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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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.
Elyda wrote:
"Good to see you all again."

"Thank you, inquisitor Evandros. I mean, Elyda," Elliot nods and gives her a polite bow and smile. "From the sounds of it, you did some truly amazing work despite the odds stacked against you. You have my respect. I'm happy that you made it through."

He didn't have further questions not already put forward by his sister, so he waited patiently for the answers.

I'd like to assume that, for the sake of simplicity and keeping things moving, we ask for exact addresses if available when we get general directions to a certain location, such as the known survivor pockets. If we didn't though and have to ask specifically, he definitely would. On the topic of keeping moving, personally I feel we've just had a very meaty RP segment, and we now seem to be in a segment with a lot of loose ends we have to track down/resolve which is probably done mostly by more RP? So I'd rather push to keep things going and start checking those boxes. Also, some of us want items that aren't available until supposedly the queen arrives and the item shortage is resolved, thus shopping seems better done later. But that is just my opinion however, and I wouldn't mind doing any shopping before leaving.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | 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 5/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points)

"Elyda! I'm so glad you made it." Merixia beams at the aasimar, jogging over to give her a hug. Screw decorum, she was sure they would never see Elyda again when she walked away. "Um... I'm sorry for not noticing that you had come in last night. I was, well, a little drunk." And very distracted by Elliot. Not that she's going to say that; Elyda probably saw for herself.

I'd prefer to wait for the queen's arrival to go shopping. As for RP vs. moving along, I'm flexible. Also, Merixia still needs to put her armor on, hopefully with Elliot's assistance. ;) We can skim that part if you folks want to get moving though.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 10/12 left, Lore Master 1/1, Mythic Power 6/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

"Thank you Eugeni. I believe the captive in my dream to be a fellow Desnan based on what I saw. She was dark-haired, but unfortunately I did not get the chance to linger for more details..." as he speaks he racks his mind for any further details and shares them with Eugeni in case he can identify them. He will take the time to ask any other Desna worshippers he comes across about the woman as well.

He entrusts the others to meet with Elyda and takes the time to step away. The call to dance growing stronger within him he finds a place out in the open air to do so. His mind opening to the universe as he dances freely naming the stars he knows.

For the fun of it:
Perform (dance): 1d20 + 7 ⇒ (6) + 7 = 13

I'm fine with RP'ing some or moving forward. I still need to put some thought into what Thesius might want to purchase or have Verene make for him.


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.
Merixia wrote:
Also, Merixia still needs to put her armor on, hopefully with Elliot's assistance. ;)

Haha, okay ;) So you mean to say you want to roleplay that out? If so, we can do that scene in spoilers I suppose and not hold up story progress, to name a suggestion? Do you have a specific vision or tone in mind such a scene? Like friendly, romantic, awkward, wholesome, a combination, something else? Or some goal you'd like to set for it? I'm fine with improvising, but probably best to ask. Writing a romance with two writers is probably best done discussing some things beforehand.


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Common Room
Eugeni shakes his head at the description. "Sorry, she doesn't sound familiar to me. Might be she'll be important to you in the future, though. The Song of the Spheres is... considerate of such things."

In the training room.
Elyda nods at Verene's question, going into a summary of her experiences. As they already knew, a handful of rogue inquisitors had been hunting anyone they deemed remotely suspicious of demon worship, which focused on a whole lot of Kellids. Their more moral counterparts had objected, and been imprisoned. She'd gone to investigate, rescued those faithful to Iomedae, and stopped the corrupted ones.

The Truestone enclave was (understandably) very wary of her, so she was kept outside of the Park. Elyda describes some humble (but effective) earthworks backed with foundations of salvaged stone and druidic magic. The leaders, with whom she'd briefly met, did not seem evil to her magically enhanced senses, and of the two, God-Caller Rashan was the friendlier. "They may be unfriendly, but I think that if you reveal your hand in the destruction of the demons in Kenabres, they'll be more inclined to listen to you." She finishes, rubbing her scar.

Feel free to ask for any clarification in spoilers.

With that in order, the heroes prepare to head out towards Southgate, in the west. Their progress is fairly fast - the cultists must be laying relatively low, with the destruction of their demonic allies and the dismantling of their leadership in the city.

On the way to their destination, the group passes nearby to Gwerm manor, and a thought occurs to them. Does Horgus even know about the destruction of the demons?

I'll skip us forwards again once you decide whether or not to visit him. It won't be a drawn-out RP scene, though.


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female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 89/89| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 3/4; LoH: 8/8; smite: 2/3; divine bond 1/1; mythic: 6/7 |active effects: featherstep, heroism, e.splen

in the training room
Azira smiles as they approach the other aasimar. “Thanks for the dance last night,” she offers as a greeting. “We didn’t get a chance for a proper introduction with all the celebrating but I’m sword-knight Azira Tal-Shirin, an old friend of Elliot and Verene, and a new companion to the group. It’s a pleasure to meet you.”

She fits the description of people I made dance with me, so I’m assuming she fell prey; I apologize if that’s overly presumptuous.

heading out
Azira readies Radiance and takes up position at the front of the formation as the group heads out into the city. As they travel she asks, “do we have a plan beyond checking this location? If we don’t end up escorting survivors back to Defender’s Heart, could we maybe head into the old city before we return? I know we need to prioritize helping the living but I… I’d really like to try to recover my mother’s remains, if I can.”

I need to update my AC in my banner (since my Dex went up), did I actually end up with a ring and an amulet, or did we settle on one or both of those going to someone else?


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.
Azira Tal-Shirin wrote:
“Do we have a plan beyond checking this location? If we don’t end up escorting survivors back to Defender’s Heart, could we maybe head into the old city before we return? I know we need to prioritize helping the living but I… I’d really like to try to recover my mother’s remains, if I can.”

"Well, it'd be highly hypocritical of me to wish to search for my parents and sister yet deny the same to someone else," Elliot says, keeping his gaze shifting over nearby ruined buildings and dark alleys. "If we seek to try and visit all enclaves in a day, if we could manage such a thing, it is more or less a straight line up from western Southgate to Northgate, passing by the entrance to Old Kenabres on the way there. Even if not, I'm sure we can make time for it at some point, at least? It's family, after all. Little should be more important than those we hold dear."

At some point, he stops to glance to the side and sighs. "Oh, right. We should probably go and collect Horgus on the way back. I can't exactly say I like him, but he did donate a large amount of money to us, and he doesn't deserve to be locked up alone just being dislikable. I'd suggest making the most of our time and finding other survivors to escort back first through; he will probably be fine for now in that secure vault of his..."

The closest we got to a consensus on the items is that you could claim the amulet of natural armor with Merixia giving you her ring of protection +1. Elliot/I claimed the other +1 ROP (since no one objected and it's the only thing he could use well other than the +2 cloak).


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

In the training room:
"Thank you, Elyda. If we are able to speak with Vorek or Rashan to try to convince them to come with us, anything you can tell us about their perspective on events, as you understand it, would be helpful." Verene listens closely to Elyda's tale and asks for clarification at a few points. She is particularly interested in how many people the druids seemed to have with them in Truestone Park, what they said when denying her entry, why the corrupted inquisitors had become corrupted (to the best of Elyda's understanding), what reasoning if any the corrupted inquisitors gave for their behavior, and whether they were all killed or if some were captured. She also wants to know if Elyda has heard anything specific about other survivor groups (such as any more specific location than 'in the west of the southern Gate District,' which we already know), and how she found out that survivors were gathering at the Defender's Heart.

Before leaving:
Verene finishes preparing her spells and gets ready to leave. After discussing the matter with Thesius, she puts on the new protective magical cloak from the Gray Garrison, giving him the one she was wearing yesterday. Despite how convenient the spell to endure the elements was, she decides today to simply wear the cold-weather clothing given to her by Syras and Dea at Fine Fittings, to make it less obvious that she is a magic user. She thinks it is safe to leave most of the material they collected in locked rooms at the Defender's Heart for now, but asks Merixia to take the gold dragon hide armor with them in addition to her own gear. Before leaving, she buys one or two things from the Abadarans. (Spell list in profile now set for the day, but stats don't reflect gear yet.)

