DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

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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

"Sorry, bruv. Out of respect, I'll refrain from saying it out loud." She is mildly annoyed that she was just trying to lighten the moment for herself and got reprimanded for it, but if other people feel strongly about it, she believes in respecting that. Besides, if the situation was reversed, she'd have asked the same.

What Dervak said starts her thinking, and the more she thinks on it, the more she hates the whole concept of these horrible extraplanar horrors with their "witnessing or talking about or knowing anything about us will make you go craaaaaaazy!" nonsense. Bloody ridiculous, that's what it is. She thinks back to all the times in her life that she has experienced something that doesn't make sense, and she was never "laid low by the Mysteries of the Universe;" she just thought to herself "well that doesn't make any bloody sense" or laughed it off and went on with her life. That's how people work; their brains go "oh, none for me, thank you" when something insane comes up, and that makes sense. So, she still has difficulty understanding how these Dark Tapestry things can work any differently, even after fighting them and studying them extensively. That they apparently *can* "lay you low with the Mysteries of the Universe" annoys her in the way that rich people do: they get to break the rules that everyone else is expected to follow. Not to mention that for someone who has made a life built around trying to uncover the unknown and hidden, someone who uses knowledge and observation as a weapon, it's bloody frustrating to have to close her eyes and stop up her ears.

No, she doesn't like a single bit about how these cosmic pricks work.


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 opined, "It's prudent not to speak it out loud, I would say. Anyway, let's continue with the task at hand. I don't wish to linger in this place longer than we have to."

Will follow behind Dervak and 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

The White Rabbit claps his furry paw over Theo's mouth!


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 move south and look down that corridor going east.
Perception: 1d20 + 17 ⇒ (7) + 17 = 24


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As Dervak walks south he can smell the stench of something indescribable and yet very familiar to him. Down the corridor east he spies the final angel statue that should unlock the gate to the next level beneath the Mysterium. As he turns the head, through the wall to the south he hears the sound of a stone crashing against metal.


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 think the gate is maybe beyond that wall to the south. Should we go around and check it out?
Do we have any magic for seeing at a distance?"

Clairvoyance or an Arcane Eye of our own could be good. Dervak is pretty decent if ambushed, due to Uncanny Dodge, but others are more vulnerable.


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 shook her head, "I didn't memorize a spell for that, I'm afraid. We'll have to look the old-fashioned way. Let's go around."


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

”Whatever was summoning that arcane eye before is probably still about, trying to keep an eye out for us, eh? Keep watch.”

Kat will happily take the lead as they go around, keeping an “eye” out for any more arcane eyes.

Perception: 1d20 + 27 + 1d6 ⇒ (14) + 27 + (6) = 47


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 nervously follows.


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Initiative
Dervak: 1d20 + 5 ⇒ (3) + 5 = 8
Kat: 1d20 + 1 ⇒ (17) + 1 = 18
Mara: 1d20 + 6 ⇒ (11) + 6 = 17
Mara, Temporal Celerity: 1d20 + 6 ⇒ (19) + 6 = 25
Theo: 1d20 + 12 ⇒ (12) + 12 = 24
Spawn: 1d20 + 8 ⇒ (11) + 8 = 19

Dungeons
Dervak: 1d20 + 3 ⇒ (13) + 3 = 16
Kat: 1d20 + 14 + 3 + 1d6 + 2 ⇒ (14) + 14 + 3 + (4) + 2 = 37
Mara: 1d20 + 3 + 3 ⇒ (7) + 3 + 3 = 13

Engineering
Dervak: 1d20 + 6 + 3 ⇒ (18) + 6 + 3 = 27
Kat: 1d20 + 9 + 3 + 2 ⇒ (12) + 9 + 3 + 2 = 26

Fortitude
Dervak: 1d20 + 15 + 4 ⇒ (10) + 15 + 4 = 29
Kat: 1d20 + 10 ⇒ (18) + 10 = 28
Mara: 1d20 + 13 ⇒ (7) + 13 = 20
Theo: 1d20 + 11 ⇒ (16) + 11 = 27

A preternatural stench hangs in the air here among the vandalism and chaos of the chamber. Remnants of bent, broken, and gnawed cages litter the room, along with mounds of books and papers. Blocks of stone from the ceiling and walls litter the ground, partially obscuring another angelic gate. This entire area is difficult terrain.

