Krynn of the Wyred |
"I am from far away and my knowledge of the region is thus very limited," Krynn admits, crossing his arms and thinking. 'However, the Citadel of Tarim is an alliance of slavers, or so the Archmage informed us. It stands to reason that 'The Citadel of a thousand sighs' refers to them, as the life of a slave is a harsh one. Though perhaps still better than most of the Wyred, as we can attest to," he adds humorlessly.
"Regarding the Mother, in relation to the Rod and in accordance with the same Legends shared, the worst case scenario would be the Queen of Chaos herself, as she shaped the Tanar'ri into existence. The rest... could refer to anything, I suppose. What is a leech to a fallen god and what would their alters be used for? Nothing good, that is the only certainty."
He waits to see if any of the others had better ideas on the riddle from either insight or their superior knowledge, then turns to Rook. "Where would we have to go to start searching for your friend? How long would it take us to travel there, or will we teleport?"
Sebecloki |
Dyrvic filed the information away for further consideration. He was building a picture of the trap used on the woman. There were many ways to imprison someone and often the easiest was to convince someone that their cage was what they wanted all along. Emotions were a powerful thing and a useful snare to inflict pain. Few would lnow better than he.
With that he turned his thoughts to the second line of the riddle and he suspected at its answer before his mind could pull one from memory. From whose memory he could no longer tell but memory nonetheless.
1d20+31 know local
The Citadel of Ten Thousand sighs is a well known epithet of the Citadel of Tarim, the fortress city of the worshippers of Kamus, a human deity of slavery, and the White Goddess, an orc deity.
Dyrvic, The Ancient Emperor |
"I suspect I know why these mind sorcerers are being taken if this divination is to hold any merit. But let us be off to see this ruined construct. Speculation will take us nowhere and I tire of riddles. The divination may have betrayed the motive but not the whereabouts."
Rook. |
"I intended to start here. It is the next stop Iacco would have made, but he doesn't seem to arrive. I have magic to read the thoughts of those I see, trying to find leads. But it is not effective against the strong-willed. Now that I know it is a much larger conspiracy, I expect that will be less useful. Unless there are more divinations available, I expect that we'll need to follow the leads we have."
Krynn of the Wyred |
"All right. Then it is time we made a decision, and fast. To summarize, excluding Rook's lost associate, we have four possible courses of action. Please correct me I am wrong, of course, honored Archmage. Yet if I understand correctly, they are as follows.
"First, we could investigate the government. The local ruling council, named the Supreme Scepter, are each members of a former adventuring group called Bellas' Band. Allegedly, these are suspected to be involved? Or perhaps someone is seeking to sell the rod to buy a seat on the merchant council instead as a motive? Forgive me, yet I didn't hear anything yet directly drawing suspicion on them. Though should we wish to go there, we can start in the Naval district with its governmental buildings."
The elf takes a moment to catch a breath and think as he continues summarizing; it had been quite a lot of information to work through.
"Second, there are two thieves' guilds: The Shade Mantles and the Moon Masks. The former are wealthy thieves whereas the latter are assassins who view the Mantles as invaders on their territory. Both supposedly have safehouses around the bridge known as the Malventian Vesperspan. Whereas there are many bridges across all named 'Vesperspans', this one apparently houses both factions and is primed to be in the center of the conflict."
"Third, We could try to investigate slaver involvement from the Citadel of Tarim, also known as the Citadel of a Thousand sighs - and which was involved in the divination I performed. The docks at the southern border of eastern Malvent are where we should search for related dark cults. Related to this, the city supposedly sits on the ruins of the ancient Old Sanguinian city of Mondowshan, which would host several of these demon cults as well as a chamber of the Order of the Dracolich."
He looks at Mordenkainen again and privately wonders why city security matters THIS grave were all rumors. "I suppose that with so much being uncertain, perhaps those in power here could, however, help us along regarding these darker leeds with more concrete information, should we seek them out."
Sitting down on a nearby couch and politely declining when an animated broom seems to offer a massage, he states the last option. "And there is a contact of hers she was supposed to have a meeting with, just prior to disappearing. This was Carathis Scrollseeker, a sage of the great repository of knowledge known as the Citadel of the Lantern. We dont know if this meeting took place, or if it did, what was dicussed. We DO know, hoever, that whatever would be discussed here was something Ezria needed to know or confirm prior to being able to discover the location of the Rod Piece."
Finally, he looks back up towards the others. "Personally, lacking any information on her whereabouts, the most logical place to start, for me at least, would be with the person who might have seen her last. And even if she didn't, he supposedly has very important information on the rod itself. This would mean heading out towards this Citadel, if that is also a location in the town. Though even if it isn't, perhaps with teleportation it is worth a look."
"So, what do you all say, Angen? My vote as such is the Citadel, but I will defer to wishes of the majority."
Made a summary post of leads and most relevant information (at least, to my judgment). I don't think we have concrete reason to suspect the council or either of the thieves at present, we do have the Divination naming the Dark Cults associated with the Citadel of Tarim and we know who was one of the last persons to see her and whom we can infer has information on the Rod piece, at least."
Eladithas Starchild |
"Sounds as a good place to start, Mr. Rook." Eladithas smiled at the construct.
Dyrvic, The Ancient Emperor |
"I suspect the slavers have more to do with her disappearance than the other three mentioned if we are to trust this magic. But for my own concerns about the rod we should talk to this Scrollseeker for what he knows."
Elemental Flux Style: Weapon gains elemental burst enchantment. May change element 1/round as a free action. Wis mod to damage of next attack after change before start of next turn.
Elemental Flux Stance: 2d6 extra damage and resistance 15 of active element.
active element ability: Your speed and perception are heightened, granting you a +4 bonus on initiative checks and a +4 dodge bonus to your AC.
