Strange Aeons, with GM Pendrak

Game Master karlprosek

To shake off the maddening and wearying limitations of time and space and natural law—to be linked with the vast outside—to come close to the nighted and abysmal secrets of the infinite and the ultimate—surely such a thing was worth the risk of one’s life, soul, and sanity! -- H.P. Lovecraft, The Whisperer in Darkness (1931)

Thank you, GM Pendrak, for starting this campaign.

Combat map | Fort Hailcourse Continued
World Anvil campaign page
Ustalav Map
Thrushmoor Map
Loot list


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Sorry this week has been unexpectedly heavy at work. I'm planning on posting tomorrow.


FM Human (Varisian) [ HP: 68/38 | AC: 16 (12 T, 14 F) | CMB: 3, CMD: 15 | F: 8, R: 4, W: 5 | Init: 6 | Percep: 6] Sorcerer (Aberant) 6

Someone else might want to investigate the wall since you know if Broom does it it's just going to get fixed up.


F Aasimar (Changeling) Dread 6 [ HP: 33/33 | AC: 21| T: 16| FF: 15 | CMD: 20 | Fort +2 / Ref +9 / Will +6 (+1 vs aberrations, +2 vs Disease)| Init +5 / Perception +10 (Darkvision 60') ]

Holy crap! How do I miss 25 posts?


Sometimes the boards just decide to stop notifying me when threads get updated. It seems random, though I'm sure there's some kind of underlying gremlin code reason.


FM Human (Varisian) [ HP: 68/38 | AC: 16 (12 T, 14 F) | CMB: 3, CMD: 15 | F: 8, R: 4, W: 5 | Init: 6 | Percep: 6] Sorcerer (Aberant) 6

If REine wanted to be in Broom's spot, she would step out of the way for her.


Desdemona:
fetchling summoner (shadow caller/paracosmist) 5 HPs:41/41 - AC@&: 17|13|14 - Fort:+2@ | Ref:+4@ | Will:+3*@ - Per:+0, Init:+3, CMD:16 *+2 saves vs fear/emotion, @+2 in reach of eidolon, &50% miss in dim light.
Itzaldeimos:
shadow eidolon 6 HPs43/43, AC22|19|19 (cold/electric res 10), F+2, R+6 (evasion), W+4*, Per+9, Init+2, CMD21, *Persistent eidolon: +4 vs ench(compulsion) or spells that take eidolon away from summoner

Please bot Des and shadow for me, not sure how long yet. Arm is painful atm. Des will AA John's AC with the roll from last rnd and shadow will step up and slam/bite/claw/claw from 10' over the others' heads.


Desdemona:
fetchling summoner (shadow caller/paracosmist) 5 HPs:41/41 - AC@&: 17|13|14 - Fort:+2@ | Ref:+4@ | Will:+3*@ - Per:+0, Init:+3, CMD:16 *+2 saves vs fear/emotion, @+2 in reach of eidolon, &50% miss in dim light.
Itzaldeimos:
shadow eidolon 6 HPs43/43, AC22|19|19 (cold/electric res 10), F+2, R+6 (evasion), W+4*, Per+9, Init+2, CMD21, *Persistent eidolon: +4 vs ench(compulsion) or spells that take eidolon away from summoner

The shadow is a langolier now XD XD XD I don't make the rules

Love it! Picturing the shreds of ghost and the ripping sounds


Desdemona:
fetchling summoner (shadow caller/paracosmist) 5 HPs:41/41 - AC@&: 17|13|14 - Fort:+2@ | Ref:+4@ | Will:+3*@ - Per:+0, Init:+3, CMD:16 *+2 saves vs fear/emotion, @+2 in reach of eidolon, &50% miss in dim light.
Itzaldeimos:
shadow eidolon 6 HPs43/43, AC22|19|19 (cold/electric res 10), F+2, R+6 (evasion), W+4*, Per+9, Init+2, CMD21, *Persistent eidolon: +4 vs ench(compulsion) or spells that take eidolon away from summoner

were the claws crits, DM?


Desdemona Elisabeth wrote:

The shadow is a langolier now XD XD XD I don't make the rules

Love it! Picturing the shreds of ghost and the ripping sounds

The langoliers? Now that's a name I haven't heard in a long time. :)

Desdemona Elisabeth wrote:
were the claws crits, DM?

Whoa, I totally missed that those were 20s. The first one definitely is, let me roll to see about the second one.

1d20 + 7 ⇒ (11) + 7 = 18

Second one's not. Dmg 2: 1d6 + 4 ⇒ (4) + 4 = 8

8 more damage puts it juuuuust short of going down. It would run if it could.


