Variel's WotR

Game Master Neltji

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

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Witht eh group having come to some plan of action the appropriate spells are cast and the scale of levitation is used. The scale, once a vibrant silver, now looks like nothing more than a strange piece of lead as the magic within it has been used for the day. Pakak, Maelchar and Nasira feel s lightness in their bodies as they half expect to float up upon the wind. Grabbing a hold of Zeriax the group makes a swift ascent past some ruined buildings up high into the sky. Once there Zeriax moves swiftly to the sun so any guards on the tower would not see them looking into the harsh light. Positioned just so they dive down to the top of the closest siege tower in hopes of startling their target.

stealth of Zeriax 1d20 + 12 ⇒ (14) + 12 = 26
perception of guard 1d20 + 18 - 5 ⇒ (14) + 18 - 5 = 27

init:

Nasira 1d20 + 2 ⇒ (9) + 2 = 11
Maelchar 1d20 + 2 ⇒ (7) + 2 = 9
Pakak 1d20 + 1 ⇒ (18) + 1 = 19
Zeriax 1d20 + 2 ⇒ (2) + 2 = 4

demon 1d20 + 7 ⇒ (3) + 7 = 10

Alas it was not enough to gain a total surprise on the creature as at the last moment just before the party lit upon the battlement the demon saw the shadow fall. The ruse was a partial success though as only 10 feet above the top of the tower the group had enough wits about them to take advantage of the situation.

Good guys up but 10 feet above the top of the tower.

know evil outsider demon DC 15:

The creature before is a Brimorak. A small demon of natural cunning that has an affinity towards fire. This is apparent by its flaming hooves and the smoke like breath that is exhaled from its lungs.

Smoke Breath (Su): A brimorak’s smoking breath fills
a radius of 5 feet—while the smoke isn’t thick
enough to obscure vision or choke foes, it
is enough to sicken breathing foes who
are not immune to poison for as long as
they remain in the area. A creature that
succeeds at a successful 17 Fortitude
save gains immunity to a particular
brimorak’s breath for 24 hours. The
save DC is Constitution-based

each 5 above the DC you can ask 1 thing about the Brimorak.


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 draws Demonslayer as they approach, seeing a foe on the top of the tower. He waits until Zeriax gets them close enough to attack, or drop on the foe..

to hit: 1d20 + 5 + 1 + 2 ⇒ (19) + 5 + 1 + 2 = 27
dmg if hits: 1d8 + 1 + 2 + 2d6 ⇒ (5) + 1 + 2 + (4, 4) = 16


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 Garith at the lead and Irabeth nearby, the paladins of the 5th crusade march out to meet the enemy at the location named by Aron as Paradise Hill. Once a place of entertainment for the residents of Drezen it is now a slave pen for the demon's subjects. Arrayed before the marching army can be seen an expansive line of demons, schirs to be precise, crouching behind trenches with what looks like hastily built defenses. This was to be no easy fight as Garith can recall the last time they fought schirs back at the Grey Garrison. Then there was only 1 of them and it proved a mighty test for the group of crusaders then. What was a whole army of schirs going to do when behind defenses.

ranged phase 1d20 + 5 ⇒ (10) + 5 = 15

From out of nowhere a large boulder cam crashing down not 20ft away from where the army of paladins stood awaiting last minute orders. Looking to the west Garith can only hope that the rest of his brave companions can silence the siege engines before they decimate the army and himself.

Looking across at his counterpart Garith can see a vrock hovering over the schirs issuing commands as its subordinates separate to their individual units.

Go ahead with the tactics, strategy, and ranged attack Garith.


Maelchar go ahead with the crit confirmation roll.


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

crit? oh yeah, longswords can crit on a 19... I didn't realize

to confirm: 1d20 + 5 + 1 + 2 ⇒ (18) + 5 + 1 + 2 = 26
addl dmg if hits: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

not sure if the bane damage is doubled on a crit, but if it is, add another 2d6 dmg to the total

2d6 ⇒ (6, 2) = 8


Bane damage is not doubled as far as the 2d6 dice. but nice way to start a combat though. Don't forget that levitating imparts a cumulative -1 penalty per attack you make.

