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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reflex save last has +4 from column for cover 3d20 ⇒ (13, 12, 17) = 42 +7 each

SR check 171d20 + 8 ⇒ (12) + 8 = 20

Nasira unleashes a powerful blast from her fingertips as the center of the room gets white hot with Sarenrae's power. The inferno encompasses all 3 minotaurs but these hardy creatures are also quite nimble and evade the majority of the damage. What was not evaded their fiendish heritage absorbs leaving the all slightly singed and nothing more.

A shield wall of sorts is quickly created barring the way to the softer targets by Garith and Morgrym. The tactic works well but leaves both out of range as the creatures have reach. At least they will get his attacks in shortly.

Zeriax moves over to where Maelchar is stationed and lines up a shot on 1 minotaur. (moved so no full round attacks Zeriax). His arrow flies off the mark as the sight of the large bull headed creature coming at him maybe caused him to lose his nerve.

Pakak covers all within 10ft with his ward as Irabeth and Maranse takes up positions to aid in the shield wall.

Bad guys turn 1
Charging forward at Zeriax the first minotaur gets within Maelchar's range for his ready attack but still tries to powerfully gore the lightly armored monk.

charge attack 1d20 + 13 ⇒ (10) + 13 = 23 for 2d6 + 15 ⇒ (3, 1) + 15 = 19

The second minotauar then charges Garith activating a smite good on the holy warrior. charge attack 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27 for 2d6 + 15 + 6 ⇒ (2, 2) + 15 + 6 = 25

The last minotaur steps up and casts unholy blight (DC 14 will save for everyone but Zeriax and Maranse). failure you take 3d8 ⇒ (1, 8, 1) = 10 damage and are sickened for 1d4 ⇒ 1 rounds. Success you take half damage.

good guys up round 2


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; 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)

Will: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19

Morgrym's rage returns quite quickly as he steps up and swings mightily at the minotaur.

Rage 16/29; 5' step to G 18(Directly forward)

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 2d6 + 23 ⇒ (2, 1) + 23 = 26

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 2d6 + 23 ⇒ (2, 6) + 23 = 31

AC 20; Hp's 129/134; Attacks good aligned; Energy Resist: Acid/Cold 5, Fire 1


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 14: 1d20 + 15 ⇒ (3) + 15 = 18

Maelchar takes a step back and strikes twice at the minotaur.

to hit, magical, cold iron, lawful wpn: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
dmg if hits: 3d6 + 3 + 1 ⇒ (2, 6, 6) + 3 + 1 = 18

to hit, magical, cold iron, lawful wpn iterative: 1d20 + 9 + 1 - 5 ⇒ (7) + 9 + 1 - 5 = 12
dmg if hits: 3d6 + 3 + 1 ⇒ (1, 1, 4) + 3 + 1 = 10

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

Will: 1d20 + 8 ⇒ (19) + 8 = 27

planes: 1d20 + 9 ⇒ (9) + 9 = 18+2 if evil outsider to see if demonslayer would help

Garith advances with Morgrym and attacks as well
Radiance: 1d20 + 15 ⇒ (10) + 15 = 25 +1 if evil outsider
for 1d8 + 7 ⇒ (5) + 7 = 12
Itterative: 1d20 + 10 ⇒ (18) + 10 = 28 +1 if evil outsider
for 1d8 + 7 ⇒ (4) + 7 = 11

hittign the ones Morgrym hit already


Things seem well in hand to the west as Morgrym and Garith tag team the Minotaur and cut it down in seconds. that still left 1 to deal with over there but at that rate it would be only another 6 seconds before their half was cleared.

Maelchar was holding up his end well as he delivered a blow as well. Not the most damaging of fighters Maelchar makes up for it in utility. Still he is holding his own currently waiting for Zeriax to put the hurt on.

Garith no to the trait bonus nor demonslayer as they are not true outsiders. Different subset involved.


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

Save: 1d20 + 9 ⇒ (4) + 9 = 13

Pakak feels sickened and hurt, and can do little but wander coughing behind Maelchar


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

But Variel, that was not my action - I delayed my action without moving. If and when a minotaur came into view, then Zeriax would flurry.


I see where I went wrong. I took it as the coordinates you gave was where you moved to, not having line of sight to. Will fix that here shortly.


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

Cool, no worries. I assume I can shoot at the one attacking Maelchar?

