Variel's WotR

Game Master Neltji

From Level 1 to Level 20. Good luck heroes you might need it.

loot list

combat map


5,101 to 5,150 of 10,498 << first < prev | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | next > last >>

Moving things along for Pakak...

spellcraft checks at +16

spellcraft DC: 24 on bag : 1d20 + 16 ⇒ (12) + 16 = 28 yes

spellcraft DC: 19 Quiver: 1d20 + 16 ⇒ (5) + 16 = 21 yes

spellcraft DC: 20 Javelin x2: 1d20 + 16 ⇒ (15) + 16 = 31 yes

spellcraft DC: 24 Arrows x19: 1d20 + 16 ⇒ (12) + 16 = 28 yes

spellcraft DC: 26 Gem: 1d20 + 16 ⇒ (3) + 16 = 19 no

spellcraft DC: 16 vial: 1d20 + 16 ⇒ (1) + 16 = 17 yes

spellcraft DC: 20 potion: 1d20 + 16 ⇒ (3) + 16 = 19 no

spellcraft DC: 21 Crossbow: 1d20 + 16 ⇒ (10) + 16 = 26 yes

spellcraft DC: 27 Breastplate: 1d20 + 16 ⇒ (9) + 16 = 25 no

spellcraft DC: 18 Longswords x4: 1d20 + 16 ⇒ (12) + 16 = 28 yes

spellcraft DC: 18 Shortswords x4: 1d20 + 16 ⇒ (12) + 16 = 28 yes

spellcraft DC: 18 Daggers x4: 1d20 + 16 ⇒ (15) + 16 = 31 yes

spellcraft DC: 18 Chainshirts x4: 1d20 + 16 ⇒ (20) + 16 = 36 yes

spellcraft DC: 18 Amulet: 1d20 + 16 ⇒ (1) + 16 = 17 no

spellcraft DC: 16 Ring: 1d20 + 16 ⇒ (4) + 16 = 20 yes

spellcraft DC: 24 Ring: 1d20 + 16 ⇒ (12) + 16 = 28 yes

Items still unidentified are the breastplate, the amulet and the gem. Probably the 3 most wanted to be identified.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax takes a second look at the quiver and crossbow, putting the weapon aside, and electing to hold only the magical container - "I believe this may be useful for me friends" - he pipes in, grabbing also the arrows - "And these if you agree"

Think that's it for Zeriax - not sure I can even use the crossbow, so I guess my secondary weapon will be a dagger +1 :P


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Pakak was so distracted sorting over the scrolls, he didn't hear the comments on the other items until someone (or someones) clear their throats and bring him back to his duties. Blushing brightly, the dwarf apologizes, "Forgive me friends. Sometimes I fear I get lost in my own head for days at a time," He sorts the other items, "A bag of holding, very nice... ring of the ram, good for sieges I think. This magic gem is vexing, I can't place what it is.The arrows hurt beasts badly I suspect. The true trove for me will be the scrolls"

"Maelchar, do you mind sharing those books? Fascinating materials it seems to me. "


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

"If that quiver is what I think it is, it should hold these quite well and give you something with some extra punch should you need it."

She holds up the javelins of lightning to the archer.

"I rarely have a need for a ranged weapon, but if no one else wants the crossbow, I still have my quarrels from the one that was destroyed."

If no one else wants them, Zeriax could take the magical daggers for throwing weapons. Not ideal, but you will probably be the most accurate with them, I would guess.

The rings are curiosities to the Osirion cleric, but she's not terribly interested in either of them. "Are there among our forces that lack magical armament? We should distribute these weapons among the troops."


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

"Thank you Nasira, I will try to put them to good use" - the monk bows.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

She gives an uncharacteristic tight little grin. "Two things you probably already know. Don't bother using them on a true demon - they are immune and each will create a long straight line of destruction. If you can line up several targets with your swift feet, you will give them something to think about."


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

"I will keep that in mind" - the monk bows - "Thank you Master Abujamal"


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

GO! :D


Is everyone equipped and ready to proceed? If so I will move us along here shortly. Those that want to can give me 2 perception checks as well. I am at work so no map but the next room doesnt need one anyways.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Perception: 1d20 + 16 ⇒ (11) + 16 = 27
Perception: 1d20 + 16 ⇒ (13) + 16 = 29

(+17 vs. Traps / +18 vs. Evil Outsiders)


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

perc: 1d20 + 15 ⇒ (4) + 15 = 19
perc: 1d20 + 15 ⇒ (18) + 15 = 33


This chamber is furnished as a study and a bedroom, but it looks
as if the room’s inhabitant left the area quickly and recently. The exterior catwalk features seven ballistae, but these
siege engines were not used during the fight.

