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Sir Hendric will accept a Fly spell from His Abyssal Majesty on the off chance he gets dismounted again.
@Kurik: I was hoping for Barkskin on Sir Hendric, not Sentry. Sir Hendric's neck slot is occupied by a Swarmbane Clasp so he lacks a NA bonus.

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Right, sorry. Didn't doublecheck the suggestion when I was editing.

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I wouldn't say no to a fly in case I need to get over to someone to heal them. I'll also activate my ring of stony flesh to get CL11th stoneskin and cast extended mirror image on myself.
Mirror Image: 1d4 + 5 ⇒ (4) + 5 = 9
Just as a note, I can get true seeing from a class ability if we need it. Also remember, I cast extended communal delay poison on everyone before that last fight--I think that it got lost in the flurry of buffs. Duration should be ~4 hours.
I'm willing to cast whatever I need to from scrolls. Maybe the GM can tell us if Talisman of Reprieve does anything.

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Alright, so, that is six CL 16 Resist Energy(Fire)s, to cover everyone in the party (including Sentry), and two Flys, so far.

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Barkskin on both Sir Hendric and Kurik for +4.
Recalling Freedom of Movement with the found pearl of power and casting on Kurik, 100 minutes.
Magic Circle Against Evil on Sentry, 100 minutes.
Communal Resist Electricity 20 for everyone. 100 minutes/6 for ~16 minutes total.
Shield of Faith for +3 deflection to Kurik, 10 minutes.

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Woah, I'm not accustomed to being the slow poster! Yes, Frag will drink. It's in his personality to do so.
While the others preen and prep, the barbarian paces. Eager to make up for the shame which covered him in the last fight.

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Assuming we know the SLAs from that Knowledge check, does anybody have a way to deal with Power Word Stun? Or worse, Mythic Power Word Stun?
Being out of range of it, or using readied actions to interrupt SLAs, or using Heal/Dispel after the fact are all that I can think of.
Given that risk, Sir Hendric will not have his lance in hand (doesn't want to drop it if he gets Stunned). If he has the chance to charge, he can draw a weapon while charging (his lance fits in his Scabbard of Many Blades).

GMAndrewW |

OK, before I move you on to the next section I just want to check the current status is correct. You can save your Talisman scroll, I know the boon only refers to skill checks but I am going to take that as a typo and apply it to the whole effect.
Bellum cannot activate a Bestow Insight scroll, it is only availble to humans as per additional resources. If you dont use the Talisman scroll you do still need to roll for eaglesoul
Kurik is providing resist energy electricity, if you borrow Nikolais orange prism ioun stone you get to CL11 and resist 30. In this case I still need to know which energy resist you want to cover with the mass planar adaptation
Current Time: 110 minutes since entry
Group Buffs: Heroes' Feast, Delay Poison, Spell Immunity (confusion, unholy blight, chaos hammer), Mass Planar Adaptation ( ?? Resistance 20), Life Bubble, Resist energy (fire) 30, Resist Energy (Electricity) 30
Status
Nikolai: Mage armour (13.1 hours), endure elements (22.1 hours), see invisibility (40 min), heroism (40 min), enchantment foil (13.1 hours), false life (10 temp hp, 2.5 hours)
Kulik Greater magic weapon (13.1 hours), freedom of movement (80 min)
Kurik air walk (90 min), shield of faith (10 min), barkskin (100 min), freedom of movement (100 min)
Bellum See invisibility (constant), freedom of movement (40 min), resist electricity and fire 30 (40 min), fly (16 min), mirror image (8, 30 min), stoneskin (110, 110 min)
Frag
Sir Hendric Heroism (60 min), Barkskin (+4, 100 min), Eaglesoul (11 hours), Crusaders Edge (7 min), Shield (9 rounds), Fly (16 min)
Sentry 1 damage, Magic Circle vs Evil (100 min)

