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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HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Variel:
Unless I threw in two posts for a single round, I'm talking about the round after that. I did this trip after the one you mentioned, to which the result was "Reiko attacks the corner where she last saw the tiefling and follows Zeriax's instructions. She manages to make contact with the tiefling but only Zeriax can see that the blow did not get past all of the alchemist defenses." <shrugs> I guess it is all academic at this point.

So, comrades, question this guy or just end him? I'm not a pally so I've got no qualms about slaying someone who talked fondly about skinning people to decorate his room. I think we are looking at a fairly unredeemable evil.

Also, shall we bust out potions to heal up before heading over toward the room where it sounded like 'bowling' was going on? I'm imagining crusader heads being used for bowling balls...

HP-wise I'm at 16 of 25... so a good hit with a CLW potion or spell would help me out. Where is everyone else at?


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 casts detect magic and scans both the body and the room... sighs when he realizes that detect magic isn't gonna work until the invisibility wears off... so he speaks. "I cannot use detect magic on him until the spell that makes him invisible wears off... when it does, I will scan him to find out what he might be carrying..."

He turns his attention to the rest of the room while maintaining the spell, just in case anything stored in the room might be magical.

"I am running lower on spells, but I'm not completely out yet, so if anyone needs healing, speak up while I have some left."

Reiko, I think from Variel's post, we already pummeled him to death with the attacks that came in after the grapple...


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Ah, my mistake. I thought that was an option not a round recap. In that case...

Reiko cleans her katana and retrieves her wakizashi - abandoned in the main hall - before searching the body of the Tiefling there and the others splayed across the different rooms.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24


Reiko:
Sorry Reiko I was on the wrong post. Thanks for clarifying. It helps to have the link you are referring to. In this case I read it wrong and had you do a normal attack not a trip attack. That is why I mentioned that you did not get through all of its defenses which was an AC of 26. Sorry about that.

I figured you wouldn't want him to try any more tricks once you found him and finished him off. Besides he wouldn't tell you anything either unless you could use magic on him to charm him.

O T H I R U B O CR 4 before level up:

XP 1 , 2 0 0
Male demon-blooded tiefling alchemist 5 (Path finder Player
Companion: Blood of Fiends 2 0)
CE Medium outsider (native)
lnit +3; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 23, touch 14, flat-footed 20 (+3 armor, +1 deflection, +3 Dex,
+2 natural, +4 shield)
hp 41 (5d8+15)
Fort +6, Ref +7, W i l l + 3; ; +4 vs. poison
Resist acid 5, electricity 5, fire 5
OFFENSE
Speed 30 ft.
Melee dagger +3 (1d4/19-20)
Ranged bomb +7 (3d6+2 fire)
Special Attacks bomb 7/day (3d6+2 fire and catch fire, DC 14,
10-ft. radius)
Spel l - L i ke Abi l i t i es (CL 5th; concentration +6)
1/day-shotter (DC 13)
Ext racts Prepa red (CL 5th)
2nd- borkskin, blur, protection from arrows
1st- bomber's eye, cure light wounds,
expeditious retreat, shield, true strike
Before Combat Othirubo drinks
his mutagen to bolster his
Dexterity, then drinks an extract
of borkskin, blur, and shield.
During Combat Othirubo uses his
bombs in combat, switching to his
dagger once he's down to one bomb
(he saves this one for escape-see below).
Morale If he drops below 15 hit points, Othirubo uses
a smoke bomb to cover his retreat, then flees to
area P 1 8, knocking three times on the door to
area P6 if the PCs haven't already forced the
door open. He drinks elixirs of expeditious
retreat and cure light wounds along the
way as he gets the chance.
STATISTICS
Str 10, Dex 17, Con 14, I n t 14, Wis 10,
Cha 12
Base Atk +3; CMB +3; CMD 17
Feats Brew Potion, Iron Will, PointBlank
Shot, Precise Shot, Throw
Anything
Skills Bluff +6, Craft (alchemy) +10,
Disable Device +S, Knowledge
(arcana) +10, Perception +10, Sleight of
Hand +11, Spellcraft +10
Languages Abyssal, Celestial, Common,
Hall it
SQ alchemy (alchemy crafting +5, identify
potions), mutagen, discoveries
(enhance potion 2/day, explosive
bomb, smoke bomb), poison use,
swift alchemy

Maelchar after the body is stripped of its good which happens while it is still invisible from the crafty Zeriax you see 3 potions (2 are the same), leather armor, and a ring all appear as magical.

