Variel's WotR

Game Master Neltji

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

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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 will ready to attack anything he meets up with in the darkness...

to hit readied action: 1d20 + 7 ⇒ (15) + 7 = 22
dmg if hits: 3d6 + 3 ⇒ (6, 3, 1) + 3 = 13

miss chance 1-50 misses: 1d100 ⇒ 91

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

Irabeth, with the paladins sets them to fighting and calls them to hold the lines
we should be at 15hp after the night's attack

Spell-breaker (just in case) and Standard tactics, with a smite
1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21
and an additional 1d4 ⇒ 3 for positive channel/LoH used offensively

Are there any terrain bonuses to attack and defence that i can get from terrain or something after the scouting?


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

Got it, my bad. I wasn't aware Zeriax cannot see, thought Darkvision pierced it. Not sure if I can pinpoint anything to attack but:

Perception: 1d20 + 14 ⇒ (13) + 14 = 27

Pointing at where he hears the voice coming from, Zeriax unleashes a flurry of arrows.

Flurry 1: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 2d6 + 8 ⇒ (3, 4) + 8 = 15

Flurry 2: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14

Flurry 3: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 2d6 + 8 ⇒ (6, 3) + 8 = 17


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

Spellcraft: 1d20 + 14 ⇒ (13) + 14 = 27

Pakak casts a protection from Evil spell upon himself.
"Gibberish , the chanting is just gibberish."


With determination the party moves forward towards the southeast corner to find and eliminate the 1 threat that most heard. Although they move enmass towards that area no one comes into contact with any creatures other than themselves. Only the fact that those ahead could see backwards in the light of the doorway could realize that friendlies were coming closer prevented each of you from swinging at each other. Moving farther in though will pose greater hazards as you might target each other in the pitch black confines of the mausoleum.

Pakak stays mainly were he is and protects himself from further magical mental tampering.

Morgrym feels a presence move up next to him as he feels a soft caress, almost as if a gentle lover was running a hand along the side of his face. No lover's touch ever burned the way this one did as the life was sucked from him.

1d20 + 10 ⇒ (16) + 10 = 26 for 1d4 ⇒ 1 con damage

The touch came from the west.

Good guys up


The paladins of the fifth crusade respond well to Irabeth and lay into the ghouls before them. Calling upon their holy power they add insult to injury as the blades flash with white light and cut down more ghouls in their way.

The freemen of Drezen also help out in support as they take the flank and try to do what they can to help as well. Not as well trained or equipped they still have a fire burning inside them and unleash it on the ghouls army.

Freemen of Drezen1d20 + 8 ⇒ (19) + 8 = 27 +3 damage boo

Ghouls on paladins 1d20 + 8 ⇒ (7) + 8 = 15 Blerck

The battle is over in short order as the ghouls are vanquished without a single loss of life in return. The ground is still tainted and may well be for some time but at least the end of the ghoul threat is accomplished.

Wow that was quick. I did not expect a large army of ghouls to be gone in 1 round. I guess that is what happens when both of your armies roll high.


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 reaches out to his nearest ally (Gareth?) with his offhand and places his hand firmly on his shoulder... "'Tis I Maelchar... let us all go forward in contact with each other so we don't end up fighting each other... if we present a line of battle, when we run into a foe we will know it and be able to attack..." He carries his hammer in one hand for the time being even though he cannot wield it in combat this way... he uses it like a probe swinging it before him as he moves westward slowly looking for foes. (hopefully MOrgrym will hear and join the line or at least announce his presence, lol)


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: ]

No fool, but not willing to stand back while others do her fighting, Nasira readies herself to deal with stragglers using sword, spell, and spirit. With much amazement, she watches the army of ghouls fall like water rushes harvested on the riverbank fall to the scythe. As the members of the Claw push through their foe, she hails those she recognizes, glowing shield held high.


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

"This is madness..." - Zeriax whispers, unable to pinpoint their foe.

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

Isn't there some sort of chance to pinpoint him with perception? Even if the attacks still have a miss chance?


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)

"BLAST! There's something next to me! Don't let it touch ya!" Morgrym swings his weapon in hopes to hit something.

Gonna go with square AH 18.

Mwk Cold Iron Earth breaker w/PA: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19
Miss chance: 1d100 ⇒ 79

Mwk Cold Iron Earth breaker w/PA: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 2d6 + 13 ⇒ (4, 2) + 13 = 19
Miss chance: 1d100 ⇒ 68

AC 13; Hp's 100/100; Mythic 1/5 used; 1 Con damage


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: ]

Did my earlier channel affect the demons? Not that we would know, so you don't have to answer that, but I bring it up in case you just looked at its effect on the party.


