Variel's WotR

Game Master Neltji

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

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Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

The Osirioni frowns. "The goddess protects, but she doesn't prevent all illness from affecting me, no. Do you feel he will be able to make it through the night? I can prepare a remedy with the dawn."


Good news bad news Zeriax. You failed the first save which means that one of the con damage turned into con drain. The good news is that you made the second save which means only 1 more to kick the disease.and you do not take any more con damage this time. It is currently the afternoon of the day you get back to he army. On the morrow is when the army is at full strength and ready to head out. Thus in the morning Nasira can ask for remove disease and a lesser restoration to restore the con damage. The con drain will require a restoration which she doesn't have access to yet.


party relationship: friendly

Pakak, you and Garith find Sosiel and tell him what you have experienced with Aron. He shakes his head and then pounds his head against a tent pole as it seems he is talking to himself. How, just how did he get his hands on the stuff all the way out here? For so long he was good and clean and now this at a time we can ill afford it. Very well then this must be straightened out at once.

Turning back to you, you can see that he has tears of sorrow on his face. Bringing you close he explains. Aron has a lifelong ailment and a bitter curse. That curse specifically is his past of drug usage. Although I can cure him of the physical disease I can not cure him of his mental addiction to it. The drug in question is Shadowblood. It is the very essence of a shadow demon that one imbibes to gain a rush. Aron found some a long time ago and got hooked on it. It is quite addicting and almost killed him. It seems like he has found a small sample of it and has taken it again. I will accompany you and together I hope that we can convince him to see reason and in the morning I will cure him of his withdrawal.

Having Sosiel present will give you a +5 to your diplomacy check and able to retry it still tonight.

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: 1d20 + 11 + 5 + 1d6 ⇒ (17) + 11 + 5 + (5) = 38
With Pakak and Sosial, Garith returns to Aron. Please do not be upset, Aron, but we had to speak to Sosiel about your current state. I told you you could trust me, nad be honest with me, that it would all e alright. And now, knowing the truth, that is still the case, Right Pakak? We are here to help you, nad have kept this to ourselves. We jsut need you to want to be well, to let us help you, Garith says, still pleading with the man. He steps back so the others may also speak, as they know him better. But as general, Garith is hoping that his acceptance as well will serve to encourage Aron.


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

"We are..." Pakak nods as Garith talks, I wonder where he got the sample? "It must be awful to be bound to such horrid desire."

Diplomacy to aid Garith: 1d20 ⇒ 20


relationship with party: indifferent

Garith no need for your surge usage. The two of you blew it out of the water.

Aron hangs his head in shame and begins to weep uncontrollably.You have no idea how hard it is resist on a daily basis. But when you are scared and the adrenaline is flowing through you after a battle and you come back and there in yr pack you find 4 bottles of the stuff it is impossible. I admit it. I succumbed to the voices in my head and let the temptation take control.

If you want me to leave and go back to Kenebras I will. I can understand if you will not trust me after this.


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 knows his body is fighting off whatever ailment has assaulted him, as well as he knows that he has not been able to completely eliminate the sickness.

He thanks Nasira for the healing provided, and steels his resolve, stoically accepting that it will take time to fully recover from the disease that beset him out in the wilds of the Worldwound.

Once having been informed of the issue with Aron, he follows Garith, Pakak and Sosiel into Aron's tent, standing silently to the side however.


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

"Wait, four bottles left in your bag by someone and you do not even know who it is? Who else knew of your vulnerability?"


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Zeriax, Nasira hasn't healed you yet. I was waiting for morning in-game. Sorry for any confusion.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

In the morning after she prepares spells:

Nasira tries to take the necessary precautions to avoid catching the dangerous disease when she approaches Zeriax.

Heal check DC 20: 1d20 + 12 + 4 ⇒ (18) + 12 + 4 = 34 +4 from Maelchar's warning

She casts remove disease on the archer, trying to bring her goddess's power to bear on the abyssal plague.

