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]


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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 steps into the room to see what's going on.

Rats? Gross.

Deldhindon raises his right hand and with a flick of his wrist attempts to ensorcel the biggest of them.

Daze: Will DC 15


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 a close look at one of the rats...then tries to bifrucate it.

attack: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Wayfinders

Signal: Map & Handouts |

Deldhindon steps into the room, assessing the threats before them. Seeing that one of the rats is less rat-like, he puts a simple cantrip to use against the creature.
Will save: 1d20 + 1 ⇒ (9) + 1 = 10

Wellstone attempts to use the pointy end of his sword cane, but the nimble creature evades with ease.

Zadok recognizes mystery creature as a Zoog, it's distinctive glowing eyes and the strange amalgamation of animal parts giving it away. He knows that their bites are particularly potent, the shape of their teeth making it more difficult to stem any blood flow. He's reassured though that the best way to beat one is with simple steel. With a powerful and precise thrust, his longsword opens a deep gash on the creature's flank!

Round 1
Deldhindon: Daze
Wellstone: Miss
Arryn: Go
Zadok: Hit
Johari: Miss
Zoog: TBD (Dazed)
Big Rats: TBD


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

I'm out of 1st level spells I think. So Arryn will close with the rat like thing and attack with his scimitar.

Scimitar:1d20 + 1 ⇒ (6) + 1 = 7

Wayfinders

Signal: Map & Handouts |

Arryn moves forward, swinging his curved blade. The combination of its size and its natural instincts prevent the weapon from striking true.

With Deldhindon's magic at work, the Zoog is only able to frantically shake its head. Eventually, the magic fades and it gets its senses back.

The rats continue after their desired targets, biting and squeaking! One leaps toward Zadok, and the other Johari.

Bite (red) vs Johari: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d4 ⇒ 4 Plus Fort save pls

Bite (blue) vs Zadok: 1d20 + 1 ⇒ (1) + 1 = 2

Round 2
Deldhindon: Go
Wellstone: Go
Arryn: Go
Zadok: Go
Johari: Go

Zoog: TBD
Big Rats: TBD


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

On his own, Zadok continues to slash at the strange amalgam zoog ATK: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14 for DMG: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Wayfinders

Signal: Map & Handouts |

Zadok finishes what he started, cutting down the Zoog with one clean stroke.

Round 2
Deldhindon: Go
Wellstone: Go
Arryn: Go

Zadok: Kill
Johari: Go
Zoog: TBD
Big Rats: TBD


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

fort: 1d20 + 3 ⇒ (3) + 3 = 6

Johari rips his arm back, rat still attached—the filthy teeth do their filthy work—and he strikes again, enraged

attack: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
dam: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10. FAAAAAAAAK

Wayfinders

Signal: Map & Handouts |

GM:
1d3 ⇒ 1

Johari's rage at being bitten goes counter to his training, and his swing is wide of its mark.

Round 2
Deldhindon: Go
Wellstone: Go
Arryn: Go

Zadok: Kill
Johari: Miss
Zoog: TBD
Big Rats: 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 |

Ho there! the good Doctor calls out, maneuvering for a strike with his sword cane.
sword cane: 1d20 + 3 ⇒ (3) + 3 = 6
dmg: 1d6 ⇒ 4

Wayfinders

Signal: Map & Handouts |

Wellstone hoes in the wrong direction.

Round 2
Deldhindon: Go
Wellstone: Miss
Arryn: Go
Zadok: Kill
Johari: Miss
Zoog: TBD (Dead)
Big Rats: TBD


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

I'll try and Daze another rat.

Daze: Will DC 15


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

J'attaque la vile créature!

1d20 + 1 ⇒ (7) + 1 = 8

Wayfinders

Signal: Map & Handouts |

Will save: 1d20 + 1 ⇒ (18) + 1 = 19
The rat closest to Deldhindon shows a surprising amount of mental fortitude, his cantrip having no effect.

Arryn attacks in a different language. Unfortunately, it doesn't translate very well, missing.

The large rats continue to bite at their chosen targets!
Attack (red) vs Johari: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d4 ⇒ 4
Attack (blue) vs Zadok: 1d20 + 1 ⇒ (14) + 1 = 15

Round 3
Deldhindon: Go
Wellstone: Go
Arryn: Go
Zadok: Go
Johari: Go

Big Rats: TBD


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

zero hp

Johari stumbles back out of the rats' reach, staggered.