FM Human (Varisian) [ HP: 68/38 | AC: 16 (12 T, 14 F) | CMB: 3, CMD: 15 | F: 8, R: 4, W: 5 | Init: 6 | Percep: 6] Sorcerer (Aberant) 6

I had to Google that name, but I remember watching it.

I don't know if it is something special with the attack that hit it, but normally undead are immune to stunning. I don't think that changes anything in this encounter though. Having a heavy hitter that naturally has ghost touch was a tremendous help.


Desdemona:
fetchling summoner (shadow caller/paracosmist) 5 HPs:41/41 - AC@&: 17|13|14 - Fort:+2@ | Ref:+4@ | Will:+3*@ - Per:+0, Init:+3, CMD:16 *+2 saves vs fear/emotion, @+2 in reach of eidolon, &50% miss in dim light.
Itzaldeimos:
shadow eidolon 6 HPs43/43, AC22|19|19 (cold/electric res 10), F+2, R+6 (evasion), W+4*, Per+9, Init+2, CMD21, *Persistent eidolon: +4 vs ench(compulsion) or spells that take eidolon away from summoner

Level up, yay!:

Desdemona shadow caller/paracosmist 6

+6 hps (41)

+1 BAB (+4)

+1 to all saves (+3+5+5)

+1 to these skills: K: arcana (+11), K:history (+11), K:local (+6), K:nobility (+11), K: planes (+13), Spellcraft (+11) = 6 skill pts total (with bg skill pts)

new class feature: Maker's Call (Su)

+1 spell/day for level 1 and 2 spells

*+2 to CHA from pink and green ioun stone(?): +1 to Cha skills, Resist DC18, Concentration +13, additional +4 to concentration for shadow, pain, or darkness spells

new lvl.2 spell (lesser evolution surge)

Itzaldeimos level 6 (shadow base type, psychopomp subtype)

+8 hps (1 from fcb) (43)

+1 BAB (+5)

+1 pt evolution: Improved Damage (Ex) : claws (1d6)
+1 pt evolution: reach (Ex) : claws

new class feature: Devotion (Ex)

new feat: Improved natural attack: claws (1d8)

skills: +6 (incl. bg skills): +2 Acrobatics (+12), +1 Intimidate (+9), +1 Linguistics (+5: Aboleth), +1 Lore: Dark Tapestry (+8), +1 Perception (+9)

+cleanup for the updates I forgot to do at level 5 -_-;

I have a question that needs answering before I update the profile(s), but it's just a small thing. I PM'd you on discord, GM and Reine.


F Aasimar (Changeling) Dread 6 [ HP: 33/33 | AC: 21| T: 16| FF: 15 | CMD: 20 | Fort +2 / Ref +9 / Will +6 (+1 vs aberrations, +2 vs Disease)| Init +5 / Perception +10 (Darkvision 60') ]
Mashiki Malbourne wrote:

I had to Google that name, but I remember watching it.

I don't know if it is something special with the attack that hit it, but normally undead are immune to stunning. I don't think that changes anything in this encounter though. Having a heavy hitter that naturally has ghost touch was a tremendous help.

Sorry I missed this. Reine's Aura of Fear removes creatures' immunity to fear effects, and the stunning was a fear effect. It's possible/probable that deleting the fear immunity doesn't also remove the stunning immunity (it is a different line in the Undead Traits entry).

I think in this case, you're right that it didn't really matter, since Shadow went ham on it. But I think that in the future that probably shouldn't work (at least against mindless undead). That said, ghosts aren't mindless, so... meh.

I'll leave it up to Karl.


Male Human HP 71/71 AC 18 T 12 FF 16 Fort +7 Ref +1 Will +3 Perc +5 Init +2 Spd 40

Lachen will probably take another level in fighter.. Will probably go Fight 5/ Blood 2, then getting slowly to 5/5

Lvl 4 stat STR+1

Bab+1
Fort+1
Combat bonus feat Trade Cleave for weapon focus-Earthbreaker (as I'm level 4) to get Weapon specialisation -Earthbreaker

Skills (4)
Know Dungeonering
Know Engineering
Disable device
Survival

HP+14 (max+CON+FC), total 71


FM Human (Varisian) [ HP: 68/38 | AC: 16 (12 T, 14 F) | CMB: 3, CMD: 15 | F: 8, R: 4, W: 5 | Init: 6 | Percep: 6] Sorcerer (Aberant) 6

HP +10
skills +1 kn (dungeon), +2 perception, +1 craft (alchemy), +1 profession (merchant). She did some shopping and tried to haggle so she spontaneously picked up thoughts on how merchanting works.

