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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I am counting the range touch already. As it is, you are still just off the touch AC. Maelchar, your hit landed and hurt it fully. Your the next target unless sir Garth or Ryu does something spectacular. Just warning you. :)


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

Thanks, Maelchar. It is Ranged Touch, my apologies. It is corrected now.


Maelchar wrote:
oriana - you are listing disrupt undead as a 'ranged attack'... isn't it a ranged touch attack, making it much easier to hit? otoh, you should be -4 to attack from range since it is in melee, but still 13 ranged TOUCH is a pretty good roll

Mael - I may be way off here, but wouldn't you need to be at O:10 not P:19. It's not a big deal, as you can move to either point, but I'm trying to figure out if my map grid is somehow wrong for me to plot out things, or if yours is somehow.

I'm going to wait a bit for Pakak to do his thing, as I'm hoping for some kind of buff to damage before I swing, but I don't see his spells; I thought he (or someone) could do something to buff damage. If so I'm going to wait until that happens. I can't do enough damage otherwise.

If no one can buff my damage, I'll swing anyway, just let me know before I make my move; if we're all comrades before this, I figure that Ryu would know if you could buff me in character before the 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

p9 is correct for flanking with Garith - remember, a lucerne hammer is a reach weapon, so Maelchar has to stand back to use it properly


Maelchar wrote:
p9 is correct for flanking with Garith - remember, a lucerne hammer is a reach weapon, so Maelchar has to stand back to use it properly

I'll have some appropriate words for you "in game" on which of us has the longer reach later :)

But right now I need a buff to my damage, any suggestions?

I can't remember what the other dragonscales do at this time, but if anyone has anything, I'll take it!


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

"Hold out your weapon, Claykin..." Pakak moves forward again, and touches Ryu's weapon.
Using Magic Weapon spell. Weapon Ryu offered up will be enhanced to a +1 Magic bonus on attack and damage for a full minute.


Cool, thanks Pakak!

Ryu’s eyes gleam and for a brief moment, he mutters a quick word of thanks to Pakak in the ancient and revered tongues of men.

”Kick ass,” he says with a fierce growl.

Attack with Rapier – Bonus to Flanking
1d20 + 4 + 2 + 1 ⇒ (10) + 4 + 2 + 1 = 17

If it hits –
1d6 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6


Pakak, you can't reach Ryu with a single move action. You could double move and cast next time. Let me know as it might make a,difference what Ryu does as well.

Ryu, You do not have a flank bonus as no one is directly across from you.


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

Double move it is then. Sorry, Ryu.

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

Wincing at the attack, garith raises his shiet and readies his blade for a distracting slash to use to protect whatever ally is attacked next.

Standard action Ready an action to use Aid Another to buff the AC of whoever the hueveca attacks.
1d20 + 4 ⇒ (11) + 4 = 15


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

Ryu could take a 5' step and have flank with Garith


DM Variel wrote:

Pakak, you can't reach Ryu with a single move action. You could double move and cast next time. Let me know as it might make a,difference what Ryu does as well.

Ryu, You do not have a flank bonus as no one is directly across from you.

Terribly sorry about all that.

In which case I think I'm going to ret-con my move and do something else.

The lack of updates via the map and movements, and the fact that I was waiting for help before I acted - help that I got, but now I don't got, because it has to be ret-conned, because it wasn't done, it's making it really confusing for me to figure out what's going on.

If that can't work, please let me know.


Maelchar wrote:
Ryu could take a 5' step and have flank with Garith

Actually, after hearing Garith in game give us the tip about this monster's DR, and after seeing in game that my attack wasn't doing much, I decided in game to pick a new strategy other than the simple "Direct Approach".

Basically I asked for help/aid on the boards, and I was kind of hoping I'd get some in that regard. When I saw the note from Pakak, I thought I got it, but it turns out that can't work and so my action probably would be ret-conned at least until the end of the round (assuming the GM's okay with that).

In this case I'm literally holding action until the casters can go, because if they are able to buff me, or do something to help me, that would change the entire dynamic of the fight and my moves. I don't know it's formal DR, but I know it's got one and I can't effect it unless I have magical aid. So I'm basically just waiting for the casters to act at this point, before I make my move. When they go, then I'll go, and hopefully I'll be more effective :)


Pakak double moved already, so that just leaves So'rien to go. However, I have not heard from him about what he wants. If I haven't heard from him after Ryu goes I will take his turn for him.


