Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
So, for the next adventure, I have a Core PC who is a Dwarven Eldritch Knight, level 7, with 20.5 XP. The EK is pretty tough and could be an asset to a party of level 5's trying the Technic Siege.
My plan is to start a Core module run soon, to get my pregen-credit-blob up to par with all of you guys. Probably make him a multiclassed rogue of some kind, but could do anything.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
"How will you arrive at a decision? Is this a matter for the bearers of the Sage Jewels to decide? Or those dedicated to their cause?" I think I played this in Standard with a Scarab Sages PC, so I don't recall if the non-Sages PCs had any input into the decision.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
"Amenopheus is imprisoned in a clear crystal.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Okay, so I think that is enough of a hint that we do not stay stuck here. It was several years ago and I don't remember what the Ancient Osiriani voice is saying, but I am pretty sure those elements I highlighted are part of the solution.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
GM Fez wrote: You follow Amenopheus through a long hallway and enter the antechamber to the sages meeting chamber. Two curved ramps ascend gently from one end of this semicircular room toward its northwest entrance. More than a dozen statues line the intricately painted walls, and all face toward an immense crystal that projects from the southeast wall. The statues are carved in the Osiran fashion, some bearing the heads of animals, and many holding objects like staves, ankhs, oil lamps, and scepters in their supple marble hands. Four engravings in the likeness of gemstones are set into shallow circular recesses in the floor arrayed before the huge jewel. GM Fez wrote: Amenopheus hums in acknowledgement, focused almost entirely on the door in front of him. He uses the key granted from the crystal on the door. A blinding flash of white light comes from the door causing everyone to squint or blink away spots in their eyes. When the light fades, Amenopheus is trapped within a crystalline prism like an insect sealed in amber, and the four oil lamps held by the statues have lit with bright white light. Words, spoken in Ancient Osiriani resonate throughout the chamber as two statues guarding the door animate wielding quarterstaffs. One is depicted as Nethys, the other as Ptah. GM Fez wrote: Fethril notices that the lanterns may cause some shift in the color of light if they hit the pillars in the middle of the room from different angles. "Do these engravings and these lamps point to a solution?"
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
They are not bothering to cast defensively, so we all get AOOs? Okay. Merisiel stabs at the one she is flanking, trying to disrupt its spell.
Damage, SA, IC: 1d6 + 3 + 2d6 + 1 ⇒ (2) + 3 + (2, 2) + 1 = 10
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Merisiel goes after the one that Kelris hit, moving into a flank.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
"Merisiel of the Pathfinder Society, here with the Sapphire Sage."
"Kafar, Nefti, stay nearby; we will vouch for you at the Grand Lodge when this is done."
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Merisiel takes a look at the note.
"Oh... huh... Grandmaster Torch is the buyer."
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Was waiting for the map to be updated.
She would like to move up and draw her sap, but that might hurt the Diplomacy attempt.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
So Merisiel has a 55% chance to make a DC 20 Perception. Make it, and she moves 3 squares. Fail, and she moves 0. Worth a shot.
Merisiel finds a shortcut to help close the distance faster!
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Merisiel tries to keep out of sight as she closes with the Aspis agents.
So I can use either the "There they are!" DC 20 Perception check or the "Quick, before they spot us!" DC 16 Initiative check to move to the next square? Both are equally helpful? Choosing the latter. Initiative: 1d20 + 10 ⇒ (16) + 10 = 26 Her grace and speed are remarkable.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Merisiel looks around for any valuables. She examines the carcass of the worm-thing, but it careful not to touch it.
"Fethril, with your magical training, you could quickly locate any magic items of note in this desolate waste. Might I ask you to Detect Magic?"
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Merisiel will double move around to flank it, then use Mythic Power for a Sudden Strike attack as a swift action. Attack, IC, Heroism, Flanking, Tier: 1d20 + 9 + 1 + 2 + 2 + 3 ⇒ (19) + 9 + 1 + 2 + 2 + 3 = 36
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Merisiel will move forward 15', use Mythic Power for a Surprise Strike attack as a swift action (thrown dagger), then move back 15'. Attack, IC, Heroism, Tier: 1d20 + 9 + 1 + 2 + 3 ⇒ (9) + 9 + 1 + 2 + 3 = 24
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
It's too far out of range to move and attack, even with a ranged attack, to take advantage of its flat-footedness. Could double move and use Surprise Strike with a thrown dagger, but then Merisiel would be isolated. Merisiel delays, waiting for the beast to come closer. She counts on being able to dodge the beast's lightning and forcing it to close for melee. +12 Reflex with Heroism active, and possible Surge if needed (which I understand can be used after the results are revealed).
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Merisiel whispers something to Fethril.
Fethril: "The mythic power is overwhelming their minds. Let us lead by the example of our grace and dignity. And make no acknowledgement of whatever the humans might believe about The Dark Ones."
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Kelris, it's your chance to make a Knowledge check that Fethril didn't make! Totally OOC I am rooting for you to get this one. +6 base, +2 Heroism, and you can also use Mythic Surge on it if you want.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Morka, do you want to take the Dust of Disjunction? Merisiel looks around. "So Kafar's tracks go in the direction of this doorway, but it is buried. Maybe he used a spell to get past it. Or maybe there is a secret door?" Merisiel searches the area around where the footprints end for a secret door. Perception: 1d20 + 10 ⇒ (14) + 10 = 24 If she doesn't find anything, she'll suggest moving away the rubble.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Assuming Fethril probably cannot command the wolves to do nearly-suicidal things like move through the Hound's threatened area to provide a flank, or complicated things like use a double move to loop around into a flank.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Merisiel moves drawing a dagger and hurls it at the Hound. Using 1 mythic power for Surprise Strike.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
Merisiel stabs at a skeleton, despite knowing her rapier is ill-suited for this job. She then takes a step to get next to Fethril.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
I think most likely Merisiel would try to move to attack the red Akata (since her weapon isn't great against skeletons), but by doing so she would bump into the invisible creature.
She's going to spend an immediate action and a use of mythic power for Absorb Blow if hit. That will reduce the damage by 15 points, and also give her DR 1/epic and also Resist Energy (all) 5 for 1 minutes.
Elf Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9
James, you missed changing diapers and thought you were sleeping too much?
I have a 4-year-old and a 1-year-old. The 1-year-old has just the purest joy when he is happy (which is most of the time). The 4-year-old is starting to ask really thoughtful questions and it is so great watching him learn. It's pretty amazing.
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