Clebsch GM Wrath of the Righteous Adventure Path

Game Master Clebsch73

The Sword of Valor relic reclaimed and the demonic forces on the defensive, Queen Galfrey orders six heroes of Drezen to explore the Worldwound near the citadel for pockets of resistance and information on what the demons may be planning.

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress


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Map of the Marchlands | Wintersun Hall

Behind the Screen (enemy round 3 strategy and attack roll):
Hoping to hold out until reinforcements arrive, the leader of the enemy army orders the army go into full defensive strategy.
Attack, defensive strategy, spellcasting: 1d20 - 4 + 1 ⇒ (8) - 4 + 1 = 5
DV = 12 + 4 + 1 = 17

Anarya may set strategy and then make the attack roll for the army.

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

Smite Evil can only be used in a melee phase, so I wanted to use it on the first charge. I shouldn't have mentioned it in my first post (which was the ranged phase).

"By the Inheritor, we have to gain the upper hand now," Anarya remarked. Calling out to her troops, she cried "KNIGHTS OF KENABRES, NOW WE BREAK THEIR LINES! CHARGE!" Her trumpeters quickly relayed the message throughout the army. The knights surged forward into a full force assault.

Same tactic. Switching to Reckless strategy.

3 (Army ACR) + 4 (Reckless) + 2 (Scouting Reports)
Army Roll (Damage +6): 1d20 + 3 + 4 + 2 ⇒ (12) + 3 + 4 + 2 = 21

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 gazed on from her steed at the knightly charge. Her eyes sparkled, seeing Glorious Charge like those she had read about played out before her eyes.


Mass Combat Rules | Drezen

sorry for the delay. I realized I have been omitting the OM Modifier so I went back to double check recent rolls, but the rolls were so low that attacks failed to reach the DV even with the OM modifier.

On the table:
The tiefling army roll above was Attack, defensive strategy, spellcasting: 1d20 - 4 + 1 ⇒ (8) - 4 + 1 = 5 It should have been 1d20 + 2 - 4 + 1 = 7
DV = 12 + 4 + 1 = 17

I don't see where the bonus for scouting reports comes from. There is nothing in the mass combat rules about that. Did I give a bonus in the past battles? If so, it was a situational bonus, as far as I can recall.

The Knights of Kenabres inflict 8 points of damage on the Tiefling army.

When Anarya's order to attack with reckless aggression, the paladins finally penetrate the tiefling line and once the enemy is divided, their numbers begin to plummet. They are unable to make any effective counterattacks. The end is near, but so is the army of human cultists, which will be on the battlefield very soon after the next round.

Behind the Screen (Tiefling Army strategy and attack roll):
The Tiefling commander tries to keep the troops together by continuing the defensive posture, hoping to shift to a more aggressive strategy if they survive to fight alongside their ally army.
Tiefling Army Attack roll: AC, Strategy, spellcasting: 1d20 + 2 - 4 + 1 ⇒ (9) + 2 - 4 + 1 = 8
DV: 12 + 4 + 1 = 17

Anarya, as before, announce strategy and tactics decisions and make the army attack roll.


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 stands firm at the front line of the battlefield. She hoped the vision of her wielding Radiance would rally the Inheritor’s army to stand firm against the combined tiefling and evil human armies.

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

Right in the Knights of Kenabres statblock page (link), it's the advantage we get for having Anevia traveling with us: "Anevia: scouting reports enable the army to always gain battlefield advantage, increasing its OM and DC by 2."

Anarya continues the assault, with no change in tactics or strategy. "Drive the forces of evil before you, Knights! We hold the field!"

