Wrath of the Righteous AP - Prologue (Inactive)

Game Master Haldhin

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Male Goblin Barbarian (Spirit Totem) 5 / Rogue 5 (AC-28/18/23; HP-72/85; Init.+6; Percp+11; {F+11, R=+4, W+5})

Sorry guys. Lost my dot somehow :-)

1d20 + 5 ⇒ (8) + 5 = 13 Will Save (+3 if you raged last round)


Male Dwarf Monk (Sacred Mountain) 2

Lothar took a steady few steps forward and to the north-east while motioning Ore to fall back Lothar to G26, Ore back towards the rear of the party and used his long weapon to attack the webbed warrior in I28. His feet firmly planted and his ground chosen, Lothar seemed to draw strength from the very earth itself as his position became nigh-unassailable. The massive cold iron ball of his weapon swung faster and faster as he assaulted his foe with it in brutal fashion.

Using Defensive Stance and Stonestrike. 1 round of the former used, two rounds of the latter.

Full Attack #1 (Desperate Battler/Stone/Defensive): 1d20 + 21 + 1 ⇒ (4) + 21 + 1 = 26
Damage: 1d10 + 13 + 2 + 2d6 ⇒ (1) + 13 + 2 + (3, 3) = 22
Damage to Self: 1d6 - 5 ⇒ (3) - 5 = -2

Full Attack #2 (Desperate Battler/Stone/Defensive): 1d20 + 21 + 1 - 5 ⇒ (6) + 21 + 1 - 5 = 23
Damage: 1d10 + 13 + 2 + 2d6 ⇒ (5) + 13 + 2 + (5, 1) = 26
Damage to Self: 1d6 - 5 ⇒ (4) - 5 = -1

Lothar cannot move in defensive stance. AC30. Both opponents are threatened by him so are subject to one of his three AOO's if they move other than 5 foot steps.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten advances carefully, eyes fixed on the free caster, waiting for the possessed aasimar to cast another spell.

Move to H9, ready action to cast magic missile if it begins casting another spell.

readied action:

caster level vs. SR: 1d20 + 12 ⇒ (10) + 12 = 22 if necessary.
magic missile: 5d4 + 5 ⇒ (1, 3, 4, 2, 3) + 5 = 18


Luca pokes his head up above the rock where he has hidden and surveys the scene. Spying the warrior advancing across the platform, his toothy maw curls into a grin as he conjures a slick of oil under its feet.

Cast grease covering I&J 27 & 28, DC 14 Reflex or Prone. If succeeds on the Reflex save, DC 10 acrobatics to move at half speed, if fails by 5 or more, prone.


Male Elf Alchemist (Chirurgeon) 10 | AC 24 T 15 FF 20 | HP 63/63 | F +11 R +14 W +7 | Init +4 | Perc +16

Efwin moves up to get within range of the caster. I16 Pulling out a cold iron arrow and quickly attaching one of his small vials to it, he nocks it aiming at the possesd caster waiting for him to start another spell.

Meant to try and interrupt

Readied Action:
Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Bomb Damage: 5d6 + 5 ⇒ (1, 3, 4, 5, 6) + 5 = 24
29 Damage


Giving Mool, Ciridiel, and Delgras a chance to post actions for next round. I'll move ahead tomorrow morning.


Male Dwarf Foe Hammer 10th (AC-28/14/25; HP-113; Init.+3; Percp+10; {F+13, R=+9, W+6})

Will Save DC 18 Will Save: 1d20 + 6 + 2 + 1 ⇒ (5) + 6 + 2 + 1 = 14
Failed Save / Damage = 13 Current HP 100 / Sickened -2 on everything.

As the black smoke closes in around Delgras he starts to cough but presses on, attacking the possessed warrior.

Disarm: 1d20 + 18 - 2 - 2 + 1 ⇒ (9) + 18 - 2 - 2 + 1 = 24
Shield Bash*: 1d20 + 15 - 2 - 2 + 1 ⇒ (5) + 15 - 2 - 2 + 1 = 17 Bash Damage: 1d8 + 1 - 2 ⇒ (2) + 1 - 2 = 1
Bull Rush Attempt** = 17
Trip***: 1d20 + 15 - 2 - 2 + 1 ⇒ (7) + 15 - 2 - 2 + 1 = 19

Delgras will follow his target, continuing to attack if they are with in a 5' step.

