Variel's WotR

Game Master Neltji

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

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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

"My concern is that time is of the essence. Had we waited until the morning to come here, we may have not been able to save these librarians. And there is evidence at the manot that ma yet be destroyed should we delay. Yet there is danger in haste. I have strength to channel Iomadae's healing, and both Oriana and Maelchar have magics yet. I am for continuing forth. Everyone take a potion and be prepared for the dangers that await... unless," turning to the dwarven mage, "Master Pakak, what magics do you have left prepared? and can you make use of nay of the magic scrolls which we have collected? Your arcane practices are admittedly foreign to me." Garith asks the wizard.


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 have one spell left, and the ability to make heavy weapons five more times today. I am willing to press on, cousin. I agree that time of the essence. We will have to rest soon though, so let's cover as much ground as we can now. Don't forget that Oriana and I would also like to check out the family residence and see who might yet live of the Zeru clan."

Maelchar moves to Oriana, who had collected all the healing potions and requests one for himself to carry, since Garith seems to be of the mind that each should carry one.


It looks like Pakak has used his ear piercing scream and magic missile today while Oriana has 2 spell slots left. Definitely enough for at least one more random encounter and a location on the map. Just let me know where you are going and if Zeriax or anyone else wants to try a know local 20 to cut the random chance from 75 to 50 percent. Don't worry if the know local check succeeds and you miss an encounter because of it I am still awarding you the exp for that encounter.


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

Pakak takes the book into custody unless one of the librarians object, "I have stronger magic than before, and not all of it used. A sphere of rolling flame may be handy yet, though I was reluctant to use it in a library for obvious reasons. A cloud of glittering dust isn't as offensive, but can be useful for revealing foes or blinding them. And arrows , at least non magical ones can be blocked. I'll take a look at the scrolls, but just anything arcane I can use if I must."


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

Thanks for the map link GM Variel, it is really handy to have it always available. And lets try to keep our chances as best as possible :D

Knowledge (Local): 1d20 + 8 ⇒ (13) + 8 = 21

Crouching down just outside the Library, Zeriax sketches a rough map on the floor with a twig - "We are here" - he marks the library with an X - "If I remember the contents of the letter we uncovered underground correctly, our next destination should be Nyserian Manor to the north, though we would need to traverse one of the inner city walls for that" - he ponders for a few moments - "Going in a straight line, we are actually close, but if the wall is intact, we will perhaps need to climb up on one side, and down on the other" - he adds.

GM Variel, the direct path from the Library to the manor seems to go through one of the inner city walls - as far as Zeriax knows, was there a path through there before the attack? I cannot be sure from the map, but it seems there is a "rift" cutting right through it? But maybe Zeriax does not know that either... Also, on the map, where is the Cathedral of Saint Clydwell located?

"Or we can simply go around, and through one of the wall's gates - I do not know how organized the invaders may be, but there are good chances they may be watching these ingress locations"


The Cathedral of Saint Clyde is where you all started before the attack took place. It is the giant gaping hole labeled A on the map.

The walls would indeed prove a hindrance to your travels if they were solid and manned. However with the destruction caused by the demons, defending the walls is secondary to individual survival at this time for most people. If you so choose, you could navigate the edge of a rift and easily climb a section of partially destroyed wall to get to the other side. No checks are necessary it is all part of taking the 30 minutes to get that distance.

random encounter chance 1-50 1d100 ⇒ 2

Working your way around a rift in one of the business districts you hear ahead of you the sound of a large animal or two inside one of the buildings. Creeping closer you see what appears to be 2 large dogs with quills covering their bodies. The predators are too busy tearing into bits of flesh they found in the buildings to notice your approach giving you all a surprise round.

map

Black lines are openings in the buildings while blue lines represent windows. Inside a building is difficult terrain.

know planes DC: 13 (evil outsider):

These creatures are howlers derived from they primary means of incapacitating a foe. They emit a loud howl that drives people insane. Once they prey collapses into insanity then they pounce to finish them off.

know planes DC: 18:

The quills on their bodies are their primary means of defense. When hit by a non-reach or non-ranged weapon, the quills break off on the attacker dealing 1d4+1 points of piercing damage. Likewise when a howler attacks there is a chance that a quill will break off. Any quills that break off require a DC 14 reflex save or become embedded causing pain (sickened condition). To remove a quill requires a DC 15 heal check. Success removes a quill. Failure deals 1d4+1 points of damage as the barbs on the quill tear the skin as it is removed. The sickened condition lasts until all quills are removed.

