DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

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

It seems to work on some kind of electricity...

The White Rabbit answers, Well, your not wrong.

Anyone get the reference? Lol.


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

"I think so?", Mara replied tentatively to Dervak. She called on the spirit of her dead father to guide the half-orc warrior.

Casting Guidance on Dervak.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Rowan stealthily moves up and pulls out his sling. He flings a stone at the approaching ooze.

stealth: 1d20 + 11 ⇒ (13) + 11 = 24

sling: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d4 ⇒ 4


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Gonna give a little leeway here, you moved and drew your weapon before init happened so the attack is your one standard action.

Theo's Reference:
Avengers, when Captain America and Iron Man are trying to restart one of the engines of a helicarrier. Unless that was a reference to something else that I'm not thinking of.

The stone easily hits the ooze and lodges into its clear body. The stone soon dissolves but the dimple created by the stone remains.

A brief flash of nauseating colors appears as Dervak casts the spell and the force disc locks into place protecting the half-ork.

Think Ellery is the only one who hasn't acted yet. Also moved Theo into a position to where he could examine the door for traps.


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

Spot on...lol. Love those movies.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Ellery stands back keeping watch for threats.

Doesn't seem like a whole lot of options for me to do at the moment, sorry for the delayed post


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sorry should have said that Rowan and Ellery get first action on full round, though i think Ellery is going to delay again.


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 continues to examine the door.


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Moving things along, Rowan you can jump in with your action anytime.

The ooze slowly moves closer to Rowan but isn't able to close the distance. It begins to sparkle with hypnotic patterns. But Rowan easily shakes off the effect.

Rowan Will DC 6: 1d20 + 6 ⇒ (13) + 6 = 19


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Ellery knows dungeons: 1d20 + 10 ⇒ (12) + 10 = 22

Spellcraft
Dervak: 1d20 + 3 ⇒ (17) + 3 = 20
Mara: 1d20 + 5 ⇒ (17) + 5 = 22
Theo: 1d20 + 8 ⇒ (14) + 8 = 22

Dervak, Mara, and Theo know that the ooze used a spell-like ability to cast lesser confusion.

Rest of the party up.


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 opens the door.


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Theo sees a man in studded leather with a longbow and longsword at his hip. He's staring at the wall blankly but slowly turns and looks right at Theo when he opens the door. The man, obviously one of the stationed guards begins to go for his longsword.


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

Ever smiling; expertly dodging his magnificent hat; grandly bowing with a flourish, the gentleman announces,
Well don't just stand there, man, we've got an Ooze problem to fix!

bluff (Cha): 1d20 + 10 ⇒ (5) + 10 = 15


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 moves and readies to attack the ooze when it comes into reach. He tries to strike hard while also being ready to dodge.
Readied Attack, PA, Defensively, Guidance: 1d20 + 10 - 2 - 4 + 1 ⇒ (7) + 10 - 2 - 4 + 1 = 12
Damage: 2d4 + 13 ⇒ (1, 4) + 13 = 18
AC 25


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 not sure where we are in the initiative order. I'm presuming it's not Mara's turn to act yet.


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Mara, Ellery, and Rowan can currently take actions. Ellery and Rowan were before the ooze but i assumed they delayed. There are other things on the list but the PCs/those things are not quite aware of each other yet or have actions the PCs aren't seeing.


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The soldier does not pause at Theo’s words and lets out a low moan.

Perception vs DC 23 disguise
Dervak: 1d20 + 6 ⇒ (4) + 6 = 10
Ellery: 1d20 + 10 ⇒ (11) + 10 = 21
Mara: 1d20 + 13 ⇒ (19) + 13 = 32
Rowan: 1d20 + 9 ⇒ (6) + 9 = 15
Theo: 1d20 + 11 ⇒ (10) + 11 = 21

Mara examines the man much more closely noting the man’s pale sagging skin and floral scent undercut by a slight smell of decay. A slow dawning horror, Mara realizes the man is not alive but a very well preserved zombie made to look like the guard he was in life.