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

Before the battle
With the officers in his ranks, Garith says, "These Demons are brutal and powerful creatures and we must aim to break their ranks and shatter their defenses as quickly as possible, do nto give them the chance to counter-attack. Irabeth will punch into their lines with the Van and break their center and forcing their way out. Then I will lead the force to follow in the Van's wake and prevent our force from becoming flanked and fully divide their force in two. On either side, the Right and the Left will circle around and push in take advantage of the demon's focus on their center, scissoring in. Drawing lined in the dirt, he continues After the initial charge and crush, Maintain ranks, and keep the schir from getting into out ranks. Pull back together and form a line. They will have defenses, but hopefully we'll be able to crack them with out first volley and open up a hole for the Van."

As his companions move out, Garith address his forces My friends, valiant companions, this is why we have come! These demons hold our people prisoner and we move out to release them! This is the first step in out victory. My fellows will take the Watchtowers as we approach to end any ranged threat offered by the catapults as we break the Schir. He raises the Radiance, the shining blade a holy beacon, and he shouts Raise your Swords for your Holy Lady and do honor for Iomadae! Vanguish these Demons and Free your brothers!

The army moves in on the Schir, unleashing a Volley at the Demons to soften up a hole for the Van to punch in.

Tactics: Expert Flankers
Strategy: Aggressive
Ranged: 1d20 + 8 ⇒ (3) + 8 = 11

Melee: 1d20 + 8 + 2 + 2 + 4 - 1 ⇒ (15) + 8 + 2 + 2 + 4 - 1 = 30+3 damage Flank, Aggressive, Smite, LoH
LoH: 1d4 ⇒ 2
DV: 14 -2(flank) -2(aggressive) +2(Defensve tactics boon)

[ooc]Variel, I am under the impression that Boons are abilities that are active when leading the army, so with Defensive tactics, and Expert Flanking, there is a Net +2 to OM without a penalty to the DV of the army (+2 om -2 dv and +2dv)

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
Maelchar wrote:

Maelchar draws Demonslayer as they approach, seeing a foe on the top of the tower. He waits until Zeriax gets them close enough to attack, or drop on the foe..

[dice=to hit]1d20+5+1+2
[dice=dmg if hits]1d8+1+2+2d6

Mael, Bane acts as though it has an Enhancement bonus of 2 higher when hiting the target of it's bane, so it is essentially a +3 weapon versus a Demon, so you have another _2 to hit and +2 to damage, and an extra point of damage for 2-handing it (Str and a half), unless you have something in your off-hand. So 3 more damage per roll


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 what the extra +2 to hit was - but I didn't include it in damage (the +2 in damage was for strength), so Variel - please add another 4 pts of damage for the weapon enhancement for the crit, thanks for pointing that out Garith


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

The horses spring forth with the paladins hoisting their longbows. A cloud of arrows are released and head towards the center of the schir defenses. The arrows found no weakness in the barricades but that did not matter ot he holy warriors. the flight of arrows was there to only provide a distraction until the army could cross the field and engage in melee. To that end the tactic worked well as the Paladisn moved so quickly that the schirs were not able to prepare for the onslaught that was coming. The vanguard, lead by Irabeth, smashed into the front lines as the horses leaped over the trenches. Lances split apart as they impacted steel, sinew, and bone. The hole was made and the rest of the army poured in afterwards.

Garith at the fore sought after the vile Vrock with no luck yet was still able to command the army efficiently. Orders were given after the breach was filled by paladins for the wings to encircle Paradise Hill.

schir attack 1d20 + 8 ⇒ (16) + 8 = 24 (10 damage to the army)

Unfortunately that is where the breakdown occurred. As the paladins began to encircle the schirs a spur of the defending army broke free. Setting a wall of pikes in the paladins way nearly the entire left flank was lost as the paladins were sandwiched between pikes and the trenches.

