Variel's WotR

Game Master Neltji

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

loot list

combat map


3,901 to 3,950 of 10,782 << first < prev | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 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 casts detect magic and examines the katana, lending his aid to Nasira as she tries to spellcraft the blade to determine its nature.

spellcraft aid dc 10: 1d20 + 5 ⇒ (4) + 5 = 9

So intrigued is he with the blade itself, he fails to note much about its magical qualities. le sigh


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)
Nasira Yusra Abujamal wrote:
She takes her eyes off the sword and looks up at Reiko. "Does that make sense?"

The samurai nods, "Yes... but I still marvel at it."


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

With a smile, Nasira returns to her study. "To be honest, so do I."


Kusanagi-no-Tsurugi:
This +1 menacing katana allows the bearer to summon forth a gust of wind as the spell at CL 8.

background on the weapon


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

Get outta town! That is uber-cool!


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Finally, the young cleric is almost in a trance as she maintains her concentration on the blade, "The base enchantment on the sword - what makes strike more true and harder - is of a typical strength, but there is something more. I sense that it is more effective when several allies attack the same foe - it benefits the allies first, the wielder second. I'm not sure what that means, to be honest. There is a strong wind within the blade, waiting to be released. Within the howl of the hurricane, I hear a gentle woman's voice saying a name. I think you can release the gale by saying the name."

Her eyes open and she smiles. "It is truly a treasure. I saw glimpses of other times, other wielders, but they were fleeting. This is a very old sword and it has a long history. Perhaps it has more power for the one that studies it." She stands without using her hands, carefully cradling the sword and offering it back to Reiko.

"May I introduce you to Kusanagi-no-Tsurugi." Once she is no longer holding the sword, she adds, "The name of the wind - or the spirit, I'm not sure - is Kushinada-hime. I didn't see her in my visions, but she sounds young and strong, full of spirit. Say her name when you want to call the hurricane."

I hope you don't mind the artistic license. I like the idea of her trying to interpret the images that the sword is trying to give her and that she might not understand all of it completely so there is something left for Reiko to learn by using the sword.


Grrr got hit with gremlins after a long spots and never saved it...twice last night...not bothering witht he spoilers this time. Nice artistic license Nasira and welcome at any time.

Zeriax you are able to see into the building and find that there are 10 creatures in the building writing on the walls. These creatures you can tell are ghouls and 2 of them are dressed in priestly garb. The writing on the walls is that of Kabriri a lesser god of ghouls and nabasu who wishes to spread ghoul fever across the world. Under the writings you can see that this place was once devoted to Iomedae.


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

Nice work, Nasira!

Reiko takes the weapon back with a reverent bow to the blade, "Kusanagi-no-Tsurugi - the 'Grass Cutter'? I know this blade. It is said she was once offered into the hands of the Empress of Heaven herself. How did you end up here, noble-born? Who fell proudly wielding you?"

The ronin gives the cleric a bow almost as deep as she gave the blade, "I am indebted for your help. You have returned a blade of heritage to my people."

The moment passes and Reiko follows after Zeriax, the team's mission once again paramount in her mind... but the ronin walks a little taller and prouder.

Knowledge: History: 1d20 + 2 ⇒ (15) + 2 = 17 I'm assuming with the blade's history, this roll is good enough to know at least a bit.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Nasira returns a bow - wrong cultural style, but her heart's in the right place - and a beatific smile. "You found her. I was just listening when she told me her name."


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

"It is fortunate that you have found a blade befitting you Reiko" - Zeriax nods with a smile - "I have the feeling it will be soon coated in blood, as the chapel is teeming with the evil dead" - he draws her eyes towards the building - "At least ten of them, and some using a quite unusual garb for such creatures - perhaps they were once holy men and women in this place, their souls now damned" - he ponders.


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

"You think too highly of me, Zeriax-san, I am not yet worthy of Grass Cutter... but someday, perhaps." She frowns at the rest of the monk's report. "Ten, for certain, with possibly more that remain unseen. Hmm..." Reiko's off-hand taps the tsuba of her wakizashi, clearly debating if this will be a two-handed fight. "The fallen priests should be a priority, yes? I think the noble Pakak and Nasira could deliver fire followed by holy energy if we can get them in position to do so by surprise."

If I recall correctly, Pakak and Nasira both have Fireball and then Nasira also has Channeling to smote undead guys once we get into melee range. I don't know about ya'll but I'm in favor of smashing these 10 hard and fast trying to drop their numbers as fast as possible from a safe distance. And Zeriax's bow needs to twang some more. Given the 'surprise' army of dretches that came out of the woodwork last time, I think we should assume there may be more than 10 kicking around.

