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 Brewer wrote:
EDIT: Also, was there are any healing between this fight and the last? The 8 damage Kat had was from the last fight, and if it was healed, it might make a difference

We rested (flight back from the moon), so presumably we got some hp back.


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Dervak plunges his falchion through his twisted counterpart's chest not once but twice. The brute staggers back and falls to the ground, dead in the sand.

Action to Theo. Only your evil twin remains.


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 straightens his shoulders. He resets his hat. Fluffing up his pocket handkerchief, the smiling gentleman looks at his Bad Self.
We both know that this will not end well for us. Why not join me. Together--Father and Son--we can rule the galaxy! Obi Wan never told you what happened to your Father. My Bad Self; I am your...
The White Rabbit is seen reaching impossibly high up to slap Theo in the face!

Clearing his throat, Theo nods in a serious tone.

He cast Web at his Bad Self!
Ref DC 20
He Cackles.


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

On second, third and fourth thought, the gentleman Healing Hex on Dervak
He Cackles.


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He holds his arms wide,"A no-win situation is a possibility any commander may face. Hugs?"

We can drop out of init if you want. I also don't blame you if you wanted to bash mirror Theo's brains in.


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 grins.
The White Rabbit shakes his furry fist at the Bad Theo.

Up to the others; although what do we do with him?


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 goes to make sure the other Evil versions are truly dead.
He will apply his Silversheen if needed.
Staying in Rage.

"Your call, Theophilus. Say the word and I'll kill him."

Dervak at this point has Long Arm, Fortune Hex, Fly, and still one spell left for Bladed Dash. So he could use Bladed Dash to get into Evil Theo's face and have a fair chance of critting (15-20, with roll twice and take the better), and with his reach prevent Evil Theo from withdrawing.


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 spoke to everyone left, "Enough blood has been spilled this day. I don't see the need to soak any more to the sands."

She went over to Kat's body, and tried to determine if there was anything more that could be done for her, while they were here in the Dreamlands.

Heal, Heroism: 1d20 + 22 + 3 ⇒ (9) + 22 + 3 = 34


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

"They are not people, Mara. Just dark fragments of our souls."

Dervak waits for Theophilus to decide.


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 promptly proceeds to pass judgment on his Bad Self; by mimicking a priest.
Go say 10 Hail Marys, 20 Our Fathers and, perhaps, donate your time to a soup kitchen.

He then points to Dervak.
Or....

He smiles.

Apologies if this post offends anyone, but I did actually grow up Catholic.


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

"I am not eating whatever soup he serves."
Same here, and no offense taken.

Dervak ends his rage and hopefully watches Evil Theo run away.


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After defeating your dream reflections you experience the same weird vision. You see images of Count Lowls drowning you in the Mad Poet's Dreamlands oasis, being led through the receiving doors of Briarstone asylum in a catatonic state, and then suddenly waking up in the asylum's basement. After the deluge of your memories returns you hear a bizarre series of clicks and high-pitched hoots intermixed with crackling mechanical static as the images of a faraway desert city flashes in your head. The cacophony settles and you recognize this is a language that you suddenly and inexplicably understand, "WAKE UP!" The psychic backlash is so powerful that Kat experiences these foreign memories as well.

The mental sensations begins to fade from your startled minds and you realize that you've awoken back on the Sellen Starling. You hear a strange voice overlaying the clicks and static that says, "You are now free, but to remain so you must find me."

Mara, Dervak, and Theo have fully regained all their memories.


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 quickly sits up; immediately smacking his head on the top bunk in the tiny ship cabin.
Ouch! Damn! I remember that my favorite color is actually burgundy, not blue!

The White Rabbit simply weeps!


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 woke up and sat on her bunk for a moment, before heading to the galley to make much-needed coffee for everyone. She had so much to think about, with all her recovered memories, but she wasn't ready yet. Once the coffee was brewed, grabbed a couple of mugs and went to Kat.

