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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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) |

(My token was in the pit when I think it was supposed to be Anarya's by the text. I swapped us.)

"Bloody hell!" Raine swore as Tauni and Anarya both went end over end to the pit as if a god had struck them. She hurriedly chanted a spell and felt her bow rippling beneath her fingers (Gravity bow).

"Do you see who did that?!" she yelled at the others, while pulling around the shelter of the doorway, in case another such attack was coming. "Anarya! Tauni! Are you two alright!?"

(cast and move)

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 gasped as two of her friends are thrown into the pit. Having dealt with an unseen foe just recently, she decides to use that strategy again. Burn them out! "Villain! Come out of hiding or this will not be the last strike I make against you!"

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

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

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

SR Check (if needed) w/spell pen and greater spell pen: 1d20 + 8 + 2 + 2 ⇒ (12) + 8 + 2 + 2 = 24
The Spark of Single Righteous SoulMythic Fireball w/blood havoc(DC 23 Reflex): 8d10 + 8 ⇒ (7, 4, 8, 9, 1, 2, 8, 4) + 8 = 51
Because it is mythic fireball, on a failed save, someone hit with it is also on fire and takes 2d6 fire damage per round. Attempts to extinguish the fire are made at DC 23, as per the spell
On Fire Damage (if needed): 2d6 ⇒ (5, 2) = 7

EDIT: I marked the area of the spell on the map


Map of the Marchlands | Wintersun Hall

I forgot to point out that when Anarya is knocked back into the other room, her daylight spell and her halo cease help view what is in the room. So until Anarya returns to share her daylight spell or until someone else can cast daylight, the room is dark, even to those with darkvision. Avelina can still cast her fireball, but the room remains dark and no one can see effects of the spell, other than what might be indicated by sounds, smells, etc.

Raine (Casts Spell, moves)
Avelina (casts spell)
Karas
Tauni
Anarya
Ellena


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

Unable to see anything, the Paladin casts Divine Favor and activates her divine bond with Radiance, making it a Holy weapon, infusing it with even more power. ”Stay behind me everyone! This evil doer will fall beneath our blades, just like all the rest!”

I doubt my magic shield with light cast on it will penetrate the darkness, but just wanted to ask.


Map of the Marchlands | Wintersun Hall

Deeper Darkness is a 3rd level spell. If you cast a 3rd level light spell, such as Daylinght, it cancels the darkness and leaves the room at the ambient level, which is darkness. At that point, any light source will cast normal illumination. If you cast a 4th level or higher light spell, it will cancel the darkness and raise the light level above darkness.


"I'm, I'm okay. I'm coming!" Tauni wavered as she pushed herself to her feet, and then started moving.

Tauni stands and moves. That should get her 20' up the 40' wall.

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

Tauni heals 5 due to Life Link.

Anarya, of course, was unable to hear Raine's cry. She picked herself up, wincing with pain as her skin burns from the flesh-eating slime - though grateful her magic was able to destroy it so quickly. Tauni's wounds begin to heal as some of her injuries are transferred to Anarya, who now found herself in quite a bit of pain.

She registered Tauni's reaction as the woman scrambled to her feet and began climbing - something must be happening above. She pulled herself to her feet and let her magic begin to heal her - she had to get above as quickly as possible, but this badly injured she felt like she might fall in a single blow. As the magic surged through her, the effects of the slime dissipated, leaving her feeling significantly more steady on her feet as she made her way towards the wall.

Move action: Stand up. Standard action: Inspired Spell to cast restoration. 5 ft. step to be closer to the wall.

"I'm alright... I'm coming back up, hang on!" she called out.


Map of the Marchlands | Wintersun Hall

Behind the Screen:

