
Wulfric Stonehelm |

Wulfric hussles after Verene, hoping to keep close enough to the heroes to continue encouraging them.
Double move. He can't fail the jump check, even without haste. Lingering performance will keep IC up this round and next.

Azira Tal-Shirin |
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There's a couple things off in my status line from your last post. Mostly, some daily uses that haven't been marked off (my banner should have the correct numbers, I'm pretty sure). More importantly though, It looks like you forgot to add my last LoH (my hp should be 78, not 65) and my AC should be 32 (22t/21ff; with another +2 vs evil outsiders)- I think maybe your number is not accounting for haste and having used the dex medal.
Azira is about to drop down the pit to deal with the cleric when she hears, then sees, Elliot get opened up by the other minotaur, and Meri charging into battle next to him, clearly too enraged to offer healing.
sh!t...
"Come, Radiance," she mutters softly, "best we intervene before the situation requires more healing than is left to us." She takes off like a flash, a twirling blur of crimson silk and glinting gold, as she tumbles through the air, beneath Elliot, to arrive next to the minotaur. Once there, she and Radiance unleash a flurry of graceful slashes. Using fleet charge (swift; 1 mp) to move to the minotaur (using acrobatics to avoid AoO) and get a free attack that ignores DR, then taking a full attack action (targeting the minotaur first and then switching to the white tiefling if/when it drops).
acrobatics (hero): 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
dang, I wish that'd been an attack roll
fleet charge (hero/haste/IC/fb): 1d20 + 21 + 2 + 2 + 1 + 2 + 1 ⇒ (10) + 21 + 2 + 2 + 1 + 2 + 1 = 39
for (ignoring DR): 1d8 + 20 + 2 + 2 + 1 ⇒ (4) + 20 + 2 + 2 + 1 = 29
Radiance 1 (hero/haste/IC/fb): 1d20 + 21 + 2 + 1 + 2 + 1 ⇒ (9) + 21 + 2 + 1 + 2 + 1 = 36
for: 1d8 + 20 + 2 + 2 + 1 ⇒ (5) + 20 + 2 + 2 + 1 = 30
Radiance 2 (hero/haste/IC/fb): 1d20 + 21 + 2 + 1 + 2 + 1 ⇒ (11) + 21 + 2 + 1 + 2 + 1 = 38
for: 1d8 + 20 + 2 + 2 + 1 ⇒ (4) + 20 + 2 + 2 + 1 = 29
Radiance 3 (hero/haste/IC/fb): 1d20 + 16 + 2 + 1 + 2 + 1 ⇒ (8) + 16 + 2 + 1 + 2 + 1 = 30
for: 1d8 + 20 + 2 + 2 + 1 ⇒ (4) + 20 + 2 + 2 + 1 = 29

Thesius Monteblanc |
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As the others rush past the hole to assist Elliot, Thesius finds himself in a odd predicament. He knows Nurah said to go help, but he's not about to let her fall behind the group when she is one of the least armed in the group. Instead he takes up position next to the sloped ground leading down to the hole and readies himself to attack any enemy that comes within reach while shouting to Verene in Elven to help prevent enemy ears from hopefully understanding them.
"How much longer until the hole disappears?"

Worldwound GM |
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Round 5 Wrap-Up
Merixia, driven by fury and fear for her lover, takes a flying leap across Verene's summoned pit, crashes down on the far side, and charges the minotaur that gored him. The beast's axe whirls out, ringing heavily against her armor, but the hellspawn priestess' fury drives her heedlessly onwards, hacking away at the demonic creature.
Minotaut AoO: 1d20 + 13 ⇒ (4) + 13 = 17
Blood, fur, and other, less pleasing substances splatter across the furious woman's skin, but it is not enough - how can it be, with the General of Heaven's red rage burning in Merixia's veins? Even now, the minotaur still stands, unbroken.
Round 6
Verene leaps easily over her own pit, and then summons up more of her arcane might, drawing upon the power of the wardstone, and unleashes a plague of confusion on the minds of the enemies that threaten her brother. To her surprise, she feels the minotaur disregard her magic entirely, but the tieflings are not quite so fortunate, as both find themselves succumbing to her spell.
White-lined Tiefling Will vs. DC 22: 1d20 + 3 ⇒ (14) + 3 = 17
Red-lined Tiefling Will vs. DC 22: 1d20 + 3 ⇒ (13) + 3 = 16
Elliot banishes one of his spells, healing some of his wounds. At least the - is that his spine that's feeling a little less painful? Still, he focuses, summoning his magical might and lashing out with Righteous Eclipse in a blur of glowing black iron(?). The minotaur roars, deflecting the magus' first series of attacks with his axe, but he's not quite so lucky with the next series of strikes. The magus brutally knocks the minotaur to the floor, a few greater wounds appearing on the behemoth's body, and the axe ringing heavily on the ground. With that, Elliot retreats upwards and backwards, out of range of the tieflings below.
Wulfric rushes across the room as Azira seems to teleport forwards I'm not actually sure whether the charge is legal on the white-lined tiefling? Did she go diagonally? Honestly, it doesn't matter, as she hits without the bonus. "Yes. For the Inheritor!" Radiance's voice is quiet, but strong. In a terrific vortex of violence, the paladin knocks aside the confused blood-oozing tiefling's blade aside, slashes down his torso in an X, and then beheads him, fountaining blood across the walls.
Killed him outright. I hope that you don't let Azira near anyone you want to take prisoner, 'cause she's going to execute them by default with damage numbers like those.
Thesius hesitates, asking when the pit will disappear, and gets a quick response. It's got 4 rounds remaining now. I figure that it's easiest to assume she tells him so everyone can continue. I'm pretty sure that what he does won't change the results of the others' actions, so feel free to post both Round 6 and Round 7 actions after this post.
Babbling incoherently in Abyssal, the remaining red-lined tiefling rushes Merixia, leveling their sword in a barrage of thrusts. However, even in her nearly blind rage, the priestess' armor protects her well.
White-lined Tiefling Confusion: 1d100 ⇒ 84
Red-lined Tiefling Short Sword vs. Merixia, magic circle against evil, charge: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
The gold-limned dwarf priest glances up, spying Verene, and pauses for a long moment. Finally, he chants a prayer-spell and unleashes a wave of light at her. Fortunately, her magic resists what attempts he made to remove it.
Dispel Magic CL: 1d20 + 6 ⇒ (6) + 6 = 12 I don't think she has any CL 2 spells active on her, so that's a failure.
Growling a curse, he hurls his hammer to the ground and lifts his hands. "I surrender!"
Nurah advances to the next demon, slicing its throat and stabbing it in the heart for good measure when she hears the words. "Joran Vhane?" She hesitates, then laughs aloud. "Always thought you weren't dedicated enough to die."
(Thesius and) Merixia is/are up and then everyone else is up.
Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 5/10, Mythic Power 4/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, shield 4 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 4/7, Channel 3/3, Rage 3/8, 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 3 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 26/77; 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 2 rounds, heroism 70 minutes, flight hex 4 rounds, +1 to Righteous Eclipse 4 rounds, merciful to Righteous Eclipse 5 rounds, black blade strike (+2 damage from Righteous Eclipse) 6 rounds
Azira: HP 78/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 5/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, 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 1 round
All Save Thesius: haste 1 round
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 4 rounds remaining

Azira Tal-Shirin |
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The ability is called 'fleet charge' but it doesn't use the actual charge mechanics at all: it's just a free move and attack (that adds your tier to the attack roll, which is why it had the extra +2).

Thesius Monteblanc |
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Thesius tries to recall anything about that name.
Knowledge (local): 1d20 + 12 + 2 + 2 ⇒ (14) + 12 + 2 + 2 = 30 (+12 Base, +2 Heroism, +2 Heightened Awareness)
"I will not lash out as long as I find you laying face first on the ground with your hands behind your back when the spell brings you back up here," Thesius replies with all seriousness.
(Continue to ready an attack for any enemies that present themselves except Joran as long as he complies to the conditions given above.)

