JD's Abomination Vaults

Game Master Jack Daniels


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M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

”I don’t think we dwarves can get even close to that jump,” Hagrym grumbles at hearing about how far the group would have to jump to land to safety. ”I can’t get there from here…”


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M Gunslinger (Drifter) 2 / Swashbuckler (braggart) | Perc +6 (low-light vision) | Speed: 25' | HP: 24/24 | AC: 19 | Fort: +6 Ref: +10 Will: +4 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

"Hmm, if the pressure plates only activate the nearest diorama, I don't think I need to get all of them. We'll just keep to the southern plates," Jon muses. "Third time's the charm!" Jon once again runs, hugging the southern wall and sticking to those pressure plates, bypassing the northmost one and starting work on the eastmost diorama.

Thievery to Disable Device: 1d20 + 8 ⇒ (6) + 8 = 14

"Oops," Jon says meekly as the diorama spins up whatever harm it has in store.


Google Slides

Jon, no Hero Point use?


M Gunslinger (Drifter) 2 / Swashbuckler (braggart) | Perc +6 (low-light vision) | Speed: 25' | HP: 24/24 | AC: 19 | Fort: +6 Ref: +10 Will: +4 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

That's ominous... no, I think I'd rather use my last hero point when I'm in deeper trouble, not when I'm at full health with no time crunch, especially since it's only a 45% chance it would help.


Google Slides

Okay....

The diorama that Jon approaches shows the city of Absalom being destroyed by an earthquake. As Jon tries to disarm the trap, his hand slips at the last possible moment, and he is struck by a ray of sonic energy! His ears bleed, his vision spins, he screams from the pain, and he collapses to the floor, at Dying 1.

Attack: 1d20 + 16 ⇒ (12) + 16 = 28 --- one point from a critical!
Damage: 2d10 + 13 ⇒ (9, 7) + 13 = 29

With Jon setting off the trap, the pressure plates on the floor stay deactivated so the rest of the party can safely reach the double doors.

Jon is awarded a Hero Point for bravely risking his life with all the traps!


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Hagrym springs to the side of the injured there and attempts to use his Battle Medicine feat to quickly heal him.

Treat Wounds 1d20 + 10 ⇒ (9) + 10 = 19

Hit points healed 2d8 ⇒ (6, 3) = 9


Male Dwarf Fighter 2| HP 31/36| AC: 19| Fort: +9; Ref: +7; Will: +6 | Init: +0 | Per +8/+10 | Spd 20 ft. | Hero Points: 1

Mac and Pen (hopefully) move to the eastern double doors in case that sonic blast caused some alarm from what is behind the doors. "We might be in danger soon, Grym. You may want to use magic to hep Jon recover."


M Gunslinger (Drifter) 2 / Swashbuckler (braggart) | Perc +6 (low-light vision) | Speed: 25' | HP: 24/24 | AC: 19 | Fort: +6 Ref: +10 Will: +4 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

Jon wakes up upon Grym's administrations and sits up. He digs a handkerchief out of a pocket and tries to clean himself up a bit. "That's the loudest thing I've ever heard, and I work with explosives. Should have known the last device would be a bit trickier. Well, I'm alive, that's something."

Grand Archive

Elf Magus (Fighter) 2 | AC 19 (21) | HP 20 / 20 | saves +6 +6 +6 (increased with arcane cascade) | Perception +4 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: wounded

Penflower places his hand on Jon's shoulder and says "You did incredible! Thanks to your heroism, we're here now!" He, then, puts his shield first and waits for the group to get ready to open the door.


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Hagrym uses another Heal spell to get Jon as solid as possible. Ive got one Heal left.

Using a 2 action heal spell for 1d8 + 8 ⇒ (2) + 8 = 10 hit point recovery.


Google Slides

The party opens the double doors at the end of the trapped hallway to reveal:

This large, low-ceiling room has a cross-shaped table at its center. Ten chairs stand around the table. The walls, floors, and ceilings of the chamber are completely covered with thick layers of webbing. The table in the center displays an illusory map of the city of Absalom as it appeared hundreds of years ago. A 6' tall spider-like humanoid with six eyes, fangs, and vicious claws squats atop the table, delighting in yet another examination of his web-caked illusory city.

As you make your presence known, the spider-creature looks up at the party and speaks in an unknown language that none of you speak: Aklo. He sounds confident and looks at you with disdain. When the creature stops speaking, he appears to be waiting for your response.

