GM BPChocobo's PFS Cult of the Ebon Destroyer (Inactive)

Game Master Black Powder Chocobo

Cult of the Ebon Destroyer for PFS credit

Combat map
Ebon Destroyers handouts


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Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

Seeing the battle form before him, Amarthecthel experiences the deep battle joy of his people, letting his scimitar fill his right hand as he traces arcane signs in the air with his left.

Haste on all allies. +1 attack w/ full attack, +30 move. +1 to hit and damage.


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Amarthethel has the party feel more lively and rapid with his arcane magic!

Another zombie slowly shuffles towards the party.
Group Buffs: Haste, 8 rounds remaining
Zombie White (11 damage)
Pelkin (spiritual weapon targetting White), judgment hasted)
Zombie Yellow (charged)
Zombie Dark Green
Zombie Black
Zombie Light Purple
Zombie Dark Red
Zombie Dark Yellow
Zombie Blue (charged)
Zombie Pink (10 damage)
Zombie Orange
Amarthecthel
Zombie Gray
Twigg/Mexel
Zombie Light Green
Lore
Zombie Light Blue
Zombie Red
Zombie Brown


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Delaying Twigg/Mexel since it's just a single zombie move that probably wouldn't be targetted.

Another zombie slowly shuffles towards the party.

Group Buffs: Haste, 8 rounds remaining
Zombie White (11 damage)
Pelkin (spiritual weapon targeting White, Prot judgment, hasted)
Zombie Yellow (charged)
Zombie Dark Green
Zombie Black
Zombie Light Purple
Zombie Dark Red
Zombie Dark Yellow
Zombie Blue (charged)
Zombie Pink (10 damage)
Zombie Orange
Amarthecthel
Zombie Gray
Zombie Light Green
Twigg/Mexel
Lore

Zombie Light Blue
Zombie Red
Zombie Brown

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore steps back and centers a fireball just west of between dark yellow and grey. That should get a heckuva lot of zombies. (should get everything but light blue, yellow, red, purple, and the one northeast of brown, not sure what color he is)

fireball, dc 17 refl: 8d6 ⇒ (5, 4, 4, 2, 4, 2, 4, 4) = 29


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Even saving that won't do much :P

Also, haste does not improve damage, just the AC/Reflex/to hit as well as the extra speed and attack on full attack :)

With a single 'woosh' of flame, much of the zombie horde dies out, the smell of flash-fired flesh now filling the air.

Twigg, the numbers reduced, leaves Mexel to protect while he waits.

More zombies approach, one of them just managing to shuffle fast enough to reach Amarthecthel and trying to strike at him!

Light Blue slam @ Amarthethel: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Damage on hit: 1d6 + 4 ⇒ (4) + 4 = 8

But the undead arm just bounces off of mithral armor.

Group Buffs: Haste, 8 rounds remaining
Twigg/Mexel
Pelkin (spiritual weapon targeting White, Prot judgment)

Zombie Yellow
Amarthecthel
Lore
Zombie Light Blue
Zombie Red

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

GM, just noticed you left Velidor off the initiative list for action

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Pelkin takes a 5' step and swings at the Light Blue zombie!

Attack: 1d20 + 9 ⇒ (2) + 9 = 11 for Damage: 1d8 + 8 ⇒ (6) + 8 = 14 Meh, if that misses or if that fella still stands we'll forgo the Spirit Weapon and full attack with Haste.

Attack: 1d20 + 9 ⇒ (15) + 9 = 24 for Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Attack: 1d20 + 4 ⇒ (12) + 4 = 16 for Damage: 1d8 + 8 ⇒ (8) + 8 = 16


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D'oh! Velidor, you're up with Pelkin! Sorry about that.

A couple of swings from Pelkin finishes off the nearby zombie!

