GM Zer0darkfire |
Where to now? There are stairs leading to a door to the east, some kind of building to the north, a cavern, and all sorts of places to go to on the map.
Frēodwēn |
Frēodwēn follows along, bow at the ready for the next threat.
"Thanks for killing that plant thing, Regnum. You saved my life. And Barm's."
is anyone going to take the +2 shirt?
GM Zer0darkfire |
This door is not trapped or locked, so you open it up!
This stark and barren cave features a 20-foot-wide shaft with a levitating stone platform floating in the middle. Facing the pit is a stone seat big enough for an ogre.
The massive form on the throne regards you with terrible, burning eyes. “You are fools to venture here, mortals,” it rumbles. “My master bids me to guard this way, and guard it I shall. You have found nothing but death.” The smaller skeletons around the throne begin to stir!
Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. These withered corpses stand 10 feet tall but weigh a mere 200 pounds.
Elite warriors in Hell’s legions, bearded devils—or barbazus—fight savagely in the name of their infernal lords and command mindless hordes of the damned into battle. They collect and train with their infernally forged glaives among the vaults of Hell’s third layer, Erebus, but inevitably return to the first layer, Avernus, to serve at the side of the dread lord Barbatos.
Barbazus are fond of making charge attacks with their glaives, and try to maintain a 10-foot gap between themselves and their foes so they can use their signature polearms to great effect. Against a foe that has greater reach (or one able to otherwise avoid the devil’s favored tactic), they drop their glaives and resort to their claws and hideous beards.
Saint Gudule: 1d20 + 1 ⇒ (7) + 1 = 8
Barm: 1d20 + 6 ⇒ (1) + 6 = 7
Trutzburg: 1d20 + 2 ⇒ (3) + 2 = 5
Baied: 1d20 + 1 ⇒ (8) + 1 = 9
Regnum: 1d20 + 11 ⇒ (2) + 11 = 13
Frēodwēn: 1d20 + 6 ⇒ (4) + 6 = 10
enemies: 2d20 + 6 + 7 ⇒ (11, 15) + 6 + 7 = 39
I hate when the enemies go before you can get positioned
3d4 + 3 ⇒ (1, 2, 4) + 3 = 10
The red devil creature steps forward and tries to stab Barm with its glaive.
glaive: 1d20 + 11 ⇒ (3) + 11 = 14
but it completely misses him.
The undead creature flies forward and attempts to touch Barm.
touch: 1d20 + 18 ⇒ (20) + 18 = 38 Oh no...
confirmation: 1d20 + 18 ⇒ (9) + 18 = 27
Barm needs a fort save. I suggest you pass it.
Initiative Order, Bold May Go!
Map Slide
Enemies (6 points)
Regnum
Freodwen
Baied
Saint Gudule
Barm, fort save
Trutzburg
Baied Eldourha |
Know religion: 1d20 + 10 ⇒ (12) + 10 = 22
Know planes: 1d20 + 7 ⇒ (14) + 7 = 21
A barbazu devil, holding his glaive; and a devourer! this undead, more than any else maybe, has a hunger for life force!
21%+ for spell in armor: 1d100 ⇒ 33
Baied quickly cast her usual Haste spell
Regnum Blastface |
Regnum moves forward, weapon up and ready to fire as soon as he gets a shot. Scared of the flying creature, he fires at it!
Musket Target -: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23
Damage: 1d12 + 16 + 1 ⇒ (1) + 16 + 1 = 18
Musket Target -: 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20
Damage: 1d12 + 16 + 1 ⇒ (11) + 16 + 1 = 28
Missfire!
Barm |
Barm steps 5ft. closer to big red one and starts attacking.
