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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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 boldly strode forward 20’, just to the southwest of enemy 2, and brandished Radiance at the cultist. ”We are here to cleanse your bullgod’s evil taint from this holy ground!”

Attack with power attack 1d20 + 18 - 3 ⇒ (4) + 18 - 3 = 19

Damage 1d8 + 17 ⇒ (3) + 17 = 20

Could someone move me on the map, please? Thanks!


Map of the Marchlands | Wintersun Hall

Ellena's mighty blow ended against the plate armor of the enemy cultist. She felt a twinge as she entered the area, as if the whole area were giving off an odor of evil.

It probably goes without saying, but these enemies are evil, so smite evil will be effective against them. It doesn't take a detect evil spell to recognize the signs.


Map of the Marchlands | Wintersun Hall

It is Anarya's turn to post. After that Aelith and Guillame make their second round actions.

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 gritted her teeth as the ward between her and Aelith transferred the half-elf's pain to her. A gash appeared in the exact same place on the aasimar's body, underneath her gleaming golden armor. It rapidly worsened as their link pulsed - soothing Aelith's pain as it passed to the oracle.

Anarya takes 8 of the damage for Aelith due to shield other, then Aelith heals another 5 from Life Link. So they should have 3 points of damage taken, and Anarya has taken 13.

Current Injuries:
- Anarya: 13 damage
- Aelith: 3 damage

Moving with enhanced speed from her magic boots, Anarya dashed up the stairs, her armor not slowing her a whit. Her sword Truthwatcher burned with its bright gray flame in her hand, a low hum intensifying as she brought it to bear against the cultist matching blades with Ellena. She sliced upwards with the weapon, the faintly-musical hum rising to a peak as holy energy embraces the cold iron blade.

Mythic Channel Smite (Sacred Scourge), Truthwatcher: 1d20 + 19 ⇒ (2) + 19 = 21
Base Damage: 1d8 + 6 + 1d6 ⇒ (8) + 6 + (5) = 19 + 7d6 ⇒ (3, 6, 6, 4, 1, 5, 1) = 26* + 6 = 25 Damage (counts as silver, cold iron, and good)
*Sacred Scourge always deals half damage, and Mythic Alignment Channel halves it again if the target isn't an outsider.

If that's a hit, the cultist struck must make a DC 26 will save or be dazed for 1 round. If it's a miss, Anarya can choose to spend a mythic power to do her AoE channel instead, and I think I will choose to do so.


They/Them Half-Elf Rog3/Rng2/SdwDnc5 | HP 76/76 | AC 28 | Flat 19 | Touch 20 | CMD 24 | Fort +8 | Ref +18(+19 vs Traps) | Will +4 (+5 vs Fear, +8 vs Charm/Compulsion)

Aelith recoiled from the cut, a moment of panic averted as Anarya's divine power ameliorated the wound, leaving them with barely a scratch. "You alright there, Kiddo?" The possessed blade worried, but Aelith brushed off the question.

"Aye. Momma?" The pinpricks of red within Aelith's shadow flashed and the umbra stretched towards the edge of the pedestal, revealing the looming shade in all its spectral glory behind the armored guard. A ghostly claw swiped at the figure's exposed back as Aelith steps up to engage the cultist on even footing, to deliver another pair of flourished slashes in tandem with their mother.

Momma the Shadow stops floating in the ground beneath Aelith to float behind Guard 3 and takes a swipe, then Aelith takes their turn, 5ft-Step to the top of the platform to flank with Momma for a full attack. There's a chance I can't five foot step, if so, just move up and ignore the second attack.

Incorporeal Touch: 1d20 + 9 ⇒ (18) + 9 = 27
Strength Damage: 1d6 ⇒ 3

Attack 1: 1d20 + 17 ⇒ (10) + 17 = 27
Damage: 1d10 + 18 ⇒ (5) + 18 = 23Damage: 3d6 ⇒ (2, 2, 1) = 5

Attack 2: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d10 + 18 ⇒ (8) + 18 = 26Damage: 3d6 ⇒ (3, 1, 6) = 10


Wiz1/Bloodrager9 | HP: 80/80 | AC 29 (26) | T 18 (16) | FF 20 | CMD 24 (22) | Fort+10, Ref+12 (10), Will+8 |Init: +12 | Bloodrage 22/22 Rounds | Mythic Power 9/9 |

Guillame stepped back to ensure he was out of reach of the nearest glaive, then began to fire. A flash of white light erupts from both of his guns, and contrary to the explosive sound of gunshots, what emerges are translucent darts of magical energy, with trails of light following after them as if they were miniature comets.

Starting with number one and going to two if needed. All attacks are against touch AC and deal force damage. Also, I recalculated my attacks, I was slightly off last round. This should be right.

Attack 1: 1d20 + 11 ⇒ (6) + 11 = 17
Damage 1: 2d4 + 9 ⇒ (1, 3) + 9 = 13

Attack 2: 1d20 + 11 ⇒ (14) + 11 = 25
Damage 2: 2d4 + 9 ⇒ (3, 1) + 9 = 13

Attack 3: 1d20 + 11 ⇒ (19) + 11 = 30
Damage 3: 2d4 + 9 ⇒ (1, 4) + 9 = 14

Attack 4: 1d20 + 7 ⇒ (3) + 7 = 10
Damage 4: 2d4 + 9 ⇒ (4, 4) + 9 = 17

Attack 5: 1d20 + 7 ⇒ (7) + 7 = 14
Damage 5: 2d4 + 9 ⇒ (4, 4) + 9 = 17

As they crash against their targets, they burst and dissipate, leaving no trace save the damage done.


