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
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@Dyn: You can tell there's some unusual property to the sap as a single drop of it hits your stubby dwarf fingers as you seal up your flask and the finger's skin stiffens somewhat before relaxing.

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 will search the room for anything they missed while Dyn collects the sap, but is ready to leave when he is done.

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 let Horgrym and the guide lead the party to the next room since it seems going north is not going to happen (assuming its the exit).


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@Horgrym: As Dyn takes more of the sap, you notice that part of the jungle seems different. Leaves are fading in an out and you feel cold flagstone for brief microseconds before feeling jungle foliage beneath your feet. Besides that, you do not find anything else.

The helmet takes Amarthecthel to the other pair of doors. Checking it for traps, it appears clear and the door is unlocked. Party in formation, the door opens.

The archway of this chamber's entrance is curtained with black chains and metal rings, from which hang the hands of many species - animal paws, humanoid hands, and skeletal fists. Within this room stretches a sun-drenched dusty canyon. Layers of reddish rock create plateaus that rise up in graduated ledges against the walls of the chamber that appear to be impossibly high. Tall pillars of orange stone rise up from the parched earth, all seemingly randomly dispersed throughout the barren landscape. One of these hoodoos soars well above the rest, easily rising thirty feet into sky above. A fissure in the wall opens to the northeast, revealing a night sky full of stars in the distance.

Map updated!

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'

A jungle in one room and a canyon in the next? Tell me how this is possible.

Pelkin will move forward cautiously. Perception: 1d20 + 13 ⇒ (1) + 13 = 14

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

"Magic!" replies Amarthecthel enthusiastically. He follows Pelkin into the room.

I can't edit the map with my iPad. Please move me up next to Pelkin..

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)

"Magic..." echoes Horgrym with less enthusiasm.

Horgrym moves up beside the magus, keeping his eyes peeled.

I moved myself and Amarthecthel.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23+2 for traps and/or underground

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

"Magic!" Twigg says enthusastically after Amar and Horgrym say the word.

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'

Yes, magic... Pelkin then casts Detect Magic to see if a creature of that same property might be detected. I was asking our guide since he might have a more detailed answer.


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GM Dice:

Pelkin Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15
Horgrym Badluck Percep: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
P1 Stealth: 1d20 + 17 ⇒ (6) + 17 = 23
P2 Stealth: 1d20 + 17 ⇒ (20) + 17 = 37
P3 Stealth: 1d20 + 17 ⇒ (5) + 17 = 22
P4 Stealth: 1d20 + 17 ⇒ (17) + 17 = 34
V1 Stealth: 1d20 + 17 ⇒ (20) + 17 = 37
V2 Stealth: 1d20 + 17 ⇒ (4) + 17 = 21
Amarcthecthel Percep: 1d20 + 10 ⇒ (7) + 10 = 17
Amarthecthel Bad Luck Percep: 1d20 + 10 ⇒ (3) + 10 = 13
Dyn Percep: 1d20 + 4 ⇒ (6) + 4 = 10
Dyn Bad luck Percep: 1d20 + 4 ⇒ (16) + 4 = 20
Twigg Percep: 1d20 + 1 ⇒ (4) + 1 = 5
Twigg Bad luck Percep: 1d20 + 1 ⇒ (16) + 1 = 17

@Pelkin: Magic indeed! A massive amount of illusionary magic covers the entire room... except for a single hoodoo in the corner, standing taller than the rest and glinting with a silvery white metal (marked by the star icon). The aura is almost overwhelming to you. Your first guess would be some sort of hallucinatory terrain.

@Horgrym: You look around, and while you don't find any traps, you are concerned that the various hoodoos are fragile looking and could topple if pushed or sabotaged. This thought is even more evident as you see a pair of ugly dog-faced creatures, sized only to your kneecap, lurking from behind one of the hoodoos, bows drawn and now awaiting and the hoodoo next to you has a strange crab-headed insect-like creature with a tiny hammer ready to smash one of the stone tower's supporting rocks!

