J.A. Chapman's Strange Aeons AP

Game Master J. A. Chapman

ROLL20 | Campaign Tracker | Handouts

Initiative:
[dice=Enemy]d20[/dice]
[dice=Arryn]d20[/dice]
[dice=Deldhindon]d20+11[/dice]
[dice=Johari]d20+2[/dice]
[dice=Wellstone]d20+3[/dice]
[dice=Zadok]d20+3[/dice]

Perception:
[dice=Arryn]1d20+8[/dice]
[dice=Deldhindon]1d20[/dice] LLV
[dice=Johari]1d20+4[/dice]
[dice=Wellstone]1d20+4[/dice]
[dice=Zadok]1d20+4[/dice]


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Wayfinders

Signal: Map & Handouts |

Deldhindon:
Describe to me how you're avoiding contact. It could help you


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Ummmm... there's a set of stairs, NOT surrounded by dead bodies, right? Rather than make his way up the cadaver ladder, Deldhindon will head to the stairs and see where they go.

They go up.


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

Can I find my belongings without searching the bodies?

That will determine if I search the bodies.


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Everyone should have their belongings, handed out by Zadok (I think) from a pile in the original room.


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

I've searched the bodies already

Wayfinders

Signal: Map & Handouts |

My bad, forgot to mention this:
The steps in the cellar seem like the most obvious exit, but a fallen wall above has blocked the way out. Anyone who climbs to the stair’s landing or higher can clearly see the heaps of rubble choking the passage above.

The only exits from the cellar (which is the room full of bodies) are back where you the prison cells are or... through the chute.

Alternately, there's the shaft above the furnace. It seemed climbable.

Of course, neither direction leads to an obvious destination.


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Deldhindon slowly makes his way up the pile of dead bodies, scarf tied around his face and using his quarterstaff to poke ahead of him to ensure stable footing.

Wayfinders

Signal: Map & Handouts |

The group climbs over the rotting remains and into the chute. Although a bit narrow, the climb isn't very difficult. Working your way to the top, you step out from the chute and into a large shed. The shed, mercifully, is unlocked. Beyond lies an open courtyard.

Trampled flowerbeds lie smeared and squashed across this muddy courtyard. On all sides, stark gray walls climb toward a narrow gap of sunless sky. Being free of that oppressive, corpse-filled dungeon should raise your spirits, but somehow the sky seems to bear down on your mood even more.

Johari sees from his position that fallen walls to the north obstruct the path in that direction. There is also a door to the west, by the shed door.

Map updated.

GM:
1d6 ⇒ 5
1d6 ⇒ 2
1d10 ⇒ 3

A heavy, unusually warm rain falls on those outside the shed. After a few moments, an explosive peal of thunder shatters the quiet! DC 12 Fort saves, please.

Failed the save?:
You are deafened for 1d4 ⇒ 4 rounds.


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Fort: 1d20 + 1 ⇒ (13) + 1 = 14

Deldhindon cringes at the concussive shock of thunder washes over him. He stands up straight, scanning the area, none the worse for wear.


Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |

DC 12 Fort: 1d20 + 3 ⇒ (7) + 3 = 10
Wellstone is still in the doorway to the shed when the thunder hits, and the echo from inside gives him a brief bout of tinnitus. He claps hands over his ears a moment, the pain obvious on his face; but he makes no sound.


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

Fort: 1d20 + 3 ⇒ (14) + 3 = 17

The crack of thunder is surprising, but the slayer grits his teeth against the ungodly noise.

can't see the other door on the map, but moved where it might be...

Johari listens at the door.

perception: 1d20 + 4 ⇒ (18) + 4 = 22

Wayfinders

Signal: Map & Handouts |

The patter of rain and the rolling thunder make it hard to tell, but after a few moments with his ear to the door Johari concludes that all is silent.


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

FORT: 1d20 + 4 ⇒ (8) + 4 = 12

Zadok stands tall under the pall, but he winces as the sound presses his ears. With blade drawn, he nods to Johari. What is this place? What weird has brought us here?


