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

4000!

Theo is doing that random method of researching with a grin. He occasionally has to slap the White Rabbits paw from turning a page.

He absently chews on the maggot.
Needs a bit of cinnamon.


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

Of course Theophilus critically hits the Research check about a hat.
Dervak sees the maggot and resists the urge to say "Hey, you gonna eat that?" - those days are past.
Then he watches Theophilus chowing down. He is somewhat confused by the hatter's comment. If I could have afforded cinnamon in those days I wouldn't have been eating maggots...

But at the mention of Leng, a bit of the old savage Dervak resurfaces.
"Denizen of Leng? And a slaver? So like the 'woman' who bought and sold me," he growls. "I will bring the Mad Poet the captain's hat with the slaver's severed head still inside it."


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

When Mara discovered that the next book she needed to read was written in Necril, she stopped and meditated for a while, praying to her father for help in reading the language of ghouls. Then she resumed her research for another hour, before calling it a day.

Filling her unused first level slot with Comprehend Languages, and then casting it. It only lasts for 70 min, so it's unlikely to make a difference today. For future research days, she will need 7 Comprehend languages spells for 8 hours of research.


Female
Extracts Per Day Remaining:
4-0/2 3-2/4, 2-2/5, 1-5/7
Spells Active:
Heroism, Perceive Cues, Heightened Awareness, See Invisibility, Barkskin, Freedom of Movement, Echolocation
AC 23 T 13 FF 22| Current HP 39/83| F +10 R +14(trap sense +3) W +11(see profile for conditional modifier)| Init +1| Perc +27 (+32 vs traps, trap spotter, smog sight) Sense Motive:+29+1d6 |Inspiration 10/10

Kat speaks Necril so she can take the lead on any check that requires it

Kat massages her temple as she tries to wrangle all this madness. She knew that Lowls was in deep with some nasty eldritch forces, but slavers from Leng? Damn. And she has a sneaking suspicion that this is just the beginning.


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Assuming you're doing the Dreamlands ritual to the tricorn the night of Day 22

Ritual Dice:
Theo Planes: 1d20 + 20 ⇒ (14) + 20 = 34
Theo Planes: 1d20 + 20 ⇒ (15) + 20 = 35
Theo Planes: 1d20 + 20 ⇒ (5) + 20 = 25
Theo Arcana: 1d20 + 9 ⇒ (10) + 9 = 19
Theo Arcana: 1d20 + 9 ⇒ (8) + 9 = 17

The ritual is completed and you step down through the portal that leads impossibly through the floor of the ship.

You yawn as everyone wakes up in their hammock. Morning light seeps in through the cracks in the door highlighting motes of dust that drift lazily in the air. Wiping the sleep from your eyes you realize that you must have slept through the night without remembering what transpired after you completed the ritual.


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 woke up and got out of her hammock, feeling slightly disoriented. What happened with the ritual? She walked over to the door and opened it, looking out on to the deck of the ship.


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 sits up. He stretches. Looking at the rest of the group, he smiles.
Nice nap!


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 looks around for the Vorpal Scimitar, thinking he might still be in the Dreamlands.


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Ritual Backlash damage: 2d6 ⇒ (4, 5) = 9

DM dice:

Sense Motive DC 15 ha!
Dervak, pariah: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
Kat: 1d20 + 18 + 1d6 ⇒ (18) + 18 + (5) = 41
Mara, naive: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
Rowan: 1d20 + 15 ⇒ (19) + 15 = 34
Theo: 1d20 ⇒ 7
White Rabbit: 1d20 + 1 ⇒ (19) + 1 = 20
prize to Rowan

Know Geography DC15
Kat: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (1) = 18
prize to Kat

Perception
Dervak: 1d20 + 11 ⇒ (11) + 11 = 22
Kat: 1d20 + 14 + 1d6 ⇒ (10) + 14 + (3) = 27
Mara: 1d20 + 15 ⇒ (8) + 15 = 23
Rowan: 1d20 + 13 ⇒ (1) + 13 = 14
Theo: 1d20 + 13 ⇒ (18) + 13 = 31
White Rabbit: 1d20 + 11 ⇒ (7) + 11 = 18
gear prize to Dervak

