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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The helmet follows Amarthecthel to the doors. With Pelkin confirming its safety, the magus opens the doors and exposes a hallway that bears two exits: a pair of wooden doors to your right and another set of doors 70 feet ahead.

Assuming Amarthecthel and/or Pelkin translate it, so not spoilering any more.

"Far up ahead is the 'Masque of the Many', a representation of the Azlanti badlands. To your right is the 'Midst of Mwangi', a portion of the great jungles brought here for your enjoyment."

Map updated!

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

Curious and amused at the same time, Amarthecthel leads the way to the "Midst of Mwangi."

"Pray open the door, Master Helmet! We wish to see the wonders of the southern continent!"

He prepares and casts a shocking grasp before the door is opened.

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 will try to keep a keen eye on the helmet guide and check out each door and area that the party will be led to. He isn't quite convinced this thing is on the up-and-up.

Just take 10 on Perception (for a 24) for me to save time when we get to doors and the like. If something is a little more involved you can even roll for me, again to save time.


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If the helmet had eyebrows, one of them would be raised up upon Amarthecthel's remark. "Pray tell how a floating disembodied helmet would generate the force necessary to open a 10 pound Mwangi-mahogany door? Do I look like one of those Jistkan helmets to you?"

@Pelkin: Both doors appear to be trap free and neither have anything blatantly loud on the other side.

Wait to see for any other replies... so far 1 for Mwangi!

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

After an indecently short interval to allow others to chime in, Amarthecthel throws open the door to the Mwangi area.

Scarab Sages

hp 63/63 | AC 19 (20 vs. M+) T 13 FF 18 | Per +10 (+12 traps/ug, +14 both) | F +8 R +5 W -0 (+4 vs fear) (addtl. +2 vs spells)| CMB +8 | CMD 19 | Spd 20' | Init +1 (+3 ug)

Horgrym tries to stay close to the front and follows the half-elf as he moves to open the door.

"This could be exciting!"

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'

Exciting is what you call this now, eh?

Sovereign Court

Male Dwarf Cleric 4 - HP 26/29 - AC 19/T: 11/FF: 18 - Perception +4 - F: +7/ R: +3/ W: +9 - CMB: +4 - CMD: 15, Speed: 20, Init. +1

Dyn moves down the hallway, trying not to let Amarthecthel get too far ahead of him.


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Yeah, sorry for the delay guys, was trying to find someone without creating a blank recruitment thread. However, this is arguably the easiest level of all the Thornkeeps. Do you guys want to 5 man it for the time being so we don't have to rush finding a 6th PC?

With the party in solidarity, Amarthecthel opens the door into the Midst of Mwangi.

Vibrant foliage creates impenetrable walls of shrubbery that encase the chamber and sprawl across its center, but ends sharply at the hallway as though cut away with a knife. Trees and shrubbery create a thick maze of jungle brush and undergrowth, and their canopy blocks out most of the bright light pouring from the open sky above. To the north, a gap in the foliage leads to a dark, unlit stone cavern while to the west, an enormous kapok tree towers above the rest of the jungle terrain.

This area is difficult terrain unless you have a special ability that allows you to move full speed in forest/jungle.

And map updated!

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'm okay without a 6th guy

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'

Yeah, it'll be fine I think. We have a paladin after all. :)

Know Nature?: 1d20 + 7 ⇒ (20) + 7 = 27 +4 if a monster is involved

Pelkin will look to see if any other creatures have been through here recently. Survival, tracking: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22 He'll then start to make his way toward the cavern mouth and get a better look at the tree and the rest of the "room" from there. Take 10 Perception

I do have Agile Feet but I'll not use unless combat occurs.


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GM Dice:

Pelkin Will: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
A Stealth: 1d20 + 11 ⇒ (15) + 11 = 26

@Pelkin: The jungle foliage is thick and you have to take out your blade to take a good look in the area. You see no natural evidence of something moving in the area, but with the terrain being so lush, it's hard to tell the truth in that regard. You imagine that snakes, large insects, and small cats would be plausible in such terrain.

However, your keen eyes do find that what you thought was a sickly plant... is actually a small green ooze, covered in mossy, diseased fibers!

