
Cathryn Dayshaun |

"It's safe to assume that this entire place is trapped with ambushes and magic. Still, you never know until you check, she could have been an innocent. I'd rather take the chance of rescuing someone from this vile place."
Cathryn takes a moment, repeating chants before casting a Death Ward on herself.
Duration=19 Minutes

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Excuse the delay, please. Con season is upon us, and I have two cons in the next three weeks, one of which I serve on staff.
Tima turns and checks the door behind them, finding it unlocked.

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No problem, just wanted to hear it from you rather than assume.
Tima checks the door and, finding no traps evident, opens the portal. It swings open easily, on well-oiled hinges.
Thirteen candles glow from niches in the wall around the periphery of this room. Each is tall and slender--no wax yet runs from them.
The walls of the room, between the candles, are hung with plush draperies of a deep crimson color. The candlelight gives them the color of fresh blood. In the center of the room, resting on a raised stone platform, is a long box. Its lid stands open.
Tima Perception: 1d20 + 37 ⇒ (1) + 37 = 38

Cha`Tima Achak |

"Looks vampiric to me."
"Doppel, you want to run over there and smash that coffin? Assuming it's not just full of valuables or something."

Cathryn Dayshaun |

"A vampire you say? Things keep on getting better. Perhaps it will do us the pleasure of showing it's loving face so that we can put it to rest."
Cathryn's eyes light up with something between excitement and duty.

Cathryn Dayshaun |

"You are right of course, forgive my eagerness."

Cha`Tima Achak |

Doppel moves to the coffin and checks the contents before attempting to set it alight with his campfire bead.
"Why did you burn it instead of just smashing it?"

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As you enter the room, a figure dressed in a black cape and finery rises from the coffin. "Welcome," it hisses, "To your doom!"

Amarilis Whitewolf |

Amarilis readied herself.
"Hum... Lord Bloodsucker? I think you misspelled it. I guess you meant to say "Welcome to your ROOM"? Also, are you sure you are prepared to fight us? Because you could have made an ambush, gather a couple more of your friends but just you? I think any one of us could beat you in single combat..."

Cha`Tima Achak |

"Not to mention sleeping in your coffin out in the open like this. Rookie mistake."
"You do at least have another one hidden somewhere, right?"

Cathryn Dayshaun |

Cathryn adds dryly, though only somewhat serious:
"Let's not got cocky now..." before leveling Sacred Avenger in the creature's direction and hitting it with a Detect Evil for good measure.

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VERY evil. In fact, the evil that is given off by this creature is almost palpable.
INITIATIVE
Amarilis
Warlord
Tima
Doppel
Valonzo
Cathryn
Vampire
Amarilis Init: 1d20 + 10 ⇒ (17) + 10 = 27
Cathryn Init: 1d20 + 5 ⇒ (14) + 5 = 19
Cha'Tima Init: 1d20 + 19 ⇒ (2) + 19 = 21
Landsknetch Init: 1d20 + 11 ⇒ (10) + 11 = 21
Valonzo Init: 1d20 + 6 ⇒ (15) + 6 = 21
Warlord Init: 1d20 + 8 ⇒ (15) + 8 = 23
Vampire: 1d20 + 1 ⇒ (15) + 1 = 16

The Warlord of The Seven Armies |

Rowan will cast a spell, which causes his shadow to begin to move of it's own accord. It begins to sing an absolutely beautiful song telling the tale of King Azoun IV and his battles with the dragon, as well as political enemies who threaten his reign.
Good old Inspire Greatness on everyone except Rowan himself and Valonzo. See the spoiler below for what it does.
Meanwhile, Rowan will begin his typical routine of shouting orders and encouragement to the group before drawing a wand.
Inspire courage for everyone!
A creature inspired with greatness gains 2 bonus Hit Dice (d10s), 12 + (2xcon mod) temp hp, a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Amarilis Whitewolf |

