Clebsch GM Wrath of the Righteous Adventure Path

Game Master Clebsch73

The Sword of Valor relic reclaimed and the demonic forces on the defensive, Queen Galfrey orders six heroes of Drezen to explore the Worldwound near the citadel for pockets of resistance and information on what the demons may be planning.

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress


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Male Elf

The elf cleared his throat and spoke in a clear voice, "During the First Crusade, a family of Sarkorians occupied the land around Wintersun Hall. The clanliege at that time was named Corag Grunhuld-Wintersun. He served the crusade well and resisted the many attacks of demons until they were driven back by the First Crusade. When the Second Crusade failed to do the same against a larger, more organized attack, the Grunuld-Wintersuns finally had to flee to Mendev. But when they did so, they brought with them an unwanted and unexpected presence. For in staying stubbornly behind at first, old Corag Grunhuld-Wintersun allowed the exposure of demonic energies to infect his family, and ever since, children born to the clan have suffered. In the least unfortunate circumstances, a babe might be born with a vestigial tail or a deformed foot, while in the worst what was born was a snapping, hissing demonic monstrosity distraught mothers were always quick to put down.

Ellena:
At this point, the wounds Ellena suffered during her childhood exposure to a demonic worshipper began to ache. It was a familiar if infrequent side effect she had learned to live with. It often afflicted her on full moon nights and again after fighting demons.

"Marhevok Grunhuld-Wintersun, Corag’s great-greatgrandson, did not escape his family’s curse, although when he was first born it seemed that he had. It wasn’t until he helped defend his family from a demonic attack that the sinister nature of his Abyssal influence manifested itself. Marhevok had followed in his parents footsteps, becoming a barbarian upon coming of age, and his barbaric rage and power saved his family from destruction at the hands of a pack of babaus. After being gravely injured in that fight, Marhevok thereafter found that whenever he entered a rage, his body twisted and deformed into that of a fiendish brute. The touch of a demon’s claw was all that was needed to unlock his inner demonic nature, and as his power grew, so did madness. His three brothers once tried to remove him from power; when he slaughtered them, the rest of his clan fell meekly into line.

"Marhevok soon realized Mendev was no longer a home for him, and led his frightened but cowed family west, back into the Worldwound, to reclaim their ancestral home not 2 months before the siege of Kenabres began. The rest of their story is unknown, but the raids give evidence that Marhevok is more powerful than ever and leading these attacks. He will be a formidable opponent and has likely attracted a retinue of equally depraved and powerful followers. It is therefore fortunate that Iomedae is watching over you all." Although blind, the elf looked directly at Anarya and gave a grim half-smile.


Female half-orc Paladin

Irabeth spoke next. "Wintersun Hall is the only structure still standing from the family estate. His clan has cleared the land on all sides of it and used the timbers of the felled trees to make their farmsteads in the area. The hall itself is a squat structure with a peaked roof. The hall itself was built with defense in mind. There are no windows, and only small vents for air flow and smoke exist near the roof line. The only entrance into the bunkerlike hall is a pair of heavy wooden doors, likely barred from the inside. I believe your best chance of entering undetected will require magic. If you have your own magic to approach and pass through the heavy walls or doors of the main entrance, use that. If you require any scrolls to aid you, Aravashnial can arrange them. Gods be with you."


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 involuntarily rubbed at her side while being given the mission briefing. ”I don’t know much about that fancy magic. Just get me close and I will bring judgement to these evil demons. We must succeed for the glory of Iomedae!”

She waited for the others to make preparations as she was ready to get on with the demon smiting. She did pluck the potion of cure serious wounds from the treasure, knowing she was probably going to take major demonic punishment trying to succeed at the task. ”Anyone object to me taking this?”


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 laughs. "As direct as ever, my friend. Go on, have it. You need every bit of protection, or else the demons might get it in their heads to attack me."

He ponders the task of gaining entry to the hall.

"I'm afraid to say that I am not much of one for scrolls. I do keep a spell book, but I've not actually written in it in quite some time. I much prefer a more freeform sort of magic, you see."

I'd be happy to cast any scrolls we buy, but the weirdness of this build means I don't have a particularly high ability modifier for casting, so I'm kind of limited to low level scrolls.