Remove Disease caster level check DC 18: 1d20 + 6 ⇒ (15) + 6 = 21

With some relief, she feels her goddess's power surge into the afflicted man, surround the possessing presence, and incinerate it.

Zeriax feels a heat from without, as though he were laying on the sand under a desert sun, soaking into his limbs and into his core. Just as he begins to feel slightly alarmed that this new cleric has cast the wrong spell, he feels the heat focus in his chest and rush through his body to where Nasira's hand rests on his shoulder, leaving him with a not-unpleasant warmth and a definite feeling of relief when he realizes that the other was no longer there weighing him down.

Nasira smiles through the mask drawn across her mouth and casts again. This time, Zeriax feels some of his lost strength and vigor restored as a gentle heat transfers from her hand into his body and radiates outward to his core and each of his limbs.

Lesser Restoration ability damage restored: 1d4 ⇒ 4

Sarenrae approves of how Zeriax is living, I guess!


relationship with party: indifferent

Aron looks at you puzzled. I...I didn't think anyone knew but myself and Sosiel. I mean it is possible someone knew me from before that I wouldn't have recognized or realized. I mean its not something that I am proud of and told people.


Nice job Nasira on helping Zeriax. Maybe I misstated it but I do need a fort save from you for the disease but now with a +4 as you made the necessary heal check.

Everyone ready to move on? Just need to know on top of the ridge or in the river bed below. Fast and more dangerous vs slower and presumably safer.


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

"Aron, if someone slipped that into your bag, someone knew. It wasn't you, or us, or Sosiel. Keep your wits about you."


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]
DM Variel wrote:
Nice job Nasira on helping Zeriax. Maybe I misstated it but I do need a fort save from you for the disease but now with a +4 as you made the necessary heal check.

No, it was probably me. That was supposed to be the requested Fortitude roll, not a heal check. With the appropriate modifier, it would have been a 28.


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

Think I am ready to move - have we decided on a course yet? Also, Zeriax will wait for the conversation with Aron to suggest perhaps having a dedicated watch looking after him, to guarantee everyone's safety.


party relationship: friendly

Aron is too depleted to say much so just nods his head in agreement. Sosiel though steps outside with you all and you can see a tear on his cheek. Thank you all for helping him. It means so much that you are willing to take the time as leaders to personally see others. It means a great deal to me as well personally as I do not want to see him falter again. I blame this partly on myself as being so busy with the army and the damage caused by the last fight that I did not see what was happening to him. I will not let this happen again and waste your time and efforts.

What worries me is that the drugs were clearly planted as I can state for certain that he did not have them with him before. The drugs emit an aura of evil about them that unless hidden by magic would have been detected immediately. No, someone brought them in stealthily and planted them for him to find.

You made both of them go from indifferent to friendly!


In the morning the first thing that the group does is see to Zeriax's health. Nasira takes all the precautions she can as she goes about helping Zeriax. For her efforts she is able to avoid contracting the highly contagious disease and through Sarenrae's blessing remove the disease swiftly and promptly. Nasira is able to restore most of the damage that Zeriax sustained as well from the disease leaving him ready to continue on in their quest. The question remains though, take the faster more dangerous path along the top of the ridge or take the safer yet slower path down in the dried up river bed?


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 can't really say I would suggest the fast route - I have experienced firsthand that it may be a dangerous path" - Zeriax ponders when in council with his companions - "My body and mind are disciplined, yet this disease seems to be insidious and stronger than usual... I don't know, and Nasira would be the best to speak about the danger it poses" - he turns to the woman with a smile - "I thank you here, in front of all, for what you have done - your care has restored the strength to my limbs, and to my resolve - both had been undermined by the sickness"

He approaches her, bowing in respect - "You have my respect Nasira" - then moves back to his position - "What are the advantages we are aware of, if moving faster?"


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

The Osiriani cleric appears a little embarrassed by Zeriax' remarks, but she smiles slightly and bows in return. "Not I, but the goddess. My gifts are meant to be shared."