Zeriax and Maelchar you can determine that the room was once the home of a powerful priestess of Deskari, and that she’s relocated somewhere else in the Citadel. You also find a small piece of parchment that looks like it might be to a ritual to bring the entire city down into rubble.

map of tower ground level.

Not finding much more of interest here there is 1 pathway to the east unless Pakak wants to use his stone shape spell. (Just let me know if you want to use it and where ok Pakak.)

Opening the first set of double doors you find youself in the citadel proper for the first time. As Pakak would be able to tell you...

The interior of Citadel Drezen follows the stark practicality
of dwarven design. Ceiling heights vary from room to room,
but are typically 10 feet. Most hallways are at least 10 feet
wide to accommodate the broader shield walls favored by
dwarves. These passageways also include multiple choke
points and boltholes for added defense, and all doors are
made of strengthened iron (hardness 10, 60 hp, break DC 28). The place is kept unlit, and well-hidden 1-inchdiameter
ventilation shafts run throughout the natural rock
to bring in fresh air. The overall condition of the citadel’s
interior is a strange mix of disrepair and cleanliness—
the occupants enjoy reminders of the crusaders’ crushing
defeat, but do not seek to live in filth.

You realize that you are in the citadel so any buffs you are casting or have cast in the previous rooms let me know now. You would have had all the time you wanted in area 22 I just need to know what you have up and the durations.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax burns one Mythic Point for Wild Arcana Mage Armor, and one Ki point for Barkskin.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira will hold off with her buffs until the moment is upon us.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Garith grabs a backup blade and activates his transformation with the scale, taking the firm of a vicious tiefling soldier.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Pakak conserves his spells for now unless anyone should ask for them.


Map update tonight then opening the double doors to the Far East.

prep work:

Nasira 1d20 + 2 ⇒ (9) + 2 = 11
Maelchar 1d20 + 2 ⇒ (13) + 2 = 15
Pakak 1d20 + 1 ⇒ (8) + 1 = 9
Zeriax 1d20 + 2 ⇒ (11) + 2 = 13
Morgrym 1d20 + 2 ⇒ (17) + 2 = 19
Sir Garith 1d20 + 1 ⇒ (12) + 1 = 13

1d20 + 6 ⇒ (2) + 6 = 8

map for reference


F16. Northern Arcade

One wall of this long arcade features several arrow-slits looking
out over the northern part of Drezen. Within it are 3 creatures with dead white scars and raw red flesh crisscross this creature’s
scorched and sallow skin as though it has been flogged and
branded a thousand times.

Good guys up. map above. Remember that each square is actually 10ftx10ft so if you can say SE corner of C,19 that would be great help.

Know planar DC 16 evil outsider applies:

Able to take the shape of rank-and-file soldiers and
infect military ranks like a cancer, thoxels—also known
as insubordination demons—spend every drop of their
malice to break down the cooperative spirit of those who
fight together. Among mortal soldiers, thoxels whisper
disparaging words about commanders, talk in hushed
tones about the danger of upcoming battles, or belittle
other soldiers’ accomplishments. Many great battles are
said to have been lost because of the presence of these
subtle but murderous demons within an army’s ranks.
They represent a passion to kill as they please without
caring about order, control, or their allies. Despite
their skill at martial exploits, thoxels are lazy and
untrustworthy creatures. Thoxel demons are 6 feet tall
and weigh 200 pounds.

Thoxel demons form from the souls of deserters and
traitors, those who abandoned their posts and their
erstwhile allies to their fates while they sought glory
elsewhere on the battlefield, or safety far from it. These
cowardly demons delight in breaking the spirits of those
they hide among, disguised as typical soldiers. Their
defining sin is the ruin, pain, and death they brought
to others by failing to follow orders, keep discipline,
and stand firm in face of adversity. It is not just that
they failed private tests of character, but also that their
moral disintegration led to great suffering in others who
trusted them and depended on them. Those betrayers
who sought to expiate their guilt through reconciliation
and reparations to those they abandoned still earned
their shame but preserved their eternal souls, but
the unrepentant souls who callously disregarded the
tragedies left in their wake, hewing to their own path
again and again despite the havoc they left behind, often
find their way to the Abyss.

CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +15

Every 5 above you can ask for something as usual


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

know planes: 1d20 + 10 ⇒ (6) + 10 = 16 oh well... someone else will hopefully make it with extra


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Knowledge (Planes): 1d20 + 8 ⇒ (8) + 8 = 16


You guys are up in Init so you can take your actions.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Do we get anything from the knowledge checks?


There is info in the spoiler above for making the 16 check.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

'scuse me while I go beat myself with the dumbbat.

"Thoxel demons. Insubordination demons. Disastrous in an army's ranks, spreading lies and deception through the disguise of a malcontent soldier. Betrayers and cowards of the highest order. I would not expect a straightforward fight."

Nasira will take her lead from the others in the party. I'm not sure I want to spend buffs on three demons until they have proven themselves worthy of the expenditure of resources. (I dislike the 15-minute adventuring day, can you tell? I want to stretch my abilities.)

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Shall we charge this round? Anyone not charging this round and is charging next round goes before garith, so they can get the +1 attk and dmg.


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

Charging sounds good.

Eyes narrowing, "Cowardly demons, huh? Then let's go get 'em." With an unreal amount of speed for a dwarf, he charges straight at the one in his sights, his large hammer held high.

Charge at the one in the corner of E 20. That'll put me right next to it on its left.

Mwk Cold Iron Earth breaker w/PA: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Damage: 2d6 + 20 ⇒ (2, 5) + 20 = 27

AC 15; Hp's 118/118


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Knowledge Planes:1d20 + 15 ⇒ (6) + 15 = 21

If he can, Pakak casts protection from evil upon Morgrym as he races off

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

On phone and out, but will post when I can. Going to use my +1 to hit and dmg on charge and charge the close one round the pillar. I can't get to the e20, so I'm hitting d19.


Pakak you also beat th dc by 5 so what is 1 other thing (stat line) you would like to know about these creatures?


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Since Pakak already suspects they have some, what mind effecting spells or spell like abilities do these things have?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Following up on Morgrym's actions, Zeriax presses in, with a rain of cold iron arrows on the demon in sight - "Finish this before any alarm can be raised" - he speaks to his companions, with grim determination.

Flurry of cold iron arrows on E:20 - now I have Improved Precise Shot. Oh yes...

Flurry 1: 1d20 + 13 ⇒ (20) + 13 = 33
Damage if it hits: 1d8 + 14 ⇒ (6) + 14 = 20

Flurry 1 crit?: 1d20 + 13 ⇒ (15) + 13 = 28
Additional damage if it crits: 2d8 + 28 ⇒ (2, 7) + 28 = 37

Flurry 2: 1d20 + 13 ⇒ (14) + 13 = 27
Damage if it hits: 1d8 + 14 ⇒ (2) + 14 = 16

Flurry 3: 1d20 + 8 ⇒ (7) + 8 = 15
Damage if it hits: 1d8 + 14 ⇒ (3) + 14 = 17


Spell-Like Abilities (CL 6th; concentration +10)
At will—alter self, greater teleport (self plus 50 pounds of objects only), lesser confusion (DC 15)
3/day—murderous command (DC 15)


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

"Beware, they hide behind false faces, teleport, and can cause confusion of the mind. Worse, they can turn you against your allies. Rally your will." Pakak warns.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14

Garith calls out a charge and rushes up with Morgrym and slashes at the demon [@ D:19]
1d20 + 14 ⇒ (11) + 14 = 25
for 1d8 + 6 ⇒ (8) + 6 = 14

E:20 is within my aura, so DC:17 for both the close ones to port out, and for the 3rd one to port in


With as ferocious charge as he could muster Morgrym races across the room to assault the Thoxel. He lands an impressive blow as the cleansing of the citadel commences. Proud of himself for starting off well it is with some admiration and some astonishment when Zeriax threads an arrow under the arm of Morgrym past the earthbreaker, past the double sword of the Thoxel and above the notch of the breastplate to impale the demon in the throat. Dropping the sword the Thoxel collapses to then round in its death agony.

The second arrow does hit the nearest Thoxel that Garith is attacking but it lacks the impressiveness of the first. His third shot goes far wide of the mark though. Garith for his part uses his inane ability to put force and accuracy behind his charge to just hit th Thoxel. We're it not for his ability he would have missed.

