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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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

Why did we hit the Slow-Down Sauce? We're so close to the finish line!

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'

The site was down for a bit yesterday, that might have something to do with it.


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I was sick yesterday, but I coulda sworn I had a post Monday saying that Horgrym expertly finished off the babau (an error with the miss chance since dim light only grants 20% concealment). Hrmm...

Horgrym expertly finishes off the babau, which vanishes from sight.

The room is now quiet. There are two doors, one to the south, and another near Mexel against the east wall.

Assuming everyone is going to top themselves off with healing before doing anything.

From both doors, there are no sounds of movement or notable traps on the doors.

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

We search this room first. Take 20 (for a 29 in Amarthecthel's case).

Then we open the left door first. Because reasons.


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Left door = the southernmost one?

Also, where are you searching? And how?

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'

How are we on resources? Do we need to take a rest before moving on?

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 good.

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 hands Pelkin a wand to get some healing.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

1 point of damage remaining, 41/50 Charges left


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Heading to the southern door, the door creaks open revealing a comfortably sized bedroom. Belled glass jars clutter every available surface in this bedchamber. These jars contain miniature sized creatures pinned by needles to cushions, like a twisted insect collection. A large bed is decorated by a crimson comforter on a darkwood four-post bedframe.
It appears to have not been used recently.

DC 18 Appraise, Kn: History, or Kn: Nature:

These creatures look like small specimens of various species considered to be extinct. It could worth quite a bit to the right collector or historian, easily 1,500 gold crowns.

Map updated. You have the right (east) door from the portrait room. You can also try the blue door far to the east.

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

We search this room first. Take 20 (for a 29 in Amarthecthel's case). Start with under the bed.

After that, we'll check out the blue door.


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Nothing of interest under the bed, but the bookshelf bears some journals. Horgrym, with his Azlanti mastery, can translate them.

There's much magical rambling, various notes on summoning and binding techniques, but then devolves into various time puzzles, ioun stones, and other related magics. All of these are in the hand of one of Nhur Athemon's apprentices, Daegros.

Beyond that, there is nothing else to note.

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

Okay, if nothing stands out as immediately relevant to Horgrym, we'll scoop that stuff into our packs for later perusal and sale.

Then we go check out the blue door.

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 ⇒ (17) + 12 = 29

"These things are very rare! wow! could be very valuable if someone wanted to sell them! .... But I'd probably rather keep them, what would 1,500 gold get me anyway?"

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 describes the time puzzle notes to Amarthecthel as they head to the blue door.

"With meeting people for the first time who have met us before, I hope we're not in one of those."


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The party returns back to the trio of colored doors. Amarthecthel, with the blue sigil on his hand, places it on the matching door. The door shudders before opening.

Faded frescoes greet you on the walls of the cold, dank hallway ahead. They show skeletal warriors garbed in the fluted ceramic plate armor of an ancient empire. The floor is decorated in mosaics of various blue stones.

Map sorta updated, mostly you are repositioned at the entrance of the blue door.

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 smiles at Horgrym's statement. "That is a horrifying insight, Horgrym. It implies we may be here for awhile unless we resolve what's happening. And we have food and water for only a few days. It has occured to me that we may have the wrong idea about him, though."

"He could be confused because the person we met the first time wasn't him at all, but an imposter. Or vice versa, possibly, though that makes less sense. Yes, I'm fairly certain that the man we met at the inn was an imposter."

The elf then proceeds through the door and to the next one in sequence.

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 detect for magic and alignments as well as trying to perceive dangers. The usual procedure.

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 also heal himself.

CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8

Back to 49/51 HP, good enough.


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@Pelkin: After healing yourself up, you check out the area for various auras, cautious about what other dangers may lurk.

You immediately find an evil aura, but despite its moderate power, you cannot pinpoint its source. Your guess is that it is deeper down the passage, perhaps the other door.

Following that, there is indeed a magical aura; it seems to have the same bounds as the evil effect, too.

GM Dice:

Pelkin Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14

However, you are unsure as to what this spell this.

The black circle on the map shows the radius of the spell/evil you can identify.

Meanwhile, Amarthecthel presses ahead to the next door. He nor Glosrafel find any traps on the door, although a detect magic does bear the same maligned magic aura Pelkin pointed out. However, Amarthecthel does note another aura behind the door, although he cannot discern any of its properties through the door.