Mundane items found are a wicked looking curved dagger, 4 holy symbols (2 of Iomedae, 1 of Shelyn, and 1 of Desna), a bottle of ??? alchemy check required, a portable alchemy kit, and 14 gp in small coins.

In the room you find a plain looking sword case and a MW alchemy lab.


Reiko you find that the 4 cultist all have: MW scythes, holy symbols, chainshirts, and 15gp each.

The searching of the bodies of the cultists and the alchemist will take a couple of minutes. For those that have minute level duration spells going they will all be expired.

What are the rest doing?

Reiko are you searching the tiefling rogues as well going back tot he beginning? If so you will spend a couple more minutes to loot the bodies.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Variel:
No problem! Thanks for clearing that up.

I'll search the rogues only if the rest of the team is OK with the time it will take and don't wrap up whatever they are doing too quickly - IDing magic items and whatnot. If we'd rather handle the 'bowling' room first and clear the other room before doing a thorough search, I'm good to go.


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

spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16 potion one (with a duplicate)
spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15 potion two
spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23 leather armor
spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12 ring

I'm guessing that's a 'no' on all but MAYBE the leather armor... Pakak - you can probably do this easier than I can, if you'd oblige please.


+1leather amor
2 potions of cure light wounds


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

The leather armor seems to be slightly enchanted with a modicum of protectiveness for those who wear light armor, but I'm sure someone in the resistance can make use of it if we can't. These two potions are cure light wounds. This other potion and the ring are an enigma to me. Perhaps Pakak can solve the riddles."

He raises a brow in Pakak's direction and offers him the items to see if he can identify them while Reiko continues her search.

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

Seeing that the group looks heavily battered Samantha calls upon the blessing of Shelyn.

Channelx2 2d6 ⇒ (1, 5) = 6

Do we still have amo in the tank or should we head back home? This leaves me with only one more channel also like 2 or 3 rounds of inspire left for the day.


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 stands up, dropping their bloody opponent on the floor - "We got somewhat carried away friends, but he was intent on murdering us all - one of the foulest opponents we have faced thus far" - he comments, starig at the broken form.

The monk retrieves his bow, and moves first to carefully search the area where the pit was created.

Seems like a long hallway, with a dais of some sort at the end?

Perception (+12 to locate traps, +13 vs. Evil Outsiders): 1d20 + 11 ⇒ (15) + 11 = 26

Then moves to stand watch by the door.

Standing watch at J:12


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

I think we have to push on, Sam. The mission is to destroy the wardstone while the other teams keep the enemy distracted. Getting back in here another time may be hard.


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

The leather armor seems to be slightly enchanted with a modicum of protectiveness for those who wear light armor, but I'm sure someone in the resistance can make use of it if we can't. These two potions are cure light wounds. This other potion and the ring are an enigma to me. Perhaps Pakak can solve the riddles."

He raises a brow in Pakak's direction and offers him the items to see if he can identify them while Reiko continues her search.

"mmm..." Pakak takes each item, casting detect magic upon each in turn.

Spellcraft other potion: 1d20 + 11 ⇒ (9) + 11 = 20
Spellcraft on Ring: 1d20 + 11 ⇒ (2) + 11 = 13

"I'm afraid I cannot make hide nor hair of the ring either," He confesses.

As the healing engulfs him, and many others, the last of his wounds fade, "My thanks to you and your goddess, Samantha."


Potion of cure moderate wounds Pakak...

The room where the cultists we located...
Blood and filth smear floor of this long room. Six white stone statues of famous heroes line the hall-each clawed, bloodstained, partially smashed, or otherwise defaced. At the far end of the hall, a raised dais holds an upturned alabaster altar. Sitting atop the upside-down altar is a hideous mass of severed limbs that have been stitched together into a vile monstrous insectoid shape. Before the dais, seven ratty bedrolls have been laid out on the floor.

The alchemist room...
A long table and six chairs have been pushed against the western wall. On the opposite wall, a tapestry depicting a map of Mendev hangs from a silver rod-the tapestry has been slashed several times and splashed with filth. A bedroll sits on the floor, and on the nearby table is an array of alchemical devices and a long wooden sword case wrapped with cords, as if ready for travel.