Amarilis yells and moves forward swiftly before attacking with her sword.
Activating Quick Runner's shirt to get into melee and then Full Attack. She will enter Greater Rage as a free action and will designate Doppel as her chosen ally.
Attack #1 (wolf's fang), greater rage, inspire courage, inspire greatness, power attack (mythic): 1d20 + 32 + 5 + 4 + 2 - 0 ⇒ (7) + 32 + 5 + 4 + 2 - 0 = 50
Damage #1 (wolf's fang), greater rage, inspire courage, power attack: 1d8 + 14 + 5 + 1d6 + 18 ⇒ (5) + 14 + 5 + (6) + 18 = 48
Attack #2 (wolf's fang), greater rage, inspire courage, inspire greatness, power attack (mythic): 1d20 + 32 + 5 + 4 + 2 - 0 ⇒ (13) + 32 + 5 + 4 + 2 - 0 = 56
Damage #2 (wolf's fang), greater rage, inspire courage, power attack: 1d8 + 14 + 5 + 1d6 + 18 ⇒ (8) + 14 + 5 + (2) + 18 = 47
Attack #3 (wolf's fang), greater rage, inspire courage, inspire greatness, power attack (mythic): 1d20 + 27 + 5 + 4 + 2 - 0 ⇒ (10) + 27 + 5 + 4 + 2 - 0 = 48
Damage #3 (wolf's fang), greater rage, inspire courage, power attack: 1d8 + 14 + 5 + 1d6 + 18 ⇒ (3) + 14 + 5 + (2) + 18 = 42
Attack #4 (wolf's fang), greater rage, inspire courage, inspire greatness, power attack (mythic): 1d20 + 22 + 5 + 4 + 2 - 0 ⇒ (8) + 22 + 5 + 4 + 2 - 0 = 41
Damage #4 (wolf's fang), greater rage, inspire courage, power attack: 1d8 + 14 + 5 + 1d6 + 18 ⇒ (3) + 14 + 5 + (5) + 18 = 45
Attack #5 (wolf's fang), greater rage, inspire courage, inspire greatness, power attack (mythic): 1d20 + 17 + 5 + 4 + 2 - 0 ⇒ (5) + 17 + 5 + 4 + 2 - 0 = 33
Damage #5 (wolf's fang), greater rage, inspire courage, power attack: 1d8 + 14 + 5 + 1d6 + 18 ⇒ (8) + 14 + 5 + (5) + 18 = 50
Attack #6 (wolf's fang), greater rage, inspire courage, inspire greatness, power attack (mythic): 1d20 + 32 + 5 + 4 + 2 - 0 ⇒ (6) + 32 + 5 + 4 + 2 - 0 = 49
Damage #6 (wolf's fang), greater rage, inspire courage, power attack: 1d8 + 9 + 5 + 1d6 + 9 ⇒ (5) + 9 + 5 + (2) + 9 = 30
Attack #7 (wolf's fang), greater rage, inspire courage, inspire greatness, power attack (mythic): 1d20 + 32 + 5 + 4 + 2 - 0 ⇒ (20) + 32 + 5 + 4 + 2 - 0 = 63
Damage #7 (wolf's fang), greater rage, inspire courage, power attack: 1d8 + 9 + 5 + 1d6 + 9 ⇒ (8) + 9 + 5 + (6) + 9 = 37
Critical Attack #7? (wolf's fang), greater rage, inspire courage, inspire greatness, power attack (mythic): 1d20 + 32 + 5 + 4 + 2 - 0 ⇒ (11) + 32 + 5 + 4 + 2 - 0 = 54
Critical Damage #7? (wolf's fang), greater rage, inspire courage, power attack: 1d8 + 9 + 5 + 1d6 + 27 ⇒ (7) + 9 + 5 + (1) + 27 = 49
Attack #8 (wolf's fang), greater rage, inspire courage, inspire greatness, power attack (mythic): 1d20 + 27 + 5 + 4 + 2 - 0 ⇒ (7) + 27 + 5 + 4 + 2 - 0 = 45
Damage #8 (wolf's fang), greater rage, inspire courage, power attack: 1d8 + 9 + 5 + 1d6 + 9 ⇒ (5) + 9 + 5 + (5) + 9 = 33
Attack #9 (wolf's fang), greater rage, inspire courage, inspire greatness, power attack (mythic): 1d20 + 22 + 5 + 4 + 2 - 0 ⇒ (5) + 22 + 5 + 4 + 2 - 0 = 38
Damage #9 (wolf's fang), greater rage, inspire courage, power attack: 1d8 + 9 + 5 + 1d6 + 9 ⇒ (1) + 9 + 5 + (6) + 9 = 30
Inspire Courage +4
Inspire Greatness +2HD
Greater Rage
Power Attack (Mythic)
AC 28
HP 365 (+66 Rage, +24 Inspire Greatness)
Fort +28, Refl +23, Will +23; +10 vs spells and SLA
immune to shaken and frightened
DR 6/-

