GM SpiderBeard's Wrath of the Righteous (Inactive)

Game Master Barvo Delancy

Chapter Three: Demon's Heresy

Currently at: The Ivory Sanctum

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Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Ayesha watched the demon fall and then slumped to the floor herself, completely drained. "Well...well done, all. This was the hardest encounter we have faced, and...thank you Dejik. I don't know how else to say it. I would have died if not for you. I ran straight in, thinking it would be just another battle, and nearly lost my life because of it. The four of you have become like siblings to me, and..."

The elf ran out of things to say. What she had been through in the last few minutes had shaken her to her core.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

That night, Sarkast slept more soundly than he had since entering the Worldwound. In his dreams, he saw once again the woman from his youth who saved him from an accidental encounter with demon cultists. She sang a tune that was familiar, but in the dream he could not identify it. When he awoke, he found himself humming it, and finally realized what it was: the song sung to him by his grandmother's mother when he was a very young child.

At breakfast, he told his companions of the dream. "Great-mother died before my sixth year, and she was an elder then, of course. I would have no way of knowing her appearance, but I am now certain that the woman who saved me as a child, whom I have always believed was a servant of Desna, was in fact Great-mother in her youth. She spoke of my being in the wrong time as well as place."

He looked around at the others. "Could I truly have the blood of an angel in my veins? It would explain much that has happened since I came to Kenabres."


.

You finally emerge back into the Citadel, stepping through the halls. Dejik bears aloft the Sword of Valor, and the response from the paladins guarding the halls is awed silence. Chorussina, the corrupted seneschal of the demon armies is retrieved from her cell, and brought to be imprisoned along with Joran Vhane and Jestak the Barbarian in a true show of mercy.

The four of you finally step out into the red daylight of the Worldwound. A ringing cheer goes up from your army. Your friends and companions, Irabeth and Anevia, Aron and Sosiel, and Aravashnial rush to embrace you. The victory is a complete one.

With Irabeth leading the army in prayer to Iomedae, the Sword of Valor is proudly mounted on the interior of Castle Drezen by the four of you, and the effect is incredible. A flash of white light spreads out across the armies, and a deep rumbling is felt in the ground. Up ahead, the reddish clouds part and true sun shines on Drezen for the first time in decades.

Nilus:

As you mount the Sword of Valor, you feel a strong presence within your weapon. Radiance shines and glows in the moment, and becomes stronger.
Radiance gets +1 enhancement bonus.

The following week is spent reclaiming the remainder of the top floor of Drezen. A nabasu and succubus were apparently still holed up there, but with the mounting of the banner they quickly flee. Some lower minotaurs, dretches, and thoxels are dispatched with ease.

To your delight, you also discover the lair of the mythic chimera, Soltengrebbe. There, several treasures are massed:

Soltengrebbe's Treasure:

- 7753 gp
- 1319 sp
- 3438 cp
- 2 pearls worth 500 each
- 8 amethysts worth 800 each
- 12 agates worth 50 each
- an emerald and ivory scepter worth 4,000 gp
- a silver candelabra worth 75
- a gold signet ring worth 50 gp

Magic items:

- figurine of wondrous power, bronze griffin
- a bag of holding (type III)
- an efficient quiver
- 2 javelins of lightning
- 19 +2 magical beast bane arrows
- an elemental gem (earth)
- a dose of silversheen
- a potion of lesser restoration
- scroll of dimension door
- scroll of move earth
- +1 flaming composite longbow
- +1 ghost touch chain shirt

The following days are ones of celebration and extremely well-earned relaxation. You are given ample time to heal your wounds, reflect, pray, and prepare for the adventures ahead. There are many questions left unresolved. What of the Nahyndrian crystals which granted your enemies mythic powers? What became of Aureshalae, the heretical succubus? Aponavicius, the marilith general was absent during the retaking of Drezen, but where is she now?

However, these questions will be answered in time. For now, you heroes may rest.

End of Chapter 2


.

Chapter 3, Demon's Heresy

When last we left our heroes...

It has now been two weeks since the capture of the Citadel and reclaiming of Drezen. You and the army have been kept busy, scouring Drezen for the remnants of the cultists, the demons, and the undead. Knowing your own reticence for active leadership, Irabeth has taken full control of the administration of Drezen with Ayesha coordinating the provisioning and supplies. Sarkast has been working closely with Anevia to scout and spot threats to the city. Dejik, or the Blind Seer as she's known to the army, is treated as a holy oracle, with the troubled coming to her for guidance.