Map updated - creature image added to Monsters slide. What do you do?

Occultism check DC 18:
The creature is a web lurker, an evil aberration, who is known to surround their territory with traps and snares constructed of the same webbing.


M Thaumaturge 2 / Ghost Hunter | Perc +6 (low-light) | Speed: 25' | HP: 26/26 | AC: 19 | Fort: +7 Ref: +5 Will: +6, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

Esoteric Lore: 1d20 + 8 ⇒ (16) + 8 = 24
"Guys, these web lurker are no friendlies. I don't know, what he was saying, but my guess is, he's trying to trick us into his web traps." Garidan whispers to the party. "We could just leave him be, but I'd rather rid our world of aberrations. Jon, would you do the honor?" Garidan suggest just sticking to ranged attacks for know.

Grand Archive

Elf Magus (Fighter) 2 | AC 19 (21) | HP 20 / 20 | saves +6 +6 +6 (increased with arcane cascade) | Perception +4 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: wounded

Occultism: 1d20 + 7 ⇒ (12) + 7 = 19

Penflower has read about this type of creature. He's a bit scared, considering the last time he had an encounter with a spider creature. But he doesn't move. He says "I agree and can also help with some spells." He sheathes his sword and prepares to cast a spell following Jon's attack. He hopes that sheathing his sword will look like a non-aggressive action by him, so that the spider doesn't attack right away.

He says "Mac, get ready, I'll try to pull it towards us after Jon strikes. If it works, it'll be in front of us."

Ok, I have a "Force Push" type spell that I'll try to use on it, so everyone can ready an action to strike if it fails its Fort save.

Ready action. Trigger: Jon attacks spider:

Cast Gravitational Pull on it, 1 action. DC 17.


M Gunslinger (Drifter) 2 / Swashbuckler (braggart) | Perc +6 (low-light vision) | Speed: 25' | HP: 24/24 | AC: 19 | Fort: +6 Ref: +10 Will: +4 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

"Can do," Jon says, pulls his pistol and fires...

+1 Double-Barreled Pistol: 1d20 + 11 ⇒ (17) + 11 = 28
P/Concussive Damage: 1d4 + 1 ⇒ (3) + 1 = 4

If Crit, use this damage instead:
Fatal Crit Damage: 1d8 + 1 ⇒ (6) + 1 = 7 x2 = 14 + 1d8 ⇒ 3 = 17

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

On the off chance I get a full round's worth out of this...

Jon fires again.

+1 Double-Barreled Pistol -5 MAP: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25
P/Concussive Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Google Slides

Since PF2E does not have surprise round mechanics, we will go into initiative. You also cannot ready actions outside of encounter mode. However, I will give the monster the off-guard condition since it was not expecting combat.

Initiative:
Web Lurker: 1d20 + 10 ⇒ (5) + 10 = 15
Garidan: 1d20 + 6 ⇒ (8) + 6 = 14
Hagrym: 1d20 + 8 ⇒ (16) + 8 = 24
Jon: 1d20 + 6 ⇒ (14) + 6 = 20
Mac: 1d20 + 8 ⇒ (11) + 8 = 19
Pen: 1d20 + 4 ⇒ (1) + 4 = 5
Order: Hagrym, Jon, Mac, Web Lurker, Garidan, Pen.

Jon, I will use your posted rolls for your Round 1 actions. Jon shoots twice, his first attack is a critical due to the off-guard condition. The Web Lurker takes 19 damage total from Jon.

The dwarves are up next.


Male Dwarf Fighter 2| HP 31/36| AC: 19| Fort: +9; Ref: +7; Will: +6 | Init: +0 | Per +8/+10 | Spd 20 ft. | Hero Points: 1

Round 1: Mac

"We have to take advantage that the creature is surprised."

◆ Rage ◆ Stride ◆ Attack
If Mac cannot reach him because of difficult terrain, Mac uses Sudden Charge to double move and attack.

Greatpiack: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

The cleric lashes out with his blast of divine energy, trying to take the enemy down through Torag’s power.

Divine Lance attack 1d20 + 8 ⇒ (19) + 8 = 27
Damage 2d4 ⇒ (1, 2) = 3


Google Slides

Mac hits and Hagrym's attack is a critical for a total of 19 more damage.

