
Worldwound GM |
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Once all of the preparations are completed, the champions and their handful of companions make their way out of Staunton's rooms and into what Joran named the Officers' Court. With that done, they move southwards towards the doors, and - once all is prepared - they shove them open.
The door, as it turns out, opens directly into a pile of stone that nearly totally blocks the way. There's no obvious way short of magic or a whole lot of labor to get through the blocked passage.
"By the Ashen Forge..." Joran grumbles. "I forgot about that... This way hasn't been open for months." He does sound distinctly guilty. "We'll have to go around to the east. That's..." He thinks. "But it'd be easier to get out via the parapet than come all the way through. Then you could get in through the front or wherever when you next come in."
DC 27 roll for the below spoiler.
This was totally on me - I didn't read thoroughly enough to remember that the room to your south is blocked off to the north. I would absolutely have revealed this earlier if I had read more carefully. (You guys having teleported in definitely threw me.) Double-checking, there's no note that says specifically about the other rubble areas, so unless otherwise noted, they're just going to be difficult terrain.
Nurah looks skeptical at Joran's claim. "You expect us to believe that?"
"Yes! Look, I don't want to get your friends here angry at me - I'm more'n aware of their power, okay?"
1d20 + 10 ⇒ (17) + 10 = 27

Merixia |
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Sense Motive + heroism + tears to wine: 1d20 + 19 + 2 + 2 ⇒ (5) + 19 + 2 + 2 = 28
Merixia listens carefully to the invisible dwarf's voice. "He's telling the truth. But he's also relieved at the prospect of getting out of here sooner rather than later." She smirks in his direction. "Fortunately for the rest of us, I have some experience with stone shape. Stand back." The cleric steps forward and concentrates, bringing forth the now familiar spell. Chunks of stone melt under her touch, flowing to one side of the doorway to make room for the party to pass.
Use a MP for stone shape. Or two, if necessary.

Verene Tanaquil |

Verene nods approvingly as Merixia steps up to meet the challenge of the blocked passageway with the Wardstone power and a little creative thinking. "The parapet may be a good route in or out eventually, anyway. But of course, one must be able to fly or climb well."
After those who like to be in the vanguard have passed through, she crouches down in order to also traverse the small and narrow tunnel Merixia has opened out of the heavy rock that flowed like water around her touch.

Worldwound GM |
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Joran grunts, but doesn't object to Merixia's assessment, though Nurah seems amused.
The stone shifts beneath Merixia's touch, warping and twisting into an opening that reveals the next room. This once-beautiful court now lies in disarray. The walls are decorated with murals of angels and templars engaged in all manner of foul acts with beasts and demons. Of course, from where they stand, the party can only see a very slim part of the room. The rubble pile extends far beyond the doors they had just opened, and they can see two columns hold up the thirty foot high ceiling - each one with a grotesque sculpture clinging to it.
Verene automatically acts on the surprise round.
Merixia: 1d20 + 14 ⇒ (2) + 14 = 16
Thesius: 1d20 + 24 ⇒ (11) + 24 = 35
Elliot: 1d20 + 11 ⇒ (17) + 11 = 28
Azira: 1d20 + 1 ⇒ (8) + 1 = 9
Joran: 1d20 + 3 ⇒ (3) + 3 = 6
???: 1d20 + 12 + 10 + 2 ⇒ (4) + 12 + 10 + 2 = 28
???: 1d20 + 16 + 10 ⇒ (9) + 16 + 10 = 35
Combat Start
Azira: 1d20 + 12 ⇒ (10) + 12 = 22
Verene: 1d20 + 13 ⇒ (7) + 13 = 20
Merixia: 1d20 + 3 ⇒ (18) + 3 = 21
Thesius: 1d20 + 9 ⇒ (15) + 9 = 24
Elliot: 1d20 + 10 ⇒ (19) + 10 = 29
Nurah: 1d20 + 3 ⇒ (6) + 3 = 9
Joran: 1d20 + 3 ⇒ (20) + 3 = 23
?: 1d20 + 9 ⇒ (3) + 9 = 12
??: 1d20 + 4 ⇒ (11) + 4 = 15
???: 1d20 + 6 ⇒ (11) + 6 = 17
????: 1d20 + 2 ⇒ (11) + 2 = 13
Vrock: 1d20 + 9 ⇒ (15) + 9 = 24
Surprise Round
Initiative order is Elliot, Thesius, vrock, Joran, Azira, Merixia, Verene, ???, ??, ?, ????. Bolded characters are up. Remember, only 1 action on this round.
Verene: HP 54/54; AC 23, touch 14, flat-footed 19; Foretell 8/8, Prescience 5/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 72/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, shared training 97 minutes, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes
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 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes
Elliot: HP 75/77; 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 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, visualization of the body 24 hours, heroism 67 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 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear

Verene Tanaquil |

Even before Verene has fully made it through the tunnel or can see what she is dealing with, she feels the cold chill of warning. "Ambush!" The message hisses quietly in everyone's ears.

Thesius Monteblanc |
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Upon seeing the beast above, Thesius lets out a prayer to Desna
Knowledge (planes) - DC 24: 1d20 + 12 + 2 + 2 + 3 ⇒ (10) + 12 + 2 + 2 + 3 = 29 (12 Base, 2 Heightened Awareness, 2 Heroism, 3 Archaeologist's Luck)
"There is a Vrock up above. Poison and electricity are worthless, blessed weapons are our best bet as it's resistant to magic, fire, cold, and acid. Beware it's shrieks and spores!," he rattles off quickly before falling into a spell of his own. His form seems to start to shift between in out of sight as the spellcasting comes to an end.
(Swift action for Archaeologist's Luck, Free Action to speak, and Standard Action to cast Blink.)

Worldwound GM |
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Surprise Round Midpoint
Verene alerts her companions to the ambush just before Thesius declares the nature of the foe he sees and calls upon his magic to shift in and out of the plane. Elliot takes flight, moving forwards around the wall to ready himself for the battle.
The demon in the distance flies backwards towards one the south, apparently already aware of the heroes' arrival. It caws a taunt. "So you are the ones who slew Vhane? Come then, and find yourselves in the embrace of the Abyss!"
Whatever Joran is doing, it's unclear while he's invisible.
Verene 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 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 72/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, shared training 97 minutes, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes
Thesius: HP 64/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, blink 6 rounds, archeologist’s luck 3 rounds
Elliot: HP 75/77; 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 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 sminutes, longarm 5 minutes, visualization of the body 24 hours, heroism 67 minutes, flight hex 9 rounds
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 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear

Verene Tanaquil |

Prescience, 4/10 remaining: 1d20 ⇒ 10
A strange feeling comes over Verene at the vrock's words. Her slitted yellow eyes do not glow white with Wardstone power, but for a moment they go unfocused. She opens her four mouths, and says in a voice harsh and resonant at once, layered with with odd tones as though it is echoing from somewhere far away: "We will never go to the Abyss but by our own free will."
Then she blinks, and shakes her head slightly. A feeling of cool, calm certainty that they will get through this battle rises in the hearts of her allies. It is clear she has done something, but exactly what is anyone's guess.
Surprise round standard action: Foretell to aid, 7/8 rounds remaining. While the Foretelling is in effect, Verene and her allies within 30 feet of her gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. Using Prescience if better for any save Verene must make over the next round.

Worldwound GM |
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Surprise Round Wrap-Up
A woman steps out from behind one of the pillars, a longbow in hand. With a fluid motion, she draws back an arrow and lets loose at Merixia. The arrow rips audibly through the air, crashing into the hellspawn priestess. With a crunch, it pierces her armor and she feels her ribs crack from the sheer impact. Pain burns up her side, and she almost stumbles.
Red-lined Longbow vs. Merixia, flat-footed, partial cover: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 2d8 + 2 ⇒ (7, 7) + 2 = 16 Merixia is at 56 hp.
In the distant end of the hall, the heroes can hear some chanting, and they see the hunchbacked tiefling they fought on the bridge several days prior chanting a spell. He has several mirror images visible around him, making it difficult to tell which is truly him. Three dretches appear right in front of the heroes, glancing around in confusion before he shouts in Abyssal.
Dretch Initiative: 1d20 ⇒ 10
1d3 ⇒ 3
1d100 ⇒ 43
Just as suddenly, a brimorak appears in a crackle of Abyssal flame, and with a rumble, it steps forwards and unleashes a fiery blast at the heroes. Almost all of them manage to avoid the worst of the explosive flame, despite the close quarters - Thesius managing to escape it entirely. Azira, however, stumbles on a loose bit of stone that leaves her in full facing of the oncoming blast. Agony consumes her along with the fires.
Fireball Damage: 6d6 ⇒ (2, 3, 1, 2, 5, 6) = 19
Merixia Reflex, magic circle against evil, heroism: 1d20 + 4 + 2 + 2 ⇒ (8) + 4 + 2 + 2 = 16
Azira Reflex, heroism, veil of heaven: 1d20 + 18 + 2 + 2 ⇒ (1) + 18 + 2 + 2 = 23
Verene Reflex, heroism, protection from evil: 1d20 + 10 + 2 + 2 ⇒ (15) + 10 + 2 + 2 = 29
Thesius Reflex, archeologist's luck, heroism, evasion, protection from evil: 1d20 + 11 + 2 + 2 + 3 ⇒ (11) + 11 + 2 + 2 + 3 = 29
Wulfric Reflex, protection from evil: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Elliot Reflex, partial cover, heroism: 1d20 + 12 + 2 + 2 ⇒ (6) + 12 + 2 + 2 = 22
Everyone takes half damage, except Thesius, who takes none, Azira, who failed with a natural 1, and Merixia, who resists fire 5. Strangely, flat-footed doesn't impact Reflex saves.
One of the dretches lined in green, now commanded by their summoner, unleashes a burst of sickening smoke in front of the heroes, which swiftly floods the small corner that they find themselves in. All three women in the burst of toxic gas manage to fight off the sickening stench, but are themselves concealed by the mist.
Merixia Fort, magic circle against evil, heroism: 1d20 + 9 + 2 + 2 ⇒ (5) + 9 + 2 + 2 = 18
Azira Fort, heroism, veil of heaven: 1d20 + 17 + 2 + 2 ⇒ (2) + 17 + 2 + 2 = 23
Verene Fort, heroism, protection from evil: 1d20 + 7 + 2 + 2 ⇒ (13) + 7 + 2 + 2 = 24
A second one black-lined steps forwards and unleashes its own native magic, summoning another cloud to block off the way. As with their female counterparts, the men are both able to fight off the stinking smoke, but are now left blind to the rest of the room.
Thesius Fort, archeologist's luck, heroism, protection from evil: 1d20 + 5 + 2 + 2 + 3 ⇒ (14) + 5 + 2 + 2 + 3 = 26
Elliot Fort, heroism: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Green outlines are the stinking clouds.
Round 1
Elliot & Thesius are up.
Verene: HP 45/54; AC 23, touch 14, flat-footed 19; Foretell 7/8, Prescience 4/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 52/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, shared training 97 minutes, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes
Thesius: HP 64/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, blink 6 rounds, archeologist’s luck 3 rounds
Elliot: HP 75/77; 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 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, visualization of the body 24 hours, heroism 67 minutes, flight hex 9 rounds
Azira: HP 62/81; 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 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 42/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
All within 30’ of Verene: Foretell (+2 luck bonus to ability checks, attack rolls, caster level checks, saving throws, and skill checks.
Area Conditions: stinking clouds 2 rounds remaining

