| Elliot Worthane |
"Okay, so they're waiting to jump or ambush us on the other side? Good thing you noticed them, Merixia!" The apprentice caster crosses his arms and thinks. "So... what do we want to do now? We can probably bluff them into backing away from the door, letting them know we're on to them and pretending Master Aravashnial is about to cast a spell that will destroy the whole section. If everyone is agreeable to that? I'm not sure what could make them run in into an ambush of our own here. Insulting Baphomet right in front of them, maybe? They mentioned him earlier... the ones we killed upstairs."
| Merixia |
Merixia grins wickedly. ”Ooh, I like the idea of insulting their demon lord. Let’s do that! I bet we can come up with some really good insults.”
| Thesius Monteblanc |
Thesius methodically cleans his morningstar after renewing his dancing lights. Listening to his allies talk.
"I still have enough energy for one more spell which can be used for healing as well, but that is my last for the day should we find we need to call upon it," he offers upon hearing the discussion of their healing supplies.
While hearing the dilemma of enemies behind the door, he takes a moment to think up a solution. "Which way does the door open? Could we stand to the sides and open it to force them to come to us should they want to close it?"
| Worldwound GM |
Anevia snorts, amused. "Maybe: 'If Baphomet is the ruler of minotaurs, why does he look like a goat?'"
Just checked the message spell, and it looks like Verene can affect two people at a time with it at this level - it won't be a huge issue except when you want to use it in combat, though - I'm assuming you cast it several times, which doesn't seem to cancel effects of previous castings. Its duration is also 20 minutes at this level, which is significant.
| Elliot Worthane |
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"Forgive me, Lady Everlight, for I am about to sin."
Elliot whispers, making a praying gesture. He then steps forward and faces the door, clearing his throat. "Hey you! Worshippers of lord Goat-F%+&er behind the door! All your friends are dead and we're consecrating their bodies as offerings to Lady Iomedae while you're hiding in some dark hole like the rats you scum are! What's the matter? Not horny for more violence? Or are you too lost in the maze that is your own cowardice!?"
I'll roll a d20 below, you can decide what mechanical effect it has. His bluff would be +2.
Taunt: 1d20 ⇒ 6
| Verene Tanaquil |
Yes, true - she cast it three times affecting two companions each time. And unlike light it doesn't say that a second cast cancels the first, so by default they're all up at once. I have been treating it as though she can direct the same whisper to all six of them, but even within one cast of the spell, each person can only hear and respond to her whispers to them. Which is why I have said she is repeating what people whisper back to her, so that everyone can hear it. Proper post coming within the next few hours.
| Worldwound GM |
There is no response from the other side of the door. Indeed, for all the party can tell, there could be nothing whatsoever to respond.
"Huh. Thought that would work, especially since it's not like we don't know that they're cultists..." Anevia muses, scratching her chin. "You sure that they're over there, Merixia?"
Yeah, that figures. Restrictions on that only matter in combat, though.
| Merixia |
”I’m positive! There’s definitely someone out there.” Merixia frowns, trying to recall Baphomet’s history and relationships with other powers. Some kind of sore spot, a reminder of past humiliation or defeat…
Knowledge (Religion): 1d20 + 6 ⇒ (17) + 6 = 23
| Verene Tanaquil |
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Acid, scroll, ghost sound, crossbow. Verene runs through her list of options in her mind and makes sure all of them are close at hand or on her belt. She's holding the fear scroll in her left hand already. As long as they have a little time, though, she might as well set something up for possible use later. She draws some wool from her spell component pouch and speaks a short phrase as she sketches a sigil with it. She herself smiles thinly at Elliot's crude name for Baphomet, but when he finishes his insult, from right next to the door comes a burst of chiming celestial giggling and actually-meaningless whispering - as close as she can make it to the voices of the two lyrakien.
It looks like their enemies feel no particular urge to defend their patron's honor, however - or else he is not their patron at all. There had also been a Deskarite cultist in the room above... she pitches her voice to be carrying. "Do you think Baphomet has mites? He seems like he would have mites. Lie down with Deskari, get up with mites, I always say."
Another burst of lyrakien giggling. DC 14 Will to disbelieve, I suppose? Although I don't see how they could know for sure.
To her companions she whispers, "Well, it was a good idea, anyway. I also liked the idea of someone opening the door while someone else uses one of the bodies as a shield or throws it through to cover their advance (soft cover?). Additionally," she looks critically at the height of the ceiling, "could Anevia perhaps levitate to a position over the door, giving whoever opens that door first a chance of avoiding whatever attacks come in the first few moments?"
| Worldwound GM |
They couldn't, Verene.
In the distance, beyond the door and to the left, Elyda hears the sound of swinging hinges - someone's opened a door - or perhaps closed one - in the next room.
Thesius' keen hearing catches the distant, faint sound of a door opening - or closing - to the left and inside the next room.