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Aha. Didn't realize that about Bestow Insight. Well, unless I botch the UMD (roll a 1), I can retry it if I fail.
UMD DC 31, Heroism, Moment of Greatness, Eagle's Splendor: 1d20 + 17 + 2 + 2 + 2 ⇒ (14) + 17 + 2 + 2 + 2 = 37
Sir Hendric successfully casts Eaglesoul.
He will also use his scroll of Echolocation (70 min).
UMD DC 27, Heroism, Eagle's Splendor: 1d20 + 17 + 2 + 2 ⇒ (15) + 17 + 2 + 2 = 36

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KULIK has align weapon and enough 2nd level spell slots to get everyone who wants it. It'll be 13 minutes and not 15, but if we're going in hot...
Alright, so, that is six CL 16 Resist Energy(Fire)s, to cover everyone in the party (including Sentry), and two Flys, so far.
Would not say no to fly.
Also, can everyone please make sure you have filled in your initiative, will save and perception modifiers on the slide, taking into account any buffs (the blood or heart one buffs init) and that you are no longer being affected by being in the Abyss.
Done.

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I suppose acid seems like a likely danger for planar adaptation.

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Well, just to be clear: In addition to the previously cast Resist Energy(Acid, Cold, Electricity, Fire, Sonic) cast upon myself, I have cast Resist Energy(Fire) on everyone else, and Fly three times on those who asked for it (spell slots have been spent accordingly).
------------
I also have a Wand of False Life that those of you with UMD are welcome to use.

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I'll take a hit of that false life.
UMD: 1d20 + 12 ⇒ (13) + 12 = 25
False Life: 1d10 + 3 ⇒ (10) + 3 = 13

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Frag will activate his boots ahead of time. Otherwise, he has no buffs to supply, but will take anything offered.

