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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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

You just need to pay attention, and you're sure you'll figure out the path through.
Perception DC 25

Perception Success:

You listen for where the Veskavors are loudest, isolating the sound from the echoes in the labyrinth.

Perception Failure:

You listen for where the Veskavors are loudest, but are fooled by the echoes in the nest. You are lured to a dead end, and are forced to navigate your way back. You've lost precious time! Increase the injury/mortality rate of the distraction squad by 10%

Tristan definitely decides to dutifully do Perception!
Perception DC 25: 1d20 + 17 ⇒ (9) + 17 = 26

Silver Crusade

Male Half-Gnome Badass 20


Check Passed - Character
Knowledge (Planes) - Benedic
Acrobatics - Caliban
Perform - Junior
Stealth - Selann
Perception - Tristan
Climb - Greta (Bypassed via Caliban's levitation spell)
Distraction Party: Fatality Chance 1% Injury Chance 5%

Working together to navigate the labyrinthine depths of the Veskavor nest, the Crusaders find themselves in the heart of enemy territory. Sitting upon a clutch of eggs the Veskavor Queen buzzes her massive, iridescent membranous wings, her grinding/ripping teeth dripping with caustic slime. Each drop that hits the stone floor with a soft hiss.

Crawling all over her body are thousands of her young. Veskavors singing in cacaphonous, maddening chorus.

Initiative:

Selann Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Tristan Initiative: 1d20 + 6 ⇒ (3) + 6 = 9 Tristan Initiative Adv.: 1d20 + 6 ⇒ (18) + 6 = 24
Benedic Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Caliban Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Greta Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Junior Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Veskavor Queen: 1d20 + 3 ⇒ (4) + 3 = 7
Veskavor Swarm: 1d20 + 3 ⇒ (14) + 3 = 17

Initiative (Surprise Round)
25 - Selann
24 - Tristan
21 - Benedic
18 - Junior

17 - Veskavor Swarms
15 - Caliban
08 - Greta
07 - Veskavor Queen

Veskavor Queen // Knowledge (Planes) DC 24:

Vescavor Queen CR 9
XP 6,400
CE Large outsider (chaotic, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +17; Aura chaos (10 ft.), gibber (15 ft., DC 20)

DEFENSE

AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, –1 size)
hp 114 (12d10+48); fast healing 2
Fort +8, Ref +11, Will +10
Immune acid, poison; Resist electricity 10, fire 10; SR 20

OFFENSE

Speed 20 ft., fly 50 ft. (good)
Melee bite +17 (1d8+5 plus 3d6 acid), 2 claws +16 (1d6+5)
Ranged spit acid +14 ranged touch (5d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks spit acid

STATISTICS

Str 21, Dex 16, Con 18, Int 11, Wis 14, Cha 13
Base Atk +12; CMB +18; CMD 32
Feats Blind-Fight, Dodge, Flyby Attack, Hover, Power Attack, Weapon Focus (bite)
Skills Acrobatics +12, Climb +14, Fly +20, Knowledge (dungeoneering) +10, Knowledge (planes) +10, Perception +17, Stealth +14, Survival +15
Languages Abyssal
SQ compression, swarm mother

SPECIAL ABILITIES

Chaos Aura (Su)
A vescavor queen is an embodiment of chaos. Its aura is a font of anarchic energy that grants fast healing 2 to the vescavor queen, as well as to any vescavor swarm within 10 feet of the queen. A vescavor queen can activate or suppress this ability as a free action.

Gibber (Su)
Like their broods, vescavor queens yammer the endless chorus of the Abyss. Any creature within 15 feet of a vescavor queen must succeed at a DC 20 Will save or be confused for 1 round. A creature that successfully saves can’t be affected by the same vescavor queen’s gibbering for 24 hours. This is a mind-affecting sonic compulsion. The save DC is Constitution-based.

Spit Acid (Ex)
As a standard action, a vescavor queen can make a ranged touch attack to spit acid at a foe within 30 feet. A target hit by this glob of acid takes 5d6 points of acid damage. In addition, the spit of a vescavor queen contains some of its pheromones. Any target that takes damage from this attack acts as a beacon for vescavor swarms; the damaged creature takes a –8 penalty on Stealth checks against the vescavor queen and swarms it controls, and likely becomes the swarm’s next target.

