JD's Abomination Vaults

Game Master Jack Daniels


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M Gunslinger (Drifter) 4 / Swashbuckler | Perc +8 (low-light vision) | Speed: 25' | HP: 44/44 | AC: 21 | Fort: +8 Ref: +12 Will: +8 | Conditions: OK | Panache: ◇ | Hero Points: ◆◇ ◇ | Loot Sheet Link | ◆ ◇ ↺

"Spider! Why'd it have to be a spider? Jon grumbles as he draws◇ his whip and pistol and dodges the spider's fangs. (Free weapons draw on rolling initiative due to Into the Fray.)

Feeling too close to the oily arachnid, Jon Steps back◆ behind Mac, then fires at the spider◆.

+1 Double-Barreled Pistol: 1d20 + 11 ⇒ (15) + 11 = 26
P/Concussive Damage: 1d4 + 1 ⇒ (1) + 1 = 2

If Crit, use this damage instead:
Fatal Crit Damage: 1d8 + 1 ⇒ (1) + 1 = 2 (This result is doubled.)
Fatal Extra Damage Die: 1d8 ⇒ 3 (This is added to the total crit damage but not doubled.)

Sword & Pistol: If that was a hit, it is off-guard to my next melee attack.

Then he flicks his whip at the spider in a reloading strike◆.

Whip -5 MAP: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15
S damage, nonlethal: 1d4 + 2 ⇒ (2) + 2 = 4
Sword & Pistol: If that was a hit, my next ranged attack against the spider will not trigger the spider's Reactive Strike (if it has one) or any similar reactions against ranged attacks but not melee ones.


Google Slides

Summary of Round 1:
Creature attacked 3x and inflicted 20 damage on Garidan.
Pen attacked and missed.
Garidan critically saved vs. poison and suffered no effect, moved, and learned of the creature's weakness.
Mac went into a rage, attacked, and hurt the creature for 16 damage.
Hagrym moved and cast Bless on the party.
Jon attacked and inflicted 2 damage.

Round 2: Monster
The creature first attacks Mac.
Attack: 1d20 + 13 ⇒ (9) + 13 = 22 --- hit
Damage: 2d8 + 5 ⇒ (4, 8) + 5 = 17
Fort save DC 21 vs. poison.

Sensing the fire from Pen's flame sword that missed, the creature then turns to bite Pen with its jaws, as the elf screams and collapses to the ground!
Attack: 1d20 + 8 ⇒ (20) + 8 = 28 --- critical!
Damage: 4d8 + 10 ⇒ (5, 3, 8, 3) + 10 = 29
Fort save DC 21 vs. poison.
Even with shield reaction reducing damage by 5, Pen is dropping to Dying 2!

As Pen collapses, the monster turns its attention back to Mac, but the wounded dwarf's armor prevents damage.
Attack: 1d20 + 3 ⇒ (6) + 3 = 9 --- miss!

Critical save vs. damage: No poison damage
Successful save: 1d8 ⇒ 2 poison damage
Failed save damage: 1d8 + 2 ⇒ (1) + 2 = 3, For 1 minute, you gain weakness to fire 5, and whenever you critically fail with an attack roll with a wielded weapon, you drop the weapon.
Critical fail (less than 11): 2d8 + 3 ⇒ (4, 6) + 3 = 13

After Mac and Pen roll your Fort saves and add the corresponding poison damage listed, the party is up!

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 42 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 2/2 | conditions: none

This sucks

Fort save: 1d20 + 6 ⇒ (5) + 6 = 11


M Thaumaturge 4 / Ghost Hunter | Perc +8 (+1 in Lantern, low-light) | Speed: 25' | HP: 48 | AC: 21 | Fort: +9 Ref: +9 Will: +8, Conditions: none | Recall Knowlege +12 (+1 in Lantern) | Hero Points: 1 | ◆ ◇ ↺

Garidan's eyes widen in shock, when he sees Pen go down once again. Such a brave man...

He shakes himself and carefully ◆steps behind Pen's body using it as a barrier between him and the spider.
He then thrusts his spear forward, but not before elegantly moving his spear's tip through the small flame of his lantern.

