Wrath of the Righteous (Inactive)

Game Master Schiffer

The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Only the quick action of several other nations of knights, barbarians, and heroes stemmed the demon army and contained it within lost Sarkoris, and for the next century, crusade after crusade tried to defeat the demons only to fail time and time again. Their greatest success, the line of magical artifacts known as wardstones that stand sentinel along the Worldwound's border, barely manages to contain the demons. So when one of the wardstones is sabotaged, a city falls and the demons within surge out in a massive assault like none before. Even before the Fifth Crusade has begun a city has fallen and some of the crusaders' greatest defenders and heroes are slain. Can anyone rise up against the demon host to prevent the armies of Deskari, the demon lord of the Locust Host, from swallowing the world?

Battle Mat


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HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym looks doubtful. He attempts to study the body language of these strangers in an attempt to decide whether to trust them
sense motive: 1d20 + 3 ⇒ (4) + 3 = 7
But they just aren't... dwarfish enough. Still - if they are as innocent as they seem they must be made to understand that the city may have fallen, and Demons may be down her soon enough.

"'Nuff talkin. If yer man here can walk, let's walk."


Random encounter?: 1d100 ⇒ 71

You walk for nearly half an hour before coming to a large gap in the earth. You can see that the trail continues on the other side. The creatures all looked shocked and Lann falls to his knees "The after shocks...they are worse than we feared. Our home must have been destroyed as well as our bridge...." his voice trails off helplessly.


Male Half-Elf Summoner 2| 15/15 HP | 16 AC | 12 Touch | 14 FF | 13 CMD | Fort 1 | Ref 2 | Will 2 | Init 2 | Perception 1 CS

I'm sure you people felt the first quakes and moved as soon as the ground became unstable. With any luck they'll have found safety in a farther section of the caves. Is there any way around this gap?
Diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21
I will also perception check for a way around
perception: 1d20 + 1 ⇒ (1) + 1 = 2
Seeing nothing...
How big of a gap are we talking about?


The chasm is 10 feet across, 70 feet wide, and 30 feet
deep.


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

"Too far ta jump. Too deep ta fill. We'd need a bridge, I reckon."


Battle Mat Male Elf Paladin (Divine Hunter) 2 | Hp: 16/16 | AC: 18 | Touch: 13 | FF: 15 | CMD: 16 | Fort: +5 | Ref: +5 | Will +6 | Init: +3 | Perception: +3 | Sense Motive: +6

Good call, anyone got any bright ideas?

Is there a place where we could tie a rope and swing over Indiana Jones style? Who has the floating scale, could that be used to get across?


No swinging across but the scale could be used to get one person across and they could carry someone as well.


Male Half-Elf Summoner 2| 15/15 HP | 16 AC | 12 Touch | 14 FF | 13 CMD | Fort 1 | Ref 2 | Will 2 | Init 2 | Perception 1 CS

I have a plan

Andlat will find a rock and cast light on it and drop it down the chasm just make sure there is nothing down there.

I have an idea, This scale allows the holder to Levitate once per day, while it only works once a day per person multiple people can use it. While levitate will only make you go up, I could shimmy along the wall over there to make it across. Then Foradass Who has a climb speed could come over with me, grab the scale and return with it, it might get a little slimy sorry. The only problem is out injured friends might have some problems doing this, but I have a thought on that. How much rope do we have?


Perception +10 || HP: 28/23

"Would it perhaps be possible for one of us, if strong enough, to use the powers of the scale, and carry another? I caould use the powers of this one" - he retrieves his own scale - "It allows me additional strength, and would permit me to carry another?" - he suggests.


Battle Mat Male Elf Paladin (Divine Hunter) 2 | Hp: 16/16 | AC: 18 | Touch: 13 | FF: 15 | CMD: 16 | Fort: +5 | Ref: +5 | Will +6 | Init: +3 | Perception: +3 | Sense Motive: +6

I have 150 feet and a grappling hook we could use to try and leverage against an object on the other side maybe. The scale would be best for getting the wounded across.


Male Half-Elf Summoner 2| 15/15 HP | 16 AC | 12 Touch | 14 FF | 13 CMD | Fort 1 | Ref 2 | Will 2 | Init 2 | Perception 1 CS

Hegron With your extra strength how much weight could you carry? You would be able to levitate for 19 minutes, which should be plenty of time to carry everyone across 1 by 1. Alternatively, my plan was to lower people down the 30 ft to the bottom, have some people levitate over to the other side, and then pull those people back up.


Perception +10 || HP: 28/23

Well, with the +2 to STR, and until about 233 pounds, Hegron is at medium load - he is carrying around 84 pounds at the moment, which means he could take an additional 149 and stay at medium load.