Who opens the door and goes in?

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 steel himself and open the door after checking it for traps and nasty business.


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@Pelkin: Same info I posted for Amarthecthel above(assuming he does the same detect magic/take 20 on checking the door thing you do) which I am taking as SOP for this party :)

Everyone sees Pelkin brave himself for the door and, with hesitant pull, opens the door.

The chamber appears to be a continuation of the previous room, although the exit door appears to your right, heading east.

No map update yet as this is the last of the rooms Rozimus described previously.

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 carefully move to the other door, take care to examine things, then open the door if deemed safe to do so.


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Anyone going to follow the half-elf or do anything else?

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 follows!

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

As does Amarthecthel.


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Horgrym's been quiet lately... so random chance to see what he does.

high = Horgrym goes in: 1d2 ⇒ 1

The halfling decides to stay back, holding the rear for the party and making sure nothing tries to sneak up on them; there's already been enough summoned and invisible creatures causing havoc in this place.

The others then make their way to the other door and try to discern this evil aura.

The trio + bear make it about halfway through, when they see something eerily appear next to them.

GM Dice:

Amarthecthel Will: 1d20 + 5 ⇒ (11) + 5 = 16
Amarthecthel Fort on Fail: 1d20 + 7 ⇒ (16) + 7 = 23
Glosrafel Will: 1d20 + 7 ⇒ (10) + 7 = 17
Glosrafel Fort on Fail: 1d20 + 4 ⇒ (1) + 4 = 5
Pelkin Will: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Pelkin Fort on Fail: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Twigg Will: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Twigg Fort on Fail: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Mexel Will: 1d20 + 3 + 4 ⇒ (16) + 3 + 4 = 23
Mexel Fort on Fail: 1d20 + 8 ⇒ (5) + 8 = 13

Amarthecthel:

A wrinkly elf is next to you, its face gaunt and malnourished and a necklace made of raven's bones dangles from its chest.

"We helped him destroy the time lock... and we were trapped forever! You still have a chance to save yourselves... to save US!", the wretched form grabbing at you with deadened, pleading eyes.

However, your keen elven senses see past time, seeing for the illusion it is, though quite powerful.

You may attempt a Spellcraft check to identify what just tried to affect you.

Pelkin:

A frail half-elf, a beard and broken holy symbol of Desna dangling from its neck grabs you by the shoulders, crying out frantically.

"What have we done? We listened to him and now we're doomed in this time lock! Save us, do not let us live like THIS!"

However, you see this illusion for what it is, although the message perplexes you. You simply dismiss the false version of yourself and its terror fades from your view.
You may attempt a Spellcraft check to identify what just tried to affect you.

Twigg:

A ragged little gnome, its hair bleached white and with pale, nearly translucent skin, is dragged by an emaciated bear. The gnome raises its head and with pleading eyes calls out in a soft voice.

"We did as he said and broke the time lock, but then we were stuck... stuck here forever... the sunlight, I miss it! Let us see the sun's warmth one more time!"

Your curiosity wants you to ask more questions, but your gnomish instincts hold true: this illusion, though powerful and frightening, is nothing more than that. The gnome and bear then fade from your view.
You may attempt a Spellcraft check to identify what just tried to affect you.

A lone door appears to your right.

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'

GM:
Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21

What a strange... vision? Pelkin looks to the others. Did any of you see something strange just now?

Pelkin then repeats what he had heard the frail half-elf say, "What have we done? We listened to him and now we're doomed in this time lock! Save us, do not let us live like THIS!"

What does it mean?


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Pelkin:

This was a strangely crafted phantasmal killer. Given this knowledge, you are sure this is what slew Ailee and Garuke as Rozimus described it.

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 thinks about what he saw and exclaims, I believe this was a strangely crafted phantasmal killer! Given this knowledge, I feel sure this is what slew Ailee and Garuke as Rozimus described 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)

"A phantasmal killer? Can I follow? Is it safe?"

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

Spellcraft: 1d20 + 14 ⇒ (11) + 14 = 25

"Aye, a modified version of that spell, anyway. We are getting close to the source of power on this level or Nur-Athamon's students would not try to so hard to keep us out."