Know Nature DC 10
Dervak: 1d20 ⇒ 18
Kat: 1d20 + 8 + 1d6 ⇒ (6) + 8 + (5) = 19
Mara: 1d20 + 4 ⇒ (12) + 4 = 16
Rowan: 1d20 + 0 ⇒ (16) + 0 = 16
Theo: 1d20 + 9 ⇒ (16) + 9 = 25
White Rabbit: 1d20 + 3 ⇒ (9) + 3 = 12
prize to Mara

Perception
Dervak: 1d20 + 11 ⇒ (14) + 11 = 25
Kat: 1d20 + 14 + 1d6 ⇒ (8) + 14 + (1) = 23
Mara: 1d20 + 15 ⇒ (15) + 15 = 30
Rowan: 1d20 + 13 ⇒ (4) + 13 = 17
Theo: 1d20 + 13 ⇒ (7) + 13 = 20
White Rabbit: 1d20 + 11 ⇒ (5) + 11 = 16

Rowan notices that Skywin is acting strangely, she is gazing off in the horizon and tilting her head as if trying to hear something. Normally boisterous, loud, and quick to engage her passengers and crew she barely acknowledges anyone at all.

Theo (as he usually does once he wakes) starts fishing. The waters are unusually clear and teem with iridescent fish. They are unusually crafty and easily eat any bait Theo uses without being hooked. Slowly it dawns on Theo that he’s never seen, heard, nor read anything about these fish. Not necessarily unusual but Theo knows a lot about fish, apparently.

Mara looks to the bank of the river and sees a herd of flabby waddling quadrupeds drinking. They vaguely resemble elephants with short trunks and small ears. Seeing the boat approach they quickly flee into a nearby forest. Mara is certain these creatures are not native to the Inner Sea region.

Kat observes the swaying contours of the Sellen river. They turn at odd unfamiliar angles. At first she thinks that they have gone down an incorrect tributary but as more sleepiness is chased from her mind it dawns on her that she doesn’t recognize the river they sail at all. Kat: river expert.

Dervak sees no evidence of the vorpal scimitar on his person or stored in the passenger berth. Undeterred he finds a chest he doesn’t recognize near the fore of the ship, opening it he finds what he seeks: A rusty scimitar and a clear emerald, the items from the dreamlands that were gained searching the Caravanserai.

Everyone catches sight of a ship pursuing the Sellen Starling just over a quarter mile behind you. The hull is dark and its red sails seem to be drenched in blood rather than merely red cloth. Mara can just make out the nameplate on its prow, Bloodwind.

As everyone starts to rush to prepare for boarding Skywin’s head snaps back and lets loose a terrifying howl. Her form shifts into a hulking shadow twisting from moment to moment; shapes of jagged hooks, grasping hands, and writhing tentacles. Around you the dream version of the Sellen Starling takes a darker more frightening cast. Shadows become impenetrable hiding places for things that lurk out of sight, the familiar sights of the ship change ominously, and the comforting faces of the crew and your companions become masks for monstrous sadistic enemies.

Know Planes
Kat: 1d20 + 8 + 1d6 ⇒ (2) + 8 + (6) = 16
Mara: 1d20 + 4 ⇒ (14) + 4 = 18
Theo: 1d20 + 20 ⇒ (9) + 20 = 29

Initiative
Dervak: 1d20 + 5 ⇒ (11) + 5 = 16
Kat: 1d20 + 1 ⇒ (15) + 1 = 16
Mara: 1d20 + 2 ⇒ (13) + 2 = 15
Mara, Temporal Celerity: 1d20 + 2 ⇒ (18) + 2 = 20
Rowan: 1d20 + 4 ⇒ (10) + 4 = 14
Theo: 1d20 + 12 ⇒ (15) + 12 = 27
Feargaunt: 1d20 + 9 ⇒ (18) + 9 = 27

The parts of Theo’s brain that don’t deal with screaming in abject terror recognize that the creature is an outsider native to the Dreamlands called a feargaunt. Beings that invade a dreamer’s nightmares potentially killing the dreamer. Theo knows it can cause fear in creatures that are near it and that it is incorporeal.

