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

Mara approached the crying person and tried to offer comfort, "I'd like to help you. Can you tell me what troubles you?"

Diplomacy, heroism: 1d20 + 13 + 3 ⇒ (4) + 13 + 3 = 20


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 hang back and watch for other threats. He ends his Rage and waits to catch his breath.
Was raging for 7 rounds that fight, so Fatigued for 14. Had only used 4 rounds in the first 2 fights combined, so that one took quite a lot longer.

"Kat, do you need to drink one of those healing potions the derro had?"


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"Mun" takes the offered handkerchief and blows into it, nothing but air comes out. It picks and tears into its skin, slowly unraveling itself. When Mara poses her question it looks upwards and begins wailing uncontrollably again.


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 observed the figure, trying to understand his distress. She also tried to get a look at the scrap of paper.

Sense Motive, Heroism: 1d20 + 15 + 3 ⇒ (17) + 15 + 3 = 35
Perception, Heroism: 1d20 + 20 + 3 ⇒ (10) + 20 + 3 = 33

Afterwards, she healed Kat's wounds.

Healing Hex (Kat): 2d8 + 8 ⇒ (7, 2) + 8 = 17


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He's afraid of what's in the attic. Mara can make out some scrawling on the paper, Lowl's handwriting, "Swivel head in the right dire..." Mara can also make out a picture of an angel.

Your senses are overcome with another vision. You see images of a fungus rapidly growing and then collapsing in on itself before growing anew. A quiet voice says, "It reaches its tendrils through the minds of those who know of it. It reaches beyond the veil of dreams. Hurry."


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

That formula book does look like it has a couple gems in it! Always exciting :D

Kat waves Dervak off. "All good, bruv. Mara's got me and we can hold on to the potions for later. I'd say we each take one, eh?"

Kat makes a face as the construct acts stranger and stranger. She takes a moment to drink another extract, clay skin this time, out of worry this could take a bad turn.


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 pointed up the stairs and told her comrades, "There's something nasty up there in the attic, I think; he's frightened of it. We need to deal with whatever it is."


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 begins doing stretches.


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
DM_Delmoth wrote:
Your senses are overcome with another vision. You see images of a fungus rapidly growing and then collapsing in on itself before growing anew. A quiet voice says, "It reaches its tendrils through the minds of those who know of it. It reaches beyond the veil of dreams. Hurry."

I assume we all heard this, and not just Mara? Ignore if I am wrong.

"What was that?" asks Dervak. "'It reaches its tendrils through the minds of those who know of it?' And we know that Xhamen-Dor 'infected' Lowls... don't tell me any more about Xhamen-Dor. It might be too late for me, it might not. If it isn't too late, then I don't want to learn any more about it. I don't want it in my head. Just tell me what to hit."
Ignorance is bliss!

"I don't trust leaving a troubled construct on the loose. You're talking as if it is a person, Mara, but we don't know how its 'mind' works. It might be 'sad' now but it could go berserk and try to kill us. Just... get it some distance away so we can go up the stairs. I don't want it right there at our backs."
Dervak is not sympathetic at all about the construct, doubting that its emotional state would follow any sort of understandable progression.

Once 'Mun #3' is out of the way, Dervak will use another Shield charge (wand at 40), enter Rage, and pull down the stairs to the attic.


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everyone is experiencing these visions


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GM screen:
Stealth: 1d20 + 26 ⇒ (3) + 26 = 29
Perception
Dervak: 1d20 + 16 ⇒ (3) + 16 = 19
Kat: 1d20 + 23 + 1d6 ⇒ (5) + 23 + (4) = 32
Mara: 1d20 + 20 ⇒ (9) + 20 = 29
Theo: 1d20 + 15 ⇒ (8) + 15 = 23

You manage to corral the weeping "Mun" off to the side of the room with a little cajoling.

Ivy fills the 10ft tall attic, endless trailing vines flow in through broken windows and cover the floor here like a living carpet. The sickening scent of decay hides within the scent of fresh vegetation. The vines snake up the walls and wind around the beams above, coating every surface of this space with a carpet of green leaves. Unlike the ivy outside, the tendrils in the attic are twisted and malformed. Putrid yellow berries sprout like cancerous growths between the leaves.

