
![]() |

I know the acid is a little more, but I kinda want to see some meteors in action. They do stack before fire resistance, so both could target either demon and do some damage. Either to take out the minion or force KV to waste his dodge.

![]() |

I'd rather take out the glabrezu. (Preferably with the acid) We can always kill the cultists manually if we like, and it would be nice to let everyone focus-fire KV

![]() |

I figure if we nail him with the meteor, he'll just dodge away and take nothing. While that would spend his action for the round, he may not end up where we can take advantage of it.

![]() |

Acid! Frag is nearly dead, but has ONE ace left up his sleeve...

GMAndrewW |

OK, I am going with an acid blast to the remainong Glabrezu
Violent green acid erupts around the final Glabrezu. It screams as the flesh melts from its bones. One huge pincer reaches towards Koth'Vau...you promis... it manages before a mass of bones, viscera and blood collapses to the ground. Pathetic snarls Vaul as he turns to the group. Finally you have rid me of those parasites. Now I will rule unchallenged by anyone!
With that he takes a step forward and launches himself at Bellum. You will not interfere again INSECT!
The first huge pincer snaps closed just above his head, clearly he misjudged your height. The second however compensates and inflicts a bone crushing wound across Bellums chest and back, ribs snapping under the pressure. His head then snaps forward and seizes Bellum by the throat, crushing his windwipe before one clawed hand rips across his chest with vicious finality. The final claw lashes out at Frag, tearing into him. Bellums limp form crashes to the ground, taking 4d6 ⇒ (2, 4, 6, 6) = 18 damage.
Unfortunately your mirror images dont protect you as he has constant true seeing. All of his attacks hit except the natural 1. Bellum takes 141 damage over 3 attacks after accounting for your Stoneskin. Knocking off your remaining temp HP (5 by my reckoning) you take 136 damage plus 18 from the fall. Frag takes 26 damage after DR
Meanwhile the spores continue to burrow into Kulik, Kurik and Nikolai dealing 1d4 ⇒ 1 damage.
Acid damage: 13d6 ⇒ (2, 6, 6, 3, 3, 6, 2, 4, 6, 3, 1, 3, 6) = 51
Orange reflex, DC23: 1d20 ⇒ 4
Koth'Vauls attacks
Pincer, pa: 1d20 ⇒ 1
Damage: 3d8 + 26 ⇒ (2, 3, 1) + 26 = 32
Pincer, pa: 1d20 ⇒ 20
Damage: 3d8 + 26 ⇒ (1, 1, 7) + 26 = 35
Pincer confirm, pa: 1d20 ⇒ 12
Damage: 3d8 + 62 ⇒ (1, 5, 5) + 62 = 73
Nat 1 on the first Pincer makes Bellum very lucky, no rend for you
Bite, pa: 1d20 ⇒ 17
Damage: 1d8 + 26 ⇒ (8) + 26 = 34
Claw, pa: 1d20 ⇒ 19
Damage: 1d6 + 26 ⇒ (4) + 26 = 30
Claw, pa: 1d20 ⇒ 12
Damage: 1d6 + 26 ⇒ (6) + 26 = 32
Round 4
Koth'Vaul
-------------
Nikolai
Sir Hendric
Frag
Kurik
KULIK
Bellum (dead)
The group is up. If anyone can get Bellum up then he can 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, Blessing of Fervour (Kulik, Kurik, Bellum, Nikolai)
Status
Nikolai: Mage armour, endure elements, see invisibility, heroism, enchantment foil, Resist Energy (all) 30, MP3, spored 3, 20 damage
Kulik Greater magic weapon, freedom of movement, fly, 9 damage, spored 3
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon, 6 damage, spored 3
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (80), MP1, 154 damage, dead? prone
Frag Fly, Align Weapon, MP1, disarmed, 131 damage
Sir Hendric Heroism, Barkskin (+4), Eaglesoul, Crusaders Edge, Shield (6 rounds), Fly, Echolocation, Eagles Splendour, Align Weapon, 52 damage, fast healing 2
Sentry 219 damage, Magic Circle vs Evil, Air Walk
Koth' Vaul: 6 images, MP4, PWS, 20 damage
Cultist 1 19 damage
Cultists 2 19 damage

GMAndrewW |

Acid! Frag is nearly dead, but has ONE ace left up his sleeve...
Your current total damage after KV's attack is 131. You received a heal spell and were then attacked again. I am tracking damage and other effects in the current status spoiler at the end of each post. Please check to make sure it is right on your turn and update your tagline. Thanks.

