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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Map of the Marchlands | Wintersun Hall

Behind the screen:
DC 29
Anarya: Perception, visual, non-opposed, 40': 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19
Avelina: Perception, 30': 1d20 - 4 - 3 ⇒ (9) - 4 - 3 = 2
Ellena: Perception, 20': 1d20 - 1 - 2 ⇒ (1) - 1 - 2 = -2
Karas: Perception, 30': 1d20 + 14 - 3 ⇒ (15) + 14 - 3 = 26
Raine: Perception, trapfinding, 20': 1d20 + 19 + 2 - 2 ⇒ (6) + 19 + 2 - 2 = 25
Tauni: Perception, 30': 1d20 + 16 - 3 ⇒ (12) + 16 - 3 = 25

DC 30 + 5 for distance
Anarya: Perception, visual, non-opposed, dim light: 1d20 + 15 - 1 ⇒ (16) + 15 - 1 = 30
Avelina: Perception, +10', dim light: 1d20 - 4 - 1 - 1 ⇒ (2) - 4 - 1 - 1 = -4
Ellena: Perception, +10', dim light: 1d20 - 1 - 1 - 1 ⇒ (16) - 1 - 1 - 1 = 13
Karas: Perception: 1d20 + 14 ⇒ (3) + 14 = 17
Raine: Perception, trapfinding, +10': 1d20 + 19 + 2 - 1 ⇒ (4) + 19 + 2 - 1 = 24
Tauni: Perception, dim light: 1d20 + 16 - 1 ⇒ (20) + 16 - 1 = 35

When Raine got within 20 feet of the banner, she stopped, peered intently around the corner, studying the banner, the framework holding it up, using all her experiences with traps to check for anything that might be a trigger, both magical or otherwise. The others behind her did the same. Nobody could see anything to indicate any kind of trip.

The group could also see across the room to the large alcove. It was a shrine dedicated to Deskari, including a lifelike statue of the insectoid demon lord.

Tauni:
When Tauni looks into the alcove shrine to Deskari, she catches a glint of reflected light for a moment that could be the edge of a secret passage way or hidden compartment. It is in the south niche.


In a hushed voice, Tauni called out to Raine. "There," she said, pointing to the southern alcove. "Behind the statue of Deskari. Is that another passage?"


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 glanced over at Tauni's whisper. "Good question. I'd have to get across to have a closer looksee. Guess I can though, thanks to your spell." The redhead briefly grinned.

Hands and knees flat to the stone, she scurried up to the ceiling, then headed for the alcove Tauni had indicated.

"I don't see no traps or nothing on the banner itself. It seems too easy, but maybe the goodly gods are smiling on us, huh?"

I'll make my way across the chamber using the ceiling, and approach the alcove Tauni's indicated, looking for traps as I go. showing my movement path in Roll20. If nothing stops me before then, I'll keep moving into the alcove and look for what Tauni is talking about.

If others want to keep going for the banner while I do that, feel free.


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

When Ellena receives the all clear signal on the banner, she moves for it. She couldn’t believe her luck, that such a goodly item was left unguarded. She had to retrieve it and get it away from that awful Deskari shrine. So, she climbed down and grabbed it.

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 laughed to herself as she crawled down the wall. ”Oh how delightful! I would have gotten up to such mischief as a little girl with magic such as this.” She hopped down to the ground, she glanced about. ”Mayhaps the demons presumed that we would presume that it is a trap and thus be frozen by indecision? Or mayhaps they are lurking in aforementioned secret passageway.”


Map of the Marchlands | Wintersun Hall

Raine got to the alcove containing the unholy shrine to the demon lord. Indeed, there did appear to be a place in the wall designed to function as a well-disguised door.

Ellena moved toward the storied relic, Avelina right behind her. It seemed there ought to be an orchestra present to play momentous music to commemorate the accomplishment of the goal so many gave their lives to achieve. Instead the room was silent as a tomb, except for the distant drone of a group chant.

Before we go on, everyone please check your location on the map and indicate if you are on the wall, ceiling, or floor. If on the wall, indicate how far up. If you cannot move your token, indicate the position using the letter and number grid reference.

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

After scurrying across the walls to get there, Anarya let go of the wall, floating aloft on the silvery clouds from Terendelev's scale. She watched with anticipation as Ellena reached for the relic they had come here to retrieve.

