J.A. Chapman's Strange Aeons AP

Game Master J. A. Chapman

ROLL20 | Campaign Tracker | Handouts

Initiative:
[dice=Enemy]d20[/dice]
[dice=Arryn]d20[/dice]
[dice=Deldhindon]d20+11[/dice]
[dice=Johari]d20+2[/dice]
[dice=Wellstone]d20+3[/dice]
[dice=Zadok]d20+3[/dice]

Perception:
[dice=Arryn]1d20+8[/dice]
[dice=Deldhindon]1d20[/dice] LLV
[dice=Johari]1d20+4[/dice]
[dice=Wellstone]1d20+4[/dice]
[dice=Zadok]1d20+4[/dice]


51 to 100 of 762 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

SOLVED IT


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

crap. Me too, and I'm dead.

-Posted with Wayfinder


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Perception: 1d20 ⇒ 1

Will: 1d20 + 2 ⇒ (5) + 2 = 7

Wayfinders

Signal: Map & Handouts |

A trickle of blood leaks from Deldhindon's nose. He realizes that he'll never reach the street in time to escape the chasing horror. A glance at the wall shows the blood spatter from Zadok has formed a word: "WAKE"

Doom is fast approaching. What will the sole survivor do?

Last turn before this thing pounces...


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

Wait... Wait... I know this. I've seen this before...

Eldritch Horror Most Foul!


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Deldhindon pauses.

Shit. I'm in some sort of dream. OK. I need to wake up. But, how? There are so many potential solutions. The others are dead. Did that force them to wake up? Do I need to kill myself? Or will dying here mean that I die for real and I'm truly all alone now. Can I will myself to wake up? If this is my dream, I should be able to exert some control over it and do that, right? Wait. If this is my dream, were the others figments of the dream. So, I've been alone the whole time? Who's sending me the message? Someone whispering in my ear in the waking world. They need my help!

Deldhindon starts jumping up and down and shaking himself. He starts slapping himself in the face.

Wake up! Wake up!


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Will: 1d20 + 2 ⇒ (12) + 2 = 14

Wayfinders

Signal: Map & Handouts |

Deldhindon does what many young children do when they conquer their nightmares: he wills himself awake.

The five of you groggily wake as a voice pierces through your subconscious. The dream you just had felt startlingly real, but none of you are dead. A trickle of blood still flows down Deldhindon's nose.

"Wake up, damn it!" a man on a table screams, his pain cutting through the claustrophobic near dark.

Bars separate you from the stranger, a struggling human with split lips and skin covered in a mapwork of fresh red lines. Heavy ropes lash the man to a splintery worktable.

Another figure, unsettlingly thin and wearing a blood-smeared doctor's coat, circles the table casually-stopping every so often to scrutinize one of the man's wounds or select a different object from a sideboard of shiny blades. Currently, she spins one blade of a broken pair of pruning shears, which glints in the dull light of the lamp suspended overhead. With careless cruelty, the doctor draws the blade across the bound man’s bare thigh, releasing a tortured wail.

When you take a quick stock of yourselves, you find that you have none of your possessions. Map updated for reference HERE

Perception (DC 12):
You notice a ring of keys dangling from a hook at the 'doctor's' waist.


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

Zadok spends a moment trying to control his brain. Places have power too. They have stories and memories. I must right myself and learn my situation. What happened? What is happening? Devoid of evidence for the former question, the occultist attempts to conquer the latter.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

The trauma, however, seems to have left him less observant than average...


Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Quant opens his eyes, but the lights are blurry. And the figures about him are blurry. Everything is blurry, and he realizes he does not have his spectacles on.


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Johari proves too distracted & disoriented by the strange experience to notice more than the screaming wretch & his torturer.

he looks around in their chamber, getting a feel for who is there and whether they have any resources available.

Wayfinders

Signal: Map & Handouts |

Now that I got the quick post updated...
Arryn: 1d20 + 8 ⇒ (16) + 8 = 24
Deldhindon: 1d20 ⇒ 6 LLV

Arryn:
You notice a ring of keys dangling from a hook at the 'doctor's' waist.

The doctor's attention doesn't waver from its victim on the table. She looks the man over with a dispassionate eye, then with a deft flick slices into his arm with the rusty blade of some pruning shears.

"ARRRGHH! Do something!" the man on the table screams, his words ending in a sob.


