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 peers in the glass tubes, seeing the Elder Things now holding Jokers.

"Nice."

"Okay, on to the lab, I guess. We are deactivating the lab's defenses, so maybe we should prepare ours."

Dervak will cast See Invisibility and Shield.


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Mutate Laboratory

Two pentagonal structures connected by a long covered walkway stand in the center of an empty plaza, surrounded by a cluster of domes and spiral towers. Both buildings are constructed from green-and-black marble etched with inhuman engravings.

The larger building is topped with a dome roof with a needlelike spike at the center. An iridescent hemisphere of energy surrounds it and expands to the southwest wall of the smaller building. There are no obvious entrances or window save for a 5ft wide, completely enclosed corridor with peaked roof that penetrates the barrier and connects to the smaller building.

The smaller building has an elongated pentagonal door on the north side. The engravings on this building are rounded and worn smooth from time and the elements.

Perception DC 20:
The engravings depict a pattern of creatures with starfish-shaped heads pouring fluids into a large vat.

DC 30

Spoiler:
A disembodied mouth is depicted floating in the vat, and the starfish-headed creatures are flailing their tentacles.

The exterior north door of the smaller building is locked and requires a five sided key. The pink keys you've collected do not seem to fit. DC 35 disable device

Another perception DC 25:
A set of gouges have been filled in with ice and snow. Clearing it you can make out a set of marks, words in Aklo, that were gouged into the door. "The death we created is now our ruin, and it waits."


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

Perception: 1d20 + 20 ⇒ (1) + 20 = 21

Second Perception Roll: 1d20 + 20 ⇒ (1) + 20 = 21

Apparently lost in thought, Ci Ci notices only the rudiments of the design.


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

Perception: 1d20 + 21 ⇒ (9) + 21 = 30
"If they were looking to create some sort of ooze thing like a shoggoth, this carving depicts it. See, the Elder Things are pouring liquids into a vat.
Then, here, there is a mouth floating in the vat. So they succeeded at creating an ooze monster, I think.
I am not sure if they are flailing their tentacles in fear or in celebration."

Dervak goes to look at the exterior north door of the smaller building.
Perception: 1d20 + 21 ⇒ (9) + 21 = 30
"It says 'The death we created is now our ruin, and it waits.' Maybe a warning carved by those Elder Things that are now in hibernation?
Well, our keys don't work, and I have no skill at locks. Anybody have an idea what to do here?"


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

Spells Memorized:
Orisons (4): Create Water, Detect Magic, Light, Read Magic
1st (7): Cure Light Wounds, Endure Elements, Protection from Evil, Remove Fear, Unbreakable Heart x3. Color Spray (spirit)
2nd (7): Barkskin x2, Calm Emotions, Delay Poison, Resist Energy, Open Slot x2, Hypnotic Pattern (spirit)
3rd (6): Heroism x3, Sleet Storm, Open Slot x2, Daylight (spirit)
4th (6): Blessing of Fervor, Fear, Slowing Mud, Spiritual Ally x2, Open slot, Rainbow Pattern (spirit)
5th (6): Ancestral Memory, Baleful Polymorth, Breath of Life x2, Open slot x2, Overland Flight (spirit)
6th (5): Greater Dispel Magic, Mass Cure Moderate Wounds, Wall of Stone, Open Slot x2, Chain Lightning (spirit)
7th (4): Fairy Ring Retreat, Heal x2, Open Slot, , Prismatic Spray (spirit).
8th (3): Firestorm, Stormbolts, Open slot, Sunburst (spirit)

Before aproaching the pair of buildings, she recited a few prayers.

Casting Heroism and Barkskin on both Dervak and herself; additionally casting Ant Haul and Overland FLight on herself.

Perception, Heroism: 1d20 + 17 + 3 ⇒ (6) + 17 + 3 = 26

Mara also noted the engravings that Dervak pointed out, "A bit ominous, I'd say."

