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: Wealday, 17th of Rova (IX) 4713
Time of Day: Morning
Season: Late Summer
Weather: 22° F (-6° C), Grey Skies

4713 Calendar

General Purpose Maps:
The Worldwound

Mythic Trials Until Next Tier: 1


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Merixia:
The surrenders seem genuine enough to Merixia's honed senses, but she strongly suspects that they'd be willing to make a break for it if they got the chance. They won't stab anyone in the back immediately, but if someone lets down their guard, they absolutely would take the chance to get out. In other words, they're fairly standard prisoners.

The champions escort their prisoners through the streets of Southbank, making their way ever closer to the sounds of battle. Within a minute or so, they've arrived at the back end of the fight - there's a few wounded mercenaries being treated by one of the paladins - with his healing hands, they'll be up soon enough - perhaps not well enough to rejoin the fight, based on their injuries.

"Champions! You're here! Good - the ghouls are resisting slightly more than we'd hoped, but they're being driven back." He says upon laying eyes on them. "The Knight-Commander's in the thick of things."


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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.

"Sounds like the commander, all right," Elliot grins, then gestures to the prisoners. "We took the bridge ahead. These two surrendered - if you're recuperating anyway, can you watch them for us while we take over and join Irabeth? They're to be treated as civilized decorum dictates."

Watching the carnage ahead, he begins to head in that direction, falling into a brisk pace, then a run. "All right, let's finish this quickly! Everyone ready for round two?" He asks his friends.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

Nothing unusual about their two prisoners, not that Merixia can see. "Keep an eye on them. I'm pretty sure their surrender is genuine, but they might try to run given the chance." It's just common sense for anyone captured by their enemies. Rummaging around in the group's bag of holding, the cleric comes up with a coil of rope and turns to whoever looks like they're in charge. "We should probably get in there and help the Knight-Commander. Can you bind the prisoners' hands?"


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

"This is Bat, and this is Deera," the small and white-scaled kobold Verene chimes in, pointing to first the one who had done all the talking, then the second woman. "Their own commander fled and left them to die the first moment he could, can you credit it?" Though it had probably been a boon to their side that he broke so early, her tone is still slightly indignant on the tieflings' behalf.

"Anyway, we will see you all after the battle." Even as she says it, she is already looking ahead, to the battlefield and the tenebrous edifice of the crypt looming at its center. Half to herself, she murmurs, "Time to go meet another god."


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Earlier at the bridge

After Thesius scales the bridge, he returns to his companions offering mercy to the survivors. He nods his head in agreeance with their choice. As the speak, he places his hand upon his pack, ready to retrieve his tools should it be necessary to open the door otherwise.

At the graveyard

"Agreed he responds to Merixia's words. I would like to be done with this place as soon as possible."

The undead made his skin crawl, but he tried his best to not let that show as he pulled out his morningstar once more and did a quick check of his gear before heading out with the others.


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"Good!" The Taldan paladin, who they now recognize as Vors Solir, exclaims. "We'll be well enough to handle them, aye. Get going, the battle's almost won, but the sooner they die the better!"

The heroes rush to the battle, and swiftly catch sight of the mercenaries and paladins working in concert to deal with the undead as they push through the streets - most of the groups have the battles well in hand, with the mercenaries staying further away - often with longspears or other polearms - and the paladins closing into melee.

There are a few unfortunately paralyzed mercenaries, and more than a few have critical injuries.

Just give me a brief narrative description of what you're doing, and give me a sense of how many resources you're willing to expend before you arrive at the crypt.


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

"Thank you, Sir Vors. Stay sharp, and may we meet again soon," Verene says with a nod of respect before rushing off with the others.

She remembers that berbalangs are said to resist weapons that are not good-aligned or silver, and reminds Thesius to use his scale on the morningstar to align it to its undead-killing purpose before the coming fight.

"Merixia, some of the mercenaries need our help. I will do what I can with the wand, but your channeling would be much more efficient, and you run no risk of healing the enemy with it when they are all undead." Curing wand in hand, the multiplied little kobold-Verene takes darting flight to any critically wounded mercenaries they see on their journey to the tomb that are outside of easy channeling radius for Merixia. No idea what amount of resources are needed here, so I'll just make a guess at how many charges of the wand she might use and you can tell me if that's wrong, GM.

2d4 ⇒ (3, 4) = 7 cure light wounds charges used, 24/50 remaining.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Thesius gives Verene and smile and thanks for the reminder. "Good call. Hopefully this god is not what it's cracked up to be."

Knowing Verene and Merixia may well have the healing in hand, Thesius will reserve his resources unless something dire needs his attention.


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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 in the vanguard, using his flight and sword to cut down any stragglers approaching the group. It was a refreshing change of pace, not having to worry about morality and taking prisoners since their enemies were in fact already dead. Well, undead. But such semantics had no place on a battlefield.

"Whatever it is, we'll handle it. I doubt it had faced Wardstone power before," The magus comments as he slices through another ghoul.

I'll expend one point of MP, one charge of the shield wand and one more minute of flight to essentially be at full combat strength for a minute, assuming that is enough to take us near to the entrance. If it takes longer I'll cast the second prepared blade tutor's spirit and keep using shield wand charges until we enter the crypt or reach the enemy commander if they're outside.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

Merixia nods to Verene as she retrieves her own healing wand with her tail. "I'll do my best, but I will need to save something for the fight ahead." She raises her voice to be heard by the group. "Everyone, remember to stop outside the crypt so I can cast protective spells!"

With that, the cleric soars over the battlefield on wings of fire, looking for a group of wounded people. Once she finds some, she descends and raises her holy symbol. Golden light flares, healing the mercenaries' wounds. If she finds another group, she repeats the process. After that Merixia switches to using her wand.

One or two Channel Energy used, depending on whether she finds two groups of four or more injured close enough together.

CLW wand charges used: 2d4 ⇒ (4, 3) = 7 I think this wand was fully charged, so that makes 43/50 charges remaining.


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Between the efforts of the heroes, the paladins, and the mercenaries alike, the ghouls are utterly shattered, with only a handful managing to flee further afield and away from Drezen proper. Furthermore, there are minimal casualties - no deaths whatsoever, and only two people injured enough that they can't get back into the fight.

Soon, the Knights of Kenabres have filled the graveyard, surrounding the endarkened mausoleum with a wall of knights and soldiers, armor and weapons. A few dozen-odd soldiers patrol alongside paladins, hunting for any hiding ghouls.

The graveyard itself is in exceedingly poor repair - most gravestones are worn and cracked, and the graves themselves have clearly been excavated (and poorly filled back up). The circle stands over 50 feet from the mausoleum proper, just outside its aura of supernatural darkness. Even in the light of day, it's cast in shadow - thanks to the unusually dim sunlight of the Worldwound, it's almost as dark as a stormy day within the bounds.

"Well done, everyone." Irabeth says, projecting her voice. "Now I need to ask you all," she looks at the champions, "to get into the mausoleum and get rid of the damned undead so that it doesn't come hunting us tonight."

This is the current statuses I've got for everyone. Let me know what immediate buffs you're giving yourselves/each other.

Statuses:


Verene: HP 48/48; AC 17, touch 15, flat-footed 14; Prescience 7/8, Mythic Power 7/7, mage armor 7 hours, heightened awareness 68 minutes, message 68 minutes, expeditious retreat 5 minutes, protection from evil 5 minutes; 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 2/3, Mythic Power 7/7, keen edge 68 minutes, protection from evil 5 minutes, shield of wings 5 minutes, ironskin 5 minutes, bull’s strength 5 minutes
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 58 minutes, heroism 60 minutes, protection from evil 5 minutes
Elliot: HP 69/69; AC 23, touch 18, flat-footed 16, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 5/7, blur 5 minutes, protection from evil 5 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[ 38 minutes, [i]heroism 48 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 14/15
All who want it: tears to wine 68 minutes
All: shared training 88 minutes
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 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

Verene nods in response to Irabeth, watching the others for her cue. At the last moment before they are to enter the tomb, Verene uses the shielding wand again, then casts perfect placement and haste on everyone.