The stench of this room starts to get to Mara but she simply stops breathing reflexively. Immune to the stench so long as you don't purposely breathe, talk or cast spells with verbal components, once you do you are sickened.

Kat and Dervak conclude that the room is structurally unsound and is in danger of collapsing. Just as the thought occurs to them everyone sees a chunk of sandstone fall and bounce off of something unseen.

If you can see invisible creatures:
Near the center of the room is an indescribable creature that gives the impression of a squirming mass.

Kat can see invisible and knows things:
Kat remembers reading about something like this in the book Denizens of the Darkened Depths. This thing is something that is begotten upon the world as a result of a vile ritual. Essense is called down from beyond the stars to impregnate a humanoid creature. Legend holds that these spawn are inflected on the world to clear it of all sane life and prepare the way for the Great Old Ones, but it's more likely that the carnage it brings is due to its ravenous hunger for blood. Aberration traits, natural invisibility but can be dispelled, blood drain (1d4 con).

Round 1
Mara <--------------
Theo <--------------
Spawn
Kat
Dervak


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--not feeling well--lifts his robes as he tiptoes through the tulips a bit.
The Witch then Hexes the Mass-of-Stuff!
See Invisibility active still: hex evil eye Will DC 21 -4 Attacks 2 rounds


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 stopped breathing, lest the stench overwhelm her. She looked for the source, ready to illuminate a hostile creature with stardust, should one become visible.

Readying to use Stardust (–3 penalty on attack rolls and sight-based Perception checks for 4 rounds, and can't go invisible) on a hostile creature which reveals itself. Spell-like abilities don't have verbal components. Mara relies on line of sight for almost all her actions.


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Will vs Evil eye: 1d20 + 14 ⇒ (13) + 14 = 27
Tentacle vs Theo, evil eye: 1d20 + 18 - 4 ⇒ (3) + 18 - 4 = 17

The bits of standstone sheered from the walls of this room are crushed and crumble as something large pulverizes them. Stomp, STOMP, STOMP! The wall next to Theo develops a thick crack as something crashes into it with the force of a sledgehammer.

Invisible seeing:
The creature approaches and lashes out at Theo with a rubbery appendage, but his head is narrowly missed.

You can clearly tell which squares it occupies but will still suffer miss chance if you can't see it.

Round 1
Mara
Theo
Spawn
Kat <--------------
Dervak <--------------

Round 2
Mara <--------------
Theo <--------------
Spawn
Kat
Dervak


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--not feeling well-Hexes it again!
hex evil eye Will DC 21 -4 Saves 2 rounds

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

Man, Theo, I wish you wouldn't end your turn in full-attack range of a melee monster. You are having a rough day as it is. Maybe Mara can neutralize it with an area spell - she can't see it to target it.

Dervak uses Barroom Brawler to pick up Blind-Fight, Str-rages, steps up, and swings once. He has Feather Step active so can 5' step in the difficult terrain.

Attack, Heroism: 1d20 + 19 + 3 ⇒ (20) + 19 + 3 = 42
Confirm?: 1d20 + 19 + 3 ⇒ (13) + 19 + 3 = 35

01-50 miss: 1d100 ⇒ 21
Blind-Fight: 1d100 ⇒ 56

Damage: 2d4 + 27 ⇒ (4, 3) + 27 = 34
Crit Damage: 2d4 + 27 ⇒ (1, 2) + 27 = 30


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 retreated a bit to keep out of the way. She didn't know what the others were fighting, and asking a question would require breathing the sickening stench. She used her pearl of power to recall her spell to give others a chance to escape grapples, in case that was needed.