Variel, could we get a map update with some rough monster positions and from where Z spotted them so we can form a strategy? Also, how many rounds later is this than the end of the gargoyle battle? I'd like to know if I have any rounds left on my "cancel PA penalty" mythic power.

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

if Pakak and Nasira can deal area damage, the rest of us can focus fire and cut their numbers as quickly as possible. I agree that we should try to take the clerics as a priority, but if we're not able to, then we can try to slay the Ghouls one at a time. I can hold the door, with Mael behind with a polearm.

Garith would like to step into the doorway, ready an action to attack the first enemy in range. Mael would be able to attack with reach, and if he can punch a hole in the enemy line, he and Reiko may be able to get in the line?


Here is the map of the temple area. As you can see the ghouls are spread out doing 'work'.

Searching through the weapons in the stable along with identification took 4 minutes. Oh the other weapon was just a +1 cold iron longspear. No other fancy abilities.


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

OK, cool. Well, it looks like if we go through the doors at S15/16 using Garith's front-line guard and second line of reach and casters... then Pakak and Nasira could drop fireballs near either side of the diagonal pew (approximately) we should be able to catch 7 of 10 in the blasts and possibly scourge the two priests (AA14 & AF18) possibly with both blasts. I'm a little concerned about the unknown through the double-door at Z23. Having said that, I think the element of surprise is still worth the risk... just got to figure how we line 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

just so you know, currenty maelchar has an earthbreaker in hand, so no reach. he's better up front with garith under those circumstances 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)

That could work. We have Garith/Mael as the front rank. Then archers (Z and Reiko) as the second rank and guards in case something comes sneaking around the side, and then Pakak and Nasira in the rear for the initial spell strike. Eventually, we'll want Nasira to move to the center to capitalize on her channels. I figure once we are in the room, Reiko will switch to her katana and step to one side to give Nasira room to move up. Does that sound good?

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

If Mael and Garith push in, we can hold T:15/16.
We can also dancr the 5'tango. Character attacks and 5'steps back. Next character 5's in and attacks. Following round we repeat. We only need one empty spot in row S to back into. We could also push 3 deep into row T, 14 to 16, all three of us up there, and can block flanking and grind up whatever one is at U15


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

Before we proceed inside, and since they seem to be busy with... Stuff, Zeriax and Reiko could scout around the building, and perhaps try to garner more information about the remaining areas - maybe peek through a window? If yes:

Stealth: 1d20 + 11 ⇒ (17) + 11 = 28

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 watches as Zeriax moves up, waiting fow whatever signals he gives.


No update to it. Been up for 36 hrs and going to bed.


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

Eesh! Get some rest.

Reiko creeps along after Zeriax, making a quick sweep around the building.

Stealth: 1d20 + 13 ⇒ (15) + 13 = 28


Moving around to the courtyard in the far side of the building you see the doorways you saw before all closed. There are no windows from this side that you can see into to determine what could be inside the buildings unless you open the doors themselves. The lone exception is the big double doors that you snuck past that allowed you to see into the chapel room.

With the other doors closed thus far unless you are opening them to see what is inside and give yr position away everything is generally already on the map. Since you have a stealth I can't reach you all get your prep in as you want it. If you start to search the courtyard realize that time will run out on the minute per level spells and abilities for some. Thinking Maelchar for his weapon creation and gravity bow for Zeriax.


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

I say Z & R return to the main entrance without possibly alerting the baddies by opening doors and we go with the three ranks of 2 PCs going through the double-doors, we laid out earlier. Let's just go for it and see what happens.

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 checks with the party members and tightens his grip on the Radiance, hefting his shield.

Once Z gets into place, I'm down too open the door. I'd rather Garith not be the on to, unless opening the door will trigger Rolling Init, Just so i can get into position and ready an attack.


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 will add shield of faith to his current active spells while getting in position with Garith.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

If our spellcasters are supposed to start the party when the door is opened, they can't be the ones to open the door, either. Who does that leave? Reiko or Zeriax, maybe?

Nasira sheathes her scimitar so her hand is free for casting a spell.


Don't worry about who opens the door. Opening the door will start the surprise round and then we go to init. effectively as long as you don't do anything to draw attention to yourselves you can prep as much as you want, then open the door to start surprise round, all of you do your single action, then init starts.