Surprise Round! Only Horgrym gets to act for the PCs in this round!

[spoiler=Inits]
P1: 1d20 + 5 ⇒ (20) + 5 = 25
P2: 1d20 + 5 ⇒ (5) + 5 = 10
P3: 1d20 + 5 ⇒ (19) + 5 = 24
P4: 1d20 + 5 ⇒ (13) + 5 = 18
V1: 1d20 + 1 ⇒ (15) + 1 = 16
V2: 1d20 + 1 ⇒ (8) + 1 = 9
Amarthecthel: 1d20 + 2 ⇒ (20) + 2 = 22
Dyn: 1d20 + 1 ⇒ (8) + 1 = 9
Horgrym: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Pelkin: 1d20 + 7 ⇒ (9) + 7 = 16
Twigg: 1d20 + 2 ⇒ (15) + 2 = 17
V2 rolloff: 1d20 + 1 ⇒ (8) + 1 = 9
Dyn rolloff: 1d20 + 1 ⇒ (15) + 1 = 16

Init Order (bold = up!)
P1
P3
Amarthecthel
P4
Pelkin
Horgrym
Twigg
V1
P2


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Three of the little dog-faced creatures leap out, firing arrows at the unsuspecting party!

P1 bow @ Horgrym: 1d20 + 3 ⇒ (9) + 3 = 12
Damage on hit: 1d3 - 4 ⇒ (2) - 4 = -2
P2 bow @ Horgrym: 1d20 + 3 ⇒ (16) + 3 = 19
Damage on hit: 1d3 - 4 ⇒ (2) - 4 = -2
P4 bow @ Pelkin: 1d20 + 3 ⇒ (17) + 3 = 20
Damage on hit: 1d3 - 4 ⇒ (2) - 4 = -2

Both Horgrym and Pelkin take a tiny arrow to their necks, resulting in a minor prick that lets out some blood as the tiny menaces start giggling with their success!

1 damage to Horgrym and Pelkin!

Init Order (bold = up!)
P1
P3
Amarthecthel
P4
Pelkin
Horgrym (standard action only)
Twigg
V1
P2

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'

1 non-lethal damage, correct? I think negative damage = one nonlethal.


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Huh, did not know that. Something learned! Yes, then, 1 point of nonlethal damage to both.

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)

Can I topple the thing to the north so that it falls to the north? I'll do that if I can, otherwise:

Horgrym moves from his spot, NW and then twice N to be able to menace both V1 and V2 with his greatsword.

"I almost felt that!" Horgrym shouts at the dog creatures.


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@Horgrym: Yes, I'll need a Disable Device or a good Strength check to break that.

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)

Disable Device: 1d20 + 11 ⇒ (20) + 11 = 31

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

Not seeing Dyn in the init order


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Whoops, I Forgot you and the last strange creature!

GM Dice:

Horgrym Bad Luck roll: 1d20 + 11 ⇒ (2) + 11 = 13

@Horgrym:

You're positive you found the right place, but as you're about to strike the location to knock the hoodoo down over the little bugger on the other side, some rock dust tickles your nose and you sneeze at an inopportune time, causing your attempt to fail horribly!

The dog-faced runts giggle at Horgrym's bad luck!

Both of the crab-headed creatures take their tiny hammers out and try to do the same thing.

V1 Disable Device: 1d20 + 9 ⇒ (8) + 9 = 17
Damage on success: 3d6 ⇒ (3, 6, 2) = 11
Horgrym Reflex: 1d20 + 5 ⇒ (8) + 5 = 13
Horgrym Bad Luck Reflex: 1d20 + 5 ⇒ (2) + 5 = 7

V2 Disable Device: 1d20 + 9 ⇒ (14) + 9 = 23
Damage on success: 3d6 ⇒ (1, 5, 1) = 7
Horgrym Reflex: 1d20 + 5 ⇒ (7) + 5 = 12
Horgrym Bad Luck Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Amarthecthel Reflex: 1d20 + 4 ⇒ (3) + 4 = 7
Amarthecthel Bad Luck Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
Glosrafel Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Glosrafel Bad Luck Reflex: 1d20 + 4 ⇒ (14) + 4 = 18

