DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

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

Mara flew through the hole in the ceiling saying, "Charlabu, with me!"

She glided around the anti-life shell and declared, "This Tea Party has a light show!" She extended her fingers and shot multicolored beams of light to wash over the druid and her cultists.

Casting Prismatic Spray (60 ft cone: DC 27 save varies).

The hound archon dutifully followed and engaged the fungal druid with his scimitar.

Scimitar, Heroism: 1d20 + 22 + 3 ⇒ (10) + 22 + 3 = 35
Force damage: 1d10 + 5 ⇒ (9) + 5 = 14


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Theo pops his head up and sends a wave of fatigue in Daridela’s general direction, snagging a single cultist in the process. Orange The cultist’s body posture droops immediately and it looks like he’s struggling. Daridela just smiles.

Theo sees why, the druid's head and body is a grotesque mockery of the hale and hearty woman you met over a year ago. Her flesh is rotting and decaying while piles of ropey fungus and webs of sinuous fibers sprout all over. You’ve seen creatures like this before, she’s become a seeded creature. Her mind has sprouted a bit of the Great Old One Xhamen-dor and will spread his terrible infection with a mere touch. Theo sees bright words hang over her head, it says, immune.

Another part of Theo’s mind dreams about acrobatic bears and demons flying through the air with the greatest of ease. Meanwhile reality has the hezrou huffing and puffing up a spiraling staircase, grumbling about needing more exercise.

Hezrou can only move 30 and can’t end on top of a bear so he gets in line.

Prismatic spray vs Daridela: 1d8 ⇒ 6 Insanity will negates
Prismatic spray vs Orange: 1d8 ⇒ 3 80 Electricity reflex half
Prismatic spray vs Red: 1d8 ⇒ 2 40 Acid reflex half
Prismatic spray vs Yellow: 1d8 ⇒ 7 Sent to another plane will negates
Prismatic spray vs Green: 1d8 ⇒ 3 80 Electricity reflex half
Prismatic spray vs Papa bear: 1d8 ⇒ 7 Sent to another plane will negates

Daridela vs Insanity, DC 27, mind-affecting: 1d20 + 17 + 4 ⇒ (14) + 17 + 4 = 35
Orange vs Electricity, DC 27, fatigue: 1d20 + 16 - 1 ⇒ (6) + 16 - 1 = 21
Red vs Aaaaaciiiid?, DC 27: 1d20 + 16 ⇒ (3) + 16 = 19
Yellow vs plane shift, DC 27: 1d20 + 9 ⇒ (16) + 9 = 25
Green vs Electricity, DC 27: 1d20 + 16 ⇒ (13) + 16 = 29
Papa bear vs plane shift, DC 27: 1d20 + 6 ⇒ (16) + 6 = 22

Mara sends out a chaotic mess of multicolored rays indiscriminately sending one cultist and a fire dire polar bear to fight it out on some faraway plane, electrifying another cultist, and badly burning another.

Charlabu finally manages to harm the druid, striking her with a spectral scimitar.

Enemy and bear action post coming, this is all I could hammer out at the moment.


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

Reading the sign sign everywhere a sign stating the druidess' particular take on the witch's choice of spells, the Mad Hatter smiles.
Looks like I chose the wrong week to quite drinking.

Theo waves sadly good-bye blue sky good-bye to the polar bear. He then winks at the heavily breathing hezrou.
Not that kinda show.

The White Rabbit pops in wearing a director's outfit, seated in a director's chair, holding a director's bullhorn.
Cut! Damn it, Theophilus Carter! Remember your lines for f*!~s sake! Asshat making it harder on Delmoth. Be putting you on tbe side lines mister if you get it together.

The White Rabbit tips his director's cap at each and pops out!

The 2 remaining polar bears, the fat hezrou and Theo all looked guilty.


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Daridela points at Mara and a bolt of lighting strikes her. As she does so you can see the unead plant woman's injuries begin to heal.

Call lightning storm: 5d6 ⇒ (1, 4, 6, 6, 2) = 19 Reflex DC 22 for half

The cultists maneuver slightly and get ready for the next bear, which dutifully charges up the stairs.

Fire wall damage: 2d6 + 16 ⇒ (3, 5) + 16 = 24

Orange ready attack vs baby bear, fatigue, outflank, gang up: 1d20 + 18 - 1 + 4 ⇒ (14) + 18 - 1 + 4 = 35
Red ready attack vs baby bear, outflank, gang up: 1d20 + 18 + 4 ⇒ (3) + 18 + 4 = 25
Green ready attack vs baby bear, outflank, gang up: 1d20 + 18 + 4 ⇒ (18) + 18 + 4 = 40
Green, confirm?: 1d20 + 18 + 4 ⇒ (12) + 18 + 4 = 34

Orange outflank triggers on Green's crit, fatigue, outflank, gang up: 1d20 + 18 - 1 + 4 ⇒ (2) + 18 - 1 + 4 = 23
Red outflank triggers Green's on crit, outflank, gang up: 1d20 + 18 + 4 ⇒ (18) + 18 + 4 = 40
Red, confirm?: 1d20 + 18 + 4 ⇒ (10) + 18 + 4 = 32

Green outflank triggers on Red's crit, outflank, gang up: 1d20 + 18 + 4 ⇒ (10) + 18 + 4 = 32

Rapiers each times two, two crits, six times sneak attack, DR: 6d6 + 24 + 2d6 + 8 + 36d6 - 60 ⇒ (3, 5, 3, 2, 1, 5) + 24 + (3, 5) + 8 + (2, 5, 4, 1, 6, 5, 6, 3, 5, 3, 2, 5, 5, 2, 1, 4, 4, 4, 4, 3, 4, 1, 4, 2, 4, 1, 2, 1, 6, 6, 3, 4, 3, 2, 1, 5) - 60 = 122

Baby bear slumps over in a flurry of rapid and precise rapier strikes and promptly disappears, sent back home.

Mama bear quickly fills the gap, swiping at a nearby cultist and bringing her into a hug.

Fire wall damage: 2d6 + 16 ⇒ (3, 6) + 16 = 25

Claw vs Green: 1d20 + 17 ⇒ (6) + 17 = 23
Plus grab: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 1d6 + 11 ⇒ (2) + 11 = 13

The Hezrou can just barely make it to Daridela and has a standard action left over.

PCs go!


CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets

Ci Ci draws upon her power to once again fly, and does so through the hole in the ceiling.

(Casting overland flight.)


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

Where does Ci-Ci end up? And how high is the ceiling on the 2nd floor? I'm considering casting a Greater Dispel Magic (Area Dispel).
I'm presuming that a targeted dispel on the druid wouldn't affect the Anti-Life Shell?


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

Polar bear stats Hp 135 Melee bite +17 (1d8+11), 2 claws +17 (1d6+11 plus grab) (+23 grapple) Resist Acid, Cold, and Electricity 10 DR 5/evil Resistance (Ex) 15 (Fire)

Round 5

Theophilus (looking a bit contrite) waves at the hezrou.
Fortune Hex Split Hex to Dervak.