The right flank was able to complete the maneuver as the surroudned schirs on that side were crushed to a demon. There were still enough demons though that the fight was not over yet.


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

Variel, Zeriax will be sporting Gravity Bow, cast before they begin their assault with a Mythic Point spent. And also Barkskin, from the Qinggong archetype.

Knowledge (Planes): 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11

The monk does not recognize the creature they are up against, but this does not deter him, and a volley of cold iron arrows flies at the creature they are facing.

Move: Since they are levitating, I do not need to get down to drop them, but will 5' forward, to I:8, so that Maelchar can land close to the creature and attack it.
Standard: Flurry of Cold Iron Arrows (Note: Zeriax now has 3 attacks on a flurry because his BAB goes to +6 when he is flurrying, thus allowing him one more iterative at -5)

Flurry of Arrows 1: 1d20 + 11 ⇒ (15) + 11 = 26
Damage if it hits: 2d6 + 10 ⇒ (1, 2) + 10 = 13

Flurry of Arrows 2: 1d20 + 11 ⇒ (8) + 11 = 19
Damage if it hits: 2d6 + 10 ⇒ (5, 2) + 10 = 17

Flurry of Arrows 3: 1d20 + 6 ⇒ (17) + 6 = 23
Damage if it hits: 2d6 + 10 ⇒ (2, 6) + 10 = 18


Zeriax only hour long spells were available to be cast ahead of time as you weren't sure how long it would take to do the aerial assault with stealth.


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

But since Gravity Bow lasts for 7 minutes (with Arcane Endurance and Wild Arcana), and Barkskin lasts for 50 minutes (CL=Monk Level), I could at least cast Barkskin right before Pakak casts Fly, and Gravity Bow right as he casts Fly, right? Worst case scenario, the Gravity Bow will end around the same time that the Fly does. Or am I looking at it wrong?

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

Hold fast! Take their trenches and Hunker down, Punish them for every step they take! Garith shouts, commanding a change of tactics.

Standard Strategy
The men fight on Melee: 1d20 + 8 + 2 - 1 ⇒ (5) + 8 + 2 - 1 = 14
LoH: doesn't heal 2 damage, it heals ACR. So we were at 7 at the end of the last phase, and are at 10 right now
DV: 16

crap...


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: ]

Knowledge (Planes): 1d20 + 7 ⇒ (17) + 7 = 24

What are the Brimorak's resistances and immunities?

"It's a brimorak! Watch out for the smoke he exhales!"

Nasira uses the magic of the scale to lower herself to the surface of the tower as she draws her scimitar. She attempts to move into a flanking position with Maelchar. I don't expect she will be able to attack this round.


Nasira, you can draw a weapon as part of a move action so you still get your attack if you want.

Defensive Abilities boiling blood; DR 5/
cold iron and good; Immune electricity,
fire; Resist acid 10, cold 10; SR 16

Boiling Blood (Su) Any creature that damages a brimorak
with a slashing or piercing melee weapon is sprayed by
boiling blood, and takes 1d4 points of fire damage with each
successful hit with such a weapon. Creatures using reach
weapons are not subject to this damage.


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: ]

Attack: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

That's almost funny.

"A blessed cold iron weapon will be the most effective. If you cut it, its blood will burn you - be aware!"


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

Pakak moves as close to others as he can, and casts a rune in the air
Protective Ward, +2 AC


Maelchar takes full advantage of the blade's powers as he lays into the demon scoring a massive blow to the creature. Foul blood spurts forth covering him. Each area where the skin is touched by the blood it feels like it is trying to sizzle and burn the skin off. 1d4 ⇒ 4 fire damage

Zeriax becomes much quicker with the bow and unleashes not 2 but 3 arrows at the demon as all 3 of them hit for telling damage. Blood again spurts out but he is far enough away from the brimorak that the blood does not reach him.