Merixia |
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The minotaur topples over under Elliot's renewed assault. Merixia grins through the blood trickling down her face and turns on the surviving tiefling. "Time to die, demon-lover!"
No Destructive Smite this time, I should probably save some juice for the rest of the keep.
Attack 1 + 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 1 + Mythic Power Attack + Rage + bull's strength + divine favor + weapon of awe + Inspire Courage: 1d10 + 13 + 6 + 2 + 2 + 2 ⇒ (8) + 13 + 6 + 2 + 2 + 2 = 33
Attack 2 + Rage + heroism + haste + bull's strength + divine favor + Inspire Courage - Mythic Power Attack: 1d20 + 13 + 2 + 2 + 1 + 1 + 2 + 2 - 2 ⇒ (14) + 13 + 2 + 2 + 1 + 1 + 2 + 2 - 2 = 35
Damage 2 + Mythic Power Attack + Rage + bull's strength + divine favor + weapon of awe + Inspire Courage: 1d10 + 13 + 6 + 2 + 2 + 2 ⇒ (1) + 13 + 6 + 2 + 2 + 2 = 26

Verene Tanaquil |
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Yes, Verene would answer Thesius right away, thanks GM. As Joran Vhane is 40 feet down, and Verene is standing 10 feet away from the side of the pit, he probably should not have line of effect to her on his turn to target her with dispel magic. But if you go with it, GM, Verene does have one CL 1 spell up, from a wand: shield. Assuming it took us a round or two to open the first door, though, the duration should be almost gone anyway.
"If your surrender is true, you have nothing to worry about. But you will forgive us for taking precautions first," Verene calls down to Joran Vhane. Seeing that Elliot, Merixia and Azira have taken down the last minotaur and the tieflings that ambushed Elliot, she moves to the next problem. "It seems I needn't have worried. I will bring Vhane up from the pit only once we have made sure these demons and demon-servants are dead. I do not want to be blindsided if he tries to heal several of them at once and begin the fight anew. Also, it is not safe for Merixia to channel until we have done so." She draws her dagger and trots over to where the tiefling woman who first ambushed Elliot fell, intending to put action to words since the tiefling is the only one likely to be much harmed by her simple dagger.
I thought Nurah's short sword was normal instead of cold iron, which is why we resized and gave her a cold iron longspear. Without cold iron and with low Strength, she probably can't kill a babau even with a coup de grace due to its DR. Verene couldn't, anyway. I should get Verene a heavy crossbow and some more cold iron bolts if this is going to be a recurring theme of Elliot's attacks. Also, I'm just guessing about where Verene should be standing. Generally, if an enemy is not actually dead and we still have to worry about them, GM, I would appreciate it if you don't remove their token, but just mark them downed in some other way.

Elliot, the Red Heron |
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Given that these Tieflings do not seem to be that strong, I am assuming Merixia kills the last one (she should have a third attack too from the iterative at level 8 rather than just the one from haste). If not, Elliot joins her with 4 more attacks prior to the below which I can only assume is drastic overkill. If no new enemies then immediately appear:
Breathing heavily and bleeding just as profusely, the Magus floats down to his divine allies as koboldized sister withdrew to assist Thesius and Nurah. "Thanks. I'm... sorry for trying to catch it before it could alert others. It was a lot stronger than I thought." He gives a pained yet grateful smile to the cleric. "I'm happy to see you both safe."
He turns as his sister then comes back with a dagger to seemingly advances on him with grim determination. "Um. Sis? Put the knife away? Sis? I know things didn't really go according to plan but I just forgot about demon telepathy in the rush of things and figured I had to stop - please I like my chest with as few holes as pos- oh you were going for the other one." Still a bit dazed, he watches on as what remained of the unconscious figures were executed. Should he have offered more resistance? Perhaps the one Tiefling could have been saved. But they didn't really have a way out for any prisoners and they really needed healing... Sarenrae would want the succes of the mission to come first, right?
Are we out of initiative/do we seemingly reconverge in the room with Staunton Vhane's body to heal and discuss our next steps? If so:
"So you're family of Staunton?" Elliot asks when they're back with the new prisoner. "If you cooperate, you will be treated fairly. But for now, time is short. Do you know the way to the temple of Iomedae in the fortress, and a safe way out for the prisoners there?"
He glances at Azira as he said it, given their main goal for this outing, other than assassinating Staunton, had seemingly been to safe the captured humans who had been trapped in some vile sex-rite involving a demon unpersonating Iomedae.
I am assuming we also loot the bodies in both rooms while this discussion is taking place and search at least the room Vhane is in.

Worldwound GM |
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Round 6 Wrap-Up
Merixia unleashes her fury on the final tiefling, chopping a heavy gash across their chest. They gasp, staggering back, but shout out in Hallit.
He's also pretty sure that Joran is Staunton's brother, not some further relative, and that he (like most of the Hammers of Heaven) disappeared when Irabeth discovered Staunton's treachery last year. It seems that he's shown up here instead. Joran was also supposedly a skilled smith, so that makes sense...
Round 7 Wrap-Up
Verene: With regards to Nurah's sword - uh, oops. Pretend she was using her longspear instead, then. It was mostly something for her to do while you guys mopped up.
Elliot finishes the last of the tieflings off with a whirling flurry of blows from his black blade, knocking them unconscious and letting quiet reign once again in the room.
Combat Over
Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 5/10, Mythic Power 4/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, 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 4/7, Channel 3/3, Rage 2/8, 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 2 rounds, crusader’s edge 8 minutes, bull’s strength 8 minutes
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 26/77; 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 2 rounds, heroism 70 minutes, flight hex 3 rounds, +1 to Righteous Eclipse 3 rounds, merciful to Righteous Eclipse 4 rounds, black blade strike (+2 damage from Righteous Eclipse) 5 rounds
Azira: HP 78/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 5/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, 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
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 4 rounds remaining
Now that they have the chance to calm themselves and take a breather, the heroes take in the areas that they've found themselves in. The room right next to Staunton's is filled with maps of the Worldwound and its border nations hanging on the walls, and a large desk sits in the corner near the curving wall.
Outside, the heroes see that a ruinous field of debris covers the southeast corner of this large
courtroom. Columns support the thirty-foot ceiling overhead. This was probably some sort of place of judgement.
Meanwhile, inside, Nurah executes a minotaur, and the dwarf - presumably Joran Vhane - calls back up to Verene. "Aye. I understand. Should I kill this bastard down here?" He spits audibly.
At Elliot's question, he grunts. "Aye to that as well. Staunton is - was, I suppose - my brother." The exhaustion is palpable in his voice. "The chapel of Iomedae? It's just south of here. You've got to go through the officers' court. You'll need the keys, though. Staunton's had most of the doors locked on both sides since you first got here. He should have 'em on his body." A few moments' silence. "But before we continue, could you let me out of this damned pit?"
I'm not going to have you loot yet, as there's still some level of possibility that combat will resume. Also, because I want to take a little break from huge combats like that.

Azira Tal-Shirin |
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Azira and Radiance join in finishing off any unconscious enemies that Elliot doesn’t specifically ask her to spare. She makes a modest effort not to seem impatient while others parley with the dwarf but does relatively quickly point out, “there’s still the matter of the prisoners in the chapel… perhaps we could just leave him in the pit until that’s taken care of?”

