DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

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The ghoul looks at Theophilus, its bulk rippling with strength and dangerous intent and says with no small amount of anger, ”Yeah I’d asy not. Quel connard.”


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 aside with Dervak and recited a few prayers.

Casting Barksin and Heroism on Herself and Dervak.

Mara joined Theo's conversation with the ghouls discretely, "Perhaps Armel should be taught some manners; it sounds like he's overstayed his welcome."

Diplomacy, Guiding Star, Heroism: 1d20 + 23 + 10 + 3 ⇒ (14) + 23 + 10 + 3 = 50 |assuming the night sky is visible.


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

"Retinue, huh? Okay. I'll get one, too."

Dervak will cast Mirror Image for 1d4 + 5 ⇒ (1) + 5 = 6 images, and Keen Edge on Teralindar's Honor.

Dervak is pretty vulnerable before he can Rage, as we have seen, so Mirror Image is a decent defense.


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 cracks his knuckles.


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The walls and doors of this spacious room are painted black and are decorated with skeletons and skulls, horrific battle scenes, and paintings of guillotines in use. Tables are arranged throughout the room in a tavern like setting, save that the tables are coffins that rest on wooden biers. Drinks are served in small skulls that cradle a glass inside. Dim light is provided by fat, dripping candles set in two chandeliers fashioned from human bones, each topped with a skull. A black upright piano sits in the southeast corner of the establishment with a swivel piano stool before it. Festive music, laughter, and conversation fill the chamber. Opposite the piano in the northeast corner is a bar area with racks of bottles and kegs behind the counter. Two individual black doors exit to the east, and a third door stands behind the bar.

Armel and two other Leng ghouls carouse at the center table against the east wall. Armel is an enormous ghoul, overweight even for his 9 foot tall stature. He sits precariously on a wooden chair that appears ready to collapse beneath him.

A number of other Leng ghouls and even a few humans, occupy the tavern. Waiters thread through the room dressed in undertaker costumes and delivering drinks on a silver platter. A fearsomely jovial Leng ghoul tends the bar.


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 in gratitude to the friendly ghoul bouncers before strutting into the building. Smiling at those in attendance, the Mad Hatter walks confidently to the jovial bartender.
Spirits, my fine barkeeper! Tis be a time for celebration!

The White Rabbit is seen wearing a festive Mardi Gras costume, complete with Mr. T layered beads!

So, are things going well, my ghoulish barkeep? Any behaviors not cooperative with joy?

Diplomacy (Cha): 1d20 + 25 ⇒ (3) + 25 = 28


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 casts protection from arrows on herself, as well as overland flight)

Seeing that the ghouls at the door have no interest in them, Ci Ci takes the opportunity to freshen herself up a little more before entering the building.

Once she has done so, she enters the bar, and takes a seat opposite the bar at one of the coffin-shaped tables. She keeps her posture relaxed and unconcerned with the surroundings, as if she'd been there before.

Bluff: 1d20 + 26 ⇒ (20) + 26 = 46

(Stoneskin, Protection from Arrows, and Overland Flight are active.)


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The bartender nods with a too wide grin showing rows of teeth and hops around making Theo a drink. He speaks in enthusiasm in what you've come to know as the french language. He gestures wildly and confusingly in every which way.


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 not exactly sure what the plan is here, or what he is supposed to be doing.

So he approaches Armel.

Aklo:
"Erich Zann is back. Everybody else wants him in charge and you gone. I'm here to make that happen.
You going to go quietly?"

Dervak rests his hand on his sheathed sword. I am assuming that Armel does not currently have a weapon in hand, so neither will Dervak.


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

Earlier: Mara meditated in preparation for their evening at the Cabaret

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-> Remove Paralysis x2, Hypnotic Pattern (spirit)
3rd (6): Heroism x3, Sleet Storm, Open Slot x2 - > Delay Poison (Mass), Heorism, 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 -> Break Enchatment, Open Slot, Overland Flight (spirit)
6th (5): Greater Dispel Magic, Mass Cure Moderate Wounds, Wall of Stone, Open Slot x2 -> Owl's Wisdom (Mass), Open Slot, Chain Lightning (spirit)
7th (4): Fairy Ring Retreat, Heal x2, Open Slot , Prismatic Spray (spirit).
8th (3): Firestorm, Stormbolts, Open slot -> Irresistable Dance, Sunburst (spirit)

Mara recited some prayers before the group entered the Cabaret. Once inside, she looked around and tried to determine the general mood of those inside.

