GM Kiora's Wrath of the Righteous

Game Master Kiora Atua

Chosen heroes have arrived in Kenabres at the dawn of the Fifth Crusade. Will they be the ones to end a century long war?

Battlemap


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WotR Global Buffs/Debuffs: ----

Round 2!

The second thanadaemon, still lurking within the depths of the vault, raises its gnarled staff. Sickly green energy gathers at its tip, forming into a ray of necrotic power. The creature fires the ray directly at Yui.

The spell strikes true, but instead of sapping Yui’s life force, the magic dissipates harmlessly in midair. Unafe’s aegis surrounds her allies like an invisible shield, repelling the daemon’s attempts to drain their vitality. The creature lets out a frustrated growl, its skeletal form rattling with suppressed rage.

Unafe and Yui must make 2, additional DC 25 Will Saves each or cower in place for 1d6 ⇒ 4 rounds. Sana must make 1 DC 25 will save or cower in place.

Hinagiku, Ehren, Yui, Sana, Beatrix and Unafe are up!


Female Nogitsune ROG 1/ARC 5/MU 6//Stranger/Archmage 4 THP 0 HP 120/120 | Init +9 Percpt +28 | AC 30/29/23 CMD 26 CMB +8 | Fort +12 Ref +17 Will +11 MP 3/11 AP 2/11 LP 1/2 4LC 1/3 CS 2/2 Cf 2/3
Spells:
Arc (CL 12; cn +18) 1st 6/6 2nd 5/6 3rd 1/5 4th 1/5 5th 1/4
Skills:
Acro +22 Appr +21 Bluff +25 DDev +24 Dis +17 K(Arc,Rel,Pln|Any) +21/+10 S Motive +25 SHand +22 Splcrft +21 Stealth +27 Surv +19 UMD +15

Will: 1d20 + 11 + 3 ⇒ (6) + 11 + 3 = 20
Will: 1d20 + 11 + 3 ⇒ (1) + 11 + 3 = 15

Not having prepared her magic to deal with the daemon's gaze, Yui is overwhelmed by the supernatural terror their of their eyes.


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DR 5/Magic SR 23 Res A/C/E/F 10 Formless Dance Human Arm 10/Mys 1/Clr 1 HP (160/160) AC/Tou/Flat/CMD 33/28/24/31 | F/R/W +14/19/16 | Init +09
SKill:
+29: DD, Stealth +27: Perc, Acro +22: Autohyp, SM +20: C(Sketch), K(Local, Plane, Religion), L(Heroes), Spellcraft +17: Diplo, P(Dance), UMD +16: Ath, +14: Bluff +11: Heal +10 Ling +9: K(Arc, Dun, Eng, Geo, His, Nat, Nob)

Meta Stuffs:
Sana gains Carnival Swap. She accepts Myrna's rage. She initiates Blazing Crane's Wing as a swift action and Exorcism Strike as a standard action. She recovers Unafe's Martial Focus if needed as a move action if Thanadaemon 1 is still up prior to her action. She gains 2 Illumination this round due to using a boost.
Will v. Gaze (Unafe, Luck): 1d20 + 16 + 4 + 2 ⇒ (4) + 16 + 4 + 2 = 26
Rainbow Sparkle (Roar, Haste, Rage, Cover) v. Thana 1: 1d20 + 21 + 2 + 1 + 2 - 4 ⇒ (20) + 21 + 2 + 1 + 2 - 4 = 42 If successful, roll v. SR for Faerie Fire. If successful, enemy must make a DC 20 Fortitude Save or be dazed for one round.
Rainbow Sparkle Confirm? (Roar, Haste, Rage, Cover): 1d20 + 21 + 2 + 1 + 2 - 4 ⇒ (10) + 21 + 2 + 1 + 2 - 4 = 32
Rainbow Sparkle Damage (Agile, Roar, Honk, Blazing Wing, Exorcism Strike, Rage): 1d4 + 3 + 9 + 2 + 4 + 2d6 + 6d6 + 2 ⇒ (3) + 3 + 9 + 2 + 4 + (5, 3) + (1, 4, 4, 1, 2, 1) + 2 = 44
Faerie Fire: 1d20 + 8 + 7 ⇒ (19) + 8 + 7 = 34

In the event Thanadaemon 1 goes down, Sana stealthily moves to instead target Thanadaemon 2 in melee.
Stealth v. Thanadaemon 2 (Luck, Amber): 1d20 + 29 + 7 + 2 ⇒ (18) + 29 + 7 + 2 = 56
Will v. Thanadaemon 2 (Unafe, Luck): 1d20 + 16 + 4 + 2 ⇒ (14) + 16 + 4 + 2 = 36
Additional Fatal Thrust damage on successful Stealth: 3d6 ⇒ (3, 3, 2) = 8


Stats and Resources:
Mythic Power 8/11 | Confidence 3/3 | Opal Legendary Power 2/2 | Rainbow Sparkle Legendary Power 2/2 | Spell Points 15/19 | Martial Focus 2/2 | Illumination 9 | Animus (Rounds-0) | Momentum 17/17 | Incorporeal 11/11 | Faith 6/7 | Channel 1d6 Healing 10/10
Haste Rounds: 5 Remaining

Status: Healthy 160/160 | 24 Temporary HP | 0 Nonlethal. (120/80/40) | Healing Pool 0/0
1 Con Damage
Haste, See Invisibility, Blur, Telescopic Lens

Maneuvers Readied: Eldritch Consumption, Time Skitter, Fluctuation Movement, Carnival Swap
Can Gain:
Have Used: Breath of the Moon
Active Element: Earth

* * *

Allies within 15' of Amber: Gain Illumination (7) to CL, ML, and Skill checks. Spend a swift to gain Illumination (7) Temporary Hit Points.
Allies within 30' of Sana: Spend a point of momentum to reduce damage from a source by 7.
Enemies within 30' of Sana: Totem of Expulsion: CL v. Outsider SR or Sickened and reduce DR, SR, and Energy Resistance by 11.

Sana's head tilts slightly as Myrna begins to bang her drums, blinking one long blink before her eyes focus on her target, the rage taking hold.

Unafe had offered to help to send them home, and yet the immediate response was to send its ally out to attack them. No greeting, no averted eyes to avoid their gaze attack. No... sending them home was only ever going to go one way. It was a terrible waste... with their abilities, being locked in a tiny room to guard whatever it was that the Templars had deemed of great value, she almost felt sorry for them. Her hand tightens on her starknife as she calls upon Myrna's celestial-infused wrath, hurling her starknife towards the boatman in an assault fueled by spite.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

The waves of fear don’t get easier as Unafe continues to face down the terrifying daemons, but Goryon and her ancestors again steady her. Glancing to her side, she notices that their new companion Yui–who is clearly mighty, but has no ancestors watching over her–has succumbed.

Unafe’s heart begins to fall at the sight, until she hears Myrna drumming out her traditional Sarkorian war song. With new heights of vigor, she draws on everything she has to attempt to break their terrifying foes.

Round 3:

Will: 1d20 + 14 + 4 ⇒ (8) + 14 + 4 = 26 Will: 1d20 + 14 + 4 ⇒ (3) + 14 + 4 = 21

Will: 1d20 + 14 + 4 ⇒ (8) + 14 + 4 = 26 Will: 1d20 + 14 + 4 ⇒ (18) + 14 + 4 = 36

Free: Berserk, Accept Rage
Move: Shove (TOUCH), bane, rage, T, haste: 1d20 + 23 + 2 + 2 + 2 + 1 ⇒ (19) + 23 + 2 + 2 + 2 + 1 = 49 // vs the one in back, who’s not yet demoralized
confirm?: 1d20 + 23 + 2 + 2 + 2 + 1 ⇒ (18) + 23 + 2 + 2 + 2 + 1 = 48
NONLETHAL damage,bane, rage, T, HONK: 12 + 1d6 + 2 + 2 + 6 ⇒ 12 + (1) + 2 + 2 + 6 = 23 //
Intimidate (enforcer): 1d20 + 30 ⇒ (6) + 30 = 36
Stnd: Brutal Strike, bane, rage, T: 1d20 + 23 + 2 + 2 + 2 ⇒ (11) + 23 + 2 + 2 + 2 = 40 // -3 AC/Reflex & battered extended for +1 round,
damage, -MF, bane, rage, T: 8d6 + 18 + 24 + 1d6 + 2 + 2 + 2 ⇒ (6, 3, 3, 3, 1, 4, 1, 2) + 18 + 24 + (2) + 2 + 2 + 2 = 73 // counts as continuous damage for concentration rolls to cast
Free: Champ bonus, bane, rage, T: 1d20 + 23 - 5 + 2 + 2 + 2 ⇒ (6) + 23 - 5 + 2 + 2 + 2 = 30
damage: 4d6 + 18 + 1d6 + 2 + 2 ⇒ (2, 6, 2, 4) + 18 + (3) + 2 + 2 = 39
Swft: Rapid Pummel x2, bane, rage, T: 1d20 + 23 - 4 + 2 + 2 + 2 ⇒ (6) + 23 - 4 + 2 + 2 + 2 = 31
damage: 4d6 + 18 + 1d6 + 2 + 2 ⇒ (6, 2, 5, 5) + 18 + (3) + 2 + 2 = 43
Rapid Pummel x2, bane, rage, T: 1d20 + 23 - 4 + 2 + 2 + 2 ⇒ (10) + 23 - 4 + 2 + 2 + 2 = 35
damage: 4d6 + 18 + 1d6 + 2 + 2 ⇒ (1, 5, 1, 6) + 18 + (5) + 2 + 2 = 40

Tracking
31 AC +2 vs evil outsiders // -2 berserk
34 CMB (37 vs Grapple) +2 vs evil outsiders // -2 berserk
147/147 HP //
63 THP // 11 giant fort, 13 guardian, 15 berserk, 24 song
3/8 Tension // 7 -5 rapid, -2 fiery offense, +1 hit, +1 intimidate
6/6 M.Tension //
. . 1 refreshes remaining / day
9/9 AP //
2/11 MP //
1/2 martial focus // +1 shove, -1 brutal
16/25 SP //
3/3 stone shapes remaining //
3/3 stone to flesh remaining //
DR 2/- vs evil outsiders.

BUFFS ON ALLIES:
. . War Honk (aka Fierce Shout)
1) get +6 dam to first attack per round,
2) can spend a Move to refocus Unafe


female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 18, touch 13, ff 16, Fort +14, Ref +7, Will +15 | Perception +5, darkvision 60ft., Init +2 | channel 4/4, ToG 8/8, holy lance 1/1

Now close enough to touch her allies, Beatrix steps in carefully -- with the thanadaemons still around the corner -- and lays a touch of good on Unafe, giving the Sarkorian berserker a brief holy blessing to enhance her strength and precision.

Touch of Good gives Unafe a +5 bonus to attacks, skills, and saves for 1 round.


Male Oread (Kellid) Legendary Druid 12/Hierophant 4 | HP 148/148 | AC 26, T 25, FF 20 | Fort +9, Ref +7, Will +19 | CMD 27, freedom of movement | Immune to disease & poison | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +19 (missing eye), Darkvision 60 ft., Murksight, Tremorsense 60 ft. | MP 7/11 | LP 2/2 | PM 11/11

Ehren joins the fray, catching a glimpse of one of the loathsome thanadaemons. With a frown, the druid speaks a brief incantation and stomps his heel hard into the ground. The act sends a ripple of power through the ground, straight to the spot beneath the daemon's feet, threatening to throw them off-balance.

CL vs. Thanadaemon 1 SR: 1d20 + 12 ⇒ (19) + 12 = 31
Trip Attempt vs. Thanadaemon 1 (Earth Spell): 1d20 + 20 + 4 ⇒ (20) + 20 + 4 = 44


WotR Global Buffs/Debuffs: ----

The impact reverberates through the stone floor, sending visible ripples of power racing toward the daemon. Beneath its feet, the ground churns and buckles as if alive, knocking the daemon off balance. It stumbles to the ground, hissing in frustration, its clawed staff digging into the unstable ground for support.

Meanwhile, Yui’s hand, usually steady on the hilt of her naginata, trembles. Her thoughts scatter, replaced by a rising tide of primal terror. For the first time in what feels like an eternity, the ever-calm Mortal Usher finds herself frozen, her mind a battlefield overtaken by fear.

Then, Sana's starknife arcs through the air, trailing a blaze of light and shadow as it strikes the fallen thanadaemon. Though the daemon endures the attack, its skeletal form shudders under the force.

Meanwhile, the rage takes hold of Unafe like a tidal wave. She steps forward with a sudden, explosive motion, targeting the daemon in the back. With a guttural roar, she slams into it, shoving it with the force of an avalanche. The daemon, already precariously balanced from the shifting ground beneath it, topples with a satisfying crack as it crashes to the floor. Before it can recover, she strikes again with a devastating swing, her weapon hammering into its skeletal form. Each subsequent strike carries the weight of her rage and the righteousness of her ancestors, unrelenting and punishing. Though two follow-up attacks glance off the doorframe, the daemon writhes under her blows, its twisted frame failing to hold against the sheer ferocity of her strikes.

The nearer thanadaemon, sprawled on the ground from Ehren's spell, claws its way upright, its bony frame snapping into place. A faint snarl escapes its skeletal maw as it shifts away from the battle, stepping behind the doorframe, out of sight from all except Unafe.

Its gnarled staff glows with an eerie, flickering light, and it reaches toward the strands of luminous purple energy still clinging to its form. With a guttural utterance in some abyssal tongue, it tears the strands away. The strands dissolve into a shimmering haze before coiling into its hand, vanishing like smoke on the wind.

Hinagiku activates her patrol area.

Fort vs Sana: 1d20 + 19 - 2 - 2 - 2 ⇒ (20) + 19 - 2 - 2 - 2 = 33
Unafe CMB vs Thanadaemon 2: 1d20 + 34 ⇒ (18) + 34 = 52

Thanadaemon 2 is prone. Thanadaemon 2 is now shaken and grazed. Thanadaemon 1 is no longer entangled.

Round 4!

Myrna is up!


female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 33, touch 18, ff 27, CMD 30 | Fort +14, Ref +9, Will +11 | Perception +2, darkvision 60ft., Init. +6 | Spells-- 1st: 7/7 2nd: 5/5 3rd: 4/4, 4th: 2/2 | Song: 26/26, AP: 3/3 | MP 7/11 | MF 1/1, Kenning 1/1 | SILVER CRANE WALTZ

With the battle taking place in a cramped corner closet full of people, Myrna stays back, pounding out her drumbeat with energy and verve. She accompanies her invigorating drums with hoarse-sounding insensate hollers and hums.

Myrna maintains her song but otherwise stays out of it.


WotR Global Buffs/Debuffs: ----

The second thanadaemon, looming ominously just beyond the secret door, lunges at Unafe with its quarterstaff, the jagged weapon swinging in a deadly arc. Hinagiku reacts in a flash. Her body moves instinctively as she interposes herself in the cramped quarters. The staff’s arc is intercepted mid-swing by her open palm.

The thanadaemon shifts its attention to Yui, attempting a flurry of strikes through the narrow opening. Each swing of its staff is calculated, the weapon a blur in its skeletal grip. But Yui, even under the lingering weight of fear, twists and ducks with vulpine agility in sheer instinct. The first blow narrowly misses her shoulder, the second whistles past her ear, and the third falls short entirely, clattering against the doorframe with a harsh clang.

Thanadaemon 2 vs Unafe: 1d20 + 31 - 5 - 1 - 4 ⇒ (13) + 31 - 5 - 1 - 4 = 34
Hinagiku AoO: 1d20 ⇒ 13
Thanadaemon 2 vs Yui: 1d20 + 26 - 5 - 1 - 2 ⇒ (9) + 26 - 5 - 1 - 2 = 27
Thanadaemon 2 vs Yui: 1d20 + 21 - 5 - 1 - 2 ⇒ (17) + 21 - 5 - 1 - 2 = 30
Thanadaemon 2 vs Yui: 1d20 + 16 - 5 - 1 - 2 ⇒ (3) + 16 - 5 - 1 - 2 = 11

Unafe must make 2 DC 25 will saves or cower with fear.

Hinagiku, Ehren, Sana, Beatrix and Unafe are up!


DR 5/Magic SR 23 Res A/C/E/F 10 Formless Dance Human Arm 10/Mys 1/Clr 1 HP (160/160) AC/Tou/Flat/CMD 33/28/24/31 | F/R/W +14/19/16 | Init +09
SKill:
+29: DD, Stealth +27: Perc, Acro +22: Autohyp, SM +20: C(Sketch), K(Local, Plane, Religion), L(Heroes), Spellcraft +17: Diplo, P(Dance), UMD +16: Ath, +14: Bluff +11: Heal +10 Ling +9: K(Arc, Dun, Eng, Geo, His, Nat, Nob)

Meta Stuffs:
Sana moves Amber into the midst of the group's forward position as a free action. Sana does not accept rage this turn. Sana spends a swift action to gain 10 THP from Amber. Sana spends a move action to stealth forward through the door. Sana attacks as a standard action, Priority is Thana 1 then Thana 2. Her illumination rises by 1.

