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: Oathday, 18th of Rova (IX) 4713
Time of Day: Morning
Season: Late Summer
Weather: 20° F (-7° C), Grey Skies

4713 Calendar

General Purpose Maps:
The Worldwound

Mythic Trials Until Next Tier: 1


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Idaya, Thesius and Verene are buff-noted and ready to go, but I think we're waiting on Merixia and Arthur to confirm and make any changes they want to. When they have:

Invisibly, Verene throws open the door.

Grand Lodge

Male Human alchemist (vivisectionist, beastmorph) 8/Champion 2 | AC 19 T 8 FF 18 | Saves +7 +8 +6 | CMD 28 | HP 69/69 | Perception +10 | Init +3 | Mythic power 6/7 | Orc ferocity 1/1 | Spontaneous Healing 4/4 | Wings 8/8 | Will reroll vs demon 1/1 | Legendary item power 3/4 | conditions: paralyzed

I'm buffed up and ready to go.


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The door opens, revealing a fairly small chamber, dominated by a pool of what seems to be crystal clear water in the center

previous information:

Laulieh told you that she does not recommend sharing Aponavicius bathwater.

A statue of a Marilith, crowned and wielding 6 different weapons, stands to your right, likely depicing the fiendish lord of this place.

There is a double door to the right, although to reach there, you need to pass around the pool, or fly over it.

You do not see any enemies.

perception DC 30:

There are several traps on the way, magical rather then mechanical traps.. Once can sidestep around them without too much issue.

Spellcraft DC35 and 3 rounds of detect magic:

You sense different magic auras on the pool, major illusion, and a very strong aura of transmutation. There are as a matter of fact multiple transmutation auras in the room.

kn arcana DC 35 on the statue:

It does not seem to be a golem, but you think it acts as a communication device of some kind.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Perception - DC 30: 1d20 + 25 + 2 + 2 ⇒ (6) + 25 + 2 + 2 = 35 (+25 Base, +2 Heroism, +2 Tears to Wine)

Knowledge (arcana) - DC 35: 1d20 + 20 + 2 + 2 ⇒ (9) + 20 + 2 + 2 = 33 (+20 Base, +2 Heroism, +2 Tears to Wine)

"There are multiple traps in the area. Disabling them will take time, so it may be best we side step them. If you'll follow me I can show you how," Thesius quickly moves past and starts to show the others what they need to do to pass safely by.

(Please feel free to place Thesius where you would like him as I don't know where said traps our currently.)


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Doing the Knowledge check first as it's a free action:

Knowledge (Arcana) DC 35, fox's cunning, heightened awareness, heroism, tears to wine: 1d20 + 18 + 2 + 2 + 2 + 2 ⇒ (11) + 18 + 2 + 2 + 2 + 2 = 37

Okay, doesn't seem too worrisome. She won't spend the rounds for that Spellcraft to ID then. But she will maintain detect magic as a standard action each round we are in here, automatically gaining more information on location, strength and type of auras each round. Hopefully that will not be 3 rounds.

"Following your lead, Thesius. I think that is a depiction of Aponavicius, the marilith lord who usually rules this fortress but is away on campaign against Queen Galfrey right now. I do not believe that the statue is a golem or something that could come to life, but a communication device of some kind. I don't want to spend the time to make sure of its properties, so let's skirt around it quickly."

Verene zooms along behind Thesius through the path he directs with their magically enhanced speed and flight, her clawed feet never touching the ground. She maintains her detect magic as they move along, hoping to find out if anything but the statue in this room is magical.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

*Sorry, cast and then maintain detect magic. She does not have it up when we open the door because she just finished casting a bunch of round/level buffs.


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You arrive, rounds per level buffs still on, before the actually final double doors.

There are sounds of spellcasting from the inside, your foes will be as prepared as you (no readied actions though!)


Female aasimar paladin (chosen one/emissary) 7 oracle 1 / marshal 2 | AC 28(30 vs evil) [26(28 vs evil)] T 16 FF 21 | Saves F +14 R +14[13] W +16 | CMD 23 | HP 82/82 | Perception +12 | Init +0 Mythic power 6/7 | LoH 8/8 | Smite 3/3 | Pal 1st 3/3 2nd 0/1 | Ora 1st 1/2 | conditions: aura of greater courage, fly, protection from evil(ex), endure elements, protection from sonic and fire, perfect placement, haste , align weapon, tears to wine, corruption resistance, tap inner beauty

Stepping precisely is difficult when you have all the grace of a drunk monkey with no toes (or that is what that dance instructor had said about her when someone in the church decided Dancing would help Sword hacking). Though with patience from Thesius, she somehow makes it through without mishap.

