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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Just noticed that Rah posted seconds before me. Didn't see til now.

The Mariner approaches Skywin at a distance, waves a hand in front of her blank stare. "Skywin." What the hell?... He takes a second to get a sense of the ships bearing against the sky.

Prof Sailor: 1d20 + 3 ⇒ (20) + 3 = 23
Prof Astro: 1d20 + 3 ⇒ (13) + 3 = 16

Frowning, he scraps the tip of the sword into her forearm.


Cats discovers the rusty elven blade from the dreamlands still in his possession. Looking down from the rigging, he notices through a swirling gap in the mists that the waters of the river seem unusually clear and teem with strange iridescent fish. Glancing up he realizes that though the mists are light, they will partially obscure his sight from the height of the crows nest. 20% concealment for shots from up in the crows nest.

Coming out onto the deck, the Mariner looks for the shoreline of the Sellen River, but cannot see it. The water the ship rests on is still with barely a ripple along the surface.

Fearless tries to comprehend the situation as Brother Butterfly chants further prayers of protection.

Knowledge Planes DC 20:

Yup. You’re still in the dreamlands. A passage from Lowls’ journals mentioned a river with iridescent fish that he had traveled along in his dreams called the Oukranos.

At first Skywin pays no attention to the Watchmen, gazing off to the horizon with a tilt to her head as though listening for a sound that no one else can hear. But when the Mariner passes his hand in front of her eyes she snaps back her head and howls, her limbs elongating and darkening as her mouth bristles with fangs. In a heartbeat, the Dreamlands reflection of the little captain becomes a hulking beast of shadow, claws, and teeth.

Everyone but Cats: roll a Will save vs DC 17 or become panicked. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round..

Panicked Effect:

Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frightened.

Rolls:

INITIATIVE
Brother Butterfly: 1d20 - 1 ⇒ (18) - 1 = 17
Cats: 1d20 + 6 ⇒ (15) + 6 = 21
Fearless: 1d20 + 5 ⇒ (11) + 5 = 16
The Mariner: 1d20 + 2 ⇒ (9) + 2 = 11
Nightmare Skywin: 1d20 + 9 ⇒ (20) + 9 = 29

Note for Everyone: The nightmarish Skywin puts out a 60-foot-radius aura of fear, which manifests as darkened shadows, subtle rot, and skewed perspective. The first time a creature ends its turn within the aura, it must succeed at a DC 20 Will save or be shaken for as long as it stays within the aura and for 1d4 rounds thereafter.

INITIATIVE
Effects: magic circle vs evil
Nightmare Skywin
Cats (52/52) *Shield other from BB, freedom of movement
Brother Butterfly (60/60) *Shield of faith +3
Fearless (46/46) *Shield of faith +3
Mariner (37/91) *Prot from Cold


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

DC 20 Planes; Inspiration: 1d20 + 9 + 1d6 ⇒ (5) + 9 + (3) = 17

Fearless isn't sure what is going on but it isn't good. "Cat's still has the Dreamlands blade so whatever we just did we messed it up....Holy Hell!" Fearless screams as Skywin screams and transforms breaking the still silence so close to him.

Will 17 DC; Fearless; Magic Circle vs Evil: 1d20 + 8 + 2 + 1 ⇒ (14) + 8 + 2 + 1 = 25

This whole ordeal leaves him a bit shaken as his mind connects a lot easier in this dream realm.

Mind Thrust II Damage: 5d8 ⇒ (4, 6, 2, 2, 1) = 15 DC 16 Will save for half

Aura Will 20 DC; Fearless; Magic Circle vs Evil: 1d20 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12


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

Round 1

Cats wisely declined to go up into the crow’s nest if he couldn’t see shi(t/p). He double moves to help Catiner, drawing the dream blade.

”By Catrenrae’s Light, let me make this right!” Cats calls upon Sarenrae for protection and aid against this great evil.

Obviously, Cats is projecting such great courage that anyone near him will get a +4 morale bonus vs. fear.


Note: with Cats being partway up the rigging his courage bonus vs fear doesn’t apply to the initial panic fear effect, but will for the secondary shaken fear effect.


