Variel's WotR

Game Master Neltji

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

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Sovereign Court

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

vhane is in the corner now? And Morgrym, what square did you step up to?

If Morgrym moved straight up, Vhane had to move back. He's got to be against the wall, but is he In the corner, or down one? And where's the minotaur?

Garth moves up to Vhane, and shield slams his into the wall, taking an AoOs from both

shield slam: 1d20 + 15 ⇒ (13) + 15 = 28
For 1d4 + 5 ⇒ (3) + 5 = 8

And he slams Vhane into the corner of the wall, leaving the dwarf in a heap on the floor.

AC 34 v Vhane


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)

Clink on this link to see latest MAP

If you click on Variel's map link at the bottom of the post, it shows I'm in H 17(top left corner). I had to move into H 16(top right corner) to attack Vhane(Which consists of my last two attacks that missed). Currently, Vhane is in H 16(top left corner). He'll have to move back to H 15 to attack with his glaive on his turn unless he chooses to do something else. And just to be clear, I believe this is correct, but, I've been wrong before.

And I sure hope a 28 hits.


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

Pakak was pleased by his wounding Vhane, less pleased by being torn into...

Five step to avoid AOO...
And he flings a rather simple spell, on the odd chance it will do some good against Vhane if the gods be kind

Ray of Frost as I'm pretty much out of spells. Ranged Touch 1d20 + 5 ⇒ (13) + 5 = 18
Dmg: 1d3 ⇒ 2


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 don't think we are piling on enough buffs - we rarely go beyond Haste :P


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: ]
Morgrym Ironfist wrote:
I believe I'm in square H 16. So as best as I can tell from the last available map, he can back up one more square but then his back is to the wall.

You're right, my mistake. I thought there'd been one more two-step.


Aoo from minotaur 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19 for 3d6 + 9 + 9 ⇒ (1, 1, 1) + 9 + 9 = 21
Aoo from Vhane 1d20 + 15 - 3 + 3 + 3 ⇒ (8) + 15 - 3 + 3 + 3 = 26 for 1d10 + 9 + 9 + 9 ⇒ (3) + 9 + 9 + 9 = 30

Garith does indeed move up and around to tget to the far side of Vhane preventing him from stepping back to use the glaive to full effect. The maneuver pays off as neither Vhane nor the minotaur was able to hit him.

Pakak steps behind the column to unleash a ball of ice at Vhane and hits the dwarf as well.

Bad guys turn
The minotaur steps back away from Irabeth closer to Morgrym to hopefully aid the stricken Vhane.

power attacks on Morgrym 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21 for 3d6 + 9 + 9 ⇒ (5, 4, 5) + 9 + 9 = 32 Hits and after DR is 28 damage which I think drops Morgrym binto negatives but does not kill him even after the rage ends.
iterative attack 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11 for 3d6 + 9 + 9 ⇒ (4, 3, 6) + 9 + 9 = 31
bite 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10 for 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13
gore 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14 for 1d6 + 6 + 6 ⇒ (4) + 6 + 6 = 16

Too close to use the glaive Vhane opts for using a different method of attack activated his deities blessing upon his hand he reaches out to touch Garith. A searing pain lances through Garith as he feels his strength falter (fatigued), a disease try to take hold of him but can not thanks to divine health, and a heaviness come over him (cursed). He then moves out and around Garith suffer and AOO hoping his armor and blessing of his deity will sustain him.

touch attack 1d20 + 15 + 3 ⇒ (2) + 15 + 3 = 20 Just hits I believe even with bastion up. normal touch ac is 13+5 for bastion for 4d6 ⇒ (6, 1, 3, 4) = 14

Garith I need 2 fort saves at DC 18.
First prevents the fatigued condition.
Second prevents the curse for -6 charisma.

map update although I believe that Morgrym is down, unconscious, yet stable.