Map of the Marchlands | Wintersun Hall

Ret-Con AOO:
T2 AOO vs. Ellena AC 27
Glaive 1: 1d20 + 12 ⇒ (11) + 12 = 23 Miss

Ret-Con: I forgot that Ellena would provoke an AOO moving to within 5 feet of the Templar with a reach weapon.

The templar who attacked Aelith whipped zir glaive around to try to cut Ellena as she approached to attack, but the blade was stopped by the paladin's armor.

Anarya advanced and was spared such an attack because the glaive was out of position after its last attack. The evil atmosphere of the place put Anarya's attack off just enough to cause her to miss the templar with her sword.

I have limited time to post right now and Aelith's profile has a lot of abilities to read through. It would help at this point if Aelith can post the details of their last turn in game mechanical terms. What are the relevant creature stats of the shadow that attacked from behind, and what feature of Aelith's arsenal was she drawing on to manifest it? Thanks. I'll post Guillame's results after I resolve Aelith's. Sorry for the delay.

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

Would a 23 have hit? I had forgotten some of Anarya's bonuses in her earlier post. Damage would be the same if so.


Map of the Marchlands | Wintersun Hall

It would, but I don't have time to process it today. I'll try to update everything soon. I'm in an end-of-term grading crunch at the moment.


Map of the Marchlands | Wintersun Hall

On the Table:
DC 26
Will: 1d20 + 8 ⇒ (3) + 8 = 11

Anarya slipped up and used her new weapon to good effect, wounding the templar attacking Ellena. The wound overwhelmed zir ability to function for a few seconds. 25 to Templar 2, who is dazed for 1 round.

The templar between Aelith and her shadow found itself weakened by the incorporeal shadow's hand and wounded by one of Aelith's attacks. 28 damage and 3 strength damage to Templar 3.

Guillame peppered the templar by the curtain on the west side with magical force pellets, taking zir to death's door.

The templars turns are next. I'm out of time for tonight. I'll post their actions Saturday.


Map of the Marchlands | Wintersun Hall

On the Table:
T2: Dazed
T3: Step. Attacks Aelith AC 28
Shortsword 1, smite good, Str Damage: 1d20 + 11 + 2 - 1 ⇒ (11) + 11 + 2 - 1 = 23
Shortsword Damage 1, smite good: 1d6 + 4 + 6 ⇒ (3) + 4 + 6 = 13
Shortsword 2, smite good, Str Damage: 1d20 + 6 + 2 - 1 ⇒ (20) + 6 + 2 - 1 = 27
Shortsword Damage 2, smite good: 1d6 + 4 + 6 ⇒ (5) + 4 + 6 = 15
T1: Attacks Mama: AC 15
Glaive 1, PA: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18
Glaive Damage 1, PA: 1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16 Half damage: 8
Glaive 2, PA: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
T4: (move, open door)
T5: (move, open door)
T6: (smite good vs. Ellena) Attacks Ellena: AC AC 27
Glaive 1, smite good, PA: 1d20 + 12 + 2 - 2 ⇒ (8) + 12 + 2 - 2 = 20

The templar hit by Anarya's sword made no attacks as ze regained zir composure. Dazed this round only.

The templar being attacked by Aelith and Mama backed against the wall and made two more attacks with zir shortsword. The first was stopped by their force armor, but ze pushed the sword harder into the same spot and managed to stab through into Aelith's chest. Nat 20, not a crit, 15 damage to Aelith. I believe 5 of that will transfer to Anarya.

The last Templar fought on though ze was near death. Ze swung zir magic glaive at Mama. The first cut through the shadow, clanging against the sanctum's stone wall beyond. Ze was fast enough to attack again, but Mama dodged this attack. 16 damage, halved due to incorporeal body: 8 lethal.

The curtain on the west wall slid open, and another templar moved out to stand behind the two templars battling Mama, Anarya, and Ellena. This templar had similar armor and weapons to zir cohorts. The curtain on the east wall opened as well, and another templar strode confidently into the sanctum's main hall, glaive at the ready.

A sixth templar slipped into the room behind the three by the west wall and into the corner, where ze attacked Ellena. Zir glaive was stopped by the paladin's magic armor.

Side Rooms Description:
Same for both rooms. A row of four beds, each with a footlocker beside it, lined one wall of this barrack. The walls were covered in carvings that depicted humans being tortured by demons or horned minotaurs performing lewd and profane acts in a vast labyrinth.

All PCs are up.

Ellena
Anarya
(18 lethal, shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight)

Round3
Aelith (18 lethal)
Shadow (Mama) (incorporeal, 8 lethal)
Guillame (Bloodrage, blur, haste)
T2 (25 lethal)
T3 (28 lethal, 3 Str damage)
T1 (54 lethal)
T4
T5
T6

If the conditions and buffs and other modifiers to normal stats are missing anything for your character, let me know.

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

On a 15 damage hit, Anarya will take 7 of it and Aelith will take 6. At the start of her turn, Anarya will take another 10 damage from Life Link, and Mama and Aelith heal for 5 each, leaving the current damage on the party as follows:
▪ Anarya: 30 damage
▪ Aelith: 4 damage
▪ Mama: 3 damage

The light of Anarya's halo may appear harsh and glaring to her foes, but to her allies it is a sheltering blanket of comforting warmth. The oracle feels each blow that strikes at a friend, taking the pain of each with stoic determination.

