Once More into the Breach - GMF's Wrath of the Righteous (Inactive)

Game Master Fanguar

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Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

Figuring that those left in the other chamber can help Ruarc with the reappearing woman, Aglamore maintains his focus on the archer, but manages to stab only air.

5' step and attack

longspear: 1d20 + 4 ⇒ (4) + 4 = 81d8 + 4 ⇒ (2) + 4 = 6


Combat Round 4
24 Hos (SP 3/3) (SW#2 2/3)
23 Ruarc
17 Aglamore
16 Archer
5 Joao
5 Maeve
4 Pytros

The cultist cries out in pain as Ruarc's teeth tear into her.

Init 16

The archer slowly running out of room, step back and fire at Aglamore, but the arrow whistles wide,

Attack vs Aglamore: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

Joao, Pytros and Maeve are up.

Female mongrelman ranger 1:

CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 19/30
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,Sleight of Hand +9, Stealth +12, Survival +9

HOSILLA CR 2:

XP 600
Female human inquisitor of Baphomet 3 CE Medium humanoid (human) Init +4; Senses Perception +11
DEFENSE
AC 20, touch 14, flat-footed 16
hp 13/21 Fort +4, Ref +3, Will +5
OFFENSE Speed 30 ft. Melee +1 glaive +5 (1d10+2/×3)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect alignment
5/day—touch of evil (1 rounds) Inquisitor Spells Known (CL 3rd; concentration +4)
1st (4/day)—command (DC 13), magic weapon, shield of faith, true strike
0 (at will)—acid splash, daze (DC 12), guidance, light, resistance, virtue
Domain Evil
Skills Intimidate +8, Knowledge (dungeoneering) +3, Knowledge (religion) +5, Linguistics +1, Perception +11, Sense Motive +9, Stealth +6, Survival +8
Languages Abyssal, Common, Hallit SQ cunning initiative, judgment 1/day, monster lore +2, solo
tactics, stern gaze, track +1 Combat Gear potion of cure moderate wounds, wand of spiritual weapon (6charges), alchemist’s fire (2), tanglefoot bag; Other Gear chain shirt, mwk glaive, antitoxin, bejeweled book of prayers devoted to Baphomet worth 50 gp, lockbox key, orders from Staunton Vhane, 32 gp


Male Human Fighter (Lore Warden) 3

Round 4, Initiative 4
hp 18/21; AC 19/15T/18FF/20CMD; +5F/+2R/+3W

Disarm (whip) vs. Hosilla (CMD 19) 1d20 + 6 ⇒ (9) + 6 = 15

Pytros extends his whip at the woman, trying to snatch her glaive away. The whip wraps around it for a moment, only to find her able to hang on as he pulls backwards at it.


R4, I4
HP: 10/13, AC17/13/14

The snap of the whip was something he was learning that he should follow, and Joao darted forward, low and fast when he heard it. In this case, he had anticipated correctly, figuring that Pytros was attempting to disarm someone as usual, and while they were engaged in the test of strength, that left enough of an opening for him to close with them.

However, he was a little too far from where he needed to be, so what would have been a well-timed attack had he been closer, was instead turned into him moving closer to the fight, stopping in the smoke that he created with no difficulties, used to being deprived of one of his senses. Listening, he held his breath.
_______________________
Move: 30ft
[ooc]Std: Perception: 1d20 + 6 ⇒ (9) + 6 = 15


And suddenly its a week later... Sorry about that. Feel free to prod me in the discussion if the radio silence grows ominous.

Maeve picks her nose.

Combat Round 5
24 Hos (SW#2 3/3)
23 Ruarc
17 Aglamore
16 Archer
5 Joao
5 Maeve
4 Pytros

The magical weapon floats over to attack Maeve, striking a sound blow, before dissolving into the ether.
SW vs Maeve: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

The cultist is forced back by Ruarc's ferocious attack, and steps back and attacks, missing completely.