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: ]

Realized I'm not out of tricks. Some viable options at this point: Some minor healing, removal of the fatigued condition if Garith misses his save, an SLA attack, a normal melee attack, trying to blind the bad guys with my shield - probably just the minotaur, might hit my friends, though. Other options I haven't come up with yet. At this point, I think I need to wait and see what my allies do. I don't think my healing will bring Morgrym conscious, so if I go that way, it will be for the paladin.


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)
DM Variel wrote:
Hits and after DR is 28 damage which I think drops Morgrym into negatives but does not kill him even after the rage ends.

You would be correct, good sir...

Hp's -31/118

...but only barely. :P

@Nasira: If you do go with healing, the "healing the paladin" idea is probably a far better way to go than healing Morgrym. Well, unless you've got a heal spell that you've suddenly remembered that you can cast. ;P


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 passes behind MOrgrym so he is behind Garith (and therefore adjacent in case sudden block can be used), and casts cure serious wounds on Morgrym to stabilize him and make sure he is on the way to being healed.

cure serious wounds: 3d8 + 8 ⇒ (8, 3, 2) + 8 = 21


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)

Lying utterly motionless in a pool of his own blood as various wounds decorate his person, there are a few that manage to close up from the oracle's healing giving reason that the dwarf yet lives.

Finding himself with a hammer in his hand, Morgrym brings it down upon the heated metal. Raising the hammer back up, he pauses and looks around, noticing other dwarves that seem to be inaudible going about their business. With a look of confusion about him, "Where the blazes am I? Wasn't I fightin' for somethin'? I don't think this is where I'm suppose ta be.

A response then seems to come out of nowhere, "It's not, lad."

Morgrym quickly turns his attention directly behind him, noticing a fellow dwarf sitting and smoking a pipe. "How would you know? And do I know ye?"

The pipe smoking dwarf simply shrugs.

Staring at him through narrowed eyes, "Well then can ya answer me this: Am I dead? Am I in the Halls of Torag? Or is this some kinda dream? And if it is, I've got a strange feelin' I need ta be wakin' up." He glances around, unsure about any of it.

The dwarf takes a draw from his pipe and then blows the smoke out. "Nothin' like a good pipe, lad." Rising from his seat, he looks at Morgrym directly, studying him a moment before finally speaking. "Here's what you're gonna have ta do, lad, and trust me on this: That metal you've got in yer hand," he motions toward it with a nod, "keep workin' it. The only way you're gonna get that piece o' metal ta where ya want it is ta keep hammerin' away at it. It's flawed right now but in time... it'll gleam. Just like the Halls of Torag, lad," he says, grinning wryly. Taking another draw from his pipe, "And remember what I told ya, Ironfist, there's nothin' like a good pipe," he repeats with a wink.

Morgrym just stares at the odd dwarf, unsure of the reasoning behind anything he's saying. He then looks to his hammer and then to the piece of metal wondering if there's something special about either one. Then something dawns on him and he turns back to the strange dwarf. "Wait, I never...," he starts but then quickly stops as the dwarf is no longer there, "told ya me name." Morgrym takes a deep breath and shakes his head at the oddness of it all. "Hm. Well, Morgrym, you're either dead or dreamin'. I'm leanin' toward dreamin' but that's only because this place isn't to 'gleamy'." Placing the hot metal back upon the anvil, he stares at it a moment. Shrugging, Morgrym raises the hammer high and goes back to work.

As Morgrym continues to lay motionless upon the floor, one might notice if one weren't occupied fighting a battle, the dwarf's right hand twitch for just a moment.

Hp's -10/118

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 sees Morgrym still breathing...

fort: 1d20 + 15 ⇒ (13) + 15 = 28
fort: 1d20 + 15 ⇒ (8) + 15 = 23
Pft, what pathetic trick is that wretch? Garth asks.

As Vane tries to move, garith slams him again, harder this time, trying to smash him into the wall
AoO slam: 1d20 + 15 ⇒ (16) + 15 = 31
Proned?

