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Mort's Strange Aeons

Game Master Just a Mort

Strange Aeons Map


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- 1 level
Spell slots:
first: [X], [X], [X], [X] second: [X], [X], [X]
Arrowsong Minstrel 6|HP 40/45 |AC 21/T14/FF17 | F+4/R+10/W+6 | CMB + 6 | CMD 20 |init + 6 | Perc + 7 | B.P 10/21 | Diplomacy +15

Seamus looks from Howard to Claude and back, "Does Claude need healed before we go on?"

Dark Archive

Male Human Conjuror (Spirit Binder) 6 (HP 1/50) (AC 10/10/10) (CMD 11) (Fort +5, Ref +2, Will +5) (Init +4) (Perception +12)

Claude:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.

Howard nods to the door.

"Come on - let's see what is in the next area..."

Claude then rips the door open.


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

Vincent smashes the mirror with his spear as he walks by it. He tries to remember if there are other mirrors in here that they passed.

He then follows Claude to the next area.


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

D13

Heavily weather-beaten, the open space on top of the fort and the walkways that connect the towers looks bare and bleak. The party sees two Juju zombies patrolling the walkway. They see the party too!

Seamus init: 1d20 + 6 ⇒ (11) + 6 = 17
Howard Init: 1d20 + 4 ⇒ (2) + 4 = 6
Dakash Init: 1d20 + 1 ⇒ (19) + 1 = 20
Vincent Init: 1d20 + 1 ⇒ (18) + 1 = 19
zombies: 1d20 + 7 ⇒ (16) + 7 = 23

Both go after Claude swinging their longswords two handed.

slash: 1d20 + 8 ⇒ (3) + 8 = 11
slash: 1d20 + 8 ⇒ (14) + 8 = 22
dmg: 1d8 + 9 ⇒ (4) + 9 = 13

One of them manages to open a cut on Claude's ribs.13 dmg to Claude

Party up, happy whacking

Howard - alter self is still up


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

Vincent rolls his eyes, enchanting the sickle and swings it at the zombie, studying it carefully.

Attack: 1d20 + 9 + 1 + 4 ⇒ (14) + 9 + 1 + 4 = 28
Damage: 1d6 + 6 + 1 + 2 ⇒ (2) + 6 + 1 + 2 = 11


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

forgot the thing

The thing helps Vincent to defend. Aid AC: 1d20 + 7 ⇒ (10) + 7 = 17

Dark Archive

Male Human Conjuror (Spirit Binder) 6 (HP 1/50) (AC 10/10/10) (CMD 11) (Fort +5, Ref +2, Will +5) (Init +4) (Perception +12)

I should certainly hope so; it was cast less than a minute ago, and lasts 10 minutes ;-)

Claude snarls in frustration, and attempts to rip into the same one as Vincent.

Bite: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29, for 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6 damage.
Claw: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18, for 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8 damage.
Claw: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28, for 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8 damage.
Claw: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26, for 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6 damage.
Claw: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12, for 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8 damage.
Crit Confirmation: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27, for 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8 *ADDITIONAL* damage.


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Vincent manages to slice the zombie, while Claude rips into it, though two of his claws clang off armor, damaging it. 23 dmg done to blue.


- 1 level
Spell slots:
first: [X], [X], [X], [X] second: [X], [X], [X]
Arrowsong Minstrel 6|HP 40/45 |AC 21/T14/FF17 | F+4/R+10/W+6 | CMB + 6 | CMD 20 |init + 6 | Perc + 7 | B.P 10/21 | Diplomacy +15

'crud, more Zombies.' Seamus breaths a very loud sigh and then starts to sing "Pressure, pressing down on me..."

+2 inspire courage


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

since Seamus had higher in it than Claude is the +2 dmg retroactive on his attacks? I think Dakash and zombies are up


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Retcon

Claude rips the blue zombie apart.

Bardic adds to attack too, so the 18 would have been modded to 20 and would have hit.


- 1 level
Spell slots:
first: [X], [X], [X], [X] second: [X], [X], [X]
Arrowsong Minstrel 6|HP 40/45 |AC 21/T14/FF17 | F+4/R+10/W+6 | CMB + 6 | CMD 20 |init + 6 | Perc + 7 | B.P 10/21 | Diplomacy +15
GM Mort wrote:

Retcon

Claude rips the blue zombie apart.

Bardic adds to attack too, so the 18 would have been modded to 20 and would have hit.

yeah! go Bardic song!

'At least Claude appreciates fine music.' Seamus smiles an evil little smile as he sees Claude dancing with his little tune.


