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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Wilkins puts away the gems. ”If it is a skull you want, so be it. I will not stand in your way.”

Meanwhile, Fearless looks over the rusty antique curve-blade found in the caravanserai, finally unravelling the powerful magic that has shrouded the weapon in mystery. What he discovers is stunning.

Fearless:
This is a +1 vorpal curve-blade. Yup, vorpal.

Also, I forgot to inform you that you also identified Butterfly’s boots as boots of the cat.


The Mariner wasn't expecting to come across a ghoul linguist, much less a ghoul name Wilkins. Of course, the last thing they expected was to summon a fat mustachioed haggler from the bazaar named Butterfly. "Yea, we'll make 'em deader than they already are."


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

Fearless drops the blade out of fear of cutting himself with it. His eyes go wide and shake in fright. "No..no..nope. We have been letting that thing just roll around in our packs here with out even knowing." He points to the blade. "That's all you guys. It severs the heads of those it strikes." He explains the +1 Vorpal curved-blade.

After a few moments his panic attack begins to calm down a bit. His eyes move from Cats to Brother Butterfly's boots and back to Cats. There is a terrible joke there somewhere. "Coming here seems to have triggered some more of my memory. This boots Shapeshifter is wearing are called Boots of the Cat." He points to Cats.


The Mariner wasn't touching it either, simply points at it where it lays like a sanded stingray. "Severing heads? Well that's right up Cat's alley. Give it a go there, chef."


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

”You sure, Catless? But it’s so rusty and old?” Cats picks up the illusionary, probably-cursed blade and draws it out. ”You say this thing is sharp, huh cat?” Cats moves away and takes a few swings, trying to feel the heft and balance of the blade. His face lights up, just a bit.

”Wow, this is so neat that I might even like sleeping more,” Cats puts the blade away and attached it to his dream back so he might dream draw it. He moves back to the party, looking at Butterfly’s shoes. ”Boots of the Kast? What do they do?”

* * *

”Okay then, where are the glugs you want us to kill? And what kind of weapons work best against them? Can they be catted to death or what?” Cats asks Wilkins.

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

Boots of the Kast. Good Desna, he keeps being funny! I'm glad I have reminders like this on why I keep him around.

Thank you Fearless! Thank you very, very much. That was insightful.
That Vorpal blade should come in very handy, and these boots have been *both* fashionable* and magical.

******
The Deal is made, the magics are bound Wilkins. We have already prepared for combat. Let us show these Gugs their doom.

He'll ask how long it takes to get there, and BB does cast some prep spells with long durations. Please also note that I already burned the incense of meditation.


With a deal struck, the Watchmen join the ghouls as they depart for the battle. An hour later the army approaches the ruins of a city. Here the ghouls break into smaller strike forces to make their assault from different directions, while Wilkins directs the Watchmen to a promenade leading to the Plaza of Bones. The sounds of frightened shouting and vicious fighting soon echo through the vast necropolis.

The promenade is thirty feet wide and twenty feet high, with two columns of pillars marching down the center. Multicolored fungi along the ceiling bathe the passageway in an eerie glow. The floor is scattered with cracked bones, which are more numerous at the far end of the promenade.

Each of the columns in the promenade is carved to resemble multiple intertwined skeletons of humanoids, animals, and stranger creatures. Some of these mysterious carvings are representations of Dreamlands denizens or amalgams of known beasts, while others are absolutely unique beings or unfathomable monstrosities. The bones littering the floor here are plentiful, but not so much so that they restrict movement. However, moving through this area on the ground is noisy, since the PCs crush the scattered bones beneath their feet as they go.

All Stealth checks attempted while moving through this area incur a –5 penalty.

DC 22 Perception:

Three of the central pillars are cleverly carved to disguise guardians among the embellishments. One pillar contains a horrific humanoid figure made from a mass of bones and skulls. Two other pillars contain serpentine skeletons with fanged humanoid skulls. All three make subtle movements, skulls tracking your position as you approach.


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

Perception: 1d20 + 13 ⇒ (9) + 13 = 22

Fearless stops suddenly. "Look at these three pillars, here, here and here." He points them out. "They are carved to disguise those grotesque guardians. I am not thinking they are going to be friendly."

The spoiler has their descriptions.