Using her 2nd lvl Pearl of Power to recall Liberating Command.

Mara can't ask what's happening without sickening herself (failed her fortitude save). She's not about to fire a spell at an invisible creature without having any idea what it is (there's a good chance it could be immune). She could Haste the party, but I'm saving that for a boss fight. n general, if you want Mara to help in a fight against invisible opponents, someone has to make them visible, or at least tell her what kind of creatures they are.

Unfortunately, Shamans don't have much they can do against invisible enemies. See Invisibility isn't on the Shaman list, so True Seeing, a 5th lvl spell, is the only option. She doesn't want to use her favored class bonus to pick up Invisibility Purge — it's a 3rd lvl spell, competing with Heroism, and the FCB costs her a hit point.


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

Your Hypnotic Pattern spell might have worked, if it isn't immune to mind-affecting, but I don't think Dervak even knows you have that spell so he wouldn't suggest it. And being sickened is not a huge deal for Mara. Still, recalling Liberating Command is good.


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

I've been busy cleaning (and binging Haunting of Bly Manor) all day since we are probably moving at the end of the month, so sorry I wasn't on earlier to have Kat share what she knows and tell Mara where to stardust

Also, my PFS shaman has the same archetype and limitations on spells, and he uses See Beyond when he can afford the 300 gp material component. A +10 circumstance bonus would get Mara to +34 perception, which is enough to detect a lot of invisible things on the move, since invisibility only gives a +20 to stealth while moving. It's not the greatest solution ever, but it's something. Lasting 24 hours is pretty legit, too

Kat points out where the monster is with her spear. "Right there in front of Dervak, Mara. It's a big one! Some a' that stardust would be good I think, eh?"

Kat taps her boots together, knowing she only has a few precious seconds left but also that Mara has the spell in-reserve, and begins attacking the monster, stabbing into its mass of flesh with increasing accuracy as she finds her rhythm.

Primary Attack with +1 Adamantine Longspear (studied combat, heroism, haste, power attack): 1d20 + 13 + 5 + 2 + 1 - 2 ⇒ (2) + 13 + 5 + 2 + 1 - 2 = 21
Primary Damage (studied combat, power attack): 1d8 + 7 + 5 + 6 ⇒ (5) + 7 + 5 + 6 = 23

Haste Attack with +1 Adamantine Longspear (studied combat, heroism, haste, power attack): 1d20 + 13 + 5 + 2 + 1 - 2 ⇒ (4) + 13 + 5 + 2 + 1 - 2 = 23
Haste Damage (studied combat, power attack): 1d8 + 7 + 5 + 6 ⇒ (2) + 7 + 5 + 6 = 20

Secondary Attack with +1 Adamantine Longspear (studied combat, heroism, haste, power attack): 1d20 + 8 + 5 + 2 + 1 - 2 ⇒ (16) + 8 + 5 + 2 + 1 - 2 = 30
Secondary Damage (studied combat, power attack): 1d8 + 7 + 5 + 6 ⇒ (5) + 7 + 5 + 6 = 23

@GM does Kat know from her knowledge check whether the thing is weak to mind-affecting?


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See beyond doesn't really help Mara in this case because the spawn is making no pretense of stealth, it is really easy to find its squares. Stardust is still targeted so Mara needs line of sight, which she can't get while its already invisible. It might be worthwhile to get see invisibility on Mara's spell list and then get a couple of scrolls or a wand.

Kat you know it is an aberration which has good will saves. Also you saw Theo give it the evil eye which is mind affecting. I don't know if Kat would realize this however.

Will vs evil eye: 1d20 + 14 ⇒ (19) + 14 = 33

Dervak slashes at the monster where he thinks it will be and an invisible spray of something wet and foul smelling drenches him and the wall around him. Kat follows up with three jabs of her spear, the first doesn't penetrate what passes for the creature's skin, the second is deflected by a writhing tentacle. The third she finally connects and draws ichor.