I have it down Nasira. Thanks for the remember though. Unfortunately they are not demons that you are fighting but undead.

Morgrym swings twice and with each swing feels contact, hard at first then softening as he thinks his strikes landed true. In the dark though it is impossible to tell how effective or telling the blows were.

Zeriax you hear sounds coming from the southeast like you did before. No sound of combat there but the sound of a creature chanting a spell is clearly heard. You can also tell that there is a combat going on just to the southwest as well. You heard Morgrym yelling and figure it is him along with one other combatant.


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: ]

Ah, too bad. It would only affect them if they were evil outsiders of some stripe.


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
Pakak wrote:

Spellcraft: 1d20+14

Pakak casts a protection from Evil spell upon himself.
"Gibberish , the chanting is just gibberish."

Zeriax decides for a change of tactics, listening to Maelchar's words, and moving towards his companion - "I cannot shoot. The risk is too high" - the monk comments in the dark, reaching to try and touch the oracle, and establish the united front he had suggested.

Guys, I am lost here - I don't think I can do anything, unless I can try a Perception roll every round?

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

Move in and grapple?, find the creature?


Pakak moves up to the edge of the doorway and activates his aura ability hoping that the effect will hit enough of his allies and possibly make a difference for them.

Linking hands to determine where everyone is the party starts a sweep from the east going west. They do not make it too far before hitting Morgrym. However they are beyond certain that the chanting coming from the SE corner is not coming from a tangible creature.

The creature reaches out once again at Morgrym and this time jabs at him in the chest. No longer does he caress the cheek as Morgrym injured him last time. 1d20 + 12 ⇒ (14) + 12 = 26 for 1d4 ⇒ 2

perception 18:

1d20 + 15 ⇒ (3) + 15 = 18 You hear the creature retreating back away from Morgrym but how far or where you do not know.

Good guys 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)

"BLAST YA!" the dwarf yells, feeling himself a bit drained. "This thing is drainin' me! Like it's tryin' to take all my energy from me!" He swings again hoping he's just as lucky as he was last time.

Sticking with AH 18.

Mwk Cold Iron Earth breaker w/PA: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 2d6 + 13 ⇒ (6, 3) + 13 = 22
Miss chance: 1d100 ⇒ 57

Mwk Cold Iron Earth breaker w/PA: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d6 + 13 ⇒ (6, 1) + 13 = 20
Miss chance: 1d100 ⇒ 46

AC 13; Hp's 93/93; Mythic 1/5 used; 3 Con damage


Morgrym you feel nothing in the space next to you as both swings hit nothing but air. Perhaps he is still there and you just missed him in the dark or he could have moved. You don't know.


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

"Move with us Morgrym... we are headed to the chanting in a united front so we know where each other are and don't attack each other in the dark." Continue the move to the east and south, heading toward the chanting...


Maelchar you already cleared that out to the SE. And have nothing but going west available unless you want to backtrack. The chanting is not from a tangible creature as I mentioned up above.


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

sorry i meant west


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

"There's little I can do either..." Pakak admits.


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 seeks out Irabeth, but stops as she moves through the army to tend to the wounded, marveling at how little damage they took overall.


Irabeth looks at your approach Nasira, What evil has befallen us? Where are your companions that you left with not but a moment ago. I lost sight of them as you entered the building there and then the ghouls arrived.

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 uses FLeet charge to try to tind the enemy If you attempt to enter the space of an invisible creature (or any you can't see), you stop.

He moves to AG19, then AG18, AH18, AH17. If he does not run across the creature he will attack AG:17
Fleet Charge: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
for 1d8 + 4 ⇒ (8) + 4 = 12
miss < 51: 1d100 ⇒ 53 25 to hit

Garith then starts slashing and bashing, Looking for a target, if that attack missed, swinging at AG17
Radiance: 1d20 + 9 ⇒ (13) + 9 = 22
for 1d8 + 4 ⇒ (8) + 4 = 12
miss < 51: 1d100 ⇒ 21miss

Bash: 1d20 + 9 ⇒ (1) + 9 = 10
for 1d4 + 1 ⇒ (4) + 1 = 5
miss < 51: 1d100 ⇒ 49miss

Slash: 1d20 + 4 ⇒ (18) + 4 = 22
for 1d8 + 4 ⇒ (8) + 4 = 12
miss < 51: 1d100 ⇒ 100hit?