"How are you feeling? Death in the Dreamlands is very traumatic; I know, having been on the receiving end myself. I'll memorize daily restorative spells to help with your recovery."

She talked with her friend for a few minutes, trying to figure out what the adverse effects might be.

Heal (Diagnose madness): 1d20 + 22 ⇒ (3) + 22 = 25

Will cast Restoration on Kat every day, either in the waking world or the Dreamlands, depending on preferences (in the waking world requires 100gp diamond dust per day of treatment).

I can't remember what the state of Theo's madness is, after his Dreamlands death from the Nightmare Dragon.


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Kat's madness: 1d100 ⇒ 35
Onset: 2d6 ⇒ (1, 2) = 3

Over the next couple of days Kat starts to smell things that aren't there. Rotting garbage, wet dog, burnt flesh, it becomes especially acute when she enhances her sense of smell. Mara thinks she is hallucinating these things.

DC for Hallucination madness is 14 so three restoration spells will cure it.

When Mara uses a sending spell suggesting that sale of the confabulation plates Cesadia responds, "No agents in Cassomir currently. Will buy the Plates, send with Skywin. She knows I'm good for it. Give Kat my regards."

It takes 10 days to finish the last leg of your journey to Cassomir but they are largely uneventful and you have time to rest, relax, and reflect on your bizarre adventures so far. While you know that Lowls has likely moved on from Cassomir to Katheer, the documents and notes you found in Iris Hill indicated he associated with an alchemist called Miacknian Mun. Mun offered to help Lowls recover from the Mysterium and translate the Necronomicon from Necril. While you know that Mun's laboratory is in a district called the Admiral's Fen in the southern part of the city, you don't know its exact location.

You arrive in Cassormir, a city that towers at the edges of Blackwood Swamp. A mouth of rickety buildings grins like rotten teeth around a calm harbor crammed with vessels. Dozens of partially built ships are visible, their curved beams resemble skeletal behemoths sunning themselves on the banks A great castle overlooks this bay, proudly flying the flag of Taldor. Yet just beyond the dike that surrounds the city, the swampland gropes outward, hungrily drawing buildings into its belly.

Rowan having been silent and strangely sober for the last couple of weeks says, "I think I'm gonna party ways. I have a brother in Cassomir, we didn't see eye to eye and I'm gonna try and patch things up." He gives Mara a hug but shakes hands with everyone else and bids his final farewell.

Within a half hour of docking a messenger bearing the sign of Abadar delivers a message. After reading it a smile creeps across Skywin's face. She says, "Its from Senator Daldamine. My docking fees are paid up for 5 years. And he's left you a reward at the temple of Abadar."


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 has lesser resto in her formula book, so she can prepare one or more of those every day until the hallucinations are gone

"Thanks for the concern, Mara. It's probs better than real death, I 'spose, though I ain't got much experience with that either."

Until the hallucinations are cured, Kat won't prepare bloodhound, as she would find it way too distracting and nauseating

She shakes Rowan's hand firmly. "Carry on well, bruv. Didn't know you long, but you seemed like a solid one, especially if this lot was fond of you. Good travels!"


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

The journey the rest of the way to Cassomir was filled with fishing, playing cards, and a journey here and there to the Dreamlands for shopping and carousing.
Theo does attempt to catalog Kat's madness during the few days she was blessed with it. The Witch smiles at her.
I am now attempting to catalog our various Maddnesses for science!

Once they make port, the gentleman gives a farewell to Rowan. He remembers all the great times of running, hiding and tailoring new pants that they all had when initially met.

Standing on the boardwalk; having just stepped off, Theophilus breathes deeply the air. The gentleman looks completely new. His clothing has a sharpness and an elegance to it. His signature top hat placed firmly on his head, he turns to his friends,
Shall we visit this Alchemist's place? We can pick up a few things on the way, if needed; and, drop by the Temple also.

