DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

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

Dervak will comment to Allegra and Cerise, "We met creatures like this in the Dreamlands."

He will address the Leng ghouls. "We are here because we seek to protect our world. We do not wish it to be drawn into Carcosa. If that is your goal, we must oppose you. But if that is not your goal, we can have peace.
We also travel with the soul of the Yithian whose body you have. She would like her body back. What would you ask for it?"

Diplomacy, Heroism: 1d20 + 13 + 3 ⇒ (12) + 13 + 3 = 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 studiously ignores Semore's behavior; only nodding to him, as he finishes his job.
He ignores his more based behavior for the remaining seconds...

The White Rabbit is seen flipping Semore off.

Walking the hallways, the Witch seem a bit reminiscent.
This reminds me of my Highschool. I could never find my locker there either.

As the Greaser Gang came into view, the Nerd suddenly squinches up his butt cheeks, swallowing hard.
Definitely like Highschool!

The White Rabbit is seen wearing a Hall Monitor outfit....

Theo's wide blue eyes turn to Dervak, once the Bloodrager begins talking to the Bullies.
Ask them for their milk money. That should show'en!

Theo and White Rabbit auto-succeed on Aid Diplomacy; although, I can't keep from laughing as he tries to help...lol.


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

Dervak has learned Diplomacy! He can be nice! He has been watching Mara all this time.


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 added, "We are on our way to repair some broken seals, which protect the city from dangerous flying polyps. As my friend says, this is the true body of one of our companions. We seek to restore it."

Diplomacy (aid Dervak), Heroism: 1d20 + 20 + 3 ⇒ (5) + 20 + 3 = 28


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Allegra stays silent while her more talkative companions talk, keeping a suspicious eye on the creatures for any hint of deception or hostility.

Sense motive, Heroism: 1d20 + 27 + 3 ⇒ (6) + 27 + 3 = 36


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The ghouls look at each other and then answer, ”We serve Nyarlathotep and not the master or Neruzavin. We can engage in negotiations over this creature. What we desire most is knowledge, if you can sate our thirst for it we will gladly part with this seeded.”

This requires a DC 40 arcana, dungeoneering, planes, or religion check.

To realize how to fix Kaklatath Heal or religion DC 40:
Both her present body and yithian body must die. Then a resurrection must be cast on the yithian body. Unfortunately the soul of the human currently trapped in Kaklatath’s yithian body will be lost completely in this process.

The seeded disease is spiritual, mental and physical. The resurrection will fix the physical taint. With Kaklatath's mind and spirit sequestered in her current form it was not corrupted.

I believe this is currently beyond the capabilities of the party. But there might be someone you’ve encountered or yet to encounter that is able to cast resurrection.


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 conferred with Theophilus about how to negotiate with the ghouls.

Knowledge Planes (aid Theo), taking 10: 10 + 5 = 15

With the aid, I think Theo can succeed by taking 10 (or perhaps Heroism already allows him to make a DC 40 check by taking 10).

She also talked to Kaklatath about how to cure her condition.

If Kaklatath can provide an aid for +2 on Heal, with another +2 aid from Allegra, Mara could make the DC 40 Heal check by taking 10. If Kaklatath can't aid the check, Mara will have to try using Fortune to make the roll of 12 on the die.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Allegra will aid.


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

@Mara - you can't take 10 on a skill check to Aid Another, and you do actually need to hit that 15 to Aid Another for Theo because he is PARANOID! But yes, looks like he can hit a DC 40 Planes by Taking 10 with Heroism.

"Knowledge is good." Dervak nods sagely.
"You should talk to Theophilus."


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

Knowledge Planes (DC 15 to aid Theo): 1d20 + 5 ⇒ (11) + 5 = 16


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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 looks at each of his party members, as they each turn to him.
The Mad Hatter has the look of a Panda bear cub being asked to just go talk to those nice lions.
He doesn't have the look of someone who has confidence in this option.

