GM SpiderBeard's Wrath of the Righteous (Inactive)

Game Master Barvo Delancy

Chapter Three: Demon's Heresy

Currently at: The Ivory Sanctum

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Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

As Ayesha tosses the rider from the drake, Sarkast turns his attention to the beast itself, slashing with both knives before sidestepping toward the other rider.

Spend a mythic point for Mythic Two-Weapon Fighting (no TWF penalties for 3 rounds. Free to maintain bloodrage. Full attack, then 5' step toward Triangle.

Haste, Mythic Prayer, Overflowing Grace, Flanking, Mythic TWF
Primary attack, +1 dagger: 1d20 + 21 ⇒ (14) + 21 = 35 Damage (magic, good): 1d4 + 9 ⇒ (1) + 9 = 10 Sneak attack: 5d6 ⇒ (2, 5, 1, 4, 3) = 15

Secondary attack, cold iron dagger: 1d20 + 21 ⇒ (14) + 21 = 35 Damage (cold iron, good): 1d4 + 5 ⇒ (2) + 5 = 7 Sneak attack: 5d6 ⇒ (4, 5, 4, 4, 5) = 22

Primary iterative attack, +1 dagger: 1d20 + 16 ⇒ (1) + 16 = 17 Damage (magic, good): 1d4 + 9 ⇒ (3) + 9 = 12 Sneak attack: 5d6 ⇒ (6, 2, 6, 1, 5) = 20

Secondary iterative attack, cold iron dagger: 1d20 + 16 ⇒ (8) + 16 = 24 Damage (cold iron, good): 1d4 + 5 ⇒ (2) + 5 = 7 Sneak attack: 5d6 ⇒ (1, 3, 1, 2, 4) = 11

Haste attack, +1 dagger: 1d20 + 21 ⇒ (10) + 21 = 31 Damage (magic, good): 1d4 + 9 ⇒ (2) + 9 = 11 Sneak attack: 5d6 ⇒ (2, 4, 3, 2, 4) = 15

If sneak attack hits, target is unable to make attacks of opportunity for 1 round. In addition, target is Disoriented (-2 attack, -4 vs Sarkast) and Hampered (1/2 speed and cannot take a 5' step)
for 1 round. For each additional sneak attack, extend duration by 1 round or until a new effect is applied.

Counters: Bloodrage (2/6 used), Mythic Points (3/9 used), Mythic TWF (2 rounds remaining)


.

GM Rolls:

vs Ayesha
Attack: 1d20 + 20 ⇒ (9) + 20 = 29 Damage: 2d8 + 12 ⇒ (6, 3) + 12 = 21
Attack: 1d20 + 14 ⇒ (8) + 14 = 22 Damage: 1d10 + 5 ⇒ (9) + 5 = 14
vs Nilus
Attack: 1d20 + 22 ⇒ (8) + 22 = 30 Damage: 1d8 + 11 + 1d6 ⇒ (7) + 11 + (1) = 19
Attack: 1d20 + 15 ⇒ (6) + 15 = 21 Damage: 1d8 + 11 + 1d6 ⇒ (6) + 11 + (2) = 19
Attack: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 1d8 + 11 + 1d6 ⇒ (5) + 11 + (2) = 18
Attack: 1d20 + 20 ⇒ (1) + 20 = 21 Damage: 2d8 + 12 ⇒ (6, 4) + 12 = 22
Attack: 1d20 + 14 ⇒ (4) + 14 = 18 Damage: 1d10 + 5 ⇒ (1) + 5 = 6

Sarkast and Ayesha continue to move with incredible speed around the drake. Sarkast remounts where the rider was, and stabs four times, connecting with three of them before he flips back off, leaving the drake disoriented. It roars and thrashes about in confusion.

The drakes and riders counterattack with the drake lunging at Ayesha, infuriated at the loss of its rider. As it bites at her, it lashes at Sarkast with its tail. Sarkast nimbly leaps over its tail, but the bite connects to Ayesha, causing a vicious, bleeding wound.

The drake and rider engaged in Nilus continue their assault against the paladin. He lunges down with his lance at Nilus, stabbing throuhg his armour four times. Electricity sparks as he shocks the paladin.

Nilus takes 41 damage (counting 5 DR), Ayesha takes 21 damage, and is bleeindg! She takes an additional 1d6 ⇒ 3 at the start of her round. Everyone is up!

Round Three:

(haste active)
Nilus (heroism, flight, slowed 1 rnd) (73 dmg)
Sarkast
(round 3 begins)
Dejik (63 dmg) (slowed 1 rnd)
Ayesha (40 dmg)
Nyx (54 dmg)
Kuthie (54 dmg)
Darius (54 dmg)
---
Drake (80 dmg)
Triangle drake (58 dmg)
Triangle rider


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Sarkast slips to the side, getting the remaining rider directly between himself and Nilus. He leaps up and stabs viciously at the man.

5' step to get into flank, then full attack.