Shadow 1: Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Shadow 2: Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Shadow 3: Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Shadow 4: Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Shadow 5: Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Shadow 6: Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Summon Shadow Demon, 51-100: 1d100 ⇒ 75
Shadow Demon: Initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Terrain Curse: 1d100 ⇒ 41 No effect
Vs Karas Touch AC 10 (does not currently gain the bonus from Protection from Evil)
Shadow 1: Incorporeal Touch: 1d20 + 4 ⇒ (9) + 4 = 13
Strength Damage: 1d6 ⇒ 5
Vs Ellena Touch AC 12
Shadow 2: Incorporeal Touch: 1d20 + 4 ⇒ (20) + 4 = 24
Strength Damage: 1d6 ⇒ 2
Incorporeal Touch, confirm threat: 1d20 + 4 ⇒ (7) + 4 = 11
Karas Readied action: Claw: 1d20 + 18 ⇒ (5) + 18 = 23 vs. AC 15
0-50=Miss: 1d100 ⇒ 16
DC 13
Avelina: Knowledge (Religion): 1d20 + 16 ⇒ (7) + 16 = 23
Ellena: Knowledge (Religion): 1d20 + 8 ⇒ (16) + 8 = 24

I'm going to 'bot Karas to keeps things moving.

As Tauni and Anarya began to pull themselves out of the funky pit, Karas steps back from the magical darkness and starts to rage, his claws up and ready to strike.

It was well that he did, as the darkness suddenly reached into the light with a clawed shadowy hand. Karas tried to strike first, but fighting a creature of shadow covered in magical darkness meant he couldn't be sure where it was. His claws swept through the darkness to no apparent effect.

The shadowy claw did pass through his body. It felt as if a deadly cold hand was grabbing some of his strength and making off with it. Karas suffers 5 damage to his strength.

Ellena:
Ellena was still standing in the magical darkness, unable to see. Something passed through her body, chilling her soul and drawing off some of her strength. Ellena takes 2 damage to strength.

Avelina:
Avelina recognized the attack on Karas was from a shadow, an undead incorporeal creature. The shadow is an undead horror, and as such has no goals or outwardly visible motivations other than to sap life and vitality from living beings. She can look at 3 spoilers.

Ellena:
Ellena recognized creature that attacked her as a shadow, an undead incorporeal creature. The shadow is an undead horror, and as such has no goals or outwardly visible motivations other than to sap life and vitality from living beings. She can look at 3 spoilers.

Damage Resistance:
None.

Defensive Abilities:
incorporeal, channel resistance +2

Immunities:
Undead Immunities.

Resistances:
None.

Spell Resistance:
None

Weaknesses:
None.

Special Attacks:
Melee touch attack drains strength.
Create Spawn (Su) A humanoid creature killed by a shadow’s Strength damage becomes a shadow under the control of its killer in 1d4 rounds.

Spell-Like Abilities:
None.

Spell Casting:
None.

New melee round:
Karas and Raine are may act.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas was seeing red but with Anarya's light so far below and his concern for the angel the shadow slipped past his defenses. The incorporeal shadow slicing though his form.

He took a step back and, with a few growled draconic phrases, a shimmering shield of translucent silver scales materialized.

Move action: 5ft step back. Cast Shield


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 peered enough around the corner to register the darkness was totally pitchblack-- the sight that she'd been granted not so long ago did nothing to cut through it. She hissed in frustration.

"Can't see a damn thing!"

She hurriedly cast a minor protection spell on herself, not sure what else to do.

I'll throw barkskin up on myself and hold position


Map of the Marchlands | Wintersun Hall

Tauni can act. There are unseen enemies who have a pot in the initiative order but who may not act each round, so please try to check the thread regularly and post when your turn comes up. I'll do the same.


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Tauni finished running up the side of the pit, and came up behind Karas. She laid both hands on the back of his breastplate and growled "It is time to let your silver soul shine, my friend."

Tauni moves and uses a swift action and mythic power to cast with Wild Arcana. She casts brightest light on Karas' breastplate.


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) |

(Nice, Tauni!)

Silver Crusade

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

I think Anarya is up? Whenever it is, her turn is gonna be really simple.

Anarya steps to the edge of the pit and wills herself to rise. Silvery mists swirl about her feet, and propel her rapidly to the surface of the pit on a column of glittering mist. Her eyes blaze with light as she emerges, her halo burning bright around her.

Her levitate spell-like-ability is still active, so she uses two move actions to move 40 feet vertically. Could have climbed, but I think this is more Anarya's style. She ends her movement hovering up at the lip of the pit, a 40-foot column of silvery mist beneath her.

Can Anarya attempt to identify these creatures now that the darkness has been banished and she's no longer in the pit?


