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
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
Trevor is helping!
Heal: 1d20 + 4 ⇒ (18) + 4 = 22
Sorry for the delay in posting, not been feeling well for last couple of days
You manage to heal up pretty much all of your sanity damage. The rest of Iris Hill appears deserted
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"Well should we go find Lowls at the fort?" I feeling better than I have in a week.
Hope your feeling better, and welcome back.
Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7
Since we are resting for a week, I think, will save to remove Paranoia Madness: 1d20 + 6 ⇒ (20) + 6 = 26
"Yes, let's proceed," Domeric agreed.
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"Glad to see you back in mind and body."
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 spends the next several days fixing up their cave, being handy with tools, engineering, and able to lift quiet a bit with her mind. In no time the flimsy barricade is proper wall with a gate, and with the proper amount of spikes pointing outward to tell people politely to go away.
Glad you are feeling better sir.
Just when she feels safe again (and sane), it is now time to leave and almost die and go insane all over again... she'll sigh but other wise does not complain.
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
This is a nice cave that is for sure. Snug and no wailing of the insane like back at the asylum
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 was ready to press on with the others, his mind feeling better than it had in ages.
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
Then we head out to the fort.
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
The only entrance to the fort is a set of 10 foot high double doors located on the south side of this large stone building. Tarnished brass door knockers carved into the shapes of perching birds hang on the doors, and the hatch for the spyhole remains shuttered.
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"The last time we walked up to the front gate we almost died. Let's scout the area."
Senn will send her familiar to scout for either other entrances or areas of the wall that are not well guarded so we can get over it.
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)
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
We could dress up as cultists from the manor.
Senn your familiar discovers the following:
D4: An open courtyard, patrolled by dogs.
d15: in each tower there are skeletal creatures. The towers themselves have ballistas in them.
The majority of the upper floor is an open battlement, except for the towers and a raised messanine like building that is raised above one corner of the battlements.
The windows on the lower floor are very narrow and are barred
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)
When Senn tells them all this, Penith will groan. "Couldn't be mostly abandoned with a single dottering toothless guard. Instead dogs and Balistas!"
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"How would you like to attack this. Climb a tower, or storm the gates?"
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)
"Climb a tower. Dogs can't climb, and maybe we can pick them off from the walls." Penith suggests. "Oh and if we can get one of those ballistas turned around we can shoot THEM!"
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 |
”Let’s Climb then,” the Inquisitor agrees, despite not being very good at climbing.
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 send up a knotted rope and a grappling hook with her familair.
"Who wants to go first?"
Using the knotted rope and grappling hook you can climb up to the battlements. Heavily weather-beaten, the open space on top of the fort and the walkways that connect the towers looks bare and bleak. An external wooden stairway leads up to the donjon, ending in the door to the magistrate's apartment.
Map updated - you are now on slide 3
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
I can climb up and secure the rope
Climb: 1d20 + 6 ⇒ (1) + 6 = 7
Trevor confuses 'climb' with 'fall'
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
naw the DC of a knotted rope against a wall is zero. I think we can all make in on ta take ten.
"Let seat with the farthest guard tower that way if there is noise we have some time and a place to hide."
I think the top leaf guard tower is the place to be.
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 nods in agreement, "Should we sneak?"
As you look around the battlements you hear a strange slurping noise. A seemingly mundane puddle, patch of moist stone, or glistening rock is suddenly revealed to be more as a terrible pseudopod lashes out.
Penith initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Senn initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Trevor initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Atajay initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Domeric initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Ooze initiative: 1d20 + 1 ⇒ (20) + 1 = 21
You can havea knowledge dungeoneering on the creature
So initiative order is
Block 1: You guys
Block 2: Ooze
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)
Ha! Well that decides it... I'll wait for one of the smart people to do a knowledge 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. Dungeoneering 1d20 + 8 ⇒ (16) + 8 = 24
Atajay tries to identify the strange creature.
Atajay, you recognise the creature as an id ooze. They are immune to cold and fire. Their slam attacks do acid damage, they have the ability to constrict and they can cast lesser confusion at will
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 tells the others about the creature and moves to within 30’. He then fires a single arrow at the ooze,
Attack with PBS and Deadly Aim 1d20 + 9 + 1 - 1 ⇒ (13) + 9 + 1 - 1 = 22
Damage 1d8 + 1 + 1 + 2 ⇒ (7) + 1 + 1 + 2 = 11
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
Trevor WAGHHHHHHS! and charges the blob
Hammer,Charge,PA: 1d20 + 13 ⇒ (14) + 13 = 272d6 + 16 ⇒ (2, 1) + 16 = 19
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 pulls out a rock from her pouch and mentally throws it al the ooze. "So don't let it grab you, got it Atajay."
attack kinetic blast, pbs with precise shot: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
damage kinetic blast, pbs[/dice: 3d6 + 8 + 1 ⇒ (1, 2, 3) + 8 + 1 = 15
Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7
Domeric begins his performance, and targets the enemy with Ear-Piercing Scream.
Sonic Damage: 3d6 ⇒ (2, 3, 2) = 7
+2 to hit and damage for everyone. Enemy must make a DC 15 fort save or be dazed for a round
The ooze reels under your combined attacks
Senn, what are you doing?
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 a lot of good magic here. Bitey get it."
Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7
Daniel Penfold 357 wrote: The ooze reels under your combined attacks
Senn, what are you doing?
Does it make its fort save vs Ear Piercing Scream?
Fort save: 1d20 - 2 ⇒ (12) - 2 = 10
With Bitey's attacks the ooze is torn to shreds and is no more.
AC:18 T:11 F:16| HP 115/115 | CMD:19| F:+13 R:+7 W:+19 | Init:+1/+3 Surprise | Perc: +37/40, |
"Everyone okay? Let's start clearing the towers before we attract to much attention."
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
Since we are right near this tower(D15a) let's try it
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 listens at the door.
perception: 1d20 + 12 ⇒ (3) + 12 = 15
Penith, you can hear the sounds of tramping feet, something is coming down the stairs, it is slow and deliberate,as if the creature involved was carrying something heavy
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)
"Somethings coming" she describes what she heard and will pull back behind the others.
Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7
"Never a dull moment, eh?" Domeric said, drawing his starknives and waiting to see what came next.
Investigator 2 HP7/16|AC14T12FF12|F2R5W3|Per5|Inspir0/4 4 Wis damage
Dain waits to one side of the door, ready to bash!
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 pull the door open quietly so her friends can get the jump.
This wretched human figure has tight leathery skin, sunken eyes, and an emaciated frame, yet it moves with eerie alacrity.
You open the door and are confronted by a creature. At the same time the doors on the other towers open and more creatures come out.
You can all have a surprise round action
Male Human Bard(Arcane Duelist) 15, 96/121 HP Init: 7
Domeric begins his song again.
+2 to hit and damage
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