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: Post-Midnight
Season: Late Summer
Weather: 15° F (-10° C), Dim Stars

4713 Calendar

General Purpose Maps:
The Worldwound

Siege Points: 29 (Victory is Assured)


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Aravashnial nods briefly at Verene, a faint smile flickering over his face. "It is always my pleasure to help another scholar of the arcane in the fight against the demons."

Thamyris flutters his wings when Verene enchants him, chirping his amusement. "I've never been so safe."

Irabeth nods sharply at Azira's suggestion. "Go ahead. We'll need all the equipment you can get, and I think a signal arrow or other such thing will be essential to let us know when you've engaged with the enemies in the watch tower."

Going to move us onwards.

Once everything is in order retroactively declare stuff you've prepared when you can, the scouts take the champions up the dry riverbed, guiding them forwards underneath the first of two bridges. Surprisingly, it looks relatively unguarded - no obvious signs of any tieflings, cultists, or demons.

Knowledge (engineering) DC 20:
This bridge looks like it's in ill-repair. It might withstand a small group crossing over, but an army with horses? No real chance. It'd fall down pretty quickly.

Anevia gestures for the group to stop. "This is as close as I think is safe for us to go." She says quietly. "Send out Thamyris once you're ready, and we'll wait for his report."

Verene:
Thamyris is getting anxious, but Verene can feel his resolve firming.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -
Worldwound GM wrote:
Aravashnial nods briefly at Verene, a faint smile flickering over his face. "It is always my pleasure to help another scholar of the arcane in the fight against the demons."

Verene makes a face at being described as a 'scholar of the arcane.' She has never introduced herself thus, because she is not, not really. She had never touched arcane magic until a year and a half ago; and even then, Prosper had had to tempt her by pointing out the many ways in which it would make her other work easier. And that is the problem. She did not work for her magic, for years and decades, not like Aravashnial or even Elliot. "I am really more of a scholar of languages and theory. All this feels almost like a— a cosmic joke. But never mind."

Worldwound GM wrote:
Thamyris flutters his wings when Verene enchants him, chirping his amusement. "I've never been so safe."

"Let us hope it is an unnecessary gesture, and I am fussing over nothing," she says wryly. Thamyris is not much for being petted and stroked, for that is not how birds show affection; preening, gift-giving and huddling together are more intelligible to him. But she smooths a hand over his back feathers anyway, more for her comfort than his.

Worldwound GM wrote:
Anevia gestures for the group to stop. "This is as close as I think is safe for us to go." She says quietly. "Send out Thamyris once you're ready, and we'll wait for his report."

"Ready, Elliot? Be safe, my dear." Once Elliot has turned him invisible, Verene feels rather than sees or hears Thamyris's small, near-weightless form lift off from her hand and dart away down the dry riverbed. She watches the direction that he went, despite not being able to see him, and sends him love and pride down their bond. While they wait, her attention wanders to the bridge overhead.

No guards on the bridge here, so we likely need not worry about the strike team taking it later. That's fortunate for us.
Knowledge (engineering) DC 20: 1d20 + 10 ⇒ (3) + 10 = 13


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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: None?

"Sure... watch yourself, Tharamys." Elliot replies, and helps the bird become invisible as per their agrees upon plan.

I am slightly confused, I thought I read in one of your posts that we could use the scales to make him invisible, Verene? But none of Terendelev's scales seems to have that ability, so you want Elliot to use Mythic power for it?


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Little post today, since we've got a bunch of folks busy with all things winter break related.

After almost a minute, Thamyris chirps to alert the others he has returned. "One catapult." He says. "Doesn't look damaged... but only one demon, too. It looked like that commander from our battle a few days ago. The fiery one."

He shuffles his feathers quietly. "Plenty of schirs down in the town below, though. We'll need to be careful."


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

"A brimorak," Verene supplies. "Their heads also look like rams or goats, but I supposed the scouts would have mentioned it if the ram-headed demons on Paradise Hill were only the height of gnomes. In addition to the catapult's capabilities, they can throw their fireballs quite a distance*. I wonder if they can set the catapult stones alight too. You did well, Thamyris. It would have been a nasty surprise for the knights if a fireball went off in the middle of their charge."

She combs a hand through her hair, thinking. "Presumably the other three intact watchtowers are similarly outfitted. And if the catapults can lob missiles anywhere around themselves, as Aron said... Did you see if they also had demons guarding them, my dear?"

*Fireball is a long-range spell, so these guys can hurl it at least 600 feet, plus whatever range boost they would get by starting high above the battlefield.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | 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 6/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius quietly moves along with the group, his eyes turning to the bridge as they pass under.

Knowledge (engineering) - DC 20: 1d20 + 11 ⇒ (1) + 11 = 12

He felt vulnerable without his ability to call upon Heroism, but he trusted in his companions.

"That is unfortunate to hear. I am glad we chose this route of action as surely that could have been devastating to have to deal with from afar when it started launching."


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Thamyris hesitates for a moment before answering. "I didn't look at the others. Sorry. Only one demon on the tower that I saw, though." Another pause. "But there might be more inside it, or ready to teleport in."

Anevia rubs her chin. "Glad you've got that covered, guys... but that does mean you'll need to be prepared for any possible reinforcements coming to attack from below or teleporting in."


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

"It's all right, Thamyris. You did just as you ought and just as you said you would." Verene dips into the handy haversack for a dried mealworm — right there on top, because she needs it — and offers it to him. At home, he forages for fresh insects as an important part of his diet, but she is not sure she has seen so much as a mosquito since crossing the river into the Worldwound, and even if she had, they would not be safe to eat. She is not sure he likes the mealworms, but he has not complained about them, and he is probably hungry after a relatively long flight like that. Sustained flying burns through his energy reserves quickly. To the others she says, "Well, shall I make us fire-resistant instead of invisible*, and we just fly in a rush for the top of the watchtower? Can someone climb into the bag of holding, or be levitated and then pulled through the air? Or shall we stick to the first plan, and hope that there is only one brimorak and we can overpower it quickly enough to avoid being hurt by its fire?"

*Merixia could also cast resist energy on different people individually, but for some reason communal resist energy is a wizard spell and not a cleric spell.


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 notices herself fidgeting as she waits for the part of the plan where she and Radiance get to dance. She takes a deep breath and stills herself.

I wish we could have brought Wulfric with us… I’ll miss his inspiring tales when the fighting begins…

”Alright, so far so good,” she remarks with an appreciative nod to Thamyris. “Now we fly?”

If I’m going to ride in the bag, I’d vote for invisibility. Getting there unnoticed would be my only hope for being involved in the first round or two of combat.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Okay, that seems like enough for rule of two. Final two mythic power for the day on [ooc]communal resist energy and invisibility sphere it is.[/ooc]

Verene nods. "Very well. Let's make our preparations, then." She begins weaving wards and transmutations for herself and the group. When she is done, she holds the mouth of the group's bag of holding open and flat on the ground for Azira to climb down into the seemingly empty blackness inside. Once Merixia has the bag again and the others have finished casting any spells they need, she is ready to set out.

Casting mage armor on herself from wand (25/50 charges remaining, 1 hour duration), communal resist energy (fire) on everyone (resist fire 20 for 16 minutes), invisibility sphere centered on Merixia for 8 minutes, mirror image on herself for 1d4 + 2 ⇒ (1) + 2 = 3 images for 6 minutes, protection from evil on Azira for 6 minutes, fly on herself from her prepared spell for 6 minutes and from the scroll for Thesius for 5 minutes. Changes not yet reflected in status line, will add them later.


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Once the heroes are prepared, they set forth through the air, sticking close together to ensure that their invisibility keeps up. They soar over the decrepit buildings in Paradise Hill, and see a handful of schirs walking through the streets, grunting to one another in Abyssal.

Within a minute, they approach the bleak outer walls of the captured Citadel Drezen. There, they see a pair of towers - the closes tone to Paradise Hill is slightly farther away, so it takes a touch longer than they would otherwise have hoped, but they are soon nearly there.

Say what buffs you've put on, please. Here's what I have now.

