Variel's WotR

Game Master Neltji

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

loot list

combat map


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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: ]

"This will be gruesome. Morgrym, bring your hammer, please. Don't look at his eyes."

She will position the stake over the monster's chest and hold it steady with both hands so Morgrym can drive it down into its heart.

When that deed is done, she will take her scimitar and remove the vampire's head. "What's the easiest way to get the body to the sunlight? That's going to be the simplest way to assure it doesn't come back."


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
DM Variel wrote:

I know I asked you that before So'rien butt where is that from as I cant find it right now.

With a blast of force the stone cracks and moves aside revealing the vampire situated in his coffin. He glares at you with hate in his eyes but unable to move to defend himself.

At the doorway Maelchar casts a spell moving aside the stone revealing a short 5ft wide passage that turns south after 5 feet leading to a room where So'rien and the stone coffin are located.

Nasira, wooden stake in hand from a piece of furniture upstairs, waits to deliver Sarenrae's holy power to the waiting vampire.

Sorry last time I updated the sheet it messed up my feats. I should have varisian tattoo evocation on there


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

Fixed it sorry about that.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

"Not sure we'll find any true sunlight in this horrible place... even outdoors... but we can try... or maybe burning the body and head in separate fires will suffice?"


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: ]

"Running water - very scarce here - and exposure to sunlight are the most reliable. Staking the heart is temporary unless you removing the head and anoint it with holy water, which I have none of. There is probably some back at the camp. The stake must remain in the body until then."

An idea comes to her. "Maelchar, could you shape the body into the wall in such a way that it holds the stake in position? That would make it hard for anyone trying to return it to undeath to do - especially if they cannot find it. Or we could take it back to the camp with us to be destroyed once and for all."


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

"I could conceal and hold it in stone, but anyone with this spell could release it at some time in the future... total destruction would be better... "


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

Pakak frowns, and looks up, "I wonder if there's a way to array some mirrors to cast light down here, or shape the stone to create a direct path for it..."

Profession Architect 1d20 + 12 ⇒ (18) + 12 = 30


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)

Just fyi, drop out of rage after last salamander died. 6 rounds of fatigue which I would gather is long gone now. 10/32 rounds left.

After driving the stake deep within the vampire's cold dead heart, Morgrym listens to the options given by the others. "The lass has it right - we take the <blankety blank> out into the sun and watch him burn. Simple enough; no fuss no muss. Heck, if ya want, I'll take the thing outside now. Only thing is... I'm not sure what time o' the day it is. Seems like we've been in this place forever as far as I can tell," he grumbles.

What time of the day is it actually?

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

Well, we had best take the creature out of this place once we finish up down here. but until then Garith will put a bag over the creature's head and slice it off to keep tabs on it. We can properly dispose of it when we've dealt with the shadow demon and whatever else id down here.


Male Dwarf Barbarian 15th(Invulnerable Rager)/Champion 7:
Stats:
Int: +9; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)
Sir Garith Mordrand wrote:
Well, we had best take the creature out of this place once we finish up down here. But until then, Garith will put a bag over the creature's head and slice it off to keep tabs on it, we can properly dispose of it when we've dealt with the shadow demon and whatever else is down here.

Actually, Nasira already took off its head. You'd have to fight her for it. ;)

Nodding, "Sounds like a plan ta me."


With the stake in the heart and the head chopped off the vampire's body is actually pretty easy to carry without any risk of it turning on you. Morgrym takes the body while the head is carried by someone else. Great care is given to make sure that while carrying the head the vampires teeth do not Pierce your flesh. You are not sure what would happen but don't want to try and find out. Once the body is brought outside into the 1:00 PM sun the body burns away leaving the vampires gear behind.

Magical items:
Dagger
Studded leather
Wand

Sorry guys. Fell asleep putting the girls to bed.


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: ]

"Garith, do these items have any latent malevolence?"

She casts detect magic and studies the ring, dagger, armor, and wand.

Spellcraft for salamander's ring: 1d20 + 13 ⇒ (15) + 13 = 28

Spellcraft for vampire's dagger: 1d20 + 13 ⇒ (17) + 13 = 30

Spellcraft for vampire's armor: 1d20 + 13 ⇒ (5) + 13 = 18

Spellcraft for vampire's wand: 1d20 + 13 ⇒ (2) + 13 = 15

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

DETECT EEEEEVIL!!!

Well, there's that. Lets finish clearing out the basement... That wasn't nearly horrific enough to be all there was. -_-


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

spellcraft for Salamander's Ring 1d20 + 17 ⇒ (19) + 17 = 36
spellcraft for Vampire's Dagger 1d20 + 17 ⇒ (12) + 17 = 29
Spellcraft for Vampire's armor 1d20 + 17 ⇒ (3) + 17 = 20
Spellcraft for vampire's wand 1d20 + 17 ⇒ (7) + 17 = 24

"hmmph, I detest vampires, perhaps even more than many demons."Pakak mutters even as he helps appraise, "After this, we should return to that forge. The power off of it was immense."