On the way:

Elliot wrote:
"Oh, right. We should probably go and collect Horgus on the way back. I can't exactly say I like him, but he did donate a large amount of money to us, and he doesn't deserve to be locked up alone just being dislikable. I'd suggest making the most of our time and finding other survivors to escort back first through; he will probably be fine for now in that secure vault of his..."

"We can tell him of the destruction of the demons, and ask him again if he would like to come to Defender's Heart, but I am not sure he will want to leave his secure room until the city is thoroughly pacified," Verene says. As usual for travel through potentially unsafe areas, she sends her voice through the whisper of a message.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | 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 5/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points)

Before leaving
"Oh, that's right! I forgot all about the poor dragon. I'll get the armor, but I'm not sure what we're going to do with it. There are so many bodies to take care of first." The corpses, unlike the armor, are going to rot even in this weather and spread disease if someone doesn't figure out a way to cremate or bury them. Hopefully the Queen's forces will have the manpower and resources to take care of that. Maybe they'll even have a Pharasmin priest who knows the proper rites for the dead, rather than improvising like Merixia has been.

Once she's armored up and has repacked her gear to include the dragon armor, Merixia joins the others. She doesn't know exactly how much loot they have or what she wants to buy, so she doesn't bother visiting the Abadarans.

On the way
"I'm happy to help both of you search for your families. I don't know my way around Kenabres very well, so I'll defer to the rest of the group as far as the exact route goes." She pauses, then sighs. "And yes, we probably should visit Horgus at some point to let him know the demons are gone."


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h
Azira wrote:
"Do we have a plan beyond checking this location? If we don’t end up escorting survivors back to Defender’s Heart, could we maybe head into the old city before we return? I know we need to prioritize helping the living but I… I’d really like to try to recover my mother’s remains, if I can."
Elliot wrote:
"If we seek to try and visit all enclaves in a day, if we could manage such a thing, it is more or less a straight line up from western Southgate to Northgate, passing by the entrance to Old Kenabres on the way there. Even if not, I'm sure we can make time for it at some point, at least? It's family, after all. Little should be more important than those we hold dear."
Merixia wrote:
"I'm happy to help both of you search for your families. I don't know my way around Kenabres very well, so I'll defer to the rest of the group as far as the exact route goes."

"Of course, I will also help. It would be ideal to accomplish as much as possible in one journey, and there is a certain logic in going from Southgate, to Truestone Park in the Ring District, to Old Kenabres, to northern New Kenabres or Northgate, as you say, Elliot. Depending on how much our way is blocked by crevasses. But much also depends on how vulnerable any survivors we are able to find are — if they need serious healing or food, we may have to take them back to the inn first, not drag them with us across the length of the city.

"I do hope Lord Horgus is all right in his safe house. It has been four days now that he has been alone in there. Azira, you did not meet him — we had seen him home just before we met you. He fell down into the caverns below Kenabres with us. He is... hm. An eccentric, and a somewhat erratic soul, but not a bad one." Even in this minimally charitable description her voice is doubtful, but she manages not to say I think. In truth, she still does not know what to make of Lord Horgus Gwerm and his swings between abrasive and unsettling. Perhaps, if all goes well and the Queen and her army do arrive in a few days as expected, we might ask the same healers who we hope will be able to mend Anevia's leg and restore Aravashnial's eyes to use equally powerful magic on Horgus' mind.

As they turn to make the brief detour to inform Horgus of the city's change in fortunes, Verene keeps the armoring wand and the magic missile wand ready in her wrist sheaths. Thamyris huddles on her shoulder, protected by her fur-lined hood and able to merge with her at a moment's notice, but preferring to stay out to look around for himself and be ready for anything. It is once more well below freezing out, but this time she is more prepared: there is a little brick of blackfire clay from the Abadarans sitting ready in one pocket of her heavy down-insulated woolen outfit, which she will work with her hands to activate its alchemical warming properties if her extremities start to feel numb from cold. Verene will use up the brick of blackfire clay if we start having to make Fortitude saves against severe cold, for a +4 alchemical bonus on saving throws to resist cold weather for an hour.

She had found it necessary to trade off some of the heavier flasks she was carrying and the daylight wand as well as a few other things to make up for the bulk of this clothing and the brick, but on the whole it seems worth it. Verene is not yet ready to give up her crossbow and rely solely on a wand for protection, but the thought did cross her mind as she was preparing to leave that in truth the crossbow is a much less effective weapon than the missile wand, and if she can continue to store some portion of the Wardstone's power in the wand to recharge it each day, it will even be a more cost-efficient one. For now, its comforting weight, loaded with a cold-iron-tipped bolt, remains at her side.

Subtracted -20 gp from Verene's gold total to buy the blackfire clay. At only 2 gp per use and saving her at least one spell slot for endure elements, it seemed like a bargain. If you don't mind, Merixia, could you hold on to a bit more of the clay in your backpack? It would be four pounds of weight for four more uses of clay. Also, as they were leaving she would have given the daylight wand to Thesius or whomever was willing to take it along, or else left it with her things; and would have also offered him a second brick of the blackfire clay for himself, as well as her pomander if he wants to wear it, since that bonus to saves against nausea is redundant with the +2 cloak of resistance. Everyone is of course welcome to use the clay, but Verene is under the (mistaken, but only just) impression that the planestouched among the group are completely immune to cold weather of this severity. Thesius has the second lowest overall Fort save even if he can apply his archeologist's luck bonus. Although I think it should be higher than the +2 in his status line, which probably just hasn't been updated in a while.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 10/12 left, Lore Master 1/1, Mythic Power 6/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

"Indeed, we will need to be ready to have our plans alter based on what we find as we progress. Immediate needs may be found that need addressing, but I am fine with that course of action," Thesius says in agreeance.

"I concur that we should check in on Horgus, he may be unwilling to leave but we should keep him informed and see if he needs anything."


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Defender's Heart Training Room:
Elyda offers a smile to Azira. "It's good to meet you officially, as well."

Elyda explains that she's not entirely sure of how many people were in Truestone Park, though she guesses not more than twenty or so - she's pretty sure that they weren't occupying the whole park, but she can't be certain. The inquisitors, she is even less certain on - it's possible they were already leaning towards corruption before Armasse, she allows, but she also suspects that Armasse pushed even the best intentioned into madness. Most of them were killed, though a handful escaped. As for the Defender's Heart, she heard from the Kellids - apparently they had news that there were crusaders holding out in the central Gate District.

Gwerm Manor looks as untouched as it was when last the party saw it. Fortunately, the doors are largely unlocked, and they're able to make their way into the vault area with little issue. As Verene suspected, the nobleman refuses to leave his home. He does, however, express his gratitude (in his own awkward way) for the news, and confesses his "approval" that they have survived their trials thus far.

GM Rolls:

1d100 ⇒ 82

The party crosses through the city, the chill in the air becoming less severe as the sun climbs higher in the sky - though the winds still seem to tear warmth from their bones. As they go, however, they hear the sounds of shouts and the clash of metal on metal. A last stand by the cultists, or the crusaders?

Going to make the (fairly safe) assumption that you'll rush to the site in question.

It takes them less than a minute to find the site of battle - a familiar looking, because maps are limited square centered around a broken well. There are several bodies bleeding out on the ground, all wearing dark red leather armor, while a wounded half-orc man wearing the same wields a glaive against two injured tieflings.

Nearby, several human cultists grip glaives as well, finishing off wounded men and women, while a mace-wielding woman looks on impassively.

Perception DC 10:
The half-orc man is quite obviously protecting the doors of a nearby house - there might be people inside!