Are there any useful spells Anarya can use to get us inside?

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 should be able to move the stones of the building themselves, with my magic," Anarya offered. "We could have a door to the interior at any point along the Hall's edge, or simply collapse the gates where they stand with no archway remaining to support them."

"However, my magic is poorly suited for stealth, as I cannot make us invisible. I can, however, use my powers in silence - and could allow us to approach in utter quiet, though that would impede any incantations you all might require."

Anarya can use stone shape and silence. Wouldn't be *too* hard to get some scrolls of invisibility if we wanted to approach that way, I imagine. Anarya can cast without impediment in the area of a silence spell, due to her deafness curse, so that wouldn't stop her from using her powers.


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 |

"I've no worry about that. I can do without incantations for a while if it helps us gain entry."


Map of the Marchlands | Wintersun Hall

Behind the screen:
Worldwound Weather: 1d100 ⇒ 41
Temperature Variation: 1d100 ⇒ 75
+: 1d10 ⇒ 10 Avg Temp 70 F
Duration: 1d4 + 1 ⇒ (1) + 1 = 2 Days
Precipitation 1-15: 1d100 ⇒ 90 None.
Wind Strength: 1d100 ⇒ 83 Strong, 21-30 mph, -2 ranged weapon penalty
Cloud Cover: 1d100 ⇒ 59 light clouds
Weather pleasant for the first two days of the 4 day journey.

Worldwound Weather: 1d100 ⇒ 28
Windstorm (1-60) or Thunderstorm (61-100): 1d100 ⇒ 86 Windstorm
Winds = 51+ mph, ranged weapons impossible, movement difficult
Temperature Variation: 1d100 ⇒ 57 Avg temp =
+: 2d10 ⇒ (5, 8) = 13 Avg temp 73 F
Duration: 1d4 + 1 ⇒ (4) + 1 = 5 Days
Precipitation 1-15: 1d100 ⇒ 97 None.
Cloud Cover: 1d100 ⇒ 34 None.
Wind direction 1 = from north: 1d8 ⇒ 1
Moon phase, 1 = new: 1d28 ⇒ 2

I'm going to assume that everyone is okay with Anarya's plan to use stoneshape and silence to enter the main hall of Wintersun Manor.

Irabeth assigned a squad of paladins and the cleric Sosiel to accompany the heroes to the vicinity of Wintersun Hall. The domain of the former lord of the area was on a plateau that overlooked the Sellen River and the main road from Kenabres to Drezen. Raiders had been descending on caravans and small parties to raid and loot.

Getting to the area from Drezen involved an overland trek from Drezen to the plateau area of about 40 miles. Due to the challenges of the terrain and the lack of roads, the trip took 4 days. The weather for the first two days was unusually pleasant for the Worldwound. Temperatures were 70 F, with light clouds. It was quite windy, but that did not prevent making good time.

The next two days brought windstorm conditions that would have made travel impossible, with winds in excess of 50 mph most of the time, but the wind was from the north. As Wintersun hall was generally to the south, the wind only made it necessary to step carefully to avoid being blown over.

Once in the region of Wintersun Hall, scattered farmsteads provided some opportunity to talk to the vassals of the Lord of Wintersun, but the group found the Wintersun clan a depressed and hopeless people. Adults carried on their work with a tired, haunted expression, or stared at the group warily. The children were silent and solemn. There was nothing carefree or light in this place, and all encountered here were fearful of their overbearing clanliege.

I'm assuming the entourage of paladins stays in the area but the PCs are the only ones to approach the hall. As the scouts predicted, the hall itself is isolated by about 50 feet of land on all sides cleared of all trees and foliage. No guards can be seen on patrol. There is a large pile of garbage and other refuse in a heap to the east of the hall (see map) that always has some vermin and scavengers of various types and sizes. The windstorm continues so ranged attacks outside the hall are impossible. You can plan your attack for any time day or night. It is 1 day past the new moon, so there is no moonlight at night. Characters have been placed on the south side of the map, but you can approach the hall from any desired direction. You have cover of trees etc. until you get within 50 feet of the hall.

Describe your approach to the hall, including whatever spells you have active, the time when you approach, and place yourselves on the map at the edge of the clearing where you want to start making rolls for perception, stealth etc.