Casting Delay Poison (Communal) and Owls Wisdom (Mass) on the party, and Herism on Ci Ci.

Perception, Heroism: 1d20 + 29 + 3 ⇒ (6) + 29 + 3 = 38
Sense Motive, Heroism: 1d20 + 26 + 3 ⇒ (2) + 26 + 3 = 31


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 his drink, smiling at the french ghoulish bartender.
Linguistics (Int): 1d20 + 29 ⇒ (7) + 29 = 36

French:
Je veux ton amour, et je veux ta revanche. Je veux ton amour!

The White Rabbit is seen wearing a beret and sporting a thick mustache.

They both notice Derak approaching the asshat and Theo sighs and orders another drink.


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As Dervak mentions that Erich is back the cabaret goes quiet, save for a few muttered words. The bartender gasps in surprise.

Armel and his entourage stands up and looms over Dervak and says in Aklo, "You think anybody will care what you said after I pick my teeth with your bones?

Initiative
Ci Ci: 1d20 + 6 ⇒ (9) + 6 = 15
Dervak: 1d20 + 6 ⇒ (17) + 6 = 23
Mara: 1d20 + 8 ⇒ (8) + 8 = 16
Mara, Temporal Celerity: 1d20 + 8 ⇒ (3) + 8 = 11
Mara, Temporal Celerity, mk2: 1d20 + 8 ⇒ (12) + 8 = 20
Theo: 1d20 + 13 ⇒ (12) + 13 = 25
Armel: 1d20 + 7 ⇒ (10) + 7 = 17
Gendarmes: 1d20 + 15 ⇒ (7) + 15 = 22

Round 1
Theo <---------------
Dervak <---------------
Gendarmes
Mara
Armel
Ci Ci


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

"Have it your way."

Dervak will 5' step back (free, so he is 15' away from Armel), draw his sword (move), cast Blade Lash (standard), and Dex-Rage while casting Bladed Dash (free, ending up adjacent to Armel).

Teralindar's Honor elongates into a whip, grabbing around the ankles of the ghoul.

Blade Lash Trip, Heroism: 1d20 + 24 + 10 + 3 ⇒ (15) + 24 + 10 + 3 = 52
Hopefully that takes Armel down to the ground, considering it would be against flat-footed CMD.

The sword then returns to its regular form as Dervak flashes in to attack.

Bladed Dash Attack, Heroism: 1d20 + 24 + 5 + 3 ⇒ (15) + 24 + 5 + 3 = 47
Damage: 1d10 + 35 ⇒ (10) + 35 = 45

AOO if Armel was tripped and tries to stand:

AOO: 1d20 + 24 + 3 ⇒ (9) + 24 + 3 = 36
Damage: 1d10 + 35 ⇒ (2) + 35 = 37

AC is now 43, and CMD is 48.


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 sips his drink.
That has escalated quite quickly.

Theo will Split Hex Retributive Hex against Armel and any bodyguard closest to him.
On phone atm


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You can't split a major hex, I assume you want Armel over the randos.

Armel vs Retribution, DC 26: 1d20 + 20 ⇒ (10) + 20 = 30

Dervak pulls the feet out from under Armel, the ghoul nearly hops out of the way at the last minute. Dervak follow up with a wicked slash to his body.

The other two ghouls have their revolvers in their hands before you even see it. They keep their distance and show you what revolvers do. With three bangs each that threaten to deafen you, the ghouls shoot Dervak repeatedly but only eliminate his illusory doubles.

Touch AC 28? 15 normal, +4 shield, +6 luck, +3 additional dex
Red, Dervak has cover
Revolver, touch, into melee: 1d20 + 22 - 4 ⇒ (4) + 22 - 4 = 22
Revolver, touch, into melee: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15
Revolver, touch, into melee: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24 Gets an image

Blue, Dervak has cover
Revolver, touch, into melee: 1d20 + 22 - 4 ⇒ (7) + 22 - 4 = 25 Gets an image
Revolver, touch, into melee: 1d20 + 17 - 4 ⇒ (20) + 17 - 4 = 33
Real?: 1d4 ⇒ 3 Gets an image
Revolver, touch, into melee: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16

Round 1
Theo
Dervak
Gendarmes
Mara <---------------
Armel
Ci Ci


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 touch AC against firearms is 24; Shield only helps against incorporeal touch, not touch in general. So I think that means one more image gone, and Dervak is down to 2 images.