3 (Army ACR) + 4 (Reckless) + 2 (Scouting Reports)

Army Roll (Damage +6): 1d20 + 3 + 4 + 2 ⇒ (9) + 3 + 4 + 2 = 18


Mass Combat Rules | Drezen

Retcon: Sorry for being so dense on the army stats. With the bonus from Anevia's scouting reports, the last round would have done 2 more points, which would have defeated the tiefling army. I was also misinterpreting the OM statblock that is in the AP book and so the OM should be +8 for both melee and ranged attacks. So that adds another 5 to the attack roll which would have changed other aspects of the battle.
Rather than try to retcon the earlier rounds, I'm just going to say the tiefling army was routed and dispense with some of the aftermath details until later. So prepare for the Cultist army approaching. There will be a round for ranged attacks and since this army cannot make ranged attacks, the Knights of Kenabres get a free attack round on them. Make the roll. I'll correct the Knights of Kenabres statblock in the army profile.

The approaching army of humans is about the same size as the tiefling army, it appears more professional, with better armor and warriors instead of rogues. They are swarming through the ruins of the southbank settlement but are still out of range of melee attacks but vulnerable to ranged attacks. So the Knights of Kenabres has a chance to soften them up before they engage the army in melee combat.


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) |

"On the commander's mark, archers!" Raine shouted from a good vantage point. She lit a strip of oil-wrapped cloth around her arrow, to be the first signal when Anarya ordered the strike. The order came from the aasimar, and a second later, Raine's flaming arrow split the sky, followed by the black horde of arrows of the Knights.

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 this count as a separate combat?

Anarya ordered the knights to spread out, covering more ground and appearing, to the advancing humans, to nearly surround them as they pummel their foes with a relentless hail of arrows.

Morale Check to Switch Tactics: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28

Expert Flankers Tactic and Reckless Strategy:
3 (Army ACR) + 4 (Reckless) + 2 (Scouting Reports) + 2 (Expert Flankers)

Army Roll (Damage +6): 1d20 + 3 + 4 + 2 + 2 ⇒ (10) + 3 + 4 + 2 + 2 = 21


Mass Combat Rules | Drezen

On the Table:
The cultists are using standard strategy with standard tactics. Its DV = 14. It does not have ranged attacks, so it makes no attack this round. Result of Knights of Kenabres attack: 21-14 + 6 = 13 damage.

The cultists' ranks are thinned dramatically by the rain of arrows but they are not defeated as they roar into melee range.

Beyind the Screen:
Change tactics: DC 15 Morale Check, leader charisma: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Strategy = Aggressive.
Tactics: Dirty Fighters: Your army uses trickery and unfair tactics to gain an advantage at the start of a battle. For one Melee phase this battle, its OM increases by 6. (After that Melee phase, the opposing army knows to be ready for such tricks.)
DV = 14 - 2 Strategy = 12
OM: +3 + 6 (dirty fighters) = +9
Attack: 1d20 + 9 ⇒ (8) + 9 = 17

This is still part of the same battle. Select next round strategy and tactics and roll your attack.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Anarya rapidly orders the knights to consolidate their forces, ready to meet the humans' charge with a reasonable but aggressive defense.

Morale Check to Switch Tactics: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23

Switches to Standard tactics and Aggressive strategy:
3 (Army ACR) + 2 (Aggressive) + 2 (Scouting Reports)

Army Roll (Damage +3): 1d20 + 3 + 2 + 2 ⇒ (18) + 3 + 2 + 2 = 25


Mass Combat Rules | Drezen

On the Table:
Knights of Kenabres DV: 18
Cultist attack = 17
Cultist DV: 12
Knights attack - DV + 3 = 25 - 12 + 3 = 16
The army had 3 hp left, so this brings them to -13 so it will take a successful DC 15 morale check to avoid a rout: Morale, Cha of leader: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11

The cultists fight dirty, using various tricks to try to blind the knights or otherwise disrupt their attacks. But it comes to nothing as the much more disciplined knights cut the cultists to pieces. The army's commander tried to keep the army organized, but they scatter in blind panic.

The two armies had been stockpiling equipment captured from crusader armies at various times. They also had a considerable amount of food and water. The south bank is secure and the Knights have structures they can use for quarters and for defensive positions.

