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

upon hearing the words of the divination Garith utters a single syllable, S&@~

Well, I'm glad we didn't use the oil yet, this merits further investigation as to the nature of the dragon's return. If they have devices to corrupt the wardstones, and artifacts, there could be in the enemy's possession, similar methods for tainting souls...

Nasira, we may want to wait till the next day to do a thorough divining, as we have a shadow in the basement to kill sooner rather than later?


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: ]

Good grief. OK, here's what Nasira's doing today. She gets up and preps her spells for the battle of the basement. (I hope I can manage that selection well.) She then uses the scroll of divination as described previously. Tomorrow, assuming we haven't found something more pressing, she will be doing what she can to learn more and determine the meaning behind the response to the divination. Primary limitation for her divination spells is going to be focus and/or material components.


There is no mirror that is worth that much but you should be able to acquire the material components for commune.

Perfect response Garith. Was laughing fir quite sometime in that 1 word response.


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)

Shaking his head, "Yeah, that doesn't sound good at all. It sounds ta me like they've brought him back alive, and now he's on their side. Which would make the oil absolutely useless seein' how he's already alive. Blast it all! Their cheatin'! Stinkin' cheaters!" He punches his hand with his opposite fist.


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

Noticing Gareth is still in need of some healing, Maelchar steps up and uses one of his last few spells to aid his cousin.

cmw: 2d8 + 9 ⇒ (2, 7) + 9 = 18


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

Then one more on Gareth

clw: 1d8 + 5 ⇒ (2) + 5 = 7

"That should just about do you, Cousin... "


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: ]

Posted in the discussion thread by mistake: Nasira considers what she knows and rumors she's heard about shadow demons, trying to develop a strategy for the coming fight. (Rolled a 24 against a DC of 17, asked for vulnerabilities. Anyone else want to roll and see what else we can learn?


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

know planes: 1d20 + 11 ⇒ (6) + 11 = 17


After determining that it is possibly a wasted effort to use the Oil of Life at this time and that more study and information is needed to proceed the group of heroes takes some rest and a chance to sleep. In the morning after ablations are finished they make their way back to the room containing the stairs leading down.

The dungeon lies about 40 feet under the citadel’s ground floor. The ceiling height averages to 20 feet, and demonic carvings and twisting runes decorate the walls. Numerous patches of pulsating, luminescent red lichen brought from the heart of the Worldwound provide dim lighting
throughout the dungeon, growing in patches along the walls and ceiling.

Map of Basement

Descending the stairs you come to a set of double iron doors set solidly in the bedrock. The doors are locked but after some time Zeriax is able to get them open.

The walls of this chamber hold numerous dark, narrow prison cells. Around the main entrance stands an iron cage, with a cell door blocking entrance into the main vault. Desiccated corpses can be seen in some of the cells even from where you are standing as the bodies appear to have slowly starved to death.

know planar DC 22:

The basement level has been tainted heavily by the demon presence and by spells granting it some differing planar traits.

Enhanced Magic chaotic or evil: Particular spells and spell-like abilities are easier to use or more powerful in effect on planes with this trait than they are on the Material Plane. Natives of a plane with the enhanced magic trait are aware of which spells and spell-like abilities are enhanced, but planar travelers may have to discover this on their own. If a spell is enhanced, it functions as if its caster level was 2 higher than normal.

Impeded Magic lawful or good: Particular spells and spell-like abilities are more difficult to cast on planes with this trait, often because the nature of the plane interferes with the spell. To cast an impeded spell, the caster must make a concentration check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.

Whispers of Madness: Demonic spirits haunt the walls of the dungeon, and while their constant whispering never becomes loud enough to allow intelligible speech to be heard, the constant susurrus grates on the mind. At the start of every hour spent in the dungeon, non-chaotic-evil creatures must succeed at a 14 Will save to resist taking 2 points of Charisma damage as the whispering slowly drives them mad

know arcane DC 24:

The entire area as well is covered by the Unhallow spell:

First, the site or structure is guarded by a magic circle against good effect.

Second, the DC to resist negative channeled energy within the spell's area of effect gains a +4 sacred bonus and the DC to resist positive energy is reduced by 4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell.

Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.

Dimensional anchor: Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.