Nilus, the Knight of the Rose has focused his attentions inwards. Three powerful prisoners are within Drezen.

The Prisoners:

Jestak, the barbarian is a creature of rage and cruelty, and unfortunately too simple to understand more than making those she sees as in charge happy. Agreeing to anything while understanding nothing makes for a difficult redemption.

Joran, on the other hand, is fiercely intellectual and quick to point out inconsistencies, flaws, and logical gaps in any argument for converting to good. However, the shattering of his own personal beliefs has also left the dwarf emotionally vulnerable and volatile, and unused to kindness.

The captured sorceress, Chorussina is another matter entirely. While Jestak is simply a brute, Joran a former devotee of evil, she is a tiefling who has has entirely given up her soul to the demons in exchange for power. Her surrender was out of fear, and there may be too much demon in her to find the good.

The response from Mendev is swift as the tales of your exploits reach Queen Galfrey without too much delay. New troops arrive, an army of crusaders and paladins leading a wagon train of food, supplies, laborers, and artisan. These crusaders bear a letter with Galfrey's congratulations and instructions.

Notably among them is a familiar face. Once more you meet Horgus Gwerm, the surly, crotchety nobleman whose life you saved many times over in the fall of Kenabres that seemed so long ago. You are spared but a grunt before Irabeth summons the lot of you to meet in the Citadel, beneath the Sword of Valor.


Female Half-Orc Paladin 5 | AC 21 T 9 F 21 | HP 39/42 | F +7 R +4 W +7 | Init -1 | Perc +1 | LoH 2d6 4/4 | Spells Lvl 1: 2/2

Irabeth sits at the head of a table, the half-orc looking as serious as always. She gestures for you to sit. Assembled around the table are Aron, Anevia, Aravashnial, Sosiel, and Horgus. A map has been spread over the table.

"Heroes, it's time we turn to the difficult part of war, holding what we keep. I'll be brief. Galfrey has appointed me Commander of Drezen. My task will be to rebuild this city and ensure the best people possible are given duties befitting their skills."

She passes a hand around the table.

"Anevia is appointed Spymaster. My love, your duty will be to walk among the crusaders and rout demonic infestations before they take hold. Aron, you shall be Warden. The rebuilding of Drezen's defenses are yours to coordinate. Sosiel shall be High Priest, although we worship Iomedae in Mendev our faiths are complementary. The cathedral on Paradise Hill is yours to reclaim and do with as you see fit. Aravashnial... the Riftwardens of Kenabres are no more. Rebuild your order and oversee our magical defenses."

She finally turns to Horgus. The sweating, bald man looks at her grumpily.

"Get on with it!"

Irabeth sighs.

"Horgus, I don't know anybody who knows the value of a gold more than you. You shall be the treasurer."

He grins.

"I've already been looking over the books. Ayesha here has done a job I'd almost deem adequate," he nods over to Ayesha. "I'll have your economy working once more."

Irabeth then turns to the four of you.

"Your role has been made explicit by the Queen. The dangers in the Worldwound are far beyond any others in the army. You are our vanguard and must strike out into the lands surrounding Drezen and discover what is there."

She pokes the map on the table.

"However, where you go, and why is another matter. Aron here has marked the areas we already know such as that vescavor cavern and the Vilareth Ford. What lies to the south and west of here we only know pieces of, bits and rumours. Assembled here, we can answer any questions you may have about what lies in any given direction. We can also give advice on where you can proceed first."

Here is the map to the Marchlands, which will have locations added as you explore them. If you have any activities you wish to pursue while in Drezen to assist with its rebuilding or your own personal RP feel free to post about those as well.


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Nilus spends the majority of his time with the tiefling Chorussina, attempting to discern her true nature. However, he does not judge her as that is not his place. Nilus is no judge, he is instead a guide and a mentor.

In the end, he believes that she will be a valuable source of information even if redemption is beyond her.

Nilus' interactions with Jestak are simple affairs. He takes her to the cathedral, he shows her beautiful works of art, he attempts to calm the raging beast inside her. His advice is simple, acknowledge the beauty in and of the world. Do this and you will calm yourself.

In the end Nilus believes that Jestak can be redeemed with time.

Nilus is not Joran's intellectual equal. So Nilus does not attempt argument. Instead Nilus attempts to show Joran that life does not need to be all logic and cold fact. Life can be about feeling, and beauty and love.