The stockpile of captured crusader gear includes a fair amount of magic armor. This can upgrade the Knights of Kenabres’s masterwork armor to magic armor, increasing the DV of the PCs’ army by 1 additional point. In addition, 15 units of food and water are stored in the area.

Role play your parts in the battle and the aftermath and discuss your next move.

Behind the Screen:
Siege Points: 18.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena was concerned for a bit, especially when the two armies almost surrounded the crusaders, but clever leadership by Anarya meant the battle was never truly in doubt. ”Great job, everyone! Now we have a base to make our next plans. Which area do we take next? I’m still concerned about the undead,” the Paladin proposes, as she wipes down her armor, returning it and her shield to its normal gleam.


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 grinned tightly when the battle tides turned under Anarya's leadership. When the battle lines of the enemy broke, Raine sent barrages of arrows to speed the fleeing tieflings and cultists on their way.... or ensure they never left. Of the enemy dead on the field, more than a few sported red-fletched a'Thiel arrows.

"Good to see them running as the people of Kenebres had to," she says with dark satisfaction on rejoining the others. "I'll help the scouts keep an eye on the perimeter while you sort out where we're taking next, Anarya. Commander Anarya."


Tauni struggled to stay with Anarya during the assault. With her presence being like a torrent of divine inspiration, it was a challenge not to surge forward with the disciplined knights and be part of the ordained victory! She hardly had to translate Anarya's directions; the pure energy radiating from her seemed to make her wishes known.

Here and there Tauni offered minor spells, seeking to tip the balance of some nearby engagement. But overall, they were mere snowflakes in the avalanche of warriors washing over the enemy. Truly the dedicated forces of Kenebres were a sight to behold!


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 a whirlwind of silver claws as the knights met the cultists head on. He was never far from Anarya's side though and more than one cultist was drug down and torn apart as they got too close to her.

Anarya was a beacon of hope and inspiration for everyone on the field and this filth would not touch her.

After the battle, Karas picked over the remains with the knights and tossed out some useful bits here and there.

He met back with the rest of the commanders afterward to plan their next step.

"The hill and prison seem like a good next step. I'm sure anyone still imprisoned there would be grateful of our help and want to get the hell out of the demons grasp. We can clean up the undead after that?"

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

Partially because I'd like to switch it up between army and regular combat, I think we should take that bridge first.

Anarya regarded the map in the damaged building the Knights had chosen as a new temporary command hub. "Both strategic objectives are important, but I'm concerned about the Ahari bridge. The enemy certainly knows our intentions - it's the only route we can use to get the army across safely. If they act quickly and reinforce or even destroy that bridge, we will be cut off and unable to advance. Once taken we can hold it easily enough - the only reason the enemy can't do the same is time. Now that we stand at the brink, they will surely move quickly to cut us off."

"Any sudden troop movements might trigger their siege engines to start bombarding us." She looked around at her companions and smiled. "We will go alone, with minimal support. Strike quickly and hard, and drive out the bridge's defenders. Once taken, the army can move in to reinforce it from any further counterattacks."


Map of the Marchlands | Wintersun Hall

The scouts report that the bridge is guarded by feral-looking beasts chained to the bridge’s weakened supports and several tieflings on the watchtowers above, and furthermore that each support has been significantly weakened by structural damage. It might take a minute or two, but the beasts chained to the pillars could be driven to tear the bridge down. Marching an army up to the bridges will certainly cause the cultists to destroy it, but a smaller group could sneak in and defeat them quickly without, hopefully, triggering the destruction of the bridge.

Plan your attack. I'm working on a map of the bridge and the guardians posted there.


Map of the Marchlands | Wintersun Hall

The battle map for the Ahari Bridge is in the GM header and on the campaign tab. Scouting reports indicates about 8 tieflings guard the southern end of the bridge, with four beasts that look like giant aurochs chained to each bridge supports. You can approach the bridge during the day or at night. I'll roll weather for the next night and day and post it later tonight.