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

No combat map yet. Would be in the back with bow drawn.

"What the cat?" Cats asks, trying to confirm...

1d20 + 12 ⇒ (5) + 12 = 17 Perception

...and sends an arrow at one of the pillars when it is pointed out to him.

1d20 + 10 ⇒ (18) + 10 = 28 to hit;
1d8 + 7 ⇒ (2) + 7 = 9 piercing damage.

"Take that, you lousy cat!"

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

Prepped and cast spells. Magic Circle of Protection Vs. Evil for Mariner- 70 min duration. Shield other on Cats for 70 minutes. Question to Cats: do you already have a deflection bonus?
Protection from Energy Cold - Mariner.

Shield, Buckler, cap of the hub, guardian of the shin. Oh Desna protect.

Give Shield of Faith to Fearless +3 deflection bonus. Unless he already has a high deflection. Then give to myself. Duration 8 min.

Brother looks closely at the three pillars, trying to see what they might be.
knowledge: 1d20 ⇒ 3 +7 Planes, +9 Religion. Serpant Skeletons
knowledge: 1d20 ⇒ 10 +7 Planes, +9 Religion. Human Bone thing


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Acrobatics: +11. Disable: +20. Perception: +14. Sleight+12/Stealth +16. F12/R17/W9. Seeker of Redemption 10
"Brother Butterfly" wrote:
Shield other on Cats for 70 minutes. Question to Cats: do you already have a deflection bonus?

Brother’s face has a deflection bonus. *zing*

Also, no. No deflection. That would imply or assume that Cats has any sort of plan or thought into his AC. I assure you, he has not and is almost criminally deficient in his lack of focus on it. What can I say? He belongs in a mental institution.

Cats waits to see what happens.

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

Nice zing! If you have to take a front line style position, BB told you'd Desna would protect. IE I have another SOF for you. Ready.
It'd give a +3 Def bonus (only help by +2 as SO is +1).


Perception: 1d20 + 6 ⇒ (2) + 6 = 8

The Mariner can barely tell his ass from his elbow as it is. When Fearless points out the pillar, the Mariner looks at the pile of bones in a startled turn. ”Where?!", jerks back to the other side as Cat’s arrow whistles by. He braces ready with the polearm.

Not even gonna try Stealth


Fearless warns his companions and Brother Butterfly begins chanting protective spells. The Mariner looks around, confused about which awful sculptures are the real threat. Cats loads and arrow and lets it fly, striking one of then pillars and chipping a serpentine skull.

A humanoid skull with a snake's jaws turns to stare at Cats, its sinuous snake-like skeleton unwrapping from the sculpted designs meant to conceal it on the pillar. A second similar creature begins to disengage from the pillar beside it.

Behind them a larger humanoid mass of bones and skulls tied together with slick ropes of sinew begins to push out from another pillar.

Brother Butterfly looks at them, trying to understand what he’s seeing. At first he believes them to be undead, but he isn’t sure, and can’t recall anything helpful.

Knowledge arcana to identify

Rolls:

INITIATIVE
Brother Butterfly: 1d20 - 1 ⇒ (16) - 1 = 15
Cats: 1d20 + 6 ⇒ (4) + 6 = 10
Fearless: 1d20 + 5 ⇒ (7) + 5 = 12
Mariner: 1d20 + 2 ⇒ (20) + 2 = 22
Serpents: 1d20 + 3 ⇒ (18) + 3 = 21
Humanoid: 1d20 + 6 ⇒ (5) + 6 = 11

INITIATIVE
Effects: magic circle vs evil
The Mariner (105/105) *Prot from Cold
Serpents (red -9)
Brother Butterfly (60/60)
Fearless (46/46) *Shield of faith +3
Humanoid
Cats (52/52) *Shield other from BB

MAP is up!


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"Uh- Brother?..." the Mariner finally spots the nightmarish sentries. With a hard swallow, he girds his loins. It's likely that he's going to wake up with another psychotic breakdown within the next twelve seconds. For now, he's got to take down the two crawlers. "Come on!"

@red: 5'step,rage,lucerne,powerattk: 1d20 + 11 ⇒ (12) + 11 = 231d12 + 15 ⇒ (4) + 15 = 19

I absolutely HATE centipedes. There are few things creepier than those things darting across your walls. You smash them with a book, and their legs keep running.


