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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Cold iron arrows and Radiance serve to cut the demon down. Elsewhere in the distance you can hear the sound's of battle and war. Irabeth's distractions are commencing.

Now the doors...


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

"Nicely done," Fabian says, a dark tone in his voice, "but I do not like what those demons did to those poor folks' bodies. The corruption is everywhere."

He looks closely at the doors to see if he can see any traps or other disturbing things on them.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Next, he'll cast Detect Magic and scan the doors for magic auras.

If necessary, to identify magic auras, take 10 on Knowledge (Arcana) for a result of 22


Fabian finds nothing.


Kazul searches demon bodies for keys. If none, he pulls out tools and goes to work on door, figuring he has time since no one heard the demons' screams given Silence spell.
Disable device: Take 20 for total score of 33.


Ugh. This DR is killing me here.

"Did you find anything, Kazul?"


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 quickly moves to join her companions, leaving an arrow nocked across her bow. Her silence spell evaporates in to the ether as Kazul works on the lock.

She whispers to keep stealthy, responding to Fabian's comment

Sadly I doubt that's the last we'll see of such evil, steel yourself and trust to the gods to give us the fortunes we need to succeed

she gestures, putting her holy symbol to her lips before focusing once more on her bow and the still-shut door Kazul is working on.


The remains of Nyserian and Lord Hulrun do not hold any keys. Whatever those demons did to the bodies, they were not utterly consumed. Now their desecrated remains sit in smoldering heaps in front of the Gray Garrison.

Kn: Local/Nobility DC10:
Despite all that has befallen Kenabres, to leave one of its greatest heroes dead in the street, unconsecrated, unburied, does not do his service justice.

Kazul opens the doors amid the silence, finishing just as the spell expires. Along the northern wall of this room, a frieze depicts a line of mounted crusaders crashing over a horde of twisted demons. The crusaders’ faces have been obliterated and vile graffiti is carved over the entire scene. Fresh blood stains the floor.

North is 'up' on this map.

To the left is some type of meeting room, to the right a shrine.

Perception DC 15:
The sound of low voices comes from the meeting room to the left.


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

knowledge (nobility): 1d20 + 5 ⇒ (17) + 5 = 22

Before we go any further, I just need a minute please

Farasha stows her bow and uncaps a flask of oil. Bowing her head in devout prayer, beseeching Desna to intervene on behalf of the fallen hero with his own chosen deity if need be, she completes a simple consecration ritual and sanctifies his body. Pouring oil on the corpse she strikes a single spark and soon it is ablaze.

Concluding by burning the second set of remains, Farasha turns to the others.

It is done, a fallen hero will be remembered. Let us proceed

she draws her bow again and moves forward behind Kazul as the party enters the shrine. A look of anger affixes itself to her face as she takes in the desecration around her.

perception: 1d20 + 6 ⇒ (3) + 6 = 9


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

Take 10 on Knowledge (Nobility) for 18

Fabian will stand by close to Farasha, and also mutter a prayer to Iomedae to go along with Farasha's prayer to Desna over the dead bodies.

He nods to Farasha. "Thank you," he says. "We cannot lose ourselves as the demons overrun our city."

Take 10 on Perception for 19

He whispers to the others before they go in. "I hear low voices to the left. Be cautious and ready."


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)

Looking around for a place to hide the bodies Bollwerk shakes his head.
"This is not enough, sorry Farasha, but we do have to return them to a proper place and arrange a decent burial. It is also highly important for the morale of Kenebras itself! Kazul, please find a proper place so that we can lay them arest, while we clean this area."


Kazul whispers, "We can honor the dead later. Right now: Any more silence magic? I can turn invisible again but we have to try to kill any resistance without them raising an alarm."


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

No more silence magic Kazul, not today anyway.

Farasha whispers back

You'll have to do this the old fashioned way, javelin from the shadows and all that...

she winks at the half orc.


Under the circumstances, what Farasha did was 'field expedient' and appropriate. Also, remember while you are having this discussion, the door is slightly open. Or can I assume Kazul closed it?


Continuing to whisper, Kazul pulls out his last potion, "In that case, all of you stay quiet, and wait for the screams and rush in!"

He turns invisible and sneaks off into the meeting room.
Stealth: 1d20 + 12 + 20 ⇒ (15) + 12 + 20 = 47


Sjurd and Uli wait with hushed breath.


Kazul:
Six tiefling guards sit around a table, playing cards using severed human body parts as betting chips. They don't seem to have detected you...


