Variel's WotR

Game Master Neltji

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

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combat map


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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

Coming to and seeing the fight ending as Mael finishes the chimera, Garith notes, Well struck Coz... giving Mael a pat on the back. And Morgrym, it is certainly a boon to have you among our cadre, facing down such a beast. Well met everyone.

Nasira, have you access to the symbol of healing? The Freemen look to have taken the brunt of the attack.
If it's just us in the citidel, then we can just rest the Freemen, but if there's aren't action, they are in a bad way. Palis at full, Freemen at 2hp...

Gather e wounded and set guards. We know not if there are unseen threats, not what awaits in the citidel itself


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

"You're kind to say so, cousin, but in truth, mine was simply the final blow in the series... Others put much more hurt on the creature than I did. I was lucky to have taken little damage from it as well. Our concern now is the citadel itself, as you have said. Perhaps we should leave the armies outside to guard while we slip inside and clear out the final area."


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

Pakak thanks the kindly cleric for her healing, but seems distracted, "Yes, slipping into guard...I mean, pardon. It just occurs to me that there maybe means and ways to achieve our ends beyond the doors granted. Give me fifteen minutes, and I might be either able to work a stoneshaping to create an entryway, or dimension door past some barricades. Of course, we may wish to use either later, but I thought I might mention it."


party relationship: friendly

I believe that some of you should rest up before tackling the citadel. Once that time arrives I would be honored if I could join you in the assault. I may not be able to provide as much help as each of you brings to the group but I can be another set of ears and eyes inside.


I will do what I can to help but I personally I would like to search the city for information. Perhaps I can divine something that could assist you inside or give you a lead to follow.


relationship with party: helpful

I do not wish to be apart from Irabeth but I am not as good in close defined spaces. My skills lend themselves to staying outside and trying to pick off anyone leaving of entering by other means. One army can hold the entrance but it is the other routes that may be unguarded.


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

"Information of any kind can only aid us," Pakak gives a nod of respect to both, "Master Aravashinal, I know given your condition, you cannot be expected to read a map, but any find of that sort would be welcome if we do decide to create our own way in."


relationship with party: indifferent

I have studied Drezen and could aid Anevia in looking for others still roaming in the city or trying to enter the citadel. I am not as good as she is with a bow but I can still take a few shots at foes in windows.


I have not studied geography as much as some master Pakak but I can still handle my way around a city. Since you restored my sight I have found a new pleasure and purpose in life.


party relationship: friendly

Sosiel just remains quiet and looks at the group content to see what they decide and what if any plans they have for him.


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, Sir Mordrand, since I lack the precious components necessary to create the symbol, I have not been preparing it. I will do what I can to alleviate the Freemen's wounds."

She heads over to aid the other healers.

She had three more channels available and quite a few healing spells, but I didn't keep track of what was used because I was expecting us to rest before we moved on.


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'm with Irabeth. I'm thinkin' we should rest up as well before moving on."


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 used little resources in that fight, so if we are going to rest up for the coming exploration, I would be happy to spend what spells I have left providing healing whereever needed."


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

'If we take the time to rest and recover, which I believe is the wisest path, I would join in scouring the city for any possible piece of information we may gather, and perhaps even find encroached enemies that may still be hidden' - Zeriax adds.

'This has been an important victory I believe, and for that I salute you all my friends' - the monk bows - 'But knowledge and information are power, and we should gather as much as we can'

If we decide to wait, Zeriax would join Anevia, Aron or Aravashinal in scouring every nook and cranny for clues of what lies ahead, survivors, supply caches, etc., and simply guarding the comings and goings to and from the citadel


Zeriax, the suggestions from each person are for while you are in the citadel. Basically gives them something to do while you guys risk your neck. You can join them today still as they make their rounds.

Zeriax I need a stealth and perception check please.

Pakak just so I can plan it where are you thinking of placing your stoneshape spell?

Here is a map overview of the Citadel. Squares are 10ft x 10ft. The front (south) doors are 20ft wide together to give you an idea of the size of this map!

