GM Losonti's Wrath of the Righteous (Inactive)

Game Master Losonti

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M LG Male Mongrelman | Ranger 1 | HP 29/29 | AC 17, FF 14, Touch 10, CMD 19 | Fort +6, Ref +8, Will +6 | Init +3 | Per +9, SM +3 | Speed 30ft Conditions: gravity bow

Lotney considers getting in there but decides to take his union mandated break and retrieves his bow instead.

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

Massielo realizes that the room is crowded and he won't be able to reach the demons. He relaxes a bit, but Sinesia comes and shoots another arrow.

Sinesia shoot into melee with Bless with Cover: 1d20 + 10 - 4 - 4 ⇒ (10) + 10 - 4 - 4 = 12
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Grey Garrison

Round 2

Tristan frowns at the positioning in this chamber. The Inquisitor decides to just join the fray as is.
He walks calmly up to Blue, swinging his mace at its head!
Melee +1 heavy Mace, Bless, inspired : 1d20 + 7 + 1 + 1 ⇒ (14) + 7 + 1 + 1 = 231d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Celestial :
We should have drawn them out.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban surveys the scene, and chooses to hang back, allowing Greta the opportunity to fill in on the left flank with her hammer. Narrowing his eyes, he focuses his magical energy and a ray of frost erupts from his finger pointed at the purple-clad figure.

Ray of Frost v touch, bless, cover, melee: 1d20 + 6 - 4 - 4 ⇒ (3) + 6 - 4 - 4 = 1
damage: 1d3 ⇒ 2

Arsenault, feeling good about his continued attacks, enters the room and fires an arrow at the purply one. The arrow streaks through the combat, impacting heavily on the creature's chest.

Bless, melee, cover: 1d20 + 8 + 1 - 4 - 4 ⇒ (20) + 8 + 1 - 4 - 4 = 21
gravity bow, pbs: 2d6 + 1 ⇒ (6, 3) + 1 = 10
confirm?: 1d20 + 8 + 1 - 4 - 4 ⇒ (18) + 8 + 1 - 4 - 4 = 19
crit damage: 4d6 + 2 ⇒ (2, 5, 2, 2) + 2 = 13


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Tristan don't forget +1d6 damage from lesser celestial blood.


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan remembers at the last second to add the lesser celestial blood from Junior's inspiring rage!
lesser celestial blood: 1d6 ⇒ 3

The Inquisitor winks at the flabby human-looking fella!
You ever think about a gym membership?


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

Benedic accepts the raging song and swings Radiance at the closest demon, frowning with disapproval at the creature.

Attack (Radiance), bless, bull's strength, divine favor, inspired rage: 1d20 + 6 + 1 + 2 + 2 + 1 ⇒ (3) + 6 + 1 + 2 + 2 + 1 = 15
Damage (cold iron/good/magic/slashing), bull's strength, divine favor, inspired rage: 1d8 + 3 + 2 + 2 + 1 ⇒ (8) + 3 + 2 + 2 + 1 = 16
Damage (lesser celestial blood): 1d6 ⇒ 5


Wrath of the Righteous | Iron Gods

The more injured of the pair is knocked senseless by simultaneous blows from Junior and Tristan. It staggers around for a moment, before another arrow from Arsenault slams into it with supernatural force. It slams onto its back on the ground and does not stir again.

GM Screen:

Irabeth longsword vs Green, Rage Song: 1d20 + 12 ⇒ (4) + 12 = 16
Slashing: 1d8 + 5 ⇒ (7) + 5 = 12
Good damage: 1d6 + 12 ⇒ (6) + 12 = 18

Irabeth and Benedic, fueled both by righteousness and Junior's powerful song, strike together. Benedic's sword simply cleaves through the demon's left leg as if it were soft butter, and as it writhes on the floor, Irabeth separates the head from its body with an efficient swing of her own sword.

Combat over!

DC 15 Perception check for anyone searching the rubble afterwards:
A quick perusal of the destruction turns up nothing useful or valuable, but does confirm that this room was once used to display memorabilia from the First Crusade.


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6
Tristan de Lion wrote:

The Inquisitor winks at the flabby human-looking fella!

You ever think about a gym membership?

Junior blushes and taps the scale of Terendelev against his right cheek and his form coalesces into something more pleasing to the eye. "How's this?"


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Grey Garrison

Perception (Wis): 1d20 + 12 ⇒ (20) + 12 = 32

Tristan gives the room a quick search for anything useful, before preparing to continue.