BaB +1
F/R/W +1 each

+1 cantrip and +1 lv 3 spell

Swap out adhesive blood for levitate
Added Scoop cantrip and Vampiric touch lv 3

Us gains +1 Kn(Nobles) and +1 Kn(Religion) as well as a general +1 to all Kn skills. Also gets +1 int (10 --> 11)


F Aasimar (Changeling) Dread 6 [ HP: 33/33 | AC: 21| T: 16| FF: 15 | CMD: 20 | Fort +2 / Ref +9 / Will +6 (+1 vs aberrations, +2 vs Disease)| Init +5 / Perception +10 (Darkvision 60') ]
Mashiki Malbourne wrote:

l

Swap out adhesive blood for levitate
Added Scoop cantrip and Vampiric touch lv 3

Why do I feel like I'm going to enjoy Broom's first experience realizing she can fly/levitate?


F Aasimar (Changeling) Dread 6 [ HP: 33/33 | AC: 21| T: 16| FF: 15 | CMD: 20 | Fort +2 / Ref +9 / Will +6 (+1 vs aberrations, +2 vs Disease)| Init +5 / Perception +10 (Darkvision 60') ]

Leveled up!

+5 HP
+1 to BAB (+4 total)
+1 to all saves (+2/+5/+5)
+1 to Dodge Bonus (Scaling Feats Rules)
+6/+2 Skill Points/Background SP: +2 each to Acrobatics and Perform:Sing(BK), +1 each to Autohypnosis, Intimidate, Perception, and Stealth

+6PP/Day
+1 Terror (Horrible Strike)
+1 Power Known (Concealing Amorpha)
+1' (16' total) radius to Aura of Fear (Favored Class)

REALLY liking Horrible Strike, as it can (somewhat) mitigate the "dealing damage to undead enemies" problem. 2PP adds 1d6 to damage done, can stack (so can add 3d6 to any attack for 6PP).

Would still like to get her a better ranged weapon though, eventually.


Male Human HP 71/71 AC 18 T 12 FF 16 Fort +7 Ref +1 Will +3 Perc +5 Init +2 Spd 40

Didn't realize we used Background skill..

Not a too much big deal, I can figure it out here

12 Bakground skills
Craft Trapmaker 2
Handle animal 1
Know Engineering 2
Lore-Criminal local 2
Lore-Laws Local 2
Lore Cheliax History 1
Lore-Succubi 2

Reworked Fighter skills (L4, 16 points)
Intimidate 4 /+11
Know Planes 3/+7
Survival 3/+6
Disable Device 3/+8
Ride 1/+6
Know Dungeonering 2/+6

Reworked Bloodrager skills (14 points)
Perception 2/+5
Acrobatics 2/+7
Spellcraft 2/+6
Swim 1/+6
Climb 2/+7
Know arcana 1/+5
Intimidate +1 (+12)
Disable device +1 (+9)
Survival +1 (+7)
Healing (n/c) 1/+1

(trading "Handle animal", now Background skill, for +1 to Spellcraft)


FM Human (Varisian) [ HP: 68/38 | AC: 16 (12 T, 14 F) | CMB: 3, CMD: 15 | F: 8, R: 4, W: 5 | Init: 6 | Percep: 6] Sorcerer (Aberant) 6
Reiene wrote:
To the other building? That seems like a long way away. Reine was suggesting maybe dragging the bodies down here and coaxing the slime into the room behind the wall, where we found the body we have to bury to end the haunting. Keeping the slime safely in the basement, while most of us hid on the stairs. But she's not going to say anything while Broom starts this plan, instead. I am amused.

I misread your suggestion, but what you mentioned about taking the ooze into the secret jail is a much better idea than what I am doing now. Are you sure you don't want to say anything?

On the other hand I could just have Broom clue into what you originally proposed.

Also

This whole plan is ridiculous. We are trying to preserve the life of an ooze? John really needs to speak up here.

See, this is what happens when he leaves us to our own devices.


F Aasimar (Changeling) Dread 6 [ HP: 33/33 | AC: 21| T: 16| FF: 15 | CMD: 20 | Fort +2 / Ref +9 / Will +6 (+1 vs aberrations, +2 vs Disease)| Init +5 / Perception +10 (Darkvision 60') ]

I think it's more that we're trying to not get eaten by the ooze ourselves, while also getting it out of the way so we can explore what's behind it.

