Protectors of Golarion (Wrath of the Righteous AP)

Game Master Sensen

Current Chapter: Sword of Valor
Wherein an army marches, a relic is rediscovered, and a victory claimed.
Date: Oathday, 18th of Rova (IX) 4713
Time of Day: Morning
Season: Late Summer
Weather: 20° F (-7° C), Grey Skies

4713 Calendar

General Purpose Maps:
The Worldwound

Mythic Trials Until Next Tier: 1


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 16 T 12 FF 14 | Foretell 8/8 | Prescience 5/10 | Mythic Power 7/7 | CMD 15 | Fort +6 Ref +6 Will +9 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions:

Cool, I've marked those things down in the treasure sheet, GM. Thanks! I've also moved everyone's tokens to vaguely in front of the door. If you don't want to be there, please move yourself to where you want to be standing when the door opens.

"The Keystones of Lozeri were Gorumites? That is odd, if they were widely supposed to be honorable and upright. I do not think Gorum has much of a reputation for either. But yes, it would not hurt to announce our intentions anyway." Verene listens to what Thesius knows of succubi while she waits for the door to open, her small multiplied kobold form poised with her hand over her spell component pouch. All of them are protected in some way from mental interference, except Joran, but the demon — Joran has not outright confirmed that Janeamine is a succubus, but it seems most likely — might try to summon more demons, and Verene is prepared to disrupt such an attempt from range if need be.


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

After losing another minute or so from his spells, Wulfric steps next Azira and refreshes the transmutation increasing her (already fairly substantial) natural charisma. "Thank you," the paladin replies with a warm smile, "your magic has been very helpful these last few fights. Do your best to stay behind everyone when the fighting starts though. We all know you're brave but you'll serve us, and the Lady of Valor, best by staying alive."

Her squire nods and takes up position behind those blessed with the Wardstone's power. As he walks away, Azira raises Radiance and closes her eyes for a moment; suddenly her skin begins to glow softly and white, feathered wings burst from her back. casting lesser angelic aspect from Radiance- it doesn't actually give me flight, but I do gain low-light vision and protection from evil; that ups my deflection and resistance bonuses and I will update my AC and saves after I post this

When Thesius and Verene begin working on the door, she stares toward it with pearlescent eyes. activating detect evil now so that I can (hopefully) quickly identify who is evil when the door opens

edit: my AC and saves should be correct in my banner, including the buffs that are always in effect (eagle's splendor and heroism), but they all get +1 vs anything evil (from protection v evil) and another +2 vs evil outsiders (from veil of heaven)... I know that's kind of a pain, sorry. I'll post a little chart in discussion


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Joran shrugs at Verene. "I figured they were mercenaries, and they all use greatswords. I guess none of 'em actually have any symbols of Gorum..." He scratches the back of his head.

Azira:
Radiance hums with satisfaction as she grants her wielder the protection of the celestial realms.

Once all are prepared, Thesius looks swiftly over the door. Finding no signs of any traps, he unlocks it using the key he discovered (and hopefully cleaned off) amidst the ruins of Staunton Vhane's corpse.

Throwing open the doors reveals the chapel. Two rows of stone benches occupy face a raised dais to the north, on which stands a twelve-foot-tall statue of an armored woman with a sword and shield. Faded tapestries hang in tatters to either side, and a larger one on the south wall depicts the armored woman on bended knee before a man wearing green robes.

More concerning, perhaps, are the multiple armed men and women - all fully armored in plate armor - with greatswords at the ready. One woman, however, is extremely recognizable - it is the woman the statue depicts, if she was wearing incredibly sexualized armor and had neither sword nor shield.

"Iomedae" turns to look at the heroes. "Ah, champions of my crusade... please, come join us." She extends an empty hand out to them, a seductive smile gracing her lips.

Azira:
Alarmingly... none of the people here register as evil to her eyes. Something strange is going on here. Is the succubus hiding somewhere?

They currently seem open to talk, but I'm going to roll initiative anyways.

Combat Start

Initiatives:

Azira: 1d20 + 12 ⇒ (18) + 12 = 30
Verene: 1d20 + 13 + 5 ⇒ (9) + 13 + 5 = 27
Merixia: 1d20 + 3 ⇒ (14) + 3 = 17
Thesius: 1d20 + 9 ⇒ (19) + 9 = 28
Elliot: 1d20 + 10 ⇒ (7) + 10 = 17

Nurah: 1d20 + 3 ⇒ (8) + 3 = 11
Joran: 1d20 + 3 ⇒ (10) + 3 = 13

Janeamine: 1d20 + 3 ⇒ (18) + 3 = 21
Keystones of Lozeri: 1d20 + 6 ⇒ (9) + 6 = 15

Round 1

Initiative order is Azira, Thesius, Verene, Elliot, Merixia, Janeamine, Keystones, Joran, Nurah. Janeamine is delaying, thus her turn being so low down. Bolded characters are up.

Statuses:


Verene: HP 62/62; AC 23, touch 15, flat-footed 20; Foretell 0/8, Prescience 3/10, Mythic Power 2/7, message 76 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 4 minutes, 3 mirror images 4 minutes, communal protection from energy (electricity) 9 minutes, shield 10 rounds; 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 3/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, heroism 76 minutes, weapon of awe 4 minutes, ironskin 4 minutes, crusader’s edge 4 minutes, bull’s strength 5 minutes, magic circle against evil 78 minutes, shield of wings (4 wings) 7 minutes, communal protection from energy (electricity) 19 minutes (83 points remaining), wrathful weapon (holy) 10 minutes, divine favor 10 rounds
Thesius: HP 63/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 8/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 4 minutes, heightened awareness 67 minutes, heroism 66 minutes, darkvision 7 hours, communal protection from energy (electricity) 10 minutes
Elliot: HP 77/77; AC 30, touch 19, flat-footed 24, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 98 minutes, keen edge 96 minutes, alter self 16 minutes, blur 4 minutes, blade tutor’s spirit 4 minutes, longarm 4 minutes, heroism 66 minutes, protection from evil 7 minutes, communal protection from energy (electricity) 20 minutes (83 points remaining), shield 9 rounds
Azira: HP 78/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 4/8, panache 3/4, divine bond 1/1, Mythic Power 4/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 96 minutes, veil of heaven 37 minutes, featherstep 56 minutes, heroism 57 minutes, eagle’s splendor 2 minutes, keen edge 76 minutes, fly 7 minutes, lesser angelic aspect 4 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 7 minutes
All: tears to wine 76 minutes, haste 8 rounds
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear


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

lol- of course the one time I win initiative something fishy is going on…

The demon is masking all auras, so I can’t identify which one is her,” Azira whispers through Verene’s spell.To learn from our mistakes, stay within this narrow area where we can negate the advantage of their numbers, at least until we figure out who our true foe is.”

”A reasonable forgery,” she announces as she moves forward to the end of the narthex, “but, having met the real article, I can say with full confidence that you haven’t the skill nor power to truly pass for the Inheritor.”

The paladin stops just before entering the chapel proper and readies Radiance. “I am Sword-knight Azira Tal-Shirin, servant of Iomedae and bearer of the sacred sword Radiance. I have already slain Staunton Vhane and, as you’ve likely realized, we’ve killed your sorcerer and your vrock friend as well. For the sake of these corrupted soldiers, I’ll make you this offer one time, succubus- remove all enchantments from them and flee and I will not pursue you. Fail to do so, and I will grant them the freedom of death, and destroy you as we have every other demon dumb enough to face us.”

I’m on my phone and can’t manage to move my token- can someone please move me up 3 squares (in line with the horizontal walls)? And, I’ll ready an action to attack anyone who moves to attack me or whoever moves next to me (I’m assuming Elliot or Meri). And, I suppose I should include an attack roll for that instead of making the GM roll…

readied attack (hero/fb/haste/ic): 1d20 + 20 + 2 + 1 + 1 + 2 ⇒ (14) + 20 + 2 + 1 + 1 + 2 = 40
for (ci): 1d8 + 19 + 2 + 1 + 2 ⇒ (1) + 19 + 2 + 1 + 2 = 25


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

Wulfric smiles in wonder as Azira issues her challenge so confidently. From his place in back, he begins to recount a tale of Iomedae issuing a similar challenge, albeit against a far greater foe.

spending a round of performance to inspire courage for 3 rounds.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Upon hearing Azira's words, Thesius moves up and casts Detect Magic in hopes of finding where any hidden being might be.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Quietly he uses Verene's message spell to communicate to her. "If you can give me the ability to see invisibility, I can try to mark the demon."


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

"This is probably not going to work, but..." Elliot mutters to his allies, then begins the incantation for a spell. A cloud of blinding particles descends upon the group of far enemies, hopefully hindering their vision as well as revealing anyone invisible.

Glitterdust on the right corner where orange and blue's portraits touch. That lands it on all enemies except white and black. DC 16 willsave or blinded. Also reveals and gives a -40 stealth penalty to anyone hidden in that area.

Afterwards, he walks up to Azira, joining ranks with the paladin at the front. Figuring her threat to kill the crusaders a bluff, he doesn't doubt or contradict her, but does ready his sword to injure rather than kill.

I'll use the last mythic point here to give Righteous eclipse the Merciful enchantment for 1 minute.

