DM_aka_Dudemeister's - WotR - Sword of Valor

Game Master DM_aka_Dudemeister

WotR Book 2: Sword of Valor
GM'd by DM_aka_Dudemeister


1 to 50 of 630 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Silver Crusade

Male Half-Gnome Badass 20

As the dust and smoke clears from the battle of Keeper's Canyon, the Knights of Kenabres take a moment to rest and take stock. The road ahead will take them into the Worldwound proper.

Some crusaders stand watch, while others take a moment to rest, clean their weapons and armour and others finish off the dying dretches on the battlefield.

Our heroes are in the center of the camp, along with key members of their war council.

"The going gets harder from here on out," says Irabeth, "We're headed into the worldwound, it only gets more dangerous from here. I recommend taking a moment to take a breath. The land itself is hostile, and the corruption of the demons can so easily spread. We'll need to rely on our bonds as we march towards Drezen, perhaps now is a moment we should take the opportunity to check in with one another before we continue our journey."

Take a moment to describe what you're up to in the war camp, I'll set up some checks once everyone's in.

Silver Crusade

Male Half-Gnome Badass 20

Camp


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

Legacy gameplay


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 is frustrated by his lack of input in the last major conflict, and sits brooding outside his tent. The scarred elf focuses on sharpening the strange blade of his, occasionally looking up and around, but not saying much. His spellbook lay next to him, in preparation for the morning's rest and time of study which he practiced daily.


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 is a little surprised by Irabeth's warning but accepts the pause order. Maybe he'd have a little time with Nurah to learn more of her old songs and some more information about Drezen.

"Will the scout team be leading like we've been doing? Or will we be pulled back with the regular army for safety?"


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

dot


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 passes her time in camp continuing her efforts to get to know the soldiers and keeping morale up. She listens to their stories of the battle and praises their successes, and she shares stories of her and her friends’ battles against the demonic leaders. And, whenever she happens upon soldiers making music she dances.

When she notices how Caliban has isolated himself, she finds a seat next to him. “Hey, everything alright?” she asks with no real attempt at subtlety.

Silver Crusade

Male Half-Gnome Badass 20

@Selann:
Anevia waves Selann over.
"Good scouting will be even more important as we head into the Worldwound. We might not range as far as we have previously though, on the off chance we're spotted we'll need to make a hasty getaway."

She sees Selann's attention is split though, listening to the soft music playing elsewhere in the camp. Anevia pats the halfling trickster on the shoulder.
"There will be time for logistics later, go enjoy the music."

When Selann joins Nurah, she's playing a lively melody, to raise the spirits of the nearby crusaders.

Nurah's Song:
"O, the wizard's staff had a knob on the end.
It does! It does!
O, the wizard's staff has a knob on the end.
It does!
O, the wizard's staff has a knob on the end
And the wizard's staff is the wizard's friend.
It is! It is!

O, the wizard's staff is long and hard.
It is! It is!
O, the wizard's staff is long and hard.
It is!
O, the wizard's staff is long and hard;
And the wizard plays with it in his yard.
He does! He does!

O, the wizard's staff proves he's a man.
It does! it does!
O, the wizard's staff proves he's a man.
It does!
O, the wizard's staff proves he's a man.
he gripes it firmly in his hand.
he does! He does!

wizard staff magic is all hand play.
I see! I see!
Wizard staff magic is all hand play.
I see!
Wizard staff magic is all hand play.
he works it first this; and then thataway.
I see!

Knowledge Local DC 15:
This is an old Chelish drinking song. There are endless verses and variations.

Perform DC 14:
Nurah is not the best singer, but her timing, rhyme and are absolutely on-point.


1 person marked this as a favorite.
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 grunts, looking up from his seat, I will be fine, again my frail constitution limits me against demonic poisoning and foul odors. It is nothing to concern us, I shall 'get over it' in time. He looks up at the song Nurah is playing further away from them, and grins ruefully, How many of them shall perish before we are done, will their children even see the end of this endless war? obviously frustrated, he stands, pacing around the campfire before staring off into the darkness.


