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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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

Prescience, 8/10 remaining: 1d20 ⇒ 18

Verene hustles into the room, giving a wary distance to the first minotaur's giant axe, and observes that a couple of the emaciated red-skinned babau demons have rushed to the aid of Staunton and the minotaurs. Their mistake — and perhaps too late, anyway, she thinks as the dwarf's blood flies. The spears, claws and teeth of assassin demons are all dangerous, just as the winged minotaurs' axes clearly are, so preventing as many attacks from these four as possible while the others focus on Staunton should be her goal.

Verene touches her lightning medal for the cool rush of clarity it provides, and takes a wax bead full of molasses from her pouch, rolling it slowly in her palm as she chants. The bead disappears, and her magic attacks the enemies' minds, causing them to think, move and react far slower than usual.
Swift action activate medal of clarity, move, standard action cast slow on all four non-Staunton enemies. Just the regular spell, as I'm trying to preserve mythic power. DC 21 Will save or be slowed.

Spell Resistance rolls:
Caster level check to overcome spell resistance, Red Minotaur 1: 1d20 + 8 ⇒ (18) + 8 = 26
Caster level check to overcome spell resistance, Red Minotaur 2: 1d20 + 8 ⇒ (14) + 8 = 22
Caster level check to overcome spell resistance, Green Minotaur 1: 1d20 + 8 ⇒ (10) + 8 = 18
Caster level check to overcome spell resistance, Green Minotaur 2: 1d20 + 8 ⇒ (8) + 8 = 16
Caster level check to overcome spell resistance, Black Babau 1: 1d20 + 12 ⇒ (14) + 12 = 26
Caster level check to overcome spell resistance, Black Babau 2: 1d20 + 12 ⇒ (7) + 12 = 19
Caster level check to overcome spell resistance, White Babau 1: 1d20 + 12 ⇒ (1) + 12 = 13
Caster level check to overcome spell resistance, White Babau 2: 1d20 + 12 ⇒ (1) + 12 = 13
I'd like to use the Prescience for one of the white babau SR rolls, for a total of 30.


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Round 1 Continued

Azira unleashes an endless barrage of slashes down on the antipaladin, carving through his armor and slicing him to pieces as she does so. Blood erupts around her in a crimson rain, and flesh falls to pieces, shards of bone flying through the air. His armor rings loud against the floor as it topples with his corpse, and the glaive clatters loudly.
Even with hard to kill, you kill him outright. By something like a ludicrous +15 damage. Additionally, by slaying Staunton Vhane, you've accomplished a mythic trial. Just one more to get to tier 3.

Elliot dashes out of the doorway, Righteous Eclipse aglow with the power he has channeled into it. He rushes out towards the fallen antipaladin, but adjusts his attack to strike at the black-lined babau threatening his lover, lengthened arms outstretched. The babau is unable to ward off the blurring onslaught, and the black blade knocks it off its feet, bleeding feebly. I'm not sure whether you'd want it to be merciful on the demon, so I'll let you decide whether or not it's dying or just unconscious.

Elliot:
The black blade cries out a silent battle cry to Sarenrae as he strikes with it.

Meanwhile, his sister invokes the power of her medallion, and unleashes a powerful spell to slow the enemies that they all face. The two minotaurs grow visibly slowed by the weight of her magic, but the remaining demon stands strong, ready to fight with speed and grace.
Green Minotaur Will vs. DC 21: 1d20 + 8 ⇒ (10) + 8 = 18
Red Minotaur Will vs. DC 21: 1d20 + 8 ⇒ (9) + 8 = 17
White Babau Will vs. DC 21: 1d20 + 5 ⇒ (20) + 5 = 25

The green-lined minotaur still manages to push itself forwards, wings flaring, and lashes out with a heavy axe in a dramatically slow charge at Verene. The kobold-shaped wizard's magical defenses fail her, and it comes crashing through them, cleaving through her scaly skin and sending her staggering. Blood flows freely down her clothing and pain spikes across her chest, burning and aching badly.
Green-lined Great Axe vs. Verene, charge, slow, Power Attack: 1d20 + 13 + 2 - 1 - 2 ⇒ (16) + 13 + 2 - 1 - 2 = 28
Damage, Power Attack (Two-Handed): 3d6 + 11 + 6 ⇒ (6, 2, 4) + 11 + 6 = 29 Ouch. Verene is at 18 hp.

The other minotaur takes a few slow steps back to the northeast, and frowns in concentration. A blast of unholy energy explodes from next to Elliot, erupting and whirling around the heroes in the room.
Damage to Good Characters: 5d8 ⇒ (5, 3, 6, 3, 2) = 19
Verene Will, protection from evil, heroism: 1d20 + 11 + 2 + 2 ⇒ (14) + 11 + 2 + 2 = 29
Merixia Will, magic circle against evil, heroism: 1d20 + 12 + 2 + 2 ⇒ (11) + 12 + 2 + 2 = 27
Thesius Will, protection from evil, heroism, archeologist's luck: 1d20 + 8 + 2 + 2 + 3 ⇒ (6) + 8 + 2 + 2 + 3 = 21
Elliot Will, magic circle against evil: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Azira Will, magic circle against evil, heroism: 1d20 + 18 + 2 + 2 ⇒ (18) + 18 + 2 + 2 = 40
Everyone takes 9 damage. No sickened, though.

Another dwarf bursts into the room, armored and armed. His eyes widen as they fall on the bloody chunks of meat that remain of Staunton Vhane, and he growls.

Dwaven:
"Droskar shall have your souls as slaves!"

Dwarven and Sense Motive DC 20:
He doesn't actually sound that confident...

With a sharp chant and a gesture, he hurls a magical spell at Elliot.
Elliot Fortitude, magic circle against evil, Surge: 1d20 + 10 + 2 + 1d6 ⇒ (2) + 10 + 2 + (4) = 18 I'm going to go out on a limb and assume you'll Mythic Surge that, because it's a really bad roll on resisting a spell, and will fail.

Elliot feels his vision go dark, but he pulls on the power the wardstone and Sarenrae endowed in him and forces it away.

Spellcraft DC 18:

Meanwhile, Nurah casts a spell, singing out a few phrases, but her target disregards her entirely.
Spell Resistance: 1d20 + 8 ⇒ (4) + 8 = 12

Abyssal:
"You should drop your weapons and surrender! Vhane is down!"

Merixia is up.

Statuses:


Verene: HP 9/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 8/10, Mythic Power 6/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, shield 7 rounds; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 48/88; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 6/7, Channel 3/3, Rage 7/8, holy lance 1/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, divine favor 8 rounds, crusader’s edge 8 minutes, bull’s strength 8 minutes, rage (+4 Strength and Con, +16 bonus hp, -2 AC)
Thesius: HP 48/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, shared training 100 minutes, protection from evil 8 minutes, heightened awareness 70 minutes, heroism 70 minutes, archeologist’s luck 3 rounds
Elliot: HP 69/85; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 6/7, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, visualization of the body 24 hours, shield 7 rounds, heroism 70 minutes, flight hex 9 rounds, +1 to Righteous Eclipse 9 rounds, 3 mirror images for 8 minutes, merciful to Righteous Eclipse 10 rounds, black blade strike (+2 damage from Righteous Eclipse) 10 rounds
Azira: HP 72/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 1/1, smite evil 2/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 100 minutes, veil of heaven 40 minutes, featherstep 1 hour, heroism 1 hour, eagle’s splendor 6 minutes, keen edge 80 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 16/17, lucky number (3) 24 hours
All: tears to wine 80 minutes, haste 7 rounds, Inspire Courage +2
All within 10’ of Merixia: magic circle against evil 80 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear


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

Sense Motive DC 20, heroism, tears to wine: 1d20 + 3 + 2 + 2 ⇒ (10) + 3 + 2 + 2 = 17


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Verene kindly reminded me that she has mirror images up. Hit? 1 is Verene: 1d5 ⇒ 4. Nope, she's spared the minotaur's brutal hit. Lucky!


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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

Can I still make a Sense Motive check if I don't speak the language? Observing body language, facial expression, tone, etc. If so, can I do so while raging? Sense Motive is Wis-based, not Cha, Dex, or Int. But I'm not sure if it counts as "requiring patience or concentration".

A fierce joy fills the cleric as her enemy falls under Azira's onslaught of blows. But there are other enemies before her still, and her rage continues unabated. Merixia steps forward, past the downed and bleeding babau, to strike at its comrade.

Attacking black-lined babau, since I assume the white-lined babau is the one Elliot got. Mythic Power Attack, Furious Focus, Destructive Smite. Round 2 of Rage. I think Furious Focus only applies to the first attack, even if the second one is due to haste.

Attack 1 + Rage + heroism + haste + bull's strength + divine favor + crusader's edge + Inspire Courage: 1d20 + 13 + 2 + 2 + 1 + 1 + 2 + 2 + 2 ⇒ (9) + 13 + 2 + 2 + 1 + 1 + 2 + 2 + 2 = 34

Damage 1 + Mythic Power Attack + Rage + bull's strength + divine favor + weapon of awe + crusader's edge + Destructive Smite + Inspire Courage + holy weapon: 1d10 + 13 + 6 + 2 + 2 + 2d6 + 4 + 2 + 2d6 ⇒ (3) + 13 + 6 + 2 + 2 + (1, 6) + 4 + 2 + (4, 5) = 48

Attack 2 + Rage + heroism + haste + bull's strength + divine favor + crusader's edge + Inspire Courage - Mythic Power Attack: 1d20 + 13 + 2 + 2 + 1 + 1 + 2 + 2 + 2 - 2 ⇒ (13) + 13 + 2 + 2 + 1 + 1 + 2 + 2 + 2 - 2 = 36

Damage 2 + Mythic Power Attack + Rage + bull's strength + divine favor + weapon of awe + crusader's edge + Destructive Smite + Inspire Courage + holy weapon: 1d10 + 13 + 6 + 2 + 2 + 2d6 + 4 + 2 + 2d6 ⇒ (4) + 13 + 6 + 2 + 2 + (3, 3) + 4 + 2 + (4, 6) = 49


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Actually, I assumed Elliot got the black-lined one. Not that it matters, you can reach either one. As for reading body language... I'd say it'd apply a +5 to DC if you don't speak the language. I would also say that while raging, you probably can't do it - it does require concentration, so to speak - at least without understanding the language. I also agree that Furious Focus applies only to the first attack, regardless of whether the second is from haste.

