GM Giuseppe's Council of Thieves

Game Master Giuseppe Capriati

Chapter 3: "What Lies in Dust". Part One: "Within the Crux"

In Westcrown, darkness brings fear and death, the night haunted by the spawn of a terrible curse. Striving to free the city from its decades-old blight, the Irises must reveal a long-buried secret and a treasure locked away for ages. Their journey will set them against the scum of Westcrown’s underworld, denizens of the haunted night, and the very forces of Hell itself, all in an attempt to rekindle the memories of long-dead spirits with stories still to tell. Yet what those souls reveal might prove even deadlier than the city’s midnight curse.
__________________________________
Fame Points: 12

Maps: Online Maps, Westcrown Map

Link to Legal Sources Document: [+]

Link to Loot Tracking Sheet: [+]

Link to Play Document: [+]

Important Posts: The Eyes of Westcrown, Combat Slang

XP tracking: 18,125/23,000


2,001 to 2,050 of 2,137 << first < prev | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | next > last >>

Council of Thieves Maps

"Indeed, Lady Faustinia, indeed! My father took me to the theater the last time someone attempted to carry out the play, and I was just a boy at the time", Rance laughs jocundly. "It's no ordinary play, of course it's not. It has many points in common with the fights we host here at the Devildrome actually..." Then the nobleman listens to Faustinia as she details the real motivation of the party's visit.

"Aiger Ghaelfin, you say? Mmh...let me think...You mean the old Pathfinder, right? Oh, yes!" Lord Lucca claps his hand. "One of the favorites in my collection. But it's just a bust, may I ask you why is it so precious for you?"


Catina tries to keep her face straight, but Lord Lucca's comparison between the Six Trials and the Devildrome doesn't surprise her. I figured it would be something distasteful like that.

She is surprised at Faustinia's direct approach. Wouldn't that give away too much? Being associated with Pathfinders - dead or not - was probably not a good thing. Another thing worries her: If only a bust remains, would the candles still work? She's read some references to divine magic that allows one to speak with a corpse, but that seemed to require that the corpse still be able to physically talk. She tries to recall whether the candles where different, but she's not sure anymore. She holds her tongue, and lets Faustinia do the talking for now.

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Faustinia smiles politely at Lucca, although her posture is somewhat guarded. “You may ask indeed, Lord Rance. My fellows and I are interested in it for research purposes.” She is silent for a beat, thinking how best to be both polite and obscuring. “My apologies for being so obtuse on this matter. We have recently developed a historical interest in the Pathfinder Society and your bust would be a great boon to our research, but to be honest I’d rather not get into the details. They are rather long winded,” she provides as an excuse without trying to outright lie.

“I hate to leave your curiosity unsated,” she apologizes, “but would you be willing to part with it even without knowing our intent in detail? I assure you that we only seek to borrow it - rent it, even - for a short time, and will return it unharmed. I’m sure there is something we can offer you in payment. Whether you learning our intentions is part of the price is part of the negotiation, I suppose.”


Council of Thieves Maps

"A dangerous subject indeed, Lady Faustinia...You're as interesting as I thought," says Rance Lucca with a grin.

"Ghaelfin's bust is my personal favorite in the collection, but yes, I think we could come to an agreement...." The man smiles confidently as he closes his eyes for a few seconds, as though he was meticulously analyzing a particular idea.

"Good, now listen to my proposal. I rent you the bust for all the time you need, and in turn you fight for me in the Devildrome! Go for a round in the Devildrome for me, and you’ll have all the time you want with old Ghaelfin. How does that sound?." Rance Lucca touches his head, as though he was saying "how absent-minded of me!. "But of course, you don't know of the fights take place at the Devildrome, isn't it? Good, then let me explain it." Lord Lucca takes a seat, and gestures you to do the same with the two seats available in the room. The others, unfortunaely, will have to stand.

"In the Devildrome, summoners test their skills against each other. It is not a gladiatory arena, or at least not supposed to host fights between humans. The core idea of the Devildrome is that the fights take place between summoned creatures, although in the past someone has expressly requested to test his own skill in combat against an horde of summoned creatures. Each summoner and his entourage stands in one of the protective starting cages at the opposing sides of the arena. When the starter’s horn blows, the participants summon a single type of creature of their choice inside the cage. The opposing monsters then attack each other until one destroys the other. The rules expressly prohibit attacking the opposing summoner. The Devildrome is a bloody arena, but one for conjured gladiators, not civilized folk."

Rance Lucca takes a long breath and then raises his eyes at you with a hopeful look. "So, will you accept my offer?


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Petals leans against the wall with her arms crossed, listening to the man explain. She nods her head enthusiastically, thinking YES but keeps herself from shouting assent. Despite her fangirl desires, she does has reservations about whether they can win or not. Being completely new to the arena. Still it doesn't sound like he is requiring us to win. If they do though they would be the heroes of the stage AND the heroes of the Devildrome!

She does manage to stay quiet though, leaving it to Faustinia to continue the discussion.


Catina fears the worst, until Lord Lucca explains what the Devildrome is for. Still distasteful, but not as bad as she'd feared. "Well, you're in luck then. Fa - Lady Xerysis is an excellent conjurer of all manner of beasts. I've had first-hand experience of that." In a less confident voice, she adds "I suppose my magic also allows me to summons monsters. Will you allow a secondant to aid? Not that my skill is anywhere near yours, of course..."

--

As a player I understand where this is going, but I figured it'd be nice to show off Catina's innocent side. :)

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Faustinia breathes out slowly, trying not to be too obviously relieved that Rance is interested instead of prying. She takes one of the seats offered immediately, crossing her ankles and folding her hands in her lap. As long as I don’t have to wear another fake beard, a fight sounds like something we could handle… she thinks as she listens politely to the rules.

Faustinia’s grin slowly widens as Rance explains the Devildrome’s purpose (ah, so that’s why he calls it that), matching the other noble’s confident smile. “Yes, I accept these terms,” she replies. “Thank you for your kind endorsement, Catina. My associate is correct, and I must warn you that summoning has become a particular specialty of mine. But perhaps you knew that?” she guesses with a raised eyebrow at Lord Lucca. “It would be my pleasure to participate. If I can wear on your patience a bit longer, I would also ask some questions. First of all, is our debt to you merely one of participation, or must we win our match as well? Second, I imagine that you’ve chosen the name Devildrome for a reason. Are there restrictions on the types of creatures one can summon?”

---

This has gone in a direction that I was not expecting, but am pleasantly surprised with! I'll get my stat blocks ready. :D


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Sorry guys, travel and chaos and misery. Am back an in action.

Bathed, in some rather fashionable clothes, and looking as handsome as ever (although with a few spider bite welts still showing on his face), Varius remains a cheerful and chatty companion as the group heads out in search of the Devildrome.

Deciding to let the more diplomatic of the party do the talking, he remains quiet. However, once Lucca starts talking about the Sixfold Trial, he realizes the group has a fan, and probably one that wants to see them fight.

"What are the most common types of combatants?"


Council of Thieves Maps
Catina Bon Durati wrote:
"Well, you're in luck then. Fa - Lady Xerysis is an excellent conjurer of all manner of beasts. I've had first-hand experience of that. I suppose my magic also allows me to summons monsters. Will you allow a secondant to aid? Not that my skill is anywhere near yours, of course..."