Breaching Pike, 10 ft Reach , flanking: 1d20 + 7 ⇒ (12) + 7 = 19
Fire Damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8

"Hang on, Pen..." Garidan whispers.

Remembering his own wounds, Garidan moves further away.


M Gunslinger (Drifter) 4 / Swashbuckler | Perc +8 (low-light vision) | Speed: 25' | HP: 44/44 | AC: 21 | Fort: +8 Ref: +12 Will: +8 | Conditions: OK | Panache: ◇ | Hero Points: ◆◇ ◇ | Loot Sheet Link | ◆ ◇ ↺

Jon grits his teeth at his crewmate's fall and levels his pistol once more at the spider◆.

+1 Double-Barreled Pistol: 1d20 + 11 ⇒ (4) + 11 = 15
P/Concussive Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Sword & Pistol: If that was a hit, the spider is off-guard to my next melee attack.

Feeling that both barrels are empty, he flicks his whip twice◆ in reloading strikes◆, replenishing both barrels with fresh black powder and bullets.

Reloading Strike Whip -5 MAP: 1d20 + 8 - 5 ⇒ (2) + 8 - 5 = 5
S Damage, nonlethal: 1d4 + 2 ⇒ (2) + 2 = 4

Reloading Strike Whip -10 MAP: 1d20 + 8 - 10 ⇒ (12) + 8 - 10 = 10
S Damage, nonlethal: 1d4 + 2 ⇒ (1) + 2 = 3


Male Dwarf Fighter 4| HP 50/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points: 2 1 3

Would have been nice to have a flanking buddy, Garidan, but I understand, given your low health.

Fort save vs. Poison: 1d20 + 9 ⇒ (4) + 9 = 13
Mac takes an additional 3 poison damage for a total of 20 - 5 temporary hit points from raging = 15 damage.

Round 2: Mac

Mac grunts harshly at the bite and the poison burning him on the inside as his skin becomes oily, like the monster's. Seeing Pen get viciously bit, Mac continues raging with anger, as he lets instinct guide his blows!

Adding +1 from Bless.
1st attack: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
If critical, Damage: 1d12 + 4 + 2 ⇒ (9) + 4 + 2 = 15x2 + 1d12 ⇒ 4
If no critical: Damage: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
2nd attack: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
3rd action: Step 5' away. At least make it waste an action getting closer. I might not survive 2 attacks, let alone 3!

Grym, we need some area healing if we are going to have a chance.


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 20 | speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Hagrym grunts, hearing his cousin’s request and seeing the spider tearing through the group. He knew this was time for his most powerful presentation of divine energy. He holds his symbol high and gleaming energy arcs toward all creatures in the 30’ area of effect.

Healing 1d8 + 8 ⇒ (7) + 8 = 15

3 action heal to everyone within 30’.


Google Slides

Apologies, I misread the creature's description. For Pen and Mac, you are Clumsy 1 due to the failed saving throw, but no poison damage.

Garidan's spear burns the creature and both of Mac's attacks land (would have been a critical with the flank and killed him in the first blow). In Mac's last attack, the greatpick pierces the creature's brain and the monster falls dead to the ground. Well done!

While the party heals the nearly dead Pen, the party receives applause and praise for saving the town, as the blue light that covered the graveyard has disappeared and the dead go back to their eternal rest. Lardus Longsaddle, Captain of the Otari Garrison, shows up 5 minutes late to the party, after the party has dealt with the threat. He thanks the party for their timely involvement. Even the Mayor, Ioseph Menhemes, approaches the party to thank them. "You have done a great deed. However, this danger troubles me. Please appear for breakfast at my manor. I want to discuss a matter in private with you. With regard to your wounded, if you cannot cure them, please let Vandy. The town will cover all of your your healing expenses - you are all great heores for sacrificing your necks against the undead and insane spider! I expect you all tomorrow morning, say around 7:00 AM. Do not be late."