Attack vs Ruarc: 1d20 + 5 ⇒ (3) + 5 = 8

Aglamore and Ruarc are up

Female mongrelman ranger 1:

CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 19/30
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,Sleight of Hand +9, Stealth +12, Survival +9


HOSILLA CR 2:

XP 600
Female human inquisitor of Baphomet 3 CE Medium humanoid (human) Init +4; Senses Perception +11
DEFENSE
AC 20, touch 14, flat-footed 16
hp 13/21 Fort +4, Ref +3, Will +5
OFFENSE Speed 30 ft. Melee +1 glaive +5 (1d10+2/×3)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect alignment
5/day—touch of evil (1 rounds) Inquisitor Spells Known (CL 3rd; concentration +4)
1st (4/day)—command (DC 13), magic weapon, shield of faith, true strike
0 (at will)—acid splash, daze (DC 12), guidance, light, resistance, virtue
Domain Evil
Skills Intimidate +8, Knowledge (dungeoneering) +3, Knowledge (religion) +5, Linguistics +1, Perception +11, Sense Motive +9, Stealth +6, Survival +8
Languages Abyssal, Common, Hallit SQ cunning initiative, judgment 1/day, monster lore +2, solo
tactics, stern gaze, track +1 Combat Gear potion of cure moderate wounds, wand of spiritual weapon (6charges), alchemist’s fire (2), tanglefoot bag; Other Gear chain shirt, mwk glaive, antitoxin, bejeweled book of prayers devoted to Baphomet worth 50 gp, lockbox key, orders from Staunton Vhane, 32 gp


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Ruarc steps up and continues to attack the cultist.

Round 6

HP:1/17
AC:21
Alter Self, 14 rounds
Judgement of Destruction, rest of encounter

Free action; 5' step.
Full attack action on cultist.

Bite: 1d20 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 4 ⇒ (18) + 4 = 221d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Claw: 1d20 + 4 ⇒ (12) + 4 = 16


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

Aglamore keeps the pressure on the archer, reaching up with a high guard to jab the longspear at his face. "Surrender! This fight makes no sense for you! Death is upon you if you continue!"

longspear: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 4 ⇒ (3) + 4 = 7


Combat Round 5
24 Hos (SW#2 3/3)
23 Ruarc
17 Aglamore
16 Archer
5 Joao
5 Maeve
4 Pytros

Int 16

The Mongrel snarls, "Death may find me today, but my reward will be great if I take you with me!"

With that, she drops her bow and drawing her club, she wades in:

Attack Vs Aglamore: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Pytros and Joao are up (and Maeve, if she's around) The cultist only has 4hp left.

Female mongrelman ranger 1:

CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 12/30
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,Sleight of Hand +9, Stealth +12, Survival +9

HOSILLA CR 2:

XP 600
Female human inquisitor of Baphomet 3 CE Medium humanoid (human) Init +4; Senses Perception +11
DEFENSE
AC 20, touch 14, flat-footed 16
hp 4/21 Fort +4, Ref +3, Will +5
OFFENSE Speed 30 ft. Melee +1 glaive +5 (1d10+2/×3)
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect alignment
5/day—touch of evil (1 rounds) Inquisitor Spells Known (CL 3rd; concentration +4)
1st (4/day)—command (DC 13), magic weapon, shield of faith, true strike
0 (at will)—acid splash, daze (DC 12), guidance, light, resistance, virtue
Domain Evil
Skills Intimidate +8, Knowledge (dungeoneering) +3, Knowledge (religion) +5, Linguistics +1, Perception +11, Sense Motive +9, Stealth +6, Survival +8
Languages Abyssal, Common, Hallit SQ cunning initiative, judgment 1/day, monster lore +2, solo
tactics, stern gaze, track +1 Combat Gear potion of cure moderate wounds, wand of spiritual weapon (6charges), alchemist’s fire (2), tanglefoot bag; Other Gear chain shirt, mwk glaive, antitoxin, bejeweled book of prayers devoted to Baphomet worth 50 gp, lockbox key, orders from Staunton Vhane, 32 gp


Fouling Pytros' angle was not something that he wanted to do willingly, but there was still a fight going on in the other room, and the more opponents that were removed from play, the better chance they stood in seeing the surface. Joao exited the smoke with no trouble, letting go of the breath that he had been holding as he turned the corner of the barricade and swung the mace in a short, low arc. Much to his dismay, he missed, and that did not bode well for him.
______________________
5-ft step, Attack
Attack: 1d20 + 3 ⇒ (10) + 3 = 13


