DM Brainiac's Abomination Vaults Table 1 (Inactive)

Game Master Brainiac

Maps on Google Slides
Loot


1,251 to 1,300 of 1,988 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>

Female Halfling Rogue 7 | HP:72/77| AC: 23 | F: 11 R: 14 W: 13 | Per: +13 | Speed 30 ft | Hero Points: 3 | Reactions: Nimble Dodge | Conditions: Shield| Exploration: Scout

"How completely horrible!", Bella cried in dismay. She tried her best to ease the poor man's suffering.

Healing (Medicine with Assurance: Lasda): 2d8 ⇒ (3, 3) = 6

She'll keep at it as long as it's helping him.

"By all means, we'll take you home now!"


Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

Zetty nods "Straight home, I think. And horrible sounds like a huge understatement. It's amazing you managed to stay sane after being tortured for months straight." She squints "Or at least, I hope you're still sane. You should be. Definitely."

"Did you overhear anything about what the ritual was for? We've been trying to pull apart this whole horrible operation down here, so anything you know could help!"

I think we should head right back with our rescue. Are you guys interested in continuing to adventure more today, or are you mostly tapped out?


1 person marked this as a favorite.

"I've held onto my sanity, thank the gods," Lasda says. "I'm not sure what the ritual was for. They didn't talk to me much."

You ascend through the first four levels of the Abomination Vaults. On your way back to the surface, you notice that the necromantic ribbon of energy on the upper levels has vanished as well. It would seem that the magic powering Gauntlight has fallen dormant, at least for now.

You trek back across the Fogfens to Otari, taking Lasda to the Rowdy Rockfish. Despite its name, The Rowdy Rockfish is the quietest and quaintest of Otari’s taverns. A sign depicting a rockfish with his fins up in a boxing pose hangs above the door of this two-story wooden structure, but within, the calm demeanor of its patrons leads some to wonder if this might be the one tavern in the Inner Sea to never host a barroom brawl.

Lasda Venkervale's mother, Brelda, took over the bar after her son disappeared. Brelda is overjoyed to see Lasda returned, alive and well, after so many months! The two dwarves share a tearful embrace, and Brelda presses upon you a family heirloom, a minor sturdy shield emblazoned with an angry-looking rockfish, as a reward.

When Mayor Menhemes gets word of Gauntlight's dormancy, he delivers the reward he promised to you several days ago: 50 gp for each of you. However, he asks you to continue your efforts to thwart Belcorra's plots for good! Otari will not be truly safe until the sorceress's ghost is defeated!

For now, though, you've earned a bit of downtime before your next foray into the Abomination Vaults...

Everybody is now level 5!


1 person marked this as a favorite.
Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

"Ah, what a cruel trickster. Fear not, for he has been vanquished and you shall be plagued by him no more." Bertolt's brow twitches. "Why yes!...Yes of course, we shall return ye to your family. I have my own to get back to as well! I fear I may have been down here nearly as long as you have!" He laughs and claps the man on the back, but there's a certain wariness to his eyes that weren't there before.

Bertolt is quiet as they ascend, although his eyes remain sharp and his shield remains raised. His eyes adjust slowly to the sun, so slowly he is forced to pause for several minutes. He is oddly stoic as they make the trek back, and when he sees Otari on the horizon he goes pale, but continues forward regardless.

Inside the town Bertolt is like perplexed child. He grabs doors and opens them several times, frowning at the hinges. He knocks on posts and scratches at the nails in them. He orders a dark ale and stares at his reflection in the glass, and thoughtfully frowns over the taste of it. But he keeps his relative silence until it has become clear that their quests have been fulfilled and they are to rest for the evening.