Current stats/status for spoiler
Verene: HP 48/48; AC 24, touch 17, flat-footed 20 (all +2 v. evil); Prescience 7/8, Mythic Power 5/7, mage armor 7 hours, heightened awareness 35 minutes, message 35 minutes, alter self (Small kobold) 17 minutes, fly 5 minutes, mirror image (4 images) 5 minutes, expeditious retreat 2 minutes, protection from evil 2 minutes, shield 8 rounds; Thamyris: HP 24/24; AC 20, touch 16, flat-footed 18, merge with familiar 7 hours
All: tears to wine 35 minutes, perfect placement 6 rounds, haste 7 rounds


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

"Okay, gather round." Same song, second verse. Merixia begins her spellcasting. First, a magic circle against evil. The mausoleum doesn't look too big, but there could be lower levels underground that will take longer to search than her protection against evil spells will last. Next the freedom of movement spells, one for everybody except Thesius. An align weapon for her sword. "Anyone who wants to use the align weapon scale, this is the time."

Once they're ready to open the door, Merixia casts another divine favor. Just in case the berbalang is right there waiting to ambush them. It would be pretty hard to miss an army of crusaders slaughtering ghouls on your doorstep, after all.

Merixia, Elliot, Verene, Azira, and Wulfric all have freedom from movement. She now has 4/7 MP remaining.


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The five champions and Wulfric approach the mausoleum cautiously, and the aura of darkness sucks away the sunlight it's dim light now, rather than normal as they approach. An unpleasant tingle of unwelcoming energy crawls over their skin - servants of good are not welcome here.

Thesius Perception, heroism, trap sense: 1d20 + 23 + 1 + 2 ⇒ (18) + 23 + 1 + 2 = 44

The doors are firmly shut, and after a quick scan, Thesius pronounces it untrapped - but it is firmly locked. Pulling out his tools, he begins to work the lock.

Thesius Disable Device, heroism, archeologist's luck: 1d20 + 16 + 2 + 3 ⇒ (11) + 16 + 2 + 3 = 32 Used the luck because I figure you want to get in as soon as possible. (I also prerolled four more times, and you didn't actually beat the DC even then, so I want to get you in sooner rather than later.)

The door swings open, creaking loudly, and reveal a small chamber that is very nearly totally dark - only the dim sunlight shafting through the doors reveals walls full of empty niches, likely once used for ashes or other remains of crusaders buried here. Some twenty feet in, there is another pair of doors.

Map's updated.


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.

When the doors Finally open, Elliot wastes no time using his wand of Shield. He raises an eyebrow when all that greets them is a dark room and more doors at the end.

"Okay. This looks way too easy. It'd take an absolute fool to just walk in and be the bait."

He walks in towards the doors.

Use shield wand, activate flight hex third minute of 7 for the day, walk in.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

Verene flies in as well, staying just behind Elliot. Updated position on map.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

(How long has it been since the beginning of the battle on the bridge until now? Seems like it's not been that long. If that is the case, he will take the following actions.)

Thesius follows the group and gladly accepts their buffs while handing out his own.

He will cast Heightened Awareness on Azira, Elliot, Merixia, and Wulfric.

He will cast Heroism on Azira, Elliot, and Verene.

He will take the time to use the the Align Weapon scale to imbue his adamantine morningstar with goodly energies.

He will ask to use the Alter Self scale to shift into the form of an orc for Darkvision.

He will then head in with the group to check the doors.


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 will cast the second blade tutor's spirit. His teamwork feat sharing spell should still be in effect and with the shield wand he's a 't mostly full strength.


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It's been about two minutes since the bridge, though much of that was both moving to the battle and fighting it.

The next set of doors are unlocked, and when the heroes push them open, revealing another darkened vault with dozens of alcoves - these ones full of shattered remains of urns and scattered ashes of the once-entombed crusaders. However, more troublingly, there is an enormous boar with Abyssal features - scales, even larger fangs, and a malicious gleam in its eyes standing just inside, while a ghoul with a greataxe sits astride its saddle, wearing a breastplate.

GM Rolls:

Verene, heightened awareness, alertness: 1d20 + 10 + 2 + 2 ⇒ (12) + 10 + 2 + 2 = 26
Thamyris: 1d20 + 15 ⇒ (15) + 15 = 30
Merixia, heightened awareness: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Thesius, heightened awareness: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Elliot, heightened awareness: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Azira, heightened awareness: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Wulfric, heightened awareness: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

1d20 + 16 ⇒ (20) + 16 = 36

Combat Start

The armored ghoul hisses a command in Abyssal, urging his unusual steed forwards.

Abyssal:
"Kill!"

Initiatives:

Azira: 1d20 + 12 ⇒ (9) + 12 = 21
Verene: 1d20 + 13 ⇒ (3) + 13 = 16
Merixia: 1d20 + 3 ⇒ (17) + 3 = 20
Thesius: 1d20 + 9 ⇒ (3) + 9 = 12
Elliot: 1d20 + 10 ⇒ (9) + 10 = 19

Armored Ghoul & Mount: 1d20 + 4 ⇒ (11) + 4 = 15
???: 1d20 + 5 ⇒ (10) + 5 = 15
????: 1d20 + 6 ⇒ (2) + 6 = 8

Round 1

Wulfric begins a stirring tale, rousing the spirits of those around him.

Azira reacts next, darting around the corner with Radiance in hand and dancing around the demonic boar's tusks to take up a position nearby. With a swift series of strikes, she lashes out at the ghoul astride its back, though there's a faint expression of tightness around her eyes as she does so. Flat-footed characters don't threaten, do they? The golden blade slices pieces off of the vile undead, who grunts in annoyance.
Radiance, inspire courage, heroism: 1d20 + 17 + 2 + 2 ⇒ (6) + 17 + 2 + 2 = 27
Damage, smite evil, inspire: 1d8 + 16 + 4 + 2 ⇒ (3) + 16 + 4 + 2 = 25

Initiative Order is Azira, Merixia, Verene, Elliot, Thesius, ???, armored ghoul & mount, ????. I've adjusted for Thesius to keep things moving. Bolded characters are up.

Statuses:


Verene: HP 48/48; AC 24, touch 17, flat-footed 20; Prescience 7/8, Mythic Power 5/7, mage armor 7 hours, heightened awareness 68 minutes, message 68 minutes, expeditious retreat 2 minutes, protection from evil 2 minutes, alter self (kobold) 19 minutes, fly 5 minutes, mirror image 4 images for 5 minutes, shield 8 rounds, heroism 50 minutes; 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 2/3, Mythic Power 4/7, keen edge 68 minutes, protection from evil 5 minutes, shield of wings 5 minutes, ironskin 5 minutes, bull’s strength 5 minutes, heightened awareness 50 minutes
Thesius: HP 65/65; AC 21, touch 14, flat-footed 17, uncanny dodge; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 6/7, heightened awareness 58 minutes, heroism 60 minutes, protection from evil 5 minutes, archeologist’s luck 4 rounds remaining, align weapon (good) 19 minutes, alter self (orc) 19 minutes
Elliot: HP 69/69; AC 26, touch 17, flat-footed 20, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 5/7, blur 5 minutes, protection from evil 5 minutes, heightened awareness 50 minutes, heroism 50 minutes, flight hex 8 rounds of the third minute, shield 7 rounds, blade tutor’s spirit 7 minutes
Azira: HP 73/73; AC 33, touch 23, flat-footed 23; glitterdust 1/1, smite evil 2/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 6/7, Radiance Legendary Power 2/2, veil of heaven 38 minutes, heroism 48 minutes, heightened awareness 50 minutes, heroism 50 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 13/15, heightened awareness 50 minutes
All: Inspire Courage +2
All who want it: tears to wine 68 minutes
All: shared training 88 minutes, haste 7 rounds, perfect placement 6 rounds
All within 10’ of Merixia: magic circle against evil 70 minutes
All except Thesius: freedom of movement 70 minutes
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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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.

