DM Rah's Strange Aeons

Game Master Kobash

~Guide to Strange Aeons~
+Visual Guide+
=Combat Map=
$Loot List$
Bottle Caps: Butterfly 3, Cats 2, Fearless 3, Mariner 2


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Scarab Sages

M
active spells:
Shield of Faith, Magic Circle against evil. Find the Path. Protection from Fire
Cleric of Desna Level 12 AC 23 w/shield. 21 W/O. +21 Perception

BB delays until after Fearless.

Pulling out the wand that heals Mariner's wounds, he evaluates the situation. Just seconds elapse and he makes up his mind and moves into action. Heading to Mariner to be by his side for the clash.


m human AC 18 Perception +17 , stealth +19, acrobatics 15 ,disable device +21,escapeartist +17, sleight of hand +17, sence motive +17

acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20
With a sigh and a sideways glance at Mariner, Pinkie tries again to tumble past Aggra before coming up swinging

Red Destiny: 1d20 + 2 + 9 ⇒ (15) + 2 + 9 = 26
damage: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (6, 1) = 17


Cats fires twice, missing both times.

AoO: 1d20 + 6 ⇒ (2) + 6 = 8

Aggra takes another wild swing at Pinkie, but he rolls under it and shoves Red Destiny deep into her back. She gasps in shock and crumples to the ground.

Combat Over!


Male Halfling | HP 74 | AC 21; TCH 16; FF 17 | Perc +14

Fearless looks at the blood covering the Mariner's face. "You aight? She was stronger than she looked." He nudges her with his foot as he inspects her closer for any items to quickly discard in case she wakes up.

Scarab Sages

1 person marked this as a favorite.
M
active spells:
Shield of Faith, Magic Circle against evil. Find the Path. Protection from Fire
Cleric of Desna Level 12 AC 23 w/shield. 21 W/O. +21 Perception

Seeing The Baglady turn into The BodybagLady, BB is now focused on healing the deeply bruised Mariner.

Calling out strategy in an urgent voice. He knows Desna's blessings won't last if they dawdle.
use wand of CureLight: 1d8 + 1 ⇒ (8) + 1 = 9

"Someone scout ahead carefully and see what obstacle is next. The others please quickly check the bodies for valuable items. Especially Aggra. She had something weird that deflected a weapon. " "]

"Mariner, you and I will support the scout as I heal you. "

-Posted with Wayfinder


Acrobatics: +11. Disable: +20. Perception: +14. Sleight+12/Stealth +16. F12/R17/W9. Seeker of Redemption 10

Cats takes a breath to recover his lost arrows.

1isfound: 1d2 ⇒ 2
1isfound: 1d2 ⇒ 2
1isfound: 1d2 ⇒ 2

"Good job you all, and Fearless," Cats says with relief. "We got the Catlady."

Cats will then search the goons and area for things of interest and loot.

"I'll scout up and take a cat around after I finish down here." Cats paws at the bodies.


m human AC 18 Perception +17 , stealth +19, acrobatics 15 ,disable device +21,escapeartist +17, sleight of hand +17, sence motive +17

While the other take a moment to recover Pinkie motions to Brother Butterfly that he will scout ahead after a quick search of Aggras body.

perception: 1d20 + 11 ⇒ (9) + 11 = 20
stealth: 1d20 + 13 ⇒ (10) + 13 = 23


The Mariner gives everyone a nod of accomplishment, "You sharpshooters really softened them up. Let's prop these bodies at the table like they are asleep, in case some knucklehead comes up those stairs, they just might scare off." He moves the bodies over to their places after they've been checked for anything useful.

perception, check for food: 1d20 + 6 ⇒ (19) + 6 = 25


Beneath the sleeves of her ragged patient uniform Aggra wears a set of rune-etched bracers.

Spellcraft DC 22:
These are bracers of armor +3.

Searching the pallets about the room turns up 4 improvised flasks of alchemist fire, a bag that contains 200 gp worth of various coins and jewelry, 12 bite-sized pieces of jerky, and a pearl tooth worth 18 gp. Those who investigate the table find that the cultists had been using a Harrow deck to play some nameless gambling game. The battered deck is itself rare, and probably worth around 100 gp.

DC 12 Perception:
As you gather up the cards you notice that there are two The Foreign Traders in the deck. One depicts a blue skinned humanoid with valuable items, but the other depicts a veiled figure in yellow bearing an armful of misshapen rubies.

