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 to cover Raine and strike with his sword should an opportunity present itself.

move to Raine, readied action to strike a threat


Map of the Marchlands | Wintersun Hall

I moved Karas up. Haven't heard from Anarya, so I'm not sure about 'botting her, so I'll consider her on delay. Tauni and Ellena mentioned no movement and did not move tokens.

The berbalang again flew out incorporeal, and started to fly by Raine. to try to affect her with her chilling touch.

All who readied an action may take action now.


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 swung Radiance at the incorporeal undead, putting all of her weight behind the strike.

Power Attack 1d29 + 11 ⇒ (8) + 11 = 19

Damage 1d8 + 11 ⇒ (4) + 11 = 15


When the phantom emerged, Tauni triggered her wand, sending shards of arcane force at it.

Magic missiles, 3d4 + 3 ⇒ (1, 3, 1) + 3 = 8 damage.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Avelina's readied attack was pre-rolled in her last gameplay post


Map of the Marchlands | Wintersun Hall

On the Table:
Karas: cold-iron Longsword: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d8 + 4 ⇒ (5) + 4 = 9 (19-20/x2)
<=50 = miss due to concealment: 1d100 ⇒ 92
Berbalang: Incorporeal touch: 1d20 + 11 ⇒ (17) + 11 = 28
Damage to Con: 1d4 ⇒ 3

Ellena did not get to make her readied attack, since the creature did not get within her threat range.

As the Berbalang emerged again from the crypt, Tauni and Avelina were ready and sent magic force into the creature. 8 + 8 for 16

Karas swung his sword through the creature, but his non-magical blade found nothing to cut into. The swift moving creature, with no inertia to limit its flight, put a clawed hand through Raine, drawing some life force from her and chilling her to the marrow. 3 Con damage

It again turned back in and disappeared behind the crypt doors.

I'm assuming most will want to delay until Raine can unlock the door and that Raine will delay until Sosiel can touch her to give her luck.

Sosiel touched Raine and she felt a bit luckier than normal. Raine's expert fingers made short work of the lock and the door opened to to reveal a small atrium strewn with broken pottery and ashes and bones. A pair of double doors occupied the opposite wall.

Everyone 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) |

(Does everyone include me, since I spent that round unlocking the door?)


Map of the Marchlands | Wintersun Hall

Sorry for the delay in getting back to this. Raine does need to spend an action to pick the lock. I'm assuming she can do that and open the door but nothing else. So everyone (except Raine) may act.

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 pulled her arm back and readied to fire another volley of holy arrows should the incorporeal creature come back into view.

Readied Spell:

Volley of Holy Arrows Magic Missile: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9


Map of the Marchlands | Wintersun Hall

Karas, Ellena, Tauni, and Anarya?


"Be careful," Tauni said, conscious of how her voice seemed to carry in the chambers. "I don't think we slayed it, and it can come from anywhere! The floor, the ceiling..."

Ready action to invoke wand if it re-appears. Damage 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11.


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 again readied an action to swing Radiance at the undead,when it pops back up.

Power Attack 1d20 + 11 ⇒ (17) + 11 = 28

Damage 1d8 + 11 ⇒ (1) + 11 = 12


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Map of the Marchlands | Wintersun Hall

I moved both Tauni and Ellena forward one move action of distance. See the map. They are not yet in the atrium. I'll bot Karas and/or Anarya if they haven't acted by this afternoon.


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 stepped into the now open vault, leaving his sword on the ground outside.

He transformed in his rage and called on Terendelev's power just in case.

free actions:drop sword, enter rage. Move action enter room (open the next door if I can as part of the move) standard action: activate scale to align claws to good


Map of the Marchlands | Wintersun Hall

On the Table:
Sosiel: lesser restoration for Raine: 1d4 ⇒ 3
lesser restoration of Ellena: 1d4 ⇒ 3

Behind the Screen:
Berbalang: Stealth: 1d20 + 17 ⇒ (10) + 17 = 27

I'm going to move ahead a round, as the enemy makes no new appearances through the walls.