If an enemy within 10 feet provokes:

AoO Attack if applicable, IC +2, Haste +1: 1d20 + 21 ⇒ (4) + 21 = 25
nonlethal magic slashing coldiron damage: 1d4 + 1d6 + 14 ⇒ (2) + (1) + 14 = 17
Intimidate if it lands to demoralize: 1d20 + 19 ⇒ (5) + 19 = 24


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 16 T 12 FF 14 | Foretell 8/8 | Prescience 5/10 | Mythic Power 7/7 | CMD 15 | Fort +6 Ref +6 Will +9 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions:
Azira wrote:
"The demon is masking all auras, so I can’t identify which one is her," Azira whispers through Verene’s spell. "To learn from our mistakes, stay within this narrow area where we can negate the advantage of their numbers, at least until we figure out who our true foe is."
Thesius wrote:
Quietly he uses Verene's message spell to communicate to her. "If you can give me the ability to see invisibility, I can try to mark the demon."

Verene counts the number of soldiers plus the woman. How many people are visible here, GM? I count six total in the room, but Verene saw seven yesterday. Do they look like the exact same people that she saw before? Is it intended that there be a second black-lined fullplate token in the room we just left, or did it get misplaced somehow and it's intended to be in the chapel room? I will assume it is intentional that there are actually only six people visible here when before there were seven, so Verene will tell the others that.

"I count six total people when yesterday there were seven," Verene informs the others through her spellwhisper. "I think that the controlled soldiers are not themselves evil, and possibly all of these are soldiers and none are her. But succubi generally do not have the ability to turn things invisible. It is possible she is simply masking her own aura, like Nurah did. I also think that if she is smart, she will look like one of the soldiers and not this caricature. But if you wish—"

Verene breaks off as Elliot's spell negates invisibility or a possible illusion for most of the room, making this a moot point. She braces herself for the spellcaster to retaliate, readying her slashing gesture and silent scream as her eyes scan the room. Standard: Verene readies an action to interrupt any creature that starts casting a hostile spell or spell-like ability on us with ear-piercing scream. Even if it is not the sexualized 'Iomedae.' A regular invisibility breaks if the subject starts casting a hostile spell or attacks someone, and her current Spellcraft modifier of +22 should be capable of detecting such a spell or spell-like ability being cast even if she rolls a 1.

If readied action goes off:
Ear-piercing scream sonic damage: 4d6 ⇒ (2, 5, 3, 2) = 12
Almost forgot possible SR rolls!
Caster level check to overcome spell resistance vs. probably succubus: 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 29
Caster level check to overcome spell resistance vs. probably succubus: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23
DC 18 Fortitude save or take this damage and be dazed for 1 round. A successful save halves the damage and negates the daze. Any caster who is interrupted by taking any damage while casting must make a concentration check with a DC of 10 + damage taken + the level of the spell they were trying to cast or lose the spell/SLA (expend it without effect.) Whoa, had to correct a weird dice issue caused by me placing the end of the dice expression in the wrong place relative to other markup text. Sorry about that.


Encounter Maps | Geographic Map | Treasures | Important NPCs

Um, whoops. I apparently didn't properly put the token for the last of the Keystones in the chapel. My mistake. I... have no excuse. Silly goof. There should be seven people in the room, and now there are. We'll pretend you didn't see the last Keystone because they were in the corner.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 16 T 12 FF 14 | Foretell 8/8 | Prescience 5/10 | Mythic Power 7/7 | CMD 15 | Fort +6 Ref +6 Will +9 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions:

No problem GM, understood. In that case, Elliot and Azira can see the seventh person standing in the corner, so they can tell the rest of us that, and Verene will think it even less likely that the succubus is invisibly hiding.


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

Seriously, Azira? That is not going to help the charmed crusaders break free. "Or, you know, we could haul them back to camp and de-charm them. Gods know the Crusade needs every fighter we can get." Merixia surveys the group, finding the one with the best armor and looking them in the eye. "We're all Crusaders here. And we don't abandon our own. It took a while for us to get into this fortress without everyone involved dying a horrible death, but we're here now, and we killed Staunton Vhane." She pauses, thinking. "Damn it, I should have taken his head as proof." His brother was right there though... well, maybe Joran will understand the necessity. Later.

For now, it's worth at least trying to help the Keystones' leader shake off the charm spell. Usually it's the strongest-willed person in a group who takes a leadership role, right? Right. Merixia raises her holy symbol. "Have faith, and let Ragathiel's resolve strengthen your heart!" She aims for the Keystone she thinks might be the leader and recites the words of her spell.

Casting unbreakable heart on whichever Keystone looks like they might be the leader.


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

"She speaks the truth. We have his glaive. And his brother is with us, too. Staunton Vhane is dead. Shake off this demon's charms and rejoin the crusade!" Elliot adds, pointing to Vhane's former weapon (probably carried by Merixia or Thesius).


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 1 Wrap-up

Azira advances, mocking the false goddess as she does. The armored Keystones look at one another, then raise their blades. "Blasphemer!" One cries, voice only slightly muffled by their helm.

Wulfric begins an inspiring tale, uplifting the others as he does so, while Thesius casts a spell to examine for auras.

Thesius:
There's definitely at least one aura of magic in the area - but that could just be his compatriots', not necessarily the Keystones or the succubus.

On the first round of detect magic, you only determine the presence or absence of magical auras where you're looking.

Elliot conjures a burst of golden dust in the area, which covers the three furthest Keystones and their false deity. One of the Keystones cry out in agony, grabbing at their eyes as the blazing light blinds them. That's the pink-lined one. He quickly endows his black blade with the power to render those it harms unconscious, and readies for any attacks.
Orange Will vs. DC 16: 1d20 + 6 ⇒ (17) + 6 = 23
Pink Will vs. DC 16: 1d20 + 6 ⇒ (9) + 6 = 15
Blue Will vs. DC 16: 1d20 + 6 ⇒ (10) + 6 = 16
False Iomedae Will vs. DC 16: 1d20 + 6 ⇒ (11) + 6 = 17

Verene readies herself for any signs that a spell is being unleashed, preparing to cast her own in response to it.

Merixia and Elliot work together in the hopes of convincing the Keystones that they're aligned with the Crusade, while the former casts a spell on the one she hopes is the leader of the group lined in blue.

"Very well. If you will not accept my grace, then you must be aligned with our enemies." "Iomedae" says. "Kill them, loyal crusaders! See how they strike at us unprovoked!" She gestures at the blinded member.

Blue-lined Will: 1d20 + 6 ⇒ (8) + 6 = 14
Blue-lined Will: 1d20 + 6 ⇒ (12) + 6 = 18

"For the Inheritor!" The closest of the Keystones lined in black roars a battlecry, striking around the corner at Elliot with his greatsword. Unfortunately for him, his weapon sparks and flares against the stone of the walls.
Black-lined Greatsword 1 vs. Elliot, partial cover: 1d20 + 17 ⇒ (1) + 17 = 18
Black-lined Greatsword 2 vs. Elliot, partial cover: 1d20 + 12 ⇒ (12) + 12 = 24

Another, this one probably a woman, lined in white takes a quick step around the corner and assaults Azira with a hail of heavy attacks. Azira, however, is prepared, and slashes out at her foe, cutting swiftly through the gaps in her armor and leaving a biting wound. This doesn't slow the Keystone, who just seems to get angrier. The first blow slams through Azira's guard, cutting deep into her shoulder, but she's able to get Radiance up in time to deflect the second series of heavy attacks.
White-lined Greatsword 1 vs. Azira: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 2d6 + 10 ⇒ (2, 6) + 10 = 18
White-lined Greatsword 2 vs. Azira: 1d20 + 13 ⇒ (16) + 13 = 29

"Pisha, get back!" One of the gold-covered Keystones lined in blue sidesteps, readying their sword for something unclear, while their other seeing counterpart lined in orange moves to guard 'Iomedae's' flank.

The blinded pink-lined Keystone staggers back towards the far door, her gold-covered armor flickering in the torchlight. I forgot to mention, but there are a handful of torches around the room, so the humans can see.

Finally, the last of the Keystones steps around the back of the room, guarding 'Iomedae' as well. The false goddess levels a stare at Elliot. "If you claim to serve the Crusade," she intones, "you have clearly fallen to the wiles of the demons. Slay this false paladin, and you will be welcomed back into my embrace."

Elliot Will, ???, protection from evil, heroism: 1d20 + 8 + 2 + 2 - 2 ⇒ (18) + 8 + 2 + 2 - 2 = 28 Elliot takes -2 to Will saves until further notice, and also treats any terrain that is in dim light or darkness as difficult terrain. Mind you, it's all in normal light at the moment, so that part doesn't matter.

Elliot Knowledge (arcana) DC 26:
That wasn't just any magical domination attempt. That was murderous command.

Nurah chants a quick spell, and suddenly shifts in space, appearing a few feet away from where she was.

Spellcraft DC 18:
That's displacement.

Round 2

Everyone is up.

