Clebsch GM Wrath of the Righteous Adventure Path (Inactive)

Game Master Clebsch73

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

Greengates Map

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress


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Skim through is complete.

Notes, rulewise:
--I strongly suggest the following mythic mutal disarmament pact, so that everyone gets a turn at least. To his end, I would like to ban foebiter, mythic vital strike, and using display of dexterity and (if you have CHA to init) display of charisma to initiative rolls. Note, this also applies to enemies, although the number of actually mythic foes is extremely limited in the AP as written.
--I would like to add the following mythic power to everyone, player and NPC alike, who is at least tier 3.
--
Mythic resilience:
As an immidiate action, when reduced to less then zero hitpoints by an attack or spell, expend a number of mythic points. You heal back, with your HP being the number of invested mythic points *10 in percent, so someomone investing 5 mythic points is back with 50% HP, someone investing 10 mythic points is back to full. Note, you only have one immidiate action per round. You can take this even if flatfooted, paralyzed, stunned etc.
--

--I would like to cap the damage done in a full round to 300-400 damage at the most. This typically benefits NPCs more then characters, as getting to 300 hp isnt trivial for a mythic player character, while doing more then that in damage per round certainly is.
--I find it unpleseant to have 2 skill points per level on non int classes (clerics, paladins), and would retroactively increase it to 4.
--The statblocks I have prepared have elephant in the room rules on them. It would, in several cases, be a bit of a pain to redo them (a number of foes need all of the free feats it gives out to function at the level you are intended to fight them), the easiest thing for me would be to hand out elephant in the room rules to all of you, which probably results in some extra feats for everyone. Alternatively, you could accept the extra challenge or propose something else.


That sounds good, GM L. I’m a newbie with mythic anyway, so I’m sure I’m not using those powers super effectively anyway.


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I am not sure that you want to know how much damage a mythic Paladin can theoretically and even practically deal in one round. Several not even that specific builds one turn demon lords as written.


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I dropped out as the GM of this campaign for various reasons, the main one being not enough time to keep up with the GM duties. However, I'm continuing as a player in other campaigns, as the time commitment, after character creation, is something I can handle now that I spend less time doing GM stuff.

Liliyashanina graciously offered me a chance to join the campaign as a player, which I'm delighted to do, both to allow me to follow the progress of the PCs and players I've come to love and respect, but also to take part in the epic adventure represented by this ambitious AP.

I have not read the future sections of the AP, generally only doing the minimum to be ready to GM the game, so I won't have any significant spoilers to play around, although if something is known by the player, I promise not to act on it with my PC.

Here are the character creation ability rolls per the 1st post of this recruitment thread.

1 Attribute Roll: 4d6 - 1 ⇒ (6, 6, 1, 6) - 1 = 18
2 Attribute Roll: 4d6 - 1 ⇒ (1, 4, 3, 2) - 1 = 9
3 Attribute Roll: 4d6 - 1 ⇒ (1, 2, 3, 5) - 1 = 10
4 Attribute Roll: 4d6 - 2 ⇒ (2, 4, 5, 6) - 2 = 15
5 Attribute Roll: 4d6 - 3 ⇒ (3, 4, 5, 4) - 3 = 13
6 Attribute Roll: 4d6 - 2 ⇒ (2, 3, 3, 2) - 2 = 8

Attributes/Point-Buy Cost
18 / 17
9 / -1
10 / 0
15 / 7
13 / 3
8 / -2
Total: 24

Since I'm making a shaman, the 18 will be Wisdom and the 15 will be charisma, with Dex 13, Int 10, Str 9 and Con 8.

This will be consistent with an idea to make this character elderly, so she would have lost some points due to old age from her con and str. The attribute points she gets from mythic tiers will improve these to nominal levels and possibly improved further with magic items.

As she is human, the bonus attribute point will bring her initial charisma up to 16.

I'll post developments via PM to Liliyshanina as they become available.

I'll do the level up hp rolls here while I'm at it.

HP rolls:
Level 2:
1d8 ⇒ 3 ; 1d8 ⇒ 4
Result: 4
Level 3:
1d8 ⇒ 3 ; 1d8 ⇒ 8
Result: 8
Level 4:
1d8 ⇒ 7 ; 1d8 ⇒ 1
Result: 7
Level 5:
1d8 ⇒ 1 ; 1d8 ⇒ 2
Result: 2 (may be rerolled each level to try to improve)
Level 6:
1d8 ⇒ 4 ; 1d8 ⇒ 3
Result: 4
Reroll level 5 result: 1d8 ⇒ 4
Replace result of 2 at level 5 with this result (4)
Level 7:
1d8 ⇒ 1 ; 1d8 ⇒ 3
Result: 3 (may be rerolled each level to try to improve)
Level 8:
1d8 ⇒ 2 ; 1d8 ⇒ 8
Result: 8
Reroll level 7 result: 1d8 ⇒ 8
Replace result of 3 at level 7 with this result (8)
Level 9:
1d8 ⇒ 2 ; 1d8 ⇒ 7
Result: 7

Final results
1) 8
2) 4
3) 8
4) 7
5) 2 4
6) 4
7) 3 8
8) 8
9) 7
Total: 58


Very happy to have you continue with us, clebsch! I had considered sending you a PM wanting you to play, but I didn’t want to be too forward!

And once again, thanks to GM Lili!


Ellena Lovain wrote:

Very happy to have you continue with us, clebsch! I had considered sending you a PM wanting you to play, but I didn’t want to be too forward!

And once again, thanks to GM Lili!

Looking forward to it, but it's going to take a while to work through the character options.


we are crafting a backstory yepyep.


I'm still working on getting the character up to 9th level. I'm just at 6th level/1st tier now. It's taking time because I am feeling the need to do a detailed review of all the spells on the Shaman spell list, so I know what spells I'm likely to be casting a lot so I'll know if I want a spell focus feat or some metamagic feat that will be useful.

The backstory will then be able to be detailed.

I have ideas about the most recently PMed question, but it does not seem as if the choices there will affect the character creation choices, so I'll get back to you on that.

RL has had some distractions lately, so that has slowed me down as well.


Take your time!

There is a full encounter ahead of the players before they could meet you.


The miniadventure has 5 purposes:

A) You may generate rapport with occuring NPCs.

B) You get intel on these NPCs, how they tick, how they fight

C) I get a better idea of your character

D) we have an established reason why you are mythic.

E) there is a possible tie in to Guillaumes backstory, which you probably already noticed, as Taldane was using his father as a well respected liasion with your mercenary group.


Thanks to some insomnia last night, I've largely finished the crunch for my Shaman. Currently is up to 9th level/Tier 3, but I have the details of each level up and tier advance, so I can establish the abilities for any particular level. I don't have the background written partly because I wanted to have the crunch first to know what sorts of things need to be accounted for.

What level will the mini-adventure be? Will it be detailed Play-by-Post or more general theater of the mind summary with me making certain decisions to influence the outcome?

Unless it proves to be a serious liability, I'd like to go with my original idea of starting the character at old age (60s). My thinking is that she held a leadership role in her clan but did not take part in adventuring activities that would lead to experience and leveling up until the situation was forced on her late in her life. She utilized magic to help keep herself alive and generally relied on able fighters dealing with the attacks while she kept away from the melee, casting spells and supporting the others.

I still want to read through the sourcebook on the Worldwound to review the history of the Sarkoran people and synch the character to the timeline of events, base on her age.

Anyway, look over the profile and let me know if there are any issues. This is a draft and may need to be revised. I have some cash reserves which I'm still mulling over, considering some lesser metamagic rods.


There are several alterations:

As a shaman and loremaster, you would know the following things:

counterstrike at Iz:

Immidiatly upon realizing just how serious the worldwound was, the tribal leadership around Iz assembled a crackteam of highly experienced Barbarians and Bloodragers, led by Skalds and Shamans, to destroy the terminus of the still budding worldwound from the other side. Due to either treason or incompetence, the strike team was scattered across Abyssal realms, and presumed to be defeated in detail. This removed from Sarkoris lineup of battle several of its most elite warriors, and greatly damaged the esteem of Askold of Iz, the current war leader.

