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 could sense that trying to reason with the survivors here wasn't going to work. She remembered how she had felt in the asylum, when shapeshifter had seemed to be everywhere. She decided against flying up to look over the barricade; they would probably just shoot at her.

She called out, "We're going down further to see if we can find Elder Lythiin. It's too soon to give up hope of finding him alive. We'll be back later."

Mara still has Haste and her Healing Hexes available, so I'm good to continue a little further.


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

Sense Motive on the Survivors: 1d20 + 29 + 1d6 ⇒ (2) + 29 + (2) = 33

"Yeah, can't blame 'em. These bloody cosmic horrors are confusing enough when we've been fightin' 'em a while. Imagine if you're just some normal bloke off the street."


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 will bravely follow after Kat and Dervak....


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Kat gets the sense that there is no convincing the guards and that if the party tried to force the issue it would result in violence.

You begin to explore the 3rd level of the Mysterium, the fog remains, the growling has ceased, leaving an eerie silence. You walk south.

DM dice:

Dervak: 1d20 + 12 ⇒ (10) + 12 = 22
Kat: 1d20 + 11 ⇒ (9) + 11 = 20
Mara: 1d20 + 22 ⇒ (7) + 22 = 29
Theo: 1d20 + 11 ⇒ (15) + 11 = 26

Dervak: 1d20 + 12 ⇒ (3) + 12 = 15
Kat: 1d20 + 11 ⇒ (14) + 11 = 25
Mara: 1d20 + 22 ⇒ (9) + 22 = 31
Theo: 1d20 + 11 ⇒ (19) + 11 = 30

Dervak:
Kat fades into the fog in front of you. Glancing behind you Theo and Mara have also disappeared.

Kat, Theo, Mara:
Instead of following Kat to the south Dervak makes a sudden turn to the west and disappears into the fog.


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 comes to a halt.
"Kat? Theo? Mara? Where did you all go?"

He holds his falchion in hand and looks around warily.
Perception: 1d20 + 17 ⇒ (19) + 17 = 36


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Dervak hears his fellows back to the north a short distance. Heading back north a little ways reveals them looking around for you, they appear to be headed towards the east, not south like you agreed. Dervak notices he has a headache.


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 was following behind Dervak, when she saw him suddenly turn to the west and disappear into the fog. "Dervak, where are you going? We should stick together!", she called after him, and listed for his reply.

Perception, crone aspect, heroism: 1d20 + 20 + 1 + 3 ⇒ (11) + 20 + 1 + 3 = 35

I'm not making an assumption one way or the other about whether Mara can hear Dervak.
Mara's Heroism lasts 1 hour and 40 minutes. Let me know if it has run out.


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 assumes he has messed up somehow. He knows he isn't the smart one in this group.

"Something odd," he says to Mara, with no elaboration.

He falls back in behind Kat and follows her.


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You are reunited for now. Gonna say half an hour left on heroism.


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

Does Kat’s echolocation and/or Smog Sight help at all?

”Yeah best we stay together. Hells, might even wanna all hold onto a rope so we can keep track if it’s that easy to get separated in here.”

Perception: 1d20 + 27 + 1d6 ⇒ (7) + 27 + (1) = 35


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 be hanging on by a thread. The nervous Hatter has seen a lot. Dervak behaving strangely may be putting him over the top....


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

This accursed fog — could it affecting our thinking? Mara cast a spell and checked whether the fog itself was magical.

Casting Detect Magic.

She replied to Kat, "Holding a rope sounds like a good idea; who has one?"

I should buy some silk rope for Mara.


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Mara detects a strong magical aura all around her, she cannot decipher precise school of the magic or the specific effect.

Detect magic plus Arcana DC 21:


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@Kat you never lost 'sight' of Dervak he just very suddenly went the wrong direction.


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 his Enlarge Person is close to wearing off, Dervak will use his last 1st-level slot to refresh it.

"Lead the way, Kat. If you see a door, let's check it out rather than sticking to the hallways."


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

Being a bit distract (mostly because of the certainty of pending death), the nervous Witch stares blankly at what Mara was doing. He seems to be pondering something; when the White Rabbit nudges him.
Theo mimics Mara's activities.
Detect Magic, Knowledge (arcana) (Int), heroism: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28

Big surprise! Guards and Wards all over the place! Oh, the humanity! The horror! We are all gonna diiiiieeee!


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

"So how's that help us, bruv? Something special we gotta look out for?"


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

Good question. Can we Dispel or Disable it?


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Your answer is in the spell description I linked.


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 looks at Kat.
The short answer; nope!

The Mad Hatter then shrugs his shoulders.
The good news is that the caster need still be here somewhere. We could have missed dozens of concealed doors by now, also. This is worse than loosing your monocle in a vat of beer!

The White Rabbit solemnly nods his agreement.

