Protectors of Golarion (Wrath of the Righteous AP)

Game Master Sensen

Current Chapter: Sword of Valor
Wherein an army marches, a relic is rediscovered, and a victory claimed.
Date: Moonday, 15th of Rova (IX) 4713
Time of Day: Morning
Season: Late Summer
Weather: 21° F (-7° C), Mostly Sunny

4713 Calendar

General Purpose Maps:
The Worldwound

Siege Points: 28 (Victory is Assured)


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NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

We're still waiting on Merixia, Azira and Thesius, right?


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 6/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: tears to wine, shield of wings, ironskin, bull's strength, protection from evil, divine favor, haste, shared training, keen edge

Do Evil-aligned tieflings count as evil outsiders for holy smite, or no? If so, I want to try out my shiny new domain spell. If not, I'll wait and try it out on the ghouls.


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I believe we settled on "no" in the case of holy and unholy water, so I think I'll say no in this case as well. On the other hand, if Merixia, Elliot, and Azira are okay with being extra vulnerable to stuff like unholy blight, I'm open to changing that.


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: Haste, blur, prot. Vs evil, shield, flight, inspire courage +2.

Personally, i don't see why unholy blight shouldn't affect me as Elliot is a good aligned creature, which seems to be the only criterium for that spell to affect something. Whether i am an outsider or not does not seem to matter for the spell. Unless, i guess, the argument is that my own alignment doesn't matter and that the spell only looks at typical alignment for my race. I don't see anything in the spell that supports this interpretation, but in that case Elliot would be neutral i think. Or evil from his fallen angel ancestry?


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

Holy smite does greater damage to evil outsiders than just evil creatures, which is why Merixia was asking, Elliot. Likewise unholy blight with good outsiders vs good creatures.

I do think that it's RAW here that holy smite and unholy blight would indeed deal extra damage to evil/good native outsiders respectively. Just as I noted at the time with the holy/unholy water, by RAW holy water hurts evil aasimar and sylphs, even if that's goofy. The rules purposefully distinguish between "evil outsiders" and "outsiders with the (evil) subtype" in other spells and abilities if they intend effects to be more specific. And we've previously confirmed that things like daze, enlarge person, hold person, etc. don't work on tieflings and aasimar because they are outsiders.

Personally, I'd support keeping the extra effectiveness on holy smite and unholy blight for native outsiders like tieflings and aasimar. But I don't feel strongly about it.


female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 33* (t23/ff23) | CMD 30 | F +14*, R +17*, W +15* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: heroism, veil of heaven, haste

I always thought that the general rule was that "good/evil/etc outsider" meant an outsider with that subtype, unless there was some specific rule with the effect that indicated otherwise, but I have to confess- that might be something that's lodged in my brain from another game?

A quick search revealed that in the case of something like the bane weapon quality or ranger's favored enemy the outsiders have to have the appropriate subtype, but those both call out that fact explicitly (which does lend credence to Verene's point about some effects calling it out and others not).

I'm cool with however you want to rule on it, GM, as long as we're consistent.

PS- sorry for the delay, I went out of town and was surprised to learn that there was no cell service of any kind (let alone cell data) where I was.


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female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 33* (t23/ff23) | CMD 30 | F +14*, R +17*, W +15* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: heroism, veil of heaven, haste

Sorry for the double post but I just used a mythic power that I haven't used before so I wanted to make sure that everyone caught it. "Advance" (my base path ability from marshal) allows all allies within 30' to take either a free 5' step or a free move action on my turn, and it doesn't change what you can do on your turn.

Meri technically will have gone before me, I think (unless she chooses to delay her action), so she might have moved out of range before I did it, but (since I beat everyone else) everyone else can take a free move action before their turn (which means Elliot should be able to close to melee range, and Verene might be able to move where she can see over the wall, if she wants).


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

Thanks for the explanation, Azira. For now, I don't mind being at a slight distance.

On another note, you moved your token to a position inside Verene's white-marked web, and I can't adjust its location to avoid hitting you while still getting the hunchbacked tiefling leader and his minions. Since you described moving past the magic, maybe you meant for your token to be on the square directly to the right (north) of the leader instead? If you remain where you are, either Verene would cast a different spell or you need to make a Reflex save to avoid getting webbed and then another CMB check or Escape Artist check to successfully move around in the web. They're only DC 19, however.


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Verene is correct in my meaning, and Azira's right in what I've been assuming. So my answer to Merixia's question is inclined towards "no, the tieflings don't count as evil outsiders, despite actually being that." It's up to those who're playing native outsiders to make up whether or not they feel like it's worth going RAW, though - as Azira said, so long as it's consistent, I don't mind either way.

