
Thesius Monteblanc |
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Thesius listens intently to Veren's findings and remembered knowledge. As she mentioned not remembering much about gargoyles, he takes the time to see if he can recall anything. He will share anything pertinent he can think of with the group.
Knowledge (nature) - Gargoyles: 1d20 + 11 ⇒ (19) + 11 = 30
As they approach the gates, he will take the time to incite the incantation of a couple of spells to heightened his abilities.
(Heightened Awareness and Heroism - 50 Minute Durations)

Worldwound GM |
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Nurah shrugs. "It's not like I had any loyalty to him to begin with." Still, she doesn't seem annoyed with Verene's gratitude.
Arles nods briefly at Verene, though he looks momentarily puzzled. "Alright."
Ruined Chapel
Gargoyles can fly with surprising agility for their stony appearance and size, and are fairly resistant to normal weaponry. Between their claws, horns, and fangs, gargoyles are a reasonable threat even to experienced combatants.
As they enter the chapel's broken walls, an uneasy stillness fills the air - whatever was once sacred here exists no longer.
Verene: 1d20 + 9 ⇒ (4) + 9 = 13
Thamyris: 1d20 + 14 ⇒ (2) + 14 = 16
Merixia: 1d20 + 13 ⇒ (13) + 13 = 26
Thesius: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Elliot: 1d20 + 8 ⇒ (20) + 8 = 28
Azira: 1d20 + 1 ⇒ (17) + 1 = 18
Wulfric: 1d20 + 7 ⇒ (3) + 7 = 10
At a DC 37, that fails.
Suddenly, several of the statues atop the roof of the chapel explode into motion, rushing towards the group.
Combat Start
Azira: 1d20 + 9 ⇒ (20) + 9 = 29
Verene: 1d20 + 11 ⇒ (16) + 11 = 27
Merixia: 1d20 + 1 ⇒ (11) + 1 = 12
Thesius: 1d20 + 4 ⇒ (16) + 4 = 20
Elliot: 1d20 + 8 ⇒ (13) + 8 = 21
Gargoyles: 1d20 + 6 ⇒ (4) + 6 = 10
Surprise Round
Heartbeats before they attack, Verene feels a surge of danger - a brief vision of what is to come.
Initiative order is Azira, Verene, Elliot, Thesius, Merixia, and then the gargoyles. Verene is up in the surprise round thanks to being a diviner.
Verene: HP 40/40; AC 13, touch 12, flat-footed 11; Prescience 7/8, Mythic Power 4/5, mage armor 1 hour, longstrider 1 hour, alter self 18 minutes, shield 9 rounds, magic circle against evil 59 minutes, mirror image 4 remaining for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 54/54; AC 21, touch 11, flat-footed 20; 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 19, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 12/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 50 minutes, heroism 50 minutes
Elliot: HP 58/58; AC 27, touch 18, flat-footed 21, Arcane Pool 5/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 4/5, blur 8 minutes, mirror image 5 remaining for 6 minutes, shield 6 minutes, alter self 19 minutes, flight hex 1 minute
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11

Merixia |

Is it too late for me to retroactively cast some buffs, based on Verene and Thesius' information?

Merixia |
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Before entering the chapel
Merixia stops a few feet short of the entrance, casting her spells while Verene does the same. A protection from evil for herself and Elliot, because she's biased toward her boyfriend and doesn't care who knows it. Bull's strength for a little extra oomph in combat. And... well, she should probably save ironskin in case it takes more than six minutes to sweep this place.
Bull's strength and protection from evil SLA on Merixia, protection from evil spell on Elliot.

Verene Tanaquil |

Cool warning tingles down Verene's neck and a flash of dark wings fills her mind. Thesius said gargoyles like to perch on cathedrals and shrines, indistinguishable from stone until they swoop down on prey from above. By the time these gargoyles are completing the first heavy downbeat of their wings through the air, Verene has cried a word and the wand of magic missile in her hand has sent three blue-white bolts curving up like shooting stars to hit the nearest one. Surprise round standard action: activate wand of magic missile.
Magic missile v. Red, CL 5, damage 3d4+3 force, 39/50 charges remaining: 3d4 + 3 ⇒ (3, 3, 3) + 3 = 12
@GM — Verene's AC values in your status spoiler still reflect her unbuffed stats. Right now she should be at AC 22 (24 v. evil), touch 14 (16), flat-footed 18 (20).

Worldwound GM |
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Surprise Round Wrap-Up
Verene's foresight lets her blast the gargoyles almost before they have the chance to move. A low, rumbling cry of pain is her reward, as chunks shatter and fall from the creature.
The injured red-lined gargoyle follows its roar by launching itself off of the roof of the chapel, soaring down and slashing at Thesius with heavy claws. Fortunately, Thesius' reflexes are keen, and he easily avoids the flailing attacks.
Red Claw vs. Thesius, charge: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Another lined in green dives towards Azira, its claws outstretched maliciously as it bellows a war cry. The aasimar paladin's armor is more than enough to protect her, even taken as surprise as she is.
Green Claw vs. Azira, charge, flat-footed: 1d20 + 7 ⇒ (13) + 7 = 20
The other two take flight, weighty wingbeats propelling them over the heroes' heads as they attempt to encircle them.
Round 1
Azira, Verene, Elliot, Thesius, and Merixia are up.
Verene: HP 40/40; AC 22, touch 14 , flat-footed 18 (+2 vs. evil); Prescience 7/8, Mythic Power 4/5, mage armor 1 hour, longstrider 1 hour, alter self 18 minutes, shield 9 rounds, magic circle against evil 59 minutes, mirror image 4 remaining for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 54/54; AC 21, touch 11, flat-footed 20 (+2 vs. evil); 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, protection from evil 6 minutes, bull’s strength 6 minutes
Thesius: HP 43/43; AC 19, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 12/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 50 minutes, heroism 50 minutes
Elliot: HP 58/58; AC 27, touch 18, flat-footed 21 (+2 vs. evil); Arcane Pool 5/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 4/5, blur 8 minutes, mirror image 5 remaining for 6 minutes, shield 6 minutes, alter self 19 minutes, flight hex 1 minute, protection from evil 6 minutes
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All within 30’ of Verene: magic circle against evil

Verene Tanaquil |

It looks like Red got the +2 applied to its attack for charging, but Green didn't.
Verene watches warily as two of the gargoyles try to circle around behind. While she has faith that her companions will shortly cut the ones foolish enough to close into stony chunks, she would like to hold these other two off from herself and Wulfric momentarily while that happens. She reaches for her spell component pouch, grabs a pinch of multicolored powder, and chants half a phrase, preparing to blow it upward in a wide dazzling cone if the creatures swoop in to attack.
Ready action color spray, DC 17 Will, if at any time before her next turn Verene can hit both sneaky gargoyles (taking a 5-foot step to do so if needed).