Round 1
Theo and White Rabbit (9 damage) <--------
Feargaunt
Mara (9 damage)
Dervak (9 damage)
Kat (9 damage)
Rowan (9 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

Theophilus smiles at the Tricksy fish. The gentleman barely suppresses a sigh, as their captain transforms into a fear monster.
We should have gone to Tahiti. I have heard that it's a magical place.

The Witch begins a full round cast, using Rowan as cover.


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Theo vs Nightmare Aura DC 20: 1d20 + 6 ⇒ (8) + 6 = 14

Theo knows it’s just the monster altering his perceptions but he can’t help but shake in terror at the sight of it. Theo is shaken while within the aura. The nightmare aura triggers at the end of your turn so if you want to roll it then that’s fine, otherwise I’ll get to it.

Feargaunt incorporeal touch vs Theo: 1d20 + 16 ⇒ (13) + 16 = 29
Tormenting Touch: 6d6 ⇒ (1, 4, 5, 5, 3, 6) = 24
Plus Cha bleed: 1d2 ⇒ 2

The nightmare reaches through Rowan and into Theo’s head caressing the mad hatter’s brain. It pulls back it’s appendages which have changed into hooks; fishing out the hatter’s kind thoughts.


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Round 1
Theo and White Rabbit (33 damage, 2 cha)
Feargaunt
Mara (9 damage) <--------
Dervak (9 damage) <--------
Kat (9 damage) <--------
Rowan (9 damage) <--------

Round 2
Theo and White Rabbit (33 damage, 2 cha) <--------
Feargaunt
Mara (9 damage)
Dervak (9 damage)
Kat (9 damage)
Rowan (9 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

The Mad Hatter plops down onto the deck. He weeps.


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 draws his falchion (move), rages (free, taking the bonus to Strength), uses Arcane Strike (swift), and casts Bladed Dash (standard) - a bard spell granted by his archetype.

A multi-hued cascade of Dervaks shimmer along the path as the warrior moves past Kat and through the demon's reach (no AOO). Dervak strikes with his sword.

Bladed Dash Attack, Rage, PA, +2 Circumstance from Cha: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
Damage: 2d4 + 20 ⇒ (2, 2) + 20 = 24
It's not Ghost Touch this round, but next round it will be.

Will save vs nightmare aura, Courageous, Destined Bloodrage: 1d20 + 6 + 2 + 2 ⇒ (9) + 6 + 2 + 2 = 19
Just missed it. So Dervak is Shaken? Normally I don't miss the standard Rage bonus to Will saves because it is a Morale bonus, and Heroism is such a good buff to have up. But now we are caught in a fight without our 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

Mara's eyes turned pitch black and her color drained; a stream of sparkling stardust flowed towards the nightmare creature, surrounding it. Then she stepped back from the corner.

Using her Stardust supernatural ability. The stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. It takes a –2 penalty on attack rolls and sight-based Perception checks. Duration: 3 rounds.


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Stardust incorporeal miss chance, 51-100 no effect: 1d100 ⇒ 86
Mara Will vs Nightmare Aura: 1d20 + 12 ⇒ (5) + 12 = 17

Dervak slices the nightmare made flesh and dark flecks of ectoplasm spray through the air. Tinges of fear edge around his controlled anger filling him with thoughts of retreat. Yes Dervak is shaken. The light created Mara is consumed by the feargaunt; this terrifies her. Mara also shaken

Round 1
Theo and White Rabbit (33 damage, 2 cha)
Feargaunt
Mara (9 damage)
Dervak (9 damage)
Kat (9 damage) <--------
Rowan (9 damage) <--------

Round 2
Theo and White Rabbit (33 damage, 2 cha) <--------
Feargaunt
Mara (9 damage)
Dervak (9 damage)
Kat (9 damage)
Rowan (9 damage)


Female
Extracts Per Day Remaining:
4-0/2 3-2/4, 2-2/5, 1-5/7
Spells Active:
Heroism, Perceive Cues, Heightened Awareness, See Invisibility, Barkskin, Freedom of Movement, Echolocation
AC 23 T 13 FF 22| Current HP 39/83| F +10 R +14(trap sense +3) W +11(see profile for conditional modifier)| Init +1| Perc +27 (+32 vs traps, trap spotter, smog sight) Sense Motive:+29+1d6 |Inspiration 10/10

Kat quickly downs an extract and settles into her fighting stance before moving the threaten the monstrosity with her longspear.