1 person marked this as a favorite.
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

"There must be a spell that would protect you from poisons and stuff like that," Greta offers in an earnest effort to be helpful. She smiles at Caliban and continues, "did I ever tell you that my dad and my older brothers were all killed by a demon? My dad had survived fighting in the Fourth Crusade and was raising his family when our home was attacked... it killed one of my brothers before my parents even saw it and the other two while my parents were fighting it. My dad got between me and it, and that's the only reason I'm still alive. He fought well and wounded it badly, but it killed him and wounded me before my mom was able to finish it off with her magic."

She falls silent as well for a moment before concluding, "we, this army and us... we're the ones standing between the demons and the people, and the world, that we love now... we may be wounded, we may be killed, but some things are worth fighting for even they cost your life... and I know that even if we die, even if they step over our fallen bodies and wound the people, the culture, the ideals that we died to protect, someday someone whose fighting this fight with us will finish it, and she'll nurse them back to health and nurture them as they grow, and tell them stories about how bravely we fought and how our sacrifice keep them alive."

A single tear rolls down her cheek as she finishes and she wipes it away before smiling again. "I know we humans are short lived compared to your kind--even those of us blessed with some angel blood--but I believe we will live to see this war ended, in this generation."


1 person marked this as a favorite.
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 broods about the camp, part of him wanting to avoid everyone and part of him hoping to bump into Beatrics. He constantly thinks about what he has done and said to her before now, but he cannot get past the feeling that his actions have been right, and inspired by his goddess. However, a nagging feeling in his heart tells him that Beatrics hasn't done anything wrong either. I do not know what to do, he thinks in despair. I must continue to lead, to show others that we will not falter and that the light of Iomedae will conquer evil, but I fear that I am unworthy. I must pray, I must pray on this.

He goes to the area of the camp where the crusaders set up their altars and listen to the chaplains, worried and a little hopeful that he will see Beatrics, but thankfully he doesn't. Or perhaps she saw me first, he thinks ruefully. He stands near the sword and shield of Iomedae's temple and bows his head in penitent thought.


1 person marked this as a favorite.
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 hears the song, extra funny to him since he is a wizard.... and tries to sing along with her. Perform: 1d20 + 2 ⇒ (16) + 2 = 18

While he doesn't add any new verses he is able to blend his voice adequately with the bard.

Silver Crusade

Male Half-Gnome Badass 20

@Benedic: Sosiel puts a comforting hand on Benedic's shoulder.
"If you pray any harder brother, I fear you'll pray a hole straight through the dirt, I'd hate to hear one of you fell into another sink hole" Sosiel's tone is light, but his concern is clear.

"I won't ask what troubles you, I think half the camp is whispering to the other half about it. But in matters of the heart, I think Iomedaean purity may not provide the comfort you seek." Sosiel removes his cloak, and uses it as a blanket in order to seat himself comfortably next to Benedic.

"Perhaps Shelynite wisdom may prevail, where Iomedaean piety fails... ah, am accidental little poem, that usually means the eternal rose has blessed us. Sosiel's smile grows even broader and he waits patiently for Benedic to open up.

@Caliban and @Greta
Aravashniel wanders over to the pair of you, noting mixed company he elects to greet you in common.
"As the elven poet Serendiel once said: 'The war for the soul of a mortal is fought by just one and lasts a lifetime, how long then for the soul of the world?'" The elven wizard greets you each with an informal bow.
"I come bearing some news, if I can interrupt. I have overheard some grumblings amongst the soldiers, about the hopelessness of the cause. I'm not much for words, but I am a good listener. This isn't just something for a rousing speech to quash. I suspect someone in the camp has lost faith, and amongst the pious nothing is more contagious than fallen grace. I recommend finding the source of the grumbling, and from there," Aravashniel shrugs, "I leave it to the wisdom of the war council as to the next steps to take.

To find the source of the grumblings it's Diplomacy DC 20 to Gather Information, or Perception DC 25 to trace the source of the rumors over Nurah's racket.

