DM Fang Dragon's Strange Aeons (Inactive)

Game Master FangDragon

Iä! Iä! Pathfinder fhtagn!

That is not dead which can eternal lie,
And with strange aeons even death may die.

Inspiration: Filbert 1, Heinrich 1, Lizzie 1, Momijii 0, Zarine 1, Zandomir 0
Dramatis Personae | Dream sequences | Party Summary | Loot Log |
Voyage to Cassomir Day 47


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Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

Nodding to the merchant Filbert takes his leave with the others. Once out of sight from the Merchant, Filbert draws the aether around him and disappears, moving up to Zarine, lightly grabbing Zandomir's arm as he goes by. "It's me"

stealth: 1d20 + 18 + 10 ⇒ (3) + 18 + 10 = 31
perception: 1d20 + 13 ⇒ (19) + 13 = 32


Palace of Birdsong| Shards of Oberon map | War for the crown maps

The party head south through a wide dusty corridor which has a stillness that suggests of countless ages. At the end of the wide corridor there smaller one that heads east and there's a doorway in which hangs heavy but frayed curtains.

Perception DC 25:
The corridor to the east has a cunningly concealed secret door that connects to the central courtyard.

You push past the curtains to find what was once the communal dining hall. This would have been the focus of activity here at the caravanserai, where travelers would have brokered alliances and hatched plots and even double crossed each other. The room has three elegant wooden tables and stools of varying sizes, all lacquered in a rich black. A few plates and a pitcher are stacked on a sideboard, covered in dust. Once so full of life, this forsaken place is lonely and forlorn.

Perception DC 20 (separate roll):
You hear the sudden sound of conspiratorial whispering seemingly coming from thin air all around you! Kn:Religion DC 18 to recognize this as the sign of a haunt.

Detect Magic:
The pitcher radiates a moderate aura of transmutation magic.

Map updated.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Perception: 1d20 + 16 ⇒ (10) + 16 = 26
Perception: 1d20 + 16 ⇒ (2) + 16 = 18

As the group travels south, Zan nods toward the corridor to the east. "There's a well hidden door that connects to the central courtyard. Could be useful if we need to make a quick exit."

Once in the dining hall, Zandomir nods again toward the pitcher on the sideboard. "There a moderate transmutation aura coming from that. Wonder what type of magic could have survived in this forsaken place?"

Spellcraft (Pitcher): 1d20 + 6 ⇒ (10) + 6 = 16


female human monk (scaled fist) 7 | HP 45/71 (N/L 0) | AC 19 , FF 17, TAC 17 | CMB +10, CMD 27 | F +10, R +8, W +4 | Perception +10 | Driven by Guilt 1/1 | Inspiration 1/1 | Stunning Fist (dc 17) 6/7 | Ki Pool 6/7 | Ki Strike: mag/cold iron/silver | Dragon Style +2 saves vs sleep, paralysis, and stun | Draconic Mettle +2 on saves vs fear, sleep, and paralysis |
Ki Powers:
elemental fury (fire), ki metabolism

Momijii nodded her agreement with everyone about their next goal and placed herself in the usual spot. She kept her eyes out for trouble as they headed south towards the frayed curtains and found the whole thing kind of creepy. She'd never bee a fan of still and abandoned places, you never knew what you would run into, as the tension drove her crazy. She was so nervous that she completely missed the concealed door Zandomir pointed out.
Perception: 1d20 + 10 ⇒ (6) + 10 = 16

As they entered the dinning hall she felt that emptiness again. For such a place once alive with people dinning and enjoying each others company to be so empty and forlorn seemed completely wrong. It left her feeling sad, like something was missing from her own life, something she'd lost so long ago the memory likely would never return to her.
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
The place was so eerie and empty, the weight of what it once was so present, that Momijii could swear she heard faint whispers of long ago....she did hear whispers. Her tension wracking up even higher Momijii spoke quietly, "I don't like this, do you hear the voices?" Her eyes were widening in panic as she realized this couldn't be a good thing.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

A sudden movement surprises you. Through both doorways and walking through both frayed curtains as if they weren't there, dozens of spectral servants appear, laden with spectral pitchers of wine, great amphora filled with olives, and a cornucopia of fruit and vegetables which are laid down on the tables. Apparently a feast is being prepared!