Map of the Marchlands | Wintersun Hall

Behind the Screen:
DC 13 (shadows)
Anarya Knowledge (religion): 1d20 + 12 ⇒ (4) + 12 = 16 1 spoiler
Tauni Knowledge (religion): 1d20 + 19 ⇒ (14) + 19 = 33 5 spoilers
DC 17 Shadow Demon
Anarya: Knowledge (Religion): 1d20 + 12 ⇒ (1) + 12 = 13 failed
Avelina: Knowledge (Religion): 1d20 + 16 ⇒ (19) + 16 = 35 4 spoilers
Ellena: Knowledge (Religion): 1d20 + 8 ⇒ (12) + 8 = 20 1 spoiler
Tauni: Knowledge (Religion): 1d20 + 19 ⇒ (13) + 19 = 32 4 spoilers

DC 26
Karas: Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21
Raine: Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21
Tauni: Spellcraft: 1d20 + 21 ⇒ (3) + 21 = 24

DC 19
Anarya: Will: 1d20 + 12 ⇒ (13) + 12 = 25
Avelina: Will: 1d20 + 7 ⇒ (14) + 7 = 21
Ellena: Will: 1d20 + 10 ⇒ (2) + 10 = 12
Karas: Will, bloodraging: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Raine: Will: 1d20 + 5 ⇒ (9) + 5 = 14
Tauni: Will: 1d20 + 7 ⇒ (1) + 7 = 8
Disbelieve save takes effect when the effect is interacted with.

Anarya: Several other enemies and allies have turns first, but I'll make the monster lore rolls for Anarya and Tauni.

Tauni scrambled from the pit, with a slight limp from an injury sustained in her recent fall, her robes stained green and burned as if by acid in places. She drew energy from the wisdom acquired in her mythic adventures and placed a bright light on Karas' chest. It did not just beat back the darkness as Anarya's had, but overcame it as far as it projected 60 feet.

The light revealed the entire hall--bright light in sixty feet, dim light beyond. Karas and Ellena were being attacked by two shadowy shapes that vaguely resembled a humanoid. Their hands passed through what they touched, incorporeal.

Tauni and Anarya:
Anarya recognizes them as shadows. She gets to look at one spoiler from the ones posted above. Tauni is much more familiar with the undead creatures. She gets 5 spoilers.

General description: CE undead (incorporeal). The sinister shadow skirts the border between the gloom of darkness and the harsh truth of light. The shadow prefers to haunt ruins where civilization has moved on, where it hunts living creatures foolish enough to stumble into its territory. The shadow is an undead horror, and as such has no goals or outwardly visible motivations other than to sap life and vitality from living beings.

At the far end was another purple crystal in an eight foot high four-sided pyramid. In front of it was a stone block, perhaps an altar. At the south-east and north-east corners were large alcoves which appeared to have large statues but from the door only a few bits could be seen.

Standing on the block, or perhaps hovering just above it, was a shadowy figure. It appeared to be about seven feet tall, with ink-black bat-like wings. The only other feature that could be clearly seen were red eyes and glowing red fangs.

Avelina, Ellena, Tauni:
The creature at the far end of the hall is a shadow demon CE outsider (chaotic, demon, evil, extraplanar, incorporeal).

Tales of demonic possession are common, used often by the ignorant to explain strange or violent behavior. While the majority of such cases are merely manifestations of madness or derangement, those that are legitimate possessions are often the work of shadow demons.

Unlike many demons, shadow demons are incorporeal. When a particularly envious and evil mortal soul is pulled into the Abyss, it is transformed, split apart, and combined with other souls until what emerges is little more than jealous malevolence without the impediment of a physical body.

Spoilers that can be viewed below:
Avelina: 4
Ellena: 1
Tauni: 4

The bat-wing shadow creature at the far end of the room waved its wings and became enveloped in darkness as before Tauni's spell. This darkness only extended about 20 feet around a point near the stone block. Even those with darkvision could not see within it. No one with spellcraft skill made the roll to identify the spell just cast.

Damage Resistance:
10/cold iron or good

Defensive Abilities:
Incorporeal

Immunities:
cold, electricity, poison

Resistances:
acid 10, fire 10

Spell Resistance:
Yes

Weaknesses:
sunlight powerlessness: A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or standard action. A shadow demon that is possessing a creature using magic jar is not harmed by sunlight, but if it is struck by a sunbeam or sunburst spell while possessing a creature, the shadow demon is driven out of its host automatically.

