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: Oathday, 18th of Rova (IX) 4713
Time of Day: Morning
Season: Late Summer
Weather: 20° F (-7° C), Grey Skies

4713 Calendar

General Purpose Maps:
The Worldwound

Mythic Trials Until Next Tier: 1


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | Destructive Smite 7/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points), wrathful weapon (holy)

"Thank you, Elliot." Merixia smiles at him as he casts his spells, then begins her own preparations. Strength surges through her body, her skin roughens and takes on the color of iron, and five enormous wings of flame ignite on her back. She calls upon Ragathiel to protect her from evil, then does so for Elliot and Thesius.

Buffing time! Shield of wings, ironskin, bull's strength, and divine favor for Merixia. Protection from evil for Merixia, Elliot, and Thesius. (2 SLA and 1 domain spell)

AC: 19 + 4 natural (ironskin) + 2 deflection (protection from evil) + 1 dodge (haste) = 26
Flat-footed AC: 24
Touch AC: 14

Saves: Fortitude +10, Reflex +6, Will +13


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With all prepared, the champions rush towards the bridge, where they see five tieflings waiting on the northern side, as well as the four aurochs that the scouts reported several days prior.

Abyssal:
"Prepare yourselves!"

One of the tieflings, a hunchbacked man with horns and a narrow rat's tail shouts, pointing at the oncoming heroes.

Combat Start

Initiatives:

Azira: 1d20 + 12 ⇒ (8) + 12 = 20
Verene: 1d20 + 13 ⇒ (3) + 13 = 16
Merixia: 1d20 + 3 ⇒ (19) + 3 = 22
Thesius: 1d20 + 9 ⇒ (3) + 9 = 12
Elliot: 1d20 + 10 ⇒ (7) + 10 = 17

Sorcerer: 1d20 + 2 ⇒ (5) + 2 = 7
Tieflings: 1d20 + 3 ⇒ (1) + 3 = 4
Aurochs: 1d20 ⇒ 14

Round 1

Initiative Order is Merixia, Azira, Elliot, Verene, Thesius, aurochs, sorcerer, tieflings. Bolded characters are up. This should be easy folks, so don't panic too much. :P

Statuses:


Verene: HP 48/48; AC 21, touch 15, flat-footed 18; Prescience 8/8, Mythic Power 7/7, mage armor 7 hours, heightened awareness 70 minutes, message 70 minutes, expeditious retreat 7 minutes, protection from evil 7 minutes shield 9 rounds; Thamyris: HP 24/24; AC 20, touch 16, flat-footed 18, merge with familiar 7 hours
Merixia: HP 65/65; AC 26, touch 14, flat-footed 24; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 7/7, keen edge 70 minutes, protection from evil 7 minutes, shield of wings 7 minutes, ironskin 7 minutes, bull’s strength 7 minutes, divine favor
Thesius: HP 65/65; AC 21, touch 14, flat-footed 17, uncanny dodge; Archeologist’s Luck 12/12, Lore Master 1/1, Mythic Power 7/7, heightened awareness 60 minutes, heroism 60 minutes, protection from evil 7 minutes
Elliot: HP 69/69; AC 27, touch 18, flat-footed 20, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 6/7, blur 7 minutes, shield 9 rounds, flight hex 10 rounds (first minute of the day), protection from evil 7 minutes
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, veil of heaven[/i[ 40 minutes, [i]heroism 50 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 14/15
All who want it: tears to wine 70 minutes
All: shared training 90 minutes, haste 7 rounds


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 2/10 | Mythic Power 4/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Prescience, 7/8 remaining: 1d20 ⇒ 15
A tingle of warning flashes across her mind, and Verene pauses just at the entrance to the bridge, in case it is booby-trapped to fall as soon as one of them steps on it. The tieflings are clustered in a convenient knot slightly farther back. She takes a strand of cobweb from her pouch and winds it around one finger into a circular shape, chanting steadily with her eyes fixed on a place in the center of the bridge.

A burst of huge, sticky white strands explodes into existence all around the far end of the bridge, anchoring itself on the opposing walls and reaching some twenty feet into the air before its height collapses again on top of the five tieflings.

Move 15', cast web in the indicated position on the map. DC 19 Reflex save or be grappled with all that entails. It's a 20' radius spread spell, meaning that just like fireball it goes around corners, and could conceivably cover the two aurochs — but not if they're 40' down. What is the distance between the bridge's surface and the bottom of the riverbed, GM?


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Even with all his speed and flight, Elliot can't *quite* get into position yet and thus gets as close as he can in the air, lingering just outside of striking distance of the webbed foes and preparing to strike hard and fast once the rest of the team joined him.

Double move, end 10 ft up in the air at his current position. Next round he will 5ft step downward and full attack whatever is webbed and in reach. Also, what exactly do I see regarding the oxes? What mechanism are they planning to use to get them to pull the bridge pillars? Do they have handlers?


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Verene: Looks like it's 30' from the surface of the bridge down to the bottom of the riverbed, but the blackened sections are walls - so they'd block the line of effect, I think.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 10/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 9/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

(Swift action to activate Archaeologist's Luck, move action to close 60 feet thanks to haste while pulling out shortbow, and standard action to take a shot at the white-lined tiefling)

Thesius heart sings to Desna as he starts to close the distance between him and the enemies on the bridge. Pulling forth his shortbow and an arow, he fires at the closest tiefling.

Shortbow: 1d20 + 7 + 1 + 3 ⇒ (14) + 7 + 1 + 3 = 25 (+7 Base, +1 Haste, +3 Archaeologist's Luck)
Shortbow: 1d6 + 3 ⇒ (5) + 3 = 8 (+3 Archaeologist's Luck)

Should be a 27 to hit. Forgot +2 from Heroism.


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 2/10 | Mythic Power 4/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h
Worldwound GM wrote:
Verene: Looks like it's 30' from the surface of the bridge down to the bottom of the riverbed, but the blackened sections are walls - so they'd block the line of effect, I think.

There is no line of effect necessary for spread spells. Bursts and emanations are blocked by anything that would give total cover from the point of origin (e.g. a wall or corner), but spreads are not. Like fireball or stinking cloud, they go around corners if there is any clear path, calculating distance for the path they actually take. Web is a spread spell, so unless the walls are like 20'+ high, the webs go over the tops of the walls in places and would affect the shown radius on the map. But at 30' down, the aurochs definitely aren't in range. Too bad.


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female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 89/89| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 3/4; LoH: 8/8; smite: 2/3; divine bond 1/1; mythic: 6/7 |active effects: featherstep, heroism, e.splen

"Forward, before they're prepared!" Azira calls out with such authority that her companions suddenly feel ready to move with unnatural haste. Spending 1 mythic point to activate "advance" which allows all allies within 30' to take a free move action on my turn. Meri beat my initiative, so if she charged right in she might be out of range, but everyone else should get 1 free move on my turn (which, I think, should allow Elliot to attack on his turn).