The Witch then watches his polar bears doing the job proudly!

The hezrou returns a thumbs up to Theo, strides the rest of the way to the druidess and attempts to introduce himself!
The demon smiles wickedly at the druidess.
Theophilus says hello!

Melee bite: 1d20 + 19 ⇒ (18) + 19 = 374d4 + 10 ⇒ (4, 4, 1, 1) + 10 = 20
plus grab: 1d20 + 27 ⇒ (13) + 27 = 40
Fortune plus grab: 1d20 + 27 ⇒ (2) + 27 = 29


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Mara bint al-Katheeri wrote:

Where does Ci-Ci end up? And how high is the ceiling on the 2nd floor? I'm considering casting a Greater Dispel Magic (Area Dispel).

I'm presuming that a targeted dispel on the druid wouldn't affect the Anti-Life Shell?

Right but you could target spells you've identified. So you could target the shell with you first check and Daridela with the rest and hope to get something good.


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 + 3 ⇒ (9) + 15 + 3 = 27

Mara tried to figure out if electricty could harm Daridela.

Monster Knowledge, Heroism: 1d20 + 3 ⇒ (11) + 3 = 14 | +5 Knowledge Local, Nature, Planes, Religion, +23 Knowledge Dungeoneering

Trying to figure out my action this round.


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Mara remembered that seeded creatures are resistant to cold and electricity 10, but not immune. However she is sure she does not know all of the magical protections the druid may have.

Missed it before, the ceiling is 20ft up on this level too.

@Theo the bear has like 3 hp left so I'm just gonna triple the damage that Green took and call it even, if that's ok. It will die in the fire at the top of its turn.

The hezrou strikes the woman but finds that her hide is as strong as stone, 10 damage. When Mr. Demon tries to hold on, the woman slips through his claws like a buttered pig, grapple fails.


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 hezrou looks a bit starlted.
I swear this never has happened before! Wife been nagging me to see a doctor.

Theo just nods as if he expected the lack of performance.


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 tried to dispel Daridela's magical protections, starting with the anti-life shell. Then she started to move around the staircase towards the cultists.

Casting Greater Dispel Magic at Daridela's spells, starting with Anti-Life Shell.

Caster Level Check: 1d20 + 16 ⇒ (11) + 16 = 27

Meanwhile Charlabu furiously slashed with his scimitar at the druid.

Scimitar, Heroism, flank: 1d20 + 22 + 3 ⇒ (18) + 22 + 3 = 43
Force damage: 1d10 + 5 ⇒ (1) + 5 = 6
Crit confirm?: 1d20 + 22 + 3 ⇒ (20) + 22 + 3 = 45
Extra crit damage: 1d10 + 5 ⇒ (5) + 5 = 10

Scimitar (iterative1) Heroism, flank: 1d20 + 17 + 3 ⇒ (18) + 17 + 3 = 38
Force damage: 1d10 + 5 ⇒ (2) + 5 = 7
Crit confirm?: 1d20 + 17 + 3 ⇒ (7) + 17 + 3 = 27
Extra crit damage: 1d10 + 5 ⇒ (9) + 5 = 14

Scimitar (iterative2), Heroism, flank: 1d20 + 12 + 3 ⇒ (1) + 12 + 3 = 16
Force damage: 1d10 + 5 ⇒ (8) + 5 = 13


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real quick that will get the shell. Mara did you want to roll for more checks? I believe you can get 3 more, it will be random buffs.


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

Caster Level Check #2: 1d20 + 16 ⇒ (5) + 16 = 21
Caster Level Check #3: 1d20 + 16 ⇒ (12) + 16 = 28
Caster Level Check #4: 1d20 + 16 ⇒ (8) + 16 = 24


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 Dex-rages, flies up, and readies to strike if the druid tries to cast a spell. Will use Fortune Hex on the attack.

Fly DC 20, Heroism, Dex-rage, CL5 potion: 1d20 + 9 + 3 + 3 + 2 ⇒ (3) + 9 + 3 + 3 + 2 = 20

Readied Attack:
Attack, Heroism, Haste, Bane: 1d20 + 24 + 3 + 2 + 1 ⇒ (3) + 24 + 3 + 2 + 1 = 33
Fortune Hex: 1d20 + 24 + 3 + 2 + 1 ⇒ (9) + 24 + 3 + 2 + 1 = 39
Damage: 1d10 + 35 + 2 + 2d6 ⇒ (7) + 35 + 2 + (3, 6) = 53

Note that he has Long Arm active, so the druid cannot just 5' step back and cast.


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

She can (and is encouraged to) so you get AoO also...lol.

If random means ask Theo, he would randomly pick FoM.


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Greater dispel magic, which?: 1d13 ⇒ 3

Mara peels off a layer of protection from the druid but is unsure which protective spell it was. Meanwhile the shell hedging out life disappears allowing Dervak to close. And the forceful image of Sarenrae’s herald gives its opinion of the matter and slices into her twice.

No matter where she steps she’s threatened by a hezrou so no 5fts here.

First a trip as a swift action vs Dervak: 1d20 + 21 ⇒ (6) + 21 = 27 It was basically free, lol
Cast defensively, DC 25: 1d20 + 20 ⇒ (13) + 20 = 33
Dervak hates spell casters: 1d20 + 20 ⇒ (17) + 20 = 37 She can’t succeed, lol

Dervak cuts into Daridela foiling her ice storm. She now edges into the fire. Perhaps knowing what’s next she spits, ”I will be reborn again and again, you cannot destroy a fungal bloom.”

Fire damage vs Daridela: 2d6 + 16 ⇒ (6, 1) + 16 = 23

Her allies get ready for a charging bear.

Fire damage vs Mama bear: 2d6 + 16 ⇒ (6, 5) + 16 = 27

Orange ready attack vs baby bear, fatigue, outflank, gang up: 1d20 + 18 - 1 + 4 ⇒ (10) + 18 - 1 + 4 = 31
Red ready attack vs baby bear, outflank, gang up: 1d20 + 18 + 4 ⇒ (16) + 18 + 4 = 38
Green ready attack vs baby bear, outflank, gang up: 1d20 + 18 + 4 ⇒ (16) + 18 + 4 = 38

Red, confirm?: 1d20 + 18 + 4 ⇒ (19) + 18 + 4 = 41
Green, confirm?: 1d20 + 18 + 4 ⇒ (3) + 18 + 4 = 25

Orange outflank triggers on Red's crit, fatigue, outflank, gang up: 1d20 + 18 - 1 + 4 ⇒ (8) + 18 - 1 + 4 = 29
Red outflank triggers Green's on crit, outflank, gang up: 1d20 + 18 + 4 ⇒ (14) + 18 + 4 = 36
Green outflank triggers Red's on crit, outflank, gang up: 1d20 + 18 + 4 ⇒ (19) + 18 + 4 = 41

Green, confirm?: 1d20 + 18 + 4 ⇒ (3) + 18 + 4 = 25

Damage vs bear: 6d6 + 23 + 3d6 + 12 + 36d6 - 60 ⇒ (4, 4, 2, 4, 2, 1) + 23 + (5, 3, 1) + 12 + (6, 6, 5, 4, 5, 2, 3, 1, 5, 5, 1, 6, 2, 6, 6, 3, 6, 5, 2, 5, 1, 2, 4, 1, 6, 1, 2, 4, 1, 5, 6, 5, 4, 3, 2, 6) - 60 = 138

The last bear meets its last.