![]() |

"BELLUM!" Kurik takes the boon of speed from the fervor, barking out a quick prayer as he dashes forward. "Abadar give me grace!" Protected by the blessing from retribution, he dashes to the gnome's crumpled form and slaps his hand down.
Breath of Life: 5d8 + 10 ⇒ (3, 1, 8, 7, 7) + 10 = 36
60ft move with Grace and hopefully enough to get Bellum back in the fight.

![]() |

KULIK has first aid gloves but I don't think he can get there.
I suspect KULIK's best course of action is to fire at Koth'Vaul, though he'll need to move to do so.

![]() |

Nikolai winces when Bellum goes down, then frowns.
Those cultists need to go...
Since Koth'Vaul seemed to be using them as a hit point battery...
He then flies around Koth'Vaul, before unleashing blasts of electricity and cold upon the cultists.
Chain Lightning: 15d6 + 30 ⇒ (4, 1, 5, 5, 5, 1, 5, 5, 2, 3, 5, 2, 5, 1, 6) + 30 = 85 Electricity damage. DC 28 Reflex for half.
If any are left standing, that is then followed by...
Cold Ice Strike: 15d6 + 15 ⇒ (5, 1, 4, 6, 3, 4, 6, 5, 4, 5, 6, 5, 4, 6, 2) + 15 = 81 Cold damage. DC 27 Reflex for half.
(If they are all dead, the blast goes the other way, to hit Koth'Vaul.)

![]() |

KULIK uses the granted Mythic power for a standard action to fly to the top of a nearby boulder, where His Royal Abyssalness used to be alighted, but now is elsewhere. He trains his bow on the would-be demon lord, offering an utterance to Desna to guide his aim.
Free action to re-activate boots of speed (four rounds remaining). Swift action: activate bane vs. outsider (demon). Manyshot, Rapid Shot, sacred justice/destruction, bane, heroes' feast, haste. Clustered Shots and bypassing DR/epic, plus holy on damage. All arrows durable cold iron.
Manyshot: 1d20 + 22 - 2 + 4 + 2 + 1 + 1 ⇒ (4) + 22 - 2 + 4 + 2 + 1 + 1 = 32
Manyshot dmg w/holy & bane: 2d8 + 18 + 12 + 4d6 + 4d6 ⇒ (6, 1) + 18 + 12 + (1, 4, 5, 1) + (2, 6, 1, 5) = 62
Rapid Shot: 1d20 + 22 - 2 + 4 + 1 + 1 ⇒ (10) + 22 - 2 + 4 + 1 + 1 = 36
Rapid Shot dmg w/holy & bane: 1d8 + 9 + 6 + 2d6 + 2d6 ⇒ (2) + 9 + 6 + (3, 5) + (3, 3) = 31
secondary: 1d20 + 17 - 2 + 4 + 1 + 1 ⇒ (6) + 17 - 2 + 4 + 1 + 1 = 27
secondary dmg w/holy & bane: 1d8 + 9 + 6 + 2d6 + 2d6 ⇒ (4) + 9 + 6 + (3, 6) + (3, 3) = 34
tertiary: 1d20 + 12 - 2 + 4 + 1 + 1 ⇒ (13) + 12 - 2 + 4 + 1 + 1 = 29
tertiary dmg w/holy & bane: 1d8 + 9 + 6 + 2d6 + 2d6 ⇒ (1) + 9 + 6 + (2, 1) + (5, 2) = 26
haste: 1d20 + 22 - 2 + 4 + 1 + 1 ⇒ (16) + 22 - 2 + 4 + 1 + 1 = 42
haste dmg w/holy & bane: 1d8 + 9 + 6 + 2d6 + 2d6 ⇒ (1) + 9 + 6 + (4, 6) + (4, 5) = 35

![]() |

I think I'm up at 10 HP after that BoL. (Thanks Kurik!) I'll wait for Hendrik to go and see what happened with the cultists before I decide what to do.