I don't see a visible exit out of that room, correct? Assuming so, Kazul moves to R10 and begins the slaughter in Surprise Round.
Stealth: 1d20 + 12 + 20 ⇒ (12) + 12 + 20 = 44
Power Attack on tiefling in R10 vs. FF AC: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage: 2d4 + 10 + 2d6 ⇒ (4, 4) + 10 + (4, 1) = 23
Critical confirmation: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Damage: 2d4 + 10 ⇒ (2, 3) + 10 = 15
Total damage: 38
AC: 20
That has to look vicious! ;)


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

(Does that mean we've heard the screams and it's time to rush in?)


Yeah, hang on, I will get that up at home. Kazul going all Kazul again...


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)

Knowing Kazul has engaged Bollwerk rushes in and confronts the first enemy.
"Tell your master as soon as you see him... you are not welcome!"
Attack: 1d20 + 7 ⇒ (18) + 7 = 251d8 + 9 ⇒ (2) + 9 = 11


Or not... Kazul's blade neatly severs the head of the first teifling with his back to the door. As the half-orc comes into view, the rest stand up shouting, scattering their chairs and cards about the table and floor.

Bollwerk charges in, Radiance bright in his hand, and deals another rogue a death blow.

Ok, NOW you can go. You all get one round to do something before Init starts.


Uli rushes into the building, trying to reach the enemy as quickly as possible. [Double move to P8]

Sjurd moves into the building [Move to S11] and fires a crossbow at the first enemy he sees. [Target P11]

LCrossbow: 1d20 + 5 ⇒ (1) + 5 = 61d8 ⇒ 6

Well, it's a good thing we aren't using critical fumbles. Right?...


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 glides in through the doorway and steps sideways, bringing up her bow and loosing an arrow as she does.

Mwk comp. longbow DA: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
piercing: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6


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 runs forward (to T12) and casts an Extended Mage Armor on himself. (Knowing that it lasts 10 hours, he wonders why he didn't do that a lot earlier.)


ROUND ONE: everyone; guards.

The tieflings shout in surprise, the first two of them being mowed down by Kazul and Bollwerk. Farasha's arrow catches one in the leg, and the rest scramble about in a panic, reaching for weapons.

Keep an eye on those ranged attack mods, please. Very crowded in here.


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

I hear you on the ranged mods, but Farasha has several feats to counter :) Plus a 5 ft step to R11 means she avoids letting her party give soft cover to the enemy!

Farasha grits her teeth, drawing two arrows from her quiver and letting fly.

Mwk comp. longbow RS DA: 1d20 + 4 ⇒ (9) + 4 = 13
piercing damage oin the off chance they're flat footed and chose to wear paper armor today... *headdesk*: 1d8 + 4 ⇒ (3) + 4 = 7
Mwk comp. longbow RS DA: 1d20 + 4 ⇒ (5) + 4 = 9
Gah!!

Farasha's arrows do little to affect the enemy, whizzing past them and careening off their armor.


Kazul moves around the room to O8 and targets another flat-footed enemy but misses badly.
Attack: 1d20 + 7 ⇒ (1) + 7 = 8


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 around into the room (to T11), and then casts a spell, opening up an extradimensional pit underneath a couple of the opponents.

Create Pit, covering O-P 10-11. Depth is 20 feet, so they will take 2d6 of damage upon falling. DC16 Reflex save for them to jump free. Climb DC is 25 once they're down there. Any creature ending its turn next to the pit must make a DC16 Reflex save (at +2 to the save) to avoid slipping and falling in, as the edges are sloped.


Uli unleashes a barrage of blows on the nearest foe, striking with fist and tooth.

Target P9
1d20 + 5 ⇒ (16) + 5 = 211d6 + 4 ⇒ (5) + 4 = 91d20 + 5 ⇒ (6) + 5 = 111d8 + 3 ⇒ (4) + 3 = 71d20 + 5 ⇒ (2) + 5 = 71d8 + 3 ⇒ (8) + 3 = 11

Sjurd begins casting a spell to summon creatures from the celestial realms

Start casting summon monster.


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 to the next Bollwerk will let his blade speak.
Sparrow landing in the sunlight.
Attack: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 8 ⇒ (8) + 8 = 16


System is down. working on fixing, but may not be up until next Monday.


Tieflings AC 16/13/13

One arrow is enough to finish the tiefling guard that was wounded, while Uli pounds another, breaking her jaw and knocking out several teeth.Undaunted, they move to attack, shouting warnings as they do so.

One on Kazul misses with a low thrust. Two move to flank Bollwerk, but his shield stops one attack while the bleeding guard barely misses with a thrust to the face.

