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


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AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

Senn will look around and see if there is anything about dismissing or banishing creatures. Or, anything thing sales of particular interest.

Perception: 1d20 + 27 ⇒ (10) + 27 = 37


Male High Azlanti DM

Senn you notice a shimmering in the air.

Knowledge planes


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. Planes 1d20 + 14 ⇒ (4) + 14 = 18


Male High Azlanti DM

Atajay you recognise the creatures as aerial servants. They have damage reduction except against magic. They are naturally invisible (usually). They can sneak attack and they can do a wind blast in an 80ft line that does bludgeoning 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, |
Session Resources:
Senn, Aquilo, Bitey.

planes: 1d20 + 13 ⇒ (7) + 13 = 20

"Invisible creatures, Dom do you have glitterdust left? I'm out."


Hello? Are you friendly?


Male High Azlanti DM

Senn you know that they have immunity to bleed, paralysis, poison, sleep effects, and stunning and they are not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.

There is no response to Trevor's enquiry


Male High Azlanti DM

What do you want to do?


Anyone speak their language?


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)

"Unless they speak common or gnome, I don't... why are they not attacking us?" for some reason Penith finds this more unsettling than normal.


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

"They may be bound here for a specific task. Let's leave them here and come back to them if we get more information or need to fight them."


Male High Azlanti DM

Where would you like to go to next?


Um..bye! Bye!


Male High Azlanti DM

Going to assume you're heading to B21

The shelves in this room hold thousands of handwritten journals and bound books.


How about we have a tea break and do some reading? I'm kinda tuckered.


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)

Penith looks around a bit, looking more for particularly heavy books to bring with her as ammunition.

perception: 1d20 + 16 ⇒ (15) + 16 = 31


Male High Azlanti DM

The writings cover thousands of subjects. There is also a single chest on the floor between two of the shelves. Penith you can see that the chest is trapped.


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)

Penith will try to disable the trap with her mind from a distance (30 feet using telekinetic finesse).

disable device: 1d20 + 16 ⇒ (8) + 16 = 24


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

Senn stand back for the trapped chest waiting to see what happens.


Trevor stands outside the room.


Male High Azlanti DM

Unfortunately Penith sets off the trap and bolts of lightning shoot out into the room. Fortunately, as you are all outside of the room when it goes off, none of you are affected.


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)

"I... didn't... mean to do that." Penith stammers.


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

"It's ok Pen. I have done the same thing today. No one was hurt."

Let's check out the room if the door is no longer traped.


Male High Azlanti DM

Inside the trapped chest is the following:

a scroll of horrid wilting
a corkscrew in the form of a hand worth 300gp
a periapt of health.


Any takers?


Male High Azlanti DM

Where to next?


Have we cleared this floor? I can't remember. We do have that weird ghost room. Mun looks pretty crispy fried.


Hedran Classes/Levels HP 14/53 | AC:20 / 24 | Fort +10, Ref +7, Will +8 | Perception +13 Dark| Spellcraft +10 || Effects: u
Used:
Weasel 22/22 | Arcana 2/6 | Spells:| Pearls 1st 2/2 2nd 0/2

"I think that is it. Now we have to do the creepy angel thing."


Male High Azlanti DM

You head back to the room that contained the clockwork mages and turn the angel's heads and another stairway opens leading down.

This curious chamber is a little over thirty feet to a side. Instead of normal walls, hundreds of statues of angelic beings, many bearing spears and other weapons and others wearing two coloured masks, make up the walls of this chamber. The uneven floor is formed from carved faces. At the heart of the room is a single object supported by a quartet of stone hands- a peculiar, slightly rusted iron cube about a foot square.

Perception checks please - I have moved you on the map - room far to the right - B25


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)

perception: 1d20 + 16 ⇒ (15) + 16 = 31


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 |

Perception 1d20 + 15 ⇒ (11) + 15 = 26


Male High Azlanti DM

Penith and Atajay you do not spot anything out of the ordinary.


Trevor puts his glasses on
Perception: 1d20 + 10 ⇒ (11) + 10 = 21


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

Perception: 1d20 + 27 ⇒ (20) + 27 = 47

"Sorry I dissociated for a moment. The problem of having a few different deities in your head all at the same time."


A little trepanning will help with that. Trevor gets a drill.


Male High Azlanti DM

Senn, you spot a brass switch behind one of the angel heads which you think is likely reset the wards in the Mysterium. Mun says,

"Ah yes, that puzzle box, Lowls said something about that being the Key to the Soul."


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

"We are here to reset the defenses (If the player remembers right). And find the book. This lever will fulfill half that."

Senn will examine the puzzle box for symbols, moving parts and the like.

Perception: 10 + 27 = 37


Male High Azlanti DM

Senn you estimate the iron box weighs around 500 pounds. It appears to be magically attached to the pedestal. The sides feature symbols and images and has a series of movable concentric rings on the top. The symbols are sometimes sigils, sometimes words in different languages and sometimes just plain images that represent things such as bolts of lightning.

Linguistic or Intelligence check to decipher some of the writing.

Disable Device to try and move the rings.


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 |

Atajay casts Comprehend Languages to see if he can recognize any of the sigils.

Dont have Linguistics, but hoping this might be a worthy substitute.


Male High Azlanti DM

Atajay you recognise the sigils as symbols of creation and destruction. You recognise that there is a correct sequence in which the rings must be set in order to open the puzzle box.


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 |

”Yep. There’s a sequence all right, but I don’t have the slightest idea of what it might be,” Atajay told the group.


I have a feeling that this will explode if we get it wrong.


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

I'm no good at puzzles. I'm going to see if we can crack this. If that is ok?"

Senn summons her familiar, then takes a ioun stone from around her head and some tools from her pack and gives them to the bird. Then she cast guidance.

"Everyone back away in case this goes badly."

If everyone is ok with Senn trying to crack it:
Disable Divice: 1d20 + 26 ⇒ (15) + 26 = 41


Male High Azlanti DM

Senn twists and turns the symbols and sigils on the puzzle box. After a few minutes a strange grating sound emanates from within the box and it starts to slowly expand outward as a 10 foot wide platform and 5 foot square entrance.

Stepping through the entrance you find yourselves in a vast stone chamber lit with burning braziers set in nooks at each corner. A number of grand podiums set throughout the room hold enormous books, and other massive tomes hang from the ceiling on iron chains like condemned prisoners. Despite the burning fires, the air feels cool and crisp, and the scent of old books and flickering flame hangs in the air. In the centre of the chamber is a large creature that has no mouth, and carries a burning sword that matches its flaming wings.

Knowledge planes


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. Planes 1d20 + 14 ⇒ (10) + 14 = 24

Atajay stares at the creature, trying to figure out what it was.


Male High Azlanti DM

Atajay you recognise the creature as an exscinder archon, they have some damage reduction against everything and some damage reduction against everything except evil weapons. They are resistant to sonic damage and they have spell resistance. They are immune to acid, cold, electricity and fire.


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 |

”This thing is a powerhouse,” he tells the others what he knows. ”But I think it’s supposed to be a good guy.”


Shall we try to parlay?


AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Session Resources:
Senn, Aquilo, Bitey.

"Let try to talk because I don't have enough left in the tank to fight this thing."


Male High Azlanti DM

The archon lets out an agonised wail

Can everyone make a Will 23 or be shaken

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