Variel's WotR

Game Master Neltji

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

loot list

combat map


2,801 to 2,850 of 10,781 << first < prev | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | next > last >>

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 advises the others of the magical items he spotted and the exact nature of the longsword... then, while Garith gravitates to the magical shield, Maelchar turns his attention to the breastplate.

"I would be honored to wear this if no one objects... I don't know it's nature yet, but I could use a little more protection if it offers such. Pakak, your assessment?"


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 + 8 ⇒ (11) + 8 = 19

Recognizing the illusion for what it is, Zeriax moves after the others, marvelling at the well kept room, with its arrayed weaponry. The monk's attention is drawn to the quivers and ammunition on display, but he stands silently on watch still.

Standing somewhere midway between G:4 and F:4

Pakak, do your magic :D


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

Will save: 1d20 + 5 ⇒ (4) + 5 = 9 +2 dwarf bonuses if that applies

Well, this is humiliating

"Forgive me, I hear you tell me it is an illusion, but I can't seem to overcome it," The dwarf looks mortified and deeply embarrassed , "Otherwise I'd be able to look over the items."


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

Reiko - having nothing to do but lug equipment at the moment - walks through the wall and takes the dwarf by the wrist. "Close your eyes. I'll walk you through it." When he complies, she leads him through the illusory wall.

I'm happy to carry what I can up to my load limit for light weight so my move rate and skills stay solid. In terms of useful equipment, some of the cold iron arrows and a cold iron shortsword (as a sub for my wakizashi against demons) would be grand.


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

The dwarf closes his eyes, still flush with shame for his fellow Some wizard I am turning out to be. The others count on me to help explain magic, not be its victim. and is guided by his wrist.

Assuming this works...

Once through, he will cautiously open his eyes, cast detect magic, and survey the items that weren't already identified.

spellcraft: 1d20 + 11 ⇒ (4) + 11 = 15
spellcraft: 1d20 + 11 ⇒ (19) + 11 = 30
spellcraft: 1d20 + 11 ⇒ (15) + 11 = 26
spellcraft: 1d20 + 11 ⇒ (15) + 11 = 26

Apply above in any order you like


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

Mostly nice rolls, Pakak! Well, if we go in the order that Variel posted earlier: " 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." you should have identified all but the '5 arrows of similar make'. I guess we should wait until Variel chimes in however. I am assuming they are not harmful to us - since they are in a secret armory, but while Maelchar is touching the breastplate somewhat reverently, he'll wait to put it on til after Pakak has taken a look at it.


Pakak you close your eyes and try not to think of the solid wall as you are lead forward.

1d20 + 7 ⇒ (14) + 7 = 21

This time with the assistance you easily make it through the fake wall. Once on the other side you take a look at the equipment there and realize that the breastplate is +1, the arrow is a arrow of evil outsider slaying, and the heavy steel shield is a +1 blinding shield.


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 Pakak reveals the nature of the items, Maelchar lofts a brow at the description of the shield. "That could be most useful... but care would be needed to make sure allies are not within range of it. Does anyone object if I use this breastplate? It is slightly better than my own and, since it came from this armory, I would be honored to wear it into battle."

If there are no objections, he will change breastplates.

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 nods to Maelchar. She has a beautiful breastplate with a symbol of her lady and is happy to keep it.


Map of secret area.


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

Reiko inspects the wall by the entrance (G4/5 - the shared wall) to see if there is a spy hole into the bowling room.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13

The loot list link isn't working for me, but put me down for a couple CLW potions. I have a feeling I might be needing them.


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

link to loot list isn't working for me anymore either - says it doesn't exist on google docs.


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'll take that arrow of evil outsider slaying if you guys don't mind :D Also Reiko, you should take some of the Cold Iron Arrows.


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

"Thank you, Reiko, for your assistance earlier," Pakak's embarrassment is dimmed though not all together banished.

Out of the treasure, there is little that suits him. This doesn't alarm him. The strength of one is the strength of the many.


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

Reiko acknowledges the wizard's comment with a nod. "It was a trivial matter, Master Pakak, no thanks are needed. Before we part ways, I'm sure you'll do far more to assist me than I will ever do for you."