Then they stand at the doors, a breath away from death and violence. Wasting time is not advisable, so she bends her head for a split second, thanking her goddess for each moment of her life until this moment, and embracing the real possibility the next will be her last.

Then she looks to her companions, no fear in those milky eyes, her hand grasping the handle "Ready?"

As nods are made (IF they are made), she pulls the door open (or pushes it open after a slight sigh).


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Thesius takes up a position above the pool so he can see through the door as it opens. A nod given to Idaya as she addresses the group.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

If Verene nods, it is not visible, but her calm whisper says, "Ready."

Grand Lodge

Male Human alchemist (vivisectionist, beastmorph) 8/Champion 2 | AC 19 T 8 FF 18 | Saves +7 +8 +6 | CMD 28 | HP 69/69 | Perception +10 | Init +3 | Mythic power 6/7 | Orc ferocity 1/1 | Spontaneous Healing 4/4 | Wings 8/8 | Will reroll vs demon 1/1 | Legendary item power 3/4 | conditions: paralyzed

Arthur takes a vial from his belt and whispers "Don't freak out, this is supposed to happen." He drinks it and disappears.

Taking Invisibility pot.


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Init Arthur: 1d20 + 3 ⇒ (8) + 3 = 11
Verene: 1d20 + 15 ⇒ (2) + 15 = 17
Merixa: 1d20 + 3 ⇒ (16) + 3 = 19
Idaya: 1d20 + 0 ⇒ (5) + 0 = 5
Thesius: 1d20 + 9 ⇒ (13) + 9 = 22

Vamp spawn squad red: 1d20 + 3 ⇒ (4) + 3 = 7
Vamp spawn squad blue: 1d20 + 3 ⇒ (10) + 3 = 13
Terek Nul: 1d20 + 8 ⇒ (10) + 8 = 18
spectre yellow: 1d20 + 7 ⇒ (20) + 7 = 27
spectre green: 1d20 + 7 ⇒ (15) + 7 = 22
Eustiorax X carnivorous ooze: 1d20 + 10 ⇒ (12) + 10 = 22

Order of operations

Bad guys
------------
Spectre yellow
Eustiorax

-----------------
Thesius
-----------------
Spectre green
----------------
Merixia
---------------
Terek Nul
--------------
Verene
---------------
Red Vampire spawns
--------------
Arthur
-------------
Blue Vampire spawns
-------------
Idaya

Do not post yet, saving the dice rolls so that thing does not happen again


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As the door opens, you look into a strangely warm chamber, a massive purple crystal glowing with energy is in the back of a chamber, partly obscuring a table on which a red cloth is draped.
This red cloth looks like the sword of valor.

A total of 7 other, smaller purplish crystals are in alcoves, with another one behding the table with the red cloth.

6 Vampire spawn, moving unnaturally quickly and sporting protrusions of bone from their body, stand, ready to fight, with the... much less impressive then on his picture... Vampire Terek Nul behind them.

You do not currently see the 2 Spectres that your intelligence gathering revealed.
---------------------------------------------
Spectre yellow: Readies an action
---------------------------------------------
Eustiorax:
What a lovely vesell! A hideous voice exclaim as d2 1 Idaya 2 Merixia: 1d2 ⇒ 1

spellcraft DC 27:

Huh, Shadow Abjuration? Since when is that a thing? Its apparently shadow evocation, but for abjuration spells. Checks out for a greater shadow demon doing weird things with Nahyndrian crystals though.

targetted dispell magic vs protection from evil: 1d20 + 10 ⇒ (10) + 10 = 20

Protection from evil is likely stripped from Idaya

Is affected by a powerful spell!

Roll me a willsave please!

I will roll saving throws for players vs. things like, fireball, web etc. but not vs things that would take them out of the fight, like in this case soul jar, phantasmal killer, dominate X etc. If a fireball would, on a failed save, result in character death or unconciousness I will try to have the player roll too.

