Strange Aeon's

Game Master Freman969

Four strangers wake up trapped in an asylum gone mad, with no recollection of who they are or how they got there. Searching for answers to those questions may cost them more than just their minds.


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Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

Ready to proceed


The next day dawns. The party slept peacefully, or at least what could pass as peacefully given their circumstances. Their dreams were dominated by warm blues and the faint outlines of butterfly wings. Awakening to their new reality is a bitter pill indeed. Outside, the insane thunder laughs like a pack of school children and the sickly yellow fog continues to roll past the stained glass windows of the chapel.

where to?


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

To his surprise, Toad had slept well. He could hear the sounds of a meadow, and watches the butterflies alight through a garden of wild flowers. For a moment, he nearly forgets.

The mocking laughter of the thunder makes the sweetness of it shrivel.

Toad has only one thing on his mind this morning: the "plant" hat's growing and keeping them trapped. Maybe they could find a way around it. Maybe they'll find a way out today. How bad can a plant be?

After waking the others, he seeks out Winter. "Winter! Tell us about this plant? Show it to me..."

Spells prepared: CLW x3


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

Victor checks his weapons and armour before they approach Winter. Concerned over how a plant could give them so much trouble he's worried about why.


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

Knowledge Religion: 1d20 + 8 + 1d6 ⇒ (16) + 8 + (6) = 30

Please correct me if I'm wrong. I assume with a 30 I'd know at least the following

"You probably all know this, but this is clearly a temple dedicated to Desna. Dreams of butterflies make that clear"

"I think we're going to have to look at it for ourselves"


Shirrin

Spoiler:
The chapel seems to be dedicated to multiple deities but whatever force is keeping your dreams peaceful comes from the statue of Desna that rests in the corner. If anything would to happen to the statue, that protection would likely cease.

Winter nods grimly but moves to change the party's thinking as she leads them to the growth. "It's not really a plant. I couldn't think of the right word for it at the time but... here. Take a look for yourself."

Winter pulls back the red curtain to show the growth. The hall ends just beyond the dingy curtain, but the wall here suffers some sort of otherworldly parasitism. A mass of stringy, yellow fungus stretches across the stone blocks. At its heart bulges and blinks a watery eye the size of a wagon wheel.

Winter shakes her head. "It's no plant I'd ever seen.


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Amy jerks away with a start. Her dreams had been sweet, but she hadn't meant to sleep at all...

But she was safe. Desna watched over her. Clutching at her butterfly necklace for comfort, she sighs in relief.

Praise Desna!

After quickly checking on the children, Amy wanders over to the others.

"What are we doing t-- OH, SH**! What is THAT?!" she exclaims as Winter pulls back the curtain.

Clamping a hand over her mouth, Amy smothers her own impending scream of horror.

Eyes wide in fear, Amy looks at the disturbing growth.

Knowledge Arcana: 1d20 + 4 ⇒ (2) + 4 = 6


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

Victor stares at it wide eyed "Plant... is a word. It seems to be alive... I uhm maybe it would be easier for us to try and break through one of the parts of the walls. I have no idea what to do with this."


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

At the moment all my knowledge skills are identical. And all are traind

knowledge: 1d20 + 1d6 + 8 ⇒ (12) + (4) + 8 = 24

I'd relay pretty much everything I know about it.

We haven't discussed knowledge checks before. If you're ok with it, I prefer for you to just tell me what you think I'd know rather than my asking questions (it can be hard not to metagame questions when the player recognizes a monster :-(). I'm always most interested in what it is (ie, things like ecology, alignment, flavour text, general stuff). Then whatever the creature would be famous for (eg, a troll would be known to regenerate, a dragon has breath weapons, etc). If there are questions remaining then knowing how it is going to kill us and DR take precedence over things like special defences.


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

"..I mean, how bad can it b--"

"...be..." Toad croaks when the enormous eye is revealed.

Knowledge (nature): 1d20 + 4 ⇒ (12) + 4 = 16

Turning to Winter, he whispers, "Have you...have you tried to, um, interact with it?"


It is clearly not natural, but rather some form of haunt, a terrible form of undead trap that mimics spell effects. Thinking back, the grotesque innards that trapped the doppelganger that tried to trick you back in the north hallway was probably another form a haunt, one that was triggered by proximity. This one seems to have manifested as twisted form of a spell that sealed the door shut. Throughout the fungi, the wooden door can still be seen. Haunts can be harmed by positive energy, though they manifest again after a period of time unless the destroyed in particular ways, each one unique. Haunts bound to items like this one also tend to cease if the item in quest in destroyed.

As Geroge relays this information, the eye in the middle of the door blinks, staring at each of the party members.

Winter shakes her head. "No, I'm afraid to in case it becomes malicious. So far it has been disturbing, but ultimately harmless. However, we can't pass out into the main hall with it in the way."


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

Victor looks at the thing leerily. "Blink twice if you can understand us."


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Amy looks literally frozen in shock. She stares at it wide eyed and pale, with her hand clamped over her mouth.

As the others begin to speak at it, she slowly... slowly... lowers her hand.

Desna protect us...


