DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

Map

Treasure Sheet


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Bite vs Mara: 1d20 + 44 - 8 ⇒ (8) + 44 - 8 = 44
Bite damage: 4d8 + 22 + 24 ⇒ (2, 7, 8, 8) + 22 + 24 = 71
Claw 1 vs Mara: 1d20 + 44 - 8 ⇒ (20) + 44 - 8 = 56
Claw damage: 2d8 + 22 + 24 ⇒ (2, 1) + 22 + 24 = 49
Claw 1 confirmed crit: 1d20 + 44 - 8 ⇒ (10) + 44 - 8 = 46
Claw damage: 2d8 + 22 + 24 ⇒ (4, 8) + 22 + 24 = 58
Claw 2 vs Rowan: 1d20 + 44 - 8 ⇒ (12) + 44 - 8 = 48
Claw damage: 2d8 + 22 + 24 ⇒ (2, 8) + 22 + 24 = 56
Sting vs Rowan: 1d20 + 44 - 8 ⇒ (1) + 44 - 8 = 37
Sting damage: 3d6 + 22 + 24 ⇒ (1, 6, 2) + 22 + 24 = 55
Tentacle Beard vs Rowan: 1d20 + 39 - 8 ⇒ (10) + 39 - 8 = 41
Beard damage: 4d6 + 22 + 24 ⇒ (3, 3, 4, 6) + 22 + 24 = 62

Theo and Kat teleport away gaining a moment of reprieve leaving only Mara and Rowan to face the unspeakable horror of Bokrug. The Great Old One bites into Mara at her torso and then rips her lower half clean off spraying her entrails over the seawall. Mara's upper half is spat out and she lives just long enough to see Rowan being crushed in the mass of tentacles hanging from Bokrug's chin.

Theo is the only dreamer left watches helplessly from afar as his friends are destroyed or wake 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

Mouth hanging open (the White Rabbit is not seen shaking in Theo's pant leg), eyes wide and bones chilled; Theophilus quickly takes out a clean handkerchief to pat the evil spot of perspiration from his sleeve.
Ms. Kat must have been gripping a bit too tight. Much better; now, let's see how the others are...err...doing!

The gentleman shakes his head. Tipping his hat, he wakes up.
concentration DC 25: 1d20 + 12 ⇒ (10) + 12 = 22

He really tries.
concentration DC 25: 1d20 + 12 ⇒ (3) + 12 = 15

No; he really does try.
concentration DC 25: 1d20 + 12 ⇒ (4) + 12 = 16

He does some deep knee bends.
concentration DC 25: 1d20 + 12 ⇒ (20) + 12 = 32


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As Theo desperately tries to wake up a wave almost 600 feet across and over 80 feet high crashes through the seawall and into the city of Sarnath devastating it. The massive wave heads directly in Theo's direction threatening to break his feeble body, luckily he manages to wake right before the audience can see if the witch floats 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

He does float actually...lol.


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Everyone wakes in a cold sweat safe as the boat rocks them. Kat and Dervak both have splitting headaches, bloodshot eyes, every muschle aches, and spiderwebs of burst blood vessels elsewhere on their bodies.

Mara:
Lesser Madness: 1d100 ⇒ 25 Mara already suffers from a fugue state so reroll
Lesser Madness: 1d100 ⇒ 65
Onset in days: 1d4 ⇒ 4

Melancholia

Type lesser madness; Save Will DC 14; Onset 1d4 days

Effect

–2 penalty on initiative checks, and morale bonuses are halved (minimum +0)

Dormancy Effect None

DESCRIPTION

A character suffering from melancholia struggles with severe pessimism and can often be slow to respond to threats and events going on around him. He can seem quiet and withdrawn, and his sense of enthusiasm is dulled. In extreme cases, a character suffering from melancholia becomes entirely introverted and utterly withdrawn, even to the point of near catatonia.

Table 5-1 lesser madness here's the list if you want to choose instead.

Rowan:
Lesser Madness: 1d100 ⇒ 22
Onset in days: 2d6 ⇒ (6, 4) = 10

Delusion

Type lesser madness; Save Will DC 16; Onset 2d6 days

Effect

The afflicted character believes something that is not true, and no amount of evidence can dissuade him of the belief.