The team cautiously entered the atrium, wands and weapons at the ready should the incorporeal menace swoop through the walls again. Sosiel's daylight spell only succeeded in negating the ability of the supernatural darkness to quench lesser light sources, so the room was lit only by the sources possessed by the adventurers. It appeared the atrium may have had niches where the bones of the honored dead were deposited, but they had all been tossed about the room, some with teeth marks. Broken pottery added to the ruinous atmosphere.

Once inside, Anarya cast protection from evil on Karas. Provides +2 deflection bonus to AC (doesn't stack with existing +1 deflection bonus), immune to certain attempts to control him, cannot be touched by evil summoned creatures.

Sosiel cast lesser restoration on Raine. Restores 3 con points. He told Ellena he has a scroll that can do the same for her, if she will delay entering the next room until he can cast it.

Once ready, Karas pushed open the next set of doors, which were not locked.

The next room was the southeast and southwest quadrants of the crypt, which continued north into the northwest quadrant.

Sosiel cast from a scroll to restore Ellena. She felt herself restored by the spell. Retored both con points she lost earlier.

Others may now take their next round action.

First person to move to position to see in rest of crypt:
Player may remove covering on map. Make a perception check with DC 27 to spot the Berbalang before moving into it's threat range. You see the berbalang in corporial form standing just around the corner, ready to attack. If you have moved into a square in it's threat range, it attacks with a readied action. In which case, move, but wait for GM to execute the attack before continuing.


Map of the Marchlands | Wintersun Hall

The next round may be tricky depending on who moves first and where and some other things that are under the spoiler above. So others should wait for me to describe interactions resulting from the first person to move before posting more PC actions.


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) |

GM:
Lesser restoration has a 3 round casting time-- I would be HAPPY to have that con back, but if we're still in combat rounds then Sosiel probably couldn't cast it on me, so I don't want to get an unfair advantage, either.


Map of the Marchlands | Wintersun Hall

I did not notice that lessor restoration takes three rounds to cast. Given the imminent melee, that's probably not feasible. He could instead cast Shield Other on one PC and protection from evil on another, if you wish 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

Ellena decides to lead the group forward. ”I’ll go first and resent myself as a target. I couldn’t see it at the best of time, but hidden in here, it’ll be on me before I can react. If the rest of you are with me, you might be able to hurt it while it is focused on me,” the Paladin offers. If there are any spells to be cast, she waits. If not, she keeps her sword and shield at the ready to defend herself.

I can’t make the perception check. But one of the others might, so if there is no objection, I’ll tank for the group here and hopefully you all can make it uncomfortable! If someone would move me ahead on the map, I’m ready.


Map of the Marchlands | Wintersun Hall

On the Table:
Berbalang vs. Ellena AC 22
Bite: 1d20 + 11 ⇒ (15) + 11 = 26
Bite Damage: 1d6 + 5 ⇒ (5) + 5 = 10
DC 20 Fortitude: 1d20 + 10 ⇒ (14) + 10 = 24
Claw 1: 1d20 + 11 ⇒ (14) + 11 = 25
Claw 1 Damage: 1d6 + 5 ⇒ (3) + 5 = 8
DC 20 Fortitude: 1d20 + 10 ⇒ (17) + 10 = 27
Claw 2: 1d20 + 11 ⇒ (1) + 11 = 12

Sosiel cast align weapon on his glaive and then cast sanctuary on himself just prior to Ellena's leading action.

Ellena advanced as quickly as her armor allowed and was immediately attacked by the berbalang in physical form now, biting and clawing with supernatural fury. Its fangs and claws drove past her armor and left horrible wounds. The wounds seemed to be infected with intense cold that threatened to paralyze the paladin, but she kept her focus and her freedom of movement. Ellena takes 18.

The others who enter the room now can see the creature attacking Ellena. Take your actions.