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

"Its not actually really there. Its not even undead, its just necromantic energy. Although that doesn't really make it better. We can hopefully get rid of it for awhile with enough positive energy. If it is just here to defend the door MAYBE destroying the door will get rid of it?"

GM - Is the latter about as good as I can do from a knowledge point of view?

And one rules question. Answer is probably NO but I have to ask

I have alchemical extracts of Cure Light Wounds prepared. They can normally be used ONLY on myself (I'm not being selfish, I can't get the ability to use extracts on others until 3rd level :-)).

Is affecting a Haunt with these extracts that cannot normally be used on others an option?


The eye doesn't respond, staring and blinking at random.

Yah Shirrin, that's more or less exactly what you got. As for your question I don't think so. While the spell cure light wounds would harm a haunt, you would have to basically cast it as touch attack for it affect the haunt. Seeing how you can't cast a potion as a touch attack, i'm pretty sure you can't use an extract to harm the haunt. However, holy water does hurt it and can be used as alchemist fire, basically. Which is a little weird but them the rules. Or at least what I can figure out with what research I did.


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

So there is nothing to redeem then. Victor nods listening to what George says "I might be able to ask Saranrae's help in this matter if other means fail. But before expending such a precious resource should we test Georges theory."

Lay on hands it a few times if the door thing doesn't work? It seems like we'd be hacking through it to get at much of the door but worth a shot.


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

"Hello?" Toad calls, waving his hand before the fearsome eye. He instantly regrets it. Perhaps they don't want to dry its attention. He peers at his reflection within its pupil, wondering at the madness that the world has become. "Is it conscious? Does it know where it is?"

"I'd really rather not touch if it I don't have to..."


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

"If I am right then it is not conscious. There isn't even really an "it" there. Think of it as a spell and little more."


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

"If you're right..." Toad says, his voice dry and raspy. "But you usually are. Here's me hoping more than I've hoped for anything since we woke up."


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

"So I guess we try to remove the door and we can find somewhere to put it... should we hack the door out or can one of you do something with the hinges?"


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Amy turns to Winter and asks, "Do you have any priests among you who can channel the powers of the gods? Or tools to remove the door?"

After hearing the answer, she looks to Victor. "Be careful."


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

"I should hopefully be able to remove the door without any trouble. Once we get to it, that is

Not sure if that would be disable device or knowledge engineering but I'm pretty good at either


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Amy nods, but makes no move to actually touch the door herself...


At this point, the door is the haunt, with any form of lock or handle hidden under the fungus. You'll have to attack the eye directly, or hit the wall around it.

Winter nods. "I've been blessed by the Lady of Graves. I can help if need be."


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4
Winter wrote:
"I've been blessed by the Lady of Graves."

That doesn't sound pleasant. Toad thinks.

"So, um, not to sound rude, but what does that mean? Can you pray for this, this thing to go away?"

Toad shifts his gaze uncomfortably, avoiding eye contact. XD


Winters blinks in confusion before remembering the parties current situation. "Oh right, forgive me, I forgot you have lost your memories. I'm a cleric in the service of Pharasma, the Lady of Graves, goddess of fate, death, prophesy and rebirth. She watches over the Boneyard, the last great resting place of the souls of the dead, and judges them to send them to their final place on the planes. As one of her cleric, I am blessed with healing spells to help those who's time has not yet come, or spells to hasten those who need it to their final rest." She smiles. [b]"So yes, to answer your question, I can help pray this away."


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Amy smiles in relief. "Wonderful! Could you try, please?"


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

"Praise Pharasma"


gm roll

Spoiler:

Winter channel divinity: 2d6 ⇒ (5, 4) = 9

Winter nods. "I will try." She walks forward, and touching the holy symbol around her neck, prays to Pharasma. A warm feeling washes over the area. The eye screams. Suddenly, The eye's pupil sprouts a pair and fangs, and before any can react, the fangs strike out at Winter.

Spoiler:

fang's attack: 1d20 + 2 ⇒ (16) + 2 = 18
fang's damage: 1d8 ⇒ 8

The fangs bite deep into Winter's arm, and she gives a cry of pain they bite out a deep gash. The fangs sink back into the pupil and the eye cries out in three distorted, echoing voices: "What have I become!" A single, milky white tear falls from the eye and the strong scent of ammonia permeates through the air.

Initiatives
Toad's initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Amy's initiative: 1d20 + 1 ⇒ (17) + 1 = 18
George's initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Victor's initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Winter's initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Round Order
1. Amy
2. Geroge
3.Victor
4. Toad
5. Haunt
6. Winter


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

"What can I possibly do to even help fight this thing? Maybe I can at least help Winter?"

Having not much else to do, Shirrin steps up and tries to distract the Eye.

Mechanically, Aid Another to help Winter's AC
aid another: 1d20 + 3 ⇒ (20) + 3 = 23

NOW I roll a 20? Feh!! :-(

Edit: Darn, went to update the map and there doesn't seem to be any room. So I guess I'd just uselessly fire an arrow at the eye. At least I hit :-)


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

Victor reaches out instinctively without thinking and uses lay on hands on the eye, energy flowing through his finger tips into the entity.