Tentacle 1 vs Dervak: 1d20 + 18 - 4 ⇒ (14) + 18 - 4 = 28
Tentacle 2 vs Dervak: 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 34
Tentacle 2 vs Dervak, confirm?: 1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27
Plus grab: 1d20 + 21 - 4 ⇒ (7) + 21 - 4 = 24
Tentacle 3 vs Dervak: 1d20 + 18 - 4 ⇒ (9) + 18 - 4 = 23
Tentacle 4 vs Dervak: 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 33
Tentacle 4 vs Dervak, confirm?: 1d20 + 18 - 4 ⇒ (12) + 18 - 4 = 26
Plus grab: 1d20 + 21 - 4 ⇒ (20) + 21 - 4 = 37

Bludgeoning 2: 1d6 + 6 ⇒ (4) + 6 = 10
Bludgeoning 4: 1d6 + 6 ⇒ (5) + 6 = 11

Dervak is smashed by something the size of large tree branch in the stomach and then roughly grabbed and lifted off the ground. He feels toothed maws open along the length of the appendage begin to bite into him and drink his blood.

If Mara casts liberating command and Dervak escapes DC 34:
Bite: 1d20 + 19 - 4 ⇒ (10) + 19 - 4 = 25

If Mara doesn't cast liberating command or if she does and Dervak doesn't escape:
The maws drink down Dervak's blood greedily. Con damage: 1d4 ⇒ 1

Round 2
Mara
Theo
Spawn
Kat <--------------
Dervak <--------------

Round 3
Mara <--------------
Theo <--------------
Spawn
Kat
Dervak


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 the command word to loosed the creature's hold on Dervak. She paid for that with a breath of foul air that left her feeling queasy.

Casting Liberating Command, becoming sickened in the process. +20 on the Escape Artist attempt.


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

Escape Artist, Heroism: 1d20 + 24 ⇒ (11) + 24 = 35

Thanks to Mara's magic, Dervak escapes the creature's grip! This time, fighting defensively (for 35 AC and 37 CMD).

He attacks the monstrosity.

Attack, Heroism, Defensively: 1d20 + 19 + 3 - 4 ⇒ (10) + 19 + 3 - 4 = 28
01-50 miss: 1d100 ⇒ 12
Blind-Fight: 1d100 ⇒ 13

Iterative: 1d20 + 14 + 3 - 4 ⇒ (19) + 14 + 3 - 4 = 32
01-50 miss: 1d100 ⇒ 30
Blind-Fight: 1d100 ⇒ 17

He growls as his falchion fails to hit.

He does have See Invisibility as a spell known, just didn't want to use a standard action in the middle of a fight.


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

Finally finding her rhythm as she settles into her fighting style, Kat continues piercing holes into the big mass of flesh.

Primary Attack with +1 Adamantine Longspear (studied combat, heroism, haste, power attack): 1d20 + 13 + 5 + 2 + 1 - 2 ⇒ (17) + 13 + 5 + 2 + 1 - 2 = 36
Primary Damage (studied combat, power attack): 1d8 + 7 + 5 + 6 ⇒ (5) + 7 + 5 + 6 = 23

Haste Attack with +1 Adamantine Longspear (studied combat, heroism, haste, power attack): 1d20 + 13 + 5 + 2 + 1 - 2 ⇒ (10) + 13 + 5 + 2 + 1 - 2 = 29
Haste Damage (studied combat, power attack): 1d8 + 7 + 5 + 6 ⇒ (6) + 7 + 5 + 6 = 24

Secondary Attack with +1 Adamantine Longspear (studied combat, heroism, haste, power attack): 1d20 + 8 + 5 + 2 + 1 - 2 ⇒ (15) + 8 + 5 + 2 + 1 - 2 = 29
Secondary Damage (studied combat, power attack): 1d8 + 7 + 5 + 6 ⇒ (7) + 7 + 5 + 6 = 25

Swift to enter snake style and full 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

Unable to do much against an invisible enemy, Mara watched for anything approaching from the corridor.