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, been a busy time lately. *throws self back in*

Caught in a momentary indecision and still feeling weakened from the enemy's bitter touch, Raine hesitated-- but when Ellena bravely entered and she heard the champion's cry of pain, she grit her teeth and ran in as well.

single arrow shot, PBS, heroism, deadly aim: 1d20 + 13 + 1 + 2 - 2 ⇒ (13) + 13 + 1 + 2 - 2 = 27
Damage, pbs, deadly aim (normal arrow): 1d8 + 3 + 1 + 4 ⇒ (7) + 3 + 1 + 4 = 15


Tauni hesitated to move in, knowing what evil resided within. She felt the calm of Ellena's aura as the mighty paladin moved forward, and it bolstered her own resolve, and she followed. When the creature re-emerged, Tauni leveled her wand at it and hissed the command word.

Movement shown on map. Magic missiles, 3d4 + 3 ⇒ (4, 1, 4) + 3 = 12 damage.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Avelina followed closely behind her Champion, not wanting to leave her side when she is so grievously hurt by the incorporeal creature. Feeling confident in her "bow," she continues to fire Holy Arrows.

Volley of Holy Arrows Magic Missile: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9


Map of the Marchlands | Wintersun Hall

Raine's arrow flew true as usual, but as it reached the strange undead, something interacted with the arrow and stole away a lot of its momentum, leaving it less wounded than such a shot would normally achieve. She also notices that some of the wounds caused by the magic missile shots a few seconds ago seem to have almost healed. 5 damage.

Avelina's and Tauni's magic missiles were not affected as were Raine's arrows and the magic attack reopened wounds that had nearly healed. 21 damage.

Karas and Anarya are left. Then I'll have Sosiel attack if he can.


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 darted into the room and drew a swipe from the creature as he moved to flank it with Ellena and strike.

Move to flanking. (base speed 60 in my armor), 1 claw attack in flanking.

Current effects: Align weapon good (claws), Phantom Blood, shield other target from Anarya.

Claw Attack, Power Attack: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15

Magic Good Claw Damage, Power Attack: 1d6 + 9 + 4 ⇒ (1) + 9 + 4 = 14


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

+2 to that hit for flanking, forgot to add it.


Map of the Marchlands | Wintersun Hall

On the Table:
Berbalang: AOO vs AC 21 Claw 1: 1d20 + 11 ⇒ (17) + 11 = 28
Claw 1 Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Karas: Fortitude: 1d20 + 10 ⇒ (9) + 10 = 19
Paralysis Duration: 1d4 + 1 ⇒ (4) + 1 = 5 Rounds

As Karas passes within reach of the Berbalang, it slashes at him with a claw and makes parallel wounds across his chest. 9 damage, 4 to Karas, 5 to Anarya.

Berbalang wounds can paralyze those who suffer them. Karas rolled a 9 on his fortitude save to prevent this, for a result of 19, which fails. A use of Mythic Surge might prevent the effect. Let me know if you are using a surge for this.


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

Yes on surge:
Mythic surge: 1d6 ⇒ 4

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 knows that undead cannot abide the force of her halo's light, and follows the others to pursue the foul beast. She clutches her chest as she feels the monster's claws bite into her lover, but this only increases her righteous fury as she rounds the corner and unleashes her blazing light on the monster - the light appearing soft and soothing to the others, but blinding and oppressive to the unliving.

Sacred Scourge: 3d6 ⇒ (3, 1, 2) = 6 (As usual, when using her Variant Channeling, the creature only takes half damage (3), but must make a will save [DC 20] or be dazed for 1 round.)


Map of the Marchlands | Wintersun Hall

On the Table:
Berbalang: DC 20 Will: 1d20 + 11 ⇒ (7) + 11 = 18

Sosiel: Channel Positive Energy to harm Undead: 3d6 ⇒ (3, 5, 2) = 10
Berbalang: DC 15 Will: 1d20 + 11 ⇒ (14) + 11 = 25

Karas got a surge of energy from the blessings given by the destruction of the wardstones and it helped him resist the paralyzing cold of undead abomination. But he could not do more than clatter his claws against the creatures hard bones.

Anarya sent a surge of light at the creature, but the oppressive nature of the crypt made it hard for her to flare as bright as she knew she could. It still caused the creatures joints to smoke a bit.