Round 1 Wrap-Up

Merixia brutally hacks through the remaining babau's guard, knocking aside its longspear and chopping huge chunks of flesh off of its hide. It shrieks in shrill agony, stumbling backwards, but it stays on its feet, bleeding and glaring with horrific malice.

Round 2

Thesius is up.

Statuses:


Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 8/10, Mythic Power 6/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, shield 7 rounds, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 48/88; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 5/7, Channel 3/3, Rage 6/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, divine favor 8 rounds, crusader’s edge 8 minutes, bull’s strength 8 minutes, rage (+4 Strength and Con, +16 bonus hp, -2 AC), holy lance (weapon is holy) 3 rounds
Thesius: HP 48/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, shared training 100 minutes, protection from evil 8 minutes, heightened awareness 70 minutes, heroism 70 minutes, archeologist’s luck 3 rounds
Elliot: HP 69/85; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 6/7, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, visualization of the body 24 hours, shield 7 rounds, heroism 70 minutes, flight hex 9 rounds, +1 to Righteous Eclipse 9 rounds, 3 mirror images for 8 minutes, merciful to Righteous Eclipse 10 rounds, black blade strike (+2 damage from Righteous Eclipse) 10 rounds
Azira: HP 72/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 1/1, smite evil 2/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 100 minutes, veil of heaven 40 minutes, featherstep 1 hour, heroism 1 hour, eagle’s splendor 6 minutes, keen edge 80 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 16/17, lucky number (3) 24 hours
All: tears to wine 80 minutes, haste 6 rounds, Inspire Courage +2
All within 10’ of Merixia: magic circle against evil 80 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear


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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 shifts forward in pursuit of his prey as the others start to file in. Activating the medal upon his chest, he continues to lash out at the minotaur (red-lined) in front of him.

(Swift action to activate righteous medal of valor+, Full Round to attack twice with haste.)

+1 Cold Iron Longspear Attack: 1d20 + 8 + 3 + 2 + 1 + 1 ⇒ (11) + 8 + 3 + 2 + 1 + 1 = 26 (+8 base, +3 Archaeologist's Luck, +2 Heroism, +1 Haste, +1 from Str increase)
+1 Cold Iron Longspear Damage: 1d8 + 4 + 3 + 1 ⇒ (5) + 4 + 3 + 1 = 13 (+4 Base, +3 Archaeologist's Luck, +1 from Str increase)

+1 Cold Iron Longspear Attack: 1d20 + 8 + 3 + 2 + 1 + 1 ⇒ (19) + 8 + 3 + 2 + 1 + 1 = 34 (+8 base, +3 Archaeologist's Luck, +2 Heroism, +1 Haste, +1 from Str increase)
+1 Cold Iron Longspear Damage: 1d8 + 4 + 3 + 1 ⇒ (6) + 4 + 3 + 1 = 14 (+4 Base, +3 Archaeologist's Luck, +1 from Str increase)

+1 Cold Iron Longspear Attack - Crit Confirm: 1d20 + 8 + 3 + 2 + 1 + 1 ⇒ (2) + 8 + 3 + 2 + 1 + 1 = 17 (+8 base, +3 Archaeologist's Luck, +2 Heroism, +1 Haste, +1 from Str increase)
+1 Cold Iron Longspear Damage - Extra Crit Damage: 2d8 + 8 + 6 + 2 ⇒ (2, 1) + 8 + 6 + 2 = 19 (+8 Base, +6 Archaeologist's Luck, +2 from Str increase)


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I've totally been forgetting to do the acidic slime rolls for the attackers of the babaus, but neither have hardness of less than 8, so it's fine.

Round 2 Continued

Thesius pursues his foe, launching a deadly barrage of thrusts at the minotaur. Though he manages to strike home with many of them, one of the attacks that would have pierced its heart is swiftly diverted with a swing of its greataxe.

The sole demon still standing - badly injured and all, takes a few steps away from its attacker, its blood-red limbs a blur of motion. Unfortunately for it, Elliot's long reach allows him to slice at it past Merixia's shoulder, and he slices its throat, knocking it to the ground unconscious. Likewise not sure that you want to use merciful here.
Acrobatics vs. Merixia CMD: 1d20 + 11 ⇒ (7) + 11 = 18
Acrobatics vs. Elliot CMD+2: 1d20 + 11 ⇒ (7) + 11 = 18
Elliot AoO vs. soft cover: 1d20 + 18 ⇒ (10) + 18 = 28 I'm probably missing bonuses, but... he was going to hit.
Damage: 1d4 + 1d6 + 16 ⇒ (4) + (6) + 16 = 26 Again, probably not the right bonus, but it's going down either way.

A shimmer of magic flickers into the air behind Thesius as another babau lined in red appears. It glances around the room, eyes narrowed, and then unleashes a magical power at the half-elf. Abruptly, the archeologist feels his limbs slow and grow heavier.
Dispel Magic: 1d20 + 7 ⇒ (13) + 7 = 20 Crap, uh... what's the spell with the highest caster level on Thesius? Either shared training, protection against evil, haste, or tears to wine - all of which are CL 8. Which one is going to be hit? 1d4 ⇒ 3. Well, that's haste.

Elliot, Verene, and Azira are up.

Statuses:


Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 8/10, Mythic Power 6/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, shield 7 rounds, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 48/88; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 5/7, Channel 3/3, Rage 6/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, divine favor 7 rounds, crusader’s edge 8 minutes, bull’s strength 8 minutes, rage (+4 Strength and Con, +16 bonus hp, -2 AC), holy lance (weapon is holy) 3 rounds
Thesius: HP 48/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, shared training 100 minutes, protection from evil 8 minutes, heightened awareness 70 minutes, heroism 70 minutes, archeologist’s luck 2 rounds
Elliot: HP 69/85; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 6/7, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, visualization of the body 24 hours, shield 7 rounds, heroism 70 minutes, flight hex 9 rounds, +1 to Righteous Eclipse 9 rounds, 3 mirror images for 8 minutes, merciful to Righteous Eclipse 10 rounds, black blade strike (+2 damage from Righteous Eclipse) 10 rounds
Azira: HP 72/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 1/1, smite evil 2/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 100 minutes, veil of heaven 40 minutes, featherstep 1 hour, heroism 1 hour, eagle’s splendor 6 minutes, keen edge 80 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 16/17, lucky number (3) 24 hours
All: tears to wine 80 minutes, Inspire Courage +2
All Save Thesius: haste 6 rounds
All within 10’ of Merixia: magic circle against evil 80 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear


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 whirls, somehow avoiding the majority of viscera Radiance had sent flying from the place Stanton Vhane had stood seconds ago, and takes several rhythmic steps over to the newly arrived dwarf, the golden blade dancing alongside her. When they arrive, she brings her partner flashing across the shielded warrior's flank.

radiance (haste/hero/ic): 1d20 + 21 + 1 + 2 + 2 ⇒ (10) + 21 + 1 + 2 + 2 = 36
for: 1d8 + 20 + 2 ⇒ (5) + 20 + 2 = 27


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 can't fail that DC 18 Spellcraft roll, though I forgot to note it earlier.

Prescience, 7/10 remaining: 1d20 ⇒ 20

Verene goes very still as the winged minotaur's giant axe comes entirely too close for comfort, whistling past her through one of her reptilian doubles and winking it out of existence instantly. In true spellcaster fashion, however, she considers that the fellow spellcaster who just appeared and immediately tried to blind Elliot is the greater threat. This second dwarf's long black beard, black eyes and craggy face bear a striking resemblance to Staunton Vhane's, and she would guess he is another one of the Vhane clan — clearly a Droskarite, though his shield holds the device of Deskari just as Staunton's helm had — and probably a cleric. But that jumble of books on the conference table that he should already know by heart — searching their pages for guidance? Perhaps faltering in his faith or his purpose here?

In Taldane, over the loud hammer of her heart, she says clearly, "Droskar did not warn you we were coming, though, did he? Perhaps you have lost his confidence." She switches to Dwarven for a moment. "Slag bastard" isn't an intelligible insult in the common tongue, but in Dwarven it has force.

Dwarven:
"Slaving away for shirking slag bastards like these demons isn't exactly an achievement worthy of the Dark Furnace."
"Do you really want your life's work to end here and now, with this as your legacy?" Speaking Taldane again, she gestures expansively to the once-proud dwarven construction of Citadel Drezen, now crumbling into ruin under the demons' neglect. "You can still choose differently. Take a moment. Think about it."

Verene grabs a miniature shovel from her pouch and calls a pit into being directly below the dwarf. The flat flagstone floor of the citadel opens up beneath his heavy greaves.