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Deldhindon looks over at the torture being conducted nearby with revulsion.

Hey, crazy lady. Say, "hello", to my little friend!

Spend an Arcane Reservoir Point to cast Summon Monster 1.

He'll summon the Dog right next to her.


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

Power! In the dream this elf lasted the longest. I must aid him.


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

The board ate my Perception Check!

Perception:1d20 + 8 ⇒ (11) + 8 = 19

D'oh... DM made that for me.

It's clear to Arryn that Deldhindon somehow brought in the dog.

Spellcraft:1d20 + 6 ⇒ (16) + 6 = 22... And (DM?) knows that although the spell wasn't cast in a conventional manner, he knows that a low level Summon Monster happened.

Arryn looks to Delhindron, rattling the bars if he needs to get his attention. Then with his head and a pointed finger, points to the Doctor's belt.

Keys, Summoner!

Wayfinders

Signal: Map & Handouts |

Arryn (and anyone else willing to make a DC 17 Spellcraft check) recognizes the magic from Deldhindon. Another facet is revealed about the mysterious elf.

Bite: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

The woman, distracted by the corpse, jumps back from the dog as it barks and bites at her. The dog sinks it's teeth into the woman, causing her to withdraw back in pain. She stands now in front of the cell occupied by Johari and Arryn, but her form changes...

The features of a woman melt away, shifting into that of a grayish humanoid creature. It seems almost unfinished, with a narrow head, gaunt limbs, and a sinister, noseless face. It looks directly at Deldhindon and in a hoarse voice says, "You will pay for that!"


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16

Knowledge to identify? Zadok looks over at Deldhindon, "I'm with you, let us band together when she comes in to take her revenge."


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

Arryn makes a grab for the creature, looking to restrain it against the bars. He will look to Johari.

Help me! Get the keys!!

Wayfinders

Signal: Map & Handouts |

CMB roll to grapple from Arryn please. If successful, Johari can easily grab the keys. If not, will need a Sleight of Hand check from him (or he can try a grapple)


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

Grapple-rama!:1d20 + 1 ⇒ (4) + 1 = 5

PFFFFFFFFFFFT! Yeah nope.


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

Johari takes the strangeness of the situation in stride, looking for an opportunity to unleash his violent will. When the goaler/creature moves against the bars, his instinct screams at him... Grab her!! SMASH HER AGAINST THE BARS UNTIL SHE SCREAMS FOR MERCY!! YOU CAN PULL HER TO FACE YOU, WATCH THE LIFE EBB OUT OF HER!!!

With a growl, he suppresses that desire, and makes a grab for her keys.

CMB to grab keys: 1d20 + 5 ⇒ (15) + 5 = 20

With a surprisingly deft hand, he gets hold of them. He makes his way to the lock...

Keep a hold on her, Arryn. He only skips half a beat when he realized hie knows this man's name, but continues to try to unlock the door.


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

From Slack:

It looks as though Johari's roll is going to the grab. If the creature is restrained, then Arryn goes for the keys.

Wayfinders

Signal: Map & Handouts |

Although Arryn is unable to get a firm grip, the attempt distracts the 'thing' enough for Johari. It thrashes away from the two of them, oblivious to the theft. Instead it stalks towards the table.

Frustrated, the creature stabs the man on the table. The piece of broken shears juts out of his throat, and with several gurgling breathes he is no more.

"You've ruined everything!" it shouts, standing in front of Deldhindon. "It was supposed to last much longer. I guess that means you're going to be next." it says this last bit with a sibilant hiss.

It's at this point when the sound of a click is heard from the south. The cell door before Johari and Arryn swings open!

Enemy: 1d20 ⇒ 19
Arryn: 1d20 ⇒ 19
Deldhindon: 1d20 + 11 ⇒ (17) + 11 = 28
Johari: 1d20 + 2 ⇒ (9) + 2 = 11
Wellstone: 1d20 + 3 ⇒ (18) + 3 = 21
Zadok: 1d20 + 3 ⇒ (4) + 3 = 7

Wayfinders

Signal: Map & Handouts |

ROUND 1:
Deldhindon: GO
Wellstone: GO

Enemy: TBD
Zadok: TBD
Johari: TBD
Arryn: TBD

Knowledge Local (DC 14):
This creature is a doppelganger! First question starts at Kn (Local) 19.


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

The summoned dog lasts 1 minute.


