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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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'm not holding back- you're just not a valid smite target ;)

"Elliot's modesty aside, I would be glad to accompany Thesius if it would be helpful, although it might be worth remembering that the demons we fought yesterday had the ability to end some magical effects... if we run afoul of that again, the two of us alone wouldn't be able to make ourselves fly again."


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Verene:

”Mm.” Andochtuir’s smile fades. ”It’s fascinating, how some might object to ill manners, and yet refuse to help those to whom they are so polite.” He retreats momentarily into memories, then jolts out when Verene continues. ”Yes, quite. Tanglebriar is… relatively contained, certainly compared to the Worldwound, but it is only contained thanks to the work of people like my family and others who sacrifice their lives and happiness in favor of protecting all of Golarion.” He scowls. ”But the spells are quite cross-compatible, yes.”

I’ll leave it up to you if you want to continue talking with him.

Thesius:

With Aron
”Me too.” The engineer admits with a grin. ”I’d be pulled into the Abyss if not for you - maybe literally. Sosiel says the damned drug helps open you to possession.” He grits his teeth. ”That someone like Nurah could do that…” Aron shakes his head.

When Thesius reflects on his own feelings, the other man smiles. ”Yeah, we’re not exactly easy on ourselves, are we? Though it took me awhile to figure out how to be harsher on myself. Anyways, I think you’re invaluable. You’ve been doing a lot, from what I hear, and your insight’s always appreciated at the meetings with the Knight-Commander.”

With Nurah
Nurah looks at Thesius, her gaze softening slightly. ”You’re weird, you know that?” She says after several moments, then begins eating slowly. ”I’ve done a lot of damage to the crusade over the years. I don’t really regret it, not after how much they supported my old owner.” The word is purest venom. ”But you… you don’t care about that, do you?”

Anevia chuckles dryly, nodding her agreement to Verene. ”Aye. Still not ideal, but I think we’ll manage.”

As she describes her plan and Elliot agrees, Aron shakes his head. ”I agree with Thesius. Going that far out of our way… well, it’d take awhile. Not sure that the ravine’s any friendlier on the other side than the riverbed is, for one thing.” He says. ”It’d probably take longer to set something up that can carry the horses over than it would to rebuild a bridge... but the bridge’d come under attack, I’m almost certain, and it’d be a nightmare to build.”

Sosiel adds his own thoughts. ”The demons might attack our injured, so we should definitely leave some guards behind - though some of them can fight, we just don’t have the cold iron or the armor that would let them do the most damage. However, I’m… somewhat certain they won’t bother. Right now, they’re safe up in their castle, and I’m pretty sure their first priority is keeping their own skins safe. They’re not going to come rushing out to save the cultists unless it’s really obvious that it’ll kill us all.”

Irabeth considers the advice carefully. ”Definitely you should go sabotage the remaining towers. I don’t want a rain of rocks on our heads in the least. While we might be out of range of them right now -“ She looks at Aron, who shrugs uncertainly ”- we definitely won’t be if we go down to Southshore and get closer to the ones on the front of Citadel Drezen.”

She considers the map again. ”As for the rest… what spells can you all offer in terms of building a bridge to the south? Or maybe just reinforcing the one that’s there?”

”I should take a look at it as soon as possible.” Aron says. ”If we’re planning on reinforcing it, I should figure out whether that’s easier than just tearing it down and building a new one.”


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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?

"Okay. So we are going with the sabotage first," Elliot surmises. When Azira makes her suggestion he nods. "True, if you are discovered and they manage to dispel the flight while you are above the tower, that would trap you there. I still think you are best suited to fight your way out, but I could go instead if we stick with giving Thesius one guard. I can reapply my flight if they manage such a thing and if not I can simply jump off of the tower and land softly." He wasn't entirely sure if his flight ability *could* actually be dispelled but it was a valid concern he supposed.

For sake of expediency I suggest the first two to agree how to proceed with the Sabotage is the plan that is enacted. The options Elliot suggested are Thesius by himself, Thesius with one (or two) guards and everyone at once. It will just cost progressively more high level spells. Elliot's vote is giving Thesius one or two guards on his sabotage job. He himself only really needs invisibility to follow Thesius and can potentially provide that himself.

When Irabeth asks about magical ways to aid in moving the army, he shares the options the team discussed the night previously. See discussion. "I think the most promising and least costly option in terms of our resources is a spell called Expeditious Construction , If Verene is open to providing that. If the Ramp is 20 feet or so tall diagonally, two castings of that would provide a simply slope downward and then back upward on the other side of the bank. It won't exactly be easy since we'd have a ramp only three feet wide, but at the very least our infantry should be able to cross decently quickly in rows of two. The horses willbe trickier. Even if we double the castings to four that would only give us a ramp six feet wide. Still not ideal and very taxing to Verene's power but maybe that's wide enough for mounted knights to cross in single file."

I don't have any better ideas. We did put forth alternative ideas in the discussion that didn't receive definitive yes or no's but this one seems to have the lowest cost and is the least ambiguous for our goal. The only assumption is that we can form a simple slope upward that would let us bypass the climb check. We can then I.E. use more mobile units and archers to guard the point where the army climbs up. At level 6 our magical options for mass army transport are very limited.


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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
Irabeth Tirabade wrote:
She considers the map again. ”As for the rest… what spells can you all offer in terms of building a bridge to the south? Or maybe just reinforcing the one that’s there?”

"I'm afraid I don't have any spells that would be useful in crossing the riverbed directly. I can cast stone shape if you decide to repair the bridge instead, though. At my current level of power, I can shape sixteen cubic feet of stone with one casting, and I can prepare up to three copies of the spell. If we need to carry stone to the repair site for this, I can also prepare communal ant haul, which allows up to six people to carry three times the weight they normally could for two hours each." Merixia would really prefer not to use all of her most potent spells for the day on bridge repair, but if it's necessary, she will. "I can also use the wardstone's power to cast stone shape without preparing it up to five times. That would leave me without a significant portion of my combat ability, but it is an option."

Elliot, the Red Heron wrote:
"Okay. So we are going with the sabotage first," Elliot surmises. When Azira makes her suggestion he nods. "True, if you are discovered and they manage to dispel the flight while you are above the tower, that would trap you there. I still think you are best suited to fight your way out, but I could go instead if we stick with giving Thesius one guard. I can reapply my flight if they manage such a thing and if not I can simply jump off of the tower and land softly." He wasn't entirely sure if his flight ability *could* actually be dispelled but it was a valid concern he supposed.

Merixia frowns thoughtfully. "That sounds like a good plan, but I suggest we arrange some means for you to signal us if you're discovered and need backup. Maybe an illusion of fireworks?" Elliot is a deadly fighter, but quantity has a quality all its own, and the demons of the Worldwound never lack for numbers.