Caster level check to cast defensively, DC 21: 1d20 + 21 ⇒ (18) + 21 = 39 Hey, Combat Casting is useful for the first time in several levels! Casting create pit, DC 20 Reflex save or fall 40 feet down with attending falling damage (4d6) into the extradimensional hole. The pit is only 10' by 10' at the top, but the squares directly around it slope down into it and are dangerous to end your turn in, starting now. It requires a Reflex save against the same DC (with a +2 bonus) or the turn-ender will also fall in. Using the Prescience if better for any save or check etc. Verene needs to make before her next turn.

She eyes the powerful enemies that are focused on herself and Thesius since all three of their deadlier friends charged forward, quite rightly, to deal with Staunton Vhane first. The two minotaurs are moving as through molasses, but clearly still dangerous, and the newly arrived babau could pop her remaining images in a snap. She is already feeling rather frayed and tired from the twin washes of dark energy. "Elliot? Merixia? We could use a little help."


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Don't forget Wulfric's turn, Azira. His Lingering Performance fades this turn if he doesn't re-up it. I haven't pushed him to act, since I figure he knew he's very outclassed, but it's important to remember he's around. :P


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 13/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3), inspired courage +2

From the (relative) safety of the backroom, Wulfric continues his oration, as bravely as he can manage while watching Thesius do single combat with a demon.

Thank you for that reminder! I was thinking he started in round 1 (and thus had 1 round left), but he started in the surprise round. He'll burn a second round of performance to renew inspire courage. And, it looks like Thesius (and probably nobody else?) should still be benefiting from flagbearer.


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Round 2 Continued

Azira rushes the newly arrived dwarf, Radiance aglow with holy power. The dark-haired man is unable to get his shield up before the sacred blade slashes deep into his chest, carving through the armor with ease. He growls in pain, backing up several steps, but remains ready to fight back.

Verene insults the dwarf, who seems taken aback, but isn't overly distracted from his conflict - that comes when the kobold-shaped wizard opens up a pit beneath his feet. He desperately tries to get out of the way of the collapsing ground, but isn't quick enough to do so, and tumbles down with a muffled yelp.
Reflex Save vs. DC 20: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 Nope.
Falling Damage: 4d6 ⇒ (2, 2, 6, 1) = 11 Not great damage, but he's stuck in a pit now!

Elliot, responding to his sister's request, unleashes a volley of attacks at the minotaur that threatens her. Blood explodes from the beast's torso and arms as it desperately steps away from the vicious onslaught.
Attack 1: 1d20 + 21 ⇒ (15) + 21 = 36
Damage: 1d4 + 16 ⇒ (2) + 16 = 18
Attack 2: 1d20 + 21 ⇒ (17) + 21 = 38
Damage: 1d4 + 16 ⇒ (3) + 16 = 19
Attack 3: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 1d4 + 16 ⇒ (1) + 16 = 17
Confirm: 1d20 + 21 ⇒ (10) + 21 = 31
Crit Damage: 1d4 + 16 ⇒ (1) + 16 = 17

I'm not sure of Elliot's critical range at the moment. Feel free to roll the confirms if the other two attacks threatened.

If it Survives Potential Crit Damage:

The minotaur, however, remains on its feet, and steps hastily away from the magus' deadly black blade. With a bellow, it hacks at Verene, despite its slowed body. Fortunately, the wizard's magical protections hold out, and she is only knocked back a few steps.
Greataxe, Power Attack, slow: 1d20 + 13 - 1 - 2 ⇒ (11) + 13 - 1 - 2 = 21

Thesius' half-fiend foe lined in red takes advantage of the newly arrived babau to attack the half-elf with a heavy swing of its brutal greataxe, but the swing goes wide, whooshing uselessly over his head.
Greataxe, Power Attack, slow, smite good: 1d20 + 13 - 1 - 2 ⇒ (1) + 13 - 1 - 2 = 11

Inside the room beyond the dwarf's newly dug pit, Azira sees another pair of half-fiend minotaurs burst out into the room. They take a glance at the heroes through the door, and one lined in orange gestures in their direction, unleashing a now-familiar explosion of unholy energy that consumes Azira, Merixia, and Elliot.
Unholy Blight: 5d8 ⇒ (3, 3, 2, 8, 1) = 17
Azira Will, magic circle against evil, heroism: 1d20 + 18 + 2 + 2 ⇒ (3) + 18 + 2 + 2 = 25
Merixia Will, magic circle against evil, heroism: 1d20 + 12 + 2 + 2 ⇒ (16) + 12 + 2 + 2 = 32
Elliot Will, magic circle against evil: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
All of you take 8 damage.

In the pit, the dwarf chants something, invoking the power of his deity.

Spellcraft DC 17:
That sounds like he's casting invisibility

Nurah, still in the room where they entered, steps up to join Wulfric. "I'm not strong enough to hurt them much." She whispers to him. "But I can help inspire the others. Can you hit the demons?" Before he can reply, she begins singing a short song, and summons a puddle of grease beneath the feet of the new arrival. The demon yelps, toppling off its feet and crashing to the ground.
Babau Reflex: 1d20 + 6 ⇒ (2) + 6 = 8

Despite appearances, Thesius is just outside the grease area of effect. I couldn't make it look right, though.

Merixia is up.

Statuses:


Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 7/10, Mythic Power 6/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, shield 6 rounds, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 40/88; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 5/7, Channel 3/3, Rage 6/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, divine favor 7 rounds, crusader’s edge 8 minutes, bull’s strength 8 minutes, rage (+4 Strength and Con, +16 bonus hp, -2 AC), holy lance (weapon is holy) 3 rounds
Thesius: HP 48/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, shared training 100 minutes, protection from evil 8 minutes, heightened awareness 70 minutes, heroism 70 minutes, archeologist’s luck 2 rounds
Elliot: HP 61/85; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 6/7, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, visualization of the body 24 hours, shield 6 rounds, heroism 70 minutes, flight hex 8 rounds, +1 to Righteous Eclipse 8 rounds, 3 mirror images for 8 minutes, merciful to Righteous Eclipse 9 rounds, black blade strike (+2 damage from Righteous Eclipse) 9 rounds
Azira: HP 66/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 1/1, smite evil 2/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 100 minutes, veil of heaven 40 minutes, featherstep 1 hour, heroism 1 hour, eagle’s splendor 6 minutes, keen edge 80 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 16/17, lucky number (3) 24 hours
All: tears to wine 80 minutes
All Save Thesius: haste 5 rounds
All within 10’ of Merixia: magic circle against evil 80 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear, Inspire Courage +2


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

If Orange Minotaur ends its turn there, it better make a Reflex save to avoid falling in the pit! Oh man, I hope it fails and falls on top of Droskar Cleric, Yakety Sax style. It probably has a higher Ref save though, more's the pity. I also minorly adjusted the grease effect, hope that's the area you were going for, GM. If the green minotaur is still up after Elliot's attacks, that attack by it will pop one of Verene's remaining mirror images for missing her AC by less than 5, so I'll adjust the number when that's confirmed.


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

I'm going to wait and see if Elliot managed to kill the minotaur before making my move. Elliot, please let us know if one of your other attacks landed a crit.


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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.

Sure, let's see...

Extra hasted attack: 1d20 + 21 ⇒ (2) + 21 = 23

damage: 1d4 + 1d16 ⇒ (4) + (16) = 20

Crit confirm GM's roll 1: 1d20 + 21 ⇒ (11) + 21 = 32

Extra cit damage, magic slashing silver colditon nonlethal: 1d4 + 1d6 + 16 ⇒ (1) + (2) + 16 = 19

Crit confirm GM's roll 2: 1d20 + 21 ⇒ (14) + 21 = 35

Extra crit damage, magic slashing silver colditon nonlethal: 1d4 + 1d6 + 16 ⇒ (1) + (5) + 16 = 22

intimidate: 1d20 + 18 ⇒ (7) + 18 = 25

intimidate: 1d20 + 18 ⇒ (7) + 18 = 25

intimidate: 1d20 + 18 ⇒ (3) + 18 = 21

intimidate: 1d20 + 18 ⇒ (18) + 18 = 36

Looks like 41 extra nonlethal damage to his target(s). Also, he domaralizes every attack that lands (once per target oper turn). If he demoralizes on a crit, the enemy is frightened and has to run from Elliot on the next turn. They're just way too freaked out a crusader is trying to take demons alive, I guess.


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Wait, did I miss an attack somehow? You only had three before, so I guess I forgot the extra one? Oh well, no worries.

Elliot's sword thuds heavily into the minotaur, knocking the creature out and leaving it slumped against the wall. That is enough to take it out completely. Nonlethally, too!


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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

Verene's call for help penetrates the fog of rage. Merixia turns just in time to see Elliot take down one of the minotaurs. There's a demon and another minotaur threatening her friends. The demon is flat on its back in a puddle of grease, while the minotaur is heavily injured but still standing. A threat.

Decision made, the cleric charges at her enemy, fury pounding in her veins.

Move and attack red-lined minotaur. Furious Focus, Mythic Power Attack, Destructive Smite, etc. Same song second verse. I think half-fiends are native outsiders, so crusader's edge would not apply.

Attack + Rage + heroism + haste + bull's strength + divine favor + Inspire Courage: 1d20 + 13 + 2 + 2 + 1 + 1 + 2 + 2 ⇒ (8) + 13 + 2 + 2 + 1 + 1 + 2 + 2 = 31

Damage + Mythic Power Attack + Rage + bull's strength + divine favor + weapon of awe + Destructive Smite + Inspire Courage + holy weapon: 1d10 + 13 + 6 + 2 + 2 + 4 + 2 + 2d6 ⇒ (7) + 13 + 6 + 2 + 2 + 4 + 2 + (1, 1) = 38


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Half-fiends are, indeed, native outsiders.