Verene Tanaquil |

Verene: With regards to Nurah's sword - uh, oops. Pretend she was using her longspear instead, then. It was mostly something for her to do while you guys mopped up.
Yep, I figured that was what it was and she would have the capability in some fashion. All good.
Verene cocks her reptilian head curiously at Elliot's words, and then turns her focus more clearly to the unformed-looking tiefling woman. She studies the body for a second, then calmly slits its throat as the most efficient method of execution, while Azira does the same with the final tiefling and minotaur. Only afterward does she appear to pause, and only for a second. Then she visibly steels herself, wipes the dagger on the woman's clothing, and sheaths it again.
Meanwhile, inside, Nurah executes a minotaur, and the dwarf - presumably Joran Vhane - calls back up to Verene. "Aye. I understand. Should I kill this bastard down here?" He spits audibly.
"We would appreciate the surety." With an effort, Verene keeps her voice cool and steady.
She makes a modest effort not to seem impatient while others parley with the dwarf but does relatively quickly point out, “There’s still the matter of the prisoners in the chapel… perhaps we could just leave him in the pit until that’s taken care of?”
"The spell doesn't last that long. That was why Thesius asked about its duration." She transmits this through the message and then walks over to be at a safe distance so she will not tumble in, but still near the pit when the spell ends.
We already know the way and are ready to go there soon, once the rest of the enemies are declared dead and Merixia has done some healing. In the meantime, might as well talk to Staunton.
At Elliot's question, he grunts. "Aye to that as well. Staunton is - was, I suppose - my brother." The exhaustion is palpable in his voice. "The chapel of Iomedae? It's just south of here. You've got to go through the officers' court. You'll need the keys, though. Staunton's had most of the doors locked on both sides since you first got here. He should have 'em on his body." A few moments' silence. "But before we continue, could you let me out of this damned pit?"
Verene says courteously, "Certainly. You will be released in a moment." Almost as soon as she speaks, about thirty seconds after the last enemy fell, the spell starts to unravel. She watches curiously as over the next six seconds, the dwarf and the body of the minotaur within the hole rise up smoothly with the bottom of the pit until they are standing on the floor again, and the tiny rift she has torn in reality seals itself shut with not even a crack in the flagstones to show where it used be. "Hello, Joran Vhane. I am Verene. Thank you for telling the truth about where the chapel and prisoners are. After a short breather, it will be time for us to retrieve them. You are clearly no demon-worshiper, so have you really stayed here simply out of loyalty to your brother?"
Knowledge (Local), heightened awareness, heroism, tears to wine: 1d20 + 12 + 2 + 2 + 2 ⇒ (4) + 12 + 2 + 2 + 2 = 22 Just seeing if Verene knows things similar to Thesius. Maybe not in as much detail?

Worldwound GM |
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The dwarf in the pit picks up his hammer and brings it down on the minotaur's skull twice, just to be certain. As he does so, the pit finally begins to fade, bringing him back up to the surface - still shimmering with the golden dust that Azira exploded on him. At his feet is a distinctly dead minotaur, its skull staved in.
"Had nowhere else to go, did I?" Joran chuckles darkly, tossing his hammer to the ground again. "And aye, he was kin." The dark-haired dwarf casts a glance into the room where Staunton's messy remains lie. "But he let me work here, to serve Droskar."
"Verene, is it?" Joran looks at her, then at the others. "Well, you ought to be careful. The chapel's Janeamine's little sanctuary now. She and her pets have their fun there. Of course," he adds, somewhat bitterly, "you handled Staunton well enough. She's probably nothing to worry about."
After finishing off the last of the unconscious demons and half-demons, Nurah approaches. "They're pretty deadly, yes." She looks over the champions carefully. "More than I realized."
Joran looks at her, then chuckles darkly. "You... you're one of the Templars, aren't you? A traitor." He looks at the heroes. "I hope you don't trust her any more than you trust me." Nurah shrugs, resigned.

Thesius Monteblanc |
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Thesius stays wary of the dwarf as he rises up, weapon in hand. However, he does not immediately lash out and breaths a sigh of relief upon seeing the dwarf's weapon tumble to the floor.
Sense Motive - DC 20: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 (12 Base, 2 Heroism)
"Seems you care little for Droskar, I would be curious to hear why that is once this is all done," Thesius says.
He then takes the moment to invoke a spell to detect magic before moving forward to start stripping the dwarf of anything they might use to attack, cast, and/or that radiates magic.
"I suggest you watch your tongue. She," Thesius gives Nurah a smile while nodding towards us, "gives us hope for those that have turned and in doing so helps give those like yourself a chance at redemption."
Then addressing the group, he asks, "Does anyone have any manacles? I've been meaning to pick some up."

Verene Tanaquil |

Sense Motive DC 20: 1d20 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10
Verene shakes her head slightly at Thesius's question about the manacles. There is plenty of rope in the larger bag of holding she made and that is Merixia's usual backpack, however.
"Janeamine? She wouldn't happen to be a demon who likes staging orgiastic desecrations of Iomedae's chapel using magically controlled crusaders, would she?" Verene says mildly. She can read nothing into the dwarf's tone, but Thesius seems to think there might be a rift between Joran Vhane and his god too. Perhaps they can use that later. "If that is her, we are aware. We are also aware that the Sword of Valor in the treasure room just past the chapel is a forgery. Where do they keep the real one?"

Worldwound GM |
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Joran chuckles darkly. "That obvious? Very few of us worship him from adoration, that's all."
The priest looks at Nurah, then nods, apparently willing to accept Thesius' rebuttal.
At Verene's question, the dwarf nods. "Aye, that's her. You've done your research, it seems like." He pauses, his eyebrows arching as she mentions the magical banner. "You've done-"
Verene: 1d20 + 11 + 2 + 2 + 2 + 2 ⇒ (3) + 11 + 2 + 2 + 2 + 2 = 22
Thamyris: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
Merixia: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
Thesius: 1d20 + 24 + 2 + 2 ⇒ (8) + 24 + 2 + 2 = 36
Elliot: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Azira: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Wulfric: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
???: 1d20 + 14 + 20 ⇒ (16) + 14 + 20 = 50
???: 1d20 + 14 + 20 ⇒ (18) + 14 + 20 = 52
Combat Start
Azira: 1d20 + 12 ⇒ (13) + 12 = 25
Verene: 1d20 + 13 ⇒ (12) + 13 = 25
Merixia: 1d20 + 3 ⇒ (5) + 3 = 8
Thesius: 1d20 + 9 ⇒ (10) + 9 = 19
Elliot: 1d20 + 10 ⇒ (10) + 10 = 20
Nurah: 1d20 + 3 ⇒ (12) + 3 = 15
Tieflings: 1d20 + 4 ⇒ (14) + 4 = 18
Joran: 1d20 + 3 ⇒ (10) + 3 = 13
Surprise Round
Initiative Order is Verene, Azira, Elliot, Thesius, tieflings, Nurah, Joran, Merixia. Bolded character is up. Unfortunately, the ambushers are still invisible.
Verene: HP 38/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 5/10, Mythic Power 4/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 21/72; 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 4/7, Channel 3/3, Rage 2/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, crusader’s edge 8 minutes, bull’s strength 8 minutes
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 26/77; AC 23, touch 19, flat-footed 17, 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, heroism 70 minutes
Azira: HP 78/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 5/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, 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
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

Verene Tanaquil |

Verene's yellow eyes go from slit-pupilled to huge and dark as she cuts Joran Vhane off midsentence. "Invisible enemies! Prepare yourselves."
Elliot and Merixia are still badly hurt, while she and Thesius are not much better off. If there are more invisibly lurking foes who would use their unawareness against them, she would prefer they not have a clear target. Verene slides toward Joran Vhane and throws up a hand with a few sharply chanted words. Thick fog explodes outward from the ground just between herself and the dwarf and spreads in a huge cloud, concealing everyone inside it.
Five-foot step to be next to Joran Vhane. Surprise round standard action to cast obscuring mist with Wild Arcana. 3/7 Mythic Power remaining. Obscuring mist creates concealment (20% miss chance) for creatures adjacent to each other and obscures all sight, including darkvision, beyond that, creating total concealment (50% miss chance, attackers cannot use sight to locate targets) for creatures not adjacent to each other. Having any form of concealment means a creature can't be sneak attacked. Although it doesn't say this specifically, probably invisible creatures in the fog displace it like normal creatures would, and so they might become detectable under the same principle as "swimming in water or stepping in a puddle" makes one detectable, from the invisibility spell description.

