
Thesius Monteblanc |
2 people marked this as a favorite. |

Nodding as he listens, he chooses to speak once she is done. "I'm grateful for the boon, but I agree that it's disconcerting. Which is odd as clarity seems to be what I am finding. As if the mysteries of the universe are unraveling themselves to me. It's as if someone is whispering to me things I have never trained in. I've surely never trained in blacksmithing, yet...it's as if I can see the techniques used to create the armor and weapons we search through."
During the command meeting...
Thesius tries to listen to his companions and make sense of the flood of information that was bombarding his mind. He was finding it distracting and finding it hard to focus on the task at hand.
Instead of speaking up, he chooses to stay quiet for the moment while the others discuss their options.
I'll have changes up later. A lot of skill bonuses changed.

Worldwound GM |
2 people marked this as a favorite. |

Sosiel laughs, the genuine pleasure in his voice almost surprising. "Yes, well, I am a priest at heart. The Prismatic Rays - Desna, Sarenrae, and my own goddess - have a fairly close relationship, and my teachers were able to share some insights between their clerics."
Righteous Eclipse sounds almost embarrassed as it replies. "Our connection grows stronger, and I'm becoming more... awake, I guess." It falls silent a moment, then speaks again. "The Dawnflower spoke to my previous owner, too. She understands the hearts of mortals. Trust in her, wielder."
Sosiel looks at the sword with a gimlet eye. "You're not a priest, by any chance, are you?" Moving on before it can reply, he smiles again, teeth gleaming between his dark lips. "If a goddess spoke to you, I think you should trust her. Trust her to trust you, if that makes sense. Even if you make mistakes, doesn't the Dawnflower teach that there is always a chance for redemption? You're not alone, Elliot. You don't have to be the one to redeem the evil. Rely on your friends. Being a light to them can make you a light to your enemies." Taking a breath, the priest organizes his thoughts. "It's like... a torch or a candle. On its own, it can only hold back the dark a little, right? But if you light up others, share your light with them, they can share with others still." He looks back at Elliot. "Does that make sense?"
Irabeth nods at Verene, expression thoughtful. "There are a couple hundred ghouls in the graveyard, yes?" She looks at Anevia, who nods. "And they are able to move through the dark with much greater ease than most of the Knights..." She falls silent, thinking hard.
"Without the cultists here in Southbank, the ghouls might start ranging farther afield, depending on how intelligent they are. If they're smart, they'll probably try to exhume the dead here and get more of their kind..." Sosiel says. "But if they're especially clever or strongly allied with the demons, they might come try to skirmish against us or use the dark to get more of us. Especially if there're so many of them."
"I don't think we ought to cede the initiative." Aron replies to Elliot's suggestion. "Not that I think we should attack the ghouls today, though it might be a good idea... but more that sieges aren't quick, and the longer we delay outside of the Citadel, the longer they'll have to prepare for our eventual strikes. We've taken the armies we've fought thus far by surprise. This time, I don't think we'll be so lucky."

Merixia |
2 people marked this as a favorite. |

"One last thing. A possible explanation for the aura of darkness around that tomb the undead seem to be emerging from, one that would make it seem dim even during the daytime, is a permanent unhallow effect that has a darkness spell tethered to it, such that the darkness is in force through the entire unhallowed area. Similar to the zone of truth tied into the unholy shrine to the Old Goat we found in the basement of the Tower of Estrod."
Merixia grimaces at the mention of a possible unhallow. It's a plausible explanation for the unnatural gloom. "If there's a spellcaster capable of casting unhallow over there, going in without our most powerful spells would be a terrible idea. I don't know about you, Verene, but I'm tapped out of those, and I don't have much wardstone power left either. Repairing the bridge took a lot out of me. I think a night's rest in a fortified area would do us all good."

Azira Tal-Shirin |
2 people marked this as a favorite. |

"I agree with Aron," Azira says with a hint of a frown. "Every day that we wait makes the siege on the citadel that much harder. And we really can't afford to lose men to ghoul raids over night..."
"But, if Meri says we don't have the resources to attack the ghouls now, then there's not much of a way around that. Perhaps we could station units along the riverbank between Southbank and the cemetery? If we could keep fires burning in the riverbed--preferably by dropping wood on them from above--we'd negate a considerable part of the ghouls' advantage in the dark, and be able to try to deal with any raiders while they're working to climb the bank."

Elliot, the Red Heron |
1 person marked this as a favorite. |

With Sosial
"You ask me to inspire when I don't know how to be inspiring. Unless it is by killing monsters and demons - but that doesn't translate well to want to make someone change their ways. Saying you wish to change to avoid death is not a genuine desire for atonement." The magus smiles wryly. "But thanks, Sosial. I do appreciate the advice. I'll try to find a way; maybe my friends can show me how."
At the meeting
"We had success so far by sticking together. If Verene and Merixia say they're exhausted, we shouldn't try to push our luck. It might not be ideal, but can't we simply make a defensive perimeter for the night? Like dig and raise a wall? We have triple or quadruple our original numbers. Surely we can make some makeshift fortification here that protect us from a nightly raid."

Worldwound GM |
2 people marked this as a favorite. |

"Be yourself, Elliot. Choose good when immorality is easier. Protect your friends and allies. Try to encourage redemption when you can, but if not, make it easier for others who do." Sosiel says with a grin. "It's not necessarily the best advice, but it's the best I've got."
Now
"We'll pull back the majority of our troops to Paradise Hill." Irabeth declares. "And take a rest for the night. I'd appreciate it if you all," she looks at the heroes, "to keep watch over the bridge between Southbank and Paradise Hill. You are better equipped to deal with ghouls than many of our troops." She smiles, her tusks twisting the expression into something of a scowl. "I'll send some Knights to keep watch alongside you - work in shifts and all that."
She folds up the map. "We'll deal with the ghouls early tomorrow morning, then the crypt. Then, she looks at the heroes again, "we'll take the bridge and deal with the beasts that might tear it down."
Unless anyone has any further suggestions or thoughts, I'll move us forwards on my next post.

Elliot, the Red Heron |

I'll state the below as I don't understand the reasoning for this plan for the night. But please continue regardless.
"Forgive me, but this seems like an incredibly risky move. It would seperate our forces as well as leave the defence of the bridge to mostly the five of us, right when we are at our a weakest and out of spells. This seems like the best possible move for our enemy's sake if they wanted to attack either end of the army. I fail to see what this split maneuver for the night really gains us. At least until we manage to rest properly."

Azira Tal-Shirin |

"I'm inclined to agree with Elliot, ma'am," Azira offers.
"We will, obviously, follow whatever order you give, but splitting our forces gives the enemy an opportunity target a portion of us with overwhelming force. I'd counsel that, perhaps, if we're going to return to Paradise Hill for the night we should bring all of our troops there. If the enemy wants to send reinforcements into Southbank over night to retake it, let them. They'll have to thin the ranks of those would defend keep in order to do it, and we can just retake the area again tomorrow- more quickly and easily than we did today, very likely."