If you make the Pereption check - Knowledge Planes DC 22:
This card depicts the enigmatic race known as denizens of Leng. The yellow-clad version carrying rubies is very unusual.

***

Slipping off quietly, Pinkie makes his way around the rubble at the edge of the room. To his left the floor gives way, dropping to mists that fill the central courtyard below. To his right an opening in the wall looks in on a large room obscured by billowing clouds of yellow. Hollow echoes of moaning and chanting can be heard deeper in the mists.

The yellow mists in the large room appear like the mists created by the oneirogen in the western tower. From the amount of mist and the sounds of chanting you suspect a few more are somewhere within.

Cats, if you want to join Pinkie, give me a stealth check.

Scarab Sages

M
active spells:
Shield of Faith, Magic Circle against evil. Find the Path. Protection from Fire
Cleric of Desna Level 12 AC 23 w/shield. 21 W/O. +21 Perception

assuming another round due to the other's actions

Brother follow's Mariner as he lifts a body and places it in a chair. Setting up the "wax statue" as it it were throwing chips into the center of the table.

Eldersage
He taps the wand on Mariner. Looking to see if most of his wounds and bruises have disappeared.

CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2

We need to be quick. Our blessings have a finite time. We want to use your (Mariner) strength to it's fullest.

He moves toward the narrowed rubble path that Pinkie is scouting.

Scarab Sages

M
active spells:
Shield of Faith, Magic Circle against evil. Find the Path. Protection from Fire
Cleric of Desna Level 12 AC 23 w/shield. 21 W/O. +21 Perception

Seeing the bruises he adds another healing.

CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9

THEN,
He moves toward the narrowed rubble path that Pinkie is scouting.


"Yeah, let's not wait." the Mariner picks up his polearm after the fatigue wears off, then joins Pinkie at the rubble.


Acrobatics: +11. Disable: +20. Perception: +14. Sleight+12/Stealth +16. F12/R17/W9. Seeker of Redemption 10

Cats opts not to follow Pinkie up, letting the man named after his biggest appendage go first. He grabs 3 alchemist fires, holding one in hand.

He grabs his bow and follows Mariner up the stairs.


Male Halfling | HP 74 | AC 21; TCH 16; FF 17 | Perc +14

Spellcraft DC 22: 1d20 + 9 ⇒ (5) + 9 = 14
Perception DC 12: 1d20 + 9 ⇒ (16) + 9 = 25
Knowledge Planes DC 22: 1d20 + 7 ⇒ (3) + 7 = 10

"These bracers are magical, though we don't have time to figure out what they do right now in the middle of the crazy nest." Grabbing his crossbow he sticks it on the ground, holding it with his foot and reloads another bolts following the rest of the group up the stairs.

Scarab Sages

M
active spells:
Shield of Faith, Magic Circle against evil. Find the Path. Protection from Fire
Cleric of Desna Level 12 AC 23 w/shield. 21 W/O. +21 Perception

In a bit of a whisper. "
Let's hit them with two barrages of alchemists fire. We have enough and we might have the element of surprise.
Spread it out and toss it near the chanting.
"

He hands out a couple alchemists. Keeping two for himself.

-Posted with Wayfinder

Scarab Sages

M
active spells:
Shield of Faith, Magic Circle against evil. Find the Path. Protection from Fire
Cleric of Desna Level 12 AC 23 w/shield. 21 W/O. +21 Perception

Seeing how the mists and clouds are not clumped together, BB changes tactics.
"Nevermind, they aren't linked and together. Lets bumrush these fools."
He puts away the fire bomb and instead puts a hand on The Mariner.
cast luck on Mariner . Hopefully it helps with a save to not fall asleep.

-Posted with Wayfinder


Male Halfling | HP 74 | AC 21; TCH 16; FF 17 | Perc +14

Fearless follows close behind. "Can't see a damned thing in there with all the mist. You sure those sleep pixies are in there and we aren't just rushing into the mists like outside?" He asks as a bit of worry creeps inot his voice.

Scarab Sages

M
active spells:
Shield of Faith, Magic Circle against evil. Find the Path. Protection from Fire
Cleric of Desna Level 12 AC 23 w/shield. 21 W/O. +21 Perception

I'm a whisper so as not to reveal our presence
""There is chanting. You can tell there are at least three Oneigerons inside. "

-Posted with Wayfinder


As the Watchmen prepare to assault the oneirogens, the chanting ceases and the mists begin to roil and billow. You presence has been noted.

