode into the room after Karas. She lackadaisically fired off some of her "holy arrows" at the remaining villain.

SR Check (Spell pen and greater spell pen): 1d20 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 13
Volley of Holy Arrows Magic Missile (CL 6): 3d4 + 3 ⇒ (2, 3, 4) + 3 = 12


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Map of the Marchlands | Wintersun Hall
Anarya wrote:

Though... it did just occur to me that a half-fiend doesn't have the evil subtype, so in order to affect him with that channel, I'd need to use Mythic Alignment Channel, which costs a use of Mythic Power and halves the damage again, because he's just an evil creature, not an evil outsider. And honestly, he's probably not worth a use of mythic power when I only have 3 left and already am gonna need to spend 1 or 2 more today on other things I have planned.

So he's actually unaffected by that channel after all. Sorry to go to all that length for what was actually a mistake.

I wasn't questioning that you had the ability to do what was listed, just not clear the basis for it. Thanks for the update. I like to double check in case any of the target's immunities or other defenses would affect the saving throw.


Map of the Marchlands | Wintersun Hall

So I finally have some time to go through this at my computer with all my notes available. Sorry for the delay. I hope next week will be better.

As I understand the fallout of the channeling discussion is that Anarya ret-conned the use of the channel to harm and only used the spell sound burst.

On the Table:
N: DC 19 Fortitude: 1d20 + 10 ⇒ (3) + 10 = 13

Anarya ran into the room and sent a magical burst of sound at the beast. The violent sound erupted like a bomb and caused the monster internal damage and sent bits of stone mortar billowing into dust. The half-fiend was stunned by the shock of the attack. 8 damage, stunned.

Anarya:
Anarya sensed that the effect might have been prevented by spell resistance, but her will dominated and forced the effect through the magic protecting this powerful minion of evil.

Ellena and Karas closed quickly on the winged creature, anxious to hit him while he was still reeling. Ellena's glowing sword bounced off his armor and had no effect. Nothing special prevented her attack; she just did not get past AC.

Karas was a blur of silver as his claws ripped into the monster. Every attack hit. The last one came close to ripping the half-nabasu's black heart out. The formidable foe fell like a scarecrow attacked by a mob with scythes. 101 points, the monster is unconscious and dying. A CDG will finish him.

So I needed a calculator to total the damage. Triple figures in one melee turn. Pretty impressive. Of course, that was with two confirmed crits.

Avelina's attack was not needed. She could take a different action if she wants, but the melee is over.

The creature's name was Nulkineth. Not sure the PCs would know that, but it makes it easier to describe the situation; maybe it was written on his underwear. Some of his gear glows with magic. Identifying the gear should be easy, so we don't need to RP that.

Nulkineth's Gear:
Wand of hold person (10 charges), unholy water (3), +1 breastplate, heavy steel shield, +1 battle aspergillum (currently filled with unholy water), (un)holy symbol of Kabriri, powdered silver worth 250 gp, key.

There is also a strongbox among Nulkineth's possessions. It is locked but not trapped and can be opened with minor effort.

Strongbox contents:
Nulkineth keeps several trophies and treasures in a strongbox that contains 383 cp, 710 sp, 3,827 gp, a beryl worth 500 gp, three opals worth 100 gp each, a gold holy symbol of Sarenrae worth 200 gp, a knight’s pennon (battle), a +1 chain shirt, and a +1 returning dagger.

I'm also dispensing with the appraise checks to identify the value of the gems and other items of worth. If nothing else, Horgus can appraise them by taking 10.


Map of the Marchlands | Wintersun Hall

There is one more encounter, but to speed things along, I'm going to describe what is found in the rest of the chapel rooms and let you position yourselves as you like in the courtyard after checking in the remaining rooms on the east end of the compound.

Meditation Hall (central of the rooms on the east side of the compound.)
The stained-glass windows lining the ceiling of this quiet chamber had all been shattered, leaving colorful broken glass scattered across the stone floor.

High Priest’s Quarters (NE corner)
This mostly barren room had two sets of shackles anchored within a nook along the eastern wall. The door had been locked ...

On the Table:
Raine: DC 25 Disable Device: 1d20 + 18 ⇒ (2) + 18 = 20
Disable Device: 1d20 + 18 ⇒ (2) + 18 = 20
Disable Device: 1d20 + 18 ⇒ (13) + 18 = 31 Third time's a charm.

which Raine was able to unlock after a few failed attempts.

Open Courtyard
Stunted trees and tangled grass choked this open-air courtyard. A half-broken statue looked to the sky with what once would have been outstretched arms.
Don't blink! (That's for any Doctor Who fans out there.)

