DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

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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 returns to the altar, and focuses on it.

"Scintillating Slivers!" she cries, extending her hands towards it.

Diamond Spray, by passes 7 points of Hardness: 10d6 ⇒ (4, 6, 5, 6, 2, 3, 1, 4, 4, 5) = 40


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 tells Rockwell to come back and investigate the southern iron portcullis.
Rockwell says there is a something large lurking around a corner.

Post after work. Need to think this one over a bit...


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 cast Tactical Adaptation to gain Strike Back.


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Mara senses nothing untoward from the portcullis, it looks like it's made of completely normal iron.

West Prison

Cell doors line the north and west walls, each set with a small barred window. Two more cells flank a corridor that heads south into another chamber. A sour, fetid smell wanders its way from the chamber, no doubt becoming stronger the farther you go in. Organized into small piles are soiled blankets and pillows in one corner and human bones and scraps of flesh in another.

Rockwell:
Trundling along to the east the elemental senses more worked stone holding pockets of air. He senses nothing like the alien minded creatures that plucked him from his home plane. He shrinks in fear of sordid horror that made such an affront possible, gouges of earth pulled apart and filled with air. Veins of once hematite that were pulled out of the earth and scorched into something unnatural and unholy, even then these bits are left to rot in the air. Rockwell could do nothing against the spellslinger that summoned and bound him but he still felt the horror of the situation, but he was trapped by the madness he found himself in.

Ci Ci utterly destroys the statues and the altar before her.

The ghostly apparition that stole a bit of Mara’s life force does not show itself.

PCs can go in round 3.


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 back from the portcullis to allow someone stronger to try opening 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

Theophilus butt slaps good old Rockwell, as he walks up behind the little fella.
Stopped taking your depression meds, I see. Never forget your meds!

The Mad Hatter winks at the poor sod of an earth elemental.

He shouts to Dervak.
Are you toying with the incorpreal guy? Do you want me to Summon bait?Rockwell says nothing south--other than his whining, crying and pants wetting.


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

"We can't leave that ghost to keep attacking us! We need to destroy it! Can you find something hidden in a wall?"

Waiting on Theo and CiCi before I take my turn.


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

Theophilus nods solemnly at Dervak.
The duty of a soldier out weighs his comforts. Agreed!

Theo points at where the incorporeal creature last popped out.

Rockwell trudges that way with his granite head bowed low.

The Witch then begins Summoning how many: 1d3 ⇒ 1 Dire Rats next!
Ground troops incoming!


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Action to Ci Ci


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 flies just inside the entrace to the maze, (Overland Flight should still be active) hovering well above the swarm of rats on the ground. She draws upon her power, waiting for something to react. If something attacks the rats, she will blast the wall the attack came from with her full magical might.

Readied Action, Disintegrate: 30d6 ⇒ (2, 5, 4, 5, 1, 1, 2, 4, 2, 6, 5, 1, 1, 5, 3, 2, 6, 2, 6, 3, 2, 1, 5, 4, 6, 2, 6, 1, 3, 1) = 97


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

Okay, so if Dervak goes, and then the ghost, and then CiCi's readied action, Dervak will get to go again if and when the ghost is visible.

Casting Keen Edge on the sword.


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Incorporeal touch vs Ci Ci: 1d20 + 21 ⇒ (15) + 21 = 36 Hit
Through wall, miss chance: 1d100 ⇒ 39 Miss

Ci Ci attacks the wall as a reaction: 1d20 ⇒ 10 not a 1 so hit

Swift action, ranged incorporeal touch vs Ci Ci: 1d20 + 21 ⇒ (18) + 21 = 39 Hit

The ghostly hand reaches through the wall groping for a nearby target but it is met not with living flesh but open air. You gain a clear sight of your adversary, a central spirit floats in the maze, but a number of other fainter humanoid spirits whirl around it as well.

Religion 30:
This kind of ghost is called a nemhain. It was formed when a soul deliberately assumes the status as a means of protecting a person, object, place, or ideal. Like liches their souls are bound to a physical objects, typically a statue, pillar, or monolith, and will reform again and again unless the object is destroyed. The method of becoming a nemhain is thought to be lost. Undead, incorporeal, profane regeneration which is defeated by good weapons and spells or electricity.

The spirits that whirl and swirl around the central ghost rush Ci Ci and begin to drain her of her life force. Ci Ci needs to make a Fort save DC 23. Failure means 150 negative energy damage, success means 75 negative energy damage. harm The spirits then retreat further into the maze. Direction is marked by the arrow.

The ghost provokes twice from Rockwell and Ci Ci. Once for ranged weapon, another for movement.

PCs go round 4


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

Rockwell watches all the scary ghost things swirling and touching the pretty lady next to him.
I wonder why she would also be sent to her death?