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

Knowledge: Local 1d20 + 3 ⇒ (1) + 3 = 4

yeahnope.

You rolled a 19 for me... why is my Init on the bottom?

EDIT: Anything on that table I can use as a Sickle?

Wayfinders

Signal: Map & Handouts |

@Arryn: I'm playing fast and loose with inits. You're technically before Zadok and Johari, but you're after the baddie so you're in my "after the baddie" group. I'm not getting hung up on order.

Arryn glances at the table and sees an array of sharp instruments, none designed for use on living flesh: a gardening trowel, forks, several long pieces of broken glass or metal, and the other blade of the tormentor’s shears. Most of these can be employed as improvised weapons (capable of dealing 1d2 points of damage).


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0
GM JChapman wrote:

@Arryn: I'm playing fast and loose with inits. You're technically before Zadok and Johari, but you're after the baddie so you're in my "after the baddie" group. I'm not getting hung up on order.

Arryn glances at the table and sees an array of sharp instruments, none designed for use on living flesh: a gardening trowel, forks, several long pieces of broken glass or metal, and the other blade of the tormentor’s shears. Most of these can be employed as improvised weapons (capable of dealing 1d2 points of damage).

Gotcha, Boss. ;)


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Seeing the torturer so close, Deldhindon pokes and prods at him through the bars of his cell.

Ha! Take that! And this!

Aid Another: 1d20 - 1 ⇒ (8) - 1 = 7

The dog leaps forward and tries to bite the torturer.

bite: 1d20 + 2 ⇒ (3) + 2 = 5
damage: 1d4 + 1 ⇒ (4) + 1 = 5


Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |

Wellstone will spend a point of inspiration to boost his Disable Device check...
1d6 ⇒ 6
...then tries to jimmy the lock on the cell!
Disable Device: 1d20 + 7 ⇒ (4) + 7 = 11

So 17 total.

Wayfinders

Signal: Map & Handouts |

GM Info:
2d4 ⇒ (2, 1) = 3

Despite the lack of tools, Wellstone begins working on the lock.

With an aggressive dog nipping at its heels, the greyish creature flexes a pair of clawed hands and slashes at the nuisance.

Claw 1: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Claw 2: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

It wastes no time savagely rending the poor, unsuspecting dog into entrail-leaking pieces.

ROUND 1:
Deldhindon: Attack & AA
Wellstone: Disable Device
Enemy: Kill Doggie
Arryn: TBD
Johari: TBD
Zadok: TBD


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

ROUND 1

Johari steps a bit closer to the creature, drops the key onto the table (hopefully for Arryn to pick up), and picks up the closest, small sharp implement from the table he can find that's suitable to hold in a fist--like an improvised brass-knuckles. He then stares intently at the beast, murder in his eyes, fists held into a defiant ready position.

Come on.

5' step; drop an item; pick up an item (move action); studied target (move action) I'll leave it to JC's adjudication on the effect of "holding something" to an unarmed attack.


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

I just noticed that I'm trained in DD!

Zadok rushes over when his cell mate fails to jimmy the lock, and tries on his own: DD: 1d20 + 5 ⇒ (2) + 5 = 7

Wayfinders

Signal: Map & Handouts |

Johari picks up a makeshift weapon while Zadok does what little he can with the lock to his cell.

ROUND 1:
Deldhindon: Attack & AA
Wellstone: Disable Device
Enemy: Kill Doggie
Arryn: TBD
Johari: Move & grab weapon
Zadok: Disable Device


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

Will post moves in the morning.


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

Arryn races to the cell across the way, grabbing the keys as he goes by. If there's time left in the round, he'll unlock the cell door.

I think strictly by PF Rules, I can only move to the table and scoop up the keys, but that seems silly to limit it to that. GM call, though. I'll accept the ruling.

Wayfinders

Signal: Map & Handouts |

Arryn scoops up the dropped keys and hastily unlocks the cell across the way. Cell is unlocked but not open. Opening a door is a move action.

ROUND 2:
Deldhindon: Go
Wellstone: Go

Enemy: TBD
Arryn: TBD
Johari: TBD
Zadok: TBD


Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |

Wellstone takes that move action to open the door, then moves tot he far side of the table, looking over its contents for something useful.

Move action, then standard as move.