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 for the forge as well when we're done clearin' this place out. Or heck, as soon as we can get there as far as I'm concerned. I've got ta do somethin' about me hammer," he says with annoyance, shaking his head.


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: ]

"Before we head off to the next epic foe, how is your health? Any lingering effects?" She looks at each ally in turn, making it clear that the question is for 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

"I don't know about the others, but I could use a bit of healing... I'm sure Morgrym was hurt worse than I though."


Ring of protection +2
Wand of death knell (evil spell pings garith's radar)
+2 studded leather armor light fortification shadowed (yes that is right +3 item with +5 to stealth, no this was not design for Zeriax but actually there. I just upped it to +2 instead of +1)
+2 visions dagger that he never got a chance to use

The vampire was a cleric 7 assassin 3. Too bad you were able to see invisibly or someone was going to get drilled hard on that first sneak attack

Once done with the vampire it is easy to return to the forge area. There are rooms off to the side of the main chamber and the lift will carry you across to the ledge on the other side if you wish to proceed that way.


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 could use a bit more, lass. But you saved me life again with that fantastic bit of healin' of yours, let me tell ya. I'm much grateful for it," he tells her, nodding in thanks.

Actually, I have a cure serious wounds potion that I could use.

Remembering the vials of healing he possesses, "Oh wait, I've got this I could use to fix up some of me wounds." He takes out a vial and downs it, Potion of CSW: 3d8 + 5 ⇒ (4, 6, 4) + 5 = 19 as several more of his wounds heal up nicely. "There, that helped a bit."

I'm now at 113/140 on Hp's. Man, 2 rounds of combat I took 160+ in damage. 2 rounds later I'm 110+ in healing. I swear I'm just a "ping-pong" of hit points. :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: ]

She calls on Sarenrae to grant her healing to the party.

Channel to heal: 5d6 ⇒ (4, 2, 2, 5, 5) = 18

I believe that tops off everyone but Maelchar and Morgrym.

CLW SLA for Morgrym: 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12 (the +2 from Empowered)

Breath of Life: 5d8 + 9 + 12 ⇒ (4, 7, 6, 5, 3) + 9 + 12 = 46 (the +12 from Empowered)

There, I think that fixes everyone up nicely.


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

Pakak relates what is known about the items, at least what he susses out, trusting his co-experts to do the same


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

the channel brings Maelchar up to just 16 pts down - he'll cast a cure moderate on himself after that to finish up - if the bol was on him, save it.

cure moderate: 2d8 + 9 ⇒ (7, 1) + 9 = 17


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)

Yeah, I'd save the Breath spell then. I was thinking it was for Maelchar for sure. Because it wasn't for Morgrym. That cure light topped him off.

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

THe channel did me right

Now that that's done and we are all on our feet, Shall we check the side doors:

I mean the ones flanking the way we entered the forge room from.
.
Can we get an overview map of the complex?


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 nods, "Let's check 'em."


Map overview updated

appraise DC 20:

The books in the crypt where the vampire was located are worth 3000gp but used as a reference material they grant a +4 circumstance bonus to any knowledge checks regarding the outer planes.

Although in the forge room you can be wherever you would like that is visible on the map.


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)

"Side doors, huh? Looks like we got one on each side of us at the end of a couple of tunnels. And we got these two doors here behind us. Which one ya want first, Garith?" he asks, looking at the doors as he does.

Should we go to AB-30, S-22, or one of the two down the long tunnels(R-16 or AH-32)?


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: ]

Thanks, Maelchar. I must have mis-read your status line, I thought you were down much farther.


Island of Empty Eyes Map Current Map

So'rien looks a little winded from all the spellcasting he has done and says I am good to go on a bit but soon I may not have the mental fortitude and focus to continue my casting.

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

Alright, Sorein. I've managed to stay fairly fresh, so So let's do what all we still can. I figurewe can be systematic and open the North-West door beside the entrance...

Garith will be kitted out with Alter self still up, and armed. Ready when everybody else is.


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)

"Sounds good ta me." Morgrym gets a firm grip on his hammer as he heads toward said door.


The 2 rooms to the west of the main forge area open up to reveal what appears to be the quarters for the salamanders. The rooms are sparsely furnished with materials that are fire resistant. As such the beds are made of stone and look very uncomfortable.

quick map update posting it here


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 thoughtfully claims the dagger if no one else wants it. "Horrid weapon on one hand, but a literal sacrifice for the wielder. I will have to pray on this. I'm unsure as to whether my lady would approve or not..."

Other than that, she's just going along like normal. Have band-aids, will travel!


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)

"If ya do use it, lass... well... just be careful is all," he tells her, a bit of worry in his voice.

Returning his focus to the task at hand, "Well nothing in those rooms. Let's check out the northwest door down that long hallway, and then will move to the southeast one. Hopefully there's nothin' in either and we can see what's behind those doors there," he nods in the direction of the double doors. "By Torag I hope we're near clearin' this place out. There's only so many times a dwarf can near die in one day," he mumbles as he makes his way toward the northwest door.