Cha`Tima Achak |

Well I suppose it isn't necessary for the immediate future.
Tima fires an arcing arrow, filled with fire and wind, pinning the vampire to the ground and penetrating it with his hard, unyielding shaft.
I'm sorry
Attack: 1d20 + 40 ⇒ (10) + 40 = 50
Damage: 1d8 + 4d6 + 24 + 4 + 4 ⇒ (6) + (1, 3, 1, 2) + 24 + 4 + 4 = 45
CMB: 1d20 + 39 ⇒ (11) + 39 = 50
Focused Solar Lance, I deal that much time (5 of which is Fire), and he is knocked Prone and Pinned to the ground (or in this case, his coffin).

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Cathryn Dayshaun |

Cathryn dashes towards the creature, attempting to slam it and knock it prone while cutting into it. "Begone you creature." I know, it's a very original line...
Same deal as before, Charge of the Battle Cat. DC 24 Reflex Save to avoid being knocked prone (if Tima didn't manage to somehow).
Sacred Avenger w/ Mythic Power Attack: 1d20 + 44 ⇒ (5) + 44 = 49
Damage: 1d8 + 58 + 4d6 + 2d6 + 1d6 ⇒ (3) + 58 + (5, 6, 6, 2) + (2, 2) + (5) = 89
M-Power Attack, Golden Generals Attitude, Inspire Courage/Greatness, Charge of the Battle Cat
4d6 is Weapon, 2d6 is Holy, 1d6 is Sonic

The Warlord of The Seven Armies |

"Huh? I've never seen a Death Knight before who hid behind the appearance of a vampire. Times must be tough when you're so ugly that you have to wear full armor all the time I guess. After all, you're sitting here hiding behind an illusion and what? you expect someone to run up and try to stake you in the heart? Only in bad tavern plays." Rowan shakes his head, chuckles, and adds "My god, that's it, isn't it? You think you're one of those vampires in a play, but you don't know how....silly they are."

Cha`Tima Achak |

Can Tima make a Knowledge check based on just the name? Because it doesn't look like you gave Warlord the most important feature of the Death Knight.

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Okay, categorically, the abilities of the death knight are:
Antipaladin channel negative energy
Antipaladin auras
Channel resistance +4
Command undead
Antipaladin cruelties
DR (negated by good/magic/bludgeoning)
Darkvision
Detect good
Fear aura
Immune to ability drain, bleed, cold, death effects, disease, electricity, energy drain, exhausted, fatigue, mind-affecting, nonlethal damage, paralysis, physical ability damage, poison, sleep, and stunning
Channel negative energy through its weapon
Spell resistance
Symbol of fear or pain (one or the other)
Antipaladin spells
Undead mount
Speaking of which, I need Will saves at -4 from everyone (even if normally immune to fear) [DC 32]. Those failing are shaken.