At the Dawnflower Library, Pen and Mac are cured of the poison, if they cannot overcome the potency on their own. Vandy herself treats wounds on the hurt party members. The party is fully healed with no wounded or dying conditions. You can rest for the night or go back to your dinners or something else. Let me know when we can move to the mayor's house the next day for breakfast.


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 20 | speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Hagrym made sure the others were patched up and were good to go, before excusing himself to dinner. After all breakfast was several hours away, so he decided to fill up before bedtime. ”You lot are welcome to come join me, if you feel up to eating after those nasty spider bites. You’ll feel 100% after a good night’s rest…”


M Gunslinger (Drifter) 4 / Swashbuckler | Perc +8 (low-light vision) | Speed: 25' | HP: 44/44 | AC: 21 | Fort: +8 Ref: +12 Will: +8 | Conditions: OK | Panache: ◇ | Hero Points: ◆◇ ◇ | Loot Sheet Link | ◆ ◇ ↺

"I think I'm passing on food the rest of the night. Maybe forever. All that rotting flesh soured my appetite. Anyone know how to get zombie juice out of leather?" Jon says, looking a bit green and frowning down at the splotch of undeath on his armor from the zombie who bashed him.


M Thaumaturge 4 / Ghost Hunter | Perc +8 (+1 in Lantern, low-light) | Speed: 25' | HP: 48 | AC: 21 | Fort: +9 Ref: +9 Will: +8, Conditions: none | Recall Knowlege +12 (+1 in Lantern) | Hero Points: 1 | ◆ ◇ ↺

"I pass. I need to rest, I think..." This event clearly marked Garidan.
"By the way, Mac, sorry for leaving you alone in the midst of it. I...I was pretty scared. But you did well."

Garidan excuses himself and will be seen at 7 AM sharp at the mayor's.

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 42 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 2/2 | conditions: none

With my Assurance (Craft) skill feat at level 2, I can take 10 on Craft, which means that I always repair my shield up to full with enough time, no rolls needed. So I'll just heal it up to full every time we have a lot of time like this.

Penflower wakes up with Hagrym looking over him. After getting up and thanking the dwarf, he looks a bit gloomy. His training had no use and he couldn't evade the spider's bite. He goes over to Sarenrae's temple to get healed of the poison, but has otherwise nothing else to it.

He tries to meet with the others. Without talking about the battle itself, he says "What do you make of what happened? I am positive I saw Belcorra's face in the light just before the spider appeared. Could this mean she's still... you know... around?" He didn't want to say alive, especially witnessing so many undead.


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 20 | speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

”Now that you mention it, Pen, I thought I saw that lady for a brief second as well! I thought I might have been seeing things, but if you saw it too, then I’m clearly not going nuts.”


Male Dwarf Fighter 4| HP 50/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points: 2 1 3

Mac pumps his fist as the spider-like creature dies, as he ends his rage. ”What the heck was that?” Is anyone trained in Occultism?

Mac is full hit points but poisoned. ”Will be glad to have breakfast with you, Mayor.” He accompanies Pen to see Vandy to get cured of the poison. Afterwards, he steps in to see his cousin. ”You all are not crazy. I saw Belcorra’s face too, for an instant. It looks like she’s behind the Gauntlight attack tonight. That means bad news for the town, so close to her lair.”

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 42 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 2/2 | conditions: none

Occultism for Belcorra's face: 1d20 + 6 ⇒ (15) + 6 = 21

Penflower says "I think there's much more in the Gauntlight than we've seen so far. I want to make a visit at the top of that lighthouse."


Google Slides

Occultism is the appropriate skill to identify aberrations, which is what I think Mac was referring to. The spider-like creature you fought is a Scalathrax, a scaly horror known to dwell in remote cave networks in the Darklands. Garidan also surmises that the creature was transported/teleported to the graveyard by the Gauntlight because of the manner in which the light intensified and then went dark right before the creature appeared out of nowhere in your midst.

With regard to Belcorra's face, Religion skill would be more appropriate, but yes, you surmise it was her ghostly visage that you saw in the blue light.