Thamyris chirps in Verene's ear.
Aravashnial nods his head at Verene's suggestions. "It is better than nothing. Perhaps someone should crack open the door and take a peek? It might help inform us of what awaits us on the other side."
Anevia, meanwhile, glances up at the ceiling. "Well, uh... I can try. It probably won't be comfortable, unless..." She lies down on the cloud that hovers beneath her, which ascends and descends a few times. "Huh. Who knew?"
Verene: 1d20 + 5 ⇒ (13) + 5 = 18
Thamyris: 1d20 + 10 ⇒ (20) + 10 = 30
Elyda: 1d20 + 8 ⇒ (15) + 8 = 23
Merixia: 1d20 + 8 ⇒ (11) + 8 = 19
Thesius: 1d20 + 10 ⇒ (20) + 10 = 30
Elliot: 1d20 + 3 ⇒ (15) + 3 = 18
Anevia Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Aravashnial Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Horgus Perception: 1d20 + 2 ⇒ (6) + 2 = 8
| Verene Tanaquil |
"A noise inside, Thamyris says," Verene whispers to Thamyris, on her shoulder, and the others. "Growing closer or farther away, my dear? If we are agreed someone should open it and peek through, I will do so and you can also look through to see what we can see."
She tenses, watching the door like a cat with a mouse-hole in case an enemy opens it. If nothing does in twelve seconds or so, she just re-casts her illusory sound cantrip. Ghost sound lasts for two rounds at this level. If and when Anevia is in position, and no one else steps forward to do it, Verene opens the door a crack and peeks through. But if someone else wants to, she will certainly let them do it. She's dodgy, but not that dodgy, and much more fragile than most of the others.
| Worldwound GM |
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Thamyris chirps, his wings fluttering. "No." He cocks his head slightly, judging that answer sufficient.
Anevia nods slightly, limping over to the door before floating upwards until she's lying on the cloud close to the ceiling, and allowing the mist to fall down below her in a silver-grey pillar that obscures the door.
I'll give you guys until tomorrow to determine if anyone else will be taking Verene's position in peeking through the doorway.
| Elyda Evandros |
Quietly, Elyda added, "A door was opened or closed beyond and left to this door."
Elyda glanced at Verene who had formulated her own plan with Anevia, "Verene, if your plan to discreetly see what lies beyond the door does not reap a conclusive answer, then I will grab one of these corpses, as I had suggested earlier, and, toss them through the open door." Elyda stood quietly then, not moving from her position near the door in case she was needed if there was trouble; buckler strapped to her off arm and blade in hand, waiting for whatever lay in the other chamber to make its presence known. Elyda watched as Anevia lay on the cloud close to the ceiling, ready to fire if necessary.
| Elliot Worthane |
Elliot nods at the suggestion, then slowly creeps up to the door from the side wall. He stand ready to open it, with his back against the wall abd reaching out with his arm, waiting for whomever stepped forward to either throw in the corpse or stand in front with a corpse shielding them for then the door opens.
| Thesius Monteblanc |
"Verene, I can take the front position. I'm a little more armored and it will give you the chance to assist with magic if necessary," Thesius offers while moving up. He will not force her out of the way, but will move into position if she is willing to hand it over.
| Worldwound GM |
Once all is said and done, Thesius moves slightly forwards to the doorway, peering through into the next room and using what little light he has from his dancing lights to examine the room. Fortunately, the next-door room is lit by three copper braziers holding glowing embers that hang from the ceiling.
In the center of the room, there is a single, grand slab of stone, a table of sorts, that is surrounded by chairs made from the now-familiar fungiwood. The table itself bears an enormous bloodstain on it.
Thesius also sees that there's at least one more door than the one Elyda mentioned in the room - to the heroes' right, at the southern end of the room, there's a half-opened door, though he can't make out what's inside.
The room as a whole seems completely empty.
I'll give you guys a few hours to determine if that changes your plans, but I will be moving us forwards after that.
| Verene Tanaquil |
Verene is momentarily as puzzled by Thamyris's response as he is by the question, until she realizes her error and shakes her head at herself. Elyda's additional explanation makes all clear. She moves aside for Thesius when prompted, with a whispered, "Of course. Ready when you are."
| Worldwound GM |
With the scouting done, Thesius steps aside to allow Elyda to toss the corpse of the archer (as it is closest) into the room... which promptly flops wetly to the ground, blood oozing from its still-opened wounds. Nothing else occurs. There is no sign that the enemies are even aware of the desecration of their comrade's corpse - assuming they would even care about such a thing.
| Merixia |
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Delay action until everyone else is in the room
Merixia follows Thesius into the room, wrinkling her nose at what looks like a bloodstained altar. ”They have to be around here somewhere. Hang on, I just remembered some juicy details about Baphomet.” The tiefling grins wickedly. Taking a deep breath, she cups her hands around her mouth and yells in her best battlefield bellow.