Anarya is floating with levitate, adjacent to the wall, at the same level as the secret door in square U2 as shown on the map.


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) |

(Stuck on phone so short post, sorry.)

Raine was torn between watching Ellena approach the banner and her curiosity over the secret door. With a moment of hesitation, she focused on the door.

(Check for traps then try to open it. Raine will stay on the wall 5 feet up if possible. Will descend to ground if she has to to use her hands.)


Tauni shifted her position so that she could see over Raine's shoulder as she moved towards the secret door.

Position moved on the map. She'll be 10' up the wall.


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 be on the ground, or as high up as she needs to be to grab the banner.


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, still amused by the spider climbing, crawled up to the ceiling to follow Raine and stopped halfway through the room to watch everyone.

move me straight down to grid 3 please

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 is exactly where she is on the map on the floor, in case that wasn't clear


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

correction: please move me to grid V4


Map of the Marchlands | Wintersun Hall

Sorry to keep you in suspense. I've had some posting issues and need a little more time to post a decent start to this encounter. Will have something up soon.


Map of the Marchlands | Wintersun Hall

Ellena reached out to touch the banner. As her hand touched the faintly glowing fabric, it dissolved. Simultaneously, the painted forms of Deskari depicted in each of the five murals, plus another from the Deskari shrine, stepped out of walls on which they were painted and took three dimensional form, each about thirty feet tall and fifteen feet wide. Each had the body of a giant grasshopper, with a humanoid torso, two arms holding an enormous scythe, a mantis-like insectoid head, with wings made of thousands of locusts. The sound of voracious buzzing filled the room as each deskari began to scuttle toward a hero. The two at the north end of the room approached Avelina and Ellena. The one from the alcove to the right of Anarya and Tauni passed them on its way toward Karas. Two from the south end of the room headed right for Anarya and Tauni.

See your character's spoiler for details of what she/he sees and the save available. Roll your first save and consult another spoiler for your character in the next post. This will detail what happens depending on the result of the first save. To preserve the suspense about what happens to everyone, make your save beneath a spoiler.

Anarya:
Anarya could not hear the buzzing, of course, but she could feel the vibrations. One of the monsters from the south end of the room transformed into a hideous sight, a huge blob of ooze made from the contents of a sewer, covered with red eyes, appearing to have consumed many creatures, whose raw bones protruded from the mass. Tentacles emerged each ending with a sharp, sword like blade. She recognized it as a sewer blight, an intelligent ooze notorious for developing in large city sewer systems. She could sense foul diseases and poisons seeping from its putrid body. All of its eyes looked right at her as it approached with surprising speed. Before Anarya could muster any kind of defense, several tentacles swung toward her and a spray of stinking liquid shot at her face.

Anarya's Monster: Sewer Blight

Make a DC 18 Will roll first. To preserve the suspense about what happens to everyone, make your save beneath a spoiler. Consult the spoilers that will appear in the net post.


Avelina:
As one of the monsters approached Avelina, it transformed. At first it surprised her by changing into a large version of Avelina's favorite dolls as a child. It wore a lovely deep blue gown. The sight delighted her momentarily, but delight changed to horror as its arms turned into spider legs and fangs elongated in the doll's mouth, and her pretty eyes turned black and then red, seeping blood from the eye sockets. It was a nightmare image that had frightened her as a child. Now it was real and rushed at her too fast to mount a defense.

Avelina's Monster: Fantionette

Make a DC 18 Will roll first. To preserve the suspense about what happens to everyone, make your save beneath a spoiler. Consult the spoilers that will appear in the net post.

Ellena:
Watched in horror as the deskari creature approached her, changing into a different demon, one she had seen before as a youngster, just before she had passed out during an evil ritual for which she had been captured as a sacrifice. She tried to reach for her sword, but her hands stuck to the wall. The claws of the demon close on her neck.

Ellena's Monster: Glabrezu

Make a DC 18 Will roll first. To preserve the suspense about what happens to everyone, make your save beneath a spoiler. Consult the spoilers that will appear in the net post.

