Variel's WotR

Game Master Neltji

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

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combat map


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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

Ours is the task of every crusader, Maranse. To look into the Infinate Abyss, and stand firm to protect those who cannot protect themselves from the fury of the Worldwound. Our duty is to remain staunch and unyielding before unfathomable force before us. Garith says.

It is the task you chose to bear when you took up the mantle of the Crusader. To be, above all else, righteous. The unasked question is whether or not Maranse truly believes his behavior in this fight was worthy, without judgement of Garith's part. To hold ourselves up to an unattainable standard and strive to meet it even as we fall short, or don't know how.

Garith chuckles at that, Not the practical answer you no doubt were looking for, but if you understanding that, what follows is clear

allys:
While the sermon is in keeping with what Garith has always believed, although twinged with an almost fatalistic melancholy, it's not nearly as straight forword as some of you would expect Garith to be. He doesn't trust Marase entirely and is saddened by the duelist's comportment in the fight and needless loss of life.

Also our objective at this point really is just to take the city right?


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)

Good answer, Garith! Good answer! :)

Maelchar wrote:
Maelchar puts a hand on Morgrym's shoulder as he walks away, walks with him a bit. "Try not to be too hard on him, my friend... he's been through a lot and still not fully recovered... perhaps we cannot hold him entirely accountable for his deeds as yet, but in time, we hope he will come around. For now, probably best that you and he just don't mix for a while. Walking away as you have is most likely the best you could have done, and I'm proud of you for that."

Taking a deep breath, Morgrym nods. "Aye, will do me best, lad," he responds, peering back at Maranse. "But it's not gonna be...," he stops and narrows his eyes as if studying the man, thinking something's amiss.

Perception: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36 BOO-YAH! There's my dice roller buddy! Heck yeah! 'bout time. Sheesh.


Morgen you notice something is off. Not about Maranse but about the wall behind him. The mortar does not line up perfectly and as you look closer you can finally put the mortar joints together to see the outline of a hidden door.


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)

His eyes go wide and he immediately walks at a rapid pace toward Maranse. He gets right up next to him and just stares at him stone-like a moment before eventually going around. "We've got us a door here, lot. Right here. You see?" He attempts to point it out to the others. "Now, we just need ta figure out how ta get it open." He then tries just that.


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

"Door... what door?" Maelchar says, looking right at the stone wall.


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)

Attempting to give the others a better picture, he's more demonstrative in outlining it. "It's right here, lad. You don't see it? Really? Hold on, let me give this a go and see if it'll work." He then pushes on it, knocks on it in different places as if looking for a hollow spot, and also looks around to see if he might notice anything that looks like a keyhole.

I'll just take 10 on Perception for 24; Or take 20 for 34 if that's cool.


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

assuming it's visible when pointed out clearly...

Maelchar nods and says, "Aye, I see it now... it's still barely noticeable but I can just make it out... You've got good eyes, Morgrym. Let's see what's beyond it, perhaps take a listen first, make sure nothing is moving beyond it we should be cautious of."


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)

Looking to the oracle, he nods. "Good idea. Not sure how much we'll be able ta hear with it bein' solid stone - that is, if it is solid stone the whole way through - but there's no harm in tryin'." He then places an ear up against it, listening for anything.

Perception: 1d20 + 14 ⇒ (15) + 14 = 29


Morgrym outlines the door but it is still almost impossible to see until he pushes on the left side and it swivels on its hinge opening p to reveal a 30ft by 30ft room.

Two statues stand midway into this room. They each depict an
armored woman with her sword raised. Numerous smashed and
empty chests sit on the floor.

The map shows a solid brick for some reason but there is a room there to the south


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)

"There!" he exclaims as he gets the door to open. Peering within, "Whoa. This room has seen better days." As he takes stock of it, he draws his breaker back out. "Statues. Ya know, with me luck, they'll probably come ta life as soon as I step next to 'em," he concludes to himself mostly.

