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: 12 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:
  • Speed or Slow Time:

Mara is going to cast one Restoration on Rowan per day, until he's better. Having to keep him restrained for an extended period seems like a bad idea.


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

On the up side Rowan's dex drain is gone.


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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, heroism, see invisible,

Theo likes this song.

...so he doesn't feel much different...lol.


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 has a +10 Will save, so a DC 9 isn’t that bad.


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

Probably a good idea to just use lesser restoration on Rowan for the time being, lest you run out of diamond dust for Dervak's negative levels. I'm going to take Theo's comments that he's not gonna convalesce and instead make progress on learning the ritual.

Rowan Dorn wrote:
Rowan has a +10 Will save, so a DC 9 isn’t that bad.

On average that's only 3 swigs an hour, which is exactly the amount he would need to keep full of drunken ki.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 12 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:
  • Speed or Slow Time:

Is Ellery suffering from something that needs Mara's attention? I have a hard time keep track of everyone's ailments.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 26/T12/FF26/CMD26| F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 2/1 (3/2) | Active: Barkskin, Heroism, See Invis, Shield

It's not something we have diagnosed in character. Seems to be more antisocial than usual. I think the point is that it's a subtle change we should figure out through RP.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 12 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:
  • Speed or Slow Time:

Extreme paranoia could prove virtually impossible to cure, without restraining the character in question for an extended time. As I understand it, the madness rules require sustained active intervention to bring about a cure.


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For reference. You do have a lot of buffs to help with the save.

Paranoia
Type lesser madness; Save Will DC 17; Onset 2d6 days

Effect

The afflicted character gains a +2 bonus on saving throws against charm effects, but takes a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. When the afflicted character attempts a Sense Motive check, the GM rolls the check in secret, and failure gives the afflicted character the impression that those whose motives he is trying to sense are plotting against him in some way. Lastly, any time the afflicted character tries to use or gain a benefit from the aid another action, or is the target of a beneficial spell or effect from an ally, he must succeed at a Will saving throw in order to take the aid another action or gain the benefit from the action, spell, or effect.

DESCRIPTION

A paranoid character is convinced that the world and society are conspiring toward his ruin. Typically those afflicted with paranoia are fidgety, argumentative, sullen, or extremely introverted.


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, heroism, see invisible,

Hmmmm....i seem to be playing Theo's trait wrong...lol.


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

Paranoid the drawback and paranoid the madness are completely different animals. But yes I had no clue Theo was paranoid until recently.


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, heroism, see invisible,

He had some acting classes in Elementary school that he employs...lol.
Apologies, I can pick another if you want? Or better yet, let the group pick...haha!


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 12 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:
  • Speed or Slow Time:

I have a number of pressing work and personal deadlines to meet. Given that I'm at a loss about what to do about Ellery's madness, it will be a day or two before I can put together a Gameplay post.


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

Sounds good. We'll take a short break and reconvene when you're ready to go.


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

Anyway with permission from Ellery's player the party can proceed to the first Dreamland excursion without him. But I will highly recommend that the party not proceeed with the last one without him, it will likely be too difficult. You'll know when the last excursion will be because as you'll surmise it is meeting with the Mad Poet.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 12 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:
  • Speed or Slow Time:

Theo's going to have to do all the skill checks in the Dreamlands Excursion ritual, I think. Mara certainly doesn't have the skill modifiers to help.


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:
Dervak wrote:
There is a reason why I have not spent a skill point on sign language, and it is not to annoy Ellery or his player. But I am sure Ellery's player has reasons why he chose to make a mute character, and I know they were not to annoy me.

I had assumed you had better things to spend your points on :D Never thought it was a slight to me or my character. I went with this character because I thought it would be an interesting RP choice. Sorry for the problems it has caused for the campaign.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 26/T12/FF26/CMD26| F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 2/1 (3/2) | Active: Barkskin, Heroism, See Invis, Shield

I'm not spending the skill points on Sign Language precisely because I think that makes the muteness more of an interesting RP choice. When it actually has an impact.

If there were no isolation, and no communication barriers, where being mute was just an aesthetic difference and Ellery could 'speak' perfectly fine with everybody (except NPCs), it would (IMO) trivialize that decision. So I am trying to respect the impact of being mute and doing what I think makes for a more honest story.

In character, Dervak wants to get Ellery cured. He is simple and straightforward in his thinking: Speaking Ellery could do more and be more capable than Non-Speaking Ellery. UMD and rituals are two significant things that Ellery can't do. They might matter a lot. Dervak had a self-imposed 'disability' (he was a Bloodrager that didn't want to Rage) that I think made sense in the context of the game and made for a better story, but it was a major goal for him to get that fixed. Ellery's disinterest in finding a cure (even before the paranoia) baffles Dervak.