I think Dervak has taken 21 damage, so he's not in danger at the moment (let me know if I'm mistaken). Holding off on healing for now.


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--not feeling well--Hexes it again!
Misfortune Hex DC 21 while affected by evil eye -4 attacks and saves

He Cackles!


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Kat in a flurry of quick jabs puts an end to the indescribable creature. The creature's flesh quickly melts into nothing but a crusty stain, its as if the only thing holding it to this plane was its own force of will.

Combat over

The portal to the next level is blocked by rubble and will take considerable effort to try and remove 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 elected to heal Dervak with her wand, preserving her healing hex for emergencies.

Wand of CLW (Dervak, 3 charges): 3d8 + 3 ⇒ (7, 6, 6) + 3 = 22 14/50 charges used.

"Looks like we've got our work cut out for us here!", she commented, suverying the rubble-choked portal.


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

"Yeah."
Dervak accepted the healing from Mara, then set to work excavating the rubble.

"Uh, Theophilus and Mara, keep an eye on the ceiling, would you? If it looks like this is going to collapse, Theo can Dimension Door us out of here, maybe. I will try to be careful moving the rubble but this room is not structurally sound.

Don't suppose either of you can make a wall of stone? Or summon something that can? Okay, then we will just have to hope for the best."


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 does her best to assess how immediately serious the damage is.

Knowledge (engineering) w/heroism, heightened awareness, free inspiration: 1d20 + 9 + 2 + 2 + 1d6 ⇒ (9) + 9 + 2 + 2 + (6) = 28


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---not feeling well--mops his forehead. He then begins staring at the ceiling....


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

If Dervak can pile the excavated rubble in a way to shore up the weakened ceiling (under Kat's direction), that is what he will do.


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The adventure tragically calls for 60 reflex saves...

Reflex
Dervak: 1d20 + 10 ⇒ (16) + 10 = 26
Kat: 1d20 + 14 ⇒ (13) + 14 = 27
Mara: 1d20 + 12 ⇒ (9) + 12 = 21
Theo: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25

After a few close calls Dervak and Kat manage to clear the rubble without collapsing the room on top of them. They also feel it should be safe to traverse the room for now.

Kat has a nagging feeling she's forgetting something. Something she rarely feels.

The way down is clear


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

Well, that doesn't make us more nervous...lol!

Theophilus--need feeling well--peers about nervously.
perception and not feeling well?: 1d20 + 18 ⇒ (6) + 18 = 24


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's face screws up as she tries to sift through her brain for any loose piece of important information.

"I bloody despise that feeling of forgetting something." She sobers as she realizes that this might not be as mundane a dilemma as she thought. "Any of you lot having that feeling, too?"


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

"No, not really."
All that thinking and studying Kat does must be getting to her. Cram too much in the brain and something is bound to fall out.


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 up, "Didn't Elder Thyrr say to turn all of the angel heads on each floor that can turned? We haven't checked the angel on the other side of the north wall here, have we?"


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You have Dervak turned it.


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Unable to recall something that seemed important the party has no choice but to press forward. Level 3 of the map is up. I've kept level 2 in case you wanted to return.

Like the previous levels of this library, this level contains hundreds of carvings of angels upon the walls. Those in this level are dancing and cavorting, but some of them hold sly expressions. The images seem to move on their own when viewed out of the corner of the eye. Unlike previous levels, the hallway is not cluttered with books, ancient manuscripts, and arcane minutia.

Preventing you from seeing very far is a pervasive fog that fills the corridors, but this does little to limit Kat's supernatural senses. A hallway leads south and east. Beyond your sight you hear low unearthly growling. Fog of war is out the 40ft of Kat's echolocation. Otherwise visibility is limited to 5ft.


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 hate this," mumbles Dervak.
"Can't see a thing. Kat, what do you see? I will follow 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

Theophilus--not feeling well -tries not to look at anything out of tbe corner of his rummy eyes....


