DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

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Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Kat, GM_Delmoth already rolled for the confusion effect — you babbled incoherently.


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Mara overcomes SR?: 1d20 + 8 ⇒ (6) + 8 = 14 fails

Theo floats up to the ceiling (15 feet), he is completely calm and serene. Note due to the moon-beast’s size it can still reach Theo. The thing reaches into your minds and deposits, You rely heavily on magic. Let’s see how much of a threat you are without it.

Dispel magic, blindly targeting Dervak: 1d20 + 11 ⇒ (3) + 11 = 14 I don’t think Dervak has any CL 3 effects on him currently.

Confusion effect
Kat: 1d100 ⇒ 66 --------> Self harm
1d8 + 4 ⇒ (1) + 4 = 5

Again if someone knocks Kat out of confusion before her turn she'll be able to act normally.

Round 3
Yath-Kheph, moon-beast
Dervak <----------
Theo <----------
Mara <----------
Kat


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Actually, Theo thought it smart not to be in Kat's range. Theo only had 1 Dispel Magic prepped.

Theo eyes the beastie!
evil eye Will DC 19 -4 Saves

He Cackles.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara called out, "Dervak, kill that thing!" She prayed to the Heavens spirits to lend the warrior good luck, and started to chant.

Standard Action: Fortune Hex (Dervak), Move Action: Chant


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M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Calm Emotions is not maintained, so Dervak doesn't have to save against it?

Dervak moves and attacks the moon-beast.
Keeping Fortune to use on a save if needed.
Attack: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 1d6 + 23 ⇒ (4) + 23 = 27
Confirm?: 1d20 + 17 ⇒ (1) + 17 = 18


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Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Assuming that his token was in the right spot, Dervak wasn't in the area of effect of Calm Emotions.


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Moon-beast will vs evil eye: 1d20 + 15 ⇒ (16) + 15 = 31

Moon-beast claw 1 vs Dervak: 1d20 + 15 ⇒ (6) + 15 = 21
Moon-beast claw 2 vs Dervak: 1d20 + 15 ⇒ (9) + 15 = 24
Moon-beast tentacle 1: 1d20 + 11 ⇒ (5) + 11 = 16
Moon-beast tentacle 2: 1d20 + 11 ⇒ (4) + 11 = 15
Moon-beast tentacle 3: 1d20 + 11 ⇒ (4) + 11 = 15
Moon-beast tentacle 4: 1d20 + 11 ⇒ (13) + 11 = 24

Dervak fends off a slew of attacks from the beast, a claw is turned aside by his scimitar, a tentacle cannot penetrate his magically thickened skin, another scrapes against his breastplate.

Confusion effect
Kat: 1d100 ⇒ 17 --------> Act normally

Round 4
Yath-Kheph, moon-beast
Dervak <----------
Theo <----------
Mara <----------
Kat <----------


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

The warrior smiles as the monstrosity decides to resort to physical force. Fine by me. He steps closer and continues slashing away with the Vorpal Scimitar. Dervak will use Fortune on an attack roll (the iterative) rather than reserving it for a saving throw.

Attack: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 1d6 + 23 ⇒ (6) + 23 = 29

Iterative: 1d20 + 12 ⇒ (4) + 12 = 16
Fortune: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d6 + 23 ⇒ (2) + 23 = 25

Probably should have used Destined Strike in addition to Fortune on the iterative... will do so next round.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theo eyes the beastie again.
Misfortune hex DC 19 with -4 Saves

He Crackles.


Female
Extracts Per Day Remaining:
4-0/2 3-2/4, 2-2/5, 1-5/7
Spells Active:
Heroism, Perceive Cues, Heightened Awareness, See Invisibility, Barkskin, Freedom of Movement, Echolocation
AC 23 T 13 FF 22| Current HP 39/83| F +10 R +14(trap sense +3) W +11(see profile for conditional modifier)| Init +1| Perc +27 (+32 vs traps, trap spotter, smog sight) Sense Motive:+29+1d6 |Inspiration 10/10

Kat shakes herself out of confusion for a moment, just long enough for an idea to hit. She rushes around the moonbeast to the back of it.