Then with a shaky inhale, he stops. "I..." He falters, then tries starting again. "In..." His voice fails him again and he grimaces. "I fear you did not jest Zetty." With shuddering shoulders he raises his face to the sky, clear tears running down his dirt-covered face. "Ah...forgive my impertinence. I should have nothing but gratitude to show those who freed me from what could have been my eternal prison. Although perhaps it still is." Despite himself he chuckles at his own dark humor. "My mind is still not clear my friends, but upon seeing this town you so casually blend into, it is clear this world is not mine own. I know not when I fell to that dire basilisk, but it was...centuries, at least. Nearly a millennium. Perhaps longer." He lets the tears freely fall onto his armor, although there are no more proceeding behind them. He wipes his eyes dry. "Tell me again, what year is it? And if I may be so forward as to ask one last request, I would like to be caught up on a brief history of this world, at least so that I can rival the education of children. Over drinks, my treat of course." He reaches down and pulls the gold coin he was paid with from his pocket, frowning at it. "I assume this is enough to pay for drinks for the evening?"


Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

Zetty initially shakes off any rewards for bringing Lasda back to the town - after all, it was sheer coincidence that the group had found him in the first place. However, after seeing the shield, she goes off to see if Bertolt might be able to make good use of it. When she finds him, she notices how unsteady he looks, and she falls silent to listen to his words.

She takes off her rose-colored glasses for a moment afterward, giving the dwarf a faint smile before she settles them back onto the tip of her nose. "I'm sorry Bertolt. I had a feeling... I just wish it wasn't true for you." She looks down, takes out her writing slate. "Right now its 4721 Absalom Reckoning. I'm no big expert on world history, but I'd be happy to tell you about what I learned in school at least. Maybe draw a bit of the terrain, in case its been that long. Um, would that be already with you?"

She focuses her attention on Bertolt for the evening, trying not the think about the horrible dangers of the Abomination Vaults. After all, it looked like the group's foray was only just beginning. And things weren't likely to get any easier.

Nice! I assume this is the end of book 1? Do we actually have some time for true downtime here, or are there events that would push us to heading right back down again?


Yes, you have a couple more rooms on that level to explore but plot wise, this is the end book 1. You can take as much downtime as you would like before returning to the dungeon.


Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

Great! So folks, do we want to take a couple of weeks of downtime between books? I'm not married to the idea, but its a good opportunity in case people want to retrain, earn a bit of extra income, and so on.


Female Halfling Rogue 7 | HP:72/77| AC: 23 | F: 11 R: 14 W: 13 | Per: +13 | Speed 30 ft | Hero Points: 3 | Reactions: Nimble Dodge | Conditions: Shield| Exploration: Scout

Bella offered to Bertolt, "If books are your thing, I could introduce you to Vandy Banderdash, the High Priestess at the Dawnflower Library. She's very talkative, and has the knack for suggesting the ideal book, even for strangers!"


Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

Bertolt nods to Zetty. "Yes, of course I am grateful for whatever can be offered." Bella's words bring some of his cheeriness back out. "Ah, a library! I had always been told reading was one of my weaknesses, perhaps it is time I confront such a beast. Yes, if it is alright with the rest of you, I would like to stop by this library to get some reading material, then we can properly revel with some drinks!"


Reposting description for Bertolt's benefit!

Dawnflower Library, Otari’s largest temple, stands at the town’s westernmost edge, atop an upraised shelf that juts out far below the clifftop. The library is constructed in the Qadiran style of Sarenite temples, with two smaller minarets flanking a golden dome. The building’s position allows it to catch the rays of the rising sun, which transforms the dome into a brilliantly glowing testament to the sun goddess—at least, on days that aren’t fogged in or overcast.

A dozen acolytes of various faiths attend to Dawnflower Library. Shrines to Cayden Cailean, Erastil, and Gozreh can be found in the western portion of the building, while the primary shrine to Sarenrae takes up the eastern portion. The rest of the building contains the stacks. Dawnflower Library has a wide range of books ranging from fiction to history, satire to textbook, and even includes a sizable collection of (mostly) tasteful erotica.