Swarm Mother (Su)
A vescavor queen can mentally control up to 20 Hit Dice of vescavor swarms through a combination of pheromones and supernatural manipulation. To control a vescavor swarm, the vescavor queen must be able to see it and must be within 120 feet of it. Attempting to control a vescavor swarm is a standard action, and the swarm can attempt to resist this attempt with a DC 17 Will save. If the swarm fails this save, the vescavor queen can issue a simple mental command as a swift action, such as ”fight,” ”come here,” ”go there,” or ”stay still.” Vescavor swarms affected by this ability act normally unless a vescavor queen is actively controlling them, but never attack the vescavor queen. The save DC is Charisma-based. In addition, whether or not it controls the swarm, a vescavor queen is immune to a vescavor swarm’s swarm attacks and supernatural special abilities.

A vescavor queen can release a vescavor swarm from its control as a free action. If a vescavor queen is killed, any vescavor swarms under its control disperse.

Veskavor Swarm // Knowledge (Planes) DC 20:

Vescavor Swarm CR 5
XP 1,600
CE Diminutive outsider (chaotic, evil, extraplanar, swarm)
Init +3; Senses darkvision 60 ft.; Perception +9; Aura gibber (15 ft.)

DEFENSE

AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 47 (5d10+20)
Fort +7, Ref +9, Will +2
Immune poison, swarm traits, weapon damage; Resist fire 10, electricity 10; SR 16

OFFENSE

Speed 30 ft., fly 40 ft. (good)
Melee swarm (2d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15), ravenous, traumatizing

STATISTICS

Str 7, Dex 17, Con 16, Int 4, Wis 13, Cha 12
Base Atk +5; CMB —; CMD —
Feats Blind-Fight, Lightning Reflexes, Toughness
Skills Fly +21, Perception +9, Stealth +23
Languages Abyssal

SPECIAL ABILITIES

Gibber (Su)
Vescavors yammer the endless chorus of the Abyss.

Any creature within 15 feet of a vescavor swarm or inside it must succeed at a DC 15 Will save or be confused for 1 round. This is a mind-affecting sonic compulsion. A creature that saves cannot be affected by the same vescavor swarm’s gibbering for 24 hours. The save DC is Constitution-based.

Ravenous (Ex)
Vescavors can devour nearly anything. If the swarm attacks an object or structure, the vescavors ignore its hardness if it is made of any substance other than adamantine. Additionally, every round that a creature is in the same space as the swarm, the vescavors begin devouring one object on the creature. Once the vescavors choose an item in this way, they continue to devour that same item until it is destroyed. The object takes half its maximum hit points in damage and gains the broken condition. If the vescavors attack an object with the broken condition, it is destroyed. An attended or magic object can make a DC 15 Reflex save to negate this effect. The save DC is Constitution-based.

Traumatizing (Su)
Enduring the presence of a vescavor swarm is akin to being trapped in the Abyss itself. Any creature that spends more than 3 consecutive rounds inside a vescavor swarm must succeed at a DC 13 Will save or gain a type of madness.

Roll on the Types of Insanity table to determine which type of insanity affects the creature. Despite each entry listing a DC, the creature does not receive an additional Will save to prevent the insanity. This affliction is permanent, but can be healed as detailed in the Curing Insanity section of the Sanity and Madness rules. The save DC is Charisma-based.

You all have a surprise round, you can begin in any part of the yellow square.

NOTE: that approaching close to a Swarm triggers a DC 15 Will Save (1 round - confusion on failure), approaching the Queen triggers a DC 20 Will Save (1 round - confusion on failure). This is a mind-affecting sonic compulsion.
A successful save vs one of these sources gives you immunity to the gibbering for 24 hours.


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

Planes vs Queen: 1d20 + 7 ⇒ (16) + 7 = 23
Planes vs Swarm: 1d20 + 7 ⇒ (6) + 7 = 13

Full post coming later today. Just wanted to know what I know.


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

Assuming the Vanish ended Selann would cast it again before moving.

Know-Planes Queen: 1d20 + 6 ⇒ (12) + 6 = 18
Know-Planes Swarms: 1d20 + 6 ⇒ (4) + 6 = 10


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

Knowledge, Planes Queen: 1d20 + 13 ⇒ (5) + 13 = 18
Knowledge, Planes Swarm: 1d20 + 13 ⇒ (9) + 13 = 22

Caliban shares what he knows about the swarm.... take a look!


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 stamps his feet and claps in time for the Queen and her entourage, singin' something like this

"Buddy, you're a boy, make a big noise
Playing in the street, gonna be a big man someday
You got mud on your face, you big disgrace
Kicking your can all over the place, singin'
We will, we will rock you
We will, we will rock you"

The force of the song moves the feet of Junior and his companions compelling them forward. Junior, used to mindless gibbering, is not affected by the demon bugs.