OOC, I knew the party would not survive high-level play with Dervak fighting with one hand tied behind his back. And frankly, I have some OOC concerns in that regard for Ellery as well on the UMD and rituals. APs are TOUGH and choosing restrictions for your PC that impact mechanics, while they can have good RP, they can also make us less able to overcome challenges. I'd rather have every reasonable edge we can get.

In the end it is your choice and yours alone. I just thought I should explain where I am coming from.


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UMD is actually a good thing for Ellery to invest in. Its my opinion he can use that to fake activating an item with a commanld word.

As far as difficulty is concerned I've consistently increased the difficulty of almost every encounter because I know the group can handle it. This AP in particular should be difficult and have phyrric victories. So if you feel its too hard thats my fault, not self imposed RP choices.

As far as the ritual is concerned I would hand wave the requirement for Ellery participating if I thought it would break the game. It won't and this particular problem has the possibility of revealing some of Ellery's backstory which really hasn't been touched on yet.


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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, heroism, see invisible,

I agreed in that the Mute choice is great RP. I was considering not investing in Sign language because I also thought it wouldn't be as cool if we all could communicate with Ellery; although, I finally did because it just makes things plain easier...lol.
I just want us all to be able to participate in every situation; don't want anyone to be left out of the fun.

I enjoyed Dervak's battle with his affliction and I was happy to help fix it with rping it out. Perhaps, we can find a solution for Ellery at some point in the future, if that is what he wants.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 26/T12/FF26/CMD26| F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 2/1 (3/2) | Active: Barkskin, Heroism, See Invis, Shield

I certainly am not going to leave the game, but Dervak isn't going to tolerate continued disrespect from Ellery, now that he knows that's what some of the secret hands signs are.

So while there won't be any PvP, there will be these derailings should the insults continue. I can't see any other way for a character to respond to everybody else talking in front of him in a secret language, other than to learn the language - which now he might do.

Dervak genuinely doesn't know what makes Ellery tick or why the rogue is still with the party, so he's asking in character.


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:

Ellery isn't the most respectful person far from it, however he has shown everyone in the party far more respect than anyone he met in Thrushmoor. On the other hand, Ellery also isn't going to be constantly called broken and insulted by anyone either. He will give as good as he gets, and probably a bit more. That is just who the character is.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 26/T12/FF26/CMD26| F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 2/1 (3/2) | Active: Barkskin, Heroism, See Invis, Shield

Dervak will not apologize for pointing out that a disability is a disability, nor will he pretend it isn't one.

Ellery can accept that, or he cannot.


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As most of you already know Ellery will no longer be playing with us. I hope we can move past this soon.

I'll make a short post about how he leaves in character and then I'll need a little distance. I would like 5 players so I will likely put up a recruitment thread as well soon.


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, heroism, see invisible,

You have my full support DM. I understand the why of it; and I do wish him well.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 12 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:
  • Speed or Slow Time:

On another subject, I want to give you guys a heads up: I'm a player in a Hell's Rebels game that has just completed Book 1, and will soon be opening up a recruitment to replenish our numbers. We'll likely be recruiting 2 PCs, including a healer (doesn't have to be a healbot). Our Cleric of Calistria player has dropped out (was botted for the final dungeon).

Here is the link to the campaign. I am playing a Dawnflower Dervish Bard. The others are a Swashtigator Investigator and a Vigilante Warlock.


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, heroism, see invisible,

I played a Slums Shaman for that AP. My previous home group played the entire thing....so no spoilers for you...lol.


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

I did have a infernal bloodrager I made for Hell's Rebels but I'm pretty flush with games right now. I'll think on it.


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

Anything anyone wants me to include on the initial re-recruitment post?


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 12 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:
  • Speed or Slow Time:

Maybe a warning not to ignore their Will save?

EDIT: A list of your house rules is probably in order as well.


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 26/T12/FF26/CMD26| F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 2/1 (3/2) | Active: Barkskin, Heroism, See Invis, Shield

I think it would be easier to trust a new recruit of Good alignment. Or at least "Neutral with Good Tendencies" as they said in the old days.


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, heroism, see invisible,

Posting habits: including frequency is important.


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

Recruitment is up. I was thinking of having a runoff vote for who to accept. That is once we close recruitment we vote for our top 3 and then eliminate the lowest voted person until we're left with our character.


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

Works for me. I’ll also good with whatever you decide.


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

Did you want to wait til we choose the new person before we continue? If we don't we'll probably be in the middle of a dream quest once they join. But there isn't a whole lot of combat either so they shouldn't have to wait too long either.