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: -

Aravashnial:
Verene frowns slightly in concern. "Whom do you mean? No one in this army, I hope." She would not expect it of the knights, who have all seemed friendly enough, but if anyone has been ostracizing Aravashnial, politely or not, they will be hearing from her.

"If and when the Worldwound is closed, perhaps the world's next great fight will be uniting to drive out Treerazer too. Though somehow, I doubt Iadara would welcome the Crusade's help," she adds cautiously. It was what Merixia had said she wanted to do when the war was over, after all: go on to the next righteous war. No doubt many of the younger or less battle-weary crusaders would feel the same. But the elves' reputation for insularity was well-founded, and other nations and peoples could hardly participate in the fight from outside Kyonin's borders.

"I can only use the expeditious construction spell through touching the Wardstone power, which will leave me less combat-capable. But I am able to cast it up to five times total, and I am willing to do that if it seems the best option for crossing. I would like to know as soon as possible, so I can prepare my ordinary spells around what we need," Verene says. "I have no objection to Elliot's plan of going to the watchtowers invisibly with Thesius first, to see what they can sabotage. So long as you will signal for help and retreat if you encounter real resistance."

One vote for just Elliot and Thesius going to do sabotage. One vote for a bridge inspection, then expeditious construction if Aron says that's the best way, or make whole/stone shape if those are possible instead. Just let me know how many casts of what are needed.


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

With Aron:
Thesius eyes drift to the sky upon hearing more about the drug. His eyes searching the night sky for answers before turning back to Aron. "I can only imagine the pain the two of you have been through. It's astounding the things that pain can lead one to do. I can only be happy that you are striving to get away from the drug before things get worse."

With a laugh, Thesius answers. "No, not at all. It makes me wonder if some are truly blessed to not have to worry as much as others or if they are just better at hiding it. I appreciate those words and I would say the same about you. I may have a broad knowledge base, but the words of an expert are truly appreciated in these trying times. So I hope you don't mind us relying on your insight once more with the bridge."

With Nurah:
Thesius gives the halfling a playful smile while responding. "Well I'm glad someone noticed!" As Nurah's mood shifts, he listens intently. Letting her finish before responding. "I do care that you did harm, but I also realize no one is free of that. While we all have our ideas of what good and evil are, those are not concrete concepts. It's something many have and I imagine will deliberate for potentially all time. So it is truly my hope that we will see you move forward unbound from those prior events and working towards what you think good is."

After listening to everyone, Thesius chimes in. "I don't think that particular spell will raise something high enough to be used to traverse the river bed. If we are unable to quickly repair the bridge, I would actually suggest a spell for moving earth. While it may not be the intended use, I believe Burrow would be a spell within Venere's widened array of spells thanks to her newly acquired powers. With that a ramp could perhaps be created. While it would lead into the riverbed, it should effectively cut the time to cross which I believe is a main factor in worrying about enemy assault. Before going to the towers, I would like to get a chance to survey the bridge with the others."

I'm good for surveying the bridge and then going to the towers stealthily to try to disable the siege engines. If there are two many enemies, Thesius will suggest to retreat if they don't all go.


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Verene:
[b}"Hm?"[/b] Aravashnial shakes his head. "Oh, no. No. I was simply reflecting on my past." He forces a smile, which grows slightly more genuine as he continues. "If we are able to seal the Worldwound, I suspect that Her Majesty would be more than pleased to accept the aid of the greatest of the crusaders, if not all of their armies."

He spreads his hands. "Not that I can speak for her, of course. I've never even met the woman."

Thesius:

With Aron
Aron shrugs, looking slightly uncomfortable. "We've gone through our ups and downs like anyone. Everyone hurts somehow, and I'm just glad we face it together."[/b

At Thesius' comments, Aron manages to crack a smile. [b]"Well, I suppose I can take some time out of my busy day to help you poor benighted souls out with building a bridge or the like. Maybe. I've got quite a schedule ahead of me, you know."

WIth Nurah
Nurah snorts softly. "You're definitely strange. You work with crusaders yet deny absolute morality? You think that'll hold when word gets back to the Queen? Right now, I'm only being kept alive for my use against the demons here. I doubt she'll be so lenient."

Irabeth looks at Verene inquisitively when Elliot suggests the spell, and nods at her explanation. Listening to Merixia, she rubs her chin. "It sounds as though we've got a few options, then. Aron, have you had a chance to look at the bridge yet?"

The siege engineer nods, and looks briefly abashed. "I'm ashamed to have missed it before, but it's definitely not stable. I'd say that if we can get the stone up from the riverbed in columns, we could keep the bridge from collapsing. Probably we'd need..." He does some mental calculations. "Four such pillars? It's a post and lintel bridge, after all. Although," he frowns, "we'd still have to be careful of the boards not breaking and laming a horse."

Irabeth considers this in turn, then looks at Merixia. "Good enough for me. Do you know how many castings you'd need to do that?"

"The bridge is about thirty feet up." Aron adds helpfully.

Whatever her answer, Irabeth nods her assent to the sabotage mission. "Do so... I just hope that it won't get you as much attention as the previous fight."

Who's headed over to the towers?


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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 we have a truly good option for escorting Thesius? I’m more than willing to go but, as mentioned, neither of us have any ability to start flying again if that gets dispelled. I’m alright with jumping off the tower and trying to flee to safety if necessary, but I’m not sure that’s as likely to work for Thesius. Elliot can at least get himself flying again if he needs to (so he could continue to assist if he got targeted), but I don’t think he has any ability to get Thesius airborne (so Thesius would still be kind of stuck if he’s the one who got targeted). It seems unlikely that Azira would think to ask this, but is there any chance that Aravashnial (or someone) might have a fly scroll? I think Elliot can use one with no roll (assuming it’s crafted at 5th or 6th level), and that would give him the ability to save Thesius in a pinch (and make him the obvious choice to go).


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?

"Maybe... we can get the army moving with a ruckus and in more animated fashion. So that perhaps, whoever is stationed on those towers is distracted watching what in the hells we're doing so that Thesius has an easier time getting to the catapults," Elliot suggests to Irabeth.

"But first thing's first. Let's finialize the team going there. Regaining flight ability is a legitimate issue. I suggest Azira and I will both follow Thesius. If they somehow do detect and notice him and we somehow lose the ability to fly, then between the three of us there's a good chance we can just fight our way out." He gives Merixia a nod. "And yeah, if things go south I'll definitely throw some kind of signal. I'll fight my hardest to get back to you, my love." He solemnly pledges, briefly blushing when he realizes he just said that aloud with the entire staff present. "A-anyway, Master, Verene, if you would cast the spells?"

I think it's easier to plan to brute force it rather than regain flight ability should that happen. We'd need three casts of invisibility and two casts of fly. Elliot can provide his own but it would spare his ability if we can spare the third cast.


