Protectors of Golarion (Wrath of the Righteous AP)

Game Master Sensen

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

4713 Calendar

General Purpose Maps:
The Worldwound

Siege Points: 28 (Victory is Assured)


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female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

I'm not sure if I want to "lol" or "/sigh" but I know I wish my posting scheduled lined up better with everyone else. Over the weekend I checked 2-3 times a day and 0 posts; the week starts and my first opportunity to post there's 9 posts waiting. Sorry.

Azira doesn't risk speaking but gives a grateful nod to indicate her acceptance of the quieting spell. Once that's finished, she gives another nod to Verene and Elliot, and begins moving towards the larger (northern) tunnel.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Yes, it seemed like we had a choice of a thinner east tunnel leading to a larger cave full of vescavors we could see, or a larger north tunnel without vescavors leading to a place we can't see yet. Verene proposed taking the north tunnel and avoiding the ones we could see.

Azira, I think we have been slowing down on the weekends compared to earlier this year. I am able to post then too. Worldwound GM has never been able to post on Saturdays at all, but we used to generally be able to do Sunday posts and still keep to a schedule of 'one post per weekend.' Has your schedule changed, GM?


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

I generally try to check in on weekends to, but weekdays have always felt like they were more active to me.

Thesius follows the group, keeping an eye behind them to make sure they don't get surprised by sudden shifting movements of the vescavors they've already passed.


Encounter Maps | Geographic Map | Treasures | Important NPCs

Yeah, sorry about the lack of posts on the weekend. I'm usually drained by the end of running my Sunday game, so I often fail to post.

Ascending northwards through a less narrow passageway, the heroes find that it narrows considerably, before opening into another, smaller cave that is also filled with the freshly hatched vescavors (as is swiftly becoming the norm).

Stealth and Perception:
Vescavor Perception, distracted: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13

Thesius Stealth, invisible, heroism, muffle sound: 1d20 + 6 + 20 + 2 + 4 ⇒ (11) + 6 + 20 + 2 + 4 = 43
Merixia Stealth, invisible, heroism, muffle sound, ACP: 1d20 + 1 - 5 + 20 + 2 + 4 ⇒ (13) + 1 - 5 + 20 + 2 + 4 = 35
Verene Stealth, alter self, invisible, small: 1d20 + 5 + 1 + 4 + 20 ⇒ (19) + 5 + 1 + 4 + 20 = 49
Azira Stealth, invisible: 1d20 + 6 + 20 + 4 ⇒ (17) + 6 + 20 + 4 = 47
Elliot Stealth, invisible: 1d20 + 6 + 20 ⇒ (6) + 6 + 20 = 32

This time they are better able to approach the manifold Abyssal insects, who barely seem aware of one another, let alone the invisible and silent party. Three more pathways branch off from the narrow intersection - two heading downwards (one to the north and the other east) and one fairly level heading back to the cave they entered into.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Verene silently points eastward with a questioning air. Same deal as before — one more person for Rule of Two?


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

Elliot nods, visible only inside their translucent cocoon and silent even to those in it. He follows Verene and the others east, deeper into the nest.


Encounter Maps | Geographic Map | Treasures | Important NPCs

As the heroes slip silently through the tiny crossroads, they see that the cavern truly opens up to the east. Shafts of dim sunlight filter through the crevices above, illuminating a cave shifting with vescavors. The floors, the walls, even the ceiling all have some level of motion to them, and the cacophonous noise of the creatures echoes louder than anywhere else.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Verene takes several calming breaths to conquer her distress at the noise and points questioningly eastward again.


female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

Azira looks with concern at the shear number of chittering demon-bugs in the chamber. She looks to Thesius and the others whose senses were keener than her own and does her best to pantomime the question: can you see a way through here?

It sounds like this chamber is pretty packed- can we see a safe way through or do we need to look for a way around?


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Yes, can we tell if it is a better idea to go through here or through the bottom chamber that was "alive with shivering vescavors"? Or is it about the same?


female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

It looks on the map like there's still a third option (further north) that we haven't checked yet? Moving through and/or fighting at least one swarm might be unavoidable, but I'm all for taking whatever path seems to give us the best chance for the fewest encounters. In fact, I'll be the second (or first) vote for whichever way seems best to our perception rollers.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Merixia blanches at the sight of all. those. vescavors. Ragathiel, Iomedae, Sarenrae, and Desna be with us, because we're going to need all the help we can get with that.

Wasn't there another opening to the north? The cleric points to where she thought she saw a different cave.

I'm all for checking the northern passage. I assume that the cavern crawling with vescavors is the big one in the middle of the map.


Encounter Maps | Geographic Map | Treasures | Important NPCs

The two options for progress you've seen are roughly the same, except inasmuch as one is more open than the other. You can sneak through with the regular checks in both, though there might be some penalties depending on how you handle it. There is still the one to the north.

To the north lies another cavern, which also hums with the dreadful voices of the vescavors - though as with all the ones they have seen, it's not without its own pathway through. Still, it does not seem like it will be easy.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Seeing that the new-hatched vescavors also fill the northern cave, Verene points at the larger, middle cavern again. It seems to her that this more open chamber is somewhat less likely to dwindle into smaller side passages that do not lead them to the queen, but she does not feel strongly about it. Just need a decision here, folks.


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

Seeing three seemingly bad options, Elliot sighs, kneels down and does a quick prayer. From his bundle, he produces a die and rolls it on his hand.

the way? North/east/Other north: 1d3 ⇒ 2

"Let's try east. We'll have to take the risk at some point. Our spells won't last forever, and it seems likely the defenses are better near the queen."


female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

Azira nods at Verene and Elliot’s words and moves slowly into the cave to the east, careful to stay within range of Meri and her magic.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Rolling a die is as good a method as any to make a decision here. Merixia nods to Elliot and slowly starts picking her way into the east cavern.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Thesius trusts in his companions ability to lead while he continues to focus his attention behind them to confirm nothing catches them by surprise.