WIL,Cats: 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25

0_o "Skywin?...crap" the Mariner holds back the urge to jump into the water to wake himself up. He remains calm, backing up would just open up the others for a flaying, he stands his ground and holds the shield high, hoping the Watchmen can sling some hurt.

total def AC 26


Knowledge Planes DC 22 to ID creature:

This is Not Skywin at all, but rather an extraplanar incorporeal creature called a feargaunt that was assuming her form to attack your dream manifestations.

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

planes: 1d20 + 7 ⇒ (7) + 7 = 14 DC 20 spoiler
planes: 1d20 + 7 ⇒ (3) + 7 = 10 DC 22 Creature ID Spoiler
willsave: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 DC 17 panic

Mariner, Skywin doesn't look good. AAAeeiiieee!!!

Well, I had other actions I was going to do, but Jasper runs to the back of the boat and is willing to take 4d6 of physical damage to escape the dreamlands. He moves and tries to blank out.
concent check: 1d20 + 12 + 4 ⇒ (17) + 12 + 4 = 33


Cats drops down to the deck and draws the rusty blade. Brother Butterfly runs past him at speed that seems impossible for a fat guy to achieve, looking to escape the terrifying creature.

BB: a few things. Check over in discussions.

Will vs Mind Thrust: 1d20 + 11 ⇒ (7) + 11 = 18

Fearless assaults the nightmare with raw psychic force.

The Mariner takes a defensive stance, but the fearsome creature turns its gaze upon Fearless and howls.

Fearless: Will vs DC 17 or become confused.

INITIATIVE 
Effects: magic circle vs evil 
Nightmare Skywin 
Cats (52/52) *Shield other from BB, freedom of movement
Brother Butterfly (60/60) *Shield of faith +3
Fearless (46/46) *Shield of faith +3
Mariner (37/91) *Prot from Cold


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

Round 2

Cats looks at Catiner and hope the man can stand tall for a bit longer. He lashes out with the Dreamsword.

Vorpal Curveblade:
1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25 to hit;
1d10 + 7 + 4 + 4 ⇒ (9) + 7 + 4 + 4 = 24 damage + 2d6 ⇒ (1, 3) = 4 sneak (maybe)

Vorpal Curveblade:
1d20 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17 to hit;
1d10 + 7 + 4 ⇒ (9) + 7 + 4 = 20 damage + 2d6 ⇒ (5, 4) = 9 sneak (maybe)

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.

Vorpal Curveblade:
[ dice]1d20+12+2[/dice] to hit;
[ dice]1d10+7+4+4[/dice] damage.

AC: 21+2 smite+1 Circle Prot Evil+3 SoFaith
HP: 52/52
LoH: 0/4 used

[ dice]1d20+101d6d1d8 + 8 ⇒ (8, 7) + 8 = 23 damage.

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

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

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 jumps into the hold. Falling a good 10 feet and landing perfectly on his feet (boots of the Kast).

He feels himself calm a bit as the enemy and it's terror subsides.
Talking to himself...
I'm safe for the moment. What do I do? Go back to the waking world? Or... No, I can't leave the others. That thing is too dangerous.


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WIL vs Aura: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20

Seeing Brother leap into the hold confuses the Mariner. "Are we running?!" Then he sees Cats drop down in a blur of hisses and claws at the spectre. Instead of holding back, he tries to get the Skywin Thing's attention. "Hey stupid! Over here! What part of phgule'th'bqus don't you understand! Over here!!"

sword,pugnacious damage: 1d20 + 12 ⇒ (11) + 12 = 232d6 + 5 ⇒ (1, 6) + 5 = 12
2nd: 1d20 + 7 ⇒ (20) + 7 = 272d5 + 5 ⇒ (2, 5) + 5 = 12
confirm: 1d20 + 7 ⇒ (11) + 7 = 182d6 + 5 ⇒ (2, 2) + 5 = 9

AC22


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

Will Save DC 17: 1d20 + 8 ⇒ (5) + 8 = 13

"That's a...." Fearless gets a glazed look over his eyes as he spins around.

Confusion Effect: 1d100 ⇒ 66

The boat is gone and he finds himself alone in a house. Long creeping shadows come across the walls and floor at him, grabbing him. He fights back, teeth gnashing together. The shadows all look like himself! He claws and punches at the shadows.

