Wrath of the Righteous- go to 11 (Inactive)

Game Master drbuzzard

Map

combat map

Environs of Drezen


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Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

"I know who this cell belongs to, I owe her my life. If she is still here, we must find her and save her." I relay the brief story of how I ran into this woman as a child when I was "accidentally" behind enemy lines and she saved me. See the campaign trait Chance Encounter

"We are looking for a beautiful woman..." I relay what I remember of her description to the team.

"I hope she is okay and we can find her safe in this hell hole of a tainted place."

You hear me mumbling a little prayer, which you don't ever really hear me do ever.

"Erastil forgive me that I seek a follower of Desna, but without her I would not be here today to follow you and praise your wisdom. She is like a lost family member to me and I believe that it is good and right to save her. Please help me in my hunt to find her and if you can find it in your heart, please make sure she is safe until I can find her."


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

Tinnath does her best to reassure Mama. "It looks like she's resourceful enough to have gotten out of this cell, so she's able to look after herself fairly well. If she's still here, we'll find her. If she's not, it's probably because she's already escaped."

This cell explored Tinnath goes back to peer at the active runes again. "So do we want to try to break through these and see what's on the other side, or do we want to move on? I can try to disarm them if it's possible (which isn't clear,) though I get the feeling Mama's better equipped. I'd rather not try to go through without dealing with them one way or another."


I think use magical device might be a better skill for turning them off.


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

Well I guess that's on me then.

Use Magical Device to disable Runes: 1d20 + 15 ⇒ (4) + 15 = 19

And let's toss some inspiration on that.

Use Magical Device with inspiration to Disable Runes: 19 + 1d6 ⇒ 19 + (6) = 25


That isn't enough to shut it down, the runes continue to glow.

You don't see anyone in the cell through the hatch when you take a peek.


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

"I might be able to dispel the runes if you wish me to try."


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

"If there's no one in there, let's not waste time. We should move on to the next room."


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

After her failed attempt to turn off the runes Tinnath peers through the bars and shrugs. "I agree. It doesn't look like anything's in there so there's no need to waste more resources for now. Let's keep moving."

Let's head to G3, the G5s and G6 until we hit something new or that has changed since the party was here last!


You head into G3

Ten individual cells line the walls of this communal prison block.

As you enter six vampire spawn, obviously former crusaders emerge from the rooms and attack.

As I've been too lazy to update them, they die from stern looks. As written they are nowhere close to your league.

Checking G5 and G6 you see nothing new.


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

"Hmm, that seems to be the last obvious spot, so we should probably start looking for less obvious ones. Let's check these rooms for secret doors and the like."

Perception to find secret doors or passages in G6: 1d20 + 17 ⇒ (9) + 17 = 26

If we don't find the door here, we can systematically go back through the rooms with quick checks or start taking 20 until we find things.


You don't find anything in G6.

You do (after a good bit of time searching all over the place wall by wall) find out that's there's a secret passage out of G1b.


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

"These secret passages. Always in the last place you look. Shall we see where it leads?"

Tinnath leads the way down the passage a looks about.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

"Indeed. Let's move forwards."


It's really hot heading into this room, as in harmful levels. If you wish to do something preventative on the way mention it before you roll init.

You head into G7

A ten-foot-wide cage encloses an elevated lift at the top of this high terrace. A line of chains and an array of pulleys allow the cage to be lowered down into the room or moved across the room to a set of double doors at the far side of the chamber. The terrace and cage both overlook a large chamber with walls that seem to glow red hot. Heat wavers in the air, and wisps of vapor periodically waft up from the floor and walls, but the temperature atop the terrace is rather cool. Below, in the center of the room, squats a large forge made of black and red metal.

There are six odd looking critters in here with humanoid torsos on snake lower bodies. They are reddish in color and bear spears and wear breastplates.

They are not giving you welcoming glances.

init: 1d20 + 3 ⇒ (9) + 3 = 12


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

"Hot enough for everyone in here?"