The acolytes have repaired the damage done by Carman Rajani when he stole the Cooperative Blade. The halfling high priestess, Vandy Banderdash, is in a good mood as well. "Hello there, Bella. Who is your new friend here? I'm Vandy!" She extends a hand to Bertolt.


Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

Much of the modern world was strange or confusing to Bertolt. But a library within a large temple? Now that was right in his comfort zone.

Bertolt inhales deeply. He had never been one to sit and read that much, but the smell of books was comforting nonetheless. He gives a wide smile to Vandy, reaching out to clasp her hand. He had mastered the art of giving a warm and hearty handshake without allowing his respectable strength to become uncomfortable for the recipient. "Ah, well met! I am Bertolt Siegward Zeindolf of-" He pauses, smile flickering for a moment. He could have sworn there used to be a place that went with that. "Erm, well, well met indeed. I am here to hopefully cure my own ignorance! Or at least a small portion of it." He chuckles at the joke. "Through circumstances quite confounding I have become ignorant of the events of the past...oh thousand years or so. I require education to bring me into the modern age!" He looks at her hopefully.


"I see, I see," Vandy says. "Follow me!"

The halfling leads Bertolt into a section of the stacks labeled "World History." She gestures to the tomes on the shelves. "You should be able to find what you need here. It's organized in chronological order and divided by region. Enjoy! I'm here if you have any questions."


Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

Zetty follows Bella and Bertolt to the library, but once Vandy takes over and satisfies Bertolt's search for answers, she settles in a quiet area and takes out her tools. The past several weeks had been a life or death struggle, and although they'd been desperately interesting, with all sorts of new and unusual horrors and halls to to draw, they'd also been tiring in the extreme. She was more than ready for at least a few days to recover mentally while Bertolt got himself up to speed on modern times.

She settles forward and begins not to draw, but to paint.


Female Halfling Rogue 7 | HP:72/77| AC: 23 | F: 11 R: 14 W: 13 | Per: +13 | Speed 30 ft | Hero Points: 3 | Reactions: Nimble Dodge | Conditions: Shield| Exploration: Scout

Bella did her best to bring Bertolt up to date on recent history, checking with books in the library when she didn't know the answers herself. She also had several extended conversations with Vandy about religious matters to deepen her understanding.

She's increasing Religion from trained to expert.


Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

Bertolt skims the books, going over headlines and large topics, jumping between the books quickly. It doesn't take long for him to start rubbing his eyes. "This...this is a lot to learn I daresay. I fear I have no small task ahead of me. We should retire for the night, my historical ignorance will not stop my destruction of foul undead, but a poor night of sleep may."


Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

By the time Bertolt is done, Zetty is already facedown on her painting, snoozing away. Her face is clearly going to be rather clownlike in the morning.


Female Halfling Rogue 7 | HP:72/77| AC: 23 | F: 11 R: 14 W: 13 | Per: +13 | Speed 30 ft | Hero Points: 3 | Reactions: Nimble Dodge | Conditions: Shield| Exploration: Scout

Bella replied to Bertolt, "Indeed it's a lot to take in all at once. But you can always take a break and learn little bits here and there. We're going to have to return to the Guantlight and continue our delving soon."


Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

Bertolt smiles gently down at Zetty, and gently lifts her like a child, cradling her as they begin walking back to their sleeping quarters. "Yes, an endeavor to return to. In the meantime, I shall continue on in these vaults. Not only is it of vital importance, it may also help me to continue remembering who I am."

Horizon Hunters

Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9

Vengis enjoys a relaxing evening at the tavern, then a hot bath.

He eases himself into the tub, trying not to think about what filth might get on him in the morning.


Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

Alright, I think I'm good to head back in if no one objects. Lets try to get a reading from Wrin and then see if we can find more trouble in the last couple of nooks and crannies on the floor we were on.

Horizon Hunters

Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9

Agreed. I'm leveled up now and ready to go.