ROLLS:

INITIATIVE
Brother Butterfly: 1d20 - 1 ⇒ (2) - 1 = 1
Cats: 1d20 + 6 ⇒ (14) + 6 = 20
Fearless: 1d20 + 5 ⇒ (3) + 5 = 8
Pinkie: 1d20 + 3 ⇒ (7) + 3 = 10
The Mariner: 1d20 + 2 ⇒ (16) + 2 = 18
oneirogens: 1d20 + 2 ⇒ (8) + 2 = 10

I'm assuming you waited long enough for Mariner's rage fatigue to pass, which would have been 12 rounds after the fight ended (from 6 rounds of rage). 21 rounds have passed since the first prep spell was cast.

INITIATIVE
Cats (24/24)
Mariner (40/40) *Bull's Strength 10 rnds, Aid (+1 hit/fear) 9 rnds, -1 Dex
Pinkie (27/27) *Shield of Faith 18 rnds, ghoul fever (1 save)

Oneirogens
Fearless (22/22) *mage armor 32 minutes
Butterfly (26/26) *ghoul fever (1 save), -1 Dex


Acrobatics: +11. Disable: +20. Perception: +14. Sleight+12/Stealth +16. F12/R17/W9. Seeker of Redemption 10

Round 1

Cats tosses the alchemist fire into center of the yellow haze (marked by red cross), then fires an arrow in that spot, hoping for a lucky hit. He's seen enough of these to know that they are likely to be at the center.

1d20 + 6 + 1 - 2 ⇒ (10) + 6 + 1 - 2 = 15 touch hit; (+PBS)
1d6 + 1 ⇒ (2) + 1 = 3 fire damage.
high is good: 1d100 ⇒ 16

1d20 + 6 + 1 - 2 ⇒ (1) + 6 + 1 - 2 = 6 to hit; (+PBS,-rapid)
1d6 + 1 ⇒ (6) + 1 = 7 damage.
high is good: 1d100 ⇒ 8

Hmmm...I point of splash damage and 1 lost arrow. Good job, Cats. Good work.

Cats Stats:

AC: 17 (dex + leather)
HP: 24/24

[ dice]1d20+6[/dice] to hit;
[ dice]1d6+2+2d6[/dice] damage.
1 alch fire

Mini Smite: 0/1: Once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.

Scarab Sages

M
active spells:
Shield of Faith, Magic Circle against evil. Find the Path. Protection from Fire
Cleric of Desna Level 12 AC 23 w/shield. 21 W/O. +21 Perception

I preferred going faster, and getting surprise. But, will assume I got talked back from that stance.
With that said, I'd have cast detect magic on the bracers and told Fearless to put them on an wear them. Mostly because -he's the one that found them. We don't exactly know what they do- but defense is hinted at. If it's only an armor bonus, no one can benefit from it anyway. If it's another protection bonus, Fearless has the most to gain...... plus he found it.

I'd have also pressed Mariner to apply his oil of align weapon on his weapon. Very important. We are looking at pure Evil from here on out.

Lastly - anything else magical in this room or the other?

Fearless- put these on. It could help with the fight to come.

perception this the other room: 1d20 + 8 ⇒ (4) + 8 = 12


The Mariner greases up the pole with Desna's holy lube, and charges into the roomful of woman, giving it to the first one he sees.

Save sleep cloud: 1d20 + 2 ⇒ (12) + 2 = 14

rage,power attack,bull,aid: 1d20 + 10 ⇒ (11) + 10 = 21
luck: 1d20 + 10 ⇒ (14) + 10 = 24

Eyes of the Storm (Ex) Ignore less than total concealment from fog, mist.

dam: 1d8 + 9 ⇒ (4) + 9 = 13


Cats hurls a flask into the mists, illuminating them from within as the alchemist fire ignites. For a brief moment a figure can be seen within, just to the side of the flames. Cats: rapid shot with held alchemist fire and then bowshot? Clever.

The Mariner charges in, his rage fighting off the effects of the mist. He cuts through it with luck and skill, his longword hacking into the oneirogen's shoulder. It gives an otherworldly howl of pain.

Mariner: The mists provide total concealment at 10', so Eyes of the Storm wouldn't help. I switched you to longsword and shield.

Everyone: if you enter the mist, don't forget to make a will save vs DC 12 or fall asleep.

