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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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 Fearless run his short legs down the street, in panic, He too heads to The Sleepless Agency.
I mean - IT'S IN THEIR NAME! - they should be awake and open.
Cesadia Wrentz! Open Up! Open Up! One of the Disappeared is freed and needs you!
BB has the young boy by his hand, and uses the desperate and formerly imprisoned boy as his Muse for needing help. My goodness, what a terrible reputation they'd have if we were to go around crying how The Watchmen need help.


Bursting from the alley, Fearless runs down the street, passing his companions in a mad dash for the Sleepless Agency. Behind him something else begins to emerge from the alley... something bigger than a person should be, with writhing tentacles reaching from it’s abdomen.

The Sleepless Agency building is about 100 feet away.

Rolls:

INITIATIVE
Brother Butterfly: 1d20 - 1 ⇒ (13) - 1 = 12
Cats: 1d20 + 6 ⇒ (16) + 6 = 22
Pinkie: 1d20 + 4 ⇒ (7) + 4 = 11
The Mariner: 1d20 + 2 ⇒ (8) + 2 = 10

INITIATIVE
Cats (32/38) 

Fearless (28/34) 

Butterfly (46/46)
Mariner (50/71)

Thing

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

BB drags Sholn as close to the Sleepless Agency as he can.
I do the above, plus a double move with Sholn.
Move 60 feet.


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

Round 1, Init 22

Hearing a 'Fearless' disturbance, Cats double moves to help his halfling weirdo friend.

What is going on over there? What is that high pitched screaming all about?


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

Knowledge Religion?: 1d20 + 8 ⇒ (5) + 8 = 13

Fearless' small legs pump with panic as he runs for the Agency, though he fears it is nowhere near fast enough to escape the apparition's clutches.

Double Move 40 feet.


The Mariner activates a sunrod and runs like hell, although makes sure that he's bringing up the rear.


The Watchmen hurry down the dark street. The Mariner, Cats, Brother Butterfly, and Sholn quickly catch up with Fearless, who’s smaller legs threaten to cause him to lag behind. The dark figure emerges from the alley and pursues, its tentacles long enough to caress the buildings on either side. As it nears a streetlight there is a green flash and the glow is snuffed in a sputtering sizzle.

”Wwwwhat is that!! Sholn looks over his shoulder with wide, terrified eyes.

The Sleepless Building crouches about 40 feet ahead.

INITIATIVE
Cats (32/38)
Fearless (28/34)
Butterfly (46/46)
Mariner (50/71)

Thing


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

Fearless just makes it to the building, though barely. Out of breath and eager for a small bit of reprieve he pounds on the door, through small breaths as he tries to catch a small bit of air.

Double Move.

Seeing the enemy close by he clutches his dagger tight in his hands.

"Let...us...in...please.."


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

Round 2, Init 22

"What the cat is cat!?"

Cats moves up closer (but not close to the thing) and fires one shot at it.

1d20 + 8 ⇒ (17) + 8 = 25 to hit;
1d8 + 8 ⇒ (1) + 8 = 9 damage.

Cats Stats:

AC: 17
HP: 32/38
LoH: 3/3 used

[ dice]1d20+9+1[/dice] to hit; (+PBS)
[ dice]1d8+3+1[/dice] damage.

Rapid:
[ dice]1d20+6[/dice] to hit;
[ dice]1d8+8[/dice] damage.

Melee:
[ dice]1d20+9[/dice] to hit;
[ dice]1d10+6+2d6[/dice] damage.

Mini Smite: 0/1: 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:

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


The Mariner continues running to the building. Looking back he sees the lantern get a zap of something from the Thing. He drops his sunrod on the ground, hoping to slow it down or distract it, then heads for the door at ramming speed.

"OPEN IT OR I'M BREAKING OUT DOWN!" he shout at the Agency.

intimidate: 1d20 + 8 ⇒ (13) + 8 = 21

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

Trying to both calm Sholm down and usher him forward to the hopefully relative safety of the Sleepless Agency building and it's capable people.

This thing isn't something we can't handle, but we'd prefer to tackling it on our terms and in a defensible spot. The Watchmen just need one little break.
And that break may be done to this front door!

BB moves 20 feet to be half way to both danger and safety. He casts his last remaining spell.
Desna, let me strike this mumbling some incoherent ancient beast name down and send it to the abyss.