Thesius Monteblanc |
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Thesius quickly shifts his longspear into his off-hand before pulling out his masterwork cold iron heavy mace as he closes the distance with the closest dretch (Green-Lined).
Upon reaching his opponent, he lashes out.
20% Miss Chance from Blink - Higher then 20% hits: 1d100 ⇒ 56
Masterwork Cold Iron Heavy Mace Attack: 1d20 + 8 + 2 + 3 ⇒ (10) + 8 + 2 + 3 = 23 (8 Base, 2 Heroism, 3 Archaeologist's Luck) (Add 2 more if creature cannot see invisible creatures due to Blink)
Masterwork Cold Iron Heavy Mace Damage: 1d8 + 2 + 3 ⇒ (7) + 2 + 3 = 12 (2 Base, 3 Archaeologist's Luck)

Worldwound GM |

Round 1 Continued
Thesius rushes out of the choking smoke, bringing his mace down on the closest dretch. His shifting state - between Ethereal and Material - confuses him momentarily, but his blow comes crashing down nonetheless, staggering the creature.
Elliot flies swiftly out of the smog after Thesius, moving upwards and darting out towards the archer, whom he realizes is a half-orc, but he isn't quite close enough to lash out. No idea whether he's got any applicable spells available, so I'm doing what little I know he can do.
The vrock takes advantage of his arrival, swooping towards him and slashing down with its claws. The creature seems almost like six - five of the demons must be mirror images. Elliot isn't quite prepared for the savagery of the vrock's assault, and it catches him off-guard, ripping through his armor and protections and shredding his flesh.
Claw vs. Elliot, heroism: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10
Joran continues to be invisible.
Merixia, Azira, and Verene are up.
Verene: HP 45/54; AC 23, touch 14, flat-footed 19; Foretell 7/8, Prescience 4/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 52/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, shared training 97 minutes, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes
Thesius: HP 64/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, blink 6 rounds, archeologist’s luck 2 rounds
Elliot: HP 65/77; 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 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, visualization of the body 24 hours, heroism 67 minutes, flight hex 8 rounds
Azira: HP 62/81; 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 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 42/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
All within 30’ of Verene: Foretell (+2 luck bonus to ability checks, attack rolls, caster level checks, saving throws, and skill checks.)
Area Conditions: stinking clouds 2 rounds remaining

Worldwound GM |

Disregarding the vrock's last action with some help from Elliot.
Round 1 Continued, redux
As Elliot swoops into the room, he sees three more half-orc arches, as well as a pair of brimoraks standing near the ceiling. I'm treating him as having spent the surprise round using shield, then using the flight hex and moving in towards the archer.
Meanwhile, the vrock glances down at Thesius, and gestures sharply. The half-elf suddenly feels a jolt of force strike him, yanking his legs out from under him and dropping him to the ground.
Telekinesis Trip vs. Thesius CMD: 1d20 + 17 ⇒ (10) + 17 = 27 Thesius is now prone.
Blink Miss, high is hit: 1d100 ⇒ 74 Oof.
Also, Thesius, if you're not in a darkvision-capable shape, you're in full darkness right now, meaning everything's got concealment from you. Wulfric's the only source of light at the moment, and he's currently blocked not only by the two clouds, which block the light to one square from him, but also the wall.
Now Merixia, Verene, and Azira are up.
Verene: HP 45/54; AC 23, touch 14, flat-footed 19; Foretell 7/8, Prescience 4/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 52/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, shared training 97 minutes, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes
Thesius: HP 64/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, blink 6 rounds, archeologist’s luck 2 rounds, prone
Elliot: HP 75/77; 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 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, heroism 67 minutes, flight hex 9 rounds, shield 10 rounds
Azira: HP 62/81; 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 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 42/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
All within 30’ of Verene: Foretell (+2 luck bonus to ability checks, attack rolls, caster level checks, saving throws, and skill checks.)
Area Conditions: stinking clouds 2 rounds remaining

Azira Tal-Shirin |
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Azira places her free hand on the frame of the nearby door and twirls through it. On the other side she finds fresh air, and a wall of minor demons blocking her path. "This side is blocked," she informs her companions through Verene's whisper magic, "follow Thesius through the door to the right." Then Radiance flashes in the darkness as it joins the dance.
Radiance 1 (hero): 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28
for: 1d8 + 17 + 2 ⇒ (7) + 17 + 2 = 26
Radiance 2 (hero): 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
for: 1d8 + 17 + 2 ⇒ (4) + 17 + 2 = 23
confirm 2?: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
for another: 1d8 + 9 + 2 ⇒ (4) + 9 + 2 = 15
I think I can 5' step here, hopefully. I'll attack the green-lined dretch that's threatening Thesius (moving to black for the 2nd attack if the 1st one somehow kills it). Also, I had totally forgotten but I believe Radiance sheds light as a torch (unless I tell it not to), so I think there should be some light in here.

Verene Tanaquil |

Don't forget your Foretell bonuses, folks! An additional +2 luck bonus on attacks, saves, skill checks, caster level checks, and ability checks as long as you're within 30' of Verene, until I end the effect. You don't need to be able to see her or anything. For Thesius, I think he can apply Fate's Favored for an additional +1, though it won't stack with his archeologist's luck ability. It will just save him some rounds/day of it. I don't think this would have changed anything above, as only Azira failed any saves and it was on a 1.
Prescience, 3/10 remaining: 1d20 ⇒ 9
"Understood. The half-orc archer is using a gravity bow spell to increase her arrows' deadliness. That tiefling mage from the bridge just cast a summoning to call the dretches. Stay close in for now until I can quicken us, please."
Finding their group unexpectedly faced with at least half a dozen different enemies, by the sounds of it, and without a recently cast shield spell, Verene first protects herself from the archer before moving out of the cloud. With a chanted sentence and a swift motion like drawing a cloak close, she calls up the sturdy illusion she memorized this morning to shroud her presence and movements, even if she casts offensive spells. Then, mindful of Azira's advice, she makes her way around the pillar and through the fog to where Thesius was, where Elliot also flew. Upon emerging from the poison fog, she narrowly avoids tripping over Thesius's sprawled form beside the ruins of two of the dretches, and instead hops over his legs to a place where she can see most of the room without being seen. Her tail trails over his ankle, so he knows where she is.
More archers. Worse than I expected. I should have suggested scouting the room before sending everyone through.
Standard to cast greater invisibility for 8 rounds, move. Using Prescience if better and seems necessary for any save she has to make over the next turn, etc. 6/8 rounds of Foretell remaining. I turned Verene's token transparent on the map to denote the invisibility effect. Next time will be casting haste, so don't split up farther than 30' from each other until she has next acted, please. If you go off on your own you'll necessarily be left out.

Merixia |
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The nauseating stench of stinking cloud is becoming depressingly familiar. Merixia steels herself against the effects and chants a now-familiar spell. Five wings of flame ignite on her back. She takes off, rising above the noxious mist to catch up with Elliot.
Flying won’t save you now, vrock!
Thanks, Verene. I’m on mobile and it’s hard to see. Cast shield of wings, move up 25’ and across 25’.

Verene Tanaquil |

Directly left of Thesius. I turned her token mostly transparent, as I said.

Merixia |

How did I end up editing my previous post instead of making a new one? Screw it, I’m tired of fighting with the stupid touchscreen keyboard. I’m just going to leave it.

Worldwound GM |
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Wait, does Radiance glow like a torch? I... don't remember that. I mean, I'm willing to believe it, but I'll have to double check all of the places its abilities are described.
Round 1 Wrap-Up
Azira rushes out of the cloud, slashing down one of the summoned demons, which hisses back into the Abyss, before cleaving into the second dretch, who shrieks in pain and stumbles a few steps backwards.
Verene summons her magic, rendering herself invisible and then slipping out through the smog and into the main field of battle.
Meanwhile, Merixia summons up Ragathiel's power, and dons the wings of fire that mark him. Soaring forwards, she rushes towards the vrock and the center of the battlefield, such as it is.
Elliot: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Azira: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
Merixia: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
Verene: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Thesius: 1d20 + 24 + 2 + 3 ⇒ (19) + 24 + 2 + 3 = 48
The archer lined in red closest to Elliot and Merixia glances between the two of them, considering for a few moments, before pulling back behind her column and tugging a potion out from within her belt. She takes a deep draught from it, and then tosses the empty bottle aside.
Another archer lined in blue rushes forwards, pulling back his bow as he aims at Merixia. The arrow tears through the air, slamming into her, but her armor takes the worst of it, leaving her simply bruised.
Blue-lined Longbow vs. Merixia, PBS, magic circle against evil, ???: 1d20 + 9 + 1 + 1 ⇒ (13) + 9 + 1 + 1 = 24
The two other archers remain behind their columns, but one of them, lined in yellow, pulls back mightily on his bow and fires at Merixia from across the room. This time she knocks it aside with one of her wings, burning the arrow outright.
Longbow vs. Merixia, magic circle against evil: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
The hunchbacked tiefling sorcerer incants a spell, hurling a magical burst at Merixia, which causes magical aspect of the bond she shares with Elliot and the others to fade swiftly, dissipated by the hostile magic.
Dispel Magic CL roll vs. Merixia: 1d20 + 8 ⇒ (16) + 8 = 24 Hm, okay. Which spell gets hit by it. The highest CL spells are... CL 8, right? I think that beats even CL 10 or 11, if one of her buffs is one of those. Either way. Buffs in order are shared training, heroism, ironskin, crusader's edge, bull's strength, magic circle against evil, and shield of wings. 1d7 ⇒ 1. That's shared training. Probably not the worst result, honestly.
The brimorak closest to Azira lined in orange lashes out with sword and hoof in a rapid display of burning weaponry, but the aasimar paladin is more than capable of deflecting the attacks with casual ease.
Longsword vs. Azira 1: 1d20 + 11 ⇒ (8) + 11 = 19
Longsword vs. Azira 2: 1d20 + 6 ⇒ (6) + 6 = 12
Hoof vs. Azira: 1d20 + 5 ⇒ (2) + 5 = 7
Another of the brimoraks lined in green hurls a blazing orb towards the center of the battlefield, which explodes into a blazing fireball that consumes four of the heroes - including the invisible Verene. Thesius is able to roll out of it, avoiding being burned entirely, but Verene only manages to avoid the worst, getting scorched by the terrible flames. Merixia can't move out of the way at all, but one of her blazing wings catches the fire, preventing it from harming her at all. Elliot is not so lucky, as he takes the full brunt of the blaze with only his natural resistance to fire to save him.
Fire Damage: 6d6 ⇒ (3, 3, 3, 6, 5, 1) = 21
Elliot Reflex, protection vs. evil, heroism, Foretell: 1d20 + 12 + 2 + 2 ⇒ (1) + 12 + 2 + 2 = 17 Cloak of resistance not stacking with protection from evil
Merixia Reflex, magic circle against evil, heroism, Foretell: 1d20 + 3 + 2 + 2 + 2 ⇒ (7) + 3 + 2 + 2 + 2 = 16 Likewise.
Thesius Reflex, archeologist's luck, protection from evil, heroism: 1d20 + 10 + 3 + 2 + 2 ⇒ (12) + 10 + 3 + 2 + 2 = 29 Ibid.
Verene Reflex, heroism: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 You know the drill by now.
Merixia and Thesius are unharmed, Verene takes 10 damage, Elliot takes 16.
The final brimorak lined in red gestures, and a swirl of Abyssal flame brings forth a fourth demon of the same kind, next to Thesius' prone form. The brimorak takes a quick glance around, and then slashes down at the hero. Even as the blade comes sweeping down, however, he shifts into the Ethereal Plane, and it passes through him harmlessly.
50%, high succeeds: 1d100 ⇒ 61
Longsword vs. Thesius, protection from evil, prone: 1d20 + 11 ⇒ (18) + 11 = 29
Miss Chance 20%, low misses: 1d100 ⇒ 10
Longsword vs. Thesius, protection from evil, prone: 1d20 + 7 ⇒ (2) + 7 = 9
Miss Chance 20%, low misses: 1d100 ⇒ 23
Hoof vs. Thesius, protection from evil, prone: 1d20 + 5 ⇒ (1) + 5 = 6
Miss Chance 20%, low misses: 1d100 ⇒ 89
The uninjured dretch lined in red takes a step forwards and begins tearing at Thesius as well, claws and fangs swinging down in a rapid series of strikes. This time, he's not so fortunate, as one series of claw strikes rip into him, tearing through magical protections and armor alike.
Claw 1 vs. Thesius, protection from evil, prone: 1d20 + 4 ⇒ (18) + 4 = 22
Miss Chance 20%, low misses: 1d100 ⇒ 24
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw 2 vs. Thesius, protection from evil, prone: 1d20 + 4 ⇒ (8) + 4 = 12
Miss Chance 20%, low misses: 1d100 ⇒ 33
Bite vs. Thesius, protection from evil, prone: 1d20 + 4 ⇒ (2) + 4 = 6
Miss Chance 20%, low misses: 1d100 ⇒ 9
In the distance, the heroes hear Nurah begin to declaim a heroic tale, stirring their hearts and minds to greater feats.
Beginning inspire courage +2.
Round 2
Elliot & Thesius are up.
Verene: HP 35/54; AC 18, touch 13, flat-footed 15; Foretell 6/8, Prescience 3/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes, greater invisibility 8 rounds; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 52/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes, shield of wings (4 wings) 8 minutes
Thesius: HP 57/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, blink 6 rounds, archeologist’s luck 2 rounds, prone
Elliot: HP 59/77; 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 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, heroism 67 minutes, flight hex 9 rounds, shield 10 rounds, protection from evil 8 minutes
Azira: HP 62/81; 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 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 42/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes, Inspire Courage +2
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
All within 30’ of Verene: Foretell (+2 luck bonus to ability checks, attack rolls, caster level checks, saving throws, and skill checks.)
Area Conditions: stinking clouds 1 round remaining