Nasira moves up as well to lend her attack to defeating this enemy and silence the catapults. quickness and size of the brimorak is enough to evade the scimitars strike.

Pakak moves up to encase the group with a protective blessing as he normally does. This strategy has worked numerous times and has paid for itself even while conserving Pakak's more potent offensive abilities.

The brimorak, badly damaged and bleeding heavily from the longsword and arrows steps back away from Maelchar and Nasira. Focusing his attention on the blood that lay under the PC's feet he summons forth a fireball hitting all 4 of them in its area. The heat and flames of the fireball merely tingle the brimorak as he enjoys the fire's caress.

fireball DC 15 reflex for half 6d6 ⇒ (4, 3, 3, 1, 2, 6) = 19

The fireball was dual purpose. Not only did it damage his assailants but it was s signal to the other brimoraks that manned the catapults on the other towers. suddenly there was not 1 brimorak but 5.

Good guys up round 2


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

no dmg from the blood - note 5 fire resist from feat

refl save: 1d20 + 10 ⇒ (17) + 10 = 27 1/2 dmg is 9, 5 resist = 4 dmg total


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

The army of paladins watched in horror as the numerous casualties were made on both sides. What was alarming though is how the schirs were able to keep fighting after having sustained such heavy losses. Stunned into inaction they only half listened to Garith and executed the move haphazardly. As such no damage was inflicted upon the enemy yet they were able to heal some of the wounded that had fallen.

schir attack 1d20 + 8 ⇒ (13) + 8 = 21

The schirs themselves were still reeling and fought with more a defensive process than going for the killing blow. They postured themselves for rearranging the ranks and preparing for the next assault. Still they were able to inflict enough damage to keep the paladins on their heels.


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 lands and steps forward [to g7] to the injured Brimorak and strikes again at him.

to hit: 1d20 + 7 + 1 + 2 ⇒ (18) + 7 + 1 + 2 = 28
dmg if hits: 1d8 + 2 + 2 + 2d6 ⇒ (7) + 2 + 2 + (3, 5) = 19


I figures as much Maelchar but still was posting it to make you feel the satisfaction of ignoring it.


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: ]

Reflex save: 1d20 + 4 ⇒ (17) + 4 = 21 Fireball damage halved to 9, negated by Nasira's fire resistance

The flames of the fireball wash harmlessly over the cleric and she smiles grimly as the brimoraks from the other towers teleport in to accost her friends. If they are all here fighting us, they cannot fire their catapults at the army. Unless I misunderstood the implication in Variel's post.

Dropping her scimitar (I am under the belief that I had my shield prepped before we landed, but I failed to state as much - if I'm not allowed that luxury, I need not drop the sword - let me know which is the case, please), Nasira strongly presents her holy symbol. "By the Dawnflower, you shall return to the Abyss this day!"

Channel Energy to damage evil, DC 16 for half: 4d6 ⇒ (3, 1, 5, 6) = 15

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Garith rides through his shattered formations shouting to his troops to form up shield lines and to brace lances. He watches as the Schir begin to form up and he cries out, Raising his blade into the air and shouting for his freshest units and his reserve to ready a charge, and break their lines before they've taken strong defensive positioning. He raises the Radiance into the air and charges forward with his remaining forces, Aiming to crush the Schir before they return the favor
Standard+LoH: 1d20 + 8 + 2 - 1 ⇒ (15) + 8 + 2 - 1 = 24
Heal 3 for 8 HP
DV: 16
Hope they roll low. . . Only other thing i could think was turtle and try to change tactic to standard, and Strategy to defensive and potion. . .WHich i'm considering. . .


Garith remember that you can use 2 uses of mythic power to add a surge die to the army's defenses. That is an option 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

Good call...
Can be also try to drop flanking, or too late now?
Surge 1d6 ⇒ 2

moral:
moral: 1d20 + 6 ⇒ (2) + 6 = 8
Nvm...