INITIATIVE
Cats (24/24)
Mariner (40/40) *Bull's Strength 10 rnds, Aid (+1 hit/fear) 9 rnds, -1 Dex
Pinkie (27/27) *Shield of Faith 18 rnds, ghoul fever (1 save)
Oneirogens (orange -14)
Fearless (22/22) *mage armor 32 minutes
Butterfly (26/26) *ghoul fever (1 save), -1 Dex


"She's in here! Die you crazed bithc!" the Mariner shouts to give the others his location.


Will save: 1d20 + 3 ⇒ (9) + 3 = 12 Lucky!

Red Destiny: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Pinkie holds his breath and plunges in with the Mariner, stabbing with his sword, but coming up short.

The mists billow forth as the other oneirogens converge on the sound of combat...

Pinkie and Mariner, make 3 more will saves!If you fail, you will fall asleep, but the attacks coming your way will wake you up almost immediately.

The planar-warped beings flail at The Mariner and Pinkie with fists.

Orange slam on Mariner: 1d20 + 7 ⇒ (4) + 7 = 11
Concealment 21+ hits: 1d100 ⇒ 60
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Orange slam on Mariner: 1d20 + 7 ⇒ (9) + 7 = 16
Concealment 21+ hits: 1d100 ⇒ 79
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Red slam on Mariner: 1d20 + 7 ⇒ (18) + 7 = 25
Concealment 21+ hits: 1d100 ⇒ 75
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Violet slam on Pinkie: 1d20 + 7 ⇒ (14) + 7 = 21
Concealment 21+ hits: 1d100 ⇒ 19
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Blue slam on Pinkie: 1d20 + 5 ⇒ (3) + 5 = 8
Concealment 21+ hits: 1d100 ⇒ 57
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

INITIATIVE - Round 2
Fearless (22/22) *mage armor 32 minutes
Butterfly (26/26) *ghoul fever (1 save), -1 Dex
Cats (24/24)
Mariner (40/40) *Bull's Strength 9 rnds, Aid (+1 hit/fear) 8 rnds, -1 Dex
Pinkie (27/27) *Shield of Faith 17 rnds, ghoul fever (1 save)

Oneirogens (orange -14)


Male Halfling | HP 74 | AC 21; TCH 16; FF 17 | Perc +14

The mists engulf Pinkie and Mariner and he can no longer tell where anyone is.

"Shit...."He turns his crossbow left and right as what seems like the entire room is mist.

"I get they are in there but so are you!"

He fires a shot into the mist as Mariner calls out a couple of locations.

Firing at square containing red one.

Hand Crossbow; PBS; Precise shot: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Miss chance; low is good: 1d100 ⇒ 77

Status:

HP 22/22
AC 18
Spells 1st 2/3
Inspiration 0/3
Tactician 0/1 (Rounds 0/3)
Challenge 1/1

Scarab Sages

M
active spells:
Shield of Faith, Magic Circle against evil. Find the Path. Protection from Fire
Cleric of Desna Level 12 AC 23 w/shield. 21 W/O. +21 Perception

Cats, get in there and help support them! Tell me if anyone is terribly injured or asleep. I'll be in there soon.

he says a couple words to invoke power through his hand and to give Cats a guard against the mists. Because Cats are naturally lazy and like to sleep all day and do nothing.
Calidan, Gavilar, Lopen, Teft

BB casts Luck on Cats.


Acrobatics: +11. Disable: +20. Perception: +14. Sleight+12/Stealth +16. F12/R17/W9. Seeker of Redemption 10
"Brother Butterfly wrote:
Because Cats are naturally lazy and like to sleep all day and do nothing.

Oh man, thems fightin' words! You take that back!

Round 2

Cats gives Brother a return look of 'Why don't *you* piddlespotting go in there!?', but relents as the touch of luck is imbued. He draws his short sword as he moves into the fog to attack orange.

Looks like he runs into two more auras before he gets his attack.

1d20 + 3 ⇒ (5) + 3 = 8 Will
1d20 + 3 ⇒ (12) + 3 = 15 Will - luck

1d20 + 3 ⇒ (14) + 3 = 17 Will
1d20 + 3 ⇒ (18) + 3 = 21 Will - luck

1d20 + 3 ⇒ (17) + 3 = 20 Will
1d20 + 3 ⇒ (12) + 3 = 15 Will - luck

1d20 + 6 ⇒ (3) + 6 = 9 to hit;
1d20 + 6 ⇒ (2) + 6 = 8 to hit;
1d6 + 2 ⇒ (1) + 2 = 3 slashing damage.
high is good: 1d100 ⇒ 11

Cats Stats:

AC: 17 (dex + leather)
HP: 24/24

[ dice]1d20+6[/dice] to hit;
[ dice]1d6+2+2d6[/dice] damage.
1 alch fire

Mini Smite: 0/1: Once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.