Statuses:


Verene: HP 40/40; AC 13, touch 12, flat-footed 11; Prescience 7/8, Mythic Power 0/5, endure elements 1 day, mirror image with 3 images for 6 minutes, fly 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 2 hours, mage armor 1 hour
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
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, fly 5 minutes
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
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 21 hours (14), protection against evil 6 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All: Communal Resist Energy (fire) 16 minutes
All Within 10’ of Merixia: Invisibility Sphere for 8 minutes


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Oof, I messed up the tags in my last post pretty badly. Sorry about that. If she can tell that the flight will be <1 minute, or if we can do it 'on the way,' Verene will use the shield wand too (45/50 charges remaining.) Her status line is now updated to reflect all current buffs. In the format of your usual status spoiler, GM, it should look like this (with nothing taken off any of the spells' durations):

Statuses:
Verene: HP 40/40; AC 20, touch 12, flat-footed 18; Prescience 7/8, Mythic Power 0/5, endure elements 1 day, mage armor 1 hour, mirror image with 3 images for 6 minutes, fly 6 minutes, shield 10 rounds
Thamyris: HP 20/20; AC 23, touch 16, flat-footed 21, merge with familiar 2 hours, mage armor 1 hour


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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 takes several slow deliberate breaths in preparation and then slips as gracefully as one could hope to into the utterblack silence of Merixia's magical bag. "Don't forget me in here..." she says half-jokingly as she vanishes.

I don't have any buff spells, so I'm all set (thanks for the prot v evil, Verene!)


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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: None?

Happy new year everyone! Also, I'm not sure how long exactly the projected flight is, but please assume Elliot uses the Shield wand when he gets within a couple of rounds of Flight distance to the platform. I think he will also put blade spirit tutor and use the reduce person shard previously as those are 6 minute and 19 minute respectively and should easily last the duration.


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The heroes soar closer to the tower, the chill winds on their backs, and arrive swiftly at its side. There, they find the top of the tower has two demons, rather than the mere one that Thamyris spoke of, and, indeed, a reasonably well-maintained catapult on a dais that has large wooden spokes sticking out of it - implying that there is a means of rotating it.

Combat Start

Initiatives:

Azira: 1d20 + 9 ⇒ (3) + 9 = 12
Verene: 1d20 + 11 ⇒ (4) + 11 = 15
Merixia: 1d20 + 1 ⇒ (6) + 1 = 7
Thesius: 1d20 + 4 ⇒ (13) + 4 = 17
Elliot: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19

Brimorak Initiative: 1d20 + 9 ⇒ (7) + 9 = 16

Surprise Round

Initiative order is Elliot, Thesius, Brimoraks, Verene, Azira, Merixia. Bolded characters are up. You are currently within 10' of the tower's top, even though it doesn't really show up on the map.

Statuses:


Verene: HP 40/40; AC 13, touch 12, flat-footed 11; Prescience 7/8, Mythic Power 0/5, endure elements 1 day, mirror image with 3 images for 6 minutes, fly 6 minutes, shield: 8 rounds; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 2 hours, mage armor 1 hour
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
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, fly 5 minutes
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, blade tutor’s spirit 6 minutes, alter person 19 minutes, shield 6 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 21 hours (14), protection against evil 6 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All: Communal Resist Energy (fire) 16 minutes
All Within 10’ of Merixia: Invisibility Sphere for 8 minutes


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Surprise Round

As the group approaches the top of the tower, with Thamyris safely merged with her, Verene sticks to just behind Merixia. When they are all about ten feet above its flat surface, she taps Merixia's shoulder twice to indicate that she should pause for a second, and sticks both of her arms into the darkness of the bag of holding up to the elbow, groping around for Azira's hands. When she finds them, she grips on tight and pulls Azira toward herself out of the bag.

If this works: Verene devotes her attention to not letting Azira simply fall the full ten feet to the stone. Although her magical flight has no wings to flap for balance or lift, she wobbles and her legs swim through the air as she attempts to let Azira dangle from her hands and get into the right position to make a controlled drop of the final five feet to the tower's roof. Her shoulders burn with strain, but fortunately Azira is relatively light and lightly armored compared to many of the warriors of their company.

Note that Azira will be visible to the brimoraks as soon as she emerges from the bag, because by entering the extradimensional space, she went more than ten feet from Merixia. But Merixia and Verene won't be yet, because this is not a hostile action. So to the demons it probably looks like Azira is horizontally sliding out of nothingness into midair, then dropping down.


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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: None?

Surprise round

Nodding to his friends, Elliot breaks formation at the last possible moment and halts his flight right above the nearest brimorak, ready to cut him down in a moment's notice!

Surprise round action is just to fly into melee range, he hovers 5ft directly above the brimorak. Swift during surprise round is give weapon keen and +1, spending another arcane point. AP: 4/6, MP: 2/5.

Round 1, unless the eastern brimorak somehow dies during the surprise round.

Using an alarming part of his rapidly dwinling wardstone reserves, Elliot channels the demon slaying property into his sword and strikes!

Swift: mythic arcane strike, brand, 5ft step down into melee directly above brimrak and full attack downwards. Blade tutor's spirit, alter self, evil outsider bane, +1 weapon enhancement and keen. (also active: shield, +4 ac/

attack 1!, vs FF?: 1d20 + 15 ⇒ (1) + 15 = 16
damage: 1d4 + 2d6 + 13 ⇒ (1) + (2, 3) + 13 = 19

attack 2!, vs FF?: 1d20 + 15 ⇒ (2) + 15 = 17
damage: 1d4 + 2d6 + 13 ⇒ (4) + (4, 1) + 13 = 22

Unfortunately, his aim was rather off. Perhaps seeing Drezen up close, knowing what what was at stake was getting to him...


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | 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 6/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius will have prepared to help handle the enemies initially before the catapult. If they felt Merixia was more apt for dispatching the catapult, he would have handed over the adamantine morningstar to her as well before they came up.

Thesius feels divine energy start to swell up in him instinctively and suddenly bursts forth lashing out at the closest brimorak not once, but twice.

(Swift action Fleet Charge, Standard Action attack)

Masterwork Cold Iron Heavy Mace Attack with Fleet Charge: 1d20 + 6 + 1 + 3 ⇒ (5) + 6 + 1 + 3 = 15 (+6 Base, +1 Height, +3 Fleet Charge)
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Masterwork Cold Iron Heavy Mace Attack: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 (+6 Base, +1 Height)
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


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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 grabs the hand that plunges into her darkness and pulls herself by it across the weightless void and through fabric hole, spilling out into the sky above the watchtower. With an adroit twist of her body she lands gently, but visibly, on the platform below, drawing Radiance as she does.

I’m guessing that counts as a move action, which is all I can do with a surprise round but at least I’m free (and, I believe, no longer flat-footed)


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

I'd like to add the use of a Prescience at the beginning of Verene's turn for the Surprise Round if that's okay. Just hedging against the possibility of a double fireball here.
Prescience, 6/8 remaining: 1d20 ⇒ 6 Well, that probably won't help with anything, but as usual, please use it if it does. Really poor luck for the PCs' d20 rolls so far here.


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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 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 1/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement, protection from evil

A couple of brimoraks, huh? Probably not worth expending a spell unless one or both of them proves to be tougher than the one they encountered previously. Merixia takes a moment to focus on bringing forth a portion of Ragathiel's destructive power, and another to channel the wardstone's power into her sword. Then she dives at the demon like a stooping hawk, sword in hand.

Attack, +1 cold iron bastard sword v. brimorak, charge, flanking, Mythic Power Attack: 1d20 + 10 + 2 + 2 - 2 ⇒ (2) + 10 + 2 + 2 - 2 = 14
Damage, +1 cold iron bastard sword, Mythic Power Attack, Destructive Smite 7/8 remaining: 1d10 + 7 + 9 + 3 ⇒ (8) + 7 + 9 + 3 = 27

Why yes, I did copy and paste Verene's suggestion. ;) It's a good one so I might as well.


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Surprise Round Wrap-Up

Elliot rushes free from the invisibility sphere, sending a powerful magical energy along Righteous Eclipse, which envelops it in the gold corona that gives it its name as he hovers above one of the brimoraks.