Karas:
Karas turned back and saw the deskari heading for him change into a humanoid form of giant proportions. He recognized it instantly: a giant version of the witch hunter who had slain his mother just before kidnapping him. Karas started to attack, but looking at his hands, they no longer ended in silver claws but were the puny hands of a child, as helpless now as they had been when his mother was killed before his eyes. The monster raised a hand in which dangled something at the end of many strands of thread. To his horror, the head was his mother's, her mouth open in a silent scream. The other hand sent a bolt of energy at him.

Karas' Monster: Witch Hunter

Make a DC 18 Will roll first. To preserve the suspense about what happens to everyone, make your save beneath a spoiler. Consult the spoilers that will appear in the net post.

Raine:
Raine had no time to respond to the deskari demon that emerged from the wall almost next to her. Shg gasped and swore as it tranformed into a hideous fire demon, just like the one that had killed her family and injured her father. It was an image from her nightmares made flesh and fire. A gout of fire shot from its mouth right at her head.

Raine's Monster: Fire Demon

Make a DC 18 Will roll first. To preserve the suspense about what happens to everyone, make your save beneath a spoiler. Consult the spoilers that will appear in the net post.

Tauni:
The deskari monster that approached her transformed as it moved into the unmistakable form of a lich wraith. It wore a robe rimmed with vicious looking blades and spikes, glowing green. It's face was naught but a black void with two tiny red eyes. A giant flaming glaive in one hand and wicked claws of the other hand menaced her as it approached. Tauni could not take her eyes off the creature she had feared meeting ever since learning about it as a young wizard. A dark mass of negative energy swirled from its empty hand. Before she could make any defense, the mass flew at her head.

Tauni's Monster: Lich Wraith

Make a DC 18 Will roll first. To preserve the suspense about what happens to everyone, make your save beneath a spoiler. Consult the spoilers that will appear in the net post.


Map of the Marchlands | Wintersun Hall

Anarya:
If the DC 18 Will save was successful:

Anarya shuddered as the blight approached her, but she realized just before the dreck struck her face that it was not real. The phantasmal killer evaporated, causing her no harm except an elevated heart rate.

If the will save failed, Anarya failed to realize she was menaced by an illusion and the shock of the attack requires a DC 18 Fortitude save.

As before, roll this save under a spoiler. The result will be posted once everyone has rolled all saves necessary.

Avelina:
If the DC 18 Will save was successful: Just as the fantionette was about to strike Avelina, she realized it was a nightmare illusion. With that recognition, the doll monster dissolved.

If the will save failed, Avelina failed to realize she was menaced by an illusion and the shock of the attack requires a DC 18 Fortitude save.

As before, roll this save under a spoiler. The result will be posted once everyone has rolled all saves necessary.

Ellena:
If the DC 18 Will save was successful:

Just as the claws are about to close on Ellena's neck, she realizes it is an illusion and the demon disolves.

If the will save failed, Ellena failed to realize she was menaced by an illusion and the shock of the attack requires a DC 18 Fortitude save.

As before, roll this save under a spoiler. The result will be posted once everyone has rolled all saves necessary.

Karas:
If the DC 18 Will save was successful:

As the witch hunter's energy bolt started to move, Karas realized it was an illusion. The energy faded along with the nightmare image.

If the will save failed, Karas failed to realize he was menaced by an illusion and the shock of the attack requires a DC 18 Fortitude save.

As before, roll this save under a spoiler. The result will be posted once everyone has rolled all saves necessary.

Raine:
If the DC 18 Will save was successful:

As the fire was about to engulf Raine, she realized it was an illusion drawn from her worst fears. The fire's heat and image faded to black.

If the will save failed, Raine failed to realize she was menaced by an illusion and the shock of the attack requires a DC 18 Fortitude save.

As before, roll this save under a spoiler. The result will be posted once everyone has rolled all saves necessary.

Tauni:
If the DC 18 Will save was successful:

Just as the lich wraith's foul necrotic energy was about to reach her chest, Tauni realized the creature was drawn from her worst fears. This realization caused the image to fade.

If the will save failed, Tauni failed to realize she was menaced by an ​illusion and the shock of the attack requires a DC 18 Fortitude save.

As before, roll this save under a spoiler. The result will be posted once everyone has rolled all saves necessary.


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

GM

Spoiler:
Will save 1d20 + 8 ⇒ (10) + 8 = 18 Immune to fear and charm effects. Allies within 10’ get a +4 on those types of saves.