Blinking at the huge mount and Rider in the tightly confined space, the magus can't quite help but stare at the sight. "Okay... I admit I was NOT expecting that one." Aided by his sister's quickness, he joins Azira in the assault!

Swift: mythic arcane strike into undead bane, free: use Eclipse's arcane pool to gain +2 damage for a minute, 5ft step in and full attack the rider with Verene's haste.

attack, flagbearer, IC +2, undead bane +2, haste: 1d20 + 19 ⇒ (13) + 19 = 32

damage, undead bane, IC, arcane strike +2 and flagbearer, + 2 eclipse's buff: 3d6 + 17 ⇒ (6, 1, 6) + 17 = 30

attack #2, Brand with spell combat (no penalty), flagbearer, IC +2, undead bane +2, haste: 1d20 + 19 ⇒ (15) + 19 = 34

damage, undead bane, IC, arcane strike +2 and flagbearer, + 2 eclipse's buff: 3d6 + 17 ⇒ (1, 2, 5) + 17 = 25

attack #3 haste, flagbearer, IC +2, undead bane +2, haste: 1d20 + 19 ⇒ (18) + 19 = 37

damage, undead bane, IC, arcane strike +2 and flagbearer, + 2 eclipse's buff: 3d6 + 17 ⇒ (2, 6, 4) + 17 = 29

Crit confirm attack #3 haste, flagbearer, IC +2, undead bane +2, haste: 1d20 + 19 ⇒ (1) + 19 = 20

Crit damage, undead bane, IC, arcane strike +2 and flagbearer, + 2 eclipse's buff: 3d6 + 17 ⇒ (6, 6, 2) + 17 = 31

The optimal play here is to Bladed dash the Ghoul on top of the mount into a flanking position for the others, but I'm not sure if that is possible with how the mount rules work with which square the rider occupies and whether the ceiling is high enough to allow this position for Elliot.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

Correct, GM, flat-footed creatures cannot take attacks of opportunity unless they have Combat Reflexes or similar. The below spell will only be cast if Elliot did not kill the axe-wielding ghoul on his turn. If he did kill it already, Verene will delay until the other undead she saw make themselves known, then cast it on them.

Verene touches the lightning medal, rises in the air, and floats a step to the side, so she can see through the door to where she is aiming with her dark-adjusted kobold's eyes. She throws up a puff of silver dust and cuts the diamond through it in precise strokes, chanting steadily. A flash of searing light erupts just behind and around the ghoul and its mount, outlining them in flash-grenade clarity against the gloomy stone of the crypt, before all falls into darkness once again.

Swift action activate righteous medal of clarity, move over and as far upwards as she can while still seeing through the door, cast burst of radiance in the indicated place on the map so no chance of hitting an ally. Reflex save DC 20 or blinded for 1d4 ⇒ 1 rounds. Regardless of save, evil creatures take the following damage.
Burst of radiance damage: 5d4 ⇒ (2, 3, 3, 3, 4) = 15


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

(Thesius will focus on the ghoul and switch to the boar should the ghoul go down at some point.)

Thesius feels the surge of mythic power course through his veins as he leaps into action rushing along and past Azira to strike out at the enemy.

+1 Adamantine Morningstar - Good Alright Attack: 1d20 + 7 + 1 + 1 + 2 + 4 ⇒ (9) + 7 + 1 + 1 + 2 + 4 = 24 (+7 Base, +1 Haste, +1 Alter Self, +2 Inspire Courage, +4 Fleet Charge)
Damage: 1d8 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7 (+3 Base, +1 Alter Self, +2 Inspire Courage)

Before continuing to lash out through his own normal power and that of Verene's buff.

+1 Adamantine Morningstar - Good Alright Attack: 1d20 + 7 + 1 + 1 + 2 ⇒ (8) + 7 + 1 + 1 + 2 = 19 (+7 Base, +1 Haste, +1 Alter Self, +2 Inspire Courage)
Damage: 1d8 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10 (+3 Base, +1 Alter Self, +2 Inspire Courage)

+1 Adamantine Morningstar - Good Alright Attack: 1d20 + 7 + 1 + 1 + 2 ⇒ (3) + 7 + 1 + 1 + 2 = 14 (+7 Base, +1 Haste, +1 Alter Self, +2 Inspire Courage)
Damage: 1d8 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 14 (+3 Base, +1 Alter Self, +2 Inspire Courage)


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

Merixia currently has align weapon (good) active.

How in the worlds did they get that thing in here? Why did they get that thing in here? Merixia shakes off the stray thought and steps forward to face the beast and its rider.

5 ft step and attack with Mythic Power Attack + Furious Focus vs. the rider, let's go!

Attack 1 + bull's strength + haste + Inspire Courage + Flagbearer: 1d20 + 12 + 1 + 1 + 2 + 1 ⇒ (7) + 12 + 1 + 1 + 2 + 1 = 24

Damage 1 + bull's strength + Inspire Courage + Flagbearer + Mythic Power Attack: 1d10 + 9 + 1 + 2 + 1 + 9 ⇒ (4) + 9 + 1 + 2 + 1 + 9 = 26

Attack 2 + bull's strength + haste + Inspire Courage + Flagbearer - Mythic Power Attack: 1d20 + 12 + 1 + 1 + 2 + 1 - 2 ⇒ (4) + 12 + 1 + 1 + 2 + 1 - 2 = 19

Damage 2 + bull's strength + Inspire Courage + Flagbearer + Mythic Power Attack: 1d10 + 9 + 1 + 2 + 1 + 9 ⇒ (3) + 9 + 1 + 2 + 1 + 9 = 25


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Man, action economy and going first is insanely good. I might need to start buffing your enemies' initiative.

Round 1 Midpoint

Elliot rushes forwards, Righteous Eclipse blazing its namesake gold as he slashes into the hapless ghoul - he does, however feel a sudden chill fall over him as he approaches the armored undead - fear and discomfort creeping into the corners of his mind. This thing is unmitigated evil, and he can feel the righteous fury of his sword as it slashes through the dead meat and chops away at deathly-strengthened bone.

Verene unleashes a powerful burst of magic at the ghoul and his mount, illuminating the crypt with a burst of golden light. The light sears the flesh of the ghoul, rendering it near staggered by the power, and it blinks rapidly to clear its vision. However, the boar bellows, thrashing about blindly.
Ghoul Reflex vs. DC 20, desecrate, unhallow: 1d20 + 9 + 1 + 2 ⇒ (16) + 9 + 1 + 2 = 28
Verene vs. Fiendish Dire Boar SR: 1d20 + 7 ⇒ (14) + 7 = 21 Yep.
Fiendish Dire Boar Reflex vs. DC 20, unhallow: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 Nope.

Thesius rushes to join Elliot and Azira in the melee, and feels a sudden surge of discomfort as he does so - the raw evil of this thing's energy seeming to suppress Azira's usual air of inspiration. However, he shatters the ghoul's skull with a pair of mighty strikes, leaving it to slump down off of its mount. Having finished off the undead, he turns his attention to its mount, striking it with his morningstar - but its thick hide deflects the blow.

