Variel's WotR

Game Master Neltji

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

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Map link fixed. So'rien I did not count your previous post as it was still the same round as before. You Which spell would you prefer to use, the ear piercing scream of the battering balls?


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:
Map link fixed. So'rien I did not count your previous post as it was still the same round as before. You Which spell would you prefer to use, the ear piercing scream of the battering balls?

Gotcha sorry about that. I'll stick with the ear piercing scream. Hopefully I can daze one of them.


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)

The raging dwarf continues his assault upon what's left of the demon squad.

Will attack AH 13; Mythic Power to remove power attack penalties(tired of rolling 1's and 3's); Mythic points (3/7 used)

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 17 + 2 + 1 ⇒ (8) + 17 + 2 + 1 = 28
Damage: 2d6 + 23 + 1d6 ⇒ (6, 6) + 23 + (6) = 41

(Haste)Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 17 + 2 + 1 ⇒ (7) + 17 + 2 + 1 = 27
Damage: 2d6 + 23 + 1d6 ⇒ (6, 2) + 23 + (6) = 37

Mwk Cold Iron Earth breaker(Raging w/PA): 1d20 + 12 + 2 + 1 ⇒ (3) + 12 + 2 + 1 = 18
Damage: 2d6 + 23 + 1d6 ⇒ (3, 6) + 23 + (2) = 34

HA! Told ya. Not a single double digit roll. Past 6 rolls are all single digit rolls save one. Pathetic.

Also, if that 28 is enough to hit and kill AH 13, please direct the rest of my attacks upon AJ 15 please. And also add a +2 to hit for flanking as well vs. AJ 15. Thanks.

AC 29; Hp's 145/167; Acid/Cold resist 5, Fire 2; Attacks: Good aligned, +1d6 vs. Evil Outsiders; DR 4-; Rage 13/32; Mythic point (3/7 used); Stoneskin 10/adamantine: 20/90


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 eyes blaze with anger as he sees his cousin flanked and since he and Gareth have one between them, he unleashes his attacks on that one...

to hit, vital strike: 1d20 + 9 + 2 + 2 + 1 + 1 ⇒ (6) + 9 + 2 + 2 + 1 + 1 = 21
dmg if hits: 3d6 + 3 + 3d6 + 1 + 2 ⇒ (3, 6, 5) + 3 + (3, 6, 3) + 1 + 2 = 32

haste attack: 1d20 + 9 + 2 + 2 + 1 + 1 ⇒ (9) + 9 + 2 + 2 + 1 + 1 = 24
dmg if hits: 3d6 + 3 + 1 + 2 ⇒ (2, 1, 6) + 3 + 1 + 2 = 15

sigh, pathetic rolls.. I hope at least one of them hits


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

A thin layer of grease starts to spread along one of the Schir's halberds...
Which ever one the nearest melee crew left standing I suppose if any. If all dead by this part, never ye mind.

DC Reflex 16 to hold on


Morgrym easily takes care of 1 schir with a double blow from his earthbreaker. Even the mightiest of schirs would have fallen before those titanic blasts. On the other side of Morgrym So'rien targets the schir with a blast of magic causing the creature to recoil as blood seeps from his ears. Maelchar swings twice but only manages to hit once but the damage is significant and bypasses the schirs resistance to weapon damage. The blow is enough combined with the AOO from Garith, the ear piercing shriek and the greatsword stroke to send the schir back to the abyss. With only 1 schir left Pakak happily targets it with a grease spell hoping to cause it to drop his halberd.

reflex 1d20 + 8 ⇒ (15) + 8 = 23 The schir holds on but is at the mercy of Zeriax and Garith.

AC 23 with 27 damage left and DR5/good


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: ]

Nausea-ira continues to make sure the wall does not sneak up on the party. 2 rounds remaining.

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

Which Schir is still up? is he within 5' from garith?

radiance: 1d20 + 17 + 1 - 3 ⇒ (19) + 17 + 1 - 3 = 34
for 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18

confirmation: 1d20 + 17 + 1 - 3 ⇒ (12) + 17 + 1 - 3 = 27
for 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13

If i can full attack, then :

haste: 1d20 + 17 + 1 - 3 ⇒ (9) + 17 + 1 - 3 = 24
for 1d8 + 6 + 6 ⇒ (8) + 6 + 6 = 20

radiance: 1d20 + 12 + 1 - 3 ⇒ (3) + 12 + 1 - 3 = 13
for 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16


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

Satisfied that their primary opponent is down, Zeriax turns his attention to the remaining Schir.