He pushes Sholm forward, as if Sholm needs incentive to head towards the Sleepless Agency.

BB does try to figure out what the thing they are facing is.
religion or planes: 1d20 + 7 ⇒ (17) + 7 = 24
religion is +7. Planes is +6. Spell is true strike.


Concealment 20+ hits: 1d100 ⇒ 6

Cats fires an arrow, but the dim light foils his aim and the shot passes through a shadow.

Fearless makes it to the door of the Sleepless Agency, slamming into it and calling for help. Brother Butterfly tries to recall anything he might have known about such a creature, but comes up empty. Slowing, he prays for Desna's help to strike the thing.

The Mariner slams into the door, commanding it be opened, but no answer is immediately forthcoming...

The apparition moves steadily closer. Just before crossing into the light of the Mariner's sunrod, the item lifts from the ground and is tossed over the rooftops.

INITIATIVE
Cats (32/38)
Fearless (28/34)
Butterfly (46/46)
Mariner (50/71)

Thing


The Mariner suddenly realizes he just threw away the best weapon he had. "Fearless, give us some bright light!" he says as he hands an alchemist flask to Brother. " Throw it at the sucker! " the Mariner draws his sword and shield and braces himself.


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

Dude, Cats the amazing half-elf, has low light vision...should be fine unless it's a monster quality of displacement in which case I should shut my meowhole.

Round 2, Init 22

Cats fires twice at the creature.

1d20 + 6 ⇒ (19) + 6 = 25 to hit;
1d8 + 8 ⇒ (7) + 8 = 15 damage.

1d20 + 6 ⇒ (9) + 6 = 15 to hit;
1d8 + 8 ⇒ (8) + 8 = 16 damage.

Cats Stats:

AC: 17
HP: 32/38
LoH: 3/3 used

[ dice]1d20+9+1[/dice] to hit; (+PBS)
[ dice]1d8+3+1[/dice] damage.

Rapid:
[ dice]1d20+6[/dice] to hit;
[ dice]1d8+8[/dice] damage.

Melee:
[ dice]1d20+9[/dice] to hit;
[ dice]1d10+6+2d6[/dice] damage.

Mini Smite: 0/1: 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:

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


Low-Light Vision:

Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
GM Notes: Thrushmoor is constantly overcast. No stars, no moonlight. Cats can see more if another light source is present, but the Thing is disposing of light sources. Despite this, I’m only assigning dim light conditions because there are other distant light sources in the town.

Concealment 20+ hits: 1d100 ⇒ 33

Cats fires two more arrows. One causes the Thing to recoil slightly, but does not slow it down much.

The Mariner offers an alchemist fire to Brother Butterfly and prepares to hold the line.

Knowledge Dungeoneering DC 20:

You believe this is a type of aberration called an Eldritch creature.

Eldritch creatures are things that should not be. Horrific and lethal, they are sometimes created through forbidden magic or rituals, and always at a terrible cost.

Each eldritch creature is unique in form and abilities. Their shape only vaguely hints at the creature they are patterned after. In every case, however, an eldritch is a horrific monster of flesh, bone, mucus, and fluids—one that should not exist.

INITIATIVE
Cats (32/38)
Fearless (28/34)
Mariner (50/71)
Butterfly (46/46)
Thing (-2)


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

Knowledge Dungeoneering: 1d20 + 7 ⇒ (12) + 7 = 19

Fearless' mind doesn't calm down enough to truly understand exactly what this creature could be and instead turns to throw his dagger at it to slow it in it's tracks.

Telekinetic Projectile +1 returning dagger; Precise, PBS: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Dim Light; low hist: 1d100 ⇒ 58
The dagger leaves its sheathe and flits through the dark night.

Status:

HP 28/34
AC 18 (22 w/ covering fire; 22 w/ mental barrier)
Spells: 1st 0/4 | 2nd 0/2
Inspiration 0/5
Tactician 0/1 (Rounds 0/3)
Challenge 0/1
Phrenic Pool 0/2

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 he is cornered and with his back against the wall, Brother Butterfly lets the flaming bottle of explosive fly with holy guidance from Desna.
throwing+true strike: 1d20 - 1 + 20 ⇒ (20) - 1 + 20 = 39
damage: 1d6 ⇒ 4

Possible Crit
throwing+true strike: 1d20 - 1 + 20 ⇒ (7) - 1 + 20 = 26
double damage

Take THAT!
He pulls out his mace and moves to provide a shield wall with Mariner.