From over in the shrine, a noise can be heard. Two tieflings come into view. One bangs on a door before exiting another, while the second takes two strides and fires a light crossbow at Sjurd. The bolt hits squarely in his lower back with a 'thuk'. 5 points Sjurd.

From the door on the far side of the shrine emerge two rat-faced humanoid creatures - you've fought them before - abrikandilu demons! Demons: AC 15/10/15

ROUND TWO, you're up!


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

Did Fabian catch any in the pit he created?


Kazul continues his attack on tiefling on O9.
Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d4 + 7 ⇒ (4, 2) + 7 = 13


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)

Seeing himself flanking Bollwerk slashes at his opponent right in front of him before moving a step closer to his comrades to support them.
Attack: 1d20 + 8 ⇒ (20) + 8 = 281d8 + 8 ⇒ (7) + 8 = 15
Conf: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 8 ⇒ (1) + 8 = 9


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

Confident her comapnions will make short work of those they are engaged in melee with, Farasha focuses on the newest threat, turning her bow on the tiefling that has just shot Sjurd.

Mwk comp. longbow RS DA: 1d20 + 4 ⇒ (13) + 4 = 17
piercing: 1d8 + 4 ⇒ (4) + 4 = 8
Mwk comp. longbow RS DA: 1d20 + 4 ⇒ (16) + 4 = 20
piercing: 1d8 + 4 ⇒ (2) + 4 = 6


Concentration check 1d20 + 9 ⇒ (11) + 9 = 20 vs DC18

Sjurd finishes his spell and conjures a lantern archon at the edge of the battle. [R8].

Lantern Archons have the following ability:
"Aura of Menace (Su)

Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours."

The ball of holy radiance fires a beam of light at the nearest foe [target Q8].

light ray 1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 61d20 + 3 ⇒ (15) + 3 = 181d6 ⇒ 1 (This attack overcomes damage reduction of any type)

Uli attacks Q8.
1d20 + 5 ⇒ (1) + 5 = 61d6 + 4 ⇒ (3) + 4 = 71d20 + 5 ⇒ (13) + 5 = 181d8 + 3 ⇒ (1) + 3 = 41d20 + 5 ⇒ (2) + 5 = 71d8 + 3 ⇒ (4) + 3 = 7

Sjurd casts haste. Targeting Uli, Kazul, Bollwerk, Farasha, and the Lantern Archon.


Fabian Moldonado wrote:
Did Fabian catch any in the pit he created?

No. In a series of fantastic Ref saves (which then turned the dice gods against them and ruined their to-hit rolls), they managed to avoid the pit. But now everyone who is next to it at the end of the turn must make a Ref save at DC16 or fall in. The pit is in O10, O11, P10, P11. I will mark it tonite.


New map is posted with the pit. Haven't moved anyone until Fabian takes his turn.


Kazul's blade cuts down a tiefling as he tries to avoid Fabian's pit. Balancing on the edge, the rogue keeps from falling into the very same hole.
Kazul's Ref save: 1d20 + 9 ⇒ (17) + 9 = 26

Bollwerk's swing just misses as the tiefling ducks under the blow. The rogue guard sidesteps with him, her short sword banging off of the paladin's shield.

Uli and the Archon finish the tiefling flanking Bollwerk. Uli also manages to avoid falling into the pit.
Uli's Ref save: 1d20 + 5 ⇒ (12) + 5 = 17

Farasha has no shot from were she was, so I moved her. Farasha's bow sings, and two arrows impact in the crossbow-wielding guard's chest, killing him instantly.

The demons hurl jagged bits of wooden furniture at Sjurd with unnatural accuracy, scoring hits on the summoner. 4 hp and 8 hp dmg, Sjurd.

ROUND THREE: everyone; guards, demons. HASTE is up. Make sure you update your profiles with dmg, etc.


Forgot to add there is NO line of sight to the demons for anyone right now.


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

Feeling the arcane magic flowing through her and quickening her limbs, Farasha wheels again, stepping back again and targeting the remaining guards.

Can't see the map so please place me somewhere appropriate again OGGM! Thanks :)

Mwk comp. longbow RS DA: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
piercing: 1d8 + 4 ⇒ (3) + 4 = 7
crit confirm: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
crit damage: 1d8 + 4 ⇒ (3) + 4 = 7
Mwk comp. longbow RS DA: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
piercing: 1d8 + 4 ⇒ (2) + 4 = 6
Mwk comp. longbow RS DA: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
piercing: 1d8 + 4 ⇒ (8) + 4 = 12


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 is frustrated that his pit failed to catch any of their foes, and now is providing a hazard that is hampering his allies.