The spectral servants fuss with the spread for a while before departing, and at no stage do any of them acknowledged you no matter what you do. Then the ghostly forms of diners appear throughout the hall, mimicking the conversations of the past: a wealthy night hag with elaborately coiffed hair makes imperious demands to human servants; three surly, turbaned humanoids confer over a detailed image of the moon; and a group of hooded ghouls examine a human head made of terracotta. Their voices echo in an overlapping, unintelligible maddening cacophony accompanied by a great swell of negative emotions!

Initiative rolls:
Filbert Springbit: 1d20 + 8 ⇒ (2) + 8 = 10
Heinrich Cornelius Agrippa: 1d20 + 3 ⇒ (5) + 3 = 8
Lizzie “Beads” Tamar: 1d20 + 2 ⇒ (7) + 2 = 9
Momijii: 1d20 + 2 ⇒ (11) + 2 = 13
Zarine: 1d20 + 4 ⇒ (3) + 4 = 7
Zandomir: 1d20 + 4 ⇒ (2) + 4 = 6

I'd like each of you to make a DC 17 will save, I'm not going to roll it for you this time.

If you fail the roll:
Each round you're in the area you have a 50% chance to attack the nearest target each round (roll 1d100 each round 1-50 is bad, 51-100 is good). If you roll high you are free to act normally for that round. If you roll low you are forced by the haunt to attack your fellows and employ all methods at your disposal, choosing your deadliest spells and most advantageous combat tactics. You do not, however, harm targets that have fallen unconscious. Cue Evil DM cackling.

COMBAT ORDER: Round 1 wrote:

Zarine <----- WE ARE HERE

Filbert Springbit Unconcious
Momijii
Lizzie "beads" Tamar'
Zandomir
Heinrich

Zarine, Momijii, Lizzie "beads" Tamar', Zandomir and Heinrich are up.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Will Save: 1d20 + 6 ⇒ (20) + 6 = 26

Agrippa's eyes narrow at the haunt's effects. He attempts to ascertain how to destroy it.

Kn:Religion: 1d20 + 12 + 1d8 ⇒ (18) + 12 + (1) = 31

IIRC a haunt is basically just a magic trap right?


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Sort of. You can actually attack them via positive energy applied to the haunt e.g. channeled energy, cure spells, and the like, although that just disables them for a while. Something specific is needed to permanently destroy them, usually it's not obvious requiring research however.


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Perception: 1d20 + 11 ⇒ (3) + 11 = 14 (fail)

Good catch on that secret door. I didn't see it at all.

Perception: 1d20 + 11 ⇒ (11) + 11 = 22 (pass)
Knowledge Religion: 1d20 + 6 ⇒ (1) + 6 = 7 (fail)

Yes, I hear the voices too!

Will Save: 1d20 + 4 ⇒ (20) + 4 = 24 (pass)

Zarine feels a wave of negative emotion, and goes back out of the room to get away from it. She looks around to see if there is a threat (someone attacking the party).

Perception: 1d20 + 11 ⇒ (12) + 11 = 23

Otherwise, she does nothing, waiting to see if the dream will go away again, or if it is something they have to deal with.