"For real? Oh, I didn't know! Well, that's actually a pretty great news I think!" Rance Lucca's smile widens. "Unfortunately no, my dear. The rules allow you and your friends to help the summoner, but not in the form of more summonings. Usually, people help each other using magic that imbues the summoned creatures with more strenght, speed and so on. If Lady Faustinia decides to summon a lemure, for example, you could use your own spells on it in order to make it more powerful, but you can't summon more creatures in the arena, nor attack the opposing summoned creatures directly."

Lady Faustinia Xerysis wrote:
Yes, I accept these terms. Thank you for your kind endorsement, Catina. My associate is correct, and I must warn you that summoning has become a particular specialty of mine. But perhaps you knew that? It would be my pleasure to participate. If I can wear on your patience a bit longer, I would also ask some questions. First of all, is our debt to you merely one of participation, or must we win our match as well? Second, I imagine that you’ve chosen the name Devildrome for a reason. Are there restrictions on the types of creatures one can summon?

"Excellent!" Lucca claps his hands. "The crowd is going to adore you! Honestly, I didn't have a clue about your summoning skills, Lady Faustinia, but this is something which I'm sure will help you. As for our deal, you're the celebrities of the moment. Everyone talks about you and what you've done on stage in Westcrown, from the humblest of the peasants to the most decadent of the nobles. Your fame is universal. As such, I will benefit from your participation at a combat in the Devildrome, no matter the result. Fight in the 'drome, and you will spend all the time you want with Ol' Ghaelfin!"

Rance Lucca laughs and ensues. "There are no restrictions to the type of creature one can summon, milady."

Varius Liberare wrote:
What are the most common types of combatants?

"Nice question! Well, people to tend to summon all kind of creatures in the fights, but our long lasting champion, Manthritor Thrax, has a simple strategy: he overwhelms his opponents with horde after horde of lemures. No one managed to win against him until now, and he's been holding the title for more than 5 years!"

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

“I must admit, this does sound like an intriguing test of one’s mettle as a conjurer,” Faustinia says with genuine interest. She looks off thoughtfully, already forming strategies. “How soon shall we begin? It would of course behoove us to have some time to prepare the required spells.

“I also have a few more niggling rules questions (and thank you for your patience on this): if I understand you, I can only summon a single type of creature. But I can summon as many of them as I’d like, given this information about Thrax’s lemures? Also, how many of my companions may assist me at once? I imagine we would keep an even number between my opponent and I. Lastly,” she adds, “do you have anyone in mind for whom I should combat? I wouldn’t presume to go against your champion if such a thing must be earned, unless you think it would draw an excited crowd.”

Faustinia smiles. “In any case, I’m pleasantly surprised that we managed to come to an agreement so quickly. Not because of yourself, Lord Lucca, of course, but because I have had a challenging series of days lately. I sincerely look forward to my bout.”


Council of Thieves Maps

"Indeed it is, my lady. Let me ask to your questions. The fight is going to take place on Moonday, two days from now. Does that date suits your needs? As for your rules questions, you can summon any creature you wish during the fight. The more, the better for you I suppose. Thrax is used to summon lemure after lemure, after lemure as the seconds pass, but that doesn't mean that you can't use more...variety, in your summonings. As for the companions, Manthritor has none. He likes to fight alone, he would hate to share the glory of victory with others. As for you, I will allow all a maximum number of three helpers. "

Lucca smokes his pipe and takes on a thoughtful expression. "You will be going against the champion, of course. The crowd will love it! They will absolutely love it, of that I'm sure! Imagine, the heroes from the Six Trials of Lazarod against the invincible champion of the Devildrome, Manthritor Thrax! Who will win? Oh yes, this is going to be a success, regardless of the outcome."

Lord Lucca exhibits a complacent smile, and stands up. "Come and meet me at the Devildrome in two days, one hour before noon. I am of course available at anytime to answer to your questions, should you have more. In the meantime, I bid you farewell and hope to see you win the trophy on Moonday!"

With that said, Rance Lucca dismisses the Irises. They safely exit Lucca's office, closely watched over by the mercenary guards.

***

It's two days before the grand battle. The group has therefore some time to prepare for the fight. Gathering information, buying some magic items and many other activities are still possible.

Please let me know how do you plan to spend the two days separating you from the fight. For clarity, you have at your disposal the afternoon after the meeting with Lord Lucca and the entirety of the next day. Even melee warriors will have a way to contribute to fight with offensive or defensive tips shouted to the summoned creatures.


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Outside Lucca's office Petals gushes a bit. Thrax's lemur rush is legendary! It is like a sea of little devils pouring over Everything! she says excitingly, then blushes a little Or so I've heard. I've never been to one of these, but people talk about them ALL the time.

I guess Faustinia will be casting every conjuration she can, while me and Catina support them with magic. Varius will be the general shouting orders on how to attack? Petals will muse. We could ask around about more details on Thrax's attack strategies. Most people color their descriptions on what they like, so most of what I've heard is one sided. Former opponents sore about losing might be able to give advise.

She is practically bouncing, and probably won't sleep for the next two days.


Catina's bows as they leave the company of Lord Lucca, but she's silent, already thinking about the challenge ahead. As they move back to the city proper, she tries to put things together. "So, we know the rules. Most of them, I think. Faustinia will have to summon one or more monsters, and they have to fight a horde of lemures. We can help, but only indirectly. He said we can't attack the lemures, but I suppose we could hinder them by working the environment to our advantage."

She tries to think or useful things as they walk. "I suppose we should learn all we can about lemures. And we should maybe help you pick monsters to summon that would be good against them. I suppose I could call upon Shelyn's blessing to aid your monsters, however wierd that sounds. Do you think we'll have time beforehand to casts spell on them? Would we even get close enough to touch them, and confer the spells?"

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Faustinia begins making plans in her head, joining in with the others for strategizing. “Lemures are certainly tough devils, but I have a couple of ideas,” she shares. “What I am considering first and foremost is whether Varius will be able to help us out as well. I could summon a powerful beast, but even the ones that inhabit the other planes can’t understand human speech; given Varius’ skill, it seems foolish to waste that potential edge.” Even though the only requirement from Lucca is participation, Faustinia has obviously dedicated her thoughts to winning.

“My first thought is to match Thrax’s lemures with a similar horde of earth elementals. They don’t shrug off injuries quite as well, but they could certainly overpower the lemures one-on-one. The only thing is that they only speak Terran…” Faustinia looks to Varius. “If you told me what kind of vocabulary you’d need, I could teach you at least a few words in Terran.” Faustinia assumes a thoughtful pose again. “I could also just summon lemures of my own. You’ll have to give your advice in Infernal, but at least that’s passable, right? The other creature I could summon,” Faustinia says half to the group and half to herself as if thinking out loud, “is in a completely different cosmological direction. That is to say, I believe I am capable of summoning lantern archons. They are creatures of good and order, and more importantly they can fly and attack from above with beams of light. They even understand infernal. If I were merely trying to win, they would be my first choice for sure. But Lucca is expecting an entertaining fight for his crowds, and laying waste to a ground bound army of lemures from above hardly seems, well, sporting.

“In any case,” she finishes, “it should be interesting. If you can find out about Thrax’s techniques, that will certainly help us plan I would think.”

Giuseppe:
The following day, Faustinia continues to pore over Livia’s contract. The documents spill over her desk (the very one on which she made her payment, since cleaned of all unpleasantness with her magic), along with sheets of notes Faustinia is making, spent inkwells scattered like dark icebergs on a sea of pages. It looks like everything is here… she thinks, taking time to lean back and survey the notes as a whole and taking a sip of late night coffee. But who knows? I feel like I’ve stumbled into a paper spiderweb. But to have Livia lend me her power will be a boon to all of our efforts. Little does Thrune know that their diabolical obsession will give aid to their forgotten and abused old capitol.