--------------------------
Thesius is up!


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Due to verene dropping heightened awareness for a +4 verene and Thesius are up


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Prescience, 9/10 remaining: 1d20 ⇒ 19
Spellcraft DC 27, fox's cunning, heroism, tears to wine: 1d20 + 18 + 2 + 2 + 2 ⇒ (16) + 18 + 2 + 2 + 2 = 40

A cool whisper of reassurance wraps Verene in calm despite the stifling dark. The spectres are not in evidence — possibly waiting in the walls or behind the corners — but the bony vampire spawn are arrayed before them, standing on the ground with Terek Nul at their center in a perfect battle formation. The shadow demon's presence is clear by its voice alone. Verene hopes Idaya's spell will hold and the demon's shadowy powers will slide off her mind, but she has only a split second to take advantage of this perfect opportunity before the battle is truly joined and everyone is mixed together. She presses the button. The scroll slides into her hand. Verene's invisible, multiplied, hastened reptilian form lifts much higher into the air, all the way to the 20-foot ceiling, before she soars through the doors and over to the a line with the vampires. She snaps open the scroll and reads out the final word, holding up the other small palm.

A wide shaft of brilliant sunlight bursts from her outstretched palm, momentarily illuminating the gloom of the chamber as brightly as day and outlining all three spawn and Terek Nul himself in white radiance.

Swift action draw scroll, move to fly up to 90' (first 20' up into the air, then down again to floor level at her destination) to the square where the yellow line is emanating from, standard to activate sunbeam scroll for first beam of a possible 4 (I think, assuming the scroll is the minimum CL of 13. The DC is also based on this minimum caster level.) Each creature caught in the beam must make a DC 20 Reflex save or be permanently blinded. The beam also results in the destruction of any undead creature specifically harmed by bright light if it fails its save. Undead creatures caught in the beam take 13d6 points of damage, or half if they make their save, but any creatures to which sunlight is harmful or unnatural take double damage. Hopefully that's all of these vampires, so if they fail the save they are destroyed, and if they make it, they take the following damage.

Sunbeam damage, CL 13: 13d6 ⇒ (5, 1, 3, 2, 3, 5, 6, 4, 3, 5, 4, 4, 4) = 49

Spell Resistance?:
If one or more of these vampires have spell resistance, only the scroll's caster level applies to the check, not Verene's, and she does not get to apply Eldritch Breach. I am assuming that only Terek Nul is likely to have it, but in case he does, she'll use Prescience on the CL check if it's higher, since she is still the one rolling the 20.
Caster level check to overcome spell resistance, CL 13: 1d20 + 13 ⇒ (19) + 13 = 32 Ah, looks like it's not needed.

That Prescience of 19 can be applied to any d20 roll she needs to make at any time before her next turn, so I would like to use it on any important save it looks like she might otherwise fail, please.

An idea that is both cautious and mischievous occurs to her. The experience with the half-orc archer has taught her not to trust in invisibility too much when enemies have a reasonable idea of where one is from the location a spell came from. She reaches inside and touches the cold white core of the Wardstone's power that lets her see the true nature of things, calling on it only for speed. In case Terek Nul or the other vampires have spells up that do allow them to see invisible creatures, she waves at them politely and silently zooms backward again, not to her starting position but to one concealed by the rock of the walls, just beside Thesius. Free action Amazing Initiative to gain another standard action, which she uses to fly up to 90' back again. 4/7 mythic power remaining.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

Spellcraft - DC 27: 1d20 + 14 + 2 + 2 ⇒ (7) + 14 + 2 + 2 = 25 (14 Base, +2 Heroism, +2 Tears to Wine)

Thesius mentally prays to Desna as he falls into spellcasting.

(Swift action to activate Archaeologist's Luck, Full Round to start casting Silence on his Holy Symbol. Will come into effect on his next turn.)


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Oh shoot, forgot Verene needs a Use Magic Device check to activate that scroll since it's not on her class spell list. Okay, the DC is 33(!!) and she has the Prescience to fall back on if this doesn't do it. Verene uses her Int modifier instead of Cha on Use Magic Device because of Pragmatic Activator, but I think UMD is still not an Int-based check so tears to wine wouldn't apply. Happy to be wrong though.