Shield Bash: 1d20 + 15 - 2 - 2 + 1 ⇒ (14) + 15 - 2 - 2 + 1 = 26 Bash Damage: 1d8 + 1 - 2 ⇒ (8) + 1 - 2 = 7
Warhammer: 1d20 + 13 - 2 - 2 + 1 ⇒ (6) + 13 - 2 - 2 + 1 = 16 Damage: 1d8 + 9 - 2 ⇒ (8) + 9 - 2 = 15
Shield Bash: 1d20 + 10 - 2 - 2 + 1 ⇒ (11) + 10 - 2 - 2 + 1 = 18 Bash Damage: 1d8 + 1 - 2 ⇒ (4) + 1 - 2 = 3

*Shield Bash is free if Disarm successful due to Break Guard.
** Bull Rush is auto as part of Shield Slam, uses the attack roll from the Shield Slam.
***Trip is free after successful Bull Rush due to Hammer to the Ground class ability.

Grand Lodge

Male Elf Two-Handed Fighter 10; 63/69HP, AC25/16/21, F +12, R +10, W +7, Perception +3 Init +6

Will Save: 1d20 + 7 ⇒ (18) + 7 = 25

Ciridiel washes the foulness from the air around him with a wave of his sword. Seeing his enemy moved, he thinks of charging the approaching warrior-- until the grease slick rolls over the edge of the platform into the dirt in front of it. With a glance back to the wizard, he sighs and begins to make way towards the caster south of the platform babbling in abyssal tongue.

"Let's shut you up, eh?" he quips as he reaches them.

Double move to auspicious O-31!


Male Goblin Barbarian (Spirit Totem) 5 / Rogue 5 (AC-28/18/23; HP-72/85; Init.+6; Percp+11; {F+11, R=+4, W+5})

Current Conditions:

Spoiler:

Rage 1/21
HP - 92/105
AC - 26

Mool keeps his flanking bonus, and his face turns red. How dare his enemy not fall to his blow. Even his sword seems to pulsate with his rage.

1d20 + 20 ⇒ (19) + 20 = 39 Flanking, Raging, Ferocious Weapon
1d20 + 15 ⇒ (20) + 15 = 35 Flanking, Raging, Ferocious Weapon

1d10 + 11 ⇒ (6) + 11 = 17 Damage
1d10 + 11 ⇒ (8) + 11 = 19 Damage

Confirming:

1d20 + 20 ⇒ (17) + 20 = 37 Flanking, Raging, Ferocious Weapon
1d20 + 15 ⇒ (13) + 15 = 28 Flanking, Raging, Ferocious Weapon

1d10 + 11 ⇒ (4) + 11 = 15 Damage
1d10 + 11 ⇒ (10) + 11 = 21 Damage

So 72 total damage if everything confirms !

Whoops. I forgot. Minus 2 to all above for sickness.


Round Two
31 Merten/Luca
22 Efwin
17 Delgras
15 Lothar/Ore
11 Ciridiel
10 Mool
08 Triangles (Robed)
07 Lightning (Armored)

Merten prepares to cast a spell, while Luca covers the platform in grease:
Reflex save: 1d20 + 6 ⇒ (7) + 6 = 13
... causing the charging warrior to slip and fall prone!

Efwin nocks an arrow and attacks a vial to the tip, aiming for the robed caster.

Delgras disarms the warrior, the launches a complicated series of attacks with his shield and warhammer, hitting once with a bash to the face. Disarm successful, second shield bash hits

Lothar moves up and slams the weighted end of his dorn-derger into the warrior stuck in the web. Using the momentum of the weapon, Lothar hits the man again as the heavy ball bashes him in the head!

Ciridiel leaps away from his foe and rushes to face the robed caster who continues to gibber in Abyssal.

