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Extremely thick smoke that his True Seeing can't penetrate could also work, giving us concealment.
Given a tool like this, we should take advantage of the option to think creatively and not just default to the multiple choice options.
Edit: ninja'd!

GMAndrewW |

I would not allow a wall of force or stone effect. Some large area fog cloud effect would be fine although it would affect you as well. You could manipulate the existing terrain to shift someone on the ground such as Kulik to get him away although it wouldnt be that far, maybe 30' or so. I might also allow it to create a barrier of sorts giving cover.

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Could we make a pillar that lifts KV up? Would that Abyssal fire block LOS? Maybe we could have it spread to his square.

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Fog or smoke wouldn't affect Sir Hendric due to his Echolocation. He'd probably still go down after a full-round attack but there might not be as many leftover hits to target others. And he could get lucky on the concealment rolls. So that is my preference.
Moving KV to negate his full-round attack would be even better but I imagine an unwilling target would get a Reflex save to negate such an effect. That's why I suggested a blast of wind to move all of us (flying and Air Walking) away from KV. As willing targets we could just forfeit our Reflex saves, and he'd be too big to be affected. I guess that would be Hurricane force winds?

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Even though it would mess up charging, I'm for lifting him up. Unless something weird happens, that should stop anyone from getting full-attacked. (Of course, I'm not someone who uses charging, so...)

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If there is no other good option, then I'll go along with lifting KV up. Maybe Sir Hendric will get an AOO in the process.
I still think we could benefit from either concealing fog or hurricane-force winds, even if it slows down our offense against KV for a round we could buy some time to regroup. But I will defer to a majority vote.
If Sir Hendric goes down, maybe Kurik can revive Bellum who can then swift-stand, move, and BoL the cavalier. Although having seen us use BoL, I imagine KV is going to be pretty thorough with whoever he kills.

GMAndrewW |

OK, it looks like we are going with the force him up in the air plan. While I am happy to agree to interesting options I am probably not going to agree to effects which consistently prevent him from full attacking. That seems much to much of a benefit. I will however give you it this once, dont expect such generosity in subsequent rounds.
The shape of the Abyss twists and warps at your command. A huge mound of rock rises up, forcing Koth'Vauk away from you into the air. He snarls in frustration.
There is no OA in line with other types of forced movement
Furious, he swoops down to Sir Hendrick and drives one enormous pincer straight at his head. The massive pincer connects, crushing Sir Hendricks skull and crunching bone. Blood and brains spurt in all directions and his limp body crashes to the ground taking 3d6 ⇒ (1, 6, 6) = 13 falling damage.
If your AC of 37 correct? If so unfortunately he hits and deals 77 damage which I believe kills you. The fall does another 13 which may be important for breath of life issues.
Pincer, pa, high ground: 1d20 + 1 ⇒ (9) + 1 = 10
Damage, Imp VS: 9d8 + 26 ⇒ (8, 7, 1, 1, 8, 6, 7, 6, 7) + 26 = 77
Kulik, Kurik and Nikolai continue to be eaten by Vrock vines for 1d4 ⇒ 4 damage.
Round 5
Koth'Vaul
-------------
Nikolai
Sir Hendric (dead)
Frag
Kurik
KULIK
Bellum (unconscious)
Bold may act. Sir hendrick can act this round if Nikolai can get him up. Bellum can act if anyone can get him up.
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) 34, MP3, spored 5, 21 damage
Kulik Greater magic weapon, freedom of movement, fly, 14 damage, spored 5
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon, 11 damage, spored 5, 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, 140 damage
Sentry 219 damage, Magic Circle vs Evil, Air Walk
Koth' Vaul: 4 images, MP5, PWS, 78 damage

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Quick question, do I have line of effect through Bellum to Frag? I'd also like to know if Frag needs a taxi to Full Attack Land, or if Kulik needs it more.