Name: Bercilak Hautdesert: The Green Knight
Pact Length 24 hours
Pact Type Good
Major Power Buffoonery: You curse one target within 30 feet to act like a buffoon as a standard action, causing it to lose all weapon and armor proficiencies and increase its spell failure chance with spells it casts by 25% for 1 minute. In addition, no skill is considered to be on its list of class skills and all terrain is considered to be difficult terrain for it. A successful Will save negates this effect. This ability is a curse effect. After using this ability, it becomes expended for 5 rounds.
capstone Buffoonery is permanent unless dispelled by remove curse or a similar effect.
Minor Powers
Devoted: While you are bound to Bercilak Hautdesert, you gain a +4 bonus against all mind-affecting effects as well as the benefits of the slippery mind rogue talent.
Regenerate: You repair your body of even the most grievous of wounds, functioning as regenerate except this ability is personal range only and targets you. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Sacred Submission: You can force one supernatural creature to submit to your will as a standard action, functioning as dominate person except this ability affects fey and outsiders with the evil subtype instead of humanoids. You may only dominate one target at a time with this ability; dominating a new target frees the previous target. At 20th level, this ability can target any creature regardless of type, functioning as dominate monster. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Unbreakable Body: While you are bound to Bercilak Hautdesert, you are immune to ability damage done to your Strength, Dexterity, or Constitution scores. In addition, you do not die when your head is severed, though the trauma does cause you to become staggered until your head is reattached to your body. Furthermore, your head is able to see, hear, and act and communicate with your body while severed as if using telepathic bond.
Name: Pevwyrn Pervon: The Belied Apprentice
Pact Length 24 hours
Pact Type Good
Major Power Acidic Bolt: As a standard action, you can unleash a bolt of acid that strikes one opponent within 30 feet as a ranged touch attack. If it hits, the target suffers 2d4 points of acid damage. For every three binder levels that you possess, the acid, unless neutralized, lasts for another round (maximum 6 rounds), dealing another 2d4 points of damage in each round. After using this ability, it becomes expended for 5 rounds.
capstone Your acidic bolt deals 50% additional damage each round. This doesn’t stack with the empower major ability binder secret and similar effects.
Minor Powers Alchemical Infusion: You can transform a number of vials of water into magical extracts, functioning as an alchemist’s alchemy. Each day, you can affect a number of vials of water in this manner equal to half your binder level (minimum 1). You may prepare any 2nd level or lower extract with this ability and your caster level is equal to your binder level. Other creatures gain no benefit from drinking these extracts unless you possess Pevwyrn Pervon’s vestigial boon; otherwise, they are wasted when consumed by another creature. When your pact with Pevwyrn Pervon ends, these extracts lose their potency and become water once more.
Extracts: Heightened Awareness, Tears to Wine, Investigative Mind, Invisibilityx2, Cure Moderate Wounds, Certain Grip
Classically Schooled: Select two Intelligence-based skills when you seal your pact with Pevwyrn Pervon. While you are bound to Pevwyrn Pervon, you gain an insight bonus on skill checks made with those skills equal to half your binder level. (Spellcraft, Know (Local)
Miraculous Transmutation: While you are bound to Pevwyrn Pervon, when you deal energy damage with an alchemical item, a spell-like ability, or a granted ability, you can change all damage dealt into one of the following types of energy: acid, cold, electricity, or fire. Spell-like abilities and granted abilities gain the appropriate energy descriptor when they are modified in this way. You can use this ability a number of times per day equal to 3 + your Charisma modifier. VESTIGIAL BOND OCCULT WEAPON
Shield from Flames: While you are bound to Pevwyrn Pervon, you gain fire resistance 5. At 5th level and every 5 binder levels thereafter, this resistance increases by 5. At 20th level, you become immune to fire damage instead.
Name: Ma’Zad and Aza’Mi: Lovers in Battle
Pact Length 24 hours
Pact Type Good
Major Power Thrown to the Wind: You hurl one adjacent target with a swift, fluid motion as a standard action. Make a trip attempt against your target, using your binder level in place of your base attack bonus and your Charisma bonus in place of your Strength when calculating your combat maneuver bonus. If you successfully trip your target, your target is flung backwards 10 feet in a straight line away from you for every 5 by which your trip attempt exceeds your target’s CMD. After using this ability, it becomes expended for 5 rounds.
capstone
The supernatural winds created by thrown to the wind attempt to rip 1d4 items from its person and deposit them in a random square within d100 feet. Roll on the items affected by magical attacks table in Chapter 9 of the Pathfinder Roleplaying Game Core Rulebook to determine which items are affected, if any. A successful Reflex save negates this effect. If the target rolls a natural 1 on this Reflex save, all items on its person are affected (including its clothing).
Minor Powers
Battlefield Reflexes: While you are bound to Ma’Zad, you gain a +2 bonus to your Dexterity score as well as the benefits of Combat Reflexes. If you already possess Combat Reflexes, increase the Dexterity bonus to +4 instead.
Ice Skean: You create a supernatural dagger of frozen ice at will as a standard action, functioning as icicle dagger except that the dagger possesses a +1 enhancement bonus for every 4 binder levels you possess as well as one of the following abilities of your choice: frost, ghost touch, keen, or returning. You can change which ability your dagger possesses as a swift action.
Lover by Nightfall: While you are bound to the Lovers in Battle, you gain darkvision out 90 feet. If you have darkvision from another source, improve that darkvision by 30 feet instead. In addition, you can cast produce flame as a spell-like ability at will and when you succeed on a Diplomacy check to improve a creature’s attitude, it improves by two steps if you are within 30 feet of a fire.
Preemptive Strike: While you are bound to Ma’Zad, the first opponent to hit you with a melee attack each round provokes an attack of opportunity from you for doing so.
Putrefy Food and Water
As a standard action, the pactmaker can cause up to 1 cubic pound of food or water per pactmaker level she possesses to immediately spoil with a touch. Magically blessed or prepared food receives a Will saving throw to negate this effect, using its creator (or caster’s) saving throw bonus. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier (minimum 1).