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

When everyone is ready, Amarthecthel advances to the next door and opens it.


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@Pelkin: Another detect magic will inform you that the phantasmal killer aura (the unidentified aura behind the door originally) is now gone, although the magically induced evil aura still remains.

Since no one was fazed by the illusionary threat darn good dice rolls for you all :P, the party is ready and Amarthecthel opens the next door, blade at the ready.

The floor of this short corridor is speckled with faded blue mosaics, but the walls remain barren save for five niches in the southern wall: three at eye level and two more below between them. Each niche in the top contains a skull of a long-dead human. The niches each bears an inscription written in a long lost tongue Horgrym can tell it's Azlanti, but will have to approach the skulls/inscriptions to be able to read them..

A simple wooden door bars passage to the west, although a palpable sense of evil suffuses this room, making the journey across seem longer and more dreadful.

Map updated! Skulls mark the 'used' inscription plates; the others are in between the skulls.

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 look for any traps while leading the group down the hallway.

Perception: 1d20 + 13 ⇒ (20) + 13 = 33

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 approach the nearest inscription after Pelkin has scouted past it, approaching from the side instead of directly towards it. If that is safe, he will read it out and continue to the next (and so on).


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Good roll Pelkin!
Horgrym, did you top yourself off with HP beforehand? If so, please update your profile!

Desna seems to guide the inquisitor's eyes as he immediately notice one of the skulls starting to move. He immediately shouts to the party that danger is coming as all three skulls begin to cackle and float up, revealing a spinal cord that seems to dangle down from the floating craniums.

Combined with the constant sense of dread coming from this chamber, the party braces itself for a tough fight!

DC 21 Kn: Religion:

The cackling of these undead skulls make you that these might be penanggalen, witches who willingly give themselves over to undeath for greater power. Similar to vampires in how they feed, they typically release their heads from their bodies, hunt for blood from the living, then return to their bodies before dawn, a trail of viscera typically dripping from the spinal cord dangling from the severed head.

These are unusual, though that there is no body, but the sharp fangs baring to you and the skeletal spinal cords still attached to the flying skull gives you thought that these are abominations that must be destroyed! They bear the powers of moderate level witches, silvered blades to bypass their unholy damage reduction, and have light sensitivity. They can also drain blood from those its has grabbed with its spine, biting and sucking on the life fluids. Finally, they seem to naturally heal their injuries.

DC 26 Kn: Religion:

The penanggalens here are 5th level witches, bearing the appropriate arcane powers on top of their hexes (often misfortune and evil eye to allow their powers to go through). Their other abilities/weaknesses are:

  • DR 5/silver and slashing
  • fast healing 5
  • Undead traits
  • Light sensitivity
  • Resist cold 10, fire 10
  • Channel resistance +4
  • bite can disease
  • its slam from the spinal cord can grab AND wither the body, causing Dex and Cha damage

[spoiler=Inits]
Red Skull: 1d20 + 4 ⇒ (2) + 4 = 6
Blue Skull: 1d20 + 4 ⇒ (15) + 4 = 19
Yellow Skull: 1d20 + 4 ⇒ (5) + 4 = 9
Amarthecthel: 1d20 + 2 ⇒ (14) + 2 = 16
Horgrym: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Pelkin: 1d20 + 7 ⇒ (15) + 7 = 22
Twigg/Mexel: 1d20 + 2 ⇒ (10) + 2 = 12

Round 1
Init Order: (bold = up!)
Pelkin
Blue skull
Amarthecthel
Twigg/Mexel
Yellow Skull
Horgrym
Red Skull

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'

Monster Lore: 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 29

Just read the spoilers, oof. Would Protection from Evil still be up?

Pelkin, not having the space to cast a spell, strikes at the {red} enemy!

Attack: 1d20 + 6 ⇒ (19) + 6 = 25 for Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Confirm?: 1d20 + 6 ⇒ (14) + 6 = 20 for Damage: 2d8 + 16 ⇒ (2, 7) + 16 = 25


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Pelkin:

These things are nasty... and nastier thanks to other reasons you have yet to discover. Feel free to tell the others of what you uncovered, though!

No to the protection from evil: between that battle, searching Daegros' room, then investigating on your way up to this chamber, it will have worn off. Thanks for asking though, since I did forget before!