Dervak decides to show the other ghouls what a sword does, swinging at them every time they shoot with his uncanny reach.

Against Red
AOO #1: 1d20 + 24 + 3 ⇒ (17) + 24 + 3 = 44
Damage: 1d10 + 35 ⇒ (3) + 35 = 38
Confirm?: 1d20 + 24 + 3 ⇒ (15) + 24 + 3 = 42
Crit Damage: 1d10 + 35 ⇒ (3) + 35 = 38

AOO #2: 1d20 + 24 + 3 ⇒ (3) + 24 + 3 = 30
Damage: 1d10 + 35 ⇒ (3) + 35 = 38

AOO #3: 1d20 + 24 + 3 ⇒ (12) + 24 + 3 = 39
Damage: 1d10 + 35 ⇒ (1) + 35 = 36

----
Against Blue
AOO #4: 1d20 + 24 + 3 ⇒ (3) + 24 + 3 = 30
Damage: 1d10 + 35 ⇒ (9) + 35 = 44

AOO #5: 1d20 + 24 + 3 ⇒ (17) + 24 + 3 = 44
Damage: 1d10 + 35 ⇒ (9) + 35 = 44
Crit?: 1d20 + 24 + 3 ⇒ (7) + 24 + 3 = 34
Crit Damage: 1d10 + 35 ⇒ (3) + 35 = 38

Saving the last AOO for Armel if he tries to stand (and it is spoilered above). Let me know if they 5' stepped back and I had to use Pugnacious, since that will take away Arcane Strike damage on my next turn.


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

Mara moved up and took cover behind a table imploring, "Mommy, we need some orcish fighting spirit!"

Casting Blessing of Fervor on Dervak, Theo and herself. Ci Ci is too far away from Theo for her to affect both of them(Targets one creature/level, no two of which can be more than 30 ft. apart).

Note that Mara's Spirit Shield gives ranged attacks against her a 50% miss chance.

Blessing of Fervor options:
◆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.


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 appears, kicks Theo, bows to everyone else, and disappears.


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Dervak and Teralindar's Honor work in sync carving the undead frenchmen apart and to their utter surprise. However the ghouls are not out of the fight yet.

Armel stands as he brings his axe to bear, which Dervak punishes him for.

Screaming with rage the towering leng ghoul swings at Dervak, but at the last minute the bartender sails a bottle of brandy right at Armel's face. Doing no damage but foiling his aim.

Fauchard vs Dervak: 1d20 + 29 ⇒ (7) + 29 = 36

Round 1
Theo
Dervak
Gendarmes
Mara
Armel
Ci Ci <---------------

Round 2
Theo <---------------
Dervak <---------------
Gendarmes
Mara
Armel
Ci Ci


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 smiles at the bartender.
Nice shot, man.

He winks.

The Witch then Split Hex Misfortune hex at Armel and closest guard.
Will DC 28 2 rounds or forever!

Probably should have started with that.


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

”Immolatus!” Ci Ci cries out, pointing at the melee.

(Maximized flame strike on the three ghouls for 90 points of Holy and Fire Damage, Reflex Save DC 22, trying not to hit Dervak, if possible. If not, he asked for it! ;))

Spell Resistance Check: 1d20 + 20 ⇒ (13) + 20 = 33


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I believe you can get Armel and red without getting Dervak, you can't get all three with a 10ft radius.


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

Armel and Red works, then.


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 watches a CiCi's column of fire roars down.
Hmm... this Cabaret may need a new coat of paint afterwards.

He attacks Armel with Teralindar's Honor. Using Destined Strike on the last iterative.