Combat Start

Initiatives:

Azira: 1d20 + 7 ⇒ (14) + 7 = 21
Verene: 1d20 + 9 ⇒ (5) + 9 = 14
Merixia: 1d20 + 1 ⇒ (1) + 1 = 2
Thesius: 1d20 + 4 ⇒ (12) + 4 = 16
Elliot: 1d20 + 4 ⇒ (10) + 4 = 14

Armiger: 1d20 + 1 ⇒ (6) + 1 = 7
Macewoman: 1d20 ⇒ 11
Cultists: 1d20 - 1 ⇒ (7) - 1 = 6
Tieflings: 1d20 + 3 ⇒ (13) + 3 = 16

Round 1

Initiative order is Azira, Thesius, tieflings, Verene, Elliot, macewoman, armiger, cultists, Merixia. Bolded characters are up.

Statuses:


Verene: HP 40/40; AC 13, touch 12, flat-footed 11; Prescience 8/8, Mythic Power 5/5, endure elements 10.5 hours merge with familiar 3.5 hours; Thamyris: HP 17/17; AC 19, touch 16, flat-footed 17
Merixia: HP 54/54; AC 22, touch 12, flat-footed 21; pyrotechnics 1/1, true strike 1/1, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5
Thesius: HP 43/43; AC 18, touch 12, flat-footed 16, uncanny dodge; Archeologist’s Luck 12/12, Lore Master 1/1, Mythic Power 5/5
Elliot: HP 58/58; AC 19, touch 15, flat-footed 14, Arcane Pool 5/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 5/5
Azira: HP 61/61; AC 23, touch 16, flat-footed 17; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, Mythic Power 5/5, Radiance Legendary Power 2/2


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 10/12 left, Lore Master 1/1, Mythic Power 6/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

"Don't let these scoundrels into the house!" Thesius says in warning to his companions as the scene becomes clear to him. Quickly he dashes forward, adamantine morningstar coming free from his side as a song starts in his heart. Soon he finds himself lashing out at one of the cultists (Yellow-lined).

Free action to speak, move action to move and pull forth weapon, swift action to activate archaeologist's luck for 4 rounds, and standard action to attack.

+1 Adamantine Morningstar Attack: 1d20 + 6 + 3 ⇒ (10) + 6 + 3 = 19 (+6 base, +3 archaeologist's luck)
+1 Adamantine Morningstar Damage: 1d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14 (+3 base, +3 archaeologist's luck)


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Can't fail the Perception check. Am I understanding it right that the other red-leather-armored people on the ground are bleeding out but currently still alive? Talking is a free action, I hope.

"The half-orc is likely guarding people inside. The other fallen defenders don't have long." Verene's whispered elaboration is mostly for Azira.


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 89/89| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 3/4; LoH: 8/8; smite: 2/3; divine bond 1/1; mythic: 6/7 |active effects: featherstep, heroism, e.splen

Azira moves in her dance-like manner towards the nearest cultist, Radiance whirling in its own dance beside her. When she reaches him, she leads the glowing sword around in front of her, slashing at the cultist.

Acrobatics vs AoO, in case he's not flat footed: 1d20 + 16 ⇒ (5) + 16 = 21

Radiance: 1d20 + 13 ⇒ (17) + 13 = 30
for: 1d8 + 12 ⇒ (1) + 12 = 13


Encounter Maps | Geographic Map | Treasures | Important NPCs

Verene: It is difficult to tell whether any of them are alive at a glance, but if they are, they're definitely badly injured.

Round 1 Continued

"Crusaders!" The mace-wielding woman shouts, half-turning.

Azira flows forwards, dodging around the glaive of one of the cultists and slashing through his guard, tearing his armor and knocking him back. He screams, blood pouring down his chest from the gaping wound she has left him.

Thesius joins her quickly thereafter, swinging his morningstar in a devastating overhead blow that crushes the tiefling's skull, dropping him to the ground as blood, brains, and bits of flesh splatter around him.

The other tiefling, now aware that she's threatened from multiple enemies, falls back, dropping her jagged short sword on the ground and pulling out a crossbow from within her cloak. She hastily takes aim at Thesius and fires. "Die!" The bolt skews wide, striking the doorframe of the building behind the armiger and Thesius both.
Orange Crossbow vs. Thesius: 1d20 + 3 ⇒ (1) + 3 = 4

Verene and Elliot are up.

Statuses:


Verene: HP 40/40; AC 13, touch 12, flat-footed 11; Prescience 8/8, Mythic Power 5/5; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17
Merixia: HP 54/54; AC 22, touch 12, flat-footed 21; pyrotechnics 1/1, true strike 1/1, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5
Thesius: HP 43/43; AC 18, touch 12, flat-footed 16, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 5/5
Elliot: HP 58/58; AC 20, touch 15, flat-footed 16, Arcane Pool 5/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 5/5
Azira: HP 61/61; AC 23, touch 16, flat-footed 17; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, Mythic Power 5/5, Radiance Legendary Power 2/2


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

The human cultists are lifting their glaives to finish off the unconscious red-armored fighters while they lie helpless and dying. Her most pressing wish is to save their lives if they may be saved. It is not in her power to heal them. But she may be able to stop the glaives.

Between one breath and the next, Verene falls into the deep awareness that the Wardstone awoke in her, which allows her to instinctively see and understand the invisible workings of the world and the very limits of how she is capable of manipulating them. It figures that the one day I stop preparing the sticky web because it is too blunt an instrument, we happen across a situation where it is the right tool. Thamyris melds into her shoulder without even a protest.

She lifts her hand and winds a strand of cobweb in a tight spiral, chanting words she knows but which should hold no arcane resonance for her right now, and a massive spiderweb thick with sticky strands springs into being across the square, between buildings, ground and broken well. With the other hand she draws a potion from her bandolier, hoping it will not come too late for one of the fallen.

Standard action, expend one use of mythic power to use Wild Arcana to cast web, DC 18 Reflex, in a 20-foot radius centered on the grid intersection at the top left corner of the square that is one to the left of the human macewoman. Should cover every remaining enemy while leaving spaces to stand to hit the cultist in melee with Azira and the two bottommost cultists. Any who fail are grappled and cannot take actions requiring two hands. Casting spells or using spell-like abilities would also require a concentration check not to lose the spell or ability. Move action to draw a potion of cure light wounds from her bandolier.


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

When we hear the sounds of active battle nearby, I would like to request that Elliot activated his up to six minutes/day flight hex to scout from the air to find the fight, and if needed to save additional lives join it asap. It was written that we found it 'in less than a minute', which if allowed would mean he has some rounds of his first minute of Flight still active. If that is allowed, he takes his turn as below. If not, he will spend his first turn activating it and flying up to somewhere above the battle and the web, hovering in midair.

If the flight hex is active:

Pinpointing the human mace-wielding woman as the leader, Elliot readies Radiant Eclipse and prepared to strike from above. There were injured allies and civilians nearby - this fight had to be ended as soon as possible, and the best way seemed a swift and brutal display of force. With some luck, the other cultists would surrender.

With some of his memories returned, he thinks of his previously forgotten teleportation trick and tries to combine the near-instant movement with swordplay. He disappears -

- and repears striking twice at the possibly entangled woman from the air.

Swift: Activate Mythic arcane strike + human bane. Full round: spell combat with Bladed Dash.

Flight check if needed, sharp turn?: 1d20 + 14 ⇒ (1) + 14 = 15

I don't think he has to make this flight check as 60 ft flight movement speed should allow him to approach without needing 180 degree angles, but just in case. 15 is *barely* enough to hover and not fall into the web.

attack, Bane +2, height advantage +1, spell combat -2: 1d20 + 11 ⇒ (9) + 11 = 20

damage, arcane strike, humanbane: 3d6 + 10 ⇒ (3, 6, 5) + 10 = 24

attack #2, Bane +2, height advantage +1, spell combat -2: 1d20 + 11 ⇒ (12) + 11 = 23

damage #2, arcane strike, humanbane: 3d6 + 10 ⇒ (5, 4, 3) + 10 = 22


Encounter Maps | Geographic Map | Treasures | Important NPCs

Flight hex is fine, yeah.