Special Attacks:
Pounce (Ex): When a creature with this special attack makes a charge, it can make a full attack.
Sprint(Ex): Once per minute, a shadow demon increase its fly speed to 240 feet for 1 round.
Shadow blend (Su): During any conditions other than bright light, a shadow demon can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.

Spell-Like Abilities:
At will—deeper darkness, fear, greater teleport (self only), telekinesis
3/day—shadow conjuration, shadow evocation
1/day—magic jar, summon (level 3, 1 shadow demon 50%)

Spell Casting:
None.


Map of the Marchlands | Wintersun Hall

Avelina may act.

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

”That is a shadow demon, also known as an invidiak or an envy demon, at the end of the hall! It is incorporeal and you need cold iron or good-aligned weapons to hurt it! Bright light slows it down!”

Avelina pulled back her arm in her standard miming of a bow, pulling with even more forcw than usual, and blasts the shadowy creature in front of Ellena with a volley of her signature “holy arrows.”

Cast Defensively (DC 17): 1d20 + 16 ⇒ (20) + 16 = 36
Volley of Holy Arrows Empowered Magic Missile, CL 8, Blood Havoc: 4d4 + 4 + 4 ⇒ (3, 4, 4, 2) + 4 + 4 = 21 x1.5 for empowered = 31 force damage to 1


Map of the Marchlands | Wintersun Hall

On the Table:
Vs Karas Touch AC 12
Incorporeal Touch: 1d20 + 4 ⇒ (1) + 4 = 5
Strength Damage: 1d6 ⇒ 6

Avelina's force arrows passed through the shadow in front of Ellena, ripping apart the necromantic energies that held it together. The shadow broke into many pieces, and the darkness faded to nothing. One shadow remained.

Anarya rose up, using her dragon scale to levitate on silver clouds. She recognized the remaining undead attacking Karas as a shadow and remembered something about how they can best be attacked or defended against.

See Anarya's post above. She gets to look at one spoiler about shadows (spoilers in this post). All except Ellena now are in the radius of Anarya's magic circle against evil spell, which grants bonuses as a protection from evil spell again.

The shadow tried to touch Karas again, but the bright light and the destruction of the other shadow made it shrink from the heroes, its shadow hand not getting close.

Ellena (-5 strength) may act.


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 hopes to clear the shadow off her friends before everyone advanced toward the larger evil. She swung Radiance twice at the shadow threatening Karas.

Radiance with divine power minus strength damage plus holy enchantment 1d20 + 17 + 3 - 2 ⇒ (13) + 17 + 3 - 2 = 31
Damage 1d8 + 7 + 3 - 2 ⇒ (3) + 7 + 3 - 2 = 11 plus
2d6 ⇒ (6, 4) = 10 holy damage versus evil.

Radiance iterative attack with divine power minus strength damage plus holy enchantment 1d20 + 12 + 3 - 2 ⇒ (14) + 12 + 3 - 2 = 27
Damage 1d8 + 7 + 3 - 2 ⇒ (1) + 7 + 3 - 2 = 9 plus
2d6 ⇒ (4, 3) = 7 holy damage versus evil.


Map of the Marchlands | Wintersun Hall

Ellena's first swing of Radiance split the shadow and destroyed the undead power animating it.

Karas and Raine may act.

Karas (-5 strength, shield, Brighter Light on armor)
Raine (barkskin)


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) |

(Is #2 still present as shown on the map, then, or was it the one just destroyed?)


Map of the Marchlands | Wintersun Hall

Not there. Must have been a trick of the light. :)


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) |

Must have!

With the way forward appearing clear, Raine grimaced. She didn't like being their new front line, but hiding back here in the hallway wasn't going to win them any victories either. She stepped forward, a little ahead of Karas, and kept a cold iron arrow nocked on the string. She watched the globe of darkness for anything that was likely to emerge from it-- but kept her ears primed for anything that might be moving unseen, as well.

A move action forward, and using standard to actively perceive for any invisible/stealthed/etc opponents or hazards.