Then he attacks...
Demonslayer: 1d20 + 15 ⇒ (7) + 15 = 22
for 1d8 + 6 ⇒ (8) + 6 = 14
Itterative: 1d20 + 10 ⇒ (12) + 10 = 22
for 1d8 + 6 ⇒ (8) + 6 = 14


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

Pakak flings another ray of frost at Vhane, Fall, blast you, fall!

Ranged Touch to hit 1d20 + 5 ⇒ (19) + 5 = 24
Dmg if that hits 1d3 ⇒ 2


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's eyes become mere slits when he sees their valiant companion go down in a pool of blood - "You are most foul" - he growls at Vhane, taking a step to the side but deciding to unleash on the minotaur instead.

He feels distraught at having to shift his focus, but understand this is the wisest path he can take.

5' to H:20, bottom left. Flurry on the Minotaur.

Flurry of Arrows 1: 1d20 + 11 ⇒ (3) + 11 = 14
Damage if it hits: 1d8 + 12 ⇒ (1) + 12 = 13

Flurry of Arrows 2: 1d20 + 11 ⇒ (16) + 11 = 27
Damage if it hits: 1d8 + 12 ⇒ (7) + 12 = 19

Flurry of Arrows 3: 1d20 + 6 ⇒ (2) + 6 = 8
Damage if it hits: 1d8 + 12 ⇒ (2) + 12 = 14

They are probably not Evil Outsiders - if so, +2 to hit and damage.

Bleh, could have rolled slightly better :P


Nasira to go.

Maelchar rushes forward to provide his most powerful healing upon Morgrym. It is enough hopefully to keep the mighty dwarf from expiring but not enough to bring him awake.

Morgrym remains on the ground but the wounds have closed somewhat and he might have mumbled something like ?'gleamy'?

Garith tries to assault Vhane but it seems almost like a stalemate as Vhane is impervious to his attacks.

Pakak though has no trouble hitting the heavily armored but not so nimble dwarf. The damage is small but soon it will be enough as no one else can manage to hit right now.

Zeriax turns to the minotaur and decides to eliminate the threat that way as he hits with his second arrow.


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: ]

Nasira moves down along the wall but behind Irabeth. Presenting her holy symbol, she says, "May Sarenrae's light strike you down!" A beam of blistering light projects forth past the half-orc paladin into the bull-man. I hope.

Searing Light SLA touch attack: 1d20 + 8 ⇒ (13) + 8 = 21

Damage: 4d8 ⇒ (5, 8, 8, 8) = 29


Nasiara moves to a location where she can target the minotaur. Findina nice location she lets go with a searing light blasting the minotaur into the ground where it remains charred and unmoving.


party relationship: friendly

Irabeth moves over to assist Garith in the fight against Staunton. Smiting him with the last of her ability she calls out to Vhane. You have become more powerful since we last met. However you have fallen even farther from Irabeth's embrace. This time you will not excape and will fall unless you repent.

power attack 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26 1d8 + 4 + 4 + 6 ⇒ (4) + 4 + 4 + 6 = 18


Staunton reels form the blow as he turns to finish off Garith with his touch of corruption.

touch attack 1d20 + 15 + 3 ⇒ (13) + 15 + 3 = 31 for 4d6 ⇒ (1, 5, 5, 1) = 12 plus fatigue and cursed (-6 con) DC 18 fort save twice Garith please.

At work so no map update but good guys are up.


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: ]
DM Variel wrote:
Nasiara moves to a location where she can target the minotaur. Findina nice location she lets go with a searing light blasting the minotaur into the ground where it remains charred and unmoving.

Yay! I hoped I could free up another sword to attack Vhane by hitting the Minotaur and it worked!