From his position, Zeriax unleashes on the minotaur again - "Stand fast brother Maelchar - we are here"

Flurry 1: 1d20 + 11 ⇒ (16) + 11 = 27
Damage if it hits: 1d8 + 12 ⇒ (2) + 12 = 14

Flurry 2: 1d20 + 11 ⇒ (15) + 11 = 26
Damage if it hits: 1d8 + 12 ⇒ (3) + 12 = 15

Flurry 3: 1d20 + 6 ⇒ (18) + 6 = 24
Damage if it hits: 1d8 + 12 ⇒ (3) + 12 = 15

"What are these creatures Master Pakak? How best can we fight them?" - the monk asks, but then notices Pakak is not well, his movements erratic.


Fixing the map but it would require a 5ft step down and left to do so. With the minotaur having reach you would not have been able to shoot last round sorry.


Charge would have been against Maranse then...

round update with Nasira being delayed.

Zeriax steps down a pace to see the minotaur and unleashes with 3 arrows. All of them find their mark and add to the wounds caused by Maelchar. the creature still stands until Maranse attacks...

3d20 ⇒ (13, 14, 15) = 42

with 3 quick blows the minotaur lies dead on the ground but you notice that none of the cold seemed to damage the minotaur. Clearly these fiendish versions have resistance to the elements.

The last minotaur steps up and attacks the lighter armored Morgrym fully with greataxe, gore and bite.

large greataxe 1d20 + 11 - 2 + 2 ⇒ (14) + 11 - 2 + 2 = 25 for 3d6 + 15 + 6 ⇒ (6, 2, 6) + 15 + 6 = 35
iterative 1d20 + 6 - 2 + 2 ⇒ (15) + 6 - 2 + 2 = 21 for 3d6 + 15 + 6 ⇒ (5, 6, 2) + 15 + 6 = 34
bite 1d20 + 6 - 2 + 2 ⇒ (19) + 6 - 2 + 2 = 25 for 1d8 + 5 + 6 ⇒ (7) + 5 + 6 = 18
gore 1d20 + 6 - 2 + 2 ⇒ (17) + 6 - 2 + 2 = 23 for 1d6 + 5 + 6 ⇒ (5) + 5 + 6 = 16
Why can't I roll like that as a player. I believe that is 104 damage minus 40 for stoneskin still leaving 64 damage dealt and a lot of stoneskin gone.

Good guys up with Garith and Morgrym able to 5ft up and attack.


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 maneuvers as necessary and strikes at the minotaur (map not updated, so I'm not sure where i have to move, if at all, to attack with reach weapon.)

to hit: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
dmg if hits: 3d6 + 3 + 1 ⇒ (4, 4, 2) + 3 + 1 = 14

to hit: 1d20 + 9 + 1 - 5 ⇒ (14) + 9 + 1 - 5 = 19
dmg if hits: 3d6 + 3 + 1 ⇒ (1, 2, 6) + 3 + 1 = 13

both attacks are cold iron, magical and lawful


map update with Maelchar having moved over to attack the last minotaur.

Maelchar moves and hits the creature with his hammer drawing first blood and weakening it for Garith and Morgrym to finish.


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

As the dwarf's blood splatters everywhere, barely able to see his face as he's covered in it, his fury just grows as he steps up and swings with an even greater hate upon the beast.

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 2d6 + 23 ⇒ (4, 1) + 23 = 28

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 2d6 + 23 ⇒ (2, 5) + 23 = 30

AC 20; Hp's 66/134; Attacks good aligned; Energy Resist: Acid/Cold 5, Fire 1; Stoneskin(I'm thinking there's only 10 hp's left on it out of a possible 80. I believe 70 damage has been absorbed by it up to this point.)


Although the minotaur made a mess out of MOrgrym's face Morgrym just smiled and returned the favor. Thanks to the stoneskin spell Morgrym looked a bit better off than the minotaur but that is hardly a comp0liment at this point. Good thing the others understood that the smaller creature was their ally as they were beginning to sound and smell the same after exchanging blows and blood.

