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


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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

Hoping I understand. We each make all of the checks, then pick the best two?

Using Prescience to possibly replace one of the d20 rolls? Prescience: 1d20 ⇒ 5

Mythic Heroism +4 on all checks. Speed 60'

Mobility Check-Dex: 1d20 + 4 + 4 + 12 ⇒ (18) + 4 + 4 + 12 = 38 Heroism, Dex mod, Speed

Escape Artist: 1d20 + 11 + 4 + 4 ⇒ (1) + 11 + 4 + 4 = 20 Skill mod, Heroism, Size

Acrobatics: 1d20 + 13 + 4 ⇒ (11) + 13 + 4 = 28 skill mod, Heroism

Survival: 1d20 + 4 ⇒ (11) + 4 = 15 Heroism

Climb: 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12 skill mod, Heroism. I'll use the Prescience here so the total is 15.

Selann proves his heroic capabilities, only failing on the survival check. But with guidance from Junior he isn't delayed even by that!

Silver Crusade

Male Half-Gnome Badass 20

Covered in dirt and dust, Selann and Junior cough to clear their lungs.
The crusaders are now confident the abyssal tear has been sealed away deep beneath the ground. Only at risk of reopening if something delves too greedily, and too deeply beneath the canyon.

The crusaders return to their camp.

Fatality 1%, Injury 5%
Distraction Party: 1d100 ⇒ 77

The distraction party cheer upon seeing the heroes return. The crusaders inform the B-Team about their adventures.

"Thanks to your speed and decisive action, we were able to successfully protect against the Veskavor swarms we drew away." says Irabeth.
Though it was a close run-thing." Anevia says glancing at Nurah. Nurah blushes and looks away.

Sense Motive DC 28:
Nurah is embarrassed, and clearly uncomfortable with Anevia mentioning this.

There is a day of marching before reaching Drezen, if you want to interact with any NPCs or other characters please take this opportunity to do so, because when we get to Drezen it's going to get. Intense.


Oratory as Sense Motive: 1d20 + 12 ⇒ (9) + 12 = 21

Junior looks to Anevia, then to Nurah quixotically trying to discern the subtext. He glances at Amelia looking for help.

Craft weapons, mythic powar: 10 + 15 + 1d6 ⇒ 10 + 15 + (3) = 28


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

Amelia gives Junior a knowing smile and just shrugs.


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

Curious about the interplay between Anevia and Nurah.... More about Nurah than Anevia! Sense Motive: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 Selann never-the-less does no better at "reading" the women than any man, ever!

He brushes the dirt off of himself and stifles a final cough. "There were some close calls. Junior saved me from making a wrong turn."


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 stands at the finish line applying wet towels and offering refreshing water to the participants.
Heck of a race!

The Inquisitor glances over at Anevia, then to Nurah before winking.
Sense Motive DC 28: 1d20 + 16 ⇒ (1) + 16 = 17

Silver Crusade

All Mgt: 20/20 // Mob: 20/20 // Dis: 28/30 Army 5

Battle 0 - The Battle of Southgate
The heroes of Kenabres reach Southgate, the army of crusaders at their backs. There is no easy way to hide a march of an army, nor is there an easy way to hide a tribe of giants loitering by the city's southern gates.

Aron and Anevia return from scouting.
"If we plan to get to Drezen city we'll need to break through those Giants, there's a couple of towers, one of them has a functioning catapult, manned by Giants, Brimoraks and Tieflings. Could be trouble."

Cumulative DC 150
Ability Check DC 8; Skill DC 25; Save DC 17; AC 20; Concentration DC 17

Might (20/20)
Charge the Giants! - Melee Attack (AC 20)
Magic Artillery - Concentration (DC 17)

Mobility (20/20
Covering Fire - Range Attack (AC 21)
Avoid the Rocks and Siege Weapon Strikes - Reflex (DC 17)
Climb the tower to reach the Catapult - Climb (DC 25)

Discipline (30/30
Take the Catapult - Profession (Siege Engineer) (DC 25)
Form up on me! - Charisma (DC 9)


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

Prescience: 1d20 ⇒ 8 not used
Avoid the Rocks and Siege Weapon Strikes: 1d20 + 11 ⇒ (11) + 11 = 22

Aid ? Climb the tower to reach the Catapult: 1d20 + 6 ⇒ (15) + 6 = 21


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

Form up on me! Cha DC 9, Touch of Glory: 1d20 + 4 + 7 ⇒ (1) + 4 + 7 = 12


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

Form up on me! - Charisma (DC 9): 1d20 + 3 ⇒ (12) + 3 = 15 Protection from Evil, communal

Tristan begins slapping everyone's ass.
Good game, good game.