Worldwound GM |
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Oh, that's a good point, Verene. That would hit... except for the magic circle against evil, which puts her up to 23 flat-footed vs. evil. No retcons required, thank goodness.

Thesius Monteblanc |
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After deftly dodging the gargoyles assault, Thesius retrieves one of his cold iron daggers and launches it at the nearest gargoyle (red-lined).
(Swift action to activate Archaeologist's Luck, move action to retrieve dagger, and standard action to attack.
Cold Iron Dagger Attack: 1d20 + 5 + 3 + 2 ⇒ (12) + 5 + 3 + 2 = 22
Cold Iron Dagger Damage: 1d4 + 2 + 3 ⇒ (4) + 2 + 3 = 9
Heightened Awareness - +2 Competence Bonus on all Knowledge Checks (Perception bonus does not stack with Eyes of the Eagle)
Heroism - +2 Morale Bonus on Attack Rolls, Saving Throws, and Skill Checks

Elliot, the Red Heron |
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"Oh no, they can fly. Whatever will we do," Elliot deadpans as the gargolyes all miss their attacks in their own surprise attack. Then flies up to engage the same target Thesius just struck!
Arcane point to give weapon Keen and another +1. Then spell combat to attack with brand. He 5ft flies up to full attack, can't fail the hover check. I forgot to include blade spirit's tutor in the prebuffs as it has been a while since the last combat and i forgot it existed, and would request to have it up with the other prebuffs at rhe cost of a 1dt kevel spellslot. If not it lowers his attack rolls by 2.
attack, reduce person, arcane pool keen and +1: 1d20 + 14 ⇒ (7) + 14 = 21
damage, reduce, arcane strike +2, +1 arcane pool enchant: 1d4 + 11 ⇒ (2) + 11 = 13
attack 2, spell combat, reduce person, arcane pool keen and +1: 1d20 + 14 ⇒ (4) + 14 = 18
damage, reduce, arcane strike +2, +1 arcane pool enchant: 1d4 + 11 ⇒ (3) + 11 = 14
Not using bane and such yet to save some resources.

Merixia |
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Out of the corner of her eye, Merixia can see a gargoyle coming up behind the group, too high for her to reach. But there's also one right in her face, although it seems to have deemed Azira a greater threat for now. Kill this one first, cast shield of wings, go kill the other one if Elliot doesn't get to it first. She lunges at the closer gargoyle with an upward strike.
Attack + Bull's Strength: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Damage + Bull's Strength: 1d10 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Azira Tal-Shirin |
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Wulfric clears his throat and calls out the first few lines of one of the many tales of Iomedae's victories that he has committed to memory. Activating a round of bardic performance (which lasts 3 rounds thanks to lingering performance), and don't forget the +1 morale to hit/damage from flagbearer
Azira scowls slightly at having been caught unaware by the stone beasts but, bolstered by the bard's words, she sinks into her dance-like fighting stance and quickly brings Radiance whistling through the air at the creature who tried to strike her.
Radiance 1 (fb/ic): 1d20 + 14 + 1 + 1 ⇒ (6) + 14 + 1 + 1 = 22
for: 1d8 + 13 + 1 + 1 ⇒ (2) + 13 + 1 + 1 = 17
Radiance 2 (fb/ic): 1d20 + 9 + 1 + 1 ⇒ (16) + 9 + 1 + 1 = 27
for: 1d8 + 13 + 1 + 1 ⇒ (7) + 13 + 1 + 1 = 22

Elliot, the Red Heron |

Ah, right. Thanks for the reminder Azira. Please add +
1 morale to hit and damage to my rolls from Wulfric's flag. Or 2 if ibspire courage would activate before our actions.

Worldwound GM |
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Round 1 Wrap-Up
Wulfric begins his rousing tale as Azira slashes, Radiance a flash of lightning, at the stony-skinned creature. Within moments, she has cut through its guard and left horrific, bloody gashes across its body. A low, rumbling shout echoes around the courtyard as blood explodes around the paladin, soaking her sleeves red.
Verene, meanwhile, readies herself to cast a spell intended to knock the gargoyles behind them out of play, if they come into position.
Elliot takes to the air, striking with Righteous Eclipse in a blur of black metal. As he pours his power into it, the weapon begins to glow with a corona of gold as he rips through the creature's rocky flesh. Arterial spray splatters his limbs, a hot warmth contrasting the freezing air.
Thesius smashes his morningstar into the terribly injured gargoyle, knocking it from the air with a hideous crunch. It crashes to the ground, bleeding and broken.
Thesius Damage: 1d8 + 3 ⇒ (2) + 3 = 5 Going to assume he went with the melee strike, since I was unclear.
With a heavy blow, Merixia cuts down the other green-lined gargoyle, knocking it to the ground in a broken, bloody heap.
With a shriek of a language the champions don't recognize, one of the gargoyles swoops low to strike at Wulfric, claws outstretched. Despite his best efforts and the magic Verene has woven about them, the hapless bard is unable to protect himself, and is left with a jagged tear on his stomach for his misfortune.
Blue Claw vs. Wulfric: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Wulfric is at 18 hp.
The last yellow-lined gargoyle lunges downwards towards Verene, its claws creating a cage of tearing stone. Between her small size and magical protections, Verene is able to avoid the attacks.
Yellow Claw vs. Verene: 1d20 + 7 ⇒ (10) + 7 = 17
Round 2
Azira, Verene, Elliot, Thesius, and Merixia are up.
Verene: HP 40/40; AC 22, touch 14 , flat-footed 18 (+2 vs. evil); Prescience 7/8, Mythic Power 4/5, mage armor 1 hour, longstrider 1 hour, alter self 18 minutes, shield 8 rounds, magic circle against evil 59 minutes, mirror image 4 remaining for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 54/54; AC 21, touch 11, flat-footed 20 (+2 vs. evil); 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, protection from evil 6 minutes, bull’s strength 6 minutes
Thesius: HP 43/43; AC 19, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 50 minutes, heroism 50 minutes
Elliot: HP 58/58; AC 27, touch 18, flat-footed 21 (+2 vs. evil); Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 4/5, blur 8 minutes, mirror image 5 remaining for 6 minutes, shield 6 minutes, alter self 19 minutes, flight hex 1 minute, protection from evil 6 minutes, blade tutor’s spirit 6 minutes, Righteous Eclipse +1 enhancement and keen
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2
Wulfric: HP 18/24; AC 17, touch 12, flat-footed 15; bardic performance 10/11
All within 30’ of Verene: magic circle against evil, Wulfric’s Flagbearer

Verene Tanaquil |

Okay, since Verene's readied action didn't go off, she's at the top of the initiative order now I think. But she's going to delay until after Azira/Wulfric anyway as described below.
Verene slides a step away from the gargoyle that slashed at her, her hand with the colored powder steady. "Wulfric, move south!" she whispers to everyone through the message, and as soon as he does, a brilliant burst of clashing colors explodes from her hand and washes over the two gargoyles.
Five-foot step, ready action color spray (DC 17 Will) when Wulfric moves. It will hit every square mostly enclosed by the pink line. Sorry, I can't do a more exact square outline on mobile, and everyone is off-center from their square to my view anyway, but I hope the intent is clear. She is asking Wulfric to move at least one square south and it is clear she is going to cast a spell, so please don't move into the pink line zone, Azira.