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This round, I need to draw my back-up bow in my efficient quiver, which I can do with my last use of Mythic; but the teleport on a hit is still gonna hose me until/unless he runs out.
Frag is at a work conference today, IIRC. He may be AFK until this evening.
A Frag full attack could go a long way, I think.

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Wish I had passed off Kurik's ring of feather falling. Oh well. I can get Bellum up, I believe, but I don't know that he can get you up.

GMAndrewW |

This round, I need to draw my back-up bow in my efficient quiver, which I can do with my last use of Mythic; but the teleport on a hit is still gonna hose me until/unless he runs out.
There is a giant 50' pillar between you and him. Looking at the map it looks suspiciously like total cover.

GMAndrewW |

Quick question, do I have line of effect through Bellum to Frag? I'd also like to know if Frag needs a taxi to Full Attack Land, or if Kulik needs it more.
I dont think so, Bellum is at the base of a 20' cliff, Frag is on top of it and some distance away. You could delay until after Frag hoping he moves into a spot which gives you a line.

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Kulik wrote:This round, I need to draw my back-up bow in my efficient quiver, which I can do with my last use of Mythic; but the teleport on a hit is still gonna hose me until/unless he runs out.There is a giant 50' pillar between you and him. Looking at the map it looks suspiciously like total cover.
Fair enough, makes sense.
I do have first aid gloves I can use, if that helps. Not sure what time we have left on that.

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Spending the demonic blood within him, Kurik releases another torrent of positive energy over Bellum and himself. "Ser Hendrick needs you!"
Channel Positive Lance 120ft: 7d6 ⇒ (1, 6, 1, 2, 5, 3, 4) = 22 Thanks for nothing, you stupid dice roller. Edit: That was originally 18 when I was previewing the edit, but apparently canceling the edit canceled the initial roll. GM call which one you wanna go with, fair play.
With the speed of fervor, Kurik dashes around the newly formed pillar. "Time to do yer work, Kulik!" he shouts, grabbing hold of the half-orcs arm. "Abadar, step us through dimensions!" Both Pathfinders disappear, instantly transported.
Kulik can put us wherever he thinks best for his attack.

GMAndrewW |

With healing energy pouring through him Bellum stirs to wakefulness.
Round 5
Koth'Vaul
-------------
Nikolai
Sir Hendric (dead)
Frag
Kurik
KULIK
Bellum
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 5, 25 damage
Kulik Greater magic weapon, freedom of movement, fly, 14 damage, spored 5
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon, spored 5, MP2
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (80), MP1, 101 damage, 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, 140 damage, fast healing 2
Sentry 219 damage, Magic Circle vs Evil, Air Walk
Koth' Vaul: 4 images, MP5, PWS, 78 damage

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"Wha? Oh, I had the most frightening dream!" Bellum looks around. "Oh, right."
I'll wait until Nikolai goes to act. I can get Hendric back up.

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Placed. Gonna try something.
KULIK finds himself grabbed by the Abadaran and they vanish, reappearing on the other side of Frag. KULIK reaches into his efficient quiver and draws out his backup bow, enhances it with greater magic weapon, banes it as a swift vs. outsider (demon), then uses his newly-bestowed Mythic ability to fire a single shot at Koth'Vaul.
mwk composite (STR +2) bow +19 w/Weapon Focus and greater bracers of archery)
goes to +3 (+22)
+4 sacred justice, +2 bane, +1 haste, +1 heroes' feast (+30)
+2 STR rating, +3 greater magic weapon on bow (+5)
+1 greater bracers of archery (+6)
+6 sacred destruction (+13) (+12)
greater bane +4d6
boots of speed (three rounds remaining), bane (eight rounds remaining), all arrows durable cold iron.
pew: 1d20 + 30 ⇒ (13) + 30 = 43
dmg: 1d8 + 12 + 4d6 ⇒ (6) + 12 + (5, 2, 6, 2) = 33
That will hopefully make him teleport, and then maybe we can do some damage...? Here's hoping, anyway.