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Dakash enchants his borrowed dagger, then slashes at the remaining zombie.

Slash: 1d20 + 9 ⇒ (13) + 9 = 22
dmg: 1d4 + 6 ⇒ (3) + 6 = 9

He manages to cut a large line on its shoulder. 9 dmg done to green. Didn't spell combat for spell strike as touch of fatigue does not work on zombies and I would need to actually burn spells.


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

The remaining zombie tries to cut Claude up. It manages to open another gnash in Claude's chest. Another 14 dmg to Claude

slash: 1d20 + 8 ⇒ (17) + 8 = 25
dmg: 1d8 + 9 ⇒ (5) + 9 = 14

Party up


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

you can cast touch of fatigue on undead. It won't do anything but it still requires touch delivery aka attack :)

Vincent raises his sickle and proceeds to use it on the undead after studying it.

Attack: 1d20 + 9 + 1 + 4 + 2 ⇒ (16) + 9 + 1 + 4 + 2 = 32
Damage: 1d6 + 6 + 1 + 4 ⇒ (5) + 6 + 1 + 4 = 16


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Can't wrap my mind around it, sorry.

Vincent manages to open a large gnash in its throat but its still up! 25 dmg to green


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

Around the touch spell? Well let's say you are immune to fire (or fatigue). It doesn't make you an invalid target. You can still have fireball cast on you, it just does nothing. So he could spell combat, deliver the touch of fatigue with weapon, and spell has no effect. But he would get a free attack essentially because he gets to use the dagger to deliver the spell.


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

*Shrug* I just can't wrap my head around it, besides why would you do something knowing that it would do nothing? Besides, I don't have a legal obligation to bot in a certain manner,you know. I could just delay, and do nothing. As long as it ain't too far fetched, it's all possible. Besides, do you know how many rolls I need to do on phone just to get a spell combat round out? ><


- 1 level
Spell slots:
first: [X], [X], [X], [X] second: [X], [X], [X]
Arrowsong Minstrel 6|HP 40/45 |AC 21/T14/FF17 | F+4/R+10/W+6 | CMB + 6 | CMD 20 |init + 6 | Perc + 7 | B.P 10/21 | Diplomacy +15

'Blasted zombies.' Continuing his song, Seamus draws and fires two arrows at the undead guard.

Inspire + 2, 5 ft step, Attack:+1 Longbow (+2str):DA, PS, RS, AS, PBS
attack: 1d20 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14 for damage: 1d8 + 9 + 1 + 2 ⇒ (3) + 9 + 1 + 2 = 15
attack: 1d20 + 4 + 1 + 2 ⇒ (9) + 4 + 1 + 2 = 16 for damage: 1d8 + 9 + 1 + 2 ⇒ (7) + 9 + 1 + 2 = 19


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Both arrows clank off the zombie's armor.


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

you'd do it with no effect because you know it gives you a free melee attack as that is your main class ability? I'm fine having him delay too. I just pointed it out because you said it didn't work on undead and technically it would by RAW, it just wouldn't cause fatigue. I wasn't complaining........

Dark Archive

Male Human Conjuror (Spirit Binder) 6 (HP 1/50) (AC 10/10/10) (CMD 11) (Fort +5, Ref +2, Will +5) (Init +4) (Perception +12)

For what it is worth, I agree that you *could* use Touch of Fatigue - the spell would have no effect, but the melee attack that delivered it certainly would ;-)

Personally, I prefer to use Arcane Mark, since it leaves the target with your personal rune etched into them (and would not have involved using 'Mystic Past Lives' to get Touch of Fatigue), but I guess your mileage will vary on that.

Heck, if you want to be silly, RAW, the spiritualist archetype that gets Spell Combat can use it to deliver Virtue and Resistance ;-)

A rather bloodied Claude does his best to rip the zombie apart.

Bite: 1d20 + 8 + 1 + 2 ⇒ (15) + 8 + 1 + 2 = 26, for 1d4 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10 damage.
Claw: 1d20 + 8 + 1 + 2 ⇒ (14) + 8 + 1 + 2 = 25, for 1d4 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10 damage.
Claw: 1d20 + 8 + 1 + 2 ⇒ (16) + 8 + 1 + 2 = 27, for 1d4 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9 damage.
Claw: 1d20 + 8 + 1 + 2 ⇒ (6) + 8 + 1 + 2 = 17, for 1d4 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7 damage.
Claw: 1d20 + 8 + 1 + 2 ⇒ (15) + 8 + 1 + 2 = 26, for 1d4 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9 damage.