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

Ryu says he's in delay. Might as well have So'Rien act, since Ryu is in delay til after the casters go, which is next round.

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

Unlless Sori has a buff, Ryu, you can ready an action to Aid. I thing they might stack so whoever the hueveca attacks will have to go through a +4 ac, 2 from me, and 2 from you. And it doesn't prevent you from swwinging again next round.


At this point, I know that So'rien is having a lot of stuff going on in his personal life, and it may be a long time before he gets a chance to post. Since the round won't end until So'rien has a chance to go/post anyway, I am just going to wait until after he makes his move. Very likely I'll be using Aid as Gartih recommended, but right now I'm just waiting for the casters to go first.


Ryu, So'rien has nothing to buff you so you might as well go now so I can bot So'rien when I do the round update at the same time. He has nothing for you and I will most likely just do a summon for him. Thanks.


I’d still rather wait until after he has the chance to go. He is able to summon things, if he summoned a celestial dog (for example) that managed to both flank and trip the undead (not to mention the base damage) that could be helpful, for example.

However, if that’s the straight word – I’ll do what I can to Aid Mal's AC as Gartih suggested.


Moving things along.

GM stuff:

3d20 ⇒ (12, 18, 8) = 38 +5 each
3d4 ⇒ (1, 3, 2) = 6 +1 each

2d20 ⇒ (16, 6) = 22 +6 each
2d4 ⇒ (4, 3) = 7 +3 each

Maelchar lands a solid blow to the undead while everyone else in melee positions themselves to aid Maelchar in distracting the creature to make it easier for Maelchar to dodge the incoming attacks. So'rien chants quickly and another celestial eagle appears. Screeching in defiance, the bird rips into the undead but not before it brings if celestial nature to bear. Claws and beak almost glowing with power. The eagle manages to get a claw past the hide of the huecuva and the celestial power bypasses the damage reduction as well.

The huecuva in turn steps up to Maelchar and arms flail at the warrior with the magical hammer. The aid of Sir Garth and Ryu mean that only one of the claws lands a horrific blow dealing 7 points of damage as you feel the detritus of years penetrate the open wound. Fort save please

new map


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

1d20 + 1 ⇒ (8) + 1 = 9 crud. i bet that failed.

Maelchar takes a step back, again putting himself at reach from the creature so his weapon will be effective and attacks with a vicious strike.

to hit: 1d20 + 3 ⇒ (20) + 3 = 23

to confirm: 1d20 + 3 ⇒ (20) + 3 = 23

damage: 2d12 + 8 ⇒ (6, 12) + 8 = 26


Wow nice crit and confirm for damage.

Maelchar, impaled by a claw pulls resolve from deep within and steps back ramming the hammer at the junction of the head and neck. Splitting the bones holding the creature together the body falls to the floor as the green light slowly dims.

That is one way to finish a combat. Nice job.


Maelchar wrote:
Maelchar takes a step back, again putting himself at reach from the creature so his weapon will be effective and attacks with a vicious strike.

Ryu's eyes widen at Maelchar's mighty blow.

While he waits for a "buff" from Pakak, he elects to take a free action to call out to Maelchar about his attack.

"We're not worthy; we're not worthy..." he says, calling out in awe, then lets out a mighty "Whoop" at the massive strike that Maelchar used.


Rushing over to Maelchar, Ryu claps him hard on his back.

"Gods damn, son! Banzai, you magnificent basterd!" he says with genuine pleasure.

Stepping back from Maelcahr his eyes roam over him for a bit.

Ryu notices that Maelchar seems to be wounded by the now vanquished undead and his eyes widen in surprise.

"You doing okay there, Mal?" he asks the lad tentatively.

"Medic!" he roars out to the others.


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's resolve, having filled him with some righteous enthusiasm, seems to fade quickly after the final strike on the creature, and he lowers his weapon slowly, letting the tip droop to the ground, scraping on stone. He nods slowly to Ryu and sighs.

"Perhaps this place needs to be cleansed of the taint this creature put on it." His voice trembles slightly as the adrenaline rush of combat fades.