3 regiments at Storasta:

Sarkoris called in allies, not just Mendevians, but also mercenaries from the hold of Belkzen, as well as a most ancient favor with the Ice witches of Irrisen, or more precisely with some of the winter Fae of this country.
A grand army of Orcs, Irriseni Ice Fae, Kellids and some Mendevians was assembled, and sent to besiege Undarin. Korramzadeh although made his name, attakcing the besieging army during a particularly cold winter in the death of night, hitting the connections between the Irrisenis and Kellids, as well as the Kellids and Orcs, slaughtering commanders and leading to a massive breakdown of communications. The Mendevians retreated early and mostly got out, the Irrisenis routed, the Orcs were hit by a ton of confusion effects and fell upon one another. Most of the Kellids, other then 3 regiments, one from Iz, one from Raliscrad and one from Gundrun routed as well. The 3 remaining regiments fought to the last. Supposedly they "Last Guards of Iz" even managed to wound the mighty Balor.

Siege of Raliscrad:

Following the disaster at Undarin, the Demons sought to take Raliscrad, a powerful and rich city, that was inhabited by more mercantile Kellids.
The defenders bought literally every mercenary they could find, and opted for a defense in depth beginning at the outscirts of the city.
Fake temples of Lady Midnight were place in preprepared kill zones, intended breakpoints were addedd to the defenses, to have the demons think they broke a line, only to walk into another trap.
A cunning plan regarding "reactive forbiddance" was made, teleporting into Raliscard was possible, but an artifcat that could be turned on and off automatically activated after a random number of demons teleported in, in essence cutting them off from reinforcements or retreat. Raliscrad held, and inflicted disproporionate casulties on the invading demons. A lot of these innovative tactics were designed by one Ragnar af Grunhold-Gundrun, about 10 years your elder and an influential strike leader of the powerful Gundrun branch of the Grunholds.

Relief of Raliscrad and the disaster:

Drezen being held by Sarkoris, the fury of Raliscrads defense drew in more and more forces into that city, with the demons putting weaker units of Cultists or Kellid slaves on the northern flank of their thrust. Stavka, the combined Kellid-Mendevian command staff, saw an opportunity. Ably reconnoitred and added by defecting slaves, Ragnar af Gundrun led his 3rd Gundun Jaegers into a highly succesfully infilration, striking at the seem of 2 demon commanders known for their mutual dislike of each other, Aponavicius and Jerribeth. A breach was opened, and Stavka wasted little time commitinng numerous forces into exploiting it. The intention was to cut off part of the demon army, open a way to Raliscrad and finally win a clear victory.

Alas, it turned ut differently. Far from the eyes of the coalition, the demons had assembled a sizeable reserve. This reserve struck after the initial penetration, restored the demon lines and cut of the forward units. Only the Gundrun Jaegers managed to exfiltrate themselfs out of the trap.

the end of joint command:

A scapegoat was needed.
The mendevians became increasingly dominant, as the Kellid tendency to strike first, and strike hard with your best units, considerably reduced and degreaded their overall position. The best units of Sarkoris were defending cut of Raliscrads, or where the Sarkrois Jaegers (formerly known as the Gundrun Jaegers, during the exfiltration, they essentially absorbed other stragglers until nearly 30% of their force werent actually from Gunrun. The name was changed to reflect thsi).
Alas, leadership of the Jaegers was imprisoned by the inquisiton on suspicion of treason and consorting with Demons.
Ragnar af Gundrun freely admitted to speaking with Demons to have them fight each other, called the inquisitors foolish idiots, and demanded trial by combat. His non Gorrumite leadership style, with an emphasis on mobility, reconnaissance, night attacks and striking from ambush had alas greatly alienated a sizeable portion of traditional Sarkorian leadership, although many younger warriors praised him because his tactics worked.
He was, with the abeyance of other tribal elders, "interrogated" by the crusaders after Chelish law.
He did not confess, and when he tore off his prisoners clothes to show the burns inflicted upon him, Kellid leadership was shattered. He was sentenced to death at the stake, on the testimony of many who did confess under torture.
He did not die alas, as he, and those who did not confess, were spirited away by Demons on the eve of their execution. Curiously, the demons did not kill anyone during this exfiltration.
It was likely in the aftermath of this, as well as the beginning of the third crusade, that your clan decided to migrate and become mercenaries.


I've read all the spoilers. Interesting context for what is to come. I've been mostly reading the various histories in the Worldwound sourcebook that has some of the progress of the demon invasions and the fall of various Sarkoran cities.

I have to say, when I see reference to Jaegers, I think of the lovable lunks that populate the Foglios' Girl Genius books.

Example


I kind of wanted to dial down what I perceive as the "artificial stupidity" of Sarkoris which they had canonically. The Demons are far scarier an threatening when they crush competent and brave opposition.


I understand. The Jaegers in Girl Genius are comical, but when they fight, they are greatly feared.

Some of the defenses described suggest the Sarkorans were at least brave and powerful, just outmatched.

If you have them, can you put an approximate date on the events described under the spoilers?

I'm just trying to get an idea of Nona's age and likely whereabouts when these things happened.

I have Nona born at the fall of Storasta around 4644. She would enter into the Old Age category around 4697. I think the events in the 3rd book take place around 4714.


My headcanon antichrologically:

We are in 4713/4714

Nona only:

When reviewing the history, you, because you are mythic and have a very high will save, suddenly wonder when Gundrun actually fell.
Then some memory tells you that it was a little villange to start with, and that its fall would barely merit a footnote.
But something does not add up.
But its probably unimportant.

Fourth Medevian crusade: 4692-4707
Characterized by mostly defensive action.
Change from wikipedia: Korramzadeh is not "a new threat", he has been around for a while and was one major vasall of Deskari.

Third crusade: 4665-4668
Mostly a massive purge, scapegoating the Kellids in particular, the starting point being the trial of Ragnar Grunhold-Gundrun.
Hulrun ammassed a lot of power during this time.
Raliscrad finally fell at Minaghos hands at 4665 (diversion from Canon).
The beginning of the third crusade marked the end of nation scale organized Kellid resistance.

Second crusade: 4638-4664 Deviation from Canon there is no break of 20 years between the second and third crusade.
More intense Kellid resistance results in demon offensive taking far longer to achieve their goals, Raliscrad only falls at the end, Storasta at about 4660.

First Crusade 4622-4630
Deviation, first crusade was called after the disaster of the allied armies of Irrisen, the hold and the Kellids at Undarin (not Storasta, thats my typo), the crusaders are seen as weak and green by the Kellids, and often kept in reserve. This results in far higher numbers of crusaders then Kellids surviving. Compared to the Kellids, who see this as a continuation of the Deskari-Sarkorian war.

Deskarite-Sakorian war 4606-4622
Massive fighting between the armies of Sarkoris and later Irrisen, the realm of Mammoth lords and the hold of Belkzen on one side against the worldwound. Both the Kellids and the Mammoth lords attempted counter invasions of the Abyss. The mammoth Lords were luckier in that they ended up not in the wrong place in the rasping rifts (like the Kellids did) but in the wrong abyssal realm alltogether. About half ended up in Alyushinyrra, where they partly assimilated (some managed to return, their relative usefullness sparked a greater interest of the Lady in Shadows concerning going ons in Golarion), and the other half in Nurgal realm of Kuthan. Some still survive, the lord of mercenaries and violence does not mind like minded immigrants, and mortals who can survive in his realm are worthy of notice.

Nona story:

As your troops carefull approach the "orphanage" you hear the sounds of gunfire. Galtese warcries, the telltale bangs of gunpowder weapons and... the language of the foe, Abyssal!
You see 2 men in Galtese uniforms carrying a third on a stretcher, as if to evacuate him, when suddenly 4 painttasters (incubi) wielding wicked swords teleport in from of them. The 2 Combat capable Galtese quickly draw rapiers, while the wounded, who is dumped on the floor, tries to reload his firearm inspite of his condition. The look of sheer furious rage in the Galtese soldiers eyes cannot hide that they are massively outmatched.
Your forces are not fully assembled, but you have enough warriors with you to intervene. Alas, the intensity of the battle is such that your forces has not yet been noticed, and to charge in would give up this advantadge.


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Moving Clebsch/Nonas solo adventure here, because PMs are kind of a hassle, no rolling of dice etc.

Before your troops charge in, one of the Incubi uses one of his spell like abilities, and a Galtese lowers his blade , only to instantly ramm in into another Incubus belly as that demon approaches.

You troops see the same, and regard it as a cunning idea, smashing into the 3 remaining demons from behind, but not before the wounded Galtese is killed by one of the incubi.

sense motive or perception dc 20:

It seems a curious coincidence that the Galtese have cold Iron weapons.

kn planes DC20:

The Galtese also instantly reacted to being suggestioned with pretending that the suggestion worked, strongly implying he is drilled in Anti-Demon tactics, probably with a sparring partner that can cast suggestion.