Nilus believes that Joran will be the first to turn to the light.

Master Sarkast, you know more of this than I. I defer to your wisdom in this matter.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Ayesha grinned at Horgus' words. Adequate indeed!

"I am glad that you find the books to your satisfaction. Perhaps when we are done here, I can explain the finer points that you may have missed in your initial inspection."

Turning to Irabeth, Ayesha said, "I think that any information about what lies ahead, and the most immediate dangers to this army would be of utmost importance. In fact, let's confer upon that as soon as we may. If we four are going to be the vanguard again demon incursions in this area, then we had best be started. Well begun is half done."


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Assuming that the time spent over the past two weeks has been fruitful, Sarkast will share anything he has learned (taking 10 for 16 Knowledge (local), 18 knowledge (geography) and 25 Survival). GM can put words in my mouth to convey anything Sarkast knows that hasn't already been mentioned. :-)

"I believe that for the safety of the citadel and those coming and going, we should start with the threats closest to the supply routes, then work our way outward from there. I suggest we start here."

Sarkast points to the map indicating whichever location is most threatening to supply routes; GM please let me know which that is.

I am busy at work today, but this evening I will sit down with the treasure list and compile our keep/sell list and then let Spiderbeard determine what we are able to liquidate, and what supplied are available for us to acquire from the first arriving supply caravans.


.

Sarkast enthusiastically starts talking about what he's been able to discern over the past couple of weeks. He has learned the following, which Irabeth and the others at the table can confirm.

- South and east of Drezen are a series of five towers, that may be the remnants of a crusader fort that should be explored and secured

- News has passed through Drezen of the recent desecration of a shrine of Erastil to the south, and the disappearance of its sole tender, Jesker Helton

- Stories of raids by a blind, six-legged dragon or a group of barbarians led by what's been described as a bellowing half-demon are growing more common. The barbarians seem to be based in a place called Wintersun Hall, which Sarkast knows is somewhere west of Vilareth Ford, which is where the raids have been taking place

I've updated the Marchlands map (now linked above) with the approximate direction of the three known leads on it.


Aravashnial suddenly speaks up.

"There's more to look at as well. I've spent the last two weeks getting to know the inner workings of the Dungeon, which is a fascinating structure - built by and for the demons. Within is the corruption forge, which Joran has explained to me in some detail."

PLeased that he has an audience, Aravashnial takes a moment before Anevia nudges him.

"Get to the point, ears."

Aravashnial stares at her irritably before speaking again.

"The purpose of the corruption forge is to corrupt magical items. So for example it could take Sir Nilus' beautiful Radiance and turn it into a weapon of evil. The first thought of our paladin friends would be to destroy the forge. I have a better idea."

He grins.

"As they have used the forge to turn our weapons against us, let us turn their weapons against them. I believe the forge's properties can be reversed. It requires incredible arcane knowledge, divine power, and skill with weaponry. Thankfully, I believe we have all three available in Drezen. With it, we could do something about..."

Aravashnial waves his hand, and a familiar-looking glaive floats up to hover over the table.

"This is Staunton Vhane's glaive. Soulshear. This nasty thing is intelligent and infused with the soul of a babau. Not only can it summon a demon, but it casts misdirection on itself so its true nature will not be determined. It can change into any weapon you - or it wants. If we are able to redeem the corruption forge, this could become a powerful weapon for one of you."


Aron then speaks up, his hoarse voice carrying as he stares at the map.

"I think you can help Aravashnial between missions if you are so interested. But for now, let us know what you intend to do."

Pick a mission! The towers, the raiders, or the missing cleric and defiled shrine. Each hex is roughly a day's travel, so you can of course do more than one mission on a journey. Finally, you can also just pick a direction and head out. Two votes and I'll go.


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Nilus glances at Radiance which sits beautifully in a holding rack near the door. It pains him deeply to think of such an object of art being defiled and twisted into something evil.

1d3 ⇒ 2 Those raiders cannot be allowed to continue their depredations, they will work to undo all that Lady Ayesha has done in securing our lines of supply.

Raiders


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Dejik nods. We should certainly prioritize the missions where people are in danger over any general exploration.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

"Indeed. Raiders are causing immediate issues, they are the first priority. Then the missing priest."

Before we head out, I would like to know if we have any ability to acquire new magical supplies. In particular, I would like some more Elixirs of Vision if they can be found, and there are probably a few potions that could be handy.