5' step back


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

"Johari! Get out of there, you can't do any good anymore!"
Zadok slashes at the rat, continuing his motion from swing to swing as if sweeping the floor, ATK: 1d20 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12 and catches only air.


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 moves on Blue!
sword cane: 1d20 + 3 ⇒ (14) + 3 = 17
dmg: 1d6 ⇒ 6

Wayfinders

Signal: Map & Handouts |

Zadok catches only air, but Wellstone finally strikes true ending the life of a large rat with a loud squeak!

Round 3
Deldhindon: Go
Wellstone: Kill
Arryn: Go
Zadok: Miss
Johari: Move
Big Rats: TBD


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 sees the group converge and outnumber the lone creature left and decides to reserve his resources for future encounters.


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

SCIMITAR!

1d20 + 1 ⇒ (13) + 1 = 14
Damage on hit:1d6 + 1 ⇒ (1) + 1 = 2


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

"Now is not the time for rest Deldhindon! One bite can still end a man; slowly, painfully."


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

Wonderful.

Wayfinders

Signal: Map & Handouts |

Looks like I missed a crit threat. Ah well, not going back in time.

Arryn swings his scimitar with just enough precision, delivering a glancing cut that is enough to kill the vermin! Off initiative!


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

"We are running low on physical resolve. We need to rest" Zadok spends time searching the room.


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

Yar

Johari searches also perception: 1d20 + 5 ⇒ (6) + 5 = 11

Wayfinders

Signal: Map & Handouts |

GM:
Arryn: 1d20 + 8 ⇒ (5) + 8 = 13
Deldhindon: 1d20 ⇒ 15 LLV
Zadok: 1d20 + 4 ⇒ (17) + 4 = 21
Wellstone: 1d20 + 4 ⇒ (9) + 4 = 13

The group takes some time to search. Zadok finds two unused sunrods that had rolled beneath the boiler. Using his sword he's able to slide them out. Nothing else of interest is found.


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 grabs a sunrod and hands off the other. "We've had to sleep here before. Where was that?" We did rest once before, yes? Let's go back there.

Wayfinders

Signal: Map & Handouts |

You have not rested yet, though you did wake up in a bunch of cells below. Do you want to return to that area to rest? Also, please outline any specific things around your sleeping that I should know.


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 leads the way back to the one room that seems to bring respite. Once everyone is inside, he quickly jams the door up Disable Device T10 for 15.

He offers to take the first watch.

Wayfinders

Signal: Map & Handouts |

GM:
1d100 ⇒ 561d100 ⇒ 611d6 ⇒ 6

The group decides that the boiler room you fought the rats in is the most recently safe place, and make to rest there. Zadok has no trouble jamming the lock on the door in, making it at least a bit more difficult to breach.

Your first hour of freedom turns into your first day, sleeping in shifts with weapons nearby. You can hear the odd skittering sound from beyond the door, as well as the occasional creak from the walls. You can only hope that they're strong enough to hold, and stronger still to keep things out. The time passes slowly, painfully so, but pass it does.

The next day is ready for you.

24 hours pass. You each gain a hit point back (unless someone can do long term care, which is a DC 15 Heal check). Spellcasters get their spells back.

Wayfinders

Signal: Map & Handouts |

Johari - Fort save please


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

Fort: 1d20 + 3 ⇒ (8) + 3 = 11 <--I am not hopeful

Wayfinders

Signal: Map & Handouts |

Johari feels the onset of a fever, but is able to fight off the worst of the effects. Still, it persists.


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

Fresh, ready. Zadok takes a few moments to touch the brick and mortar of this strange and ersatz prison. "Come what may, we are making progress. We ARE the something wicked which comes. Let us take control. Now, we lost one of the creatures, and it's head is our coin into the room of potential allies. Come now. Let us find it."

Let's take 10 looking at old and cleared rooms before heading into the yard. Ready.


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

can anyone help me out w/long term care, plus any healing?

Wayfinders

Signal: Map & Handouts |

I'm okay with a retcon for any extra healing you guys do, knowing full well that you're looking for a fight.

The group loops through the various explored rooms, and in short order ends up heading back towards where yesterday began. When you walk into the courtyard where you first surfaced, you spot the familiar shape of a woman... the shapeshifter! It's form warps back into the grey-skinned monstrosity it is, hisses, and flexes razor-sharp claws!

