Wrath of Righteous

Game Master Spazmodeus

Maps

Ivory Sanctum Treasure


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Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

"In the morning, then." Aladir agrees with a nod toward Aeri.

Iona's response, however, brings a slight chuckle and he shakes his head."I don't think all the 'hero' talk is something I'll ever get accustomed to. I certainly don't see myself as such. Just a hunter whose quarry has turned from deer to demon." he remarks.

That said, he turns his attention to Arueshalae, a look of inquisitive concern on his face. "You've been very quiet for a while...since before we finished Vang off, I don't think I've heard you speak a word. How are you feeling about everything that's been going on?"


Male

As the meeting ends, Queen Galfrey gives each of you a talisman of true faith. ”Since this mission requires you to delve deeply into the Abyss and to interact with some of its most dangerous and manipulative denizens, these items will help prevent you from unwittingly acting in ways that might endanger your souls.”

”I intend to accompany you on your mission,if you’ll have me. I intend to handle the Material Plane side of the ritual to close the rift while the you tackle the Abyssal side. Once the rift is closed, you’ll need to engineer your own ways back home, but since the remainder of your mission takes place beyond this rift, it only makes sense that you should be on the far side of the rift as it closes.”

Arueshalae speaks up, ” I am wary about traveling there, for I don’t quite trust myself to remain on the path of redemption in the presence of such powerful temptations linked so strongly to my nature. I will accompany you if you ask and you feel that I am needed.”

”I propose an alternative however. I would like to bestow on you my anarchic gift. This allows me to communicate with you across the planes and to offer advice. I have been to the Midnight Isles many times in the past, and my observations and aid could mean the difference between life and death once you reach this realm. By leaving me on the Material Plane but maintaining a telepathic connection, you can keep me in reserve. If you get in over your heads, I can come to your aid.”


Male

Fane:

The fane is located under a low, now quite barren hill near what was once the headwaters of the Rolling River, approximately 240 miles west southwest of Drezen. While you can certainly make the journey to the Midnight Fane on foot, it is assumed you draw upon your considerable powers to speed the journey along.

The complex known now as the Midnight Fane was once a small shrine devoted to the empyreal lord Pulura, the Shimmering Maiden, but now over half of the structure is gone, absorbed by a rift between the Material Plane and the Abyss. The complex now exists as two halves in two different realities, connected by a wall of crimson fire. While the proximity of the rift provides the agents of the Worldwound a convenient way of traveling to and from the Abyss, and even better, a stable method of transporting Nahyndrian crystals back and forth, the overwhelming magic of the rift interferes with teleportation magic. Within the fane itself, no teleportation effect functions properly—when a creature attempts to use any teleportation effect, it must succeed at a DC 20 caster level check to realize an instant before completing the effect that doing so could be disastrous. Canceling the teleportation effect causes it to not function and consumes the resource (be it the use of a prepared spell, a magic item, a scroll, or other means) but leaves the user safe. Otherwise, the teleportation attempt fails and the creature attempting to teleport takes 12d6 points of damage and is staggered for 1d3 rounds. A successful DC 15 Fortitude save halves the damage and negates the staggered effect.
The rift’s presence inf luences the Midnight Fane in other ways as well. All of the areas in the fane are treated as being both on the Material Plane and in the Abyss for the purposes of effects that target extraplanar creatures— in effect, natives of the Material Plane and the Abyss are treated as planar natives, and cannot be affected by spells such as dismissal or banishment. In addition, areas A1–A9 are mildly chaos-aligned and mildly evil-aligned—lawful
or good characters in these areas take a –2 penalty on all Charisma-based checks. Areas A10–A15 are actually in the Abyss, and operate under the full planar traits of that plane.

Ceilings in the Midnight Fane run high, and are never lower than 30 feet. All of the strong wooden doors (hardness 8, hp 20, break DC 25) are in good repair and can be locked (Disable Device DC 35). Although the walls once bore shimmering murals associated with Pulura, they are gone now, replaced by vile carvings of Abyssal landscapes and flesh-eating locusts—nothing remains of the location’s original purpose.