Female Half-Orc Paladin 5 | AC 21 T 9 F 21 | HP 39/42 | F +7 R +4 W +7 | Init -1 | Perc +1 | LoH 2d6 4/4 | Spells Lvl 1: 2/2

Irabeth nods once, spreading out the map and then indicating two paths.

"You have a choice to make to address the issue of the raiders. By heading directly south, you will enter unexplored territory and could encounter dangers or distractions, but exploration of this area is also extremely important."

She then indicates a path with goes east, and then south.

"Alternately, the safest, and perhaps shorter route will be to retrace the army's steps and head east through the Ahari Basin and then south along the river where you can then re-enter the Worldwound."

She looks up at all of you.

"So you have a choice to explore and learn, or save time and take the fastest, safest route."

Notes on buying/selling will be in discussion. The Marchlands map has been updated to show a green safe path, and a yellow exploration path.


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Nilus nods at Irabeth's words I think it would be best if we gathered as much information as we could. Master Sarkast would be in his element.

Exporation


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

"Agreed. As long as it doesn't take us days out of our way on the rescue, exploring as we go will be useful."


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

"Darb N'ssiar recoiled in horror at the thought of being anywhere near that forge. We agree that to destroy it would be good, but to reclaim it for the forces of Light and Good would be even better. We will throw all of our abilities into redeeming that forge, just as Nilus might in redeeming Joran."

"As for the raiders, I too think that we need to clear out any such activity, and going through the unexplored regions, though slower, is likely to give us the highest chances of removing dangers from the army's flanks as it goes about rebuilding Drezen."


.

You are outfitted with extensive provisions as the trip is likely to take at minimum a full week. Unfortunately, horses or pack animals of any kind are not useful due to the difficulty of the terrain.

Everyone gains three weeks of rations, and any basic travel supplies you need like tents, cooking supplies, and so forth. I'll assume this is tucked in the bag of holding so as not to worry about the weight of that food.

Sarkast's knowledge of the geography of the area gives yoiu the following information before you set out:

You are in the northeastern tip of the Wounded Lands. This area of Sarkoris was formerly known as the Northmounds and was never pleasant. Even before the demonic invasion these were barren lands of rugged hills, frigid plains, and dense forests.

All standard geographical markings are useless in this blighted land. The sun does not reliably rise in the east and set in the west, the stars are alien and forever changing if they are not hidden behind sickly black clouds. The journey away from Drezen will be more and more like stepping into the Abyss itself. It is rumoured that the skies above are not Golarion's, but if people were to fly high enough, they would find themselves in the nightmare realms of the Rasping Rifts themselves. The travel will not be easy, you are only expected to travel roughly 12 miles a day.

The journey is miserable. Almost immediately out of Drezen a deep rift cuts through the land, with a day's travel to either side. Thanks to Sarkast's ingenuity and skill with ropes, you manage to make shorter work of the rift than expected, although waste the better part of the day just getting past your first two miles of travel.

The air here tastes of poison and is dusty and cold, no matter how much water you drink it never feels like enough and after the exhausting work of the canyon you are weary and miserable in short order. There is little plantlife here, and what plants do grow are twisted and strange, bearing no leaves or fruit.

GM Rolls:

1d100 ⇒ 74

The sun slowly starts to set as you begin to look for an appropriate camp. As you do so, a strange chill begins to pass over all of you. Nilus feels a strong, strange compulsion overtake him.

Nilus make a DC 19 will save. I'm interested in seeing all of your characters' reactions and thoughts as you undertake some seriously brutal travel.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

As the party moves out, Sarkast is both in his element and out of it. His training as a scout is put to the test as he guides the group through the barren landscape.

With his enhanced speed, he ranges out and back, seeking signs of danger as well as the most passable path. The terrain becomes increasingly alien, however, and he starts to doubt his abilities. Whenever he does, he looks to Nilus and Dejik, and sees how their faith keeps them going, and vows to do the same. More and more often he can be seen touching the elk charm on his wrist, or linking his thumbs in the sign of the butterfly across his chest.

As the sun sets, he notes its direction and shakes his head. As much to himself as to the others, he comments, "The air tastes wrong, the breeze brings chills, and the sun does not travel straight across the sky. A man could lose his sanity here long before his life.


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Before the team leaves, Dejik arranges to get four platinum rings made and gives one to Sarkast and one to Ayesha. These will help me protect you--neither of you will get that close to death again.