Round 2 Wrap-Up

As Merixia charges the red-lined minotaur, it takes the chance to slash at her with its enormous axe. 10' reach. Fortunately, the tiefling priestess' armor and other protections deflect the attack, and she hacks at him in turn, chopping chunks of armor, hide, and flesh off of him with brutal power.
Red AoO vs. Merixia, Power Attack, slow, magic circle against evil: 1d20 + 13 - 2 - 1 ⇒ (3) + 13 - 2 - 1 = 13

Round 3

Thesius is up. I'm probably going to start putting Thesius & Merixia in the same block for ease of flow.

Statuses:


Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 7/10, Mythic Power 6/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, shield 6 rounds, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 40/88; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 5/7, Channel 3/3, Rage 6/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, divine favor 6 rounds, crusader’s edge 8 minutes, bull’s strength 8 minutes, rage (+4 Strength and Con, +16 bonus hp, -2 AC), holy lance (weapon is holy) 2 rounds
Thesius: HP 48/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, shared training 100 minutes, protection from evil 8 minutes, heightened awareness 70 minutes, heroism 70 minutes, archeologist’s luck 2 rounds
Elliot: HP 61/85; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 6/7, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, visualization of the body 24 hours, shield 6 rounds, heroism 70 minutes, flight hex 8 rounds, +1 to Righteous Eclipse 8 rounds, 3 mirror images for 8 minutes, merciful to Righteous Eclipse 9 rounds, black blade strike (+2 damage from Righteous Eclipse) 9 rounds
Azira: HP 66/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 1/1, smite evil 2/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 100 minutes, veil of heaven 40 minutes, featherstep 1 hour, heroism 1 hour, eagle’s splendor 6 minutes, keen edge 80 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 16/17, lucky number (3) 24 hours
All: tears to wine 80 minutes
All Save Thesius: haste 5 rounds
All within 10’ of Merixia: magic circle against evil 80 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear, Inspire Courage +2


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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

Seeing Merixia move in to engage the minotaur, Thesius turns his attention to the prone Babau to keep it occupied and hopefully away from those in the hall.

+1 Cold Iron Longspear Attack: 1d20 + 8 + 3 + 2 + 1 - 1 ⇒ (14) + 8 + 3 + 2 + 1 - 1 = 27 (+8 base, +3 Archaeologist's Luck, +2 Heroism, +1 from Str increase, -1 Buckler with two-handed weapon)
+1 Cold Iron Longspear Damage: 1d8 + 4 + 3 + 1 ⇒ (6) + 4 + 3 + 1 = 14 (+4 Base, +3 Archaeologist's Luck, +1 from Str increase)


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Weirdly, I think it still takes the -4 AC, despite it feeling a bit odd - the notion being that it's harder to hit someone on the ground from further away.

Round 3 Continued

Thesius thrusts down at the prone babau, which is unable to get its own spear up in time to block his attack. It shrieks as he pierces its side, but glares up at him despite the pain - it's injured, but not badly. Pulling his spear back swiftly, he manages to avoid it being burned by the acidic slime of the creature's body.
Thesius Reflex Save vs. Protective Slime, heroism, protection from evil, archeologist's luck: 1d20 + 11 + 2 + 2 + 3 ⇒ (5) + 11 + 2 + 2 + 3 = 23

The demon leaps to its feet, leaving itself open to another attack from Thesius, but this time it is able to parry the attack with its own black spear, and it thrusts at him with a swift blur of iron. Fortunately, the half-elf is quick enough to dodge out of the way, as the spear's tip was coming for his throat.
Thesius AoO: 1d20 + 8 + 3 + 2 + 1 - 1 ⇒ (3) + 8 + 3 + 2 + 1 - 1 = 16
Red-lined Longspear vs. Thesius, protection from evil, flanking: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 Not quite.

Elliot, Verene, and Azira (and Wulfric) are up.

Statuses:


Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 7/10, Mythic Power 6/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, shield 6 rounds, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 40/88; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 5/7, Channel 3/3, Rage 6/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, divine favor 6 rounds, crusader’s edge 8 minutes, bull’s strength 8 minutes, rage (+4 Strength and Con, +16 bonus hp, -2 AC), holy lance (weapon is holy) 2 rounds
Thesius: HP 48/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, shared training 100 minutes, protection from evil 8 minutes, heightened awareness 70 minutes, heroism 70 minutes, archeologist’s luck 1 round
Elliot: HP 61/85; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 6/7, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, visualization of the body 24 hours, shield 6 rounds, heroism 70 minutes, flight hex 8 rounds, +1 to Righteous Eclipse 8 rounds, 3 mirror images for 8 minutes, merciful to Righteous Eclipse 9 rounds, black blade strike (+2 damage from Righteous Eclipse) 9 rounds
Azira: HP 66/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 1/1, smite evil 2/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 100 minutes, veil of heaven 40 minutes, featherstep 1 hour, heroism 1 hour, eagle’s splendor 6 minutes, keen edge 80 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 16/17, lucky number (3) 24 hours
All: tears to wine 80 minutes
All Save Thesius: haste 5 rounds
All within 10’ of Merixia: magic circle against evil 80 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear, Inspire Courage +2


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

Prescience, 6/10 remaining: 1d20 ⇒ 19

Hoping to take down the critically injured half-fiend before it can swing its greataxe again, Verene slides a step away from the babau's spear, flicks the wand of magic missile into her hand, and sends three blue-white shooting stars into the winged minotaur's body with one firmly spoken word.

Magic missile v. Red Minotaur, CL 5, damage 3d4+3 force, 27/50 charges remaining: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10
Caster level check to overcome spell resistance, CL 5: 1d20 + 5 ⇒ (13) + 5 = 18

Five-foot step, swift to draw wand from springloaded sheath, standard to activate wand. Using Prescience if better for any necessary save or check Verene must make before her next turn.


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 13/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3), inspired courage +2

Wulfric repositions himself slighty, so that Thesius and Merixia can both see his banner rising above Nurah's head (and to keep himself out of the demon's reach).

Granting inspire courage +2 (this round and next, with lingering performance), and flagbearer (+1) to Thesius and Merixia (and anyone else who moves where they can see him).


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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

Azira settles her weight to her back foot, preparing to leap through the open door and over the magical pit, before it occurs to her that trying to fight flying creatures with considerable reach across an open pit was probably a poor idea. Allowing wisdom to prevail, she instead steps back to allow enough room for one of the creatures enter the chamber she and her companions occupy. She touches her left hand briefly to her chest, causing a ripple of golden light to dance across her skin, and calls out to the minotaur she can see in the hall (orange), "ཡག་པོ་འདུག ཁྱོད་བློ་ཁོག་མེད་པའི་བ་ཕྱུགས་ཁྱོད་ང་ལ་གདོང་ཐུག་བྱེད་པར་ཡོང་རྒྱུ་ཡིན་ནམ།"

Abyssal:
"Well, you cowardly cow, are you going to come and face me or are you too busy chewing your cud?"

Lay Hands heals: 4d6 ⇒ (5, 1, 2, 2) = 10
Diplomacy (to pick a fight?): 1d20 + 23 + 2 ⇒ (12) + 23 + 2 = 37


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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.

In the chaotic, lightning fast melee, Elliot sees the dwarf fall into his sister's pit as in slow motion just as the babu slips, Thesius stabs into it with his spear and Merixia flows by him to begin cutting into the final Minotaur - or it would have been the final one had not Azira opened a door to find another two lounging outside.

He resolves to join Meri in her assault and cuts the demon four times in passing on the way to Thesius and Verene - on the off chance either of them needed help. He was pretty confident Azira could handle a few hallways of enemies by herself what with had just happened to Vhane. And if she couldn't, Meri was right behind her.

5 ft step, full attack red Minotaur with reach.

attack, base +16, +2 IC, +2 heroism, +2 arcane enhancement, +1 haste. Yes, I missed +2 since I'm a doofus :). Spell combat, haste, normal attack, iterative: 1d20 + 23 ⇒ (4) + 23 = 27

damage, nonlethal magic slashing coldiron: 1d4 + 1d6 + 16 ⇒ (1) + (3) + 16 = 20

attack, base +16, +2 IC, +2 heroism, +2 arcane enhancement, +1 haste. Yes, I missed +2 since I'm a doofus :). Spell combat, haste, normal attack, iterative: 1d20 + 23 ⇒ (8) + 23 = 31

damage, nonlethal magic slashing coldiron: 1d4 + 1d6 + 16 ⇒ (4) + (4) + 16 = 24

attack, base +16, +2 IC, +2 heroism, +2 arcane enhancement, +1 haste. Yes, I missed +2 since I'm a doofus :). Spell combat, haste, normal attack, iterative: 1d20 + 23 ⇒ (12) + 23 = 35

damage, nonlethal magic slashing coldiron: 1d4 + 1d6 + 16 ⇒ (1) + (2) + 16 = 19

attack, base +16, +2 IC, +2 heroism, +2 arcane enhancement, +1 haste. Yes, I missed +2 since I'm a doofus :). Spell combat, haste, normal attack, iterative: 1d20 + 18 ⇒ (15) + 18 = 33

damage, nonlethal magic slashing coldiron: 1d4 + 1d6 + 16 ⇒ (3) + (5) + 16 = 24

iterative crit confirm: 1d20 + 18 ⇒ (17) + 18 = 35

damage, nonlethal magic slashing coldiron: 1d4 + 1d6 + 16 ⇒ (2) + (4) + 16 = 22

If it matters, Demoralize:

intimidate/demoralize: 1d20 + 18 ⇒ (3) + 18 = 21


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Weird, half-fiend minotaurs don't have either Infernal or Abyssal as a language by default. I'm ignoring that - especially since they've got the advanced template.