Thesius Monteblanc |
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Thesius will quickly work to regain his footing, before lashing out with his mace at the Brimorak (Blue-lined).
20% Miss Chance from Blink - Higher then 20% hits: 1d100 ⇒ 17
Masterwork Cold Iron Heavy Mace Attack: 1d20 + 8 + 2 + 3 ⇒ (16) + 8 + 2 + 3 = 29 (8 Base, 2 Heroism, 3 Archaeologist's Luck) (Add 2 more if creature cannot see invisible creatures due to Blink)
Masterwork Cold Iron Heavy Mace Damage: 1d8 + 2 + 3 ⇒ (1) + 2 + 3 = 6 (2 Base, 3 Archaeologist's Luck)
(If we are saying he did not go in with Darkvision up, he'll cast that defensively instead.)

Elliot, the Red Heron |
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Since Verene wanted us to not spread out for Haste next, I'll stay near the group.
Coughing from the ash of the fireball, Elliot gazes at the battlefield below and finds himself and Merixia alone in a room filled to the brim with demons of various kinds.
And - even better- no humanoids to worry about, too!
"May I have this dance, my love?" He asks, grinning at the cleric as they begin slaughtering the nearest demons...
I'll use 1 mp here to give Eclipse Evil Outsider bane for 1 minute, presuming these are all demons. I think that lowers Elliot's MP pool to just 1 left; he's running low on resources. After that he full attacks the blue brimorak, then the red and black Dredges in order if he has any attacks left. He will flank blue with Thesius if Height/5ft step allows. Then he uses Brand/spellstrike/full attack for 2 normal attacks and an iterative.
attack, base +15, 4 outflank, 2 IC+2, 2 heroism, 2 Bane, +2 small: 1d20 + 25 ⇒ (13) + 25 = 38
damage, base 1d4+12, Bane, IC+2, Lethal coldiron magic slashing: 2d6 + 1d4 + 16 ⇒ (6, 3) + (3) + 16 = 28
Brand vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (8) + 14 = 22
Brand vs SR, roll twice take higher d20: 1d20 + 14 ⇒ (11) + 14 = 25
If that passes SR, it takes a whole one point of extra damage!
attack, base +15, 4 outflank, 2 IC+2, 2 heroism, 2 Bane, +2 small: 1d20 + 25 ⇒ (5) + 25 = 30
damage, base 1d4+12, Bane, IC+2, Lethal coldiron magic slashing: 2d6 + 1d4 + 16 ⇒ (1, 5) + (3) + 16 = 25
attack, base +15, 4 outflank, 2 IC+2, 2 heroism, 2 Bane, +2 small: 1d20 + 20 ⇒ (18) + 20 = 38
damage, base 1d4+12, Bane, IC+2, Lethal coldiron magic slashing: 2d6 + 1d4 + 16 ⇒ (3, 1) + (4) + 16 = 24
attack, base +15, 4 outflank, 2 IC+2, 2 heroism, 2 Bane, +2 small, crit confirm attack 3: 1d20 + 20 ⇒ (16) + 20 = 36
damage, base 1d4+12, Bane, IC+2, Lethal coldiron magic slashing: 2d6 + 1d4 + 16 ⇒ (1, 3) + (3) + 16 = 23
If the black brimorak lives through all three attacks, the third one, assuming it is a crit and both Elliot and Thesius flank, grants them both another AoO vs it.
AoO if relevant vs blank or provokes from something, attack, base +15, 4 outflank, 2 IC+2, 2 heroism, 2 Bane, +2 small: 1d20 + 25 ⇒ (14) + 25 = 39
damage, base 1d4+12, Bane, IC+2, Lethal coldiron magic slashing: 2d6 + 1d4 + 16 ⇒ (4, 5) + (1) + 16 = 26

Worldwound GM |

Round 2 Continued
I assume that Thesius is willing to risk the AoOs for getting up from prone - blink is really good defensively, even if it did make you miss the attack.
As Thesius gets to his feet, he leaves himself open to the demons closest to him - but thanks to his magic, both claw and blade slip easily through him as he steadies himself. The archeologist swings a heavy strike at the brimorak... only to slip into the Ethereal Plane just as the blow is about to land.
Dretch AoO: 1d20 + 4 ⇒ (11) + 4 = 15
Miss Chance 50%, high misses: 1d100 ⇒ 71
Brimorak Longsword AoO: 1d20 + 11 ⇒ (11) + 11 = 22
Miss Chance 50%, high misses: 1d100 ⇒ 94
Elliot, following his sister's advice, swoops over to attack the blue-lined brimorak, using Thesius' presence as a distraction to attack. Righteous Eclipse blurs in a gold-black streak, slashing through the demon's guard in a dizzying array of attacks - the last of which leaves it open to Thesius finishing it off... had it not beheaded the demon in a single strike.
The vrock begins chanting in Abyssal, dancing in the air as he does so.
Azira, Merixia, and Verene are up.
Verene: HP 35/54; AC 18, touch 13, flat-footed 15; Foretell 6/8, Prescience 3/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes, greater invisibility 8 rounds; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 52/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes, shield of wings (4 wings) 8 minutes
Thesius: HP 64/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, darkvision 8 hours, blink 5 rounds, archeologist’s luck 1 round
Elliot: HP 59/77; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, heroism 67 minutes, flight hex 8 rounds, shield 9 rounds, protection from evil 8 minutes, evil outsider bane on Righteous Eclipse 10 rounds
Azira: HP 62/81; 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 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 42/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes, Inspire Courage +2
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
All within 30’ of Verene: Foretell (+2 luck bonus to ability checks, attack rolls, caster level checks, saving throws, and skill checks.)
Area Conditions: stinking clouds 1 round remaining

Verene Tanaquil |

Verene lifts a tiny fragment of dried root and chants a now-familiar sentence, and her allies feel the zing of speed lending strength to their muscles and sharpening their reactions even as the outside world slows down. Still invisible, she then hustles lightly to behind one of the central pillars, balancing the need to see everything with the risk of another fireball. "I will focus on disabling the mage and the vrock next." Standard to cast haste for 8 rounds, move. 5/8 rounds Foretell remaining.

Azira Tal-Shirin |
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Azira briefly brushes her free hand across her wound as she continues her deadly dance with Radiance. The glowing blade whirls towards the demons around her in flashes of golden light.
Lay Hands: 4d6 ⇒ (1, 6, 4, 1) = 12
Radiance 1 (hero/foretell/haste): 1d20 + 20 + 2 + 2 + 1 ⇒ (12) + 20 + 2 + 2 + 1 = 37
for: 1d8 + 19 + 2 + 2 ⇒ (4) + 19 + 2 + 2 = 27
Radiance 2 (hero/foretell/haste): 1d20 + 20 + 2 + 2 + 1 ⇒ (8) + 20 + 2 + 2 + 1 = 33
for: 1d8 + 19 + 2 + 2 ⇒ (1) + 19 + 2 + 2 = 24
Radiance 3 (hero/foretell/haste): 1d20 + 15 + 2 + 2 + 1 ⇒ (5) + 15 + 2 + 2 + 1 = 25
for: 1d8 + 19 + 2 + 2 ⇒ (5) + 19 + 2 + 2 = 28
start with red, then black (if/when red dies), and orange (if black dies and I have an attack left)

Merixia |
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Whatever the vrock is doing, it can't be anything good. But if that sorcerer gets another spell off, Merixia might lose her wings, and then she won't be able to fight the flying demon. She flies forward a bit to get a better view of her target, raises her holy symbol and begins the incantation to call down a blast of pure divine power.
Move and cast holy smite, Will DC 19. I made a yellow 20-ft radius template to show where she cast it. The spell should hit the sorcerer, the red archer, and the vrock.
Holy smite damage vs. evil creatures, not outsider (evil): 4d8 ⇒ (2, 4, 1, 3) = 10
SR check vs. vrock: 1d20 + 8 ⇒ (18) + 8 = 26 Whoops, I forgot Foretell. Add 2 to this result for 28.
Wow, that might actually hit!
Holy smite damage vs. outsider (evil): 8d6 ⇒ (6, 1, 1, 6, 6, 1, 4, 5) = 30