He looks at Junior.
Reminds me of a Pathfinder Chronicle art book I read over once in my Ethics class.


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

Greta looks disapprovingly at the crack in the stone floor that marks the only effect of her attack.

all that talk about hurrying up and saving lives and I was totally useless in this fight... at least it got us moving again... I wish the commander hadn't just witnessed that though...

"Sorry, ma'am," she mutters, leaving her intended recipient merely implied, "I'll do better next time." Doing her best to ignore Junior and Tristan's jokes, she turns back to the unopened door on the north wall of the shrine room and, once Girk is in position with an arrow knocked, swings it open next.


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

SM: 1d20 + 10 ⇒ (20) + 10 = 30

Junior claps Greta on the back and gives her a thumbs up, "You'll get the next one. If I was the next demon, I'd be terrified."

He looks at Irabeth to validate his consolation.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann moves in to the room with the others, picking up the dagger he had thrown and missed. Looking at the heads that the demons had been playing with he mutters, "At least they weren't able to wear these bodies like the others. But playing with bodies like they are toys? These guys were probably knights in the guard. They deserve better!"

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

Massielo tells Greta "These demons were so weak that I don't even need to heal anyone. Believe me, your moment of truth will come. Today yet."

He agrees with Selann and says pressing on "Let us honor them by cleansing this place and fulfilling our mission." He seems resolved.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann gathers anything he can find that looks like the equipment of these mangled knights. He reverently sets them on a table or something and says a quiet prayer.

"You're right. Let's destroy these demons. Clear their mess and set this place right. And we can take these Knights back to be buryied with the honor they deserved."


Wrath of the Righteous | Iron Gods

Irabeth lifts the visor of her helmet for a moment to offer Greta a toothy smile. "Fear not, Dame Gyllenhår. There will be more."

As you cleanse the museum, you feel a weight upon your shoulders once again, as something great and terrible takes notice of you.

The door opens into a remarkably nondescript room. A bench sits broken along the eastern half of the room, while closed doors await you to the west and north.

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

Massielo walks closely to the others and suggests the room to the west first.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Moving in quietly, searching for traps and listening at the doors. If all appears safe, checking to see if the door to the west is locked.

stealth: 1d20 + 13 ⇒ (6) + 13 = 19
perception: 1d20 + 11 ⇒ (10) + 11 = 21


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Grey Garrison

Tristan follows the others into the next chamber. The Inquisitor sweeping it for any Evil auras, as they continue.
Detect Alignment (Sp): at-will

He orders Strider to continue his sentry routine, as they go forward.

He will open the West door; once Selann gives the all clear.
Tristan auto aids Selann's Perception for +2


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

It is as if the demon sorceress senses our presence, our one of her minions does in this place. Let us not tarry too long while this feeling of unease is about us. the elf intones while moving to support the door openers at the west door.


Wrath of the Righteous | Iron Gods

Selann finds no traps, but the door is indeed locked when he tries the handle.

Tristan:
You detect half a dozen moderate evil auras on the opposite side of the door. One is directly opposite, the others are about 10 or 15 feet past it.


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan quietly relays his findings. The Inquisitor waits for Selann to unlock the door.
He cast Guidance on the Halfling; stepping away just in case something explodes.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Selann works on the lock for a minute....
Disable Device?: 1d20 + 10 ⇒ (7) + 10 = 17
but then shrugs and backs away. Assuming that wasn't good enough. ??


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Before Selann opens the door he nods to Lotney who taps his wand to his own temple. Activating gravity bow.

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

Massielo renews his blessing on the group and gets ready.


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

Greta instructs Girk to stay in the altar room and watch for anyone, or anything, entering the building behind them. Then she does her best to position herself where she'll be able to attack through the doorway when it opens, and raises her hammer in preparation.


Wrath of the Righteous | Iron Gods

Sorry for the delay, folks. Work.

The lock is stubborn indeed, and even Selann finds it difficult to make any progress. While Selann struggles with the lock, Tristan can sense the auras on the other side shifting position. The one closest to the door leaves and moves up and out of the spell's range, while the five more distant auras take its place directly opposite the party. I am assuming you keep up your concentration.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Struggling with the lock is definitely not a fun time for Selann. But, unless interupted he continues working on it. "If any on the other side of this door are listening, they'll be waiting for the door to open.... Be ready!"

I guess "Take 20" ?? +10 would be 30 to unlock it?