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

My vote woukd be to use Invisibility spells/potions to get us close, let Anarya stone shape the area and we pile in. I’d say we go during the day as vision woukd be easier for us in the sunlight.

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 agree with Ellena. Potions won't put much of a dent in our budget at this point. Sound good?


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 |

Agreed.


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 has their own mode of invisibility, so that's one less scroll necessary. They're also undetectable by any means while invisible, so even if something sees past the spell, we still have some surprise on our side.


Map of the Marchlands | Wintersun Hall

I expect you have enough gold in your treasury to buy the scrolls. Assume that they are available and pick up the narrative where I left it above. Explain what buffs are active and how you are approaching the structure. Take a single turn of movement/actions in any order.


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 plans on buying a potion of invisibility and another potion of Fly. She will approach using whatever method the group can come up with, preferring Teleporting while invisible, Isuppose. As Anarya gets us in, Ellena will use her divine bond to make Radiance holy, which I sometimes for get to do!


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 |

Anarya's the one getting us in, so I'd say it's up to her where we enter.


Map of the Marchlands | Wintersun Hall

I'm ready to respond when a plan is in place and everyone has indicated they are aware of the plan and ready.

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

Active Spell Effects:
Active Spell Effects wrote:

Anarya: extended shield (18 minutes), barkskin (180 minutes), shield of faith (18 minutes), heroism (180 minutes), greater magic weapon (CL 11th, 11 hours), magic vestment (x2 - on armor and shield - 9 hours), magic circle against evil (90 minutes), extended veil of heaven (180 minutes), corruption resistance (9 hours), light (halo), freedom of movement (90 minutes), extended silence (CL 11th, 22 rounds), extended divine favor (19 rounds)
Aelith: enlarged shield other (9 hours - 70 ft. range), freedom of movement (90 minutes)
Guillame: heroism (180 minutes)
Everyone: blessing of fervor (8 rounds), extended suppress charms and compulsions (CL 11th, 220 minutes), extended moment of greatness (18 minutes), extended bless (18 minutes), Life Link

Crouching in the tree line, Anarya quietly calls for the group to gather together and prepare their last-minute spells. Invisibility potions will come last, once her magic is worked, and she holds out a silken rope to each member of the party. While invisible, they will not be able to see or hear one another, so holding fast to this lifeline will keep them all together.

The first of her blessings is that of fervor. It will enhance their actions to come, and even allow them to cast their spells while silenced. At first, however, she urges them to enhance their speed. With the spell's magic, they should be able to clear the gap to the fortress in mere moments.

Blessing of Fervor:
Blessing of Fervor wrote:

Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

  • Increase its 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 its 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.
  • With another quick blessing to bring favor to herself as they join the fight, Anarya signals for everyone to drink their potions (or otherwise become invisible), and they proceed forward as one towards the fortress. They approach the corner, since with Anarya's magic they'll just be able to open their *own* gate, and hopefully take the place by surprise.

    Remember to check the buffs, they affect your stats a lot, especially blessing of fervor. Guillame is benefitting from heroism as well this time, and everyone gets bless.


    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 drank his potion and joined the newly minted Goddess outside the building. One of his guns remained in its holster to allow him to hold onto the rope.


    Map of the Marchlands | Wintersun Hall

    Assuming everyone took everyone took the benefit that adds 30 feet to movement:

    Everyone moves behind Anarya to the SE corner of the hall. Nothing stirs in response.

    Describe how you are making an opening. I'll describe what happens then.


    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 chugs the invisibility draught and uses the speed enhancing magic to follow along with the group. She doesn’t make a sound, hoping the group could use the element of surprise to get the jump on whatever evil awaits inside.

    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 reached out, and laid one hand flat upon the fortress's wall. The others can see nothing, of course, until the magic begins its work. The stone of the fortress seems to melt away, reforming into an arch large enough for the group to enter through. Its lines are simple, but at the peak of the arch is the winged longsword that has become the symbol of Anarya's growing cult.