Use Magic Device DC 33, fox's cunning, heroism: 1d20 + 18 + 2 + 2 ⇒ (20) + 18 + 2 + 2 = 42 Okay then!

"The demon is using its shadow magic to imitate abjurations in the way most of them can with evocations. And it is doing so far faster than it should be able to. Probably it is calling on the power of the Nahyndrian crystal in some way." Her whisper sounds only in the ears of her companions.


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Tears to wine does apply, since it is int based for you.

saving throws Terek Nul: 1d20 + 5 ⇒ (18) + 5 = 23
saving throws vampire spawn team red: 1d20 + 3 ⇒ (11) + 3 = 14
saving throws vampire spawn team red: 1d20 + 3 ⇒ (17) + 3 = 20
saving throws vampire spawn team red: 1d20 + 3 ⇒ (17) + 3 = 20

Lol

To Verenes considerable suprise and annoyance, 2 of the vampire spawns and Terek Nul himself limbly dodge out of the sunbeams.

Correct me if I am wrong, damage on the 2 vampire spawn who made the saves is 49? They saved, but they are vulnerable?

Even with that significant display of acrobatics, even the 2 Vampire spawn who dodged out of the way are instantly slain.

Invisible Kobols! Terek Nul points a finger at Verene

What is this mobility, and why dont I have it?

He complains accusingly.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Yes, damage on all of the vampires in the beam who made their saves, including Terek Nul, would be 49. Unless he has Evasion or something.


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Nope he does not. He does have mirror image, and displacement, but sunbeam doesnt have attack rolls so no bueno

Vile treason! Accursed Nurgalite mercenaries! Terek Nul shouts as he points at soemthing that looks like Nurgal's unholy symbol which is seemingly branded on the part of his chest were he got burned by the beam

bluff Terek Nul: 1d20 + 15 ⇒ (2) + 15 = 17

sense motive DC 17:

Terek Nul looks very much guilty of having ordered that very same scroll of sunbeam, and then opting to not bring it into Eustiorax presence.


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Female aasimar paladin (chosen one/emissary) 7 oracle 1 / marshal 2 | AC 28(30 vs evil) [26(28 vs evil)] T 16 FF 21 | Saves F +14 R +14[13] W +16 | CMD 23 | HP 82/82 | Perception +12 | Init +0 Mythic power 6/7 | LoH 8/8 | Smite 3/3 | Pal 1st 3/3 2nd 0/1 | Ora 1st 1/2 | conditions: aura of greater courage, fly, protection from evil(ex), endure elements, protection from sonic and fire, perfect placement, haste , align weapon, tears to wine, corruption resistance, tap inner beauty

so, after reading, two will saves, one for the dispel and one for the other...

will save dispel, with prot from evil: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27
will save other: 1d20 + 16 + 1d6 ⇒ (4) + 16 + (6) = 26 don't think it will apply, but lonely gives her -2 vs charm spells and spell like abilities. SURGE
also did not add protect from evil into the second roll, so +2 or not

Also I'd like Idaya to use Commanding Presence. "when you reveal yourself during the first round of combat (not counting the surprise round)", is when it is supposed to go off. For during her turn on as soon as people see her? I think her turn, but wanted to check.

Commanding Presence:

Commanding Entrance (Ex) (Mythic Origins pg. 28): When you first enter an area or make your presence known to a group of strangers, as a free action you can expend one use of mythic power and attempt a single Diplomacy or Intimidate check to modify the attitudes of everyone within 10 feet per tier, and an additional number of characters equal to your Charisma modifier who are outside that range but have line of sight to you. (For instance, you could affect everyone near the entrance of a throne room and key people on the dais at the far end.) Alternatively, when you reveal yourself during the first round of combat (not counting the surprise round), you can expend one use of mythic power as a free action to use Intimidate to demoralize your targets.

The paladin tenses as she feels the attention of the voice upon her. "Anything that fills this vessel should be prepared to face the displeasure of a goddess." Idaya responds with confidence (and a bit of hope that confidence is warranted) as she grips her sword tight in both hands and waits.


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reality low is good for shadow demon: 1d100 ⇒ 97

The shadow demon fails to dispell Idayas protection from evil, but, to her surprise, his possession attempt came close to succeeding.