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Well, I have no way to get Sir Hendric up, so...
Nikolai flaps forward, and tries to thin the image herd, for the others...
Battering Blast (Touch): 1d20 + 14 ⇒ (4) + 14 = 18, for 5d6 + 5 ⇒ (6, 1, 2, 2, 3) + 5 = 19 Force damage.
Battering Blast (Touch): 1d20 + 14 ⇒ (12) + 14 = 26, for 5d6 + 5 ⇒ (6, 4, 4, 4, 1) + 5 = 24 Force damage.
Battering Blast (Touch): 1d20 + 14 ⇒ (9) + 14 = 23, for 5d6 + 5 ⇒ (3, 6, 4, 3, 3) + 5 = 24 Force damage.
Spell Penetration: 1d20 + 20 ⇒ (1) + 20 = 21.
...but his spell gets absorbed.

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Bellum will stand as a swift action, move over and cast breath of life on Hendric.
Breath of Life: 5d8 + 14 ⇒ (8, 7, 8, 2, 6) + 14 = 45
He'll then use his remaining mythic power to activate his spectral shroud and become incorporeal.

GMAndrewW |

Kulik and Kurik vanish, reappearing across the battlefield. He shoots straight at Koth'Vaul and, as expected, he vanishes. However, he doesnt disappear behind cover, instead he brings himself forward, right up above Frag.
KV is currently 30' in the air, 10' above Frag.
Nikolai hurls a barrage of force spheres at him but they simply fade away harmlessly.
Meanwhile, behind Vaul, Bellum, active again, drags Sir Hendrick back from the brink of death.
Sir Hendrick recovers 45 HP but then loses 5 due to the negative level, your maximum HP are also reduced by 5.
Round 5
Koth'Vaul
-------------
Nikolai
Sir Hendric
Frag
Kurik
KULIK
Bellum
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 5, 25 damage
Kulik Greater magic weapon, freedom of movement, fly, 14 damage, spored 5, MP1
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon, spored 5, MP2
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (80), MP1, 101 damage, 1 temp negative level
Frag Fly, Align Weapon, MP2, 131 damage
Sir Hendric Heroism, Barkskin (+4), Eaglesoul, Crusaders Edge, Shield (5 rounds), Fly, Echolocation, Eagles Splendour, Align Weapon, 100 damage, 1 negative level, fast healing 2
Sentry 219 damage, Magic Circle vs Evil, Air Walk
Koth' Vaul: 4 images, MP6, PWS, 78 damage

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Dang it. Frag actually has a single casting of Featherfall available. I could use it, but I think in the end it doesn't much change THAT much given the Breath of Life being cast.

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I checked my boon. I have Heal "as a potion" I need to spend a round drinking it. It'll put me back up to 226 HP. If I don't heal first, it's likely a 1 and done attack. With Sir Hendric up, here's to hoping the heal is worth it. My posting schedule sucks right now, so if this isn't going to work, someone can ping me.
Frag drinks the waters from the Argental Font from the Vaults of Madness. Healed.

GMAndrewW |

Actually, looking at the init order Frag goes before Kulik so, while I normally resolve in post order, I am happy to do so in initiative order here. Frag you get to drink your potion but I need to know which boon it is. If it is the one from Emerald Spire 13 it only has a catser level of 6 so only recovers 60hp

GMAndrewW |

Frag recovers his lost strength and once again the group find themselves in control of the Abyss and its shape.
Round 6
Koth'Vaul
-------------
Nikolai
Sir Hendric
Frag (HP recovery pending confirmation)
Kurik
KULIK
Bellum
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.
KV will act once you decide your abyssal effect.
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 5, 25 damage
Kulik Greater magic weapon, freedom of movement, fly, 14 damage, spored 5, MP1
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon, spored 5, MP2
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (80), MP1, 101 damage, 1 temp negative level, incorporeal
Frag Fly, Align Weapon, MP2, 131 damage (TBC)
Sir Hendric Heroism, Barkskin (+4), Eaglesoul, Crusaders Edge, Shield (4 rounds), Fly, Echolocation, Eagles Splendour, Align Weapon, 100 damage, 1 negative level
Sentry 219 damage, Magic Circle vs Evil, Air Walk
Koth' Vaul: 4 images, MP6, PWS, 78 damage

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Vaults of Madness (Adventure Path #40)

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Give him the acid bath.

