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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Female Elf Wizard (Manipulator) 14/Archmage 6 Portrait

"I think it may be against teleportation effects. Regardless, I put a spell over Garth that should keep him from further harm until we can disable this thing. I don't think I can do it with magic, but maybe smashing it to bits will work?"


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

"I do not think arrows, even from Whisperwind, will be able to do any significant damage to such a monstrous contraption" - Zeriax ponders, looking around for a way to simply disable the devilish machinery.

My UMD will not be enough, even with a natural 20 so don't really know what to do here... Ansha has +12 but I guess the issue is the same.


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)

Well, Morgrym can. But it depends on how long that spell will hold.

"I'm givin' it all I can! I just hope that spell of yours will last, lass! I'm hittin' it with all I got but the blasted thing barely notices!" the dwarf yells over the machinery, swinging away.

Not sure exactly when it's Morgrym's turn so will put in spoiler.

Future attack whenever it's Morgrym's turn for the next round:

Titan's Rage/Negate power attack
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 26 ⇒ (5) + 26 = 31
Damage: 3d6 + 38 ⇒ (6, 5, 5) + 38 = 54

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 26 ⇒ (13) + 26 = 39
Damage: 3d6 + 38 ⇒ (3, 4, 6) + 38 = 51

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (6) + 21 = 27
Damage: 3d6 + 38 ⇒ (3, 2, 1) + 38 = 44

If all those hit then it's 149 damage total. DR is NOT included.

I got to keep this in rounds for Morgrym's sake. I got multiple round duration things going.

CMD: 44; AC: 33/24 touch/27 ff; HP's: 289/293; Speed 60'; Rage (8/42); DR 6-; Resist 5: Acid/Cold; Resist 3: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Power attack(2/10 rnds); Titan's rage(2/5 rnds) Mythic (5/13) used

Current Svs: Fort +24/Ref +8/Will +14


Female Elf Wizard (Manipulator) 14/Archmage 6 Portrait

Duration is 12 minutes, assuming that it lasts full duration. Odds are in favor of it lasting at least half that imo.

"Hm, maybe I can help some," Ansha says, looking at the demonic engine with an idle gesture. A sickly green ray appears in the air, streaking toward the machine.

Subtle Magic Bluff: 1d20 + 30 ⇒ (10) + 30 = 40

Wild Arcana to cast Disintegrate, DC 26

24d6 ⇒ (5, 2, 3, 3, 3, 2, 4, 2, 3, 5, 4, 2, 2, 6, 5, 1, 6, 3, 2, 2, 1, 5, 4, 2) = 77


fort save as magic item 1d20 + 10 ⇒ (19) + 10 = 29

Ansha casts disintegrate on the grinder only to find it is surprisingly resistant to her magical manipulations. However Morgrym seems to be doing well as he continues to wail upon the machine doing slow but sure damage. You realize that eventually Morgrym will be able to destroy the thing before the spell runs out.

Not going to compute the time exactly but lets say that total destruction in 2d4 + 2 ⇒ (1, 1) + 2 = 4 minutes

After 2 minutes of solid work though the machine starts to get a shake indicating that at least something is mechanically wrong with it.

Effectively has the broken condition giving it a -2 to its CMB and CMD

As soon as this happens though the doors to the west open up...


A3. Guardroom

A stone balcony—five feet wide to the north and west and ten feet wide to the south—winds around the bulk of this room, providing a view of a workspace with several stone tables below. Each table contains several empty iron chests. A set of double doors leads southeast from the balcony, with a smaller door providing a balcony exit to the northwest.
On the ground level, three doors provide exits from the room—the doors to the west and south are set under short tunnels below the balcony. This room is where freshly made Nahyndrian elixirs are packaged and stored until they are ready for transport to the Ivory Sanctum. A dozen chests sit on the tables, each lined with lead and thickly padded inside with demon fur. Complex sifting machines sit on other tables,
devices used to extract the most potent powder created by the grinder. These are identical to the chests the PCs may have encountered
in the Ivory Sanctum, and are used to pack and transport
Nahyndrian elixirs, but all the chests are currently empty.

init:

Nasira 1d20 + 5 ⇒ (14) + 5 = 19
Zeriax 1d20 + 13 ⇒ (10) + 13 = 23
Zeriax 1d20 + 13 ⇒ (15) + 13 = 28
Morgrym 1d20 + 2 ⇒ (6) + 2 = 8
Sir Garith 1d20 + 8 ⇒ (7) + 8 = 15
Ansha 1d20 + 17 ⇒ (8) + 17 = 25

incubi 1d20 + 2 ⇒ (19) + 2 = 21

Zeriax and Ansha are up. Map updated as well


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

"Stand still and you will be spared - otherwise your lives are forfeit"

Readied action to flurry if they start to attack us or leave the room.