Round 1 Midpoint

Verene draws upon her power, and finds that she is able to weave it into a spell she has not prepared for the day, unleashing it in the heavy strands that crisscross the area. The cultists are unfortunate enough to get caught in the tangled and sticky threads, while Thesius is easily able to avoid the worst of it, dodging out of the way of the thicker bonds and breaking the thinner ones. Likewise, the half-orc man is able to push himself out of the worst of the spell's radius.
I think I've put the web spell where it belongs, but it would hit a fair few people, so I'm not sure that's intended. Verene can correct me if I'm wrong. It's a 20 ft. radius, which is 4 squares, so I'm not wholly sure whether that was intended.
Macewoman Reflex vs. DC 18: 1d20 + 4 ⇒ (5) + 4 = 9
Green Cultist Reflex vs. DC 18: 1d20 - 1 ⇒ (7) - 1 = 6
Tiefling Reflex vs. DC 18: 1d20 + 5 ⇒ (5) + 5 = 10
Thesius Reflex vs. DC 18, archeologist's luck: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 24
Armiger Reflex vs. DC 18: 1d20 + 2 ⇒ (19) + 2 = 21

Elliot swoops forwards, striking down at the hapless macewoman with Righteous Eclipse, which blazes with sudden power. The blade screams its delight in his head as it shears off the top of the woman's head, cleaving off her scalp and tearing through her brain. Blood, brain, and bits of skull splatter through the web, and she slumps, stone dead.

"Vela!" The tiefling shouts, shocked at her death.

The wounded red-lined cultist shouts a word, and his wounds heal slightly, leaving him bloody, but not down yet. He takes a swift step back and slashes at Azira with his glaive with a blur of speed and power. With carefree ease, she evades the attacks, barely needing to use Radiance to parry.
CLW: 1d8 + 2 ⇒ (3) + 2 = 5
Glaive vs. Azira: 1d20 + 5 ⇒ (8) + 5 = 13

His black-lined companion utters a blasphemous phrase, and a sickly green glow surrounds him. With that, he swings at Azira as well. Though this one's attacks are sharper and quicker than his comrade's, they still are no match for the paladin's defenses.
Glaive vs. Azira: 1d20 + 5 ⇒ (12) + 5 = 17

The unfortunate webbed and green-lined cultist struggles with the heavy strands of webbing on her. Though he tears off some of them, she remains stuck firmly in their grasp.
CMB vs. DC 18: 1d20 + 3 ⇒ (14) + 3 = 17

The half-orc takes a startling step forwards, pushing himself through the webbing, but is stuck fast where he stands. He curses sharply in Infernal.
CMB vs. DC 18: 1d20 + 5 ⇒ (1) + 5 = 6

Merixia is up.

Statuses:


Verene: HP 40/40; AC 13, touch 12, flat-footed 11; Prescience 8/8, Mythic Power 4/5; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17
Merixia: HP 54/54; AC 22, touch 12, flat-footed 21; pyrotechnics 1/1, true strike 1/1, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5
Thesius: HP 43/43; AC 18, touch 12, flat-footed 16, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 5/5
Elliot: HP 58/58; AC 20, touch 15, flat-footed 16, Arcane Pool 5/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 4/5, flight hex 7/10
Azira: HP 61/61; AC 25, touch 17, flat-footed 19; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, Mythic Power 5/5, Radiance Legendary Power 2/2


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

GM, it looks like the web has been centered somewhat down from the broken well space? This is not what I intended at all. I centered it on the upper left corner of the space one to the left of the now-dead teal-lined woman. I have moved Verene's token on the map to the square I mean to make it clearer, although Verene is not actually standing there. The intended center of the spell was the grid intersection at the top left corner of that square. 'Spread' spells have to be centered on a grid intersection and the radius of web is indeed twenty feet/four squares in all directions from there. I included a link above to a template of how a 20-foot-radius spread looks in terms of squares covered, accounting for diagonals, which is a picture straight from the Core Rulebook. Essentially, Thesius and the half-orc should not have had to make saves, while the red- and black-lined enemies should have. The half-orc also should not have had to move through the web and gotten stuck. This could be important even though Azira took no damage, because it might matter whether Black and Red are grappled (with associated AC penalties), affect Red's ability to heal himself, and more importantly, affect where other PCs and the half-orc can stand/travel without having to make saves.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | 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 5/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points)

Merixia races toward the melee, but stops at the edge of the web. Rather than charge in, she opts to invoke Ragathiel's blessing on her friends and the red-armored half-orc fighting the cultists.

Move and cast bless. The half-orc is designated as an ally for this spell.


Encounter Maps | Geographic Map | Treasures | Important NPCs

Yeesh. Thanks for adjusting, Verene. I'm going to try to move forwards with that in mind, but I am not going to try to retcon all of the actions because that's a lot of things that might change things. Sorry.

Round 1 Wrap-Up

Merixia advances, summoning the power of Ragathiel and unleashing a potent blessing on her fellows.

Round 2

Azira and Thesius are up.

Statuses:


Verene: HP 40/40; AC 13, touch 12, flat-footed 11; Prescience 8/8, Mythic Power 4/5; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17
Merixia: HP 54/54; AC 22, touch 12, flat-footed 21; pyrotechnics 1/1, true strike 1/1, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5
Thesius: HP 43/43; AC 18, touch 12, flat-footed 16, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 5/5
Elliot: HP 58/58; AC 20, touch 15, flat-footed 16, Arcane Pool 5/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 4/5, flight hex 7/10
Azira: HP 61/61; AC 25, touch 17, flat-footed 19; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, Mythic Power 5/5, Radiance Legendary Power 2/2
All: Bless 6 minutes


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 10/12 left, Lore Master 1/1, Mythic Power 6/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

Thesius moves forward, avoiding the webs as he goes and strikes out at the next tiefling (orange-line).

Archaeologist's Luck is still up because of Mythic.

+1 Adamantine Morningstar Attack: 1d20 + 6 + 3 ⇒ (3) + 6 + 3 = 12 (+6 base, +3 archaeologist's luck)
+1 Adamantine Morningstar Damage: 1d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14 (+3 base, +3 archaeologist's luck)

"Lay down your arms if you wish to survive this battle," he says grimly to any of the cultists that still stand.


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 89/89| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 3/4; LoH: 8/8; smite: 2/3; divine bond 1/1; mythic: 6/7 |active effects: featherstep, heroism, e.splen

Azira whirls forward and to her right, dancing around the furthest tendrils of Verene’s web to reach the ensnared cultists (5’ step). As Radiance comes around, it continues the dance as it flashes out at them. (full-attack starting on the injured red; I can iterate now, so if the first attack kills him I’ll make my second attack against black)

Radiance 1 (bless): 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
for: 1d8 + 12 ⇒ (3) + 12 = 15

Radiance 2 (bless): 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
for: 1d8 + 12 ⇒ (1) + 12 = 13


Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 2 Continued

Azira slips forwards, Radiance gleaming in the sunlight as she slashes the hapless cultist, slashing a broad gash in his stomach before beheading him completely. He sags in the web blood staining the strands crimson. With that, she shifts her attention to his compatriot, who is just as unable to keep her at bay. This one she injures badly, cleaving into his shoulder and breaking his collarbone.

Thesius moves to the edge of the thick strands of webbing, swinging at the crossbow-wielding tiefling. Despite her bound status, however, she is able to shift enough to catch his attacks with her armor and deflect them.

The tiefling attempts to struggle free from the strands that bind her, bending and twisting in nigh-impossible ways. Unfortunately for her, this simply serves to leave her even more tied up than she already was.
Escape Artist vs DC 18: 1d20 + 6 ⇒ (1) + 6 = 7

Verene and Elliot are up.

Statuses:


Verene: HP 40/40; AC 13, touch 12, flat-footed 11; Prescience 8/8, Mythic Power 4/5; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17
Merixia: HP 54/54; AC 22, touch 12, flat-footed 21; pyrotechnics 1/1, true strike 1/1, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5
Thesius: HP 43/43; AC 18, touch 12, flat-footed 16, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 5/5
Elliot: HP 58/58; AC 20, touch 15, flat-footed 16, Arcane Pool 5/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 4/5, flight hex 7/10
Azira: HP 61/61; AC 25, touch 17, flat-footed 19; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, Mythic Power 5/5, Radiance Legendary Power 2/2
All: Bless 6 minutes


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Verene hurries forward, minor healing potion in one hand, and halts by the edge of the web next to both Thesius and the glaive-wielding half-orc. She kneels down by the closest red-armored figure, hoping to see the blood still flowing, however sluggishly, from its wounds. Hoping you meant there is a red-armored casualty close enough to here, GM. In any case except if the body is obviously 100% dead: Verene begins carefully pouring the precious contents of the vial down the unconscious soldier's throat. Starting the full-round action to administer the potion, to be completed on Verene's next turn. I understand the potion may be lost if this doesn't work out for some reason.