@Selann
Nurah's having a wonderful time playing, and finds a real wizard joining in the song nothing short of hilarious. As the soldiers nearby pick up the chorus, Nurah speaks up:
"You don't have a half-bad set of pipes there yourself Master Juris, who taught you to sing like that? she asks with warmth in her voice.


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 blushes with the praise. "Thank you so much! That battle and calling out my spells must have warmed up my voice for once. I really wish I had training like you and could count on my voice not cracking. My focus in life was always more about magic than much of anything else. Well, magic and avoiding large bullies.... I'd appreciate some training from you if we have any time between demon fights and marching to Drezen? Oh, and my asking for everything you know of the citadel. If I'm going to be scouting there I'll want to know what I'll be getting in to! Don't want to be sneaking around a corner straight into the maw of some huge demon worm or something like that!!"


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's smile breaks at the revelation that grumblings of hopelessness are spreading throughout the camp. Her brow furrows over her big, bright-blue eyes as she excuses herself from the elves to try to track down the source of the murmurings.

it isn't like paladins to lose heart, at least not from what I've heard... fearless is what they say, but how could anyone without fear lose hope... gods, if I find out Horgus is behind this I'll put him on a horse and send him home alone...

perception (surge): 1d20 + 9 + 1d6 ⇒ (20) + 9 + (2) = 31


1 person marked this as a favorite.
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 does not take a break, or at least he takes a break by doing a different sort of back breaking work. Setting up his portable anvil and laying out his tools he continues to work on reforging his mother's greatsword. It's functional as a greatsword now but the balance is off, and it could be sharper. "Maybe some etching on the side here," he mumbles to himself.

Craft weapons, take 10, MW tools, gallant inspiration, surge: 10 + 13 + 2 + 2d4 + 1d6 ⇒ 10 + 13 + 2 + (4, 4) + (3) = 36 Daily progress 30x36/7=154, 1235/3000 masterwork portion.

Junior is oblivious to the commotion in the camp.


F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

After having witnessed Junior drop not one but two heavy tools on his toes she decides to stroll about the camp, rather than witness the slap stick anymore.

She feels the gaze of crusaders on her back but she just ignores them. She listens and talks with the people who will talk with her. Not all of them are too judgemental.

Diplomacy using stringed to gather info: 1d20 + 8 ⇒ (17) + 8 = 25


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

Keeper’s Canyon Aftermath....

Tristan de Lion walks about the camp. The Inquisitor inspecting the area, along with listening to those milling about, burying the dead, and burning the foul demon corpses that have been heaped into hastily dug pits.
Smartly dressed as he had his uniform and armor cleaned immediately after the battle.
Best to keep up a positive appearance. Morale is such a prickly thing.

Tristan greets those that he passes with a handshake, a hug, a claps on the back, and even a few pulls from the offered flask.
DC 20 Diplomacy (Cha), surge: 1d20 + 9 + 1d6 ⇒ (10) + 9 + (6) = 25

Overhearing a bit of grumblings amongst the soldiers, about the hopelessness of the cause, the Inquisitor approaches these pockets of malcontent with the smile of confidence and faith.


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 ponders the Wizard's words carefully, and watches as Greta focuses on something in the camp, unsure what she was seeing, he remains silent for the moment, before thanking the other elf. Thank you, we much consider how this poison creeps into their hearts. Perhaps it is the land, or there may be an infiltrator as we saw with the assault on Kenabres.

Silver Crusade

Male Half-Gnome Badass 20

@Greta, Amelia and Tristan

Gossip, rumor and scuttlebutt have a tendency to run through the ranks of an army faster than a line of launderers at a riverbank. Greta's sharp ears overhear a gravelly voice grumbling at the source of the rumours, and is soon joined by Amelia and Tristan as they overhear Captain Arles Jhestander.