The Mariner takes a step forward and smashes his hammer into the closest serpent, his weapon sending a dozen rib bones flying.

The serpents disengage from the pillars, one snapping at the Mariner.

Bite Vs Mariner: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Crit confirmation: 1d20 + 6 ⇒ (3) + 6 = 9
Crit Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Mariner: make a DC 13 Fortitude save or be paralyzed for 1d4 ⇒ 3 rounds

The second begins to weave back and forth, its ribs rippling in hypnotic waves.

Everyone needs to make a DC 15 Will save or be dazed for 2d4 rounds.

INITIATIVE
Effects: magic circle vs evil
The Mariner (96/105) *Prot from Cold *save required!
Serpents (red -28)
Brother Butterfly (60/60)
Fearless (46/46) *Shield of faith +3

Humanoid
Cats (52/52) *Shield other from BB


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

1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 Will

"Oh, look at those cats dance."


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

Will Save DC 15: 1d20 + 8 ⇒ (3) + 8 = 11
Dazed Rounds: 2d4 ⇒ (1, 4) = 5

Fearless slumps in place, going slack-jawed as he weaves with the serpents. His eyes getting the hypnotic waves pulsing through them. Seems it is easy to trick a broken mind.

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

Will Save: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 DC 15

Jasper is not tricked by the rythmic movements of the snake. Lots of options as this battlefield is unfolding.
BB's round totally depends on saves by Mariner. If he is paralized but not dazed, then BB will advance and cast Freedom of Movement on him. If both Mariner and Fearless are Dazed, will remove Paralysis work (I can free two people or give them re-saves at +4) but you have to be the judge that Dazed is similar to staggered. I originally wanted Shield of the Dawnflower, but this rounds events changes things.


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Dazed seems like a lesser version of hold or paralysis, so let’s it treat it the same way.


DC 13 Fortitude save or be paralyzed : 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Magic Circle saves the day!

DC 15 Will save or be dazed : 1d20 + 6 ⇒ (20) + 6 = 26


Magic circle vs evil bonus apply only to evil creatures or effects. These are not evil. Even without Mariner seems to make the save, though he seems to have a +1 bonus that is mysterious to me.


Ah ok, the +1 was Magic Circle, without it: Class+5,raging Con+6,Cloak+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

Kill the dancing one and it'l free Fearless from it's influence!!

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

Brother calls upon Desna's help to relieve Fearless of his malady.
Stiffness,unbending, inflexible. Desnas banish the afflication!

Spell:
Remove paralysis - You can free one or more creatures from the effects of temporary paralysis or related magic, including spells and effects that cause a creature to gain the staggered condition. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another Will save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another Will save with a +2 resistance bonus.


The Mariner withstands the paralyzing effect of the serpent’s bite, and though Fearless stands slack-jawed for a moment, he is quickly freed of the supernatural effect by Brother Butterfly’s blessings.

INITIATIVE
Effects: magic circle vs evil
The Mariner (96/105) *Prot from Cold *save required!
Serpents (red -28)
Brother Butterfly (60/60)
Fearless (46/46) *Shield of faith +3
Humanoid
Cats (52/52) *Shield other from BB


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

Fearless shakes his head, "Wha...what happened?" He draws his crossbow and loads a bolt into the frame. "I'll try and distract them Mariner."

Status:

HP 46/46
AC 20
Spells: 1st 2/5 | 2nd 2/4
Inspiration 7/7
Tactician 1/1 (Rounds 3/3)
Challenge 1/1
Phrenic Pool 0/3
Wand of Magic Missile (3rd) 14 charges remaining


The humanoid collection of skulls and bones works its way free from its pillar, then rips away some bones from its arm and hurls them at Cats.

Ranged touch vs Cats: 1d20 + 14 ⇒ (10) + 14 = 24

The bones stab into the earth in front of Cats, then duplicate, stretch, and intertwine, forming a cage around him.
CMB vs Cats: 1d20 + 20 ⇒ (11) + 20 = 31
Damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12
One of the bones thrusts into Cats’ side, bruising his ribs.

Cats is considered grappled by a “bone prison” that tries to crush him every round.