As more of the dark templars march into the chamber and join the battle, Anarya knows that they will need the Inheritor's own swiftness to win the day. She focuses inward, and with a silent but commanding gesture, releases twin pulses of power which flood the chamber - one of wrath, one of comfort.

The first slams into her foes with palpable fury. (Quick Channel, Sacred Scourge)
Damage: 7d6 ⇒ (2, 3, 1, 3, 1, 1, 1) = 12 Each cultist takes 4 damage and must make a DC 26 Will save or be dazed for 1 round.

The second imbues her allies with new strength. (Casting blessing of fervor on all allies.)
Cast Defensively: 1d20 + 18 ⇒ (19) + 18 = 37 (Success vs. DC 23)

Blessing of Fervor:
For the next 9 rounds, you may choose one of the following bonuses at the start of your turn, lasting until your next turn:
▪ Increase your speed by 30 feet.
▪ Stand up as a swift action without provoking an attack of opportunity.
▪ Make one extra attack as part of a full attack action, using your highest base attack bonus.
▪ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
▪ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Also, Anarya's "everyone" buffs do apply to companions as well, so Mama will have the benefit of suppress charms and compulsions, moment of greatness, Life Link, bless, and blessing of fervor at the moment.


Map of the Marchlands | Wintersun Hall

Behind the Screen:
DC 26
T1: Will, unhallowed: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
T2: Will, unhallowed: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 Dazed 1 round
T3: Will, unhallowed: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 Dazed 1 round
T4: Will, unhallowed: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 Dazed 1 round
T5: Will, unhallowed: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
T6: Will, unhallowed: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 Dazed 1 round

Aelith had 3 damage, took 8 of the 15 done this round, bringing her up to 11 damage. Life Link would take that down to 6.

Anarya's presence lit up the otherwise dim sanctum. While her allies felt bolstered, the templars were battered. All but one became dazed by the channeled energy, and the one most grievously injured fell, zir life energy slipping away. Templar 1 is dying. Only Templar 5 is not dazed. "Dz" text on map marks the ones who are dazed.

Despite this, all the crusaders felt a palpable aura from these dark foes, eroding everyone's courage a little and giving Ellena, who usually felt no fear, a taste of what it was like to fear the dark.

Aura of Cowardice within 10 feet of any templar: take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while in this aura.

I assume Ellena will delay her attack until Anarya casts her spell, so she is up next, with the benefits of Blessing of Fervor (BOF). All bold below may take a turn.

Ellena (BOF)

Round3
Aelith (6 lethal, BOF)
Shadow (incorporeal, 3 lethal, BOF)
Guillame (Bloodrage, blur, haste, BOF)
T2 (29 lethal, dazed)
T3 (32 lethal, 3 Str damage, dazed)
T1 (58 lethal, dying)
T4 (4 lethal, dazed)
T5 (4 lethal)
T6 (4 lethal, dazed)
Anarya (30 lethal, shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight)

Players who are not familiar with the Blessing of Fervor cast by Anarya should click on the spell description link in Anarya's post. Each round each affect PC gets a choice of how the spell will benefit zir. I have cast this spell as a player and then watched as most PCs failed to take advantage of 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

Apologies. The weekend got away from me.

The Paladin continued her attack on the cultist she had previously attacked. She used the Blessing of Fervor to gain an extra attack with Radiance.

Attack with power attack 1d20 + 18 - 3 ⇒ (3) + 18 - 3 = 18
Damage 1d8 + 17 ⇒ (6) + 17 = 23

BoF attack with power attack 1d20 + 18 - 3 ⇒ (9) + 18 - 3 = 24
Damage 1d8 + 17 ⇒ (1) + 17 = 18

Iterative attack with power attack 1d20 + 13 - 3 ⇒ (14) + 13 - 3 = 24
Damage 1d8 + 17 ⇒ (8) + 17 = 25


Wiz1/Bloodrager9 | HP: 80/80 | AC 29 (26) | T 18 (16) | FF 20 | CMD 24 (22) | Fort+10, Ref+12 (10), Will+8 |Init: +12 | Bloodrage 22/22 Rounds | Mythic Power 9/9 |

Guillame will take the +2s, as BoF won't stack with haste to give him even more attacks. AC goes up to 31 now.

Guillame turned his guns on the newly-arrived lone templar [T5] in front of him. Seeing no path to avoid the impressive reach of the glaive, he began to fire and trusted in his magic to protect him.

Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 2d4 + 9 ⇒ (3, 2) + 9 = 14

Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Confirmation: 1d20 + 13 ⇒ (7) + 13 = 20
Critical Damage: 8d4 + 36 ⇒ (3, 4, 4, 4, 1, 1, 2, 3) + 36 = 58

Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 2d4 + 9 ⇒ (1, 1) + 9 = 11

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d4 + 9 ⇒ (4, 3) + 9 = 16

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 2d4 + 9 ⇒ (2, 3) + 9 = 14

Taking penalties for shooting into melee this round, which are factored in. If T5 goes down, T2 and T3 are the next priority targets. If T5's attack of opportunity on me is somehow successful, I have an immediate action to narrate in response.