The devilspawn priestess rushes in, her wings ablaze with Ragathiel's fury, and slashes with the power of her patron angel. The bastard sword slices easily through the beast's hide, and bisects its skull, leaving it to fall on the floor, motionless.

Yeesh.

However, a pair of arrows fly out from the darkness to the west upwards towards Thesius, but his reflexes and Merixia's magic let him easily dodge out of the way of the first, while the second goes so wide as to be irrelevant.
Composite Shortbow 1 vs. Thesius: 1d20 + 10 ⇒ (6) + 10 = 16
Composite Shortbow 2 vs. Thesius: 1d20 + 10 ⇒ (1) + 10 = 11

Looking in the direction from which the attack comes reveals another armored ghoul - this one with a shortbow in hand. Clearly, it's more than willing to take potshots from further afield than its counterpart. A sharp command comes from around the corner, and its eyes widen, before it retreats backwards.

Before they can react to rush after it, something else comes from around the corner. A winged ghoul, its eyes murky and its batlike wings rotten through. The creature is somewhat scaly, and the barest hint of demonic horns emerge from its forehead. This, then, must be Moxsahbuul, the berblang.

He hisses irritably in a language that none of the champions recognize, then speaks in Taldane. "Intruders... why have you come to attack my home? I apologize for my guests' aggression, but this place isn't yours."

GM Rolls:

Moxsahbuul Bluff: 1d20 + 12 ⇒ (16) + 12 = 28

Sense Motive DC 28:
While the berblang seems genuinely willing to talk, he's definitely preparing to attack if the heroes aren't.

Round 2

Statuses:


Verene: HP 48/48; AC 24, touch 17, flat-footed 20; Prescience 7/8, Mythic Power 5/7, mage armor 7 hours, heightened awareness 68 minutes, message 68 minutes, expeditious retreat 2 minutes, protection from evil 2 minutes, alter self (kobold) 19 minutes, fly 5 minutes, mirror image 4 images for 5 minutes, shield 7 rounds, heroism 50 minutes; 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 2/3, Mythic Power 4/7, keen edge 68 minutes, protection from evil 5 minutes, shield of wings 5 minutes, ironskin 5 minutes, bull’s strength 5 minutes, heightened awareness 50 minutes
Thesius: HP 65/65; AC 21, touch 14, flat-footed 17, uncanny dodge; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 6/7, heightened awareness 58 minutes, heroism 60 minutes, protection from evil 5 minutes, archeologist’s luck 3 rounds remaining, align weapon (good) 19 minutes, alter self (orc) 19 minutes
Elliot: HP 69/69; AC 26, touch 17, flat-footed 20, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 5/7, blur 5 minutes, protection from evil 5 minutes, heightened awareness 50 minutes, heroism 50 minutes, flight hex 7 rounds of the third minute, shield 6 rounds, blade tutor’s spirit 7 minutes
Azira: HP 73/73; AC 33, touch 23, flat-footed 23; glitterdust 1/1, smite evil 2/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 6/7, Radiance Legendary Power 2/2, veil of heaven 38 minutes, heroism 48 minutes, heightened awareness 50 minutes, heroism 50 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 13/15, heightened awareness 50 minutes
All: Inspire Courage +2
All who want it: tears to wine 68 minutes
All: shared training 88 minutes, haste 6 rounds, perfect placement 5 rounds
All within 10’ of Merixia: magic circle against evil 70 minutes
All except Thesius: freedom of movement 70 minutes
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)

You can continue the attack, or respond freely - whichever you choose.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

Can't make that Sense Motive even on a 20, so I won't bother.

"Remember, they can charm the unwary with magic," Verene whispers through the spell to her companions. She flies into the next room properly, staying near the ceiling. Her small white-scaled tail is held at an almost dainty angle.

It would be good to know what is around the corner before unleashing another spell: if there are living victims here, she would feel terrible if she incinerated them. As she flits into the room, she faces the berbalang and says calmly, to hold the undead's attention for a moment while she looks behind it, "Did your 'guests' the demons, and the would-be assassins you sent, tell you nothing of us, Moxsahbuul? An evil creature does not become worthy of respect because it is old or powerful or deluded people once worshiped it. Your predation on our kind ends today."

Stalling a bit for RP and because I want to know what Verene sees after moving before declaring a spell to cast. She may end up going for a mythic fireball centered on the back wall or something. She's not pausing in such a way that she is giving up her turn, counting on combat to end, or actually trying to negotiate.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Sense Motive - DC 28: 1d20 + 12 + 3 + 2 ⇒ (20) + 12 + 3 + 2 = 37 (+12 Base, +3 Archaeologist's Luck, +2 Heroism)

While hearing the words, Thesius can feel his instincts telling him the beast was biding it's time. Calling once more upon his mythic power, he rushes the creature and starts to lash out.

"Honeyed words will not buy you the time you seek beast."

(Swift action fleet charge and full round attack)

+1 Adamantine Morningstar - Good Alright Attack: 1d20 + 7 + 1 + 1 + 2 + 2 + 3 + 4 ⇒ (2) + 7 + 1 + 1 + 2 + 2 + 3 + 4 = 22 (+7 Base, +1 Haste, +1 Alter Self, +2 Inspire Courage, +2 Heroism, +3 Archaeologist's Luck, +4 Fleet Charge)
Damage: 1d8 + 3 + 1 + 2 + 3 ⇒ (5) + 3 + 1 + 2 + 3 = 14 (+3 Base, +1 Alter Self, +2 Inspire Courage, +3 Archaeologist's Luck)

+1 Adamantine Morningstar - Good Alright Attack: 1d20 + 7 + 1 + 1 + 2 + 2 + 3 ⇒ (5) + 7 + 1 + 1 + 2 + 2 + 3 = 21 (+7 Base, +1 Haste, +1 Alter Self, +2 Inspire Courage, +2 Heroism, +3 Archaeologist's Luck)
Damage: 1d8 + 3 + 1 + 2 + 3 ⇒ (3) + 3 + 1 + 2 + 3 = 12 (+3 Base, +1 Alter Self, +2 Inspire Courage, +3 Archaeologist's Luck)

+1 Adamantine Morningstar - Good Alright Attack: 1d20 + 7 + 1 + 1 + 2 + 2 + 3 ⇒ (11) + 7 + 1 + 1 + 2 + 2 + 3 = 27 (+7 Base, +1 Haste, +1 Alter Self, +2 Inspire Courage, +2 Heroism, +3 Archaeologist's Luck)
Damage: 1d8 + 3 + 1 + 2 + 3 ⇒ (3) + 3 + 1 + 2 + 3 = 12 (+3 Base, +1 Alter Self, +2 Inspire Courage, +3 Archaeologist's Luck)

(Got my resources updated in profile line)


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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.

Emboldened by their success and the coordinated strike by his allies and himself - utterly destroying the undead and its rider - Elliot feels confident enough to let this apparant undead leader just speak and wait out its response to Verene's words.

...Until Therius decides this was apparently some ploy and, truststing his friend's instinct, he blurs after him!

Arcane point to make weapon keen for 1 min and add +1 hit/damage for 1 minute. Then 5 ft step west and full attack using spell combat and bladed dash to effectively pounce right on top of him. I am assuming this thing is an undead for Bane purposes.

attack, bladed dash, previous buffs and +5 from bladed dash: 1d20 + 24 ⇒ (7) + 24 = 31

damage: 3d6 + 17 ⇒ (2, 2, 6) + 17 = 27

attack (normal) previous buffs: 1d20 + 19 ⇒ (9) + 19 = 28

damage: 3d6 + 17 ⇒ (2, 4, 1) + 17 = 24

attack #3, haste: 1d20 + 19 ⇒ (17) + 19 = 36

damage: 3d6 + 17 ⇒ (3, 2, 3) + 17 = 25

attack #3 crit confirm previous buffs: 1d20 + 19 ⇒ (1) + 19 = 20

damage: 3d6 + 17 ⇒ (3, 3, 5) + 17 = 28


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

"Not expectedly, it's ready to attack us should we show hostility. But it does seeming willing to talk," Thesius relays through Verene's message spell.