The entrance to area A1 lies at the base of a craggy hill, one of dozens of similar knolls in the region. Further, a permanent mirage arcana (DC 19, CL 17th) cloaks the region, hiding the actual entrance to the fane and any signs of traffic to and from area A1. Fortunately, the information you have gained from the Ivory Sanctum is enough to aid you in finding the location with minimal effort.

A flight of stone stairs leads down to a large octagonal chamber. A second flight of stairs ascends to the south to a large shrine dominated by a fifteen-foot-tall statue of a scythe-wielding
insectile demon that looms over a black stone altar, its surface smeared with blood.

The statue of Deskari that looms over the altar is a particularly potent stone golem. As you begin moving through the room is comes to life.
”“Behold the glory of our Lord of the Locust Host!” it does not move, but just stands there.


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

I think not! Behold the servants of The Inheritor! Hyram retorts by drawing his sword.


Female Half Elf Wizard (Conjurer) 12/ Archmage 5 | AC 20 T 14 FF 18 | HP 104/104| Fort + 7 Ref + 8 Will + 11 | Init + 7 | Perc +10 | Mythic Power: 13/13;
Spells Cast:

Rubbing her temples, Alikia looks over the statue with a weary glance. "It could be a pre-recorded message? I've heard some tales of adventurers stumbling upon projected images of people from ancient Varisia."

Know aracana: 1d20 + 25 ⇒ (16) + 25 = 41


Cleric(Mendevian Priest) 7/Holy Vindicator 5 | hp 145/145 | AC35 T17 FF 34 | CMD 26 | F +9 R +6 W +14 | Spd 40' | Init +5 | Perception +13

"Only one way to find out." Iona told them before her birthmark glowed and a shine moved over her armor. "We have to move in, stay behind me and I will ensure no harm comes to you.." She said before she moved in, towershield up and ready to block anything that came their way.

Iona cast Effortless Armor, lasts for 11 minutes.


LG female lawbringer (archon) aasimar paladin (tempered champion, mendevian crusade) 11/Marshal-Champion 4 | HP: 91/161 | AC 25/T 12/F 25) | CMB: +21, CMD: 31/30F | F:+17* R:+12* W:+17* | Imm: Disease, Fear | ER Acid/Cold/Elec 5 | Aura 20' (Dim. Anchor DC 20) 10' (Courage +4) | PER: +4 | MV 30'/20' | Dipl +23**, Intim +33*, SenMot +17**, Stealth +8, UMD +10 | Radiance +3 cold iron, +20/+20/+15 (1d10+11/19-20)
Daily:
Mythic 1d8, 7/12 | Smite Evil 2/4 | DivBond +3, 11m, 0/2 or Lay/Hands 5d6, 10/11 | Others

I am assuming we did get in some recovery time -- particularly psychological, considering the revelations Alikia's had to deal with ... yes? No?

"Tough to declare the Inheritor's words while hiding," replies Aerianna, who steps up to Iona's right. It isn't quite a shield wall formation, but with Radiance drawn and glowing bright in her own right hand, she is ready to plug the narrow steps with her fellows, shields taking the brunt of the assault of the golem (?) while Alikia and Aladir ruin the thing.

If, of course, it is a golem ...


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

Earlier

Aladir casts a glance over to Arueshalae as the plan is divulged to the group and she makes her thoughts on the mission known. He nods before speaking his own thoughts.

"It makes me glad to hear you say that, Arueshalae...I was having the same thought as you. Going into the heart of who you used to be...so soon on your journey to redemption, I don't think it would be a good idea. If you also believe it's best for you to remain behind, then I will gladly defer to your judgement of your own readiness."

"I, for one, would gladly welcome the anarchic gift you offer. I can't speak for the others, of course, but keeping you apprised of our progress and keeping your knowledge of the region close at hand. I would give you my word that I wouldn't summon you into that place unless and until it was a life-or-death decision."

Present

Aladir doesn't say a word, merely tightens his grip on his rapier. If it was an actual golem and not simply a statue or projection of some kind, then it would likely have some pretty tough skin. The anarchic link between himself and Arueshalae established, he reaches out to her.

Arueshalae, we're at the Midnight Fane now. There's an octagonal room and some stairs leading to a shrine with a 15-foot statue of an insectoid-creature wielding a scythe. Will this thing attack us or is it just a warning?