They/Them Half-Elf Rog3/Rng2/SdwDnc5 | HP 76/76 | AC 28 | Flat 19 | Touch 20 | CMD 24 | Fort +8 | Ref +18(+19 vs Traps) | Will +4 (+5 vs Fear, +8 vs Charm/Compulsion)

Aelith gives a hiss of pain as the templar's sword bites through their protection, silently grateful for the soothing aura of Anarya's blessings. The blade in their hand mutters a concerned, "Careful, Kiddo!" But Aelith swallows a response, focusing on cutting down the figure before them with the rush of fervor from Anarya. The flurry of swiped are far less the elegant strikes their father taught them, but wild, panicked swings as the adrenaline overwhelms their composure. "Breathe, Kiddo! Step back and focus."

The hovering shade of Momma lets out an eerily silent shriek of its own as the glaive of another enemy cuts through her. Momma only pays the offending guard a glance as Guillame empties a volley into the foe, turning back to protect her child with another spectral claw.

To Hit: 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 1d10 + 19 ⇒ (2) + 19 = 21

To Hit: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 1d10 + 19 ⇒ (1) + 19 = 20

To Hit: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 1d10 + 19 ⇒ (7) + 19 = 26

Incorporeal Touch: 1d20 + 10 ⇒ (4) + 10 = 14
STR Damage: 1d6 ⇒ 6


Map of the Marchlands | Wintersun Hall

On the Table:
T5 AOO vs Guillame AC 31
Glaive 1, smite good: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Glaive Damage 1, smite good: 1d10 + 7 + 6 ⇒ (1) + 7 + 6 = 14

Ellena's first swing hit only armor, but her ferocious attacks did not stop there. She swung her glowing sword again and again, each time cutting past the armor and deep into the dazed templar's body. The evil servant of Baphomet crumpled into a heap without even a moan.

Aelith flailed at the dazed templar backed against a door, but the blade hits only solid steel armor. The shadow ignores the steel and draws out more of the templars strength. Ze was beginning to struggle to move in the heavy armor and to lift the mighty glaive. But still it lived. 6 strength damage. The templar is now down 9.

As Guillame opened fire on the templar who arrived from the east, the evil brute tried to hit him with his glaive, but the heavy blade only glanced off his force armor. The volly of magical projectiles peppered the templar. Two could not penetrate the armor, but the rest ripped into vital organs and brought down the armored defender of Baphomet. 2nd attack was not a critical hit, but the damage was one shy of maximum damage. Total damage 58. T5 is dying.

Three of the templars were down and the other three were still trying to recover from Anarya's damaging light assault. So the crusaiders could continue their attacks without suffering more attacks.

A new round for the good guys.

Anarya (30 lethal, shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight, BOF)
Ellena (BOF)

Round 4
Aelith (6 lethal, BOF)
Shadow (incorporeal, 3 lethal, BOF)
Guillame (Bloodrage, blur, haste, BOF)
T2 (72 lethal, dazed, dying)
T3 (32 lethal, 9 Str damage (-4))
T1 (58 lethal, dying)
T4 (4 lethal)
T5 (4 lethal, 58 lethal, dying)
T6 (4 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

The mighty Paladin slid 5’ to the west, and continued her attack, this time on cultist 6. She used the Blessing of Fervor to gain an extra attack with Radiance at the relatively fresh opponent. ”Turn your back on the Bull god and we will talk about your redemption!”

Attack with power attack 1d20 + 18 - 3 ⇒ (4) + 18 - 3 = 19
Damage 1d8 + 17 ⇒ (3) + 17 = 20

BoF attack with power attack 1d20 + 18 - 3 ⇒ (19) + 18 - 3 = 34
Damage 1d8 + 17 ⇒ (4) + 17 = 21

Iterative attack with power attack 1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 30
Damage 1d8 + 17 ⇒ (5) + 17 = 22
———
Possible crit on attack2 1d20 + 18 - 3 ⇒ (4) + 18 - 3 = 19
Damage 1d8 + 17 ⇒ (2) + 17 = 19

Possible crit on attack 3 1d20 + 13 - 3 ⇒ (3) + 13 - 3 = 13
Damage 1d8 + 17 ⇒ (8) + 17 = 25


Map of the Marchlands | Wintersun Hall

Ret-con Because I forgot that Guillame's attacks are touch attacks, his first attack hits (just barely) doing 14. The second hits and is a critical, doing more damage in one attack than the NPC's total hit points, so that's an instant kill. The third attack would than go against T2 except Ellena had already killed this one. T3 gets a cover bonus of +4 to zir AC, bringing the touch AC up to 18. The third attack hits doing 11 to T3. T3 already had 32 damage plus was down 9 Str. So it is up to 43, still alive. Because of the cover bonus, attack 4 misses. Attack 5 hits, doing 14, which puts it negative.

Guillame's magic gun one-shots the Templar entering from the east. His next attacks take down the templar with the shortsword fighting Aelith and her mom.

Ellena presses the attack on one of the two remaining templars, who is backed into a corner and dazed from Anarya's channeling. Her first attack hits his sturdy steel plate armor, but then she follows up with two more quick strikes that find weak spots in the armor and combine to take the evil one near death, allowing zir to at least contemplate her offer of redemption. Neither of the crit threats was confirmed, alas. She does 43 which brings T6 up to 47 damage, just 8 shy of his total hit point total.