Might I make the case that this sleep nightmare effect is fear based, at which the Mariner would get additional fear save bonus +4
Will, rage: 1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 4 ⇒ (13) + 4 = 17

-Posted with Wayfinder


m human AC 18 Perception +17 , stealth +19, acrobatics 15 ,disable device +21,escapeartist +17, sleight of hand +17, sence motive +17

will save: 1d20 + 3 ⇒ (17) + 3 = 20
will save: 1d20 + 3 ⇒ (5) + 3 = 8
will save: 1d20 + 3 ⇒ (20) + 3 = 23

Feeling his foes closing in around him pinkie steps back sliceing at the closest Oneirogen.

"Damn we're in a tight spot"

Red destiny: 1d20 + 7 ⇒ (6) + 7 = 13 yellow
damage: 1d6 + 5 ⇒ (5) + 5 = 10
dagger: 1d20 + 5 ⇒ (6) + 5 = 11 yellow
damage: 1d4 + 1 ⇒ (4) + 1 = 5


Acrobatics: +11. Disable: +20. Perception: +14. Sleight+12/Stealth +16. F12/R17/W9. Seeker of Redemption 10

1d20 + 3 ⇒ (14) + 3 = 17 Will
1d20 + 3 ⇒ (4) + 3 = 7 Will - Luck

Cats coughs out the yellow smoke.


Pinkie and the Mariner succumb to the mists, collapsing unconcious to the ground as the oneirogens close in and slam their fists into them.
16 damage to Mariner.
5 damage to Pinkie.

Pinkie and Mariner: falling asleep renders you prone before their attacks come in and pummel you back to consciousness (which would make standing and full attack impossible from Pinkie). Since you are still in the mists when you awaken I need both of you to make one more will save vs the mists or fall back asleep.

Mariner: falling asleep breaks rage, and when you wake you suffer fatigue as normal, so you are fatigued for 2 rounds from your 1 round of rage.

INITIATIVE - Round 2 continued...
Fearless (22/22) *mage armor 32 minutes
Butterfly (26/26) *ghoul fever (1 save), -1 Dex
Cats (24/24)
Mariner (24/40) *Bull's Strength 9 rnds, Aid (+1 hit/fear) 8 rnds, -1 Dex WILL SAVE REQUIRED
Pinkie (22/27) *Shield of Faith 17 rnds, ghoul fever (1 save) WILL SAVE REQUIRED

Oneirogens (orange -14)


m human AC 18 Perception +17 , stealth +19, acrobatics 15 ,disable device +21,escapeartist +17, sleight of hand +17, sence motive +17

will save: 1d20 + 3 ⇒ (5) + 3 = 8

ZZZzzzzzzzzzzzzzzzz Wha....Huh....ZZzzzzzzzzzz


So, no, on the fear save thing?
stand and attack Will: 1d20 + 2 ⇒ (13) + 2 = 15 bull,fatigue, longsword, aid: 1d20 + 8 ⇒ (8) + 8 = 16 dan: 1d8 + 5 ⇒ (1) + 5 = 6

"There's four of them! Pinkie's down!"

-Posted with Wayfinder


Mariner: sorry, no the mists are not fear based.
Pinkie: give me two more will saves.

Pinkie and the Mariner wake to fists beating on them, but only the Mariner is able to stay awake long enough to fight back, his sword further injuring the oneirogen before him.

Meanwhile, Fearless takes a blind shot into the mists, hitting nothing. Brother Butterfly protects Cats with Desna's luck, which helps him withstand the mists as he charges in to help, but doesn't give him a clear enough view to stab one of the creatures.

Two oneirogens beat Pinkie mercilessly.

