Variel's WotR

Game Master Neltji

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

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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

As the enemy approaches Garith calls out to prepare two wedges to punch through the enemy lines and then fight inward
Moral: 1d20 + 8 ⇒ (6) + 8 = 14 DC 15
But still flush from Victory, the message is not carried to the front lines and Aravashinal remains the focus as the men ready to defend for enemy casters.

Still they prepare to attack as the enemy army moves in, and a volley of arrows is loosed
Ranged: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29

"Draw! Aim! Loose!" is cried out along the lines as the enemy approaches!

DV: 20 (24 if spellcasting)


On the bridge...

With the numbers of enemies lessening Pakak targets the spellcaster in the back with a potent magic missile. The bolts of force slam into the spellcaster extra hard as Pakak calls upon his mythic reserves to power his spell.

Calling out to the remaining tieflings Fire upon the aurochs! the sorcerer moves back towards the far end of the bridge. As he does so he summons another acid arrow to strike Pakak this time.

ranged touch attack 1d20 + 6 ⇒ (18) + 6 = 24 for 2d4 ⇒ (3, 3) = 6 acid damage
continuing acid damage on Nasira 2d4 ⇒ (2, 3) = 5

Pakak need concentration checks to cast next round at DC 13+ spell level. Nasira is fine thanks to elemental resistances.

The tieflings in the towers fire on the aurochs below them inciting them to start pulling on the chains. Only 1 auroch is visible though so the 2 on the top of the bridge fire at Maelchar not realizing that he is protected from their attacks.

attack on auroch 1d20 + 6 ⇒ (18) + 6 = 24 1d8 ⇒ 5
attack on auroch 1d20 + 6 ⇒ (18) + 6 = 24 1d8 ⇒ 6

auroch strength check 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20

The support starts to groan as the auroch pulls upon it but it currently holds fast. Soon though the auroch on the bottom will break the support and possibly the entire bridge.

shots at Maelchar...
tiefling 1 1d20 + 6 ⇒ (11) + 6 = 17 for 1d8 ⇒ 2
tiefling 2 1d20 + 6 ⇒ (2) + 6 = 8 for 1d8 ⇒ 7

Both continue to be inept at hitting anything moving though.

The tieflings on the top of the bridge flank Morgrym but look hesitant as they see that he ripped into the lion with his bare hands and still did a tremendous amount of damage.

tiefling 1 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 for 1d6 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10
crit confirm 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 for 1d6 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8 and 1d6 ⇒ 1 bleed damage per round bypassing DR.
tiefling 2 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 for 1d6 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10

The first tirfling lands a solid blow and twists the rapier but can't seem to get that dangerous blow to land.

Forgot the AOO for Zeriax firing while in melee since I didn't have the map with me... 1d20 + 8 ⇒ (3) + 8 = 11 for 1d8 + 6 ⇒ (4) + 6 = 10

Zeriax underthe bridge has his own problems to worry about as the freed auroch is still attacking him.

bite 1d20 + 8 ⇒ (1) + 8 = 9 for 1d8 + 6 ⇒ (2) + 6 = 8
gore 1d20 + 8 ⇒ (1) + 8 = 9 for 1d8 + 6 ⇒ (3) + 6 = 9

As luck would have it the auroch is completely startled at being able to move freely for the first time and completely misses the graceful nimble and untouchable Zeriax as Zeriax dodges, ducks, dips, and doges some more.

Group up for their round 3


strategy: aggressive (+2 OM, -2 DV, +3 damage) 30 stores and 16 goods tactics:: spell breaker (?OM; +4DV) defensive tactics boon paladin lvl 5 army hp:15/16; DV:16; OM:+8 (ranged); morale: +5

Garith treis to give orders for the army to changed tier tactics. However it seems the individuals know best as they unload their volley of arrows at the approaching cultists. The arrows cut down just under half of the forces as a large cheer goes up from the army. Surely Iomedae herself is with them now as they seek to purge the battlefield.

Wow Garith, just wow.

without ranged weapons of their own the cultists close in fast to tear at the knights and drive them away. Only then would they be able to gain help and support form the demons who they worship. Perhaps if enough paladins are killed they will be turned into demons themselves...

Go ahead with melee phase Garith.


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 am soooo getting the crap kicked out of me.