Haste, Mythic Prayer, Overflowing Grace, Flanking, Mythic TWF
Primary attack, +1 dagger: 1d20 + 21 ⇒ (7) + 21 = 28 Damage (magic, good): 1d4 + 9 ⇒ (3) + 9 = 12 Sneak attack: 5d6 ⇒ (4, 6, 2, 3, 2) = 17

Secondary attack, cold iron dagger: 1d20 + 21 ⇒ (5) + 21 = 26 Damage (magic, good): 1d4 + 5 ⇒ (4) + 5 = 9 Sneak attack: 5d6 ⇒ (5, 4, 6, 2, 3) = 20

Primary iterative attack, +1 dagger: 1d20 + 16 ⇒ (5) + 16 = 21 Damage (magic, good): 1d4 + 9 ⇒ (1) + 9 = 10 Sneak attack: 5d6 ⇒ (2, 1, 4, 1, 2) = 10

Secondary iterative attack, cold iron dagger: 1d20 + 16 ⇒ (20) + 16 = 36 Damage (magic, good): 1d4 + 5 ⇒ (3) + 5 = 8 Sneak attack: 5d6 ⇒ (2, 3, 3, 4, 6) = 18
Confirm crit: 1d20 + 16 ⇒ (16) + 16 = 32 Damage (magic, good): 1d4 + 5 ⇒ (3) + 5 = 8

If sneak attack hits, target is unable to make attacks of opportunity for 1 round. In addition, target is Disoriented (-2 attack, -4 vs Sarkast) and Bewildered (-2 AC, -4 vs Sarkast) for 1 round, which might help later attacks hit. For each additional sneak attack, extend duration by 1 round or until a new effect is applied.

The plain drake remains Disoriented and Hampered for 2 more rounds.

Counters: Bloodrage (3/6 used), Mythic Points (3/9 used), Mythic TWF (1 round remaining)


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Nilus responds by swiping Radiance back and forth!

Radiance: 1d20 + 18 + 2 + 2 ⇒ (17) + 18 + 2 + 2 = 39 Damage: 1d10 + 18 + 2 + 2 ⇒ (1) + 18 + 2 + 2 = 23
Radiance2: 1d20 + 13 + 2 + 2 ⇒ (10) + 13 + 2 + 2 = 27 Damage: 1d10 + 18 + 2 + 2 ⇒ (2) + 18 + 2 + 2 = 24

Nilus prays to Shelyn to give him strength so that he can continue the battle.

LoH: 4d6 ⇒ (3, 6, 2, 6) = 17

Nilus is at 86/132HP

Spells Active:

Mythic Prayer +2 to most rolls
Heroism +2 to most rolls
Fly
Resist Acid 30


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Hit point status, start of round:

Sarkast: 0 dmg
Ayesha: 29 dmg (23+21-10 shield other, -5 LL)
Nilus: 51 dmg (31+42-5LL, -17 LoH)
Dejik: 98 dmg (63+10 shield other, +25 LL)
Nyx: 27 dmg (32-5 LL)
Kuthie: 27 dmg (32-5 LL)
Darius: 27 dmg (32-5 LL)

As Nilus braves the onslaught of electricity from the rider, Dejik sets her jaw. Electricity now? Fine.

Dodging attacks from the drake, Dejik chants the same spell again, with a slightly different inflection in the ending phrase.

Concentration check to cast Resist Energy defensively, DC 21: 1d20 + 17 ⇒ (1) + 17 = 18
Mythic surge: 1d6 ⇒ 2
Seriously, RNG? What did Dejik ever do to you?

...but the distraction from the beast is too much, and Dejik can't finish the spell.

Desperately trying not to let this failure overwhelm her, Dejik quickly channels Iomedae's power for her friends, then touches her holy symbol to heal herself.

Quick channel to heal, excluding the drakes and riders: 7d6 + 1 ⇒ (4, 4, 4, 2, 4, 5, 5) + 1 = 29
Lay on hands (swift action): 1d6 + 3 ⇒ (5) + 3 = 8

Hit point status, end of round:

Sarkast: 0 dmg
Ayesha: 0 dmg (29-29 channel)
Nilus: 22 dmg (51+29 channel)
Dejik: 47 dmg (98-29 channel, -14 Fey Foundling, -8 LoH)
Nyx: 0 dmg (27-29 channel)
Kuthie: 0 dmg (27-29 channel)
Darius: 0 dmg (27-29 channel)

Everyone at 0 dmg has Overflowing Grace.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Ayesha was growing tired of the painful bites followed by the cooling energy of Dejik's healing. Still, she was glad that the woman was able to pour that level of healing into her, as it was the only thing keeping her standing. She kept up her motion, jumping and spinning, lade flashing out and seeming to grow even deadlier as it flew. She sent another burst of electricity through her blade into the drake.

Free to activate black blade strike for +3 damage to each attack for 1 minute. Casting shocking grasp as part of the attacks. If main target dies, switch to other drake.

sc, ss, as, flank, haste, keen, mp, banner: 1d20 + 16 - 2 + 2 + 2 + 1 + 2 + 1 ⇒ (7) + 16 - 2 + 2 + 2 + 1 + 2 + 1 = 29
damage,good, as, mp, bbs: 1d6 + 7 + 2 + 2 + 3 ⇒ (6) + 7 + 2 + 2 + 3 = 20
shocking grasp damage: 5d6 ⇒ (5, 2, 3, 6, 5) = 21
sr: 1d20 + 13 ⇒ (6) + 13 = 19

attack1, as, flank, haste, keen mp, banner: 1d20 + 16 - 2 + 2 + 2 + 1 + 2 + 1 ⇒ (5) + 16 - 2 + 2 + 2 + 1 + 2 + 1 = 27
damage,good, as, mp,bbs: 1d6 + 7 + 2 + 2 + 3 ⇒ (6) + 7 + 2 + 2 + 3 = 20
haste attack, as, flank, haste, keen mp, banner: 1d20 + 16 - 2 + 2 + 2 + 1 + 2 + 1 ⇒ (12) + 16 - 2 + 2 + 2 + 1 + 2 + 1 = 34
damage,good, as, mp,bbs: 1d6 + 7 + 2 + 2 + 3 ⇒ (6) + 7 + 2 + 2 + 3 = 20
attack2, as, flank, haste, keen mp, banner: 1d20 + 11 - 2 + 2 + 2 + 1 + 2 + 1 ⇒ (10) + 11 - 2 + 2 + 2 + 1 + 2 + 1 = 27
damage,good, as, mp,bbs: 1d6 + 7 + 2 + 2 + 3 ⇒ (4) + 7 + 2 + 2 + 3 = 18

Woohoo! Finally rolled over 10

combat status rnd 5:

HP ?/89. Current AC: 23/15/19 +1 haste
Active conditions:
Active spell effects: haste
Arcane pool: 11/12 left today
Spells remaining: 1st 6/7, 2nd 4/5, 3rd 3/5, 4th 2/3
spells used: haste, fly, intensified shocking grasp, vampiric touch, shocking grasp
Black Blade arcane pool 2/3
Mythic power: 8/9
pearl of power lvl 1 3/3
pearl of power lvl 2 2/2


.