Faustinia sighs and goes back into it, checking clauses against clauses for tricks and loopholes. Eventually, late into the night, she is satisfied with her interpretation. Or at least tired enough that it would be dangerously easy to misread some Infernal legal bargain against her own interest. She heads off to bed, ready to take a second trip to the Devildrome when she wakes on Moonday.

Linguistics: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15

Well... it could have gone worse.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

As the group wanders out, Varius grins wickedly at Petals. "It's that popular, eh? I wonder how much gambling goes on? I couldn't imagine a safer bet than us."

He blinks when he realizes Faustinia is talking to him. [b]"Hm? Oh right, yes of course. My Infernal is good enough I can bark some basic commands. And frankly, if we have the opportunity to summon what we need - why shouldn't we mix it up? Bring lemures for your front line, archons for harassment from the air, and earth elementals can go through the ground to flank. Granted that makes coordinating more difficult.

----

The following day Varius instead decides to do some basic investigation in to the presence of Iomedae, and failing that House Tilernos in Westercrown. If all else fails, he'll just hit a library in an attempt to learn some more about Rufano's history.

Taking 20 on gather information over the 2 days for 21.


Catina frowns. "I think there's magic that will gives Varius to speak any language he wants, but it's beyond my skill." She considers Faustinia's words, and finds herself agreeing with Varius. "I'd go for variety as well. I'd like to see one of those lantern archons, even though I'm not sure how that would go over with the audience. I agree that an army of them wouldn't make for an entertaining fight, and it might anger Lord Lucca. But just one of two to aid the earth elementals. That could work."

While walking, she suddenly lights us as if she has a brilliant idea, then suddenly deflates. "I though I could give your monsters something with a silence effect, so that Thrax's lemures can't summon more of their kind. But that won't work, since then they also can't hear your commands. Sorry..." She does get another idea, eventually. "There's magic that will allow me to shield someone else, and bear the burden of their wounds. That should be allowed, isn't it?"


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

I can turn them invisible! Petals points out excitingly And if they like music, do the same as I normally would, sing Shelyn's magic. Oh! Can we call them Shelyn's marching hordes! she says mostly as a joke. Or should it be dancing hordes, do earth elementals dance?

If she can take 20 on gather information on Thrax's previous matches for tips on beating him, she will, other wise the result will be...

gather info: 1d20 + 10 ⇒ (19) + 10 = 29 Ah, well I guess either way works
bluff to not draw attention: 1d20 + 10 ⇒ (12) + 10 = 22

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Faustinia nods along, thinking about the others’ strategies. “Yes, mixed tactics will probably work out well. And make for an exciting match, no doubt. She shakes her head at Catina.[b] “Ah, no, that won’t work quite right. You see, while many devils can summon aid, a fiend that is itself summoned cannot use that ability,” Faustinia explains, with the tone of one lecturing a student. “There are some theories about why; planar metaphysics can be a very interesting topic, but it’s a bit outside of what we need to understand for the Devildrome,” she concludes with a little smile.

“Spells to take on the wounds of the creatures would probably be fine, if you’re willing to risk such a thing. Lord Lucca explained the main rules, I can’t imagine there’s too much, ah, gubernatorial oversight to ensure everything is fairly enforced.” Faustinia smiles at Petals. “I’m certain they will get something out of your songs, even if they don’t speak the language. I haven’t personally seen any elementals dance; as I said, though, planar metaphysics can be very interesting - perhaps the answer lies there. Or I suppose we shall see on Moonday.”


Council of Thieves Maps

Each of you spends the two days separating you from the battle at the Devildrome in different ways. Petals tries to gather information about Manthritor Thrax while working at Vizio’s Tavern, Catina spends an afternoon studying lemures at the small library of her temple and the next day gathering information about some specifics about the rules of the Devildrome. As for Varius, he spends the vast majority of his time gathering information about his family and its past link with Iomedae. Lady Faustinia, finally, spends most of her time in her study, preparing for the fight.

PETALS

These two days at Vizio’s Tavern are quite drowsy, with few people coming in. Every now and then, a member of the Eyes of Westcrown enters the tavern to eat or drink something in company, but Janiven has warned you to be especially careful in the way you behave with the customers. “Now that you’re a celebrity, you will be getting more attention. And no one should ever know that you have other relationships with the customers of this tavern.” Information gathering, as a result, proves more difficult than usual, but eventually you manage to succeed and get what you want through your network of contacts.

Petals:
You learn that Thrax never lost a match in his career as a master summoner in the Devildrome. He’s a skilled conjurer, having studied the arcane arts in Egorian and honed his summoning techniques with one of Cheliax’s most powerful and famous devil-binders, Ulrich Salisfer.

Thrax uses a simple strategy in battle: he summons horde after horde of lemures, hoping to defeat his opponents thanks to the devils’ resilience and robust constitution, let alone their natural resistance to anything which is not made of silver. This gives Thrax’s lemures a precise advantage over most of the creatures summoned against them. No one managed to defeat Thrax until now, and when a good summoner planning to defeat Thrax with an army of celestial beasts showed up, the Champion of the Devildrome changed his strategy, resorting to different creatures.

You’ve mostly used the other Eyes of Westcrown to learn these information, although a good part of it were confessed by a drunk regular with a taste for betting on the battles taking place at the Devildrome.

CATINA

Catina’s Knowledge (planes) check (+2 library): 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10
Catina’s Diplomacy check to gather information: 1d20 + 8 ⇒ (19) + 8 = 27

Your attempt to learn something new about lemures fails, mostly due to the limited amount of information contained inside the volumes of the Temple of Shelyn. Unfortunately, studies on devils are rare in good-aligned temples, and yours is no exception.

Fortunately, your attempt to gather information about some specific rules of the fights at the Devildrome is more successful.

Catina:
You learn that you will enter a protective area before the battle, and you will stay inside for the whole duration of the fight. This area is similar to a large cell, with iron bars separating the summoning area from the battlefield. This means that if Faustinia summons her monsters just beyond the bars, you will be able to touch them and use your contact spells on them, at least during the initial phases of the battle.

You learned this information from Avirah, who lead you to a few regulars of the Devildrome. One of them was a tiefling illusionist who makes regular use of alter self in order to attend the fights at the Devildrome. He has a deep knowledge of the rules, since his very first source of income is illegal betting.

VARIUS

Varius’ Knowledge (nobility) check: 1d20 + 2 ⇒ (11) + 2 = 13

Unfortunately, your research proves fruitless. It is not easy at all to delve into the past of Chelaxian noble houses, especially since when the Thrune decided to rewrite the history of the country to their favor, hence burning any proof which could testify the greatness of once glorious houses now fallen in disgrace.

You only source of information is Arael, if you go speak with him. He’s very pleased you’re taking interest in Iomedae, and offers to introduce you to the fundamentals of the faith. The contents of his initial teachings can be summarized by the information presented here, under the heading “history”.

FAUSTINIA

Lady Faustinia:
You end your study of the contract, and you don’t find any traps in it. As a result, you decide to sign it with your blood, as Livia demands. Should you ever not respect the conditions of the contract, the price of your transgression will be nothing less than “the eternal damnation of your soul.” Some of the conditions that will earn you this undesirable status are the following: trying to kill Livia; attacking Livia; failing or refusing to fulfill your part of a deal previously negotiated with Livia in the bargained amount of time.

