Variel's WotR

Game Master Neltji

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

loot list

combat map


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taking 20 = 2 minutes searching the door

1d4 ⇒ 2 minutes at the lock. You will eventually get the lock but you know that whatever is on the other side of the room will have been alerted already. You can try to make a stealth check if you want to try and hide your actions though. Quicker this time as you knew what to expect from the one downstairs.

Outside of the large greataxe the minotaur only has the horn that he used to sound the warning and 6 ivory statuettes of nude female woman with animalistic traits in compromising postions valued at 300gp for the set.

Nothing in the other rooms.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Since I'm just assisting on the pick, Zeriax would have to make the stealth check, right?

As the last tumbler falls into place, Reiko readies herself for whatever waits beyond the door.

Carrying a single blade now.


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

Wow, we are really looking for a challenge - we manage to alert everyone before we attack. We're just too cool :D


The alert I mentioned was more from the horn being sounded and the collapse of the large Minotaur than anything you are doing right now. In fact the horn Wasnt the problem but the big guy falling meant more as the guardian is dead.

Anyone else doing anything while the door is being unlocked.


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

Yeah, I know Variel - I was just thinking that had we managed a better infiltration, things would have probably been easier. Invading a structure is not easy to do quietly though ;)

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Samantha expertly inspects her left hand nostril and finds quite the juicy booger.


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

Pakak is behind the others, casting detect magic, looking over the items and loot. If he hears a scream up ahead, he'll know it's time to move with all due haste to their aid.

Detect magic, spellcraft checks, yadda yadda
Some if needed
Spellcraft 1d20 + 11 ⇒ (9) + 11 = 20
Spellcraft 1d20 + 11 ⇒ (5) + 11 = 16
Spellcraft 1d20 + 11 ⇒ (19) + 11 = 30
Spellcraft 1d20 + 11 ⇒ (18) + 11 = 29


Pakak the horn of the minotaur glows and you realize that it is a horn of battle clarity. You also see that the lights in the alcoves are everburning torches. Upon further examination you see that the sconces are the battered and beaten war relics of first crusade helms that have been twisted to hold the torches.

Finally after Samantha gets the last of the gore from that minotaur that flew up her nose Zeriax hears a satisfying click. The door opens to reveal...

This circular room's original purpose is unclear, but now it seems to be a trophy hall of some sort. A low stone pedestal sits on the floor in the middle of the chamber under a domed ceiling. Atop the pedestal is an iron, barbed cage-and within the cage sits a chunk of softly glowing white stone. In front of the pedestal is a woman wearing bone armor and carrying a scythe. Her face turns to you in a scowl and says, Be gone clueless peons of the gods. Tuck tail and run to live out your last days in whatever form you can before the true horrors of the worldwound are visited upon you.

init:

Samantha 1d20 + 2 ⇒ (16) + 2 = 18
Maelchar 1d20 ⇒ 5
Pakak 1d20 + 1 ⇒ (12) + 1 = 13
Zeriax 1d20 + 2 ⇒ (14) + 2 = 16
Reiko 1d20 + 4 ⇒ (6) + 4 = 10
Sir Garith 1d20 + 1 ⇒ (4) + 1 = 5

1d20 + 1 ⇒ (18) + 1 = 19

Catching you off guard as she is much quicker than you all thought possible she brings her hand forward and with an foul incantation beseeching the demons themselves a cloud of cold cloying miasma of greasy darkness descends on the group.

Everyone will save DC 18...

if you are good and fail you take 4d8 ⇒ (1, 6, 8, 1) = 16 damage and are sickened for 1d4 ⇒ 1 rounds.
good and succeed you take 8 damage and not sickened
neutral and fail you take 8 damage
neutral and succeed you take 4 damage

spellcraft DC:21:

Unholy blight cast spontaneously

Once the spell is cast she moves forward to block the doorway.

Combat map, good guys up after loosing init...


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

will save, dc 18: 1d20 + 6 ⇒ (9) + 6 = 15

Maelchar dry heaves, having lost his last meal some time ago...

the dicebot REALLY hates me... :(


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

Spellcraft: 1d20 + 11 ⇒ (15) + 11 = 26
Fort Save (Hardy Included) 1d20 + 7 ⇒ (10) + 7 = 17

Not for the first time, Pakak finds himself ill and humiliated by his weakness... but more than that, the pain overwhelms him.