The White Rabbit is seen laughing hilariously on the flooring.

I feel a bit under the weather. Perhaps, a sick day?

He smiles.

Theo shrugs his shoulders. He straightens his hat.
This is how martyrs are made!

Theo puts on a brave face; moving forward.
Hello, my intellectually charged peeps! Will the real Slim Shady please stand up!

Knowledge (planes) (Int)+30 Taking 10 for 40!

Theo begins speaking about Quantum physics!

He barely even shows any fear, anxiety, or new poop smells.


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's eyes glass over with Theophilus's esoteric explanations, but he nods along.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Aid Another Knowledge, Arcana: 1d20 + 18 ⇒ (6) + 18 = 24

"Let's see if we can piece together enough information to satisfy them," Ci Ci says softly to Theo.


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After a lively debate and discussion over multiverse theory, grandiocosmic strings, and other esoteric topics the Leng Ghouls retreat. Without their presence the seeded body of Kaklatath attacks you aggressively.

With a +10 to attack this thing is of very little threat to you. Going to fast forward past this combat. Feel free to narrate destroying it or capturing it somehow.


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 (feeling a bit confident after his discussion with the ghouls) decides to bravely confront the ugly beastie! He takes out his dagger. He looks at it. He looks at the ugly Beastie.
He backs away behind Derek.
Someone at the door for you!

After the 6 seconds pass, the Witch grins at his friend.
What took you so long? You may be getting a bit rusty, my friend. Ever think about joining a gym? I heard that the rates are extremely reasonable.


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 is in fact a bit slow carving up the undead Yithian corpse, as he chivalrously waits for Allegra to take the first swings.

"Uh... it's kind of broken now. Beyond just being infected.
What do we do to fix that?"

He turns to Kaklatath. "Maybe in a big city like Katheer we can find a priest who can repair your body.
I think we should keep investigating here. If we need to rest again, then the next morning we can prepare spells to travel to one of those cities. And by 'we' I mean Theophilus."

I am not sure how far away Katheer is. But if within the range of Teleport (1300 miles), then Theophilus can bring the body there, sell the Djinni ring, find a priest to do the Resurrection, and Teleport back. Maybe bring another PC or two to carry the body, although I believe he can't get everyone (5 PCs, Kaklatah, and Kaklatath's body).


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Allegra will gladly cut the infected creature down, endeavoring to do so as cleanly as possible.

"Do we know that the recent inhabitant of that body is lost? Would resurrecting both be possible, if we have the ability? I know that there have been numerous innocents lost along the way in this quest and there are likely to be more, but if we can save them along the way, I believe we should."


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 started chanting, and tapped into the heavens spirits for good fortune. She pondered how to re-connect Kaklatath with her former body.

If Kaklatath can aid her, she'll take 10 on the heal check, otherwise she has to roll:

Using the Fortune Hex on herself.

Heal, Heroism, Allegra's aid: 1d20 + 23 + 3 + 2 ⇒ (12) + 23 + 3 + 2 = 40
Heal, Heroism (fortune), Allegra's aid: 1d20 + 23 + 3 + 2 ⇒ (9) + 23 + 3 + 2 = 37

She told her companions, "To successfully restore Kaklatath to her proper body, both bodies must die. Then the yithian body must be resurrected. Unfortunately, the soul currently trapped in the yithian body will be completely lost.

"I don't yet have the power to perform the ritual myself, but I think I can master it, with further study."

Resurrection is an 8th lvl Shaman spell, so Mara needs to go up two levels.
We will still have the human boy that Kaklatath is currently inhabiting, so I suppose that a second Resurrection spell, or perhaps a True Ressurection spell might save the human soul.