Init Order: bold = up!
Group Buffs: Haste, 8 rounds remaining
Twigg/Mexel
Velidor

Pelkin (spiritual weapon targeting White, Prot judgment)
Zombie Yellow
Amarthecthel
Lore
Zombie Red

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

Velidor takes a 5 ft closer to the zombies and shoots at the closest zombie first

Musket1+RS1+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (3) + 10 = 13
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (11) + 5 + 4 + 1 + 1 = 22

Musket1+RS2+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (13) + 10 = 23
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (1) + 5 + 1 + 4 + 1 = 12

Musket2+PBS vs Touch AC: 1d20 + 9 ⇒ (9) + 9 = 18
DMG2+PBS+MT: 1d12 + 1 + 5 ⇒ (4) + 1 + 5 = 10


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Velidor blasts both zombies, the second one taking two bullets. As the second zombie in the back goes down, a blackened spirit comes out of the body as that of a woman in Vudran trappings.

The floating woman then turns to the piles of corpses and raises her hands, bringing 8 more zombies into the fold!

DC 22 Kn: Religion:

The ghost is actually a vetala, the spirit of someone who was murdered and not given proper rights. Like ghosts, they have a corrupting touch in spectral form, are bound to a site, and can fly in their incorporeal state. However, they can also rise bodies as zombies and even take over the bodies of zombies which are kept in better shape than other bodies. Damaging the zombie with the vetala in it will deal 1/4 of the damage to the vetala if attacking with a magic weapon, 1/2 damage if attacking with a ghost touch weapon, or no damage if attacking with a non-magical weapon.

Only giving proper rites to the body will ease the spirit.

The zombies then shuffle towards the party, three of them charging at Pelkin!

Is it a 20?: 1d20 ⇒ 2
IF yes, then damage!: 1d6 + 4 ⇒ (6) + 4 = 10
Is it a 20?: 1d20 ⇒ 20
IF yes, then damage!: 1d6 + 4 ⇒ (6) + 4 = 10
Did I somehow roll 20 twice in a row?: 1d20 ⇒ 10
If yes, then extra damage for crit: 1d6 + 4 ⇒ (6) + 4 = 10
Is it a 20?: 1d20 ⇒ 15
IF yes, then damage!: 1d6 + 4 ⇒ (1) + 4 = 5

Surprisingly, one of the zombies catch Pelkin unawares, konking him on the head!

Init Order: bold = up!
Group Buffs: Haste, 7 rounds remaining

Velidor
Pelkin (10 damage, spiritual weapon targeting White, Prot judgment)

Ghost thing? (5 damage)
Zombie Black
Zombie Blue
Zombie Brown
Zombie Gray
Zombie Green
Zombie Purple
Zombie Red
Zombie Yellow
Twigg/Mexel
Amarthecthel
Lore

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore steps up and casts burning hands (which should get all but red, black and yellow)

burning hands dmg dc 15 reflex for half: 5d4 ⇒ (4, 1, 1, 4, 1) = 11 3 1s?? seriously? sigh

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

What is that... Bonk! ... what is that creature?!?!

Know Religion?: 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21

Pelkin then tries to help clear out some zombies, starting with the Red one!

Attack: 1d20 + 9 ⇒ (7) + 9 = 16 for Damage: 1d8 + 8 ⇒ (1) + 8 = 9
Attack: 1d20 + 9 ⇒ (10) + 9 = 19 for Damage: 1d8 + 8 ⇒ (4) + 8 = 12
Attack: 1d20 + 4 ⇒ (3) + 4 = 7 for Damage: 1d8 + 8 ⇒ (6) + 8 = 14

Pelkin, his Spirit Weapon having returned to his side after its target had been vanquished, then attacks as well. If it can, I'm not sure I can do a full attack and use the Spirit Weapon. I'll wait for clarification.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

normally you can but i don't know if you can when redirecting it to a new target... our fearless leader (ie gm) will need to clarify... i'm interested in the answer as well


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It would be a move action to assign a new target

-Posted with Wayfinder

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Ah, so that tells me what I suspected. No full-round actions and directing the spell. Thanks.