Sarkast rushes around the drake, slicing out its legs with his dagger. It starts to collapse to the ground and Nilus catches its head with Radiance. It lies still for a moment before Nilus slashes down, severing its long neck.

Ayesha enters into a dance of death with the remaining drake. Her shocking grasp spell explodes, stunning the drake briefly. As it rears up, she lunges forward, and drives Darb N'ssiar into its heart. She handsprings backwards as the drake collapses to the ground, dead. Both drakes are dead, and one lone rider remains.

Ride: 1d20 + 19 ⇒ (8) + 19 = 27
Concentration: 1d20 + 16 ⇒ (15) + 16 = 31

He nimbly leaps down from his mount. The rider is an incubus by the look of him, and with a curse, quickly casts a spell. With a BANG he vanishes, having teleported away.

End of Combat

Loot:

+1 shocking lance
+1 studded leather
mw chain shirt

Rather than the usual, uncomfortable silence that comes after a combat finishes, there's a sound of activity from within the fortress itself to your north. Particularly, a very loud buzzing sound from the other side of the portcullis to the north of you. In the southeast of the fortress, not too far from you, is the bell tower that presumably holds Arushalae.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

As the second rider disappears, a wave of fatigue comes over Sarkast. End bloodrage, fatigued for 6 rounds

"What is that noise? Should we investigate, or move off to the tower, since that was our original goal?"


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Arushalae could be in great danger, and the Incubus is no doubt relaying our presence here to his master. We should make haste. Nilus counsels

Darius, Nyx, Kuthie, you should find a safe spot nearby to hide. Where we are going it will no doubt be more dangerous. The Rose protects you, but let us not tempt the fates, or the Demons.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Ayesha sighed heavily as the combat died down, then hurried over to Dejik to give the woman a hug. "Thank you again, my friend, my sister. If not for your healing here today, this would not have gone well for us."

After the celebrations and the loot gathering, Ayesha took a moment to recall the spells she had expended in the fight, already planning for the next one.

"Ready when you are."

Using pearls of power and 3 arcane pool points to recover shocking grasp, intensified shocking grasp, and haste.


.

The three cultists look at each other, and nod quickly, clanking off to hide behind a boulder.

Let me know how you want to approach. The portcullis and a passageway on the other side of the redoubt are the only ways you see in by foot, but if you want to enter another way let me know.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

"I have spells that can take us to other side of this wall, or even to the tower's roof instantly. Well, most of us. I also could cast a flight spell on someone. Basically, we don't have to batter down these gates. An assault from virtually any other direction would be preferable."


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Dejik steps next to Nilus and checks his injuries. She channels her mother's power between them, then meditates on the Rose for a few seconds to regain her strength.

Channel to heal: 7d6 + 1 ⇒ (3, 3, 1, 4, 4, 2, 4) + 1 = 22
Nilus heals 22 hp, Dejik heals 36

Spending 1 round and a mythic point to recharge Dejik's oracle revelations.

Cure light wounds: 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Hit point status:

Sarkast: 0 dmg
Ayesha: 0 dmg
Nilus: 0 dmg (22-22 channel)
Dejik: 1 dmg (47-22 channel, -14 Fey Foundling, -10 Cure light)
Nyx: 0 dmg
Kuthie: 0 dmg
Darius: 0 dmg

Everyone but Dejik has Overflowing Grace for the next minute.


.

The insane, irritating buzzing sound continues from the other side of the portcullis up ahead while you deliberate.

I'll hang back until the group agrees to a clear plan.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

I'm confused on directions -- you said the buzzing sound is coming from the north, but the tower we want is to the southeast? I'm unclear why we're even here if the tower is in another direction ...


.

Sorry that's unclear. The fort is north of you. The tower is in the southeast corner of the fort, but northeast of your current position. I've added a big red circle to the map indicating the tower's location.


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Nilus will take point if that's what you guys want...


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Is the buzzing familiar at all? We fought a locust demon and a vescavore swarm, and they both had "buzzing that makes one insane".

Dejik recovers the bow she lent to Sarkast. Well, we can charge in through the gate and take on whatever comes, or we can try to sneak in another way. She strains her wounded eyes peering at the top of the tower. Cousin, how hard would it be to climb that and lower a rope to the rest of us?


.

Now that Dejik thinks about it, it sounds awfully similar to the locust demons - Derakni - the group fought a while back. They're skilled fliers whose buzzing sound causes confusion to those who get too close.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Sarkast smiles at Dejik's question. "Desna smiles, cousin. I have discovered that walls are no different from ground to me, as long as I keep moving. Let me get a quick look ... "

How tall is the outer wall? Sarkast can use his wall runner ability to simply move up it, at 50' per move action and taking 10 for 27 stealth to run up, quickly peek over (taking 10 for 30 Perception), and run back.


.

The walls around the redoubt are not high due to their dilapidated state, but vary from around twenty feet to thirty feet high.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

OK, go ahead with the "run up and peek" plan. What do I see?


.

Sarkast scampers up the side of the wall, and then quickly peeks over the top remaining as stealthy as he possibly can.