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 exclaimed, "Ugh, this is terrible — anything could be in this fog! Can anyone see anything?"

She tried listening for movement.

Perception, heroism: 1d20 + 21 + 3 ⇒ (2) + 21 + 3 = 26


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

"No worries, all. I got eyes and ears for it. Just follow close, eh?"

Kat carefully walks forward, waiting to make sure the others can keep up.

Moved her up to the intersection to see what we can find. If nothing attacks us or nothing appears interesting, she'll turn to her left (so east on the map). Aside from her echolocation, her smog sight also makes it so she can just legit see further


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, an Air elemental's whirlwind ability could clear this fog?


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DM screen:

Will
Dervak: 1d20 + 12 ⇒ (2) + 12 = 14
Kat: 1d20 + 11 ⇒ (16) + 11 = 27
Mara: 1d20 + 22 ⇒ (6) + 22 = 28
Theo: 1d20 + 11 ⇒ (1) + 11 = 12

Will
Dervak: 1d20 + 12 ⇒ (20) + 12 = 32
Kat: 1d20 + 11 ⇒ (15) + 11 = 26
Mara: 1d20 + 22 ⇒ (8) + 22 = 30
Theo: 1d20 + 11 ⇒ (9) + 11 = 20

Theo:
You are overcome with the sudden urge to leave the Mysterium. Suggestion, you rolled a 1. The effect will last for 40 hours or until you actually leave.

As you enter the intersection you briefly feel dizzy, but it goes away as quickly as it came. To the south Kat can see the third angel gate. This metal circle in the floor again depicts angels, but there is nothing beatific about these figures. Their eyes are filled with lust, and long snaking tongues reach out, lolling on their cheeks. Going to give Theo a chance to respond before moving on.


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

"Did anyone else feel dizzy for a moment?", Mara asked the others.

Did we get an idea of how many levels there are in the Mysterium?"


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 pauses for a moment. Then suddenly he speaks an arcane phrase; and vanishes!

DM:
D-door outside.


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Theophilus has left the building!:
Fortitude
Dervak: 1d20 + 3 + 3 ⇒ (8) + 3 + 3 = 14
Kat: 1d20 + 9 + 3 + 1d6 ⇒ (11) + 9 + 3 + (3) = 26
Mara: 1d20 + 15 + 3 ⇒ (1) + 15 + 3 = 19

Just dice: 1d100 ⇒ 29

Kat and Mara know that Theo has cast dimension door. Kat does not "see" him with echolocation nearby.

Theo:
The guards are speechless when you appear in front of them. The conditions of the compulsion fulfilled Theo is free to make his own decisions.


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

"What did he do that for?", Mara moaned. "He's cast a dimension door spell; I just hope he doesn't run into those hounds! What are we going to do now?"

She was quite at a loss about what to do next.


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

Where's Theo?:
Theophilus shakes his head.
Remind me not to get the gracamole next time with the super nachos!
The White Rabbit gives him a strong thumbs up!
The Witch--who is really not feeling it--looks up at the guards.
Stand back; and look away!
He then summons.
Please, Semore, carry and protect us finding our friends inside.
And so the trio reenters the cursed museum.

Semore will cast Darkness as he carries Theo--and the White Rabbit back. Using Stealth+22, and Telepathy 100'.


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 place has been rough on him," says Dervak. "He can't have gone too far, right? How far does that spell go? Do we have any way of finding him?"


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 Dervak, "He could have teleported out of the Mysterium entirely. He'd still be fairly close by — within a few hundred feet, I should think."

Her mind raced as she considered the possibilities, "No good way right now. I could possibly walk through the walls to the outside, but I couldn't take anyone with me. I'd have to convince the guards to unseal the doors.

"That's assuming that he's not somewhere else in the building."

Time Flicker (Blink) can allow Mara to walk through walls (assuming no special warding). Locate Object (to find Theo's top hat) isn't on the Shaman spell list (although it's possible to add it via the half-orc FCB).

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