Every morning, Dejik uses the rings to cast Shield Other on Ayesha and Sarkast. Every other night, she uses the extend rod to cast Mythic Endure Elements on the entire party.

As they cross the rift and the air turns poison, Dejik conjures water to keep their canteens full, but nothing seems to be enough. She offers Sarkast her compass, just in case it might help him find their way. She shudders. I've heard stories of crusaders losing themselves in the Worldwound, but I've never seen anything like this.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Ayesha's shawls are not really cut out for this kind of travel, and though Dejik's spell prevents the worst of the temperature effects, the elf from southern lands is still chilled. By now, most of her shawls were tattered, and her bangles lost along the way, but she still made a decent amount of racket when when let herself be wracked by shudders.

Oddly enough, the exertion in their travels didn't seem to warm her like it should, and she felt aches in every muscle she had after the first day's travels.

At one point, she got tired of belaying ropes and forming human anchor chains, and she broke out the magic. Casting a fly spell on herself, she ferried the others across a small chasm, but in this place the spell didn't seem to have the potency it should. She got tired too quickly, and the last trip was made only with feet to spare.

"This is intolerable. If I had known what we were walking into, I might have suggested another course."

Casting extend fly on NIlus and having his fly us all over the terrain would be faster, but I hate bypassing the GM like that :p Had too many games when my party members all climbed into bags of holding and let the one with the best flight skills fly them all over :D


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Will: 1d20 + 10 ⇒ (19) + 10 = 29

Nilus plods along, his mood sour by the complete lack of beauty in this place. Small things though bring smiles to his face, a patch of normal grass in the desolate wasteland, a small leaf growing green on an otherwise blackened tree.

There is beauty every place if you look hard enough.


.

Nilus:

You feel a sudden, strong compulsion to find a nearby body and perform funeral rites over its remains.

Nilus pauses for a moment as something seems to cross his mind, and after that there's a wail of rage from up ahead. As whatever attack on Nilus fails, a ghostly figure rises from the ground ahead of you.

This ghostly crusader floats just above the ground. Its translucent form would be harder to see if not for the twin motes of hellish red light staring out from behind its helmet.

It lunges towards the party, attacking!

Knowledge Religion DC 23:

This undead is known as a Fallen. The restless spirit of a crusader who fell in battle and is overcome with hatred, despair, and sorrow because of it. Sentient and suffering, the fallen wander the Worldwound in search of someone who can end their misery, often attacking those who could help them out of mad despair.

Initiative:

Fallen: 1d20 + 7 ⇒ (20) + 7 = 27
Dejik: 1d20 + 5 ⇒ (7) + 5 = 12
Nilus: 1d20 + 3 ⇒ (6) + 3 = 9
Ayesha: 1d20 + 7 ⇒ (9) + 7 = 16
Sarkast: 1d20 + 7 ⇒ (8) + 7 = 15

Flying straight across the ground, it lunges for Nilus, its voice coming from all around in a deep rasp.

"Pray for me."

Power Attack: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 1d8 + 6 + 2d6 ⇒ (4) + 6 + (4, 2) = 16

Nilus feels the thing's sword pass through his armour, striking into him and the paladin feels a twinge of something he's never quite felt since taking his vows - fear.

Nilus takes 16 damage (6 negative energy) must make a DC 19 will save or his immunity to fear is suppressed! EVeryone is up! Map is updated.


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Will: 1d20 + 10 ⇒ (13) + 10 = 23

GM, Nilus takes 5 less damage from nonmythic sources.

GM:
Does that mean I have to take those actions in combat?

HP 101/112


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Knowledge Religion: 1d20 + 9 ⇒ (13) + 9 = 22
Mythic surge: 1d6 ⇒ 2


.

Nilus:

No you're not under any compulsion. There's just an undead attacking you and you have an idea of what it wants.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Ayesha circled around the ghostly form, using her abilities to concentrate her scimitar's power towards harming incorporeal creatures. She slid in opposite Sarkast and struck out, slashing at the creature's shadowy back.

attack, mas, flank: 1d20 + 14 + 2 + 2 ⇒ (6) + 14 + 2 + 2 = 24
damage,mas: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14

swift to activate mythic arcane strike, adding ghost touch to blade, move around to flanking, avoiding aoo, strike

GM - Since the Enduring Armor is force based, it should protect against incorporeal attacks, so add +6 to the touch AC for attacks against Ayesha

combat status round 1:

HP 75/75. Current AC: 23/15/19
Active conditions:
Active spell effects:
Arcane pool: 10/10 left today
Spells remaining: 1st 7/7, 2nd 5/5, 3rd 4/4
Black Blade arcane pool 3/3
Mythic power: 8/9

pearl of power lvl 1 2/2
pearl of power lvl 2 1/1


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

As Dejik absorbs Nilus's wound, she turns to the ghost with a look of sadness and pity.