Dormancy Effect none

DESCRIPTION

A delusion is the persistence of a belief that no amount of evidence to the contrary can dissuade the afflicted character from having. The belief is often that another specific person either loves or wants to harm the afflicted character, or the afflicted character may have an inflated view of his own abilities or importance. Sometimes the deluded character believes he suffers from an affliction or persecution that does not exist.

The exact nature of the delusion is decided by the GM. Delusions are typically roleplayed, though a GM might apply penalties to skill and ability checks having to do with the delusion, or decide that such checks fail outright because of the character’s delusion. In some circumstances, delusions can be debilitating, while in others they are merely quirky or annoying to those around the character.

Not sure what delusion Rowan should have but it will take him some time to develop it. So let me know if there's something that strikes you. Also feel free to choose another madness from the lesser or greater madness lists.


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 awakens, pained but intact.
He goes to check on the others.
"Kat, you look like crap. Did you get the idol?
Theo, Mara, Rowan, you guys okay?"

I believe that Dervak did not witness Bokrug's attacks.


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 awoke screaming. It took her a couple of minutes to figure out that she was still alive, and (relatively) safe on the Sellen Starling.

She told Dervak, "No, I am NOT okay! That horrible lizard thing got me; I think I was just killed in the Dreamlands!"

She lay back in her hammock, and clutched her dolls tightly against her chest.

DM_Delmoth:
Can Mara treat her own madness with Restoration (after the onset period)?


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 wakes up. He looks around at everybody, snaps his fingers; frowns, and goes to make everyone some tea.

The White Rabbit goes below deck to change his shorts.


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Mara:
I don't see why not. I don't think she'd even have to wait for onset to start. She knows that dying in the Dreamlands is mentally traumatic and that restoration spells can help.


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 hears Mara screaming, and then her description of events. He looks lost for a minute, unsure what to say.

"...it was just a dream, right?"
There is concern and uncertainty in his voice.

Dervak thinks a minute and recalls his research with Mara and Theophilus.

DM_Delmoth wrote:
Lowls’s notes indicate that his journeys occurred in the Dreamlands, a vast and relatively stable section of the Dimension of Dreams. He marvels at the fact if he’s injured in the Dreamlands it doesn’t affect his real world body at all. But he does speculate that mental afflictions would continue to affect him. He goes on to speculate that if he were to die in the Dreamlands he wouldn’t die but awake suddenly and traumatically, potentially causing madness.

"Let's not go back for a little while. I want to continue the quests but we should make sure you are okay. Did it get anybody else?"


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

Mara replied to Dervak, "I saw Rowan being crushed by its tentacles. I think we both could use a day off."

It took a while for her to relax enough to be able to meditate and memorize new spells. Once she finished, she prayed to heal some of the mental trauma both she and Rowan has suffered. She also healed everyone's ritual backlash damage.

Healing Hex (Dervak): 2d8 + 7 ⇒ (1, 8) + 7 = 16
Healing Hex (Kat): 2d8 + 7 ⇒ (6, 6) + 7 = 19
Healing Hex (Mara): 2d8 + 7 ⇒ (1, 6) + 7 = 14
Healing Hex (Rowan): 2d8 + 7 ⇒ (5, 6) + 7 = 18
Healing Hex (Theo): 2d8 + 7 ⇒ (2, 2) + 7 = 11

Casting Lesser Restoration on both herself and Rowan. I don't think we have any diamond dust left for Restoration, although I could be wrong.

Spells Memorized:
Orisons: Detect Magic, Light, Guidance, Read Magic
1st lvl (5): Ant Haul, Cure Light Wounds, Liberating Command, Remove Fear, Open Slot
2nd lvl (4): Barkskin x2, Lesser Restoration x2
3rd lvl (3): Heroism x3
4th lvl (2): Threefold Aspect, Fear


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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 sits on the floor, holding his knees. His flask clutched tightly in his hand.
He stares at a spot on the floor a few feet in front of him, but says nothing.


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I'm certain that you used the diamond dust you looted from Thrushmoor and the treasure sheet has none listed. So unless someone's holding out there is none. Should I advance time until something happens?