Kat and Mara notice something horrid hiding amidst the ivy overhead. A large black tree with branches trailing downward, exposed roots that end in hoofs. Green slime dribbling out of mouths that formed around the trunk.

Dungeoneering
Kat, heroism, HA: 1d20 + 12 + 3 + 2 + 1d6 ⇒ (20) + 12 + 3 + 2 + (6) = 43
Mara, heroism, crone: 1d20 + 3 + 3 + 2 ⇒ (6) + 3 + 3 + 2 = 14

Kat's Maximum knowledge:
The Elder God known as Shub-Niggurath is reputed to have a thousand young, but the rare scholar knowledgeable on the topic knows her spawn are myriad. The most fecund are the dark young. Dark young superficially resemble trees and possess magic that allows it appear as a tree or to control the plants of the trackless forests it favors. The numerous sucking mouths that stud their trunks drain blood, drink flesh, and devour life rapidly. This dark young is unusually small. Aberration traits, at will-tree shape, 3/day entangle, command plants, 1/day tree stride. If it pins you its sucking maws deal 1d4 str damage, fort reduces to 1. Those that are reduced to 0 str don't die but their withered and destroyed bodies are driven insane as their minds are filled with strange and horrifying visions. DR 15/slashing

Initiative
Dervak: 1d20 + 5 ⇒ (7) + 5 = 12
Kat: 1d20 + 1 ⇒ (15) + 1 = 16
Mara: 1d20 + 6 ⇒ (1) + 6 = 7
Mara, Temporal Celerity: 1d20 + 6 ⇒ (16) + 6 = 22
Theo: 1d20 + 12 ⇒ (11) + 12 = 23
Dark young: 1d20 + 9 ⇒ (20) + 9 = 29

Reflex DC 16
Dervak: 1d20 + 13 ⇒ (4) + 13 = 17
Kat: 1d20 + 13 ⇒ (11) + 13 = 24
Mara: 1d20 + 8 ⇒ (17) + 8 = 25
Theo: 1d20 + 9 ⇒ (9) + 9 = 18

The ivy in the attic begins to move unnaturally, it grasps and coils around your limbs. Luckily everyone avoids the worst of it, for now. Entangle DC 16 reflex at the end of your turn or be entangled

Round 1
Dark Young
Theo <--------------
Mara <--------------
Dervak <--------------
Kat <--------------

Note it hasn’t broken stealth yet so only Mara and Kat can directly target it.


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 concentrated, causing stardust to swirl around the creature, illuminating it. "Nasty plant creature! Lighting it up with stardust."

Using Stardust Spirit ability. The creature sheds light like a candle, and cannot benefit from concealment or any invisibility effects. it has a -3 penalty to attack rolls and sight-based perception checks for 4 rounds.

Reflex: 1d20 + 8 ⇒ (11) + 8 = 19

She managed to avoid the grasping ivy for now.


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If its good enough to break invis its good enough to break stealth.


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 activates his Flight Hex. He rises just above the vines grasp.


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Theophilus Carter wrote:
Theophilus activates his Flight Hex. He rises just above the vines grasp.

There is no place within the attic where that's possible. Do you want to fly past the creature and out one of the broken windows?


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 still has Long Arm active, so reaching the plant-monster is easy.
And, expecting trouble, he had entered Bloodrage before ascending.
He strikes up at the creature with the Furious Falchion.
Attack, Heroism: 1d20 + 18 + 3 ⇒ (8) + 18 + 3 = 29
Damage: 2d4 + 26 ⇒ (1, 4) + 26 = 31

Iterative: 1d20 + 13 + 3 ⇒ (9) + 13 + 3 = 25
Damage: 2d4 + 26 ⇒ (3, 2) + 26 = 31


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

Reflex Save: 1d20 + 12 ⇒ (12) + 12 = 24

Kat avoids entanglement with a few deft movements.

"It massively resists everything but slashing! It drains your strength and drives you insane and can move through and control plants!"

Kat enters her battle stance, then takes a hand off her spear and draws her potion of enlarge person and drinks it down with one quick swig.

Swift to enter stance, move to draw potion, standard to drink

Gotta do a round of prep, but Kat is going to be switching to her cold iron shortsword for some slashing damage


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

Reflex: 1d20 + 12 ⇒ (16) + 12 = 28
Dervak likewise dodges the grasping tendrils.


