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

Still pretty smart, but really, really unwise, Amarthecthel rushes in to the attack, slinging spells and slicing with his scimitar. He is not wise enough to back up afterwards.

Full attack, with a rime spell-templated frostbite spell, casting defensively.

Concentration check, adjusted (DC=17): 1d20 + 7 ⇒ (12) + 7 = 19

masterwork cold iron scimitar 1st attack, plus spell: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 231d6 + 6 ⇒ (3) + 6 = 9

masterwork cold iron scimitar 2nd attack: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 121d6 + 6 ⇒ (6) + 6 = 12

Frostbite spell: 1d6 + 5 ⇒ (5) + 5 = 10

Assuming a 23 hits and a 12 doesn't, the thing took 9 points of slashing damage plus 10 points of nonlethal cold damage, is Fatigued -and- is Entangled in ice for one round.


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The creature starts moving more sluggishly, thinking that it should have backed away in case you just because too unwise to leave.

Init Order (bold = you're up!)
Pelkin (nauseated I)
Amarthecthel
Twigg
Mexel
Dyn
Horgrym

F2
Guido (nauseated II)

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 pulls out one of the wands as he moves past Dyn. "Lets try this again..." He may provoke an AoO

Twigg attempts to use his wand of Sound Burst
UMD 1d20 + 11 ⇒ (11) + 11 = 22
Sound burst Fort DC 12 or stunned for 1 round
Sonic Damage 1d8 ⇒ 3 if the creature is vulnerable to sonic (50% more damage)


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The creature sluggishly tries to lash at the gnome with a tendril!

Fungus 2 AoO @ Twigg: 1d20 + 3 - 4 - 2 - 1 ⇒ (8) + 3 - 4 - 2 - 1 = 4
Damage on hit: 1d4 + 1 ⇒ (4) + 1 = 5

The gnome then unleashes a blast of sound that causes the brain fungus to writhe in agony.

Fort save vs DC 13: 1d20 + 7 ⇒ (13) + 7 = 20

It still manages to resist being stunned, although it did look like it was in pain.

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

The gnome cheers "Huzzah!

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)

Is the fallen one still healing? If so, will CdG.


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Nope, F1 is D-E-D dead; between your critical hit and Amarthecthel's follow up, it is no longer coming back. F2 though is already trying to heal up its first cut, though!

Init Order (bold = you're up!)
Pelkin (nauseated I)
Amarthecthel
Twigg
Mexel
Dyn
Horgrym

F2
Guido (nauseated II)

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 reaches out and touches Amarthecthel.

Cure Light Wounds: 1d8 + 4 ⇒ (3) + 4 = 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

His mind dimmed by the fungus, the elf laughs at the relief of Dyn's spell, a silvery fey-like sound.

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 joins in with Amarthecthel's laugh, completely unaware why the elf is laughing.


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Amarthecthel:

Another thought pops into your head.

"You laugh at violencing? Others getting hurt = funny. Others getting healed = also funny?"

Nope, F1 is D-E-D dead; between your critical hit and Amarthecthel's follow up, it is no longer coming back. F2 though is already trying to heal up its first cut, though!

Init Order (bold = you're up!)
Pelkin (nauseated I)
Amarthecthel
Twigg
Mexel
Dyn
Horgrym
F2
Guido (nauseated II)

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 joins in the laughing while, unsure why, while studies F2 for a moment. He then 5' steps up and tries to engage the strange beast.

AdGS(B,FT,PA,FF): 1d20 + 11 ⇒ (8) + 11 = 191d10 + 8 ⇒ (8) + 8 = 16

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'

When my turn arrives just have me dry heave. Next round, though, well, then I'll DO something!


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Horgrym's blow renders it unconscious!

Combat over as I imagine a CDG will soon follow


Niswan map Ebon Destroyers handouts Combat map

Map updated to remove the other bad guy!