GMAndrewW |

OK, moving forward and welcome to the single most complicated PFS encounter I have ever had to run in my life.
The group of you gather together, make your final preparations and then step into the inky black portal the malevolent spirit of a demon lord has assured you will take you to your enemy (rather than being, say, a sphere of annhilation). There is a moment of disorientation as you appear at the other side to a scene of chaos. The remains of twisted trees dot the landscape of this blasted hillside. Swirling storms of chaos, filled with gouts of black flame, rage amid the trees and a large group of demons turn to face you. On a ridge above the battlefield a group of cowled humans stand, heads bowed in apparent prayer. There is no sign of Koth'Vaul.
As you arrive your weapos and armour begin to glow with sacred power, humming in your hands.
Muhlias ritual gives you a +1 sacred bonus to AC and a +1 sacred bonus to attack and damage rolls against Koth'Vauls minions.
Bellum immediately recognises the huge creatures as Glabrezu. Each of them has multiple mirror images swirling around them.
Planes: 1d20 + 18 ⇒ (6) + 18 = 24
The smaller creatures are clearly Vrock, although more powerful than your average Vrock.
You can ask 1 question
A note about the setup. All of the demons are flying 20' above the ground. The cliff to your left is 15' high. The second plateau level is 20' above the entry level and those cliffs rise to the same height. The passageways up count as difficult terrain but you are all flying I think so you dont care. I can tell you now that the scenario tells me none of this, it just gives me the map so I am filling in details here. The areas of flame on the map are the gouts of black flame, they do not look natural so your fire resistance may not help. Unfortunately this map and the enemies flying allows for no charge lane at the outset. The trees will block ground movement.
This is a reactive save, if you really want to reroll I suppose you can. It doesnt relate to anything having a direct effect on you.
Sir Hendric: 1d20 + 18 ⇒ (8) + 18 = 26
Kurik: 1d20 + 21 ⇒ (4) + 21 = 25
Bellum: 1d20 + 18 ⇒ (6) + 18 = 24
KULIK: 1d20 + 16 ⇒ (9) + 16 = 25
Frag: 1d20 + 9 ⇒ (3) + 9 = 12
Nikolai: 1d20 + 14 ⇒ (3) + 14 = 17
Sir Hendric Init: 1d20 + 6 ⇒ (18) + 6 = 24
Kurik Init: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Bellum Init: 1d20 + 5 ⇒ (10) + 5 = 15
KULIK init: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Frag Init: 1d20 + 4 ⇒ (20) + 4 = 24
Nikolai: 1d20 + 18 ⇒ (7) + 18 = 25
Round 1
Yellow Glabrezu
Pink Vrock
Nikolai
Sir Hendric
Frag
Kurik
KULIK
Blue Glabrezu
Blue Vrock
Bellum
Orange Glabrezu
Red Glabrezu
Green Glabrezu
Red Vrock
Green Vrock
At the start of each turn I will make a roll for each of you. Depending on the outcome either you or the enemy or both can create an effect as they manipulate the shape of the Abyss. Nikolai succeeds automatically, the rest of you get a bonus for having drank the blood.
Sir Hendric: 1d20 + 19 ⇒ (6) + 19 = 25
Kurik: 1d20 + 20 ⇒ (9) + 20 = 29
Bellum : 1d20 + 20 ⇒ (13) + 20 = 33
KULIK: 1d20 + 20 ⇒ (19) + 20 = 39
Frag : 1d20 + 18 ⇒ (2) + 18 = 20
Possible effects include:
Quake: Each creature standing in a 20-foot radius must attempt a DC 20 Reflex save or fall prone. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 avoids). The fissures are 40 feet deep. At the end of the round, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (Pathfinder RPG Core Rulebook 429). In Subtier 14–15, increase the DC of the Reflex save by 2.
Meteor Strike: Two meteors strike the battlefield, as per the spell meteor swarm.
Acid Bubble: An Abyssal bubble bursts, spraying acid on all creatures within a 20-foot radius. This deals 10d6 points of acid damage (Reflex DC 21 half ). In Subtier 14–15, the damage increases to 13d6,and the saving throw DC increases to 23.
Abyssal Minions: The dirt of the Abyss squirms with life, as a 20-foot-radius spread of grasping claws springs from the ground. This functions like a black tentacles spell (CL 15th, or CL 17th in Subtier 14–15).
Other: The PCs could potentially create other effects, such as altering terrain features or even creating crude structures from thin air. Allow them some leeway in how they decide to shape the Abyss, especially if it creates fun or cinematic effects.
This round the enemy is in control of the Abyssal energies. All around the group skeletal arms burst from the ground, grasping at you, trying to take hold of you.
CMB: 1d20 + 22 ⇒ (1) + 22 = 23
Kuli, Kurik and Bellum are immune due to freedom of movement
The skeletal limbs fail to seize hold of anyone but they do get in the way creating difficult terrain But if everyone is flying or air walking it makes no difference so I am not even going to add it to the map
The distant yellow glabrezu gestures at you and unleashes a spell. It washes over the group to no effect {thank you spell immunity). Meanwhile the pink Vrock flies forward and unleashes a hideous, soul searing shriek.
To preempt questions this is a supernatural ability with no descriptors
Sir Hendric: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32
Sentry: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Kurik: 1d20 + 21 ⇒ (11) + 21 = 32
Bellum: 1d20 + 15 ⇒ (3) + 15 = 18
KULIK: 1d20 + 14 ⇒ (18) + 14 = 32
Frag: 1d20 + 15 ⇒ (19) + 15 = 34
Nikolai: 1d20 + 16 ⇒ (7) + 16 = 23
If you want to reroll shout out now. You have 12 hours to decide after which people in bold can act (subject to what the effect might do if you fail the save)

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Out of rerolls, so I will let it ride for the moment.
Spying the imaged demons, Kulik speaks a prayer and touches Kulik in benediction. "Abadar, pierce the illusions of our foes that his arrows may find their mark!"
Assuming nothing else goes wrong, this seems like the best buff to get off first.

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Just getting the intent out there before I start the 5 hour drive to California.

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I'll re-roll that.
Foritude save (reroll): 1d20 + 15 + 4 ⇒ (19) + 15 + 4 = 38

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Sir Hendric should have another +2 on his Fort save from Heroism, not that it matters with that roll.
Sentry should have another +2 on his save from Magic Circle Against Evil, and it actually might matter.
Sir Hendric is planning to share Coordinated Charge and then make a Wheeling Charge against the Red Vrock (ending up where the Yellow square is). If he does that, he would still be in range for a Blessing of Fervor that could get everybody except Nikolai.
If he waits until it's Bellum's turn to actually cast the spell, the situation may have changed and he might be unable to act. So I just wanted to give you all a head's up before I go all Leeroy Jenkins.