PCs go!


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

Round 6

Theophilus watches Da Bears battling bravely against the odds!
Had my money on Brady.

The Witch then winks at the hezrou. The hezrou flips Theo the bird, but he does indeed comply! He grins at the druidess!
Melee bite, flank: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 314d4 + 10 ⇒ (3, 4, 3, 1) + 10 = 21 plus grab, but she slippery!
Fortune Hex Melee bite, flank: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 394d4 + 10 ⇒ (1, 2, 2, 1) + 10 = 16
1 claws, flank: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 271d8 + 10 ⇒ (6) + 10 = 16 plus grab, but she uses a lot of soap!
2 claws, flank: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 251d8 + 10 ⇒ (8) + 10 = 18 plus grab, but she she must have banana scented soap!

Theo then takes a look over at the polar bear murdering club. He Cackles and casts.
Confusion Will DC 24


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

"I bet Upianshe has something to say about that."

Dervak attacks the druid with Teralindar's Honor, the weapon crackling with eldritch flame as it faces one of Upianshe's nemeses. Fortune Hex on the tertiary.

Primary, Heroism, Bane, Haste, Flanking: 1d20 + 24 + 3 + 2 + 1 + 2 ⇒ (4) + 24 + 3 + 2 + 1 + 2 = 36
Damage: 1d10 + 35 + 2 + 2d6 ⇒ (9) + 35 + 2 + (3, 5) = 54

Hasted Attack: 1d20 + 24 + 3 + 2 + 1 + 2 ⇒ (14) + 24 + 3 + 2 + 1 + 2 = 46
Damage: 1d10 + 35 + 2 + 2d6 ⇒ (3) + 35 + 2 + (5, 3) = 48

Secondary: 1d20 + 19 + 3 + 2 + 1 + 2 ⇒ (8) + 19 + 3 + 2 + 1 + 2 = 35
Damage: 1d10 + 35 + 2 + 2d6 ⇒ (6) + 35 + 2 + (4, 1) = 48

Tertiary: 1d20 + 14 + 3 + 2 + 1 + 2 ⇒ (16) + 14 + 3 + 2 + 1 + 2 = 38
Fortune?: 1d20 + 14 + 3 + 2 + 1 + 2 ⇒ (6) + 14 + 3 + 2 + 1 + 2 = 28
Damage: 1d10 + 35 + 2 + 2d6 ⇒ (6) + 35 + 2 + (4, 2) = 49

Quaternary: 1d20 + 9 + 3 + 2 + 1 + 2 ⇒ (15) + 9 + 3 + 2 + 1 + 2 = 32
Damage: 1d10 + 35 + 2 + 2d6 ⇒ (7) + 35 + 2 + (3, 1) = 48


CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets

Ci Ci continues to fly up through the hole in the ceiling to the second level, moving behind Dervak.

She unleashes her power upon the cultists who survived the bear attack.

"Immolatus!"

Flame Strike, Reflex DC 22 for half: 15d6 + 15 ⇒ (4, 1, 2, 5, 3, 1, 2, 2, 1, 5, 1, 5, 6, 5, 6) + 15 = 64


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Daridela bursts into a purple flame as she is smote by Dervak and Upianshe working in concert. A moment later two out of the three cultists are struck down by Ci Ci. The final cultists drops her rapier and flees into the fire.

Combat over for the moment. 3.. 2..

The sound of chanting from the Briarstone Witch and the undulations of once Count Lowls now Xhamen-dor reborn waft from up the stairs. You shudder at the thought of facing the Star Seed again but there is no one else capable of saving Thrushmoor.

Last call for last minute preparations.


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

Mara consulted with her allies, "Does anyone have a way to protect themselves against bright light? A Sunburst might harm certain fungal creatures."

Perhaps Seeded creatures might be vulnerable to Sunburst (DC 28 Reflex). But I'm worried about blinding everyone.

Mara should have meditated and filled empty spell slots earlier, but it sounds like she doesn't have time now.


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 as the druidess is eradicated by those more deserving. The Witch frowns at the hezrou.
You suck. Go find out what is making all that ruckus!

The hezrou flips the Mad Hatter the bird before going on the errand.

Theo then smiles at everyone.
Anyone want to go follow him?

Everyone has this active:
Major Ameliorating (Su) (Healer's Handbook pg. 17): The witch can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses this hex, the witch either chooses the blinded or deafened condition, or chooses a type of effect: curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the witch’s level. Alternatively, for 24 hours the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the above conditions or effects (witch’s choice; she can choose any combination of conditions or effects, as long as she chooses only two total). At 15th level, the witch can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a circumstance bonus against each time she uses the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.


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As soon as the Hezrou head up the stairs he disappears as his time on this plane runs out.


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

Time to fight a god...

Dervak prepares as best as he can.

Pulling out some big guns. Casting Tactical Adaptation (Dodge), Channel Vigor (starting with Spirit), and Dance of a Hundred Cuts.

Checking the Math:
With Mara's Haste still active, AC is:
10 base +5 Dex, +10 Armor, +3 Deflection, +5 Natural, +6 Luck, +1 Haste, +1 Dodge, +5 Morale, +4 Shield = 50
Fort is +10 base, +2 Con, +5 Resistance, +6 Luck, +3 Morale = +26
Ref is +5 base, +5 Dex, +5 Resistance, +6 Luck, +3 Morale, +2 Feat, +1 Haste = +27
Will is +5 base, +3 Wis (w/Mass Owl's Wisdom), +5 Resistance, +6 Luck, +3 Morale, +2 Feat, +6 competence = +30 (and another +5 vs mind-affecting)
And +4 circumstance bonus vs Curse, Disease, or Poison
And Shake it Off

"Cast your Sunburst if you see an opportunity, Mara. My reflexes are good and I hope luck is on my side."
Dervak would fail on a nat 1, but he has a feat to reroll a nat 1 on a save 1/day, and he also has a Luck Blade reroll 1/day.

Note that Dervak is staying in Dex-rage so his Init bonus is +9.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets

Ci Ci takes the opportunity to renew her stoneskin and protection from arrows spells, as well as tap herself with one of her wands to cast shield on herself.


