Variel's WotR

Game Master Neltji

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

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

"mmm, I am far behind what I need to be, Clay Kin, but thank you." Pakak tells Ryu not realizing the confusion on the cleric's face.

Then Garith urges them on, and he nods, "It maybe they will have other magics uniquely suited to wardstones."


almost forgot, on the cultists you find a total of 6 MW chain shirt armors, 3 MW scythes, 3 MW glaives, 6 cure lt wounds, 137 gp, 3 symbols of Deskari and 3 symbols of Baphomet.

Zeriax or someone else, you can make another know local check to reduce the chance of a random encounter.

The group starts to line up and head to the last safe house. Ironically Ryu and Pakak are next to each other causing Samantha to keep a puzzled look on her face.


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 takes the lead, trying to stay more focused than last time, and providing a safe passage for his companions.

Knowledge(Local): 1d20 + 8 ⇒ (3) + 8 = 11

:/


1d100 ⇒ 6

Will get map and encounter set up once I get home. Combining the 2 to speed things along. You all can handle a cr 6 encounter no problem.


Topaz Solutions map

On the building to the left a wooden sign above the door bears a carving of a bundle of orange herbs and flowers hovering over a beaker filled with smoking orange liquid. The building's windows are tightly shuttered, but the front door hangs halfway off its hinges. To the right the sound of crashing glass reverberates through the building along with the sound of furniture breaking.

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 whispers, "Zeriax, can you get a look inside?" ready to move once Zeriax gets a look in the door. Dunno what's inside and word from Zeriax will make clear wether or not it would be necessary or worth it to stealth. Garith is just clunky and don't want to rain on his parade


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

Nodding, the monk inches toward the unhinged door to the left as quietly as possible, peering carefully inside, while motioning the others to keep an eye pn the building to the right, as it seems someone is destroying it from within.

Stealth: 1d20 + 8 ⇒ (4) + 8 = 12
Perception: 1d20 + 10 ⇒ (19) + 10 = 29


Perception check 1d20 - 1 ⇒ (12) - 1 = 11
Perception check 1d20 - 2 ⇒ (14) - 2 = 12
Perception check 1d20 - 2 ⇒ (12) - 2 = 10
Perception check 1d20 - 3 ⇒ (17) - 3 = 14
Perception check 1d20 - 3 ⇒ (6) - 3 = 3
Perception check 1d20 - 4 ⇒ (2) - 4 = -2

Zeriax you peek in through the doorway to see what may be waiting for you. You see six figures milling about talking amongst themselves. Some are playing cards by themselves while others are tossing a dagger at a target on the wall. Just as you are about to withdraw and inform the others one of the men glances towards the doorway and notices the outline of you in the broken doorway. Hollering to the others he draws a wicked looking greataxe.

Surprise round single action only.
Init Zeriax 1d20 + 2 ⇒ (12) + 2 = 14
Init thug 1d20 + 5 ⇒ (2) + 5 = 7

Zeriax goes first followed by the thug.

Map up after kids are in bed but he is 20 feet away from you Zeriax.

Ryu 1d20 + 4 ⇒ (3) + 4 = 7
Maelchar 1d20 ⇒ 20
Pakak 1d20 + 1 ⇒ (1) + 1 = 2
Samantha 1d20 + 2 ⇒ (10) + 2 = 12
Sir Garith 1d20 + 1 ⇒ (11) + 1 = 12

Everyone can post their first round actions as well since you won Init. Thug will be closing the distance to get to an opponent on his turn.


Map for surprise round

Thus far you don't see anything from the building on the right but still hear the sound of glass and furniture breaking.


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 creates a lucerne hammer and charges forward to Zeriax's side, striking the thug who came to attack Zeriax.

to hit: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24

dmg if hits: 1d12 + 3 ⇒ (12) + 3 = 15


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

Realizing they have been spotted, Zeriax falls back - "Multiple foes" - he warns the others, repositioning himself.

Moving to K:18

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Begin to inspire courage as a standard action!

We must be strong and fight together! Samantha warns her companions in her musical voice strengthening their spirits.