As the last demon falls, the 2 remaining Galtese are at edge, seeing unfamiliar mercenaries that outnumber them. One notices a demon still breathing, carefully takes his pistol, puts it at the demon head and blows its brains out.


Alliance? Ces démons représentent une plus grande menace.
Ils massacrent des enfants pour accomplir un vil rituel, la plupart de nos forces sont à l'intérieur.
he speaks in rapid fire Galtese

The other one draws the blade of his dead comrade and places it in both of his hands, before closing the dead mans eyes.

Par le dard savoureux, tu seras vengé
the second galtese intones

Possible options: Do you accept the offer of alliance? If yes, if you speak Galtese in which language?
Do you go in with your vanguard or do you wait for your full force to get there.


That first sentence is a little hard to parse. I think the idea is that the demon used magic to try to make the Galt soldier stop fighting, which appeared at first to work, but then it turned out the soldier was not in fact affected and continued fighting. Did the soldier ram his sword into another demon's belly or was that something like a bull rush? Probably not important, but just want to have a clear picture.

Perception, alertness, See Beyond: 1d20 + 6 + 2 + 5 ⇒ (18) + 6 + 2 + 5 = 31
Knowledge (Planes): 1d20 + 11 ⇒ (19) + 11 = 30

Nona is suspicious of the situation.

Once in the area but probably before the incident, she would use her second level spontaneous spirit magic slot to cast Tongues (2nd level on her Lore Spirit list). This would have a duration of 60 minutes. That would allow her to understand and speak Galtese.

Prior to answering, she will draw on the Lore Spirit ability, Monstrous Insight, in case it helps her interpret the situation.

If allowed, she will use it once on the demons and again on the Galtese negotiator. This allows a Knowledge check of the appropriate monster lore skill.

For the demons: Knowledge (Planes), Monstrous Insight: 1d20 + 11 + 6 ⇒ (13) + 11 + 6 = 30

For the Galtese: Knowledge (local),Monstrous Insight: 1d20 + 5 + 6 ⇒ (17) + 5 + 6 = 28

Before answering the question, Nona will raise a finger to indicate she is thinking about something before answering. She turns toward the orphanage and if she is not within 20 feet of the building, she will stroll closer. When within 20 feet, she will concentrate and convert her See Beyond spell to allow her to see through the walls of the orphanage as if using a ring of x-ray. She has 5 rounds before the effect ends. Does she see anything that would make her more suspicious of some kind of false flag incident underway?

One more thing: I believe I specified that in preparation for the mission, the team would do what it could to disguise itself as Galt natives. If the offer of alliance implies knowledge that the group is from Taldan, that too would seem suspicious, unless it is merely a request that would be made of any mercenary group that happened to be close enough to participate in the fight. This may be overthinking the situation but since it's already suspicious, I thinking Nona will be considering details like this as she decides how to answer.


As you understand it:
The Demon used a suggestion to surrender, the Galtese succesfully resisted, and then pretended to surrender, only to surprise another of the incubi with a massive stab to the belly, apparently knowing well where to cut an Incubus, although their psysiology is fairly similar to humans in terms of where important organs are.

Monstrous insight allows you, in this case, a peak beyond.
The Galtese is equal parts furious, at the demons and confused at about what exactly is going on. Your second in command was translating to kellid, which the Galtese catched on to. Your troops would have passed a casual inspection by bored border guards, these are not border guards.

In battle, he is a clever and agile combatant, relying more on speed then on strength. He is also well trained and quick mentally. You see an insignia 2 crossed black daggers with yellow handles.

You see another insignia tatooed, in infernal, on the fist of the dead galtese, it reads "Hells Barbers Union Asmodeus owes me money"

As an additional insight, this man is not exactly a good, let alone lawful person, but he is almost brimming with the wrath of the righteous.

The Demons are incubi, their strikes are highly painful, and they have the standard defensive abilities associated with demons, such as immunity to electricity. They are quite intelligent and have ways to attack an enemies mind, such as suggestions.
These Demons have tatoos as well.

insignia Kn geography or history or nobility DC25:

These are the black daggers, a fairly devoutly callistrian special unit officially dedicated to protecting Galt from supernatural threats (while staying out of politics). Inofficially, they are a supernatural threat to Galts neighbours themselfs, and can be seen as one of several "Black ops" specialists in Galts armed forces.

Hells barbers kn geography or history DC20:

A running joke amongst nations frequently fighting Cheliax.
Hellknights make a lot of defeating Bearded devils in duels, this tatoo implies the dead man did the same before witnesses.

demon tatoos kn plane or religion DC15 read if you beat a 15 but not a 20:

You recognice the symbol of Socothbenoth, demon lord of rape and perversion

demon tatoos kn plane or religion DC20 read if beat a 20 but not a 25:

Who is known to be mutually hostile with Callistria. Whatever issues the Galtese may have with Taldor, religious callistrians will see Socothbenoth as the far greater foe.

demon tatoos kn plane or religion DC25 read if beat a 25 but not a 30:

Callistria is a vengeful and quite murderous goddess herself, but she despises rape, and tends to spare children.

demon tatoos Kn religion or planes DC30:

You recognice a holy symbol on the dead men, one of her clergy.
Incredibly unlikely to murder an orphanage.

Yeap, the situation is indeed suspicious. Callistrian blackops vs Socothbenothan Demons and you dont know why either of them are there


Knowledge (Geography): 1d20 + 9 ⇒ (20) + 9 = 29
Knowledge (Geography): 1d20 + 9 ⇒ (5) + 9 = 14
Knowledge (Religion): 1d20 + 11 ⇒ (2) + 11 = 13

Nona exhausts her knowledge of the clues about the affiliations of the demons.

Was she able to see into the orphanage to get a preview of what is happening inside?

"The enemy of my enemy is my friend, right? How about we just agree to not attack each other? Let's help each other sort out what is happening. If demons are active beyond the Worldwound, we need to know why."

Translation: The enemy of my enemy is my friend, right? How about we just agree to not attack each other? Let's help each other sort out what is happening. If demons are active beyond the Worldwound, we need to know why.


I give no f*@#s about why the s#$~ty sins are doing this ritual, we just need to stop it. The Galtese snarls

Aye Truce for the duration of hostilities and une decent interval thereafter, in the name of the savored string on our part, I believe you owe fealty to the Lord in Iron? He says more formally

we took the courtyard and the upper floors, but the demons are in the dungeon. And no, I have no f@!~ing idea whatsorever why the flying f~~# an orphanage has a multi store dungeon. They have some forcefield or such.
Oh, the f$+&ing "nurse" in charge was a Succubus. Our Kapitan shot her face off already when she tried and failed to dominate him.

He hurries inside, weapons drawn.

Courtyard

there are 2 dead galtese, and more dead demons, 2 incubi and a schir, the green grass there is covered in crimson. A well is in the middle, and the gunfire seems to be intensifying from the inside and below.

Dont shoot the newcomers! We made truce, they hate demons.
Code is Eiseths mighty beard.
He shouts to the windows at the second floor.

You see some sticks, concealed, pointing at you from the windows, but no gunfire erupts.

survival DC20:

The Galtese seem to be achieving roughly 2-3:1 kill death ratio against the mostly incubi and Schir you are seeing, not a bad feat.


Nona does not deny the group's association with Gorum but doesn't confirm it either, if the questioner does not insist on a direct answer. No one has any holy symbols present. Hers is under her shirt.

Survival: 1d20 + 10 ⇒ (1) + 10 = 11

Nona offers the Galt agent a handshake to confirm the truce. Then she turns to give her people the situation report and the plan to enter and kill the demons without attacking any Galt people. She explains that the demons may be using mind control, so if any Galt soldier attacks them, deal with it without lethal damage if possible. She also gives the password to everyone.

She looks back to see if the Galt agents have any more instructions or warnings. If not, she'll lead them into the orphanage and toward the dungeon.

Before entering, she casts Magic Circle Against Evil on herself; duration 1 hour.


As you approach further, you are met with a group of children, looking confused and dazed escorted outward by Galtese soldiers

Les mercenaires sont avec nous et ne nous demandent pas d'où ils viennent. The soldier accompanying you quickly says as the other warriors draw their guns at you and place themselfs between you and the children.