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

GM, Filbert should be back conscious by now or he's been sleep talking with the Merchant, of course this is the dreamland perhaps he is sleep talking. "

Will(DC17): 1d20 + 4 ⇒ (16) + 4 = 20

Filbert remains invisible to the side of the door they entered through trying to make sense of the conversation going on nearest to him.

perception: 1d20 + 13 ⇒ (9) + 13 = 22


female human monk (scaled fist) 7 | HP 45/71 (N/L 0) | AC 19 , FF 17, TAC 17 | CMB +10, CMD 27 | F +10, R +8, W +4 | Perception +10 | Driven by Guilt 1/1 | Inspiration 1/1 | Stunning Fist (dc 17) 6/7 | Ki Pool 6/7 | Ki Strike: mag/cold iron/silver | Dragon Style +2 saves vs sleep, paralysis, and stun | Draconic Mettle +2 on saves vs fear, sleep, and paralysis |
Ki Powers:
elemental fury (fire), ki metabolism

Will: 1d20 + 4 ⇒ (15) + 4 = 19
Momijii felt a wash of negative emotions wash over her but refused to let them affect her. Her discipline gave her the strength to resist whatever just happened and she knew she was in trouble when the spectral figures appeared. When the ghostly nighthag and ghouls appeared they grabbed Momijii's immediate attention. Even though they were ghostly she wasn't letting them get her if she could help it. She adopted her stance and moved towards the hag where she lashed out with a sharp kick.
unarmed strike w/ ds: 1d20 + 12 ⇒ (7) + 12 = 191d8 + 7 ⇒ (8) + 7 = 15
The attack is magic so hopefully it does something.


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

Will: 1d20 + 9 ⇒ (16) + 9 = 25
If this is vs a despair effect, i add an extra +2 to my will.

Since Momiji is quicker than Lizzie is, Lizzie will have to see if Momji's attack does anything, before deciding on joining in attacking the Hag or not.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Yes Filbert, you're back on your feet - sorry I forgot to edit my spreadsheet :( Reminds me I need to adjust the current day.
Zarine remains unaffected and waits to see what happens.

Likewise Filbert is unaffected and he waits to see what might happen.

Adopting a fighting stance, Momijii lashed out at one of the bickering spectral figures but nothing happened, her foot sailed through and it didn't react in the slightest.

COMBAT ORDER: Round 1 wrote:

Zarine

Filbert Springbit
Momijii
Lizzie "beads" Tamar' <----- WE ARE HERE
Zandomir
Heinrich

Lizzie "beads" Tamar', Zandomir, Heinrich, Zarine, Filbert Springbit and Momijii are up.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Will Save: 1d20 + 11 ⇒ (20) + 11 = 31

Zandomir's ears perk up as the ghostly procession appears. He keeps his bow at the ready in case a tangible target appears.

If Heinrich explains that this is a haunt and that Positive Energy can affect it...

Keeping his bow in one hand, Zan tries to dispel the ghastly apparitions. The Dreamlands are creepy enough. There's no need for a hag and ghouls.

Channel Positive Energy: 2d6 ⇒ (3, 5) = 8 (I assume to injure undead)


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Zarine holds her actions until/unless we seem to be attacked in some way.


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

Lizzie holds off on attacking, as Momiji's attack went through thin air.

If Agrippa indeed shares its nature, Lizzie watches to see if Zandomir's action has effect.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa speaks up This is the spectral remains of a previous tenant. Some part of their mortal coil trapped here....it's not real. Energy from the Positive Plane may dispel it..temporarily.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Zandomir's invocation floods the area with white light which seems to cause some of the spectral figures to fade, but most are still there.

TBH if I was you I'd just walk away. You all made the will saves and it can't hurt you outside of the dining room, so this encounter isn't as interesting as it might have been ;) Even if you did destroy it (which would take a good few more channels or heals), it would still reform a day later.
Let me know what you want to do.


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

I recall playing the module Down the Blighted Path. We encountered a haunt, -also- in a kitchen. My unhinged oracle was the sole one not affected, even lifting the haunt by fulfilling a condition by curiously searching around. ^^


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

"Perhaps we should leave. None of us seem to have been harmed by... whatever this is. We can try to post warnings for whoever else might come this way, but there's no sense in staying in the room ourselves."

Zan nods toward the door they entered through and starts walking that way. If or when everyone is safely out of the room, he'll look for something he can use to make a warning sign for whoever might pass through next.