Primary: 1d20 + 24 + 3 ⇒ (17) + 24 + 3 = 44
Damage: 1d10 + 35 ⇒ (6) + 35 = 41
Autoconfirm crits when raging - I forgot that last round.
Crit Damage: 1d10 + 35 ⇒ (9) + 35 = 44

Blessing of Fervor Attack: 1d20 + 24 + 3 ⇒ (12) + 24 + 3 = 39
Damage: 1d10 + 35 ⇒ (3) + 35 = 38

Secondary: 1d20 + 19 + 3 ⇒ (13) + 19 + 3 = 35
Damage: 1d10 + 35 ⇒ (9) + 35 = 44

Tertiary: 1d20 + 14 + 3 ⇒ (14) + 14 + 3 = 31
Damage: 1d10 + 35 ⇒ (7) + 35 = 42

Quaternary, Destined Strike 1 of 5: 1d20 + 9 + 3 + 10 ⇒ (19) + 9 + 3 + 10 = 41
Damage: 1d10 + 35 ⇒ (5) + 35 = 40
Autoconfirmed Crit Damage: 1d10 + 35 ⇒ (7) + 35 = 42

291 damage if everything hits... that was a big round.

If he drops Armel at any point, he will redirect remaining attacks to whichever gunman is up. And after his attacks, he will 5' step to be in Blue's face.


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Will vs misfortune, Armel: 1d20 + 20 ⇒ (15) + 20 = 35
Will vs misfortune, Red: 1d20 + 16 ⇒ (3) + 16 = 19

Reflex vs flame strike, Armel: 1d20 + 15 ⇒ (3) + 15 = 18
Reflex vs flame strike, Red: 1d20 + 16 ⇒ (15) + 16 = 31
Reflex vs flame strike, Red, misfortune: 1d20 + 16 ⇒ (19) + 16 = 35

Theo's curse settles onto the unfortunate gendarme but rolls off Armel like water like oiled leather. Unfortunately for Armel that oil bursts into flame burning the stout ghoul’s skin to ash, yet his smoking presence remained an intimidating one, he still yet moved with violent intent. The Leng ghoul flanking him collapsed, still clutching the red hot revolver.

Dervak slices the remaining two ghouls to pieces with some effort. With the tyrannical ghoul put down the remaining patrons who didn’t have the good sense to flee let loose a cheer.

Loot:
Vorpal fauchard, 4x scrolls of harm, 2x distracting revolvers, 2x gunfighter’s poncho.


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 cleans and sheathes his blade.
He looks to the remaining patrons.
"Erich Zann is back. Treat him well."

As useful as a Vorpal weapon might be, I think Dervak will stick with Teralindar's Honor since it has a cool story.

He will report back to Zann.
"Armel is dead. Now we must go to this fantastic tower you mentioned and complete the ritual.
I believe you had said that if we dealt with Armel you would be able to send allies to deal with the Shantaks? I would welcome such aid. Can your allies also guide us there?"


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 tips the bartender, doffs his hat, and exits the building.
We came. We saw. We kicked some arse.

The White Rabbit is seen dress like Clint Eastwood.


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Word has traveled fast after Erich's return. Outside his small house is a large crowd of Leng ghouls and humans, spilling out into the street. Erich writes to you, ”Thank you. Julian will take a cohort and drive off the shantaks. But first follow me.”

The aging musician leads you across town to the ruins of a shop that once sold musical instruments. There he uncovers a secret hiding spot and produces a featureless gray stone, perfectly smooth and polished, a spiraling ram’s horn, and a sparkling ruby.

Loot:
Orb of pure law, horn of blasting, and a gem of seeing.

Eiffel Tower

The remnants of a fantastic iron tower stand here over a broken and rubble-strewn street. The tower is fashioned from a lattice of riveted iron girders. The shattered remains of an elevator system occupy the leg area along with a set of iron stairs. The height of the tower was once approximately one thousand feet, though it has since been snapped in half. The base and two floors are still somewhat intact, although wreckage and twisted metal litter the structure and surrounding area.

The wreckage of stairs leading up the remnants of this iron tower holds you well enough, even if the progress is slow. You find the final Star Stela on the second observation deck well over 500 feet up. True to Erich’s word Julian and a number of ghoul gendarme’s have driven off the shantaks that would normally circle the remains of the tower.

When you’re ready to do the ritual, I think Theo can’t fail the checks.


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 snarls at the orb.

