Black Tom's Abomination Vaults

Game Master Black Tom

An old-fashioned dungeon delve

Ground floor map

Current map


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Male Human (mostly) Ex-cleric and Grumpy Cat

A short walk through a forest takes you to the Fogfen swamp.

The sound of frogs and mosquitos mixes with water sloshing against muddy shores, all muffled by the ever-present mists that linger in the aptly named Fogfen. As the mists clear, a shadow looms from the cloying swamp vapors — a sprawling ruin of stone and wood squats atop an island in the soggy marsh. The upper floors have largely collapsed, leaving only the stone walls of the ground floor intact. Above these ruins towers an out-of-place monument — a colossal lighthouse whose painted walls and iron-cased crown have resisted the corrosive effects of the surrounding swamp.

I'll leave it to you to decide on a marching order and how you want to approach the ruins. I'll try to get a map up shortly.


Human Fighter 2 - HP 32/32, AC 18 (20 shield) - Perception +8 - F: +8/ R: +6 / W: +6 - Speed: 30 – Shield (Hardness 5, HP 20/20); Active Effects: Clumsy 1, Slowed 1; Default Exploration Activity: Seek

Before leaving Otari, Henry excused himself to get geared up. When he returned, he was wearing a shiny set of Chain Mail that looked like it had hardly seen any battle at all. In fact, his shield and weaponry were the same. Regardless, Henry looked excited, yet vigilant. Upon entering the Fogfen, Henry pulled out his shield and bastard sword, keeping them drawn.

"Ya gotta be really careful out here. I've spent a lot of time in the swamp, and there's a lot of things that just don't like you. Then strange things, like glowing lights, huge things with claws and teeth, small horrible things with tentacles, hidden in the fog."

Henry seemed relieved when they made it through the mist unmolested, but also slightly disappointed that no one had seen anything out in the fog like had had explained. Regardless, he was still excited.

Henry would like to be in front or front-adjacent. He does have Fleet, so second back isn't a bad option for him either if a trapfinder with better perception wants to be up there.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Exploration Activity Scout

Tindertwig--and Dirtbag--walk casually amongst the swampy waters, muddy shores, and foggy vapors. The two actually seem at home in the swamp. They are even seen stopping on occasion to pick up a nicely naturally smooth stone, showing it to the other, then pocketing it for later.

The two are quiet though, as they traverse the swampy terrain. Neither actually seem to make much noise at all, during the trip to the sprawling ruin of stone and wood squats atop an island in the soggy marsh.

Dirtbag definitely seems to be enjoying the various waterways during the trek.

Once the colossal lighthouse whose painted walls and iron-cased crown have resisted the corrosive effects of the surrounding swamp comes into view; both the goblin and the crocodile grin.

Tindertwig and Dirtbag would be roaming the Marching Order while traveling in dangerous areas. I would like to roll randomly 1d4 where he is at Initiative for their place; if you allow. I have wanted to try it for a while, and with them Scout Exploration Activity, it makes sense?


Human Cleric/Archer 2 - HP 24/24, AC 17 - Perception +7 - F: +6/ R: +7 / W: +9 - Speed: 25 - Hero Points: 3, Active Conditions: None; Default Exploration Activity: Search

Exploration Activity: Search

Eddred has left his fine white coat back in the inn, wearing instead a clean but stained leather jerkin and a bandolier of tiny salves, reagents and bombs. He follows Tindertwig and Henry, staying solidly in the middle of the pack. Nonetheless he keenly examines their route, the surrounding terrain and potential hazards as they come.


F Dwarf Rogue (thief racket)/2 HP 28/28|Hero points: 2| AC 19| Fort (T) +5| Ref (E) +10| Will (E) +8| Init (Stealth; T) +8| Perc (E) +8

Once we get inside, Hilde should be at or near the front, since she has Trap Spotter and a decent Perception. Her exploration activity will be to Search.

The dwarf has rearranged the contents of her pack. She now wears a bandolier like the one the alchemist carries, with bandages and various salves, over a plain but serviceable leather jerkin. She carries a shortsword in hand, but leaves her dagger sheathed for the moment.