Star Love |
The anarchic swarm of flowing metal and nanomites that calls itself Star Love nods.
"Seeking the one who last saw Bio-Being Ezria seems reasonable. Self has some techno-magical abilities, but divination is not one...yet before Self learned the Beauty of Autonomy and foreswore such things, Self assimilated several magi and learned through their unique memories that such magics can be quite potent. Could not one of you divine the location of this Scrollseeker?
"And even better, could one divine if any of the suspected parties was party to disappearing her? Perhaps, even if Ezria is warded against divination, it seems those who were involved may not be, yes?
"If that leads nowhere, then Self supports seeking the Scrollseeker's last known location."
Do any of yall have the ability to divine about the the various entities mentioned in this post? Either to find out if they were involved in Ezria's disappearance, or to discover their current whereabouts?
Krynn of the Wyred |
Krynn considers the Phyrexian's words. "I suppose all the involved henchmen might not be, no. To ward an entire organization with that kind of power would be a very costly and taxing undertaking. I could try casting it again, and perhaps the Archmage himself would also be amenable to do so to shorten the process of elimination? Also, might I ask which approaches and questions have already been tried by the Circle to locate Ezria?"
Krynn/Mordenkainen if he agrees? would repeat the divination and ask on each party if they are responsible for making Ezria go missing. Unless someone would stop him and head off to the esrlier mentioned library asap.
Rook. |
Rook interrupts this debate. "Mordenkainen has already tried divination, he's told us that. We won't get any farther than him. In addition, cryptic responses will only lead to further speculation. Let us go to find Carathis Scrollseeker. If that is not successful we have other leads. I have no compunctions against scanning the criminal lairs room by room until we find what we need or find a place protected against clairsentience."
With at he rises up of the floor and begins to float to the door.
When we get in the area of Carathis' home, I will activate Detect Hostile Intent. This is an imprecise sense detecting active aggression within 60'. Then I will begin using clairvoyant sense. First inside the front door, and scanning the rooms one by one. My goals are to get a layout, to see if Carathis is there and to identify possible threats.
Myrwyn |
"Yes" Myrwyn says, nodding. "I agree. Point me the way, please" he adds, walking towards the exit.
His plan if they arrive to the house is to cast Dungeonsight once they're in.
Star Love |
Star Love gets visibly excited by Krynn's line of thought.
"Good questions! Mordenkainen, have your divinations looked beyond Ezria and her familiar yet?
"For instance: Were the slavers of the Citadel of Tarim involved in her disappearance? Were the Moon Masks involved in her disappearance? Were the Shade Mantle involved in her disappearance? Was Scrollseeker himself involved in her disappearance? And have you sought yet to locate the Scrollseeker?
"If you have already learned all there is to learn on those paths, Self-and-Others should make haste...but perhaps we can save time by exploring any of these avenues you have not yet covered."
Sebecloki |
1 person marked this as a favorite. |
Star Love gets visibly excited by Krynn's line of thought.
"Good questions! Mordenkainen, have your divinations looked beyond Ezria and her familiar yet?
"For instance: Were the slavers of the Citadel of Tarim involved in her disappearance? Were the Moon Masks involved in her disappearance? Were the Shade Mantle involved in her disappearance? Was Scrollseeker himself involved in her disappearance? And have you sought yet to locate the Scrollseeker?
"If you have already learned all there is to learn on those paths, Self-and-Others should make haste...but perhaps we can save time by exploring any of these avenues you have not yet covered."
The great archmage frowns noticeably, a pair of bristly black eyebrows meeting in precipitous point over the knife-like profile of his hawk nose.
"The divinations of both my own efforts, as well as those of my compatriots among the Circle of Eight, were frustrated at virtually every turn. It appears that, whoever has abducted my apprentice, has shielded her person with powerful abilities of some nature -- I myself have speculated that she may currently be confined within some kind of wild magic or anti magic field. These zones of erratic or absent magic manifested from the depredations of the Divine War, and a not inconsiderable number are located here, in the Steppes of Blode, on the northern coast of the Sea of Blood. If she were confined in such a location, such as a fortress or dungeon of some nature within one of these fields, then that might explain our inability to uncover any useful information about her current whereabouts."
Mordenkainen frowns even more severely in thought, as if some new, and intensely troubling, thought has just occurred to him,
"We have attempted all the normal arcane means of divination -- detect magic, detect thoughts, clairaudience, clairvoyance, arcane eye,
scrying, contact other plane, legend lore, true seeing, greater arcane sight, greater scrying, vision, and discern location. All of the members of the Circle, and their apprentices, have collectively attempted every variation of these enchantments in relation to Ezria, and have deduced no useful information -- we have not yet begun the arduous task of applying the same enchantments to every conceivable location and contact with which my apprentice might have been engaged or associated. The power required to perform all of these divinations thus far has taxed even our considerable abilities, and consumed all our available time over the last day. We are currently regaining our powers and will continue our efforts as soon as it is possible. However, I believe time is of the essence, and we must move forward in the absence of any definite knowledge because of the danger posed by the forces that are doubtless already arrayed against us."
"The Circle serves no god or goddess, but it has occurred to me that many of our enemies do -- for instance the pitiless priests of Kamus, God of Slavery, who rule the Citadel of Tarim, as well as the ranks of the speakers of the Blood Gods of the Scarlet Brotherhood of the distant Land of Thaythilor. It is possible that these powers have used the divination known as communion to seek the advice of their patron deities in this matter, and that this communication has endowed them with knowledge that is currently not available to the Circle of Eight."
Dyrvic, The Ancient Emperor |
"Then until the circle can take that time we are left to our original course. Perhaps they were so confident in their guard against sorcery they neglected to cover their tracks in the more mundane sense. Whether to this ruined construct or this scrollseeker we should not delay longer."