Cure light wounds, if applicable:
Cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8

She looks up long enough to say crisply to the three remaining cultists, including the struggling tiefling, "Your masters are dead or fled. I advise you surrender."

Without much hope that these cultists will be sensible rather than fighting to the death like the other demoniacs they have met, she bends to her task again, saying through the message in an urgent whisper, "Merixia, please, can you try to save some of these soldiers around the well with your group heal? It will get some of the enemies too, but the leader is dead and the rest are little threat to us. I don't think the dying can wait."

The second healing wand would be faster than this potion. Maybe I will ask to carry it from now on.


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Elliot blinks at the brutal death of the woman he'd just attacked. Part of him had figured her to be significantly more threatening as a cultist leader and had expected her to easily parry or dodge the first swing... instead it had gone straight through her head.

"Vela? So that was her name. Was she a friend of the tiefling? What was her story? What had driven her to this? Perhaps we will never know."

It was wasteful, in a way. But the same was true of all the deaths they'd presumably inflicted themselves, and many of their allies? were dying on the ground and had to be saved.

Still...

"She is dead. Take the offer of surrender. We will not stop until we can guarantee the immediate safety of these people," He states, and attacks the human before the Tiefling to the south.

Spell combat, Brand cantrip. DC14 fortsave or 1 damage but let's be honest it is about the physical attack.

attack: 1d20 + 11 ⇒ (11) + 11 = 22
damage, humanbane: 3d6 + 10 ⇒ (5, 5, 6) + 10 = 26

attack #2: 1d20 + 11 ⇒ (17) + 11 = 28
damage, humanbane: 3d6 + 10 ⇒ (2, 2, 5) + 10 = 19

If the green human dies he continues on the tiefling though that drops hit, damage and damage roll by 2, 2 and 2d6 respectively.


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 2 Continued

Verene rushes over to the figure lying nearby to Thesius and the armiger, drawing a healing potion as she goes, and desperately begins pouring one of her potions down the prone woman's throat. Her wounds are severe, but it's impossible to tell at a glance whether she yet lives. That was about my intent, yeah.

Elliot, meanwhile, floats to attack another of the human cultists, casting a curse along Righteous Eclipse and cleaving the poor fool's head in two, splattering the gore across his sister's web. With that, he turns and strikes down at the tiefling woman, who is unable to get her guard up in time, and catches the black blade in the throat. She begins choking and sputtering on her own blood.

The armiger, meanwhile, advances towards the surviving cultist. "I surrender!" The cultist begins, but the armiger whirls his glaive and cleaves at the man regardless. The glaive slices through the web, cutting into the demon cultist's chest and carving at the man's heart. Blood explodes from the wound as the half-orc withdraws the weapon.
Glaive vs. Black-lined Cultist, Power Attack, Furious Focus: 1d20 + 7 ⇒ (6) + 7 = 13
Damage, Power Attack: 1d10 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Combat Over

Statuses:


Verene: HP 40/40; AC 13, touch 12, flat-footed 11; Prescience 8/8, Mythic Power 4/5; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17
Merixia: HP 54/54; AC 22, touch 12, flat-footed 21; pyrotechnics 1/1, true strike 1/1, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5
Thesius: HP 43/43; AC 18, touch 12, flat-footed 16, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 5/5
Elliot: HP 58/58; AC 20, touch 15, flat-footed 16, Arcane Pool 5/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 4/5
Azira: HP 61/61; AC 25, touch 17, flat-footed 19; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, Mythic Power 5/5, Radiance Legendary Power 2/2
All: Bless 6 minutes

The half-orc grunts, turning to the champions. "If you have healing to spare," he says, voice like iron, "I would ask that you heal my companions."


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Elliot watches with some chagrin as the only cultist to actually surrender in the past week or so is immediately cut down anyway. He shakes his head and surveys the carnage. "I really overdid it here... There were absolutely no threat yet I killed at least two of them, maybe even three."

He hesitates for a moment as said third one was choking to death on the blood from her neck wound. Then he reaches down, slashing at the web surrounding her to drag her out, with a planned follow-up of forcing a potion of cure light wounds into that wound if he still could. "Meri! Can you do your channel to save these people? I am arresting this one."

He would attempt to get the dying cultist into the range of channel positive energy. Assuming Verene dismisses the web now that the fight is over that shouldn't be difficult, either by dragging or repositioning. If she gets healed but doesn't surrender he would knock her out (I assume her weapon was dropped when she went down).


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h
Worldwound GM wrote:
The armiger, meanwhile, advances towards the surviving cultist. "I surrender!" The cultist begins, but the armiger whirls his glaive and cleaves at the man regardless. The glaive slices through the web, cutting into the demon cultist's chest and carving at the man's heart. Blood explodes from the wound as the half-orc withdraws the weapon.

"No..." Verene's whisper is barely more than a thread. Her hand jerks minutely in protest, but she steadies it and continues to trickle the potion into the red-armored woman's mouth, lifting her head with the other. Her flash of horror and anger at the half-orc is quickly tempered by the sobering thought that he likely just saw the cultist cut down his comrades without remorse before surrendering once he saw himself outmatched. Would she be able to show mercy to one who had killed her friends? She does not know. And what does this group's matching red leather armor mean? Mercenary company? Religious organization? Knightly order? Something about it tickles at the back of her mind.

Worldwound GM wrote:
The half-orc grunts, turning to the champions. "If you have healing to spare," he says, voice like iron, "I would ask that you heal my companions."
Elliot wrote:
"Meri! Can you do your channel to save these people? I am arresting this one."

Verene looks between Merixia, Azira and Thesius. We must help them, but are we just going to accept this? What about if some of these cultists are also revived, and this man moves to execute the one who tried to surrender again?

I want to give Merixia and others a chance to react here — Verene has to spend a bit more time (standard action of her next turn if we were still in combat) to finish administering the potion anyway, before she can take the standard action to dismiss the web spell, which she will do as soon as she is able. If Merixia channels, that's a very large radius, Elliot, and you probably don't have to move the tiefling cultist at all.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | 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 5/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points)

Merixia exchanges a look with Verene. It might not be the smartest thing to do... but she probably won't have time to heal each victim individually before at least one of them dies. "All right. Be on your guard, everyone, in case this revives one or more cultists. I never got the hang of excluding people from my channeling. Oh, and stranger? Don't execute enemies who surrender. We need to interrogate them." The tiefling raises her holy symbol high, silver glinting in the pale winter sun. "Ragathiel, grant me your healing light!"

Channel Energy: 3d6 ⇒ (1, 4, 1) = 6

Wow, that is one bad healing roll! For the non-cultists being healed, keep in mind that Merixia has Relentless Healing. I'll burn some mythic power if necessary to return them to life. Not for cultists, though. They can stay dead.


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female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 89/89| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 3/4; LoH: 8/8; smite: 2/3; divine bond 1/1; mythic: 6/7 |active effects: featherstep, heroism, e.splen

Azira keeps Radiance at the ready, per Merixia’s instructions, but turns part of her attention to the red armored survivor. “Greetings, friend. I am Azira Tal-Shirin, a sword-knight of the Inheritor. I take it from your matching armor that you and your associates are part of an order or organization together but I’m sorry to say I don’t recognize it… who are you?”

diplomacy: 1d20 + 19 ⇒ (7) + 19 = 26


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 10/12 left, Lore Master 1/1, Mythic Power 6/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

"Indeed, please refrain from further action against those that have surrendered. They may yet offer assistance in these trying times. We will save as many of your friends as well can. Are there more within the building in need of care?" he listens for that man's response to Azira's question.