"I'll be alright, Ryu, at least this time." He touches his chest as he intones ancient words and casts a spell.

cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5


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 have no spells left for the day. I'm not sure who has what in terms of other healing... but if we are to cleanse this place and perhaps bless it somehow, we might want to rest here, spend some time doing what is necessary, and give our casters time to recover spells, and time for natural healing as well."

"I know we have to cover some distance and get out of here, but traveling through unknown dangers with no healing to speak of might not be to our advantage."

Thinking of the possibility of this creature hiding some kind of magics in the place, he casts Detect Magic, examining first the creature, then the room in general.


Maelchar wrote:

"Perhaps this place needs to be cleansed of the taint this creature put on it." His voice trembles slightly as the adrenaline rush of combat fades.

He touches his chest as he intones ancient words and casts a spell.

Ryu's eyes widen.

"Huh! I call for a medic and you're all like - physician heal thyself, neh?"

"That's some sweet work," he says with a grin.

"But listen there, pal, you just sit back and relax a bit - leave the cleaning up to us, we'll take care of it for you no worries," he says sincerely, wanting his friend to rest a bit and not caring much about doing a little leg-work to clean the temple.


Maelchar wrote:
"I know we have to cover some distance and get out of here, but traveling through unknown dangers with no healing to speak of might not be to our advantage."

Ryu looks around a bit.

"Well, the temple's square built and dwarf made - so she's sturdy and ought to do in a pinch, once you sweep it for bad magic stuff," he says easily.

"There's only one entrance to it, so it'll be easy to post a guard, and it's seems comfy enough to crash out in, if we need too," he says glancing around.

"One more day in here ain't so bad, and if it means our spellslingers get a chance to rest up good, I'm all for it," he says easily.


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

The dwarf cuts his spell off before he wastes it, "Exceptional work, Maelchar."

Pakak's voice is ragged, his wounded face looking pale.


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 nods to Pakak, much as he did to Ryu, acknowledging the praise, though not inflated by it. "Thanks. I guess I was inspired by all of you... couldn't let that thing run amok, whatever it was. Praise Iomedae, who guided my hand."


Pakak wrote:
The dwarf cuts his spell off before he wastes it, "Exceptional work, Maelchar."

"Damn straight, pop!" he says turning to Pakak.

"That's how we roll in this crew," he adds with a quick "thumbs up" sign.

"That said, what do you think about crashing out here for a bit?" he says to the dwarf.


Maelchar wrote:
"Thanks. I guess I was inspired by all of you... couldn't let that thing run amok, whatever it was. Praise Iomedae, who guided my hand."

"You bet; the gods help them who help themselves - but I got to say, boss, you know - about your handy work - Kick ass! You splattered that little whore all over the place; that's damn good work," he says with wide grin at Mal.


Scanning the area for magic, three items glow along the belt line of th huecuva. Clearly remnants of its past, 3 cure light wounds potions are tucked in belt punches. Along with the potions is a MW warhammer with the symbol of Torag on it.

With talk of spending time here and resting, Horgus looks cross and insist that the group moves on. Anevia nods her head at the wisdom of rating and healing. Aravashinal asks that if we must wait and rest that at least someone describe what the place looks like at he is trying to formulate a hypothesis about what is going on down here.


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

"I would give more praise to Torag as well as Iomedae, but some fortunate light yet smiled regardless. I... I think staying is good for the night. My wounds ache."


Ryu picks up the hammer and hefts it in his hand.

"That's a damn fine hammer," he says, then glances at the others.

"Anyone want it? I'm not much into hammers," he says with a shrug.

Glancing at Anevia, he nods.

"That's pretty much what we're all thinking; you know - rest up and take a breather, on account of the fact that healers could use some relaxing time," he says with a nod.

"Plus this place is all mucked up; giving it a once-over would be pretty good, you know - on account that you got to take care of religiosity and all that," he says with a nod.

With little to do but wait for a reply, he quickly relates the details of the build and make to Aravashinal.


Pakak wrote:
"I would give more praise to Torag as well as Iomedae, but some fortunate light yet smiled regardless. I... I think staying is good for the night. My wounds ache."

Ryu nods at his stonekin.

"Well, that's good enough for me, then," he says with complete seriousness to Pakak.

"Listen up! - We're taking it easy for a bit; we ship out when everyone's fit, not before, so everyone get comfortable," he calls out in a loud voice to the others.