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 detects evil on the statues, and nods to Pakak and Mael to check for magic.

Lets take a quick look over this room. But there is space in thei hall area, corect Pakak? confirming with the engineer that there is that dark room.

It does look like theis room has been looted so there certainly is an enemy beyond.


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

Maelchar detects magic and peers into the room, examining the statues to try to figure out if they might animate.


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

Pakak detects magic and checks for auras as well

If needed, Spellcraft 1d20 + 16 ⇒ (16) + 16 = 32


There is no magic in the area and teh statues do not come to life.

Is anyone actually going in or just looking from the outside?


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

In a rare moment of taking initiative, Pakak steps forward curious about the statues, "I wonder if these are of Iomedae? We should probably find a way to undo the damage and..."

Knowledge Religion: 1d20 + 10 ⇒ (14) + 10 = 24
Knowledge History: 1d20 + 11 ⇒ (8) + 11 = 19

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

With the careers checking, and no evil detected, Garith moves in with Pakak's, radiance drawn and shining


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)

Surprised a bit by Pakak moving in, Morgrym doesn't hesitate to move in ahead of him. "Hold on there, friend. If somethin' is ta come at us, better it ta be me than yerself." He nods, moving on ahead about ten feet of his fellow dwarf, keeping an eye out for any sign of trouble.
With Pakak's comment, he takes a closer look at the statue. "I couldn't tell ya. But they sure do look like it, don't they." Morgrym then begins to examine some of the smashed chests out of curiosity, wondering if there's anything of interest among them besides just bits and pieces of wood.

Perception: 1d20 + 14 ⇒ (17) + 14 = 31


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

"Oh, sorry," Pakak yields to the other dwarf, "It's just, sometimes it feels like the time I come awake, I've missed all the excitement. I just didn't want to have folks waiting on me this time." While now a few steps behind Morgrym, he does continue to look around


The statues are indeed of Iomedae and if restored could be a boon to morale for the army and to crusaders everywhere. Still not much good right now and more effort than worth to do so. Otherwise they are not worth anything other than momentous of a forgotten time. As morgrym and Pakak are talking though Morgrym notices again a hidden door to the west.

DC is 30, just made it you dang dwarves and detecting stonework.


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 watches the discovery team disappear into the wall as she kneels by the defeated and enspelled crusaders.

"Maranse, can you keep an eye on those four? I need to tend to these, but I will come if you need me."

"Paladin Irabeth, can you aid me in securing these two? We need to get them under guard, but until we do, I don't want to have them wake up and attack - or flee."

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

Hold here until the enspelled are secured and Irabeth and Nasira rejoin us. Then we move in. There is one more area we've yet to explore as well, and we should make sure it is clear before advancing farther. garith suggests to his companions.


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)

"Over here! We've got another door!" Morgrym calls out to the others. He then turns and rests up against the wall, waiting for the others as Garith mentioned, thinking that's a good idea.


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

Maelchar lingers outside the first door, waiting for Nasira and Irabeth.


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: ]

I believe tying someone up with rope has become a CMB/CMD check, is that right? In that case, I'm not a good candidate to tie anyone up...


We can just assume that you tie them up easily enough. I believe it is 20 +CMB though if they are unconscious.

Listening in on the second secret door you hear nothing coming from behind the stone. Cautiously opening the door you see another hidden chamber. A metal rod on which hangs a magnificent banner depicting a
sword before a sunburst is raised up in the hands of a statue of
an armored woman to the north. Just south of the statue sits a
gleaming alabaster altar. Another four statues flank the room,
each wearing a real suit of metal armor, while to the south
hangs a tattered red and gold tapestry.

map update

know history or religion Dc 18:

You recall that the Sword of Valor is not a sword at all. It was a magical banner carried at one time by Iomedae herself and said to have power to counter demons abilities.