Statuses:


Verene: HP 62/62; AC 23, touch 15, flat-footed 20; Foretell 0/8, Prescience 3/10, Mythic Power 2/7, message 76 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 4 minutes, 3 mirror images 4 minutes, communal protection from energy (electricity) 9 minutes, shield 9 rounds; 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 3/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, heroism 76 minutes, weapon of awe 4 minutes, ironskin 4 minutes, crusader’s edge 4 minutes, bull’s strength 5 minutes, magic circle against evil 78 minutes, shield of wings (4 wings) 7 minutes, communal protection from energy (electricity) 19 minutes (83 points remaining), wrathful weapon (holy) 10 minutes, divine favor 9 rounds
Thesius: HP 63/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 8/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 4 minutes, heightened awareness 67 minutes, heroism 66 minutes, darkvision 7 hours, communal protection from energy (electricity) 10 minutes
Elliot: HP 77/77; AC 30, touch 19, flat-footed 24, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 98 minutes, keen edge 96 minutes, alter self 16 minutes, blur 4 minutes, blade tutor’s spirit 4 minutes, longarm 4 minutes, heroism 66 minutes, protection from evil 7 minutes, communal protection from energy (electricity) 20 minutes (83 points remaining), shield 8 rounds, dim light and darker areas are considered difficult terrain
Azira: HP 78/81; AC 30, touch 20, flat-footed 21 (+2 vs. evil outsiders); glitterdust 0/1, smite evil 2/3, lay on hands 4/8, panache 3/4, divine bond 1/1, Mythic Power 4/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 96 minutes, veil of heaven 37 minutes, featherstep 56 minutes, heroism 57 minutes, eagle’s splendor 2 minutes, keen edge 76 minutes, fly 7 minutes, lesser angelic aspect 4 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 7 minutes
All: tears to wine 76 minutes, haste 7 rounds, inspire courage +2 3 rounds remaining
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear


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M M Aasimar Magus 8 (Bb, Hex) I Archmage 2. Init +10, Per +13. HP 77/77. AC 30/FF24/T19 +1 all vs evil. S: F+12, R+15, W+11 (+2 vs conf/insan) Att. +18, 1d4+12/15-20/x2. CMB +18, CMD 25. Conc (/w SC).: +16. VS SR: +10 /+14 (evil outsider). Darkvision. Current buffs/conditions: Shared training (100 min), Keen Edge 100 min, Alter Self (19 min), Blur (8 min), Blade tutor's spirit (8 min), Longarm (8 min), Shield, haste, heroism.
Succubus Iomedae? wrote:
"Very well. If you will not accept my grace, then you must be aligned with our enemies. Kill them, loyal crusaders! See how they strike at us unprovoked!"

"Open your eyes, all of you! You are in Drezen! A fortress compeltely filled with Demons and Cultists! Why would 'Iomedae' be allowed to hold a chapel here, if she weren't a demon in disguise!?" Elliot calls out to the Gorumites as he dodges the first two attacks.

Arcana: 1d20 + 13 ⇒ (9) + 13 = 22

'Succubus Iomedae' wrote:
"If you claim to serve the Crusade, you have clearly fallen to the wiles of the demons. Slay this false paladin, and you will be welcomed back into my embrace."

"I was never under 'your' sway, pretender! I serve serve the Dawnflower and I WILL save these people from your lies!" The magus roars, enchanting his blade with frost and blade-dancing into the closest Gorumites!

Swift: arcane pool give weapon +2 hit and damage minute. Free: Righteous Eclipse spends a point of its pool to gain another +2 damage for 1 minute. Full attack with Frosbite+spellstrike and spell combat and Haste. Attack order is black> white > blue. Any target hit with the magic cold damage is fatigued until all nonlethal damage is removed and entangled for 1 turn. It also has a chance to be demoralised/shaken when hit by any attack as rolled in the spoiler.

lots of rolls:

cast defensively DC 17, Riftwarden orphan, Improved spell combat: 1d20 + 18 ⇒ (8) + 18 = 26

attack, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty: 1d20 + 22 ⇒ (6) + 22 = 28
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (1) + (2) + 21 = 24
frostbite nonlethal magic cold: 1d6 + 8 ⇒ (3) + 8 = 11

attack, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty: 1d20 + 22 ⇒ (2) + 22 = 24
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (3) + (1) + 21 = 25
frostbite nonlethal magic cold: 1d6 + 8 ⇒ (5) + 8 = 13

attack, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty: 1d20 + 22 ⇒ (9) + 22 = 31
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (4) + (4) + 21 = 29
frostbite nonlethal magic cold: 1d6 + 8 ⇒ (1) + 8 = 9

attack, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty, -5 iterative: 1d20 + 17 ⇒ (20) + 17 = 37
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (1) + (3) + 21 = 25
frostbite nonlethal magic cold: 1d6 + 8 ⇒ (5) + 8 = 13

Intimidate to demoralize the first time this round each new target takes nonlethal damage: 1d20 + 19 ⇒ (1) + 19 = 20

Intimidate to demoralize the first time this round each new target takes nonlethal damage, second target?: 1d20 + 19 ⇒ (15) + 19 = 34

Intimidate to demoralize the first time this round each new target takes nonlethal damage, third target?: 1d20 + 19 ⇒ (2) + 19 = 21

Intimidate to demoralize the first time this round each new target takes nonlethal damage, fourth target?: 1d20 + 19 ⇒ (12) + 19 = 31

attack crit confirm attack 4, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty, -5 iterative: 1d20 + 17 ⇒ (1) + 17 = 18
extra crit damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (2) + (2) + 21 = 25
extra frostbite nonlethal magic cold: 1d6 + 8 ⇒ (5) + 8 = 13

AoO if Relevant this turn, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty, -5 iterative: 1d20 + 22 ⇒ (6) + 22 = 28
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (4) + (5) + 21 = 30
frostbite nonlethal magic cold: 1d6 + 8 ⇒ (4) + 8 = 12

If any of the other posters wants me to, Elliot can 5 ft step upward as part of his full attack and hover there, which would allow another melee compatant into the frey. This would give them another target to attack, though. I will leave that decision to them if anyone wants to join the melee.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Thesius continues to hold his spell, focusing further to discern more about the magic he detects in the room. His eyes searching for the demon we know is lurking somewhere. His lips reciting a prayer to Desna as he does so.

(Standard Action to continue concentrating on Detect Magic, Swift Action for Archaeologist's Luck, and Move Action to look for the succubus.)

Perception: 1d20 + 25 + 2 + 3 ⇒ (12) + 25 + 2 + 3 = 42 (25 Base, 2 Heroism, 3 Archaeologist's Luck)


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

Fortunately for Merixia's plan of attack, Elliot flies upward just enough for her to step forward. "Seriously, you think a real warrior would wear armor like that? Her belly is completely exposed and her breasts are hanging out! It's like a giant sign saying 'please stab me here'. All the other deities would laugh her off the battlefield if she showed up to a fight wearing that sad excuse for armor." The succubus' version of plate armor looks more like something out of a brothel. Merixia turns her sword to hit the crusader in front of her with the flat and brings it around in a left side strike. She holds back a bit on the force of the blow; even the flat of the blade can kill someone if you hit them hard enough.

I'm imagining succubus-Iomedae's armor like something out of a fantasy RPG. The kind where all the women's armor is basically a metal bikini. XD 5 ft step forward and full attack on Black with nonlethal damage. If Elliot has already subdued Black, Merixia will attack White instead. No Mythic Power Attack this time.

Attack 1 vs Black + heroism + bull's strength + haste + divine favor - nonlethal: 1d20 + 13 + 2 + 1 + 1 + 2 - 4 ⇒ (20) + 13 + 2 + 1 + 1 + 2 - 4 = 35

Damage 1 + bull's strength + weapon of awe + divine favor: 1d10 + 9 + 1 + 2 + 2 ⇒ (7) + 9 + 1 + 2 + 2 = 21

Attack 2 vs Black + heroism + bull's strength + haste + divine favor - nonlethal: 1d20 + 13 + 2 + 1 + 1 + 2 - 4 ⇒ (18) + 13 + 2 + 1 + 1 + 2 - 4 = 33

Damage 2 + bull's strength + weapon of awe + divine favor: 1d10 + 9 + 1 + 2 + 2 ⇒ (6) + 9 + 1 + 2 + 2 = 20

Attack 3 vs Black + heroism + bull's strength + haste + divine favor - nonlethal: 1d20 + 8 + 2 + 1 + 1 + 2 - 4 ⇒ (17) + 8 + 2 + 1 + 1 + 2 - 4 = 27

Damage 3 + bull's strength + weapon of awe + divine favor: 1d10 + 9 + 1 + 2 + 2 ⇒ (4) + 9 + 1 + 2 + 2 = 18

I'm assuming none of the charmed crusaders are evil, so no holy damage from wrathful weapon.


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 16 T 12 FF 14 | Foretell 8/8 | Prescience 5/10 | Mythic Power 7/7 | CMD 15 | Fort +6 Ref +6 Will +9 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions:

Verene snorts slightly despite herself at Merixia's justified and fine-pointed scorn.

Prescience, 2/10 remaining: 1d20 ⇒ 3
She focuses in on the disguised demon and whispers to her companions: "So the demon is this mockery of Iomedae after all. I recommend focusing your attention on her, those of you who can fly. Don't worry about us."

She makes a slashing gesture and opens her reptilian jaws in a silent scream.

Ear-piercing scream sonic damage: 4d6 ⇒ (5, 2, 3, 3) = 13 DC 18 Fort or be dazed, etc.
Caster level check to overcome spell resistance vs. Janeamine 1: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19
Caster level check to overcome spell resistance vs. Janeamine 2: 1d20 + 8 + 4 ⇒ (19) + 8 + 4 = 31 Okay, there we go.

Then she calls out, clear and calm, to the heavily armored soldiers.
"Keystones of Lozeri, we are knights of the Fifth Crusade, and we have come to aid you. We fight to disable, not to kill you. You are under a compulsion forced on you by a demon in disguise. We do not blame you for your actions, for you know not what you do. She seeks to use your faith to manipulate you into blind obedience. But you are strong, stronger than her magics. And you are more than blind faith. You have minds and wills of your own. Use them! My friend is right: this parody is not a warrior, much less a war goddess. You can and must break free of her. Remember your comrades, your oaths, and your true loyalties. Lay down your weapons, and be free men and women once more."


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

While battle begins in earnest, Wulfric holds his longsword aloft and begins a surprisingly adroit demonstration of swordsmanship. "Witness the true inspiration of the Inheritor," he calls out as a warm feeling does settle into his companions.

activating Iomedae's inspiring sword (my divine fighting technique) a a full-round action. It grants all allies within 30'who can see him a +2 sacred bonus to attack rolls, skill checks and saves (which won't stack with Azira's veil of heaven, but does apply to all saves instead of just vs evil outsiders) for 1 round. And inspire courage is still active thanks to lingering performance.