Stealth (Luck, Amber, crit): 1d20 + 29 + 2 + 7 + 10 ⇒ (20) + 29 + 2 + 7 + 10 = 68
Will Save v. Thana 1 (Luck, Unafe): 1d20 + 16 + 2 + 4 ⇒ (3) + 16 + 2 + 4 = 25
Will Save v. Thana 2 (Luck, Unafe): 1d20 + 16 + 2 + 4 ⇒ (3) + 16 + 2 + 4 = 25

Rainbow Sparkle v. Thana 1 (Haste): 1d20 + 21 + 1 ⇒ (10) + 21 + 1 = 32 If successful, roll v. SR for Faerie Fire.
Faerie Fire v. Thana 1 (Amber): 1d20 + 8 + 7 ⇒ (1) + 8 + 7 = 16
Rainbow Sparkle Damage (Agile, Fatal, Honk?): 1d4 + 3 + 9 + 3d6 + 6 ⇒ (3) + 3 + 9 + (5, 4, 5) + 6 = 35 Fatal damage relies on successful Stealth.
Expulsion v. Thanadaemon 2 (Amber): 1d20 + 8 + 7 ⇒ (11) + 8 + 7 = 26 If successful, Thana 2 is affected by Expulsion Totem.


Stats and Resources:
Mythic Power 8/11 | Confidence 3/3 | Opal Legendary Power 2/2 | Rainbow Sparkle Legendary Power 2/2 | Spell Points 15/19 | Martial Focus 2/2 | Illumination 10 | Animus (Rounds-0) | Momentum 17/17 | Incorporeal 11/11 | Faith 6/7 | Channel 1d6 Healing 10/10
Haste Rounds: 4 Remaining

Status: Healthy 160/160 | 10 Temporary HP | 0 Nonlethal. (120/80/40) | Healing Pool 0/0
1 Con Damage
Haste, See Invisibility, Blur, Telescopic Lens

Maneuvers Readied: Eldritch Consumption, Time Skitter, Fluctuation Movement, Carnival Swap
Can Gain:
Have Used: Breath of the Moon
Active Element: Earth

* * *

Allies within 15' of Amber: Gain Illumination (7) to CL, ML, and Skill checks. Spend a swift to gain Illumination (10) Temporary Hit Points.
Allies within 30' of Sana: Spend a point of momentum to reduce damage from a source by 7.
Enemies within 30' of Sana: Totem of Expulsion: CL v. Outsider SR or Sickened and reduce DR, SR, and Energy Resistance by 11.

Sana begins to chase after the Thanadaemons into their little room. Did they think they could escape them? They can't even leave...

And then she catches herself and shakes her head as the thrumming, rhythmic pounding of Myrna's drum continues to permeate her brain. She drives the primal magic from her head - she needed to play smart. Yes, they had the advantage... but she needed to use her natural talents.

She casts a glance to Myrna, brow furrowed for a moment, before moving silently as a half-shadow into the adjoining room, appearing just as Amber comes into view of their foes with an arc of her starknife.


female tiefling (devil-spawn) cleric (cardinal) 10 | hp 140/140 (healthy) | AC 18, touch 13, ff 16, Fort +14, Ref +7, Will +15 | Perception +5, darkvision 60ft., Init +2 | channel 4/4, ToG 8/8, holy lance 1/1

Beatrix tries to approach closer, to think about using some of her offensive spells, but she sees that Sana has jumped into the small closet itself to fight them, and that the rest of the group is still behind her in the room. In order to attack the thanadaemons, Beatrix would have to run past Sana and directly enter melee combat with the daemons, so instead she stays behind.

It seemed that they couldn't really do anything to their group -- no one was as much as scratched -- but the battle stretched on anyway. Beatrix would worry as soon as something bad happened.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Fueled the Myrna's soaring song and Beatrix's blessed touch, Unafe continues to swing at the thanadaemons with wild abandon.

Round 3:

Will: 1d20 + 14 + 4 ⇒ (14) + 14 + 4 = 32 Will: 1d20 + 14 + 4 ⇒ (14) + 14 + 4 = 32

Will: 1d20 + 14 + 4 ⇒ (4) + 14 + 4 = 22 Will: 1d20 + 14 + 4 ⇒ (18) + 14 + 4 = 36

Free: Accept Rage
// will try to take out #1 first, then #2. Unafe is stuck in the walls again on R20 but she'll move forward if needed to have both within her reach.
Move: Shove (TOUCH), bane, rage, T, haste, touch of good: 1d20 + 23 + 2 + 2 + 1 + 5 ⇒ (13) + 23 + 2 + 2 + 1 + 5 = 46
damage, bane, rage, T, HONK: 12 + 1d6 + 2 + 6 ⇒ 12 + (4) + 2 + 6 = 24 //
Stnd: Brutal Strike, bane, rage, touch of good: 1d20 + 23 + 2 + 2 + 5 ⇒ (8) + 23 + 2 + 2 + 5 = 40 // -3 AC/Reflex & battered extended for +1 round,
damage, -MF, bane, rage: 8d6 + 18 + 24 + 1d6 + 2 ⇒ (3, 2, 1, 1, 2, 2, 4, 6) + 18 + 24 + (4) + 2 = 69 // counts as continuous damage for concentration rolls to cast
Free: Champ bonus, bane, rage, touch of good: 1d20 + 23 - 5 + 2 + 2 + 5 ⇒ (10) + 23 - 5 + 2 + 2 + 5 = 37
damage: 4d6 + 18 + 1d6 + 2 ⇒ (1, 6, 2, 3) + 18 + (5) + 2 = 37

Tracking
31 AC +2 vs evil outsiders // -2 berserk
34 CMB (37 vs Grapple) +2 vs evil outsiders // -2 berserk
147/147 HP //
63 THP // 11 giant fort, 13 guardian, 15 berserk, 24 song
4/8 Tension // 3 +1 hit
6/6 M.Tension //
. . 1 refreshes remaining / day
9/9 AP //
2/11 MP //
1/2 martial focus // +1 shove, -1 brutal
16/25 SP //
3/3 stone shapes remaining //
3/3 stone to flesh remaining //
DR 2/- vs evil outsiders.


Male Oread (Kellid) Legendary Druid 12/Hierophant 4 | HP 148/148 | AC 26, T 25, FF 20 | Fort +9, Ref +7, Will +19 | CMD 27, freedom of movement | Immune to disease & poison | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +19 (missing eye), Darkvision 60 ft., Murksight, Tremorsense 60 ft. | MP 7/11 | LP 2/2 | PM 11/11

With the thanadaemons caught in such tight quarters, their vigil was as good as over. From his vantage point, Ehren incants another spell, evoking a burst of radiance - a flash of brilliant searing light engulfs the two skeletal boatmen, searing them with its divine power.

Ehren vs. Thanadaemon 1 SR: 1d20 + 12 ⇒ (18) + 12 = 30
Ehren vs. Thanadaemon 2 SR: 1d20 + 12 ⇒ (15) + 12 = 27
Ehren casts burst of radiance. Both daemons take 5d4 ⇒ (4, 1, 4, 4, 2) = 15 damage and must pass a DC 20 Reflex save or be blinded for1d4 ⇒ 3 rounds. They are dazzled for that duration instead if they pass the save.


WotR Global Buffs/Debuffs: ----

The thanadaemons let out guttural cries as the holy power scorches their desiccated forms, rattling their bones. The light dims, leaving the daemons reeling, their movements sluggish and erratic as the burst’s residual effects dazzle them.

Then, a flash of movement. Rainbow Sparkle glimmers—piercing through the room’s darkness with a streak of brilliance aimed at the first thanadaemon. The daemonic figure recoils as the vibrant blade sinks into its foul being. The faerie fire spell flickers against the thanadaemon’s hide, but the flames sputter out against the dark magic holding the creature together.

In the tight quarters of the fight, Unafe becomes a whirlwind of destruction. Her initial shove hurls the daemon backward, its skeletal frame cracking under the pressure. A guttural snarl escapes it as it reels, but the respite is brief. With a wild yell, Unafe follows through, her wrapped fists slamming into the creature in a brutal arc. The strike lands with a resounding crunch, silencing the creature as it collapses into a heap of broken remains.

Turning her sights to the remaining thanadaemon, Unafe presses forward, the primal magic of her rage burning in her eyes. Her next strike carves deep into the daemon's torso, leaving a gaping wound. The skeletal figure staggers, ichor dripping from its shattered body, but it manages to remain upright—barely. It raises its jagged claws toward Sana. Its hollow sockets gleam with malevolent intent as it channels dark magic into a thin, sickly green ray. The air grows heavy with necrotic power as the ray lances out, aimed squarely at Sana, the green light casting eerie shadows on the walls.

Before the ray can strike, a shimmering form materializes between Sana and the attack—a translucent saurian spirit. The spirit roars, and the negative energy scatters against its glowing form like smoke in the wind.

Reflex: 1d20 + 23 - 2 - 2 - 2 ⇒ (8) + 23 - 2 - 2 - 2 = 25
Reflex: 1d20 + 23 - 2 - 2 - 1 ⇒ (3) + 23 - 2 - 2 - 1 = 21

Both Thanadaemons are dazzled for 3 rounds. Thana 2 is sickened. Sana leaves Thana 1 critical. Unafe KOs Thanadaemon 1 and leaves Thanadaemon 2 critical.

Ehren needs to succeed on 2 DC 25 Will Saves or cower in fear for 1d6 ⇒ 5 rounds.

Myrna is up!


Male Oread (Kellid) Legendary Druid 12/Hierophant 4 | HP 148/148 | AC 26, T 25, FF 20 | Fort +9, Ref +7, Will +19 | CMD 27, freedom of movement | Immune to disease & poison | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +19 (missing eye), Darkvision 60 ft., Murksight, Tremorsense 60 ft. | MP 7/11 | LP 2/2 | PM 11/11

Ehren suddenly recoils and grits his teeth, as though seeing the terrifying daemons for the first time.

Will Save DC 25: 1d20 + 19 ⇒ (2) + 19 = 21
Will Save DC 25: 1d20 + 19 ⇒ (2) + 19 = 21


female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 33, touch 18, ff 27, CMD 30 | Fort +14, Ref +9, Will +11 | Perception +2, darkvision 60ft., Init. +6 | Spells-- 1st: 7/7 2nd: 5/5 3rd: 4/4, 4th: 2/2 | Song: 26/26, AP: 3/3 | MP 7/11 | MF 1/1, Kenning 1/1 | SILVER CRANE WALTZ

With the battle essentially won, Myrna approaches close enough to do something if the situation turned worse, and she stops her song. Conserving her resources for unforeseen circumstances that they couldn't choose was more important to her than killing guard daemons more quickly.


WotR Global Buffs/Debuffs: ----

Sorry, forgot Thanadaemon 1 is dead! Thanadaemon 2 is no longer dazzled.

Hinagiku Will Save: 1d20 + 22 ⇒ (13) + 22 = 35
Hinagiku Will Save: 1d20 + 22 ⇒ (15) + 22 = 37
Hinagiku Will Save: 1d20 + 22 ⇒ (14) + 22 = 36

Unafe and Sana must make a DC 25 will save or cower for 1d6 ⇒ 6 rounds.

Round 4!

Sana, Beatrix, and Unafe are up!


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Seeing the last daemon struggling before her, Unafe pounds with all her strength, hoping to finish it.

Round 4:

Will: 1d20 + 14 + 4 ⇒ (19) + 14 + 4 = 37 Will: 1d20 + 14 + 4 ⇒ (3) + 14 + 4 = 21

Move: Shove (TOUCH), bane, haste: 1d20 + 23 + 2 + 1 ⇒ (20) + 23 + 2 + 1 = 46
confirm?: 1d20 + 23 + 2 + 1 ⇒ (18) + 23 + 2 + 1 = 44
damage,bane, HONK: 12 + 1d6 + 6 ⇒ 12 + (4) + 6 = 22
Stnd: Brutal Strike, bane, haste: 1d20 + 23 + 2 + 1 ⇒ (12) + 23 + 2 + 1 = 38
damage, bane: 8d6 + 18 + 1d6 ⇒ (5, 4, 6, 3, 2, 4, 3, 5) + 18 + (6) = 56 // counts as continuous damage for concentration rolls to cast
Free: Champ bonus, bane, haste: 1d20 + 23 - 5 + 2 + 1 ⇒ (15) + 23 - 5 + 2 + 1 = 36
damage: 4d6 + 18 + 1d6 ⇒ (6, 3, 1, 4) + 18 + (2) = 34

Tracking
31 AC +2 vs evil outsiders // -2 berserk
34 CMB (37 vs Grapple) +2 vs evil outsiders // -2 berserk
147/147 HP //
63 THP // 11 giant fort, 13 guardian, 15 berserk, 24 song
4/8 Tension // 3 +1 hit
6/6 M.Tension //
. . 1 refreshes remaining / day
9/9 AP //
2/11 MP //
2/2 martial focus // +1 shovel
16/25 SP //
3/3 stone shapes remaining //
3/3 stone to flesh remaining //
DR 2/- vs evil outsiders.

BUFFS ON ALLIES:
. . War Honk (aka Fierce Shout)
1) get +6 dam to first attack per round


DR 5/Magic SR 23 Res A/C/E/F 10 Formless Dance Human Arm 10/Mys 1/Clr 1 HP (160/160) AC/Tou/Flat/CMD 33/28/24/31 | F/R/W +14/19/16 | Init +09
SKill:
+29: DD, Stealth +27: Perc, Acro +22: Autohyp, SM +20: C(Sketch), K(Local, Plane, Religion), L(Heroes), Spellcraft +17: Diplo, P(Dance), UMD +16: Ath, +14: Bluff +11: Heal +10 Ling +9: K(Arc, Dun, Eng, Geo, His, Nat, Nob)

Audit: Sana lost mental focus when she stopped being able to concentrate by accepting raging song. She is unable to use mythic power without a DC 25 concentration check.

Will (Unafe, Amber): 1d20 + 16 + 4 + 2 ⇒ (2) + 16 + 4 + 2 = 24
Concentration Check to use Confidence: 1d20 + 10 ⇒ (8) + 10 = 18 Confidence wasted!

Stats and Resources:
Mythic Power 8/11 | Confidence 2/3 | Opal Legendary Power 2/2 | Rainbow Sparkle Legendary Power 2/2 | Spell Points 15/19 | Martial Focus 2/2 | Illumination 11 | Animus (Rounds-0) | Momentum 17/17 | Incorporeal 11/11 | Faith 6/7 | Channel 1d6 Healing 10/10
Haste Rounds: 3 Remaining

Status: Healthy 160/160 | 10 Temporary HP (9 rounds) | 0 Nonlethal. (120/80/40) | Healing Pool 0/0
1 Con Damage, Lost Mental Focus, Cowering for 6 rounds
Haste, See Invisibility, Blur, Telescopic Lens

Maneuvers Readied: Eldritch Consumption, Time Skitter, Fluctuation Movement, Carnival Swap
Can Gain:
Have Used: Breath of the Moon
Active Element: Earth

* * *

Allies within 15' of Amber: Gain Illumination (7) to CL, ML, and Skill checks. Spend a swift to gain Illumination (11) Temporary Hit Points.
Allies within 30' of Sana: Spend a point of momentum to reduce damage from a source by 7.
Enemies within 30' of Sana: Totem of Expulsion: CL v. Outsider SR or Sickened and reduce DR, SR, and Energy Resistance by 11.

As the Thanadaemon assaults her mind once more with pure fear, Sana reaches deep into herself... but finds nothing but a deep, dark void. Without the resilience offered by her inner light, she finds herself powerless against the fear pouring into her from all angles. A new lesson learned; she would have to be mindful of when to accept the magic of the Lieutenant. Sana is left to cower in fear, with only Unafe and Hinagiku still willing and able to stand against their foe.


DR 5/Magic SR 23 Res A/C/E/F 10 Formless Dance Human Arm 10/Mys 1/Clr 1 HP (160/160) AC/Tou/Flat/CMD 33/28/24/31 | F/R/W +14/19/16 | Init +09
SKill:
+29: DD, Stealth +27: Perc, Acro +22: Autohyp, SM +20: C(Sketch), K(Local, Plane, Religion), L(Heroes), Spellcraft +17: Diplo, P(Dance), UMD +16: Ath, +14: Bluff +11: Heal +10 Ling +9: K(Arc, Dun, Eng, Geo, His, Nat, Nob)

Meta Stuff:
Extra audit! Concentration is +17 for Sana, not +10, so she passes that, and gets at least a 1 from the confidence. She deadly snipes as a standard action and expends martial focus for additional damage, then moves out of the room.

Rainbow Sparkle (Haste): 1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 36 If successful, roll v. SR for Faerie Fire. If successful, enemy is entangled, which may be removed as a standard action.
Rainbow Sparkle Damage (Agile, Snipe, Honk): 1d4 + 3 + 9 + 3d10 + 6 ⇒ (1) + 3 + 9 + (8, 2, 7) + 6 = 36
Faerie Fire (Amber): 1d20 + 8 + 7 ⇒ (13) + 8 + 7 = 28

1/2 Martial Focus Remaining, no longer cowering. Other resources Up to Date

Just as Sana is about to give up, she manages to catch hold of one mote in the inky blackness and snaps back to attention, with barely renewed vigor. Her eyes focus down until only the Thanadaemon matters and she lashes out at the Thanadaemon, hurling her starknife and darting out of the room - catching her weapon just before she moves out of sight.


WotR Global Buffs/Debuffs: ----

Sana takes a deep breath, and the world seems to slow. She releases her starknife, the blade spinning through the air toward the thanadaemon. The strike lands true, a brilliant arc of light piercing the daemon’s dark form. The impact rends ichor and bone, the creature recoiling with a guttural snarl as its frame shudders under the weight of the blow.