Zeriax - I already snagged a set of 20 cold-iron arrows, along with a CI shortsword... but thanks for checking on me. ;)


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

You are quite welcome ;)

Are we done distributing stuff for now guys? Can we move along?


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

Nothing really wizard worthy here anywhere. And, alas, the Lost Beard Comb of Torag might yet be merely the stuff of legend


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

Wha?! The Comb... a legend! Heresy! Hey, should we pop open that wrapped up sword-case to see what the baddies were planning to ship out? Maybe it is some good artifact that was too hot for them to handle... (I say hopefully)


Plans now that th eloot list is back and loot has been divided? Who is opening up the sword case? best reflex save of the group or best fort save in the group?


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

How about the best trap spotter and disabler? :p
I'm willing to give it a swing since I mentioned it... hopefully after someone casts detect magic on the box just to be on the safe side.

Reiko takes the box carefully and moves away from the group before inspecting and attempting to open it.

Perception (Spot Trap): 1d20 + 8 ⇒ (7) + 8 = 15
Disable Device: 1d20 + 8 ⇒ (19) + 8 = 27
Save (if needed): 1d20 ⇒ 20


party relationship: friendly

No traps, no lock other than the strap used to allow someone to carry it.

Reiko carefully opens the swordcase expecting the worst after it was in the hands of the alchemist tiefling. In side she sees a magnificent longsword, not the caliber of Radiance, but a fine sword indeed. The symbol of Iomedae is on the pommel marking it as a unique weapon to be sure.

Irabeth lets out a whistle of exclamation, My sword, how did it come to be here? I sold it a while back to afford a present to Anevia but that does not explain what happened since.

Attached to the hilt is a note that reads... sword note

The sword is a +1 evil outsider bane longsword.


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

"Sweet weapon indeed. Reclaim it if you would, my lady. Iomedae has seen fit to place it back in your hands again. Surely it is by her design for a reason."


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

Reiko reads the note, twice. "So Nyserian - the master of the Grey Garrison - had dealings with the enemy. How many others, among the crusaders, allied themselves with evil?"

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

Every single one is one too many! Samantha says sternly as she shakes her head.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)
Samantha Starsight wrote:
Every single one is one too many! Samantha says sternly as she shakes her head.

"Aye," Pakak agrees, feeling more than a little saddened

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

Anyone got Craft Alchemy or able to check the bottle, or Identify the ring? Garith's not got detect Magic.

Garith stares at the note for a long moment, "So if Nyserian was a slave to the enemy and was made into a Vermlik's skin-suit could the same be said for the Lord Hulrun? Was he a traitor as well, or betrayed by Nyserian? That these men in whom we put such faith could..."

"Such insidious infiltration. We must continue on and cleanse this Garrison" Shall we hit the door at L:13? One person can Help Mael don the breatplate and the others can search the bodies and we'll be ready to go in 2.5 minutes


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

I'm good with that plan. So L13 first and then we hit the 'bowling alley'? Works for me. I can't help with IDing the magic items... except to point out that anyone can try to ID the potion by taste (Perception v DC:15 + Alch CL). Given this guy deals in poison I'm not a real fan of this idea. :)


just to speed things up the door to the west is locked when you try it so if you want to go that way you will have to open the lock somehow or go to the 'bowling' room.


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

Once everyone is kitted out, the bodies searched, etc. Reiko will attempt to pick the lock on the west door.

Disable Device: 1d20 + 8 ⇒ (12) + 8 = 20


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 moves behind Reiko after adding the cold iron arrows to his quiver - "A moment if you will, friend Reiko"

He then checks the door for traps, and if none are found, proceeds in assisting with its opening.

Perception: 1d20 + 12 ⇒ (20) + 12 = 32

Disable Device: 1d20 + 13 ⇒ (14) + 13 = 27


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

In addition to the breastplate, Maelchar will take 10 cold iron crossbow bolts, just in case he has to fight from range at some time.

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

While Mael is arming up let's also loot the rogues too


Reiko, you spend some time at the lock 2d4 ⇒ (1, 1) = 2rounds but are unable to ge the mechanism to move at all. The complexity of the lock leaves you baffled and wondering if you could ever get it at this stage in your development. Perhaps with a much longer time studying it with some magical help and another person to assist you 'might' get it.

