Variel's WotR

Game Master Neltji

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

loot list

combat map


8,701 to 8,750 of 10,503 << first < prev | 170 | 171 | 172 | 173 | 174 | 175 | 176 | 177 | 178 | 179 | 180 | next > last >>

Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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! Okay, got it.

AC 24; Hp's 154/189; Speed 60'


Someone wanting to bot Zeriax?


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

Apologies for the delays people - back now and catching up.

Zeriax takes notice of the new threat closeby, and changes targets.

Attacking the one close to me and Arueshalae. Ki Flurry.

Whisperwind 1: 1d20 + 19 ⇒ (13) + 19 = 32
Damage if it hits: 1d8 + 19 + 3 ⇒ (3) + 19 + 3 = 25

Whisperwind 2: 1d20 + 19 ⇒ (6) + 19 = 25
Damage if it hits: 1d8 + 19 + 3 ⇒ (3) + 19 + 3 = 25

Whisperwind 3: 1d20 + 19 ⇒ (16) + 19 = 35
Damage if it hits: 1d8 + 19 + 3 ⇒ (4) + 19 + 3 = 26

Whisperwind 4: 1d20 + 14 ⇒ (15) + 14 = 29
Damage if it hits: 1d8 + 19 + 3 ⇒ (5) + 19 + 3 = 27


Zeriax easily lands 4 arrows into the Templar killing him cold as he opened the door.

The rest of you hear chanting coming from the room to the south as clearly those in the room have been alerted to your presence.

Snow Garith and Morgrym up next


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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 gets sliced up pretty good, the dwarf glares at the templars. "Okay, now you've just gone and pissed me off." And with that, the dwarf's anger rises and he attacks with unbridled fury.

Rage; Mythic point to negate Power attack penalties

Will attack the one directly to the left of Morgrym.

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (15) + 21 = 36
Damage: 2d6 + 27 ⇒ (3, 5) + 27 = 35

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (17) + 21 = 38
Damage: 2d6 + 27 ⇒ (2, 6) + 27 = 35

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 2d6 + 27 ⇒ (2, 4) + 27 = 33

AC 25; Hp's 165/233; Speed 60'; Rage (7/37); Resist 5: Acid/Cold; Resist 2: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Negate PA penalties(1/10 rnds); Mythic (6/11) used

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

I am not sure if this is valid, but I would like to try to shield-slam the templar in front of me into the pillar behind him to prone him if that is possible. If not I use the same attacks but with no shield slam

Shield Slam: 1d20 + 20 ⇒ (2) + 20 = 22
for 1d4 + 9 + 9 ⇒ (3) + 9 + 9 = 21
Twf
Radiance: 1d20 + 16 ⇒ (1) + 16 = 17
for 1d8 + 4 + 6 ⇒ (6) + 4 + 6 = 16
Iterative
Slam: 1d20 + 20 ⇒ (15) + 20 = 35
for 1d4 + 9 + 9 ⇒ (3) + 9 + 9 = 21

Slam: 1d20 + 15 ⇒ (18) + 15 = 33
for 1d4 + 9 + 9 ⇒ (4) + 9 + 9 = 22


RETIRED - defeated Karzoug, saved Sandpoint and happy Alpha of her little Pack

Snow hurries up the corridor behind Zeriax and begins murmuring - a summoning spell of some sort.

Starting SMII to provide flanking buddies. Will finish the spell on my next turn.


Morgrym makes short work of the Templar before him as he beats and batters the Templar until it is a bloody pulp on the ground. Garith proves that he is also able to lay the hurt upon the Templars. After hitting and pushing back the Templar Garith follows it up with enough attacks to bring him down as well. Snow starts to chant an incantation to bring some more help but it takes some time.

will save glitterdust 1d20 ⇒ 8

The 2 remaining Templars attack Morgrym as they see him bleeding in the hopes of removing at least one of the fearsome melee opponents facing them.

glaive power attacks 1d20 + 12 ⇒ (11) + 12 = 23 for 1d10 + 7 ⇒ (4) + 7 = 11
iterative 1d20 + 12 ⇒ (3) + 12 = 15 for 1d10 + 7 ⇒ (1) + 7 = 8

glaive power attacks 1d20 + 12 ⇒ (15) + 12 = 27 for 1d10 + 7 ⇒ (10) + 7 = 17
iterative 1d20 + 12 ⇒ (11) + 12 = 23 for 1d10 + 7 ⇒ (2) + 7 = 9

The last Templar moves up to threaten the archers in the back channeling negative energy hitting all but Garith and Morgrym for 3d6 ⇒ (5, 2, 2) = 9 negative energy damage Dc 16 will save for half.