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

Hmm... if we healed the insanity in the Dreamlands, would that healing persist on this side? If we could go back to that trader who had all the gems and trade him the Rod of Lordly Might or something for diamond dust.
Otherwise happy to move things along.
Lesser Restoration will lower the DC for the lesser insanities?


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Lesser resto reduces the DC for lesser insanity by 2 per day. But has no effect on a greater madness. Restoration reduces a lesser madness by 5 and a greater one by 2, 1/day. You could cast the spell in the dreamlands, so going back the Forgotten Caravanserai or even Celephais is an option.


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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 sat down beside Rowan, not talking for a bit. She didn't feel the need to speak; it was somehow comforting to just sit with someone who shared her experience. She hadn't figured out the words to describe how she was feeling yet.


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 pours everyone some tea.


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Soon Skywin busts in the door, weapon drawn, but as soon as she sees there is no immediate threat she sheaths her rapier. With a look of genuine concern she asks, "You folks alright? I don't want to tell you what to do but maybe going after this count isn't worth 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 shakes her head. ”People like him don’t get to just b&!!*@%s everything around them and sod off.”

She kneels down with Rowan and Mara. ”We are gonna get you two sorted, right? I’m sorry this happened. Anything you need, I’m your girl.”


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

"Thank you for your concern, Captain."
Dervak looks at his comrades. He still feels awful. Still down 25 HP, but no need to heal that right now.
"Lowls is messing with things that could destroy our world. We have to stop him. I don't know exactly what he is doing, but I do know he is dealing with things that are dangerous beyond belief.
And if not us, then who?
Send an army of paladins? They would be corrupted and tainted and fall."

Dervak gives a bitter laugh.
"So I guess that makes me expendable. Tainted already. By Lowls and worse things.
And while the worst of it is no longer in my soul, thanks to my friends, I still have the bill for what I did before. On my ledger, I think they say. So I have to clear that debt by doing something stupid and heroic.
I have to stop Lowls. Before whatever he is messing with ends our world."


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Skywin looks at Dervak like he's knitting with only one needle but doesn't argue with him, "You know where to find me if you need anything."

Day 45-48

The party rests and recuperates. Despite the rest and magical treatment the experiences of dying by the Water Lizard continues to weighs down Mara and Rowan. Mara's madness onsets on day 48

Day 49

After arriving on Kallas Lake Skywin stops at Riverton, a small ramshackle community on the eastern shore for supplies. Purchase limit is 1000gp She warns, "There're a lot of Hanspur worshipers in Riverton and the only laws are the decrees of Naerel Twice-Born. It's usually safe here, but they'll try to convert you to their creepy god. We'll want to leave before sunset, there's a mandatory service" She rolls her eyes, "Three hours of desperate shoreline flailing by mad, muddy fanatics."


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 was growing increasingly pessimistic. How could they hope to succeed, if they were up against impossibly powerful beings like Bokrug? She continued to cast her prayers on Rowan and herself, hoping against hope that it would do some good. She tried to figure out what affliction Rowan might be suffering.

Heal: 1d20 + 20 ⇒ (1) + 20 = 21

When they arrived at Riverton, she proposed, "We should try to trade some of the captured equipment for diamond dust, if they have any. It would be good to have some to help cure major mental disorders."

Restoration has a material component of 100 GP worth of diamond dust (when not removing a permanent negative level).


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 upon the town from above deck. He smirks a bit.
Picking up the lingo!
He and the White Rabbit begin to gather their gear.
We shall accept the duty, Mara!
The White Rabbit smartly salutes!


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

Sense Motive: 1d20 + 6 ⇒ (14) + 6 = 20
Dervak picks up on Mara's melancholic mood.
He is pretty sure that spreading the word of Gorum is not going to cheer her up.
Our Lord in Iron merely wishes that I fight bravely. Though I need not fight to the death if by retreating I can fight another day. As long as I do not retreat to fight no more.
Is there any hope against such things? Maybe if I master my powers enough... I could last a while, long enough for my comrades to turn the tide somehow...

"Your mind is ill? Surely it is just a bit of the battle-shock. It will pass when we have a great victory. But if diamond dust powers your magic, then diamond dust we shall have." Dervak is not a trained healer in the ways of PTSD.


