GM Losonti's Wrath of the Righteous (Inactive)

Game Master Losonti

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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 is trouble by the news of an affiliation between demon-worshipers and more of these strange people.
While your declaration is heart felt, welcoming and most appreciated; we would welcome any information concerning this foe.


Wrath of the Righteous | Iron Gods

Chief Sull beams when you agree to pass on his message, and he beckons for Lann to approach him, to whom he gives some whispered instructions. His attention returns to you as Lann hurries out of the room. "The traitors are a disorganized lot, but they favor traps and ambush tactics. Keep your eyes open and do not trust the shadows."

When Selann offers up the brooch, Sull gently takes it, his good eye growing misty. In a much quieter voice, he says "This belongs to one of my sons. We had an argument, and he left." He pauses for a moment to compose himself. "I do not expect to see him again, but I will treasure this. You have done me another service, without even meaning to."

Sull heads to the mantelpiece, where a masterfully made morningstar rests on a rack. He reaches up and takes it down, turning around to hold it out in both hands. "This weapon served my great-grandfather throughout the First Crusade, and I believe its time has come again. Please, take it. I ask only that you use it to strike down a demon."

As he says this, Lann returns with a small chest, which he sets on the desk and opens. In it, you find a baker's dozen of restorative potions.

Sull's ancestral weapon is a +1 cold iron morningstar, and the chest contains 9 potions of cure light wounds, along with 4 potions of lesser restoration. If you'd like to do any shopping, Neathholm does have merchants who would be glad to trade with you.

After surviving near certain death, then fighting your way through caverns infested with giant bugs, undead abominations, and a crazy wizard, you've all got some homework: leveling 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

Massielo bows in reverence at the chieftain's recognition of his son's brooch. He thanks him, acknowledging how much hope the chieftain is putting on him and his group.

So much healing. That indicates a lot of damage? Anyway, we need to talk about that morningstar. Tristan, Benedic, Fred and Caliban already have cold iron weapons, and Caliban can enchant his. Only I and Greta don't, but a few of us are lacking magic weapons. I would hate parting with my reach longspear, but I would take it if no one else will.


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

I think that's fine that Mass gets the morningstar, we can always trade if needed, and we can get you reach back at some point.

I assume we're resting in Neatholm, and is it possible to copy spells tonight?


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 smiles at the chieftain and answers, "well, if things go according to plan, we'll probably kill lots of demons with it. Some of us were hoping to be crusaders, just like your great-grandfather, and even those who weren't are ready to fight any demons that might be left in the city once we get back up there. So we should have lots of chances, and I'm sure with a weapon like this we'll have lots of victories. Thank you."

I actually do have a cold-iron weapon (my gauntlet), plus my hammer counts as good aligned when I rage, so I'm totally good with someone else taking the morningstar (plus my hammer is a family relic and will, hopefully, be my primary weapon for the whole campaign). As long as we're talking about magic items, though... we talked about taking the wizard's cloak of resistance (and me wearing it) while he was still uncooperative, but then we calmed him down and made allies, so... did we ever take it, did we give it back, do I actually have it?

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 puts the magical relic in his belt in a way he can quickly draw when he needs to. He says "It will draw blood from the enemies of righteousness. That much I can promise."

Massielo also takes one of the spiked gauntlets and wears it.


Is a remove blindness scroll available for purchase?: 1d100 ⇒ 85

Junior comes back from the market with a pouch full of coins, he passes out a share to everyone.

If it is:
"I saw a scroll that might fix your eyes, Aravashnial. I can put some money towards it, what do you say?"


Wrath of the Righteous | Iron Gods

Junior's trip to the market is certainly profitable, but beyond a few magical arrows, they have little in the way of magic to offer, and instead direct him to the town's healer, Seer Opoli. He offers a number of potions for sale, along with a couple of protective charms (a +1 buckler and a +1 ring of protection). When asked about the scroll, he looks toward the weasel perched on his chair (which seems to shake its head at him) before answering. "I haven't been blessed with the knowledge of that spell, young man. I am sorry, but hopefully someone on the surface will be able to help you."


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 accompanies Junior on his buying and selling trip. She stops at whatever shop seems to deal in weapons and tries to purchase half a dozen javelins with accompanying leather amentum straps, and some kind deep quiver to carry them in.


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 will spend the time studying and attempting to scribe a new spell into his spellbook, and offer Selann his spellbook later in the day.