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

”Is there anyway to put the aurochs to sleep or hold them powerless like that demon did to me in the last battle? If we could keep them from moving until we deal with the tieflings, it would make the battle easier. Or could someone sneak ahead and break the chains, so that if they run, they won’t damage the bridge?”

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 imagine mind-affecting magic would affect them well - they don't appear to be highly intelligent beasts. I agree with Ellena, disabling the beasts should give us a much easier time taking the bridge. Can anyone identify them to confirm?"


Map of the Marchlands | Wintersun Hall

Behind the Screen:
Karas: Knowledge (Arcana): 1d20 + 8 ⇒ (7) + 8 = 15
Raine: Knowledge (Arcana), untrained: 1d20 + 1 ⇒ (18) + 1 = 19
Tauni: Knowledge (Arcana): 1d20 + 12 ⇒ (7) + 12 = 19
Aravashnial: Knowledge (Arcana): 1d20 + 12 ⇒ (16) + 12 = 28

None of the scouts could identify the beasts except to describe them as unusually large bulls that have teeth appropriate for a carnivore. But based on the description, Aravashnial thought they might be man-eating aurochs. He described them as magical beasts with intelligence a bit higher than your typical domesticated beast, perhaps bright enough to understand a language, although he doubted they could speak. They have unusually tough hides that are best attacked with slashing weapons.


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 furled his silver brow, "If the beasts are man eaters, they may be best put down. I'll do it as quickly as can be managed but may need another down there or Raine's support from above."


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

”Does anyone have any teleportation magic to get us behind the creatures? Or flight and Invisibility? We need to get to the aurochs quickly.”


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) |

"If someone could make me invisible I could probably go unlock their chains... though they'd still be a problem, I guess. Just not one that would be as likely to break the bridge," Raine said drily.


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Raine a'Thiel wrote:
"If someone could make me invisible I could probably go unlock their chains... though they'd still be a problem, I guess. Just not one that would be as likely to break the bridge," Raine said drily.

"I - I think I can do that. I don't have the formula in my spellbook, but... Yes, yes I can."

Using wild arcana, I can cast invisbility on Raine.


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

”Maybe if we wait to take the bridge, we could find some useful items to help us take the bridge. I think the undead were guarding some sort of tomb, weren’t they! I’m sure there’s plenty of magic hidden in there,) just waiting on us.”

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 patted Ellena on the shoulder, meeting her eyes. ”’Wait?’ What’s this nonsense about waiting? Did Iomedae wait when she saw an opportunity to slay The Iron Gargoyle once and for all? No! She dove after the downed Segruchen and smote the beast before it could even move from its falling-crater.” Avelina pointed her sword towards the foes across the bridge. ”The longer we wait, the more opportunity we give them to prepare. Let us strike, Comrades!”


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'm willing, Tauni." Rained looked to Anarya. "So what's the plan, commander?"


"Stealth or charge? I have magic to aid either." She looks to Anarya for a decision. Haste or Invisibility?

Silver Crusade

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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 adjusted her pose for maximum elegance as she kept her blade pointed towards the enemies. ”I am always a fan of a charge. And I have a rather spectacular surprise I would like to open with. By group’s blessing, of course.”

Avelina has yet to try out Mythic Fireball, and this seems like quite an opportunity!

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 considers all their words. "Stealth has too many variables. If a single tiefling is a spellcaster and can pierce Tauni's invisibility spell, or the aurochs can smell those who approach, Raine could be caught alone against an overwhelming force. Our best bet is a direct assault. Any spells you need to cast before we move, cast them now." Anarya turns to Avelina. "Spectacular, you say? We could use a bit of a spectacle. The floor is yours, Highness." The oracle grinned at her friend as she began her own magical preparations.

Self:
Anarya has veil of heaven, shield, and corruption resistance cast on herself.