    Casting stone shape on the wall to create an opening. She can affect 21 cubic feet of material. This should not dispel her invisibility, since she's not taking any kind of hostile 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 keeps one hand on the rope and the other wrapped around Poppa's handle. They're more than capable of keeping pace with the others, enjoying the divinely bolstered speed making quick work of their approach, though they have to resist the well practiced urge to split off and push ahead. As the Archway opens in the wall, they have to push down the instinct again and keep with the rope.


    Map of the Marchlands | Wintersun Hall

    What time of day or night do you make your approach? The weather is a windstorm but there is no rain or storms.

    Phase of the Moon: 1d29 ⇒ 24

    The moon is in waning crescent phase, only visible near sunrise and not very bright.


    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

    I think I’d suggest approaching in the daylight. Ellena is still a human and being in the dark would make things tougher on 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

    I think we'd decided on daylight, since we can't bring a light source without compromising the invisibility, and we won't need cover of night to aid in our stealth.


    Map of the Marchlands | Wintersun Hall

    Behind the screen:
    Marhevok: Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
    Clanliege Barbarian 1: Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
    Clanliege Barbarian 2: Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
    Frost Drake: Initiative: 1d20 + 5 ⇒ (14) + 5 = 19

    On the Table:
    Aelith: Initiative: 1d20 + 11 ⇒ (12) + 11 = 23
    Anarya: Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
    Ellena: Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
    Guillame: Initiative: 1d20 + 12 ⇒ (3) + 12 = 15

    What the PCs can see through the opening:

    An enormous bed occupied the southern portion of this room, while a bearskin lay on the floor to the north. A pile of weapons, coins, and other objects lay in a mound to the south of the bed. North is at the top of the map.

    The bed was occupied by a male and two females, in the throes of what might be generously called love-making, the male dominating the two women. The women have cuts and bruises, while the male is fit and muscular with dark hair, a full beard, and deeply tanned skin.

    At the north end of the room, is a large creature that appears to be a two-legged dragon, with dark blue scales, tinged with bright blue ice. A freezing mist issued from its powerful jaws. It is prone. Monster lore rolls to follow this post.

    I'm going to rule neither side has surprise since opening the passage in the wall will call attention to itself as it lets in light, and the room is too small to enter without being in threatened squares. Roll initiative if you want. All of the NPCs are prone at the moment.

    Aelith is first in initiative. Two of the NPCs are next. Then the order is Ellena, Guillame, and Anarya, followed by the last two NPCs. Anarya: let us know how wide the opening is so I can mark it on the map.


    Map of the Marchlands | Wintersun Hall

    Behind the screen:
    DC 17
    Guillame: Knowledge (Arcana): 1d20 + 13 ⇒ (18) + 13 = 31

    Guillame recognized the dragonoid creature at the north side of the room.

    Guillame can read the general spoiler and his choice of any 3 other spoilers.

    General:
    Degenerate cousins of white dragons, frost drakes are ferocious predators. They are larger than other drakes, reaching heights of up to 16 feet and weighing upward of 2,500 pounds. Their wide, clawed feet enable them to easily burrow through snow, though not through dirt or clay.

    Damage Resistance:
    None.

    Defensive Abilities:
    None.

    Immunities:
    cold, paralysis, sleep

    Resistances:
    None.

    Spell Resistance:
    None.

    Weaknesses:
    Vulnerability to Fire.

    Special Attacks:
    Freezing Mist Breath (Su) A frost drake can, as a standard action, spit a ball of liquid that bursts into a cloud of freezing mist. This attack has a range of 60 feet and deals 7d6 points of cold damage (DC 18 Reflex half) to all creatures in a 20-foot-radius spread. The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds, after which the ice cracks or melts enough to revert to the normal terrain features in the area. Once a frost drake has used its freezing mist breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.

    Spell-Like Abilities:
    None.

    Spell Casting:
    None.

    Special Qualities:
    Icewalking (Ex) This ability works like spider climb, but the surfaces the drake climbs must be icy. It can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
    Speed Surge (Ex) Three times per day as a swift action, a frost drake may draw on its
    draconic heritage for a boost of strength and speed to take an additional move action in that round.
    Snow Vision (Ex) A frost drake can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snow.


    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 |

    "Watch out," Guillame began, "That frost drake won't need to see us to spit ice all over the place."