Will vs Swarm, rage, vs confusion, vs sonic: 1d20 + 6 + 2 + 2 + 4 ⇒ (19) + 6 + 2 + 2 + 4 = 33
Will vs Swarm, rage, vs confusion, vs sonic: 1d20 + 6 + 2 + 2 + 4 ⇒ (10) + 6 + 2 + 2 + 4 = 24
Will vs Swarm, rage, vs confusion, vs sonic: 1d20 + 6 + 2 + 2 + 4 ⇒ (2) + 6 + 2 + 2 + 4 = 16
Will vs Swarm, rage, vs confusion, vs sonic: 1d20 + 6 + 2 + 2 + 4 ⇒ (12) + 6 + 2 + 2 + 4 = 26
Will vs Queen, rage, vs confusion, vs sonic: 1d20 + 6 + 2 + 2 + 4 ⇒ (16) + 6 + 2 + 2 + 4 = 30

Placement is fine. Starting Rage Song, spending mythic power for Advance as swift and taking a move action. There's no grid on the map so I took my best guess. Also if we have time to prep I have some spells I'd like to cast. Alter self, shared training, longstrider.

Advance (Ex):
As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn.

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

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

Quick Reflexes (Ex):
While raging, the barbarian can make one additional attack of opportunity per round.


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

Moving per Junior's Advance ability. 50' speed.

Will save against gibbering: 1d20 + 5 ⇒ (10) + 5 = 15


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 surges forward with Junior's inspiration, channeling his newfound energy into a spell unknown to him, but he points his blade at the two swarms between the group and their queen, and a massive force of wind appears, attempting to blow them away and clear a path forward.

Will Save: 1d20 + 5 + 2 + 2 ⇒ (16) + 5 + 2 + 2 = 25

SR Orange: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Eldrich Breach: 1d20 + 10 ⇒ (9) + 10 = 19

SR Yellow: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Eldrich Breach: 1d20 + 10 ⇒ (20) + 10 = 30

Expend 1 Mythic Power for Gust of Wind, line directly north of Caliban's new position.

Gust of wind:
:This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

This spell can’t move a creature beyond the limit of it’s range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Up to you if they are flying or grounded I'll spoiler it below

Flying? DC 25 check:
Swarms must make a DC 25 fly check or be blown back:
feet: 2d6 ⇒ (3, 2) = 5x10
Damage: 2d6 ⇒ (6, 2) = 8

Grounded?:
knocked down? and rolled:
feet: 1d4 ⇒ 1x10 for
Nonlethal: 1d4 ⇒ 3


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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

Before they corner the veskavores, Benedic casts the following spells: bull's strength, divine favor, encouraging bless, mythic heroism, resistance, and shield of faith.

Benedic advances forward with Junior's song, accepting the skald's primal magic as he hustles the rest of the distance separating them.

Will save DC 15, inspired rage, mythic heroism, resistance, Righteous Medal of Clarity: 1d20 + 8 + 2 + 4 + 1 + 2 ⇒ (1) + 8 + 2 + 4 + 1 + 2 = 18

Looks like Benedic is confused 1 round...


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 sways with Junior's rhythm and lets her feet carry her forward.

Will (rage): 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25

Once in reach of the queen, she begins pounding away with her hammer.

longhammer (bane, rage, pa, as): 1d20 + 14 ⇒ (4) + 14 = 18
for: 2d6 + 21 + 2d6 + 1d6 ⇒ (3, 1) + 21 + (6, 2) + (4) = 37 (good)

fleet charge: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
for: 2d6 + 21 + 2d6 + 1d6 ⇒ (5, 5) + 21 + (6, 6) + (5) = 48 (ignores DR)


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

Before everyone with demon-ants in their pantaloons can scurry off to play, the Inquisitor asks Iomedae to protect them all.
Protection from Evil, communal

Tristan then prances 30' into the feay!

Silver Crusade

Male Half-Gnome Badass 20

Selann vanishes from sight, and moves towards the swarms. Tristan protects the sanctity of the crusader's souls. Benedic focuses on his faith to carry him past the gibbering swarm, but the gibbering finds a crack in his faith and for a moment madness crawls into the mind of the Iomedaean champion. Junior allows the pounding beat in his heart to drown out the noise in his ears and encourages his fellow allies to follow the rhythm. Caliban advances towards the swarms and sends a powerful blast of wind loose from his black blade, in his head hears a stray thought, not his own her heart, feed me the blood from her heart, the voice as familiar as the blade in his hand. Used to the howling abyssal winds, the swarms clump together and beat their wings in a maddening cacophony, holding their position. The queen, surprised by this sudden surge of opposition turns just in time to see Greta bring the hammer down once, then twice!