Slam at Pinkie flanking vs helpless AC 5: 1d20 + 7 ⇒ (12) + 7 = 19
Concealment 21+ hits: 1d100 ⇒ 18 miss
Slam at Pinkie flanking vs helpless AC 5: 1d20 + 7 ⇒ (9) + 7 = 16
Concealment 21+ hits: 1d100 ⇒ 38
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Slam at Pinkie vs prone AC 13: 1d20 + 5 ⇒ (1) + 5 = 6
Concealment 21+ hits: 1d100 ⇒ 97
Slam at Pinkie vs prone AC 13: 1d20 + 5 ⇒ (9) + 5 = 14
Concealment 21+ hits: 1d100 ⇒ 64
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

The other two continue battering the Mariner.

Slam at Mariner flanking vs AC 17: 1d20 + 7 ⇒ (9) + 7 = 16
Concealment 21+ hits: 1d100 ⇒ 59
Slam at Mariner flanking vs AC 17: 1d20 + 7 ⇒ (20) + 7 = 27
Concealment 21+ hits: 1d100 ⇒ 89
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Crit Confirmation: 1d20 + 7 ⇒ (14) + 7 = 21
Crit Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Slam at Mariner flanking vs AC 17: 1d20 + 7 ⇒ (20) + 7 = 27
Concealment 21+ hits: 1d100 ⇒ 14 miss
Slam at Mariner flanking vs AC 17: 1d20 + 7 ⇒ (2) + 7 = 9
Concealment 21+ hits: 1d100 ⇒ 85
Slam at Mariner flanking vs AC 17: 1d20 + 7 ⇒ (1) + 7 = 8
Concealment 21+ hits: 1d100 ⇒ 60

INITIATIVE - Round 3
Fearless (22/22) *mage armor 32 minutes
Butterfly (26/26) *ghoul fever (1 save), -1 Dex
Cats (24/24)
Mariner (14/40) *Bull's Strength 9 rnds, Aid (+1 hit/fear) 8 rnds, -1 Dex
Pinkie (14/27) *Shield of Faith 17 rnds, ghoul fever (1 save)

Oneirogens (orange -20)

Scarab Sages

M
active spells:
Shield of Faith, Magic Circle against evil. Find the Path. Protection from Fire
Cleric of Desna Level 12 AC 23 w/shield. 21 W/O. +21 Perception

Hearing the panic and tiredness in the voice of The Mariner, Brother Butterfly feels like his options are limited. He must join the fray and become a target for these onegiron's attacks.

I'm coming in guys! Kill one of them at a time, and tell me when one falls - so I can heal us and not these MistGates.

Desna - fight these mists!

Cast luck on myself
He enters the mists - pulling out his mace in one hand and a thunderstone in the other. Hoping his adroit mind can be strong enough to keep awake and get to a better strategic position.

save vs mists DC 12: 1d20 + 7 ⇒ (16) + 7 = 23
save vs mists DC 12: 1d20 + 7 ⇒ (5) + 7 = 12 Luck Orange

save vs mists DC 12: 1d20 + 7 ⇒ (1) + 7 = 8
save vs mists DC 12: 1d20 + 7 ⇒ (18) + 7 = 25 Luck Red

save vs mists DC 12: 1d20 + 7 ⇒ (1) + 7 = 8
save vs mists DC 12: 1d20 + 7 ⇒ (1) + 7 = 8 Luck Violet

save vs mists DC 12: 1d20 + 7 ⇒ (19) + 7 = 26
save vs mists DC 12: 1d20 + 7 ⇒ (12) + 7 = 19 Luck Blue


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Acrobatics: +11. Disable: +20. Perception: +14. Sleight+12/Stealth +16. F12/R17/W9. Seeker of Redemption 10

Round 3

"Brother Butterfly" wrote:
"Cats, get in there and help support them! Tell me if anyone is terribly injured or asleep. I'll be in there soon."

"Brother! Looks lik--...."

Cats seems about ready to turn his head to tell Brother Butterfly about the sleep effects and the conditions of Mariner and Pinkie when he hears the sound of watermelon falling a long distance to drop on concrete, then sees Brother passed out next to him.

"...oh Catter." Cats rolls his eyes and wakes up Brother Butterfly (stnd action).

As a move action, he puts away his bow.


lol

"Don't come in the clouds!", the Mariner says as he steps around the onis and tries to spill both their guts.

fatigue, bull, aid, flank pugnacious: 1d20 + 12 ⇒ (3) + 12 = 15
dam: 1d8 + 6 ⇒ (7) + 6 = 13
cleave: 1d20 + 11 ⇒ (14) + 11 = 25
dam: 1d8 + 6 ⇒ (6) + 6 = 12

-Posted with Wayfinder


m human AC 18 Perception +17 , stealth +19, acrobatics 15 ,disable device +21,escapeartist +17, sleight of hand +17, sence motive +17

will save: 1d20 + 3 ⇒ (8) + 3 = 11
will save: 1d20 + 3 ⇒ (10) + 3 = 13

Zzzzzz"Five more minuets Ma......tight spot"Zzzzzz


Male Halfling | HP 74 | AC 21; TCH 16; FF 17 | Perc +14

Fearless lowers his crossbow as he hears all kind of shouts coming from within the clouds. "Damned fools."