"Unholy blight..." He gasps through the miasma , "She is as powerful as she is... foul."

Pakak moves to the side, and casts Protection from Evil upon Samantha. He was thinking for a moment of putting in on Maelchar, but either way, he's sure they'll need their healers before the end.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

The unholy magic blasts and sickens the ronin. Despite her queasy stomach, Reiko briefly debates trying to slip past the woman but opts against it for the moment... There are just too many factors working against her and Pakak's warning urges her to caution.

Reiko focuses on her blade. "Heaven's Empress, shield me in your service." In response, a shimmering web of light surrounds the warrior-woman.

STAND: Cast Shield of Faith defensively.

Will Save DC:18: 1d20 + 1 ⇒ (15) + 1 = 16 Ouch, down to 9 HP
Cast Shield of Faith (defensively) v DC:17: 1d20 + 4 + 1 - 2 ⇒ (14) + 4 + 1 - 2 = 17 CL, WIS, sickened

Status:
AC:20+2 | HP: 9 / 25
Challenge (1):
Resolve (1): x
Iajutsu Strike (1):
Darkvision (3): x
Shield of Faith (1): x
Fountain [3d4 Burning Hands] (1):

Effects:
Darkvision - 20 hours
Katana is Good - 15 mins
Shield of Faith +2 AC deflection - 4 mins
Sickened - -2 on ATT, DAM, Saves, Skills.- 1 rnd

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 gotta wait for Zeriax to go. But I could try to Bastion her. Seems like it'd be a good idea since she's hopefully a Solo, being a high level cleric.

Variel, can I use a Hero point to act as though i had the Shield Slam feat?

will: 1d20 + 5 ⇒ (19) + 5 = 24 I feel like it's weird that my will is still pretty bad

Guys, I have a Mercy to take care of sickened, although if it's only one round it may make sense to try to attack or something else instead cause a -2 for one round isn't TOO terrible. I can pass out some shield bonuses or attack?

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Wil save 1d20 + 6 ⇒ (4) + 6 = 10

At 18 HP. Once others have moved Samantha will also attempt to move into the chamber to U36.

Samantha feels bad as unholy energy washes over her but moves into battle none the less.


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 create his last weapon of the day, a lucerne hammer, and casts lead blades on it.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

I'd save the Mercy, Garith. It looks like most of us are going to use this round to re-position and get set up. Sam, I'm with you on getting behind this baddy. I just didn't want to try an acro move while sickened and at low HPs.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Will Save: 1d20 + 7 ⇒ (19) + 7 = 26

The miasma is insidious and almost overwhelming, but Zeriax stands his ground, staring at the woman and at the stone behind her, knowing there is no room for error - "Are you the leader of these forces, deviously invading the Gray Garrisson? You have much to explain"

He unleashes two arrows and steps back.

Flurry of arrows, the 5' step to U:32

Flurry of Arrows 1: 1d20 + 7 ⇒ (3) + 7 = 10
Damage if it hits: 1d8 + 7 ⇒ (1) + 7 = 8

Flurry of Arrows 2: 1d20 + 7 ⇒ (16) + 7 = 23
Damage if it hits: 1d8 + 7 ⇒ (3) + 7 = 10

+2 to hit and damage if evil outsider.


I am actually quite surprised that only Garith made the save. I thought half of you would make it and only take the 8 damage and not be sickened. At least it is only for a round.

Garith I am going to saw no to the shield slam feat as you have not seen anyone use it yet. You have nothing to go off of a this time. The Bastion ability sounds like a good idea though.

Zeriax, she is not an evil outsider although she has been tainted by the powers of the worldwound. Her right hand ends in a claw. that clutches the scythe.

Zeriax your second arrow just hits the woman as the arrow does its full damage to her. Everyone else takes the opportunity to casts spells or prepare for the full onslaught of the coming fight.

Irabeth will save 1d20 + 7 ⇒ (1) + 7 = 8 Ouch
She steps up and channels healing everyone including herself for 3d6 ⇒ (3, 4, 2) = 9 damage 1 channel left for the day


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

Hey! Zeriax also made the save ;)

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 steps up before the caster and declares This shall not stand! You shall fall and will harm my friends no further!

With that he becomes a Bastion of Good against j her and sets his shield ablaze with light. Those within 5' gain a +3 shield bonus for his Holy Shield ability for 6 rounds.

AC 26 and any further buffs would be sweet...


