Old Guy's Wrath of the Righteous Campaign (Inactive)

Game Master Jeff Przybylo

This is a mythic campaign using the Wrath of the Righteous AP.


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Damning his luck, Kazul crouches down to stay silent, hoping they will blame the creak on the wind.
Stealth: 1d20 + 9 ⇒ (13) + 9 = 22


There is no sound from inside the shop. After a tense moment, the voices resume, but in a whisper barely heard from where Kazul crouches.


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Fabian watches silently, straining to hear anything (unlikely from his distance outside, but, what the heck).

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


Somebody has to do something...


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Fabian moves forward closer to Kazul. "Kazul, can you make out anything? If not, let's go in."


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Farasha whispers

Two options, either we go ahead as planned or else I cast a light spell on an arrow and fire it inside, no stealth for anyone but no surprise for us either. What do you think?


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

"I think it is time to show the light of truth!"


Kazul brings his finger to his mouth telling Fabian to stay silent and takes his potion of invisibility, disappearing from sight, and stealthily creeps inside the room.

Stealth: 1d20 + 9 + 20 ⇒ (8) + 9 + 20 = 37
What does he see?


Kazul:
Three men in torn, dirty uniforms sit in a semi-circle, dividing loot among themselves. A fourth waits off to the side, near the door, sword in hand.


Surprise round:
Kazul launches his javelin at the flat-footed guard by the door.
Attack:1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Damage: 1d6 + 3 + 2d6 ⇒ (6) + 3 + (4, 6) = 19
Confirmation: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
If confirmed, add extra damage: 1d6 + 3 ⇒ (1) + 3 = 4


Sjurd whispers. "Was that the sound of a javelin being thrown at an unawares guard?"


Lol, Sjurd!

The man at the door crumbles in a heap with Kazul's javelin in his gut. The remaining three scramble to their feet and draw their weapons. Staggering backwards, they put their backs against the wall of the shop, spilling the ill-gotten loot across the floor.

Kn Local 10, or Profession Soldier 7:
The rags the men wear bear the device of the Ash Ravens, a mercenary group stationed in Kenabres.

ROUND ONE: Group A (Sjurd, Kazul, Fabian), men, Group B (Bollwerk, Farasha. The room is 20'x 20' with no other exits save one door in the back of the room. The men are 20' away against the wall, swords drawn. All of the floor between you and them is strewn with coins and such, making it difficult terrain. These squares cost double movement unless you make an Acrobatics Check, DC 10.


Round 1:
Moving quickly before they can react, Kazul gingerly maneuvers over the coins and brings his falchion on the furthest right looter!
Automakes DC 10 check with Acrobatics +9!
Attack vs. FF AC: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 2d4 + 4 + 2d6 ⇒ (3, 3) + 4 + (2, 5) = 17
Confirmation vs. FF AC: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9
Total damage: 17 or 24 if critical confirms!


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Knowledge (Local): 1d20 + 8 ⇒ (20) + 8 = 28

Fabian casts a spell, then moves to the doorway. Seeing the men, he demands, "You! Men of the Ash Ravens! Who has hired you?"

(Spell cast is Mage Armor, bringing Fabian's AC up to 16. I'll update his statblock after posting this.)


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

"It seems we already know who paid them"!


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

"Yes, but do they know?" Fabian says. "It affects how much... mercy we should show them."


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Farasha moves to the doorway, drawing back her arrow and letting fly at one of the men on the far side of the room

mwk longbow: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
piercing: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Personally I would balance the level of mercy we dispense with that shown by these men to the men, women and children they have taken those spoils from...


Do I recognize that mark?...
Intelligence check: 1d20 + 1 ⇒ (4) + 1 = 5 Nope.

Sjurd makes a series of complicated gestures with his hands and summons forth a steaming pile gray, slippery ooze beneath the feet of the three men.

Cast grease. Reflex DC 15.