The Paladin leads the charge forward and, aided by Verene's haste spell, continues on past the supernatural burst, twirling all the way to the hunchbacked man, whom she brings Radiance dancing towards.

acrobatics (to avoid AoOs, if any tieflings threaten): 1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28

Radiance (heroism/haste vs ff): 1d20 + 17 + 2 + 1 ⇒ (8) + 17 + 2 + 1 = 28
for: 1d8 + 16 + 2 ⇒ (2) + 16 + 2 = 20

Well aware that she is further forward than might be ideal, she returns Radiance to the ready position and prepares to parry one of the incoming attacks. I'll attempt to parry the first attack that looks like its going to hit.

parry: 1d20 + 20 ⇒ (12) + 20 = 32


male, human, Bard 7 | HP 59/59 | AC 19 (t12, ff17) | CMD 19 | Fort +5*, Ref +8*, Will +8/10 | bardic performance 18/19 | perception +11, sense motive +15; initiative +2 | active effects: flagbearer, inspire courage (+2)

Wulfric moves up with the others, but remains 10' behind Theseus and Merixia (or, whichever of them stops further back)

From the relative safety of that permission, he begins another stirring tale of Iomedae's great victories over the demon hordes, bolstering all those close enough to feel the story's power.

It's unlikely that he'll get close enough to effect Azira, but Thesius and Meri should probably both gain the benefits of flagbearer and inspire courage, and possibly Elliot as well (depending on where T&M move to).


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | Destructive Smite 7/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points), wrathful weapon (holy)

Even with Verene's spell speeding her along, Merixia is just a little too far from the fight to get there as fast as Azira can. She can, however, try out one of her new spells. The cleric holds her holy symbol aloft, chanting the sacred words. Brilliant golden flames erupt from the bridge, centered on the same spot as Verene's conjured web.

Decided to use holy smite anyway since I doubt my ability to get past more powerful enemies' SR. I think the Will save DC vs. blinded 1 round is 19.

Holy smite damage on evil enemies that are not outsider (evil): 3d8 ⇒ (6, 4, 6) = 16


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 10/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 9/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

Thesius will make a full attack then considering the free move. So another bow shot at the same white-lined tiefling.

With the additional bonuses from Wulfric his first attack would have been:
Shortbow Attack = 29 (14 Roll + 7 Base + 1 Haste + 3 Archaeologist's Luck + 2 Heroism + 2 Inspire Courage)
Shortbow Damage = 11 (5 Roll + 3 Archaeologist's Luck + 2 Inspire Courage + 1 Flagbearer)

Shortbow Attack: 1d20 + 7 + 1 + 3 + 2 + 2 ⇒ (20) + 7 + 1 + 3 + 2 + 2 = 35 (+7 Base, +1 Haste, +3 Archaeologist's Luck, +2 Heroism, +2 Inspire Courage)
Shortbow Damage: 1d6 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11 (+3 Archaeologist's Luck, +2 Inspire Courage, +1 Flagbearer)

Shortbow Attack - Crit Confirmation: 1d20 + 7 + 1 + 3 + 2 + 2 ⇒ (4) + 7 + 1 + 3 + 2 + 2 = 19 (+7 Base, +1 Haste, +3 Archaeologist's Luck, +2 Heroism, +2 Inspire Courage)
Shortbow Damage - Crit Damage: 2d6 + 6 + 4 + 2 ⇒ (1, 5) + 6 + 4 + 2 = 18 (+6 Archaeologist's Luck, +4 Inspire Courage, +2 Flagbearer)


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Turn alteration due to Rally:

Azira's voice rallies Elliot from his momentary inaction, urging him that the time to strike was indeed right now . Trying to heed her command, he instead flies in to attack the perhaps-leader in tandem with the Paladin...

Arcane point: Keen and +1 for 1 minute. Single attack on Orangle, flanking with Azira.

attack, IC +2, flank +4, haste +1, +1 arcane enhancementvs FF: 1d20 + 21 ⇒ (2) + 21 = 23
damage, mythic arcane strike +2, IC +2, arcane enhancement +1: 1d6 + 13 ⇒ (4) + 13 = 17

If either Elliot or Azira gets a crit or an AoO on orange while flanked, they both get an(nother) AoO on it.


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Huh, the more you know. Thanks, Verene.

Round 1 Wrap-Up

Merixia soars forwards on her wings of fire, before unleashing a powerful blast of holy radiance at her foes. As she passes by the towers (such as they are), she spies movement through the arrow slits - more enemies are inside!
Red-lined Tiefling Will: 1d20 + 1 ⇒ (9) + 1 = 10
Yellow-lined Tiefling Will: 1d20 + 1 ⇒ (10) + 1 = 11
Purple-lined Tiefling Will: 1d20 + 1 ⇒ (18) + 1 = 19
Black-lined Tiefling Will: 1d20 + 1 ⇒ (3) + 1 = 4
Grey-lined Tiefling Will: 1d20 + 1 ⇒ (1) + 1 = 2
Hunchbacked Tiefling Will: 1d20 + 9 ⇒ (19) + 9 = 28

The tieflings shriek in agony as the blazing holy energy sears them horribly, burning most of the hapless unfortunates into unconsciousness, save the hunchbacked one, who staggers, but remains upright - and glares at the other tiefling, clearly still able to see her.

Azira dashes after Merixia, passing the priestess by, and launches a powerful series of strikes with Radiance. "For the Inheritor!" The sword carves deep into the unprepared demonspawn's back, sending him stumbling forwards and howling in agony.

Wulfric starts a stirring tale of glory and heroism, empowering his fellows.

Elliot soars forwards as well, slashing Righteous Eclipse down on the sorcerer's head and leaving a deep gash on the hapless tiefling.

Abyssal:
"Deskari preserve us!"

The man yelps in Abyssal.

Verene conjures a vast web, hoping to entangle the sorcerer and keep him from escaping. Unfortunately for him, he is caught fast, strangled by the webbing. Unfortunately for Elliot, he, too, is snagged by his sister's spell.
Sorcerer Reflex vs. DC 19: 1d20 + 6 ⇒ (8) + 6 = 14
Elliot Reflex vs. DC 19, heroism, haste: 1d20 + 9 + 2 + 1 ⇒ (5) + 9 + 2 + 1 = 17

Thesius, his aim for the primary threat blocked by the web, instead aims through the arrow slit at the white-lined tiefling to his west. The first arrow slips through the slit, slamming into his target's chest, and the second takes her in the eye, dropping her out of view.

The tiefling, despite being bound in the web, struggles and pulls out a wand from his belt. He shouts a command in Abyssal, then utters a word and disappears from the web.

Abyssal:
"Pull!"

Knowledge (arcana) DC 24:
He just used a wand of dimension door! He could be anywhere within nearly 700 feet!

I believe this is a legal series of moves, none of which provoke AoOs. I couldn't find any indications that it wasn't, at least. For the record, he's drawing a weapon (no AoO, doesn't require two hands), talking (no AoO, doesn't require two hands), and using a magic item other than potion or oil (no AoO, doesn't require two hands). Let me know if I'm wrong here.