Junior's he slaps multiple times. With each one the laughter in his blue eyes grow brighter and brighter.
Stupid material components. Am I right.


Junior chuckles as Tristan makes the rounds. When his turn comes he says slyly, "Careful that's a loaded weapon."


Junior points at the catapult and drools a bit, "Using the sudden release of potential energy to propel a payload?! I want one." He slaps Amelia on the back encouragingly, "Let's take it! With your help of course."

Assume climb check must be made first before the engineering.

Climb with barrow skill, gallant inspiration: 1d20 + 10 + 2d4 ⇒ (12) + 10 + (4, 2) = 28

Once atop the tower Junior tosses down a rope, tied to one of the battlements.


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

Amelia begins the theme for this particular scenario as strange musical sounds emanate from her instrument. She sings while following Junior,

"It's the new weapon, the weapon of choice
You can blow with this or you can blow with that
You can blow with this or you can blow with that
Or you can blow with this or you can blow with that
Or you can blow with us."

The song goes something like, this.

Inspire competence +2


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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, recieving Tristan's 'inspiration' laughs and hops upon a rock, channeling lightning through his blade, he directs the magical assault upon the gates before flying into the air to draw fire away from his comrades. Forward! For the Crusade and the heroes of Kenabres! Greta, get to those giants! he exults in the chaos of the battle, and that a lone elf, long from his home, can make a difference here at the gates of Drezen....

Direct Magical Artillery DC 17: 1d20 + 13 ⇒ (15) + 13 = 28


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 positions herself at the front of the army as they approach the gate. When the time comes, she raises her huge hammer and charges forward calling out, "for Kenebres!"

Charge the Giants
longhammer (rage, charge, surge): 1d20 + 15 + 2 + 1d6 ⇒ (16) + 15 + 2 + (4) = 37


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 realizes that his MOJO must be off, or something. He decides to terrorize the enemy in frustration!
Magic Artillery - Concentration (DC 17): 1d20 + 12 ⇒ (9) + 12 = 21

Silver Crusade

All Mgt: 20/20 // Mob: 20/20 // Dis: 28/30 Army 5

Cumulative DC 150
Ability Check DC 8; Skill DC 25; Save DC 17; AC 20; Concentration DC 17

@Tristan: Changed this so your contribution would count towards victory, I figure your tactical domain could help here)

Benedic (+3) Calls for the army to enter a tactical formation, a contingent to take on the giants, and another to take the siege tower.
Selann (+5) (Avoid Siege Weapons) Acts as a spotter for the tower contingent, calling out the flying rocks not just from the siege tower but the thrown rocks of the giants.
Fred Junior (+5) points at the catapult and drools a bit, "Using the sudden release of potential energy to propel a payload?! I want one." He slaps Amelia on the back encouragingly, "Let's take it! With your help of course." Once atop the tower Junior tosses down a rope, tied to one of the battlements. Soon he's followed up by reinforcements and the tower is taken!
Tristan (+6) (Direct Ranged) Tristan taps into the tactical vision granted to him by his training as an Iomedaean inquisitor, directing snipers to aim at weaknesses in the giants armour or provide covering fire to the charging paladins.
Caliban (+11) (Magic Artillery) Works with the contingent of mages to direct area of effect spells where they would be most useful, breaking the giant's formation.
Greta (+17) (Charge the Giants) Greta positions herself at the front of the army as they approach the gate. When the time comes, she raises her huge hammer and charges forward calling out, "for Kenebres!"
The bloodrager leaps off her mount, hammer blazing in the dawn light! Crashing into the face of the giant commander sending massive teeth flying out of his face!

Final Battle Result:
21+37+28+28+12+22=148/150
2 points removed from Discipline as highest stat

Without the support of the siege tower, the giants were unable to hold against the Crusader's charge. The early victory increases the confidence of the army, but perhaps more than they'd expect.