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

Sense Motive vs Another Humanoid: 1d20 + 18 + 2 + 1d6 ⇒ (19) + 18 + 2 + (4) = 43

A trained people-reader like Kat knows better than to just write-off Mara's condition as battle-shock. She's interviewed enough people on the worst days of their lives to know when there's something deeper at work.

"Nah, Bruv. It's loads worse than any of that. Getting pasted in the Dreamlands messes your head right up way worse'n any battle-shock. We best get loaded on that diamond dust quick-like."


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The Sellen Starling docks at Riverton. Striding across the rickety pier is a wide-eyed elf, his patched robe and mud-spiked hair swinging around his rail-thin frame. A coterie of women follows a few paces behind him. The man thrusts his hands into the air and shouts, "The Water Rat delivers, but in his own time! I have seen you in murky reflections and I would impart Hanspur’s sodden wisdom to you with private words—let us speak of strange dreams, red sails, and dead fisherfolk."


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

He seems nice!

Theo disembarks the boat. The gentleman walks up to the nice elf.
You, sir, present a figure amusing to speak with, so, as such, I am! Theophilus Carter, hat-maker, at your service! What news to quench the salted sea thirst of our parched ears?


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

"And what do you know of a ship with red sails?"
Dervak looks wary of this Hanspur follower.


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 finally says, ”I’ve been beaten, and I’ve been downed before, but we died in there. We saw it happen. Even though it wasn’t “real”, it was still very real. The worst part... I don’t know how to keep it from happening again. I’ve been a liability in there from the first moment, and I can’t stomach the idea of dying in there every time I need to wake up. There won’t be anything left of me out here.”


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

The White Rabbit brings Rowan an extra tea bag. He pats the monk on the back emphatically.


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

"We'll be done with the Dreamlands soon enough. We have most of what we seek. Then our battles will be in the real world, where your skills are without question. I remember how you defeated the Dark Whisper. When I was, as you say, a liability."


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 her best to console Rowan, "Well, you did take out that gug pretty much by yourself. That was pretty amazing!" Still, her words seemed hollow given the horror of Bokrug.

When they stepped of the ship, she didn't feel like interacting with the crazed Hanspur follower. She tried to avoid him and continue into the town.


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The elf pushes his way on board and enters the passenger's quarters and begins speaking a quieter tone, "Just before midnight many nights ago, has it been four weeks? Five? A red-sailed ship came to Riverton. Its captain looked like a man dressed in thick clothing, but he was no natural man. Although I cannot say just what caused such unease to afflict me. He passed me a large ruby and asked whether any travelers matching your description had been in Riverton. I swore by my drowned soul that no such visitors had arrived and that his ruby was ill-spent, but the captain merely chuckled and gestured for me to keep the gem. The chuckling continued and I realized it was not the captain, but the ship itself, as strange as that may seem. The vessel looked to be of ordinary wood and cloth and iron, but there was something sinister and alive about it. I had nothing more to add, so I left the pier. By morning, the red-sailed ship was gone. Now I see you arrive, and I have to ask: who was that man, and what was that ship? It has gnawed at my mind ever since, like a rat gnaws a bone. I’ll pay for whatever knowledge you have.” With this, the wild-eyed prophet produces a glittering ruby the size of a child’s fist.


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

With a sigh, the gentleman looks about nervously.
I had to ask!

Theophilus looks to the others.


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 puts her hands in her pockets and scans the man for any hint of lying or misrepresentation.

Sense Motive (humanoid): 1d20 + 18 + 2 + 1d6 ⇒ (4) + 18 + 2 + (2) = 26

”Nobody you’d want to be sticking round, if it’s who I gather. Last time we saw that ship weren’t in this world, that’s for certain.”


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

"The ship was the Bloodwind. A living ship, with sails drenched in blood, it seemed.
The captain was no man but an abomination not of this world. Dead now.
Is that enough for your curiosity? Do you want to know more?
Or shall I take that ruby now?"