The small earth elemental cringes in cowardice the entire time....

There seems to be a tiny pile of newer pebbles underneath him.

Theophilus looks at the lone dire rat that appeared.
One? Only one of you came to me? Cornilius, I am wounded!

Cornilius seems indifferent to the Witch's emotional outburst.

Theo points at Rockwell. Cornilius skitters beyond the earth elemental and the strange ashy female.

Theo in the meantime approaches CiCi.
Heal 150 points


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 scowls as the foe once again escapes, clearly frustrated.

"So what do we do now?
Blast holes in this stupid maze and hope to catch the ghost off-guard?
Go somewhere else instead, like Mara wants, and just hope that the ghost doesn't follow us?
Do we have any sort of magic that would keep a ghost at bay? Or immobilize it?"


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: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24

"Get off of me!" Ci Ci screams, unleashing a wave of her power towards the spirits.

Sunbeam, 5 beams, each doing: 15d6 ⇒ (1, 6, 6, 3, 1, 1, 1, 1, 3, 3, 5, 2, 6, 1, 4) = 44 points of damage to Undead targets, and automatically destroying any harmed by sunlight if DC 24 Reflex Save if failed. Successful save results in half damage. NOTE: the spell description does not indicate any required attack roll, only line of sight.


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

Based on her previous encounter with the spirit, Mara tried to figure out what it was, searching the knowledge of her ancestors. After a moment she shouted out, "It's a kind of ghost called a Nemhain! It's protecting somthing! Use good damage or electricity to shut down its regeneration!"

Knowledge Religion, Heroism, Knowledge if the Ages: 1d20 + 5 + 3 + 9 ⇒ (17) + 5 + 3 + 9 = 34

She can't succeed on the initial knowledge check yet, but she can use Knowledge of the Ages to retry a failed check with a +9 bonus within the next minute.

Then she stepped forward and healed Ci Ci.

Healing Hex (Ci Ci): 2d8 + 10 ⇒ (8, 7) + 10 = 25

"I have one electricity spell I could ready in case it shows itself again."

Mara would have to ready Chain Lightning (presumably she didn't get a chance to retry the knowledge check to figure this out before it disappeared out of sight this time).


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, CiCi is already at full after the Heal from Theo.

"If it shows itself, we only get one shot each before it retreats again. That might not be enough. I guess we have to hope it won't follow if it is protecting something."

Dervak goes to the portcullis that Mara indicates, Str-rages casting Enlarge Person, and tries to lift the portcullis while squeezing.

Strength, Rage, Enlarge, Large vs doors: 1d20 + 7 + 3 + 1 + 4 ⇒ (12) + 7 + 3 + 1 + 4 = 27
Being Large gives a +4 to smash down doors, which I presume also applies to a portcullis - because Large size also increase lifting ability beyond just the Str score increase. Apply a -4 if I am wrong about that.


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

Edit: Retcon with GM approval.

Dervak prays to Gorum.

I will not run from this fight if there is a chance to win... but this foe does not meet us in battle. What can I do?

He is not the brightest, but he has some knowledge of strategy, and a plan forms.

His allies are busy with their own plans, so may not be ready to listen just yet. That is, they all have their own readied actions.

For now, he will just follow their plan and ready to attack it when it emerges. By casting an attack spell, for a change!

Readied Magic Missile:
Damage: 5d4 + 5 ⇒ (1, 1, 1, 3, 1) + 5 = 12
Well, that's disappointing.

"I have another plan..."


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

Edit: GM suggested Retcon

Since Theo had already healed Ci Ci's wounds, Mara readied an electricutt spell in case the ghost made another appearance.

Readied Chain Lightning:

Chain Lightning (DC 25 Reflex): 15d6 ⇒ (2, 2, 6, 1, 1, 6, 4, 6, 2, 5, 3, 6, 1, 3, 4) = 52 | very average


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

(I will jump on the Retcon bandwagon, too.

Readied Action, Maximized Empowered (through Rod) Burst of Radiance:

30 points of damage to evil creatures.


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 about to retcon until he remembers that he actually doesn't know what it means.


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Reflex vs chain lightning, cover: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22 fail and incorporeal -> 26 damage
Reflex vs burst of radiance, cover: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30 success and incorporeal -> 7 damage.