Male

The golem stays motionless and does not move. Even getting close and looking it still stays perfectly still.
The golem isn’t doing anything. If there are no objections we will continue on.

GM Screen:

Rounds: 1d4 ⇒ 2
Other: 1d4 ⇒ 2

The air in this wide hall is stuffy and foul. The source of the rancid stink is readily apparent, for six circular platforms that line the walls are each heaped with filthy mounds of pusencrusted Furs.

Upon entering this chamber you immediately notice an ash giant playing with stacks of bones discarded from its meals.

Initiative:

Giant: 1d20 + 4 ⇒ (12) + 4 = 16
Aladir: 1d20 + 11 ⇒ (10) + 11 = 21
Iona: 1d20 + 5 ⇒ (10) + 5 = 15
Alikia: 1d20 + 7 ⇒ (5) + 7 = 12
Hyram: 1d20 + 4 ⇒ (16) + 4 = 20
Aerianna: 1d20 + 4 ⇒ (10) + 4 = 14


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

Is the giant taking a turn or does it not notice us yet?


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

Did Shae answer Aladir's question? I was waiting for him to hear back from her about any intel she might have before advising the rest of the group.


Cleric(Mendevian Priest) 7/Holy Vindicator 5 | hp 145/145 | AC35 T17 FF 34 | CMD 26 | F +9 R +6 W +14 | Spd 40' | Init +5 | Perception +13

So... this still active?


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

I hope so. I really am enjoying the characters and the campaign.


Cleric(Mendevian Priest) 7/Holy Vindicator 5 | hp 145/145 | AC35 T17 FF 34 | CMD 26 | F +9 R +6 W +14 | Spd 40' | Init +5 | Perception +13

As am I, and I just got here! XD


Male Elf Rogue (Scout) 11/Trickster 5; HP 135; AC 27/18/19; F+9/R+23/W+9(+2 vs trap, +2 vs. enchantment); Init +14; Per +22 (+6 vs. traps)

I'm still here! Never got any follow-up on the telepathic communication between Shae and Aladir.


Female Half Elf Wizard (Conjurer) 12/ Archmage 5 | AC 20 T 14 FF 18 | HP 104/104| Fort + 7 Ref + 8 Will + 11 | Init + 7 | Perc +10 | Mythic Power: 13/13;
Spells Cast:

I'm still around, too!


LG female lawbringer (archon) aasimar paladin (tempered champion, mendevian crusade) 11/Marshal-Champion 4 | HP: 91/161 | AC 25/T 12/F 25) | CMB: +21, CMD: 31/30F | F:+17* R:+12* W:+17* | Imm: Disease, Fear | ER Acid/Cold/Elec 5 | Aura 20' (Dim. Anchor DC 20) 10' (Courage +4) | PER: +4 | MV 30'/20' | Dipl +23**, Intim +33*, SenMot +17**, Stealth +8, UMD +10 | Radiance +3 cold iron, +20/+20/+15 (1d10+11/19-20)
Daily:
Mythic 1d8, 7/12 | Smite Evil 2/4 | DivBond +3, 11m, 0/2 or Lay/Hands 5d6, 10/11 | Others

I think we lost our GM.


Cleric(Mendevian Priest) 7/Holy Vindicator 5 | hp 145/145 | AC35 T17 FF 34 | CMD 26 | F +9 R +6 W +14 | Spd 40' | Init +5 | Perception +13

Shall we go GM hunting?


Male

Well i'm still here. Unfortunately I am having a hard time keeping up with all of my games. I do believe it is in my best interest to stick with running my PFS games as of right now. You all have been together a long time and you deserve a GM who can keep up with everyone. For this reason I will have to say it is time to search for a replacement GM. I hate doing it, but you all deserve a GM who can keep up. I am also migrating all my current games to discord after I close up the few I have here. I have enjoyed all of you while I have had you and wish you happy gaming. Let me know if you need some help finding a GM.


Male Human Inquisitor 12/Guardian 5 (HP 318/318 AC:25 T:10 F:25 DR 5/epic Saves F:+20 R:+8 W:+15 CMB:+10 CMD:20 Init:+4 Perc: +18 Intimidate: +21)

@GMGrumple: Thank you for your help in keeping us together.

All: I just reactivated the GM recruitment thread.

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