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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 does decide to make use of the window....


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Tentacle AoO vs Theo, stardust: 1d20 + 18 - 3 ⇒ (12) + 18 - 3 = 27
Plus grab, stardust: 1d20 + 23 - 3 ⇒ (19) + 23 - 3 = 39
Bludgeoning: 1d6 + 8 ⇒ (1) + 8 = 9
Constrict: 1d8 + 10 ⇒ (1) + 10 = 11

Theo reflex vs entangle, grappled: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24

The Dark Young snatches Theo out of the air with a quick snap of a branch that is far too flexible for any wholesome tree and crushes the witch.

Giving people a chance to react to this development. Kat and Dervak can change their action if they want.


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 tries to speak, as he is getting the Loki treatment.
I...am...surmising...that...it...has...combat...reflexes...!


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 a command word, to temporarily loosen the creature’s hold on the witch, and give him a chance to escape.

Casting Liberating Command as an Immediate Action. Theo can make an Escape Artist check to escape as an Immediate Action, with a +18 bonus.


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 would have needed to do the same actions anyways, and she sadly does not have much to help Theo atm aside from just killing the thing


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 not change his action, as there isn't much he can do to help Theophilus other than kill the thing.
However, if it grabs Theophilus before Dervak's attack, then it either has to just use the tentacle/branch to maintain the grapple and not its whole body (thereby taking a -20) or else it has the Grappled condition for -4 Dex and so may be a bit easier for Dervak to hit.


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 rather nonplussed as he is whipped; whipped around.
Escape from NY: 1d20 + 2 + 18 ⇒ (10) + 2 + 18 = 30


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I considered going with a -20 on its grapple check and decided against it. So yes it has the grappled condition for Dervak’s attacks.

Dervak cuts through the creature's bark and it gushes the same foul green sap that oozes from its mouth, his second slice is too weak merely dents it. One hit, one miss. Mara’s command for Theo to escape helps the witch little against its vice like grip. The creature bleats in some twisted facsimile of a goat from each of its mouths echoing around the attic and it strangely lets Theo go.

Tentacle vs Dervak, stardust, high ground, power attack: 1d20 + 18 - 3 + 1 - 3 ⇒ (8) + 18 - 3 + 1 - 3 = 21
Plus grab, stardust, high ground, power attack: 1d20 + 23 - 3 + 1 - 3 ⇒ (4) + 23 - 3 + 1 - 3 = 22

Tentacle vs Kat, stardust, power attack: 1d20 + 18 - 3 - 3 ⇒ (1) + 18 - 3 - 3 = 13
Plus grab, stardust, power attack: 1d20 + 23 - 3 - 3 ⇒ (1) + 23 - 3 - 3 = 18

Tentacle vs Mara, stardust, high ground, power attack: 1d20 + 18 - 3 + 1 - 3 ⇒ (17) + 18 - 3 + 1 - 3 = 30
Plus grab, stardust, high ground, power attack: 1d20 + 23 - 3 + 1 - 3 ⇒ (10) + 23 - 3 + 1 - 3 = 28

Bludgeoning: 1d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12
Constrict: 1d8 + 10 + 3 ⇒ (6) + 10 + 3 = 19

Tentacle vs Theo, stardust, grappling, power attack: 1d20 + 18 - 3 - 2 - 3 ⇒ (15) + 18 - 3 - 2 - 3 = 25
Plus grab, stardust, power attack: 1d20 + 23 - 3 - 3 ⇒ (8) + 23 - 3 - 3 = 25

Bludgeoning: 1d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12
Constrict: 1d8 + 10 + 3 ⇒ (4) + 10 + 3 = 17

It saves a branch for each of you. Dervak swats the branch away with his falchion and the one intended for Kat gets tangled in some ivy. Mara and Theo are not as lucky and are both crushed by the twisting gnarled and bark covered tentacle.


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

Oh, is it doing the "catch and release" Grab/Constrict trick? Nasty.

Dervak continues his assault on the monstrosity.

