STRANGE AEONS
(Inactive)
Game Master
Daniel Penfold 351
You wake up not knowing who or what you are, the campaign revolves around solving this mystery
Strange Aeons treasure list
Strange Aeons specific treasures
clues
images
maps
Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7
"Yes, talking would be very nice, we should try it!"
Diplomacy: 1d20 + 19 ⇒ (13) + 19 = 32
"What do you want to talk about and what do you know about Mun?"
Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7
"We know that there seem to be an awful lot of Muns," Domeric remarked, "Can't help but wonder why there are, or why you in particular happen to be here."
"Where have you met Mun before? And if it comes to that why are you here, perhaps I should just destroy you all."
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"We went to his house looking for him. Found many that looked like him."
Senn assumes this will break bad moves away from the group to not be hit by a bomb together and allow bitey to sniff around the other side of the room.
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
Many Muns. Is there a Prime Mun?
"Why are you looking for him?"
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"We have a mutual friend Lowls. Have you met him?"
"Lowls came here with me, with us, he abandoned me. He is quite mad you know. He seeks the Necronomicon on the lowest level."
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"And he is still here? Do you want revenge for abanding you?"
[i]At this point there is a shimmering in the air and as well as the homunculus Miacknian Mun is standing before you.
"Revenge, would be nice but Lowls is too strong for me."
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"Not if you have a group with you. Wow, more of you even better."
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
So what is with Lowls? We kinda took hits on the head and forgot everything.
"Your words do make sense, I will go with you until we reach the end of the library, then I want to go home. Lowls is trying to bring an ancient city called Carcosa from the Dreamlands back to Golarion. I don't know why exactly he never said."
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Sense Movtive: 1d20 + 6 ⇒ (20) + 6 = 26 Are these two on the up and up?
Mun appears to be telling the truth, although he is a very paranoid individual, bordering on madness.
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
"The way down to the next level is through the angels head to the west I believe (B14)"
Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |
You head back to B14 and turn the angel's heads. Moving them reveals a shaft with footholds leading down.
You find yourselves in another level. Like the previous levels of this library, this level contains hundreds of carvings of angels upon the walls. Those in this level are dancing and cavorting, but some of them hold sly expressions. The images seem to move on their own when viewed out of the corner of the eye.
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"I'm going to stand a little further back this time. On the last floor I opened a few too many doors and got clobbered."
Map updated- where would you like to head to?
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Senn will follow behind Trevor and Bitey looking over their shoulder for dangers.
Perception: 10 + 31 = 41
This room is crammed with cases, shelves, and cabinets alongside a large number of preserved snakeskins and the skull of some sort of large fish.
Senn you can hear the quiet turning of unseen pages.
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Detect magic and look around the room.
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
We're going to have to fight the fish head, I know it.
You do not find anything magical
Knowledge religion check
Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |
Know. Religion 1d20 + 11 ⇒ (6) + 11 = 17
Atajay, you think that this is a haunt.
Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |
”Oh no....it’s one of those damned haunts. Be ready to open up all the positive energy we can muster into it, assuming we can’t avoid it.”
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
Let us...leave the room! Trevor will do so.
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"Agreed. I'm low on channeling so let save those for another day. We can ritually cleanse this place."
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"Let's check there."
Was that b19 to b20? Let's check the other one.
That was B19, on to B20
This side room is similar to those in other parts of the Mysterium-clogged with high, sagging shelves brimming with books, relics, and other arcane curiosities. Nearly all of the once shelved books lie scattered across the floor in a haphazard mess.
In the room is a large blob, similar to the proto shoggoths you fought on the previous level but larger in size.
Knowledge dungeoneering
telekineticist 15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim)
"was the blob... reading? " Penith mutter wonders.
Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |
Know. Dungeoneering 1d20 + 10 ⇒ (15) + 10 = 25
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
Aid another for Atajady: 1d20 + 4 ⇒ (4) + 4 = 8
Atajay you recognise the creature as a proto shoggoth synctium. Basically this is what happens when 2 or more proto shoggoths combine. They have fast healing, resistance to acid, electricity and fire and spell resistance. They can also make a noise which can cause anyone in earshot to be staggered.