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

fort: 1d20 + 11 ⇒ (3) + 11 = 14
fort: 1d20 + 11 ⇒ (11) + 11 = 22

aid another: 1d20 + 13 ⇒ (5) + 13 = 18
Garth makes a distracting faint and slams at vhane's blade making an opening for another to 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 steps up next to Pakak and strikes at the dwarf. "Leave my cousin alone, you stunted little pathetic excuse for a dwarf."

to hit: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
dmg if hits: 3d6 + 3 + 2 + 1 ⇒ (5, 3, 3) + 3 + 2 + 1 = 17

to hit: 1d20 + 9 + 1 - 5 - 1 ⇒ (4) + 9 + 1 - 5 - 1 = 8
dmg if hits: 3d6 + 3 + 2 + 1 ⇒ (3, 3, 3) + 3 + 2 + 1 = 15


At long last the final blow to the antipaladin known as Staunton Vhane was delivered. The hammer fell in slow motion as all eyes watched as Maelchar delivered it with both hands. The neck bent at an awkward angle before tendons and bones gave way. Spine shattered severing the cord causing Vhane to drop like a marionette with its strings cut.

It had been a long and brutal fight but once again the heroes of Kenebras and others they have gathered along the way held true to each other and overcame the obstacles before them. Yet even as they caught their breath they looked on at the still Unconsious form of Morgrym while suddenly the ground below gave a small tremble.

Welcome to 9th level!


Top floor opened up


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: ]

Nasira rushes to Morgrym's side and casts her last healing spell even as she digs out the almost-depleted wand of healing.

CLW: 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11 Including bonus from being empowered.


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)

Morgrym groans at his pain as he comes to. Eventually opening his eyes, he notices the pool of blood he's lying in. "I sure hope this is my blood," he says but quickly ponders if that makes any sense. Shrugging, he sits up and looks around. "Did we win?" he asks as he rises to his feet, grimacing as the pain shoots throughout."Because I'm not so sure I did." He notices the still form of Vhane. "Good. Ya managed to end the worthless scum." Raising his hammer to rest upon his shoulder, he moves over next to the fallen evil dwarf. He shakes his head at the sight. "Ya should've stayed on the good guys side." Raising his hammer in both hands, he brings it down upon the skull of Vhane, roaring in anger and pain as he does. And as he does, he nearly loses his balance and has to catch himself. "Whoa! Nearly lost it there. Any of you care for a glaive or some fancy armor? One I don't care for and the other I can't wear. Shame."

Hp's 1/118


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: ]

Nasira moves to steady the warrior, "Easy, my friend. You survived blows that should have killed you twice over." She looks at Garith, "Both of you did. The goddesses do indeed watch over us."

Maelchar, have you healing left today? I'm tapped out other than the wand.


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 over to Morgrym and spends some of his remaining healing on him... luckily he has unspent spells he can use for healing and he starts with the critically wounded Morgrym:

cure serious wounds: 3d8 + 8 ⇒ (5, 6, 2) + 8 = 21
cure serious wounds: 3d8 + 8 ⇒ (3, 1, 2) + 8 = 14
cure serious wounds: 3d8 + 8 ⇒ (4, 5, 8) + 8 = 25

cure moderate wounds: 2d8 + 8 ⇒ (1, 4) + 8 = 13
cure moderate wounds: 2d8 + 8 ⇒ (5, 1) + 8 = 14
cure moderate wounds: 2d8 + 8 ⇒ (2, 6) + 8 = 16

"I still have a little juice left... you need some healing, cousin?"


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)

I'm actually shocked you've got that much left, Maelchar. I figured none of us had squat left.

As the wounds close up fast and furious, Morgrym works out a few kinks but otherwise is feeling better. "Thanks, Mal. And you also, lass," he nods at Nasira. Popping his neck from one side to the other, "Someone tell me we've cleaned this place out. I could use a bit o' rest."

He then moves over to the dead Vhane and rummages through his possessions, acquiring everything he can.

Hp's: 103/118


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

"At last, he's down. We must send word that Vhane is dead, so a certain former servant of his knows I suppose."