Know Religion
Dervak: 1d20 ⇒ 7
Mara: 1d20 + 4 ⇒ (1) + 4 = 5
Rowan: 1d20 + 6 ⇒ (8) + 6 = 14

When Rowan sees it he notes that it is an unusual type of zombie but he can't quite place what kind it is.


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

So, ooze or zombie?


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

"This 'guard' is a zombie!", Mara called to the others. "Theo, step back and let it through the door!"

She waited for the undead horror to come through the door, and then reached out to touch it, telling it, "Sir, you don't look well — let me heal you!"

Readying to touch the zombie with Healing Hex.

Readied Healing Hex, Bless: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Positive Energy (Will DC 16 for half): 2d8 + 5 ⇒ (4, 1) + 5 = 10

Mara has AC 17 vs Evil. Anyone within 10 ft of her gets a +2 deflection bonus to AC vs evil creatures.


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

Theo bows to Mara. He then retreats opposite the Oozes direction.

The Witch then Misfortune Hex the zombie (Will DC 16).


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Zomb will: 1d20 + 2 ⇒ (8) + 2 = 10

Let me know if your 5ft is in a bad spot. Rowan and Ellery can still act yet.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Seeing an opening, Ellery swiftly moves next to Rowan awaiting the zombie to approach.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Rowan would rather fight a zombie than an ooze.

He is going to stay where he is and ready a flurry of blows for when the zombie is in range.

Readied attack 1: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d8 + 2 ⇒ (2) + 2 = 4

Readied attack 2: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 1d8 + 2 ⇒ (6) + 2 = 8


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The zombie screams in a horridly scratchy voice, ”Innn..truuu..ddeeerss!” It stops groping for the longsword and jerkily pulls the longbow from its back and steps to one side loosing an arrow at Mara while raspily saying, ”K-k-kill healer.”

Intelligent Zombie, cover: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Intelligent Zombie is misfortunate, cover: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
Damage: 1d8 ⇒ 5

Mara is struck in the shoulder.

Rowan couldn’t ready to flurry since that would be a full round action and he could have readied one attack however. But it doesn’t matter because it never triggers.

Almost immediately everyone can hear the opening of multiple doors as they scrape across stone. From the other tower another zombie has opened a door. From within the closest donjon arcane words are spoken in a croaking voice.

Spellcraft
Dervak: 1d20 + 3 ⇒ (12) + 3 = 15
Mara: 1d20 + 5 ⇒ (14) + 5 = 19
Theo: 1d20 + 8 ⇒ (17) + 8 = 25

It’s mage armor.

From on top of the two story donjon the door on the stairs leading up opens and spills out two humanoid creatures. They are hunched with a blueish green skin and a frog-like head with large pointed teeth and bulging eyes. One wears a chain shirt.

Know Nature
Mara: 1d20 + 4 ⇒ (7) + 4 = 11
Theo: 1d20 + 8 ⇒ (20) + 8 = 28
Rowan: 1d20 + 2 ⇒ (18) + 2 = 20

Theo and Rowan know they are skum, an amphibious race that dwells in coastal waters and are not bothered even by the coldest arctic seawater. Cold resist 10 Theo also knows that they sometimes make deals with coastal towns, protection for breeding stock.

Finally the ooze slithers up to Dervak and the half-ork brings his falchion down on the pitifully slow creature. Undeterred the slimy ball reaches out with a gray pseudopod.

Slam: 1d20 + 8 ⇒ (13) + 8 = 21
Damage, Bludgeoning + Acid: 1d6 + 7 + 1d6 ⇒ (2) + 7 + (1) = 10

But Dervak's shield stops it short.

Everyone but Dervak up.


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

Don't forget that Bless is active.

Mara grunted in pain as the arrow pierced her armor. "Frog people coming down the stairs!", she shouted, rushing over past the bottom of the stairs, and shooting a cone of clashing colors up at the amphibian creatures.

Casting a DC 16 Color Spray at the two Skum.