    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 finally lets go of the rope to dash to the other side of the breach, placing their back against the building. They begin manipulating the shadows inside the room into a crude rocky being on the opposite side of the bed to take a swing at the man.

    Aelith is using their Shadow Call ability to use Shadow Conjuration as a Spell-Like ability, emulating Summon Monster III for 1d3 Small Earth Elementals. Disbelief DC is only 16 if I'm calculating that properly.

    Elementals: 1d3 ⇒ 1

    Slam: 1d20 + 6 ⇒ (17) + 6 = 23
    Damage: 1d6 + 4 ⇒ (5) + 4 = 9

    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

    The opening will be the two diagonal wall segments. Everything between those two little nubs on the wall around the curved portion.


    Map of the Marchlands | Wintersun Hall

    On the Table:
    DC 16
    M: Will: 1d20 + 5 ⇒ (2) + 5 = 7
    EE AOO vs B1: Vs FF 15
    Slam, vs prone: 1d20 + 6 + 4 ⇒ (1) + 6 + 4 = 11, miss
    B1: Vs Earth Elemental AC 17
    Battleaxe, PA: 1d20 + 10 ⇒ (8) + 10 = 18
    Damage, PA: 1d8 + 9 ⇒ (7) + 9 = 16
    Freezing Breath from Drake
    Freezing Mist cold damage: 7d6 ⇒ (2, 3, 3, 6, 6, 1, 5) = 26
    duration: 2d4 ⇒ (4, 4) = 8
    DC 18
    Anarya: Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
    Ellena: Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
    Guillame: Reflex: 1d20 + 9 ⇒ (11) + 9 = 20
    For half damage from breath weapon

    Ellena:
    As Anarya opened the hole in the wall, Ellena's the places where the demon wounded her years ago suddenly ached and itched. She felt a nervous energy coursing through her.

    Aelith's shadow elemental clobbered the man before he could react. 9 damage to man.

    The woman to the north grabbed a battleaxe and stood. The elemental took a swing at her, but missed. She made an expert attack with her axe and cleaved the elemental, destroying it with one blow. 16 damage to elemental, which only has 13 hp.

    The drake stood and looked at the room. Seeing a gapping hole in the wall, it was smart enough to suspect an attack was underway and breathed out a ball of liquid and sent it flying through the opening to explode into ice shards that spread out in a 20 foot radius, chilling Anarya, Ellena, and Guillame and coating them and the ground with ice. The ice outlined the three and made their positions detectable. The ground became slippery and hard to navigate.

    The damage was 26 to Anarya and 13 to Guillame and Ellena, who saved. for half damage. The ground becomes difficult terrain. The ice will remain for 8 rounds.

    The magical silence lent a surreal air to the beginning of battle, seeing the barbarian woman shout and destroy the elemental but making no sounds.

    Next up:
    Ellena
    Guillame
    Anarya
    Then the last two.


    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 focused, dropped the rope, and drew his second gun, while firing at the drake with the one he already had prepared.

    Attack: 1d20 + 15 ⇒ (14) + 15 = 29
    Damage: 2d4 + 9 ⇒ (1, 1) + 9 = 11


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

    Ellena double moves forward, declaring her smite evil on the dragon. ”[b]”It will take more than that tiny snow shower to stop us, evil dragon,” the paladin calls out as she tried to ignore the strange effect this place seemed to be having on her.

    Could you move me forward, GM? And make whatever check I need to advance. Thanks.


    1 person marked this as a favorite.
    Map of the Marchlands | Wintersun Hall

    Ellena gets to the place indicated on the map, next to the still prone male barbarian. No checks needed. She can use the move bonus from Blessing of Fervor to go farther, but that would risk provoking an AOO from the standing barbarian woman in front of the 'dragon'.

    Ellena charged silently into the room, past the bed and near the woman standing ready to fight.

    Guillame's pistol flashes and a projectile pierces the hide of the dragon-like creature.

    11 damage. Reminder, include any bonuses to hit or damage in the dice roller description. Does Guillame have any feats or special abilities that llow him to ignore cover from individuals standing in the path of the ranged attack?

    Anarya is up.