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 42 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 2/2 | conditions: none

Thanks for the clarification

Religion: 1d20 + 4 ⇒ (1) + 4 = 5


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 20 | speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Know. Religion 1d20 + 8 ⇒ (15) + 8 = 23 on the ghostly visage


Google Slides

Hagrym recognizes that the visage of Belcorra was ghostly and this is what he knows about ghosts:

When some mortals die through tragic circumstances or without closure, their souls can linger and haunt a locale significant to them in life. They become incorporeal, can fly, have darkvision, and they can be permanently destroyed only if someone sets right whatever prevents the spirit from resting. Some ghosts can possess people, while others have a corrupting touch or frightening moan.

Moving the plot along...

3rd day of Lamashan
4721 AR

The next morning, the party gathers at the Menhemes manor, per the mayor's request. The mayor, Oseph, personally greets you and introduces his wife, Emnala, and his oldest daughter, age 15, named Dorianna. She seems shy but excited to hear your stories of adventure. The mayor tells you his other 4 younger children are scattered about the manor playing.

After the family introduction, the mayor takes to his personal dining room, where various breakfast pastries have been placed on the table. In the room are also some familiar faces: Wrin, Morlibint, Vandy, and Captain Longsaddle. As the party eats breakfast with juice and cider, the mayor speaks, "We, on behalf of the people of Otari, wish to thank you for your intervention in last night's undead attack. We were definitely not equipped to deal with an attack of that magnitude, so thank you. However, we now wish to implore your help. Wrin here has vouched for you and has convinced me that the Gauntlight is an imminent danger to this town. Therefore, I am authorized to offer you a reward of 50 gp per person to return to Gauntlight Keep and see to it that Gauntlight never shines on Otari again. I understand that you were investigating the site anyway at Wrin's request, so this is a financial incentive to continue your work. We would be forever in your debt, brave heroes, if you could end the threat of the Gauntlight."


M Thaumaturge 4 / Ghost Hunter | Perc +8 (+1 in Lantern, low-light) | Speed: 25' | HP: 48 | AC: 21 | Fort: +9 Ref: +9 Will: +8, Conditions: none | Recall Knowlege +12 (+1 in Lantern) | Hero Points: 1 | ◆ ◇ ↺

Garidan sits straight and listens with a very sincere face. After a quick thought for collecting his words, he answers very formally.
"Thank you for your kind words and for recognizing the efforts made during last night's undead attack. It was a harrowing experience, and I am grateful that I could assist in protecting our beloved town of Otari. The safety of our community is paramount, and I will always stand vigilant against any threats that may arise. Your acknowledgment of my actions not only reinforces my commitment but also strengthens the bond between the watch and the townsfolk we serve.

Regarding your request for assistance with the Gauntlight, I appreciate the trust you and Wrin have placed in me. The Gauntlight's ominous presence is indeed a cause for concern, and I fully understand the urgency of addressing this threat. The reward of 50 gp per person is generous and I was already prepared to join these brave men in returning there. However, my primary motivation lies in ensuring the safety of Otari and its people. I believe that together, we can uncover the mysteries surrounding Gauntlight Keep and eliminate the danger it poses once and for all.

With careful planning and determination, I am confident that we can confront whatever darkness lies within the Gauntlight. The people of Otari deserve peace and security, and I will do everything in my power to ensure that the light of Gauntlight never casts its shadow upon us again. Thank you for your support, and we will certainly keep you updated on our progress."

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 42 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 2/2 | conditions: none

Penflower doesn't sleep that night. He keeps getting woken up by the visage of the scalathrax viciously attacking him. He almost forgets about the mayor's invitation. It is only the shame of letting his guard down that gets him sharp in his senses. He dresses in full gear and goes to the mayor's house.

In there, there is vast exchange of pleasantries that the elf has trouble keeping up. He simply says "I will help, of course." He tries keeping an eye on Wrin to see how she is handling the conversation.


Male Dwarf Fighter 4| HP 50/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points: 2 1 3

Mac seems a little uncomfortable with the praise. "I second everything Garidan said. There was danger and we acted because it was the right thing to do. Thank you for the reward. We will continue exploring the Gauntlight. We found 2 staircases leading down, so it is clear the place has lower levels. We will keep Wrin and you informed."