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:

Will: 1d20 + 5 ⇒ (5) + 5 = 10
Fort: 1d20 + 7 ⇒ (17) + 7 = 24

"Narrhh!" Raine backed into the wall, panicked and breathing hard, fearful of the flames.


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

Spoiler:
Will Save: 1d20 + 6 ⇒ (11) + 6 = 17
Surge if less than 18: 1d6 ⇒ 2


GM:
DC 18 will save 1d20 + 7 ⇒ (3) + 7 = 10
Edit: DC 18 fort save 1d20 + 5 ⇒ (11) + 5 = 16

I mean, where would the drama be if everyone made the saves, right?

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

GM:
The link says I meed permission to access
Will Save: 1d20 + 7 ⇒ (16) + 7 = 23


Map of the Marchlands | Wintersun Hall

I'd like to wait for Anarya to roll, but I'll roll for her if no post by tommorrow evening.


Map of the Marchlands | Wintersun Hall

Anarya:
Based on what I can tell from the Anarya's active spells, her will is +13.
Will: 1d20 + 13 ⇒ (16) + 13 = 29
Something about the whole situation makes Anarya suspicious about the reality of it, just in time. The monster evaporates under the force of her will, just before it touches her.

Avelina:
The menace fades to nothing before reaching Avelina.

Ellena:
The menace fades to nothing before reaching Ellena.

Karas:
The menace fades to nothing before reaching Karas.

Raine:
Raine shuddered and braced herself against the wave of fire that appeared to engulf her.
Damage: 3d6 ⇒ (2, 4, 6) = 12
The fires then faded to nothing. Raine survived, although the shock of the experience caused internal hemorrhaging and left her mouth and ears bleeding.

Tauni:
Tauni is within Anarya's Magic Circle Against Evil spell, which grants a +2 to saves. So the first save still fails, but the second will make it, barely.
Damage: 3d6 ⇒ (3, 5, 3) = 11
The negative energy reached Tauni, causing her to shudder. Then it fades to nothing. She is still alive, although there is blood in her mouth and ears and she feels as if her insides were pummeled by a brawler. But she survives.

The menacing demonic creatures that a moment ago had seemed so real, faded to a memory--a memory that would live on in nightmares for some time to come. Looking around, each hero saw all the others recoiling from their own personal visions of death. Only Tauni and Raine seemed to have suffered any harm, as evidenced by blood around their mouths and ears. They were in pain, but alive.

Looking back at the banner, it was no more, an illusion meant to lure would be heroes to their deaths by phantasm. They had not expected heroes with such will power and fortitude, however.

There are three doors from the room in addition to the secret entrance. Moving around allows the heroes to locate the source of the faint chorus of chanting to be coming from the doors at the southwest corner of the room.


Map of the Marchlands | Wintersun Hall

I apparently messed up the links to images in my Google drive. The following are the corrected image files. Sorry.

Anarya
Avelina
Ellena
Karas
Raine
Tauni


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

Ellena opened her eyes and the threat vanished. Along with the banner, unfortunately. She made sure the rest of the group was good enough to proceed. ”What fell magic was that?! The powerful trickery cannot stand. I say we go pay a visit to the chanting cultists sooner rather than later,” she declares and moves toward the doors at the southwest corner of the room.


Map of the Marchlands | Wintersun Hall

Based on the geographical relationship between the forge room and this room, the doors Ellena suggested would lead back to the area beyond the forge.


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 wheezed for breath, her heart pounding hard in the aftermath of what had just happened. She stared down at her hands as if expecting to find them charred, then shook her head to clear away the sensations and fear..... not that they were so easily cleared, but at least it made her feel better.

"Let me--" her voice shook, she paused to clear her throat, "Let me find out what's behind this secret door before we get into another fight, aye? And maybe a touch of healin'?"

Raine moved to open the door they had detected.

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

"Illusions... I saw a horrifying creature of disease and death. Is... everyone alright?" Anarya asked, particularly concerned about Raine and Tauni's more severe reactions. The apparition had been terrifying, but the sight of it vanishing before her gave her strength. Her companions' wounds began to flow into her, and she channeled forth her light to heal each of them.

Channel Energy: 7d6 ⇒ (4, 5, 2, 3, 4, 5, 2) = 25

Anarya's channel should be easily enough to get everyone to full.