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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
Worldwound GM wrote:

Irabeth looks at Verene inquisitively when Elliot suggests the spell, and nods at her explanation. Listening to Merixia, she rubs her chin. "It sounds as though we've got a few options, then. Aron, have you had a chance to look at the bridge yet?"

The siege engineer nods, and looks briefly abashed. "I'm ashamed to have missed it before, but it's definitely not stable. I'd say that if we can get the stone up from the riverbed in columns, we could keep the bridge from collapsing. Probably we'd need..." He does some mental calculations. "Four such pillars? It's a post and lintel bridge, after all. Although," he frowns, "we'd still have to be careful of the boards not breaking and laming a horse."

Irabeth considers this in turn, then looks at Merixia. "Good enough for me. Do you know how many castings you'd need to do that?"

"The bridge is about thirty feet up." Aron adds helpfully.

Thirty feet, ugh. Why couldn't the builders of Drezen have made lower bridges? Or the Sarkorians, whoever built these stupidly high bridges. "Would pillars one foot square be sturdy enough? If so, I can just manage that with one day's worth of spells and wardstone power. If not, it will take more than one day." And then she'll be fighting an army of cultists without any of her most powerful spells or wardstone abilities. Unless... Merixia looks at Sosial. "Sosial, can you cast stone shape?" It would be immensely helpful if her fellow cleric could pick up some of the spellcasting burden.

Elliot, the Red Heron wrote:
He gives Merixia a nod. "And yeah, if things go south I'll definitely throw some kind of signal. I'll fight my hardest to get back to you, my love." He solemnly pledges, briefly blushing when he realizes he just said that aloud with the entire staff present. "A-anyway, Master, Verene, if you would cast the spells?"

Merixia blushes along with Elliot, silently cursing her pale complexion. "You better. Or I will figure out how to resurrect the dead just so I can bring you back and yell at you for getting yourself killed." Her mock-stern expression softens into a smile. "May Ragathiel's eyes fall upon you and his wings shield you."

She pauses. "One more thing. I received an answer of sorts to my prayer last night. If I'm interpreting it correctly, I need to make a sacrifice to Ragathiel. Ideally this would be a magical weapon, shield, armor, or some other item useful in battle captured from the enemy. If anyone comes across something of that nature that nobody in our forces can or will use, let me know? I would sacrifice my enchanted buckler, but I got that from the priests of Abadar in Kenabres. No idea whether or not the demons or cultists used it at some point. I can trade it for a better sacrifice though."


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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: -
Worldwound GM wrote:
The siege engineer nods, and looks briefly abashed. "I'm ashamed to have missed it before, but it's definitely not stable. I'd say that if we can get the stone up from the riverbed in columns, we could keep the bridge from collapsing. Probably we'd need..." He does some mental calculations. "Four such pillars? It's a post and lintel bridge, after all. Although," he frowns, "we'd still have to be careful of the boards not breaking and laming a horse."
Elliot wrote:
"But first things first. Let's finalize the team going there. Regaining flight ability is a legitimate issue. I suggest Azira and I will both follow Thesius. If they somehow do detect and notice him and we somehow lose the ability to fly, then between the three of us there's a good chance we can just fight our way out." He gives Merixia a nod. "And yeah, if things go south I'll definitely throw some kind of signal. I'll fight my hardest to get back to you, my love." He solemnly pledges, briefly blushing when he realizes he just said that aloud with the entire staff present. "A-anyway, Master, Verene, if you would cast the spells?"
Merixia wrote:
Merixia blushes along with Elliot, silently cursing her pale complexion. "You better. Or I will figure out how to resurrect the dead just so I can bring you back and yell at you for getting yourself killed."

Verene's mouth twitches, but she manages to maintain her gravity. "Take the cloudwalking scale with you, in case your flight spells get dispelled," she suggests. "If Merixia and Master Vaenic can provide a sturdy foundation, I can potentially use mending for smaller boards or make whole for the largest individual boards that are already on top of the bridge but are in danger of breaking if a horse and rider pass over them. They are attached to the bridge, but may also be considered as separate objects, just as a door is attached to a building but also is its own object. How many are serious dangers, Master Kir?"

She frowns slightly. "I also referred back to my general crafting instructional this morning while working on a piece for Elliot, and something the author noted offhand made me think it should be possible to harness the principles of make whole to some sympathetic object, which could then act as an amplifier for the resonance that reminds the target object of its onetime form. But I would need to dedicate some time and trial and error to creating such a thing."

Verene takes out her spellbook and begins the hourlong process of memorization.

So, we're doing bridge repair and not ramp-creating or bridge-bypassing. Sounds good to me. Let's just go for it then. My note in the discussion explains the scavenger stone item Verene is referring to here. Azira, Verene did scribe one fly scroll, but we used it up yesterday to get all five party members up to the watchtower the first time. We asked yesterday if anyone in the army had any fly scrolls for sale and were told no, but on request today, Aravashnial has two casts of fly and one of invisibility. Note that make whole competes with invisibility, so I need a ruling on whether Verene should actually prepare make whole, GM. If we're trying to make the bridge passable with magic, and up to 10 casts of make whole could be needed for bridge-repair, I think it's best for Elliot to provide two casts of invisibility for the sabotage mission, and Verene will provide one of fly. If the GM rules make whole isn't usable or fewer are needed, then she will provide two invisibility and one fly for the sabotage mission. Thus, between her, Aravashnial and Elliot, or just between her and Aravashnial, that will be three of each spell, and Elliot's flight hex is preserved for him to use as he pleases.


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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?
Merixia wrote:
""You better. Or I will figure out how to resurrect the dead just so I can bring you back and yell at you for getting yourself killed."

That's just perfect XD

Merixia wrote:
"May Ragathiel's eyes fall upon you and his wings shield you."

"Okay, to hell with it. The others can think what they damn well please."

Elliot couldn't stay unaffected by her concern and support so he turns back to take her hands. "Thank you. I'll-" The magus hesitates as he looks at his paramour. Could he really promise the divine General wouldn't find his blade wanting? What if the resistance was even worse and he couldn't suitably impress Angry Angel Dad? Was Ragathiel himself as open to showing mercy to captured evildoers as Merixia seemed to be? What if his doctrine ever directly clashed with Sarebrae's and he was expected to choose one or the other? What if the divine personification of vengeance started feeling he wasn't worthy to court his chosen champion? That would be devastating. "-do my best to win his approval." He decides on.

vaguley aware of the rest of the conversation, he looks back when Verene pushes the levitation scale onto him. "Ah, right. Um, here. You take it, Thesius. I'll just... um... go help Aravashnial do our vanishing act." As said, he casts Invisibility from his spellbook on Thesius and then himself. Assuming the third cast is provided by Aravashnial. With the bard, paladin and himself invisibible and flying, he sets off after them to the closest siege tower.