The contract specifies that your collaboration with Livia does not force her to follow you in dangerous places such as dungeons. In general, the contract leaves many open spaces to further negotiation: each help from Livia must be bargained separately, and you will be to refuse the terms proposed by the imp.

Well, from now on I will be your assistant and you will be my master. There’s anything I can do for you, master?

______________________________
This is it. Use the next post to prepare your spells, debate tactics or simply to roleplay among yourselves. Tomorrow (real life) I will move you to the Devildrome!


"Oh," Catina says simply when Faustinia lectures her on the details of summoned creatures. "Sorry, I didn't know that. Guess a silence effect isn't really useful then. I'll go to the temple, and see what else I can gather." The search there doesn't turn up a lot, and in the next day Catina returns to the Shrine, to check up on Avirah. She's glad to be able to spend some time with the young woman, and her wordly contact prove especially useful in this case.

Catina returns later that afternoon, to share her knowledge with the others and discuss tactics. "I've learned that we'll be confined to a protective area during the battle. If Faustinia summons her creatures nearby we'll be able to interact with them briefly - such as touching them to apply spells - but once the battle is on that's not an option anymore." She frowns and fiddles with her bracelet. "Most of Shelyn's magics require me to touch the recipient - probably meant to reinforce the connection between people and foster positive feelings - so I will mostly be useful in the beginning of the fight. My magics would probably be of little use if you summon an army of smaller creatures. However, if we have one summoned monster to serve as the centerpiece, I could really give it a lot of protection."

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Giuseppe:
Faustinia places her hand in a wet rag, wincing slightly as the small cut on her hand continues to bleed. Although it’s dark in color, she can still faintly see the stain of blood spreading through the cloth. She looks up at the imp, sure that this partnership will yield fruitful results but still wary. “For now, Livia, help me as you have before: offer your knowledge and we will negotiate a price. And do let me know when your weekly communion spell is ready, so I may consult your dark lord if I need to. I will have more specific instructions for you once I’m done with this Devildrome business I suspect. Feel free to attend, if you wish to know the growing extent of my magical abilities. Just make sure to stay out of sight.”

“Protecting my summons seems like a wise course of action,” Faustinia agrees. “I am worried that even a highly protected single creature will succumb to a horde. But one particularly dangerous creature with a host of others to fight alongside it, I think, will work nicely for us. I believe it would be most advantageous to start with summoning multiple creatures and summon single larger things while Thrax’s lemures are otherwise engaged.”

She smiles. “I for one believe we shall be triumphant. I am eager to test my abilities without our lives being on the line for once.”


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

After several days work, Petals bounces in with a wide smile. Our dear champion Thrax does change his strategy it seems, when he needs to. A lovely but smelly drunk at the bar told me, he switches when he knows a good conjuror was coming to try and take his crown. No more 'prone to being beaten by celestial critters' lemures, no no no... she'll dash her eyes back and forth See? Faustinia's never shown her good summoning to the eyes of the public has she? So it would come as a complete surprise! Maybe... she'll add the last suddenly unsure about it all. It occurs to her she never did ask what Thrax shifted to from demons. And despite changing he has still always won.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius catches up with the group after his long conversation with Arael. He seems in an odd mood as he settles in to speak with the group. Iomedae was such an astonishing woman. How can I compare to her? She literally became a God. And frankly, I'm not quite up to her standards of morality. Well, I suppose we learn somewhere. And that starts by... summoning devils to kill each other.

"Can we arm your summoned creatures with silver weapons? Also, since lemures are just blobs that walk around and claw things, are there spells we, or something we summon can use to trap them? Tanglefoot bags or webs or pits or what have you. If there's a horde of lemures, but half of them are delayed, that lets our creatures slash them up as they walk in. Maybe we can give them potions too."


Council of Thieves Maps

The grand day has arrived, and you all travel to the Devildrome using the same strategy you used two days ago. Once you’ve reached the place, the guards recognize you on sight and let you enter the structure.

The Devildrome is a circular combat arena encased in a cylindrical iron cage, the ceiling of which is 25 feet high and the walls of which are decorated with inward-facing blades and other serrated implements. In the arena’s center, four wooden ramps converge to create an elevated and crowdpleasing stage, 15 feet off the ground, where battles tend to gravitate. Two identical pits line the east and west sides of the cage—each is 10 feet deep. Two risers of benches for spectators sit against the east and west side of the Devildrome, while to the north and south are smaller cages that contain the summoners themselves. Alcoves display various statues and busts of famous heroes from the past.

The Devildrome is almost overcrowded. Lucca did a great job in advertising the battle between the actors of the Six Trials of Lazarod and the arena’s (in)famous champion, Manthritor Thrax. The crowd is eager, and the noise of the chat is quite high.

As soon as you arrive in the arena, a beautiful red haired woman moves towards you with a sure posture. She’s Chammady Drovenge, and she looks wonderful today. “Lady Faustinia Xerysis,” she starts off, “what a pleasure to see you here.” Chammady gifts the rest of the group with an alluring smile before focusing her attention on Faustinia again. “I’ve heard this story about your presence here today, but in all honesty, I wasn’t sure whether this was only a sly expedient from Lucca or the truth. Now I have my answer.” Chammady smiles again, her eyes looking Faustinia up and down, as though she was evaluating her. “Well, that’s interesting. Many would consider participating in this kind of…activities as improper for a noble woman, especially one of your age, but it seems like there’s not any lengths that you will go to restore your family’s name.

The woman listens to Faustinia’s anwer and then turns to the whole group. “I think I will bet on you. And a huge sum, at that. You know, a woman’s intuition never fails her. Since I want to protect my investment, if there’s anything you would like to know, I’ve several tips that I could share with you.

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Faustinia takes in the sight of the filled arena, feeling the chatter of the crowd rumble through the risers. I'm honestly surprised this is so popular, she thinks, now focusing on the caged arena to examine it for tactical purposes. She catches sight of a flyer nearby, though, advertising the fight. She smirks. Hold on. I think we're the ones who are popular. How funny.

Faustinia, confident, practically cocksure, smirking at the performance fame she feels she is above, quickly sobers when she sees Chammady. Her posture changes instantly, obvious to anyone paying attention. Although her back is still straight, her hands are folded in front of her, her head held not so proudly. She offers a polite smile as Chammady approaches and nods deferentially. “An honor to see you, Lady Drovenge, I do hope you are well,” she says softly. Faustinia has morphed from her usual proud self into a servant.

As Chammady evaluates her, Faustinia holds her demure position. Her stomach drops out and she feels a twinge at the woman's stinging words. Her hands, still clasped in front of her, tighten, and she swallows before answering. “Well, my Lady,” she begins, managing to will her voice not to tremble, “life is long. If I may offer some insight as your elder, age brings many things to clarity. I'm sure that my younger self would be similarly surprised to learn that this is something I'd be doing in my middle age. The world takes us to many unexpected places in our lives.” Her mealy mouthed answer given, she clears her throat while trying to hide her nervousness.

“Your confidence in us is a great compliment, Lady Drovenge. I will ensure it is not misplaced,” Faustinia starts, surprised and suddenly feeling a great pressure well up inside her. “I feel like I am clear enough on the rules, but there are a few things I'm wondering. Can we use our abilities to control the space in the arena? For instance, trapping the opponents’ creatures in webbing or some such. And more to that point, what exactly are the consequences of breaking these rules? A place like this is certainly, ah, built on certain traditions but perhaps outside of what is usually proprietous, as you said. I'm also curious whether you think we can expect foul play from Thrax. Not that I'm accusing him off anything, certainly,” Faustinia quickly adds. “I don't know the man. But is that sort of thing strictly enforced, or does the crowd enjoy an illegal technique now and again?”