"If we're prepared to press on, I'm ready," she announced, though she fervently hoped she wouldn't face an illusion like that again.


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 wiped at her bloodied nose as Anarya's soothing power soothed over her.

"Thank you," she mumbled. "Felt like I was burnin' alive. That's better though, now."


Map of the Marchlands | Wintersun Hall

Anarya's channeled energy healed all as it proved that--so far--the righteous light of goodness was stronger than the evil power of darkness.

Opening the secret passage took Raine into a small connecting room to another door that opened out into a new area. This door would be hard to see from the inside of the room into which it opened, suggesting it was not meant for interlopers.

This new room was roughly cylindrical, with a pit in the center and a very high ceiling. A five-foot ledge ran the length of this circular pit. A second elevated ledge stood above the ledge with a short series of steps rising to a small platform ahead of it. To the southeast, a giant statue of a six-armed woman with a serpentine body rose out of the pit. It loomed over each ledge with outstretched arms bearing an intimidating array of exotic weapons.

There appeared to be two ways into and out of this room, not counting the secret door through which Raine was looking. One was at the south with a set of double doors. That entrance was at the lowest level. The central pit was ten feet below the first ledge, which was ten feet below the highest ledge. The secret door was thirty feet above the highest ledge. There was set of double doors on the east side of the room.

It was not immediately obvious what the room was for. Perhaps it was a ritual chamber where cultist gathered to pay homage to whatever demon the statue depicted.

Will post more this afternoon. A DC 15 knowledge (local) check will identify what the statue appears to depict. Map is labeled G12 in the header.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Kn Local: 1d20 + 13 ⇒ (10) + 13 = 23

"Big damned statue-- hang on, I know what she's supposed to be, that's..."


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 began to cry out "MOTHER! reaching out before the image faded from his vision and he visibly shook before looking at his hands then up to the rest of his companions.

"I... Yeah... Illusions. Nasty ones." he coughed and wiped a tear from his eyes. "Yeah, lets um. let's carry on. After you Ellena once Raine clears it."

He stood near his angel for a few extra moments taking in her light before moving back to his spot in the formation.


Map of the Marchlands | Wintersun Hall

The statue in the chamber depicted the marilith general, Aponavicius, armed with a katana, a shotel, a falcata, a khopesh, and a kusarigama.


While she was careful not to crowd Raine, Tauni crept up behind the ranger to use her own Abadar blessed gaze to peek into the room. I believe extended see invisible and extended arcane sight are still up and running for her.


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) |

"....Aponavicius-- got a lot of fancy weapons on her. One of those mariliths. Guess I can see if it's trapped."

Raine edged further into the chamber, and looked about for any signs of traps.

+23 to look for traps on the marilith statue, and I was just double-checking and she can also detect magical traps if those exist.

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

Knowledge (local) w/heroism: 1d20 + 5 + 3 ⇒ (6) + 5 + 3 = 14

The name of the marilith was just on the tip of Avelina's tongue when Raine got to it first. "Oh, right. The general. Who does she think she is impressing with all those weapons?" She held up her longsword. "The Inheritor only needs a longsword! For Faith is the sharpest blade of all!" She patted the flat of the blade against her palm. "I told you that even if it was a trap, we would be protected. The Inheritor would not let us succumb so easily. I am certain that the demonic obscenities will be quite shaken when they hear how little power it had against us."


Map of the Marchlands | Wintersun Hall

Behind the screen:
DC 30
Raine: Perception, trapfinding: 1d20 + 19 + 4 ⇒ (16) + 19 + 4 = 39

Raine detected no traps on the statue. However, she noticed something not quite right about two places on the floors of the ledges that edge the pit.

Spots marked on the map.

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

Having withstood the image a little easier than Karas, Anarya took her love's hand and held it for a long moment, meeting his gaze before the group moved on to the next chamber.


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) |

"Here, look at these two spots on the floor..."

Raine moved to the spots, careful of her footing still, and poking at them with her bow first and then her fingers.


Map of the Marchlands | Wintersun Hall

On the Table:
CMB: 1d20 + 12 ⇒ (1) + 12 = 13

When Raine touched the spot with her bow, the wall next to the spot pulsed with mauve energy as a telekinetic pulse attempted to hurl her into the pit. Since she was slightly to the side, she was pushed with a glancing force that threatened to cause her to lose her balance and fall down to the next ledge.