AoO if a skum tries to move past her:
Greataxe, Bless: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Damage: 1d12 + 1 ⇒ (12) + 1 = 13


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Skum-Its will vs colour spray: 1d20 + 5 ⇒ (17) + 5 = 22

The skum wearing the chain armor manages to shield its eyes with its arm avoiding the effects of the color spray while the other skum doesn't even seem to notice the colors at all. Immune

DM dice:
Disguise: 1d20 + 15 ⇒ (15) + 15 = 30
Perception
Dervak: 1d20 + 6 ⇒ (4) + 6 = 10
Ellery: 1d20 + 10 ⇒ (19) + 10 = 29
Mara: 1d20 + 13 ⇒ (16) + 13 = 29
Rowan: 1d20 + 9 ⇒ (7) + 9 = 16
Theo: 1d20 + 11 ⇒ (19) + 11 = 30

Looking over to the skum wearing no armor Theo sees its green flesh ripple unnaturally for a mere moment revealing a grayish foam.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Ellery moves inside to deal with the zombie guard.

Red Destiny, Bless: 1d20 + 7 + 2 + 1 ⇒ (15) + 7 + 2 + 1 = 25
Damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Seeing the bow come up, Rowan decides it is time to drop this fool. He moves up next to Ellery and attacks.

attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d8 + 2 ⇒ (2) + 2 = 4


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Ellery finds a hole in the zombie's armor but finds that its dead flesh is not soft but hard as a rock. DR 5 not beaten

Rowan's swing hits the zombie on its helmet ringing out loudly but doing little to harm it.

Theo still has an action this round


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

Apologies, didn't receive any updated posts...one moment.

Not seeing a new map with the target's?

Theophilus points out his discovery, as he Evil Eye Hex it. Will DC 16; -2 Saves

He then Cackles.


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Theo tries to reach into the mind of the skum that momentarily showed its true colors and finds that it's mind either doesn't exist or is too alien for Theo to affect. Immune

Know Dungeons
Ellery: 1d20 + 10 ⇒ (14) + 10 = 24
Mara: 1d20 + 1 ⇒ (20) + 1 = 21

After Theo describes what he saw, Mara and Ellery now realize that the skum is not a skum but a Doppeldrek, a type of ooze that can mimic anything that comes within its blindsight. They also know that even if the creature is wounded it will easily reform within minutes if not destroyed. Fast healing 2

The doppeldrek moves down the stairs intent on harming its closest target, Mara.

Bite: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d4 + 5 ⇒ (1) + 5 = 6

The skum-ooze digs its wicked claws into Mara's arm.

The skum in chaimail seeing no way to easily join the battle, jumps from the stairs.

Acrobatics DC 15: 1d20 + 2 ⇒ (6) + 2 = 8
Fall Damage: 1d6 ⇒ 6

The skum trips over the railing landing face first next to Mara. He stands up and Mara sees her chance to strike and she brings her greataxe down on her head.

The door nearest Theo on the lower donjon opens revealing a room in complete disarray and four skum following another gray ooze. One of the skum casts a spell.

Spellcraft DC 16
Dervak: 1d20 + 3 ⇒ (5) + 3 = 8
Mara: 1d20 + 5 ⇒ (1) + 5 = 6
Theo: 1d20 + 8 ⇒ (7) + 8 = 15

The zombie tangling with Ellery and Rowan draws its longsword dropping the longbow.

Longsword vs Ellery: 1d20 + 9 ⇒ (4) + 9 = 13
Longsword vs Ellery, misfortunate: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

But it fails to hit the deft rogue.

Zombie 2 shambles over to Dervak.

Longsword vs Dervak: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Longsword Crit Threat: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

It brings the longsword in a heavy overhand strike that crashes through the magical shield, piercing his breastplate, and slicing through Dervak's bark-like skin. While zombie 3 closes.