Thesius swoops after him, swinging his heavy mace in an attempt to crush the brimorak's skull, but the demon's thick hide deflects the blow, keeping it largely unharmed by the attack.

Verene pulls Azira out of the bag in which she'd been held, gripping her tightly. The paladin draws her sword one-handed, dangling above the ground with only her ally's grip to keep her afloat.

Rage burns in Merixia's veins as she pulls power from her deity and the wardstone's might, swinging at the demon with all her might. However, like Thesius' attack, her own is intercepted by the demon's natural defenses. As she attacks, the invisibility that had warded she and the rest of her allies disappears.

Round 1

Abyssal:
"Enemies!"

One of the brimoraks cries as Elliot moves to attack. As he does so, the thick smoke that emerges from the demon's nostrils catches in his lungs. Still, he forces himself to fight off the cough that threatens to distract him as he attacks.
Elliot Fortitude vs. Smoke Breath: 1d20 + 9 ⇒ (18) + 9 = 27

Unfortunately for him, the series of attacks does little to impact the demon, who shrugs them off with nigh-contemptuous ease.

Thesius is up.

Statuses:


Verene: HP 40/40; AC 20, touch 12, flat-footed 15; Prescience 6/8, Mythic Power 0/5, endure elements 1 day, mirror image with 3 images for 6 minutes, fly 6 minutes, shield: 8 rounds; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 2 hours, mage armor 1 hour
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 6/7, Channel 3/3, Mythic Power 1/5
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, fly 5 minutes
Elliot: HP 55/58; AC 21, touch 16, flat-footed 16, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 2/5, blade tutor’s spirit 6 minutes, alter person 19 minutes, shield 6 rounds, +1 and keen to Righteous Eclipse 10 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 21 hours (14), protection against evil 6 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All: Communal Resist Energy (fire) 16 minutes


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | 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 6/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius takes a steadying breath, his mind reaching out to Desna for guidance before he lashes out once more at the creature in front of him.

(Swift action Archaeologist's Luck, Standard Action attack)

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 1 + 3 ⇒ (19) + 6 + 1 + 3 = 29 (6 Base, +1 Height, +3 Archaeologist's Luck)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 ⇒ (3) + 2 + 3 = 8 (2 Base, +3 Archaeologist's Luck)


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Round 1 Midpoint

Thesius Fortitude, Archeologist's Luck: 1d20 + 4 + 3 ⇒ (4) + 4 + 3 = 11 Oof. Thesius is sickened for this round.

The choking smoke that surrounds the brimorak catches in Thesius lungs, sending his stomach in knots and blurring his vision with tears. Despite this, Desna's blessed luck is with him, and he smashes into the demon, sending it staggering back.

The injured demon tumbles away from the trio, dodging out of their reach with careful ease. However, Merixia is quick enough to lash out at it with her sword, though between its speed and her own rushed attack, she misses it by over a foot.
Acrobatics vs. Elliot CMD 20: 1d20 + 16 ⇒ (8) + 16 = 24
Acrobatics vs. Merixia CMD 19+2: 1d20 + 16 ⇒ (3) + 16 = 19
Acrobatics vs. Thesius CMD 19+4: 1d20 + 16 ⇒ (17) + 16 = 33
Merixia AoO: 1d20 + 10 + 2 + 2 - 2 ⇒ (1) + 10 + 2 + 2 - 2 = 13

The grey-lined demon takes a rapid, circuitous route around the group before arriving at the other side of Thesius. Inhaling deeply, it unleashes a gout of burning blood from its mouth. Elliot and Thesius are quick enough to avoid the worst of it, while the spell that lets them endure the heat absorbs the rest. Merixia takes it full on, but between her infernal heritage and the spell, she is only slightly scorched.
Thesius Reflex, sickened, Archeologist's Luck: 1d20 + 10 + 3 - 2 ⇒ (4) + 10 + 3 - 2 = 15
Elliot Reflex: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Merixia Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
Fire Damage: 5d6 ⇒ (4, 4, 5, 1, 6) = 20 Merixia takes 5 fire damage, while the other two take none thanks to communal energy resistance.
Next Breath Weapon: 1d4 ⇒ 4

Abyssal:
"They resist!"

The brimorak hisses.

The other yellow-lined brimorak growls something, then lifts its hand, pointing upwards, and sends a fireball into the air, where it explodes in a bright burst - a call for reinforcements. Once it has done so, it advances towards the champions.

Sure enough, the reinforcements are quick to arrive - four more brimoraks appear, teleporting in from elsewhere.

Verene, Azira, and Merixia are up.

Statuses:


Verene: HP 40/40; AC 20, touch 12, flat-footed 15; Prescience 6/8, Mythic Power 0/5, endure elements 1 day, mirror image with 3 images for 6 minutes, fly 6 minutes, shield: 8 rounds; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 2 hours, mage armor 1 hour
Merixia: HP 49/54; 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 6/7, Channel 3/3, Mythic Power 2/5
Thesius: HP 51/54; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 9/12, Lore Master 1/1, Mythic Power 5/5, fly 5 minutes, sickened
Elliot: HP 55/58; AC 21, touch 16, flat-footed 16, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 2/5, blade tutor’s spirit 6 minutes, alter person 19 minutes, shield 6 rounds, +1 and keen to Righteous Eclipse 10 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 21 hours (14), protection against evil 6 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All: Communal Resist Energy (fire) 16 minutes


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Prescience, 5/8 remaining: 1d20 ⇒ 8

The flash of premonition warns Verene with blink of burning heat, instead of cold, and the smell of brimstone, just as even more of the goat-headed arsonist demons pop into being on top of the tower. She releases Azira's hand as soon as she feels its grip slacken in readiness for the drop and landing. The tower is likely about to be inundated with fire, despite the antique catapult in the center, and her hand rises instinctively to the cool lightning-bolt medal for steadiness. Time to spread out. They need to bunch up more to make a slow worth anything, but I'd like to tie a few of them up at least.

She soars for the far side of the tower, mindful to stay above the range at which a brimorak could lash out with a weapon and hit her, and unleashes a spray of dizzying colors downward at two of the demons.

Swift to activate righteous medal of clarity for +2 sacred bonus to Int for 1 minute, adding +1 to all spell DCs. Move 60', ending at +10 feet in the air, standard to cast color sprayon Teal and Yellow. DC 18 Will or stunned for a round.

Spell resistance rolls:
Caster level check to overcome spell resistance, Teal 1: 1d20 + 10 ⇒ (6) + 10 = 16
Caster level check to overcome spell resistance, Teal 2: 1d20 + 10 ⇒ (17) + 10 = 27
Caster level check to overcome spell resistance, Yellow 1: 1d20 + 10 ⇒ (8) + 10 = 18
Caster level check to overcome spell resistance, Yellow 2: 1d20 + 10 ⇒ (18) + 10 = 28


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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 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 1/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement, protection from evil

Well then. Looks like this fight will take some magic after all. Merixia glances around at her friends, estimating how far away they are. I need to get in closer to Verene. She takes a few steps forward, trying to stay out of the demons' way for now, and begins a prayer for Ragathiel's favor in battle.

Move and cast prayer. I think I moved close enough to get Verene in the 40' radius. If not, move me to where I can.


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Sorry for the delay, as ever. Moving right along.

Round 1 Wrap-Up

Verene soars over the tower, dropping Azira off as she activates one of the magical medals granted to her by the Queen. As the paladin lands safely, Verene unleashes a burst of color at two of the newly arrived brimoraks. The spell bursts through their magical defenses, and knocks them back, stunning them for the moment.
Teal Will vs. DC 18: 1d20 + 5 ⇒ (10) + 5 = 15
Yellow Will vs. DC 18: 1d20 + 5 ⇒ (5) + 5 = 10

Azira advances on the slightly injured grey-lined brimorak, attacking rapidly. The golden blade is a blur as she cuts pieces off of the ill-prepared demon, who staggers back, blood flowing freely from new wounds.
Radiance vs. Grey, prayer: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
Damage: 1d8 + 14 ⇒ (5) + 14 = 19

Round 2

Elliot and Thesius are up.