Standard to drink extract of heroism, swift to enter snake style, move to draw longspear, and free action to five foot step closer


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Kat vs Nightmare aura DC 20, heroism: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

The sinking fear of not knowing what happened to Marianna springs to the front of Kat's mind distracting her.

Botting Rowan, he's in the midst of moving right now.

Rowan enters boar style.

flurry: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 1d8 + 5 ⇒ (6) + 5 = 11

flurry: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d8 + 5 ⇒ (4) + 5 = 9

flurry: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d8 + 5 ⇒ (8) + 5 = 13

boar style: 2d6 ⇒ (2, 5) = 7

Rowan vs Nightmare aura DC 20: 1d20 + 10 ⇒ (15) + 10 = 25

Rowan's strikes don't penetrate the darkness that surrounds the creature and it laughs at him with a distant warbled laugh. Even still Rowan steels his soul for the fight.

Theo Bleed: 1d2 ⇒ 2

Theo still sees the thoughts leaking from his mind.

Round 2
Theo and White Rabbit (33 damage, 4 cha) <--------
Feargaunt
Mara (9 damage)
Dervak (9 damage)
Kat (9 damage)
Rowan (9 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

Theophilus plays on the ground drawing sketches of brains peeking out of a hat...He lazily takes out a wand, taping himself.

cure moderate wounds: 2d8 + 3 ⇒ (4, 8) + 3 = 15


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Theo heals himself and no longer feels his thoughts leaving him.

Feargaunt incorporeal touch vs Dervak: 1d20 + 16 ⇒ (12) + 16 = 28
Tormenting Touch: 6d6 ⇒ (5, 3, 4, 2, 1, 6) = 21
Plus Cha bleed: 1d2 ⇒ 1

The shadowy outsider reaches into Dervak's throat causing uncontrollable spasms and fishes out something light blue and insubstantial. Dervak's voice suddenly feels smaller without reducing his volume in any way.

Round 2
Theo and White Rabbit (18 damage, 4 cha)
Feargaunt
Mara (9 damage) <--------
Dervak (30 damage, 1 cha) <--------
Kat (9 damage) <--------
Rowan (9 damage) <--------

Round 3
Theo and White Rabbit (18 damage, 4 cha) <--------
Feargaunt
Mara (9 damage)
Dervak (30 damage, 1 cha)
Kat (9 damage)
Rowan (9 damage)


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 couldn't figure out anything really useful to do where she was, so she moved back around the cabin structure, until she could see Kat and Dervak. Then she concentrated, speeding up the flow of time for them and herself.

Using Speed or slow time (Haste) on herself, Kat and Dervak.


Female
Extracts Per Day Remaining:
4-0/2 3-2/4, 2-2/5, 1-5/7
Spells Active:
Heroism, Perceive Cues, Heightened Awareness, See Invisibility, Barkskin, Freedom of Movement, Echolocation
AC 23 T 13 FF 22| Current HP 39/83| F +10 R +14(trap sense +3) W +11(see profile for conditional modifier)| Init +1| Perc +27 (+32 vs traps, trap spotter, smog sight) Sense Motive:+29+1d6 |Inspiration 10/10

Kat pays close attention to the creature's movements, looking for patterns in its movements and places it may be vulnerable. She has difficulty pinpointing weakspots in its hazy form.

