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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Zeriax fires 3 shots at the vampire as he cares little for cover or obstacles in his way. The arrows thud 1 after the other

flurry of arrows 1d20 + 14 ⇒ (16) + 14 = 30 for 1d8 + 7 ⇒ (6) + 7 = 13
arrow 21d20 + 14 ⇒ (16) + 14 = 30 for 1d8 + 7 ⇒ (7) + 7 = 14
hasted arrow 1d20 + 14 ⇒ (7) + 14 = 21 for 1d8 + 7 ⇒ (2) + 7 = 9
iterative arrow 1d20 + 9 ⇒ (12) + 9 = 21 for 1d8 + 7 ⇒ (8) + 7 = 15

Zeriax is able to hit the vampire twice dealing some nice damage to Theruk but he can tell after the first arrow found its mark that a special material is needed against it to bypass the DR. Switching to silver he is able to determine that yes silver is needed to hurt the vampire.

Hearing NAsira call out for a way to remove the magical effects upon the vampire So'rien moves up and casts dispel magic as does Pakak.

dispel check 1d20 + 9 ⇒ (16) + 9 = 25 eldritch breach ability 1d20 + 9 ⇒ (8) + 9 = 17

dispel check 1d20 + 9 ⇒ (13) + 9 = 22 eldritch breach ability 1d20 + 9 ⇒ (1) + 9 = 10

1d6 ⇒ 2
1d5 ⇒ 5

Although unsure of which effects they were targeting both Pakak and So'rien believe that they were successful in bringing down some of the spells surrounding Theruk.

Theruk's turn

The spectral weapon continues to attack Zeriax but it seems a bit less powerful as it was previously. 1d20 + 7 + 4 - 1 ⇒ (16) + 7 + 4 - 1 = 26 for 1d8 + 3 ⇒ (5) + 3 = 8
second attack 1d20 + 7 + 4 - 5 - 1 ⇒ (6) + 7 + 4 - 5 - 1 = 11 for 1d8 + 3 ⇒ (5) + 3 = 8

Theruk, outnumbered and bereft of 2 of his spells, opts for an alternative option as he defensively tries to dispel Maelchar's see invisibility.

concentration 1d20 + 11 ⇒ (1) + 11 = 12

Unable to concentrate with the press of bodies around him the spell fizzles to the ground.

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

Maelchar focuses all his damage into one vital strike...

to hit: 1d20 + 9 + 1 + 2 ⇒ (19) + 9 + 1 + 2 = 31
dmg if hits: 6d6 + 3 + 2 + 1 ⇒ (2, 5, 5, 3, 2, 1) + 3 + 2 + 1 = 24

spells in effect:

on great sword:
lead blades 3d6 base dmg
keen edge 17-20 crit threat range
weapon of awe +2 dmg, if crits, foe shaken no save
weapon is lawful, magical and cold iron
on himself:
haste +1 ac +1 to hit +30' move
shield of faith +3 ac
protection from evil +2 ac vs evil, +2 saves vs evil
(AC total 31 vs babau)
invisibility purge


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: ]

Maelchar: What's your current weapon choice? Was that a crit threat?

-----------------------------------------------------

The cleric's own ghostly weapon attacks the vampire.

Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Iterative: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Crit confirmation: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

I don't think either of those hit, but the crit confirmation roll was just in case I'm wrong. Not that it helped anything.

-----------------------------------------------------

Nasira moves into the room and casts prayer to aid her friends and cause the vampire's efforts to be even more difficult. Move to V63, please.


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 actually tries to help his allies in bringing down the vampire, his anger even greater due to the fact he missed so horribly the last time.

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 2d6 + 23 ⇒ (2, 3) + 23 = 28

(Haste)Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 2d6 + 23 ⇒ (2, 1) + 23 = 26

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 2d6 + 23 ⇒ (1, 4) + 23 = 28

AC 25; Hp's 167/167; Acid/Cold resist 5; Attacks: Good aligned, +1d6 vs. Evil Outsiders; DR 4-; Rage 6/32


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

using a greatsword with keen edge on it, so yes it's a crit threat.. i wasn't paying attention - thanks for catching that.

to confirm: 1d20 + 9 + 1 + 2 ⇒ (20) + 9 + 1 + 2 = 32
extra dmg if crits: 3d6 + 3 + 2 + 1 ⇒ (2, 4, 3) + 3 + 2 + 1 = 15

so assuming it hits and is a crit, that's 39 dmg less his dr

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

As the others rip into the vampire, Garith gives the vamp a toothy fanged smile. Impotent? Tell me, withered husk...