Knowledge (local) DC 15:
Captain Jhestander is a veteran of several conflicts. A survivor through and through, Jhestander has never seen a victorious campaign into the Worldwound. He is well respected by the other solders, if there's one thing he knows it's how to stay alive, and his advice, while cynical has saved more than one soldier here at Keeper's Canyon and Vilareth Ford.

"It's a fools game to try and steal the Sword of Valor from Drezen. You have any idea who sits in its war room? A nasty dwarven bastard by the name of Vhane. He was a grand hero once, a Paladin of Torag, "no head harder or hide thicker than Vhane" they used to say." Arles pauses for a moment.

"Drezen would never have fallen if not for Vhane. Some said he lost all hope and went mad. Others say he fell in love with a demon!"Jhestander chuckles perversely at that, "It doesn't matter much either way. When he took down the Sword of Valor the demons attacked, what had withstood long centuries fell in one night, and no attempt to retake it has never succeeded since. No surprise old Cap'n Jhestander was assigned your army. This campaign is as cursed as any I have been on."

Sense Motive DC 15:
It's clear the younger recruits are riveted and disturbed by Jhestander's tale, and if he keeps going it's going to affect morale.

Sense Motive DC 20:
If multiple people pile on Captain Jhestander, it would probably cause the crowd to side with him. However, if one person were to refute his cynical take, others might assist by influencing the listening crowd.

One Character needs to volunteer to make a primary Diplomacy or Intimidate check.
Other players may Aid with Diplomacy Intimidate, Bluff Knowledge (History), Knowledge (Religion) or Performance
If the primary check check with Aid beats DC 23, any morale penalties for the army will be suppressed for 1 day. If the primary check with Aid beats DC 30, Captain Arles Jhestander will quiet his stories and maybe even find some hope in the cause.

Make your rolls and make your cases.

@Selann
"Poor little wizard, I'm sure if there's an opportunity I can teach you a tune or two. I'm not much of a singer myself, I was trained in Oration and Dance, so perhaps we might take a turn tp dance if we can find a decent beat around here."


F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

Local: 1d20 + 2 ⇒ (18) + 2 = 20
SM: 1d20 + 3 ⇒ (1) + 3 = 4

Post later just wanted to see what info Amelia has


1 person marked this as a favorite.
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
DM_aka_Dudemeister wrote:
"... if we can find a decent beat around here."

Junior sneezes as he rhythmically slams a hammer against an anvil.


1 person marked this as a favorite.
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

Sense Motive, aid someone: 1d20 + 2 ⇒ (3) + 2 = 5

Caliban, too wrapped up in his own self-doubt, cannot add more to the conversation or beginning to understand the humans' plight over the coming conflict.


2 people marked this as a favorite.
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 sighs, embarrassed at having been seen in a moment of weakness. He tries to pull himself together for Sosiel, and smiles weakly. "It is nothing," he says in a quiet, pensive voice. "Holy Iomedae has set me upon this path, and we must all make sacrifices for the greater good. It is unfortunate that our mortal failings sometimes bring pain to others, but as long as we learn from the experience, we may grow closer to the gods. We cannot afford to let our personal desires and shortcomings interfere with our mission. Surely Shelyn and Iomedae agree upon that?" He sizes up Sosiel, his expression harsher than usual, almost challenging the cleric to argue with him.

After his conversation is done, Benedic will most likely force himself to see to the army, in particular its morale-- he views that as his most important job as commander. Once he learns that there is mutterings about Vhane and the hopelessness of their cause, he will call a meeting outside the command tent, giving the Captain and the other senior crusaders a mostly-impromptu speech about their chances, with only a little bit of magical assistance from his divine powers. This should also be a good opportunity for the other party members to participate and help if they so choose.

Diplomacy, channel bonus, enhanced diplomacy, mythic heroism, Touch of Glory: 1d20 + 15 + 2 + 2 + 4 + 6 ⇒ (8) + 15 + 2 + 2 + 4 + 6 = 37


1 person marked this as a favorite.
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

Sense Motive (Wis): 1d20 + 16 ⇒ (6) + 16 = 22
Someone tell me again, why Inquisitor doesn't get Knowledge local! Humanoids need identifyingtoo!