Whole party:
Anarya has cast bless from her wand, and moment of greatness from her spell slots cast on the entire party. Everyone gets a +1 morale bonus to attack rolls and a +1 morale bonus to saves vs. fear. And, each person can double any morale bonus they're under for ONE roll this combat.

Avelina:
Can you do that Bloodline Power thing that increases morale bonuses for us?

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 happily use her Heroic Echo to increase the bonus from Bless for 6 rounds

Avelina sheathed her sword. She appreciated Anarya’s accomodating, yet confident nature, particularly as it came to her own benefit here. Ever since she came up with the spell’s name, she had been anxious to use it. She had spent the entire day working through names, up until the Inheritor inspired her by bringing to her mind some repartee from the blazing finale of Imelda Gareth’s timeless narrative poem Lady Rowena and the Snow Knight.

Avelina cupped her hands in front of her, as though taking a drink from some sacred spring. A ball of shifting fire no bigger than a chestnut blazed into existence in her palms.

”Witness, Villains and Heroes alike, the Spark of a Single Righteous Soul.”

She held it up to her mouth and blew. The tiny ball shot forward with surprising speed. As it reached the formation of tieflings, it appeared to wink out for a fraction of a moment. But then! Avelina threw open her arms and a whole field flaming flowers exploded into orange-gold bloom.

The Spark of a Single Righteous Soul Mythic Fireball: 6d10 ⇒ (9, 5, 1, 2, 10, 3) = 30
DC 20 reflex save for half damage. Any that fail the save vs mythic fireball are on fire and take 2d6 fire damage a round until the fire is put out


Map of the Marchlands | Wintersun Hall

I'm working on the start of this battle. Looking forward to it. Sorry it is taking me so long. Holiday and work related challenges are limiting my posting time and this one is going to take some time.


Map of the Marchlands | Wintersun Hall

I've added a map with PCs on it. Place yourselves among the ruins for the start of initiative. I'll roll perception for the enemy to see if they are surprised, so if you want, roll your stealth to get into position without being noticed. You can pick day or night, but the tieflings guarding the bridge don't need light sources, so anyone without darkvision will not be able to see unless there is moonlight. I'll set up the weather next.

Behind the Screen: Weather:
Weather: 1d100 ⇒ 17
Temperature Variation: 1d100 ⇒ 55 Normal: 60s
Duration: 1d6 + 1 ⇒ (4) + 1 = 5 days
Precipitation 30%: 1d100 ⇒ 5 Yes.
Precipitation type: 1d100 ⇒ 85: Rain
Duration: 2d12 ⇒ (11, 11) = 22
Starting hour: 1d24 ⇒ 18
Wind Strength: 1d100 ⇒ 26

The weather on the day following the Battle of Southbank was normal, for the Worldwound. The temperature was in the 60s. Sosiel cast read weather and forecast a soaking rain beginning around sundown and lasting well into the next day. No significant wind was predicted.

The group can make the attack during daylight hours and before the rain comes or after it gets dark, when it will be raining or wait until the next day and attack during the rain. The rain will cause the creek at the bottom of the gorge to get partly flooded, but won't force the aurochs to be removed. The main environmental impact of rain on combat is that it reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. Rain automatically extinguishes unprotected flames (candles, torches, and the like) and imposes a –4 penalty on ranged attacks. There will be no natural illumination at night while it is raining, so only those with darkvision can see at all.


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 say we attack during the day, of course. The rain might help us, so maybe that’s the proper call?


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) |

Day's better for us I'd think. Stealth check:

Sneaky: 1d20 + 13 ⇒ (7) + 13 = 20


Map of the Marchlands | Wintersun Hall

It may not be evident at first glance, but I added some to the south side of the map of the bridge, including some ruined buildings for cover. Position yourselves where you want to be and make a stealth check. Since it is a holiday, I'll wait a few days before 'botting anyone. Enjoy.