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Haste and any other rd/lvl spells will need to be reupped if you want them for next encounter. Will get init and descriptions up later today.


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You can cast rd/lvl buffs and have them active going in but any cast during the last combat are gone.


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Dark storm clouds roil low in the air about this hazy reflection of Thrushmoor, as a sickly yellow light emanates from the tower and pierces the churning gray sky. The tower’s roof is ringed with triangular battlements, but is otherwise flat stone with only an opening for the stairs.

In front of you is something bizarrely familiar, a sinister form of immense size. Tangles of hair-like fungal filaments writhe with nauseating purpose. Human bones lay tangled in a wriggling mass arrayed around the head of your former employer and count of Ustalav, Haserton Lowls IV. The man’s eyes are wide with dark insanity, his mind and body perverted by the Great Old One Xhamen-dor.

At its side is a crone who moves with an alarming confidence and precision which belies her age. Her eyes are milky-white which leaves no doubt that her vigor has an unnatural origin, for someone who must be at least 700 year old.

When you ascend to the top the Briarstone Witch cackles, ”I admire your tenacity, but you’re too late. Thrushmoor is doomed, and I’m going home to ensure it meets its destiny and to escape this place.”

Religion DC 30:
Ariadnah is a lich. An intelligent undead created when a spellcaster undergoes an extensive necromantic ritual to achieve immortality, undead traits. They are highly resistant to conventional weapons, DR 15/bludgeoning and magic, electricity, cold, immune, and cannot be killed unless their phylactery is also destroyed.

At the top of your turn I need a DC 24 will save, mind-affecting, fear, or you are shaken. I also need a DC 30 will save or you are nauseated for 1d2 rounds and then sickened for 1d4 rounds.

Initiative
Ci Ci: 1d20 + 7 ⇒ (17) + 7 = 24
Dervak: 1d20 + 9 ⇒ (4) + 9 = 13
Mara: 1d20 + 8 ⇒ (20) + 8 = 28
Mara, Temporal Celerity: 1d20 + 8 ⇒ (12) + 8 = 20
Mara, Temporal Celerity, mk2: 1d20 + 8 ⇒ (14) + 8 = 22
Theo: 1d20 + 13 ⇒ (17) + 13 = 30
Xhamen-dor: 1d20 + 17 ⇒ (1) + 17 = 18
Ariadnah: 1d20 + 8 ⇒ (19) + 8 = 27

Round 1
Theo <---------------
Mara <---------------
Ariadnah
Ci Ci
Xhamen-dor
Dervak


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

Theophilus Carter floats upward into the beautiful bounty of chaotic calm. He takes a long look at Lowls. He taps his fingers on his chin. He takes off his imaginary glasses, wipes them on his coat, replaces them and shakes his head.
Do you do something different with your hair?

DC 24 will save, mind-affecting, fear, or you are shaken: 1d20 + 17 ⇒ (13) + 17 = 30

DC 30 will save or you are nauseated for 1d2 rounds and then sickened for 1d4 rounds: 1d20 + 17 ⇒ (8) + 17 = 251d2 ⇒ 11d4 ⇒ 2

The White Rabbit is quite happy being on these particular side lines!


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

Is Ariadnah the witch?

Don't forget that Mara cast Remove Fear (duration 10 min) on the party just before we entered the grounds. Also Mass Owl's Wisdom gives everyone a +4 enhancement bonus to wisdom

Given the menacing storm clouds, Mara prayed for protection against lightning, and concentrated, causing her form to waver; just before the group headed up the stairs she declared, "Mommy, we're going to need some Orcish Courage!"

Using Time Flicker (Blur) and Casting Resist Energy (Electricity) on herself and Blessing of Fervor on the party.

DC 24 Will Save, Remove Fear, Heroism, Shake it Off: 1d20 + 26 + 4 + 3 + 2 ⇒ (18) + 26 + 4 + 3 + 2 = 53
DC 30 Will Save, Heroism, Shake it Off: 1d20 + 26 + 3 + 2 ⇒ (3) + 26 + 3 + 2 = 34

Monster Knowledge (Lowls), Heroism: 1d20 + 3 ⇒ (1) + 3 = 4 +5 Knowledge Local, Nature, Planes, Religion, +23 Knowledge Dungeoneering
Monster Knowledge (Witch), Heroism: 1d20 + 3 ⇒ (15) + 3 = 18
Next round she can retry failures with Knowledge of the Ages.

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.

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

Waiting on results of Monster Knowledge before deciding on Standard Action. Particularily interested in Electrical Resistance/Immunity.

Note: Mara has 20% concealment from Blur, and ranged attacks against her have a 50% miss chance from Spirit Shield.


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The elderly woman leans on her staff as she makes a show of hobbling towards you, "Begone scion of Kronug. Your father was a disappointment as were you."

In a flash of yellow smoke, reality wrenches and shrieks, and the Bloodrager is no longer with you.

Spellcraft DC 23:

Dervak:
You are flung into a labyrinth of abandoned streets and decaying structures. Banks of sickly mist roll around you obscuring your path. And yet you feel as though you've walked these deserted streets before.

On your turn you may spend a full-round action to make an intelligence or survival check, DC 20 to find your way out You do get a reprieve from the fear and nauseating auras until you come back at least.

Round 1
Theo
Mara
Ariadnah
Ci Ci <----------
Xhamen-dor
Dervak


CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets

DC 25 Will Save: 1d20 + 26 ⇒ (11) + 26 = 37

DC 30 Will Save: 1d20 + 26 ⇒ (9) + 26 = 35

"Diasporatum!" Ci Ci cries, unleashing her power on the witch.

Ranged Touch, Disintegrate: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23

Spell Resistance: 1d20 + 20 ⇒ (10) + 20 = 30

Damage: 32d6 ⇒ (3, 5, 1, 2, 6, 6, 4, 5, 6, 2, 1, 5, 3, 2, 3, 1, 2, 2, 1, 3, 2, 1, 4, 2, 6, 1, 6, 2, 3, 4, 2, 3) = 99

(DC 23 Fortitude Save for lesser damage.)


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

Thanks, Mara! I think even with Owl's Wisdom (+2 to Will) and Lucky 4-leaf clover, that he misses it by 1!

Theo floats just above the stairs, puking like a gentleman....

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


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Yes she is the witch. Sorry Mara!

I just realized that Mara was deferring her standard. You didn't hit the knowledge check vs Xhamen-dor but you encountered it before, here. Hopefully you can use that info to help inform your actions.


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 cast a spell to create a stone wall to hide behind, which also provided some overhead cover.

Casting Wall of Stone. The goal is to make a wall that the enemy can't see over easily, where PCs can take cover to make it difficult to target multiple characters (for instance with Horrid Wilting), and to provide cover from a Sunburst spell. She has a few extra square feet if supports are necessary in spots.


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Mara what level of cover are you trying to make? Low, partial, total, or improved? This also may make those squares difficult or impassable.