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

I kind of thought her armor was cute... though I suppose it would take a lot of magical enchantments to make up for the missing meT...

Azira's thoughts about armor are cut short as her distractedness allows one of the corrupted crusaders to slice between the metal of hers. She brings her glowing free-hand to the wound briefly before pressing her attack (against white), using the flat of the blade on her first strike in the hopes of merely rendering the foe unconscious with whichever attack fells it.

lay hands: 4d6 ⇒ (1, 4, 1, 2) = 8 yikes

Radiance 1 (hero/fb/haste/ic/Iis/non-lethal): 1d20 + 20 + 2 + 1 + 1 + 2 + 2 - 4 ⇒ (1) + 20 + 2 + 1 + 1 + 2 + 2 - 4 = 25 double-yikes...
for (non-lethal): 1d8 + 19 + 2 + 1 + 2 ⇒ (3) + 19 + 2 + 1 + 2 = 27

Radiance 2 (hero/fb/haste/ic/Iis): 1d20 + 20 + 2 + 1 + 1 + 2 + 2 ⇒ (6) + 20 + 2 + 1 + 1 + 2 + 2 = 34
for: 1d8 + 19 + 2 + 1 + 2 ⇒ (8) + 19 + 2 + 1 + 2 = 32

Radiance 3 (hero/fb/haste/ic/Iis): 1d20 + 15 + 2 + 1 + 1 + 2 + 2 ⇒ (20) + 15 + 2 + 1 + 1 + 2 + 2 = 43
for: 1d8 + 19 + 2 + 1 + 2 ⇒ (3) + 19 + 2 + 1 + 2 = 27

confirm3?: 1d20 + 15 + 2 + 1 + 1 + 2 + 2 ⇒ (8) + 15 + 2 + 1 + 1 + 2 + 2 = 31
for another: 1d8 + 11 + 2 + 1 + 2 ⇒ (6) + 11 + 2 + 1 + 2 = 22

The status spoiler still had me at 78 hp, but unless white is the succubus a 33 should have hit (which I assume is why you rolled damage); so, I'll heal some of that. And, I'll stop attacking when it collapses, so hopefully that'll leave them alive with some non-lethal damage (actually, apparently, Radiance really doesn't like dealing non-lethal damage).


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

wait… Meri, you’re a genius… if I get my armor glammered, I could make it look completely impractical—like a giant sign saying ‘stab me here’—and thereby bait more enemies into attacking me instead of the others… I’ll have to remember to ask Verene about it after we return to camp…


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 2 Wrap-up

Elliot draws upon the arcane power within, and Righteous Eclipse is surrounded by its golden corona as he slashes at the warrior who struck at him lined in black. Although his attacks are thrown off by the corner between them, he still manages to land most of the attacks - one, however, the Keystone is able to deflect thanks to the wall corner's protection. However, the last attack lands, and knocks him off his feet and into unconsciousness. With that, Elliot ascends, climbing into the air and allowing another to get past him.

"Beren!" Another of the Keystones lined in red cries out plaintively. "Fight for him! Fight for Iomedae!"

Inspire courage is also a morale bonus, Elliot, so no stacking with Flagbearer there.

Thesius continues searching for any signs of the succubus.

Thesius:
There are... a lot of magical auras present in the room in front of him, and the strongest is faint. I'm not going to count up the number of magical auras on your party members, but there're more than 50 in there at the moment.

He does, however, identify that there's something strange about Iomedae - she's definitely not what she seems. Of course, that's fairly self-evident, but it's the only thing he notices that is amiss.

GM Rolls:

1d20 + 24 + 10 ⇒ (18) + 24 + 10 = 52
1d20 - 1 + 10 ⇒ (18) - 1 + 10 = 27

Merixia dashes beneath her lover, swinging her blade with careful focus. The unfortunate [ooc]white-lined Keystone is unable to keep her from striking home, despite the fact that she's restraining herself. One blow strikes particularly hard, and by the time she's done, she's knocked her target out entirely.
Confirm?: 1d20 + 13 + 2 + 1 + 1 + 2 - 4 ⇒ (10) + 13 + 2 + 1 + 1 + 2 - 4 = 25
Nonlethal Damage: 1d10 + 9 + 1 + 2 + 2 ⇒ (8) + 9 + 1 + 2 + 2 = 22
Confirm?: 1d20 + 13 + 2 + 1 + 1 + 2 - 4 ⇒ (4) + 13 + 2 + 1 + 1 + 2 - 4 = 19
Confirm?: 1d20 + 8 + 2 + 1 + 1 + 2 - 4 ⇒ (8) + 8 + 2 + 1 + 1 + 2 - 4 = 18
These are not evil crusaders, correct.

Verene unleashes a powerful, silent scream at the false goddess, who winces, grabbing at her ears. Her gauntlets come away bloody. However, she manages to keep focused, and she glares at the kobold-shaped wizard. "Beware! Their foul sorceries are mighty!"
Fort vs. DC 18: 1d20 + 10 ⇒ (15) + 10 = 25

Wulfric summons up the swordsmanship skills he has been taught, demonstrating with surprising and inspiring adeptness the prowess of an Iomedaean. His knight, meanwhile, adopts a defensive stance, ready for anyone to come to attack them.

Of course, the Keystones are well aware that the heroes have the advantage in the narrower confines of the corridor, and none rise to the bait. Instead, one lined in blue steps out, pulls a javelin from a quiver, and hurls it at Merixia, who doesn't even need to dodge it, as it deflects off of her armor.
Javelin: 1d20 + 10 ⇒ (3) + 10 = 13

Another, lined in orange slips around the false goddess, hefting his sword in preparation.

The blinded Keystone lined in pink - Pisha? - remains still, unwilling to risk tripping, while the final mercenary circles back to support his comrade. The goddess gestures grandly. "Come, defilers! Prove yourselves as 'just' as you claim to be!"

Nurah advances cautiously, looking past the kobold-shaped wizard and the rest of the champions to see what's happening. She chants a quick spell. "Why not reveal your true shape, 'Iomedae'? Your toys won't care, and we already know you." She suggests.
CL vs. Janeamine's SR: 1d20 + 8 ⇒ (9) + 8 = 17

Spellcraft DC 17:
That's a suggestion, to be sure.

The woman laughs in her face. "Such foolishness. I am what I seem to be!"

GM Rolls:

Low Summons: 1d100 ⇒ 79
Will Save: 1d20 + 6 ⇒ (18) + 6 = 24

Round 3

Statuses:


Verene: HP 62/62; AC 23, touch 15, flat-footed 20; Foretell 0/8, Prescience 3/10, Mythic Power 2/7, message 76 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 4 minutes, 3 mirror images 4 minutes, communal protection from energy (electricity) 9 minutes, shield 9 rounds; 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 3/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, heroism 76 minutes, weapon of awe 4 minutes, ironskin 4 minutes, crusader’s edge 4 minutes, bull’s strength 5 minutes, magic circle against evil 78 minutes, shield of wings (4 wings) 7 minutes, communal protection from energy (electricity) 19 minutes (83 points remaining), wrathful weapon (holy) 10 minutes, divine favor 8 rounds
Thesius: HP 63/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 8/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 4 minutes, heightened awareness 67 minutes, heroism 66 minutes, darkvision 7 hours, communal protection from energy (electricity) 10 minutes
Elliot: HP 77/77; AC 30, touch 19, flat-footed 24, Arcane Pool 3/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 98 minutes, keen edge 96 minutes, alter self 16 minutes, blur 4 minutes, blade tutor’s spirit 4 minutes, longarm 4 minutes, heroism 66 minutes, protection from evil 7 minutes, communal protection from energy (electricity) 20 minutes (83 points remaining), shield 7 rounds, dim light and darker areas are considered difficult terrain, +2 bonus to Righteous Eclipse for 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 4/8, panache 3/4, divine bond 1/1, Mythic Power 4/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 96 minutes, veil of heaven 37 minutes, featherstep 56 minutes, heroism 57 minutes, eagle’s splendor 2 minutes, keen edge 76 minutes, fly 7 minutes, lesser angelic aspect 4 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 7 minutes
All: tears to wine 76 minutes, haste 6 rounds, inspire courage +2 2 rounds remaining
All within 30’ of Wulfric: Flagbearer, Iomedae’s Inspiring Sword (+2 sacred bonus to attack rolls, skill checks and saves ) 1 round
All within 10’ of Azira: +4 vs. Charm and Fear


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

I think, with Elliot knocking out Black and Merixia knocking out white, that Azira could have 5ft stepped forward as part of her attack to attack orange? Apologies if I read over it.

'Iomedae' wrote:
"Come, defilers! Prove yourselves as 'just' as you claim to be!"

Elliot glances at the presumed succubus, a clear white aura forming around him as he prepares to strike the demon down. "As the Lady grants us warmth, so she can take it away - and by my sword she shall. Die in a shivering mess, pretender," he says as he coldly hacks into her form from above.