GMAndrewW |

All of you manage to hold yourselves together in the face of the screeching demon.
Kurik places the blessing of Abdadar on Kulik who can now pierce the many mirror image illusions. As he does so one thing becomes apparent, one of the Glabrezu is in fact Koth'Vaul, hidden behind an illusion spell (He had veil up, no-one managed the will save surprisingly).
Round 1
Koth'Vaul
Pink Vrock
Nikolai
Sir Hendric
Frag
Kurik
KULIK
Blue Glabrezu
Blue Vrock
Bellum
Orange Glabrezu
Red Glabrezu
Green Glabrezu
Red Vrock
Green Vrock
Bold may act, if you have buffs up which affect things like your saves please add them to the slide and to your tagline.

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"For Honor and Justice!"
Sir Hendric uses Tactician to share Coordinated Charge, then makes a Wheeling Charge on the Red Vrock, drawing his lance from the magic scabbard as he does so.
No swift action available to challenge.
Normal charge modifiers: +14 BAB, +6 Str, +5 Weapon, +4 Cavalier, +4 morale (banner), -4 PA = +29
+6 Str, +7 Horse's Str, +5 Weapon, +12 PA = +30 damage (1d8+30 becomes 3d8+90)
(FAQs on lance Str and PA say 1xStr but 1.5xPA.)
Doubled threat range on charges.
Temporary modifiers: +1 sacred to hit and damage from blessing, extra +2 to hit and +2+2d6 damage from Crusader's Edge, +1 damage vs demons from boon, for +4+2d6 damage
Attack, PA: 1d20 + 32 ⇒ (19) + 32 = 51
Damage: 3d8 + 102 + 2d6 ⇒ (4, 5, 6) + 102 + (6, 5) = 128
Confirm: 1d20 + 32 ⇒ (14) + 32 = 46
Crit Damage: 2d8 + 68 ⇒ (8, 4) + 68 = 80
Also, from Crusader's Edge: if the Vrock lives it is nauseated for 1d3 rounds on a confirmed crit, or sickened for 1 round on a DC 19 Fort save. Though I hope 208 damage kills it.
I don't think anybody else can charge right now, but for the next 10 rounds:
Benefit: When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.
A hit on the Vrock activates Eaglesoul's full benefits, which now will last 11 rounds.
"Frag, can you fly up and charge?" You could, if you wanted, use the free Standard action from mythic power to fly up, and then charge the Blue glabrezu. Assuming I've killed the Vrock, that would let me also charge Blue as an immediate action.

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I can make a full attack on a charge, so it's definitely worth it.
I'm on mobile for a couple hours (meetings.) I tried to track the buffs, but I'm SURE I'm forgetting something. Will post when I can check the thread and double check the map and buffs.

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You also get a +4 morale bonus on charge attacks when within 60' of Sir Hendric's banner. That should apply to all of your Pounce attacks, I would think.

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I assume this intel is shared by our friend...? :-)
Of course, in KULIK's inimitable way.
KULIK stabs a finger toward the one that is actually Koth'Vaul. That one Koth'Vaul! Hidden by make-believe magics!

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Can Frag charge? What was the ruling on climbing altitude at less than 45 degrees?

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Frag, you can't charge uphill, but you can use a free standard action (mythic power) to ascend and then charge.
KULIK can do a free standard action move also to get clear of cover if needed.