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

"Aye - that's me brother!" Morgrym adds proudly "Always thinkin'"


So what is your plan going to be?


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

I think Andlat's plan was what Morgrym wanted to go with


Which was the rope one right?


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Lower everyone down, walk across, use levitate & rope to ascend people up en masse


Perception +10 || HP: 28/23

I am fine with that one, Hegron was simply suggesting an alternative is all :D


Male Half-Elf Summoner 2| 15/15 HP | 16 AC | 12 Touch | 14 FF | 13 CMD | Fort 1 | Ref 2 | Will 2 | Init 2 | Perception 1 CS

Andlat will pull out his scale. Hegron use this to levitate and then carry anyone across that you can we will do the rest with ropes, though with your strength scale, I think you can carry anyone

Does anyone weight too much for Hegron to carry


Maybe the dwarf and the Noble


Andlat's plan works well and you're able to get everyone across in less than an hour. Anevia clearly is in pain while being pulled up but holds her own. Another twenty minutes of walking and you arrive at a fork in the road. Lann points down one passage, "If our village still stands, this passage will be the fastest of these two to get there, but we should avoid it, as there is a a spore-cougher in that cave."


Lann: "Unless you believe you can defeat it."


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

"What in Torag's beard is a spore-cougher?" Morgrym is not often driven to casual blasphemy, but only stubbornness and faith keeps him going now.


Battle Mat Male Elf Paladin (Divine Hunter) 2 | Hp: 16/16 | AC: 18 | Touch: 13 | FF: 15 | CMD: 16 | Fort: +5 | Ref: +5 | Will +6 | Init: +3 | Perception: +3 | Sense Motive: +6

Can you describe the spore cougher? is it a plant? If it doesn't move then it should be easy to defeat. Otherwise, what lies the other way? I would prefer the most direct route so that we can let the injured rest.


Male Half-Elf Summoner 2| 15/15 HP | 16 AC | 12 Touch | 14 FF | 13 CMD | Fort 1 | Ref 2 | Will 2 | Init 2 | Perception 1 CS

What knowledge is it for the spore-cougher? I have arcane, and Foradass has Planes and nature. I'll roll them all below.

knowledge arcane: 1d20 + 4 ⇒ (20) + 4 = 24
knowledge planes: 1d20 + 2 ⇒ (14) + 2 = 16
knowledge nature: 1d20 + 2 ⇒ (16) + 2 = 18


"A creature that spits spores into the air. Anyone who breaths it begins to see things and then dies." Lann explains.

"Perhaps," puts in Horgus, "you three should check it out with your snake friend, and you could even bring these three with you" he motions to the Mongrelmen. "Nossac can stay here with us." me motions to Aravash and Anevia.

Foradass knows:

Spoiler:
the creature is a Basidirond. It's spores settle and quickly grow inside of a victims lungs, causing it to suffocate but not before it has a powerful Hallucination


Male Eidolon Serpent 18 HP | 17 AC | 13 Touch | 14 FF | 16 CMD | Fort 1 | Ref 6 | Will 3 | Init 3 | Perception 13 CS

A Basidirond, a powerful thing. It's spores make you see things that aren't there, and forget about it while it slowly kills you. It is a slow and painful death.


Male Half-Elf Summoner 2| 15/15 HP | 16 AC | 12 Touch | 14 FF | 13 CMD | Fort 1 | Ref 2 | Will 2 | Init 2 | Perception 1 CS

That, sounds, awful. It sounds like we will want to kill it from as far away as we can. So I would recommend Nossac, Foradass, myself and my brother go investigate with Lann. No offense Hegron, but you seem to be more effective at close range, and I don't want you getting spored, and I would like someone to say here with our new and injured friends.

and Horgus


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgyrm scatches his beard
"I dunno, lad. I'm not much equipped for range meself. If someone can lend me a weapon I'll help. On the other hand as a dwarf it's gunna take a lot of spores to mess wi' me."


"How do you feel about a bow Morgrym?" Anevia offers, holding out her short bow and quiver.

While it is clear Horgus isn't too happy, he doesn't say anything...yet


Battle Mat Male Elf Paladin (Divine Hunter) 2 | Hp: 16/16 | AC: 18 | Touch: 13 | FF: 15 | CMD: 16 | Fort: +5 | Ref: +5 | Will +6 | Init: +3 | Perception: +3 | Sense Motive: +6

Sense Motive: 1d20 + 5 ⇒ (15) + 5 = 20

Why is Horgus trying to separate us? Why did he suggest splitting the group as he did?

That sounds pretty nasty. Definitely don't want to get in close to it. Have you seen it's lair? What sort of terrain would we be fighting on and in how close of quarters? Would be nice to keep as much of a tactical advantage as we can.