Perception (another check), Heroism: 1d20 + 17 + 3 ⇒ (1) + 17 + 3 = 21

She also read the warning in Aklo, "We'll have to be careful, but we have little choice but to investigate."


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

Approaching the building, Theo casts his buffs.

Theophilus takes a pause to look at the sign reading Mutation Laboratory.
Definitely seems a bit on the nose.

The White Rabbit shakes his head. He seems to be waiting for his player to look up Theo's perception.

Having posted on the new page, Theo now seems to notice the same things as the others.

Even good old Semore would be here all day trying to pick that lock. Perhaps we Dimensional door in?

Perception DC 30: 1d20 + 26 ⇒ (20) + 26 = 46


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

"That might work, Theophilus.
But what about the lab's defenses?
We know that 'Force fields prevent entrance and egress.'
Dimension Door should bypass that.
But we also know that 'time is frozen in the interior.'
Maybe Mara's abilities to manipulate time can counteract that effect? I really don't know.
I can maybe help Semore with the attempt if you want to summon him."

Semore has a +11 Disable Device? Up to +14 with Encouraging Heroism, +15 with Guidance, +17 with a Cat's Grace from Dervak, and you could give him the Fortune Hex. Not terrible. He would need an 18+ but could roll twice and take the better on each attempt.


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 Summon Semore. The Witch at the end of the summoning appears to add an extra twist of the rope, as it were just prior to the devil popping in.

Evolution:
Skilled (Ex) (Advanced Player's Guide pg. 61): An eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.

I hate you!

Theo smiles and points at the locked door as he Fortune Hexes the charming devil. He adds Guidance for the insult cherry on top!

Semore flips him the bird before obeying.
Disable Device DC 35, fortuned, skilled, guidance : 1d20 + 11 + 8 + 1 ⇒ (7) + 11 + 8 + 1 = 27
Disable Device DC 35, fortuned, skilled, guidance : 1d20 + 11 + 8 + 1 ⇒ (19) + 11 + 8 + 1 = 39

Theo just stands there smiling the entire 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

Dervak gives Semore a thumbs up.

At least he didn't get his head exploded this time. Yet.


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Theo must have made a mistake in his arcane formulations because what appears is not Semore, the friendliest babau. In his place a tall green skinned humanoid with well toned muscles stands in his place. Beneath the devil’s leering smile, writhes a disgusting and animate beard. It speaks in a deep baritone, ”Hey, it’s a me, Mare-io. He hands Theo a stack of paper. The summoned creature’s union is striking against you, Theophilus Carter, until such time as you meet their demands, the least of which includes naming the appropriate creature type when writing your spell*. Until the strike is resolved you’re reliant on helpful scabs, like me, to answer your calls.”

The bearded devil casually stalks over to the door and says, ”So what do we have here? One of them, locked doors, eh? And here I thought I’d be able to flex a bit.” The devil take’s his glaive and cuts a smallish hole in the door. He then leans in and sends one of its disgusting beard hairs into the hole. After a short spark of electricity the door’s catch releases, allowing you to push the door open. The barbazu says with satisfied smugness while hooking a thumb at the door, ”E-z p-z.”

Laboratory Airlock

Stone panels engraved with small sigils and runes that blink with a rainbow of colors fill three corners of this five-sided room. The outline of a five-sided door with no lock or handles is seen on the southwest wall. The walls and floor are constructed of a smooth green-and-black marble and the air is cold and stale, but warmer than it is outside.

Perception DC 25:
Blending in with the strange controls and buttons is another chip like the ones you recovered from the elder things at the archive earlier. This one is labeled with the number 7 in aklo.

Mare-io offers, ”Hey you want me to do that one too?”


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

Mara shook her head at Theo's apparent labor dispute with his summoned outsiders. I never did like the Hatters choice of assistants.