Statuses:


Verene: HP 40/40; AC 20, touch 12, flat-footed 15; Prescience 6/8, Mythic Power 0/5, endure elements 1 day, mirror image with 3 images for 6 minutes, fly 6 minutes, shield: 7 rounds, righteous medal of clarity 10 rounds; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 2 hours, mage armor 1 hour
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 6/7, Channel 3/3, Mythic Power 2/5
Thesius: HP 51/54; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 9/12, Lore Master 1/1, Mythic Power 5/5, fly 5 minutes
Elliot: HP 55/58; AC 21, touch 16, flat-footed 16, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 2/5, blade tutor’s spirit 6 minutes, alter person 19 minutes, shield 6 rounds, +1 and keen to Righteous Eclipse 10 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 21 hours (14), protection against evil 6 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All: Communal Resist Energy (fire) 16 minutes, prayer 6 minutes


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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: None?

Seeing Thesius and Azira handle things from the south and Verene's magic taking down another two instantly in the opposite end of the tower, Elliot feels Merixia's powerful prayer envelop him and he redoubles his efforts to take down the Brimorak closest to him! "Sorry, it's a little late to call for help. No matter how much of it is down there." He responds to it when it calls for aid.

5 ft step, frostbite, full attack. Previous buffs and prayer.

Attack 1: 1d20 + 16 ⇒ (10) + 16 = 26
damage: 1d4 + 2d6 + 14 ⇒ (2) + (2, 1) + 14 = 19
Rime'd frostbite damage: 1d6 + 6 ⇒ (2) + 6 = 8
SR rolls vs evil outsider, roll twice take higher: 1d20 + 6 ⇒ (6) + 6 = 12
SR rolls vs evil outsider, roll twice take higher: 1d20 + 6 ⇒ (1) + 6 = 7

Attack 2: 1d20 + 16 ⇒ (1) + 16 = 17
damage: 1d4 + 2d6 + 14 ⇒ (3) + (1, 1) + 14 = 19
Rime'd frostbite damage (second charge of 6): 1d6 + 6 ⇒ (1) + 6 = 7
SR rolls vs evil outsider, roll twice take higher: 1d20 + 6 ⇒ (19) + 6 = 25
SR rolls vs evil outsider, roll twice take higher: 1d20 + 6 ⇒ (11) + 6 = 17

intimidate to demoralize: 1d20 + 15 ⇒ (2) + 15 = 17

If it is hit by either attack, it is entangled and fatigued for 1 round. If one point of cold damage gets through SR and cold resistance, the demoralize triggers. Also, these brimoraks seem blessed by Lady Desna herself with how poorly we've been rolling attacks vs them :D


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | 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 6/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius works to hold back the contents of his stomach from making a sudden departure. Still feeling his connection to Desna, he lashes out at the beast (grey-lined) in front of him.

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 1 + 3 - 2 ⇒ (18) + 6 + 1 + 3 - 2 = 26 (6 Base, +1 Height, +3 Archaeologist's Luck, -2 Sickened)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 - 2 ⇒ (7) + 2 + 3 - 2 = 10 (2 Base, +3 Archaeologist's Luck, -2 Sickened)

Then calling upon the power the wardstone granted him once more, he finds the strength to quickly move around Azira to help with the oncoming assault while lashing out once more.

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 1 + 3 - 2 + 3 ⇒ (8) + 6 + 1 + 3 - 2 + 3 = 19 (6 Base, +1 Height, +3 Archaeologist's Luck, -2 Sickened + 3 Fleet Charge)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 - 2 ⇒ (5) + 2 + 3 - 2 = 8 (2 Base, +3 Archaeologist's Luck, -2 Sickened)


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Round 2 Midpoint

Elliot slashes vigorously at the brimorak, who desperately tries to defend itself. However, Righteous Eclipse slips through the blazing sword's guard, cutting deep into its flesh. Unfortunately, it resists the spell that had been channeled through the sword, but the blood spray tells Elliot he's done a number on it - fortunately, he is protected from the searing blood by the magic his sister cast upon them all.

Thesius strikes, the smoky breath of the brimorak still lingering in his lungs. Nonetheless, his mace smashes through the brimorak's guard, crushing bones in its shoulder as he does so. Fiery blood splatters him, but he disregards it. His second attack is not so lucky as it deflects off of the brimorak's shoulder.
Thesius Fort, prayer: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 Oof.

The white-lined brimorak gestures sharply at Thesius, and a pulse of magical energy flows from its hand. Immediately, the spell that Merixia cast on him fades, leaving him slightly weakened by its absence as the demon advances.
Dispel Magic vs. Thesius: 1d20 + 6 ⇒ (10) + 6 = 16 Now, what's the highest CL spell on Thesius? I think it's probably fly, which that fails to beat.
Dispel Magic vs. Thesius: 1d20 + 6 ⇒ (20) + 6 = 26 I think that both prayer and communal energy resistance are both CL 6. 1d2 ⇒ 1. So he's no longer under the effects of prayer.

The most injured grey-lined demon goes on an all out attack, striking in a frenzy at Azira. As its burning blade and searing hooves fly at her, however, she is more than ready and deflects the weapons and hooves with delicate grace.
Longsword 1 vs. Azira, prayer: 1d20 + 13 - 1 ⇒ (5) + 13 - 1 = 17
Longsword 2 vs. Azira, prayer: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
Hoof vs. Azira, prayer: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20

The black-lined brimorak that is yet aware turns its attention to sending its own pulse of magical energy - this time at Verene. One of her spells flickers and dies, leaving her vulnerable to the fires of her foes once more. With that done, the demon rushes up the stairs on the outside of the tower, circling around to be in line with its enemies.
Dispel Magic vs. Verene - fly: 1d20 + 6 ⇒ (1) + 6 = 7 Fly's still on.
Dispel Magic vs. Verene - prayer: 1d20 + 6 ⇒ (9) + 6 = 15
Dispel Magic vs. Verene - communal resist energy: 1d20 + 6 ⇒ (17) + 6 = 23 Well, there goes that one.

The last active pink-lined demon attacks Elliot with a flurry of sword strokes and sharp kicks. The grippli-shaped aasimar is caught totally unprepared as the blows land swiftly, tearing cuts in his flanks, his throat, and nearly piercing his stomach.
Longsword 1 vs. Elliot, prayer: 1d20 + 13 - 1 ⇒ (19) + 13 - 1 = 31
Longsword 2 vs. Elliot, prayer: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
Hoof vs. Elliot, prayer: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Crit Confirm Longsword 1: 1d20 + 13 - 1 ⇒ (9) + 13 - 1 = 21
Crit Confirm Hoof: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
The dice are in its favor, evidently.
Crit Damage Longsword 1, prayer: 2d6 + 10 - 1 ⇒ (2, 1) + 10 - 1 = 12 I don't think that the fire damage would double, which means it can't damage him.
Damage Longsword 2, prayer: 1d6 + 5 - 1 ⇒ (4) + 5 - 1 = 8
Crit Damage Hoof: 2d3 + 6 - 1 ⇒ (2, 1) + 6 - 1 = 8
That could've been much worse. Elliot is at 27 hp.

Azira and Merixia are up.

Statuses:


Verene: HP 40/40; AC 20, touch 12, flat-footed 15; Prescience 6/8, Mythic Power 0/5, endure elements 1 day, mirror image with 3 images for 6 minutes, fly 6 minutes, shield: 7 rounds, righteous medal of clarity 9 rounds; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 2 hours, mage armor 1 hour
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 6/7, Channel 3/3, Mythic Power 2/5
Thesius: HP 51/54; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 8/12, Lore Master 1/1, Mythic Power 5/5, fly 5 minutes
Elliot: HP 28/58; AC 21, touch 16, flat-footed 16, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 2/5, blade tutor’s spirit 6 minutes, alter person 19 minutes, shield 5 rounds, +1 and keen to 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 21 hours (14), protection against evil 6 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All except Verene: Communal Resist Energy (fire) 16 minutes
All except Thesius: prayer 5 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

Seeking to finish off the injured (grey-lined) demon before it can inflict any further damage, Azira continues her dance with Radiance. It's golden blade whirls around her slashing out twice as she moves to Thesius' side. I'll burn a panache to (hopefully) make sure the first attack hits; assuming that kills it, I'll 5' step before my second attack and make it against white.