Without the support of the tower and the power of the army behind them the Crusaders of Kenabres have taken Southgate!


Glory Points
Benedic, Selann, Tristan, Caliban all gain 1 Glory Point
Greta gains 17 Glory Points

Scout's Report
Irabeth directs Anevia and Aron to scout the city and report on any enemy movements and they return with the following:

Spoiler for Length:

Southbank (Mass Combat) Southbank has entrenched cultists and tieflings, we'll need to take Southbank if we hope to take Ahari bridge and reach Northbank, Citadel Drezen or take the bridge of Coins and head into Paradise Hill. We can expect a lot of ambushes and guerilla combat in the street-fighting, our cavalry will be limited in charging lanes.

Drezen Cemetery (Mass Combat + Skirmish) It seems we're not done with ghouls yet, there's an army of the creatures, that seem to mass around a particular crypt, likely whatever unholy thing commands the mass of undead is there. We'll need to break through the Ghoul army if you plan to take whatever powerful creature is in that crypt. Our cavalry will be useful here for trampling the undead, plenty of open ground for fighting.

Ahari Bridge and Bridge of Coins (Skirmishes) These are key pieces of the city you'll need to take if we're to have full mobility. There are small forces on these sites, but the bottleneck could be deadly to the army if those forces aren't taken out first.

Paradise Hill (Mass Combat + Skirmish) Cultists and schir demons have control of Paradise Hill, they seem to be guarding a warehouse district that seems to be a makeshift POW camp. Commanders, there are crusaders from another warfront held captive here. I have no doubt the demons will use these prisoners as hostages if we try and besiege the Citadel before freeing them. We'll need to think carefully how to approach.

Northbank (Mass Combat) Tieflings and Brimoraks are encamped outside the walls of Citadel Drezen, if we don't take them out before attempting to take Citadel Drezen we might have a burning city at our backs and high walls at our front.

Citadel Drezen (2x Mass Combat + Skirmish) The walls are manned by Giants and Tieflings, looks like they're working in tandem to operate the siege weaponry on the walls. Once we're past the walls, the Citadel grounds are encamped with Tieflings, Cultists, Duergar and Dretches. We'll need the army to clear out these forces before you can take the Citadel proper.


TL;DR: You Won! Currently your options for your next mass combat are to either take Southbank (1xMass Combat) or Drezen Cemetery (1xMass Combat, 1 x Skirmish [Mini Dungeon]). Make a decision and we'll get into 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

Thank you! I totally missed that Caliban did that also.
Tristan seems to eyeing the Southbank....


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 grunts. "Our cavalry and paladins are well suited to fighting the ghouls in the cemetery, and it may be that by removing these creatures we will open up ways around the many ambushes that no doubt lie in wait for us in Southbank. What say you all?" He sits in council pursing his lips, only barely touching his wine-- enough to not give offense as the crusaders celebrate their victory.


Junior hangs his head in shame at his inglorious contribution...


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 agrees with Benedic. "Put the undead back in the ground where they belong."


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 weighs the odds, looking at a map and considering Anevia's scouting information. It would seem tactically sound to remove the threat of a flanking force. They cannot abandon the bridge to assault us, but the undead could fall upon our flanks as we assault forward. It makes sense to me to neutralize the left before taking the center....

Silver Crusade

All Mgt: 20/20 // Mob: 20/20 // Dis: 28/30 Army 5

Current Tally:

Southbank: 1
Drezen Cemetery: 3
Undecided: 2

Unless I see a major swing I'll post the Battle for Drezen Cemetery tonight.

Silver Crusade

All Mgt: 20/20 // Mob: 20/20 // Dis: 28/30 Army 5

Battle 1 - The Battle of Drezen Cemetery
Unhallowed and infested by the hungry dead, Drezen Cemetery holds fields of low gravestones and markers, and is covered in the long scattered ash of the dead of generations of Crusaders.

The scouts provide further context for what to expect:
"The ghouls have dug grave-trenches, we'll need to be careful running the horses around them. Their bite carries ghoul fever, and their claws a paralytic poison. Fortunately we have healers enough to deal with that. We'll need to break through to where the ghouls are packed thickest to reach the crypt where their commander gives orders."

