Variel's WotR

Game Master Neltji

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

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Yes you can Zeriax. The door is open from when either you or Maelchar entered.


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 shifts his aim, and instead goes for the summonner across the hall.

Using Ki Flurry and Perfect Strike.

Whisperwind 1: 1d20 + 17 ⇒ (11) + 17 = 28
Damage if it hits: 2d6 + 19 + 1 ⇒ (5, 1) + 19 + 1 = 26

Whisperwind 2: 1d20 + 17 ⇒ (13) + 17 = 30
Damage if it hits: 2d6 + 19 + 1 ⇒ (5, 3) + 19 + 1 = 28

Whisperwind 3: 1d20 + 17 ⇒ (13) + 17 = 30
Damage if it hits: 2d6 + 19 + 1 ⇒ (6, 5) + 19 + 1 = 31

Whisperwind 4: 1d20 + 17 ⇒ (3) + 17 = 20
Damage if it hits: 2d6 + 19 + 1 ⇒ (1, 1) + 19 + 1 = 22

Whisperwind 5: 1d20 + 12 ⇒ (19) + 12 = 31
Damage if it hits: 2d6 + 19 + 1 ⇒ (4, 2) + 19 + 1 = 26


Zeriax, if you would have rolled like that against the air outsiders you would have likely killed it in round 2. Post results and round recap later.


Morgrym liberating command check 1d20 + 46 ⇒ (15) + 46 = 61

Charge attack with claw 1d20 ⇒ 4 [oov]not sure the modifier for Morgrym but thinking that will miss anyways.[/ooc]

Nasira then powers up and gives Garith a blast of healing that does Sarenrae proud healing health and removing the effects of the poisonous bite from the eidolon. Her spiritual allies continue to attack the eidolon but to no avail as all of these outsiders are hard to hit effectively.

Hearing the call for help though Zeriax aims down the pathway provided by the door and targets the summoner. 5 arrows go whizzing through the small space with 3 of them hitting their mark. The damage would have been impressive were it not for the stone skin spell up on the summoner. Still she felt the damage and now has another foe to contend with.

In the office to the north the mihstu there moves over and attacks So'rien as Morgrym fled away and only him and Zeriax remain.

tentacle 1d20 + 21 ⇒ (7) + 21 = 28 for 1d4 + 3 ⇒ (3) + 3 = 6 and grab 1d20 + 19 ⇒ (18) + 19 = 37

Garith grappled and needs another fort save from original bite that caused str damage please.

The mihstu to the south continues to attack Garith hoping to get one of its tentacles to latch on.

tentacle 11d20 + 21 ⇒ (13) + 21 = 34 for 1d4 + 3 ⇒ (4) + 3 = 7 and grab 1d20 + 19 ⇒ (6) + 19 = 25
tentacle 21d20 + 21 ⇒ (11) + 21 = 32 for 1d4 + 3 ⇒ (1) + 3 = 4 and grab 1d20 + 19 ⇒ (9) + 19 = 28
tentacle 31d20 + 21 ⇒ (5) + 21 = 26 for 1d4 + 3 ⇒ (1) + 3 = 4 and grab 1d20 + 19 ⇒ (8) + 19 = 27
tentacle 41d20 + 21 ⇒ (18) + 21 = 39 for 1d4 + 3 ⇒ (4) + 3 = 7 and grab 1d20 + 19 ⇒ (17) + 19 = 36

The eidolon takes his cue from the mihstu and continues its withering attacks on the newly healed paladin hoping to bring him to the ground.

bite 1d20 + 20 ⇒ (4) + 20 = 24 for 2d6 + 10 ⇒ (3, 2) + 10 = 15 and 1d6 ⇒ 6 cold and fort save
bite haste 1d20 + 20 ⇒ (3) + 20 = 23 for 2d6 + 10 ⇒ (5, 3) + 10 = 18 and 1d6 ⇒ 1 cold and fort save
gore 1d20 + 20 ⇒ (5) + 20 = 25 for 1d8 + 10 ⇒ (5) + 10 = 15 and 1d6 ⇒ 5 cold
hoof 1 1d20 + 18 ⇒ (1) + 18 = 19 for 1d4 + 4 ⇒ (2) + 4 = 6 and 1d6 ⇒ 5 cold
hoof 2 1d20 + 18 ⇒ (5) + 18 = 23 for 1d4 + 4 ⇒ (2) + 4 = 6 and 1d6 ⇒ 3 cold

The summoner then 5ft steps to the other side of the eidolon and turns to Zeriax and points at him as Zeriax feels his world close in on him and hold him in place. will save Dc 20 or hold monster affects you.


good guys are up


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)

Yeah my modifiers ain't gonna hit on a roll of 4.