Male Human Fighter (Lore Warden) 3

Round 5, Initiative 4
hp 18/21; AC 19/15T/18FF/20CMD; +5F/+2R/+3W

MA: Engage Cultist
SA: Unarmed vs. Cultist (AC 20) 1d20 + 5 ⇒ (20) + 5 = 25
> Confirm (AC 20) 1d20 + 5 ⇒ (1) + 5 = 6
> Damage 1d3 + 3 ⇒ (3) + 3 = 6

Pytros sprints forward as Joao gets between him and the cultist. The whip was having little effect anyway, so he moves to melee range. He drives his fist hard into her just as she tries to bring her glaive down upon him. The powerful blow drops her quickly in a clanging collapse.

I think the cultist has an AOO.


AoO: 1d20 + 5 ⇒ (4) + 5 = 9 Swing and a miss

The cultist twitches once and lays still.

Ruarc and Aglamore are up. Ruarc can 5' step into melee with the 'archer'

Female mongrelman ranger 1:

CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 12/30
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,Sleight of Hand +9, Stealth +12, Survival +9


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Round 7

HP:1/17
AC:21
Alter Self, 13 rounds
Judgement of Destruction, rest of encounter

Free action; 5' step.
Full attack action on ranger.

Bite: 1d20 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 4 ⇒ (12) + 4 = 16
Claw: 1d20 + 4 ⇒ (2) + 4 = 6

-----------------------------

Ruarc steps forward and tries to claw and bite the mongrelwoman again. He is feeling dizzy from blood loss, and his blows are weak and barely coordinated. The cultist easily dodges all of them.


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

Aglamore backs off and tries to kill the ranger.

"Get out of there, Ruarc!"

longspear: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 4 ⇒ (2) + 4 = 6


Combat Round 6
23 Ruarc
17 Aglamore
16 Archer
5 Joao
5 Maeve
4 Pytros

Attack vs Aglamore: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15

In her pain and rage, the mongrel swings wildly, but her glancing blow is no match for Aglamore's armour.

Everyone is up

Female mongrelman ranger 1:

CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 12/30
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,Sleight of Hand +9, Stealth +12, Survival +9


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

"Never!" Ruarc responds to Aglamore. He concentrates and his wounds begin to knit themselves together. He lashes out at the ranger again, drawing her close to bite into her shoulder.

Round 8

HP:2/17
AC:21
Alter Self, 13 rounds
Judgement of Healing, rest of encounter

Swift action; change judgement to healing
Full attack action on ranger

Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Claw: 1d20 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 4 ⇒ (2) + 4 = 6


R6, I4, HP: 10/13, AC17/13/14

Joao came through the door, sweeping the room to see what was going on. Ruarc was attacking something that he could not quite make out, but he was able to make it up and onto the table. From that vantage point, little changed, but he was going to be able to reach the remaining opponent in a few seconds.


Male Human Fighter (Lore Warden) 3

Round 6, Initiative 4
hp 18/21; AC 19/15T/18FF/20CMD; +5F/+2R/+3W

MA: 30'
SA: Unarmed Strike vs. Mongrelman (AC 19) 1d20 + 5 ⇒ (15) + 5 = 20
> Damage 1d3 + 3 ⇒ (3) + 3 = 6 - 6 damage to mongrelman

Pytros maneuvers through the barricades and through the door, barely giving the cultist another look. "Maeve, let's go!" He shouts an instruction at the scarred woman as he exits the room. The only remaining enemy - the spider-like mongreloid with a bow - is surrounded. He presses the advantage that gives him, sliding next to Ruarc. He raises his right leg and delivers a punishing kick to the creature's chest, rocking its carapace hard and feeling a satisfying crunch as the bony armor begins to break.


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

Now firmly in the grip of the battle, Aglamore has nothing more to say, merely fighting on grimly towards victory or death.

longspear: 1d20 + 4 ⇒ (8) + 4 = 121d8 + 4 ⇒ (8) + 4 = 12


Surrounded by her enemies, the crazed mongrel cultist refuses to surrender.