As bites, claws, and now blades find their mark, the barbarian's wounds continue to pile up as the blood flows even freer. Grunting in pain, "Nice, lads... nice. But I'm not dead yet," he grins maniacally, his teeth a nice shade of red as he strikes out with his claws on the tiefling.

Attack H 8
Claws w/PA: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d6 + 11 ⇒ (1) + 11 = 12

Claws w/PA: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d6 + 11 ⇒ (1) + 11 = 12

As he misses horribly, "I've got ya where I want ya now!" he taunts, obviously delirious from the loss of blood.

AC 17; Hp's 37/100(51/114 raging); Rage 3/27
BoF: +2 to attack/AC/Ref(Included above) Round 3
Negated Power Attack penalties: Round 2/10
Melee attacks(Good-aligned)


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 forget your Blessing of Fervor bonuses, folks. Just a friendly reminder. I will be taking the attack/AC/Reflex bonus this round.

Assuming I can cast a healing spell and deliver the charge like I could an attack spell (otherwise I will move up and risk the attack of opportunity). Let me know if I need to roll a concentration check

Narissa calls on Sarenrae's grace to grant her the extra healing to salve their dwarven ally's wounds. Feeling the almost-unbearable heat of her goddess' unspent blessing as the spell completes, she moves forward to I7 and presses her hand on the dwarf's back as he maneuvers between his foes.

Touch Attack to deliver, if necessary: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25

Mythic Cure Serious Wounds: 6d8 + 14 ⇒ (8, 6, 6, 1, 5, 5) + 14 = 45

Meanwhile, her scimitar continues to pursue the spellcaster.

Attack: 1d20 + 8 ⇒ (11) + 8 = 19 I think perhaps the BoF bonus should apply here, but I didn't add it because I was not sure. Another +2 if it applies, please.
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

"Pakak, they are shooting the beasts! Can you obscure them from view? Or remove the archers? How is Zeriax faring?"


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 takes another attack on one of the tieflings flanking Morgrym.

to hit, w/pa and furious focus: 1d20 + 7 + 1 + 1 ⇒ (14) + 7 + 1 + 1 = 23
dmg if hits: 3d6 + 3 + 4 ⇒ (4, 2, 4) + 3 + 4 = 17

second attack from bof haste: 1d20 + 7 + 1 + 1 - 2d6d6d3d6 + 3 + 4 ⇒ (4) + 7 + 1 + 1 - (1, 4, 1, 1, 2, 4, 5, 4, 2, 5, 4, 1, 1, 1, 1, 4, 2, 3, 2, 6, 2, 2, 3, 2, 4, 2, 1, 3, 6, 6, 3, 1, 1, 1, 2, 4, 2, 5, 3, 2, 2, 6, 5, 4, 3, 2, 5) + 3 + 4 = -116

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

Again Garith orders the tactic change
moral: 1d20 + 8 ⇒ (11) + 8 = 19 and the paladins take up their formations

They then charge into the Melee, riding down foes and hammering hard at the cultists
Melee: 1d20 + 8 + 2 + 2 + 2 - 1 ⇒ (10) + 8 + 2 + 2 + 2 - 1 = 23 +3 damage

LoH to heal 3 damage.
DV: 18
Man i wish we were Chavalry experts, that'd be besatly


whoops, must have misformatted something

2nd atk from bof haste: 1d20 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15
dmg if hits: 3d6 + 3 + 4 ⇒ (2, 5, 6) + 3 + 4 = 20


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 will continue using Blessing of Fervor to gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Another thing Variel, Zeriax does not incur on AoO when firing his bow at melee range - he is a Point Blank MASTAH! MUAH!

Realizing only one Auroch is being shot at, Zeriax shifts his positioning, and unleashes his arrows at the animal, instead of the chain - "Apologies, this is too important" - he whispers as he shoots.

Move: 5'
Standard: Flurry of Arrows
Notes: Using Perfect Strike and spending one Ki for an extra shot.