Inflict self harm: 1d8 ⇒ 8

Status:

HP 32/46
AC 20
Spells: 1st 1/5 | 2nd 4/4
Inspiration 7/7
Tactician 0/1 (Rounds 0/3)
Challenge 1/1
Phrenic Pool 0/3
Wand of Magic Missile (3rd) 14 charges remaining


Cats and the Mariner slash at the nightmare with his blade. It flinches away, but seems partially resistant to physical damage.

Incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.

Brother Butterfly hides below decks, trying to get a grip on his courage.

Overwhelmed by the creature’s presence Fearless’ grasp on sanity breaks. He thrashes about at invisible enemies, injuring himself in the process.

Target 1-Cats 2-Mariner: 1d2 ⇒ 1

Cackling like a chorus of deranged Skywins, the monster turns to Cats, it’s eyes flashing with a fearsome glow. Cats stands against it, unshaken by whatever powers it has directed his way. Because he’s immune to fear.

INITIATIVE 
Effects: magic circle vs evil 
Nightmare Skywin -31
Cats (52/52) *Shield other from BB, freedom of movement
Brother Butterfly (60/60) *Shield of faith +3
Fearless (38/46) *Shield of faith +3
Mariner (37/91) *Prot from Cold


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sword, powerattk: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 9 ⇒ (4) + 9 = 13
2nd: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 9 ⇒ (8) + 9 = 17

Turning his attention back onto the spectre, "What the hell, it fells like cutting into ether!"

never gonna see those rolls again. AC22


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

Confusion Effect: 1d100 ⇒ 72
Inflict self harm: 1d8 ⇒ 7

Fearless continues to fend for his life against himself as two more shadow halflings leap on him, dragging him to the ground. One does not talk about Fight Club!

Status:

HP 25/46
AC 20
Spells: 1st 1/5 | 2nd 4/4
Inspiration 7/7
Tactician 0/1 (Rounds 0/3)
Challenge 1/1
Phrenic Pool 0/3
Wand of Magic Missile (3rd) 14 charges remaining


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

Round 3

Cats looks back at the creature, very confused as he can't figure out what it was trying to do.

This thing ain't scary...like watching Catterfly shave...you know...down there...

Vorpal Curveblade:
1d20 + 12 + 2 + 2 ⇒ (6) + 12 + 2 + 2 = 22 to hit;
1d10 + 7 + 4 + 4 ⇒ (6) + 7 + 4 + 4 = 21 damage + 2d6 ⇒ (2, 2) = 4 sneak (maybe)

Vorpal Curveblade:
1d20 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15 to hit;
1d10 + 7 + 4 + 4 ⇒ (8) + 7 + 4 + 4 = 23 damage + 2d6 ⇒ (6, 6) = 12 sneak (maybe)

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.

Vorpal Curveblade:
[ dice]1d20+12+2[/dice] to hit;
[ dice]1d10+7+4+4[/dice] damage.

AC: 21+2 smite+1 Circle Prot Evil+3 SoFaith
HP: 52/52
LoH: 0/4 used

[ dice]1d20+101d6d1d8 + 8 ⇒ (3, 2) + 8 = 13 damage.

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

Catrenrae’s Gift: 2/2 used.
Mini Smite: 1/1 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 creature evades Cats blade, but dodges right into the Mariner’s sword. Gotta give some extra damage for double 20’s.

Brother Butterfly offers a prayer for courage and Desna provides it. Still shaking slightly, he climbs back to the deck. He re-emerges just as Fearless winds up and gives himself a solid uppercut that lifts him clean off his feet and onto his back.

The nightmare swipes a shadowy claw at the Mariner. It leaves no mark, but causes agony.

Tormenting Touch: 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 6d6 ⇒ (6, 1, 2, 5, 5, 4) = 23

INITIATIVE 
Effects: magic circle vs evil 
Nightmare Skywin -55
Cats (52/52) *Shield other from BB, freedom of movement
Brother Butterfly (60/60) *Shield of faith +3
Fearless (38/46) *Shield of faith +3
Mariner (14/91) *Prot from Cold


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

Round 4

Cats tries to get a cut in.