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

I'm trying to make a small area of total cover from Lowls, and also makes it difficult for the witch to get line of sight to most of the PCS at the same time. I want something that could block most PCs from being in line of sight to a Sunburst spell that could affect both Lowls and the witch, since I'm assuming most will have trouble making the DC 28 reflex save. I want to leave a way around the wall at either end, so I can move around to pick the best spot for the Sunburst (an 80 ft radius burst) next round.


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Nice! Slight retcon to Ariadnah's action.

The Briarstone Witch floats off the edge of the tower going around the suddenly erected wall. She tuts disapprovingly as she banishes Devak to the Mazes.

Fort vs disintegrate: 1d20 + 15 ⇒ (8) + 15 = 23

Ci Ci’s diasportatum strikes Ariadnah in the side near where her spleen should be, and bores a small hole through the woman’s torso. A thin puff of dust exits on both sides, but strangely there is no blood. 17 damage

Xhamen-dor sunders a wall, PA: 1d20 + 37 - 6 ⇒ (13) + 37 - 6 = 44
Xhamen-dor sunders a wall, PA: 1d20 + 37 - 6 ⇒ (6) + 37 - 6 = 37
No ones

Damage, PA: 3d6 + 12 + 12 ⇒ (1, 2, 4) + 12 + 12 = 31
Damage, PA: 3d6 + 12 + 12 ⇒ (4, 2, 1) + 12 + 12 = 31

Xhamen-dor pounds on the stone wall for a second and it crumbles directly in front of Mara. The Great Old One lashes out against the shaman with its tentacles, squeezing her tightly and breaking a few of her ribs.

Mara tries to bend time and choose a reality where she is not struck but finds all the timelines converge with the same inevitable result.

Tentacle 1 vs Mara, PA: 1d20 + 35 - 6 ⇒ (12) + 35 - 6 = 41
Tentacle 2 vs Mara, PA: 1d20 + 35 - 6 ⇒ (8) + 35 - 6 = 37
No ones. I assume Mara has FoM up so no plus grabs.

Damage, PA: 3d6 + 12 + 12 ⇒ (2, 3, 5) + 12 + 12 = 34
Damage, PA: 3d6 + 12 + 12 ⇒ (5, 2, 1) + 12 + 12 = 32

Round 1
Theo
Mara
Ariadnah
Ci Ci
Xhamen-dor
Dervak <------------

Round 2
Theo <------------
Mara <------------
Ariadnah
Ci Ci
Xhamen-dor
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

Note that Mara has Blur active (Time Flicker) for a 20% miss chance.

Mara consulted her ancestors for knowledge about what Lowls had become.

Monster Knowledge (Lowls), Heroism, Knowledge of the Ages: 1d20 + 3 + 10 ⇒ (2) + 3 + 10 = 15 +5 Knowledge Local, Nature, Planes, Religion, +23 Knowledge Dungeoneering
I guess the dicebot doesn't want Mara to know anything. :(


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Negative it has blindsight so does not care about any level of concealment.


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You can and if you succeed you'll be happy you chose sunburst. Results after dinner


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 to the side and prayed for powerful light to blast her enemies, closing her eyes against the flash, "A star is born!"

Casting Sunburst (DC 28 reflex) at floor level.

Sunburst (DC 28 Reflex for half and negate blindness): 6d6 ⇒ (2, 4, 3, 1, 5, 4) = 19

Not sure if she can also retry her knowledge check against the witch this round.

Reflex, Heroism: 1d20 + 15 + 3 ⇒ (16) + 15 + 3 = 34 | 9 damage


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

Monster Knowledge Religion (Witch), Herorism, Knowledge of the Ages: 1d20 + 5 + 3 + 10 ⇒ (18) + 5 + 3 + 10 = 36

"It's the Briarstone Lich!", she declared, sharing her sudden realization. "Immune to electricity and cold!"


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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 has to either keep moving or attack something to keep Dance of a Hundred Cuts active. Staying in one place trying to puzzle out this maze isn't going to do it.

So he moves 10' while drawing the Luckblade and then says "I wish to be out of this maze and back with my friends Theophilus and Mara and Cerise."

Move while drawing and then standard action for Wish. I guess he will take the +2 bonuses from Blessing of Fervor, making his AC 51 and his Reflex +28.

Assuming he makes it back, I'm totally going to abuse Talking is a Free Action to do some RP with the Briarstone Lich. I tend to not speak in more than 6-second bursts in combat when it is things like tactical coordination or information on monster abilities, but Dervak needs to get in his RP with Ariadnah before Mara and CiCi vaporize her.

But first we'll see if the Wish works and then I'll do an RP post.


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Theo and Ci Ci do not need to save vs Sunburst. Nice placement.

Extra sunlight vs undead and fungus: 19d6 ⇒ (3, 3, 1, 1, 5, 5, 4, 6, 3, 6, 2, 5, 5, 6, 6, 4, 1, 6, 4) = 76

Mara SR vs Xhamen-dor, DC 30: 1d20 + 18 ⇒ (4) + 18 = 22

Ariadnah vs Sunburst: 1d20 + 15 ⇒ (1) + 15 = 16

The flash of brilliance does absolutely nothing against the writing mess of the former count. But the Briarstone Lich cannot take the flash and she clutches her eyes.

Dervak reappears having used the potent magic of the luckblade to bring himself back.


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

Round 1

Theophilus watches the disappearance and reappearance of his friend Dervak while also attempting to stymie the flow of puke.
Happy to end the flow, the Witch then waves at Dervak.
Legendary Proportions

Have fun, friend, Dervak!


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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

Not sure there is room for Dervak to get big just yet, Theo. There will be if CiCi either flies up or moves back 5', if you want to delay.

Dervak glares at the Briarstone Witch.
"So it was you. That thing he found in the Darklands. I don't know if you are the Dark Whisper, or if it serves you, or if you both serve the same master. That Black Goat of the Woods.
And I don't know if my father still lives.
But I'm not going to spare you for the sake of getting answers."

He hefts Teralindar's Honor and it visibly crackles with energy, lunging towards its great foe.

"Sword wants Lowls. You're next, if there's anything left of you by then."

DC 24 Will, vs Fear, vs mind-affecting, Shake it Off +2: 1d20 + 30 + 2 + 5 + 2 ⇒ (10) + 30 + 2 + 5 + 2 = 49
DC 30 Will, vs mind-affecting, Shake it Off +2: 1d20 + 30 + 5 + 2 ⇒ (17) + 30 + 5 + 2 = 54

I put a lot of feats and things into having Dervak not fail Will saves.


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If you want to squeeze you can both be in the same square.

Ariadnah perception to detect Theo DC 20, exact square, in combat, distance: 1d20 + 30 - 20 + 20 - 3 ⇒ (1) + 30 - 20 + 20 - 3 = 28

Ariadnah scowls at the unexpected cleverness of Dervak but turns to Theo this time, "Let us test the Red Queen's jack."