From his pack he pulls out the Thunderstone that the Shapeshifter gave him the day prior before facing the other Oneirogen.

Fearless grips the stone. "Shapeshifter said this would work...."

He tosses the stone, without aiming much into the middle of the yellow mists.

Going center of mists where yellow Oneirogen is standing.

RTA vs DC 5: 1d20 + 5 ⇒ (1) + 5 = 6
Miss direction: 1d8 ⇒ 5

The stone strikes the ground and sends a crashing wave throughout the chamber. Dust falls from the ceiling as Fearless listens to see if it worked. "Get up!"

Status:

HP 22/22
AC 18
Spells 1st 2/3
Inspiration 0/3
Tactician 0/1 (Rounds 0/3)
Challenge 1/1


Rolls:

1d20 ⇒ 8
1d20 ⇒ 8

With little to guide him, Fearless hurls a thunderstone into the mists...

Pinkie's head spins in confusion as the he is torn between the nightmare city and waking world. In the nightmare he finds himself stumbling in the misty streets. The form of the Tatterman emerging from the mists...
Pinkie wakes to the blows of Oneirogens beating him, cracking ribs...
In the nightmare the Tatterman reaches out a claw...
Then Pinkie's head bounces on the floor, kicked by a foot...
Jagged teeth loom near, smiling under the Tatterman's ragged blindfold...
A deafending boom rattles Pinkie's teeth, dispelling the nightmare!
Oneirogens surround him, but this time he manages to resist their slumbering effects.

Around him the oneirogens hold hands to their ears from the noise. The Mariner slashes into two of them, taking one down and injuring the second. Brother Butterfly stirs nearby, struggling to wake up.

Pink: 1d20 + 8 ⇒ (8) + 8 = 16
Blue: 1d20 + 8 ⇒ (7) + 8 = 15
Red: 1d20 + 8 ⇒ (14) + 8 = 22

Mariner, Pinkie, Cats, and Butterfly, roll Fort saves vs DC 15 or be deafened for 1 hour.

Butterfly: I need you to roll another Will save vs DC 13 or fall back asleep. If you fail, roll a second Will save.

Cats: you may have you actions back if Butterfly can remain awake.

INITIATIVE - Round 3 Continued...
Mariner (14/40) *Bull's Strength 9 rnds, Aid (+1 hit/fear) 8 rnds, -1 Dex
Fearless (22/22) *mage armor 32 minutes
Butterfly (26/26) *ghoul fever (1 save), -1 Dex *Save needed
Cats (24/24) *awaiting BB actions
Pinkie (14/27) *Shield of Faith 17 rnds, ghoul fever (1 save)

Oneirogens (blue -12)

Scarab Sages

M
active spells:
Shield of Faith, Magic Circle against evil. Find the Path. Protection from Fire
Cleric of Desna Level 12 AC 23 w/shield. 21 W/O. +21 Perception

save to awaken: 1d20 + 7 ⇒ (10) + 7 = 17 save vs fort.or be deafened: 1d20 + 5 ⇒ (19) + 5 = 24 I am not certain I get another action as I think I moved and cast luck this round. Waking up, and seeing the stone ground . He shakes his head. His hand going to his nose as it feels broken from the "deadman drop" he just did. Thankfully it isn't.
His ears ring a bit, but the sounds of battle come rushing back to them and overwhelm the ringing.

-Posted with Wayfinder


That's right, Butterfly has already acted. Cats and Pinkie are up!


nice job Fearless fort: 1d20 + 7 ⇒ (15) + 7 = 22

-Posted with Wayfinder


Acrobatics: +11. Disable: +20. Perception: +14. Sleight+12/Stealth +16. F12/R17/W9. Seeker of Redemption 10

Round 3

1d20 + 3 ⇒ (13) + 3 = 16 Fort vs. DC 15

Cats slashes at red.