Inits:

A: 1d20 + 2 ⇒ (8) + 2 = 10
Ooze: 1d20 + 3 ⇒ (17) + 3 = 20
Amarthecthel: 1d20 + 2 ⇒ (18) + 2 = 20
Dyn: 1d20 + 1 ⇒ (8) + 1 = 9
Horgrym: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Pelkin: 1d20 + 7 ⇒ (3) + 7 = 10
Twigg: 1d20 + 2 ⇒ (20) + 2 = 22
Mexel: 1d20 + 2 ⇒ (16) + 2 = 18

Init Order (bold = up!)
Twigg
Ooze
Amarthecthel
Mexel
Horgrym
Pelkin
Dyn

Everyone but Pelkin, before taking your turn, you may move up to 3 squares for free for your part of entering the room while Pelkin took the lead.

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

I'm okay with the Superstar Lineup we already have!


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Well I think we should get another for the next if I can help it. But we have time and if you guys happen to know someone, let me know!

Whoops!

Init Order (bold = up!)
Twigg
Ooze
Amarthecthel
Mexel
Horgrym
Pelkin
Dyn

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

knowledge - nature on the creature 1d20 + 12 ⇒ (5) + 12 = 17

Assuming Twigg can see the creature he pulls out his wand of magic missile and blasts away.

auto hit
Force damage 1d4 + 1 ⇒ (2) + 1 = 3

Mexel holds his action.


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@Twigg: It's a garden ooze; a plant-like ooze with a powerful acid and can occasionally release a powerful smell that sickens those nearby.

The ooze wobbles up and reaches out to attack Pelkin!

Ooze slam @ Pelkin: 1d20 + 3 ⇒ (17) + 3 = 20
Damage on hit: 1d4 + 1d8 ⇒ (2) + (4) = 6

Pelkin is nearly caught off-guard, but luckily his spotting of the jungle creature gave him enough time to narrowly dodge the blow!

Init Order (bold = up!)
Twigg
Ooze
Amarthecthel
Mexel
Horgrym
Pelkin
Dyn

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 will attempt to hack at the ooze with his falcata!

+1 Falcata: 1d20 + 6 ⇒ (18) + 6 = 24 for Damage: 1d8 + 6 ⇒ (2) + 6 = 8


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Ahhh, so close to that crit threat!

@Pelkin: Your blade easily cleaves into the ooze, shaking its body violently from the blow.

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'

Its OK, I likely would have failed to confirm anyway, ha!

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

Amarthecthel moves up to support Pelkin and attacks with his prepared spell.

+1 cold iron scimitar: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 7 ⇒ (1) + 7 = 8
Shocking grasp spell: 6d6 ⇒ (5, 3, 5, 3, 5, 1) = 22


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[ooc]@Amarthecthel: Unless you intensified the shocking grasp, it's capped at 5d6, so I subtracted the last die from your roll (a 1). If you did intensify it, please state that when you cast it for next time. And if you aren't aware of intensified spell, look up that metamagic feat; it's perfect for magi!

Amarthecthel's blade slashes into the ooze which then explodes violently from the electrical burst, some of the jelly landing near Mexel and Twigg!

However, the combat doesn't end as from along the back edge of the jungle, a pair of hisses are the only alert that something else is in the room before two snake heads emerge from the brush and one of them lurches out at Pelkin!

Snake bite @ FF Pelkin: 1d20 + 8 ⇒ (13) + 8 = 21
Damage on hit: 1d8 + 2 ⇒ (3) + 2 = 5
DC 14 Fort Save on hit: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19

The fangs pierce into the half-elf's thigh. However, willpower and good health helps him resist the deadly toxin injected into this body!

The helmet now speaks up, still floating over Amarthecthel. "I've see you met Sidoma and Sidama, Nhur Athemon's favored amphisbaena. Usually he's not this aggressive, but it has been a while since we've had visitors."

Init Order (bold = up!)
Twigg
Amarthecthel
Mexel
Pelkin
Sidoma/Sidama
Horgrym
Dyn

@Horgrym: Because combat would have been deemed over, I delayed you to after Pelkin and the snake, so you can still act!