Theo needs to give me a DC 27 will save.

Spellcraft DC 23:

Her move action depends on if Theo succeeds 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

Will DC 27 : 1d20 + 19 ⇒ (8) + 19 = 27

Theo frowns.
Not too certain that would be a good idea.

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Welcome, hapless adventurers.

I am Andy, and I intend to murder lead you all on a rather unusual but hopefully spooky fun journey.

Here is what I'm looking for in prospective players:

Expectations::
1. Patience! I am new to PbP, and I am largely using my phone for operation. Please forgive any formatting or spelling errors, and be gentle when I ask for help with something.

2. Commitment. I would like to see everyone post at least once a day, excepting for holidays, vacations, etc. I Wil ask for PDFs or hero lab portfolio copies of your character for situations of emergencies, vacations, etc. so that the game can continue without everyone feeling any undue stress or worry about leaving us hanging.

3. Follow established protocol. I will assume that all players will be taking 10 on perception at all times, including at doors; as a GM I do not find it reasonable for rogues or anyone to get take 20s at a door, as that would imply you spend a significant time staring at it. Disablers will have to roll on traps because they can misfire, so unless you have an ability that lets you take 10 or 20 on a disable, I will roll it for you as part of your discovery of the trap. In combat please put your basic combat info in each post; |hp current (including temporary hp)/hp max, current AC/conditional modifiers|, |f/r/w saves +/- conditional modifiers,| |CMB (conditional modifiers) / CMD (conditional modifiers).| |Temporary effect names.| Also we will need to establish an exploring protocol. Who leads and where does everyone stand in relationship to each other when adventuring. I expect people to typically line up two or three in a line, with a typical set up at doors: X always positions to the left of Y, and Z to Y's right at a closed, untrapped door.

4. Offer suggestions! I'm new at this, and while I've been GMing for a while IRL, this is a clunky new medium for me and I am very open to suggestions.

Character Creation:
I'm looking for 4-5 level 1 players, core races primarily, but I am willing to negotiate. All paizo material is acceptable. Crafting will be a little tricky but not impossible in this mod. To craft effectively you will most likely need access to the rope trick/ring of sustenance trick to get your full 8 hours in every day. I will discuss this further with any players who might rely on crafting as a regular part of their character, like gunslingers, alchemists, poisoners.

Access to towns with significant magical stores for sell is NOT common in this adventure path. I do not want 100% completely optimized itemization characters but please feel free to message me with ideas of what kind of loot you would like to see. If your build hinges around one paricular wondrous item or weaapon mod, I strongly suggest you rethink it. I mean how lucky would you have to be to find exactly that thing just lying around? That said, I will find ways to work in upgraded items and the like.

I would like to see some non-traditional characters join up, and I admit that I will lean towards accepting occult classes, investigators, or oracles over more traditional or high damage classes. In both of my current IRL campaigns I have to deal with massive damage one shotter PCs, so I will tell you now, those character concepts are going to be a hard sell for me.

20 point buy, 2 traits and a Strange Aeons campaign trait (hopefully not everyone goes Twitchy on me; try to resist! It is a very good trait though.) Drawback and additional traits acceptable. I'm gonna give adopted the side eye, but allow it.

Don't stress too much on your character background--you can't remember it anyway!

I can't think of anything else off the top of my head. I will bump the post for a few days until I have a nice selection of characters to chose from.

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!


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

Two questions:
1) Expected optimization level? Dervak isn't a particularly optimized bloodrager, and in fact rage is a last resort for him. My hope is to have a feeling of real danger and desperation in the fights. Making a character as strong as possible works against that.
2) Starting gold?


Male Human Technomancer 5

Also, should we post characters in this thread, or in the recruitment thread?

EDIT: Also, background skills, yes or no? Do you count the Kienticist as a massive damage one-shotter build?


Curious Parasitiform

Suggestions: Instead of desired basic combat info included in each post, this info is usually placed in a character's alias header (such as Dervak, who posted above.) This way it's always handy, though it does mean you only see their current status rather than maintaining a running log round by round.

In a similar vein, most folks have their entire character sheet under their character's alias profile, making it easily available on this site by just clicking on their name; they don't have to be logged in or anything for people to be able to see it. It's not really downloadable though, so if you want a hard back up copy you'd still need them to provide one.


I'd say this isn't the most treasureful AP out there. It is big on weirder, more esoteric gear that isn't generally cornerstones of builds. So I would say, as far as item optimization is concerned, the more flexible your character can be, the better. Actually since I am thinking about it, there is an opportunity relatively early in the AP to retrieve one item of low-moderate (4-5k max gold worth) that would be your character's personal valuable from his or her past. So you can keep that in mind, that if you need one particular item in that wealth range, there will be an opportunity to find one specifically made for you - IF you can find it >=)

Starting wealth is whatever your average for your class would be.


Prefer character posts in recruitment.

Thank you for the tip about the alias and profile! That does make it easier. I'm going to start browsing active games for ideas on formatting over the next couple of days.

No to background skills for this AP.


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

My question was more about build optimization rather than gear.

If a higher power level is desired, Dervak could be yet another half-orc with Sacred Tattoos and Fate's Favored, a Primalist Destined Bloodrager, and dump Int for more Str. But based on my PFS experience I don't think Paizo normally writes adventures expecting that to be the norm.

In order for this game to be challenging enough that it feels like a horror story (rather than fantasy superheroes just curbstomping everything in their way), is something like Dervak suitable or should I do more min-maxing?


Oh! Honestly I prefer less min maxing! Damage is important but isn't everything, I want characters to feel like they can sacrifice some damage in order to experiment with Stranger, more interesting ideas.


I should warn you though, this campaign - particularly the first book - has a fairly high mortality rate. I have already planned to compensate a little bit for this.


Male Outsider (native) Gamer 15 / DM 7 / Author 4

Forget about my question about background skills, will assume no, and be surprised if answer is yes.

I can answer questions about my occultist character here if you like. Things that won't necessarily come up because of the amnesia angle, but would have an effect on his character.


No on background skills. I thought i put it in the updated campaign info up there but i accidently called them "background traits." Will fix asap. I don't have any questions for you at this time!


Male Outsider (native) Gamer 15 / DM 7 / Author 4
TheAndyman wrote:
No on background skills. I thought i put it in the updated campaign info up there but i accidently called them "background traits." Will fix asap. I don't have any questions for you at this time!

Ah yeah, that's what threw me off. Sorry! :/

Okiedoke. Will look forward to the selection!


HP 17/22 | AC 11 (15) T 11 FF 10 (14) | Fort +2 Ref +2 Will +4 | Resist cold/fire 5 | CMB +1 CMD 12 | Init +5 Perc +0 | Spells 2nd 0/4 1st 0/8 | Black Motes 0/8 | Loot Sheet

Thanks for the selection GM! Look forward to playing with everyone. I'll get home later and read over everyone and write up a post!