Perception, if you want me rolling it, if not, ignore: 1d20 + 19 ⇒ (8) + 19 = 27


Map of the Marchlands | Wintersun Hall

Raine only heard the sound of her own breathing and that of Karas near her. The bright light left few locations for creatures to hide, except perhaps behind the strange purple crystals. Shadows, of course, being insubstantial, could hide near the surface of solid matter, so they would be hard to spot, even in bright light. Nothing emerged from the dark zone at the far end of the hall.

Karas may act.


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

Bolstered by his Angels light, Karas Grabbed the scale at his neck and aligned his claws to the forces of good before he strode forward into the darkness seeking the demon.

terendelev scale align claws good, move action to move into the darkness


Map of the Marchlands | Wintersun Hall

Behind the screen:
DC 19
Karas: Will: 1d20 + 6 ⇒ (3) + 6 = 9
DC 15
Karas: Acrobatics, blind: 1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 22
Shadow 5: Vs Karas Touch - Dex bonus - 2 (blinded) + 4 Shield spell= 17
Incorporeal Touch: 1d20 + 4 ⇒ (14) + 4 = 18
Strength Damage: 1d6 ⇒ 5

Karas charged forth, his breastplate shining like the sun. However, the light did not penetrate the darkness surrounding the demon. The other heroes saw Karas disappear into the darkness.

Karas:
Karas could not see anything once he entered into the darkness. He knew there was an altar-like obstacle and so he stopped when he reached it.
Karas was told the demon was incorporeal. If true, he would not be able to locate it by touch, so if he wants to attack it, he'll have to swing at random places around himself. I moved Karas 65 feet forward. He is in square L7. Next turn, if he moves, indicate into which square he will move. If he attacks, indicate into which hexes he will swing. He'll suffer the usual penalties for striking at targets he cannot see.
Once inside the darkness, he was again drained of strength. Since Karas could not see his attacker and the attack was an incorporeal touch, he could tell from which direction the attack came. Karas takes 5 points of Strength damage. Note: check your header AC values. Someone cast a shield spell on him. Also, adjust your header stats to indicate anything that changes due to his -10 Strength penalty.
Post if you want Karas to cry out or make any indication of what just happened. No one outside the darkness could see or hear anything that would let them know he was attacked or injured.

Those watching Karas advance, saw another shadow come out from hiding in the purple crystal pedestal and into the patch of darkness. The shadow came out of the pedestal around square J1 and moved SE into the dark area.

Tauni acts next.


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

DM:
header should account for everything including the shield spell I cast that effects touch ac v incorporeal

A pained roar came from. The darkness


Map of the Marchlands | Wintersun Hall

Tauni is next.

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

"We have to pierce that darkness somehow!" Anarya cried. She could feel, through her connection to Karas, that something was terribly wrong. Anxiety choked her voice as she cried out.


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Tauni raised a hand and, with an arcane phrase, sent arcane energy surging out to her friends.

Casting haste. I don't think I could get Karas since I couldn't see him, so no need to run forward to try and get him in the area. I can catch everyone else with it.


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

determining retcon
Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21

Karas realized the spell was not undoing the darkness and stopped short of the sphere


Map of the Marchlands | Wintersun Hall

Behind the Screen:
Karas Touch AC: 16
Shadow attack results from first attack
Incorporeal Touch: 1d20 + 4 ⇒ (14) + 4 = 18
Strength Damage: 1d6 ⇒ 5
PLTC: 1d100 ⇒ 46

I'm going to keep the same attack rolls as before, but adjust Karas' AC.

Karas stopped short of the region of unnatural darkness. The light from his breastplate, bright as the sun, was swallowed up in the demon's dark magic.

A moment later, a shadow, which had been hiding within the pedestal that supported the largest purple crystal to the north, advanced on Karas, placed a hand in Karas chest even as he tried to avoid it. Karas' body shuddered, but no visible damage was done.

Karas:
The shadow hits doing 5 points of Strength damage.

Tauni may retcon her post to account for the different situation.


Tauni "Rabbit" Desba wrote:

Tauni raised a hand and, with an arcane phrase, sent arcane energy surging out to her friends.

Casting haste. I don't think I could get Karas since I couldn't see him, so no need to run forward to try and get him in the area. I can catch everyone else with it.

Thanks! Seeing that Karas stopped his charge short, Tauni darted forward so that the tendrils of her magic could reach him as well. Moved her on the map.