End of Round 3
Anarya (30 lethal, shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight, BOF)

Round 4
Aelith (6 lethal, BOF)
Shadow (incorporeal, 3 lethal, BOF)
Guillame (Bloodrage, blur, haste, BOF)
T2 (unhallowed +2 AC and saves, Smite Good vs Guillame, 72 lethal, dazed, dying)
T3 (unhallowed +2 AC and saves, Smite Good vs Aelith, 57 lethal, 9 Str damage (-4), dying)
T1 (unhallowed +2 AC and saves, Smite Good vs Aelith, 58 lethal, dying)
T4 (unhallowed +2 AC and saves, 4 lethal)
T5 (unhallowed +2 AC and saves, 4 lethal, AOO vs Guillame, miss, 72 lethal, dying)
T6 (unhallowed +2 AC and saves, Smite Good vs. Ellena, 47 lethal)
Round 5
Ellena (BOF)

While it is obvious these last two templars will fall, we need to stay in melee order for something yet to come in round 5.

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

Apologies for the delay in posting, I had intended to get a combat post up after my comment in the discussion thread and got distracted. I've got a lot on my mind this week - including a very exciting job interview coming soon!

Anarya again takes Aelith's injuries into herself, the aasimar's bleeding growing worse as the half-elf's wounds begin to close. (Anarya takes 5 damage, Aelith heals 5.) As she moves, her blessing imbues her with strength, guiding her attacks and aiding in her defense. (Choosing +2 attacks/AC/reflex.)

She steps in close, taking care to avoid the Templar's attack, and unleashes two quick attacks with Truthwatcher, the sword still wreathed in its rekindled gray flame.

Attack #1 (+2 from BoF): 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 1d8 + 6 + 1d6 ⇒ (7) + 6 + (3) = 16 [good, silver, cold iron]

Attack #2 (+2 from BoF): 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d8 + 6 + 1d6 ⇒ (3) + 6 + (3) = 12 [good, silver, cold iron]


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Map of the Marchlands | Wintersun Hall

Ellena now saw a different oracle in battle than she had ever seen before. Usually supporting Karas and Raine, Anarya had always held back, often unleashing her most damaging effects through her channeling. Now she moved in close, sword giving off silvery-grey light, and delivered two serious wounds to one of the two remaining templars. She had truly become a holy warrior. 28 damage to Templar 4.

Aelith and Guillame are up.

Aelith (1 lethal, BOF)
Shadow (incorporeal, 3 lethal, BOF)
Guillame (Bloodrage, blur, haste, BOF)
T2 (72 lethal, dying)
T3 (57 lethal, 9 Str damage, dying)
T1 (58 lethal, dying)
T4 (32 lethal, dazed)
T5 (72 lethal, dying)
T6 (47 lethal, dazed)
Ellena (BOF)
Anarya (35 lethal, shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight, BOF)


They/Them Half-Elf Rog3/Rng2/SdwDnc5 | HP 76/76 | AC 28 | Flat 19 | Touch 20 | CMD 24 | Fort +8 | Ref +18(+19 vs Traps) | Will +4 (+5 vs Fear, +8 vs Charm/Compulsion)

The intervention of Guillame's shot neutralized Aelith's opponent, giving them the moment to breathe and recenter themselves before assessing the situation. The others had dwindled the crowd of six down to two, far better than Aelith's false bravado and subsequent panic had accomplished. They quickly hop down the steps and skip up besides Anarya to take a swing at one of the dazed templars, using Anarya's blessings to focus for now.

With Aelith joining their companions to sweep up the two loose ends, Momma sinks back into the floor and merges once more with the young half-elf's shadow.

Also using the Attack/AC/Reflex bonus from Blessing of Fervor

To Hit: 1d20 + 17 ⇒ (2) + 17 = 19
Damage: 1d10 + 19 ⇒ (2) + 19 = 21


Map of the Marchlands | Wintersun Hall

Aelith's attack was stopped by the plate armor protecting the templars.


Wiz1/Bloodrager9 | HP: 80/80 | AC 29 (26) | T 18 (16) | FF 20 | CMD 24 (22) | Fort+10, Ref+12 (10), Will+8 |Init: +12 | Bloodrage 22/22 Rounds | Mythic Power 9/9 |

Another volley of gunfire erupted from Guillame's pistols.

Touch Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Confirmation: 1d20 + 9 ⇒ (4) + 9 = 13
Critical Force Damage: 8d4 + 36 ⇒ (1, 2, 3, 1, 3, 3, 3, 2) + 36 = 54

Touch Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Force Damage: 2d4 + 9 ⇒ (3, 1) + 9 = 13

Touch Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Force Damage: 2d4 + 9 ⇒ (2, 3) + 9 = 14

Touch Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Force Damage: 2d4 + 9 ⇒ (3, 1) + 9 = 13

Touch Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Confirmation: 1d20 + 5 ⇒ (4) + 5 = 9
Force Damage: 2d4 + 9 ⇒ (2, 2) + 9 = 13

Assuming a 13 confirms against touch for these guys and a 9 doesn't. If the 13 actually doesn't confirm, we'll just use the first two dice from that damage roll, so 1 and 2, which would mean 12 damage. The last attack probably doesn't even matter, anyway, since Guillame will obviously stop firing once both targets are down.


Map of the Marchlands | Wintersun Hall

Their Touch AC was 12. They have just 31 hp between them, so the attacks will finish them off.

Ellena and Anarya have one round of actions before anything else dangerous happens. There are a few checks they would have time to make to learn some things about the room. Detect Magic would reveal some things as well, but only the things that are made manifest in the first round of the spell.

DC 23 Knowledge Arcana:
All the statues in the area have been reshaped by Stone Shape spells.