Nossac says to the Mongrelmen.


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

Morgrym chews on the ends of his mustache for a while then sighs "Keep it lass. I'll stand wit' the others 'case a wall is needed. If we can kill it with arrows I doubt another bow will do much good."


okay everyone. I only have time with a huge increase in school and life stuff happening to worry about and run one PbP game and being you guys were my first, this will be the one I'm running. I already called the other ones and am working on getting the campaigns new DMs. so if you see posts by me calling stuff off, this one will still be going. and without the stress of having to update all of them at once, hopefully I'll be able to keep this one going now. Sorry for all the delays and thanks for sticking with me

"Very well Morgrym, we will wait here with Hegron." says Anevia.

Nossac:
You pick up on the fact that despite the conflicts within the group, Horgus trusts you

Everyone but Hegron:
You enter the cave to find a shocking sight.
The cavern is circular and pretty high, however you can see the roof. The creature is dead, and two crusaders of Iomedea lay dead next to it. It appears that they killed it. Strangely, these crusaders carry glaives a spiked gauntlet.

Everyone but Hegron:
Here is a list of treasure: MWR chainshirt (2), potion of cure light wounds, scroll of cause fear, and a total of 129 gold. Also, you find a brass bull head with red gemstone eyes being clutched by the crusader with the scroll(religion 15 and you can open the below spoiler)

Role the dice in the above spoiler for this one:
The bull's head is an unholy symbol of Baphomet

Hegron:
Anevia and Aravashnial are both pleasant with you if you want to communicate with them, but Horgus gives you the cold shoulder. "What brought you down here again? What did these demons do to those above and how did you survive?" Lann asks you


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

knowlegde:religion: 1d20 + 4 ⇒ (12) + 4 = 16
"Hold on all... I think we should say what we're seein'. Could be the critter's foolin' us all."

"I can see it looks dead. Two people... crusaders of Iomedae I reckon. I'm moving up... One's got a brass bull head thing - looks like a symbol of... Baphomet."

"That's not right. Why would a crusader be carryin' a Baphomet holy symbol? Could be this spore-cougher's screwed up on its visions."


Battle Mat Male Elf Paladin (Divine Hunter) 2 | Hp: 16/16 | AC: 18 | Touch: 13 | FF: 15 | CMD: 16 | Fort: +5 | Ref: +5 | Will +6 | Init: +3 | Perception: +3 | Sense Motive: +6

Detect Evil
Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Nossac has his bow drawn in preparation and begins looking around sensing a bit of trickery might be about.

Keep your wits, I fear this fight is not over yet.


Nossac:
Your perception check turns up nothing in this cavern.


Perception +10 || HP: 28/23

Schiffer:

Hegron mostly ignores Horgus, really not having much patience to deal with his arrogance. In spite of being from a barbaric tribe, his father had pushed him to deal with 'civilized' people many times in the past, sending him on commercial runs outside the Storval Plateau, so he maintains a friendly communication with both Anevia and Aravashnial, mainly guaranteeing them that things are well on their way to a solution - "It is a good thing we have met with Lann and his companions - I believe they can offer us enough guidance inside these caves" - he comments.

To Lann, he responds - "Well... My quah has a rite of passage that involves travelling our homelands, the Plateau - during that time we live amongst other tribes, and learn from their lives. I decided otherwise, and for the last part of my passage, I have been travelling the world - learning and growing" - he ponders - "The first time I heard about the Worldwound, I knew I had to come and see it with my own eyes - see where good and evil fight steel against steel, honour against despair" - he shakes his head - "That is how I came to be in Kenabres..."

Standing up, the huge man continues - "The attack was as swift as brutal - demons poured from under the ground, and flew at us through the air - some of them as small as rats, but others larger than buildings" - Hegron seems to be looking into a memory - "Their leader... I have heard the name before, but I cannot remember it, fought Terendelev, the dragon guardian of Kenabres, in the skies, and won..." - his voice trails off - "I saw it just as I was swallowed by a gaping hole that ripped right under my feet - yet I did not fall, I somehow floated... The last thing I felt, more than saw, was that someone was somehow watching over me... I cannot explain it, but I think the dragon saved me with some sort of magic" - he grips the scale tight - "Just before she herself perished"


Male Half-Elf Summoner 2| 15/15 HP | 16 AC | 12 Touch | 14 FF | 13 CMD | Fort 1 | Ref 2 | Will 2 | Init 2 | Perception 1 CS

Or, there are traitors in the army. Anlat picks up one of the MW chainshirts. This could be useful, more protective than what I have now. Foradass could you get the others, I think we are clear.