The White Rabbit is seen wearing voodoo charms and incense.

At the Iron Tower, they both sigh at the climbing of stairs. About 1/2 way up, the White Rabbit is seen wearing a jogger's assistance outfit, squirting water at Theo.

The both make it up, see the final Star Stela and begin the ritual.
Correct!


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 up the beside the stairs, keeping an eye out for shantaks. When she reached the platform, she took a moment to stop and enjoy the view over the city.

Perception: 1d20 + 27 ⇒ (15) + 27 = 42

"This city is Immense!" she said in awe.

When the others indicated that they were ready to start the ritual, she offered up a prayer to the Heavens Spirits.

Casting Heroism on herself.


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In fact as far as the eye can see. Since the nexuses are each a city and butt up against each other.

About a quarter of the way through the ritual the earth begins to shake and heave, sending rippling waves of kinetic energy through the gigantic iron tower. To your horror the earthquake is not a natural phenomenon, but a truly massive worm of seemingly endless length erupting from the ground below you. It winds its way around the tower fast approaching you with a huge set of massive jaws set on devouring you.

Initiative
Ci Ci: 1d20 + 6 ⇒ (15) + 6 = 21
Dervak: 1d20 + 6 ⇒ (9) + 6 = 15
Mara: 1d20 + 8 ⇒ (13) + 8 = 21
Mara, Temporal Celerity: 1d20 + 8 ⇒ (3) + 8 = 11
Mara, Temporal Celerity, mk2: 1d20 + 8 ⇒ (8) + 8 = 16
Theo: 1d20 + 13 ⇒ (3) + 13 = 16
Dhole: 1d20 + 3 ⇒ (14) + 3 = 17

Assuming you don’t move toward the dhole, Ci Ci and Mara can act 3 times before it does something other than moving, Theo and Dervak can act 2 times. It starts 550 ft away from you and closes 150ft each round. The shaking of the tower makes everything difficult terrain.


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Arcana DC 32:
This creature is a dhole, wormlike leviathans of such size that those that see it from end to end are driven mad. Immortal creatures that burrow underground and eventually devour entire worlds from the inside out. Burrow 50ft, swallow whole, with 20d6 acid if swollowed. It is impossible to influence the minds of such creatures with magic, with the only exception being those effects that confuse the mind, immune to mind affecting effects, with the exception of those that cause confusion.


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

Seeing the approaching creature, Mara concentrated, speeding up the flow of time for her allies. She searched her ancestral memories for knowledge of this monstrosity, which reminded her of the thing sleeping below the Briarstone Asylum.

Knowledge Arcana, Heroism, Knowledge of the Ages: 1d20 + 5 + 3 + 10 ⇒ (17) + 5 + 3 + 10 = 35 Retrying on round 2 after auto-failing round 1.

After a few seconds, she told her friends, "It's a dhole! It can swallow you whole and digest you with acid. Confusion spells are the only magic that can affect its mind!"

Round 1: Speed or Slow Time (Haste) | 550 ft away, closes to 400

As the dhole drew nearer, she prayed for Charlabu to aid her against this horror.

Round 2: Casting Spiritual Ally (range 250 ft) | 400 ft away, closes to 250

Scimitar, Heroism: 1d20 + 22 + 3 ⇒ (14) + 22 + 3 = 39
Force damage: 1d10 + 5 ⇒ (4) + 5 = 9

Finally, she called on the Heavens Sprits to unleash the fury of the heavens on the colossal beast, as Charlabu swung away with his scimitar.

Round 3: Casting Chain Lightning | 250 ft away, closes to 100

Chain Lightning (DC 27 Reflex): 16d6 ⇒ (6, 1, 5, 4, 1, 2, 6, 6, 2, 5, 3, 6, 4, 6, 4, 6) = 67

Scimitar, Heroism: 1d20 + 22 + 3 ⇒ (15) + 22 + 3 = 40
Force damage: 1d10 + 5 ⇒ (3) + 5 = 8

Scimitar, Heroism, iterative1: 1d20 + 22 + 3 - 5 ⇒ (7) + 22 + 3 - 5 = 27
Force damage: 1d10 + 5 ⇒ (1) + 5 = 6

Scimitar, Heroism, iterative2: 1d20 + 22 + 3 - 10 ⇒ (10) + 22 + 3 - 10 = 25
Force damage: 1d10 + 5 ⇒ (4) + 5 = 9

AoO as the dhole moves past the archon, Heroism: 1d20 + 22 + 3 ⇒ (11) + 22 + 3 = 36
Force damage: 1d10 + 5 ⇒ (9) + 5 = 14


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

Knowledge, Arcana: 1d20 + 21 ⇒ (13) + 21 = 34

(Apologies for inelegant post. Posting from phone with spotty service.)