    Reminder to everyone: Check the buffs that have been cast on your PC (see spoiler in one of Anarya's posts). Be sure all the bonuses to AC and saves have been included in your header. If you have any other buffs from personal items, make sure to remind me of it. Remember that everyone has one use of the Moment of Greatness spell which allows you to double a morale bonus one time. Currently Bless is granting everyone a bonus to hit and Guillame has a morale bonus from Heroism spell.


    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 |

    He doesn't, sorry! I also completely forgot to mention I used the moment of greatness morale double to reach that +15. I'll make sure to include bonuses and penalties for future attack rolls.


    Map of the Marchlands | Wintersun Hall

    Anarya is up.

    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've been having some troubles recently, I'll be okay but it's been hard to check the thread. I also completely thought I'd gotten a post up, but apparently I never hit submit and all I did was update Anarya's hit points and spells/day. Apologies for the delay and for the quick post.

    Guillame and Ellena both heal 5 hp each. Anarya takes 10 damage.

    Anarya strides into the room, invisible, Truthwatcher held tightly in her hand. Moving into position opposite Ellena, she reveals herself with a burst of light, her halo's wrath bombarding all those in the room.

    Sacred Scourge: 7d6 ⇒ (6, 5, 3, 5, 5, 5, 2) = 31

    This has three effects:
    - 15 damage to any evil outsider within 30 feet, no save.
    - 7 damage to any other evil creatures within 30 feet, no save.
    - All evil creatures within 30 feet need to make a will save, DC 27, or be dazed for one round.


    Map of the Marchlands | Wintersun Hall

    On the Table:
    DC 27
    M: Will: 1d20 + 5 ⇒ (17) + 5 = 22
    D: Will: 1d20 + 5 ⇒ (1) + 5 = 6
    Target 1=A,2=E: 1d2 ⇒ 1
    Vs Anarya AC 41
    B2: Battleaxe: 1d20 + 11 ⇒ (1) + 11 = 12
    Target 1=A,2=E: 1d2 ⇒ 1
    B1: Battleaxe: 1d20 + 11 ⇒ (16) + 11 = 27

    Anarya's dramatic entrance and light show causes some harm to the dragon-like creature and the male barbarian, who are both stunned by the effect. The two female barbarians were not harmed or stunned, however.

    The other female barbarian stands, grabbing a battleaxe as she does, preparing to attack those threatening her master, going into a rage. She howls something but it canot be heard in the silence.

    Ellena and Anarya can make attacks of opportunity against her, AC 17

    The woman swings her battleaxe but standing on the bed makes her lose her balance at a critical point and the swing goes high and does no harm.

    The male is stunned, laying on the bed, some blood seeping from his eyes due to Anarya's light attack.

    The other female already standing swings at Anarya, but her battleaxes glances off the many layers of armor and magic protecting her.

    I rolled the other female barbarian's attack out of order, but it doesn't hit, so Aelith, Guillame, and Ellena are up.

    Ellena and Anarya can make an AOO against the 2nd female barbarian.


    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

    Attack of Opportunity 1d20 + 15 ⇒ (7) + 15 = 22
    Damage 1d8 + 8 ⇒ (1) + 8 = 9 plus
    2d6 ⇒ (5, 6) = 11 holy damage, if applicable.

    Ellena then takes a 5’ step to the north, trying her best to close with the awful drake. Her smite evil continued to spur her forwards to the most evil threat. She swings Radiance twice at the beast.

    Attack with smite evil 1d20 + 15 + 4 ⇒ (7) + 15 + 4 = 26
    Damage 1d8 + 8 + 9 ⇒ (1) + 8 + 9 = 18 plus
    2d6 ⇒ (5, 1) = 6 holy, if applicable.

    Iterative attack with smite evil 1d20 + 10 + 4 ⇒ (3) + 10 + 4 = 17
    Damage 1d8 + 8 + 9 ⇒ (3) + 8 + 9 = 20 plus
    2d6 ⇒ (3, 5) = 8 holy, if applicable.

    If the drake counts as a dragon and my first attack hits, please add 9 more points of damage. And could you slide me forward 5’, GM? Thanks!


    Map of the Marchlands | Wintersun Hall

    As the female barbarian on the bed stood, Ellena struck her with her holy weapon. The woman took no extra damage from the holy enchantment, indicating she did not have an evil alignment. 9 damage to B2.