I can have Reine say something. ;-)


Desdemona:
fetchling summoner (shadow caller/paracosmist) 5 HPs:41/41 - AC@&: 17|13|14 - Fort:+2@ | Ref:+4@ | Will:+3*@ - Per:+0, Init:+3, CMD:16 *+2 saves vs fear/emotion, @+2 in reach of eidolon, &50% miss in dim light.
Itzaldeimos:
shadow eidolon 6 HPs43/43, AC22|19|19 (cold/electric res 10), F+2, R+6 (evasion), W+4*, Per+9, Init+2, CMD21, *Persistent eidolon: +4 vs ench(compulsion) or spells that take eidolon away from summoner

I agree that we should take the body to town first (I don't mind if it happens offscreen, either), but Des definitely isn't going to carry it! XD


F Aasimar (Changeling) Dread 6 [ HP: 33/33 | AC: 21| T: 16| FF: 15 | CMD: 20 | Fort +2 / Ref +9 / Will +6 (+1 vs aberrations, +2 vs Disease)| Init +5 / Perception +10 (Darkvision 60') ]

I'm sure the shadow would be happy to handle that for her... no?


Desdemona:
fetchling summoner (shadow caller/paracosmist) 5 HPs:41/41 - AC@&: 17|13|14 - Fort:+2@ | Ref:+4@ | Will:+3*@ - Per:+0, Init:+3, CMD:16 *+2 saves vs fear/emotion, @+2 in reach of eidolon, &50% miss in dim light.
Itzaldeimos:
shadow eidolon 6 HPs43/43, AC22|19|19 (cold/electric res 10), F+2, R+6 (evasion), W+4*, Per+9, Init+2, CMD21, *Persistent eidolon: +4 vs ench(compulsion) or spells that take eidolon away from summoner

I wouldn't hold my breath.


FM Human (Varisian) [ HP: 68/38 | AC: 16 (12 T, 14 F) | CMB: 3, CMD: 15 | F: 8, R: 4, W: 5 | Init: 6 | Percep: 6] Sorcerer (Aberant) 6

I should have started with "Broom tentatively begins putting together the ceremony" to see if anyone was interested in stopping her, however once she had someone actively helping she would throw herself into the endeavor whole heartedly.

As for the missing priestess, I guess its possible that something else happened to her during the same time people were being kidnapped and eaten by the fish men. But it seems reasonable that she fell victim to the same fate? Though I do agree that we don't actually have any proof of that.


Desdemona:
fetchling summoner (shadow caller/paracosmist) 5 HPs:41/41 - AC@&: 17|13|14 - Fort:+2@ | Ref:+4@ | Will:+3*@ - Per:+0, Init:+3, CMD:16 *+2 saves vs fear/emotion, @+2 in reach of eidolon, &50% miss in dim light.
Itzaldeimos:
shadow eidolon 6 HPs43/43, AC22|19|19 (cold/electric res 10), F+2, R+6 (evasion), W+4*, Per+9, Init+2, CMD21, *Persistent eidolon: +4 vs ench(compulsion) or spells that take eidolon away from summoner

Whoa, that was an AWESOME mini-vignette, Broom! Now Broom is both Sister and Doctor, haha! I really dig the description of Us helping as well, that's really cool.

I seem to recall we found someone fitting the bill (or at least a holy symbol? Or am I recalling the wrong game?) eaten in the kitchen, or somewhere in the fort? But my memory is not the best, I'm sure you're all aware.


F Aasimar (Changeling) Dread 6 [ HP: 33/33 | AC: 21| T: 16| FF: 15 | CMD: 20 | Fort +2 / Ref +9 / Will +6 (+1 vs aberrations, +2 vs Disease)| Init +5 / Perception +10 (Darkvision 60') ]

Broom was totally good.

I was only concerned about whether we needed an actual priest/priestess to complete the Haunt destruction/put the ghost to rest. Love what you did with the whole vignette.

But yeah, I don't remember the priestess in the fort. I'll have to go re-read some stuff, I guess.


One of the prisoners said the priestess was in the cells with them when he first got there. She wasn't there by the time you freed the remaining prisoners. Skum eat humanoids.

It's conjecture but... yeah they ate her.


F Aasimar (Changeling) Dread 6 [ HP: 33/33 | AC: 21| T: 16| FF: 15 | CMD: 20 | Fort +2 / Ref +9 / Will +6 (+1 vs aberrations, +2 vs Disease)| Init +5 / Perception +10 (Darkvision 60') ]

Right. Well... It *IS* a Lovecraftian adventure...

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