GMAndrewW |

OK, the acid bath it is.
Koth'Vaul is engulfed in putrescent green and yellow bile which burns across his skin, searing flesh. He fails to get out of the way in time but he is also heavily resistant.
KV takes 19 damage
He looks down at Frag. Your pitiful healing magics will not save you he spits. He discards Kuliks bow and launches himself at the only enemy within easy reach. Frag is fortunate in that a single claw attack goes wide but the rest rip and tear into him.
Frag takes 132 damage after DR
Acid damage: 13d6 ⇒ (2, 4, 1, 1, 6, 4, 5, 6, 5, 3, 4, 2, 6) = 49
KV Reflex DC23: 1d20 ⇒ 7
KV full attacks Frag
Pincer, pa, height: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 3d8 + 26 ⇒ (1, 2, 2) + 26 = 31
Pincer, pa, height: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 3d8 + 26 ⇒ (2, 5, 2) + 26 = 35
Rend: 2d8 + 33 ⇒ (2, 1) + 33 = 36
Bite, pa, height: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d8 + 26 ⇒ (3) + 26 = 29
Claw, pa, height: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d6 + 26 ⇒ (5) + 26 = 31
Claw, pa, height: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d6 + 26 ⇒ (1) + 26 = 27
Meanwhile the spores continue to burrow dealing 1d4 ⇒ 1 damage.
Round 6
Koth'Vaul
-------------
Nikolai
Sir Hendric
Frag
Kurik
KULIK
Bellum
The party is up, can you take him down?
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 6, 26 damage
Kulik Greater magic weapon, freedom of movement, fly, 15 damage, spored 6, MP1
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon, spored 6, MP2, 1 damage
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (80), MP1, 101 damage, 1 temp negative level, incorporeal
Frag Fly, Align Weapon, MP2, 132 damage
Sir Hendric Heroism, Barkskin (+4), Eaglesoul, Crusaders Edge, Shield (5 rounds), Fly, Echolocation, Eagles Splendour, Align Weapon, 100 damage, 1 negative level, fast healing 2
Sentry 219 damage, Magic Circle vs Evil, Air Walk
Koth' Vaul: 4 images, MP6, PWS, 97 damage

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KV has a 15ft reach, correct?

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The first priority is to get KV to use up his Teleport escape and see where he ends up. Then we can figure out if we need to reposition anybody, or get Nikolai in place for EFS, or do whatever.
The second priority is to get him to use up his AOO so Frag can charge without getting disarmed.
Sir Hendric can share Escape Route which can provide a way for Frag to charge even if the AOO is not used up, as long as we can establish a path to KV. Even 1 person (or even a Shadow Conjuration summoned thing) 10' away from KV can provide that path. But we should only do that after we make him teleport. Sir Hendric will need to get within 30' of Frag and the Escape Route allies to share the feat with Tactician.

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Kurik has a single teleport ready, but I don’t want to blow it on a Concentration check casting defensively.