Incorporeal touch vs Ci Ci: 1d20 + 21 ⇒ (17) + 21 = 38 Ci Ci has cover for these but they would need to roll a 1 to miss.
Ranged incorporeal touch as swift for harm: 1d20 + 21 ⇒ (18) + 21 = 39
Damage: 3d8 ⇒ (5, 6, 2) = 13
Plus con drain: 1d6 ⇒ 2

The nemhain appears from a different angle than before and is blasted by the spellslingers now ready for it. The ghost’s form is distorted from the magical onslaught but is far from defeated. It reaches out as the spirits swirl and whirl around and through Ci Ci; the nemhain grasps Ci Ci’s heart, which freezes for a couple of seconds. Ci Ci takes 13 damage and 2 con drain, then needs to make a fort DC 23 vs harm, damage is 150 half on save. Note Ci Ci can only be reduced to 1 hp here.

It takes 45 damage total.


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, DC 23: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15

Ci Ci lets out a scream of agony as she feels pieces of her soul being ripped away and devoured. She calls upon her power to bolster herself.

Cleansing Flame: 2d8 + 15 ⇒ (3, 6) + 15 = 24 hit points healed.


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 to think that this attraction sucks.
CiCi and fellow lost and confused travelers. I am thinking that this Ghost sucks and we should better use our recourses for the large fella North of us; or go South.

He touches CiCi.
Heal 150hp

Theo grins.

That was his last one people! Was hoping to have them when we fought a Big Bad.

Theo then gathers Rockwell and Cornilius and ventures to the southern iron portcullis.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara concentrated, speeding up the fow of time for her comrades. If this creature had regeneration, then defeating it quickly was crucial.

Using Speed of Slow Time (Haste) as a Standard Action. Then a 5ft step.


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 unleashes flies out of the maze as quickly as she can. Once clear, she unleashes another blast of holy radiance.

Quickened empowered Burst of Radiance: 5d4 ⇒ (3, 4, 4, 1, 1) = 13 +50% = 19 points of damage.


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

Dervak activates Ghostslayer (swift action each round), Str-rages casting Bladed Dash, and flashes into the space where CiCi had stood.

He brings Teralindar's Honor to bear on the ghost, trying to destroy it.

With Ghostslayer active, his strikes are fully effective.

Bladed Dash Attack, Haste: 1d20 + 26 + 5 + 1 ⇒ (2) + 26 + 5 + 1 = 34
Damage: 1d10 + 31 ⇒ (2) + 31 = 33

Hasted Attack: 1d20 + 26 + 1 ⇒ (11) + 26 + 1 = 38
Damage: 1d10 + 31 ⇒ (3) + 31 = 34

Primary: 1d20 + 26 + 1 ⇒ (16) + 26 + 1 = 43
Damage: 1d10 + 31 ⇒ (7) + 31 = 38

Iterative: 1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 36
Damage: 1d10 + 31 ⇒ (3) + 31 = 34

Tertiary, Destined Strike 2 of 5: 1d20 + 16 + 1 + 9 ⇒ (14) + 16 + 1 + 9 = 40
Damage: 1d10 + 31 ⇒ (3) + 31 = 34

No crits, but that should be 173 damage on top of the 53 it took earlier, with its Regeneration shut off.

If it is still 'alive', he begs Cerise to help him finish it off.

"Blast it, Cerise! Please!"

You do have Quicken Spell, so can do a Quickened Burst of Radiance in addition to Withdraw. That's a really good feat to have.


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

(Amended my action above to include a quickened burst of radiance.)


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Miss chance from earlier: 1d100 ⇒ 23 Hit
Miss chance from earlier: 1d100 ⇒ 89 Hit, no change needed

With Dervak's blade cutting through to the ethereal plane and no wall to protect it, the nemhain dissolves into a wispy mist before disappearing completely.

Combat over


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 shouts down the hall.
You guys are making enough noise to summon the dead!

The White Rabbit, Rockwell and Cornilius each kick him in a trouser leg!

Ouch! What?


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 told her companions, "I think it's linked to some sort of physical object, such as a monument, pillar or statue. The ghost will likely re-form unless the object is destroyed!"


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

"With any luck, it was the altar I destroyed earlier," Ci Ci replies. "But it's best we not assume that's the case."


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 agreed with Ci Ci, "Let's continue through the maze, and keep an eye out for a different potential object."


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 end his Rage (fatigued 2 rounds) and continue through the maze.

"Thank you all. Teamwork. I couldn't have done that on my own.
I also can't do that again should we meet another ghost... that thing I did is draining to the soul."

As in, he used his 1/day Barroom Brawler to pick up the Ghostslayer feat, but can't do that again. Also no more 2nd-level slots for Bladed Dash.

"Mara, Cerise, are you okay? I think we have some scrolls that may be able to heal the wounds that the ghost caused."


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

"That thing reached into my chest and tried to crush my heart. It did some damage. I can feel that I'm not at my best," Ci Ci replies.


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 searched through her gear and retrieved two scrolls, "These should do the trick." She read them, restoring both herself and Ci Ci.