Double move, provokes an AoO. She will Snake Style the AoO

Snake Style (heroism +3, perceive cues, free inspiration): 1d20 + 20 + 3 + 5 + 1d6 ⇒ (6) + 20 + 3 + 5 + (2) = 36


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara edged closer to the fighting, while continuing her chant. She touched her magic pearl and recalled her prayer to counter confusion.

5 ft step, Move Action: Chant (extending Fortune), Standard Action: use Pearl of Power (2nd lvl) to recall Calm Emotions.


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Will vs Misfortune, evil eye: 1d20 + 15 - 4 ⇒ (13) + 15 - 4 = 24

Dervak gives the beast another nasty slash while Theo attempts to curse it. It appears too strong willed to fall for such tricks.

Moon-beast claw 1 vs Dervak: 1d20 + 15 ⇒ (7) + 15 = 22
Moon-beast claw 2 vs Dervak: 1d20 + 15 ⇒ (2) + 15 = 17
Moon-beast tentacle 1: 1d20 + 11 ⇒ (20) + 11 = 31
Moon-beast tentacle 1, confirm?: 1d20 + 11 ⇒ (9) + 11 = 20
Moon-beast tentacle 2: 1d20 + 11 ⇒ (6) + 11 = 17
Moon-beast tentacle 3: 1d20 + 11 ⇒ (8) + 11 = 19
Moon-beast tentacle 4: 1d20 + 11 ⇒ (12) + 11 = 23

Tentacle: 1d6 + 3 ⇒ (2) + 3 = 5

The moon-beast starts to find its stride facing off against Dervak but

Confusion effect
Kat: 1d100 ⇒ 59 --------> Self harm
1d8 + 4 ⇒ (4) + 4 = 8

Round 5
Yath-Kheph, moon-beast
Dervak <----------
Theo <----------
Mara <----------
Kat <----------


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak sneers as one tentacle strike hits him. "Is that it?"
His sword crackles with the power of his Destiny as he uses Arcane Strike.
Fortune and Destined Strike on the iterative.

Attack: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 1d6 + 23 ⇒ (2) + 23 = 25

Iterative, Destined Strike 2 of 3: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35
Fortune: 1d20 + 16 ⇒ (6) + 16 = 22
Confirm?: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 1d6 + 23 ⇒ (4) + 23 = 27
Crit Damage: 1d6 + 23 ⇒ (6) + 23 = 29


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Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara continued her chant, while stepping closer and drawing her axe.

Move Action: Chant (and draw axe?), 5 ft step

If she can draw her axe as part of the move action to chant, she'll put away the scroll of Protection from Evil with a 2nd move action.


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Dervak wrote:

Dervak sneers as one tentacle strike hits him. "Is that it?"

His sword crackles with the power of his Destiny as he uses Arcane Strike.
Fortune and Destined Strike on the iterative.

[Dice=Attack]1d20+17
[Dice=Damage]1d6+23

[Dice=Iterative, Destined Strike 2 of 3]1d20+12+4
[Dice=Fortune]1d20+16
[Dice=Confirm?]1d20+16
[Dice=Damage]1d6+23
[Dice=Crit Damage]1d6+23

Dervak is sure he had struck a vital blow to the moon-beast's heart or lungs but it's strange anatomy doesn't conform to the usual standards. Immune to crits and sneak.

Round 5
Yath-Kheph, moon-beast
Dervak
Theo <----------
Mara
Kat


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theophilus frowns at the beastie!

The Witch cracks his knuckles. He does a few deep knee bends. Twisting at the waist and bending to the floor, the gentleman stands up straight. He slowly turns his blue eyes back upon the stubborn beastie!

Accursed Hex Misfortune Hex Will DC 19 -4 from Evil Eye.

He Cackles.