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

As I recall the plan was for Mael and Garith to stand in the first rank. Once they (Mael?) opens the door and 5' into the room, Z and R can step up behind with their bows and fire on stuff. Behind those two are the casters who can cast around us to hammer near either side of the diagonal pew. There are two different baddie icons in that area which should be the priestly baddies. With luck, your spells will overlap a bit and crisp the priests and about 7 of the ghoulies. I think the idea was for Garith and Mael to lead because Garith is resistant/immune to ghoul touch and is a sacred shield pally.

If you want to change that, go for it - I'll play it by ear. Personally, I think we're approaching the point of analysis/paralysis. Let's just make it happen and adapt to the variables.


With a final prep and rush the group descends on the unsuspecting denizens of the chapel. Plans quickly made unfurl as everyone takes action against the undead in the hopes of clearing the chapel area quickly and efficiently.

init:

Nasira 1d20 + 2 ⇒ (16) + 2 = 18
Maelchar 1d20 + 2 ⇒ (12) + 2 = 14
Pakak 1d20 + 1 ⇒ (10) + 1 = 11
Zeriax 1d20 + 2 ⇒ (4) + 2 = 6
Reiko 1d20 + 4 ⇒ (17) + 4 = 21
Sir Garith 1d20 + 1 ⇒ (19) + 1 = 20

1d20 + 4 ⇒ (16) + 4 = 20
1d20 + 9 ⇒ (6) + 9 = 15

Good guys up with surprise actions


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

before the door is opened, Maelchar will do a quick SLA to cast protection from evil on himself... then Maelchar opens the door and steps in, leaving plenty of room for Garith to enter as well.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Nasira delays, preparing to cast her fireball after Pakak does his.

Seeing the arrangement of the undead fiends, she whispers to the mage, "Your more powerful magic will do more good. I will use the goddess' cleansing flame to strike any that survive your fire."

The intersection of AB-AC/17-18 would hit both clerics and possibly two more. I could follow up on the same spot for anybody still moving or shoot to the left or the right, if you drop everything.


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

Reiko looks for a target of opportunity and fires an arrow at the ghoul hunching down near the middle of the western wall.

STAND: Longbow (crit: 20/3x/110'):
MODS: None
Bow HIT: 1d20 + 9 ⇒ (2) + 9 = 11
Bow DAM: 1d8 + 3 ⇒ (3) + 3 = 6

If the front line advances, Reiko will take a free 5' to advance as well.

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

Oh man! Totally didn't get my alter self posted... Garith has that up, and looks human

Garith will also step up so he and make are inside. Can I 5' step and ready an action to attack?


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 from his companions, aiming also at the creature targeted by Reiko, and firing two shots in quick succession.

Full round: Flurry of arrows on the rightmost ghoul.

Flurry 1: 1d20 + 7 ⇒ (20) + 7 = 27
Damage if it hits: 2d6 + 7 ⇒ (4, 2) + 7 = 13

Flurry 1 crit confirm: 1d20 + 7 ⇒ (7) + 7 = 14
Damage if it hits: 2d6 + 7 ⇒ (4, 4) + 7 = 15

Flurry 2: 1d20 + 7 ⇒ (3) + 7 = 10
Damage if it hits: 2d6 + 7 ⇒ (4, 1) + 7 = 12


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Zeriax, doesn't a bow do triple damage on a crit?

Delaying to see where Pakak drops his ball of nuclear fire.


Try as I might I can't get both clerics n the fireball formation and hit anyone else. I didn't plan that it just happened that way being spread out. I am going to assume that Pakak would try to take out the clerics first...

6d10 ⇒ (3, 5, 2, 3, 8, 6) = 27

Pakak starts the fun by dropping a mighty fireball deadlier than any of you have heard of. The heat from the blast is enough that surely it would melt the stained glass windows and incinerate everything in its path.

The 2 clerics are caught unawares in the mighty conflagration and try to dodge out of the way of the fire speeding towards them. They are unsuccessful and not only take the full brunt of the fireball's effects but start on fire themselves. The extra fire almost being enough to return them to their proper state (dead).

1d20 + 6 ⇒ (6) + 6 = 12 2d6 ⇒ (4, 2) = 6
1d20 + 6 ⇒ (7) + 6 = 13 2d6 ⇒ (5, 4) = 9

Zeriax and Reiko target the ghoul on the west wall turning it into a pincushion and it stops moving. Zeriax's arrow hitting it right between the eyes and pinning it to the wall. 2d6 + 7 ⇒ (3, 4) + 7 = 14 more damage for the crit confirm on a x3 weapon.