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

Knowledge History: 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge Religion: 1d20 + 10 ⇒ (6) + 10 = 16

Pakak feels like he should know something, but no, nothing's coming.

He does try to detect magic again

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

Religion: 1d20 + 8 ⇒ (12) + 8 = 20
Is the tapestry or the banner the Sword of Valor?

Hmmm, This room has not been at all desecrated. That he says, referring to the banner is so reminiscent of artwork of the Sword of Valor that I've seen. Perhaps a likeness. Iomadae herself carried the banner, which counteracted demonic powers, you recall. He is somewhat distracted, looking over the room, recalling something from his training almost absently. He notes the gleaming pedestal, the state of the knights, and magnificence of the banner, in contrast to the tapestry. That the tapestry is so worn, yet this banner... he reaches out a touches it, feeling the fabric gingerly as it looks nearly untouched by the test of time.


The banner on the north end of the wall. I assume by your post you entered the room proper to touch the banner?

Pakak, the banner to he north glows beneath your magical sight.


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 religion: 1d20 + 9 ⇒ (5) + 9 = 14

dicebot hates me on all my boards tonight

Maelchar watches in some awe, but no clear understanding... He looks about the room with a quick detect magic activated...


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)

Morgrym steps in behind the others, a bit awestruck that this room has survived as well as it has. "I gotta say, this place is impressive. Obviously in far better shape than the rest of this place."


As Garith reaches out to touch the Sword of Valor 3 monstrous creatures transform from the very essence of the statue, the altar and the banner itself!

know dungeoneering or planar DC 18:

These are advanced fiendish mimics. what a cruel and terrible joke to play on crusaders!

The creatures lunge at Garith slamming into him

1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 for 1d8 + 9 ⇒ (1) + 9 = 10
1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 for 1d8 + 9 + 7 ⇒ (3) + 9 + 7 = 19
1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34 for 1d8 + 9 + 7 ⇒ (2) + 9 + 7 = 18
crit confirm 1d20 + 12 ⇒ (3) + 12 = 15 for 1d8 + 9 + 7 ⇒ (8) + 9 + 7 = 24

Garith finds that being slammed by these creatures is insidious as the creatures exude a sticky residue that binds its victims to themselves. Garith you have the grappled condition until 5 rounds after the creatures are killed.

Also is your profile header correct showing your current hp? 47/83? After this attack it is a lot lower than now. Yikes

map update


init:

Nasira 1d20 + 2 ⇒ (7) + 2 = 9
Maelchar 1d20 + 2 ⇒ (20) + 2 = 22
Pakak 1d20 + 1 ⇒ (2) + 1 = 3
Zeriax 1d20 + 2 ⇒ (18) + 2 = 20
Morgrym 1d20 + 2 ⇒ (1) + 2 = 3
Sir Garith 1d20 + 1 ⇒ (20) + 1 = 21

1d20 ⇒ 3

1d20 + 7 ⇒ (2) + 7 = 9

Good Guys up first for round 1


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

"the one to the north, it's magical and... oh, well, we're being attacked but you knew that."


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 ⇒ (1) + 10 = 11

kicks the dice bot in the a$$

Maelchar charges and strikes at the closest mimic to himself in a straight line.

to hit: 1d20 + 9 + 2 + 1 ⇒ (20) + 9 + 2 + 1 = 32
dmg if hits: 3d6 + 3 + 1 ⇒ (1, 2, 4) + 3 + 1 = 11

to confirm crit: 1d20 + 9 + 2 + 1 ⇒ (18) + 9 + 2 + 1 = 30
addl dmg if crits: 3d6 + 3 + 1 ⇒ (5, 3, 2) + 3 + 1 = 14

refl save to not have weapon stuck to mimic: 1d20 + 10 ⇒ (19) + 10 = 29

obviously the kick did some good!


Hey you don't know its a mimic yet Maelchar! You peeked. Ok pretty obvious they were mimics.