Maelchar locks in on the brimorak hitting it again for solid damage. Not only did Maelchar draw blood again but he heard a crack of bone breaking as the blade hit the demons hip. Staggered and in pain the brimorak can only watch helplessly as Nasira drops her longsword and raises Sarenrae's holy symbol. Expecting a wash of fire the demon cringes as the first blast of holy power assails him and his ilk.

wounded brimorak 1d20 + 3 ⇒ (10) + 3 = 13
rest...1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (12) + 3 = 15

Only 2 of the brimoraks area able to shield themselves from the holy power as the wounded demon dissolves back to hell were it belongs. The others howl in agony as the look at Nasira with blood lust and vengeance.


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

The shcirs, convident in their position and the fact that they damaged the paladins again while adjusting their ranks surge forward to end the paladin army. They failed to notice though that the paladins were in the midst of their own defenses and thus thier attacks were blunted upon their own devices.

1d20 + 10 ⇒ (3) + 10 = 13 aggressive strategy +3 damage

Calling upon the energy stored within himself Garith let it go in a burst of energy partially blinding the demons. The paladins lost no time in taking advantage of the situation and with a cry of victory on their lips braced for the coming storm of demons. Leading the way was the vrock casting aside both man and horse. Yet even with that carnage being wrought blades pierced the infernal hide and blood started to flow. Through sheer number of attacks the paladins of the 5th crusade were beating back the demons and the vrock until at last there was only a small gathering atop Paradise Hill. Stepping to the fore the vrock challenged the commander of the paladins to single combat. Send out your general and I will face him myself. The victor between the 2 of us shall win the day as the other will conceed the field of battle. Looking around it is clear that the vrock does not know what he is talking about as he and only 10 of his schirs are left to face the army of paladins before him. From the flank though came an unexpected surge of men. The slaves that were held had been released as a small contingent of the army had snuck around to free them as ordered earlier in the day. With the weapons dropped from schir and paladin alike they swarmed upon the vrock and the remaining schirs obliterating them to a demon.

The battle was fierce and bloody with no quarter being given on either side. The paladins had taken the hill and freed the slaves and with it now command a large portion of the eastern half of the city of Drezen.

The schir army was beaten by your roll Garith but wanted to add in the slaves for fun.


Pakak or Zeriax?


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

Reflex: 1d20 + 3 ⇒ (11) + 3 = 14

Pakak is hit by the fireball square on, and should be badly hurt, instead nothing as the flames engulfing him are drunk into him instead.

Energy Absorption (21 HP/day) (Su) When struck by energy damage, apply it to this total before hp.

Pakak moves, trying to get as many of the Brimorak lined up as possible without hitting a friend, and then he mutters hissing arcane words that end in a roar!

Dragon's Breath spell with silver dragon breath
You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type depend on the type of dragon scale used:Silver or white dragon: 30-foot cone of cold.

Dmg, Reflex DC 18for half 7d6 ⇒ (3, 2, 3, 2, 6, 2, 5) = 23


Round 2 action Pakak? Will give you and Zeriax another 30 min then will bot you both.


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

Sorry, was in edit mode and it took awhile.


reflex save 1d20 + 8 ⇒ (3) + 8 = 11
reflex save 1d20 + 8 ⇒ (2) + 8 = 10

spell penetration 1d20 ⇒ 20

Both of the brimoraks fail their save against Pakak's icy breath. Not all of the damage penetrated them though as their demonic hide still protected them from some of the damage.

Zeriax reflex save 1d20 ⇒ 13

Zeriax takes his turn unloaded a full volley of arrows at the closet brimorak that Pakak just blasted with ice.

1d20 + 11 ⇒ (19) + 11 = 30 for 2d6 + 10 ⇒ (5, 6) + 10 = 21
1d20 + 11 ⇒ (7) + 11 = 18 for 2d6 + 10 ⇒ (4, 5) + 10 = 19
1d20 + 6 ⇒ (17) + 6 = 23 for 2d6 + 10 ⇒ (5, 3) + 10 = 18

Two arrows slam home driving the demon to its knees. The seriously injured brimorak curses in abyssal threatening to shove the rest of those arrows up Zeriax where the light of day will never reach again.