Wayfinders

Signal: Map & Handouts |

Upon reaching the table, Wellstone sees a number of sharp implements: forks, several long pieces of broken glass or metal, and the other blade of the tormentor’s shears. It used to have a gardening trowel, but this was picked up moments ago by Johari.

ROUND 2:
Deldhindon: Go
Wellstone: Double Move
Enemy: TBD
Arryn: TBD
Johari: TBD
Zadok: TBD


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
GM JChapman wrote:
It used to have a gardening trowel, but this was picked up moments ago by Johari

Hah! I AM THE SHOVELLER!!!


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Deldhindon tries to grab the creature through the bars again.

CMB: 1d20 - 2 ⇒ (14) - 2 = 12

Wayfinders

Signal: Map & Handouts |

The creature evades Deldhindon's grasp with relative ease.

Seeing the tide turning against it, the creature makes a rasping sound and withdraws as best it can. It's forced to pass between Johari and Arryn to reach the door.

It provokes attacks of opportunity from Arryn and Johari.

ROUND 2:
Deldhindon: Grapple attempt
Wellstone: Double Move
Enemy: Flee
Arryn: AoO and Go
Johari: AoO and Go
Zadok: Go


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

Johari holds the trowel by the handle, pressing the blade against his forearm in the best attempt he can come up with to approximate a blade. He slashes his elbow out at the beastie as it walks past.

AoO: 1d20 + 5 + 1 - 4 ⇒ (9) + 5 + 1 - 4 = 11

He then tries to intercept the creature before it can leave--and probably get help.

Attack: 1d20 + 5 + 1 - 4 ⇒ (17) + 5 + 1 - 4 = 19
damage: 1d2 + 4 + 1 ⇒ (1) + 4 + 1 = 6


Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |
"Aloysious Johari wrote:

Hah! I AM THE SHOVELLER!!!

If you want to survive out there, you've really got to know where your trowel is.


Level 1: 2/3, Mental Focus: 3/8, Pearl of Power: 1/1, Resonance: Transmutation +2 STR HP: 20/20 | Perception: +4 | AC: 19, Touch: 11, FF: 18 | FORT: +5, REF: +2, WILL +4 | CMB +2, CMD: 13 Occultist 2

Zadok rushes over to the table and finds something he can use as a weapon and picks it up!


Male Human Urban Druid/2 HP: (16)10; AC14, Touch 10, FF 14, Fort +3, Will +7, Ref +0. Init +0

Roll20 is all screwy for me right now--all I see is a blank screen.

I will let Johari take his AoO FIRST, then I'll try to sweep his leg and trip him as my AoO.

Trip:1d20 + 1 ⇒ (2) + 1 = 3 vs. CMD

Then I'll use the iron key ring as an improvised set of brass knuckles and attack!

1d20 + 1 ⇒ (6) + 1 = 7 Vs. AC

Wayfinders

Signal: Map & Handouts |

The gray-skinned creature sidesteps Arryn's sweeping leg as it moves.

Johari and Arryn spring after it, with the slayer getting in front and striking the thing with a trowel. It lets out a yelp of pain. Arryn holds the keys as readied weapon, unable to reach the monster yet.

ROUND 3:
Deldhindon: Go
Wellstone: Go

Enemy: TBD
Arryn: TBD
Johari: TBD
Zadok: TBD


Male human Inv2 | hp 19/19 | Init +3 | AC 16, T 13, FF 13 | CMB +1, CMD 14 | F +3 R +6 W +3 | Prcptn +5 |

Wellstone grabs the other blade of the shears, looking over to see Duskmere. He moves over to see if he can help the elf to get out.


Arcanist(Occultist) 2 | HP 7/14| AC 13 FF 10 Tch 12 | CMD 11 | F+1 R+4 W+3 | Perc +0 | Init +11
Per Diem:
Spells 1st 2/5 | Arcane Resevoir: 2/5

Del rattles his cage a bit.

Wayfinders

Signal: Map & Handouts |

With Wellstone looking to help an imprisoned Deldhindon, the grey-skinned creature pushes open the door and continues to make its escape.
This provokes an attack of opportunity from Johari

Beyond the door a broad chute extends diagonally through one of this cellar’s half-crumbled stone walls. Beneath it lies heaped more than a dozen mutilated humanoid bodies.

1 to 50 of 762 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / J.A. Chapman's Strange Aeons AP All Messageboards

Want to post a reply? Sign in.