Uli makes his way across the room, with agile leaps between piles strewn on the floor, and manages to not trip over anything in the process.

Acrobatics: 1d20 + 1 ⇒ (17) + 1 = 18

He takes a swing at one of the men.
slam: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 3 ⇒ (4) + 3 = 7 (It might hit if they are prone due to the grease spell.)


The grease would include Kazul as well.

Kazul cuts one of the mercenaries down, who slumps against the wall with a groan. Sjurd's spell causes the other two men to slip and tumble to the floor in a crash of coins and weapons. Uli's swing just misses the prone Ash Raven.

One man lurches to his feet taking a swing at Kazul, but he is unable to get anything behind his attack, and misses. AoO for Kazul. The second man fails miserably in his attempt to stand up, even as he uses the wall to brace himself. He slides back down into the grease, feebly holding his sword over his head to ward off an attack. And an AoO for Uli. Farasha's arrow strikes the fallen man, piercing his stomach as he struggles.

AoOs and Bollwerk, then ROUND TWO and Group A


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

Moving forward Bollwerk points his sword at the offenders.
"Put down your weapons, NOW! Or face the terminal consequences! You are outclassed and resistance would be futile"
Diplo: 1d20 + 10 ⇒ (6) + 10 = 16


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Fabian walks up behind Bollwerk, holding his staff and trying to look all wizardly.

"I would listen to the man; we are not the people you want to stand against in Kenbares today. There is still a chance for this to end relatively well for you. Relatively."

Diplomacy Aid Another for Bollwerk: 1d20 + 5 ⇒ (2) + 5 = 7

Unfortunately, Fabian comes across rather weak and pathetic, and is of no help....


AoO vs. prone: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20
Damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9


Kazul the Bear wrote:

AoO vs. prone: 1d20+7+4

Damage: 2d4+4

Actually it's against the one that stood up and attacked you.

Kazul dodges the mercenary's futile swing and cuts him down with authority.

One left - prone at Uli's feet. And Uli has an AoO.


Uli AoO: 1d20 + 5 ⇒ (19) + 5 = 241d8 + 3 ⇒ (6) + 3 = 9 Woot woot.

Uli raises his fist and brings it down hard, thumping the skull of the prone man.


Uli's fist crashes down on the man's skull, leaving him where he lay...in a pile of grease on the floor of the shop.

Scattered about the room are the various ill-gotten gains these mercenaries had gathered: 473 sp and 89 gp, as well as 3 small rubies worth 100 gp each. Their arms and armor did not amount to anything significant. There are no apparent markings or anything else that would tie them to a cult.

Only the doorway leading downstairs remains...


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Farasha nods at the quick work of the team

Kazul do you want to scout ahead or should we simply charge down with light spells leading?


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

"You are our scout!"


Kazul heads down stealthily, listening for activity.

Stealth: 1d20 + 9 ⇒ (18) + 9 = 27
Perception: 1d20 + 9 ⇒ (8) + 9 = 17


The air in this basement is damp and musty-smelling. The walls and floor are packed earth, while dozens of gourds hang from the ceiling beams. A sludge of rotting plant matter covers the floor. Against one wall, a wooden table holds a strange apparatus that looks like a clockwork toy of a snake-bodied, six armed woman holding a sword in each hand. A tightly corked bottle, filled with what looks like water, sits before the statue.

A wooden chest covered with engraved runes stands under the table, and a sinister image of a star surrounding a goat’s face is painted on the wall above the table.


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

Waiting for their scout to give the all clear, Bollwerk looks around, sword in hand, carefully, ready to aid him if he calls!"[/B]


Sjurd inspects the clockwork toy and wooden chest.
Knowledge (planar): 1d20 + 8 ⇒ (7) + 8 = 15


Kn Religion DC 20:
The image above the crest is of Baphomet, and is one that his human followers use, as opposed to his demonic or monstrous ones.