Sosiel could not quite get to Ellena to heal her, so he directed positive energy at the creature, which sizzled as the light enveloped it. 5 points lethal.

Ellena is up, then the Berbalang.


Map of the Marchlands | Wintersun Hall

'Botting Ellena:

On the Table:
Ellena: Power Attack Radiance +2 cold iron Longsword, Smite Evil, flanking: 1d20 + 11 + 3 + 2 ⇒ (10) + 11 + 3 + 2 = 26
Damage, Smite Evil: 1d1d8 + 11 + 6 ⇒ (7) + 11 + 6 = 24

Power Attack Radiance +2 cold iron Longsword, Smite Evil, flanking: 1d20 + 6 + 3 + 2 ⇒ (6) + 6 + 3 + 2 = 17
Damage, Smite Evil: 1d1d8 + 11 + 6 ⇒ (4) + 11 + 6 = 21

Target: 1=E,2=K: 1d2 ⇒ 2
Bite: 1d20 + 11 ⇒ (16) + 11 = 27
Bite Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Target: 1=E,2=K: 1d2 ⇒ 2
Claw 1: 1d20 + 11 ⇒ (16) + 11 = 27
Claw 1 Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Target: 1=E,2=K: 1d2 ⇒ 1
Claw 2: 1d20 + 11 ⇒ (13) + 11 = 24
Claw 2 Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Karas: DC 20 Fortitude: 1d20 + 10 ⇒ (10) + 10 = 20
Karas: Dc 20 Fortitude: 1d20 + 10 ⇒ (5) + 10 = 15
Paralysis Duration: 1d4 + 1 ⇒ (4) + 1 = 5 Rounds
Ellena: Dc 20 Fortitude: 1d20 + 10 ⇒ (15) + 10 = 25

Ellena fixed her eyes on the berbalang and focused her spiritual power on smiting the undead as she flexed her muscles for an all out attack.

Her first blow cuts through the creatures magical wards and its dense skin. It lost some momentum as it got close, but she still cut deeply into the berbalang. Damage 14.

Her second blow was less effective.

The berbalang flew into a frenzy of attacks on Karas and Ellena. Karas was bitten and clawed and Ellena was also clawed. Karas again struggled against the creeping cold that threatened to paralyze him, although Ellena fought it off resolutely. 9 to Karas, 10 to Anarya, and 10 to Ellena.

Karas rolled a 15 for his save, which will fail. Roll another Mythic Surge to avoid palatalization, or take a different action to improve the roll, if something else is available.

Round 6
Raine (heightened awareness, heroism)
Tauni (mage armor, See Invisible)
Avelina (mage armor, shield, False Life, Heroism)
Karas (Phantom Blood, shield other from Anarya, 13 lethal)
Anarya (Shield, 15 lethal)
Sosiel (Align Weapon)

Round 7
Ellena (Divine Favor 1 min,-2 Con, 28 lethal)
Berbalang (40 lethal)


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

Sorry DM, somehow I missed the update from Sunday. Thanks for botting me.

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

It looks like the Berbalang failed its DC 20 save, so it should be Dazed for 1 round. I don't think it could get those attacks off.


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) |

"You shoulda kept runnin', ugly," Raine spat as she lined and loosed arrow after arrow. "I see you healin' alright, but I reckon I can put arrows in you faster than you can patch up..."

5-ft step, full attack

Arrow 1- manyshot, mythic rapidshot, deadly aim, heroism, bless, PBS: 1d20 + 13 - 2 - 2 + 2 + 1 + 1 ⇒ (4) + 13 - 2 - 2 + 2 + 1 + 1 = 17
Damage, manyshot, deadly aim, PBS, normal arrows: 2d8 + 14 + 2 ⇒ (7, 2) + 14 + 2 = 25

Arrow 2: 1d20 + 13 - 2 - 2 + 2 + 1 + 1 ⇒ (20) + 13 - 2 - 2 + 2 + 1 + 1 = 33 Potential critical
Damage, deadly aim, PBS: 1d8 + 7 + 1 ⇒ (8) + 7 + 1 = 16