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Posting now. I'm going to post something of a macro. He'll delay until his friend KULIK. IF Kol Vauth himself is NOT mirror-imaged, he'll go big and attack him. If not, he'll go after Blue as mentioned by Sir Hendric.
Frag gives a battle cry reaching down into his gut for the mythic power, "GORUM WITNESS ME! WITNESS!"
Mythic Power, pounce, Banner, Good Aligned Weapon, (Widowmaker is also +5)
ATK 1: 1d20 + 25 + 2 + 4 + 1 ⇒ (12) + 25 + 2 + 4 + 1 = 44 DMG: 2d4 + 32 + 1 ⇒ (4, 2) + 32 + 1 = 39
ATK 2: 1d20 + 20 + 2 + 4 + 1 ⇒ (17) + 20 + 2 + 4 + 1 = 44 DMG: 2d4 + 32 + 1 ⇒ (4, 1) + 32 + 1 = 38 + THREAT
ATK 3: 1d20 + 15 + 2 + 4 + 1 ⇒ (18) + 15 + 2 + 4 + 1 = 40 DMG: 2d4 + 32 + 1 ⇒ (1, 2) + 32 + 1 = 36 + THREAT
ATK Bite: 1d20 + 20 + 2 + 4 + 1 ⇒ (15) + 20 + 2 + 4 + 1 = 42 DMG: 1d4 + 5 + 1 ⇒ (3) + 5 + 1 = 9
ATK 2 Confirm: 1d20 + 20 + 2 + 4 + 1 ⇒ (18) + 20 + 2 + 4 + 1 = 45 DMG: 2d4 + 32 + 1 ⇒ (4, 1) + 32 + 1 = 38
ATK 3 Confirm: 1d20 + 15 + 2 + 4 + 1 ⇒ (20) + 15 + 2 + 4 + 1 = 42 DMG: 2d4 + 32 + 1 ⇒ (2, 1) + 32 + 1 = 36
AoO 1: 1d20 + 25 + 2 + 4 + 1 ⇒ (12) + 25 + 2 + 4 + 1 = 44 DMG: 2d4 + 32 + 1 ⇒ (2, 1) + 32 + 1 = 36
AoO 2: 1d20 + 25 + 2 + 4 + 1 ⇒ (16) + 25 + 2 + 4 + 1 = 48 DMG: 2d4 + 32 + 1 ⇒ (4, 1) + 32 + 1 = 38 + THREAT
AoO Confirm: 1d20 + 25 + 2 + 4 + 1 ⇒ (18) + 25 + 2 + 4 + 1 = 50 DMG: 2d4 + 32 + 1 ⇒ (2, 2) + 32 + 1 = 37
AoO 3: 1d20 + 25 + 2 + 4 + 1 ⇒ (2) + 25 + 2 + 4 + 1 = 34 DMG: 2d4 + 32 + 1 ⇒ (1, 1) + 32 + 1 = 35

GMAndrewW |

Sir Hendric spurs Sentry on, up and around the greta cliff face. Hw rides down the vile Vrock and raises his lance high. The point of the lance enters the creatures abdomen and explodes out of its back, slaying it instantly.
Housekeeping: KULIK has given an align weapon to Frag and will do so to Sir Hendric and Kurik if desired.
I have added these, I assume you are making their weapons good aligned. If you are doing it just say you are, PbP really doesnt have the time for a lot of discussion about this sort of thing. Remember the Muhlia buff makes them good ligned against the minion demons regardless.
Can KULIK target Koth'Vaul, or are the boulders, etc., providing cover?
From your current spot you can only just make out the top of him, he has improved cover
Can Frag charge? What was the ruling on climbing altitude at less than 45 degrees?
You cannot charge from where you currently are. You could use your demon blood granted ability to take an extra standard action to move, climbing upwards to get on level with a demon (you have a 60' fly speed) and then charge
Assuming I've killed the Vrock, that would let me also charge Blue as an immediate action.
I dont believe you can charge blue due to height. He is flying 20' above a 20' high cliff making him well outside of your reach
Round 1
Koth'Vaul
Pink Vrock
Nikolai
Sir Hendric
Frag
Kurik
KULIK
Blue Glabrezu
Blue Vrock
Bellum
Orange Glabrezu
Red Glabrezu
Green Glabrezu
Green Vrock
Bold may act
Current Time: 110 minutes since entry
Group Buffs: Heroes' Feast, Delay Poison, Spell Immunity (confusion, unholy blight, chaos hammer), Mass Planar Adaptation ( Acid Resistance 20), Life Bubble, Resist energy (fire) 30, Resist Energy (Electricity) 30
Status
Nikolai: Mage armour, endure elements, see invisibility, heroism, enchantment foil, false life (10 temp hp), Resist Energy (all) 30
Kulik Greater magic weapon, freedom of movement, fly
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (110), False Life (13hp)
Frag Fly, Align Weapon
Sir Hendric Heroism), Barkskin (+4), Eaglesoul, Crusaders Edge, Shield (9 rounds), Fly, Echolocation, Eagles Splendour, False life (8hp), Align Weapon
Sentry 1 damage, Magic Circle vs Evil, Air Walk
Orange Glabrezu: 5 images
Red Glabrezu: 6 images
Green Glabrezu: 7 images
Koth' Vaul: 8 images, MP6
Blue Glabrezu: 7 images
Green Vrock:
Blue Vrock:
Pink Vrock: Shrieked

