
Tessai Saradesh |

Tessai leaps forward to attack as well.
Radiance atk 1: 1d20 + 18 ⇒ (13) + 18 = 31
Damage 1: 1d8 + 9 ⇒ (1) + 9 = 10
Radiance atk 2: 1d20 + 13 ⇒ (15) + 13 = 28
Damage 2: 1d8 + 9 ⇒ (8) + 9 = 17

DireMerc |

You slash at the white wurm thing and manage to kill it quickly.
You should all have made on last save vs petrify.
A large bat winged demon holding a greataxe appears in the room.
"Impossible...That golem wiped out an entire legion of crusaders. Looks like I will need to take care of you myself"
Knowledge the planes to identify the demon.

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Only knowledge Religion here. And Tzadkiel should have been far enough away to not need to save.
Seeing the demon Tzadkiel delays for a moment asking Friends, what fiend do we face? it is not his intent to let the demon act before him. He plans to cast Dispel Evil and charge the thing.
Touch Attack, Dispel Evil: 1d20 + 11 ⇒ (12) + 11 = 23 DC 22 Will or go be banished
SR with a mithic kicker: 1d20 + 10 + 1d6 ⇒ (12) + 10 + (3) = 25
Bless - 10 minutes +1 morale to to hit and to saves vs fear
Brightest Light - 9 hours 60'r
Magic Circle Against Evil - 90 minutes
Resist Energy, Communal - Resist Fire 30 minutes remain
Delay Poison, Communal, cast with a Mythic Point 1 hour each
Mythic Shield Other on Aeron
Shield of Faith on himself -20 minutes
Life Link All
Spell Slots Used:
1st: 8/day - 1
2nd: 8/day - 0
3rd: 8/day - 3
4th: 6/day - 2
5th: 4/day - 1
Channels used:4/9
Mythic points used: 2/7
Contingent Channel= Unused.

Caladire "Varn" Sophas |

Forgot to move outside the radius of the aura... oh well, too late now.
Fort Save DC 22: 1d20 + 10 ⇒ (4) + 10 = 14
Con Damage: 1d4 ⇒ 3 Ouch...
Knowledge: Planes: 1d20 + 20 ⇒ (15) + 20 = 35
Holding my actions until we know what this guy is.

DireMerc |

@varn you know pretty much everything about the creature feel free to look at the stats for a base creature of it's type but you also realise that this is and advanced version.
@Aeron I was thinking to simply continue the combat his action was to teleport into the room so it would now be your go.
@Tzad the spell doesn't bypass his SR
So Aeron, Orlando, Tessai and Varn can take a turn.

Orlando Nedraid |

Knowing a threat when he sees one, Orlando lurched into motion, lunging at the demon. (Charge, 1 panache to double precise strike damage).
Rapier charge attack: 1d20 + 20 + 2 ⇒ (10) + 20 + 2 = 32 for a possible 1d6 + 13 + 18 ⇒ (2) + 13 + 18 = 33 piercing, cold iron, magic and Precision damage.
Then quickly snaps a Mythic Surprise Strike into it as well.
Rapier Mythic Surprise Strike attack vs Flat Footed AC (1 panache to double precise strike damage): 1d20 + 20 + 3 ⇒ (6) + 20 + 3 = 29 for a possible 1d6 + 13 + 18 ⇒ (6) + 13 + 18 = 37 piercing, cold iron, magic and Precision damage, Bypasses all DR.

Aeron Stillwaters |

Hp 143/144; AC 25/12T/24FF; CMD 29
+14(13)F/+8(7)R/+11(10)W
Mythic power: 8/9
Buffs:Mythic Shield other, Resist Energy, Communal, Delay Poison, Communal
"Die fiend!!"
Blow a mythic point to move and attack:
Attack: 1d20 + 26 ⇒ (4) + 26 = 30
Damage?: 2d4 + 32 ⇒ (3, 4) + 32 = 39
Then Full attack
Attack: 1d20 + 26 ⇒ (11) + 26 = 37
Damage?: 2d4 + 36 ⇒ (4, 4) + 36 = 44
Attack: 1d20 + 23 ⇒ (11) + 23 = 34
Damage?: 2d4 + 36 ⇒ (4, 4) + 36 = 44