"You've done nothing as far as we know to prevent your guests from attacking us and do you consider the ghouls that came for us to also be guests? We seek to reclaim the fort and we fear our backs will make a tempting target for them," Thesius speaks hoping to gain some insight from the beast. "Would you be fine with us as neighbors?"


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 2 Continued

Verene flies forwards, prompting Maxsahbuul to bare his fangs, but he doesn't attack quite yet. Around the corner she spies the other ghoul, watching patiently (if somewhat alarmedly) "They have needs." He points out. "As all creatures do. I wasn't told, but neither was it my business. I simply reside here."

GM Rolls:

Bluff: 1d20 + 12 ⇒ (6) + 12 = 18

Sense Motive DC 18:
While he's telling the truth about not knowing, his claims of "just residing here" ring a touch false.

"Regardless, I apologize for their... uncivilized behavior. I am not their leader - that particular honor goes to the ghast you and your companions destroyed mere moments ago." He indicates the re-slain ghoul behind them. "Turgath, he was called." The berblang shakes his head mockingly. "Always was too devout for his own good."

"I would be completely willing to accept you as neighbors... but I fear that the same cannot be said of you all." His eyes narrow. "Your priests and paladins," he eyes Merixia, Azira, and Elliot warily, "are quite... opposed to those such as myself."

He turns to look at Thesius. "Of course, they are oft opposed to those such as you, as well, young mortal. Perhaps we could make a deal."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | 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 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Sense Motive - DC 18: 1d20 + 12 + 3 + 2 ⇒ (15) + 12 + 3 + 2 = 32 (+12 Base, +3 Archaeologist's Luck, +2 Heroism)

"While I can appreciate that you do not find it necessary to deal with everything that goes on around you, your words ring somewhat hollow about simply residing here. I've heard of you before and we know you were, and perhaps even now, were revered as a god. What is it that you would propose?" Thesius asks while continuing to dig for anything of use.


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

"I very much doubt the value of any deal it could offer," Verene remarks dispassionately, playing along for now with Thesius's tactic by throwing down a challenge to Moxsahbuul. "It does not take a priest or paladin to know that human-eating monsters must be destroyed."

The little ball of bat guano and sulfur has turned into a blue-white bead held delicately between two of her claws, waiting only to be tossed with the final words of the incantation...

Once talking is done:
Verene tosses the bead with a crackling shout. It explodes around the two undead, in shades of blue-violet flame that shed incredible heat — far more intense than her previous attempts at this spell. Using 2 mythic power to cast mythic fireball with Wild Arcana, DC 21 Reflex for half. Any creature that fails its Reflex saving throw catches on fire, taking 2d6 points of fire damage each round until the fire is extinguished. Attempts to extinguish this fire use the spell’s save DC.
Mythic fireball damage: 9d10 ⇒ (3, 5, 8, 6, 6, 10, 3, 7, 10) = 58
Spell Resistance 1 v. Moxsahbuul?: 1d20 + 7 ⇒ (13) + 7 = 20 Don't know if this is needed, but just in case.
Spell Resistance 2 v. Moxsahbuul?: 1d20 + 7 ⇒ (14) + 7 = 21


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

Ah, fishing for information. Smart. Merixia knows Thesius well enough to know that he isn't serious about parleying, he just wants to see if Moxsahbuul will let any useful intelligence drop.

Sense Motive + tears to wine, is Moxsahbuul lying about not being the ghouls' leader?: 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35

She isn't much good at this game, so she goes over her list of spells, considering what to start off the fight with...

Oh, hell. She forgot about her knight's pennon of battle! Should have used that earlier. Well, hopefully Thesius will keep talking and providing a distraction. Merixia's tail snakes up the side of her backpack and grabs the pennon. As quietly as she can, she mutters the activation word under her breath, making sure that both hands are in Moxsahbuul's sight. Very few people ever think to keep an eye on a tiefling's tail.

Using the pennon to cast heroism and trying to be sneaky about 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.

Sense motive: 1d20 + 1 ⇒ (3) + 1 = 4

Elliot watches the exchange between Thesius and the ghoul warily, wondering what good could possibly come of leaving such creatures -that had already attacked them- at the flank of the army. Especially since every moment they talked, their various precious magical enhancements were ticking away. Plus, it didn't feel like this one was particularly repentant or willing to change its ways while it was presumably their leader.

He glances at his sister and Merixia, somewhat relieved Verene seemed to share his sentiment and readying himself for the attack...

Elliot will wait out this response, but if the talking takes too long as in longer than 2 rounds from now he will attack the same way as above. I can reroll the rolls if needed but fine with using the previous onces.


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"Ah, yes, back before the Worldwound..." He scratches his chin. "Well, I've mostly retired from that. Not through choice, of course - were it my choice, the Abyss would've stayed right where it was." The berbalang sighs, air rasping through a rotted throat. "Just staying here's made my body change!" Moxsahbuul gestures at his scaled skin. "Thought it is quite an attractive shade of green, true?"

Cracking his neck, he smiles at Verene, the expression warped by his somewhat rotted lips. "Ah, but I don't need to eat people. Certainly, I have my needs, but eating people isn't... necessary. In fact, if I were to be so bold as to suggest something..." He gestures vaguely to the north. "Destroy the ghouls if you wish. I'll stay here for a time and haunt the demon cultists while you deal with them. Once you're done, I'll even vacate this tomb, and leave you to your new possession."

Merixia:
Moxsahbuul doesn't actually seem to be lying about his position relative to the ghouls. Furthermore, he also doesn't seem to care much if they get destroyed.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

"That it isn't 'necessary' does not mean you don't do it. You offer to vacate this place, so you can slip away unscathed and begin hunting people all over again elsewhere. No deal." Verene looses the spell she had been holding.


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Merixia Bluff: 1d20 ⇒ 20 You know what, I'll allow it.

Round 4

"Negotiations have broken down, then!" At the first sign of hostility from Verene, the creature steps forwards and lashes out at her with its claws. Fortunately for the wizard, her magical defenses and her small size allow her to evade the slashing claw.
Claw vs. Verene: 1d20 + 11 ⇒ (6) + 11 = 17

It had readied an action earlier. I've adjusted where the spell's aimed so that it still hits both enemies and no allies. SR roll was needed, but you beat it handily. Not a demon, though, so you don't get the reroll.

The fireball that Verene had been readying explodes around the berbalang, igniting it and liquefying the flesh that was most directly vulnerable. The ghoul suffers even worse, bursting into flame like dry kindling. However, Moxsahbuul seems less damaged than he really should be - a marker of his fiendish corruption, most likely.
Moxsahbuul Reflex vs. DC 21: 1d20 + 8 ⇒ (7) + 8 = 15
Ghoul Reflex vs. DC 21: 1d20 + 10 ⇒ (6) + 10 = 16
Ha.

Elliot is quick to take advantage of this blazing attack, unleashing his own volley of strikes with the glowing Righteous Eclipse. The black blade flares brightly as he slashes and whirls through the berbalang's defenses, cutting off swathes of its flesh easily. The creature shrieks, hissing angrily, but is clearly nearly destroyed.

Using Thesius' previous attacks as well.