Zeriax tries his luck but meets with the same result after 2d4 ⇒ (2, 3) = 5 rounds. He does feel the tumbler move but thinks there is a secondary mechanism that he could not get that has to be done simultaneously.

Even counting Reiko as an aid another check you still missed it.


While they are messing with the locks and Maelchar is switching armors, the rest can loot the 6 tieflings finding 6 lt crossbows, 6 rapiers, 100 bolts, 6 leather armors, a set of gambling dice that with a dex check of 15 or perform gambler 20 you can get to roll any combination you want on the dice. (If someone makes a DC 20 appraise or perception check they notice something odd about the dice though)


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

Reiko hrmphs at the lock. "Perhaps, we'll find a key to this door elsewhere. Shall we go find out what's rolling in the other room?"

Perception (Notice something about the dice): 1d20 + 8 ⇒ (19) + 8 = 27

Ready to tackle the bowling alley?


Reiko you notice that they do have some rounded corners and some sharper corners. Holding them in your hand it seems like the weight isn't exact either. Both of these qualities allow a skilled user to roll them to come up with the desired numbers. Beyond that nothing else is unusual.


Taking longer and trying again on the lock or going to the bowling alley?


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

Zeriax has me beat on the DD roll so how about he takes 20 on the lock, I throw in an AA, and if anyone has 'Guidance' or some other spell that will crank Zeriax's roll higher, we try that?

EDIT - It looks like Sam has Guidance to bump the roll another point. I think that's about it unless Zeriax wants to spend a Hero Point on this. I'm assuming the answer is 'no' but can I spend a hero point to crank Zeriax's roll, if needed? Bumping my AA roll won't help at all.

Disable Device AA: 1d20 + 8 ⇒ (17) + 8 = 25

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 the key we have work on the 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

If the key does not fit:

Zeriax seems a bit taken aback that his efforts did not produce any result in opening the door - "Let me try again" - he adds resolute, moving purposefully towards the door, putting down his bow carefully next to him, then retrieving a set of tools from his pack

The monk then stands motionless, listening at the door for a long period, peering below, above and around.

Perception take 20: 20 + 11 = 31<-(+12 vs. traps)

Then unravelling his tools, he goes to work on the lock itself, exchanging impressions with Reiko in whispered tones as he goes about it - she cannot help but notice that Zeriax seems impressed with the nature of the obstacle at hand, and addresses it with typical calmness and pragmatism.

Taking 20 in Disable Device: 20 + 13 + 2 = 35<-Reiko's aid another included)

Our hardest foe thus far - The Door of DOOM :D


The key does not work and Zeriax is forced to take the patient tie consuming method of manipulating the locks by hand. While he attempts this the others spread out a bit to cover the different views of the complex and prevent them all from being hit by a trap. Reiko and Samantha stay near to help though. Reiko joins in the task as Samantha chants a continuous stream of minor prayers to help Zeriax work easier. After nearly 4d4 ⇒ (4, 2, 1, 2) = 9 minutes of work the last tumbler falls as a dead bolt moves and the drop bar gives way freeing the door. immediately upon the door being free it flies open to reveal 3 disgusting abominations standing there. Along one wall of this long room stands a smashed sideboard. A stone staircase leads upstairs.

DC 30 to open the door. It was either that or destroy it with weapons.

init

Samantha 1d20 + 2 ⇒ (8) + 2 = 10
Maelchar 1d20 ⇒ 20
Pakak 1d20 + 1 ⇒ (3) + 1 = 4
Zeriax 1d20 + 2 ⇒ (14) + 2 = 16
Reiko 1d20 + 4 ⇒ (11) + 4 = 15
Sir Garith 1d20 + 1 ⇒ (16) + 1 = 17

1d20 + 2 ⇒ (5) + 2 = 7

Good guys up first

Know planar (evil outsider for Zeriax and Garith) DC:15:

These look like dretches but a bit beefier and more robust (advanced)

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

dang, stairs
1d20 + 6 ⇒ (7) + 6 = 13 damn not having planes as a class skill

Garith moves up behind Zeriax to H:12 so the man can pull back and readies an attack for the first Dretch to step out.
1d20 + 9 ⇒ (17) + 9 = 26
for 1d8 + 4 ⇒ (4) + 4 = 8

we can try to draw them out, rather than walking in and having one person surrounded


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 + 8 ⇒ (3) + 8 = 11

"I don't know what they are... but they look nasty."