Caladire "Varn" Sophas |

Varn recognizes the nature of the foul demon and his widen. "This is a powerful demon, born of our world. It cannot be banished and can drain your life-force with its gaze. We must bring it down quickly!" To back up his suggestion, Varn utilizes his magics in an attempt to frighten the demon to death! He summons up the power of his newly acquired rod and summons up an incredibly powerful illusion in the form of the most terrifying image the demon could possibly imagine!
SR Check: 1d20 + 18 + 2 + 2 ⇒ (13) + 18 + 2 + 2 = 35 Piercing Metamagic Rod reduces the target's SR by 5 for this check.
Using Reveal Weakness on the Nabasu (-4 penalty to all Saving Throws and AC for 1 Round. Then Activating Coupled Arcana and burning 1 MP to activate Wild Arcana to cast Mythic Phantasmal Killer. Total cost of 2 MP.
The Nabasu must make a Will save DC 23 with a -4 penalty (from Reveal Weakness. If he fails his Will save, he must then immediately make a Fortitude save with the same saving throw and penalty as above. If he fails the Will save, but passes the Fort save then he takes the normal 3d6 damage and gains the Dazed condition for 1 round (mythic version of the spell) and then must make another Fort save the following round with the same DC or suffer the effects of the spell.
Lastly, I looked over the spell's descriptors and the demon's immunities. While it is immune to death effects, nothing in this spell's descriptors advise 'death effects', therefore I believe that the spell should work. This is assuming that the demon has no other specific unmentioned immunities beyond the basics of a nabasu.

DireMerc |

OK Varn will change his action but lets proceed.
The Nabasu will use his death stealing gaze (free action) everyone within 30 feet looking at the Nabasu makes a dc 18 fort save or gains a negative level.
The Nabasu will use his spell-like ability to cast defensibly Vampiric touch on Aeron.
concentration dc 21: 1d20 + 22 ⇒ (4) + 22 = 26
touch attack: 1d20 + 15 ⇒ (4) + 15 = 1910d6 ⇒ (5, 3, 1, 5, 2, 4, 1, 4, 1, 1) = 27

Orlando Nedraid |

Move act
Orlando tries to pretend he's an allied Bodak to the Nabasu...
Bluff (Superior Feint): 1d20 + 18 + 4 ⇒ (4) + 18 + 4 = 26 If I win, next attack denies Dex AC to target until next round.
Standard act
...before stabbing him in all three kidneys.
rapier attack: 1d20 + 20 ⇒ (20) + 20 = 40 for a possible 1d6 + 13 ⇒ (4) + 13 = 17 piercing, magic, cold iron damage. Threat!
...Crit Confirm?: 1d20 + 20 ⇒ (3) + 20 = 23 for a possible extra 1d6 + 13 ⇒ (5) + 13 = 18 piercing, magic, cold iron damage. Recover 1 panache.
Swift act
Use a Mythic surge to make a Mythic Surprise strike vs Flat Footed AC.
rapier attack: 1d20 + 20 + 3 ⇒ (16) + 20 + 3 = 39 for a possible 1d6 + 13 + 9 ⇒ (2) + 13 + 9 = 24 piercing, magic, cold iron and precision damage that bypasses all DR. Threat!
...Crit Confirm?: 1d20 + 20 + 3 ⇒ (13) + 20 + 3 = 36 for a possible extra 1d6 + 13 ⇒ (1) + 13 = 14 piercing, magic, cold iron damage that bypasses all DR. Recover 1 panache.

Tessai Saradesh |

Tessai charges forward, Radiance raised high. "Die, demon!"
Smite Evil on Nabasu, move to melee, attack.
Fort save: 1d20 + 14 ⇒ (14) + 14 = 28
Radiance Smite PA: 1d20 + 22 ⇒ (1) + 22 = 23
Damage: 1d8 + 15 ⇒ (6) + 15 = 21

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Fort Save: 1d20 + 14 ⇒ (11) + 14 = 25
Unable to overcome the demon's spell resistance Tzadkiel withdraws back beyond 30'. His Shield other spell to absorb 13 points of Aeron from the vampiric Touch and his life link heals Arron 5 additional points.
Note that Tzadkiel will not provoke and only step 5' if the demon is large (Assuming Medium) or otherwise looks like it might have reach. Tzadkiel takes 13-3+5+6=15 points total. Aeron takes 14-5 or 9 total.

Caladire "Varn" Sophas |

Okay, I can go with that reading. I always assumed something that is considered a death effect is tagged with that subheading. I'll ponder my options for the first round and get back with you guys later today.