Galtese:

The mercs are with us, dont even ask where from

Qu'est-ce qui se passe ici ? Les salauds de pécheurs sont planqués derrière un champ de force ou je ne sais quoi d'autre. Le capitaine Cydric essaie de les forcer, mais il nous faut de la putain de magie de dissipation ! He gets a reply with more swear words then normal galtese has

Galtese:

What the f$%+ is even going on here? The s~%~ty sins scum are holed up behind some forcefield or whateverthef@#+. Captain Cydric is trying to brute force it, but we need some f&$*ing dispell magic!

As your mind magically translates the conversation, you hear a voice in your mind.

in your head:

Convenient that you have the spell prepped! And even if you didnt, you do know. Do not fret, you know me as Lady Midnight, and the b+%!*~$@ that the s&$!ty sin is up to here must not succeed under any circumstances. The voice is lively, feminine and energetic.

This is a task for a trickster and a marshall, trust the Phoenix to survive, he will. Do what should have been done the first time this happened! The voice continued, as you see a short flash of old Iz, an then the worldwound formed.

your past:

You have long thought, what could you have done, had you been there when the worldwound first formed? You have visited many a repository of knowlegde, and you have contacted unusual entities. You know that a newly formed worldwound can be destroyed if 2 things are done, someone has to summon the spirits or gods of the target lands, and rally them against the infection. And someone who needs to be a complete madlad has to cross through the rift and destroy the rifts lodestone on the other side.
Against a more established rift, this is not possible, but while the rift is still unstable it is.


Nona's quick mind processes events efficiently, noting the orphans, feeling a surge of gratitude they appear unharmed, and absorbing the Galt speaker's description of the demons' tactics. She slows briefly as the voice fills her mind. She doesn't have time to ponder the consequences of trusting a new voice that might be deceiving her, knowing the fiends have that ability. Then the voice references something the demons could not know, her opinion of what should have stopped the first Worldwound incursion.

She quickly uses the hand signals developed for quick and silent instructions that she and her mercenaries developed, directing the biggest and best armored to lead the way while others provide cover with ranged weapons and she focuses on her spellcraft. "Spirit's protect us!" she calls out as they head for the fighting below.


As you descend downwards, you see an unusual sign, a man, moving like a mixture of a tiger and a peacock unleashes a veritable hail of forcebullets from a short stick like thing in his left at what seems to be a forcefield or protective barrier of some sort.
His right holds a bloodied rapier. He is not taking cover and clearly shouting what seems to be insults to the demons holed up behind the forcefield

Dead Demon bodies considerably outnumber dead or wounded Galtese, and several of the demons seem to have had their heads exploded.

Раз уж вы, говнюки, не хотите выходить, то я войду. Я буду стрелять в вас, я буду колоть вас, я изобрету микроскопы, чтобы я мог измерить ваши гениталии, или, скорее, их отсутствие, и я позабочусь о том, чтобы все, что вы делаете, навсегда вошло в священные ряды 10 самых идиотских неудач демонов по мнению леди Каллистрии!

Abyssal:

Since you s##*ty little s&$&s wont come out, I will come in. I will shoot you, I will stab you, I will import microscopes just so I can measure your genitals, or rather their absence, and I will see that whatever you are doing will forever be in the hallowed ranks of the top 10 idiotic demon fails according to Lady Callistria!

There is something unusual about him, you sense that the temperature in his immidiate vicinity is higher, and that the bullets he shoots seem to occassionally have anti magic properties, as the forcefield occassionally weaknes, but it seems slow going.

Eh newcomers? You wouldnt have a couple of dispell magic spells would you? These demons he pauses

Are stalling, which means they await reinforcements, seek to finish some ritual, or both. He says loudly his mouth keeps moving for a bit as he looks away from the forcefield and at you.

He says getting around the portal by altering the stone around it could work as well The Galtese you spoke with earlier whispers to you, translating from lipreading to whispered common.

in your head:

If that is a spell you require, I shall freely grant it! the voice of Lady Midnight perks up again

Stoneshape, dispell magic or something else?


Nona has prepared Dispel Magic, knowing it is always useful in situation like this. She stands behind Minzk, one of her beefier and heavily armored comrades as she says, "sargnå nak sarög nak mos tlla!" and makes a tugging motion with her right hand. She stares at the force field and wills it to fall. As she does her magical energy shoots around Minzk and coats the force field like mud splashed from a deep puddle hit by a racing juggernaut, where it sparkles like mud never does.

Dispel Check: 1d20 + 6 ⇒ (1) + 6 = 7

The sparkling fades to nothing. Nona grits her teeth and finds that although she only prepared the spell for one use, it sits solidly in her mind as magic still to be cast. She repeats the gesture and the words.

Dispel Check: 1d20 + 6 ⇒ (7) + 6 = 13


in your head:

Dont mind if I do

Assist counter=1
assist: 1d10 ⇒ 8

Some strange force assists you, while your dispell should not have been enough, it almost seems like your first attempt made the barrier... cocky?
Your second spell dispells it striking with more force!

What, this was a prismatic wall! How does a single dispell magic go through that? A too good looking man in a white and black robe, revealing a well groomed sixpack says as a trio of force bullets shatter the aformentioned sixpack, leaving the man a ruin.

Not a truely earned sixpack, alter self for looks improvement, what a tool! The captain quips as he blows the smoke of his firearm.
He regards you neutrally, his eyes are intense.

Cydric de Bergerac, 6th blade of Galt, strike leader of the black daggers. According to one "Lady Midnight" who is happily chatting in my head, you are Nona Rastaban, Kellid anti Demon specialist leading a group of mercenaries mostly in Taldane employ? Madmoiselle Midnight probably pulled a bunch of strings to make this happen. He asks with a raised eyebrow

I dont know what is going on here, which is par the course whenever "Lady Midnight" is involved, but these are demons, they want to make some type of portal, and they are murdering children to do so. I say we shoot them all in the face, kill their priest, safe their sacrifices and leave stupid issues of territorial sovereignity or whatever to some f%#@ing diplomats He offers, confidently.

Marcus, scroll of prayer, then haste include the Kellids. Alexandre, Bless, ill take point and trigger their traps. Jerome, direct me for kinetic trap disarm He addresses various other galtese by name, quick, precise and effective orders.

Oui mon Capitan a galtese, apparently Jerome, moves forward and
perception for traps: 1d20 + 15 ⇒ (1) + 15 = 16
Seems clear he says as a fireball engulfs him, slaying him outright.

Merde! The captain snarls

Trap laden corridor, the rouge the Galtese had just got blasted.


I haven't yet committed to set of prepared spells because I wasn't sure how rigorous this process would be in regard to prepared spells. I am keeping an eye on number of spells cast at each level. It is reasonable that Nona would have already cast two spells that would have long durations and could be done just prior to the situation: Tears to Wine. Nona would have administered this liquid to each of her people and might have some to give to the Galt agents. This grants +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. She would also likely have cast Heightened Awareness. This grants Nona a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. In this instance, she could cast Owl's Wisdom on herself, boosting her Wisdom up to 24, giving her a +6 wisdom bonus. Putting all these things together, (assuming they all stack), she would have a perception of +11, which is not quite as good as the rogue who just got blasted, but with some divine help, it might get everyone through.

Nona casts a spell on her self and offers all the Galt agents a drink from a wineskin to boost their perception, if they will trust her. With her eyes glowing slightly, she wades into the passageway, looking for traps.

Perception, magic bonuses: 1d20 + 11 ⇒ (9) + 11 = 20
Perception, magic bonuses: 1d20 + 11 ⇒ (16) + 11 = 27
Perception, magic bonuses: 1d20 + 11 ⇒ (4) + 11 = 15


Totally fine, we can handwaive that

Oh oui, tears to wine! I know this one! Remind me to give you a sample of actually good wine once the sinsuckers are dealth with!

Working together, you disable or detect the first 2 traps, a third trap...

Cydric de Bergerac reflex save: 1d20 + 11 ⇒ (6) + 11 = 17

Leaves the Galtese leader slightly singed, it would appear he has some degree of innate fire resistance.

Dealing with the trap filled corridor, your combined force storms into a ritual chamber, where you can see the telltale signs of a rift forming.

More incubi await, yet the more concerning enemy is a massive Vavakia Demon.