I won't try to cheese this, realistically Elliot would also cast Shield and Blade spirit's guidance before flying off as it also lasts minutes/level and he wouldn't want to fight without those. I'll write off two level 1 and two level 2 slots for the day. @Verene is the pearl of power finished?


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 soon as the spells are cast, Azira takes off flying towards the first agreed upon tower, trusting that Elliot and Theseus are doing the same.

Iomedae, let this work...


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Encounter Maps | Geographic Map | Treasures | Important NPCs

When Aravashnial arrives, he does so with a certain exhaustion and sincere apologies for his lateness - he was working on his spellbook for most of the night. "I'll do what I can with my spells," he says, "but I fear that my capacities are... limited compared to those of our comrades." A faint smile graces his lips.

Sosiel looks at Aron. "I can pray for the same spells as Merixia - at least a few - to help repair the bridge. If we do it fast enough, we might be able to use some sort of spell to conceal the work from any scouts." A casting or two of obscuring mists would do that, but you may not care enough.

Whatever their decisions, the scouts head off to seek out the towers as the rest discuss the possibilities of repairing the bridge.

Thesius, Elliot, and Azira:
I'm not sure what spells are being cast on whom, but I want to move us forwards.

Soaring to the nearest tower - the southeasternmost tower - the trio discovers that there is only one brimorak standing watch. It seems like they have depleted the watchers' numbers... or there are more below.


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?

"It's all up to you now, Thesius," Elliot mumbles, hovering invisibly in the agreed upon direction and waiting on the bard's sign of being ready. Or, at worst, something to go wrong.

Time crept by ever so slowly as his hand tightened futher and further on Eclipse. It felt like they truly could be exposed at any moment...

I assume/suggest we wait for Thesius to make his stealth and/or disable device checks?


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: -

After an hour, once Verene is done preparing her spells, including one copy of obscuring mist to protect the bridge-repairers from discovery, she casts the requested spells on the sabotage team and moves out with the bridge team, blocking them from sight by the other side of the river as best she can with the concealing mist centered on herself.

Sure, Verene will prepare one obscuring mist in place of one of her first-level spells if that is helpful. I've noted this in her profile with spells for the day.


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:
When Aravashnial arrives, he does so with a certain exhaustion and sincere apologies for his lateness - he was working on his spellbook for most of the night. "I'll do what I can with my spells," he says, "but I fear that my capacities are... limited compared to those of our comrades." A faint smile graces his lips.

"No, not at all. I know illusions do not come naturally to you, as enchantments do not to me, so I most appreciate your extra effort."


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
Worldwound GM wrote:

Sosiel looks at Aron. "I can pray for the same spells as Merixia - at least a few - to help repair the bridge. If we do it fast enough, we might be able to use some sort of spell to conceal the work from any scouts." A casting or two of obscuring mists would do that, but you may not care enough.

Whatever their decisions, the scouts head off to seek out the towers as the rest discuss the possibilities of repairing the bridge.

Merixia relaxes visibly at Sosial's offer. "That will make this easier, thank you Sosial. Sure, I can prepare a couple obscuring mists too."

Once the meeting is adjourned, the cleric finds a quiet place to pray for her spells. And maybe sneak a prayer for her friends' safety in there as well. You better not get yourself killed, Elliot. And what was that at the meeting? He seemed anxious when I offered the traditional Ragathielite blessing. She'll have to ask him about that when the day's work and/or battles are over.


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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

With Aron:
"Indeed. I hope we can see an end to that pain or at least minimize it," Thesius says with his own uncomfortable smile that turns more geniune as he speaks.

Thesius laughs. "That would be appreciated. I can only imagine how busy your schedule is, but I'm sure you have plenty of work ahead of you. I think we all do."

With Nurah:
"I never said I wasn't," he says playfully. "Absolute morality is hard to support. The concepts of good and evil differ not only by country, but also from one person to the next. That's not even getting into the fact of how complex situations can be. Is a thief truly evil if they steal to survive? If so, would the wolf killing a hare to survive also be evil for taking the life of another creature?"

Before and during the first tower...

He takes the time to cast Herosim and Heightened Awareness upon himself as they are granting invisibility and flight. Thesius reviews the situation as they fly in. He whispers his confirmation to Elliot and quickly makes a circle around the demon to the siege engine and starts to quietly disable it.

As Thesius moves in to disable the device and during, he prays to Desna for assistance.

(Seeing as they are invisible, I'm assuming they did something to be able to signal each other once they are done at each tower.)

(I'm not sure how many rolls you would like for this. Thesius is hoping to use no more then then 6 users of Archaeologist's Luck at each tower which gives him up to 24 rounds of the buff at each tower. I'll list his modifiers so you can roll as you see fit.

Stealth

+6 Base
+40 or +20 if moving Invisibility
+3 Archaeologist's Luck
+2 Heroism

Disable Device

+15 Base
+3 Archaeologist's Luck
+2 Heroism

Perception

+22 Base
+2 Heightened Awareness
+3 Archaeologist's Luck
+2 Heroism


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Thesius:

With Aron
Aron chuckles, clapping Thesius on the shoulder. "Good. We'll see this thing through, one way or another." I think that's a natural stopping point for this conversation?

With Nurah
"Ah, moral relativism. A favorite of my old owner." Nurah shrugs. "I took his lessons to heart and let him die to the demons that he so wished to slay." She looks around the camp. "He was headed here, you know. I visited myself, back then."

Thesius Stealth & Disable Device Rolls vs. Brimoraks' Perception:

Stealth 1: 1d20 + 6 + 20 + 3 + 2 ⇒ (8) + 6 + 20 + 3 + 2 = 39
Disable Device 1: 1d20 + 15 + 3 + 2 ⇒ (2) + 15 + 3 + 2 = 22
Brimorak Perception 1: 1d20 + 20 ⇒ (3) + 20 = 23
Tower 1 is cleared.

Stealth 2: 1d20 + 6 + 20 + 3 + 2 ⇒ (16) + 6 + 20 + 3 + 2 = 47
Disable Device 2: 1d20 + 15 + 3 + 2 ⇒ (14) + 15 + 3 + 2 = 34
Brimorak Perception 2: 1d20 + 20 ⇒ (9) + 20 = 29
Tower 2 is cleared.

Stealth 3: 1d20 + 6 + 20 + 3 + 2 ⇒ (13) + 6 + 20 + 3 + 2 = 44
Disable Device 3: 1d20 + 15 + 3 + 2 ⇒ (17) + 15 + 3 + 2 = 37
Brimorak Perception 3: 1d20 + 20 ⇒ (18) + 20 = 38
Tower 3 is cleared

I'm assuming that Thesius is the one going down into the towers, while the other two wait in the wings in case he gets detected. (Thus the single stealth rolls.)

Thesius, Azira, and Elliot:
Every tower is a choking exercise in tension and dread - the brimoraks sniff the air, as though they can taste the heroes' presence on the wind... but each time, thanks to luck, skill, and magic, the duo manages to perform the sabotage with no one the wiser.