Round 3 Continued

Verene drops her wand into her hand and unleashes a volley of magic missiles at the minotaur threatening Thesius. Each one slams into him, tossing him one way and then the next before he topples to the ground, blood oozing from each crater-like impact.

Wulfric resumes his heroic tale, reinforcing the confidence he'd given to the heroes moments before.

Azira taunts the minotaurs from across the pit, healing herself with the favor of Iomedae. The foremost one lined in orange roars her response.

Abyssal:
"I'll show you how I chew personally!"

Meanwhile, Elliot sidesteps and unleashes a volley of attacks at the remaining babau. Righteous Eclipse blazes bright as he cuts gashes across its chest, knocking it to the ground - unconscious.

I figured you wouldn't want to waste the rolls on the defeated minotaur.

If Elliot isn't using nonlethal:
It swiftly dissipates into black-grey fire, returning to the Abyss.

The furious orange-lined minotaur's eyes blaze as she glares at Azira, and she flaps powerful batlike wings to soar over the pit. However, she doesn't push through the door, instead swinging her greataxe through with a mighty heave that flows through the open doorway to strike at the paladin. Despite the relatively narrow space between the doors, the axe hits Azira hard, smashing her nearly to her knees as it rips a deep gash through her torso. The sickly feeling of unholy energy pulses in her veins as the minotaur roars her triumph.
Orange-Lined Greataxe vs. Azira, Power Attack, Charge, Partial Cover, Smite Good: 1d20 + 13 - 2 + 2 + 2 ⇒ (18) + 13 - 2 + 2 + 2 = 33 Huh, that actually hits, by one. I forget whether we have a standing rule for when you do try to parry. I recall you've mentioned preparing for a parry in the past, so I'm going to let this one go through unparried, but I'll make sure we have a rule down for next time.
Damage, Power Attack, Smite Good: 3d6 + 11 + 6 + 6 ⇒ (4, 5, 5) + 11 + 6 + 6 = 37 Ouch. Azira's at 39 HP.

The other minotaur lined in grey flies to his comrade's side, and hesitates, staring through the door and past the paladin. It grips its axe grimly, but doesn't act any further, simply waiting for... something.

Chanting echoes up from the pit.

Spellcraft DC 18 (+2 circumstantial included):
It's harder to tell since they can't see him, but it sounds like the priest is casting sanctuary down there!

Meanwhile, Nurah rolls her eyes, shifting her own position to look out of the room. Shaking her head, she grimaces. "Alright, slow and steady." She slips through the door, carefully walking along her greased patch of flooring. Fortunately, she's able to keep her feet.
Acrobatics DC 10, heroism: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Merixia and Thesius are up. Merixia's action will happen first, regardless of the posting order, because the divide between turns is when I'm going to enforce that.

Statuses:


Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 6/10, Mythic Power 6/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, shield 5 rounds, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 40/88; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 5/7, Channel 3/3, Rage 6/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, divine favor 6 rounds, crusader’s edge 8 minutes, bull’s strength 8 minutes, rage (+4 Strength and Con, +16 bonus hp, -2 AC), holy lance (weapon is holy) 2 rounds
Thesius: HP 48/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, shared training 100 minutes, protection from evil 8 minutes, heightened awareness 70 minutes, heroism 70 minutes, archeologist’s luck 1 round
Elliot: HP 61/85; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 6/7, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, visualization of the body 24 hours, shield 5 rounds, heroism 70 minutes, flight hex 7 rounds, +1 to Righteous Eclipse 7 rounds, 3 mirror images for 8 minutes, merciful to Righteous Eclipse 8 rounds, black blade strike (+2 damage from Righteous Eclipse) 8 rounds
Azira: HP 39/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 1/1, smite evil 2/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 100 minutes, veil of heaven 40 minutes, featherstep 1 hour, heroism 1 hour, eagle’s splendor 6 minutes, keen edge 80 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 15/17, lucky number (3) 24 hours
All: tears to wine 80 minutes
All Save Thesius: haste 4 rounds
All within 10’ of Merixia: magic circle against evil 80 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear, Inspire Courage +2
Misc. create pit 7 rounds remaining


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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

Azira grimaces as the minotaur's giant axe bites into her- in part, in frustration over having miscalculated the beast's reach. Staring angrily at the minotaur, she touches her wound with golden light while backing away from the door.

Lay Hands: 4d6 ⇒ (6, 4, 3, 2) = 15

Through gritted teeth, she hisses a response to her foe before moving her hand to her holy symbol and releasing a wave of healing light that washes out over her companions.

Abyssal:
"Well struck, cow, but those are big words from something afraid to be in the same room with me."

Channel Energy: 4d6 ⇒ (6, 1, 6, 6) = 19

Just in case it wasn't clear- I'm using a move action to move away from the minotaur (so it'll have to move into the room to attack me again) and a swift action to lay hands on myself, then (after a little more taunting) using my standard action (and 2 more uses of LoH) to channel energy, which should heal all of us, I believe.

Edit: it just occurred to me that moving away from the minotaur might provoke... so, I'll go ahead and use acrobatics as part of my move to try to avoid that.

Acrobatics: 1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 13/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3), inspired courage +2

Wulfric enters the chamber from the other side, and takes up position behind the heroes.

One more round of inspire courage left (from lingering performance), and I think everyone should be benefiting from flagbearer now.


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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 unsure of what to do as he watches a devastating blow hit Azira steps up and casts cure light wounds upon them.

Cure Light Wounds: 1d8 + 5 ⇒ (6) + 5 = 11

(Been contemplating what to do and healing seems like a good idea considering the damage output of that minotaur.


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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

Once Elliot strikes down the minotaur in front of her, Merixia spins around to look for more enemies. The minotaurs and demons in this room are all down. There are more on the other side of the door- but there's a pit in the way! The cleric grits her teeth. "Get in here and fight me, you cowardly cattle!" A flash of memory- Hosilla, in the cultist base under Kenabres. "Your god is a weakling and an idiot who got caught trying to steal from the King of Hell! Baphomet can't even get rid of Asmodeus' brand on his face! Branded like a stupid cow!" She circles around the greataxe's range to take a position next to the door, ready to hit the enemy when they cross the threshold.

I don't want to take the penalties for stopping my rage, so I'm just going to move into attack position. Hopefully if I go right two squares and straight down from there, I'll have cover from the wall and not provoke an AoO.


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 3 Wrap-Up

I've moved Azira back to where she was before her mistaken post.

Merixia moves forwards, rage burning in her veins as she gets closer to the pit, cursing out the minotaur, who bellows annoyance at her.

Merixia:
Her own words, an implicit praise of Asmodeus, the archfiend, seem to burn her lips. Bloody fury ignites in her soul, searing even brighter than it has been - but this time, some of it is directed at herself.

Round 4

Thesius, meanwhile, moves to Azira's side, casting a spell to heal her injuries. The worst of the paladin's horrific wounds seal up, and much of the pain vanishes with Thesius' touch.

Elliot, Verene, and Azira are now up. I should've let you all go, but I forgot that the babaus are all downed.

Statuses:


Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 6/10, Mythic Power 6/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, shield 5 rounds, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 40/88; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 5/7, Channel 3/3, Rage 5/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, divine favor 5 rounds, crusader’s edge 8 minutes, bull’s strength 8 minutes, rage (+4 Strength and Con, +16 bonus hp, -2 AC), holy lance (weapon is holy) 1 round
Thesius: HP 48/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, shared training 100 minutes, protection from evil 8 minutes, heightened awareness 70 minutes, heroism 70 minutes
Elliot: HP 61/85; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 6/7, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, visualization of the body 24 hours, shield 5 rounds, heroism 70 minutes, flight hex 7 rounds, +1 to Righteous Eclipse 7 rounds, 3 mirror images for 8 minutes, merciful to Righteous Eclipse 8 rounds, black blade strike (+2 damage from Righteous Eclipse) 8 rounds
Azira: HP 50/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 1/1, smite evil 2/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 100 minutes, veil of heaven 40 minutes, featherstep 1 hour, heroism 1 hour, eagle’s splendor 6 minutes, keen edge 80 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 15/17, lucky number (3) 24 hours
All: tears to wine 80 minutes
All Save Thesius: haste 4 rounds
All within 10’ of Merixia: magic circle against evil 80 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear, Inspire Courage +2
Misc. create pit 7 rounds remaining


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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 trots over near Wulfric to put a wall at her back and see better through the doorway. Once again the wand points at the nearest minotaur, and three blue-white shooting stars arc over Azira's head into the creature's sensitive nose. She expects this will be more of an irritant than a serious threat, but it will have to enter the room to deal with her.

Rather than being provoking with threats, she asks a question with a mild curiosity.

Abyssal:
"Did we ever get an answer about why the Old Goat has a goat's head instead of a bull's? Too much breeding with them?"

Magic missile v. Orange Minotaur, CL 5, damage 3d4+3 force, 26/50 charges remaining: 3d4 + 3 ⇒ (1, 3, 3) + 3 = 10
Caster level check to overcome spell resistance, CL 5: 1d20 + 5 ⇒ (1) + 5 = 6


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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

In her mind, Azira is already moving away from the door to heal herself and her comrades and, hopefully, lure the minotaur into the room when she realizes that Thesius has moved up to help her and would be left in harms way if she pulled back. "Everyone step back some," she calls out, her voice strangely empowered by wardstone energy, "we need to give our barnyard friends here enough room to join us on this side of the pit."