orange swarm fly check: 1d20 + 21 ⇒ (15) + 21 = 36
yellow swarm fly check: 1d20 + 21 ⇒ (5) + 21 = 26

Status
Veskavor Queen - Damage taken 66

Initiative (Round 1)
25 - Selann
24 - Tristan
21 - Benedic
18 - Junior

17 - Veskavor Swarms
15 - Caliban
08 - Greta
07 - Veskavor Queen

Confusion Roll d100:

01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self)

Note: Protection from Evil won't do much to protect the PCs, the gibbering is a mind-affecting sonic compulsion, not an enchantment effect (so bypasses PoE), and the swarms don't target AC. However, you'll still get the +2 bonus to Saving Throws.


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

Confusion: 1d100 ⇒ 79

Benedic flails ineffectually at the swarm with his sword, trying to overcome the maddening buzzing in his ears.

Will save DC 15, inspired rage, mythic heroism, protection from evil, Righteous Medal of Clarity: 1d20 + 8 + 2 + 4 + 2 + 2 ⇒ (18) + 8 + 2 + 4 + 2 + 2 = 36

Looks like he succeeded, though he lost a turn!


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

Seeing an opportunity Selann moves closer.... Will save: 1d20 + 7 ⇒ (2) + 7 = 9 and is confused by the noise.

Confusion: 1d100 ⇒ 8 But somehow he is able to push through and take advantage of his location. Using mythic power he casts a Flurry of Snowballs at the swarms.

I think with my position I should be able to hit all but the orange swarm. Area is a 30' cone. ??
Caster Level vs SR?: 1d20 + 8 ⇒ (20) + 8 = 28
Cold damage: 4d6 ⇒ (3, 2, 1, 4) = 10 As an area effect, does the damage get +50%?


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

Oops for some reason I thought it wasn't my turn. Feel free to prompt me if it's over 48 hours and my turn please.

Junior continues to thrum and drum in time while singin, "Buddy, you're a young man, hard man
Shouting in the street, gonna take on the world someday
You got blood on your face, you big disgrace
Waving your banner all over the place
We will, we will rock you, sing it!
We will, we will rock you"

He rushes over to the other side of the Queen offering Greta precious advantage. I'll provoke from the Queen for sure, and orange and yellow swarms if they have a reach greater than 0. Accepting own song and activating arcane strike.

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

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

Quick Reflexes (Ex):
While raging, the barbarian can make one additional attack of opportunity per round.

In the unlikely event something provokes:
AoO 1, rage song arcane strike: 1d20 + 9 + 1 + 2 ⇒ (13) + 9 + 1 + 2 = 25
Piercing, good, magic: 2d4 + 6 + 1 + 2 ⇒ (4, 2) + 6 + 1 + 2 = 15

AoO 2, rage song arcane strike: 1d20 + 9 + 1 + 2 ⇒ (16) + 9 + 1 + 2 = 28
Piercing, good, magic: 2d4 + 6 + 1 + 2 ⇒ (3, 2) + 6 + 1 + 2 = 14

AoO 3, rage song arcane strike: 1d20 + 9 + 1 + 2 ⇒ (2) + 9 + 1 + 2 = 14
Piercing, good, magic: 2d4 + 6 + 1 + 2 ⇒ (4, 3) + 6 + 1 + 2 = 16

AoO 4, rage song arcane strike: 1d20 + 9 + 1 + 2 ⇒ (19) + 9 + 1 + 2 = 31
Piercing, good, magic: 2d4 + 6 + 1 + 2 ⇒ (1, 2) + 6 + 1 + 2 = 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

Tristan watches what Junior is about to do, casts Expeditious Retreat, and takes any attacks from the Queen! He stands next to the Ork.

Tristan will move 60' to provoke before Junior, please. AC 24 plus +1 for each ally adjacent if any.

Junior! Your shoe lace is untied!

Will DC 15: 1d20 + 11 ⇒ (3) + 11 = 14 +2 trait bonus on all saving throws against charm and compulsion effects.
+1 per ally adjacent

Having problems moving Token with phone. Tristan has 90' of movement available between last Round and this Round. Can someone place him next to Junior, please.

Silver Crusade

Male Half-Gnome Badass 20

Seeing an opportunity Selann moves closer... and even though he becomes confused somehow in his hallucination still casts a spell at one of the swarms.
Tristan charges ahead of Junior in order to draw the Queen's attention. The queen, still flat-footed does not have any attacks of opportunity to provoke yet.
Benedic flails ineffectually at the swarm with his sword, trying to overcome the maddening buzzing in his ears, eventually shaking off the madness.
Junior continues to thrum and drum in time while singin, "Buddy, you're a young man, hard man
Shouting in the street, gonna take on the world someday
You got blood on your face, you big disgrace
Waving your banner all over the place
We will, we will rock you, sing it!
We will, we will rock you"

He rushes over to the other side of the Queen offering Greta precious advantage.