I can't find anything that says that incorporeal creatures are immune to nonlethal, so Kat won't have to spend an action turning it off. If that's not the case, disregard the damage below as she will spend her standard turning merciful off. Either way, incorporeal creatures are immune to the bonus damage from studied combat, as it's precision damage, so I have not included it below

Attack with Merciful Adamantine Longspear (haste, heroism, studied combat, power attack, shaken): 1d20 + 10 + 1 + 2 + 3 - 2 - 2 ⇒ (19) + 10 + 1 + 2 + 3 - 2 - 2 = 31
Damage (merciful, 2h power attack): 1d8 + 1d6 + 6 + 6 ⇒ (7) + (5) + 6 + 6 = 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 recalls tactics for fighting spirits (move action to use Barroom Brawler to pick up Ghostslayer), then casts a spell (Bladed Dash).
Concentration DC 19 to cast defensively: 1d20 + 9 ⇒ (10) + 9 = 19

He again flashes through space, making a single attack at any point in his movement (in this case, his starting space). Using Destined Strike on the attack.

Attack, Bladed Dash circumstance bonus, Shaken, Haste, Destined Strike: 1d20 + 14 + 2 - 2 + 1 + 3 ⇒ (6) + 14 + 2 - 2 + 1 + 3 = 24
Ghost Touch Damage: 2d4 + 20 ⇒ (3, 1) + 20 = 24


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Kat Brewer wrote:
I can't find anything that says that incorporeal creatures are immune to nonlethal, so Kat won't have to spend an action turning it off.

You are correct. A lot of times incorporeal is coincident with undead type which is immune to nonlethal but this is outsider type.

Dervak Cha Bleed: 1d2 ⇒ 1

Dervak's voice continues to leave him as he makes his fighting retreat while Kat disrupts the form of the creature.

flurry: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 1d8 + 5 ⇒ (2) + 5 = 7

flurry: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 1d8 + 5 ⇒ (5) + 5 = 10

flurry, ki strike extra attack: 1d20 + 11 ⇒ (4) + 11 = 15
damage: 1d8 + 5 ⇒ (8) + 5 = 13

flurry: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d8 + 5 ⇒ (6) + 5 = 11

boar style: 2d6 ⇒ (5, 6) = 11

Rowan manages to grab onto the creature with his two magical fists and tear its flesh away.

The Bloodwind with its blood red sails looms behind you closing rapidly. It is about 750 feet away.

Round 3
Theo and White Rabbit (18 damage, 4 cha) <--------
Feargaunt (50, 12 NL)
Mara (9 damage)
Dervak (30 damage, 2 cha)
Kat (9 damage)
Rowan (9 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

Theophilus walks behind Dervak and he tap, tap, tapping on ...his shoulder.

Wand of CMW: 2d8 + 3 ⇒ (2, 8) + 3 = 13

If movement provokes, then Full Withdraw to behind Dervak.


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It would provoke and you'd need to double move anyway to get to Dervak.

Concentration, DC 23: 1d20 + 16 ⇒ (12) + 16 = 28

Rowan Will DC 18: 1d20 + 10 ⇒ (19) + 10 = 29

Rowan sees the creature take on a vague horrible shape, one that is terrifying for him to behold. He shakes off the visage, wise to its tricks.

Round 3
Theo and White Rabbit (18 damage, 4 cha)
Feargaunt (50, 12 NL)
Mara (9 damage) <--------
Dervak (30 damage, 2 cha, 1d2 cha bleed) <--------
Kat (9 damage) <--------
Rowan (9 damage) <--------

Round 4
Theo and White Rabbit (18 damage, 4 cha) <--------
Feargaunt (50, 12 NL)
Mara (9 damage)
Dervak (30 damage, 2 cha, 1d2 cha bleed)
Kat (9 damage)
Rowan (9 damage)


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 healed Dervak and pulled out a potion, stepping towards Kat. "Do you want a potion, Dervak?"

Healing Hex (Dervak): 2d8 + 7 ⇒ (5, 2) + 7 = 14

Taking out a potion of CLW, in case Dervak wants to drink it.