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Moon-beast will vs misfortune, evil eye: 1d20 + 15 - 4 ⇒ (9) + 15 - 4 = 20

Moon-beast claw 1 vs Dervak: 1d20 + 15 ⇒ (9) + 15 = 24
Moon-beast claw 2 vs Dervak: 1d20 + 15 ⇒ (17) + 15 = 32
Moon-beast tentacle 1 vs Dervak: 1d20 + 11 ⇒ (18) + 11 = 29
Moon-beast tentacle 2 vs Dervak: 1d20 + 11 ⇒ (12) + 11 = 23
Moon-beast tentacle 3 vs Dervak: 1d20 + 11 ⇒ (13) + 11 = 24
Moon-beast tentacle 4 va Dervak: 1d20 + 11 ⇒ (18) + 11 = 29

Claw damage: 1d6 + 6 ⇒ (6) + 6 = 12
Tentacle 1 damage: 1d6 + 3 ⇒ (2) + 3 = 5
Tentacle 4 damage: 1d6 + 3 ⇒ (1) + 3 = 4
Tentacle rend: 1d6 + 9 ⇒ (1) + 9 = 10
Dervak will: 1d20 + 13 ⇒ (13) + 13 = 26

The moon-beast again denies Theophilus's curse. It retaliates against Dervak's taunting sending a claw and two suckered tentacles onto his face. Dervak can feel the thing invade his mind through the contact trying to rip bits of his mind away. Perhaps its his rage filled mind, or his struggles against the Dark Whisper but Dervak manages to fight the creature off.

Confusion effect
Kat: 1d100 ⇒ 15 --------> Act normally

Round 5
Yath-Kheph, moon-beast
Dervak <----------
Theo <----------
Mara <----------
Kat <----------


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Mind flayer-esque thing trying to rip out his mind with its tentacle attacks? Although perhaps more psychic than physical ripping? Nasty, glad I made the save.
"Some fight in you. Good! GORUMMMMM!"

Dervak launches himself at the moon-beast.

Attack: 1d20 + 17 ⇒ (10) + 17 = 27
Damage: 1d6 + 23 ⇒ (6) + 23 = 29

Iterative: 1d20 + 12 ⇒ (10) + 12 = 22
Fortune: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d6 + 23 ⇒ (3) + 23 = 26


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Perhaps its last trick exposed the moon-beast succumbs to its wounds and falls unconscious.

combat over


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak ends his Rage.
"Got a few minutes left on these spells if we want to keep going. Let's search this place and move on."

Long Arm, Shield, and Cat's Grace are all min/level so 8 min. Recovering from 5 rounds Rage would be 1 min unless sped up by a scroll of Lesser Restoration. The Shield was used earlier but can be replaced by wand charges.
Dervak is at 36 damage taken.


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A round, frayed rug of a hideous chartreuse color covers the floor in the center of the room. Within an alcove on the east wall, a large lever surmounts an enormous contraption of thick gears bolted to the floor. To the south is a set of metal double doors. Within the fleshy folds of the moon-beast is another set of keys. One of the keys is inset with a dark gem. A black soul shard.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak takes the keys and the Soul Shard.
He looks at the large lever.
"We have no idea what this lever does. We can come back and pull it later if we find that we need to, but maybe we shouldn't go flipping switches blindly."

Through the double doors to the south?


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara examined the lever and the contraption, "Yeah, I'd like to know what I'm doing before I activate something."

Perception, crone aspect, heroism: 1d20 + 17 + 1 + 3 ⇒ (20) + 17 + 1 + 3 = 41

"Is anyone hurt?"


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak has taken 36 damage.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theophilus tags Dervak with the Wand of Cure Moderate a few times.

2 charges : 4d8 + 10 ⇒ (6, 2, 5, 4) + 10 = 27

And twice more with the Wand of Cure light.

2 charges: 2d8 + 2 ⇒ (3, 4) + 2 = 9


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The southern doors are the only path you know about, barring blind teleportation. The keys you have open all the doors in the prison so I'm assuming you use them on the doors rather than picking locks.

Rows of stone cubbies of various sizes, hundreds in all, line the walls of this room from floor to ceiling, each with a small metal door covered with script in Aklo, names, sometimes a description of a person.