I know this isn't great for the flow of combat in a PbP but I'm using a swift action to activate my advance mythic ability: all allies within 30' of my current location (which looks like everyone, or maybe everyone except Nurah) can immediately take a move action or 5' step that doesn't count against their movement (or actions) on their turn.

She moves backward a few feet with supernatural quickness and then touches her holy symbol to channel energy. Just before she does, however, she hears a voice in her mind, which sounds rather like Verene, cautioning: some of these fallen foes may not be corpses just yet. She briefly weighs how great an inconvenience it would be to hit each revived fiend one more time, then settles for healing only herself.

Lay Hands: 4d6 ⇒ (6, 4, 3, 5) = 18

As golden light coruscates across her skin, she calls out to the minotaur once more.

Abyssal:
"Well struck, cow, but those are big words from something afraid to be in the same room with me."

This time I will try to parry its attack. It's an opposed roll, so it'll need to beat the higher of this roll or my AC.
parry (heroism/haste/ic/fb/vs large): 1d20 + 21 + 2 + 1 + 2 + 1 - 2 ⇒ (16) + 21 + 2 + 1 + 2 + 1 - 2 = 41


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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 torn between following Azira's command and taking over the front from her when the Paladin's Wardstone power washes over him and Verene's spell dilutes time just enough for him to do *both*.

Two breaths...

Free: move into attack range of Orange minotaur from Azira's Rally. Full attack with frostbite. 5ft step back in the air out of full attack range of Orange. If it tries attacking Elliot in the air above the trap, Elliot has an active Blur and 3 mirror images. Also, it probably has a -5 from attack penalties from debuffs below (shaken/fatigued/entangled).

lots of rolls:

Cast defensively dc 17: 1d20 + 16 ⇒ (7) + 16 = 23 Can't fail even on a 1 I think.

attack, previous buffs: 1d20 + 23 ⇒ (14) + 23 = 37
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 16 ⇒ (3) + (4) + 16 = 23
frostbite nonlethal cold: 1d6 + 8 ⇒ (3) + 8 = 11
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (14) + 14 = 28
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (10) + 14 = 24

attack, previous buffs: 1d20 + 23 ⇒ (9) + 23 = 32
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 16 ⇒ (5) + (3) + 16 = 24
frostbite nonlethal cold: 1d6 + 8 ⇒ (2) + 8 = 10
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (8) + 14 = 22
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (14) + 14 = 28

attack, previous buffs: 1d20 + 23 ⇒ (2) + 23 = 25
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 16 ⇒ (6) + (2) + 16 = 24
frostbite nonlethal cold: 1d6 + 8 ⇒ (2) + 8 = 10
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (1) + 14 = 15
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (9) + 14 = 23

attack, previous buffs: 1d20 + 18 ⇒ (17) + 18 = 35
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 16 ⇒ (1) + (1) + 16 = 18
frostbite nonlethal cold: 1d6 + 8 ⇒ (6) + 8 = 14
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (3) + 14 = 17
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (15) + 14 = 29

attack, previous buffs, crit confirm attack#4: 1d20 + 18 ⇒ (5) + 18 = 23
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 16 ⇒ (4) + (3) + 16 = 23
frostbite nonlethal cold: 1d6 + 8 ⇒ (6) + 8 = 14

Demoralize rolls attack 1: 1d20 + 18 ⇒ (15) + 18 = 33
Demoralize rolls attack 2: 1d20 + 18 ⇒ (15) + 18 = 33
Demoralize rolls attack 3: 1d20 + 18 ⇒ (4) + 18 = 22
Demoralize rolls attack 4: 1d20 + 18 ⇒ (11) + 18 = 29

If 1 point of cold damage from frostbite goes through its resistance, it is entangled and fatigued for 8 rounds. The demoralize/shaken effect depends on by how much Elliot's intimidate beats the target dc (10 + wismod + enemy HD). With above rolls, attacks #2, 3 and 4 probably target an enemy with 3 lower AC due to debuffs from attack #1.

Reminder of conditions:

Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Fatigued: -2 str/dex.

Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

If ac 25 (not counting above debuffs of enemy ac into account) hits and the Dr for cold is 10, the orange minotaur takes 131 nonlethal magic and cold damage total.

The magus almost seems to teleport through the air and back and an explosion of blood and frost originates from the frontmost Minotaur's limbs just as he comes back into clear view. He then hovers in the air above the trap and doorway, just out of its striking distance and thereby respecting the potential threat these demonic minotaurs could still pose.


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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 reels for a moment at the unexpected reaction to her taunting. Wow. Ragathiel is not happy with her. I don't understand, he was fine with it when I did the same thing to Hosilla. Unfortunately, she is in no state to think about what just happened and why. Confusion gets swept away in a riptide of renewed fury.

When Azira tells everyone to move back, Merixia shakes her head. Back off from the enemy? Hells no! She is going to wait right here for a minotaur to fly through the door, and then she is going to kill them.

Rage!Merixia does not back down, even at half HP! Sorry, Azira. If she weren't raging she would use the opportunity to back up and cast a spell on her next turn.


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

Its fine, Meri- I was just (selfishly) trying to get the minotaurs in where I could fight them without leaving Thesius in harms way, but now that Elliot has flown over to engage them it’s a moot point. (I can’t wait til next tier, when I’ll be able to fly sometimes too)


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 4 Midpoint

Verene blasts the closest minotaur in her snout with a volley of magic missiles, but the half-fiend ignores them with nary more than a low growl, baring razor-edged fangs at the champions.

Azira urges her companions to greater mobility guiding them with her command, and the others explode into motion, with Elliot nearly teleporting across the room to float above the pit his sister opened beneath the door. Even as he does so, Azira retreats and heals herself with the grace of Iomedae, and her injuries seal themselves swiftly, mocking the minotaurs as she does so.

Abyssal:
"Says the one fleeing from my axe."

The half-fiend replies with a growl.

Wulfric, meanwhile, moves into the chamber, gliding over the greasy pool with remarkable grace, his banner held high.

Elliot unleashes a hail of attacks at the minotaur, whose attempts to block (and use the doorway as a means of cover) prove fruitless. Righteous Eclipse is a blur of black-and-gold, and the flying half-demon topples from the air helplessly and crashes heavily into the pit below.
Falling Damage: 3d6 ⇒ (1, 6, 4) = 11 Does damage reduction apply to falling damage?

The remaining minotaur hesitates for a moment, then unleashes its powerful burst of purple-grey energy at the heroes. Each of them manages to resist the onslaught of vile energy, and stand strong, albeit somewhat weakened.
Unholy Blight Damage: 3d8 ⇒ (3, 2, 2) = 7
Thesius Will, magic circle against evil, heroism: 1d20 + 8 + 2 + 2 ⇒ (9) + 8 + 2 + 2 = 21
Merixia Will, magic circle against evil, heroism: 1d20 + 12 + 2 + 2 ⇒ (17) + 12 + 2 + 2 = 33
Azira Will, heroism: 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22
Elliot Will, magic circle against evil, heroism: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 Apparently, I've been forgetting that Elliot has heroism on him for the past few saves. Oops. Sorry about that. Everyone takes 3 damage - a piddly little roll, that.

The creature hesitates, considering his options, and then flies away, out towards the door and out of the heroes' sight.

Another chant comes from inside the pit.

Spellcraft DC 19:
That sounds like cure serious wounds.

GM Rolls:

Cure Serious Wounds: 3d8 + 6 ⇒ (6, 3, 7) + 6 = 22

Merixia is up, and then everyone else.

Statuses:


Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 6/10, Mythic Power 6/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, shield 5 rounds, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 37/88; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 5/7, Channel 3/3, Rage 5/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, divine favor 5 rounds, crusader’s edge 8 minutes, bull’s strength 8 minutes, rage (+4 Strength and Con, +16 bonus hp, -2 AC)
Thesius: HP 45/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, shared training 100 minutes, protection from evil 8 minutes, heightened awareness 70 minutes, heroism 70 minutes
Elliot: HP 58/85; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 6/7, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, visualization of the body 24 hours, shield 4 rounds, heroism 70 minutes, flight hex 6 rounds, +1 to Righteous Eclipse 6 rounds, 3 mirror images for 8 minutes, merciful to Righteous Eclipse 7 rounds, black blade strike (+2 damage from Righteous Eclipse) 7 rounds
Azira: HP 65/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 1/1, smite evil 2/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 100 minutes, veil of heaven 40 minutes, featherstep 1 hour, heroism 1 hour, eagle’s splendor 6 minutes, keen edge 80 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 15/17, lucky number (3) 24 hours
All: tears to wine 80 minutes, Inspire Courage +2
All Save Thesius: haste 3 rounds
All within 10’ of Merixia: magic circle against evil 80 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
Misc. create pit 6 rounds remaining


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

Verene, would you be willing to roll Spellcraft and tell us what the dwarven priest is casting? That will make a difference in what Merixia does.


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

Oh, sure, Merixia, sorry. Verene can't fail those DC 18 and 19 Spellcraft checks even on a 1. I should have posted to the effect that she would relay what the priest is casting.

Round 2, at the sound of chanting from the pit
"Sounds like the Droskarite is casting invisibility down there," Verene relays in her familiar message-whisper.

Round 3, same
"He's warding himself with a sanctuary effect. It will be harder to attack him directly, though not impossible. Area spells will work as normal." It's a Will save to target the subject of sanctuary with an attack or targeted spell; a failure means losing the action/spell.

Round 4, same
"Our subterranean friend finds it wise to heal himself — or perhaps the minotaur that just fell on him."


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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

Healing? The dwarven cleric might be healing the minotaur that fell in with him! This enemy is closer to her friends than the one that fled. A threat. Merixia raises her sword, yellow eyes fixed on the pit.