Mool's face turns bright red and he brings his sword down at the man's shoulder, cutting deeply into his flesh, eliciting a stream of curses in Abyssal. Pulling his blade free, Mool screams as he brings the weapon down again, this time sending the warrior's head sailing as he decapitates his foe. Black sooty smoke rises from the headless corpse as it topples to the ground. Nice crits; I moved Mool to keep his flanking bonus, hope that's okay.

The caster's voice rises as he reaches a hand out toward Ciridiel:
Defensive Casting DC 21: 1d20 + 13 ⇒ (13) + 13 = 26
... but Merten's spell goes off and magic missiles slam into the caster while Efwin's arrow strikes him and the bomb explodes!
Concentration check DC 60: 1d20 + 13 ⇒ (18) + 13 = 31
... The caster staggers under the assault, his spell lost.

The warrior and the robed guard both attempt to break free of the web:
Break Web Warrior (CM): 1d20 ⇒ 6
Break Web Caster (CM): 1d20 ⇒ 14

While the warrior in the grease stands up provoking from Lothar and attempts to move:
Acrobatics: 1d20 - 1 ⇒ (8) - 1 = 7
... but he cannot regain his balance enough to move:
Reflex save: 1d20 + 6 ⇒ (17) + 6 = 23
... fortunately, he steadies himself so he remains standing!

-----

Nice job everyone, one opponent down, one barely standing in a pool of magical grease, and another about to see what happens to people who get personal with Ciridiel!

Lothar, please roll an AoO on the warrior who stood up in the grease.

Other than that, let's move on to Round Three!

(I'll have a new map uploaded in the next few minutes.))


Male Dwarf Monk (Sacred Mountain) 2

Round 2 AOO #1 (2 left)

Feet planted firmly, it was easy for Lothar to change the flow of his heavy Dorn-Dergar so that it slammed into the warrior rising to his feet nearby, breaking and shattering bones. The stoic Dwarf seemed to take professional pride in his battle prowess, but clearly kept a very level head.

AOO: 1d20 + 21 + 1 + 4 ⇒ (5) + 21 + 1 + 4 = 31
Damage: 1d10 + 13 + 2d6 + 2 ⇒ (9) + 13 + (1, 6) + 2 = 31
Damage to Self: 1d6 - 5 ⇒ (2) - 5 = -3


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten carefully picks his way across the field, withdrawing a small pearl from one the numerous pouches on his bandoleer as he goes. He concentrates on the pearl, restoring the recently cast spell to his memory.

Can I retrieve the pearl of power as part of a move action or do I need two move actions to do both? If so, I'll activate the pearl next round. Anyway, move me to N10 and restore magic missile if I have enough actions to do so.


Luca remains hidden, but keeps a sharp eye out for any hidden dangers.

perception: 1d20 + 12 ⇒ (4) + 12 = 16


Male Elf Alchemist (Chirurgeon) 10 | AC 24 T 15 FF 20 | HP 63/63 | F +11 R +14 W +7 | Init +4 | Perc +16

Efwin pulls out a cold iron arrow and lets it fly, followed shortly after by a second. Aiming at the castor he already hit.

Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

He yells out to the others as the arrows fly "Do we want to try and keep any alive to question?"

Grand Lodge

Male Elf Two-Handed Fighter 10; 63/69HP, AC25/16/21, F +12, R +10, W +7, Perception +3 Init +6

Dodging the volley of magic missiles and the arrow-- which explodes-- Ciridiel looks back at his companions with an expression that is... confused. He expected to be surged into the fire, but instead is untouched. Throwing out an encouraging thumbs up at the other elf, he returns the focus to the enemy.

Swinging his sword around him like a dervish, Ciridiel spins into his enemy with alacrity-- and horrible, brutal force!-- as he shows the demon-possessed man what a swordmaster can do.

Attacking the caster right in front of me; five-footing towards him or around him if I have to or can.

Attack!: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: 1d10 + 21 ⇒ (8) + 21 = 29

Iterative attack!: 1d20 + 14 ⇒ (17) + 14 = 31
Confirm!: 1d20 + 14 + 4 ⇒ (18) + 14 + 4 = 36
Damage!: 1d10 + 24 ⇒ (8) + 24 = 32
Critical damage!: 1d10 + 24 ⇒ (10) + 24 = 34

Total w/out crit: 51
Total w/ crit!: 95!