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

Where did the Thug go? If he is in range of Garith the only one if range after Zeriax fell back, then the paladin Full Attacks
Radiance: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
for 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
bash: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
for 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Ugh, those rolls. Ideally, Garith will end up at I:18 forming a chake point, but if that's where the THug is, he gets close to get an AoO at any others trying to get out, or the Thug if he moves.


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

Map doesn't want to work for me

Pakak will once more draw on his warding power as battle breaks out....

+1 to AC for all within 10ft


Noticing that his lord has moved into a position of danger, he does the only logical thing that he can think of...

"Kick ass!" he says with a cold voice.

Ryu moves to G:19 and as part of his Move Action he draws his blade. Meantime, he uses Total Defense in that position (if possible).

Looking at the six lads milling around he grins.

"Let's dance," he growls out.

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

Ryu, there is a thug out near us that may be blocking the door, the one that noticed Zeriax. I also had Garith take a position where he can only get hit by one enemy or would draw and AoO, controlling the movement of enemies an trying to take them on our terms. Going into the middle of the room negates that tactic, and leaves one thug potentially in the middle of our party.

Garith is actually in a pretty good position.

If Garith does get an AoO:
Radiance AoO: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
for 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Confirmation: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
for 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7


Sir Garith Mordrand wrote:

Ryu, there is a thug out near us that may be blocking the door, the one that noticed Zeriax. I also had Garith take a position where he can only get hit by one enemy or would draw and AoO, controlling the movement of enemies an trying to take them on our terms. Going into the middle of the room negates that tactic, and leaves one thug potentially in the middle of our party.

Garith is actually in a pretty good position.

** spoiler omitted **

I may be misunderstanding the map, then.

From what I'm looking at I see that the only guy in the doorway is Zeriax, and all the other guys are spread way out over the map.

The nearest guy to the door is roughly 20 feet from Zeriax and he moved out of the room.

I examined the most recent map. If there adjustments that need to happen, that'd be great, because at this point I'm basing my tactics on the map. When I know more I can readjust things. Sorry for any confusion in the meantime, though.

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

There was a surprise round where Z and one enemy got to go. Zeriax withdrew to k:18, and the one enemy advanced. But we're not sure where he went. But as it stands, going into the middle of the room negates the tactic of trying to pull the enemy out and maintain an advantageous position rather than jumping into the middle and giving all the enemies a target.

we don't have too much healing left, and I think we'd benefit from minimizing damage.


The thug moved into the doorway limiting who can go into the building. This next map will clarify things.

Zeriax moves back and quickly out of the way of the lumbering great axe wielding half-orc. Alerting everyone else to the presence of the thugs the group moves in quickly. Maelchar charges forward and almost fells the thug with one blow from his hammer. Garith takes up a position to neutralize the numbers that the thugs can bring against them but is unable to hit the thug in the doorway. Ryu takes up a defensive posture next to Garith while Pakak and Samantha inspire and protect the group with their aura and song.

[/b]Bottom of Round 1[/b]
The thug in front of Garith smiles as he calls back tot he rest of the thugs. We got ourselves another holy one here boys. You know what to do. With that he lunges forward with one hand attmeping to grab the breastplate and bring it closer to him. His quickness and skill prevent any form of retaliation by Garith as he finds himself being dragged forward against his will.

Improved Drag maneuver 1d20 + 8 ⇒ (17) + 8 = 25

The other thugs swarm Garith but not before Garith lashes out with Radiance and slicing a gash on one of the men's legs. Undaunted the thugs bring their greataxes to bear.

1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 for 1d12 + 5 + 3 ⇒ (3) + 5 + 3 = 11
1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 for 1d12 + 5 + 3 ⇒ (11) + 5 + 3 = 19
1d20 + 5 ⇒ (8) + 5 = 13 for 1d12 + 5 + 3 ⇒ (9) + 5 + 3 = 17

The others took both moves to get into position.