Tinnath pauses to drink another of two of her vials of liquid, spitting the second back out, before proceeding down the corridor.

Using Alchemical Alocation with a Resist Energy (Fire) potion, and one use of enhance potion to make it act at 9th level instead of 3rd, so Resist Fire 20 for 90 minutes.

When she reaches the room and looks down, she grins at the creatures and prepares for a battle.

Initiative: 1d20 + 11 ⇒ (16) + 11 = 27

Active Buffs:

Barkskin < 120 minutes
Mutagen < 90 minutes
Heroism < 90 minutes
Resist Energy (Fire) (level 9) 90 minutes (Resist Fire 20)

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

Initiative: 1d20 + 8 ⇒ (11) + 8 = 19

"Not a fan of this heat."


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Nuala will cast Communal Resist Fire(20) on herself, Mama, and Kendren. Lasts 30 mins each.

Also remember Mama you have Heroism active on you..

Know Planes: 1d20 + 25 ⇒ (6) + 25 = 31

Init: 1d20 + 11 ⇒ (3) + 11 = 14


They are salamanders

CE outsiders (fire extraplanar)
You get 2 questions


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

I cast resist energy (fire) earlier with a 90 minute duration, so I think I'm good. If it expired while we were searching for the secret door, then I'll take Nuala's buff.

Init: 1d20 + 8 ⇒ (11) + 8 = 19

Kendren looks at the lift, and says, "Should we lower ourselves to face them, or just use the lift to cross the room to the double doors?"


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Our durations will be 45 instead of 30 Mama.

Special Offense and Defense.

How closely spaced are they? I cannot see them on the map.


You guys are up first. Critters are on the map.


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

How far is the drop down to the lower level and could we freely jump down?

"If we leave them behind they could come back to bother us at a less convenient time later."


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Nuala flies 20' up and over the group before casting Slow(DC 23) that will hit all but #5.

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

Immediate action study target #1 & #4. Current studied targets #1 & #4
Attacking #1 and if it falls, switch to #4

Weapon&Shot details:

Using +1 holy longbow with normal arrows vs. Evil target, ignore cover up to total concealment, does not provoke AoO if threatened.
Rapid shot, Clustered Shots, Studied Target, Point Blank Shot, Deadly Aim, Sneak Attack

to hit: 1d20 + 22 ⇒ (14) + 22 = 36 damage: 2d8 + 17 + 17 + 4d6 + 3d6 ⇒ (5, 2) + 17 + 17 + (1, 1, 2, 5) + (3, 1, 1) = 55 Manyshot
to hit: 1d20 + 22 ⇒ (11) + 22 = 33 damage: 1d8 + 17 + 2d6 + 3d6 ⇒ (3) + 17 + (2, 1) + (2, 4, 3) = 32
to hit: 1d20 + 17 ⇒ (14) + 17 = 31 damage: 1d8 + 17 + 2d6 + 3d6 ⇒ (4) + 17 + (2, 6) + (3, 3, 2) = 37


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

I would like to know the answer on Tinnath's question, as well. Gotta get close.


20' down. You can jump if you wish.

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

I didn't realize it was so far down, you can deduct the point blank +1 to hit and damage from my attacks above. With the angle I'm not close enough for the 30'.


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

"Well now, time to go down!"

Tinnath runs straight forward, off the edge of the platform, tumbles and moves between two of the Salamanders before taking a swipe at one.

Spending a Mythic Power for Fleet Charge to move between 3 and 6, including falling off the edge of the platform and then attacking 3.

Acrobatics to avoid fall damage for the first 10 feet vs DC 15: 1d20 + 21 ⇒ (4) + 21 = 25

Nonlethal Damage for the second 10 feet of the fall: 1d6 ⇒ 4

Falacata PA attack on 3: 1d20 + 20 + 2 + 2 - 3 ⇒ (4) + 20 + 2 + 2 - 3 = 25
Damage (S, Magic, Cold Iron): 1d8 + 12 + 6 + 2 ⇒ (6) + 12 + 6 + 2 = 26

Once she's standing between the two foes, Tinnath grins at 6 and gives a wink before starting into a full attack.