From the south those that heard chanting last time continue to hear spell casting as multiple people are preparing for the coming fight.

Arushalae up followed by Zeriax, Nasira, Garith, Morgrym and Snow


Female of course Succubus risen succubus master spy 6/trickster 3

Arueshalae will save 1d20 ⇒ 17 takes half

Arushale then fires at the Templar who channeled upon them

3d20 ⇒ (13, 15, 8) = 3620/15/10 for 2d8 + 40 ⇒ (5, 6) + 40 = 51

Arushalae lands 2 arrows into the Templar's chest but the resolute Templar stays on his feet. Another such arrow though would surely bring him down.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira Will Save: 1d20 + 14 ⇒ (19) + 14 = 33

"Zeriax, my friend. Ready yourself for the next wave of cultists to attack Garith and Morgrym. I think the ladies can handle this one ourselves."

If I'm reading the map correctly, we have one templar on the north end by the bulk of the party. If Zeriax can position himself in the doorway with a 5' step, he can support Morgrym and Garith better.


RETIRED - defeated Karzoug, saved Sandpoint and happy Alpha of her little Pack

Snow winces as the energy wave floods through her but her spell is released regardless.

Will: 1d20 + 8 ⇒ (2) + 8 = 10

Doggies!: 1d3 ⇒ 2

Two pure white hounds leap from the air, landing behind the templars facing Garith and Morgrym.

Flanking bonuses for you boys!


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

Nasira, Zeriax has no issues with cover, so that is why he is where he is ;) If I step in front of the door, I think will be blocking LoS for Arueshalae.

"I am ready Lady Nasira" - the monk nods, and unleashes on those engaging his companions.

Targeting first the one on Garith, then the one on Morgrym.

Whisperwind 1: 1d20 + 19 ⇒ (1) + 19 = 20
Damage if it hits: 1d8 + 19 + 3 ⇒ (3) + 19 + 3 = 25

Whisperwind 2: 1d20 + 19 ⇒ (20) + 19 = 39
Damage if it hits: 1d8 + 19 + 3 ⇒ (5) + 19 + 3 = 27

Whisperwind 2 is a CRIT?: 1d20 + 19 ⇒ (8) + 19 = 27
Additional damage if it is: 2d8 + 19 + 19 + 3 + 3 ⇒ (5, 2) + 19 + 19 + 3 + 3 = 51

Whisperwind 3: 1d20 + 14 ⇒ (2) + 14 = 16
Damage if it hits: 1d8 + 19 + 3 ⇒ (5) + 19 + 3 = 27


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

@Zeriax, you know your business better than I do. I was thinking you didn’t have LoS to the side of the room where the next wave seems likely to come from, which I realize in hindsight was metagaming, for which I apologize. Carry on!

@Variel, what weapon is the templar west of Arueshalae wielding? His threatened area will determine how close Nasira gets.

Nasira moves forward, slipping among her friends, sets her feet, and fires the heavy crossbow at the templar threatening those on the back row.

+1 Flaming heavy crossbow: 1d20 + 11 ⇒ (7) + 11 = 18
Damage + fire: 1d10 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7

With that shot, she lets the crossbow fall to hang from its strap so she can aid her friends next round.


Zeriax drops the Templar facing off against Garith with an outstanding critical hit but misses with his last shot on the other Templar. Snow summons a pair of pups to flank with Need a concentration check on the spell and this rounds actions from you Snow.

Nasira moves up and fires at the glaive wielding Templar. He shot is wide of its mark though as she drops the crossbow to engage in a more direct manner.