Perception: 1d20 + 16 ⇒ (13) + 16 = 29


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Indeed. Agrippa agrees with Zandomir's assessment.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

OK then, where to?


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Seeing that everyone is ready to leave, Zarine starts down the hall and around the corner. She checks for traps as she goes.

Perception: 1d20 + 11 ⇒ (19) + 11 = 30


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

"Nice trick Zandomir, but don't thjink these folks are in need of that type of healing"

Dropping his invisibility for the moment Filbert follows the others out of the room and joins Zarine at the front.

perception(aid): 1d20 + 13 ⇒ (6) + 13 = 19
Stealth: 1d20 + 18 ⇒ (16) + 18 = 34


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Zandomir once more makes sure Zarine doesn't get too far ahead, not wanting more corporeal threats to present themselves with her out front alone.

DM, did Zan find anything he could use to make a warning sign for anyone else passing by that room?


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Not really although perhaps you could scratch a warning on the wall with a bit of rubble from outside.

Zarine finds the corridor extends a fair way to the west before turning north. Mid way along the corridor there's another rotted curtain behind which is a large room. Inside are decorative tiles with irregular geometric shapes which cover the walls, their distorting perspective obscures it's size. Three deep baths, empty of water, are separated by narrow walkways and hanging curtains of tattered fabric. All seems silent and empty.

Perception DC 33:
If you make this I'll let you know what you noticed.

Map updated.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Perception: 1d20 + 16 ⇒ (7) + 16 = 23

Zandomir picks up one of the closest pieces of rubble and hastily scribes 'stay away' in common next to the entrance to the haunted room. Better than nothing.

Continuing down the path with everyone else, Zan cranes his neck to see what the new room contains. Unable to get close without barging past most of the group, he says instead, "Anything interesting in there?"


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Anyone going in to investigate?


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

That Perception roll is impossible for me to make, so not rolling.

Zarine hears Zandomir's question and says

Not sure yet. Looks empty, but so did the last place at first. I'm going to check. You guys stay out here just in case.

She then steps in, just 5 feet at first, and stops to see if things change.


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

perception: 1d20 + 13 ⇒ (14) + 13 = 27

Filbert remains close to Zarine as she enters the rooms to investigate.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Anything in particular you're looking at or for?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa follows behind, his eyes alert for danger.

Perception: 1d20 + 11 + 1d8 ⇒ (11) + 11 + (2) = 24


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Not really. Was just waiting to see if some ghosts would show up like in the other room. If nothing happens for a round or two, she will move 10 feet west to see the left empty pool more clearly. If nothing happens at that point after a couple of rounds, then she will approach the left pool and look inside. ... If still nothing, then ask again. :)


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

Seeing nothing of import immediately after entering, the geometric shapes of the 'mirrors' capture his attention and he begins to see how the reflections are aimed.

kn:Engineering : 1d20 + 13 ⇒ (11) + 13 = 24


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Zandomir waits outside, alert for any threats that might try to creep up while half the group is examining the washroom.

The earlier Perception check may have already been for something like watching for threats, if so, ignore the roll below. Otherwise, it's to listen for footsteps or other signs someone's approaching.

Perception: 1d20 + 16 ⇒ (1) + 16 = 17

Ouch


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

Lizzie's not the most perceptive, and thus just moves alongside whoever is walking up front.

"You know, since we're encountering strange people in here, would anything out of happier dreams be in here as well?"


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Filbert:
Based on the angles involved and the nature of the room, you suspect the reflections are designed for maximum effect at eye level whilst swimming in the pools. It would be rather a disconcerting effect...

As Zarine approaches the western pool she notices that unlike the empty middle one, it appears to be filled with an unidentified viscous, soot-colored liquid. The surface ripples as she bends down to take a closer look and to Filbert and Lizzie's horror a writhing storm of black tentacles shoots up out of the water!

None of you get to act in the surprise round, that's what the perception roll was for.