Map of the Marchlands | Wintersun Hall

Behind the screen:
DC 18
Anarya: Will: 1d20 + 12 ⇒ (1) + 12 = 13
Avelina: Will: 1d20 + 8 ⇒ (8) + 8 = 16
Ellena:Will: 1d20 + 8 ⇒ (11) + 8 = 19
Raine: Will: 1d20 + 5 ⇒ (11) + 5 = 16
Tauni: Will: 1d20 + 7 ⇒ (5) + 7 = 12

DC 18
Ellena:Reflex, haste: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Raine: Reflex, haste: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Tauni: Reflex, haste: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17

Ellena: Fall Damage: 5d6 ⇒ (4, 1, 4, 5, 6) = 20 x 0.2 = 4
Spike Damage: 2d6 ⇒ (5, 4) = 9 x 0.2 = 1

Raine: Fall Damage: 5d6 ⇒ (2, 4, 6, 4, 1) = 17
Spike Damage: 2d6 ⇒ (4, 3) = 7

Tauni: Fall Damage: 5d6 ⇒ (5, 5, 4, 3, 6) = 23
Spike Damage: 2d6 ⇒ (2, 3) = 5

A something dark and amorphous flew quickly out of the darkness toward the entrance to the hall. It landed at the feet of Tauni, Raine, and Ellena. The ground fell away in a ten foot square beneath these three and they fell into a deep pit. Where Avelina stood and within five feet of the pit, the ground sloped toward the pit. Those who end their turn in this area must make a reflex save to avoid falling in the pit.

Avelina, Ellena, Raine, and Tauni:
The pit is 50 feet deep and lined with wickedly sharp spikes on the sides and bottom. The three who fall in are injured both by the fall and the spikes. Ellena avoided the worst of the damage somehow.
Damage: Ellena 5, Raine 24, Tauni 28.
The walls of the pit can be climbed at DC 20. However, due to the spikes, each turn spent climbing will cause 1d6 piercing damage.
All in the pit are prone.

Ellena:
Ellena perceived the pit and spikes as if wreathed in shadows. The spikes seem partly transparent.

Avelina 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 steps back from the pit, perturbed at this shadow demon and its cowardly behavior.

Dispel Magic (mythic surge) on the Deeper Darkness: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (6) = 23


Map of the Marchlands | Wintersun Hall

On the Table:
Shadow 4
vs Karas Touch AC 16 + 1 from Haste
Incorporeal Touch: 1d20 + 4 ⇒ (13) + 4 = 17
Strength Damage: 1d6 ⇒ 3

Shadow 6
vs Karas Touch AC 16 + 1 from haste
Incorporeal Touch: 1d20 + 4 ⇒ (2) + 4 = 6

Avelina's spell flew across the immense room, a small mote of golden light that was momentarily lost from view as it entered the darkness surrounding the demon. A moment later, the darkness evaporated, and the bright light from Karas' breastplate burst in on the demon, causing it to cringe and recoil.

Two more shadows emerged from hiding from two other crystal pedestals on the south side of the room, converging on Karas.

The first to reach him tried to put a shadowy hand through him. It barely reached him despite his best efforts to dodge out of the way, draining more strength from the silver tiefling. The other missed completely.

Shadow 4 hit and drained 3 more points from Karas' Strength, which I believe is now down 13 to Str = 17.

Anarya may act. Her player may be unable to post until the start of the work week.

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

Ellena, Raine, and Tauni each heal 5 from life link. Anarya takes 15 damage.

Anarya gasps as her allies disappear from view, and reaches out with one hand. Beams of light stab forth from her fingers and into the spell trapping her allies - attempting to burn its corrupting influence from this world.

Dispel Magic (Inspired Spell): 1d20 + 11 ⇒ (12) + 11 = 23
If that's not enough, Anarya will mythic surge as well for a total of 28.
Mythic Surge (if needed): 1d6 ⇒ 5

She steps forward onto the ledge, and channels her healing light once more.

Quick Channel (Move Action): 7d6 ⇒ (2, 3, 6, 4, 1, 1, 3) = 20 Anarya heals 34, everyone else heals 20. This should hit everyone but Karas - assuming the pit spell was successfully dispelled. If not, it only affects Anarya and Avelina.