Sovereign Court

Male Dwarf Cleric 4 - HP 26/29 - AC 19/T: 11/FF: 18 - Perception +4 - F: +7/ R: +3/ W: +9 - CMB: +4 - CMD: 15, Speed: 20, Init. +1

Dyn sees Pelkin take a bite and casts a cure spell, rushing into the room to use it.

Cure Light Wounds: 1d8 + 4 ⇒ (6) + 4 = 10


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Duly noted Dyn!

Init Order (bold = up!)
Twigg
Amarthecthel
Mexel
Pelkin

Sidoma/Sidama
Horgrym
Dyn

Scarab Sages

hp 63/63 | AC 19 (20 vs. M+) T 13 FF 18 | Per +10 (+12 traps/ug, +14 both) | F +8 R +5 W -0 (+4 vs fear) (addtl. +2 vs spells)| CMB +8 | CMD 19 | Spd 20' | Init +1 (+3 ug)

Horgrym moves up to just south of Amarthecthel while drawing his polearm, and attacks the snake heads.

"Favorite amphisbaena? That's a strange thing to have a favorite of!"

He puts his weight behind a swing of his axe-beak towards the beast.

Bec de Corbin (PA,FF): 1d20 + 9 ⇒ (17) + 9 = 261d8 + 10 ⇒ (3) + 10 = 13


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@Horgrym: The weapon cuts into the snake creature, it hissing at the halfling that has now drawn its attention!

Init Order (bold = up!)
Twigg
Amarthecthel
Mexel
Pelkin

Sidoma/Sidama (13 damage)
Horgrym
Dyn

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

Mexel rushes forward and tries to bite the serpent.

Bite 1d20 + 7 ⇒ (8) + 7 = 15
damage 1d6 + 7 ⇒ (3) + 7 = 10

Twigg steps up and fires another missile from his wand
Wand of Magic Missile
[Auto hit]
force damage 1d4 + 1 ⇒ (3) + 1 = 4

Lantern Lodge

@Twigg: While Mexel misses the snake, your bolt strikes true!

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, angry that he was struck by the creature, attempts to return in kind!

Attack: 1d20 + 6 ⇒ (16) + 6 = 22 for Damage: 1d8 + 6 ⇒ (3) + 6 = 9


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@Pelkin: Your blade once again strikes true and the creature is wounded even further!

Init Order (bold = up!)
Twigg
Amarthecthel
Mexel
Pelkin
Sidoma/Sidama (26 damage)
Horgrym
Dyn

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

Turning on this new threat, Amarthecthel considers the likely result of putting one head to sleep with a Slumber hex, and decides instead to attack.

Concentration Check, with Arcane Focus (DC 19): 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29

+1 cold iron scimitar, 1st attack with Power Attack, plus Rime Spell plus frigid touch: 1d20 + 10 - 2 - 2 ⇒ (2) + 10 - 2 - 2 = 8 <- Miss

+1 cold iron scimitar, 2nd attack with Power Attack, plus Rime Spell plus frigid touch: 1d20 + 10 - 2 - 2 ⇒ (16) + 10 - 2 - 2 = 22

Damage: 1d8 + 7 + 4 + 4d6 ⇒ (6) + 7 + 4 + (4, 4, 3, 1) = 29

Target takes 17 slashing damage plus 12 cold damage. Target is also staggered for one round and entangled for two rounds.


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@Amarthecthel: With the icy blast the two-headed snake falls to the ground, now unconscious from the cut as well as the chilly damage to a cold-blooded creature.

Combat over

The helmet then spins around Amarthecthel's head once. "Excellent! Last time Sidama ate one of the servant boy's before the tour continued from the other door in the hallway."

The helmet then floats near magi's head at the ready, leaving the party to do any more exploration they wish to do.

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'

Hmph. Pelkin will go investigate the fallen enemy and then the tree to the far west before suggesting the party moves on.

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

"This place is wonderful! Well aside from the two-head snake creature... This flying helmet guy is a fun guide."


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@Pelkin: The two headed snake, surprisingly, is still alive, but severely wounded. It will die shortly without any medical aid.

The large tree is about 40 feet tall, but is wider a Minkaian water buffalo! You can see a clear sap oozing out under the bark.

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 will kill it.

Hmmm, what is this clear sap, guide?