Attempt Color Spray. Fails can't try again for another week.
Spellcraft: 1d20 + 8 ⇒ (2) + 8 = 10

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 he has been somewhat negligent of his patients. He reflects for a while what sort of powerful magic could restore the elf's eyes.

Knowledge (religion): 1d20 + 4 ⇒ (14) + 4 = 18

Afterwards he makes sure they are all comfortable.


Caliban Tre'Athkar wrote:
Attempt Color Spray. Fails can't try again for another week.

Psst. You can take 10 on most skill checks where you are not in immediate danger and you are not distracted.


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

Doh! I forgot about that....


Wrath of the Righteous | Iron Gods

When you are rested and ready to move on, Chief Sull, Lann, and a small group of Neathholm warriors escort you to the tunnel that leads to the surface. Before you leave, Chief Sull wishes you luck, and tells you that you are always welcome to return if you need to rest and prepare for further assaults.

Before you go, Lann steps forward, hesitatingly, and speaks. "Chieftain, the uplanders go forward to fight on our behalf, and without them, Crel would certainly be dead. I know that Neathholm needs every sword arm for the fight ahead, but I would like to accompany them to the surface and repay the debt I owe them."

"If that's all right with you, of course," he adds hastily, looking toward your party.

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 looks at Lann and says "You are most welcome to come with us!"

Are our 3 injured coming with? We never talked about it and it's not clear from the context.


Wrath of the Righteous | Iron Gods

I assumed you were bring them, though to reduce the potential for "clown car" encounters, particularly in light of how big the party is to begin with, I've been running them as if Anevia is corralling the others and keeping them from getting into more trouble.


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 awakes refreshed, ready and eager to confront the foul filth frolickingly fraternizing fraternally with fiends!
The Inquisitor recites his daily prayers to the Inheritor with fervor and a fierceness meant to fry fiends!

Once the group is ready for the continuation of their pilgrimage to the surface, Tristan thanks the elders and he welcomes the aid of their emissary.

Oh, I do suspect that our future return shall not be long in the future!

He winks.


Junior claps Lann on the back, "Glad to have you join our merry band! We'll have to show you a couple of moves but you'll catch on real quick. Think of the choreography we can accomplish now!" Junior clearly eager to move on sets out as soon as possible.


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 spends his evening reading the spells from the book, and copying what he could to his own. There never seemed to be enough time or gold to do all that he wanted....

Once morning came he packed his gear and joined the group.

I'm assuming that we returned Millorn's book to him. ??


Wrath of the Righteous | Iron Gods

I'm not sure, don't know if there was a consensus on whether to rearm him or not.

With the welcome of your band's newest member completed, you press forward. From the point where you enter, the tunnel heads mostly to the southeast for just under half an hour. At that point it narrows considerably, and you can plainly see that the walls here have been carved not by time or water, but by hammers and chisels. Around a corner, you can hear voices, their words made indistinct by distance and the strange acoustics of underground spaces.

Please arrange yourselves in your preferred marching order in the tunnel on slide 3.


Put some tokens down for us. Feel free to rearrange as you want.

When Junior hears the voices he tries his best to ready his shield quietly and makes a show of shushing everyone.

Stealth: 1d20 - 5 ⇒ (19) - 5 = 14
Perception: 1d20 ⇒ 18


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

Are there any lights? If not I would have been using Dancing Lights as I don't have darkvision.... I would cancel the spell as soon as any sounds were heard.

Stealth: 1d20 + 11 ⇒ (4) + 11 = 15
Perception: 1d20 + 9 ⇒ (17) + 9 = 26

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

Before leaving, Massielo buys himself a small shield to go with his new morningstar.

Massielo goes on in the back gladly. As the others stop and try to avoid making sounds, he also stops, extinguishes the magical light on his armor and waits for any signal that something is supposed to be done.


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 keeps her hammer at the ready as they all suddenly stop. ”I’m no good at sneaking,” she quietly confesses, ”so, what should we do? Does someone want to try to get closer, or she would all move together?”

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 whispers attempting to be sneaky "I believe Selann can get closer?


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

I could move slow and careful, hugging the wall. But if there is no light I wouldn't be able to see anything....

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

Well, we're not good at sneaking around, except for you, I think. In that case, we'll just step into the "light"


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, from his position near the front, doesn't hear the voices, first, but does stop when sushed by the others. The elf closes his eyes to try and focus on what's being said ahead, but shakes his heads, as if the sound is too indistinct to make out what's happening.