Male Eidolon Serpent 18 HP | 17 AC | 13 Touch | 14 FF | 16 CMD | Fort 1 | Ref 6 | Will 3 | Init 3 | Perception 13 CS

Foradass slides back to the main group. The way is clear, the plant beast was slain by two of the crusaders from above, however they carry with them the symbols of one of you dark gods.


Hegron's story ends just as Foradass returns. Lann is clearly the leader of these three, and he nods at Hegron, "I see. You either came at the right or wrong time to this city, Only time will tell."

When the party sees the unholy symbol, Avevia and Horgus both go pale, and the three mongrelmen gasp. Lann turns again to hegron, "That symbol, we have seen it before. A traitor tribe of Mongrelmen have allied themselves with a woman carrying that symbol."


HP 10/12 | AT 6/6 RF 2/6 |AC 17 TT 11 FF 16 | F+5 R+1 W+5 (+5 spells/sla, +3 poison, +1 mind-affecting, -2 bright light) Forgemaster of Morardin

"Aye. Could be. Could be the symbol has some magical persuasion about it. Best destroy it just in case."


Lann shakes his head, "I do not know if such a thing could exist, that could take control of a persons mind."

"Oh boy...." Aravashnial sighs at Lann's comment.


Battle Mat Male Elf Paladin (Divine Hunter) 2 | Hp: 16/16 | AC: 18 | Touch: 13 | FF: 15 | CMD: 16 | Fort: +5 | Ref: +5 | Will +6 | Init: +3 | Perception: +3 | Sense Motive: +6

Might not want to hold onto that thing then if it could control your mind. The way is clear it seems. How much further to your city?


Perception +10 || HP: 28/23

"I agree with master Dolgringrun - lay it down here, and I will smash it to pieces, if you believe it the best to do. Or should we carry it with us?" - Hegron pipes in, moving forward and drawing his heavy flail.


Male Half-Elf Summoner 2| 15/15 HP | 16 AC | 12 Touch | 14 FF | 13 CMD | Fort 1 | Ref 2 | Will 2 | Init 2 | Perception 1 CS

Smashing it isn't the worst idea, though we will want one to take back the crusaders as proof and so they can study, though I know where we can get another one. We aren't going to want the cult to have any power here below the city.

Andlat also casts detect magic, is it magical?


Andlat:
It is not anymore magical than a normal holy symbol. So no

Morgrym:
Should have tossed this out there earlier, but you know that Baphomet's cult work as infiltrators for the forces of the Worldwound

"I don't understand," Anevia has begun to sob, "Is Irabeth in danger? Is there a chance that she could be forced magically to join the Worldwound? Iomedae help her."

"Do what you wish with it, just don't let it control you, if that is possible," says Lann. Dyra gurrgles, "Dyra is right, we should keep moving. Nossac, if our village did not fall in the tremors, it will only be a short walk from here. Follow me." And with that Lann and the others begin to move toward the city.

After you've decided what to do with the holy symbol and have started to move, Horgus walks up next to Nossac, "Do we really trust these monsters? They probably helped to kill those crusader and planted the symbol on them,"


Battle Mat Male Elf Paladin (Divine Hunter) 2 | Hp: 16/16 | AC: 18 | Touch: 13 | FF: 15 | CMD: 16 | Fort: +5 | Ref: +5 | Will +6 | Init: +3 | Perception: +3 | Sense Motive: +6

I share your concern, but so far my instincts tell me they can be trusted. I would rather not make more enemies then we will otherwise encounter down here. Make sure you keep your eyes out for any deception, and I will do the same.

Nossac gives him a reassuring pat on the shoulder, and a sly smile.

Sense Motive: 1d20 + 5 ⇒ (20) + 5 = 25

Making sure that the intentions of these creatures has not changed, and trying to gauge their reaction to the scene we happened upon. While we continue, I will keep my bow ready and my eyes peeled for a double cross.

Perception: 1d20 + 3 ⇒ (2) + 3 = 5


Diplomacy check?


Battle Mat Male Elf Paladin (Divine Hunter) 2 | Hp: 16/16 | AC: 18 | Touch: 13 | FF: 15 | CMD: 16 | Fort: +5 | Ref: +5 | Will +6 | Init: +3 | Perception: +3 | Sense Motive: +6

Diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17


Diplomacy Aid: 1d20 + 7 ⇒ (12) + 7 = 19

Anevia, who is still in distress over the idea of her wife being enchanted by the cultists, comes to Nossac's aid, "Yes Horgus, they look like some sort of demon, but Nossac is right. We'll all keep an eye on them."

Nossac:
No change in intention

Very well then, if you both think it's for the best,"

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