In the other building the sounds of smashing can be heard louder as it seems whatever is causing the destruction is coming closer to the front door. You catch a glimpse of a rat faced looking demon though the crack in the door.

know planar DC:16:

The demons are Abrikandilu, demons who relish destroying beauty and art. Like most, they have demonic resistances and immunities to elemental damage. What makes these demons unique are their bite attacks. If they hit with a bite attack they gnaw on the face causing mutilation. Unless a DC 13 fort save is made the target suffers a -1 penalty to all charisma based effects and checks cumulative up to a total penalty of -5. This applies to a paladin's divind grace as well. 1 point of penalty is removed after each24 hours.

Bottom of Round 1

Good Guys up round 2


Well, in that case - seeing that his lord is surrounded, Ryu rages in fury and slashes at the nearest enemy.

If Ryu can 5-foot step to G:16 before his attack, he will. If so, this will grant him a +1 to hit and damage. If not, the rolls remain the same and he attacks from where he stands now -

Rage attack with magical scimitar -
1d20 + 4 + 2 + 3 + 1 - 1 ⇒ (20) + 4 + 2 + 3 + 1 - 1 = 29

If it hits -
1d6 + 4 + 2 + 2 + 1 ⇒ (2) + 4 + 2 + 2 + 1 = 11

EDIT: Confirm?

Rage attack with magical scimitar -
1d20 + 4 + 2 + 3 + 1 - 1 ⇒ (7) + 4 + 2 + 3 + 1 - 1 = 16

If it hits -
1d6 + 4 + 2 + 2 + 1 ⇒ (2) + 4 + 2 + 2 + 1 = 11


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 ⇒ (4) + 7 = 11

Maelchar will take a 5' step to the side (to H18) and attack the nearest wounded cultist (F or G 17, or 5' step to attack F19), trying to make sure Garith is no longer flanked.

to hit: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16

dmg if hits: 1d12 + 3 + 1 ⇒ (12) + 3 + 1 = 16


there is a wall in the way Ryu but you can move into the building and still make your attack. Once you are going through a doorway and have cover no AOO so effectively exactly what youa re doing. Just letting you know it is your move action and not a 5ft.

Ryu rages and moves in to support Garith. Striking out at the closest thug the scimitar looks like it would make a killing blow but it is deflected just barely off of the breastplate you can now see they are all wearing. Instead of disboweling the thug he does cuts deep into the exposed thigh drawing deep red blood.
Maelchar steps up as well to aid the holy warrior but the long reach of the hammer makes it hard to wield. This blow bounces off the breastplate but the force makes the thug look up in alarm and count his blessing that his armor held up.


DM Variel wrote:

there is a wall in the way Ryu but you can move into the building and still make your attack. Once you are going through a doorway and have cover no AOO so effectively exactly what youa re doing. Just letting you know it is your move action and not a 5ft.

Ryu rages and moves in to support Garith. Striking out at the closest thug the scimitar looks like it would make a killing blow but it is deflected just barely off of the breastplate you can now see they are all wearing. Instead of disboweling the thug he does cuts deep into the exposed thigh drawing deep red blood.
Maelchar steps up as well to aid the holy warrior but the long reach of the hammer makes it hard to wield. This blow bounces off the breastplate but the force makes the thug look up in alarm and count his blessing that his armor held up.

Quick Question - Did you factor the bonus of +1 for Crowd Control to a 17 to confirm?

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

"Wretched Curs!" The Knight shouts as their blows are blocked by his shield and deflected by his armor.
Holy light shines in the Knight's Shield-hand and the Knight lashes out forst at the enemy Ryu attacked, changing targets if the thug is felled.
LoH: 1d6 ⇒ 6

Radiance: 1d20 + 6 ⇒ (15) + 6 = 21
for 1d8 + 5 ⇒ (6) + 5 = 11

bash: 1d20 + 5 ⇒ (10) + 5 = 15
for 1d4 + 4 ⇒ (3) + 4 = 7
He then steps back to G:19 and readies himself for further attacks.

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Samantha is not on the map so I'm assuming she'S still outside. I'll move inside and cast bless for +1 to attack and continue to inspire courage!

Samantha steps into the room behind her allies and speaks a word of praise to the good deities. See those aligned under the banner of your crusade and bless them with strangth and valor!