The first one fails to succeed and can't get the rocks to topple over... but the second, closest to the party, knocks down the hoodoo with a shrill cheer! Horgrym, Amarthectel, and even Glosrafel try to get out of the way, but everyone slips up one way or another; Horgrym sneezes again, while Amarthecthel nearly slips on another rock on the ground and poor Glosrafel has one of his talons caught on his master's armor!

7 damage to Horgrym, Amarthecthel, and Glosrafel. Awful spat of bad luck... in fact, for the time being, any time you have to roll a d20, you have to roll twice and take the WORST result!

After seeing all that, I'll take Kn: Nature checks to identify these annoying fey!

The tiny menaces now point and use some strange incantation, pointing at Horgrym's weapon!

DC 17 Spellcraft:

However, both are utterly confused when it fails to affect the halfling's blade.

Init Order (bold = up!)
P1
P3
Amarthecthel
P4
Pelkin
Horgrym
Twigg
V1
P2
Dyn
V2


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"My word, these little gremlins are being antsy today. I hope they don't ruin the exhibit TOO Much.", quips the helmet after seeing the column fall.

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'

Nature: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13 Gremlins? What the hell are gremlins?


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@Pelkin: The little dog-faced ones... those are pugwampis, gremlins that share bad luck with anyone close by!

The crab-headed ones are vexgits, gremlins of destruction and desecration.


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Skipping Amarthecthel for now

Another one of the little creatures tries the same thing... but this time points at Pelkin's blade!

The weapon vibrates, but nothing else happens, stumping their ugly little heads.

Init Order (bold = up!)
P1
P3
P4
Amarthecthel
Pelkin
Horgrym
Twigg

V1
P2
Dyn
V2

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 target P4 and use Ear Piercing Scream: 3d6 ⇒ (2, 3, 2) = 7 DC 15 Fort save to avoid being dazed for one round and half the damage.


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GM Dice:

Pelkin SR check vs SR 7: 1d20 + 5 ⇒ (9) + 5 = 14
Pelkin bad luck SR check vs SR 7: 1d20 + 5 ⇒ (14) + 5 = 19

P4 Fort: 1d20 ⇒ 1

'Hrk'!, is the sound the pugwampi makes as his ears start bleeding out from the shrill shriek and goes down.

Amarthecthel, Pelkin, and Dyn are currently outside of the 20' bad luck aura! Move too close, though, and you'll have to roll twice and take the worst again!

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 turns his attention to V2, studying its movements before stepping up to the NE and swinging gingerly with his greatsword.

GS(ST): 1d20 + 12 ⇒ (10) + 12 = 221d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d10 + 6 ⇒ (2) + 6 = 8

Can't move myself on the map at the moment, if someone would move me I'd appreciate it.

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

"Fellow fey! Too bad they are mean! You guys need to lighten up."

Twigg casts Hideous Laughter Will DC 17 on V2
knowledge - nature 1d20 + 11 ⇒ (15) + 11 = 26 for any strengthens/weaknesses of these creatures.

Mexel runs up and attacks V2
move action
bite, power attack 1d20 + 7 ⇒ (7) + 7 = 14
damage 1d6 + 7 ⇒ (4) + 7 = 11


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@Twigg: All sorts of info!

Both have resistance to all attacks that aren't from cold iron, but only weakly so. Both also have spell resistance, 7 for the pugwampis and 12 for the vexgits. While the pugwampis are annoying, especially for their ability to shatter nonmagical items and the bad luck they spread, the vexgits are more destructive, sabotaging machinery and vandalizing buildings easily and can even destroy armor or weapons on touch, but only once a round.