Does Morgrym get to go? Or did his turn consist of the whole being launched through the air as a weapon bit? (Pretty interesting stuff, by the way, I just don't know if that equals my actions for the round or what).

If I'm not suppose to go, just ignore this.

Finding himself free(for once), he glances back towards the room he was just in. Blast I could sure use me hammer about now. Not giving it another thought, he moves to aid the paladin.

5' step P 31; Attack Q 30

Claws (Raging w/PA): 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 1d6 + 16 + 1d6 ⇒ (5) + 16 + (1) = 22

Claws (Raging w/PA): 1d20 + 16 ⇒ (10) + 16 = 26
Damage: 1d6 + 16 + 1d6 ⇒ (1) + 16 + (4) = 21

And with a sudden burst of adrenaline that seems to come out of nowhere, the dwarf strikes hard and fast once more.

Sudden Attack(+3=Mythic Tier bonus) - Mythic (5/9 used)

Claws (Raging w/PA): 1d20 + 16 + 3 ⇒ (18) + 16 + 3 = 37 Take this one
Claws (Raging w/PA): 1d20 + 16 + 3 ⇒ (14) + 16 + 3 = 33
Damage: 1d6 + 16 + 1d6 ⇒ (3) + 16 + (5) = 24(Bypasses all DR)

AC 27; CMD = 41(due to Grease); Hp's 122/163; Acid/Cold resist 5, Fire 2; Attacks: Good aligned, vs. Evil Outsiders(+1d6); DR 4-; Rage 8/32; Mythic Power(5/9 used); No Power attack penalties(Rnd 3/10)


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 gives sudden block to Gaereth vs one of the attacks from the mihstu.. doesn't matter which one, just one of them.. the first one that hits is fine

Then he lays into the mihstu himself, using power attack, furious focus and vital strike

to hit: 1d20 + 11 ⇒ (13) + 11 = 24
dmg if hits: 2d8 + 2d8 + 6 + 9 ⇒ (3, 8) + (2, 1) + 6 + 9 = 29


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

I think I'll surge that attack roll... surge: 1d6 ⇒ 2 so make that a 26, sure hope it was worth the surge

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

Fort: 1d20 + 11 ⇒ (2) + 11 = 13
The poison continues at affect the paladin not sure what the damage is.

After the sudden block from Maelchar, Garith lashes out to counter-attack.
Sudden Block: 1d20 + 16 ⇒ (11) + 16 = 27
For 1d8 + 6 + 9 ⇒ (3) + 6 + 9 = 18

The Paladin declares himself a Bastion against the eidolon, assuming it's evil, and tried to attack the creature grappling him.

Radiance: 1d20 + 15 ⇒ (3) + 15 = 18
for 1d8 + 7 + 9 ⇒ (4) + 7 + 9 = 20
Slash: 1d20 + 10 ⇒ (9) + 10 = 19
for 1d8 + 7 + 9 ⇒ (7) + 7 + 9 = 23


Morgrym you went first last round breaking the pin. Then So'rien allowed you to break the grappled and charge the other mihstu.

first tentacle reroll from sudden block 1d20 + 21 ⇒ (6) + 21 = 27

Maelchar moves to help the beleaguered paladin placing his weapon in the mihstu's path and allowing Garith a chance at a retributive strike. Garith takes advantage of the time granted him as he hits the mihstu doing good damage. Garith then swings with Radiance once more trying to sever the tentacles grappling him yet the elusive outsider avoids the blows.

Maelchar continues to wail at the outsider following his block but just misses even with the added boost of his inner strength.

Not to be outdone and pissed off at the tenacity of the outsider Morgrym claws at the creature hitting it once initially before calling upon his inner strength to attack it again. The combined attacks drop the creature tot he ground freeing Garith from the grapple and the ensuing fluid draining pin.

[ooc]Yes I double checked but the AC is 27.


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

From across the way, Zeriax continues his assault on the Summoner - "Surrender now, or you will fall here" - he urges.

Just realized I haven't been actually using Perfect Srtrike, even though I said I would - NOW using ki flurry and Perfect Strike.