In response to Henry's caution about the terrain, Hilde grunts. "I'd rather deal with the city. At least the monsters will talk to you there." Nevertheless, she marches along, slowly but steadily. "Any ideas how to get over there? I don't think Dirtbag can carry us."


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Once inside, I agree that Hilde should take point; while Tindertwig and Dirtbag will take rearguard.

Peering up and up and up at the towering Lighthouse, Tindertwig slaps Dirtbag on his scaly hide.
Wees bees finallys do'n its!

The passive crocodile just nods solemnly.

Tindertwig turns to the others gathered around; also looking at the colossal lighthouse.
Wees bees want'n ta explore it; but wees need'd sum teammates! Now, wees gits dem!

The goblin does seem excited to get in there.....


Male Human (mostly) Ex-cleric and Grumpy Cat

Just a quick post before bed. Will get you that map tomorrow.

The road ends at the obvious entrance to the structure, what remains of a small guardhouse. The double doors have rotted off their hinges and you can see a scene of decay inside. The lighthouse itself is surrounded by water and the only buildings on this side is the guardhouse and a building slightly to the right that must have served some defensive purpose, judging by the number of arrow slits in it. Between them lies a shallow pond.


F Dwarf Rogue (thief racket)/2 HP 28/28|Hero points: 2| AC 19| Fort (T) +5| Ref (E) +10| Will (E) +8| Init (Stealth; T) +8| Perc (E) +8

"Let's get a look inside that guardhouse." Hilde takes the lead, looking around for problematic devices or creatures.


Human Fighter 2 - HP 32/32, AC 18 (20 shield) - Perception +8 - F: +8/ R: +6 / W: +6 - Speed: 30 – Shield (Hardness 5, HP 20/20); Active Effects: Clumsy 1, Slowed 1; Default Exploration Activity: Seek

Exploration Activity: Search

"This place is definitely dangerous enough ya need a team, Tindertwig. Was good that you waited." Henry said in response to the goblin. Once Hilde takes the lead towards the guardhouse, the man walked with her, staying vigilant.


Male Human (mostly) Ex-cleric and Grumpy Cat

As you enter the guardhouse a scene of decay meets you. Swaths of mildew and mold cover the damp surfaces of this watchtower, appearing as green and black smears on the dull stone walls. The doorframes in the walls to the north and south rotted long ago, while a few collapsed chairs lie on the floor amid small heaps of foul-smelling gray lumps. Thick sheets of dusty cobwebs hang from above, obscuring any view of the ceiling. On the other side of the room the only obvious exit is an ancient grey wooden drawbridge that crosses the water into some sort of courtyard.

Hilde:
You identify the grey lumps as gremlin droppings.

Henry:
You notice a lattice of vines and planks that has been constructed above the cobwebs. From where you are standing you are also able to make out a 3-foot hole in the roof in the northwest corner.

All of you are able to make out a pair of small blue humanoids hiding (badly) among the cobwebs. A high-pitched voice addresses you:

Undercommon:
"We pixies welcome you to our parlour. Beware of mean bugs that bite. We no want you get hurt, no no, so you need to eat the magic pixie mud on the floor here so the bugs won't bite you."

Map


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Guard House, Shallow Pond, or Other Building?

Tindertwig and Dirtbag stop at the end of the road. They both look at the Guard House. They both look at the Shallow Pond. They both look at the Other Building.
Dere seems ta be tree options.

The startled goblin turns to gauge the desires of his companions, but he watches two of them already entering the Guard House.
Wees should....goes ta da Guard House den.

Dirtbag shrugs at the goblin. They both follow Hilde and Henry.

Guard House

Standing in the doorway, peering about the place, Tindertwig begins to excitedly point at everything still standing.
Oh, dat bees un nice chair! Oh, dat bees un bootiful coloring on da walls! Mees wondering who bees da interior decorator?

As if on cue, the strange voices pipe up from amongst the artfully placed webbing!

Does youses speaks un real languages?


Human Cleric/Archer 2 - HP 24/24, AC 17 - Perception +7 - F: +6/ R: +7 / W: +9 - Speed: 25 - Hero Points: 3, Active Conditions: None; Default Exploration Activity: Search

"They are encouraging you to eat the 'magic pixie mud' on the floor here," says Eddred. "Somehow I do not trust them," he says sarcastically.