Wrath of the Righteous | Iron Gods

Taking 20 for a 30 will hit the DC exactly. Opening a lock is a full round action, so everyone knock 2 minutes off any durations.

The lock puts up more of a fight than some of the demons you've slain, but it's still no match for Selann's combination of skill and persistence. After a couple minutes, he is rewarded with a soft click as the door's lock disengages.

I moved Irabeth and Selann to the western door. Want to give everybody a chance to position themselves for the fight that you know is waiting. With how many actors there are in this it's gonna be like a cage match inside of a clown car.


M LG Aasimar Cleric/Cavalier 1 | HP 10/10 | AC 16* T10* FF16* | CMB +2 CMD 12* | F+4* R+0* W+5** | Init +4 Per +3 (darkvision 60') SM +3 | channel 7/7, ToG 6/6 | spells 1st: 2+1/2+1 | effects/conditions none

I knocked 20 rounds off of all Benedic's spell durations. If my calculations are correct, Masseilo's bless is still active, but things like divine favor have ended.

Benedic leans closer to Selann. "If you have cracked the lock," he murmurs, "I would be happy to take your place to open the door. Let them fire at my armor instead of your head?" He smiles wanly.


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Feeling/hearing the lock finally release, Selann glances at the others. "Ready!" Once the team is ready he turns the latch to open the door and ducks behind Benedic. And I guess that would be my round 1 actions.


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Tristan rearranges some of his fellow crusader's for the opening of the door.
He cast Guidance on Selann just before Benedic opens the door.
Just in case of some AoO; I moved some of us without Evasion along the sides of the room.

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

A fireball would make quick work on us. @GM: This is not a suggestion.

Massielo makes sure that Sinesia is prepared and gets a spell ready in his mind.

If I can, I'd like to ready an action to cast Cause Fear on the biggest meanest-looking demon that we see once the door is open. If it's possible, that's a DC 15.


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

You can't ready actions out of combat. If this is allowed it breaks the game quite a bit. Essentially we all get a free turn. If you want to cast a short term buff before the door is open that's a better move.

I can ready to start bard song as soon as I see an enemy, all our rangers can fire their bows if they ready, and so on. The other side is also very aware of us so they can ready a bunch of actions. At that point we should just to a normal battle round so we're not trying to resolve a bunch of things at the same instant.

If one side is not aware then you get your free actions from the surprise round. If ready actions are allowed on top of that then you get two full actions, possibly three before normal the surprised side gets a turn. I don't want monsters, who have more opportunity to get the drop on us, that option.

Grand Lodge

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M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

That's fair. I thought that would be the medieval fantasy equivalent of going in guns blazing, but I get that it would be too mechanically chaotic if that were possible.


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban moves into position behind Tristan, giving the inquisitor some backup as needed.

ready when you are!


Wrath of the Righteous | Iron Gods

Initiative:

Benedic: 1d20 + 3 ⇒ (11) + 3 = 14
Caliban: 1d20 + 3 ⇒ (14) + 3 = 17
Junior: 1d20 + 1 ⇒ (20) + 1 = 21
Junior reroll: 1d20 + 1 ⇒ (3) + 1 = 4
Greta: 1d20 + 1 ⇒ (11) + 1 = 12
Massielo: 1d20 + 0 ⇒ (3) + 0 = 3
Selann: 1d20 + 13 ⇒ (16) + 13 = 29
Tristan: 1d20 + 5 ⇒ (8) + 5 = 13
Irabeth: 1d20 - 1 ⇒ (8) - 1 = 7
Dretches: 1d20 + 0 ⇒ (18) + 0 = 18

Benedic opens the door, and you are all greeted by the stupid, grinning faces of half a dozen dretch demons waiting for you in the wide hallway on the far side. Along one wall of this long room stands a smashed sideboard. A stone staircase leads upstairs.

Round 1:
Selann
Junior

Dretches
Caliban
Benedic
Tristan
Greta
Dretches
Irabeth
Massielo

Selann and Junior are up first, then the demons!


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Junior taps Tristan on the shoulder in encouragement while walking behind him and rather than banging on his drums and singing he rallies his troops, er, the party. "G.I. Fred is Mendev's top secret mobile strike force team. The mission: to defend freedom. The threat: Demon, an evil organization bent on world conquest. The battle cry: Yo Fred!"

Inspired rage, +2 Str, +2 Con, +2 Will, -1 AC:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)

If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood good weapons and +1d6 vs demons:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee.