Map of the Marchlands | Wintersun Hall

The spike-filled pit glowed faintly as Anarya's will worked on it, trying to dispel it. The spikes faded and the people in the pit rose back up to the surface, a bit worse for wear, but healing with the help of Anarya's magic.

No new shadows emerge to attack anyone.

Ellena may act.

I'm going to be extra busy the next four days, but I'll try to keep events moving. I'll respond to comments in the discussion thread soon.


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 charged forward, swinging her holy blade at one of the shadows surrounding the tiefling. She hopes to eliminate shadow 4 and go from there.

Radiance with divine power minus strength damage plus holy enchantment plus charge 1d20 + 17 + 3 - 2 + 2 ⇒ (8) + 17 + 3 - 2 + 2 = 28
Damage 1d8 + 7 + 3 - 2 ⇒ (4) + 7 + 3 - 2 = 12 plus
2d6 ⇒ (5, 2) = 7 holy damage versus evil.

Could someone move me ahead to the left of #4, please? Thanks.


Map of the Marchlands | Wintersun Hall

Behind the screen:
TC: 1d100 ⇒ 53
Target=1=Av,2=E,3=K,4=R: 1d4 ⇒ 3 Karas

I forgot to mention, Anarya did not need to mythic surge to dispel the spiked pit spell.

Ellena, her wounds healed by Anarya's channeled energy, ran confidently into the room and swang her glowing sword through one of the animated shadows that had just attacked Karas. Were the shadow corporeal, the attack would have cut the torso in two, but instead, the shadow's form became jagged and bled globs of darkness that were instantly swallowed up by the bright light then suffusing the room.

The sound of wings flapping could be heard suddenly. The location of the source was frustrated by echoes that caused the sound to appear to come from several different directions.

Anyone making a hearing based perception check suffers a -4 penalty.

Karas:
Karas needs to make a Will save. I'd recommend he use whatever mythic abilities he can to get as high a result as possible. Put the roll under a spoiler. Depending on the outcome, I may send you more information in a pm. Take Karas' turn as normal as the outcome of the save won't change what he does.

Karas is up.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

DM:
... Oh no, here goes Will save plus mythic surge: 1d20 + 6 + 1d6 ⇒ (14) + 6 + (1) = 21

Current Buffs: Phantom Blood, Shield, Haste, Aligned Weapon (Good)

Karas was in a frenzy of claws moving at supernatural speed aimed at the surrounding shadows. [ooc] Going 4,5,6,demon

Claw 1 (Aligned good) Haste, STR penalty: 1d20 + 13 + 1 - 5 ⇒ (9) + 13 + 1 - 5 = 18
Claw Damage, STR Penalty, 1d6 cold: 1d8 + 12 - 5 + 1d6 ⇒ (4) + 12 - 5 + (3) = 14

Claw 2 (Aligned good) Haste, STR penalty: 1d20 + 13 + 1 - 5 ⇒ (14) + 13 + 1 - 5 = 23
Claw Damage, STR Penalty, 1d6 cold: 1d8 + 12 - 5 + 1d6 ⇒ (1) + 12 - 5 + (3) = 11

Claw 3 (Aligned good) Haste, STR penalty: 1d20 + 8 + 1 - 5 ⇒ (1) + 8 + 1 - 5 = 5
Claw Damage, STR Penalty, 1d6 cold: 1d8 + 12 - 5 + 1d6 ⇒ (5) + 12 - 5 + (3) = 15

Claw (haste) (Aligned good) Haste, STR penalty: 1d20 + 13 + 1 - 5 ⇒ (18) + 13 + 1 - 5 = 27
Claw Damage, STR Penalty, 1d6 cold: 1d8 + 12 - 5 + 1d6 ⇒ (7) + 12 - 5 + (2) = 16

Claw Rend: 1d6 ⇒ 6

Bite Haste, STR penalty: 1d20 + 13 + 1 - 5 ⇒ (12) + 13 + 1 - 5 = 21
Bite Damage, STR Penalty, 1d6 cold: 1d6 + 9 + 1d6 ⇒ (2) + 9 + (6) = 17


Map of the Marchlands | Wintersun Hall

Karas:
I will send you a PM.

Karas ripped one shadow into oblivion with two vicious attacks. He attacked a second shadow and ripped it in half, destoying it as well. 12 damage to Shadow 4 which destroyed it. Did 19 more damage to Shadow 5, also destroyed.