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NICE! Thats a Kurt Russell dynamite throw at The Thing.


Fearless sends his dagger out, but it fails to find a target.

Brother Butterfly grabs the Mariner’s flask of alchemist fire and throws it perfectly, but the flask passes straight through the incorporeal creature and explodes on the street just behind it. For a few moments the fire illuminated the figure, revealing a terribly disfigured old woman at the center of mass of tentacles. One side of her face is deformed, the eye large and yellow and with an iris slit like a cats, but horizontal. She seems unconcerned with the flames as she moves forward and whips one dark lash at the Mariner.

Touch vs Mariner: 1d20 + 7 ⇒ (16) + 7 = 23
Charisma damage: 1d4 ⇒ 2

Fearless:

You just barely missed the DC to identify. One thing you are fairly sure of is that it has the incorporeal quality (which means normal fire can’t hurt it), and you think it may also have DR.

INITIATIVE
Cats (32/38)
Fearless (28/34)
Mariner (50/71) *-2 Charisma
Butterfly (46/46)

Thing (-2)


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

"It is incorporeal. Use actual magic and magic weapons against it!" Fearless throws the dagger again just as it returns to his hand.

All outta magic missiles guys. Sorry. Just don't let Mariner talk to anyone for a few days with what his Cha score is going to be. :(

Telekinetic Projectile +1 returning dagger; Precise, PBS: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Dim Light; low hits: 1d100 ⇒ 14

The telekinetic Projectile counts as Bludgeoning damage.

Seeing Cats' arrow strike, it seems to barely do any damage. "It also seems resistant to Cat's arrows!"

Status:
HP 28/34
AC 18 (22 w/ covering fire; 22 w/ mental barrier)
Spells: 1st 0/4 | 2nd 0/2
Inspiration 0/5
Tactician 0/1 (Rounds 0/3)
Challenge 0/1
Phrenic Pool 0/2


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

Round 2, Init 22

Cats fires twice at the creature again, trying his best.

Cats' sword ain't magical, no more smites, the bow might be the best I have.

1d20 + 6 ⇒ (16) + 6 = 22 to hit;
1d8 + 8 ⇒ (4) + 8 = 12 magic damage.
1d100 ⇒ 22 >20 is good.

1d20 + 6 ⇒ (13) + 6 = 19 to hit;
1d8 + 8 ⇒ (4) + 8 = 12 magic damage.
1d100 ⇒ 81 >20 is good.

Cats Stats:

AC: 17
HP: 32/38
LoH: 3/3 used

[ dice]1d20+9+1[/dice] to hit; (+PBS)
[ dice]1d8+3+1[/dice] damage.

Rapid:
[ dice]1d20+6[/dice] to hit;
[ dice]1d8+8[/dice] damage.

Melee:
[ dice]1d20+9[/dice] to hit;
[ dice]1d10+6+2d6[/dice] damage.

Mini Smite: 1/1: 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:

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


The Mariner reels from the blow, seized by a sudden wave of unease. He feel the gazes of the Watchmen looking on, fearful of looking ridiculous to them, more than they already think. He girds up and charges at the hag.

sword,PA: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
dam: 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10
%: 1d100 ⇒ 56

If applies: Eyes of the Storm (Ex) Ignores any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment.

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 the strange affect that the touch of the tenticles does, Brother Butterfly looks a bit relieved! Well, as long as that thing doesn' touch his beautiful bald head or hurts HIS looks, this death defying situation isn't so ...deadly.

Mariner! This is glorious! We got this. Lose all control on this abomination! Hit it with your magic sword, as Desna has provided help to offset her evil. Mariner, you are our source of heroism - give this Octopussy an onslaught like she's never seen and force her to run.

BB waits for Octo-pussy to go and will take out the wand of restoration. Hitting Mariner with a charge.
BB also moves behind Mariner so that this thing doesn't hurt his beautiful baldness.
WLR: 1d4 ⇒ 2


Two more arrows pass through the Thing, both causing it to flinch, but neither seeming very effective. Fearless dagger flies true, as does the Mariner’s sword, but the thing doesn’t even seem to notice the attacks.