EDIT: I'll bot Merixia soonish if she doesn't post.


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Scratch that, I should probably wait for folks to resolve all the free moves, too.


female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 33* (t23/ff23) | CMD 30 | F +14*, R +17*, W +15* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: heroism, veil of heaven, haste

@Verene: Sorry, I misunderstood- I thought you were trying to get the Aurochs with the web. I don't mind moving one step farther (and already adjusted my token) but it looks like you're still catching Elliot in it, and preventing Meri from getting into combat at all? Elliot might be flying above the web right now, but if he uses the free movement to get in an attack he probably wouldn't be (and if he doesn't he may run into the same struggles as Meri with trying to close to melee range)?


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

No, the web was definitely aimed at the tieflings, as described in Verene's post from five days ago. The discussion has only been about whether the yellow and orange aurochs had a chance of being caught in it, since on the two-dimensional map it looked like they might. Worldwound GM confirmed that vertically they are out of range, and now that is noted on the map.

Elliot's move speed with haste up is 90' flying and he resolved his turn as though delaying until after Verene: double moving to a position in the air above the webs. With another 90' of 'free' movement to work with he could place himself basically wherever he wants and still attack once, including on the other side of the tiefling leader and over non-webbed ground. Merixia is also flying with shield of wings, which means that with haste she has fly speed 80', so she's in the clear like Elliot no matter what. Thesius chose to attack from range with his bow. If he gets another free 60' of move he could instead attack the red- or black-lined tieflings from reach with his +1 cold iron longspear. As long as Azira has that 130' or so it looks like she needed to move covered between her swift and normal moves, we're fine and nothing has to be retconned due to Azira's declared action, though Elliot and Thesius could choose to retcon if they wish.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 6/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: tears to wine, shield of wings, ironskin, bull's strength, protection from evil, divine favor, haste, shared training, keen edge

I apologize for the delay, I've been unwell for the past few days. Nothing major, just chronic illness life.

I agree with our GM and Azira re: holy smite and similar. I'll try to remember this in the future.


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Hope you feel better soon, Merixia.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

So... if we're resolving this in strict initiative order, Verene cast web on Elliot and a single tiefling* after seeing that Merixia's spell took down all the other tieflings? She would absolutely not have done that. And IRL Elliot chose to place his token inside the area of the web, while knowing that he did not have to be there to attack his target and without officially declaring that he delayed his turn to be after Verene's. So now he is webbed. Sigh.

If a big block of us go together in the future, can we please resolve turns in post order instead of initiative order, unless someone specifically requests otherwise, and consider that the characters delay their initiatives however they need to to make that happen? Otherwise, we get situations like this where one person's turn in a post five days later changes what is possible/desirable for all the other turns of the people who have already gone, and it's a mess of needed retcons.

Let's just move on, finish this fight and then ignore it in-character. I don't feel like RPing out all the guilt that Verene would feel having used her spell in such a boneheaded manner.

*Purple also just made that DC 19 Will save, so should have taken only 8 damage, so probably wouldn't have dropped.


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: Haste, blur, prot. Vs evil, shield, flight, inspire courage +2.

@Meri Sorry to hear that :( Hope you feel better soon!

Regarding web, my understanding of the spell, reading it, is that it requires anchoring on two diametrically opposed sides. From that, I figured that flying five foot above the ground would keep him out of Web since it didn't seem likely a bridge would have railings that high to anchor the web to? What is keeping the web anchored high off the grond?


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

I don't think we know how tall the walls are, though they could easily be 10' instead of 5'. It looks like there are stairs up to them under some of the black concealment. But in any case the default shape for bursts, and thus also emanations and spreads, is a sphere. Any effect with a radius affects a sphere, not a circle. For web, because the description states the spell needs two diametrically opposed points (which can be provided by the ground if you're casting it on a featureless plain) or else it 'collapses,' what makes sense is that it's initially a 20' radius sphere that first goes in all directions from the origin point, then only persists as a space filled with webs if the webs have those anchor points to cling to. So on that featureless plain it becomes essentially a flat layer, even though it's not initially. If someone is in the sphere when the web is first cast, even if it only persists as a thick layer on the first 5' above the ground, it is sensical that they'd have to save or be grappled (tethered to the ground by the sticky web that is also tethered to the ground.) It is also sensical that they wouldn't have to save if they flew at a height of 5' off the ground over the webs later.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 6/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: tears to wine, shield of wings, ironskin, bull's strength, protection from evil, divine favor, haste, shared training, keen edge

Sorry about that, Verene. :/ I was kind of confused about the initiative too. I second the motion to resolve party block initiative in post order, it will make things so much easier to keep track of.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

No worries, Merixia. Not your fault, just one of the weirdnesses that can result from the PbP format. Your holy smite was very effective!