Wulfric Stonehelm |

Wulfric is about to follow Verene's instructions when he notes that Azira is headed for the same spot. Instead he shifts south and away from the wizardess. Then he assumes a fully defensive posture.
5' step diagonally to his current location and taking a full defensive action for the +4 AC. Flagbearer and IC are both still active.

Azira Tal-Shirin |
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Azira's eyes fall menacingly on the gargoyle that clawed her squire. She rushes toward it, almost crashing into the bard as he moves as well, and just barely remembering to stay out from between it and Verene. Once positioned, she brings Radiance arcing through the air towards the creature, gracefully but more hastily than usual.
Radiance (fb/ic): 1d20 + 14 + 1 + 1 ⇒ (9) + 14 + 1 + 1 = 25
for: 1d8 + 13 + 1 + 1 ⇒ (3) + 13 + 1 + 1 = 18

Merixia |
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Ah, one of the gargoyles finally figured out that they have an arcane spellcaster. Too bad it didn't do so in time to avoid her spell. Bolstered by Wulfric's song, Merixia spins around to slash at the yellow-lined gargoyle that attempted to attack Verene.
Attack + Bull's Strength + Flagbearer + Inspire Courage: 1d20 + 10 + 1 + 1 + 1 ⇒ (7) + 10 + 1 + 1 + 1 = 20
Damage + Bull's Strength + Flagbearer + Inspire Courage: 1d10 + 5 + 1 + 1 + 1 ⇒ (4) + 5 + 1 + 1 + 1 = 12

Thesius Monteblanc |
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(Indeed, Thesius would use the morningstar in that case. Thank you.)
His recent enemy laying crumbled upon the ground, Thesius turns on his heels and rushes the one hassling Merixia.
(Target yellow-lined gargoyle.)
+1 Adamantine Morningstar Attack: 1d20 + 5 + 3 + 2 + 2 + 1 ⇒ (7) + 5 + 3 + 2 + 2 + 1 = 20 (5 Base, 3 Archaeologist's Luck, 2 Heroism, 2 Charge, 1 Inspire Courage)
+1 Adamantine Morningstar Damage: 1d8 + 3 + 3 + 1 + 1 ⇒ (8) + 3 + 3 + 1 + 1 = 16 (3 Base, 3 Archaeologist's Luck, 1 Inspire Courage, 1 Flagbearer)
Archaeologist's Luck - +3 Luck Bonus to Attacks Rolls, Savings Throws, Skill Checks, and Weapon Damage Rolls
Charge - +2 Attack, -2 Armor
Heightened Awareness - +2 Competence Bonus on all Knowledge Checks (Perception bonus does not stack with Eyes of the Eagle)
Heroism - +2 Morale Bonus on Attack Rolls, Saving Throws, and Skill Checks
Inspire Courage with Flagbearer - +1 Competence Bonus to Attack and Damage, +1 Morale Bonus to Damage (+1 Morale Bonus to Attack does not stack with Heroism)

Elliot, the Red Heron |
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Seeing Wulfric get injured, Elliot briefly contemplates which of the remaining two to go for. But he had complete faith in Merixia and Thesius to take care of themselves whereas Wulfric... well, he'd only really seen the guy sing, dance and hold a flag. Not that he was bad at any of those, but he probably *was* the most fragile target among them.
So he flies towards the one Azira was fighting and strikes it!
+Attack: 1d20 + 16 ⇒ (18) + 16 = 34
attack: 1d4 + 13 ⇒ (1) + 13 = 14
+Attack, crit confirm: 1d20 + 16 ⇒ (15) + 16 = 31
attack, extra crit damage: 1d4 + 13 ⇒ (3) + 13 = 16

Worldwound GM |
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Round 2 Wrap-Up
Wulfric retreats from the bloody claws of the gargoyle, raising his guard as best he can. This is what Verene has been waiting for, and she unleashes a colorful blast of magical energy at their flying foes.
Blue Gargoyle Will vs. DC 17: 1d20 + 4 ⇒ (17) + 4 = 21
Yellow Gargoyle Will vs. DC 17: 1d20 + 4 ⇒ (16) + 4 = 20
Unfortunately, the malevolent rock-creatures seem totally unaffected by the spell, ignoring it entirely. What they cannot avoid, however, is the following onslaught of attacks. Azira strikes first, leaping into range of the blue-lined beast. With graceful, arcing blows, she hews chunks of stony flesh from it. It screeches, dropping a few feet in the air before its wings catch it and carry it upwards.
Elliot flies to join her, his gold-glowing black blade carving deep into one wing and slashing the other. The gargoyle topples, crashing to the ground with a great thud.
Thesius focuses on the other gargoyle, his morningstar crashing up into its gut and then smashing its hip. Merixia whirls and takes swift advantage of Thesius' blows, striking another deadly blow across its chest. Blood spatters both the tiefling and the half-elf, but the gargoyle manages to keep itself afloat.
Indeed, it goes berserk, and launches an all-out-offensive on the pair that have so grievously wounded it. Though Merixia guards herself against one barrage of blows, the next slashes her cheek, leaving a ragged wound that would have taken her eye were it not for her magical protections.
Claw 1 vs. Merixia: 1d20 + 7 ⇒ (3) + 7 = 10
Claw 2 vs. Merixia: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Merixia is at 48 hp.
Thesius manages to evade the gnashing fangs of his foe before almost catching a headbutt from its tearing horns. Luckily, Verene's spell wards his skin enough that he gets away with a stinging bruise.
Bite vs. Thesius: 1d20 + 7 ⇒ (7) + 7 = 14
Gore vs. Thesius: 1d20 + 7 ⇒ (13) + 7 = 20
Round 3
Everyone is up.
Verene: HP 40/40; AC 22, touch 14 , flat-footed 18 (+2 vs. evil); Prescience 7/8, Mythic Power 4/5, mage armor 1 hour, longstrider 1 hour, alter self 18 minutes, shield 7 rounds, magic circle against evil 59 minutes, mirror image 4 remaining for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 48/54; AC 21, touch 11, flat-footed 20 (+2 vs. evil); pyrotechnics 1/1, true strike 1/1, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5, protection from evil 6 minutes, bull’s strength 6 minutes
Thesius: HP 43/43; AC 19, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 50 minutes, heroism 50 minutes
Elliot: HP 58/58; AC 27, touch 18, flat-footed 21 (+2 vs. evil); Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 4/5, blur 8 minutes, mirror image 5 remaining for 6 minutes, shield 6 minutes, alter self 19 minutes, flight hex 1 minute, protection from evil 6 minutes, blade tutor’s spirit 6 minutes, Righteous Eclipse +1 enhancement and keen
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2
Wulfric: HP 18/24; AC 17, touch 12, flat-footed 15; bardic performance 10/11
All within 30’ of Verene: magic circle against evil, Wulfric’s Flagbearer