Let's say that took five minutes to check those rooms and emerge into the courtyard. Please state what magical effects are still active and if you wish, do any healing you would do. You likely have two tasks to complete before returning to the army: consecrating the Chapel, with some powdered silver obligingly provided by Nulkineth, and burying or preparing the bodies of the two dead crusaders in the kitchen.


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) |

Sorry for the quiet, work's been crazy.

Raine smiled when the lock clicked udner her fingers, eventually. "Gotcha," she murmured softly.

Heightened awareness should still be active on Raine.

Shouldering her bow, Raine headed for the kitchen. She felt she had little to offer in the way of a faith powerful enough to cleanse the chapel, but helping to get down the bodies and see them treated with a bit of respect, that, she could manage.

"I'm gonna cut down those poor souls hangin' like meat," she said with a deep exhale. "Any hands are welcome."

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'll help get them down," Anarya offered quietly. Concentrating on her dragonscale, she imbued Karas with its magic. Held aloft on the silvery vapors she commanded, it would be easy for him to cut down each body and lower it to the ground with dignity.

Once the bodies were taken care of, Anarya felt her way, looking through her magic at where the aura was strongest, to the center of the desecration laid upon the chapel. She walked about the chamber, sprinkling the powdered silver evenly. This was familiar work to the former acolyte - she had assisted in consecration rituals before, just never performed the blessing herself.

Finally, she moved back to the center and focused on herself. She turned inward and found the connection to the brilliant, relentless energy she had felt inside ever since the destruction of the wardstones. Holding her hands out before her, she conjured into being a small pinpoint of light, which wavered for a moment before bursting forth. All at once, the oppressive aura of desecration was lifted, and peace settled upon the chamber once more.

Spending a use of mythic power to use Inspired Spell to cast consecrate, which automatically dispels the desecrate effect.


Map of the Marchlands | Wintersun Hall

Behind the Screen:

Anarya: Perception, opposed: 1d20 + 6 ⇒ (10) + 6 = 16
Anarya: Perception, visual, non-opposed: 1d20 + 8 ⇒ (13) + 8 = 21
Avelina: Perception: 1d20 - 4 ⇒ (5) - 4 = 1
Ellena: Perception: 1d20 - 1 ⇒ (15) - 1 = 14
Karas: Perception: 1d20 + 14 ⇒ (13) + 14 = 27
Raine: Perception, Heightened Awareness: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26
Tauni: Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Maugla: Perception: 1d20 + 23 ⇒ (3) + 23 = 26

Anarya: Initiative: 1d20 ⇒ 2
Avelina: Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Ellena: Initiative: 1d20 ⇒ 4
Karas: Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Raine: Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Tauni: Initiative: 1d20 + 13 ⇒ (10) + 13 = 23
Maugla: Initiative: 1d20 + 7 ⇒ (2) + 7 = 9

As Anarya finished the consecration, the others stood outside the north door observing. Out of the corner of his eye, Karas noticed movement in the courtyard and turned to see what was there.

Karas:
Karas turned to see a figure in the courtyard. It was medium sized, with bat-wings, scaly skin, and a mouthful of sharp teeth. Not trained in the knowledge of planes and their denizens, he did not know what type of creature it was. Don't post any response to this just yet. I have to resolve one thing before I'll have the initiative order, which will determine when Karas can respond to what he sees.

I just made an initiative roll. Raine has an option associated with the heightened awareness spell that allows her to dismiss the spell and gain a +4 bonus to her initiative roll. She should make that decision before seeing the results of the initiative roll, which I'll reveal next post.


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) |

No thanks, I'll keep the perception bonus.


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 helped her own way in cleaning up the temple. She put in good old fashioned elbow grease, helping to carry whatever was needed, scrubbed to clean up any unsavory fluids, etc.


Map of the Marchlands | Wintersun Hall

Karas gets to act in the surprise round, followed by the enemy he's reacting to, then we start round 1. The enemy is named Maugla; no one has any way of knowing that at this point, but it will make describing things easier in OOC mode.

Surprise Round
Karas
Maugla

Round 1
Raine
Tauni
Karas
Maugla
Avelina
Ellena
Anarya


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

to clarify, there is a portcullis in the way?


Map of the Marchlands | Wintersun Hall

It appears that way from the map, but the text says nothing about it and since you've been moving about the complex, I'm going to assume it has been opened.


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 called out to the others,"Demon in the courtyard!" and rushed to meet it head on.