Thesius strikes with his own morningstar, and although the fiendish undead dodges and deflects the first series of strikes, the third manages to shatter his skull and sends him slumping to the ground, still ablaze.

Merixia is up.

Statuses:


Verene: HP 48/48; AC 24, touch 17, flat-footed 20; Prescience 7/8, Mythic Power 5/7, mage armor 7 hours, heightened awareness 68 minutes, message 68 minutes, expeditious retreat 2 minutes, protection from evil 2 minutes, alter self (kobold) 19 minutes, fly 5 minutes, mirror image 4 images for 5 minutes, shield 6 rounds, heroism 50 minutes; 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 2/3, Mythic Power 4/7, keen edge 68 minutes, protection from evil 5 minutes, shield of wings 5 minutes, ironskin 5 minutes, bull’s strength 5 minutes, heightened awareness 50 minutes
Thesius: HP 65/65; AC 21, touch 14, flat-footed 17, uncanny dodge; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 6/7, heightened awareness 58 minutes, heroism 60 minutes, protection from evil 5 minutes, archeologist’s luck 2 rounds remaining, align weapon (good) 19 minutes, alter self (orc) 19 minutes
Elliot: HP 69/69; AC 26, touch 17, flat-footed 20, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 5/7, blur 5 minutes, protection from evil 5 minutes, heightened awareness 50 minutes, heroism 50 minutes, flight hex 6 rounds of the third minute, shield 5 rounds, blade tutor’s spirit 7 minutes
Azira: HP 73/73; AC 33, touch 23, flat-footed 23; glitterdust 1/1, smite evil 2/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 6/7, Radiance Legendary Power 2/2, veil of heaven 38 minutes, heroism 48 minutes, heightened awareness 50 minutes, heroism 50 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 13/15, heightened awareness 50 minutes
All who want it: tears to wine 68 minutes
All: shared training 88 minutes, haste 5 rounds, perfect placement 4 rounds
All within 10’ of Merixia: magic circle against evil 70 minutes
All except Thesius: freedom of movement 70 minutes
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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female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 79/81| AC 31* (t21/ff21) | CMD 31 | F +17*, R +19*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 2/8; smite: 1/3; divine bond 0/1; mythic: 4/7 |active effects: veil of heaven, featherstep, heroism, e.splen, divine bond, fly, lesser angelic aspect

lol- I see no decision from me was necessary

While the others talk with, and even seem to momentarily consider a peaceful resolution, Azira stands quietly praying a blessing over Radiance (activate divine bond to add keen).

*Round 1*
When the creature attacks Verene, Azira calls upon her wardstone power and rushes forward with her dance-like grace. While Wulfric begins an inspiring tale, she deftly guides Radiance's golden edge toward the beast as they twirl (spending 1 MP, and a swift action, for fleet charge which lets me move 30' and make a free attack; for some reason I can't move my icon on the map, but I'll go to the square just above Merixia)

fleet charge (hero/ic/tier): 1d20 + 17 + 2 + 2 + 2 ⇒ (4) + 17 + 2 + 2 + 2 = 27
for (ignoring DR): 1d8 + 16 + 2 + 2 ⇒ (7) + 16 + 2 + 2 = 27

Settling into her stance, she continues to sway rhythmically as her partner continues slashing at the creature in time with her movements (full attack).

Radiance 1 (hero/ic): 1d20 + 17 + 2 + 2 ⇒ (4) + 17 + 2 + 2 = 25
for (cold-iron): 1d8 + 16 + 2 + 2 ⇒ (6) + 16 + 2 + 2 = 26

Radiance 2 (hero/ic): 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36
for (cold-iron): 1d8 + 16 + 2 + 2 ⇒ (1) + 16 + 2 + 2 = 21

confirm2?: 1d20 + 12 + 2 + 2 ⇒ (19) + 12 + 2 + 2 = 35
for another: 1d8 + 9 + 2 + 2 ⇒ (3) + 9 + 2 + 2 = 16


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

Merixia hesitates for a moment, trying to decide between casting prayer or charging right in. And in that moment, Verene blasted the area with a fireball, everyone else (save Wulfric) charged right in, and Moxsahbuul went down like a first time drinker on Cayden Cailean's Ascension Day.

"Really? The Sarkorians worshiped this weakling as a god?" The cleric lets out a long-suffering sigh and sprints toward the lone remaining ghoul, bringing her sword around in a powerful right hand swing.

Merixia started the turn next to Wulfric in front of the door, so with haste she can make it to the green-lined ghoul with time to attack. (She would not have stopped next to Moxsahbuul if he was already dead.) Pretty sure you have to be able to see a Flagbearer to get the bonus, so she doesn't get that on this turn. Using a Destructive Smite because why not.

Attack + bull's strength + haste + heroism + Inspire Courage: 1d20 + 12 + 1 + 1 + 2 + 2 ⇒ (6) + 12 + 1 + 1 + 2 + 2 = 24

Damage + bull's strength + heroism + Inspire Courage + Mythic Power Attack + Destructive Smite: 1d10 + 9 + 1 + 2 + 2 + 9 + 3 ⇒ (9) + 9 + 1 + 2 + 2 + 9 + 3 = 35


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Round 4 Wrap-Up

Azira rushes forwards, slashing the berbalang to pieces and finishing its unlife. This gives Merixia the chance to rush his sole remaining ally - the hapless burning ghoul, and smite him with a mighty blow. He staggers, wailing, but doesn't fall.

Fire Damage: 2d6 ⇒ (5, 6) = 11

The ghoul's flesh cooks rapidly as the fire burns it away. It drops its bow and goes into a frenzy of strikes against Merixia, clawing and biting. Though she easily wards away its claws, the ghoul's fangs very nearly break her skin. Fortunately, her magical defenses against evil creatures save her.
Claw 1 vs. Merixia: 1d20 + 8 ⇒ (12) + 8 = 20
Claw 2 vs. Merixia: 1d20 + 8 ⇒ (4) + 8 = 12
Bite vs. Merixia: 1d20 + 8 ⇒ (18) + 8 = 26 For some reason, I have Merixia's AC at 26, not including magic circle against evil. I'm not sure whether that's right, but if it isn't, then the damage is Damage: 1d6 + 3 ⇒ (2) + 3 = 5 and Merixia rolls a Fortitude, magic circle against evil, heroism: 1d20 + 8 + 2 + 2 ⇒ (10) + 8 + 2 + 2 = 22 to avoid ghoul fever (which she does.)

Round 5

Everyone is up.

Statuses:


Verene: HP 48/48; AC 24, touch 17, flat-footed 20; Prescience 7/8, Mythic Power 5/7, mage armor 7 hours, heightened awareness 68 minutes, message 68 minutes, expeditious retreat 2 minutes, protection from evil 2 minutes, alter self (kobold) 19 minutes, fly 5 minutes, mirror image 4 images for 5 minutes, shield 6 rounds, heroism 50 minutes; 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 2/3, Mythic Power 4/7, keen edge 68 minutes, protection from evil 5 minutes, shield of wings 5 minutes, ironskin 5 minutes, bull’s strength 5 minutes, heightened awareness 50 minutes
Thesius: HP 65/65; AC 21, touch 14, flat-footed 17, uncanny dodge; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 6/7, heightened awareness 58 minutes, heroism 60 minutes, protection from evil 5 minutes, archeologist’s luck 2 rounds remaining, align weapon (good) 19 minutes, alter self (orc) 19 minutes
Elliot: HP 69/69; AC 26, touch 17, flat-footed 20, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 5/7, blur 5 minutes, protection from evil 5 minutes, heightened awareness 50 minutes, heroism 50 minutes, flight hex 6 rounds of the third minute, shield 5 rounds, blade tutor’s spirit 7 minutes
Azira: HP 73/73; AC 33, touch 23, flat-footed 23; glitterdust 1/1, smite evil 2/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 6/7, Radiance Legendary Power 2/2, veil of heaven 38 minutes, heroism 48 minutes, heightened awareness 50 minutes, heroism 50 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 13/15, heightened awareness 50 minutes
All who want it: tears to wine 68 minutes
All: shared training 88 minutes, haste 4 rounds, perfect placement 3 rounds
All within 10’ of Merixia: magic circle against evil 70 minutes
All except Thesius: freedom of movement 70 minutes
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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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.
Merixia wrote:
""Really? The Sarkorians worshiped this weakling as a god?"