I wont tell you the exact DC though


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -
Liliyashanina wrote:
"Vile treason! Accursed Nurgalite mercenaries!" Terek Nul shouts as he points at something that looks like Nurgal's unholy symbol, which is seemingly branded on the part of his chest where he got burned by the beam.

Sense Motive DC 17, heroism, tears to wine: 1d20 + 1 + 2 + 2 ⇒ (7) + 1 + 2 + 2 = 12

Baffled, Verene whispers to her companions only, "He knows very well it was his scroll from his scroll box. Why say anything at all? Perhaps our sanguine friend has never heard the phrase, 'the guilty flee when no one pursues.'"


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 64/64 | AC 23 T 14 FF 19; Evasion; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 3/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: Buff List

(Thesius can't fail that Sense Motive check currently.)

Deep in casting, Thesius is unable to reply right this moment, but he makes a mental note of Terek Nul's distress.


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The Green spectre also readies an action.

reasoning:

Spectres do not have any innate ability to see what is invisibile. And a readied action to hit something going through a certain place only triggers when you actually can perceive the something.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | Destructive Smite 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor

Finally, the vampire lord and shadow demon are within her reach! (And their minions, of course.) But Merixia has some preparations to see to before she can wade into melee and test out her blade of light spell. Fiery wings carry her up toward the ceiling, where she raises her holy symbol and begins a brand new prayer to her patron. Shafts of fiery golden light pierce through the gloom, illuminating every undead being in range. Including the invisible ones.

Fly up and cast light of Ragathiel (aka Merixia's version of light of Iomedae as detailed by our GM earlier)


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--Quick reaction
Great Terek Nul, what is this annoying celestial chanting? A vampire spawn, who currently looks very bright, says

Mabye she is a bard! And I dont see the supposed halfling bard anywhere! Another Vampire spawn adds

Great Terek Nul, perhaps they swapped bodies, or pretend to be on another! She must be that bard Wulfric, who is useing a dirge of doom! The third one adds

Silence and fight you fools! Kill them all, who cares which of them is whom! Terek Nul answers as he considers his options.

--Does Merixia otherwise stay put or move into the room?--


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 70/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | Destructive Smite 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/8 | Armor Blessing 1/1 | Armor Cure 1/1 | Effects: heroism, magic circle vs evil, bull's strength, ironskin, tears to wine, shield of wings, blade of light, life shield, death ward, shared training, divine favor

Whoops, I forgot to move my token. I’m on mobile, so would someone move me into the room? Two spaces in and three up, assuming the ceiling is high enough.


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Done!


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F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Getting back into executing GM.exe


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F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

-------------Readied actions going of, now that a creatures the spectres can perceive entered the bossroom------------------------

the spectres are very visible, no flat footed or sneak attack stuff them

SILENCE THIS... SCREECHING!

From the ceiling, a spectre descends upon Merixia

touch: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
crit confirm: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20

d8 negative energy: 1d8 ⇒ 2

While the spectre only deals the most piddly damage, Merixia feels her touch into her very soul, nearly smothering her!

4 temporary negative levels!

Another spectre raises from the floor, seeking to flank Merixia from below!

touch: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
negative energy: 1d8 ⇒ 2

The damage again is paltry, but the negative levels?

As the 2 spectres reach into Merixias soul, they are repelled by her death ward, and the immunity to energy drain it bestows.

BLOODRINKER! DISPELL IT! WE DEMAND IT! BLOODRINKER! DISPELL IT!

The 2 spectres screech in unision, as their nearly deadly attack was turned into... 4 damage?

----------------------Terek Nul-----------------------------------

Nothing shall ward off your death, Cleric!

targeted dispell magic vs Merixias: 1d20 + 11 ⇒ (6) + 11 = 17 I dont think that gets the death ward, but it may get something that is lower level

I got something! He announces, as he moves to be less clumped up with his minions

--------------------Vampire goon squad-----------------------------

Clearly under a haste spell, the 3 vampires scurry up the walls, scattering, and ineffctually trying to mind control Merixia who is immune to such tactics.

-------------------------------------------------------------------

Arthur and Idaya are up!