Krynn of the Wyred |
The great archmage frowns noticeably, a pair of bristly black eyebrows meeting in precipitous point over the knife-like profile of his hawk nose.
"The Circle serves no god or goddess, but it has occurred to me that many of our enemies do -- for instance the pitiless priests of Kamus, God of Slavery, who rule the Citadel of Tarim, as well as the ranks of the speakers of the Blood Gods of the Scarlet Brotherhood of the distant Land of Thaythilor. It is possible that these powers have used the divination known as communion to seek the advice of their patron deities in this matter, and that this communication has endowed them with knowledge that is currently not available to the Circle of Eight."
"A simple communion has not been attempted? Hm..." The Samurai-like elf takes a moment to think. "I can cast the spell - it would take a little over ten minutes. But since time is apparently critical, I could stay behind while you could go and track down Carathis in the Citadel of the Lantern in the meantime. I can give you a defensive blessing; while it lasts, I know your location and distance to me. Assuming the Archmage has a map here, I should be able to find you and teleport to your location."
If the group agrees, he would cast Enduring Insistent Mass Aegis of Mettle with the community and status sphere effects, and along with a contingent Mass Heal for 1 point of mythic power. This costs 7 spell points total out of his 40. I'll assume the group agrees to get going now due to the OOC urging to move in discord. He also casts an extended Shared Training.
Mettle lasts 5.66 hours, Contingent heal lasts 150 minutes unless contingent spell metamagic can be extended, which I don't think it can. If the mettle Aegis is dispelled, its effects lasts for an additional 1d4 rounds afterwards due to insistent spell.
The shared training spell shares three of his teamwork feats with everyone for 5 hours. Everyone now has Outflank, Seize the Moment and Lookout while it lasts. [/ooc]
Afterwards, he walks to a corner of the study and assumes a meditative pose. He gently rotates a seemingly common bracelet around his wrist as he casts two spells in quick succession.
Paragon Surge, picking expanded arcana which then picks Commune and one other spell. I am open to suggestions on the other spell. Raise dead?
In the inward conversation that follows, Krynn asks the Father and Mother of the Tromek elves for their wisdom in saving the world, and asks these fifteen yes/no questions to them:
-Are the Shade mantles responsible for or involved in Ezria's disappearance?
-Are the Moon Masks responsible for or involved in Ezria's disappearance?
-Is the Citadel of Tarim responsible for or involved in Ezria's disappearance?
-Is Thaylithor responsible for Ezria's disappearance?
-Is Supreme Scepter Bellas Thanatar responsible or involved in for for Ezria's disappearance?
-Are Pirithin Alagost, Iritar the Dark, Saleska Mintharl, Halabankh Ormsarr, Haldyn Stormkin, and Alascartha Vyperwood responsible or involved for/in Ezria's disappearance? (He asks about each members of the Band seperately, so six questions)
-Are the the Nanther, Leiyraghon, and Bruil families responsible for or involved in Ezria's disappearance? (three questions, asks each seperately).
-Does Ezria hold all the knowledge required to find the Rod piece she was investigating?
Dyrvic, The Ancient Emperor |
The contingencies and what not are fine. We just need to at least be in an area where rhe closer range of a lot of our effects have meaning.
Sebecloki |
Sebecloki wrote:The great archmage frowns noticeably, a pair of bristly black eyebrows meeting in precipitous point over the knife-like profile of his hawk nose.
"The Circle serves no god or goddess, but it has occurred to me that many of our enemies do -- for instance the pitiless priests of Kamus, God of Slavery, who rule the Citadel of Tarim, as well as the ranks of the speakers of the Blood Gods of the Scarlet Brotherhood of the distant Land of Thaythilor. It is possible that these powers have used the divination known as communion to seek the advice of their patron deities in this matter, and that this communication has endowed them with knowledge that is currently not available to the Circle of Eight."
"A simple communion has not been attempted? Hm..." The Samurai-like elf takes a moment to think. "I can cast the spell - it would take a little over ten minutes. But since time is apparently critical, I could stay behind while you could go and track down Carathis in the Citadel of the Lantern in the meantime. I can give you a defensive blessing; while it lasts, I know your location and distance to me. Assuming the Archmage has a map here, I should be able to find you and teleport to your location."
If the group agrees, he would cast Enduring Insistent Mass Aegis of Mettle with the community and status sphere effects, and along with a contingent Mass Heal for 1 point of mythic power. This costs 7 spell points total out of his 40. I'll assume the group agrees to get going now due to the OOC urging to move in discord. He also casts an extended Shared Training.
** spoiler omitted **...
Krynn begins his conjurations only to discover that, mysteriously, neither seems to potentiate... It is as if there is a damper placed over his supernatural abilities, and he cannot summon any power to himself. His attempt to reach for communion with the Father and Mother of the Tromek encounters some kind of opponent force or implacable barrier, as if an unknown power had imposed itself between the elf and his gods.
Everyone please roll Perception and Initiative.
Krynn of the Wyred |
"Something is wrong," Krynn says, just as he is about to begin casting. He eases into a drawing stance for his Hirglaif with incredible speed. "Get ready - I sense an ambush."
Perception: 1d20 + 32 ⇒ (9) + 32 = 41
Initiative: 1d20 + 1d6 + 23 ⇒ (11) + (5) + 23 = 39
Initiative: 1d20 + 1d6 + 23 ⇒ (7) + (6) + 23 = 36
Initiative: 1d20 + 1d6 + 23 ⇒ (7) + (2) + 23 = 32
Everyone can choose to use 2 points of Krynn's momentum pool to add 1d6 to their init check or any ability or skill check (perception too if you wish). Krynn did for init. His momentum pool is currently at 24/26 points and lasts 16 hours. If fully spent he can refill it for 1 spell point. Also, Krynn always acts in the surprise round due to being a battle oracle. Everyone has the lookout feat as he shared it earlier. Everyone can thus at least act in the surprise round, if you make the check you can take a standard and a move action in the surprise round.