Recall Knowledge, Society+7


Male Human (mostly) Ex-cleric and Grumpy Cat

Eddred:
Looking closer at the blue figures you realize that they are obviously not pixies but Mitflit Gremlins, and misleading is a large part of what they do. Besides that, these ones are terrible liars, so you can tell by a mile that they are lying. Technically they are fey but you can tell this much even untrained in Nature.


Human Fighter 2 - HP 32/32, AC 18 (20 shield) - Perception +8 - F: +8/ R: +6 / W: +6 - Speed: 30 – Shield (Hardness 5, HP 20/20); Active Effects: Clumsy 1, Slowed 1; Default Exploration Activity: Seek

"Okay, okay. Eddred can understand them. Alright," Henry muttered under his breath. He stared at the strange creatures. His gaze turned to the "magic pixie mud" and he shook his head. "I... don't think that's mud." Turning back towards the strange blue creatures, Henry waited for more information.


F Dwarf Rogue (thief racket)/2 HP 28/28|Hero points: 2| AC 19| Fort (T) +5| Ref (E) +10| Will (E) +8| Init (Stealth; T) +8| Perc (E) +8

Hilde shakes her head grimly. "No, it isn't." Then she glares up at the trio.

Undercommon:
"How about you eat our s#~*e, you little nuisances?"


Human Cleric/Archer 2 - HP 24/24, AC 17 - Perception +7 - F: +6/ R: +7 / W: +9 - Speed: 25 - Hero Points: 3, Active Conditions: None; Default Exploration Activity: Search

"So can Hilde, apparently," says Eddred with a grin.

"These are gremlins, and particularly bad liars."

Undercommon:
"What I am sure my associate means to communicate," he says, "Is that this structure and its surrounds are now under our protection. We are giving you a chance to leave peacefully and inflict your misery on some other place. Do not cross us. This offer will not be made a second time." Intimidation: 1d20 + 0 ⇒ (18) + 0 = 18


Male Human (mostly) Ex-cleric and Grumpy Cat

The gremlins shriek in fear and anger.

Undercommon:
"Did you hear what the tall guy said?" "Yes, I only understood half, but he sure sounds scary."

Well, that means it is time for initiative. Eddred can use his Intimidate check. There isn't time to Coerce and to Demoralize we need to go into initiative. The gremlins go on 12, so if you beat that feel free to take your actions. To keep things running, you can go in any order between yourselves as long as you beat the monsters. If you prefer to delay to profit from a party member's action, just say so, and I'll try to adjudicate your actions in the most profitable order.

I don't think we'll need a battle map for this, since you can't flank them anyway from the ground. They are about 9 feet up.


Human Cleric/Archer 2 - HP 24/24, AC 17 - Perception +7 - F: +6/ R: +7 / W: +9 - Speed: 25 - Hero Points: 3, Active Conditions: None; Default Exploration Activity: Search

Well then...

1. Draw Quicksilver Mutagen
2. Drink Quicksilver Mutagen
3. Draw and Throw Acid Bomb

Quicksilver Mutagen Lose 2 hp. Gain +1 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls and +5 Speed.

Lesser Acid Flask plus QSM bonus: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 271d6 ⇒ 4 persistent acid damage plus 1 splash.

That's a critical hit and should be 8 points of persistent acid damage to one gremlin and 2 acid splash damage to the other.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Guard House

Initiative Perception(E): 1d20 + 4 ⇒ (15) + 4 = 19

Round 1

Tindertwig looks suspiciously at the magic pixie mud on the floor. The goblin looks at Dirtbag; who shrug, sniffing it.
Mees no tinks so.

The goblin then smiles as he sees Eddred getting drunk and tossing up some greenish bile at the liars!
Yous shoulds sees un doctor!

Tindertwig then Hunt Prey on a different Gremlin than the one targeted by Eddred.