Vorpal Curveblade:
1d20 + 12 + 2 + 2 ⇒ (13) + 12 + 2 + 2 = 29 to hit;
1d10 + 7 + 4 + 4 ⇒ (8) + 7 + 4 + 4 = 23 damage + 2d6 ⇒ (6, 1) = 7 sneak (maybe)

Vorpal Curveblade:
1d20 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19 to hit;
1d10 + 7 + 4 ⇒ (5) + 7 + 4 = 16 damage + 2d6 ⇒ (2, 4) = 6 sneak (maybe)

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.

Vorpal Curveblade:
[ dice]1d20+12+2[/dice] to hit;
[ dice]1d10+7+4+4[/dice] damage.

AC: 21+2 smite+1 Circle Prot Evil+3 SoFaith
HP: 52/52
LoH: 0/4 used

[ dice]1d20+101d6d1d8 + 8 ⇒ (3) + 8 = 11 damage.

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

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

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

With a chance for Mariner to do some real harm to this creature, Jasper reaches forward and touches him on the shoulder.
Bit of luck. all 20 dice rolls can be rerolled.
May Desna guide your hand to rend and tear this thing from the dreamlands.


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

Fearless begins to hit the shadows with the only thing he has left, his head! He begins headbutting the floor everything nearby.

Confusion Effect: 1d100 ⇒ 56
Inflict self harm: 1d8 ⇒ 8

Status:

HP 17/46
AC 20
Spells: 1st 1/5 | 2nd 4/4
Inspiration 7/7
Tactician 0/1 (Rounds 0/3)
Challenge 1/1
Phrenic Pool 0/3
Wand of Magic Missile (3rd) 14 charges remaining


The Mariner pukes dreamy chum when the spectre gouges out a piece of him. ...oww...

sword, powerattk: 1d20 + 10 ⇒ (9) + 10 = 191d8 + 9 ⇒ (8) + 9 = 17
2nd: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 9 ⇒ (4) + 9 = 13

sword, powerattk: 1d20 + 10 ⇒ (12) + 10 = 221d8 + 9 ⇒ (4) + 9 = 13
2nd: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 9 ⇒ (8) + 9 = 17

AC22


Cats and the Mariner cut away at the nightmare from both sides as Brother Butterfly offers a prayer of luck.

Meanwhile, Fearless is clearing winning the fight against himself.

The nightmare lashes out at the Mariner again, but Desna’s shield protects him!

Tormenting Touch: 1d20 + 16 ⇒ (2) + 16 = 18

Perception DC 18:
You notice the form of a ship with red sails emerging from the fog nearby!

INITIATIVE 
Effects: magic circle vs evil 
Nightmare Skywin -81
Cats (52/52) *Shield other from BB, freedom of movement
Brother Butterfly (60/60) *Shield of faith +3
Fearless (38/46) *Shield of faith +3
Mariner (37/91) *Prot from Cold


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

Round 5

Cats continues to aim for a good opening on the creature.

Vorpal Curveblade:
1d20 + 12 + 2 + 2 ⇒ (8) + 12 + 2 + 2 = 24 to hit;
1d10 + 7 + 4 ⇒ (10) + 7 + 4 = 21 damage + 2d6 ⇒ (2, 2) = 4 sneak (maybe)

Vorpal Curveblade:
1d20 + 7 + 2 + 2 ⇒ (12) + 7 + 2 + 2 = 23 to hit;
1d10 + 7 + 4 ⇒ (3) + 7 + 4 = 14 damage + 2d6 ⇒ (3, 6) = 9 sneak (maybe)

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.

Vorpal Curveblade:
[ dice]1d20+12+2[/dice] to hit;
[ dice]1d10+7+4+4[/dice] damage.

AC: 21+2 smite+1 Circle Prot Evil+3 SoFaith
HP: 52/52
LoH: 0/4 used

[ dice]1d20+101d6d1d8 + 8 ⇒ (4, 1, 7) + 8 = 20 damage.

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

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

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

Let me help you some more Big Guy!

Brother Butterfly casts Aid on Mariner.
+15 more HP's for 7 minutes. +1 more to hit (Morale) and an additional +1 vs. Fear effects.