Cha`Tima Achak |

Well what I was getting at was mostly "Do we know their atmor acts like a phylactery"? Also the Anti-Paladin's anti-Fear immunity aura is only 10 feet so I think those not in melee who have fear immunity are good. Ditto the -2 saves aura. Will roll with those in pkace though in case he has something extra special.
1d20 + 26 - 4 ⇒ (20) + 26 - 4 = 42

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Oops. You are correct on the reach of the auras.
DOH! You're right. Yes, its armor does act as a phylactery. Also, I forgot to note that they can throw a devastating cone of energy three times per day. The energy type varies from one to another.

Amarilis Whitewolf |

Not sure if Amarilis needs to make a check since she is immune not to fear, but to the shaken condition... nevertheless, here it is.
Will Save (DC 32): 1d20 + 23 - 4 ⇒ (14) + 23 - 4 = 33

Cathryn Dayshaun |

Will Save (DC 32): 1d20 + 28 + 4 - 4 ⇒ (13) + 28 + 4 - 4 = 41

Sundakan |

Not sure if Amarilis needs to make a check since she is immune not to fear, but to the shaken condition... nevertheless, here it is.
Interestingly, this may be covered by a FAQ on the Broken condition. Basically, being immune to the Broken condition doesn't mean an item can't be DESTROYED...it just suffers no ill effects from being Broken, and extra damage could destroy it. I think that applies here as well. If you fail and are Shaken..no problem. If you fail against another, similar effect however, it stacks and you go straight to Frightened, since you're immune to the effects of the Shaken condition but still "have" it.

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Amarilis slams into the creature, six of her attacks hitting home. With the first strike, the illusion is dispelled. In place of the vampire stands a tall humanoid covered head to toe in black plate mail. It wields a greatsword that pulses with a blood red, unholy light. The blade of the weapon is not steel, but rather a kind of crystal, pale pink in color.
Tima's shot pins the graveknight to the coffin, but it struggles to free itself. On it's turn, it will attempt to do so.
Doppel is up.

Landsknetch Doppel |

Recognizing an opponent similar to himself, Doppel quickly rushes forward with a bellowed challenge.
Will: 1d20 + 11 ⇒ (9) + 11 = 20
Entering Bloodrage. Designating blur, shield, and haste as my bloodrage spells. STR jumps to 38, CON 36, AC 41. Swift to close the distance and then a full-attack
First Attack: 1d20 + 34 ⇒ (15) + 34 = 49
Damage: 3d6 + 45 ⇒ (6, 4, 4) + 45 = 59
Second Attack: 1d20 + 34 ⇒ (12) + 34 = 46
Damage: 3d6 + 45 ⇒ (3, 4, 1) + 45 = 53
Third Attack: 1d20 + 29 ⇒ (16) + 29 = 45
Damage: 3d6 + 45 ⇒ (5, 3, 6) + 45 = 59
Fourth Attack: 1d20 + 24 ⇒ (7) + 24 = 31
Damage: 3d6 + 45 ⇒ (2, 2, 5) + 45 = 54
Fifth Attack: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 3d6 + 45 ⇒ (3, 3, 2) + 45 = 53
For every attack that lands he takes a -2 on saving throws against spells and SLAs for 1 round

Amarilis Whitewolf |

@GM: I forgot to include the Heroism bonuses to Amarilis' attacks so each one would get a +4 to hit... does this means a couple more attacks hit?

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Yes, two more of the attacks were successful, Amarilis.
The graveknight staggers slightly under the onslaught, but remains standing.
Valonzo, you're up!

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Yes, I concur. Cathryn's attack strikes hard upon the downed graveknight, but somehow, impossibly, it struggles against the arrow pinning it to the ground. It's struggles momentarily cease, however, as it opens it's visor, revealing a withered and emaciated face. It opens it's mouth and a cone of acid coats Cathryn, Amarilis, and Warlord!
Acid damage: 16d6 ⇒ (5, 4, 3, 3, 2, 4, 3, 4, 3, 5, 1, 6, 6, 3, 2, 6) = 60 (Reflex save (DC 32) for half)
Party is up!