Flurry 1: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Flurry 1 Perfect Strike: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Damage if it hits: 1d8 + 8 ⇒ (5) + 8 = 13

Flurry 2: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Damage if it hits: 1d8 + 8 ⇒ (2) + 8 = 10

Flurry 3: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Damage if it hits: 1d8 + 8 ⇒ (7) + 8 = 15

Flurry 4: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage if it hits: 1d8 + 8 ⇒ (8) + 8 = 16

Maybe he was already hurt? :P


<orgrym attacks the tiefling to the north and manages to just get a hit on him with his second claw. The damage was not enough though to put it down. The tirfling looks at your with murder in his eyes. Before he was just following orders and avenging him comrades. Now it is personal. Before he has a chance to finish what the lion started Nasira moves up and lays a glowing hand on Morgrym. Instantly almost all of Morgrym's wounds heal over as the tiefling looks on in realization that he is not going to win this against such powerful foes.

Maelchar adds to the tiefling's consternation as he outright smashes the tiefling into the ground with both attacks as the second attack hit since the tiefling was on the ground helpless leaving just a barely twitching pile of flesh and broken bones.

Zeriax swtiches targets to hit the auroch attached to the chain. Even though he almost missed with the first shot and did miss with the third, the dmage from his arrows combined with the attacks from the crossbowmen earlier was enough to collapse the beast ending that threat to Zeriax and the bridge.

Pakak still to go but odds are he won't prevent the following actions.

The last remaining tiefling takes a look a the situation and breaks free from Morgrym as he races back across the bridge hoping to find safety. acrobatics to prevent aoo 1d20 + 7 ⇒ (20) + 7 = 27 success

The tieflings in the tower realize the futility of firing at the protected Maelchar and target Morgrym with all of their attacks

tiefling 1 1d20 + 6 ⇒ (16) + 6 = 22 for 1d8 ⇒ 2
tiefling 2 1d20 + 6 ⇒ (13) + 6 = 19 for 1d8 ⇒ 8
tiefling 3 1d20 + 6 ⇒ (8) + 6 = 14 for 1d8 ⇒ 3
tiefling 4 1d20 + 6 ⇒ (20) + 6 = 26 for 1d8 ⇒ 6
threat tiefling 4 1d20 + 6 ⇒ (2) + 6 = 8 for 1d8 ⇒ 3

The tiefling sorcerer makes a gesture with his hands as he brings out a wand and disappears leaving the fleeing tiefling all by himself.

The auroch on the river bed attacks Zeriax while the scent of blood in 0 he air from one of their own drives the others 2 into a frenzy as they try to reach Zeriax.

bite 1d20 + 8 ⇒ (4) + 8 = 12 for 1d8 + 6 ⇒ (2) + 6 = 8
gore 1d20 + 8 ⇒ (14) + 8 = 22 for 1d8 + 6 ⇒ (1) + 6 = 7 I believe is still a miss to BoF

strength check 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19
strength check 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28
The auroch stil lan not hit the elusive Zeriax but is getting closer. In the meantime one of the aurochs manages to rip away the stone from the support beam and comes racing over to Zeriax to join in the attack.

1d100 ⇒ 82

A tremor is felt all along the bridge as the support gives way yet miraculously it holds fast...for now.

Aurochs are under the bridge and good guys are up.


strategy: aggressive (+2 OM, -2 DV, +3 damage) 30 stores and 16 goods tactics:: spell breaker (?OM; +4DV) defensive tactics boon paladin lvl 5 army hp:15/16; DV:16; OM:+8 (ranged); morale: +5

The cultist army advances into the teeth of the paladins with chants and praises to Baphomet and Deskari on their lips. It helped them not as the knights of the 5th crusade began to hew them down leaving very few left to continue the fight.

1d20 + 6 + 6 + 2 + 2 + 2 ⇒ (5) + 6 + 6 + 2 + 2 + 2 = 23 +3 damage 8 damage total

With all of their posturing and supplications they are unable to defend themselves yet they are able to strike a solid blow to their enemies. This only happened as the knights were moving forward the cultists threw vials of grease beneath the horses hooves causing the to slip and slide around. Taking advantage of the situation the cultists drove deep and inflicted massive wounds.

dirty fighters tactics, +6 OM 1 time only per battle

With the majority of their forces depleted the commander tries to rally the last chosen few.

1d20 + 4 ⇒ (13) + 4 = 17

the commander is able to hold them in place to prevent the rout but the tide of battle has turned against them and the end seems inevitable. 1 hp left but that is enough if I can get mutual destruction.


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 invisibility purge and starts moving steadily forward toward where the caster was in a straight line, hoping to reveal his location for Morgrym to charge if he can.