Feeling a burst of life from Desna, the Mariner continues to hack at the demon.

sword, powerattk: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 9 ⇒ (1) + 9 = 10
2nd: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 9 ⇒ (6) + 9 = 15

AC22


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

Being lifted into the air Fearless kicks and kicks. The wooden mast

Confusion Effect: 1d100 ⇒ 70
Inflict self harm: 1d8 ⇒ 4

Status:

HP 13/46
AC 20
Spells: 1st 1/5 | 2nd 4/4
Inspiration 7/7
Tactician 0/1 (Rounds 0/3)
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

@ GM, please add an extra +1 to Mariner'srolls. The aid gives him added chance to hit. So AC 24 and AC 21.

Has Fearless gone to Rovagug's prison? What is he doing to himself?
Fearlesss!! Snap out of it! Fearless! The real enemy is at the helm!

perception: 1d20 + 12 ⇒ (10) + 12 = 22 DC 18
We gotta end this fast! Red sails are coming out of the fog. This will get a lot uglier!


With a furious clash the Watchmen dispatch the nightmarish creature, dispersing it like smoke in a gust of wind.

For Fearless the fight isn’t over, as he seems intent to beat himself back to the waking world.

Meanwhile Brother Butterfly has spotted another threat swiftly approaching, the red-sailed ship. On its decks can be seen the shapes of a half dozen burly humanoids with axes and swords, and at the helm - a figure wrapped in strips of cloth with a tricorne hat upon its head.

A deep grumbling chuckle echoes across the water.

3 rounds until the ship reaches you.

INITIATIVE 
Effects: magic circle vs evil 
Cats (52/52) *Shield other from BB, freedom of movement
Brother Butterfly (60/60) *Shield of faith +3
Fearless (38/46) *Shield of faith +3
Mariner (14/91) *Aid +14 temp HP, Prot from Cold


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

Round 1

”Is that a tricorne cat on his head?” Cats asks while moving over to Mariner. ”C’mere, Catiner, lemme fix you up.”

2d6 ⇒ (2, 4) = 6 LoH healing

Round 2

”Drink a potion, for cat’s sake, Catiner, they’ll be here soon,” Cats says, looking at the oncoming ship and drawing an Alchemist’s Fire.

2d6 ⇒ (5, 4) = 9 LoH healing

Round 3

Cats tosses the flask as the foes get close, aiming at the clump of fighters, the center most dude.

1d20 + 9 ⇒ (5) + 9 = 14 touch to hit;
1d6 + 1 ⇒ (1) + 1 = 2 fire this round; 1 splash
1d6 ⇒ 6 fire next round

After throwing, Cats moves out of sight using the mist and darkness for cover...sneaking.

1d20 + 9 ⇒ (13) + 9 = 22 Stealth


"Bloody hell", the Mariner looks at the red ship as he is healed by Cats, "I'm all outta potions buddy"

Three rounds is essentially right off the sides, so probably no sense in trying to out-sail or maneuver. Which should put the ship at 90' thereabouts?

"Coming in fast Brother! Snap Fearless out of it and get ready!", the Mariner switches to sending some arrows over to the figures.

CompBow: 1d20 + 10 ⇒ (6) + 10 = 161d8 + 3 ⇒ (4) + 3 = 7
CompBow: 1d20 + 5 ⇒ (5) + 5 = 101d8 + 3 ⇒ (6) + 3 = 9

CompBow: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 3 ⇒ (2) + 3 = 5
CompBow: 1d20 + 5 ⇒ (11) + 5 = 161d8 + 3 ⇒ (1) + 3 = 4

CompBow: 1d20 + 10 ⇒ (9) + 10 = 191d8 + 3 ⇒ (7) + 3 = 10
CompBow: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 3 ⇒ (5) + 3 = 8

The Mariner will keep shooting unless someone hands him a potion to drink. He'll position himself so that the enemies will have to cross the deck to meet him.


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

Confusion Effect: 1d100 ⇒ 10

Fearless shakes out of it momentarily and looks around. "Where did they go? The Shadows, my shadows?" He sees the figure in the Tricorne Hat and attacks with his mind as he has just spent that last minute fighting off several assailants.

"Stop them! Are you messing with my Shadows?"