Attack, Heroism: 1d20 + 18 + 3 ⇒ (1) + 18 + 3 = 22
Using 1/Bloodrage Certain Strike to reroll that.
Attack, Heroism: 1d20 + 18 + 3 ⇒ (3) + 18 + 3 = 24

Iterative, Heroism, Destined Strike 2 of 3: 1d20 + 13 + 3 + 4 ⇒ (1) + 13 + 3 + 4 = 21

Unbelievable.
"Mara, use Heaven's Leap on yourself or Theo!"


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It's playing with its food yes. And wow those rolls.

Round 2
Dark Young (grappling)
Theo (grappled) <--------------
Mara (grappled) <--------------
Dervak
Kat <--------------


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

See the discussion thread. In the meantime, to keep things moving, I'll have Kat take her full attack

Kat finishes enlarging with a flourish, tapping her boots together to increase her speed. She takes a moment to study the plant for weaknesses before unleashing a flurry of stabs.

Primary Attack with +1 Adamantine Longspear (studied combat, heroism, haste, power attack): 1d20 + 12 + 4 + 2 + 1 - 2 ⇒ (19) + 12 + 4 + 2 + 1 - 2 = 36
Primary Damage (studied combat, power attack, enlarge): 2d6 + 8 + 4 + 6 ⇒ (1, 4) + 8 + 4 + 6 = 23

Haste Attack with +1 Adamantine Longspear (studied combat, heroism, haste, power attack): 1d20 + 12 + 4 + 2 + 1 - 2 ⇒ (13) + 12 + 4 + 2 + 1 - 2 = 30
Haste Damage (studied combat, power attack, enlarge): 2d6 + 8 + 4 + 6 ⇒ (4, 4) + 8 + 4 + 6 = 26

Secondary Attack with +1 Adamantine Longspear (studied combat, heroism, haste, power attack): 1d20 + 7 + 4 + 2 + 1 - 2 ⇒ (9) + 7 + 4 + 2 + 1 - 2 = 21
Secondary Damage (studied combat, power attack, enlarge): 2d6 + 8 + 4 + 6 ⇒ (1, 4) + 8 + 4 + 6 = 23


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 made a shortcut in the fabric of space, allowing Theo to escape the monster.
On my phone and can’t view the map properly.
Blur should still be running (20% miss chance against Mara).


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 horrid sounds of a grown man crying reverberates throughout the foliage-covered attic. And then silence....

Where are we? What happened? There was a bright light calling out to me...then poof; gone!


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Miss chance to hit: 1d100 ⇒ 18
Miss chance grapple: 1d100 ⇒ 1

Yep you're right Time Flicker is still active.

Time splits into two and Mara finds herself simultaneously being both grappled by the dark young and not. She simply manifests herself in the timeline where she is not. When Mara does so she sees smoke pouring out of the sharp angles of the attic, but she blinks and its gone.

Kat slashes the dark young twice with her gladius. Splashing the foul green waste of the creature all over the room.

Action to Theo, unless he's unconscious? or dead...


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

Gladius Damage Dice (two hits, enlarged): 2d8 ⇒ (6, 8) = 14
+36 for 50 total slashing


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Botting Mara for Theo's location, he's now outside and has cover. Action to Theo.


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 squeezes his baby blues shut. The Witch braces for the inevitable to hurl him into Pharasma's bosun burner. The sudden quietness pervades the gentleman's isolation retreat. He tentatively--and timidly--has eyes wide open. He looks down. He looks up. He looks across into the nightmarish tree attic. Theo sighs.

The Witch then Misfortune Hexes the Bad-Tree beard!
misfortune Will DC 20 2 rounds


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Reflex vs entangle
Dervak: 1d20 + 12 ⇒ (20) + 12 = 32
Kat: 1d20 + 13 ⇒ (16) + 13 = 29
Mara: 1d20 + 8 ⇒ (19) + 8 = 27

Dark young vs misfortune: 1d20 + 13 ⇒ (6) + 13 = 19

As the ropy mass of black bark-like tentacles is cursed by Theo Kat's weapon slices through a few branches that appear to have grown into the building. The thing slips and the rest of its anchors break loose causing it to crash full force into the attic floor. The attic already straining against the weight an enormous half-ork shatters into thousands of flying splinters and fractured beams. Everyone but Theo is tossed downwards.