Zeriax at the far end of the long room by the dias you see a faint outline of a doorway that alsmot seems to glow once the alchemist has been killed.

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

Lacking thorough magical knowledge, Garith will assist in gathering the Gear. Zeriax, Pakak, Mael, do you note anything special about the sword case here? Garith asks.

Should we attempt to force the locked Door, or interrupt the bowling game? or the Door Zeriax just saw? Var can we see it too?


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Should we bolt the front-door... just in case any baddies return before we've finished our mission?


The door is quite easy to see now that the alchemist is dead. As Zeriax noted there is a faint glowing outline around it. With it glowing like that it would be impossible to miss but from the looks of the dust around it no one has moved the door at all. Almost simultaneously you all recall the dream you had the previous night. Perhaps Iomedae is indeed watching you and by clearing out this area of her temple she is allowing you to see what others can not.


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

Might be an idea Reiko, if we manage to do it somehow...

Observing the door that seemed to go unnoticed before, Zeriax comments to the others - "This is most unusual - there seems to be some sort of glow around this doorway. I cannot say why... As well it seems to have been untouched for long..." - he adds - "We should see what lies beyond"

Variel, can I assume I already checked this door for traps as per my previous Perception, or should I announce it again, specifically for this one?


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Reiko quickly heads back to the front door and looks for a way to secure it.

If there are bolts or a drop-bar or something similar...


Reiko you have the key to the from door although you chose to pick the lock the first time. As you lock the door Zeriax announces that he does not see any traps on the door. He also does not notice any mechanism to open the door either, no hinges, keyhole, knob, or anything else of note.


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

"Another healing potion, a moderately powerful one I'll wager."

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

"Let us clear out this floor before venturing forth. The Door has not been disturbed, and ending the threat up here, at least where we know there to be others, may be the best solution. We can then open this hidden door and explore further

But I'm totally willing to differ. Just not sure how to deal with the door and am worried about the other Floor 1 enemies.


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 dunno. I think it is glowing for a reason, calling us to it... the intruders did not see it thus or they would have entered it, perhaps we are being led to it for good cause?" He approaches the door and gently touches it along the edge and offers a brief prayer to Iomedae for guidance and wisdom.

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

Shortly before Maelchar opens the door Samantha speaks a prayer to her lady to guide her hand in combat.

Divine Favor


The door glows slightly but does not open.

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

Does this alter look the same as the other one? with the runes that look like a sword?


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

"Not wise to refuse a sign from a goodly goddess I think."


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Doh! I forgot about the key. Reiko will lock the door. It sounds like we'll be moving on quickly, so I'll leave off searching the rogue corpses and return to the gang at Iomedae's door.

Having locked the front door, Reiko returns and eyes the glowing door. "The Lady reveals the door but perhaps we must find our own way in. This isn't exactly my forte..." The samurai pulls out a worn set of picks and other tools and begins probing for a mundane way to open the door.

Disable Device: 1d20 + 8 ⇒ (20) + 8 = 28

Status:
AC:20 | HP: 22 / 25
Challenge (1):
Resolve (1):
Iajutsu Strike (1):
Darkvision (3): x
Shield of Faith (1):
Hero Points (3): x

Effects:
Darkvision - 20 hours


Garith this is still an alter to Iomedae but you do not see an icon like the other with a hidden message.

Reiko you work on the door but it does not give way to your efforts.


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

"Perhaps Radiance is the key somehow, Garith? or the words from the other wall... what were they again?"


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Reiko puzzles over the doorway that defies her efforts to open it, "Or possibly the sword in the sealed case?"


map to show you where the secret door is located.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Thanks for the map!

Reiko widens her search, looking at and around the altar for any clue as to how to open the door.

Looking for clues in the imagery, strange bits, or even if the altar itself moves. If she finds nothing there, move onto the 4 ?pillars? near the altar.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28


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

Wracking his memory, finally Maelchar utters what he hopes are correctly the words seen on the wall. "Let us inherit thine arms, Iomedae," hoping that perhaps the words might be the key to opening this door somehow.

If that doesn't work, he looks to the others and shrugs.