Twigg caster check vs V2 SR of 12: 1d20 + 5 ⇒ (19) + 5 = 24
Twigg bad luck caster check: 1d20 + 5 ⇒ (13) + 5 = 18
V2 Will save: 1d20 + 3 ⇒ (16) + 3 = 19

Unfortunately, the vexgit doesn't find your non-destructive gnomish humor at all entertaining!

Mexel bad luck attack roll: 1d20 + 7 ⇒ (13) + 7 = 20

The bear tries to swipe at the little gremlin, but fails to connect.

@Horgrym: Your blade wounds the creature, but much of your strike is automatically healed after your strike is complete.

Init Order (bold = up!)
P1
P3
P4
Amarthecthel
Pelkin
Horgrym
Twigg
V1
P2
Dyn
V2

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 casts a rime-templated frostbite, rushes forward and attacks the vexgit to the north.

+1 cold iron scimitar plus rime-templated frostbite: 1d20 + 10 ⇒ (6) + 10 = 161d6 + 7 + 1d6 + 6 ⇒ (3) + 7 + (6) + 6 = 22

If a 16 hits, then it's 10 points of weapon damage, plus 12 points of non-lethal cold damage, plus the vexgit is entangled for a round.


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A 16 would hit... but does your luck hold up?

Amarthecthel bad luck attack: 1d20 + 10 ⇒ (18) + 10 = 28

Huzzah, it does!

Your blade strikes through the vexgit; already injured, your cold iron cuts through it like a hot razor on butter and the gremlin lies dead at your feet, the blood forming icicles from the blast of icy magic.

The remaining vexgit, seeing what Amarthecthel can do, tries to topple another hoodoo on top of him!

V1 Disable Device: 1d20 + 9 ⇒ (15) + 9 = 24

And succeeds in bringing down the tower of rocks!

Amarthecthel Reflex vs DC 17: 1d20 + 4 ⇒ (8) + 4 = 12
Amarthecthel Bad Luck Reflex vs DC 17: 1d20 + 4 ⇒ (1) + 4 = 5
Damage on failure: 3d6 ⇒ (2, 3, 4) = 9

Unfortunately, the magus slips on some of the icy blood as he tried to get out of the way, allowing a couple of heavy rocks to bludgeon his legs.

9 damage to you Amarthecthel!

The slowest pugwampi tries to shatter Amarthecthel's blade, but once again, the magic infused secures it from possible destruction!

Init Order (bold = up!)
P1
P3
Amarthecthel
Pelkin
Horgrym
Twigg
V1
P2
Dyn

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 rushes forward, calling on the power of his god's healing might, to help the Magus.

Cure Light Wounds: 1d8 + 4 ⇒ (2) + 4 = 6 to Amarthecthel

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

"Thanks, Dyn," says the elf. "I owe you an ale."


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Seeing half their number felled quickly and their shatters failing horribly, two of the pugwampis try to make some distance between them and you!

Init Order (bold = up!)
P1
P3
Amarthecthel
Pelkin
Horgrym
Twigg

V1
P2
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 turns his attention to P1, gauging his movements and changing his grip before swinging his greatsword at its torso.

+1GS(ST,PA,FF): 1d20 + 12 ⇒ (20) + 12 = 321d20 + 12 ⇒ (20) + 12 = 321d10 + 12 ⇒ (6) + 12 = 18

Horgrym smiles contentedly as his strike is true despite his luck.

Crit Confirm: 1d20 + 12 ⇒ (4) + 12 = 161d10 + 12 ⇒ (10) + 12 = 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 spies V1 (or P2 if V1 is already down due to Horgrym's assault) and uses Ear Piercing Scream: 3d6 ⇒ (4, 2, 6) = 12 once more!

DC 15 Fort save to avoid being dazed for one round and half the damage.

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've been waiting to try out my new trick!"

Twigg casts Entangle to hit V1, P2, P3 Ref DC 16

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

Someone please move Amarthecthel on the map. I can't do it from my iPad. Thanks.