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Claude does manage to rip the zombie apart!

You'll have time for one more combat before alter self wears off, if you don't loot. I suppose continue?


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

The party continues on and Vincent and Howard spot a patch of moist stone, that doesn’t seem to be as stony as it should be…

Seamus init: 1d20 + 6 ⇒ (8) + 6 = 14
Howard Init: 1d20 + 4 ⇒ (16) + 4 = 20
Dakash Init: 1d20 + 1 ⇒ (15) + 1 = 16
Vincent Init: 1d20 + 1 ⇒ (4) + 1 = 5
??: 1d20 - 1 ⇒ (4) - 1 = 3

Howard knowledge dungeoneering: 1d20 + 12 ⇒ (19) + 12 = 31
Dakash knowledge dungeoneering: 1d20 + 10 ⇒ (11) + 10 = 21
Vincent knowledge dungeoneering: 1d20 + 7 + 1d6 ⇒ (12) + 7 + (3) = 22

The party identifies it as an ID ooze – it has telepathy with other ID oozes, it has acid on its slam, and it can grab and constrict, and it has lesser confusion at will. Surprisingly natural attacks on it do not take damage
Party up

Dark Archive

Male Human Conjuror (Spirit Binder) 6 (HP 1/50) (AC 10/10/10) (CMD 11) (Fort +5, Ref +2, Will +5) (Init +4) (Perception +12)

Earlier:
Claude:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2.

Now:

Howard casts Guidance on Claude, who then pounds forward, and claws at the ooze.

Claw: 1d20 + 8 + 1 + 1 ⇒ (3) + 8 + 1 + 1 = 13, for 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8 damage.

Dakash (who delays until after Seamus, so he doesn't block line of sight) then moves forward, and takes a swing with his quarterstaff.

Quarterstaff: 1d20 + 6 ⇒ (15) + 6 = 21, for 1d6 + 3 ⇒ (1) + 3 = 4 damage.
Reflex: 1d20 + 2 ⇒ (11) + 2 = 13.


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Don't bother about reflex save. After hardness and energy damage being halved to objects it would do nothing anyway.

Claude bites the ooze then gives Howard a mournful look. It tastes like rotten eggs!

Dakash clobbers the ooze squishing it a little out of shape.

13 dmg done to ooze thus far


- 1 level
Spell slots:
first: [X], [X], [X], [X] second: [X], [X], [X]
Arrowsong Minstrel 6|HP 40/45 |AC 21/T14/FF17 | F+4/R+10/W+6 | CMB + 6 | CMD 20 |init + 6 | Perc + 7 | B.P 10/21 | Diplomacy +15

"Why thank you Dakash, that was so polite" Noticing that Dakash waited until he shot, Seamus nods to the quite man and steps forward, quickly fires two arrows.

5 ft step, Attack:+1 Longbow (+2str), PS, RS, AS, DA, PBS,
attack: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 for damage: 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16
attack: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 for damage: 1d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

Vincent uses his spear after studying the creature, stabbing at it.

Attack: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Damage: 1d8 + 9 + 2 ⇒ (5) + 9 + 2 = 16


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Seamus sticks it with two arrows and Vincent with a spear, but it's still quivering. 56 dmg done

It moves up to Vincent (5ft)to slam Vincent and manages to slap him in the waist and grabs hold of him. 23 dmg to Vincent

slam: 1d20 + 8 ⇒ (16) + 8 = 24
dmg: 1d6 + 7 ⇒ (3) + 7 = 10
acid: 1d6 ⇒ 3
grab: 1d20 + 12 ⇒ (11) + 12 = 23
constrict dmg: 1d6 + 7 ⇒ (2) + 7 = 9
acid: 1d6 ⇒ 1

CMD calculations - 18+2(mutagen)+2(heroism)=22

Party up

Dark Archive

Male Human Conjuror (Spirit Binder) 6 (HP 1/50) (AC 10/10/10) (CMD 11) (Fort +5, Ref +2, Will +5) (Init +4) (Perception +12)

Claude attempts to rip the ooze apart.

Bite: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15, for 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8 damage.
Claw: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18, for 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5 damage.
Claw: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13, for 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5 damage.
Claw: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26, for 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7 damage.
Claw: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11, for 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5 damage.


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Claude does rip the ooze apart, just as his alterself wears off. The party is starting to loot the zombie bodies (2 mw longswords acquired) when Vincent, Howard and Dakash hear the sound of footsteps coming up the stairs.