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I did use the mythic ability in the post above. I just didn't update the map as I need Kulik to go

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From your current spot you can only just make out the top of him, he has improved cover
As long as it's not total cover: have Improved Precise shot, will travel. Er, attack.
Also, I believe the mass planar adaption was for acid resistance.
Free action to activate boots of speed (five rounds remaining). Swift action: activate judgment (sacred destruction and sacred justice). Improved Precise Shot so no AC bonus for cover. Manyshot, Rapid Shot, sacred justice/destruction, heroes' feast, haste. Clustered Shots and bypassing DR/epic. plus holy on damage. All arrows durable cold iron.
Manyshot: 1d20 + 22 - 2 + 4 + 1 + 1 ⇒ (8) + 22 - 2 + 4 + 1 + 1 = 34
Manyshot dmg w/holy: 2d8 + 18 + 12 + 4d6 ⇒ (6, 8) + 18 + 12 + (2, 4, 5, 2) = 57
Rapid Shot: 1d20 + 22 - 2 + 4 + 1 + 1 ⇒ (14) + 22 - 2 + 4 + 1 + 1 = 40
Rapid Shot dmg w/holy: 1d8 + 9 + 6 + 2d6 ⇒ (1) + 9 + 6 + (3, 2) = 21
secondary: 1d20 + 17 - 2 + 4 + 1 + 1 ⇒ (4) + 17 - 2 + 4 + 1 + 1 = 25
secondary dmg w/holy: 1d8 + 9 + 6 + 2d6 ⇒ (1) + 9 + 6 + (4, 4) = 24
tertiary: 1d20 + 12 - 2 + 4 + 1 + 1 ⇒ (10) + 12 - 2 + 4 + 1 + 1 = 26
tertiary dmg w/holy: 1d8 + 9 + 6 + 2d6 ⇒ (2) + 9 + 6 + (1, 5) = 23
haste: 1d20 + 22 - 2 + 4 + 1 + 1 ⇒ (9) + 22 - 2 + 4 + 1 + 1 = 35
haste dmg w/holy: 1d8 + 9 + 6 + 2d6 ⇒ (1) + 9 + 6 + (1, 1) = 18

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Was hoping he might actually target them on purpose, :-) Yes, Blue

GMAndrewW |

Kulik raises his bow and prepares to launch a barrage of arrows at Koth'Vaul. As the first two streak towards him he vanishes, an illusory duplicate appearing in its place. Koth'Vaul is no longer visible.
You may redirect your attacks elsewhere, let me know where they are going.
Meanwhile, Frag rises into the air and charges at the nearby Glabrezu. Unfortunately it is protected by many mirror images but still two blows land, causing it to wobble somewhat in the air and drop downwards a little. .
Blue takes 81 damage
I run images as hitting that target on a 1
Attack 1: 1d8 ⇒ 3 Miss
Attack 2: 1d7 ⇒ 7 Miss
Attack 3: 1d6 ⇒ 1 Hit
Bite: 1d6 ⇒ 1 Hit
Fly: 1d20 ⇒ 18
Fly: 1d20 ⇒ 2
Round 1
Koth'Vaul
Pink Vrock
Nikolai
Sir Hendric
Frag
Kurik
KULIK
Blue Glabrezu
Blue Vrock
Bellum
Orange Glabrezu
Red Glabrezu
Green Glabrezu
Green Vrock
His demonic majesty may act
Current Time: 110 minutes since entry
Group Buffs: Heroes' Feast, Delay Poison, Spell Immunity (confusion, unholy blight, chaos hammer), Mass Planar Adaptation ( Acid Resistance 20), Life Bubble, Resist energy (fire) 30, Resist Energy (Electricity) 30
Status
Nikolai: Mage armour, endure elements, see invisibility, heroism, enchantment foil, false life (10 temp hp), Resist Energy (all) 30
Kulik Greater magic weapon, freedom of movement, fly
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (110), False Life (13hp)
Frag Fly, Align Weapon, MP1
Sir Hendric Heroism), Barkskin (+4), Eaglesoul, Crusaders Edge, Shield (8 rounds), Fly, Echolocation, Eagles Splendour, False life (8hp), Align Weapon
Sentry 1 damage, Magic Circle vs Evil, Air Walk
Orange Glabrezu: 5 images
Red Glabrezu: 6 images
Green Glabrezu: 7 images
Koth' Vaul: 8 images, MP5
Blue Glabrezu: 5 images, 81 damage
Green Vrock:
Blue Vrock:
Pink Vrock: Shrieked