Whisperwind 1: 1d20 + 17 ⇒ (7) + 17 = 24
Damage if it hits: 2d6 + 19 + 1 ⇒ (6, 1) + 19 + 1 = 27

Whisperwind 1 Perfect Strike: 1d20 + 17 ⇒ (15) + 17 = 32 <- This one
Damage if it hits: 2d6 + 19 + 1 ⇒ (6, 5) + 19 + 1 = 31

Whisperwind 2: 1d20 + 17 ⇒ (16) + 17 = 33
Damage if it hits: 2d6 + 19 + 1 ⇒ (2, 4) + 19 + 1 = 26

Whisperwind 3: 1d20 + 17 ⇒ (1) + 17 = 18
Damage if it hits: 2d6 + 19 + 1 ⇒ (6, 2) + 19 + 1 = 28

Whisperwind 4: 1d20 + 17 ⇒ (15) + 17 = 32
Damage if it hits: 2d6 + 19 + 1 ⇒ (2, 4) + 19 + 1 = 26

Whisperwind 5: 1d20 + 12 ⇒ (17) + 12 = 29
Damage if it hits: 2d6 + 19 + 1 ⇒ (4, 2) + 19 + 1 = 26


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: ]

Morgrym and Garith's attacks against the eidolon have advantage of flank from the spiritual ally, just as a reminder. I don't know if they've been including that in their rolls.

Spiritual Ally attack, rd 4: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Including flank

Damage: 1d10 + 3 ⇒ (6) + 3 = 9

Spiritual Ally iterative attack, rd 4: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 Including flank

Damage: 1d10 + 3 ⇒ (10) + 3 = 13

Nasira has choices, as usual, based on what she can see of the battlefield. If Zeriax succumbs to the paralysis, can she see it? It appears that most or all of the attacks against Garith failed, is this true? I'm thinking I need to stay in buffing or healing mode...


Zeriax need a will save guest before those rolls can be applied.


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

Will Save: 1d20 + 14 + 1d6 ⇒ (7) + 14 + (6) = 27

Surge used.


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

Pakak tries to twist to catch the Eidelon and her summoner in a blast without taking out one of his allies.

Trying Dragon's Breath, DC 19 reflex for half. 30 ft cone of cold. Frost damage. 9d6 ⇒ (3, 6, 1, 2, 5, 1, 2, 5, 6) = 31
If he can't get both the summonor AND her Eidelon, he'll try for the former. And nix this if he can't do it without hitting an ally.


Zeriax pops the summoner 4 more times with arrows leaving holes in the chest through the diamond skin. From each of the wounds an expulsion of air and blood come forth as the commoner sinks to the ground dead.

the eidolon shimmers faintly before it dissolves to return to the planes where it originated.

The group then makes short work of the last severely injured mihstu that is grappling So'rien before it can suck away all of the sorcerer's life.

Nice job all. See you had nothing to worry about. Although next tiem I am giving the summoner the feat that keeps the eidolon around if unconscious or dead.


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: ]

You say the nicest things...

Nasira will go into repair mode. Does Garith need help with the poison or does he have the means to deal with it himself? Do we have three of the allies with ability damage?

A round to cast neutralize poison for Garith, if necessary
Caster Level check against Poison DC, better of: 1d20 + 9 ⇒ (2) + 9 = 111d20 + 9 ⇒ (18) + 9 = 27

Three rounds each to cast lesser restoration unless the target is missing more than 3 points of ability score or missing points from more than one ability. If that's the case, I will use restoration.

Once the requested restoration spells are complete, she will channel to heal unless Maelchar wants to. I just want to make sure that CON scores are max before we try healing hit points.

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

I'm at full con, only down a little STR. Var, how many saves to I need to kick the poison from the bite?


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)

Go Team! :)

Morgrym is down 2 points of Con. And I'm fairly certain it was "damage" and not "drain" but don't quote me on that.


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 nods once their enemies are dispatched, and sets a secure perimeter watching over his companions as Nasira heals them - "Apologies for having released those creatures my friends - it will not happen again" - he comments, while surveying the rest of the area.

Perception: 1d20 + 18 ⇒ (10) + 18 = 28


Morgrym is right that the strength and con were damage not drain. Garith no need for any more saves as Nasira casts neutralize poison.


Zeriax I will get to your perception check and box text later as a lot is going to happen for 2 of you...