Anyone wants to camp the stairs or what? You don't see anyone yet since they're still on their way up


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

Vincent tries to find a place to the side where he can hide with his spear ready. the thing helps him to stay quiet, muffling the sounds of his clothes.

Stealth: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13

will try to hit from behind if it attacks the group. Earlier:

CLW wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

I’ll give about 2 rounds of CLWs, then you need to prepare ambush

The party prepares an ambush with Dakash and Vincent taking one side, and Howard, Claude and Seamus take the other side…just as two skum and an ID ooze get up the stairs.

Surprise and full round action for the party

Party up

Dark Archive

Male Human Conjuror (Spirit Binder) 6 (HP 1/50) (AC 10/10/10) (CMD 11) (Fort +5, Ref +2, Will +5) (Init +4) (Perception +12)

Surprise Round:

Howard recasts Guidance.

Claude charges Red!

Bite: 1d20 + 8 + 1 + 2 ⇒ (11) + 8 + 1 + 2 = 22, for 1d6 + 3 ⇒ (2) + 3 = 5 damage.

Dakash surges forward.

Round 1:

Claude happily tries to rip the Skum apart.

Bite: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d6 + 3 ⇒ (6) + 3 = 9 damage.
Claw: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d4 + 3 ⇒ (3) + 3 = 6 damage.
Claw: 1d20 + 8 ⇒ (8) + 8 = 16, for 1d4 + 3 ⇒ (1) + 3 = 4 damage.

Meanwhile, Dakash swings at the other Skum, before it has a chance to act.

Quarterstaff: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12, for 1d6 + 2 ⇒ (2) + 2 = 4 damage.
Concentration(Touch of Fatigue): 1d20 + 8 ⇒ (18) + 8 = 26.
Quarterstaff: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24, for 1d6 + 2 ⇒ (1) + 2 = 3 damage.


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Howard, spellcombat is a full round action. Unless of course we assume Dakash spent the surprise round moving in, which is fine. That assumption can be made.

Surprise round

Claude nips Red on his shin and he yelps.

Normal round

Claude gleefully rips Red apart, his mouth dripping greenish skum blood, delighting in the taste of...frog?

fort: 1d20 + 3 ⇒ (17) + 3 = 20

Dakash thwacks the skum on its ribs then channels arcane energy to smack it on its ankle on the backswing. It does however, resist his fatiguing touch. 7 dmg done

Dark Archive

Male Human Conjuror (Spirit Binder) 6 (HP 1/50) (AC 10/10/10) (CMD 11) (Fort +5, Ref +2, Will +5) (Init +4) (Perception +12)

@GM Mort: Agreed, which is why I said that Dakash 'surged forward' in the surprise round ;-)


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Missed it, sorry. I blame phone reading. I sort of get attracted to dice rolls. Also, sorry quarterstaff dmg is 1d6+2 since spellcombat mode means you swing as a one-handed weapon. You can't two hand it since you need a hand free for spell combat.

Dark Archive

Male Human Conjuror (Spirit Binder) 6 (HP 1/50) (AC 10/10/10) (CMD 11) (Fort +5, Ref +2, Will +5) (Init +4) (Perception +12)

Ah! That's what I get for copy/pasting ;-) I've edited my post appropriately.


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Magus has a lot of fiddly bits. Been a hexcrafter, I know. I only used spellcombat for shocking grasp when dealing with undead. The rest of the time I pretended I was a witch lol. Less die rolling and explaining to my Jee Am.

Besides, since I'm not exactly any good at optimizing melee characters I had serious to hit issues, which get worse when I'm trying to spell combat. Posing as a witch was more fun=P


- 1 level
Spell slots:
first: [X], [X], [X], [X] second: [X], [X], [X]
Arrowsong Minstrel 6|HP 40/45 |AC 21/T14/FF17 | F+4/R+10/W+6 | CMB + 6 | CMD 20 |init + 6 | Perc + 7 | B.P 10/21 | Diplomacy +15

'Uck their working together, I don't know which is nastier!' Seamus quickly fires the arrow he hand notched, and then draws and fires two more.

first arrow surprise round, second two first round: Attack:+1 Longbow (+2str), PS, RS, AS, DA, PBS,
attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 for damage: 1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14
attack: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 for damage: 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16
attack: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 for damage: 1d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Surprise round

The first arrow bounces off the wall.

Normal round

The first arrow pierces through the eye socket of the skum and it collapses to the ground dead. Seamus then switches to the ID ooze but narrowly misses hitting Claude instead.


