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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

Updated Anarya's AC in her header. With her current buffs, Anarya's base AC is 29, flat-footed is 27, and touch is 13 - though she gets an additional +3 against evil outsiders like the Shadow Demon.
Knowledge (Religion): 1d20 + 12 ⇒ (14) + 12 = 26
"The banner!" Anarya cried, pointing towards the box, guessing - praying - that the sacred relic was within. "Raise the Sword of Valor and its magic will protect us!"
No sooner had those words left her lips than the demon's shadowy claws tore right through the aasimar's gleaming golden armor. She gasped as a fell chill seeped into her flesh, like crystals of ice in her veins. She might've cowered beneath the fiend's savagery, but an emotion stronger than fear surged through her, bringing the young crusader strength - wrath. This monster had tried to steal her love from her, had snatched his body and sought to use him like a weapon. And she would not. Let. That. Happen.
She screamed, gathering up the last of the light within her and channeling it outwards toward the demon. It washed over her like a wave, turning to holy fire as it slammed into the demon's shadowy flesh.
Standard action:
Channel Energy to Heal (Purifying Channel): 7d6 ⇒ (6, 1, 3, 4, 3, 2, 5) = 24 (Purifying Channel: The demon takes 24 fire damage and is dazzled for 1 round. A DC 26 will save halves the damage and negates the dazzled effect. Anarya heals 38 damage.)
Move action:
Quick Channel (Sacred Scourge): 5d6 ⇒ (5, 2, 4, 2, 5) = 18 (The demon takes 9 damage, no save. It must make a DC 24 will save or be dazed for 1 round.)

Raine a'Thiel |

"Only problem with that is that damned box is still locked," Raine growls before wheeling to follow the shadow-demon's progress and peppering it again with arrows.
BoF doesn't stack with haste, so I'll take the better bonus it grants to attack, and the extra attack from haste. Clustered shot again, and using another mythic point for distant barrage. 5ft step before the attack
Attack one, deadly aim, rapid shot, strength bow penalty, PBS, BOF, Favored Enemy: 1d20 + 17 - 3 - 2 - 2 + 1 + 2 ⇒ (6) + 17 - 3 - 2 - 2 + 1 + 2 = 19
Damage, manyshot, deadly aim, pbs, fe: 2d8 + 0 + 12 + 2 + 8 ⇒ (5, 4) + 0 + 12 + 2 + 8 = 31
Attack two (rapidshot) - mythic rapid shot, deadly aim, PBS, FE: 1d20 + 17 - 3 - 2 - 2 + 1 + 2 + 4 ⇒ (11) + 17 - 3 - 2 - 2 + 1 + 2 + 4 = 28
Damage - DA, PBS,fe: 1d8 + 0 + 6 + 1 + 4 ⇒ (2) + 0 + 6 + 1 + 4 = 13
Attack three (rapidshot): 1d20 + 17 - 3 - 2 - 2 + 1 + 2 + 4 ⇒ (18) + 17 - 3 - 2 - 2 + 1 + 2 + 4 = 35
Damage: 1d8 + 0 + 6 + 1 + 4 ⇒ (2) + 0 + 6 + 1 + 4 = 13
Attack four (iterative): 1d20 + 12 - 3 - 2 - 2 + 1 + 2 + 4 ⇒ (5) + 12 - 3 - 2 - 2 + 1 + 2 + 4 = 17
Damage: 1d8 + 0 + 6 + 1 + 4 ⇒ (4) + 0 + 6 + 1 + 4 = 15
Attack five (haste): 1d20 + 17 - 3 - 2 - 2 + 1 + 2 + 4 ⇒ (10) + 17 - 3 - 2 - 2 + 1 + 2 + 4 = 27
Damage: 1d8 + 0 + 6 + 1 + 4 ⇒ (3) + 0 + 6 + 1 + 4 = 14
Attack six (distant barrage): 1d20 + 17 - 3 - 2 - 2 + 1 + 2 + 4 ⇒ (10) + 17 - 3 - 2 - 2 + 1 + 2 + 4 = 27
Damage: 1d8 + 0 + 6 + 1 + 4 ⇒ (1) + 0 + 6 + 1 + 4 = 12 Note that if this attack hits it ignores DR

Clebsch GM |

Eustoyriax: Will, shaken: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Damage = [24 - 10 (resistance)] x 0.5 (incorporeal) = 7 and is dazzled.
Sacred Scourge does 18 x 0.5 = 9 damage
DC 24
Eustoyriax: Will, shaken: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
Dazed for 1 round
Four of Raine's arrows passed through the demon's incorporeal form, but did not do their usual amount of damage. Each arrow, however, diminished the internal cohesion of the fiendish energies that held it together. Total of 22 to Eustoyriax.
Anarya's fury sent waves of fire and positive energy at the demon, leaving it further damaged, dazzled, and dazed. Total of 16 damage and demon is dazzled and dazed. One free round of beating back the shadows!
Round 12 actions yet to be taken
Karas (Blessing of Fervor, rage)
Avelina (Blessing of Fervor)
Ellena (Blessing of Fervor)
Tauni (Blessing of Fervor)
Eustovrix (62 lethal, Shaken 2 rounds, Dazzled, Dazed)
Demon is down 40% of its hip.

Ellena Lovain |

”This has gone on far enough, demon! I summon the power of the Inheritor, to send you to your final rest,” the paladin declares as she moves to the demon.
Use Haste for the extra movement, BoF for the hit and damage bonuses, swift action to declare the Smite Evil (which should bypass the DR) and standard action to swing. Would someone move me to the demon, please?
Attack with BOF and smite evil 1d20 + 17 + 2 + 3 ⇒ (17) + 17 + 2 + 3 = 39
Damage with BOF and Smite Evil 1d8 + 7 + 2 + 18 ⇒ (3) + 7 + 2 + 18 = 30
——
Possible critical 1d20 + 22 ⇒ (20) + 22 = 42
Damage 1d8 + 27 ⇒ (1) + 27 = 28

Clebsch GM |

Ellena swung her glowing longsword through the demon's black heart, inflicting more damage and foiling the normal resistance the demon had against such attacks by the power of good.
No DR, but it still halves the damage and it is immune to critical and precision damage. 15 damage to the demon. Demon is at half hp.
Round 12 actions yet to be taken:
Karas
Avelina
Tauni
Eustoyriax (77 lethal, Shaken 2 rounds, Dazzled, Dazed)

Clebsch GM |

Since the wand fires 3 missiles, I assume the caster level is 5th.
Caster Level Check: 1d20 + 5 ⇒ (20) + 5 = 25
The force missiles shot forth from Tauni's wand. Although the demon's resistance to spells would normally protect it, this barrage ripped right through it scattering bits of shadow that evaporated into the bright light of the room.
Caster level check got a nat 20. Demon took 13 damage.
Round 12 actions yet to be taken
Karas (Blessing of Fervor, rage)
Avelina (Blessing of Fervor)
Eustovrix (90 lethal, Shaken 3 rounds, Dazzled, Dazed)