Just having Zeriax and Maelchar move to keep cohesion and search out the creature after Garith attacked that swuare. On the flip side once you find the enemy he will probably go down quick pending the miss chance from darkness.

Tactically moving to clear as many spaces as possible Garith moves and clears out the western section of the mausoleum. Unfortunately he does not find anything nor does Radiance of his shield connect with anything in the square he targets. Telling the others were he is at Maelchar and Zeriax move up to keep pace with him and to let Morgrym know where they are as well.

Bad guy turn
This time around it is Garith who feels the touch of a hand punching into him instead of Morgrym. The force is enough to cause the paladin to suck in his breath in mighty pain as he was hit harder than possibly ever before as his life force starts to slip away.

touch attack from the west 1d20 + 12 ⇒ (7) + 12 = 19 for 1d4 ⇒ 4 con damage

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: ]
DM Variel wrote:
Irabeth looks at your approach Nasira, What evil has befallen us? Where are your companions that you left with not but a moment ago. I lost sight of them as you entered the building there and then the ghouls arrived.

"What evil indeed! We had but stepped into the dim light of the tomb and I realized that my companions were not who they appeared! To a man, they had been replaced by the very demonkind they claim to fight! I tried to call my goddess to strike them all down, but they were unaffected. Rather than die uselessly against the imposters, I came out to find the real men for surely they are somewhere among the army."

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

Are the sconces in column 12 places you can stand, or are they wall?

Garith advances and attacks if he takes a hit, calling out his space moving straight ahead to AH:13
Radiance: 1d20 + 11 ⇒ (19) + 11 = 30
for 1d8 + 4 ⇒ (3) + 4 = 7
1d100 ⇒ 25 miss

If no target revealed itself then Garith then he activates his scale


Garith as soon as you start to move you run into the creature (AH,17) as it touches you once again as you provoke.

Touch attack 1d20 + 12 ⇒ (20) + 12 = 32 for 1d4 ⇒ 3 con damage
Threat 1d20 + 12 ⇒ (7) + 12 = 19 for 1d4 ⇒ 2 con damage


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)

Frustrated at the inability to do anything, "Bah! This is hopeless! And I've got ta admit, a bit on the stupid side. We need to get out of here and wait until morning!" Morgrym then attempts to make his way out of the place.

Gonna double move out if possible.

This is beating a dead horse at its finest, folks; thinking that'll make it run faster. Can't see, can't... well, see, and for those reasons, I'm out(Shark Tank reference in case it is unknown). I would highly suggest we all leave and attempt to fight another day. Or better yet, during the day.

AC 13; Hp's 93/93; Mythic 1/5 used; 3 Con damage


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 gotta agree with Morgrym here - my vote goes for moving out of here.

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

GRARGH! Argh, NO! Get back in here and finish this monstrosity! It's right here before me, Now get over here and end this abomination! Garith shouts.

It's at AH16 and used it's AoO, so we can surround it and finish it. 50% miss chance is rough, but beatable.
.
Variel, what's going on with the perception checks that people have been throwign, cause i'nve not really seen any responses to them.
.
Would Irabeth be so kind as to tell Nasira to get back in here as well, and inform her that she was likely subject to a magical effect since the rest of us are all in here?


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 a step back and attacks the space in front of Gareth.

to hit: 1d20 + 7 ⇒ (6) + 7 = 13
dmg if hits: 3d6 + 3 ⇒ (5, 3, 2) + 3 = 13

miss chance 1-50 misses: 1d100 ⇒ 87


You do know which square it is in now so that should help till it moves. As for the perception checks none of them have bee ten the difficult DC to pin point it's location bu you have made th checks to know where the combat is going on and where to focus on.

a good round from Morgrym or Zeriax would put a lot of hurt on it so it is within your realm of abilities. Not feeling the best so heading to bed.

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

Oh man, I just remembered!
As Garith feels the hand moving toward him, He wrenches his shield and tries to bat the hand away!
Variel, please re-roll that attack and take the lower result. I'd appreciate it if you didn't crit again...

Sudden Block: 1d20 + 11 ⇒ (18) + 11 = 29
for 1d8 + 4 ⇒ (1) + 4 = 5
Miss: 1d100 ⇒ 59


Re rolled attack 1d20 + 12 ⇒ (20) + 12 = 32 You've got to be joking me
Crit confirm 1d20 + 12 ⇒ (7) + 12 = 19

Sovereign Court

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

Flips table


Garth brings his shield up to intercept the attack but in the darkness is unable to judge the position correctly and still gets rocked for 5 more con damage. Yet all was not lost as he was able to connect with the creature.