Since 10 ft reach can apparently attack at two diagonal squares of distance, Elliot full attacks the succubus. I am assuming something goes wrong though so he will instead focus blue and then orange if his attack does not seem to affect 'Iomedae'. Sequence: Full attack, finish with casting brand (last attack does not have frostbite).

lots of rolls, adding Wulfric's +2 sacred bonus from Iomedae's divine sword:

attack, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty: 1d20 + 24 ⇒ (16) + 24 = 40
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (3) + (3) + 21 = 27
frostbite nonlethal magic cold: 1d6 + 8 ⇒ (3) + 8 = 11

haste attack, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty: 1d20 + 24 ⇒ (17) + 24 = 41
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (2) + (1) + 21 = 24
frostbite nonlethal magic cold: 1d6 + 8 ⇒ (4) + 8 = 12

iterative attack, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty: 1d20 + 19 ⇒ (14) + 19 = 33
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (4) + (6) + 21 = 31
frostbite nonlethal magic cold: 1d6 + 8 ⇒ (4) + 8 = 12

Spellstrike/spell combat (Brand) attack, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty, -5 iterative: 1d20 + 24 ⇒ (16) + 24 = 40
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (3) + (2) + 21 = 26

Intimidate to demoralize the first time this round each new target takes nonlethal damage: 1d20 + 19 ⇒ (3) + 19 = 22

Intimidate to demoralize the first time this round each new target takes nonlethal damage, second target?: 1d20 + 19 ⇒ (8) + 19 = 27

Intimidate to demoralize the first time this round each new target takes nonlethal damage, third target?: 1d20 + 19 ⇒ (6) + 19 = 25

Intimidate to demoralize the first time this round each new target takes nonlethal damage, fourth target?: 1d20 + 19 ⇒ (7) + 19 = 26

attack crit confirm attack 1, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty, -5 iterative: 1d20 + 21 ⇒ (18) + 21 = 39
extra crit damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 18 ⇒ (3) + (6) + 18 = 27
extra frostbite nonlethal magic cold: 1d6 + 8 ⇒ (4) + 8 = 12

attack crit confirm attack 3, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty, -5 iterative: 1d20 + 19 ⇒ (15) + 19 = 34
extra crit damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 18 ⇒ (1) + (2) + 18 = 21
extra frostbite nonlethal magic cold: 1d6 + 8 ⇒ (4) + 8 = 12

attack crit confirm attack 4, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty, -5 iterative: 1d20 + 19 ⇒ (20) + 19 = 39
extra crit damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 18 ⇒ (4) + (1) + 18 = 23

AoO if Relevant this turn, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty, -5 iterative: 1d20 + 24 ⇒ (9) + 24 = 33
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (3) + (6) + 21 = 30

Probably three critical hits and one normal hit on Iomedae barring trickery.


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 16 T 12 FF 14 | Foretell 8/8 | Prescience 5/10 | Mythic Power 7/7 | CMD 15 | Fort +6 Ref +6 Will +9 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions:

Orange wasn't there on Azira's last turn, but moved forward when the Keystones acted, Elliot. You'll have to 5' step forward in the air from your previous position to attack 'Iomedae' or blue, but that seems fine given that Elliot is flying.

Worldwound GM wrote:

The goddess gestures grandly. "Come, defilers! Prove yourselves as 'just' as you claim to be!"

Nurah advances cautiously, looking past the kobold-shaped wizard and the rest of the champions to see what's happening. She chants a quick spell. "Why not reveal your true shape, 'Iomedae'? Your toys won't care, and we already know you," she suggests.

The woman laughs in her face. "Such foolishness. I am what I seem to be!"

"Yes. A version of Iomedae who has mysteriously lost her sword and shield," Verene retorts coolly. "An Iomedae who is not 'the first into battle, and the last to leave it,' but cowers behind other soldiers. Do you see it yet, Keystones?" She no longer feels any particular loyalty to Iomedae, of course, but the succubus's vaudevillian disguise still rankles somehow. It is an insult to the intelligence of any observers, if nothing else.

Through her spell, she says, "Good effort, Nurah. She wants us to move forward for some reason. I'm not sure that's a good idea. Azira, could you move straight upward in the air like Elliot did for Merixia? Or to somewhere else of your choosing. I would like to aim a color spray off to the right here. Hopefully it will disable some of them and we can tie them up."

Delay for Azira to act, then hopefully move to Azira's current space at the very end of the corridor and cast color spray from the top right corner, 15' cone in the marked squares. DC 18 Will save.

SR rolls:
Caster level check to overcome spell resistance, Janeamine 1: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23
Caster level check to overcome spell resistance, Janeamine 2: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Thesius continues his concentration, the individual auras coming into view.

He will focus in particular on any auras that seem to be coming from a place where no one seems to be and/or on the Iomedae impersonater.

(Feel free to roll any spellcraft checks to identify as necessary. Thesius has a +19 to his roll currently with base 14, 2 heroism, and 3 archaeologist's luck.)

Detect Magic - 3rd Round:
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.


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

Wulfric continues his display of swordsmanship.

using another full-round action to grant the +2 sacred bonus again; and this is the last round of lingering performance


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

Azira scowls slightly for a moment upon discovering the corrupted crusaders' willingness to wait for her and her allies to enter the chapel. Wanting to make room for Verene's request, and preferring that enemies swarm herself rather than her companions, the paladin steps gracefully forward, placing her glowing left hand briefly to her still bloody side as she does. LoH as swift action

Lay Hands: 4d6 ⇒ (5, 4, 1, 1) = 11

As Radiance begins to dance towards the (orange-lined) foe now in reach, she whispers to the blade, "let us see if we can take them alive so our friends can try to free them from the demon's thrall." 5' step and full attack; I'll try to do non-lethal on the first attack and stop attacking right away when they fall (so that hopefully they're just knocked out).

Radiance 1 (hero/fb/haste/ic/Iis/non-lethal): 1d20 + 20 + 2 + 1 + 1 + 2 + 2 - 4 ⇒ (6) + 20 + 2 + 1 + 1 + 2 + 2 - 4 = 30
for (non-lethal): 1d8 + 19 + 2 + 1 + 2 ⇒ (4) + 19 + 2 + 1 + 2 = 28

Radiance 2 (hero/fb/haste/ic/Iis): 1d20 + 20 + 2 + 1 + 1 + 2 + 2 ⇒ (16) + 20 + 2 + 1 + 1 + 2 + 2 = 44
for: 1d8 + 19 + 2 + 1 + 2 ⇒ (1) + 19 + 2 + 1 + 2 = 25

Radiance 3 (hero/fb/haste/ic/Iis): 1d20 + 15 + 2 + 1 + 1 + 2 + 2 ⇒ (14) + 15 + 2 + 1 + 1 + 2 + 2 = 37
for: 1d8 + 19 + 2 + 1 + 2 ⇒ (6) + 19 + 2 + 1 + 2 = 30


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

I really don't see how Blue could still be standing after those rolls from Elliot, so I'm going to act on the assumption that Blue is down.

The Keystone in front of Elliot crumples like wet paper under the force of his attacks. Azira's opponent isn't looking too great either, and Verene is planning to blast that area with a color spray anyway, so Merixia sprints toward the crusader by the northern doors. "You know, I joined the Crusade to fight demons." She easily hops over Elliot's former opponent, lying in an armored heap on the floor. "Demon cultists, weird Abyssal not-demons like those vesca-thingys." Her sword comes down to whack the Keystone in front of her over the head with the flat. "Maybe a few undead, because evil and necromancers are like wine and cheese, you know? They go together. I did NOT sign up to beat the stuffing out of some poor brainwashed bastards who ran afoul of a succubus."

Move and attack Pink. No Mythic Power Attack, nonlethal damage.

Attack vs Pink + heroism + bull's strength + haste + divine favor - nonlethal: 1d20 + 13 + 2 + 1 + 1 + 2 - 4 ⇒ (17) + 13 + 2 + 1 + 1 + 2 - 4 = 32

Damage + bull's strength + weapon of awe + divine favor: 1d10 + 9 + 1 + 2 + 2 ⇒ (6) + 9 + 1 + 2 + 2 = 20


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 3 Wrap-Up

Elliot rushes at the false Iomedae, slashing with the glowing black blade, which slashes easily through her guard and knocking her down. Despite the enchantment on the blade, blood sprays from her body as she topples. Working swiftly, he strikes at the next target lined in blue, and she, too, collapses in a heap, blood spurting out of her injuries.

"Her holiness falls! Slay them, slay them!" The red-lined Keystone cries.

Thesius continues studying the auras, trying to determine what they are.

Spellcraft Results:

Not going to write up a big post here. There's a transmutation, abjuration, and enchantment aura on each of the Keystones, and an additional illusion aura on the false Iomedae, as well as a bunch of non-typed auras on their weapons and armor.

Wulfric continues whirling his blade to invoke the Inheritor, beckoning the holy to their presence.

Azira advances slightly, which prompts her target to respond, bringing his greatsword down on her with a mighty war shout. "For the Inheritor!" Fortunately, the paladin is easily deflects the attack, Radiance humming her agreement as she does. With a whirl of her blade, she lashes out, striking his helm with the flat. As he staggers, she shifts to slashing again, sending blood spraying across the chapel. However, he does not fall.
Readied Attack vs. Azira: 1d20 + 17 ⇒ (5) + 17 = 22 Yeesh. I know it wasn't likely to hit, but still. Not a great roll. At least it's not on one of my PCs!

Verene takes the chance to step into Azira's place and cast a burst of color at the hapless remaining Keystones. The orange-lined injured man staggers back with a yelp, stunned by the magic, but the woman behind him doesn't seem at all affected, simply shaking herself at the baffling display of colors.
Orange Will vs. DC 18: 1d20 + 6 ⇒ (1) + 6 = 7
Red Will vs. DC 18: 1d20 + 23 ⇒ (5) + 23 = 28

Merixia rushes to deal with the blinded woman lined in pink in a most chivalrous fashion, bashing her over the head with the flat of her bastard sword. She yelps in pain, but grips her bastard sword gamely and prepares to fight back. Through astonishingly lucky coincidence, she lands a blow that cuts through the cleric's armor, leaving a painful gash across her stomach.
Greatsword 1 vs. Merixia: 1d20 + 17 ⇒ (7) + 17 = 24
Miss Chance 50%, low misses: 1d100 ⇒ 46
Greatsword 2 vs. Merixia: 1d20 + 12 ⇒ (19) + 12 = 31 Threat. I think crits can still happen against concealed targets. If not, disregard the confirm roll.
Miss Chance 50%, low misses: 1d100 ⇒ 84
Damage: 2d6 + 10 ⇒ (1, 3) + 10 = 14
Confirm vs. Merixia: 1d20 + 12 ⇒ (10) + 12 = 22 Nope. Doesn't matter anyways!