Her confidence in her place among the heroes is strengthened, however, by his remarks and her attitude shows it as she listens to the planning.


party relationship: friendly

The most obvious that I can think of, Irabeth adds to the discussion,Is that the quicker we move the longer our rations will last until we reach Drezen. We do not know what the situation will be once we get there or how long it will take to assault the city let alone the keep itself.


party relationship: friendly

But what good is extra rations if we lose members of the army on the march from the terrain? Would it not be better to have fewer supplies but a healthy and full army?


relationship with party: helpful

There is the thought too that there must be food stores in the city for the non-demonic forces that are located there. If we must that could be our first target once the city is scouted out in detail.


relationship with party: indifferent

Even if we move at a slower pace I would think that we should be able to reach Drezen in about 2 days of hard marching. More than likely 2 1/2 days to ensure the safety of the army. By taking he ridge and traveling hard we would only save a day by my guess. That day could make a difference though if it means we can come upon the city by surprise.

Reiko and Zeriax, if you are wondering about the time discrepancy I had you traveling at half speed as you were scouting along the ridge instead of simply moving towards an objective, thus scouting along the top or the army moving down below would be the same speed.

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

The main force of the army would be unaffected by the foulness that Zeriax encountered, but the support forces and several of us may suffer from it, in addition to the dangers of the terrain itself beyond the demonic disease. Garith notes, considering paladin's immunity to such things.

Taking the city by surprise could drastically improve our chances of victory, but my concern is that the losses sustained if there are issues traversing the dangerous terrain could cause us to loose the force to back up the advantage. If you think we can make it safely, and are confident that we can manage the trek, then it could be worth it, but for just a day gained, The river may be more worth-while rout to take.

I think river, rather than ridge, but if the people responsible for the checks that will get us through the treacherous terrain are confident then i'll go with them if the vote goes that way. FOrtune favors the bold, as they say, and i'm not feeling bold, personally, but if you are then lets do it!


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

Pakak's mood has soured, that much is obvious, it could be just the bad news...

Sense Motive DC 11? :)/:
But those that know him can tell he's blaming himself. He was put in charge of logistics and counting of supplies was part of it, so he feels this is on him.

Pakak considers, "Is there another softer target with the supplies we need along the way or even only slightly out of the way?"


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 from one to another as the others speak, but has little to offer, not being a trained tactician. Garith's caution seems the wisest course to him, but he seems to be in the minority. Maelchar finally speaks up so Garith knows he is not alone in his opinion.

"I've said before, I'm no tactician, but your reticence in taking the ridge route seems wise to me. An extra day for caution's sake doesn't seem like a huge cost to me. However, I leave the final decision to you, Cousin. Your other advisors may be right to give us an advantage of speed. I just don't know. I know I'm not being very helpful in making a decision, but you know I've got your back, whatever decision you make, right?"


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

"Let us thread in safety" - Zeriax states - "We move for a hope in the future, and for the chance to make a difference - all this comes with risk, one we are all willing to take" - he nods to his companions around him - "I would lay my life on the line for you, but I cannot put others at risk, and this is exactly what we would be doing to those that walk with us, if we decided to take the ridge"


relationship with party: indifferent
Pakak wrote:

Pakak's mood has soured, that much is obvious, it could be just the bad news...

Pakak considers, "Is there another softer target with the supplies we need along the way or even only slightly out of the way?"

As far as I know from maps that I have seen, there is nothing close by. Granted there could be a huge storehouse a day travel from here that the armies of the worldwound have constructed but we would never know about it.