Verene Tanaquil |

The final gargoyle has sealed its fate by attacking Merixia and Thesius in a frenzy instead of fleeing as fast as its wings can carry it. As a species, they must not be too bright, which makes it all the more disappointing that these resisted her spell. But that is the way of things sometimes. Verene walks over to Wulfric, sliding the second healing wand from its wrist sheath, and taps him with it, speaking the command word with exacting emphasis. Both of their healers can use their lesser spells for other purposes, and Azira likes to conserve her gift of healing with a touch for when she needs it mid-fight, whereas the wand is now rechargeable.
Use Magic Device DC 20: 1d20 + 12 ⇒ (10) + 12 = 22
Cure light wounds on Wulfric, CL1, 40/50 charges remaining: 1d8 + 1 ⇒ (4) + 1 = 5
The wand responds sluggishly to her call, but it does respond. Wulfric's wound closes almost completely. She studies the thin red line of new flesh critically and decides it is good enough for now.
Ever since that day at the Gray Garrison, she has felt more of a connection with the magic stored in wands, no matter its type. If she knew a little more of the theory behind storing half-completed spells in objects — if she only had a few months to devote to real research instead of advancing the Crusade — she wonders what breakthroughs this newfound intuitive sense would allow.

Elliot, the Red Heron |
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"Hey! Hands off!" Elliot warns, glaring at the remaining Gargoyle that managed to injure his lover. True to his word, he *does* do a pretty good job removing them from the statue.
5ft step, full attack with brand cantrip.
attack: 1d20 + 16 ⇒ (20) + 16 = 36
damage: 1d4 + 13 ⇒ (4) + 13 = 17
attack#2, spell combat with brand: 1d20 + 16 ⇒ (6) + 16 = 22
damage: 1d4 + 13 ⇒ (1) + 13 = 14
attack, crit confirm attack#1: 1d20 + 16 ⇒ (9) + 16 = 25
damage: 1d4 + 13 ⇒ (4) + 13 = 17

Worldwound GM |
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Just to keep us moving, and since Elliot's taken the last one down, I'll wrap up the combat.
Round 3 Wrap-Up
Verene channels the magic of the wand and heals Wulfric, while her brother soars to face the last of the gargoyles. With a whirl of gold-glowing black metal and a burst of magic, he slashes the gargoyle to pieces.
Combat Over.
Verene: HP 40/40; AC 22, touch 14 , flat-footed 18 (+2 vs. evil); Prescience 7/8, Mythic Power 4/5, mage armor 1 hour, longstrider 1 hour, alter self 18 minutes, shield 7 rounds, magic circle against evil 59 minutes, mirror image 4 remaining for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 48/54; AC 21, touch 11, flat-footed 20 (+2 vs. evil); pyrotechnics 1/1, true strike 1/1, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5, protection from evil 6 minutes, bull’s strength 6 minutes
Thesius: HP 43/43; AC 19, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 50 minutes, heroism 50 minutes
Elliot: HP 58/58; AC 27, touch 18, flat-footed 21 (+2 vs. evil); Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 4/5, blur 8 minutes, mirror image 5 remaining for 6 minutes, shield 6 minutes, alter self 19 minutes, flight hex 1 minute, protection from evil 6 minutes, blade tutor’s spirit 6 minutes, Righteous Eclipse +1 enhancement and keen
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2
Wulfric: HP 23/24; AC 17, touch 12, flat-footed 15; bardic performance 10/11
All within 30’ of Verene: magic circle against evil, Wulfric’s Flagbearer
The courtyard falls silent, save for the mournful whistle of wind through the broken buildings that surround it.

Verene Tanaquil |
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"Neatly done, all. Shall we continue to the chapel? I doubt the supplies we are looking for will be in the stable. Remember to try to stick within the circle as we move. Thamyris, will you fly to one of those windows there and look in, then come back to merge with me again? Be careful not to be seen." Anything inside likely heard the rumbling roars and shouts of the gargoyles and their final crashes to the ground, but she does not want the little thrush to make a target of himself. Thamyris leaps from her outstretched hand with a glad sweep of near-silent wings.
GM: I moved Verene, but in actuality she will only move with the group when they're ready. I'm assuming here the white marks along the side of the large building are windows. Can Thamyris fly to the closest one and peer in while Verene is re-cranking her wrist sheath?
As Merixia has the other wand of cure light wounds as well as her own god-granted healing, Verene is fairly sure she will tend to herself. She cranks her springloaded sheath back into place to accept the healing wand, so that her dominant hand will be free again to cast other spells. The magic missile wand stays out and ready in her off hand. As soon as the rest of the group is ready, she proceeds toward the largest building that the gargoyles were perched upon, which it seems clear is the chapel.
@Thesius: I need to know if you accepted the single-target protection from evil that Verene offered, so I can know if she still has it available or not. If Thesius refused, she will offer it to Azira or Wulfric. I think Wulfric might have gotten >10 feet away from her in that last round.

Merixia |
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"Well, that was embarrassing." Merixia carefully touches the slash on her cheek, wincing as her tail retrieves the healing wand from her coat pocket. It was sweet to see how protective Elliot got when she was injured, though. "Nice hit there, Elliot." She touches the wand to her face and speaks the activation word.
CLW wand: 1d8 + 1 ⇒ (6) + 1 = 7

Elliot, the Red Heron |
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"Thanks. Compared to trying to spar with you guys, these things are easy. Are you all right?" He smiles though he looks at Merixia's injury with some concern, only alleviated when it closes. "All right, let's keep going then and make the most use of these spells while they last. Wonder if that half-Nabasu is home to greet us." He falls back into position at the front, joining Verene's formation to scout the rest of the ruins when the group was ready to move on.