Attack vs Aglamore: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Everyone is up, 2 Hp left.

Female mongrelman ranger 1:

CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 2/30
Fort +4, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,Sleight of Hand +9, Stealth +12, Survival +9


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Round 9

HP:3/17
AC:21
Alter Self, 13 rounds
Judgement of Healing, rest of encounter

Full attack action on ranger

Bite: 1d20 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Claw: 1d20 + 4 ⇒ (9) + 4 = 13
_________________________________

Ruarc continues to attack the cultist, his wounds slowly knitting themselves back together by the grace of Ragathiel. She manages to ward off his teeth and one claw, but the other slashes across her throat, opening an artery. She quickly wobbles and falls as her racing heart pumps her lifeblood out into the dirt of the cavern floor. Ruarc roars in victory, shaking his bloody claws at the ceiling.


Male Human Fighter (Lore Warden) 3

Pytros presses one hand against the table, breathing hard. The fight had been long and vicious, but they had emerged victorious with no true losses. "Everyone all right? Strip the bodies. Perhaps they have supplies that we can use." He heads back to the cultist to see what she has on her person.


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

"I'm injured quite badly actually. I should be fine after I eat these cultist's sins though," Ruarc comments, dismissing his troglodyte form. After helping Pytros to strip the bow wielding cultist, he begins the process of removing her evil from Golarion. He then does the same for Hosilla and the other cultist.

Healing: 1d8 + 1 ⇒ (3) + 1 = 4
Healing: 1d8 + 1 ⇒ (7) + 1 = 8
Healing: 1d8 + 1 ⇒ (6) + 1 = 7

Takes three minutes, after which I'm fully healed.


Joao set about stripping what was salvageable from the bodies, relieved that they had survived another fight without anyone becoming severely injured as he had before. Once they had salvaged what they could from the bodies, he set about finding something to give off light, and lighting it. "There can not be many more occupants", he observed.


Enemy gear:

potion of cure moderate wounds, wand of spiritual weapon (5charges), alchemist’s fire (2), tanglefoot bag, Glaive +1, mwk glaive, antitoxin, bejeweled book of prayers devoted to Baphomet, lockbox key, mwk chain shirt x2, mwk longbow, obsidian unholy symbol of Baphomet, 66 gp

Letter:

Hosilla,
You will remain for the time being in Kenabres, but know this: the city's days are numbered. Seek a place of safety. The underground den of your mongrel lackeys should suffice to keep you safe from the devastation to come. I shall assume command of Drezen shortly and once Vorlesh has finished with the wardstone and Kenabres is no longer of interest to us, you are to return to my side. Your procurement of Yaniel's sword from the museum was masterfully done. I will see that everything is prepared for its corruption once you bring it to the fortress. Also before you leave the city, there are three independent cultist cells I would like you to collect and bring in. They are based out of Nyserian Manor, Topaz solutions and the tower of Estrod. The usual passphrases apply.

May Lord Deskari and Lord Baphomet watch over you,

Vhane.

Searching the immediate area, you find no other enemies. In one of the adjoining rooms there is a stone pedestal holding a copper brazier aloft. Its flames cast flickering light over the room's contents. Against the western wall, an enormous pile of animal furs and thick quilts serves as a bed and against the eastern half of the room there is a wooden desk, beneath which stands a long, thin iron lockbox. The key found on the dead cultist opens the chest. Inside you find, a small leather pouch containing an assortment of semiprecious gemstones (three chips of lapis lazuli worth 10 gp each, two bloodstones worth 50 gp each, a citrine worth 50 gp, and a white pearl worth 100 gp) as well as a scroll of bear’s endurance and a scroll of remove disease. The lockbox also contains long, thin darkwood sword case worth 200 gp. The case is not locked—inside lies a breathtaking longsword—a weapon of obviously superior craftsmanship with a razor-sharp blade that appears to be made of shining gold.

All that remains is the pit that leads to the running water and the wooden maze.