Cast Hold Person DC 16 Will Save

Status:

HP 13/46
AC 20
Spells: 1st 1/5 | 2nd 3/4
Inspiration 7/7
Tactician 0/1 (Rounds 0/3)
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

Bring your blessings o' godess! The dreamland is YOUR domain. Prove to the red sails that they should instead fly their flag upside down, beneath the flag of THE BUTTERFLY!

Jasper calls upon Desna's power. All the while pulling out two flasks of magical liquid to hand to Mariner.
Mariner - Drink these now, they'll stop the bleeding.

Channel energy twice and cast bears endurance on himself.
channel: 4d6 ⇒ (5, 6, 1, 5) = 17
channel: 4d6 ⇒ (3, 6, 6, 6) = 21

good rolls and healing for everyone! Desna obviously approves of the flag! The bottles are potions of CSW. I only have one left. marking off treasure sheet. AC 21. HP's 74/74


Trade out last 2 rounds with drinking potions instead.

CSW: 3d8 + 5 ⇒ (6, 4, 1) + 5 = 16
CSW: 3d8 + 5 ⇒ (3, 7, 1) + 5 = 16

The Mariner throws two potions down his gullet and gets ready to bleed. He puts his back against rail and braces with the polearm, crazed look building in his eyes.


Using many of their resources, the Mariner and Fearless are quickly healed as the group prepares for another fight. As the red-sailed ship draws close the Watchmen attack with arrow, fire, and magic!

Spell Pen: 1d20 + 6 ⇒ (5) + 6 = 11

A few of the buccaneers are burned by flames, but Fearless mental magic slides off the Captain like water off oiled steel.

The buccaneers respond with a volley of javelins.

At Mariner
Javelin: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Javelin: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Javelin: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Javelin: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

At Fearless
Javelin: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Javelin: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

At Butterfly
Javelin: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Javelin: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

The Captain of the ship calls out, ”Board them and take no prisoners!!” He then gestures and utters an incantation and vanishes from sight.

Spellcraft DC 17:
A vanish spell.

INITIATIVE 
Effects: magic circle vs evil 
Captain
Buccaneers purplebeard -8, bluebeard-1, redbald -1
Cats (52/52) *Shield other from BB, freedom of movement
Brother Butterfly (60/60) *Shield of faith +3
Fearless (46/46) *Shield of faith +3
Mariner (91/91) *Aid +7 temp HP, Prot from Cold

Note: Fearless is still confused, but the javelin attack breaks it temporarily “ Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.“


The Mariner moves to higher ground on the forecastle and rakes the polearm across the decks at the raiders preparing to attack.

@bluebald:raging,powerattk,furious: 1d20 + 14 ⇒ (18) + 14 = 321d12 + 15 ⇒ (2) + 15 = 17
@bluebald:raging,powerattk,furious: 1d20 + 7 ⇒ (4) + 7 = 111d12 + 15 ⇒ (12) + 15 = 27

HP121, guarded stance AC20 (rd1),dam reduct 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

What an amazing co-incidence! I was about to tell my buddy Mariner ," Let them board, and don't take any of these bilge rats prisoner!"

Brother lays his hand on Mariner's shoulder. Granting him luck.
Brother is trying to discern when Fearless's erratic state will stop. He doesn't seem to have solutions that come to mind.

Mariner just ninja'd. Mariner reroll that second attack. You have luck.


@bluebald:raging,powerattk,furious: 1d20 + 7 ⇒ (9) + 7 = 161d12 + 15 ⇒ (6) + 15 = 21
I'll take it!


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

Round 1

Cats moves to the upper deck, calling up Brother and Fearless as well.

Cats goes before y'all and y'all should listen to him.

"We'll be swarmed over down there. Get up here!"

Cats moves up and takes total defense.


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

Fearless draws his crossbow out, loads it up and fires it across the gap. His head feels muddled and funny. All he knows is he needs to attack the men throwing javelins at him.

+1 Hand Crossbow: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Status:

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


Cats dashes up the steps to the high ground, calling to the others to join him. Brother Butterfly blesses the Mariner with luck and follows. Still confused, but reacting to the threat, Fearless shoots one of the buccaneers with a crossbow bolt as the Mariner swings his hammer across the railing, smashing into the arm of another.