Round 1: Web Lurker
The wounded aberration tries to claw, claw, and fang the dwarf in front of him!

Claw: 1d20 + 11 ⇒ (13) + 11 = 24 --- hit
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Claw: 1d20 + 7 ⇒ (2) + 7 = 9 --- miss!
Fangs: 1d20 + 1 ⇒ (9) + 1 = 10 --- miss!

Out of the spiderwebs, appear 2 spiders of iridescent hue, who engage the party!

Dream Spider #1
◆ Stride ◆ Attack ◆ Attack
Fang on Jon: 1d20 + 7 ⇒ (20) + 7 = 27 --- critical
Damage: 1d6 ⇒ 3x2 = 6 plus spider venom
Fang on Jon: 1d20 + 2 ⇒ (19) + 2 = 21 --- hit
Damage: 1d6 ⇒ 6 plus spider venom.
Jon, make 2 Fortitude saves vs. DC 16.

Dream Spider #2:
◆ Stride ◆ Attack ◆ Attack
Fang on Pen: 1d20 + 7 ⇒ (3) + 7 = 10 --- miss!
Fang on Pen: 1d20 + 7 ⇒ (9) + 7 = 16 --- miss!

The dream spiders are color coded - yellow and orange respectively.

Garidan and Pen, and the rest of party to start Round 2.


M Thaumaturge 2 / Ghost Hunter | Perc +6 (low-light) | Speed: 25' | HP: 26/26 | AC: 19 | Fort: +7 Ref: +5 Will: +6, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

◆Exploit Vulnerability Dream Spiser: EV: 1d20 + 8 ⇒ (3) + 8 = 11 vs standard DC for its level and vs Recall Knowledge DC (+1 from lantern)
attack yellow, 10 ft Reach: 1d20 + 7 ⇒ (4) + 7 = 11
Piercing Damage plus Implements Empowerment: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
attack yellow, 10 ft Reach: 1d20 + 7 - 5 ⇒ (15) + 7 - 5 = 17
Piercing Damage plus Implements Empowerment: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Garidan got caught off guard and doesn't remember what these spiders actually are. He tries to pierce the one in his reach anyway.


M Gunslinger (Drifter) 2 / Swashbuckler (braggart) | Perc +6 (low-light vision) | Speed: 25' | HP: 24/24 | AC: 19 | Fort: +6 Ref: +10 Will: +4 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

DC 16 Fort save 1: 1d20 + 6 ⇒ (17) + 6 = 23
DC 16 Fort save 2: 1d20 + 6 ⇒ (3) + 6 = 9
Fort save 2 Hero Point Reroll: 1d20 + 6 ⇒ (7) + 6 = 13 :P

"Damn. Grym, it got me good," Jon spits, feeling a bit woozy from the venom. (I have 7 hit points left and am still wounded 1 since we didn't heal me back up to full before moving on.) Seeing both barrels empty, Jon steps back◆, draws his whip◆, and makes a reloading strike◆ at the orange spider.

Whip: 1d20 + 8 ⇒ (17) + 8 = 25
S Damage, nonlethal: 1d4 + 2 ⇒ (2) + 2 = 4


Male Dwarf Fighter 2| HP 31/36| AC: 19| Fort: +9; Ref: +7; Will: +6 | Init: +0 | Per +8/+10 | Spd 20 ft. | Hero Points: 1

Round 2: Mac
Mac took 3 damage from claw due temporary hit points from rage.
◆ Attack ◆ Attack
If 1st attack kills the Web Lurker, Mac uses action to Step and apply subsequent attack to the orange spider. If not, apply both attacks to Web Lurker.

Attack on Web Lurker: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Attack on Web Lurker: 1d20 + 11 - 5 ⇒ (12) + 11 - 5 = 18
Damage: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15


Google Slides

Mac's first blow pierces the web lurker's skull, killing it. His second blow kills the orange dream spider. The wounded yellow spider remains.
Hagrym and Pen are up.

Grand Archive

Elf Magus (Fighter) 2 | AC 19 (21) | HP 20 / 20 | saves +6 +6 +6 (increased with arcane cascade) | Perception +4 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: wounded

Penflower is surprised as Mac runs in, foiling his plan to bring the spider to them. He draws his sword and swings it at the yellow spider, flaming.

Draw sword, spellstrike with Ignition

Strike: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Fire Damage: 2d6 ⇒ (2, 5) = 7


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Hagrym moves just south of Pen (if you could move me, please GM) and tries to bash the remaining enemy with his hammer.