”HEY LOSERS! Do you know why your god has Asmodeus’ symbol on his forehead? It’s not because he wanted it there! He tried to steal from the King of Hell, and Baphomet is so weak and stupid that he got caught! That’s right, Asmodeus beat his hairy arse!”
She pauses to take another breath.
”But wait, it gets even better! Baphomet was so pathetic that it wasn’t even worth Asmodeus’ time to kill him! Instead, he branded your Demon Lord of Bullshit with his mark and locked him up! That’s what happens when a mere demon goes up against a real god! Why do you bother worshiping such a weakling?”
| Verene Tanaquil |
Verene looks and listens carefully for any sign of life before stepping inside.
Perception, Verene: 1d20 + 5 ⇒ (12) + 5 = 17
Perception, Thamyris: 1d20 + 10 ⇒ (18) + 10 = 28
(Assuming she finds none and no one objects to her going into the room) "Well, that was anticlimactic." She walks just inside, sticking to the edge of the room to allow everyone else to enter and keeping the scroll in one hand. She re-casts her illusory sound cantrip for good measure.
When Merixia shouts her challenge, a fresh ripple of celestial tittering emanates from under the bloodstained table.
| Thesius Monteblanc |
Thesius stares at Merixia in shock. Not only did the volume of her statement catch him off guard, but so did the content. The look only holds for a moment before a laugh escape his lips. A moment, but welcome, respite from his darkened thoughts.
| Elyda Evandros |
Once she tossed the dead archer into the other chamber and nothing stirred within, Elyda watched as Verene and Thamyris moved through the door, stepping just inside. Then seeing Merixia move over the threshold and begin loudly taunting, Elyda waited a second to see what kind of reaction the tiefling cleric's words would prompt, before carefully stepping into the chamber, staying to the edges in case there were some hidden archer ready to shoot upon her. Her stance was certainly a defensive one. The inquisitor noted the bloodstained table and then cast her eyes toward the half-open door at the southern end of the chamber. Elyda quietly watched and listened for any sign of threat coming from that direction (aside from the illusory sound created by Verene inside the chamber).
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
| Worldwound GM |
I will say it's a good thing that these folks have the ability to understand Common, because I'd laugh if they were traitors and only understood Hallit.
??? Stealth: 1d20 + 8 ⇒ (3) + 8 = 11
??? Stealth: 1d20 + 6 ⇒ (18) + 6 = 24
Merixia: 1d20 + 8 ⇒ (11) + 8 = 19
Thesius: 1d20 + 10 ⇒ (7) + 10 = 17
Elliot: 1d20 + 3 ⇒ (8) + 3 = 11
Elyda: 1d20 + 4 ⇒ (4) + 4 = 8
Verene: 1d20 + 7 ⇒ (3) + 7 = 10
Merixia: 1d20 + 1 ⇒ (9) + 1 = 10
Thesius: 1d20 + 2 ⇒ (14) + 2 = 16
Elliot: 1d20 + 3 ⇒ (20) + 3 = 23
Tiefling Bodyguard: 1d20 + 3 ⇒ (12) + 3 = 15
Hosilla: 1d20 + 4 ⇒ (15) + 4 = 19
Combat Start
Surprise Round
At Merixia's shouting, there's a shriek of fury from behind the northern door, and it swings open suddenly, revealing a woman with a glaive in one hand, and a flask of something nasty-looking in the other. "Die, blasphemers!" She hurls the flask at the center of their group, where it strikes Thesius square in the chest, bursting into horrific green-tinged flames that leap to the other heroes. The archeologist goes up in flames, which bite deep into his skin, while Elliot and Verene both feel flecks of the liquid fire searing them. By contrast Elyda and Merixia feel only a mild warmth, though their clothing does get slightly charred.
Alchemist's Fire vs. Thesius, touch: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Fire Damage: 1d6 ⇒ 4 Thesius is at 11 hp, and on fire. Elliot and Verene take 1 fire damage each, leaving Elliot at 14 and Verene at 9 hp.
Verene is up because she automatically gets to go in the surprise round.
Elyda: HP 17/17; AC 16, touch 11, flat-footed 15; corruption resistance (good) 0/1, Judgement 0/1, Touch of Good 6/6, Track Teleportation 1/1, corruption resistance 20 minutes
Verene: HP 9/12; AC 18, touch 14, flat-footed 15; Prescience 2/7, alter self 17 minutes, mage armor 2 hours; Thamyris: HP 6/6; AC 17, touch 16, flat-footed 15
Merixia: HP 17/17; AC 17, touch 11, flat-footed 16; pyrotechnics 1/1, true strike 1/1, Touch of Good 6/6, Destructive Smite 4/6, Channel 1/3
Thesius: HP 11/15; AC 17, touch 12, flat-footed 15; Archeologist’s Luck 3/8, uncanny dodge, alter self 17 minutes, dancing lights 7 rounds
Elliot: HP 14/15; AC 12, touch 12, flat-footed 10, Arcane Reservoir 0/5, pyrotechnics 1/1
| Verene Tanaquil |
Verene's head swings toward the door just before it opens. "Look out!" she cries, uselessly, with the flask arcing through the air toward the group. She points at the revealed cultist of Baphomet, and the very air grows darker with menace as she chants a short three-word completion phrase from the scroll.