The buccaneers cross decks, swinging axes and spiked clubs and wickedly curved knives. One jumps across from upper deck to upper deck.

Jump: 1d20 + 2 ⇒ (17) + 2 = 19

AoO from Mariner!

Club vs Fearless -PA: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Axe vs Fearless -PA: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Kurki vs Fearless -PA: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Axe vs Mariner -PA + flanking: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
kukri vs Mariner -PA + flanking: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d4 + 6 ⇒ (3) + 6 = 9

INITIATIVE
Effects: magic circle vs evil
Captain
Buccaneers purplebeard -8, bluebeard-1, redbald -1, bluebald -17
Cats (52/52) *Shield other from BB, freedom of movement
Brother Butterfly (60/60) *Shield of faith +3
Fearless (39/46) *Shield of faith +3
Mariner (99/119) *Aid +7 temp HP, Prot from Cold


GM reminder on the DR1.

AOO@bluebald:raging,powerattk,furious: 1d20 + 14 ⇒ (8) + 14 = 221d12 + 15 ⇒ (12) + 15 = 27

The Mariner tries to spear the leaping raider mid-air. As baldy lands, he leaves him to Cats. The Mariner drops the polearm and yanks out the broadsword and lays into the man coming up the steps.

orange_bald:raging,powerattk,furious,high ground: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 221d8 + 16 ⇒ (8) + 16 = 24
follow up: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 281d8 + 16 ⇒ (3) + 16 = 19
confirm: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 161d8 + 16 ⇒ (8) + 16 = 24

guarded stance rd2 ,AC 20


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

Confusion: 1d100 ⇒ 59

Fearless drops his crossbow and draws out his dagger. He leaps at the brigands that all seem to look like himself. "The shadows were real! They are the shadows." He stabs at the red eyed halfling!

+1 Returning Dagger: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Status:

HP 39/46
AC 20
Spells: 1st 1/5 | 2nd 3/4
Inspiration 7/7
Tactician 0/1 (Rounds 0/3)
Challenge 1/1
Phrenic Pool 0/3
Wand of Magic Missile (3rd) 14 charges remaining


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

Round 1

Cats goes back to back with Mariner and attacks BlueBald.

Vorpal Curveblade:
1d20 + 12 ⇒ (8) + 12 = 20 to hit;
1d10 + 7 ⇒ (10) + 7 = 17 damage + 2d6 ⇒ (2, 6) = 8 sneak (maybe)

Vorpal Curveblade:
1d20 + 7 ⇒ (8) + 7 = 15 to hit;
1d10 + 7 ⇒ (8) + 7 = 15 damage + 2d6 ⇒ (1, 5) = 6 sneak (maybe)

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.

Vorpal Curveblade:
[ dice]1d20+12+2[/dice] to hit;
[ dice]1d10+7+4+4[/dice] damage.

AC: 21+2 smite+1 Circle Prot Evil+3 SoFaith
HP: 52/52
LoH: 0/4 used

[ dice]1d20+101d6d1d8 + 8 ⇒ (5, 2, 3) + 8 = 18 damage.

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

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

Scarab Sages

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

Seeing that there are others circling around the back end, Brother reaches for Cats to bless him too.
Cats gets luck for next round's rolls.
He pulls out his war razor and hefts his shield to defend himself.


The Mariner, Cats, and Fearless each inflict injuries, some serious, one fatal. Weapons flashing and clanging, the buccaneers fight on, swarming the Watchmen.

Club vs Fearless -PA: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Axe vs Fearless -PA: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Kukri vs Mariner -PA: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Axe vs Mariner -PA: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 + 6 ⇒ (2) + 6 = 8

Club vs Butterfly -PA: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Mace vs Butterfly -PA: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 + 6 ⇒ (2) + 6 = 8

Kukri vs Cats -PA: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

The Captain appears next to Cats, his scimitar cutting down with sparks of blue energy.