Worldwound GM |
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Round 2 Wrap-Up
Verene summons up another spell of speed, endowing her companions with the superhuman alacrity that they've become more or less accustomed to.
Healing herself with Iomedae's divine power, Azira takes immediate advantage of it, bringing Radiance's glowing blade down on the unfortunate dretch closest to Thesius. The demon is unable to get its guard up in time, and with two swift strikes, she tears it in two, prompting it to vanish in a sizzle of demonic energy. With a whirl, she cuts down its counterpart as well, and it, too, vanishes back to the Abyss.
Merixia calls upon the wrath of the General of Heaven, which manifests itself as a burst of holy power down upon the mundane realm, which devours the sorcerer, one of the archers, and the vrock. The archer yelps, grabbing at her eyes with her off-hand as the radiant light sears her flesh. The sorcerer, by contrast, simply groans, staggering back from the powerful magic. The demon wails, its song momentarily interrupted, but it isn't as hurt as she had hoped it would be. Surprisingly, one of the statues on the pillars shrieks as well, revealing itself to be a gargoyle masquerading as a statue.
Archer Will: 1d20 + 2 ⇒ (1) + 2 = 3
Sorcerer Will: 1d20 + 9 ⇒ (20) + 9 = 29
Vrock Will, heroism: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Merixia CL vs. Gargoyle SR. Foretell: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 Haha.
Gargoyle Will: 1d20 + 4 ⇒ (12) + 4 = 16
Called forth by the shriek of their comrade, the other three statues come to life as well, soaring towards the champions. One lined in black, closest to Elliot, beats its wings upwards and slashes out at the aasimaar. Fortunately, his magical defenses keep the claw from penetrating his armor - let alone his clothing.
Claw vs. Elliot, flat-footed, smite good: 1d20 + 7 ⇒ (12) + 7 = 19
The injured gargoyle lined in orange curses in Abyssal, growling away the pain.
One of the far gargoyles lined in white soars towards Merixia, claws outstretched, but can't quite get to her before she's prepared.
The last lined in green, soars across the room, evading the brimorak in between the two of them, and lashes out itself at Elliot. This time, it manages to rip through his magical defenses, clawing an unpleasantly painful gash across his chest.
Claw vs. Elliot, flat-footed, smite good: 1d20 + 7 ⇒ (16) + 7 = 23
Damage, Smite Good: 1d6 + 2 + 5 ⇒ (4) + 2 + 5 = 11
One of the two further archers lined in yellow retreats way back, almost out of the room, but prepares to fire an arrow at Elliot as well. The arrow soars through the air, but he's quick enough to use the newly arrived gargoyles as cover, dodging out of the way.
Longbow vs. Elliot, divine favor, soft cover: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
The other archer lined in green takes aim at Merixia instead, guffawing at his counterpart. Fortunately, she doesn't even need to dodge, as her armor deflects the oncoming projectile.
Longbow vs. Merixia, divine favor, partial cover: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
With that, the archer retreats as well, dodging into the other corner of the door.
The last of the archers, lined in blue raises her bow and unleashes a swift volley at Elliot. The frog-shaped aasimar evades both arrows with ease, even slicing one out of the air with Righteous Eclipse
Longbow vs. Elliot 1, aspect of the falcon, soft cover, Rapid Shot, Point-Blank Shot: 1d20 + 9 - 2 + 1 + 1 ⇒ (15) + 9 - 2 + 1 + 1 = 24
Longbow vs. Elliot 2, aspect of the falcon, soft cover, Rapid Shot, Point-Blank Shot: 1d20 + 9 - 2 + 1 + 1 ⇒ (1) + 9 - 2 + 1 + 1 = 10
The sorcerer falls back, chanting a spell, and hurls a nasty-looking dart that glows faintly with a sickly green aura. Fortunately, it goes quite wide, and swiftly dissipates into magical residue.
Touch vs. Thesius, partial cover: 1d20 + 6 ⇒ (1) + 6 = 7
The brimorak next to Azira lined in orange takes a few steps to the side, then exhales a blast of boiling blood through her and over Thesius. The aasimar evades the worst, but still gets a few burns for her trouble, while Thesius is caught off-guard, and takes the full blast. Fortunately, his magic brings him partially into the ethereal, leaving him only somewhat burnt.
Fire Damage: 5d6 ⇒ (1, 6, 3, 6, 2) = 18
Azira Reflex, heroism, Foretelling, veil of heaven, haste: 1d20 + 18 + 2 + 2 + 2 + 1 ⇒ (10) + 18 + 2 + 2 + 2 + 1 = 35
Thesius Reflex, heroism, archeologist's luck, protection from evil, haste: 1d20 + 10 + 3 + 2 + 2 + 1 ⇒ (1) + 10 + 3 + 2 + 2 + 1 = 19
Thanks to blink, Thesius only takes half damage, as does Azira.
The red-lined brimorak floats over the head of the half-orc archer below him, and then hurls a fireball at the three heroes further north. All of them manage to get out of the way, though while Thesius manages to avoid it completely, Elliot's heritage protects him even further, but Azira is somewhat burnt.
Fire Damage: 6d6 ⇒ (2, 3, 1, 6, 3, 1) = 16
Azira Reflex, heroism, Foretelling, veil of heaven, haste: 1d20 + 18 + 2 + 2 + 2 + 1 ⇒ (15) + 18 + 2 + 2 + 2 + 1 = 40
Thesius Reflex, heroism, archeologist's luck, protection from evil, haste: 1d20 + 10 + 3 + 2 + 2 + 1 ⇒ (9) + 10 + 3 + 2 + 2 + 1 = 27
Elliot Reflex, protection vs. evil, heroism, Foretell, haste: 1d20 + 12 + 2 + 2 + 1 ⇒ (11) + 12 + 2 + 2 + 1 = 28
Everyone succeeds. No damage to Thesius, while Elliot takes only 3 damage, and Azira takes 8.
The final brimorak lined in green invokes a wave of magical energy that it hurls at Merixia. Fortunately, none of her spells fade - its magic fizzles uselessly against them. With that, it advances slightly, sword ready.
CL dispel magic check: 1d20 + 6 ⇒ (4) + 6 = 10
Nurah continues her stirring story, then steps into the room. Spotting the demon close to Azira, she takes a quick thrust at it with her longspear. She manages to hit it, but the spear does little more than bruise its hide, despite the cold iron.
Nurah Longspear vs. Orange-lined Brimorak, IC, heroism: 1d20 + 5 + 2 + 2 ⇒ (17) + 5 + 2 + 2 = 26
Damage, IC: 1d6 - 2 ⇒ (1) - 2 = -1
Round 3
Thesius & Elliot are up.
Verene: HP 35/54; AC 18, touch 13, flat-footed 15; Foretell 5/8, Prescience 3/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes, greater invisibility 7 rounds; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 52/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes, shield of wings (4 wings) 8 minutes
Thesius: HP 55/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, darkvision 8 hours, blink 5 rounds, archeologist’s luck 1 round
Elliot: HP 45/77; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, heroism 67 minutes, flight hex 8 rounds, shield 9 rounds, protection from evil 8 minutes, evil outsider bane on Righteous Eclipse 10 rounds
Azira: HP 57/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 4/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 42/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes, Inspire Courage +2, haste 8 rounds
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
All within 30’ of Verene: Foretell (+2 luck bonus to ability checks, attack rolls, caster level checks, saving throws, and skill checks.)

Elliot, the Red Heron |
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I am assuming what made Elliot flat-footed vs the gargoyle was some sort of special ability it has?
"There's over two hundred poisonous frog species. Care to test your luck?" Elliot responds to the demon with musings on whether he was edible. The sudden appearance of the gargoyles was certainly annoying, but at least those were weak to elemental damage... unlike everything else living in the worldwound.
He channeled extra flame and frost into his scimitar and lashed out at the three enemies in his direct reach!
Swift to give eclipse the Flaming and Frost enhancements to deal some bonus damage vs the gargoyles and other enemies without cold or fire resistance for 1 minute. Then 5-ft step, full attack green flying rock, then the two gargoyles from west to east. Sadly I cannot make it to the Vrock efficiently.
attacks, previous buffs + haste + foretell + 2d6 elemental damage, no flank: 1d1d20 + 25 ⇒ (14) + 25 = 39
damage, evil outsider bane: 2d6 + 1d4 + 14 ⇒ (1, 2) + (1) + 14 = 18
fire damage: 1d6 ⇒ 3
cold damage: 1d6 ⇒ 5
spell resistance rolls for brand, if hits, dc 14 fort or take 1 damage: 1d20 + 14 ⇒ (2) + 14 = 16
spell resistance rolls for brand, if hits, dc 14 fort or take 1 damage: 1d20 + 14 ⇒ (10) + 14 = 24
attack 2: 1d20 + 25 ⇒ (17) + 25 = 42
damage, evil outsider bane: 2d6 + 1d4 + 14 ⇒ (6, 6) + (2) + 14 = 28
fire damage: 1d6 ⇒ 4
cold damage: 1d6 ⇒ 2
attack 3: 1d20 + 25 ⇒ (15) + 25 = 40
damage, evil outsider bane: 2d6 + 1d4 + 14 ⇒ (6, 3) + (4) + 14 = 27
fire damage: 1d6 ⇒ 1
cold damage: 1d6 ⇒ 1
attack 4: 1d20 + 20 ⇒ (18) + 20 = 38
damage, evil outsider bane: 2d6 + 1d4 + 14 ⇒ (2, 4) + (2) + 14 = 22
fire damage: 1d6 ⇒ 1
cold damage: 1d6 ⇒ 2
attack1 crit confirm: 1d20 + 25 ⇒ (19) + 25 = 44
damage, evil outsider bane: 2d6 + 1d4 + 14 ⇒ (4, 3) + (4) + 14 = 25
fire damage: 1d6 ⇒ 2
cold damage: 1d6 ⇒ 1
attack 2 ccrit confirm: 1d20 + 25 ⇒ (12) + 25 = 37
damage, evil outsider bane: 2d6 + 1d4 + 14 ⇒ (5, 2) + (3) + 14 = 24
fire damage: 1d6 ⇒ 2
cold damage: 1d6 ⇒ 1
attack 3 crit confirm: 1d20 + 25 ⇒ (20) + 25 = 45
damage, evil outsider bane: 2d6 + 1d4 + 14 ⇒ (2, 1) + (4) + 14 = 21
fire damage: 1d6 ⇒ 3
cold damage: 1d6 ⇒ 4
attack 4 crit confirm: 1d20 + 20 ⇒ (20) + 20 = 40
damage, evil outsider bane: 2d6 + 1d4 + 14 ⇒ (2, 5) + (2) + 14 = 23
extra fire damage: 1d6 ⇒ 1
extra cold damage: 1d6 ⇒ 5
If the brimorak dies, he continues attacking the gargoyles with remaining strikes. They are not evil outsiders so that would remove the 2d6 demonbane as well as lower attack and damage by 2. But presumably they do not resist cold or fire damage.