Merixia |
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Previously
Merixia staggers as the last enemy falls and the rage drains out of her like water from a cracked bucket. Only her experience and training allows her to catch herself. All of a sudden the pain that the battle lust masked is hitting her. She's exhausted, far more than she should be from one battle.
And yet... she feels strangely peaceful. It's as if all the anger that constantly simmers away in the background of her mind has spent itself in that burst of rage-fueled strength. "Wow. It's actually quiet in my head for once," she mutters. What a novel concept. Normally losing control like that is unpleasant. But if she gets some peace out of it, even for just a little while, Merixia will definitely embrace her anger more often.
There will be time to think about this later. Right now they're in the middle of an enemy stronghold and almost everyone is badly wounded. The cleric looks around; some of the downed enemies are still alive. Have to take care of those before I channel. She makes the rounds, neatly decapitating any of the demons, minotaurs, or enemy tieflings who are still alive. Joran Vhane looks like he's cooperating for now, so she lets him be.
"Okay, everyone, gather round! Healing time." Merixia raises her holy symbol. "Ragathiel, grant me your healing light!" She repeats the process once more, but saves her last channel for later. There's no telling what else waits for them here.
Channel Energy 1: 4d6 ⇒ (3, 3, 1, 1) = 8
Channel Energy 2: 4d6 ⇒ (4, 5, 5, 3) = 17
25 HP for everyone!

Worldwound GM |
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Surprise Round Wrap-Up
Verene, in a flash of insight, realizes that there is an ambush, and conjures up a cloud of mist that cloaks the entire area. I'm going to say that the displacement allows you to tell in which square they are, so long as you're within 5 feet of said square. They still are invisible, so normal 50% miss chance... until they reveal themselves, as they're about to do.
Almost immediately, however, a tiefling man lined in orange with skin an oddly grey color, lashes out and stabs at Joran. The blade in his hand rips through the gap in Joran's armor at his armpit, and blood gushes from the wound. The man hisses in Abyssal.
Short Sword vs. Joran, flat-footed: 1d20 + 10 ⇒ (16) + 10 = 26
Damage, Sneak Attack: 1d6 + 3 + 4d6 ⇒ (4) + 3 + (3, 3, 2, 3) = 18
Another tiefling lined in green, an androgynous being with more typical-colored skin, a faint Abyssal glow hovering about them, and fangs several inches long appears beside Joran, slashing with their shortsword. This one catches the gold-colored dwarf in the right side of his throat, releasing another burst of blood.
Shortsword vs. Joran, flat-footed: 1d20 + 10 ⇒ (15) + 10 = 25
Damage, Sneak Attack: 1d6 + 3 + 4d6 ⇒ (3) + 3 + (5, 1, 5, 4) = 21
Anyone who can get within 5 feet of Joran can roll the heal check as well.
Round 1
Verene, Azira, Elliot, and Thesius are up.
Verene: HP 54/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 5/10, Mythic Power 3/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 46/72; 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 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, crusader’s edge 8 minutes, bull’s strength 8 minutes, fatigued 4 rounds
Thesius: HP 64/64; 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 51/77; AC 23, touch 19, flat-footed 17, 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, heroism 70 minutes
Azira: HP 81/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 5/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, 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
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
Other Durations: Obscuring mist 10 minutes

Verene Tanaquil |
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Verene hears the hissed Abyssal and sees a very visible though misty shortsword rip into one of the gaps between Joran's armor plates. It surprises her momentarily that more assassins would target the surrendered dwarf, rather than any of them, but that is a good sign that they consider whatever information he holds valuable. She needs to protect him too now.
The fog has served its purpose in drawing out the attackers, and now is more hindrance to them than help. Verene chants the spell's activation phrase again nearly to the end, then instead finishes with a word of negation. The mist she summoned shimmers, then vanishes, and she sees the two tieflings clearly. She draws the shielding wand from her bandolier.
"A perfect example of Abyssal loyalty. Not a rescue of a wounded comrade, but an attempted execution."
Standard action to dismiss obscuring mist. Move to draw a wand from bandolier.
Heal DC 10, heroism, tears to wine: 1d20 + 1 + 2 + 2 ⇒ (2) + 1 + 2 + 2 = 7

Thesius Monteblanc |
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(Currently having to rewire my work and personal computer to get my monitors to work with my new work equipment. Would someone move Thesius up next to Verene?
Thesis blinks his eyes as the environment starts shiftingj in a myriad of ways. As the fog disperssd, his eyes finally get the chance to lock in on the enemies.
Stepping up, he prays to Desna and lashes out at one of the cultists.
(Free action to 5-foot step, swift action to activate Archaeologist's Luck, and a standard action to attack the orange outlined cultist.)
Masterwork Cold Iron Longspear Attack: 1d20 + 7 - 1 + 2 + 2 + 3 ⇒ (5) + 7 - 1 + 2 + 2 + 3 = 18 (7 Base, -1 Buckler, 2 Heroism, 3 Archaeoligist's Luck)
Masterwork Cold Iron Longspear Damage: 1d8 + 3 + 3 ⇒ (3) + 3 + 3 = 9 (3 Base, 3 Archaeologust's Luck)
Damage was a 7 before it rerolled while I was fixing the attack roll.

Wulfric Stonehelm |

Wulfric swallows hard as the tieflings appear and cut up Joran mere feet from him. But, the young man steels himself, clears his throat, and launches into another tale of the heroic bravery of the human Iomedae.
spending a round of performance to activate inspire courage for the next 3 rounds

Azira Tal-Shirin |

Azira takes flight and sails through the air, arcing to her right stay out of the tieflings' reach until she draws near to Wulfric. At the last moment, she twirls and lands between the bard and the tiefling closer to him, hissing at it in the abyssal tongue.
As she speaks, Radiance whirls fluidly around, continuing her twirl, and slashing at the loathsome rogue.
Radiance (hero/ic/fb): 1d20 + 20 + 2 + 2 + 1 ⇒ (8) + 20 + 2 + 2 + 1 = 33
for: 1d8 + 19 + 2 + 1 ⇒ (3) + 19 + 2 + 1 = 25
I haven't done the math but I'm guessing/assuming that my Dex medal has worn off (I believe it's only a 1 minute duration, iirc). If I'm wrong about that, please add +1 to hit and damage.