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

Johari shrugs at Zadok's silent question. He grasps the door with his left hand (as his sword is in his right), and eyes his companions to indicate their readiness for him to open it.


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

The occultist nods.

-Posted with Wayfinder


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

Fort Save +2:1d20 + 2 ⇒ (2) + 2 = 4

Arryn's ears ring and his hands to go the sides of his head. After half a minute, he blinks and snaps his fingers by his ears.


Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |

Wellstone politely holds his hand out to request Arryn step back, then moves up to the door in case it needs some of his skill (Disable Device) to open.


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Nervous about what may await them outside and seeing the others bracing to charge through the door, Deldhindon slinks into the shadows and hides. Ready, of course, to aid his companions immediately if needs be.

Stealth: 1d20 + 3 ⇒ (5) + 3 = 8


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

is that everyone??

Seeing his companions easy themselves, johari nods, then yanks (or pushes?) open the door and steps inside, away from the door to allow another in

Wayfinders

Signal: Map & Handouts |

Wellstone takes a moment to inspect the door, finds that there is no long engaged, and lets Johari open the door.

The muted light from outside reveals a section of a hallway. Broken lanterns and several battered doors line this cold, rubble-strewn hall. To the south the dim light barely reveals a pair of swinging doors lies shattered upon a 4-foot-high heap of wrecked furniture clogging a broad doorframe.

Map updated


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

"What IS this place?" and if we die here, do we become bones and forgotten memories? Zadok points with his blade, "There to the south. In this macabre place swinging doors worry me more than locked doors. Let us check it out." Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Wayfinders

Signal: Map & Handouts |

Zadok steps into the hallway. The light is dim where he stands, and total darkness greets him to the north.

"Whoa, there! We got more here!" a voice says from the other side of the wrecked furniture, which now seems to be functioning as a barricade. Zadok cannot make out any details, but he does here movement of several individuals, probably three or four... as well as the distinctive cranking of a crossbow. "Don't you dare come any closer."


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

"I'll heed your words, but your caution marks you as likely friend over foe.... likely. Please we mean you no harm. Might we parlay without the threat of impalement?"

Wayfinders

Signal: Map & Handouts |

A couple voices beyond the barricade speak in hushed tones, though Zadok does hear one voice say, "... best we get York."

After a few moments, the sound of footsteps increases and another voice says, You there, draw no closer and leave. We'll not have any funny business from you lot."


Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |

Wellstone follows Zadok and likewise pauses as he does when addressed by the barricade voices. He leans in to whisper, I'd rather have more friends than more enemies myself. Here's hoping that's the case here.


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

Johari doesn't like the thought of assaulting a group of unknown strength, with at least one crossbow, in a fortified position, so he quells his pugilistic tendencies and growls out to the unseen folks.

We just escaped from the basement, or dungeon, or whatever. We don't know what the FOCK is going on...we don't want trouble with you. Maybe we can help each other.

In what he thinks is a conciliatory gesture, he lowers his sword (but it remains in his grip).

Wayfinders

Signal: Map & Handouts |

"There's more than one," someone says as Wellstone emerges and Johari speaks. The sound of shuffling feet can be heard.

The voice of the man who must be York speaks up again. "Basement, you say? And how do I know you lot aren't a bunch of shapeshifters?"


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

the same way WE know YOU'RE not--you don't. But if the shapeshifter--or "ers"--are your enemies, and they're ours too.... He takes a breath, sheathes his sword, and faces the barricades with arms low but extended away, palms out.

Rather die facing it than strapped to a table. Make it clean, or come out and talk. Your choice


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

"What if I toss you the severed head of one of these creatures?"

Wayfinders

Signal: Map & Handouts |

There's a pause as York seems to think about it. "Yeah, okay. But not just one. You bring a few dead doppelgangers, then maybe we'll rethink whose side you're on."


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

Fair."

Zadok turns to the others, "then let us not tarry. I'd like to be done with this place."


