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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Nurah ignored Avelina and addressed Karas. "They have nothing on me, but they do have something you goody-goody crusaders can never understand, power! I and others like me are part of that power, the power to hide in your very midst and divide you and bait you into attacking each other instead of us! "

Any time you want to move on, let me know. Eventually, you'll have to deal with Nurah in terms of what you will do with her, whether you'll simply lock her up and keep her out of the way until she can be tried, execute her, or hold her and try to redeem her. Once, you've agreed on that next step, we can roll things like diplomacy if you try to redeem her to see if you can get her to see the error of her ways. If you want her story, why she has been working for the demons, I can give that to you assuming if you are relentless in trying to learn her true motives; she will cough them up eventually.

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

No time for a full post, but Anarya is going to be relentless in both her attempts to redeem her, and to learn her true motives.


Map of the Marchlands | Wintersun Hall

The following is found in Nurah's gear: scroll of cure moderate wounds, scroll of dimension door, scroll of sending, wand of modify memory (4 charges); +1 chain shirt, dagger, short sword, sling, belt of mighty constitution +2, horn of assured victory, bedroll, cold-weather outfit, flint and steel, backpack, rations (5 days), traveler’s outfit, waterskin, winter blanket, ruby worth 100 gp, 21 gp, 9 sp, 5 cp


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 will withhold judgement on her until he can get her story out of her.

Karas cocked an eyebrow at Nurah and knelt down to eye level in front of her.

"Power huh? I know a lot about the ones you work with. Their plans for power. Their methods. See when I was a younger, they abducted me, killed my mother, and kept me in a cell under Kenabres for years. Just waiting for the right time to perform their weird ritual and shove some weird power into me." Karas unbuckled the breastplate he wore as he spoke, then pulled his tunic down enough that it exposed a strange crimson mark scarred over his heart.

K:Religion DC15 iirc:
Its a mark of Baphomet.
"The problem with power though, too much and it gets out of control. Think you know so much and something goes wrong. It went wrong for the cultists that took me. I should know, since the power they gave me woke up the wrong blood they were after and I tore them apart before escaping. Now the power they sought is being used against them by me, and by my will alone. Power is yours to use. Its up to you to use it wisely and see the better path."

He fastened his armor back into place and stood by Anarya's side with a dour look on his shining complexion.


Nurah seems to relish imagining the tortures Karas alludes to, smirking. "They were amateurs. I warned them they needed the wisdom of Minagho, my master, but he couldn't come to supervise. Your screams were music to my ears, however, while it lasted."


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 smirked, "Names have power. Thanks for giving up the name of your master without so much as a claw mark. I'm sure it was amusing. I had a great time at the end too. We'll talk again later. I'm sure you'll come around eventually. for now I have so many more cultists to deal with."

He stepped outside and went looking for Arivashnial.

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

Instead of being incensed by Nurah's blasphemous and vicious words, Avelina is just put-off. The sheltered girl believed whole-heartedly that no one is actually intentionally evil, save for things like demons and undead of course. They've all either been tricked into it or are just stupid, and Nurah did not seem stupid.

"Honestly, you sound like you are just reciting the script that they have told you. Do you know how many members of your demonic patrons all sound the same? It's all very unoriginal material. I ask you, dear girl, how much is your will truly your own? Demons are quite good at manipulating people. Have you ever thought they might be playing you for a fool?"

Avelina will take ten on diplomacy to improve her attitude for 29


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 listened in grim silence to the questioning, giving Nurah a jaundiced side-eye.

"....were up to me, we'd just put arrows in your head right now, get a clean end to treachery," she says in a dark, low voice. "Guess you ought to be thankful that there's some in this group who're big on mercy."

The redhead looked as if she was about to say more, but she shook her head, turned on her heel, and strode from the tent. She paced among the rows of crusader tents silently in the dark, hand unconsciously tightening and loosening on the grip of her bow.


"I trust our leader's judgment." Is all Tauni said. But her posture and expression made it clear that, at least in this instance, she really doesn't.


Map of the Marchlands | Wintersun Hall

Nurah's story

Over a series of interrogations, Nurah is happy enough to tell the story of how she came to be an agent of the demons. Nurah Dendiwhar originally came to the Worldwound at the tender age of 20, the youngest member of Lord Axilar Trezbot’s entourage from Isger. Her abusive master’s obsession with achieving greatness in the Fourth Mendevian Crusade pulled her into battle alongside him, forcing her to serve as both a scribe for his exploits and a tactician directing his troops as they sought to retake Citadel Drezen.