Read the Stars: 1d20 + 12 ⇒ (4) + 12 = 16

You visit Wrin for another star reading, but a cloudy night prevents the tiefling from being able to get a good view of the heavens. You'll have to face the Abomination Vaults without her guidance today!

You descend back down to the lowest level you have reached, returning to the vast temple to Nhimbaloth at its center. There are still doors to the west and the east you have yet to explore. Or, if you're ready, you can place the icons of the Roseguard on the altar and open the way to the next level down.


Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

Bertolt was every bit his joyous self as they dove down, but at times of quiet he had somber expressions.

"Mhmm...if there is nothing pushing us deeper into these wretches vaults, then I say we should leave no path untaken at our backs, lest we risk enemies ambushing us from behind, or attempting the final nail in our coffins as we retreat wounded from deeper threats!" He advises. Assuming no disagreement from the others, Bertolt will take lead and go towards the first door to the west, wary eyes sweeping for traps.

Perception: 1d20 + 13 ⇒ (6) + 13 = 19


Bertolt doesn't see any traps on the western door. Three five-foot-square iron cages, the bars lined with spikes on the inside, hang from chains in the middle of this room. Blood-crusted manacles dangle from chains on the west wall. A stout wooden table with more manacles anchored to it stands in the southwest corner, and on it sits a whip made of blood-red leather with a silver handle.

An odd blue-skinned woman draped in barbed chains languishes here, standing idly beside the table. She looks up with a morose expression. "Depart this chamber, and do not return," she mutters.

Horizon Hunters

Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9

Vengis looks around the room, trying to avert his gaze from any of the blood or more grizzly torture implements.

He raises an eyebrow at the blue-skinned woman. "Are you sure you wouldn't like us to free you first?" he asks. "I'm sure you could offer us something for your safe return from this dark place."

But his greedy demeanor comes on a little thick.

diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12


Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

The following day, as the group treks their way back to the Abomination Vaults, Zetty looks rather rough. Parts of her face are bright red, sore from all the scrubbing she had to do to remove the unusual paints she's planted her face in the evening before. She absent-mindedly rubs at the worst spots as the group descends back down into the depths.

She lets Bertolt take the lead in exploring, following behind him as she gets her slate and pen back out to start taking impressions of what thr group comes across. Upon spotting the strange blue woman, she wrinkles her nose. "Seems familiar... maybe?" she mutters to herself as she rapidly begins sketching this torture (?) chamber and its sole occupant. (Bardic Lore +11 to identify)

As soon as Vengis starts talking about rewards, Zetty speaks up "Can we speak to you from outside this chamber then? We're explorers, of a sort, trying to work out what's going on down here." She points her pen at all the blood encrusted manacles and mouths 'nothing good, I'd guess'


Female Halfling Rogue 7 | HP:72/77| AC: 23 | F: 11 R: 14 W: 13 | Per: +13 | Speed 30 ft | Hero Points: 3 | Reactions: Nimble Dodge | Conditions: Shield| Exploration: Scout

Bella had a bad feeling about the blue-skinned woman; she didn't seem friendly and had questionable taste in decor. "Perhaps we should be going," she suggested quietly.


Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

Bertolt frowns at the woman, unsure if she is captive or foe. "We are not the normal inhabitants of this place, if you require assistance you need only say the word. If not...then forgive my brazenness, but you seem in no condition to be making threats."


Female Halfling Rogue 7 | HP:72/77| AC: 23 | F: 11 R: 14 W: 13 | Per: +13 | Speed 30 ft | Hero Points: 3 | Reactions: Nimble Dodge | Conditions: Shield| Exploration: Scout

Bella felt she should know something about this creature; she tried to recall her religious knowledge.

Religion +12 Expert


Both Zetty and Bella identify the creature as a velstrac. Velstracs are horrific, shadow-dwelling fiends who seek ultimate sensation through self-mutilation. They transcend their stoic detachment only when inflicting pain and terror upon their victims, practicing new forms of debasement and torture before then turning their knives on themselves. This particular velstrac is an evangelist. Evangelists roam the farthest reaches of the planes to spread the word of their kind's abhorrent belief in perfection through pain. They are immune to cold and weak to good or silver.