Amber's influence crackles in the air, and faerie fire clings to the thanadaemon’s hulking form, illuminating it in violet hues. The magical flames hamper its movements, leaving it entangled in the shimmering glow. Sana steps back, her starknife snapping back into her grip mid-motion as she withdraws from the claustrophobic space.

Unafe growls low in frustration, the rumble echoing like distant thunder. The remaining thanadaemon, though battered and faltering, shuffles back into the shadows of the tight quarters, slipping just out of her reach. Its movements are jerky and labored, the faerie fire flickering weakly over its skeletal form. With a guttural hiss, the daemon waves a clawed hand, the magical flames enveloping its body snuffed out in an instant.

It seems like Beatrix's player is inactive, so, we will skip her turn.

Sana wounds Thanadaemon 2 and also entangles it. Thanadaemon 2 removes entangle on its own turn.

Unafe is 20' away from Thanadaemon 2, and cannot reach it.

Hinagiku Will Save: 1d20 + 22 ⇒ (2) + 22 = 24

Round 5!

Myrna, Sana, Beatrix and Unafe are up!


DR 5/Magic SR 23 Res A/C/E/F 10 Formless Dance Human Arm 10/Mys 1/Clr 1 HP (160/160) AC/Tou/Flat/CMD 33/28/24/31 | F/R/W +14/19/16 | Init +09
SKill:
+29: DD, Stealth +27: Perc, Acro +22: Autohyp, SM +20: C(Sketch), K(Local, Plane, Religion), L(Heroes), Spellcraft +17: Diplo, P(Dance), UMD +16: Ath, +14: Bluff +11: Heal +10 Ling +9: K(Arc, Dun, Eng, Geo, His, Nat, Nob)

Meta Stuff:
Sana spends a swift action to change Amber from granting temporary hit points to granting a morale bonus versus fear. She moves stealthily back into the room and deadly snipes once more. Fatal Thrust relies on successful stealth. She moves Amber into the doorway as a free action.
Stealth (Luck, Amber): 1d20 + 29 + 2 + 7 ⇒ (12) + 29 + 2 + 7 = 50
Will (Luck, Amber): 1d20 + 16 + 2 + 7 ⇒ (9) + 16 + 2 + 7 = 34
Rainbow Sparkle (Haste): 1d20 + 21 + 1 ⇒ (5) + 21 + 1 = 27 If successful, roll v. SR for Faerie Fire. If successful, enemy is entangled, which may be removed as a standard action.
Faerie Fire: 1d20 + 8 + 7 ⇒ (9) + 8 + 7 = 24
Rainbow Sparkle Damage (Agile, Fatal): 1d4 + 3 + 9 + 3d6 ⇒ (3) + 3 + 9 + (2, 1, 3) = 21

Stats and Resources:
Mythic Power 8/11 | Confidence 2/3 | Opal Legendary Power 2/2 | Rainbow Sparkle Legendary Power 2/2 | Spell Points 15/19 | Martial Focus 1/2 | Illumination 12 | Animus (Rounds-0) | Momentum 17/17 | Incorporeal 11/11 | Faith 6/7 | Channel 1d6 Healing 10/10
Haste Rounds: 2 Remaining

Status: Healthy 160/160 | 10 Temporary HP (8 rounds) | 0 Nonlethal. (120/80/40) | Healing Pool 0/0
1 Con Damage
Haste, See Invisibility, Blur, Telescopic Lens

Maneuvers Readied: Eldritch Consumption, Time Skitter, Fluctuation Movement, Carnival Swap
Can Gain:
Have Used: Breath of the Moon
Active Element: Earth

* * *

Allies within 15' of Amber: Gain Illumination (7) to CL, ML, and Skill checks as well as Morale v. Mind-affecting.
Allies within 30' of Sana: Spend a point of momentum to reduce damage from a source by 7.
Enemies within 30' of Sana: Totem of Expulsion: CL v. Outsider SR or Sickened and reduce DR, SR, and Energy Resistance by 11.

Sana huffs as she leans against the wall, having just narrowly avoided being sent into catatonic fear once more. She closes her eyes for just a moment before steeling herself and moving back into the room, whipping her starknife towards their foe once more... surely it couldn't last much longer, and if it could, her allies would be more capable of leveraging themselves soon enough.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Unafe shrinks down to better fit in, and pursues the daemon.

Round 5:

NOTE, my token is stuck in the wall again, but my intent is to move until the daemon's within my reach.

Will: 1d20 + 14 + 4 ⇒ (7) + 14 + 4 = 25Will: 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33

Swft: Shrink to Medium
Move: within reach and then Shove (TOUCH), bane, T, haste: 1d20 + 23 + 2 + 2 + 1 ⇒ (11) + 23 + 2 + 2 + 1 = 39
damage,bane, T, HONK: 16 + 1d6 + 2 + 6 ⇒ 16 + (3) + 2 + 6 = 27 //
Stnd: Brutal Strike, T, haste: 1d20 + 23 + 2 + 2 + 1 ⇒ (13) + 23 + 2 + 2 + 1 = 41
damage, bane, T: 4d6 + 16 + 1d6 + 2 + 2 ⇒ (5, 1, 3, 5) + 16 + (5) + 2 + 2 = 39 // counts as continuous damage for concentration rolls to cast
Free: Champ bonus, bane, T: 1d20 + 23 - 5 + 2 + 2 ⇒ (11) + 23 - 5 + 2 + 2 = 33
damage: 2d6 + 16 + 1d6 + 2 ⇒ (6, 4) + 16 + (3) + 2 = 31

Tracking
31 AC +2 vs evil outsiders // -2 berserk
34 CMB (37 vs Grapple) +2 vs evil outsiders // -2 berserk
147/147 HP //
63 THP // 11 giant fort, 13 guardian, 15 berserk, 24 song
5/8 Tension // 3 +1 move, +1 hit -2 fiery
6/6 M.Tension //
. . 1 refreshes remaining / day
9/9 AP //
2/11 MP //
2/2 martial focus // +1 shovel
16/25 SP //
3/3 stone shapes remaining //
3/3 stone to flesh remaining //
DR 2/- vs evil outsiders.

BUFFS ON ALLIES:
. . War Honk (aka Fierce Shout)
1) get +6 dam to first attack per round,
2) can spend a Move to refocus Unafe


WotR Global Buffs/Debuffs: ----

Sana slides into the room, her starknife flashing briefly as it arcs through the air. However, the daemon shifts just in time, and her attack misses its mark, embedding into the wall behind her target.

Meanwhile, Unafe’s massive form compresses with a rush of displaced air. She strides forward, her eyes fixed on the thanadaemon. The daemon shifts uneasily as she closes in and swings in a devastating arc. The blow connects with the daemon, a brutal impact that sends reverberations through the room. The creature shrieks in pain, ichor spraying everywhere. Without hesitation, she presses her advantage, striking again. The second blow tears through the daemon’s meager attempt to defend itself, leaving it reeling.

The thanadaemon lunges back at Unafe, its attacks feverish and wild. Yet, Hinagiku stands like a sentinel at Unafe’s side. As the daemon’s first strike arcs toward Unafe, Hinagiku intercepts it mid-swing. The strike deflects the blow, but the staff still crashes into the Unafe's side. Unafe flinches as the daemon pivots and presses the assault. A second blow streaks toward her, but again, Hinagiku intercepts, this time spinning in a fluid arc to knock the daemon's attack aside. The daemon, already weakened and sickened, stumbles as it attempts another strike. The thanadaemon’s attacks grow increasingly frantic as its movements falter, each strike weaker and less coordinated than the last. The weight of its injuries, combined with the relentless assault it has endured, takes a visible toll. Hinagiku’s defenses only exacerbate its struggles, each parried blow sapping the daemon’s strength further.

On its final attempt, the daemon overextends, its skeletal form twisting awkwardly. Instead of regaining its balance, the creature collapses to one knee, its gnarled staff clattering to the ground. With a hollow, rattling gasp, the daemon crumples entirely. The fiend lies motionless, its twisted form slack against the stone floor.

Hinagiku will save: 1d20 + 22 ⇒ (6) + 22 = 28
Thanadaemon vs Unafe (sickened, critical): 1d20 + 31 - 5 - 2 - 3 ⇒ (20) + 31 - 5 - 2 - 3 = 41
Thanadaemon vs Unafe crit confirm? (sickened, critical): 1d20 + 31 - 5 - 2 - 2 ⇒ (13) + 31 - 5 - 2 - 2 = 35
Hinagiku AoO 1: 1d20 ⇒ 19 Prevents the crit.
quarterstaff damage: 1d6 + 15 + 15 ⇒ (2) + 15 + 15 = 32
Thanadaemon vs Unafe (sickened, critical): 1d20 + 26 - 5 - 2 - 3 ⇒ (17) + 26 - 5 - 2 - 3 = 33
Hinagiku AoO 2: 1d20 ⇒ 20 Prevents the attack.
Thanadaemon vs Unafe (sickened, critical): 1d20 + 21 - 5 - 2 - 3 ⇒ (14) + 21 - 5 - 2 - 3 = 25
Thanadaemon vs Unafe fumble? (sickened, critical): 1d20 + 21 - 5 - 2 - 3 ⇒ (2) + 21 - 5 - 2 - 3 = 13
Hinagiku AoO 3: 1d20 ⇒ 1

Unafe takes 32 damage.

You cannot shove something that you cannot see prior to the start of your move.

Unafe leaves thanadaemon 2 in critical condition. Then it fumbles and KOs itself.

I will automate Myrna and Beatrix to do nothing, as their player had them do in previous rounds.

THP from different sources no longer stacks, unless the ability explicitly says so.

Combat ends!

3 rounds pass before both Ehren and Yui are no longer cowering.


Female Nogitsune ROG 1/ARC 5/MU 6//Stranger/Archmage 4 THP 0 HP 120/120 | Init +9 Percpt +28 | AC 30/29/23 CMD 26 CMB +8 | Fort +12 Ref +17 Will +11 MP 3/11 AP 2/11 LP 1/2 4LC 1/3 CS 2/2 Cf 2/3
Spells:
Arc (CL 12; cn +18) 1st 6/6 2nd 5/6 3rd 1/5 4th 1/5 5th 1/4
Skills:
Acro +22 Appr +21 Bluff +25 DDev +24 Dis +17 K(Arc,Rel,Pln|Any) +21/+10 S Motive +25 SHand +22 Splcrft +21 Stealth +27 Surv +19 UMD +15

Yui shakes off the effects of the daemon's gaze and sighs. "Good work dispatching them," she says, clearly a little frustrated to have spent the entire fight cowering. Turning her attention to the room, she proceeds to begin searching it to take stock of what they'd found, and to make sure they haven't missed any traps.

Perception: 1d20 + 28 + 2 ⇒ (15) + 28 + 2 = 45

"Anna, do you want to go with Unafe and begin checking the rooms off the main entry to the temple? I can begin cataloguing what is here."


DR 5/Magic SR 23 Res A/C/E/F 10 Formless Dance Human Arm 10/Mys 1/Clr 1 HP (160/160) AC/Tou/Flat/CMD 33/28/24/31 | F/R/W +14/19/16 | Init +09
SKill:
+29: DD, Stealth +27: Perc, Acro +22: Autohyp, SM +20: C(Sketch), K(Local, Plane, Religion), L(Heroes), Spellcraft +17: Diplo, P(Dance), UMD +16: Ath, +14: Bluff +11: Heal +10 Ling +9: K(Arc, Dun, Eng, Geo, His, Nat, Nob)

Sana will spend those 3 rounds on the following: Move over and stab, recover mental focus, recover martial focus. She moves Amber into the room, who continues to give +7 to skills for 7 rounds after her actions.

Stabbity: 1d20 + 21 + 1 ⇒ (18) + 21 + 1 = 40
Rainbow Sparkle Damage (Agile, Fatal): 1d4 + 3 + 9 + 3d6 ⇒ (1) + 3 + 9 + (3, 2, 4) = 22

Sana slips past her allies to immediately bring her starknife down on the unconscious Thanadaemon, unwilling to chance any sort of tricks that might bring it back to apparent life, before focusing inwards, slowly rebuilding her inner walls and catching her breath, recentering herself. She looks over Unafe with a small frown and huffs. The fact that she was wounded could have been entirely prevented... try as Hinagiku might, she couldn't protect everyone, especially not when not everyone was willing to participate. If it kept up, people would die.

She shakes her head, but decides it's a topic for someone with more tact and knowledge of how these things normally went to bring up. Perhaps she wasn't viewing things through the correct lens at all.


WotR Global Buffs/Debuffs: ----

Yui steps into the small room and begins inspecting the empty shelves.

Sana, Yui:

The shelves are not actually empty - they are covered in invisible treasure. Four massive chests brimming with gold and platinum glint under the room’s faint light. Each chest weighs 100 lb. Lavish finery—a dazzling array of golden and silver holy symbols, intricate jewelry, richly hued paintings, and exquisite dinnerware—gleam invitingly. A plush, ornate rug is rolled up on one shelf, its intricate patterns woven with threads of gold and crimson. 70 lb in finery.

Amidst the hoard of wealth, Yui’s gaze sharpens on items of interest. A set of mithral full plate armor catches her eye, its surface shining like moonlight and emblazoned with the unmistakable holy symbol of Iomedae.

Her attention shifts to a warhammer resting on a display rack nearby. Its haft is carved from dark, weathered oak, reinforced with bands of gleaming silver. The head, forged from a mysterious alloy, is shaped like a roaring lion, its mane flowing with carved flames. Arcane runes pulse faintly along the surface, humming with latent power. 5 lb.

Other treasures are scattered throughout the room. A greataxe leans casually against a shelf, its blade etched with scenes of battle, and a heavy birch rod rests nearby, its surface carved with Celestial symbols of growth and life. The rod is 5 lb. A white ash staff inlaid with delicate silver runes radiates a quiet but undeniable aura of magic. The staff is 5 lb.

Carefully sorted scrolls—six in total—lie neatly tucked into a corner, each bound in twine.

it would take a single person about 1.5 hours to count all of the coins in this room.


Female Nogitsune ROG 1/ARC 5/MU 6//Stranger/Archmage 4 THP 0 HP 120/120 | Init +9 Percpt +28 | AC 30/29/23 CMD 26 CMB +8 | Fort +12 Ref +17 Will +11 MP 3/11 AP 2/11 LP 1/2 4LC 1/3 CS 2/2 Cf 2/3
Spells:
Arc (CL 12; cn +18) 1st 6/6 2nd 5/6 3rd 1/5 4th 1/5 5th 1/4
Skills:
Acro +22 Appr +21 Bluff +25 DDev +24 Dis +17 K(Arc,Rel,Pln|Any) +21/+10 S Motive +25 SHand +22 Splcrft +21 Stealth +27 Surv +19 UMD +15

Yui begins by roughly appraising the value of the goods and gold, then begins studying the carpet with detect magic and then the items that seem obviously magical to identify them.

Rolls:

Appraising the lower and upper values of the chests of coins
Appraise: 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39

Appraise Finery
Appraise: 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31

Use detect magic on carpet and to ID the rest of the items.
Mithril Armor
Spellcraft: 1d20 + 21 + 2 ⇒ (2) + 21 + 2 = 25
Know(Arcana): 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36

Hammer
Spellcraft: 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32
Know(Arcana): 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41

Axe
Spellcraft: 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33
Know(Arcana): 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42

Rod
Spellcraft: 1d20 + 21 + 2 ⇒ (11) + 21 + 2 = 34
Know(Arcana): 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35

Staff
Spellcraft: 1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37
Know(Arcana): 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41

Scroll 1
Spellcraft: 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40
Know(Arcana): 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41

Scroll 2
Spellcraft: 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29
Know(Arcana): 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40

Scroll 3
Spellcraft: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30
Know(Arcana): 1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27

Scroll 4
Spellcraft: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26
Know(Arcana): 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40

Scroll 5
Spellcraft: 1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38
Know(Arcana): 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39

Scroll 6
Spellcraft: 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40
Know(Arcana): 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40


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WotR Global Buffs/Debuffs: ----

Yui:

Yui's sharp gaze sweeps over the treasure-filled room. Her appraisal begins with the chests of coins, her fingers lightly brushing over the edges of their contents. The faint clinking of gold and platinum fills the silence as she calculates their worth. The weight and minting suggest a fortune, and she mentally tallies the combined value somewhere between ten and fifteen thousand gold pieces.

Turning her attention to the finery, she studies the delicate craftsmanship of golden and silver holy symbols, the intricate jewelry sparkling under Amber’s glow. Paintings with vibrant hues, fine embroidered clothing, and polished dinnerware whisper of opulence and refinement. Each item tells a story of wealth and purpose, their collective worth estimated at another fifteen thousand gold.

She approaches the magical items scattered across the room. Kneeling before the plush carpet, she extends her hands, allowing her magic to flow outward. The spell reveals a faint glow, the enchantment woven deep into the fibers.

Yui methodically inspects the other items, her mind racing to decode the magic humming around them. The mithral full plate armor catches her eye first, its immaculate surface reflecting the holy symbol of Iomedae. Yet, despite its divine artistry, it lacks any enchantment—its worth lies solely in its exceptional material.

The warhammer demands her attention next. Its lion-headed design radiates a powerful aura of evocation, the engraved runes pulsing faintly as if alive. She studies it closely, tracing the intricate carvings, but its mysteries resist her efforts. There’s power here, immense and complex, waiting to be unlocked.