Thesius Monteblanc |
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Thesius will take it as it was already used in calculations. Thank you.
"Thank you for the extra protection Verene. I have a feeling it played a roll in keeping me safe that battle."
As they move, he will moves towards the front to keep an eye out for anything of interest.
Perception: 1d20 + 22 + 2 ⇒ (15) + 22 + 2 = 39 (+22 Base, +2 Heroism)
Heightened Awareness - +2 Competence Bonus on all Knowledge Checks (Perception bonus does not stack with Eyes of the Eagle)
Heroism - +2 Morale Bonus on Attack Rolls, Saving Throws, and Skill Checks
Protection from Evil - +2 Deflection Bonus to AC and a +2 Resistance Bonus on saves (Does not stack with +1 Resistance Bonus from Cloak of Protection +1)

Worldwound GM |
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... Huh. Now that you mention it, I'm not actually sure what the white marks are. I assumed that the single-lines were windows, and the doubles were doors, but I think they might well all be doors. However, I imagine there are probably stained glass windows somewhere on the chapel, since it seems likely to be Gothic-inspired architecturally.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Thamyris Perception, through stained glass: 1d20 + 14 - 5 ⇒ (7) + 14 - 5 = 16
The bell atop the chapel begins to ring, loud and clear, over the empty courtyard. Someone - or something - has clearly noticed the battle.
The familiar bird flutters back to Verene and chirps. "I saw some people in there. Maybe. They looked people-ish, but it was hard to see through the shadows, and harder through the colored glass."

Verene Tanaquil |

Thamyris has low-light vision, if that matters in the future, GM.
"Thank you, my dear. Those are probably the ghouls Nurah told us about. Nabasu look more like bats than people, I think. Shall we?" Verene looks at her companions, ready to push into the chapel proper. Time to kick down a door?

Worldwound GM |

"Mm... they had claws." Thamyris agrees.
Good point, I totally forgot about that.

Elliot, the Red Heron |

"No time like the present," The magus responds as he makes to move further into the fort.

Verene Tanaquil |

Sorry, I should have replied to this slightly earlier.
"Thank you for the extra protection Verene. I have a feeling it played a role in keeping me safe that battle."
Verene smiles at him. "Of course, my friend. The least I can do for someone who so often stands between me and danger."

Merixia |
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Merixia looks longingly at the chapel door. It's just begging for her to go kick it in. But Verene was right when she pointed out how stupid it is for the healer to be in the front lines. "Let's be about it, then."

Worldwound GM |
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I've put you where I think you want to go, but feel free to swap if you want.
The door is, surprisingly, unlocked when the party tries to open it. It swings open, creaking hinges only barely audible beneath the ringing of the bell, and reveals an enormous chapel. The vaulted ceiling of this massive sanctuary reaches nearly thirty feet overhead. Smashed stained-glass windows stretch in narrow bands above the doors. Four angelic statues occupy each corner of the room, though their faces and wings are cracked and broken almost beyond recognition. The walls are covered with disturbing shapes and runes that have been scratched into the stone. An altar, befouled with grime and filth, sits against the southern wall.
Inside there are eight figures cast in shadow by the light shafting in through the broken windows. Their grey skin and long, clawed fingers gives credence to Verene's theory - these are almost certainly ghouls.
Two in the back wear more clothing than the others, and each of them holds a scroll in one hand and a flail in the other.
Combat Start
Azira: 1d20 + 9 ⇒ (7) + 9 = 16
Verene: 1d20 + 11 ⇒ (9) + 11 = 20
Merixia: 1d20 + 1 ⇒ (4) + 1 = 5
Thesius: 1d20 + 4 ⇒ (3) + 4 = 7
Elliot: 1d20 + 8 ⇒ (14) + 8 = 22
Ghouls: 1d20 + 2 ⇒ (7) + 2 = 9
Ghoul Priests: 1d20 + 7 ⇒ (13) + 7 = 20
One of the armed ghouls shouts.
Round 1
Initiative Order is Elliot, Verene, Azira, Ghoul Priests, Ghouls, Thesius, Merixia. Technically I'm fudging it for Azira, who should be between the ghoul priests and the ghouls, but there you go. Bolded characters are up.
Verene: HP 40/40; AC 22, touch 14, flat-footed 18 (+2 vs. evil); Prescience 7/8, Mythic Power 4/5, mage armor 1 hour, longstrider 1 hour, alter self 18 minutes, shield 3 rounds, magic circle against evil 59 minutes, mirror image 4 remaining for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 54/54; AC 21, touch 11, flat-footed 20 (+2 vs. evil); pyrotechnics 1/1, true strike 1/1, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5, protection from evil 6 minutes, bull’s strength 6 minutes
Thesius: HP 43/43; AC 19, touch 13, flat-footed 16, uncanny dodge (+2 vs. evil); Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 50 minutes, heroism 50 minutes, protection from evil 6 minutes
Elliot: HP 58/58; AC 27, touch 18, flat-footed 21 (+2 vs. evil); Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 4/5, blur 8 minutes, mirror image 5 remaining for 6 minutes, shield 6 minutes, alter self 19 minutes, flight hex 3 rounds, protection from evil 6 minutes, blade tutor’s spirit 6 minutes, Righteous Eclipse +1 enhancement and keen
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2
Wulfric: HP 23/24; AC 17, touch 12, flat-footed 15; bardic performance 10/11
All within 30’ of Verene: magic circle against evil, Wulfric’s Flagbearer

Elliot, the Red Heron |
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"Hmm... there *are* a lot of them here," Elliot muses as he pours some wardstone energy into his sword, and swings for the closest ghoul! "Sis, I assume these are undead like the normal ghouls?"
Mythic arcane strike on bane for the ghoul creature type, undead most likely. Then 5ft step and full attack blue near the doorway. Also, for the stat block, due to Meri's protection from evil Elliot has a +1 to all his AC's and saves vs evil. Much appreciated! If less than 1 minute has passed since the last combat Elliot still has his Keen and +1 weapon enchantment from his magus weapon enchantment. I didn't include those below.
Attack #1, bane, assumes Wulfric uses inspire courage, flag+1: 1d20 + 17 ⇒ (12) + 17 = 29
damage: 1d4 + 2d6 + 15 ⇒ (3) + (4, 2) + 15 = 24
Attack #2, spellcombat with brand, bane, assumes Wulfric uses inspire courage, flag+1: 1d20 + 17 ⇒ (15) + 17 = 32
damage: 1d4 + 2d6 + 15 ⇒ (1) + (3, 6) + 15 = 25
Attack #2, crit confirm if keen is still active, weapon enhancement +1 added: 1d20 + 18 ⇒ (1) + 18 = 19
damage: 1d4 + 2d6 + 16 ⇒ (2) + (2, 4) + 16 = 24