Minotaur still up but has only 8 hp remaining thanks to those blows from Morgrym and Maelchar. AC is 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 steps up and makes two swift strikes

1d20 + 15 ⇒ (15) + 15 = 30
for 1d8 + 7 ⇒ (6) + 7 = 13

1d20 + 10 ⇒ (17) + 10 = 27
for 1d8 + 7 ⇒ (8) + 7 = 15

The first is enough to cleave through the creature, spilling it guts on the floor, and the second blow takes its head as it falls, cleaving it clean off. unless the thing has more than 20 con, in which case I took some liberty there =P

Make sure they're finished thoroughly. Then Morgrym and I are in need of some small amount of healing. he says, elbowing the dwarf lightly as he bleeds from the wound from the Minotaur's charge.


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

The foes slain, Pakak finally finds his throat, "Ugh, pure evil that magic."


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

"Again well done my friends" - Zeriax nods, turning to his dwarven companion - "How fare you Master Pakak?"


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

"I got a good smack ...spell wise, but I'll heal."

Silver Crusade

"Good to know" - the monk bows at Pakak, then moves to peek around the wall standing in front of the entrance.

Perception: 1d20 + 16 ⇒ (16) + 16 = 32


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

Dang, I posted with wrong Avatar... Should be Zeriax, of course ;)


Saw that Zeriax ;p

On the minotaurs you find 3 large greataxes, 3 large suits of leather armor and 3 cure mod wound potions.

Zeriax you notice a single door and a set of double doors to the west leading out of the room. To the south and esat you see the rubble that has blocked the doors from opening all the way. It would take about 30 minutes to clear the debris sufficiently to open or close them.

map update. Time 1006

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

Aren't those doors the ones that are blocked by rubble in the room with the Vrock?


The doors to the south were blocked and yes that would lead you to the area where the vrocks were.


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; 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)
Sir Garith Mordrand wrote:
Make sure they're finished thoroughly. Then Morgrym and I are in need of some small amount of healing. he says, elbowing the dwarf lightly as he bleeds from the wound from the Minotaur's charge.

His anger subsiding, he turns to the paladin as he's elbowed. "Just a flesh wound," he responds, giving a wink along with a pained and bloody grin.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Sorry for the delay.

Will Save DC 14: 1d20 + 10 ⇒ (5) + 10 = 15 Oh, barely.

Nasira frowns at the ineffectiveness - again - of her goddess' flame. Perhaps I need to atone for some doubt or error. She doesn't seem to favor my actions. Or perhaps she wishes for me to concentrate on supporting these warriors...

As the moment of thought distracts her, she sees the dwarven warrior almost shreaded before her eyes by his mighty foe. Concentrating, she bridges the gap between them with mystical, mythical healing.

Swapping out holy smite - should have used it on these foes instead

Mythic CSW: 6d8 + 16 + 13 ⇒ (7, 7, 3, 3, 4, 2) + 16 + 13 = 55

After the dust has settled, she prays to her goddess for succor for all her allies. Channel energy to heal the party, not the minotaurs via selective channel

Healing: 4d6 ⇒ (3, 2, 2, 6) = 13


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; 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)

Watching his wounds close up nicely, he looks over at Nasira. "Lass, I'm glad you're on our side," he says with a wink and a grin. "Thanks." He then works out a few kinks by stretching his arms a bit before returning back to the task at hand.

Rage 17/29 used; Hp's 118/118(Again with the perfect healing. That's just awesome).

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

Thank you Nasira. I'm still a bit worse for wear. But I don't want you out of magic for out fight with Vhane Garith says.
How much healing do you have left/magic, and are there still charges in the wand? im only 26 down so a few clw wand taps would do it


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 moves first to the double doors, listening intently - if he hears nothing, he will head to the single door and do the same.

Stealth: 1d20 + 13 ⇒ (12) + 13 = 25
Perception: 1d20 + 16 ⇒ (19) + 16 = 35


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

"Thank you for healing us, good priestess." Pakak is fully healed, but he takes the moment to lean against the wall and half close his eyes but speaks aloud, "We have to continue, do we not? We must race forward, find Vhane, and stop him before a Shoanti makes her way through our men, who I hope will heed their orders to let her pass. We must go on, and hope we're not too drained when we finally face him."


Listening at th doorways Zeriax can here the sound of 3 large creatures behind the double doors moving around. There is a clink of metal on metal as well as something with armor on is present.

To the north zeriax's impressive hearing can make out 4-5 medium sized creatures moving slightly closer to the door he is listening at. The sounds of combat may have alerted those behind the door but it does not sound like they are hurrying your way. Instead they are setting themselves up should you appear.