    Then Ellena moved closer to the drake and slashed it with her glowing longsword. This time the sword flashed as it reacted to the creatures naturally evil and draconic nature, doing extra damage. Her second attack, however, glanced of the creature's scales. 33 damage to the drake.

    The stunned Drake was badly injured at this point.

    Anarya may make an AOO vs B2. Aelith and Guillame are up.


    Map of the Marchlands | Wintersun Hall

    Please post or leave 'botting instructions. It's been over a week since the last post from me.


    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's pistols launched a barrage of energy towards the drake!

    Full attack. +2 from Heroism and +2 from Blessing of Fervor perfectly cancels out the -4 from shooting into melee.

    Touch Attack: 1d20 + 11 ⇒ (3) + 11 = 14
    Force Damage: 2d4 + 9 ⇒ (4, 2) + 9 = 15

    Touch Attack: 1d20 + 11 ⇒ (1) + 11 = 12
    Force Damage: 2d4 + 9 ⇒ (4, 4) + 9 = 17

    Touch Attack: 1d20 + 11 ⇒ (11) + 11 = 22
    Force Damage: 2d4 + 9 ⇒ (1, 2) + 9 = 12

    Touch Attack: 1d20 + 6 ⇒ (15) + 6 = 21
    Force Damage: 2d4 + 9 ⇒ (2, 4) + 9 = 15

    Touch Attack: 1d20 + 6 ⇒ (9) + 6 = 15
    Force Damage: 2d4 + 9 ⇒ (2, 4) + 9 = 15


    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 takes Ellena's and Anarya's dramatic entrances as their cue, sliding past the demigod to reach the frost drake with a burst of unnatural speed. They swing Poppa in quicksilver arcs, intent on carving through the frost drake as they burst into view.

    Momma drifts up through the floor beside Ellena, taking solace in the shadows cast by the bed and man upon it by Anarya's light, taking a swipe at the stunned man with a hiss.

    Spending one Mythic Point to use Fleet Charge to move into position and attack, followed by a full attack and using Blessing of Fervor to get an additional attack, starting with attacking the drake until it falls, then changing targets to B1 if it drops, then the man if she drops. Momma just touch attacking the man on the bed.

    Fleet Charge Attack: 1d20 + 15 ⇒ (15) + 15 = 30
    Damage: 1d10 + 18 ⇒ (1) + 18 = 19
    Sneak Attack: 3d6 ⇒ (5, 3, 5) = 13

    Blessing of Fervor Attack: 1d20 + 15 ⇒ (3) + 15 = 18
    Damage: 1d10 + 18 ⇒ (2) + 18 = 20
    Sneak Attack: 3d6 ⇒ (4, 4, 3) = 11

    Attack: 1d20 + 15 ⇒ (19) + 15 = 34
    Damage: 1d10 + 18 ⇒ (6) + 18 = 24
    Sneak Attack: 3d6 ⇒ (3, 3, 1) = 7

    Attack: 1d20 + 10 ⇒ (18) + 10 = 28
    Damage: 1d10 + 18 ⇒ (5) + 18 = 23
    Sneak Attack: 3d6 ⇒ (6, 3, 6) = 15

    Critical Confirmation: 1d20 + 15 ⇒ (1) + 15 = 16
    Critical Damage: 1d10 + 18 ⇒ (10) + 18 = 28
    Critical Confirmation: 1d20 + 15 ⇒ (17) + 15 = 32
    Critical Damage: 1d10 + 18 ⇒ (4) + 18 = 22
    Critical Confirmation: 1d20 + 15 ⇒ (12) + 15 = 27
    Critical Damage: 1d10 + 18 ⇒ (6) + 18 = 24

    Incorporeal Attack: 1d20 + 9 ⇒ (16) + 9 = 25
    STR Damage: 1d6 ⇒ 2

    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

    As she sees the opening, Anarya seizes the opportunity and strikes out with her blade!

    Truthwatcher (grayflame, greater magic weapon) AoO: 1d20 + 19 ⇒ (20) + 19 = 39
    Truthwatcher (grayflame, greater magic weapon) AoO - Confirmation: 1d20 + 19 ⇒ (18) + 19 = 37
    Critical Damage: 2d8 + 12 + 1d6 ⇒ (2, 3) + 12 + (6) = 23

    Apologies for the slow reply speed, had a lot to deal with the last couple weeks! Things should be a lot clearer from here on out.