Strategically speaking, it would be smarter to follow the fleeing minotaur so that it can’t bring reinforcements. Unfortunately, strategy requires thinking, and there’s not much of that going on in Merixia’s head right now.

Ready action to attack anything that comes out of the pit.


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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.

"Oh no - you're NOT getting away," Elliot growls as he sees the remaining minotaur flee. The weight of realization that this one creature could sound the alarm and pull the entire fort on them was not lost on him as he drew in more and more Wardstone power until time itself briefly stopped - and he moved . A collection of burning translucent flitters to the ground in his previous location as he presumably reappears right next to the withdrawing foe and attempts to cut him down!

No action: Mythic initiaive for standard action (leaves him at 2 MP), fly 90 ft towards fleeing minotaur. Full round: full attack with haste, using remaining frostbite charges first before finishing with Brand using spell combat + spellstrike.

lots of rolls, assuming Elliot can still hear one of the performances for Inspire courage +2:

attack, previous buffs: 1d20 + 23 ⇒ (3) + 23 = 26
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 16 ⇒ (1) + (2) + 16 = 19
frostbite nonlethal cold: 1d6 + 8 ⇒ (4) + 8 = 12
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (10) + 14 = 24
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (4) + 14 = 18

attack, previous buffs: 1d20 + 23 ⇒ (12) + 23 = 35
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 16 ⇒ (6) + (2) + 16 = 24
frostbite nonlethal cold: 1d6 + 8 ⇒ (6) + 8 = 14
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (20) + 14 = 34
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (2) + 14 = 16

attack, previous buffs: 1d20 + 23 ⇒ (20) + 23 = 43
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 16 ⇒ (4) + (4) + 16 = 24
frostbite nonlethal cold: 1d6 + 8 ⇒ (2) + 8 = 10
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (2) + 14 = 16
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (16) + 14 = 30

attack, previous buffs: 1d20 + 18 ⇒ (1) + 18 = 19
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 16 ⇒ (4) + (2) + 16 = 22
frostbite nonlethal cold: 1d6 + 8 ⇒ (5) + 8 = 13
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (9) + 14 = 23
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (11) + 14 = 25

attack, previous buffs, crit confirm attack#3: 1d20 + 23 ⇒ (20) + 23 = 43
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 16 ⇒ (3) + (4) + 16 = 23
extra frostbite nonlethal cold: 1d6 + 8 ⇒ (6) + 8 = 14

Demoralize rolls attack 1: 1d20 + 18 ⇒ (6) + 18 = 24
Demoralize rolls attack 2: 1d20 + 18 ⇒ (7) + 18 = 25
Demoralize rolls attack 3: 1d20 + 18 ⇒ (19) + 18 = 37
Demoralize rolls attack 4: 1d20 + 18 ⇒ (16) + 18 = 34

If 1 point of cold damage from frostbite goes through its resistance, it is entangled and fatigued for 8 rounds. The demoralize/shaken effect depends on by how much Elliot's intimidate beats the target dc (10 + wismod + enemy HD). With above rolls, attacks #2, 3 and 4 probably target an enemy with 3 lower AC due to debuffs from attack #1.

Reminder of conditions:

Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Fatigued: -2 str/dex.

Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.


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 places her free hand on her chest once more, conjuring another wave of warm, golden light.

Lay Hands: 4d6 ⇒ (1, 1, 6, 5) = 13

Suddenly remembering the Wizard's warning about the dwarf becoming invisible, she focuses herself and prepares to use her innate ability to illuminate the obscured. "Verene," she whispers through their communication spell, "is there any chance that you can spare a spell to grant me flight?"

Readying an action to use my glitterdust SLA centered on the minotaur (that fell in the pit, if/when it flies out) if it looks like it's carrying someone/thing invisible, or on myself if I get hit by an invisible attack.


male, human, Bard 6 | HP 51/51 | AC 16 (t11, ff15) | CMD 15 | Fort +4, Ref +6, Will +6 | bardic performance 13/17 | perception +10, sense motive +14; initiative +1 | active effects: flagbearer, lucky number (3), inspired courage +2

Wulfric looks towards the door with some concern as Elliot vanishes through it, but he stays put and continues his rousing tale, with renewed vigor.

Spending another round of performance (along with a standard action) to keep inspire courage going.


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

"Certainly." Verene's slitted yellow eyes glow white as she blinks into that cold awareness granted by the fragment of the Wardstone power that lodged in her soul. She trots over on magically sped feet and touches Azira's knee with a clawed hand. Lightness suffuses the paladin, allowing her to lift and propel her body through the air with no more effort than walking.

Move, cast fly on Azira with Wild Arcana, 5/7 Mythic Power remaining. Azira gains a fly speed of 60 (90 with haste) for 10 minutes. You could just delay until slightly after Verene to then move up while flying and cast glitterdust on the pit's inhabitants now if you want, as that wouldn't interfere with the Lay on Hands swift action.

With haste up, anyone but Merixia can hop over the pit easily with a running start, because it gives +4 to Acrobatics checks to jump for each 10 feet of move speed gained (+12 to most people, +8 to Merixia), and a 10-foot long jump is already only DC 10. Even Merixia has a pretty good shot at it with a total bonus of +4 to the check. (+1 Dex, -5 ACP, +8 haste.)


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 was thinking the pit was 20’ across because of the sloped area being marked on the map. @GM- if you’re alright with me switching my action somewhat, I’ll do exactly what Verene recommended (fly directly over the pit and cast glitterdust down it instead of readying an action).


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 seeing an immediate threat. Thesius will search Vhane's body for anything of use. Especially keys.


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 4 Wrap-Up
Guided with Verene's insight into what's happening in the pit, Merixia readies herself to attack anything that comes flying back out.

Round 5

Elliot, seeing the last half-fiend minotaur escaping, rushes headlong out of the officer's quarters, through a room that looks vaguely like it was intended for planning military action, and out through doors that have been left swinging heavily open. The aasimar explodes past them, a blur of movement, into a vast chamber that has a nearly thirty foot ceiling supported by thick columns. He sees his prey, and is about to rush it when he’s startled by a curved shortsword shimmering into existence, thrusting at him from the side of the door. Fortunately, his magical protections deflect the thrust from his vulnerable froggy flesh - though it does destroy one of the images that he has summoned - and he whirls on his foe.
Attack vs. Elliot, flat-footed: 1d20 + 10 ⇒ (6) + 10 = 16

A tiefling woman with a single, slender-bladed sword and horrifically unformed features stands before him. She looks like a sculptor was halfway finished with a sculpture of a wingless succubus and was taken away, but the hostile flare of her teeth beneath her lipless mouth and her bloodthirsty stance leaves him with no doubt she's ready to kill him - if the attack hadn't tipped him off. Righteous Eclipse burns brightly as Elliot sends a hail of slashes down on the hapless tiefling, who tumbles to the ground unconscious and very nearly dead, despite the fact that his magic was keeping the blade from doing her lethal harm.

New Initiative:

1d20 + 4 ⇒ (5) + 4 = 9

Verene moves towards Azira, casting a spell on her that lifts her body and allows her to take flight as her celestial ancestors must yet do. With that, she soars over the pit and unleashes her innate magic beneath her, filling the pit with an explosion of gold-glowing dust. The dwarf priest, once invisible, is covered in the shimmering particles, and forms an amusingly auric silhouette as he glares back up at her, clearly still able to see. As she goes, she heals herself even more with the power Iomedae has bestowed upon her.
Will vs. DC 18, Sturdy: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29

Wulfric continues his rousing tale, keeping the crusaders' spirits high as Thesius searches rapidly through the pile of bloody viscera, metal, and bone that is all that Azira left of Staunton Vhane. Though the dwarf doesn't appear to have much in his possession other than his equipment, the half-elf does discover a blood-soaked key lying near his belt.

Outside in the larger room, the half-fiend minotaur beats his wings and turns back towards Elliot, charging headlong towards him. The beast's boarlike head shoots forwards, and slams into the magus, ripping through his magical protections, armor, and guard alike, penetrating his stomach and slamming against his spine. Pain, ineffable agony nearly blinds the shapeshifted aasimar, but he manages to remain conscious.
Gore vs. Elliot, Charge, Powerful Charge, Smite Good: 1d20 + 15 + 2 + 2 ⇒ (20) + 15 + 2 + 2 = 39 Threat.
Blur Miss chance 20%, low misses: 1d100 ⇒ 47
Mirror Images 3 is Elliot: 1d3 ⇒ 3 Uh-oh.
Confirm?: 1d20 + 15 + 2 + 2 ⇒ (19) + 15 + 2 + 2 = 38 Oh no.
Damage, Critical, Smite Good, Powerful Charge: 2d6 + 11 + 2d6 + 11 + 12 ⇒ (2, 2) + 11 + (2, 1) + 11 + 12 = 41 Whew, that could've been a lot worse. Elliot is at 17 hp. I'm pretty sure I did everything right there...

Ripping his horn from Elliot, the minotaur bellows a laugh, wiping the blood away and licking it off his hand.

Elliot:
"Elliot, retreat, NOW! You can't risk this!" His sword's telepathic voice is, frankly, terrified, even if it sounds bizarrely distant.

Abyssal:
"More! Tear him apart!"

