Variel's WotR

Game Master Neltji

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

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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: ]

"A good leader needs advisers that seek what's good for the people. Those advisers can be part of the leader's strength and give him confidence. I hope you would consider such a role. Also, if Tyrell is seen as having negotiated with the 'cityfolk' and taken care of the tribe, usurpers may find it difficult to find a foothold for their rebellion as other tribe members may shout them down."

I'm sure it's not strictly necessary, but Nasira would gladly provide a small herd of cattle for the tribe to build upon and establish their own herd.

Nasira grins, "Irma, I'm glad to have met you. We women must keep the menfolk on the right track or they get everyone into trouble. You may call on me anytime if you need aid."


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 sense yours will be an auspicious future, regardless of how far you are into the Worldwound - you are strong enought to reclaim such future" - Zeriax nods, reinforcing Nasira's words.

Tyrell is declared leader then?


If that is what you guys implement then yes.


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 vote in favor of seeing Tyrell as leader and providing him the support to retain that role.

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 vote to appoint Tyrell as well

to his campanions, Garith agrees, That sounds like the best plan, and perhaps we can send a contingent of advisers or warriors to act as liaisons between Dresen and the clan, individuals that would not be seen as pulling strings but taking Orders and ensuring we work well together.? Garih suggests

if we are agreed, Garith inquires Where is this Tyrell, we would like to speak to him?"


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 in approval of Garith's suggestion - "I will make sure the Ravens will assist the clan as they can"


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

Pakak also nods at Garith's suggestion, "Maybe offer a tutor if we can ever throw one in who is interested."


Tyrell is off hunting what little game there is to find in these parts. He should be back before sundown. He has good skill with a bow I should mention. That may serve him well as he can demonstrate his prowess in more than brute strength.

Assuming you all stay for the rest of the day you find the clan members have already fostered the idea that you are their defacto leaders. When word spreads about Tyrell being the leader when you leave there is little grumbling if any. It seems that since you made the decision any changes would have to be dealt with through you first. No one is willing to challenge you though after having demised and killed the previous overlord and decapitating 2 of his men with a hammer.

Tyrell finds you shortly after his return and you find a man who is intelligent but raw. With some tutelage he would do well yet he understands his limitations. It seems Irma was wise in her pick as well as Tyrell will do well with the clan and agrees to exchange food, cattle and seeds for intel in the surrounding area.

This effectively gives you the exploration of location H and 2 hexes around it!

You most of the area already but they tell you of an interesting place on the west edge of their exploration...The Molten Cascade. An area known for its greater demonic influences as reality is warped there. They strongly suggest you investigate it.

On the woundwyrm they say that it is primarily west of here and a slightly north as they have seen it flying above. Its lair though is unknown to them. Exploration map update coming tonight.


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

"Perhaps we should head west and check out this Molten Cascade and search for the wyrm at the same time."

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

Yes, such a local demonic hotbed of activity creates additional instability. Let us make sure this is addressed Garith agrees, then head northwardly from there. Hopefully we don't get caught between a when and a hot place...

GM:
i was looking at old stuff and realized we get Strike back. Hasn't been relevant, yet, but just wanted to double check that. We can ready an attack to hit a creature with reach, but only for natural attacks


Correct Garith


marchlands map overview

You are all at location H right now heading to M. Everything else you have taken care of already.


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

As always, if possible, and if they notice any sort of activity, Zeriax asks his companions to wait as he scouts ahead.


Will do Zeriax. You see activity but in the meantime can you give me a stealth check!