![]() |

Nah, we can just continue.

GMAndrewW |

I have you down at 118 damage total after the breath of life which leaves you at -3, you have already lost your temp HP. Feel free to check but I think currently you are unconscious but stable
Kurik flies down and slaps a hand on Bellum, filling his with the grace of Abadar. Bellums slight body arches and he takes a sudden, deep gulp if air before slumping back down. At last he is alive!
You have 1 temporary level which also reduces your max and current HP by 5 putting you on 123 damage total
Meanwhile Kulik takes his position and levels his murderous bow. The first shot goes wide, but it still disperses an image even though Kulik is unaffected by them. The second shot is flying true but Koth'Vaul grins and vanishes, Kulik easily recognises the illusory image left behind but is startled as Koth'Vaul reappears close to him. Kulik is now well within the would be demon lords reach.
Funny story, you only have to use mirror doodge when you are hit, not when you are attacked. Kulik do you wish to continue with your full round attack against him? You will provoke.
Meanwhile on the other side of the battlefield Nikolai moves to deal with the apparently uninvolved cultists. A couple manage to avoid some of the attacks but it is not enough. The hillside is now littered with chunks of flash frozen human flesh and viscera.
All of the cultists are dead
Red cultists, chain lightning: 3d20 ⇒ (8, 20, 6) = 34
Gold cultists, chain lightning: 2d20 ⇒ (13, 17) = 30
Red cultists, cold ice strike: 3d20 ⇒ (14, 12, 14) = 40
Gold cultists, cold ice strike: 2d20 ⇒ (20, 10) = 30
Round 4
Koth'Vaul
-------------
Nikolai
Sir Hendric
Frag
Kurik
KULIK (pending dcision)
Bellum (unconscious pending check)
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, Blessing of Fervour (Kulik, Kurik, Bellum, Nikolai)
Status
Nikolai: Mage armour, endure elements, see invisibility, heroism, enchantment foil, Resist Energy (all) 30, MP3, spored 4, 21 damage
Kulik Greater magic weapon, freedom of movement, fly, 10 damage, spored 4
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon, 7 damage, spored 4, MP1
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (80), MP1, 123 damage, unconscious, stable, prone, 1 temp negative level
Frag Fly, Align Weapon, MP1, disarmed, 131 damage
Sir Hendric Heroism, Barkskin (+4), Eaglesoul, Crusaders Edge, Shield (8 rounds), Fly, Echolocation, Eagles Splendour, Align Weapon, 52 damage, fast healing 2
Sentry 219 damage, Magic Circle vs Evil, Air Walk
Koth' Vaul: 5 images, MP5, PWS, 20 damage

![]() |

I think I was at 128 before the attack, counting my temporary hitpoints--You had me clocked at 5 temps, but I think I had 10, unless I missed something. Also, do you think stoneskin would apply against the fall damage? (Since I can earthglide right now due to my ring of stony flesh, I might make the argument that I'm landing on a soft surface--at least to me--but...that seems like a little bit of a stretch.)

![]() |

You're right, it's only weapon damage. Though, I think even with 5 temp HP I should be at +2. (120-154+36?)

GMAndrewW |

Round 1: 115hp, 13 temp hp from false life for 128 total
Round 2: Bellum takes 8 falling damage when stunned going to 5 temp HP
Round 4: You take 108 from the crit, 34 from the bite and 30 from the claw. Removing 30 for DR that is 142 damage. 5 is absorbed by your remaining temp HP meaning you have 137 damage on you which kills you. Yoou take another 18 from the fall for a total of 155. Kuriks breath of life gives you 36 back which puts you at 119 damage (so -4|115). However the negative level then reduces you to -9|110 so I was 1hp out. You are unconscious but stable.
I think this is right but feel free to go over it and let me know if you think there is an error.
@Sir Hendrick: With Sentry dead we really need to pick a square for you to be in. I have put you away from KV. You are threatenned there but you may withdraw safely as one square will get you out of his reach given the height difference.