Thesius Monteblanc |
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(Archaeologist's Luck actually last for 5 rounds currently per use.)
Thesius shifts forward, his mace falling at his feet as he pulls forth his shortbow and a cold iron arrow. His voice shouting out to his companions, "The Vrock is prepping to fill this entire area with electricity."
He then unleashes an arrow at it before once more calling upon his new divinity to shoot one more.
(Free action 5-feet step, free action drop weapon, move action draw weapon, standard action attack, and swift action fleet charge)
Miss Chance - 20 or lower misses: 1d100 ⇒ 18
Shortbow Attack with Cold Iron Arrow: 1d20 + 8 + 3 + 2 + 2 + 1 - 2 ⇒ (17) + 8 + 3 + 2 + 2 + 1 - 2 = 31 (8 Base, 3 Archaeologist's Luck, 2 Heroism, 2 Inspire Courage, 1 Haste, -2 Range Increment)
Shortbow Damage with Cold Iron Arrow: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6 (3 Archaeologist's Luck, 2 Inspire Courage)
Miss Chance - 20 or lower misses: 1d100 ⇒ 83
Shortbow Attack with Cold Iron Arrow: 1d20 + 8 + 3 + 2 + 2 + 1 - 2 + 4 ⇒ (20) + 8 + 3 + 2 + 2 + 1 - 2 + 4 = 38 (8 Base, 3 Archaeologist's Luck, 2 Heroism, 2 Inspire Courage, 1 Haste, -2 Range Increment, 4 Fleet Charge)
Shortbow Damage with Cold Iron Arrow: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6 (3 Archaeologist's Luck, 2 Inspire Courage)
Shortbow Attack with Cold Iron Arrow: 1d20 + 8 + 3 + 2 + 2 + 1 - 2 + 4 ⇒ (3) + 8 + 3 + 2 + 2 + 1 - 2 + 4 = 21 (8 Base, 3 Archaeologist's Luck, 2 Heroism, 2 Inspire Courage, 1 Haste, -2 Range Increment, 4 Fleet Charge)
Shortbow Damage with Cold Iron Arrow: 2d6 + 6 + 4 ⇒ (5, 6) + 6 + 4 = 21 (3 Archaeologist's Luck, 2 Inspire Courage)

Worldwound GM |

Noted, Thesius.
Round 3 Continued
It was that they were striking from stealth, Elliot. I think that's how it works, anyways? Only Thesius spotted them before they acted. Also, Elliot can't reach the brimorak without moving. Even you've moved him with a 5-foot step already, it is 20' away from his current position. I'm going to have him target all his attacks on the gargoyles, if that's fine by you.
Elliot Knowledge (planes), tears to wine, heroism: 1d20 + 17 + 2 + 2 ⇒ (11) + 17 + 2 + 2 = 32
Elliot recognizes the gargoyles as being tainted by the Abyss - elemental fire and frost will do them considerably less harm than their purely mundane cousins. They're fiendish gargoyles. I should've had this roll happen before, but I forgot. Nevertheless, I'll let you switch your elemental attunement/negate it entirely, if you prefer.
With an explosion of strikes, Elliot shreds the closest gargoyle green-lined, then, before it even hits the ground, cuts a deep gash across the throat of the next one lined in black. However, it remains steady, glaring at him with hungry eyes.
Thesius, meanwhile, readies his bow, advancing and firing at the dancing and chanting vrock. The first shot slips into the ethereal before it has the chance to land on the vrock's form - or that of one of its shadowy images. The second shot, however, is not so unfortunate, as it streaks across the room towards the demon - only to shatter one of the images that shadows its movements instead of landing home.
Mirror Image, 1 is the vrock: 1d6 ⇒ 2
The vrock continues its dance and chant, whirling through a chaotic spread of gestures and blasphemous verses.
Joran does ???
Verene, Azira, and Merixia are up.
Verene: HP 35/54; AC 18, touch 13, flat-footed 15; Foretell 5/8, Prescience 3/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes, greater invisibility 7 rounds; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 52/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes, shield of wings (4 wings) 8 minutes
Thesius: HP 55/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, darkvision 8 hours, blink 4 rounds, archeologist’s luck 2 rounds
Elliot: HP 45/77; AC 27, touch 19, flat-footed 21, Arcane Pool 5/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, heroism 67 minutes, flight hex 7 rounds, shield 8 rounds, protection from evil 8 minutes, evil outsider bane on Righteous Eclipse 9 rounds
Azira: HP 57/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 4/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 42/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes, Inspire Courage +2, haste 8 rounds
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
All within 30’ of Verene: Foretell (+2 luck bonus to ability checks, attack rolls, caster level checks, saving throws, and skill checks.)

Verene Tanaquil |

Never mind, just realized Merixia and Elliot at least are high up in the air and Verene can't reach them to touch them. Back to original plan.
Prescience, 2/10 remaining: 1d20 ⇒ 9
In response to Thesius's warning, Verene considers trying to protect her friends from electricity, but Merixia and Elliot are flying too far above her, and Azira soon will be. "Nurah, Wulfric, you may wish to retreat if you can."
If she can instead disrupt the hideous vulture-like demon's dancing by slowing it down and causing it to fall out of sequence, perhaps they all might be spared. Verne draws out a drop of molasses, chanting the long phrase. Her magic settles like a thrown net over the vrock, three gargoyles, the two closest brimoraks, and one of the archers, and draws tight, attacking their minds by speeding up their perception of time to make them think and react more slowly. Then, just to hedge her bets, she takes cover behind the wall of the open corridor to the west.
Cast slow, DC 20 Will save, move. Marking enemies that have to save with a red hourglass. Up to 8 enemies that are all within 30 feet of each other can be affected, and I think I was able to get 7 that are within that range. If a creature is staggered, that of course means no full-round actions. I'm assuming only the vrock and the brimoraks have spell resistance. If any other enemies have SR, feel free to roll twice for each of them. Using Prescience if necessary for a save etc.
Caster level check to overcome spell resistance, Vrock 2: 1d20 + 8 + 4 ⇒ (8) + 8 + 4 = 20
Caster level check to overcome spell resistance, Green Brimorak 1: 1d20 + 8 + 4 ⇒ (20) + 8 + 4 = 32
Caster level check to overcome spell resistance, Green Brimorak 2: 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17
Caster level check to overcome spell resistance, Red Brimorak 1: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14
Caster level check to overcome spell resistance, Red Brimorak 2: 1d20 + 8 + 4 ⇒ (6) + 8 + 4 = 18

Merixia |

Verene may not be able to reach everyone, but Merixia can! I think. Talking as a free action, I’ll post the rest of my turn once Verene responds.
If whatever Verene is planning doesn’t stop the vrock’s spell or ritual or whatever, they need a backup plan. Merixia might be able to hold the charge on a protection spell long enough to fly around and touch all of her friends and allies. The problem with that is the fact that their resident wizard is currently invisible. Do demons speak Celestial? Probably, they’ve been fighting crusaders long enough. We really need to pick some obscure language to use in battle and have everyone learn it.
”Verene! Tell me where you are, I’m going to try something!”

Verene Tanaquil |

"In the corridor to the west, just around the first corner," comes Verene's calm voice through the message spell.
If you want to have done this earlier, Merixia, when her turn started she was standing on the ground beside the pillar, one square down from you and one to the right.

Merixia |
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As per my discussion with Verene in the OOC thread, I'm placing Merixia's turn before hers so Merixia can get to Verene.
Okay, good, Verene is pretty close. Merixia has never tried this before with a multi-target spell, but there's a first time for everything, right? She lifts her holy symbol and begins the incantation to protect herself and her friends from electricity. On the second to last word, she dives down and to the east, slapping Elliot's back as she goes. One! Further down where Verene said she would be, and her tail encounters a scaly hand reaching up to her. Two! The cleric speeds over Thesius' and Azira's heads, touching each of them as she goes. Three and four! She lands next to Nurah and tags the halfling with her tail. Five!
But the spell is struggling in her mental grasp. She has to complete it now or lose it. Merixia mentally tags herself and speaks the last word. A barely visible field of protection shimmers into being around her and each of her friends and allies... except Wulfric. "Wulfric! Get back into the other room, now!" Joran is invisible; she has no idea where he is, and doesn't want to tip the enemy off that he's there by asking. (The sorcerer has encountered them before, he knows Verene is around somewhere and presumably told everyone else.) Hopefully the dwarf is sensible enough to follow Wulfric.
Using 1 MP for communal protection from energy (electricity) on Merixia, Elliot, Verene, Thesius, Azira, and Nurah. 20 min each on Merixia and Elliot (perks of dating the cleric!), 10 min each on everyone else. Unfortunately, given her loss of one wing and the fact that she started off 25' up, I don't think she has quite enough squares of movement to get to Wulfric.

Azira Tal-Shirin |
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As the bold (orange-lined) brimorak tries to move past her, Azira touches herself with glowing golden energy again, and continues her graceful and deadly dance with Radiance.
Lay Hands: 4d6 ⇒ (3, 4, 2, 5) = 14
Radiance 1 (hero/foretell/haste): 1d20 + 20 + 2 + 2 + 1 ⇒ (8) + 20 + 2 + 2 + 1 = 33
for (cold-iron): 1d8 + 19 + 2 + 2 ⇒ (8) + 19 + 2 + 2 = 31
If it drops after that first attack, I'll move down next to the red-lined brimorak (at its height/elevation); otherwise, continue with full attack...
Radiance 2 (hero/foretell/haste): 1d20 + 20 + 2 + 2 + 1 ⇒ (15) + 20 + 2 + 2 + 1 = 40
for (cold-iron): 1d8 + 19 + 2 + 2 ⇒ (1) + 19 + 2 + 2 = 24
Radiance 3 (hero/foretell/haste): 1d20 + 15 + 2 + 2 + 1 ⇒ (2) + 15 + 2 + 2 + 1 = 22
for (cold-iron): 1d8 + 19 + 2 + 2 ⇒ (5) + 19 + 2 + 2 = 28
If it's (hopefully) down after these attacks, I'll 5' step down and left (so Thesius and I are sort of blocking the entry to the hallway).