As the last foe falls still and silent a rumbling can be felt in the ground and within the hearts of Nasira and Maelchar. As you all watch the entire structure suddenly begins to shake and vibrate, and light and energy coruscates over the walls and statues in the complex. The defiled structure reverts—its wall carvings and statues regaining their original appearance before the fall of Sarkoris.

Maelchar and Nasira:
To your eyes the rumblings of the chambers and changes wrought are not the mysterious workings of magic but rather you can see hundreds of radiant beings going about the work of reshaping and cleaning the entire chamber. From opposites sides of the main chamber 2 entities close in about you both.

Both of them speak at one in a multitude of languages but you are able to understand them all perfectly. As they speak you realize that each of them is the personal herald of your deity. In unison they announce before you, Welcome children and thank you for your works here. At the blank looks on your faces at the mention of children the heralds look at each other and smile. Yes, I call you children for that is what you are to us: figuratively and literally. We have followed your path for a while now watching to see if you would join in the crusades and fulfill your destinies. Yours is a path that has been almost prophetic since each of us came down to bless your mothers with child. They did not know at the time but it was our doing that you were each conceived. Know that you have what is needed within you to rise to challenges ahead. The road is long and perilous but you will find strength in each other and also unlooked for. With that the heralds retreat back into the folds of the other beings and slowly disappear. Before they do though you have time for a quick question of them if you wish.

Welcome to your touched by divinity trait background fluff

Zeraix as you search through the pile of letters and books and ledges you realize there is a veritable treasure of information stored here. The min pieces of information are as follows:

This sanctum is but one of dozens scattered throughout the Worldwound, but it’s the only one in the immediate vicinity. The Templars know that the main base of the Templars, the Ivory Sanctum, is located somewhere
in the Marchlands, east of the Gray Road riverbed.

Xanthir Vang is some sort of horrific monster made of worms.

A woman Jerribeth has some command over the Templars.

Word from the Ivory Sanctum is a traitor succubus, who is suspected of spying in regard to a “special project”, is worth a 1000 platinum bounty by Jerribeth.

The Ivory Sanctum is rumored as being “within what remains of the
Greengates, beyond Vang’s illusory wall.”

know geography DC 24:
You know the Greengates was a huge forest to thh west but only a small smattering of trees exist today.


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: ]

Apparently speaking to the air itself, Nasira asks, "Please, before you go, have the men that accompanied me here, the allies from my home, can I help them receive their just rewards in Pharasma's court after they died for my - for your mission for me?"

DM Variel and Maelchar:
Do I recognize the herald that seems to be speaking to me and who he/she/it represents? Specifically, is it one of those associated with Sarenrae?

Knowledge (religion): 1d20 + 6 ⇒ (8) + 6 = 14


Nasira:
herald bio Nasira yes the herald is from Sarenrae herself. Thalachos turns to you and smiles before he departs. The souls of your previous companions have been well received in Pharasma's court. She has judged them fairly and are at peace knowing their mission was accomplished. Of your entire company only 1 spurned the notion that their sacrifice was for the greater good. The rest understood the significance of your destiny and purpose and indicated they would gladly have done so again to give you the chance to end the threat of the Worldwound once and for all.


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

Knowledge Geography 1d20 + 10 ⇒ (13) + 10 = 23

"that term rings a bell but.. mph."


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)

Know Geography(Aid another for Pakak): 1d20 ⇒ 2 Dang. I tried.

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

Geography Aid: 1d20 + 1 ⇒ (16) + 1 = 17

Will that do it?


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

Knowledge (Geography) aid: 1d20 + 3 ⇒ (15) + 3 = 18

Nasira Yusra Abujamal wrote:
Apparently speaking to the air itself, Nasira asks, "Please, before you go, have the men that accompanied me here, the allies from my home, can I help them receive their just rewards in Pharasma's court after they died for my - for your mission for me?"

Zeriax was distracted with all the important information they had apparently uncovered, but not so distracted as to not notice his cleric friend speaking into thin air - "Nasira? Are you well?"


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 sighs with some evident relief. "Yes, Zeriax, I'm much better, thank you. What have you found?"


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, too, speaks to empty air apparently, and speaks softly in Celestial, his eyes edged with unshed tears...

celestial:
"My mother... what of her? I fear for her soul. In life, she was never able to overcome the stigma of her own birth... did she at least do so in death, and go softly to a just reward and a better place?"


