Vote closed.
Adhoc vote count started by DragonParadox on Jun 22, 2021 at 10:13 AM, finished with 16 posts and 10 votes.

  • [X] Teamwork Makes the Dream Work
    -[X] Telepathically ask Garin which of his foes he wants you to target, then hit them with an Invisible Elemental Cold Darts spell ([1d6+10]x1.5 Cold Damage per dart), splitting darts between targets as he requests. Follow this up with a Quickened Magic Missiles spell (5d4+5 Force damage) using a Metamagic Gem.
    --[X] If the fight continues for an additional round, Viserys again targets the Efreeti with an Elemental Cold Darts spell. If it does not, Viserys uses a Page of Spell Knowledge to cast Cure Light Wounds on Richard to hasten his recovery.
    -[X] After Viserys' spells, Garin activates his Belt of Battle to gain an additional Standard Action in order to use his Dagger Cloak's Cone of Daggers ability (15ft cone, 7d6+22 damage, DC 20 Reflex save for half damage) against as many targets as he can manage, but focusing on the most heavily wounded if possible.
    --[X] If the fight continues for an additional round, Garin opens the round by spending 1 Mythic Power to use Surprise Strike (target is considered Flat-Footed) as a Swift Action against an Efreeti in order to make a Sneak Attack (+33 attack bonus, 7d8+34 damage; 17-20/x4. Ignores Damage Reduction, plus Staggering Strike; Fortitude DC equal to damage to avoid being Staggered for 1 round) before resuming his normal attacks at his discretion.
    -[X] Varys continues healing Richard.
 
Unless we haven't gotten to that part yet… Are they still leaving at this point, or have they already left?
They should be fine by now, as we set told them to retreat before Garin even started sneaking through the facility with us bottled in Gaseous Form. They were outside and there wasn't much ground for them to cover to get outside the Teleportation wards.
 
Part MMMDCCCXXIII: Tacking Stock
Tacking Stock

Eleventh Day of the Ninth Month 294 AC

Like unseen hail your magic crosses the chamber reducing the face of one of the efreeti to bloody ruin, all but snapping his neck back while another is pummeled by only a single dart to the chest and another brighter flash of power that pierces his shoulder. For the first death comes a moment later as Garin opens his cloak and a fan of steel flies from it, but the other two endure.

Seeing the gate behind them sealed and confronted with foes beyond them the remaining enemy fight with the fury of those already doomed. Heedless of their guard they manage a pair of blows grazing the already wounded Garin and throwing him off balance, such that he only able to deal one strike more in return, leaving both of them still standing by the time you gather your magic once more.

Garin Takes 30 Damage
(Garin at 43/222)
Garin Heals 10 Damage
(Garin at 53/222)


Were things less dire you might have thrown some silent quip, but in this hour you only have the time for the spell that ends both of the wounded Eternal Guard with shards of arcane ice even as from beneath your left wing Ser Richard finally stirs under Varys' ministration.

Ser Richard Heals 19 Damage
(Ser Richard at 4/211)

"Where is the son of a whore?" Though his voice still rasps as though unused for years and you hear his joints creak more than the armor over them the knight still clambers on to his feet as the glyphs on his armor begin to shine, the trickle of magic almost as much as Varys' petty spells had been managing.

"He is gone and..." The death rattle of the last gold-armored warrior interrupts you. "So are all his friends for now, but I do not know how much longer we can count on that staying like that."

Garin Heals 15 Damage
(Garin at 78/222)

"Then we had best get this heist rolling on before it turns into a brawl again," Garin interjects, looking towards the open vault doors and cocking his head. Unlike the gate you had broken to get in here both are ajar for convenience on the reasoning that any foe who manages to make it this far will not be deterred by a few inches of adamantine.

From both sides you can hear the sound of heavy footfalls, some that sound like the iron boots of the giants, possibly trying to evacuate stones, and others like the gear whirs of awakening constructs. You cannot count either easily by sound alone, but you suspect there can't be too many of them from the limitations of both space and function.

The question remains how many is too many given how battered the three of you are.

Rounds until the barriers give way, assuming no more reinforcements arrive from inside the fortress: 11 to 18 Rounds until teleporting reinforcements: At least three (Anticipate Teleport has not triggered)

What do you do?

[] Rush the Vault to have the longest time possible to claim stones

[] Heal First
-[] Write in how and for how long

[] Write in


OOC: I know this is really short, but given the state of everyone I do need a risk assessment from the thread and a vote. Also Garin somehow rolled two nat 1s back to back. It is a good thing you guys did not have that kind of luck against the lich.
 
Last edited:
Well the faster we get out of here the better
Spend one round for healing and head straight to the vault or better heal along the way while using elemental gems casting extra barriers
 
Anticipate Teleport only works in a small AoE, so they can just Teleport reinforcements to another spot of the Gate room or the storage rooms (both of which we know to not have Forbiddance on them, only the phase wards).
 
Supposing that we are not able to loot all the wardstones we should destroy them with the bombs we brought along as we psion anywhere but here out of here
 
Back
Top