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

Can Garith snag that +1 from Bless for his round for a 16 to his shield bash? dunno if it makes a difference...


Thanks Ryu I did not include the +1 for the crowd control. You do confirm.

Garith the shield bash would still miss even with the bless effect.

Ryu's blow devastates the thug but the resilient half-orc remains standing. Garith follows up with a quick slash with Radiance. Only the ferocity innate in half orcs keeps the thug standing but he is wobbling on his feet and ready to pass out.


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

too bad I missed that bless, too


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

Pakak moves forward and joins in, having cast his usual ward earlier... a thin ray of frost streaks forth towards a foe.

Ranged Touch: 1d20 + 3 ⇒ (19) + 3 = 22 -4 if target is in melee with another I think
Dmg: 1d3 ⇒ 3


Samantha, didn't you cast bless in the last combat at the Tower before you were nauseated? I show that you only had 1 prepared for the day and don't have that spell available anymore.

Will give Zeriax another 30min and then bot him so I can update round 2.


Free action -

Ryu looks up from the bloody swathe that is dragged by his sword and grins savagely -

In Abyssal:

"Who's next!"


Zeriax is in the unique position that he can see the demon coming from the other building. Not knowing what is worse, he takes his chances with the rest of the group and hopes to finish the thugs off quickly. Firing off 2 quick shots through the doorway at the thug that brought Garith into the building in the first place.

1d20 + 5 ⇒ (5) + 5 = 10 for 1d8 + 3 ⇒ (4) + 3 = 7 and
1d20 + 5 ⇒ (7) + 5 = 12 for 1d8 + 3 ⇒ (1) + 3 = 4

Along with Zeriax's attacks, Pakak fires into the room as well striking the man with his ray of frost. The blow is not enough to drop the thug but it still does damage and every little bit helps Garith as he and Ryu are outnumbered heavily.

Still inspiring the group Samantha takes a position to defend the group against the coming demon and readies an attack against it with her reach.

Bottom of Round 2

The thugs in the room all start to attack Ryu and Garith. Now that there are two of the crusaders in the room they abandon their initial tactics and resort to using the greataxes. The thug who was severely injured steps back from the fray and draws a potion from his belt. Before he can drink it though he collapses to the floor. The thug next to him steps back and picks the potion up so he can administer it to him next round.

Two of the thugs go for Garith...
1d20 + 6 ⇒ (1) + 6 = 7 for 1d12 + 4 ⇒ (12) + 4 = 16 and 1d20 + 6 ⇒ (19) + 6 = 25 for 1d12 + 4 ⇒ (7) + 4 = 11

while the other goes for Ryu.

1d20 + 6 ⇒ (15) + 6 = 21 for 1d12 + 4 ⇒ (6) + 4 = 10 and

From the other building the rat faced demon sees Samantha and her armor and screams in rage. 1d20 + 3 ⇒ (18) + 3 = 21 DC 15. It resists the urge to start rending the 4 mirror armor as all it can do this turn is move up next to Samantha.

Samantha go ahead and roll the readied attack and the AOO when you get the chance.

Bottom of Round 2, red circle is dying thug

Good guys up round 3


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 (to H18) and strikes at the thug who picked up the potion (the one at F16?), in the hopes of keeping him too busy to administer a potion to his buddy.

to hit: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
dmg if hits: 1d12 + 3 + 1 ⇒ (9) + 3 + 1 = 13

[


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

If he does give the potion to his friend, here's an aoo on him for that action:

to hit: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
dmg if hits: 1d12 + 3 + 1 ⇒ (12) + 3 + 1 = 16

oh well, it was worth a try

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, i forgot to edit my sheet with the last LoH

"Ryu Don't let him use the potion, I'll cover you." Garith says, ready to take a 5' step to Ryu's current space (G:18) so the barbarian can move up to G:17
LoH: 1d6 ⇒ 3
Garith once again heals himself slightly, taking the sting off the attack that hit him, and attacks
Radiance: 1d20 + 6 ⇒ (5) + 6 = 11
for 1d8 + 5 ⇒ (8) + 5 = 13
and a Bash: 1d20 + 5 ⇒ (5) + 5 = 10
for 1d4 + 3 ⇒ (4) + 3 = 7

dang, hate when that happens. We may need to fall back... hopefully things don't go even worse for us this round...