Good guys up with surprise round only.


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

know planes: 1d20 + 7 ⇒ (8) + 7 = 15

Maelchar makes a lucerne hammer as a swift action and moves forward to C14 (a 5' step) and casts lead blades, with the hope of getting an attack on the creature soon.

"THey are howlers and attack with sound, incapacitating with insanity"

one swift action, one standard action... surprise round complete


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

"Let us try and bypass these...?" - Zeriax whispers.


If you do try to bypass them I will need stealth checks from everyone.


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, seeing Zeriax trying to be quiet, does the same, though he's still made a weapon and cast his spell.

stealth: 1d20 + 1 - 2 ⇒ (12) + 1 - 2 = 11

Unfortunately, he lacks Zeri's innate grace and trained skill.


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

MAYBE the distance to them, the barriers in between, and the fact they are distracted will allow that 11 to be enough Maelchar :D

Zeriax frowns - he does not know exactly why, but ever since he has remembered, and much more than he would like, it always seemed he had an unconscious understanding of extraplanar evil entities - their motivations, their physiology... It was something ever present in his life, and many times translated into the will to put such foul creatures down.

But since there was no apparent, immediate danger to innocents, he tried to move along in silence, and avoid unnecessary confrontation.

Stealth: 1d20 + 8 ⇒ (20) + 8 = 28


GM stuff:

perception 2d20 ⇒ (15, 11) = 26+13-4-5 each

Ryu 1d20 + 4 ⇒ (7) + 4 = 11
Maelchar 1d20 ⇒ 1
Pakak 1d20 + 1 ⇒ (3) + 1 = 4
Zeriax 1d20 + 2 ⇒ (2) + 2 = 4
Oriana 1d20 + 4 ⇒ (4) + 4 = 8
Sir Garith 1d20 + 1 ⇒ (15) + 1 = 16

howlers 1d20 + 6 ⇒ (10) + 6 = 16

Stealth of 15 means you are hidden from the far howler while a 19 means you remain hidden from both howlers providing you are not taking any offensive actions. Once surprise actions are over I will move on to round 1.

As soon as you cast your spell Maelchar you can see both of the dogs heads perk up and look around for the source of the sound. Clearly they have been alerted to your presence but as far as some of the others it remains to be seen.

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

Post eaten, stealth failed.

Garith takes a 5' step to D:12 and draws The Radience.
Looks like Garith cannot be hit from D11 nor E13 due to hard corners, so being there, he offers flanking if he is hit and the others don't give them a better option till round 1 if howlers go first


Ryu observes that Garith has moved without stealth and he shrugs, drawing his blade and moves to aid his lord -

Moves to C:10. If anything comes through, he will be ready.

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 did roll it, but i rolled a 9 and then my post was eaten


Oriana stealth check 1d20 + 6 ⇒ (10) + 6 = 16
know planes 1d20 + 9 ⇒ (13) + 9 = 22
Pakak stealth check 1d20 + 1 ⇒ (1) + 1 = 2

With grim realization Oriana nods to Maelchar. Indeed brother. Not only that but beware their quills unless you have ranged or reach weapons. Their quills will break off and impale you should you attack them.Following her own advice Oriana steps back and draws her bow.

Mirroring her movements Pakak back a single step and recalls his basic protective ward again hoping that it is enough to help against the demons. His movements though are noticed by the beasts as well.

Anevia retreats back a ways to give her full range of view to target the howlers with her bow while Horgus puts as much distance between himself and the demonic dogs as possible while still remaining somewhat near the group for protection.

Top of round 1
Hemmed in by the buildings, the far howler double move to get out in the open to where it can use its howl to the most effect.
The close howler moves to the opening in the building and emits a loud howling shriek. The noise isn't loud enough to damage the ears but it reverberates in the mine causing you to act irrationally. Saves for everyone even if you made the stealth check.

Will save sonic mind affecting DC 12 or take 1 wisdom damage

Anevia 1d20 ⇒ 13
Horgus 1d20 + 5 ⇒ (10) + 5 = 15

Bottom of round 1 map


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: 1d20 + 4 ⇒ (8) + 4 = 12

wow, barely made it.. wth is it with these low rolls?