Pelkin, trying to bring one of these things down before they call all act, nearly shattering the skull in a single blow. However, the skull slowly begins to rebuild, still cackling at the half-elf.

Thank goodness for flat-footed AC!

The central skull stares at Pelkin, and despite the lack of eyeballs, feels its gaze giving him a dark, foreboding, weight of dread upon him.

Pelkin Will vs DC 15: 1d20 + 10 ⇒ (19) + 10 = 29
Pelkin, however, staves off most of the effect, but a lingering doubt still affects him.

Pelkin: -2 to saving throws for 1 round!

Round 1
Init Order: (bold = up!)
Pelkin (Evil Eye-saves 1rnd)
Blue skull
Amarthecthel
Twigg/Mexel

Yellow Skull
Horgrym
Red Skull (36 damage)

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)

Updated my profile, 62/63 to start.

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 brushes one of his pearls of power, suddenly remembering the shocking grasp spell. He then attacks the nearest (yellow) skull.

1st attack +1 cold iron scimitar and shocking grasp: 1d20 + 10 ⇒ (9) + 10 = 191d6 + 7 + 5d6 ⇒ (3) + 7 + (3, 3, 3, 1, 6) = 26

2nd attack +1 cold iron scimitar: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 7 ⇒ (5) + 7 = 12

Ick.


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Amarthecthel's blow rocks the skull hard as it vibrates from the electrical energy discharged into it. The skull still floats, and cackles louder as the magus completely misses his second swipe at it.

Round 1
Init Order: (bold = up!)
Pelkin (Evil Eye-saves 1rnd)
Blue skull
Amarthecthel
Twigg/Mexel
Yellow Skull (21 damage)
Horgrym
Red Skull (36 damage)

Will bot Twigg/Mexel this afternoon if necessary

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)

Unless something changes the positioning, Horgrym is going to take a five foot step forward to open up some space, study the yellow skull, and attack the yellow skull. I'm going to post rolls for that and will change action if that doesn't work after Twigg and the skull do their thing.

GS(PA,FF,ST): 1d20 + 14 ⇒ (15) + 14 = 291d10 + 13 ⇒ (5) + 13 = 18


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My post gotted eated! Oh noes! :( I'll use that, though!

Twigg sends Mexel to harry the closest skull while he uses his magic missile wand at the skull in the back!

Twigg Magic Missile @ Red: 1d4 + 1 ⇒ (1) + 1 = 2

Mexel bite @ yellow: 1d20 + 8 ⇒ (12) + 8 = 20
Damage on hit: 1d6 + 7 ⇒ (6) + 7 = 13

The severely damaged skull next to Amarthecthel cackles and casts a spell.
Yellow Concentration vs DC 21: 1d20 + 8 ⇒ (19) + 8 = 27

A fog of green smoke of nauseating nature fills the chamber, engulfing the entire party!

Amarthecthel Fort vs DC 16: 1d20 + 7 ⇒ (3) + 7 = 10
Glosrafel Fort vs DC 16: 1d20 + 7 ⇒ (11) + 7 = 18
Horgrym Fort vs DC 16: 1d20 + 8 ⇒ (10) + 8 = 18
Pelkin Fort vs DC 16: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Twigg Fort vs DC 16: 1d20 + 5 ⇒ (13) + 5 = 18
Mexel Fort vs DC 16: 1d20 + 8 ⇒ (13) + 8 = 21
Duration outside of cloud: 1d4 + 1 ⇒ (4) + 1 = 5

Fairly obvious this is a stinking cloud spell. This is marked on the map by the yellow oval for fog area.

Amazingly, only Amarthecthel feels his stomach wrenching, everyone else managing to hold it together!

Horgrym then steps in, swinging at the skull...
Miss chance (>20 = hit): 1d100 ⇒ 34

The yellow skull is nearly split in two, but still laughs at the halfling.

The skull Pelkin smashed turns to him and casts a spell of binding!
Red Concentration vs DC 19: 1d20 + 8 ⇒ (20) + 8 = 28
Pelkin Will vs DC 16: 1d20 + 10 - 2 + 2 ⇒ (4) + 10 - 2 + 2 = 14

Amazingly, the half-elf fails to shrug off the magic and is temporarily paralyzed!