Sjurd approaches the chest, and as he does, a voice booms out from the goat's mouth. “Ahh...I hope you are among Iomedae’s slaves... I would hate to think of mere peasants wasting such a personal greeting
from Lord Baphomet!”

As soon as the word 'Baphomet' is spoken, the clockwork toy begins to move. whirrr...click...click...whirrr...click! The toy marilith's six arms swing down and smash the bottle! A faint shissss is heard from fluid as it contacts the air of the basment. Almost at the same time, a creature claws its way out of the furthest pile of vegetation, and lets loose a horrific shriek!

For everyone in the basement: one DC 14 Fort save, and one DC 15 Will save. ROUND ONE: Kazul, creature, Everyone else.


Fort save: 1d20 + 5 ⇒ (16) + 5 = 21
Will save: 1d20 + 4 ⇒ (17) + 4 = 21

Round 1:
Resisting whatever effects the shriek and bottle had, Kazul springs into action, attacking the plant creature with his falchion before it can react!

Power Attack vs. FF AC: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16
Damage: 2d4 + 7 + 2d6 ⇒ (3, 4) + 7 + (6, 6) = 26
Plants no longer immune to sneak attack
AC 20 vs. Plant, if still alive, due offense/defense rogue talent.


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Hearing the booming voice and the smash of glass from the basement, Farasha moves quickly down the stairs to the aid of Kazul.

Pausing in the doorway she watches for movement after seeing Kazul slice his weapon through an animated mound of vegetation.


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

[Ready to storm down Bollwerk can see the rogue is fighting something and moves down in aid.
Fort: 1d20 + 9 ⇒ (4) + 9 = 13
Will: 1d20 + 8 ⇒ (16) + 8 = 24
Feeling something grip his body he caughs and stops.


Old Guy GM - Can we get an icon for my eidolon on the map? That would be swell.

Sjurd aims and fires his crossbow.

LCrossbow: 1d20 + 5 ⇒ (5) + 5 = 101d8 ⇒ 6

Uli the eidolon takes a short step toward the thing [5-foot-step from H8 to H7] and begins wailing with its fists and enormous teeth.

slam: 1d20 + 5 ⇒ (8) + 5 = 132d6 + 4 ⇒ (4, 4) + 4 = 12
slam: 1d20 + 5 ⇒ (6) + 5 = 112d6 + 4 ⇒ (3, 3) + 4 = 10
bite: 1d20 + 5 ⇒ (9) + 5 = 141d8 + 3 ⇒ (8) + 3 = 11

Four attack rolls in a row under 10? Boo, dice gods! Boo, I say!


Sjurd needs those Save rolls. As soon as Farasha and Bollwerk enter the basement, they must make the Fort save. going to need those first. Will do on the eidolon token!


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

I did my fort safe... and failed.


Whoops. Sorry.

Sjurd Fort: 1d20 + 5 ⇒ (19) + 5 = 24
Sjurd Will: 1d20 + 5 ⇒ (8) + 5 = 13
Uli Fort: 1d20 + 4 ⇒ (16) + 4 = 20
Uli Will: 1d20 + 3 ⇒ (13) + 3 = 16


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

fort save: 1d20 + 5 ⇒ (19) + 5 = 24


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Fort Save: 1d20 + 4 ⇒ (19) + 4 = 23
Will Save: 1d20 + 5 ⇒ (17) + 5 = 22

Fabian wonders if he knows anything about the creature crawling out of the mess.

I'll roll a Perception check just in case it's necessary to get a look at it, and all knowledges so that you can pick the one that's needed.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge (Arcana or Planes): 1d20 + 11 ⇒ (20) + 11 = 31
Knowledge (Religion): 1d20 + 9 ⇒ (12) + 9 = 21
Knowledge (All Other): 1d20 + 8 ⇒ (6) + 8 = 14


Kazul's falchion does its deadly work, nearly cutting the creature in two!