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: ]

Knowledge (Planes): 1d20 + 8 ⇒ (10) + 8 = 18

I need a little help here!

Knowledge (Arcana) aid: 1d20 + 5 ⇒ (9) + 5 = 14

And I have a little help to offer here!

Sovereign Court

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

planar: 1d20 + 12 ⇒ (10) + 12 = 22

As the doors open garith's gace twists with disgust. He whispers, [b]This place is thick with demonic Taint. Our foes will be pretected from us magic circle. The site empowers evil magics and makes ours more difficult to cast, as well as empowering death magic Negative CHanneled Energy while Dampening the affects of light when used against the undead of fiends Positive energy

ANd the voices in the walls will drive us slowly to madness

1d20 + 12 ⇒ (14) + 12 = 26 am i able to get any more info on shadow demons? I'd go for Special attacks

will: 1d20 + 8 ⇒ (9) + 8 = 17


Info on shadow demons:

Typical shadow demons are CE medium outsiders (chaotic, demon, evil, extraplanar, incorporeal) with quick reflexes and instinctiveness (+8 init) that can see in darkness (darkvision and perception +20). Being made of shadows they are normally powerless in sunlight.

sunlight powerlessness: A shoadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can only take a single move or standard action. A shadow demon that is possessing a creature using magic jar is not harmed by sunlight but if it is struck by a sunbeam of sunburst spell while possessing a creature the shadow demon is driven out of its host automatically.

As far as you know it has no other vulnerabilities.

Oh yeah everyone needs to make a will save DC 14 please or suffer 2 charisma damage. Game time 0800.


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: ]

Nice. I can do daylight.

"The creature, if it is truly a shadow demon, is susceptible to Sarenrae's light. When we find it, I will try to bring it forth to stagger the fiend."

Will save DC 14: 1d20 + 10 ⇒ (17) + 10 = 27

Edited


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 ⇒ (10) + 15 = 25 please don't be a 1


I know you can Nasira :(


update on typical shadow demons from Garith's knowledge check:

Special attacks:

Pounce: full attack on a charge

Sprint: Once per minute for 1 round the shadow's fly speed is 240

Shadow Blend: During any conditions other than bright light a shadow demon can disappear into the shadow as a move-equivalent action effectively becoming invisible. Artificial illumination of light spells of 2nd level or lower do not negate this ability.


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: ]

Slight retcon now that my spells are worked out. Nasira will cast status on the party after preparing spells. It should last 9 hours.

Feeling the chill of the evil wash over her and her friends, Nasira casts a charm of protection over them all.

For length:
Protection from evil, communal, divided among the group evenly (how many of us are there? Garith, Maelchar, Zeriax, Pakak, Morgrym, Nasira, am I missing anyone? If not, the spell will affect Morgrym, Garith, and Zeriax for two minutes each; it will affect Maelchar, Pakak, and Nasira for one minute 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

give someone else 2 minutes, Maelchar can cast his own as a sla


Nasira don't forget to make the concentration check for it being a good spell. DC is 20+spell level.


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: ]

Concentration DC 22: 1d20 + 15 ⇒ (4) + 15 = 19

Nope.


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: 1d20 + 14 ⇒ (8) + 14 = 22

I guess that Knowledge (Arcana) roll is for Pakak ;)

"The foulness of this place is uncanny" - Zeriax offers through clenched jaws, his mind fighting off the whispers in the air.

Attuning his senses to magical auras, the monk surveys the area.

Casting Detect Magic, checking the area from where we stand.

"Garith, Nasira, the corpses of these poor around us... Do they offer any threat? Should I advance towards the gate?"


Assuming a detect evil is used by Garith...

The very walls and air of this place are tainted with evil yet the corpses themselves do not radiate any more evil than the air around them.


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 changed my mind - a more resilient type should go ahead and check if the gate is open. If it is not, Zeriax will get into action :)


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

Knowledge Planes 1d20 + 16 ⇒ (6) + 16 = 22
Knowledge Arcane: 1d20 + 16 ⇒ (12) + 16 = 28

"We are in danger here... many fell magics, a taint...whispers of the mind, and a weakening of the good. Ingrained it feels as if in the very walls."
Pakak will share what he knows, or what he doesn't...