The interior of the redoubt is largely a ruin with the walls in various states of repair. His vision is blocked inwards to an extent, but he manages to get a very good look.

Sarkast's Knowledge Planes: 1d20 + 13 ⇒ (17) + 13 = 30

Immediately beyond the portcullis, a derakni lies in wait, with an enormous, scaled demon Sarkast identifes as a hezrou behind it and a second, raised portcullis. The large courtyard to the east before the tower is littered with enormous, maggotlike monsters with tails covered in hooked suckers. The derakni and scaled demon lie in wait before the portcullis. Further vision is blocked by the interior walls, althouhg there are no roofs to anything. The southeast tower is ringed with stairs.

Hezrou are known for their horrid stench and grappling foes to overcome them. They are immune to electricity and poison, have spell resistance, and are resistant to acid, cold, and fire. WEapons must be good-aligned.

Map is updated.


.

Okay. Ayesha's plan to transport the group to the tower seems to eb broadly accepted, it's just the details are not clear. I will create the details for you. I imagine she doesn't want to blow her 4th level spells all at once. Fly for Sarkast, Nilus, and Ayesha. Dimensino door for the squishier Dejik. CASE CLOSED.

Having come up with the details of Ayesha's brilliant plan, she quickly casts her spells. WIth a BANG Dejik vanishes, and re-appears near the door of the tower while Nilus, Sarkast, and Ayesha fly up into the air to take towards the tower. As Dejik appears at the edge of the tower, she feels a calmness and serenity which is a little unexpected. Despite the horrors of the Worldwound, there's a goodness here.

Nilus, Sarkast, and Ayesha charge up to the tower as well, heading up over the wall directly for the door. There's an immediate commotion as the demons in the courtyard start moving for you. The derakni takes to the sky and buzzes straight for you. And the door in front of you, which presuambly contains Arushalae, is barred.

Initiative:

Dejik: 1d20 + 6 ⇒ (11) + 6 = 17
Nilus: 1d20 + 5 ⇒ (16) + 5 = 21
Ayesha: 1d20 + 8 ⇒ (17) + 8 = 25
Sarkast: 1d20 + 8 ⇒ (18) + 8 = 26
Herzou: 1d20 + 4 ⇒ (7) + 4 = 11
Derakni: 1d20 + 10 ⇒ (6) + 10 = 16
Bebilith: 1d20 + 5 ⇒ (18) + 5 = 23
Jaruunicka: 1d20 + 9 ⇒ (9) + 9 = 18

Round One:

Sarkast
Ayesha
---
Bebilith
---
Nilus
---
Jaruunicka
---
Dejik
---
Derakni
Herzou

Sarkast and Ayesha are up! The door in front of you appears to be barred and the redoubt, which was on alert, is now focused on you.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

Minor change in plan to save on spells. DD gets Ayesha, Dejik, and Sarkast to the tower. Fly on Nilus. Otherwise, good job, and thank you!

"Here they come! Sarkast, Nilus, can you do anything about this door? If not, prepare to receive guests up this stairwell."

Quickly chanting, she cast her haste spell, hoping that everyone moving just a bit faster would be of some help.

1 mythic power to cast Haste

combat status round 1:

HP 89/89. Current AC: 23/15/19 +1 haste
Active conditions:
Active spell effects: haste
Arcane pool: 8/12 left today
Spells remaining: 1st 6/7, 2nd 4/5, 3rd 4/5, 4th 2/3
spells used: fly, vampiric touch, dimension door, haste
Black Blade arcane pool 2/3
Mythic power: 6/9
pearl of power lvl 1 2/3
pearl of power lvl 2 1/2


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Feeling the familiar rush of Ayesha's spell, Sarkast assesses the area of the courtyard. Making a decision, he darts straight down the wall at one of the maggot creatures, striking it in a flurry of knives.

Are the giant maggots demons? Knowledge (planes): 1d20 + 13 ⇒ (11) + 13 = 24

Mythic point for Fleet charge to move across and down the wall to get behind a maggot demon (I marked it with + for reference). Attack with +3 bonus that bypasses DR. Then full attack with Haste. No bloodrage yet because I fear getting fatigued in a long fight! :) Based on the initiative order, I am assuming it is flat footed, so I'm including sneak attack damage.

Haste, Combat Expertise

If any sneak attack hits, target is unable to make attacks of opportunity for 1 round. In addition, target is Bewildered (-2 AC, -4 vs Sarkast) and Disoriented (-2 attack, -4 vs Sarkast) for 1 round. For each additional sneak attack, extend duration by 1 round or until a new effect is applied.

Fleet Charge attack, magic dagger: 1d20 + 14 ⇒ (6) + 14 = 20 Damage, bypasses DR: 1d4 + 5 ⇒ (4) + 5 = 9 Sneak Attack: 5d6 ⇒ (2, 3, 6, 3, 6) = 20

Primary attack, magic dagger: 1d20 + 9 ⇒ (18) + 9 = 27 Damage, magic, good: 1d4 + 5 ⇒ (1) + 5 = 6 Sneak Attack: 5d6 ⇒ (1, 2, 6, 5, 6) = 20

Secondary attack, cold iron dagger: 1d20 + 9 ⇒ (3) + 9 = 12 Damage, cold iron, good: 1d4 + 2 ⇒ (4) + 2 = 6 Sneak Attack: 5d6 ⇒ (3, 3, 6, 3, 1) = 16

Primary iterative attack, magic dagger: 1d20 + 4 ⇒ (9) + 4 = 13 Damage, magic, good: 1d4 + 5 ⇒ (3) + 5 = 8 Sneak Attack: 5d6 ⇒ (4, 1, 6, 2, 2) = 15

Secondary iterative attack, cold iron dagger: 1d20 + 4 ⇒ (4) + 4 = 8 Damage, cold iron, good: 1d4 + 2 ⇒ (3) + 2 = 5 Sneak Attack: 5d6 ⇒ (2, 2, 5, 2, 4) = 15

Haste attack, magic dagger: 1d20 + 9 ⇒ (2) + 9 = 11 Damage, magic, good: 1d4 + 5 ⇒ (1) + 5 = 6 Sneak Attack: 5d6 ⇒ (6, 5, 3, 2, 6) = 22

Oh, FFS! 11,6,18,3,9,4,2. Why, RNG, why????