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He tosses the ruby to Dervak hard, "Take the trice-damned thing! And may the Water Rat smash this living boat and drown its occupants if they still draw breath. Welcome to Riverton!" The ruby is worth 10,000 gold. The party is able to secure diamonds that can be painstakingly ground into 1000gp worth of diamond dust from a kobold who lives in a hut a mile from town, named Xanaver. She also has manufactured a plethora of alchemical items. She adds as you leave, "And if you see my good for nothing husband Leevis, tell him to come home!"


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 asks the kobold, "Do any of your elixirs help focus the mind? Or help one navigate their dreams?"
Wondering if there is some obscure alchemical thing that helps Concentration checks for Rowan. Alternatively, a potion of Eagle's Splendor could work, or just Mara casting that spell on him.


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Xanaver starts digging through bottles, vials, and ingredients strewn around the hut. "Dreams and focus... maybe this... maybe that..." Finally she pulls out a vial triumphantly... that appears empty. She says, "Breath that in! It will focus your mind! And unfocus you like a dream!" The more alchemically inclined PCs identify it as AEther. She also has a potion of Eagle's splendor for sale.


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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

Sweet, I can become addicted to it!

Rowan seems to have collected a small part of his resolve after hearing Mara and Dervak’s reassuring words.

He buys 2 of the AEther vials.

Mara, we will get through this somehow, and we will make Lowles pay. The gods can have whatever is left of us.


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

There is 2550 in "Party Gold" and Dervak will suggest using 300 of that for the potion of Eagle's Splendor for Rowan.

"One potion goes a long way, right? Can use it on each trip to the Dreamlands?"

Otherwise ready to move on. Does Captain Skywin need to get anything else from this town or is she ready to move on too?


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Can move on at your leisure.


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 comes back loaded with sewing materials.


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Day 50-52

As the Sellen Starling leaves Lake Kallas behind Skywin puts into port at a village called Dabril. While technically within Galt's borders the few hundred people in the sleepy village largely ignore the political machinations of the turbulent country. Dabril is known for it's vast fields of roses and production of exotic perfumes. Skywin lets the party know that she plans on meeting friends while a number of the crew purchase additional supplies and trade goods.

The inner demons that haunt Mara and Rowan greatly lessen and they feel clear headed, largely due to Mara's magical interventions. Mara's DC is at 0 and Rowan's at 2 before it even onset.


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 sense of despair gradually abated. There's no indication that the remaining items require dealing with a Great Old One. She discussed plans with the others, "I'm feeling more myself now, and Rowan is doing better too. We should resume our quest soon. Looking through our list, it looks like the Night Hag ambassador's heartstone is the next thing to get."

What do we know about night hags?


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 seems pleased (and a bit alone) that his companions minds are once again whole.
Whenever you two are a bit more sane.

He smiles.


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As the party prepares to conduct the Dreamland Excursion ritual there is a knock on the passenger door. A woman stands at the door with a full-faced hood embroidered with a sternly glaring face. She has a thick build, a short neck, and a piercing gaze evident even through the eyeholes of her hood. As the door is answered she pushes her way into your quarters and begins searching it while asking, "What do you know about Emilo Daldamane? Is he hiding aboard this ship?"

Know local
Kat: 1d20 + 14 + 1d6 ⇒ (7) + 14 + (2) = 23
Mara: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

No one knows anything


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 answered the door. When the other woman rudely started searching their quarters, she protested, "I don't recognize that name. And who might you be, dare I ask?"

Sense Motive: 1d20 + 11 ⇒ (17) + 11 = 28
-4 vs Bluff


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She turns to Mara getting uncomfortably close, "They call me Glower. I'm a Gray Gardener. That's all you need to know about me. Has the captain of this vessel taken on any new crew or passengers recently?"


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 steps aside as the pushy lady barges into their suite. The gentleman doffs his hat (slightly).
Alas, poor Loric, I knew him well! Four score and seven years ago! We're going back go the future! Come to New York; you'll have a great time! I'll git you and your little dog too! That's all folk!

The White Rabbit makes a certain gesture of he so crazy! at him; while shrugging his shoulders.

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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's not trained in UMD, so that removes some of the temptation. :)


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:
Dervak wrote:
I suppose it would be a less interesting game if all the PCs were genre-savvy enough to not mess around with the Lovecraftian artifacts....