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

"What foul magiks is that....!?" Velidor asks the others after seeing the woman leave the body...

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

know religion: 1d20 + 5 ⇒ (4) + 5 = 9

"I don't know, but she's raising icky bad things, so I'm guessing she's an icky undead herself."

cast defensively forgot to roll with original post dc 17: 1d20 + 11 ⇒ (6) + 11 = 17

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

Twigg casts a spell. Entangle, DC 16 reflex, to hit as many zombies without hitting the group

The smell of death frightens his bear who decides to stay behind and guard his brother.

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

Don't forget the haste spell!

Concentration check (DC 21): 1d20 + 12 ⇒ (15) + 12 = 27

Amarthecthel casts a spell, the slams his foot down on the ground, causing the earth itself to heave and twist.

Casting greater thunderstomp in a line running to the northeast. The spell attempts a trip maneuver against foe in the area of effect.

Trip combat maneuver: 1d20 + 8 + 4 + 1 ⇒ (10) + 8 + 4 + 1 = 23


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BH Reflex Blue: 1d20 ⇒ 17
BH Reflex Brown: 1d20 ⇒ 6
BH Reflex Gray: 1d20 ⇒ 7
BH Reflex Green: 1d20 ⇒ 16
BH Reflex Purple: 1d20 ⇒ 13

Ent Reflex Blue: 1d20 ⇒ 2
Ent Reflex Blue: 1d20 ⇒ 1
Ent Reflex Brown: 1d20 ⇒ 11
Ent Reflex Gray: 1d20 ⇒ 5
Ent Reflex Green: 1d20 ⇒ 3
Ent Reflex Purple: 1d20 ⇒ 6
Ent Reflex Yellow: 1d20 ⇒ 10

The party does much to halt the zombie assault; Pelkin slices one zombie down while Lore burns another half, a few of them seriously enflamed. Twigg then holds the zombies down using grasses from the potentially unholy ground, allowing Amarthecthel to easily knock down half of them with a stomp that ripples down a line.

Init Order: bold = up!
Group Buffs: Haste, 7 rounds remaining

Velidor
Pelkin (10 damage, spiritual weapon targeting White, Prot judgment)
Ghost thing? (5 damage)
Zombie Black (entangled, prone)
Zombie Blue (5 damage, entangled, prone)
Zombie Brown (11 damage, entangled)
Zombie Gray (11 damage, entangled)
Zombie Green (5 damage, entangled)
Zombie Purple (11 damage, entangled, prone)
Zombie Yellow (entangled, prone)
Twigg/Mexel
Amarthecthel
Lore

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

Velidor ignores the zombies entangled and moves closer to the ghost like creature...readied action in case it advances

Any suggestions about that foe? he asks the others.

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

I rolled a 21 for knowledge on the ghost earlier. No info as yet.


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Ahh, the ghost info was the Kn: 22 Religion spoiler above! So the 21 missed it, sorry for not informing you of that earlier Pelkin. You can tell that it is intelligent, and perhaps is something like a ghost, but obviously has some different properties.

The ghost sees Velidor approaching and it moves towards the hunter aggressively.

@Velidor, you may shoot the ghost-thing with your readied action if you wish; still posting its attack

Touch @ Velidor: 1d20 + 7 ⇒ (5) + 7 = 12
Damage on hit: 8d6 ⇒ (6, 3, 2, 3, 1, 4, 5, 2) = 26
Velidor Fort vs DC 19: 1d20 + 11 ⇒ (11) + 11 = 22

Velidor instinctively dodges its attempt to touch him!

The zombies near Pelkin tries to slam him.