Round One: Ci Ci casts rift of ruin

Round Two: If the Dhole gets over or out of the rift, Ci Ci calls denizens of the rift to attack the Dhole. If the Dhole remains in the rift, Ci Ci flies towards it in a double move.

Round Three: Ci Ci closes, as necessary, and casts empowered disintegrate.


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, Theophilus, do you remember a gigantic worm-creature under the Asylum that seemed able to cause earthquakes?"

Here.

If this is that same thing, then that is some serious foreshadowing!

"The Dark Whisper told me to avoid waking it up. It knew this worm was a creature of enormous power."

Even after all he has faced, and even with all of his newfound Destined power, that memory of the thing under the Asylum causes Dervak to regard this foe with some awe... and then Cerise conjures a portal to Hell. Technically, the Abyss; but Dervak is no scholar of the Great Beyond.
We are all beings of great power. Let us see if it is great enough. I do not need to slay it myself, but I need to buy time.

Round One: Cast Freedom of Movement on himself.
The must-have spell of this AP, it seems. It wasn't why I picked the bloodline, but I'd have picked it up through Urban Bloodrager if I didn't get it through Destined.

Round Two: Move to the front of the party, Dex-rage casting Shield, and use Total Defense.

AC is 50 with Haste and Total Defense.
(+10 Armor, +5 Dex, +3 Deflection, +4 Shield, +6 Luck, +5 Natural, +1 Haste, +6 Total Defense).


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 the worm fast approaching you with a huge set of massive jaws set on devouring you.
He grins.
I actually thought that rumbling under the Asylum your tummy, friend Dervak.

The Witch activates his Flight Hex. He then floats 30' behind Dervakk.

He then Fortune Hex' the bloodrager.


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

Mara replied to Dervak, "Yes, and this confirms that we were wise not to wake that one up! Unfortunately, someone else seems to have woken this one, and it's in a very bad mood!"


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Mara spiritual ally vs SR: 1d20 + 18 ⇒ (8) + 18 = 26
Mara chain lightning vs SR: 1d20 + 18 ⇒ (15) + 18 = 33
Dhole reflex vs DC 27: 1d20 + 13 ⇒ (14) + 13 = 27

The relatively small form of Charlabu is dwarfed by the bulk of the monstrosity. He swings at the creature with a heavenly scimitar and his image just shatters like glass. Mara’s lightning strikes the top of the head of the creature leaving a scorch mark and then arcing up and down striking it over and over again leaving a similar smaller mark as it strikes, it doesn’t slow or flinch.

Ci Ci the dhole is far too large to fit into the rift so you’ll get a summon for your efforts. What do you want? One bebelith, one vrock, 1d3 shadow demons, 1d3 succubi, 1d4+1 babaus or 1d4+1 brimoraks.

Ci Ci disintegrate vs SR: 1d20 + 20 ⇒ (20) + 20 = 40
Ci Ci disintegrate to hit: 1d20 + 13 ⇒ (13) + 13 = 26 Not a one so hits
Fort vs disintegrate DC 23: 1d20 + 21 ⇒ (8) + 21 = 29
Green ray damage: 5d6 ⇒ (4, 6, 1, 3, 6) = 20 Empowered -> 30

Ci Ci disgorges something sinister from the Abyss and then her diasporatum ray disintegrates a single tooth-like structure of the monstrosity as it bellows in rage, at least it was a large tooth.

It vomits on you. When you think of the word vomit it quite inadequately describes the profusion of slime expelled through the creature’s gigantic mouth nearly 900 feet up into the sky. It rains down on you in rivers of revolting mess, you can barely move as it numbs your limbs and weighs you down. Everyone, needs to give me a Fort DC 29 or be stunned for rounds: 1d4 ⇒ 1. Additionally everyone not under the effect of freedom of movement or similar needs to give me a DC 29 reflex save or be entangled. Also difficult terrain everywhere you can move now.