Zeriax wrote:
Hey! Zeriax also made the save ;)

I had that typed at work here and never submitted it till after your post. Yes you are correct you did make the save...this time.

Top of Round 2 after good guys have all buffed.

The oracle laughs derisively at Garith's statement. We shall see about that. I have a feeling that your friends will abandon all hope before long leaving you at my mercy. Now flee all of you and leave this one for me.

step back and cast fear: will save DC 18 Should hit everyone but those inthe corners next to the doorway.

Fear spell:

Saving Throw Will partial; Spell Resistance yes
An invisible cone of terror causes each living creature in the area
to become panicked unless it succeeds on a Will save. If cornered,
a panicked creature begins cowering. If the Will save succeeds, the
creature is shaken for 1 round.

panicked condition:

Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature
cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.

Dont forget the -2 penalty for being sickened but you do get a +4 if within 10ft of Garith or Irabeth which is everyone.


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

"We shall not succumb to your evil wiles, woman... You are an abomination of nature and the gods will protect us..."


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

Does shaken start after the sickened wears off?


AS the duration of the sickened is only 1 round at the start of your turn you will only be shaken if you make the save. If you fail the save then you will be panicked for the duration of the spell. Either way the sickened is gone.


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

Are we up again?

Round 2

Will Save: 1d20 + 7 ⇒ (16) + 7 = 23

Another magical assault presses on Zeriax's senses, but again the monk stands fast, years of training both mind and body paying off - "Your threats are as void as your orders. We stand as one, and because of that you will fall" - he retorts.

Flurry of Arrows 1: 1d20 + 7 ⇒ (10) + 7 = 17
Damage if it hits: 1d8 + 7 ⇒ (1) + 7 = 8

Flurry of Arrows 2: 1d20 + 7 ⇒ (8) + 7 = 15
Damage if it hits: 1d8 + 7 ⇒ (5) + 7 = 12

Last round I meant to have Zeriax shift to T:32, but I misread the map on my phone. If he is in fact in U:32 he stays there. If not, and that space is vacant, he shifts there.

Don't think it will matter for this round Variel, but since this is PbP, in the future, even if I post first, would it be acceptable to say that Zeriax would wait until his companions act and move, to see if he has the possibility to move and avoid soft cover? Or would that just mean too much retcon?

--Status--
HP: 20/28
AC: 20 (with Garith's Bastion)


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 is in U32


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

Maelchar, in this case, my idea is to shift there, depending on whether the spot gets vacant or not. I guess this could mean that Zeriax delays, and is the last to act?


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 could shift to T32 and still attack from there, I have no problem with that.


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

Round 2
Pakak tries to center himself among the group and cast one of the last of his wards

+1 to AC


Samantha, I noticed your ooc portion of your post. The oracle was blocking the doorway so you couldn't move pst her unless you tried an acrobatics check. Not likely so moved you a 5ft up.

Samantha is in T,32
Pakak is in U,31
Zeriax is in V,32
Garith is in U,33
Oracle is now in U,35 with the doorway open as she stepped back to cast her spell.

Everyone but Garith, Irabeth, and Reiko would need to make the fear will save before actions are decided. Hope this helps.


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

I MADE my save... it was a 23... I think the board ate my post... sigh... here we go again.. .hope I make it

will save, dc 18: 1d20 + 6 + 4 - 2 ⇒ (11) + 6 + 4 - 2 = 19

whew

Once Zeriax moves, leaving a clear path to the foe, Maelchar strikes with his hammer.

to hit: 1d20 + 5 ⇒ (17) + 5 = 22
dmg if hits: 3d6 + 3 ⇒ (5, 6, 2) + 3 = 16

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 walks up to U:34, scoffing at her attempt to frighten them. Grim-faced, he attacks.
Radiance: 1d20 + 9 ⇒ (5) + 9 = 14
for 1d8 + 5 ⇒ (2) + 5 = 7

Summoning up his heroic reserves, he attacks again!
1d20 + 9 ⇒ (14) + 9 = 23
for 1d8 + 5 ⇒ (3) + 5 = 8


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

The ronin nods her thanks to Irabeth for the timely healing and then slides into the room, moving to hem in the oracle. She breaks her normal combat silence. "I'm here to collect your skull, woman, and send what passes for your soul howling into the Abyss."