Immidiatly, the gunslinger opens fire and

dragoon pistol spell cartriged first: 20 + 8 + 6 + 1 + 2 - 4 - 3 = 30
dragoon pistol spell cartriged first crit confirm: 20 + 8 + 6 + 1 + 2 - 4 - 3 = 30
damage: 1d4 + 6 + 6 ⇒ (4) + 6 + 6 = 16 *3=48 damage
bane: 2d6 ⇒ (2, 5) = 7

dragoon pistol spell cartriged haste: 20 + 8 + 6 + 1 + 2 - 4 - 3 = 30
dragoon pistol spell cartriged first crit confirm: 20 + 8 + 6 + 1 + 2 - 4 - 3 = 30
damage: 1d4 + 6 + 6 ⇒ (4) + 6 + 6 = 16 *3=48 damage
bane: 2d6 ⇒ (4, 4) = 8

dragoon pistol spell cartriged iterative: 20 + 8 + 6 + 1 + 2 - 4 - 3 = 30
dragoon pistol spell cartriged first crit confirm: 20 + 8 + 6 + 1 + 2 - 4 - 3 = 30
damage: 1d4 + 6 + 6 ⇒ (4) + 6 + 6 = 16 *3=48 damage
bane: 2d6 ⇒ (2, 6) = 8

Hitting it, somehow, in both eyes and dealing massive damage to it.
What the f*$$? I mean, thank you Lady Midnight I had no idea this is a thing His extreme luck leaves the Galtese captain mildly confused as the mighty Vavakia reels after the onslaught.

The Galtese musketeers join in, also being incredibly lucky!

musketeer: 20 + 3 + 1 + 1 - 2 = 23
damage: 1d12 + 4 ⇒ (8) + 4 = 12*4=48-15
musketeer: 20 + 3 + 1 + 1 - 2 = 23
damage: 1d12 + 4 ⇒ (1) + 4 = 5*4=20-15
musketeer: 20 + 3 + 1 + 1 - 2 = 23
damage: 1d12 + 4 ⇒ (12) + 4 = 16*4=54-15

Yes, he can only roll 20s this turn. No, this ability wont turn up in game. Yes, he will pay a price for this.

in your mind:

I can only keep this luck up for one round! Hit it with everything you got! the female voice exhorts you
You and your mercs only roll 20s for this turn, come up with someone clever to inconvenience a mighty CR18 demon, which just got hit for 245 damage. You can also come up with clever things for up to 3 of your mercenaries, you, like the Galtese, are level 4ish.


Note: If you surprise me its a bonus that can come in handy later.


Nona reaches over her shoulder and draws out a spear specially prepared in advance with the spell Huntmaster's Spear. She hurls the spear at the demon.

I'm assuming the attack roll will be a critical hit. She'll use the feature of the spell that grants her the ability to boost the critical hit range and amount for a final attack that destroys the spear. It is set with demons as the favored enemy. I'm a little puzzled by the wording of the spell however, since it says the final attack option increases the critical damage to x3, when the spear already has a x3 critical damage level. Perhaps it should be x4 if this is meant to do more damage than normal on a critical hit. Nona' strength is 8, so the net bonus on damage for a +1 Bane is =1 + 1 + 2 = +2

Huntmaster's spear critical damage, bane: 3d8 + 6 + 2d6 ⇒ (4, 6, 6) + 6 + (6, 4) = 32

It's late and I'm struggling a bit on the other three attacks. How about a paladin with a +1 composite Longbow, str 18, using smite evil, so damage would be 1d8 + 4 + 4 (x3). I had a cleric of Erastil who was a farmer and used a scythe. He was str 14, with a +1 scythe which does 2d4 + 3 damage and is x4 on a critical. I once roleplayed with a player who had a halfling fighter who rode a Medium size dog (like a St. Bernard) and had a lance. He would charge things with his lance and get extra damage that way. So a lance does 1d8 x3 on a crit and deals double damage when used from the back of a charging mount.

Paladin: Critical +1 Composite bow: 3d8 + 12 + 12 ⇒ (8, 6, 7) + 12 + 12 = 45
Cleric: Critical +1 Scythe: 8d4 + 12 ⇒ (2, 1, 3, 1, 1, 3, 2, 3) + 12 = 28
Charging Halfling on dogback: Critical +1 Lance: 6d8 + 6 ⇒ (4, 1, 7, 5, 2, 3) + 6 = 28


What The Paladin is amazed as her arrow hits the mighty demon straight into the throat, the fury of her smite crashing through the mighty demons resistance.
The Your cleric, normally not all that acrobatic on account of his generalized portlyness, easily tumbles into the Vavakias reach, the vavakia strikes with his massive spear, only to miss, and than have your cleric run up the the demons unholy spear and slash straiggjt through the demons throat
Wooof? The Saint bernand interjects, repeating the feat and allowing his rider to unleash a
F#++? pinpoint accurate strike with her lance into the Vavakias mouth, yet inspite all of this the Vavakia still stands, bleeding from many wounds as it seeks to end you all with its breath attack.

Just as planned, you either hear or think as you let fly of your spear, hitting the Vavakia with such a force and its head flies off.
Apparently, Lady Midnights lucks still holds, as the breath attack goes off, but the rapid spinning motion your spear throw imparted upon it has it hit everyone but your advancing alliance killing or crushing the remaining cultists.

I, Cydric de Bergerac, am actually at a loss for words, f*@! that was a f&+#ing Vavakia, like, 2 f##$ing steps below a f+*!ing Balor? The Captain of the Galtese asks as he looks at his weapon, not quite believing it did that much damage.
Did we just like, monopolize the positive luck of all of Golarion for about 6 seconds? One of his aides adds

Praise Erastil Your cleric mentions, as he falls prone trying to get down from the Vavakia huge body.

Cut it, we need to disable this portal somehow, and closing extradimensional portals hasnt been part of my Curriculum The Galtese Captain says as he looks at you.


Nona is stunned for several breathes as she absorbs the events. Her magically enhanced mind quickly grasps the essentials of what must have happened. Some divine or nearly divine entity calling herself Lady Midnight has intervened. She feels aglow with holy energy and glances around to see if she is really glowing.

Eventually, words of the others cut through her wonder, and her intellect, such as it is, kicks in and reminds her of her plan to prevent a rift forming. It is a plan that must be accomplished on the other side. Will that trap her and her comrades in some part of the abyss? No matter. If another rift can be prevented, her life will be a small sacrifice. She is old. Every event in her life has led her to this point.

"Friends!" she calls out, glancing at her troop. Then she pauses and looks at the Galt agents. "New and old! A rift such as formed in our homeland is forming here! It must be stopped. I know who to stop it, but it must be done on the other side. I will go through and do what needs to be done to shut it down. Follow if you will, but know that all who enter may be trapped in the Abyss and may never live to hear the songs of praise that will follow our actions."

Nona smiles at everyone and adds, "I've been blessed to fight at your sides. Now, into the history books!"

Nona walks calmly through the portal without a backward glance to see who follows.


With understanding, the Galtese Captain nods.

These f~%~s seek to despoil our land, rape our people, devour our souls and do what they want to our children. I was Abyssbound anyway as far as my soul is concerned, too many warcrimes. To the Abyss then, as their foes, and not as their prey. Volunteers only. The Captain announces

sense motive DC 20:

This man is driven by hate and vengeance. Whatever was done to children here, it completely drove him over the edge.
He will stop at nothing.

Ehm, commander your paladin whispers
He has a moderate aura of evil. Some of his men do as well.

A few of the individual Galtese whisper short whispers to Callistria, and, interestingly enough Gorrum, before charging through, your own group as well.

As you step through, sickly smell of sweat and cheap perfume assaults your nostrils, you step out into what looks like the altar of a cathedral. Scores of demons look at a tailed feminine demon, her tail twitching as she leads her demonic congregation in a profane prayer.

Итак, о шелковый грех, мы предлагаем тебе плоскость Голариона, пусть она удовлетворяет их желания до тех пор, пока тебе не надоест ее обесчещенная туша! Знай, что слабые смертные могут

Abyssal:

An thus, oh silken sin we offer to thee the plane of Golarion may it sate they desires until thee are bored of its despoiled carcass! Know that feeble mortals can do nothing but

She begins, only for the Galtese captain to instantly open fire on her and shouting

Стреляйте в новые, блядь, дырки для глаз, жопы и вентиляционные отверстия для мозга, в которых вы, хихикающие ублюдки, явно нуждаетесь!

Abyssal:

Shoot you some new f@%!ing eyeholes, a@%@#%$$s, and brain ventilation holes which you chucklef!&+s clearly need!

In quite fluent if highly argot Abyssal

How did you mortal t~%%s get past Nyorbegoth the despoiler of cities?
The demons, which survived the barrage turns, her eyeless face clearly showing her to be a Lilitu

Читай мои мысли, сучка The Captain answers, grinning

The Lilitu does just that and... teleports out.