He eases his longsword out of his sheath, supposing that this could quickly get hostile, either with the lost mongrelmen or other cultist who have inhabited the area of the tunnels...

He looks to Greta and Selann to see who advances, while reviewing in his mind the incantation for a shield spell in advance of whatever may be ahead.


Junior advanced carefully, clearly the best suited for the job.

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 releases the magic weapon from his belt in case he needs it and makes sure his newly bought shield is strapped. He liked larger shields, but they make casting spells particularly hard, so he settled for a compromise between having a free hand and protection. He considers blessing the group, but thinks he should save his energy until he is sure a fight is coming.


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

Given that Junior didn't even bother attempting a stealth check I'm assuming we've abandoned that...

When Junior starts moving forward in the open, Greta moves with him. "Are you gonna try talking to them," she asks, "or are we just going to charge them?


I'm not abandoning stealth. I made a stealth check a couple of posts ago and got a 14. Slightly louder than a whisper. XD


Wrath of the Righteous | Iron Gods

GM Screen:
Perception: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12

As Junior creeps forward, his armor rustles with his movement, each step threatening to give away his position. Miraculously, the conversation's volume seems to ebb and flow in rhythm with him, and he evades detection for now.

Around the corner, barricades made of heaped loose rocks and wooden boards bisect a cavern. Beyond the barricades, a wooden screen covers the lower half of a tunnel mouth. In front of these barricades, two pairs of mongrelmen guards stand watch, though perhaps not as closely as they should be.

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 turns to Lann and makes an inquisitive motion, pointing to the guards. He hopes Lann will indicate whether they are friendly or not.


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 holds his sword and shield loosely in his hands, ready to attack if the guards should prove hostile.


Junior activates Terendelev's scale of disguise and subvocalizes shape of mongrelman. Junior's face grows golden scales and his ears look like some sort of fin. His left hand grows short brown fur, while his right stays the same. He steps into the light and confidently asks, "So who do I report to for assignments? I'm here to reinforce you." He silently wishes to himself that he had a clipboard.

Spending a hero point on the bluff check.

Disguise, alter self: 1d20 + 3 + 10 ⇒ (4) + 3 + 10 = 17
Bluff, hero point: 1d20 + 3 + 8 ⇒ (6) + 3 + 8 = 17 additional +4 if they are demons


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 just stops from laughing when Junior begins changing form. The Inquisitor then says a prayer to quicken his steps for a time. He then ends the Light spell on his shield.
Expeditious Retreat 2 minutes; Speed 60

Tristan then follows behind Junior; keeping to the shadows.
Stealth (Dex); 1/2 speed: 1d20 + 6 ⇒ (6) + 6 = 12

Hero Point! Stealth (Dex); 1/2 speed: 1d20 + 6 ⇒ (9) + 6 = 15


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

Wishing that he could see in the dark, Selann moves along the wall, trying to stay quiet.

stealth: 1d20 + 11 ⇒ (19) + 11 = 30

Ready action: Cast Dancing Lights if I hear what sounds like battle starting


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Wrath of the Righteous | Iron Gods

GM Screen:
Perception vs Disguise: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Sense Motive vs Unlikely Lie: 1d20 + 1 + 5 ⇒ (15) + 1 + 5 = 21

When Junior steps forward and announces himself, the closest mongrelman whirls around to stare at him suspiciously. Junior can practically see the tiny wheels spinning in the guard's mind. For a few moments, it seems as though the ruse might work, but something finally clicks into place for the creature and he rushes forward with a howl and a raised weapon. His fellows are only a few steps behind him.

Initiative:

Benedic: 1d20 + 3 ⇒ (14) + 3 = 17
Caliban: 1d20 + 3 ⇒ (17) + 3 = 20
Junior: 1d20 + 1 ⇒ (15) + 1 = 16
Junior reroll: 1d20 + 1 ⇒ (18) + 1 = 19
Greta: 1d20 + 1 ⇒ (1) + 1 = 2
Massielo: 1d20 + 0 ⇒ (5) + 0 = 5
Selann: 1d20 + 8 ⇒ (5) + 8 = 13
Tristan: 1d20 + 2 ⇒ (13) + 2 = 15
Mongrelman Red: 1d20 + 1 ⇒ (10) + 1 = 11
Mongrelman Blue: 1d20 + 1 ⇒ (13) + 1 = 14
Mongrelman Green: 1d20 + 1 ⇒ (9) + 1 = 10
Mongrelman Purple: 1d20 + 1 ⇒ (16) + 1 = 17

Round 1
Caliban
Tristan
Junior

Mongrelman Purple
Benedic
Selann
Mongrelman Blue
Mongrelman Red
Mongrelman Green
Massielo
Greta

Unfortunately, they just barely see through your disguise, which lets them see through your bluff as well. Sorry, it was a really clever idea. :(


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I'm not sure what my next step was if it had worked. At least I have alter self going for a str buff.