Merixia |

Merixia frowns, tail swishing as she thinks. "On the one hand, I don't like the thought of splitting our forces any more than you do. On the other hand, if we leave the bridge unguarded, what's to stop the enemy from destroying it overnight? Now that they can see how we repaired it, I imagine they'll do a more thorough job this time around. Sosial and I might not be able to fix that bridge again if the demons or ghouls get serious about tearing it down."

Verene Tanaquil |

Maybe I'm not understanding it, but I think that the army is not being split. No one is staying behind in Southbank; everyone in the army is going back to Paradise Hill to camp for the night. But the party and a few other knights are also going to take shifts guarding the B1 bridge, which we just fixed, from any attempted sabotage or the ghouls trying to cross it to get at the army in Paradise Hill overnight. Correct me if I'm wrong though, GM.
"I would not call it 'splitting' exactly, if the rest of the army is only some two hundred yards* away from our post and we return to camp to rest in shifts. I will be happy to take a watch on the bridge. While not at full strength, I can still call on the Wardstone power a number of times today if needed.** And I do have plenty of spell-work to do when I am not on guard. New ideas and insights... I would like to capture them before they vanish."
Verene will have a busy afternoon/evening ahead of her, between copying two fourth-level scrolls (and at the same time getting her two free spells from level-up written in her spellbook, which doesn't technically take time but logically should be folded into the above), and finishing Elliot's item. Fortunately, you're supposed to be able to do some magic item crafting while on watch.
*The central part of Paradise Hill is between 500 and 700 feet from the B1 bridge depending on where you start measuring.
**All 3rd-level spells tapped, 2 2nd-level combat spells left, 5/7 mythic power. Not great for a dungeon crawl, but fine for a watch.

Azira Tal-Shirin |

Irabeth said “We’ll pull back the majority of our troops to Paradise Hill”- that implies that the minority of our troops would not withdraw but stay in Southbank. I am espousing what Verene seems to be assuming (that all of the troops—except us, and anyone helping us—withdraw to Paradise Hill while we guard the bridge).
“I’m not suggesting we leave the bridge unguarded- only that all of the troops who aren’t actively guarding the bridge return to Paradise Hill for the night.”

Elliot, the Red Heron |

I think we need a clarification on Irabeth's plan as i seem to be not the only one confused.
"So long as it does not end up a situation with us and a handful of knights guarding the far end of the bridge against allegedly hundreds of ghouls. There is such a thing as hubris and tempting fate."

Worldwound GM |
1 person marked this as a favorite. |

"Sorry, I wasn't clear." Irabeth shakes her head. "There won't be many troops here - just any scouts willing to volunteer to watch a hundred yards or so into Southbank as an early warning for you all." She folds up and stows the map to look seriously at the rest of the rest of the command staff. "Of course, you'll also be an early warning force. If you see an army of ghouls, send word back and sound the alarm. I'm not going to rely on you all to hold the bridge against hundreds of ghouls. You just need to hold out briefly - retreat if you feel you're at risk of being overwhelmed, alright?"
Sosiel glances up. "Aron, would you like to spend some time with them? I'd like to take a few watches myself." His lover nods his acceptance.
"Good. I'll assign you ten more Knights to watch the bridge alongside you all." Irabeth says. "Is everything clear now?"

Elliot, the Red Heron |

"Okay... so if I understand correctly, almost everyone withdraws back across the bridge to Paradise Hill and you leave us with a ten or so knights to hold the bridge against the ghouls. And if we feel we would get overwhelmed, we need to fall back." He waits for confirmation.
If so
"Well... I'll be honest and admit I still don't understand why we need to fall back to the ruins up north. It also sounds extremely risky to leave just a token force behind what with their darkness, large numbers and abilities to paralyze anyone. We might well lose many of us in an attempt to withdraw. To say nothing of what might happen if they have another chimera, it attacks up north and we are not there to stop it in time. Is it really THAT much safer for the army up there? Both our objectives for the next day are here in the South. It just seems much safer and logistically easier to keep everyone on this side of the river."
He shrugs and wipes the flaming hair from his golden eyes. "However, I am a soldier, not a tactician. If you believe that is best, I'll try and fill out those orders and keep watch."

Merixia |
1 person marked this as a favorite. |

"Sorry, I wasn't clear." Irabeth shakes her head. "There won't be many troops here - just any scouts willing to volunteer to watch a hundred yards or so into Southbank as an early warning for you all." She folds up and stows the map to look seriously at the rest of the rest of the command staff. "Of course, you'll also be an early warning force. If you see an army of ghouls, send word back and sound the alarm. I'm not going to rely on you all to hold the bridge against hundreds of ghouls. You just need to hold out briefly - retreat if you feel you're at risk of being overwhelmed, alright?"
Sosiel glances up. "Aron, would you like to spend some time with them? I'd like to take a few watches myself." His lover nods his acceptance.
"Good. I'll assign you ten more Knights to watch the bridge alongside you all." Irabeth says. "Is everything clear now?"
"Works for me. I'll take the middle shift." Honestly, there is no ideal solution here. This sounds like the best they're going to get. And Merixia doesn't need eight straight hours of sleep to prepare her spells in the morning, so it's logical for her to take the midnight shift.
She looks to Azira and Verene. "I know moving our tent is a pain, but I think we should put it near where we'll be keeping watch. That way whoever's not on watch can sleep without getting rained or snowed on, and they can respond quickly in case of an attack." And from what Merixia has read, precipitation in the Worldwound isn't always just water. Rains of blood, acid, insects, and even stranger things have been reported. It's a bad idea to fall asleep without something over your head.
Move the tent, check on the wounded, see if the cooks and bathing tent need water, do her share of camp chores, and cobble together a sacrifice for Ragathiel. She'll have plenty to do before sunset.

Verene Tanaquil |

"Sorry, I wasn't clear." Irabeth shakes her head. "There won't be many troops here - just any scouts willing to volunteer to watch a hundred yards or so into Southbank as an early warning for you all." She folds up and stows the map to look seriously at the rest of the rest of the command staff. "Of course, you'll also be an early warning force. If you see an army of ghouls, send word back and sound the alarm. I'm not going to rely on you all to hold the bridge against hundreds of ghouls. You just need to hold out briefly - retreat if you feel you're at risk of being overwhelmed, alright?"
Sosiel glances up. "Aron, would you like to spend some time with them? I'd like to take a few watches myself." His lover nods his acceptance.
"Good. I'll assign you ten more Knights to watch the bridge alongside you all." Irabeth says. [b]"Is everything clear now?"
Verene nods crisply. "Guard the bridge with the help of the knights and scouts. Destroy any saboteurs or small parties, but don't try to hold it against the full number of ghouls if they all attack at once. Instead sound the alarm and make a fighting retreat."
She looks to Azira and Verene. "I know moving our tent is a pain, but I think we should put it near where we'll be keeping watch. That way whoever's not on watch can sleep without getting rained or snowed on, and they can respond quickly in case of an attack."
"That's good thinking. Perhaps we won't be attacked in the night at all, but better to have prepared and not need it than the reverse." Verene is ready to start on all the tasks remaining in the day.