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The sadness in Kaklatath is palpable when she hears the news, ”It can’t be helped.” She turns to Dervak and Allegra, ”Please assist me.” Kaklatath searches the area and finds an alcove with an intact door made of glass. Another dead Yithian lies nearby, it appears to have died from rending claws. Kaklatath opens a secret panel on one of the walls, she starts to fiddle with a number of glowing buttons with strange lettering on it. ”Place my old body here. It will be preserved. If a long term solution cannot be found I will prepare another pod for this body.” As she speaks to your mind, it is accompanied by a vision of this same hall, but before it was destroyed. A number of Yithians enter the intact pods, all fated to die.


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 looks at the pods with bodies neatly displayed.
They went willingly?

He then speaks to the White Rabbit.

White Rabbit Speak:
Please if we find any Kool-aid; don't let me drink any.
No promises; but sure no Kool-aid, sure.
As far as promises; that was lame.
Was it?

Theo seems to be concerned about something the White Rabbit said.

The White Rabbit seems to be enjoying himself.


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Kaklatath corrects the pair, "It was Flavor-aid. Let's not linger here."

She will lead you to the next area if you want. Not sure if you want to try to explore other areas.


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 (dapping his eyes with a handkerchief) nods solemnly to Kaklatath.
What further tragedy will mercilessly assault our blind eyes!


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 nods to Kaklatath.
"Lead on. We need to find the seals, right?
You seem to be able to navigate this place better than we can. I'm not going to go wandering off."

OOC, happy to do whatever this module has to offer, but with the inability to navigate Neruzavin, it seems like letting Kaklatath direct us is the best option.


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Traveling time in minutes: 2d6 ⇒ (5, 5) = 10

You feel the breeze below here become more sinister as it tugs and grasps at your clothing and armor. Kaklatath instructs you "Up ahead, trouble, I will wait for you here.

The eight thin columns here seem insufficient to hold up the ceiling of this trapezoidal room. On one side are three alcoves in which stand statues of cone-bodied creatures with savage pincers. On the other, a set of battered two-foot-thick metal doors stands open at the top of a low dais.

A pair of flying polyps float within this room...

Initiative
Allegra: 1d20 + 1 ⇒ (17) + 1 = 18
Ci Ci: 1d20 + 6 ⇒ (12) + 6 = 18
Dervak: 1d20 + 5 ⇒ (10) + 5 = 15
Mara: 1d20 + 8 ⇒ (19) + 8 = 27
Mara, Temporal Celerity: 1d20 + 8 ⇒ (7) + 8 = 15
Mara, Temporal Celerity, mk2: 1d20 + 8 ⇒ (1) + 8 = 9
Theo: 1d20 + 13 ⇒ (13) + 13 = 26
Flying Polyp: 1d20 + 6 ⇒ (13) + 6 = 19

Round 1
Mara <-------------
Theo <-------------
Flying Polyp
Allegra
Ci Ci
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

Trapezoidal room.

Round 1

Theophilus walks behind Dervak and Allegra. The Witch seems to be enjoying the fine architecture.
Suddenly bumping into the back of the 1/2 Orc, Theo glances beyond him to see the Flying Polyps.
He looks at them. He looks at Dervak and Allegra. He looks back at the doomed Flying Polyps.
I am going to Hex them both; so be a fair chap and allow an opportunity for them to get an attack off on one of you.

He smiles.

Retribution (Su):
(Advanced Player's Guide pg. 68): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.

Retribution (Su) 60' Will DC 24

Split Hex:

Source Ultimate Magic pg. 156
You can split the effect of one of your targeted hexes, affecting another creature you can see.

Prerequisites: Witch level 10th.

Benefit: When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.

Just in range 60'...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

Knowledge Dungeoneering, Heroism: 1d20 + 19 + 3 ⇒ (11) + 19 + 3 = 33 In case there's something more to know about the flying polyps.

Mara had a bad feeling about what was about to happen. She concentrated, speeding up the flow of time for her allies, and shouted a warning, "Look out, Polyps!" Then she moved back 40 ft. and took cover.

Using Speed or Slow Time (Haste) on the Party. It's the best way to buff the Reflex saves of those who haven't acted yet.
She moved back 55 ft, in contact with the ground so she can move 60 ft and cast Breath of Life, should the worst happen.