Also something to consider. You only have about 5 days of supplies for both armies currently. This means you don't have to rush in but you don't want the army starving and deserting either.


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

I have not studied geography as much as some master Pakak but I can still handle my way around a city. Since you restored my sight I have found a new pleasure and purpose in life.

Heh. I forgot he could see again :O

"Thank you, sir... that will help, if all goes well at breaking in the citadel ...would that I could see through walls before opening them."

Open for suggestions on where to pry in. I could open a spot anywhere ground level... or higher if we can get enough folks flying. If Pakak knows where a storage room or some other place less guarded is, he could try that, but that is why he's hoping to figure out if there is a 'standard layout' that he can predict.

Pakak warns the others about the shortage of supplies, "Water may not be as big a problem thanks to create water spells, but even then, the sheer number of men maybe hard to adapt to. And food? Well, five days, tops."


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

Stealth: 1d20 + 12 ⇒ (5) + 12 = 17
Perception: 1d20 + 15 ⇒ (4) + 15 = 19< +2 if against Evil Outsiders

Not horrible, but baaaaaad rolls :P


Zeriax you do not see anyone from the distance along the walls of the defenses of the citadel. What you do get is the fact that areas in grey on the map are all battlements that were active during the conflict of the past few days but are now empty. It seems that the forces have pulled back into the citadel but there are a number of doors leading from each battlement into the citadel itself. How well guarded these areas are though is uncertain at this time by you.


Once I know where you are thinking about entering I will move along to the next day and start the assault in earnest.


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

"It would seem they have all retreated from the battlements, and are waiting for us inside" - Zeriax points out - "When we decide on a point of ingress, I can scout it more thoroughly" - he adds.

I'd say we climb/fly up one of the towers, and take them from a direction they might be least prepared to receive us, instead of the main entrance.


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: ]

Levitating to the top would allow someone to anchor ropes and simplify the climb for those that follow. Or we could use the same tactic that we used to attack the siege engines earlier.

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 am reticent to send anyone climbing up the tower, especially if we have means of flight. But moving in from one of the towers seems the likeliest strategy, and we fight our way down. We may not maintain the element of surprise for long, but if we can get to the main floor and into a flanking position it would be to our advantage. Garith agrees. WHat manner of flight do we have? not sure how we did the towers, but if we can use Mael's levetation scale we can have out members carry eachother up?


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 don't have the levitation scale, I have the align weapon scale - I do have levitation as a 2nd lvl spell though.


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 have the healing scale, but Zeriax can simply try and climb up - even without any Levitation ;)


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

ECHO..?!


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: ]

Sorry - I don't believe I received a scale because of my late entry. I could prepare something to get some of us to the top of the tower, if we are planning prior to preparing spells. Air walk is what I believe I can offer.


Everyone should have a scale but which ones I can't remember right now. Also just waiting for a confirmation on direction and I will push us forward. Options are 1 of the battlements, top of the tower, front doors, other that you decide upon.


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 just have a darkvision scale.


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: ]

Sorry, you are right. I have the Cold/Electrical Resistance scale.


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 has the Cloudwalking Scale (Levitation).


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

"The scale I possess is useful for the high ground, and I do have a fly spell I can put to good use."


Bump


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

"So what's the plan then... we all gonna fly/levitate to the top and work our way down, or what?"

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's scale would allow his to cast the levitate spell on two of us at which point we can each carry two others up to the tower and retain one casting in case it is needed. Once we get to the top of the tower we move in.

we levitate up to the top, use a rope and grapple to pull ourselves to the parapet and then we can enter the tower from above.


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)

"Sounds like a plan to me." Morgrym nods.


The next morning as you guys all rested...

Using the scale to make things easier to assault the tower the company quickly convenes on top to get a commanding view of the city. The tower’s open rooftop seems to have once featured a gold and ivory inlay of a conjuration circle, but only the faintest remnants of the magic circle are visible today. To the SE is a 10ft wide set of stairs leading down into the Citadel.