The unseen gas from the bottle causes Bollwerk's breathing to become wheezy and labored. (-2 to any Stealth checks, Bollwerk) While Sjurd's stomach curdles at the sound of the screech, causing him to nearly vomit. (Sjurd, You are nauseated.)

The plant-thing whirls to face Kazul, biting at him. He manages to duck the bite, but its claws slam into the rogue's side, bruising ribs. -6 hp dmg and TWO DC 15 Fort saves, Kazul.

Fabian:
This is a mandragora, it is a plant creature, and its claws are poisonous! It is resistant to acid and cold. If it bites you, it latches on and drains blood.

ROUND TWO: Everyone make another DC 14 Fort save; then Kazul, creature, then the rest.


Fort save: 1d20 + 5 ⇒ (19) + 5 = 24
Fort save: 1d20 + 5 ⇒ (1) + 5 = 6

Uh oh...let me know what happens, before posting my action.


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

fort save: 1d20 + 5 ⇒ (17) + 5 = 22

Farasha fires two arrows in quick succession at the plant-thing menacing Kazul.

Mwk comp. longbow RS1: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
piercing: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Mwk comp. longbow RS2: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
piercing: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Plink....plink....


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

Fort: 1d20 + 9 ⇒ (3) + 9 = 12
Caughing a bit Bollwerk moves in to support the Half-Orc.


Kazul the Bear wrote:

Fort save: 1d20+5

Fort save: 1d20+5

Uh oh...let me know what happens, before posting my action.

Kazul:
A strange feeling courses through your mind, making hard to focus on the task at hand. Shaking your head, you manage to shrug it off this round, but you know this isn't over...

Missed that there was another Fort save: 1d20 + 5 ⇒ (3) + 5 = 8

If he can act, Kazul moves 5' to flank the plant creature, but he is wheezy from the poison in his blood!
Attack: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12


GM, that is a fabulous token for Uli. Thank you.

Sjurd Fort: 1d20 + 5 ⇒ (13) + 5 = 18
Uli Fort: 1d20 + 4 ⇒ (12) + 4 = 16

Sjurd takes a few quick steps forward [5-foot-step to H8] and jabs with his spear.
longspear: 1d20 + 0 ⇒ (15) + 0 = 151d8 - 1 ⇒ (2) - 1 = 1

Attack 15
Damage 1

Uli is enraged at the physical discomfort of his maser, and pummels and bites the creature.

1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (11) + 5 = 161d20 + 5 ⇒ (20) + 5 = 251d6 + 4 ⇒ (2) + 4 = 61d6 + 4 ⇒ (1) + 4 = 51d8 + 3 ⇒ (8) + 3 = 11

Critical confirmation: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 3 ⇒ (1) + 3 = 4

Attack 15
Damage 6

Attack 16
Damage 5

Attack 25
Damage 5

Critical confirmation
Attack 15
Damage 4


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Fort Save: 1d20 + 4 ⇒ (2) + 4 = 6

What happens with that failed save?

Fabian says, "That plant creature is a mandragora! It's poisonous; look out for its claws. If it latches on to you, it will start to drain your blood."


Back. To be clear for everyone, there is a Fort save from the gas (from the broken bottle), taken at the beginning of the round. Bollwerk failed his gas save, and has developed a severe wheezing. There is a Fort save taken from being hit by the Mandragora, which only Kazul has taken so far.

Everyone resists the effects of the gas except for Fabian. Suddenly flushed with adrenaline, the wizard can't control his trembling muscles.

Fabian:
You have a +2 on Initiative checks, but take a -2 on Dex-based checks.

With a dying shriek, the mandragora is pummeled into paste by Uli and Farasha's arrow. It sloughs back into the plant matter which spawned it, leaving a stinking pile of vegetation on the floor of the basement.

The gas persists, what are you doing?

Combat over, but if you are staying in the basement, make another DC14 Fort save. Kazul, I need another DC15 Fort save from you for the poison.

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