With the Galtese focused on the Lilitu, the sizeable demonic congregation remains, how do you deal with them? What is your plan to make them panic?


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Sense Motive, tears to wine: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17

Nona doesn't have any magic ready that can affect a large number of demons. She knows they may be easy to intimidate, so she gives it a try. I don't yet have a feat that will allow her to intimidate groups, although she is going to be able to do that eventually. For now, she'll direct her words toward whatever demon looks to be next in command.

"Ваш ныне отсутствующий лидер спросил, как нам удалось пройти мимо грабителя городов! Мы наполнили его достаточным количеством свинца, чтобы оттащить его обратно в бездонное болото, в котором он прячется! Твоя верховная жрица оказалась достаточно умна, чтобы сбежать от нас. Есть ли у тебя шанс, что ты, паразит, встанешь на нашем пути?"

Abyssal:
Your now-absent leader asked how we got past the despoiler of cities! We filled him with enough lead to drag him back to whatever abyssal swamp he hides out in! Your high priestess was smart enough to flee us. What chance have you vermin of standing in our way?

Intimidate, tears to wine: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24

She signals her group to start roaring and waving weapons, hoping the Galt agents will aim their guns as well.

Hoping to get some aid on the intimidate attempt. If the head dies, the body will follow, she hopes.


Ее слова подкреплены священными ручными гранатами Каллистрии! Раз Два Пять! Нет, болван, это три!

Abyssal:

Her words are backed by Callistria's holy hand grenades! One Two Five! No you dolt its Three!

2 of the Galtese shout among chuckles as they throw grenades into the demons.

bluff Galtese: 1d20 + 4 + 6 + 3 ⇒ (10) + 4 + 6 + 3 = 23

Who dont take that much damage from that, but a third Galtese, who has evidently already used up his grenade supply, Phantomimes, with considerable skill, lifting a very large explosive object above his head and starts running at the demons.

Oh no! If he Unleashes the incredibly explosive invisible Callistrian Stealth bomb... We will all die!
Your paladin shouts quickly
bluff aid Paladin: 1d20 + 4 ⇒ (6) + 4 = 10

perform comedy: 1d20 + 12 ⇒ (12) + 12 = 24
My life for Callistria, Golarion and Galt BOOOOOOOOOOOOM!
Pascal, the Galtese performing this, has as a matter of fact been a mime and clown, before his circus got butchered by the Chelish, leading to him seeking vengeance by training until he managed to join the black daggers. Little did he know that his skills at miming and comedy could literally make a difference of worldwide impact.

THe demons, confused and frightened by the utterly non afraid posture of the invading alliance, run, fly away or mostly teleport out.

You see at the pulpit a purplish crystal, which you can just sense is innately connected to the portal. By performing rites that only you know about, you can not just block the portal, but even reharden the border between planes here. Once you do so, and then destroy the crystal, you have at most 12, more likely 6, seconds to reach the portal and get back to Golarion.

in your mind:

Hurry! The s~*@ty sin himself is coming! You hear Lady midnights voice again

As you hear the voice, Cydrics eyes flare up and he grins, drinking several potions in quick succession and saying

Our joint benefactor informed me of what is coming, and what must be done I will shoot the crystal at your signal, and shoot the foe otherwise!

perception DC25 on the voice:

Lady midnights voice is clearer and more urgent compared to before

kn planes DC15 on the S%&*ty sin:

S#+*ty sin is an insulting term for Socothbenoth himself.

kn planes DC20 S+++ty sin:

You are in Socothbenoths home plane, you can not hope to prevail against a full blown demon lord. Who could likely teleport in any time.

perception DC30 on a potion that Cydric is drinking:

больший сок Паладина meaning Greater Paladin juice wait why is it written in Abyssal?


Perception, magical bonuses: 1d20 + 8 + 5 + 2 ⇒ (11) + 8 + 5 + 2 = 26
Knowledge (Planes): 1d20 + 14 ⇒ (2) + 14 = 16
Perception, magical bonuses: 1d20 + 8 + 5 + 2 ⇒ (20) + 8 + 5 + 2 = 35

Nona gives terse orders as loudly as she can, leaving no doubt as to what must be done and the urgency of the situation.

"Stop Cydric from drinking that! Then escort him away!" pointing at the Galt leader.

She runs toward the podium where the purple crystal sits, yelling "Watch my back! Be prepared to make utmost speed when this crystal is destroyed!"

She recites the words that activate magic to close the portal. She sees the borders glow golden white with sparks flying all along the perimeter. Only the magic of the crystal is keeping the portal open now. She orders her paladin to hand her an adamantine mace, raises it and smashes the crystal. Then the mad dash to Golarion begins.


Your ritual takes 1 turns

How would you stop me? Its not the most ethical potion yes, but I didnt make it, I looted it! The empty potion rolls as his eyes shine brightly.
Good thing I am feeling increbly righteous and oh, the main event!
He smiles as
the temperature in the room increases, as, flanked by 2 Mariliths, a regal Inubus steps in through a rift in space

what mortals dare to invite themselfs into my domain, and are then such violent guest? And phantomiming is alas strictly forbidden
THe Demon lord says with a voice dripping with fake concern.

spellcraft DC24:

Power word kill

Pascal, the Galtese who phantomimed a large bomb simply drops down dead.

I hate mi the demonlord continues
smite evil full attack haste rapid shot: 1d20 + 19 ⇒ (10) + 19 = 29
damage: 2d4 + 12 + 12 ⇒ (1, 4) + 12 + 12 = 29
bane: 2d6 ⇒ (2, 2) = 4
smite evil full haste: 1d20 + 19 ⇒ (15) + 19 = 34
damage: 2d4 + 12 + 6 ⇒ (4, 1) + 12 + 6 = 23
bane: 2d6 ⇒ (1, 1) = 2
smite evil full rapid shot: 1d20 + 19 ⇒ (13) + 19 = 32
damage: 2d4 + 12 + 6 ⇒ (2, 4) + 12 + 6 = 24
bane: 2d6 ⇒ (2, 6) = 8
smite evil full mythic rapid shot: 1d20 + 19 ⇒ (3) + 19 = 22
damage: 2d4 + 12 + 6 ⇒ (3, 1) + 12 + 6 = 22
smite evil full attack iterative: 1d20 + 14 ⇒ (5) + 14 = 19
damage: 2d4 + 12 + 6 ⇒ (1, 2) + 12 + 6 = 21
smite evil full attack secon iterative: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 2d4 + 12 + 6 ⇒ (3, 3) + 12 + 6 = 24

Intterrupting the villainous monolouge Cydric opens fire on the demon lord and hits 3 times, the first hit seemingly particularly potent.
The Demonlord seems more annoyed then actually hurt by the onslaught

Take him alive, consorts and kill the rest Socothbenoth orders.
One Marilith rushes towards Cydrics, striking with her tail

tail slap: 1d20 + 17 ⇒ (8) + 17 = 25
Smirking, the Galtese simply disappears, reapearing behind the other marilith Mirror dodge
and striking her as she advances further
AoO quick snap: 1d20 + 13 ⇒ (19) + 13 = 32
AoO quick snap confirm: 1d20 + 13 ⇒ (11) + 13 = 24
damage: 6d4 + 36 ⇒ (1, 4, 1, 2, 3, 4) + 36 = 51
The Marilith turns on a dime to face her assaillant.

in your head:

Run damnit, as soon as you finish your ritual, run! You hear Cydric voice in your head, frantic.

What ritual? Like most mortals, you arent very good at telepathy are you? Oh that ritual. The Demon lord speaks looking straight into your soul.

willsave Nona: 1d20 + 14 ⇒ (13) + 14 = 27
mythic surge: 1d6 ⇒ 4

Your mind wavers under the massive onslaught, you cannot focus, the demonlords power is too

Never thought you of all demonlord would be that focused on grannies, although if I look at your dating choices so far, they certainly tend towards the rather old right? Nocticula is what, above 6000? Cydric quips,
I was the first to bed her and the first to survive! Right after we were born! The first Incubus and the first Succubus! THe demonlord answers his hatefull eyes falling upon Cydric instead
Oh, you were a virgin? No wonder she ditched you eventually! I am so sad for you The Galtese speaks with the most faked sympathy ever
I ditched her! THe Demonlord roars
She broke every bone in your body, and yeeted your broken corpse at your followers who took such pity on you that they nursed you back to health rather then killing you, I dunno, that sounds like getting ditched to me, literally. The Galtese speaks with the biggest s$*# eating grin you have perceived.