"It's an unnhallow spell at work..."

Will save: 1d20 + 7 ⇒ (7) + 7 = 14+2 more if dwarven resistance applies

Can I dispel this mess?


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 he looks around, "You're not kiddin'. Kinda reminds me of the bad ol' days," he states plainly, nary a grin to be found.

Will: 1d20 + 6 ⇒ (17) + 6 = 23


You could try to dispel the unhallow effect Pakak but not the rest of the planar conditions.


Zero a. Picks the lock on the gate in front of the. Waiting anxiously for some hidden force to descend upon them. However it seems this area is cleared for now.


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: ]

At what point does the effect that causes the concentration check for spellcasting affect us? Within the gate? Some distance outside?


As soon as you descend the stairs to go into the basement. So yes if what you are asking is if you could leave, cast a spell, and return that is a possibility but if would just shorten the duration you have to use the spell.


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: ]

The thought occurred to me, but should be able to make that check and she's not that tactical.


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

After opening the gate, Zeriax doubles back to the left, his senses in full alert as he scans all the alcoves, and then the room in hi path.

Moving along counter-clockwise. Detect Magic still up.

Stealth: 1d20 + 14 ⇒ (20) + 14 = 34
Perception: 1d20 + 18 ⇒ (7) + 18 = 25


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

Pakak chants and attempts to dispel the effect of the unhallow
Mythic Dispel Magic: 1d20 + 9 ⇒ (20) + 9 = 29


Wioth the gate opened Zeriax moves quieter than a shadow. As he moves forward he scans the bodies of the dead looking for signs of movement, signs of unlife, signs that some malignancy is waiting for him. to his relief though nothing manifests before him. Was this due to nothing being there or that they are unable to perceive the shadow that is Zeriax.

Meanwhile Pakak identifies that which is partially corrupting the basement. It is a massive evocation of evil incarnate. Focusing on the words needed and the power within himself Pakak recites the litany required to end the unhallow effect. As the last nuance of arcane power leaves him the air around crackles with energy. The unhallow effect seems to withdraw from the released power momentarily before reverting back to full effect with no diminishment.

Even with the nat 20 Pakak it was not good enough. close though.


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

Pakak frowns, "I am not powerful enough. I am sorry friends"


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

Pakak considers, and then remarks a run, "Enough defeatism... I must remember that the gods of light are with us as well, and I must know that they trust my magic for a reason!"

Surge to add to the above since the Dm is allowing it 1d6 ⇒ 1

Good grief.


As the unhallow starts to come back Pakak growls in frustration as he unleashes more power behind the incantation. Suddenly it seems a burst of light shoots through the dungeon as the unhallow spell is dispelled...for now!

CL 19 needing a 30 to dispel. Good thing it wasn't a caster level 20.


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

No kidding... dice are determined to keep Pakak humble
Pakak wipes his brow, but smiles as the unhallowed nature of the place at least has been removed.
"At least one fell working on this place is undone. Hopefully that will buy us time."


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

Variel, what about the room opening up on K:33?


Zeriax this room looks like it was once were the jailers were stationed to keep an eye on the prisoners. It is empty now that all of the prisoners are dead. You do not see any mattresses or other furnishings that would indicate that they slept down here so you can assume that they went back up into the citadel when they were off their shift.


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

Variel, any chance to have the most current map always linked up top for easy reference (like the basement one in this case?)

After checking one side, Zeriax doubles back to the other, doing the same.

It is impossible to deny that the heavy ambiance has been relieved somehow. He had heard Pakak's strong words, as the dwarf intoned his mighty magical powers. With a smile of recognition, the monk plods ahead.

Now going clockwise until Q:33. If new rolls are needed:

Stealth: 1d20 + 14 ⇒ (9) + 14 = 23
Perception: 1d20 + 18 ⇒ (7) + 18 = 25


The area to the south looks the same as the one to the north. This is the area where the jailers congregated. Outside of that here is nothing else of note currently.

At work so can't change the map link, however I will put it in my header so when DM Variel posts the link will be there.


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

In that case, Zeriax gets to work on the door ;)

Perception for listening and traps?: 1d20 + 19 ⇒ (12) + 19 = 31
Disable Device if needed?: 1d20 + 18 ⇒ (14) + 18 = 32

I want to stay in stealth - let me know if I need to roll again.