The dhole is now 50ft below you.

PCs go


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’ll take a Bebilith for the summons.)

Fortitude Save: 1d20 + 11 + 3 + 2 ⇒ (12) + 11 + 3 + 2 = 28

Reflex Save: 1d20 + 17 + 3 + 2 ⇒ (13) + 17 + 3 + 2 = 35

(Heroism and Shake it Off)


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

Remind be who has Shake it Off. Mara does, and I'm thinking she gets +2 here?

Fortitude. Heroism, Shake it Off: 1d20 + 15 + 3 + 2 ⇒ (16) + 15 + 3 + 2 = 36
Reflex. Heroism, Haste, Shake it Off: 1d20 + 15 + 3 + 1 + 2 ⇒ (18) + 15 + 3 + 1 + 2 = 39

Favorable dice, so she saves regardless.

What is the line-of-sight situation? Mara's Prismatic Spray is a 60 ft cone.

[Correction] Mara's Chain Lightning is actually DC 26 (makes no difference with the enemy's roll).


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 dodged out of the way of the worst part of the vomit; she shouted "Get ready Dervak! When it gets close enough, I'm sending you in!"

Readying to use Heaven's Leap as soon as the dhole is close enough to teleport Dervak into melee.


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, I believe that everyone except Theo has Shake it Off. Theo likes to live dangerously! Also, feel free to use your Prismatic Spray if you want, even if you have to catch Dervak in the area. His saves are +28/+30/+26 right now with Shake it Off.

Dervak withstands the immense blast of slime.

Destined Bloodline gives immune to the Stunned condition, and Freedom of Movement protects against Entangled, so no saves needed.

Dervak will stay on the defensive, waiting for Mara to find an opening.

AC still 50 with Total Defense.


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

Fort DC 29: 1d20 + 17 ⇒ (15) + 17 = 32
Reflex DC 29: 1d20 + 15 ⇒ (19) + 15 = 34

Theo watches the disgusting slime blast up and over and around him. The Witch winks at Dervak.
Danger is my middle name!

The White Rabbit suddenly appears, kicks Theo in his trouser leg, bows to Dervak and disappears!

Floating a bit above the newly laid layer of filth, Theo decides to....
Legendary Proportions?

The Witch then floats a bit to cover....

Dervak has Feather Step and Fortune Hex going at the moment, if he stays within 30' of Theo.


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The dhole slithers up until its gaping maw is close enough to terrify.

Mara tears a hole in reality, thin yellow tendrils pull Dervak through space and time, only for him to reappear within striking distance.

The dhole pays him no mind at all...

Bite vs Theo: 1d20 + 29 ⇒ (2) + 29 = 31
Plus grab: 1d20 + 49 ⇒ (8) + 49 = 57
Piercing, vital strike: 6d6 + 6d6 + 25 ⇒ (6, 4, 3, 3, 4, 4) + (1, 4, 5, 2, 1, 3) + 25 = 65

The dhole grabs a hold of the hatter and is dangerously close to biting him in two.

PCs go! Bebilith can take two actions.


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

So Theo cast Legendary Proportions on Dervak last round?
Dervak, now grown to a gigantic size, attacks the creature that dwarfs even him.

+6 size bonus to Str, +4 to Con, +6 to natural armor (and -1 size to AC and to hit). Plus DR 10/Adamantine.

Will use Destined Strike on the last 2 iteratives, and Fortune on the last one.

Primary, Heroism, Haste, LP: 1d20 + 24 + 3 + 1 + 2 ⇒ (11) + 24 + 3 + 1 + 2 = 41
Damage: 2d8 + 39 ⇒ (5, 8) + 39 = 52

Hasted Attack: 1d20 + 24 + 3 + 1 + 2 ⇒ (16) + 24 + 3 + 1 + 2 = 46
Damage: 2d8 + 39 ⇒ (4, 1) + 39 = 44

Secondary: 1d20 + 19 + 3 + 1 + 2 ⇒ (14) + 19 + 3 + 1 + 2 = 39
Damage: 2d8 + 39 ⇒ (8, 2) + 39 = 49