Hit AC right o the nose.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Final position dependent on that of Sir Garith.

Nasira rushes forward, readied shield in place on her arm, to stand behind the paladin. As she moves, she grasps the holy symbol of the Dawnflower, but she keeps it hidden behind the shield for now.

Ideally, I'm within 30' of both remaining demons, but definitely want to be within 30' of the allies. That will require more than a move action, so that's all I've got.


Thanks for the description Nasira I got you placed in range of everyone next to Garith.

Joining in on the fun Mealchar creates a Lucerne hammer giving him the needed reach to charge the Thoxel demon from the relative safety of beside Garith.

attack 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28 for 1d12 + 6 ⇒ (9) + 6 = 15

There is another resounding thunk as the hammer hits home on the demon.

Bottom of Round 1
The Thoxels start in on their turn trying to overcome the shock of one of their own being taken out so quickly. The both move into position that is somewhat questionable as it leaves Morgrym open to move into flank. That is until you feel the wave of insolence come over you.

Everyone in 5ft of a Thoxel needs to make a DC 17 will save or

Aura of Insolence (Su):
Any creature adjacent to a thoxel
demon must succeed at a DC 17 Will save or become insolent and uncooperative with its allies. Creatures affected by this aura stop functioning as allies to other creatures. An affected
creature can’t provide flanking, can’t serve as an ally for teamwork feats or aid another actions, and doesn’t allow its allies to move through its space. Any spell or effect that requires a willing target
fails if it is used on an affected creature, and even harmless effects require an attack roll (if applicable) and require the insolent creature to attempt a saving throw against them. An affected creature remains insolent as long as it is adjacent to a thoxel demon and for 1d4 rounds thereafter. A creature that successfully saves is not subject to the same thoxel’s aura for 24 hours. Thoxel demons are immune to this effect. The save DC is Charisma-based.

Wise in the ways of spellcasting the Thoxel does not try to target MOrgrym with murderous command as he saw Pakak hit him with a protection from evil spell. he just lays into him with one end of his double sword.

attack 1d20 + 14 ⇒ (16) + 14 = 30 for 1d8 + 9 ⇒ (7) + 9 = 16 hit

The western most Thoxel swings thrice at Garith.
1d20 + 14 ⇒ (10) + 14 = 24 for 1d8 + 9 ⇒ (6) + 9 = 15 hiy
1d20 + 14 ⇒ (8) + 14 = 22 for 1d8 + 9 ⇒ (8) + 9 = 17 hit from Garith charging
1d20 + 9 ⇒ (4) + 9 = 13 for 1d8 + 9 ⇒ (8) + 9 = 17 miss

As both ends of the blade swing and hit Garith a funny feeling overcomes him. He feels compelled to turn and target Zeriax. Normally Garith was the leader of the group but ever since Zeriax took control of the Freemen of Drezen there was a chance that Zeriax would try to usurp Garith's roll. This was not acceptable and Garith needed to do something about it.

Will save DC 17 or target your commander or next in line (Zeriax in this case) for as long as you remain next to a Thoxel and for 1d6 ⇒ 4 rounds thereafter.

Good guys up with a bunch of will saves from Garithx2, Nasirax1 and Morgrymx1.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Don't forget the Protection from Evil on Morgrym. I believe it will help.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Will DC 17: 1d20 + 10 ⇒ (12) + 10 = 22

Considering my action...


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

Will: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 Man I love me some Protection from evil. Thanks! :)

As he takes a nasty hit from the demon, he glowers at it. "That all ya got," he says with a low and obviously angry voice as his fury takes over and he attacks with a whole new perspective.

Rage time 1/29; Attack

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 2d6 + 23 + 1d6 ⇒ (6, 2) + 23 + (5) = 36

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d6 + 23 + 1d6 ⇒ (6, 1) + 23 + (5) = 35

AC 20; Hp's 122/134(Raging); Acid/Cold resist 5; Attacks good-aligned


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

will save dc 17: 1d20 + 15 ⇒ (15) + 15 = 30

thanks for botting me... it's been hell here between the holiday and moving

Maelchar swings again at the demon.