A greataxe leans casually against a shelf, its blackened edge gleaming with the unmistakable sheen of adamantine. Though devoid of magic, its composition alone makes it a formidable weapon, capable of cleaving through almost anything in its path.

Nearby, a rod carved from birch emits a steady magical hum. Her spellcraft identifies it as a rod of empower metamagic, a tool capable of enhancing spells with greater potency.

The white ash staff, inlaid with silver runes, practically hums with life. The magic within is clean and restorative, and she recognizes it as a staff of healing, its six remaining charges ready to mend wounds or purge afflictions. Its presence is a boon, a lifeline in the trials to come.

Finally, she inspects the scrolls, their wax seals bearing symbols that hint at their nature. Unrolling each one carefully, she deciphers their spells: heal; St. Sanchari and Innessa’s Body Meld; Gravelguise; summon Black Gnash; wall of runes; and Share Skins.

St. Sanchari and Innessa’s Body Meld:

St. Sanchari and Innessa’s Body Meld
School transmutation; Level alchemist 5, cleric/oracle 5, witch 5
Casting Time 1 standard action
Components V, S, M/DF (sliver of mirror)
Range touch
Target one creature of your size category or smaller
Duration 1 minute/level (D)
Saving Throw Will negates; SR yes

You subsume another creature, including all of its gear, into yourself for the duration of the spell. No time passes for the subsumed creature, all of its bodily functions cease, and no force or effect can act upon it. Effectively, it cannot be harmed or magically detected, although it also cannot perceive anything or act while this spell is in effect.

When the spell expires or is removed (such as by a successful *dispel magic*), the creature appears in the safest adjacent square. While the creature remains inside you, scrutiny reveals the subsumed creature’s image reflected in your eyes—an effect that betrays kidnappers and poachers.

This spell can be made permanent with the permanency spell for a cost of 12,500 gp and a minimum caster level of 13th, though the subsumed creature may make a Will save again to negate the permanency effect.

This spell can be cast on a dead creature as long as it has been dead for no longer than 1 day per your caster level. If you target a dead creature with this spell, that creature’s body receives a Will save with its appropriate bonus to negate this effect, and it receives a second Will save if you or another creature tries to make this effect permanent.

Spoiler:

We Are a Rock
School illusion;
Level sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a small stone)
Range close (25 ft. + 5 ft./level)
Target one Small- or Medium-sized creature per caster level
Duration 10 minutes/level (D)
Saving Throw Fortitude negates (harmless); SR yes

This spell covers a number of Small or Medium humanoids (up to your caster level) with a glamer, making them appear as either a large boulder or a pile of rubble or trash (caster’s choice). The chosen illusion is appropriate to the terrain and situation.

Affected creatures gain a +20 bonus to Stealth as long as they take no actions of any type, including free actions. Typically, ambushers have their weapons drawn when the spell is cast.

If the illusion is touched or is the target of a spell, effect, or attack, anyone able to see this interaction gains a Will save to disbelieve the illusion.

Gravelguise:

Gravelguise
School illusion;
Level sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a small stone)
Range close (25 ft. + 5 ft./level)
Target one Small- or Medium-sized creature per caster level
Duration 10 minutes/level (D)
Saving Throw Fortitude negates (harmless); SR yes

This spell covers a number of Small or Medium humanoids (up to your caster level) with a glamer, making them appear as either a large boulder or a pile of rubble or trash (caster’s choice). The chosen illusion is appropriate to the terrain and situation.

Affected creatures gain a +20 bonus to Stealth as long as they take no actions of any type, including free actions. Typically, ambushers have their weapons drawn when the spell is cast.

If the illusion is touched or is the target of a spell, effect, or attack, anyone able to see this interaction gains a Will save to disbelieve the illusion.

Summon Black Gnash:

Summon Black Gnash
School conjuration (summoning, evil);
Level sorcerer/wizard 8, summoner 6, witch 7
Casting Time 1 round
Components V, S, F (DF)
Range close (25 ft. + 5 ft./2 caster levels)
Effect summons Black Gnash (unique Nessian warhound—CR 11)
Duration 1 round/level (D)
Saving Throw none; SR no

This spell summons a unique Nessian warhound named Black Gnash. Treat it as a Nessian warhound with the following exceptions:
- Black Gnash is immune to fire, cold, and acid.
- Black Gnash is immune to all spells of 3rd level and below.
- Black Gnash devours the soul of any creature it kills; such creatures cannot be raised, resurrected, or reincarnated. Only a *wish* or *miracle* spell can restore them.

Wall of Runes:

Wall of Runes
School necromancy; Level cleric/oracle 6, sorcerer/wizard 6, summoner 5, witch 6
Casting Time 1 standard action
Components V, S, M/DF (a rune inscribed on a piece of parchment)
Range close (25 ft. + 5 ft./2 levels)
Effect ephemeral wall, one 10-ft. square/level
Duration 1 round/level (D)
Saving Throw Will negates; SR yes

An opaque wall covered in shimmering runes springs into existence. The runes may take on different appearances depending on the culture from which you hail—some appear as detailed hieroglyphs, others as complex cuneiform—but whatever the appearance of the wall, its effects are the same.

The wall is ephemeral and offers no physical resistance, but anyone passing through the wall must succeed at a Will save or be cursed. Choose one of the following curses when casting this spell. The wall imposes this curse on all creatures that pass through it:
- –6 decrease to an ability score (minimum 1).
- –4 penalty on attack rolls, saves, ability checks, and skill checks.
- Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a *break enchantment*, *limited wish*, *miracle*, *remove curse*, or *wish* spell.

Share Skins:

Share Skins
School illusion (shadow, shadowflesh); Level sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a piece of fur, hair, or skin of the caster)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will disbelief; see text; Fortitude negates (unwilling); SR yes

This spell’s illusory magic makes the target look like an exact physical duplicate of you. The duplicate retains all of its own abilities but looks, smells, and sounds identical to you. The target gains none of your abilities. The possessions the target carries are similarly altered to appear the same as yours.

If this spell is cast upon an unwilling target, the target receives a Fortitude save to negate this effect. Upon looking at or interacting with a target of *share skins*, a successful Will save dissipates the illusion for that creature, and the target appears as a shadowy, sickly version of itself.


Time passes: 6 minutes.


Male Oread (Kellid) Legendary Druid 12/Hierophant 4 | HP 148/148 | AC 26, T 25, FF 20 | Fort +9, Ref +7, Will +19 | CMD 27, freedom of movement | Immune to disease & poison | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +19 (missing eye), Darkvision 60 ft., Murksight, Tremorsense 60 ft. | MP 7/11 | LP 2/2 | PM 11/11

Ehren recovers from his fit of fearfulness, frustrated by the state of uselessness the thanadaemons had reduced him to. Regardless, with the daemons slain, he had little reason to linger on his vulnerability. The archdruid joins Yui in the small treasury, his eye taking in the impressive collection of wealth and magical items. When Yui indicates her difficulty identifying the properties of the ornate hammer, Ehren casts his own detect magic spell and attempts to discern its power.

Spellcraft - Hammer: 1d20 + 17 ⇒ (18) + 17 = 35


WotR Global Buffs/Debuffs: ----

Ehren:

Warhammer of Cosmic Sundering
Aura strong evocation; CL 15th
Weight 5 lbs.; Price 22,315 gp

This exquisitely crafted warhammer features a head of polished adamantine alloy with faintly glowing runes along its surface. Its haft is wrapped in supple leather, reinforced with inlaid mithral filigree. The warhammer is designed to resonate with planar energies, adjusting its capabilities depending on the wielder’s location. Due to the specialized alloy it is made of, it counts as both silver and cold iron for overcoming damage reduction.

Planar Resonance: The Warhammer of the Planes draws power from its surroundings:


  • ->Material Plane: The warhammer deals an additional 1d6 force damage.
  • ->Elemental Planes: On the elemental planes, the warhammer deals an additional 2d6 force damage.
  • ->Astral and Ethereal Planes: While on the Astral Plane or Ethereal Plane, the warhammer deals an additional 3d6 force damage.
  • ->Other Planes: On any other plane, the warhammer deals an additional 4d6 force damage.

Construction Requirements
Feats: Craft Magic Arms and Armor
Spells: plane shift, forceful hand
Cost: 11,315 gp


female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 33, touch 18, ff 27, CMD 30 | Fort +14, Ref +9, Will +11 | Perception +2, darkvision 60ft., Init. +6 | Spells-- 1st: 7/7 2nd: 5/5 3rd: 4/4, 4th: 2/2 | Song: 26/26, AP: 3/3 | MP 7/11 | MF 1/1, Kenning 1/1 | SILVER CRANE WALTZ

Myrna enters the treasure room, whistling with some awe at the pile of shiny treasure. "These Adepts must have been fools to keep these things in such a tiny closet instead of using them," she mutters. "I have to admit, I'm impressed."

She asks to inspect the hammer Ehren has just finished identifying, appreciating it for its exquisite craftsmanship. "I couldn't care less for any of this finery or coinage, but I'll carry it to Nerosyan for you and deposit it at the bank of your choosing if you'll let me carry this hammer. It's too fine to leave here."

She also looks at the armor. "It's too bad the armor has Iomedae's symbol," she adds. "I'd feel dishonest wearing it."


Female Nogitsune ROG 1/ARC 5/MU 6//Stranger/Archmage 4 THP 0 HP 120/120 | Init +9 Percpt +28 | AC 30/29/23 CMD 26 CMB +8 | Fort +12 Ref +17 Will +11 MP 3/11 AP 2/11 LP 1/2 4LC 1/3 CS 2/2 Cf 2/3
Spells:
Arc (CL 12; cn +18) 1st 6/6 2nd 5/6 3rd 1/5 4th 1/5 5th 1/4
Skills:
Acro +22 Appr +21 Bluff +25 DDev +24 Dis +17 K(Arc,Rel,Pln|Any) +21/+10 S Motive +25 SHand +22 Splcrft +21 Stealth +27 Surv +19 UMD +15

"Doesn't Unafe work armor? You could probably get that fixed fairly easily," she says to Myrna. "I doubt any of this belonged to the adepts or templars, it was likely the property of Vang or one of the other leaders."

Yui goes back to the carpet to take a look at it after finishing the other items. "I have no issues with you taking the armor or hammer if others don't. Packing away the gold chests would certainly help. I don't think we will have time to total them, but I expect somewhere between 10 or 15 thousand gold pieces worth. They are of no use to me. These scrolls I will keep, if no one objects. Now let's see what this carpet is."

Knowledge(Arcana): 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36
Spellcraft: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36


WotR Global Buffs/Debuffs: ----

Yui:

Yui rises from her completed study of the other items and turns her attention back to the rolled up carpet. She traces the intricate weaving with her fingers, her eyes narrowing as she determines the command word, "Zaravella", letting her magic flow through the magical item.

Moments later, her analysis concludes. The carpet responds instantly, lifting an inch from the ground before settling back down. A Carpet of Flying, its enchantment attuned to effortless movement through the air. This particular one, at five feet by five feet, can carry up to 200 pounds at a speed of 40 feet—a practical treasure for their travels.


Female Nogitsune ROG 1/ARC 5/MU 6//Stranger/Archmage 4 THP 0 HP 120/120 | Init +9 Percpt +28 | AC 30/29/23 CMD 26 CMB +8 | Fort +12 Ref +17 Will +11 MP 3/11 AP 2/11 LP 1/2 4LC 1/3 CS 2/2 Cf 2/3
Spells:
Arc (CL 12; cn +18) 1st 6/6 2nd 5/6 3rd 1/5 4th 1/5 5th 1/4
Skills:
Acro +22 Appr +21 Bluff +25 DDev +24 Dis +17 K(Arc,Rel,Pln|Any) +21/+10 S Motive +25 SHand +22 Splcrft +21 Stealth +27 Surv +19 UMD +15

"Hmm, a flying carpet. That should be useful for someone. At the very least it can help carry things for now. If someone wants to activate it, the command word is 'Zaravella'," she says unfurling it on the floor.

As soon as she finishes saying the word, it begins to levitate a foot or so off the ground, awaiting further orders. "Myrna, could you move the coins to the main room with the other things and we'll pack them away shortly? Ehren, would you grab the staff and rod? I am going to begin searching the remaining rooms for anything we've missed."

Heading back out the way they came, she stops in the crafting room and begins searching the area for anything of value, then searches the Barracks, and the temple and its adjoining rooms. In each room she takes the time to pile anything of value in the entryway before moving on to the next room.

While she's in the Barracks she takes a moment to let the prisoners know that they were finishing up and would be leaving soon.

Crafting Room
Perception: 1d20 + 28 + 2 ⇒ (19) + 28 + 2 = 49

Barracks
Perception: 1d20 + 28 + 2 ⇒ (7) + 28 + 2 = 37

Temple
Perception: 1d20 + 28 + 2 ⇒ (10) + 28 + 2 = 40

Left Chamber, Temple
Perception: 1d20 + 28 + 2 ⇒ (8) + 28 + 2 = 38

Right Chamber, Temple
Perception: 1d20 + 28 + 2 ⇒ (3) + 28 + 2 = 33


DR 5/Magic SR 23 Res A/C/E/F 10 Formless Dance Human Arm 10/Mys 1/Clr 1 HP (160/160) AC/Tou/Flat/CMD 33/28/24/31 | F/R/W +14/19/16 | Init +09
SKill:
+29: DD, Stealth +27: Perc, Acro +22: Autohyp, SM +20: C(Sketch), K(Local, Plane, Religion), L(Heroes), Spellcraft +17: Diplo, P(Dance), UMD +16: Ath, +14: Bluff +11: Heal +10 Ling +9: K(Arc, Dun, Eng, Geo, His, Nat, Nob)

Perception v. Secret Room (Luck, Amber, Lens): 1d20 + 27 + 2 + 1 + 4 ⇒ (15) + 27 + 2 + 1 + 4 = 49
Perception v. Headcrab Room (Luck, Amber, Lens): 1d20 + 27 + 2 + 1 + 4 ⇒ (17) + 27 + 2 + 1 + 4 = 51
Perception v. Torture Room (Luck, Amber, Lens): 1d20 + 27 + 2 + 1 + 4 ⇒ (14) + 27 + 2 + 1 + 4 = 48
Perception v. Prison Room (Luck, Amber, Lens): 1d20 + 27 + 2 + 1 + 4 ⇒ (19) + 27 + 2 + 1 + 4 = 53
Perception v. Jerribeth Room (Luck, Amber, Lens): 1d20 + 27 + 2 + 1 + 4 ⇒ (14) + 27 + 2 + 1 + 4 = 48

Sana will keep Amber with her this time.

Sana, only partially satisfied with the truly ludicrous amount of valuables in the room... and not quite trusting Templars to not hide the really good stuff behind a third secret, gives the room one final once-over while the others go over the valuables and stake claim to them. Only once she is satisfied does she do as had been requested by Yui earlier, moving on the the less... savory rooms, to ensure no stone was left unturned, and no cavalier was left tied up under a bed.


WotR Global Buffs/Debuffs: ----

Time passes: 22 minutes.

Sana focuses. Drawing closer, she extends a hand and feels along the smooth surface of one shelf. Her fingers brush against something solid, and she grips something that was missed it—a small object, heavy for its size, and cold to the touch. As she pulls it away, it becomes visible: an iron cube, its surface etched with intricate, almost fractal-like patterns that pulse faintly. It weighs 1 lb.

Yui:

Yui strides back down the long hallway, her footsteps echoing softly. Reaching the workshop, she pauses, taking it in. A smokeless forge glows faintly in the corner, nestled beside a sturdy anvil. Weapon racks line the northern and southern walls, their contents varied: polished weapons gleaming under torchlight and others marred by time and battle.

Her keen eyes scan the room. On the eastern and western tables lie masterwork tools, alchemical supplies, and a wealth of magical reagents. Her fingers graze the edge of a chest beneath the western table, its wood worn smooth by age. Each is filled with various reagents for crafting.

A pair of glaives catches her eye on the northern rack, their craftsmanship exquisite. A longsword rests nearby, its darkened blade etched with sinuous, crimson patterns that seem to writhe like living veins under the dim light. The hilt, forged of tarnished silver, ends in a pommel shaped like a leering demon’s face, its eyes twin pinpricks of burning red. On the southern rack, broken weapons tell stories of their own: two shattered glaives, and a broken dagger, its blade dulled by misuse.

Nearby, alchemical tools, enough for an entire masterwork alchemist's lab, and a masterwork jeweler’s kit glint invitingly, their potential value evident. There are enough tools for at least three sets of masterwork tools for crafting weapons and armor.

Sana:

Sana first enters the unsettling cavernous chamber, her steps deliberate and quiet. Her eyes scan the room, sharp and calculating, as the dim light catches the fibrous, flesh-like growths clinging to the walls and ceiling. The organic webs glisten faintly, pulsing in a way that seems almost alive, and she wrinkles her nose at the warm, moist air.

Her gaze sweeps upward, catching sight of the three pods suspended twenty feet above the ground, swaying gently like grotesque pendulums in a macabre breeze. Their fleshy, hammock-like texture makes her stomach churn, but her curiosity overrides her revulsion.

Activating her lens magic once more, she tilts it over one eye, enhancing her view. A faint shimmer outlines the pods, revealing small but discernible movements within.

She circles the room’s perimeter, taking care not to disturb the web-like tangles that might mask hidden dangers. Her attention drifts to the peculiar metallic fragments scattered near the pod bases, their edges catching the faint light.