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, heroism, see invisible,

I say let us continue, as we don't know who (or where) are test subject will be...lol.


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Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 12 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:
  • Speed or Slow Time:

I think we should continue.

By the way, I don't see starting wealth listed in the replacement player recruitment.


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

One of my friends made a treasure tracking sheet that is visually more appealing and also does encumbrance. I'm in the process of switching our sheet over to his, so far I've got the party and Dervak's items moved over. Link


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 26/T12/FF26/CMD26| F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 2/1 (3/2) | Active: Barkskin, Heroism, See Invis, Shield

Do you have a deadline for submissions for the recruitment?


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

I was thinking a week so we'd vote on completed submissions Friday. Does that sound like enough time?


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 26/T12/FF26/CMD26| F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 2/1 (3/2) | Active: Barkskin, Heroism, See Invis, Shield

Works for me.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 12 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:
  • Speed or Slow Time:

Sounds good.


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

My laptop might be borked. And my last game post was eaten by the site will post later tonight at the earliest


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 26/T12/FF26/CMD26| F+13/R+8/W+10 (+2 vs fear) | Mv 40' | Init +5 | Per +15| Rage 20/20 | Spells 2/1 (3/2) | Active: Barkskin, Heroism, See Invis, Shield

One interesting thing about haunts is that all of their direct effects are fear effects.

Haunt Rules wrote:
All primary effects created by a haunt are mind-affecting fear effects, even those that actually produce physical effects. Immunity to fear grants immunity to a haunt’s direct effects, but not to secondary effects that arise as a result of the haunt’s attack.

So Dervak's +2 trait bonus on fear effects applied on his save against the Song of Discord (which he made).

This also means that a Remove Fear spell would suppress the effects for its duration.


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

Convenient scrolls of remove fear are convenient.


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

I also realize now it hits you with song of discoed every round until destroyed. But Dervak and Mara have such strong saved that it prolly wouldn't matter.


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

Voting

List the submissions you want to play with in order of preference. If you don’t want to play with someone don’t put them on your list. Probably for the best if you put your vote in a spoiler or PM them to me. That way you don’t influence other people’s decisions.

If there is no majority on everyone’s 1st pick then we eliminate the submission with the least amount of votes. If your 1st pick is eliminated then in the recount your vote goes to your 2nd pick and so on until there is a majority. In the highly unlikely event we all pick a different person on our first pick I will tally 1st and 2nd picks together.

Please get the votes in this weekend sometime.

People who’ve expressed interest in the game

Raltus as Julta a Tiefling Cryptid Scholar Investigator

Natloz as Lucio Caepidus a Human inspired blade swashbuckler/antiquarian investigator

ScagfOd as Stronk a Human Soul Sentinel paladin/Destined eldritch scrapper sorcerer archer

Hrothdane as Katarina “Kat” Brewer a Half-ork empiricist investigator

YoricksRequiem as Rasheeda Malik a Human Living Grimoire Royal Accuser Inquisitor/Sleuth Investigator/Sleepless Detective

Rinika as a bard or skald of some sort

Feykin Jaxx as Android ranger of some sort


Female
Extracts Per Day Remaining:
3-2/3, 2-2/5, 1-4/6
Spells Active:
Heroism, Barkskin, Shield, Haste, Bloodhound, Heightened Awareness, Perceive Cues
AC 25 T 13(17 vs incorp) FF 23| Current HP 67/67| F +8 R +12(trap sense +2) W +9(see profile for conditional modifier)| Init +1| Perc +23 (+27 vs traps, trap spotter, smog sight)

Hi everyone! Thanks for picking me <3 Looking forward to playing with y'all!

Any extra logistical stuff to take care of now?


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

Welcome! Glad to have you.

I have a link to treasure tracking sheet and map in my by line. Feel free to familiarize yourself with them. If you don't do it I'll eventually get around to adding your gear to your page on the treasure sheet. If you want you can enter your carry capacity limits there and the sheet will track that for you. You don't have to use it and I'll generally take your alias page over the sheet if there is a conflict. It's mostly there to make sure we don't lose track of important items and so I can see at a glance if you're falling behind on gear.

If you have any input on where you want to be in the marching order that would be appreciated.


Female
Extracts Per Day Remaining:
3-2/3, 2-2/5, 1-4/6
Spells Active:
Heroism, Barkskin, Shield, Haste, Bloodhound, Heightened Awareness, Perceive Cues
AC 25 T 13(17 vs incorp) FF 23| Current HP 67/67| F +8 R +12(trap sense +2) W +9(see profile for conditional modifier)| Init +1| Perc +23 (+27 vs traps, trap spotter, smog sight)

Somewhere near the front would prob be best in order to get the most out of trap spotter and her reach weapon.

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