Sense motive 1d20 + 1 ⇒ (17) + 1 = 18

Do not blame yourself master Pakak for the concerns of the supplies. You are doing as well as can be expected to when we are in enemy territory. Be thankful that we have not had worse problems thus far. As it stands we will have 6 days after tomorrow to get to Drezen and go from there. 6 days is a long time still to get much done. Even with 2 days of travel we will have a couple of days to scout the city before we must act. There is hope as well that should we be able to take part of the city a message could be sent for more supplies from Kenebras. As long as we hold a defensive position we can be a thorn to their side.

sense motive DC 18:

This last part seems to be a stretch that Aron is fabricating to make Pakak feel better. While resupplying may be an option at some point, most of the city and defenses would need to be in the hands of the Claw of Terendelev before it would be feasible.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10


strategy: aggressive (+2 OM, -2 DV, +3 damage) 30 stores and 16 goods tactics:: spell breaker (?OM; +4DV) defensive tactics boon paladin lvl 5 army hp:15/16; DV:16; OM:+8 (ranged); morale: +5

With arguments on both sides for the way forward a decision was finally made to take the safer route in hopes of preserving the army. It was not an easy decision but decision in times of war are never easy. Fortune was with everyone though it seemed as there were no signs of treachery or sabotage in the night. The sun rose in a red haze which was quickly lost from view as the army started up the Ahari riverbed, the sides of the canyon blocking the sun's rays from shining on them.

As the army marched onward the landscape that Reiko and Zeriax described held true to their word. Colors melded into the land here and there could be seen as a testament to the corruption of the Worldwound. Mirages or what appeared to be mirages distorted the landscape yet nothing hindered the army other than the difficult terrain of the river bed. Still the army made decent time and near the end of the day the they neared the location where the building should sit on top of the ridge to the north. a half hour farther marching would put it in view around a small bend. Leaving the army back for safety the forward scouts advance to witness what may be transpiring ahead and above them. Aron joined them to try and dertermine what the building may have once been from a distance.

They return to report that there was no movement that could be seen. The building sits atop the cliff, 120 feet above the Ahari gorge below. A narrow flight of stairs winds up the cliff face to the building above, but these stairs look treacherous.

ARmy at 30/50 stores.


relationship with party: indifferent

Trying to make up for his previous performance and disappointment with the drugs Aron joined the scouts. Studying the building from a distance he returns with this report. The building seems to be an abandoned chapel. At one tiem a series of them were built by the crusaders as points of rest and respite. They would also have fresh mounts to send messengers on their way at full speed. Historically, these chapels often had well-hidden caches of healing magic and supplies. There’s a possibility, however small, that these supplies are still hidden. They
were typically stashed in a secret compartment under the altar.


party relationship: friendly

At the very least, adds Sosiel, it would be nice gesture to climb up there and clean up the chapel a bit and run off any monsters that might be befouling it with their presence.


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

"That's a lot of nasty looking stairs to maneuver to get to them, if they are still there.... however, I'm willing to go along on the search if that is the decision that's made."


Party relationship: indifferent

There likely are monsters dwelling in the ruins! Nurah pipes inThe chapel is a distraction at best and a deadly trap at worst. It is not necessary to investigate it for it will only waste time and resources.


party relationship: friendly

WE are nearing the end of the day so if would not slow the army down to have you all go and check it out. The rest of us can stay here to make sure the army is camped out and ready in the morning to move again. We have seen no signs of enemy troop movement like we have before so I am quite comfortable that we are safe tonight.


Be careful though that you do not risk yourselves needlessly. We have an important task assigned to us and no one else can succeed as you can. Yet I feel as well that this is something that must be checked out. If there are enemies in there then they will surely see us and report our position to other armies. In th gorge here we could be set upon by both sides of the ridge.

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 nods. Let us stop the army here for the night and attempt to gather what we may from the chapel. Garith suggests to the party.


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

"Lets do just that" - Zeriax nods resolute - "I shall gather my equipment and be ready to leave shortly" - the monks adds.

Guys, what is the plan? Are we doing this as a group? Zeriax has a reasonable climb ability, but can we all get up there safely? Perhaps a flying scout to make sure no ambush awaits up top?"


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira raises her eyebrows at the report of the possibility of a cache at the small chapel, but she cannot think of anything she can offer to help in the effort to investigate, so she remains quiet as the plan is offered.