Male Dwarf Foe Hammer 10th (AC-28/14/25; HP-113; Init.+3; Percp+10; {F+13, R=+9, W+6})

Watching his step as he goes, Delgras steps around the headless body at his feet and moves on to the platform, circling around the grease on the ground.

Move action to get to J29

Slipping in to place to take advantage of the distraction Lothar and his whirling ball of bone crushing provided. Once in position he brings his warhammer around aiming for the warriors hand.

Disarm: 1d20 + 18 - 2 - 2 + 1 + 2 ⇒ (7) + 18 - 2 - 2 + 1 + 2 = 24
Shield Bash: 1d20 + 15 - 2 - 2 + 1 + 2 ⇒ (8) + 15 - 2 - 2 + 1 + 2 = 22
Damage: 1d8 + 1 - 2 ⇒ (8) + 1 - 2 = 7
Bull Rush Attempt* = 22
Trip: 1d20 + 15 - 2 - 2 - 5 + 1 + 2 ⇒ (1) + 15 - 2 - 2 - 5 + 1 + 2 = 10

* Not sure what effect the grease will have if any on the Bull Rush / Trip. Delgras does not follow on the Bull Rush


Male Dwarf Monk (Sacred Mountain) 2

Does the movement you cause from your bull rush provoke? Still have two AOO's.


Round Three
31 Luca
17 Delgras
15 Lothar/Ore
11 Ciridiel
10 Mool
09 Merten
09 Efwin
08 Triangles (Robed)
07 Lightning (Armored)

Round Two - continued

Lothar brings his weapon around as the warrior stands up in the magical grease, leaving a massive dent in his opponent's breastplate with a massive swing.

Round Three

Luca remains hidden, peering around to watch for any unexpected foes.

Luca:
You don't notice anything unusual.

Delgras circles around the grease and attacks, disarming the warrior, then following with an attack by his shield. The warrior is pushed away from him, but remains in the grease.

Lothar goes here. And in this case, Delgras' Bull Rush does not provoke since he does not have Greater Bull Rush. The enemy warrior is still within your threatened area though.

Ciridiel's bemused expression turns deadly serious in an instant, and he unleashes a spinning acrobatic display of swordplay upon the man in front of him. The robed caster shrieks as the elven curved blade bites deeply into his shoulder, then his voice is silenced in a sickening squelch as Ciridiel disembowels the man with a perfect strike across his abdomen. The robed man falls to the ground with black sooty smoke rising from the ruined remains of his body. Nice crit!

Mool goes here.

Merten retrieves a pearl of power and recovers his spell, moving to a new position on the field. I'm fine retrieving it while moving.

Efwin goes here.

-----

Lothar, Mool, and Efwin can act before the enemies.

Efwin, you can change your target since the caster has been slain.

I'll upload a map to give everyone an idea of the current tactical situation.


Male Goblin Barbarian (Spirit Totem) 5 / Rogue 5 (AC-28/18/23; HP-72/85; Init.+6; Percp+11; {F+11, R=+4, W+5})

Mool howls in triumph, and heads at a full run towards the next availabe enemy.

Sorry, but that map is unclear to me. I've tried to make it bigger, but can't seem to make that happen...so I'll just do my best ;-)


Male Dwarf Monk (Sacred Mountain) 2

With his ground firmly set, Lothar grunted in appreciation as Delgras' movements complimented his own. Channelling the sacred power of the earth a little less now that the fight seemed well in hand, Lothar kept on striking with his ancient Dwarven weapon; supremely confident in the mismatched group's victory.