Cumulative DC 138
Ability Check DC 14; Skill DC 23; Save DC 15; AC 18; CMD 23; Concentration DC 15

Might (20/20)
Push the Charge! (AC 18)
Trample the Ghouls (CMB 23; [Bonuses from Bullrush, Trip, Overrun])
Channel vs Undead (Concentration DC 15 [+1 per d6 channel energy])

Mobility (20/20)
Plan a Route (Intelligence DC 14)
Avoid the Grave-Trenches (Ride DC 23)
Vault the Tombs (Acrobatics DC 23)

Discipline (28/30)
Calm the Horses vs the Undead (Handle Animal DC 23)
Unpoison the Horses! (Heal DC 23)
Courage against the hungry dead! (Will DC 15)
Channel to Heal (Concentration DC 15 [+1 per d6 channel energy])


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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

"Very well then," Benedic's voice is steely, as if he takes no pleasure in it. He draws Yaniel's holy sword and holds it aloft. "Onward! To Drezen cemetery!"

Yay, we have more options this time. Trying to pick one of them that Benedic seems especially suited for.

As the crusaders descend upon the ghouls, Benedic steps forward at the moment the creatures are thickest. "Now!" he cries, and on his signal a blast of channeled energy sweeps through the enemy, causing many of the ghouls to burn away like ash in wildfire.

Concentration (DC 15), channel energy: 1d20 + 11 + 4 ⇒ (8) + 11 + 4 = 23


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

When we get to the Mobility section....

Sweeping through the cemetery they reach a point where going over the vaults is the quickest and easiest. Selann leads the charge, vaulting up and over. "This way!"

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


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

Smiling as the company prepares to assault the cemetery, Tristan walks among the crusaders, offering encouragement, Tactical advice and perhaps a bit of humor.
Courage against the hungry dead! (Will DC 15): 1d20 + 9 ⇒ (19) + 9 = 28
+1 per adjacent Ally plus +1


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

We should go this way! Caliban shouts, pointing to a clear path between the trenches for the paladin's charge....

Intelligence: 1d20 + 4 ⇒ (19) + 4 = 23


Junior inspires the horses with a warcry that rings out across the battlefield as they trample ghoul flesh beneath their hooves.

”My Little Pony, My Little Pony
What will today's adventure be?
My Little Pony, My Little Pony
Will there be exciting sights to see?
Where will you wander, hither and yonder?
Letting your heart be your guide
My Little Pony, My Little Pony
I'll be there right by your side
I'll be there right by your side.”

Bull rush, gallant inspiration: 1d20 + 7 + 2d4 ⇒ (18) + 7 + (2, 1) = 28


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

While the others focus on more skilled tasks, Greta once again positions herself in the vanguard and leads the charge forward.

Push the charge!
longhammer (rage, charge, surge): 1d20 + 15 + 2 + 1d6 ⇒ (2) + 15 + 2 + (1) = 20

Roughly how long does each of these ‘rounds’ take? I’m just trying to get feel for how many per day we might go through (so I can guess how frugal to be with daily abilities and whatnot).

Silver Crusade

All Mgt: 20/20 // Mob: 20/20 // Dis: 28/30 Army 5

Results: Battle 1 - The Battle of Drezen Cemetery

"Very well then," Benedic's voice is steely, as if he takes no pleasure in it. He draws Yaniel's holy sword and holds it aloft. "Onward! To Drezen cemetery!"
Smiling as the company prepares to assault the cemetery, Tristan walks among the crusaders, offering encouragement, Tactical advice and perhaps a bit of humor.

Cumulative DC 152/138 (20+28+23+28+30+23): Decisive Victory!
Ability Check DC 14; Skill DC 23; Save DC 15; AC 18; CMD 23; Concentration DC 15

Greta (+2): While the others focus on more skilled tasks, Greta once again positions herself in the vanguard and leads the charge forward.

Junior (+5): Junior inspires the horses with a warcry that rings out across the battlefield as they trample ghoul flesh beneath their hooves

Selann (+7): Sweeping through the cemetery they reach a point where going over the vaults is the quickest and easiest. Selann leads the charge, vaulting up and over. "This way!"

Benedic (+8): As the crusaders descend upon the ghouls, Benedic steps forward at the moment the creatures are thickest. "Now!" he cries, and on his signal a blast of channeled energy sweeps through the enemy, causing many of the ghouls to burn away like ash in wildfire.