Tristan calmly walks over to the fine Captain. The youth smiles at the soldier. He turns his blue eyes around at the other gathered soldiers.
Damn fine work out there, boys. These pissant demons never knew what hit'em. This Crusade has been bolstered by excellent captains and fine soldiers. The Inheritor is proud!
Diplomacy to Aid DC 10: 1d20 + 9 ⇒ (6) + 9 = 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

I'm not a diplomat. Can try to aid with Knowledge-Religion?

Knowledge-Religion to Aid Benedic's Diplomacy?: 1d20 + 6 ⇒ (6) + 6 = 12 "I'd never heard Vhane described as an idiot!?! Nobody sane falls in LOVE with a demon!"

@Nurah "I like the idea of dancing, especially with a partner my size. Surely there's a soldier or two that can make music for dancing? And it couldn't hurt the morale in the camp! Maybe we should suggest it to Benedic, or Greta?"


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 hangs back and lets Benedic handle addressing the captain's concerns, and the flagging morale, that was, after all, his speciality. When his magnificent speech ends and discussion begins, she points out to to a group of soldiers arguing about Vhane's fate, "What if you're both wrong? I don't believe for a moment that he lost all hope. How could someone chosen and blessed by a god like he was, like all of you have been, believe for a second that there was no hope against a mere horde of lesser demons? But I also don't believe that he fell so in love with a vile demon that he abandoned his faith and betrayed us. Vhane was a victim of their assault too, I'm sure of it. We just killed an incubus..." She begins to sway her hips as she talks and slowly builds to a sultry dance as she continues, "if a succubus infiltrated the city... and sought him out... and, over days or weeks, studied him and listened to his thoughts... she could become exactly what he wanted... she couldn't make him love her so much he would betray himself, but she could lure him, seduce him, to let his guard down, just for a single moment, and then..." She suddenly stops dancing and swings her massive hammer at a soldier distracted by the dance, stopping it just before it reaches his head. "Bam! Her vile magic entraps his mind."

"Vhane was captured along with the city, and left to rule it as a puppet exactly because the demons knew how that would feel for us. But we're not going to let our guard down, and we're not going to be distracted, and when we liberate the city we can liberate Vhane too!"

You didn't specify what type of performance, so hopefully this applies?
perform (dance) to assist: 1d20 + 8 ⇒ (2) + 8 = 10
lol, just barely succeeded at that one

Silver Crusade

Male Half-Gnome Badass 20

The war council is quick to address the stories of Captain Arles Jhestander, and the enemies that they face. Arles quietens down with Benedic's honest assessment of their chances, and sees in Benedic a true leader and for the first time, in a long time a cause to believe in.

Once Benedic is done speaking, Captain Jhestander stands straight:
"I've seen some terrible things in this endless war against the Abyss, lost more than my fair share of friends and fellow soldiers. But sir, if there's a first time to win a campaign, this may be it." He salutes, with a tear running down his cheek, of both shame in his own self-doubt, and pride. Jhestander may have fallen from the path of the Paladin, but it is clear now, with some atonement and rededication he may be able to walk that path again, inspired by Benedic and the entire crusader war council.

Well done team your army will avoid any morale penalties, and Jhestander will now be a promotor of your army going forward, providing a +1 bonus to Morale checks for 1 week in game

Soon enough, it is time to get back on the road and our heroes and their army set out on a march in the ravine towards Drezen.