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

need a quick heal before we enter, just need to account for it.


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 moves back, and informs the others of what he has heard.


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 over to his cousin and lays a hand on his arm, and chants briefly.

cure moderate wounds: 2d8 + 7 ⇒ (2, 8) + 7 = 17

hope that helps


Any plans or what door are you taking?


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 an easy decision" - Zeriax ponders - "We can get jumped by any of the other group if we initiate a fight. Then again the heay creatures may be just beasts, seeing as they did not come out to assist the minotaurs"[B] - he adds - [b]"The others seem to be preparing for us, so we may find a real challenge in there, unless we find a way to see through walls, and prepare accordingly" - the monk finishes, staring back into the room.

"We could try to devise a way to get the door open, and make them waste whatever resources they are preparing against a decoy" - he suggests.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Not ignoring you, just not available much right now. If you still need healing after Maelchar's spell, Garith, Nasira will convert another spell to CLW. Here's the roll if you need it, let me know if you use it or not.

CLW, empowered: 1d8 + 5 + 3 ⇒ (7) + 5 + 3 = 15


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; 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)

"Gotta say, I like the sound of a decoy. Might prove useful."


Don't mind me just bad guys are still getting ready...:

4d100 ⇒ (20, 15, 85, 84) = 204

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'm good now. Nasira, you can save your heal till after

Does anyone have any illusions we can use? Or an obscure, some magic or spell? Garith whispers, asking the other.

He points to the door with the planners, signaling, Knock sign for open and points to indicate that the group is away from the door signaling ranged attacks and then that they need to come out to us.


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

"I am weak in illusions..." The dwarf admits, "I can create a dimension door. It would allow me and two others to move, but that's more mobility than distraction."


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 like that plan" - Zeriax smiles at Pakak.


perception 23:

You here casting coming from behind the door and the sounds of movement coming closer you figure that in another few seconds the doors will be opened. You get a surprise round action.

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

Lol, can someone roll Perception... I can't make that DC

alright, if Zeriax stays with me, I can hold the door, go defensive, and Pakak can teleport in with Mael and Morgrym to attack from 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

perception: 1d20 + 14 ⇒ (4) + 14 = 18

apparently I can't make that dc either


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Didn't expect to make it...


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

Perception: 1d20 + 16 ⇒ (4) + 16 = 20

Really..?

"I am with you brother Garith" - the monk nods.

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

Morgrym, you're out last hope! you can do it!


Moving onward...but if Morgrym makes the perception he is jut not surprised, not it matters with the first turn.

init:

Nasira 1d20 + 2 ⇒ (9) + 2 = 11
Maelchar 1d20 + 2 ⇒ (9) + 2 = 11
Pakak 1d20 + 1 ⇒ (19) + 1 = 20
Zeriax 1d20 + 2 ⇒ (8) + 2 = 10
Morgrym 1d20 + 2 ⇒ (13) + 2 = 15
Sir Garith 1d20 + 1 ⇒ (20) + 1 = 21

1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 3 ⇒ (20) + 3 = 23

The set of double doors to the west bursts open as a crowd of babaus pour out into the larger room you are in. These babaus seems much quicker than normal. 1 stays by the doors as it was it whom opened the doors. 3 rush headlong across the room to get within assault range of Zeriax. The other 2 prevent access past them protecting another creature in the back. Powerful words are intoned as brightly colored hues burst forth from your midst and you all have time to think that they smell like strange mushrooms in a forest before your mind starts to wonder.

Everyone needs to make a will save DC 18 or suffer from confusion. Need d100 rolled and results are 1-25 act normally; 26-50 do nothing; 51-75 do d8+strength to self; 76-100 attack nearest creature roll randomly if multiple

good guys 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

will save dc 18: 1d20 + 15 ⇒ (12) + 15 = 27

maelchar takes a single step forward and strikes at one of the ones on Zeriax.

to hit, cold iron, lawful, magical: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
dmg if hits: 3d6 + 3 + 1 ⇒ (4, 3, 1) + 3 + 1 = 12

to hit, cold iron, lawful, magical: 1d20 + 9 + 1 - 5 ⇒ (5) + 9 + 1 - 5 = 10
dmg if hits: 3d6 + 3 + 1 ⇒ (1, 3, 2) + 3 + 1 = 10

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