Caliban (+9): We should go this way! Caliban shouts, pointing to a clear path between the trenches for the paladin's charge....

Tristan (+13): As the Crusaders break through the ranks of the hungry dead, the twisted powerful undead patron, a hunched batwingeed horror with distended tongue and frightening visage, creates a wave of supernatural fear with a flap of its wings. However, the courage instilled in them by Tristan holds true and the creature is forced to retreat to its crypt.

Mass Combat Results (Spoiler for flow):

Glory Points, 1 point for all PCs, and 13 Glory points for Tristan!
Pools remain steady as all PCs succeeded on their checks and cumulative total was higher than the challenge!

"Now's our chance!" Calls Irabeth, "Crusaders, clear the grounds of the dead, our commanders will enter the crypt and put their commander to its final rest!

Enemy Commander Identify: Kn. Religion DC 18:

Moxsahbuul - Advanced Berbalang
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +14

DEFENSE

AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 68 (8d8+32)
Fort +6, Ref +6, Will +9
Defensive Abilities projection DR 10/good or silver; Immune undead traits

OFFENSE

Speed 40 ft., fly 60 ft. (good)
Melee bite +9 (1d6+3 plus paralysis), 2 claws +9 (1d6+3 plus paralysis) or incorporeal touch +9 (1d4 Con damage)
Special Attacks paralysis (1d4+1 rounds, DC 18)
Spell-Like Abilities (CL 9th; concentration +13)

At will—bleed, ghost sound (DC 14)
3/day—alter self, charm person (DC 15)
1/day - Fear (DC 18) [Used]

STATISTICS

Str 17, Dex 19, Con —, Int 13, Wis 16, Cha 18
Base Atk +6; CMB +9; CMD 26
Feats Defensive Combat Training, Dodge, Flyby Attack, Mobility
Skills Bluff +10, Escape Artist +10, Fly +17, Knowledge (local) +5, Knowledge (religion) +6, Perception +14, Stealth +15
Languages Common

SPECIAL ABILITIES

Projection (Su)
Once per day as a full-round action, a berbalang can enter a trance that separates the creature’s spirit from its body. This splits the berbalang’s current hit points in half between its body and its spirit. The berbalang’s spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: AC 19, touch 19, flat-footed 10 (+4 Dex, +4 deflection, +1 dodge), single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang’s body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang’s body is unconscious and helpless. If the berbalang’s body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang’s spirit form returns to the body, add both the spirit body’s hit points and the physical body’s hit points back together to determine the creature’s current hit point total.

The undead commander Moxsahbuul is likely not directly affiliated with occupying forces of Citadel Drezen, and has likely formed an uneasy truce with the demonic forces in exchange for devouring any prisoners that might escape. As such, any lieutenants in its crypt are likely to be ghouls from the forces it commands.

Silver Crusade

Male Half-Gnome Badass 20

You have a moment to buff prior to entering the tomb.

Identify Lieutenants: Kn. Religion DC 15:

Crypt Map is in the Google Slides

Silver Crusade

Male Half-Gnome Badass 20

Greta: Your answer will be in discussion page


1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (8) + 3 = 11

Junior stares blankly, "Uhhh..."

He makes Greta and Tristan extra angry and everyone good and just great.

Amplified rage for Greta and Tristan via shared training, moment of greatness and good hope for everyone.


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

Religion: 1d20 + 7 ⇒ (9) + 7 = 16
Religion: 1d20 + 7 ⇒ (17) + 7 = 24

Amelia smiles, "Don't let the ghouls down there get behind you."


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 nods at the suggestions of Amelia, before invoking his larger elf form and drawing his blade.

Cast: Alter Self


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

Already had Mage Armor cast. Using the dragon scale for Anticipate Peril, +5 to initiative (+14) for the coming battle.


Seeing Caliban's super elf form he hits his head with the heel of his hand, "Duh" He similarly shifts form.


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

Knowledge (religion) (Int) DC 15/18: 1d20 + 12 ⇒ (18) + 12 = 30

Tristan walks amongst the troops, lecturing them on their probable foes.

The Inquisitor then will cast Protection from Evil, communal on the team.