Are there any defining marks Thesius can use to identify the group?


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The half-orc nods briefly at Azira. "I am Gaz, senior armiger of the Order of the Pyre." He shoots a look at Elliot, frowning, before he nods at Merixia's words. "You're right. My anger overwhelmed me in the moment. They will be of more use as sources of information before their deaths." There is no doubt in his tone that they will die.

Knowledge (Local) DC 15 - Order of the Pyre:
The Order of the Pyre is a century-old order of Hellknights, who focus on hunting down chaotic and blasphemous cults across Avistan. What they define as a "cult" or "blasphemous" is largely based on crushing what they consider to be "dangerous ideas," rather than how much harm or good a given religion does. They're fond of book-burning and witch-burning, and no doubt enjoyed some favor with Hulrun as a result.

An armiger is a Hellknight-in-training, a squire of sorts to those grim and merciless enforcers.

Does Thesius have any visible marks of his devotion to Desna?

The armiger turns to look at Thesius. "There are three innocents within, crusader. I do not believe they are in need of healing."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 10/12 left, Lore Master 1/1, Mythic Power 6/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

Knowledge (Local) - DC 15: 1d20 + 11 ⇒ (13) + 11 = 24

Thesius does have his holy symbol out in view. His recent connection with Desna has him wanting to have her more prevalent in his life.

"Thank you for your service and understanding Gaz. I am Thesius. Currently we are seeking out any survivors to lend assistance as necessary. Would you by chance be aware of any others that are in need of aid?" he asks openly to the man he suspects is preferential to straightforward means of communication.

"If you do not mind, I will check in on those in the house to see how they are holding up," he waits for Gaz to respond before making his move for the house. He does not wish to cause any further unnecessary tension since the immediate danger has been dealt with.


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Once convinced that the remaining cultist is both alive and harmless, at least unarmed and bound, Elliot would rise and move towards Thesius while keeping his wary gaze on Gaz. "And I am Elliot Worthane, son of Harran," He says, very neutrally, then points at the prisoner. "We can discuss what happens to her after the interrogation later. For now, there are still enemies abound. What are you planning to do next? Your men all seem to be heavily injured."


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Verene waits tensely to see if any of the dying — cultists and red-armored soldiers alike — were affected by the channel, including the woman to whom she administered her potion. She will not chance dismissing the web until it is clear no cultists still need to be restrained by it.

Worldwound GM wrote:
The half-orc nods briefly at Azira. "I am Gaz, senior armiger of the Order of the Pyre."

Knowledge (Local) DC 15 - Order of the Pyre: 1d20 + 11 ⇒ (8) + 11 = 19

Order of the Pyre... Ah, these are the ones Merixia mentioned and Anevia said were here in Kenabres but seemed so hostile toward. A few knights and a dozen-odd armigers, she said. I wonder if all the full Hellknights were killed in the fighting before now. Fenna mentioned the other day that she shouldn't wonder if they would be happy the Blackwing burned, since some of them came sniffing around before the attack looking for 'blasphemous texts' and 'evidence of cult activity.' "By which they meant some of the last remaining records about the worship and rituals of Pulura before the fall of Sarkoris. Like this was Cheliax and we all should have to pretend to bow and scrape to devils! Quednys gave them an earful and sent them packing. No doubt that Lord Hulrun was happy to have them in town. They make his inquisitors look sane and reasonable."

Worldwound GM wrote:
"You're right. My anger overwhelmed me in the moment. They will be of more use as sources of information before their deaths." There is no doubt in his tone that they will die.

Verene looks up and meets the armiger Gaz's eyes squarely, still kneeling and supporting the woman's head. "Hello, Gaz. I am Verene. I share your anger, but this is no longer a battle, and there are no extraordinary circumstances that make it impossible or unwise to take them prisoner. If they live and surrender, we will accept that and treat them as we would wish our own prisoners to be treated," she says firmly. "After interrogating them if you wish — humanely — we will take them to the Eagle Watch at Defender's Heart to be imprisoned until they can be tried. There is no pressing reason not to let the regular law deal with their crimes."

She looks down again at the female armiger's face, hoping to see any stirring of life, between Merixia's channel and the healing potion.


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female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 89/89| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 3/4; LoH: 8/8; smite: 2/3; divine bond 1/1; mythic: 6/7 |active effects: featherstep, heroism, e.splen

"Interrogating them out in the open makes no sense," Azira offers while waiting to see if anyone responds to Merixia's healing, "it only creates the opportunity for other cultists to try to interfere. If there are any prisoners to deal with, we should transport them back to the Defender's Heart first--asking some questions as we walk, if you like--and then the Senior Armiger can discuss interrogation with the Knight-Commander Tirabade."


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Merixia's healing pulse washes over the injured and dying fighters. A few stir, and begin to awaken, though many do not. Only three of cultists and two of the other armigers do so. Sadly, none of the dead armigers died recently enough to trigger the Relentless Healing. Two of the cultists remain still (including the one that had surrendered and the surviving tiefling), but one of the humans struggles against the web's bonds.

Gaz looks at Thesius, a frown furrowing his brows as he takes in the Desnan amulet, but he turns away for the moment, looking to the others. Thesius' question goes unanswered for now. "Elliot Worthane." He repeats, committing it to memory. The armiger looks around at his soldiers. "My fellows and I would be grateful to find any sanctuary you know of."

At Verene's words, his frown deepens to a scowl. "What local law? The legitimate authorities are dead. Unless you have some judges or relatives of Lord Hulrun's at this Defender's Heart?"

He leans down to help one of his fellows up. "Easy, Urven. We're safe for now." He says, his tone almost gentle.

The civilians emerge from inside the house. "Oh, thank the gods that you've come." Says one, an aging Chelaxian woman. "You know somewhere safe?"


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h
Worldwound GM wrote:

Merixia's healing pulse washes over the injured and dying fighters. A few stir, and begin to awaken, though many do not. Only three of cultists and two of the other armigers do so. [...] Two of the cultists remain still (including the one that had surrendered and the surviving tiefling), but one of the humans struggles against the web's bonds.

Gaz looks at Thesius, a frown furrowing his brows as he takes in the Desnan amulet, but he turns away for the moment, looking to the others. Thesius' question goes unanswered for now. "Elliot Worthane." He repeats, committing it to memory. The armiger looks around at his soldiers. "My fellows and I would be grateful to find any sanctuary you know of."

At Verene's words, his frown deepens to a scowl. "What local law? The legitimate authorities are dead. Unless you have some judges or relatives of Lord Hulrun's at this Defender's Heart?"

"Hulrun Shappok was Prelate of Kenabres not as a hereditary title, but by virtue of being the senior leader of the Crusade in the city, as appointed by Her Majesty, Queen Galfrey," Verene replies calmly. She notes his disapproval of Thesius and files it away but does not address it now. "We have confirmation that he died in the attack. Now the most senior living leader of the Crusade is Irabeth Tirabade, Knight-Commander of the Eagle Watch. She has set up a temporary headquarters at the Defender's Heart inn and will be in command here until the Queen appoints a new leader of Kenabres. She organized and personally participated in the strike on the Gray Garrison yesterday that resulted in the deaths or retreat of the remaining demons in the city. As did we. Now we are looking for more survivors to take to safety."

Knowledge (Local) or (Nobility)?: 1d20 + 11 ⇒ (12) + 11 = 23 If Nobility is more appropriate, 1 less. If any of what Verene has said is inaccurate, please adjust it as necessary.
Worldwound GM wrote:
The civilians emerge from inside the house. "Oh, thank the gods that you've come." Says one, an aging Chelaxian woman. "You know somewhere safe?"

"Yes, ma'am. The Defender's Heart inn, in the north of Gate District. They have a good defensible stone building, plenty of food and water, and many healers and able warriors. You and these good armigers of the Order of the Pyre," she indicates Gaz and the two surviving armigers with her head, "will be very welcome there. Cultist prisoners not exactly welcome, but we do have Lady Irabeth's blessing to bring them if needed, and a place they can be securely held. Do any of you know of any other people close to here in Southgate, who could be easily brought with us?"