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 flanked to the right using a small building as cover so he could get a good clear space to get to the beasts.

stealth: 1d20 + 1 - 3 ⇒ (12) + 1 - 3 = 10


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

I’m fine being placed anywhere. My stealth is horrid, so if we are taking the element of surprise, you all better go ahead and have me bring up the rear.


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) |

Positioned myself


As they approach, Tauni told the others "Don't stray too far before we engage. I want to be able to start us off with a speed enhancement that may allow us to end this more quickly." She will also cast See Invisible when they start to get close.

Positioned myself. I am planning on casting mythic haste to kick things off.

Edit: Positioned Ellena as well. A bit behind Raine, but still within line of sight. Also letting her approach without being directly in the foes' line of sight.


Map of the Marchlands | Wintersun Hall
Ellena Lovain wrote:
I’m fine being placed anywhere. My stealth is horrid, so if we are taking the element of surprise, you all better go ahead and have me bring up the rear.

Keep in mind thee are distance penalties to perception, plus the right approach can limit the number of enemies with a shot at noticing you. I'll have to wait until this evening to set up the first round. Happy New Year, in advance.


Map of the Marchlands | Wintersun Hall

On the Table:
Anarya: Stealth, ACP: 1d20 + 2 - 3 ⇒ (1) + 2 - 3 = 0
Avelina: Stealth: 1d20 + 1 - 5 ⇒ (3) + 1 - 5 = -1
Ellena: Stealth, ACP: 1d20 + 0 - 6 ⇒ (17) + 0 - 6 = 11
Karas: 10
Raine: 20 - 1 (ACP) = 19
Tauni: Stealth: 1d20 + 2 ⇒ (11) + 2 = 13

BI: Perception, 100': 1d20 + 9 - 10 ⇒ (14) + 9 - 10 = 13
T1: Perception, 50': 1d20 + 5 - 5 ⇒ (12) + 5 - 5 = 12
T2: Perception, 50': 1d20 + 5 - 5 ⇒ (14) + 5 - 5 = 14
T3: Perception, 50': 1d20 + 5 - 5 ⇒ (12) + 5 - 5 = 12
T4: Perception, 50': 1d20 + 5 - 5 ⇒ (5) + 5 - 5 = 5
T5: Perception, 50': 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2
T6: Perception, 50': 1d20 + 5 - 5 ⇒ (18) + 5 - 5 = 18
T7: Perception, 50': 1d20 + 5 - 5 ⇒ (15) + 5 - 5 = 15
T8: Perception, 50': 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2

Initiative:

Anarya: Initiative: 1d20 ⇒ 3
Avelina: Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Ellena: Initiative: 1d20 ⇒ 3
Karas: Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Raine: Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Tauni: Initiative: 1d20 + 13 ⇒ (9) + 13 = 22

BI: Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
T1: Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
T2: Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
T3: Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
T4: Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
T5: Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
T6: Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
T7: Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
T8: Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Karas: 1d20 ⇒ 14
BI: 1d20 ⇒ 6
Anarya: 1d20 ⇒ 13
Ellena: 1d20 ⇒ 13
Anarya: 1d20 ⇒ 12
Ellena: 1d20 ⇒ 19

T2
Tauni
Raine
Avelina
T4
T5
T7
T8
T3
Karas
BI
T1
T6
Ellena
Anarya

Although the group tried to be stealthy and keep buildings between them, the tieflings guarding the near end of the bridge readied their ranged weapons as everyone got into position. One of the tieflings managed to cast a darkness spell that covered them in magical darkness.

First up:
Tauni
Raine
Avelina

The darkness spell reduces the light level by one. Since it is a typically overcast day, that makes the area in the darkness spell dim lighting.


Tauni stayed where she was, casting a powerful spell over her allies.

Each of her friends felt the familiar sensation of their blood hastening and the world seeming to slow around them. A faint taste of licorice swirls in their mouths as the magic washes over them.