Eladithas Starchild |
Perception: 1d20 + 30 ⇒ (20) + 30 = 50 Oh look, it's Alpha Centauri!
Initiative: 1d20 + 14 ⇒ (13) + 14 = 27
Dyrvic, The Ancient Emperor |
looks like ill need to have my stats on the bar sooner than i thought.
initiative: 1d20 + 27 ⇒ (18) + 27 = 45
perception: 1d20 + 27 ⇒ (20) + 27 = 47
Sebecloki |
No way they win Initiative! [1d20+7]
However, the mysterious assailants remain undetected. \
Since none of the Perception checks worked (they have +36 stealth and greater invisibility (+20)), they still get the jump on you for the surprise round, I believe. There is an antimagic field on Krynn right now, so no magic he casts will work.
Still waiting for other replies, then I'll throw up a battle map.
Star Love |
Perception: 1d20 + 45 ⇒ (8) + 45 = 53
Initiative: 1d20 + 28 ⇒ (1) + 28 = 29
Star Love has True Seeing (as an Extraordinary ability, so not blocked by anti-magic), as well as low-light vision, darkvision 60’, scent 60’, tremorsense 60’, metalsense (including anything with iron in it's blood, like most humanoids, and anything carrying metal items), blindsense 30', and all-around vision
Rook. |
perception: 1d20 + 40 ⇒ (19) + 40 = 59 I have true seeing, blindsight 30', ,arcane sight 60', darkvision 60', and all around vision. It looks like we have two sensor platforms on Team Construct. Even without Lookout, I get a move and standard in the surprise round. When lookout applies, I also get a +10' speed.
initiative: 1d20 + 15 + 1d6 ⇒ (2) + 15 + (4) = 21 using Krynn's momentum pool.
Krynn of the Wyred |
Krynn has blindsense 30ft and blindsight 15ft. So if they're close to him he knows where they are. If he doesn't see or feel them, he can act in the surprise round as his warsighted revelatiin lets him do it, but he would go last in that round. I'll get his statline up asap.
Dyrvic, The Ancient Emperor |
Dyrvic has tremorsense 30ft. Dont think theres anything else particularly exotic but he can smell them through his boots. Also has blindfight and inherent concealment if anyone wants to be atabby.
Sebecloki |
Krynn has blindsense 30ft and blindsight 15ft. So if they're close to him he knows where they are. If he doesn't see or feel them, he can act in the surprise round as his warsighted revelatiin lets him do it, but he would go last in that round. I'll get his statline up asap.
They all have https://www.d20pfsrd.com/feats/general-feats/dampen-presence/, so that won't help.
Sebecloki |
They took 20 on stealth when they got set up, so their base stealth check is 56 for attempts to perceive.
They are all concealed from standard sight and have an additional +40 from Great Invisibility. I think the scent and tremor sense would still work. But their dampen ability mitigates some of the character abilities -- I linked it above.
Rook. |
As the mass of people swarm in, Rook calls out, "Hostiles incoming East. Over a dozen. Invisible."
As the first wave approaches, he takes the ambient vibrations of the room and shapes them, converting them from physical to psychic. In an instant, he lets the vibrations resonate, adding in both psionic and legendary energy. Noting the position of his allies, he adds in counterharmonics to place nodes of psychic stillness around them. Once all of this is set, he releases the wave of energy.
He gets a standard and move action from Sandals of Quick Reaction
Standard action: Psionic Blast, Widened, Mythic, Augmented. 60' radius emanation centered on me, enemies only. This will get the arc of assassins, but not those in the rear. Will DC 30 - Failed save: stun 3 rounds; successful save: staggered 3 rounds. Cost 12pp, 2mp, psionic focus.
Move action: Meditate to regain psionic focus.
Krynn of the Wyred |
I'm not sure if this is Krynn's moment to act. He would act last in the surprise round from his Battle-sighted oracle revelation; he can always act in it, but failed to detect the ambush, so he would be last. Just in case I'll post it. He can't see or detect anyone atm so there's not much he can do yet.
Slightly startled at both being unable to access his magic and failing to actually pinpoint any of the enemies, Krynn looks at Rook sharply upon his warning. The powerful wave of energy radiates outward from the enigmatic crystal, and at the moment he has no idea whether or not it had any effect. But he would assume it did, given how strong all figured here supposedly were. "Then they have an antimagic field somewhere, probably," he theorizes, being an experienced caster himself.
He moves away to stand somewhere in the middle-front of the group provoking from the guy with the antimagic field as he or she is supposedly not stunned? and clicks his heals a few times during the move, to see where the antimagic field stopped and his boots of haste started functioning.
He probably has enough magic items to just know when their powers start functioning again, but this would let him test the edge of it and make it estimatable to those who can't automatically sense magic.
Once he reaches a spot closer to the center of the group and room, he motions with his free hand and quickly sends out an energy pulse of his own through the immediate vicinity. "Let's make this an honorable duel."
He casts quickened Invisibility Purge as a swift action. It is a field centered on him that lasts 15 minutes. All creatures within 75 feet of Krynn lose invisibility as all invisibility effects are negated.
Eladithas Starchild |
Because of his signature skill, Eladithas gains a +5 to locate invisible creatures.
Dyrvic, The Ancient Emperor |
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1d20 + 24 + 7 ⇒ (19) + 24 + 7 = 50 Spellcraft to identify.
im assuming i identify the spell
Animus gained at start: 8
Dyrvic smiles contemptuously as he sees the outlines of the field and k ows it for what it is.
"Interesting sorcery. A shame that for all its utility it suffers a fatal flaw."
With that the pale swordsman reaches out as black flame begins to envelop his hand. He swipes in the direction of krynn witha swiping motion reminiscent of a cat batting a toy. As the flame disappears from his hand the field fades and the spell is rendedered inert from the outside.