M Gunslinger (Drifter) 4 / Swashbuckler | Perc +8 (low-light vision) | Speed: 25' | HP: 44/44 | AC: 21 | Fort: +8 Ref: +12 Will: +8 | Conditions: OK | Panache: ◇ | Hero Points: ◆◇ ◇ | Loot Sheet Link | ◆ ◇ ↺

The sleep seems to have been all Jon needed to settle his stomach, and he eats with the same gusto as everyone else. "Thank you, mayor. I don't have thick roots in the community, but I'd never forgive myself if I didn't step in when the innocent are in danger when I could've done something about it. And I've never been able to turn down investigating a mystery as momentous as the Gauntlight, so I'd be on board even if no one was in danger. We'll do what we can to keep Otari safe and let the dead have their rest."


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 20 | speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Hagrym dove into the pastries as the meeting began. He stayed mostly quiet while the mission was laid out for the group. Other than licking his fingers to get the glaze off the apple fritters, of course.

”These things are delicious! I’m going to take a few of them for the road! Like the others said, I’ll help the town. I’ve got friends here and there is obviously something bad in the Gauntlight. I’ll do my best to help keep the town safe. But I’m not about to turn down a fat sack of gold, of course.”


Google Slides

The mayor thanks you again and after Doarianne pesters you about the monsters you have faced so far and some chit chat, the VIP guests leave to tend to their daily duties. Unless there's something else you wish to do in town, you head to the Gauntlight, which takes you 30 minutes.

You have 3 ways to go:
1. Stairs down in main part of Gauntlight.
2. Stairs down in northern section on the island.
3. Top of the lighthouse.
Let me know your choice.


M Thaumaturge 4 / Ghost Hunter | Perc +8 (+1 in Lantern, low-light) | Speed: 25' | HP: 48 | AC: 21 | Fort: +9 Ref: +9 Will: +8, Conditions: none | Recall Knowlege +12 (+1 in Lantern) | Hero Points: 1 | ◆ ◇ ↺

"Lead the way. You've been here before."


M Gunslinger (Drifter) 4 / Swashbuckler | Perc +8 (low-light vision) | Speed: 25' | HP: 44/44 | AC: 21 | Fort: +8 Ref: +12 Will: +8 | Conditions: OK | Panache: ◇ | Hero Points: ◆◇ ◇ | Loot Sheet Link | ◆ ◇ ↺

"I think we should to take care of the outside and then top of the lighthouse before we go down. I'd prefer we do what we can to make sure nothing is sneaking behind us as we go down, blocking our retreat," Jon says.

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 42 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 2/2 | conditions: none

"I agree. Up is the way. This is where the light came from and I am... very curious about that."


Male Dwarf Fighter 4| HP 50/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points: 2 1 3

"Agreed, let's go to the top of the lighthouse before going down."


Google Slides

The party returns to the base of the Gauntlight. I will provide the same description as last time as you have been in this room before.

The smooth walls of this circular room are painted a light gray with no indication of seams between the blocks of stone. A door with a small barred window leading outside is visible to the east. A set of iron stairs, notably in far better condition than would be expected, winds upward along the curved walls before terminating at a trap door in the ceiling nearly a hundred feet above. A red bloodstain glistens on the floor at the room’s center, as though a human‑sized creature bled to death on the floor very recently, despite there being no body in sight.

You investigate, if you wish, the red blood. It ripples occasionally; its slick, red surface appears like the top of a deep pool, but it’s harmless. With nothing else to investigate, you head up.

The iron stairs creak and sway alarmingly but are quite sound. The stairs wind up 90 feet to a locked bronze trap door in the ceiling, leading to cupola you believe. How do you proceed?


Male Dwarf Fighter 4| HP 50/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points: 2 1 3

We try the Bronze Lighthouse Key that we previously found (it's on the Google document) and see if that unlocks the trapdoor.