Worldwound GM |

Sorry for the wait, folks.
Round 3 Wrap-Up
After a brief exchange with Verene, Merixia summons up the power of the wardstone to protect almost their entire group from electricity, then soars around the room, touching as many of her comrades as she can in the interim. As she does so, the orange-lined brimorak takes the opportunity to slash at her with its longsword, but it deflects off of her armor.
See the roll and the reasons behind it not being here below.
1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
With that, Verene summons her own spell, unleashing a mighty slow on as many enemies as she's able to see and reach with her magic.
Black-lined Gargoyle: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
White-lined Gargoyle: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Orange-lined Gargoyle: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
I don't think you could fail those, but I wanted to be precise. I also don't recall whether your rerolling on SR penetration is only evil outsiders or not, so I didn't. Not that it mattered, you beat them all.
Vrock Will, heroism: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Green-lined Brimorak Will: 1d20 + 5 ⇒ (7) + 5 = 12
Red-lined Brimorak Will: 1d20 + 5 ⇒ (16) + 5 = 21
Blue-lined Archer: 1d20 + 2 ⇒ (18) + 2 = 20
Black-lined Gargyole: 1d20 + 4 ⇒ (18) + 4 = 22
White-lined Gargyole: 1d20 + 4 ⇒ (16) + 4 = 20
Orange-lined Gargyole: 1d20 + 4 ⇒ (3) + 4 = 7
Well, that was ludicrous.
Despite the potency of her magic, only one of the brimoraks' lined in green personal timelines falters, as does one of the gargoyles lined in orange. The rest of her targets throw the spell off completely with an exertion of superhuman will.
Azira, meanwhile, heals herself again, nearly mending all her wounds, and then unleashes Radiance's full fury on the hapless brimorak next to her, slashing it over and over again. Although each strike lands home, she cannot quite defeat it, as it remains standing.
The white-lined gargoyle beats its wings, sailing over to Elliot and tearing away at him with one of its claws. Before it does so, however, it leaves itself open to his own attack, which he lands with a swift strike that rends open its chest. His armor and magical defenses protect him from the attack, but it does distract him enough that when its black-lined counterpart flutters to the side, he's left flanked.
White-lined Claw vs. Elliot: 1d20 + 7 ⇒ (3) + 7 = 10
See below for the AoO again.
Said demonic gargoyle unleashes a barrage of attacks, tearing with claws, goring with its horns, and chomping with its fangs. Fortunately for the grippli-shaped aasimar, the flanking does little to help the creatures' efforts, and he is easily able to defend against the oncoming attacks.
Black-lined Claw 1 vs. Elliot, flanking: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Black-lined Claw 2 vs. Elliot, flanking: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Black-lined Bite vs. Elliot, flanking: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Black-lined Gore vs. Elliot, flanking: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
The final gargoyle lined in orange, slowed even as its eyes clear of the blindness that it had been afflicted with, yowls angrily, the sound coming out comically slowly, then beats its wings and flies around the pillar and its comrades to attempt an attack on Elliot - though it can't quite get close enough to do so, as lethargic as its pace is.
The red-lined archer fires off a single shot at Elliot, then, before it's even halfway towards him, takes off at a run towards the safety of the same corridor that Verene retreated to moments before. The arrow misses, but her misfortune doesn't end there, as she nearly crashes into the invisible wizard she inadvertently pursued.
Longbow vs. Elliot, divine favor, PBS: 1d20 + 9 + 1 + 1 ⇒ (8) + 9 + 1 + 1 = 19
If she has a weapon, and she wants to, Verene can make an AoO vs. the red-lined archer.
"What in the gods' name?! There's someone invisible here!" She calls out in Common. "Gotta be the spellcaster!"
The only other archer still in the room decides discretion is the better part of valor, and races away from the battlefield, rushing through the doorway to the east. That's down.
The other two archers move about in the same hallway, apparently more than aware of the oncoming explosion of electricity.
The demonspawned tiefling sorcerer summons up his magic, chanting and gesturing, then touching himself on the chest. With a burst of speed, he, too, retreats around the corner of the hallway.
The brimorak next to Azira, lined in orange, takes a few hasty steps back and hurls a wave of magical energy at her. The shield against electricity falters and dissipates.
Dispel Magic CL check: 1d20 + 6 ⇒ (18) + 6 = 24 I'm pretty sure that the only CL 10 spell on her is her energy resistance.
The slowed green-lined brimorak attempts to replicate its counterpart's success, focusing instead on Thesius. Unfortunately the demon, he shifts to the ethereal plane just in time to avoid the magic.
Dispel Magic CL check: 1d20 + 6 ⇒ (17) + 6 = 23
50% miss chance from blink, low hits: 1d100 ⇒ 95
The final brimorak lined in red casts at Elliot instead, but his magical enhancements remain steady.
Dispel Magic CL check: 1d20 + 6 ⇒ (2) + 6 = 8
Nurah thrusts at the orange-lined brimorak with her longspear even as she continues a rousing tale of heroism in something of a bitterly ironic tone. This time, she manages to penetrate its hide, even giving it a small wound. Still, she falls back, away from the potential threat of the oncoming demon.
Longspear vs. Brimorak, IC, heroism: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Damage, IC: 1d6 - 2 ⇒ (4) - 2 = 2
I also forgot that in order for Merixia to be in range to touch Azira, she would provoke from the orange-lined brimorak. I'm putting the roll down here since I only realized it after I'd written up a huge post, and I don't want to redo all the text that relies on previous rolls.
Orange-lined Brimorak AoO vs. Merixia: 1d20 + 11 ⇒ (6) + 11 = 17
For the same reason, Elliot has an AoO vs. the white-lined gargoyle.
Elliot AoO: 1d20 + 27 ⇒ (13) + 27 = 40
Damage: 1d4 + 16 ⇒ (4) + 16 = 20
Round 4
Elliot and Thesius are up.
Verene: HP 35/54; AC 18, touch 13, flat-footed 15; Foretell 4/8, Prescience 3/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes, greater invisibility 6 rounds, communal protection from energy (electricity) 10 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 52/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 4/7, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes, shield of wings (4 wings) 8 minutes, communal protection from energy (electricity) 20 minutes
Thesius: HP 55/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, darkvision 8 hours, blink 4 rounds, archeologist’s luck 2 rounds, communal protection from energy (electricity) 10 minutes
Elliot: HP 45/77; AC 27, touch 19, flat-footed 21, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, heroism 67 minutes, flight hex 7 rounds, shield 8 rounds, protection from evil 8 minutes, evil outsider bane on Righteous Eclipse 9 rounds, +2 enhancement bonus on Righteous Eclipse 10 rounds, communal protection from energy (electricity) 20 minutes
Azira: HP 71/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 4/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 42/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes, Inspire Courage +2, haste 7 rounds
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
All within 30’ of Verene: Foretell (+2 luck bonus to ability checks, attack rolls, caster level checks, saving throws, and skill checks.)

Thesius Monteblanc |
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Noting his less than effective arrows and recalling a tidbit about Vrock's resistances, Thesius calls once more upon his divine power to quickly rush forward. His bow string humming as he unleashes a barrage of cold iron arrows at the floating brimorak (green-lined).
Miss Chance - 20 or lower misses: 1d100 ⇒ 17
Fleet Charge - Shortbow Attack with Cold Iron Arrow: 1d20 + 8 + 3 + 2 + 2 + 1 + 1 + 3 ⇒ (11) + 8 + 3 + 2 + 2 + 1 + 1 + 3 = 31 (8 Base, 3 Archaeologist's Luck, 2 Heroism, 2 Inspire Courage, 1 Haste, +1 Point Blank Shot, +3 Fleet Charge)
Shortbow Damage with Cold Iron Arrow: 1d6 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10 (3 Archaeologist's Luck, 2 Inspire Courage, +1 Point Blank Shot)
Miss Chance - 20 or lower misses: 1d100 ⇒ 28
Shortbow Attack with Cold Iron Arrow: 1d20 + 8 + 3 + 2 + 2 + 1 + 1 ⇒ (9) + 8 + 3 + 2 + 2 + 1 + 1 = 26 (8 Base, 3 Archaeologist's Luck, 2 Heroism, 2 Inspire Courage, 1 Haste, +1 Point Blank Shot)
Shortbow Damage with Cold Iron Arrow: 1d6 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12 (3 Archaeologist's Luck, 2 Inspire Courage, +1 Point Blank Shot)
Miss Chance - 20 or lower misses: 1d100 ⇒ 14
Shortbow Attack with Cold Iron Arrow: 1d20 + 8 + 3 + 2 + 2 + 1 + 1 ⇒ (4) + 8 + 3 + 2 + 2 + 1 + 1 = 21 (8 Base, 3 Archaeologist's Luck, 2 Heroism, 2 Inspire Courage, 1 Haste, +1 Point Blank Shot)
Shortbow Damage with Cold Iron Arrow: 1d6 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12 (3 Archaeologist's Luck, 2 Inspire Courage, +1 Point Blank Shot)

Elliot, the Red Heron |
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Realizing the gargoyles were just distractions as best, their attacks easily glancing off of his magical defenses, Elliot floats out of immediate range to join Thesius in the assault on the Green Brimorak!
Attack order is Green Brimorak > Black gargoyle > whichever gargoyle between white and orange is more injured > the remaining one. I believe that creatures with the Fiendish template do not count as evil outsiders but if they do, Bane damage applies to the gargs as well as the brimorak. If not, just the brimorak.
attack, spell combat/spellstrike brand, previous buffs, no foretell due to range to Verene, Bane, weapon enhancement +2: 1d20 + 27 ⇒ (8) + 27 = 35
Sr rolls: 1d20 + 14 ⇒ (4) + 14 = 18
Sr rolls: 1d20 + 14 ⇒ (19) + 14 = 33
If it succeeds, dc 14 fortsave or take 1 more damage.
attack 2, previous buffs, no foretell due to range to Verene, Bane, weapon enhancement +2: 1d20 + 27 ⇒ (19) + 27 = 46
attack 3 haste, previous buffs, no foretell due to range to Verene, Bane, weapon enhancement +2: 1d20 + 27 ⇒ (10) + 27 = 37
attack 4, iterative, previous buffs, no foretell due to range to Verene, Bane, weapon enhancement +2: 1d20 + 22 ⇒ (2) + 22 = 24
attack 2 crit confirm, previous buffs, no foretell due to range to Verene, Bane, weapon enhancement +2: 1d20 + 27 ⇒ (18) + 27 = 45
damage rolls: 1d4 + 2d6 + 18 ⇒ (4) + (4, 4) + 18 = 30
damage rolls 2: 1d4 + 2d6 + 18 ⇒ (2) + (1, 1) + 18 = 22
damage rolls 3: 1d4 + 2d6 + 18 ⇒ (4) + (4, 3) + 18 = 29
damage rolls 4: 1d4 + 2d6 + 18 ⇒ (3) + (2, 4) + 18 = 27
Extra critical damage attack 2: 1d4 + 2d6 + 18 ⇒ (2) + (2, 3) + 18 = 25

Worldwound GM |
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I've been forgetting the smoky breath of the brimoraks. Again. Oh well, Azira's the only one who's been in melee with one, and her saves are good enough that I'm okay handwaving that roll.
Round 4 Midpoint
Thesius readies his bow, advancing beneath the gargoyles and firing a volley of arrows up at the slow brimorak. Unfortunately, his first and last shot fade into immateriality before they land on the demon, but the second does not, striking it square in the chest.
Elliot's elongated limbs allow him to slash vigorously at the closest brimorak, whose defenses falter beneath the first series of strikes, and although the demon shrugs off the spell that is endowed on that, it still injures it significantly. The next two series of attacks cut down the demon, and it drifts slowly to the ground, its magic failing.
Fort vs. DC 14: 1d20 + 11 ⇒ (14) + 11 = 25
Elliot turns to launch an attack on the badly injured black-lined gargoyle, whose defenses aren't quite enough to protect it, but who isn't quite harmed enough to fall to its presumable death.
The vrock's chanting and screaming rises to a fever pitch, and with a final shriek, an explosion of electricity erupts from its body. Fortunately, Merixia's magic protects both her and Elliot, neither of whom are able to escape from the blast at all. Azira is slightly shocked by the explosion of electric power, but avoids the majority of it, while Thesius is able to find a way to use the gargoyle above him to avoid all of it.
Electricity Damage: 5d6 ⇒ (4, 1, 2, 5, 1) = 13 A miserable roll, honestly.
Red-lined Cultist Archer Reflex, cover: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Thesius Reflex, heroism, archeologist's luck, haste: 1d20 + 11 + 3 + 2 + 1 ⇒ (5) + 11 + 3 + 2 + 1 = 22
Elliot Reflex, heroism, protection from evil, haste: 1d20 + 10 + 2 + 2 + 1 ⇒ (2) + 10 + 2 + 2 + 1 = 17
Azira Reflex, veil of heaven, heroism, haste: 1d20 + 18 + 2 + 2 + 1 ⇒ (7) + 18 + 2 + 2 + 1 = 30
Merixia Reflex, heroism, magic circle against evil, cover, haste: 1d20 + 3 + 2 + 2 + 2 + 1 ⇒ (3) + 3 + 2 + 2 + 2 + 1 = 13
Nurah Reflex, protection from evil, heroism: 1d20 + 12 + 2 + 2 ⇒ (16) + 12 + 2 + 2 = 32
Black-lined Gargoyle Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Orange-lined Gargoyle Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
White-lined Gargoyle Reflex, cover: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Azira takes 6 damage, everyone else is safe.
The vrock takes in the relative lack of damage and emits a terrible shriek that sends a shudder through Elliot and Thesius, nearly stunning them with its raw rage, but both are able to shake off its effects.
Thesius Fortitude, heroism, archeologist's luck: 1d20 + 5 + 2 + 3 ⇒ (17) + 5 + 2 + 3 = 27
Elliot Fortitude, heroism, protection from evil: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29
Verene, Merixia, and Azira are up.
Verene: HP 35/54; AC 18, touch 13, flat-footed 15; Foretell 4/8, Prescience 3/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes, greater invisibility 6 rounds, communal protection from energy (electricity) 10 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 52/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 4/7, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes, shield of wings (4 wings) 8 minutes, communal protection from energy (electricity) 20 minutes (83 points remaining)
Thesius: HP 55/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, darkvision 8 hours, blink 3 rounds, archeologist’s luck 1 round, communal protection from energy (electricity) 10 minutes
Elliot: HP 45/77; AC 27, touch 19, flat-footed 21, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, heroism 67 minutes, flight hex 6 rounds, shield 7 rounds, protection from evil 8 minutes, evil outsider bane on Righteous Eclipse 8 rounds, +2 enhancement bonus on Righteous Eclipse 9 rounds, communal protection from energy (electricity) 20 minutes (83 points remaining)
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 4/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 42/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes, Inspire Courage +2, haste 7 rounds
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
All within 30’ of Verene: Foretell (+2 luck bonus to ability checks, attack rolls, caster level checks, saving throws, and skill checks.)