Standard
Spend 6 Animus to Quell Magic the antimagic field. If it happens to be a cleric spell it costs 8 due to spell level differences. Antimagic field is turned off for 7 rounds.
Swift:
Activate occult weapon adding +4 bonus to stormbringer
Before his hand finishes its motion he flicks his wrist and motions in the air the sign of the elemental lords of light, beilliant and blinding but all revealing.
Move spend one more animus to activate glyph of illumination on the group. It has the following effects for 8 rounds.
Affected allies’ attacks ignore the miss chance from concealment granted to targets by anything less than total concealment.
Affected allies gain a circumstance bonus on Will saving throws against illusion spells and effects equal to the mystic’s initiation modifier.
Affected allies gain the effects of a true seeing spell out to a range of 30 feet.
1 animus left
Rook. |
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With the issue temporarily under control, Rook says "I will secure a prisoner for questioning." With that, he appears next to the Northernmost prisoner and begins examining his mouth, looking for poison capsules, especially those disguised as false teeth.
Swift to teleport next to assassin #3, move to examine, standard based on what I find.
perception: 1d20 + 41 ⇒ (4) + 41 = 45
Ignoring concealment from dyrvic should make this easier. I also have arcane sight in case there's any magic. If he finds a false tooth, he'll teleport it out of the assassin's mouth with retrieve. Will DC 30, 10 pp. He won't risk manual extraction.
If there is no false tooth or poison capsule, I'll use Ectoplasmic Cocoon to seal them away for caster level: 1d4 + 14 ⇒ (4) + 14 = 18 rounds.4 pp reflex DC 27.
Krynn of the Wyred |
I'll assume the invisibility purge worked and that Krynn got off his Aegis buff and the Contingent Heal prior to the combat, as combat started when he tried to commune, which failed. The two buffs do not impact this turn for him though so please correct me if wrong. It would however impact future turns.
The illusions are dispelled by a combination of his own and Dyrvic's magicks, and he seeks the two wings of assassins in front of him, each stunned in awe at the strange crystal's powerful spell.
Was cutting them down in such a state dishonorable? Well, no more dishonorable than approaching them invisible with the intent to supposedly kill them without any notice - probably.
"Thank you, Rook - and Dyrvic. Let us handle this swiftly," he added after a slight pause, as their was something about the man's dismissive demeanor that rubbed him the wrong way. He'd been on the other end of such sentiments too often. However, he was compelled to be polite to Angen at all times, regardless of their tact.
He drew his sword and disappeared.
There was a blur.
Then an explosion of blood in its wake.
No action: Haste from surprise round. Swift: Rushing wake: can make a free trip attempt at each enemy you are adjacent to this turn. Fullround: Charge of the Battle cat: Make a charge attack that doesn't provoke. At the end, deal 4d6 extra damage to the primiary target. Free: Rushing waters stance (normal stance, always active): Charging does not have to be in a straight line, +5 ft movement to all maneuvers.
Free actions:
-AoO: Greater trip all opponents within 125 ft of movement from starting position (charging movement speed is 120 ft, 125 in a maneuver).
-Tactical momentum: spend 11 x 1 momentum point to gain a +8 bonus to trip attempts to 11 targets. (11 momentum left/26).
-AoO: Mythic vital strike each succesful trip attempt.
-Apply blooded strike effects from drawing katana this turn: enemies have bleed 6, take a -6 penalty to attack rolls until bleed is removed (requires magical healing in one instance of at least 20, or DC35 heal check). Also, unless bleed is removed in three turns, they must then make a fortsave each round or die.
-Fencing sphere effect: Adds 4d6 precision damage, -2 saves for 5 turns.
trip attempt#1, haste, momentum, PA, greater trip: 1d20 + 41 ⇒ (13) + 41 = 54
trip attempt#2, haste, momentum, PA, greater trip: 1d20 + 43 ⇒ (3) + 43 = 46
trip attempt#3, haste, momentum, PA, greater trip: 1d20 + 43 ⇒ (14) + 43 = 57
trip attempt#4, haste, momentum, PA, greater trip: 1d20 + 43 ⇒ (20) + 43 = 63
trip attempt#5, haste, momentum, PA, greater trip: 1d20 + 43 ⇒ (5) + 43 = 48
trip attempt#6, haste, momentum, PA, greater trip: 1d20 + 43 ⇒ (19) + 43 = 62
trip attempt#7, haste, momentum, PA, greater trip: 1d20 + 43 ⇒ (8) + 43 = 51
trip attempt#8, haste, momentum, PA, greater trip: 1d20 + 43 ⇒ (18) + 43 = 61
trip attempt#9, haste, momentum, PA, greater trip: 1d20 + 43 ⇒ (3) + 43 = 46
trip attempt#10, haste, momentum, PA, greater trip: 1d20 + 43 ⇒ (3) + 43 = 46
trip attempt#11, haste, momentum, PA, greater trip: 1d20 + 43 ⇒ (5) + 43 = 48
attack rolls, mythic vital strike vs succesful trips, PA, vs prone, haste, #1: 1d20 + 33 ⇒ (12) + 33 = 45