Apologies, Delmoth. I missed the blue...lol.


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 moved closer to Kat, so would be less likely to get lost. "We should move on, and all hold on to a rope if we can. Or we could all hold onto each other's shoulders in a long chain. In any case, Kat, I'm following you, so lead on."


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

"Let's keep on to the left then, eh. See where that takes us."

Kat takes her adamantine spear and drags it along the floor with a horrible scraping sound as she carves an arrow in the ground.

"This will show which direction we have tried, eh?"


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 begins rummaging through his Pathfinder pack. He pulls out 50 feet of string and 50 feet of thread.
Never thought I would ever use these!


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Handwaving a bit here.

Using Kat's scientifically enhanced senses, marking your path with Kat's spear, and tying yourselves to each other with Theo's twine, you manage to explore this level's corridors with a degree of confidence. With only one or two mix ups you've discovered three of the four statues you need to delve further into the Mysterium.

Theo was correct that the doors of this level were covered with illusions but such tricks are beyond Kat's keen ears.

Revealed fog of war for all the hallways. There are four doors leading to rooms in the center of this level and a couple of rooms in the north east.


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

"Let's pick one of the doors and try it. I know we probably will need to rest soon, but we can clear one of these rooms first. Maybe find Elder Lythiin."


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 frowns at the mystery of the lost doors. The Witch seems to be trying to think of a solution; when the White Rabbit shakes his trouser leg.
Looking down at the White Rabbit for a moment, Theo sadly shakes his head.
We would need--not one--but three turkeys. Where are we getting turkeys here?

The White Rabbit kicks the floor.

I got nothing, concerning the illusion-hidden doors; so the 4 in the center are a good starting point.


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Its all good Kat's echolocation see the doors. I suppose technically you still have to make saves but I'm not going to hold you to 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 considered the question of which door to check first, and picked one at random, "I dunno, how about the northwest door in the center?"

She checked the door for traps first, and then listened for noises beyond.

Perception, crone aspect, heroism: 1d20 + 20 + 1 + 3 ⇒ (20) + 20 + 1 + 3 = 44

Not walking to the door alone!


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 follow Mara to the door and open it after she has checked it. He has his falchion in hand.

It looks like Mara has not used Heaven's Leap on Dervak today. That might be needed to get him into the room depending on what it looks like inside. We'll see.


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

"Good with me, luv." Kat continues drawing her arrows on the ground as she follows the others.


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 nods in agreement. He casts Guidance on Deravk, prior to him opening the door.


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Dervak you can get through the door by squeezing. No need to teleport.

The shelves in this room hold thousands of handwritten journals and bound books. Glancing through the library you find it contains hours upon hours worth of automatic writing as well as transcripts of trances and drug-induced ecstasies. The writings cover thousands of subjects, and while some passages and pages make sense, most of it is useless garbage.

Kat’s trap sense: 1d20 + 32 + 1d6 ⇒ (6) + 32 + (2) = 40

A single chest sits on the floor between two of the shelves. When Kat approaches the chest she hears a tiny rune on the surface of the lock. Magical trap


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 card tricks...

Shhhh...:
The White Rabbit gets out a fine culinary set!


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 looked through some of the written material and despaired, "It would take weeks to go through all this!"


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 nods in agreement!
Exactly!

He sits down and he begins reading...


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

”Trap here. I’ve got it.” Kat kneels down and pulls out her tools so she can carefully undo the trap rune.

Disable Device (heroism, free inspiration): 1d20 + 25 + 2 + 1d6 ⇒ (8) + 25 + 2 + (5) = 40


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Kat manages to erase the rune rather easily. She finds a scroll of horrid wilting stored within a leather and scrimshaw bodkin case, and an everwake amulet on a cord of woven hair.

Added to the treasure sheet.


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 figured it wasn't worth searching through the books right now. She went across to the northwest door and examined it for traps.

Perception, crone aspect, heroism: 1d20 + 20 + 1 + 3 ⇒ (3) + 20 + 1 + 3 = 27


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Five creatures populate this room, guarding the door is something that might be mistaken for a centaur if it wasn't for the metallic skin, golden clockwork wings sprouting from its back, and arms that end in barbed chains. Kat and Theo recognize the creature as a type of inevitable (lawful outsider), a Zelekhut. They are the executioners bound to follow the letter of the law. They are only vulnerable to chaotic energies. DR 10/chaotic, Regeneration 5 (chaotic)

Behind the centaur like thing is a lithe humanoid with glowing blue eyes. Her form shimmers and wavers temporarily breaking apart into motes of shimmering light. She stands next a trio of creatures that look like swirling crystalline dust, but on closer inspection they are a shifting mass of glowing mathematical symbols and equations. Kat and Theo know that all four are Axiomites, and they able to shift between the two forms. They are also a type of lawful outsider and vulnerable to chaotic energies. DR 10/chaotic, Regeneration 5 (chaotic)

The zelekhut wastes no time, swinging at Kat with its chain-arms. One wraps around her leg leaving a bleeding gash, to add a little insult a jolt of electricity is sent down its length singing Kat. 18 slashing, 3 electricity It tries to pull Kat over but she manages to stay on her feet.