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Ouch you're right only prepared one bless for today... will have to change that in future. seems like a handy thing to have. Um guess I didn't do anything last round then. Samantha takes a 5ft step W and attacks the bugger.

Under assault from the rat demon Samantha moves into position and lashes out with her Glaive continuiing a song to keep up morale among the troops.

AoO1d20 + 8 ⇒ (4) + 8 = 12 Damage 1d8 + 7 ⇒ (1) + 7 = 8
Readied Attack1d20 + 8 ⇒ (11) + 8 = 19 Damage 1d8 + 7 ⇒ (1) + 7 = 8
Attack fro round 31d20 + 8 ⇒ (9) + 8 = 17 Damage 1d8 + 7 ⇒ (2) + 7 = 9


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 sparse posting guys - been having an hectic week...

Samantha, I say if we survive, we buy a wand of bless ;)

Zeriax's attention dashes between the mass of cultists inside the house, and the demon attacking Samantha, silently scolding himself for his lack of focus both on his approach, which allowed their detection, as well on his shots poorly aimed.

Seeing his newest companion beset, he decides to aid her, shifting his position, and launching two arrows at the first demonic creature - "Stand fast Samantha" - he voices his support, letting her know he is right there.

5' step to L:18, and flurry on the creature in J:21 - assuming it is an evil outsider (Zeriax favoured enemy), and using cold iron arrows, if acceptable. Even though Zeriax does not know anything about these creatures, such ammunition has been shown efficient against demons before?

Flurry 1 on J:21: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 8 ⇒ (8) + 8 = 16

Flurry 2 on J:21: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 8 ⇒ (2) + 8 = 10

P.S. Someone roll a Knowledge (Planes) please ;)


Samantha, your standard action was to ready an attack and you moved into position to protect the flank so I did not have you skip your turn. Hope that explains it for you.

Maelchar tries to prevent the thug from helping his downed friend. The hammer falls perfectly and scores a hard hit to the head. His ears are bleeding from the damage but he still remains there trying to administer the potion.

Garith also see the danger and orders Ryu to act accordingly as well. Trying to cover Ryu, Garith swings both Radiance and his shield but the constant blows to the body, armor and shield throw him off balance and both attacks miss.

Outside Samantha proves that she is more than just a beautiful uplifting voice asshe swings and connects twice on the demon. Each blow strikes a diffent knee hobbling the abrikandilu. Zeriax takes advantage of the hobbled demon to place two cold iron arrows into its skull. In a cloud of brackish vapor the demon dissolves and floats away to return to hell. From the doorway you see a second demon as it glares at you all ready to charge into the fray.

Wow that demon went down quick. Nice hits you 2.


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

MUAH! Mixing Favoured Enemy and Inspire Courage is such a bomb :D


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

HEY, the map finally worked for me!

Since someone requested it, though it might be too late...Knowledge Planes: 1d20 + 8 ⇒ (7) + 8 = 15

Pakak fires another ray of frost, particularly at any foe who looks like they might be drinking a potion

Ranged Touch: 1d20 + 3 ⇒ (5) + 3 = 8
Dmg: 1d3 ⇒ 2


As the combat rages a sudden sense of sorrow crosses Ryu’s face.

He looks troubled over something.

He turns to Pakak as a Free Action –

”Goodbye, Stoneskin,” he says sadly.

He turns to Garith – Free Action –

”Farewell, Garith-sama,” he adds a Free Action.

He turns to the others.

”It was a joy to have known you all; I am sorry that we cannot continue together any longer,” he adds with a sad voice.

Ryu will make a Full Withdrawal from the combat. When he is gone from the sight of his family and his friends, he contemplates seppuku, but instead he decides to go and find Oriana, hoping that she is still alive and well and that he can reclaim his honor with her.