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

Stealth: 1d20 + 14 ⇒ (4) + 14 = 18
Perception: 1d20 + 18 ⇒ (6) + 18 = 24


perception 1d20 + 23 - 12 - 4 ⇒ (15) + 23 - 12 - 4 = 22

Zeriax you attempt to creep closer to see what is going on at the infamous Morten Scar. Yet try as you might you can't get close enough to see what is going on. You do hear a loud commotion though. Attempting to get closer you motion your friends and companions to stay back 100ft as you cross a last little ridge in the ground. As you do so the landscape is revealed to you. A glorious and wonderful sight meets your eyes as you see what could be a beautiful scene. Sparkling gems (some the size of your fist) are shining brilliantly in the red light given off of the flowing river of lava. Past the crystals are 3 islands in lake of lava. Past them is a towering expanse. A full 300ft cliff rises up and you can see a waterfall of lava come falling down into the lake below. Yet all that wonder and beauty are driven away as you see what is causing the noise below you. A group of 5 vrocks have captured and bound people on one of the islands. As they dance and chant you see light and magics fly from them into the people bound there. You don't know exactly what is going on but it can't be good.

Just as you are about to turn around to let the others now what is happening one of the vrocks screeches out alerting the rest of your presence.

map update

init:

Nasira 1d20 + 2 ⇒ (17) + 2 = 19
Maelchar 1d20 + 2 ⇒ (12) + 2 = 14
Pakak 1d20 + 1 ⇒ (17) + 1 = 18
Zeriax 1d20 + 2 ⇒ (15) + 2 = 17
Morgrym 1d20 + 2 ⇒ (18) + 2 = 20
Sir Garith 1d20 + 1 ⇒ (11) + 1 = 12
So'rien 1d20 + 4 ⇒ (16) + 4 = 20

vrock 1 1d20 + 8 ⇒ (17) + 8 = 25
vrock 2 1d20 + 9 ⇒ (11) + 9 = 20

The vrocks each stop their chanting as the magics cease flowing into the captives. Instead the vrocks channel the magics into themselves as each creates multiple copies of themselves to disguise their true location.

5d4 ⇒ (3, 1, 3, 3, 3) = 13

Everyone but Zeriax is off the map currently and must move 100ft to get onto the edge of the map.


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

"Most damned of creatures" - Zeriax's tone is one of utter contempt, as he unloads a single shot on the closest one,
then retreats.

Vital Strike, then retreat 50' to warn the others.

Vital Strike, Cold Iron: 1d20 + 16 ⇒ (11) + 16 = 27
Damage if it hits: 2d8 + 17 + 3 ⇒ (8, 4) + 17 + 3 = 32


Mirror image roll 1d8 ⇒ 7 image hit


Anyone else taking their action to get closer or am I gong to have to move the map over so Zeriax gets pounced on.


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 is not generally the one leading the charge. Her response depends on the warriors in the group, especially since she cannot see the threat yet.


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

thought we were waiting for Zeriax to scout and report back... but if we can see him shoot before retreating, Maelchar will move forward (double move for him is 80')


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)

When Zeriax warns the group about the vrocks, Morgrym narrows his eyes. "Vrocks. I hate vrocks. It's time ta go kill things." Morgrym takes off toward the location - unsheathing his over-sized hammer as he does - and looks for the demonic beings.

Move to the edge of map. Movement is 60'.


Oh yes you can see him shoot and rush back.


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 runs out to meet Zeriax, then pass him so he can strike the vrocks while Zeriax peppers them with arrows from behind him.

"Come on Morgrym, Gareth... let's go have a little fun, eh?"


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 neglected to deal with this when we said we stayed overnight, but Narisa would have applied some healing to everyone before we called it a night. If we are allowed to retcon, let's say she would channel three times for Channel energy x3: 15d6 ⇒ (2, 3, 1, 5, 2, 1, 3, 5, 1, 3, 6, 5, 3, 3, 3) = 46 points of healing. Anyone that's not within 9 points after that, let me know. This is all assuming that our just and benevolent DM allows the retcon, of course.

Nasira tsks and shakes her head as the men rush into the fray. She mutters, "Boys will be boys."

She will use a move action to get 20' closer to the fray and ready an action to cast a mythic holy smite if she can get at least three of the demons in a 20'-radius burst.