Crusader, you do not need to attack us. We will end your suffering as painlessly as we can and pray for your soul. Please--let us help you find rest. She begins to chant Iomedae's prayers for fallen comrades.

Using Inspired Spell to cast Ghostbane Dirge at CL 11. Will save DC is only 18, but she's hoping the spirit will be willing to be put to rest.

Hit point status:

Sarkast: 0 dmg
Ayesha: 0 dmg
Nilus: 6 dmg (11-5 LL)
Dejik: 5 dmg


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

I believe we must find this poor soul's remains and put them at rest.

Nilus backs away from the apparition and swipes at it with Radiance

Radiance: 1d20 + 16 + 1d6 ⇒ (3) + 16 + (1) = 20 Legendary Surge Damage: 1d10 + 18 ⇒ (7) + 18 = 25
Radiance2: 1d20 + 11 ⇒ (14) + 11 = 25Damage: 1d10 + 18 ⇒ (5) + 18 = 23


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

"Should I look for them, or assist you in holding the spirit back?"

Want to hear Nilus' reply, and find out the result of Dejik's spell before committing to an action.


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Kn:Religion: 1d20 + 9 ⇒ (2) + 9 = 11
I...I do not know!

Nilus is planning on destroying the apparition and then finding the corpse.


.

Dejik attempts to reason with the Fallen, who stares at her for a moment. It then hangs its head as the spell takes hold. It becomes semi-corporeal.

Dejik's Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27

Ayesha and Nilus then rush in, attacking the restless spirit. Ayesha and Nilus both score solid hits, and it suddenly becomes very apparent the creature is no longer attacking, despite the damage sustained.

It turns, and begins to float away, casting a hand over its shoulder in a beckoning motion.

The Fallen has stopped attacking. If you wish to continue attacking it it will not resist, otherwise you can follow it.


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Dejik follows the Fallen, still chanting the prayers for the rest of his soul. Meanwhile, the remainder of Nilus's wound heals.

The spell lasts 11 rounds--I'm not sure how long it will take to get to the right location.

Hit point status:

Sarkast: 0 dmg
Ayesha: 0 dmg
Nilus: 1 dmg (6-5 LL)
Dejik: 10 dmg


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Sarkast blinks as Dejik convinces the ghost not to attack.
Full round action to be amazed. ;-)

He then follows, keeping an eye out for other dangers.


.

The group follow the Fallen a little out of their way, coming up and down a hill before it stops. It turns to the group, hovering over a scattered pile of rubble. Sarkast's quick eyes notice a skeletal arm sticking out of the rubble.


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Assuming Sarkast shares his findings

Nilus makes the Sign of the Rose and says a prayer of thanks to Shelyn.

Quick, help me uncover the bones. Nilus says as he drops Radiance and begins working to free the corpse.

Once the body is uncovered and assembled with proper decorum, Nilus will say prayers to Shelyn that this soul be allowed to ascend to Nirvana, if that be his wish.

Dejik, will you pray to Iomedae for this soul? Nilus asks


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Sarkast eagerly helps with uncovering the remains of the fallen crusader, then preparing it for a more suitable rest.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Ayesha held her scimitar at the ready as the Fallen backed down. She wasn't certain that it was leading them in the right direction, but she was willing to give Dejik and Nilus the benefit of the doubt. Their success in the redemption of enemies so far gave her hope that this would be a fallen hero and not another enemy.


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Dejik stops chanting and turns to the ghost. Would you prefer to be buried here? We can bring your remains back to Drezen, if you wish. She looks over the body for any identifying information--his unit, order, anything. And do you have any messages for your family or friends? It will bring them comfort to know you are at peace.


.

There is a long, pregnant pause as the Fallen looks at the group. A voice rumbles from beneath the ground.

"I am Ysania Delarane of the Second Crusade. I ran. I was afraid. And I failed. Forgive me for my sin. Send me to Pharasma for judgement. Perform the rites over my body and I will be free."