AoO Touch vs Mariner: 1d20 + 7 ⇒ (5) + 7 = 12
Charisma damage: 1d4 ⇒ 1

Shouting encouragement, Brother Butterfly moves to support the Mariner with his wand, but realizes quickly that the item does not operate quickly. Wands take the same time to cast as the spells they contains - lesser restoration takes 3 rounds to cast.

Touch vs Mariner: 1d20 + 7 ⇒ (1) + 7 = 8
Charisma damage: 1d4 ⇒ 3
Touch vs Mariner: 1d20 + 7 ⇒ (3) + 7 = 10
Charisma damage: 1d4 ⇒ 4

Tentacles writhe and flail, but the Mariner manages to avoid another touch.

The peephole in the door to the Sleepless Agency opens and a gravelly make voice calls forth. ”What’s all the racket!? Who... Pharasma’s bones, what is that terror!?

INITIATIVE
Cats (32/38)
Fearless (28/34)
Mariner (50/71) -2 Charisma
Butterfly (46/46)

Thing (-4)

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

Filth, Flaren, Flaren, Filth
Brother is upset that he got himself caught being stupid.
Super Stupid. This wand should be enacting it's blessings faster. If it were a Wand ordained by Desna, it wouldn't be fighting him so much. If it were Desnian, it'd just work. Because it's from Pharasma, it's got to be slow and difficult.

Fearless, pull out my magic candle from my belt pouch. Light that candle up and get the smoke billowing up this way. Cats or Sholm, help get a fire ready to light the candle. This bit of magic SHOULD help! Make certain to place the candle in a 10 foot radius near the door.

gm:
#1- BB concentrates to keep using the wand since he already wasted one round.
Magic item: Candle of Spirit Protection- Crafted from collected ectoplasm and wax, candles of spirit protection ward off creatures from the spirit world. To function, a candle of spirit protection must be placed in the desired area. When it’s lit, fine lines of smoke coil out, creating a circular line of smoke in a 10-foot radius around the candle. This area is protected against intrusion by astrally projected creatures, ethereal creatures, haunts, incorporeal creatures, mediums channeling a spirit, and phantoms, and at the GM’s discretion can affect other spirits or creatures made of ectoplasm. Such creatures can’t enter the area of effect, and act as though they were affected by an antilife shell that specifically targets them and no other creatures.


Mariner is all out of rage for the day

Whatever the Thing had taken away and was trying for more, the Mariner didn't like how it felt. "DO SOMETHING QUICK!" he switches to a defensive stance to hold the line, keeping the Thing engaged while the artillery flies.

Total Def, AC24


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

Round 4, Init 22

Cats fires twice at the creature, having few better options.

"Maybe we should show it a mirror! Maybe it needs to cat what it's become!"

1d20 + 6 ⇒ (3) + 6 = 9 to hit;
1d8 + 8 ⇒ (3) + 8 = 11 damage.
1d100 ⇒ 84 high is good

1d20 + 6 ⇒ (12) + 6 = 18 to hit;
1d8 + 8 ⇒ (6) + 8 = 14 damage.
1d100 ⇒ 26 high is good

Cats Stats:

AC: 17
HP: 32/38
LoH: 3/3 used

[ dice]1d20+9+1[/dice] to hit; (+PBS)
[ dice]1d8+3+1[/dice] damage.

Rapid:
[ dice]1d20+6[/dice] to hit;
[ dice]1d8+8[/dice] damage.

Melee:
[ dice]1d20+9[/dice] to hit;
[ dice]1d10+6+2d6[/dice] damage.

Mini Smite: 0/1: 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:

+4 Bab +4 Dex +1 magic +1 PBS -2 DA -2 Rapid=+6/+6 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

Still focusing on enacting his wand, BB starts talking.
Candle, Candle, Candle. Get the Candle going, or The Mariner is going to look like someone even his mother couldn't love!


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

Fearless digs through the pack for the candle and a light source. he sets out to light the small flickering flame. "This better work..." He sweaty hands work at the flint and steel as small sparks lick the waxy string.


Cats fires another arrow through the Thing as the Mariner buys some time for the Watchmen to activate magic items. The Mariner’s magic sword puts out just enough light to illuminate the horrible creature. No more concealment.