Encounter Maps | Geographic Map | Treasures | Important NPCs

The heroes carefully pick their way through the buzzing masses, avoiding stepping on any of them as best they can.

Stealth and Perception:
Vescavor Perception, distracted: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14

Thesius Stealth, invisible, heroism, muffle sound: 1d20 + 6 + 20 + 2 + 4 ⇒ (10) + 6 + 20 + 2 + 4 = 42
Merixia Stealth, invisible, heroism, muffle sound, ACP: 1d20 + 1 - 5 + 20 + 2 + 4 ⇒ (10) + 1 - 5 + 20 + 2 + 4 = 32
Verene Stealth, alter self, invisible, small: 1d20 + 5 + 1 + 4 + 20 ⇒ (11) + 5 + 1 + 4 + 20 = 41
Azira Stealth, invisible, muffle sound: 1d20 + 6 + 20 + 4 ⇒ (5) + 6 + 20 + 4 = 35
Elliot Stealth, invisible, muffle sound: 1d20 + 6 + 20 + 4 ⇒ (1) + 6 + 20 + 4 = 31

Progression is slow, but they are able to see further in as they go - another few paths split off, but the densest concentration of vescavors still lies ahead.


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

"I-I think we'll have to bite the arrow. The only thing that hints at the queen's possible presence is a denser concentration of guards." Elliot muses, needlessly repeating his earlier words due to nerves as he gestures towards the more heavily defended path - despite the ever growing density of horrible creatures and their maddening noises. If at all possible, his grip on his sword tightened further even if he knew it wouldn't do him any good if it came to a fight. "Also, we might not have time to search every hall for the best approach."


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Verene nods shortly in agreement with Elliot and follows along as the group continues east, stepping carefully so as to avoid crushing any vescavors that might in death alert the swarm.


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Stealth and Perception:
Vescavor Perception, distracted: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13

Thesius Stealth, invisible, heroism, muffle sound: 1d20 + 6 + 20 + 2 + 4 ⇒ (12) + 6 + 20 + 2 + 4 = 44
Merixia Stealth, invisible, heroism, muffle sound, ACP: 1d20 + 1 - 5 + 20 + 2 + 4 ⇒ (18) + 1 - 5 + 20 + 2 + 4 = 40
Verene Stealth, alter self, invisible, small: 1d20 + 5 + 1 + 4 + 20 ⇒ (15) + 5 + 1 + 4 + 20 = 45
Azira Stealth, invisible, muffle sound: 1d20 + 6 + 20 + 4 ⇒ (11) + 6 + 20 + 4 = 41
Elliot Stealth, invisible, muffle sound: 1d20 + 6 + 20 + 4 ⇒ (15) + 6 + 20 + 4 = 45

The silent, invisible party moves through the caverns, stepping over the squirming Abyssal insects as they buzz and moan. The words nibble at the edges of their consciousness, grinding away at their nerves. On the far side of the cavern, they see further splits into more tunnels - one that obviously opens into another cave. Two tunnels open northwards, another south, and two to the east.


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female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

Azira silently sighs as the fiendish insects continue to grow denser.

I'm glad Meri's magic is helping to keep us unheard, but I do wish I could speak... I'd ask Verene if creating an illusion of a cow, or an elephant, would work to draw some of these things out of our way... if we reach a spot we can't get through maybe I'll try to pantomime it...

Faced with another decision, the paladin points east again and shrugs, ready to follow whoever starts moving first.

East until we run out of cave seems to be our default here; count me as vote number two for whoever picks a tunnel first.


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NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Almost simultaneously with Azira, Verene points at the eastern tunnel that clearly opens into another cave. I think that's the southern of the two eastern tunnels? East until something changes or we run out of road, like Azira says. If you want to talk, Azira, message is up. That's how Verene has been communicating when necessary. It might be hard to hear the whisper over all the noise and through muffle sound, but as it is a spell instead of a normal whisper and the GM hasn't said it's inaudible, Elliot and I have just been using it as normal. Bear in mind though that casting any new spell has very audible verbal components that may draw attention to our position even through invisibility sphere.


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F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Muffle sound doesn't stop you from speaking entirely like silence does. It just makes you sound muffled and gives spellcasters a spell failure chance.

Ugh, this noise feels like it's drilling into Merixia's head. Maybe she should have gone with silence instead of muffle sound. They wouldn't be able to hear danger approaching if she had, though, nor would they be able to talk to each other. No help for it now. She nods to Verene and Azira and soldiers on, carefully making her way to the east.


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

Elliot follows his friends futher east, hoping his set of dice were divinely inspired in the right direction and that they only had a little further to go.


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Stealth and Perception:
Vescavor Perception, distracted: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8

Thesius Stealth, invisible, heroism, muffle sound: 1d20 + 6 + 20 + 2 + 4 ⇒ (12) + 6 + 20 + 2 + 4 = 44
Merixia Stealth, invisible, heroism, muffle sound, ACP: 1d20 + 1 - 5 + 20 + 2 + 4 ⇒ (10) + 1 - 5 + 20 + 2 + 4 = 32
Verene Stealth, alter self, invisible, small: 1d20 + 5 + 1 + 4 + 20 ⇒ (7) + 5 + 1 + 4 + 20 = 37
Azira Stealth, invisible, muffle sound: 1d20 + 6 + 20 + 4 ⇒ (13) + 6 + 20 + 4 = 43
Elliot Stealth, invisible, muffle sound: 1d20 + 6 + 20 + 4 ⇒ (2) + 6 + 20 + 4 = 32

Slipping through the caverns is becoming easier as they go, and the creatures remain oblivious to their presence, still working themselves into a fervor with regards to their own newfound and torturous existence.