GM screen:
Initiative
Dervak: 1d20 + 4 ⇒ (20) + 4 = 24
Kat: 1d20 + 1 ⇒ (14) + 1 = 15
Mara: 1d20 + 6 ⇒ (17) + 6 = 23
Mara, Temporal Celerity: 1d20 + 6 ⇒ (2) + 6 = 8 Always acts in surprise round, if surprised acts last
Theo: 1d20 + 12 ⇒ (14) + 12 = 26

Axiomite: 1d20 + 8 ⇒ (12) + 8 = 20
Zelekhut: 1d20 + 9 ⇒ (20) + 9 = 29
????: 1d20 + 9 ⇒ (19) + 9 = 28

Mara knows planes: 1d20 + 6 + 3 ⇒ (1) + 6 + 3 = 10
Kat knows planes: 1d20 + 18 + 2 + 1d6 + 2 ⇒ (5) + 18 + 2 + (4) + 2 = 31
Theo knows planes: 1d20 + 21 ⇒ (3) + 21 = 24

Chain vs Kat: 1d20 + 17 ⇒ (14) + 17 = 31
Plus trip: 1d20 + 18 ⇒ (2) + 18 = 20
Slashing, electricity: 2d6 + 7 + 1d6 ⇒ (5, 6) + 7 + (3) = 21

Chain vs Kat: 1d20 + 17 ⇒ (4) + 17 = 21
Plus trip: 1d20 + 18 ⇒ (12) + 18 = 30

Round 1
Zelekhut
????
Theo <--------------
Dervak <-------------
Mara <--------------
Axiomite
Kat


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

Theophilus frowns at the actions of these Lawfully built beings.
He begins by using Evil Eye Hex on the Zelekut.
Will DC 21 -4 Saves 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 stepped away from the door, giving Dervak more room to engage. She concentrated, speeding up the flow of time for her friends.

Using Speed or Slow Time (Haste) on the party.

"Not very friendly, are they?"


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 doesn't particularly know or care what the creature is. It attacked Kat, so he will destroy it.
If somebody told him he needed the power of Chaos to hurt these things... he would have some annoyance that just being who he is does not qualify as Chaotic enough.

It looks like I can attack the Zelekhut. It may have cover and I will let you apply that on your end.

Dervak Str-rages and attacks. Using Destined Strike on the Iterative.
Attack, Heroism, Haste: 1d20 + 19 + 3 + 1 ⇒ (5) + 19 + 3 + 1 = 28
Damage: 2d6 + 28 ⇒ (3, 5) + 28 = 36

Hasted Attack: 1d20 + 23 ⇒ (10) + 23 = 33
Damage: 2d6 + 28 ⇒ (3, 2) + 28 = 33

Iterative, Destined Strike 2 of 3: 1d20 + 18 + 5 ⇒ (2) + 18 + 5 = 25
Using 1/Rage Certain Strike on that.
Iterative, Destined Strike 2 of 3: 1d20 + 18 + 5 ⇒ (5) + 18 + 5 = 28
Damage: 2d6 + 28 ⇒ (6, 4) + 28 = 38

What a lousy set of rolls...


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DM screen:
1d100 ⇒ 32
1d100 ⇒ 15

Spellcraft vs haste DC 18
Dervak: 1d20 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Kat: 1d20 + 9 + 1d6 + 2 ⇒ (8) + 9 + (1) + 2 = 20
Mara: 1d20 + 15 + 3 ⇒ (12) + 15 + 3 = 30
Theo: 1d20 + 21 + 3 ⇒ (19) + 21 + 3 = 43

Spellcraft vs lightning bolt DC 18
Dervak: 1d20 + 3 + 3 ⇒ (11) + 3 + 3 = 17
Kat: 1d20 + 9 + 1d6 + 2 ⇒ (4) + 9 + (5) + 2 = 20
Mara: 1d20 + 15 + 3 ⇒ (15) + 15 + 3 = 33
Theo: 1d20 + 21 + 3 ⇒ (3) + 21 + 3 = 27

Spellcraft vs order’s wrath DC 19
Dervak: 1d20 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Kat: 1d20 + 9 + 1d6 + 2 ⇒ (15) + 9 + (2) + 2 = 28
Mara: 1d20 + 15 + 3 ⇒ (20) + 15 + 3 = 38
Theo: 1d20 + 21 + 3 ⇒ (14) + 21 + 3 = 38