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

"If ya do use it, lass... well... just be careful is all," he tells her, a bit of worry in his voice.

Returning his focus to the task at hand, "Well nothing in those rooms. Let's check out the northwest door down that long hallway, and then will move to the southeast one. Hopefully there's nothin' in either and we can see what's behind those doors there," he nods in the direction of the double doors. "By Torag I hope we're near clearin' this place out. There's only so many times a dwarf can near die in one day," he mumbles as he makes his way toward the northwest door.

"Kolberg Scarmug, bearer of the shield of many testings, holds the record," Pakak shares a bit of racial trivia as he follows....

"... but you're gaining."


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)

lol!

Morgrym looks over at Pakak with a glare; but not a moment later a wry grin forms. "Scarmug, huh? Well we'll just see about that. The day is still young," he says with a confident nod and a wink.


This wide chamber connects with two small vaults to the east and
west. All three chambers hold a variety of weapons and gear of
varying quality, but many weapon racks lie empty, as well.

The weapons and armor of are mundane quality but the volume of such goods grants the party 21 units of Goods for future use in development should they choose to use them as such.

another quick map update for you


btw while opening doors and searching this area everyone will still be taking fire damage from the heat in 1 minute increments.

1d6 ⇒ 5
1d6 ⇒ 1
1d6 ⇒ 1
1d6 ⇒ 4
1d6 ⇒ 1
1d6 ⇒ 6


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)

Making their way back out of the "oven", Morgrym wipes the sweat from his forehead with his sleeve. "Blast it's hot in there. But at least we found ourselves some more weapons for the army. Let's check out the southern door." Morgrym then leads the way to the southern tunnel.

Hp's 131/140


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

Pakak seems to be only slightly singed... Abjurer class ability set to flame so DR 5 against Fire/heat


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 is aware of the warmth, but doesn't appear to be discomfited by it. Fire Resistance 10 - Devotion to a goddess of fire has its upside!


Hey at least I did 1 point of damage with that last roll to someone.

Moving south through the forge area you approach the last door on the bottom level. Opening it up you find a warehouse of sorts. Implements and tools for crafting and shaping weapons and armor lie strewn about the tables in this hexagon-shaped chamber. These tools grant a +2 circumstance bonus to using the forge to create weapons and armor.

last of the forge rooms revealed


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)

"Nice. Ya can't beat a fine set of tools. Alright, looks like the double doors are last. Shall we?" he asks, making his way to the southwestern double doors. He looks to see if they may be trapped. Take 10 on Perception for 25. Or if possible take 20 for 35. At the very least taking 10 though. Unless I must roll: Perception: 1d20 + 15 ⇒ (1) + 15 = 16 Yeah taking 10 at the very least would be far wiser I believe. :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

"I'd love a chance to work at that forge... but I fear we wouldn't have time." Maelchar says wistfully as he follows Morgrym to the next doors.


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

Actually Zeriax eats 18 points of damage from the heat :P

"Allow me master Ironfist" - Zeriax suggests, examining the double doors for possible traps and locks, but also for sounds from the other side.

Perception: 1d20 + 18 ⇒ (15) + 18 = 33/34 vs. traps


For simplicity sake I am assuming that you are using the lift to get up to the top of the ledge where the doors are located for those that don't have levitate activated. Moving up close to the doors Zeriax begins to search for any traps or sound coming from behind the doors. He hears the sounds of chanting coming from the other side and belated also realizes that the first 5ft area on the ledge had an alarm spell triggered to alert any who crossed the forge area.


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

If the doors are unlocked:

"I hear chanting, and I believe they are prepared for us as we have inadvertently already tripped a magical alarm" - Zeriax informs his companions.


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 wrote:
"I'd love a chance to work at that forge... but I fear we wouldn't have time." Maelchar says wistfully as he follows Morgrym to the next doors.

"As would I. I have not had a chance to work with metal for some time. With these, I'm sure we could make your hammer powerful, indeed."

Do we really have three weaponsmiths in the party? I didn't look, just based on the conversation.


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)
Zeriax wrote:
"I hear chanting, and I believe they are prepared for us as we have inadvertently already tripped a magical alarm" - Zeriax informs his companions.

"Well, lad, I'd say that's par for the course. C'mon, let's see if I can give ol' 'Unkillable' Kolberg a run for his money. Never met a challenge I didn't like," he looks over at Pakak and winks. He then looks to them all, "Are we ready? Since they know we're here they've probably got defenses up. So unless you magical lot got anything ya want ta cast, best do it now before we break down the door and start smashin' some heads," he says with probably a bit too much anticipation.

I've got a +11 to craft weapons(as long as it's made out of metal or stone that is). But I don't have a lot of ranks in it so everyone else is probably much higher. But yeah, we just might.


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: ]

+15 to craft weapons here

"Sounds like a fair assessment of the situation. Let us proceed with a goddess's wind at our backs." She begins a familiar prayer.

Blessing of Fervor while we've got everyone close together for once.

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