Not initially enamored with the crusade, Nurah came to relish the carnage, having become somewhat desensitized to fiends after her years in Isger and Cheliax. Her admiration for demons grew over time, peaking when a group of tiefling assassins and babaus led by a possessed crusader tore apart Lord Axilar’s legion and unexpectedly freed her from servitude when they slew her master before her very eyes.

There was never a question in Nurah’s mind at that point—she pledged her service to the demons once she was the last survivor. The commander of the victorious demons revealed himself to be a shadow demon named Eustoyriax, and accepted Nurah’s surrender, sending her with several other prisoners to Raliscrad to be processed. There, the lilitu demon Minagho saw the potential in Nurah’s tainted soul, and after making sure her change of allegiance was real, sent her back to the crusaders as a spy for the Templars of the Ivory Labyrinth.


Map of the Marchlands | Wintersun Hall

Drezen cemetery was occupied by a large army of ghouls led by a ghast. They had not ventured out of the cemetery the first week since the arry arrived, but the last few nights, small raiding parties had attacked the perimeters of the camp of the Knights of Kenabres. There were no special battlefield conditions; a dry and not particularly deep ravine of a tributary of the larger riverbed ran south of Drezen would have to be crossed by the two armies of crusaders, but these were not so deep or difficult for horses to cross as to constitute a strong battlefield advantage for ghouls.

As before, specify any initial round tactics and the starting strategy.

Here are the stats of the 2nd crusader army:

RESCUED MERCENARY ARMY ACR 3
LG Large army of humans (fighter 2)
DV 13; OM +3
Special bravery +1
Speed 1; Morale +0; Consumption 1

Irabeth will lead the mercenary army unless one of the PCs wants to do it.


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 Anarya doesn’t post today, I say you go ahead with Irabeth leading. I don’t know the rules good enough to pilot the army.


Map of the Marchlands | Wintersun Hall

Will do. I don't think the options on tactics and strategy will make much difference. The undead army doesn't stand much of a chance against two crusader armies.

I misplayed the events, by the way, which gave you a break. I should have had the undead army make attacks against the crusaders for two rounds each night. So they would have attacked earlier if I had done it by the book.

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

Just got back from vacation! Avelina should take over the 2nd army, ideally. She's literally one point away from matching Anarya's bonus, and would do beautifully at it.

Bolstered by the second army's reinforcements, Anarya marched the Knights into range of the ghoul army. First, a volley - and soon a mighty charge would follow.

Expert Flankers tactic, Reckless strategy.

OM (+8 base, +2 tactic, +4 strategy, +2 battlefield advantage (Anevia): 1d20 + 8 + 2 + 4 + 2 ⇒ (20) + 8 + 2 + 4 + 2 = 36 (Damage +6)

Anarya hangs onto the magical horn recovered from Nurah, ready to use it on the Knights' charge.

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 can lead it if you pick the tactics, Anarya. You know this system best of us, and I feel like I’d just slow us down

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!

They don't seem to have ranged attacks, so they won't be doing anything in the first phase. They'll be charging to get into combat for the second phase, so they'll be using Aggressive strategy and Standard tactics.

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

GM, I don't think I ever got an answer to this question. Anarya taught the Knights of Kenabres the Cavalry Experts tactic, and earned one more tactic to give them.

If I teach the troops Spellbreaker does that mean Aravashnial can travel with the second army and grant them that tactic? Or does he passively give it to both armies?

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

Okay, just let me know if I did any of this wrong.

Avelina's body trembled as she took command of the smaller army. As much Faith as she had in herself normally, she could not help but feel the weight of all the people under her command. She anxiously asked Anarya more than once for her input on how to proceed. She could not help but think of her own Lord Father and Mother at the lead. How would she measure up to them? To the Queen? She took a moment and steadied herself and turned to her prayers. The Inheritor was always looking out for her. She could trust in Her. And She had chosen Avelina as Her Favored Soul, so why should Avelina doubt?

All of the doubt was safely stashed away when Avelina took up position at the front of the army. She gave one of her glorious smiles and raised her sword and banner high with a cheer.

"For Victory! For the Heart!"