Thesius Monteblanc |
1 person marked this as a favorite. |

Having listened as best he could be his thoughts working to overwhelm him, he finally speaks.
"Unfortunately staying here leaves us in a less defensible spot. Paradise hill would at least require they retake the bridge or be slowed by moving through the riverbed. A similar issue to what we faced in getting here. I agree it makes sense to fall back and I'll be happy to help with the watch. Prepping some bonfires a bit out from the bridge on this side should help us negate part of the benefit they gain in the night since many of us can not see in the dark."

Azira Tal-Shirin |
1 person marked this as a favorite. |

"And some of us who can see in the dark aren't much use at spotting hidden threats," Azira quips wryly.
She offers Elliot a warm smile and tells him, "I completely understand your desire to keep others out of harms way, but we do need to trust our soldiers to fight. Its unlikely that the demons would choose to mount an attack against nearly the whole army simply because the five of us and a handful of others are separated--if anything, we, as the small force, would be the likely targets of an attempted ambush--but even if they did, we have to trust that our army can prevail. The bridge is a valuable asset and worth defending."
Turning back to the Knight-Commander she offers, "I'll take whatever watch, or watches, are needed, Ma'am."

Worldwound GM |
1 person marked this as a favorite. |

"That's correct, Elliot." Irabeth says simply. "As for the reasoning, it's a matter of how fortified the area is. As Thesius says, Southbank, to put it simply, isn't. Though some of the houses are in better conditions than the ones in Paradise Hill, Paradise Hill is just better suited to defending. If they've got another chimera, well..." She shakes her head. "Gods, I hope they don't. But if so, we'll fight as long as we can and hope you come to aid us sooner rather than later."
She looks at the command staff, her expression tight. "I'll let you decide on the watches you want to take." The Knight-Commander says, finally. "If that's everything, get ready to move out."
And so they do. The organized retreat takes a few hours, during which neither demon forces nor ghouls try to harass the crusaders. Soon enough, however, they are all back in Paradise Hill, save for the First Children, Korryn, Anevia, and a few other scouts, who have settled themselves in various hidden places across the closest buildings to the bridge.
Of the Knights assigned to aid them, Kira Dendrix and Arles Jhastander are both known relatively well to the champions. They spend some time chatting - in particular, Arles talks extensively with Azira, hoping to find his way back to Iomedae's light.
I'll give you all one post for what you do during the rest of the day, and let me know your organization for the night watches. You have all five of you, Wulfric, Aron and Sosiel, as well as 10 paladins, so divide that into however many watches you'd like.

Merixia |
2 people marked this as a favorite. |

Once everyone's back in camp, Merixia tracks down her friends in the organized chaos. "Ah, I need to ask you all something real quick before we start in with moving tents and such. There's something Ragathiel can give or teach me- he wasn't very clear on that- but I need to make a sacrifice first. So I was wondering if I could use the chain shirt, scimitar, and battle axe we've found? All of those are equipment for battle that we took off of evil enemies, so they'll be suitable. If I add in one of my scrolls, I was thinking bleeding strike, that feels like it'll be enough."
Before she gets to that, though, there's a large tent and three people's worth of stuff to pack up, move, and unpack. The cleric opts to tie the rolled-up tent to her horse's saddle and move it to the bridge that way. She could take the weight by herself, but the tent's size makes it unwieldy. With three people, setting it up goes fast.
Next she checks on the wounded, who are all pretty stable and don't need her help at the moment. The bathing tent and cooks can both use water, though, and once she's created enough for the cooks they recruit her to peel and chop vegetables. Merixia isn't much of a cook, but it's hard to screw up basic peeling and chopping.
Casting spark.
"Ragathiel, General of Vengeance, please accept my sacrifice. My comrades and I have claimed all of these offerings in honorable battle against evil. May they serve a higher purpose now." First the scroll of bleeding strike, then the scimitar, the battleaxe, and the chain shirt go onto the fire. Merixia holds her breath, hoping for a sign that her deity is pleased.

Elliot, the Red Heron |
1 person marked this as a favorite. |

"I completely understand your desire to keep others out of harms way, but we do need to trust our soldiers to fight."
Elliot shares a glance with Sosial, remembering the cleric's earlier advice. "Don't you dare deny them their honor."
"You're right. I apologize - they do deserve that trust. They're the Queen's elite. No matter what happens, they should make it. And it's not like the enemy has appeared all that coordinated or strategic as of yet." He stows his remaining doubts on the strategic soundness of it all.
After the meeting, he goes to check on Akravesh and the Sarenrite camp, wondering if any of those cultists subdued non-lethally had any promise.
"So I was wondering if I could use the chain shirt, scimitar, and battle axe we've found?"
"Of course. Take whatever you need, as far as I'm concerned - especially if Ragathiel asks you directly. It's not something most of us could put to any good use anyway." He responds on the way, knowing full well he was biased for multiple reasons, not least among those that he wouldn't deny her anything, nor that he wanted to give Ragathiel any more reason to object to the Mercy champion trying to court his instrument of Revenge.
Whshing her well, he then goed to see his master, joining him in studying his forgotten forgotten arcane spells. It was an odd feeling, to learn something from scratch a second time. But a surprsingly tranquil and relaxing endeavor, nostalgic as it was along the crusades.
The remainder of his time following the lessons is spent watching the drills of the new recruits, feeling that same... awareness he'd felt since the chimera died. Of how each soldier moved seperately, while being aware why they did. What the goal of it was. Lingering memory fragments from the wardstone explosion told him that in this regard, there was no difference between angelic forces and that of normal humanoids. Alone, they could be strong. But they were much stronger as a coordinated unit.
He returns to the guard post in time to take his shift with much to consider, flying up to the bride pillar and seating himself for a higher up view of the landscape. There, he waits and sees, thinking of whether those same principles could be applied to his team of friends.

Azira Tal-Shirin |
1 person marked this as a favorite. |

"Absolutely," Azira concurs with Elliot in response to Meri's request. "Without the help of our goddesses--and god--we never would have made it this far. By all means, make whatever offering you need to."
Once the tents are set up, the paladin grabs a few meager scraps leftover from lunch and splits them with Wulfric. "We'll both go to sleep now," she informs her companions, "that way we'll be ready to wake up after the first watch and participate in the second and third before we return to camp to lead morning prayers."