Theo will cast Lucky Number on each person in order: Dervak, Kat, Mara, Theo Lucky Number: 4d20 ⇒ (18, 1, 8, 12) = 39 He also cast Mage Armor prior to departing.


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 relayed Cesadia's reply to Skywin, and entrusted the confabulation plates to the halfling for delivery.

Once they reached Cassomir, she bade Rowan farewell, "I understand — family is very important. Nurturing those ties is well worth the effort. Take care of yourself; I'll look you up when I'm back this way."

I wonder if I should try to find some of my relatives when we reach Qadira? Would any of my half-siblings have forgiven me for inheriting some of daddy's money, or are they still nursing their grudges?

She spoke with the rest of her companions, "Let's stop by the temple. If there's any gold for us, we can use it to buy supplies. I need to pick up more diamond dust for restorative spells.

"Do you think we should try to find out more about Miacknian Mun before we meet with him?"


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 spends some time on the journey fishing with Theophilus, and trying to learn the card games without any success. He does not join the hatter on any further Dreamlands excursions.

Dervak seems unusually awkward around Kat. Finally, he lets slip what is bothering him.

"It's sort of like I killed you. I know it wasn't me, and you didn't really die, but I thought I was done with that side of me after that ritual. I'm sorry."

---

Later, when Rowan departs, Dervak shakes his hand. "You are a brave warrior. You will find a place in the world. You go fight your battles, and I will carry on with this one. Maybe we will have a drink again once this is all done."

---
"Yes, let's go see what sort of a reward there is. If we should look to buy any magical gear, let us ask around about the reputation of the enchanter. I know beggars can't be choosers, but I don't want to buy a magic cloak or whatever and then find it was made by a Dark Tapestry cultist and is cursed."


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The temple of Abadar is a large building of white marble and yellow stained glass windows. The interior is bathed in soft golden light and the clergy provide a number of financial services for the area. Presenting the letter from the Senator a priest leads you to the mouth of a vault lined with smaller lock boxes. After retrieving your box you are led to a private room where you can open the contents. Within you find a plethora of platinum pieces, 1000 in all. Added to the party page. You are able to buy or sell anything within Cassomir.


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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 seems to ponder the meaning of the word plethora...


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 rests a hand on Dervak's shoulder. "It's nothing to worry about, bruv. It don't feel like that to me, so you're square on my end. I'd mostly just like a few choice words with whoever thought making you a half-orc was a 'corruption.'"


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

"For me, it was true. My previous half-orc nature was not the product of some rare loving union between human and orc.
My father wanted orc blood to kill things better.
The powers that be have decided that orc sorcerers are the best at killing with magic, and orc warrior-sorcerers are the best at killing with the sword. I don't know why that is.
Not all half-orcs love destruction, as you and Mara show, but the blood gives them an ability for it that few can match.
That capacity for destruction is all that my father saw in orcs.
My father was not born an orc, and in fact didn't look much like one even after he changed; he was a Kellid. Something in the Darklands granted his wish to have the destructive power of orc blood... but it gave him something else, something far worse. The Dark Whisper. My mother knew he was a bit different, but did not know the truth of what he had done.
My orc features were just the visible part of the corruption.
I wanted to be free of his entire bargain. All of it.
Mulgar, the priest who raised me, tried to tell me I was not a monster just because I was half-orc. But the orc blood and the Dark Whisper were tied together."

The background was in response to all the forum guides saying that a blaster or gish "should" have Orc bloodline, and thinking how that would come across in-world. How a sorcerer who did not have that bloodline would react if he wanted to be at that level of power. And it seemed a way to bring in a bit of Shadow Over Innsmouth, of ancestral bargains promising power in exchange for corrupting future generations.


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When you're ready to move on let me know how you're looking for Miacknian Mun


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 and the White Rabbit put away their cards.
We're off to see the wizard...