OM (+3 base, +0 tactic, +4 strategy, +2 battlefield advantage [anevia: 1d20 + 3 + 4 + 2 ⇒ (12) + 3 + 4 + 2 = 21


Map of the Marchlands | Wintersun Hall
Anarya wrote:

GM, I don't think I ever got an answer to this question. Anarya taught the Knights of Kenabres the Cavalry Experts tactic, and earned one more tactic to give them.

If I teach the troops Spellbreaker does that mean Aravashnial can travel with the second army and grant them that tactic? Or does he passively give it to both armies?

I'd suggest the latter, although I'm not sure there will be a role for the armies much after this battle. There will the a battle against the armies in the citadel, but after that, there may not be much else, although the next book might continue with mass combat. I haven't read it in detail recently.


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Mass Combat Rules | Drezen

The ghoul army has no archers so it takes a defensive strategy to start, with standard tactics.

DV 17 versus a critical success result of 36 (so far as I can tell, there is no special result for a natural 20 roll, but it shouldn't be needed). Damage = 36 - 17 + 6 = 25. That is 12 more than the enemy army's hit points. The army is defeated.

I'm going to skip the morale check to prevent the defeated army from routing. I can't see undead surrendering nor can I imagine the crusaders would do anything if they did except destroy them. So we will assume the ghouls are more or less destroyed except for a few who slip away.

Each Army can make a morale check to see if it learns a new tactic. The morale level should go up by +1 if the morale check is made, except the Knights of Kenabres are already at the maximum of +4. The commanders can also roll a morale check to see if they gain a new boon.

These are DC 16 will saves.

The arrows rained down on the ghouls, devastating their ranks so decisively, that there were barely any left to run away. The cemetery was now controlled by the crusaders and the only remaining armies of the enemy were in the citadel of Drezen itself.

One building on the grounds drew attention to itself, a stone vault that seemed particularly corrupted, with little light falling on it, even in the rare instance when direct sunlight shone on the cursed landscape of the Worldwound.

Assuming you want to investigate this vault, I'll have a map up soon and you can plan your investigation/attack.

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

As Avelina's troops demolish the undead, she feels her trademark confidence building once again. Of course they should triumph! They have her, the Chosen of the Inheritor, leading them, and their cause is completely and utterly Righteous.

"Soldiers of Mendev! You have won another Glorious victory today! Revel in it and prepare."

Morale Check for New Tactics: 1d20 + 6 ⇒ (12) + 6 = 18
Morale Check for Boon: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13

Avelina is good with investigating the vault


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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) |

Raine was initially leery of Avelina's command, but despite her wariness, she had to admit the victory spoke for itself... and that at a distance, with her voice ringing over the assembled crusaders, she did look rather like the gold-plated Inheritor's champion she was so fond of proclaiming herself to be. The archer rolled her tongue around in her cheek a few times in a reluctantly impressed way, and, after the battle, wandered near Avelina.

"Did alright in charge, there," she said laconically, with a small nod at the other woman.

To everyone, she said, "So are we goin' in?"


Map of the Marchlands | Wintersun Hall

Map is up. Post whatever buffs are in place before we begin and update any changes to AC, Saves, etc. in header lines. I'll roll for initiative and describe the situation in more detail later today.


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 cast Divine Favor Which will last for six minutes when the group enters the tomb.

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

@Ellena, divine favor only last one minute, period, I thought?

Avelina positively beams at Raine’s comment. She holds her head high and waves a hand out towards the troops. ”Why thank you, Dear Cousin. The soldiers of Mendev possess unparalleled bravery and tenacity in the face of True Evil. It is only natural and proper that they should triumph so handily, especially with one of Iomedae’s Chosen supporting them.”

Avelina refreshes Armor of Faith Mage Armor and Shield of Ghostly Silver Shield from her Telendrev scale. She casts Immortal Blood of the Divine False Life and Glorious Heroism from the knight’s pennon.

Immortal Blood of the Divine False Life: 1d10 + 6 ⇒ (4) + 6 = 10


Tauni will cast mage armor and see invisible when they are ready to go in.


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

Ignore my last post! Avalina is right...I thought it was a minute a level, but I was mistaken. I’ll hold off on casting until we encounter an enemy! Thanks, Avelina!


Map of the Marchlands | Wintersun Hall

I forgot to ask: are you approaching in daylight of the next day or at night of the same day as the battle? I'm assuming the battle was done in daylight but that it takes until evening before the leadership team can attend to the vault.