Fearless grabs the candle and gets it lit, but the magical flame is too far from the fight to know if it is effective. The candle is just outside the door. The Mariner is 20 feet from the door and Butterfly is at 15 feet.

Touch vs Mariner: 1d20 + 7 ⇒ (6) + 7 = 13
Charisma damage: 1d4 ⇒ 2
Touch vs Brother Butterfly: 1d20 + 7 ⇒ (5) + 7 = 12
Charisma damage: 1d4 ⇒ 1

There some muffled shouts from within the Sleepless Agency, followed by the mechanical sound of the lock being turned. The door opens to reveal Cesadia’s assistant Allard within. ”Quick, get inside!” He shouts.

INITIATIVE
Half-elf Sleepless agent
Cats (32/38)
Fearless (28/34)
Mariner (50/71) -2 Charisma
Butterfly (46/46) -1 Charisma, 2/3 rounds for wand of LR

Thing (-6)

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

BB Whispers the first part, but says the last part more firmly. My Face! My beautiful face! Dag nab it, Mariner withdrawl behind me. I will stay in front just in case this thing is not affected by the candle. It's my ploy, my reckoning.

BB continues try and use the wand as he moves back 5 feet. If it activates this turn, he taps Mariner on the shoulder.

BB moves back 5 feet to within 10 feet of the candle radius. This should AVOID an AOO. Mariner withdrawing might get attacked by the reach of this thing. It seems to have a long reach, that's how it attacked BB last round right?


It has 15’ reach, but it also shifted a little so that the Mariner wasn’t in its way to touch BB.


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

Round 5, Init 22

"I catting got this thing! Just give me another 10 or 15 minutes!"
Cats fires twice at the creature again, trying his best. "Just hold it a while longer! I'm catting it to death slowly!"

1d20 + 6 ⇒ (3) + 6 = 9 to hit;
1d8 + 8 ⇒ (3) + 8 = 11 magic damage.

1d20 + 6 ⇒ (13) + 6 = 19 to hit;
1d8 + 8 ⇒ (3) + 8 = 11 magic damage.

Cats Stats:

AC: 17
HP: 32/38
LoH: 3/3 used

[ dice]1d20+9+1[/dice] to hit; (+PBS)
[ dice]1d8+3+1[/dice] damage.

Rapid:
[ dice]1d20+6[/dice] to hit;
[ dice]1d8+8[/dice] damage.

Melee:
[ dice]1d20+9[/dice] to hit;
[ dice]1d10+6+2d6[/dice] damage.

Mini Smite: 1/1: 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:

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


The Mariner withdraws and heads for the door, getting inside with Fearless.


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

Seeing Brother Butterfly in trouble Fearless moves up to make sure the candle's radius is between the Monster and the Shapeshifter.

"Don't be a hero, get inside you fool!"

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
Fearless wrote:
"Don't be a hero, get inside you fool!"

In a whisper just to Fearless,

I am not trying to be dumb. I am showing off for my Muse. Taking the stance of valor. My words will certainly be transferred to her by Allard. If this gambit with the candle doesn't work, I have every intention of hightailing it into the house.


Cats arrows continue to snip away at the Terror.

Fearless grabs the lit candle and moves to protect Brother Butterfly, but the candle goes out! Might want to look up this item to see how it works.

AoO vs Mariner: 1d20 + 7 ⇒ (20) + 7 = 27
Charisma damage: 1d4 ⇒ 4
Crit Confirmation: 1d20 + 7 ⇒ (13) + 7 = 20
Crit Charisma damage: 1d4 ⇒ 4

Lesser Restoration: 1d4 ⇒ 1

The Mariner tries to back away, but a tentacle lashes out and wraps around his head! He looses consciousness for a split second and begins to fall, but Brother Butterfly's restoration wand brings him back from the edge. As he stumbles back to the door, the Terror whips its tentacles at Brother Butterfly. His skin turns pale, his eyes loose their luster, and a hairy wart appears on his cheek.

Touch vs Butterfly: 1d20 + 7 ⇒ (15) + 7 = 22
Charisma damage: 1d4 ⇒ 2
Touch vs Butterfly: 1d20 + 7 ⇒ (19) + 7 = 26
Charisma damage: 1d4 ⇒ 4

Cesadia arrives at the door to the Agency, gapes at the Terror, and calls back into the building. "Shevan! We need your magic NOW!"