Variel, I don´t think you described what the creatures are doing when the door opens, or what they look like, etc.


crap...too much going on with altering th map and trying to change colors.

Inside the room you see half a dozen or more incubi. They seemed to have been relaxing in the room waiting for the next delivery of nahyndrian crystal powder from the Grinder. When the machine starter to make strange sounds though they jumped up to investigate the disturbance. The look on their faces is one of hatred and fear...not fear of you but of their master should the machine be destroyed.

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

sorry, haven't really been online recently...Thanks for the save tho. I can't really attack the machine from inside the sphere, can I...


Sorry no.


Waiting for Ansha but it doesn’t seem like they will be surrendering. Zeriax go ahead and take your attacks


Female Elf Wizard (Manipulator) 14/Archmage 6 Portrait

Not seeing anything amiss, Ansha remains at the doors into the room with the demonic engine. Trusting the others' actions, though, she tenses in case something should change. Ready vs appearance.


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

Ansha, you just heard Zeriax menacing 'something' inside the room, right?


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

With Garith in such a precarious position, and Morgrym tied up with rescuing their friend, Zeriax understands there is no time for inaction.

As soon as their opponents sketch an aggressive move, he lets fly - "Very well"

Whisperwind 1: 1d20 + 22 ⇒ (16) + 22 = 38
Damage if it hits: 1d8 + 22 ⇒ (3) + 22 = 25

Whisperwind 2: 1d20 + 22 ⇒ (3) + 22 = 25
Damage if it hits: 1d8 + 22 ⇒ (6) + 22 = 28

Whisperwind 3: 1d20 + 22 ⇒ (10) + 22 = 32
Damage if it hits: 1d8 + 22 ⇒ (3) + 22 = 25

Whisperwind 4: 1d20 + 17 ⇒ (15) + 17 = 32
Damage if it hits: 1d8 + 22 ⇒ (1) + 22 = 23


Zeriax flat out kills 1 of the incubi for daring to assault them even with his arrows not doing full damamge. For his efforts though the others the others target him with a plethora of spells designed to weaken his resolve, assault his senses and make him flee.

The front 3 cast crushing despair upon you. Need 2 will saves DC 19 each or -2 to attack rolls, saving throws, ability checks, skill checks, and weapon damage

the next 4 all try to suggest (will save DC 18) you head home and relax for the day. This is too much work and the others can handle this without you.

You are going to fail 1 of these I just know it Zeriax. Only a matter of time.

Nasira, Garith, Morgrym up


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: ]

Am I correct in believing that Nasira would recognize these creatures as evil outsiders? She will attempt to channel against them, regardless of what the knowledge check reveals.

Knowledge (planes): 1d20 + 8 ⇒ (12) + 8 = 20

"Begone, foul creatures! Get thee hence! Morgrym, when that thing is scrap, we have company!"

She moves forward and holds up her holy symbol and channels to harm the incubi. She will definitely affect the five on the floor and might affect the dark gray and orange ones along the north wall, I'm unsure.

Channel vs evil outsiders, Will DC 21 for half: 6d6 + 6 ⇒ (2, 3, 4, 6, 1, 5) + 6 = 27


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)

Rolling his eyes at the news, "BLAST! Blast that's the last thing we need! Just hold 'em off for a moment!" The dwarf works as furiously as he can in an attempt to bring down the machine as quick as possible.

Keep attacking machine.

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (15) + 21 = 36
Damage: 2d6 + 29 ⇒ (1, 4) + 29 = 34

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (8) + 21 = 29
Damage: 2d6 + 29 ⇒ (5, 1) + 29 = 35

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d6 + 29 ⇒ (5, 4) + 29 = 38

107 damage if they all hit. Not including DR.