Radiance1 (prayer/panache): 1d20 + 15 + 1 + 1d6 ⇒ (5) + 15 + 1 + (3) = 24
for (cold-iron): 1d8 + 14 + 1 ⇒ (4) + 14 + 1 = 19

Radiance2 (prayer): 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
for (cold-iron): 1d8 + 14 + 1 ⇒ (1) + 14 + 1 = 16

Radiance2 confirm?: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
for another: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16


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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 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 1/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement, protection from evil

Merixia bites back a cry of distress as Elliot's blood flies. Sure, she could heal him right now, but then the demon would still be able to fight. I have to at least disable it first. Not sure if I can take a brimorak down in one blow, so magic it is. Hang on, Elliot!

Fortunately she has just the spell. The cleric pulls a short length of chain out of her spell component pouch and reaches over to swipe some of Elliot's blood onto it while she chants another incantation. Two long, sinuous shapes start to materialize behind the brimorak that dared to hurt her beloved. They solidify into thick iron chains, each link boasting wickedly curved barbs. As Merixia speaks the final word, the chains fly forward to wrap around the brimorak's legs.

Barbed chains 1 combat maneuver, trip + prayer: 1d20 + 4 + 5 + 1 ⇒ (4) + 4 + 5 + 1 = 14

Barbed chains 2 combat maneuver, trip + prayer: 1d20 + 4 + 5 + 1 ⇒ (13) + 4 + 5 + 1 = 23

SR won't save you here, brimorak! Casting barbed chains for two trip attacks on the pink-lined brimorak. One of those better hit.


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NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Pretty sure Verene should be up in the same initiative block with Merixia and Azira, so I'll post for her.

Prescience, 4/8 remaining: 1d20 ⇒ 5 Jeez. Well, saved her from a 5 and a 2 on the CLC against spell resistance, I guess.

Verene sees that many of Elliot's strikes are seeming to go wild, but despite this, he seems to be giving worse than he is getting, and has Merixia for backup. Azira is right where she likes to be: surrounded by demons who do not know they are about to be sliced apart. She decides to keep the two before her busy. With another puff of colorful dust, she sends the flashing, clashing colors into their eyes again, and then flies around the curving outer wall of the tower, hoping to draw them nearer her friends if and when they recover. The brimoraks seem to be avoiding using their fire magic, even the ones who were not here to see Thesius, Merixia and Elliot resist the burning-hot blood one of the first two spat from its mouth, so she is less worried that one will get lucky with a wave of flame too powerful for her resistance magic.

Second verse, same as the first. Standard action color spray, DC 18 Will or stunned for a round. Move 60.

Spell resistance rolls:
Caster level check to overcome spell resistance, Teal 1: 1d20 + 10 ⇒ (2) + 10 = 12
Caster level check to overcome spell resistance, Teal 2: 1d20 + 10 ⇒ (20) + 10 = 30
Caster level check to overcome spell resistance, Yellow 1: 1d20 + 10 ⇒ (13) + 10 = 23
Caster level check to overcome spell resistance, Yellow 2: 1d20 + 10 ⇒ (4) + 10 = 14


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Wow, I was not paying enough attention at all when I posted. You are absolutely correct, Verene, that you're up there too. Yeesh. I've got to be better about that.

Round 2 Wrap-Up

Verene unleashes another burst of color at the two dazed demons. Though her magic overpowers their native spell resistance, only one is dazzled by the spray - the other simply looks more annoyed than before as she flies away.
Teal Will vs. DC 18: 1d20 + 5 ⇒ (15) + 5 = 20
Yellow Will vs. DC 18: 1d20 + 5 ⇒ (1) + 5 = 6

Azira unleashes a volley of attacks with Radiance, cutting through the brimorak's guard and slashing deep into its body. Flaming blood splatters her, burning her clothes but leaving her flesh unharmed. The demon stumbles back, but keeps its feet - it has not yet fallen.

Merixia unleashes chains, calling them up from elsewhere, and sends them flying at the pink-lined brimorak. Unfortunately, the nimble and mighty little demon is able to shatter one chain and evade the other. Just missed, I'm afraid.

Round 3

Elliot & Thesius are up.

Statuses:


Verene: HP 40/40; AC 20, touch 12, flat-footed 15; Prescience 4/8, Mythic Power 0/5, endure elements 1 day, mirror image with 3 images for 6 minutes, fly 6 minutes, shield: 7 rounds, righteous medal of clarity 9 rounds; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 2 hours, mage armor 1 hour
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 6/7, Channel 3/3, Mythic Power 2/5
Thesius: HP 51/54; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 8/12, Lore Master 1/1, Mythic Power 5/5
Elliot: HP 38/58; AC 27, touch 16, flat-footed 16, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 2/5, blade tutor’s spirit 6 minutes, alter person 19 minutes, shield 5 rounds, +1 and keen to 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 3/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2, Lucky Number 21 hours (14), protection against evil 6 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All: Communal Resist Energy (fire) 16 minutes, prayer 4 rounds

I think I've got this right.


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

If I failed to kill the grey-lined brimorak with my first attack, I'll stay where I was and make my second attack against it as well. If the second hit kills it I'll still step to my current position, but if it doesn't I'll stay where I was rather than step into being flanked. Also, I need to know if 24 to hit confirmed the crit (because it affects my panache)?


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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: None?

Just in case, I saw 23 CMD for Meri's chain trip attempt was a near-hit on pink. Since entangled and fatigued would lower its CMD by 3, does it still miss? Unsure if that was calculated in.

Elliot stumbles back as the Brimorak first nimbly dodges out of the way and then slashes and hoof-kicks him straight in the face - despite it being frozen over! "I... what? How...?" The thoughts are sluggish from the pain and he wonders what to do when Merixia thankfully comes to his aid and buys him precious moments to think.

"The gods are punishing me for my hubris. Ever since I claimed we could take an army, thinking we couldn't lose, I've done nothing but fumble. Or is Sarenrae herself displeased with me, for being disinclined to offer Nurah a second chance?"

He takes a deep breath and raises his sword again. "I'm sorry, My Lady. It seems I have strayed. I ask forgiveness." He mutters the prayer before striking true once more! "You were a worthy opponent." He respectfully nods to the skilled brimorak as Radiant Eclipse seems to cut straight through it, leaving a trail of pure frost in its wake.

attacks, previous buffs and potential +4 from prone: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40
damage: 1d4 + 2d6 + 14 ⇒ (2) + (6, 5) + 14 = 27
cold damage: 1d6 + 6 ⇒ (2) + 6 = 8
SR rolls, take higher d20: 2d20 + 12 ⇒ (19, 17) + 12 = 48

crit confirm, potential +4 from prone: 1d20 + 16 + 4 ⇒ (18) + 16 + 4 = 38
crit damage: 1d4 + 2d6 + 14 ⇒ (1) + (2, 4) + 14 = 21
extra cold damage, crit: 1d6 + 6 ⇒ (6) + 6 = 12

demoralize: 1d20 + 15 ⇒ (5) + 15 = 20

The cold damage from the crit has a x2 mutiplier from spellstrike so it should be one instance of 20 cold damage. Demon is entangled and fatigued if not dead. And if the nonlethal cold damage gets through, demoralize happens, if that succeeds it is fightened and has to flee from Elliot during its next round since the attack was a crit.


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Azira Tal-Shirin wrote:
If I failed to kill the grey-lined brimorak with my first attack, I'll stay where I was and make my second attack against it as well. If the second hit kills it I'll still step to my current position, but if it doesn't I'll stay where I was rather than step into being flanked. Also, I need to know if 24 to hit confirmed the crit (because it affects my panache)?