Far less interesting, also not really fitting with at least my character :D


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

Dervak is extremely wary of such things due to his particular condition.


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Dervak wrote:
Yes, that sounds good. Dervak does not want to go to the creepy yellow city of eldritch abominations.

Next time Gadget!


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 probably should have memorized an Eagle Eye spell for aerial reconnaissance, instead of the 3rd Barkskin, but too late for that.

Anyone have opinions on entry options, other than the front door?


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I'd just like to point out that if you move more than 10ft from Mara you lose the effect of magic circle and can't gain it back unless it is recast.


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

Let's just knock.

Options are top, bottom, or sides.

Bottom is pretty straightforward.


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:

We can always scout the outside and look for an alternate entrance. Perhaps they have a slightly more vulnerable hidden back door. Though doing that also ups the chances of a more focused resistance if we are noticed scouting the building. I'm good with either plan.


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
DM_Delmoth wrote:
I'd just like to point out that if you move more than 10ft from Mara you lose the effect of magic circle and can't gain it back unless it is recast.

Hmmm. In a turned-based movement system, that makes the spell largely useless, unless you don't move.

The spell as a whole seems very badly worded. I've seen people argue that the spell is stationary, but that is contradicted by the Area listing of "10-ft.-radius emanation from touched creature".

It looks like I should have just memorized another Heroism instead.


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I'll allow it! Mara having memorized and cast heroism instead that is.

I was thinking the same thing which is why I wanted to mention it before it became important. The spell still has uses for planar binding and such, just not for combat.


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Ellery Turner wrote:
Wasn't sure if everyone was ready, haven't seen anything from Rowan yet.

Last I heard he was on vacation for a week but that was over a week ago. But his kids tend to keep him pretty busy. Especially since he has one that's less than a year old.

If I need to I will bot him.

I'll get a post up about what's behind door number 1 later tonight.


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:
DM_Delmoth wrote:


I'll get a post up about what's behind door number 1 later tonight.

I'm really hoping it will be....a NEW CAR! I mean I would also settle for an all expense paid trip to the Bahamas too.


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

Monk level 6
New features: Improved Trip, BAB increased (+9 or +9/+9/+4 when flurrying)
I also had Delmoth buy Rowan a Masterworked cold Iron kama.
I also picked up a couple knowledges and increased my Sense Motive.


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

Sorry for my absence, we went on a family trip for 5 days, then I was single parenting with my mom visiting until this morning.

Rowan is leveled, and his profile is up to date.


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:
Rowan Dorn wrote:
Sorry for my absence, we went on a family trip for 5 days, then I was single parenting with my mom visiting until this morning.

No worries, just didn't want to get too far ahead without you!


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Thanks everyone for being so good about getting your actions in combat in very promptly. I joined another game and it taking a week per round whereas here at worst we do a round in 3 days and at best we get through 2 rounds a day.


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

I was in 10 PbP games here, but only 3 have survived. They all have one thing in common; active players and GM.

I really enjoy them. Thanks!


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

It can be rather frustrating when you're really excited to play your character, and the game is moving at a snail's pace. It's too bad my Hell's Rebels game couldn't move at the speed of this one.


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

I am an idiot! Why don't I have Message memorized? Rookie!


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lol, I was just looking at message yesterday.


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Theophilus Carter wrote:
I love it! A DM that actually remembers that rule. Awesomeness! I stand corrected...lol. I am currently deciding how to do something funny and useful; but, not endangering...

Early on it became apparent that if I wanted the party to fail any perception check I'd have to apply as many penalties as I could get away with.


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

Message is an awesome spell! I'e gotten a tremendous amount of use out of it in Hell's Rebels.


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Ellery Turner wrote:


delaying until the cultist get closer. Also my wife is having surgery today (nothing horrible, they just need to keep her overnight) so I won't be around much to post today or tomorrow. I'll try to keep up to date, sorry about the late notice.

Don't worry about it. Ill bot you if it comes to it. Good luck


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 can use Time Flicker (concealment as Blur) for 6 minutes (one minute/level) each day. "This duration does not need to be consecutive, but it must be spent in 1-minute increments." The action to extend the duration isn't specified (perhaps it's a free action?).