"I wonder... was it really that weak, or are we just *that* strong? We are seemingly capable of handling threats to an entire army of elite paladins in mere seconds. First the Vescavor Queen, then the Chimera on the bridge, now this undead 'god'. At this point, I don't think anyone can claim it's a fluke or that we're lucky. With the Wardstone power, we - well, we probably are among the most lethal combatants not just in this nation, but anywhere. As crazy as that is to think about." Elliot says as he withdraws his sword from the smoking remains of what moments ago had been the undead... demigod? Sovereign?

He looks aside to the remaining ghoul, then blurs forward to slash it once. "Oh, right. We still have this one too."

attack, assuming undead bane applies: 1d20 + 19 ⇒ (3) + 19 = 22
damage: 3d6 + 17 ⇒ (1, 1, 6) + 17 = 25

It was a sloppy cut for his standards - perhaps the magus didn't take the last underling seriously - but he was still supernaturally quick, and the fiend was greatly weakened and on fire to boot.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

The multiplied images of the small kobold blur in midair as Verene dodges back from the undead's claw, chanting, and it goes wide of any of them. Immediately after the blue-purple fireball explodes, she flicks out the missile wand and points it at Moxsahbuul, but Elliot, Thesius and Azira give the berbalang no second chance. She shifts targets to the other ghoul but holds the wand's charge ready instead of activating it. The ghoul is aflame and tottering. No point in wasting magic when swords will do for it just as quickly.

If the ghoul is still up after Elliot, Merixia, Thesius and Azira have acted:
Magic missile v. Ghoul, CL 5, damage 3d4+3 force, 28/50 charges remaining: 3d4 + 3 ⇒ (3, 2, 3) + 3 = 11


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Round 5 Wrap-Up

Elliot blurs towards the (barely) surviving ghoul, and chops it to pieces.

Combat Over

Statuses:


Verene: HP 48/48; AC 24, touch 17, flat-footed 20; Prescience 7/8, Mythic Power 5/7, mage armor 7 hours, heightened awareness 68 minutes, message 68 minutes, expeditious retreat 2 minutes, protection from evil 2 minutes, alter self (kobold) 19 minutes, fly 5 minutes, mirror image 4 images for 5 minutes, shield 6 rounds, heroism 50 minutes; 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 2/3, Mythic Power 4/7, keen edge 68 minutes, protection from evil 5 minutes, shield of wings 5 minutes, ironskin 5 minutes, bull’s strength 5 minutes, heightened awareness 50 minutes
Thesius: HP 65/65; AC 21, touch 14, flat-footed 17, uncanny dodge; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 6/7, heightened awareness 58 minutes, heroism 60 minutes, protection from evil 5 minutes, archeologist’s luck 2 rounds remaining, align weapon (good) 19 minutes, alter self (orc) 19 minutes
Elliot: HP 69/69; AC 26, touch 17, flat-footed 20, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1, pyrotechnics 1/1, Mythic Power 5/7, blur 5 minutes, protection from evil 5 minutes, heightened awareness 50 minutes, heroism 50 minutes, flight hex 6 rounds of the third minute, shield 5 rounds, blade tutor’s spirit 7 minutes
Azira: HP 73/73; AC 33, touch 23, flat-footed 23; glitterdust 1/1, smite evil 2/3, lay on hands 7/7, panache 4/4, divine bond 1/1, Mythic Power 6/7, Radiance Legendary Power 2/2, veil of heaven 38 minutes, heroism 48 minutes, heightened awareness 50 minutes, heroism 50 minutes
Wulfric: HP 39/39; AC 17, touch 12, flat-footed 15; bardic performance 13/15, heightened awareness 50 minutes
All who want it: tears to wine 68 minutes
All: shared training 88 minutes, haste 4 rounds, perfect placement 3 rounds
All within 10’ of Merixia: magic circle against evil 70 minutes
All except Thesius: freedom of movement 70 minutes
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)

"You are just that powerful." Righteous Eclipse says aloud, perhaps surprising those who have yet to hear it speak. "But remember that this creature could send its aspect forth to feed on people. That could be one sign of divinity to the locals."


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

Verene lowers the wand and looks around calmly for more threats, but sees none. She twitches at the disembodied voice and looks down her scaled snout toward Righteous Eclipse. But when she speaks, she addresses it more to Merixia and Elliot. "Yes. Moxsahbuul was no ordinary ghoul, but something much more powerful and rare. The ability to drain people with a functionally invincible incorporeal spirit form must have been particularly frightening and awe-inspiring. That he still could not stand up to sustained attack from five of us empowered by the Wardstone's magic is not really that surprising. The old Sarkorian religious practices varied widely from clan to clan, but they often involved the worship of entities we would not today call gods. Sarkorian clan-gods did not have to grant spells to their followers or even be particularly powerful. They certainly did not have to be benevolent. They could be wholly Material Plane creatures, like dragons and undead; or only moderately powerful extraplanar entities like certain fey, heroic ancestor spirits, individual angels, and even demons; or beings like the embodied outsider we met with the Ruin Warden druids — the eidolon Thyr. The only commonality was that they were more powerful than average humans, and interacted in some way with the clans that followed and propitiated them. Whether it was to guard the clan from harm, spare them and attack their enemies, provide for or guide them in some way, or something else.

"It's not an unreasonable approach to religion, and has a natural overlap with the Green Faith and some similarities to animist traditions in many parts of the world. But it does make communication in Taldane about Sarkorian beliefs confusing. That is why I always distinguish between gods and clan-gods, although the Hallit language makes no such distinction."

As she speaks, Verene flies forward and starts searching the bodies of Moxsahbuul, his ghoul lieutenant, and Turgath and his boar mount. "We still need to cleanse this unhallowed place and dispel the unnatural darkness. Between this and the bridge, that would be an honest day's work, I think."

I remember you said Verene thinks the darkness is tied to an unhallow effect. How does Verene think we should try to get rid of it, GM? The last actually unhallowed place we came across was the shrine to Baphomet in the basement of the Tower of Estrod, and we ended up just leaving it in place because we didn't have the resources to do anything about it then.


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Although Moxsahbuul has no possessions himself, the ghast and the ghoul both carry equipment. The archer has its bow (which registers as magical), 18 nonmagical arrows, 5 magical arrows, a potion, a pair of magical bracers, and a fair amount of gold coins from the Second Crusade. 62 gp.

Turgath has a finely crafted breastplate marked with a skull bowl filled with maggots. He also carried his greataxe (also finely crafted), and a shortbow with twenty mundane arrows. Finally, he wears a belt that registers as magical, and a scroll Verene identifies as carrying inflict serious wounds.