Furious Focus (power attack) +4 adamantine Greatsword: 1d20 + 26 + 1 ⇒ (12) + 26 + 1 = 39
damage: 2d6 + 20 + 9 ⇒ (1, 4) + 20 + 9 = 34
Furious Focus (power attack) +4 adamantine Greatsword: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33
damage: 2d6 + 20 + 9 ⇒ (5, 5) + 20 + 9 = 39
Furious Focus (power attack) +4 adamantine Greatsword: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
damage: 2d6 + 20 + 9 ⇒ (2, 5) + 20 + 9 = 36
Haste attack: 1d20 + 26 + 1 ⇒ (3) + 26 + 1 = 30
damage: 2d6 + 20 + 9 ⇒ (3, 5) + 20 + 9 = 37
GM Zer0darkfire |
fort save for Barm: 1d20 + 12 ⇒ (6) + 12 = 18 I'm going to say you use a reroll on this because 18 is not high
fort save for Barm: 1d20 + 12 ⇒ (8) + 12 = 20 Welp, sorry Barm, it was nice knowing you.
damage: 24d6 + 36 ⇒ (6, 2, 2, 6, 2, 5, 1, 5, 5, 2, 1, 5, 3, 5, 6, 4, 3, 3, 1, 6, 4, 3, 2, 4) + 36 = 122
The devour touches Barm's enfeebled brain, instantly slaying him and devouring his soul. Barm dies and his soul becomes caged in the Devourer's body.
Now, Baied, Trutzburg, or Regnum, do you want to change your turns actions after watching Barm die since that happened before you went?
Initiative Order, Bold May Go!
Map Slide
Enemies (61 points)
Regnum
Freodwen
Baied
Saint Gudule
Barm, dead, soul devoured
Trutzburg
GM Zer0darkfire |
Barm manages to just barely hang on to his soul in the end, but the attack is still massively draining and leaves him reeling!
Initiative Order, Bold May Go!
Map Slide
Enemies (6 points)
Regnum
Freodwen
Baied
Saint Gudule
Barm, -59hp
Trutzburg
Frēodwēn |
I moved Trutzburg next to the undead per his stated action.
hey GM, what was it you were saying about how the Emerald Spire is so easy in PFS because??
Frēodwēn |
Frēodwēn steps forward. "Strike fast and true! We will prevail!"
inspire courage
Then he fires an arrow at the devourer.
+2 holy composite longbow, inspired, Haste, heroism, point blank shot, deadly aim, arcane strike: 1d20 + 17 + 2 + 1 + 2 + 1 - 3 ⇒ (14) + 17 + 2 + 1 + 2 + 1 - 3 = 34
cold iron, good, HOLY, magic, piercing: 1d8 + 5 + 2 + 1 + 6 + 3 + 2d6 ⇒ (7) + 5 + 2 + 1 + 6 + 3 + (4, 6) = 34
GM Zer0darkfire |
@Barm, the creature can fly and is 10ft away from you (inside his reach, but outside of yours. Due to how reach works, standing under him still has him 10ft above you. If you can reach him, maybe with something like lunge, then you can hurt him. I should have specified that he was higher up than you, sorry. If you're swinging at the devil, you're good.
@Freodwen, well it was very easy until we started suddenly having save or (effectively) die on this floor!
So, to recap, the creature is 10ft up, his throne is over a "bottomless" pit.
This floor is dumb
GM Zer0darkfire |
Ok, lets get this reorganized then!
Barm survives, and swings hard at the devil, easily killing it, leaving the devourer alone to deal with you.
Botting Saint Gudule, I know this isn't really his thing, but I don't know what could be more useful that he has right now
Saint Gudule casts cure critical wounds on Barm. healing: 4d8 + 11 ⇒ (1, 8, 6, 4) + 11 = 30
The devourer casts a spell!
will save, Barm: 1d20 + 10 ⇒ (19) + 10 = 29
will save, Freodwen: 1d20 + 7 ⇒ (18) + 7 = 25
trutzburg: 1d20 + 15 ⇒ (3) + 15 = 18
regnum: 1d20 + 9 ⇒ (16) + 9 = 25
baied: 1d20 + 14 ⇒ (20) + 14 = 34
saint gudule: 1d20 + 13 + 5 ⇒ (11) + 13 + 5 = 29
Everyone shakes off the spell, except for Trutzburg, whom is now confused.
confusion: 1d100 ⇒ 40 Trutzburg babbles nonsense this turn and does nothing else.