Is it a 20?: 1d20 ⇒ 10
Damage on hit: 1d6 + 4 ⇒ (1) + 4 = 5
Is it a 20?: 1d20 ⇒ 3
Damage on hit: 1d6 + 4 ⇒ (2) + 4 = 6

The other zombies try to break free from the vines!
Zombie Black Strength: 1d20 + 3 ⇒ (20) + 3 = 23
Zombie Gray Strength: 1d20 + 3 ⇒ (11) + 3 = 14
Zombie Green Strength: 1d20 + 3 ⇒ (20) + 3 = 23
Zombie Purple Strength: 1d20 + 3 ⇒ (4) + 3 = 7
Zombie Yellow Strength: 1d20 + 3 ⇒ (19) + 3 = 22

Two manage to break free, but...
Black Reflex: 1d20 ⇒ 12
Green Rreflex: 1d20 ⇒ 6

The vines grab hold once again!

Init Order: bold = up!
Group Buffs: Haste, 6 rounds remaining

Velidor
Pelkin (10 damage, spiritual weapon targeting White, Prot judgment)

Ghost thing? (5 damage)
Zombie Black (entangled, prone)
Zombie Blue (5 damage, entangled, prone)
Zombie Brown (11 damage, entangled)
Zombie Gray (11 damage, entangled)
Zombie Green (5 damage, entangled)
Zombie Purple (11 damage, entangled, prone)
Zombie Yellow (entangled, prone)
Twigg/Mexel
Amarthecthel
Lore

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Ah, probably knew that at the time. No worries.

I'll handle this horde, take care of that... ghost!

Keeping his advantage with Haste, Pelkin again forgoes the spirit weapon and tries to thin the undead herd himself! Start with Gold, on to Blue if it falls. Switching Judgment for Destruction, AC now 29.

Attack: 1d20 + 9 ⇒ (7) + 9 = 16 for Damage: 1d8 + 12 ⇒ (1) + 12 = 13
Attack: 1d20 + 9 ⇒ (16) + 9 = 25 for Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Attack: 1d20 + 4 ⇒ (8) + 4 = 12 for Damage: 1d8 + 12 ⇒ (2) + 12 = 14

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore casts a spell and aims at the ghost.

ranged touch to hit with searing light: 1d20 + 7 ⇒ (6) + 7 = 13

dmg if hits: 7d6 ⇒ (5, 1, 4, 5, 3, 6, 4) = 28

dmg if hits and its vulnerable to bright light: 7d8 ⇒ (7, 8, 5, 3, 1, 3, 5) = 32


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Pelkin continues to cut down the horde, slashing down another pair of zombies!

@Pelkin, you can take a 5' step if you wish, still

Lore meanwhile sends blast of light at the ghost, but it easily dodges the ray!

Velidor
Pelkin (10 damage, spiritual weapon targeting White, Prot judgment)
Ghost thing? (5 damage)
Zombie Black (entangled, prone)
Zombie Gray (11 damage, entangled)
Zombie Green (5 damage, entangled)
Zombie Purple (11 damage, entangled, prone)
Zombie Yellow (entangled, prone)
Twigg/Mexel
Amarthecthel

Lore

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

No, I'll wait. If I understand correctly, the zombies are all entangled. If I decide to take a 5' step toward them, do I risk being entangled?

I'll handle the zombies. Everyone else, take out that ghost!

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

that should have been 14 touch attack, i forgot the +1 from haste, but it probably still missed, since you said she easily dodged it


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@Pelkin: Into the green circle, yes, but you could move else where. But no worries :)

@Lore: Yeah, darn ghosts and their high touch AC.

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Pelkin holds fast, waiting for the struggling zombies to come to him.

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

Velidors readied action
Musket1+RS1+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (6) + 10 = 16
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (10) + 5 + 4 + 1 + 1 = 21

Velidor then steps back 5 ft and goes full attack with his magical musket...

Musket1+RS1+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (13) + 10 = 23
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (9) + 5 + 4 + 1 + 1 = 20

Musket1+RS2+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (4) + 10 = 14
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (11) + 5 + 1 + 4 + 1 = 22

Musket2+PBS vs Touch AC: 1d20 + 9 ⇒ (4) + 9 = 13
DMG2+PBS+MT: 1d12 + 1 + 5 ⇒ (1) + 1 + 5 = 7

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

The elven magus points his scimitar at the ghost and unleashes two gouts of fire.