The White Rabbit shakes his head, pointing at the ground at their feet.
Theo nods. He casts Presitigiation to begin coloring the ground yellow...

Diplomacy for gathering information from curious passersby: 1d20 + 13 ⇒ (7) + 13 = 20


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

Once she had finished her immediate shopping, Mara started discreetly asking around about Miacknian Mun, trying to get more information about the alchemist. He was apparently someone into dark lore, so she wanted to know more about him before meeting him for the first time.

Diplomacy (gather information): 1d20 + 12 ⇒ (9) + 12 = 21


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 will also ask around about the alchemist. He is not unfamiliar with the seedy side of cities, and talks to a number of suspicious figures. Possible grave-robbers, pesh-dealers, and other disreputable sorts.

"I hear there is a man named Miacknian Mun who knows a lot. I have business with him. Where might I find him?"

Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28


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
Dervak wrote:

"For me, it was true. My previous half-orc nature was not the product of some rare loving union between human and orc.

My father wanted orc blood to kill things better.
The powers that be have decided that orc sorcerers are the best at killing with magic, and orc warrior-sorcerers are the best at killing with the sword. I don't know why that is.
Not all half-orcs love destruction, as you and Mara show, but the blood gives them an ability for it that few can match.
That capacity for destruction is all that my father saw in orcs.
My father was not born an orc, and in fact didn't look much like one even after he changed; he was a Kellid. Something in the Darklands granted his wish to have the destructive power of orc blood... but it gave him something else, something far worse. The Dark Whisper. My mother knew he was a bit different, but did not know the truth of what he had done.
My orc features were just the visible part of the corruption.
I wanted to be free of his entire bargain. All of it.
Mulgar, the priest who raised me, tried to tell me I was not a monster just because I was half-orc. But the orc blood and the Dark Whisper were tied together."

The background was in response to all the forum guides saying that a blaster or gish "should" have Orc bloodline, and thinking how that would come across in-world. How a sorcerer who did not have that bloodline would react if he wanted to be at that level of power. And it seemed a way to bring in a bit of Shadow Over Innsmouth, of ancestral bargains promising power in exchange for corrupting future generations.

Kat does her best to listen thoughtfully, but she has a difficulty hiding the complex web of emotions behind her eyes. "Sounds like he was a s+~*. Sorry about that. Knew my share a' men like that growing up who would have happily pulled similar s&+$ if they were clever. Don't know how I feel about the rest, to tell the truth. Kinda hard not to take it a bit personally, right? Just don't for a second think there's a single 'corrupt' thing about me or anyone else like me." She pauses to let her thoughts unspool properly, finally nodding to herself."Like I said, though, I mostly have words with the dark power that decided to tie evil power to the same blood I've got. Too many people believe that already."


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The party asks around after Mun but find that the alchemist, while well regarded is somewhat reclusive. A stoic half-elven sailor says, "Mun, yeah, he came up with a new hull treatment. Even gave it to our captain free of charge. Don't know where he calls kip though, the harbormaster probably knows."

Luckily Skywin is able to put you in contact with the harbormaster, "He works tirelessly to help improve the shipbuilding process. Cassomir is lucky to have him. He's has me send the shipments he receives to the Esoteric Knights of Evolvement at the Sceptered House, a reading room and lounge within the Abbey Green District." The harbormaster gives you detailed directions.

The Sceptered House is cramped with book filled chambers linked by oddly twisting staircases, leaning walls, and strange corners. The only member of the Esoteric Knights available is a gnome the steward names, Ethem Baler. He is pawning over a set of ship plans, doing his best to ignore you. His face and hair are bleach white.


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

Spells Memorized:
Orisons: Detect Magic, Light, Guidance, Read Magic
1st lvl (6): Ant Haul, Charm Person, Cure Light Wounds, Liberating Command, Protection from Evil, Remove Fear
2nd lvl (5): Barkskin x2, Calm Emotions, open slot
3rd lvl (4): Heroism x3, Dispel Magic, open slot
4th lvl (3): Divination, Threefold Aspect, open slot
5th lvl (2): Breath of Life, open slot

Mara intoned a prayer before approaching the gnome.