Evil guys round 2

3 of the brimoraks unload a full compliment of fireballs at the group totaling a devastating 18d6 damage to each individual. Little do they know that most of the group is protected from flames as they were not around to see the effects of the original fireball being unleashed at the group. Once the fireballs are away the wounded brimorak moves back as the fresh ones move in for the kill assuming that their prey has been softened up. The wounded one focuses on Zeriax and tries to get rid of his magical means of flight.

fireball 1 6d6 ⇒ (6, 1, 6, 1, 6, 2) = 22 DC 15 for half
fireball 2 6d6 ⇒ (5, 4, 5, 5, 1, 3) = 23 DC 15 for half
fireball 3 6d6 ⇒ (4, 2, 5, 5, 6, 3) = 25 DC 15 for half

dispel magic 1d20 + 6 ⇒ (17) + 6 = 23

Zeriax gently floats down to the top of the tower as his flight is not cancelled.

Map updated good guys up. Need 3 reflex saves from you all.


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

reflex: 1d20 + 10 ⇒ (20) + 10 = 30
reflex: 1d20 + 10 ⇒ (17) + 10 = 27
reflex: 1d20 + 10 ⇒ (17) + 10 = 27

Maelchar moves to g8 and strikes at the one remaining in front of him with Demonslayer.

to hit: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26
dmg if hits: 1d8 + 1 + 2 + 2 + 2d6 ⇒ (4) + 1 + 2 + 2 + (6, 4) = 19

*loves on the dicebot for being kind with the saves*


Wow, Maelchar, just wow...


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: ]

Reflex DC 16 vs 22 hp: 1d20 + 4 ⇒ (16) + 4 = 20

Reflex DC 16 vs 23 hp: 1d20 + 4 ⇒ (18) + 4 = 22

Reflex DC 16 vs 25 hp: 1d20 + 4 ⇒ (14) + 4 = 18

Sweet!

Nasira is singed this time, but is little hurt from the flames, considering the violence with which they poured over her. 11 - 10, 11 - 10, 12 - 10; 4 points of damage


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: ]

"May Sarenrae's flames cleanse the ground you stand upon!"

Once more, she presents the holy symbol.

Channel to harm evil, DC 16 for half: 4d6 ⇒ (6, 6, 6, 5) = 23 Nice!


What is up with your rolls as well? wow If Pakak and Zeriax roll like that this is going to be over quick. At least Morgrym will get introduced sooner that way.


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: ]

Don't know - even the tabletop rolls tonight were good - low roll was a 16, I think. Crazy.


now, if only we can keep this going...

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

I'm assuming that the battle Garith was in ends after the party's fight? =P

Amid cries of Victory, Garith calls out orders to runners and surveys his people See to the wounded imediately. I want casualty reports immediately, and take stock of these freed captives, I need to know if they can help us. Then to others he says, Take what able bodied you can and re-fortify this hill. Have all the followers make their way here and set up in this space to use as out staging area for the rest of this campaign. Get the spikes up and take stock of the trenches so we can place stronger guard where the fortifications are weakest. I'd like to get information on what the slaves do before I make any decisions, but am i able to use potions out of combat for the 6hp in healing for the army?

Irabeth, that was a well-struck blow. Things did fall apart midway through. We should be able to recover, but this is bloody business and I wish that there was more that I could do to protect our men... Garith sighs, and looks around, taking heart in the victory, We should get scouts and riders out to the South-bank to see what action the cultists are taking there as this battle was certainly noticed.

He raises his voice up above the din and clamor [b]Well met men! This battle was Hard-fought and hard won, your valor and courage carried us through this day! See to yourselves and your wounded and make ready. This is not our final victory on this day!

He also speaks to the freed captive. Noting if one steps up as leader to get information I thank you for your assistance in this battle. I am Sir Garith Mordrand, knight of the Fifth Crusade and general of this force, Trendelev's Claw. I am glad we were able to release you and that you appear fit. I feared for you, having been subjected to the torments of the Schir. So what do we have here?