Almost as soon as the command is given, another tiefling lined in white appears from invisibility, this one with the features of a Kellid man - except horribly wrong. His skin hangs loosely off of his bones, and blood oozes from nearly every pore. Still, the skill with which he thrusts his blade is indisputable. Despite the fact that it doesn't come too close to the aasimar, it does slice through another one of his duplicates.
Whiite-lined Shortsword vs. Elliot, flat-footed: 1d20 + 10 ⇒ (10) + 10 = 20

Almost instantly, a third tiefling lined in red a red-skinned androgyne with batlike ears and a long, heavy reptilian tail, reveals themself and strikes at Elliot as well. Like their counterpart on his other side, this one misses, but slices through his last mirror image.
Red-lined Shortsword vs. Elliot, flanking: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 Quick and dirty temporary ruling - they didn't give flanking to their buddy because I've written a ton past this point and don't want to have to adjust it they were invisible.

With their attack completed, the crimson-skinned tiefling swiftly retreats from Elliot's proximity. Although they are able to escape from the close range, his elongated arms catch them by surprise, and he's able to attack them when they accidentally leave themself open. The black blade moves reflexively, knocking a heavy blow across their back and sending them stumbling.
Acrobatics vs. Elliot CMD 25: 1d20 + 14 ⇒ (20) + 14 = 34 I swear, I didn't bribe the dicebot at all. What the heck's going on?
Acrobatics vs. Elliot CMD 25+2: 1d20 + 14 ⇒ (1) + 14 = 15 Spoke too soon, apparently.
AoO vs. Red-lined, Mobility: 1d20 + 23 ⇒ (6) + 23 = 29
Damage, Nonlethal: 1d6 + 1d4 + 16 ⇒ (5) + (3) + 16 = 24

They groan, hissing in Abyssal.

Elliot, Azira (They're too quiet for the others to hear):
"Careful, he's still dangerous!" The particular Abyssal term used for "danger" implies an almost-mindless rage.

Inside the room in which Staunton fell, Nurah winces. "That sounds bad." She says, pulling out her shortsword and slitting the throat of the demon at her feet. "I'll get rid of these ones here, you guys go and help!"

In the pit, the dwarf priest growls, casting another spell and touching his torso.

GM Rolls:
Cure Moderate Wounds: 2d8 + 6 ⇒ (6, 5) + 6 = 17

Spellcraft DC 17:

Merixia is up and then everyone else is up.

Statuses:


Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 6/10, Mythic Power 5/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, shield 5 rounds, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 37/88; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 1/1, Touch of Good 7/7, Destructive Smite 5/7, Channel 3/3, Rage 4/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, divine favor 4 rounds, crusader’s edge 8 minutes, bull’s strength 8 minutes, rage (+4 Strength and Con, +16 bonus hp, -2 AC)
Thesius: HP 45/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, shared training 100 minutes, protection from evil 8 minutes, heightened awareness 70 minutes, heroism 70 minutes
Elliot: HP 17/85; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 2/7, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, visualization of the body 24 hours, shield 3 rounds, heroism 70 minutes, flight hex 5 rounds, +1 to Righteous Eclipse 5 rounds, merciful to Righteous Eclipse 6 rounds, black blade strike (+2 damage from Righteous Eclipse) 7 rounds
Azira: HP 65/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 100 minutes, veil of heaven 40 minutes, featherstep 1 hour, heroism 1 hour, eagle’s splendor 6 minutes, keen edge 80 minutes, fly 10 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours
All: tears to wine 80 minutes, Inspire Courage +2
All Save Thesius: haste 2 rounds
All within 10’ of Merixia: magic circle against evil 80 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
Misc. create pit 5 rounds remaining

Dear god that was a trial to write. Fun, but exhausting. Let me know if I've mathed anything wrong.


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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

Round 6

Prescience, 5/10 remaining: 1d20 ⇒ 2
A foreboding of failure tightens Verene's hand on her wand and sharpens her resolve.

"Another healing spell from the priest," she tells the others, perhaps unnecessarily given that Azira had just passed over the pit and seen him. "Did it look like he had healed the minotaur?"

There is a meaty thud from the next room, and the fourth minotaur roaring something triumphant in Abyssal. Verene's claws make a comically quick clack-clack-clacking noise on the flagstones as she speeds forward and lightly leaps over the extradimensional pit, ignoring its occupants for the moment. A glance through the next doorway at the minotaur's bloody horn is enough to confirm her fears. Elliot has gotten in over his head. He needs to retreat and not be pursued. "Elliot, fall back," she whispers. "I'll try to occupy them for a moment."

She draws a three fragments of nutshell from her pouch and throws them into the air as she chants.

Move 55', including a leap over the pit as part of her movement. Verene is at +17 Acrobatics between Dex, haste, and heroism, so can't fail the check even on a one. Using Wild Arcana to cast confusion in the pink 15'-radius burst marked on the map, DC 22 Will save. 4/7 Mythic Power remaining.

Caster level check to overcome spell resistance, Gray Minotaur 1: 1d20 + 8 ⇒ (2) + 8 = 10
Caster level check to overcome spell resistance, Gray Minotaur 2: 1d20 + 8 ⇒ (2) + 8 = 10 Whoa. Weird.


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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!"

No, no, no, this can't be happening! Merixia backs up to get a running start and leaps over the pit.

Acrobatics for 10 ft long jump + haste + heroism: 1d20 - 4 + 8 + 2 ⇒ (17) - 4 + 8 + 2 = 23

With the help of Verene's haste and her own heroism, she makes it despite the encumbrance of her armor. Renewed rage pounds in her veins, at the beings who would dare strike her Elliot down. Merixia charges at the minotaur, placing herself between him and the enemy.

Yay, I made it over the pit! With haste I should have just enough movement speed to make it to the minotaur. Here's hoping the AoO doesn't hit, but I don't see any other way to get into melee range. Attack with Furious Focus and Destructive Smite. This is round 7 of Rage, I believe, so here's hoping we get done before the aftereffects kick in.

Attack + Rage + heroism + haste + bull's strength + divine favor + Inspire Courage: 1d20 + 13 + 2 + 2 + 1 + 1 + 2 + 2 ⇒ (9) + 13 + 2 + 2 + 1 + 1 + 2 + 2 = 32

Damage + Mythic Power Attack + Rage + bull's strength + divine favor + weapon of awe + Destructive Smite + Inspire Courage: 1d10 + 13 + 6 + 2 + 2 + 4 + 2 ⇒ (2) + 13 + 6 + 2 + 2 + 4 + 2 = 31


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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.

Dazed, Elliot stumbles back in the air as the minotaur either got insanely lucky or had some supernatural way to see past all his defensive illusions and barriers. There is just way too much blood as he looks down at his chest and Righteous Eclipse's voice was strangely dim. The brief sense of relief as he hears Verene is instantly dashed as the minotaur shrugs her spell off like it's nothing. And then, without a shadow of doubt, he knew this Minotaur had some demonic equivalent of Wardstone Power. Whoever stood before it was going to die.

And then, to his horror, Merixia rushes forward to engage it while the effects of the dark magic employed in the previous room were clearly weighing her down.

"I can't run. Better me than her - or them. Sorry, Eclipse." He thinks, strangely calm as a memory of its previous wielder rushing to her death comes to him.

But such was duty. "No! Face me, overgrown cow!"

Swift: dismiss Visualisation of the Body to heal 1d8+8. Full round: full attack, recast frostbite using spellstrike + spellcombat. After attacking, 5ft step diagonally backwards and up in the air. If the cealing is at least 15 ft high, he is floating at 15 feet so any nvisible attackers on the ground without reach cannot reach him. free: Righteous eclipse uses its +2 damage for 1 minute black blade ability.

Lots of rolls:

Cast defensively dc 17: 1d20 + 16 ⇒ (5) + 16 = 21 Can't fail even on a 1 I think.

heal: 1d8 + 8 ⇒ (1) + 8 = 9 Yeah, guess I could have figured.

attack, previous buffs: 1d20 + 23 ⇒ (1) + 23 = 24 lol XD
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 16 ⇒ (5) + (1) + 16 = 22
frostbite nonlethal cold: 1d6 + 8 ⇒ (4) + 8 = 12
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (5) + 14 = 19
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (2) + 14 = 16

attack, previous buffs: 1d20 + 23 ⇒ (16) + 23 = 39 That's better.
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 18 ⇒ (6) + (2) + 18 = 26
frostbite nonlethal cold: 1d6 + 8 ⇒ (3) + 8 = 11
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (20) + 14 = 34
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (17) + 14 = 31

attack, previous buffs: 1d20 + 23 ⇒ (14) + 23 = 37
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 18 ⇒ (6) + (4) + 18 = 28
frostbite nonlethal cold: 1d6 + 8 ⇒ (5) + 8 = 13
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (6) + 14 = 20
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (1) + 14 = 15

attack, previous buffs: 1d20 + 18 ⇒ (9) + 18 = 27
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 18 ⇒ (1) + (3) + 18 = 22
frostbite nonlethal cold: 1d6 + 8 ⇒ (1) + 8 = 9
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (9) + 14 = 23
vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (4) + 14 = 18

attack, previous buffs, crit confirm attack#2: 1d20 + 18 ⇒ (5) + 18 = 23
damage, nonlethal coldiron magic slashing: 1d6 + 1d4 + 18 ⇒ (6) + (2) + 18 = 26
frostbite nonlethal cold: 1d6 + 8 ⇒ (4) + 8 = 12

Demoralize rolls attack 2: 1d20 + 18 ⇒ (7) + 18 = 25
Demoralize rolls attack 3: 1d20 + 18 ⇒ (4) + 18 = 22
Demoralize rolls attack 4: 1d20 + 18 ⇒ (14) + 18 = 32

Seems like this thing's luck is holding quite well. If the crit confirm roll of 23 is not enough, Elliot uses his second to last MP to add the surge bonus to it. As if it crits, and intimidate 25 demoralises, it has to flee from Elliot next turn due to enforcer/terrified. It's also fatigued and entangled.

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