The red-lined Keystone considers for a moment, and then disappears with a crack of displaced air.

Spellcraft DC 22:
That's greater teleport. That must've been the succubus!

Round 4

Everyone is up.

Statuses:


Verene: HP 62/62; AC 23, touch 15, flat-footed 20; Foretell 0/8, Prescience 3/10, Mythic Power 2/7, message 76 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 4 minutes, 3 mirror images 4 minutes, communal protection from energy (electricity) 9 minutes, shield 8 rounds; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 58/72; 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 3/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, heroism 76 minutes, weapon of awe 4 minutes, ironskin 4 minutes, crusader’s edge 4 minutes, bull’s strength 5 minutes, magic circle against evil 78 minutes, shield of wings (4 wings) 7 minutes, communal protection from energy (electricity) 19 minutes (83 points remaining), wrathful weapon (holy) 10 minutes, divine favor 7 rounds
Thesius: HP 63/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 7/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 4 minutes, heightened awareness 67 minutes, heroism 66 minutes, darkvision 7 hours, communal protection from energy (electricity) 10 minutes, archeologist’s luck 4 rounds
Elliot: HP 77/77; AC 30, touch 19, flat-footed 24, Arcane Pool 3/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 98 minutes, keen edge 96 minutes, alter self 16 minutes, blur 4 minutes, blade tutor’s spirit 4 minutes, longarm 4 minutes, heroism 66 minutes, protection from evil 7 minutes, communal protection from energy (electricity) 20 minutes (83 points remaining), shield 6 rounds, +2 bonus to Righteous Eclipse for 8 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 4/8, panache 3/4, divine bond 1/1, Mythic Power 4/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 96 minutes, veil of heaven 37 minutes, featherstep 56 minutes, heroism 57 minutes, eagle’s splendor 2 minutes, keen edge 76 minutes, fly 7 minutes, lesser angelic aspect 4 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 7 minutes
All: tears to wine 76 minutes, haste 5 rounds, inspire courage +2 1 round remaining
All within 30’ of Wulfric: Flagbearer, Iomedae’s Inspiring Sword (+2 sacred bonus to attack rolls, skill checks and saves ) 1 round
All within 10’ of Azira: +4 vs. Charm and Fear


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Spellcraft - DC 22: 1d20 + 14 + 3 + 2 ⇒ (8) + 14 + 3 + 2 = 27 (+14 Base, +3 Archaeologist's Luck, +2 Heroism)

The group suddenly hears Thesius curse, "F&$&!" Before he continues on quickly rattling off his findings, "Everyone of them has an assortment of spells upon them. The Iomedae impersonator looks to have been likely under the succubus' control and the succubus was likely the one that just disappeared with a teleportation spell."

Trusting in his companions ability to finish subduing the rest of the knights, he moves into the room and towards where the secret room should be in the back where he pulls the tapestry away from the wall to see if it's a clear opening or if he'll need to deal with a door.

"We need to finish up in here before she potentially comes back with reinforcements."


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NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 16 T 12 FF 14 | Foretell 8/8 | Prescience 5/10 | Mythic Power 7/7 | CMD 15 | Fort +6 Ref +6 Will +9 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions:

Can't fail that Spellcraft check currently.

Verene tilts her head as her cone of dizzying color washes over the apparently heavily armored figure in the far corner that had been concealed from her before she moved up, but the person thus concealed shakes it off without apparent effort, and then teleports away with no further taunts or discussion. She says through her message-link with Thesius and the others, "A pity. She was misdirecting our attention to the false Iomedae after all. So not as foolish as I thought, then. Though just as much a coward."


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

Elliot's eyes widen as he realizes he'd just almost killed an innocent. Demons and their cruel trickery. He shakes it off, thankful he'd kept the enchantment on his weapon going, and attacks the two remaining targets with his enlarged range. "You only make this harder upon yourself. All we seek is a peaceful resoltion with you. Surely you can see now that one of your own was a demon disguised." He says to the remaining two keystones.

Rolls vs purple:

attack, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, +2 Iomedae's sacred sword, blade tutor's spirit cancels spell combat -2 penalty: 1d20 + 24 ⇒ (3) + 24 = 27
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (2) + (1) + 21 = 24

Intimidate to demoralize the first time this round each new target takes nonlethal damage: 1d20 + 19 ⇒ (11) + 19 = 30

AoO if Relevant this turn, heroism +2, assuming inspire courage +2, assuming flagbearer +1 morale, haste +1, +2 blade enhancement, blade tutor's spirit cancels spell combat -2 penalty, -5 iterative: 1d20 + 22 ⇒ (11) + 22 = 33
damage, nonlethal magic slashing coldiron above buffs: 1d4 + 1d6 + 21 ⇒ (2) + (3) + 21 = 26


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

Somehow, the Keystone's sword manages to find the seam between two of Merixia's armor plates. I really need to find some better armor. The cut stings, but she can tell it didn't penetrate far. "Not a bad hit." Raising her own bastard sword, the cleric returns the blow with interest. "But not good enough."

Full attack, nonlethal.

Attack 1 + heroism + bull's strength + haste + divine favor - nonlethal: 1d20 + 13 + 2 + 1 + 1 + 2 - 4 ⇒ (18) + 13 + 2 + 1 + 1 + 2 - 4 = 33

Damage 1 + bull's strength + weapon of awe + divine favor: 1d10 + 9 + 1 + 2 + 2 ⇒ (7) + 9 + 1 + 2 + 2 = 21

Attack 2 + heroism + bull's strength + haste + divine favor - nonlethal: 1d20 + 13 + 2 + 1 + 1 + 2 - 4 ⇒ (1) + 13 + 2 + 1 + 1 + 2 - 4 = 16

Damage 2 + bull's strength + weapon of awe + divine favor: 1d10 + 9 + 1 + 2 + 2 ⇒ (6) + 9 + 1 + 2 + 2 = 20

Attack 3 + heroism + bull's strength + haste + divine favor - nonlethal: 1d20 + 8 + 2 + 1 + 1 + 2 - 4 ⇒ (17) + 8 + 2 + 1 + 1 + 2 - 4 = 27

Damage 3 + bull's strength + weapon of awe + divine favor: 1d10 + 9 + 1 + 2 + 2 ⇒ (8) + 9 + 1 + 2 + 2 = 22


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 16 T 12 FF 14 | Foretell 8/8 | Prescience 5/10 | Mythic Power 7/7 | CMD 15 | Fort +6 Ref +6 Will +9 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions:

Verene hustles forward and uses one foot to shove away the dropped sword of the (Orange) Keystone she managed to stun with her spell, causing a clatter as it slides along the floor toward Merixia. This way, even if he recovers quickly he cannot pick it up again and hit her or Azira with it. "You can surrender, or she can knock you out," she says to the stupefied and injured man, indicating Azira. "I recommend the former. The demon has fled. You do not have to obey her any more, and we do not want to cause you more harm than you have already suffered. You are among friends now. Please, let us heal you and break this enchantment."


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

Azira scowls (once again) as the cowardly succubus flees. She hesitates for a moment, but before Verene has even finished her recommendation the paladin brings the flat of her dancing partner around at the mercenary again.[b] "Sorry, we don't have time for that right now- the demon could be back with help at any moment, and we still need to check these secret chambers.

I'll (try to) do non-lethal on all these attacks (against orange), but I'll stop attacking as soon as it seems like their unconscious.

Radiance 1 (hero/fb/haste/ic/Iis/non-lethal): 1d20 + 20 + 2 + 1 + 1 + 2 + 2 - 4 ⇒ (1) + 20 + 2 + 1 + 1 + 2 + 2 - 4 = 25
for (non-lethal): 1d8 + 19 + 2 + 1 + 2 ⇒ (2) + 19 + 2 + 1 + 2 = 26
lol- further proof Radiance hates dealing non-lethal damage

Radiance 2 (hero/fb/haste/ic/Iis/non-lethal): 1d20 + 20 + 2 + 1 + 1 + 2 + 2 - 4 ⇒ (19) + 20 + 2 + 1 + 1 + 2 + 2 - 4 = 43
for (non-lethal): 1d8 + 19 + 2 + 1 + 2 ⇒ (6) + 19 + 2 + 1 + 2 = 30

Radiance 3 (hero/fb/haste/ic/Iis/non-lethal): 1d20 + 15 + 2 + 1 + 1 + 2 + 2 - 4 ⇒ (14) + 15 + 2 + 1 + 1 + 2 + 2 - 4 = 33
for (non-lethal): 1d8 + 19 + 2 + 1 + 2 ⇒ (2) + 19 + 2 + 1 + 2 = 26

Can you choose to forego a critical threat? If so, I'll do that for my second attack. If not, someone else can (please) roll that for me?


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Encounter Maps | Geographic Map | Treasures | Important NPCs

Round 4 Wrap-Up

Thesius relays the information he's discovered just before the armored succubus disappears, while Elliot and Merixia work together to knock the blinded Keystone out of commission. She collapses in a clattering heap, blood oozing out of some of the wounds they left behind.