A half-elf hurries into sight, gestures with an arcane word, and sends a magic missile at the Terror that blasts into it with more force than anything the Watchmen has been able to throw at it.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

INITIATIVE
Cats (32/38)
Fearless (28/34)
Mariner (50/71) -9 Charisma
Butterfly (46/46) -7 Charisma

Thing (-12)
Allard
Cesadia
Shevan

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 moves back into the house.


Does withdraw normally prevent aoo?


AoOs and withdraw. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square.
If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.
The Terror has 15’ reach, so it’s not possible to withdraw from melee without provoking.

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

BB Takes the AoO. He does a defensive retreat to get the minor AC bonus.

Moving back, and almost collapsing on the ground - taking a page from Mariner's book to add to the dramatics - He moves out of the way and starts using the Pharasmaly-slow wand on himself this time.
Round 1 of 3


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

Round 6, Init 22

Cats fires twice at the creature again, trying his best while the others get to cover.

1d20 + 6 ⇒ (2) + 6 = 8 to hit;
1d8 + 8 ⇒ (1) + 8 = 9 magic damage.

1d20 + 6 ⇒ (12) + 6 = 18 to hit;
1d8 + 8 ⇒ (2) + 8 = 10 magic damage.

Cats Stats:

AC: 17
HP: 32/38
LoH: 3/3 used

[ dice]1d20+9+1[/dice] to hit; (+PBS)
[ dice]1d8+3+1[/dice] damage.

Rapid:
[ dice]1d20+6[/dice] to hit;
[ dice]1d8+8[/dice] damage.

Melee:
[ dice]1d20+9[/dice] to hit;
[ dice]1d10+6+2d6[/dice] damage.

Mini Smite: 1/1: 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:

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


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

Crap! Sorry folks. I forgot that I couldn't move.

Fearless looks down in shock as the candles snuffs out. the smoke tendrils wisp up into the cool night air as the magic vanishes.

Not sure what else he can do as the magic of the candle is spent, Fearless shifts back behind the half-elf as he attacks the strange creature. fearless joins in by tossing his dagger.

Telekinetic Projectile +1 returning dagger; Precise, PBS: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Dim Light; low hits: 1d100 ⇒ 100

Status:

HP 28/34
AC 18 (22 w/ covering fire; 22 w/ mental barrier)
Spells: 1st 0/4 | 2nd 0/2
Inspiration 0/5
Tactician 0/1 (Rounds 0/3)
Challenge 0/1
Phrenic Pool 0/2


Cats’ arrows fail him as does Fearless’ dagger. The Mariner makes it inside.

BB: can’t defensive and use the wand in the same round. Will assume defensive.
AoO vs Butterfly: 1d20 + 7 ⇒ (9) + 7 = 16 sorry, not quite enough
Charisma damage: 1d4 ⇒ 1

As Brother Butterfly gets uglier and withdraws Pinkie advances and stands in the way, crouched to dodge tentacles. ”The boy can hold it!” He growls, and manages to avoid getting touched by the corrupting tentacles.

Touch vs Pinkie: 1d20 + 7 ⇒ (4) + 7 = 11
Charisma damage: 1d4 ⇒ 1
Touch vs Pinkie: 1d20 + 7 ⇒ (9) + 7 = 16
Charisma damage: 1d4 ⇒ 2

Cesadia Knowledge Dungeoneering: 1d20 + 7 ⇒ (7) + 7 = 14
Hand crossbow: 1d20 + 8 ⇒ (1) + 8 = 9
1d4 + 2 ⇒ (1) + 2 = 3

Cesadia fires a bolt from her hand crossbow, but misses.

Allard Knowledge Dungeoneering: 1d20 + 9 + 1d6 ⇒ (9) + 9 + (1) = 19

Allard holds up a hand. ”This is an eldritch creature, Cesadia! Normal weapons will not be effective! We need to buy time for Shevan to use his magic.”

”I’m doing my best!” The half-elf replies as he continues summoning magic Missiles. ”Sort of wishing now that I’d spent a little more time listening to my mentor!”
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

INITIATIVE
Cats (32/38)
Fearless (28/34)
Mariner (50/71) -9 Charisma
Butterfly (46/46) -8 Charisma

Thing (-17)
Cesadia
Allard
Shevan

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

@ Fearless, No problem. I think it makes for a better story/narrative this way. It allows for WAAAAYYY better NPC interaction and Now BB has a good reason why his love attraction to Cesadia is/won't be returned. It's because he's UGLY. Wink!
Brother moves a bit and watches. Using the wand to try and heal his terrible deformities.