Verene Tanaquil |

Shortly after moving their tent, Verene can be found already grinding a stick of expensive magically-attuned ink into water to make it usable, but she puts it down momentarily to listen to Merixia's request. "I have no objection, certainly. Although I hope they are not to be destroyed for the form of the thing; that would be wasteful indeed."
She returns to her spell-scribing, a fine crease between her brows. As she thought, over the next few hours it becomes clear that she has made a breakthrough of some sort, and she not only completes work on compressing the complicated scrying ritual within an efficient enough spell to be useful, she also finds it easy to modify the sensor to be movable, instead of stuck following a person. To accomplish this she must sacrifice a great deal of the spell's range, but it seems worth the price. Then comes the scroll taken from Nurah: the conjuration of a portal to hurl oneself and a few others a short distance only.
Two free spells from level-up: scrying and arcane eye. DC 19 Spellcraft check, taking 10 for 27. Dimension door copied from scroll, using up scroll. -160 gp writing costs to Verene, total of 5 hours of time.
Finally, she spends a few hours after dinner finishing Elliot's pearl, casts the final spell to fill it with energy, and presents it to him: a lustrous pale sphere with the faintest rainbow shimmer lighting up its nacreous gleam from the inside out. The pearl sings with potential energy waiting to be shaped into magic.
Crafting finished on Elliot's pearl of power I with another two hours spent plus the two this morning. -500 gp to Elliot. Taking 10 on the Spellcraft check and using a casting of color spray for the required spell.
During the admittedly boring shifts guarding the bridge, Verene tries to get to know Kira Dendrix, Arles Jhestander, and as many of the other ten paladins as she can interest in chatting, all while straining her eyes toward the darkness from whence the ghouls might emerge. The bonfires in the riverbed to either side are better than nothing, but not .
I don't have thoughts about how many watches or who should take what watch, except that we always want at least one person with darkvision on the bridge during the night. Azira's plan of three watches, with her and Wulfric on 2 and 3, seems good. I guess Verene and Thamyris (low-light vision) will take 1 and 2 then. She's at +10 Perception now and he's +15. She'll cast heightened awareness on herself near the end of her second watch when she's starting to feel sleepy, for another +2.

Azira Tal-Shirin |
1 person marked this as a favorite. |

If we only do 3 watches (as I suggested) you’d only be able to take 1 watch if you want your spells/mp back- I volunteered for 2 because I’m going to sleep all evening while you’re scribing spells and crafting so I can get my 8 hours in. Plus, there’s only 5 of us so we need 1 person to double up if we want 2 of us/shift.
Maybe Verene and Meri 1st shift with 4 paladins, me and Elliot 2nd with Aron and 3 pallies, and then me and Thesius 3rd with Sosiel and 3 pallies? That way the PCs without darkvision get dusk/dawn, and I think we have at least 1 decent perception per shift?

Thesius Monteblanc |
1 person marked this as a favorite. |

Thesius nods his agreement with the others while responding, "Of course. Use what you need. Better then it simply sitting."
As they are left to their own devices, Thesius laments not having got his ring earlier. It still needed another day before it's powers would start to fully work.
"To regain my spells I will need to still rest for 8 hours unless we have another way around that. So I would suggest I take the first or last shift if we are using the normal 3 shift method. If we have a way to circumvent that, I will help wherever I can."
Next level I think I'll choose Darkvision 2/day for his boon. That should help cover at least getting them through the night. I believe his ring of sustenance will kick in part way through the next day as I believe it was bought on the 8th.

Worldwound GM |
1 person marked this as a favorite. |

I think, absent any objections, we'll go with Azira's suggestion - and all the party other than Wulfric and Azira will have keep watch up, meaning they can all go for the whole night, unless there's some sort of combat or whatnot.
As dusk falls, the paladins, Aron, Sosiel, Wulfric, and the five Knights of the Fifth Crusade settle in on the bridge to keep watch, taking shifts. Everyone save Azira is able to remain awake and aware, thanks to Elliot's magic fueling their wakefulness.
Moonday, 15th of Rova 4713
Anevia Perception: 1d20 + 5 ⇒ (20) + 5 = 25
First Children Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Korryn Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Ghoul Stalker: 1d20 + 16 ⇒ (14) + 16 = 30
Ghoul Creepers: 1d20 + 12 ⇒ (11) + 12 = 23
Common Ghouls: 1d20 + 7 ⇒ (18) + 7 = 25
Anevia Stealth: 1d20 + 9 ⇒ (8) + 9 = 17
Ghoul Stalker: 1d20 + 14 ⇒ (8) + 14 = 22
Ghoul Creepers: 1d20 + 11 ⇒ (5) + 11 = 16
Ghoul: 1d20 + 7 ⇒ (18) + 7 = 25
Just after midnight, Anevia comes rushing back to the bridge. "They're coming!" She hisses. "Not all of them - probably thirty ghouls. I'd guess about thirty seconds behind me."
You probably have 5 rounds to prepare. Here's the statuses I have - I think they're wrong, but let me know.
Verene: HP 47/48; AC 19, touch 14, flat-footed 16; Prescience 8/8, Mythic Power 5/7; Thamyris: HP 24/24; AC 19, touch 16, flat-footed 17
Merixia: HP 39/61; AC 27, touch 13, flat-footed 25; 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 3/7
Thesius: HP 54/54; AC 18, touch 13, flat-footed 16, uncanny dodge; Archeologist’s Luck 6/12, Lore Master 1/1, Mythic Power 7/7
Elliot: HP 69/69; AC 21, touch 18, flat-footed 17, Arcane Pool 4/5, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 3/7
Azira: HP 61/65; 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
Wulfric: HP 23/24; AC 19, touch 14, flat-footed 16; bardic performance 10/11

Elliot, the Red Heron |

"Someone wake and get Azira!" Elliot calls to the paladins surrounding the group as he jumps down from his vantage point, landing softly from his flight.
He drew Righteous eclipse as he readied himself for the coming horde of enemies, turning to his fellow casters. "How about we set up some magical hazards while we can?"
Taking the initiative, he used his wand of Grease to create two puddles that would hopefully funnel at least some ghouls into the more defensive perimeter. Then he casts Shield on himself with another wand, tossing the rarely used grease one aside for now.
Finally, when the undead are almost upon them, he shares a look with his sister and Thesius. "Can either of you quicken us the way Verene did before? I *might* be able to now if I push muself, but I'm also running very low on wardstone power..."
With Elliot having 3 MP left, knowing we are about to face a lot of ghouls I am inclined to have him cast Channel Vigor on himself to get +6 fort for 9 rounds as he lacks a better alternative like mythic heroism or some form of paralysis immunity. Activating undead bane and shared training would then completely drain him, leaving him unable to cast Haste. Can anyone else perhaps do that one in the five prep rounds? On the last prep round he uses an AP to make his weapon keen and flaming for 1 min.
Casting Shared training with a Mythic point grants the outflank and paired opportunists teamfeats To Merixia, Thesius and Azira for 90 minutes while it lasts. They increase the attack bonus from flanking from +2 to +4, and if an ally flanking an enemy crits that enemy, all allies threatening that ally can make an AoO against it.