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 28 T 20 FF 24 | Foretell 8/8 | Prescience 10/10 | Mythic Power 4/7 | CMD 15 | Fort +10 Ref +13 Will +13 (+2 vs. insanity/confusion) | Init +16 (and Forewarned) | Perc +15 (+16 Thamyris) | Conditions: greater invis. 7r, perfect placement 6r, shield 7r, Ex. haste 9r, fly 4m, mirror image 4m 3/3, see invis. 4m, fox's cunning 6m, Ex. M prot. from evil 12m, comm. prot. from sonic&fire 12m 120/120 & 120/120, alter self 15m, longstrider 56m, mage armor 56m, tears 56m, resist cold 186m (30) | Thamyris: HP 31/31; AC 20 (T 16, FF 18) | Conditions: -

Whew, glad Verene was invisible to go through that area. I don't think a result of 17 gets the death ward, or any spell cast by one of us. Sadly, it does get the heroism cast on Merixia by her knight's pennon of battle, which is an item with caster level 6 for a targeted-dispel DC of exactly 17.


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

I mean, why would I not reward smart play? Your party did know that there were spectres, and, making use of their lack of lifesense or anything akin to that. The Vampire spawn are not mindless enough to try and hit some flying, Bossmusic blasting Ragathiel cleric in melee, when they now know she has death ward up. Spectres arent exactly sane, or noted for the ability to detect what spells someone has up before hitting them, but they will be somewhat aware that a spell called *death ward* exists which stops all their fun.

Merixias heroism is indeed dispelled!


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Female aasimar paladin (chosen one/emissary) 7 oracle 1 / marshal 2 | AC 28(30 vs evil) [26(28 vs evil)] T 16 FF 21 | Saves F +14 R +14[13] W +16 | CMD 23 | HP 82/82 | Perception +12 | Init +0 Mythic power 6/7 | LoH 8/8 | Smite 3/3 | Pal 1st 3/3 2nd 0/1 | Ora 1st 1/2 | conditions: aura of greater courage, fly, protection from evil(ex), endure elements, protection from sonic and fire, perfect placement, haste , align weapon, tears to wine, corruption resistance, tap inner beauty

tap inner beauty, halo, all with 10 feet AND 5 others that have line of sight to Idaya, free action
demoralization from commanding presence: 1d20 + 19 + 2 + 2 ⇒ (15) + 19 + 2 + 2 = 38

From behind the flaming brand of Ragathiel, a beacon of holy light blazes over a flying armored figure, pausing in what looks like effect at the entrance before shooting up to battle the cleric's foes with her. (in truth, Idaya needed a moment to find the enemies)

"Evil within these halls shall be purged, descend and judge them for their many sins!" her voice fills those around her with a vigor for the fight, as her sword shifts

swift action to Rally, free reroll for her and all allies with 30 feet, must be used before her next turn.

attack: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36 crit
damage, good, cold iron: 2d6 + 20 ⇒ (1, 5) + 20 = 26
attack: 1d20 + 16 + 1 + 2 ⇒ (9) + 16 + 1 + 2 = 28 reroll from rally
attack: 1d20 + 16 + 1 + 2 ⇒ (1) + 16 + 1 + 2 = 20 ugh


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

More of this vile holy ones!

Try to hit everyone else!

are you trying to attack the vampire spawn or the spectre?


Female aasimar paladin (chosen one/emissary) 7 oracle 1 / marshal 2 | AC 28(30 vs evil) [26(28 vs evil)] T 16 FF 21 | Saves F +14 R +14[13] W +16 | CMD 23 | HP 82/82 | Perception +12 | Init +0 Mythic power 6/7 | LoH 8/8 | Smite 3/3 | Pal 1st 3/3 2nd 0/1 | Ora 1st 1/2 | conditions: aura of greater courage, fly, protection from evil(ex), endure elements, protection from sonic and fire, perfect placement, haste , align weapon, tears to wine, corruption resistance, tap inner beauty

is the vampire up at the ceiling? spectre is what I was having her go after, so will stick to that


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Idaya, perhaps from sparring against highly capable opponents with extremely high AC, delivers a great blow, but her perfectionist streak stops it form being overly effective.