DC 30 Perception:
A secret door is in the center of the 7-foot-high
platform on which the enormous statue sits, between the two white dotted lines.

Either of these rolls takes a standard action, as some inspection is needed. Another option is to check the fallen templars to see if any still live and might be subjects for questioning if brought back to consciousness. They each have three potions on them.


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 moved to the closest cultist, and looked to see if the cultist was still breathing and if there was anything possibly useful to the group. ”That was easiest than I suspected it would be,” she whispered as she discovered the potions.

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

Not realizing that there may be more pressing matters to investigate, Anarya's priority is staunching the significant wounds she's acquired. It comforts her to know that her allies all seem alright, but blood seeps from beneath her golden armor.

The armor seems almost... designed for this. It was merely an old crusader's armor when it was purchased, with little ornament and fashioned of plain steel. But each time she dons it, it transforms, becoming cast in soft tones of gold and white. The red blood completes a half-finished picture, flowing along decorative channels and grooves in the armor's ornate surface, making her injuries almost a thing of beauty rather than horror - but as it pools around her feet, it becomes clear that the injuries are far from superficial.

She breathes out, letting the light that sheltered her companions flow back into herself at last, mending wounds and causing the rivulets of blood to shimmer and melt away as naught but water. Even the bloodstains she had left on the floor fading behind her into little more than damp patches on the ground. A few trickles remain, tracing thin red lines along the edges of the armor's design, but the aasimar sighs in relief as the pain fades for the moment.

Cure Serious Wounds: 3d8 + 9 + 6 ⇒ (3, 3, 2) + 9 + 6 = 23


Map of the Marchlands | Wintersun Hall

Ellena and Anarya get only a moment's breather. Ellena discovers the templars carried several potions each. Anarya heals herself. I have her now with 12 points of injury.

A door hidden in the front of the base on which the statue sits opened. A strange creature dashed out unnaturally fast, apparently under the influence of a haste spell. It had the body of a small bull with bull horns, but its head had the jaws of a crocodile. Bat wings sprouted from its back, and it had scales like a reptile. It matched no descriptions of any creatures any of the crusaders could remember.

It ran quickly at Aelith but its powerful jaws were stopped by her armor. It appeared it could make attacks with its hooves, horns, and bite.

Behind the beast, standing in the door that just opened, was an apparently human woman with features suggesting she was related to the original inhabitants of Sarkoris. She had copper red hair, leather armor, a hand crossbow, tattoos on her forehead and her exposed right arm, and an unholy symbol of Baphomet prominent on her chest. She spoke in common with a Hallit accent, "You defeated merely human defenders of this unholy site. See how you fare against Svennarobeth, one of the old gods of Sarkoris."

Round 5
Aelith (1 lethal, BOF)
Shadow (incorporeal, 3 lethal, BOF, withdrawn)
Guillame (Bloodrage, blur, haste, BOF)
Ellena (BOF)
Anarya (12 lethal, shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight, BOF)

Round 6
Woman (Haste)
beast (Haste)


Wiz1/Bloodrager9 | HP: 80/80 | AC 29 (26) | T 18 (16) | FF 20 | CMD 24 (22) | Fort+10, Ref+12 (10), Will+8 |Init: +12 | Bloodrage 22/22 Rounds | Mythic Power 9/9 |

Guillame took a step back and began firing at the creature. He was fully in his element at this point, blasting away at each new arrival with the confidence of a well-rehearsed dancer.

I'm assuming this is an evil outsider, which is important because my guns both have Bane on them. If it is not an outsider with the evil subtype, subtract two from each attack roll and don't add the bane damage. As always, attacks within 20 feet are against touch.

Touch: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 2d4 + 9 ⇒ (4, 1) + 9 = 14
Bane: 2d6 ⇒ (4, 2) = 6

Touch: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 2d4 + 9 ⇒ (2, 3) + 9 = 14
Bane: 2d6 ⇒ (1, 3) = 4

Touch: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 2d4 + 9 ⇒ (2, 2) + 9 = 13
Bane: 2d6 ⇒ (5, 2) = 7

Touch: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 2d4 + 9 ⇒ (3, 3) + 9 = 15
Bane: 2d6 ⇒ (6, 4) = 10

Touch: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 2d4 + 9 ⇒ (4, 3) + 9 = 16
Bane: 2d6 ⇒ (5, 4) = 9


They/Them Half-Elf Rog3/Rng2/SdwDnc5 | HP 76/76 | AC 28 | Flat 19 | Touch 20 | CMD 24 | Fort +8 | Ref +18(+19 vs Traps) | Will +4 (+5 vs Fear, +8 vs Charm/Compulsion)

Aelith recoiled away from the snapping beast and quickly hopped to its flank opposite Ellena to retaliate with Poppa's cold iron edge. Momma remained, once again rising from the floor to swipe at the monster with an ominous whisper of irritation.

Taking an extra attack with Blessing of Fervor

To Hit: 1d20 + 15 ⇒ (8) + 15 = 23

Damage: 1d10 + 19 ⇒ (1) + 19 = 20

To Hit: 1d20 + 15 ⇒ (14) + 15 = 29

Damage: 1d10 + 19 ⇒ (5) + 19 = 24

To Hit: 1d20 + 10 ⇒ (18) + 10 = 28

Damage: 1d10 + 19 ⇒ (1) + 19 = 20

Incorporeal Touch: 1d20 + 10 ⇒ (11) + 10 = 21

STR Damage: 1d6 ⇒ 4

Critical Confirmation: 1d20 + 10 ⇒ (10) + 10 = 20


Map of the Marchlands | Wintersun Hall

These are the bosses of this encounter, so let's see how long they last.