damage target #1: 3d10 + 96 ⇒ (10, 3, 1) + 96 = 110
Extra precision damage: 4d6 + 7 ⇒ (6, 4, 2, 2) + 7 = 21
attack rolls, mythic vital strike vs succesful trips, PA, vs prone, haste, Target #2: 1d20 + 33 ⇒ (6) + 33 = 39
damage target #2: 3d10 + 96 ⇒ (7, 4, 6) + 96 = 113
Extra precision damage: 4d6 + 7 ⇒ (5, 1, 5, 6) + 7 = 24
attack rolls, mythic vital strike vs succesful trips, PA, vs prone, haste, Target #3: 1d20 + 33 ⇒ (1) + 33 = 34
damage target #3: 3d10 + 96 ⇒ (2, 10, 10) + 96 = 118
Extra precision damage: 4d6 + 7 ⇒ (1, 1, 2, 6) + 7 = 17
attack rolls, mythic vital strike vs succesful trips, PA, vs prone, haste, Target #4: 1d20 + 33 ⇒ (14) + 33 = 47
damage target #4: 3d10 + 96 ⇒ (6, 9, 8) + 96 = 119
Extra precision damage: 4d6 + 7 ⇒ (4, 5, 4, 4) + 7 = 24
attack rolls, mythic vital strike vs succesful trips, PA, vs prone, haste, Target #5: 1d20 + 33 ⇒ (10) + 33 = 43
damage target #5: 3d10 + 96 ⇒ (6, 5, 4) + 96 = 111
Extra precision damage: 4d6 + 7 ⇒ (2, 4, 6, 4) + 7 = 23
attack rolls, mythic vital strike vs succesful trips, PA, vs prone, haste, Target #6: 1d20 + 33 ⇒ (17) + 33 = 50
damage target #6: 3d10 + 96 ⇒ (6, 5, 1) + 96 = 108
Extra precision damage: 4d6 + 7 ⇒ (1, 1, 4, 1) + 7 = 14
attack rolls, mythic vital strike vs succesful trips, PA, vs prone, haste, Target #7: 1d20 + 33 ⇒ (9) + 33 = 42
damage target #7: 3d10 + 96 ⇒ (5, 7, 3) + 96 = 111
Extra precision damage: 4d6 + 7 ⇒ (3, 4, 4, 1) + 7 = 19
attack rolls, mythic vital strike vs succesful trips, PA, vs prone, haste, Target #8: 1d20 + 33 ⇒ (7) + 33 = 40
damage target #8: 3d10 + 96 ⇒ (10, 4, 6) + 96 = 116
Extra precision damage: 4d6 + 7 ⇒ (1, 6, 1, 4) + 7 = 19
attack rolls, mythic vital strike vs succesful trips, PA, vs prone, haste, Target #9: 1d20 + 33 ⇒ (14) + 33 = 47
damage target #9: 3d10 + 96 ⇒ (2, 9, 2) + 96 = 109
Extra precision damage: 4d6 + 7 ⇒ (4, 6, 1, 3) + 7 = 21
attack rolls, mythic vital strike vs succesful trips, PA, vs prone, haste, Target #10: 1d20 + 33 ⇒ (12) + 33 = 45
damage target #10: 3d10 + 96 ⇒ (10, 3, 2) + 96 = 111
Extra precision damage: 4d6 + 7 ⇒ (3, 4, 2, 2) + 7 = 18
attack rolls, mythic vital strike vs succesful trips, PA, vs prone, haste, Target #11: 1d20 + 33 ⇒ (13) + 33 = 46
damage target #11: 3d10 + 96 ⇒ (8, 4, 6) + 96 = 114
Extra precision damage: 4d6 + 7 ⇒ (4, 4, 4, 5) + 7 = 24
Crit confirm target #5, PA, vs prone, haste, Target #5: 1d20 + 33 ⇒ (5) + 33 = 38
extra crit damage target #5: 3d10 + 96 ⇒ (5, 2, 8) + 96 = 111
normal charge attack vs target #11, as normal charge target, trip?, PA, vs prone, haste, Target #11: 1d20 + 33 ⇒ (17) + 33 = 50
damage: 1d10 + 32 ⇒ (2) + 32 = 34
Extra precision damage: 4d6 + 7 ⇒ (6, 3, 3, 3) + 7 = 22
Extra Maneuver damage: 4d6 ⇒ (4, 1, 4, 6) = 15
Crit confirm vs target #11?: 1d20 + 33 ⇒ (5) + 33 = 38
extra crit damage: 1d10 + 4d6 + 32 ⇒ (4) + (1, 6, 2, 5) + 32 = 50
Krynn reappears near Rook, having struck every assassin on the way except the one Rook was attempting to take prisoner.
"To those of you who have survived my strike, I recommend you surrender now. Your ambush has failed, and those hit are bleeding from your Carotid arteries. You will probably bleed out in less than half a minute unless you receive critical healing. I can still save you, should you comply," he offers the assassins.
They are bleeding 6 if hit by Krynn. While bleeding, they take a -6 penalty to attack rolls. If not removed in 3 rounds, they have to make a dc 27 fortsave each round or die. To remove the bleed requires 20 points of magical healing in 1 go or a dc 35 heal check. They also have a -2 to all saves for 5 rounds if hit, no save. In case it matters, Krynn has reach 15 feet the next round.
Krynn of the Wyred |
Slight addendum: Dyrvic and Eladithas gain guardian's shield from Krynn. They get 30 temp hp and are immune to to Fatigued, Dazed, Stunned, Nauseated and Paralyzed. If they would be, it instead removes 1 round from the 15 round duration.
Sebecloki |
With the issue temporarily under control, Rook says "I will secure a prisoner for questioning." With that, he appears next to the Northernmost prisoner and begins examining his mouth, looking for poison capsules, especially those disguised as false teeth.
Swift to teleport next to assassin #3, move to examine, standard based on what I find.
[dice=perception]1d20+41
Ignoring concealment from dyrvic should make this easier. I also have arcane sight in case there's any magic. If he finds a false tooth, he'll teleport it out of the assassin's mouth with retrieve. Will DC 30, 10 pp. He won't risk manual extraction.If there is no false tooth or poison capsule, I'll use Ectoplasmic Cocoon to seal them away for [dice=caster level]1d4+14 rounds.4 pp reflex DC 27.
No tooth.
Rook. |
The prisoner is secured, unable to speak, and with no line of sight or effect. Unless he can free himself only using his mind, he is helpless. Rook will examine the carnage being done.