Clebsch GM |

claw, fleet charge, PA: 1d20 + 18 - 3 ⇒ (8) + 18 - 3 = 23
Claw Damage, PA: 1d8 + 12 + 6 ⇒ (3) + 12 + 6 = 21
Ignores DR.
Note: Demon is immune to cold, so no cold damage from any of Karas' attacks.
All attacks do half damage due to demon's incorporeal nature
Hits: 10 to Eustoyriax
Full attack + 1 from Blessing of Fervor
claw, BOF, PA: 1d20 + 18 - 3 ⇒ (19) + 18 - 3 = 34
Claw Damage, PA, DR: 1d8 + 12 + 6 - 10 ⇒ (4) + 12 + 6 - 10 = 12
Hit: 6 damage
claw, BOF, PA: 1d20 + 18 - 3 ⇒ (17) + 18 - 3 = 32
Claw, BOF, Damage, PA, DR: 1d8 + 12 + 6 - 10 ⇒ (3) + 12 + 6 - 10 = 11
Hit: 5 damage
claw 1, PA: 1d20 + 18 - 3 ⇒ (10) + 18 - 3 = 25
Claw 1 Damage, PA, DR: 1d8 + 12 + 6 - 10 ⇒ (2) + 12 + 6 - 10 = 10
Hit: 5 damage
claw 2, PA: 1d20 + 18 - 3 ⇒ (2) + 18 - 3 = 17
Miss
bite 3, PA: 1d20 + 16 - 3 ⇒ (18) + 16 - 3 = 31
bite 3 Damage, PA, DR: 1d6 + 16 + 6 - 10 ⇒ (1) + 16 + 6 - 10 = 13
Hit: 6 damage
claw 4, PA: 1d20 + 13 - 3 ⇒ (16) + 13 - 3 = 26
Claw 4 Damage, PA, DR: 1d8 + 12 + 6 - 10 ⇒ (4) + 12 + 6 - 10 = 12
Hit: 6 damage
Total Damage: 38
Karas dashed after the demon and clawed and bit at Eustoyriax. He moved so fast, the demon appeared shrouded in a silver cloud. All but one of his attacks wounded the demon, taking it toward its end, an end that seemed inevitable. 38 damage to the demon.
Avelina is up.

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Avelina charged up with more power this time, hoping that a stronger blast of force would pierce the demon’s defenses.
SR Check (spell pen and greater spell pen): 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 32
Volley of Holy Arrows Empowered Magic Missile (blood havoc): 4d4 + 4 + 4 ⇒ (1, 3, 4, 3) + 4 + 4 = 19 x1.5 for 28 total force damage
Full round action to cast a spell with a metamagic feat

NPC The Storyteller |
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"... And so, after trying to defeat the heroes with magic, with undead shadows, with deception, with possession, and finally physical attacks, the heroes surrounded Eustoyriax. After Karas attacked with his blur of silver claws and fangs, Avelina sent forth what she called her volley of holy arrows, magic missiles of pure force. Would the magic again be negated by the demon's resistance to magic?"
The storyteller paused for dramatic effect, allowing each of his community of listeners to imagine the possibilities. It was late in the evening, well past the bedtimes of the youngest listeners, yet none had fallen asleep or lost interest. Some even had tears in their eyes, of either fear or anticipation. Finally, the storyteller revealed the outcome of Avelina's spell.
"Avelina's force of will as well as years of training for just such a situation were more than the demon could resist. The missiles ripped through the demon, finally tearing the demon's magical semblance of a body beyond the endurance of even such a mythically powerful demon. It shrieked as the light filled in the darkness. The hall was silent save for the labored breathing of the holy warriors. They stood a moment, perhaps not daring to believe that they had defeated the demon. They had in fact defeated it and achieved the goal they had been set to accomplish. They were immediately rewarded with glowing golden light infusing each with more power to use in the continued war against evil.
"Once the demon and his minions had been vanquished, it was a straightforward task to open the lock on the golden box and look inside. There was a roll of cloth. The powerful magic of the Sword of Valor was palpable even furled and mostly out of sight. They carefully unrolled the banner and saw the emblem they expected, a longsword point down, encircled by a sunburst, the holy symbol of Iomedae. This was no fake, but the real relic. They drove some iron spikes into the wall and hung the banner, which activated the protections of the Sword of Valor.
"Any demons and those who worshipped them still in the area within a radius of ten miles were henceforth incapable of teleporting into or out of the area, and all who worshipped evil were hindered in their fights against the forces of good."

NPC The Storyteller |

The Storyteller was tired, but many were calling on him to continue, so he requested something to drink and after that, he indicated he was ready to continue.
"The heroes did not get to rest after finding the goal of their mission, the Sword of Valor. Earlier, they had heard faint sounds of chanting in Abyssal, the language of the demons and their worshippers. They rested enough to heal their wounds and then moved back through the rooms with the traps to the area where they had found the false banner. Listening at a door, they could still hear the chanting. The opened the door and saw a large chamber with two large side rooms. It had high ceilings and appeared to be a place where rituals were to be performed, with arcane symbols painted on the walls and floors.
"They could hear the chanting more clearly now, a woman's voice calling and receiving a response from a small group of demons. They could not see them, as they were working around a corner in the large central chamber. The heroes did not know what sort of ritual they were performing, but they knew it could be nothing good. It was later learned that they were attempting to destroy the citadel but concentrating energy from the Abyss on the spot they were chanting to open another rift of the Worldwound, something that would surely have destroyed the structure and much of the surrounding area.
"The chanter was later identified as a tiefling named Chorussina. She was the leader of the cult of Deskari at Drezen. She was so evil, that she had been attempting to transform herself into a demon while still living, a process only attempted by the most evil of people. She was also a powerful conjurer.
"The heroes did not know any of this, but knew they had to stop her. But they had a problem. There was a great distance to cover to get close enough to attack. Those wearing armor were generally not stealthy enough to avoid announcing their approach. Only one of their number could move silently: the ranger Raine. So everyone in the group received a haste spell and the group waited while Raine moved close enough to attack them with her arrows. The plan was to inflict as much damage as possible with a surprise attack and then retreat, waiting for the demons and the leader to move to them, attacking them as soon as they came into view with spells and the speedy tiefling, Karas.
"The blessings of Iomedae were upon Raine, for she not only got close enough to attack without being noticed, she was able hit Chorussina with so many arrows, she died before she had a chance to defend herself or her demon allies. This left four Schir demons. They attacked but Karas advanced so fast, they saw only a streak of silver that then set upon them with such rage that they could not withstand him. They tried to teleport away and perished soon after learning the banner no longer allowed them to do so."