He looks at the body of the traitor dwarf, and understands Morgrym's rage. He addresses the corpse,

Dwarven:
"You were a traitor to all that is good in our race, good in our cause. And what did it gain you? Torment rather than reward. Eternal suffering rather than eternal joy. I would pity you if I could muster it, but I am instead just relieved that you plague the world no more."


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)

Morgrym looks up at Pakak, nodding. Returning to the task at hand,

Dwarven:
"I just pray we don't find more of our brethren followin' in his steps. One's bad enough. At least the other was smart enough ta be a coward and run. Maybe there's still hope for that one."


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: ]
Morgrym Ironfist wrote:
I'm actually shocked you've got that much left, Maelchar. I figured none of us had squat left.

I like this combination. Maelchar is actually a pretty good warrior, able to self-buff and keep foes from getting around the frontline and destroy the squishy folks in back or join the frontliners straight up. While he's dealing damage, Nasira is dealing cures. When the battle is done, he can provide healing because he's been using his actions to attack instead of casting spells.

It's a great combination.


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

Morgrym looks up at Pakak, nodding. Returning to the task at hand,

Pakak agrees, and casts detect magic on what is being looted, even as he talks...

Dwarven:
"Our people are best, I think, with a cause and busy hands. We can use them to reclaim and rebuild places like this. You yourself might become a role model for many."

Some rolls to identify
Spellcraft:1d20 + 16 ⇒ (9) + 16 = 25
Spellcraft:1d20 + 16 ⇒ (18) + 16 = 34
Spellcraft:1d20 + 16 ⇒ (14) + 16 = 30
Spellcraft:1d20 + 16 ⇒ (4) + 16 = 20


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)

@Nasira: Interesting. That is a nice combo. Just goes to show you can NEVER have too many healers. :)

Dwarven:

"Aye, I could not agree more. But as for bein' a role model, I'm not so sure I'm the type for that. The last thing I need ta be doin' is showin' me own kind how ta fall in a heap and leave the rest of the group fendin' for themselves. That's just not good tactics," he says with a slight chuckle, although, his own words do appear to sting him a bit.


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

is Pakak really down to 14 hp? if so...

Maelchar notices Pakak is a quite a bit wounded and uses a few spells of curing on him as well.

cure moderate wounds: 2d8 + 8 ⇒ (7, 7) + 8 = 22

cure light wounds: 1d8 + 5 ⇒ (2) + 5 = 7
cure light wounds: 1d8 + 5 ⇒ (5) + 5 = 10

still waiting on word from Garith (and IRabeth too) on whether either of them needs healing or not

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 grimaces and looks down at the shattered skull. Morgrym, i believe his head was requested by the afore mentioned woman... You care to do the honors? he asks the dwarf...

after a moment, I'm sure we can bring other evidence or have her come here to see.

[b]I am leary to see what lies beneath this place... Perhaps we should do so in the morning, or just look down to assess any immediate threats.

I'm only down 29hp, but a heal or two would be nice


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

clw on Garith: 1d8 + 5 ⇒ (3) + 5 = 8
clw on Garith: 1d8 + 5 ⇒ (3) + 5 = 8
clw on Garith: 1d8 + 5 ⇒ (2) + 5 = 7


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

Dwarven:
"Do not doubt yourself, Morgrym, That is my niche."
He gives a chuckle back, but there is sincerity in the humor
Spoiler:
"We will simply have to strive and do our best."

Then healing comes in from Maelchar, "Thank you, Maelchar. I was not as bad off as some, but that's the most greviously wounded I've been in a long time. "


party relationship: friendly

Iomedae has seen fit to protect me and strengthen me. I was only touched by the Minotaur once. If need be I can channel iomedae's blessing as well to heal if need be.

Channel healing 3d6 ⇒ (3, 3, 6) = 12 and3d6 ⇒ (6, 4, 2) = 12

Looking at the defeated dwarf, As for Vhane's head I am certain that even in its current condition it would be proof enough. She never stated what condition the head must be in.