If you spend some time looking at the names:
Some of them jump out at you: Stephen Grendon, Deanni Khatiri, Hazel Heald, Chiaki, Kelvetta Brix, Aleksander Brewer, Tomie Kawakami, The Yellow King

In the center of the room is a low table with a model of a building on it. The model does not have any labels indicating which rooms are which but you can see the layout. It looks like some parts of the model have functioning mechanisms. Indicated on the map by the gears.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Going to assume this takes enough time that the 8-minute spells expire. Let me know if not.

Dervak takes a look at the names. Most of them don't mean anything to him.

"Do any of these match the authors of Lowls' collection of books? 'Atop the Valley’s Soul', 'The Codex of Three Prescriptions', 'Curses of the Black Lake' and so on?
Kat, is this Aleksander Brewer a relative of yours?
Ah... here is 'The Yellow King.' Should we open his cubby and see what is inside?
And what do we think these mechanisms do? Maybe shows us how the lever opens some door or other?"

Is there a lever in the model like the lever in the Administration room? Can we flip it and see what it does?


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Dervak wrote:
Going to assume this takes enough time that the 8-minute spells expire. Let me know if not.

They will run out before the next combat yes.

Dervak wrote:
Is there a lever in the model like the lever in the Administration room? Can we flip it and see what it does?

Yes and another in a different room there are two. I added the location to the map.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara said a prayer to reveal magic auras and examined the metal doors. She checked the one labelled "Yellow King" for traps.

Casting Detect Magic.

Perception, crone aspect, heroism: 1d20 + 17 + 1 + 3 ⇒ (6) + 17 + 1 + 3 = 27

If she doesn't notice any traps, she will try to open the little metal door.


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Mara detects many conjuration auras from behind a metal door labled "male elven wizard" but nothing from the Yellow King's door. Using one of the keys the party found she opens the door to finds only The Yellow King's clothing: a set of worn nobles clothing and yellow robes fashioned out of curtains.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theophilus casts Detect Magic. He also studies the auras.

Knowledge (arcana) (Int): 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31


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Theo finds the same thing as Mara, 9 or so moderate conjuration auras. To get more information Theo will need to open the door and closely examine the source.


Female
Extracts Per Day Remaining:
4-0/2 3-2/4, 2-2/5, 1-5/7
Spells Active:
Heroism, Perceive Cues, Heightened Awareness, See Invisibility, Barkskin, Freedom of Movement, Echolocation
AC 23 T 13 FF 22| Current HP 39/83| F +10 R +14(trap sense +3) W +11(see profile for conditional modifier)| Init +1| Perc +27 (+32 vs traps, trap spotter, smog sight) Sense Motive:+29+1d6 |Inspiration 10/10

Kat thinks to herself about whether she's ever heard her mother mention an 'Aleksander' in their family, or even one of the many variations of nicknames on it: Al, Aleks, Sander, Aleksi, etc.... "'Brewer' ain't exactly a rare name. Been Brewers as long as there's been brewers, and alcohol's gotta be one of the first things people invented. Don't know how we would have got on this long otherwise."

Does Kat have a relative named Aleksander, GM?


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Kat Brewer wrote:
Does Kat have a relative named Aleksander, GM?

Entirely up to you.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theo has Frederick open the door.


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Frederick finds an efficient quiver containing eight searing arrows whose heads look like solidified flames. Likely some prisoner's possessions before they were captured. You could open any of the other doors, play with the model, search outside the building, return to Golarion to rest, or surprise me.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theo has Frederick open each door in turn.


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Frederick opens the metal doors one by one and within each he deposits a jawbone devoid of any flesh at Theo's feet. It becomes increasingly obvious that the majority of the cubby holes contains such grisly remains. You can open all of them if you want but it would take a few hours as there are hundreds of them.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

I'm a bit confused. Does the map show the model layout? I'm presuming that we can't currently get to any of these locations.

Mara studied the model for a few minutes, hesitant to play with anything. Finally she said, "We seem to be at an impasse here. I guess we have to try playing with the levers, as much as I hate doing that."