Female
Extracts Per Day Remaining:
4-0/2 3-2/4, 2-2/5, 1-5/7
Spells Active:
Heroism, Perceive Cues, Heightened Awareness, See Invisibility, Barkskin, Freedom of Movement, Echolocation
AC 23 T 13 FF 22| Current HP 39/83| F +10 R +14(trap sense +3) W +11(see profile for conditional modifier)| Init +1| Perc +27 (+32 vs traps, trap spotter, smog sight) Sense Motive:+29+1d6 |Inspiration 10/10

Kat continues her assault on the feargaunt, now able to take full advantage of her increased speed and unobstructed by Dervak. She calls back to the others.

"We got this! Heal up."

Attack with Merciful Adamantine Longspear (haste, heroism, studied combat, power attack, shaken): 1d20 + 10 + 1 + 2 + 3 - 2 - 2 ⇒ (10) + 10 + 1 + 2 + 3 - 2 - 2 = 22
Damage (merciful, 2h pa): 1d8 + 1d6 + 6 + 6 ⇒ (4) + (2) + 6 + 6 = 18

Haste Attack: 1d20 + 10 + 1 + 2 + 3 - 2 - 2 ⇒ (6) + 10 + 1 + 2 + 3 - 2 - 2 = 18
Haste Damage: 1d8 + 1d6 + 6 + 6 ⇒ (8) + (5) + 6 + 6 = 25

Unless I specify otherwise, in any combat once she has Snake Style up, Kat will use it against the first attack against her each round


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 notices the approaching ship and casts Longarm.


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 peeks over the railing to see the fast approaching ship. The Witch does some quick calculations, before figuring out the most opportune moment.
I will summon Killa Croc once they are 40' away!


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flurry: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 1d8 + 5 ⇒ (6) + 5 = 11

flurry: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 1d8 + 5 ⇒ (5) + 5 = 10

flurry: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d8 + 5 ⇒ (8) + 5 = 13

flurry, ki attack: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 1d8 + 5 ⇒ (1) + 5 = 6

boar style: 2d6 ⇒ (5, 1) = 6

Concentration, DC 21: 1d20 + 16 ⇒ (10) + 16 = 26
Rowan Will, DC 17: 1d20 + 10 ⇒ (4) + 10 = 14

Spellcraft, DC 18
Dervak, shaken: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19
Kat, shaken, heroism: 1d20 + 8 + 1d6 - 2 + 2 ⇒ (1) + 8 + (6) - 2 + 2 = 15
Mara, shaken: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Theo, shaken: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26
White Rabbit, shaken: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30

Kat again bumps up some unseen force diverting her spear away from feargaunt. Rowan pulls more and more ectoplasm away from it. The creature stares menacingly into Rowan’s eyes and he is overcome with abject terror. The ship is now 500ft away. Kat missed, Rowan hits twice. It cast fear. Theo I took your post as a delay.

Round 4
Feargaunt
Theo and White Rabbit (18 damage, 4 cha) <--------
Mara (9 damage) <--------
Dervak (16 damage, 2 cha) <--------
Kat (9 damage) <--------
Rowan (9 damage, panicked) <--------


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

"Kat, give me some room!"
Kat is exactly where Dervak needs to be to attack now that he has Longarm up. She can get a full attack and 5' step back, and then he can move and attack.


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 back to Dervak, drawing a magic rod, and cast a spell on him, imploring, "Mommy, give Dervak some orcish courage!"

Casting Heroism on Dervak, using the metamagic Encouraging rod.

Haste: round 3 of 7


Female
Extracts Per Day Remaining:
4-0/2 3-2/4, 2-2/5, 1-5/7
Spells Active:
Heroism, Perceive Cues, Heightened Awareness, See Invisibility, Barkskin, Freedom of Movement, Echolocation
AC 23 T 13 FF 22| Current HP 39/83| F +10 R +14(trap sense +3) W +11(see profile for conditional modifier)| Init +1| Perc +27 (+32 vs traps, trap spotter, smog sight) Sense Motive:+29+1d6 |Inspiration 10/10

Keeping her focus on the monster. Kat throws up a casual two fingered salute to let Dervak know she’s going along with his play. She lunges at the monstrosity twice, then takes a step back to make room for Dervak.