The swarms nearby fly and bite everyone nearby.

Yellow Fly Check DC 25: 1d20 + 21 ⇒ (15) + 21 = 36
Orange Fly Check DC 25: 1d20 + 21 ⇒ (13) + 21 = 34
Swarm Damage: 2d6 ⇒ (6, 1) = 7 Plus Distraction DC 15 - Tristan, Junior, Benedic, Greta, Selann all take the swarm damage.

Status
Orange Swarm - Damage taken 15
Veskavor Queen - Damage taken 66

Initiative (Round 1)
15 - Caliban
08 - Greta
07 - Veskavor Queen

(Round 2)
25 - Selann
24 - Tristan
21 - Benedic
18 - Junior
17 - Veskavor Swarms


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

Fort save vs Distraction (DC 15), mythic heroism, protection from evil: 1d20 + 7 + 4 + 2 ⇒ (10) + 7 + 4 + 2 = 23


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

Fort save vs Distraction (DC 15), protection from evil: 1d20 + 10 ⇒ (7) + 10 = 17 +1 per adjacent ally

Tristan swats and bats and slices and dices and dodges and weaves (not to be confused with a sweater making activity) the incoming swarms!
Anyone got any Off!? Is there an Alchemist in the building!


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, assessing the situation, quickly loops around the swarms, closing with the queen, Junior's song washes over him momentarily, and he drives a massive swing into the queen with his blade, flashing in the cavern's darkness.

Power attack, Inspired Rage: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (6) = 23
Damage, Good, Cold Iron: 1d8 + 16 + 1d6 ⇒ (1) + 16 + (5) = 22

Mythic surge to hit 2/5


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

Days on Venus are 243 earth days long. Soooo... technically this is tomorrow from my last post somewhere (sorry for the delay, weekend really got away from me).

Greta grits her teeth as the insects bite at her exposed skin, but she continues moving with the music and whirling her heavy hammer at the queen. burning another mythic point for fleet charge again, but moving 0' (just for the free attack)

fleet charge (flank): 1d20 + 14 + 2 + 1 ⇒ (9) + 14 + 2 + 1 = 26
for: 2d6 + 21 + 2d6 + 1d6 ⇒ (4, 5) + 21 + (1, 4) + (5) = 40 (ignore all DR)

longhammer 1 (bane, rage, pa, as, flank): 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30
for (good): 2d6 + 21 + 2d6 ⇒ (3, 1) + 21 + (3, 2) = 30
plus (holy): 1d6 ⇒ 5

longhammer 2 (bane, rage, pa, as, flank): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
for (good): 2d6 + 21 + 2d6 ⇒ (4, 2) + 21 + (4, 4) = 35
plus (holy): 1d6 ⇒ 2

Silver Crusade

Male Half-Gnome Badass 20

Caliban, assessing the situation, quickly loops around the swarms, closing with the queen, Junior's song washes over him momentarily, and he drives a massive swing into the queen with his blade, flashing in the cavern's darkness.

Between the Magus and Bloodrager, the Veskavor Queen's carapace had no chance. What was left was little more than what would typically found at the bottom of a sandal taken to any unwelcome vermin.

With their queen destroyed, the swarms shriek in psychic agony, some dying on the spot, others flying madly and repeatedly into the walls and floor destroying themselves and still others making a mad dash for the exit of the labyrinth.

The cacophony feels less directed than even a moment ago.

From the South East, a strange glow emenates.

One of our curious crusaders, checks the cavern beyond and sees a long, rippling crevice of nauseating mauve energy splits the southern wall of this otherwise empty cave, a tear in reality through which roiling clouds of mist churn and twist. The edges of the rift pulse and writhe, widen and contract, almost as if it were an organic thing. The temperature is noticeably hotter here than elsewhere in the caves, and the air carries on it the foul stench of burning flesh. Next to it a foul chrysalis, attached to the wall via veskavor excreta pulses with abyssal energy. Beyond the rift the shadow of some foul demon approaches ever closer.

Knowledge Planes (DC 20):
It is an Abyssal rift, a permanent gate-like portal that allows passage from the Abyss into the Material Plane. It was via this rift that the vescavor queen entered the world. The energy is feeding the chrysalis supernaturally growing a new queen at an astonishing rate with the death of the old queen. Additionally a demon of some kind is trying to push its way through the abyssal rift.