Catina tries to look everywhere at once, inside the Devildrome. It feels similar to when they were on stage to perform the Six Trials. "It's a good thing that we won't be in danger personally, like in the play, won't it?"

When Lady Drovenge arrives to introduce herself, Catina gives her best formal bow and initially decides to leave the talking to Faustinia. However, the noblewoman's change in demeanor makes Catina step up to defend her friend - rightly or wrongly. That fact that Lady Drovenge bets on them it the final incentive she needs - apparently the woman is on their side, at least somewhat. "I suppose we are doing things even we ourselves didn't think we'd be doing. But what's proper and not sometimes has to bend to what gathers results. I have full confidence in Lady Xerysis," - Catina's proud that she didn't stumble when using Faustinia's first name - "and the power of summonings that comes with her experience."

That said, she doesn't want to skip the opportunity for some more information, and adds a question to Faustinia's. "I don't presume that you come her more often, but I've heard it say that the current champion sometimes tailors his tactics to specific opponents. Anything we could likely be facing, considering that he probably knows a bit about us?" Catina can't help feel awkward - and proud - to be a known figure.


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Petals instantly slides into a "I don't like you" posture when faced with Lady Drovenge. Arms folded, mouth held in a firm line, eyes glaring. Petals is fully aware her position in society is at the bottom, but a bully is a bully no matter how dressed up it is.

Because of her displeasure, she doesn't react at all to the thoughts of wagers or offers of advice.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Dressed to the nines and feeling pretty good about himself, Varius plays to the crowd where possible. Once he meets with Chammandy Drovenge, shows appropriate deference but otherwise keeps his mouth shut, having no interest in speaking to the noblewoman. He smirks a little as she insults Faustinia, but knows full well she can handle herself.

He notices Petals' closed body language and makes eye contact very briefly to wink at her.


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

The wink makes Petals smile wide. With a nod of thanks, she relaxes a bit, choosing to ignore instead of radiate disdain. But ready to back up her friend, if she needs it.


Council of Thieves Maps

"The rules must be followed. We are in Cheliax, Lady Faustinia, as I hope you will keep in mind. If you break the rules, you lose. And if you lose, I lose as well." Chammady throws a huffy look at Lady Faustinia, then ensues. "But I trust you won't be breaking the rules, my lady. You cannot target directly the creatures summoned by your foe with your spell, my lady. But nothing stops you from modifying the terrain to your advantage, as long as the spell applies to all beings on the battlefield. And as for Thrax...well, let's just say that if I were you, I would keep both my eyes open. Before, during and after the fight."

Although always a little bit oracular, and perhaps even voluntarily obscure, Chammady gives Faustinia a warning look. Then, she turns her attentions to Catina.

"Oh, there she is. Our beloved Lazarod! I heard many noble speaking about how would they bed you, my dear. I wouldn't believe how much perversion and sadism lies within the hearts of those decadent aristocrats. Oh, does that embarass you? How shy, our poor Lazarod...." Chammady is clearly playing with Catina, but from the look in her eyes, it seems like she's trying to evaluate her reaction with meticolous attention.

"Come on, don't feel ashamed. Let's change the subject, OK? Well, that Thrax is going to summon his usual army of lemures. I'm sure about it." Something in Chammady's eyes makes Catina feel like the woman is completely sure about her prediction.

"Now if you will excuse me," bows out Lady Chammady, taking a prolonged look at Petals and Varius in turn, "I must occupy my place. And you should prepare for the fight. I wish you luck..."

Chammady grins and turning around, she takes her leave. The way in which she moves is sexy and provocative, and cannot leave indifferent any man in the arena. Her perfume of roses with notes of sulphur is very intense and distinctive, and fills you nostrils even when the woman has gone far away.


Council of Thieves Maps

The Irises don’t have time to meditate too much about their recent conversation with Chammady Drovenge. A few seconds after the woman has taken her leave, Manthritor Thrax makes his appearance at the center of the arena. Unlike many adepts of the arcane arts, Thrax has a muscular body and stout physique. He’s not particularly tall, but his muscles reveals his strength. His visage is round and he keeps his beard meticulously shaved. He has long, raven hairs arriving at his shoulders. His body is entirely covered in oil. In general, Thrax seems to be a gladiator who has entered the wrong arena. His arcane gifts are only revealed by his mithral quarterstaff with twin rubies for eyes and by his black clothes, a little bit “dark” in their appearance, with several metal inserts.

Thrax waves his hand, greeting the crowd, which in turn applauds him. Thrax then gives you a disdainful look and grins. Immediately after, Rance Lucca arrives at the center of the arena, receiving cheers and applauses from the crowd. He bows as a sign of respect toward his customers, then opens his arms and starts addressing the public.

Ladies and gentlemen, welcome to the Devildrome! Today is special, for the Hellcaller’s Cup is going to be assigned! Will our champion, the mighty Manthritor Thrax, preserve his title? Or will the heroes from the Six Trials of Lazarod be able to end his long-lasting domination? The verdict is going to be pronounced right here, right now!

The crowd roars its excitement.

Without further ado, ladies and gentlemen, I proclaim the beginning of this epic battle! Contenders, please occupy your summoning cages and let’s get this fight started!

The crowd cheers and starts invoking Thrax’s name as well as yours, although no one seems to know your individual names. They just call you with your “stage” name: Lazarod, Drovalid, and so on.

***

The bell rings and the fight begins!

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
ACTIVE EFFECTS: None

Catina
Petals
Varius
Lady Faustinia
Manthritor Thrax (Conditions: none; Status: ?? hp)
______________________
We’re moving into Round 1 of the battle. A new map has been added to our map document. Good luck!

GM Rolls:

--- INITIATIVE CHECKS ---

Catina: 1d20 + 1 ⇒ (16) + 1 = 17
Lady Faustinia: 1d20 + 4 ⇒ (4) + 4 = 8
Petals: 1d20 + 3 ⇒ (13) + 3 = 16
Varius: 1d20 + 3 ⇒ (13) + 3 = 16

Manthritor Thrax: 1d20 + 1 ⇒ (7) + 1 = 8


Catina is quite surprised to find herself suddenly the center of Lady Drovenge's attention, and in such a crude way as well. She wants to hold her composure and act casual under the allusions, but finds her cheeks heating up and words failing her. She at least is clear-headed enough to make a conscious decision not to be goaded into making things worse. She sets her jaw and produces a thin smile in response to the comments. At least she laid off Faustinia, she thinks to give herself courage under the noblewoman's stare.

--

As the moment of the battle arrives, Catina feels herself grow more and more nervous. Just like the theater... The similarity is enhanced by people calling out their stage names, and Catina's restless mind clutches at non-relevant questions. Should we have worn our costumes? Is that how we're going to be remembered, and now with our white cloaks? She makes her way to the cage, trying to think of something useful to say. "Mind to summon the creature close to our cage, Faustinia, if I am to bestow Shelyn's magic on them."

When the bell rings, Catina is so tense that she's on the verge of casting a spell, before she realizes that Faustinia needs time to perform her summonings. "What will you cast first? Multiple small creature, or a large one?"