The next cavern is thick with the vermin, clearly illuminated by the cracks in the ceiling. However, it is what lies beyond the next tunnel that is most interesting - lying in the midst of a vast number of eggs there is a monstrous insect nearly ten feet in length. It doesn't seem to be aware of their presence, but it is almost certainly the vescavor queen itself.

Naturally, it's surrounded by hundreds of young vescavors.


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

Elliot takes a deep breath and assumes a fighting stance, still inside the sphere. "Looks like the dice were right." He briefly grins. "Meri, can you dismiss the sound supression spell? I assume we're all going for a surprise attack... right?" He looks around the group, ready to strike.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Verene nods. "When Merixia dismisses her spell, I'll quicken us all and then you can rush to the queen and try to put it down swiftly. I will stay back and try to blind it from a slight distance in case it takes longer than I think it will."

Planned surprise round action: cast haste on the group. Planned first round action: move if needed and cast burst of radiance. On a side note, I'm glad I don't have entomophobia, because that art is horrifying enough as is. :)


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F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

"I'll dismiss it, but I have to speak in order to do so. Get ready, because the queen will probably hear me." Merixia draws her sword- slowly, so as not to make noise- and holds up three fingers on her off hand. Three. Two. One. As the last finger goes down, she starts reciting the incantation for muffle sound backward. The threads of magic tear and dissolve like spiderwebs, and all of a sudden the group can hear themselves clearly.

Dismissing muffle sound as my surprise round action.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Just after Merixia's last finger goes down, Verene begins her own chant — clearly audible, though certainly still not louder than the chattering, clicking vescavors in their buzzing thousands. The curl of dried root vanishes from her clawed hand and everyone feels the familiar zing of speed as the outside world seems to slow down.

Casting haste on everyone for 6 rounds. +30 feet to all forms of movement (to a maximum of twice normal), +1 to attacks, AC and Reflex saves, 1 additional attack on a full attack action. I have edited Verene's status line to reflect these changes.


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

Taking heart from Verene's and Merixia's blessings, Elliot channels some power into his sword when the count hits zero. Clutching the glowing scimitar, he shares a brief glance with Azira and Thesius and rushes straight at the queen, his magically enhanced speed breaching the gap in moments!

Elliot uses a swift action to use his arcane pool to enhance his sword by +1 and give it keen for a minute. His standard action is then to rush at the queen. He *should* have exactly enough movement to end adjacent to her from his current position but it's a bit hard to count the mini tiles on the phone. I am assuming there is either a swarm nearby or that the queen has the same confusion aura as the swarms so ill roll a willsave just in case.

willsave? +2 medal: 1d20 + 10 ⇒ (19) + 10 = 29


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Stealth and Perception:
Vescavor Queen Perception: 1d20 + 13 ⇒ (18) + 13 = 31

Not including the swarms' perception any more, because they won't meaningfully succeed here.

Thesius Stealth, invisible, heroism: 1d20 + 6 + 20 + 2 ⇒ (14) + 6 + 20 + 2 = 42
Merixia Stealth, invisible, heroism, ACP, mythic surge: 1d20 + 1 - 5 + 20 + 2 + 1d6 ⇒ (9) + 1 - 5 + 20 + 2 + (6) = 33
Verene Stealth, alter self, invisible, small: 1d20 + 5 + 1 + 4 + 20 ⇒ (5) + 5 + 1 + 4 + 20 = 35
Azira Stealth, invisible: 1d20 + 6 + 20 ⇒ (16) + 6 + 20 = 42
Elliot Stealth, invisible: 1d20 + 6 + 20 ⇒ (16) + 6 + 20 = 42

I'm using Merixia's Mythic Surge again, since I assume you really want to do a surprise round.

Merixia gains a prescient flash as the party advances carefully towards the vescavor queen, and avoids clattering her armor once more. She can feel it take something from her, dragging away the power of the wardstone.

Combat Start

Initiatives:

Azira: 1d20 + 9 ⇒ (9) + 9 = 18
Verene: 1d20 + 11 ⇒ (11) + 11 = 22
Merixia: 1d20 + 1 ⇒ (19) + 1 = 20
Thesius: 1d20 + 4 ⇒ (11) + 4 = 15
Elliot: 1d20 + 8 ⇒ (12) + 8 = 20

Vescavor Queen: 1d20 + 5 ⇒ (12) + 5 = 17
Vescavor Swarms: 1d20 + 3 ⇒ (11) + 3 = 14

Surprise Round

Once all of them have agreed to go, Merixia dismisses her spell, her voice echoing with power. The vescavors stir as Verene summons up her own magic, empowering the group with speed.

Elliot sends power down his black blade, which glows gently golden as he rushes out of the invisibility towards the queen. The harsh buzz of the Abyssal chant gnaws on his mind, but he is able to push it back.

Initiative order is Merixia, Verene, Elliot, Azira, Thesius, Vescavor Queen, Vescavor Swarms. I've adjusted Merixia to going first since I assume the other two delayed for her, and Thesius I've adjusted so that the flow of combat isn't impeded overmuch. Bolded characters are up.