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 think the bad guys are up?


yeah will get to it shortly. I just got home and haven't had a chance to eat or get the new map updated yet.


Pakak aims again with his ball of ice but the sudden calling of Ryu leaving unnerves him and throws off the dwarves concentration. The ball of ice flying up and hitting the ceiling of the room.

Bottom of Round 3

The thug helping his downed mate steps to the side away from Maelchar as he administers the potion to his friend. Healing energy washes over the thug restoring him to consciousness but he is too dazed to do much other than pick up his weapon and stand up.

The other 4 thugs go to swarm Garith again attacking him with their greataxes.

1d20 + 7 ⇒ (4) + 7 = 11 for 1d12 + 4 ⇒ (12) + 4 = 16
1d20 + 5 ⇒ (3) + 5 = 8 for 1d12 + 4 ⇒ (11) + 4 = 15
1d20 + 5 ⇒ (18) + 5 = 23 for 1d12 + 4 ⇒ (5) + 4 = 9
1d20 + 5 ⇒ (7) + 5 = 12 for 1d12 + 4 ⇒ (12) + 4 = 16

Only one manages to score a blow on the stalwart defender of Iomedae. Battered but not beaten he stands resolute in the face of overwhelming odds. Garith can now tell that 2 of the thugs are leaders based onthier equipment. The one who pulled him into the building and the thug that was bleeding out. Their armors and weapons seem to be a bit better quality than the other 4.

will save 1d20 + 3 ⇒ (18) + 3 = 21

Outside of the hideout the second Abrikandilu resists the urge to bodily rip the armor off of Samantha and instead charges Samantha directly opening itself up for a counter blow from Samanth's reach. Go ahead and take you AOO Samantha. Charging you it attacks with mouth agape. 1d20 + 9 ⇒ (20) + 9 = 29 for 1d6 + 2 ⇒ (4) + 2 = 6 and a Dc 13 fort save or take a -1 penalty to all charisma based effects. crit confirm 1d20 + 9 ⇒ (1) + 9 = 10 for 1d6 + 2 ⇒ (1) + 2 = 3 and another -1 penalty to all charisma based effects.

Bottom of Round 3

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

Maelchar should have been able to take an aoo on the guy who stood up last round, since he was 2 spaces away from him at the time... if this is possible - here's my roll.. if it's not possible, that's okay too

to hit: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
dmg if hits: 1d12 + 3 + 1 ⇒ (6) + 3 + 1 = 10


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

For his regular attack, Maelchar targets the thug at F18, then steps back 5 feet to I17 so that Garith can step back out of flank and block the doorway so only one foe gets an unimpeded attack on him at a time.

to hit, taking into account cover from Garith: 1d20 + 5 + 1 - 4 ⇒ (6) + 5 + 1 - 4 = 8
dmg if hits: 1d12 + 3 + 1 ⇒ (1) + 3 + 1 = 5

well that attack/dmg roll really sucked, lol, sorry guys


I used your AOO from earlier that you posted which was a miss on the thug administering the potion.


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

no problem, I'd forgotten I'd rolled one.. we're good then... too bad I didn't use that new aoo as my actual attack roll, but I didn't call it that way, so we'll let it stand as is... just move me when you update the map - and make sure Garith knows he can 5' back and block the doorway without being flanked

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 attacks the most wounded thug he can target and then backs out of the Flank
Radiance: 1d20 + 6 ⇒ (6) + 6 = 12
for 1d8 + 5 ⇒ (1) + 5 = 6
Bash: 1d20 + 5 ⇒ (18) + 5 = 23
for 1d4 + 3 ⇒ (1) + 3 = 4

"Gather to me, I can shield you from the demons wrath!" Garith shouts as he steps back, and calls out to Iomadae to make him a Bastion against the Demon

All allys within 10 ft take half damage from the Demon, and Garith is a 24 AC versus the Demon.
"And Heal me," he adds, the blows from the Great-axe weighing on him.

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

Gonna use a Hero-point to re-roll my attack roll with the radiance
Heroic Re-Roll: 1d20 + 6 ⇒ (13) + 6 = 19

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