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

Mara spotted another kry blending in with the strange controls, and picked it up, "Here's another of those chips, like the ones Theo pilfered earlier. It's labelled with the number seven in Aklo."


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

Ah, Theo referred to summoning a devil when in fact he wanted a demon.

Dervak looks annoyed at the creature's pickiness. Demons, devils, daemons, demodands, whatever...

He looks around the room.
"So there is another locked door?"

Dervak turns to Theo.
"If he is offering to do it and seems capable..."


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

"If he is unwilling, or unable, I could give it a try," Ci Ci offers, pulling on a small bit of power to elicit a small orb or green light, reminiscent of her disintegrate spell.

(Casting prestidigitation.)


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Disable Device: 1d20 + 11 + 8 ⇒ (6) + 11 + 8 = 25
Disable Device, fortune: 1d20 + 11 + 8 ⇒ (20) + 11 + 8 = 39

Mare-io shrugs at the encouragement and doesn't wait for the go ahead from his boss. He repeats the feat with ease.

Behind this door you find a shimmering force field, not dissimilar to a wall of force spell. The summoned devil defers to the sorceress with a glance, "This is a little above my pay grade."


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

"Let's knock, and see who answers," Ci Ci replies, gathering her power.

"Diasporatum!" she cries, unleashing her green beam of destruction on the translucent barrier.

(Casting distintegrate.)


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 and the White Rabbit are seen drinking tea and eating biscuits.

The both wave a disinterested finger at the devil, demon, fella.


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Ci Ci's diasporatum nullifies the force field blocking your way. The atemporal flow of time begins to leak out and Mare-io's movements slow to a crawl before freezing entirely.

Mara you're up.


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 recited a prayer and examined the area just beyond the door and tried to determine the nature of the temporal disruption.

Perception. Heroism: 1d20 + 17 + 3 ⇒ (8) + 17 + 3 = 28
Spellcraft, Heroism: 1d20 + 20 + 3 ⇒ (1) + 20 + 3 = 24

Casting Detect Magic, then looking.

Not really sure what skills are going to apply here, or what exactly my options are. No ranks of knowledge (arcana).


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

If I can make the check now, or if not, on my next turn:

Knowledge, Arcana: 1d20 + 21 ⇒ (12) + 21 = 33


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Mara doesn't need detect magic to know what's happening. Ci Ci does but she can know too.

The elder things have somehow stopped time from flowing within the laboratory. Whatever us contained within has not aged a single day since the field has been erected. Mara knows she can reverse the effect for at least a short while. Mara can spend a use of speed up or slow time or time to negate the field for 10/min per level. While under this effect they cannot be affected by other magic that alters the way time flows.


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 on the temporal field to supress it, and allow time to flow normally for a while.

Using Speed or Slow Time to supress the field.

"I've turned off the temporal distortion, at least temporarily," [b]"she told her companions. [b]"We should be able to do what we need to do inside. We wouldn't waste time, however: eventually the stasis effect will resume."

She went through the door and started looking around.


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 pats Mare-io on his ass as the Mad Hatter walks behind Mara.
Try to keep up old man.


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

"Remember, the lab's defenses were supposed to activate if something got loose.
The engravings seem to suggest that they created some shoggoth-thing that turned against them.
Let's be on the lookout for that, as well as for the Star Stela."

Dervak holds Teralindar's Honor as he looks around.
Perception, Heroism: 1d20 + 24 ⇒ (4) + 24 = 28


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The devil says, "Naw," and disappears.

Following down the long hall you come to the:

Main Observation Chamber

This large pentagonal chamber has a curved dome-like ceiling that reaches forty-five feet above the floor at its highest point. Twenty feet from the bottom, a five-foot wide ledge runs along all five walls with a corridor that branches to northeast you enter from here and so are on the ledge. There is no railing along the ledge, nor is there a ramp or staircase that extends to the lower floor. On the floor, two ramps descend sharply down corridors to the east and west while a level hallway runs to the south. The marble walls and floor are damp and cold and there is a faint musty smell in the air, like wet animals and chemicals.