Male Eyebiter Mesmerist | HP: 26/26 | AC: 16 (11 Tch, 14 Fl) | CMB: +6, CMD: 17 | F: +3, R: +4, W: +4 | Init: +1 | Perc: -2, SM: -2 | Speed 30ft

Awesome, I got in! Hope we all can get through this! We will prevail Dervak! We will pull through this time!


Male Half-Elf Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 2 | HP 24/24 | AC 18 (Touch 13, FF 15) | CMD 15 | Fort +1 Reflex +8 Will +3 | Init +3 | Low Light Vision, Perception +15

Super excited to be here! This is a super interesting group, I think. Three occult classes, two hybrid ones. Plus, only one person has darkvision, and I have low-light vision. Guess the scout roles are already pretty set, haha. This is gonna be really cool, I think.


Male Eyebiter Mesmerist | HP: 26/26 | AC: 16 (11 Tch, 14 Fl) | CMB: +6, CMD: 17 | F: +3, R: +4, W: +4 | Init: +1 | Perc: -2, SM: -2 | Speed 30ft

Question, do I have my eyeball familiar right now. It's kind of a part of my body.


Mala Malein wrote:
Question, do I have my eyeball familiar right now. It's kind of a part of my body.

Yes, since it is part of your body. As s familiar though, you feel your connection to it as muted, fuzzy. Like it is very far from you, eveh though it is right there in your eye socket.


Also, does the eyeball familiar have an archetype? I'm guessing no since it doesn't stat or act as a typical familiar


Julius Anderson wrote:
Super excited to be here! This is a super interesting group, I think. Three occult classes, two hybrid ones. Plus, only one person has darkvision, and I have low-light vision. Guess the scout roles are already pretty set, haha. This is gonna be really cool, I think.

I'm also excited! I love the occult classes, and I also like investigators and bloodragers for their flavor! Also I'm looking forward to all the low will saves >=)


Male Half-Elf Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 2 | HP 24/24 | AC 18 (Touch 13, FF 15) | CMD 15 | Fort +1 Reflex +8 Will +3 | Init +3 | Low Light Vision, Perception +15

Funnily enough, I believe you actually can apply archetypes to an Eyebiter's eye. There's a build for a Small character out there where you give it the Mauler archetype, so it can pop out of your eye socket, make it grow to be bigger than you, and then you ride it using your own severed optic nerve as the reins. It's so dumb, but also an amazing image.


Male Eyebiter Mesmerist | HP: 26/26 | AC: 16 (11 Tch, 14 Fl) | CMB: +6, CMD: 17 | F: +3, R: +4, W: +4 | Init: +1 | Perc: -2, SM: -2 | Speed 30ft

Hm... you know that could actually be pretty cool as well as kinda creepy, my eye just oozing out of my socket slowly inflating till it's the same size as I am. I need to look a bit more at familiar archetypes really quick.


Julius Anderson wrote:
Funnily enough, I believe you actually can apply archetypes to an Eyebiter's eye. There's a build for a Small character out there where you give it the Mauler archetype, so it can pop out of your eye socket, make it grow to be bigger than you, and then you ride it using your own severed optic nerve as the reins. It's so dumb, but also an amazing image.

Good lord that is bonkers. I'm imagining a Halfling in a cowboy hat riding his own bulked out flying eyeball like that scene in Dr. Strangelove.


Male Eyebiter Mesmerist | HP: 26/26 | AC: 16 (11 Tch, 14 Fl) | CMB: +6, CMD: 17 | F: +3, R: +4, W: +4 | Init: +1 | Perc: -2, SM: -2 | Speed 30ft

Figment familiar sounds fun to put on my eye familiar. Whadya say boss? sound alright.


Occultist Spells Known 1st (4/day)—gravity bow, psychic reading, burning hands; 0 (at will)—detect magic, mage hand, telekinetic projectile ; Init +4; Perception +6; Mental Focus 7/7; (Evocation 4, Transmutation 3) AC 18, T 14, FF 14; hp 18/18; Fort +3, Ref +5, Will +4
TheAndyman wrote:
Julius Anderson wrote:
Funnily enough, I believe you actually can apply archetypes to an Eyebiter's eye. There's a build for a Small character out there where you give it the Mauler archetype, so it can pop out of your eye socket, make it grow to be bigger than you, and then you ride it using your own severed optic nerve as the reins. It's so dumb, but also an amazing image.
Good lord that is bonkers. I'm imagining a Halfling in a cowboy hat riding his own bulked out flying eyeball like that scene in Dr. Strangelove.

That's gotta do at least 1d6 Sanity loss. :P

Speaking of, will we be using Horror Handbook's sanity system here?


Mala Malein wrote:
Hm... you know that could actually be pretty cool as well as kinda creepy, my eye just oozing out of my socket slowly inflating till it's the same size as I am. I need to look a bit more at familiar archetypes really quick.

I'm a big fan of the familiar archetypes myself, particularly Pilferer, Mascot and Valet.


Oscar Whitehall wrote:
TheAndyman wrote:
Julius Anderson wrote:
Funnily enough, I believe you actually can apply archetypes to an Eyebiter's eye. There's a build for a Small character out there where you give it the Mauler archetype, so it can pop out of your eye socket, make it grow to be bigger than you, and then you ride it using your own severed optic nerve as the reins. It's so dumb, but also an amazing image.
Good lord that is bonkers. I'm imagining a Halfling in a cowboy hat riding his own bulked out flying eyeball like that scene in Dr. Strangelove.

That's gotta do at least 1d6 Sanity loss. :P

Speaking of, will we be using Horror Handbook's sanity system here?

No. I generally I find Paizo's optional systems needlessly complex, with a few exceptions. I will also admit I have not fully researched the Horror one, but I think this campaign is just fine and plenty eerie enough, particularly when we get to slow down and really write out what's happening


Male Half-Elf Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 2 | HP 24/24 | AC 18 (Touch 13, FF 15) | CMD 15 | Fort +1 Reflex +8 Will +3 | Init +3 | Low Light Vision, Perception +15

The familiar archetypes are great, I'm using a Sage archetype on my Monkey Goblin alchemist's tumor familiar in another campaign. If I don't know something, his tumor probably does. It just stinks that the tumor currently can't communicate, but you know...can't have everything in life.

Also, thank god we're not using the Sanity system. I loved Horror Adventures, but the sanity system and part of the corruption system (AKA where you fail 3 saves, and your character becomes super ultra mega dead and can't be resurrected) were just really weird.


Julius Anderson wrote:

The familiar archetypes are great, I'm using a Sage archetype on my Monkey Goblin alchemist's tumor familiar in another campaign. If I don't know something, his tumor probably does. It just stinks that the tumor currently can't communicate, but you know...can't have everything in life.

Also, thank god we're not using the Sanity system. I loved Horror Adventures, but the sanity system and part of the corruption system (AKA where you fail 3 saves, and your character becomes super ultra mega dead and can't be resurrected) were just really weird.