Cast scorching ray

1st scorching ray: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 184d6 ⇒ (6, 3, 6, 5) = 20 vs. touch AC
2nd scorching ray: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 234d6 ⇒ (5, 6, 5, 6) = 22 vs. touch AC

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

"eat magic ghostman!" Twigg cries with an attempt at smack talk.

magic missile 4d4 + 4 ⇒ (3, 2, 1, 3) + 4 = 13 force damage

His bear stays back frightened by the walking dead.


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And somehow my post was eated!

Velidor fires a retaliatory shot, but misses the ghost when it approached! He then steps back and fires another volley, but only the first shot lands, causing some of its spectral essence to break away.

Amarthecthel is much more accurate, with both of his fiery rays landing.

Twigg's bolts of force cause solid damage.

Still, the ghost remains.

The spectre moves towards Twigg, finding the magic missiles distasteful!

Ghost touch @ Twigg: 1d20 + 7 ⇒ (9) + 7 = 16
Damage on hit: 8d6 ⇒ (5, 5, 3, 4, 1, 1, 5, 2) = 26
Twigg Fort on hit vs DC 19: 1d20 + 6 ⇒ (9) + 6 = 15

The gnome's skin is painfully aged, some armhairs now grayed upon the ghost's touch.

No aging affects, but a ghost's corrupting touch is described as such

Init Order: bold = up!
Group Buffs: Haste, 5 rounds remaining
Velidor
Pelkin (10 damage, spiritual weapon targeting White, Prot judgment)

Ghost thing? (49 damage)
Zombie Black (entangled, prone)
Zombie Gray (11 damage, entangled)
Zombie Green (5 damage, entangled)
Zombie Purple (11 damage, entangled, prone)
Zombie Yellow (entangled, prone)
Twigg (49 damage)
Mexel
Amarthecthel
Lore

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Damn it all... Mexel, move out of my way! Assuming that Twigg would have Mexel step out of the way, Pelkin will 5' step and attack the ghost! Pelkin will target the ghost as his Bane.

Attack: 1d20 + 11 ⇒ (10) + 11 = 21 for Damage: 1d8 + 12 + 2d6 ⇒ (8) + 12 + (4, 5) = 29
Attack: 1d20 + 11 ⇒ (5) + 11 = 16 for Damage: 1d8 + 12 + 2d6 ⇒ (5) + 12 + (6, 5) = 28
Attack: 1d20 + 6 ⇒ (8) + 6 = 14 for Damage: 1d8 + 12 + 2d6 ⇒ (5) + 12 + (1, 6) = 24


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Typo; Twigg does not have 49 damage, but 26 damage.

While I'll wait til Twigg posts to make sure, only the first swing will hit, leaving the ghost ali-.... still there.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"Well, I'm not sure how much longer this is going to last, but I've got to do something to help and I'm out of fireballs, so here goes... "

Lore casts blessing of fervor on the party. Lasts 7 rounds.

Each round you mach choose one of the following as your bonuses for that round - you do so at the beginning of your turn:

- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

If permitted, Pelkin would choose the extra attack as Lore goes before I do.

Attack: 1d20 + 11 ⇒ (3) + 11 = 14 for Damage: 1d8 + 12 + 2d6 ⇒ (7) + 12 + (5, 1) = 25 Annnnd it doesn't really matter.


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Yeah, I'm ok with that, although you noted the results. And I forgot to mention it, but since the zombies are basically tied, not worrying about them.