With Combat Expertise and Haste, Sarkast's AC is currently 30 (21 touch).


.

Oh man. Uh, Sarkast, you may need to sacrifice a goat or something.

GM Rolls:

Grimslakes: 1d20 + 5 ⇒ (14) + 5 = 19

Sarkast bounds across the battlefield to the very surprised grimslakes, lands neatly, and then just starts stabbing. Although his attacks have been more accurate, the giant worms make for an easy target. He strikes twice, brutally.

Interestingly, as Sarkast leaves the tower, he feels a sense of comfort and protection falling quickly away. By the time he's attacking the Grimslake, the familiar oppression of the Worldwound sets in.

To the north, you see a massive demon spider - a Bebilith, start crawling its away over the ruined walls. It keeps a good distance from the tower as it circles towards Sarkast.

A spider the size of an elephant, this dark blue arachnid rears up on its six hind legs to raise its barbed and razor-edged front claws.

[spoiler=Knowledge Planes DC 25]
The Abyss is a terrible place, yet even in this horrific realm there exist predators and wild beasts that prey upon the demonic horde—the bebilith being the most notorious, a creature evolved to hunt and slay demons.

Bebiliths are known for their ability to physically peel armour off of victims, and for the horrible rot caused by their bite. They also fire webs. They have no particular defenses beyond a resistance to weapons which are not good-aligned.

Round One:

Sarkast
Ayesha
---
Bebilith
---
Nilus
---
Grimslakes:
Triangle
Square
Cross (55 dmg) (bewildered, disoriented)
Jaruunicka
---
Dejik
---
Derakni
Herzou

Nilus is up!


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Nilus says a quick prayer to Shelyn. With his magically gifted flight, he charges straight at the Grimslake! circle

Radiance: 1d20 + 18 + 2 + 1 ⇒ (1) + 18 + 2 + 1 = 22

However, his attack is thwarted!

GM, on the first successful attack Nilus will use Absorb Blow. This will reduce the damage by 15 and give Nilus a host of resistances for a minute.

Absorb Blow (Su):
As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.


.

GM Rolls:

Nilus Will Save: 1d20 + 12 ⇒ (3) + 12 = 15
Bite v Nilus: 1d20 + 12 ⇒ (17) + 12 = 29 Damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11 Grab: 1d20 + 18 ⇒ (4) + 18 = 22
Stingv Nilus: 1d20 + 12 ⇒ (11) + 12 = 23 Damage: 1d6 + 7 ⇒ (3) + 7 = 10 Grab: 1d20 + 18 ⇒ (6) + 18 = 24
Bite v Nilus: 1d20 + 12 ⇒ (13) + 12 = 25 Damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11 Grab: 1d20 + 18 ⇒ (12) + 18 = 30
Bite v Sarkast: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14 Damage: 2d6 + 7 ⇒ (3, 4) + 7 = 14 Grab: 1d20 + 18 ⇒ (2) + 18 = 20

Nilus charges down away from the tower, missing wildly as he attacks the Grimslake. He also feels some of the safety and sanctuary fade as he gets farther from the tower.

With Sarkast in a corner, three of the Grimslakes move in on Nilus with the fourth attacks Sarkast. Sarkast easily avoids the attack of his bewildered opponent. Nilus is hit repeatedly, but the damage is minor. However, as he is bitten, one of the Grimslakes wraps itself around Nilus, grappling him!

EEEHEHEHEHEHEheheheheeheheheHAHAHAHAAHAHAHAHAH!!

Northwards, a horrifying, wizened crone of huge stature stalks through the air over the north wall of the ruin. She points southwards, chanting a spell at Dejik.

"Sifkesh hear my words and freeze this heretic where she stands!"

Dejik's Will Save: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25

However, Dejik fights on and resists the spell.

Nilus takes 13 dmg (counting absorb blow and DR), and is grappled by triangle! Dejik is up! Sarkast and Ayesha are welcome to front-load actions if they so wish.

Round ONe con't:

Sarkast
Ayesha
---
Bebilith
---
Nilus (13 dmg) (grappled)
---
Grimslakes:
Triangle
Square
Cross (55 dmg) (bewildered, disoriented)
Jaruunicka
---
Dejik
---
Derakni
Herzou


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

I need to see how this turns out, but I should have no problems posting with the next GM post. I'll be watching


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

Grapple is really bad for me...really bad. I didn't think this through at all!


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Don't worry, Nilus, I got you covered!

As she begins to absorb Nilus's wound, Dejik quickly chants a spell and runs down the stairs to touch Nilus. Be free, brother!

Using Inspired Spell to cast Freedom of Movement on Nilus at caster level 13.

Hit point status:

Sarkast
Ayesha
Nilus 8 dmg (13-5 LL)
Dejik 6 dmg (1+5 LL)


.

There's a bamf and the herzou suddenly teleports, appearing in a for corner of the ruins. It reeks to high heaven.

A loud, annoying droning sound begins as the derakni takes off from its perch behind the portcullis, and it flies over to Sarkast, stinging down at the rogue! Sarkast flattens himself to the ground as the derakni flies by.