NPC The Storyteller |

The storyteller sipped from his drink before continuing.
"Once denizens of this part of the dungeon had been dispatched, the heroes could truly rest long enough to further heal and return to full strength. They slept fitfully, however, because of a strange aura pervading the dungeon. Still, they were able to prepare new spells and replenish their supplies from storerooms near the furnace. They had one more region to explore.
"On their way in, they bypassed a prison area, rightly assuming that whatever was in there was likely not getting out without help. They worried that crusaders might be held prisoner there and wanted to rescue any they could. They entered and found three main areas. To the north, they found an empty set of cells. Magic had once warded these cells to prevent the use of magic. One cell, however, stood unlocked and open, with the anti-magic wards dispelled.
"Inside this cell they found only mysteries. As they entered this cell, the incessant whispering that had been afflicting them since they entered the area stopped. Tauni observed strong magical auras of both chaos and good. The occupant had evidently spent zir time scratching at the stone walls, engraving them with hundreds of images of butterflies. On one wall they found a short prayer.
"It read 'HEAR MY PRAYER, LADY LUCK. FOR IT IS LUCK I NEED IN ESCAPING THIS CELL. NOT JUST THE LIFE BEHIND THESE BARS, BUT AN ETERNITY SPENT SHACKLED TO THE ABYSS ITSELF. IF YOU TRULY ARE THE TENDER OF DREAMS, THEN TENDER UNTO ME A NEW EXISTENCE. LET ME SING THE SONG OF THE SPHERES, SEE THE STARS WITH NEW EYES, AND ESCAPE THE PIT INTO WHICH MY SOUL WAS CAST. BRING ME GOOD FORTUNE, MY LADY. BRING ME A NEW SPIRIT MADE CLEAN. AND I WILL FOREVER BE YOURS, IN LIFE, AND IN FAITH. I AM READY. FINALLY READY.'
"In a different part of the prison, they found some crusaders but, alas, they were no longer living. They had been killed by a vampire and were destined, if they had not been destroyed by the heroes, to become full vampires with time. This alerted them to a powerful enemy yet to be dealt with, a vampire known as Theruk Nul. They found him in the last area of the dungeon. He had been a half orc in Ustalav, where he was turned into a vampire. He fled some vampire hunters and escaped into the Worldwound, where he became the leader of a cult to the demon lord known as Shax. He was employed by the cults as a jailor and torturer.
The heroes confronted this undead horror in a climactic battle after fighting a few demon jailors. Anarya's powers were brought to bear on the vampire, and with her channeling powerful energy assaults combined with the spells and weapons of the others, the vampire was destroyed, never to harm anyone again.
They found an unexpected treasure in a side room: an extensive library kept by the vampire. There were over 300 books. Theruk Nul had devoted many years to championing the causes of the Abyss and Lord Shax. The collected works of his study represented centuries of recorded history dating back to the First Mendevian Crusade and the days of ancient Sarkoris. The vampire’s tomes also provided an authoritative source on the Outer Planes
They were finally done purging the evil that had lived for so long in the citadel and beneath. They emerged weary and wounded, but triumphant. The word spread quickly and the armies of the Crusade celebrated heartily the victory they had all earned. That ends this chapter of their story, but there is much more to tell. But it is late and we all need to sleep. The telling will continue. Sleep well."

Clebsch GM |

Treasures found in the rest of the dungeon:
Theruk Nul: wand of death knell (39 charges), +1 shadow studded leather, +1 vicious dagger. His library is worth 2000 gp and can be used to grant a +4 circumstance bonus to anyone consulting them as part of a Knowledge (planes) check.
Chorussina: scroll of dimension door, scroll of dispel magic. mwk dagger, cloak of resistance +2, headband of vast intelligence +2 (grants ranks in Sense Motive), ring of forcefangs UE, ring of protection +2.
Regarding the sword Radiance, the liberation of Drezen and recovery of the Sword of Valor cause the sword’s latent magical properties to further resurface. In the hands of a paladin, its enhancement bonus is now 1 higher than normal.
Word came soon after the Sword of Valor’s recovery in the form of a sending from one of Queen Galfrey’s aides that more soldiers were marching north to aid in the occupation of Drezen, and that they should arrive very soon.
All may rest, recover, work out the next mythic tier choices, and role play as you wish to transition to the next book. All may sell and buy items, depending on cost. Check with the GM to see if what you want is available.

NPC The Storyteller |

After the traditional feast to celebrate the completion of the second cycle of the epic tale of the closing of the Worldwound. On the eve of the New Moon, the storyteller gathered all around to being the next cycle.
"If any one thing can be blamed for the disastrous results of the Second Crusade, it was underestimation. The crusaders assumed that Deskari’s demonic armies were disorganized, aimless, and cowardly, and that the first surge through the Worldwound was the crusaders’ best shot at victory. In fact, given powerful enough leaders, demonic armies can be extremely focused—at least for a limited time, and 7 years was all the demons needed to smash the defenses of the crusaders, break their spirits, and drive them back to the river borders.
"But now it was the demons who underestimated the crusaders—or more precisely, the crusade’s greatest band of heroes. Not only did the heroes turn the plan for using the wardstones as devastating weapons against the crusaders back on the demons in a backlash of power, but they soon thereafter reclaimed the city of Drezen and the legendary banner, the Sword of Valor. The demons also underestimated the surge of morale and pride such an event would produce—-at this point, the crusaders had gained newfound energies and hope. The sieges along the southern and eastern borders began to fail, and in places, the crusaders were even pushing back into the Worldwound. In no small part due to the heroes' actions, the demons were no longer entirely on the offensive, and the time was right for these same heroes to begin exploring behind enemy lines, searching for methods to further cripple and damage Deskari’s demonic host.
"Word of the liberation of Drezen traveled swiftly back to Queen Galfrey, who wasted no time in dispatching a contingent of paladins and crusaders north to aid in holding, rebuilding, and fortifying the city. The crusaders did not come alone-—trailing behind was a small army of laborers and artisans, as well as caravans bearing food and other supplies. These crusaders bore with them a note from the queen to the six."
The storyteller pulled a finely crafted wooden box several inches on a side and very shallow from a silk covering. He opened the box to reveal a note written on brown and aged paper. He read the words printed on it.
"To the Heroes of Drezen—
Words cannot convey my gratitude for what you have done. I wish that I could say the worst is over, but as you must surely know, the liberation of Drezen is but the first of many steps. You are poised to serve in a way that no others among the crusaders can match. Use Drezen as a base of operations. Set out to explore the Wounded Lands to the south and west for anything else we can use against the demons. You, being on the front lines, doubtless have already isolated several possible leads to investigate, but do not hesitate to consult those I have sent north with you. Sosiel, Aron, Irabeth, and the rest know much of the region’s history and legends.
Word of your success and Drezen’s liberation has already started to spread, and already I see the results in the faces of my soldiers. They fight with renewed morale. Our increased tenacity along the southern borders should keep the eye of Deskari turned away from you, affording you time to explore and investigate behind enemy lines. With your aid, I now feel that victory is finally something we can hope for.
—Galfrey"

Clebsch GM |

One of the rebuilding tasks recommended by Irabeth is the repurposing of the great force underneath Drezen. It was called by Staunton Vhane (as learned by reading his extensive library) the Corruption Forge. It was used to turn holy weapons into those usable by the forces of evil. Irabeth suggested reading Staunton's notes on it to see if it could be turned into its opposite, a way to turn weapons of evil into those that could be used by those of good alignment.
Assuming you read the notes, it will take a DC 25 Knowledge (arcana) or knowledge (religion) to come up with a way to do this. Once done, it will take the following tasks to convert the forge: 1) At least one person involved in the redemption must have Craft Magic Arms and Armor feat, Craft Wondrous Items, or Master Craftsman feat. 2) Someone must cast a Hallow spell. 3) After 1 day of work, attempt a DC 35 Spellcraft or Knowledge (Religion) check. Success redeems the forge. Failure means the process must be repeated the next day, but add +1 to the skill roll. Up to 4 others can aid the skill check attempt.
It should not be hard for this group to manage this, so if you want to skip the rolls, we can assume it gets done.
Note: you recovered a weapon used by Staunton Vhane called Soulshear. It is a CE intelligent +2 transformative glaive.