Trevor initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Atajay initiative: 1d20 + 12 ⇒ (7) + 12 = 19
Penith initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Senn initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Domeric initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Mun initiative = 1
Proto shoggoth initiative: 1d20 + 11 ⇒ (16) + 11 = 27
Initiative order:
Block 1: Proto Shoggoth
Block 2: You guys
Block 3: Mun
The proto shoggoth moves forward and starts to activate its cacophony (everyone on their turn needs to make a Will 18 or be staggered). It then attacks Trevor
Slam: 1d20 + 22 ⇒ (8) + 22 = 30
damage: 2d6 + 11 ⇒ (2, 5) + 11 = 18
Male Human (Preacher) Inquisitor 15 | AC 23/17/21 | HP 97/105 | F+15,R+16,W+14 (Stalwart)| +1 v charms, compulsions) (Stalwart)| Init.+12, Perc+18, SM+24 | Judgment 5/day |Determination 5/day |
Will 1d20 + 11 ⇒ (16) + 11 = 27 +1 v charms and compulsions
Delay to the end of the round to see what buffs I can add to my arrows.
telekineticist 15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim)
will: 1d20 + 7 ⇒ (12) + 7 = 19
Atajay's waring was enough to make Penith cover her ears. Just in time too. For the blob was LOUD. She keeps them covered, not getting a rock out, since there are so many books about to fling.
telekinetic blast with books, pbs, be: 1d20 + 12 + 1 + 4 ⇒ (19) + 12 + 1 + 4 = 36
damage: 5d6 + 11 + 1 ⇒ (4, 5, 2, 6, 2) + 11 + 1 = 31
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
Will save: 1d20 + 8 ⇒ (20) + 8 = 28
Trevor scoffs at the loud noises and bashes the nasty!
Hammer,PA,Furious: 1d20 + 21 ⇒ (19) + 21 = 40 2d6 + 22 ⇒ (2, 1) + 22 = 25
Hammer,PA,Furious: 1d20 + 15 ⇒ (16) + 15 = 31 2d6 + 22 ⇒ (5, 4) + 22 = 31
If it is an abberation, add +2 to hit and 2d6 to damage
Bonus damage: 2d6 ⇒ (6, 1) = 7
Crit check: 1d20 + 19 ⇒ (6) + 19 = 25 4d6 + 44 ⇒ (6, 5, 1, 4) + 44 = 60
Penith's book flies through the air striking the shoggoth and damaging it, although not all of the damage gets through.
Trevor's blow is completely deflected by the creature's tough hide.
Anyone else?
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Will: 1d20 + 15 ⇒ (10) + 15 = 25
Will: 1d20 + 9 ⇒ (9) + 9 = 18 +4 enchantment
Senn will move away and have Bitey attack.
Bite: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d6 + 13 ⇒ (2) + 13 = 15
Talon: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d6 + 13 ⇒ (2) + 13 = 15
Talon: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d4 + 13 ⇒ (2) + 13 = 15
Claw: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d4 + 13 ⇒ (1) + 13 = 14
Claw: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d4 + 13 ⇒ (2) + 13 = 15
Defense each turn:
Bitey takes an attack for anyone adjacent, Half of Trevor's Damage goes to Senn, anyone near Bitey has there ac boosted against attacks 2-4.
Aid ac: 1d20 + 10 ⇒ (19) + 10 = 29
Aid ac: 1d20 + 10 ⇒ (1) + 10 = 11
Aid ac: 1d20 + 10 ⇒ (13) + 10 = 23
Aid ac: 1d20 + 10 ⇒ (17) + 10 = 27
Aid ac: 1d20 + 10 ⇒ (8) + 10 = 18
Trevor you do hit it twice, the critical does not confirm
Trevor hits the creature twice, Bitey unfortunately misses.
Anyone else?
Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7
Will: 1d20 + 10 ⇒ (16) + 10 = 26
Domeric begins his song and casts haste on the party.
+2 to hit and damage, plus haste on everyone