Confirming arrow 2?: 1d20 + 13 ⇒ (13) + 13 = 26
Additional critical damage for arrow 2, DR only applies once: 2d8 + 14 + 2 ⇒ (2, 5) + 14 + 2 = 23

Arrow 3: 1d20 + 13 - 2 - 2 + 2 + 1 + 1 ⇒ (16) + 13 - 2 - 2 + 2 + 1 + 1 = 29
Damage, PBS: 1d8 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Arrow 4 (iterative): 1d20 + 8 - 2 - 2 + 2 + 1 + 1 ⇒ (16) + 8 - 2 - 2 + 2 + 1 + 1 = 24
Damage, PBS: 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13


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 swung Radiance twice at the incorporeal undead, putting all of her weight behind the strike.

Power Attack with Divine Favor 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Damage 1d8 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Miss chance, high is good 1d100 ⇒ 21
——————-

Power Attack with Divine Favor 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage 1d8 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Miss chance, high is good 1d100 ⇒ 79

Possible Crit for Power Attack with Divine Favor 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Damage 1d8 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Miss chance, high is good 1d100 ⇒ 93

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

"Sigh, how pitiful it must be to be evil and thus be destined to be destroyed by the Righteous." Avelina keeps up her own volleys of arrows.

Volley of Holy Arrows Magic Missile: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11


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

mythic surge: 1d6 ⇒ 5


Map of the Marchlands | Wintersun Hall
Anarya wrote:
It looks like the Berbalang failed its DC 20 save, so it should be Dazed for 1 round. I don't think it could get those attacks off.

This is correct, so I'll need to revise some things. Might take some time. I've been at the start of a new term, so getting a bit behind. My apologies.

So first off, no damage to Karas, Anarya, or Ellena. Second, no saves needed, so Karas did not spend a mythic surge. Third, the berbalang did not take a step, so Ellena gets flanking on her attacks.

Two of Raine's arrows hit sensitive spots and even with its ability to block out some damage, it was nearly finished off. 33 damage, you can tell now that its AC is 26

On the Table:
Tauni: Range Touch: 1d20 + 4 ⇒ (4) + 4 = 8

'Botting Tauni:
Tauni tried direct a ray of frost on it, but missed.

Avelina's missile took some from the creature. 11 damage


Map of the Marchlands | Wintersun Hall
Ellena Lovain wrote:

Ellena swung Radiance twice at the incorporeal undead, putting all of her weight behind the strike.

Power Attack with Divine Favor 1d20+11+2
Damage 1d8+11 +2
Miss chance, high is good 1d100
——————-

Power Attack with Divine Favor 1d20+5+2
Damage 1d8+11 +2
Miss chance, high is good 1d100

Possible Crit for Power Attack with Divine Favor 1d20+5+2
Damage 1d8+11 +2
Miss chance, high is good 1d100

Almost forgot Ellena: First, it is no longer incorporeal, so no need for the roll to miss.

Ellena's first swing caught it full on, but much of the umph was taken out of the hit by its magical nagure. 4 damage after DR.

She followed it up with another hit, which added some more hurt to the undead keeper of the crypt. 6 more after DR.

And with her final blow, the magical energies holding the berbalang together became too weakened to keep it intact, and the creature disintegrated into dust. Melee over, although Karas can post his attacks, in case he was able to claim the killing blow.

There was no treasure in the vault, but there was a task that needs doing. The crypt was still under the effect of an unhallow spell effect. If this can be removed, the crypt would be cleansed and the spirits of the crusaders buried in the graveyard could move on to the boneyard for their rest.


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) |

"Nicely done!" Raine called to Karas, satisfied with their teamwork, though as soon as the enemy's form crumpled she leaned against a wall, breathing hard, with sweat dotting her forehead and lips. "Feel... rotten, though. Like that thing took a bit of-- me-- with it...

"Air in here still feels nasty. Any of you gods-touched got a prayer to make it feel less like the back-end of a graveyard?"