RETIRED - defeated Karzoug, saved Sandpoint and happy Alpha of her little Pack

Concentration: 1d20 + 11 ⇒ (13) + 11 = 24

My standard goes to finishing the spell, so assuming that I'm not within weapon range of the templar I'll stay put. If I am then retreat cautiously!


Are you going to have the summoned creatures attack? They still get to go this round.


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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 brings his hammer up high and then down hard upon the templar in hopes to finish this one off and move on to the next.

+2 is for flank

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 + 2 ⇒ (5) + 21 + 2 = 28
Damage: 2d6 + 27 ⇒ (2, 2) + 27 = 31

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27
Damage: 2d6 + 27 ⇒ (5, 1) + 27 = 33

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23
Damage: 2d6 + 27 ⇒ (4, 3) + 27 = 34

AC 25; Hp's 153/233; Speed 60'; Rage (8/37); Resist 5: Acid/Cold; Resist 2: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Negate PA penalties(2/10 rnds); Mythic (6/11) used


RETIRED - defeated Karzoug, saved Sandpoint and happy Alpha of her little Pack

I'm not sure they can actually hit but hey...!

Bite: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Bite: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 Damage: 1d4 + 1 ⇒ (4) + 1 = 5

The dogs leaps at the templars, although whether that's in anger or affection is debatable...


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Do the dogs have the celestial template? Wondering if they have smite evil. Do they have a free trip attempt if they hit?


RETIRED - defeated Karzoug, saved Sandpoint and happy Alpha of her little Pack

No tr.ip - they're dogs not wolves. I don't think they get celestial either, but they do have +4 Str and Con, which I missed so 10 and 25 to hit, for 4 and 7 damage respectively. :)


Snow summons a pair of dogs to flank with the party. One of the dogs lands a good hot to help Morgrym. Morgrym takes advantage of the distraction and lays the Templar to the ground without his chest intact.

Will save 1d20 ⇒ 5 still blind from glitterdust. But not hearing any of his allies he channels negative energy 3d6 ⇒ (6, 4, 2) = 12 affecting Morgrym, Garith and the summoned dogs.

will save 16 for half

The Templar to the north attacks as well with his glaive upon Arueshalae.

power attack glaive 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23 for 1d10 + 7 + 6 ⇒ (2) + 7 + 6 = 15
iterative 1d20 + 12 - 2 - 5 ⇒ (20) + 12 - 2 - 5 = 25 for 1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16
confirm 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27 for 2d10 + 7 + 6 + 7 + 6 ⇒ (6, 4) + 7 + 6 + 7 + 6 = 36

The chanting continues from the other room as more spells are being cast.

Good Guys up Arueshale, Zeriax, Nasira, Garith Morgrym Snow.


Arueshalae recoils from being struck but realizes that it could have been worse. Her armor and natural resistance skin protected her from what could have been a critical hit. Stepping back she calmly fires her bow into the Templar and sees it fall to the ground dead.

3d20 ⇒ (13, 18, 1) = 32

Party up


RETIRED - defeated Karzoug, saved Sandpoint and happy Alpha of her little Pack

Will: 1d20 + 1 ⇒ (2) + 1 = 3Will: 1d20 + 1 ⇒ (12) + 1 = 13

Both dogs vanish under the assault of magical energy. Snow steps back from the conflict, listening to try and determine the spells being cast from the other room.

Spellcraft: 1d20 + 25 ⇒ (6) + 25 = 31

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

will: 1d20 + 12 ⇒ (13) + 12 = 25

Oh, wow, I have a charge lane open! I forgot what that's like...

Sheild (slam) Charge: 1d20 + 20 + 2 ⇒ (16) + 20 + 2 = 38
For 1d4 + 18 ⇒ (1) + 18 = 19

Garith tries to barrel into the templar and go crashing with him into the wall to knock him prone


Snow you think that thenspell is a summon monster 4 spell.

Garith Yuo easily barrel the blind Templar over and can push him wherever you want as he tumbles to the ground in a heap or flailing arms and legs.