Round 1 of 3

Sholn, back up into the safety of this Sanctuary. The HighLady Cesadia offers a haven for you after your kidnapping by cultists. Step back and let The Watchmen deal with this threat.

He says this, but it's really the Sleepless Agency people now doing the heavy lifting. But, more importantly he wants the carefully listening Cesadia to pick up that we both found a kidnapped victim, but also that we view them as allies. Hopefully placing the seeds towards his romance of Cesadia.


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

Fearless' jaw drops as Brother Butterfly tells the only folks able to damage this creature to step back.

"Let us deal with it? We have been trying to!"

Then he realizes the bald one is only speaking to Sholn.

Gripping his dagger he continues to hurl it into the mist to help where he can.

Telekinetic Projectile +1 returning dagger; Precise, PBS: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Dim Light; low hits: 1d100 ⇒ 45

Status:

HP 28/34
AC 18 (22 w/ covering fire; 22 w/ mental barrier)
Spells: 1st 0/4 | 2nd 0/2
Inspiration 0/5
Tactician 0/1 (Rounds 0/3)
Challenge 0/1
Phrenic Pool 0/2


wth is -1 Charisma? Certainly not some non-effect.

The Mariner sits sobbing against the door. Wallowing in doubt and self-pity, tears and mucus running down his face, "Dead! They are all dead! And I couldn't save them! Stupid stupid! " he smacks his blunt head a few times. Even as the Agency members call out to help the others, the Mariner replies, "Shut up you idiots, they are gone! All gone!! It's my FAULT! I must commit ritual suicide! " he gathers to his knees and unsheaths a dagger.


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

Round 7, Init 22

Cats makes a mental note to buy better arrows as he shoots again.

1d20 + 6 ⇒ (12) + 6 = 18 to hit;
1d8 + 8 ⇒ (7) + 8 = 15 magic damage.

1d20 + 6 ⇒ (17) + 6 = 23 to hit;
1d8 + 8 ⇒ (3) + 8 = 11 magic damage.

Cats Stats:

AC: 17
HP: 32/38
LoH: 3/3 used

[ dice]1d20+9+1[/dice] to hit; (+PBS)
[ dice]1d8+3+1[/dice] damage.

Rapid:
[ dice]1d20+6[/dice] to hit;
[ dice]1d8+8[/dice] damage.

Melee:
[ dice]1d20+9[/dice] to hit;
[ dice]1d10+6+2d6[/dice] damage.

Mini Smite: 1/1: 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:

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


Arrows pierce the Terror, but Fearless’ dagger seems ineffective. The Mariner reels from psychic damage. Brother Butterfly wishes his wand worked faster.

Touch vs Pinkie: 1d20 + 7 ⇒ (13) + 7 = 20
Charisma damage: 1d4 ⇒ 2
Touch vs Pinkie: 1d20 + 7 ⇒ (8) + 7 = 15
Charisma damage: 1d4 ⇒ 4

The Terror flails at Pinkie, catching him once. ”Kate! Noooo!” The boy cries out in anguish.

Allard runs back into the Agency. ”I’ll look for supplies! We need something to stave off psychic ego assaults.”
”I might have something...” Cesadia grabs a potion from her belt and tries to give it to the Mariner.
Shevan conjures another magic missile.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

INITIATIVE
Cats (32/38)
Fearless (28/34)
Mariner (50/71) -9 Charisma
Butterfly (46/46) -8 Charisma
Pinkie -2 Charisma

Thing (-23)
Allard
Cesadia
Shevan


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

Seeing his dagger of little use Fearless sees where Allard rushed into the Agency. Fearless withdraws to see if there might be something else of use inside.

He tries to sneak off, so if Allard attempts to stop him for whatever reason.

Crap...crap....crap...

He sifts through cupboards and counter tops. "There has to be something in here."

Stealth: 1d20 + 11 ⇒ (5) + 11 = 16
Perception: 1d20 + 11 ⇒ (1) + 11 = 12

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