![]() |


![]() |

"You shouldn't have killed my horse! Frag - with me!"
Sir Hendric will expend a mythic power to get an extra standard action and drop the shield. Then he will challenge and charge, drawing his longsword and striking two-handed.
"FOR HONOR AND JUSTICE!"
Although he won't do much damage unmounted and with his longsword, by doing so he can trigger an immediate-action charge-pounce from Frag.
I don't know if KULIK is eating up the AOO with his attack so Sir Hendric can do his thing in peace, or vice versa. But I do know if KV gets a full-round attack on KULIK he's going to tear him to shreds. There's no time to retrieve Widowmaker and the lance.
Using Inspiring Rush for a +1 trait bonus to hit and damage (and will apply to Frag's attacks as well).
Attack: 1d20 + 28 ⇒ (12) + 28 = 40
Damage: 1d8 + 45 ⇒ (1) + 45 = 46 Counts as Epic, Good, Magic, Slashing
Modifiers: +14 BAB, +8 Str, +1 Enhancement, +4 morale (banner), +1 Blessing, +1 Trait, +2 Charge, +1 higher ground, -4 PA = +28 to hit
+12 Str, +1 Weapon, +12 PA, +1 trait, +1 boon, +18 challenge = +45 damage
AC 35 when charging unmounted, and CMD 37 (had Bellum been conscious I would have asked for a Shadow Conjuration of a Phantom Steed)
If he is disarmed by an AOO, he will complete the charge with an unarmed strike for 1d3+36 damage instead.

GMAndrewW |

Kulik continues to fire in the face of the giant would be demon lord, at least he tries to do so. As he goes for another shot one huge clawed hand lashes out and tears his bow from his grasp.
I am assuming your CMD is as marked in your tagline, 37. In which case he beats it by a lot and disrupts the rest of your full attack.
Sir Hendrick then charges in and lands a solid blow, especially as he is able to ignore the mirror images still swirling around Koth'Vaul.
KV takes 45 damage
I will deal with you next WORM he spits in Sir Hendricks face.
I believe Frag now gets to charge as an immediate action and then will get to take his actions for this turn? Is that correct?
CMB Disarm: 1d20 ⇒ 15
Round 4
Koth'Vaul
-------------
Nikolai
Sir Hendric
Frag
Kurik
KULIK
Bellum (unconscious)
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, Blessing of Fervour (Kulik, Kurik, Bellum, Nikolai)
Status
Nikolai: Mage armour, endure elements, see invisibility, heroism, enchantment foil, Resist Energy (all) 30, MP3, spored 4, 21 damage
Kulik Greater magic weapon, freedom of movement, fly, 10 damage, spored 4
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon, 7 damage, spored 4, MP1
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (80), MP1, 123 damage, unconscious, stable, prone, 1 temp negative level
Frag Fly, Align Weapon, MP1, 131 damage
Sir Hendric Heroism, Barkskin (+4), Eaglesoul, Crusaders Edge, Shield (5 rounds), Fly, Echolocation, Eagles Splendour, Align Weapon, 50 damage, fast healing 2
Sentry 219 damage, Magic Circle vs Evil, Air Walk
Koth' Vaul: 5 images, MP5, PWS, 65 damage

![]() |

So without Widowmaker, Frag's charge is going to be less than impressive, if it even doesn't anything at all. I'm somewhat locked in now unless I can somehow get it using Mythic Power. Not sure the action economy there. Tagline is currently correct.

![]() |

You don't have to charge. But since you can't see through his Mirror Images, even just popping off a bunch of them is useful for you. Trying to get back Widowmaker would be a move to get there and a move to pick it up, so even with a bonus standard you couldn't do much (except prepare to charge next round, but then he could just Disarm you again with an AOO). If Bellum were up maybe he could use Telekinesis to retrieve our weapons for us, but he isn't.
Your gladius charge with PA should be +20 damage on each attack (+10 Str, +8 PA, +1 enhancement, +1 from Sir Hendric's trait) so that isn't bad. You get +5 from Sir Hendric on the attack rolls (+4 morale from banner, +1 trait).