Rest of party up


RETIRED - defeated Karzoug, saved Sandpoint and happy Alpha of her little Pack

"They're summoning reinforcements!" Snow calls. "I can't disrupt it without seeing the spells!"

Where is the noise coming from on the map?


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 shuffles inside the room, and unleashes on the remaining Templar - "Soon we will have the whole compound on us..."

Whisperwind Vital Strike on Red: 1d20 + 20 ⇒ (16) + 20 = 36
Damage if it hits: 2d8 + 19 + 3 ⇒ (5, 7) + 19 + 3 = 34

If that templar is already down, Zeriax will instead go into the room and try to hide.

Stealth (if Red is down, no one is observing me I think?): 1d20 + 16 ⇒ (15) + 16 = 31


The Templar is on the ground and still blind but not dead Zeriax. Therefore you can still fire upon him if you want. The noise is coming form the closed doors to the east of the main room with the Templars.


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

Nah, I prefer to hide.... MUAHAHAHAHAHAH!!!


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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 + 10 ⇒ (19) + 10 = 29

Seeing how the paladin has the enemy taken care of, Morgrym moves to the door and opens it. "Could ya keep it down in here! So rude all this racket yer makin'. Looks like yer all gonna need ta be taught some manners," he states as a matter of fact.

I moved Morgrym to the door and opened it.

AC 25; Hp's 147/233; Speed 60'; Rage (9/37); Resist 5: Acid/Cold; Resist 2: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Negate PA penalties(3/10 rnds); Mythic (6/11) used


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

I’m not getting a current map, but I think I can do the following.

Nasira feels Morgrym’s injuries through her spell of monitoring. In order to provide him aid, she uses the momentary lapse of the battle to move toward the dwarven rager. When she’s within 20’, she pauses. Casting will commence next round.


map update

The pups disappear as Morgrym moves over to the door and opens it. Inside he finds 5 humans each with glowing magical wards around then casting further spells in anticipation of the coming fight. Looking over he shoulder he sees Garith taking care of the prone Templar and the rest of the party out in the hall. However there was no sign of Zeriax.

The spellcasters finished their spells as 5d3 ⇒ (2, 3, 2, 3, 3) = 13 dretches appear from nowhere. Turning their malevolent eyes upon you the casters target Morgrym with a massive barrage of magic missiles. 25d4 + 25 ⇒ (4, 4, 1, 4, 1, 2, 4, 4, 3, 4, 2, 1, 3, 4, 2, 4, 3, 2, 1, 2, 1, 2, 3, 1, 4) + 25 = 91

The dretches attack Morgrym, Garith, and Nasira as well as a few moving out of the room to assault Snow.

3 full attacks on Garith
bite 1d20 + 6 ⇒ (5) + 6 = 11 for 1d4 + 3 ⇒ (4) + 3 = 7
claw 1 1d20 + 6 ⇒ (16) + 6 = 22 for 1d4 + 3 ⇒ (1) + 3 = 4
claw 2 1d20 + 6 ⇒ (1) + 6 = 7 for 1d4 + 3 ⇒ (3) + 3 = 6

bite 1d20 + 6 ⇒ (3) + 6 = 9 for 1d4 + 3 ⇒ (1) + 3 = 4
claw 1 1d20 + 6 ⇒ (4) + 6 = 10 for 1d4 + 3 ⇒ (4) + 3 = 7
claw 2 1d20 + 6 ⇒ (20) + 6 = 26 for 1d4 + 3 ⇒ (3) + 3 = 6 hit

bite 1d20 + 6 ⇒ (18) + 6 = 24 for 1d4 + 3 ⇒ (2) + 3 = 5
claw 1 1d20 + 6 ⇒ (16) + 6 = 22 for 1d4 + 3 ⇒ (4) + 3 = 7
claw 2 1d20 + 6 ⇒ (1) + 6 = 7 for 1d4 + 3 ⇒ (1) + 3 = 4