Attack: 1d20 + 18 ⇒ (4) + 18 = 22 Damage: 1d8 + 8 ⇒ (2) + 8 = 10

Sarkast and Ayesha are up! Sarkast must succeed at a DC 18 will save or become confused by the derakni's buzzing. Also the derakni is currently 15' above the ground.

Round Two:

Sarkast
Ayesha
---
Bebilith
---
Nilus (13 dmg) (grappled)
---
Grimslakes:
Triangle
Square
Cross (55 dmg) (bewildered, disoriented)
Jaruunicka
---
Dejik
---
Derakni (15' above the ground)
Herzou


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

From her perch on the stairs, Ayesha can see that things are not going well. She lined up a lightning bolt on the two grimslakes in front of Dejik and Nilus, sending an arc of actinic electricity across them.

burn mythic point to cast Lightning Bolt

damage: 10d6 ⇒ (2, 1, 2, 6, 4, 5, 6, 3, 4, 4) = 37, Ref DC18 for half.

Edit: it might catch that hag-looking thing if it is on the ground, too.

combat status round 1:

HP 89/89. Current AC: 23/15/19 +1 haste
Active conditions:
Active spell effects: haste
Arcane pool: 8/12 left today
Spells remaining: 1st 6/7, 2nd 4/5, 3rd 4/5, 4th 2/3
spells used: fly, vampiric touch, dimension door, haste
Black Blade arcane pool 2/3
Mythic power: 5/9
pearl of power lvl 1 2/3
pearl of power lvl 2 1/2


.

She's air walking around 20' up. The grimslakes are pretty big but unfortunately you don't have quite the angle you need.

GM Rolls:

Reflex: 1d20 + 5 ⇒ (8) + 5 = 13
Reflex: 1d20 + 5 ⇒ (9) + 5 = 14
Reflex: 1d20 + 5 ⇒ (3) + 5 = 8

BZHT

The air crackles as lightning fires from Ayesha's fingers through two of the slow grimslakes, damaging them severely.

Round Two con't:

Sarkast
Ayesha
---
Bebilith
---
Nilus (13 dmg) (grappled)
---
Grimslakes:
Triangle (37 dmg)
Square (37 dmg)
Cross (55 dmg) (bewildered, disoriented)
Jaruunicka
---
Dejik
---
Derakni (15' above the ground)
Herzou

Sarkast is up, and I need that DC 18 will save to avoid being confused.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Why did it have to be Will?
Will: 1d20 + 5 ⇒ (16) + 5 = 21
Oh, thank you RNG!

Sarkast winces as the noise of the derakni drones into his head, but manages to work past it. Seeing Dejik and Nilus arrive, he jabs at his current opponent before moving in a blur to join them.

Activate Daredevil boots. Mythic point for Fleet Charge, rolling acrobatics to avoid AoO from the Derakni, Grimslake Plus, Square, and Triangle. Fleet Charge attack on Plus as I go by, then full attack on Square. If Square goes down, shift to Triangle without flanking or sneak attack.

Combat Expertise, Haste. Including cascading penalties on Acrobatics.
Acrobatics vs Derakni: 1d20 + 27 ⇒ (6) + 27 = 33
Acrobatics vs Plus: 1d20 + 25 ⇒ (16) + 25 = 41
Acrobatics vs Square: 1d20 + 23 ⇒ (13) + 23 = 36
Acrobatics vs Triangle: 1d20 + 21 ⇒ (20) + 21 = 41

Fleet Charge, +1 returning dagger: 1d20 + 14 ⇒ (4) + 14 = 18 Damage, bypasses DR: 1d4 + 5 ⇒ (3) + 5 = 8

If sneak attack hits, target is unable to make attacks of opportunity for 1 round. In addition, target is Bewildered (-2 AC, -4 vs Sarkast) and Disoriented (-2 attack, -4 vs Sarkast) for 1 round. For each additional sneak attack, extend duration by 1 round or until a new effect is applied.

Primary Attack, +1 returning dagger: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 Damage, good, magic: 1d4 + 5 ⇒ (3) + 5 = 8 Sneak Attack: 5d6 ⇒ (3, 3, 6, 3, 1) = 16

Secondary Attack, cold iron dagger: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19 Damage, good, cold iron: 1d4 + 2 ⇒ (3) + 2 = 5Sneak Attack: 5d6 ⇒ (5, 3, 6, 6, 3) = 23

Primary Iterative Attack, +1 returning dagger: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 Damage, good, magic: 1d4 + 5 ⇒ (3) + 5 = 8 Sneak Attack: 5d6 ⇒ (4, 2, 6, 6, 1) = 19

Secondary Iterative Attack, cold iron dagger: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 Damage, good, cold iron: 1d4 + 2 ⇒ (1) + 2 = 3Sneak Attack: 5d6 ⇒ (4, 6, 2, 6, 4) = 22

Haste Attack, +1 returning dagger: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 Damage, good, magic: 1d4 + 5 ⇒ (2) + 5 = 7 Sneak Attack: 5d6 ⇒ (6, 2, 2, 3, 3) = 16

Sigh.


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

Forgot to include sneak attack from Skirmisher if the fleet charge hits on Plus:
Sneak attack: 5d6 ⇒ (5, 5, 6, 2, 1) = 19


.

Feel free to adjust your positioning Sarkast, I put you where it made the most sense to switch your attacks if needed.

GM Rolls:

AoO: 1d20 + 18 ⇒ (5) + 18 = 23
Attack: 1d20 + 19 ⇒ (19) + 19 = 38 Damage: 2d6 + 9 ⇒ (6, 1) + 9 = 16
Attack: 1d20 + 19 ⇒ (2) + 19 = 21 Damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19
Attack: 1d20 + 19 ⇒ (3) + 19 = 22 Damage: 2d6 + 9 ⇒ (1, 4) + 9 = 14
Fort Save: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

Sarkast leaps onto the grimslake's back, avoiding it as he runs east. His fleeting attack on it misses, and the derakni stings out at him, which also misses.