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I'm feeling incredibly exhausted today, and I think I might be coming down with some sort of illness. I don't think I"ll be able to post today. Sorry folks.

I'll answer questions when I'm feeling a bit better.


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: Haste, blur, prot. Vs evil, shield, flight, inspire courage +2.

Fair enough. Take care gm! I'm fine with Elliot being strandend in the web. If needed he can simply cut himself out. I also don't think our characters can be expected to have perfect coordination either especially with how rediculously fast they're currently acting and moving. Mishaps are bound to happen.

And yeah, i didn't expect Meri's spell to outright kill most enemies in one go! That was great.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

Same as Elliot. Take care of yourself, GM, and I hope you feel better soon. You too, Merixia.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 6/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: tears to wine, shield of wings, ironskin, bull's strength, protection from evil, divine favor, haste, shared training, keen edge

Get some rest and feel better, GM! As for me, I'm fine now. Like I said, just a chronic illness flareup, it happens.

Haha yeah, I was not expecting my holy smite to kill any of the tieflings, let alone so many in one go! I thought for sure they had more HP than that. Figured I would do some damage and hopefully blind them.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 11/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 4/5 2nd - 3/4 | Current buffs: n/a

Are those hills on the sides or sheer drops? Trying to determine if Thesius could use 120 feet movement to get down to the pillar to attack the chains.


female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 33* (t23/ff23) | CMD 30 | F +14*, R +17*, W +15* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: heroism, veil of heaven, haste

Sorry I've (still) been slow to post- work remains a mess. Generally speaking, I'm in favor of resolving actions in the order in which they're posted (within correct blocks) because it does keep things moving faster/more smoothly... my concern in this case is that my advance ability (to let everyone get a free move), is typically by far the most effective if/when I get to act before the other melee characters. With my initiative bonus, Verene is the only who should beat me regularly just on the rolls, but the way my schedule's been lately I frequently get beat on the posts.

I will not complain at all if we decide to run with resolving in order of posting, but if that's the case can I check what the other two base options are for marshals and possibly switch to one of those if I'll be able to make better use of it?


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Okay, so. Initiative order - I don't mind doing it in posting order per block, so long as we get three people who are in favor - or no one who's actively opposed to it, I guess (Azira's concern is valid). It'll be something I have to remember, because I'm used to calculating the actual order, but I can see why you don't want to do something like has just happened again.

The tieflings, for the record, only had 12 hp. I'll probably try to get a higher level "foot soldier" tiefling stat block together, since the level 1 version is clearly not sufficient.

Thesius: On the sides it's a sheer drop.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

Objects are technically immune to critical hits, but I think Rule of Cool should apply here. And it's worth noting, having a chain stretched out and under a lot of tension should be the perfect circumstance in which to sunder it in one hit.

I thought of a better spell for Verene to use than the direct-damage fireball: black tentacles. But I don't want to alter her declared actions now. She can pull that one out next round if it seems necessary.

Azira, you do have a ranged weapon yourself - a longbow. Even if you don't want to use it, I don't think we're going to succeed at getting all four aurochs in one round, so placing yourself in such a way that you can act next round might be good.


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I'd probably allow the critical hit in this case, yeah. Cool is a good watchword for this time!


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I'm apparently rolling like trash - only one d20 above 10. Yeesh.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

I think Desna is balancing the scales for the first three rounds of the brimorak fight. :)


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 6/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: tears to wine, shield of wings, ironskin, bull's strength, protection from evil, divine favor, haste, shared training, keen edge

Yeah, no kidding! I don't think I've ever rolled as poorly as I did during the brimorak fight.

I'm going to wait and see if Elliot manages to kill his auroch in one go before I post. I suspect he might, given his performance in previous fights.


M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: Haste, blur, prot. Vs evil, shield, flight, inspire courage +2.

Speaking of Desna, I'm afraid Elliot might be cheating with her given how rediculously hot his dice have been lately O_O

I was going to say it seemed unlikely he'd one round it without massive crit luck, but I guess if you roll back to back crits (and apparently don't even need Keen to do it) anything is possible!

As a side note, that's also why I think it might be worth it for him to try and invest in strength for Mythic power attack. If he hits enemies on a 2 and crits every other attack or so, that physical damage bonus multiplied before the critical hit seems very valuable.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 11/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 4/5 2nd - 3/4 | Current buffs: n/a

All these 20s for chains...