Maelchar's spell detects no presence of invisible creatures in the nearby area. Perhaps the spell was not just an illusion but something much more powerful and necessary should the bridge start to collapse.

spellcraft Dc 19+ 1/10ft distance:

perhaps it was a wand of d-door.


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

had to try :)

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

Can I use my mythic surge for this battle and bump my OM check from the last round and end the fight there?

If not:

Moral: 1d20 + 8 ⇒ (13) + 8 = 21 to switch to standard tactics

Standard attack: 1d20 + 8 + 2 - 1 ⇒ (5) + 8 + 2 - 1 = 14 standard strategy

DV: 22
gotta get to work


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

Variel, are Aurochs still pulling on the bridge? I've broken one chain, killed another, and yet other has ripped the pillar. There is a last one? Is it under attack by the tieflings to make it pull? If so, Zeriax will attack it, if not, he moves to bail out, using Blessing of Fervor to increase his speed by 30', and withdrawing (no AoO right, else I will sue Acro) up the ramp.

Climb: 1d20 + 11 ⇒ (18) + 11 = 29


There is still 1 auroch attached to the bridge and yes is pulling on it.

Garith, I don't think you can use the hp in this way as you don't techinically know the army has 1 hp left. You will be fine though...famous last words.


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 knows how much he is risking by standing down there with the Aurochs - it is a two edged blade - as they are released, they are also free to attack him.

Yet, his companions on the bridge face a bigger danger if the structure collapses, and he cannot even measure what it may mean to their efforts in regaining the city, if so much effort is being put by their enemies in making sure it falls down.

With grim determination, he targets the last tied Auroch.

Using one Ki for an additional shot against the still tied Auroch. Also using Blessing of Fervor to gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Flurry 1: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Damage if it hits: 1d8 + 8 ⇒ (7) + 8 = 15

Flurry 2: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Damage if it hits: 1d8 + 8 ⇒ (1) + 8 = 9

Flurry 3: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage if it hits: 1d8 + 8 ⇒ (6) + 8 = 14

Flurry 4: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Damage if it hits: 1d8 + 8 ⇒ (3) + 8 = 11


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

if Zeriax doesn't kill the auroch, can Maelchar do a death from above attack on it to finish it off before it pulls again?


With well placed shots and eellent timing Zeriax manges to land 3 arrows agains the lumbering beast. The three arrows are enough to bring the beast down and prevent any further damage to the bridge. The bridge has been saved thus far unless the tieflings have other surprises in store for them.


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 levitate so he can get to the towers and the tiefling archers atop them... he rises up next to the southwest most tower.

When he gets to the top, he attacks the tiefling there.

to hit: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
dmg if hits: 3d6 + 3 + 2 ⇒ (2, 6, 1) + 3 + 2 = 14


One sec Maelchar as we are still in the round where you cast invisibility purge. Also all 3 uses of the scale have been used today. and the towers are closed on top. the tieflings have been firing through arrow slits.


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

never mind then - i thought they were open towers.


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)

Feeling rejuvenated, he nods at Nasira in thanks. Turning his attention to the fleeing tiefling, he immediately looks down at the bolt shafts that have instantly appeared within him. "Yeah, that stings a little." Looking back at the escapee, "Where ya goin'?! I thought we were comin' to an understandin'!" he yells as he charges him with vengeance at the forefront.

Charge to I 18

Claws w/PA: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
Damage: 1d6 + 11 ⇒ (3) + 11 = 14

Claws w/PA: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
Damage: 1d6 + 11 ⇒ (1) + 11 = 12

This is the first time I've ever used claw attacks, so, I'm not sure if I'm suppose to only get 1 claw attack or both since I moved. It mentions them being primary, but I really don't understand what that means. SO, if I'm only suppose to get 1 attack, just disregard the 2nd one please.

AC 17(15 charging); Hp's 74/100(88/114 raging); Rage 4/27
BoF: +2 to attack/AC/Ref(Included above) Round 4
Negated Power Attack penalties: Round 3/10
Melee 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

usually you just get one when moving... both primary just means you don't take the -5 to bab for the iterative attack


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: ]

Spellcraft, DC 27?: 1d20 + 11 ⇒ (6) + 11 = 17

Like Maelchar said, had to try. Did Nasira's spiritual weapon strike the spellcaster before he disappeared? If he went out of range before its attack, it would have returned to her and she would have directed it at the remaining tiefling.