Initiative Order, Bold May Go!
Map Slide
Enemies (2 points), 10ft up
Regnum
Freodwen
Baied
Saint Gudule
Barm, -29hp
Trutzburg
Frēodwēn |
Frēodwēn momentarily considers dispelling the spell on Trutzburg but then decides to focus on removing the threat of the devourer.
how does the devourer only have 2 points of damage? Is it's AC higher than 34?
tentatively posting an attack roll but obviously I will change my action if the last arrow had no effect
Frēodwēn continues to encourage the team as he fires a barrage of arrows at the devourer.
+2 holy composite longbow, inspired, heroism, point blank shot, rapid shot, deadly aim, arcane strike, manyshot, holy: 1d20 + 17 + 2 + 2 + 1 - 2 - 3 ⇒ (10) + 17 + 2 + 2 + 1 - 2 - 3 = 27
cold iron, good, magic, piercing: 2d8 + 10 + 4 + 2 + 12 + 6 + 4d6 ⇒ (1, 2) + 10 + 4 + 2 + 12 + 6 + (5, 2, 1, 3) = 48
+2 holy composite longbow, inspired, heroism, point blank shot, rapid shot, deadly aim, arcane strike, holy: 1d20 + 17 + 2 + 2 + 1 - 2 - 3 ⇒ (18) + 17 + 2 + 2 + 1 - 2 - 3 = 35
cold iron, good, magic, piercing: 1d8 + 5 + 2 + 1 + 6 + 3 + 2d6 ⇒ (6) + 5 + 2 + 1 + 6 + 3 + (3, 2) = 28
+2 holy composite longbow, inspired, heroism, point blank shot, rapid shot, deadly aim, arcane strike, holy: 1d20 + 12 + 2 + 2 + 1 - 2 - 3 ⇒ (18) + 12 + 2 + 2 + 1 - 2 - 3 = 30
cold iron, good, magic, piercing: 1d8 + 5 + 2 + 1 + 6 + 3 + 2d6 ⇒ (5) + 5 + 2 + 1 + 6 + 3 + (1, 4) = 27
Saint Gudule |
Really sorry once again, guys! Last week (and the week-end) got the best of my strengths. I should be good this week!
@GM: That was a very good SG botting :)
Gasping as he seems to wake up from a dream where Barm is dead, Saint Gudule tries to remember anything about the devourer...
Knowledge Religion: 1d20 + 5 ⇒ (19) + 5 = 24
"Beware! I heard once that Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. These withered corpses stand 10 feet tall but weigh a mere 200 pounds." he shouts.
Shaking his head, the ganzi says, surprised: "What am I even talking about? Is there even such a thing as the multiverse?"
He shrugs and calls forth... CHAOS!
"CHAOS FLAME! BOOM!"
Flame Strike, Ref DC 24 for half: 11d6 ⇒ (1, 3, 6, 6, 3, 2, 4, 6, 5, 3, 4) = 43
GM Zer0darkfire |
Frēodwēn, the devourer hadn't taken any damage yet. The 2 points is not damage, hence why it isn't in my typical damage format of -2hp. That was simply the easiest way for me to track its "essence pool". Oh, I just realized that you had fired an arrow in your turn before, I had only saw the inspire while I was worrying about Barm's fort save and whether or not he was dead.
SR check for Saint Gudule: 1d20 + 11 ⇒ (12) + 11 = 23
reflex save: 1d20 + 9 ⇒ (8) + 9 = 17
Frēodwēn peppers the skeletal creature with arrows while Saint Gudule calls down holy fire. With their combined might, they disintegrate the Devourer.
GM Zer0darkfire |
Behind Murthok’s throne lies an ancient reminder of his mortal lifetime—his sword Icedrake, a +2 frost longsword. The scabbard has long since rotted to uselessness. The sword seems a rusty old wreck at first glance, but it takes only a moment to knock off the rust.
As you inspect the throne that the devourer had claimed, you realize it has some form of directions on how to move it. Effectively, this pit is an elevator shaft with the throne being an elevator.