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 moves up to stand beside Ryu (at B10) and attacks the howler with his hammer.

to hit: 1d20 + 3 ⇒ (3) + 3 = 6
dmg if hits: 3d6 + 3 ⇒ (2, 1, 2) + 3 = 8

I repeat my previous comment


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

Will Save: 1d20 + 7 ⇒ (12) + 7 = 19

The shriek grates on his mind, reminding him of dark places and nightmares from before, but the monk manages to shake it off, taking a step back and reacting immediately with a volley of arrows.

5' step back to A:10 and flurry of arrows on the creature closeby.

Flurry 1: 1d20 + 4 ⇒ (4) + 4 = 8Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Flurry 2: 1d20 + 4 ⇒ (4) + 4 = 8Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Wow...


Ryu does what he can to resist the attacks against his mind -

Will Save
1d20 + 4 ⇒ (8) + 4 = 12

Knowing that he will not be able to do much against the creatures with his current weapon, he elects to move behind Maelchar and so offer protection to the others, assuming the enemy can get past those with reach -

Moving to B:12.

He will then curse at the creatures in Abyssal and the Common tongue, hoping to intimidate them a bit before they attempt to strike at Maelchar or Zeriax.

Intimidate
1d20 + 5 ⇒ (18) + 5 = 23

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 + 6 ⇒ (7) + 6 = 13
"Shoot down the rear howler and hold close to me. I shall defend you from the near one!" Garith calls to his fellows.

Knowing his words are likely wasted on the slathering beast Garith stil says "Foul wretch, you shall not harm my company!" activating his bastion of good and readying an attack on the howler, moving to B:10

readied action:

Radiance: 1d20 + 8 ⇒ (19) + 8 = 27
For 1d8 + 3 ⇒ (6) + 3 = 9

confirmation: 1d20 + 8 ⇒ (14) + 8 = 22
For 1d8 + 3 ⇒ (1) + 3 = 4

Bastion: all allies in 10 ft of garith take half damage from target so stab the howler that I hit. Shoot the other one down asap!
Garith gets +3 AC. I gotta put on that banded mail... should. Have in the library but forgot to post it. =/


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

Wow. I thought i posted a stealth roll too. *Blinks* NEver had a post swallowed here before

Will save: 1d20 + 4 ⇒ (15) + 4 = 19 +2 vs. poison, spells, and spell-like abilities

Pakak flings a ray of frost at the rear howler as asked
ranged touch 1d20 + 3 ⇒ (14) + 3 = 17
dmg: 1d3 ⇒ 2


quill defense 1d4 + 1 ⇒ (4) + 1 = 5

1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
1d8 ⇒ 8

Oriana follows Garith's advice taking a shot at the far howler. The arrow flies true and hits it hard for 8 damage.

1d20 ⇒ 16
1d8 + 1 ⇒ (4) + 1 = 5
1d20 ⇒ 12
1d8 + 1 ⇒ (1) + 1 = 2

Anevia likewise does the same with her first arrow finding a soft spot but her second brushes the beast but does not impale it with the arrow head.

Round 1 recap
Everyone saved the howler's curse :( Garith moved you one space down as MAelchar indicated he was at that square first.

Aside from Zeriax who faced down the massive dog the rest of the ranged attacks seemed to find their mark doing decent damage to the howler in the rear including Pakak who starts lobbing globules of acid burning intot he skin of the howler raising a stench in the air.

Taking a more unconventional approach, Ryu backs away and starts taunting and demoralizing the lead howler. Even though it is larger than him the 'small' man's words seem to have an effect on dog and it looks a bit cowed for this round. The heavy hitters step up then, one iwht a Lucerne hammer and the other with a longsword. The reach of the hammer throws off Maelchar this time as his timing was all wrong. Radiance however seemed meant to kill evil outsiders at it flashed in the red twilit sky before coming down critically hitting the howler. It was not without cost though as the qulls of the howler broke off damaging the paladin. By Iomedae's grace though the damage was lessened to half of what it could have been. (take 2 damage Garith and need a DC 14 reflex save or be sickened)

Top of 2
1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
1d8 + 4 ⇒ (7) + 4 = 11
1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
1d4 + 2 ⇒ (2) + 2 = 4
Retaliating at the paladin the first howler tries to land a viscous bite but the armor is too solid to get any purchase on. The quills would have made it past the armor and shield of the holy warrior but the combination of Ryu demoralizing it and Iomedae blessing him once again with her protection deflecting the quills at the last moment.

The howler in the back manages to extricate himself completely from the building. Taking a running leap he tries to clear the howler in front of him along with Garith and Maelchar.