Maelchar:
Your mother Elegia has found the solace and peace that she sought and yearned for in her life. She is on one of the lower levels in the outer planes of good. There are others there that she is comfortable with and can relate to.


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

As others make a few 'do you mean...' and 'what DID come to mind then when...' suggestions, he hurumphs at first, but then... "Wait, wait... yes, now I recall... It... the Greengates that is.... it was a huge forest to the west but only a small smattering of trees exist today."


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: ]

"Creature made of worms, you say? Didn't the attackers at the wedding say something about such a creature?"


Anyone doing anything else? Looting bodies exploring the area behind the statue...anything?


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, once recovered from the visitation... wipes the tears from his eyes and face, clearly slightly embarrassed by his public display. He shakes his head, and takes a cleansing breath, followed by casting detect magic and scanning the area... checking bodies and walking all around the area, looking about for anything hidden or concealed....

perception: 1d20 + 13 ⇒ (10) + 13 = 23


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)

Raising an eyebrow to the reactions of Nasira and Maelchar, Morgrym simply chalks it up as 'odd' and goes about the business of looting the bodies.


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

So'rien helps Morgrym with the bodies, leaving Maelchar and Nasira to their musings.


Maelchar finds the entrance to the under statue only because it is still partially ajar. If it was closed all the way only a true sleuth would have found the hidden lines. (DC:30) Following it backa bit you find a small austere room that would have been the woman's personal chambers. Noting of value is stored here.

Searching the bodies you find on the woman... potions of cure moderate wounds (x6), scrolls of planar binding (3); +2 leather armor, +1 frost
hand crossbow with 20 bolts, +1 dagger, cloak of resistance
+2, diamond dust for stoneskin worth 500 gp, silver unholy
symbol of Baphomet worth 25 gp, iron key to chest,
silk pouch containing 480 pp and 9 pearls worth 100 gp each

On the 15 cultists you find on each...
potions of cure moderate wounds (2), potion of cure
serious wounds (1); +1 full plate, mwk glaive, mwk
short sword, silver unholy symbol of Baphomet worth 25 gp


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

Can I take 20 on the spellcraft to identify?


I just assumed you would make them easily Pakak that is why I gave them to you already.


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

Pakak relates what the items are, their enchatments in terms so simple even a fighter can understand..

*EG*

"If it's no trouble, I think I'll be taking that cloak," He says, "It may save my body mind or even soul one day, and I like the pattern of it beside."


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 nods. "Take it, brother. Torag knows if you're ta be wearin' somethin', ya blasted well better have the pattern you be likin'," he tells him, grinning wryly.


With the fane fully explored and looted and returned to its natural state the company leaves the underground enclosure and return to the surface.

Which way to go? Farther into the marchlands west or finish the loop to get back to Drezen?


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: ]

Got interrupted before I finished this, but it would have occurred prior to the exit from the fane.

Nasira sorts through the identified healing potions, collecting the lesser potions in one set and greater potions in another.

Gesturing to Maelchar, she says, "We have been fortunate that we have had the strength to wield our goddesses' healing thus far. It will be helpful to have healing in the hands of more of us, especially if we get separated."

Neatly arranged in six groups of six, you see vials of a brilliant orange color, so bright as if they were glowing from within. Cure Moderate Wounds, 2d8 + 3 healing per draught

Similarly arranged in five groups of three, there are vials filled with a darker orange. Darker, yet having a light of its own, also. Cure Serious Wounds, 3d8 + 5 healing per draught

Maelchar, Garith, Morgrym, Sorien, Zeriax, Pakak, Nasira... Is that everyone? As a first suggestion, sure to be modified, I'm thinking that each of the non-healers could get six CMW and three CSW while Maelchar would get six CMW. Nasira has a lot of options for self-healing.

We found an "iron key to chest" - is that a chest that we opened without the key prior to the final battle?


Yes that key is redundant now Nasira.


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

So'rien nods his thanks and says I think we should loop back to Drezen but will acquiesce to the group's decision. We can resupply if needed, check on any tasks and then can head back out if need be.


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

"I would not mind seeing my wife again even if only to assure her I live," Pakak says


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

"Drezen it is then... I wouldn't mind heading back for a day or two at the very least, then go out again from there when all are ready."


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)

Nodding in agreement with them all, "Sounds good ta me."

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