You did not, in fact, kill the demon (though you almost did). And yes, the crit did go through, so you've got a panache back, I believe.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | 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 6/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

While noting Verene's magic falter beneath the mystical attack, Thesius drops to the ground to find firm ground once more under his feet. The smoke still gagging him, the sudden drop does little to help his stomach, but he quickly takes the situation into account and lashes out at the still standing, yet highly wounded brimorak (Grey-lined).

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 3 - 2 ⇒ (2) + 6 + 3 - 2 = 9 (6 Base, +3 Archaeologist's Luck, -2 Sickened)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 - 2 ⇒ (5) + 2 + 3 - 2 = 8 (2 Base, +3 Archaeologist's Luck, -2 Sickened)

His balance faltering, he calls once more upon his divine power and lashes out while taking a risk to step between the two beasts.

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 3 - 2 + 3 ⇒ (7) + 6 + 3 - 2 + 3 = 17 (6 Base, +3 Archaeologist's Luck, -2 Sickened, +3 Fleet Charge)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 - 2 ⇒ (6) + 2 + 3 - 2 = 9 (2 Base, +3 Archaeologist's Luck, -2 Sickened)

(Standard action to attack, Swift action Fleet Charge)

What unfortunate rolls, I was hoping to drop the Brimorak and tighten the formation next to Azira, but now it's just risking AoOs and placing him into an unfortunate position.


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I did forget the entangled on the CMD, and thus pink would be tripped.

Round 3 Midpoint

Elliot brings Righteous Eclipse down in a perfect arc, ripping through the prone pink-lined demon's guard, slashing into its stomach in a vicious blow. The chill magic of his spell stifles the creature's heat and sends it spiraling into unconsciousness. Not dying, though - the nonlethal exceeds its current HP.

Thesius fights through the smoke billowing from the injured demon's breath, but the other demon lined in white sends forth more choking smoke, and he cannot force his lungs to breathe through that. Even with Desna's blessed luck, he struggles, swinging his mace more feebly than he would have liked. The demon deflects the attacks, seeming unhindered by its severe injuries.
Thesius Fort Save vs. Grey Smoke Breath, Archeologist's Luck: 1d20 + 4 + 3 ⇒ (15) + 4 + 3 = 22 Hey, he's not sickened this round from the grey-lined one!
Thesius Fort Save vs. White Smoke Breath, Archeologist's Luck: 1d20 + 4 + 3 ⇒ (10) + 4 + 3 = 17 Unfortunately, he is sickened from the white-lined one. Alas. I'm not actually sure whether you are impacted by the same auras from two different monsters, but if not, you get the +2 to your rolls... unfortunately, they still don't hit.

The demons respond rapidly: the un-stunned one that is covered in multicolored magic lined in yellow snatches its sword from where it fell, and unleashes a wave of magical energy at Verene. The heat of the fiery weapons nearby suddenly grows sharper for her, as her spell falters.
Dispel Magic vs. Verene: 1d20 + 6 ⇒ (14) + 6 = 20 Now she's out of communal resist energy. Oops.

The black-lined demon on the walkway hops down and swings a brutal series of strikes at Thesius, only to leave itself open as it tries to knock him off his feet. Thesius responds, but isn't quite able to land a blow on its hide before its hooves crash into his feet. Still, he manages to keep his feet.
Thesius AoO vs. Black-lined, Archeologist's Luck, sickened: 1d20 + 6 + 3 - 2 ⇒ (10) + 6 + 3 - 2 = 17
Black-lined Trip vs. Thesius CMD, prayer: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13

The white-lined brimorak leaps to take advantage of Thesius' distraction, slashing vigorously at the half-elf in the hopes of ending him.
Longsword 1 vs. Thesius, prayer, flanking: 1d20 + 13 - 1 + 2 ⇒ (11) + 13 - 1 + 2 = 25
Damage, prayer: 1d6 + 5 - 1 ⇒ (5) + 5 - 1 = 9
Longsword 2 vs. Thesius, prayer, flanking: 1d20 + 8 - 1 + 2 ⇒ (4) + 8 - 1 + 2 = 13
Hoof vs. Thesius, prayer, flanking: 1d20 + 7 - 1 + 2 ⇒ (11) + 7 - 1 + 2 = 19
Damage, prayer: 1d3 + 3 - 1 ⇒ (1) + 3 - 1 = 3
Thanks to being resistant to fire, Thesius only takes 12 points of damage and is at 39 hp. I think.

The critically injured grey-lined demon adopts a stance of pure defensiveness as it steps away from Azira, circling Thesius in turn. Full Defense, 5-foot step.

Verene, Azira, and Merixia are up.

Statuses:


Verene: HP 40/40; AC 20, touch 12, flat-footed 15; Prescience 4/8, Mythic Power 0/5, endure elements 1 day, mirror image with 3 images for 6 minutes, fly 6 minutes, shield: 7 rounds, righteous medal of clarity 9 rounds; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 2 hours, mage armor 1 hour
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 6/7, Channel 3/3, Mythic Power 2/5
Thesius: HP 39/54; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 7/12, Lore Master 1/1, Mythic Power 5/5
Elliot: HP 38/58; AC 27, touch 16, flat-footed 16, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 2/5, blade tutor’s spirit 6 minutes, alter person 19 minutes, shield 5 rounds, +1 and keen to 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 3/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2, Lucky Number 21 hours (14), protection against evil 6 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All save Verene: Communal Resist Energy (fire) 16 minutes
All: prayer 4 rounds


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 16 T 12 FF 14 | Prescience 8/8 | Mythic Power 2/7 | CMD 14 | Fort +5 Ref +6 Will +8 (+2 vs. insanity/confusion) | Init +12 (and Forewarned) | Perc +10 (+15 Thamyris) | Conditions: mirror image (3) 7m, see invisibility 7m, mage armor 60m, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Prescience, 3/8 remaining: 1d20 ⇒ 17
Suspecting that the demon will not know which of her spells it dispelled, Verene stays where she is. She sees an opportunity to perhaps use a spell more efficiently than she could have before. "Back up towards me a little please, Thesius, and I will take down the hurt one and perhaps blind the other two near you. Azira, you should be fine as long as you don't step in to where Thesius is now." Her whisper sounds in everyone's ears.

Asking Thesius to step up (north) one square so Verene can burst of radiance all three brimoraks he and Azira are fighting. This will delay her turn into next round and place Verene's initiative right after Thesius's for the rest of the fight, but as they both act before the brimoraks act again, it shouldn't much matter. Azira, just don't stand in the white ten-foot-radius outline and you should be good — though if you also delay after Thesius and Verene, one of White or Black may be blinded to present an easier target.

(Assuming Thesius does as she asks:) Verene sketches a sign with a puff of silver dust and chanting, and a burst of searing silver-white light erupts in a soundless explosion over the three southern brimoraks.

Delay, cast burst of radiance on the outlined area. DC 19 Reflex or blinded for 1d4 ⇒ 3 turns, dazzled instead on a save. Evil creatures take the below damage regardless of save. They're also taking a penalty to saves from prayer for an additional -1, I believe. Please use the Prescience for the result of any save Verene has to make before her next turn, etc.
Burst of radiance damage: 5d4 ⇒ (4, 1, 4, 4, 3) = 16

Spell resistance rolls:
Caster level check to overcome spell resistance, Gray 1: 1d20 + 10 ⇒ (11) + 10 = 21
Caster level check to overcome spell resistance, Gray 2: 1d20 + 10 ⇒ (5) + 10 = 15
Caster level check to overcome spell resistance, Black 1: 1d20 + 10 ⇒ (2) + 10 = 12
Caster level check to overcome spell resistance, Black 2: 1d20 + 10 ⇒ (9) + 10 = 19
Caster level check to overcome spell resistance, White 1: 1d20 + 10 ⇒ (1) + 10 = 11
Caster level check to overcome spell resistance, White 2: 1d20 + 10 ⇒ (12) + 10 = 22


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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

lol- I definitely misinterpreted how injured that bimorak was!

Azira twists slightly midstep at Verene's message and redirects her leading foot to the opposite side of Thesius from the withdrawing demon. Her eyes narrow slightly at her former target and she whispers, "Thesius, if that one survives Verene's spell it will fall to you to finish it, which shouldn't take much."