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There is not much more to know, they are aberrations, vulnerable to electricity, and have nearly every wind based SLA, plus the wind blast, and sucking wind.

Will vs retribution, black: 1d20 + 16 ⇒ (2) + 16 = 18
Will vs retribution, blue: 1d20 + 16 ⇒ (19) + 16 = 35

Everyone begins to feel a gentle sucking wind, when you try to move it drags you down and makes it hard to accomplish any task.

You’re slowed unless you make a fort save DC 26, this extends far enough to target Mara too.

A torrent of wind blows down the hallway buffeting Dervak and Ci Ci. River of Wind

DC 19 fort or take nonlethal: 4d6 ⇒ (6, 3, 4, 5) = 18 and knock prone. Save is half damage. If you begin your turn in the line you must save again or take nonlethal: 2d6 ⇒ (1, 1) = 2, be knocked prone, and blown back 20ft. Successful save takes half.

PCs are up round 1/2


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

Does she know anything about resistances/immunities?

Fortitude. Heroism: 1d20 + 13 + 3 ⇒ (3) + 13 + 3 = 19 Argh! That means she has to move up to be in range for Breath of Life.

Mara cursed as she struggled against the wind. She knew she would have to be closer to the others to administer emergency healing; she moved forward and implored,"Mommy, give them some orcish fighting spirit!"

Moving forward 30 ft and casting Blessing of Fervor on Dervak, Allegra, Ci Ci and Theo. Her failed saving throw against the Sucking Wind means she's too far away to include herself. :(

Blessing of Fervor:
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

•Increase its speed by 30 feet.
•Stand up as a swift action without provoking an attack of opportunity.
•Take one extra attack as part of a full attack action, using its highest base attack bonus.
•Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
•Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Fort Save, Sucking Wind, Shake it Off: 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28

Fort Save, River of Wind, Shake it Off: 1d20 + 9 + 4 ⇒ (13) + 9 + 4 = 26

"Immolatus!" Ci Ci intones, and calls down a column of flame , centered just between the two creatures.

Flame Strike, Reflex DC 20 for half: 13d6 + 13 ⇒ (6, 3, 3, 5, 4, 6, 1, 5, 6, 2, 6, 6, 1) + 13 = 67

Spell Resistance: 1d20 + 17 ⇒ (12) + 17 = 29


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Sure, Immune: acid, cold, sonic.


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

Lucky Number In Order Dervak, Mara, Ci Ci, Allegra, Theo: 5d20 ⇒ (13, 18, 13, 4, 17

BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Trapezoidal room.

Round 2

Fort DC 25: 1d20 + 14 ⇒ (4) + 14 = 18

Suddenly a strong wind begins creating a serious problem for his friends! Theophilus doesn't seem to be at all excited about this opportunity to fly a kite!
Which one did that s&&+?

Theo waits while his player scrolls up to have a looksee...

....not too certain, Theo's player gives Theo the best opinion possible: He shrugs.

Theophilus (unperturbed and used to this type of treatment by his player) decides to attempt the same Hex against the Flying Polyp that made its save last round!

Accursed Hex:

You can make a second attempt at failed hexes.
Prerequisites: Hex class feature

Benefit: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

Normal: You can only target a creature with these hexes once per day.

Retribution (Su) 60' Will DC 24

So, how are we doing?


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

@CiCi - I think you had a +2 Shake it Off bonus there, because you were adjacent to Allegra and Dervak at the time the save was made. Theophilus does not have the feat, and Mara wasn't adjacent yet. But a 26 saves!

Fort, Shake it off +2: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28
Dervak resists the Slow effect.

Fort, Shake it off +2: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
Then he resists the River of Wind.