He then takes out a javelin; throwing it with all his goblin might at the...(hehe) Mite!
Ranged (T) Javelin: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 3 + 1d8 ⇒ (1) + 3 + (8) = 12 (Traits: Thrown) 30' 3/3

Precision

Dirtbag just stands by the goblin with a bored expression on his crocodile face.
Stupid arms are too short!


Male Human (mostly) Ex-cleric and Grumpy Cat

The acid hits the closest gremlin squarely in the face, sending it into a panic.

As I understand it the gremlin takes 2 points of acid damage and then 8 persistent damage at the end of its turn. The adjacent gremlin takes 1 point (splash damage does not double).


Human Fighter 2 - HP 32/32, AC 18 (20 shield) - Perception +8 - F: +8/ R: +6 / W: +6 - Speed: 30 – Shield (Hardness 5, HP 20/20); Active Effects: Clumsy 1, Slowed 1; Default Exploration Activity: Seek

Perception init: 1d20 + 7 ⇒ (19) + 7 = 26

Henry still wasn't quite sure what these things were, but it seemed like they were bad news based on everyone's reactions. Releasing his bastard sword (free) and letting it clatter to the ground, Henry pulled a javelin from his back (1 action) and threw it at the blue creature closest to him (1 action).

Ranged (E) Javelin: 1d20 + 5 ⇒ (4) + 5 = 9

However, in his excitement, he fumbles it. Expecting a counterattack, Henry raised his shield. (1 action)


F Dwarf Rogue (thief racket)/2 HP 28/28|Hero points: 2| AC 19| Fort (T) +5| Ref (E) +10| Will (E) +8| Init (Stealth; T) +8| Perc (E) +8

Perception Initiative: 1d20 + 7 ⇒ (3) + 7 = 10

Hilde is a little startled when things heat up so quickly.


Male Human (mostly) Ex-cleric and Grumpy Cat

Tindertwig hurls a javelin that strikes the second gremlin, sending it tumbling to the floor, dead, with the javelin still sticking out of it. A third, hitherto unnoticed gremlin scurries away and disappears through a hole in the roof. The goblin with the burnt face tries to follow but is overcome by its injuries and tumbles to the floor with a dull thud.

There are no visible enemies left alive, but we'll stay in initiative in case you want to try to pursue it or something like that.

You are all up.


F Dwarf Rogue (thief racket)/2 HP 28/28|Hero points: 2| AC 19| Fort (T) +5| Ref (E) +10| Will (E) +8| Init (Stealth; T) +8| Perc (E) +8

Is there a reasonable way to climb up to where the gremlins were?


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Guard House

Tindertwig frowns when the third stupid gremlin decides not to stick around.
The Ranger uses Hunt Prey on him.
He then grabs his javelin out of the nice gremlin willing to hold it for him: Then both--Tindertwig and Dirtbag--go outside to see if they can Track to stupid gremlin.

Survival, hunt prey : 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Dirtbag Aid Survival DC 20: 1d20 + 3 ⇒ (1) + 3 = 4


Male Human (mostly) Ex-cleric and Grumpy Cat

There is no reasonable way to get up into the webbing, and it wouldn't hold your weight anyway. The gremlin is now somewhere on the roof as far as you can tell.


Human Fighter 2 - HP 32/32, AC 18 (20 shield) - Perception +8 - F: +8/ R: +6 / W: +6 - Speed: 30 – Shield (Hardness 5, HP 20/20); Active Effects: Clumsy 1, Slowed 1; Default Exploration Activity: Seek

Henry will pick up his bastard sword and javelin and rush out to see where this creature had scurried out to. Perhaps there was an easy way to the roof from out here. He left through the door they had entered from to get a look.


F Dwarf Rogue (thief racket)/2 HP 28/28|Hero points: 2| AC 19| Fort (T) +5| Ref (E) +10| Will (E) +8| Init (Stealth; T) +8| Perc (E) +8

Unable to reach the hole in the roof, Hilde pauses to search the bodies.


Male Human (mostly) Ex-cleric and Grumpy Cat

Tindertwig and Henry rush outside and spot the gremlin standing at the northeastern corner of the roof. It is holding a large white chunk, that looks like part of a giant maggot. You also notice that a half-decayed body of a three-foot-tall scaly humanoid lies on the pool’s northern bank, half-buried in mud and leaves.