1d20 + 22 ⇒ (13) + 22 = 35

With surprising strength and speed the howler clears the jump but provokes form Garith, Mealchar and Ryu landing next to Pakak with jowls dripping with saliva.

map Round 2 Good guys up


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

to hit aoo on howler jumping: 1d20 + 3 ⇒ (14) + 3 = 17
dmg if aoo hits: 3d6 + 3 ⇒ (2, 3, 6) + 3 = 14

Still standing beside Ryu, Maelchar takes a swing at the same howler he missed last time.

to hit: 1d20 + 3 ⇒ (15) + 3 = 18
dmg if hits: 3d6 + 3 ⇒ (3, 2, 5) + 3 = 13

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

Garith does not reduce the damage that he takes from the target of his bastion, but does so for others, so if they manage to hit this howler, then they take reduced damage from the quill defense, if that's why he took 2, you mentioned reduction and i dunno if it was a bastion thing.

Garith lashes out at the leaping howler
radiance AoO: 1d20 + 8 ⇒ (7) + 8 = 15
for 1d8 + 3 ⇒ (7) + 3 = 10

I'd like to move after Zeriax makes his attack, in case he uses melee as opposed to ranged. but Z gets the protection if he makes sute to move 5' closer to garith's new position

As Maelchar makes his assault, Garith moves away from the Howler marked, and makes an attack against the leaper from whom he offers no protection. Placing his hand on his chest as he moves he heals slightly
swift LoH: 1d6 ⇒ 3
Move to C:12 AC is 23 to the marked Howler and am aware of AoO
radiance: 1d20 + 8 ⇒ (8) + 8 = 16 +2 if pakak offers a flank?
for 1d8 + 3 ⇒ (2) + 3 = 5
"Continue shooting this one. Maelchar, you are still protected by Iomadae and can continue to hold that fiend at bay!"
Garith is going to let others Melee the one has marked at B:8 as he would take full damage anyway, and he goes after the one at C:13.

can we get what + the banded mail on calib was? +1 or more? dunno if it'd be worth it with a breastplate and decent Dex mod
forgot reflex save for the quills v sickened reflex: 1d20 + 6 ⇒ (16) + 6 = 22


Seeing the creature land next to Pakak and Oriana, Ryu feels his rage grow within him and strikes at the beast -

Note: If Ryu is able to 5 Foot step to C:12 so he can flank with Pakak without suffering some kind of AoO he will do it. I don't know the rules that well; so if moving there causes me to be hit with an AoO I wouldn't do it.
[ooc]Rage Attack - (Plus 2 more for a +10 if Flanking without AoO is permitted)

1d20 + 8 ⇒ (18) + 8 = 26

If it hits -
1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Edit: Roll to confirm - same thing about +10 if can be flanking, too
1d20 + 8 ⇒ (8) + 8 = 16

If it hits -
1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13

EDIT: I don't know if a 16 will confirm (or 18 if I can move to flank without AoO), but it looks that if it does that's a total of 25 damage (assuming these things have no DR, I guess.


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

DM Variel, doesn't the jumping howler also cause an AoO from me?

Zeriax shifts his position, moving out of reach of the first howler and focusing on the second one, as ellicited by Sir Garith.

Moving to B:11, and shooting at the one next to Pakak - no melee for Zeriax unless I cannot avoid it Garith ;) Even more so, against these nasties.

Flurry 1 on Howler C:13: 1d20 + 4 ⇒ (16) + 4 = 20Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Flurry 2 on Howler C:13: 1d20 + 4 ⇒ (19) + 4 = 23Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Garith indeed i halved the amount from bastion thinking it was everyone including you. Thanks for clarifying. it was originally 5 damage then that you take.

Zeriax, yes you would get an aoo. i was thinking you had a bow out and not able to take one. then after you mentioned It i realized you are a monk and eligible. not that it matters now though.

Following the strike by Garith last turn Maelchar takes advantage and lands his blow into the flank of the front beast. Hs reach giving him protection from the quills of the howler. Zeriax likewise takes a step back and rapid fires into the face of the howler. Each arrow punctures and eye as the howler drops to the ground.

The second howler lands thinking he has bypassed the front line and reached the soft targets in the back. The maneuver was costly though as both Maelchar and Garith hit. Before he even has a chance to target the soft underbelly of the dwarf Ryu and Garith cut it down mercilessly.