She tried moving the lever in the model that corresponded with the one in the administration area.


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Yes the map shows the model's layout with little context. So there's no fog of war and you are correct that there appears to be no direct path to the other side of the prison.

After fiddling with the miniature lever that represents the lever in the other room the model's portcullis raises. When flipped again it lowers.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

After her experimentation Mara said, "Well, now we know how to get out. But how do we get into where the Yellow King is?"

After sliding the lever back, she examined the model closely, looking for signs of other controls — anything that might give them access to the other areas of the prison.

Perception, crone aspect, Heroism: 1d20 + 17 + 1 + 3 ⇒ (7) + 17 + 1 + 3 = 28


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Mara finds a second lever in the area that the party can't access, when she manipulates it a room on the ground floor shifts position moving south. It seems the way to the other side of the prison normally only accessible from within that side.

The sliding room is now labeled on the map. And this is why that weird hallway dead-ended.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

"This is a puzzle. If the lever we need is out of reach, how do we get to it? Mara's Heaven's Leap or Theophilus's Dimension Door? In which case we wouldn't need the lever anyway."


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

"Hmmm," Mara muttered to herself, studying the model some more. "Does that look like a sewer grate on the main floor, at the far end? I wonder if that would be a possible way in."

I'm assuming that the level Mara just moved was the labelled one directly to the left of the model area? Can she see any indication of roof access? Can we tell where the area at the bottom of the slide is?


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Mara bint al-Katheeri wrote:
I'm assuming that the level Mara just moved was the labelled one directly to the left of the model area? Can she see any indication of roof access? Can we tell where the area at the bottom of the slide is?

The lever that manipulates the sliding room is on the second floor to the west. There is no roof access. Further down the slide are higher floors, there is a single room on the third floor.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Perhaps, I can Summon something to get over there?


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

"Maybe we could rest, and prepare spells to cross over to that side. We could also prepare spells to cure this damned Leng bite. We can camp outside the sliding room, so that if someone from the other side opens it we are not take by surprise.
I think we have cleared out this side of the prison so we are safe."

Mara's Heaven's Leap cannot get us to a spot we can't see, and Theophilus has already used Dimension Door. Nor do I think he can summon stuff into an area where he does not have line of effect. And my favorite low-level summons for making tunnels through solid stone, the Thoqqua, is not on the standard Summon list in PF as it was in 3.5.
I'd like the Dex drain gone as well, if possible. We picked up 1,000 gp in diamond dust from a kobold named Xanaver. I don't know how much of that Mara used up on Restorations for Rowan after the Bokrug encounter. Hopefully at least 100 is left.


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I don't think the diamond dust was added to the sheet and I don't remember Mara casting Restoration afterwards so I think you have it, and 1000 too much gold. Rowan's dex drain was 1 point and I'm pretty sure was never cured.


Female
Extracts Per Day Remaining:
4-0/2 3-2/4, 2-2/5, 1-5/7
Spells Active:
Heroism, Perceive Cues, Heightened Awareness, See Invisibility, Barkskin, Freedom of Movement, Echolocation
AC 23 T 13 FF 22| Current HP 39/83| F +10 R +14(trap sense +3) W +11(see profile for conditional modifier)| Init +1| Perc +27 (+32 vs traps, trap spotter, smog sight) Sense Motive:+29+1d6 |Inspiration 10/10

In character Kat should be able to make sense of this puzzle, but out of character I am thoroughly stumped, so a rest might be the right call

"Think you got the right idea, Dervak."


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Kat Brewer wrote:
In character Kat should be able to make sense of this puzzle, but out of character I am thoroughly stumped, so a rest might be the right call

It's not really a puzzle. Here's what Kat, super genius, can figure out. Theo too but he's too busy being incomprehensible.

The mechanisms are security features that when in place prevent outside attack by compartmentalizing the areas. The moon-beast was wary of an attack, it thought as much to you, but it was surprised to see the party. So there is likely some other force that is intent on attacking or is already attacking.

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