Guido's and Pelkin's nausea finally pass, although Amarthecthel is still in a different mindset. With threats finally removed, the party has time to finally review the rooms. The one with the blue lion things again is fairly barren, outside of the unusual assortment of green crystals on the ground, apparently from the large green geode sitting on a dais.

The other room reeks of foul-smelling mounds of strange, multi-colored fungi that causes the room to glow slightly green. A wooden door is behind a set of metal bars, but the bars have been bent apart and the door cracked open.

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 looks for magic in both rooms


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@Twigg: When you cast your detect magic into the blue lion room, it's weird... there are small pockets of voids in your aura, like something is resisting its effects. The zone is much larger over the geode itself.

I'll need a Kn: Nature or Craft (some metal skill) to identify the material.

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 1d20 + 11 ⇒ (3) + 11 = 14


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That would be a no, Twigg :(

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 joins Twigg and approaches the problem from the other direction.

Spellcraft (to know properties of magical item), magical stupids: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18


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@Amarthecthel: While the material itself isn't magical... it seems naturally resistant to it.
+2 to the Kn: Nature or Craft (metal-something) check now

Also to note, the other, fungal room, has nothing magical or anything objects of value. There are some human tracks, several weeks old, and the door behind the iron bars has several clawed tracks and marks within it.

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 contemplates if he has heard of anything like this.

Know(dungeoneering): 1d20 + 5 ⇒ (5) + 5 = 10


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The strange, crystalline metal and fragments are beyond your recollection, Horgrym.

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 shrugs.

"We could always go grab someone from the town to tell us what is going on."

Horgrym examines the tracks and claw marks, to see where they go, while the others examine the anomalies.

Track: 1d20 + 4 ⇒ (15) + 4 = 19


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@Horgrym: The claw marks in the main part of the fungal room are distant. The impressions lead you to think that they weren't from something walking, but either hopping or floating about and landing gracefully.

The human tracks walked into the room, and it appears that the bars were pried apart with a crowbar. The human tracks go no further, but you do find evidence that a very short battle ensued here. The human tracks then lead off back out the hallway... and into the main chamber.

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'

Know Nature assist?: 1d20 + 5 ⇒ (10) + 5 = 15

What a strange occurance. What could it all mean, I wonder. Pelkin manages to right himself after his bad experience with the plant creatures. Once we are done here I'll open the northern door, unless we have objections?

After we figure out the mystery of the other room we can move this way, unless something happens. I'll take 10 on perception on the door for traps and listening before opening.


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@Pelkin: You do not know what it is either and the aid won't push someone to the DC 20 required to get there.

From Horgrym's remarks, are you just going to grab the stuff and figure it out later?

Pelkin reviews the remaining door in this hallway and finds it devoid of locks or traps. A single Azlanti carving in the door, translated by Horgrym, reads "Enigma of the Midnight Sun"

[ooc]GM Whoopsie: The door with the blue lions said "Enigma of the Sky Seed" and the one with the fungi says "Enigma of the Dark Tapestry"

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'

Maybe Amar can get there. He hasn't rolled yet, assuming he has the required knowledge skills. That failing I guess we'll do just that, unless we want to go back to town and try to drag an expert in here.


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He does not have the appropriate Kn or Craft check, thus he tried to use a Spellcraft to identify the magic resistant property but failed... I do give kudos for trying something different, and a higher roll may have gotten something...

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'

Guess its not meant to be. Moving on then! UNLESS the +2 was for the next guy to roll (me) and its identifying a creature (+4 for Monster Lore). Then I make the DC.

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

Does it look as though the geode (or portions of it?) can be removed for, say, convenient sale or study later?


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@Amarthecthel: Yes, looks like it'll take about 1/2 an hour of chipping to get all of the good stuff (viable fragments on the ground as well as what's in the geode itself still.

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

"Anyone in a rush?" asks Amarthecthel, in whose breast beats a heart as acquisitive as any dwarf's, even if he will blow it all on magical research and very old wines. "Because if not, I think we should not leave such treasures behind for the likes of bandits, goblins and weird plant creatures from outer space."