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

Surprise
Vincent stabs with the spear the ooze after studying it.

Attack: 1d20 + 9 + 4 ⇒ (12) + 9 + 4 = 25
Damage: 1d8 + 9 + 2 ⇒ (1) + 9 + 2 = 12

Normal Rd

Vincent continues to stab the ooze. If flanking with Claude add 2 to attk pls

Attack: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Damage: 1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

For surprise round from where you were there would be cover,no matter not hard to hit an ooze anyway.

Surprise round

Vincent stabs the ooze sending a gout of foul smelling grey ichor spilling out.

Normal round

Vincent moves around the ooze, flanking with Claude and stabbing the ooze, sending more grey ichor spurting all over the place. Total 25 dmg done to ooze.

The ooze oozes (sorry, couldn't resist and yes it 5ft stepped) to Vincent and tries to smack him.

slam: 1d20 + 8 ⇒ (4) + 8 = 12

It slams harmlessly against Vincent's wooden armor.

Party up


- 1 level
Spell slots:
first: [X], [X], [X], [X] second: [X], [X], [X]
Arrowsong Minstrel 6|HP 40/45 |AC 21/T14/FF17 | F+4/R+10/W+6 | CMB + 6 | CMD 20 |init + 6 | Perc + 7 | B.P 10/21 | Diplomacy +15

why is it so big?

Seamus steps back from the ooze and shoots a couple of arrows at it.

5 ft step, Attack:+1 Longbow (+2str), PS, RS, AS, DA, PBS,
attack: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 for damage: 1d8 + 9 + 1 ⇒ (3) + 9 + 1 = 13
attack: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 for damage: 1d8 + 9 + 1 ⇒ (5) + 9 + 1 = 15


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Seems the right size to me(medium)

Seamus sends two arrows sticking right into the ooze. It seems to be quivering less now. 53 dmg done


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

Vincent once again stabs it, stepping back 5ft first.

Attack: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19
Damage: 1d8 + 9 + 2 ⇒ (1) + 9 + 2 = 12


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

Vincent finishes off the ID ooze and it explodes in a shower of grey ichor. Thankfully no one was close by...or they'd smell of rotten eggs.

The party loots the zombies properly, managing to pull a masterwork composite longbow, studded leather armor(which looks like that of the Pharasma chapel guards) and 20 arrows from each of the bodies.

Searching the room they found the mirror and Vincent's double, the party finds a scroll of blink, a scroll of cat’s grace, a scroll of remove disease, a scroll of silent image, and a scroll of zone of truth.

Each of the skum carry a trident, but the grey oozes have no loot.


Strange Aeons Map Strange Aeons On going: The Thrushmoor terror| Loot sheet

D15d and D15e

Vincent checks each of the doors and finds they are not locked nor trapped. Opening them reveals a round room used for secure observation of the grounds outside y an array of arrow loops. A spiral staircase descends to the ground level, while a circling wooden stair climbs upwards to a trapdoor at the top of the tower. There is nothing else of interest in the tower.

Since the party has generally expressed interest in clearing one level before moving on to the next, it will be botted the party ambles along this level exploring it fully.

Exploring the battlements, the party runs into yet another 3 zombie guards, this time wearing the armor of the magistrate guards. They spot the party too!

Seamus init: 1d20 + 6 ⇒ (2) + 6 = 8
Howard Init: 1d20 + 4 ⇒ (9) + 4 = 13
Dakash Init: 1d20 + 1 ⇒ (13) + 1 = 14
Vincent Init: 1d20 + 1 ⇒ (16) + 1 = 17
Zombies init: 1d20 + 7 ⇒ (1) + 7 = 8

Party, then zombies.


- 1 level
Spell slots:
first: [X], [X], [X], [X] second: [X], [X], [X]
Arrowsong Minstrel 6|HP 40/45 |AC 21/T14/FF17 | F+4/R+10/W+6 | CMB + 6 | CMD 20 |init + 6 | Perc + 7 | B.P 10/21 | Diplomacy +15

"I've never seen a diamond in the flesh" Seamus begins singing, hoping the others will enjoy his selection.

inspire +2


Half-Elf Investigator (Bonded) 6 / Magus (VMC); HP 48/48, Init +1, Perception +16+1d6, +3 vs traps, AC 17/FF 16/T 11, +2 vs traps; Fort +6, Ref +7, Will +7, +2 vs traps; CMB +8, CMD 19; Inspiration (1d6+1) 7/7; Arcane Pool (+1) 6/6;

Do these appear to be juju zombies or regular zombies?

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