Flurry 1: 1d20 + 18 ⇒ (5) + 18 = 23
Damage if it hits: 1d8 + 16 ⇒ (5) + 16 = 21

Flurry 2: 1d20 + 18 ⇒ (9) + 18 = 27
Damage if it hits: 1d8 + 16 ⇒ (4) + 16 = 20

Flurry 3: 1d20 + 18 ⇒ (13) + 18 = 31
Damage if it hits: 1d8 + 16 ⇒ (6) + 16 = 22

Flurry 4: 1d20 + 13 ⇒ (18) + 13 = 31
Damage if it hits: 1d8 + 16 ⇒ (1) + 16 = 17


The last remaining threat of the schirs is most definitely dead. Luckily (or skill if that is how you want to phrase it) for you the tiefling was eliminated before she had a chance to bring about some of her more potent and deadly spell.

10th level cleric and 5th level spells I never got to use :(.
Nice job though of using mythic points to counter the situation.


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

"Well done, now to be sure there's nothing that needs a patching...speaking purely arcane wise."
Pakak studies the area to make sure the ritual is shut down and not having left something unpleasant open that will cause even more trouble in the future.

Detect Magic
Knowledge Arcana: 1d20 + 16 ⇒ (18) + 16 = 34
Spellcraft: 1d20 + 17 ⇒ (12) + 17 = 29


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)

Seeing no other imminent threat, the dwarf's fury subsides. He then moves over to the nearest wall and leans against it to catch a bit of a break. "Take your time, brother. I'm in no hurry here," he says, giving a nod as he rests.

Fatigued: 6 rounds; Hp's 118/140


With the death of the Tiefling the building energies and power provided by the schirs dissipates harmlessly. The city is safe, for now. The goal though has still not been reached and it is only a matter of time before the demons hear of the success and try to retake Drezen. Yet where is the Sword of Valor? Is it still within the confines of the basement of Drezen in the area to the east that has not been explored yet? Or do the doors simply lead to simple storage rooms and the Sword of Valor was removed to another secret location?


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

"The good news is, the energies of the ritual appear to fade harmlessly. The bad? Without the sword, I don't think any of us will have time to rest long," Pakak says worriedly, "Should we now go to the East?" He asks 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)

Sighing deeply as he lets his head fall, he shakes his head before looking back up, knowing his fellow dwarf is right. "Blast. Alright, east it is. Let's go and find this blasted sword so we can take ourselves a nice break. Ya know," he starts as he removes himself from the support of the wall, "it should've been a hammer. If it were a hammer, then it'd be far more interestin'," he states as a matter of fact.


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

"It technically could be anything, you know... 'sword' could be a metaphor for anything that cuts the enemy deeply, it needn't be a physical wound. Let's see what we might find. East it is!"


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

"Does seem to be a bias towards making magic swords in human lands. No one ever says 'Behold, Cavusauctor! Pick of power, maker of third nostrils in the skulls of the unholy, puncturer of perversion' despite the fact the pick can be a useful weapon in tunnels and the like"


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 smiles tiredly and says Or perhaps it is a metaphor for a person, or a title, and we will come across some whiny teenager with a great destiny or some such nonsense who has been dubbed the Sword of Valor! I might have to rethink my place in Iomedae's divine plan should that happen.


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: ]

As Pakak investigates the magic in the room, Nasira finally starts to get some control over her rebellious stomach. By the time he has pronounced the immediate threat nullified, she is straightening her clothes and looking very embarrassed.

"We had an instructor that would use that spell or something like it to 'toughen' us up. I thought I could handle it, but his were never so... potent. Maybe it was the time she spent with goats. Or demons. Or goat-demons."

She looks around, amazed at the relative health of the party. "Does anyone require healing?"


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 shrugs as he examines his lack of wounds. "I'm good to go, thanks for the offer, Nasira."