Moving up the ramps on the lower exits requires a DC 0 climb check, not that it will be much of a problem.


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

Theophilus activates his Flight Hex. He hoovers just over the side of the ledge. He cast Detect Magic and gazes about the chamber.
Perception: 1d20 + 26 ⇒ (11) + 26 = 37

So are we expecting an ambush? Seems appropriate.


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 Fly, so that he can keep his sword in hand instead of trying to Climb, and will move from the ledge to the lower floor.
He will listen at each of the corridors leaving the room - east, west, and south.

He will just Take 10 on Perception for a 34.


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 likewise calls upon her power of flight (Overland Flight) and moves with the rest of the group.


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 flew into the main observation chamber and looked around. Then she cautiously flew up towards the slowly around the ledge, surveying the room. She looked for any signs of creatures that might get loose in the lab.

Perception, Herois,: 1d20 + 27 + 3 ⇒ (10) + 27 + 3 = 40


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Mara and Dervak hear the sound if glass breaking up the ramp to the west.


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

"Something moving in here, now that Mara has unstuck time.
Let's go check it out."

Dervak moves up the ramp a bit. Is there a door at the end of the ramp?


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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 watch both Dervak and Mara looking west.
We didn't hear nutt'n.

The White Rabbit is seen with earmuffs on.


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No door Dervak, also I’m having a hard time wrapping my head around this building. I apologize if things get confusing. I think the ramp here goes down from the ledge in the prior room. So you would have to climb or fly down from there.

Two large glassy cylinders large enough to hold a person occupy the west side of the pentagonal shaped room. Each cylinder has a transparent door set with hinges and a door handle on both sides. A steep ramp exits the room on the east side and leads up to a higher floor, you enter from here. An odd five-sided corridor whose ceiling rises to a point exits to the northeast.

Staring you down is an elder thing, it tosses a number of sparking electrical devices directly at Dervak. They each explode sending bolts in every direction. I believe they all hit, 92 electricity. If not Dervak takes splash damage of 16 DC 26. It does not provoke when it throws the bombs.

Initiative
Ci Ci: 1d20 + 6 ⇒ (16) + 6 = 22
Dervak: 1d20 + 6 ⇒ (6) + 6 = 12
Mara: 1d20 + 8 ⇒ (10) + 8 = 18
Mara, Temporal Celerity: 1d20 + 8 ⇒ (12) + 8 = 20
Mara, Temporal Celerity, mk2: 1d20 + 8 ⇒ (16) + 8 = 24
Theo: 1d20 + 13 ⇒ (2) + 13 = 15
Erich Zann: 1d20 - 1 ⇒ (4) - 1 = 3
Elder Thing: 1d20 + 9 ⇒ (17) + 9 = 26
Something sinister: 1d20 + 8 ⇒ (6) + 8 = 14

Ranged touch vs Dervak 1: 1d20 + 19 ⇒ (9) + 19 = 28
Ranged touch vs Dervak 2: 1d20 + 14 ⇒ (2) + 14 = 16
Ranged touch vs Dervak 3: 1d20 + 9 ⇒ (14) + 9 = 23

Electricity: 5d6 + 11 ⇒ (3, 6, 6, 4, 3) + 11 = 33
Electricity: 5d6 + 11 ⇒ (4, 6, 3, 2, 5) + 11 = 31
Electricity: 5d6 + 11 ⇒ (6, 2, 6, 2, 1) + 11 = 28

If 2 misses, scatter: 1d8 ⇒ 3

Round 1
Elder Thing
Mara <---------------
Ci Ci <---------------
Theo <---------------
Something sinister
Dervak <---------------
Erich Zann


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 prayed for to the spirits, "Mommy, we need some orcish courage to defend ourselves against these eldritch horrors!" Then she retreated behind Ci Ci and Erich.