A huge pseudo-pod of the sooty "water" with a ragged maw surges up out of the pool, apparently attempting to engulf Zarine! Reflexively she flinched and drew back, spoiling it's aim. A quartet of smaller sooty black tentacles of water erupts near Zarine two of them reach for Zarine and they slam into her with bone breaking force! The other two go for Lizzie, her armor turns aside one but the other smashes her in the face.
Bite vs Zarine: 1d20 + 17 ⇒ (1) + 17 = 18Damage: 2d6 + 6 ⇒ (4, 4) + 6 = 14 <--- Auto miss.
Tentacle vs Zarine: 1d20 + 17 ⇒ (7) + 17 = 24Damage: 1d6 + 6 ⇒ (6) + 6 = 12 <--- Hit.
Tentacle vs Zarine: 1d20 + 17 ⇒ (14) + 17 = 31Damage: 1d6 + 6 ⇒ (4) + 6 = 10 <--- Hit.

Tentacle vs Lizzie: 1d20 + 17 ⇒ (2) + 17 = 19Damage: 1d6 + 6 ⇒ (6) + 6 = 12 <--- Miss.
Tentacle vs Lizzie: 1d20 + 17 ⇒ (19) + 17 = 36Damage: 1d6 + 6 ⇒ (5) + 6 = 11 <--- Hit.

Lizzie and Filbert still have tentaphobia:
This defiantly triggers your phobia... The rules are here. You need to make a DC 18 will save or be frightened for 1d6 ⇒ 4 rounds during which time you must flee. And yes Lizzie this overrides your normal fear immunity, you still get to use your normal bonuses. Your Aura helps Filbert's save too. There are ways to cure this phobia. Slay some tentacled horror (this thing counts). Psychic Surgery (pretty sure the party has a scroll of that). Heal, Limited Wish, Wish.

Kn:Dungeoneering DC 20:
This is a Formless Spawn!

Initiative rolls:
Filbert Springbit: 1d20 + 8 ⇒ (2) + 8 = 10
Heinrich Cornelius Agrippa: 1d20 + 3 ⇒ (15) + 3 = 18
Lizzie “Beads” Tamar: 1d20 + 2 ⇒ (19) + 2 = 21
Momijii: 1d20 + 2 ⇒ (17) + 2 = 19
Zarine: 1d20 + 4 ⇒ (17) + 4 = 21
Zandomir: 1d20 + 4 ⇒ (15) + 4 = 19
Tentacled horror: 1d20 + 9 ⇒ (16) + 9 = 25

COMBAT ORDER: Round 1 wrote:

Tentacled Horror

Momijii <----- WE ARE HERE
Zandomir
Zarine
Heinrich
Lizzie "beads" Tamar'
Filbert Springbit

Momijii, Zandomir, Zarine, Heinrich, Lizzie "beads" Tamar' and Filbert Springbit are up.


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Knowledge Dungeoneering: 1d20 + 6 ⇒ (4) + 6 = 10

Zarine steps back, not frightened, but certain that she will die if she is hit like that again. She shoots at the thing, hoping that the solidity she felt when it wounded her badly means that she can wound it in return.

Attack 1: 1d20 + 11 + 1 - 2 ⇒ (13) + 11 + 1 - 2 = 23 (point blank, rapid shot)
Attack 2: 1d20 + 11 + 1 - 2 ⇒ (6) + 11 + 1 - 2 = 16 (point blank, rapid shot)

Damage 1: 2d6 + 3 + 1 ⇒ (2, 1) + 3 + 1 = 7
Damage 2: 2d6 + 3 + 1 ⇒ (2, 5) + 3 + 1 = 11


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

"Zarine!" Zan shouts almost unconsciously as he hears the commotion inside the washroom.

The warpriest steps into the room to get a better look. Unsure what the tentacle monstrosity is, but certain it's unfriendly after seeing the wounds on Zarine and Lizzie, Zandomir casts a spell, hoping to aid his allies in resisting the monstrosity's evils.