Worldwound GM |

Somehow I almost forgot about this. Botting Elliot so we can move forwards.
Round 1 Midpoint
Verene banishes her magical mist with an effort of will, drawing her wand free as she does so. Thesius, meanwhile, rushes to aid Joran, thrusting his spear at one of the attackers, who easily evades by ducking behind the dwarf.
Wulfric renews his heroic tale of Iomedae, inspiring the others around him, while his knight rushes at the multicolored orange-lined tiefling, and bringing Radiance down on him. He lifts his shortsword, but the golden blade easily darts past his guard and cleaves into him.
Elliot takes a quick step forwards, chanting a spell and unleashing a devastating flurry of attacks at the closer of the two tieflings to him - the gently glowing androgyne, who is taken aback by the ferocity of the attacks, and is swiftly knocked off their feet under the incredible assault.
Attack 1 vs. Green-lined, spell combat, heroism, inspire courage: 1d20 + 14 - 2 + 2 + 2 ⇒ (17) + 14 - 2 + 2 + 2 = 33
Attack 2 vs. Green-lined, spell combat, spellstrike, brand, heroism, inspire courage: 1d20 + 14 - 2 + 2 + 2 ⇒ (18) + 14 - 2 + 2 + 2 = 34
Attack 2 Confirm?: 1d20 + 14 - 2 + 2 + 2 ⇒ (12) + 14 - 2 + 2 + 2 = 28
Damage 1, nonlethal: 1d6 + 1d4 + 16 ⇒ (3) + (1) + 16 = 20
Damage 2, nonlethal: 2d6 + 2d4 + 32 + 1 ⇒ (5, 2) + (4, 4) + 32 + 1 = 48
Not doing the last attack, as he's already knocked them out, and I'm assuming he's not going to bother with kicking them while they're down.
With his comrade knocked off his feet, the remaining tiefling barely hesitates and unleashes another vicious strike at Joran. The attack catches the dwarf in the neck, cutting deep and sending him staggering as blood sprays from the injury.
Shortsword vs. Joran, flat-footed: 1d20 + 10 ⇒ (12) + 10 = 22
Damage, Sneak Attack: 1d6 + 3 + 4d6 ⇒ (6) + 3 + (4, 3, 1, 6) = 23
The tiefling then takes the chance to rush away from the dwarf and the aasimar both. Though he is able to tumble past Azira and avoid Elliot's blade once, the frog-shaped magus is able to slash him as he passes by the second time. His lover, meanwhile, fights through her fatigue to land a second devastating blow on the pitborn.
Acrobatics vs. Azira CMD: 1d20 + 14 ⇒ (20) + 14 = 34
Acrobatics vs. Elliot CMD+2: 1d20 + 14 ⇒ (15) + 14 = 29
Acrobatics vs. Elliot CMD+2: 1d20 + 14 ⇒ (8) + 14 = 22
Elliot AoO, Mobility: 1d20 + 14 + 2 + 2 ⇒ (6) + 14 + 2 + 2 = 24
Elliot Damage, nonlethal: 1d6 + 1d4 + 16 ⇒ (2) + (1) + 16 = 19
Acrobatics vs. Merixia CMD+4: 1d20 + 14 ⇒ (14) + 14 = 28
Acrobatics vs. Merixia CMD+4: 1d20 + 14 ⇒ (1) + 14 = 15
Merixia AoO, heroism, bull's strength, inspire courage, fatigued, Mobility: 1d20 + 13 + 2 + 2 + 2 - 2 ⇒ (8) + 13 + 2 + 2 + 2 - 2 = 25
Damage, bull's strength, inspire courage, fatigued: 1d10 + 9 + 2 + 2 - 2 ⇒ (4) + 9 + 2 + 2 - 2 = 15
Nurah moves forwards hesitantly, but doesn't try to slip through the doorway - she's more than aware of her own talents - or lack thereof - when it comes to combat.
Joran recovers from his stumble, grunting in pain, and clasps one hand over his bleeding neck, trying to staunch the injury. The gold dust that covers him is tainted a strange crimson as he struggles with the injury. With a growl, he casts a spell as best he's able, healing his throat and sealing away the bleeding.
Concentration vs. DC 15: 1d20 + 9 ⇒ (10) + 9 = 19
Cure Light Wounds: 1d8 + 5 ⇒ (2) + 5 = 7
Merixia is up.
Verene: HP 54/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 5/10, Mythic Power 3/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 46/72; 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 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, crusader’s edge 8 minutes, bull’s strength 8 minutes, fatigued 4 rounds
Thesius: HP 64/64; 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 51/77; AC 23, touch 19, flat-footed 17, 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, heroism 70 minutes
Azira: HP 81/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 5/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, 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 3 rounds remaining
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

Merixia |
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Joran is badly wounded, but it looks like he's managed to stop the bleeding. Merixia needs to make sure the last tiefling can't escape and bring more reinforcements. She steps forward, fighting through the fatigue to raise her sword and attack.
5-ft step and full attack. Last time I forgot that I have enough BAB for a second attack now, oops. Mythic Power Attack, Furious Focus, you know the drill. Note that since I'm not using the 'avoid all Power Attack penalties for 1 min' function of Mythic Power Attack, it doesn't cost me a MP. The increased damage comes for free.
Attack 1 + heroism + bull's strength + Inspire Courage - fatigued: 1d20 + 13 + 2 + 1 + 2 - 2 ⇒ (11) + 13 + 2 + 1 + 2 - 2 = 27
Damage 1 + Mythic Power Attack + bull's strength + weapon of awe + Inspire Courage - fatigued: 1d10 + 9 + 6 + 1 + 2 + 2 - 2 ⇒ (10) + 9 + 6 + 1 + 2 + 2 - 2 = 28
Attack 2 + heroism + bull's strength + Inspire Courage - Mythic Power Attack - fatigued: 1d20 + 8 + 2 + 1 + 2 - 2 - 2 ⇒ (7) + 8 + 2 + 1 + 2 - 2 - 2 = 16
Damage 2 + Mythic Power Attack + bull's strength + weapon of awe + Inspire Courage - fatigued: 1d10 + 9 + 6 + 1 + 2 + 2 - 2 ⇒ (4) + 9 + 6 + 1 + 2 + 2 - 2 = 22

Worldwound GM |
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Round 1 Wrap-Up
Merixia rushes the remaining tiefling, hacking away at him with her bastard sword. With a powerful crunch, she slices through his ribs and up across his collarbone, dropping him to the ground in a bleeding heap.
Combat Over
Verene: HP 54/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 5/10, Mythic Power 3/7, heightened awareness 80 minutes, message 80 minutes, mage armor 8 hours, heroism 70 minutes, protection from evil 8 minutes, 3 mirror images 8 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 46/72; 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 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 5/7, shared training 100 minutes, heroism 80 minutes, weapon of awe 8 minutes, ironskin 8 minutes, crusader’s edge 8 minutes, bull’s strength 8 minutes, fatigued 3 rounds
Thesius: HP 64/64; 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 51/77; AC 23, touch 19, flat-footed 17, 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, heroism 70 minutes
Azira: HP 81/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 5/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, 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 3 rounds remaining
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
Joran's chest heaves as he glares down at the unconscious and dying ambushers. "Damned fools." He grates. "Thanks for your help. Guess they must've wanted to silence me." Shaking his head, he looks back at the heroes. "... but you are a motley group, aren't you? A kobold, a... frog? A tiefling, an aasimar, and a half-elf?"
I actually forget whether Thesius is using the alter self scale. If he is, assume that's the race that Joran mentions. If he's not, he's... actually in the dark, and probably needs some sort of light. Come to think of it, Wulfric and Nurah both need light, too. So, uh, folks should probably hit some sort of light, because otherwise it's currently dark - not even dimly lit.
The dwarf priest coughs, rubbing his injured neck. "Anyways, you asked about the Sword of Valor? I don't know exactly where it is, but it's downstairs. There's a dungeon, y'see, but it definitely goes deeper than I've been."

Wulfric Stonehelm |

Suddenly realizing just how dark it really is in this chamber, Wulfric weaves a simple light spell. A warm, golden light rolls out from the sun-like finial atop the pole for his banner.

Merixia |
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Joran's chest heaves as he glares down at the unconscious and dying ambushers. "Damned fools." He grates. "Thanks for your help. Guess they must've wanted to silence me." Shaking his head, he looks back at the heroes. "... but you are a motley group, aren't you? A kobold, a... frog? A tiefling, an aasimar, and a half-elf?"
Merixia sighs, crouching down to clean her sword on the dead tiefling's cloak. Poor idiots. "Yeah, probably. Do you have enough spells left to heal yourself, or do you need help with that?" She doesn't bother correcting him about Verene and Elliot. He'll find out for himself soon enough. (And maybe she's looking forward to seeing his face when they turn back into a human and an aasimar.)
The dwarf priest coughs, rubbing his injured neck. "Anyways, you asked about the Sword of Valor? I don't know exactly where it is, but it's downstairs. There's a dungeon, y'see, but it definitely goes deeper than I've been."
"Of course it's in the demons' torture dungeon." The cleric frowns. "Any idea how they managed to move it? I figured a holy artifact of such power would burn a demon or a demon cultist."