--

Catina will delay, since there aren't any creatures yet for her to buff. That will take at least one round, if I'm correct.


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Petals gives a semi polite glare back to the noblewoman, along with an anything but sweet smile. In the arena, her cheeks are rosy with anticipation. She pivots in a gracefully bow to the crowd, blowing a exaggerated kiss to anyone shouting their names over the champions.

She nods to Faustinia when they are ready, waiting until she summons something before casting anything.

I was thinking heroism since it will last much longer, at least at first, unless you want to go with a more complicated strategy and make one invisible right at the start to flank or just confuse.

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Faustinia quickly backpedals at Lady Drovenge’s scolding: “Oh, no, my lady, I wouldn’t dream of violating the rules of engagement here! I’ll be cautious, as you say. Thank you, Lady Drovenge,” she says nervously, nodding in hasty thanks. She stands still and silent as Chammady terrorizes Catina, hands folded and clutched tightly as her expression stays worried but pliant.

When Lady Drovenge walks away and is safely out of sight, Faustinia lets out a breath she didn’t realize she was holding. She doesn’t quite relax, but she does regain her more imperious posture, although still with worry in her eyes. With Chammady’s sulphurous, floral scent still lingering she turns to her companions and insists, “It is of the utmost importance that we do not let Lady Drovenge down.” Her tone is grave and nervous.

Heeding Chammady’s warning, she casts her armoring spell before making her way to the arena.

---

==========
Round 1
==========

Faustinia takes a deep breath once in the summoner’s cage. Thrax’s appearance is surprising: most of the Egorian summoners, like her mentor Nicklod, were academics and intellectuals. Frail bodied and sleep deprived, always stained with ink. Thrax strikes her as more of a muscular bandit king in an opera. She tries to ignore the fervent crowd, blocking them out to concentrate on her memorized spells, how to draw creatures’ essences from their planes, how to strengthen them as they traverse the planes and arrive ready to do her bidding.

Her intense concentration is momentarily broken by her fellows’ questions. “Lady Drovenge was very sure that Thrax wouldn’t stray from his usual tactics. I will begin by summoning a crowd to match it, then a single stronger creature to support them. Be ready.” With that, Faustinia starts to cast her spell, expecting Thrax to start his summoning as well. As she does, the newly bought metal rod in her hand starts to shudder in time with the spell’s incantations.

---

Cast mage armor before the fight.

I will start by casting summon monster III, using my lesser metamagic rod of extend to give the spell a total duration of 12 rounds.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius' somewhat superior smirk becomes a hostile glare as Lady Drovenge focuses on Catina. He takes his job of protecting his companions seriously, but he also knows enough about nobility and power to realize that any kind of retort or outburst is going to make things worse.

As they wander to the arena, Varius mutters to Faustinia and Catina. "If anyone ever asks why I gave up my nobility, there's your first reason."

----

=======
Round 1
=======

All business, Varius just keeps an eye on the battlefield as Faustinia begins summoning her creatures.

"Remember that your goal is to isolate, flank, and destroy. An overwhelmed lemure is a dead lemure."


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND 1 ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔

The crowd roars in excitement as the summoners start casting their spell. Incitements and insults are equally spilled over the Irises.

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
ACTIVE EFFECTS: None

Catina
Petals
Varius
Lady Faustinia
Manthritor Thrax (Conditions: none; Status: ?? hp)
______________________
A note for Varius: each round you can try to aid one of the summoned creatures with a tactical tip. You need to make a DC 10 Charisma check to succeed. If you succeed, the summoned creature will receive a +1 bonus on its attack roll, or to its AC for the round, depending on your choice between an offensive and a defensive tip.

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

==========
Round 2
==========

A pair of stony elementals enter the arena, just outside the cage so Catina and Petals can reach through. Faustinia bellows something to them in a slow, deep voiced language. They wait, statue-like, looking at the two women expectantly.

Terran:
“Wait for my companions to strengthen you! Then move toward the pits and fight whatever opposition you find there.”

“A single creature coming next,” Faustinia informs the other Irises. Hardly does Faustinia’s spell complete that she immediately begins casting another. I was hoping for more, but I suppose this will have to do. Now time for something different… Again, her metal rod vibrates in time with the spell’s casting.

---

Unfortunately my summoned creatures arrive after everyone else in the initiative, toward the end of Round 2. So readied actions are probably wise.

Earth elemental actions: delay until buffs are applied, then move toward whichever pit is closest to the enemy, ready action to power attack whatever creatures come in range.

Blue e.e. Power attack, earth mastery: 1d20 + 8 - 1 + 1 ⇒ (6) + 8 - 1 + 1 = 14
Blue power attack damage, earth mastery: 1d6 + 7 + 3 + 1 ⇒ (4) + 7 + 3 + 1 = 15

Orange e.e. Power attack, earth mastery: 1d20 + 8 - 1 + 1 ⇒ (14) + 8 - 1 + 1 = 22
Orange power attack damage, earth mastery: 1d6 + 7 + 3 + 1 ⇒ (6) + 7 + 3 + 1 = 17

I will summon 1d3 earth elementals as my spell completes, then start casting another summon monster III, again extended with my metamagic rod (1 use left today). Elementals added to map.

Elementals: 1d3 ⇒ 2

Earth elementals: Round 1/12

Augmented small earth elemental stats:
N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (-1 Dex +7 natural +1 size )
HP 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee Slam +8 (1d6+7)
Special Attacks earth mastery
Statistics
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2, CMB +6, CMD 15
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
Abilities
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Sorry I didn't get a post in before you. Long day.

Petals reaches through and touches an earth elemental, casting a quick spell bolstering him into a true hero of his rocky proportions. "May the demons feel your might" she whispers her encouragement to it. Heroism +2 on attacks, saves, and skill checks for 40 minutes


Catina peers out of the cage, trying to see what their opponent is doing. "Can you see what he's doing? Is he summoning lemures?" She seems to second-guess herself. "Can you even tell while he's still casting?"

She waits for Faustinia's spell to finish casting, but he already planned what she will do. As soon as the earth elementals appears, she prays to Shelyn. "Blessed Rose, once again I pray for your power for use in battle. I wish things were different, but I trust that you'll see that this is ultimately for a good cause. Please protect these two creatures, creations of stone, from the touch of the evil lemures surely to assault them." She gathers the power that's always within her, and bestows it to the left-most elemental.

When her spell finishes casting, she leans in to Faustinia and whispers. "It's an aura that protects both of them from evil, including the claws of lemures. If you can tell them to stay together, they'll both be protected. The protection will diminish if they start attacking, so maybe you can also make it clear to them to stay on the defensive at first? That way the lemure's first assault will be harmless."

--

Ready, and cast Magic circle against evil on the blue earth elemental. The other will also benefit if it stays within 10 ft. It gives a +2 deflection bonus to AC, and it "causes the natural weapon attacks of evil summoned creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature."


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius, not being much use during the summoning phase, takes his time making goofy clown faces and blowing kisses to the crowd.

Dark Archive RPG Superstar Season 9 Top 32

==========
Round 2 cont.
==========

The elementals, now magically bolstered, trundle off toward the southern side of the arena near the pits. Their strategy may be obvious, but the lemures likely won't be able to counter it easily.

---

Earth elementals coming off delay to take their turns and double move.