Swift action to study 6, full attack on 6 switching to 3 if 6 goes down.

Primary Attack 1: 1d20 + 18 + 2 + 2 + 4 - 3 ⇒ (4) + 18 + 2 + 2 + 4 - 3 = 27
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 6 + 4 ⇒ (8) + 12 + 2 + 6 + 4 = 32

Secondary Attack 1: 1d20 + 18 + 2 + 2 + 4 - 3 ⇒ (13) + 18 + 2 + 2 + 4 - 3 = 36 32 if against 3
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 3 + 4 ⇒ (7) + 12 + 2 + 3 + 4 = 28 24 if against 3

Primary Attack 2: 1d20 + 13 + 2 + 2 + 4 - 3 ⇒ (14) + 13 + 2 + 2 + 4 - 3 = 32 28 if against 3
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 6 + 4 ⇒ (6) + 12 + 2 + 6 + 4 = 30 26 if against 3

Secondary Attack 2: 1d20 + 13 + 2 + 2 + 4 - 3 ⇒ (7) + 13 + 2 + 2 + 4 - 3 = 25 21 if against 3
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 3 + 4 ⇒ (8) + 12 + 2 + 3 + 4 = 29 25 if against 3


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Kendren takes a deep breath, then runs forward and leaps from the platform towards the ground.

Acrobatics to avoid fall damage for the first 10 feet vs DC 15: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18

Nonlethal damage for the second 10 feet: 1d6 ⇒ 2

He lands directly in front of number 4, surprisingly gracefully, and flies into his bloodrage to lay into the salamander with his sword.

Attack counts as magic and cold iron for DR purposes.

Attack, bloodrage, Mythic PA: 1d20 + 17 + 2 - 3 ⇒ (18) + 17 + 2 - 3 = 34
Damage, bloodrage, Mythic PA: 1d8 + 6 + 4 + 6 ⇒ (2) + 6 + 4 + 6 = 18

He then makes a quick surprise attack.

Swift action Mythic Point for Sudden Attack. Ignores all DR.

Sudden Attack: 1d20 + 17 + 2 - 3 ⇒ (18) + 17 + 2 - 3 = 34
Damage, bloodrage, Mythic PA: 1d8 + 6 + 4 + 6 ⇒ (4) + 6 + 4 + 6 = 20

Tinnath, isn't Fleet Charge a swift action?


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

Good call on the Fleet Charge! So no studying these foes. That would just make the second set of numbers I gave for the full attacks correct, with the first primary attack being 4 less to hit and damage. My bad!


will saves: 5d20 ⇒ (9, 8, 1, 13, 18) = 49 fail, fail, fail, fail, pass

Mama offs #1.

Tinnath: Hit on #3
Miss, hit, hit, miss on #6

Both still are up

Kedren hits #4 twice still up.

3,6 having a convenient flank supplied, use it. 6 made the will save so gets a full attack

to hit: 1d20 ⇒ 19 damage: 1d8 + 16 ⇒ (3) + 16 = 19 hit

to hit: 1d20 ⇒ 20 damage: 1d8 + 16 ⇒ (3) + 16 = 19 hit
to hit: 1d20 ⇒ 7 damage: 1d8 + 16 ⇒ (6) + 16 = 22 miss

to hit: 1d20 ⇒ 11 damage: 2d6 + 5 ⇒ (5, 4) + 5 = 14 miss

confirm: 1d20 ⇒ 1 damage: 1d8 + 16 ⇒ (2) + 16 = 18 fail

4 attacks Kendren
to hit: 1d20 ⇒ 1 damage: 1d8 + 16 ⇒ (6) + 16 = 22 miss

5 moves up to attack Kendren (not slowed)
to hit: 1d20 ⇒ 2 damage: 1d8 + 16 ⇒ (3) + 16 = 19 miss

2 partial charges Tinnath
to hit: 1d20 ⇒ 8 damage: 1d8 + 16 ⇒ (2) + 16 = 18 to no avail- miss

PCs are up.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Kendren strikes twice at the salamander before him, trying to finish it.