Spellstrike vs Cats FF: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21
Damage + Electricity + Sneak: 1d6 + 6 + 2d6 + 5d6 ⇒ (1) + 6 + (4, 6) + (4, 6, 4, 4, 2) = 37

Cats and Brother Butterfly feel share the pain of the attack. Shield other

INITIATIVE 
Effects: magic circle vs evil 
Buccaneers purplebeard -10, bluebeard-1, redbald -1, orangebald -43
Captain
Cats (36/52) *Shield other from BB, freedom of movement, luck!
Brother Butterfly (35/60) *Shield of faith +3
Fearless (39/46) *Shield of faith +3
Mariner (106/119) *Prot from Cold


"Where the hell did he come from?!", the Mariner ducks across and lashes out at the captain.

captain:raging,powerattk,furious: 1d20 + 15 ⇒ (7) + 15 = 221d8 + 16 ⇒ (5) + 16 = 21
follow up: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 16 ⇒ (3) + 16 = 19

guarded stance rd3,AC 20

Scarab Sages

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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 laughs at the situation!
HAHAHAHAHAHA! Your big reveal was a total turd. Oh my! I keep telling everyone that The Watchmen outsmart fools like you at every turn.
You are playing on *our* playground now. You are here. You are stuck, and you are now vulnerable. All your hubris, all your thunder and noise fury, is empty and hollow.

See what happens to The Watchmen.

He lets loose a ring of healing energy. The ring actually starts from the tattoo of the Butterfly on his forearm, but reaches out far and wide. Somehow winking out when a fraction of an inch from his enemies, but fully absorbing into the wounded skin of his friends.
channel energy: 4d6 ⇒ (3, 6, 4, 6) = 19 selective channel omit 4 people that are injured. healing the others.

Our wounds heal nicely. Leaving us with harm only rivaled by a pregnant hobgoblin.


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

Confusion: 1d100 ⇒ 48

Fearless studies his buccaneer self and stabs at him once more!

Studied Combat

+1 Returning Dagger; Studied Combat (Red): 1d20 + 10 + 3 ⇒ (8) + 10 + 3 = 21
Damage: 1d3 + 1 + 3 ⇒ (2) + 1 + 3 = 6

Status:

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


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

Round 2

Cats turns to focus on Capt'n Backstabber, a laugh on his face...a blurry confused laugh of half recollections. "HA! You think that was a shock!? I think I've had better!" Cats has a momentarily flashback to his nights with the evil redhead.

He swings his sword in return.

Vorpal Curveblade:
1d20 + 12 ⇒ (16) + 12 = 28 to hit;
1d10 + 7 ⇒ (9) + 7 = 16 damage + 2d6 ⇒ (6, 3) = 9 sneak (maybe)

Vorpal Curveblade:
1d20 + 7 ⇒ (20) + 7 = 27 to hit;
1d10 + 7 ⇒ (10) + 7 = 17 damage + 2d6 ⇒ (4, 1) = 5 sneak (maybe)

Vorpal Curveblade, pot crit:
1d20 + 7 ⇒ (5) + 7 = 12 to hit;
1d10 + 7 ⇒ (8) + 7 = 15 damage + 2d6 ⇒ (2, 2) = 4 sneak (maybe)

Vorpal Curveblade, pot crit, Luck reroll:
1d20 + 7 ⇒ (1) + 7 = 8 to hit;
1d10 + 7 ⇒ (6) + 7 = 13 damage + 2d6 ⇒ (6, 3) = 9 sneak (maybe)

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.

Vorpal Curveblade:
[ dice]1d20+12+2[/dice] to hit;
[ dice]1d10+7+4+4[/dice] damage.

AC: 21 +1 Circle Prot Evil+1 Shield Other
HP: 52/52-17+19
LoH: 2/4 used

[ dice]1d20+101d6d1d8 + 8 ⇒ (5, 4) + 8 = 17 damage.

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

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

Edit, reroll again:
Vorpal Curveblade:
1d20 + 12 ⇒ (19) + 12 = 31 to hit;
1d10 + 7 ⇒ (3) + 7 = 10 damage + 2d6 ⇒ (6, 1) = 7 sneak (maybe)

Edit, reroll again, pot crit:
Vorpal Curveblade:
1d20 + 12 ⇒ (3) + 12 = 15 to hit;
1d20 + 12 ⇒ (2) + 12 = 14 to hit;
1d10 + 7 ⇒ (5) + 7 = 12 damage + 2d6 ⇒ (1, 2) = 3 sneak (maybe)

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