    Map of the Marchlands | Wintersun Hall

    Anarya dealt a devastating strike against the barbarian as she rose to fight, taking her close to Valhalla. She collapsed. B2 is down, negative, dying.

    I think the fleet charge is being misinterpreted by Aelith. It is not a charge the way the special attack action Charge Attack is. It is movement with a free attack during the movement. She can get to the drake and make this free attack plus her normal standard action option.
    Blessing of Fervor only gives an additional attack when making a full attack. Movement more than five feet makes that not an option. While a charge attack is a full round action, it only grants a single attack at the end of the charge, which is moot here because Aelith cannot charge the drake, since Anarya is in the path. So I'll only count the first two attacks.

    Aelith approached the fight and finished off the Drake with one clean attack. First attack hits, doing 32 damage and taking the Drake negative. She gets one more attack on B1 but without sneak attack damage. Since Aelith is visible by the time of her second attack and the barbarian is not flat-footed. Aelith cut into the lone remaining barbarian defender of the man in the bed. She absorbed the blow stoically and remained in the fight.

    By the time Guillame's turn arrives, the drake is dying. There are two enemies left, the standing barbarian (B2) and the man in the bed. Who do you attack?


    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 go for the standing barbarian, then.


    Map of the Marchlands | Wintersun Hall

    Guillame's first two shots mortally wounded the remaining barbarian defender of the man in the bed.

    Guillame may take his last two shots at the man or hold his fire.


    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 |

    Holding fire, then.


    Map of the Marchlands | Wintersun Hall

    Reviewing actions and initiative order, I realize Anarya still has her 2nd round action to take. There is only one opponent left, the man in the bed, who has so far taken 16 points of damage and has not otherwise had an action, since he was stunned during his turn in round 1.

    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

    Fleet charge is a swift action though, so Aelith can move as a swift action, attacking once during the movement, then spend a full round action full attacking. It's the quintessential example of Mythic abilities letting you perform a full attack

    Start of turn: Aelith and Elena heal 5 each, Anarya takes 10 damage.

    Anarya quick-channels to heal the last of the party's wounds and most of her own, then delivers a crushing blow to the man in the bed - though she has enough sense of mercy not to go for a killing strike on an opponent at such a disadvantage.

    Channel Energy: 7d6 + 14 ⇒ (3, 5, 2, 2, 5, 3, 2) + 14 = 36

    Attack (nonlethal damage) vs. prone: 1d20 + 19 ⇒ (7) + 19 = 26
    Damage (nonlethal): 1d8 + 6 + 1d6 ⇒ (7) + 6 + (3) = 16


    Map of the Marchlands | Wintersun Hall

    On the Table:
    Vs Ellena AC 27
    Unarmed Strike 1, Improved Vital Strike, PA, -2 str: 1d20 + 18 - 3 - 1 ⇒ (19) + 18 - 3 - 1 = 33
    Unarmed Strike 1 Damage, -2 Str: 3d6 + 7 + 6 - 1 ⇒ (4, 2, 6) + 7 + 6 - 1 = 24
    Unarmed Strike 1, Improved Vital Strike, PA, -2 str, confirm threat: 1d20 + 18 - 3 - 1 ⇒ (17) + 18 - 3 - 1 = 31
    Unarmed Strike 1 Damage, PA, crit: 1d6 + 7 + 6 ⇒ (3) + 7 + 6 = 16

    I neglected to narrate the success of mama's touch attack during Aelith's turn. 2 strength damage.

    Anarya healed her allies and herself and demonstrated a willingness to show mercy to one badly outnumbered. Everyone is healed fully and the man takes 16 non-lethal for a total of 32 damage so far.

    That act of mercy seemed to mean nothing to the man, who roared in anger more than in pain and his body underwent a sudden and dramatic transformation. His muscles bulged, spikes formed along his back, arms, hands, and two large horns grew out of his head. His skin turned red and he took on the look of some kind of fiend.

    He then stood up. AOO's all around.

    Make your AOOs and then I'll narrate the attack of the fiendish barbarian.

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