2 attacks on #4, count as cold iron and magic for DR purposes.

Attack, bloodrage, Mythic PA: 1d20 + 17 + 2 - 3 ⇒ (4) + 17 + 2 - 3 = 20
Damage, bloodrage, Mythic PA: 1d8 + 6 + 4 + 6 ⇒ (5) + 6 + 4 + 6 = 21

Attack 2, bloodrage, Mythic PA: 1d20 + 12 + 2 - 3 ⇒ (17) + 12 + 2 - 3 = 28
Damage, bloodrage, Mythic PA: 1d8 + 6 + 4 + 6 ⇒ (2) + 6 + 4 + 6 = 18


Still up.


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Nuala hits #6 with a magic missile.

"Kill that one first Tinnanth! The others are slowed!"

Force Dam: 5d4 + 5 ⇒ (1, 4, 2, 3, 4) + 5 = 19


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

"I'm on it!"

Swift action to study #6, then full attack on #6 followed by #3 and finally #2 if I drop any of them.

PA Primary Attack 1: 1d20 + 18 + 2 + 2 + 4 - 3 ⇒ (3) + 18 + 2 + 2 + 4 - 3 = 26
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 6 + 4 ⇒ (7) + 12 + 2 + 6 + 4 = 31

PA Secondary Attack 1: 1d20 + 18 + 2 + 2 + 4 - 3 ⇒ (7) + 18 + 2 + 2 + 4 - 3 = 30 26 if against 3 or 2
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 3 + 4 ⇒ (4) + 12 + 2 + 3 + 4 = 25 21 if against 3 or 2

PA Primary Attack 2: 1d20 + 13 + 2 + 2 + 4 - 3 ⇒ (19) + 13 + 2 + 2 + 4 - 3 = 37 33 if against 3 or 2
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 6 + 4 ⇒ (3) + 12 + 2 + 6 + 4 = 27 23 if against 3 or 2
Critical Confirmaiton: 1d20 + 13 + 2 + 2 + 4 - 3 ⇒ (10) + 13 + 2 + 2 + 4 - 3 = 28 24 if against 3 or 2
Critical Damage: 3d8 + 36 + 6 + 18 ⇒ (1, 7, 4) + 36 + 6 + 18 = 72 99 critical damage, 95 if against 2 or 3

PA Secondary Attack 2: 1d20 + 13 + 2 + 2 + 4 - 3 ⇒ (4) + 13 + 2 + 2 + 4 - 3 = 22 18 if against 3
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 3 + 4 ⇒ (3) + 12 + 2 + 3 + 4 = 24 20 if against 3


The crit finishes #6 (in a most dramatic fashion, with the head flying off in a fountain of fiery ichor), then a miss against #3.

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

5' step closer (still not point blank range with the elevation).

Swift action study target #3. Current studied targets #4 & #3
Attacking #4 and if it falls, switch to #3

Weapon&Shot details:

Using +1 holy longbow with arrows vs. Evil target, ignore cover up to total concealment, does not provoke AoO if threatened.
Rapid shot, Clustered Shots, Studied Target, Deadly Aim

to hit: 1d20 + 21 ⇒ (11) + 21 = 32 damage: 2d8 + 16 + 16 + 4d6 ⇒ (6, 3) + 16 + 16 + (1, 4, 1, 2) = 49 Manyshot
to hit: 1d20 + 21 ⇒ (20) + 21 = 41 damage: 1d8 + 16 + 2d6 ⇒ (4) + 16 + (5, 6) = 31
to hit: 1d20 + 16 ⇒ (5) + 16 = 21 damage: 1d8 + 16 + 2d6 ⇒ (4) + 16 + (5, 3) = 28

crit confirm to hit: 1d20 + 21 ⇒ (1) + 21 = 22 fail


#4 drops.