Aelith struck at the strange beast. Her first attack proved that the creature was not only fast, but had very tough skin. She put additional force behind her next two strikes. Her sword wounded it twice, but without finding any vital organs. It was wounded now, but it still had a lot of fight in it. Crit did not confirm. 44 damage done.

Mama weakened it but it still had a lot of strength. 4 strength damage.

Guillame found the creature unusually quick, but three of his five shots still hit. The bull-like reptile fell to its belly, bleeding profusely, evidently dying.

As suspected, it only took two PCs one turn to send it negative.

The woman at the secret entrance to the sanctum gasped as she saw her 'god' fall so quickly.

Ellena and Anarya are 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

Ellena moved forward to the woman and took just a regular swing with Radiance, trying to test the mettle of the newcomer.

Attack 1d20 + 18 ⇒ (20) + 18 = 38
Damage 1d8 + 8 ⇒ (7) + 8 = 15


Map of the Marchlands | Wintersun Hall

That's a possible crit. Do you want to roll to check if the threat is a crit?


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

Somehow I didn’t even notice that. My bad!

Ellena tries to follow through with a flourish and gives her sword a wicked twist!

Attack 1d20 + 18 ⇒ (19) + 18 = 37
Damage 2d8 + 16 ⇒ (6, 6) + 16 = 28

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

At the start of her turn, Anarya again selects the +2 to attacks, AC, and reflex from blessing of fervor.

Anarya raised Truthwatcher towards the woman and advanced, circling around her with sword held in a ready, two-handed grip. "Cast down your arms and surrender, or you will go the same way as your fallen god!" she challenged.

(If the woman can take AoOs despite her hand crossbow, Anarya will provoke. I'm not sure which space the woman is, but please place Anarya into flanking with either Elena or Aelith.)

Anarya readies an action to attack the woman if she takes any action besides dropping her weapon or surrendering, including trying to move.

If the woman doesn't surrender, here is Anarya's attack:

Attack (BoF, Flanking): 1d20 + 18 ⇒ (7) + 18 = 25
Damage (Silver, Cold Iron, Good): 1d8 + 1d6 + 7 ⇒ (7) + (1) + 7 = 15


Map of the Marchlands | Wintersun Hall

Behind the screen:
1d100 ⇒ 18
Eidolon: DC 23 Stabilize: 1d20 + 4 ⇒ (16) + 4 = 20
Round 3
T1: DC 13 Stabilize: 1d20 + 1 ⇒ (5) + 1 = 6
Round 4
T1: DC 14 Stabilize: 1d20 + 1 ⇒ (15) + 1 = 16
Round 5
T6: DC 15 Stabilize: 1d20 + 1 ⇒ (8) + 1 = 9
Round 6
T6: DC 16 Stabilize: 1d20 + 1 ⇒ (1) + 1 = 2

Radiance cut deeply into the woman at the secret entrance. 43 damage.

Anarya cannot flank the woman without moving through her space. The white dashed line is indicating the sides of a secret passage underneath the platform on which the statue rests and from which the creature emerged. The woman is standing at this entrance. I moved Anarya's figure to the only space that threatens the woman from the floor of the sanctum.

The red-haired Kellid woman glared at Anarya's haughty demands, looking at the oracle with obvious hatred. She readied herself for the attack that Anarya delivered.

When Anarya attacked, she learned that although the woman appeared to be lightly armored, she had invisible defenses that deflected her sword harmlessly to one side. Without the flanking bonus, the attack result was a 23, which is close to but less then her AC.

The woman stepped back out of the reach of the crusaders' blades, smiled, and said, "Gods cannot be so easily defeated. We will meet again!"

She uttered a word in Hallit and vanished.

DC 20 Spellcraft (Anarya and Ellena only):
She cast teleport.

PCs may each take one turn. More combat is possible, so we'll stay in melee rounds for now. Order of actions does not matter.

Aelith (1 lethal, BOF)
Shadow (incorporeal, 3 lethal, BOF)
Guillame (Bloodrage, blur, haste, BOF)
Ellena (BOF)
Anarya (12 lethal, shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight, BOF)

Round 7
Woman (not present)
Creature (unconscius, dying)
T1 is stable.
T6 is dying.
The rest of the templars are dead.


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, untrained in Spellcraft, looked around in confusion. ”Where did she go? What foul magicks did that bull god grant her?!”

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

"She could be anywhere. She cast a teleportation spell," Anarya says, laying a hand on her side and sealing up the last of her injuries.

Cure Light Wounds: 1d8 + 9 + 2 ⇒ (3) + 9 + 2 = 14


Map of the Marchlands | Wintersun Hall

Aelith and Guillame have a turn to do what the choose. There are two side rooms which appear to be barracks. The barracks have curtains concealing additional rooms to the north. There are also two conventional doors on either side of the statue. The secret passage is five feet wide and runs 25 feet to the north before opening into a wider area. All rooms are illuminated with torch light providing normal light levels.


Wiz1/Bloodrager9 | HP: 80/80 | AC 29 (26) | T 18 (16) | FF 20 | CMD 24 (22) | Fort+10, Ref+12 (10), Will+8 |Init: +12 | Bloodrage 22/22 Rounds | Mythic Power 9/9 |

"Quickly then, friends, that door may not be open for long!"