Garith steps up and Smashes the vampire into the wall sending him crumpling to the ground.
Shield Slam: 1d20 + 15 + 1 + 1 - 3 ⇒ (17) + 15 + 1 + 1 - 3 = 31
for 1d4 + 5 + 6 + 1 ⇒ (1) + 5 + 6 + 1 = 13

Looking down on the vampire, he asks ... that makes you what?

He then follows up with two swift strikes with the Radiance while he's down

Hasted Radiance: 1d20 + 16 + 1 + 1 - 3 + 4 ⇒ (10) + 16 + 1 + 1 - 3 + 4 = 29
the +4 is for vampire being prone
for 1d8 + 7 + 6 + 1 ⇒ (2) + 7 + 6 + 1 = 16

Itterative Radiance: 1d20 + 11 + 1 + 1 - 3 + 4 ⇒ (11) + 11 + 1 + 1 - 3 + 4 = 25
for 1d8 + 7 + 6 + 1 ⇒ (4) + 7 + 6 + 1 = 18


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: ]

Just checking making sure you guys are including +1 luck bonus on your attacks. I don't know if Maelchar gets it since he posted before me.


Maelchar brings his greatsord down in a mighty arc cutting through the magical and mundane defenses of the vampire. The only thing that kept the blow from being truly terrible is the vampires DR to all weapon damage that is not magical and silver. The vampire was even able to shrug off the debilitating effects of the weapon of awe as it is not subject to fear effects.

Nasira tries to retaliate with a spiritual weapon but even with Pakak and So'rien knocking down 2 spells that still left enough to keep Theruk from being hit. She does aid her companions and hinders Theruk with a nicely placed prayer spell.

Morgrym, furious at his woeful performance with his previous swing, attacks with a vengeance. Alas his first blow is wide of the mark but he keeps hammering away. His second attack breaks through and the might of MOrgrym is revealed as the blow is struck. Again the vampire is resisting the damage as the party is used to fighting demons and not the undead. MOrgrym's last attack is short of the mark by far.

Garith steps up and continues the tactic of bashing with the shield knocking the vampire prone while following up with decisive blows from Radiance. The first attack hits drawing black blood but the follow up misses.

29 hits but 27 misses so far. Likely to change next round though. 54 damage this round thus far as well. Not too shabby.


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

So'rien looks upon the others and summons within himself the mythic power which was thrust upon him, seeking to do good with it instead of the evil in which it was originally intended. Pulling out a small silver ring he reaches into the mystical energies and exerts his will upon them before flinging his hands forth at his allies. Their weapons take on a silvery sheen.

Wild Arcana to Cast Heart of the Metal. 9 weapons become silver for the purposes of overcoming damage reduction for 9 minutes. This will apply to the groups 3 fighters (Maelchar, morgrym, and Garith) and 5 pieces of Zeriax's ammunition.

If necessary I will move so I can see everyone. Also, sorry for the delay!

So'rien also says to the group Someone imbue Morgryms weapon with magical energy!


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

MOrgrym doesn't have magic weapons already?


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

nvm, just looked at his attack sequence and they are all just mwk...sigh... I can do magic weapon on one of them, unless Pakak has a mass magic weapon spell or something


Nice use of a mythic point there to get past DR So'rien. As for Magic weapons i think as soon as you guys get past this dungeon sequence and get to some downtime that is going to be Morgrym's first point of emphasis to those who are able to craft items.

So'rien, where are you tracking resources again? Maelchar as well. I know you cast some spells but in your profile it looks like you still have a full complement available.


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

Sorry my bad. Forgot to do that. I'll try and start putting a status with them when I post.

Current complement of spells:
3 4th level
4 3rd level
8 2nd level
6 1st level

4 mythic points spent


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 spell! So - Morgrym's hammer, Maelchar's greatsword, Garith's sword and shield, and five arrows, right? (I do not have magic weapon prepared, sorry.)


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

correct :-) and thanks!