Cause fear on the glaive woman, DC 15 or become frightened for 1d4 rounds. If she makes her save, instead she is shaken for one round.
| Worldwound GM |
Surprise Round Wrap-Up
Verene unleashes the magic of the scroll at the glaive-wielding woman, who stumbles back, looking alarmed, but does not flee, clenching her weapon tighter. "No. No you don't..." She says, though her voice trembles slightly.
Will vs. DC 15: 1d20 + 5 ⇒ (15) + 5 = 20
Round 1
Initiative order is: Elliot, Glaive Lady, Thesius, ???, Verene, Merixia, Elyda. Elliot, as might be expected, is up.
Elyda: HP 17/17; AC 16, touch 11, flat-footed 15; corruption resistance (good) 0/1, Judgement 0/1, Touch of Good 6/6, Track Teleportation 1/1, corruption resistance 20 minutes
Verene: HP 9/12; AC 18, touch 14, flat-footed 15; Prescience 2/7, alter self 17 minutes, mage armor 2 hours; Thamyris: HP 6/6; AC 17, touch 16, flat-footed 15
Merixia: HP 17/17; AC 17, touch 11, flat-footed 16; pyrotechnics 1/1, true strike 1/1, Touch of Good 6/6, Destructive Smite 4/6, Channel 1/3
Thesius: HP 11/15; AC 17, touch 12, flat-footed 15; Archeologist’s Luck 3/8, uncanny dodge, alter self 17 minutes, dancing lights 7 rounds
Elliot: HP 14/15; AC 12, touch 12, flat-footed 10, Arcane Reservoir 0/5, pyrotechnics 1/1
| Elliot Worthane |
Elliot grunts as splashes of burning hot liquid singe his skin, but pushes forward with his crossbow drawn! "Oh, so when SHE does it, you do come out? I feel a bit left out, I must admit."
attack roll, crossbow: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d8 ⇒ 2
Elliot moves east 30 feet until he reaches the head of the table, then simply shoots the woman with his crossbow. I don't think there are any penalties unless the table is so high it grants her cover.
| Worldwound GM |
Round 1 Continued
Elliot rushes out to the table, and is struck by the terrible stench of slowly rotting meat from the room behind him as he whirls and triggers his crossbow at the woman in the doorway. To his shock, though the bolt strikes her square in the chest, it only barely seems to penetrate her armor. She scowls, cursing at him in Abyssal.
"You all will pay for the blasphemy against the Lord of the Labyrinth." She says coldly, taking a few steps forwards and slashing with her glaive at the svirneblin-shaped wizard, its blade glimmering dimly in the light of Thesius' spell and the burning coals. Despite her best efforts, and the fact that the woman is still clearly somewhat disturbed, Verene cannot evade the blade, which catches her in the throat, knocking her off her feet. Even as pain flares, bright and hot, around her neck, consciousness fades from her, and everything grows distant.
Glaive vs. Verene, Shaken: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
Damage, Destruction Judgment: 1d10 + 2 + 2 ⇒ (10) + 2 + 2 = 14 My goodness. Verene is at -5 hp, prone and dying.
With a chuckle, the woman speaks in hissing Abyssal.
Thesius is up.
Elyda: HP 17/17; AC 16, touch 11, flat-footed 15; corruption resistance (good) 0/1, Judgement 0/1, Touch of Good 6/6, Track Teleportation 1/1, corruption resistance 20 minutes
Verene: HP -5/12; AC 18, touch 14, flat-footed 15; Prescience 2/7, alter self 17 minutes, mage armor 2 hours, prone, dying; Thamyris: HP 6/6; AC 17, touch 16, flat-footed 15
Merixia: HP 17/17; AC 17, touch 11, flat-footed 16; pyrotechnics 1/1, true strike 1/1, Touch of Good 6/6, Destructive Smite 4/6, Channel 1/3
Thesius: HP 11/15; AC 17, touch 12, flat-footed 15; Archeologist’s Luck 3/8, uncanny dodge, alter self 17 minutes, dancing lights 7 rounds, on fire
Elliot: HP 14/15; AC 12, touch 12, flat-footed 10, Arcane Reservoir 0/5, pyrotechnics 1/1
| Thesius Monteblanc |
Thesius falls through the open doorway and begins to roll in an attempt to set the fire out. A scream of pain escaping his lips as the fire burns him.
Stop, drop, and roll.
Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
| Worldwound GM |
Round 1 Continued
Thesius drops to the ground, rolling rapidly to extinguish the alchemical flames in a maneuver that all crusader children are taught in case of fiery demonic attack. His quick thinking swiftly chokes the unnatural flames from his clothing and body, leaving him blessedly cooler.
From within the other room, a crimson-skinned tiefling emerges, a wickedly curved shortsword held in his left hand. He snarls something to his leader, before darting around the table and chairs to engage with Merixia.
Unfortunately for him, his blade deflects off of Merixia's armor ineffectually, the metal screeching against it.
Shortsword vs. Merixia, Flat-Footed: 1d20 + 3 ⇒ (2) + 3 = 5
The woman's face twists in a sneer at her compatriot's incompetence.
Verene, Merixia, and Elyda are up.
Elyda: HP 17/17; AC 16, touch 11, flat-footed 15; corruption resistance (good) 0/1, Judgement 0/1, Touch of Good 6/6, Track Teleportation 1/1, corruption resistance 20 minutes
Verene: HP -5/12; AC 18, touch 14, flat-footed 15; Prescience 2/7, alter self 17 minutes, mage armor 2 hours, prone, dying; Thamyris: HP 6/6; AC 17, touch 16, flat-footed 15
Merixia: HP 17/17; AC 17, touch 11, flat-footed 16; pyrotechnics 1/1, true strike 1/1, Touch of Good 6/6, Destructive Smite 4/6, Channel 1/3
Thesius: HP 11/15; AC 17, touch 12, flat-footed 15; Archeologist’s Luck 3/8, uncanny dodge, alter self 17 minutes, dancing lights 6 rounds, prone
Elliot: HP 14/15; AC 12, touch 12, flat-footed 10, Arcane Reservoir 0/5, pyrotechnics 1/1
| Merixia |
”Haha! The truth hurts, doesn’t it?” Merixia smirks and returns the other tiefling’s strike. ”Elyda, can you help Verene? Not sure if I can get to her.” He may not have managed to get through her armor this time, but if Merixia starts casting a spell or administering a potion, he probably will.
Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d10 + 3 ⇒ (7) + 3 = 10
| Verene Tanaquil |
Constitution check to become stable, DC 10, -5 penalty for negative hit point total: 1d20 + 1 - 5 ⇒ (8) + 1 - 5 = 4 -1 HP for failed stabilization check
| Elyda Evandros |
Elyda can't get to Verene and administer a potion as Thesius is taking up the square (albeit he's on the ground putting out the flames), and, if Elyda tries to go around, she'll have to make a double move and then still have to face off with the female with the glaive first before she can get passed to reach Verene. Thesius is right next to Verene (as is Merixia) and he's in the best position to help her; even injured as he is. There's a CLW potion attached to Verene's belt (Elyda, via earlier rp, said she could have the spare, unclaimed one. Elyda has the other, goldish healing potion on her.)
Round 1
"Thesius, if you can, help Verene. I cannot reach her," the inquisitor called out to the injured bard on the ground as she could not easily/readily reach Verene to swiftly aid her with a healing potion.
Elyda moved 15 ft around the others to stop before the enemy tiefling facing off with Merixia, attempting to slash him with her longsword.
Cold Iron Longsword Attack on male Tiefling: 1d20 + 4 ⇒ (17) + 4 = 21
Damage, if hits: 1d8 + 3 ⇒ (3) + 3 = 6
| Worldwound GM |
Round 1 Wrap-Up
As Verene continues to bleed onto the ground, Merixia launches an ineffectual attack on the tiefling, who catches her blade with his own. Sparks dance as the blades clash, and the ring of metal on metal fills the air.
Elyda proves more adept as Uziel is distracted by her tiefling comrade, and slashes him viciously, leaving a bloody streak across his flank. He cries out, staggering away, before spitting blood and whirling to look at her.
Round 2
Elliot is up.
Elyda: HP 17/17; AC 16, touch 11, flat-footed 15; corruption resistance (good) 0/1, Judgement 0/1, Touch of Good 6/6, Track Teleportation 1/1, corruption resistance 20 minutes
Verene: HP -6/12; AC 18, touch 14, flat-footed 15; Prescience 2/7, alter self 17 minutes, mage armor 2 hours, prone, dying; Thamyris: HP 6/6; AC 17, touch 16, flat-footed 15
Merixia: HP 17/17; AC 17, touch 11, flat-footed 16; pyrotechnics 1/1, true strike 1/1, Touch of Good 6/6, Destructive Smite 4/6, Channel 1/3
Thesius: HP 11/15; AC 17, touch 12, flat-footed 15; Archeologist’s Luck 3/8, uncanny dodge, alter self 17 minutes, dancing lights 6 rounds, prone
Elliot: HP 14/15; AC 12, touch 12, flat-footed 10, Arcane Reservoir 0/5, pyrotechnics 1/1
| Elliot Worthane |
"Verene!" Elliot cries out in horror as she goes down hard in a single hit. He knew right then and there that there was no point in trying magic. It had failed him thrice, and he was out anyway. "You'll pay for that!" he shouts, and throws an alchemist's fire at her!
attack vs touch: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d6 ⇒ 1
scatter: 1d8 ⇒ 3
Unfortunately, the attack seems to mostly miss her. This really wasn't his day.