Let's take the half hour and take whatever we can of the magic-resistant ore.

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 shrugs at Amarthecthel and starts chipping away at his suggestion.


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When it's all said and done, the party has 10 pounds of this strange ore. What secrets does it hold? We'll find out... later!

Is the rest of the party doing anything else while the helf and halfling are getting the crystalline metal?

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

Staying put and guarding our backs, it is to be hoped!

Have the stupid-spores worn off yet, Herr GM?


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You mean from the blue lion bite? Gotta wait a bit on that one.

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

It was from the Cerebric fungus.


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Ohhh, stupid spores... misinterpreted that. You have 10 more minutes of stupid spore time, and of course, nothing is threatening you so you can choose to wait it out if necessary :)


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Assuming everyone waits for Amarthecthel to fully come to his senses.

After forty minutes time, Amarthecthel's head clears up. Like a fog from his adolescence fading away in the light of maturity, he is mentally back to normal.

Only one door in this intersection remains, The Enigma of the Midnight Sun. Besides that, there is the door to the south on the opposite end of the grand hall.

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'

Alright, let us proceed. To the north door as planned earlier, taking 10 on all things.


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@Pelkin: The door is quiet and appearing to be free of traps. No noise can be heard from the other side.

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 nods to the group, saying that he is going to open the door, then does so.


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GM Dice:

1d6 ⇒ 2
Pelkin Will: 1d20 + 9 ⇒ (14) + 9 = 23
Amarthecthel: 1d20 + 3 ⇒ (10) + 3 = 13
Guido: 1d20 + 4 ⇒ (17) + 4 = 21
Dyn: 1d20 + 9 + 2 + 2 ⇒ (9) + 9 + 2 + 2 = 22
Horgrym: 1d20 - 1 + 2 ⇒ (20) - 1 + 2 = 21

Pelkin opens the door... the curved northern wall of this room depicts a vast field of stars with such realism that one feels perched at the edge of an infinite gulf.

Amarthecthel is fascinated by the awe and majesty, and steps into the room to see it closer.

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'

Do I sense he has done this against his will at all? Pelkin will cast Detect Magic to see if the wall radiates magic or hides something. Also I'll take a look around to see if it seems safe before following (take 10 on Perception).


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@Pelkin: The wall radiates magic, but you'll have to continue studying to identify it. Identify or look as you noted?

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'

Identify, then look as noted.


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@Pelkin: You start your second round of detect magic, telling that the aura is of moderate strength. However, at this time, a brilliant flash of light fills the room as one of the stars grows brighter and then envelops a number of planets, resulting in their cataclysmic destruction.

I'll take a DC 20 Kn: History or Kn: Planes check about this event!

GM Dice:

Amarthecthel Will vs DC 14: 1d20 + 3 ⇒ (20) + 3 = 23
Pelkin Will vs DC 14: 1d20 + 9 ⇒ (14) + 9 = 23
Cha Damage on failure: 1d4 ⇒ 3
1d6 ⇒ 2

While both you and Amarthecthel are in awe of the magic invoking this illusion, you both feel grounded that the destruction is a far gone event and is not real, well at least real in the current sense.

Amarthecthel is no longer fascinated

The light dies down and the room returns back to its previous state.

Finally, you confirm that the aura is that of illusion, obviously one recreating a celestial event of some sort.

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

Knowledge (Planes): 1d20 + 9 ⇒ (3) + 9 = 12 Some of those spores have evidently stuck around.

The elf shakes his head. "That's one enigma I can leave a mystery," he says. "Come on. Let us explore the southern door."

Amarthecthel wants to get away from this room. Fascinating illusory apocalypses seem to him like a lead-in to a trap at worst, and at best purchase neither spells nor fine wine.

He leads the way to the southern door and listens at it with his hawk familiar.

Amarthecthel Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Glosrofel Perception: 1d20 + 13 ⇒ (10) + 13 = 23


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@Amarthecthel: Neither you or Glosrofel can detect any movement or noise beyond the southern door.

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