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

Guys, apologies for this long period without posting - it was all family time ;)

Zeriax nods as So'rien's spell takes place. Sidestepping slightly to his right, he unleashes a torrent of silver arrows at their undead adversary - "Words of truth, brother Garith" - he adds to his companion.

5' to W:56. Flurry of silver arrows from Heart of the Metal

Flurry 1: 1d20 + 14 ⇒ (15) + 14 = 29
Damage if it hits: 1d8 + 14 + 3 ⇒ (1) + 14 + 3 = 18

Flurry 2: 1d20 + 14 ⇒ (4) + 14 = 18
Damage if it hits: 1d8 + 14 + 3 ⇒ (2) + 14 + 3 = 19

Flurry 3: 1d20 + 14 ⇒ (3) + 14 = 17
Damage if it hits: 1d8 + 14 + 3 ⇒ (5) + 14 + 3 = 22

Flurry 4: 1d20 + 9 ⇒ (7) + 9 = 16
Damage if it hits: 1d8 + 14 + 3 ⇒ (4) + 14 + 3 = 21

Aaaaaaand I'm back with a mighty string of rolls indeed...


Zeriax moves slightly to where he can see his target as the doorway was blocking his line of sight. Using the techniques taught him he was able to bring 4 arrows to bear on the target. However even with ignoring his friends the fact that Theruk was prone on the ground made it harder for him to hit. All 4 of the arrows bounced off the walls or defenses of Theruk. 1d4 ⇒ 2 of the arrows remained intact though and could be gathered up for further use.

Hearing a call out for a magic weapon Pakak rushes forward and enchants 1 of Morgrym's weapons now allowing 1 of them at least to fully impact Theruk.

Theruk for his part growled a curse at his luck as he tries to cast another spell from the ground.

concentration check 1d20 + 12 ⇒ (17) + 12 = 29

This time he succeeds as he pops up to a standing postion before you can react to him. He then tries to tumble past you all to reach the doorway.

acrobatics 1d20 + 15 ⇒ (20) + 15 = 35

Succeeding beyond all measure he is able to make it to the doorway. As he steps out of the cell though Maelchar is able to get an attack on him as he lets his acrobatics lapse. Making good his exit and pinning you in the room with fewer people to come at him he sneers at Garith. Not so easy am I. for all your posturing you still are unable to do anything to me.

You also see that some of his wounds have started to heal themselves.

spellcraft DC 19:

He cast Blessing of Fervor and took the option to stand as a swift action without provoking an attack of opportunity. He is at least a 7th level divine caster.

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

Maelchar's attack (aoo?): 1d20 + 9 + 1 + 2 + 1 ⇒ (17) + 9 + 1 + 2 + 1 = 30
dmg if hits: 3d6 + 3 + 1 + 2 + 1 ⇒ (5, 5, 1) + 3 + 1 + 2 + 1 = 18


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11

So'rien, with a twist of his hands and a throwing motion, picks Morgrym up and hurls him at the Vampire, imparting the ability to immediately attack the fell creature.

Telekinetic Charge - hurls an ally at an opponent and allows the ally to make an attack as an immediate action with a +2 bonus to his attack. Also I just set him up to full attack this round instead of just once. :-) Morgrym if you wish to resist it's a DC 26 will save. ;-)

So'rien then moves to the other side of Zeriax. X53

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

If I can take a shot before the dwarf-toss for a Fleet charge

Shiels slam: 1d20 + 15 + 1 + 1 - 3 + 2 ⇒ (14) + 15 + 1 + 1 - 3 + 2 = 30
For 1d4 + 5 + 6 ⇒ (4) + 5 + 6 = 15 bypass Dr

With haste I can follow him, and try to push to T58 and prone if possible

Then full attack w/magic and silver
Radiance: 1d20 + 17 - 3 ⇒ (4) + 17 - 3 = 18
for 1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21

Haste: 1d20 + 17 - 3 ⇒ (13) + 17 - 3 = 27
for 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18

Itterative: 1d20 + 12 - 3 ⇒ (8) + 12 - 3 = 17
for 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19

And For your posturing you have managed to scurry away like a rodent?