Attack with Merciful Adamantine Longspear (haste, heroism, studied combat, power attack, shaken): 1d20 + 10 + 1 + 2 + 3 - 2 - 2 ⇒ (16) + 10 + 1 + 2 + 3 - 2 - 2 = 28
Damage (merciful, 2hpa): 1d8 + 1d6 + 6 + 6 ⇒ (8) + (6) + 6 + 6 = 26

Haste Attack: 1d20 + 10 + 1 + 2 + 3 - 2 - 2 ⇒ (1) + 10 + 1 + 2 + 3 - 2 - 2 = 13
Haste Damage: 1d8 + 1d6 + 6 + 6 ⇒ (1) + (5) + 6 + 6 = 18

Just fyi: Kat only has one round of studied combat left. There’s sadly no point in a studied strike since it’s precision 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

Thinking that that pirate ship is slow, the Witch Evil Eye Hex the ugly, writhing monstrosity (DC 18 -2 attacks).


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

Dervak gives Mara a quizzical look. "Orc courage? Really?"
He shakes his head and moves in to attack, his elongated arms swinging the sword.
Attack, Shaken, Heroism, Haste: 1d20 + 14 - 2 + 3 + 1 ⇒ (11) + 14 - 2 + 3 + 1 = 27
damage: 2d4 + 20 ⇒ (2, 4) + 20 = 26 Ghost Touch


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Kat and Dervak smack the creature again and it stops moving. It slowly falls into the boat unmoving and unconscious. When you look away out of the corner of your eye you swear you still see it moving to attack. But when you look again it's fallen through the boat and washed away by the otherworldly river.

At the same time as his companions attack Rowan jumps overboard, fleeing. He swims to shore and starts running as fast as he can away.

Mercenaries: 1d20 ⇒ 9
Captain Vadrack: 1d20 + 5 ⇒ (6) + 5 = 11
Boatswain Ellish: 1d20 + 7 ⇒ (3) + 7 = 10

The Bloodwind makes its approach; on the deck are eight figures. Six look like human warriors clad in half-place and wielding wicked halberds. Another is a simple dark mass with two pin pricks of light, eyes. Finally a man wearing loose fitting clothing from head to toe, topped with a captain's tricorn. You have 2 rounds before the ship arrives.


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

So much for buffing Rowan! Mara has Remove Fear memorized, but no way to cast it on him:(

"Rowan, come back!", Mara called out, as her friend swam away. With the pirate ship approaching, she turned her attention to the immediate threat. She moved to Dervak and intoned a prayer.

Casting Barkskin (+3 AC) on Dervak.

"I'm going to blast them with fear when they board us — leave me a clear shot!", she advised her allies.

Fear is a 30 ft cone.

Which direction is the Bloodwind coming from?
Will post 2nd rounds action when I have a better idea.


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 starts a full round cast.


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They are approaching from the stern and starboard side of the Sellen Starling, so Mara is currently closest to the ship.


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

After toughening Dervak's skin, Mara hurried to the starboard side, near the bow. "You don't want be be standing next to the starboard gunwale," she told her friends, and prepared to cast a spell when the enemy boarded the Sellen Starling.

Readying a DC 20 Fear spell, for when the enemy boards from the starboard side. Trying to hit as many of the warriors as possible.
I'm assuming that after the 2nd round, the enemy will be boarding. If there's an extra round before they come across, Mara will cast Heroism on herself.

Haste: round 5 of 7


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 up next to Mara and casts Shield.
He stays in Rage and is ready to make use of his Combat Reflexes.


Female
Extracts Per Day Remaining:
4-0/2 3-2/4, 2-2/5, 1-5/7
Spells Active:
Heroism, Perceive Cues, Heightened Awareness, See Invisibility, Barkskin, Freedom of Movement, Echolocation
AC 23 T 13 FF 22| Current HP 39/83| F +10 R +14(trap sense +3) W +11(see profile for conditional modifier)| Init +1| Perc +27 (+32 vs traps, trap spotter, smog sight) Sense Motive:+29+1d6 |Inspiration 10/10

Kat moves up and drinks Shield and Barkskin extracts. She grins as she feels the adrenaline hitting her. It's been a long time since she's gotten to have a good fight, and she can already feel herself loosening up. Nothing like a little fight against dream monsters to get the blood flowing. Well, metaphorical mental blood. She'd have to read more on how that stuff actually works.


