DM Delmoth's Strange Aeons: Table 1

Game Master Delmoth

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Treasure Sheet


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Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party
Mara bint al-Katheeri wrote:
Right now, Mara has 2112 hp left.

The creature will kill Mara in 1-2 rounds, unless she heals herself. I figure using Healing Hex on herself will have a good chance chance of allowing her to live another round. If she falls unconscious next round, there's no more flanking.

Only Dervak can effectively attack this round, right? Ellery and Rowan are blind, I think.

Mara's biggest problem is that the dice absolutely want her dead, given the rolls so far. :(


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party
Dervak wrote:
Mara does not provide a flank because you don't threaten an area while grappled.

This is a hotly debated rules issue.

flanking wrote:
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
Threatened Squares wrote:
You threaten all squares into which you can make a melee attack, even when it is not your turn.

I understand that being grappled prevents Mara from making AoOs, but I don't think being able to make an AoO is the criteria for providing a flank bonus (even though threatened squares are defined in the AoO rules section).

But like I said, this is an actively contested rules issue.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

The crux of the matter: Are AoOs separate from Threatening?

I'm leaning toward yes despite the fact that Threatened Squares are introduced under Attacks of Opportunity. It reads like definition you need to have before you begin your proof. It was just the most convenient place to make the introduction for this concept.

Mara and Rumatari can threaten they just can't make AoOs.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 20/T12/FF20/CMD26 | F+10/R+5/W+7 (+2 vs fear) | Mv 40' | Init +5 | Per +12| Rage 20/20 | Spells 3/2 (3/2) | Active: None

Cool.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 20/T12/FF20/CMD26 | F+10/R+5/W+7 (+2 vs fear) | Mv 40' | Init +5 | Per +12| Rage 20/20 | Spells 3/2 (3/2) | Active: None

Does this thing have some weird exemption from the normal undead rules that let it benefit from Morale effects (like Heroism)?


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Yes the adventure specifically says it works for her.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party

I presume we want to go back to Iris Hill in the morning, rather than waiting another day. Just checking before Mara uses the remaining charges from the wand of lesser restoration to repair her 14 points of stat damage. She'll want to memorize Barkskin and Spiritual Weapon with her 2nd lvl spell slots.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

That creature was a lot more difficult than I expected


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 20/T12/FF20/CMD26 | F+10/R+5/W+7 (+2 vs fear) | Mv 40' | Init +5 | Per +12| Rage 20/20 | Spells 3/2 (3/2) | Active: None

@GM - well, "attacked while sleeping" is always difficult. I think it bad for narrative purposes when PCs always sleep in a Rope Trick rather than inns, but encounters like this make it a far more appealing option. (Secure Shelter is a ways away but at least feels more in keeping with fantasy stories. As opposed to a journeyman wizard creating a perfectly safe demiplane to sleep in.)

@Mara - I agree. We cannot let them keep coming after us.

Mara will heal some ability damage from resting. I think she had 7 Con damage, 2 Cha damage, and 1 Dex damage. She made the saves against the Wither twice so didn't take the 1 Dex/Cha in Round 2 or the 1 Dex/Cha in Round 3.

Frankly, I think only the Con damage is worth healing. So that is maybe one charge and one spell slot? Save some wand charges to fix Theo.

If we can get Theo's disease cured with one or two Remove Disease spells, we should head back as soon as we can - even if we are not at 100% full spell slots.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party

@GM: We did fail 100% of the initial will saves, and Mara wasn't facing the right way to teleport to a safe spot.

Grapple monsters are incredibly deadly against lone characters. Mara was probably the PC who had the best chance to survive the creature: she has the highest will save, good initiative with Temporal Celerity, and Heaven's Leap to escape the grapple. In addition, she have Toughness for extra HP and can heal herself while grappled.

I'll note that, unless I'm mistaken, Mara has lost initiative to non-mooks every time since getting Temporal Celerity at 4th lvl.

@Dervak: Is that what the Wither saves were for? I wasn't sure.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

I guess it depends on how well you hide the rope.

And you were dragging your feet. there wasn't really a reason to rest again except Theo wanted to go in with his disease cured.

I tried to call out what ability damage each time but yes thats what wither was.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 20/T12/FF20/CMD26 | F+10/R+5/W+7 (+2 vs fear) | Mv 40' | Init +5 | Per +12| Rage 20/20 | Spells 3/2 (3/2) | Active: None

I mean, I assume that's what the saves were for, and she got 2 26's, which I assume succeed.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party

We probably shouldn't worry about curing the disease until after we clear out Iris Hill. In any case, there's a good chance to overcome it with the regular Fortitude saves (with the +4 bonus from Mara's care).


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor

I would rather have 3 SM3s....lol.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party

Does Mara recover one point of damage for each stat in the morning? Or would that take another day?

EDIT: And does she recover the normal 6 HP from resting? Just wasn't sure exactly then in the night the attack happened.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

You get your full nights rest in, you just start at mid day rather than morning. Basically you start the 8 hour rest period over.


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M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 20/T12/FF20/CMD26 | F+10/R+5/W+7 (+2 vs fear) | Mv 40' | Init +5 | Per +12| Rage 20/20 | Spells 3/2 (3/2) | Active: None

I think Theo could leave slots open and fill them with Remove Disease as needed... which would mean he wouldn't have needed to prep any.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party

Since we had a battle in the middle of the night, I should check how we're handling hexes. RAW, it takes 24 hours before they can be used on the same creature again (which can lead to a fair amount of bookkeeping, if the times have to be tracked exactly).