Radiance continues its artful arcs slashing twice at it's new target (black), and since I'm back to full panache again, I'll burn one on my second attack to improve its odds.

Radiance1 (prayer): 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
for (cold-iron): 1d8 + 14 + 1 ⇒ (6) + 14 + 1 = 21

Radiance2 (prayer/panache): 1d20 + 10 + 1 + 1d6 ⇒ (1) + 10 + 1 + (6) = 18
for (cold-iron): 1d8 + 14 + 1 ⇒ (8) + 14 + 1 = 23


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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 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 1/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement, protection from evil

Although Merixia can hear Thesius and Azira fighting what sounds like multiple enemies, she's a bit busy right now. Elliot is seriously wounded, and while Verene is still airborne, that could change at any minute. Time to give these demons something else to focus on.

The cleric pauses for a moment to channel the wardstone's magic, and then a bit of Ragathiel's destructive power into her blade. The righteous fury that she's been trying to push aside in order to concentrate on spellcasting comes roaring back in full force. "DIE!" She charges at the closest brimorak still able to fight, sword raised and murder in her eyes.

Okay, now I'm using a MP to enhance Mythic Power Attack. No attack penalty for the next minute.

Attack on yellow-lined brimorak, Mythic Power Attack, prayer: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21

Damage, Mythic Power Attack, Destructive Smite, prayer: 1d10 + 5 + 6 + 3 + 1 ⇒ (2) + 5 + 6 + 3 + 1 = 17


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Round 3 Wrap-Up

Verene urges Thesius to back away from the brimoraks in preparation for a spell.

Azira, meanwhile, steps aside to allow her friend the chance to do so, before unleashing a flurry of blows with her sacred sword. The black-lined demon is unable to defend itself against her first strike, but as blood boils forth from its wounds, it gets its guard up in time to defend itself from her second series of attacks.

Channeling the power of the General of Heaven, Merixia feels a boiling fury explode in her veins and rushes at one of the hapless demons, her blade blazing with power. The demon lifts its own sword to meet hers, and manages to deflect the attack despite its raw power, averting it from its landing.

Round 4

Elliot, Thesius, and Verene are up.

Statuses:


Verene: HP 40/40; AC 20, touch 12, flat-footed 15; Prescience 3/8, Mythic Power 0/5, endure elements 1 day, mirror image with 3 images for 6 minutes, fly 6 minutes, shield: 7 rounds, righteous medal of clarity 9 rounds; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 2 hours, mage armor 1 hour
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 5/7, Channel 3/3, Mythic Power 1/5
Thesius: HP 39/54; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 7/12, Lore Master 1/1, Mythic Power 4/5
Elliot: HP 38/58; AC 27, touch 16, flat-footed 16, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 2/5, blade tutor’s spirit 6 minutes, alter person 19 minutes, shield 5 rounds, +1 and keen to Righteous Eclipse 7 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 3/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2, Lucky Number 21 hours (14), protection against evil 6 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All save Verene: Communal Resist Energy (fire) 16 minutes
All: prayer 3 rounds


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | 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 6/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius quickly takes an attack against the demon (black-lined) in front of Azira before falling back to grant Verene's wish. While he understands Azira's logic, he cannot guarantee he'll be able to hit the beast as long as it's stays on the defensive, but he is willing to try.

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 3 - 2 ⇒ (13) + 6 + 3 - 2 = 20 (6 Base, +3 Archaeologist's Luck, -2 Sickened)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 - 2 ⇒ (7) + 2 + 3 - 2 = 10 (2 Base, +3 Archaeologist's Luck, -2 Sickened)


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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: None?

Elliot takes heart when the demon goes down and Merixia charges the closest one in his place. Taking his second wind, he briefly looks down at his wounds and then his lover engaged in perilous combat. "Can't stay back. If something happened to her I'd never forgive myself!"

Using the lingering magic of his flight, he surged forward, landing next to the cleric and attacking the brimorak from her side!

attack, previous buffs: 1d20 + 16 ⇒ (8) + 16 = 24
damage,previous buffs: 1d4 + 2d6 + 14 ⇒ (1) + (5, 4) + 14 = 24
SR rolls, take higher d20: 2d20 + 12 ⇒ (7, 13) + 12 = 32
cold damage, NL: 1d6 + 6 ⇒ (1) + 6 = 7
intimidate: 1d20 + 16 ⇒ (11) + 16 = 27

Reading back, I'm not sure exactly how long we flew here. Elliot has to spend his flight hex in 1 minute intervalls when active. However, he used half a round to cast shield prior to arriving and attacked the enemy from the air in round 1. Going of Verene's and Theius remaining time of flight it means it's probably still active and early in the second or third minute of six for the day. The only real difference if not is that I'm not sure if he can stand above or below Meri and still attack without the flight hex. As a side note, rereading the debuff abilities they only occur if the target takes the nonlethal damage, not if its hit. So allegedly with vulnerbility applying before resistances and damage rounding down, the 1 roll on the 1d6 is the only roll that fails to affect the brimorak.


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To answer Elliot's question: I have no clue. I'll just go with the idea that he's got 8 rounds remaining on his second minute of flight, so he can be above the demon.

Round 4 Midpoint

Elliot swoops forwards to aid his lover, Righteous Eclipse a gold-glowing blur as he cuts deep into the brimorak's shoulder, sending burning blood back into his face. The searing fluid stings slightly, but it does him no harm. Unfortunately, neither does his own spell harm the creature itself.

Thesius Fort vs. White Smoky Breath, Archeologist's Luck: 1d20 + 4 + 3 ⇒ (18) + 4 + 3 = 25 Oh, he's not sickened any more from this one!
Thesius Fort vs. Black Smoky Breath, Archeologist's Luck: 1d20 + 4 + 3 ⇒ (12) + 4 + 3 = 19 Or this one! He's finally free of the sickened status!

Thesius fights through the choking smoke, finally clearing his lungs enough to focus his mind, and with a heavy swing, he smashes through the guard of his target, knocking it back as he cracks bones and bruises flesh. Swiftly, he retreats out of the range of Verene's spell, just in time to allow her to unleash it.

A burst of sacred light erupts around the three demons, searing one into unconsciousness, blinding another, and dazzling the third - though the latter two survive the burst, it is not unscathed.
Grey Reflex vs. DC 19, prayer: 1d20 + 11 - 1 ⇒ (7) + 11 - 1 = 17
White Reflex vs. DC 19, prayer: 1d20 + 11 - 1 ⇒ (2) + 11 - 1 = 12
Black Reflex vs. DC 19, prayer: 1d20 + 11 - 1 ⇒ (16) + 11 - 1 = 26

One of the two survivors of the spell lined in black steps around Azira and focuses its mind, avoiding giving Azira the chance to attack it as it hurls a fireball at Verene. It erupts in a great fire burst that strikes both Merixia and Elliot as well as his target. Verene is consumed by the fire, unable to get out of the way quickly enough, and her body dries out, skin growing crisp as the blaze seems to devour even the pain that it should give her. The lovers, by contrast, are easily able to avoid the worst of it, and the magic that defends them from fire keeps them from getting more than singed.
Concentration Casting Defensively vs. DC 19: 1d20 + 14 ⇒ (7) + 14 = 21
Fireball Damage: 6d6 ⇒ (4, 4, 6, 1, 2, 6) = 23
Verene Reflex, prayer: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 Verene takes full damage. She's at 17 hp.
Merixia Reflex, prayer: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 Merixia takes only half damage - 11, so only 1 point of fire damage. She's at 53 hp.
Thesius Reflex, prayer, alter self: 1d20 + 9 + 1 + 1 ⇒ (6) + 9 + 1 + 1 = 17 Likewise, Elliot takes half damage, ignores 10 of it, and takes 1 damage. He's at 37 hp.