Finally, she approaches one of the pods, her senses on high alert. Her hand brushes against the weblike growths, and she immediately recoils at their warm, fleshy texture. It’s unpleasantly reminiscent of living tissue, but also distinctly plantlike, an eerie combination that sets her teeth on edge.

With a careful tug, she uses the tip of her starknife to slit the pod’s side open just enough to glimpse inside. Four wands and various gleaming gems and strange metallic shards tumble out, clinking softly as they hit the ground. Someone has been hoarding...

Time passes: 18 minutes

Yui:

Yui next steps into the barracks, her sharp eyes immediately sweeping the room. Nine beds, evenly spaced along the east and west walls, are neatly made. The warm glow of magical lanterns casts soft, flickering light from their fixtures, illuminating the space.

Her gaze settles on a large wardrobe against the southern wall, its wood worn smooth by years of use. She strides to it, the faint scent of oil and iron tickling her senses as she swings open the doors. Inside, spare bedding is folded in orderly stacks, the fabric stiff from lack of use. Beneath them, nine gleaming sets of full plate armor catch the light, their polished surfaces reflecting faint ripples of flame.

Yui’s hand brushes the edge of the wardrobe, her fingers grazing the spines of twelve neatly arranged spellbooks nestled on a lower shelf. The covers vary in texture and design—some leather-bound and marked with arcane symbols, others plain and unassuming. Each whispers of the knowledge contained within, secrets waiting to be unlocked.

Satisfied, she turns toward the cluster of prisoners seated near the far end of the room. Their eyes follow her, wary yet hopeful.

“We’re nearly finished,” she assures them. “It won’t be long before we leave this place behind. Stay ready.”

Kaede, the Minkaian Crusader, nods. "Thank you... for not forgetting us. We’ll be ready when the time comes."

Janos, seated nearby with his younger brother Aedric beside him, rises to his feet. His broad shoulders and tribal adornments lend him an imposing air, but his voice is gentle. "You’ve already done more than we could have hoped for. We’ll follow your lead."

Aedric clutches a worn piece of cloth in his small hands. Though his voice is quiet, it carries a note of hope. "Are we going someplace safe?" he asks.

Sana:

Sana next enters the octagonal chamber to the south, her boots sticking slightly to the congealed layer of blood and ichor coating the floor. The sickly sweet stench of decay and old death clings to the stagnant air. Her eyes sweep across the grisly scene, taking in the stone slabs. On one slab, a human body lies in an advanced state of dissection, its limbs still shackled—a silent testament to the agonies inflicted while the victim was still alive.

She approaches carefully and scans the room for any sign of hidden dangers or concealed compartments. Her gaze lingers on the steel tray atop the western cadaver’s opened torso. The tools, bizarre in shape and unnervingly sharp, shimmer faintly under the dim light. Their design is alien—crafted with forms and angles that seem to defy logic. Sana reaches for one of the tools, turning it over in her hand. Its cold surface is slick with old blood, and its unnatural contours send a faint shiver down her spine.

The black runes etched into the northwest wall draw her attention next, their alien script crawling across the stone in chaotic, spiraling patterns. They pulse faintly, as though alive, a disturbing rhythm that makes the back of her neck prickle. Crouching low, she examines the edges of the wall, her hand running along its base. The runes' purpose is unclear without further arcane or engineering study.

The room offers no further secrets beyond its grotesque reality. With one last look at the slabs and their grim contents, Sana turns to leave.

Time passes: 25 minutes.

Yui:

Yui next steps into the Cathedral of Chaos. The remnants of the once-imposing statue of Baphomet dominate the room, its shattered form a testament to Unafe’s raw power. Its glaive, now lying crooked amidst the rubble, catches the faint, eerie glow of the magical purple flames that rise from the braziers. The twisted reflection from the crescent-moon blade flickers across the labyrinth-patterned tiles, almost giving the illusion of motion.

Her boots tap lightly against the tiled floor as she approaches the blood-red curtains flanking the western dais. The air is heavy with the coppery tang of blood, a lingering relic of dark rituals past. Yui’s eyes dart to the faint shimmer of the magical circle inscribed on the floor, its seven-armed rune pulsating with a faint malevolence. She takes care not to cross its boundary, her hand instinctively brushing the hilt of her naginata.

She crosses the temple and then pulls back the eastern curtain with a measured motion, revealing the adjoining meditation room. The smell of incense and dried herbs wafts out, mingling with the lingering staleness of the temple. A small ivory statuette of Baphomet presides over the northern table like a silent sentry, flanked by a polished silver bowl and sacrificial daggers.

Turning her attention to the chest beside the table, Yui kneels and flips the lid open. Her sharp gaze quickly assesses the contents: five crudely carved wooden unholy symbols, a cat-o’-nine-tails, and small black books scrawled with chants in Abyssal. She frowns at four vials of unholy water and four pink potions, each labelled "To help overcome nerves", carefully setting them aside. At the bottom, neatly tucked, lie three scrolls, five green vials, and two cloudy gray draughts.

Sana:

Sana steps into the bleak expanse of the prisoner cells, her footsteps echoing faintly in the oppressive silence. The rows of iron-barred cells stand empty. She scans the cells for any lingering signs of activity. No doors, she notes, noticing the seamless construction of the cell interiors.

She moves methodically along the rows, inspecting the bars. Sana presses a hand against the bars of one cell, the cold iron unyielding under her touch. Finally, she stands in the center of the room, her eyes narrowing as she gives the cells one last scrutinizing sweep. Satisfied that no threats or treasures lie hidden, she turns on her heel and strides back toward the exit.

Time passes: 20 minutes

Sana:

Finally, Sana steps into the boudoir, her eyes sweeping over the lavish yet sinister furnishings. The air feels heavy, steeped in the lingering presence of its former occupant, Jerribeth. Her gaze lingers briefly on the canopied bed, the manacles hanging from one of its posts like a grotesque ornament. Nearby, the central contraption—half gurney, half torture rack—dominates the room with its bloodstained leather straps, a grim testament to the demoness' twisted nature.

The writing desk catches her attention next, its drawers slightly ajar, as if rifled through in haste. Somebody was in a rush to leave... She steps closer. On the desk’s surface, an unfinished letter pinned under a human jawbone glints in the dim light. Sana leans down, her eyes narrowing as she scans the Abyssal scrawl.

The letter, addressed to Hepzamirah, exudes a mix of condescension and scheming. She reads about Vang’s “guests,” the Dominion entities, and the dark plans involving the Nahyndrian elixir. The mention of Drezen piques her interest, but the unfinished sentence leaves her with more questions than answers. She folds the letter carefully and slips it into her satchel.

Her hands move to the drawers, rifling through their contents. Extravagant articles of clothing spill out, the rich fabrics glinting in muted hues. Beneath the garments, her fingers find a cache of jewelry, each piece radiating opulence. 60 lbs total.

She turns her attention to the torture rack. She inspects it briefly, ensuring there are no hidden compartments or traps, before stepping back to take in the room as a whole. Her eyes narrow as she gives the walls and corners a final, meticulous sweep. With one last glance at the manacles, she exits the room, the weight of her findings settling heavily in her mind.


Female Nogitsune ROG 1/ARC 5/MU 6//Stranger/Archmage 4 THP 0 HP 120/120 | Init +9 Percpt +28 | AC 30/29/23 CMD 26 CMB +8 | Fort +12 Ref +17 Will +11 MP 3/11 AP 2/11 LP 1/2 4LC 1/3 CS 2/2 Cf 2/3
Spells:
Arc (CL 12; cn +18) 1st 6/6 2nd 5/6 3rd 1/5 4th 1/5 5th 1/4
Skills:
Acro +22 Appr +21 Bluff +25 DDev +24 Dis +17 K(Arc,Rel,Pln|Any) +21/+10 S Motive +25 SHand +22 Splcrft +21 Stealth +27 Surv +19 UMD +15

Yui makes one more quick pass through each of the rooms with detect magic, looking for anything she might have missed, and checking out which items she found the first time were magic.

Crafting Room
Perception: 1d20 + 28 + 2 ⇒ (5) + 28 + 2 = 35

Glaives (if magic)
Spellcraft: 1d20 + 21 + 2 ⇒ (1) + 21 + 2 = 24
Know(Arcana): 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31
Spellcraft: 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35
Know(Arcana): 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32

Evil Longsword
Spellcraft: 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29
Know(Arcana): 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35

Barracks
Perception: 1d20 + 28 + 2 ⇒ (8) + 28 + 2 = 38

Temple
Perception: 1d20 + 28 + 2 ⇒ (14) + 28 + 2 = 44

Glaive from statue (if magic)
Spellcraft: 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29
Know(Arcana): 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43

Left Chamber, Temple
Perception: 1d20 + 28 + 2 ⇒ (6) + 28 + 2 = 36

Right Chamber, Temple
Perception: 1d20 + 28 + 2 ⇒ (18) + 28 + 2 = 48

Pink Potions
Spellcraft: 1d20 + 21 + 2 ⇒ (1) + 21 + 2 = 24
Know(Arcana): 1d20 + 21 + 2 ⇒ (5) + 21 + 2 = 28

Green Potions
Spellcraft: 1d20 + 21 + 2 ⇒ (1) + 21 + 2 = 24
Know(Arcana): 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41

Grey Potions
Spellcraft: 1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38
Know(Arcana): 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29

She then takes a moment to summon two unseen servants and commands them to carefully gather items and take them out into the hall as she identifies the magic items.


WotR Global Buffs/Debuffs: ----

Time passes: 10 minutes.

Yui:

Yui moves through the sanctum, her arcane senses heightened by detect magic. The faint glow of magical auras ripples through her sight, guiding her as she begins her meticulous sweep, determined to leave nothing overlooked.

Crafting Room

The forge radiates a faint magical pulse, its arcane energy emanating from deep within its structure. Nearby, the reagents stored in the chests glow faintly, their magical essence promising utility for crafting. The longsword stands out, its dark aura heavy with malice. Her inspection confirms it to be an unholy weapon with two capacity, potent and dangerous.

The broken glaive and dagger both hum faintly with magic. The glaive’s moderate aura suggests transmutation, though its precise function remains elusive.

Barracks

The barracks yield subtle findings. The shuttered lanterns along the walls glow with a faint magical light. Their enchantments are simple but potentially useful. Beyond the lanterns, the room offers no further mysteries, and she moves on efficiently.

Temple

The temple’s oppressive atmosphere presses heavily as she scans the altar. A faint magical aura clings to its surface, incongruous with the desecration around it. The twin braziers nearby burn with an unearthly steadiness, their enchantments adding to the room’s unsettling air.

The glaive from the shattered statue, upon closer inspection, reveals no magical qualities. Its craftsmanship is fine, but its lack of enchantment renders it a simple relic of destruction. She leaves it behind as she turns to the adjoining chamber.

Left Chamber, Temple

The arcane circle etched into the floor glows faintly, its aura unmistakably tied to planar binding magic. The intricate design of the circle hums with power, a clear indication of its purpose as a tool for summoning or imprisoning.

Potions

Returning to the gathered treasures, Yui inspects the potions. The pink liquids emit a weak enchantment aura, though their exact nature remains a mystery. The green potions carry a faint conjuration aura, equally cryptic in their purpose. The grey potions, however, reveal themselves as potions of enlarge person, their magic straightforward and identifiable.


DR 5/Magic SR 23 Res A/C/E/F 10 Formless Dance Human Arm 10/Mys 1/Clr 1 HP (160/160) AC/Tou/Flat/CMD 33/28/24/31 | F/R/W +14/19/16 | Init +09
SKill:
+29: DD, Stealth +27: Perc, Acro +22: Autohyp, SM +20: C(Sketch), K(Local, Plane, Religion), L(Heroes), Spellcraft +17: Diplo, P(Dance), UMD +16: Ath, +14: Bluff +11: Heal +10 Ling +9: K(Arc, Dun, Eng, Geo, His, Nat, Nob)

Rolls:
Sana takes 10 on all Spellcrafts for a total of 33.

K(Arcana) v. THECUBE (Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (10) + 9 + 2 + 1 = 22
K(Arcana) v. Metal Shards (Luck, AMber): 1d20 + 9 + 2 + 1 ⇒ (2) + 9 + 2 + 1 = 14

4 Wands
K(Arcana)(Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (2) + 9 + 2 + 1 = 14
K(Arcana)(Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (19) + 9 + 2 + 1 = 31
K(Arcana)(Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (5) + 9 + 2 + 1 = 17
K(Arcana)(Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (12) + 9 + 2 + 1 = 24

Shards from inside the pod
K(Arcana)(Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (15) + 9 + 2 + 1 = 27

K(Arcana) v. Runes (Luck, AMber): 1d20 + 9 + 2 + 1 ⇒ (17) + 9 + 2 + 1 = 29
K(Planes) v. Runes (Luck, Amber): 1d20 + 20 + 2 + 1 ⇒ (6) + 20 + 2 + 1 = 29
K(Engineering) v. Runes (Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (10) + 9 + 2 + 1 = 22

Perception v. Minotaur room (Luck, Amber, Lens): 1d20 + 27 + 2 + 1 + 4 ⇒ (12) + 27 + 2 + 1 + 4 = 46

Sana then moves back through the previous rooms using her passive detect magic, only paying attention to anything magical that stands out that she may have missed on the first pass. Adding new perceptions, in case needed.
Perception: 1d20 + 27 + 2 + 1 + 4 ⇒ (6) + 27 + 2 + 1 + 4 = 40 Jerri
Perception: 1d20 + 27 + 2 + 1 + 4 ⇒ (14) + 27 + 2 + 1 + 4 = 48 Prison
Perception: 1d20 + 27 + 2 + 1 + 4 ⇒ (15) + 27 + 2 + 1 + 4 = 49 Torture
Perception: 1d20 + 27 + 2 + 1 + 4 ⇒ (6) + 27 + 2 + 1 + 4 = 40 Braincrab

Sana carefully examines each thing as she encounters it, looking it over for magic, before determining what needed to be kept and what didn't. She chews on her lip as she looks to the body... there wasn't any way to handle it with the kid around without it being particularly gruesome for all involved. But they would need to move all of the bodies away from here and to the Crusades... the bodies needed to be buried and identified as best they could be.

She gathers the wands, as many of the metal fragments as seemed reasonable, along with the gemstones, before piling them in with Jerribeth's clothing and jewelry, dragging them and their drawer into the main room, with a huff. She then moves to check the Minotaur's room, just for good measure... and then passes back through each room scanning for any magic she may have missed.

"Rue, if you could, let folks know that there are weird pod things we may want to... uh... burn? If they burn? Also, there's a letter from Jerribeth to her boss, I think."


Female Nogitsune ROG 1/ARC 5/MU 6//Stranger/Archmage 4 THP 0 HP 120/120 | Init +9 Percpt +28 | AC 30/29/23 CMD 26 CMB +8 | Fort +12 Ref +17 Will +11 MP 3/11 AP 2/11 LP 1/2 4LC 1/3 CS 2/2 Cf 2/3
Spells:
Arc (CL 12; cn +18) 1st 6/6 2nd 5/6 3rd 1/5 4th 1/5 5th 1/4
Skills:
Acro +22 Appr +21 Bluff +25 DDev +24 Dis +17 K(Arc,Rel,Pln|Any) +21/+10 S Motive +25 SHand +22 Splcrft +21 Stealth +27 Surv +19 UMD +15

Yui takes a moment to identify the additional magic items she found in the enchanting room, then when she rejoins Sana, appraises the finery she'd found.

Forge
Spellcraft: 1d20 + 21 + 2 - 10 ⇒ (1) + 21 + 2 - 10 = 14
Know(Arcana): 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26

Broken Glaive
Spellcraft: 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39
Know(Arcana): 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41

Broken Dagger
Spellcraft: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
Know(Arcana): 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35

Appraise: 1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37


WotR Global Buffs/Debuffs: ----

Sana:

Sana makes her way through the Sanctum, her sharp eyes and heightened senses working in tandem with her arcane instincts as she inspects and catalogs the lingering remnants of the enemy’s power.

The cube’s aura pulses strongly in her magical perception, its school of magic frustratingly indiscernible. Despite her best efforts, the cube’s purpose remains opaque, a mystery waiting to be unraveled.

The Brain Collectors' Lair

The scattered metal shards in the pods, are mundane—alien in design, but inert. Sana suspects they serve as some form of currency.

She turns her attention to the wands scattered among the pods. Two of them reveal their natures: wands of confusion, one with 8 charges, the other with 6. The remaining wands resist her analysis, leaving her to set them aside for further study.

The runes scrawled across the northwest wall catch her eye next. The spidery script, written in Aklo, forms intricate patterns and diagrams that radiate faint magic. Sana recognizes them as schematics—likely magical in nature—but their meaning remains elusive without a deeper understanding of the alien language.

Minotaur’s Chambers

The air grows heavier as she enters the minotaur's chambers, thick with musk and the stink of unclean living. The sagging mattresses in the corners reek of decay and use, their massive size betraying their occupants' inhuman nature. The oversized weapon rack catches her attention, its contents a mix of crude but deadly implements.

Sifting through the room, Sana uncovers a few treasures among the filth:
- A massive iron ring engraved with Baphomet’s sigil, radiating faint magic.
- A pouch of black gemstones
- A broken amulet, depicting a maze, humming with faint remnants of magic.

Satisfied with her findings, she sets them aside with the other items to be evaluated.