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's attack, continues (see above)

confirming the crit: 1d20 + 9 + 1 + 2 + 1 ⇒ (7) + 9 + 1 + 2 + 1 = 20
addl dmg if crits: 3d6 + 3 + 2 + 1 + 1 ⇒ (1, 5, 1) + 3 + 2 + 1 + 1 = 14

nvm, I'm sure a 20 won't confirm


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's standard action to attack:

to hit, vital strike: 1d20 + 9 + 1 + 2 + 1 ⇒ (1) + 9 + 1 + 2 + 1 = 14
dmg if hits: 3d6 + 3d6 + 3 + 2 + 1 + 1 + 3 ⇒ (4, 6, 5) + (4, 5, 4) + 3 + 2 + 1 + 1 + 3 = 38

nice dmg roll, but sadly a 1 will not hit anything...

current effects:

on great sword:
lead blades 3d6 base dmg
keen edge 17-20 crit threat range
weapon of awe +2 dmg, if crits, foe shaken no save
weapon is lawful, magical and cold iron
on himself:
haste +1 ac +1 to hit +30' move
shield of faith +3 ac
protection from evil +2 ac vs evil, +2 saves vs evil
(AC total 31 vs babau)
invisibility purge
heart of the metal - greatsword is silver for 9 rounds


Garith, on your shield slam you push the foe straight back so there is no chance to move him north and thus prone him. You would be in the doorway with Theruk moved 5ft to the west.

If Garith is going first then Morgrym you would be positioned on the far side of Theruk but would take an AOO to get there. Also for Maelchar to get past Garith he would provoke coming through the doorway that Garith is standing in as well. Just making sure you all understand the situation before I resolve the attacks.


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

The silvery arrows, magically imbued by So'rien's magical power are all but spent, however armed with the knowledge that such material should prove efficient against their mighty opponent, Zeriax reverts to using his own silver tipped arrows.

"Friend So'rien, please move back to safety" - the monk urges, taking himself a step back, and again unleashing a rain of silver streaks at the vampire.

5' step to W:55. Flurry of silver tipped arrows.

Hey So'rien, where is Mr. Shin? :D

Silver Flurry 1: 1d20 + 12 ⇒ (17) + 12 = 29
Damage if it hits: 1d8 + 12 + 3 ⇒ (4) + 12 + 3 = 19

Silver Flurry 2: 1d20 + 12 ⇒ (20) + 12 = 32
Damage if it hits: 1d8 + 12 + 3 ⇒ (5) + 12 + 3 = 20

Silver Flurry 2 CRIT?: 1d20 + 12 ⇒ (20) + 12 = 32<-YES!
Additional damage if it crits: 2d8 + 12 + 12 + 3 + 3 ⇒ (5, 2) + 12 + 12 + 3 + 3 = 37

Silver Flurry 3: 1d20 + 12 ⇒ (6) + 12 = 18
Damage if it hits: 1d8 + 12 + 3 ⇒ (7) + 12 + 3 = 22

Silver Flurry 4: 1d20 + 7 ⇒ (12) + 7 = 19
Damage if it hits: 1d8 + 12 + 3 ⇒ (8) + 12 + 3 = 23

MUAH! Finally some decent shots ;)


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: ]

I am completely confused about where everyone is, so I will wait to decide my action for the others.


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)

@So'rien: Are you serious?! You just threw Morgrym?! Okay, that is just freaking cool and quite the craziest thing I believe I've ever heard of. :)

@Variel: That's cool. Go ahead and take the AoO.

Just as Morgrym starts toward the vampire, Morgrym finds himself lifted off his feet, "What the...?!" and finds himself hurling straight for the undead foe! As he lands right next next to him in what feels like an instant, he does his best to dodge the creature's incoming attack while quickly taking his own attack against it.

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 14 + 1 + 1 + 2 ⇒ (3) + 14 + 1 + 1 + 2 = 21 Haste/Prayer(Didn't forget this time! Yay for me!)/Throwing spell
Damage: 2d6 + 23 + 1 + 1 ⇒ (5, 4) + 23 + 1 + 1 = 34 Prayer is a +1 to damage also. Wouldn't have added that if I hadn't looked it up. Thought it was just to hit. Cool.

Managing to get his bearings after the ordeal, Morgrym continues his assault on the vampire.