3d20 ⇒ (2, 17, 13) = 32 perception fail
3d20 ⇒ (2, 12, 18) = 32 location

Listening at the door to the east reveals nothing on consequence so Zeriax continues to open the doors exploring more of the dungeon. What he sees peeking around the door makes him shudder as a long passageway extends past multiple prison cells before ending within a barred chamber to the east. An alcove along the south wall includes another set of iron doors leading south, while opposite this a barred gate provides access to another set to the north. The shudder is that he sees a trio of tormented souls guarding the hall—spectres formed from the souls of crusaders who underwent particularly vile rituals designed specifically to transform them into these creatures upon death. Each appears as a horribly mangled human paladin with limbs broken in multiple places, and they reach out to suck the life from any living creatures. The closest spectre is only 10 feet away!

Zeriax you get a surprise action

init:

Nasira 1d20 + 2 ⇒ (19) + 2 = 21
Maelchar 1d20 + 2 ⇒ (15) + 2 = 17
Pakak 1d20 + 1 ⇒ (18) + 1 = 19
Zeriax 1d20 + 2 ⇒ (6) + 2 = 8
Morgrym 1d20 + 2 ⇒ (9) + 2 = 11
Sir Garith 1d20 + 1 ⇒ (6) + 1 = 7

spectres 1d20 + 7 ⇒ (9) + 7 = 16

Map update in profile header


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

Thanks for the map link on the provile Variel ;)

Zeriax immediately doubles back around the corner, signaling to his companions with 3 fingers, and whispering - "Spectres..."

Moving to K:40 and warning the others.

Knowledge (Planes): 1d20 + 4 ⇒ (7) + 4 = 11


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: ]

Knowledge (Religion): 1d20 + 6 ⇒ (2) + 6 = 8 Nothing, sorry.


While not able to detect that Zeriax was there, the open door was enough of a sign for the spectres to investigate. Floating down the hallway only 1 of them is able to make it past the door and see warm fleshy bodies just waiting to be sucked dry.

1d2 ⇒ 1 G or M

The spectre reaches out with a mangled arm touching the sturdy paladin on the chest. Underneath his armor Garith can feel the life being sucked out of him as the skin chars and blackens.

flat footed touch attack 1d20 + 10 ⇒ (4) + 10 = 14 for 1d8 ⇒ 3 plus energy drain

Garith need a DC 16 fort save or suffer 2 negative levels.

Know religion is what is needed here Dc 17:

LE Medium undead (incorporeal)
darkvision
Aura: unnatural aura: animals will not approach unless a successful handle animal at DC 25 forces them to get within 30 feet. Otherwise they panic and flee away. For every 5+ over the DC you get to know 1 more thing.

Good guys are up. Map is in profile header.


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: ]

Well, she might not know their proclivities, but she knows they won't like this.

Nasira raises her holy symbol and calls out for the Dawnflower's blessing.

Channel energy to harm undead; Will DC 19 half: 5d6 + 4 ⇒ (4, 1, 5, 5, 4) + 4 = 23


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

know religion: 1d20 + 9 ⇒ (10) + 9 = 19

Maelchar provides the basics to all as he creates a lucerne hammer and imbues it with lead blades.


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)

"Blast! Deaders!" the dwarf yells, swinging his hammer again and again at the undead.

Mwk Cold Iron Earth breaker w/PA: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 2d6 + 20 ⇒ (3, 2) + 20 = 25

Mwk Cold Iron Earth breaker w/PA: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 2d6 + 20 ⇒ (2, 2) + 20 = 24

AC 23/12 touch; Hp's 140/140

Is it 50% to whether you hit or not? And do non-magical weapons affect them at all? If not, then I can't do anything.

You know, with those rolls, I've a pretty good feeling that it's gonna be a "no" to my second question which ultimately makes the first question moot.


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:

Is it 50% to whether you hit or not? And do non-magical weapons affect them at all? If not, then I can't do anything.

You know, with those rolls, I've a pretty good feeling that it's gonna be a "no" to my second question which ultimately makes the first question moot.

d20pfsrd.com wrote:

An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.

Sorry, Morgrym.

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