Your mind refocuses, that juvenile banter giving you time to finish your ritual!

Using amazing initiative, you strike the crystal with your maze, but you merely dent, not shatter it, it may take a full attack from you to break it!

Cydric is behind the 2 Mariliths and the Demonlord, and trashtalking well enough that they look at him not you

sense motive DC25:

The galtese captain has chosen his fate, he is now behind the demonlord and his 2 mariliths, and would have to pass them to reach the portal. Which is extremely unlikely.
He is quite effective at distracting them.
A sacrifice given freely.

sense motive DC30:

Cydric has a suprising degree of understanding concerning what buttons to push with Socothbenoth, as well as a good bit of information it seems about his history.


Edit: You are almost certain Cydric just used "Smite Evil" on Socothbenoth, and there is no way this man is a Paladin.


Nona has no choice but to shut out all the drama going on between the demons and Cydric and concentrate an giving the purple crystal a devastating smash with the mace.

Full attack scores an automatic hit.

Light Mace Damage: 1d6 - 1 ⇒ (5) - 1 = 4

I'm hoping this is enough to shatter a crystal unless it has special properties. I'd like to enter into evidence the following testimony: Can you break a diamond?


As your mace strikes you see a vision, but only with your left eye

vision:

From your left eye you see an opulent throne-room abetted by vile abyssal symbols. Sycophantic demons listen to you with rapt attention as you speak with a sonorous dark voice.
Today my minions, we will take vengeance for the slights suffered at the claws of the Bat-b+&#*! The foolish trollop has given 6 drops of her blood in exchange for 6 of her servants, as if I would ever free them haha! But with her blood drops, I can summon her!
You see 6 ornate vials, with a single drop of darkly red blood, steaming inside it.
And I will, once a year is over and I have fully recovered from her ambush! I, Vazglar, the lord of loss shall destroy Nocti

6 blood red portals erupt from the blood-drops as 6 Balors charge through the portals, followed by more demons, you mouth twists as you telepathically order your palace guard to stop them. Then you see a black daggers tip bursting out of your right eye, hot breath breathing down on your neck.

I love killing idiots during their cliche villainous monolouges. Nice anti teleportation magic you had there, dumb of you to literally bring 6 parts of me inside of your forcefield, thus allowing me to bypass it with ease. Well, play stupid games, win stupid prizes, congratulations on becoming my real estate A feminine voice speaks as you crumple and die, seeing a frighteningly majestic Succubus from your remaining eye, her 3 tails effortless stabbing inside of your confused and panicking sycophants as her hoofs weep molten Lava and her wings glare with abyssal power.

You do however have your mind together, this crystal was once a demonlord who died? Or part of one? Focusing on your connection with the spirits, you can somehow sense the part of the crystal which corresponds to the mortal wound killing the demon lord. You strike right there! The crystal begins to resonate, each further strike will massively destabilize it further!

Vazglar DC15 Kn planes:

A long dead Demon Lord of loss and ruin. Long dead.

majestic Succubus DC10 kn planes:

Noone else then Nocticula, lady in shadows. Only she has 3 tails, and she is notorious for killing demonlords.

Kn religion DC25:

Sacrificing drops of blood to save ones servants is curiously similar to an act of Iomedae. But you know Vazglar died long before Iomedae was even born.

sense motive DC35:

The Succubus and Lady Midnights telepathic voices sound similar, certainly not the same at all, but perhaps related?

In the real world however, Socothbenoth unleashes his full fury on the Galtese captain
Socothbenoth: Full attack vs Cydric De Bergerac:
first attack: 1d20 + 51 ⇒ (19) + 51 = 70
A first strike is unleashed, one that would have cut the galtese in 2, yet the wiry man somehow teleports out of the blades path
You can only do this once, mortal fool! Snarls the demonlord as he fluently moves 30 feet between his attacks, and simply keeps striking.

first attack: 1d20 + 46 ⇒ (6) + 46 = 52
damage: 2d4 + 26 ⇒ (1, 3) + 26 = 30
second attack: 1d20 + 41 ⇒ (8) + 41 = 49
damage: 2d4 + 26 ⇒ (3, 1) + 26 = 30
third attack: 1d20 + 36 ⇒ (15) + 36 = 51
damage: 2d4 + 26 ⇒ (1, 2) + 26 = 29

The Galtese suffers 3 massive blows, he remains standing, near death, somehow.

The unholyness of my blade should have ended you right now if you are a Paladin, which means you arent, which means...
The demonlord
quickened dispell magic greater targetted dispell grace of the champion: 1d20 + 30 ⇒ (1) + 30 = 31 Nothing happens
WHAT? It matters naught.
Amazing initiative dispell magic greater targetted dispell grace of the champion: 1d20 + 30 ⇒ (13) + 30 = 43 He repeats the gesture, and the holy light leaves Cydrics eyes.

Now, Galtese, give me your best shot fool The demonlord smirks

If you insist The Galtese answers and opens fire
main attack: 1d20 + 10 ⇒ (11) + 10 = 21 No smite, no point blank shot, range increment
damage: 2d4 + 11 ⇒ (4, 3) + 11 = 18
main attack: 1d20 + 10 ⇒ (10) + 10 = 20
damage: 2d4 + 11 ⇒ (3, 1) + 11 = 15
main attack: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 2d4 + 11 ⇒ (4, 3) + 11 = 18
main attack: 1d20 + 5 ⇒ (2) + 5 = 7
mythic surge d6: 1d6 ⇒ 4
damage: 2d4 + 11 ⇒ (2, 2) + 11 = 15
main attack: 1d20 + 0 ⇒ (15) + 0 = 15
damage: 2d4 + 11 ⇒ (3, 3) + 11 = 17

Not a single hit, a disappointment The demonlord intones with a grin as all 5 force bullets whizz past him harmlessly

I Wasnt aiming at you wanker The Galtese cheekily replies as 5 of the blasts impact on the crystal, each blast increasing the damage of the following blast due to your precise and destabilizing hit with your maze.
The gunslinger calmly nods in salute as he turns to face the Demonlord, and his likely end.

The crystal shatters and the portal begins to collapse, you run, channeling your amazing initiative to reach the portal just before the 2 Mariliths who were sprinting towards it as well. On the other side, you stumble through, turning as the strangely beautifull and utterly cruel face of a Marilith moves through reality. Then there is a snap, the portal disappears and the head of the Marilith, cleanly severed, drops to the ground.

You have prevailed, at cost, but at least 2 truely powerful demons, a Vavakia and a Marilith, died today, and a new worldwound in Galt has been prevented. Certainly a truely mythic feat.

The Galtese mourn the loss of their hero, their mood defiant and their songs promising vengeance, blood and death to those who have taken their captain from them.

2 of your assistants also made it back through, choose which. Describe what you write in your report, and roll diplomacy to compose it. Also, are you sending a copy to the Galtese government and/or to Mendev? You have the body of the dead Vavakia, as well as the Marilith head, to proof your words, extremely unlikely as they would be. Furthermore, do you tell in your reports of Lady Midnight, you do know from Kellid lore that she absolutely hates the spotlight.


Nona sprints to the fast closing rift, making it along with her paladin and cleric companions. Her halfling cavalier's mount was injured and failed to make it. After making sure the rift truly closed and not demons slipped through un-beheaded, Nona embraces her friends in consolation and gratitude. Then they pull apart and the other two stood for a moment staring at Nona, noticing a dramatic change in her appearance.

She still has the face of an elderly woman, although the wisdom lines seem to have deepened a bit and her hair went from salt and pepper to pure, radiant white. But her body, which had been showing all the signs of aging, leaving her limbs weaker, her reflexes slower, and her body frailer, suddenly has returned to what it had been in her prime.

Zia, her coyote spirit familiar, whom she had ordered to stay behind when she entered the rift, fearing for her safety, lavishes her with leaps and licks of affection.

After attending to the wounded, Nona and her remaining mercenaries return to Taldan benefactors, with whom she files a report. She describes the incident at the orphanage, the aid provided by Cydric and his agents, the rift opening revealing a ritual to open a second Worldwound in Galt, the ritual that helped destroy the purple crystal assumed to be the keystone of the process, her vision that came as she helped destroy the crystal, and the aftermath. She describes the apparent aid of a powerful, deity-like entity but claims she cannot identify the entity.