Please roll on the below table and write your character's reaction to seeing a weird sight now that you're at the edge of the world wound

1d8:


  • 1 - An ivy that grows on the walls of the canyon, that seems to blur the line between plant and vein.
  • 2 - A pair of humanoid skeletons curled up and huddled together in the cracked dry earth of the canyon.
  • 3 - An ancient Sarkorian height marker for the river that once ran through the canyon. Defaced with abyssal graffiti questioning the purity of Iomedae and calling Cayden Caillean maidenless.
  • 4 - The corpse of a long-dead demon with ugly grey and black mushrooms growing from its corpse that create a cloud of sulphuric smelling spores.
  • 5 - A coyote chewing on an unidentifiable bone. Its forepaws are oddly human shaped.
  • 6 - A flower with a green human eye in its center growing in the cracks of the canyon floor, that refuses to make eye contact with you.
  • 7 - A pair of dire rats fighting over the helmet of an ancient crusader, within you can see the human skull rattling about helplessly.
  • 8 - A deer, seemingly untouched by any kind of abyssal corruption looks at you from the lip of the canyon, and waits for the army to pass before bounding off. A positive omen from Erastil perhaps?

Once you've done that also please give me a general Perception check.


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

From the table?: 1d8 ⇒ 1

Perception: 1d20 + 13 ⇒ (11) + 13 = 24


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

Table: 1d8 ⇒ 7

Perception: 1d20 + 3 ⇒ (7) + 3 = 10

Silver Crusade

Male Half-Gnome Badass 20

@Selann:

Spoiler:
1 - An ivy that grows on the walls of the canyon, that seems to blur the line between plant and vein. If interacted with, it bleeds a thick red ichor

@Benedic:

Spoiler:
7 - A pair of dire rats fighting over the helmet of an ancient crusader, within you can see the human skull rattling about helplessly. If interacted with, the rats will flee rather than fight.


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

1d8 ⇒ 4

Perception: 1d20 ⇒ 9

Junior looks around for the smell and settles on Tristan giggling like a school child, "Good one!" He listens to Fred for a moment, "Oooooh." And then to the smart guys Caliban and Selann, "Waddya make of this?" He motions to the thing that surely everyone can see and not just Junior.

And then he rebukes Fred, "No we're not going to sell them or eat them. Well you can eat them."


1 person marked this as a favorite.
F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

If Amelia needs a separate roll: 1d8 ⇒ 6
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Amelia is reminded of how a lot of crusaders shun her which puts her in a foul mood. Her mind turns to what will one day become a prayer, "The riskier the road, the greater the profit."


1 person marked this as a favorite.
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

1d8 ⇒ 3

"Wow, look at how high the water used to be," Greta marvels, pointing out some high water marks on the canyon walls. "That graffiti probably won't be appreciated by an Iomedaeans that can read it, but I guess that was the point. I wonder if they climbed up there to do it or were flying? I hope they weren't just standing, that'd be a pretty big demon... well, actually, part of me hopes that it wasn't a really big demon, but part of me would really love to see a big one fall before us and this army..."

perception: 1d20 + 9 ⇒ (12) + 9 = 21


1 person marked this as a favorite.
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

1d8 ⇒ 5
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Caliban moves along with the group, feeling emboldened by his comrade's words and inspiration for the soldiers. He stares sort of out of the line, seeing nothing really before snapping his vision back. He nods at Junior, Does that coyote have people hands? No that one under the rock, with the bone. My eyes must be playing tricks on me.


1 person marked this as a favorite.
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

What the fudge was that!: 1d8 ⇒ 7

7 :
- A pair of dire rats fighting over the helmet of an ancient crusader, within you can see the human skull rattling about helplessly.

Tristan watches the demon rats scavenger the helmet of a fallen soldier. The Inquisitor's only reaction is the tightening of his steel blue eyes.

Perception: 1d20 + 17 ⇒ (13) + 17 = 30


1 person marked this as a favorite.
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 looks disinterestedly at the helmet with the skull inside. He raises his eyebrows slightly when he sees the rats, but he decides they aren't a threat.


1 person marked this as a favorite.
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 turns away from the ivy in disgust. "The demons pervert even simple plants trying to grow on the land. They must be stopped! They shall be cast out of this world!"

Silver Crusade

Male Half-Gnome Badass 20

Eventually the Army comes to a stop, marching through the darkness can only lead to injured horses or injured soldiers. The hard March through the edges of the worldwound along with its disturbing sights, by the end of the day the army was winded teetering on exhausted.