Male Human Fighter (Lore Warden) 3

Pytros finds the letter - bloodied and crumpled by the violence - in the cultist's pocket. He reads it aloud to the others in a voice that clearly shows that it is not his own words. "Hosilla, You will remain for the time being in Kenabres, but know this: the city's days are numbered. Seek a place of safety. The underground den of your mongrel lackeys should suffice to keep you safe from the devastation to come. I shall assume command of Drezen shortly and once Vorlesh has finished with the wardstone and Kenabres is no longer of interest to us, you are to return to my side. Your procurement of Yaniel's sword from the museum was masterfully done. I will see that everything is prepared for its corruption once you bring it to the fortress. Also before you leave the city, there are three independent cultist cells I would like you to collect and bring in. They are based out of Nyserian Manor, Topaz solutions and the tower of Estrod. The usual passphrases apply. May Lord Deskari and Lord Baphomet watch over you, Vhane."

He ponders over the words of the letter for a few moments. "Do any of those names spark any memories? We must get this information to the city's leaders, or at least what remains of them."

Knowledge: Religion 1d20 + 6 ⇒ (3) + 6 = 9

Pytros then pages through the prayerbook looking for some clues as to the mindset of the cultists. He can read and speak Abyssal thanks to his research into the book that eventually drove him from Hermea. Hopefully his knowledge will shed some additional light, especially as to what the 'usual passphrases' might be.

Pytros will claim a masterwork chain shirt and a masterwork longbow.


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7
Pytros wrote:
Do any of those names spark any memories?

"Unfortunately, no."[b] Ruarc replies to Pytros. [b]"That sword looks important though, and the letter confirms that. Now that these vile Baphomet vermin are slaughtered we must resume our efforts to escape this subterranean hell..." He further agrees.

Remind me, did the mongrel king guy know a way out?


Joao took all these things in, and also read the letter once it got passed back around. None of those names meant anything to him, though he figured that the blinded wizard that they left back with the other mongrelmen would know much. Still, they had names, and with each success, they came closer to leaving this underground to find what had happened on the surface.


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

[ooc]Brother Aglamore will take up the wand of spiritual weapon with reverential satisfaction.

"The cults are corrupting weapons, which implies that this one is more than a merely magical sword. This would appear to be a holy weapon. While we may return it to the museum if it still exists, it is clear that we were meant to have Yaniel's sword in this place and time. Which of you will bear it?"


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

"Can you identify its properties?"

I think the only one proficient at this point is Pytros. Or you Aglamore, if you worship Iomedae.


I'll just rule that as Aglamore as a Iomedaen knows the Yaniel's history.

Yaniel:
In 4692 ar, soon after the start of the 4 Fourth Crusade, a paladin of Iomedae and renowned demon slayer named Yaniel spoke out against the Mendevian
crusaders, accusing them of negligence and sloth, and claiming these faults were what allowed Khorramzadeh to invade Kenabres and damage the wardstone. Her accusations cut too close to the truth, and in a moment of weakness her superiors threatened to excommunicate her. Instead, she said she would enter the Worldwound and fight the Fourth Crusade on her own, with only her magic sword Radiance for company. The church was happy to see Yaniel go, and in the 2 years that followed, she was thought to have been slain. Yet when she returned to Kenabres in 4694 ar, leading a small army of crusaders she’d rescued, both Yaniel and her superiors had changed. For her part, Yaniel had shed her pride and insubordination, and had gained a new appreciation for the difficult decisions leaders are forced to make. And the church leaders had learned that sometimes the truth is exactly what you need to hear. Alas, Yaniel was assassinated before the year was out, slain by the lilitu demon Minagho only a week into her second personal crusade. Her followers managed to return to Kenabres with Radiance, but Yaniel’s body had been taken. The sword had gone dark after Yaniel’s death, its magical powers apparently lost, and so the crusaders elected to place it in the Gray Garrison on display. It was stolen a couple of months ago.

Know(nobility) or Know(local) checks DC15 for info about the locations.
@Ruarc: This area guards the way out. OTR, it past the wooden maze area. Also OTR, it's a shame we lost out Paladin, since in the hands of a paladin that sword can eventually become a holy avenger.