---

Revisiting Previous Rooms

Sana makes a final sweep through the Sanctum.
- Jerribeth’s Room: Among the opulent jewelry, one necklace stands out, radiating a strong magical aura.
- Prison Cells: Empty of magic, as expected.
- Torture Room: No lingering enchantments or hidden secrets remain.
- Braincrab Room: The organic pods give off no magical aura.

Rue's voice echoes in everyones' minds: "Everyone, Anna has completed her sweep of the sanctum and found a few points of concern. There are strange pods in the Brain Collectors' room—she recommends we destroy them, though it’s unclear if they will burn. I suggest we proceed cautiously if we attempt it. She also uncovered a letter in Jerribeth’s room, to her superior."

Yui:

Yui steps into the Workshop, her gaze flicking toward the forge. The soft glow of magic radiates from the structure, hinting at its exceptional craftsmanship. Despite her best efforts, she struggles to discern the full extent of its enchantments.

Turning her attention to the broken weapons, Yui carefully examines the fractured glaive first. The magical energy within its blade hums faintly, resonating with precision. Her inspection confirms it is a keen glaive, albeit damaged, with a single capacity slot for further enhancements.

Next, she takes up the dagger, its curved, wicked blade a relic of deadly intent. The aura of necromancy lingers heavily on it, and she identifies it as an assassin’s dagger.

Later, rejoining Sana in the main hall, Yui turns her focus to the pile of opulent garments and jewelry that had been gathered. Her trained eye moves quickly, cataloging the value of the collection. The extravagant clothing—two dozen outfits, each more intricate and elegant than the last—is worth a combined 4,500 gp. The jewelry is no less impressive, a staggering assortment of gleaming metals and gemstones valued at 6,500 gp.

Time passes: 30 minutes.


DR 5/Magic SR 23 Res A/C/E/F 10 Formless Dance Human Arm 10/Mys 1/Clr 1 HP (160/160) AC/Tou/Flat/CMD 33/28/24/31 | F/R/W +14/19/16 | Init +09
SKill:
+29: DD, Stealth +27: Perc, Acro +22: Autohyp, SM +20: C(Sketch), K(Local, Plane, Religion), L(Heroes), Spellcraft +17: Diplo, P(Dance), UMD +16: Ath, +14: Bluff +11: Heal +10 Ling +9: K(Arc, Dun, Eng, Geo, His, Nat, Nob)

Dice Rolls:
Taking 10 on Spellcraft for 33.

Minotaur Ring
K(Arcana) (Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (14) + 9 + 2 + 1 = 26

Jerribeth Necklace
K(Arcana) (Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (1) + 9 + 2 + 1 = 13

"If anyone speaks or reads Aklo, or has magic to help with it, I could also use them in the uh... torture room. There's clearly magical writings, but I don't understand that language." she adds, as she looks through the room once more, before pulling out those objects she found to be magical and setting them aside to be checked in the event she didn't understand their purpose, bringing them finally to rest on her pile in the entryway outside of Jerribeth's room.


Female Nogitsune ROG 1/ARC 5/MU 6//Stranger/Archmage 4 THP 0 HP 120/120 | Init +9 Percpt +28 | AC 30/29/23 CMD 26 CMB +8 | Fort +12 Ref +17 Will +11 MP 3/11 AP 2/11 LP 1/2 4LC 1/3 CS 2/2 Cf 2/3
Spells:
Arc (CL 12; cn +18) 1st 6/6 2nd 5/6 3rd 1/5 4th 1/5 5th 1/4
Skills:
Acro +22 Appr +21 Bluff +25 DDev +24 Dis +17 K(Arc,Rel,Pln|Any) +21/+10 S Motive +25 SHand +22 Splcrft +21 Stealth +27 Surv +19 UMD +15

Cube
Spellcraft: 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39
Knowledge(Arcana): 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39

Magic Necklace
Spellcraft: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36
Knowledge(Arcana): 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39

Broken Amulet
Spellcraft: 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32
Knowledge(Arcana): 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26


female tiefling (demon-spawn) skald 10 / hedgewitch 1 / warlord 1 | hp 162/162 | AC 33, touch 18, ff 27, CMD 30 | Fort +14, Ref +9, Will +11 | Perception +2, darkvision 60ft., Init. +6 | Spells-- 1st: 7/7 2nd: 5/5 3rd: 4/4, 4th: 2/2 | Song: 26/26, AP: 3/3 | MP 7/11 | MF 1/1, Kenning 1/1 | SILVER CRANE WALTZ

While Yui and Sana sweep the rest of the Sanctum, Myrna takes the chests full of gold and platinum that Yui had found, as well as the finery and valuable items, and packs it into her old giant's bag of holding 4 alongside Vang's library of arcane and planes. There wasn't much room left in there, so they would have to be careful about what else they would carry out of here.

That's 470 more pounds of stuff that Myrna is carrying out of here in her bag.

Once she's done packing the goods into her bag, a process which takes a few minutes, she changes out of her breastplate and starts putting on the mithril full plate armor. Now that she was trained in its use, she would be a fool to leave it here, and none of her companions fought with heavy armor. Plus, it would be silly to carry it when she could wear it. She straps on the various pieces of the armor, grimacing with slight uncomfortable distaste when she straps on the breast plate. She leaves her dented old steel armor behind.

Then she takes the warhammer of cosmic sundering and hangs it from her belt loop opposite her original hammer, taking another moment to admire it.

Then she finds Sana. "So, we've found all the treasure and we've searched every room. You said you could teleport us out of here, and I think we decided that we're going to Nerosyan, right?" On the subject of a room full of strange "pods", Myrna just wrinkles her nose. "I'd rather stay out of a problem I don't understand," she adds.


WotR Global Buffs/Debuffs: ----

Sana:

In the Minotaur chamber, Sana picks up the large iron ring engraved with Baphomet’s sigil. Her brow furrows as she channels her focus, her mind working to unravel its enchantments. After a moment, the truth reveals itself: it is a Nose Ring of the Scion of Baphomet. It allows the wearer to, once per day, deal double damage when they charge into combat.

The necklace from Jerribeth’s collection proves more elusive. Despite her efforts, the enchantment resists identification. Sana clicks her tongue in frustration, slipping the necklace into a pouch for someone else to examine later.

Rue's voice echoes in the heroes' minds. “Anna has found a set of Aklo-inscribed magical schematics in the... "torture room". If anyone can read Aklo or has the means to decipher it, your assistance is requested.”

Yui:

Yui kneels beside the pile of items Sana has gathered, her eyes narrowing as she casts her detection spells and lets her magical senses sweep over the objects. The faint hum of magical energy pulses around her, each item exuding its own unique resonance. She begins with the small, unassuming cube of iron, turning it over in her hands.

At first glance, it seems innocuous, but as Yui delves deeper, the sheer power contained within becomes apparent. The cube is an Instant Fortress, a potent creation of conjuration magic. Speaking the command word would cause it to rapidly expand into a 20-foot square, 30-foot-high tower of adamantine, its crenellated battlements and arrow slits forming an impregnable defensive structure. She notes its rooted foundation, nearly impossible to tip over, with incredible durability. Anything caught in its rapid transformation could suffer catastrophic damage. With a soft exhale, she sets the cube aside.

It is an additional K.Arcana check to determine the command word.

Next, Yui picks up Jerribeth’s necklace, its dark, iridescent gemstones catching the light. Its aura of strong conjuration magic pulses rhythmically, exuding a sense of security and utility. Her analysis reveals it as a Necklace of Arcane Haven, capable of casting mage’s magnificent mansion once per day, summoning an extradimensional sanctuary for up to 50 creatures. The necklace also provides constant protection from the elements, shielding the wearer from extremes of heat and cold. Yui runs her fingers along the polished silver chain, admiring the craftsmanship and noting its significant worth: 45,000 gold pieces. Its design, with crescent-shaped gemstones, hints at the kind of luxury Jerribeth must have surrounded herself with even in this grim sanctum.

Lastly, Yui examines the broken amulet depicting a labyrinth. Its faint abjuration magic whispers of a defensive nature, though its power is clearly diminished. Once, this was an Amulet of the Endless Maze, a charm linked to Baphomet’s dominion. It likely granted potent defenses and the ability to conjure a maze to trap enemies. Now, the magic barely clings to the fractured piece, the enchantments broken and unreliable. Yui shakes her head slightly; it might serve as a magical focus at best, its worth now reduced to a modest 1,000 gold pieces.

Myrna:

Myrna’s thoughts turn toward Storasta, the ruined city a hundred miles east of Gundrun, her childhood home, and their next destination in the search for the Lexicon of Paradox. She recalls the stories of the city told by her grandmothers—tales of its ancient power, rooted in the influence of the Green itself. Storasta had been a center of Sarkorian life, brimming with magic and vitality before the Worldwound twisted it into a place of unimaginable peril. Even the danger of her recent journey through the Worldwound pales in comparison to the hazards that await in Storasta. Yet, she knows they must brave it if they are to reclaim the artifact and push back the Abyssal blight.

Her thoughts shift to Alase Brinz-Widowknife, a god-caller, trusted friend and also one of the only people bold enough to explore the treacherous streets of Storasta. Myrna knows Alase could be an invaluable ally in navigating the dangers of Storasta. Alase’s courage and knowledge of the region could provide critical guidance in their mission. If Alase hasn’t set out on one of her expeditions, she’s likely at the Splinter, Gundrun’s only tavern.

Time passes: 3 minutes.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

While Sana and Yui search, Unafe leans into the paper-thin boundary between this world and her dreamscape. She lets her eyes soften, and suddenly she is in her roundhouse, the walls decorated with the bones of ancient saurians...and more recently with Goryon's priceless tapestries. A fire burns in the center, the smoke disappearing up through the hole in the roof.

Then she's back in the lingering unholy chill of the Ivory Sanctum. She hefts a few pairs of armor in one world, and sets them down in the other. Humming a tune she learned from Old Aye as a child, she continues to stack the armor as best she can in a corner of her roundhouse. Seemlessly, she shifts between the Sanctum seeming real and solid...and her dreamspace seeming more real than anything else.

As she works, Goryon (wrapped, as usual, around the outside of the roundhouse) lifts her crystaline head and peers through the doorway. Seeing Goryon's curious gaze, Unafe explains, "Mae fy nghynghreiriaid a minnau wedi trechu gelyn mawr yma, Goryon doeth. Yn awr cymerwn eu hysbail yn ôl gyda ni, er mwyn gwella ein gallu i hela'r rhai sy'n aros."

Hallit: "My allies and I have defeated a great foe here, Wise Goryon. Now we take their spoils back with us, to better our ability to hunt down those who remain"

She'll continue packing loot into her dreamspace, which can hold four 10 ft cubes worth of stuff. If space is constrained, she'll focus on the things Yui identified as most valuable


Male Oread (Kellid) Legendary Druid 12/Hierophant 4 | HP 148/148 | AC 26, T 25, FF 20 | Fort +9, Ref +7, Will +19 | CMD 27, freedom of movement | Immune to disease & poison | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +19 (missing eye), Darkvision 60 ft., Murksight, Tremorsense 60 ft. | MP 7/11 | LP 2/2 | PM 11/11

Ehren hangs the magical rod off his belt and keeps the staff in hand, reacquainting himself with the feeling of having a walking stick. The druid assists Myrna with the tedious task of stowing the absurd quantity of treasure and artifacts, making for quite a hefty addition to their war chest.


Female Nogitsune ROG 1/ARC 5/MU 6//Stranger/Archmage 4 THP 0 HP 120/120 | Init +9 Percpt +28 | AC 30/29/23 CMD 26 CMB +8 | Fort +12 Ref +17 Will +11 MP 3/11 AP 2/11 LP 1/2 4LC 1/3 CS 2/2 Cf 2/3
Spells:
Arc (CL 12; cn +18) 1st 6/6 2nd 5/6 3rd 1/5 4th 1/5 5th 1/4
Skills:
Acro +22 Appr +21 Bluff +25 DDev +24 Dis +17 K(Arc,Rel,Pln|Any) +21/+10 S Motive +25 SHand +22 Splcrft +21 Stealth +27 Surv +19 UMD +15

"Anna, can you take a look at the forge in the crafting room?" she says as she comes back out with her unseen servants carrying loot in tow.

She looks over the cube and necklace that Anna had found, studying them carefully. "These are very powerful items, an Instant Fortress, and the necklace, on top of being exceedingly valuable itself can summon a maginificent mansion once per day. That will certainly prevent issues like having to hide from acid rain and hope it doesn't dissolve us." Without any hesitation she picks up the necklace and puts it away carefully in one of the pockets of her bag of holding, along with the cube. "Best to put these away now. If we had to flee it would be a crime to fail to take them."


DR 5/Magic SR 23 Res A/C/E/F 10 Formless Dance Human Arm 10/Mys 1/Clr 1 HP (160/160) AC/Tou/Flat/CMD 33/28/24/31 | F/R/W +14/19/16 | Init +09
SKill:
+29: DD, Stealth +27: Perc, Acro +22: Autohyp, SM +20: C(Sketch), K(Local, Plane, Religion), L(Heroes), Spellcraft +17: Diplo, P(Dance), UMD +16: Ath, +14: Bluff +11: Heal +10 Ling +9: K(Arc, Dun, Eng, Geo, His, Nat, Nob)

"Yeah, I think Nerosyan was the target for us to head to, though I'm open to suggestions." Sana says as she looks over the main hall, wishing she were a bit stronger so she could move things around more effectively. When she looks to Myrna, she gives an approving nod. "Good choice. Better worn by someone who will use it against evil than sitting in a closet. Iomedae would approve, I think." she says before stretching. She tentatively agrees with not messing with the pods if they didn't know what they were. "Depending on what folks know about them... it might be better to destroy them than leave them to become whatever they're becoming... or at the very least, getting any bodies out of the Wound that we can.

K(Arcana) v. Pods (Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (15) + 9 + 2 + 1 = 27 Same result if dungeoneering.
K(Planes) v. Pods (Luck, Amber): 1d20 + 20 + 2 + 1 ⇒ (2) + 20 + 2 + 1 = 25

Sana gives Yui a nod as she asks her to go check on the forge, since she was uncertain exactly of its magic. "Can do." she says, pushing off of the wall and heading back to the forge room, mind growing weary from all the sorting. She watches the forge for a few moments before trying to pick apart the magic that was inherent to it, glancing over its various features and magical patterns with a steady eye.

K(Arcana) v. Forge (Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (19) + 9 + 2 + 1 = 31 Sana will take 10 on spellcraft and expend 1/2 martial focus for a total of 44 (1 Amber, 2 Luck, 7 Practitioner, 4 Scout talents) She'll then spend a full round to recover her martial focus.

Taking 10 for 33 spellcraft on the unidentified potions.
K(Arcana) v. Pink Potions (Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (13) + 9 + 2 + 1 = 25
K(Arcana) v. Green Vials (Luck, Amber): 1d20 + 9 + 2 + 1 ⇒ (2) + 9 + 2 + 1 = 14

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WotR Global Buffs/Debuffs: ----
Markus Coffinborn wrote:
especially since I was considering acquiring undead-animation spells later on.

With the setting tweaks, as long as you're animating the undead via White Necromancy, the church of Pharasma shouldn't have a problem with it, as it is done with the consent of the dead.

However if you are considering moving into truly evil necromancy, while I am not going to ban it, I would proceed with caution. Mendevians would not look kindly upon it, and you would quickly lose any station you had gained beforehand, in addition to making the church of Pharasma very angry for betraying their trust.


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Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)
GM Kiora wrote:
Markus Coffinborn wrote:


6. If possible, I'd like him to be a formal member.

The Esoteric Order of the Palatine Eye is analogous to Freemasonry with a splash of scientology.

They are a secret society that revolves around the dissemination of secret information (so white necromancy is apt here) but also around a very particular set of beliefs that revolve around the personal ascension of individual humans to a perfect angelic state. These beliefs are based upon the scrolls discovered by an adventurer in possession of a dessicated angel that he claimed contained the secrets to creation and ascension.

In order to gain access to these secrets a member seeks to ascend through the ranks of the organization: a total of nine ranks. As a formal member, you'd need to be at least third rank. Ascending ranks involves espousing the core philosophies of the organization and working towards the organization's own goals. You lose membership by disseminating secret information to the uninitiated. Doing this would likely result in your death as the Order would quickly silence a loose tongue.

Markus does not necessarily need to buy into all of this - people can and do join the order and bluff their way through it in order to get to their secret tomes of magical information. And Markus is a high charisma character so he could pull it off. But I do want to know how he feels about their philosophies, why he joined, and how he joined (as a secret organization it is by invitation only).

My thoughts for the how are that possibly someone in the organization was aware of his highly esteemed bloodline and took a personal interest in him, but it is up to you how you wish to go about this.

If you happen to own the second book of carrion crown the detailed write-up is in the appendices. Not gonna make you do that, since this stuff is unlikely to become very relevant. However, I do believe that membership to such an exclusive Order warrants some...

I actually DMed the entirety of Carrion Crown, so I'm passably familiar with the Esoteric Order. I'm aware that they're a secret society of scholars, and while Markus wouldn't buy into the whole...ascension bit, especially for himself, he would certainly be into using them for the information they provided him.

When you asked how he was invited, my first thought also went to that somebody who was familiar with his heritage invited him - not necessarily with his knowledge of why he was invited, either, but with the condition that he was to consent to being studied on the occasion.

About their philosophies, he'd likely think they just aren't for him. Whether because he isn't human, or isn't worthy, or isn't interested, it's not likely that he would have considered trying to attain this "angelic state". However, they stand in opposition to the Whispering Way and have access to many types of information that he wouldn't gain otherwise, perhaps short of joining the Pathfinder Society.