Rest comes quickly to the Crusaders.

Tristan and Caliban rest lightly. And are the first to notice webbed stone wings descending upon the camp. An Aerial ambush...
Tristan and Caliban are quick to call out a warning

GARGOYLES!

GM Screen:

Selann Initiative: 1d20 + 9 ⇒ (10) + 9 = 19
Tristan Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Benedic Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Caleb Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Greta Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Junior Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Amelia Initiative: 1d20 - 1 ⇒ (2) - 1 = 1

Half Fiend Gargoyles: 1d20 + 7 ⇒ (2) + 7 = 9
Gargoyles: 1d20 + 6 ⇒ (9) + 6 = 15

Initiative
22 - Tristan
19 - Selann
19 - Greta
18 - Caleb
17 - Benedic
15 - Gargoyles
11 - Junior
09 - Half-Fiend Gargoyles
01 - Amelia

Will update the map when I get a moment.


1 person marked this as a favorite.
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

I was about to sit down, drink coffee and do my posts. My laptop decided to take a nap. Battery died. Post in a bit.

@DM not certain if I mentioned this Ability being on Greta. Not that it much matters in this case, perhaps.

Seize the Initiative (Su):
Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Obligatory Knowledge check: 1d20 + 2 ⇒ (19) + 2 = 21
Knowledge (arcana) (Int)+7 (+3 identify)(3), Knowledge (dungeoneering) (Int)+7 (+3 identify)(3), Knowledge (nature) (Int)+7 (+3 identify)(3), Knowledge (planes) (Int)+7 (+3 identify)(3), Knowledge (religion) (Int)+7 (+3 identify)(3),

31! Tell us everything...lol.


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 of Ambush from High Gargoyles!

Tristan will stride out to the most open and easy to view area around the camp. The Inquisitor will then shout, waving his longsword and threateningly brandishing his shield at the intruding gargoyles!

Ready Action when 3 or more are within 30':
Path ability: Commanding Entrance (Ex) (Mythic Origins pg. 28): When you first enter an area or make your presence known to a group of strangers, as a free action you can expend one use of mythic power and attempt a single Diplomacy or Intimidate check to modify the attitudes of everyone within 10 feet per tier, and an additional number of characters equal to your Charisma modifier who are outside that range but have line of sight to you. (For instance, you could affect everyone near the entrance of a throne room and key people on the dais at the far end.) Alternatively, when you reveal yourself during the first round of combat (not counting the surprise round), you can expend one use of mythic power as a free action to use Intimidate to demoralize your targets.

Intimidate (Cha): 1d20 + 15 ⇒ (9) + 15 = 24

Demoralize:
You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Come git sum space dogs!

Silver Crusade

Male Half-Gnome Badass 20

Combat Map
Camp Gargoyle attack map added to the slides

Knowledge Nature DC 15:

Gargoyle CR 4
XP 1,200
CE Medium monstrous humanoid (earth)
Init +6; Senses darkvision 60 ft.; Perception +5

DEFENSE

[AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 42 (5d10+15)
Fort +4, Ref +6, Will +4
DR 10/magic

OFFENSE

Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2)

STATISTICS

Str 15, Dex 14, Con 16, Int 6, Wis 11, Cha 7
Base Atk +5; CMB +7; CMD 19
Feats Hover, Improved Initiative, Skill Focus (Fly)
Skills Fly +12, Perception +5, Stealth +11 (+17 in stony areas); Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Terran
SQ freeze

SPECIAL ABILITIES

Freeze (Ex)
A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.

Knowledge The Planes DC 20:

Half-Fiend Gargoyle CR 6
XP 2,400
CE Medium outsider
Init +7; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 57 (5d10+30)
Fort +7, Ref +9, Will +6
DR 10/good
Immune poison
Resist acid, cold, electricity, fire 10

OFFENSE

Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +9 (1d6+4), bite +9 (1d4+4), gore +9 (1d4+4)

STATISTICS

Str 19, Dex 18, Con 20, Int 10, Wis 15, Cha 11
Base Atk +5; CMB +7; CMD 23
Feats Hover, Improved Initiative, Skill Focus (Fly)
Skills Fly +14, Perception +7, Stealth +13 (+19 in stony areas); Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Terran
SQ freeze

SPECIAL ABILITIES

Freeze (Ex)
A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.