6 full attacks on Morgrym
bite 1d20 + 6 ⇒ (11) + 6 = 17 for 1d4 + 3 ⇒ (1) + 3 = 4
claw 1 1d20 + 6 ⇒ (11) + 6 = 17 for 1d4 + 3 ⇒ (3) + 3 = 6
claw 2 1d20 + 6 ⇒ (11) + 6 = 17 for 1d4 + 3 ⇒ (3) + 3 = 6

bite 1d20 + 6 ⇒ (18) + 6 = 24 for 1d4 + 3 ⇒ (4) + 3 = 7
claw 1 1d20 + 6 ⇒ (18) + 6 = 24 for 1d4 + 3 ⇒ (4) + 3 = 7
claw 2 1d20 + 6 ⇒ (11) + 6 = 17 for 1d4 + 3 ⇒ (2) + 3 = 5

bite 1d20 + 6 ⇒ (14) + 6 = 20 for 1d4 + 3 ⇒ (1) + 3 = 4
claw 1 1d20 + 6 ⇒ (17) + 6 = 23 for 1d4 + 3 ⇒ (2) + 3 = 5
claw 2 1d20 + 6 ⇒ (7) + 6 = 13 for 1d4 + 3 ⇒ (3) + 3 = 6

bite 1d20 + 6 ⇒ (16) + 6 = 22 for 1d4 + 3 ⇒ (2) + 3 = 5
claw 1 1d20 + 6 ⇒ (7) + 6 = 13 for 1d4 + 3 ⇒ (3) + 3 = 6
claw 2 1d20 + 6 ⇒ (6) + 6 = 12 for 1d4 + 3 ⇒ (4) + 3 = 7

bite 1d20 + 6 ⇒ (20) + 6 = 26 for 1d4 + 3 ⇒ (1) + 3 = 4 hit
claw 1 1d20 + 6 ⇒ (6) + 6 = 12 for 1d4 + 3 ⇒ (2) + 3 = 5
claw 2 1d20 + 6 ⇒ (19) + 6 = 25 for 1d4 + 3 ⇒ (2) + 3 = 5hit

bite 1d20 + 6 ⇒ (3) + 6 = 9 for 1d4 + 3 ⇒ (3) + 3 = 6
claw 1 1d20 + 6 ⇒ (11) + 6 = 17 for 1d4 + 3 ⇒ (3) + 3 = 6
claw 2 1d20 + 6 ⇒ (7) + 6 = 13 for 1d4 + 3 ⇒ (4) + 3 = 7

2 full attacks on Nasira
bite 1d20 + 6 ⇒ (20) + 6 = 26 for 1d4 + 3 ⇒ (4) + 3 = 7 hit
claw 1 1d20 + 6 ⇒ (12) + 6 = 18 for 1d4 + 3 ⇒ (1) + 3 = 4
claw 2 1d20 + 6 ⇒ (16) + 6 = 22 for 1d4 + 3 ⇒ (2) + 3 = 5

bite 1d20 + 6 ⇒ (8) + 6 = 14 for 1d4 + 3 ⇒ (1) + 3 = 4
claw 1 1d20 + 6 ⇒ (10) + 6 = 16 for 1d4 + 3 ⇒ (2) + 3 = 5
claw 2 1d20 + 6 ⇒ (6) + 6 = 12 for 1d4 + 3 ⇒ (3) + 3 = 6

2 bite attacks on Snow
bite 1 1d20 + 6 ⇒ (7) + 6 = 13 for 1d4 + 3 ⇒ (3) + 3 = 6
bite 2 1d20 + 6 ⇒ (3) + 6 = 9 for 1d4 + 3 ⇒ (3) + 3 = 6

Good Guys up


Female of course Succubus risen succubus master spy 6/trickster 3

Arueshale sees the oncoming horde and fires her bow 4 times using rapid shot at the dretches attacking Snow.

4d20 ⇒ (2, 4, 10, 12) = 2820/20/15/10

The Redeemed demon mows them down returning 4 of them to the abyss from which they were summoned.

Party up


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 unleashes on the ones attacking Morgrym - "Avast!"