Things you can tell by scouting close enough to use standard detection abilities, such as detect magic.

The crypt seems to be in perpetual darkness out to about 40'.

It is under the effect of an unhallowed spell, same distance.

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 think it would be best to investigate the evening of the same day as the battle. We have enough light sources, including Avelina's continual flame on her sword, that I think we will be fine. We will be indoors anyways


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 squints into the gloom with a sour gaze. "Once that'd have given me pause. Since the..." she hesitates, trying to think of the right words for the event that changed them all, but of which they've spoken little, "...since that thing that happened back at the wardstone though.... not too bothered about a bit of dim, at least."

(Is normal darkvision able to see through this darkness?)

"I got a couple'a scrolls that oughta let folk see in the dark if our shiny lights and such don't help," Raine offers, while murmuring a prayer to heighten her already keen eyes. (Casting heightened awareness, duration 30 minutes)


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

"Not like the dark ever really bugged me." Karas said as he moved to the front and arcanely fortified himself. Casting Phantom Blood

"What do you think is in there?"


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

”Seeing in the dark is not my strong suit, but my bright shield will also guide the way!”. Ellena was ready to press onward and clear the tomb of its awful unhallowed status.

Remember that my shield has alight cast on it. It might not penetrate the darkness, but Ellena doesn’t know that.


Image. Male Cleric of of Shelyn 6

Sosiel offered to help. "I volunteer to accompany you. I can cast the light of day to fight the magical darkness. I can channel to heal or to harm undead."

If the PCs don't want Sosiel to join the cleansing of the haunted vault, he can cast daylight on an object to pierce the darkness, but it will only last 60 minutes. If the PCs accept his offer, he will act in a supporting role, getting involved in melee only if necessary to survive or to save someone.

Note ordinary darkvision will work to see in the darkness, as the 2nd level spell does not affect those with darkvision. If there are ways to give others the ability, then there is no need for daylight spells.


Map of the Marchlands | Wintersun Hall

Behind the screen:
Anarya: Stealth, ACP: 1d20 + 2 - 3 ⇒ (13) + 2 - 3 = 12
Avelina: Stealth: 1d20 + 1 ⇒ (9) + 1 = 10
Ellena: Stealth, ACP: 1d20 + 0 - 6 ⇒ (8) + 0 - 6 = 2
Karas: Stealth: 1d20 + 1 - 3 ⇒ (14) + 1 - 3 = 12
Raine: Stealth, ACP: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22
Tauni: Stealth: 1d20 + 2 ⇒ (4) + 2 = 6
Sosiel: Stealth, ACP: 1d20 - 1 - 4 ⇒ (9) - 1 - 4 = 4
Berbalang: Stealth, incorporeal: 1d20 + 17 ⇒ (16) + 17 = 33

Anarya: Perception, opposed: 1d20 + 7 ⇒ (2) + 7 = 9
Avelina: Perception: 1d20 - 4 ⇒ (9) - 4 = 5
Ellena: Perception: 1d20 - 1 ⇒ (18) - 1 = 17
Karas: Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Raine: Perception: 1d20 + 16 ⇒ (12) + 16 = 28
Tauni: Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Berbalang: Perception: 1d20 + 14 ⇒ (15) + 14 = 29

Night was falling as the group approached the vault from the north. Those with darkvision could see that the vault was about fifty feet on a side, roughly square, with a semicircular set of low steps covered by a partly decayed wooden porch leading up to a set of double doors, each five feet wide. The stones looked ancient, although it was unlikely the structure predated the building of Drezen.

Those without darkvision could only see the general outline of the vault, as the unnatural darkness took away most of the detail, now that twilight was fading to night.

Position your characters within 30 feet of the north border of the map.


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

”We’d be honored if you’d accompany us, Sosiel. We will keep you safe during the exploration,” Ellena explains to the cleric.

Ellena suggested the group to get in their normal exploring marching order.

We haven’t done this in a while. Should we put Raine in front, me and Karas, Avelina, Tauni, Anarya and Sosiel? Open to suggestions.


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 fine being in second row, with Karas and Ellena in front as the frontline. That way I can still use my eyes for trouble but if we get ambushed I'm not in the way of the melee people. It sounds like Anarya's halo will make darkness not a problem within its radius.

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

My halo will be overwhelmed by a darkness spell, unfortunately, since it's duplicating a zero-level spell. Of course, she can just cast daylight herself, if needed.