The blinded demon lined in white lashes out wildly at Azira in the vain hope it will somehow hurt her. Despite its blind flailing, it does strike against her skin, only to be deflected by Merixia's magical defenses, while she's easily able to parry the other two attacks.
Longsword 1 vs. Azira, prayer: 1d20 + 13 - 1 ⇒ (17) + 13 - 1 = 29
50% Miss, low misses: 1d100 ⇒ 60
Longsword 2 vs. Azira, prayer: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
50% Miss, low misses: 1d100 ⇒ 86
Hoof vs. Azira, prayer: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24
50% Miss, low misses: 1d100 ⇒ 20

The now-multicolored demon lined in turquoise picks up its sword, which bursts into flame, and then gestures sharply at Elliot, sending a wave of dispelling magic at him, but it deflects uselessly off of his spells.
Dispel Magic vs. Elliot: 1d20 + 6 ⇒ (8) + 6 = 14 I'm pretty sure he doesn't have any CL 3 spells on him.

The last conscious yellow-lined brimorak goes into an assault on both Merixia and Elliot, swinging sword at both and then kicking at Merixia. Elliot is caught off-guard by the sudden savagery, and is cut deeply in his arm - though the flames do him no harm thanks to his magical resistance. Merixia is quicker, able to deflect his sword only to catch a hoof in her gut, which knocks the wind out of her and drives her back a step.
Longsword vs. Elliot, prayer: 1d20 + 13 - 1 ⇒ (18) + 13 - 1 = 30
Damage, prayer: 1d6 + 5 - 1 ⇒ (2) + 5 - 1 = 6 Elliot is down to 31 hp.
Longsword vs. Merixia, prayer: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Hoof vs. Merixia, prayer: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
Damage, prayer: 1d3 + 3 ⇒ (2) + 3 = 5 Merixia is at 47 hp.

Azira and Merixia are up.

Statuses:


Verene: HP 17/40; AC 20, touch 12, flat-footed 15; Prescience 3/8, Mythic Power 0/5, endure elements 1 day, mirror image with 3 images for 6 minutes, fly 6 minutes, shield: 5 rounds, righteous medal of clarity 7 rounds; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 2 hours, mage armor 1 hour
Merixia: HP 47/54; 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 5/7, Channel 3/3, Mythic Power 1/5
Thesius: HP 39/54; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 7/12, Lore Master 1/1, Mythic Power 4/5
Elliot: HP 31/58; AC 27, touch 16, flat-footed 16, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 2/5, blade tutor’s spirit 6 minutes, alter person 19 minutes, shield 4 rounds, +1 and keen to Righteous Eclipse 6 rounds, bane (evil outsiders) on Righteous Eclipse 8 rounds, flight hex 8 rounds remaining
Azira: HP 55/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 1/2, lay on hands 6/6, panache 3/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2, Lucky Number 21 hours (14), protection against evil 6 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All save Verene: Communal Resist Energy (fire) 16 minutes
All: prayer 3 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

Azira grits her teeth as the blinded demon's attack slips through her armor.

...gods, these things are tough...I hope they received this post because they were exceptional, if all of them are like this our campaign on this side of eternity may be short-lived...

The paladin's hand glows softly for a moment and she touches her wound as she shifts back next to Thesius to protect against being flanked. The light dissipates quickly, pulling the wound closed. 5' step and swift action for LoH

lay hands: 3d6 ⇒ (5, 5, 5) = 15

Radiance never ceases its deadly dance while she moves and the golden blade slashes twice at the demon still within its reach. full attack vs black

Radiance1 (prayer): 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35
for (cold-iron): 1d8 + 14 + 1 ⇒ (8) + 14 + 1 = 23

Radiance2 (prayer): 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
for (cold-iron): 1d8 + 14 + 1 ⇒ (6) + 14 + 1 = 21

edit:
Radiance1 confirm?: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
for another: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17


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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 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 1/2 | Mythic Power 0/7 | Effects: freedom of movement, heroism, ironskin, divine favor, haste, displacement, protection from evil

"Verene!" Damn it all! She can't get to the wizard without leaving Elliot vulnerable to the demon currently trying to take their heads off. "Fall back!" Hopefully Verene will stay alive until Merixia and Elliot can kill this irritatingly resilient brimorak. She grits her teeth and brings her blade around for another blow, fueling her strike with more divine power.

Attack, Mythic Power Attack + prayer: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14

Damage, Mythic Power Attack + Destructive Smite + prayer: 1d10 + 5 + 6 + 3 + 1 ⇒ (5) + 5 + 6 + 3 + 1 = 20


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 4 Wrap-Up

Azira shifts swiftly, healing her wound with the power of her faith in the Inheritor, her blade flashing as she cuts into the demon's flank, sending burning blood spraying around. It responds quickly, its own sword knocking Radiance away from its heart and neck.

Merixia's rage and concern overwhelm her skill as she slams down on the demon's guard. It is pushed back several steps, but it remains largely unhurt.

Round 5

Elliot, Thesius, and Verene are up.

Statuses:


Verene: HP 29/40; AC 20, touch 12, flat-footed 15; Prescience 3/8, Mythic Power 0/5, endure elements 1 day, mirror image with 3 images for 6 minutes, fly 6 minutes, shield: 5 rounds, righteous medal of clarity 7 rounds; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 2 hours, mage armor 1 hour
Merixia: HP 49/54; 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 4/7, Channel 3/3, Mythic Power 1/5
Thesius: HP 39/54; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 7/12, Lore Master 1/1, Mythic Power 4/5
Elliot: HP 38/58; AC 27, touch 16, flat-footed 16, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/2, pyrotechnics 1/1, Mythic Power 2/5, blade tutor’s spirit 6 minutes, alter person 19 minutes, shield 4 rounds, +1 and keen to Righteous Eclipse 6 rounds, bane (evil outsiders) on Righteous Eclipse 8 rounds, flight hex 8 rounds remaining
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 1/2, lay on hands 5/6, panache 3/4, divine bond 1/1, Mythic Power 5/5, Radiance Legendary Power 2/2, Lucky Number 21 hours (14), protection against evil 6 minutes
Wulfric: HP 24/24; AC 17, touch 12, flat-footed 15; bardic performance 11/11
All save Verene: Communal Resist Energy (fire) 16 minutes
All: prayer 2 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: None?

Despite the explosions rocking the tower and their success with this equally skilled brimorak being less than steller, Elliot maintains a sense of calm. He reaches up with his free hand to touch Merixia's back and whispers to her in Infernal, which he knew the brimorak's didn't normally possess.

Infernal:
"Rixia, we can do this. Remember what we practised? You come high and I'll come low. Let's go together! On three. One, two-!"
he says to his lover before suddenly striking the foe in tandem!

Spell combat, full attack, I attack before casting the Brand cantrip which allows the use of 1 final held frostbite charge before Brand cancels the remaining charges and does essentially a basic physical attack.

attack: 1d20 + 17 ⇒ (15) + 17 = 32
SR rolls (frostbite), take higher d20: 2d20 + 12 ⇒ (3, 19) + 12 = 34
damage: 1d4 + 2d6 + 14 ⇒ (2) + (5, 4) + 14 = 25
cold damage: 1d6 + 6 ⇒ (4) + 6 = 10
Intimidate if cold damage: 1d20 + 16 ⇒ (4) + 16 = 20

attack#2: 1d20 + 17 ⇒ (19) + 17 = 36
SR rolls (brand), take higher d20: 2d20 + 12 ⇒ (5, 20) + 12 = 37
damage: 1d4 + 2d6 + 14 ⇒ (2) + (1, 4) + 14 = 21

attack #1, crit confirm: 1d20 + 17 ⇒ (3) + 17 = 20
crit damage: 1d4 + 2d6 + 14 ⇒ (4) + (4, 2) + 14 = 24
extra cold damage: 1d6 + 6 ⇒ (3) + 6 = 9

attack #2, crit confirm: 1d20 + 17 ⇒ (10) + 17 = 27
extra crit damage: 1d4 + 2d6 + 14 ⇒ (2) + (4, 1) + 14 = 21

If it survives, after the first hit it has the entangled, fatigued and possibly shaken debuffs for at least 1 round. I *think* that with the previous damage that is enough to kill/knock out, which is why I didn't mythic surge on the confirm roll.

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