Aeron Stillwaters |

Hp 136/144; AC 25/12T/24FF; CMD 29
+14(13)F/+8(7)R/+11(10)W
Mythic power: 7/9
Buffs:Mythic Shield other, Resist Energy, Communal, Delay Poison, Communal
Fort Save: 1d20 + 14 ⇒ (16) + 14 = 30
Attack 1: 1d20 + 26 ⇒ (3) + 26 = 29
Damage?: 2d4 + 32 ⇒ (4, 3) + 32 = 39
Attack 2: 1d20 + 23 ⇒ (12) + 23 = 35
Damage?: 2d4 + 36 ⇒ (1, 4) + 36 = 41
Blow another mythic point for a standard action for vital strike
Vital Strike: 1d20 + 23 ⇒ (14) + 23 = 37
Damage?: 4d4 + 71 ⇒ (1, 2, 4, 3) + 71 = 81

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Nice damage Aeron. I gotta keep reminding myself that my best offensive action possible is to make sure you are up and able to hit. :)

Orlando Nedraid |

Will Save+Charmed Life vs DC21: 1d20 + 9 + 3 ⇒ (8) + 9 + 3 = 20 Plus Myth Surge 1d6 ⇒ 3 = With a mighty effort, Success!
Fort save vs DC18: 1d20 + 7 ⇒ (3) + 7 = 10 Fail, 1 neg level.
Orlando's legs wobbled, but he again lunged to attack.
rapier attack first: 1d20 + 20 - 1 ⇒ (2) + 20 - 1 = 21 for a possible 1d6 + 13 + 9 - 1 ⇒ (6) + 13 + 9 - 1 = 27 piercing, magic, cold iron and precision damage.
rapier attack second: 1d20 + 15 - 1 ⇒ (4) + 15 - 1 = 18 for a possible 1d6 + 13 + 9 - 1 ⇒ (5) + 13 + 9 - 1 = 26 piercing, magic, cold iron and precision damage.

Tessai Saradesh |

Will save: 1d20 + 15 ⇒ (2) + 15 = 17 Sonova...
Fort save: 1d20 + 14 ⇒ (19) + 14 = 33
Tessai freezes in place, held in thrall by the demon's magic.

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Tzadkiel moved back out of range of the gaze so he should also be out of the range of the hold person since it cannot target enemies more than 30 feet apart.
Tzad will spend a mythic point to cast Remove Paralysis. Waiting to see if anyone else fails. If only Tessai then it simply works. If he has to target 2 then each gets another save at +4. If he needs to target 3 or 4 then they get another save at +2 Also on his turn Aeron and anyone else wounded (no one?) heals 5 and Tzad takes 5 (or more...).

Aeron Stillwaters |

Hp 136/144; AC 25/12T/24FF; CMD 29
+14(13)F/+8(7)R/+11(10)W
Mythic power: 6/9
Buffs:Mythic Shield other, Resist Energy, Communal, Delay Poison, Communal
@DM: No DR bypass (other than magic). I could use a mythic point to bypass all DR, but don't really see the point, considering how hard Aeron hits.
Will Save : 1d20 + 11 ⇒ (16) + 11 = 27
Fort Save: 1d20 + 14 ⇒ (14) + 14 = 28
Aeron keeps swinging away,
Attack 1: 1d20 + 26 ⇒ (7) + 26 = 33
Damage?: 2d4 + 32 ⇒ (4, 2) + 32 = 38
Attack 2: 1d20 + 23 ⇒ (7) + 23 = 30
Damage?: 2d4 + 36 ⇒ (1, 1) + 36 = 38
Use a mythic point for another standard action
Vital Strike: 1d20 + 23 ⇒ (15) + 23 = 38
Confirm?: 1d20 + 23 ⇒ (12) + 23 = 35
Crit?: 6d4 + 143 + 2d4 + 36 ⇒ (2, 1, 3, 4, 1, 3) + 143 + (4, 2) + 36 = 199

Orlando Nedraid |

*Gasp*
*Wheeze*
"Thanks man, but I had him on the ropes!" Said Orlando, his Bodak disguise fading back into the familiar playwright and actor.

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Tzadkiel continues to heal the wounded Aeron through the life link. Each round of damage is accepted by the holy man with a slight shutter. Only after Aeron is healed will Tzadkiel cast a healing spell on himself. Is everyone OK? he asks.