Full Attack #1 (Defensive, Desperate Battler): 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30
Damage: 1d10 + 10 + 2d6 + 2 ⇒ (6) + 10 + (3, 2) + 2 = 23
Damage to Self: 1d6 - 5 ⇒ (5) - 5 = 0

Full Attack #2 (Defensive, Desperate Battler): 1d20 + 18 + 1 - 5 ⇒ (4) + 18 + 1 - 5 = 18
Damage: 1d10 + 10 + 2d6 + 2 ⇒ (6) + 10 + (5, 5) + 2 = 28
Damage to Self: 1d6 - 5 ⇒ (2) - 5 = -3

Defensive Strike 2 rounds used. A little complicated but essentially, Lothar will adjust the length of his Dorn-Dergar after his full attack as a swift action, so that he only threatens squares adjacent to him. This does mean that as soon as either of the enemies enter one of these threatened squares, they provoke an AOO he will take immediately, due to Unexpected Strike. Thus i'm rolling that AOO too in anticipation, in addition to any normal ones provoked.

AOO #1 (Defensive, Desperate Battler): 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23
Damage: 1d10 + 10 + 2d6 + 2 ⇒ (6) + 10 + (5, 5) + 2 = 28
Damage to Self: 1d6 - 5 ⇒ (5) - 5 = 0

Further AOO's (If Needed):

AOO #2 (Defensive, Desperate Battler): 1d20 + 18 + 1 ⇒ (3) + 18 + 1 = 22
Damage: 1d10 + 10 + 2d6 + 2 ⇒ (4) + 10 + (2, 6) + 2 = 24
Damage to Self: 1d6 - 5 ⇒ (1) - 5 = -4

AOO #3 (Defensive, Desperate Battler): 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27
Damage: 1d10 + 10 + 2d6 + 2 ⇒ (3) + 10 + (4, 5) + 2 = 24
Damage to Self: 1d6 - 5 ⇒ (5) - 5 = 0


Mool, sorry the map isn't clearer. The lightning bolts are the armored warriors - the red one is the target Mool killed last round. The yellow one you are beside is the one who suffered a Bull Rush from Delgras. Mool can simply full attack him if you wish.


Male Elf Alchemist (Chirurgeon) 10 | AC 24 T 15 FF 20 | HP 63/63 | F +11 R +14 W +7 | Init +4 | Perc +16

Efwin would take a shot at the other caster if the first one died.


Male Goblin Barbarian (Spirit Totem) 5 / Rogue 5 (AC-28/18/23; HP-72/85; Init.+6; Percp+11; {F+11, R=+4, W+5})

Oh Yeah!

His rage continuing Mool lashes out again.

1d20 + 18 ⇒ (18) + 18 = 36 Raging, ferocious weapon (+2 more if flanking)
1d20 + 13 ⇒ (15) + 13 = 28 Raging, ferocious weapon (+2 more if flanking)

1d10 + 11 ⇒ (8) + 11 = 19 Damage
1d10 + 11 ⇒ (8) + 11 = 19 Damage
3d6 ⇒ (2, 1, 3) = 6 Precision Damage if flanking achieved.


Round Three

continued

Lothar continues his assault against the trapped warrior, doing enough damage against the guard to knock him unconscious. His body hangs loosely in the sticky webbing, no longer a threat.

Mool turns and begins slicing into the warrior Delgras pushed toward him. The goblin's blade bit deep into the guard, creating deep wounds, but leaving the man upright and able to fight back.

Efwin's arrows slam into the warrior, leaving the shafts sticking out of his chest.

The warrior, bleeding heavily, brings his mace to bear against Mool.

Attack: 1d20 + 16 ⇒ (6) + 16 = 22
Attack: 1d20 + 11 ⇒ (8) + 11 = 19

but neither of the attacks hits the raging goblin.

From inside the web, a horrendous shriek sounds out before a thick black smoke rises up into the air. The robed man who is sobbing and curled into the fetal position behind the platform throws his head back and his arms wide as he also screams in agony - a thick black smoke erupts out of his ears, nose, eyes, and mouth, then soars upward.

Knowledge (planes) DC 24:
It appears those two individuals were possessed by shadow demons!

-----

On the map: red icons are dead (black smoke exited their bodies when they fell), black icons had the smoke rise up out of their heads but they appear to still be alive, the yellow icon is currently fighting, and the blue icon is unconscious.

When the "smoke" rises out of the bodies, it is a finite amount - thing a creature in gaseous form. Just trying to give everyone an idea about how much is there.