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

Aglamore relates Yaniel's history to the group in tones of earnest reverence. He knows nothing about the places, merely the oral history.

If Pytros doesn't want it, Aglamore will carry the blade. But he's built to use the longspear, and will stick with that as his main weapon.


Male Human Fighter (Lore Warden) 3

Pytros nods to Aglamore. "You should bear it. You may need additional options if pressed into tight quarters where your spear is a hindrance. I am trained in hand-to-hand combat as an option if I am unable to use my whip."


Sooooo.... Where next? Hole? Just get out of here?


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Search the whole complex, then go back for our NPCs, then get the F out of the underground. I believe Horgus offered us a reward for getting him back, and the others are nice so don't want to leave them behind.


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

"Right," says Aglamore. "Let's get out of here.

What Ruarc said.

Maybe I should play a paladin instead of a cleric? What do you guys think? For this AP, we should probably have a paladin, but a cleric will be -so- useful, especially with Aglamore's "nobody dies" build.

One a' you mugs feel like being a paladin?


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Ermm....I'm kind of allergic to LG. Maybe you could try out an Oradin if Fanguar would let you, Aglamore.


What you play is your call. I like the luck of the draw, though. If you're inclined, can you not just work in levels of Paladin, if it would make story sense? I'd be a horrible paladin, I think.

Moving with the others, Joao slung the mace at his hip again, and made to move with the others. There were only two places left that they had not entered yet, and despite the risk, he thought that it would be prudent to make sure that no surprises remained. "Is the Maze or Hole next?"


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

"The hole I guess, but be careful. No telling what's down there."


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

Cleric/Paladin is a fairly weak choice, mechanically.

The group works its way back to the hole and peers down within.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21


I actually have a house rule that a Paladin doesn't have to be LG. I see them as more as divine warriors for a particular faith. The only 'lawful' requirement that I have is that they need to be exemplars of their patron and not knowing break any tenants of their faith. So a NE paladin of Norgorber that assassinates enemies of the church works in my games.

A quick search of the area finds only one other thing of interest. Down the pit, you find a small path running along a stream of clear water. Blind cave fish dart within the current. Joao's keen eyes pick out a slight irregularity in the room's far wall and with a little finessing, he opens a hidden crawl space. Ten feet back in the recess you can make out the shape of a cobweb covered chest.

Chest:
Turns out I don't really care about identification checks.. +1 light wooden shield, a ring of climbing, a scroll of identify, a scroll of magic fang, two potion of darkvision, and 250 gp.

Let me know if you ask the NPCs about any of the locations mentioned in the letter

You press past the wooded walls that make up a defensive maze and push past into a tunnel that eventually opens into the city sewers. As you start looking for a way back to the surface, you suddenly arrive at an exit were you can see open sky.

A great rent splits the ground. piercing into the sewers The sides of the crevasse are slopes that you can climb whiteout too much trouble.

You find yourself in a city very different than the one you remember. The attack that began yesterday is for the most part over. The tremors and demonic attacks have devastated the city, leaving it a smoking, apocalyptic ruin. Deep chasms riddle the city, while the paths of enormous demons have left ruinous trails of rubble extending out from the city’s heart. Above, the once familiar skyline of Kenabres is forever
changed. The tower of the Kite and the Cathedral of St. Clydwell having been completely destroyed, while elsewhere plumes of dark smoke still rise from the smouldering remains of burned down buildings. Fat buzzards, and other less savoury creature, wheel above in skies scarred by red smoke and black clouds. The Worldwound has expanded its borders, and now the city of Kenabres is enveloped in it.


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

Read the letter to the NPCs and ask them about it while still down below. Particularly Aravashnial and Horgus.

Valki....Irianne....no! Ruarc thinks as he surveys the devastation. He's careful to stay hidden both under something and from as many angles as possible. With the Wardstone down, demons could be flying overhead or approaching from any angle. He looks to the rest of the party, absorbing their reactions.

What do we know about Aravashnial in character? What are the NPC reactions to this situation?