Morale Check (New Tactic): 1d20 + 4 ⇒ (20) + 4 = 24
Morale Check (New Boon): 1d20 + 7 ⇒ (12) + 7 = 19

Anarya casts several spells on herself and on the party before the group delves into the tomb.

On herself:

  • veil of heaven - (60 minutes)
  • corruption resistance (spell-like ability) - (6 hours)
  • shield (spell-like ability) - (6 minutes)
  • magic circle against evil (inspired spell mythic power) - (80 minutes)

    On Karas:

  • shield other - (6 hours) - remember not to get more than 50 feet from Anarya or this breaks

    On Raine:

  • heroism (inspired spell mythic power) - (80 minutes) - remember that you can double this with Moment of Greatness

    On the Party:

  • bless (wand) - (2 minutes)
  • moment of greatness - (6 minutes or until discharged)

  • 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 arranged us in a tentative marching formation on the map

    Avelina held out her sword forward, the glow of the heatless flame pointing forwards to the tomb.

    "Come along, Darlings. Let us go forth and demolish some more demons!" She then remembered they were in a graveyard. "Or undead! Or both!"

    I presume our perceptive characters will want to check for traps before we head in, but Avelina is otherwise ready


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    Map of the Marchlands | Wintersun Hall

    I'm prepared to start the encounter, but it'll have to wait until this evening or Friday, as I have a lot of grading to do this afternoon and probably won't be ready to post until later. Listen to some eerie mood music to set the scene for an encounter with a horrifying creature of the crypt. *cue sound effect of evil laughter*


    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) |

    TY for the heroism! And yes, Raine will definitely perceive for traps, which I believe Clebsch was doing the rolls for? Happy to do my own if it makes your life easier, Clebsch, but whichever you like


    Map of the Marchlands | Wintersun Hall

    On the Table:
    Incorporeal touch: 1d20 + 11 ⇒ (3) + 11 = 14
    Damage to Con: 1d4 ⇒ 2

    Behind the screen:
    DC 16
    Anarya: Knowledge (Religion): 1d20 + 8 ⇒ (14) + 8 = 22
    Avelina: Knowledge (Religion): 1d20 + 9 ⇒ (7) + 9 = 16
    Ellena: Knowledge (Religion): 1d20 + 7 ⇒ (19) + 7 = 26
    Sosiel: Knowledge (Religion): 1d20 + 9 ⇒ (12) + 9 = 21
    Tauni: Knowledge (Religion): 1d20 + 9 ⇒ (10) + 9 = 19

    Initiative:
    Anarya: Initiative: 1d20 ⇒ 4
    Avelina: Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
    Ellena: Initiative: 1d20 ⇒ 5
    Karas: Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
    Raine: Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
    Sosiel: Initiative: 1d20 - 1 ⇒ (15) - 1 = 14
    Tauni: Initiative: 1d20 + 13 ⇒ (3) + 13 = 16
    Enemy: Initiative: 1d20 + 4 ⇒ (15) + 4 = 19

    Anarya wrote:
    My halo will be overwhelmed by a darkness spell, unfortunately, since it's duplicating a zero-level spell. Of course, she can just cast daylight herself, if needed. ...

    I didn't see daylight on Anarya's list of spells known. I'll assume Sosiel gets the daylight going for the party.

    Sosiel cast Daylight on his holy symbol and align weapon (Good) on his glaive. His spell did not illuminate the vault, but it did cancel the darkness and allowed other light sources to have their normal effect. Anarya's halo and Ellena's shield cast their usual light for the benefit of those without darkvision.

    As the group approached, a partly translucent creature with glowing eyes, bat wings, and a long tongue dangling from its mouth flew out through the north wall of the vault. It flew up and swung its incorporeal hand to try to make it pass through Ellena before darting back toward the vault. The hand passed through her chest and she felt as if it drew some life out of her. She takes 2 points of Con damage.

    Anarya, Avelina, Ellena, Sosiel, Tauni:
    All listed recognize the creature as a Berbalang, an undead creature with bat wings and a corporeal body, but which can leave its body as an incorporeal creature with great speed and grace. Anarya gets 1 extra category of information, Ellena gets 2.