Everyone has better luck as he crashes into the back of the derakni engaged with Nilus, stabbing down twice, brutally, and killing it instantly. As Sarkast moves closer to the tower, he again feels a magical presence benefiting him.

The enormous bebilith behind Sarkast rears up, stabbing out with its fangs and claws. Sarkast dodges the claws, but feels horrific pain as the fangs sink in. Thankfully, they have no effect as the legendary necrosis of a bebilith bite does not set in.

Sarkast takes 16 damage! Nilus is up!

Round Two con't:

Sarkast (16 dmg)
Ayesha
---
Bebilith
---
Nilus (13 dmg) (grappled)
---
Grimslakes:
Triangle (37 dmg)
Cross (55 dmg) (bewildered, disoriented)
Jaruunicka
---
Dejik
---
Derakni (15' above the ground)
Herzou


Nilus' Consumables Nilus' New Friends Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13

GM, Nilus shouldn't be grappled anymore since Dejik made him immune to grapple via the Freedom of Movement spell (thanks Dejik, a lifesaver literally)

Nilus lashes out with Radiance at the nearby Grimslake (Triangle)

Radiance 1: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25 Damage?: 1d10 + 18 ⇒ (6) + 18 = 24
Radiance 2: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20 Damage?: 1d10 + 18 ⇒ (10) + 18 = 28
Radiance Haste: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20

Those rolls though...

Current Spells and whatnot:

Fly
Haste
DR 6/Epic
Resist 5 to acid, cold, electricity, fire, and sonic damage


.

GM Rolls:

Bite: 1d20 + 12 ⇒ (20) + 12 = 32 Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10
Sting: 1d20 + 12 ⇒ (10) + 12 = 22 Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Crit: 1d20 + 12 ⇒ (2) + 12 = 14 Damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Bite: 1d20 + 12 ⇒ (20) + 12 = 32 Damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18
Crit: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25 Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18
Grab: 1d20 + 18 - 4 ⇒ (6) + 18 - 4 = 20 Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10
Sarkast Will: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 Sarkast Will: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Nilus Will: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 Nilus Will: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Dejik Will: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20 Dejik Will: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26

Nilus wriggles himself free, and quickly slays another grimslake as he swipes it down with Radiance. The two remaining grimslakes move in, each one biting Nilus and Sarkast. The one attempting to bite Sarkast goes to grapple him, but fails badly.

The cackling hag quickly weaves another spell, blasting it at the group. Confusing thoughts begin to penetrate your minds, but are quickly cleared out as again, something appears to protect you.

And as Dejik is about to act, the door behind her opens. An astonishingly beautiful, black-haired women with horns pokes her head through the door and gasps. Sarkast recognizes her as the woman from his dream.

Sarkast:

You came! I have a bow, I will fight!

She blinks as she sees Ayesha right in front of the door.

"Uh, hello."

Dejik is up! Arueshalae has joined the fight!

Round Two con't:

Sarkast (16 dmg)
Ayesha
---
Bebilith
---
Nilus (13 dmg) (grappled)
Arushalae
---
Grimslakes:
Circle
Cross (55 dmg) (bewildered, disoriented)
Jaruunicka
---
Dejik
---
Derakni (15' above the ground)
Herzou


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

"No time to chat, lady. You'd better be on our side, because I don't have time to play nice."


Female Kellid Pal 2 Or 9 | AC 20 T 13 F 17 | HP 70/133 | F+17 R+12 W+15 | Init+6 | Per +0 | Life links: Entire party
Status:
Remaining Mythic Points: 6/9, Spells: 1-8/10, 2-5/8, 3-3/7, 4-5/5, Channel: 3/7 LoH: 7/7 Smite: 1/1 Scale: 3/3

Ignoring the damage that passes to her from Sarkast's and Nilus's wounds, Dejik aims her bow at the hag. Your time here is over!

Swift action to smite evil on the hag, full attacking with the holy bow, cold iron arrows. With smite on, Dejik's attack bypasses all damage reduction.

First attack: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 1d8 + 4 + 2d6 ⇒ (2) + 4 + (6, 4) = 16

Haste attack: 1d20 + 20 ⇒ (15) + 20 = 35
Damage: 1d8 + 4 + 2d6 ⇒ (1) + 4 + (1, 5) = 11

Iterative attack: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 1d8 + 4 + 2d6 ⇒ (3) + 4 + (6, 3) = 16

Hit point status:

Sarkast 11 dmg (16-5LL)
Ayesha 0 dmg
Nilus 3 dmg (8-5 LL)
Dejik 16 dmg (6+10 LL)


.

GM Rolls:

Chaos Hammer: 5d8 ⇒ (4, 3, 6, 3, 5) = 21
Sarkast Will: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 231d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Nilus Will: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 191d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Dejik Will: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 261d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Sarkast Will: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Nilus Will: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Dejik Will: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33
Slow: 1d6 ⇒ 1

The succubus-turned-Desnan nods repeatedly Ayesha.

"Trust me, I'm on your side." She calls out.

"The bell of mercy protects you the closer you are to the tower! The demons can't enter or get too close to the tower, and you'll receive protections if you're within sixty feet!"

Dejik fires off several arrows, only one of them penetrating the considerable magical defenses of the annis hag. She shrieks in pain.

The derakni in the west does a flyby overtop of Nilus, Dejik, and Sarkast. The insane, infernal buzzing makes it feel liek your brain is trying to eat itself.