Azira Tal-Shirin |

Azira: HP 73/73; AC 30, touch 20, flat-footed 21; glitterdust 1/1, smite evil 3/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2
Wulfric: HP 39/39; AC 16, touch 11, flat-footed 15; bardic performance 15/15
I just realized the flaw in my plan... I already slept, so any resources I spend now are lost for 'tomorrow'. So, I'm gonna try to be stingy with this one...
"Sounds like I arrived just in time," Azira calls back to Elliot. "I joined the watch a few minutes ago and was getting an update from sword-knight Kasian on what happened during the first watch." She readies Radiance and looks over to Verene to ask, "thirty does sound like quite a few- is there any chance we can funnel them into an area where you can weaken most or all of them with an area attack? Or, create a choke point where only a couple of them could attack us at once?"

Wulfric Stonehelm |

Wulfric follows Azira over to the others. He's careful to remain behind them, where he should be safe, but he does look more confident--perhaps even more capable--than he had only a few short days ago when they'd arrived in Drezen. He draws his longsword and takes a deep breath to steel his nerves, then he offers, "if, at any point, you want me to run back to the camp and sound the alarm, just give the word."

Merixia |

It's a good thing that Verene and Elliot were willing to cast keep watch for the group, otherwise Merixia would be scrambling to put her armor on right now. "Someone should go raise the alarm. Anevia, are any of the other scouts on their way back?" She moves closer to the bridge, then starts casting. More of the spell-stars in her mind are within her grasp now, including one that will be very useful indeed against ghouls.
Casting: 1 MP for freedom of movement on self, 1 MP for freedom of movement on Elliot, 1 MP for freedom of movement on Thesius, ironskin, and divine favor in that order. Sorry Azira, but you've got paladin saves and I only have 3 MP left.

Verene Tanaquil |

Verene straightens when Anevia comes running up with the news, already reaching for her spell component pouch.
"How about we set up some magical hazards while we can?"
She readies Radiance and looks over to Verene to ask, "Thirty does sound like quite a few- is there any chance we can funnel them into an area where you can weaken most or all of them with an area attack? Or, create a choke point where only a couple of them could attack us at once?"
Verene finishes casting the mirror image she began when Anevia started talking. Even as she is drawing out one of her wands, her multiplied form says calmly, "Yes, let's make them feel welcome, shall we? I would like a use of the cloudwalking scale, please. Thamyris, please fly and alert the camp and Lady Irabeth that thirty ghouls are approaching the bridge. This may not be the only assault party."
The little bird takes off into the night. Soon after he vanishes into the darkness, his piercing alarm-whistle can be heard echoing over the orderly tents and pickets arranged behind the walls and earthen fortifications in successive layers up the hill.
Verene continues casting without a pause. In case of any particularly sneaky and clever ghouls who might think to approach invisibly, she draws a line of sparkling silver powder over her closed eyes, then opens them, glowing stark white. The cold power enfolds her, pushing all fear and other emotion far away from the perfect quiet of her mind; she can see the strings to tug for the spell she wants, the way the very air is poised to ignite with the right incentive.
One hand rises in a complicated gathering gesture as she chants a string of hissing, crackling words; then she snaps it out to the left. A blazing curtain of violet flame twenty feet high springs into existence along the south bank of the steep riverbed, beginning just left of the bridge and extending for almost two hundred feet. It radiates bright light in all directions and an intense heat away from the bridge and the knights, visible as rippling waves in the air before it. She repeats the spell for the right side of the bank, leaving only the forty-foot width of the bridge open and clear as a challenge.
"I'm quickening some of you. Do not move in front of the bridge or the flame," she says distantly. Her eyes are still glowing intensely white as she draws out the tiny curl of root and Elliot, Azira, Merixia, Thesius, Anevia, Sosiel, Aron, Arles, and Kira feel the world seem to slow down.
Now to see if they will take the bait. Verene waits without impatience, thumb and finger resting on a tiny ball of bat guano and sulfur. She has a surprise for the pack of ghouls if they try to rush the bridge.
Round 1 Casts mirror image for 1d4 + 2 ⇒ (1) + 2 = 3 images for 7 minutes. Swap scale of levitation.
Round 2 Casts see invisibility on herself. Draw wand of shield.
Round 3 Casts wall of fire with Wild Arcana. Note that if any ghouls stand within 20 feet of it or go through it they take double damage, as undead.
Round 4 Casts wall of fire again. 9 rounds remaining on Wall 1, as its duration is concentration + 9 rounds.
Round 5 Casts haste with Wild Arcana on Elliot, Azira, Merixia, Thesius, Anevia, Sosiel, Aron, Arles, and Kira, (i.e. anyone who would be the front line, I think) for 9 rounds. 8 rounds remaining on Wall 1, 9 remaining on Wall 2 as it starts counting down.

Elliot, the Red Heron |

Okay, updating the buffs and slightly altering Elliot's previous post: first turn grease with wand on one side of the battlefield, second turn grease on the other side to create at least a weak funnel, third turn cast Shield from wand, fourth turn cast Displacement on Self, final turn cast ??? on Merixia with ??? being a spell of her choice like Keen Edge or also displacement. I think in this situation, with us facing tons of weak foes in a swarm all from one direction, we probably won't have many opportunities to flank and even if we were to and crit a ghoul it probably dies in one hit which would waste the teamwork feat effect.
Active effects: Shield, Displacement, Haste, freedom of movement, Keen + flaming on sword, normal mythic arcane strike. Two puddles of DC 11 grease on strategic locations at the side edges of the field to stop enemies surrounding us from the flanks.
HP 69/69. AC 27/FF20/T18 + displacement (shield and total concealment have 8 rounds starting the fight). F+9, R+11, W+8 (+2 vs conf/insan) Att. +14, 1d6+10+1d6 fire/15-20/x2. CMB +14, CMD 24.