Casting Blessing of Fervor on the party

Options each round:

◆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.


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

Ouch. Yep, hitting Dervak before he can Rage is the way to get him. All of those hit.

Dervak is caught unprepared, and takes three shock-bombs to the face.

Dervak will Dex-rage while casting Bladed Dash and lash out at the thing, using Blessing of Fervor for the +2 to hit, AC, and Reflex saves. Weapon counts as +4 when raging, or +6 if this is an aberration. Using Destined Strike on the last iterative.

Bladed Dash Attack, Heroism, BoF: 1d20 + 24 + 3 + 5 + 2 ⇒ (11) + 24 + 3 + 5 + 2 = 45 +2 to hit on all attacks if aberration
Damage: 1d10 + 35 ⇒ (3) + 35 = 38
Aberration-bane damage?: 2d6 + 2 ⇒ (2, 4) + 2 = 8

Primary: 1d20 + 24 + 3 + 2 ⇒ (6) + 24 + 3 + 2 = 35
Damage: 1d10 + 35 ⇒ (6) + 35 = 41
Aberration-bane damage?: 2d6 + 2 ⇒ (5, 3) + 2 = 10

Secondary: 1d20 + 19 + 3 + 2 ⇒ (16) + 19 + 3 + 2 = 40
Damage: 1d10 + 35 ⇒ (1) + 35 = 36
Aberration-bane damage?: 2d6 + 2 ⇒ (6, 3) + 2 = 11

Tertiary: 1d20 + 14 + 3 + 2 ⇒ (4) + 14 + 3 + 2 = 23
Damage: 1d10 + 35 ⇒ (8) + 35 = 43
Aberration-bane damage?: 2d6 + 2 ⇒ (4, 5) + 2 = 11

Quaternary, Destined Strike 1 of 5: 1d20 + 9 + 3 + 2 + 10 ⇒ (17) + 9 + 3 + 2 + 10 = 41
Damage: 1d10 + 35 ⇒ (1) + 35 = 36
Aberration-bane damage?: 2d6 + 2 ⇒ (6, 2) + 2 = 10

His touch AC is now 26 (+5 Dex, +2 Dodge, +6 Luck, +3 Deflection).


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

BoF: Taking +2 to Attack, AC, and Saves for this round.

"Immolatus! Ci Ci intones, focusing her power into a column of flame upon the Elder Thing.

Spell Resistance Check: 1d20 + 20 ⇒ (16) + 20 = 36

(Casting maximized flame strike, 105 points of Fire and Holy damage. Reflex Save DC 22 for half.)


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 watches as Dervak gets lit up by the elder thing?
You got some advance skills?

Knowledge (planes) (Int): 1d20 + 36 ⇒ (2) + 36 = 38

The Witch the uses Retributive Hex on it.
Range 60' if need to move closer? DC 28

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


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Dervak wastes no time carving up the elder thing scientist. Tertiary missed It collapses into a clump of bloody ribbons, harmlessly twitching.

Theo and Ci Ci can retcon their actions. Perhaps just ready the same ones for when the next target appears.

Erich's viol plays a haunting melody. Casting summon monster V


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

(Retconned Action, per above.)

Ci Ci prepares to call upon her power to smite the Elder Thing, but finds no need to release it, as Dervak carves it into chutney.

She flies over to Dervak and touches his shoulder.

"You're hurt. This should help a bit."

Cleansing Flame Class Ability: 2d6 + 16 ⇒ (2, 3) + 16 = 21 hit points restored.

She follows up with a burst of positive energy affecting Dervak, herself and the rest of the companions.

Healing fire: 8d6 ⇒ (5, 3, 4, 1, 6, 6, 6, 1) = 32 hit points restored.


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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 decides to Fly over to Dervak.
Healing Hex: 2d8 + 5 ⇒ (3, 7) + 5 = 15

He smiles.
He seemed to get the drop on you, my friend. Good thing no more are coming since now three of us are in splash range.