Liberty's Edge

Male
ATK:
Rep Hvy XBow:+16 /+17(PBS)/+17)/+11(Deadly Aim)/+9(RS+DA)/+2 Favored Enemy
Half Elf CL:12
Archetypes:
Bolt Ace 10/Wild Shadow/Trapper 2
Skills:
Acrobatics:+16;Climb:+6;Disable Device:+19;Intimidate:+3;Stealth:+16;Survival:+14
Gunslinger 9/Ranger 2 (HP:100/100)(AC:29 FF:20 T:20)(F:+13 R:+17 W:+10)(Init:+10)(Perception:+19)

Velidor curses his luck and shoots once again at the spectral foe...

Musket1+RS1+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (2) + 10 = 12 glad my musket is reliable
DMG RS1+DA+MT+PBS: 1d12 + 5 + 4 + 1 + 1 ⇒ (6) + 5 + 4 + 1 + 1 = 17

Musket1+RS2+PBS+DA vs Touch AC: 1d20 + 10 ⇒ (7) + 10 = 17
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (4) + 5 + 1 + 4 + 1 = 15

Musket2+PBS vs Touch AC: 1d20 + 9 ⇒ (18) + 9 = 27
DMG2+PBS+MT: 1d12 + 1 + 5 ⇒ (2) + 1 + 5 = 8

Grand Lodge

Male Gnome Sorcerer (Sylvan) 8
Stats:
HP 58 | AC 20 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +5 | Will +6| Init +2 | Perc +1

"I think he found my smack talk distasteful. Eat more MAGIC jerk!"

Twigg steps back 5' and fires another spell. Magic missile 4d4 + 4 ⇒ (2, 2, 3, 4) + 4 = 15


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Velidor fires a number of bullets, the last two striking the ghost! However, it is Twigg's last volley of magic missiles that finally does it in, a haunting moan echoing through the air as it slowly fades away.

Since the zombies can be safely killed off piecemeal, calling the battle!

Without the leader, the remaining zombies are easy enough to dispatch safely.

Anything you wish to do or trudging ahead?

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

trudge ahead unless searching might reveal something important...

Lore will scan the area with detect magic spell up, then search on her own...

perception: 1d20 + 17 ⇒ (5) + 17 = 22

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Pelkin sighs, knowing the battle with the undead is over. What was the cause of this undead horde? Pelkin will try to search the bodies carefully, seeing if there are any clues with them or in the pit they originated from.

Pelkin will also use the last two charges of his Wand of Cure Light Wounds Which somehow I kept forgetting to state that I was going to buy a new one. <sigh>

CLW: 2d8 + 2 ⇒ (1, 3) + 2 = 6 Damn thing is defective anyway.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

after searching and gathering anything that looks to be of value to show the others, she will zap Pelkin with her wand and anyone else who needs it too. speak up if you need healing and how much

clw PElkin: 1d8 + 1 ⇒ (7) + 1 = 8 that should get your last 5 points :)


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Gimme a Perception check Pelkin!

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

With a nod of thanks to Lore, Pelkin continues his investigation.

Perceive the things: 1d20 + 18 ⇒ (10) + 18 = 28


Niswan map Ebon Destroyers handouts Combat map

Pelkin and Lore look through the pile of bodies; Lore can tell that all of these people were murdered efficiently with a cut across the neck. However, the throats and lower jaws of nearly all of the bodies have been melted off with acid.

Pelkin, however, finds a body that looks somewhat familiar, of a bald woman with the trappings of an Iroran monk. After a few seconds of recollection, he realizes that the body looks like the ghost that the party just battled.

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Ah, see this one? There's our ghost. Pelkin wonders if they should try to properly bury the dead so that they might not rise again.

Any way to figure out why they came out of here or if they might do it again?


Niswan map Ebon Destroyers handouts Combat map

@Pelkin: You know that ghosts will reappear if the condition that caused them to appear is not fulfilled.

DC 20 Intelligence or Kn: Religion:

In the case of people needing a proper burial, the correct rites must be used to calm the vengeful spirit. In this case, you'd need to know the Iroran rights (another DC 20 Kn: Religion check).

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