Raine paused after speaking, thinking with an odd qualm that apparently, after the incident at the wardstone, she now qualified as a 'gods-touched' too.


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

”You are exactly right, Raine. That undead was truly cursed. I doubt most mortals could have stood against it. I can almost feel the fell magic all through this place. Unfortunately, I can only do just a tiny bit of casting....nothing that would touch the magical desecration that has taken place here.”


Map of the Marchlands | Wintersun Hall

The rules are not clear on how to remove the unhallowed effect. It looks like the main way would be Dispel Magic. The caster level check to succeed would be 20. We don't need to deal with it now. The main benefit beyond the RP is a bonus to combat morale, but I'm pretty sure the armies are already at their max allowable morale level. In any case, the morale bonus doesn't have much effect on combat. I'd like to move things along, so we can assume you do what you can to dispel the effect. NPCs can probably do it.

This is a good spot to level up to 7th level. Each PC is visited with a dream/vision that suggests the PC has the approval of his/her deity. In addition to the positive blessing, there is a sense of foreboding, as if all will soon be tested. You can share what that vision is when you've leveled up.


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

Sweet!


Map of the Marchlands | Wintersun Hall

Once the berbalang was vanquished from the crypt, Sosiel began the process of removing the unhallow effect. Morale at the two army camps was high and talk of storming the fortress began to buzz around the campfires. Aron recommended attempting to diminish the effectiveness of some of the watchtowers before the main attack.

The following morning, the leadership team left to do a circuit of the citadel looking for weaknesses and evaluating which watch tower might be vulnerable to a small party assault.

From the citadel came a blood chilling collection of roars. and something large flew up from the citadel and headed for the group.

Perception DC 20:
It sounds like there are three sources of sound, one like a lion, one like a dragon, and the third like a goat.

See new map "Open Area Map" in header. Adjust placement of figures if desired. When everyone has leveled up, a new encounter will begin. Post whatever buffs would be active already. Then initiative.


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

Teamwork kill works for me, not tracking a kill counter here lol

Karas puffed as his rage wore off and nodded appreciatively from Raine noting the rangers slight change in attitude towards him.

-----------

The next morning

Perception: 1d20 + 14 ⇒ (4) + 14 = 18

Karas couldn't make out any detail aside from the being approaching them being quite large. He called out, "Incoming!"

Initiative: 1d20 + 6 ⇒ (16) + 6 = 22

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 emerges from her tent in the morning transformed. Gone is the simple chain shirt she has worn under her white robes. This day, she walks among her troops clad in a radiant suit of full plate armor of solid, polished gold, a tabard across her breastplate embroidered with Iomedae's holy symbol. Her helmet, its golden peak glittering in the morning light, is graced along the brow with a different, and more archaic symbol of Iomedae - a downturned sword emblazoned over not a sunburst, but a winged eye.

Her companions may have remembered this armor from when she purchased it many weeks ago - but at that time, it was made of ordinary steel, not lustrous, flawless gold. It seems certain that the lessons Anarya has been taking from Ellena and the other knights have paid off - she moves as gracefully and comfortably in the armor as a seasoned veteran, and does not seem slowed by its weight, despite her small size.

Before proceeding on their mission, Anarya casts shield other on Karas, reminding him to stay within 40 feet of her if possible. She also casts magic circle against evil, veil of heaven, and corruption resistance on herself, due to their long durations.

While on the circuit of the fortifications, the deaf oracle does not hear the roaring, but Kara's reaction and the movement in the distance spurs her to action nonetheless. As hostilities begin, her battle aspergillum is in her hand, charged with divine energy and filled with holy water.

Initiative: 1d20 + 0 ⇒ (9) + 0 = 9


Map of the Marchlands | Wintersun Hall

I usually roll initiative, but as you are ready for battle, roll initiative and when everyone has done so, the battle will begin.


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) |

Initiative: 1d20 + 5 ⇒ (4) + 5 = 9


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

Initiative 1d20 ⇒ 8


Initiative 1d20 + 13 ⇒ (19) + 13 = 32

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