Not giving his allies a chance to consider the next move, Guillame walked up to them, and, stepping between Ellena and Anarya, dashed off down the tunnel like a bolt of lightning.

Guillame has enough speed to make it to the end of the tunnel in a single move action from where he is.


Map of the Marchlands | Wintersun Hall

Behind the screen:
DC 30
Guillame: Perception: 1d20 + 11 ⇒ (2) + 11 = 13
1d3 ⇒ 3

The tunnel ended with an opening to the bottom of a ten by ten foot pit. The surrounding room was actually part of the main sanctum but with the back of the large statue forming the southern "wall". The floor of this inner sanctum was at the same level as the platform for the large statue. The room appeared unoccupied. A bed and writing desk were at the south side next to the back of the statue.

Guillame can easily jump high enough to grab the edge of the pit and pull himself up to the top of the pit and look around the room.

Etched runes, carefully painted in what appeared to be fresh blood, covered the bulging southern stone wall of this room. A bed sat to the southwest, while a writing desk sat to the southeast.

The runes were invocations to Baphomet, written in Abyssal.

As Guillame examined the next room, the body of Svennarobeth vanished as a summoned creature does when dismissed or when it dies.

The PCs can take their round 7 actions.


Wiz1/Bloodrager9 | HP: 80/80 | AC 29 (26) | T 18 (16) | FF 20 | CMD 24 (22) | Fort+10, Ref+12 (10), Will+8 |Init: +12 | Bloodrage 22/22 Rounds | Mythic Power 9/9 |

At the end of the hall, Guillame finished his sprint ahead by pulling himself up to a ledge where his companions could no longer see him.

Seeing nothing about to jump out and kill him, he lowered his guard, holstered his guns, and stopped to catch his breath. For only a moment, he steadied himself against a wall, but steeled his resolve and went about searching the desk.

Dropping bloodrage at the end of round 6. Fatigue counter starts at 12, and goes down to 11 at the end of round 7.

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

Concerned that Guillame had just disappeared down the tunnel, Anarya hurried after him, following him into the secret opening. Like her companion, she pulled herself up onto the ledge, spotting an unharmed and unthreatened Guillame with relief. She glanced around the room, examining its furnishings.

"Nothing dangerous back here at first glance," she calls back to her allies down below, though of course if they reply, she'd need to rely on Guillame to tell her. "Let me know if they call back?" she asks the gunslinger more quietly, moving to the side to where she could see his lips.


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 snapped out of her battle focus and moved down the hallway with the others. ”Be careful down there! Wait for the rest of us,” she calls out, worried about her team. She made a mental note that she needed to clean Radiance and her shield as soon as she had a breather.


Map of the Marchlands | Wintersun Hall

Behind the screen:
DC 30
Anarya: Perception: 1d20 + 15 ⇒ (18) + 15 = 33
Ellena: Perception: 1d20 - 1 ⇒ (14) - 1 = 13

Guillame found nothing or interest in the desk. It contained supplies of blank paper, ink, and writing implements. Whatever got written here was evidently stored elsewhere.

The writing on the back of the statue appeared to be fresh blood. Either it was just applied very recently or something foul is keeping it from drying out.

Anarya noticed a faint outline toward the northwest part of the room. Looking closer, she realized it was a hidden door.

Aelith still has an action.


They/Them Half-Elf Rog3/Rng2/SdwDnc5 | HP 76/76 | AC 28 | Flat 19 | Touch 20 | CMD 24 | Fort +8 | Ref +18(+19 vs Traps) | Will +4 (+5 vs Fear, +8 vs Charm/Compulsion)

Aelith followed the others through the tunnel, lagging behind anxiously and keeping an eye out for the woman who had teleported away. "You think she'll come back?" Poppa mused aloud as Aelith pulled themselves up to join the rest.

"I'm more worried about her raising the alarm," The half-elf muttered back, a chilling murmur from their shadow notes Momma's agreement.


Map of the Marchlands | Wintersun Hall

Both Ellena and Aelith can get to the pit with a move action. If they want to get up to the level where Anarya and Guillame are, they'll have to take a second move action, assuming they can make a DC 12 vertical jump with acrobatics to grab the edge ten feet above the bottom of the pit. If they use the blessing of fervor benefit to move faster, they can get there with just a move action.

None of the heroes detect any presence in the back part of the sanctum.

Everyone make another turn of action. We are still in melee.


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 tried to make the jump, hoping her armor didn’t worth her down too much.

Acrobatics 1d20 - 3 + 1 ⇒ (10) - 3 + 1 = 8

It didn’t work.


Wiz1/Bloodrager9 | HP: 80/80 | AC 29 (26) | T 18 (16) | FF 20 | CMD 24 (22) | Fort+10, Ref+12 (10), Will+8 |Init: +12 | Bloodrage 22/22 Rounds | Mythic Power 9/9 |

Guillame chuckles heartily and offers his hand to help the paladin up.

"Ha, perhaps you should send all that heavy armor of yours up on its own."

10 rounds of fatigue remain.


They/Them Half-Elf Rog3/Rng2/SdwDnc5 | HP 76/76 | AC 28 | Flat 19 | Touch 20 | CMD 24 | Fort +8 | Ref +18(+19 vs Traps) | Will +4 (+5 vs Fear, +8 vs Charm/Compulsion)

The Half-Elf silently moved to stand beside the door to the west, inspecting it for danger instinctively and pressing an ear against it to listen for any commotion, all in the same motion.

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