Using both the Scrolls of Restoration listed in the Loot Sheet. Both Mara and Ci Ci have all their Con drain removed.

Then she continued to navigatate though the maze.

Should I roll again, or keep my previous roll (30 Survival)?


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You're good Mara. Sorry Theo we're not splitting the party and you've been overruled.

After a few seconds of tracing her way through the maze Mara solves it with little problem.

Center door

A section of the corridor’s south wall appears to be a door with no discernible hinges or handles. Its surface has engravings that depict a battle between a demonic, bat-winged creature with monstrous, vampiric features and an armed goddess who is losing the fight.

Religion DC 20:
The monstrous figure is the demon lord Zura.

If DC 30

Spoiler:
The other figure is the Azlanti goddess of the moon and battle, Acavna.

Perception 30:
The eye of the goddess is small rhomboid slot.

Flanking doors

Solid stone doors with a mundane locking mechanism. DC 30


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

Knowledge (Religion) 1 rank!: 1d20 + 0 ⇒ (3) + 0 = 3
Dervak does not recognize the figures in the engraving.

Perception: 1d20 + 18 ⇒ (10) + 18 = 28
Nor does he see anything else of note.

He doesn't have Heroism active at the moment. Mara cast Barkskin on Dervak when we first arrived at the Manor (may have expired? It was 238 minutes to midnight and the spell lasts 150 minutes) but not Heroism in any event.

Dervak once again misses Kat and her skills when he sees the locked doors.

"Would that staff be of any help?"
The Staff of Heaven and Earth does have Stone Shape, which seems like it could be used to alter an existing stone door so it no longer fits in its jamb.


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 examined the engravings carefully.

Knowledge Religion, Heroism: 1d20 + 5 + 3 ⇒ (17) + 5 + 3 = 25

She told the others, "The monstrous figure is the demon lord Zura."

Knowledge Religion, Heroism, Knowledge of the Ages: 1d20 + 5 + 3 + 9 ⇒ (19) + 5 + 3 + 9 = 36

After searching her ancestral memories she added, "The other is the Azlanti goddess of the moon and battle, Acavna."

Perception. Heroism: 1d20 + 27 + 3 ⇒ (1) + 27 + 3 = 31 good thing she has so many bonuses!

Upon closer examination of the engraving of the goddess she reported, "A small rhomboid could fit into her eye. Did we find anything like that?"


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 begins searching and pulling random items from his sack. A rubix cube, a chinese puzzle box, a etch n sketch, pandora's box, a sudoku book, a half eaten banana, and even a sweet cat toy where one paws a ball that is trapped in a circle and spins it around, smiling at the group.

Theo takes out the Wand of cure moderate and taps Mara and Dervak.
Mara Wand of cure moderate 34/16: 2d8 + 3 ⇒ (8, 3) + 3 = 14
Dervak Wand of cure moderate 34/16: 2d8 + 3 ⇒ (2, 3) + 3 = 8


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 unhurt and is in fact above his normal maximum due to False Life.


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Mara bint al-Katheeri wrote:
"A small rhomboid could fit into her eye. Did we find anything like that?"

No one remembers anything like this. At least recently.


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

"We could look for the key rhomboid,
Or try to break the door down with force or Stone Shape or Disintegrate,
Or bypass the door somehow,
Or ignore it for now. There was a secret door to the east and a large creature to the north."


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

"Disintegration is a beam. It doesn't affect a large area," Ci Ci replies. "I could use the same power I used to destroy the statue, the spray of diamond shards. As long as the doors aren't impregnated with fortifying magic, it should shred the door in a matter of moments. Would you like me to try?"


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 scanned the three doors for magic auras. She also tried to figure out if any of them were trapped.

Casting Detect Magic.

Perception, Heroism: 1d20 + 27 + 3 ⇒ (13) + 27 + 3 = 43

Only a character with the Trapfinding class feature can disarm a 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 fakes out Dervak and taps himself instead.
Gotcha!


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

"Cerise, your Disintegrate spell vaporized a large chunk of the wall when the ghost was in it."
The spell can destroy a 10' cube of nonliving matter.

"But do what you think best. First let's see what Mara finds out."


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Mara detects no magic from the doors


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

"Well, let's do this then. Diasporatum!" Ci Ci intones, drawing on her power and focusing on the central door.

(Casting disintegrate on the door.)


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Ci Ci obliterates the door and a good portion of the wall with her power.

A large stone sarcophagus lies against the southern end of this chamber. Bas-relief carvings of celestial creatures being slaughtered or succumbing to orgiastic acts with infernal creatures cover the walls, except to the south. There, the carving depicts a bearded man standing majestically on the backs of a man and woman, as he pulls their heads back with collars attached to chains clenched in his fists.

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