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

The way I'm seeing this, Garith has already eaten 14 points of Con damage? Zeriax can always flurry, but if by any chance he hits Garith, I think he may kill him... At this point I'm gonna ask if you still want me to stay in the fight and try to attack? Your call.


He only took 9 thus far. Also you know which square so there is no chance to hit Garith.


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

In that case :D

"I think..." - Zeriax whispers, exhaling completely to steady his shots in the darkness. The only sounds that follow are the impossibly twangs of his arrow, unleashing three cold iron tipped arrows at the demon in quick succession.

Flurry of Cold Iron arrows at the creature.
Note: Using Perfect Strike, and using best of the first two rolls

Flurry of Arrows 1: 1d20 + 9 ⇒ (5) + 9 = 14
Flurry of Arrows 1 Perfect Strike: 1d20 + 9 ⇒ (14) + 9 = 23
Damage if it hits: 2d6 + 8 ⇒ (1, 6) + 8 = 15

Flurry of Arrows 2: 1d20 + 9 ⇒ (16) + 9 = 25
Damage if it hits: 2d6 + 8 ⇒ (6, 1) + 8 = 15

Flurry of Arrows 3: 1d20 + 4 ⇒ (7) + 4 = 11
Damage if it hits: 2d6 + 8 ⇒ (2, 1) + 8 = 11

Meh :/


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)

Don't forget your 50% miss chance rolls, Zeriax.


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

True...

Miss Chance 1: 1d100 ⇒ 55
Miss Chance 2: 1d100 ⇒ 90
Miss Chance 3: 1d100 ⇒ 42

Maybe two hits?


Morgan you still can go this round and move up and around to targe the creature.

Still feeling lousy but Zeriax did hit it twice!


party relationship: friendly

I have not seen them since they left with you. They are not among the men that I know about for surely they would have been recognized and a surge of momentum would have been noticeable with the general and his companions there. I beseech you, please take Aravashinal and return to the mausoleum to search for them. Perhaps Aravashinal could aid you or give you direction when you arrive.

Giving Morgrym a chance still as I don't feel like botting him tonight. Will for sure get i going tomorrow.


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: ]

Frowning, Narisa seeks out the elven mage and explains the situation. "Irabeth is certain that those that I accompanied to the mausoleum were who they seemed to be, but once we stepped into the darkness, I realized that they were demonkind. I called on Sarenrae's own power to harm them before they realized I saw through their disguises, but it did not harm them. I could not hope to prevail against even one of them, so I retreated to find the real men."

Some confusion creeps into her voice here, "But General Tirabade insists that they are not here and believes you can help solve this puzzle. Can you accompany me to where I saw them last? Perhaps there is some magical force that swept them away and replaced them with demons." She doesn't sound convinced even as she says it.


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

Get yourself feeling better, Variel. Don't push it, bud, and make yourself worse. We'll still be here.

Stopping as the paladin yells at him, Morgrym sighs. "Alright, alright, don't get all cranky on me, lad." He moves over next to Garith and swings in the area directed by him.

Will attack AH 16

Mwk Cold Iron Earth breaker w/PA: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 2d6 + 13 ⇒ (3, 1) + 13 = 17

Miss Chance: 1d100 ⇒ 98

AC 13/8 touch/13 ff; Hp's 93/93


Everyone starts to join in the fray as Morgrym and Zeriax add their attacks to the unique berbalang. Zeriax can hear that 2 of the arrows hit soft flesh while the third hit the stony walls. Morgrym as well hits after finding out where the elusive creature is located.

Bad Guy

The berbalang turns his head towards Zeriax thwarted from hitting the archer by the wall of bodies in front of him. Instead he reaches out to touch Morgrym again in retaliation for the blow it received.

touch attack 1d20 + 12 ⇒ (7) + 12 = 19 for 1d4 ⇒ 1 con

perception Dc 16:

1d20 + 15 ⇒ (1) + 15 = 16 You heard it back away from the group at elast 10 feet away to the west but not its exact location.

perception DC 36:

You know that it is in AG,13

Good Guys up

Nasira you are back at the beginning of this round with Aravashinal with you.

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

perception: 1d20 - 2 ⇒ (9) - 2 = 7
Someone with perception? Mine is kinda not very good. . .


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

perc: 1d20 + 14 ⇒ (19) + 14 = 33

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