The gremlins each carry a shortsword and a cluster of darts, but nothing of particular value.

Eddred can still take his actions, and then the gremlin goes again.


Male Human (mostly) Ex-cleric and Grumpy Cat

Anyone of you is welcome to bot Eddred for this round.


Human Cleric/Archer 2 - HP 24/24, AC 17 - Perception +7 - F: +6/ R: +7 / W: +9 - Speed: 25 - Hero Points: 3, Active Conditions: None; Default Exploration Activity: Search

Eddred darts forward, tosses a bomb and retreats again, preferably behind cover.

1. Stride.
2. Draw and Throw Acid Bomb
3. Stride Back

Lesser Acid Flask plus QSM bonus: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 111d6 ⇒ 4 persistent acid plus 1 splash


Male Human (mostly) Ex-cleric and Grumpy Cat

Eddred joins Tindertwig and Henry outside and throws a bomb at the gremlin, but misses. The gremlin lets out an angry shriek as it is splashed for 1 point of damage and hurls the maggot carcass it has been holding into the shore of the pond. Then it grabs a vine that seems to connect the guardhouse with the opening to the right and starts to climb at an astonishing speed.

Meanwhile something stirs in the pond, and first a pair of eyes, then a set of huge fangs become visible. The creature rising looks more than anything with a frog trying to look like a sabretooth tiger. The creature moves to the edge of the pond and with a flick of its enormous tongue gobbles up the maggot meat.

I promise to get you a better battle map later today, but the gremlin is just above the water, hanging from the vine close to the opening into the building, while the slurk is at the middle southern edge of the pool. Tindertwig and Dirtbag, Henry and Eddred are just south of the corner of the gatehouse (Eddred actually behind the corner) and Hilde is inside the gatehouse. I hope that works for now.

You are all up.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig gives the gremlin some unfriendly sign language, before he throws the javelin that the gremlin's friend was nice enough to hold onto for the goblin.
Ranged (T) Javelin, hunt prey: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 3 + 1d8 ⇒ (1) + 3 + (4) = 8 (Traits: Thrown) 30' 3/3

The goblin frowns.

He then looks at the Frog Beast; changing his Hunt Prey to it.
Recall Knowledge Nature(T), hunt prey: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Be un frog wit sum big teeths!.

Dirtbag nods in the affirmative.

The knowledgable goblin shrugs.


F Dwarf Rogue (thief racket)/2 HP 28/28|Hero points: 2| AC 19| Fort (T) +5| Ref (E) +10| Will (E) +8| Init (Stealth; T) +8| Perc (E) +8

Hilde snatches up darts (single Interact action, as many as she can get), then Strides out after the rest of the party.

If a single 20' Stride will get her in sight of the last gremlin, she'll Strike; otherwise, she takes a second Stride to get out of the guardhouse.

Strike with thrown dart: 1d20 + 7 ⇒ (3) + 7 = 10


Human Fighter 2 - HP 32/32, AC 18 (20 shield) - Perception +8 - F: +8/ R: +6 / W: +6 - Speed: 30 – Shield (Hardness 5, HP 20/20); Active Effects: Clumsy 1, Slowed 1; Default Exploration Activity: Seek

Henry will drop his bastard sword again attempt to throw his javelin at the gremlin that's trying to escape.

Javelin: 1d20 + 5 ⇒ (10) + 5 = 15
If hits: 1d6 + 4 ⇒ (3) + 4 = 7

Turning his attention towards the strange sabertooth frog creature, Henry picked his sword back up and Raised His Shield.

Since he picked up both weapons, I assumed he was holding both but not wielding either, hence the Release. If there's a problem with this, let me know and I'll fix it.

Actions
1) Ranged Strike
2) Pick Up
3) Raise Shield


Human Cleric/Archer 2 - HP 24/24, AC 17 - Perception +7 - F: +6/ R: +7 / W: +9 - Speed: 25 - Hero Points: 3, Active Conditions: None; Default Exploration Activity: Search

Eddard wonders how the water and slime will affect his bomb, and chooses to switch to his crossbow.