-----

One more round of combat should do it, what would everyone like to do?


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

kn(planes): 1d20 + 20 ⇒ (3) + 20 = 23

Merten looks agog as the black smoke rises from the fallen. What is it Luca? Are they still possessed?


kn(planes): 1d20 + 13 ⇒ (14) + 13 = 27

Shadow demons! Luca's mental shout echoes through your minds, relayed by telepathy.

What does Luca know about these things?


Luca:
Shadow demons are mid-level fiends that are most commonly associated with possessing mortals. Shadow demons are incorporeal and enjoy nothing more than inhabiting a mortal body and then causing as much mayhem as possible. They are frequently encountered in many of the villages and towns that have been overrun by demons from the Worldwound. They move in and possess any survivors, then try to use those bodies to infiltrate other pockets of civilization.

Shadow demons often travel in packs, and rarely get involved with an army of a more powerful demon. They are more likely to be on their own "playing games" than obeying orders or following the plans of another demon.

Ultimately, despite their lack of physical form, they are quite cowardly, and generally do not stick around if a fight goes badly.

Feel free to refer to the stat block of a shadow demon, but it's not critical for story purposes at this point.


Male Dwarf Monk (Sacred Mountain) 2

With things well in hand, Lothar relaxed his martial stance and gave in to the fatigue of the extreme effort he put into the battle.

Fatigued 4 rounds.


The Shadow Demons are the ones who have possessed these crusaders! They're powerless in the sunlight! If you have magics of daylight, it will drive the demon from that crusader who still battles!

Once again, Luca's strange voice pulses through your mind, imparting knowledge and advice.

DM:

Does that sunlight powerlessness mean they can't cast spells in daylight, or just can't attack?


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten moves up behind Luca and dismisses his web spell.


Luca:
I'm going to say they can't do anything "offensive" against a target, even though they could technically cast spells since they can make standard actions. The text isn't very precise, so I'm going to use what I think is the intent. If it matters, the sky is currently cloudy and overcast, so they are not currently in areas of "natural sunlight".


Male Goblin Barbarian (Spirit Totem) 5 / Rogue 5 (AC-28/18/23; HP-72/85; Init.+6; Percp+11; {F+11, R=+4, W+5})

Keeping his flanking position, Mool moves in foaming at the mouth, his eyes rolling back in his head, and his bloody blade dripping with gore.

1d20 + 20 ⇒ (5) + 20 = 25 Raging, Ferocious weapon, flanking
1d20 + 15 ⇒ (2) + 15 = 17 Raging, Ferocious weapon, flanking

1d10 + 11 ⇒ (2) + 11 = 13 Damage
1d10 + 11 ⇒ (10) + 11 = 21 Damage
3d6 ⇒ (2, 4, 1) = 7 Precision Damage

His strikes beginning to go a bit wide in his hunger for combat, Mool continues his assault.


One strike from Mool is all it takes, and the already wounded warrior drops to the ground with the now familiar black smoke rising into the air.

The web disappears, freeing the unconscious man and the other guard who both slump to the ground.

-----

And that ends combat! There is one unconscious guard (G1) who has not had any smoke leave his body. There are two others who appear unconscious (G2 & G3) who have had smoke leave their body. Finally, there are three others who have been killed during the battle. If you interact with one of the guards, please let me know which one using G1, G2, or G3.

So now that the guards are no longer a threat, you are free to interact with them. Please be as precise as possible, and let me know if you want to do anything else. Feel free to roll any skill checks you might want to use and, if possible, describe what your character is trying to do/discover (i.e. Perception, Knowledge (planes), Diplomacy, etc).


Male Goblin Barbarian (Spirit Totem) 5 / Rogue 5 (AC-28/18/23; HP-72/85; Init.+6; Percp+11; {F+11, R=+4, W+5})

Mool raises his hands in the air and screams a cry of pure victory. "By the grace of Zarongel and his holy might, I have vanquished the evil that stalks the world once again". He then prances around a bit, before collapsing to the ground in exhaustion as his battle fever leaves him. His sword as well seems to grow limp for a moment.

"Just let me catch my breath for a moment". "I'll be fine after a rest for a bit".