    Damage Resistance:
    DR 10/good or silver

    Defensive Abilities:
    Projection, Fasting Healing 5
    Once per day as a full-round action, a berbalang can enter a trance that separates the creature’s spirit from its body. This splits the berbalang’s current hit points in half between its body and its spirit. The berbalang’s spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: AC 19, touch 19, flat-footed 10 (+4 Dex, +4 deflection, +1 dodge), single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack.

    This spirit projection can travel no more than 1 mile away from the berbalang’s body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang’s body is unconscious and helpless.

    If the berbalang’s body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately.

    A berbalang in spirit form can end the effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang’s spirit form returns to the body, add both the spirit body’s hit points and the physical body’s hit points back together to determine the creature’s current hit point total.


    Immunities:
    Undead Traits

    Resistances:
    None.

    Spell Resistance:
    None.

    Weaknesses:
    None.

    Special Attacks:
    paralysis (1d4+1 rounds, DC 20)

    Spell-Like Abilities:
    At will—bleed, ghost sound (DC 16)
    3/day—alter self, charm person (DC 17)

    Spell Casting:
    None.

    Special Abilities:
    Projection (Su)
    Once per day as a full-round action, a berbalang can enter a trance that separates the creature’s spirit from its body. This splits the berbalang’s current hit points in half between its body and its spirit. The berbalang’s spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: AC 19, touch 19, flat-footed 10 (+4 Dex, +4 deflection, +1 dodge), single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang’s body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang’s body is unconscious and helpless. If the berbalang’s body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang’s spirit form returns to the body, add both the spirit body’s hit points and the physical body’s hit points back together to determine the creature’s current hit point total.

    Everyone in the party was surprised so no one got an AOO and so we proceed to round 1.

    The creature was so fast, it got back inside the vault before anyone could respond, giving off an eerie moan from behind the ancient stone walls.

    Avelina (mage armor, shield, False Life, Heroism)
    Tauni (mage armor, See Invisible)
    Sosiel (daylight, Align weapon)
    Raine (heightened awareness, heroism)
    Ellena (Divine Favor 1 min,-2 Con)
    Anarya (Shield)
    Karas (Phantom Blood, shield other from Anarya)

    Round 2
    Group Buffs (Bless, moment of greatness)
    Berbalang


    Map of the Marchlands | Wintersun Hall

    Behind the Screen:
    Raine: Perception, trapfinding: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40
    Raine: Disable Device: 1d20 + 18 ⇒ (14) + 18 = 32

    When Raine checks door for traps and tries to open:
    Raine sees nothing that could possibly be a trap, but finds the door is locked. She can try to disable the lock next turn.

    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 dashes off to the east, shouting back at her allies. "It's a berbalang! It's a type of undead that is normally corporeal but it can leave its body like it just did. We need to get inside!"

    Avelina takes up a position where she can easily see the battlefield and then draws her hands back into her familiar pose as she readies a Volley of Holy Arrows.

    Avelina is readying an action to fire Volley of Holy Arrows magic missile when she next sees the berbalang

    Readied Spell:

    Volley of Holy Arrows Magic Missile (CL 6): 3d4 + 3 ⇒ (1, 2, 2) + 3 = 8


    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) |

    Bah, thought I posted earlier today but it doesn't seem to have shown up.

    "....great," Raine says in unhappy acknowledgment of Avelina's information, and grits her teeth as she hurries towards the door. "Sounds like we're sitting ducks until we ain't inside, so..."

    [ooc]Single move action, move action to perceive and receive Clebsch's information from above[/b]

    "Doesn't look trapped! I'll open it in a second!"


    Map of the Marchlands | Wintersun Hall

    Raine:
    I already made the roll for her disable device to get past the lock. She made it on the first try, so well done. Next turn, after taking the appropriate action to disable device, the door unlocks.


    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 cried out as the undead hit her nad then faded away before she could respond. ”We need to find that undead and put it out of its misery. It feels like it sucks our part of your soul when it swipes at you!”


    Tauni drew her wand of magic missiles, ready to use it in case the phantom attacked again.


    Map of the Marchlands | Wintersun Hall

    Raine rushes forward and spots no traps on the ancient structure's doorway. Others prepare attacks.

    Still waiting on a post by Anarya, Karas, and Ellena (who spoke but could also move or take an action).


    Image. Male Cleric of of Shelyn 6

    Sosiel advanced in support of Raine, offering a bit of luck, if she wishes it before she tries to unlock the crypt.


    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 readied an action to strike at the ghostlike creature if it attacked her again.

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