After a night's sleep I just assume everyone is topped off and 100% healed. No worries Nasira. I will let you know if that is not the case.

For map purposes I am just going to move you all closer so you can be 'on the map'. The vrocks will take cover and prep more spells until you get officially on the map.

As Zeriax retreats and the others rush ahead the vrocks disappear behind the outcropping. You can see the flash of magics in the area continuing though as clearly these vrocks are casting more spells.


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)

Disturbed at the landscape, "Blasted lava! Why does it always have ta be lava?" he says, quite annoyed.

Are those bare spaces within the lava flat surfaces or are they tall spires of rock? Basically I'm wondering if we can actually stand in those areas.

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 has to take a Run action to keep up with Mael, and runs 80'


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

Guys and Variel, what about So'rien? We need full force here, buffs, etc. We are currently in a vacuum regarding some of the most relevant buffs in the game - flight, haste, stoneskin...


The bare spaces in the map are islands on the lava that you can definitely stand on...if you can get there.


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)

Popping his neck to one side and then the other, "Alright ya blasted demons, time ta die," he mutters to himself before turning to the others. "Okay you magic lot, if they converge on me blast 'em with everythin' ya got and don't think twice about it." As his rage takes over, he takes off as if busting out of a starting gate and leaps over the lava, landing right in the middle of the rock island. "Come and get me ya filthy demons! It'll be much easier for me ta kill ya that way!" he states emphatically.

Acrobatics: 1d20 + 11 + 12 ⇒ (18) + 11 + 12 = 41 Boom! A 40' jump. Perfect. Jump from Q 39 to Q 31.

AC 27; Hp's 172/172; Acid/Cold resist 5, Fire 2; Attacks: Good aligned, vs. Evil Outsiders(+1d6); DR 4-; Rage 3/32; Mythic point (2/9 used)


this is the second round so everyone can still make their appropriate actions. If So'rien is still not back I will bot him.

Round 1 for So'rien is a run up to keep up with the others so he can D-door others as needed.


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 runs forward again... trying to get as far as he can but mindful of Gaereth's speed limitations, he only runs sixty feet this time, keeping pace with his cousin.


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 sighs at being left behind, hikes up her skirts and breaks into a very unladylike run - not that she's particularly ladylike at her best, but she tries to be more dignified than this...

Up to 80' movement in a straight line if terrain allows, but she will not move ahead of the warriors. The plan is still to drop that holy smite on a few vrocks when the chance presents itself.


Map should be updated approximately without counting Zeriax's action this time. If someone wants to bot So'rien with a D-dorr they can as well to get everyone onto the map. From there it looks like some fly spells or potions might be useful.


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

--- So'rien BOT? ---

I 'think' So'rien can cast a Mythic, Empowered Fireball to catch at least four of them?

Not sure if he can somehow jiggle the element of the explosive ball to be more damaging to the Vrocks?

Mythic, Empowered fireball, DC 26 reflex save (I think): 15d10 ⇒ (7, 1, 9, 2, 2, 1, 4, 8, 4, 2, 10, 4, 8, 8, 10) = 80

Spell Penetration 1: 1d20 + 10 ⇒ (13) + 10 = 23
Spell Penetration 2: 1d20 + 10 ⇒ (10) + 10 = 20
Spell Penetration 3: 1d20 + 10 ⇒ (15) + 10 = 25
Spell Penetration 4: 1d20 + 10 ⇒ (11) + 10 = 21

Also not sure how many of these he can cast a day...


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

Okay. I'm not sure why the 18 posts I was behind didn't show until today on the little read out but obviously I need to do better :o

Pakak will try a Mythic fireball to follow up on Sorien's

Mythic Fireball, reflex DC 18 for half 9d10 ⇒ (7, 5, 6, 2, 7, 2, 9, 2, 9) = 49

to overcome spell resistence 1d20 + 15 ⇒ (20) + 15 = 35


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: ]

Pakak, your status line reflects damage that Nasira would have healed by now. Everyone should be at full other than damage received from the vrocks, which I don't think has occurred yet.