Know Nature?: 1d20 + 7 ⇒ (1) + 7 = 8


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@Pelkin: "That's probably for the best; it would try to eat your gnome friend if given the opportunity." After Pelkin's question, it answers. "That would be kapok sap. Good for your skin."

Scarab Sages

hp 63/63 | AC 19 (20 vs. M+) T 13 FF 18 | Per +10 (+12 traps/ug, +14 both) | F +8 R +5 W -0 (+4 vs fear) (addtl. +2 vs spells)| CMB +8 | CMD 19 | Spd 20' | Init +1 (+3 ug)

"Maybe we should collect some of that sap?"

Horgrym looks up at the tree, wondering what it looks like up top he decides to try climbing it.

Climb: 1d20 + 8 ⇒ (9) + 8 = 17


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@Horgrym: You climb about 20 feat before you 'thomp' your head against something. Looking up, you see clear, sunny sky overcast by trees above, but you touch up and you feel the coldness of a stone slab.

Scarab Sages

hp 63/63 | AC 19 (20 vs. M+) T 13 FF 18 | Per +10 (+12 traps/ug, +14 both) | F +8 R +5 W -0 (+4 vs fear) (addtl. +2 vs spells)| CMB +8 | CMD 19 | Spd 20' | Init +1 (+3 ug)

"Found the top!"

Horgrym feels where the tree meets the slab before clambering back down the tree.

Climb: 1d20 + 8 ⇒ (10) + 8 = 18

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 suppose we could collect some of the sap if you think it'll help. In what way is it "good for my skin"?

Anybody have a vial?


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Can use a waterskin or an empty potion flask if need be. Also note that as far as holding liquids, everyone in the party still has an 'arcanolembic' that they can use for free while in Thornkeep, regardless of you purchasing it. Of course, leave Thornkeep and it's gone, but technically it's a container.

The helmet responds, "Why don't you apply it to my skin and find out?"

"That was a joke.", it says after a short pause.

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'

Hmm, I'll give it a go then.

Pelkin will use his arcanolembic to gather some of the clear sap. I would if you had any. So, what does it do?

Scarab Sages

hp 63/63 | AC 19 (20 vs. M+) T 13 FF 18 | Per +10 (+12 traps/ug, +14 both) | F +8 R +5 W -0 (+4 vs fear) (addtl. +2 vs spells)| CMB +8 | CMD 19 | Spd 20' | Init +1 (+3 ug)

"I wonder why they collected these things here. What made them special?"

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

"Why collect anything? I like their style! This place is neato! I would want to live somewhere like here... well by live I mean visit... and by visit I mean a quick stop between homes!"


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@Pelkin: Your arcanolembic is full of clear sap. There's still more coming from the tree!

The helmet answers the questions as best it can. "Unfortunately, the master did not tell me the special properties of this tree. I do agree that its lush leaves and amber-colored bark do look mahvelous in this room." To Horgrym, the helmet does offer a response. "The great Nhur Athemon, despite his exile, loved to show off his magical talents to what few guests he would receive. Of course, he did also invite a few enemies to keep the wildlife entertained."

Anyone else going to collect some of the sap?

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'

Very well. What will we find to the north then?


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"Through the vegetated door is the exit for those who fail the gauntlet. Occasionally, master would prefer to challenge his guests by having them walk the gauntlet on their way to reach him. To continue the tour, please exit to the south, then head west for the Masque of the Many, a visualization of wastelands Nhur Athemon encountered."

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 see. Well, we wouldn't want to disappoint the master now, would we? Unless anyone objects I say we head as instructed, taking the usual precautions as we do.


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I'll wait until tomorrow for anyone to state what they'll be doing, if anything, with the tree or the rest of the jungle room. If not, then heading to the next room!

Sovereign Court

Male Dwarf Cleric 4 - HP 26/29 - AC 19/T: 11/FF: 18 - Perception +4 - F: +7/ R: +3/ W: +9 - CMB: +4 - CMD: 15, Speed: 20, Init. +1

I'll get some of it as well. Dyn says as he moves up and attempts to begin collecting sap.

Craft: Alchemy: 1d20 + 8 ⇒ (18) + 8 = 26

Is there anything Magic in here? He asks the arcanists.

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