The rift itself is one-way, and can be sealed automatically with a dimensional anchor, dimensional lock, dispel chaos, or dispel evil spell cast upon the rift, Casting a magic circle against evil or magic circle against chaos spell around the rift with the circle’s energies radiating inward won’t close the rift, but it will prevent any other creatures from emerging, and starve the chrysalis of energy.

Finally, collapsing or sealing the cavern off may solve the problem via wall of stone, stone shape or more mundane means.

The Chrysalis has a hardness of 8, is Immune to acid; and adds twice its hardness to resist fire and electricity; SR 20. It is susceptable to sonic damage. Sealing or closing the rift means the chrysalis has a further week of incubation before hatching.

Otherwise you have 2 rounds before whatever is in that rift breaks through, and 3 rounds before that Chrysalis hatches.

Initiative (Round 2)
25 - Selann
24 - Tristan
21 - Benedic
18 - Junior
15 - Caliban
08 - Greta


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

Planes: 1d20 + 7 ⇒ (6) + 7 = 13

Junior holds up a silver dragon scale which glows brightly while his form melts away and reconfigures to that of a human woman with heterochromia iridum. His muscles bulge even more as he continues to tap out a holding beat.

Not accepting own song but continuing it, casting alter self into changeling via Terendelev's scale.


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 (planes), demonic knowledge, mythic heroism: 1d20 + 15 + 3 + 4 ⇒ (13) + 15 + 3 + 4 = 35

"Egad," Benedic says. "That shimmering thing is an Abyssal rift, a permanent gate-like portal that allows passage from the Abyss into the Material Plane. It must have been through this portal that the Vescavor queen entered our world. The energy is feeding the chrysalis supernaturally-- growing a new queen at an astonishing rate, with the death of the old queen. Additionally a demon of some kind is trying to push its way through the abyssal rift."

Benedic continues, informing everyone who doesn't know themselves what it says under the spoiler.

He frowns in thought. "I do not have magic circle against evil prepared, but with a prayer to Iomedae the goddess might assist us in our need and cast it for me. We should then be able to wait out the chrysalis and whatever intruder seeks to come through."


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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

Selann looks around, almost panicked by the power of magic required to close the rift. "We need to collapse this cave! That'll close the rift and kill anything even attempting to come through, as well as the new queen before it can be born!"


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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

Knowledge (planes) (Int): 1d20 + 9 ⇒ (16) + 9 = 25 (+3 identify)(3)

Tristan watches the pulsation of the Chrysalis. The Inquisitor's blue eyes travel to the cavern walls, ceiling, floors and area, calculates and then frowns.
Anyone got an Earthquake spell handy? Or sonic specialty?

The Inquisitor shrugs strides to the Chrysalis, and swings!
Melee +1 evil outsider bane longsword : 1d20 + 11 ⇒ (4) + 11 = 151d8 + 4 + 2d6 + 2 + 2 ⇒ (7) + 4 + (3, 4) + 2 + 2 = 22
Judgment (Su): 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.


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 wracks his brain quickly, Benedic, do it - this will give us the time to figure out how to bring down the roof upon this rift.


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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

lol- "here you go 6th level characters, a list of spells that your wizard or cleric will be able to cast next level that would seal this rift." I think Benedic can burn a mythic point to cast magic circle, can't he? Maybe that's what he meant by praying for Iomedae to cast it for him. That seems like our best bet, and then I can join Tristan in squash the would-be queen.

Greta grabs her hammer and joins in squashing the undulating chrysalis.

I'm guessing its helpless, so I'll just coup d'grace?
damage: 6d6 + 48 + 2d6 ⇒ (1, 4, 2, 1, 1, 1) + 48 + (5, 5) = 68


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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

Benedic nods to Caliban and begins praying. Soon, his devotion is answered with a golden aura surrounding the rift.

Benedic spends a point of mythic power to cast magic circle against evil.


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 offers a little too late, "We could just fight the demon? It's not like it would be able to stand up to us."

A little bit of the chrysalis splashes on his cheek as Greta squashes it.

Silver Crusade

Male Half-Gnome Badass 20

Benedic asks Iomedae for the power to place a circle of protection around the rift, while his compatriots destroy the chrysalis.

You've bought an hour. If you don't have the magic to bring down the roof, I'm more than happy to take alternative solutions.


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

Anyone got a wheel barrel, a holocaust cloak and a ham and cheese sandwich? I got like 12% of a plan!

Nothing earth shattering abilities hiding up my sleeve.