Aeron Stillwaters |

Aeron shrugs, "Just need to hit something hard enough and it tends to stay down. Let's keep clearing this place out."
Ya, mythic fighters seem a little over the top on single target damage.

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Eventually Tzadkiels' life link has Aeron healed up and then the oracle casts some healing magics on himself to heal his wounds.
Mythic Cure Serious Wounds: 6d8 + 21 ⇒ (4, 7, 3, 5, 2, 1) + 21 = 43

Orlando Nedraid |

Orlando looked around.
"Can anyone detect anything else? Was that big boy the last one?" He asked, looking around worriedly.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19

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After healing up Tzad will cast Detect Magic and look around.

DireMerc |

There are no more enemies here. Searching the area you find a number of dead crusaders with magical gear (do you take it?). The axe the demon carried also has strong enchantment on it (greataxe is +2 and vicious).
[b]"As you leave the ghost of the crusader reappears at long last I can rest. Blood of my blood you have done your ancestor proud today. I leave you this token as a reward."[b/] he vanishes finally at peace.
The reward from the ghost is left open we can work something out let me know what you would like Tessai

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This magical gear would be better put to use fighting the enemy than garnishing graves. Tzad offers. I am no grave robber but it is needed in the fight. Why leave it here?
Thoughts? Any way to ask the dead if we can take the stuff? Speak with Dead? Augury or Divination?

DireMerc |

Well they weren't buried with their gear but rather they came down here to slay the demon and were killed. So technically this is not grave robbing just looting the dead. Official policy in this case for the crusade is it would be ok to take it. You can cast any of those spell to confirm with them however.

Aeron Stillwaters |

"We should probably take it. If it is no use to use, there are other crusaders that could benefit from them. We should inter the fallen properly though."
Aeron will work to bury the dead crusaders, either in the crypt if there is room, or elsewhere.
Where to next? Should we head back or we close to another place of interest? (What letter is this location on the map.)

DireMerc |

You grab all the valuable gear give the dead a proper ceremony and make ready to depart.
Night falls before you reach the destination and you make camp for the night posting guards just in case. This is the worldwound afterall. The night is however uneventful.
The halfling girl that your returned to flesh will accompany you until your return to Drezen. (I almost forgot about her, lets say she waited above ground for you to return she would definitely have died if she came down with you since she is just a level 6 rogue)
The next morning after a few hours march you reach the place in orlando's dream.
When you arrive close to the place in Orlando's dream you see a much larger city than the one you previously visited this one is also in ruin and apparently encircled by an army of demons. You see a large church with a belltower in the centre of the city as Orlando mentioned and you can faintly hear the bell ringing even from here.
The demon line is spread thin however it may be possible for you to smash trough or sneak you way past them and go into the city.

Orlando Nedraid |

"Well, I think I can sneak through, but not everyone can do that unless we have mass invisibility." Mused Orlando aloud.
Also, I'm a level down. Can we fix that?

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Can Varn not simply use Teleportation magic to carry us to where we wish to go. If we can see the destination then I would think it would be trivial. No?

Caladire "Varn" Sophas |

"My lack of familiarity with this place could pose some issue, but, yes, I am able to do such magics if we so choose."

DireMerc |

The majority of the enemy forces seem to be lesser demons, Babau being the most common. You see a few vrocks and a couple Hezrou as well but they are spread far apart. However demons can teleport so once the alarm is raised reinforcements will arrive quickly.
You can attempt to get as close to the city as possible unoticed and break trough after.
Make stealth checks and the lowest result will determine how far you make it unseen.

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Since this is a new day I am posting buffs/spells up cast by Tzadkiel.
[spoilerSpells in effect]
Bless - 10 minutes +1 morale to to hit and to saves vs fear
Magic Circle Against Evil - 90 minutes
Resist Energy, Communal - Resist Fire 30 minutes
Delay Poison, Communal, cast with a Mythic Point 1 hour
Mythic Shield Other on Aeron
Shield of Faith on himself -20 minutes
Freedom of Movement
Life Link All
Spell Slots Used:
1st: 8/day - 2
2nd: 8/day - 1
3rd: 8/day - 1
4th: 6/day - 1
5th: 4/day - 0
Channels used:0/9
Mythic points used: 1/7
Contingent Channel= Unused.
[/spoiler]
I can cast Muffle Sound on us all. It will aid our stealth ability (+4) but hamper our verbal spell casting. It would last for 10 minutes or until I dispel it. Varn, do you have any ability to cast Mass invisibility or invisibility sphere?