Maelchar your hit is solid but the creature seems to resist some of the damage you think you might have done. Still the awesome blow was well placed and you have the creatures attention!

(crit confirmed but some DR involved)

btw Pakak, I loved that! Still laughing over here as Garith almost gets torn in half. So nonchalant.


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

Actually, it was more of a guess than a surety, but I did peek before I saw the result of my roll initially because I was sure I was gonna make it.. darn the dice bot... anyway - he doesn't know any details about it - like it's templates... so won't ask for more details

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

Shit, never got any healing. . . well, there's that f~~% me dead

planes: 1d20 + 11 ⇒ (6) + 11 = 17 damn again
i'll post tomorrow too tired


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)

Morgrym's eyes go wide at the sight of Garith getting beat to a pulp. "Blast!" he yells, flying into rage as he moves up next to him, swinging at the fake items.

Move to R 10; Directly below the Garith pic; Attack same one as Maelchar

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 2d6 + 23 + 1d6 ⇒ (2, 2) + 23 + (5) = 32 Seeing how you've got "planar" as part of the knowledge - and yes I'm metagaming a bit here - I added the +1d6 for evil outsiders. Simply ignore if I'm incorrect. It's a total gamble.

AC 18; Hp's 80/118(Raging 96/134); Acid/Cold resist 5; Attacks good-aligned; Rage 12/29

Is Protection from evil still on? It's 1 minute per level. I've got it as not because I'd guess it's been longer than 8 minutes since the succubus battle. But let me know if I'm wrong.


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

Knowledge Planes 1d20 + 15 ⇒ (17) + 15 = 32
Knowledge Dungeoneering 1d20 + 9 ⇒ (14) + 9 = 23

Love to know how to hurt these things without hurting Garith "Mimics? Of the Fiendish variety? I didn't even realize they existed! This would be amazing if it weren't for the amount of danger we were now in."

He follows behind Morgrym...
Is there a way to cast stone skin on Garith while he's so contricted? It's a touch spell, but if I can pull it off I figure it may keep the guy from being crushed to death


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: ]

"GARITH!"

If everyone waited for Nasira and Irabeth to tie up the enspelled, she would have been near the door to the second secret room, also.

Nasira moves into range (30') and calls on her mythic link to the Dawnflower. A beam of sunlight seemingly comes through the very ceiling and strikes the paladin even as he falls under the assault.

Gotta try.

Mythic Cure Serious Wounds using Faith's Reach path ability

Mythic CSW: 6d8 + 16 + 12 ⇒ (4, 2, 2, 8, 3, 6) + 16 + 12 = 53 Empowered bonus included

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

don't care what the boards day about in-combat healing, Nasira, you are a goddess and that was perfect! Thank you.

Garith is struck, and stretch hard, but deflects the worst of the damage.

Demonslayer: 1d20 + 17 ⇒ (11) + 17 = 28
for 1d8 + 8 + 2d6 ⇒ (4) + 8 + (5, 6) = 23
Itterative: 1d20 + 12 ⇒ (9) + 12 = 21
for 1d8 + 8 + 2d6 ⇒ (7) + 8 + (6, 1) = 22

To the one that's already been hit


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

Seeing Garith is taken care of, and not sure he can get to him anyway, Pakak casts Stoneskin upon Morgrym


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)

I agree. That is a pretty freaking awesome ability, Nasira, I gotta say.

@Garith: I believe you're grappled, bud. If you look at Variel's post about 8 or 9 up you'll see it. You probably should try and break free. That is, if you can. I don't know squat about mimic glue. I didn't even know they could do that.


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: ]

Thanks! I don't care what the boards say about in-combat healing, either.


Morgrym and Garith I will need reflex saves from you at DC 19 or your weapons get stuck to the mimic. Nasira, you might have to be my next main target if you keep healing like that.