Squares are 10ftx10ft. Map tools won't let me size the squares down any more than this!


Not finding anything of note since the circle has been practically destroyed you head downstairs. At first glance once the stairs open up to reveal the lower room even the hardest heart and strongest willed get a sense of wonder and amazement. An open-air terrace looks out from the northwest side of the citadel, its interior shattered and broken. A pile of treasure lies gathered in the southeast corner, while a narrow band of stairs is half-seen just above the nearby rubble choking its entrance.

Guess where the Mythic Chimera laired...

Do you spend time to search the vast treasure horde? You see mounds of copper silver and gold pieces, multiple gems of carrying size and rarity, jewelry fit for a king while weapons, books, and other items litter the floor.

Good thing you picked the tower first isn't it!!!


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 detect magic to see what in the horde might be of especial value...


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)

A bit taken aback by the mound of treasure they've happened upon, "Huh. Looks like we picked the right place."

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

searches for gear with Mael... not that he has any particular aptitude, but looks out for Evil artificts via Detec t Evil... just in case


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

Wohoooo! Jackpot? :D

Zeriax invokes a simple spell to detect magical auras - "It might be worth to look for magical implements that can aid us in this assault" - he comments, beginning to search around the room. with the others.

Perception take 10/20 if I can? 10/20+16=26/36


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 joins in the search, casting a minor detection spell and looking for tell-tale glows. Detect magic, of course, and Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Nothing detects as evil Garith but tot he rest there is a lot of items that detect as magical!!!

Let's start with the mundane items though...

5157 cp
1979 sp
11629 gp

appraise DC 20 checks for each of the following...

3 pearls:
500gp each

3 garnets:
375gp each

12 amythysts:
100gp each

18 agates:
50gp each

emerald and ivory scepter:
6000gp

Silver Candlelabra:
100gp

gold signet ring:
75gp

Magic items...

spellcraft DC: 24 on bag :
Bag of Holding IV. Inside is a set of 24 books that give +4 to know planar checks when referenced and are worth 3000gp themselves

spellcraft DC: 19 Quiver:
Efficient quiver

spellcraft DC: 20 Javelin x2:
Javelin of Lightning

spellcraft DC: 24 Arrows x19:
+2 Magical Beast bane arrows

spellcraft DC: 26 Gem:
Elemental Gem of Earth

spellcraft DC: 16 vial:
Vial of Silversheen

spellcraft DC: 20 potion:
Potion of Lesser Restoration

spellcraft DC: 21 Crossbow:
+1 Flaming Heavy Crossbow

spellcraft DC: 27 Breastplate:
+1 ghost touch Breastplate

spellcraft DC: 18 Longswords x4:
+1 Longswords

spellcraft DC: 18 Shortswords x4:
+1 Shortswords

spellcraft DC: 18 Daggers x4:
+1 Daggers

spellcraft DC: 18 Chainshirts x4:
+1 Chainshirts

spellcraft DC: 18 Amulet:
Amulet of Natural Armor +1

spellcraft DC: 16 Ring:
Ring of Feather Falling

spellcraft DC: 24 Ring:
Ring of the Ram (18 charges remaining)

scrolls found with read magic...
dimension door
move earth
Stone to Flesh
Overland Flight
Cone of Cold
Bestow Curse
Confusion
Slow
Vampiric Touch


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

not that he expects any of his attempts to be successful, but we've always got Pakak to fall back on, lol