Are the other assassins still alive? How is MordenKainen doing with his four?
Sebecloki |
The prisoner is secured, unable to speak, and with no line of sight or effect. Unless he can free himself only using his mind, he is helpless. Rook will examine the carnage being done.
Are the other assassins still alive? How is MordenKainen doing with his four?
reflex check: 1d20 + 15 ⇒ (1) + 15 = 16
They fail the reflex check, does that trap all the assassins who aren't near Mordenkainen?
Sebecloki |
I'll assume the invisibility purge worked and that Krynn got off his Aegis buff and the Contingent Heal prior to the combat, as combat started when he tried to commune, which failed. The two buffs do not impact this turn for him though so please correct me if wrong. It would however impact future turns.
The illusions are dispelled by a combination of his own and Dyrvic's magicks, and he seeks the two wings of assassins in front of him, each stunned in awe at the strange crystal's powerful spell.
Was cutting them down in such a state dishonorable? Well, no more dishonorable than approaching them invisible with the intent to supposedly kill them without any notice - probably.
"Thank you, Rook - and Dyrvic. Let us handle this swiftly," he added after a slight pause, as their was something about the man's dismissive demeanor that rubbed him the wrong way. He'd been on the other end of such sentiments too often. However, he was compelled to be polite to Angen at all times, regardless of their tact.
He drew his sword and disappeared.
There was a blur.
Then an explosion of blood in its wake.
** spoiler omitted **...
Their CMD is 34, so I think all apply, correct?
Krynn of the Wyred |
Their CMD is 34, so I think all apply, correct?
Yup. He manages to trip all of them except the one he doesn't attack - Rook's prisoner. The mythic vital strikes hit each of the other assassins except the natural one roll. The fifth target is a potential crit rolled at the bottom of the list. The eleventh target gets hit by both mythic vital strike and the normal charge attack from the maneuver itself. This normal charge attack vs the final target is also a potential crit, rolled at the bottom.
Star Love |
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Star Love leaps into the air as soon as he sees the attackers, propelled by improbable pillars of metal that spring forth where he stands.
As he lands beside the four furthest assassins, he whirls in a circle, and a crackling whip of nanomites attempts to impale each of them.
Whenever he connects, in addition to damage, they are impaled and Entangled for 10 rounds. Each round they are impaled, they take 56 damage. They must also make a DC 27 Reflex or speared in place (reduce movement to zero). They can remove the impaling metal as a Standard, with a DC 30 STR check. If they do, the need to make a DC 27 Fort save or be sickened for 10 rounds. If they fail by 5 or more, they also take Bleed 10.
Impaling Nano Whip Hurricane+Haste vs #7: 1d20 + 24 + 3 + 4 ⇒ (6) + 24 + 3 + 4 = 37
Damage: 20d8 + 20 + 12 + 3 ⇒ (7, 5, 4, 5, 6, 1, 5, 8, 2, 3, 8, 7, 3, 1, 2, 2, 7, 7, 1, 2) + 20 + 12 + 3 = 121
Impaling Nano Whip Hurricane+Haste vs #14: 1d20 + 24 + 3 + 4 ⇒ (3) + 24 + 3 + 4 = 34
Damage: 20d8 + 20 + 12 + 3 ⇒ (3, 2, 4, 6, 1, 1, 7, 3, 2, 2, 3, 3, 5, 6, 5, 5, 5, 1, 3, 7) + 20 + 12 + 3 = 109
Impaling Nano Whip Hurricane+Haste vs #15: 1d20 + 24 + 3 + 4 ⇒ (6) + 24 + 3 + 4 = 37
Damage: 20d8 + 20 + 12 + 3 ⇒ (8, 2, 2, 1, 2, 5, 7, 7, 2, 5, 7, 4, 3, 5, 4, 3, 6, 2, 8, 5) + 20 + 12 + 3 = 123
Impaling Nano Whip Hurricane+Haste vs #16: 1d20 + 24 + 3 + 4 ⇒ (17) + 24 + 3 + 4 = 48
Damage: 20d8 + 20 + 12 + 3 ⇒ (8, 2, 8, 6, 5, 4, 8, 8, 8, 1, 8, 6, 7, 1, 5, 1, 3, 4, 1, 7) + 20 + 12 + 3 = 136
Crit Confirm? vs #16: 1d20 + 24 + 3 + 4 ⇒ (7) + 24 + 3 + 4 = 38
Crit Damage: 20d8 + 20 + 12 + 3 ⇒ (2, 6, 4, 3, 7, 8, 6, 6, 7, 4, 5, 3, 7, 7, 4, 7, 1, 4, 8, 1) + 20 + 12 + 3 = 135
Krynn of the Wyred |
That is a pretty cool whip, not gonna lie!
Star Love |
Thanks! My first time playing Legendary Kineticist (and in particular the Dragoon-inspired Kinetic Lancer archetype). I think it'll be a lot of fun.
.
And I should note, I took on a good bit of burn to do that strike, so I won't be able to hit that hard all too often...but fun to start off with a big wallop (assuming I hit).
Rook. |
As quiet descends, he shapes away the ectoplasm over the prisoner's face. "You've seen what we can do. We will find out all your secrets one way or another. But if you cooperate we can get you far away from here. Even to another plane. Who do you work for and why did you attack us?"
I have constant detect thoughts, DC 20. When somebody lies I get a flash of an image about what they are thinking.
sense motive: 1d20 + 44 ⇒ (9) + 44 = 53
Dyrvic, The Ancient Emperor |
Noting how quickly and cleanly most of the assassins died before they could ever draw their blades Dyrvic took the time to k eel over one and flip his body over checking then for any symbols, marks, tatoos, letters or anything else that indicated their place and purpose.
1d20 + 27 ⇒ (9) + 27 = 36
Lemme know if there are any relevena tknowledge rolls i need to make.