I am getting only 3 in the 20ft spread Zeriax.

reflex save vs so'rien 3d20 ⇒ (15, 9, 16) = 40

first takes 1/2 -10, second takes none, third takes half-10

reflex save vs Pakak 3d20 ⇒ (10, 1, 3) = 14
sr 2d20 ⇒ (10, 15) = 25

first takes 1/2 -10, second full-10, third 1/2 -10

1 took 44 damage and on fire, 2 takes 39, 3 takes 44

Garith moves himself to protect Pakak and So'rien as he and Maelchar come rushing up.

Vrock turn 3

Having taken some damage from the fireballs the demons start to circle in the air closer to you. the fireballs having had the affect of spreading them out to avoid being hit again. The north eastern vrock lets out a terrible cacophony as flies towards the creatures on the stony island. The others all take greater teleport towards the creatures on the ridge trying to stay out of fireball formation and at least 20 feet off the ground.

The vrock by Morgrym shoots him a baleful looks at it cries out in anger trying to shake the barbarians resolve.

intimidate 1d20 + 17 + 4 ⇒ (5) + 17 + 4 = 26

Good guys up round 3


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

what are the dots around the vrocks?


Those are the mirror images from the first round.


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: ]

So I gather my stated action that I was going to drop a holy smite on them didn't happen.


Sorry nasira. Go ahead and roll now for the spell. Please include sr and I will move them accordingly as needed.


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: ]

Don't go to the trouble of retconning anything. Assume that she was too slow to get into position and couldn't cast until now or delayed her action just a little too long. I was in a mood when I posted earlier because of communication issues in other games and shouldn't have brought here. The attitude/snark was unwarranted.

Nasira looks at the demons circling to get into position and waits until two of them approach each other. Raising her holy symbol, she calls out, "In my mother's name, I smite thee!" A white-hot ball of divinely-powered fire bursts between the two vrocks, washing over them both.

Targeting 3 & 4 with a mythic holy smite, which will leave the good-aligned characters unaffected if they are caught in its effects.

Spell Resistance: 1d20 + 9 ⇒ (6) + 9 = 15
Second roll, courtesy Eldritch Breach: 1d20 + 9 ⇒ (20) + 9 = 29 That's better

Damage: 9d10 ⇒ (3, 8, 2, 4, 1, 1, 5, 6, 8) = 38 and blinded for two rounds
Will DC 18 to halve damage and reduce blinded to a single round


will save 31d20 + 8 ⇒ (2) + 8 = 10
will save 41d20 + 8 ⇒ (5) + 8 = 13

The 2 vrocks take the full force of the holy smite as they screech in pain and ?fear? as they are blinded!

Vrock 3 has taken some serious damage but the demon is a hardy creature and hard to put down.

No problems Nasira. Did not take it as snarcky at all. I just missed it since I did not see any rolls or anything.

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

if an enchantment of flight can get me above the Vrock I can try to drive them to ground


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 screech of the vrock brings back bad memories, the dwarf finds himself a bit unnerved by the terrible sound. Gritting his teeth in resolve, "Where ya goin' ya blasted piece of filth?! The party's just gettin' started! Come on down here and let's talk this out, whaddaya say?"

Delay.

AC 27; Hp's 172/172; Acid/Cold resist 5, Fire 2; Attacks: Good aligned, vs. Evil Outsiders(+1d6); DR 4-; Rage 3/32; Mythic point (2/9 used); Shaken for 2 rounds


Zeriax, Maelchar? will move on tomorrow assuming you do nothing but hold your action if you don't post.


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 think Zeriax should light up #3 since he’s been taking the most damage.

”Morgrym, how are those captives faring? Do they need the goddess’ aid immediately?”


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 casts Crusader's Edge on Braceheart and stands by Garith's side, defensive, ready to sudden block if necessary.

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