Thesius Monteblanc |
1 person marked this as a favorite. |

"I suggest we fall back to about halfway over the bridge. That will create a natural choke point as long as they cannot climb the sides of the bridge."
Thesius quickly thanks his friends for the bolstering magic between casting his own spells. He in turn will share his limited magic by casting heroism upon one of them. (See discussion notes)
I moved us on the last map around where I would expect we might want to set up.
Round 1: Heroism on ally
Round 2: Heroism on self
Round 3: Heightened Awareness on self
Round 4: Prep weapons
Round 5: Activate Archaeologist's Luck for 5 rounds

Worldwound GM |
1 person marked this as a favorite. |

As she makes her offerings to her angelic patron, Merixia feels a pulse of power - satisfaction, perhaps? - burn in her veins, and the flames flare gold momentarily, consuming the offerings completely and leaving nothing behind to salvage.
Anevia shakes her head helplessly in response to Merixia's question. "I didn't see any of them. They might have been stealthier than me, or gotten held up. Or they might not've noticed the ghouls." She leaves unspoken the possibility that they might've been caught. "I'll head over to warn Irabeth and the camp." With that, she takes off again.
Reminder that as a (half-)elf, Thesius is immune to ghoul paralysis. I'll put freedom of movement on Azira instead, if that's fine with you, Merixia.
As the grease and walls of fire flare up please mark them on the map where you want them they hear the shuffling of footsteps and the undead start to flood towards their location.
Combat Start
Azira: 1d20 + 12 ⇒ (18) + 12 = 30
Verene: 1d20 + 13 ⇒ (15) + 13 = 28
Merixia: 1d20 + 3 ⇒ (6) + 3 = 9
Thesius: 1d20 + 11 ⇒ (12) + 11 = 23
Elliot: 1d20 + 10 ⇒ (9) + 10 = 19
Aron: 1d20 + 3 ⇒ (9) + 3 = 12
Sosiel: 1d20 - 1 ⇒ (20) - 1 = 19
Arles: 1d20 - 1 ⇒ (2) - 1 = 1
Ghouls: 1d20 + 2 ⇒ (7) + 2 = 9
???: 1d20 + 4 ⇒ (19) + 4 = 23
???: 1d20 + 5 ⇒ (3) + 5 = 8
Round 1
Initiative Order is: Azira, Verene, Thesius, ???, Elliot, Sosiel, Aron, Merixia, Ghouls, ???, Arles. If your Initiative modifier is is wrong, please let me know. Bolded characters are up once you've placed your spell hazards.
Again, tell me if your statuses are incorrect here.
Verene: HP 48/48; AC 16, touch 12, flat-footed 14; Prescience 8/8, Mythic Power 5/7, mage armor 30 minutes, mirror image with 3 images for 7 minutes, see invisibility 7 minutes; Thamyris: HP 24/24; AC 19, touch 16, flat-footed 17
Merixia: HP 61/61; AC 27, touch 13, flat-footed 25; 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 0/7, heroism 50 minutes, freedom of movement 70 minutes, ironskin 7 minutes, divine favor 10 rounds
Thesius: HP 65/65; AC 20, touch 14, flat-footed 16, uncanny dodge; Archeologist’s Luck 5/12, Lore Master 1/1, Mythic Power 7/7, Archeologist’s Luck 5 rounds, [i[heightened awareness[/i] 50 minutes, heroism 50 minutes
Elliot: HP 69/69; AC 27, touch 18, flat-footed 20, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 3/7, shield 8 rounds, displacement 8 rounds, freedom of movement 70 minutes, keen & flaming on Righteous Eclipse 9 rounds
Azira: HP 65/65; AC 30, touch 20, flat-footed 21; glitterdust 1/1, smite evil 2/2, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, freedom of movement 70 minutes
Wulfric: HP 36/36; AC 16, touch 11, flat-footed 15; bardic performance 15/15

Verene Tanaquil |

Status looks right except that Verene now has only 2 Mythic Power left for today, GM.
Prescience, 7/8 remaining: 1d20 ⇒ 12
Verene touches the lightning medal for the cool rush of clarity it provides. She waits for the moment when as many of the onrushing undead as possible are bunched together at the mouth of the bridge, watching especially for any that look bigger or tougher than the others. The final word of the evocation is on the tip of her tongue.
Swift action activate righteous medal of clarity for +2 sacred bonus to Intelligence, meaning +1 to all spell DCs for 1 minute. Ready action fireball (DC 21 Reflex, 9d6 fire damage) with Wild Arcana whenever she can get at least ten enemies with it (of the thirty we were told were on their way.) The ready action may not go off this round, which is fine. I'm assuming any ghouls off the map are not necessarily where they seem to be, but the range on the spell is long (760 feet) and I've drawn the fireball spread already for ease of use, so if she already can get a good number of them in a clump, she'll just light it off. Any ghoul that approaches a wall of fire to within the distance marked by the purple arrows gets burned, as noted in the spell description.

Merixia |

AC:
Base 10
Armor +8
Dexterity +1
Natural +4 ironskin
Dodge +1 haste
Total AC 24
Touch AC 12
Flat-footed AC 22
Merixia's current total HP is 65. You might have missed the +4 from Hierophant 2. Channel Energy is at 1/3 since she channeled twice after the chimera fight. Also, Verene cast haste on everyone except herself and Wulfric, including the NPCs. Elliot cast displacement on Merixia.

Azira Tal-Shirin |

I think I already mentioned this in discussion since Worldwound's last post, but just to be sure: Azira has 73 hp (I think maybe you accidentally updated my line with Meri's new hp?), and Wulfric has 39; also, I'm up to 3 smites/day now.
"Time for us to dance once again my friend," Azira mutters softly to Radiance as she sinks down into her battle stance, raises the golden blade to a ready position, and begins to sway in time with a song that only she can hear. Then she prepares to strike the first undead creature to come within her reach.
readied attack (haste/fb): 1d20 + 17 + 1 + 1 ⇒ (12) + 17 + 1 + 1 = 31
for: 1d8 + 16 + 1 ⇒ (6) + 16 + 1 = 23

Wulfric Stonehelm |

Behind the front line, Wulfric holds the flag of the 5th Crusade aloft and draws his longsword.
Currently Granting: flagbearer (+1 morale to hit/damage, and saves v fear)

Thesius Monteblanc |

Thesius only has a +9 initiative I believe so ??? goes before him.