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

The occultists lights a torch before moving to the next door and listening Perception: 1d20 + 4 ⇒ (1) + 4 = 5


Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |

Doppelgangers...? Wellstone says as he follows Zadok. Is that what those things were...?


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
GM JChapman wrote:
There's a pause as York seems to think about it. "Yeah, okay. But not just one. You bring a few dead doppelgangers, then maybe we'll rethink whose side you're on."

the slayer shakes his head. Wow. How generous of you.

He redraws his sword, and takes stock of the rest of the room for further egress.

UPDATE: listen to the door of the right of the one we came in

perception: 1d20 + 4 ⇒ (20) + 4 = 24


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

Arryn calls out to the new voices.

Are you injured? I can heal you.

Wayfinders

Signal: Map & Handouts |

Zadok takes initiative and moves down the hallway to the north, illuminating a torch as he does so. He listens in by a doorway, and is greeted with silence.

When Arryn speaks up to offer healing, he's greeted with more shuffling feet. York replies, tersely saying, "We're fine. And offering healing is just the type of thing a shifter might say to get in our good graces."


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

Zadok makes a quick expression of agreement, "They're not wrong. Come, let us find the heads of our wardens and separate them from their bodies."

The occultist then opens the door.


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

When Johari sees Zadok's intent, he hustles to his side.

Wayfinders

Signal: Map & Handouts |

Johari arrives beside Zadok as he opens the door. The two see the remains of what was probably a storage room. The space reeks of chlorine and is heaped with fallen shelves and broken containers.


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

"The relics of the past can show us the path to the future. Let us look around for items of weal." Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |
GM JChapman wrote:
York replies, tersely saying, "We're fine. And offering healing is just the type of thing a shifter might say to get in our good graces."

...it's difficult to dispute that logic. Although, by that rationale, everyone might be a doppelga...oh.

Wellstone joins the group looking about.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9


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Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |

Haha, Wellstone sees EXACTLY THE SAME THINGS ZADOK SEES.


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

perception, searching closet: 1d20 + 4 ⇒ (13) + 4 = 17

Wayfinders

Signal: Map & Handouts |

With three of you taking turns searching the storage room, the hallway descends into darkness for the others. Most of the items are broken, but you discover a few useful items: a lantern, a hammer, and three winter blankets.


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

Zadok grabs a blanket and the hammer and puts them in his pack. He then waves his sword onward. Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Wayfinders

Signal: Map & Handouts |

Silence greets Zadok, so he opens the door. On the other side is a similar storage room. The same smell greets him, and there is refuse littering the room.


Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |

Wellstone moves up, glances over Zadok's shoulder, then moves past him slightly to cover him in case one of those shapeshifters comes out of the dark at them all.


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

Zadok whispers to himself, "What demon hath formed this abominable void, this ....soul shuddering vacuum? Some say it is Urizen, but unknown, abstracted, brooding secret the dark power... hid."

Wayfinders

Signal: Map & Handouts |

With what feels like weeks of time passing as Wellstone and Zadok stand at the door, it comes as a surprise to both when from under a tattered tarp come two massive, many-legged creatures!

Enemy: 1d20 + 2 ⇒ (19) + 2 = 21
Arryn: 1d20 ⇒ 12
Deldhindon: 1d20 + 11 ⇒ (3) + 11 = 14
Johari: 1d20 + 2 ⇒ (12) + 2 = 14
Wellstone: 1d20 + 3 ⇒ (5) + 3 = 8
Zadok: 1d20 + 3 ⇒ (13) + 3 = 16

Wayfinders

Signal: Map & Handouts |

Quick on their feet, the giant centipedes forward to attack Zadok!

Centipede (Red): 1d20 + 2 ⇒ (3) + 2 = 5
Centipede (Blue): 1d20 + 2 ⇒ (6) + 2 = 8

Their lethargy at being woken by booted feet is enough to keep Zadok safe.

Knowledge Nature (DC 16):
These giant centipedes are poisonous! Beware the bite!

ROUND 1:
Enemy: Miss
Zadok: GO
Deldhindon: GO
Johari: GO
Arryn: GO
Wellstone: GO

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