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Merixia wrote:

Yeah, no kidding! I don't think I've ever rolled as poorly as I did during the brimorak fight.

I'm going to wait and see if Elliot manages to kill his auroch in one go before I post. I suspect he might, given his performance in previous fights.

Safe assumption. He does, in fact, kill that aurochs in one go.


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I'll bot Azira soonish if she doesn't post.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 6/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: tears to wine, shield of wings, ironskin, bull's strength, protection from evil, divine favor, haste, shared training, keen edge

Sadly, Merixia will not have Celestial Obedience until she finishes retraining into Divine Paragon.


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Alas. You'll definitely have it for the next adventure, then!


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 6/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/7 | Effects: tears to wine, shield of wings, ironskin, bull's strength, protection from evil, divine favor, haste, shared training, keen edge

Where are the doors to the towers? Can any of us see said doors?


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

GM, point of clarification: on the map it looks like there are four doors into the walls/towers of the bridge at 'ground level:' two at each end of the bridge, marked in white. So that would be the answer to Merixia's question. I'm interpreting what you said to Thesius as there being no doors or stairs back up to 'ground level' at the bottom of the ravine where the aurochs were, 30' down.

There may be some confusion because the walls, towers, doors into the walls, and tieflings within them are something of a mystery. We don't know what the walls, towers and doors look like or where they are except for what we can glean from the map. How tall they each are, whether the walls are solid or more like corridors, if there are trap doors on top of each tower going down into it, etc. At first some of us saw there were some tieflings within the towers, almost totally hidden except for the arrow slits. (I think one for each tower? And presumably they were not on *top* of the towers, but inside them, with a layer of stone between them and the outside at any point.)

Then Thesius shot one through the arrow slit. The tieflings inside disappeared from view.

Then, "The surviving tieflings thr[ew] open the doors and rush[ed] into the southern towers, continuing to attempt to make their escape." I would guess that means that the enemies within the northern (right-side) towers moved from there to the southern (left-side) towers by traveling within or on top of the wall somehow(?) So, from the sounds of it, they and the ones who were in the southern (left-side) towers to begin with are going to try to run out the two southern ground-level doors. And we could presumably know this because we hear doors opening and slamming shut in progression from right to left. But right now they are all still inside the stone towers or walls, with a ceiling between them and anyone airborne, totally hidden from view.

Is any of that incorrect?


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My sense is that the doors into the towers are the larger (whiter) rectangles on the bridge-side of the towers - with the white rectangles inside being the inner doors. The grey rectangles, that are thinner, are windows/arrow slits, I think.

Verene's assessment is correct in all counts, insofar as I can tell.

EDIT: Sorry for the belated alert, but I won't be able to post anything for the next couple days, because of holidays. I didn't process it until today, so it's a bit of a belated warning.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

Enjoy your holidays, GM!


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I've PMed Azira to see if they're still alright. I'm going to post today regardless, though.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 11/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 4/5 2nd - 3/4 | Current buffs: n/a

Welcome back. I hope your holidays went well.


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Thanks, Thesius. I appreciate it.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

Yes, welcome back GM, and I hope you hear from Azira soon. I wanted to give Elliot a chance to respond first here since it was his play, but I figured it had probably been long enough that someone just needed to say something and move us along.


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Appreciated, Verene - I still haven't heard from Azira, which is unfortunate, but she did mention things were busy (although that was quite some time ago). Hopefully she reaches back out to us soon.


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M M Aasimar (peri) Magus 7 (Bladebound, Hexer) I Archmage 2. Unbuffed: Init +9, Perc. +11. HP 69/69. AC 22/FF16/T17. : F+9, R+10, W+8 (+2 vs conf/insan) Att. +13, 1d6+8/18-20/x2. CMB +13, CMD 23. Conc.: +13. VS SR: +9 /+13 (evil outsider). Darkvision. Current buffs/conditions: Haste, blur, prot. Vs evil, shield, flight, inspire courage +2.

Sorry, i was travelling abroad for three days on a mininvacation. I'll get to typing up a post now on the offer of surrender.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 21 T 15 FF 18 (all +2 v. evil) | Prescience 8/8 | Mythic Power 5/7 | CMD 14 | Fort +5 Ref +8 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: haste 7r, shield 9r, expeditious retreat 7m, protection from evil 7m, heightened awareness 40m, tears to wine 40m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: merge with familiar 7h

Welcome back, Elliot.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 11/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 4/5 2nd - 3/4 | Current buffs: n/a

Welcome back Elliot. Hopefully you're vacation went well too.

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