#5 attacks Kendren
to hit: 1d20 ⇒ 14 damage: 1d8 + 16 ⇒ (8) + 16 = 24 hit

#3 moves so @2 can flank
#3 attacks
to hit: 1d20 ⇒ 19 damage: 1d8 + 16 ⇒ (2) + 16 = 18 hit

#2 moves into flank
to hit: 1d20 ⇒ 16 damage: 1d8 + 16 ⇒ (7) + 16 = 23 hit

PCs are up.


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

Swift action to study #3, then full attack on #3 followed by #2 if #3 goes down.

PA Primary Attack 1: 1d20 + 18 + 2 + 2 + 4 - 3 ⇒ (15) + 18 + 2 + 2 + 4 - 3 = 38
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 6 + 4 ⇒ (8) + 12 + 2 + 6 + 4 = 32

PA Secondary Attack 1: 1d20 + 18 + 2 + 2 + 4 - 3 ⇒ (7) + 18 + 2 + 2 + 4 - 3 = 30 26 if against 2
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 3 + 4 ⇒ (5) + 12 + 2 + 3 + 4 = 26 22 if against 2

PA Primary Attack 2: 1d20 + 13 + 2 + 2 + 4 - 3 ⇒ (12) + 13 + 2 + 2 + 4 - 3 = 30 26 if against 2
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 6 + 4 ⇒ (4) + 12 + 2 + 6 + 4 = 28 24 if against 2

PA Secondary Attack 2: 1d20 + 13 + 2 + 2 + 4 - 3 ⇒ (5) + 13 + 2 + 2 + 4 - 3 = 23 19 if against 2
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 3 + 4 ⇒ (8) + 12 + 2 + 3 + 4 = 29 25 if against 2


Tinnath hits #3 3 times, but does not put it down (it was fresh before that from what I read).


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

I did have one hit on #3 with my first round of combat for 26 damage if that helps.


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Nuala channel heals, excluding the baddies.

Heals: 5d6 ⇒ (1, 3, 5, 6, 2) = 17


Then #3 is down.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Kendren feels most of his wounds heal, then lays into the salamander that attacked him with two quick strikes.

Attack #5, counts as magic and cold iron for DR.

Attack, bloodrage, Mythic PA: 1d20 + 17 + 2 - 3 ⇒ (16) + 17 + 2 - 3 = 32
Damage, bloodrage, Mythic PA: 1d8 + 6 + 4 + 6 ⇒ (5) + 6 + 4 + 6 = 21

Attack, bloodrage, Mythic PA: 1d20 + 12 + 2 - 3 ⇒ (16) + 12 + 2 - 3 = 27
Damage, bloodrage, Mythic PA: 1d8 + 6 + 4 + 6 ⇒ (8) + 6 + 4 + 6 = 24

Grand Lodge

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4
HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30
Active:
Energy Resistence Fire(20)(30 min)

5' step closer, still out of point blank range.

Swift action study target #5 & #2. Current studied targets #5 & #2
Attacking #5 and if it falls, switch to #2

Weapon&Shot details:

Using +1 holy longbow with normal arrows vs. Evil target, ignore cover up to total concealment, does not provoke AoO if threatened.
Rapid shot, Clustered Shots, Studied Target, Deadly Aim

to hit: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 2d8 + 16 + 16 + 4d6 ⇒ (2, 8) + 16 + 16 + (2, 1, 4, 1) = 50 Manyshot
to hit: 1d20 + 21 ⇒ (5) + 21 = 26 damage: 1d8 + 16 + 2d6 ⇒ (8) + 16 + (4, 6) = 34
to hit: 1d20 + 16 ⇒ (5) + 16 = 21 damage: 1d8 + 16 + 2d6 ⇒ (8) + 16 + (4, 2) = 30


Kendren hacks away, then the Manyshot from Mama drops #5.