MOVE: Acro to T35 (I think that is as far as I can get)
SWIFT: Challenge
STAND: Katana

Acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24 Move Past

BOOM:
STAND: Katana (crit: 18+/2x):
MODS: Magic, 2H, PA, Good Katana, challenge
Katana HIT: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Katana DAM: 1d8 + 5 + 3 + 2 ⇒ (7) + 5 + 3 + 2 = 17

Status:
AC:20+5 | HP: 18 / 25
Challenge (1): x
Resolve (1): x
Iajutsu Strike (1):
Darkvision (3): x
Shield of Faith (1): x
Fountain [3d4 Burning Hands] (1):

Effects:
Darkvision - 20 hours
Katana is Good - 15 mins
Shield of Faith +2 AC deflection - 4 mins
Bastion +3 shield - 1 of 6 rnds


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

Correction to Zeriax's status - he should be at max hp after Irabeth channeled. So, that's 28/28hp


Shimmied people around again as requested. Mid round map update still waiting for Samantha to post and Pakak to make his will save for fear spell.

Fell asleep again reading books but here is the map thus far.


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

Sorry... not sure how I missed that.
Will Save (Racials included): 1d20 + 7 ⇒ (7) + 7 = 14

*Sigh* Better nix the ac warding then

Pakak feels terror grip his very soul, his eyes widen, and he screams turning to run as far away from this horror as he can

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Wil 1d20 + 6 ⇒ (20) + 6 = 26

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Samantha moves to W36 and attacks. Take AoO if needed 26 AC should help however.

Samantha ignores the vile magic of the priestess and moves into the chamber her Glaive poised to kill.

1d20 + 7 ⇒ (15) + 7 = 22 Damage1d10 + 10 ⇒ (10) + 10 = 20

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
Pakak wrote:

Sorry... not sure how I missed that.

Will Save (Racials included): 1d20+7

*Sigh* Better nix the ac warding then

Pakak feels terror grip his very soul, his eyes widen, and he screams turning to run as far away from this horror as he can

Did you include the +4 for Garith/Irabeth's aura of courage?


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

Oops. No I did not. Just made it. Okay, unless Variel says 'too late', then the AC bonus is back on!


All go Pakak. The ward is up. SO most people fail the damage spell but then everyone succeeds at the fear spell. That wasn't suppose to happen that way. Half of you were suppose to run to thin the numbers out. Oh well time to get dirty.

Zeriax waits till there is an opportunity to shoot as people are moving forward. Trying to find a clear path he lets loose with a pair of arrows but both thud into the bone like armor that she is wearing. With the pbp format Zeriax I do try to give you the benefit of the doubt for ignoring soft cover. Its just hasn't happened much in this dungeon crawl.

Pakak steps forward to protect people with his ward letting everyone know that he is nearly exhausted for resources.

Fearlessly, Reiko and Samantha press forward. Reiko tumbles past while Samantha trusts in her armor and defensive to ward off any blows from the oracle. 1d20 + 10 ⇒ (1) + 10 = 11 for 2d4 + 5 ⇒ (1, 4) + 5 = 10 Samantha was wise to trust her judgment and quickly retaliates with a hard blow from the glaive. Reiko's attack just misses as the bone armor was enough to deflect the blow.

Garith and Maelchar step up to the action with Garith missing his first swing but catching the oracle off guard with a quickly placed second attack. Maelchar has little trouble as well targeting and bypassing the armor as the damage starts to pile up on the Jeslyn.

Top of Round 3
Jeslyn steps up within the reach of Samantha and casts a spell targeting her. Reaching out she touches the cleric drainig away some of her foresight and wisdom. touch attack 1d20 + 9 ⇒ (4) + 9 = 13 Not sure if your profile is correct as it shows a FF of 12 and touch of 16. Are these backwards?

Samantha: DC 17 will save or lose 6 wisdom from bestow curse.

She then pulls out and drinks a potion restoring 3d8 + 5 ⇒ (2, 1, 5) + 5 = 13 health used hero point for this action

Combat map round 3, good guys up

Gah, horrible rolls all around. This is suppose to be the BBEG. Next round will be better.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

I'll wait for someone to hem this girl in from the V row, and then move and attack with a flanking bonus from V37.

Reiko waits for her allies to move in and then races around the cage to attack from the far side. Her katana is a blurring slash into the oracle's ribs.