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

"We have an hour to figure things out..." Greta observes with some misgivings. "Does anyone know how to check for weak spots, or to tell what's holding the top up? With my hammer, I could break a fair bit of stone in an hour, but probably not enough unless it was the right stone."


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

Engineering: 1d20 + 3 ⇒ (5) + 3 = 8

Junior stares blankly at the walls, "Uhhh... How many picks and shovels did we bring again?"


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 runs Dancing Lights up to the ceiling and looks for anything that might help figure out how to collapse the cave, without dying under the collapse.

Using Prescience to roll twice on this.

Prescience: 1d20 ⇒ 7

Know-Engineering: 1d20 + 6 ⇒ (16) + 6 = 22

Silver Crusade

Male Half-Gnome Badass 20

Kn. Engineering DC 20:

Selann looks around the cave, examining the area for a weakness.
Then he spots it, a vein of crystalline, that runs through the stone of the cave, covered in places by Veskavor spittle.

But there's a catch, cracking the crystalline vein will likely cause a vibration throughout the vein. It will collapse this room, but might cause a chain reaction throughout the den.

This can be achieved either with a DC 18 Strength check (using an adamantine weapon provides a +5 bonus on this check) or a spell that deals at least 15 Sonic Damage.

You'll need to make a break for the exit as soon as the vein is cracked. Remembering the path you made here, it's no easy task to get out... you have a choice - Stay together to help each other escape (perhaps risking the whole party) or allow the others to escape, while one characters activates the vein and must make a series of hard checks to escape, potentially sacrificing themselves in the process.


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 and Selann:
Would a shatter spell work? Junior could affect 60 lbs of crystal. Perhaps Selann can suggest this.


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 points out the crystalline vein. "Cracking that would likely collapse this whole cave, killing everything in it. A blast of sonic energy or a really powerful strike will shatter it. I can send a shatter spell at it, but it is a close range spell. Basically, everybody out and I'll bring down the ceiling and run for it. My enhanced speed.... might get me there. If not, continue without me."

With his mythic enhancement to speed, and the wand of Longstrider, his speed is 70'. He can cast the shatter spell with a mythic point for 8d6 of damage to the crystal. Then Vanish and run....

Or I could use Expeditious Retreat and my speed would be 90'. Doesn't stack with Longstrider. But the Mythic Impossible speed isn't typed.


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 grins at Selann's suggestion and snaps a finger, "Hey! I can do that too. I'm pretty sure anyway." He thows a fist to Selann (not punching, lol) and says "Kai bai BO!"

Rock, paper, or scissors:
Junior makes a lizard shape with his fist, but only because he's incapable of separating his middle and ring finger.

Can do with spell kenning.


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 grins back at Junior. "Let fate decide then." Once Fred is ready he holds his fist out to 'play the game'. "Loser stays to close this place, and risks his life."

"Anybody with a better idea, or any magic to make the attempt less risky, speak up. Otherwise, head out!"

Rock(1), Paper(2), Scissors(3): 1d3 ⇒ 3


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

Junior squeals with glee as Selann's scissors cuts lizards head off. Junior pulls Fred from a handkerchief that smells like it's been in a distillery. He looks the coin in the eye, "There's no reason for both of us to die. No I'm not arguing." He hands Fred to Selann, "Amelia will know how to take care of him if the worst happens."

Junior starts to take off his armor and hands his pack to Tristan.


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 frowns again. "It seems to me that two of you remaining would offer better chances of both of you escaping. I mislike leaving either of you behind in any case, but if you are confident you can collapse the area and stand a reasonable chance of returning to us, I will withhold my objections. As for how the rest of us might aid your endeavor, I can give you a blessing from Iomedae that will greatly amplify your heroism."

Benedic will spend two uses of mythic power to cast mythic heroism on Junior. (He has it as a domain spell, so he can cast it with Inspired Spell, and then spend another use of mythic power to make it mythic.)


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 takes the 1/2 ork's pack, frowning and shaking his head.
If you see the light; run the other way.

Tristan prepares to move them out.


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

UMD vs longstrider wand: 1d20 + 12 ⇒ (16) + 12 = 28

Junior nods as his form becomes taller, burlier, and hair starts growing from his ears, "I'm as ready as I'm ever going to be."

No sasquatch pic boo.


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 waits until the rest of the group has had time to reach the entrance. "I'll cast Vanish on myself, then on you as you cast the Shatter. Nothing should spot us as we run out.... I'll keep my Dancing Lights about 30' ahead of me to lead both of us."


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 gives Selann a respectful nod and quickly intones a blessing on him, too.