to hit: 1d20 + 9 ⇒ (6) + 9 = 15
dmg if hits: 1d12 + 3 ⇒ (9) + 3 = 12

to hit: 1d20 + 4 ⇒ (11) + 4 = 15
dmg if hits: 1d12 + 3 ⇒ (6) + 3 = 9

sigh

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Will: 1d20 + 8 ⇒ (11) + 8 = 19
Will: 1d20 + 8 ⇒ (20) + 8 = 28

Garith shakes off the effects of the demons power and heals himself LoH: 4d6 ⇒ (6, 6, 3, 5) = 20
And steps around to flank with Nasira

He then slashes and bashes the demon
Radiance: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
for 1d8 + 6 ⇒ (6) + 6 = 12
Bash: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
for 1d4 + 3 ⇒ (3) + 3 = 6
Slash: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
for 1d8 + 6 ⇒ (6) + 6 = 12

Confirmation
Radiance: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
for 1d8 + 6 ⇒ (2) + 6 = 8
Bash: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
for 1d4 + 3 ⇒ (2) + 3 = 5

Can I try to Shield-slam and bullrush the demon straight left into the pillar to prone it?
Shield-slam: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31

If not, I'll pass on the flank and go for the prone by bullrushing the demon into the pillar.


MOrgrym returns the favor by taking out a kneecap on the Thoxel injuring it but not putting it down with his first attack. His second attack is just wide of the mark.

Maelchar swings twice but without the force of charging his impetous is gone nad both attacks miss. Garith steps to the side to flank with Nasira. This works well as both GArith and Nasira were able to resist the disruptive aura of the Thoxel and still work together as a team. Garith critically hits with Radiance and lands a solid blow with his shield. The combined damage from Zeriax's previous shot, Maelchar's hammer blow, Garith's first attack and these 2 well placed attacks is enough to drive the Thoxel to the ground. Adding insult to injury Garith flings the corpse off his shield 10 feat away as it lands in a pile.

Nasira, Pakak, and Zeriax still to go with only the far demon on Morgrym remaining.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira notes her allies' injuries, but all seem to still be in good health, so she takes a different tack, letting the holy symbol fall back against her chest as she draws the scimitar and steps up to the demon, attacking.

Move straight 'east' to adjacent to Morgrym, 5' step, draw as I move, attack twice.

Scimitar: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Iterative: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Miss-miss


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Pakak moves forward as far as he can without losing his spell and then lets loose a soundless scream

Ear Piercing scream on the last demon, 3d6 dmg and stun one round, but DC save 16 will prevent stun and half damage
3d6 ⇒ (4, 3, 2) = 9

Overcome sr roll1d20 + 10 ⇒ (5) + 10 = 15


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax doesn't even change his position, his recent revelations with the bow allowing him to see the enemy as clearly as if he was standing a few feet in front of him, the monk being able to alienate himself from his companion's movements in battle, or even the smooth surface of the pillar that would offer some cover to his foe - none of it matters to his arrow shots, as if they were not there, and cold iron rains on his target.

Flurry 1: 1d20 + 13 ⇒ (19) + 13 = 32
Damage if it hits: 1d8 + 14 ⇒ (7) + 14 = 21

Flurry 2: 1d20 + 13 ⇒ (10) + 13 = 23
Damage if it hits: 1d8 + 14 ⇒ (1) + 14 = 15

Flurry 3: 1d20 + 8 ⇒ (3) + 8 = 11
Damage if it hits: 1d8 + 14 ⇒ (6) + 14 = 20


fort save 1d20 + 10 ⇒ (2) + 10 = 12 failed and dead...

In a defining moment for the group and perhaps a look at the fate of the occupants of Citadel Drezen the last Thoxel fails his fort save and goes down with ears bleeding and an arrow in the head.

I so wanted someone to attack Garith after failing their will save but next time my pretties, hahahahahaha.

Combat over.

Map of the room. Which door(s) do you want to try next?

0800 hours 3 rounds


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira takes a moment while they are not under immediate attack to ready the heavy crossbow she picked up from the chimera's hoard before the next door is opened.

I have no concept of the larger structure, so I don't have any preference of one door over another.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

The puny dwarf actually breaks out into a smile as his spell downs a foe (Well, the arrow in the head helps). It vanishes quickly as if he hopes not to be caught at it.


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

As the demon falls, Morgrym calms. Taking a deep breath, "Good work, all." He then looks to all the doors in the room. "Okay, unless any of ya have a differing preference, I say we go through that door." He motions to the single door at the far right.

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