The tieflings in the towers move quickly, disappearing from the narrow sight provided by the arrow slits.

Meanwhile, in the riverbed, the aurochs begin straining against the chains that bind them to the bridge's supports. Though all of the supports groan alarmingly, none of the aurochs are able to pull them down.
Green Strength: 1d20 + 6 ⇒ (2) + 6 = 8
White Strength: 1d20 + 6 ⇒ (1) + 6 = 7
Orange Strength: 1d20 + 6 ⇒ (11) + 6 = 17
Yellow Strength: 1d20 + 6 ⇒ (16) + 6 = 22

You, uh, may want to get on dealing with those.

Round 2

Everyone is up.

Statuses:


Verene: HP 48/48; AC 21, touch 15, flat-footed 18; Prescience 7/8, Mythic Power 7/7, mage armor 7 hours, heightened awareness 70 minutes, message 70 minutes, expeditious retreat 7 minutes, protection from evil 7 minutes shield 8 rounds; Thamyris: HP 24/24; AC 20, touch 16, flat-footed 18, merge with familiar 7 hours
Merixia: HP 65/65; AC 26, touch 14, flat-footed 24; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 7/7, keen edge 70 minutes, protection from evil 7 minutes, shield of wings 7 minutes, ironskin 7 minutes, bull’s strength 7 minutes, divine favor 9 rounds
Thesius: HP 65/65; AC 21, touch 14, flat-footed 17, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, heightened awareness 60 minutes, heroism 60 minutes, protection from evil 7 minutes, archeologist’s luck 4 rounds remaining
Elliot: HP 69/69; AC 27, touch 18, flat-footed 20, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 6/7, blur 7 minutes, shield 8 rounds, flight hex 9 rounds (first minute of the day), protection from evil 7 minutes, grappled (by web)
Azira: HP 73/73; AC 33, touch 23, flat-footed 23; glitterdust 1/1, smite evil 3/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 6/7, Radiance Legendary Power 2/2, veil of heaven[/i[ 40 minutes, [i]heroism 50 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 14/15
All who want it: tears to wine 70 minutes
All: shared training 90 minutes, haste 6 rounds, inspire courage +2
All within 30’ of Wulfric: Flagbearer (+1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects)


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 2/10 | Mythic Power 4/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Yes, it's possible to pull a wand and use it while grappled and none of that provokes. The wand rules specifically call out that wands can be used while grappled.

Knowledge (Arcana) DC 24, heightened awareness, tears to wine: 1d20 + 17 + 2 + 2 ⇒ (14) + 17 + 2 + 2 = 35

"Short-range teleport. He could be anywhere within seven hundred feet, including inside the citadel." Verene hears the ominous creaking of the supports. She moves to the right of the bridge, sees the situation, and casts a spell. An explosion of fire covers the two aurochs. Move, standard to cast fireball with Wild Arcana, DC 20 Reflex for half. No one move inside this radius on their turn unless you declare delaying until after Verene, please.
Fireball damage, CL 9: 9d6 ⇒ (1, 4, 2, 6, 3, 2, 1, 4, 6) = 29


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

The burst of bright light castches Elliot off-guard just as he miscalculates and ends up trapped in his sister's web himself. Yet he is at peace, feeling a sense of Rightness and calmth he hadn't felt since his mental journey into Nirvana, where Sarenrae herself had blessed him. Unharmed, he opens his eyes and sees all nearby enemies fall over dead as Merixia strides towards them bathed in the gloriously afterglow of her deadly spell.

If he wasn't already, he'd fall in love all over again.

Sadly, cultists and aurochs trying to destroy the vital bridge got in the way of his staring time. "Right. Uh, I should go jump into the ravine. The priest is probably down there. You got this, right?" He asks, unsure who he was adressing, or why, since all nearby enemies were already taken care of. He blamed it on his mind being too dazed to work properly.

Combat maneuver, IC? Flagbearer? haste, Arcane enhancement +1 vs DC 19: 1d20 + 18 ⇒ (5) + 18 = 23

Despite the thick strands of Verene's silk, his magically sharp blade easily cuts him free and he flies down the other side of his sister's explosion, looking around for the remaining enemy as he did.

Combat maneuver to free self vs DC 19, succeeds. Then move action to fly 90 feet downward sideways and downward to get just above the Yellow aurochs *unless* he sees the caster somewhere, in that case he instead goes for the caster.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | Destructive Smite 7/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points), wrathful weapon (holy)

How sturdy do the chains look? About the same as a standard chain described here, or noticeably thicker?


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They're sturdy enough that the supports will fall before the chains burst - so I'd say they're thicker than the average chain.


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female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 89/89| AC 30* (t21/ff21) | CMD 30 | F +17*, R +18*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 3/4; LoH: 8/8; smite: 2/3; divine bond 1/1; mythic: 6/7 |active effects: featherstep, heroism, e.splen

curse my inability to fly...

"Anyone who can fly or has ranged weapons, go kill the aurochs. If any reinforcements arrive, I'll hold the bridge until you get back. Wulfric, stay clear of where you could be targeted from the arrow slits." The paladin moves back to the middle of the bridge and adopts a defensive position while she waits to see if the enemies inside the walls are foolish enough to come out, or if reinforcements rush out of the keep.

I'll move and then take a full-defensive stance (denying me the opportunity to make AoOs, but raising my AC to 37 until my next turn).


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | Destructive Smite 7/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points), wrathful weapon (holy)

Wow. That was far more effective than Merixia had hoped! She takes a second to preen a little at Elliot's lovestruck expression. I'm so glad he didn't use alter self for this fight. I don't want to think about that look on Frog Elliot's face.

Enough of that; she has a bridge to help save! The chains look thicker than the usual sort, but she can probably hit one hard enough that the auroch's massive strength will break what's left. Her sword is magic, it should be fine. And if it isn't, that's what greater make whole is for.

Decision made, Merixia swoops down to where the northeast auroch's chain is pulled taut. She raises her sword high with both hands, focuses on the pool of Ragathiel's destructive power within her, and strikes!

Attacking the green auroch's chain with Mythic Power Attack and Furious Focus in an attempt to break it. I think she's a little too far down and over for Flagbearer.

Attack + bull's strength + divine favor + haste + Inspire Courage: 1d20 + 12 + 1 + 2 + 1 + 2 ⇒ (20) + 12 + 1 + 2 + 1 + 2 = 38

Damage + Mythic Power Attack + bull's strength + divine favor + Inspire Courage + Destructive Smite: 1d10 + 9 + 6 + 1 + 2 + 2 + 3 ⇒ (7) + 9 + 6 + 1 + 2 + 2 + 3 = 30

Did I seriously crit an inanimate object?: 1d20 + 12 + 1 + 2 + 1 + 2 ⇒ (8) + 12 + 1 + 2 + 1 + 2 = 26

Probably! Why can't I roll like this against actual enemies? Mythic Power Attack = 2x bonus damage on crit: 1d10 + 9 + 6 + 6 + 1 + 2 + 2 + 3 ⇒ (6) + 9 + 6 + 6 + 1 + 2 + 2 + 3 = 35


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 2/10 | Mythic Power 4/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h
Azira wrote:
"Anyone who can fly or has ranged weapons, go kill the aurochs. If any reinforcements arrive, I'll hold the bridge until you get back. Wulfric, stay clear of where you could be targeted from the arrow slits." The paladin moves back to the middle of the bridge and adopts a defensive position while she waits to see if the enemies inside the walls are foolish enough to come out, or if reinforcements rush out of the keep.