Funny. NOW I roll good when I'm attacking a non-moving/inanimate object. I wonder if all the bad guys would just stand there and let me whale on them. That sure would make things a lot better for me. :P

CMD: 39; AC: 30/20 touch/25 ff; HP's: 217/221; Speed 60'; DR 6-; Resist 5: Acid/Cold; Resist 3: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Power attack(6/10 rnds); Mythic (5/13) used; 1

Current Svs: Fort +18/Ref +8/Will +11


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

Of course I will eventually miss a save - that is why I was asking Ansha about taking some proactive action :P

Will: 1d20 + 18 ⇒ (1) + 18 = 19
Will: 1d20 + 18 ⇒ (5) + 18 = 23
Will: 1d20 + 18 ⇒ (7) + 18 = 25
Will: 1d20 + 18 ⇒ (13) + 18 = 31

Will: 1d20 + 18 ⇒ (18) + 18 = 36
Will: 1d20 + 18 ⇒ (16) + 18 = 34
Will: 1d20 + 18 ⇒ (11) + 18 = 29

Missed a save vs. Crushing Despair so -2 to attack rolls, saving throws, ability checks, skill checks, and weapon damage.

"Do you not understand my language?" - the monk repeats, fighting against the feeling of being overwhelmed, and launching a volley at the next assailant.

Whisperwind 1: 1d20 + 22 - 2 ⇒ (2) + 22 - 2 = 22
Damage if it hits: 1d8 + 22 - 2 ⇒ (1) + 22 - 2 = 21

Whisperwind 2: 1d20 + 22 - 2 ⇒ (10) + 22 - 2 = 30
Damage if it hits: 1d8 + 22 - 2 ⇒ (7) + 22 - 2 = 27

Whisperwind 3: 1d20 + 22 - 2 ⇒ (6) + 22 - 2 = 26
Damage if it hits: 1d8 + 22 - 2 ⇒ (7) + 22 - 2 = 27

Whisperwind 4: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
Damage if it hits: 1d8 + 22 - 2 ⇒ (7) + 22 - 2 = 27

I just keep rolling amazingly...


Female Elf Wizard (Manipulator) 14/Archmage 6 Portrait

Finally seeing a target, Ansha points in the direction of the two incubi in the doorway. As she does so, a loud *crack!* is heard, and a massive lightning bolt emanates from her fingertips to strike the nearest incubus, leaping from that incubus to the next, and then arcing off to strike every other incubus in the room beyond.

Subtle Magic Bluff: 1d20 + 30 ⇒ (1) + 30 = 31

Spell penetration: 1d20 + 18 ⇒ (14) + 18 = 32
Mythic chain lightning, DC26: 12d10 ⇒ (10, 1, 10, 5, 4, 1, 8, 9, 9, 4, 2, 3) = 66


Not realizing what exactly she was facing Ansha casts a powerful electrical blast hoping to fry them all where they stood . However they all stood there letting the crackling power flow around them enjoying the tingling sensation.

Zeriax, even affected by the Cushing despair kills another of the incubus.

Morgrym wails on the machine to eventually free Garith.

Nasira channels to hit the front 5 incubi

5d20 ⇒ (13, 10, 16, 20, 2) = 61

2 of them resist her power but still take damage while the other 3 take full damage.

The 5 turn their attention to Nasira as she is targeted with 2 crushing dispair and 3 suggestions to go home. Dc 19 for first 2 and dc 18 for last 3


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: ]

Will DC 19 vs Crushing Despair: 1d20 + 15 ⇒ (12) + 15 = 27

Will DC 19 vs Crushing Despair: 1d20 + 15 ⇒ (16) + 15 = 31

Will DC 18 vs Suggestion: 1d20 + 15 ⇒ (13) + 15 = 28

Will DC 18 vs Suggestion: 1d20 + 15 ⇒ (14) + 15 = 29

Will DC 18 vs Suggestion: 1d20 + 15 ⇒ (8) + 15 = 23

Did my knowledge reveal anything?


Female Elf Wizard (Manipulator) 14/Archmage 6 Portrait

Eyes narrowing in cold fury, Ansha finally moves into the room. With a better view into the next room and a better idea of what she is facing, she looks over to one of the incubi. "How do you know a halfling is being perverted? He tells you your hair smells nice," Ansha calls.