Verene steps out, kicking away the sole remaining Keystone's weapon, and Azira takes him down with a flurry of strikes from Radiance's flat.

Combat Over.

Statuses:


Verene: HP 62/62; AC 23, touch 15, flat-footed 20; Foretell 0/8, Prescience 3/10, Mythic Power 2/7, message 76 minutes, mage armor 8 hours, heroism 67 minutes, protection from evil 4 minutes, 3 mirror images 4 minutes, communal protection from energy (electricity) 9 minutes, shield 7 rounds; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 58/72; 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 3/7, Channel 1/3, Rage 2/8, holy lance 0/1, Mythic Power 3/7, heroism 76 minutes, weapon of awe 4 minutes, ironskin 4 minutes, crusader’s edge 4 minutes, bull’s strength 5 minutes, magic circle against evil 78 minutes, shield of wings (4 wings) 7 minutes, communal protection from energy (electricity) 19 minutes (83 points remaining), wrathful weapon (holy) 10 minutes, divine favor 6 rounds
Thesius: HP 63/64; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 7/12, Lore Master 1/1, Mythic Power 7/7, shared training 97 minutes, protection from evil 4 minutes, heightened awareness 67 minutes, heroism 66 minutes, darkvision 7 hours, communal protection from energy (electricity) 10 minutes, archeologist’s luck 3 rounds
Elliot: HP 77/77; AC 30, touch 19, flat-footed 24, Arcane Pool 3/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 1/7, shared training 98 minutes, keen edge 96 minutes, alter self 16 minutes, blur 4 minutes, blade tutor’s spirit 4 minutes, longarm 4 minutes, heroism 66 minutes, protection from evil 7 minutes, communal protection from energy (electricity) 20 minutes (83 points remaining), shield 5 rounds, +2 bonus to Righteous Eclipse for 7 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 4/8, panache 3/4, divine bond 1/1, Mythic Power 4/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), shared training 96 minutes, veil of heaven 37 minutes, featherstep 56 minutes, heroism 57 minutes, eagle’s splendor 2 minutes, keen edge 76 minutes, fly 7 minutes, lesser angelic aspect 4 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 14/17, lucky number (3) 24 hours, protection from evil 7 minutes
All: tears to wine 76 minutes, haste 4 rounds
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear

"So..." Nurah begins. "How do we deal with these guys? There're six of them, and I definitely can't carry even one." She pauses. "Are we going to try to get the false Sword of Valor? Deal with the mimics there?"


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

"I'm not sure we should start another fight with that succubus just having ran away, even if it's mimics and we know where they are," Elliot figures, watching the door warily, even though he had no idea where she had truly teleported to. "I'd say we instead drag these people with us and withdraw, perhaps also searching Staunton's office if it is near here on the way out. We've done enough for the day. Staunton is dead. The prisoners we came to rescue are still alive and in our custody. This is where we shouldn't push our luck and get Jhoran and everyone else to safety. We know the Sword kept here is fake so there is no reason to risk ourselves needlessly."

So what exactly is our exit strategy? Can Verene teleport us out again? What about the prisoners? Can we stoneshape an exit through one of the walls or such? If it matters Elliot can probably just fly out of the crack in the wall we used to get inside here.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 16 T 12 FF 14 | Foretell 8/8 | Prescience 5/10 | Mythic Power 7/7 | CMD 15 | Fort +6 Ref +6 Will +9 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions:

"Yes, I too would prefer to take at least a moment to search for any private papers, journals or letters of Staunton's before we go. As the acting commander of the fortress, he may have had notes about what they did with the Sword of Valor, or Aponavicius's plan of campaign, that could be invaluable. Do you know where he would have kept such important things, Joran?

"As for getting the Keystones out, I agree that they are far too heavy to carry or drag. But there is this wand—" she holds up the single wand taken from the tiefling sorcerer— "which I believe holds copies of a dimension door spell that would take two of them with me at a time. Or I could cast my own version of the spell that would transport them all at once without reviving them, if others were willing to hold them upright and then push them against the portal one by one. But I cannot take all of them alongside all of us at the same time, as I said when we were discussing this mission. And that is the last time I can cast it today." The last is whispered through the message, just in case hostile ears are listening.

"There is a nonmagical solution too. We disarm them, tie them up, heal them enough to bring them back to consciousness, and march them out of here. The closest exit is through these doors to the west. We follow the corridor as it turns to the left, through another set of double doors, to reach a small circular hallway with several doors leading off it and a huge break in the western wall that borders on the bailey. These were deserted yesterday, though that may not be true today. There is some rubble to climb over, but the gap is big enough to let plenty of sunlight through, and should be enough to allow us to get out as well. We asked Lady Irabeth to have a squad or two of paladins waiting nearby for our emergence, in case some enemies on higher walls and towers of the keep think to use us for target practice while we are leaving."

As long as they are talking about it, she casts detect magic and starts examining the wand to make sure it is what she thinks it is and determine how many uses of the spell it has left in it. Three rounds to determine the properties of a magic item; taking 10 on Spellcraft for 32.

There are six unconscious Keystones of Lozeri. Unconscious creatures are automatically considered willing for the purposes of spells that must have willing targets. Verene can take two willing Medium creatures with their gear plus herself with each use of a standard CL 7 dimension door wand, or a total of eight creatures plus herself through a mythic dimension door. The mythic option is enough for us or for the Keystones, not for both. I have drawn the mundane route out on the encounters map with cyan arrows. Note that this corridor and hallway were completely empty yesterday, and we can 'look' for fiendish presences or magic before opening the doors with Staunton's key, but I make no promises about there being no enemies there today.

Option 1 (most time-efficient strategy): Verene teleports the all Keystones (and Joran?) out with mythic dimension door, then uses the wand to dimension door herself back in to remain with the party while we fight mimics, search Staunton's room, or do whatever else until we are ready to leave. Downside: that's her last cast for the day of mythic dimension door, leaving us without an emergency exit if things go very wrong.

Option 2 (most magic-efficient strategy): Tie up, revive, walk out with the Keystones. Walk back in the same way until ready to leave. Downsides: Takes much more time. Minute/level buffs will probably expire before we get back in. Requires wrangling the probably-unwilling Keystones. There could be archers that try to shoot at us or the Keystones from the upper parts of the keep as we are trying to leave (or get back in.)

Option 3 (mixed strategy): Use the dimension door wand six times to get all six unconscious Keystones back to the center of our camp with no fuss, and Verene back into the keep after each set of 2. Downside: wasteful of dimension door wand charges, when we aren't sure yet how many we have.

Having typed it all out like that, I guess my preference is Option 3 > Option 2 > Option 1. Verene really wants to keep that mythic dimension door ripcord ready to pull at any moment in case a bunch of demonic reinforcements do, in fact, show up. At the same time, before quitting for the day I do want to get rid of the mimics, grab the false Sword of Valor, and get any important Staunton items we missed when only taking the basics of what was on his person or obvious in that office room.


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

”I can only smite one more foe today, and I can only lay hands three more times,” Azira reports, “but I should be good for at least one more fight if we decide to deal with the mimics and the false Sword of Valor. However, now that we’ve taken these mercenaries as prisoners we have a responsibility to ensure their safety, at least until they are judged worthy of some punishment.”

”It’d be a shame to have to retake this part of the keep later, though, and if there are any valuable papers in Staunton’s personal effects they’re likely to be destroyed if we wait until tomorrow to hunt for them...”

”What if Verene teleports them all back to camp and returns with the wand? Then we can finish searching just this very limited area before she uses the wand once more to teleport out with Wulfric and Nurah and the rest of us can fly out?”

I don’t know if that’s actually even possible? I think at one point Elliot, Meri, and I all had flying effects on, but I’m not sure if they have enough duration left or if anyone can put one on Thesius?


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You could also spend the few rounds to figure out how many charges the dimension door wand has left, if you were so inclined.

I don't think you could fail the Spellcraft check.

Spellcraft if you choose to do so:

Verene Spellcraft: 1d20 + 18 + 2 + 2 ⇒ (15) + 18 + 2 + 2 = 37

It has 8 charges left, and is CL 7th.

"Not his office." Joran supplies. "They'd be in his bedroom, which is back the way you came from. Door's in the room you killed him in." He considers. "It'd be locked, but you've found the key."

GM Rolls:

CL Check vs. Rest Eternal: 1d20 + 20 ⇒ (14) + 20 = 34 Can't fail. This'll be... interesting.

I'll let you discuss your options more. You folks know your capabilities better than me at this point.


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

Merixia hastily wipes the blood off her sword, sheathes it and kneels at the side of the woman she knocked out to check her pulse. "I vote for using the wand. I can't channel any more energy today, I'm out of my best spells, and I'm running low on Wardstone power. That succubus went to fetch reinforcements, you can count on it. I strongly suggest we leave the mimics and the false Sword of Valor for tomorrow, raid Staunton's bedroom for intel, and get everyone out of here. It'll be hard enough hauling the Keystones back to camp as it is. Being wounded, or energy drained, or anything else will make it even harder." Especially since she's the one who carries heavy things- and heavy people- around here.

Do I need to make a Heal check to see if any of the Keystones are at risk of dying?