"You have a longbow. Or you can throw yourself over the side if you wish, and I'll catch you with a spell. That goes for you too, Thesius," Verene offers through the message. "Only do not get between the two aurochs on my side, so I don't hit you with a burst." Verene prepared feather fall today, and it's an immediate action so it doesn't have to happen on her turn. We know it's about 30 feet down from the bridge to the bottom of the riverbed. There don't seem to be any reinforcements on the map yet, so even if they're on their way they're not as urgent a problem as the aurochs trying to pull the bridge down. And it's unlikely any enemies will target Azira anyway if she's just standing there rather than trying to attack the aurochs. Do what you want of course, just don't want you to feel you don't have any good options for your turn.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 10/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 9/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

Upon hearing Verene's words, Thesius takes off. Hastened by her spell, he quickly runs back to the beginning of the bridge and around it before hurling himself off the cliff face. His bow moving to his offhand before his primary hand pulls out the adamantine morningstar.

Acrobatics Check to clear the gap to the chain: 1d20 + 11 + 2 + 3 + 12 ⇒ (7) + 11 + 2 + 3 + 12 = 35 (+11 Base, +2 Heroism, +3 Archaeologist's Luck, and +12 from +30 movement past 30 with Haste)

Is the chain reachable from the ravine below?


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 2/10 | Mythic Power 4/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Verene shouts a single sharp syllable as Thesius leaps into free space. His forward momentum remains unchanged, but instead of plunging to the bottom of the ravine at the same time, he floats lightly downward like he weighs no more than a dandelion seed as he crosses an incredible horizontal distance through the air to the tense line of the chain.

Immediate action to cast feather fall on Thesius. (And Azira too, if she wants to go this turn; they can both easily go at the same time with readying to ensure they jump together etc. if they choose.) Nice Acrobatics check! Is he trying to land on top of the chain?


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Encounter Maps | Geographic Map | Treasures | Important NPCs

The chains are indeed reachable from the ravine. I'm going with the posting order for at least this combat.

Round 2 Wrap-Up

Verene summons her power, unleashing a mighty and fiery explosion at the two eastern aurochs. The stench of burning fur and scorched beef fills the air as the two creatures shriek in agony.
Orange-lined Reflex vs. DC 20: 1d20 + 3 ⇒ (1) + 3 = 4
White-lined Reflex vs. DC 20: 1d20 + 3 ⇒ (8) + 3 = 11 Yeah, that figures.

Elliot stops, somewhat startled by his girlfriend's power, then pulls himself free of the web with ease, soaring over the wall and swooping down to the aurochs to the northwest lined in yellow.

Azira moves quickly to the south, readying her guard as she takes up a position beside Wulfric.

Merixia flies over the wall and the towers, gliding on her five wings down to the chain, which she smites with the power of Ragathiel, shattering it and leaving the green-lined aurochs to rush forwards several feet as it's suddenly freed from its bindings to the pillar beneath the bridge. Not only is she out of range of Flagbearer, she also can't see the flag any more, so she wouldn't get the benefit anyways.

Thesius scrambles up the wall, hops atop it, then leaps down gracefully - Verene chants a single word, and her magic catches him, allowing him to drift safely to the ground.
Thesius Climb vs. DC 20, archeologist's luck, heroism: 1d20 + 10 + 2 + 3 ⇒ (1) + 10 + 2 + 3 = 16 The hell? For the sake of keeping things moving and the rule of cool, I'm just going to waive the necessary climb check so that Thesius can do his thing.

The surviving tieflings throw open the doors and rush into the southern towers, continuing to attempt to make their escape.

Meanwhile, in the ravine, the now-freed aurochs lined in green turns to snarl at Merixia, its eyes gleaming murderously and its - are those fangs? Yes, yes they are. - fangs gleaming in the sunlight. With a bellow of rage, the bovine creature charges towards Merixia, horns lowered. Fortunately, the priestess is more than prepared for its attack, and between her armor and magical protections, she is completely defended against the creature's brutal offensive.
Green-lined Gore vs. Merixia, charge, protection vs. evil: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

Knowledge (arcana) DC 20:
These aren't normal aurochs - between their obvious hostility, the fangs in their mouth, and the bloodthirsty gleam in their eyes, these must be examples of the infamous man-eating creatures spoken of in rural legend across Golarion. While sages may scoff at such tales as ludicrous, every farming community has tales of a cow or goat or other normally herbivorous creature turning vile - often, this is blamed on Lamashtu's curses or other such magic, which isn't necessarily incorrect.

These beasts are most likely the product of Baphomet's cultists altering their god's favored creature into a predatory nightmare of hooves, horns, and teeth.

Man-eating creatures grow more resistant to weapons that bash or pierce, become stronger, tougher, and even somewhat smarter than their normal counterparts, and gain a minotaur's cunning in slipping through mazes. Such creatures understand the local language as well as Abyssal, though they (as animals) cannot speak. Furthermore, they are all irrevocably tainted by evil and chaos, allowing magic that focuses on such creatures to affect them much more easily.

The two injured aurochs to the east continue to pull and jerk away at their chains, perhaps hoping to escape the burns they have suffered. Neither is able to pull down the support they are chained to, however.
Orange-lined Strength: 1d20 + 6 ⇒ (9) + 6 = 15
White-lined Strength: 1d20 + 6 ⇒ (6) + 6 = 12

The final aurochs lined in yellow does the same, ignoring (or perhaps unaware of) Elliot's nearby presence. This leaves it open to Elliot's sword, which carves into its side, causing it to wail sharply and disrupting its efforts enough that its chain does not pull down the bridge.
Elliot AoO, heroism, Inspire, enhancement: 1d20 + 17 ⇒ (2) + 17 = 19
Elliot Damage: 1d6 + 11 ⇒ (6) + 11 = 17 Correct me if this bonus is wrong, Elliot.
Yellow-lined Strength: 1d20 + 6 ⇒ (9) + 6 = 15

Round 3

Everyone is up.