Init:
Enemy: 1d20 ⇒ 1
Arryn: 1d20 ⇒ 11
Deldhindon: 1d20 + 11 ⇒ (2) + 11 = 13
Johari: 1d20 + 2 ⇒ (19) + 2 = 21
Wellstone: 1d20 + 3 ⇒ (14) + 3 = 17
Zadok: 1d20 + 3 ⇒ (20) + 3 = 23

ROUND 1
Zadok: Go
Johari: Go
Wellstone: Go
Deldhindon: Go
Arryn: Go

Shapeshifter: TBD


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 has nothing to help with healing.

"Finally! Your severed head is the final gateway to succor, and more importantly, answers!" He casts a spell of Shield and closes in.


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 |
Zadok Obed Mlaştină wrote:
Zadok has nothing to help with healing.

Nor Wellstone.

The good Doctor takes a circuitous route to his quarry, sword cane in hand to administer punishment as needed. Have at you!
Double move, giving Zadok flanking.

Wayfinders

Signal: Map & Handouts |

Zadok and Wellstone both ready to fight the shapeshifter, getting into position.

ROUND 1
Zadok: Shield
Johari: Go
Wellstone: Move
Deldhindon: Go
Arryn: Go

Shapeshifter: TBD


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

Still badly hurt, the slayer is reluctant to close with the foe. He draws his magic dagger and lets fly (after closing beyond the Corner)
throw: 1d20 + 3 + 1 - 4 ⇒ (19) + 3 + 1 - 4 = 19 <—threat!!
damage: 1d4 + 1 + 4 ⇒ (3) + 1 + 4 = 8

Confirm: 1d20 + 3 + 1 - 4 ⇒ (19) + 3 + 1 - 4 = 19
damage: 1d4 + 1 + 4 ⇒ (4) + 1 + 4 = 9

Wow...17 damage with a thrown dagger!!!


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

OK, first... That's a disease on Johari, right? Can I treat his disease that morning?

Heal:1d20 + 8 ⇒ (20) + 8 = 28

Second, Arryn closes and attacks.

1d20 + 1 ⇒ (3) + 1 = 4

And hopes he gives the shapeshifter a moment of introspection. Perhaps he will mend his wicked ways.

Wayfinders

Signal: Map & Handouts |
Arryn Glasswalker wrote:
OK, first... That's a disease on Johari, right? Can I treat his disease that morning?

Arryn recognizes the disease as Filth Fever. He tends to Johari's illness, and though it has not passed yet he knows that another night of rest will be all it takes.

====

The creature howls in pain from the dagger strike from Johari!

Meanwhile Arryn makes threatening gestures, but they're fairly unconvincing.

ROUND 1
Zadok: Shield
Johari: Crit!
Wellstone: Move
Deldhindon: Go
Arryn: Miss
Shapeshifter: TBD


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 steps fully into the yard and sends arcane power to befuddle the creature's mind.

Daze, Will DC 15

Wayfinders

Signal: Map & Handouts |

Will save: 1d20 + 6 ⇒ (2) + 6 = 8

Deldhindon fills the creature's mind with a whirlwind of images, dazing it. It clutches its head, trying to make sense of it all...

ROUND 2
Zadok: Go
Johari: Go
Wellstone: Go
Deldhindon: Go
Arryn: Go

Shapeshifter: 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 2

Johari takes careful measure of the monster (studied target). He draws his throwing ax, and hurls it.

throw: 1d20 + 3 + 1 - 4 ⇒ (15) + 3 + 1 - 4 = 15
damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


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

"You will fall. Prepare." Zadok swings dispassionately,
ATK: 1d20 + 2 ⇒ (17) + 2 = 19 for DMG: 1d8 + 2 ⇒ (4) + 2 = 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 |

Wellstone attacks!
sword cane: 1d20 + 3 ⇒ (5) + 3 = 8
dmg: 1d6 ⇒ 3


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

if this thing doesn't drop after 23, possibly 34, damage...i quit!!!

Wayfinders

Signal: Map & Handouts |

Zadok's strike is just precise enough to catch the creature offguard, slicing it's throat. It collapses, bleeding out onto the ground.

Out of initiative


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

"Finally!" Come let us search the foe and take its head. Surely the blood we've spilled is now enough."[/b]

Zadok will look around a bit to see if there's anything of note here and on the body.

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