The hezrou mutters something in its evil language before it rears back, and an explosion of multicoloured, ricocheting energy fires off between Nilus, Dejik, and Sarkast. However, both attacks are of limited effects.

Map has been updated with protection circles. The yellow circle is a protection from evil and hallow spell. The red circle is a forbiddance spell that demons cannot pass.

Nilus and Dejik take 10 damage, while Sarkast takes 5. Sarkast and Ayesha are up!

Round Three:

Sarkast (16 dmg)
Ayesha
---
Bebilith
---
Nilus (13 dmg) (freedom of movement)
Arushalae
---
Grimslakes:
Circle
Cross (55 dmg) (bewildered, disoriented)
Jaruunicka
---
Dejik (26 dmg)
---
Derakni (15' above the ground)
Herzou


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21

"Desna smiles! Demons, you will not break us!"

Sarkast darts around, weaving to avoid the demons' attacks, and strikes again at the first grimslake, jabbing his knife deep into its hide.

Move action to go around Cross, rolling Acrobatics vs Cross and the Bebilith. Single attack on Cross with Skirmisher.

Combat Expertise, Haste, Protection from Evil
Acrobatics vs Bebelith: 1d20 + 22 ⇒ (2) + 22 = 24
Acrobatics vs Cross Grimslake: 1d20 + 20 ⇒ (4) + 20 = 24
AC 35 vs AoO with Mythic Mobility

Attack, magic dagger: 1d20 + 11 ⇒ (19) + 11 = 30 Damage, magic, good: 1d4 + 5 ⇒ (1) + 5 = 6 Sneak attack: 5d6 ⇒ (3, 5, 6, 5, 3) = 22
Confirm crit: 1d20 + 11 ⇒ (19) + 11 = 30 Damage, magic, good: 1d4 + 5 ⇒ (3) + 5 = 8

If it's still up, target is unable to make attacks of opportunity for 1 round. In addition, target is Bewildered (-2 AC, -4 vs Sarkast) and Disoriented (-2 attack, -4 vs Sarkast) for 1 round.

With Combat Expertise and Protection from Evil, AC is 31 (22 touch) until next turn.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

checking for resistances, DR, and SR

k. planes, hezrou: 1d20 + 19 ⇒ (4) + 19 = 23
k. planes, anis hag: 1d20 + 19 ⇒ (19) + 19 = 38

Ayesha spared no more breath on the succubus, but nodded to the converted demon's words. Then, she began to chant rhythmically, her arms waving in sinuous gestures. As she finished her spell, great black tentacles erupted from the ground beneath the hag and hezrou, reaching into the air and writhing to grasp at them. Crushing force was contained in those appendages, and she hoped it would be enough to at least distract the powerful foes while they dealt with the other threats.

Casting Black Tentacles, 20' radius, circle marked on map.

grapple: 1d20 + 11 + 4 + 1 ⇒ (20) + 11 + 4 + 1 = 36

damage, if grappled: 1d6 + 4 ⇒ (2) + 4 = 6

combat status round 3:

HP 89/89. Current AC: 23/15/19 +1 haste
Active conditions:
Active spell effects: haste
Arcane pool: 8/12 left today
Spells remaining: 1st 6/7, 2nd 4/5, 3rd 4/5, 4th 1/3
spells used: fly, vampiric touch, dimension door, haste, black tentacles
Black Blade arcane pool 2/3
Mythic power: 5/9
pearl of power lvl 1 2/3
pearl of power lvl 2 1/2


Male Kellid Rogue (Unch) 11 / Urban Bloodrager 1 / Trickster 5| AC 29(32 w/Cmb Exp) T 18 F 22 | HP 122/122 | F +7 R +14 W +5 | Init +11 | Perc +21
Ayesha Jalal wrote:
great black tentacles erupted from the ground beneath the hag and hezrou

Just wanted to point out that you drew the circle around the hag and derakni (the locust-demon). Did you mean that, and just wrote the wrong name here, or were you trying to stop the hezrou (the toad-demon)? I suspect grappling the derakni is the best idea, since that would prevent it from flying around.


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

I was guessing at the icons. I can't really tell. Drew the circle where I wanted it.


.

THe derakni is currently flying, and since Ayesha couldn't determine which icon is which, I'll let him re-do the action. I've made a 'suggestion' of a different location that gets the most baddies.

Ayesha has fought derakni before, and knows that the drone of their flight causes madness, they have a poisoned bight, and they can command swarms of insects. They are immune to electricity and poison, resistant to acid, cold, and fire, and also resistant to good-aligned weapons. Annis hags are the largest, most intimidating of their brood and known more for physical brutality in a fight, but can be powerful spellcasters if they choose. They are resiustant to all but bludgeoning weapons, and have spell resistance.

As for herzou, they are known for the foul vapors that seep from them and their propensity to grapple and nauseate foes. Beyond that, they are brutal melee combatants with resistance to acid, cold, fires, and spells, as well as immunity to electicty and poison.

Sarkast springs through the air, flipping onto the back of the herzou, and slamming his dagger home. It dies.

Ayesha can re-do her action!

Round Three con't:

Sarkast (16 dmg)
Ayesha
---
Bebilith
---
Nilus (13 dmg) (freedom of movement)
Arushalae
---
Grimslakes:
Circle
Jaruunicka
---
Dejik (26 dmg)
---
Derakni (15' above the ground)
Herzou


Female Magus 12 | AC 26 T 16 F 21| HP 102| F +9 R +9 W +8 | Init +11 | Perc +18

there is fine. remember that the spell extends 20 feet upwards as well.


.

Hey guys being sick at this conference means my free time is limited and my brain capacity is nonexistent. I'll post when I can, but at the moment don't expect anything until the weekend. Sorry!

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