Verene Tanaquil |
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Verene has no weapon out currently, so doesn't threaten to make an attack of opportunity against the red-lined half-orc archer. And, going back a bit, her Eldritch Breach ability does mean rolling twice on every CL check she makes to overcome spell resistance.
Azira should also be fine, as Merixia tapped her with communal protection from energy. She should take no HP damage and have 114/120 points of electricity absorption remaining. I guess my worry about this vrock power was a bit overblown! But if we had been caught off-guard, it could have been bad.
Verene leaps backward with a yelp as the half-orc archer stumbles into her and pulls up short, but not before treading on her foot. "Ouch! Have you considered a career change, perhaps to ship's ballast?"
The explosion she was waiting for comes, and scorches the surprised enemy in an unfortunate case of friendly fire. She whips nimbly around the archer, and trots at a magically enhanced double-time back into the main room while reaching for the magic missile wand held at her bandolier. With a single word, she sends three missiles arcing toward the most injured (black-lined) gargoyle.
Magic missile v. Black Gargoyle, CL 5, damage 3d4+3 force, 25/50 charges remaining: 3d4 + 3 ⇒ (3, 2, 3) + 3 = 11
I was going to try for blindness on the vrock from the new wand from Joran, but its save DC is just 13, as far as I can tell. The vrock would probably have to roll a 1. The wand is just money at this level. I'll also remind everyone that Thesius told us that vrocks have DR/good, not just DR/cold iron. And one of Terendelev's scales (I think Thesius's?) is align weapon, if necessary.

Azira Tal-Shirin |

As an aasimar, I have resist electricity 5- so, I believe, I only take 1 damage (leaving me at 70/81).
"Meri," Azira calls out as she presses forward, "I'm going to help Elliot with the gargoyles; let me know if you need help finishing off that wounded (orange-lined) brimorak." Then she brings Radiance dancing towards the nearest gargoyle (also orange).
Radiance 1 (hero/foretell/haste/ic): 1d20 + 20 + 2 + 2 + 1 + 2 ⇒ (6) + 20 + 2 + 2 + 1 + 2 = 33
for (c-i): 1d8 + 19 + 2 + 2 ⇒ (3) + 19 + 2 + 2 = 26
Radiance 2 (hero/foretell/haste/ic): 1d20 + 20 + 2 + 2 + 1 + 2 ⇒ (19) + 20 + 2 + 2 + 1 + 2 = 46
for (c-i): 1d8 + 19 + 2 + 2 ⇒ (4) + 19 + 2 + 2 = 27
Radiance 3 (hero/foretell/haste/ic): 1d20 + 15 + 2 + 2 + 1 + 2 ⇒ (11) + 15 + 2 + 2 + 1 + 2 = 33
for (c-i): 1d8 + 19 + 2 + 2 ⇒ (4) + 19 + 2 + 2 = 27
edit:
confirm 2?: 1d20 + 20 + 2 + 2 + 1 + 2 ⇒ (18) + 20 + 2 + 2 + 1 + 2 = 45
for another: 1d8 + 11 + 2 + 2 ⇒ (2) + 11 + 2 + 2 = 17

Merixia |
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Merixia is just about to rejoin the fight when she remembers something. Didn't Thesius say that you need a blessed weapon to fight vrocks? That cold iron isn't enough? Ugh, another reason to scout rooms before charging in. It would have been nice to use Terendelev's align weapon scale instead of her own magic. Unfortunately, she's pretty sure Thesius is carrying it right now, and it would take too long to get the scale from him.
Well. If she has to burn more wardstone power on this, she might as well make it worthwhile. Merixia reaches for an unfamiliar spell, one that caught her eye during her morning prayers. She carefully recites the words that surface in her mind, touching her holy symbol to her sword. The blade lights up with the same golden radiance as it had had with Ragathiel's gift in the previous fights.
...Something feels different. The cleric frowns, closing her eyes briefly to concentrate. There's a power in her weapon that wasn't there before. Or, well, if it was there she didn't notice. A definite possibility, given the strength of her rage earlier. It's not an intelligent power like Radiance or Eclipse, but it feels like righteous fury. Like joy in battle, the satisfaction of making sure an evildoer can never repeat their crimes.
It feels like looking in a mirror.
Remember how I took Legendary Item for Tier 2? :D Merixia's sword activated when she helped kill Staunton Vhane, and now that she's not raging, suffering a rage hangover, or busy spellcasting, she can feel it.
Use another MP to cast wrathful weapon (holy). I'll just stay put for now.

Worldwound GM |

Round 4 Wrap-Up
Verene returns into the main room (after mocking the archer) and launches a series of blasts at the black-lined gargoyle, sending it crashing back and forth from the volley. It shrieks in pain, but manages to keep itself in the air.
I did a double-take on the mention of the wand, but that's because it was from Staunton, not Joran (whose wand is silence). That being said, one of Terendelev's scales does have align weapon (good or lawful only) as a 3/day ability, I believe.
Azira takes to the air, flying up to strike at the already-injured orange-lined gargoyle. Although it feels somewhat harder to damage the creature than she'd have thought it should it has DR 5/good as well as DR 10/magic. Not sure how those stack, but it doesn't matter here, she manages to cleave it in two, sending its bleeding body crashing to the ground with an uncomfortably wet splat.
Merixia finds that her sword has drawn out new power, something more than she'd ever expected. With it, she draws forth a spell that summons a holy power into the blade. It begins to shimmer crimson with the light of Ragathiel.
The black-lined gargoyle, still badly hurt, flaps its wings backwards, shouting something to its comrade before unleashing a barrage of strikes at the grippli-shaped aasimar, who deftly avoids and deflects the blows.
Claw 1 vs. Elliot: 1d20 + 7 ⇒ (7) + 7 = 14 Max damage. Ouch. Thesius is at 45 hp.
The final archer lined in green rushes out as well, though this one doesn't manage to get a shot off yet.
The sorcerer moves with uncanny swiftness as he emerges from the corridor as well.
Claw 2 vs. Elliot: 1d20 + 7 ⇒ (4) + 7 = 11
Bite vs. Elliot: 1d20 + 7 ⇒ (14) + 7 = 21
Gore vs. Elliot: 1d20 + 7 ⇒ (5) + 7 = 12
The other white-lined gargoyle who remains active flaps around to flank Elliot, tearing at him as it does so with an outstretched claw, which deflects off of the magus' magical defenses.
Claw vs. Elliot: 1d20 + 7 ⇒ (13) + 7 = 20
The red-lined archer who crashed into Verene takes note of her location and fires a pair of arrows at her. Despite her invisibility, the first arrow comes crashing into Verene's side, slamming her with such intense force it seems impossible. Fortunately, the second simply crashes into the pillar, cracking it and hanging there, sunk into the very stone.
Longbow 1 vs. Verene, PBS, Favored Enemy, divine favor, Rapid Shot: 1d20 + 9 + 1 + 2 + 1 - 2 ⇒ (13) + 9 + 1 + 2 + 1 - 2 = 24
Miss chance 50%, low hits: 1d100 ⇒ 49
Damage, PBS, Favored Enemy, divine favor: 2d6 + 2 + 1 + 2 + 1 ⇒ (3, 4) + 2 + 1 + 2 + 1 = 13 Could've been a lot worse, that. Verene is at 22 hp.
Longbow 2 vs. Verene, PBS, Favored Enemy, divine favor, Rapid Shot: 1d20 + 9 + 1 + 2 + 1 - 2 ⇒ (16) + 9 + 1 + 2 + 1 - 2 = 27
Miss chance 50%, low hits: 1d100 ⇒ 58
"Ha! She's right there!" The half-orc crows triumphantly.
Another archer lined in yellow emerges from the corridor. With a quick glance, he readies an arrow and fires it at Thesius. Unfortunately for the archer, even without the half-elf's blink, the arrow goes wide, skidding off into the darkness of the room.
Longbow vs. Thesius, divine favor, favored enemy: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Miss Chance 50%, low hits: 1d100 ⇒ 67
His blue-lined counterpart emerges as well, lining up a shot at the same target. This time, the archer is more skilled, and manages to land the arrow on the unfortunately physical archeologist's arm.
Longbow vs. Thesius, divine favor, favored enemy, aspect of the falcon: 1d20 + 9 + 2 + 1 ⇒ (17) + 9 + 2 + 1 = 29
Miss Chance 50%, low hits: 1d100 ⇒ 32
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
The tiefling sorcerer emerges from the hallway with unnatural alacrity, then begins chanting a spell, directing it at Thesius. Almost instantly, the half-elf ceases to flicker between material and ethereal.
Dispel Magic vs. Thesius' blink: 1d20 + 8 ⇒ (14) + 8 = 22 He probably should've done this way sooner.
The orange-lined brimorak charges at Merixia, blade slashing in a blur of blazing steel.
Longsword vs. Merixia, charge: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Damage, flaming weapon: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11 Resist Fire 5, so only 7 damage. Merixia is at 45 hp.
The brimorak in the air lined in red strides sideways, leaving a trail of briefly-glowing embers before it turns its attention to Elliot. With a swift gesture, it sends magic at the magus - a fireball. Thesius is able to avoid the blast entirely, while Elliot and Azira manage to avoid the majority of the flames. Verene is nearly not so fortunate, but she draws on the wardstone's power and thrusts herself behind the pillar.
Fire Damage: 6d6 ⇒ (5, 5, 3, 6, 2, 1) = 22
Elliot Reflex Save, heroism, protection from evil, haste: 1d20 + 10 + 2 + 2 + 1 ⇒ (8) + 10 + 2 + 2 + 1 = 23
Thesius Reflex, archeologist's luck, heroism, protection from evil, haste: 1d20 + 10 + 2 + 2 + 3 + 1 ⇒ (8) + 10 + 2 + 2 + 3 + 1 = 26
Azira Reflex, veil of heaven, heroism, haste: 1d20 + 17 + 2 + 2 + 1 ⇒ (18) + 17 + 2 + 2 + 1 = 40
Verene Reflex, cover, heroism, protection from evil, haste: 1d20 + 7 + 2 + 2 + 1 ⇒ (5) + 7 + 2 + 2 + 1 = 17
Black-lined Gargoyle Reflex: 1d20 + 6 ⇒ (9) + 6 = 15
White-lined Gargoyle Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
Thesius takes zero damage, Verene and Azira take 11, Elliot takes 6, and the gargoyles take 12.
One of the gargoyles shrieks, despite its innate resistance to flames, and topples to the ground.
Falling Damage: 2d6 ⇒ (2, 2) = 4
Round 5
Elliot & Thesius are up.
Verene: HP 11/54; AC 18, touch 13, flat-footed 15; Foretell 4/8, Prescience 3/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes, greater invisibility 5 rounds, communal protection from energy (electricity) 10 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 45/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes, shield of wings (4 wings) 8 minutes, communal protection from energy (electricity) 20 minutes (83 points remaining), wrathful weapon (holy) 10 minutes
Thesius: HP 45/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 10/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, darkvision 7 hours, archeologist’s luck 1 round, communal protection from energy (electricity) 10 minutes
Elliot: HP 39/77; AC 27, touch 19, flat-footed 21, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, heroism 67 minutes, flight hex 6 rounds, shield 7 rounds, protection from evil 8 minutes, evil outsider bane on Righteous Eclipse 8 rounds, +2 enhancement bonus on Righteous Eclipse 9 rounds, communal protection from energy (electricity) 20 minutes (83 points remaining)
Azira: HP 54/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 4/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 42/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes, Inspire Courage +2, haste 6 rounds
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear

Elliot, the Red Heron |

Annoyed at all the circus flying he had to do to avoid all the Gargoyles' attacks, Elliot finds an opening to finish off the last one, then advanced towards the two flying demons. "I can probably handle this, but it wouldn't hurt to have some help in the air." He calls back to his allies in Celestial, his wounds starting to mount.
attacks on gargoyle, spellstrike spell combat, haste: 1d20 + 25 ⇒ (1) + 25 = 26
attacks on gargoyle, spellstrike spell combat, haste: 1d20 + 25 ⇒ (4) + 25 = 29
attacks on gargoyle, spellstrike spell combat, haste: 1d20 + 25 ⇒ (5) + 25 = 30
attacks on gargoyle, iterative: 1d20 + 20 ⇒ (20) + 20 = 40
attacks on gargoyle, iterative crit confirm: 1d20 + 20 ⇒ (12) + 20 = 32
damage: 1d4 + 16 ⇒ (1) + 16 = 17
damage: 1d4 + 16 ⇒ (4) + 16 = 20
damage: 1d4 + 16 ⇒ (3) + 16 = 19
damage: 1d4 + 16 ⇒ (3) + 16 = 19
crit damage: 1d4 + 16 ⇒ (4) + 16 = 20

Thesius Monteblanc |

Thesius is unsure of what Elliot is saying, but unfortunately is stuck to the ground as it is. With a prayer to Desna, he continues to shoot his bow. This time changing his target to the brimorak (red-lined) remaining in the air.
(Swift action to keep up Archaeologist's Luck, full round attack)
Shortbow Attack with Cold Iron Arrow: 1d20 + 8 + 3 + 2 + 2 + 1 + 1 ⇒ (18) + 8 + 3 + 2 + 2 + 1 + 1 = 35 (8 Base, 3 Archaeologist's Luck, 2 Heroism, 2 Inspire Courage, 1 Haste, 1 Point Blank Shot)
Shortbow Damage with Cold Iron Arrow: 1d6 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7 (3 Archaeologist's Luck, 2 Inspire Courage, +1 Point Blank Shot)
Shortbow Attack with Cold Iron Arrow: 1d20 + 8 + 3 + 2 + 2 + 1 + 1 ⇒ (3) + 8 + 3 + 2 + 2 + 1 + 1 = 20 (8 Base, 3 Archaeologist's Luck, 2 Heroism, 2 Inspire Courage, 1 Haste, 1 Point Blank Shot)
Shortbow Damage with Cold Iron Arrow: 1d6 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12 (3 Archaeologist's Luck, 2 Inspire Courage, +1 Point Blank Shot)

Worldwound GM |

Round 5 Midpoint
Elliot unleashes a barrage of blows against the hapless surviving gargoyle, disposing of it swiftly and messily dicing it into several overlarge chunks that go crashing to the ground with fragments of bone and skin, and splatters of Abyss-tainted blood.
Thesius, pulling further on his Desna-granted luck, fires a pair of arrows at the air-walking demon. The first arrow strikes home, piercing its side and tearing a groan of pain from its mouth, but the second deflects off of its thick hide.
"At last, time to draw blood personally!" The vrock, now within reach of the frog-shaped aasimar, cackles, beating its wings and getting even closer. It lashes out with claws, kicks and tears with its talons, and even snakes its birdlike head out to chomp on the magus. Though he is able to defend against most of the attacks, and his blurred shape keeps him from harm from another, it manages to tear at him with one claw and shred him with a talon. Agony sears through him, burning his mind and pulling his consciousness inwards. Sounds become muted as the sheer pain drives him to momentary bewilderment.
Claw 1 vs. Elliot, heroism: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
Miss Chance 20%, low misses: 1d100 ⇒ 83
Damage: 2d6 + 7 ⇒ (6, 3) + 7 = 16
Claw 2 vs. Elliot, heroism: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31
Miss Chance 20%, low misses: 1d100 ⇒ 2
Talon 1 vs. Elliot, heroism: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Talon 2 vs. Elliot, heroism: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
Miss Chance 20%, low misses: 1d100 ⇒ 75
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Bite vs. Elliot, heroism: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
The vrock releases a puff of spores from its body, which start clinging to Elliot's skin, feeding off of him to grow stronger.
Spores Damage: 1d8 ⇒ 8 Elliot took a total of 35 damage and is at 4 hp. He is also "seeded" with the spores, which will grow over the next 10 rounds, doing 1d4 damage each round.
Azira, Merixia, and Verene are up.
Merixia, roll Fort vs. DC 17 - failure gives her sickened for 1 round, from the brimorak's smoke.
Verene: HP 11/54; AC 18, touch 13, flat-footed 15; Foretell 3/8, Prescience 3/10, Mythic Power 3/7, heightened awareness 77 minutes, message 77 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 5 minutes, 3 mirror images 5 minutes, greater invisibility 5 rounds, communal protection from energy (electricity) 10 minutes; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 45/72; AC 25, touch 11, flat-footed 23; pyrotechnics 1/1, true strike 2/2, protection from evil 0/1, Touch of Good 7/7, Destructive Smite 4/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, heroism 77 minutes, weapon of awe 5 minutes, ironskin 5 minutes, crusader’s edge 5 minutes, bull’s strength 5 minutes, magic circle against evil 77 minutes, shield of wings (4 wings) 8 minutes, communal protection from energy (electricity) 20 minutes (83 points remaining), wrathful weapon (holy) 10 minutes
Thesius: HP 55/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 9/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 5 minutes, heightened awareness 67 minutes, heroism 67 minutes, darkvision 7 hours, archeologist’s luck 1 round, communal protection from energy (electricity) 10 minutes, archeologist’s luck 3 rounds
Elliot: HP 4/77; AC 27, touch 19, flat-footed 21, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 99 minutes, keen edge 97 minutes, alter self 16 minutes, blur 5 minutes, blade tutor’s spirit 5 minutes, longarm 5 minutes, heroism 67 minutes, flight hex 5 rounds, shield 6 rounds, protection from evil 8 minutes, evil outsider bane on Righteous Eclipse 7 rounds, +2 enhancement bonus on Righteous Eclipse 8 rounds, communal protection from energy (electricity) 20 minutes (83 points remaining), vrock spores 10 rounds
Azira: HP 59/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 4/8, panache 4/4, divine bond 1/1, Mythic Power 5/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 97 minutes, veil of heaven 38 minutes, featherstep 57 minutes, heroism 57 minutes, eagle’s splendor 3 minutes, keen edge 77 minutes, fly 7 minutes
Wulfric: HP 42/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 8 minutes
All: tears to wine 77 minutes, Inspire Courage +2, haste 6 rounds
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear

Merixia |

Fort save DC 17 + heroism + magic circle vs evil: 1d20 + 9 + 2 + 2 ⇒ (11) + 9 + 2 + 2 = 24
Okay, I need to know exactly where Elliot is. How high in the air is he? I have 40' movement from shield of wings + 30' movement from haste in one move action.

Verene Tanaquil |

Verene presses her toothy snout closed on a cry of pain, and falls deeper into the cold still silence that lets her read the world as information. "I'm going to close off the room and force them to move. Thesius and Elliot, fall back to Azira and Merixia," she whispers through the message.
She draws a pinch of dust and a bubble of water from her pouch and mixes them together, chanting. A blue-white sphere appears directly below the vrock for a half-breath and then explodes outward and upward into a whirling storm of sleet that fills the room, shocks the breath from her body with cold, blocks all vision and instantly coats the ground in a thin sheet of ice. At least it momentarily eases the pain of the streak of scorched scales on her arm left by the last fireball. Grimly, she picks her way over the slippery ground back to the direction she made sure of just before casting, emerging from the wall of the storm to take cover behind a more solid wall.
Cast sleet storm in the indicated area with Wild Arcana, move at half speed with DC 10 Acrobatics. 2/7 mythic power remaining.
Acrobatics DC 10: 1d20 + 3 ⇒ (15) + 3 = 18

Azira Tal-Shirin |

Sh!t... no good options... I thought for sure Meri would have finished off that Brimorak right away... can't leave that alone with Wulric and Nurah, but Elliot likely won't last long if I don't get between him and the vrock... Verene's calling for them to fall back... best make sure there's a safe space to fall back to, and trust Meri to keep Elliot alive long enough to do so...
Azira's usually friendly face twists into a scowl as she wrestles with her options. With a sharp inhale, she dashes towards the (orange-lined) brimorak she'd previously wounded, and brings Radiance dancing through the air at it once more. Move and attack, burn 1 panache to double precise strike.
Radiance 1 (hero/haste/foretell/ic): 1d20 + 20 + 2 + 1 + 2 + 2 ⇒ (10) + 20 + 2 + 1 + 2 + 2 = 37
for (ci): 1d8 + 27 + 2 + 2 ⇒ (4) + 27 + 2 + 2 = 35
I did either 55 or 83 damage to it last time I attacked it (plus 2 from Nurah), so I'm guessing/hoping/assuming that kills it?

Azira Tal-Shirin |

Inspiration strikes Azira’s mind even as Radiance strikes their wretched foe. Calling forth the divine power within her once more, the paladin calls out, “form up on me,” in a loud, clear voice that inspires all aligned with her to move with supernatural quickness.
Burning 1 mp to allow all allies to take a single move action for free. If you don’t want to move, please post that too so that we don’t slow things down even more waiting for anyone.

Verene Tanaquil |

If Azira is willing to do that, then Verene will move first with Azira's use of the Advance power to just outside where the storm will be, let Elliot and Thesius also move, then cast her sleet storm, and I guess move again to keep up confusion about her actual location. That way Thesius's move speed is not halved (though obviously he doesn't have to worry about such a low Acrobatics check.)

Elliot, the Red Heron |

@Verene It only works if you cast the spell first, otherwise Elliot has to provoke moving away, which at 12 hp it very dangerous.
Azira's voice reaches Elliot through the absolute agony of being bitten and slice by the vrock, also giving him some direction amidst the sudden hailstorm. He flies and stumbles out of the area near the group and lands. "Hi." He says weakly. "Can anyone help me with this?" He follows, vaguely gesturing over the rest of his body since there were wounds *eveywhere*. "I think I'm having a bit of a bad day. Sorry, i'll try not to make this a habit."