Statuses:


Verene: HP 48/48; AC 21, touch 15, flat-footed 18; Prescience 7/8, Mythic Power 7/7, mage armor 7 hours, heightened awareness 70 minutes, message 70 minutes, expeditious retreat 7 minutes, protection from evil 7 minutes shield 8 rounds; Thamyris: HP 24/24; AC 20, touch 16, flat-footed 18, merge with familiar 7 hours
Merixia: HP 65/65; AC 26, touch 14, flat-footed 24; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 7/7, keen edge 70 minutes, protection from evil 7 minutes, shield of wings 7 minutes, ironskin 7 minutes, bull’s strength 7 minutes, divine favor 8 rounds
Thesius: HP 65/65; AC 21, touch 14, flat-footed 17, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, heightened awareness 60 minutes, heroism 60 minutes, protection from evil 7 minutes, archeologist’s luck 3 rounds remaining
Elliot: HP 69/69; AC 27, touch 18, flat-footed 20, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 6/7, blur 7 minutes, shield 7 rounds, flight hex 8 rounds (first minute of the day), protection from evil 7 minutes
Azira: HP 73/73; AC 33, touch 23, flat-footed 23; glitterdust 1/1, smite evil 3/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 6/7, Radiance Legendary Power 2/2, veil of heaven[/i[ 40 minutes, [i]heroism 50 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 14/15
All who want it: tears to wine 70 minutes
All: shared training 90 minutes, haste 5 rounds, inspire courage +2
All within 30’ and line-of-sight of Wulfric: Flagbearer (+1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects)


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 2/10 | Mythic Power 4/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

There is a loud clank from the other side of the bridge as Merixia snaps the chain, but it is followed by a bellow of rage and the scrape of horns on armor instead of hooves running away as fast as possible. Verene moves to the edge of the cliff and looks more closely at the aurochs.
Can't fail that Arcana check with heightened awareness and tears to wine up.

"These are no ordinary aurochs. Baphomet's cultists have altered them into cunning, man-eating predators irrevocably tainted with the evil and chaos of the Abyss. It is an offering to their god, to perform this rite on his sacred animal. They understand Abyssal but cannot speak, and will resist bludgeoning and piercing weapons somewhat." The message-whisper is steady in everyone's ears. It makes sense in hindsight that the tiefling leader had shouted a command in Abyssal before fleeing.

Verene flicks her wrist to draw the magic missile wand from its springloaded sheath. On her command it sends three blue-white missiles of force streaking toward the farther of the two badly hurt tainted aurochs. She will trust Thesius to handle the other. Move, swift to draw wand, standard to activate wand.
Magic missile v. Orange, CL 5, 29/50 charges remaining: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10 Force damage, so overcomes DR.


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

@GM, it should be +13 damage so his strike would deal 2 extra.

Up close, the magus takes note of the creature's distored features. "I'm sorry. None of this is your fault. But we can't risk you destroying this bridge."

He aims his sword in pity, hoping to finish it as quick and painless as possible.

Attack, cast brand with spell combat/spellstrike, haste attack.

Attack, previous buffs assuming lingering inspiration keeps that up out of sight: 1d20 + 17 ⇒ (18) + 17 = 35

damage#1: 1d6 + 13 ⇒ (3) + 13 = 16

cast defensively DC15: 1d20 + 13 ⇒ (8) + 13 = 21

SR roll, take higher d20, +4 if evil outsider: 2d20 + 8 ⇒ (18, 7) + 8 = 33

Attack 2, previous buffs assuming lingering inspiration keeps that up out of sight: 1d20 + 17 ⇒ (9) + 17 = 26

damage# 2: 1d6 + 13 ⇒ (4) + 13 = 17

Attack 3, previous buffs assuming lingering inspiration keeps that up out of sight: 1d20 + 17 ⇒ (18) + 17 = 35

damage# 3: 1d6 + 13 ⇒ (3) + 13 = 16

Crit confirm attack 1: 1d20 + 17 ⇒ (20) + 17 = 37

Extra crit damage# 1: 1d6 + 13 ⇒ (5) + 13 = 18

Crit confirm attack 3: 1d20 + 17 ⇒ (19) + 17 = 36

Extra crit damage# 3: 1d6 + 13 ⇒ (1) + 13 = 14

Might be relevant, dc 14 fortsave or take 1 point of strength damage.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 10/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 9/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

Thesius actually has haste so he was running back down the bridge and around it to simply hurl himself off the cliff face next to Verene. Figured it was better to go with the move that didn't require potentially missing a check.

As Thesius lands, he starts to lash out at the chain with the adamantine morningstar.

(Full attack to make two attacks, plus a swift action to fleet charge for a third attack. If he takes out the chain with one or two of the attacks, he'll use the fleet charge to move to the next chain and start attacking it with whatever attacks he has left.)

+1 Adamantine Morningstar Attack: 1d20 + 7 + 3 + 2 + 1 + 1 ⇒ (20) + 7 + 3 + 2 + 1 + 1 = 34 (+7 Base, +3 Archaeologist's Luck, +2 Heroism, +1 Haste, +1 Inspire Courage)
+1 Adamantine Morningstar Damage: 1d8 + 3 + 3 + 1 ⇒ (3) + 3 + 3 + 1 = 10 (+3 Base, +3 Archaeologist's Luck, +1 Inspire Courage)

+1 Adamantine Morningstar Attack: 1d20 + 7 + 3 + 2 + 1 + 1 ⇒ (11) + 7 + 3 + 2 + 1 + 1 = 25 (+7 Base, +3 Archaeologist's Luck, +2 Heroism, +1 Haste, +1 Inspire Courage)
+1 Adamantine Morningstar Damage: 1d8 + 3 + 3 + 1 ⇒ (3) + 3 + 3 + 1 = 10 (+3 Base, +3 Archaeologist's Luck, +1 Inspire Courage)

+1 Adamantine Morningstar Attack - Fleet Charge: 1d20 + 7 + 3 + 2 + 1 + 1 + 4 ⇒ (7) + 7 + 3 + 2 + 1 + 1 + 4 = 25 (+7 Base, +3 Archaeologist's Luck, +2 Heroism, +1 Haste, +1 Inspire Courage+4 Fleet Charge)
+1 Adamantine Morningstar Damage: 1d8 + 3 + 3 + 1 ⇒ (8) + 3 + 3 + 1 = 15 (+3 Base, +3 Archaeologist's Luck, +1 Inspire Courage)

First attack crit if you are allowing them still on an object.
+1 Adamantine Morningstar Attack: 1d20 + 7 + 3 + 2 + 1 + 1 ⇒ (15) + 7 + 3 + 2 + 1 + 1 = 29 (+7 Base, +3 Archaeologist's Luck, +2 Heroism, +1 Haste, +1 Inspire Courage)
+1 Adamantine Morningstar Damage: 1d8 + 3 + 3 + 1 ⇒ (2) + 3 + 3 + 1 = 9 (+3 Base, +3 Archaeologist's Luck, +1 Inspire Courage)


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | Destructive Smite 7/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points), wrathful weapon (holy)

From the sound of things, Elliot, Verene, and probably Thesius have things well in hand with the other aurochs. Which is a very good thing, because Merixia does not want to turn her back on this beast. Typical Baphomet cultists. Murder and torture aren't evil enough, let's warp innocent animals into man-eating monsters!