The elevator slab responds to verbal commands spoken in Azlanti or Common, and it ascends or descends at a rate of 200 feet per minute. If the elevator slab is at the wrong end of the shaft, a creature can summon it with a verbal command—simply standing at the empty shaft and saying “up,” “down,” “come,” or “I want to go down!” causes the slab to begin ascending or descending as requested
Baied Eldourha |
Baied look at the sword with an appreciative eye, and read the inscription, having trained herself to be proficient in the Azlant langage, among others.
This throne can be used as an elevator. You just have to command it to go up or down.
Saint Gudule |
@GM: Gudule has both spell penetration and greater SP, so his SR checks are at +15 ;) but it doesn't matter now.
Saint Gudule puts his tiny hands on his hips.
"Haha! That's work well done!"
That said, he casts a few spells with a wand on Barm while stating: "I don't care."
CLW wand on Barm: 4d8 + 4 ⇒ (8, 7, 7, 3) + 4 = 29 Spot on!
Does Barm still has ability damage?
GM Zer0darkfire |
You're also welcome to go back up a floor and use the Spa room to rest. Since every floor is slow-tracked at this point, you have the unique benefit of either exploring the whole floor for full credit (halved for slow track) or taking the stairs/elevator down now for half credit (which is functionally full since you're going for half credit earlier).
Frēodwēn |
Frēodwēn murmurs a spell to read the sword. does comprehend languages work for understanding the writing on the sword? That's what he's casting
He nods at the suggestion. "The spa sounds fine to me."
GM Zer0darkfire |
Since technically the last floor isn't part of this adventure, you can't gain the bonuses of the spa, but you're welcome to take a full rest (which recovers 1point of Barm's intelligence). You don't have any particular time limits to explore the spire, so you could theoretically rest after every right; might be kind of boring to do that though.
Saint Gudule |
Or Gudule can lesser restoration the good Barm.
Saint Gudule tries his best to heal the mind of the good fighter.
Lesser Restoration: 1d4 ⇒ 4
And if needed...
Lesser Restoration: 1d4 ⇒ 3
Barm |
"What ever you did thank you Saint Gudule! I feel like myself again. "
I was just 3 INT points down, so just one Lesser Restoration was needed
Barm |
After Spa:
"Guys, shall we check to the north?!" he starts walking to the north.
"Regnum can you check that door?"
Regnum Blastface |
Per: 1d20 + 27 ⇒ (18) + 27 = 45
Disable: 1d20 + 26 ⇒ (16) + 26 = 42
Regnum goes and does as Barm suggests and checks the northern door.
GM Zer0darkfire |
This small cavern is a museum of sorts. Five stone pedestals present various strange artifacts and curiosities. Among the displays are an ordinary black cat sleeping on a velvet cushion, a serrated tooth made from a pale green crystal-metal, a large brain about two feet across, an empty pedestal, and an odd leather helm with a big, round eye in the forehead. The eye in the helm blinks and follows the movements of anyone who ventures nearby.
Two short flights of natural stone steps lead down to the west and to the south, and a large stone door stands at the eastern end of the chamber.
Frēodwēn |
Frēodwēn scans the items, looking for magic, trying to discern their purpose or history. any knowledge checks we can make for these?
GM Zer0darkfire |
No knowledge checks but the cat radiates moderate illusion and faint necromancy, the brain radiates moderate transmutation, and the helm radiates faint divination.
The brain is not just a brain, its definitely a living creature...somehow.
Knowledge Dungeoneering, DC 18
Thought by some to be invaders from another dimension or planet, the sinister intellect devourers are certainly one of the world’s cruelest races. Incapable of experiencing emotions or wallowing in the sins of physical pleasure on their own, intellect devourers are forced to steal bodies in order to indulge their gluttony, lust, and cruelty. Stories tell of entire cities of these creatures deep underground, where host bodies are worn like clothes to hideous orgies and vile feasts. Lone intellect devourers often dwell in ruins or caves on the edge of a civilized region so they can make periodic forays into town to “shop” for an attractive new body.