Worldwound GM |
2 people marked this as a favorite. |

I return! Let's see how well I can manage this mass of rolls and whatnot.
Before Combat
Elliot unleashes a pair of grease spots on the bridge, while his sister summons vast walls of fire. As they light up the night, the raw heat they exude causes several of the abandoned buildings closest to the bridge to go up in flames, crackling and burning. The ghouls shriek and scatter, trying to avoid the worst of the heat.
Round 1 Continued
Azira lifts Radiance who vibrates softly. "Yes. Let the dead return to death." She says firmly. Wulfric lifts his banner above his head, inspiring the soldiers around them.
Verene calls upon the medal that the Queen awarded her before the journey to Drezen began, clearing her mind of all distractions.
A trio of ghouls, unusually well-armored, rush between the two walls of fire, striving to avoid the worst of the heat. As they pass over the grease they easily keep their feet, and level crossbows at the heroes.
Ghoul (Red) Acrobatics vs. DC 10: 1d20 + 12 ⇒ (2) + 12 = 14
Ghoul (Blue) Acrobatics 1 vs. DC 10: 1d20 + 12 ⇒ (11) + 12 = 23
Ghoul (Blue) Acrobatics 2 vs. DC 10: 1d20 + 12 ⇒ (10) + 12 = 22
Ghoul (White) Acrobatics vs. DC 10: 1d20 + 12 ⇒ (3) + 12 = 15
One lined in red fires at Merixia, who is unprepared to defend herself and catches the bolt in between the gaps in her armor, despite the blurred outline that her boyfriend granted her. Fortunately, it only scratches her skin, but that it's able to do so at all is alarming.
Crossbow vs. Merixia, flat-footed: 1d20 + 8 ⇒ (15) + 8 = 23
50% Miss Chance, low hits: 1d100 ⇒ 9
Damage: 1d8 ⇒ 2 Fortunately, it's not close enough for a sneak attack. Merixia is at 63 hp.
Another, lined in white, levels its crossbow at Thesius. Despite his swift reflexes and the spell that gives him even more speed, the bolt catches him in the hip, sending searing pain down his leg.
Crossbow vs. Thesius: 1d20 + 8 ⇒ (16) + 8 = 24 Thanks to uncanny dodge, he's not flat-footed.Not that it helped here.
Damage: 1d8 ⇒ 5 Thesius is at 60 hp.
The last of the undead creatures rushes even further forwards, apparently disinclined to use its crossbow.
Thesius & Elliot are up.
Verene: HP 48/48; AC 16, touch 12, flat-footed 14; Prescience 8/8, Mythic Power 2/7, mage armor 30 minutes, mirror image with 3 images for 7 minutes, see invisibility 7 minutes, righteous medal of clarity 10 rounds; Thamyris: HP 24/24; AC 19, touch 16, flat-footed 17
Merixia: HP 63/65; AC 24, touch 12, flat-footed 22; 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 0/7, heroism 50 minutes, freedom of movement 70 minutes, ironskin 7 minutes, divine favor 10 rounds, displacement 10 rounds
Thesius: HP 60/65; AC 20, touch 14, flat-footed 16, uncanny dodge; Archeologist’s Luck 5/12, Lore Master 1/1, Mythic Power 7/7, Archeologist’s Luck 5 rounds, [i[heightened awareness[/i] 50 minutes, heroism 50 minutes
Elliot: HP 69/69; AC 27, touch 18, flat-footed 20, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 3/7, shield 8 rounds, displacement 8 rounds, freedom of movement 70 minutes, keen & flaming on Righteous Eclipse 9 rounds
Azira: HP 73/73; AC 30, touch 20, flat-footed 21; glitterdust 1/1, smite evil 3/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, freedom of movement 70 minutes
Wulfric: HP 39/39; AC 16, touch 11, flat-footed 15; bardic performance 15/15
Everyone Save Verene & Wulfric: haste 9 rounds

Thesius Monteblanc |
1 person marked this as a favorite. |

Air hisses through Thesius lips as he feels the wound open. Doing his best to push it from his mind and focus on the task at hand, he calls upon his growing power to further hasten his efforts. Rushing in to attack the beast closing for melee twice before acrobatically attempting to retreat back to his original position.
(Swift action for Fleet Charge, standard action normal attack, and move action to move back with an acrobatics check to negate the attack of opportunity.)
Fleet Charge with +1 Adamantium Morningstar attack: 1d20 + 7 + 4 + 3 + 2 + 1 ⇒ (2) + 7 + 4 + 3 + 2 + 1 = 19 (+7 Base, +4 Fleet Charge, +3 Archaeologist's Luck, +2 Heroism, +1 Haste)
Fleet Charge with +1 Adamantium Morningstar damage: 1d8 + 3 + 3 ⇒ (5) + 3 + 3 = 11 (+3 Base, +3 Archaeologist's Luck)
+1 Adamantium Morningstar attack: 1d20 + 7 + 3 + 2 + 1 ⇒ (17) + 7 + 3 + 2 + 1 = 30 (+7 Base, +3 Archaeologist's Luck, +2 Heroism, +1 Haste)
+1 Adamantium Morningstar damage: 1d8 + 3 + 3 ⇒ (3) + 3 + 3 = 9 (+3 Base, +3 Archaeologist's Luck)
Acrobatics to avoid attack of opportunity: 1d20 + 11 + 3 + 2 ⇒ (14) + 11 + 3 + 2 = 30 (11 Base, +3 Archaeologist's Luck, +2 Heroism)

Elliot, the Red Heron |

Elliot grimaces when Merixia is hit but the arrow wound was forunately shallow, probably due to her magical metallic skin. Still, that the ghouls were apparently expert bowmen presented a problem. Their own group's ranged capacity was very minimal. "Do we move out to them or-" Suddenly Thesius is gone, smacking into the closest one with blistering speed. "...Okay then!"
Invoking his power of flight, he rises into the air and follows Thesius, hovering in the air near the bard and ready to fight off the next qave at his side.
Activate flight hex, move forward to try and line with Thesius.

Thesius Monteblanc |

Thesius moved up and then back to his original spot to hold the line. Haste allows for silly things with Fleet Charge.

Worldwound GM |

Round 1 Continued
I'm not sure that anything is within your range of movement, Thesius, unless you're double-moving - once to get within swift charge range, and then once to get out of the ghoul's melee range? I'll assume that's what happened, for the sake of coherence.
Thesius explodes into motion, rushing the closest blue-lined ghoul and smashing it twice with his morningstar, sending it staggering first one way, then the other. The ghoul shrieks, though it is difficult to hear over the roaring blaze of the fires Verene has conjured. With that, the bard retreats, evading the swatting claws of the undead creature with graceful ease.
Elliot takes to the air, swooping after Thesius to prepare for the oncoming horde.
"For Shelyn!" Sosiel calls, before chanting a quick spell and touching Aron. A magical shield shimmers into existence before the siege engineer, who offers his lover a quick grin, then rushes forwards to join Elliot and Thesius.
"Let's do this thing." He says, gripping sword and shield tightly.
Merixia is up.
Verene: HP 48/48; AC 16, touch 12, flat-footed 14; Prescience 8/8, Mythic Power 2/7, mage armor 30 minutes, mirror image with 3 images for 7 minutes, see invisibility 7 minutes, righteous medal of clarity 10 rounds; Thamyris: HP 24/24; AC 19, touch 16, flat-footed 17
Merixia: HP 63/65; AC 24, touch 12, flat-footed 22; 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 0/7, heroism 50 minutes, freedom of movement 70 minutes, ironskin 7 minutes, divine favor 10 rounds, displacement 10 rounds
Thesius: HP 60/65; AC 20, touch 14, flat-footed 16, uncanny dodge; Archeologist’s Luck 5/12, Lore Master 1/1, Mythic Power 6/7, Archeologist’s Luck 4 rounds, [i[heightened awareness[/i] 50 minutes, heroism 50 minutes
Elliot: HP 69/69; AC 27, touch 18, flat-footed 20, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 3/7, shield 7 rounds, displacement 7 rounds, freedom of movement 70 minutes, keen & flaming on Righteous Eclipse 8 rounds, flight hex 10 rounds
Azira: HP 73/73; AC 30, touch 20, flat-footed 21; glitterdust 1/1, smite evil 3/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, freedom of movement 70 minutes
Wulfric: HP 39/39; AC 16, touch 11, flat-footed 15; bardic performance 15/15
Everyone Save Verene & Wulfric: haste 9 rounds