Joao's reaction to their careful emergence is slight, little more than a momentary reassessment of their situation, than any shock or worry. For him, they had been fighting underground, and now they would have to fight on the surface as well. Still, he kept as low a profile as he could, trying to place their location relative to where he had been in the city. He doubted that it was still there, but he had left his pack in the inn, and if he could retrieve that, he would not be without. A low priority, at best.

The items they found would likely help, but for now, they had to find out what remained. He knew little about the Demons, and as such, their practices or tactics were unknown to him. It was likely that there were not many lurking by comparison, but he was not foolish enough to think this town empty. One hand freed the mace, just in case.

If there were survivors, where would they be? Where would they hide?


Male Human Fighter (Lore Warden) 3

Pytros emerges from the hole in the ground, looking for signs of life or danger. He whispers to the others, "The defenders - if there are any left - will have created a secondary front and a command post. The attack came from the west, so we go east looking for the command post. If we are fortunate, we are already behind friendly battle lines. We move quietly, quickly, and from cover to cover. We'll stop and scan each time we find a position of cover, then plan where to go." He doesn't mention the devastation, as it is a secondary concern to him compared to finding friendly allies.


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

"Sounds like a reasonable plan," Ruarc says, waiting for the Hermean to lead the way.


@Ruarc: You don't really know anything about the NPCs, but they are all suitably horrified by the destruction.

Earlier..

Listening the note, Aravashnial hums and haws for a bit. "Well, let's see... Drezen is the name of a fortress crusaders of the first crusade on the edge of the worldwound. It was meant to serve as a staging area to wipe the worldwound clean but it fell a century ago as the crusaders were pushed back the demon horde. Also if the note is true and the Tower of Estrod is under cultist control then something must be done. It cannot be allowed to fall into the hands of the cultists. It is a library that contains all the knowledge and research on fighting demons the crusaders have accumulated since the first crusade including information on the making and maintenance of the wardstones, the Nyserian Manor sounds like a nobel's residence and the other is unknown to me it sounds like a jewelry store, but that's about it."

Horgus chimes in, "Kandro Nyserian is the master of Nyserian Manor. A bit of an odd fellow, but I wouldn't have thought he was involved in all this. The manor is actually quite near my own residence, so why do we head there first?"

Do you guys want to head to Horgus' manor first, or...?


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

"If your manor still stands it might serve as a base of operations for us until we can make contact with any survivors. That's a good idea."


Male Human Fighter (Lore Warden) 3

"Let's go. Stay alert to stay alive." Pytros scans the sky and surroundings before leading the way in the direction of the manor. He keeps his stolen bow in hand and leaves his whip on his belt.


Male Human Cleric 3 - HP 24/24 - AC 16/T: 12/FF: 14 - Perception +5 - F: +5/ R: +3/ W: +6 - CMB: +5 - CMD: 17, Speed: 20, Init. +6

Aglamore falls in with the others, trying to stay between the VIP's and any danger.


Horgus snorts, "Not bloody likely. You get me home. You get paid. That was the arrangement."

You slowly prowl through the desolation of the city. With so many of the streets blocked by massive rents in the ground or by collapsed building, it is hard to do more than head in the general direction of Horgus' manor. Everywhere there are signs of the massacre that followed in the aftermath of the demonic invasion. Corpses lay bloating in the streets and the carrion fowl and rats have so gorged themselves that they do little more than squawk or squeak in protest as you pass. Other corpses have been throughly devoured and their cracked and split bones speak to the size and power of their devourers. Already the smell is nauseating and it will only get worse.

Occasionally you catch site of furtive movement, but whether it is from survivors you cannot say. All you know is that whatever it is, they want no part of you and you remain unmolested in your travel. The ominous silence of the dying city is pierced from time to time by the distant sound of a terrifying howl or scream of horror.

Suddenly as you make your way through the rubble of another collapsed building, you hear a scream for help coming from just around the next bend of the road.

Did you rest before you came topside, or use some healing items?


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

A rest would have been in order, I'd say. I was out of spells and all my daily use abilities.

Sense motive on the scream: 1d20 + 7 ⇒ (19) + 7 = 26

Does it sound genuinely humanoid, and genuinely distressed?

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