Longbow 4 vs Theo, 1 range increment, cover: 1d20 + 7 - 2 - 4 ⇒ (20) + 7 - 2 - 4 = 21
Damage: 1d8 ⇒ 1
Longbow Crit vs Theo, 1 range increment, cover: 1d20 + 7 - 2 - 4 ⇒ (18) + 7 - 2 - 4 = 19
Damage: 2d8 ⇒ (6, 6) = 12
Longbow 5 vs Theo, 1 range increment, cover: 1d20 + 7 - 2 - 4 ⇒ (7) + 7 - 2 - 4 = 8
Damage: 1d8 ⇒ 4

The final two zombies exit their towers on the other side of the fort and fire a volley of arrows at Theo, one solidly thunks into the witch's chest while the other goes short the arrow falling into the courtyard below.

Dervak up

Ooze action assuming Dervak stays put:

Ooze slam: 1d20 + 6 ⇒ (14) + 6 = 20
Damage + Acid: 1d6 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12

Again the creature fails to get close to 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 cried, "There's too many of them! Retreat into the tower with Rowan and Ellery!" She disengaged from the frog people and moved into the tower.

Withdraw (full-round action)

Edit: Sorry, didn't notice it's not her turn yet.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Rowan activates Pugnatious to increase the size of his weapon by one category and attacks with a flurry (immediate and full round actions).

attack 1: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 2d6 + 2 ⇒ (2, 4) + 2 = 8

attack 2: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 2d6 + 2 ⇒ (4, 3) + 2 = 9


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

Theophilus looks longingly at the security of the tower...


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 roars at the zombie and swings back as hard as he can, still keeping his guard up.
Attack, PA, Pugnacious, Bless, Defensively: 1d20 + 10 - 2 + 1 + 1 - 4 ⇒ (14) + 10 - 2 + 1 + 1 - 4 = 20
Damage: 2d4 + 7 + 6 ⇒ (1, 3) + 7 + 6 = 17
Bite, PA, Pugnacious, Bless, Defensively: 1d20 + 4 - 2 + 1 + 1 - 4 ⇒ (10) + 4 - 2 + 1 + 1 - 4 = 10
Damage: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
AC is 25.
He isn't going to move inside the tower until Theophilus is inside. AC 25 and 37 HP might keep him safe until then...


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

Web, then Feather Step Dervak; but you need to hold for 2 more rounds.


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Dervak gets a face full of leather as he goes to bite the undead mercenary, his falchion however easily slices through all the defenses it can muster. It reels back from the blow but is still standing. DR was beaten The ooze sends a pseudopod reaching towards Dervak but his armor stops the creature, a wisp of smoke rises as its acidic goo strips off the armor’s finish.

Mara retreats into the tower. Meanwhile Rowan pummels the zombie once but finds that hitting the creature is like hitting stone. DR 5 was not beaten.

Ellery and Theo still have actions


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 casts Web at the area around Dervak.
He then moves into the tower.

Centered 5' in front of Dervak. Ref DC 16; difficult terrain; grants concealment.

We need to stop the egress of those others., pointing to the two on the stairs.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Ellery moves to a flanking position and attempts to stab the zombie again.

Red Destiny, Flank, Bless: 1d20 + 7 + 2 + 2 + 1 ⇒ (13) + 7 + 2 + 2 + 1 = 25
Damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12


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Theophilus Carter wrote:

Theophilus casts Web at the area around Dervak.

He then moves into the tower.

Centered 5' in front of Dervak. Ref DC 16; difficult terrain; grants concealment.

Before we continue I added what my interpretation of effected area of the web is. Accounting for going around corners due to spread and no anchor points in some areas, which neatly kept Theo out of the web.


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

As intended, although I may have forgotten about our escape door now being Webbed...lol.

Theophilus looks at his Web.
Carry the 1; cosine times pie...hmmm...


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

Reflex: 1d20 + 2 ⇒ (1) + 2 = 3
Dervak is caught in the Web.
"Theophilus, is this a plan?!"


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 shrugs his shoulders.
Just a mere moment more, my boy.


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Dervak:
A thought slithers into Dervak's mind, Betrayer!

Still moving into the tower through the web?


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

No, just waiting for another Standard, so I can Feather Step Dervak...lol.