Clebsch GM |

The following are the only magic items that cost more than 2200 gp available in Drezen. Let me know if you need me to calculate the cost.
Scroll Cure Serious Wounds, Mass CL 13 2275 gp
Wand Ear-piercing Scream CL 15 22,500
Scroll Circle of Clarity CL 19 3325
Scroll Wall of Iron CL 15 2250
Wand Aid
Scroll Holy Word CL 14 2450
Scroll Mislead CL 18 2700
Scroll Music of the Spheres CL 18 2700
Ring of Revelation (greater) Life Energy Body
+3 heavy shield
Wand Funereal Weapon
Lesser Metamagic Rod (+1 spell Level), normal

Clebsch GM |

Tauni mentioned using Wild Arcana to cast Teleport. I believe Avelina could do the same. Each caster could take 3 companions, so it would be possible for all six PCs (plus 2 NPCs, if desired) could teleport to Nerosyan for a magic shopping trip. I'll write this as if everyone is present.
Nerosyan, the capital of Mendev, but more importantly, the command center of the Crusades, is about 150 miles southwest of Kenebres. Using teleportation magic, the heroes of Drezen can quickly locate near the capital. Teleporting into the city itself is not safe, as such is how demons might enter the city. Anyone teleporting into a public place risks being attacked first and questioned later. Avelina knows the city well enough to recommend the best place to start and she can vouch for the group at the gates.
A visit to Queen Galfrey is expected and allows the six to give a full report to the Queen and receive instructions for going forward. In addition to seeing to the rebuilding of the citadel and the community surrounding it, she tasks the group with exploring the Worldwound for redoubts of demon occupation and clues as to the demons' plans. In addition, she passes on a personal request for Avelina and Raine to locate a burial site of a crusader related to the two at the request of a descendant of the family that fought in the Crusades that predated the fall of Drezen.
After the meeting, the heroes may spend time in the city.
Nerosyan is a fortress city, constantly being built and rebuilt. It guards the confluence of the Egelsee River, arising in the Estrovian Forest, and the chill waters of the West Sellen River, flowing south from the high tundra and the eternal northern ice fields beyond. The city is laid out in a diamond pattern in the angle between the rivers, with perpendicular bastions partitioning it to slow the progress of invaders. Dozens of towers surmount the walls, capped with slit-pierced screens sloped at high angles to shed heavy snowfall and to guard its defenders against flying horrors. The fourfold gates of the Cruciform Cathedral at the city’s heart allow the crusaders to respond quickly to threats from any quarter. For those who know where to look, Nerosyan retains a subtle residue of its piratical past, but in general it
is a city with clarity of purpose, indomitable strength, cool beauty, and a sharp edge poised against the corruption just across the river, fully earning its nickname—“the Diamond of the North.”
Because of the size of the city and the demand for the magic of warfare, many shops can be found selling all manner of magic items, from scrolls, potions, wands, weapons, armor, and wondrous items. Items not in stock can be ordered and obtained in a week or two at most.
Each day the group is in the city, news of their exploits begins to spread, and they find themselves dealing with small crowds of admiring residents. Food and lodging are provided, although the queen makes quarters available and offers a small brigade of bureaucrats to assist them.

Raine a'Thiel |

Having never teleported before, Raine was a bit nervous. She asked Tauni several times, "And you're SURE I'll get to keep all of my-- bits? All the things that make me me....?"
Finally assuaged, she consented to the travel. When they traveled the short distance from the teleport site to the actual city, Raine looked around at the fortress city with the avaricious gaze of one who has fresh coin to spend. First on her list was to find someone who could enchant her bow so that even if her limbs were cursed with weakness again, she might be able to still draw without difficulty.
The other things she sought out in the city ranged from relatively mundane to more gold than she had ever so much as held in her life before, let alone spent. It felt strange, to pass over bags containing what seemed to her a king's ransom and to be given such a simple thing as a belt in turn-- but of course it wasn't a mundane belt. The strange grace that suffused her limbs once she'd donned the new belt made her helpless to stop lithely running around, as if to test the enchantment.
There were other things she sought out-- but at last the final thing she looked for was simply a hot bath, and a night's rest in a real bed, not an army camp's cot, however well made.
She walked the city with the others, admiring its fortifications and designs, occasionally gesturing to this or that tower with the length of her bow.
When the request was passed to her and Avelina, Raine's brows climbed nearly to her hairline. "What, us, go find the tomb of Verity Evenhand? --who the hell's that, then?"
Raine was clearly not that up on her own family tree, though perhaps Avelina was.
The attentions of admirers made Raine uncomfortable. She tried to duck the little groups of interested people, and often took to trying to slip out of their temporary quarters via the roof.

Ellena Lovain |

Once the group took the keep, Ellena’s first thoughts were also for rest and for some creature comforts. She took the opportunity to shine her armor, shield and helm to their best possible condition.
The Paladin was also unaccustomed to teleporting, so she closed her eyes as the magic took effect, opening them only when she heard the excited talk from the others after arrival. She took her usual position towards the back of the group as the others briefed the Queen on their successes.
She did feel satisfied to spend some of the group’s hard earned gold and improve her collection of gear and items. Of course, her items would protect her and allow her to fight evil even more effectively!

Clebsch GM |

After consulting with the queen in Nerosyan and purchasing some magical equipment, the heroes returned and set things in order in Drezen. With the help of Irabeth, Anevia, Arafashnial, Horgus, and Sosiel, forces were mobilized to repair the damaged citadel, build barracks for the army, and places for the workers who were brought in to repair and rebuild the city that once surrounded the fortress.
Once these tasks were under way and some reinforcements had arrived from Kenabres, scouts explored the immediate area for intel on possible threats or resources. These scouts were told to be on the lookout for clues to the location of a crypt containing a distant relative of Avelina and Raine, a family with the surname Fairhand.
The first break came a week later as scouts reported a deserted town west of Drezen named Sesker's Gully. They reported there was a partly intact crypt at the location with a portion of the family name still legible: ...rhand. The settlement was located along the northern bank of the Ahari river, upstream of where it flowed through Drezen, although water seldom flowed except after rare rainstorms. Aravashnial located some records about the settlement. It was founded by a crusader by the name Verity Fairhand during the Second Crusade. It is said that Verity, after losing most her family to battles and demonic incursion into the village, stubbornly remained in the village after everyone else had abandoned it. Her fate was not recorded but she was assumed to have died of old age or of some disease or monster all too common in the area. Aravashnial was able to trace one of Verities children's descendants to the family connection that links Avelina and Raine. He reported that if anything of value remained at the site, it was, by law, theirs to claim.
The six heroes traveled along the river bed for a half day to reach Sesker's Gully without incident. There they found the town, as the scouts had described it: abandoned, mostly in ruins, with a small cemetery at the edge of town and a crypt nestled up against the wall of the ravine.
I'll have a map up soon. Prepare to explore.