Whisperwind 1: 1d20 + 21 ⇒ (4) + 21 = 25 < Zeriax was hiding, so maybe vs. FF AC?
Damage if it hits: 1d8 + 21 + 3 ⇒ (3) + 21 + 3 = 27

Whisperwind 2: 1d20 + 21 ⇒ (16) + 21 = 37
Damage if it hits: 1d8 + 21 + 3 ⇒ (3) + 21 + 3 = 27

Whisperwind 3: 1d20 + 16 ⇒ (20) + 16 = 36
Damage if it hits: 1d8 + 21 + 3 ⇒ (2) + 21 + 3 = 26

Whisperwind 3 is a CRIT?: 1d20 + 16 ⇒ (3) + 16 = 19
Additional damage if it is: 1d8 + 1d8 + 21 + 3 + 21 + 3 ⇒ (4) + (4) + 21 + 3 + 21 + 3 = 56


RETIRED - defeated Karzoug, saved Sandpoint and happy Alpha of her little Pack

Snow strides forwards into the middle of the room and explodes in a burst of white light, which sears the dretches with otherworldly power!

Planar Channel: 6d6 + 2 ⇒ (3, 5, 2, 1, 4, 4) + 2 = 21 DC19 Will to halve. If they survive then they are staggered for 1d4 ⇒ 1 rounds.

Moving to new map position which should put me in range of all the dretches. Finally managing to be useful!


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

One of the attacks against Nasira was a natural 20. I assume you want to confirm the critical. It appears that all of my dretches have been dealt with, is that true?


I was going to bother with the Crit threat as It was going to hit likely. Yes the dretches on you are taken care of.

Zero ax takes out another 3 dretches while Snow moves up and channels against the rest.

Will saved 6d20 ⇒ (9, 12, 6, 11, 9, 20) = 67

Snow sends another 5 back to the abyss as well leaving only 1 of the demons remaining


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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)

Wow. 91 damage from magic missiles. Man that bites. :P

As the dwarf is riddled with a multitude of magical darts, the dwarf finds himself beaten down fairly badly from the massive amount of damage suffered. Cracking his neck, "MY TURN!" he yells and steps up to attack the nearest one.

5' stepped; Attack

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 2d6 + 27 ⇒ (4, 1) + 27 = 32

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (6) + 21 = 27
Damage: 2d6 + 27 ⇒ (2, 4) + 27 = 33

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 2d6 + 27 ⇒ (6, 4) + 27 = 37

Possible crit
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (7) + 21 = 28
Damage: 4d6 + 54 ⇒ (5, 2, 3, 4) + 54 = 68

AC 25; Hp's 56/233; Speed 60'; Rage (10/37); DR 5-; Resist 5: Acid/Cold; Resist 2: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Negate PA penalties(4/10 rnds); Mythic (6/11) used


Riddled with multiple magical holes burning into his flesh Morgrym takes out his rage and slaughters the sorceress before him. However he is still in light if sight to the other 4 and the magic missiles may be coming again.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira mutters, "Slow down for a second, you crazy dwarf..."

She moves 5' (down/left please, to Snow.'s left) to get a better angle on the rager's back, seen through the door, and begins casting a mythic cure serious wounds.

Cure Serious Wounds, mythic, empowered, faith's reach: 6d8 + 22 + 25 ⇒ (1, 4, 5, 7, 8, 3) + 22 + 25 = 75

She barely halts her spellcasting to heal Morgrym, when she cries out, "Dawnflower, aid us!" and channels to heal, which should hit everyone except maybe Arushalae.

Channel positive energy, including only allies: 6d6 ⇒ (2, 6, 4, 4, 2, 5) = 23

Mythic spell, Amazing Initiative, two mythic points spent

Morgrym gets 98 hp, everyone else gets 23. If you are full with less than 23, let me know how many extra points there were and I will give them to Snow. or myself.


RETIRED - defeated Karzoug, saved Sandpoint and happy Alpha of her little Pack

I'm back to full with that channel so it can go elsewhere if need be. Like Morgrym? :) [14 points over]


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

As I read it, it has to be someone adjacent to me, or myself. I'm not full, so I will take it.