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Just realized I skipped an ooze, oh well

Ellery Sneak: 2d6 ⇒ (6, 4) = 10

Ellery seeing his opportunity stabs the zombie straight through the eye and into its brain scrambling it, the undead horror slumps down unmoving. 17 damage after DR

Reflex vs DC 16
Skum 1: 1d20 + 4 ⇒ (17) + 4 = 21
Skum 2: 1d20 + 4 ⇒ (20) + 4 = 24
Skum 3: 1d20 + 4 ⇒ (20) + 4 = 24
Ooze 1: 1d20 - 4 ⇒ (4) - 4 = 0
Ooze 2: 1d20 - 4 ⇒ (12) - 4 = 8
Zombie 2: 1d20 + 6 ⇒ (16) + 6 = 22
Zombie 3: 1d20 + 6 ⇒ (6) + 6 = 12

The doppledrek and skum-in-chainmail seeing their former target has fled walks up to Theo. The skum says in a in language that sounds wet and stagnate,

Aboleth:
"Die human!"

Doppeldrek Claw: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Skum Claw, favored enemy human: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Skum Damage, favored enemy human: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9

They rakes their hideous claws across Theo's face and neck causing thick rivulets of blood to spill onto the witch's dapper clothes.

The skum, who are within the web but unaffected by it, look at each other while blinking with their bulbous eyes. Delaying

Zombie 2 longsword vs Dervak: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

The bloodrager, restrained by the newly formed web, is unable to dodge the zombie's sword.

Zombie 3 Combat Maneuver vs Web: 1d20 + 7 ⇒ (13) + 7 = 20

The other zombie nearby Dervak rips and tears at the sticky strands freeing itself. Finally free it draws its longbow.

Zombie 4 longbow vs Theo, range, into melee, cover: 1d20 + 9 - 2 - 4 - 4 ⇒ (14) + 9 - 2 - 4 - 4 = 13
Damage: 1d8 ⇒ 1
Zombie 5 longbow vs Theo, into melee, cover: 1d20 + 9 - 4 - 4 ⇒ (10) + 9 - 4 - 4 = 11
Damage: 1d8 ⇒ 1

The final two zombies aim at Theo but their arrows are caught in the web.

The skum spellcaster says harshly in the same wet and slimy tongue,

Aboleth:
"No! Don't kill them! And you idiots cut off their escape in the tower!"

Spellcraft
Dervak: 1d20 + 3 ⇒ (11) + 3 = 14
Mara: 1d20 + 5 ⇒ (12) + 5 = 17
Theo: 1d20 + 8 ⇒ (12) + 8 = 20

He casts another spell, Mara and Theo know it's defensive shock. The skum escape jumping down the stairs to avoid the web.

Dervak up but I suspect he's going to delay until after Theo


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

Web was really not a good idea. Dervak cannot use his falchion while grappled, so he has to use a standard action to escape. That means he can't fight defensively or use Total Defense, so his AC will be hurt, and these zombies are accurate and hit hard. The -2 from being grappled was the difference between him being hit and being missed this round. Feather Step doesn't negate the grappling effect of Web, only the Difficult Terrain part. Mara could have used Liberating Command, but has no line of effect to Dervak.
Dervak uses Barroom Brawler to pick up Dodge, then tries to break free of the web.
CMB: 1d20 + 9 ⇒ (9) + 9 = 18
That's all I can do. AC is 23.


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

Never mind, Dervak doesn't have the Dex for Dodge.
Or the Int for Defensive Weapon Training.
He'll skip Barroom Brawler and instead move back (provoking so he can move at half speed rather than Acrobatics at quarter speed). AC 22.


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 dismisses the Web.


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Theophilus Carter wrote:
Theophilus dismisses the Web.

Standard action so this can't happen until Theo's turn which will happen after this post so make the decision on dismissing it then.

Zombie AO: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

The zombie's sword gets caught in a bit of web allowing Dervak an opportunity to escape.

Ooze 1 CMB vs grapple: 1d20 + 10 ⇒ (19) + 10 = 29
Ooze 2 CMB vs grapple: 1d20 + 10 ⇒ (15) + 10 = 25

Both the oozes deform and twist around the webs that had entangled them and creep closer to their nearest foes.

Ellery, Mara, Rowan, and Theo up

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