Then she misses #2 twice.

#2 attacks in desperation (but not all that desperate since 'death' means a trip back to the plane of fire).

to hit: 1d20 ⇒ 16 damage: 1d8 + 16 ⇒ (2) + 16 = 18 hit

PCs are up.


Male Human Paladin (Warrior of the Holy Light) 9 | AC 26, T 11, FF 25 | HP 76/76| Fort +12, Ref +7, Will +12 Immune charm, disease, fear| Init +0 | Perception +11 | Lay on Hands 9/9 | Smite Evil 3/day | Auras: courage (+5 vs fear), resolve (+4 vs charm)

Kendren charges over to strike at the final salamander, moving into position so Tinnath can easily step into a flank. His sword charges with arcane energy.

Move action, then attack #5. Attack counts as magic and cold iron for DR. I just realized I've been using normal power attack numbers, not mythic numbers. Shoot.

Attack, bloodrage, charge, Mythic PA: 1d20 + 17 + 2 + 2 - 3 ⇒ (16) + 17 + 2 + 2 - 3 = 34
Damage, bloodrage, Mythic PA, arcane strike: 1d8 + 6 + 4 + 9 + 2 ⇒ (1) + 6 + 4 + 9 + 2 = 22


Usable:
MP(2/9), Channel Energy(5/7), Aura of Hero(9/9), PoS(9/9), Augment(9/9), Resto Touch(7/7), Touch of Glory(7/7)
HP 101/101 | AC 22 | T 16 | FF 18 | CMD 19 | Fort +14 | Ref +11 | Will +14 | Init +11 | Perc +17 | Images 6

Nuala flies up behind Tinnath and drops a big heal on her. Cast and fly up to heal.

Heals: 4d8 + 8 + 17 ⇒ (3, 8, 8, 8) + 8 + 17 = 52


Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7 | Loot sheet

Tinnath grits her teeth, takes a short step to flank, eyes the salamander up and down and lets it know what she thinks of it with a barrage of blows.

5 foot step to flank, swift action to study the target, full attack.

PA Primary Attack 1: 1d20 + 18 + 2 + 2 + 4 - 3 + 2 ⇒ (1) + 18 + 2 + 2 + 4 - 3 + 2 = 26
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 6 + 4 ⇒ (3) + 12 + 2 + 6 + 4 = 27

PA Secondary Attack 1: 1d20 + 18 + 2 + 2 + 4 - 3 + 2 ⇒ (12) + 18 + 2 + 2 + 4 - 3 + 2 = 37
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 3 + 4 ⇒ (6) + 12 + 2 + 3 + 4 = 27

PA Primary Attack 2: 1d20 + 13 + 2 + 2 + 4 - 3 + 2 ⇒ (2) + 13 + 2 + 2 + 4 - 3 + 2 = 22
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 6 + 4 ⇒ (8) + 12 + 2 + 6 + 4 = 32

PA Secondary Attack 2: 1d20 + 13 + 2 + 2 + 4 - 3 + 2 ⇒ (19) + 13 + 2 + 2 + 4 - 3 + 2 = 39
Damage (S, Magic, Cold Iron): 1d8 + 12 + 2 + 3 + 4 ⇒ (4) + 12 + 2 + 3 + 4 = 25
Critical Confirmation: 1d20 + 13 + 2 + 2 + 4 - 3 + 2 ⇒ (9) + 13 + 2 + 2 + 4 - 3 + 2 = 29
Critical Damage: 3d8 + 36 + 6 + 9 ⇒ (1, 3, 8) + 36 + 6 + 9 = 63 = 88 critical damage total


He's dead Jim.

Combat over.

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