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 2d6 + 25 ⇒ (3, 1) + 25 = 29

(Haste)Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d6 + 25 ⇒ (6, 1) + 25 = 32

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 2d6 + 25 ⇒ (1, 3) + 25 = 29

Weapon is +1(included on damage) and Silver as per previous spells.

AC 25; Hp's 167/167; Acid/Cold resist 5; Attacks: Good aligned, +1d6 vs. Evil Outsiders; DR 4-; Rage 7/32

If I can't full attack, then just go with the first attack please.


Thanks for the answer Morgrym about timing so I can resolve this. If this is how complex things are going to be we might have to go away from group initiative.

As Theruk moved out of the area Maelchar struck a blow only to see Theruk move aside at the last moment with uncanny agility. (mobility feat)

Garith rushes forward, propelled by his divinely given gift, and plants the shield in Theruk's face. The force of the blow knocks him backwards a pace freeing Garith to step up to continue the assault. Luckily for Theruk though all of the other paladin's attacks missed but the divinely powered shield bash still hurt.

aoo Morgrym 1d20 + 13 ⇒ (9) + 13 = 22 for 1d4 + 6 + 2d6 ⇒ (4) + 6 + (3, 3) = 16

Stepping back out of the way So'rien calls on his upper level resources once again as Morgrym flies through the air to land next to Theruk. Immediately he launches an attack on Theruk only to see the blow go wide of the mark. Undeterred he swings thrice more and finds that with enough swings 1 of them is bound to hit and sure enough the second blow landed cleanly. Witht he aid of Pakak and So'rien the blow bypassed the defenses of the vampire to land fully and drive Theruk to his knees.

aoo Maelchar 1d20 + 13 ⇒ (3) + 13 = 16 for 1d4 + 6 + 2d6 ⇒ (3) + 6 + (5, 1) = 15

Maelchar moves out to attack Therul properly but his overly large and heavy sword gets caught going through the doorway and he misses his target.

fortification chance 1d100 ⇒ 35 failed
Zeriax, redeeming himself from his previous attacks lands a beauty of a shot that pierces the heart of Theruk turning him into a mist that hangs in the area.

Pakak and Nasira still to go if they want to but with the vampire in Gaseous form there is not much to do other than to try and find its lair I guess.

Map updated


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: ]

"We need to find its resting place. It will return to threaten us once more if we don't follow it to its home and destroy it once and for all."


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)

Realizing he can now do nothing against the vampire, Morgrym calms and has to take a moment to catch his breath. "Blast! He's gettin' away! Please tell me his restin' place is close and not like fifty miles from here. Because that would just make me mad... again."

14 rounds of fatigue


know religion dc 20:

You know that vampires have 2 hours to reach their coffin otherwise they are truly destroyed. They can make a distance of 2 miles if there are no wind conditions helping them. If they make it to their coffin they are helpless and then can be killed by driving a stake through their heart, cutting their head off and sprinkling the area with holy water.

The mist hangs in the area motionless as if it is waiting to see what you all are doing.

We are out of rounds at this time. I just need to know how long you guys are going to wait here, if at all.


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) aid for Pakak: 1d20 + 6 ⇒ (10) + 6 = 16

Nasira scowls at the misty figure. "I thought that once they had been defeated, they would instinctively return to their coffin, not sit here and look at us. Pakak, is it possible that he's not actually defeated, simply changed form to make him harder to hurt?"

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

Can we attack it further? Garith asks, readying an action to try to LoH the floating mist, looking to the others...

religion aid: 1d20 + 8 ⇒ (2) + 8 = 10


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

So'rien looks over and hurls a Snowball spell at the mist to see what happenes. 5d6 ⇒ (6, 6, 2, 6, 5) = 25


The snowball does impact the mist but it seems like nothing else has really affected it at all. It has not diminished in size not trembled at the assault upon it.

After a while (2-3 minutes it slowly (10ft a round) moves north up the hallway where you came from. It hovers and hugs the ceiling as close as it can as it travels.


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 follows the mist... cautiously, but resolutely. He keeps an eye out for things like traps and such.

perception: 1d20 + 16 ⇒ (13) + 16 = 29


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

Very tardy knowledge religion check 1d20 + 10 ⇒ (14) + 10 = 24

Pakak stares at the mist, "Two hours... that's all you have, isn't it? But you move at a slow walk if there are no winds... it's got to be close. If we find you in it, we can stake you, cut your head off, and spray holy water on the area. You'll be no more. that's why you're afraid to lead us there. It's close, and we'll find it. And you'll finally get the damnation you deserve."