Garith takes 2d4 + 2 ⇒ (4, 3) + 2 = 9 damage from quills and needs 2 reflex DC 14 saves
Ryu takes 1d4 + 1 ⇒ (4) + 1 = 5 damage and needs 1 DC 14 reflex save.
Failure causes the quill to imbed resulting in nausea and a heal check to remove.


Zeriax wrote:

DM Variel, doesn't the jumping howler also cause an AoO from me?

Zeriax shifts his position, moving out of reach of the first howler and focusing on the second one, as ellicited by Sir Garith.

Moving to B:11, and shooting at the one next to Pakak - no melee for Zeriax unless I cannot avoid it Garith ;) Even more so, against these nasties.

[dice=Flurry 1 on Howler C:13]1d20+4[dice=Damage]1d8+3
[dice=Flurry 2 on Howler C:13]1d20+4[dice=Damage]1d8+3

Nicely done, Zeriax. Assuming that a 16 hit and that they have no DR, we're looking at at least 43 damage on one of them from you and myself. And if Garith also hits with a 16, that does a total of 48 damage so far.


DM Variel wrote:

Before he even has a chance to target the soft underbelly of the dwarf Ryu and Garith cut it down mercilessly.

Garith takes 2d4+2 damage from quills and needs 2 reflex DC 14 saves
Ryu takes d4+1 damage and needs 1 DC 14 reflex save.
Failure causes the quill to imbed resulting in nausea and a heal check to remove.

Reflex Save -

1d20 + 7 ⇒ (14) + 7 = 21

GM - I am assuming that Zeriax's Flurries will instead hit and damage the second howler as we finished it before he could target it? Just curious to know what happens.


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 keeps his lucerne hammer for its full duration, even though this fight seems to be over. He looks at the dead beasts and shakes his head. "Nasty creatures, those. You all fought well. Is anyone hurt or are we ready to move on?"


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
Ryu Tadamasa wrote:
Zeriax wrote:

DM Variel, doesn't the jumping howler also cause an AoO from me?

Zeriax shifts his position, moving out of reach of the first howler and focusing on the second one, as ellicited by Sir Garith.

Moving to B:11, and shooting at the one next to Pakak - no melee for Zeriax unless I cannot avoid it Garith ;) Even more so, against these nasties.

[dice=Flurry 1 on Howler C:13]1d20+4[dice=Damage]1d8+3
[dice=Flurry 2 on Howler C:13]1d20+4[dice=Damage]1d8+3

Nicely done, Zeriax. Assuming that a 16 hit and that they have no DR, we're looking at at least 43 damage on one of them from you and myself. And if Garith also hits with a 16, that does a total of 48 damage so far.

SLASH! CRACK! THUMP! :D


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

Pakak mutters a thanks for the save as one foe got far too close to him for his liking. He retaliates by firing at any remaining foe with another ray of frost. He hopes it will at least aid.

R of F again, ranged touch: 1d20 + 3 ⇒ (18) + 3 = 21
dmg 1d3 ⇒ 2


both of the howlers are dead. As for damage I see Garith took 14 damage plus possible more if he fails the reflex saves and Ryu took 5 damage. Since Ryu made his reflex save there is no quill stuck in him.


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

As the group recovers, Zeriax takes a watch position, surveying the area, and making sure the combat sounds have not attracted any unwanted attention - "The city has become a desolate place indeed" - he comments to his fellow combatants.

He also keeps an eye on the wounded Sir Garith, in case the scale's healing powers are needed.

Garith, let me know if you want a scale discharge :D

Bah! Forgot my favoured enemy bonus vs. Evil Outsiders. Doh!


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 looks with sympathy at Garith, but can see his cousin's wounds are beyond his own healing capacity at present. Glad of the scale in Zeriax's hands, he leaves it to the monk to heal Garith.

"Aye, desolate... and dangerous. I wonder how many people of Kenebras have survived to see this... If there are survivors, many of them must be in hiding to stay alive with monsters such as these roaming the streets and ruins."

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

wow, glad it's a d4 you're rolling max damage on
reflex: 1d20 + 6 ⇒ (13) + 6 = 19
reflex: 1d20 + 6 ⇒ (2) + 6 = 8

"Oriana, that last strike left me with a quill stuck in my arm. Can you remove it for me"[/dice] Garith whinces through the pain.

After that, [b]"Aye, use of the scale would do well for me."