Even though Garith is stuck to the mimic he is able to land a solid blow to the creature with his first attack. Even then some of the damage was resisted from its abyssal heritage. His second blow though seems to hit but does not get past the naturally tough hide to hit the soft viscera beneath it. (did not get past it natural armor)

Morgrym follows up with a two-handed blast that rocks the mimics world. the mimic has some foul heritage but is not truly evil. Still Morgrym's hit was powerful but not powerful enough to put the mimic down. Another hit even half as powerful would be enough though.

Pakak rushes in to aid Morgrym as he is not sure if he can get to Garith safely. Placing a hand on Morgrym the stout dwarf feels a rush as his body gets a small sheen of stone covering his skin.

Nasira gets within range of Garith and uses her goddess's power to heal the mighty holy warrior with a blast of sunlight that brought Garith from almost being killed to almost at full health.

Zeriax moves in to see the mimics and unleashes a single shot at the wounded one. 1d20 ⇒ 12 1d8 ⇒ 2 His arrow finds purchase and slays the injured mimic leaving just 2.

Maranse sees the opening created and springs forward to attack.
1d20 ⇒ 15
crit confirm 1d20 ⇒ 1
He thought he had a perfect blow lined up but he twists his blade a second too soon. The mimic ignores the cold and takes some damage from the blade but not fully.

Irabeth stands in the back as there is no room for her and stoically guards the room in case others my try to come at them from the rear.

mimcs turn 1
Munch, munch on Garith
1d20 + 12 ⇒ (18) + 12 = 30 for 1d8 + 9 + 7 ⇒ (2) + 9 + 7 = 18
The mimic that latched on last attack still holds Garith in its adhesive as the mimic begins to wrap himself around Garith automatically inflicting damage. (glue auto makes grapple checks and it has constrict as well.)
1d8 + 9 + 7 ⇒ (4) + 9 + 7 = 20

Both are now stuck to Garith.

Good guys up

Pakak mimic's adhesive will wash away in strong alcohol or universal solvent. Otherwise normal damage will work and you do not have to worry about hitting Garith. They have fire cold resist 5 and immune to acid. DR/5 good and SR 18.

1d20 ⇒ 17


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

Maelchar knows that time is of the essence here.. he steps forward and takes two attacks on the mimic on the left.

to hit: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
dmg if hits: 3d8 + 3 + 1 ⇒ (2, 6, 8) + 3 + 1 = 20

to hit: 1d20 + 9 + 1 - 5 ⇒ (13) + 9 + 1 - 5 = 18
dmg if hits: 3d8 + 3 + 1 ⇒ (7, 7, 4) + 3 + 1 = 22

reflex save dc 19: 1d20 + 10 ⇒ (12) + 10 = 22


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

"Strong booze should wash away that adhesive! or just whack away. They don't feel fire and cold as much as most of us, and acid is a waste of time. They barely notice it. Holy weapons should mess their fiendish hides up I hope."

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

argh!
Loh: 4d6 ⇒ (2, 6, 3, 5) = 16 Need another heal, but at least they won't get an aoo for a touch heal. jsut need like 11 hp, in case they roll max damage =] Or, you know, just kill one of them Off, and I'll be fine.
After healing himself slightly, Garith takes another two swings at the, hopefully now wounded, mimic.

Demonslayer: 1d20 + 17 - 2 ⇒ (1) + 17 - 2 = 16
for 1d8 + 8 + 2d6 ⇒ (1) + 8 + (4, 6) = 19
Itterative: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15
for 1d8 + 8 + 2d6 ⇒ (4) + 8 + (1, 4) = 17
mut his swings fly very wide...


Need reflex saves Garith to see if your sword was stuck previously please. DC 19 is what you need.

Maelchar you as well need to make a reflex save this round for your 1st attack.

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

reflex: 1d20 + 8 ⇒ (1) + 8 = 9
ok, it got stuck.

Can i try to get it back this turn?

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