Lay on Hands: 1d6 ⇒ 1


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Amy lets out a shriek of fear as the door monster bites Winter. With no way to harm a haunt, she instead thrusts her arms out in front of her and hurls a glob of acid at the door, hoping to damage it...

Ranged Touch Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Acid Damage: 1d3 ⇒ 2

Looking at the map, I'm not sure where we should be. Are we placed properly? Are we attacking the red rectangle?


Sorry, I should have updated the map sooner. It's done now. Wait so Shirrin, do you aid Winter or fire at with your bow?


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

I'd have aided if I could have but I thought there wasn't room. Looking at the map I STILL think there isn't any room :-)


I'm still a little confused. If you shoot it with your bow, roll damage. Cause you do hit it.


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

Now I'm really confused :-). I thought it was a haunt. An arrow shouldn't be hurting a haunt, should it?


Maybe it's special. Maybe it'll be hurt. You won't know unless you try. Think of it this way. It's basically acting as a door. If you hit a door, it does damage. If you can destroy the door, maybe it'll go away. Tbh I really like the flavour of haunts, but mechanically they are super confusing.


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

Uh, ok :-). When you said it was a haunt I kinda assumed my character knew that it couldn't be hurt :-)

So, lets take that 20 as a to hit roll
Confirm crit: 1d20 + 3 ⇒ (10) + 3 = 13 (no idea if it can be crit but what the heck)

damage: 1d6 ⇒ 3

possible crit damage: 2d6 ⇒ (1, 1) = 2


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Side note: I actually love haunts. Haha.


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

My opinion depends greatly on how they're implemented. When they're there primarily to just give back story to the characters (eg, in the Curse of the Crimson Throne Adventure Path) I kinda like them. When they're very much story obstacles (PCs have to discover what is going on and fix it like with a ghost) I can like or hate them, depending on whether the PCs actually have a reasonable chance to figure out what is going on :-). When they're essentially just a magic trap that does weird damage I tend to dislike them


The eye gives another horrible wail before shriveling away. The yellow fungus takes on a grey colour, as flecks begin to slowly fall. While the fungus is still blocking the hallway, it is clear whatever source that was animating the eye is gone. For how long remains unknown.

I don't know if I should tell you the haunt's weakness or not or the mechanics behind it, but like in this case it acted like a door, so it could be hurt like it was made of wood. I think is the reasoning. I guess it would be a knoweldge check to know weakness?


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

As the haunt crumbles away, Amy eyes it warily.

Slowly... she approaches the door...

As nothing happens, she finds a nearby club or hunk of wood and starts smashing it against the door. Intent on destroying the door before the eye comes back.


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

Victor starts trying to hack off chunks so they could get through the door and leave the grizzly business behind them... and they could find now horrors.


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

Now that he can get access to the door, Shirrin looks to see if the door can be completely removed

"If we move the door, even if the haunt returns, it will be far less of a danger"

Not sure what that would be. Knowledge engineering? Disable Device?

Assuming can take 10, that would be 18 +inspiration: 1d6 ⇒ 4 and the same for disable device (would only roll the inspiration dice if an 18 was a failure for disable, its free so automatic for knowledge checks.

If can't take 10 -
either skill: 1d20 + 8 ⇒ (4) + 8 = 12

Would also definitely use Psychometry on the door. BEFORE taking it down

Psychometry: 1d20 + 8 ⇒ (11) + 8 = 19. If that fails, would cast inspiration
inspiration: 1d6 ⇒ 6


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Toad has been standing back, silent in his fears and speculations about the enormous eye. "What kind of magic would create such a thing?" he asks Amy and George, who seemed to know more and be more versed in such things. "I can't even begin to comprehend..."

He examines Winter's wound. "That's a very bad bite, Winter. Can your prayers mend your own wounds? I could try as well, if you're unable..." Tag Winter


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

"I don't know." Amy replies. She hasn't passed a single knowledge or spellcraft check yet. I highly doubt you think she might know what's going on. lol


George

Spoiler:
You determine that the door had been affected by a warp wood spell cast by someone in a heightened emotional state, mostly anger or vindictiveness, though it's hard to determine as they are multiple conflicting emotions. The spell seemed to have worked, but was warped in some unknown way, as if some other force changed the spell outside the original intent. You are unable to determine what that force could have been.

Winter gives a pained smile, sweet beading on her brow. "Thank you, but I can do it myself." Touching her self, she infuses the holy power of Pharasma into the wound

Spoiler:

cure light wounds: 1d8 + 3 ⇒ (7) + 3 = 10

The wound closes and she looks much better.

There doesn't seem to be way to remove the door without destroying it. Which Amy and Victor quickly do working together. In short order, the path to the entrance hall is clear.


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

"Well, shall we proceed?"


Winter begins to head back to the chapel. "I should stay with the patients in case anything happens to them, and to keep them calm so don't go running away.. Remember to come back if you need rest or healing."


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

"I'll go through first, hopefully things make more sense on the other side and we can find a way out that is safe." Victor raises his shield and tries going through the door.

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