Maelchar creates a protective ward around himself stepping in to the chapel. Garith moves in as well and readies an attack on the first ghoul to come within reach. Maelchar I am having you cast your spell on this round as your surprise action as it was not posted prior to init starting. Garith, your SLA is not up either for the same reason. I gave plenty of time to post buffs or prep and it was not mentioned.

Nasira up and then the bad guys. Garith go ahead and roll your readied attack now so it is done once I go.

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

Totally fair. Then I'd use the scale power as my standards action in the surprise round.

AoO's at reach:

Garith attacks with AoOs as if he had reach.
AoO: 1d20 + 11 ⇒ (14) + 11 = 25
For 1d10 + 5 ⇒ (9) + 5 = 14
AoO: 1d20 + 11 ⇒ (14) + 11 = 25
For 1d10 + 5 ⇒ (5) + 5 = 10
AoO: 1d20 + 11 ⇒ (4) + 11 = 15
For 1d10 + 5 ⇒ (6) + 5 = 11
AoO: 1d20 + 11 ⇒ (13) + 11 = 24
For 1d10 + 5 ⇒ (5) + 5 = 10


on call and long day heading to bed.. gives Nasira a chance to post as well for her fireball on who to target. night all.


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Nasira, seeing the effect of Pakak's fireball, decides to soften up some of the other ghouls, targeting the group of three she can see on the far side of the chapel. Coordinates didn't survive the map update - I'm targeting the right side of the diagonal pew to hit those three ghouls.

Fireball! Reflex DC 16 for half damage: 6d6 ⇒ (4, 5, 6, 1, 6, 1) = 23

Rules question:
Unrelated, but possibly pertinent - would I be able to use my Recalled Blessing mythic ability to recall and cast fireball again later? Just wanting to know my options, it doesn't need an answer right now. I ask because fireball is obviously normally an arcane spell, but I believe I have seen where a spell cast from a domain by a divine caster is considered divine. That's the only reason I can see that I would not be able to use it - if it's considered an arcane spell despite its source.


reflex save 1d20 + 4 ⇒ (4) + 4 = 8
reflex save 1d20 + 4 ⇒ (5) + 4 = 9
reflex save 1d20 + 4 ⇒ (9) + 4 = 13

reflex save on fire 1d20 + 6 ⇒ (11) + 6 = 17 saved
reflex save on fire 1d20 + 6 ⇒ (4) + 6 = 10 fail still on fire

Nasira drops a fireball hitting 3 of the ghouls on the east side of the building and incinerates them all were they stand. The remaining ghouls move towards the group where Garith is able to bring his abilities to bear and strikes one of them as they get close. Another 5ft steps up to Garith while another tagets Maelchar. The last remaining ghoul runs towards the double doors to the east but can't get there quick enough to open them up.

The 2 priestly ghouls move take evasive action as one manages to put themselves out while the other moves up behind the angled pew. both of them drop to the ground to hide completely from ranged attacks.

ghoul attacks on Garith
bite 1d20 + 5 ⇒ (8) + 5 = 13 for 1d6 + 3 ⇒ (3) + 3 = 6
claw 1d20 + 5 ⇒ (5) + 5 = 10 for 1d6 + 3 ⇒ (5) + 3 = 8
claw 1d20 + 5 ⇒ (4) + 5 = 9 for 1d6 + 3 ⇒ (5) + 3 = 8

charge bite 1d20 + 7 ⇒ (14) + 7 = 21 for 1d6 + 3 ⇒ (1) + 3 = 4

attack on Maelchar
charge bite 1d20 + 7 ⇒ (5) + 7 = 12 for 1d6 + 3 ⇒ (3) + 3 = 6

Garith takes 1 hit from the charging ghoul and needs to make a DC 15 fort save or be paralyzed for 1d4 + 1 ⇒ (1) + 1 = 2 rounds

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 swings at the ghoul attacking him, growling as he strikes... "You should be dead, creature... "

to hit: 1d20 + 8 ⇒ (1) + 8 = 9
dmg if hits: 3d6 + 5 ⇒ (1, 1, 5) + 5 = 12
grrrrr....


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

Reiko drops her bow, looks to the archer, and indicates the ghoul working to open the eastern door with a nod, "That one must be stopped, Ze-san." With unnatural speed, she frees Grass Cutter from its sheath, and drives the blade with a hard thrust between the edge of the wall and Mael, trying to skewer the ghoul battling the Oracle.