Casting mythic haste on everyone. Extra attack at full BAB when making a full attack. +1 bonus on attack rolls. +1 dodge bonus to AC and Reflex. All modes of movement increase by 50' to a max of three times normal speed. Gain an extra move action each round.


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 grinned wickedly as she felt Tauni's magical power roll over all of them. "That's good stuff, Tauni. Oi, devilspawn!"

Raine stepped out from the cover of the building, her eyes burning with a strange white light. "I can still see you."

And then the arrows began flying.

Starting on #5, unless he has cover from me; if so I'll start with #6, and move on to #7 if I happen to drop #6. Raine has 60' darkvision now, and the first row of tieflings are within 60' of her.

Arrow 1- manyshot, mythic rapidshot, deadly aim, haste: 1d20 + 13 - 2 - 2 + 1 ⇒ (12) + 13 - 2 - 2 + 1 = 22
Damage, manyshot, deadly aim: 2d8 + 14 ⇒ (5, 8) + 14 = 27

Arrow 2: 1d20 + 13 - 2 - 2 + 1 ⇒ (10) + 13 - 2 - 2 + 1 = 20
Damage, deadly aim: 1d8 + 7 ⇒ (4) + 7 = 11

Arrow 3: 1d20 + 13 - 2 - 2 + 1 ⇒ (14) + 13 - 2 - 2 + 1 = 24
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Arrow 4 (iterative): 1d20 + 8 - 2 - 2 + 1 ⇒ (11) + 8 - 2 - 2 + 1 = 16
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

Arrow 5 (hasted attack): 1d20 + 13 - 2 - 2 + 1 ⇒ (2) + 13 - 2 - 2 + 1 = 12
Damage: 1d8 + 7 ⇒ (1) + 7 = 8


Map of the Marchlands | Wintersun Hall

The double arrow attack struck the left side rogue in the neck and chest, dropping him instantly. Raine's next two arrows did similar damage to the next one in line. But her last two sailed high.

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

This is where Avelina shoots her mythic fireball, as in her last post


Map of the Marchlands | Wintersun Hall

On the Table:
DC 20
On Wall
T3: Reflex: 1d20 + 4 ⇒ (20) + 4 = 24 Saves, 10 damage
T4: Reflex: 1d20 + 4 ⇒ (13) + 4 = 17 Fails, 25 lethal
On bridge
T7: Reflex: 1d20 + 4 ⇒ (16) + 4 = 20 Saves, 10 lethal
T8: Reflex: 1d20 + 4 ⇒ (11) + 4 = 15 Fails, 25 lethal
On wall
BI: Reflex: 1d20 + 6 ⇒ (4) + 6 = 10 Fails, 25 lethal
Prone:
T5: Reflex: 1d20 + 4 ⇒ (9) + 4 = 13 Fails, 25 lethal
T6: Reflex: 1d20 + 4 ⇒ (13) + 4 = 17 Fails, 25 lethal
T4: Fire Damage, Resistance: 2d6 - 5 ⇒ (6, 6) - 5 = 7
T4: DC 17 Con to Stabilize: 1d20 ⇒ 11
T8: Fire Damage, Resistance: 2d6 - 5 ⇒ (1, 2) - 5 = -2
T8: DC 12 Con to Stabilize: 1d20 ⇒ 7
T3: Healing: 2d8 + 3 ⇒ (4, 7) + 3 = 14

The explosion was brilliant to behold and after the flash and flames dissipated, only one tiefling was left standing on the edge of the bridge and one of the tieflings peering over a four foot wall on the wall of the bridge had fallen from view.

The tiefling on the bridge ran into the right tower to take cover from the arrows and spells. One on the wall could be seen drinking something and his burns were healed.

Karas is up.


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

So if this is feasible, Kara's currently has a speed of 110ft. I'd like to perform a charge onto the beast dead ahead of him by leaping from the riverbank to land on/next to it.

Let me know what I'd need to roll and if i can do such

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