Clebsch GM |

The surrounding cemetery was the most recognizable part of what was once a small village, and amid the old gravestones, this mausoleum remained the largest intact structure. It was surrounded by a wooden wall, with mostly just the posts remaining. Within the fence, the crypt stood made of stone.
The twin stone and bronze doors that once sealed the mausoleum had been smashed apart, while the remnant of the family name chiseled above the entrance had been splattered with blood and filth.
As the group gets within 60 feet of the crypt movement can be seen in the darkness within the crypt.
Roll perception if you like.

Ellena Lovain |

”Are you two ready to head into this crypt? I hate the idea of disturbing your family, but, looks like someone got here first,” the Paladin mutters as she sees the smashed doors.
Perception 1d20 - 1 ⇒ (19) - 1 = 18

Tauni "Rabbit" Desba |

Perception 1d20 + 16 ⇒ (7) + 16 = 23
When Cobblepaw poked his head out of Tauni's satchel, she scratched his head absently. "Stay safe in there, my friend." In the back of her mind, she considered leaving Cobblepaw behind given the increasing dangers they faced. Part of her also considered ways to keep him less vulnerable so he could stay with her. She waited for Raine or Avelina to say it was okay to enter before she started casting spells in preparation.

Raine a'Thiel |

Here now. Sorry for my delayed post.
Per: 1d20 + 19 ⇒ (16) + 19 = 35
Raine had done her share of listening to the possible starry-eyed talk from Avelina about 'their glorious ancestor', albeit with some internal eye-rolling. At one time it would not have been internal. But fighting back to back with Avelina had softened her view of the other woman.
She walked with an arrow on the string and that string half-drawn, her lips pressed together in a line and her eyes scanning the crypt entrance for whatever had desecrated her ancestor's resting place. Her new bowstring felt almost alive in her hand.
"Something's moving there, eh."

NPC The Storyteller |
1 person marked this as a favorite. |

The storyteller continued, "At this point, our six heroes were split up by the needs of the crusade. Our story will focus on Anarya and Ellena, who were to eventually central to the fate of the Worldwound and Golarian itself. The others still played important roles in that effort, but fate diverted them to live out other heroic tales. I will share those tales eventually, but for now Karas, Avelina, Raine, and Tauni will depart."
Many of the young people listening suddenly began to whisper and look concerned. The Storyteller had seen this reaction before and knew what was causing it. "After the conquest of Drezen, Anarya, as the spiritual leader of the crusaders who were part of the conquest, was kept in Drezen to administer to the needs of the paladins and others injured in the battles. Ellena spent some time training those paladins who could benefit from what she had learned. Irabeth was named by Queen Galfrey as the leader of the Crusader forces in Drezen. She sent out scouts to locate possible redoubts of the demons and cultists who remained in the area.
"While Anarya and Ellena served in Drezen, scouts located an abandoned village not far from Drezen with an intact crypt. The name on the crypt, Fairhand, was the same name of a common relative of Avelina and Raine. They requested leave to investigate.
"Meanwhile, Karas learned of a cave which scouts were able to infiltrate and observe demons working on a strange ritual with some crusaders in cages, being prepared for this ritual. Karas, when he heard the cultists involved and the details of the ritual the scouts observed, recognized a similarity between these efforts and his own ordeal back in Kenabres. He had endured what seemed to be a similar preparation at the hands of some cultists. He requested leave to investigate. Irabeth dispatched him to lead a squad of paladins to the cave. It was later learned that Karas had been having a series of nightmares that had the effect of driving him to heal the wounds he had suffered long ago. "
The Storyteller paused, as if considering which of these to tangents to address first. "Avelina and Raine discovered at the crypt the ghost of their common relative, a woman named Verity Fairhand. She demanded that her descendants, whom she somehow recognized although she had never met them before, enter the crypt and cleanse it of the presence of dire enemy. Inside the crypt they battled a Nabasu. They fought valiantly and wounded the demon so badly that he teleported away. He healed himself and returned to surprise the two as they examined what was in the crypt. This happened several times; each time the demon's gaze fell upon them and weakened them. Raine was brought near death. They eventually drove away the Nabasu permanently, but then discovered a secret. The demon had a plan to attack the queen herself. Avelina and Raine returned and briefed the others on what they had learned.
"In the meantime, Karas had returned from his fight with the cultists. He defeated them, but his earlier exposure to their rituals left him vulnerable, and he suffered a debilitating curse that none in Drezen could treat. Irabeth dispatched Avelina, Raine, Karas to return to Nerosyan to consult with the Queen and to get treatment for Karas. Tauni utilized her ability to teleport the group and herself to avoid the long and dangerous journey. The Queen decided the services of the four could be better utilized dealing with the threat to her life and helping Karas recover. A message was dispatched that Anarya and Ellena were to continue on exploring the Worldwound for clues to what the demons were up to. In pursuit of that goal, they recruited two heroes who had been fighting lonely battles behind enemy lines, the Worldwound, for some time and knew to land better than most. Their names were Aelith and Guillame. We'll learn more about them soon."
The Storyteller pretended to notice for the first time the consternation this part of the story had stirred in his young audience. "Karas and Anarya were separated?" one young teen asked, incredulous.
Another said, "What about Avelina and Ellena?"
The Storyteller smiled and said, "It is said that separation is to love as wind is to flame. It snuffs out a samll fire but fans a large one. Time (that is to say, I) will tell. For now, they separated after passionate hugs and expressions of love and devotion and earnest prayers for their safekeeping."
With that pair of cliffhangers, the Storyteller dove into the first meeting of Anarya, Ellena, Aelith, and Guillame.