Reiko you look around the altar and the stone pillars and even the statues and the ceiling. Nothing outside of the faint glowing outline of a doorway is visible to you to indicate that something is hidden at all.


Maelchar recites the prayer that Pakak found in the other room. The outline of the door flashes brightly and a slight humming sound can be heard. The glow recedes until it fades out but the bright light is still burned into your retinas illuminating the blank door.


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 smiles at the smart thinking on Maelchar - "Well done"

He keeps watch however, blinking the bright light from his eyes.

Sitting pretty at D:6, on guard.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Reiko tries to open the (hopefully) unlocked and untrapped secret door.

Generic Roll in case it is needed: 1d20 ⇒ 15

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 said cous!
Garith will enter along-side Reiko as we moveinto this new room
SOrry power died last night before i could post and my phone ran out of battery too


Garith, I need a will save at +2 please as Reiko disappears from view.

Reiko:

Garith you manage to walk through the wall where the door was located and see...

This small chamber is free of dust. A holy symbol of lomedae hangs unmolested on the wall above a weapon rack filled with swords, crossbows, and spears. Three wooden dummies wear pristine suits of armor. A shelf holds several leather quivers, each stamped with a golden sun. Two silver shields hang from pegs on the wall.


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

"Well done indeed," Pakak is pleased. True, Iomedae is not his goddess, and he's sure whatever awaits is for a follower, but any divine help of goodly nature gives him hope they'll yet triumph.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Variel:
Reiko touches nothing, only cataloging what she sees. She is pleased that the room is unsullied and full of equipment useful to the war effort... but leery to be walking under the aegis of Iomedae as she is unsure if the Goddess would make any distinction between followers of any other deity - even a good one.

She bows respectfully to the symbol and steps back towards the doorway, whispering the news.

I'm not sure if there is some mystical barrier so please re-print the Reiko's words if they carry into the other room.

"This is an armory and Iomedae's symbol hangs still. There are several impressive suits of armor, silver shields, swords, spears, crossbows, and stamped quivers filled with arrows... I am not Iomedae's so I dare not touch her belongings here."


Reiko:

Although you are not a direct follower of deity Iomedae as called here, your religious followings of Shizuru are akin and similar to Iomedae. You feel like part of you belongs here and that you are a kindred spirit. I am removing your last line as such as you would not in any way feel it wrong by touching or taking any of the items here.

From behind the doorway the rest of you hear "This is an armory and Iomedae's symbol hangs still. There are several impressive suits of armor, silver shields, swords, spears, crossbows, and stamped quivers filled with arrows...

will save all but Reiko DC:15:

The doorway shimmers and you can tell that it is an illusion of a door but nothing substantial resides there any further.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

@ Variel - cool cool. I didn't want to jump to any conclusions; thanks for clarifying.


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 + 6 ⇒ (16) + 6 = 22

Maelchar sighs... and says "It's merely an illusion of a door... the passage is clear." and he walks through the door, or attempts to.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

We could probably use some folks doing detect magic, spellcraft checks, etc.


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

When Maelchar enters the chamber, he begins by casting detect magic and scanning the room, examining the magic items, if any.

spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23
spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11
spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10
spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10
spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10

If there is more than one magic item, he calls to Pakak, "Gonna need your help here, master Pakak... I cannot tell what magics these things carry."

When Pakak enters, he points out the magic items, if any, though sure that Pakak will be able to see them himself after a brief moment of casting.


To enter the room you still need to make the will save but now at a +2 to the save...

Maelchar you realize that there is a +1 longsword, along with 5 arrows of similar make, a separate arrow, a breastplate with the symbol and a shield with the symbol of Iomedae that are all magical.

While you are doing this Reiko catalogs the remaining items and finds three cold iron longswords, two cold iron shortswords, two heavy crossbows, a composite longbow ( +2 Str), a masterwork cold iron heavy mace, two cold iron longspears, 50 cold iron crossbow bolts, 100 cold iron arrows, two sets of masterwork chainmail and one MW heavy steel shield.

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

Shield?
1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Garith takes a look at the shields with interest, particularly the magical one. "This armory is an unexpected blessing. This consecrated gear is very fine. You were correct in that this wisest choice. Pakak, What do you make of this shield? and the rest of the magical gear, of course."
I'll get on the inventory-ing tomorrow. have a bunch to add.

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