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

Knowing weapons and the crafting of them to some extent, Maelchar says, "This warhammer looks to be of fine craftsmanship if someone wants to wield it. THere are also three potions of cure light wounds here. THese could be invaluable as we make our way back to the surface."

He turns to Horgus and nods sagely. "I see your point that we need to make progress in our passage upwards and back to the light, but we must be able to defend and heal ourselves as we travel. This ancient temple, ostensibly to Torag, is a good defensible place for us to rest and recover our abilities to guide and protect you along the way. Please trust us to know our own capabilities and needs. We promise to see you safely home, but we cannot do so without rest."

diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

He turns his attention to Aravashinal next and leads him around the room, describing it in great detail, and letting him have some hands on feel when appropriate, like if there are any carvings he can feel as part of the 'tour'. He tries not to skimp on anything in the room, detailing not only what it appears to have looked like new, but the ravages time have played on the room as well.

diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28


Maelchar wrote:
Knowing weapons and the crafting of them to some extent, Maelchar says, "This warhammer looks to be of fine craftsmanship if someone wants to wield it. THere are also three potions of cure light wounds here. THese could be invaluable as we make our way back to the surface."

"You like it, keep it - hell, brother, you earned that thing, savvy?" he says.

"That was damn fine work you did, you know?" he says with a grin.

He looks at the potions.

"Meh, they'll do in a pinch, if we need 'em. Until that time, it's all good either way," he says with a careless shrug.


Male Aasimar (Azata-Blooded) sorcerer 9 CG Medium outsider (native, azata-blooded) Init +4, Senses darkvision (60 ft.); Perception +10 AC 12, touch 12, flat-footed 10 (+2 Dex, ) hp 63 F +7, R +7, W +7 Resist acid/cold/elect 5, concent +17
Status:
HP 63/63 || Mythic 7/7 || Spells: 4th 6/6 3rd 8/8 2nd 7/8 1st 8/8

Sorry for being AFK. Whole family is sick including my three kids aged 5, 2, and 3 months so not much fun lol.

So'rien turns and says to Horgus Maelchar is correct. We will see you safely to the surface. To do so may require resting as appropriate. We do not want to be caught in a situation where we have exhausted our capabilities and are beset by enemies.

Diplomacy Aid to Maelchar: 1d20 + 10 ⇒ (5) + 10 = 15

So'rien moves around with Maelchar and Aravashinal as well, supporting his brother.
Diplomacy Aid to Maelchar: 1d20 + 10 ⇒ (7) + 10 = 17

Still not feeling to hot so heading to bed. Thanks for botting me DMV.


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

"Thank you, Ryu."

Pakak admires the hammer's craftsman ship and looks over it. "That is a master's skill at work, that is. In time, a skilled enough wizard could imbue it with magic proper. Or better yet, a cleric of Torag, for his sign is upon it."


So'rien Zeru wrote:
Maelchar is correct. We will see you safely to the surface. To do so may require resting as appropriate. We do not want to be caught in a situation where we have exhausted our capabilities and are beset by enemies.

"That's enough jawing, Chatty McGee," Ryu says to So'rien, moving up to him.

Watching So'rien waste time with this Horgus fellow, he rolls his eyes.

"Come on Sori-san, you got time to lean, you got time to clean, neh?" he says amicably.

"We got some work to do before we crash out, you know?"

He pauses and gives So'rien a once over, eyeing him critically.

"Listen, as we're all looking for some sack-time, why don' you magic up something that can pitch in and give a hand scrubbing this place down? I mean, hell - what's the difference, if you summon up a few things to pitch in, you're going to sleep anyhow," he says giving So'rien a friendly smile.


Pakak wrote:
"Thank you, Ryu."

He grins from his work as he begins to clean the place up.

'It's all good, boss," he says to Pakak "You just take it easy."

He looks at the hammer and gives it a low whistle of appreciation.

"It's a beaut, I'll give you that," he says with a grin.


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

Upon Maechar's tremendous blow, which killed the Undead cleric, Oriana bowed her head in his direction, and quietly praised him, "Well fought, brother."

Pulling her waterskin out of her pack, she moved to the Lady Anevia first and respectfully enquired if she would like a drink to quench her thirst.
She then does the same with the noblemen Gwerm and later Aravashinal, once Maelchar had shown him the general lay of the temple ruin/shrine.