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 offers a short prayer to Iomedae as he casts several spells.

He activates Touch of Grace, giving himself +7 to his next Charisma check-- likely initiative-- and activates his dragon scale to align his weapon. He also casts consecrate, divine favor, eagle's splendor, guidance, and vigor.

Silver Crusade

Male Half-Gnome Badass 20

Initiative Rolls:
Selann Initiative: 1d20 + 14 ⇒ (10) + 14 = 24
Tristan Initiative: 1d20 + 6 ⇒ (6) + 6 = 12 Tristan Initiative Adv.: 1d20 + 6 ⇒ (2) + 6 = 8
Benedic Initiative: 1d20 + 11 ⇒ (9) + 11 = 20
Caliban Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Greta Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Junior Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Ghoul Cutthroats: 1d20 + 5 ⇒ (2) + 5 = 7
Moxsahbuul: 1d20 + 6 ⇒ (10) + 6 = 16

Round 1
24 - Selann
22 - Greta
20 - Benedic

16 - Moxsahbuul
12 - Tristan
11 - Junior
07 - Ghoul Cutthroats
06- Caliban

Spellcraft DC 21:
An unhallow effect is tied to the Crypt tied to a darkness effect.

Light Level - Dark: All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.


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

Spellcraft?: 1d20 + 12 ⇒ (2) + 12 = 14

Is that door open?

Selann casts a spell which causes a quick burst of light, damaging the undead.

If the door is open casting it just inside to catch all five. If not, hitting the door to catch the two. Reflex save DC14. Fail means blind for 1d4 ⇒ 4 rounds, Save means dazzled for the same number of rounds. Regardless they take 5d4 ⇒ (4, 1, 2, 2, 1) = 10 damage.


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 charges forward in a burst of mythic power, slashing at one of the ghouls as he passes.

He uses his Fleet Charge ability to move 20' forward as a swift action, attacking one of the two ghouls on the steps (if one has been injured but not destroyed he will favor that one)

Attack (Radiance), divine favor, good hope, tier: 1d20 + 9 + 3 + 2 + 1 ⇒ (4) + 9 + 3 + 2 + 1 = 19
Damage (bypass DR), divine favor, good hope, vigor: 1d8 + 4 + 3 + 2 + 1 ⇒ (3) + 4 + 3 + 2 + 1 = 13

If the doors are open, he remains where he was and channels positive energy to harm undead, otherwise he proceeds up the stairs and opens them. This is his move action. As his standard action, he channels positive energy to harm undead.

Benedic holds up his magical shield with Iomedae's holy symbol emblazoned upon it and releases a wave of holy power against the foul creatures hiding within the darkness.

Because of consecrate on his reliquary shield, Benedic has a +6 sacred bonus to the DC of his channels, and all undead within 20' suffer a -2 penalty to attacks, damage, and saves.

Channel energy (DC 27): 4d6 + 6 ⇒ (5, 1, 2, 2) + 6 = 16 (halved, Will save or dazed)
Channel energy (DC 27): 4d6 + 6 ⇒ (5, 2, 5, 2) + 6 = 20 (if twice; halved, Will save or dazed)

Silver Crusade

Male Half-Gnome Badass 20

The doors into the crypt are open, the doors leading deeper are Closed and locked (DC 22)


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'll activate my scale too (reflected in banner), and cast bull's strength and protection vs evil

Greta follows Benedic towards the crypt and attacks the same gross guard that he does (unless its already dead).

longhammer (bs/gh/pa): 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
for: 2d6 + 17 + 2 ⇒ (5, 3) + 17 + 2 = 27


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's Round 1 Turn:

The Inquisitor pronounces Judgment on Moxsahbuul! He strides right up to his face!
Excuse me! Pardon. Was that your foot?

Swift-Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Melee +1 evil outsider bane longsword, power attack, judgment, outflank, good hope, Amplified Rage, MoG : 1d20 + 10 - 2 + 2 + 4 + 1 + 2 ⇒ (16) + 10 - 2 + 2 + 4 + 1 + 2 = 331d8 + 4 + 4 + 3 + 2 + 1 + 2 ⇒ (1) + 4 + 4 + 3 + 2 + 1 + 2 = 17


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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

Spellcraft: 1d20 + 18 ⇒ (11) + 18 = 29

Foul magics at work here, an Unhallow spell is tied to this crypt - also to the magical darkness within it! Caliban cries out.