Clebsch GM |

Irabeth and her legion of scouts learn of the presence and abilities of Aelith and Guillame. She arranges a meeting.
After introductions, she says, "The queen tasked us with seeking clues to what the demons might have planned and to locate and eliminate any strongholds they might have. I have some leads that I want you to pursue. West of Dresen near a river once called the Grey Road, scouts found a cave entrance believed to be a place cultists go to rest and recover between missions. They tracked a group to the cave but observed others coming and going. They saw signs the cave may once have been a shrine to Iomedae. Your first mission is to investigate. If you can infiltrate the place, do what damage you can and learn what you can of their plans. If you need help, return and we will send a stronger force there."
Irabeth has more, however. She leads the four down into the old dungeon of Drezen where the demons built a prison. One room was large, apparently an interrogation chamber, based on the implements of torture housed there. Two cells flanked this room.
The entryway to each cell is lined with multiple layers of arcane sigils scribed into the floor, lintels, and even the barred door. While the symbols around the western cell door glow with red light, those to the east do not and its prison door hangs open. "That cell," Irabeth says, gesturing toward the western cell with the glowing sigils. "has an anti-magic field on it. We think they used the cell to hold those capable of magic to keep them from using their magic to escape."
Irabeth leads the group into the east cell. "As you can see, the anti-magic field that once was on this room has failed."
The walls of this cell have hundreds of images of butterflies scratched into the stone walls by something sharp and pointed. The feel of the room is distinctly different. The air feels fresher, the shadows less foreboding. Irabeth encourages those who can to detect the magical auras in the room. Anarya can confirm the whole cell has a strong aura of chaos and good. This increases to an overwhelming aura close to a wall that has a text inscribed in it. Irabeth instructs everyone to read the text.
HEAR MY PRAYER, LADY LUCK.
FOR IT IS LUCK I NEED IN ESCAPING THIS CELL.
NOT JUST THE LIFE BEHIND THESE BARS,
BUT AN ETERNITY SPENT SHACKLED TO THE ABYSS ITSELF.
IF YOU TRULY ARE THE TENDER OF DREAMS, THEN TENDER UNTO ME A NEW EXISTENCE.
LET ME SING THE SONG OF THE SPHERES, SEE THE STARS WITH NEW EYES,
AND ESCAPE THE PIT INTO WHICH MY SOUL WAS CAST.
BRING ME GOOD FORTUNE, MY LADY. BRING ME A NEW SPIRIT MADE CLEAN.
AND I WILL FOREVER BE YOURS, IN LIFE, AND IN FAITH.
I AM READY. FINALLY READY.
Guillame experiences an overwhelming sense of deja vu in this chamber and knows that the mysterious person who saved him was the same person who, until recently, spent time in this cell.
Irabeth explains that Staunton Vhane's journal identified the inhabitant of this cell as Aureshalae, a succubus. This one, however, seems to be some kind of heretic. She may have lost some of her demonic powers, evidence she is in the process of redeeming herself. This prayer, if sincere, would seem to confirm that. Staunton sent minions to try to find Aureshalae, but they all failed. "I'd like you to find her if possible. There is much she may be able to reveal about the demons."
Finally, Irabeth explains that Staunton knew of a place called the Ivory Sanctum, a stronghold of the Templars of the Ivory Labyrinth. He said it is a fortress led by a man named Xanthir Vang, who also happens to be the regional leader of the Blackflame Adepts. Aelith's sword vibrates at the mention of Vang's name, and the voice of their mother whispers that this one is responsible for their parents disembodied fates.
"Gather what you need and consult with my scouts to learn the location of the cave. Do you have any questions?"

Aelith Maernvalsa |

Aelith attempts to remain silent and out of mind during the introductions, hoping a simple name drop during briefing and a wave would be plenty. Their father is having none of it, however. "It's a pleasure to meet the heroes of Drezen!" The sword's cheery voice rings out despite his wielder's exasperated protest.
"Poppa, please-"
"My name is Folwin! The spritely youth before you is Aelith."
"I can introduce myself."
"But you weren't going to," The sword counters. The young half-elf rolls their brown eyes, their only visible feature. The rest of their appearance was obscured by tightly wrapped dull green clothes and scarves fashioned into a mask and hood. "Malnolu, light of my life, is the spectre haunting our shadow."
"Momma is a tad shy," Aelith explains, as if having a shade for a mother were normal. A pair of red pinpricks glow within the shadow, approximating eyes to validate the claims before disappearing again. "We're an odder family than ever these days, but Jaidz with me, we won't slow you down."
--------------
The examination of the broken cell piques Aelith's curiosity, the young half-elf wandering their way inside to examine the carved walls as Irabeth pauses to explain the broken sigils. They run their fingers along the many butterflies, mesmerized before noticing the etched prayer. "Something wrong, kiddo?" Their sword asks.
"You don't remember her, do you, Poppa?" Aelith responds after a moment.
"I don't remember a lot of things, kiddo. Swords don't have that much room for memories." Aelith turns their attention back to the briefing in time to hear the name Aureshalae before the news of the Ivory Sanctum and Xanthir Vang dominates their thoughts, the brown eyes giving the hilt over their shoulder a contemplative look.

Guillame Caldere |

In a place like Mendev, it was often fashionable among nobility to pepper one's speech with words in old Azlanti, that same language Iomedae herself might have spoken in life. Usually, these were words found in popular dictionaries, as it is a rare scholar indeed who might be conversationally fluent in such a long-dead tongue. Guillame Caldere was neither noble nor scholar, but providence was that he'd come to be known by one of those Azlanti words. Still, in Drezen's dungeon, standing among soldiers and heroes alike, the mythical Le Flingeur seemed to all the world like an ordinary man... and one who was on thin ice with the Commander, given his unpredictable vigilante ways.
Guillame leaned back against a cold, clammy dungeon wall and spun a keychain on his finger while Irabeth spoke. He was distracted, and every once in a while mouthed his new enemy's name, measuring the weight of each sound on his tongue as if something about it held an intangible secret. "Xanthir Vang..."
---
As the briefing draws to a close, and the newly-appointed commander asks for questions, Guillame's keychain stops spinning, and he settles on holding one of its keys in his fingers. Or, rather than a key, it would seem to be a silver charm in the shape of a butterfly, which he supposes would be the most relevant to the moment. He blows on it for luck, and tucks it back into his pouch before stepping up and addressing the others.
"Yes, yes, good to meet you all. Guillame, myself. Now, is there reason to think we may need this cave for our own purposes?"

Clebsch GM |

Slight ret-con to the story introduced above.
Guillarme's parents were killed by something in the Worldwound. He would not necessarily have information that would make him suspect Xanthar Vang was the cause, but he would certainly be curious to check it out.
Aelith was saved by an unknown woman who appeared to be connected to Desna, so she gets a strong premonition that Arueshalae is who saved her.

Ellena Lovain |

Elena bade farewell to her former compatriots,, her hug with Avelina lasting a bit longer than the others. ”Keep safe, I will see you again milady, of that I’m sure,” she whispers as she pulls away, steeling herself for the task ahead of her.
”Arueshelae, a succubus trying to redeem itself from evil? That’s a story that would make the Inheritor herself smile with delight. If we encounter it, we will help it walk the path to light,” she tells Irabeth.
Ellena greets the two newcomers to she and Anarya’s group. ”Welcome to the party. I’m Ellena. And this is Radiance,” she says, pulling the sword that had led her through so many adventures so far. ”Its a pleasure to meet you. If you are up to stopping demons, you will fit in nicely, I think…”

Guillame Caldere |

With a gleam in his eye, Guillame smirks to the group as he draws his pistols, spinning them in hand to hold them by the barrel. Their design is ornate, depicting a number of symbols on the wood of the grip, most prominently a pair of crossed wings, one feathered and one leathery.
"I do more than stop them, my friend. Perhaps you've heard of me? The soldiers call me, 'Le Flingueur'-- their own name for me, of course, I rarely stop to introduce myself when the battle is won."
He flips one of them back over, lines up a shot, and blasts a hole in one of the dungeon's walls. Rather than the typical roar of black powder, Guillame's pistol fires with the hum of a magical projectile, and leaves no bullet lodged in the wall. He holsters the both of them, and turns back to face Ellena with an irrepressible grin.
"Just this week I put an end to the shadow demon Ombrezoth, who was twice the size of his kin. I've saved more men's hides than a good excuse, and I'm half as reliable as one."