M LG Male Mongrelman | Ranger 1 | HP 29/29 | AC 17, FF 14, Touch 10, CMD 19 | Fort +6, Ref +8, Will +6 | Init +3 | Per +9, SM +3 | Speed 30ft Conditions: gravity bow

Longbow vs red, point blank shot, into melee, bless: 1d20 + 8 + 1 - 4 + 1 ⇒ (7) + 8 + 1 - 4 + 1 = 13
Gravity Bow, point blank shot: 2d6 + 1 ⇒ (2, 6) + 1 = 9

Lotney draws his bow and tries his best not to peg Benedic in the back of the head. It definitely has cover.

Gravity bow 8 rds left.


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

@JUnior did someone just see a Movie recently...lol?


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Seeing the room full of demons Selann again wishes that he had cold iron crossbow bolts. Barring that he focuses on his ring and casts a spell that he hadn't prepared, but feels that it might be helpful. "Stinking demons! The floor behind the front two will be a bit slippery. Once the front line is crushed, keep that in mind!'

Casting Grease on the 10' square behind the front line. Pink and Green will need a Reflex save, DC13, or fall. Moving through it at half speed requires an Acrobatics roll of 10. Failure means you can't move and have to save or fall. Fail by means you fall.


Wrath of the Righteous | Iron Gods

GM Screen:
Pink reflex: 1d20 ⇒ 12
Green reflex: 1d20 ⇒ 1

[spoiler=GM Screen]Green Acrobatics: 1d20 ⇒ 2
Green reflex: 1d20 ⇒ 15

Purple Acrobatics: 1d20 ⇒ 10

Orange Acrobatics: 1d20 ⇒ 9
Orange reflex: 1d20 ⇒ 7

Red claw vs Benedic: 1d20 + 4 ⇒ (19) + 4 = 23
B+S: 1d4 + 1 ⇒ (4) + 1 = 5

Red claw vs Benedic: 1d20 + 4 ⇒ (10) + 4 = 14
B+S: 1d4 + 1 ⇒ (2) + 1 = 3

Cyan claw vs Caliban: 1d20 + 4 ⇒ (9) + 4 = 13
B+S: 1d4 + 1 ⇒ (1) + 1 = 2

Cyan claw vs Caliban: 1d20 + 4 ⇒ (11) + 4 = 15
B+S: 1d4 + 1 ⇒ (4) + 1 = 5

Caliban's magic makes a mockery of the demons as most of them slip and crash to the ground as they try to push through the door. The two at the front flail at Benedic and Caliban with their claws, but only one strike actually makes contact with the cleric 5 damage.

Behind the front line, one of the dretches points a clawed finger at Selann and lets out a horrid screech of rage. Selann, you'll need to make a DC 11 Will save or be frightened for 1d4 ⇒ 1 round. On a success, you're shaken for 1 round.

Round 1:

Dretches
Caliban
Benedic
-5 HP
Tristan
Greta
Irabeth
Massielo
Selann
Junior

The whole party is up!

Grand Lodge

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5 | HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0 | Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

@Selann: Don't forget you have bless on you which gives you +1 morale bonus vs fear.

I really need to get myself a weapon with reach again...

Massielo moves in the crowded space and touches Caliban, protecting him from attacks.

Cast Shield of Faith on Caliban.

Sinesia shoots an arrow on the backline.

Shooting purple with PBS. Subtracting 4 due to cover.

Shoot!: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Damage: 1d8 + 1 ⇒ (2) + 1 = 3


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

Delaying until after Tristan


Male NG Human Inquisitor 7 / Marshal Tier 1 | HP: 74/74 AC:22, T: 14 FF: 19| CMB: +6, CMD: 19| F: +7, R: +4, W: +9 | Init: +6 | Perc: +18, SM: +17| Speed 30ft | | Active conditions: Heightened Awareness Hero Points:1/3

Grey Garrison

Tristan looks at the Monday morning traffic piling up at the door.
It seems as if we are at an impasse here. How 'bout you boys move back a bit, so we can get in there and kick your...

Intimidate to demoralize Red: 1d20 + 12 ⇒ (12) + 12 = 24

knowledge ?: 1d20 + 2 ⇒ (3) + 2 = 5
Knowledge (arcana) (Int)+6 (+3 identify)(2), Knowledge (dungeoneering) (Int)+6 (+3 identify)(2), Knowledge (nature) (Int)+6 (+3 identify)(2), Knowledge (planes) (Int)+6 (+3 identify)(2), Knowledge (religion) (Int)+6 (+3 identify)(2)

The Inquisitor whispers (loudly) to Junior.
Good thing these things don't have Stinking cloud, right.