Casting Beacon of Luck

Beacon of Luck: You send out a burst of luck with a 30-foot radius centered around you. While the beacon of luck is in effect, you gain a +2 sacred bonus on all saving throws. As an immediate action before a saving throw is made, allies within the area can choose to benefit from this luck, rolling twice for a saving throw and taking the better result. Once a creature benefits from the beacon of luck in this way, it cannot gain the benefit of this spell for 24 hours.

Use the free reroll if you think you'll need it. : )

Status:

HP: 52/52
Active Effects:
Spells Per Day - 0th: 5/5, 1st: 5/5, 2nd: 4/4, 3rd: 2/2
Spells Prepared
0th - Stabilize, Detect Magic, Detect Poison, Light, Guidance
1st - Divine Favor [ ], Remove Fear (x2)[ ] [ ], Bless [ ], Protection from Evil [ ]
2nd - Communal Protection from Evil (x2)[ ] [ ], Lesser Restoration [ ], Burst of Radiance (DC 15) [ ]
3rd - Beacon of Luck [X], Invisibility Purge [ ]
Sacred Weapon - 7/7
Fervor - 4/6
Channels - 1/2
Blessings - 6/6
CLW Wand (34 charges)


Hp 63/63(NL 21) Temp Hp 16/16 Regen 2/min Burn 3/6 AC 20, T 16, FF 16, F+9, Ref +11, Will +4(+2 vs Illus). Speed 20ft, Stealth +18, Perc +13, Init +8

Will(DC18) + Lizzie's Aura: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20

As the pool erupts with black pseudopods attacking both Zarine and Lizzie, unconsciously Filbert begins backing away, fingers trembling. Catching sight of himself in one of the mirrors , his attention is broken from the pool by the odd reflection.

"Lizzie, Zarine!" he cries out before sending an arcing blast at the pool. Electricity and water don't normally mix

Electric blast(RT): 1d20 + 13 ⇒ (3) + 13 = 16
damage: 4d6 + 5 ⇒ (6, 4, 1, 1) + 5 = 17


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Kn:Dungeoneering: 1d20 + 7 + 1d8 ⇒ (3) + 7 + (8) = 18

Agrippa doesn't recognize the creature, but he recognizes the danger. Agrippa downs a tonic and gets closer to the creature. Drinking Clay Skin

Status: Clay Skin DR 5/adamantine 70min or 35Damage


Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

Will: 1d20 + 13 ⇒ (19) + 13 = 32

Will post at luncbreak, no time atm.


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Halfling Unch rogue (bandit) Hp 17/17 AC 18, T 15, FF 14, F+3, Ref +8, Will +3 (+2 extra vs fear), Perc +8, Stealth +13, Init +4, speed 20 feet.

Sorry, turned out after coming home. ^^

Lizzie decides to test her new sword.
Shiny sword: 1d20 + 15 ⇒ (16) + 15 = 31 Slash: 1d6 + 2 ⇒ (2) + 2 = 4
Shiny sword: 1d20 + 10 ⇒ (5) + 10 = 15 Slash: 1d6 + 2 ⇒ (5) + 2 = 7


female human monk (scaled fist) 7 | HP 45/71 (N/L 0) | AC 19 , FF 17, TAC 17 | CMB +10, CMD 27 | F +10, R +8, W +4 | Perception +10 | Driven by Guilt 1/1 | Inspiration 1/1 | Stunning Fist (dc 17) 6/7 | Ki Pool 6/7 | Ki Strike: mag/cold iron/silver | Dragon Style +2 saves vs sleep, paralysis, and stun | Draconic Mettle +2 on saves vs fear, sleep, and paralysis |
Ki Powers:
elemental fury (fire), ki metabolism

Momijii kept with the group as they found what appeared to be baths and entered staying towards the front to handle any trouble they came across. She didn't trust this room and kept a careful eye on it as Zarine moved in. When it happened it was far too fast for her despite her caution as the tentacles lashed out and went after Zarine and Lizzie. Momijii gave a cry of surprised fear at the sudden attack but didn't let that stop her from attacking.