Casting Heroism on herself, using the metamagic rod.

When she found him, she waited for the gnome to acknowledge her. When it became clear that he was trying to ignore her, she spoke up, "Excuse me, Mr. Baler. I'm looking for Mr. Miacknian Mun; can you tell me where I might find him?"

Diplomacy, Heroism: 1d20 + 12 + 3 ⇒ (9) + 12 + 3 = 24


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 finds the place fascinating.
This is a fine example of architectural brilliance!

Aid Diplomacy: 1d20 + 13 ⇒ (3) + 13 = 16


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

"I never knew him, Kat. I have heard he was a man with great potential for good, but like all of us he was flawed. He was on the path to redemption, but his pride got the better of him. His earlier defeat at Mulgar's hands meant he could never truly accept the Sarenrite priest as his mentor for redemption.
His story is one reason I am skeptical of leaving evildoers alive and just hoping they will find redemption. Even with a patient and compassionate mentor watching over them every day, the outcome is not certain.
I only know of him through the stories I was told. Maybe the teller of the tale was too generous. I worry that I may have the same desire for power. I tell myself it is to defeat Lowls and keep this world safe from the things of the Dark Tapestry... but I cannot deny it feels good to grow in power."

----
Dervak is a bit surprised at the gnome's odd appearance.
Knowledge (Local): 1d20 - 1 ⇒ (8) - 1 = 7
He knows nothing of what might cause that.

He whispers to Mara, "Is he okay?"


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 smiles over at his good friends.
I assure you that I am as well as ever!

He and the White Rabbit winks at them.


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
Theophilus Carter wrote:

Theophilus smiles over at his good friends.

I assure you that I am as well as ever!

He and the White Rabbit winks at them.

"Not you, Theophilus. The gnome. Why does he have no color?"


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 claps his friend, Dervak, on the back.
Why--obviously--he owns a bakery. He must get up really early to get all that dough and flour flowing; prior to getting here on time!

Bluff: 1d20 + 13 ⇒ (9) + 13 = 22

The White Rabbit pulls on Dervak's trouser leg. He seems to be giggling!

Don't have Knowledge Local...lol!


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

Sense Motive: 1d20 + 10 ⇒ (5) + 10 = 15
Dervak considers the explanation unlikely, but at least believes that Theophilus believes it.


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The bleach white gnome looks like he’s about to die from mortification, he tries to shrink away but finds that he’s placed himself in a corner and has nowhere to go. Luckily it seems that Mara’s comforting tone and Theo’s comment about the architecture puts him at ease, ”It’s a result of subsidence. I find it comforting to read here. Why did you need to find Miacknian?”


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 explained to the gnome, "I need to consult with him about a rare book. I understand that he has some knowledge in such matters."


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Ethem says with a hint of sadness, ”Mun is a genius alchemist and is often consulted on such things, sadly many people in academia have wrongly shunned his research. I can only suspect professional jealousy. This has led him to take up residence in an old prison infirmary, he has unfortunately found it necessary to keep the bars on the window.” The strange gnome gives detailed directions on how to find Mun’s laboratory.


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 replied to the Etham, "Thank-you, I am much obliged."

She took her leave and made her way towards the infirmary.


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 hospital of a prison? This will be familiar territory..."
Dervak follows along.
Maybe Briarstone was a hospital that was a prison and this is a hospital inside a prison... close enough.


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 nods.
Well, a prison inside a hospital means that we should bring extra sandwiches.

The White Rabbit nods in agreement.