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND 2 ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔

The whole world is on the edge of their seat, waiting for the decisive moment in which the fight will start. All the Irises, except for Lady Faustinia, hold their breath as well. Then, almost unannounced, Lady Faustinia’s first summoned creature appears. A pair of stony elementals enter the arena, just outside the cage so Catina and Petals can reach through. Faustinia bellows something to them in a slow, deep voiced language. They wait, statue-like, looking at the two women expectantly. After receiving their buffs, the elementals start moving toward the center of the arena…before Thrax summons four lemures at once!

The crowd roars in excitement as the fight truly begins!

The lumeres are quite slow, as well as the elementals, and the opposing factions slowly move one toward the other…but before the lemures can close in on the earth elementals, Thrax barks an order in Infernal.

Stop!” He commands.

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
ACTIVE EFFECTS: heroism, magic circle against evil (blue elemental)

Lady Faustinia
Catina
Petals
Varius
Manthritor Thrax (Conditions: none; Status: ?? hp)
______________________
A note for Varius: each round you can try to aid one of the summoned creatures with a tactical tip. You need to make a DC 10 Charisma check to succeed. If you succeed, the summoned creature will receive a +1 bonus on its attack roll, or to its AC for the round, depending on your choice between an offensive and a defensive tip.

GM Rolls:

--- SUMMONINGS ---

Summon monster IV: 1d4 + 1 ⇒ (3) + 1 = 4


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Petals will raise her voice in song, choosing a famous Chelaxian war song, very rousing and upbeat. And LOUD. Hopefully to inspire their dear outnumbered earth elementals to crush the horrid little demons.

first round of inspire courage(11 remaining), +1 attack/damage, saves vs fear/charm

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

==========
Round 3
==========

As Faustinia completes her spell, something appears altogether different from anything she has summoned before. Shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace. Faustinia says to it in soft voiced Common, surprising herself at how gentle it feels, “My friends here will make you stronger. Go help those stone ones against the fiends.”

Faustinia takes another breath and begins casting again. Four lemures at once? No wonder he’s the champion, Faustinia thinks, timing her spell again with the rattling of her rod. And no wonder that he works alone. With raw summoning skill like that, what would he need assistance with? The only way forward is to outmaneuver his creatures.

---

Earth elemental and lantern archon actions: waiting for other players to be assigned in Discussion.
Faustinia: begin casting my last summon monster III, also with my metamagic rod.

Earth elementals: Round 2/12

Augmented small earth elemental stats:
N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (-1 Dex +7 natural +1 size )
HP 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee Slam +8 (1d6+7)
Special Attacks earth mastery
Statistics
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2, CMB +6, CMD 15
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
Abilities
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Lantern archon: round 1/12

Augmented lantern archon stats:
LG Small Outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural +1 size +2 deflect vs. evil)
HP 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 x light rays +3 touch (1d6 ignores DR)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil
Statistics
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2, CMB -2, CMD 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal, Truespeech
Special Abilities
Aura of Menace (Su) Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Gestalt (Su) [won’t be relevant]
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

=========
Round 3
=========

With the archon summoned, Varius starts shouting in his broken infernal.

"Wait for spell, fly over devil, shoot front devil!"

He looks to the others.

Ranged Touch: 1d20 + 3 ⇒ (19) + 3 = 22 Damage, no DR: 1d6 ⇒ 1

"Let me know how you want it used Faustinia, trying to hit the lemures with its aura right now. What we want to do is encircle the lemures, although who knows how many he'll keep summoning."

If there are any buff spells to be cast on the archon, Varius will hold his action until those spells are cast, then order the archon to fly overtop of the lemures to affect them with aura of menace, and then zap red lemure.


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND 3 ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔

As Faustinia completes her spell, something appears altogether different from anything she has summoned before. Shedding a warm and calming radiance, this orb of light moves with a preternatural silence and otherworldly grace.

The orb, following her summoner’s orders, moves toward the lemures, hovering over them. The devils emit something like a displeased gurgling, the light produced by the archon radiating on them. Then, the celestial being fires a beam of light, hitting a lemure and causing its mass of boiling flesh to burn. The crowd applauds.

Faustinia’s eart elemental decide to start the attack. They slowly move forward and strike with incredible power. Their solid bodies penetrate the lemures blobby flesh, causing two of the devils to be instantly destroyed and disappear in a cloud of sulphur. The crowd roars!

All of a sudden, more lemures appear. The crowd exults, visibly excited for the hoard of devils summoned by the Devildrome’s champion. Thrax himself incites the crowd with grand gestures. But the show is not over yet, because the summoner quickly forms an arcane seal with his hands as he speaks a few words of power in Infernal.

DC 23 Spellcraft check:
Thrax just cast haste on his lemures!

Thrax grins. “ATTACK, NOW!” he orders after completing his spell. The lemures seem to have become suddenly much quicker than before and they throw their lumpy corporeal mass at the elementals. Unfortunately for Thrax, and fortunately for you, the tide of battle is too much in your favor, and a combination of Catina’s sacred warding, the archon’s aura of menace and the elemental’s natural defenses causes all the lemures to fail to deal any damage to the earth elementals!

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
ACTIVE EFFECTS: heroism, magic circle against evil (blue elemental), inspire courage (Petals), haste (Thrax’s lemures)

Lady Faustinia
Catina
Petals
Varius
Manthritor Thrax (Conditions: none; Status: ?? hp)
Blue lemure (Conditions: menaced (-2 AC, attacks, saves); Status: ?? hp)
Green lemure (Conditions: menaced (-2 AC, attacks, saves); Status: ?? hp)
Light-Blue lemure (Conditions: menaced (-2 AC, attacks, saves); Status: ?? hp)
Orange lemure (Conditions: menaced (-2 AC, attacks, saves); Status: ?? hp)
Red lemure (Conditions: menaced (-2 AC, attacks, saves); Status: -1 hp)
Yellow lemure (Conditions: menaced (-2 AC, attacks, saves); Status: ?? hp)
______________________
A note for Varius: each round you can try to aid one of the summoned creatures with a tactical tip. You need to make a DC 10 Charisma check to succeed. If you succeed, the summoned creature will receive a +1 bonus on its attack roll, or to its AC for the round, depending on your choice between an offensive and a defensive tip.

GM Rolls:

--- WILL SAVES ---

Blue: 1d20 + 0 ⇒ (1) + 0 = 1
Green: 1d20 + 0 ⇒ (10) + 0 = 10
Light-Blue: 1d20 + 0 ⇒ (5) + 0 = 5
Orange: 1d20 + 0 ⇒ (12) + 0 = 12
Red: 1d20 + 0 ⇒ (2) + 0 = 2
Yellow: 1d20 + 0 ⇒ (2) + 0 = 2

--- ELEMENTALS ---

(Blue) Earth elemental slam attack (-1 Power Attack, +1 inspire courage, +1 earth mastery, +2 heroism): 1d20 + 8 - 1 + 1 + 1 + 2 ⇒ (12) + 8 - 1 + 1 + 1 + 2 = 23
(Blue) Earth elemental slam damage (+3 Power Attack, +1 inspire courage, +1 earth mastery): 1d6 + 7 + 3 + 1 + 1 ⇒ (6) + 7 + 3 + 1 + 1 = 18

(Orange) Earth elemental slam attack (-1 Power Attack, +1 inspire courage, +1 earth mastery, +2 heroism): 1d20 + 8 - 1 + 1 + 1 + 2 ⇒ (15) + 8 - 1 + 1 + 1 + 2 = 26
(Orange) Earth elemental slam damage (+3 Power Attack, +1 inspire courage, +1 earth mastery): 1d6 + 7 + 3 + 1 + 1 ⇒ (4) + 7 + 3 + 1 + 1 = 16