Unlikely to have much time to post until 8/14. Feel free to bot

Silver Crusade

Male Half-Gnome Badass 20

Selann casts a spell which causes a quick burst of light, damaging the undead.
Benedic charges forward in a burst of mythic power, slashing at one of the ghouls as he passes. Drawing on the light of Iomedae to send a pair of pulses of radiance from his holy symbol cutting through the desecration, burning the flesh of the ghouls and the Berbalang Moxsahbuul.
Greta follows Benedic towards the crypt and attacks the same gross guard that he does (unless its already dead).

Dazed by the light of Iomedae, Moxsahbuul's form flickers.

The Inquisitor pronounces Judgment on Moxsahbuul! He strides right up to his face! Excuse me! Pardon. Was that your foot? Tristan's magic blade cuts through the spirit-projection form of Moxsahbuul the form again flickers.

Spoiler:

Reflex vs Burst of Radiance: 1d20 + 6 ⇒ (16) + 6 = 22 Passed!
Reflex vs Burst of Radiance: 1d20 + 6 ⇒ (11) + 6 = 17 Passed!
Reflex vs Burst of Radiance: 1d20 + 6 ⇒ (19) + 6 = 25 Passed!
Reflex vs Burst of Radiance: 1d20 + 6 ⇒ (16) + 6 = 22 Passed!
Will vs Channel: 1d20 + 10 ⇒ (15) + 10 = 25 Fail!
Will vs Channel: 1d20 + 10 ⇒ (9) + 10 = 19 Fail!
Will vs Channel: 1d20 + 10 ⇒ (12) + 10 = 22 Fail!
Will vs Channel: 1d20 + 10 ⇒ (15) + 10 = 25 Fail!
Will vs Channel: 1d20 + 10 ⇒ (2) + 10 = 12 Fail!
Will vs Channel: 1d20 + 10 ⇒ (1) + 10 = 11 Fail!
Will vs Channel: 1d20 + 10 ⇒ (20) + 10 = 30 Critical Pass!
Will vs Channel: 1d20 + 10 ⇒ (18) + 10 = 28 Pass!
Will Moxsahbuul vs Channel: 1d20 + 15 ⇒ (2) + 15 = 17 Fail!
Will Moxsahbuul vs Channel: 1d20 + 15 ⇒ (8) + 15 = 23 Fail!

Status:
Blue Ghoul: 10 + 16 + 20 = 46 Dazed!
Yellow Ghoul: 10 + 16 + 20 + 27 = 73 Destroyed!!
Red Ghoul: 10 + 23 + 16 = 49 Dazed!
White Ghoul: 10 + 16 + 10 = 36 Dazed!
Moxsahbuul: 16+20+8 = 44 Dazed!


11 - Junior
07 - Ghoul Cutthroats dazed
06- Caliban
Round 2
24 - Selann
22 - Greta
20 - Benedic

16 - Moxsahbuul dazed
12 - Tristan

Because the remaining ghouls are dazed, we get to go around again!


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

Knowledge (religion): 1d20 + 9 ⇒ (3) + 9 = 12

Benedic frowns. "What is that creature doing?" he asks the party. "Why is it transparent, and is there anything we can do to affect it?"

He swings his sword at the other ghoul while he ponders the undead general.

Attack (Radiance), divine favor, good hope: 1d20 + 9 + 3 + 2 ⇒ (7) + 9 + 3 + 2 = 21
Damage (cold iron, good, slashing), divine favor, good hope, vigor: 1d8 + 4 + 3 + 2 + 1 ⇒ (5) + 4 + 3 + 2 + 1 = 15


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

Assuming Benny killed the ghoul outside,

Greta moves up to the door and swings her giant hammer at the ghoul to Tristan's left (red), hoping to make more room for her companions to enter the structure.

longhammer (bs/gh/pa): 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
for: 2d6 + 17 + 2 ⇒ (4, 6) + 17 + 2 = 29
I'll accept ragesong if Junior starts singing; if so, that's an extra +2 to hit and +3 damage

I'm getting ready to leave for camp- like I said before, I'll try to post from my phone when electricity and cell signal allow but please feel free to bot me if needed.

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