Augmented Mythic hideous laughter, DC 28--the nearest incubus is her primary target, and every other one gets to make a DC28 save or be sickened while within 30' of him.

Knowledge (planes): 1d20 + 25 ⇒ (15) + 25 = 40
Subtle Magic Bluff: 1d20 + 30 ⇒ (10) + 30 = 40
Spell penetration: 1d20 + 18 ⇒ (3) + 18 = 21
Augmented Mythic hideous laughter damage: 1d6 ⇒ 5


Nasira:

Demon, Incubus
This darkly handsome humanoid's batlike wings, curving horns, and bestial legs betray his demonic origin.

INCUBUS CR 6
XP 2,400
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +21

What other 1 thing would you like to know


Ansha:

Demon, Incubus
This darkly handsome humanoid's batlike wings, curving horns, and bestial legs betray his demonic origin.

INCUBUS CR 6
XP 2,400
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +21

You also get to know 4 other things. What would you like?

Will save 6d20 ⇒ (7, 8, 7, 8, 9, 12) = 51 all of them fail. Not nice! I know who is the next target in the next room.


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: ]

Variel:
I’m sure Ansha just got the bestiary entry, but I will ask for resistances.


Female Elf Wizard (Manipulator) 14/Archmage 6 Portrait

Variel:
Uh...Senses, Defenses, Attacks, Saves? I'm not sure what else there is.


Nasira:

DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17

Ansha:

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)

Fort +10, Ref +6, Will +8

Senses darkvision 60 ft.; Perception +21; telepathy 100ft

Melee mwk scimitar +14/+9 (1d6+7/18–20) or2 slams +13 (1d4+5)


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 continues to whale away relentlessly at the machine with his mighty hammer, sweating profusely.

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 2d6 + 29 ⇒ (6, 1) + 29 = 36

(Haste)+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 2d6 + 29 ⇒ (4, 4) + 29 = 37

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 2d6 + 29 ⇒ (5, 5) + 29 = 39

112 damage. DR not included.

CMD: 39; AC: 30/20 touch/25 ff; HP's: 217/221; Speed 60'; DR 6-; Resist 3: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Power attack(7/10 rnds); Mythic (5/13) used; 2/10

Current Svs: Fort +18/Ref +8/Will +11


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

Am I up?

Zeriax understands the time for words is at an end, and launches another volley.

Attacking Red, then Yellow - those two at the entrance.

Whisperwind 1: 1d20 + 22 - 2 ⇒ (18) + 22 - 2 = 38
Damage if it hits: 1d8 + 22 - 2 ⇒ (2) + 22 - 2 = 22

Whisperwind 2: 1d20 + 22 - 2 ⇒ (10) + 22 - 2 = 30
Damage if it hits: 1d8 + 22 - 2 ⇒ (4) + 22 - 2 = 24

Whisperwind 3: 1d20 + 22 - 2 ⇒ (7) + 22 - 2 = 27
Damage if it hits: 1d8 + 22 - 2 ⇒ (8) + 22 - 2 = 28

Whisperwind 4: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18
Damage if it hits: 1d8 + 22 - 2 ⇒ (4) + 22 - 2 = 24


With Nasira's channel to harm the Incubi Zeriax is ablet o put down 2 more of the demons before him leaving the laughing one rolling onteh ground helpsless. The other Incubi try to move away from the sight and sound as they can no longer stomach the sight. 2 of them make it to the southern doors while the last makes it to the western door. They are unable to open it though at this time.

Morgrym lays into the machine again damaging it as it is clear that its on its last legs. (2 rounds I believe)

saves 4d20 ⇒ (8, 4, 8, 7) = 27 all fail again

good guys up


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 his sweat pours freely down the dwarf's face, he ignores it as he continues his assault upon the machine.

+1 Cold Iron Earth breaker: 1d20 + 21 ⇒ (1) + 21 = 22
Damage: 2d6 + 29 ⇒ (5, 2) + 29 = 36

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 21 ⇒ (12) + 21 = 33
Damage: 2d6 + 29 ⇒ (6, 4) + 29 = 39

+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d6 + 29 ⇒ (4, 5) + 29 = 38

Nearly losing his hammer on the first swing as he underestimates the sweat upon his hands, he refocuses on getting a better grip before resuming his attack.