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Do rites have to include casting Consecrate? or simply prayers of a more mundane nature?

Nilus gives the funereal rites of Shelyn's fathful. Which include a description of the beauty that the deceased has brought into the world. Since Nilus doesn't know this person, and they have been dead for a long time, Nilus decides to instead speak about the beauty of the Goals of the Crusade. The Hope of a world where the Abyss doesn't intrude upon the lives of innocents, and the Bravery of those who volunteer to make it happen. Nilus hopes this is enough...

Very sorry this post was in 3rd person, I didn't have time for a 1st person post this morning, maybe Dejik can bail me out with a better one.


.

Nothing magical required - just religious rites. Nothing more elaborate.

Nilus stands over the body, chanting words from memory with Dejik assisting. The chill over the area starts to fade as he finishes his prayer with the rest of you bowing your heads reverently. As he finishes the final prayer, the apparition fades, and the chill is gone. There is a sense of great release as the soul of the departed leaves this plane to go before Pharasma for judgement.

Ayesha hears a rumbling sound from the ground. The group turns to see the hand clutching a strange gem. The hand then slackens, as if offering the gem up.

Magical detection reveals the stone to be a clear spindle ioun stone, which will sustain whomever uses it indefinitely without food or water.

------

With the Fallen laid to rest, you continue your arduous journey southwards for a short distance before bedding down to rest. Strange, horrific sounds sound up from the surrounding badlands and the sky is completely black, devoid of moon or stars. Your rest is fitful and unpleasant, but nothing attacks you overnight.

The following day the terrain flattens out, making the travelling far easier. However, a vicious wind full of stinging debris blows in from the south, oppressively slowing your footsteps. It is nearly impossible to hear each other over its howl.

While journeying, a large escarpment appears on the horizon, cutting southwest. Distantly on it, you can see five broken towers, what was known as Eagle Rock.

You can choose to visit Eagle Rock, one of the suggested locations for you to explore. Or youc an continue on to your destination.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Sarkast looks toward the escarpment. Rather than attempt to be heard over the wind, he merely points toward Eagle Rock, the first area they had planned to explore.

Unless anyone objects and stops him, Sarkast will lead the way to Eagle Rock, following his usual scouting routine.


.

Sarkast leads the group towards the escapartment, finding a steep trail up. After a long, difficult climb you find yourselves looking at Eagle Rock.

The ruined remnants of five towers give the top of this escarpment the look of broken fingers jutting into the sky. Below the ruins, the face of the rocky cliff looks almost like the profile of a bird of prey.

Knowledge History DC 20:

Eagle Rock was held throughout the Second and Third crusades, but early
in the Fourth Crusade in 4693 AR, the fortress finally fell after a long and harrowing siege by demons and wormlike grimslakes. You are also aware of a rumor that the ruins atop Eagle Rock remain a place where demons cavort and torment victims snatched from the borderlands.

You step into the ruins of the fort, which are little but rubble now. As you begin to pick through, a low, angry buzzing sounds, and a portal opens up before you. Out of it comes a large demon!

The size of a horse, this demonic locust has a scorpion's stinger and an almost-human face. Its front legs end in clawed hands.

Knowledge Planes DC 25:

This is a derakni, a locust demon and a favorite minion of the Abyss. They arise from the souls of those, who, in life, purposefully engineered disaster and catastrophe. They are known for their command over insect plagues. They are resistant to all but good weapons, and have spell resistance.

Summon: 1d100 ⇒ 100

Initiative:

Derakni: 1d20 + 10 ⇒ (19) + 10 = 29
Dejik: 1d20 + 5 ⇒ (9) + 5 = 14
Nilus: 1d20 + 3 ⇒ (6) + 3 = 9
Ayesha: 1d20 + 7 ⇒ (11) + 7 = 18
Sarkast: 1d20 + 7 ⇒ (7) + 7 = 14

It rises up, and immediately spiders start crawling out of the ground to cover Nilus, Ayesha, and Sarkast! The derakni then statrs chanting a spell, and wasps suddenly start buzzing in, forming a cloud before all of you!

Damage: 1d6 ⇒ 2

Everyone is up! Map is updated. There are four swarms on the map, three wasp swarms (yellow) and one spider swarm (red). Ayesha, Sarkast, and Nilus are all in the first swarm and take 2 damage and must make two DC 11 fort saves vs poison and then distraction!