Male Elf Alchemist (Chirurgeon) 10 | AC 24 T 15 FF 20 | HP 63/63 | F +11 R +14 W +7 | Init +4 | Perc +16

Efwin will take some time looking the bodies over, seeing if any are still alive and trying to stabilize them.

Heal: 1d20 + 25 ⇒ (20) + 25 = 45


Efwin:
Nice roll!

The unconscious guard nearest Efwin (G1) appears to be alive, but since none of the "smoke" left his body, it is safe to assume the demon is still in possession of the man. Lothar's attacks left their marks, but he does not appear to be in danger of expiring.

The other guards (G2 & G3) are still alive, but only barely. While the one guard had no obvious signs of trauma (other than what Lothar did to him), these two guards display clear signs of torture. Scars, burns, and boils cover their bodies in various places, and upon close examination, it appears that even their eyes bear the unmistakable marks of being burned.

Unfortunately, these two men also have a number of head injuries. Even if they do wake up, it's very likely they will have memory problems. Given their condition, being unable to remember recent events may not be a bad thing.

Finally, the other guards who stood against you and your allies are deceased.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten nods to the others, clearly reassured by the competence and skill of the group. 'Ware that one he adds, pointing to one of the slumped forms G1. I didn't see a shadow demon slough free that flesh.

He intones a simple cantrip and casts about for magical auras.

Detect magic.
kn(arcana): 1d20 + 20 ⇒ (9) + 20 = 29
spellcraft: 1d20 + 22 ⇒ (14) + 22 = 36


Merten:
Other than the auras on each of Merten's allies, there are a couple of other interesting things he notices.

First, the unconscious man glows with a sickly yellow aura - obviously the demonic possession. It is moderate strength, necromancy, and only appears to cover the guard. None of the other guards have similar auras.

The other strange thing he notices is that his spell ends abruptly about 50 feet over his head. It seems he has found the border of the antimagic field surrounding the monastery.

Let me know if you need exact distances on the [i]antimagic field.

As the group recovers from the fight, the man who moaned earlier rolls over on his back. In a trembling voice, he asks into the air, "Who is there? Are the shadows gone?" It appears he is having trouble seeing.


Male Dwarf Foe Hammer 10th (AC-28/14/25; HP-113; Init.+3; Percp+10; {F+13, R=+9, W+6})

Once the possessed defenders are defeated Delgras takes a minute to check the area for any other survivors or threats.

Not finding anything he moves a little ways back down the road from the platform and finds a low rock to climb on top of and keep an eye out for other trouble makers.

Perception: 1d20 + 10 ⇒ (6) + 10 = 16


Male Dwarf Monk (Sacred Mountain) 2

I would see these men buried with dignity. Lothar stated flatly, in a tone that made it clear he was not willing to negotiate that point. They deserve full honours in Kenabres, but for now, I think it best we dig them shallow graves. We may not make it out to retrieve them afterwards.

Lothar fished out a small shovel from his impressively large sack of gear and began to dig in a suitable spot. Knowing little of magic, he decided the manual work would give him time to calm down from the fight.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

That unconscious guard still harbors a demon within him Merten warns, pointing out the specific host of the possessing demon. I have also located the antimagic field that surrounds the monastery. It begins almost fifty feet above our heads.

Merten and Luca move forward to where Ciridiel stands, sparing an admiring glance for the elf's bladecraft. In respose to Lothar's suggestion, Merten shakes his head. [b]Better to strip them of anything useful, and purify their corpses with fire. Bodies don't stay dead for very long in this place. There's always something looking for a home.

To the surviving man, Merten calls out, Who are you, angelspawn? And what has happened here? We will cause you no further harm if you do not give us cause, but we will not suffer fools either.

Haldhin, did you say the casters had wands?


Delgras:
You don't see anything nearby - but off in the distance, deep in Worldwound territory, you can just make out flying creatures. They aren't heading your direction, they're just flying around, giving you yet another reminder of the horrors that are just a few miles away.

Lothar finds the ground harder than he expects, but with his knowledge and affinity for stone, he quickly makes a pit large enough for all of the bodies.