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 42 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 2/2 | conditions: none

Before moving up the stairs, Penflower looks at it with his arcane sight.

Detect Magic on the stairs. I want to see if there's a spell to maintain its state.

He moves up and lets someone else try the key in it.

Might as well try Detect Magic on the key as well.


Google Slides

No magic is detected on the stairs nor on the key. You insert the key and the door opens. Well done! You see the following:

Rows of black metal bars encase this circular chamber like a cage. Shimmering waves of force flicker between the bars and gives the illusion that softly glowing glass encases this entire area. This room appears empty save for a human-sized encasement of glass and iron that flickers and glows with an unsettling, almost nauseating pale blue shimmer — Gauntlight’s lantern!

The light's intensity is much lower than the first day that you visited the ruins. Your arcane knowledge and analysis allows you to deduce that the light is slowly building up, as if somehow charging...

There is nothing else to see up here other than the nice view of Otari and the grand city of Absalom way in the distance. Where to now? And if you head down, which staircase first?


M Thaumaturge 4 / Ghost Hunter | Perc +8 (+1 in Lantern, low-light) | Speed: 25' | HP: 48 | AC: 21 | Fort: +9 Ref: +9 Will: +8, Conditions: none | Recall Knowlege +12 (+1 in Lantern) | Hero Points: 1 | ◆ ◇ ↺

Lore: Esoteric, Diverse Lore: How to deactivate this?: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9

"I wonder, if we could somehow disable this lantern." Garidan thinks loud, but he has no idea.


Male Dwarf Fighter 4| HP 50/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points: 2 1 3

For convenience sake, I vote to take the closest staircase down, which is like 30' from the base of the lighthouse according to the map.

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 42 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 2/2 | conditions: none

Hey, let us study the room first!

Penflower hears Garidan's comment and starts to think aloud. He says "It seems this is what activated the attack in town yesterday. And it seems to be charging up for another such attacks."

Arcana: How to deactivate this?: 1d20 + 7 ⇒ (20) + 7 = 27
Occultism: How to deactivate this?: 1d20 + 7 ⇒ (18) + 7 = 25
Religion: How to deactivate this?: 1d20 + 4 ⇒ (3) + 4 = 7

He makes a few experiments, like such as throwing something between the bars to see if it's damaged or simply repelled. Or something else entirely... Afterwards he analyzes the magical energy in the room carefully.


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Google Slides

Pen realizes that the magic of this structure, a lighthouse that has been around for 500 years, yet the base has no cracks or imperfections in its structural integrity, is beyond any he has ever seen. The most logical deduction that he can make to deactivate it would be to cut off its power source, which is must logically have, since it appears to be charging. What that power source could be, he has no idea. However, logically, it follows that it must come from down below, since the structure does not appear to be powered by the sun or any external force. With regard to his experiments, all the objects Pen throws harmlessly bounce off with no damage whatsoever to the structure.

If you recall, Boss Scrawng drew you a crude map of the 2nd level where the "mushroom-eyed people", who kicked him and his tribe out, dwell as well as the lair of the "swamp dragon". I've added it to the Slides.
Remember, also that you have 2 pending side quests:
1. The mitflit leader promised you a big pile of shiny gems if you go downstairs, kill all the mushroom-eyed people, and defeat their king.
2. Find Yinyasmera's four men, who have gone missing and were last seen near the dock in the ruins.

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 42 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 2/2 | conditions: none

Penflower shares his thoughts to the others. He adds "I hope the power source is not too deep. In any case, we need to keep an eye on this. If it powers up again before we find the power source, we may need to help the town from another attack."

He also tries to remember how the Roseguard dealt with this light.

Lore Roseguard: 1d20 + 7 ⇒ (11) + 7 = 18

I vote we go for the dragon.


Google Slides

The Roseguard dealt with the threat of the lighthouse by killing Belcorra. The light went out when she died.

You take the stairs down in the office you found on the top level of the ruins. The stairs lead down and end at a door, where you do the usual: check for traps and listen for enemies on the other side. Finding none, you enter the room.