As Pelkin tries to shrug off the magic, the central skull cackles loudly, continuing the evil stare put upon Pelkin before casting a spell.

Pelkin only, DC 17 Spellcraft:

It's mage armor.

Round 2
Init Order: (bold = up!)
Pelkin (Evil Eye: -2 saves 1rnd, paralyzed: full-round action to attempt another Will save vs DC 16 to end)
Blue skull (???)
Amarthecthel (nauseated while in cloud and for another 5 rounds after)
Twigg/Mexel

Yellow Skull (36 damage)
Horgrym (studied yellow)
Red Skull (33 damage)

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

Ugh. Where's a paladin when you need one?

Sorry, fellas, but I'm outta this fight.

Retching, the elf falls back from the skull and the cloud, barely able to retain his grip on his trusty scimitar.

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 discovered scrolls. "let's try this."

Twigg uses a scroll of summon monster and starts casting. 1d3 ⇒ 1 earth elementals

Mexel attacks
claw 1d20 + 8 ⇒ (15) + 8 = 23
Damage 1d4 + 7 ⇒ (1) + 7 = 8
claw 1d20 + 8 ⇒ (8) + 8 = 16
Damage 1d4 + 7 ⇒ (2) + 7 = 9
Bite 1d20 + 8 ⇒ (8) + 8 = 16
Damage 1d6 + 7 ⇒ (2) + 7 = 9

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'

Looks like you added my +2 to my save vs enchantment spells since I'm an half-elf, but I'll mention it just in case.

Will: 1d20 + 10 + 2 - 2 ⇒ (16) + 10 + 2 - 2 = 26

Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22

Mage Armor, eh? Pelkin comments as he witnesses the spell cast.


Niswan map Ebon Destroyers handouts Combat map

Sorry for the weekend delay! And yes, counted your half-elf +2; just poor die roll on your highest save <_<

Pelkin manages to wrench himself free of the enchantment while Amarthecthel makes an escape, trying not to vomit up his breakfast.

Twigg works on bringing more fighters ont heir side while Mexel attacks the nearby skull.

Miss chance (>20 = hit): 1d100 ⇒ 37
Only the bite lands and Horgrym can see that the skull already repaired most of the attack.

Meanwhile, the skull also tries to cast a spell.

Yellow concentration: 1d20 + 8 ⇒ (5) + 8 = 13

However, it boffs its spell, too threatened by Horgrym and Mexel!

Round 2
Init Order: (bold = up!)
Pelkin (Evil Eye: -2 saves 1rnd, paralyzed: full-round action to attempt another Will save vs DC 16 to end)
Blue skull (mage armored)
Amarthecthel (nauseated 5 rounds)
Twigg/Mexel
Yellow Skull (34 damage)
Horgrym (studied yellow)
Red Skull (33 damage)

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 swings twice at the yellow skull, dismayed at its healing.

GS(PA,FF,ST): 1d20 + 14 ⇒ (11) + 14 = 251d10 + 13 ⇒ (6) + 13 = 19
GS(PA,ST,2nd): 1d20 + 6 ⇒ (2) + 6 = 81d10 + 13 ⇒ (4) + 13 = 17

Miss Chance (>20 = hit): 1d100 ⇒ 95


Niswan map Ebon Destroyers handouts Combat map

Despite its healing, it's no match for Horgrym's powerful blow and falls apart to the adamantine blade!

The skull at the end, trying to disrupt Pelkin, brings a curse of misfortune upon him!

Pelkin Will vs DC 15: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14

But the evil eye allows bad luck to plague the half-elf!

Pelkin, for all d20 rolls for 1 round, you must roll twice and take the worse of the two.

Init Order (bold = up)
Pelkin (misfortune 1 round)
Blue skull
Amarthecthel (nauseated 5 rounds)
Twigg/Mexel
Horgrym
Red skull (28 damage)

Can't edit map on mobile, but yellow skull is gone!

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 still try to strike the red skull!

Attack: 1d20 + 6 ⇒ (13) + 6 = 19 or
Attack: 1d20 + 6 ⇒ (11) + 6 = 17 for Damage: 1d8 + 8 ⇒ (4) + 8 = 12

He then steps back, making room for others to join the melee if they choose. WHich will increase my saves and AC due to Solo Tactics, which could've actually made a difference this fight, hehe.

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