Lands 1 square east of her, she takes one fire damage.
| Worldwound GM |
Round 2 Continued
Elliot circles around the table before flinging his own flask of fire at the glaive-wielding woman, but it soars past her, crashing down nearby and splashing her with a bit of the flame. She curses softly, before shaking herself.
Drawing a wand in one hand, she points it at him and a ghostly glaive emerges from elsewhere, slashing viciously at Elliot. It very nearly takes his head off, but he manages to throw himself out of the way just far enough that it carves deep into his shoulder instead. Blood bursts from the wound, and pain burns up his arm, causing his fingers to tremble - if he had not already thrown his flask, he might've dropped it at his feet.
Spiritual Weapon vs. Elliot: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm?: 1d20 + 4 ⇒ (5) + 4 = 9 Woof, that was lucky. 3d8+3 damage would be... bad.
Force Damage: 1d8 + 1 ⇒ (4) + 1 = 5 Elliot is at 9 hp.
Thesius is up.
Elyda: HP 17/17; AC 16, touch 11, flat-footed 15; corruption resistance (good) 0/1, Judgement 0/1, Touch of Good 6/6, Track Teleportation 1/1, corruption resistance 20 minutes
Verene: HP -6/12; AC 18, touch 14, flat-footed 15; Prescience 2/7, alter self 17 minutes, mage armor 2 hours, prone, dying; Thamyris: HP 6/6; AC 17, touch 16, flat-footed 15
Merixia: HP 17/17; AC 17, touch 11, flat-footed 16; pyrotechnics 1/1, true strike 1/1, Touch of Good 6/6, Destructive Smite 4/6, Channel 1/3
Thesius: HP 11/15; AC 17, touch 12, flat-footed 15; Archeologist’s Luck 3/8, uncanny dodge, alter self 17 minutes, dancing lights 6 rounds, prone
Elliot: HP 9/15; AC 12, touch 12, flat-footed 10, Arcane Reservoir 0/5, pyrotechnics 1/1
| Thesius Monteblanc |
With his fiery conflict now resolved, Thesius stands up and takes account of the events around him. Seeing Verene on the floor bleeding, he takes the time to call upon his last reserves of arcane power to stabilize her.
Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7
| Worldwound GM |
Round 2 Continued
Thesius' healing magics wash over Verene's small body, relieving her of her suffering, and bringing awareness slowly back to her. Verene's back into the positives at 1 hp total.
The tiefling launches a series of stabs at Merixia, his wicked blade flickering through her guard and piercing her armor. She feels a stinging pain burn in her flank, and blood slowly oozes from the wound as he steps back to the head of the table, keeping his blade at the ready. His mistress hisses at him in Abyssal at his retreat.
Short Sword vs. Merixia: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 Merixia is at 13 hp.
Verene, Merixia, and Elyda are up.
Elyda: HP 17/17; AC 16, touch 11, flat-footed 15; corruption resistance (good) 0/1, Judgement 0/1, Touch of Good 6/6, Track Teleportation 1/1, corruption resistance 20 minutes
Verene: HP 1/12; AC 18, touch 14, flat-footed 15; Prescience 2/7, alter self 16 minutes, mage armor 2 hours, prone; Thamyris: HP 6/6; AC 17, touch 16, flat-footed 15
Merixia: HP 13/17; AC 17, touch 11, flat-footed 16; pyrotechnics 1/1, true strike 1/1, Touch of Good 6/6, Destructive Smite 4/6, Channel 1/3
Thesius: HP 11/15; AC 17, touch 12, flat-footed 15; Archeologist’s Luck 3/8, uncanny dodge, alter self 16 minutes, dancing lights 5 rounds
Elliot: HP 9/15; AC 12, touch 12, flat-footed 10, Arcane Reservoir 0/5, pyrotechnics 1/1
| Merixia |
”She just told him to try for a flank.” Merixia isn’t sure which of her companions speak Abyssal, but it can’t hurt to translate. Although the battle-mad part of her longs to close with her retreating enemy, this is a golden opportunity. The tiefling chants a brief spell of protection. Ragathiel’s power wraps around her, and she steps forward. The pain of her wound sharpens her senses, fueling her rage. ”That all you got?”
Casting my domain spell, protection from evil. My tablet isn’t cooperating with the Google docs, but she’s taking a 5 ft step toward the Baphomet priestess.
| Verene Tanaquil |
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"I am afraid I'm just not suited to meditation, Teacher Kashri. I'm trying, but..."