The initial roll would have confirmed. The Spectres are mage armored and hasted, but their ac is still nowhere near the high 20s. As a matter of fact, if you by chance have the *dont automiss on a nat 1* thing you would confirm with that 1.

The etherealness significantly limits the damage dealt.


Female aasimar paladin (chosen one/emissary) 7 oracle 1 / marshal 2 | AC 28(30 vs evil) [26(28 vs evil)] T 16 FF 21 | Saves F +14 R +14[13] W +16 | CMD 23 | HP 82/82 | Perception +12 | Init +0 Mythic power 6/7 | LoH 8/8 | Smite 3/3 | Pal 1st 3/3 2nd 0/1 | Ora 1st 1/2 | conditions: aura of greater courage, fly, protection from evil(ex), endure elements, protection from sonic and fire, perfect placement, haste , align weapon, tears to wine, corruption resistance, tap inner beauty

Nope, don't a have that and yea, I knew it would be reduced, just wanted to give Merixia some help up there and didn't think the vampire was up there with her. Sad about the reroll actually screwing it up, but oh well.


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

Arthur is up

Spectres were moved in init because they readied, Eustiorax is thus up

[ooc]Updated init list just recognized I derped with the Vampire spawn groups, but eh, it happens.

Turn begins
Eustiorax

-----------------
Thesius
Verene
Merixia
-----------------
Spectre blue
Spectre red

Terek Nul
Blue Vampire spawns
--------------
Arthur
Idaya

Turn over

Grand Lodge

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Male Human alchemist (vivisectionist, beastmorph) 8/Champion 2 | AC 19 T 8 FF 18 | Saves +7 +8 +6 | CMD 28 | HP 69/69 | Perception +10 | Init +3 | Mythic power 6/7 | Orc ferocity 1/1 | Spontaneous Healing 4/4 | Wings 8/8 | Will reroll vs demon 1/1 | Legendary item power 3/4 | conditions: paralyzed
Liliyashanina wrote:
I got something! He announces, as he moves to be less clumped up with his minions

I'm lol'ing so hard at this. Like "mom, dad, look, I got something!"... Sure, mister vampire boss...

Arthur, being a bit slow to take in all the things going on in the room, finally springs into action. He's glad to have drunk his invisibility extract before opening the door. Remembering how often he had to pretend to be a vampire, he walks straight to Terek Nul with his alchemically enhanced speed. Then he unloads all his might by swinging his axe.

I'll Fleet Charge to move up to my speed which, thanks to my Expeditious Retreat, is 60ft and enough for me to reach the vampire. Then attack from Fleet Charge and full attack from haste. Fishing for a nat 20.

Fleet Charge, using legendary surge: 1d20 + 18 + 2 + 1d8 ⇒ (7) + 18 + 2 + (2) = 29 Hope this beats Flat Footed.
Damage, bypasses all DR (Fleet Charge): 3d6 + 26 ⇒ (5, 4, 5) + 26 = 40
Sneak attack: 4d6 ⇒ (5, 5, 1, 2) = 13

Attack 1: 1d20 + 18 ⇒ (1) + 18 = 19
Slashing Damage, Cold Iron, Magical: 3d6 + 26 ⇒ (4, 1, 2) + 26 = 33

Attack 2: 1d20 + 13 ⇒ (18) + 13 = 31
Slashing Damage, Cold Iron, Magical: 3d6 + 26 ⇒ (3, 6, 1) + 26 = 36

Haste Extra attack: 1d20 + 18 ⇒ (9) + 18 = 27
Slashing Damage, Cold Iron, Magical: 3d6 + 26 ⇒ (1, 3, 2) + 26 = 32


F Houserule compilation Drezen boss fight Buff list treasure sheet Known big NPCs

displacement high is good for Terek Nul: 1d100 ⇒ 19

displacement high is good for Terek Nul: 1d100 ⇒ 85

displacement high is good for Terek Nul: 1d100 ⇒ 7
Arthur delivers a massive strike to Terek Nul, damaging him severly. His next attack misses, and the one after that seemingly hits him but does not (displacement does not work vs sunbean, as sunbeam does not require attack rolls, but it works vs attacks), Arthurs hasted attack strike true regardless, leaving Terek Nul significantly damage, but still in the fight.

Reminder that you have a rally, but you may also opt to save it, because Eustiorax goes next.

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