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With a frown of annoyance, Nikolai once again tries to thin the image herd around Koth'Vaul...
Battering Blast(Touch): 1d20 + 14 ⇒ (11) + 14 = 25, for 5d6 ⇒ (2, 5, 2, 5, 4) = 18 Force damage.
Battering Blast(Touch): 1d20 + 14 ⇒ (4) + 14 = 18, for 5d6 ⇒ (1, 4, 1, 4, 4) = 14 Force damage.
Battering Blast(Touch): 1d20 + 14 ⇒ (7) + 14 = 21, for 5d6 ⇒ (5, 3, 5, 2, 2) = 17 Force damage.
Spell Penetration: 1d20 + 20 ⇒ (13) + 20 = 33.

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I can set up a chain of shadow conjured creatures if we need to.

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Right, let's see where he ends up first.
Do you have any Quickens left from your rod today?
Knocking out his True Seeing SLA with a Quickened Dispel could also be useful, because it takes a swift action to reactivate it and he's been using an immediate action every round so doesn't have the Swift actions available. You might need a good roll on that to Dispel. But it absolutely is possible to dispel constant SLAs.
Alternatively, could try Chains of Light and a Quickened Summon 1.

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My quicken rod is on the ground, as I dropped it when I died. I'd be up to trying chains of light, but I'd be a little surprised if he didn't have freedom of movement. (I don't feel like that's metagame-y. We used it to prepare. /shrug)

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Sir Hendric is going to stand (move), move 1 square west of Nikolai (move) and use Tactician to share Escape Route (swift), just barely catching Frag. If Bellum Shadow Conjures some flyers before that happens, they can also get Tactician and then move to provide Frag a path (depending on where KV teleports).
Ending up next to Nikolai gives Sir Hendric the potential defense of Emergency Force Sphere if needed.

GMAndrewW |

Nikolai hurls another set of force missiles at Koth'Vaul. They only just manage to penetrate his SR. The first blast striks true but fails to knock him back. The remaning two blasts simply strike his images.
KV takes 18 damage and loses 2 images
@Sir Hendrick, Frag is at ground level on the cliff which is 20' high. If you end up next to Nikolai then he wont quite be in range assuming Tactician is 30'. I am assuming Nikolai is at ground level.
MI: 1d5 ⇒ 1
MI: 1d5 ⇒ 4
MI: 1d4 ⇒ 3
Bullrush: 1d20 + 16 + 9 ⇒ (9) + 16 + 9 = 34
Round 5
Koth'Vaul
-------------
Nikolai
Sir Hendric
Frag
Kurik
KULIK
Bellum
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 6, 26 damage
Kulik Greater magic weapon, freedom of movement, fly, 15 damage, spored 6, MP1
Kurik air walk, shield of faith, barkskin, freedom of movement, align weapon, spored 6, MP2, 1 damage
Bellum See invisibility (constant), freedom of movement, resist electricity and fire 30, fly, mirror image (8), stoneskin (80), MP1, 101 damage, 1 temp negative level
Frag Fly, Align Weapon, MP2, 132 damage
Sir Hendric Heroism, Barkskin (+4), Eaglesoul, Crusaders Edge, Shield (5 rounds), Fly, Echolocation, Eagles Splendour, Align Weapon, 100 damage, 1 negative level, fast healing 2
Sentry 219 damage, Magic Circle vs Evil, Air Walk
Koth' Vaul: 2 images, MP6, PWS, 115 damage

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Stupid three-dimensional combat. I should have gotten that coat that increases the range to 60'.
Okay, Sir Hendric can move to a spot within 30' of Frag and whatever conjured things Bellum can whip up, use Tactician, and then use his remaining Mythic Power to move adjacent to Nikolai. Just waiting on Bellum.

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Do I need to wait until after someone attacks, in case he moves?

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Summon some flyers, I'll grant them the feat, and then after KULIK gets KV to move they can move into position based on his new location to provide Frag a charge path (or one of them can soak up the AOO).
Probably best if Kurik moves KULIK somewhere near Nikolai - so that if KV does his 'Teleport on top of the archer' trick again he ends up at a level where Frag can charge him.
First Bellum, then Sir Hendric, then Kurik, then KULIK, then Frag. Only way this works.