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The gales of the Inner Sea have taken their toll on this grim old pile, thick with the fetid odor that blows across Blackwood Swamp when the wind is high. A venerable building rises from a windowless ground floor to a high steep gable several stories above. A single great iron door scowls at visitors. A small and austere garden decays out front, surrounded by a rusting iron fence six feet high and pierced with a gateway. Perched upon the gate are a murder of crows.

Thick ivy crawls all over this tall building, even breaking through the attic windows. The garden is utterly decayed and neglected. The area within is heavy with undergrowth, and the ground is muddy. Booted footprints stray from the flagstone path here and there as if someone wandered onto the property and was snooping around. A few weathered marble statues of swans and angels clutter the yard.

A single path leads from the rusty gate and up a short flagstone path to the main entrance. The old infirmary is built of hefty stone blocks pierced with narrow windows with latticed, 1-inch-thick iron bars behind thick, crude glass filled with air bubbles. Each window has an iron shutter within. All shutters are closed.

A dangling sign above the iron door held by a trio of smiling angels reads, “Give succor to the troubled.” A great iron knocker hangs at the door’s center. When you reach the door, each of you hear clicking noises and the sound of lapping water mixed with a drawn-out whisper that says, The blot quivers. The lake ripples. His stain is here.


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

Finished with carefully wrapping their sandwiches, the gentleman places them inside his pack. Looking up he views the Prison-Hospital with a wide grin on his face.
Ever feel like you are traveling in a circle? Not a regular circle; more like a freaky circle.

Staring he begins to cast a few spells.
Mage Armor, Lucky Number x4, Heroism, FeatherStep on Dervak. Activates Flight Hex.

He floats a few inches off the ground.

Lucky Number Dervak, Kat, Mara, Theo: 4d20 ⇒ (4, 11, 6, 3) = 24


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 smell of the Blackwood Swamp doesn't bother Dervak.
The decaying garden and rusted fence are what he would expect.
He takes some note of the booted footprints in the mud. "Someone else has been here lately."
All this he takes in stride.

DM_Delmoth wrote:
A dangling sign above the iron door held by a trio of smiling angels reads, “Give succor to the troubled.”

The smiling angel statues, however, creep him out a bit. He doesn't grab his sword and hack them apart, but they do make him uncomfortable. Their smiles seem so out of place amidst the gloom.

DM_Delmoth wrote:
When you reach the door, each of you hear clicking noises and the sound of lapping water mixed with a drawn-out whisper that says, The blot quivers. The lake ripples. His stain is here.

"Did you all hear that? The blot, that must be the Inmost Blot. Xhamen-Dor. The lake... which lake, I wonder? The swamp?"


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 decided to take some precautions, reciting a couple of prayers.

Casting Heroism and Barkskin (using the metamagic rod) on Dervak (now +4 enhancement to natural armor). Mara's Heroism lasts 1 hour and 30 min, so may still be going.
She would have cast Ant Haul earlier (lasts 18 hours)

She surveyed the ominous-looking building and approached the door. "Yeah, not creepy at all."

Perception: 1d20 + 20 ⇒ (5) + 20 = 25 +3 if Heroism still running.


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 opens the door.


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Since everyone was buffing I'm assuming Kat is deploying her usual buffs.

Kat Perception, trap spotter, circumstance: 1d20 + 27 - 2 ⇒ (20) + 27 - 2 = 45

Kat would have missed it without the aid of her extract but she is momentarily distracted by a familiar scent, a scent that brings her back to happier days in Thrushmoor. Marianna is here or was here recently. Luckily the distraction isn't enough to stop her from noticing corrosion around the angel's mouths, looking closer she sees three sets of nozzles. She stops Dervak from opening the door which is clearly trapped.


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

"I knew those smiling angels were trouble!"

Dervak steps back and lets Kat do her thing.


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 bumps into Dervak when he stops short. The Witch takes his gaze from the trio of beautiful angel face to wonder why they halted?
Did you leave something in the car?

Theo grins. He cast Guidance on Kat, before floating away from the door.

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