Fort again on his turn: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30

Dervak Dex-rages (casting Shield), then moves up and strikes at Black Blue. Taking the +2 Attack, AC, and Reflex saves from Blessing of Fervor.
This should provoke an AOO, but he is AC 41 against it (with the BoF bonus).
Attack, Heroism, BoF: 1d20 + 21 + 3 + 2 ⇒ (8) + 21 + 3 + 2 = 34
Damage: 2d4 + 28 ⇒ (4, 2) + 28 = 34


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Ci Ci fort vs River of wind start of turn: 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28 Ci Ci did you want to step out of the river of wind so you don’t have to continue to take damage?

As the wind buffets both Dervak and Ci Ci the flying polyp shares some of their injury in a very minor way.

Reflex vs Flame strike: 1d20 + 12 ⇒ (3) + 12 = 15
Reflex vs Flame strike: 1d20 + 12 ⇒ (6) + 12 = 18

Ci Ci calls down divine fire and burns away a good chunk of their twisted revolting flesh. As this happens the sucking wind ceases. This means you have both haste and BoF up.

Will vs Retribution: 1d20 + 16 ⇒ (2) + 16 = 18

Theo calls for a do-over, with much better results.

Action to Allegra


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 takes out a comb to clean up a bit. since the sudden wind has waned....


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Allegra casts Angelic Aspect, spends a fervor to enact both Sacred Armor and Sacred Weapon to increase bonuses, and she moves forward, taking the +2 atk/dam from blessing of fervor, taking her to AC 39.


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AoO Tentacle vs Dervak: 1d20 + 21 ⇒ (20) + 21 = 41
Tentacle vs Dervak, confirm?: 1d20 + 21 ⇒ (9) + 21 = 30
Plus grab vs Dervak: 1d20 + 28 ⇒ (14) + 28 = 42

Bludgeoning vs Dervak: 1d8 + 9 ⇒ (5) + 9 = 14
Constrict: 1d8 + 9 ⇒ (1) + 9 = 10

AoO Tentacle vs Allegra: 1d20 + 21 ⇒ (5) + 21 = 26

The pair of polyps bash at Dervak and Allegra when they approach, one manages to get a hold of the bloodrager and squeeze tightly.

I'm not 100% sure if Dervak will use his standard to escape the grapple, if there is a liberating command, or some other method of escaping. DC to escape is 42. If he can't escape I believe this prevents him from attacking.

If he does not escape:

Maintain grapple to pin: 1d20 + 28 + 5 ⇒ (8) + 28 + 5 = 41

Dervak somehow manages to pull himself free.

If he does:

Tentacle vs Dervak: 1d20 + 21 ⇒ (1) + 21 = 22
Tentacle vs Dervak: 1d20 + 21 ⇒ (6) + 21 = 27
Tentacle vs Dervak: 1d20 + 21 ⇒ (1) + 21 = 22
Tentacle vs Dervak: 1d20 + 21 ⇒ (17) + 21 = 38

Dervak dodges one tentacle, parries another, a third ricochets off his shield, the final is absorbed by his breastplate.

Tentacle vs Allegra: 1d20 + 21 ⇒ (4) + 21 = 25
Tentacle vs Allegra: 1d20 + 21 ⇒ (6) + 21 = 27
Tentacle vs Allegra: 1d20 + 21 ⇒ (20) + 21 = 41
Tentacle vs Allegra, confirm?: 1d20 + 21 ⇒ (16) + 21 = 37
Tentacle vs Allegra, plus grab: 1d20 + 28 ⇒ (9) + 28 = 37
Tentacle vs Allegra: 1d20 + 21 ⇒ (13) + 21 = 34

Bludgeoning: 1d8 + 9 ⇒ (7) + 9 = 16
Constrict: 1d8 + 9 ⇒ (4) + 9 = 13

By the power of the Godclaw this chaotic abomination is prevented from harming one of their servants. But then reality blinks and Allegra finds herself within the grasp of the horrible flesh pile.

PCs are up!


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Ci Ci moves out of the wind, and calls upon her power again. She brings down another column of divine flame in the same spot as before, catching both creatures.

"Immolatus!"