However, the nimble archer easily kept her footing.

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

"Oh my Goddess!" Avelina rushed forward as she saw her cousin about to fall, grabbing onto her before she even realized that Raine was in no danger of falling. "Ah, I am glad you are alright, Cousin. That looked liked quite a fall."


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 pulled her sword, looking for an invisible enemy to flay. Seeing none, she decided it must have been magic. ”Hiw do we make our way past that then?”


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) |

"Dunno," Raine said, only slightly shaky as she stood upright again. "It was like some hand I couldn't see wanted to knock me down a few pegs. Got to be some magic on it..."

(Could I take twenty to search for a traps at the spot I got whapped, or does Raine feel that wasn't a trap, but something else?)

She looked a bit wry at Avelina's hurried grab, and shrugged off the hand. "I'm alright, calm down..."


Map of the Marchlands | Wintersun Hall

The spots detected appear to be designed to push someone down to the next ledge or perhaps cause zirm to fall over both ledges to the floor of the pit.

The trap could be deactivated with the proper disable device action. Or the spots could be avoided by walking around them. The strange thing is that a fall of five or ten feet is not usually fatal, so it's a mystery why the trap was installed at all.

Whether you deactivate the traps or merely avoid them, you have a choice: go back the way you came in, or try one of the sets of double doors, one to the east, one to the south. Yet another option is to explore the bottom of the pit.


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 studied the set-up for a big. "It's like it's designed to funnel you to the center... but I don't know what happens there. Some other trap? The statue comes alive to kill you? Well, we can just walk around those spots. Here, look where I point-- don't go there."

With that said, Raine looked back to the others. "We got those double doors, two sets. I'm glad we didn't get a horde of trouble coming in when we .. when that... the illusions. The fire."

She shook her head. "So: east, or south?"

As she spoke, she picked a copper coin from her belt pouch and lightly tossed it onto the bottom of the pit.


Map of the Marchlands | Wintersun Hall

Behind the Screen:
DC 20
Anarya: Will: 1d20 + 12 ⇒ (18) + 12 = 30
Avelina: Will: 1d20 + 7 ⇒ (2) + 7 = 9
Ellena: Will: 1d20 + 10 ⇒ (2) + 10 = 12
Karas: Will: 1d20 + 6 ⇒ (16) + 6 = 22
Raine: Will: 1d20 + 5 ⇒ (5) + 5 = 10
Tauni: Will: 1d20 + 7 ⇒ (11) + 7 = 18

The coin vanished without a sound when it should have hit the floor. A long second later, there was a faint sound like the coin fell into something wet.

The interaction revealed that the floor that appears to support the statue just ten feet below the lower ledge was an illusion hiding a floor thirty feet lower. That floor is covered in something green.

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 whistled, impressed. "A clever trap... I wonder what's down there?" she observed. "Although perhaps we'd be better off not finding out... Let's avoid the trigger areas at all costs."


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 shrugged. Either direction was fine with her. They had to be close to the banner now, so she didn’t intend of waiting. ”How about we start with the East then,” she asks Raine. ”We are getting close now…I can feel it!”


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) |

"East works for me," Raine nodded, and took up her position a bit back of the front line, bow at the ready, after checking to be sure the door didn't appear trapped.

(Are the weapons the statue is holding part of the statuary, or removable?)


Map of the Marchlands | Wintersun Hall

Behind the Screen:
Stealth Level 9
Anarya: Stealth, ACP: 1d20 + 2 - 3 ⇒ (5) + 2 - 3 = 4
Avelina: Stealth: 1d20 + 1 ⇒ (19) + 1 = 20
Ellena: Stealth, ACP: 1d20 + 0 - 3 ⇒ (5) + 0 - 3 = 2
Karas: Stealth: 1d20 + 1 - 3 ⇒ (19) + 1 - 3 = 17
Raine: Stealth, ACP: 1d20 + 17 - 1 ⇒ (9) + 17 - 1 = 25
Tauni: Stealth: 1d20 + 2 ⇒ (17) + 2 = 19
Demon: Stealth: 1d20 + 19 ⇒ (19) + 19 = 38