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

With Dervak's second round, he draws and drinks a Potion of Cure Moderate Wounds (which should be back the next time he returns to the Dreamlands?)

CMW: 2d8 + 3 ⇒ (2, 1) + 3 = 6
How long does the Shaken last?


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shaken is gone, the boat will roll up on the end of round 6 so Mara will have only enough time for barkskin and readying fear. Full post coming later tonight, we had a senior manager sitting next to one of my co-workers today so while I could have made a post today I decided to do busywork rather than move things here.


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The ship beneath the blood-red sails is made of dark, gnarled wood. Open hatches provide a view of the rowing benches below. These benches bear manacles at every seat but are currently empty. When it catches the dream version of the Sellen Starling the boarding planks deploy themselves. There is also a conspicuous lack of sailing crew, but you don’t have time to ponder why.

Merc 1 vs fear: 1d20 + 3 ⇒ (5) + 3 = 8
Merc 2 vs fear: 1d20 + 3 ⇒ (10) + 3 = 13
Merc 3 vs fear: 1d20 + 3 ⇒ (12) + 3 = 15
Merc 4 vs fear: 1d20 + 3 ⇒ (17) + 3 = 20
Merc 5 vs fear: 1d20 + 3 ⇒ (19) + 3 = 22
Merc 6 vs fear: 1d20 + 3 ⇒ (10) + 3 = 13
Merc 7 vs fear: 1d20 + 3 ⇒ (6) + 3 = 9

Mara unleashes a cone of fear onto the deck of the Bloodwind, all but three of the mercenaries decked in half-plate drop their halberds and flee below deck. Captain Vadrack and the black cloud also remain, safely out of the area of effect.

Know Religion
Dervak: 1d20 + 1 + 3 ⇒ (10) + 1 + 3 = 14
Kat: 1d20 + 8 + 1d6 + 2 ⇒ (1) + 8 + (3) + 2 = 14
Mara: 1d20 + 4 ⇒ (8) + 4 = 12

The mass of black energy behind the mercenaries is some sort of incorporeal undead but no one can place an exact kind.

Caster level vs Killa croc: 1d20 + 5 ⇒ (16) + 5 = 21

Reflex, DC 14
Dervak, heroism, haste: 1d20 + 5 + 3 + 1 ⇒ (6) + 5 + 3 + 1 = 15
Kat, heroism, haste: 1d20 + 7 + 2 + 1 ⇒ (1) + 7 + 2 + 1 = 11
Mara, haste: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Theo: 1d20 + 6 ⇒ (20) + 6 = 26
White Rabbit: 1d20 + 3 + 4 ⇒ (17) + 3 + 4 = 24
Killa croc: 1d20 + 4 ⇒ (6) + 4 = 10
Fire: 5d6 ⇒ (1, 5, 6, 3, 6) = 21

The captain pulls out a thin piece of obsidian and intones a word of power. A bead of white hot fire shoots past you to the port side of the ship and explodes in a torrent of fire. While the party survives the Starling's sails and parts of her deck have caught fire.

Round 7
Theo and White Rabbit (28 damage, 4 cha) <--------
Killa croc (16) <--------
Mara (19 damage) <--------
Dervak (20 damage, 2 cha) <--------
Kat (30 damage) <--------
Captain vadrack
Boatswain Ellish
Mercenaries


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 was trying to time the summons aiming for their ship with Killa Croc to create some havoc. Will post after work also.

Theo begins another full round cast.


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ok you started casting too soon them. Your summon would trigger with Mara's fear. Where did you wan him?


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, can you either douse the flames or send me across?"


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 figured that fighting the enemy had to take precedence over fighting the fire, so she concentrated, opening up a rift in dreamspace and teleporting Dervak to the enemy ship.

Using Heaven's Leap to send Dervak across.

Haste: round 6 of 7

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