Three plain wooden chairs sit along the east wall of this otherwise empty room. There is a door in the west side of the room.

Secret Perception Check: 1d20 + 11 ⇒ (18) + 11 = 29

Mac's dwarven senses (Stone Mason's Eye feature) allow him to detect a secret door in the eastern wall. After some investigating, you determine you can open the secret door by moving the middle chair.

East through secret door or west through regular door? Map updated in Slides.


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 20 | speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

”I think I’d rather sneak up on whatever through the secret door. Gotta be a reason they hid it, right?”

Sorry forbeing away a few days. We got blanketed with snow yet again and now we are getting awful single digits temps for the next few days. I basically slept all weekend, lol. I hate winter.


M Gunslinger (Drifter) 4 / Swashbuckler | Perc +8 (low-light vision) | Speed: 25' | HP: 44/44 | AC: 21 | Fort: +8 Ref: +12 Will: +8 | Conditions: OK | Panache: ◇ | Hero Points: ◆◇ ◇ | Loot Sheet Link | ◆ ◇ ↺

"Let's check out the secret door. There must be something important behind it. Maybe even the power source," Jon says.


Male Dwarf Fighter 4| HP 50/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points: 2 1 3

"The swamp dragon's lair is west, according to Boss' map, but everyone wants to head east, so we'll head to that lair after." East is is.


Google Slides

The party goes through the secret door into a long 10' wide hallway, with three doors leading east, one door leading north, and one door leading NW. The corridor is completely dark, which is not an issue for the dwarves, but is for everyone else. The hallway has a vaulted ceiling arching to a dozen feet high. The floor is strewn with pieces of rotten wood and twisted metal. The door to the far north (#4) would normally not be visible, but there is a pale green light shimmering around the closed door's frame. The passageway to the south turns west. The whole place smells of mold and unpleasant dampness.

What are the non-dwarves using as a light source? Which way do you go or which door do you choose 1-5? Or you can head south or head north? The party is at the "S" on the corridor map. Let me know.


M Thaumaturge 4 / Ghost Hunter | Perc +8 (+1 in Lantern, low-light) | Speed: 25' | HP: 48 | AC: 21 | Fort: +9 Ref: +9 Will: +8, Conditions: none | Recall Knowlege +12 (+1 in Lantern) | Hero Points: 1 | ◆ ◇ ↺

Garidan's lantern shines bright in the dark hallway.

It's my build-defining class feature!:
You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light.


Google Slides
Garidan Hemlock wrote:
Garidan's lantern shines bright in the dark hallway. It's my build-defining class feature!

The lantern shines bright light out to 20 feet and dim light out 20 feet further. So you can only see 40'. How about everyone else?


M Gunslinger (Drifter) 4 / Swashbuckler | Perc +8 (low-light vision) | Speed: 25' | HP: 44/44 | AC: 21 | Fort: +8 Ref: +12 Will: +8 | Conditions: OK | Panache: ◇ | Hero Points: ◆◇ ◇ | Loot Sheet Link | ◆ ◇ ↺

I'll stick near Garridan and use the light of his lantern to see. I have low-light vision so I can see perfectly for the full 40' of the lantern's light. If there's a need to move out of the lantern light, I can always light one of my torches later.

"Let's check the door on the right there. Then we can move north checking all the others as we go," he says in a low voice and gestures toward door #1.

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 42 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 2/2 | conditions: none

I have the Light cantrip always prepared. I'll be throwing a lighted twig wherever we want to take a closer look. I also have Low light vision, btw.

Penflower agrees with Jon and goes to the southern door, shield first.


Google Slides

As Pen and the party reach the SE door, you hear on the other side the sound of metal clanging and wood splintering coming from inside. Do you still go inside?

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 42 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 2/2 | conditions: none

What can I roll to identify these sounds? Anyway, I imagine the roll is secret anyway. Can you roll my secret roll with the appropriate modifier to identify it, please?


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Male Dwarf Fighter 4| HP 50/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points: 2 1 3

Looks like we interrupted someone's woodshop class! :) Let's just go in and wreck shop!

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