INITIATIVE
Effects: magic circle vs evil
Cats (46/52) *Shield other from BB *grappled by bone prison
The Mariner (96/105) *Prot from Cold

Serpents (red -28)
Brother Butterfly (54/60)
Fearless (46/46) *Shield of faith +3
Humanoid


@red: 5'step,rage,lucerne,powerattk: 1d20 + 11 ⇒ (12) + 11 = 231d12 + 15 ⇒ (12) + 15 = 27
@red: rage,lucerne,powerattk: 1d20 + 6 ⇒ (8) + 6 = 141d12 + 15 ⇒ (8) + 15 = 23

The best the Mariner can do for Cats is to ward off the crawlers. He lays in with an overhead arc.


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

Well that’s just poop. With grapple, can’t use bow or fancy new sword.

Delay for Brother Buttercat. He might have a solution.

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

Anyone know what the heck these things are? Fearless, while putting your bolt into your crossbow, - you got any ideas? Will Desna's light affct these things as they do undead?


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poop

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

LMFAO


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

What checks to ID GM?

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

From above. Knowledge arcana to identify.


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

Thanks! missed that.

Knowledge Arcana; Inspiration: 1d20 + 14 + 1d6 ⇒ (1) + 14 + (1) = 16

Fearless is a bit stumped as he thinks about what it could possible be. Double Nat 1's! "Desna's light should work." Fearless had no clue and the scientific side to him wanted to see if it actually did.

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

There's two creatures, so you get another roll (I imagine). Hopefully not another fumble.


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

Knowledge Arcana; Inspiration: 1d20 + 14 + 1d6 ⇒ (9) + 14 + (1) = 24

Scarab Sages

2 people 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

Brother steps towards the caged Cats. Reaching out and working a prayer to Desna to get him free.
Cast spell Freedom of Movement! Let the Cat be FREE!
Good brain Fearless! I shall send them to the Prime plane!
HA! See, I made a dreamland joke.


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

Round 1

"Thanks, Catterfly!" Cats, freed from the grappled condition, takes aim at any remaining dancing snake.

Rapid Shots:
1d20 + 8 ⇒ (15) + 8 = 23 to hit;
1d8 + 8 ⇒ (6) + 8 = 14 piercing damage.

1d20 + 8 ⇒ (15) + 8 = 23 to hit;
1d8 + 8 ⇒ (4) + 8 = 12 piercing damage.

1d20 + 3 ⇒ (16) + 3 = 19 to hit;
1d8 + 8 ⇒ (3) + 8 = 11 piercing damage.

Cats Stats:

Melee:
[ dice]1d20+11[/dice] to hit;
[ dice]1d10+6[/dice] slashing damage.

[ dice]1d20+6[/dice] to hit;
[ dice]1d10+6[/dice] slashing damage.

AC: 21
HP: 52/52
LoH: 0/4 used

[ dice]1d20+101d6d1d8 + 8 ⇒ (1, 2, 2, 8, 2) + 8 = 23 damage.

Rapid:
[ dice]1d20+8[/dice] to hit;
[ dice]1d8+8[/dice] damage.

Catrenrae’s Gift: 0/2 used.
Mini Smite: 0/1 used: 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.

Spoiler:

+6 Bab +4 Dex +1 magic +1 PBS -2 DA -2 Rapid= +8/+8 to hit
+2 Str +1 magic +4 DA+1 PBS = +8 damage


The Mariner shatters one of the serpents, then swings at the second and cracks it’s skull.

BB jumped the gun a little, but I don’t think it will matter much.

Bite vs Mariner: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
*Mariner: another DC 13 Fortitude save or be paralyzed for 1d4 ⇒ 4 rounds.

Brother Butterfly frees Cats, who immediately shoots up the remaining serpent, causing it to collapse and go inert.

The large humanoid lumbers forward and Fearless finally recognizes what it is - a bone golem!

Construct traits, immune to magic, DR/adamantine and bludgeoning.

INITIATIVE
Effects: magic circle vs evil
Cats (52/52) *Shield other from BB, freedom of movement
The Mariner (84/105) *Prot from Cold [/b]
Brother Butterfly (60/60)
Fearless (46/46) *Shield of faith +3
Bone Golem


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

"Focus around the golem!" Fearless begins to guide the group around it as best as he can.