Maelchar makes a lucerne hammer and enchants it with lead blades.

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

As I'm in no good position to get in on the physicality here Samntha will inspire. Only two more rounds left for the day now however.

Who ares what they are? Samntha calls out. We must defeat them!


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

Knowledge (Planes): 1d20 + 5 ⇒ (14) + 5 = 19

"We have met monstrosities like these before, below Kenabres" - Zeriax warns his companions, as he takes a step back to attack - "They are Dretches, yet they look stronger than their usual semblant - be careful my friends and get ready for their poisonous cloud that causes nausea. They are resistant to cold, acid and fire, being harmed only by cold iron or weapons of good"

He had indeed seen them before, and not only below Kenabres - long time ago his master had sent the monk in a long investigation regarding the activities of a demon led group. He had learned much, and had seen creatures similar to these before - they seemed filled with a driving need to spread ruin and dismay, and even though usually not very intelligent, they were thoroughly evil.

Moving to I:12, and flurry of cold iron arrows on the one at I:10

Flurry 1: 1d20 + 8 ⇒ (18) + 8 = 26
Damage if it hits: 1d8 + 8 ⇒ (4) + 8 = 12

Flurry 2: 1d20 + 8 ⇒ (1) + 8 = 9
Damage if it hits: 1d8 + 8 ⇒ (5) + 8 = 13

Variel, I am not accounting for my favoured enemy bonus - if these are Evil Outsiders, both damage and to-hit get +2


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

Reiko rests her back against the wall and switches the blades in her hands. She holds the cold iron shortsword in her dominant hand, prepared to drive it into the vitals of the first dretch through the doorway.

MOVE: Switch CI Shortsword to main hand
READY: Strike a Dretch if it moves into range

Knowledge: Planes: 1d20 + 5 ⇒ (12) + 5 = 17

BOOM:
READY: Cold-Iron Shortsword (crit: 19+/2x):
MODS: PA, Cold Iron, Inspire Courage
Shortsword HIT: 1d20 + 6 - 1 + 1 ⇒ (17) + 6 - 1 + 1 = 23
Shortsword DAM: 1d6 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8 ignores DR
Sneak DAM (if appropriate): 1d6 ⇒ 4

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


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

Pakak will engulf as many of his allies as he can in his protective ward +1 to AC etc


Garith moves up and readies an attack along with Reiko and Irabeth for the first of the dretches to step out fro the doorway. Not one to wait, Zeriax steps back and unloads 2 arrows into the dretch across from the doorway. (I10 would be going through the wall so I changed it for you) Mealchar creates his hammer and performs his usual ritual to make them heavier and do more damage. Samantha calls upon the abilities of Shelyn to inspire the group while Pakak protects everyone from harm.
These dretches do not play nicely though as the first summons a stinking cloud blocking most of the sight around everyone. The other 2 start to try and summon more dretches to bolster the combat.

stinking cloud fort save DC 15 or nauseated while in the cloud and for 4d+1 afterwards. 20%miss chance 5 ft away. total concealment more than 5 ft away.

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 casts Grace and moves through the doorway and past the dretches to I7 and prepares to attack next time he can act.

I'm assuming that's a double move because moving through enemy space probably is rough terrain, as it counts as slowing you if you do to acrobatics to do it, which means I get no attack this round as I7 would then be a double move... but if I'm wrong, let me know and I'll roll my attack


You will still need to make an acrobatics to move through an enemy space. If you fail there is no AOO but you still need to succeed to be able to move through the enemy. I need a fort save first as you may be nauseated.

2,801 to 2,850 of 10,781 << first < prev | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Variel's WotR Gameplay Thread All Messageboards

Want to post a reply? Sign in.