Verene Tanaquil |

Knowledge (Religion) DC 5: Are These Ghouls Undead?: 1d20 + 15 ⇒ (13) + 15 = 28
"They certainly should be, and they just invoked the demon lord of ghouls," Verene replies, bemused. "Those two at the back look like his priests. They will be more dangerous, so we should end them first."
But Elliot's words have sparked an idea. Undead, unlike demons, have no resistance to fire.
Her eyes begin to glow white. I could... Yes. But is it worth the expenditure of power? I think so. We do not want these at our backs when whatever is being alerted by that bell arrives.
One small white-scaled hand rises and begins a scrunching and gathering motion in the empty air; flickers of orange light start to follow it as Verene's sibilant voice shouts a long phrase full of crackling energy. At the completion of the chant she points one clawed finger past Elliot and the gathered energy compresses to a tiny point at the end of her claw, then streaks silently away as a pea-sized bead glowing brilliant red and gold.
It detonates in the center of the desecrated chapel with a low roar. The old pews and four of the ghouls are outlined for a moment in searing flame.
Fire damage: 8d6 ⇒ (1, 4, 3, 6, 4, 5, 4, 1) = 28
Standard action: using Wild Arcana to spend one use of mythic power to cast fireball at CL 8, DC 19 Reflex for half. I've marked the outline and center of the 20-foot radius burst on the map. It hits White, Yellow, Pink and Orange, but is an instantaneous effect, so no one else should worry about stepping into that outline. Since the ghoul priests were described as holding scrolls and one might wonder if the scrolls would be cinematically consumed in a flash of flame, I should regretfully note that all items carried or worn by a creature are assumed to survive a magical attack unless it rolls a natural 1 on its save. While fireball specifies that unattended objects take damage and are set on fire, it does not specify any exception to the general rule for attended objects.

Azira Tal-Shirin |

While Wulfric calls out another stanza from the great Saga of Iomedae, Azira steps forward and attempts to clear the way into the chapel. Radiance's glowing blade flashes through the air twice in her effort.
Radiance 1 (fb/ic): 1d20 + 14 + 1 + 1 ⇒ (4) + 14 + 1 + 1 = 20
for: 1d8 + 13 + 1 + 1 ⇒ (2) + 13 + 1 + 1 = 17
Radiance 2 (fb/ic): 1d20 + 9 + 1 + 1 ⇒ (17) + 9 + 1 + 1 = 28
for: 1d8 + 13 + 1 + 1 ⇒ (4) + 13 + 1 + 1 = 19
Wulfric will use another round of inspire courage (for 3 rounds of +1). Azira 5' steps and full attacks. Also, I have darkvision, so I think I can see in the dark area without a problem? (And Radiance glows as a torch, iirc, so that may effect it too if/when I get closer).

Worldwound GM |
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Round 1 Midpoint
Elliot goes before Azira & Wulfric, but the bonus from inspire courage doesn't change the results, so I won't have him delay for them.
Elliot sends yet more power into Righteous Eclipse, and its gold corona blazes even brighter as he sends a spell along the black blade and reduces the ghoul before him to a hail of rotting limbs and fragments of brittle corrupted bone.
Verene hesitates a moment before pulling magic from the well within her and unleashing it as a burning explosion.
White-Lined Ghoul Reflex vs. DC 19: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Yellow-Lined Ghoul Reflex vs. DC 19: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Purple-Lined Ghoul Priest Reflex vs. DC 19: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Orange-Lined Ghoul Priest Reflex vs. DC 19: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Ha! What lousy rolls. They get the profane bonus (the last +2) from the desecrate cast on the chapel.
The flames reduce one of the ghouls to a charred slab, its extremities melted and its features warped into a crude facsimile of their previous shape. Another of the undead simply vanishes - when the fires fade, there is no sign it had ever stood there. The two priests suffer greatly, burns scarring their forms, but they remain upright and animate. One of the two purple-lined clearly was able to avoid the worst of the blast. It hisses something in a profane tongue that the heroes don't recognize to its comrade, who nods jerkily.
The pews crackle, set ablaze by the brief inferno, and smoke slowly drifts upwards towards the vaulted ceilings.
As Wulfric resumes his stirring performance, Azira steps into the doorway, Radiance glowing just as bright as Righteous Eclipse, and swiftly dismantles another ghoul, leaving its corpse a pile of limbs. Azira does have darkvision, and can see in the dark up to 60' from her location.
The less-injured of the priests chants from the scroll, summoning powers from beyond to its side. With a whirl of Abyssal energy, a babau erupts into existence next to Azira, ready to attack.
CL Check: 1d20 + 3 ⇒ (10) + 3 = 13
The blood red demon does just that, stabbing at her with a jagged-pointed longspear. The paladin is more than prepared, and her glowing sword rings rapidly against the demon's weapon.
Babau Longspear 1 vs. Azira: 1d20 + 12 ⇒ (7) + 12 = 19
Babau Longspear 2 vs. Azira: 1d20 + 7 ⇒ (10) + 7 = 17
The other ghoul priest lined in orange turns tail and runs as swiftly as it can, dashing towards the doors on the eastern side of the chapel. It slams through them, disappearing as the doors swing shut behind it.
One of the ghouls lined in red leaps forwards to engage with Azira itself. However, its claws seem less like it's trying to actually strike her, and more that it's trying to limit her defensive options. Unluckily for the paladin, she does find herself slightly out of position for the demon's next attacks.
Aid Babau: 1d20 + 3 ⇒ (17) + 3 = 20
The other ghoul lined in green takes a quick hop forward and screams, clawing and biting at the frog-shaped magus with frenzied fervor. The magus easily catches the attacks, barely needing to move from his position.
Bite vs. Elliot, desecrate: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Claw 1 vs. Elliot, desecrate: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Claw 2 vs. Elliot, desecrate: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Thesius and Merixia are up.
Verene: HP 40/40; AC 22, touch 14 , flat-footed 18 (+2 vs. evil); Prescience 7/8, Mythic Power 3/5, mage armor 1 hour, longstrider 1 hour, alter self 18 minutes, shield 2 rounds, magic circle against evil 59 minutes, mirror image 4 remaining for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 54/54; AC 21, touch 11, flat-footed 20 (+2 vs. evil); pyrotechnics 1/1, true strike 1/1, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5, protection from evil 6 minutes, bull’s strength 6 minutes
Thesius: HP 43/43; AC 18, touch 13, flat-footed 16, uncanny dodge (+2 vs. evil); Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 50 minutes, heroism 50 minutes, protection from evil 6 minutes
Elliot: HP 58/58; AC 27, touch 18, flat-footed 21 (+2 vs. evil); Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 3/5, blur 8 minutes, mirror image 5 remaining for 6 minutes, shield 6 minutes, alter self 19 minutes, flight hex 2 rounds, protection from evil 6 minutes, blade tutor’s spirit 6 minutes, Righteous Eclipse +1 enhancement and keen for 2 rounds, undead bane for 9 rounds
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2
Wulfric: HP 23/24; AC 17, touch 12, flat-footed 15; bardic performance 9/11
All within 30’ of Verene: magic circle against evil, Wulfric’s Flagbearer

Thesius Monteblanc |

Thesius watches as the door becomes congested. His knuckles start to whiten as the grip on his morningstar tightens, but he holds off until an opportunity presents itself.
(Delay)

Merixia |

Great. The door's blocked and if Merixia tries to push her way through, there are three ghouls waiting to jump her. She could grab herself a new spell, but if there's a half-nabasu somewhere in here, she'll need all the magic she can get. Guess I'll go with something simpler, then. Merixia takes a few steps to position herself behind Elliot. Concentrating, she gathers some of Ragathiel's less destructive power into her hand, then touches Elliot's back.
Move and use Touch of Good on Elliot for a 1 round +3 sacred bonus on attack rolls, skill checks, ability checks, and saving throws.