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From the other side of the observation chamber another elder thing flies up a ramp into view. It pelts Ci Ci square in the back with an electrical bomb. Lightning arcs from the sorceress to Theo and Erich. The violist’s music screeches as the man loses control of his muscles. Theo needs to make a DC 26 reflex save or take 16 electricity, half if saved.

Ranged touch vs Ci Ci, range: 1d20 + 19 - 2 ⇒ (19) + 19 - 2 = 36
Electricity: 5d6 + 11 ⇒ (1, 4, 2, 3, 3) + 11 = 24

Zahn reflex vs DC 26: 1d20 + 11 ⇒ (3) + 11 = 14 Fail
Zahn concentration: 1d20 + 23 ⇒ (7) + 23 = 30 So close

Round 2
The other elder thing
Mara <---------------
Ci Ci <---------------
Theo <---------------
Something sinister
Dervak
Erich Zann


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

Not sure if my cloak of displacement helps me with the bomb hit, but just in case...

Miss on 1-20: 1d100 ⇒ 1

"Scintillating Slivers!" Ci Ci intones as she flies closer, draws upon her power, and pelts the creature with shards of razor-sharp crystals.

Maximized Diamond Spray, 60 points of damage. Shards are adamantine and cold iron for purposes of DR, Reflex DC 20 for Half.

Spell Resistance Check, if applicable: 1d20 + 20 ⇒ (15) + 20 = 35


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Yep it would help. I am never going to remember it.

Hit where now?: 1d8 ⇒ 7

The bomb strikes the wall adjacent to Mara, Erich, and Ci Ci. DC 26 ref, half, 16 damage

Reflex: 1d20 + 16 ⇒ (1) + 16 = 17

The elder thing takes the brunt of Slivers.


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 on at all the electricity being brandied about.
He winks.

The Witch the uses Retributive Hex on it.
Range 60' DC 28

Growing like space weeds around here.

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


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

Reflex, Heroism: 1d20 + 15 + 4 ⇒ (4) + 15 + 4 = 23

Sadly, she hasn't had a chance to select a Blessing of Fervor option yet.

Mara was too slow to avoid the full force of the bomb. She studied the Elder thing to determine its nature. Then she prayed to Sarenrae to send Charlabu to aid her. The friendly golden hound archon appeared behind her assailant and swung three times at it.

Monster Knowledge, Heroism: 1d20 + 3 ⇒ (19) + 3 = 22 +22 Dungeomeering, +5 Nature, +5 Planes, +5 Religion

Blessing of Fervor option: ◆Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Casting Spiritual Ally.

Scimitar Attack #1, Heroism, Blessing of Fervor: 1d20 + 22 + 3 + 2 ⇒ (5) + 22 + 3 + 2 = 32
Force Damage: 1d10 + 5 ⇒ (3) + 5 = 8

Scimitar Attack #2, Heroism, Blessing of Fervor: 1d20 + 17 + 3 + 2 ⇒ (6) + 17 + 3 + 2 = 28
Force Damage: 1d10 + 5 ⇒ (3) + 5 = 8

Scimitar Attack #3, Heroism, Blessing of Fervor: 1d20 + 12 + 3 + 2 ⇒ (19) + 12 + 3 + 2 = 36
Force Damage: 1d10 + 5 ⇒ (3) + 5 = 8
Crit confirm?: 1d20 + 12 + 3 + 2 ⇒ (12) + 12 + 3 + 2 = 29
Extra crit damage: 1d10 + 5 ⇒ (10) + 5 = 15

AoO:

Scimitar AoO: 1d20 + 22 + 3 + 2 ⇒ (16) + 22 + 3 + 2 = 43
Force Damage: 1d10 + 5 ⇒ (4) + 5 = 9

The Spiritual Ally can flank and make AoOs as if it were a normal creature.