Right now she has one round left on the first minute, and will extend it another minute when that runs out.


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Right I wasn't sure how that worked either and I know there are many abilities that work like that. I'll do some research tonight.


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

Usually, it is the same Action, as the initial activation. Although, I(and plenty of other DMs) allow it as a Free.


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I was thinking it was the same action to activate, but I'm thinking you can activate for longer than the minimum duration when you first start it. That way you don't spend more actions but you're committed to spending however much duration. Risk vs Reward. For this fight Mara can do it for a free action if she wants. Going forward its a free action but I'm going to reserve the right to change it back to RAW. Honestly I don't know how often it will even come 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

Theo generally has a much easier time than Mara dealing with Invisibility. He has See Invisibility, and Glitterdust on his spell list.


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Theophilus Carter wrote:
The nervous chattering of hidden squirrels stop. The bright dazzling Sun flickers with uncertainty.

Vacuously true statements both


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

I figured Ant-thony needed a grand intro...against the blind and stunned cultist...lol. Off to work...


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:

We are back from the hospital, thanks again for botting!


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Huzzah


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I'm seriously considering Automatic bonus progression to simplify the loot situation. Does anyone have strong opinions on it? One of my goals for this AP was to add some flare to each magic item, which I've failed to continue to do. Writing descriptions for items that are bland bonuses to stats is hard.


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've never played with Automatic bonus progression, but I'm open to it. I presume that you would adjust the treasure drops accordingly (roughly in half is my impression).


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

I have used it; and, I am a fan.


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It should work out to about half. I'll take a look later to see where that would put the party right now. As for the future yes I'd adjust on the fly, was just planning on deleting the offending items altogether. And add extra things in if you fall too far behind.

I don't want to spoil things but loot tracking in the next book will be twice as complicated for reasons. We're getting pretty close you're in the third act of the second book now.


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 have never used ABP but am fine with it.


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

Assuming it's a go, do you want us to adjust accordingly?


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Yeah assuming everyone is cool with it. I'll probably give Red Destiny a weapon property instead of removing it and probably the Tatterman's ring will do something fun. Maybe Dervak's falchion since he's lagging a little bit compared to the rest of you, depends on how the numbers work out.


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

I have never used it, but I’m fine with it as well.


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It may have been missed in the tussle of things but Theo did see a locked chest on the second floor of the guest house.


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

I figured we clear the compound, then secure the treasure.


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:

I have never used it, but I'm willing to try


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Nothing to see here!


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

(Pssst.... The above post probably goes in Gameplay.)

If we are keeping our current items until the ABP system is implemented, Dervak would like to take the Ring of Protection and also one of the potions of CMW.


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Doh!


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

I was planning on implementation of ABP today, since I am off work?


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We can do it today if you want, we’ll hold off on combat until everyone’s ready of course. So here are my thoughts on item conversions since nearly everyone needed something, especially Rowan who would have lost all his magic items. Its very important to me that Theo has max spellcraft ranks so I made a custom item. There might be something like that in the game but I didn’t see one where I looked. Nothing below is set in stone, it's open to discussion.

Ellery
Tatterman’s Ring ---> Ring of Sustenance, there was a Ring of Sustenance at Briarstone, the party just missed it, this made me sad.
Red Destiny ---> Rapier (Heartseeking), almost made it keen.

Dervak
+1 Falchion ---> Furious Falchion, it would make sense for Dervak who was going downhill at the time to have this. Also I owe Dervak a item gift which should be coming soon.

Mara
Headband of Inspired Wis ---> Headband of the Shepherd, will work in conjunction with Mara’s healing hex

Rowan
Headband of Inspired Wis ---> Headband of Ki Focus
Amulet of Mighty Fists +1 ---> Amulet of Mighty Fists (keen)
Bracers or Armor +2 ---> Bracers of Armor (brawling)

Theo
Headband of Vast Int ---> Headband of the Unstudious Mage, will grant ranks equal to level in spellcraft for the wearer.


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

I really like this idea. Sweet items!


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

For Mara's item, do you mean the Phylactery of the Shepherd? I can't see a Headband of the Shepherd listed.

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