Junior shrugs, "Worth a shot?" He then yells, "I don't think they're buying it! Help?!" Junior meets his foes head on and with his warhammer drawn he begins to sing

"Now summertime's here babe, need somethin' to keep you cool
Ah now summertime's here babe, need somethin' to keep you cool
Better look out now though, Ben's got somethin' for you"

Move, draw MW warhammer, start inspired rage, not accepting his own rage yet.

Inspired Rage (Su)::
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.


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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
Fred Junior wrote:
I'm not sure what my next step was if it had worked.

I literally LOLed at that. Also, looks like I'm maintaining my streak of going last.


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, hearing the disturbance break out cautiously moves forward to the sound of Junior's singing. When he fully rounds the corner, he appears to change his plan, drawing his sword and incanting in Draconic and flinging an orb of acid at one of the mongrelmen menacing Junior.

Decline the song, move & draw sword, Acid Splash Green

Acid Splash Touch attack: 1d20 + 4 ⇒ (7) + 4 = 11
Acid Damage: 1d3 ⇒ 1

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 says "That was worth the shot..." But he was too amused by the situation to actually act when the tensions rose.

I'm with you Greta!


Wrath of the Righteous | Iron Gods

The angry shouting of the mongrelmen is almost drowned out by Junior's song, his advance draws a growl in Undercommon from the closest of the bunch. Behind him, Caliban's glob of acid shoots across the room, barely missing its target.

Round 1
Caliban
Tristan
Junior
Mongrelman Purple
Benedic
Selann
Mongrelman Blue
Mongrelman Red
Mongrelman Green
Massielo
Greta

Tristan is up!


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

Round 1

Tristan begins to chuckle, as he easily slips between and beyond to place himself next to Purple; drawing his cold-iron longsword in the process.

Undercommon:
Hey, did you notice a batch of demon-loving scumbags around hereabouts?

The Inquisitor winks (with his left eye).

Melee: cold-iron longsword, rage song: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 171d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

knowledge to identify: 1d20 + 5 + 3 + 2 ⇒ (8) + 5 + 3 + 2 = 18

AC 18 Hp 24/24

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

BTW, don't forget my tongues problem!


Dang it! I forgot to take a rank in linguistics.


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Wrath of the Righteous | Iron Gods

I don't know when I'm going to stop chuckling at Fishhead Junior, but I do know it's not today.

GM Screen:
Purple club: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

The mongrelman opens his mouth to reply, but his words are cut short as Tristan's cold iron blade sinks deep into the man's torso. He pulls himself free of the blade and brings his club down onto Tristan's shoulder. Miraculously, the inquisitor's armor deflects the blow entirely, and he is left completely unharmed.

Round 1
Caliban
Tristan
Junior
Mongrelman Purple -7 HP
Benedic
Selann

Mongrelman Blue
Mongrelman Red
Mongrelman Green
Massielo
Greta

Benedic and Selann are up!


Wrath of the Righteous | Iron Gods

Tristan: You've heard of rumors that mongrelmen have the ability to perfectly mimic voices, animal calls, and other sounds, but like most mortals they are primarily defined by their training and skills rather than any inherent supernatural abilities. Other than their murderous intent, they don't seem especially different from the ones you've already met.


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

Is there any light?

If there is no light:

Selann casts his Dancing Lights spell in the form of a man and has it run forward into the melee. He follows it once he can see, still keeping along the left hand wall.

If there is light:

Selann moves forward along the left hand wall, looking for a target. Seeing the melee he casts Adhesive Spittle to disable one of the enemy.

Targeting Mongrelman Blue. Effect as per Tanglefoot Bag Save is Reflex DC 13 partial, which lets him move at half speed. He takes -2 to attack and -4 to Dex for 2d4 ⇒ (4, 2) = 6 rounds.

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