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: ]

"So damage done now will be of little help? Will that delay his recovery, at least? Maybe we should start sharpening a stake."

Anyone have something handy? Otherwise, Nasira will keep an eye out for a piece of wood the right size that can be whittled down.


Pakak would know as well that nothing done to the gaseous form as far as damage would delay the return of the vampire once it reaches it coffin. If you could trap the gaseous form in an air tight container though then that would problematic indeed.

For the next 90 minutes the must hovers back forth at the entrance to the torture room.

How long do you al plan on staying around?


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)

"Well I say we wait 'im out. Or follow 'im ta wherever he goes. He'll just keep findin' us and we'll have ta keep fightin' 'im and never winnin' now matter how many times we kill 'im." He shrugs. "Either that or we just keep movin' and hope he's got better things ta do than harass us for the rest of his undead days."


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 looks over at Morgrym, "Oh, yes, of course! The Dawnflower can abide and forgive much, but and abomination like this must be destroyed while we have the chance!"

Any luck locating a stake?


Given the amount of time available you can easily go upstairs to find one. Otherwise Morgrym could hack apart a toture device to get some wood to make a stake.

Appraise dc 20:

While gruesome and covered with blood the collection of toture instruments are valuable as a collection. Sold all together they are worth 2000fp. Breaking one would reduce the total by 500gp to a total of1500gp.


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 Yusra Abujamal wrote:
Nasira looks over at Morgrym, "Oh, yes, of course! The Dawnflower can abide and forgive much, but and abomination like this must be destroyed while we have the chance!"

Grinning wryly, "Lass, I'm likin' the way you talk," he winks. "Let's go put an end ta this one and make the world an ever so slightly better place, hm?"


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

"Well, if we had some air tight container.,.. we could trap it maybe. Mostly I'd suggest folks look around."


After 10 minutes in the room the cacophony of voices cause everyone to need another will save Dc15 or take 2 charisma damage. Th occurs every 1 minutes while you are in the room. Likewise should you leave and come back in you need to make a check again.

The vampire is smart enough to try to make you leave or possible take charisma damage after so long.

Religion dc 20:

If you could consecrate the area it would quell the souls of the tortured her and likely end the effect.


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 ⇒ (17) + 9 = 26

will save dc 15: 1d20 + 15 ⇒ (5) + 15 = 20

If there is any kind of feature in the room dedicated to another deity, Maelchar will stoneshape it into a statue of Iomedae. If there is nothing, he will cast Stoneshape and make an alcove with a statue of Iomedae, then he casts consecrate, using his inspired spell ability.

a statue I assume will count as a permanent fixture dedicated to Iomedae, but if that is not correct, he'll save the stone shape spell, and just cast consecrate


Maelchar as you are effectively using Consecrate to remove an effect similar to desecrate there is no need to use stone shape. If you wanted to still consecrate the area to provide penalties to undead then it would be beneficial to cast consecrate again with the stone shape.

The area is purge of the cacophony of voices leaving the vampire to reconsider his options. Self preservation at the top of his list he moves as fast as he can to the west, the way you came and then heads south into the jailors area before disappearing through the wall.

I will need will saves from everyone else before moving on please. Map updated as well.


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

Will save: 1d20 + 7 ⇒ (15) + 7 = 22

So'rien smiles and says how about an extradimensional space? holding up his haversack. Pakak, know you the spell to create items? Could you create a bellows to suck the foul creature in and then let him loose in the sack for several hours?


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

Will Save: 1d20 + 7 ⇒ (19) + 7 = 26

"I've no such spell currently memorized," He says sadly


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

"How about we just follow him..?" Maelchar follows the mist and when it goes through the wall, he THEN casts stone shape and makes a passage into the area beyond to continue following the mist.

iirc mist doesn't move all that fast, so following shouldn't be an issue... if it is, he'll run, not walk.


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 + 7 ⇒ (14) + 7 = 21

Maelchar wrote:
"How about we just follow him..?" Maelchar follows the mist and when it goes through the wall, he THEN casts stone shape and makes a passage into the area beyond to continue following the mist.

"Sounds good ta me."

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