AS it is decided to investigate Irabeth takes control of the army and the rest of the secondary commanders do what they can to keep everything organized and ready when the Knights of the Fifth Crusade return from their inspection.

Taking the horses forward to quicken the journey they leave them at the base of the gorge with a steward as they begin to make the treacherous ascent to the top. Twice on the way up they come to areas where landslides have destroyed the steps resulting them actually scaling the cliff for 20ft.

Need 2 separate climb checks please from everyone. There is a max of receiving 2 assist attempts (1 from above and 1 from below). Good luck for some of you...


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

climb: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21


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

second climb check

climb with surge: 1d20 + 3 - 2 + 1d6 ⇒ (11) + 3 - 2 + (6) = 18


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira considers the ascent. "Does anyone have a rope? Our force had some, but I never thought to put some in my pack."

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

Aye, I have rope Garith stows his shield and readies himself to climb, following behind the other climbers, going up a knotted rope another secures up top to aid him, and holding the rope for others.
climb: 1d20 - 2 ⇒ (13) - 2 = 11
climb: 1d20 - 2 + 1d6 ⇒ (11) - 2 + (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

After making the climbs (hopefully successfully), with a 21 and an 18, Maelchar would have gladly lowered a knotted rope for the others to make the climbs more easily.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Nasira still looks doubtful, but she follows the leader's example and stows the shield on her back before she accepts the rope.

Climb #1: 1d20 - 3 + 1d6 ⇒ (1) - 3 + (4) = 2 I think that's the right penalty for MW breastplate

Climb #2: 1d20 - 3 ⇒ (12) - 3 = 9

Ouch. I even considered leaving her armor and shield on the horses, but that would not have helped with a 1. Using a surge in hopes that she at least doesn't fall to her death... And not so much.


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 Nasira starts climbing and having difficulty, Maelchar reaches down a hand to grab her and help haul her up...

climb aid, dc 10: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6

ouch, sorry - maybe Gaerith and someone else can help - dc for climbing a knotted rope should only be 5, so you need 2 successful aid rolls on that one


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Well, if I missed by less than five, that should mean no progress, but no fall. Which might mean I need to take another crack at it.

Climb try again: 1d20 - 3 ⇒ (13) - 3 = 10

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

Aid Climb: 1d20 - 2 ⇒ (15) - 2 = 13


Witht he skill used by Maelchar to climb the treacherous areas ahead of the rest of the group, he is able to carry with him a strong coil of knotted rope. During the second area Maelchar almost slipped from the face of the rocky canyon walls but his new found strength within keeps him from slipping as he reaches the other side. Bracing himself he lets the rest climb up the rope till all are safe. Taking a moment to catch their breath from the arduous climb they realize that they are near the top and it is only a short easy climb to see the top of the ridge.

Yes Maelchar you did need to use the mythic point or you would have failed the climb DC. Nice use of it or it would have been a 80ft fall.

Climbing the last of the remaining stairs you see a mostly walled in enclosure. However before you the gates to a small courtyard lie smashed and broken with tall grass growing amid the rubble. Two main buildings stand side by side to the east, separated by a single alleyway. The smaller structure to the north appears to be a stable, while the other is much larger with several doors and stained-glass windows, apparently a chapel judging by the pious statues along its rooftop.

perception DC 20:

You see what appear to be bones sticking out from among the rubble nearby.

If successful above then heal check DC 20:

These bones are humanoid in nature but encompass a multitude of races from tieflings to humans, from dwarves to elves, and even some Aasimar bones can be found. They all appear to have been gnawed on and are in varying stages of decomposition.

second perception check DC 37:

You are certain that as you were looking among the rumble you saw the statues on the chapel move. Looking closely you see that there are 6 statues on this side of the building that you can see.

If second perception successful then know nature DC 14:

These statues are instead gargoyles and they are using their freeze ability to remain perfectly still luring unsuspecting prey into an ambush. Every 5 above you can ask a question.

MAp for reference is up

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