Flame Strike, DC 20 Reflex for half: 13d6 + 13 ⇒ (6, 3, 2, 4, 2, 6, 5, 5, 2, 3, 2, 2, 2) + 13 = 57

Spell Resistance: 1d20 + 17 ⇒ (4) + 17 = 21


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 watches in awe, as both Flying Polyps dish out damage to Dervak and Allegra; but then take half that damage themselves.
He nods in approval.


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 has Liberating Command memorized, but I don't think she has line of sight to Dervak.

Mara moved forward and tried to call down bolts of lighting on the polyps.

Casting Chain Lightning on the black polyp (blue polyp will be secondary).

Spell Resistance: 1d20 + 13 ⇒ (7) + 13 = 20 fail


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's CMD was actually 44 for that round due to taking the +2 attack/AC/Reflex bonus from Blessing of Fervor.

10 + 13 BAB + 7 Str + 5 Dex + 2 Deflection + 5 Luck + 2 Dodge.

So the tentacle hits, he takes 14 damage, the polyp takes Retribution damage, but the grab fails and Dervak's attack lands?

Then it fails to hit him on his turn?

Dervak retaliates. Destined Strike on the tertiary. BoF for +2.

Primary: 1d20 + 26 ⇒ (4) + 26 = 30
damage: 2d4 + 28 ⇒ (3, 1) + 28 = 32

Hasted: 1d20 + 26 ⇒ (15) + 26 = 41
damage: 2d4 + 28 ⇒ (3, 3) + 28 = 34

Secondary: 1d20 + 21 ⇒ (15) + 21 = 36
damage: 2d4 + 28 ⇒ (3, 3) + 28 = 34

Tertiary, Destined Strike 2 of 5: 1d20 + 16 + 8 ⇒ (16) + 16 + 8 = 40
damage: 2d4 + 28 ⇒ (1, 2) + 28 = 31


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

With her axe held fast by the disgusting creature, Allegra pulls out a steely knife and stabs the beast.

Attack, IVS, PA, BoF, Heroism: 1d20 + 15 + 2 - 3 + 3 ⇒ (11) + 15 + 2 - 3 + 3 = 28
Damage (Good): 3d4 + 12 ⇒ (1, 2, 4) + 12 = 19

AC 37 in the grapple, may I assume that its attacks don't get through her dr 5/evil from Angelic Aspect?


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

Lucky Number In Order Dervak, Mara, Ci Ci, Allegra, Theo: 5d20 ⇒ (13, 18, 13, 4, 17

BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Trapezoidal room.

Round 3

Theophilus watches all the action taking place between the Flying Polyps and his companions.
The Witch frowns.
I believe that their damage output is inefficient. I am thinking, perhaps, if Mara could boost them a bit?

The Witch (completely serious) walk along the wall closer to Dervak.
He then MisFortunes Dervak!

Theo Evil Eye Hex both Flying Polyps!
hex evil eye Will DC 24 -4 AC 2 rounds

Split Hex:

Source Ultimate Magic pg. 156
You can split the effect of one of your targeted hexes, affecting another creature you can see.
Prerequisites: Witch level 10th.

Benefit: When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.


Wrath Maps Wrath Loot PS Loot PS Maps

Seems legit Dervak. I'll fix their HP count in a bit. @Allegra it does not bypass your DR.


Wrath Maps Wrath Loot PS Loot PS Maps

Ci Ci’s flames and Mara’s lighting have little effect on the magically resistant creatures. Dervak in a succession of slices with his wicked blade ends the nearby Polyp. The remaining polyp lets Allegra go and the room and tunnels explode with tornado strength winds.

Bludgeoning: 14d6 ⇒ (4, 2, 4, 4, 1, 4, 2, 5, 2, 1, 1, 4, 3, 6) = 43 Reflex DC 26, half (24)
Recharge: 1d4 ⇒ 3

Tornado strength winds
Distance: 1d4 ⇒ 1
Fly distance: 2d6 ⇒ (3, 2) = 5
Nonlethal: 1d4 ⇒ 4
Nonlethal: 2d6 ⇒ (5, 5) = 10

If you're standing make a DC 15 strength check or be blown away 10ft, knocked prone, and take 4 nonlethal.