Statuses:


Verene: HP 40/40; AC 18, touch 14, flat-footed 15; Prescience 8/8, Mythic Power 4/5, heightened awareness 57 minutes, alter self 16 minutes, longstrider 57 minutes, mage armor 57 minutes, endure elements 1 day, heroism 47 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 2/5, heroism 57 minutes, cloudwalking 18 minutes
Thesius: HP 43/43; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 12/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 47 minutes, heroism 47 minutes, alter self 18 minutes, cloudwalking 18 minutes
Elliot: HP 58/58; AC 21, touch 16, flat-footed 16, Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 5/5, heroism 47 minutes, +1 keen[i] to [i]Righteous Eclipse 10 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, Lucky Number 24 hours (14), feather step 27 minutes, cloudwalking 18 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All Within 30’ of Merixia: Invisibility sphere 5 minutes
All within 10’ of Merixia: magic circle against evil 58 minutes
All: Tears to wine 56 minutes, haste 6 rounds


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female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

*Surprise Round*
Azira, with her gliding, dance-like stride, chases after Elliot towards the giant, twisted bugdemon. When the magus zigs to slash the fiend, she zags to his side. "Iomedae strike you down," she mutters as she brings Radiance's glowing blade slashing towards it. With 60' move, I should be able to use a partial charge to reach it and attack (suffering -2 to my AC until I act next), and I'll use a swift action to smite.

Radiance vs ff (smite/haste/charge): 1d20 + 19 + 1 + 2 ⇒ (16) + 19 + 1 + 2 = 38
for (ignores DR): 1d8 + 26 ⇒ (5) + 26 = 31

*Round 1*
It looks from the initiative rolls like I go again before the bad guys, so...

Before the queen can even react, the paladin follows up her charge with a pair of additional attacks.

Radiance1 vs ff (smite/haste): 1d20 + 19 + 1 ⇒ (11) + 19 + 1 = 31
for (ignores DR): 1d8 + 20 ⇒ (3) + 20 = 23

Radiance2 vs ff (smite/haste): 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
for (ignores DR): 1d8 + 20 ⇒ (5) + 20 = 25

And, that should end the -2 AC


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Sorry for the delay. Long week to say the least.

Surprise Round

Thesius feels divine power well up within him as Verene's magic quickens the pace of his body. Quickly he launches forward, keeping in mind to leave space open for Merixia as he jumps into the fray. His cold iron heavy mace leading the way lashes out not once, but twice.

(Swift action to activate Fleet Charge for move and first attack. Standard for second attack)

Fleet Charge - Cold Iron Heavy Mace Attack: 1d20 + 6 + 2 + 1 + 1 + 3 ⇒ (1) + 6 + 2 + 1 + 1 + 3 = 14 (6 Base, 2 Heroism, 1 Alter Self, 1 Haste, 3 Fleet Charge)
Cold Iron Heavy Mace Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6 (2 Base, 1 Alter Self)

Cold Iron Heavy Mace Attack: 1d20 + 6 + 2 + 1 + 1 ⇒ (19) + 6 + 2 + 1 + 1 = 29 (6 Base, 2 Heroism, 1 Alter Self, 1 Haste)
Cold Iron Heavy Mace Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 (2 Base, 1 Alter Self)

First Round

Thesius moves around the beast in hopes of giving his party better positioning while continuing to lash out at the large creature and praying to Desna.

(Swift action for Archaeologist's Luck, Free Action to 5-foot step, Standard Action to attack)

Cold Iron Heavy Mace Attack: 1d20 + 6 + 2 + 1 + 1 + 3 ⇒ (12) + 6 + 2 + 1 + 1 + 3 = 25 (6 Base, 2 Heroism, 1 Alter Self, 1 Haste, 3 Archaeologist's Luck)
Cold Iron Heavy Mace Damage: 1d8 + 2 + 1 + 3 ⇒ (5) + 2 + 1 + 3 = 11 (2 Base, 1 Alter Self, 3 Archaeologist's Luck)

Haste Attack

Cold Iron Heavy Mace Attack: 1d20 + 6 + 2 + 1 + 1 + 3 ⇒ (10) + 6 + 2 + 1 + 1 + 3 = 23 (6 Base, 2 Heroism, 1 Alter Self, 1 Haste, 3 Archaeologist's Luck)
Cold Iron Heavy Mace Damage: 1d8 + 2 + 1 + 3 ⇒ (1) + 2 + 1 + 3 = 7 (2 Base, 1 Alter Self, 3 Archaeologist's Luck)


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

I suppose it's possible that the queen or swarms have something that let them act in the surprise round, or something environmental could happen between the surprise round and round 1, so I won't post Verene's Round 1 action officially yet.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Round 1

Elliot, Azira, and Thesius should be able to keep the queen busy for a while. It's up to Merixia and Verene to deal with the swarms. The cleric begins chanting the spell to summon air elementals. Small ones, unfortunately, but maybe she'll get more than one.

Cast summon monster III for 1d3 Small air elementals.

Elementals: 1d3 ⇒ 2


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

Round 1?

Is there a gibbering chorus/confusion effect Azira and Thesius have to save against when attacking the Vescavor queen or is that unneccesary/just flavor from the previous description? Also doesn't Azira have a third attack on a full attack with haste?

"I can't hold back, not now..." Elliot thinks, faced with the disgusting insect up-close. Hoping his speed still has it on the back foot, he channels frigid cold into his blade and cuts deep into the queen, freezing her very bloo- ichor!

Not casting defensively, I just hope she doesn't have combat reflexes for the AoO.