In terms of necromancy, Markus isn't really going to have the opportunity to truly ask everyone he wants to raise if he can - intelligent undead he will treat with respect, but he may just raise crusaders as skeletons and zombies sometimes if given the opportunity. While this won't have the [evil] subtype, it could be seen as rude or disrespectful.


WotR Global Buffs/Debuffs: ----
Markus Coffinborn wrote:
In terms of necromancy, Markus isn't really going to have the opportunity to truly ask everyone he wants to raise if he can - intelligent undead he will treat with respect, but he may just raise crusaders as skeletons and zombies sometimes if given the opportunity. While this won't have the [evil] subtype, it could be seen as rude or disrespectful.

When raising mindless undead with white necromancy, you still need to achieve a flat DC 15 diplomacy check to get them to assist you, so you still need to persuade skeletons and zombies to your service. Which is where the consent I was referring to comes in, which is the key difference between it and evil necromancy, which is literal enslavement.

But yeah, the initial raising can be viewed as rude, and Markus should be prepared to explain himself to the uneducated, particularly any commonfolk who might witness what is going on. They are likely to be unaware of the difference.

I'd assume paladins/inquisitors/etc (higher educated divine people) would be able to realize what is going on when the undead do not read as evil.


Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

I guess I didn't read that carefully - that's kinda weird. Whatever.


WotR Global Buffs/Debuffs: ----

Valaria Alazario

Crunch
1. K. Geography is not a class skill for you so your bonus should only be a +3.
2. You have spent 19 more gp on starting gear than you have to begin the game with. (Swashbuckler = 175 gp average starting gold.) If my calculations are incorrect because you bought an adventurer’s kit, let me know which one you got. Otherwise, let me know what you’re giving up.
3. Your purchased gear, armor, and weapons put you at 75 lbs carried, which is a heavy load for you. This has some pretty harsh repercussions: limiting your dex to +1, imposing a -6 armor check penalty onto related skills, and limiting run speed to x3. Let me know what you are going to do about this, if anything. You would need to reduce your carry weight to 33 lbs to be under a light load, or 66 for a medium load, unless you pump your strength up by shifting ability scores around.
4. If you keep the heavy load, your AC becomes 14 (11 T, 13 FF), your CMD is 14 (11 FF), as well as putting your listed skills at: Acrobatics +1, Disable Device +0 (with tools) , Escape Artist +1

Fluff
1. Elven is an interesting language choice. Any reasoning here?

I wish I had more fluff questions for you but your submission is really thorough. Good job!

Have you read the entire AP, or just parts of it? If so, which parts?


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Crunch

1) Got it.
2) Would it be acceptable to have a brass or something like that cost as much as an iron holy symbol.
3) Geez. Looks like I'm dropping a lot of gear.

Fluff
1) She's traveled through most of Avistan and it seemed like the most common language she'd encounter.

I've read the first part of the AP pretty in-depth and skimmed up to part 4. I've took a look at beginning of 5 after that whole situation absolutely exploded on the message boards, but not really most of the book.


WotR Global Buffs/Debuffs: ----
Valaria Alazario wrote:


2) Would it be acceptable to have a brass or something like that cost as much as an iron holy symbol.

Brass sounds good to me!

Let me know when you have your inventory figured out to account for carry weight. :)


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Two questions:

1) Does the clothing on my back count toward weight (the Traveler's Outfit is my starting outfit, I just listed it for completion sake).
2) This my be cheesy, but would it be possible to leave a backpack with some of my travelling gear in it in my room at the inn? She wouldn't be carrying everything she owns for a festival.


WotR Global Buffs/Debuffs: ----

1) Clothing does not count
2) Sure, specify what is in it though :)


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

I think that's good. The actual gear on her person should be 29 pounds and the rest is back at her inn in the backpack.


WotR Global Buffs/Debuffs: ----

@Valaria

1. What size tent? Small?
2. I’ve got you at 32 lbs. Your noodle arms fail you =( Make Ary carry your stuff ;)

Weight maths: Rapier (2lb) + Starknife x2 (6 lb) + Leather Armor (15 lb) + Belt pouch (0.5 lb) + Caltrops x3 (6 lbs) + Holy symbol (1 lb) + Thieves’ tools (1 lb) + Money (0.74 lb)

Not a big deal since you're still light load, but it puts you right at that borderline. =)


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

1) Yup.
2) Either that or find a Muleback Cord. Still, got under 33 lbs. :)

Math seems right. I forgot to add the gold. Also, added a dagger to the backpack. Never know when you'll need a spare knife.


WotR Global Buffs/Debuffs: ----

Hrut Ingvarson

Crunch
1. As a human, you gain a bonus feat. You have combat reflexes for free due to being a warder.
2. Observant is a PF Grand Lodge specific trait, so I need you to choose a different one. (Or be a Pathfinder, but there is no room in your background currently for all that.)
3. To be clear, he no longer carries the longsword and morningstar, right? They are still listed in his combat gear.
4. Hrut carries no food nor water. Is this intentional, or is his inventory not complete at this time?
5. Hrut should have 2 gp left over from his purchases.
6. According to my calculations your Acrobatics is at -4, regardless of whether he is jumping, so I’m not sure where your math came from there???
7. Have you settled on Lore(Demonic Possession) and Appraise or Profession merchant as your background skills? They are not listed on your alias’ character sheet.

Fluff
1. Who lied to Hrut to earn him the suspicious trait?
2. How old is he exactly?
3. How long has he been with the Empyreal Guardians?

Hrmmmm it’s late so I might think of more fluff questions tomorrow! Otherwise halfway through :D


Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

A character gains a -4 penalty to their Acrobatics checks (to jump) for every 10 feet that their speed is below 30ft (and an appropriate bonus for speeds above 30ft). Hrut's speed is currently 20ft. due to his medium armor. That's what the additional penalty should be from.

I'll reply to Ary in an hour or two.


Male Oread (Kellid) Legendary Druid 12/Hierophant 4 | HP 148/148 | AC 26, T 25, FF 20 | Fort +9, Ref +7, Will +19 | CMD 27, freedom of movement | Immune to disease & poison | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +19 (missing eye), Darkvision 60 ft., Murksight, Tremorsense 60 ft. | MP 7/11 | LP 2/2 | PM 11/11

Ah, here we go. Sorry for the delay. Had intended to get it done last night, but I hit the hay far earlier than usual.

Still wrestling with myself over what domain to use. Unfortunately, the choice is kinda of a Big Deal since Ehren is a caster druid, as it affects what bonus spells he gets.

The Eagle Domain, maybe? I do plan on wildshaping into a bird at later levels - that might be handy.

Edit: Also, got rid of the shield. It's an annoyance to spellcasting, I'm afraid.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Signature Moves (Faith):
Light Shield: 9 gp
Living Steel: 100 gp
Spiked: 10gp
Cold Iron: +10 gp
Masterwork both: 400 gp

For a total of 529. There's still plenty of room to make it a legitimate holy symbol, and add quick draw (I don't plan to). I also forgot to remove the armor check penalty for it being masterwork. So I'll need to adjust my quicklist of skills. :)

I did take a liberty with her longsword in assuming that having a member of the church cast continual flame for the price of the component on her hand-me-down (that probably already had it!) would only cost 50gp. :)


Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

Subdomains? seasons (from Weather) or ash (from Fire) or the straight-up plant domain isn't that bad, even though it doesnt give you spells you don't already have.


Female elf LSR 5 ROG 1 CLD 6|wiz//Rel Hero/Archmage 4 THP 0 HP 156/156 | Init +8 Percpt +31 | AC 33/26/27 CMD 22 CMB +5 | Fort +12 Ref +15 Will +14 (see defenses) MP 11/11 Chn 8/8 SP 9/9
Spells:
Sorc (CL 11; cn +21) 1st 7/8 2nd 5/8 3rd 7/8 4th 7/8 5th 5/5 6th 3/3
Skills:
Acro +21 Appr +23 Bluff +23 C(Jewel) +25 Dipl +20 DDev +25 Disg +10 K(Hist|Arc,Pln,Dng,Loc|Any|Nat) +28/+23/+17/+12 Ling +23 L(Ken,Kyo) +12 S Motive +27 Splcrft +23 Stealth +21 UMD +23

Li'an's profile is now updated. I'll probably make a second pass to her gear to work her rogue's kit down to something manageable so she won't be at medium encumbrance, and to pick up a couple spells for her spellbook.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I'd suggest having Ary carry spare water and food... but she's going to be the last one out (if she can help it) if we retreat :p

How bad of an idea is a pack animal for the party? Lots of demons means it sounds like a terrible idea. :(


WotR Global Buffs/Debuffs: ----

Oh, right, and

@Hrut Ingvarson

Have you played this AP before, or read it? If so what parts?

Working on Ehren right now.


WotR Global Buffs/Debuffs: ----

Ehren Ferron

Crunch

1. No real problems in your crunch, other than that you’re at medium encumbrance, so unless you drop some stuff (you’re at 59 lbs) you are suffering a -3 armor check penalty that you should keep in mind =)

I think this is the first time I’ve went through a character sheet and found nothing out of place. :P

Also, spirit sense is a cool level 1 ability you get there, haha. Very flavorful.

I have no further questions about your fluff. One of the things that drew me to your submission is that it was nice and succinct, yet managed to capture the larger-than-life hero feel that I was looking for.

So, have you played or read this AP before? And if so, what parts?


WotR Global Buffs/Debuffs: ----
Markus Coffinborn wrote:

A character gains a -4 penalty to their Acrobatics checks (to jump) for every 10 feet that their speed is below 30ft (and an appropriate bonus for speeds above 30ft). Hrut's speed is currently 20ft. due to his medium armor. That's what the additional penalty should be from.

Ooh, okay.

Quote:
How bad of an idea is a pack animal for the party? Lots of demons means it sounds like a terrible idea. :(

I'm just gonna let you wrestle with that decision ;)


Male Oread (Kellid) Legendary Druid 12/Hierophant 4 | HP 148/148 | AC 26, T 25, FF 20 | Fort +9, Ref +7, Will +19 | CMD 27, freedom of movement | Immune to disease & poison | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +19 (missing eye), Darkvision 60 ft., Murksight, Tremorsense 60 ft. | MP 7/11 | LP 2/2 | PM 11/11
GM Kiora wrote:

Ehren Ferron

Crunch

1. No real problems in your crunch, other than that you’re at medium encumbrance, so unless you drop some stuff (you’re at 59 lbs) you are suffering a -3 armor check penalty that you should keep in mind =)

I think this is the first time I’ve went through a character sheet and found nothing out of place. :P

Also, spirit sense is a cool level 1 ability you get there, haha. Very flavorful.

I have no further questions about your fluff. One of the things that drew me to your submission is that it was nice and succinct, yet managed to capture the larger-than-life hero feel that I was looking for.

So, have you played or read this AP before? And if so, what parts?

Thanks! :)

And yeah, encumbrance is always something that escapes me in these games. Very few of my GMs have kept up with it, but I can hardly fault you for doing so! I went ahead and refunded the torches for 1 silver piece - not much point to them with light at will, and they were taking up 10 pounds. Not sure what else to drop just yet.

As far as the AP goes, I've never played or read any part of it before, excepting the Player's Guide, of course.


WotR Global Buffs/Debuffs: ----

When I started GMing, and did not track encumbrance, my playgroup would basically try to loot the whole dungeon itself to sell. Statues, fancy furniture, that kind of thing. If I described an armory with 12 pieces of mundane heavy armor they'd take all 12! And since I had no real idea of what they could carry/were already carrying it was hard to set limits that weren't utterly arbitrary.

So I started enforcing encumbrance and that solved that. Spreadsheets make it really easy. Makes you actually have to leave things behind sometimes :P Or at least spend an inordinate amount of time carrying things back and forth to a wagon. It makes sense. The tombrobber doesn't try to steal the whole damn sarcophagus, they look for the jewels.

It also means if you manage to sneak into the dragon's horde, you can't literally take every coin of treasure with you haha. Gotta stuff them pockets with what you can carry and skedaddle! ;)

I also like having the armor class penalties with encumbrance. It makes sense if you're hauling around 50 lbs of things that swimming is gonna suck for you.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I finished my own audit:

Light shield's ACP was removed because it is masterwork.
I had Demons as a favored enemy, which was too specific, now evil outsiders.
I'm going to add my attacks of opportunity to my stat bar as well.


WotR Global Buffs/Debuffs: ----

Ary Bishop

Crunch

1. I have you at 117 lbs, meaning you’re at medium encumbrance. Since your dex is already +3, it basically just adds -3 ACP penalties to your skills. Are you going to drop things?
EDIT: 2. Your stat bar for your avatar also has your saves as 7/8/8 which isn't correct. Your character sheet has it right (4/5/1).

I appreciate the automated responses, makes things easier =)

Fluff

1. How long has Ary been in Kenabres?
2. Has she formally joined the Crusades as a Crusader and sworn the oath?

The oath: “I do so swear under the Light, by the Sword and Scales of Truth and all the fires of heaven, to undertake this holy Crusade. I pledge to guard heart, spirit, body, and mind from the corruption of this Wound upon the World. I furthermore promise and declare that I shall wage relentless war against the Spawn of the Pit and their manifold legions, as directed by those with charge of this Crusade and whenever opportunity presents, to extirpate and annihilate their execrable race and any who serve them.”

Have you read or played this AP? If so, what parts?


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I have not played before, and I've limited myself to reading perhaps ten posts from a WotR I didn't get into. :)

2): Sorry about that, it must have dangled in one of my many edits.

1): We're actually coming out to somewhat different numbers, though. I didn't realize shield spikes doubled the weight of a shield (or just nearly), Which puts my total to 106: it still needs trimming, in other words.

Since we have a character with create water, I'm happy to carry only two waterskins (leaving one unfilled until needed), which still allows her to share water with a stranger without sharing her own skin (ew!), then dropping my trail rations to 4 days frees up enough of what is left to give me a tiny bit of breathing room. I'm happy to have her take the medium penalty in special circumstances, but she'd try to stay unencumbered otherwise. :)

With those changes in mind, I should be down to 97, excluding clothing. I can't see where my other mistakes might be. My best guess is that you did spiked shield twice (11 lbs)? I have it listed as both a protective and a defensive item, after all!

On the note of rations, are things in and around the edges of the wound reasonably edible?

After finding out what extirpate and execrable mean, Ary would be all for being sworn in.

Time is something that, due to a lack of in-depth knowledge, I'm uncertain of. Would there be another town where she would have probably been trained? My lack of knowledge makes me want to go with 'new here' so I can avoid flubbing things she should know. In short, she's been training with the Crusaders for years,but her 'unit' was just transferred to Kenabres? :)

Edit: Made all of the changes and added her combat gear to her equipment list for easier auditing and on-the-fly adjustment. Is there anything you would like for me to change format-wise?

Edit 2: I'm also happy to be familiar with Kenabres in character, but that may place undue weight upon you (or might make it easier!). If I had to choose, I'd say she's been there for more than a year, but less than three. I'm definitely flexible here, and in this case, there's enough wiggle room in her background for either to make sense, I think.


WotR Global Buffs/Debuffs: ----

@Ary

Hmmmmm let me see.

Maths:

Longsword (4 lbs) + Shield +Spikes (11 lb) + Parade armor (20 lb) + Backpack (2 lb) + Bedroll (5 lb) + Belt pouch (0.5 lb) + Holy Symbol (1 lb) + Mess kit (1 lb) + Gold (34 gp = 0.76 lb) + Pot (4 lbs) + Rope (10 lbs) + medium tent (30 lb) + 10 torches (10 lb total) + 4 trail rations (4 lb total) + 2 full water skins (8 lb total)

=

4+11+20+2+5+0.5+1+1+0.76+10+30+4+8 = 97.26 lb

Myth-weavers isn’t loading for me at this time so I can’t double check if that’s what you had on your sheet, but that’s what I have written down in my notes.

Alright, gotcha :)
-----

Fluff stuff:

1. Stuff in the worldwound is not edible, and cannot be purified, even by magical means. Stuff from Mendev is fine. Stuff carried into the worldwound has a chance to become tainted by the abyssal horribleness, with the chance of taint increasing each day. Stuff conjured into the Worldwound is usually fine, but has a chance of becoming tainted as it manifests. These are all things she would have been taught as a Crusader - and is the main reason why I'm being a stickler about rations/water. I want you guys to feel like you're in a hostile, corrupted environment while you're there. It's also a nice reminder that the threat the Worldwound represents isn't just armies of demons: its a literal corruption of the world itself.

People who are stubborn and choose to live in the Worldwound can gain a resistance to the taint over a long period of time (mostly stubborn Sarkorians who never left) - but they have a chance of acquiring demonic mutations. Children conceived in the Worldwound have a high chance of being born as tieflings, even if no demonic blood is present in their bloodline.

2. Kenabres is the place where all new crusaders are ordained and trained. I'm fine with giving you spoilered info that crusaders would know as we go along. As a newbie crusader it'd be unlikely that you have gone to the Worldwound anyway, mostly just done patrol missions up and down the border, or guard duty at watch posts, that kind of thing.

However, if you want to roleplay through the process of joining up in game I don't want to take that from you. But if you began as a crusader, you'd have the benefit of already knowing other crusaders, small amounts of info (like the worldwound rations stuff) that kind of thing.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Mmhmm. I had already wanted her to be a part of the Legion at this point. :)

Her long sword having eternal flame cast on it for cost-of-reagent is also fine, right?