Perhaps Desna favors them once more...

I think that's all I need to do right now?


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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

With Aron:
With a hearty clap back to Aron's shoulder, Thesius gives a large smile and responds. "Indeed! I couldn't ask for better companions!"

I concur. I think that is a good point to leave off.

With Nurah:
"I think your inflection there was on point," he states upon hearing Nurah's sarcasm when saying owner. "It's hard for me to understand why anyone thinks they can own another and I am glad you are free from his clutches."

Thesius' eyes widen in surprise at the mention of her prior visit. "Really? Was that during your time with the demons? Any insight into Drezen you could provide would be highly appreciated."

During the Sabotage Mission

Thesius finds it hard to breath as he sneaks to each tower in turn, doing his best to silently disable the each of the siege engines in turn and finally lets out a deep breath after they put enough distance between them and the last tower on their return back to the camp.

After the Sabotage Mission

"I could use a hot bath after that..." he says quietly to Azira and Elliot as much to himself. He was truly glad they had no trouble with such a vital mission. With how smoothly it went, he ever held hopes that the demons may waste their efforts trying to use the siege engines before realizing they were no longer operational.

Back at Camp

The short flight back having given him the chance to help even his breathing, he seeks out Irabeth with the others to deliver the confiscated parts and the good news.

Sorry, I thought there were two towers remaining to sabotage. If they had time, he would have liked to swing back to the first tower they sabotaged the day before to confirm the siege engine was still sabotaged. Each use of Archaeologist's Luck lasts for 4 rounds so please let me know how much I should mark off.


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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?
Thesius wrote:
""I could use a hot bath after that..."

Elliot laughs as the nerves finally leave him. By the gods, somehow it'd worked flawlessly! "If I could give you one, I would." He blinks. "Ah, I mean, not in that way! I'd arrange one for you if it was in my means, with how hard it was - should have been, and what you just pulled off. It was amazing - straight up. Might just go down as one of the greatest acts of sabotage in recent history!" He tries to high-five the bard before remembering they were both invisbible and that neither could see the other, thus even if Thesius somehow felt the intent they were more liable to slap eachother in the face.

"We made it. Thesius was brilliant. We didn't even have to fight once," He adds to his report when they reach the crusade command. "How goes the bridge repair?" He asks.

Welcome back gm! I think we only need the results of the bridge repair to continue. Verene and Merixia were set to use magical means to try repairing it while the sabotage was going on. It was asked how many casts of make whole, stone shape and expedite construction (?) were needed to make the bridge south crossable for the crusaders and how many Sosial and/of Aravashnial could add to those if they are willing to share (more) spells.


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: -

Yes, Verene was going to provide a casting of obscuring mist while Merixia and Sosiel used stone shape on the pillars of the bridge.

Verene descends southeast with the clerics through the silent, formerly demon-occupied streets, buildings and houses of Paradise Hill, to the place in the steep side of the riverbed where the army came up yesterday. They pick their way down with the help of a rope if needed, then go northeast in the riverbed again until they're standing under the bridge. She casts her obscuring mist and lets the priests get to work, keeping an eye out for trouble.


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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 chuckles softly at Elliot’s accidental offer to bathe Thesius. “It takes a little while for a whole bath, but Wulfric can warm water with his magic,” she quietly offers, “if Merixia conjures it for you, and we can a tub or something to put it in. You’ve certainly earned it, that was an incredible job you did with that.”


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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

Time to repair a bridge. (Hopefully repair a bridge.) Merixia follows Aron, Sosial, and a few burly crusaders recruited to haul rocks down into the riverbed. It's not an easy descent in heavy armor, but she manages with a rope. "Okay, Aron, show us exactly where you want these pillars."


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Alright, that seems doable.

Thesius:

No more Aron, just Nurah.
"You're lonely in that, then." Nurah grunts. "No one else seems to care enough about the slave trade to do anything about it. Demons, yes, devils even, sure. But freeing a bunch of mortals from other mortals?" She snorts.

She shrugs. "I know that there's a lot of demons here. Obviously." She pauses. "I think Minagho was in charge back then." A pause. "A lilitu. She was the one who recruited me. A shadow demon - Eustoryiax - he was here, too. He was the one who possessed the leader of the army that freed me." Her lips quirk sadly. "You've already encountered his blood."

A few moments later, she continues. "Staunton Vhane's probably here, now. I imagine he's in charge, if Minagho isn't."

And just like that, Thesius has gotten more intelligence out of Nurah than the rest of the crusaders combined.

Oh, wow, I didn't realize Archeologist's Luck lasts that long. Then only... I'll say knock three off. And yeah, the last of them is still sabotaged, though there is another brimorak guarding it this time.

Once the trio returns, they find that the camp is already mostly prepared to march. "I want Anevia and Korryn to get on the other side before we start," Irabeth is explaining, "so that we know how much resistance we might face as soon as the bridge is repaired."

The two scouts nod and make their way south before the rest of the camp. "Now," the Knight-Commander continues, looking at the returning champions, "good work on your mission. We're about to move out - I want us ready to get across the bridge as soon as it's up. Come on."

Rallying the soldiers, she sends the champions on ahead with Sosiel and Aron to make the repairs. Between Verene, Sosiel, and Merixia, with Aron's expertise, they reinforce the bridge with columns of shaped stone.

As soon as it's fully repaired, Korryn returns. "The scouts I saw headed back to report as soon they saw the mist." She says swiftly to Irabeth. "Anevia's sniping the remaining ones she can find, but we need to be ready as soon as we can be."

"Alright." Irabeth nods gravely. "Everyone, across, now!" The Knights of Kenabres charge across the reinforced bridge.

As they do so, however, thunderous roars overwhelm the noise of the moving army - coming from the Citadel Drezen itself. An overside silhouette erupts from the fortress, though at this distance it's difficult to determine its exact size and even shape. It looks like a quadrupedal winged creature, though, and it is coming rapidly towards the Knights.

"Beware!" Irabeth roars in turn, pointing her sword at the threat. "Something's coming!"

Perception DC 27:

At first glance, it almost seems to be a dragon, but it soon becomes clearer - it's a little small for such a grand creature, and has three heads. It's a chimera, most likely.

The knowledge check to identify a chimera's exact stats and suchlike will happen as it gets closer.


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

At the appearance of the flying threat, Azira utters a prayer to conjure a celestial spirit to Radiance. The golden blade grows impossibly sharp as the spirit fills it. “Commander, perhaps a small group of us should move to intercept that before it reaches our army?” she offers.

I’ll use divine bond to make Radiance keen. Do we have any time left on the fly spells or have those been exhausted?