Spellcraft vs hold monster DC 20
Dervak: 1d20 + 3 + 3 ⇒ (1) + 3 + 3 = 7
Kat: 1d20 + 9 + 1d6 + 2 ⇒ (15) + 9 + (1) + 2 = 27
Mara: 1d20 + 15 + 3 ⇒ (1) + 15 + 3 = 19
Theo: 1d20 + 21 + 3 ⇒ (10) + 21 + 3 = 34

Will vs Hold monster DC 20
Dervak: 1d20 + 15 ⇒ (8) + 15 = 23

Reflex vs Lightning bolt DC 18
Dervak: 1d20 + 12 ⇒ (6) + 12 = 18
Kat: 1d20 + 14 ⇒ (13) + 14 = 27

Electricity: 9d6 ⇒ (3, 2, 5, 2, 2, 3, 3, 1, 4) = 25

Will vs Order’s wrath DC 19
Dervak: 1d20 + 15 ⇒ (16) + 15 = 31
Kat: 1d20 + 11 ⇒ (10) + 11 = 21
Mara: 1d20 + 22 ⇒ (9) + 22 = 31
Theo: 1d20 + 11 ⇒ (2) + 11 = 13

Lawful: 5d8 ⇒ (1, 2, 8, 1, 1) = 13 13*1.5=19

Theo tries to invade the mind of the outsider and finds that it is a labyrinth of twisting corners and dead-ends, he cannot plant his usual seeds of self-doubt and paranoia in fertile ground. Immune to mind-affecting

You got some lousy rolls but good enough!

With screeching metal Dervak rends the zelekhut in three points, nearly cutting off one of the metal-centaur’s wings.

With exacting precision the axiomites act in unison unleashing a number of magical energies carefully crafted to hinder and control your group while bolstering themselves. Everyone but Dervak recognizes the spells, haste, hold monster, lightning bolt, and order’s wrath.

Dervak feels his muscles go rigid, but with some effort he’s able to break free of the enchantment. A half a second later a bolt of electricity arcs through Kat and Dervak. Finally a blue grid of energy explodes from near the center of the group.

Kat and Dervak take 12 electricity damage from a lightning bolt, you made your save if you have evasion.

Theo takes 19 damage from Order’s wrath (failed save), everyone else takes 9 (made save). Theo is also dazed and can take no actions next turn.

Round 1
Zelekhut
????
Theo dazed
Dervak
Mara
Axiomites
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 growls in frustration as she is hit and then shocked. ”Bloody inevitables! Sod off.”

She takes a step back and enters her fighting stance, focusing on studying her target. She throws out a single stab.

Swift to enter snake style, move to study, standard to attack once

Attack with +1 Adamantine Longspear vs Zelekhut (heroism, studied combat, haste, power attack): 1d20 + 13 + 2 + 5 + 1 - 2 ⇒ (6) + 13 + 2 + 5 + 1 - 2 = 25
Damage (studied combat, power attack): 1d8 + 7 + 5 + 6 ⇒ (2) + 7 + 5 + 6 = 20


Wrath Maps Wrath Loot PS Loot PS Maps

GM screen:
Chain vs Dervak: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
Plus Trip: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20

Chain vs Dervak: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24
Plus Trip: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31

Kat's spear just barely nicks the door frame as she goes for the zelekhut. This throws off her thrust just enough that the spear only glances off its metallic skin harmlessly. It retaliates sending its chain arms into the door but they clatter to the ground finding no purchase among the party.

Round2
Zelekhut
Theo dazed
Dervak <--------------
Mara <--------------
Axiomites
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 seems deep in thought. Just ignore the drool and more than usually stun expression on his face.


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 the Zelekhut once and close the door as a move action.

"We can't just sit here and let them hit us with spells!"
Mostly concerned about rolling poorly vs Hold Monster and getting a CdG. With either Fortune Hex or Freedom of Movement Dervak would be happy to in there and attack the casters. But even their damage will add up.

Attack, Heroism, Haste: 1d20 + 19 + 3 + 1 ⇒ (8) + 19 + 3 + 1 = 31
Damage: 2d6 + 28 ⇒ (3, 5) + 28 = 36

To deal with the regeneration, I think we need to drop it unconscious and then have Theophilus summon 1d3 Dretches to deal some Chaotic damage to it.


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

I feel like we exhausted both our Fortune Hexes on everyone?


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 guess so. Okay then. Just hope for the best on saves, or ready to interrupt the casters, or Dispel the Hold Monster if it lands. Or Heaven's Leap people out of melee range if they get Held.


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 moved behind Dervak and called out, "Daddy, coat them in sticky mud!"

If the door is still open: Casting Slowing Mud (DC 22 Fort) on the enemies. Hopefully she can target them all. All who fail are blinded and slowed (although haste can counter the slow effect).

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