FREE: Drop bow
FREE: Draw Grass Cutter
STAND: Slash
MOVE: If we kill the ghoul fighting Mael, I'll use a full move to head for the ghoul at the Eastern door while staying out of Z's arrow path. Don't want to give that ghoul soft-cover. :p

BOOM:
STAND: Grass Cutter (crit: 18+/2x):
MODS: Magic, 2H, PA, 1/2 cover
Katana HIT: 1d20 + 10 - 2 - 4 ⇒ (17) + 10 - 2 - 4 = 21
Katana DAM: 1d8 + 5 + 9 ⇒ (5) + 5 + 9 = 19

Status:
AC:21 | HP: 50 / 52
Mythic Power (5): xxx
Challenge (1):
Resolve (2):
Iaijutsu Strike (1):
Darkvision (3): x
Shield of Faith (1):
Second Chance (1):
Fountain [3d4 Burning Hands] (1):

Effects:
Darkvision - 20 hours


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Nasira steps to the side so she can look directly into the chapel just in time to see the clerics drop behind the pews. Knowing that the archers won't be able to hit what they cannot see, she opts for a less direct attack, asking Sarenrae to grant her another ball of cleansing fire. She flings the resulting bead of flame to explode halfway between the clerics and about five feet off the ground, washing the area in flame.

As a recalled blessing casting, the targets must roll the save twice and take the worse of the two rolls.

Fireball! Reflex DC for half damage: 6d6 ⇒ (4, 1, 5, 3, 4, 6) = 23


reflex save 1d20 + 6 ⇒ (8) + 6 = 14 reroll 1d20 + 6 ⇒ (4) + 6 = 10
reflex save 1d20 + 6 ⇒ (18) + 6 = 24 reroll 1d20 + 6 ⇒ (17) + 6 = 23

The first ghoul gets hit once again by the fiery blast as he turns directly into the conflagration. The fiery fury of Sarenrae reducing him to nothing but ash.

The second ghoul was already on fire when the burst covered him again in heat and flame. Being crouched as he was he was able to deflect most of the damage as it washed over his back but it was not enough. He too expired from the damage and was left a smoldering pile of rubbish.

Maelchar tries to hit the ghoul on him but can't bring the hammer down in time to connect with the undead creature. Reiko switches weapons out and aids Maelchar by cutting down the undead presence freeing up the eastern half of the bottleneck at the doorway.

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 Ghouls before him with blade and shield.

Slash: 1d20 + 9 ⇒ (7) + 9 = 16
for 1d8 + 5 ⇒ (8) + 5 = 13
Bash: 1d20 + 9 ⇒ (7) + 9 = 16
for 1d4 + 2 ⇒ (4) + 2 = 6
Slash: 1d20 + 4 ⇒ (13) + 4 = 17
for 1d8 + 5 ⇒ (8) + 5 = 13


Garish I need a fort save first for the paralysis from the ghoul.

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

fort: 1d20 + 10 ⇒ (7) + 10 = 17


Garith shrugs off the paralytic agents from the ghoul's mouth and proceeds to lay into the two ghouls before him. The first attack takes out the offending ghoul that hit him while the second 2 attacks finish off the last ghoul standing at the entrance.

All that remains is a single ghoul at the east door for Pakak and Zeriax to take care of to free this area from any undead presence.

Religion check DC 18 once ghoul is dead:

Even with the undead presence removed you still feel like this place is invested with corrupt magics. Looking around the place you get the sense that the entire chapel has been covered in a permanent desecrate spell.


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 cannot help but be amazed at the amazing powers displayed by his companions, who are able to clean most of the area of the monstrosities with but a few spells.

Refocusing on the task at hand, he fires two arrows at the closest ghoul.

Flurry 1: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18

Flurry 2: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14


Cleric of Sarenrae 15 [ HP 121/121 (0 NL)| AC 28 T 17 FF 24| F12 R11 W16 +2 vs Death Effects| CMD 29| Init +11| Perc +7, Darkvision 60' | 6/8 Channel 8d6 DC 22 | Restorative Touch 7/7| Hierophant MR7| MP 17/17 Surge +1d10 | Staff of Healing 9 chg | Effect: ]

Religion once the ghoul is dead: 1d20 + 5 ⇒ (18) + 5 = 23

Once the ghoul is dead, she will share what's under the spoiler with the rest of the party.

3,901 to 3,950 of 10,782 << first < prev | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Variel's WotR Gameplay Thread All Messageboards

Want to post a reply? Sign in.