While we know that something nefarious is occurring downstairs we have no knowledge of what that might be. We are in no state to undertake any missions at the moment. I agree with Garith that we must rest and recoup before descending below. Although we have not seen any signs of a path downward.


Pakak you find that the following items that are magical on Vhane that you could identify...

+3 spiked full plate, +1 returning throwing axe, Soulshear (just got it), amulet of natural armor +2,

More checks to identify

belt, headband,

You also find a skeletal key to Citadel Drezen, 3 potions of cure mod and 2 empty vials that you think contained potions of cat's grace and eagle's splendor.

Soulshear:

this intelligent +2 transformative glaive is infused with a babau’s sentience and eagerness for murder. Soulshear is capable of hiding its evil nature with misdirection, and if its wielder’s alignment isn’t chaotic evil, it delights in infiltrating enemy forces to create personality conflicts with its wielder, manipulating his downfall through acts of conspiracy, betrayal, and murder. Even without dominating those who carry it, Soulshear can occasionally summon a babau demon to clandestinely carry out its will. These summonings often result in unexplained murders, or even the
death of Soulshear’s owner so the glaive can pass to further victims or be returned to the devoted cultists of Baphomet.
Soulshear can use misdirection on itself three times per day, typically selecting an unaligned magic item carried by its wielder to hide its evil. Once per day, it can cast summon monster v but to only summon a babau.


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

Pakak eyes Soulshear, "That thing is an abomination. Be wary of touching it less it influence you. It's magics are meant to trick, deceive, corrupt and spread evil."

He explains what the other things are even as he glances at the remaining two items.

Spellcraft belt: 1d20 + 16 ⇒ (14) + 16 = 30
Spellcraft headband: 1d20 + 16 ⇒ (1) + 16 = 17

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

Headband spellcraft: 1d20 + 6 ⇒ (6) + 6 = 12+2 if made by someone evil


Belt of mighty con +4
Headband of ???


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

Zeriax will pocket that skeleton key if you boys and girls don't mind :D

I'm not the obvious choice for the belt of Con, but if there is a 'hand me down' one, I might just take it.

And damn, but Soulshear is cooooool ;)


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

spellcraft headband: 1d20 + 5 ⇒ (1) + 5 = 6

lmao


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 a grin forms,

Dwarven:
"Alright, fair enough. Sounds like a plan, brother. 'Better' will be me goal then,"
he says, giving Pakak a clap on the shoulder.

Turning to the paladin, "Sure, I'll grab his head. Gonna need a blade though. I'm thinkin' me hammer is probably not gonna get it done. And I agree as well about restin' up. I'm spent."

Hp's 118/118


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: ]

Nasira offers her scimitar to remove the evidence.

Spellcraft to identify headband: 1d20 + 13 ⇒ (5) + 13 = 18

It's not meant to be.


Unfortunately no one can decipher the headband even though many have looked at it. In the meantime morgrym decapitqtes what is left of the head of Vhane and begins to take it back to the barbarian to the south. Lang the way he sees Staunton's brother who tries unsuccessfully to hide and escape notice.

What are the rest of you all doing? Still healing up, looking into the next rooms?

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

Zeriax? Lets take a look in here. Can you check for traps and wards? Garith will check the next room after its cleared.


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 right beside or one step behind Garith depending on room to maneuver, ready to slap another heal on the paladin if they encounter anything hostile.


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
Sir Garith Mordrand wrote:
Zeriax? Lets take a look in here. Can you check for traps and wards? Garith will check the next room after its cleared.

"Let us do that, Brother Garith" - Zeriax nods, his eyes shining momentarily as he invokes the magic within, then moving ahead to scout the first level thoroughly.

Casting Detect Magic, and then scouting the remaining areas carefully.

Will take my time - Taking 10/20 as allowed, for 27/37.

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