Yeah, Morgrym, to make both claw attacks, you would have to be able to make a full attack. If you had the pounce ability, you could charge and use both like the summoned lion did to you.

Spiritual Weapon vs remaining tiefling
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


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

Pakak moves forward to line up with the good cleric and unleashes a magic scream, or tries to. He'd prefer to hit the caster, but any tiefling would do.

Concentration Check: 1d20 + 13 ⇒ (5) + 13 = 18
if that works, save Fort 15 save, or full dmg and stunned for one round. If save made ,no stun and half dmg
3d6 ⇒ (5, 4, 6) = 15

And should that work, he does it again
Concentration next round 1d20 + 13 ⇒ (6) + 13 = 19
if successful, same spell same dc etc
3d6 ⇒ (6, 6, 3) = 15


Morgrym and Nasira manage to take down the last tiefling on the bridge leaving just the 4 in the towers.

fort save 1d20 + 1 ⇒ (10) + 1 = 11
fort save 1d20 + 1 ⇒ (9) + 1 = 10

Pakak takes on the onus of targeting the tiefling ins the towers as he hits them with ear-piercing screams. Both of the crossbowmen fail and collapse to the ground too stunned to do anything and blood trickling out of their ears.

tiefling crossbowmen at Morgrym
1st 1d20 + 6 ⇒ (12) + 6 = 18 for 1d8 ⇒ 6
2nd 1d20 + 6 ⇒ (12) + 6 = 18 for 1d8 ⇒ 2

The tieflings in the towers keep their attentions on MOrgrym and fire again at the raging dwarf.

bite 1 1d20 + 8 ⇒ (9) + 8 = 17 for 1d8 + 6 ⇒ (8) + 6 = 14
gore 1 1d20 + 8 ⇒ (1) + 8 = 9 for 1d8 + 6 ⇒ (6) + 6 = 12

bite 2 1d20 + 8 ⇒ (8) + 8 = 16 for 1d8 + 6 ⇒ (4) + 6 = 10
gore 2 1d20 + 8 ⇒ (5) + 8 = 13 for 1d8 + 6 ⇒ (2) + 6 = 8

The aurochs down below still have trouble finding Zeriax on their horns or with their bite as he brings down another of the beasts saving the bridge.

acid arrow still on Nasira 2d4 ⇒ (3, 3) = 6
acid arrow still on Pakak 2d4 ⇒ (3, 1) = 4

No map as the maptools is not working but only 2 tieflings left in the towers and 2 aurochs as well. Good guys up!!!


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 noticed a door earlier and figures it has to be how the tieflings got into their firing position. She waves to get Maelchar's attention and points at the door on the north side. Whispering to Pakak, "They are fixated on that one. Maybe Maelchar and I can take them by surprise. Watch the other doors."

With or without Maelchar, she moves to the north door and tries it to see if it is locked, proceeding inside if she can.


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 moves to the door as well, following Nasira, unless she meant for him to go to the south door while she went to the north depending on what she signaled, in which case, he will go to the south door instead.


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)

Just as the cleric's magical hammer connects, Morgrym swipes at the throat of the tiefling, tearing most of it out. Watching him bleed out and fall in a heap, he turns his attention back the other way. Mogrym moves back toward his hammer, aiming to re-collect it.

Per BoF: Going with Increase speed by 30'; 60' movement for this round
Double move back the other way toward where I dropped my hammer. OR, if possible, single move and then pick up hammer.

AC 15; Hp's 71/100(85/114 raging); Rage 5/27
BoF: Increase speed 30' Round 5
Negated Power Attack penalties: Round 4/10
Melee attacks(Good-aligned)


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

Not interested in shedding any more blood from the bestial creatures, and reassured the bridge is now safe from this threat, Zeriax retreats as quickly as possible, moving to ascend and rejoin his companions.

Gonna withdraw, and climb back up
Using Blessing of Fervor for an additional 30' movement (for a total of 70' - this can be doubled with the withdraw maneuver for 140'? Then back down to 35' while climbing, correct?)

Climb: 1d20 + 11 ⇒ (11) + 11 = 22

Will I manage to get up top?