"You find it difficult to be still. Most beings do. This is not a fault in you."
"Is there no work I might do instead? Cleaning, or mending, or carrying water? That is when I find my mind is clearest."
"You might, but it would not serve the same purpose. Stillness is acknowledging the discomfort of stillness. Stillness is learning to have compassion for yourself."
She croaks the words and makes the sign, moving as little as possible to avoid drawing attention. The pure sound of invisible lyrakien giggling rises softly from under the table, approaches the glaive-wielding cultist, and stops right behind her back. Ghost sound, moving from table to square northeast of Hosilla. Hoping to trigger her attack of opportunity, or her primary attack next turn against the 'invisible' opponent, or just distract her.
Concentration DC 15 to cast defensively: 1d20 + 12 ⇒ (11) + 12 = 23
| Elyda Evandros |
Round 2
Understanding the wretched female's words in the demon tongue, Elyda grit her teeth. Some of her companions were quite wounded and their sources of healing were rapidly diminishing.
Elyda, from her present position, began to softly pray, calling upon her Lady of Valour to aid their cause. She reached out with her off hand and touched Merixia's arm; activating her Lady's goodness to aid the warrior cleric in her next endeavours.
Standard action: Activated Touch of Good (Sp) on Merixia: Grants a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. Elyda still have 5 uses of Touch of Good this day.
Elyda remained in place to ensure the enemy tiefling could give flank to his mistress (to greatly injure Merixia) and she could also keep an eye on Elliot in case he needed her help.
| Worldwound GM |
Round 2 Wrap-Up
Verene awakens, and clears her throat of blood - insofar as she can, given that it remains somewhat injured. Casting carefully, she manages to keep herself from giving the glaive-wielding woman an opening and summons a sound behind the Baphometi, who disregards it with a faint sneer.
Will vs. DC 14: 1d20 + 5 ⇒ (11) + 5 = 16
Merixia closes in with the woman, too close for her foe to effectively wield her glaive, and summons the General of Vengeance's protection against the forces of evil. She feels the warm glow of his favor, and knows that she'll be protected against these foul cultists.
I'm assuming you want to step in first rather than risk the AoO or cast defensively, Merixia.
Elyda takes a quick step forwards, invoking Iomedae's favor to summon good fortune for her tiefling ally. With the lawbringer's touch, Merixia feels a sudden surge of prowess and lightness of limb and body glowing within her.
I figured you'd want to get the buff off rather than stick around, Elyda - hope that's fine.
Round 3
Anevia Initiative: 1d20 + 7 ⇒ (1) + 7 = 8 Welp, she'll pop up eventually.
From outside the room, Anevia calls. "I'm coming in!"
Elliot is up.
Elyda: HP 17/17; AC 16, touch 11, flat-footed 15; corruption resistance (good) 0/1, Judgement 0/1, Touch of Good 5/6, Track Teleportation 1/1, corruption resistance 20 minutes
Verene: HP 1/12; AC 18, touch 14, flat-footed 15; Prescience 2/7, alter self 16 minutes, mage armor 2 hours, prone; Thamyris: HP 6/6; AC 17, touch 16, flat-footed 15
Merixia: HP 13/17; AC 17, touch 11, flat-footed 16; pyrotechnics 1/1, true strike 1/1, Touch of Good 6/6, Destructive Smite 4/6, Channel 1/3, protection from evil 20/20, Touch of Good 1 round
Thesius: HP 11/15; AC 17, touch 12, flat-footed 15; Archeologist’s Luck 3/8, uncanny dodge, alter self 16 minutes, dancing lights 5 rounds
Elliot: HP 9/15; AC 12, touch 12, flat-footed 10, Arcane Reservoir 0/5, pyrotechnics 1/1
| Worldwound GM |
Correcting the mention earlier - Merixia casts, then moves, because her token was already moved, and I didn't realize it. Still no defensive casting or AoO, though.
| Elliot Worthane |
Bleeding from the neck wound and narrowly avoiding decapitation, Elliot stumbles backwards, hopefully out of reach for the strange spectral halbard. He steadies his nerve and tries firing another crossbow bolt at the head cultist!
attack: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d8 ⇒ 5
I'll assume for a moment that the spectral glaive was summoned at 10-ft reach so it could attack Elliot, meaning that if he 5ft steps sway, he could be out of reach for now. He 5ft stepped south.
| Worldwound GM |
Spiritual Weapon is interesting, in that so long as its caster doesn't command it to change targets, it continues attacking the one selected, no matter how they move, unless they get out of range. "Reach" isn't something that applies to it, as far as I can tell. It's not really an entity, even, just a persistent spell effect.
Round 3 Continued
Elliot calls for help as he fires a bolt at the woman. The Baphometi swats the projectile away, evading it with ease. The ghostly glaive follows Elliot as he tries to get away from it, cutting his arm to the bone.