Free: RE arcane pool +2 damage for 1 minute (1/2 used). Swift: Mythic Arcane strike (1/5 used), Bane... evil outsider? I'm sure that between Thesius and Verene we can identity the base creature type. Spell combat frostbite, heroism, bane, spellstrike, arcane strike, haste, +1 enhancement/keen.

attack 1, frigid touch spellstrike vs presumably FF: 1d20 + 15 ⇒ (1) + 15 = 16
damage: 3d6 + 13 ⇒ (1, 6, 4) + 13 = 24
Rime Frostbite NL cold: 1d6 + 6 ⇒ (2) + 6 = 8

attack 2 vs presumably FF: 1d20 + 15 ⇒ (11) + 15 = 26
damage: 3d6 + 13 ⇒ (5, 6, 6) + 13 = 30
Rime Frostbite NL cold: 1d6 + 6 ⇒ (4) + 6 = 10

attack 3 vs presumably FF, haste: 1d20 + 15 ⇒ (19) + 15 = 34
damage: 3d6 + 13 ⇒ (5, 6, 3) + 13 = 27
Rime Frostbite NL cold: 1d6 + 6 ⇒ (3) + 6 = 9

attack 3 vs presumably FF, haste, crit confirm: 1d20 + 15 ⇒ (15) + 15 = 30
extra crit damage: 3d6 + 13 ⇒ (6, 3, 2) + 13 = 24
Extra NL frost damage: 1d6 + 6 ⇒ (1) + 6 = 7

Intimidate vs Queen, when dealing at least 1 point of nonlethal damage: 1d20 + 16 ⇒ (6) + 16 = 22

If frostbite is cast and any attack hits, the target is fatigued (doesn't stack to exhausted). If one point of NL frost damage gets through, it is entangled for a round and the intimidate action triggers. If the intimidate succeeds, she is shaken. If the third attack crits and deals NL damage and intimidate succeeds, she is instead Frightened for 1 round and has to flee from Elliot the next round to the best of her ability.

Relevant conditions, checks, spells and feats:

Frostbite
Saving Throw none; Spell Resistance yes. (If relevant: Current SR rolls: +12 roll twice take better (Eldritch Breach)

DESCRIPTION

Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Rime Spell Metamagic

Creatures damaged by your spells with the cold descriptor become entangled.

Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.

This feat only affects spells with the cold descriptor.

Level Increase: +1 (a rime spell uses up a spell slot one level higher than the spell’s actual level.)

Enforcer Feat

Prerequisite: Intimidate 1 rank.

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Demoralize Opponent
You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Shaken/Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

Entangled
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Fatigued
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.


female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

As the others press their attacks, Azira finds that Verene’s speed magic carries her to an additional attack.

RadianceH vs ff (smite/haste): 1d20 + 19 + 1 ⇒ (3) + 19 + 1 = 23
for (ignores DR): 1d8 + 20 ⇒ (3) + 20 = 23


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Encounter Maps | Geographic Map | Treasures | Important NPCs

You are right in that you needn't wait for the 1st round actions, as they can't act in the surprise round. And yes, Azira and Thesius do need to roll to resist her gibbering.

Surprise Round Wrap-Up

Azira Will: 1d20 + 13 ⇒ (16) + 13 = 29
Azira rushes towards the vescavor queen, Radiance ablaze with holy power as she slashes viciously into the beast's hide. Though she finds the carapace surprisingly tough, she still manages to cut deeply into the beast. The gnawing madness in the queen's buzzing pulses at her temples, but the paladin pushes it away with an effort of will.

Thesius Will, heroism: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Thesius rushes to join her, only to stop dead in his tracks as the mind-numbing words of the Abyss bore into his skull. Thesius is confused. Somehow.

Thesius:
He is once more in the Worldwound, a child. No, an adult. The woman who saved him bears a demonic grimace. His father weeps in the ashes of Kenabres. Thesius is surrounded by enemies, no, lovers, no, friends. Where is that dog?

Round 1 Midpoint

Merixia begins chanting, calling upon the elemental plane of air to bring forth its elementals and strike.

Elliot goes on an all-out offensive, slashing and hacking with his gold-glowing sword. The black blade deflects off of the queen's hide several times, but he manages to score more wounds through her carapace as he continues attacking. His spell drains away her endurance as the frost surges through her, but she seems unafraid despite this.

Verene is up. I'll get the others' actions in afterwards.

Statuses:


Verene: HP 40/40; AC 18, touch 14, flat-footed 15; Prescience 8/8, Mythic Power 4/5, heightened awareness 57 minutes, alter self 16 minutes, longstrider 57 minutes, mage armor 57 minutes, endure elements 1 day, heroism 47 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 2/5, heroism 57 minutes, cloudwalking 18 minutes
Thesius: HP 43/43; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 12/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 47 minutes, heroism 47 minutes, alter self 18 minutes, cloudwalking 18 minutes, confused 1 round
Elliot: HP 58/58; AC 21, touch 16, flat-footed 16, Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 4/5, heroism 47 minutes, +1 keen bane (evil outsider) to Righteous Eclipse 9 rounds, +2 damage on Righteous Eclipse 10 rounds
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 1/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2, Lucky Number 24 hours (14), feather step 27 minutes, cloudwalking 18 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All Within 30’ of Merixia: Invisibility sphere 5 minutes
All within 10’ of Merixia: magic circle against evil 58 minutes
All: Tears to wine 56 minutes, haste 6 rounds


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Verene moves forward until she has a clear view of the grotesquely enlarged insect, then throws up a puff of shimmering dust that her hand darts through in a precise motion as she chants a phrase with a curious crystalline quality. A soundless flash of searing silver light envelops the vescavor queen.

Move, cast burst of radiance, DC 18 Reflex or blinded for 1d4 rounds. Outline drawn on map. Regardless of save the vescavor queen takes 5d4 ⇒ (3, 4, 1, 3, 2) = 13 damage if it is evil.


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Round 1 Wrap-Up

Verene CL vs. Spell Resistance: 1d20 + 6 ⇒ (13) + 6 = 19 Unfortunately, the vescavor queen isn't a demon.

Verene draws upon her power to send a burst of radiance at the vescavor queen - but even though it tears through the eggs and newly hatched beasts around her, it fizzles against the queen's carapace.