Male Dwarf Barbarian 14th(Invulnerable Rager)/Champion 6:
Stats:
Int: +8; AC:28/17t/26ff; Hp's 286/286(342/342 raging); DR 7/-; Fort:+19(Rage: +20)/Ref:+7/Will:+9(Rage: +12); Perc:+26; CMB +20/ CMD:39(43 vs. Bull Rush/Trip)

As he works to catch his breath, the bruised and bloodied dwarf listens to the warrior speak. "No need to fear for me, lad, it's these folks that you should be concerned about; but I appreciate the sentiment all the same." He nods. "I'm just glad you lot arrived when ya did; your timin' couldn't have been better. Okay, now there's a lot of us here - around 200 or so. Mostly humans but there are some of me own kind, some elves and half-orcs as well. Now, I can lead ya to where the demons keep the water and food supply - that will help with any extra rations you might be needin'. Plus, the blasted demon's neck I snapped has me equipment - which probably means he has more than just me own. Either way, if we can equip this lot, you'd have a sizable lot of pissed off folks to add to your army, ready to go battle with ya," he explains, stopping a moment and wondering if he's left anything out. Stroking his beard, something does come to mind. "Oh, by the way, the name's Morgrym. Now c'mon!" He waves them on as he turns to lead them to said destination.


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

Guys, I think I am missing something. Did we get a protective spell or something? I don't think Zeriax has any resistance to fire...

That means the first fireball hits him for 10 after the save, and...

Reflex 1: 1d20 + 11 + 1d6 ⇒ (4) + 11 + (3) = 18<-Surge
Reflex 2: 1d20 + 11 ⇒ (3) + 11 = 14
Reflex 3: 1d20 + 11 ⇒ (6) + 11 = 17

He gets hit for 11+22+12=45 more (I believe I can use only one surge per round, right?), and is left with 2hp.

Guess that explains where all the crappy rolls ended up...

Variel, I am assuming the Fly was dispelled?

Zeriax is hit repeatedly by the blasts of fire, barely managing to stay on his feet - his mind is stronger though, and in spite of the pain and blisters, his arrows still fly one after the other at the closest creature - "The day is not yours..." - he whispers.

Flurry 1: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 2d6 + 10 ⇒ (4, 4) + 10 = 18

Flurry 2: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21

Flurry 3: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 2d6 + 10 ⇒ (3, 1) + 10 = 14

Full Round: Flurry of Cold Iron arrows.

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's eyes widen slightly at the numbers, starting to think about how to best integrate the men. That was a mightily impressive display Morgrym. I'll be glad to see what supplies we can find here. I do know that there is a store of weapons on the South Bank, and a force of tiefling and cultists holding it. This is more than I had dared hoped for. Such an additional force to set against the Keep...

Sweet, we go to check the supplies and see if we can arm these goodly folks!


Sorry Zeriax, I was thinking as a monk you had evasion. I forgot that you lost that with your archetype.

On the top of the battlement of the watch tower the battle rages as fireballs could be seen from all over the city. At first it was just a single burst of light and flame. that was followed up with 3 more of the deadly infernos.

Pakak reflex save 1 1d20 + 3 + 1d6 ⇒ (7) + 3 + (2) = 12
Pakak reflex save 2 1d20 + 3 ⇒ (18) + 3 = 21
Pakak reflex save 3 1d20 + 3 ⇒ (5) + 3 = 8

Pakak succumbs to the flames as he collapses in a heap With the fighting raging all around it is impossible to know if he is dead or not. Yet the heroes fight on valiantly to avenge their longtime companion. Stepping forth from the heat and flames Maelchar responds with a vicious two-handed blow to the demon before him. The demon is still there but much weaker. Nasira likewise avoids most of the flames as the fire of Sarenrae fills her and burns that much hotter. Lifting Sarenrae's holy symbol, radiate power bursts forth targeting the demons once again. They are no match for the power of a god.