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 16 T 12 FF 14 | Foretell 8/8 | Prescience 5/10 | Mythic Power 7/7 | CMD 15 | Fort +6 Ref +6 Will +9 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions:

Ah, I thought that 'charges left' was part of the information one gets by examining the item for 3 rounds to figure out its properties. But great, so 8 charges left. Thanks GM. That's enough to use just the wand to teleport all the Keystones without doing a bunch of math to figure out the weight of each person plus their gear, the weight of everything currently in the bag of holding, and if it has enough capacity left to hold a few of them. Also the bag would be only around 15 inches in diameter if held as a circle, which is enough for a smaller person to step into, but I think would be a pretty tight or perhaps impossible fit for the shoulders of a fully grown man in full plate. It would be great to have clarity on whether we can reasonably expect to fit Medium creatures like a human in full plate through the opening of the bag, though, GM, just for future reference. I doubt this is the last time something like this will come up.

Azira wrote:
"[...] However, now that we’ve taken these mercenaries as prisoners we have a responsibility to ensure their safety, at least until they are judged worthy of some punishment. [...]"

"Punishment?" Verene's face in this form is relatively immobile, and she does not look up from examining the wand, but huffs a breath through flared nostrils. After a pause, she says very mildly, "I wonder what punishment is appropriate for the great crime of being taken prisoner of war for two years and enduring magical compulsion, forced sex and who knows what other tortures."

She shakes her head and changes the subject briskly. "Eight charges remain. Enough to take all of them out of here by using the wand and coming back. I think that will be easiest. Then we can handle the mimics, and retrace our steps to Staunton's bedroom — a shame we did not check the exits of the office first thing, but we were rushing to get to the prisoners and knew where we had to go — before the demons can destroy any sensitive information. And no need to for anyone to fly out: if I use the wand for the mercenaries, I can take all of the rest of us out of here in one shot. I will start now."

Unless someone objects, of course. I can be more specific in my next post, but Verene will start using the wand to take Keystones back to camp two at a time. She's visualizing the command room/tent(?) we left around six or seven minutes ago of in-game time(!).


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Thesius listens to the others as he takes note of the hidden door. Turning his face to the others, he gives his own thoughts.

"I agree that we have a duty to get those we have found out safely. So the wand sounds like a good option for that. If worse comes to worse, I have a spell that would allow one of us to take a gaseous form they can use to hopefully get out."

He gives one final thought as he slips behind the tapestry to look for traps.

"Regardless, I doubt we have much more time within here. I suggest we choose a priority. If we leave the secret door closed, they may simply believe we were unaware of it."

Perception to detect traps on the secret door: 1d20 + 25 + 2 ⇒ (15) + 25 + 2 = 42 (25 Base, 2 Heroism)


female, Aasimar, Paladin 8, Marshal/Champion 2 | HP 79/81| AC 31* (t21/ff21) | CMD 31 | F +17*, R +19*, W +18* | perception (darkvision 60') +3, sense motive +3 | +12 initiative | panache: 4/4; LoH: 2/8; smite: 1/3; divine bond 0/1; mythic: 4/7 |active effects: veil of heaven, featherstep, heroism, e.splen, divine bond, fly, lesser angelic aspect
Verene Tanaquil wrote:
"Punishment?" Verene's face in this form is relatively immobile, and she does not look up from examining the wand, but huffs a breath through flared nostrils. After a pause, she says very mildly, "I wonder what punishment is appropriate for the great crime of being taken prisoner of war for two years and enduring magical compulsion, forced sex and who knows what other tortures."

”Fear not, Verene,” Azira answers, utterly failing at her attempt to hide her frustration at the mage’s sharp, and entirely uncalled for, comments. “It was a statement of a principle, not a judgment on our current prisoners. Whenever we take anyone who has attacked us alive, I am duty bound to safeguard their life until they can safely be set free or they are judged worthy of death, and given it.”

That clarified, the paladin walks away, leaving the hotheaded wizard to take jabs at others until the question of how to proceed is resolved.


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Sorry, I was unclear - that is what I was suggesting, Verene. If you want to spend the 3 rounds studying it, you can learn the charges remaining. Up to you whether you want to go with that or retcon it backwards.

Merixia:
Meriixia Heal: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22

None of the Keystones are in any immediate danger of dying, short of someone trying to kill them.

Thesius:
There are no traps on this door that the half-elf can detect.

Nurah looks... bemused? at the interplay between the champions, but winces at Thesius' suggestion. "No, I don't think that they'll believe you're unaware of it. They already know that Aron's with the group, and that I was going to probably lock you in there - or try to - if you went in unaware."

"I, for one, would rather get out of this place as soon as possible." Joran says bluntly.

Nurah glances at him, shaking her head. "You don't get a say." She says sardonically. The priest of Droskar looks away awkwardly.


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

"Focus, people." Merixia resists the urge to sigh at her friends. This is neither the time or the place for bickering. The cleric turns away to make the rounds of the unconscious Keystones, checking each of them over. "They're all stable enough for transport. Hopefully Aravashnial or Sosial prepared dispel magic this morning." Otherwise Irabeth will have a bunch of cranky charmed crusaders on her hands.

"If we want to deal with the mimics right now, why not just chuck a few area effect spells in there? Fireball or whatever. I don't have much that can damage nonevil enemies, but hallucinogenic smoke would definitely soften them up."


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 16 T 12 FF 14 | Foretell 8/8 | Prescience 5/10 | Mythic Power 7/7 | CMD 15 | Fort +6 Ref +6 Will +9 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions:

Okay GM, that works. I was just a bit confused because I had already declared spending those rounds and taking 10 on the Spellcraft check. I guess I'll also assume that the use of the dimension door wand works and deposits Verene with two of the Keystones where she wanted to go.

Verene takes another breath and says nothing further. She puts one of the unconscious rescued crusaders' mailed hand upon another's ankle, and while touching both, speaks the command word of the wand. All three vanish out of existence with only the whisper of a breeze in the room as different air fills the space where they were. Six seconds later, she reappears and does the same with the two on either side of the doorway; after another six seconds, she takes the two near Merixia and Elliot.

In the crusader camp command tent:
Just six minutes or so after their group left by a similar teleportation, the small, multiplied, white-scaled reptilian version of Verene pops into existence at the very entrance of the command tent* crouched over two unconscious and bleeding crusaders sprawled heavily at her feet. "These are two of the six crusader prisoners I saw with the arcane eye yesterday," she tells the command staff without preamble. "Please make them comfortable, but tie them securely before attempting to heal them and bring them back to consciousness. All appear to be under the effects of strong enchantment magic cast by a demon that was also fooling them with an illusion to make one to look like a false version of Iomedae. One moment."

Verene taps herself with the new wand, disappears, and then a few seconds later, reappears a few feet to the left with another heavily armored crusader and the false Iomedae, both unconscious like the first two. "It is probably dominate person," she continues, taking up seamlessly where she left off. "So do not be alarmed if they take you for enemies right now. Between all of us, I think we can soon dispel it. Feel free to start attempting to help them without us. Also, you should know that their minds are in constant telepathic contact with their enslaver, who teleported away when it seemed the ruse was up. So be sure to say nothing around them once conscious that you do not want the demons to know."

She pops out of existence again and after another few seconds returns a bit to the right, with two final slumped figures in full plate. "This is the last of them. Besides this group, we fought and killed Staunton Vhane and in two other battles. That is enough for today, so I expect we should all be out in a few minutes with what we can salvage from this area of the fortress. Also we have acquired his brother Joran. He surrendered of his own free will and has given his parole, you see, so I hope you will make him welcome too. See you again soon."

And so saying, she taps herself with the wand, speaks the command word, and vanishes again.

That's six uses on the wand of dimension door, 2/50 uses remaining.

*I don't know where or how this is set up, but am assuming there is one and we left from it. Dimension door at CL 7 should have 680 feet of range, enough to get her anywhere within the confines of the Citadel Drezen bailey.

Back in the chapel for the third and final time, Verene puts away the wand in the haversack. "I would prefer to deal with the mimics now, only because I would like to know what the false Sword of Valor's enchantment does. I could tell it was magical. But it is not as important as collecting information, so I would not mind simply going back to Staunton Vhane's room and then leaving. I do not feel strongly about it. And I have few spells left today. Unless I use the Wardstone power — which is running low — I will be limited to using the magic missile wand against the mimics. Of course, because we know they are there in advance, we can simply attack from range. I think they are not especially fast."

Mimics are slow and have no ranged capabilities I know of. We know from what Aravashnial said that their sticky slime attempts to grab melee weapons that attack them and creatures they hit with their slam. Just shooting them with arrows or magic missiles from range is a fine strategy. I don't want to fireball the room because it might damage the false Sword of Valor, but Verene could be convinced to use her second-to-last mythic power for the day on a black tentacles or something.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 3/Trickster 2 | HP 55/64 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +25 | Low-Light Vision | Archaeologist's Luck 8/12 left, Lore Master 1/1, Mythic Power 4/7 | Spells 1st - 1/5 2nd - 0/4 3rd 1/2 | Current buffs: n/a

Emerging once more from behind the tapestry, Thesius voices his findings.

"The secret door does not appear to be trapped. However, I would suggest we prioritize back tracking to Staunton's room to recover what we can before potentially proceeding into that room. If we suddenly have to leave while in there, we still risk the chance of losing anything of importance in Stauton's room."

Thesius votes to prioritize Staunton's room and then they can decide whether to proceed to the secret room or leave.


NG F Human Wizard (Diviner) 8 | Archmageᴹ 2 | HP 62/62 | AC 16 T 12 FF 14 | Foretell 8/8 | Prescience 5/10 | Mythic Power 7/7 | CMD 15 | Fort +6 Ref +6 Will +9 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +17 (+16 Thamyris) | Conditions: mage armor 8h| Thamyris: HP 27/27; AC 20 (T 16, FF 18) | Conditions:

Fine with me, Thesius. I guess Verene will keep detect fiendish presence running and use it to check before we enter each room again. Don't want to get caught by a second vrock ambush.


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

Why do we want the false Sword of Valor intact?

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