Clebsch GM |

Weather 2: 1d100 ⇒ 55
Secondary Roll: 1d100 ⇒ 13 Windstorm
Weather 3: 1d100 ⇒ 99 Ashstorm and thunderstorm with abyssal rifts.
Weather 4: 1d100 ⇒ 27
How does the group plan to travel to the cave entrance. Scouting reports place it about 25 miles west of Drezen. Due to the general difficult terrain of the Worldwound, this will take two days at normal cross-country movement, weather permitting. Weather in the Worldwound is unpredictable and can create hazardous conditions to travel in. If the group can manage faster rates of travel, by casting spells or summoning flying mounts, specify the details. Then I'll narrate the journey to the site of the Sanctum of Baphomet.

Guillame Caldere |

Well, if no one else is going to speak up, I guess I will. I don't think this party really has any feasible options to speed up travel speed just yet? I certainly don't, and I don't think the cleric/oracle or paladin spell lists have much in that vein yet. We're probably walking.

Clebsch GM |

The group of four departs Drezen for the alleged Sanctuary of Baphomet. The weather is nice, for the Worldwound at least. No storms or other strange things falling from the sky. The first day is uneventful, finding a path through the dry bed of the Ahari River. There are lots of caves along the rough country and after checking out a cleft in a canyon wall, the group makes a reasonably safe camp for the night.
Come morning, however, the weather has turned very nasty. Dark glowing clouds can be seen near the northern horizon, slowing advancing south. This sign of bad weather is preceded by a powerful windstorm: winds blowing at such high speeds that progress is out of the question. The group has nothing to do but hunker down in the cave and wait out the storm.
The next day is even worse. The wind continues but now the storm reaches the area. It's a dark thunderstorm front that brings with it a relatively rare phenomenon: when lightning strikes, it is wreathed in a purple glow and the thunder sounds like sheets of metal being ripped in half. Where the lightning strikes ground, a rift to the Abyssal plane opens up. Some of these ooze lava or other strange liquids. A few let through denizens of the evil plane, although most retreat when they are faced with the dangerous conditions of the storm. The storm winds carry ash with them making the air sulphurous and noxious. Once again, no progress is possible. Such rare storms are called Abyssal Storms. If we were not trying to streamline the adventure, this would be a good opportunity to role play surviving all the hazards presented by Worldwound weather.
Dawn of the fourth day out, the storms have passed. The landscape is transformed by a layer of damp ash and the Ahari river is flooded with foul smelling water. Travel, however, is possible, and the four continue west, reaching general area of cliff walls where the sanctuary is supposed to be. The light is fading and so another bivwack is made in another secure cave. Come morning, an hour of searching reveals a cave that seems to fit the description provided by the scouts.
A short flight of stairs flanked by two statues leads up to a thirty-foot-wide opening in the northern cave wall, beyond which looms the worked stone of a large chamber lit by flickering red torches.
Anarya senses, she knows not how, that this site was once a shrine to Iomedae. The goddess was not much worshipped by the ancient people of Sarkoris, as the land was called before it earned the name of Worldwound. Some few did worship her, however. The oracle feels rising anger at the pollution she senses they will find in the wake of the cult of Baphomet taking over the once sacred place.
The site is marked with the letter K on the map of the Marchlands. The map for the sanctum is also available. I've placed icons on the steps near the entrance. Once everyone has posted, I'll narrate entering the place.

Ellena Lovain |

”Its not often I wish for magic,” Ellena smiled, ”But I’d sort of forgotten how miserable walking, especially around here is.”
Wish I were one of those paladins that bonded with a mount, she thought during the days long hike.
After being advised of the situation by Anarya, Ellena’s face darkened. ”Se have to cleanse this place of the evil of that bull cult! Anyone have a plan for a stealthy approach? If not, I’m going to Justin’s the first evil thing and slice into it!”

Aelith Maernvalsa |

I unfortunately don't see the maps for the Marchlands or the sanctum, so I'll be making a few guesses in this post.
Upon finding the cave entrance, Aelith slides up to it and pauses only briefly to glance it over before stepping through first. "We'll take point and keep an eye out for any surprises," The possessed blade reassures as it's drawn and held at the ready before both it and its wielder wink out of sight.
The green wrapped figure silently pops back into existence a few moments later further down, gesturing that it's clear to move forward for now.
Also, helpful reminder that Aelith gets a free search for traps if they pass within 10ft of one from Trap Spotter, and can stealth at full speed due to Fast Stealth. I assume those rolls probably want to be secret, so I don't know how well or poorly I've done? They also have Darkvision out to 90ft due to Shadowdancer's DV stacking with Blended Vision.

Guillame Caldere |

Guillame laughs heartily.
"So serious, so dour! Come, let's just walk in and see what there is to find. Demons, probably!"
He waves off the serious air and begins up the stairs at a casual pace, as if he were welcoming friends into his own home, not venturing into a dangerous unknown cave full of things that want to kill him.

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

Standing on the threshold of the cave, Anarya's face shows signs of revulsion and pain. "This was once a holy place, where those few Sarkorians who revered the Inheritor's example once worshipped... but it has been befouled and desecrated by the servants of Baphomet." Her face hardens, and the soft light of the halo around her head intensifies into a ring of piercing golden flame, brightening with her anger.
She seems taken aback at Guillame's casual approach to danger. "Do you always treat peril so casually, friend?" she asks. "We know not what lies before us."
Before the group enters the desecrated shrine, Anarya casts her usual protective spells on the party. However, she calls upon two new uses of her halo's might.
In her time since the retaking of Drezen, Anarya has been training diligently with the more martial of the crusaders. With so many of her companions forced to stay behind in defense of the queen, Anarya knew that strength of arms would be required of her as well.
First, the oracle channels the fiery aura of her halo into her shield, causing it to shimmer with a brilliant golden sheen as a protective aura settles about her. Then, she draws her sword.
It is a beautiful thing, with an unusual motif. The sword's hilt features the sunburst design of Iomedae, but within the sun is the long-forgotten symbol of an unblinking eye, with wide wings stretching from it to form the sword's crossguard. Anarya holds the blade high, and it erupts with a piercing gray flame that clings tightly to the weapon's edge. It seems to distort the light as it passes, a hum accompanying the weapon's movements which seems to rise and fall with the intent of its wielder.
Anarya has the following effects active on herself and the party. Please check below to see what buffs she has given you all:
Everyone: extended suppress charms and compulsions (CL 11th, 220 minutes), extended moment of greatness (18 minutes), Life Link
Furthermore, Anarya has activated two new abilities. The first is her Vindicator's Shield, which grants her a +7 sacred bonus to her armor class, which lasts until she is struck with an attack. The second is her Grayflame weapon ability, which increases the sword's enhancement bonus by 1 and adds 1d6 divine damage to its attacks, which good creatures are immune to. The weapon also counts as good and silver for the purposes of damage reduction. This effect lasts for seven rounds.