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Stuff resets after rest, I hate silly bookkeeping like that.

Theo I was doing some treasure clean up on the sheet and you have a couple of wands on the treasure sheet that don't match what you have on your profile. Specifically it looks like you have a Wand of Invis (4 charges), and wand of cure moderate (34 charges). Just don't want you to forget about it. Also it looks like you have a scroll of fox's cunning, wasn't sure if you fed that to White Rabbit.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

I was really tempted to grapple the thing.
Perhaps that is the route I should go; to focus on grappling so I can tie up foes to allow others to destroy them.


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor

Thanks, DM. I shall update my sheet.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

FYI I'll be driving all day tomorrow.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party
DM_Delmoth wrote:
If I understand how stardust works Mara can't use it on the creature.

That's right — she would need to see the creature to target it.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

I guess Rowan will just never stun anything.


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor

Reminder that Theo freely offers usages from either wand, as needed. You just roll for yourself and I will deduct the charges.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

I'm starting to think this party has an aversion to reading. I'll get a short description of what's in the notebook later today.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 20/T12/FF20/CMD26 | F+10/R+5/W+7 (+2 vs fear) | Mv 40' | Init +5 | Per +12| Rage 20/20 | Spells 3/2 (3/2) | Active: None

Dervak knows he isn't the most scholarly of the party. He can read, though. But don't want to spend too much time and let spells run out.


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor

Ditto, Dervak. Buffs are running....


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure
Dervak wrote:
"Who do you think lives in here?"

You have killed a lot of cultists over the past week.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip
DM_Delmoth wrote:
Dervak wrote:
"Who do you think lives in here?"
You have killed a lot of cultists over the past week.

Clearly not enough; we keep finding more.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party

@DM_Delmoth: Can the Pearl of Power be used right away, or would Mara need to have it for a day first?


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

I don't see any reason why you wouldn't be able to use it right away


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Rowan intends to read those books, so I will need in-depth summaries.
Just kidding!


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure
Rowan Dorn wrote:

Rowan intends to read those books, so I will need in-depth summaries.

Just kidding!

The adventure made an extra point to make sure you picked them up. There would be no way forward if you didn't. This makes me question why they put a trap in the room capable of destroying them. Reading the books is third book in the adventure so you're fully intended to read them. Even if you don't know the language they're written in.

Party heading up or down?


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:
DM_Delmoth wrote:

Reading the books is third book in the adventure so you're fully intended to read them. Even if you don't know the language they're written in.

Are these books written in Nerd? Because that seems to be the common text to use in books....lol

and I believe we are headed up to see the wizard if there is any'body' home....


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Necril is like nerd right?


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M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 20/T12/FF20/CMD26 | F+10/R+5/W+7 (+2 vs fear) | Mv 40' | Init +5 | Per +12| Rage 20/20 | Spells 3/2 (3/2) | Active: None
Ellery Turner wrote:
DM_Delmoth wrote:

Reading the books is third book in the adventure so you're fully intended to read them. Even if you don't know the language they're written in.

Are these books written in Nerd? Because that seems to be the common text to use in books....lol

and I believe we are headed up to see the wizard if there is any'body' home....

They are written in Ineffable Damnation, Unutterable Blasphemy, and Maddening Comprehension of Your Cosmic Insignificance.


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor

Theo can't wait to read them!


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party
Dervak wrote:
"We got a plan?" asks Dervak, clearly wary of Nemira's reach.

Mara can move someone in next round with Heaven's Leap. There's lots things she'd like to do, but she has only one Standard Action per turn. :)


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Rowan can flurry with 3 2d6 attacks or 4 1d8 attacks in a round if I don’t have to move, but he also has 50 feet of movement to get in position, if someone is far away.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party

Rowan still has his actions this round (Mara has already acted). One option is to try to tumble though the threatened area with Acrobatics (at half speed), although Nemira, being large, may have a pretty good CMD. At least Heroism adds +2.

Ellery didn't have the movement to get in this round.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 20/T12/FF20/CMD26 | F+10/R+5/W+7 (+2 vs fear) | Mv 40' | Init +5 | Per +12| Rage 20/20 | Spells 3/2 (3/2) | Active: None

I think I've used up all of her AOOs for this round. Even though you normally only provoke once for moving, no matter how many threatened squares you move through, and even if the opponent has Combat Reflexes. But she took 2 AOOs on me so I'm going assume that's all she has per round.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure
Dervak wrote:

I think I've used up all of her AOOs for this round. Even though you normally only provoke once for moving, no matter how many threatened squares you move through, and even if the opponent has Combat Reflexes. But she took 2 AOOs on me so I'm going assume that's all she has per round.

Opps my bad.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party

Seems like Nemira has DR 10/something.

Mara could try Spiritual Weapon next round.


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor

Post after work.


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor

Took me 15 minutes to post that Round...lol.
Apologies, if it seems jumbled.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Sometimes it takes me 3 hours to make one post....

Killa Croc Theme


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor

Awesome!


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

I can try cold iron. We could also try silver.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Posts may become sporadic, storm came through and found out we have a leak right on top of our furnace.

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