Thesius Monteblanc |
1 person marked this as a favorite. |

Haste gives him a movement speed of 60 feet so Fleet Charge would get him there and the move action would get him back. I'm cool with them moving the line up some though and him stopping there to help hold it.

Merixia |

Okay, so apparently they're forming a line across the bridge. Merixia moves forward to stand with Elliot and Thesius. Since she's not moving that far, she has time to cast another spell. She focuses on the well of power within her, calling forth Ragathiel's protection against evil.
Move and use protection from evil SLA.
AC:
Base 10
Armor +8
Dexterity +1
Natural +4 ironskin
Dodge +1 haste
Deflection +2 protection from evil
Total AC 26
Touch AC 14
Flat-footed AC 24

Azira Tal-Shirin |
1 person marked this as a favorite. |

Azira sighs aloud as the one time she doesn't charge into combat, because it was important to make sure none of the ghouls broke through the line, her companions have begun charging anyways, without her.

Elliot, the Red Heron |

Haha :) Sorry, Azira. Had to make sure at least one tank was near Thesius though and IC I figured we wouldn't know that archer got extremely lucky hitting Merixia on the first shot.

Worldwound GM |
1 person marked this as a favorite. |

Round 1 Wrap-Up
Merixia advances alongside the others, summoning the power of her patron to shield herself from the attacks of evil creatures.
The ghouls swarm forwards, rushing between the fiery walls, and gather enough that Verene is able to unleash the spell she has been holding until now. An explosive fireball erupts between the blazing walls, and many of the ghouls shriek and die, burning away nearly entirely. Two of the crossbow-wielders roll out of the way of the fires, entirely avoiding all but a few singes, while one hapless fool lined in red catches the blast full to the face, leaving it badly burned.
Damage: 9d6 ⇒ (1, 5, 4, 4, 2, 1, 2, 5, 1) = 25 I'm just going to skip past the dozen-odd of Reflex saves that this would require and say they'd have to roll 19 or 20 to avoid it. However, I will roll for the shooty ghouls.
White Reflex vs. DC 21: 1d20 + 7 ⇒ (19) + 7 = 26
Blue Reflex vs. DC 21: 1d20 + 7 ⇒ (20) + 7 = 27
Red Reflex vs. DC 21: 1d20 + 7 ⇒ (1) + 7 = 8 Poor sod.
However, there are still a fair few ghouls left - they rush forwards with a savage hunger. Most of them are able to keep their feet beneath them as they rush over the slippery grease, but one misfortunate ghoul tumbles to the ground, splashing and flailing.
Yellow Acrobatics vs. DC 10: 1d20 + 4 ⇒ (20) + 4 = 24
Green Acrobatics vs. DC 10: 1d20 + 4 ⇒ (3) + 4 = 7
Orange Acrobatics vs. DC 10: 1d20 + 4 ⇒ (14) + 4 = 18
Grey Acrobatics vs. DC 10: 1d20 + 4 ⇒ (15) + 4 = 19
Green Reflex vs. DC 11: 1d20 + 2 ⇒ (3) + 2 = 5
Another ghoul lined in black emerges from behind the others, a shortbow in one hand. With a careful aim, he fires at Thesius. Though the arrow strikes swiftly down on him, Thesius is able to avoid the arrow by ducking behind the ghoul between them.
Composite Shortbow vs. Thesius, soft cover: 1d20 + 12 ⇒ (11) + 12 = 23
Arles advances slowly forwards, gripping sword and shield as he does so.
Round 2
Azira and Verene are up.
Verene: HP 48/48; AC 16, touch 12, flat-footed 14; Prescience 8/8, Mythic Power 2/7, mage armor 30 minutes, mirror image with 3 images for 7 minutes, see invisibility 7 minutes, righteous medal of clarity 10 rounds; Thamyris: HP 24/24; AC 19, touch 16, flat-footed 17
Merixia: HP 63/65; AC 24, touch 12, flat-footed 22; 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 0/7, heroism 50 minutes, freedom of movement 70 minutes, ironskin 7 minutes, divine favor 10 rounds, displacement 9 rounds, protection from evil 7 minutes
Thesius: HP 60/65; AC 20, touch 14, flat-footed 16, uncanny dodge; Archeologist’s Luck 5/12, Lore Master 1/1, Mythic Power 6/7, Archeologist’s Luck 4 rounds, [i[heightened awareness[/i] 50 minutes, heroism 50 minutes
Elliot: HP 69/69; AC 27, touch 18, flat-footed 20, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 3/7, shield 7 rounds, displacement 7 rounds, freedom of movement 70 minutes, keen & flaming on Righteous Eclipse 8 rounds, flight hex 10 rounds
Azira: HP 73/73; AC 30, touch 20, flat-footed 21; glitterdust 1/1, smite evil 3/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, freedom of movement 70 minutes
Wulfric: HP 39/39; AC 16, touch 11, flat-footed 15; bardic performance 15/15
Everyone Save Verene & Wulfric: haste 8 rounds

Azira Tal-Shirin |

Azira darts forward in a bid to re-establish a defensive line that will prevent any ghouls from getting past them. When she arrives next to Thesius she twirls her dancing partner towards the one injured ghoul unfortunate enough to be within her reach (blue).
Radiance (fb/haste): 1d20 + 17 + 1 + 1 ⇒ (6) + 17 + 1 + 1 = 25
for (cold-iron): 1d8 + 16 + 1 ⇒ (4) + 16 + 1 = 21
I don't like having my panache full (because then I don't gain any back if/when I crit or kill something), so I'll use my parry (but not riposte, in case want my swift action next round) the first time it looks like something might hit me (in melee, I can't parry ranged attacks).