Shifting into her combat stance Momijii unleashed a flurry of strikes at the creature. Both of her hands lashed out in a clawing motion and then she scythed one foot around at the thing's "head".
unarmed strike w/ds: 1d20 + 12 ⇒ (19) + 12 = 311d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10
unarmed strike w/ds: 1d20 + 12 ⇒ (13) + 12 = 251d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
unarmed strike w/ds: 1d20 + 7 ⇒ (10) + 7 = 171d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13


Palace of Birdsong| Shards of Oberon map | War for the crown maps

Botting Momijii
Momijii rushes into the room, vaulting past Lizzie and placing herself in front of Zarine. One of the writhing smoke-colored tentacles snakes out and grips her leg and starts crushing it! Momijii hisses in annoyance before lashing out with a powerful punch which severs the tentacle, only for it to reform further away!
Tentacle AOO: 1d20 + 17 ⇒ (12) + 17 = 29Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Unnarmed w/ds/shatS/patk/elemF: 1d20 + 12 ⇒ (12) + 12 = 24Damage: 1d8 + 7 + 6 + 1d6 ⇒ (8) + 7 + 6 + (3) = 24
It's immune to stuns so no stunning strike.

Zandomir calls upon Desna's aid to battle this cosmic horror. With a flash of radiance hinting of butterflies, a little bit of the Lady's Luck's rubs off on each of you!

Hmm this thing has reach and combat reflexes so Zarine would provoke, except Momijii is now in front, providing soft cover and thus preventing AOOs.
Shielded by Momijii, Zarine nooks and draws a arrow. She peers past Momijii and releases point blank, surely she couldn't miss something so large? The writhing mass of tentacles proved to be shockingly fast, nearly reacting in time to dodge the arrow. It hit a tentacle, seeming to stick there for a bit before falling out to no obvious ill-effect. Her second shot went wide of the mark.
It has DR, so no damage. Sorry Zarine!

Heinrich downs a special infusion that gave his skin the appearance and toughness of damp clay. Red Destiny in hand, he them pushed past Lizzie to stand on the front line! Hmm I was about to roll an AOO - but no. You get AOOs for moving out of a threatened square. It has sufficient reach but Lizzie provides soft cover for the square behind her so no AOO.

Behind Heinrich, Filbert jut about manages to hold it together. He summons a crackling balk of lightning which he throws at the amorphous monster, but to his horror the writing tentacles sinuously parted, allowing the bast to harmless sail past before detonating on the far wall, displacing several tiles. It's possibly the most dexterous thing you've ever seen.

Holding firm in the face of this tentacled monstrosity, Lizzie tries an experimental swipe with her new sword. It makes a SHWICK sound and it makes an ominous ringing noise as she strikes. Yet nothing seems to happen. The sword went cleanly through a tentacle or rather the tentacle seemed to move around the sword even faster than it was swung!
Lizzie +2 won't won't break pass it's DR even if you roll a 6. I was going to suggest you two-hand it but that only takes the damage up to +3 and it has DR 10/-. Also is your mount with you?

The amorphous blob's main pseudopod rises up once more and crashes down upon Momijii, hoping to engulf her, or it would have done if it hadn't been terribly slow. She easily sidestepped this clumsy attack, but not one of the tentacles which snuck round behind to clout her painfully on the head!
Bite: 1d20 + 17 ⇒ (1) + 17 = 18Damage: 2d6 + 6 ⇒ (3, 1) + 6 = 10 <--- Natural 1, AUTO MISS
Tentacle vs Momijii: 1d20 + 17 ⇒ (6) + 17 = 23Damage: 1d6 + 6 ⇒ (3) + 6 = 9 <--- HIT