![]() |

Fair. Here goes nothing. I do have a boon that gets me one free casting of Heal left, but I'll need to survive to use it.
Frag heeds the call from Sir Hendric. With another cry to Gorum, the Northman drives after the demon!
Charge, PA.
Gladius 1: 1d20 + 26 ⇒ (14) + 26 = 40 for DMG: 1d6 + 20 ⇒ (3) + 20 = 23
Gladius 1: 1d20 + 21 ⇒ (5) + 21 = 26 for DMG: 1d6 + 20 ⇒ (6) + 20 = 26
Gladius 1: 1d20 + 16 ⇒ (16) + 16 = 32 for DMG: 1d6 + 20 ⇒ (5) + 20 = 25
Bite: 1d20 + 16 ⇒ (10) + 16 = 26 for DMG: 1d6 + 5 ⇒ (6) + 5 = 11

![]() |

Koth'Vaul also takes -2 AC for being in my threatened area, which might help.
Is the bite really at the tertiary attack bonus? Think it should be at the secondary bonus more or less.
And that was just a bonus immediate action - you now get your regular turn. Which could be 'Go get Widowmaker' if you want, or 'Full attack but without Charge bonuses'.

![]() |

Don't forget about blessing of fervor!

![]() |

Frag and Sir Hendric were out of the area when that was cast. Taking down one of the Glabrezu before he could Stun anyone.
Whoops, my bad.

![]() |

Yeah missed on the BoF. Was going to wait until getting the results, but will post now:
After stabbing furiously, the barbarian looks back for the sword which has been his one true friend. He breaks off the assault to get Widowmaker. Double move.

![]() |

Frag, pretty sure you can make that in a single Flying move, given that a Mithral Breastplate counts as light armor for purposes of movement, so you could also use your Heal boon or pick up the sword (or use your remaining mythic point to do both). Next time you charge this guy make sure he has used up his AOO.

GMAndrewW |

Frag charges in stabbing repeaedly with his Gladius. The first blow strikes true, cutting into Koth'Vauls flesh but this weapon cannoot penetrate his thick hide and much of the strength of the blow is deflected. The second blow goes wide, and fails even to destroy an image. The third blow cuts through an image while the teeth snap shut on empty air.
KV takes 13 damage and loses an image
Frag then breaks away and recovers widowmaker.
You can get there with a single 60' fly speed, I assume you use your standard to recover the weapon. You may use a mythic point for another standard if you want to but I will be moving us on so you need to decide quickly.
MI: 1d6 ⇒ 1
MI: 1d6 ⇒ 5
Round 5
Koth'Vaul
-------------
Nikolai
Sir Hendric
Frag
Kurik
KULIK
Bellum
The group now have permanent control over the Abyss. Decide what you want to do, rule of two applies. Koth'Vaul will then act
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.
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, Blessing of Fervour (Kulik, Kurik, Bellum, Nikolai)
Status
Nikolai: Mage armour, endure elements, see invisibility, heroism, enchantment foil, Resist Energy (all) 30, MP3, spored 4, 21 damage
Kulik Greater magic weapon, freedom of movement, fly, 10 damage, spored 4
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon, 7 damage, spored 4, MP1
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (80), MP1, 123 damage, unconscious, stable, prone, 1 temp negative level
Frag Fly, Align Weapon, MP1, disarmed, 131 damage
Sir Hendric Heroism, Barkskin (+4), Eaglesoul, Crusaders Edge, Shield (8 rounds), Fly, Echolocation, Eagles Splendour, Align Weapon, 52 damage, fast healing 2
Sentry 219 damage, Magic Circle vs Evil, Air Walk
Koth' Vaul: 4 images, MP5, PWS, 78 damage

![]() |

Going to vote on the meteors again. Either they pop some images and still force Reflex saves, or they nail him for extra damage.

![]() |

Will actually save the Mythic Power for the moment, simply moving and retrieving the sword. I will more than likely burn it on the next round to use Heal and still charge if his AoO gets used up.

![]() |

Could the 'crude structures' include a Wall of Force (or Stone) between Sir Hendric and Koth'Vaul?
Or could we summon strong winds to blow us away from him?

![]() |

I'm fine with meteors. Light him up!

![]() |

Okay, I'm fine with holding off. You want a barrier between you and him? Maybe we could do something that blocks both you and KULIK.

![]() |

If not a wall, a fog effect? If it is a real cloud, it would block his sight regardless of true seeing.