Azira continues to hack away at the Abyssal creature with Radiance, sending ichor flying around her.

Thesius takes advantage of the chance and smashes in the creature's head, shattering its exoskeleton and leaving it on the floor, totally deceased.

All around them, the vescavors shriek, and those capable of flight take off. Some few linger, however, buzzing furiously at the intrusion - even without their queen, at least some are willing to continue attacking the heroes.

Their buzzing voices fill the air, gnawing away at the heroes' minds.
Azira Will vs. White Swarm: 1d20 + 13 ⇒ (3) + 13 = 16
Azira Will vs. Black Swarm: 1d20 + 13 ⇒ (5) + 13 = 18
Thesius Will vs. White Swarm, heroism, medal: 1d20 + 7 + 2 + 2 ⇒ (16) + 7 + 2 + 2 = 27
Thesius Will vs. Black Swarm, heroism, medal: 1d20 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14 Man, the dice roller just really wants me to think Thesius is confused. Did I miss anything here? If not, he's confused for the next round.
Elliot Will vs. White Swarm, medal: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Elliot Will vs. Black Swarm, medal: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

One swarm lined in white, flows forwards, biting and gnawing at Azira. They scuttle through her clothing, tearing away at her equipment and flesh alike. Though her entire being shudders at the horrific legs and fangs, she is able to shove the nauseating sensation down.
Damage: 2d6 ⇒ (3, 3) = 6 Azira is at 55 hp.
Azira Fort vs. Distraction: 1d20 + 12 ⇒ (10) + 12 = 22

The other swarm lined in black hurries towards her male companions in a wall of wings, mandibles, and buzzing voices.
Damage vs. Elliot: 2d6 ⇒ (1, 2) = 3 Elliot is at 55 hp.
Elliot Fort vs. Distraction: 1d20 + 9 ⇒ (18) + 9 = 27
Damage vs. Thesius: 2d6 ⇒ (2, 1) = 3 Thesius is at 40 hp.
Thesius Fort vs. Distraction, heroism, archeologist's luck: 1d20 + 3 + 2 + 3 ⇒ (6) + 3 + 2 + 3 = 14 Thesius is nauseated.

Round 2

A few things: First, Thesius, you can use Mythic Surge if you want to get out of the nauseated or confused states. Second, how do you want to handle their damaging equipment stuff? I know there's a table referenced in the stat block, but I'm having trouble finding it.

Everyone is up.

Statuses:


Verene: HP 40/40; AC 18, touch 14, flat-footed 15; Prescience 8/8, Mythic Power 4/5, heightened awareness 57 minutes, alter self 16 minutes, longstrider 57 minutes, mage armor 57 minutes, endure elements 1 day, heroism 47 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 2/5, heroism 57 minutes, cloudwalking 18 minutes
Thesius: HP 40/43; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 47 minutes, heroism 47 minutes, alter self 18 minutes, cloudwalking 18 minutes, confused 1 round, nauseated 1 round
Elliot: HP 55/58; AC 21, touch 16, flat-footed 16, Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 4/5, heroism 47 minutes, +1 keen bane (evil outsider) to Righteous Eclipse 8 rounds, +2 damage on Righteous Eclipse 9 rounds
Azira: HP 55/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 1/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2, Lucky Number 24 hours (14), feather step 27 minutes, cloudwalking 18 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All Within 30’ of Merixia: Invisibility sphere 5 minutes
All within 10’ of Merixia: magic circle against evil 58 minutes
All: Tears to wine 56 minutes, haste 5 rounds


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

@ Gm I found this googling for vescavor swarm. It seems that so long as we avoid staying in the same space as a swarm for a full round, they don't automatically attack one of our items. They apparently *can* intentionally attack an item instead of us - for attended items that get attacked we seemingly get a DC 15 refsave to negate the effect.

Devour items:

Vescavors can devour nearly anything. If the swarm attacks an object or structure, the vescavors ignore its hardness if it is made of any substance other than adamantine. Additionally, every round that a creature is in the same space as the swarm, the vescavors begin devouring one object on the creature. Once the vescavors choose an item in this way, they continue to devour that same item until it is destroyed. The object takes half its maximum hit points in damage and gains the broken condition. If the vescavors attack an object with the broken condition, it is destroyed. An attended or magic object can make a DC 15 Reflex save to negate this effect. The save DC is Constitution-based.

"Verene! Meri! The queen is down but the swarms are still fighting! We need some help!" Elliot calls back to the casters of the group as the queen, mercifully, goes down and he - barely - keeps hold of his mental faculties in the chaos. He darts back out of range of the closest swarms and begins casting a spell! "Thesius, Azira, let's spread out!"

He finishes casting and a flurry of frigid snowballs crashes into the pests!

MP: Cast Flurry of Snowballs. Deals 4d6 cold damage in a 30 ft cone to both swarms, refsave DC 18 for half (though they should still be vulnerable to aoe). I think that's Elliot's best magus spell against swarms.

cold damage: 4d6 ⇒ (2, 6, 3, 2) = 13

SR1 if needed: 1d20 + 8 ⇒ (6) + 8 = 14
SR1 if needed: 1d20 + 8 ⇒ (10) + 8 = 18

SR2 if needed: 1d20 + 8 ⇒ (13) + 8 = 21
SR2 if needed: 1d20 + 8 ⇒ (16) + 8 = 24


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F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

As Merixia chants, a wind picks up in the chamber, and two clouds of white mist start to form next to the vescavor swarms. Eventually the wind concentrates itself around the clouds, which coalesce into a misty white bird of prey and a small cloud-dragon. The cleric points at the swarms attacking her friends. "Attack!"