Hopefully she can finish this quickly and minimize the aurochs' suffering. Merixia aims a two-handed slash at the animal's neck, calling on Ragathiel's power once more.

Full attack with haste, Furious Focus, and Mythic Power Attack. I'm guessing that Furious Focus only applies to the first attack made with haste? Also, I forgot the extra 50% Power Attack damage from using a two-handed weapon last time.

Attack 1 + bull's strength + divine favor + haste + Inspire Courage: 1d20 + 12 + 1 + 2 + 1 + 2 ⇒ (5) + 12 + 1 + 2 + 1 + 2 = 23

Attack 2 + bull's strength + divine favor + haste + Inspire Courage - Power Attack: 1d20 + 12 + 1 + 2 + 1 + 2 - 2 ⇒ (13) + 12 + 1 + 2 + 1 + 2 - 2 = 29

Damage 1 + Two-Handed Mythic Power Attack + bull's strength + divine favor + Inspire Courage + Destructive Smite: 1d10 + 9 + 9 + 1 + 2 + 2 + 3 ⇒ (7) + 9 + 9 + 1 + 2 + 2 + 3 = 33

Damage 2 + Two-Handed Mythic Power Attack + bull's strength + divine favor + Inspire Courage + Destructive Smite: 1d10 + 9 + 9 + 1 + 2 + 2 + 3 ⇒ (4) + 9 + 9 + 1 + 2 + 2 + 3 = 30


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 3 Wrap-Up

Verene identifies the creatures for her fellows before firing a blast of force at the farther of the two aurochs from her, which yowls in pain as the flurry of magic missiles crash into its flank.

Elliot brings a flurry of strikes down on the hapless creature before him, slaughtering it in a mess of Abyss-tainted blood, bone, flesh, and fur.

With two powerful strikes, Thesius shatters the chain linking an aurochs lined in white to the bridge, then explodes forwards to bring his morningstar crashing down on the next chain, which cracks but doesn't shatter.

Merixia finishes off the creature that attacked her with two mighty strikes, beheading it and covering herself with arterial spray. This would count for her devotion, if she has it? I forget whether she took the feat or not.

Azira swaps her sword for her bow and rushes with magic-infused speed up the bridge, coming around the corner and firing at the closer of the two aurochs lined in orange. The arrow strikes home, but it sticks in the thick hide of the aurochs, leaving it standing despite its otherwise serious injuries.
Azira Longbow vs. Orange: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d8 ⇒ 1

The badly injured aurochs continues pulling at its chain, hoping to pull down the bridge.
Orange Strength: 1d20 + 6 ⇒ (1) + 6 = 7 Ha.

The freed aurochs lined in white bellows a challenge and dashes at Thesius, its hooves pounding hard in the dry riverbed. As it comes closer, it becomes rapidly clear that it doesn't intend to stop, instead choosing to trample the half-elf into the earth. Thesius is quick enough to smash the creature with his morningstar, but the heavy object's force is mostly deflected off of its hide - just in time for the heavy hoves to come crashing down on him. As he is knocked to the ground and crushed into the mud, the creature makes a leap over the tight chain, landing on its other side and continuing for several feet. Rule of cool applies here, I say. Fortunately, the half-elf is quick enough to avoid the hammering hooves, rolling and dodging out of the way. Be thankful for evasion, here.
Acrobatics vs. DC 12: 1d20 ⇒ 18
Thesius AoO, heroism, inspire, archeologist's luck, trample: 1d20 + 7 + 3 + 2 + 2 - 4 ⇒ (7) + 7 + 3 + 2 + 2 - 4 = 17
Damage: 1d8 + 3 + 3 + 1 ⇒ (8) + 3 + 3 + 1 = 15
Thesius Reflex, heroism, archeologist's luck: 1d20 + 11 + 2 + 3 ⇒ (6) + 11 + 2 + 3 = 22

Not sure whether Thesius is prone here. Rules are unclear.

Round 4

Everyone is up.

Statuses:


Verene: HP 48/48; AC 21, touch 15, flat-footed 18; Prescience 7/8, Mythic Power 7/7, mage armor 7 hours, heightened awareness 70 minutes, message 70 minutes, expeditious retreat 7 minutes, protection from evil 7 minutes shield 8 rounds; Thamyris: HP 24/24; AC 20, touch 16, flat-footed 18, merge with familiar 7 hours
Merixia: HP 65/65; AC 26, touch 14, flat-footed 24; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 7/7, keen edge 70 minutes, protection from evil 7 minutes, shield of wings 7 minutes, ironskin 7 minutes, bull’s strength 7 minutes, divine favor 7 rounds
Thesius: HP 65/65; AC 21, touch 14, flat-footed 17, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 6/7, heightened awareness 60 minutes, heroism 60 minutes, protection from evil 7 minutes, archeologist’s luck 2 rounds remaining
Elliot: HP 69/69; AC 27, touch 18, flat-footed 20, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 6/7, blur 7 minutes, shield 7 rounds, flight hex 7 rounds (first minute of the day), protection from evil 7 minutes
Azira: HP 73/73; AC 33, touch 23, flat-footed 23; glitterdust 1/1, smite evil 3/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 6/7, Radiance Legendary Power 2/2, veil of heaven[/i[ 40 minutes, [i]heroism 50 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 14/15
All who want it: tears to wine 70 minutes
All: shared training 90 minutes, haste 6 rounds, inspire courage +2
All within 30’ and line-of-sight of Wulfric: Flagbearer (+1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects)


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 2/10 | Mythic Power 4/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Hm, I really thought 39 total damage on Orange would do it since at 29 it was already 'badly wounded'. All right then, let's step it up. Thesius should get to choose here whether he actually makes that AoO and takes the trample damage, or doesn't make the AoO but gets the Reflex save to take half damage (i.e. none since he has Evasion.) He can't do both. However, trample does not work like overrun in a crucial way. Because the trampler doesn't make a CMB check, there is no chance of it beating the target's CMD by 5 or more and thus knocking it prone. The rules justification for thinking it works this way is that being able to also make the CMB check on a trample and have a chance of knocking the target prone is a specific ability for mounted barbarians, meaning the standard trample does not work that way.

"Enough." Thesius does not seem willing to do what is necessary. Verene draws another pinch of bat guano and sulfur from her pouch and chants a crackling-hot series of words. Another massive fireball explodes at the bottom of the ravine, covering the two evil beasts but just missing Thesius and the bridge. Standard to cast fireball again with Wild Arcana, Reflex DC 20 for half. 5/7 mythic power remaining for the day.

Fireball damage, CL 9: 9d6 ⇒ (1, 6, 1, 2, 1, 5, 6, 5, 3) = 30


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Elliot is about to turn and head for the other one on his side of the bridge when Merixia swoops doen and neatly finishes the demonic beast instead. He grins and gives her a duelists' salute when the sweltering heat of another explosion reaches him. Figuring something might have gone wrong on the other end, he rushes back under and joins Thesius in his fight with the aurochs!