All of your efforts to speak to the woman serve only to rouse her ire. She snarls in frustration. ”I don’t want to talk! I gave you a chance to leave me to my ennui. After all, what use is a torturer with nobody to torture? But perhaps your screams will be a salve to my listless soul after all!”

Initiative:
Bella: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
Bertolt: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Eyenia: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Kragga: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Vengis: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Zetty: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Enemy: 1d20 + 13 ⇒ (19) + 13 = 32

The woman raises her arms, and the chains around the room spring to life, whipping at Bertolt!

Chains: 1d20 + 17 ⇒ (15) + 17 = 321d20 + 12 ⇒ (15) + 12 = 271d20 + 7 ⇒ (14) + 7 = 21
Damage: 2d8 + 7 ⇒ (7, 2) + 7 = 162d8 + 7 ⇒ (3, 5) + 7 = 15

31 piercing damage and 1d6 persistent bleed damage to Bertolt. Everybody may act. The creature is 20 feet away from the front line of the party.

The creature has an Unnerving Gaze aura to a range of 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist's face. The creature must succeed at a DC 21 Will save or become frightened 2 (frightened 3 on a critical failure).


Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

Bertolt's eyes shoot up when the chains themselves rise to attack him. The first attack he snaps his shield in front of, the second catches him fully in the side, and the third rattles harmlessly off his armor.

Using shield block to reduce the first attack's damage from 16 to 7. Header updated.

Bertolt plants his feet after the attack, throwing the chains off him. "Fine, you have chosen your own fate then! Raahhhhh!" He roars, charging in!

▶️Stride to get adjacent to her

▶️Strike

Attack: 1d20 ⇒ 1 oof

▶️Raise a Shield

Will vs Fear: 1d20 + 13 ⇒ (5) + 13 = 18 Failure, bravery reduces the frightened condition immediately from 2 to 1

Bleed Damage: 1d6 ⇒ 6
DC 15 Flat Check: 1d20 ⇒ 2 Failure

Bertolt's attack on her was pathetic at best, but even so he did not waver and stood resolute in her face, prepared to face her onslaught so that her companions did not have to.


Female Halfling Rogue 7 | HP:72/77| AC: 23 | F: 11 R: 14 W: 13 | Per: +13 | Speed 30 ft | Hero Points: 3 | Reactions: Nimble Dodge | Conditions: Shield| Exploration: Scout

Bella prayed to her goddess for protection against this fiend, then moved to flank with Bertolt and stabbed with her rapier.

◆Cast Shield
◆Stride (Mobility if possible)
◆Strike

+1 Rapier: 1d20 + 12 ⇒ (9) + 12 = 21 flank
Piercing Damage, sneak attack: 1d6 + 4 + 2d6 ⇒ (5) + 4 + (6, 6) = 21

Will: 1d20 + 12 ⇒ (9) + 12 = 21 success -> Gutsy Halfling makes this a critical success if it's an emotion effect

AC 23 with Shield

Horizon Hunters

Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9

Vengis recoils as the creature inflicts grievous wounds on Bertolt.

Heightening one of his signature spells, he sends a quintet of magic missiles hurling toward it.

magic missile ◆◆◆ (120 ft; 1 creature): 5d4 + 5 ⇒ (1, 2, 3, 3, 2) + 5 = 16


Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

Since I was behind Bertolt, I'll assume I'm now 25ft away from the foe.
Anyone have silver weapons? I think no one kept a hold of the ones we found, so they're all sold at this point.

Zetty calls out "Oh gosh, its one of those horrible pain-cult creatures. Try silver or divine energy, if you've got it!" before beginning to sketch. The first few strokes of her piece show the chain-draped velstrac rolling across the ground, laughing.