MOVE: to V37
STAND: Katana

BOOM:
STAND: Katana (crit: 18+/2x):
MODS: Magic, 2H, PA, Good Katana, challenge, flank/sneak
Katana HIT: 1d20 + 8 - 1 + 2 ⇒ (16) + 8 - 1 + 2 = 25
Katana DAM: 1d8 + 5 + 3 + 2 + 1d6 ⇒ (8) + 5 + 3 + 2 + (1) = 19

Status:
AC:20+6 | HP: 18 / 25
Challenge (1): x
Resolve (1): x
Iajutsu Strike (1):
Darkvision (3): x
Shield of Faith (1): x
Fountain [3d4 Burning Hands] (1):

Effects:
Darkvision - 20 hours
Katana is Good - 15 mins
Shield of Faith +2 AC (deflection) - 4 mins
Bastion +3 (shield) - 2 of 6 rnds
Pakak +1 AC


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 v34 and attacks the foe with flank from Reiko.

to hit: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
dmg if hits: 3d6 + 3 ⇒ (4, 1, 6) + 3 = 14

well that takes care of her potion, get her, guys!


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

nm, looks like Reiko already took care of the potion effects with her attack... just extra damage piled on..

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Wil 1d20 + 6 ⇒ (3) + 6 = 9

Wil drops to 8... permantly? Well thanks biatch!Move to W34 eating an AoO and attack back

Samantha start to feel rather feeble minded but still has enough wits around her to attempt to skewer the evil priestess.

Attack 1d20 + 7 ⇒ (15) + 7 = 22Damage 1d10 + 9 ⇒ (10) + 9 = 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

Garith moves up to V:34 to pass around his shield bonus to the most people.

He then slashes viciously with the Radiance: 1d20 + 9 ⇒ (20) + 9 = 29
for 1d8 + 5 ⇒ (3) + 5 = 8

crit confirm: 1d20 + 9 ⇒ (15) + 9 = 24
for 1d8 + 5 ⇒ (4) + 5 = 9


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 monk bides his time, measuring his shots until the last moment, then taking a step forward, he unleashes two arrows at their foe - "You underestimate us - it will be your downfall"

5' step to U:33 and flurry of arrows.

Flurry of Arrows 1: 1d20 + 7 ⇒ (15) + 7 = 22
Damage if it hits: 1d8 + 7 ⇒ (3) + 7 = 10

Flurry of Arrows 2: 1d20 + 7 ⇒ (19) + 7 = 26
Damage if it hits: 1d8 + 7 ⇒ (1) + 7 = 8

--Status--
HP: 28/28
AC: 21 (with Garith's Bastion, and Pakak's buff)


Well at least I got a best row cure spell off which is permanent until removed on Samantha. Too bad all of you rolled 15+ on the die 2 rounds in a row. SHe had such great abilities.

AOO on Samantha 1d20 + 10 ⇒ (5) + 10 = 15 for 2d4 + 5 ⇒ (1, 3) + 5 = 9

With a final retaliatory strike against Samantha who moved out of here threatened area the oracle falls to the ground in a pile of blood, broken bones, and spilled viscera.


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 steps into the room and checks the fallen oracle to make sure she is quite dead and not regenerating.

heal check: 1d20 + 5 ⇒ (10) + 5 = 15

Once done with that, he turns his attention to other matters, casting detect magic and scanning both the body and the room.

I'm assuming from your description earlier, Variel, that this room houses the damaged wardstone, is that correct? "A low stone pedestal sits on the floor in the middle of the chamber under a domed ceiling. Atop the pedestal is an iron, barbed cage-and within the cage sits a chunk of softly glowing white stone." I'm assuming for now that that is the wardstone...

Maelchar turns to Pakak (or whoever has the Rod of Cancellation), "I believe it up to you now... use the Rod and end this."


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Reiko ritually rinses the blade of her katana with some of the precious water from her wineskin and cleans it with a swatch of silk, giving silent thanks to Shizuru. With a deft flick, she slings the last drops of water free of her blade and sheathes it. Staying vigilant, the ronin waits for the results of the search and the destruction of the final piece of the wardstone.


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

Pakak nods, and draws forth the rod of Cancellation. He looks over the wardstone, at least what appears to be the wardstone, and makes sure it is just that. Demons and those that work with them are deceitful and tricky.

Detect Magic, etc.
Knowledge Arcana: 1d20 + 10 ⇒ (20) + 10 = 30
Spellcraft: 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge History: 1d20 + 9 ⇒ (16) + 9 = 25

If he finds no treachery, he takes the rod, raises it, and applies it to complete the mission

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