Knowing that demons have appeared, he grasps his staff and uses his bond with the object to cast a spell he hadn't memorized this morning.

He draws his wand of Magic Missile, holding that in one hand and his staff in the ohter. Believing that Farasha's arrows will finish off the tiefling, he moves into the next room and fires a magic missile at the one demon he can see.

(Move to T12; from there I believe he has a line of sight to the demon in R 18 (upper-right corner to lower-right corner). Fire wand of magic missile.)

Magic Missile damage: 1d4 + 1 ⇒ (1) + 1 = 2


The lantern archon fires again, sending two lances of searing light at the tiefling [Q10]

Aura of Menace:

Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours."

1d20 + 4 ⇒ (20) + 4 = 241d6 ⇒ 41d20 + 4 ⇒ (13) + 4 = 171d6 ⇒ 41d20 + 4 ⇒ (4) + 4 = 81d6 ⇒ 2 (Touch attack :: This attack overcomes damage reduction of any type)

1d20 + 3 ⇒ (10) + 3 = 131d6 ⇒ 3 Critical confirmation

=======

Uli attacks with fist and tooth.

Move to Q9.

bite, slam, slam: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (6) + 4 = 101d20 + 6 ⇒ (1) + 6 = 71d6 + 4 ⇒ (3) + 4 = 71d20 + 6 ⇒ (14) + 6 = 201d8 + 3 ⇒ (5) + 3 = 81d20 + 6 ⇒ (7) + 6 = 131d8 + 3 ⇒ (6) + 3 = 9

=======

Sjurd takes cover to avoid more damage.

Move to R12.

HP 34/46


The last guard in the meeting room is slaughtered by the combined efforts of the group. Arrow, tooth, claw and holy light. The demon struck by Fabian's wand hisses in anger at the wizard.

Uli Ref save: 1d20 + 5 ⇒ (12) + 5 = 17 Once again, Uli barely manages to avoid falling into Fabian's pit. Bollwerk moves of the room to get in position to attack the demons next turn, as does Kazul.

Abrikandilu AC 15/10/15

The demons, hissing and spitting, throw chunks of broken stone at the paladin now in the doorway. The rocks break upon his shield and armor with no effect.

Still posting NPC ACs, keep watch. Botted Bollwerk and KAzul to expedite.

ROUND FOUR: you are up.


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 get really really annoyed by this new browser. And I MEAN Really
Looking at the demon guarding the door, Bollwerk moves into the battle, sword leading. R19
Attack: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 8 ⇒ (1) + 8 = 9


Thanks GM, on the road till tomorrow am. Bot me until then, if necessary.


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

Trusting that cold iron will again serve her well and still feeling the wonderful arcane energies saturating every action with celerity, Farasha steps out and lets fly with her bow.

Mwk comp. longbow RS DA: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Mwk comp. longbow RS DA: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Mwk comp. longbow RS DA: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
cold iron/piercing: 1d8 + 4 ⇒ (7) + 4 = 11


Very busy weekend. Please excuse short post before I get to bed.

Uli moves to S14. Lantern archon moves to T14. Sjurd moves to S13.


Bollwerk's Perception: 1d20 + 0 ⇒ (18) + 0 = 18

Bollwerk charges in, right into the ambush set by two tieflings hiding on either side of the door. One thrust he manages to turn at last second with his shield, but the second slips through a crack in his armor and into his side. 8 hp dmg, Bollwerk His righteous momentum carries him through to the demon, but the tieflings take the opportunity to strike again. Two more thrusts, two more turned aside by the paladin's armor. Radiance flashes, drawing demonic blood, spraying it on the doorway behind.

Farasha scores a hit on the same demon, her cold iron arrow piercing it's thick skin.

Kazul moves to engage one the tiefling rogues, cutting her down before she can any other damage.

Fabian fires another missile from the wand, nearly finishing the abrikandilu by the door.

The two demons move to flank Bollwerk. The first tears at him with its large yellow teeth, taking a huge chunk from his arm . 4 hp dmg, Bollwerk. Worse yet, from the bite comes a hideous smell, and Bollwerk is overcome by a feeling of self-loathing, which he manages to shake off with some effort.

Fort save: 1d20 + 9 ⇒ (6) + 9 = 15

The second demon locks its teeth into the paladin's neck from behind, 6 hp dmg Bollwerk. the saliva causing the wound to fester and boil. The same feeling attacks Bollwerk's sense of self-worth, but again his faith is up to the task of shaking off the malaise.

Fort save: 1d20 + 9 ⇒ (10) + 9 = 19

ROUND FIVE: Bollwerk, tiefling, everyone else, demons

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