Elliot, the Red Heron |

Elliot does a lazy sidestep, gliding around the ghoul's incoming attack. Due to the different layers of magical protection between himself, Verene and Merixia it didn't even dispel a single mirror image. "Uh... Maybe I went too hard on these undead? I *should* Probably learn to pace the wardstone power better..."
Then he feels Merixia infuse him with something and his bearing immediately shifts. He stands just a little taller, his chest straightens out, and his eyes narrow in absolute focus . What was he thinking, holding back? These foul things had to DIE. Re-die, even! They were an affront against life itself and all that was good!
So he stoically proceeds to cut down the nearest two, neatly bisecting them with a pair of clinical strikes!
Elliot is totally showing off here :O
attack #1, weapon enhancement, bard buffs, touch of good, bane: 1d20 + 21 ⇒ (15) + 21 = 36
damage: 1d4 + 2d6 + 16 ⇒ (2) + (1, 2) + 16 = 21
crit confirm attack #1: 1d20 + 21 ⇒ (12) + 21 = 33
extra crit damage #1: 1d4 + 2d6 + 16 ⇒ (1) + (4, 4) + 16 = 25
attack #2: 1d20 + 21 ⇒ (17) + 21 = 38
damage #2: 1d4 + 2d6 + 16 ⇒ (4) + (1, 5) + 16 = 26
crit confirm attack #2: 1d20 + 21 ⇒ (4) + 21 = 25
extra crit damage #2: 1d4 + 2d6 + 16 ⇒ (2) + (5, 3) + 16 = 26

Worldwound GM |

Round 1 Wrap-Up
Thesius hesitates, allowing the battle to unfold further, while Merixia rushes and empowers Elliot with a touch.
Round 2
Elliot steps forwards and meets the ghoul with a blur of spells and iron, cleaving the green-lined ghoul in two before opening a horrific wound on the babau's side. The demon shrieks, but whirls to face him instead.
Verene and Azira are up.
Verene: HP 40/40; AC 22, touch 14 , flat-footed 18 (+2 vs. evil); Prescience 7/8, Mythic Power 3/5, mage armor 1 hour, longstrider 1 hour, alter self 18 minutes, shield 2 rounds, magic circle against evil 59 minutes, mirror image 4 remaining for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 54/54; AC 21, touch 11, flat-footed 20 (+2 vs. evil); pyrotechnics 1/1, true strike 1/1, protection from evil 0/1, Touch of Good 6/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5, protection from evil 6 minutes, bull’s strength 6 minutes
Thesius: HP 43/43; AC 18, touch 13, flat-footed 16, uncanny dodge (+2 vs. evil); Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 50 minutes, heroism 50 minutes, protection from evil 6 minutes
Elliot: HP 58/58; AC 27, touch 18, flat-footed 21 (+2 vs. evil); Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 3/5, blur 8 minutes, mirror image 5 remaining for 6 minutes, shield 6 minutes, alter self 19 minutes, flight hex 1 round, protection from evil 6 minutes, blade tutor’s spirit 6 minutes, Righteous Eclipse +1 enhancement and keen for 1 round, undead bane for 8 rounds
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2
Wulfric: HP 23/24; AC 17, touch 12, flat-footed 15; bardic performance 9/11
All within 30’ of Verene: magic circle against evil, Wulfric’s Flagbearer

Verene Tanaquil |

"If we kill the summoner, the summoned creature will vanish too," Verene whispers to the group. Suiting action to words, she slides forward a step and sends three missiles shooting from the end of the wand toward the remaining, injured ghoul priest.
Magic missile v. Ghoul priest, CL 5, damage 3d4+3 force, 38/50 charges remaining: 3d4 + 3 ⇒ (3, 3, 1) + 3 = 10

Worldwound GM |

Round 2 Continued
Verene fires a burst of magical force from her wand at the ghoul priest. Its body thrashes beneath the heavy strikes, and it stumbles back several steps, hissing and screeching. Broken bones pierce through its dead flesh, and one arm bends unnaturally in the forearm.
Azira goes on the offensive again, taking a step forward and striking a flurry of blows at the babau before her. Swiftly, she twists into another series of attacks at the remaining ghoul. Though her holy sword breaks through the demon's guard, cleaving deep into its accursed flesh and nearly impaling its heart, the effort of tearing it free from the babau's sternum (in a burst of black blood) prevents her from getting Radiance fully into position against the ghoul.
Radiance vs. Babau: 1d20 + 14 + 1 + 1 ⇒ (5) + 14 + 1 + 1 = 21
Damage: 1d8 + 13 + 1 + 1 ⇒ (6) + 13 + 1 + 1 = 21
Radiance vs. Ghoul: 1d20 + 9 + 1 + 1 ⇒ (1) + 9 + 1 + 1 = 12
I'll let Thesius choose what to do now - it might change things. Thesius is up.
Verene: HP 40/40; AC 22, touch 14 , flat-footed 18 (+2 vs. evil); Prescience 7/8, Mythic Power 3/5, mage armor 1 hour, longstrider 1 hour, alter self 18 minutes, shield 1 round, magic circle against evil 59 minutes, mirror image 4 remaining for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 54/54; AC 21, touch 11, flat-footed 20 (+2 vs. evil); pyrotechnics 1/1, true strike 1/1, protection from evil 0/1, Touch of Good 6/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5, protection from evil 6 minutes, bull’s strength 6 minutes
Thesius: HP 43/43; AC 18, touch 13, flat-footed 16, uncanny dodge (+2 vs. evil); Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 50 minutes, heroism 50 minutes, protection from evil 6 minutes
Elliot: HP 58/58; AC 27, touch 18, flat-footed 21 (+2 vs. evil); Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 3/5, blur 8 minutes, mirror image 5 remaining for 6 minutes, shield 6 minutes, alter self 19 minutes, flight hex 1 round, protection from evil 6 minutes, blade tutor’s spirit 6 minutes, Righteous Eclipse +1 enhancement and keen for 1 round, undead bane for 8 rounds
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2
Wulfric: HP 23/24; AC 17, touch 12, flat-footed 15; bardic performance 9/11
All within 30’ of Verene: magic circle against evil, Wulfric’s Flagbearer