Mythic heroism for everyone! :) Well, at least on Junior and Selann. I hope it helps!


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 mind races with different ways to protest the decision--arguments why she should do it--but it doesn't take long for her to realize that none of them are very solid. Eventually she gives a reluctant nod and asks if there's anything she can carry or otherwise do to help the pair. once everything is set she (even more reluctantly) begins heading out of the hive.


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 gravely at his comrades valor and selflessness in the face of terrible death, Agreed. We will see you on the other side of this gentlemen. he says, following Greta from the caverns with a concerned look in his eye.

Silver Crusade

Male Half-Gnome Badass 20

Selann and Junior wait long enough for their allies to leave the nest for safety.

They look to each other, and let out a sonic blast. The cracks are immediate, running along the vein, causing the whole nest to rumble, and pockets of Veskavors to shake loose madly flapping about.

Okay here's where we are going to find out if you survive this collapse. You want best 3 out of 5 with the following checks. Each of you make seperate checks, for each of the below and take the higher of the two.

Running as fast as you can you begin bolting towards the exit.

Mobility Check DC 15 (Strength or Dexterity, +2 for every 10 foot of speed)

Success:
Your legs start pumping and you're outracing the initial cracks

Failure:
The Cracks are getting ahead of you. A rock falls on the character who gets the lower of the checks for 3d6 ⇒ (4, 5, 3) = 12 damage.

A large slab slides free of the ceiling blocking the path ahead except for a gap where it might be possible to squeeze through.

Escape Artist DC 18 to move through tight space, +4 for small character

Success:
You manage to find a spot you can squeeze through pulling forward as fast as you can. Taking only 1d6 ⇒ 3 damage.

Failure:
The slab crushes the leg of the lowest rolling character for 5d6 ⇒ (4, 3, 1, 4, 3) = 15, you pull free but your speed is reduced by 10 feet due to the injury.

A chasm opens ahead of our heroes!
Acrobatics check DC 17 (Don't forget bonuses to long jump for speed

Success:
You leap across the chasm and continue your brave escape

Failure:
Your leap comes up short, and you fall into the chasm taking 2d6 ⇒ (6, 2) = 8 falling damage. The falling causes injury and your speed is reduced by 5 feet.

Your planned path is blocked, time to find an alternative.
Survival DC 16

Success:
You feel the fresh-air flowing in from an alternative direction. You follow the path closer to your goal.

Failure:
Your quick decision costs you precious time. You're forced to double back at a rapid pace, dust and debris fills the air and you become fatigued (Can't Run or Charge, -1 to Strength/Dexterity based checks).

The light, you just need to climb the rope out of this terrible place.
Climb DC 15

Success:
You desperately climb trying to stay ahead of the collapsing caverns behind you. There is a plume of dust that overtakes you, but there you are breathing shallowly, and coughing to clear your lungs.

Failure:
You climb desperately for the surface, your muscles strain with every pull, and then you spot it. One veskavor chewing through the rope. You fall, and are buried in the rubble. You take 3d6 ⇒ (3, 4, 2) = 9.

If you succeeded on at least 3 checks:

Spoiler:
covered in dirt and dust, you walk or limp clear of the Veskavor den. A truly heroic escape!

If you failed at least 3 checks:
Spoiler:
Your companions watch on as the dust clears. A moment passes, another, another... They are buried in that rubble!
Your companions have enough air to maybe last a few hours. If they aren't crushed to death already.


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

Stronk vs distance, speed, superheroism, sasquatch: 1d20 + 4 + 4 + 4 + 1 ⇒ (18) + 4 + 4 + 4 + 1 = 31
Escape Artist vs gap,superheroism: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13
Acrobatics vs chasm, superheroism, superspeed: 1d20 + 9 + 4 + 4 ⇒ (18) + 9 + 4 + 4 = 35
Survival vs lost, superheroism: 1d20 + 4 ⇒ (14) + 4 = 18
Climb vs vertical, superheroism, sasquatch: 1d20 + 4 + 4 + 1 ⇒ (11) + 4 + 4 + 1 = 20

Junior runs the obstacle course only tripping up at the gap. Instead of sucking in his gut Junior makes the stone suck in it's cracking the rock face in the process. It only hurts a little when the rocks retaliate.

He offers a few words of encouragement to Selann, "You got this!" and "I believe in you!"

Gallant Inspiration to failed skill checks: 2d4 ⇒ (3, 1) = 4
Gallant Inspiration to failed skill checks: 2d4 ⇒ (1, 2) = 3

At the end between breaths Junior says, "All that training with Mike and Mark as a kid paid off."

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