Use Tactician. Everyone gains the Covering Fire Feat.

Status:

HP 46/46
AC 20
Spells: 1st 2/5 | 2nd 2/4
Inspiration 7/7
Tactician 0/1 (Rounds 3/3)
Challenge 1/1
Phrenic Pool 0/3
Wand of Magic Missile (3rd) 14 charges remaining

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

Sorry GM


Fearless coordinates defenses with the Watchmen as the bone golem advances on the Mariner.

Slam vs Mariner: 1d20 + 14 ⇒ (20) + 14 = 34
Crit Confirmation: 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10
Slam vs Mariner: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13
Slam vs Mariner: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

The Mariner takes a battering, but stands firm.

INITIATIVE
Effects: magic circle vs evil
Cats (52/52) *Shield other from BB, freedom of movement
The Mariner (53/105) *Prot from Cold

Brother Butterfly (60/60)
Fearless (46/46) *Shield of faith +3 [/b]
Bone Golem


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

Round 2

Cats fires at the boney bone golem.

Rapid Shots:
1d20 + 8 ⇒ (12) + 8 = 20 to hit;
1d8 + 8 ⇒ (2) + 8 = 10 piercing damage.

1d20 + 8 ⇒ (19) + 8 = 27 to hit;
1d8 + 8 ⇒ (7) + 8 = 15 piercing damage.

1d20 + 3 ⇒ (19) + 3 = 22 to hit;
1d8 + 8 ⇒ (5) + 8 = 13 piercing damage.

Cats Stats:

Melee:
[ dice]1d20+11[/dice] to hit;
[ dice]1d10+6[/dice] slashing damage.

[ dice]1d20+6[/dice] to hit;
[ dice]1d10+6[/dice] slashing damage.

AC: 21
HP: 52/52
LoH: 0/4 used

[ dice]1d20+101d6d1d8 + 8 ⇒ (6) + 8 = 14 damage.

Rapid:
[ dice]1d20+8[/dice] to hit;
[ dice]1d8+8[/dice] damage.

Catrenrae’s Gift: 0/2 used.
Mini Smite: 0/1 used: 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.

Spoiler:

+6 Bab +4 Dex +1 magic +1 PBS -2 DA -2 Rapid= +8/+8 to hit
+2 Str +1 magic +4 DA+1 PBS = +8 damage


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

Fearless leaps to the side and plunks a shot against the bone golem with his crossbow. The bolt may skip off but it should help protect the rest for a moment.

Covering Fire; helpful halfling. Everyone gets +4 to AC against the bone golem.

Covering Fire; +1 Hand Crossbow; Precise shot; PBS: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28

Status:

HP 46/46
AC 20
Spells: 1st 2/5 | 2nd 2/4
Inspiration 7/7
Tactician 0/1 (Rounds 3/3)
Challenge 1/1
Phrenic Pool 0/3
Wand of Magic Missile (3rd) 14 charges remaining


DC 13 Fortitude save or be paralyzed : 1d20 + 12 ⇒ (1) + 12 = 13

crap, so much for the follow up crit roll


Slight retcon to account for Mariner’s paralysis.

The Mariner stiffens, unable to move as the golem lands a backhanded slam that launches him across the promenade.

INITIATIVE
Effects: magic circle vs evil
Cats (52/52) *Shield other from BB, freedom of movement
The Mariner (43/105) *Prot from Cold
Brother Butterfly (60/60)
Fearless (46/46) *Shield of faith +3
Bone Golem

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

Jasper scrambles over the broken landscape to where Mariner lies. Stiff as a board.
Oh, come on big guy. That thing has *Watchmen killer* written all over it.
Mandella. Ghandi. Saul. Paul. Desna - Let this man go free!

cast remove Paralysis from pearl (lvl 2).


Brother Butterfly hurries to the Mariner’s side and frees him from the paralysis.

Im going to rule that 3 hits like that to a paralyzed character knocks the Mariner prone.

INITIATIVE - order adjusted for the Mariner’s delay due to paralysis
Effects: magic circle vs evil
Cats (52/52) *Shield other from BB, freedom of movement
Brother Butterfly (60/60)
Fearless (46/46) *Shield of faith +3
The Mariner (43/105) *Prot from Cold
Bone Golem

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