Verene Tanaquil |

Dwarves do have darkvision, but I forgot that Nurah, Wulfric and I guess Thesius would be literally in the dark this whole time! Oops.
Verene does not sigh at the unwelcome news of the Sword of Valor's location, but she is sorely tempted. "And I suppose one or both of the succubus Kiranda and the shadow demon Eustoyriax are guarding it."

Worldwound GM |
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Joran looks at Merixia, then barks a harsh laugh, before grimacing and muttering something in Dwarven.
He switches back to Taldane, his golden outline fading. "I've run out of healing spells, aye. That was my last." He glances at Verene. "Spent my others trying to recover from the -" He disappears in the middle of his sentence as the last of Azira's magical dust fades from him, but he continues speaking nevertheless. "fall I took."
"I'm not sure where Kiranda is. She's usually somewhere around the upper floor of the Citadel." Joran replies to Verene. "But now? Aye, one of them's probably watching over it. Ever since you arrived outside, Staunton has had all the doors locked, with only a few exceptions, so I don't know where anyone is specifically." There's a few moments of silence. "There might be more guards in the Templars' Court. That's to the south of the Officer's Court, out there. And if you're looking to go downstairs, it's just through those doors over there." It's impossible to tell where he's indicating.
If you want to loot everything, it'll take some time, but you can do so.

Verene Tanaquil |

"Ah. Yes. Sorry about that. Hold still." Verene puts away her shielding wand and the magic missile wand for now, taking out the healing wand instead. She reaches out her opposite hand gingerly for approximately the place where Joran was before disappearing, and if she finds him, activates the wand and taps him with it. "I'm afraid we'll have to keep your weapon for now. But we also believe in second chances, as you see with Nurah. So given that you surrendered of your own will, I would also have your general parole, in exchange for not binding you to prevent you from using magic. You must swear never to take up arms against the enemies of the Worldwound, for as long as this war lasts. You will be our responsibility to keep safe, fed and sheltered until such time as the Crusade can decide what to do with you. And someday, I hope, there will be somewhere else for you to go."
She eyes the empty space where Joran's face should be. "I would have your word as a Vhane. Perhaps it meant nothing to Staunton. I think it does mean something to you."
Use Magic Device DC 20, heroism: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
It says on the map that Joran is still bleeding, but I think his last healing spell fixed that for him. Just to be sure, I'll use the wand. Of course, Verene now can't see if her additional healing was enough to get him looking fairly healthy.

Worldwound GM |
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Joran is, indeed, no longer bleeding. Sorry, I forgot to remove that.
"Aye? Well, I'm not going to complain about being able to use my weapon." The hammer on the ground lifts momentarily off of the ground before hovering close to where Joran's belt ought to be, then it vanishes. There's a few moments of silence as Joran considers the requested oath. "... I swear on my name as a Vhane, then, that I won't take up arms against those fighting the Worldwound - unless they attempt to attack me unprovoked." He chuckles dryly. "Is that sufficient?"
The invisible dwarf sighs heavily. "I suppose you'll want to get to rescuing Janeamine's toys. Mercenaries, they were. Not sure what remains of them now. They're probably still over in the Chapel."
Now, does anyone want to try collecting the loot, since I'm in a better place to figure out what's there? And damn if there isn't a lot of it.

Merixia |
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Now that nobody's dying or trying to kill her, it's definitely time to do something about the rest of her injuries. Merixia pulls out her holy symbol, giving one of her prepared spells the mental twist that turns it into a healing spell as she casts it.
Burning a prayer for cure serious wounds on myself.
Cure serious wounds: 3d8 + 8 ⇒ (7, 4, 8) + 8 = 27
Back to full HP with only one excess HP of healing!
The cleric sighs with relief as her wounds close and cracked ribs mend themselves. "Hold still a moment, Elliot." He's not quite as badly off as Merixia was, but he does need a healing spell or two. Her tail reaches into a coat pocket, coming out with a wand.
Healstick for everyone else. I forget if CLW wands are CL 1 or CL 5, I'm just going to roll as if it was CL 1 for now.
Elliot CLW 1: 1d8 + 1 ⇒ (6) + 1 = 7
Elliot CLW 2: 1d8 + 1 ⇒ (3) + 1 = 4
Elliot CLW 3: 1d8 + 1 ⇒ (6) + 1 = 7
Elliot CLW 4: 1d8 + 1 ⇒ (5) + 1 = 6
That will get him to 75/77 HP if my math is right.
Once her boyfriend is looking more or less intact, Merixia moves on to Joran. "Healing time, hold still."
Joran CLW 1: 1d8 + 1 ⇒ (2) + 1 = 3
Joran CLW 2: 1d8 + 1 ⇒ (1) + 1 = 2
Joran CLW 3: 1d8 + 1 ⇒ (6) + 1 = 7
Joran CLW 4: 1d8 + 1 ⇒ (6) + 1 = 7
Joran CLW 5: 1d8 + 1 ⇒ (7) + 1 = 8
If that isn't enough to get him back to full or almost full, Merixia will keep going until he looks okay.

Verene Tanaquil |

Verene considers Joran for a moment, then nods. "Good enough." While Merixia is healing herself, Elliot and Joran, she begins collecting and making a preliminary identification of anything useful, valuable or interesting on the fallen foes or in Staunton's office. Just taking 10 on any needed checks, please. Right now that's 27 Perception, 32 Spellcraft, 25 Appraise.

Worldwound GM |
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As Verene kindly reminded me, Joran's hammer is currently in Thesius' possession, so disregard mention of him picking up his hammer and of him talking about being armed.
Joran grunts his gratitude for the healing that Merixia gives him, but remains invisible until someone mentions that he is. "I'd rather remain hidden from my former... allies, if possible." He admits candidly. "But if you insist on me removing it, I will." Up to you guys if you think he's trustworthy here.
Verene's careful search reveals that the majority of interesting equipment is - unsurprisingly - Staunton Vhane's. She finds that his armor - a suit of spiked full plate - is enchanted for protection. He has a partially-charged wand that contains a spell to blind or deafen its target, an amulet that hardens one's skin, a throwing axe enchanted to return to its thrower's hand, a belt to strengthen one's health, a headband that strengthens one's charismatic force of personality, and a fair set of money 68 gp. His glaive seems curiously nonmagical, if finely crafted.
"Careful with that glaive." Joran says. "It's smarter than it looks."
Together, that's +3 spiked full plate, a wand of blindness/deafness with 10 charges remaining, an amulet of natural armor +2, a +1 returning throwing axe, and a belt of mighty constitution +2, a headband of alluring charisma +2 on Staunton.
On the tieflings she discovers that each of their shortswords is enchanted. So 6 +1 shortswords.
Afterwards, she searches the office more thoroughly, and finds that the wine bottles in the cabinets are, in fact, fine dwarven ale. Selling them would net a fair profit. Each of the 20 bottles is worth 150 gp.

Worldwound GM |
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Oops, I forgot. If she looks at Joran's hammer, she finds that it's a +1 spell-storing light hammer. When he picked it up, Thesius would've found out that the spell stored is bestow curse.

Merixia |
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Merixia nods to Joran once he looks more or less healthy again. He may be a priest of an evil god, but he surrendered and gave them his word that he wouldn't stab them in the back. It's now their job to see to it that the dwarf remains alive and intact.
"Careful with that glaive." Joran says. "It's smarter than it looks."
"Thank you for the warning. Would it be safe to carry it in a bag of holding, do you think?" They'll have to have an expert look at the weapon later.
And the armor... the spikes really aren't Merixia's style, she has enough issues with allies finding her intimidating. She could always have an armorsmith remove them later. But something is nagging at her. What was it that Father Darian said about heavy armor belonging to a powerful dead enemy?
Knowledge (religion) to see if Merixia knows about graveknights + tears to wine + heroism: 1d20 + 11 + 2 + 2 ⇒ (10) + 11 + 2 + 2 = 25
I've read Undead Revisited. I still remember the part about graveknights and what happens when you wear their armor, that's some nightmare fuel right there.