Guillame Caldere |

Guillame turns back to smile at Anarya. "Always. Still, a bit of caution may be in order."
He taps his head and heart, casting a protective spell.
False life for 1d10 + 7 ⇒ (10) + 7 = 17 temp hp

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

Additionally, during their preparations, Anarya binds her lifeforce to that of Aelith, so that she will take damage for them. She warns them to remain within 70 ft. of her at all times, lest the spell break.
Additionally, before the group enters, she imbues herself and Aelith with liberating magic which will allow them to move without impediment.
...And bless too, just in case we're about to get into a fight.
Aelith: enlarged shield other (9 hours - 70 ft. range)
Aelith and Anarya: freedom of movement (90 minutes)
Everyone: bless (2 minutes)

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

Still getting used to her new sheet. Anarya is also going to include greater magic weapon on her sword to her daily buffing cycle.
Anarya: greater magic weapon (CL 11th, 11 hours)

Ellena Lovain |

Ellena nods at her friend’s new found abilities. ”Pretty nice blade,” Ellena grins. ”Niw are we ready to cleanse this place? I’m tired of that nasty Baphomet!”
Ellena waits for the trap finder to check things out, and follows closely behind, ready to protect the front against any demon or beast.

Clebsch GM |

This got posted in the discussion thread. It should be here.
Aelith and Guillame are first to approach the sanctuary. They look up and see the ceiling rises a further thirty feet. The room is dominated by a floor-to-ceiling statue of a goat-headed demonic figure seated in a lotus position on a seven-foot-high stone platform, also flanked by statues, against the northern wall. They immediately see three armed and armored figures who have already heard Anarya and Ellena's approach. These have full plate armor with helms shaped like the head of a minotaur. The unholy symbol of Baphomet is on their breastplates, and they wield glaives, the favored weapon of Baphomet's cultists. A curtain hangs across a ten-foot gap in the east and west walls hiding what is beyond.
Round 1
Aelith
Guillame
Enemy 2
Enemy 3
Enemy 1
Ellena
Anarya

Aelith Maernvalsa |

Emboldened by the protection of one of the Heroes of Drezen, Aelith slinks further into the room, easily ascending most of the stairs in silence to outpace the armored rattling of their companions. They can't close the rest of the distance to the guards without being spotted, however, not without giving the three time to react to Aelith's approaching allies. The only way to properly regain surprise is with speed.
"Keep up, Momma, be ready, Poppa," The young half-elf murmurs before tapping into a surge of adrenaline. In a reckless blur of pale green and shadow, Aelith rockets up the rest of the staircase, across the room, and comes to a sudden, slashing stop on the steps just before the guard on the platform, aiming the horizontal cut at the figure's legs. The first swing falls short, an unfortunate miscalculation of distance, but with a quick, practiced flourish, the cold iron curve blade arcs down for a follow up strike.
Short Move Action forward, plus Fleet Charge as a Swift Action, and a Standard Action Attack, both at -2 to hit and +9 to damage from two handed Mythic Power Attack. If they're Evil Outsiders, Favored Enemy adds +2 to hit and damage, but I assume they're humanoids.
Fleet Charge: 1d20 + 15 ⇒ (1) + 15 = 161d10 + 18 ⇒ (5) + 18 = 23 Sneak Attack: 3d6 ⇒ (5, 1, 1) = 7
Attack Action: 1d20 + 15 ⇒ (14) + 15 = 291d10 + 18 ⇒ (5) + 18 = 23 Sneak Attack: 3d6 ⇒ (3, 2, 6) = 11

Guillame Caldere |

At the sight of the cultists, Guillame's confidence, and his grin, grows, to the point where he's engulfed in a near-tangible aura of his own self-assuredness. A shimmer surrounds him, and his guns shine, as he immediately begins to fire pure magic from them directly towards the cultists.
Entering bloodrage, gaining +4 to dexterity. While bloodraging, Guillame is under the effect of Blur and Haste, and all of his attacks are affected by Arcane Strike, which lets him fire Spell Cartridges instead of bullets.
Firing at Cultist 1, moving onto Cultist 2 if he dies.
Attack 1 (Touch): 1d20 + 13 ⇒ (11) + 13 = 24
Damage 1 (Force): 2d4 + 9 ⇒ (3, 1) + 9 = 13
Haste Attack (Touch): 1d20 + 13 ⇒ (17) + 13 = 30
Haste Damage (Force): 2d4 + 9 ⇒ (2, 4) + 9 = 15
TWF Attack (Touch): 1d20 + 13 ⇒ (10) + 13 = 23
TWF Damage (Force): 2d4 + 9 ⇒ (4, 4) + 9 = 17
Attack 2 (Touch): 1d20 + 8 ⇒ (16) + 8 = 24
Damage 2 (Force): 2d4 + 9 ⇒ (3, 4) + 9 = 16
Improved TWF Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Improved TWF Damage: 2d4 + 9 ⇒ (3, 1) + 9 = 13

Clebsch GM |

Aelith appears in front of the armored templar as if she had teleported there. Fortune smiles on him as the shadowdancer's first attack hits a odd bump in his plate armor and the blade skips to one side harmlessly.
The templar runs out of fortune almost immediately, however, as the elegant elven blade cuts deep into a join in the armor, giving a grievous wound. 30 damage to T3.
Guillame will have to move before he has a clear shot at anyone. Assuming the stairs rise at a 45 degree angle, the sanctum floor is 10 feet above where Guillame is at the start of the round. So it will take a move action (at least 15 feet of movement) to get to a spot from which he can make ranged attacks at the enemies at the back of the room. This may change Guillame's choice of actions, so repost. He can keep any rolls already made.

Clebsch GM |

Guillame moves confidently into the main hall of the sanctum, levels his pistol at the templar in the far corner, and pulls the trigger. Instead of a loud blast, a focused bit of force energy darts at the enemy, breaking over his armor as if it were not there. 13 damage to T1. Next time you fire a spell cartridge, give a description of how you imagine the effect looks/sounds/smells(?).
See discussion thread for a question about Guillame's and Aelith's stats.

Clebsch GM |

Attack 1: Vs. Guillame, AC 29
Glaive 1, smite good: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Attack 2: vs. Guillame, AC 29
Glaive 2, smite good: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
T3: vs. Aelith, AC 28
Shortsword 1, smite good: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
T1: Target=1=A,2=G: 1d2 ⇒ 1 Aelith AC 28
Glaive 1, smite good: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Glaive Damage 1, smite good: 1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16
The templar near the west wall moved to attack Guillame from the SW with zir glaive. The massive jagged blade contacted a layer of force that protected him like plate armor. A second attack had the same result. Ze said something in a strange language. "Ndi chiyani ...? Knuk ili ndi zida zamatsenga!"
The templar with Aelith in zir face could not attack them with zir glaive, so ze dropped it, stepped west, and drew a shortsword. Zir blade hit a similar invisible obstacle that kept it from harming them. The templar called out, "Uyunso! Kodi opusa awa ndi ndani?"
The last templar ran from zir position in the corner to just in front of the curtain on the west wall. Ze punched the curtains with the haft of zir glaive while calling out. "Chokani apa! Tikulimbana!"
Ze then swung zir glaive around at Aelith. The heavy blade at the end of the long shaft got sufficient speed that it penetrated Aelith's force armor and left a deep gash. 16 lethal to Aelith.
Everyone may act, starting with Ellena and Anarya.