If you're flying make a DC 25 fly check or be blown 50ft and take 10 nonlethal

The wounds accumulate on the polyp as the wind destroys your flesh and bones.

PCs go!


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

Lucky Number In Order Dervak, Mara, Ci Ci, Allegra, Theo: 5d20 ⇒ (13, 18, 13, 4, 17

BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Trapezoidal room.

Str DC 15: 1d20 ⇒ 2

Theophilus decides that sitting very quickly and being wind pressed against the wall is the thing to do!
My goodness; and us without a proper kite!

Ref DC 26, heroism, BoF: 1d20 + 11 + 2 + 2 ⇒ (2) + 11 + 2 + 2 = 17

The poor Witch does seem to be taking the blunt of the storm to his face!
This is a bit intolerable! Ouch! Where did that shoe come from!?

Theo decides to Misfortune the remaining Blow hard!
misfortune Will DC 24 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

Should have specified last round: •Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves (no reason to take any other option).

Reflex, Heroism, BOF: 1d20 + 13 + 3 + 2 ⇒ (13) + 13 + 3 + 2 = 31
Strength: 1d20 + 1 ⇒ (6) + 1 = 7 It seems that Heroism doesn't help ability checks.

The strength of the winds blew Mara back and onto the floor. Undeterred, she took off and flew back towards the polyp and tried to light it up with stardust to make it easier to see. But she couldn't get it to stick.

Spell Resistance (Stardust: 1d20 + 13 ⇒ (6) + 13 = 19 One day I'll make a SR check.

I'm assuming that she doesn't need to stand up to start flying. If that's incorrect, she'll use the BOF option to stand up as a swift action.


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, Blessing of Fervor: 1d20 + 23 + 2 ⇒ (20) + 23 + 2 = 45
No damage due to Ring of Evasion

Strength DC 15: 1d20 + 7 ⇒ (8) + 7 = 15

Dervak dodges all of the debris from the windstorm; defying all logic, he even escapes the scouring of sand and dust.

The warrior braces himself and just barely manages to retain his footing.

As the winds subside, he advances and strikes at the polyp.

His movement will provoke an AOO since it has reach, but Dervak is AC 41 against it (and CMD 44) due to taking the Blessing of Fervor +2. And it may be Misfortuned.

Attack, Heroism, Flanking: 1d20 + 21 + 3 + 2 ⇒ (15) + 21 + 3 + 2 = 41
Damage: 2d4 + 28 ⇒ (3, 4) + 28 = 35


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Ci Ci steps forward, then channels her power through the rod, amplifying her magic.

"Scintillating Slivers!"

Spell Resistance: 1d20 + 17 ⇒ (2) + 17 = 19 (Whelp.)

Rod-Empowered Diamond Spray, DC 18: 13d6 ⇒ (4, 5, 5, 6, 5, 2, 6, 5, 3, 2, 5, 3, 3) = 54 (+ 27 points = 81)


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Reflex DC 24, heroism: 1d20 + 11 + 3 ⇒ (20) + 11 + 3 = 34
She can't make a DC 25 fly check with her average maneuverability so WEEEEEEE. After DR, 16 wind damage and 5 nonlethal. Selecting double speed. AC 37

Allegra enacts Sacred Weapon again with a swift action, moves back up to the beast, and takes a heavy swing at it.

Attack, SW, Heroism, PA: 1d20 + 17 + 3 + 3 - 3 ⇒ (10) + 17 + 3 + 3 - 3 = 30
Damage, ImpVS, SW, PA: 3d12 + 11 + 9 + 3 ⇒ (8, 3, 1) + 11 + 9 + 3 = 35


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Miss Chance low fails: 1d100 ⇒ 32

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