1. Interact to draw crossbow.
2. Interact to load crossbow.
3. Fire Crossbow at gremlin if still alive, at frog monster if not.

Crossbow+Quicksilver Elixir: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 271d8 ⇒ 5 Nice!


Male Human (mostly) Ex-cleric and Grumpy Cat

Seems that my Foundry account takes some time to process, so I will have to try your patience a little bit more regarding the maps.

Hilde grabs a bunch of 10 darts from the dead gremlins, while Henry throws a javelin at the furiously climbing gremlin, which hits but doesn't really slow it down. the blue creature doesn't stand a chance against Eddard's crossbow though, and falls into the water with a splash.

The fanged frog-monster turns its attention to you. It spits out a ball of disgusting slime at Dirtbag, who barely manages to scamper out of the way, then scuttles up and gores Tindertwig for 6 points of damage.

You are all up again.

Lacking a battlemap, I'd like to add that the monster is medium sized and I assume that it is adjacent to Tindertwig and Dirtbag. There is plenty of room for flanking if you want to do so.


Human Cleric/Archer 2 - HP 24/24, AC 17 - Perception +7 - F: +6/ R: +7 / W: +9 - Speed: 25 - Hero Points: 3, Active Conditions: None; Default Exploration Activity: Search

1. Draw and throw bomb (Quick bomber and Bomber) (Bomb #3 of the day)
2. Load Crossbow.
3. Fire Crossbow
(The frog probably gets Minor Cover)

Eddred hurls a bomb at the creature (which does no damage to those surrounding it) at follows up with a shot from his crossbow.

Acid flask w/ Quicksilver Mugaten: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 231d6 ⇒ 2 persistent acid damage plus 1 splash damage.

Crossbow w/ Quicksilver Mugaten: 1d20 + 6 - 5 + 1 ⇒ (17) + 6 - 5 + 1 = 191d8 ⇒ 2


Human Cleric/Archer 2 - HP 24/24, AC 17 - Perception +7 - F: +6/ R: +7 / W: +9 - Speed: 25 - Hero Points: 3, Active Conditions: None; Default Exploration Activity: Search

I really need to nail down the "Eddred" thing. I keep writing "Eddard".


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Now every time I type your name; I will think of Wolves.

Tindertwig watches in horror, as the Frog with Big Teeth comes out of the water and takes a bite out of him!
Ouch! Dat hurts! Stupids Frog!

Tindertwig orders Dirtbag to Flank and Bite the Frog!
Wees bees hav'ns sum froglegs! Mees hears it tastes likes chicken!

Tindertwig then takes out his dogslicer to carve up dinner!
Melee (T) Dogslicer, hunt prey, flank: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 3 + 1d8 + 1 ⇒ (6) + 3 + (5) + 1 = 15 (Traits: Agile, Backstabber, Finesse, Goblin)

Hero Point! Melee (T) Dogslicer, hunt prey, flank: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 3 + 1d8 + 1 ⇒ (2) + 3 + (8) + 1 = 14 (Traits: Agile, Backstabber, Finesse, Goblin)

Dirtbag actually complies with the reasonable request of his companion.
Melee (T) Single Action jaws, hunt prey, flank: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 3 + 1d8 ⇒ (4) + 3 + (7) = 14 piercing
Did not include Flank; although, I can in future?
I am assuming Dirtbag needs an Action to get into Flank.


F Dwarf Rogue (thief racket)/2 HP 28/28|Hero points: 2| AC 19| Fort (T) +5| Ref (E) +10| Will (E) +8| Init (Stealth; T) +8| Perc (E) +8

"On my way." With a minimum of flash, the dwarf stows the rest of her looted darts, draws her shortsword, and moves to set up a flank. "Any idea what this is? They don't have them in Absalom."

Interact-Interact-Stride


Human Fighter 2 - HP 32/32, AC 18 (20 shield) - Perception +8 - F: +8/ R: +6 / W: +6 - Speed: 30 – Shield (Hardness 5, HP 20/20); Active Effects: Clumsy 1, Slowed 1; Default Exploration Activity: Seek

Henry moves to flank with Hilde as Dirtbag flanks with Tindertwig and will strike with his bastard sword.