Worldwound GM |

Botting Thesius.
Thesius dodges around his companions, attempting to prevent the babau's long reaching weapon. With expert footwork and no small amount of luck, he denies the demon the chance to attack him before he arrives at its side and launches his own strikes with the cold iron dagger, but unfortunately his attacks are unable to break its skin.
Thesius Acrobatics, heroism, archeologist's luck: 1d20 + 6 + 2 + 3 ⇒ (16) + 6 + 2 + 3 = 27
Cold Iron Dagger vs. Babau, heroism, archeologist's luck, inspire: 1d20 + 5 + 2 + 3 + 1 ⇒ (6) + 5 + 2 + 3 + 1 = 17
The ghoul priest turns tail and flees, just as its comrade did moments before. It, too, throws open the doors and disappears from view. Its badly injured demon drops the longspear and goes into an all-out offensive, attacking the three heroes surrounding it with claws and fangs. Though Azira and Elliot's magical protections spare them the worst of it, one claw tears through Thesius' defenses, raking a painful set of tears across his chest.
Claw vs. Azira, aided: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
Claw vs. Thesius: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d6 + 5 ⇒ (6) + 5 = 11 Thesius is at 32 hp.
Bite vs. Elliot: 1d20 + 12 ⇒ (15) + 12 = 27
The last of the ghouls tries to take advantage of the demon's attacks, and slashes with its own claws at Azira, before lunging forwards with its fangs. The paladin easily deflects the attacks, almost without looking at the undead creature.
Claw 1 vs. Azira: 1d20 + 3 ⇒ (15) + 3 = 18
Claw 2 vs. Azira: 1d20 + 3 ⇒ (3) + 3 = 6
Bite vs. Azira: 1d20 + 3 ⇒ (12) + 3 = 15
Merixia is up.
Verene: HP 40/40; AC 22, touch 14 , flat-footed 18 (+2 vs. evil); Prescience 7/8, Mythic Power 3/5, mage armor 1 hour, longstrider 1 hour, alter self 18 minutes, shield 1 round, magic circle against evil 59 minutes, mirror image 4 remaining for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 54/54; AC 21, touch 11, flat-footed 20 (+2 vs. evil); pyrotechnics 1/1, true strike 1/1, protection from evil 0/1, Touch of Good 6/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5, protection from evil 6 minutes, bull’s strength 6 minutes
Thesius: HP 32/43; AC 18, touch 13, flat-footed 16, uncanny dodge (+2 vs. evil); Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 50 minutes, heroism 50 minutes, protection from evil 6 minutes
Elliot: HP 58/58; AC 27, touch 18, flat-footed 21 (+2 vs. evil); Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 3/5, blur 8 minutes, mirror image 5 remaining for 6 minutes, shield 6 minutes, alter self 19 minutes, flight hex 1 round, protection from evil 6 minutes, blade tutor’s spirit 6 minutes, Righteous Eclipse +1 enhancement and keen for 1 round, undead bane for 8 rounds
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2
Wulfric: HP 23/24; AC 17, touch 12, flat-footed 15; bardic performance 9/11
All within 30’ of Verene: magic circle against evil, Wulfric’s Flagbearer

Merixia |
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One of the ghouls is within reach! The doorway is giving it some cover, but Merixia can probably hit it even so. She steps forward right behind Azira and takes a swing at the beast.
5 ft step and attack!
Attack + Bull's Strength + Inspire Courage + Flagbearer: 1d20 + 10 + 1 + 1 + 1 ⇒ (3) + 10 + 1 + 1 + 1 = 16
Damage + Bull's Strength + Inspire Courage + Flagbearer: 1d10 + 5 + 1 + 1 + 1 ⇒ (3) + 5 + 1 + 1 + 1 = 11

Worldwound GM |
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Round 2 Wrap-Up
Merixia takes a step forwards, swinging her heavy blade at the last of the undead and hacking a huge chunk of dead flesh from its shoulder, shearing off bone and foul muscle alike. It shrieks, but still keeps its feet.
Round 3
Everyone except Merixia is up.
Verene: HP 40/40; AC 22, touch 14 , flat-footed 18 (+2 vs. evil); Prescience 7/8, Mythic Power 3/5, mage armor 1 hour, longstrider 1 hour, alter self 18 minutes, shield 1 round, magic circle against evil 59 minutes, mirror image 4 remaining for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 54/54; AC 21, touch 11, flat-footed 20 (+2 vs. evil); pyrotechnics 1/1, true strike 1/1, protection from evil 0/1, Touch of Good 6/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 5/5, protection from evil 6 minutes, bull’s strength 6 minutes
Thesius: HP 32/43; AC 18, touch 13, flat-footed 16, uncanny dodge (+2 vs. evil); Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 50 minutes, heroism 50 minutes, protection from evil 6 minutes
Elliot: HP 58/58; AC 27, touch 18, flat-footed 21 (+2 vs. evil); Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 3/5, blur 8 minutes, mirror image 5 remaining for 6 minutes, shield 6 minutes, alter self 19 minutes, flight hex 1 round, protection from evil 6 minutes, blade tutor’s spirit 6 minutes, Righteous Eclipse +1 enhancement and keen for 1 round, undead bane for 8 rounds
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2
Wulfric: HP 23/24; AC 17, touch 12, flat-footed 15; bardic performance 9/11
All within 30’ of Verene: magic circle against evil, Wulfric’s Flagbearer

Elliot, the Red Heron |

"All right! Good job everyone. Let's dispatch of them quickly and follow those casters! Azira, quick switch?" Elliot calls out, then tries to coordinate his movement with the paladin so his bane weapon could find the last undead!
If Azira moves southwest 1 square and Elliot moves into her previous square, they can both attack either target. If that is agreeable?
attack vs Ghoul, buffs, bane weapon: 1d20 + 18 ⇒ (7) + 18 = 25
damage: 1d4 + 2d6 + 16 ⇒ (4) + (5, 4) + 16 = 29
attack #2 (brand, spell combat) vs Ghoul?, buffs, bane weapon: 1d20 + 18 ⇒ (16) + 18 = 34
damage: 1d4 + 2d6 + 16 ⇒ (2) + (6, 1) + 16 = 25
attack #2 crit confirm vs Ghoul?, buffs, bane weapon: 1d20 + 18 ⇒ (17) + 18 = 35
Crit damage: 1d4 + 2d6 + 16 ⇒ (4) + (4, 5) + 16 = 29
If the ghoul dies after the first hit, attack #2 and the crit confirm are vs the babau. They then lose the damage from the 2d6, have -2 hit and another -2 damage.