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

k. planes: 1d20 + 17 ⇒ (3) + 17 = 20
fort, poison: 1d20 + 7 ⇒ (6) + 7 = 13
fort, distraction: 1d20 + 7 ⇒ (1) + 7 = 8

For once, Ayesha's hard-earned knowledge of planar entities failed her. As she stood, wracking her mind and trying to think of what the creature was, spider began crawling up from the ground and surrounding her and her companions. She could feel the creatures boiling up her legs, inside her robes. No matter how much she batted and whirled, their clawed legs continued to move, tickling her calves, then her thighs. Retching at the thought of where the arachnids would end up, Ayesha rushed away from the swarm, vomiting as she went.

"Brave Ayesha ran away, bravely ran away. When danger reared its ugly head, brave Ayesha turned and fled. Brave, brave, brave, brave Ayesha!"

combat status round 1:

HP 73/75. Current AC: 23/15/19
Active conditions:
Active spell effects:
Arcane pool: 10/10 left today
Spells remaining: 1st 7/7, 2nd 5/5, 3rd 4/4
Black Blade arcane pool 3/3
Mythic power: 8/9

pearl of power lvl 1 2/2
pearl of power lvl 2 1/1


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Knowledge (planes): 1d20 + 11 ⇒ (12) + 11 = 23
Fort vs Poison: 1d20 + 6 ⇒ (14) + 6 = 20
Fort vs Distraction: 1d20 + 6 ⇒ (12) + 6 = 18

Sarkast looks at the large demon, a glimmer of recollection in his face ...
Mythic surge on Knowledge check: 1d6 ⇒ 5
In a sudden flash, a lesson from his childhood suddenly comes to mind.

"This is called derakni, a locust demon. They arise from the souls of those who purposefully cause disaster. It will be resistant to all but weapons imbued with the power of good, and difficult to cast spells upon. It almost certainly controls these swarms."

Ignoring the thousands of bugs, Sarkast charges around to reach the demon from behind. As he does, he speaks the name of his goddess, and focuses his entire attention on the demon.

Activate controlled bloodrage for +4 DEX; move action to get into position behind it, single dagger attack
Acrobatics to avoid AoO (vs CMD): 1d20 + 20 ⇒ (17) + 20 = 37 AC 32 vs AoO

Attack, +1 returning dagger: 1d20 + 14 ⇒ (20) + 14 = 34 Damage (magic, good): 1d4 + 7 ⇒ (1) + 7 = 8 Sneak Attack: 4d6 ⇒ (2, 4, 3, 3) = 12
Confirm crit: 1d20 + 14 ⇒ (1) + 14 = 15 Damage (magic, good): 1d4 + 7 ⇒ (2) + 7 = 9

Not sure if we are getting the Banner benefit currently. If so, add +1 damage.

If sneak attack hits, target is unable to make attacks of opportunity for 1 round. In addition, target is Hampered (1/2 speed and cannot take a 5' step) for 1 round.


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Knowledge Planes: 1d20 + 8 ⇒ (11) + 8 = 19

Chanting a quick spell, Dejik quells Ayesha's nausea. Casting Remove Sickness on Ayesha. It will last 90 minutes.


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Nilus is unharmed by the swarm,DR5/Epic. So, I don't think I need to roll the saves vs distraction and poison

Nilus charges ahead, raising Radiance high!

Double Move, Activating Smite! +5 to hit +12 damage +5AC/CMD against the demon

Nilus Status:

AC 26 vs the demon
HP 112
CMD 30 vs the demon

for the Rose!


.

Chittering noisily, the darakni suddenly takes off into the air, flying high up above! As it takes off, the drone of its wings has a powerful effect on Sarkast and Nilus.

Confusion: 1d100 ⇒ 21
Confusion: 1d100 ⇒ 10

And as it takes off, a second derakni suddenly rises up from within the ruins, taking off straight into the sky! It turns, and summons another horde of wasps over the area.

Damage: 1d6 ⇒ 4

Sarkast and Nilus take 4 damage and must make DC 18 will saves or be confused (act normally), and then a DC 11 fort save or be nauseated, and ANOTHER DC 11 fort save or take poison damage I'll roll shortly.

Round Two:

Derakni (flying 60' up)
Derakni (triangle) (flying 60' up)
----
Sarkast (6 dmg)
Nilus (2 dmg)
Ayesha (6 dmg)
Dejik

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