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?

perception?: 1d20 + 8 ⇒ (15) + 8 = 23

Elliot watches with admiration as his allies conjure pillars of stone strong enough to make a ramshackle bridge support an entire mounted army across! He feels the now familiar rush of adrenaline at the coming battle and is about to follow the host when suddenly a... dragon (?) appears on the horizon?

"Whatever that thing is, it isn't good - especially while we're trying to cross a bridge! we should definitely stop it before it gets here!" He calls, eyes on the threat as he begins reapplying his enhancement spells!

Depending on how much time we have, his spells are blade tutor's spirit followed by shield (from the wand). If we have more than 2 rounds Elliot will try guesstimating how fast it approaches and try to cast mirror image and then the flight hex as it gets here.


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

Perception: 1d20 + 13 ⇒ (12) + 13 = 25

Merixia squints up at the incoming figure, shielding her eyes with a gauntleted hand. Try as she might, she can't quite make out what it is. "Great, just what we needed." She already used all but one of her most powerful spells to repair the bridge, plus some of the wardstone's power. No help for it, though. The cleric begins casting spells as fast as she can.

Casting in this order: heroism from the banner, magic circle against evil, ironskin, bull's strength, divine favor, bleeding strike from a scroll, protection from evil SLA on Elliot, true strike right as we approach the enemy (or it approaches us). If we don't have Wulfric with us, she will also cast bless before true strike for the benefit of those who don't have heroism.


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: -

Verene jumps at the roaring and peers in the direction of Citadel Drezen. "What is that?"
"Uh oh," Thamyris mutters.
Perception, Verene: 1d20 + 9 ⇒ (13) + 9 = 22
Perception, Thamyris: 1d20 + 14 ⇒ (5) + 14 = 19

She hurries over to Merixia, signaling for the others to approach them as well, and starts casting protective and empowering spells as fast as she can, saving the last two for when it looks like the creature is almost within charging distance.

Verene should already have a use of mage armor up and merge with familiar on Thamyris from going down in the riverbed with the clerics. She casts expeditious retreat, mirror image for 1d4 + 2 ⇒ (4) + 2 = 6 images, fly on Azira, alter self for the kobold form from the scale, shield from the wand, and finally perfect placement and haste on the whole group. Seven rounds from beginning to end. Azira gets fly, everyone gets +1 untyped to attack rolls, +2 AC (one dodge, one insight) and +2 to Reflex saves (again, dodge+insight). Against attacks of opportunity, the insight AC bonus increases to +3.

Azira Tal-Shirin wrote:
I’ll use divine bond to make Radiance keen. Do we have any time left on the fly spells or have those been exhausted?

This matters to Verene's actions too. I'm declaring actions based on the idea that we have maybe 30 seconds to a minute before combat is joined, and that Azira and Thesius do not have fly up anymore. If that's wrong and they do still have fly, Verene will instead cast that spell on herself.


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

You know what, if we have enough time, I'll use an MP to cast shield of wings between bull's strength and divine favor. If the enemy is flying now, it might decide to take this combat into the air. Counting the two extra stone shapes I needed to repair the bridge, that leaves me with 2/5 MP for the day.


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?

I should roll for images too if we have 3 or more rounds to buff:

Mirror images: 1d4 + 2 ⇒ (2) + 2 = 4

Also I'd like to slightly change Elliot's buff order, I'll go for Alter self from the scale, then Blade Tutor's spirit, then Mirror Image, Then shield and finally activate the flight hex.


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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

If you are allowing them to check in on the last tower, he will spend a fourth use of Archaeologist's Luck. He gets four rounds per use because of his mythic abilities.

With Nurah:
"And it's shameful. Why can we not strive for a world were we work together and don't force others to work for the benefit of the few?" he asks in a subdued manner while staring into the night sky. He was questioning himself and the sky as much as Nurah.

Thesius turns his attention fully back to Nurah as she divulges what she knows of Drezen. With a warm smile, Thesius responds, "Thank you Nurah. I truly appreciate your insight. Maybe we can save some lives with this information. Just as I hope we can see yours freed of these bonds." He motions towards the manacles as he finishes his statement.

Thesius will share that information with the team and Irabeth the next/current morning.

Please see Nurah's last response to Thesius for some insight on the possible residents of Drezen.

With Azira and Elliot:
He laughs warmly. "I appreciate the encouragement, it's nice to be of further help. While the sound of a bath sounds amazing, I will not put Wulfric through that, though I may bother someone for some water to at least splash off some of the dirt and sweat."

As they move out, Thesius will cast Heroism on himself once more.

Perception: 1d20 + 22 + 2 + 3 ⇒ (15) + 22 + 2 + 3 = 42

"It's a drag...no too small and too many heads. It's a chimera I believe..." Thesius responds to Verene.


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 guessing/assuming Wulfric is with us on the bridge. If there's time left on fly he'll likely get left behind, but if we're headed to battle on foot we should have him with us, I think.

with Thesius and Elliot (earlier):
Azira chuckles softly, a sound she has not made very often since the attack on Kenabres. "He would not have to remain with you for the bath, he'd just need a minute or two to warm the water. And the spell he uses to do it, I believe, is one he can cast as often as he likes."

Azira doesn't know it (because she knows nothing about magic) but Thesius can warm his own bath water (prestidigitation allows you to warm water, 1 gallon at a time).


Encounter Maps | Geographic Map | Treasures | Important NPCs

My kingdom for a scale on the map of Drezen. I have no real sense of how far the Citadel is from the army's current position, so I'll have to improvise. I'd put it as being two rounds of preparation before the critter arrives - it's damned fast when it goes all out. As for the buff spells... fly wore off, Thesius' heroism hasn't, and I assume the invisibility was canceled when they went to report.

Thesius doesn't need to recast heroism, as said above, but his use of the archeologist's luck is noted.

This is the status as I have it - correct me if there's anything wrong/missing.

Statuses:


Verene: HP 40/40; AC 17, touch 12, flat-footed 15; Prescience 8/8, Mythic Power 5/5, mage armor 6 hours, expeditious retreat 6 minutes, 6 mirror images for 6 minutes; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 54/54; AC 21, touch 11, flat-footed 20; pyrotechnics 1/1, true strike 1/1, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 2/5, heroism ?? minutes
Thesius: HP 43/43; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 8/12, Lore Master 1/1, Mythic Power 5/5, heroism 44 minutes
Elliot: HP 58/58; AC 23, touch 17, flat-footed 17, Arcane Pool 5/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 5/5, alter self 19 minutes, blade tutor’s spirit 6 minutes
Azira: HP 61/61; AC 29, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 0/1, Mythic Power 5/5, Radiance Legendary Power 2/2, Keen on Radiance 6 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 60 minutes


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

My status(es) look good. Wulfric will do his best to stay within range of Meri’s circle while the creature’s approaching.