◆ inspire courage w/ lingering composition, ◆◆ cast hideous laughter DC21 Will

Lingering Composition (perform Art): 1d20 + 14 ⇒ (16) + 14 = 30 (Extended 3 rds)

Will vs. Aura: 1d20 + 10 ⇒ (7) + 10 = 17

Zetty squeaks as she sees the Evangelist wearing her sister's face.


CG | Female Aasimar Oracle 7 | HP: 78 | AC: 23 | F: +11; R: +12; W: +13 | Perception +11 (Low Light) | Focus Points: 3

Healing: 2d8 + 16 ⇒ (7, 8) + 16 = 31

Eyenia murmurs a prayer to the Cosmic Caravan and conjures a beam of healing energy which she directs at Bertolt, easing the pain of his wounds and knitting them shut.

"Fear not, Bertolt, the ebb and flow of fate protects you from the depredations of the wicked!"


Will vs Laughter: 1d20 + 12 ⇒ (11) + 12 = 23

Bella darts forward, her mobility allowing her to avoid provoking an attack of opportunity. The halfling's attack comes up a bit short, but Vengis's magic missiles slam into the velstrac.

Zetty's spell causes the fiend to be overcome with laughter, preventing her from attacking Bertolt as he closes the distance. She does dodge his attack, though. Eyenia sends healing magic to soothe Bertolt's injuries.

Kragga Spellstrike: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 2d12 + 4 + 3d4 + 4 ⇒ (5, 7) + 4 + (1, 1, 1) + 4 = 23

Kragga moves in and channels a fire spell into her sword, cutting and burning the velstrac.

The fiend's wounds begin to regenerate, though, as she attacks Bertolt again, wary of the champion's holy might. She manages to land one hit.

Chains: 1d20 + 17 ⇒ (9) + 17 = 261d20 + 12 ⇒ (6) + 12 = 181d20 + 7 ⇒ (5) + 7 = 12
Damage: 2d8 + 7 ⇒ (2, 2) + 7 = 11

11 piercing damage to Bertolt. Everybody is up!


Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

Using shield block to reduce damage from 11 to 2. Header updated.

Surprise was no longer on her side and his companions healing was at his back. With only a scratch he continues bearing down!

⏩ Double Slice (DS)

Storm Hammer (IC): 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18
Damage (electricity, IC): 1d8 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12

Shield Boss (DS, IC): 1d20 + 14 - 2 + 1 ⇒ (5) + 14 - 2 + 1 = 18
Damage (IC): 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

However his own attacks are not true, but he raises his shield and holds his ground to keep up the flank he is providing.

▶️ Raise a Shield


Female Halfling Rogue 7 | HP:72/77| AC: 23 | F: 11 R: 14 W: 13 | Per: +13 | Speed 30 ft | Hero Points: 3 | Reactions: Nimble Dodge | Conditions: Shield| Exploration: Scout

Bella stabbed twice at the Velstrac, learning from her previous inaccurate strike. Then she prayed to Sarenrae for divine protection against the fiend's retaliation.

◆Strike
◆Strike
◆Cast Shield

+1 Rapier, inspire courage: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24 flank
Piercing Damage, sneak attack, inspire courage: 1d6 + 4 + 2d6 + 1 ⇒ (3) + 4 + (6, 6) + 1 = 20

+1 Rapier, inspire courage, MAP: 1d20 + 12 + 1 - 5 ⇒ (19) + 12 + 1 - 5 = 27 flank
Piercing Damage, sneak attack, inspire courage: 1d6 + 4 + 2d6 + 1 ⇒ (4) + 4 + (2, 4) + 1 = 15

AC 23 with Shield


Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

Is the fear aura a once-and-done, or do we have to save against it each round we end our turn in it?

Zetty fights down her fear as best as she can, then peels her eyes off the velstrac and back to her writing slate. She loses a couple of strokes of her pen to her shaky hands before she manages to pen something that looks roughly as she intends. An equine creature springs from her page, leaps through the air and settles into a corner of the room with the velstrac. From the prominent golden horn on its head and its pristine white hide, it appears to be a unicorn!