spellcraft bag 24: 1d20 + 5 ⇒ (19) + 5 = 24 one success
spellcraft quiver 19: 1d20 + 5 ⇒ (13) + 5 = 18
spellcraft javelins 20: 1d20 + 5 ⇒ (1) + 5 = 6
spellcraft arrows 24: 1d20 + 5 ⇒ (4) + 5 = 9
spellcraft gem 26: 1d20 + 5 ⇒ (18) + 5 = 23
spellcraft vial 16: 1d20 + 5 ⇒ (16) + 5 = 21 another
spellcraft potion 20: 1d20 + 5 ⇒ (7) + 5 = 12
spellcraft crossbow 21: 1d20 + 5 ⇒ (19) + 5 = 24 and another
spellcraft breastplate 27: 1d20 + 5 ⇒ (17) + 5 = 22
spellcraft longswords 18: 1d20 + 5 ⇒ (8) + 5 = 13
spellcraft shortswords 18: 1d20 + 5 ⇒ (20) + 5 = 25 made it
spellcraft daggers 18: 1d20 + 5 ⇒ (7) + 5 = 12
spellcraft chainshirts 18: 1d20 + 5 ⇒ (7) + 5 = 12
spellcraft amulet 18: 1d20 + 5 ⇒ (8) + 5 = 13
spellcraft ring 16: 1d20 + 5 ⇒ (19) + 5 = 24 and last one...
spellcraft ring 24: 1d20 + 5 ⇒ (7) + 5 = 12

the rest are for you to do, Pakak

Maelchar points out to all after examining the items that there is a bag of holding with books delineating extraplanar information, a vial of silversheen, a +1 flaming heavy crossbow, 4 +1 shortswords, and a ring of featherfall.

After determining what he can and can't identify, he opens and flips through one of the books to make sure they truly contain what the titles indicate, then stashes the book away for later perusal.

After all the items are identified, he speaks up and says... "I'd like the breastplate.. and the ring of feather fall, nothing else there really suits me, though that opinion might change when we identify the rest... and I would put my current +1 breastplate into the communal pot as trade. Anyone mind if I carry the books too? I'd really like to study them during our downtime, if we get any... as I'm sure Pakak would love to do as well."


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 you sure the breastplate does not carry some sort of pernicious magic Maelchar? I have heard about 'cursed' items before"


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'm not sure there's a way to tell if something is cursed other than to be affected by the curse... Curses usually don't make themselves evident through identification. But the ghost touch ability makes the armor effective even against incorporeal creatures which is a nice bonus to what I'm currently wearing."


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 stands beside Maelchar and as he studies an item and puts it down, she takes it and considers it for a moment, as well.

Spellcraft DC 24: 1d20 + 12 ⇒ (15) + 12 = 27 Also identified the bag
Spellcraft DC 19: 1d20 + 12 ⇒ (2) + 12 = 14
Spellcraft DC 20: 1d20 + 12 ⇒ (6) + 12 = 18
Spellcraft DC 24: 1d20 + 12 ⇒ (9) + 12 = 21
Spellcraft DC 26: 1d20 + 12 ⇒ (12) + 12 = 24
Spellcraft DC 16: 1d20 + 12 ⇒ (20) + 12 = 32 Also identified the vial
Spellcraft DC 20: 1d20 + 12 ⇒ (8) + 12 = 20 A new one! A potion!
Spellcraft DC 21: 1d20 + 12 ⇒ (19) + 12 = 31 Another repeat
Spellcraft DC 27: 1d20 + 12 ⇒ (1) + 12 = 13
Spellcraft DC 18: 1d20 + 12 ⇒ (8) + 12 = 20 Daggers
Spellcraft DC 18: 1d20 + 12 ⇒ (8) + 12 = 20 Chainshirts
Spellcraft DC 16: 1d20 + 12 ⇒ (3) + 12 = 15
Spellcraft DC 24: 1d20 + 12 ⇒ (10) + 12 = 22

Nasira nods her agreement with Maelchar's identifications, muttering, "I thought so," and, "Of course, how could I miss that?"

She offers a handful of her own. "A potion to restore strength or agility, similar to the one we used the other day to prepare for the next battle." Lesser Restoration "These daggers and chainshirts have basic enchantments on them. Perhaps not so useful to us, but we can certainly put them to good use among the armies, right?" +1 Daggers, +1 Chainshirts, four of each


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

oops - failedthe breastplate, made the crossbow right above it and got them mixed up, so forget him claiming the breastplate just yet


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

Gogo Pakak.


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: ]

*sad face* I was so close to identifying so many of my misses. An aid or six would top several of them off.

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