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Sentry can charge up steep slopes with no penalty due to the Sure-Footed feat. Assuming he is high enough to have hit the Vrock, could he go 25' over and 25' up for an immediate action charge? Sir Hendric could close his eyes and rely on Echolocation to hit the Glabrezu.

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You may redirect your attacks elsewhere, let me know where they are going.
Send them to the Red glabrezu please.

GMAndrewW |

The red glabrezu roars in pain as all four arrows sink into its flesh, tearing therough its damage reduction. Somehow, despite being an ungainly flier, it manages to keep its place in the air.
Red takes 86 damage
Fly: 1d20 ⇒ 14
Fly: 1d20 ⇒ 8
Fly: 1d20 ⇒ 17
Fly: 1d20 ⇒ 18
Round 1
Koth'Vaul
Pink Vrock
-------------
Nikolai
Sir Hendric
Frag
Kurik
KULIK
-------------
Blue Glabrezu
Blue Vrock
-------------
Bellum
-------------
Orange Glabrezu
Red Glabrezu
Green Glabrezu
Green Vrock
His infernal majesty may act
Current Time: 110 minutes since entry
Group Buffs: Heroes' Feast, Delay Poison, Spell Immunity (confusion, unholy blight, chaos hammer), Mass Planar Adaptation ( Acid Resistance 20), Life Bubble, Resist energy (fire) 30, Resist Energy (Electricity) 30
Status
Nikolai: Mage armour, endure elements, see invisibility, heroism, enchantment foil, false life (10 temp hp), Resist Energy (all) 30
Kulik Greater magic weapon, freedom of movement, fly
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (110), False Life (13hp)
Frag Fly, Align Weapon, MP1
Sir Hendric Heroism), Barkskin (+4), Eaglesoul, Crusaders Edge, Shield (9 rounds), Fly, Echolocation, Eagles Splendour, False life (8hp), Align Weapon
Sentry 1 damage, Magic Circle vs Evil, Air Walk
Orange Glabrezu: 5 images
Red Glabrezu: 6 images, 86 damage
Green Glabrezu: 7 images
Koth' Vaul: 8 images, MP5
Blue Glabrezu: 5 images, 81 damage
Green Vrock:
Blue Vrock:
Pink Vrock: Shrieked

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Losing my swift next round is not great, but I may not even get any actions next round if they use Power Word Stun (which I think we know about) so I may as well act while I can.
Sir Hendric and Sentry race upwards through the air to strike Blue Glabrezu!
As before, but +4 Str from Eaglesoul.
Attack: 1d20 + 34 ⇒ (4) + 34 = 38
Damage: 3d8 + 108 + 2d6 ⇒ (6, 3, 1) + 108 + (4, 1) = 123

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Target rich environment and all that.

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Sir Hendric does not need KULIK's Align Weapon on his lance (as it is +5 and also received the blessing ritual) but would have taken it on his backup weapon, the longsword.

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Sir Hendric does not need KULIK's Align Weapon on his lance (as it is +5 and also received the blessing ritual) but would have taken it on his backup weapon, the longsword.
Works for me. Consider it done.