As soon as she's able to direct the unicorn's attention to the velstrac, Zetty scurries back to get away from the horrors of the fiend's face.

(◆◆ Illusory Creature for a creature that looks like a unicorn! ◆ Stride out of the room)

The unicorn trots forth, reaches over with its glimmering horn, and stabs away!

Illusory Unicorn Strike, plus inspire courage, minus frightened 2: 1d20 + 11 + 1 - 2 ⇒ (7) + 11 + 1 - 2 = 17 Damage (M): 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Horizon Hunters

Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9

Vengis casts another signature spell, a heightened magic missile, and a quintette of force spheres strike the creature.

"It's wounds are closing!" he exclaims in alarm.

magic missile ◆◆◆ (120 ft; 1 creature): 5d4 + 5 ⇒ (3, 3, 1, 2, 3) + 5 = 17


Eyenia Divine Lance: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 3d4 + 4 ⇒ (3, 2, 4) + 4 = 13

While Bertolt and Zetty's illusory unicorn fail to hit the velstrac, Bella delivers two precise stabs to the fiend's back. Vengis batters it with more magic missiles, then Eyenia fires a divine lance of pure good energy. The beam finishes off the fiend, preventing her from regenerating. The velstrac falls to the floor and lies still.

The whip lying on the table turns out to be a +1 ghost touch whip!


Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

"Ah, and I barely even feel those wounds! A mighty team we make!" He smiles broadly and checks the area for anything else of interest.

Perception: 1d20 + 13 ⇒ (13) + 13 = 26

"We continue clearing out these rooms, yes?" He asks, raising a bushy brow.

Horizon Hunters

Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9

Vengis nods after examining the whip.

"Well fought, everyone. But before we proceed, who could use this? If we come across any ghosts, this could be vital."


Female Halfling Rogue 7 | HP:72/77| AC: 23 | F: 11 R: 14 W: 13 | Per: +13 | Speed 30 ft | Hero Points: 3 | Reactions: Nimble Dodge | Conditions: Shield| Exploration: Scout

"Not me," Bella replied shaking her head.

She scolded Bertolt, "Come back here! Don't even think about heading off before I've finished bandaging you up!"

She treated his remaining wounds until she was satisfied.

Healing (Medicine with Assurance: Bertolt): 2d8 ⇒ (7, 3) = 10

Might as well be at full hit points.

Once everyone was ready, she explored the rooms to the south.

Not sure if we are in D13, but exploring the last rooms on this level.


Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

Zetty finishes jotting some details down while Bella is patching Bertolt up. Her lines are purposefully slow and deliberate in order to calm her hammering heart. "So Belcorra was keeping a dedicated torturer here. Called here from wherever velstracs come from. And then it was trapped here. If we hadn't come by... would it just have stayed trapped in that room forever?" As she muses, her unicorn collapses into a puddle of ink.

Refocusing while Bella takes the 10 mins. I've got whip proficiency, so I'll grab that whip if no one else can use it. It's far from effective in my hands though.

Just before Bella opens the door to the east and into unexplored territory, Zetty reaches over and energizes her rapier. (Casting Magic Weapon to make it striking. I should be doing this more often for you prior to combat, at least until you find your own striking weapon)


1 person marked this as a favorite.
Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

I'm pretty good about keeping my heading updated Bella. After the previous healing I was at 78/80. But the last 2 HP is certainly appreciated regardless!!

"Ah, my savior once again! Ah but I must tend to the true hero of this battle, my new shield, haha!" He grins brightly and taps on his newly acquired shield, which had indeed acquired a few deep scratches. He takes it off his arm and plants it against the wall, then begins loudly forming it back together with quick and precise taps from his hammer.

DC to repair a 4th level shield is 19, which I can just barely hit with assurance. Quick repair gets the time down to 1 minute, repairing 15 HP since I'm expert in crafting, restoring shield to full HP.