Merten calls out to the guard who spoke. The man turns his head toward Merten, but his destroyed vision prevents looking at the older man, "I am Atraken Emtosar, loyal servant of Iomedae, assigned to guard the lift platform here at the Monastery."

He pauses for a moment to catch his breath, "A few weeks ago, a large group of soldiers descended from the Monastery above. And then we witnessed the impossible - the unthinkable, all of the guards were possessed. That should not have been possible - the Monastery is protected! Demons should not have been able to penetrate the defenses - still, they were here! They set upon us with no warning. By the end, only a dozen of us were still alive... and those of us who were not possessed, got a demon of our own. It was... horrible. We saw things, and said things. Blasphemous things. And what we did, to the others who came before you..."

His shoulders sag, and his breathing becomes ragged. It's quickly apparent that the man is sobbing uncontrollably.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

I am Merten Falstaff, Atraken Emtosar. We have been sent by the Pharasmin clergy of Nerosyan to investigate what has happened in this place. Merten looks around at the scattered corpses, grimacing in distaste. I take it that none who came before us survived. Be that as it may, it is not within my power to restore your sight, and one of your compatriots still harbors a demon. We must ascend. Is there a safe place where you can remain hidden while we make our way through the monastery? And is there a place where we can keep your possessed compatriot, so that the creature within him can cause no more grief? And what can you tell us of what lies within the walls of Tala?


The guard composes himself a bit after hearing what Merten says...

"There is no place down here to hide, the ground was kept clear to provide clean lines of sight. May I ascend with you? I can call the lift! It's magical and only one of the sworn guards know the words to operate it through the wards! Please take me, don't leave me alone down here!"

The man seems to have forgotten everything else Merten said to him.

Sense Motive or Heal DC 18:
This poor man is in danger of becoming seriously unhinged. His mental state is extremely fragile right now, and the wrong word or action could likely cause him to descend further into madness.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

sense motive: 1d20 + 12 ⇒ (5) + 12 = 17


sense motive: 1d20 + 8 ⇒ (15) + 8 = 23
Luca's thoughts push once more into the minds of Merten and the rest of the party.

This Aasimar's mind is extremely fragile. Tread lightly, and speak gently. The wrong thing could send him into a spiral of madness from which he might not recover.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

With Luca's insight, Merten responds to the guard with a soft voice and somewhat gentler demeanor than his usual gruff tone. We would be most grateful for your aid Atraken. Allow me and my compatriots to compose ourselves for a moment before you call the lift. He looks to the others, and points once more at Luca, who transmits his thoughts to the rest of the group.

How shall we proceed? Focus your thoughts on Luca, and he will convey them to the rest of us so that our deliberations can remain silent. Personally, I would rather not have this poor creature accompanying us as we explore the grounds, but his aid in entry would most likely be invaluable.


Male Dwarf Foe Hammer 10th (AC-28/14/25; HP-113; Init.+3; Percp+10; {F+13, R=+9, W+6})

Continuing to keep an eye out for any additional trouble Delgras shares his thoughts.

Yes, riding up would be better than climbing. Perhaps we take him up and secure him in the first place we find?


The man nods feebly, with tears still steaming down his face. He seems content to wait, though his emotional state still seems fragile.

From the other side of the platform, you hear a voice that sounds sibilant and halting, "Worthy foes - you have bested me and the time for hiding is ended. Leave that weakling and come hear my counsel. He is not the only one who knows things. My freedom for information - what do you say?."

The possessed guard's head raises up and faces the group. Black veins stand out and snake across his face, and his eyes appear as sickly yellow orbs covered with orange streaks. Blue drool seeps from his lips and nose, and his mouth is twisted into a hideous grin.


Male Elf Alchemist (Chirurgeon) 10 | AC 24 T 15 FF 20 | HP 63/63 | F +11 R +14 W +7 | Init +4 | Perc +16

Efwin relates to the others I concur that we should allow him to help us get up, then perhaps we can find somewhere safe to keep him while we investigate.

Hearing the other man Efwin quickly readies his bow to take a shot at him if he makes any hostile moves.

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