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: ]
Maelchar wrote:
Maelchar moves to the door as well, following Nasira, unless she meant for him to go to the south door while she went to the north depending on what she signaled, in which case, he will go to the south door instead.

She signaled for you to join her to team up on the tiefling within.


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

got it... north door it is Maelchar uses bof for the round to add 30 to his move rate, giving him a move of 70... 140 doubled.


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: ]

My bad - BoF for Nasira this round is still bonus to attack and AC. Once she and Maelchar are in step, speed will be more useful.


Zeriax you are able to make it up the cliff without a problem. Nasira all of the doors are closed and the towers themselves are locked. By the time you manage to get to the towers though the tieflings that are still alive on the eastern 2 towers would have fled out the back since their commander has fled as well.

Nice job tower bridge squad. You are free to do what you want as the bridge is yours.


strategy: aggressive (+2 OM, -2 DV, +3 damage) 30 stores and 16 goods tactics:: spell breaker (?OM; +4DV) defensive tactics boon paladin lvl 5 army hp:15/16; DV:16; OM:+8 (ranged); morale: +5

The cultists continue their assault on the paladins and hope to inflict as much pain as possible.

1d20 + 6 + 2 + 2 ⇒ (17) + 6 + 2 + 2 = 27 +3 damage

Indeed the cultist are able to rally significantly even being outnumbered 5 to 1. Perhaps the paladins on mounts were not nimble enough to actually bring their numbers to bear as the cultist start hacking through them.

8 damage to paladins.

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

That would put us at 0hp, so . . .
Garith sees his men breaking and dying and calls out to them to rally. Light shines forth from the Paladin, and as he rides forth the enemy parts for him. He cuts through the foes and finds the enemy commander, calling him out, challenging him, giving his men a few precious moments to fortify their position and doll out some much needed healing.
MP to bolster our DV again

Then his forces counter-attack, significantly more cautious than before

Cautious strategy: 1d20 + 8 + 2 - 2 - 1 ⇒ (20) + 8 + 2 - 2 - 1 = 27 -3damage
HP at 5
DV 24


strategy: aggressive (+2 OM, -2 DV, +3 damage) 30 stores and 16 goods tactics:: spell breaker (?OM; +4DV) defensive tactics boon paladin lvl 5 army hp:15/16; DV:16; OM:+8 (ranged); morale: +5

Garith you took the -1 penalty for lay on hands so I have you at 3 hp for the army prior to this turn. As that is your ACR you need a moral check

Morale 1d20 + 8 ⇒ (15) + 8 = 23 success

1d20 + 6 + 2 + 2 ⇒ (10) + 6 + 2 + 2 = 20

Pushed to the brink and only by their ability to heal themselves are they still in the fight the Paladins make one last surge to eradicate the cultists. Carrying the light of Iomedae into the dark hearts of the cultists the Paladins swept the last vintage of the army before them with chants and praises. The cultists tried to counter but finally the fear of the demon slayers before them was too much and they broke ranks and got ran down.

I have the army at 6 hp right now garith.


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

"I'm not the most observant fellow... " Pakak says sheepishly when asked to watch the other doors, still, he tries. It is the dire need of the army that concerns him.

Is it possible to help the army by either using his Abjurer warding among them (If he can get that close) or tossing a circle of protection vs Chaos around the most besieged?


Both combats are over with Pakak and the army is still ok for now. OK is about it. It was a close call though.


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 didn't want to coup d'grace the stunned ones, anyway. ;)

After the combat is over and the bridge is theirs, Nasira moves to their newest ally and works to remove the arrows and heal his wounds.

"That was an amazing display, Morgrym. I hope you don't get so far ahead of me I cannot keep you on your feet."

Healing checks: 1d20 + 13 ⇒ (7) + 13 = 20
Healing checks: 1d20 + 13 ⇒ (9) + 13 = 22
Healing checks: 1d20 + 13 ⇒ (12) + 13 = 25

Morgrym, I screwed up, you had another 15 points of healing coming from my mythic healing spell - I forgot it to include the empowered bonus. So you would apparently be at 86 instead currently.

Nasira swaps a couple of spells out to heal his wounds.