Knowing that things inside are tainted, I may need to adjust her gear a bit more to get her a few more rations to guard against demonic spoilage.

Thanks!


WotR Global Buffs/Debuffs: ----
Ary Bishop wrote:
Her long sword having eternal flame cast on it for cost-of-reagent is also fine, right?

I'm gonna say it'd cost you 110 gp to account for the spellcasting service charge. Just because it's a powerful spell to have at level 1.

You could probably find someone and talk them into doing it for you during the actual game though ;) Make a wizard friend!


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

:p. I can actually pay for it if I put her holy symbol back into her shield as it had originally been (not that she needs a holy symbol!)

In fact... down to three trail rations, and now have five silver. No more holy symbol, and I still have the spell. Assuming you're okay with spending such a considerable portion of her starting money on it? :)

Otherwise, finding a mage is also a valid option. :) I may have found one already.


WotR Global Buffs/Debuffs: ----
Ary Bishop wrote:

:p. I can actually pay for it if I put her holy symbol back into her shield as it had originally been (not that she needs a holy symbol!)

In fact... down to three trail rations, and now have five silver. No more holy symbol, and I still have the spell. Assuming you're okay with spending such a considerable portion of her starting money on it? :)

Otherwise, finding a mage is also a valid option. :) I may have found one already.

Yep, if you blow 110 gp that sounds fair to me ;) That's more cash than some folks got to start with, ha.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Well then... I should ask them. :)

Do you guys think it's a good idea to spend that much on (what is essentially) an everything torch? Do you feel I could make better use of it elsewhere? :)


WotR Global Buffs/Debuffs: ----

Li’an Va’ardalia

Crunch

1. You don’t qualify for Arcane Strike, because you can’t cast arcane spells. The SLA from “Envoy” don’t count as being able to cast arcane spells per the FAQ. The rogue talents minor magic/major magic when using unchained rules are now actual spells not SLA, though! Let me know what you decide (or if you manage to find some way to cast spells as a lvl 1 rogue)
2. The Rogue’s kit is 54.5 lbs. What parts of it are you dropping to bring it down to 37?
3. If you didn’t drop anything from the Rogue’s Kit and it was just a miscalculation, then I have you at 75 lbs (medium encumbrance) . If you continue with medium encumbrance, don’t forget the -3 ACP to the relevant skills.

Fluff

1. I’m curious as to what compelled her father to join the crusades. Just out of a sense of duty to the world? Was he driven by Lleuad-a'r-Sêr? Most elves who take up the fight against demons do so against Treerazer, the demon terrorizing their country at this time.
2. I’m assuming she is a formal member of the Crusades? If so, I’m leaving it up to you and Ary Bishop to decide if you know each other. It’s a big enough city that it wouldn’t be too weird if you never crossed paths (especially if one was off on patrol while the other was resting in the city). But having two members of the group already familiar with one another could be interesting for the team dynamic.

Have you read or played this AP before? If so, what parts?


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I am open to anyone and everyone knowing Ary. I actually kind of like the idea of Ary refering to Li'an as Sword-girl or the like. :p

It's actually rather fitting to have a sword and a shield here. :)

Ary will -at least- know -of- the elf with the ancient sword, if that's cool with you, Li'an. :)


Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

Markus has got darkvision, low-light vision, AND the light cantrip, but I think an eternally flaming sword is too cool to pass up - provided that you can enchant it later and keep it forever. That's pretty rad.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

I've just got Darkvision, but that covers most things. If you think you can spare the money, I don't see a reason not to go for it.


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Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Alrighty. :) It's mostly that it's thematically appropriate... and at least one entire group of Iomedae's Legion keep their swords bolstered by the eternal flame spell... which was just one of the many things that made me adore Iomedae's... everything.


Female elf LSR 5 ROG 1 CLD 6|wiz//Rel Hero/Archmage 4 THP 0 HP 156/156 | Init +8 Percpt +31 | AC 33/26/27 CMD 22 CMB +5 | Fort +12 Ref +15 Will +14 (see defenses) MP 11/11 Chn 8/8 SP 9/9
Spells:
Sorc (CL 11; cn +21) 1st 7/8 2nd 5/8 3rd 7/8 4th 7/8 5th 5/5 6th 3/3
Skills:
Acro +21 Appr +23 Bluff +23 C(Jewel) +25 Dipl +20 DDev +25 Disg +10 K(Hist|Arc,Pln,Dng,Loc|Any|Nat) +28/+23/+17/+12 Ling +23 L(Ken,Kyo) +12 S Motive +27 Splcrft +23 Stealth +21 UMD +23

Crunch
1. Apparently the FAQ got FAQ'd, I was sure they had said SLA's were ok.

Is retraining ok? If so then I'll grab Great Fortitude and retrain that to Twist Away when I get a chance after getting Evasion. Then I can pick up Arcane Strike at 6 with a rogue talent.

If not, I think I'll pick up Breadth of Experience.

2. I'll rework her gear here shortly. Had it almost done but then had to leave for home in a rush and didn't get a chance to save it. Will be much easier once Li'an can cast Mage Armor instead of worrying about carrying 15 lbs worth of leather armor :p

Fluff
1. Raelis Azatas are known for their incredible wanderlust and their desire to collect stories, especially heroic ones. Elan (Li'an's Father) shared this trait with Lleuad-a'r-Ser, and the two had been adventuring together for probably half a century before the crusades started. While they always fought on the side of good, their motivation for fighting sprang from their love of adventure and collecting stories. When the worldwound opened and the crusades started, it was only natural that the two head there to partake in the battles. After the battle against Minagho, he and Lleuad treated the fight against the demons more seriously (to the point of formally joining as crusaders), although they still were overcome by their wanderlust for short periods during the lulls between the crusades (bringing Li'an along).

It's important to note that the Elan and Lleuad were inseparable to the point that he spent more time with her adventuring than with his wife even during her pregnancy. Li'an's mother suffered greatly for it and passed away shortly after giving birth due to his neglect more than anything.

2. Given the strength of the oath she made, and the intervening years (17 to be exact) since she killed her father, I think it makes sense that she's gone ahead and joined formally. I would think in the meantime she's served on patrols and in other fitting roles around Kenabres, so I think it's reasonable that she'd know Ary (especially since Ary seems to be quite outgoing, and Li'an is not quite as aloof as elves generally are).

3. I've played through the entirety of the first book, although the GM who ran it considerably shortened the adventure from what I understand. I've not read or seen any of the other books.

Ary: Definitely can have Ary and Li'an know each other, and a nickname would be great, although Li'an will probably grumble about it to Lleuad ;)


Stats:
HP 45/45, AC (22)20/11/21, Fort +6, Ref +3, Will +5(+2 and/or +2), Perception +8, Wound Treshold 0
Skills:
Bluff +4, Climb +8(+3/+1), Diplomacy +6, Handle Animal +4, Intimidate +6, Knowledge (history) +8, Knowledge (martial) +8, Knowledge (nobility) +8, Perception +8, Sense Motive +8, Survival +6, Swim +8(+3/+1)

Hrut Ingvarson

Crunch
1. As a human, you gain a bonus feat. You have combat reflexes for free due to being a warder.
-I took the dual-path human thing, traded the skill point and feat for another +2 I used for Int.
2. Observant is a PF Grand Lodge specific trait, so I need you to choose a different one. (Or be a Pathfinder, but there is no room in your background currently for all that.)
-I PM'd you originally if I could apply it to Empyreal guardians and you said that was okay.
3. To be clear, he no longer carries the longsword and morningstar, right? They are still listed in his combat gear.
-Gear is adjusted.
4. Hrut carries no food nor water. Is this intentional, or is his inventory not complete at this time?
- Well it was not intentional but given how I came to Kenabres and me staying there with the Guardians I'm not sure how much food I would have. Probably 2 days and a waterskin which I will purchase with my remaining money.
5. Hrut should have 2 gp left over from his purchases.
-Sweet, enough for food and water!
6. According to my calculations your Acrobatics is at -4, regardless of whether he is jumping, so I’m not sure where your math came from there???
- -5 armor, -2 shield, +1 dex for -6? Herolab says also that if your speed is reduced from armor jumping is an additional -4.
7. Have you settled on Lore(Demonic Possession) and Appraise or Profession merchant as your background skills? They are not listed on your alias’ character sheet.
-Sheet is updated for these, went with lore and merchant.

Fluff
1. Who lied to Hrut to earn him the suspicious trait?
- How about that the caravan was going to be safe and there would be no demons in the part of the Worldwound they traveled to and in the end there were demons there and everyone but Hrut perished for not being prepared enough. Also in the first paragraph Ingvar trained him in social situations, such as negotiating with someone, knowing when they were holding back on price or quality.
2. How old is he exactly?
- I have him listed at 18, he was 14 when he was taken by the cult.
3. How long has he been with the Empyreal Guardians?
- Just became a full member but has trained and studied with them for 4 years.
Hrmmmm it’s late so I might think of more fluff questions tomorrow! Otherwise halfway through :D


WotR Global Buffs/Debuffs: ----
Li'an Va'ardalia wrote:

Crunch

1. Apparently the FAQ got FAQ'd, I was sure they had said SLA's were ok.

Is retraining ok? If so then I'll grab Great Fortitude and retrain that to Twist Away when I get a chance after getting Evasion. Then I can pick up Arcane Strike at 6 with a rogue talent.

If not, I think I'll pick up Breadth of Experience.

2. I'll rework her gear here shortly. Had it almost done but then had to leave for home in a rush and didn't get a chance to save it. Will be much easier once Li'an can cast Mage Armor instead of worrying about carrying 15 lbs worth of leather armor :p

Fluff
1. Raelis Azatas are known for their incredible wanderlust and their desire to collect stories, especially heroic ones. Elan (Li'an's Father) shared this trait with Lleuad-a'r-Ser, and the two had been adventuring together for probably half a century before the crusades started. While they always fought on the side of good, their motivation for fighting sprang from their love of adventure and collecting stories. When the worldwound opened and the crusades started, it was only natural that the two head there to partake in the battles. After the battle against Minagho, he and Lleuad treated the fight against the demons more seriously (to the point of formally joining as crusaders), although they still were overcome by their wanderlust for short periods during the lulls between the crusades (bringing Li'an along).

It's important to note that the Elan and Lleuad were inseparable to the point that he spent more time with her adventuring than with his wife even during her pregnancy. Li'an's mother suffered greatly for it and passed away shortly after giving birth due to his neglect more than anything.

2. Given the strength of the oath she made, and the intervening years (17 to be exact) since she killed her father, I think it makes sense that she's gone ahead and joined formally. I would think in the meantime she's served on patrols and in other fitting roles around Kenabres, so I think it's reasonable that she'd...

1. Here's the FAQ, it was indeed a FAQ that got FAQ'd a few months ago.

FAQ wrote:

Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?

Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells".

Retraining is fine. So Great Fortitude it is?

2. Aight! Let me know when you have it finalized.

-----

Fluff: That's great, it helps a lot, thanks. And really sad about her mum :(


Female elf LSR 5 ROG 1 CLD 6|wiz//Rel Hero/Archmage 4 THP 0 HP 156/156 | Init +8 Percpt +31 | AC 33/26/27 CMD 22 CMB +5 | Fort +12 Ref +15 Will +14 (see defenses) MP 11/11 Chn 8/8 SP 9/9
Spells:
Sorc (CL 11; cn +21) 1st 7/8 2nd 5/8 3rd 7/8 4th 7/8 5th 5/5 6th 3/3
Skills:
Acro +21 Appr +23 Bluff +23 C(Jewel) +25 Dipl +20 DDev +25 Disg +10 K(Hist|Arc,Pln,Dng,Loc|Any|Nat) +28/+23/+17/+12 Ling +23 L(Ken,Kyo) +12 S Motive +27 Splcrft +23 Stealth +21 UMD +23
GM Kiora wrote:
Retraining is fine. So Great Fortitude it is?

Yup! Will mark it down and adjust stats.

GM Kiora wrote:
Fluff: That's great, it helps a lot, thanks. And really sad about her mum :(

Yeah, it would probably bother Li'an quite a bit if she knew about it. She grew up with her father as a heroic figure, it'd probably be hard to handle that he had his flaws.

Ok, here's her revised inventory, everything should tally up ok. As an aside, I never realized that the various "kit" packages weighed less than the gear piecemeal. That's really strange.

Updated Inventory:

Gold Starting/Spent/Remaining: 140/138.6/1.4
Encumbrance: 36.5/38 (light)

Leather Armor [10 gp, 15 lbs]
Lleuad (MW Shortsword) [free, 2 lbs]
Traveler's Spellbook [10 gp, 1 lb]
- Scroll, Camouflage [25 gp, 0 lbs]
- Scroll, Prestidigitation [12.5 gp, 0 lbs]
- Scroll, Light [12.5 gp, 0 lbs]
Journal [10 gp, 1 lb]
Ink & Quill [8 gp, 0 lbs]
Backpack[2 gp, 2 lbs]
Belt Pouch [1 gp, 0.5 lbs]
Chalk (x10) [1 sp, 0.1 lbs]
Flint and Steel [1 gp, 0 lbs]
Thieves' Tools [30 gp, 1 lb]
Rations, Trail [1.5 gp, 3 lbs]
Waterskin [1 gp, 4 lbs]
Sunrod (x2) [4 gp, 2 lbs]
Rope, Silk [10 gp, 5 lbs]


Stats:
HP 45/45, AC (22)20/11/21, Fort +6, Ref +3, Will +5(+2 and/or +2), Perception +8, Wound Treshold 0
Skills:
Bluff +4, Climb +8(+3/+1), Diplomacy +6, Handle Animal +4, Intimidate +6, Knowledge (history) +8, Knowledge (martial) +8, Knowledge (nobility) +8, Perception +8, Sense Motive +8, Survival +6, Swim +8(+3/+1)

Oh yeah I have only played through the first scene of this, so basically nothing but the theatrical beginning.


WotR Global Buffs/Debuffs: ----

@Hrut:

Thanks! I totally forgot about that trait, that's my bad lol! (In my defense, I had a lot of PMs during recruitment going on, so sorry if I gave short responses to any of you @_@)

I didn't catch the dual path human trait. Whoops. I usually remember that one, its popular.

Looks like everything adds up for your sheet! Yay!

@Li'an:

What is the spell, camouflage? Can you link it to me on d20pfsrd cause I can't find it.


WotR Global Buffs/Debuffs: ----

In addition, I am still waiting on Ehren to decide if he is sticking with the Earth domain or not, and also if he is going to drop stuff to take him below medium encumbrance. (You are 16 lbs over.)


Female elf LSR 5 ROG 1 CLD 6|wiz//Rel Hero/Archmage 4 THP 0 HP 156/156 | Init +8 Percpt +31 | AC 33/26/27 CMD 22 CMB +5 | Fort +12 Ref +15 Will +14 (see defenses) MP 11/11 Chn 8/8 SP 9/9
Spells:
Sorc (CL 11; cn +21) 1st 7/8 2nd 5/8 3rd 7/8 4th 7/8 5th 5/5 6th 3/3
Skills:
Acro +21 Appr +23 Bluff +23 C(Jewel) +25 Dipl +20 DDev +25 Disg +10 K(Hist|Arc,Pln,Dng,Loc|Any|Nat) +28/+23/+17/+12 Ling +23 L(Ken,Kyo) +12 S Motive +27 Splcrft +23 Stealth +21 UMD +23

Woops, I always get that spell and the rogue talent mixed up. It's Blend, not Camouflage.

http://www.d20pfsrd.com/magic/all-spells/b/blend


WotR Global Buffs/Debuffs: ----
Li'an Va'ardalia wrote:

Woops, I always get that spell and the rogue talent mixed up. It's Blend, not Camouflage.

http://www.d20pfsrd.com/magic/all-spells/b/blend

Haha, okay, gotcha! I know blend, but I'm no spell-cyclopedia by all means ;)


WotR Global Buffs/Debuffs: ----

It's worth noting that I am not a fan of take 10/take 20. To me, dice rolling is a big part of the game. In exchange, I don't hide important information needed to proceed behind arbitrary perception checks.

Furthermore, most of the time in pbp you straight up know the DCs you're trying to hit. Aid another is a thing! (And Ary so happens to be very good at it, too.)


Male Oread (Kellid) Legendary Druid 12/Hierophant 4 | HP 148/148 | AC 26, T 25, FF 20 | Fort +9, Ref +7, Will +19 | CMD 27, freedom of movement | Immune to disease & poison | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +19 (missing eye), Darkvision 60 ft., Murksight, Tremorsense 60 ft. | MP 7/11 | LP 2/2 | PM 11/11

Yeah, I've decided to stick with the Earth domain. The spell list is decent and overall, it's just not worth losing sleep over. Plus the blast is handy for when I want to leave lower level spell slots open for other things.

Also, short of forking over money for a pack animal or something, I can't find anything that I can feasibly drop in my inventory. Even swapping the hide out for the lightest armor there is gets me 15 pounds at most. I think I will just suck it up and take the Armor Class Penalty. Worst case scenario, Ehren can just take a move(?) action to drop the pack. I assume (dangerously) that some demon won't swoop down and fly off with it the moment he does so. :P


Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

Valaria, you ever consider going with only one throwing knife? (as in, not using Two-Weapon Fighting)? I'm not 100% sure that it's actually worth it for thrown weapons, despite the fact that everybody uses it.

Also, you ever look at the spherewalker prestige?

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