"I am trained in all manner of weaponry, save for the truly bizarre. A whip is not my preferred style, but I could certainly use it should the need arise."

How do the rules on moving around weapon property runes work? How long does it take? And could I put it on my Storm Hammer since it is +1? Not sure how that works with specific magic weapons.


Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

Bertolt, looks like swapping property runes around takes 1 day and costs 10% of the property rune's price. See rules here. Unfortunately, you can't put property runes on a specific magic weapon, unless the GM decides to make an exception for us.


1 person marked this as a favorite.

You head to the last section of this dungeon level. The walls of the five‐foot‐wide hallway beyond the east door shimmer and ripple with faint whorls of pale blue energy. A staircase to the west leads upward, and the one to the east leads down. Both the ascending and descending stairs reach small landings.

While at first glance this hallway might seem unremarkable, it quickly becomes clear that something truly strange is going on once you start to travel it. The hallway loops back upon itself; for example, if you choose to go clockwise, the stairs always lead upward, but you end up at the same place you started after making a complete circuit, and vice versa.

With a determined search, though, you realize that one portion of the wall is actually illusory. A secret door is concealed behind the illusion.

A pair of doors provide exits from the room beyond, one of which is set a foot higher than the room’s dusty floor on a semicircular step. When you enter, a ghostly image appears, showing the room as it once was. This room was once a comfortable sitting room with two chairs and a low end table between them. In the brief vision, you see Belcorra Haruvex herself. She is meeting with the drow Volluk Azrinae, before he became a living mass of leeches. Although the image has no sound, Belcorra is speaking animatedly about something, and Volluk is listening attentively.

The image fades away, leaving the room bare and empty again.

You traverse a series of doors through empty rooms, each one conjuring a ghostly image when you enter it. Originally a lounge with two plush divans, this room flashes an image of Belcorra relaxing while reading a large tome. The book looks familiar: indeed, it is The Whispering Reeds.

In the next room, a well-set table reveals this to have once been Belcorra's private dining room. In the image, she sits alone at the table, drinking a glass of wine and enjoying an elegantly plated roast arm that looks disturbingly human.

The fourth room features a large bed along the west wall. In the image, the stone archway to the north shimmers as a portal opens and Belcorra steps through with a cruel smile on her lips and blood on her hands.

The door is this room leads to a final, central chamber. The walls of this octagonal chamber are sheathed in a foul‑looking moist webbing made of stringy, semi‑transparent slime. The bodies of three creatures have been mounted on the walls in this webbing, as if on display: a lavender-skinned elf, the legless body of a spider-like humanoid, and a hideous humanoid with transparent flesh--a drow, a drider, and an urdefhan.

In order to search the bodies, you have to cut them free. Once freed, the bodies swiftly begin to decay, no longer trapped in stasis. The drider's corpse caries a vial with a lesser mistform elixir. The drow corpse wears a strand of holy prayer beads on one wrist. The urdefhan still carries a +1 striking composite longbow in a case.


Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy

Bertolt does not take in the illusory scenes quietly. He gasps, guffaws, scoffs, and otherwise wears his opinion on his sleeve as they go through. "We so often see so little of the ruinous path that evil goes down. A harrowing vision." He does his best to be respectful to the dead.

Misform elixir seems an obvious choice to go to Bella. Holy Prayer Beads to Eyenia. For the bow, I'm not sure. I suppose I'm the only one with a positive strength modifier who would get a damage bonus from it? But my dex is 12 so I probably won't be hitting much with a bow. Thoughts?

Horizon Hunters

Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9

Vengis contemplates the disturbing vision they had.

"I am curious where that portal might be that she stepped through," he muses. "Have we encountered such a portal?" he asks.

Go for it with the bow

1,251 to 1,300 of 1,988 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Brainiac's Abomination Vaults Table 1 Gameplay All Messageboards

Want to post a reply? Sign in.