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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' HP is 54. I marked his Archaeologist's Luck down to 7/12 uses since I accidentally included it in the last roll which is fine because he'll get it for his knowledge roll too. He should also still have heightened awareness up as well. Both that and Heroism currently have a 50 minute duration per casting for him.

Thesius pulls out his adamantine morningstar while keeping his eyes on the beast trying to recall what he can of it.

We'll use Thesius Lore Master on this for a total of 38. 20 Lore Master + 11 Base + 2 Heroism + 2 Heightened Awareness + 3 Archaeologist's Luck.

He relays that information to his comrades as he remembers it.

With Azira and Elliot:
"My concern was more of eating up his time with a spell I can use myself. Though the thought is appreciated. Overall I think holding off from a bath a bright idea to not make others envious when we may not have the resources to readily supply everyone with one."


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

Since Merixia doesn’t have time to cast shield of wings, she has 3/5 MP right now. The PFSRD entry for the knight’s pennon of battle lists the CL as 6th, so 60 minutes of heroism.


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: -

See my post in Discussion for a note on the distance that the creature has to travel. But if we have only 2 rounds, Verene will only cast the round/level spells perfect placement and haste. So everyone gets +1 untyped to attack rolls, +2 AC (one dodge, one insight) and +2 to Reflex saves (again, dodge+insight). Against attacks of opportunity, the insight AC bonus increases to +3. Her status line then instead looks like: HP 40/40; AC 18 (20 v. evil), touch 14 (16 v. evil), flat-footed 15 (17 v. evil); Prescience 8/8, Mythic Power 5/5, haste 10 rounds, perfect placement 9 rounds, magic circle against evil 60 minutes or until she leaves a 10' radius from Merixia. Everyone else's AC numbers are also different from what is listed for them in the last status spoiler due to those three spells. You all will know better than I what they should actually be with +1 dodge, +1 insight, and +1 or +2 deflection v. evil.


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The chimera moves shockingly quickly through the sky, approaching closer and closer with alarming alacrity. Soon, they are able to see it clearly, and it seems to be a particularly brutal specimen, with a white dragon's head and all of its eyes glowing pale white.

Knowledge (arcana) DC 19:
Chimeras are monsters born of primordial evil, with three different heads and a willingness to use them in combat. Not usually very clever, they are nonetheless brutally effective in battle, tearing with dragon and lion fangs, hammering with horns, and ripping with their oversized leonine claws. Moreover, as they have a dragon's head, they have the breath weapon of a dragon - though usually nowhere near as potent as a dragon's.

Combat Start

The chimera bellows a challenge as a volley of arrows from the mercenaries bounces off of its hide. Anevia arrives almost at the same time. "They're coming!" She shouts - and true enough, the tieflings and cultists are rushing towards the bridge through the streets of Southshore.

Initiatives:

Azira: 1d20 + 9 ⇒ (9) + 9 = 18
Verene: 1d20 + 11 ⇒ (1) + 11 = 12
Merixia: 1d20 + 1 ⇒ (8) + 1 = 9
Thesius: 1d20 + 4 ⇒ (16) + 4 = 20
Elliot: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28

Chimera 1: 1d20 + 10 ⇒ (6) + 10 = 16
Chimera 2: 1d20 - 10 ⇒ (7) - 10 = -3

Round 1. Initiative order is Elliot, Thesius, Azira & Wulfric, chimera, Verene, Merixia, chimera again. Yes, it gets two turns per round. Bolded characters are up.

Statuses:


Verene: HP 40/40; AC 19, touch 14, flat-footed 16; Prescience 8/8, Mythic Power 5/5, mage armor 6 hours, ; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 54/54; AC 23, touch 13, flat-footed 21; pyrotechnics 1/1, true strike 1/1, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 2/5, heroism 60 minutes
Thesius: HP 43/43; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 7/12, Lore Master 1/1, Mythic Power 5/5, heroism 44 minutes, heightened awareness 44 minutes
Elliot: HP 58/58; AC 25, touch 17, flat-footed 17, Arcane Pool 5/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 5/5, alter self 19 minutes, blade tutor’s spirit 6 minutes
Azira: HP 61/61; AC 31, touch 22, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 0/1, Mythic Power 5/5, Radiance Legendary Power 2/2, Keen on Radiance 6 minutes
Wulfric: HP 24/24; AC 19, touch 14, flat-footed 16; bardic performance 11/11
All within 10’ of Merixia: magic circle against evil 60 minutes
All: perfect placement 9 rounds, haste 10 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: -

Thesius will easily make that check with Lore Master (does he get extra information?), but Verene can help too.
Knowledge (Arcana) DC 19: 1d20 + 15 ⇒ (7) + 15 = 22

Verene draws another breath for the first time since beginning her chanting of spells and uses it to relay: "Chimera... usually not too bright, but tough combatants that can attack with all three heads and their claws at once. The dragon head has a dragon's breath. That's a white dragon, so this one will breathe freezing cold. Anyone who stays on me I'll spell to resist it. It's so fast..." The last is almost to herself.

That was a poor time to roll a 1 on initiative. Wulfric isn't on the map - should he be?


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?

@Verene can Verene use prescience to act faster/reroll initiative or such?

arcana?: 1d20 + 11 ⇒ (4) + 11 = 15 "A... chimera? Is that a magical beast? Can it see through illusions?" Elliot wonders aloud to his more knowledgable friends, bracing himself when he is cordially informed of the incoming breath weapon. But between Merixia's protective circle, Verene's promise of energy resistance and his realization that he wouldn't be able to get out of the blast zone unless he flew off on his own, he instead braces himself and sticks close to his friends!

If any of Elliot's allies, probably Thesius, can inform him of if this thing can somehow negate Mirror images through special senses, Elliot casts Shield. If not, he casts Mirror image. Then as a swift action he enhances Eclipse with Keen and an additional +1 enhancement bonus for 1 minute by spending an arcane pool point.

Mirror image: 1d4 + 2 ⇒ (2) + 2 = 4


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: -

Elliot, I will certainly do that if Worldwound GM says she can. We have used the ability outside of any combat situation before. But usually, Prescience is something you roll at the start of your turn. Before initiative is rolled here, Verene doesn't technically have a turn on which I can declare using the ability. I know Verene said she would cast a resist energy spell on people who are near her, but that might be too late. People who get to act before the chimera might be wiser to scatter, actually, since if we're all bunched up that's a perfect time for it to use its breath weapon and catch everyone at once.

Prescience if allowed:
Prescience, 7/8 remaining: 1d20 ⇒ 3 So it would be 13, still not enough to act before the chimera.


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

Please let us know if Thesius relays any additional information with his knowledge check of 38.

Thesius steps forward and prayers to Desna as he does for luck.

Two rounds to get to us should leave him with his last use of Archaeologist's Luck still up for this round and next I do believe. So him praying is more roleplay then him activating anything. Staying within range for Verene's spell.