Fly into flank with Thesius, attack his Aurochs.

attack, previous buffs and flank +4: 1d20 + 21 ⇒ (17) + 21 = 38

damage: 1d6 + 13 ⇒ (2) + 13 = 15

Crit confirm because why not: 1d20 + 21 ⇒ (8) + 21 = 29

crit damage: 1d6 + 13 ⇒ (1) + 13 = 14

Assuming Elliot crits, both he and Thesius and whoever else adjacent to the flanked foe can make an AoO vs it due to teamwork feats!

AoO vs flanked foe: 1d20 + 21 ⇒ (3) + 21 = 24

Damage: 1d6 + 13 ⇒ (1) + 13 = 14


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Round 4 Midpoint

Verene unleashes another blast of fire, which rages uncontrollably, consuming the unfortunate aurochs and slaying both.

Elliot can alter his action if he wants to go after the tieflings inside, as can everyone other than Verene.

Statuses:


Verene: HP 48/48; AC 21, touch 15, flat-footed 18; Prescience 7/8, Mythic Power 7/7, mage armor 7 hours, heightened awareness 70 minutes, message 70 minutes, expeditious retreat 7 minutes, protection from evil 7 minutes shield 7 rounds; Thamyris: HP 24/24; AC 20, touch 16, flat-footed 18, merge with familiar 7 hours
Merixia: HP 65/65; AC 26, touch 14, flat-footed 24; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 7/7, keen edge 70 minutes, protection from evil 7 minutes, shield of wings 7 minutes, ironskin 7 minutes, bull’s strength 7 minutes, divine favor 7 rounds
Thesius: HP 65/65; AC 21, touch 14, flat-footed 17, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 6/7, heightened awareness 60 minutes, heroism 60 minutes, protection from evil 7 minutes, archeologist’s luck 2 rounds remaining
Elliot: HP 69/69; AC 27, touch 18, flat-footed 20, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 6/7, blur 7 minutes, shield 7 rounds, flight hex 7 rounds (first minute of the day), protection from evil 7 minutes
Azira: HP 73/73; AC 33, touch 23, flat-footed 23; glitterdust 1/1, smite evil 3/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 6/7, Radiance Legendary Power 2/2, veil of heaven[/i[ 40 minutes, [i]heroism 50 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 14/15
All who want it: tears to wine 70 minutes
All: shared training 90 minutes, haste 6 rounds, inspire courage +2
All within 30’ and line-of-sight of Wulfric: Flagbearer (+1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects)


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 10/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 9/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

Is there any kind of door/s into the tower/s from below?

Thesius takes the time to stow his weapons in preparation for his next move.

Planning to pick a lock if there is a door below or to climb if there is not.


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Retcon then:

When the smoke of the explosion fully clears, Elliot sees his sister has, in fact, already killed both beasts. "Okay... now what?"

He instead flies up, up above the battlefield, and looks down on the castle from the air.

"All of you hiding inside, hear me! I am Elliot Worthane, knight of the fifth Crusade. It's been mere seconds since we started this fight and your commander has already fled. More, all your beasts and most of you are dead , even. Lay down your arms and surrender and you will be treated fairly. If not, you will surely die by blade or flame. It's your choice."

Intimidate: 1d20 + 15 ⇒ (3) + 15 = 18

Guess I'll hope for a circumstance bonus due to how badly they got destroyed :')


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Thesius: You'll have to climb at DC 20. Unfortunately, there aren't any doors down here.

Elliot: You'll probably get that, yeah. xD


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 10/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 9/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

Thesius steps towards the wall while stowing his bow and morningstar, readying himself for a climb.


F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | Destructive Smite 7/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points), wrathful weapon (holy)

Nice thought, Elliot, but I doubt it'll work. Merixia flies up to the bridge, looking for a door into the towers. The middle towers where the arrows came from don't seem to have doors, but the ones at the ends do. She takes the opposite end from Elliot and tries the door to see if it's locked.


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Round 4 Wrap-Up

Elliot shouts a threat at the tieflings inside the bridge as Thesius prepares to climb up the bridge towards the walls, and Merixia flies up and around to discover a door, which she is able to throw open and reveal a small staircase leading upwards.

There's a few moments of silence before the tieflings reply. "How can we be sure you won't kill us?" One calls in Taldane accented by Hallit.

Combat Over. Unless you absolutely want to kill them, they're at least considering surrendering.

Statuses:


Verene: HP 48/48; AC 21, touch 15, flat-footed 18; Prescience 7/8, Mythic Power 7/7, mage armor 7 hours, heightened awareness 70 minutes, message 70 minutes, expeditious retreat 7 minutes, protection from evil 7 minutes shield 7 rounds; Thamyris: HP 24/24; AC 20, touch 16, flat-footed 18, merge with familiar 7 hours
Merixia: HP 65/65; AC 26, touch 14, flat-footed 24; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Mythic Power 7/7, keen edge 70 minutes, protection from evil 7 minutes, shield of wings 7 minutes, ironskin 7 minutes, bull’s strength 7 minutes, divine favor 7 rounds
Thesius: HP 65/65; AC 21, touch 14, flat-footed 17, uncanny dodge; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 6/7, heightened awareness 60 minutes, heroism 60 minutes, protection from evil 7 minutes, archeologist’s luck 2 rounds remaining
Elliot: HP 69/69; AC 27, touch 18, flat-footed 20, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 6/7, blur 7 minutes, shield 7 rounds, flight hex 7 rounds (first minute of the day), protection from evil 7 minutes
Azira: HP 73/73; AC 33, touch 23, flat-footed 23; glitterdust 1/1, smite evil 3/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 6/7, Radiance Legendary Power 2/2, veil of heaven[/i[ 40 minutes, [i]heroism 50 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 14/15
All who want it: tears to wine 70 minutes
All: shared training 90 minutes, haste 6 rounds, inspire courage +2
All within 30’ and line-of-sight of Wulfric: Flagbearer (+1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects)


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 10/64 | 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 +25 | Low-Light Vision | Archaeologist's Luck 9/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 4/5 2nd - 0/4 3rd 2/2 | Current buffs: n/a

Thesius works to quickly climb the wall with the last of the haste spell.

Climb DC 20: 1d20 + 10 + 3 + 2 ⇒ (19) + 10 + 3 + 2 = 34 (10 base, 3 archaeologist's luck, 2 heroism)

Climb DC 20: 1d20 + 10 + 3 + 2 ⇒ (10) + 10 + 3 + 2 = 25 (10 base, 3 archaeologist's luck, 2 heroism)

Rolled twice in case it's needed.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 2/10 | Mythic Power 4/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Verene peers up at the arrow slits in the nearest bridge tower. The white glow fades from her eyes, but the cold distance of battle does not. She says, calm and carrying, "You can't. Nor can we be sure you will not pretend to surrender and then try to turn on us. But until proven otherwise, we will trust your surrender is sincere, and you must trust that unlike your own commanders, we have integrity and will honor our word. You have little to lose by making the gamble in any case. You are badly overmatched. It would only be a waste of his time to offer you the chance to live if he did not mean it."