--- SUMMONINGS ---

Summon monster IV: 1d4 + 1 ⇒ (1) + 1 = 2

--- ATTACKS ---

(Blue) Claw attack #1: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
(Blue) Claw damage #1: 1d4 + 2 ⇒ (1) + 2 = 3
(Blue) Claw attack #2: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8
(Blue) Claw damage #2: 1d4 + 2 ⇒ (1) + 2 = 3

(Green) Claw attack #1: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6
(Green) Claw damage #1: 1d4 + 2 ⇒ (2) + 2 = 4
(Green) Claw attack #2: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6
(Green) Claw damage #2: 1d4 + 2 ⇒ (4) + 2 = 6
(Green) Claw attack #3: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
(Green) Claw damage #3: 1d4 + 2 ⇒ (1) + 2 = 3

(Light-Blue) Claw attack #1: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
(Light-Blue) Claw damage #1: 1d4 + 2 ⇒ (3) + 2 = 5
(Light-Blue) Claw attack #2: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
(Light-Blue) Claw damage #2: 1d4 + 2 ⇒ (2) + 2 = 4

(Yellow) Claw attack #1: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6
(Yellow) Claw damage #1: 1d4 + 2 ⇒ (3) + 2 = 5
(Yellow) Claw attack #2: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
(Yellow) Claw damage #2: 1d4 + 2 ⇒ (3) + 2 = 5
(Yellow) Claw attack #3: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
(Yellow) Claw damage #3: 1d4 + 2 ⇒ (2) + 2 = 4

GM Notes:

Augmented Lemure (haste)

LE Medium outsider (devil, evil, extraplanar, lawful)
Init +0; Senses darkvision 60 ft., see in darkness; Perception +0

DEFENSES
AC 15, touch 11, flat-footed 14 (+4 natural)
hp 17 (2d10+6)
Fort +6, Ref +4, Will +0
DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10

OFFENSE
Speed 50 ft.
Melee 2 claws +5 (1d4+2)

STATISTICS
Str 15, Dex 10, Con 16, Int —, Wis 11, Cha 5
Base Atk +2; CMB +4; CMD 14


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Petals continues her song of the strength and courage of the solders of their nation, modifying it a bit to change the enemy general to be named Thrax and know for his gut like a marshmallow.

inspire courage again, 10 rounds left

---

The earth elemental catches just a bit of the weird pointed ear elf's song, especially the marshmallow part and lets a low grumble of a laugh, small pebbles rumbling off its massive shoulders. Than smashes its stony body into the devil in front of it, with a great and satisfying crunch.

attacking green
(Orange) Earth elemental slam attack vs green(-1 Power Attack, +1 inspire courage, +1 earth mastery, +2 heroism): 1d20 + 8 - 1 + 1 + 1 + 2 ⇒ (15) + 8 - 1 + 1 + 1 + 2 = 26
(Orange) Earth elemental slam damage (+3 Power Attack, +1 inspire courage, +1 earth mastery): 1d6 + 7 + 3 + 1 + 1 ⇒ (2) + 7 + 3 + 1 + 1 = 14


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

==========
Round 4
==========

Varius lets out a whooop as the two elementals survive the tide of lemures. He reorients his lantern archon with a few shouts in Infernal, getting it to attack the same one Petals is on. He attempts to try and get the archon to time its blasts to distract the lemure enough for the earth elemental to hit a blow, but his facility with the language fails.

Aid Archon: 1d20 + 1 ⇒ (6) + 1 = 7
Archon Ranged Touch Attack: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d6 ⇒ 5

Fail to aid Archon, and attacking green.

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

==========
Round 4
==========

As Faustinia completes the summoning again, another new creature appears. Its fur glows with a shimmering light, a brilliant large cat. It lets out a roar before pouncing toward the nearest lemure, biting and clawing ferociously.

Faustinia recognizes Thrax’s tactic: as the lemures attack in a whirlwind of blows, they still can’t land the blows they need. A clever strategy, but he won’t be able to summon anything else quickly after that - that leaves time for me to catch up in quantity…

“Do you have more aiding spells?” she asks Catina and Petals. Before waiting for an answer, she begins the relatively lengthy summoning process again, waiting to hear whether to place her next elemental near the fight or the cage.

---

Varius Liberare wrote:
Archon Ranged Touch Attack

I don't know if the archon moved this turn, but keep it mind that it gets two light ray attacks per full attack! :)

Spellcraft: 1d20 + 12 ⇒ (20) + 12 = 32

Leopard: charge the light blue lemure (-2 AC this round)
Faustinia: begin casting summon monster II.

Leopard Bite, charge, inspire: 1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 14
Damage: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
If bite hits, grab to grapple: 1d20 + 11 ⇒ (6) + 11 = 17

Leopard claw, charge, inspire: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21
Damage: 1d3 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Leopard claw, charge, inspire: 1d20 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 15
Damage: 1d3 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Earth elementals: Round 3/12

Augmented small earth elemental stats:
N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (-1 Dex +7 natural +1 size )
HP 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee Slam +8 (1d6+7)
Special Attacks earth mastery
Statistics
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2, CMB +6, CMD 15
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
Abilities
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Lantern archon: round 2/12

Augmented lantern archon stats:
LG Small Outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural +1 size +2 deflect vs. evil)
HP 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 x light rays +3 touch (1d6 ignores DR)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil
Statistics
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2, CMB -2, CMD 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal, Truespeech
Special Abilities
Aura of Menace (Su) Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Gestalt (Su) [won’t be relevant]
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Celestial leopard: round 1/12

Augmented celestial leopard stats:
N Medium Animal
Init +4; Senses low-light vision, scent darkvision 60 ft. ; Perception +5
Defense
AC 15, touch 14, flat-footed 11 (+4 Dex +1 natural )
HP 25 (3d8+12)
Fort +7, Ref +7, Will +2
Resist cold 5, acid 5, electricity 5
SR 7
Offense
Speed 30 ft., climb 20 ft.
Melee Bite +7 (1d6+5 plus grab), 2 x Claws +7 (1d3+5)
Special Attacks pounce, rake, Smite Evil
Statistics
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
Base Atk +2, CMB +7 (+11 grapple), CMD 21 (25 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +13, Perception +5, Stealth +11 (+15 in undergrowth)
Special Abilities
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Rake (Ex) Gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Smite Evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (3) against evil foes; smite persists until target is dead or the celestial creature rests).


Catina can't help but stand in awe over their opponent's showmanship and skill with magic. "I don't think I've ever seen a spell like that." The appearance of the lantern archon breaks her reverie. "It's... It's wonderful," she stammers. With renewed energy, she casts another spell. It's easier as well, knowing that she'll use Shelyn's magic to aid such a wonderful angelic creature. "Shelyn, bless these creatures, aid them in the task Faustinia has set them to, against this vile devils."

The blue-tinged earch elemental shrug off the blows of the lemures assaulting it. Vibrating softly to the tune of Petals, it raises part of its body and drops it crashing into the devil in front of it.

--

Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18
Cast Bless.

Blue, attack yellow +bless +performance: 1d20 + 8 + 1 + 1 ⇒ (2) + 8 + 1 + 1 = 12
Damage +performance: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14

2,001 to 2,050 of 2,137 << first < prev | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Giuseppe's Council of Thieves Gameplay Thread All Messageboards

Want to post a reply? Sign in.