60ft single move action toward the creature please


Map of the Marchlands | Wintersun Hall

On the Table:
Anarya: Will, vs. evil outsider: 1d20 + 6 ⇒ (4) + 6 = 10
Avelina: Will, vs charm/compulsion: 1d20 + 4 + 8 ⇒ (4) + 4 + 8 = 16
Ellena: Will: 1d20 + 7 ⇒ (10) + 7 = 17
Karas: Will, bloodraging: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Raine: Will: 1d20 + 4 ⇒ (20) + 4 = 24
Tauni: Will: 1d20 + 6 ⇒ (5) + 6 = 11

Before looking under the spoiler above, know that it contains a will save versus an enchantment (compulsion) [mind-affecting] spell effect.
If your character has any special abilities that allow a re-roll or bonus or whatever, if the effect requires you to decide whether to use it or not before seeing your roll, do not look under the spoiler until you have posted your choice. All PCs should check the roll to see if I got the bonus correct. The being casting the spell-like effect is an evil outsider.

I'll wait until tomorrow to post the effect. It is important to get this first save correct, as it could affect the outcome. In case it wasn't obvious, this is the boss battle. The next post I'll make will be the monster lore knowledge rolls, which will be knowledge planes.


Map of the Marchlands | Wintersun Hall

Behind the Screen:
DC 19
Raine: Knowledge (Planes): 1d20 + 13 ⇒ (14) + 13 = 27 versus demons
Tauni: Knowledge (Planes): 1d20 + 12 ⇒ (6) + 12 = 18

Raine:
Raine knows a lot about creatures from the planes, but this one is not familiar to her.

Raine:
Raine recognizes this is a Nabasu demon. Nabasus are birthed directly into the Material Plane from the Abyss, where they feed on innocent souls to mature. Only when finally sated can a nabasu return to the Abyss. Rumor holds that even then the nabasu’s lifecycle does not change, and that further developments await them as they continue to grow. These vile demons form from the souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer the tang of undead flesh. It is hardly surprising it would be associated with ghouls and worshipers of Kabriri. Raine gets information from one category below.

Damage Resistance:
DR 10/cold iron or good

Defensive Abilities:
None.

Immunities:
Death effects, electricity, paralysis, poison

Resistances:
acid 10, cold 10, fire 10

Spell Resistance:
SR 19

Weaknesses:
None.

Special Attacks:
death-stealing gaze: As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu’s control. A nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based.

consume life: When a nabasu creates a ghoul with its gaze attack, it gains a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, and its caster level for spell-like abilities increases by 1. For every 2 growth points, its natural armor bonus, SR, and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check—success indicates it matures (gaining both the advanced and the giant simple templates) and plane shifts to the Abyss in a burst of smoke. A nabasu can have a maximum of 20 growth points—it automatically matures if it has not done so already when it reaches 20 growth points.

sneak attack +2d6


Spell-Like Abilities:
At will—deeper darkness, greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 19)
3/day—enervation, silence (DC 16), vampiric touch
1/day—mass hold person (DC 21), regenerate, summon (level 4, 1 nabasu 30% or 1d4 babaus 30%)

Spell Casting:
None.

Special Abilities:
death-stealing gaze: As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu’s control. A nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based.

consume life: When a nabasu creates a ghoul with its gaze attack, it gains a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, and its caster level for spell-like abilities increases by 1. For every 2 growth points, its natural armor bonus, SR, and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check—success indicates it matures (gaining both the advanced and the giant simple templates) and plane shifts to the Abyss in a burst of smoke. A nabasu can have a maximum of 20 growth points—it automatically matures if it has not done so already when it reaches 20 growth points.


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'll use a mythic boost on my will save just in case. I have not entered rage yet so base will save is +4
mythic boost: 1d4 ⇒ 4


Alas, that appears to be correct for Tauni.


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

DM, I haven’t looked at the spoiler yet. I’d first ask if Ellena’s Exposed to Awfulness trait would apply here. 1/day if she can reroll a save if she was killed or physically incapacitated by a demon’s Spell, ability, etc. Before I look at the spoiler, I want to use that, if it applies here.


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) |

(There seem to be two contradictory spoilers there for Raine. I have no re-rolls I'll use)

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 has an extra +1 to her save because of her Demon Eradicator trait, as long as it's an outsider with the evil subtype (which it will have if it's a demon)

Avelina will also use a mythic boost

Mythic Boost: 1d4 ⇒ 4


Map of the Marchlands | Wintersun Hall

The second spoiler is correct. The first spoiler that says Raine was supposed to be Tauni. Sorry for the confusion.

Raine:
Raine recognizes this is a Nabasu demon. Nabasus are birthed directly into the Material Plane from the Abyss, where they feed on innocent souls to mature. Only when finally sated can a nabasu return to the Abyss. Rumor holds that even then the nabasu’s lifecycle does not change, and that further developments await them as they continue to grow. These vile demons form from the souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer the tang of undead flesh. It is hardly surprising it would be associated with ghouls and worshipers of Kabriri. Raine gets information from one category below.

Tauni:
Tauni knows a lot about creatures from the planes, but this one is not familiar to her.

Sorry for keeping you in suspense. I'll get the results now that I have this information.

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