Spiritual Weapon: 1d20 + 4 ⇒ (11) + 4 = 15
Force Damage: 1d8 + 1 ⇒ (5) + 1 = 6 Elliot is at 3 hp.
After deflecting his bolt, however, the cultist leader seems to have lost interest in Elliot, focusing instead on Merixia. She slashes at her quickly and furiously, but the hellspawned priestess easily parries the hafted weapon, though the force of weapon on weapon stings her hands.
Glaive vs. Merixia, protection from evil: 1d20 + 5 ⇒ (3) + 5 = 8 While the spell didn't matter here, this is what Hosilla gets for not putting any points into Spellcraft - she has no idea that Merixia's now better protected against her.
With that, the woman retreats slightly, back to the doorway she emerged from moments earlier.
From outside, Aravashnial shouts to his apprentice.
Thesius is up.
Elyda: HP 17/17; AC 16, touch 11, flat-footed 15; corruption resistance (good) 0/1, Judgement 0/1, Touch of Good 5/6, Track Teleportation 1/1, corruption resistance 20 minutes
Verene: HP 1/12; AC 18, touch 14, flat-footed 15; Prescience 2/7, alter self 16 minutes, mage armor 2 hours, prone; Thamyris: HP 6/6; AC 17, touch 16, flat-footed 15
Merixia: HP 13/17; AC 17, touch 11, flat-footed 16; pyrotechnics 1/1, true strike 1/1, Touch of Good 6/6, Destructive Smite 4/6, Channel 1/3, protection from evil 20/20, Touch of Good 1 round
Thesius: HP 11/15; AC 17, touch 12, flat-footed 15; Archeologist’s Luck 3/8, uncanny dodge, alter self 16 minutes, dancing lights 5 rounds
Elliot: HP 3/15; AC 12, touch 12, flat-footed 10, Arcane Reservoir 0/5, pyrotechnics 1/1
| Elliot Worthane |
It should miss Elliot as his AC is 16 under mage armor, and as a force effect it works against other force effects, i believe.
| Worldwound GM |
When did he cast mage armor? I totally missed that.
| Thesius Monteblanc |
Taking a hint from the words of their enemies, Thesius moves around the table and towards a flanking position. Perhaps they could make an opening by pulling the attention of their enemies in multiple directions.
| Worldwound GM |
Round 3 Midpoint
Even as Thesius moves around the table, the tiefling steps up to meet him. His voice hisses from between his teeth, his ember-eyes burning into those of the archeologist.
Uziel lunges at the half-elf in human form, his shortsword a blur. Even as Thesius lifts his weapon to guard, however, he realizes it is a feint. But even as he realizes it, it is too late, and he's left out of line for his foe's next attack.
Bluff to Feint vs. DC 13: 1d20 + 4 ⇒ (11) + 4 = 15 The DC's from 10+Thesius' BAB+Wis. He's not actually trained in Sense Motive, which surprised me.
Verene, Merixia, and Elyda are up.
Elyda: HP 17/17; AC 16, touch 11, flat-footed 15; corruption resistance (good) 0/1, Judgement 0/1, Touch of Good 5/6, Track Teleportation 1/1, corruption resistance 20 minutes
Verene: HP 1/12; AC 18, touch 14, flat-footed 15; Prescience 2/7, alter self 16 minutes, mage armor 2 hours, prone; Thamyris: HP 6/6; AC 17, touch 16, flat-footed 15
Merixia: HP 13/17; AC 17, touch 11, flat-footed 16; pyrotechnics 1/1, true strike 1/1, Touch of Good 6/6, Destructive Smite 4/6, Channel 1/3, protection from evil 20/20, Touch of Good 1 round
Thesius: HP 11/15; AC 17, touch 12, flat-footed 15; Archeologist’s Luck 3/8, uncanny dodge, alter self 16 minutes, dancing lights 5 rounds,
Elliot: HP 9/15; AC 16, touch 12, flat-footed 14, Arcane Reservoir 0/5, pyrotechnics 1/1, mage armor 1 hour
| Merixia |
Much as Merixia would like to pursue the priestess, it would be foolish to leave the other tiefling behind her. That's just asking for a shortsword in the back. She dashes around the table, calling on the power gifted to her by Elyda as she takes a swing at the cultist.
Does this position count as a flank with Thesius? I'm not sure.
Attack w/Touch of Good: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 +2 if flanking
Damage: 1d10 + 3 ⇒ (9) + 3 = 12
| Verene Tanaquil |
Verene pushes shakily to her feet and drinks the potion from her belt. As it travels down her throat, the jagged wound heals somewhat more toward smooth flesh, but it is still an angry, fragile red.
Cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5
The giggling quiets for a moment, but with a thought she moves it behind the tiefling, intending to make it sound loudly right in his ear the next time he is attacked or attacks.