Tauni may act.


Perception to angle out where the flapping is coming from...

Perception 1d20 + 16 - 4 ⇒ (9) + 16 - 4 = 21


Map of the Marchlands | Wintersun Hall

Behind the Screen:
DC 15
Tauni: Wisdom: 1d20 + 1 ⇒ (12) + 1 = 13
L: 1d15 ⇒ 12
N: 1d16 ⇒ 9
Tauni: Wisdom: 1d20 + 1 ⇒ (20) + 1 = 21
direction 1=w,2=nw,3=n,4=ne,5=E: 1d5 ⇒ 2

Tauni struggled to pinpoint the direction of the flapping but thought it was coming from around the area of the gold colored box or altar directly opposite the door.


Prescience 1d20 ⇒ 1

Tauni pointed a finger at the shadow demon, willing the very universe around her to not allow it to escape. Silver light responded, coalescing around her outstretched hand. The beam darted out, searching for the demon.

Burning another mythic use to cast extended piercing force anchor, targeting the shadow demon.

Ranged touch attack vs. shadow demon 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
To overcome spell resistance, 1d20 + 9 + 4 + 5 ⇒ (3) + 9 + 4 + 5 = 21

Edit: Wow. I guess I won't use that prescience roll to sub into one of the other rolls.


Map of the Marchlands | Wintersun Hall

Behind the screen:

Anarya: Perception, visual, non-opposed, 50': 1d20 + 15 - 5 ⇒ (6) + 15 - 5 = 16
Avelina: Perception, 50': 1d20 - 4 - 5 ⇒ (7) - 4 - 5 = -2
Ellena: Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Raine: Perception, 30': 1d20 + 19 - 3 ⇒ (19) + 19 - 3 = 35
Tauni: Perception, 40': 1d20 + 16 - 4 ⇒ (10) + 16 - 4 = 22

Anarya: Sense Motive: 1d20 + 6 ⇒ (7) + 6 = 13
Raine: Sense Motive: 1d20 + 2 ⇒ (9) + 2 = 11
Tauni: Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6


Tauni's spell veers wide and misses the demon.

I forgot that Raine can also take her turn now.

Edit:

Raine & Anarya:
Both Raine and Anarya notice some kind of change has come over Karas. He seems to have ceased his raging.
He looks like he does after he has raged and is fatigued for a short time. His hands no longer have the sharp claws that manifest when he rages.


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 believe I'm prone, even though the pit has been dispelled at this point. 19 damage after Anarya's life link heal.

Raine had no concept of a 'roller coaster' but perhaps she's ridden on a ship through a storm at some point. She fell down a suddenly appeared pit-- cracked some bones - felt some heal - and then the hole was gone again and she was lying on her back gasping for air.

Wincing, she got back to her feet, stumbled a few steps forward, and called out to the others:

"Demons! We allow remember what they did to Kenabres! Karas, strike high if you can! Ellena-- while it reels from Karas!"

Using my hunter's bond to give all allies within 30' (should be everyone) a +2/+2 untyped bonus to attack and damage with weapons against the shadow demon


Map of the Marchlands | Wintersun Hall

The Hunter's Bond should last 2 turns (Raine's wisdom modifier).

The shadow demon flies directly toward the door at the south end of the room. It does not attack anyone. It seems to be fleeing, probably unable to abide the bright light.

It is fleeing, not attacking. All with a ready weapon may make an AOO as it passes. Magic weapons do half damage. Remember to count the Hunter's Bond bonus from Raine. It is AC 18.

Avelina may act next.


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 brings about a claw in an attempt to rend the fleeing demon, however, in place of a claw he sees only his silver skinned hand and stops mid swing. Confusion plays on his face as he notices a weight on his shoulders and sways on his feet as his features return to their non raging state.


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 took a swing at the horrible demon as it passed by her, trying to rend it in two.

Radiance AoO with divine power minus strength damage plus holy enchantment plus hunter’s blessing 1d20 + 17 + 3 - 2 + 2 ⇒ (17) + 17 + 3 - 2 + 2 = 37
Damage 1d8 + 7 + 3 - 2 + 2 ⇒ (7) + 7 + 3 - 2 + 2 = 17 plus
2d6 ⇒ (4, 3) = 7 holy damage versus evil.

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