Verene Tanaquil |

Joran grunts his gratitude for the healing that Merixia gives him, but remains invisible until someone mentions that he is. "I'd rather remain hidden from my former... allies, if possible." He admits candidly. "But if you insist on me removing it, I will." Up to you guys if you think he's trustworthy here.
"Staying invisible might be wise, after seeing how they just targeted you." Verene seems unconcerned by the possibility that Joran might flee while invisible. She is sure he has burned his bridges with the remaining defenders of Drezen, and as he said before, outside the citadel there is nowhere to go. Nowhere safe and less than a hundred miles away, anyway.
Verene's careful search reveals that the majority of interesting equipment is - unsurprisingly - Staunton Vhane's. She finds that his armor - a suit of spiked full plate - is enchanted for protection. He has a partially-charged wand that contains a spell to blind or deafen its target, an amulet that hardens one's skin, a throwing axe enchanted to return to its thrower's hand, a belt to strengthen one's health, a headband that strengthens one's charismatic force of personality, and a fair set of money 68 gp. His glaive seems curiously nonmagical, if finely crafted.
"Careful with that glaive." Joran says. "It's smarter than it looks."
"Thank you for the warning. Would it be safe to carry it in a bag of holding, do you think?" They'll have to have an expert look at the weapon later.
"Another—?" Verene does sigh this time, just a short huff. "We will shortly be up to our ears in talking cutlery. And no doubt this one is malicious. I will add 'how to uproot the malign intelligence infesting a weapon' to my growing list of research topics to tackle as soon as I have access to a proper library." Despite her light tone, she takes the warning seriously enough to avoid touching the glaive with her bare hands, even when (assuming it's fine to put in the bag of holding) securing its blade with a makeshift sheath and putting it into the group's extradimensional storage.
Knowledge (Arcana): intelligent magic items and removing or deactivating a mean one?: 1d20 + 18 + 2 + 2 + 2 ⇒ (5) + 18 + 2 + 2 + 2 = 29 Heightened awareness, heroism, tears to wine.It strikes her as slightly odd, however, that Staunton, who wrapped himself in Deskari's symbol no less than the scythe-carrying cultist necromancer Jeslyn at the Gray Garrison, would have a glaive at all. "How did it come to be that Staunton carried Baphomet's weapon, the glaive, instead of a scythe for Deskari?"
Thanks, GM, adding all items to the treasure sheet now.

Worldwound GM |
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While Staunton wasn't a graveknight, he is absolutely the sort who might become one. She's not entirely sure whether or not he'd be able to become one if she were wearing his armor before he actually transformed, but it's probably best not to take the risk - at least not until there's been the chance to examine it - and maybe refit it, since it definitely wouldn't fit her right now.
"Soulshear, that's its name." Joran adds slowly. "I don't know much else about it, other than that it's clever and subtle. It can change its shape into one best suited to its wielder."
Despite my research, I couldn't actually find any ways to deal with items like this. If you know any others, let me know, and Verene probably knows of them as well.
"Because Staunton served Baphomet, not Deskari." Joran sounds bemused at Verene's question. "He was a key figure in of the infiltration of the crusades by the Templars of the Ivory Labyrinth, as were most of our kin in the Hammers of Heaven."

Merixia |
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"Now I remember! Graveknights. If ever there was someone who could become a graveknight after death, it's Staunton Vhane." Merixia scowls down at the antipaladin's corpse. "Even if his armor fit me, I wouldn't wear it. My mentor told me what happens if you wear a graveknight's armor. It's... not a good way to die, let's leave it at that." She begins stripping the armor off the body. "When we get back to camp, I suggest we find a box big enough for the armor but not big enough for a fully grown dwarf. If the sentries hear the box explode in a few days, we'll know we've got a graveknight on our hands."
Once she's removed the possibly haunted armor, Merixia steps back to think, red-scaled tail slowly waving back and forth. "I wonder... Verene, do you think rest eternal might keep him properly dead? I know it works to stop a spellcaster from raising a corpse as undead, but I'm not sure if it works to stop the natural formation of undead."

Verene Tanaquil |

There aren't any spells that I know of that are specifically capable of getting rid of an intelligent magic item's intelligence without destroying the magic of the item entirely. I think this is one of those things that is totally left ad-hoc and up to the GM. Soulshear should be fine in extradimensional storage for now, but if after some more in-character research or talking with an expert we think purifying it or changing its nature just can't be done, the most responsible thing to do would be to simply destroy it permanently. Melt it down, etc. Typically, non-artifact magic weapons are only slightly harder to destroy than mundane ones.
Hm, good question Merixia. Let's see what Verene knows about magic vs. graveknights.
Knowledge (Arcana), heightened awareness, heroism, tears to wine: 1d20 + 18 + 2 + 2 + 2 ⇒ (1) + 18 + 2 + 2 + 2 = 25
Knowledge (Religion), heightened awareness, heroism, tears to wine: 1d20 + 18 + 2 + 2 + 2 ⇒ (18) + 18 + 2 + 2 + 2 = 42
"I don't know for sure. As you say, I think rest eternal is aimed at preventing any outside influence from forcing the spirit back into the body, for any reason. But a graveknight's spirit arises spontaneously, and is bound to its armor, not truly its body. The body can be totally destroyed and the armor will still re-form a semblance of it. To destroy a graveknight permanently, I have read that one must fully destroy the armor itself, by pulverizing or melting it — or else cleanse it with multiple powerful and expensive spells all cast in quick succession. It could not hurt to cast rest eternal on his remains. But we should still isolate the armor as you suggest, and wait and see. We may be borrowing trouble. His soul may well simply move on and be judged, as normal, instead of lingering."
Like you noted, Merixia, there are also are no spells I know of that specifically prevent spontaneously occurring undead from occurring. There are several that prevent creatures from being forcibly turned into undead, reanimated, or resurrected. Rest eternal has flavor text that seems like it might work: "You place a curse upon a dead creature that bars its spirit from returning." But the specific mechanical effect it then describes should have no effect on something like a ghost or a graveknight. Those rising (or not) is left entirely up to the GM. It won't hurt anything to cast rest eternal, but I think we have to wait and see, and possibly purify the armor if there's any funny business. We'd need a scroll or something of holy word, though, since you can't cast that until cleric level 13.

Azira Tal-Shirin |
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A moment ago
Azira looks up from helping to quickly gather equipment at the spot where Joran's voice seems to be originating and adds, "Yes, staying invisible is likely best. Those tieflings had plenty of time before they attacked to send a message to their superiors alerting them to the dwarf's betrayal... we are likely now the only thing standing between him and death at the hands of the demons or the crusaders."
Now
Azira listens as Verene and Meri discuss the potential danger of Staunton returning to his armor as some manner of undead. "I don't know much of anything about the undead," she confesses, "but it didn't seem as though he had the chance to cast any spells on himself before he died, if that makes any difference?" Her interest in the topic is earnest, but it's clear from her body language that she's growing impatient. "Wulfric could magically clean it of any trace of his flesh or blood, if that would help--perhaps even wipe it down, inside and out, with holy water if you like--but we should distribute any items we can use right away and press on. Even if they're mercenaries rather than crusaders, I hate to leave those people in the succubus' grasp any longer than necessary."
The only items that really have any interest for me are the amulet (which would free up the +1 version I'm wearing now for someone else) or the headband. That said, my AC is already pretty solid and I can get eagle's splendor from Wulfric 1-2/day, so if others need them more, feel free. Wulfric, on the other hand, has 0 magic items; so he'd gladly carry any hand me downs or leftovers that aren't otherwise in use.