Bastard vs flanked: 1d20 + 9 ⇒ (15) + 9 = 24
If hits: 1d8 + 4 ⇒ (5) + 4 = 9

Finally, Henry continues to keep his shield raised.

Stride-Strike-Raise


Male Human (mostly) Ex-cleric and Grumpy Cat

Eddard leads with a bomb and a bolt that both connect, and the monster suddenly finds itself surrounded by what was supposed to be its dinner. As Dirtbag slides into position and the monster is temporarily distracted Tindertwig gets a wicked glint in his eyes and makes a vicious jab for his prey's stomach, drawing blood and slime. Henry follows up with a heavy blow with his sword.

The severely wounded beast bellows in pain and vomits a ball of slime at Tindertwig (The slime restricts your movements so you are clumsy 1 and take a -5 to speed until it is removed) before turning tail and running to the pond and leaping as far as it can into it.

This, however triggers an Attack of Opportunity from Henry.

Henry goes first, then all of you again, assuming the monster survives.


Human Fighter 2 - HP 32/32, AC 18 (20 shield) - Perception +8 - F: +8/ R: +6 / W: +6 - Speed: 30 – Shield (Hardness 5, HP 20/20); Active Effects: Clumsy 1, Slowed 1; Default Exploration Activity: Seek

AoO: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig begins jumping up and down in frustration. The goblin screams and yells at the Frog Beast, running away.
Wheres youeses goings! Mees bees wat'n breakfast!

Dirtbag laughs at Tindertwig and his slimer problems!
Spending Actions to de-slime.


F Dwarf Rogue (thief racket)/2 HP 28/28|Hero points: 2| AC 19| Fort (T) +5| Ref (E) +10| Will (E) +8| Init (Stealth; T) +8| Perc (E) +8

Assuming that it survives Henry's AoO:

"No, I don't think so." Hilde strides to the edge of the water, drawing a dart and flinging it at the fleeing fanged frog.

Dart attack: 1d20 + 7 ⇒ (16) + 7 = 23
Dart damage: 1d4 + 1 ⇒ (4) + 1 = 5


Human Cleric/Archer 2 - HP 24/24, AC 17 - Perception +7 - F: +6/ R: +7 / W: +9 - Speed: 25 - Hero Points: 3, Active Conditions: None; Default Exploration Activity: Search

Deciding to conserve reagents, [u]Eddred[/u] loads and fires his crossbow.

Crossbow w/ Quicksilver Mugaten: 1d20 + 6 - 5 + 1 ⇒ (7) + 6 - 5 + 1 = 91d8 ⇒ 6


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Male Human (mostly) Ex-cleric and Grumpy Cat

Henrys blow is actually a critical hit, so the monster collapses into a disgusting heap, its skull cleft in half. The carcass oozes gore and foul-smelling smile so you are careful to back off a few steps before celebrating, giving Tindertwig time to de-slime.

Congratulations, that concludes your first battle, so let's go back to Exploration mode. You all get 130 xp and one hero point.

Also I would like to take the moment to say that I am happy that I picked you and that you have been doing great so far.

As you can hopefully see on the map, there is really only one way into the structure unless you want to get creative.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig (absently flinging slime off his dogslicer) whoops and hollars!
Wees bees da bestest ov heroes!Nows wees cans eats!

The Ranger--and his crocodile--begin to drag the Frog Beast fully out of the water to begin skinning, filleting, storing for later!

Thank you, Black Tom. I am enjoying being able to play these guys again! I also enjoy PF2e; although, this is my first Ranger, so still working out the bugs.

EDIT: Down 6hp. Thank you!


F Dwarf Rogue (thief racket)/2 HP 28/28|Hero points: 2| AC 19| Fort (T) +5| Ref (E) +10| Will (E) +8| Init (Stealth; T) +8| Perc (E) +8

"Good hit! Are any of you hurt?" The dwarf scans the area, searching for any signs of traps or hidden observers whose attention may have been drawn by the sounds of combat.

Thanks for the kind words, Black Tom! I'm enjoying this too.

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