She watches the struggling cultist out of the corner of her eye. Someone will have to deal with that one before she can dismiss the web. Verene calls to him, "You there. Surrender and give your parole, or join your masters in the Abyss." Her tone is not aggressive, but merely tired. She could perhaps try harder to make him amenable with soothing words and promises of fair treatment and understanding; she could ask his name and appeal to any shred of human feeling left in his heart. But there seems little point. Either the inner spark that desires life and redemption exists in him, or it has been smothered by hatred and spite. The overwhelming likelihood is that he is shortly bound for the Abyss, either way.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | 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 5/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points)
Worldwound GM wrote:
The half-orc nods briefly at Azira. "I am Gaz, senior armiger of the Order of the Pyre."

What. Fury flashes across Merixia's face for a few moments before she wrestles her expression back under control. The best she can do is a blank, emotionless mask, but it's better than the alternative. "Hellknights. I see." They are not the immediate threat. Save your resources for fighting demons. Gods damn it, I can't believe I wasted healing on Hellknights!

"Well then. Remember that it wasn't the power of Hell that saved your lives, but the power and mercy of Heaven." She doubts they'll care, but if nothing else, disparaging Hell gives Merixia a petty little glow of satisfaction. Never let it be said that she is above insulting her enemies.

After all, the lesser of two evils is still evil.

Verene Tanaquil wrote:
"Hulrun Shappok was Prelate of Kenabres not as a hereditary title, but by virtue of being the senior leader of the Crusade in the city, as appointed by Her Majesty, Queen Galfrey," Verene replies calmly. She notes his disapproval of Thesius and files it away but does not address it now. "We have confirmation that he died in the attack. Now the most senior living leader of the Crusade is Irabeth Tirabade, Knight-Commander of the Eagle Watch. She has set up a temporary headquarters at the Defender's Heart inn and will be in command here until the Queen appoints a new leader of Kenabres. She organized and personally participated in the strike on the Gray Garrison yesterday that resulted in the deaths or retreat of the remaining demons in the city. As did we. Now we are looking for more survivors to take to safety."

Merixia nods in agreement with Verene. "Shappok is dead, and good riddance to him. If you want to talk to someone in charge, Knight-Commander Tirabade is the one. Just don't expect a warm welcome from most of the people at Defender's Heart. The Knight-Commander is practical enough that she probably won't turn you away, but the vast majority of crusaders are morally opposed to your kind." She can't help but curl her lip just a little on the last two words.

Note that Merixia speaks Common with an accent that's a mix of Chelaxian and Andoren. Given that the Order of the Pyre is headquartered in Ostenso, near the Andoran border, they're most likely familiar with both. They're probably also familiar with the more common devil-born tiefling features.


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female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 89/89| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 3/4; LoH: 8/8; smite: 2/3; divine bond 1/1; mythic: 6/7 |active effects: featherstep, heroism, e.splen

Azira moves as close as she can to the struggling cultist without actually entering the web. She looks for any sign of a weapon within their reach, and for a sign of their accepting Verene's terms. She also frowns at the direction the conversation with the armiger seems to be going.

are you really about to defend a hellknight? if we're going to rebuild the city, we can't afford to make enemies of people who would be our allies...

"Despite the name," she offers to her companions, "not all 'Hellknights' are evil... there are worshipers of Abadar and Irori among them, and even some followers of Torag and Iomedae choose to walk that path, in order to fight against the powers that would throw our whole world into chaos."

Turning her attention to the senior armiger himself, she asks, "Gaz, are you and your men capable of escorting the survivors and prisoners to Defender's Heart safely on your own, and will you swear by your order that you will do so and abide by knight-commander Tirabade's rightful authority when you arrive?"


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You're good, Verene.

Gaz's frown deepens. "If there is no civilian government that remains, then a religious order would claim authority?" There's a note of disdain in his voice as he turns to help the other armiger get to their feet. "We will see." He grunts, finally.

"This Knight-Commander's valor in battle is worthy of respect, then, but that does not make her authority legitimate, unless your claim is that the bravest should rule?"

He addresses Merixia warily. "Of course they are. Though we do not oppose their gods unless they prove unworthy, the zeal of the religious is something that we eye with proper skepticism." The armiger shakes his head.

He turns to Azira. "I do not know whether we are able to make our way on our own. It would depend on how many threats are in between here and there."

"We can guide you, sir." The civilian woman says. "I know where the Defender's Heart is, I think..."

"The streets are very different now." One of the other armigers - the one Gaz named Urven - observes dryly, before coughing. "How far is it?"

The struggling cultist snorts, spitting blood. "Your mercy is of no interest to me, fool. The Worldwound will triumph!"

"Don't be an idiot." The tiefling woman says sharply, but her fellow doesn't respond to her.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h
Worldwound GM wrote:

The struggling cultist snorts, spitting blood. "Your mercy is of no interest to me, fool. The Worldwound will triumph!"

"Don't be an idiot." The tiefling woman says sharply, but her fellow doesn't respond to her.

Verene closes her eyes in resignation. Wars do not end when they are won, but when those who want to fight to the death find their wish has been granted. Not totally sure which cultist this is or if Azira/Elliot/Thesius/Merixia can access him easily without stepping into the web.

If the defiant cultist is not at the edge of the web:
With no further warning or discussion, Verene flicks the magic missile wand into her hand and sends three blue-white missiles streaking into the cultist with a sharp word.
Magic missile damage, CL 5, 26/50 charges remaining: 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14

Merixia wrote:
"Shappok is dead, and good riddance to him. If you want to talk to someone in charge, Knight-Commander Tirabade is the one. Just don't expect a warm welcome from most of the people at Defender's Heart. The Knight-Commander is practical enough that she probably won't turn you away, but the vast majority of crusaders are morally opposed to your kind."

Verene is surprised into betraying a brief curious glance at the normally sensible cleric's reaction, before she looks away. She does not contradict her friend out loud, however, and her spell-whisper is for Merixia's ears alone.

Merixia:
"I know you have good reasons to hate the forces of Hell and Cheliax, but these are mortals, not devils or even necessarily devil-servants. Most of their number have died at the demons' hands or defending civilians over the past week. Now is not the time to squabble with people who may be useful allies who could help take back the city and save others."
As usual, DC 25 Perception for someone standing nearby to overhear.
Azira wrote:
"Despite the name," she offers to her companions, "not all 'Hellknights' are evil... there are worshipers of Abadar and Irori among them, and even some followers of Torag and Iomedae choose to walk that path, in order to fight against the powers that would throw our whole world into chaos."

Verene nods in acknowledgement and agreement with Azira.

Worldwound GM wrote:

Gaz's frown deepens. "If there is no civilian government that remains, then a religious order would claim authority?" There's a note of disdain in his voice as he turns to help the other armiger get to their feet. "We will see." He grunts, finally.

"This Knight-Commander's valor in battle is worthy of respect, then, but that does not make her authority legitimate, unless your claim is that the bravest should rule?" [...]

He turns to Azira. "I do not know whether we are able to make our way on our own. It would depend on how many threats are in between here and there."

"We can guide you, sir." The civilian woman says. "I know where the Defender's Heart is, I think..."

"The streets are very different now." One of the other armigers - the one Gaz named Urven - observes dryly, before coughing. [b]"How far is it?"

Verene carefully hides her amusement at the thought of how Hulrun Shappok would likely react to being described as part of a 'civilian government.' "I merely tell you how legitimate authority is determined here in Mendev, Armiger Gaz, not what I think of it. The Crusade is the government, in almost all ways. Nobles and monarchs everywhere claim a divine mandate to rule. Ours just have a more direct claim than most." She raises an eyebrow, knowing he will know that House Thrune's claim to Cheliax is also entirely based on that family's compact with Asmodeus and the powers of Hell, plus the military and temporal power it granted them to crush rival families. "Anyway, that is all rather academic right now. Defender's Heart is about half an hour's walk from here, but the way is indeed different and more treacherous now than normally, and I should think we would like to accompany you for security. If, that is, none of you know of anyone else in this area who might be brought to safety."