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 sword of valor is a penant, like the one Garith was mesmerized by when we saw the statues and fought the mimics

I could use a small amount of healing. The heat has worn me some and I was cut my I o me of the schir's halberds... It was nearly very bad... 18hp will do me right

let is finish the search, but take care last there be some hidden foe


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

we know it's a penant? I didn't know that, or don't remember it... ah well... see... it's not an actual blade after all!

"Aye, cousin, a thorough search with caution... "


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

I also could use some of your healing energies. Similar to Sir Garith, the heat has blistered my skin.


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

"Perhaps it would be up to you to take such task on Master Pakak, and craft this 'maker of third nostrils" - Zeriax ponders with his usual pragmatism - "Why not?" - he finishes, looking to the eastern, unexplored parts of the underground complex.

"Be as it may, I believe in defeating this defiler, we struck a might blow against our foes" - the monk adds, summoning a simple detection spell, searching the room, and their fallen opponent.

Casting Detect Magic

Perception: 1d20 + 18 ⇒ (16) + 18 = 34

-----

If nothing of interest is to be found, he plods along toward the east.

Not sure of the exact map outline though.

Stealth: 1d20 + 14 ⇒ (15) + 14 = 29
Perception: 1d20 + 18 ⇒ (4) + 18 = 22


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* know it's not a blade but Morgrym doesn't.

Nasira Yusra Abujamal wrote:
She looks around, amazed at the relative health of the party. "Does anyone require healing?"

Morgrym shrugs. "I've merely a flesh wound or two. Pakak's spell - by the way, thanks again for that, Pakak - protected me well. But if you are ta be healin' us all at the same time I'm not gonna be foolish enough to turn it down," he says with a grin.


Scanning the area quickly you discover that the tiefling woman did indeed have some nice valuables on her. she has 2 rings, cloak, headband, 2 scrolls and 3 vials on her.

You are easily able to identify the cloak as a cloak of resistance +2, 1 of the rings is a ring of protection +1, and the headband is a head band of int +2 (sense motive skill). the potions are a potion of cure serious wounds, and a potion of blur. The scrolls are D-door and dispel magic.

The harder to identify items are still reveal after some deliberation among the group as a ring of forcefangs and a vial of wyvern poison.

After some minor healing compared to what you have needed before you head east to the set of double doors. After checking for traps you open them to reveal a large hall. Swaths of pulsating red lichen illuminate this long, 30-foot-high, alcove-lined hall. The alcoves themselves display elaborate, colorful murals of demonic entities, each with inscriptions chiseled into the stone below them. At the far end of the hall stands a massive iron framework that displays a red banner.

know religion DC 15:

Each of the murals on the walls depicts the demon lord Deskari mutilating and savaging a different deity—Iomedae, Sarenrae, Torag, Desna, and Shelyn.

Map updated


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)

Looking in with a raised eyebrow, "Well this room doesn't look very invitin'. We got red glowy stuff everywhere, pictures of demons all over the place and a drape of some sort at the end of the hall. I say you magic folk use your magic to collapse the room and we just leave it be," he states plainly.


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: ]

Aforementioned healing: Channel to heal: 5d6 ⇒ (5, 2, 1, 1, 6) = 15

Knowledge (Religion): 1d20 + 6 ⇒ (3) + 6 = 9


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

"That could very well be the pennant we are seeking... though it seems like this place is tainted by demons and their questionable artwork, so hard to tell..."

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

religion: 1d20 + 8 ⇒ (18) + 8 = 26

disgusting Garith grimaced as he looks at the murals vile blasphemies, stroking Deskari's ego. Let's get rid of these as soon as we finish here

He approaches with the others to examine the red banner


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

At the mention of making such a magic pick, Pakak looks thoughtful, but the grotesque artwork takes his mind off it soon enough.

Pakak frowns when Garith explains the situation of the murals, "Agreed. Perhaps have some artist turn it around and depict the various glories of the same gods mocked"

He approaches the banner,detecting magic
Spellcraft: 1d20 + 17 ⇒ (6) + 17 = 23


The banner does indeed glow brightly under Pakak's magical gaze. It is different from the glowing magics of the mimic up above though. It seems more muted and reduced, like someone or something is suppressing it.

know planar DC 21:

You think that the tapestry is suffesed with the plane of shadow. By removing the taint it would possibly be returned to its full glory and power.

Everyone please give me a will and fort save as well. Thanks!