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

While not asked, Maelchar moves closer to assist Oriana with the quill removal. Not just to assist, but to practice and learn by her side, as she is the more skilled practitioner.


Oriana: Will do gladly cousin. Hold still just a minue while try to remove the quill. It has some barbs on it so this may hurt as it comes out.

heal check 1d20 + 7 ⇒ (2) + 7 = 9 DC 15

At first Oriana thinks the best course of action is to try to pull the quill out. However it is soon apparent taht the barbs are just going to cause more pain. As I feared cousin, this is going to hurt. Hold still and may you forgive me for this. Maelchar hold the arm still to keep it from moving on me and making this worse. Grabbing the quill's shaft Oriana reverses the pressure and pushes it through the other side of the arm. Once the barb is out she grabs a hold and pulls hte rest of the shaft through causing 1d4 + 1 ⇒ (1) + 1 = 2 more damage.

Best encounter yet for damaging the paladin...


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

Paladins are like that ;) You should see the Paladin build I like to use... He just keeps on going, and going and going...

Zeriax approaches Sir Garith, allowing the scale to radiate its healing powers onto him.

Scale Heal: 2d8 + 10 ⇒ (4, 7) + 10 = 21


Ryu observes the others work on Garith, and takes this time to scan the surrounding area for any more possible threats.

Taking 10 on Perception to observe any other threats - 18


No other threats at this time. It would seem the presence of the howlers made everyone else run away from them or get devoured by them.

Moving on or anything ele you want to do right now? 30 minutes till sundown.


"Garith-sama, there is no sign of any more danger - it looks like those whore's are finished," he says with an easy smile.

"If you're doing better, we can move on. If you need to rest, we can do that, too," he says with a shrug, game for either option.

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've no need for rest as of yet thanks to Zeriax and Oriana's healing. Mael, excelent work holding off the howler. Well faught all. I believe we can make it to the manor tonight and hopefully fortify it against attack while we rest after crushing the Demonworshipers there." Garith says, rather uncharacteristically resolute and ready for violence to Mael and Oriana especially, having known Garith outside of the context of training for the Crusade.

Garith really ain't feelin peaceful as he was intended to... he wants to hit the manor! Weeeeeeeee


The howlers remains discarded and injured healed the party sets off once again in the fading light of Kenebras. From nearby you hear the screams of a dying victim. The cause is unknown but it still sends a shiver down your spine. What atrocities may be committed only 50 feet away remain unseen as you walk along. If it was an isolated event the death scream would have been managible but all of you know that at any moment you could turn the corner to see demons or cultists or victims in the street.

The nerve wracking trip through hell is completed without any more direct threat to you as you stand before the Nyserian Manor. This sixty-foot-diameter gray stone tower is missing the bulk of its upper floors-some terrific force smashed its upper sections away, creating huge mound of rubble north of the building and leaving the tower now a mere stump with a jagged top. Much of the tower's holdings have been destroyed when the top was smashed away by a demon, but the bottom two floors remain intact. A solid wooden door is visible but closed in the front of the Manor.

Int check DC 17:

You remember on the paper found on the body of the slain woman with the mongrels was the message "I've new material for the archives" was used in reference to the safe houses.


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

int check: 1d20 + 1 ⇒ (7) + 1 = 8


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 had added a link to the letter in my alias profile to make sure that nothing from the letter would be forgotten - guess that is too meta? :D So:

Int Check: 1d20 + 2 ⇒ (5) + 2 = 7

Zeriax takes a position hidden from sight of the door as soon as he notices the building, relaying the information back to his companions that they have arrived at one of their destinations.

Stealth: 1d20 + 8 ⇒ (8) + 8 = 16

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

What's the magic bonus on the banded mail? Cause it gives me 8AC+enhancement, where my brestpate is just 8 including dex mod. May claim new armot if noone else wants it
int: 1d20 ⇒ 4
The distracted paladin misses something, saying, "This was noted as a safesouse in the letter we recovered. So we reclaim it and fortify it for the night, disrupting whatever ends the cultists here have. Do any among you have invormation or knowledge of this place?"


Ryu ponders the incident and considers its implications.

Raw Intelligence Check -
1d20 + 1 ⇒ (2) + 1 = 3

EDIT:

He shrugs his shoulders absently.

"Nothing comes to mind, Garith-sama," he says to the knight.


If you saved the letter yourself then by all means go ahead. The int chek was in case people forgot about it.

The bonus is a basic +1 enhancement to AC.

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