My friend's tumor familiar is a sage, and is turtle shaped. We call him Tom The Tumorous Turtle and when he speaks he sounds like the Turtle god island thing from the Last Airbender. He's fun. Also knows all the things.


Occultist Spells Known 1st (4/day)—gravity bow, psychic reading, burning hands; 0 (at will)—detect magic, mage hand, telekinetic projectile ; Init +4; Perception +6; Mental Focus 7/7; (Evocation 4, Transmutation 3) AC 18, T 14, FF 14; hp 18/18; Fort +3, Ref +5, Will +4

Had a mauler familiar for an undine shaman. A little cayman he named 'Chompy'. Then it turned from cute little croc to big not cute croc. Not optimal, sure, but lots of fun.


Male Half-Elf Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 2 | HP 24/24 | AC 18 (Touch 13, FF 15) | CMD 15 | Fort +1 Reflex +8 Will +3 | Init +3 | Low Light Vision, Perception +15
Oscar Whitehall wrote:
Had a mauler familiar for an undine shaman. A little cayman he named 'Chompy'. Then it turned from cute little croc to big not cute croc. Not optimal, sure, but lots of fun.

I mean, Shaman's one of those classes where even when you build it suboptimally, it's still really really good. I need to play one of those some day.


I created a Shaman of the Slums afor my home campaign as a villain and kept making him fall through doors to pop up behind the PCs, it was really silly and fun.


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

Glad to have another chance to play Dervak! Thanks for the opportunity. Will get my gameplay post up.


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 believes that the Aberrant thing that granted his father's desire (to acquire the orc bloodline) and cursed him is the same force at work here.
That's kind of a commentary on the pervasive board advice that blaster sorcerers should just decide to be orc/draconic crossblooded... What if a character who didn't have that ancestry wanted more destructive power? What would they do? What if it went wrong?

I leave it to the GM to decide if it is in fact the same force, or an allied or rival entity. And that reveal can play out over time. It is likely some sort of Outer God or Great Old One, though I don't have a specific one in mind.


Dervak wrote:

Dervak believes that the Aberrant thing that granted his father's desire (to acquire the orc bloodline) and cursed him is the same force at work here.

That's kind of a commentary on the pervasive board advice that blaster sorcerers should just decide to be orc/draconic crossblooded... What if a character who didn't have that ancestry wanted more destructive power? What would they do? What if it went wrong?

I leave it to the GM to decide if it is in fact the same force, or an allied or rival entity. And that reveal can play out over time. It is likely some sort of Outer God or Great Old One, though I don't have a specific one in mind.

I do >:}


Finally got around to changing my alias name and Avatar from TheAndyman to the Mad Poet. Hope the change isn't too jarring.


Quick note on the format: this beginning section is more or less scripted, so I am answering my own attack rolls. In the future for combat I will just make the rolls and allow you to respond on your turn


Occultist Spells Known 1st (4/day)—gravity bow, psychic reading, burning hands; 0 (at will)—detect magic, mage hand, telekinetic projectile ; Init +4; Perception +6; Mental Focus 7/7; (Evocation 4, Transmutation 3) AC 18, T 14, FF 14; hp 18/18; Fort +3, Ref +5, Will +4

Whoo! Gristly death!

-Posted with Wayfinder


I'm assuming everyone had the same problem connecting to the paizo message boards yesterday. Cerio and Mala, it is still your turn!


Male Eyebiter Mesmerist | HP: 26/26 | AC: 16 (11 Tch, 14 Fl) | CMB: +6, CMD: 17 | F: +3, R: +4, W: +4 | Init: +1 | Perc: -2, SM: -2 | Speed 30ft

Up untill now it would only let me look at the boards, so yeah. Here we go!


How am I doing so far? Aside from the weirdness of the message boards yesterday, I think the game is going well so far. Any suggestions or ideas?


Male Eyebiter Mesmerist | HP: 26/26 | AC: 16 (11 Tch, 14 Fl) | CMB: +6, CMD: 17 | F: +3, R: +4, W: +4 | Init: +1 | Perc: -2, SM: -2 | Speed 30ft

Too soon too really tell over all, but so far so good. Maybe use spoilers instead of posting multiple times but other than that your writing is solid.


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 far so good. Will you be posting maps with icons for the PCs that we can move, or using "theater of the mind"?


Occultist Spells Known 1st (4/day)—gravity bow, psychic reading, burning hands; 0 (at will)—detect magic, mage hand, telekinetic projectile ; Init +4; Perception +6; Mental Focus 7/7; (Evocation 4, Transmutation 3) AC 18, T 14, FF 14; hp 18/18; Fort +3, Ref +5, Will +4

I think you're doing really good. I was going to suggest you spoilered the campaign info, but then you'd already done it. So no problems there!

I look forward to seeing how we do here. I never got any farther than like, one or two encounters after the beginning, so... let's do this!


I prefer to stick with theater of the mind. I am mostly doing this on my phone and want to keep it simple. I will try to be specific about positioning in combat. If it is too difficult to conceptualize then I will work on getting maps integrated.


Male Half-Elf Swashbuckler (Inspired Blade) 1/Investigator (Empiricist) 2 | HP 24/24 | AC 18 (Touch 13, FF 15) | CMD 15 | Fort +1 Reflex +8 Will +3 | Init +3 | Low Light Vision, Perception +15

Yeah, what the others have said-you're doing pretty great. Sorry I haven't posted today, been busy at work all day. The end of the school year is always rough for us...never any time to slack off and post on forums, lol.


HP 17/22 | AC 11 (15) T 11 FF 10 (14) | Fort +2 Ref +2 Will +4 | Resist cold/fire 5 | CMB +1 CMD 12 | Init +5 Perc +0 | Spells 2nd 0/4 1st 0/8 | Black Motes 0/8 | Loot Sheet

GM I think you are doing well. I like your writing style. I would encourage the use of maps if possible, but understand your constraints.

Just a heads up we are MOVING this week so my posts may be spotty until next week. Thank you for your patience!


No problem! I'm actually going out of town for a wedding, so I also won't be quite as attentive


Any suggestions on how to do the maps? At the moment it looks like I'm going to make them on my computer, upload it to drive, then use dungeon sketch on my phone. Is there an easier method?


Occultist Spells Known 1st (4/day)—gravity bow, psychic reading, burning hands; 0 (at will)—detect magic, mage hand, telekinetic projectile ; Init +4; Perception +6; Mental Focus 7/7; (Evocation 4, Transmutation 3) AC 18, T 14, FF 14; hp 18/18; Fort +3, Ref +5, Will +4

Uhmm... is this a bad time to mention I HAVE the entire asylum map on roll20 set up for this campaign? :)

I can give you the image and stuff.


You guys are quiet! Hope everyone's week is going ok. It is currently Julius' turn, assuming he wanted to act after Oscar, then Mala. After that it goes to the top.

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