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: 1d20 + 7 ⇒ (14) + 7 = 21

Fort: 1d20 + 7 ⇒ (10) + 7 = 17


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 ?: 1d20 + 15 ⇒ (15) + 15 = 30
fort save dc ?: 1d20 + 11 ⇒ (6) + 11 = 17
know planes dc 21: 1d20 + 11 ⇒ (6) + 11 = 17


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: ]

Fort save: 1d20 + 7 ⇒ (15) + 7 = 22

Will save: 1d20 + 10 ⇒ (11) + 10 = 21

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


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)
Maelchar wrote:
"That could very well be the pennant we are seeking... though it seems like this place is tainted by demons and their questionable artwork, so hard to tell..."

"Pennant? I thought we were looking for a sword? Or somethin' ta that effect anyway." Morgrym asks, his attention moving back to the murals. "Like I said: we collapse the place."

+2 to both if it's a spell/spell like ability
Will: 1d20 + 7 ⇒ (13) + 7 = 20
Fort: 1d20 + 12 ⇒ (12) + 12 = 24


will give Pakak, Zeriax and Garith a chance to post before I move on as I want you all to have the fun of this room. If nothing by tomorrow night I will roll for them though.


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

Knowledge Planes 1d20 + 16 ⇒ (9) + 16 = 25
Forgot the will and fort
Will: 1d20 + 7 ⇒ (3) + 7 = 10 +2 if Dwarf racial applies
Fort: 1d20 + 5 ⇒ (19) + 5 = 24 +2 if Dwarf racial applies

"It's glory is dimmed by the very plane of shadow, if we can remove the taint, it might return to its full glory." The smaller dwarf surmises.

Spellcraft to figure out best way to do that? 1d20 + 17 ⇒ (12) + 17 = 29

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

planes: 1d20 + 10 ⇒ (5) + 10 = 15
will: 1d20 + 10 ⇒ (13) + 10 = 23
fort: 1d20 + 10 ⇒ (3) + 10 = 13


Zeriax will save 1d20 + 14 ⇒ (1) + 14 = 15
fort save 1d20 + 11 ⇒ (13) + 11 = 24

As you move into the room and start to inspect the murals upon the wall all of the Deakaris come to life. Pakak and Zeriax believe fully that indeed the Demon lord himself is descending upon them with fiery breath and weapon drawn. The rest are able to see that the Deskaris are really nothing more than an elaborate illusion. However You can all see Pakak and Zeriax skin darken as they feel the flames wrap around their bodies burning them to Deskari's delight. Still they are heroes for a reason and are able to push aside the majority of the flames and stand resolute in the face of the demon lord. After what seems like an eternity though the demon reenters the murals to once again take pleasure in tormenting the deities it is striking.

fire damage 5d6 ⇒ (3, 5, 3, 1, 6) = 18

If you would have failed the DC 20 fort save you would have been dropped to -1 hp and dying. Nasty trap as it hits all of you in the entire room.


Pakak you think that by finding the source of the shadow essence, probably a creature nearby, and removing the source will be enough. Of course if it is a creature then you would have to kill it or bind it as a shadow creature could move on the plane of shadow to return immediately if it was only forced to flee.


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

"NO! I will not..." Pakak readies to face the enemy. Fire engulfs him and...
and the illusion ends.
"Well, most embarrassing," He croaks, the damage at least was very real.
Did his DR vs Fire apply given it was illusion? I want to say yes as he'd 'believe' his defenses too;) but i want to make sure.


Yes Pakak your elemental resistance applies to the fire damage!


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

Zeriax stays frozen in place for a few moments - his skin crackling and blistering. As he is about to roar against the pain, the flames simply vanish.

The pain lingers though...

"Should we just press on friends?"


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: ]

Debating healing either of you because you generally stay out of the fray and I might need to put Morgrym back together. Again. ;-)


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:

Zeriax stays frozen in place for a few moments - his skin crackling and blistering. As he is about to roar against the pain, the flames simply vanish.

The pain lingers though...

"Should we just press on friends?"

"Let's press on and clear this blasted demon taint completely out of the place. The sooner the better, lad."


Are you touching the banner or taking it with you?


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

Would Dispel magic work to remove the taint?


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

I agree. We should continue.


Not that you think Pakak.

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