Worldwound GM |
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Nurah Knowledge (religion): 1d20 + 8 ⇒ (10) + 8 = 18
Nurah Knowledge (arcana): 1d20 + 8 ⇒ (15) + 8 = 23
Nurah scratches her cheek. "I don't know much about the undead, but I think it's best to be careful." She glances at Soulshear. "That, though, I think we should keep well away. If it's half as dangerous as I've heard it said, it'll backstab us at the worst possible time."
Joran speaks up. "If his soul is judged, I wouldn't put it past his godling to send him back to Golarion in some way." There's a light scrape of metal on metal. "Though who knows how valued any mortal - or indeed, any being - is to a demon, Staunton was... potent." He laughs harshly. "Though not so potent as you all, of course."
Nurah shifts her weight. "Mercenaries..." She mumbles. "Ah. That was their name. They were the Keystones of Lozeri."
A roll of 25 or higher allows you to open this spoiler.
A roll of 27 or higher allows you to open this spoiler.

Merixia |
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"Trust me, you can't be any more surprised at how 'potent' we turned out to be than we are." Merixia still hasn't figured that out. If it was just the exploding wardstone, Irabeth would have similar abilities to Azira. They're both paladins of Iomedae, they were both in the room when the wardstone network went boom, and yet the commander of armies didn't get the strange magic that the rest of them did.
It's weird. And it's a topic to think about later. After they've escaped the fortress full of demons.
Merixia gets down on one knee next to Staunton's corpse, closing his eyes as she raises her holy symbol. She reaches for the sea of stars in her mind, touching one that she's heard of but never cast before. A barrier between the dead and the world of the living, a gentle curse to prevent a soul from lingering. Join the River of Souls, Staunton Vhane. There is nothing left for you here. Go forth and be judged.
Using a MP to cast rest eternal on Staunton.

Verene Tanaquil |

"Hopefully not being physically on the same plane as our group will be far enough away to protect us from Soulshear's intentions, and the armor will turn out to be just armor."
Knowledge (Local) DC 20 - Keystones of Lozeri, heightened awareness, heroism, tears to wine: 1d20 + 12 + 2 + 2 + 2 ⇒ (10) + 12 + 2 + 2 + 2 = 28
Can't fail that Knowledge (Geography) check.
Verene buckles on one of the magical belts, which resizes itself to fit her small kobold body instantly, and slides the wand that blinds or deafens a target into her haversack. She looks up at the discussion of the mercenary group's name.
"The Keystones of Lozeri? I have heard of them — I think they were based in Kenabres for a time. They were an elite unit of around fifty, all humans from one of Ustalav's closest counties to the Worldwound, and by all accounts, relatively noble and upright for a mercenary band. They famously fought in numerous battles along the southwestern Worldwound before joining the Fourth Crusade, including the Strike Through the Shudderwood, when they crossed the Moutray River to rescue a band of refugees back in 4707. But they disappeared in 4711 under mysterious circumstances, on an expedition into the Worldwound out of Valas' Gift, where they were then based." Verene falls silent for a moment. She does not belabor the grim point that this means the Keystones have likely been in the demons' hands for almost two years, a fate anyone raised on the edge of the Worldwound knows is far worse than death. "Well. I am ready."
I wouldn't mind taking that Con belt if you want the Strength one from the ghoul tomb, Thesius. Or the other way around if you prefer. I think we're the last two without stat belts, since you gave Nurah back hers. Merixia, Thesius or Verene should take the wand of blindness/deafness, and I would vote for Verene since Merixia will probably want to be fighting with her sword most of the time and Thesius seems to usually go that way too. That's all I think Verene would be interested in.

Worldwound GM |
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Joran snorts at Merixia's words, perhaps not truly believing them. Nurah, meanwhile, looks at Verene, looking bitterly amused. "Looks like we know where they vanished to, at least." She casts a meaningful glance to the south.
"If you want to save 'em," Joran says, "you'll probably be facing off with them. Janeamine has 'em all under her control. Plus whatever else might be in the room."
"The mimics in the hidden area probably won't come out." Nurah offers. "Unless the demons bothered to tell them that we might know they exist."

Azira Tal-Shirin |
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"Is there anything else that needs to be discussed before we move on?" Azira asks, still making some meager effort to mask her growing impatience. "Verene, do you have some means to free these Keystones' minds?"
Her face twists into something like a frustrated frown, or sad scowl as she contemplates the decision that may lay before them. "They've been under her thrall for, perhaps, several years now, and only this handful remains out of fifty... these few may very well be those who have given themselves completely over to her... even if you can break her enchantments on them, there may no longer be any release for them but death."
She takes a deep breath and looks to Elliot. "Obviously, whatever magic we have between us that will shield our minds from her control, we should use before charging in; and we will, of course, focus our attacks on her as well as we can; but, once she dies or flees, what is our plan for her thralls? Do we grant them a swift death and hope that they find their freedom in the outer planes, or do we risk allowing time for reinforcements to arrive so that we can subdue them and see if some time away from , and out from under her magics, might bring them back?"

Merixia |
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"Shielding minds against evil? I can do that. For some of us, at least." Given her companions' usual tactics, Merixia decides on Elliot, Verene, and Thesius. Azira is a paladin with her own divine protections. Wulfric, Nurah, and Joran will just have to stay within Merixia's magic circle against evil. The cleric makes her way over to Elliot, concentrates to draw out Ragathiel's gift of protection, and lays a hand on his arm. She repeats the process with Thesius, then casts the one copy of protection from evil she has prepared on Verene.
"That's all the protection from evil I have for today. Wulfric, Nurah, and Joran, try to stay within ten feet of me. I have a magic circle against evil already active that should protect you from mental influence."
Use protection from evil SLA on Elliot and Thesius, cast prepared protection from evil on Verene.
"As for the Keystones... they are victims. I recommend taking the succubus out first, seeing if that breaks her control over them, and if so how they react." If the mercenaries have truly fallen to evil, bringing them back to camp would be an unacceptable risk unless they're sane enough to surrender like Joran did. But some of them might have the willpower to have retained their moral compass even under a succubus' thrall.

Verene Tanaquil |

Verene looks over at Azira and Merixia in surprise. "Of course we must save them from their immediate captivity. I can knock some out if needed, I hope, and Merixia, Elliot and I should all be able to help them by dispelling the magic, if it is magic, enthralling them. We may not have the resources to do so for all of them today. But most such effects also break naturally over time. The first step is simply to get them away from here physically intact, even if it must be as prisoners because they are not in their right minds. Whether they can fully recover afterward is not in our control, but that much is."
Thanks for being willing to spend your resources on us, Merixia, but you can save at least some of those spells. Verene already cast protection from evil for 8 minutes on herself and Thesius right before we teleported in and had the Staunton fight, and Merixia would know that. There should be at least 5-6 minutes remaining on those, even with the time it takes to loot and ID items. All the talking we've been doing lately for reasons of holidays and OOC delays and so on is combined with those activities as far as I'm concerned, and as soon as they're done, Verene is pushing to move on.
However, re: Nurah, Wulfric and Joran, the magic circle against evil only works on people who are in the circle when it is cast, for as long as they stay in the circle. People can't enter it later and be protected, and they can't leave and come back and be protected. Merixia would have to cast it again with those three inside, and then have them stick close to her like ducklings. So maybe you want to use the individual spells on them instead.

Merixia |
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Whoops, guess I should have gone back and confirmed who had what buffs active. :P I'll put the protection from evil on Wulfric and Nurah instead of Verene and Thesius then. Joran presumably has cleric Will saves and high Wisdom. And I did not know that about magic circle, thanks for the heads up.