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Thesius does not, unfortunately, get much additional information due to that incredible roll - but he does notice that this chimera looks rather exceptional, though he can't exactly put how it's exceptional into words.

I've also added Wulfric, because him not being there was an oversight.


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

Before combat...
"Is there any chance anyone can make me fly again?" Azira asks as the chimera dives towards them at startling speed. "Or, somehow force it to the land? If it chooses to fight us from the air, without flight, there will be very little I can do to hurt it and virtually nothing I can do to protect any of you..."

Now...
Powerless to place herself between the creature and her more vulnerable allies, the paladin heed's Verene's advice and moves away from her companions to limit the impact of the creature's breath weapon. As she moves, she shouts insults at the beast in the Abyssal tongue, hoping to convince it to focus on her. In the hope that it might, she readies Radiance to attack if it comes within reach. Single move to new location on map, free action insults, ready an action to attack if it comes within my reach.

readied attack (fb/ic): 1d20 + 15 + 1 + 1 ⇒ (11) + 15 + 1 + 1 = 28
for: 1d8 + 14 + 1 + 1 ⇒ (7) + 14 + 1 + 1 = 23


male, human, Bard 5 | HP 39/39 | AC 16 (t11, ff15) | CMD 14 | Fort +3, Ref +5, Will +5 | bardic performance 15/15 | perception +9, sense motive +13; initiative +1 | active effects: flagbearer

Having been ordered before combat to do his best to stay next to Merixia, for the protection afforded by her magic, Wulfric takes a step behind the priestess and begins one of his inspiring tales.

5' step and a standard action for inspire courage. Every gets +1 morale to hit/damage (flagbearer) and +1 competence to hit/damage (ic).


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: -
Azira Tal-Shirin wrote:

Before combat...

"Is there any chance anyone can make me fly again?"

Verene's eyes are beginning to glow with that unearthly white as she reaches for the Wardstone's power to see how to ward the cold, but she manages to say quickly, "Yes. That's next." She starts the chant but the beast is almost upon them — not soon enough, not quick enough

Azira, Verene has a spare fly spell for you, as was true in the original post when I thought we had more time, but I figure communal resist energy should take priority here, and we didn't get that information that it was a creature that could attack from a distance from the air and what energy type it would be until initiative was rolled. And then it was too late. If it breath-weapons us in the first round, she'll instead give Azira fly right away (if Verene is still conscious), on the theory that like most creatures with breath weapons, it can't use the breath weapon again for a few rounds.


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Round 1 Midpoint

As the beast moves nearer with horrifying speed, Elliot invokes a spell of defense, summoning four identical illusory copies of himself. With an effort of will, he sends power down Righteous Eclipse, granting it the golden glow that gives it its name.

Thesius begs the favor of the Song of Spheres, and feels inexplicably lucky, as is often the case, while Azira advances north up the bridge, Radiance ready. She shouts several insults in Abyssal, and Wulfric begins a rousing tale that inspires others to greater feats.

The chimera swoops rapidly closer, wings beating through the air as the Knights of Kenabres stare in horror. It swings down over the bridge and, true to the fears of the group, it unleashes a blast of icy wind - and a hail of razor-sharp shards. Screams of agony tear themselves from dozens of throats as the Knights of Kenabres are frozen and shredded by the beast's breath. Thesius is quick enough to throw himself entirely out of the way, while Verene, Azira, Wulfric, and Elliot are all able to get out of the worst of it - with the aasimar's natural resistance to the cold keeping them yet safer. Merixia is the least prepared - she takes several heavy shards that stab briefly into her armor, and the cold seems ready to wither her skin to a dead, frost-bitten black. However, her infernal heritage protects her - if only somewhat.
Cold & Piercing Damage, Respectively: 6d8 + 2d8 ⇒ (7, 1, 1, 6, 4, 7) + (6, 4) = 36
Azira Reflex, perfect placement: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Elliot Reflex, magic circle against evil, perfect placement: 1d20 + 10 + 2 + 1 ⇒ (4) + 10 + 2 + 1 = 17
Merixia Reflex, magic circle against evil, heroism, perfect placement: 1d20 + 4 + 2 + 2 + 1 ⇒ (4) + 4 + 2 + 2 + 1 = 13
Thesius Reflex, Evasion, heroism, magic circle against evil, Archeologist's Luck, perfect placement: 1d20 + 10 + 2 + 2 + 4 ⇒ (18) + 10 + 2 + 2 + 4 = 36
Verene Reflex, magic circle against evil, perfect placement: 1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20
Wulfric Reflex, magic circle against evil, perfect placement: 1d20 + 2 + 2 + 1 ⇒ (19) + 2 + 2 + 1 = 24
That's everyone, except, unsurprisingly, Merixia. Poor reflex saves do her no favors here. So, Azira & Elliot take 13 damage (subtracting 5 for their cold resistance), Wulfric and Verene take 18 damage, while Merixia takes 31. Thesius, the lucky devil that he is, is damage free. I'm sure there are some Mythic uses you might be able to use here if you want, Merixia, so feel free.

GM Rolls:

1d4 ⇒ 4

"Get off the bridge!" Irabeth roars. "Focus on the other armies! We'll handle the beast!" She hesitates, then nods her trust at the heroes.

Verene and Merixia are up.

Statuses:


Verene: HP 22/40; AC 19, touch 14, flat-footed 16; Prescience 8/8, Mythic Power 5/5, mage armor 6 hours, ; Thamyris: HP 20/20; AC 19, touch 16, flat-footed 17, merge with familiar 6 hours
Merixia: HP 23/54; AC 23, touch 13, flat-footed 21; pyrotechnics 1/1, true strike 1/1, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 2/5, heroism 60 minutes
Thesius: HP 43/43; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 7/12, Lore Master 1/1, Mythic Power 5/5, heroism 44 minutes, heightened awareness 44 minutes
Elliot: HP 45/58; AC 25, touch 17, flat-footed 17, Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 5/5, alter self 19 minutes, blade tutor’s spirit 6 minutes, +1 and keen on Righteous Eclipse 10 rounds, 4 mirror images for 6 minutes
Azira: HP 48/61; AC 31, touch 22, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 6/6, panache 4/4, divine bond 0/1, Mythic Power 5/5, Radiance Legendary Power 2/2, Keen on Radiance 6 minutes
Wulfric: HP 6/24; AC 19, touch 14, flat-footed 16; bardic performance 10/11
All within 10’ of Merixia: magic circle against evil 60 minutes
All within 30’ of Wulfric: flagbearer (+1 attack, damage, & saving throws vs. fear & charm)
All: perfect placement 5 rounds, haste 6 rounds, Inspire Courage +1


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

Ouch! Well, if Elliot made the save with 17, a d6 might help here. So sure, I’ll use a Surge on that save. 2/5 MP left. Proper combat post later today.

Mythic Surge: 1d6 ⇒ 5

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