Diplomacy: 1d20 ⇒ 18

Upon completing her task, Oriana moved to the temple dias, noting Ryu working diligently in his cleaning/clearing. Touching the silver, holy symbol of Iomedae at her throat, Oriana sent a prayer to her goddess and the god Torag, asking for their aid in restoring the good balance to the temple/shrine and to watch over them as they took respite.

Oriana quietly/silently aided Ryu in the cleansing. As she worked, she also kept a vigilant eye on their surroundings, scanning her eyes for threat or things of note.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Your three charges all seem to come to an agreement with you after seeing that their cares, wishes, and well being are being looked after. Even Horgus looks more acceptable than usual once it is relayed to him that continuing on would jeopardize his life. With multiple people pitching in when they are not resting, the shrine gets cleaned in half the time, 4 hours. Among the dirt and debris, a few religious pieces to Torag are found about the floor near the alter.

Knowledge religion check with Pakak able to give an aid at a +3 for being Dwarven.


relationship with party: helpful

Anevia enters the main part of the building and looks around. A small tear still dangles at the edge of her eye, but it is a remnant from before. Clearly she has mastered whatever it was that overcame her. She nods in Ryu's direction when told that the group was considering spending the night. If that is what is decided, then I will do my share of the watch as well. I can not move much to clean, but I will stand guard for what it is worth. I can not see in the dark but if we have enough torches I will place one at the entrance so if anything comes that way they will have to enter the light.

Turning to Oriana, Thank you for the drink. I am afraid that my waterskin was ruined in the fall.


hp 75/75, AC 21, T11, FF20, bab +6/+1, melee +9, ranged +7, cmb 9, cmd 20, F +8, R +4, W +9, Init +4, Perc +14 Aasimar (Angelkin) Female Inquisitor/9

Know. Religion - raw Int check: 1d20 ⇒ 18


Getting an elaborate tour from So'rien and Maelchar, Aravashinal takes it all in. Halfway through the tour his head starts to nod slowly as if some puzzle he has been working on has finally been completed.

There was a legend that I was told when I was doing research for e war effort. After the First Crusade a group of crusaders who had become infected with Abyssal energies fled into these caverns to raise their deformed children in peace, and that their descendants live on today in the tunnels below the city. The presence of this shrine here gives significant credence to the tale. It is too soon to confirm as it is an isolated shrine, but it does explain its presence to some degree.


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 helps to clean the shrine as well once Aravashinal has completed his tour and wisely offered his counsel. While cleaning, rather than talking with the others, he concentrates his thoughts on prayers to Iomedae, since he knows none to Torag.

know religion: 1d20 + 7 + 3 ⇒ (14) + 7 + 3 = 24

When the shrine is fully cleaned after four hours has passed, he takes a deep cleansing breath of his own, and takes a sip of water, wanting more, but afraid to use too much in case they don't find more along their path.

"Ah, it looks much better. What say you, Pakak, as you are our only dwarf with knowledge of Torag? Will it please him, do you think?" As he speaks, he reverently places the icons found on the altar neatly.


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

Religion, untrained, dwarf bonus 1d20 + 6 ⇒ (9) + 6 = 15

"Were I a proper priest, I'd know how to clean each item and put it back in place on the altar, which I would also clean. There would be oils, I think, the sort often used in smithing I suspect. I have none with me." Pakak answers their questions as best he might, and makes a note to study all he can of religion as soon as he can They rely on me for knowledge, and we come repeatedly upon one area of knowledge I am ignorant in. It is unforgivable, like a warrior going into a battle with a short blade when his compatriots need a lance. Torag, forgive me neglect.


With the splitting of shifts keeping watch and the remoteness of the shrine everyone is able to rest and recoup in peace. He stresses of the day have passed and everyone is ready for the next leg of the journey.

Between Dwarven heritage, intuition and elbow grease, you all manage to get the shrine back to its former self. Maelchar, reflecting back on his religious knowledge says a brief prayer to his god Iomedae and one to Torag. When the prayer and rites are done the last of the green light disappears and is replaced by a white light. Emanating from the alter. The light hits everyone and the radiance buoys the spirit.

Everyone receives a bless effect for the next 24 hours as Torag is pleased by your work even if you are not direct followers of him. You get the sense that if you ever need a safe place, this would be one while you are underground.

GM stuff:

2d3 ⇒ (3, 3) = 6 days

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