He winks at the 1/2 Orc.

EDIT: I would like to Target whichever dretch Greta did not just destroy...lol.


F NG Aasimar Bloodrager 7, Guardian 1 | HP 95/95 | DR 1/-- | AC 23 (t12, ff21) | CMB +12, CMD 24 | Fort +8, Ref +5, Will +5 | initiative +2 | perception (darkvision 60') +10, sense motive +0 | rage 18/18 | hero points: 3 | mythic power: 5/5 | active effects: ironskin, prot v evil

Greta does her best to line up a swing between Benedic and the doorframe and tries to attack the demon blocking the way in to the other room.

hammer (rage/bless/cover): 1d20 + 11 + 1 - 4 ⇒ (15) + 11 + 1 - 4 = 23
for (good): 2d6 + 10 + 1 ⇒ (1, 1) + 10 + 1 = 13
plus (holy): 1d6 ⇒ 6


Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism

Caliban sees Greta's hammer pass between Benedic and the doorframe, and spins his blade in both hands, arcing it toward the demon's head as he accepts Junior's rage with Massielo's spell protecting him. The two-handed swing catches the demon hard!

Attack, bless, rage: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 5 ⇒ (8) + 5 = 13
plus holy: 1d6 ⇒ 3


Halfling Diviner 3/Rogue 2/AT 2/Trickster 1 | HP: 55 (of 55) | Init: +9/+14 with Anticipate Peril, MAB: +8, RAB: +8, | Fort: +5, Reflex: +11, Will: +5 | AC: 15, FF: 11, Touch: 15 | Acrobatics +13, Climb +6, Disable Device +14, Escape +11, Know(Most)+6/Arcana+9, Perception +17, Stealth +17, UMD +9 | Hero Points: 2 | Forewarned | Prescience: 5 of 5/day | Mythic Power: 5 of 5 | Active Magic: Mage Armor

Will Save: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12

Selann sees and hears the little demon cast some magic at him. He feels an irrational fear pass over, and leave him. He considers his available weapons and pulls out the wand. After a moment of consideration, he just holds it. He knows these pathetic creatures won't take much time for this group to crush.

Question: As the party moves in to the room, can I cancel the grease so they won't have to save or fall? And the map is 5' squares right? So we now have 4 demons in the grease? The 4 stooges?


M NG Male Half-Ork | Skald 1 | HP 12/12 | AC 19, FF 12, Touch 13, CMD 16, 17 vs grapple | Fort +3 Ref +1 Will +1, +2 vs fear | Init +2 | Per -1, SM -1 | Speed 20ft | Conditions:
Usable/day:
1st 2/2 Raging Song 6/6

You can dismiss it as a standard action.

Junior failing to see his hero charge to his rescue, charges in himself! But he remembers to encourage his team while being splashed in the face with demon blood, "Good job everyone, see I told you Greta. And Caliban damn fine form on that lunge. Tristan I'm glad you're on our side you scary mfer. Selann great control. Massielo good support. Benny, if only Beatrice could see you now!"

Ransuer of the Gargoyle, alter self, rage song vs probably teal: 1d20 + 7 + 1 + 1 ⇒ (19) + 7 + 1 + 1 = 28 It has cover
Piercing: 2d4 + 8 ⇒ (1, 4) + 8 = 13
Good damage: 1d6 ⇒ 3

Inspired rage, +2 Str, +2 Con, +2 Will, -1 AC:

At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood good weapons and +1d6 vs demons:

While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee.


M LG Male Mongrelman | Ranger 1 | HP 29/29 | AC 17, FF 14, Touch 10, CMD 19 | Fort +6, Ref +8, Will +6 | Init +3 | Per +9, SM +3 | Speed 30ft Conditions: gravity bow

Lotney gives a look to his fellow mongrelfolk as if to say, What about us?

Longbow vs fuscia?, point blank shot, bless: 1d20 + 8 + 1 + 1 ⇒ (3) + 8 + 1 + 1 = 13 Has cover, might be prone, no whammies
Gravity Bow, point blank shot: 2d6 + 1 ⇒ (4, 3) + 1 = 8

Gravity bow 7 rds left.

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