Seeing that Twigg is blanketing the area in roots and vines, Amarthecthel summons the power of the stars around him like a halo and rises up on wings of starlight to pursue the enemy.

Activate Fly SLA, move UP-E-UP-NE.


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Horgrym Bad Luck Confirm: 1d20 + 12 ⇒ (15) + 12 = 27

Huh.

The natural affinity of halflings and luck shine through as the crusader-blooded halfling splits the vexgit in twine!

P2 Reflex: 1d20 + 3 ⇒ (15) + 3 = 18
P2 Reflex: 1d20 + 3 ⇒ (16) + 3 = 19

Both of the gremlins manage to not be caught up in the vines!

P2 Fort save: 1d20 ⇒ 5

And another pugwampi goes down with blood oozing out of its ear!

With Amarthecthel and his cold iron blade flying around, the last two pugwampis are as good as dead, their tiny arrows unable to provide any real harm to the elf.

In mildly frustrating short work, the last two are finished off!

Ending combat as really, they have nothing left that would harm the party.

GM Dice:

Amarthecthel Will: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9

You are now alone in the room, with two hoodoos knocked down. The large one still towers over the others with hints of silvery light reflecting from some of its surfaces.

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'

Nice work, everyone. Those little fellas were quite annoying. Pelkin will examine the large tower, trying to determine what is reflecting the light.

Take 10 for 24 Perception.


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@Pelkin: You see several pockets of silvery white metal that line the hoodoo.

DC 20 Kn: Nature or Craft:Armor/Craft:Weapon or Profession: Miner/Blacksmith (Dwarves get +2):

That be some raw mithral 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)

Forgot to double roll the confirm, sorry. I think that's the first time the roller has blessed me with consecutive 20's!

Horgrym cleans bits of vexgit off his greatsword. "I'm starting to wish we went with the other pathfinders..."

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 + 12 ⇒ (20) + 12 = 32

"ooh my! Raw Mithral! This is amazing! Never seen his stuff!"


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Heh, no worries. Ain't no kill like overkill! Plus, now that gremlins are gone, it seems like the dice roller is hot!

GM Dice:

Time: 1d6 ⇒ 3

With Twigg's announcement... nothing says you can't take the stuff although the floating helmet does seem to watch those who are eyeing the hoodoo. It will take about 3 hours to mine the hoodoo thoroughly.

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'

Mithral? Very interesting. Helmet Guide, did your master harvest this material for something in particular? Pelkin is curious to know what he might have been up to, aside from just using it for wealth or a general purpose.


Niswan map Ebon Destroyers handouts Combat map

"There is indeed a reason for the choice of material. Why don't you try and retrieve it and see what happens?", the helmet responds.

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'

Because I don't have hours to mine the stuff! Do I look like a dwarf? Pelkin then decides to explore the rest of the place before moving on.

If Twigg wants to see if he can nab a piece or two we'll wait, Pelkin isn't that impatient.

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 inspects the mithral to see if he can eye an undetected danger.

"That sounded ominous..."

Perception: 1d20 + 9 ⇒ (15) + 9 = 24 +2 for traps and/or underground

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

Impressed by the Mithral, but wary of the helmet's words (and also being short on mining gear), Amarthecthel examines the vein, but does not attempt to extract it.

"Let's move on," he says.


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@Horgrym: It looks safe to you. Safe and, while not an easy task, it is wholly mine-able with your adamantium blade.

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 and taps his greatsword.

"The lockpick should make quick work of it on the way out."

Horgrym breaks out his journal and makes a note to mine the mithral on the way out.


Niswan map Ebon Destroyers handouts Combat map

DC 20 Peception:

"Interesting...", the helmet mutters to itself.

"Continuing the tour I see!", the helmet says, bouncing almost happily from behind Amarthecthel before floating to the entrance to the next room.

"Climb up the rocks... and experience the so-called Gauntlet! Safety is not guaranteed. Nhur Athemon is not responsible for any burns, bludgeons, or falls that may occur. Please watch your step!"

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