1d20 + 6 ⇒ (10) + 6 = 16 to hit;
1d6 + 2 ⇒ (4) + 2 = 6 slashing damage.
>20 is good: 1d100 ⇒ 74

With his free hand, he draws an alchemist's fire.

Cats Stats:

AC: 17 (dex + leather)
HP: 24/24

[ dice]1d20+6[/dice] to hit;
[ dice]1d6+2+2d6[/dice] damage.
1 alch fire

Mini Smite: 0/1: Once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.


m human AC 18 Perception +17 , stealth +19, acrobatics 15 ,disable device +21,escapeartist +17, sleight of hand +17, sence motive +17

Belching out yellow smoke,head spinning,but still able to recognize that he is surrounded Pinkie rolls back to a more defensive position and jab at one of the Oneirogens.

"Boy you awake now? Can we give ya back some control or should we take over?"

acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21
Red Destiny: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 1d6 + 5 ⇒ (2) + 5 = 7
crit confirm: 1d20 + 9 ⇒ (17) + 9 = 26
crit damage: 1d6 + 5 ⇒ (1) + 5 = 6
miss chance: 1d100 ⇒ 16

figures


Cats slashes one of the oneirogens, getting it's attention. Pinkie jabs with Red Destiny, but the mists cloud his sight, causing him to miss.

Slam vs Butterfly prone AC 10: 1d20 + 5 ⇒ (6) + 5 = 11
Concealment 21+ hits: 1d100 ⇒ 87
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Slam vs Butterfly prone AC 10: 1d20 + 5 ⇒ (6) + 5 = 11
Concealment 21+ hits: 1d100 ⇒ 69
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Slam vs Mariner AC 17: 1d20 + 5 ⇒ (3) + 5 = 8
Concealment 21+ hits: 1d100 ⇒ 62
Slam vs Mariner AC 17: 1d20 + 5 ⇒ (4) + 5 = 9
Concealment 21+ hits: 1d100 ⇒ 82
Slam vs Cats AC 17: 1d20 + 5 ⇒ (12) + 5 = 17
Concealment 21+ hits: 1d100 ⇒ 22
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Slam vs Cats AC 17: 1d20 + 5 ⇒ (5) + 5 = 10
Concealment 21+ hits: 1d100 ⇒ 44

The oneirogens fight on with slamming fists and kicking feet. Brother Butterfly gets pummeled on the ground and Cats takes a solid blow to the ribs.

INITIATIVE - Round 4
Mariner (14/40) *Bull's Strength 8 rnds, Aid (+1 hit/fear) 7 rnds, -1 Dex, fatigued 2/2
Fearless (22/22) *mage armor 32 minutes
Butterfly (17/26) *ghoul fever (1 save), -1 Dex, prone
Cats (18/24)
Pinkie (14/27) *Shield of Faith 16 rnds, ghoul fever (1 save)

Oneirogens (blue -12, red -6)


"Get back! GET BACK!" the Mariner is actually shouting at Brother to retreat while he tries to hack down the cenobites.

5'step, longsword@blue,rage, bull, aid, pugnacious: 1d20 + 13 ⇒ (6) + 13 = 19
dam: 1d8 + 7 ⇒ (8) + 7 = 15

cleave: 1d20 + 13 ⇒ (13) + 13 = 26
dam: 1d8 + 7 ⇒ (5) + 7 = 12

-Posted with Wayfinder


Male Halfling | HP 74 | AC 21; TCH 16; FF 17 | Perc +14

Fearless still has no clue what is going on in that mist. "What is happening? Did it work?"

The halfling delays as his mind goes back and forth. Should I go in? Should I stay here? What can I do to help? He pulls a second thunderstone from his pocket and readies to throw it if called for.


Acrobatics: +11. Disable: +20. Perception: +14. Sleight+12/Stealth +16. F12/R17/W9. Seeker of Redemption 10

Round 4

Cats slashes at red offering some oaths of annoyance.

"What is it with you and the catdamn yellow smoke? Shut your MOUTH!" Cats slashes again at red.

1d20 + 6 ⇒ (12) + 6 = 18 to hit;
1d6 + 2 ⇒ (4) + 2 = 6 slashing damage.
>20 is good: 1d100 ⇒ 74

Cats Stats:

AC: 17 (dex + leather)
HP: 18/24

[ dice]1d20+6[/dice] to hit;
[ dice]1d6+2+2d6[/dice] damage.
1 alch fire

Mini Smite: 0/1: Once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.

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