Reflex
Dervak: 1d20 + 12 ⇒ (16) + 12 = 28
Kat: 1d20 + 13 ⇒ (5) + 13 = 18
Mara: 1d20 + 8 ⇒ (8) + 8 = 16

Falling damage: 1d6 ⇒ 6
Wood splinters: 2d6 ⇒ (4, 5) = 9 Everyone saved so you only take falling damage. You are prone unless you have an ability that lets you avoid the falling damage or convert it to nonlethal. Or similar.

1 Dervak, 2 Kat: 1d2 ⇒ 1
Concentration: 1d20 + 17 ⇒ (12) + 17 = 29

Dervak Will vs Insanity: 1d20 + 14 ⇒ (11) + 14 = 25 Safe from permanent confusion.

Round 3
Dark Young
Theo <--------------
Mara <--------------
Dervak <--------------
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 then follows up with an Evil Eye Hex Will DC 20 -4 Attacks 2 rounds


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Will vs evil eye: 1d20 + 13 ⇒ (10) + 13 = 23
Will vs evil eye: 1d20 + 13 ⇒ (12) + 13 = 25


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 makes a not-so-polite noise...
White Rabbit; please place Bad Treebeard on the list.

The White Rabbit (hiding in a trousers leg) begins writing.


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 attack from prone and then stand. Using Destined Strike 3 of 3 to effectively negate the Prone penalty. Doing it in this order because I don't want to risk a Grab hit taking away my ability to use the Falchion.
Dervak's AC is 27 against the AOO with the Prone penalty included. Hopefully between Stardust and Misfortune, it will miss.

Attack, Heroism, Prone, Destined Strike 3 of 3: 1d20 + 18 + 3 - 4 + 4 ⇒ (19) + 18 + 3 - 4 + 4 = 40
Damage: 2d4 + 26 ⇒ (1, 4) + 26 = 31
Confirm?: 1d20 + 18 + 3 - 4 + 4 ⇒ (8) + 18 + 3 - 4 + 4 = 29
Crit Damage: 2d4 + 26 ⇒ (4, 4) + 26 = 34
Then AC is 31 once he is standing again.


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AoO: 1d20 + 18 - 3 - 4 ⇒ (16) + 18 - 3 - 4 = 27
AoO: 1d20 + 18 - 3 - 4 ⇒ (14) + 18 - 3 - 4 = 25

Dervak slices another mouth into the Dark Young. It tried to retaliate but a beam of wood falls at the exact right moment, knocking the tentacle away.

Action to Mara and Kat.


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 stands up, easily avoiding any reprisal from the monstrosity with her keen observational skills, then taps her boots together and takes a swing.

Snake Style: 1d20 + 28 + 1d6 ⇒ (16) + 28 + (3) = 47

Attack with Cold Iron Gladius (studied combat, heroism, haste, power attack): 1d20 + 11 + 4 + 2 + 1 - 2 ⇒ (5) + 11 + 4 + 2 + 1 - 2 = 21
Damage (studied combat, power attack, enlarge): 1d8 + 5 + 4 + 6 ⇒ (7) + 5 + 4 + 6 = 22

Move to stand, immediate to snake style the AoO, standard to attack


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

Is Theo within 30 ft/line of effect? If so:

Mara laid on the floor and channeled her healing ability through her phylactery, closing some of Theo's wounds.

Healing Hex (Theo): 2d8 + 9 ⇒ (6, 7) + 9 = 22


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

He should be, because Heaven's Leap is 30'?

Theo baths in the caressingly soothing light of healing. The gentleman seems to be weeping with joy.


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Mara moved since she used the hex, 10ft down. I'll break out my protractor later.


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Looks like you’re within 30ft barely.

Inconsequential combat dice:
AoO vs Kat, stardust, evil eye: 1d20 + 18 - 3 - 4 ⇒ (13) + 18 - 3 - 4 = 24
Plus grab, stardust, evil eye: 1d20 + 23 - 3 - 4 ⇒ (10) + 23 - 3 - 4 = 26
AoO vs Kat, stardust, evil eye, misfortune: 1d20 + 18 - 3 - 4 ⇒ (8) + 18 - 3 - 4 = 19
Plus grab, stardust, evil eye, misfortune: 1d20 + 23 - 3 - 4 ⇒ (5) + 23 - 3 - 4 = 21

Hey double 20s could have still hit.