Yes, she knows that air elementals only speak Auran. But she also knows that they hate touching the ground and prefer to fight flying enemies, so it should be pretty obvious even to an elemental that they're meant to fight the swarms.

With that, Merixia presses on into the room, stopping just inside the entrance. Time for a little something inspired by Verene. She raises her holy symbol and chants another spell. A flash of brilliant yellow-white light goes off between the two swarms.

Talk to command the elementals (I think that's a free action?), move, and cast burst of radiance. It looks like they're right next to each other, so I should be able to position the burst to catch them both.

Burst of Radiance Damage: 5d4 ⇒ (3, 3, 3, 3, 4) = 16

SR check: 1d20 + 6 ⇒ (19) + 6 = 25


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NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

In response to Elliot's cry, Verene's slitted yellow eyes flare solid, glowing white as she reaches instinctively for the Wardstone's power. Her need is destruction, and she sees the very air will answer her. She does not look away from the sudden burst of light called by Merixia, but with cold dispassion she summons its dark twin. She hisses a long sentence full of soft malevolence toward the swarming insects in an long-dead tongue that cuts through the air like a knife. The words come to her lips easily, as though she has spoken them before in some dream that lay forgotten until this moment.

The shadows thicken into a wall of darkness crossing the cavern from one side to the other, cutting right through both swarms and dividing her from her friends. Tiny, whirling blades made of blackest night, silent and barely visible as flickers of deeper darkness in the gloom, begin to slice into the swarming vescavors as they dart back and forth across the barrier in their massed clouds, unaware of the danger until it is too late. Pieces of the evil insects begin to fall to the floor in a gentle shower of parts: a wing here, a twitching back half there, a head with its tiny jaws still snapping.
Night of blades damage, CL 8, DC 19 Reflex save for half: 8d4 ⇒ (1, 4, 1, 2, 4, 1, 2, 4) = 19 And +50% for an area effect spell, so 28 on a failed save.

Spell resistance rolls:
Caster level check to overcome spell resistance, White 1: 1d20 + 6 ⇒ (2) + 6 = 8
Caster level check to overcome spell resistance, White 2: 1d20 + 6 ⇒ (8) + 6 = 14
Caster level check to overcome spell resistance, Black 1: 1d20 + 6 ⇒ (12) + 6 = 18
Caster level check to overcome spell resistance, Black 2: 1d20 + 6 ⇒ (13) + 6 = 19

Spending one use of mythic power to use Wild Arcana to cast night of blades in the eighty-foot line indicated on the map. Azira and Elliot's tokens look like they've gotten a little messed up to me, and the swarms are not centered on four squares exactly. But I've done my best to indicate that the line cuts through both swarms while not touching Azira. The line should damage the swarms once on summoning and once every time they move through it. Another 8d4 damage, another DC 19 Reflex save for half. Merixia, there's probably a spell resistance check to affect the swarms with burst of radiance.


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female, Aasimar, Paladin 7, Marshal/Champion 2 | HP 73/73| AC 31* (t21*/ff21) | CMD 29 | F +12*, R +14*, W +13* | perception (darkvision 60') +1, sense motive +1 | +12 initiative | panache: 4/4; LoH: 7/7; smite: 3/3; divine bond 1/1; mythic: 7/7 |active effects: freedom of movement, haste

Azira scowls at the host of fiendish insects swarming around her. She swats (ineffectually) at them with the flat of Radiance’s blade as she moves out of the cloud. With her free hand she draws a vial of holy water while she moves and, once there’s a few steps between her and them, she turns and throws it at the cloud.

holy water (touch): 1d20 + 12 ⇒ (12) + 12 = 24
for: 2d4 ⇒ (3, 4) = 7


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

Edit: The save-DC for Elliot's flurry of snowballs is 16, not 18. Note to self that wild arcana increases the spell level, not the save dc.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Thesius knowing that they were going into this, Thesius would have traded some items out of the handy haversack to have his bandoleer of splash weapons.

Seeing how the others react, Thesius moves with a dancer's grace toward the cavern wall and out of the creatures' immediate reach. He agreed that separating the group was important, but he hoped to make use of Verene's wall of blades.

As he does so, he slips his heavy mace into his off-hand before pulling out a flask of holy water and tossing it at the despicable creatures. He aims to attack the beasts close to where the two swarms meet in hopes of splash damage to the second swarm.

Holy Water (Touch) Attack: 1d20 + 3 + 2 + 2 + 3 ⇒ (10) + 3 + 2 + 2 + 3 = 20 (3 Base, 2 Dex, 2 Heroism, 3 Archaeologist's Luck)
Holy Water Damage: 2d4 ⇒ (3, 3) = 6

Thesius opted for the weapon he is more familiar with since their was plenty of room for everyone to move in to attack the queen. He also has a buckler, so a two-handed weapon will take a penalty to attack.


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 2 Wrap-Up

Merixia commands her air elementals to attack the vescavor swarms. Though they don't understand her words, her intent is clear, and they float rapidly towards the vescavors.

Air Elemental Will Saves:
Green Air Elemental Will vs White, magic circle against evil: 1d20 + 2 ⇒ (3) + 2 = 5 Confused.
Green Air Elemental Will vs. Black, magic circle against evil: 1d20 + 2 ⇒ (20) + 2 = 22
Yellow Air Elemental Will vs. Black, magic circle against evil: 1d20 + 2 ⇒ (4) + 2 = 6 Confused.
Yellow Air Elemental Will vs White, magic circle against evil: 1d20 + 2 ⇒ (20) + 2 = 22
Blue Air Elemental Will vs White, magic circle against evil: 1d20 + 2 ⇒ (14) + 2 = 16
Blue Air Elemental Will vs Black, magic circle against evil: 1d20 + 2 ⇒ (6) + 2 = 8 Confused.