Spellcraft Rolls:

Verene Spellcraft vs. 4 Arrows, tears to wine: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28
Verene Spellcraft vs. Single Arrow, tears to wine: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32
Verene Spellcraft vs. Belt, tears to wine: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32
Verene Spellcraft vs. Shortbow, tears to wine: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
Verene Spellcraft vs. Bracers, tears to wine: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30
Verene Spellcraft vs. Potion, tears to wine: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34

Verene:
Upon further examination, she is able to identify all of the magical items that the ghoul and ghast were carrying. The belt empowers the muscles of its wearer a +2 Belt of Giant Strength. Four of the arrows inflict icy damage upon their victims [ooc]+1 frost arrows, while the last is especially harmful to humans a +1 human bane arrow. The bracers effectively summon a very thin suit of invisible armor that doesn't impede one's movements at all a pair of +1 bracers of armor, while the potion is a potion that'd [url=https://www.aonprd.com/SpellDisplay.aspx?ItemName=Inflict%20Light%20Wounds]heal the ghoul, but would be painfully damaging to the living.

Knowledge (religion) or Knowledge (planes) DC 20:
The symbol on the breastplate is the unholy symbol of Kabriri, Him Who Gnaws, the demon lord of ghouls and cannibalism. Unsurprising to find a champion of his among the ghouls here.


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 79/81| AC 31* (t21/ff21) | CMD 31 | F +17*, R +19*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 2/8; smite: 1/3; divine bond 0/1; mythic: 4/7 |active effects: veil of heaven, featherstep, heroism, e.splen, divine bond, fly, lesser angelic aspect

Azira flicks the ichorrous remains of the fallen 'god' from Radiance's gleaming blade with a quick flourish as Wulfric uses a simple prestidigitation to clean the splatter of combat from her. "I still have some holy water if it would be useful in cleansing this place," she offers.


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor

Merixia startles at the sound of Righteous Eclipse talking. "Wow, you can talk out loud? I mean, I knew you talked to Elliot, but I thought that was more of a mental thing. You know, like a wizard and a non-bird familiar." She's seen wizards talk to their cats or weasels or toads, then continue as if the familiar had replied. One wizard might just be a few arrows short of a quiver, but multiple wizards? Clearly the familiar bond lets them communicate in some way.

She listens intently as Verene explains the religious beliefs of the Sarkorians, cleaning her sword as she does so. "Huh, I never knew all that. It does explain a great deal. Thank you, Verene." Merixia sheathes her now spotless sword. "If I can help with the cleansing in some way, please tell me. I can't cast hallow, though, and that's the only way I know of to deal with unhallow."


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 23 T 15 FF 20 (all +2 v. evil) | Foretell 0/8 | Prescience 3/10 | Mythic Power 2/7 | CMD 15 | Fort +7 Ref +10 Will +11 (+2 vs. insanity/confusion) | Init +18 (H.A.; and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: haste 8r, shield 10r, mirror image 3m 3/4, protection from evil 3m, protection from electricity 8m 120/120, alter self 14m, heroism 65m heightened awareness 74m, message 74m, tears to wine 74m, mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions: merge with familiar 8h

"Of course, Merixia. I will investigate and tell you what I can." Verene casts her magic-detection cantrip with a muttered word and gesture, and spends a minute or two examining the intangible threads of shadow-stuff that lace every inch of this place in unseen snarls and cause it to give off the unnatural darkness like a permanent oily fog. There is no pattern to it, no intentionality. It is as though the reek of death that suffuses the graveyard spontaneously solidified into this rat's nest of dark magic; or perhaps it formed around Moxsahbuul's presence over time, like an oak gall would around a wasp nest. Her half-closed eyes start to glow solid white as she considers her options.

"This isn't like what we found under the Tower of Estrod," she observes, half to herself. "No pattern or purpose. Which means no structure binding it securely to its place at every locus. If I — or you, Merixia — could only undo a few key strands, the rest would shred and fall apart. The magic would return to its normal channels."

Verene opens her eyes, twin flares in the consuming darkness, and lifts her arm in a cautious gathering and then severing gesture as she chants a phrase that rings with power. The cold tingle of warning prevents her from grasping at the heart of the knot itself. Casting targeted dispel magic on unhallow effect with Wild Arcana at effective caster level 9. 2/7 Mythic Power remaining for the day. Normally when targeting a specific spell with dispel magic, you have to make a caster level check with a DC equal to the original DC of the target spell. For example, a wall of fire has a DC equal to 10 + 4 + the casting stat modifier of the original caster. So I'll use a Prescience and make a caster level check to dispel.

Prescience, 6/8 remaining: 1d20 ⇒ 1 Well that doesn't help.
Caster level check, targeted dispel magic: 1d20 + 9 ⇒ (9) + 9 = 18


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Despite her best efforts, Verene cannot dissipate the desecrated mausoleum's darkness, or the unhallow effect that binds it to the world. Elliot takes a step forwards to unleash his own magic to tear down this unholy spellwork, drawing upon the wardstone's might.

Elliot dispel magic: 1d20 + 9 ⇒ (19) + 9 = 28

His antimagical energies flare out, and soon the supernatural darkness fades, leaving only the unpleasantly dim light of the Worldwound's sun shafting through grates in the rafters. Immediately, the unpleasantly oppressive atmosphere fades somewhat - it's still not exactly a pleasant place to stay, but it's no longer supernaturally hostile.

A brief surge of gratitude and warmth fills the champions - by undoing this unhallow, it seems, they've freed the unquiet spirits to finally find their rest at the Boneyard.

With the unhallow dispelled, the spirits freed, and the loot gathered, the champions exit the mausoleum - there will be time enough to clean it out later - especially since the demons' forces aren't going to let up any time soon.

Irabeth is busily directing the Knights and soldiers alike, so Anevia is the first person to notice they've exited. "Hey! Good to see you all doing... well. Huh, I guess this sort of thing is easy enough for you nowadays." She scans them, noting that none of them are injured in the slightest. "Gods, you're going to turn this damn crusade around with skills like that." She grins crookedly.

"But seriously, what was in there?"


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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.

Earlier...

Breathing heavily, Elliot breaks the magical connection with the unholy effect upon which it, to his surprise, dissipates before his will - when it didn't to his much more magically apt sister. "I... will have to thank Aravashnial later. Clearly these remedial lessons on what I've forgotten seem to be helping." He grins and exits with the group when a quick inspection of the the tomb doesn't turn up anything else that was noteworthy.

Anevia wrote:
"Hey! Good to see you all doing... well. Huh, I guess this sort of thing is easy enough for you nowadays. Gods, you're going to turn this damn crusade around with skills like that." She grins crookedly.

Elliot laughs. "I wasn't aware this crusade needed to be turned around. When have we ever had an actual setback since leaving Kenabres?"

Anevia wrote:
"But seriously, what was in there?"

"Well... a Skeleton knight on a giant mount I suspect tomes will long debate on how it ever got inside, a few ghouls and a winged one that, to be fair, was pretty polite. Keynote being 'was', as he was also probably the cause of all this and didn't seem to care about what his undead were doing to the outside world."

He looks around and sees the battle still raging on. Against the undead? Did other demonic forces join in? "So... anything else we can help with?"


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F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 19 (11 tch, 18 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +15, SM +19 | Destructive Smite 4/8 | Touch of Good 8/8 | Rage 0/8 | Holy Lance 0/1 | Channel 4d6 1/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 4/7 | Effects: heroism, weapon of awe, ironskin, crusader's edge, bull's strength, magic circle vs evil, tears to wine, haste, wrathful weapon, divine favor
Elliot, the Red Heron wrote:
Elliot laughs. "I wasn't aware this crusade needed to be turned around. When have we ever had an actual setback since leaving Kenabres?"

Merixia smacks her boyfriend on the arm- gently, since she's wearing steel gauntlets. "Oh my gods, Elliot, don't tempt fate! Just watch, there's going to be something inside the keep that beats us to a bloody pulp now. Like the chimera that nearly bit me in half." The first rule of combat is that no matter how good you are, there's always someone better. Always.

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