She looks at her companions questioningly. Verene is ready to dismiss the spell, tie the hands of and gag the two surviving cultists, and go back to Defender's Heart with this crew. Six survivors and two prisoners seems like a bit much to manage while pressing on, and she definitely does not trust the three injured Pyre armigers to get everyone there intact. But what do others think?


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Elliot grins at the obvious sass from Merixia to the hellknights. If he hadn't been intimiate aware of their reputation from their pushing for his execution during the trial of when he was little, just namedropping Hulrun with any reverence was enough to destroy what little respect he had for their general character.

Still, they were potential allies, so he tried hiding it. They couldn't be everywhere at once and at the very least they would try defending civilians. However, with three prisoners to three heavily injured hellknights and three innocents, this was a disaster waiting to happen if they did run into any more enemy forces. "Verene, do you know a way to safely get a message back to Defender's heart without us having to escort them personally? We have a lot of ground to cover, and surely these three are not the rumored 'pocket' of survivors. If they doubt they can handle it alone, I'd rather not risk it. They are in a pretty bad state, to be fair."

I was thinking of Sending to the tavern for a pickup, but that is too high level. Maybe invisibility on Verene's familiar? Just brainstorming.

He relegates his gaze to the Hellknights. "You ask for official authority. Well, Commander Irabeth is the highest *known* remaining official authority at present. You have a Paladin of Iomedae and a Cleric of Ragathiel, among others of yesterday's assault, vouching for her. If you refuse to accept her leadership, and are skeptical towards religious leaders - which as another paladin of Iomedae Irabeth also is - then what seperates you from a rogue militia like the Red Templar remnants? Does your order not pride itself on its excellent discpline? Surely difficult circumstances like these are what would prove or disprove such a thing. "

...Then his gaze looks at the prisoners. "Especially since they are now legally prisoners your allies have requested you treat with dignity."

He blinks as his sister pulls out a wand and kills the loud one on the spot. "...Which I imagine just got even easier."


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h
Elliot, the Red Heron wrote:
"Verene, do you know a way to safely get a message back to Defender's heart without us having to escort them personally? We have a lot of ground to cover, and surely these three are not the rumored 'pocket' of survivors. If they doubt they can handle it alone, I'd rather not risk it. They are in a pretty bad state, to be fair."

Verene thinks about it and her eyes glow solid white for a second, but then she shakes her head. To their group she whispers, "If you wish to send a message asking for an escort to come to us, I have no better ideas than making Thamyris invisible and sending him flying off for the Heart as fast as he can go." She holds up her hand and the little thrush pops into being perched there. "What do you think, my dear? It would be dangerous, but you would be well-hidden, and we can be fairly sure there are no quasits left in the city."

Animal messenger is the spell we want, but it's not a wizard spell. Message won't reach and other arcane options are too high-level. I think you're right that invisibility on Thamyris is the fastest and safest way if we want to get a message back to Defender's Heart without going ourselves. Verene has prepared it today, so wouldn't need to use mythic power. Usually the white circle on the geographic map is our location, and if the current placement is accurate it looks like it should be no more than 2000 feet of distance as the thrush flies; his fly speed is 40, for a hustle of 80 (which characters can maintain for at least an hour of overland travel without a problem), meaning he would be there in 25 rounds or 2.5 minutes. Verene can give him 6 minutes of invisibility. It should work out with time to spare.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | 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 5/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points)
Azira Tal-Shirin wrote:
"Despite the name," she offers to her companions, "not all 'Hellknights' are evil... there are worshipers of Abadar and Irori among them, and even some followers of Torag and Iomedae choose to walk that path, in order to fight against the powers that would throw our whole world into chaos."

"Spoken like someone who has never lived in Cheliax," Merixia mutters. She would be willing to bet money that the Iomedaean inquisitors who turned to diabolism met these Hellknights at some point. Why can't anyone see that they're almost as much of a threat as the demons and their cultists?

Worldwound GM wrote:
He addresses Merixia warily. "Of course they are. Though we do not oppose their gods unless they prove unworthy, the zeal of the religious is something that we eye with proper skepticism." The armiger shakes his head.

Merixia stares at Gaz incredulously. "You come from Cheliax of all places, the country whose rulers sold it to an evil god in exchange for power, your order has the backing of both the Thrice-Damned House of Thrune and the church of Asmodeus, and you can say that with a straight face?" She shakes her head. "Amazing." The hypocrisy here is astounding.

Verene Tanaquil wrote:
"I know you have good reasons to hate the forces of Hell and Cheliax, but these are mortals, not devils or even necessarily devil-servants. Most of their number have died at the demons' hands or defending civilians over the past week. Now is not the time to squabble with people who may be useful allies who could help take back the city and save others."

Ugh, not Verene too. As far as Merixia is concerned, not beating the Hellknights unconscious is playing nice. But she seems to be outnumbered here. The cleric scowls and refrains from saying anything else.

A thought occurs to her. Anevia hates the Hellknights almost as much as Merixia does. Oh, to be a fly on the wall for that meeting!


Encounter Maps | Geographic Map | Treasures | Important NPCs

For the purposes of keeping things going, we'll assume that the rebellious cultist is on the edges of the web, Verene.

Gaz shakes his head at Verene's words, exasperated. "We shall see." He repeats, his red eyes downcast. "Regardless, if you wish to escort us, we shall not object."

The third armiger sighs audibly, but is silenced by Gaz's glare. He turns to Elliot. "Do not attempt to teach me our order's ways." He growls. "But your point is made nonetheless."

Thamyris chirps at Verene. "It's not far. And there aren't any invisible demons to attack me." He cocks his head. "I can go, if you want."

"We do not serve Cheliax." Gaz says, utterly sincere in his belief. "Only order. And Cheliax, for all its flaws in the worship of devils, works to enforce order."


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

After exchanging a look with his sister, as this was her choice, he glances at the citizens. "Before you go, do you know anything about the other rumored suvivors in this area? Anything at all?"


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 3/10 | Mythic Power 5/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Oh. So the cultist is on the edge of the web? Well, either way, if we're keeping it moving, I'm assuming the wand was used once and he is now dead.

Worldwound GM wrote:
Thamyris chirps at Verene. "It's not far. And there aren't any invisible demons to attack me." He cocks his head. "I can go, if you want."

"Thank you, Thamyris," Verene murmurs, with a surge of affection for her brave bird. "All right. Fly for the Defender's Heart as fast as you can go. Find Irabeth and tell her we are requesting a squad of soldiers to come to this location to act as an escort back to the inn for six survivors and two prisoners. Come back with the soldiers. Guide them to us and make sure they don't get lost. Look out for them as you would for us. The invisibility will have worn off by then, so be careful, and only fly back alone if absolutely necessary."

She has him repeat back the instructions, including the name of the street intersection where this broken well is located. His understanding and his Taldane is improving by leaps and bounds lately, so Verene trusts him to convey the situation and answer simple questions about it in his own words if needed. Then she takes out a tiny ball of amber-colored resin from her pouch, sketches a complicated oval sign with it while chanting, and touches it to Thamyris. The small brown bird vanishes from sight. Once more Verene privately marvels at that: she has never cast this spell before, which she learned from the fleshwarper Millorn's spellbook several days ago, yet the principles are sound, her memory is not faulty, and it works as it is supposed to the first time. It is so unlike her initial weeks-long struggle with the simplest cantrip to detect magic, though even then Prosper had assured her she was progressing much faster than most beginning students of wizardry.

"Go." She feels rather than sees his weight leave her hand in a little puff of air from his wingbeats, and then he is gone.

The conversation about the Hellknights' peculiar understanding of legitimate authority and claim not to serve the nation which granted their order its charter has moved on somewhat without her. Verene says, "May I suggest we take this conversation and these people inside while we wait?"

She repeats the phrase she used to invoke the web, then a word of cancellation. The massive, sticky strands shimmer into nothingness.

As soon as it seems someone is ready to secure each of the two surrendering cultists, Verene will dismiss the web.

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