1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 3 ⇒ (19) + 3 = 22 success
1d20 + 3 ⇒ (10) + 3 = 13

Two of the brimoraks dissolve in a flash of brimstone leaving just 2 badly wounded. At this point Zeriax steps up and unloads his deadly barrage at the remaining enemies. His first arrow just misses (if you want to use a surge let me know) but the other 2 arrows strike home into the brimorak facing Nasira. this one disappears as well leaving just 1 foe at half strength.

Realizing that fire is wasted on the majority of this group the brimorak rushes Maelchar and flails at him with hoof and longsword.

1d20 + 11 ⇒ (20) + 11 = 31 for 1d6 + 3 + 1d6 ⇒ (1) + 3 + (6) = 10 6 of which is fire damage
threat confirm 1d20 + 11 ⇒ (20) + 11 = 31 for 1d8 + 3 ⇒ (2) + 3 = 5
1d20 + 6 ⇒ (1) + 6 = 7 for 1d8 + 3 + 1d6 ⇒ (1) + 3 + (2) = 6
hoof attack 1d20 ⇒ 2 for 1d3 + 1 + 1d6d6 ⇒ (3) + 1 + (1, 6, 3, 6) = 20

Also need a fort save DC 17 or be sickened Maelchar.

No map as only 1 enemy left and Nasira can 5ft to either Pakak or the enemy. Good guys up.


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

Leading the way to the vrock's command center all that is found there is a chest of Morgrym's items. Perhaps the demons were wise enough to keep gear away from the slaves should a revolt happen.

Is there a name that you wish to denote for the freed slaves once they become another army should you find gear for them?

Yes you can use the potions out of combat round GArith to heal. I am going to assume you do so and alter the stats of the army.

The slaves give a resounding cry in exaltation once they are truly freed. As most of them were crusaders themselves and familiar with combat they follow Garith's orders with alacrity in helping shore up defenses and treating the wounded. All in all as Garith looks at the slaves they seem decently fed and healthy. While demons are known for being evil and favoring torture, they are smart in that a healthy slave is a valuable and production slave. After a night's rest to remove the nonlethal damage the slaves would seem to be in excellent health.

A quirk in the rule set for armies, 1 size smaller army that is 1 level higher has the same stats. I am going with this mechanic for flavor right now so nothing mechanically will change for the army.

Garith looks around at the battle field and sees that almost half of his force had died in the first assault taking the trenches and breaking through the defender's lines. It was a sad day indeed for the army yet those that survived held their heads high in victory as all knew the cost of coming here. That was the price of war and one that was gladly paid by the fallen. By their deeds and acts of valor the army was successful and a large portion of the city itself was claimed.


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

fort save dc 17, with surge: 1d20 + 10 + 1d6 ⇒ (6) + 10 + (1) = 17

Maelchar winces at the pain of the critical hit though the other attacks miss him. He pauses a moment to see if Zeriax's attacks strike and dispel the demon... whether they do or not, he turns and allows the demon one attack at him as he rushes to Pakak's side and touches him, trying to raise him if he isn't dead.

relentless healing

cure serious on Pakak: 3d8 + 7 ⇒ (4, 4, 1) + 7 = 16

16 healing to Pakak... if that keeps him alive, fine... if that brings him back to life, he is brought back... unfortunately, if he's still below his con in neg points, nothing more I can do


I believe thanks to being mythic and hard to kill Pakak is still alive but was at -17hp. He is definitely still alive with the relentless healing but unconscious.

AOO on Maelchar 1d20 + 11 ⇒ (3) + 11 = 14 for 1d8 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11 bah, can't even hit with a +11.

Perhaps it is being at death's door but the brimorak is surprised that Maelchar chose to flee instead of finish him. As such he is unable to deliver a hit with his longsword when Maelchar turns his back.


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

at least Pakak doesn't need to worry about stabilizing now unless there's another fireball

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