Okay, starting the character creation process

attribute roll: 4d6 ⇒ (6, 4, 2, 6) = 18 = 16
attribute roll: 4d6 ⇒ (6, 3, 5, 5) = 19 = 16
attribute roll: 4d6 ⇒ (5, 1, 4, 2) = 12 = 11
attribute roll: 4d6 ⇒ (6, 6, 6, 4) = 22 = 18
attribute roll: 4d6 ⇒ (5, 4, 3, 6) = 18 = 15
attribute roll: 4d6 ⇒ (1, 1, 6, 2) = 10 = 9

Well that is insane. Should I cut back to a certain point cost, roll again, or something else?


Go nuts


It doesn't look like I've posted her yet, sorry about that. Here is my attempt at a 10th level wizard, mythic archmage, with a lot of playing around with metamagic (which I've never done before)

her image

Yathlara
Female elf (Ekujae) arcanist 10/Archmage 3 (Pathfinder RPG Advanced Class Guide 8)
CG Small humanoid (elf)
Init +11; Senses low-light vision, low-light vision; Perception +16
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Defense
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AC 30, touch 18, flat-footed 24 (+8 armor, +1 deflection, +6 Dex, +1 natural, +3 shield, +1 size)
hp 77 (10d6+35)
Fort +13, Ref +17, Will +15 (-1 penalty vs. compulsions, or -2 if they know your true identity)
Defensive Abilities hard to kill; DR 10/adamantine (100 points)
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Offense
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Speed 20 ft.
Special Attacks arcane reservoir (5/13), arcanist exploits (dimensional slide[ACG], item crafting[ACG], metamagic knowledge[ACG], potent magic[ACG], school understanding [admixture][ACG]), archmage arcana (wild arcana), consume spells, eldritch breach[MA], intense spells (+5 damage), wild arcana[MA]
Arcanist Spells Prepared (CL 10th; concentration +20)
. . 5th (3/day)—empowered selective fireball[M] (DC 23)
. . 4th (6/day)—empowered intensified shocking grasp[M], stoneskin[M]
. . 3rd (6/day)—dispel magic, selective fireball[M] (DC 23), heroism[M]
. . 2nd (6/day)—darkvision, investigative mind[ACG], see invisibility, intensified shocking grasp[M]
. . 1st (6/day)—ant haul[APG] (DC 19), blend[ARG], heightened awareness[ACG], liberating command[UC], toppling magic missile[M]
. . 0 (at will)—breeze[UM], detect magic, light, mage hand, mending, open/close (DC 18), prestidigitation, read magic, spark[APG] (DC 20)
. . M mythic spell
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Statistics
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Str 9, Dex 22, Con 15, Int 26, Wis 11, Cha 18
Base Atk +5; CMB +14; CMD 20
Feats Agile Maneuvers, Combat Expertise, Craft Magic Arms & Armor, Deadly Aim, Empower Spell, Greater Spell Focus (evocation), Intensified Spell[APG], Mythic Paragon[M], Mythic Spell Lore[M], Power Attack, Selective Spell[APG], Spell Focus (evocation), Toppling Spell[UM]
Traits magical lineage, riftwarden orphan, wayang spell hunter
Skills Acrobatics +10 (+6 to jump), Appraise +12, Bluff +21, Climb +3, Diplomacy +14, Disable Device +27, Disguise +18, Escape Artist +10, Fly +19, Heal +4, Intimidate +8, Knowledge (arcana) +27, Knowledge (engineering) +22, Knowledge (local) +27, Knowledge (nature) +27, Knowledge (planes) +27, Linguistics +25, Perception +16, Profession (soldier) +12, Ride +10, Sense Motive +4, Spellcraft +25 (+27 to identify magic item properties), Stealth +32, Survival +4, Swim +3; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnoll, Gnome, Goblin, Halfling, Hallit, Infernal, Orc, Osiriani, Sylvan, Tien, Undercommon, Wayang
SQ amazing initiative, empty mask, enduring armor[MA], finesse weapon attack attribute, many forms[MA], moonkissed, recuperation, versatile evocation
Combat Gear lesser extend metamagic rod, lesser reach metamagic rod[APG], lesser sickening metamagic rod[APG], pearl of power (1st level) (3), scroll of knock (x2); Other Gear +2 mithral buckler, amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +3, goggles of minute seeing, headband of mental prowess +2 (Int, Cha), lesser fearsome metamagic rod[OA], ring of protection +1, sleeves of many garments[UE], subtle slippers, granite dust (stoneskin) 8 (worth 2,000 gp), masterwork backpack[APG], masterwork thieves' tools, precious (spell book), spell component pouch
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Special Abilities
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Admixture Associated School: Evocation
Agile Maneuvers Use DEX instead of STR for CMB
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Reservoir +2 DC or CL (13/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Consume Spells (4/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Damage Reduction (10/adamantine [100 points]) You have Damage Reduction against all except Adamantine attacks.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Empty Mask -1 to Will saves vs. compulsion, or -2 vs. those knowing your true identity.
Enduring Armor +8 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Intense Spells (+5 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Many Forms (5 minutes) (Gnome) (Su) Alter self at will, spend 1 power to use polymorph for 5 minutes.
Moonkissed Gain a bonus on all saving throws.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
School Understanding (4 rounds) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 4 rds.
Selective Spell You can cast a spell that does not affect some targets within its area.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toppling Spell Spell with the force descriptor knocks targets prone.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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Yathlara's childhood was full of hugs, kittens, and baskets of sweets. Or that is at least what she wants to believe. Unfortunately, no memories exist of anything past the years of obliterating pain spent in the experimental labs of Xanthir Vang.

Somehow, through the greed of a mercenary captain and the mistaken thought that her 'betterment' had failed, Yath escaped.

Thanks to an angel and a succubus. They cleared the experiment from her mind, quite pleasantly, but were not able to bring back her memories. She knows enough about her own skills and abilities and was given enough knowledge of present-day events she will not be lost. She had been a Black Talon, a secretive Andorian special operations unit, to which the angel was connected to. So she was able to be given her name, her history as the Talons knew, and then teleported to Drezen to help save others, in any way possible, short of hurting the innocent is on the table.

------------------

Yath is a lovely dark-skinned and dark-haired elf, most likely of Ekujae descent. Graceful and brilliant, with a sharp sense of sarcasm as well as of duty. She sees herself as a soldier in the fight against evil and is as loyal as they come (though her ultimate loyalty is to the talons first and always).

She dresses in coal-colored robes with a matching cloak, both flowing with the wind, with finger-less gloves and soft slippers wrapping up her ensemble. Four heavy rods rest on her hips, two on each side, along with other magical tools she has been gifted by her organization in hopes she can help turn the tide.

Her eyes still blaze a cat-like yellow. A gift from Vang.

This is how she looks and dresses, but quite often, she takes all that and compresses it into a much smaller package, around three feet in height, presenting a gnomish version of all that she is. Smaller body, smaller target.

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Grand Lodge

Hello I would love to make a character if you would give me a chance. My question is what sort of character do you need? Healer, Spell slinger, support, skill monkey, Tank?


1 person marked this as a favorite.

Hmmm, we have a paladin, a wizard, and a shaman. So maybe skill monkey or another melee fighter? Anything really.

Dark Archive

I would also be interested in building something for this if you are looking. Are there any changes from the original character creation?

Stat 1: 4d6 - 2 ⇒ (2, 5, 3, 1) - 2 = 9
Stat 2: 4d6 - 1 ⇒ (6, 3, 6, 1) - 1 = 15
Stat 3: 4d6 - 2 ⇒ (6, 2, 6, 6) - 2 = 18
Stat 4: 4d6 - 1 ⇒ (1, 2, 1, 1) - 1 = 4
Stat 5: 4d6 - 1 ⇒ (4, 1, 2, 4) - 1 = 10
Stat 6: 4d6 - 2 ⇒ (2, 2, 3, 6) - 2 = 11

Ok then, lets see what we can do with that 4.


Would a healer be needed, or do you have that covered between Paladin and Shaman? I'd need to clear it with my current WotR GM, though, but the level difference is far enough that it might be feasible.


1 person marked this as a favorite.

Yes, to changes. Many. Go to the first post in recruitment.
Clebsch was the original GM and is now playing Nona (our shaman), but we are still using the original character creation.

But the new GM added a couple of additions as well as elephant in the room, so here is link to that post.

https://paizo.com/campaigns/ClebschGMWrathOfTheRighteousAdventurePath/recru iting&page=6#251

And there is never anything wrong with more healing. Mythic combat at this level seems massively (and amazingly) chaotic which could go from Doing good to nearly dead when things do a hundred damage with ease. Or so the squishy mage thinks at least.

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