A pair of tentacles aim for the next most tempting target, Heinrich. Both of them bludgeon him painfully but with less bruising than you might expect all things considered!
Tentacle: 1d20 + 17 ⇒ (10) + 17 = 27Damage: 1d6 + 6 ⇒ (1) + 6 = 7 <--- HIT
Tentacle: 1d20 + 17 ⇒ (18) + 17 = 35Damage: 1d6 + 6 ⇒ (2) + 6 = 8 <--- HIT

The final tentacle lands on Lizzie's armor, oozes up the length of her left arm before striking at her exposed neck, leaving a nasty bleeding laceration! Lizzie I can't remember offhand (and it's late now) why you where marked as having 60 HP before the fight started - you might want to double check that.
Tentacle: 1d20 + 17 ⇒ (14) + 17 = 31Damage: 1d6 + 6 ⇒ (2) + 6 = 8 <--- HIT

COMBAT ORDER: Round 2 wrote:

Tentacled Horror

Momijii <----- WE ARE HERE
Zandomir
Zarine
Heinrich
Lizzie "beads" Tamar'
Filbert Springbit
Buffs and Debuffs wrote:

Spoiler:
---- Round 2 ----

Tentacled Horror
Momijii Beackon of Luck (69 rounds)
Zandomir Beackon of Luck (69 rounds)
Zarine Beackon of Luck (69 rounds)
Heinrich Beackon of Luck (69 rounds), Clay Skin (25hp left) (699 rounds)
Lizzie "beads" Tamar' Beackon of Luck (69 rounds)
Filbert Springbit Beackon of Luck (69 rounds)
---- Round 3 ----
Tentacled Horror
Momijii Beackon of Luck (68 rounds)
Zandomir Beackon of Luck (68 rounds)
Zarine Beackon of Luck (68 rounds)
Heinrich Beackon of Luck (68 rounds), Clay Skin (25hp left) (698 rounds)
Lizzie "beads" Tamar' Beackon of Luck (68 rounds)
Filbert Springbit Beackon of Luck (68 rounds)

Momijii, Zandomir, Zarine, Heinrich, Lizzie "beads" Tamar' and Filbert Springbit are up.


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Palace of Birdsong| Shards of Oberon map | War for the crown maps

Oh it looks like Momijii posted while I was posting. Unless you have pounce you can't actually full attack, since I had to move you. Lets go with your visuals but my damage roll, since it was better :)


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Don't think I can hurt this thing at all unless I am lucky enough to roll max damage, and even then it would barely scratch. It doesn't look like anyone else is doing much better, since the tentacles are reforming... should we withdraw? (Sorry for walking into the trap.)

If not, I have some spells that might help (swarm, some spells that do sonic damage), but casting would provoke, so it's a definite death risk with those attack and damage bonuses it has.


Half-elf Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

This is a great example of why Zandomir is going to be picking up Clustered Shots as soon as he can.

If we don't think we can injure it, withdrawing may be our best plan. If it follows us, well... we can cross that bridge if we come to it.

I'll hold off on acting till we see what others say. I can certainly try to hit/damage it if folks want to stay.


Palace of Birdsong| Shards of Oberon map | War for the crown maps

There are certain options left to you. For one thing, it's evil with a capital E. Oh and Marine as long as somebody is Infront you can cast with no AOOs.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa flinches from the blows, but his magical armor takes the brunt of the damage.

Agrippa activates Red Destiny and it blazes to life, the brilliant red blade casting eerie shadows. He studies his opponent....and then plunges Red Destiny home.

Red Destiny: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 Touch attack
Damage: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9

Status: Clay Skin DR 5/adamantine 70min or 25Damage; HP 40/45


Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant) ||| Dreamlands Items and Negative Effects:

Zarine shrugs. If she dies, she dies. That's the risk of every day.

Unfortunately she can't cast her best area effect spells because of all the people in front of her (although it is also good because they are protecting her). She decides the best way to help is to summon a swarm, so she begins to do so.

Should appear on my turn next round, since it is a full-round spell.

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