Tertiary, Destined Strike 2 of 5: 1d20 + 14 + 3 + 1 + 2 + 10 ⇒ (4) + 14 + 3 + 1 + 2 + 10 = 34
Hmmm... I'm going to use the Luck Blade's ability to reroll that, just in case a 34 isn't enough. Unlike Fortune, this can be used after the roll is made but before results are revealed (so not knowing if a 34 is enough to hit).
Luck Blade reroll: 1d20 + 14 + 3 + 1 + 2 + 10 ⇒ (17) + 14 + 3 + 1 + 2 + 10 = 47
Damage: 2d8 + 39 ⇒ (4, 8) + 39 = 51
Autoconfirmed Crit Damage: 2d8 + 39 ⇒ (1, 5) + 39 = 45

Quaternary, Destined Strike 3 of 5: 1d20 + 9 + 3 + 1 + 2 + 10 ⇒ (8) + 9 + 3 + 1 + 2 + 10 = 33
Fortune: 1d20 + 9 + 3 + 1 + 2 + 10 ⇒ (20) + 9 + 3 + 1 + 2 + 10 = 45
Damage: 2d8 + 39 ⇒ (5, 3) + 39 = 47
Autoconfirmed Crit Damage: 2d8 + 39 ⇒ (8, 1) + 39 = 48

I am guessing by the fact that the Knowledge check is Arcana that this is a Magical Beast and not an Aberration, so Bane does not apply.
AC is now 49 (loses the +6 from Fighting Defensively, gets a net +5 from Legendary Proportions).


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 s&$+s his trousers!
Post in a bit. Correct, Dervak! Kick its ass!


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 stares daggers at the behemoth!
misfortune Will DC 28 3 rounds

The Witch then Cackles uncontrollably at it!

Dervak Fortune Badass snake dude Misfortune


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

The massive Bebilith seems dwarfed by the even more massive Dhole, but the creature is driven by its rapacious desire to kill.

Bebilith bite: 1d20 + 19 ⇒ (13) + 19 = 32

Bebilith Claw: 1d20 + 19 ⇒ (3) + 19 = 22

Bebilith Claw: 1d20 + 19 ⇒ (7) + 19 = 26

Bebilith bite: 1d20 + 19 ⇒ (5) + 19 = 24

Bebilith Claw: 1d20 + 19 ⇒ (10) + 19 = 29

Bebilith Claw: 1d20 + 19 ⇒ (10) + 19 = 29

Bite Damage: 2d6 + 9 ⇒ (1, 5) + 9 = 15

Claw Damage: 2d4 + 9 ⇒ (3, 2) + 9 = 14

Claw Damage: 2d4 + 9 ⇒ (1, 3) + 9 = 13

Bite Damage: 2d6 + 9 ⇒ (4, 1) + 9 = 14

Claw Damage: 2d4 + 9 ⇒ (3, 4) + 9 = 16

Claw Damage: 2d4 + 9 ⇒ (3, 1) + 9 = 13

Bite and claws are considered Magical, Good, Cold Iron, and Chaotic for bypassing DR.

If Bite Attack hits, DC 23 Fort Save or take 2 Con Damage for 5 rounds due to rotting.


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 felt Theo was dangerously close to the leviathan, and resolved to move him to a spot where she could reach and heal him. She concentrated, opening up a rift and shunting him next to her.

Heaven's Leap to teleport Theo next to her and Ci-Ci. He should be 30 ft from the dhole, so the hex will still effect it. Don't feel provoking an AoO by moving over to him!


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Dervak strikes around and within the dhole's mouth, cutting through a hide more than a foot thick, he draws the barest amount of blood on what would be equivalent to a paper cut on most humanoids.

The bebilith has similar trouble penetrating the thick hide. Mara saves Theo while the hatter curses the massive creature.

And then it withdraws back into the ground violently. Shockwaves ripple through the tower, causing the iron to groan in protest. Bits of debris are tossed into the air and rained down on top of you.

Earthquake damage: 8d6 ⇒ (1, 1, 3, 6, 2, 6, 5, 1) = 25 DC 15 reflex for half, failure means you're pinned.

You wait for a second for the dhole to reappear but it does not. Combat over

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