CLW: 1d8 + 5 ⇒ (2) + 5 = 7
CLW: 1d8 + 5 ⇒ (2) + 5 = 7


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)

Regaining his hammer, he looks around a moment before relaxing as the battle seems to have ended. Taking a moment to catch his breath as Nasira works on his injuries, "If it weren't for you, lass, I'd be dead. Many thanks to ya. And to you as well, Maelchar. I really wasn't lookin' forward to being that lion's main course. Nice work," he nods. "How did the others manage? Everyone else alright?"

Cool. With those two 7's that puts me back up to full then. Thanks!

Hp's: 100/100; Rage 5/27 rounds used
Mythic power 1/5 used


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 claps Morgrym on the shoulder and smiles... "Glad you are alright, you took some mighty blows from that lion. I'm just glad we secured the bridge for the army to cross. We have Zeriax to thank for stopping the aurochs from pulling it down. Too bad we couldn't stop that caster though, I'm sure he'll set the remaining defending troops on full alert." He sighs and shakes his head slightly.

"I think Garith mentioned something about the graveyard as our next objective, but if we do that, we'll have to post some defenders on the bridge to make sure the enemy does not return and sabotage it."


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: ]

"Yes, how is Zeriax? I must see to his wounds. I think he got gored by the beast."

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 once agains surveys the forces before him, There were many casualties this time, and there is not an uninjured man among the lot. But injured is better than dead, and there are not as many of those as Garith had feared after the front line fell before the cultist's slicks and after their vicious counterattack. But now the south-bank is taken, and the stores can be found.

Make sure the wounded are seen to Garith orders his commanders, And we need a party to find the supplies that these cultists have been guarding. Hopefully there will be stores enough to adequately arm the Freemen of Drezen that we can join them to our cause. Our companions should be coming from the bridge shortly and we can meet them and plan out next moves. He says, relieved that the reports of losses are not as severe as they could have been.

Hey guys, how do you like the Freemen of Drezen as the name for our second army, eh? I know we had mentioned having Trendelev feature in our names but i'm not coming up wiht anything i like as much as freemen. What do you all think?


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
Nasira Yusra Abujamal wrote:
"Yes, how is Zeriax? I must see to his wounds. I think he got gored by the beast."

Moving up from under the bridge, Zeriax is ready to fight, but his companions seem to have already taken care of the opponents up top, and quite efficiently - "I am well Nasira - but a few minor wounds" - he smiles - "It seems you have matters well in hand, and the bridge is ours?"

I'm at 35/51.


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: ]

"Yes, the surviving defenders fled, however. We should expect a counterattack, I suspect."

Concentrating for a moment, she asks her goddess' boon once again before laying her hand on the worst of the archer monk's wounds.

CLW: 1d8 + 5 ⇒ (1) + 5 = 6 That stinks - can't empower a roll of 1!
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4


strategy: aggressive (+2 OM, -2 DV, +3 damage) 30 stores and 16 goods tactics:: spell breaker (?OM; +4DV) defensive tactics boon paladin lvl 5 army hp:15/16; DV:16; OM:+8 (ranged); morale: +5

The commanders nod as one and go about seeing to the wounded paladins. Due to their own skill at healing themselves though the healres have little to do other than to clean and set broken bones. Quite soon the stores that Garith was looking for were found. All manner of weapons, shields and breastplates were located in a warehouse for use by the cultists. Along with the equipment was 15 stores of food and 6 units of goods. With these supplies it is possible to equip the Freemen of Drezan and outfit them for service immediately. Also the supplies are enough to keep this army and the paladins going for another couple f days should the paladins need to rest before taking on the undead or the citadel proper.

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 nods, thinking it may be best to take some time to recover. We'll consider this once we regroup. it not even occurring to the paladin that his comrades would have been unable to secure the bridge.

Irabeth, if you have things in hand here, I would regroup with the others at the bridge. See that we have sentries posted and torches lit to ensure that the undead within the Graveyard are not able to take back ground, Perhaps making use of some of the towers around the city proper where we disabled the Catapults? then considering the dangers of trying to hold the whole city, asks, Or you would think it more prudent to consolidate our forces on the Hill or here after bolstering the defenses?

. . .

Garith will take a small honor-guard of uninjured paladins and ride to the bridge. Seeing his friends do have the situation rather well in hand he approaches. Well met, my friends. I see the bridge is ours. How did you fair?

As to his battle he will report that We took the stores, but suffered some severe injury. I'm considering taking some time to recover that we can save our Healing potions, lest we need them for the coming battle to take the city.

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