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Truthfully, Elliot didn't expect them to take his offer. Thusfar, the only ones he had actually taken captive himself were people he'd knocked out in battle. Thus when the response comes he hangs there, blinking at the question.

Fortunately his sister was more eloquent, as ever. "I am a knight of the fifth crusade, in service to Lady Sarenrae herself. I don't know of the choices that led you to this point, nor your circumstances that made you pick them. However, I do believe in second chances and the offer of a chance at redemption. If you believe yourself undeserving of such, as a whole our gods still instruct us to treat our prisoners in a humane manner. Yet I cannot make that choice for you. If you wish to fight still, we have no choice but to kill you. Such is the reality of war. My only question then is what you are fighting and dying for - and whether it was worth it."


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Verene Diplomacy: 1d20 + 23 ⇒ (20) + 23 = 43

There's a few moments of silence. "Alright. Fine. Just... I'm coming out." The voice from the west says. The one from the east is quiet for a bit longer, but does come out, unarmed, after her comrade does.

"So, I guess you managed to take the bridge." The spokesperson says, a vestigial wing flicking.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | Destructive Smite 7/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points), wrathful weapon (holy)

Huh. What do you know, it did work. Merixia closes the door and joins Elliot outside. "We certainly did. Your commanders should have known that we have access to flight magic. And fireballs." Seriously, do any of the people in charge over there talk to each other? Not that she's complaining- a stupid enemy is a gift from the gods, after all- but Merixia can't help criticizing the demon commanders in the privacy of her own mind.


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 2/10 | Mythic Power 4/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

"There are four towers. Thesius killed one archer, and these two surrendered. There might still be one archer left inside the walls or last tower. We should check," Verene whispers through the message to her companions.

She approaches the mouth of the bridge close to Merixia, and out loud says briskly to the two cultists who surrendered, "Well, off we trot. Drop any remaining weapons, and walk ahead of us toward the army over there. I will let them know we are coming. Is anyone left in the towers?"

Her manner is polite and disarming, but Verene is mostly testing if the two captives will be open with them, and has confidence that even if they do lie and do it well enough to convince her, no one will be fooling Merixia any time soon. She leaves unspoken the matter of fireballs or how thoroughly the tieflings' commanders had hung them out to dry. The hunchbacked mage perhaps most of all: he had immediately teleported away upon being attacked and left his underlings behind with the aurochs to die. In Mendev, such an officer would be tried and probably executed for rank cowardice.

Sense Motive if needed: 1d20 + 3 ⇒ (1) + 3 = 4 Haha.

She makes ready to hustle with the prisoners back to the main body of the army. Time is ticking down on many of their spells, but it is only some eight hundred feet further along the riverbank to the cemetery, and she would like to confront the ghouls and their leader with as many protections as possible. A few, like her shield and the quickening spell, will surely need to be recast anyway.


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Agreeing to search the remaining towers for anything useful and unpleasant surprises both, Elliot stays near the prisoners as they walked in front. When their search is concluded, he cannot help but ask what had been eating at him ever since they started this campaign.

"First, what are your names?" He asks, after which he introduces himself as well. It seemed a basic courtesy to offer, even if they were enemies. Whether or not they answer, he follows with the actual question. "Why aren't your commanders doing anything? They simply left you to die, the same as with all your allies from Paradise Hill and Southbank, as our army keeps stacking up victories. Even if there were plenty of opportunities to join the fights from other directions or Sabotage our efforts further, they didn't. This, for one, was a crucial brigde to the citadel but they calmly left it intact, guarded by... just the five of you, while your commander immediately runs off at the first sign of trouble? Aren't you angry at how you're being discarded and used?"


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The tiefling shrugs at Merixia, apparently unable to answer her implicit questions. The two do, as requested, drop their swords and daggers - their crossbows having already been abandoned. The spokesperson looks to the south, from which battle cries and screams still echo. "Into the battle?" They ask, a brow arching, before hastily thinking better of it and nodding vigorously. "I mean, of course, whatever you say."

Elliot's question seems to genuinely confuse both tieflings. "I'm just called Bat. This is Deera." The tiefling says, pointing at their companion. "I guess they don't value the bridge that much." They add, shrugging. "Maybe. I dunno."


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 22 T 14 FF 19 (all +2 v. evil) | Foretell 8/8 | Prescience 2/10 | Mythic Power 4/7 | CMD 16 | Fort +8 Ref +9 Will +11 (+2 vs. insanity/confusion) | Init +15 (and Forewarned) | Perc +17 (+18 Thamyris) | Conditions: shield 10r, expeditious retreat 7m, mirror image (5/5) 7m, protection from evil 7m, see invisibility 7m, fox's cunning 9m, alter self 18m, tears to wine 59m, heroism69m, heightened awareness 79m, message 79m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: tears to wine 60m, merge with familiar 8h

Oh, has the larger battle with the ghouls started without us? I thought we were breaking off to do this 'on the way,' so to speak, before the army had actually reached the cemetery and the ghouls. Well, either way. On to the next challenge.

"Stay close to us or to the half-orc knight in the golden armor, and you won't come to harm." Once Elliot has made a quick flying circuit through the bridge's walls and towers to see what he can see, Verene moves out with the others. Irabeth is included in the message, so she updates the Knight-Commander on their progress and the prisoners while they approach. Even without the quickening spell, her steps are still magically sped, but she stays near the others. Once they are nearing the battle and will be engaging the enemy very soon, she pauses to cast a few more spells on herself. Everything but the haste and perfect placement, which she will wait on casting for the very last moment before engaging any enemies.

Casting alter self for 19 minutes, fly for 7 minutes, mirror image for 1d4 + 2 ⇒ (2) + 2 = 4 images for 7 minutes, shield for 10 rounds. Knocking off 3 minutes for the previous minute/level buffs to represent the bridge fight. Or if that's wrong, let me know how many minutes it should be.

Current Status
Verene: HP 48/48; AC 22, touch 15, flat-footed 19 (all +2 v. evil); Prescience 7/8, Mythic Power 5/7, mage armor 7 hours, heightened awareness 67 minutes, message 67 minutes, alter self (Small kobold) 19 minutes, fly 7 minutes, mirror image (4 images) 7 minutes, expeditious retreat 4 minutes, protection from evil 4 minutes, shield 10 rounds; Thamyris: HP 24/24; AC 20, touch 16, flat-footed 18, merge with familiar 7 hours


M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.

Sorry? Where does the narrative state the assault on the crypt is already happening? Where is the rest of the army?


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The assault on the graveyard is starting, but the crypt itself is currently out of the Knights' grasp. The army's busy fighting against the ghoul army, which is in between the crypt and the Knights. Sorry if that was unclear.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 58/72 | AC: 21 28 (13 tch, 27 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | Destructive Smite 7/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor, communal protection vs fire (106 points), wrathful weapon (holy)

Whoops, forgot my Sense Motive check.

Sense Motive + tears to wine: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34

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