As soon as the elementals approach the vescavors, however, they grow erratic.
Green Confusion: 1d100 ⇒ 29
Blue Confusion: 1d100 ⇒ 39
Yellow Confusion: 1d100 ⇒ 74

Two of the elementals lined in green and blue stops dead and begin to babble incoherently in Auran. The last llned in yellow instead whirls itself into a tizzy, tearing apart its own essence.
Damage: 1d8 + 1 ⇒ (5) + 1 = 6 The yellow-lined elemental is at 7 hp.

Merixia advances as well, and immediately feels the effects of the swarms' Abyssal chatter. The gnawing madness of the Abyss pokes at her mental defenses, but instead of confusion, Merixia only feels the burning fury of Heaven's General as she casts yet another spell, directing it at the enemies.
Merixia Will vs. White, magic circle against evil, heroism: 1d20 + 11 + 2 + 2 ⇒ (7) + 11 + 2 + 2 = 22
Merixia Will vs. Black, magic circle against evil, heroism: 1d20 + 11 + 2 + 2 ⇒ (9) + 11 + 2 + 2 = 24

The burst of white-gold light sears away at the Abyssal creatures, and droves of the insects die in the explosion.
White-Lined Vescavor Reflex: 1d20 + 9 ⇒ (13) + 9 = 22
Black-Lined Vescavor Reflex: 1d20 + 9 ⇒ (3) + 9 = 12

Elliot pulls out of the swarm and hurls a burst of icy projectiles and energy at them. The closer of the two swarms is hit hardest, as dozens of insects fall to the ground, frozen solid.
White-lined Reflex vs. DC 16: 1d20 + 9 ⇒ (6) + 9 = 15
Black-lined Reflex vs. DC 16: 1d20 + 9 ⇒ (14) + 9 = 23

Azira pulls out as well, tossing a vial of holy water at the swarm. The sacred liquid sears and tears at the creatures, and their chanting turns to agonized shrieking as splatters of holy water burn through their accursed carapaces.

Thesius follows suit, and another terrible shriek echoes in the room as yet more of the vescavors fall to the ground, wailing in agony as the blessed water kills them outright.

With her range cleared, Verene casts a mighty spell, summoning up a whirlwind of shadowy blades that tear into the hapless demonic beasts. It tears through both swarms, which fall in droves, and soon the meagre few survivors fly back up towards the cracks in the ceiling, leaving as fast as possible.
White Reflex vs. DC 19: 1d20 + 9 ⇒ (8) + 9 = 17
Black Reflex vs. DC 19: 1d20 + 9 ⇒ (19) + 9 = 28

Combat Over

Statuses:


Verene: HP 40/40; AC 18, touch 14, flat-footed 15; Prescience 7/8, Mythic Power 3/5, heightened awareness 57 minutes, alter self 16 minutes, longstrider 57 minutes, mage armor 57 minutes, endure elements 1 day, heroism 47 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 2/5, heroism 57 minutes, cloudwalking 18 minutes
Thesius: HP 51/54; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 5/5, heightened awareness 47 minutes, heroism 47 minutes, alter self 18 minutes, cloudwalking 18 minutes, confused 1 round, nauseated 1 round
Elliot: HP 55/58; AC 21, touch 16, flat-footed 16, Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 3/5, heroism 47 minutes, +1 keen bane (evil outsider) to Righteous Eclipse 7 rounds, +2 damage on Righteous Eclipse 8 rounds
Azira: HP 55/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 1/2, lay on hands 6/6, panache 4/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2, Lucky Number 24 hours (14), feather step 27 minutes, cloudwalking 18 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All within 10’ of Merixia: magic circle against evil 58 minutes
All: Tears to wine 56 minutes, haste 5 rounds

Now that things have calmed down slightly, the heroes have a chance to examine their surroundings more closely - and see, to their southeast, a long, rippling crevice of nauseating mauve energy splits the southern wall of this otherwise empty cave, a tear in reality through which roiling clouds of mist churn and twist. The edges of the rift pulse and writhe, widen and contract, almost as if it were an organic thing. The temperature closer by to it is noticeably hotter than elsewhere in the caves, and the air carries on it the foul stench of burning flesh.

Knowledge (planes) DC 20:
This is bad. It's an existing Abyssal rift - a portal, effectively, into the Abyss. This must be how the vescavor queen came into Golarion!

Abyssal rifts can be sealed permanently with a few spells, including dimensional anchor, dimensional lock, dispel chaos or dispel evil. Alternately, a magic circle against chaos or magic circle against evil focused inward around the rift could prevent anything from coming through while it lasts.

One might also be able to block off the cavern - or collapse it entirely, preventing any demons from coming through through simple physical matter.

As it is rippling and shifting, it seems incredibly likely that there's something on its way through...

GM Rolls:

2d6 + 4 ⇒ (2, 1) + 4 = 7


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

When the queen falls, Elliot breathes a sigh of relief and smiles. "Way to go, everyone! Irabeth will be pleased - I don't think that could have gone much better."

Unfortunately, he spoke too soon.

Knowledge: Planes: 1d20 + 15 ⇒ (12) + 15 = 27

"Damn. I remember Aravashnial's lectures: that's an abyssal rift - it's how the demons cross over into our world! And it looks as though something is about to break through!" He says as he reflexively takes out his shield wand. "Some very powerful spells like Dimensional Anchor can close it, or failing that, A Magic Circle against evil inward can temporarily patch them - as would caving in the place somehow. But anyone having those spells would have to decide quickly or we'll have to fight whatever is coming!"

Having shared what he knew, he used the shield wand on himself and prepared for a fight, whether or not one of the others had a better plan.

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