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

Gareth will start swinging at the enemies by him, hitting the French till it drops, then moving on to the templar to finish him off

Shield Slam: 1d20 + 20 ⇒ (15) + 20 = 35
for 1d4 + 9 + 9 ⇒ (2) + 9 + 9 = 20

Radiance: 1d20 + 16 ⇒ (9) + 16 = 25
for 1d8 + 4 + 6 ⇒ (4) + 4 + 6 = 14

Slam: 1d20 + 20 ⇒ (10) + 20 = 30
for 1d4 + 9 + 9 ⇒ (3) + 9 + 9 = 21

Slam: 1d20 + 15 ⇒ (17) + 15 = 32
for 1d4 + 9 + 9 ⇒ (1) + 9 + 9 = 19


Garith pounds the dretch and the Templar sending the dretch back tot he abyss and the Templar's soul to the graveyard awaiting its final resting place.

The closest spellcaster to Morgrym casts mirror image producing 1d4 + 3 ⇒ (2) + 3 = 5 copies of himself to slow the raging dwarf down. while the others cast magic missile again at him.

magic missiles 15d4 + 15 ⇒ (1, 4, 4, 1, 3, 3, 4, 4, 2, 1, 3, 2, 1, 4, 1) + 15 = 53

Good guys up!

map update

Arueshale finds that the battle is being fought beyond her ability to see anything and doubles moves forward into the room to line up shots in the future.


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; 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)

Man thanks for the save, Nasira. Those magic missiles ain't no joke.

As Morgrym continues to get blasted by a multitude of the magical darts, he remains resolved and brings his attacks down upon the next enemy.

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 2d6 + 27 ⇒ (2, 1) + 27 = 30

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (18) + 21 = 39
Damage: 2d6 + 27 ⇒ (5, 4) + 27 = 36

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 2d6 + 27 ⇒ (3, 1) + 27 = 31

Possible crit
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (14) + 21 = 35
Damage: 4d6 + 54 ⇒ (5, 4, 6, 6) + 54 = 75

AC 25; Hp's 101/233; Speed 60'; Rage (11/37); DR 5-; Resist 5: Acid/Cold; Resist 2: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Negate PA penalties(5/10 rnds); Mythic (6/11) used


RETIRED - defeated Karzoug, saved Sandpoint and happy Alpha of her little Pack

Snow moves further into the centre of the room and begins another incantation of summoning.

Not much to do here - I can't slap Shield on Morgrym since its personal :(


1d6 ⇒ 4
1d5 ⇒ 4
1d4 ⇒ 1

Orgrym takes out 2 of the images with his first 2 swings. Thankfully for the adept the first one missed or it would have been a killing blow. The third attack targets the adept directly but can not get past the rest of the defenses.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

"Stop shooting my dwarf!"

I assume they could make the concentration check in their sleep, but did Morgrym get an attack of opportunity on Sparky McMirrorImage, just in case he forgot to cast defensively?

"Let the coward hide behind his illusions, Morgym, and put that hammer to use on someone less prepared."

Nasira moves up behind the rager, drawing her scimitar, and channels again, this time pushing any extra healing to Morgrym now that he's adjacent.

Channel to heal, excluding bad guys: 6d6 ⇒ (6, 6, 1, 1, 6, 3) = 23

Morgrym gets 55 healing because that puts Nasira at her max and Snow is already at max. If anyone else would top out, he gets their extra, too, so let us know.

If Morgrym does take his show on the road, I will step up and start working on Sparky's mirror images unless someone more qualified has arrived by then.


Arueshalae is maxed out as well. The adept cast a spell then stepped up into melee range so no AOO.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

I just stopped to look at that again. That was a very nice roll on 6d6. Good for Morgrym - I'm hoping he gets most of it. Re: the adept, I could hope, couldn't I?

So with the channel plus rollover for three allies, Morgrym gains 78 hp so far. (I know Morgrym can the math himself, I'm just enjoying seeing the result of my mythic healing in one epic number.)

1 to 50 of 10,503 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Variel's WotR Gameplay Thread All Messageboards

Want to post a reply? Sign in.