Ugh! 77 damage. No DR included.

CMD: 39; AC: 30/20 touch/25 ff; HP's: 217/221; Speed 60'; DR 6-; Resist 3: Fire; Attacks: Good aligned vs. Evil Outsiders(+1d6); Power attack(8/10 rnds); Mythic (5/13) used; 3/10

Current Svs: Fort +18/Ref +8/Will +11


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 holds her action, watching for other threats.


Female Elf Wizard (Manipulator) 14/Archmage 6 Portrait

Ansha joins Nasira near the door. With a gesture, a massive cone of frost springs to life from her hand to envelop the room beyond. I think I can get all of them, or at least 3 of the 4.

Subtle Magic Bluff: 1d20 + 30 ⇒ (15) + 30 = 45
Spell Penetration: 1d20 + 16 ⇒ (16) + 16 = 32
Cone of Cold: 12d6 ⇒ (2, 1, 4, 2, 4, 3, 3, 6, 6, 3, 4, 3) = 41


Female Elf Wizard (Manipulator) 14/Archmage 6 Portrait

Realized days late that I didn't put the Cone of Cold's DC in that last post. It's DC 26.


Reflex save 4d20 ⇒ (19, 4, 7, 4) = 34

The first incubus managed to dodge out of the way. The others did a cold frigid death while Zeriax puts the survivor out of his misery. Morgrym continues to hammer away at the machine and it eventually falls apart saving Garith.

Out of rounds and init


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: ]

Seeing Garith exiting the remains of the machine surprisingly whole, Nasira shakes her head. "Well-placed magic, Ansha. Nicely done."

Who requires healing? How did Garith wind up after the machine ground on him?


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)

After what feels like forever, Morgrym breathes a sigh of relief as the machine finally breaks. "Finally! Blasted contraption." Wiping the sweat off his face, he works to free Garith from within.

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, that was aweful until whatever that bubble thing was appeared... So thank you for that. I think I'd have been ground up into meat pretty quickly without that..., Garith is a little wide-eyed after that experience of watching Grainger's take against a magic sphere , just waiting...

I took 36 damage, so a small heal will suffice


Female Elf Wizard (Manipulator) 14/Archmage 6 Portrait

Ansha winks at Nasira. "Got a few tricks up my sleeve still." The blond enchantress turns to look at Sir Garith. "You alright? Had to do a bit of guess-work about where to place that sphere of force."


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 fusses over the somewhat embarrassed holy warrior.

Cure Moderate Wounds, empowered: 2d8 + 10 + 6 ⇒ (1, 1) + 10 + 6 = 18 That roll sucked, sorry Garith.


Which way are you going?


Female Elf Wizard (Manipulator) 14/Archmage 6 Portrait

Ansha indicates the double-doors toward the north (top of the map) silently, a question written on her face.


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, my perceptive friend, do you hear anything beyond any of these doors?"

Did we notice the incubi trying to exit through a particular door?


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 looks curiously at the wizardess before turning his attention toward the northern set of doors. "Ya talkin' about those northern doors there, Nasira?" he motions with a head nod toward them. "'Cause the new lass seems a bit curious about 'em as well," he says as he makes his way over to them once his fatigue finally wears off. "'Course now that makes me curious," he mumbles to himself, annoyed at the fact. He then takes a moment to listen at the door for anything that might prove useful to the party.

Perception: 1d20 + 19 ⇒ (4) + 19 = 23


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 follows suit, checking the doors alongside Morgrym, but not without first using magical detection means.

Casting Detect Magic first.

Perception: 1d20 + 21 ⇒ (2) + 21 = 23

Aid Morgrym I guess :D


Opening the doors to the north you find machinery inside. After some careful observations and magical detections you find a ring of force shield. You gather that this was used to created floating platforms to haul the nahyndrian crystals around and through the portal to the room below.


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

After the search of the area, Zeriax moves South again, to check the door to the southeast.

SE of A3

Take 10: 10 + 21 = 31


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, would this magical shield avail you while you are firing your bow?"


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

"I am not sure, friend Nasira"

I always thought the shield had to be 'wielded', does it not?


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: ]

Reading the description, I guess my friends were using it wrong or the rule changed between editions. It does appear to require you to wield it, unlike a shield spell. Sorry.

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