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

Craft for another day:
Craft weapons, take 10, MW tools, gallant inspiration, surge: 10 + 13 + 2 + 2d4 + 1d6 ⇒ 10 + 13 + 2 + (2, 2) + (4) = 33 Daily progress 30x33/7=141, 1376/3000 masterwork portion.

Know Nature: 1d20 + 3 ⇒ (10) + 3 = 13
Know Planes: 1d20 + 7 ⇒ (8) + 7 = 15

I assume we're out of heavy or medium armor?


F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

Nature: 1d20 + 2 ⇒ (20) + 2 = 22
Nature: 1d20 + 2 ⇒ (12) + 2 = 14

Silver Crusade

Male Half-Gnome Badass 20

Honour System, if your character regularly takes a night watch, then you've got medium/heavy armor


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

Armor? What's that? Oh, that stuff that makes noise when you're trying to be stealthy!

Selann quickly casts Vanish on Nurah. "You're invisible for a short while. Let's get over by the fighters. Benedic and Greta are right over there. Follow me!" Then he runs with impossible speed over to them. 50' movement speed due to Mythic ability.


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

I sleep in my light armor (and corrected my banner since I don't have any AC buffs going right now).

know (planes): 1d20 + 12 ⇒ (7) + 12 = 19

Greta grabs her hammer and moves to the nearest gargoyle. Not knowing much about the creatures, she begins with a measured swing to test its defenses, imbuing her heavy weapon with a spark of arcane power, but not releasing the power of her bloodrage.

longhammer (arcane strike): 1d20 + 12 ⇒ (6) + 12 = 18
for: 2d6 + 8 + 1 ⇒ (1, 2) + 8 + 1 = 12

My hammer has the evil outsider bane enchantment... ooc I think half-fiends are maybe native outsiders (without the evil subtype), but if I'm wrong please add +2 to hit and +2d6 damage (and maybe a chance to notice that the enchantment triggered so I can include it in future rolls).


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

know-nature: 1d20 + 6 ⇒ (13) + 6 = 19
know-planes: 1d20 + 6 ⇒ (3) + 6 = 9

"Gargoyles. Use magical weapons on them!"


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 focuses a moment, spinning the blade in his hand as he quickly incants a spell. Icy rime coats his blade as it flashes out twice at the gargoyle next to him.

Swift Action, Arcane Pool +2. Cast Frigid Touch spell combat, spellstrike. Arcane Pool 1/8

Spell combat, Spellstrike, Frigid Touch, Power Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Black Blade damage, magic: 1d8 + 11 ⇒ (6) + 11 = 17
Frigid Touch Damage: 4d6 ⇒ (2, 6, 1, 1) = 10
Target is staggered 1 round

Regular attack, Power attack: 1d20 + 8 + 1d6 ⇒ (3) + 8 + (6) = 17
Black Blade, magic: 1d8 + 11 ⇒ (6) + 11 = 17

Knowledge, Planes: 1d20 + 13 ⇒ (7) + 13 = 20

surge 1/5 for the regular attack

The horned ones are fiendish! Holy weapons or Paladin's smite must be used upon them he calls out in the night.

Unsure of what type is next to Caliban, but he'll attack it anyway this round


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, dressed for his nightly watch, stands in his shining armor with his sword drawn. As he prepares for the onslaught, he casts a spell.

Benedic casts bless weapon (one of his domain spells) on Radiance as a standard action, making it a holy weapon for 6 minutes.

Knowledge (planes): 1d20 + 15 ⇒ (16) + 15 = 31 (+3 vs demons)

1 to 50 of 630 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM_aka_DMs - Wrath of the Righteous - Sword of Valor All Messageboards

Want to post a reply? Sign in.