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The twinkle in the Hatter’s eye seems to have affected this creature from before humanity. Mara you don’t get any additional information from the prior checks you’ve made about elder things except: Mara senses that these creatures are being influenced by something and are not entirely in control of themselves.

Charlabu appears and smites the elder things in Sarenrae’s name. Middle attack missed, you found their AC.

A shoggoth appears! If it weren’t for the horrible mass of tentacles, eyes, mouths, and other indiscernible appendages it would be adorable. The positively puny shoggoth proves its worth by grabbing for Dervak’s weapon. I believe it succeeded and now has Dervak’s falchion.

Erich begins again with his viol. Inspiring courage +3 and starting to cast summon monster V again.

Will vs Retribution: 1d20 + 13 ⇒ (10) + 13 = 23

The Mutate disarms Dervak, greater disarm, charge!: 1d20 + 30 + 2 ⇒ (19) + 30 + 2 = 51

Round 2
The other elder thing
Mara
Ci Ci
Theo
Something sinister
Dervak <------------
Erich Zann


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 and says "Thanks!" as Theo and CiCi heal his wounds.

The sword is Teralindar's Honor, not the falchion. But yes, his CMD with Dex-rage and Blessing of Fervor is a 50, so a 51 succeeds.

Dervak snarls, reaches into the mass of tentacles, and wrestles his sword out of its grip.

Disarm, Unarmed, Heroism, BoF, Destined Strike 2 of 5: 1d20 + 24 - 4 + 3 + 2 + 10 ⇒ (20) + 24 - 4 + 3 + 2 + 10 = 55

"MINE!"

It gets an AOO against AC 45, and any damage done would apply as a penalty on the Disarm check, but a 20 still auto-succeeds.


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AoO: 1d20 + 26 ⇒ (1) + 26 = 27 Nope

Dervak only momentarily looses Teralindar's Honor. Two of the electrical bombs strike Ci Ci arching electricity towards the mute musician, but Erich manages to hold onto his spell, this time. Wounds begin to form on the elder thing as Theo's curse takes shape

Ranged touch vs Ci Ci: 1d20 + 19 ⇒ (16) + 19 = 35
Miss chance: 1d100 ⇒ 48

Ranged touch vs Ci Ci: 1d20 + 14 ⇒ (6) + 14 = 20
Miss chance: 1d100 ⇒ 15
Where?: 1d8 ⇒ 8

Ranged touch vs Ci Ci: 1d20 + 9 ⇒ (12) + 9 = 21
Miss chance: 1d100 ⇒ 36

Electricity vs Ci Ci: 5d6 + 11 ⇒ (2, 1, 2, 5, 5) + 11 = 26
Electricity vs Ci Ci: 5d6 + 11 ⇒ (2, 3, 1, 1, 1) + 11 = 19

Zann reflex 1, BoF: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Zann reflex 2, BoF: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21

Concentration 1: 1d20 + 23 ⇒ (14) + 23 = 37
Concentration 2: 1d20 + 23 ⇒ (10) + 23 = 33

Round 3
The other elder thing
Mara <---------------
Ci Ci <---------------
Theo <---------------
Something sinister
Dervak
Erich Zann


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

BoF: Taking +2 to Attack, AC, and Saves for this round.

"Time to burn, you freak! Immolatus!" Ci Ci intones, focusing her power into a column of flame upon the Elder Thing.

Spell Resistance Check: 1d20 + 20 ⇒ (17) + 20 = 37

(Casting maximized flame strike, 105 points of Fire and Holy damage. Reflex Save DC 22 for half.)


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The elder thing burns in Ci Ci's radiant fire, filling the air with the smell of charred mildewy flesh and boiled mucus.

Doesn't matter if the save is made or not.


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

Theophilius stares at the mess that has been recently made in this medical research chamber.
This is just shameful, unprofessional, and totally not sanitary!

No more monsters coming out...?

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