Tentacle 1 vs Dervak, stardust, evil eye: 1d20 + 18 - 3 - 4 ⇒ (10) + 18 - 3 - 4 = 21
Plus grab, stardust, evil eye: 1d20 + 23 - 3 - 4 ⇒ (12) + 23 - 3 - 4 = 28
Tentacle 1 vs Dervak, stardust, evil eye, misfortune: 1d20 + 18 - 3 - 4 ⇒ (12) + 18 - 3 - 4 = 23
Plus grab, stardust, evil eye, misfortune: 1d20 + 23 - 3 - 4 ⇒ (5) + 23 - 3 - 4 = 21

Tentacle 2 vs Dervak, stardust, evil eye: 1d20 + 18 - 3 - 4 ⇒ (14) + 18 - 3 - 4 = 25
Plus grab, stardust, evil eye: 1d20 + 23 - 3 - 4 ⇒ (19) + 23 - 3 - 4 = 35
Tentacle 2 vs Derval, stardust, evil eye, misfortune: 1d20 + 18 - 3 - 4 ⇒ (14) + 18 - 3 - 4 = 25
Plus grab, stardust, evil eye, misfortune: 1d20 + 23 - 3 - 4 ⇒ (6) + 23 - 3 - 4 = 22

Tentacle 3 vs Kat, stardust, evil eye: 1d20 + 18 - 3 - 4 ⇒ (5) + 18 - 3 - 4 = 16
Plus grab, stardust, evil eye: 1d20 + 23 - 3 - 4 ⇒ (14) + 23 - 3 - 4 = 30
Tentacle 3 vs Kat, stardust, evil eye, misfortune: 1d20 + 18 - 3 - 4 ⇒ (17) + 18 - 3 - 4 = 28
Plus grab, stardust, evil eye, misfortune: 1d20 + 23 - 3 - 4 ⇒ (17) + 23 - 3 - 4 = 33

Kat snakes: 1d20 + 28 + 1d6 ⇒ (8) + 28 + (3) = 39

Tentacle 4 vs Mara, stardust, evil eye: 1d20 + 18 - 3 - 4 ⇒ (5) + 18 - 3 - 4 = 16
Plus grab, stardust, evil eye: 1d20 + 23 - 3 - 4 ⇒ (12) + 23 - 3 - 4 = 28
Tentacle 4 vs Mara, stardust, evil eye, misfortune: 1d20 + 18 - 3 - 4 ⇒ (6) + 18 - 3 - 4 = 17
Plus grab, stardust, evil eye, misfortune: 1d20 + 23 - 3 - 4 ⇒ (3) + 23 - 3 - 4 = 19

Kat rolls out of the way and kips up fluidly as Bad Treebeard swats at the spot on the floor she used to occupy, her slash with the gladius is misjudged and cuts nothing but air. The creature continues to flail about the room and between its recent spat of bad luck, the lights in its numerous eyes, and the party's defenses it only manages to smash the floor. The floor groans in protest against the weight of the dust up but holds for now.

The fake Mun still in the room cowers in fear, taking no side.

I believe this is the last round of Stardust and Misfortune.

Round 4
Dark Young
Theo <--------------
Mara <--------------
Dervak <--------------
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 winks.

Evil eye hex -4 AC using Accursed Hex. Edit: Actually can keep Accursed Hex im me pocket...fer now!

He looks down then back up. He Cackles.


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

"DIE!"

Primary: 1d20 + 18 + 3 ⇒ (20) + 18 + 3 = 41
Damage: 2d4 + 26 ⇒ (2, 4) + 26 = 32
Confirm?: 1d20 + 18 + 3 ⇒ (20) + 18 + 3 = 41
Crit Damage: 2d4 + 26 ⇒ (1, 1) + 26 = 28

Secondary: 1d20 + 13 + 3 ⇒ (2) + 13 + 3 = 18


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Dervak add one more injury to the dark young's myriad injuries and it collapses. Mun's anomalous friend is no more.

Combat over.


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 dusted herself off and got to her feet. "What was that thing?"

After healing Theo again, she looked around the ruins of the house's upper floors for items of interest.

Cure Light Wounds: 1d8 + 5 ⇒ (8) + 5 = 13

Perception, Heroism: 1d20 + 20 + 3 ⇒ (5) + 20 + 3 = 28

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