Perception
Anarya: Perception, opposed, 80', invisible: 1d20 + 13 - 8 - 20 ⇒ (19) + 13 - 8 - 20 = 4
Avelina: Perception, 80', invisible: 1d20 - 4 - 8 - 20 ⇒ (4) - 4 - 8 - 20 = -28
Ellena: Perception, 70', invisible: 1d20 - 1 - 7 - 20 ⇒ (20) - 1 - 7 - 20 = -8
Karas: Perception, 70', invisible: 1d20 + 14 - 7 - 20 ⇒ (18) + 14 - 7 - 20 = 5
Raine: Perception, 80', invisible: 1d20 + 19 - 8 - 20 ⇒ (1) + 19 - 8 - 20 = -8
Tauni: Perception, 80', invisible: 1d20 + 16 - 8 - 20 ⇒ (19) + 16 - 8 - 20 = 7
Demon: Perception: 1d20 + 25 ⇒ (20) + 25 = 45

Anarya: Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Avelina: Initiative: 1d20 + 8 ⇒ (5) + 8 = 13
Ellena: Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Karas: Initiative: 1d20 + 8 ⇒ (18) + 8 = 26
Raine: Initiative: 1d20 + 8 ⇒ (16) + 8 = 24
Tauni: Initiative: 1d20 + 16 ⇒ (3) + 16 = 19
Demon: Initiative: 1d20 + 10 ⇒ (17) + 10 = 27

Order
Demon Surprise round
Round 1
Demon
Karas
Raine
Tauni
Avelina
Anarya
Ellena


On the Table:
Target: 1=R,2=T: 1d6 ⇒ 2
Tauni's CMD: 17 - Dex bonus for being flat-footed => 15
Bull Rush using Telekinesis: 1d20 + 10 + 7 ⇒ (12) + 10 + 7 = 29
Distance pushed: 5 + 1/5 above CMD = 10 for total of 15 feet, backwards into pit.
Falling Damage: 4d6 ⇒ (3, 3, 2, 1) = 9
Acid Damage: Constitution: 1d6 ⇒ 4

Target: Anarya
Anarya's CMD: 18 - 2 (flat-footed) = 16
Bull Rush using Telekinesis: 1d20 + 10 + 7 ⇒ (13) + 10 + 7 = 30
Pushed 15 feet backwards into pit.
Falling Damage: 4d6 ⇒ (3, 6, 4, 4) = 17
Acid Damage: Constitution: 1d6 ⇒ 5

The weapons in the statue's many hands appeared to be solidly embedded in the statuary stone. They were, in any case, huge sized--not fit for a normal sized humanoid.

Navigating around the trap triggers, the heroes reached a set of double doors. They did not appear to be trapped or locked. They pushed open to reveal total darkness.

The room is under the effect of deeper darkness. Map is G13.

Anarya's daylight spell suppresses the deeper darkness, and her halo projects light as a normal light spell, I believe. Those with darkvision can see to their normal range.

Anarya's daylight spell and halo suppressed the darkness spell and illuminated part way into the room. The room was huge with high ceilings. It was thirty feet north to south at the west end, and gradually got wider as it went east. Even those with darkvision could not see the easternmost side of the room. Six alcoves were carved into the north and south walls. Each contained a large, jagged purple crystal on a pedestal. The alcoves, pedestals, and crystals became progressively larger toward the east. Crystals are size small, medium, and large.

As the group was taking in this sight, something pushed very hard on Tauni, knocking her back and off the ledge into the pit. Before anyone could react, Anarya was also pushed back and fell into the pit.

Initiative order
Round 1
Karas
Raine
Tauni
Avelina
Anarya
Ellena

Tauni and Anarya:
You were affected by a telekinesis spell used as a bull rush maneuver. You fell 40 feet. Tauni took 9 points of damage and Anarya took 17. Both fall into something wet and slimy that immediately begins to eat into flesh as acid does. Tauni takes 4 damage to constitution. Anarya takes 5 . The cause of the damage is a green slime coating the bottom of the pit. Fortunately, green slime is destroyed by sunlight, so Anarya's daylight spell destroys the slime before it can do any more damage.

Note: Karas, Raine, Avelina, and Ellena no longer benefit from the Protection from Evil effect, as that is limited to 10 foot radius circle around Anarya, who is now more then 10 feet away from everyone.

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