Attack 1d20 + 6 ⇒ (7) + 6 = 13
Damage 1d10 + 2 ⇒ (4) + 2 = 6


Google Slides

Jon, you are Stupefied 1 due to the failed save. Link

Round 2: Dream Spider
The yellow spider evades the party's attacks and attacks Pen, but misses all three attacks.
Fang: 1d20 + 7 ⇒ (9) + 7 = 16
Fang: 1d20 + 2 ⇒ (18) + 2 = 20
Fang: 1d20 - 3 ⇒ (15) - 3 = 12
Party is up!


Male Dwarf Fighter 2| HP 31/36| AC: 19| Fort: +9; Ref: +7; Will: +6 | Init: +0 | Per +8/+10 | Spd 20 ft. | Hero Points: 1

Round 3: Mac

Mac tries to end the spider.
Attack: 1d20 + 11 ⇒ (15) + 11 = 26
If crit, damage is: 1d12 + 4 + 2 ⇒ (3) + 4 + 2 = 9 x2 = 18 plus 1d12 ⇒ 10 = 28
Otherwise: Damage: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Attack: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7
If any of the first attacks kills the spider, Mac rushes over to Jon and tries to treat wounds for 10 minutes. Can he use other rolls for his Medicine rolls? :)


M Gunslinger (Drifter) 2 / Swashbuckler (braggart) | Perc +6 (low-light vision) | Speed: 25' | HP: 24/24 | AC: 19 | Fort: +6 Ref: +10 Will: +4 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

His head still a bit cloudy from the venom, Jon fires his pistol◆ at the remaining spider.

+1 Double-Barreled Pistol: 1d20 + 11 ⇒ (5) + 11 = 16
P/Concussive Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Sword & Pistol: If that was a hit, it is off-guard to my next melee attack.

Then he steps forward◆ and uses his whip for another reloading strike◆.

Whip -5 MAP: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15
S Damage, nonlethal: 1d4 + 2 ⇒ (1) + 2 = 3


Google Slides

Mac's critical attack is sufficient to kill the last dream spider. Combat over. Mac gets 1 Hero Point for dealing killing blow on 3 enemies that fight. You have cleared the eastern portion of the map and this is a good room to catch your breath. Remember that you can only use Treat Wounds on a person once per hour. However, if you decide to rest and wait out the hour, Jon heals 2d8 ⇒ (7, 6) = 13 damage. The poisoned condition also goes away after a few minutes.

During that hour, you search the room for treasure and detect magic and find:
Mesmerizing opal
Five (5) shining sling bullets
Type I necklace of fireballs

Locations left to explore:
1. Passageway west from undead minotaur room through which green ribbon went.
2. Passage south from purple worm central room.
3. Elevator down.
4. Western door from stairs that you took down to reach Level 2.
5. Passageway west that is south of the first secret door that you found.
After your rest, let me know where are you heading.


M Thaumaturge 2 / Ghost Hunter | Perc +6 (low-light) | Speed: 25' | HP: 26/26 | AC: 19 | Fort: +7 Ref: +5 Will: +6, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

"Good job, Mac. Again." Garidan looked at his rather useless spear and shrugged.
"That gem is pretty cool. I once knew a rather dashing fellow who specialized in decieving his enemies. He had one of those and completely bewildered the enemy."

After catching their breath and patching some wounds, Garidan suggest to head back to where they started. "There was a door to the right, right after the stairs that we used to come down..."


Male Dwarf Fighter 2| HP 31/36| AC: 19| Fort: +9; Ref: +7; Will: +6 | Init: +0 | Per +8/+10 | Spd 20 ft. | Hero Points: 1

Thanks for the Hero Point! "Garidan, I was thinking the southern door from the worm. It seems to the be leading to the SE-SW section that we have not yet explored. We still have yet to meet the Morlock King and the River Drake."


M Gunslinger (Drifter) 2 / Swashbuckler (braggart) | Perc +6 (low-light vision) | Speed: 25' | HP: 24/24 | AC: 19 | Fort: +6 Ref: +10 Will: +4 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

"Southern door sounds good to me," Jon says after the hour of rest, some TLC, and reloading both barrels of his pistol.


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Hagrym was huffing and puffing after that last scrum. ”We are do that, but let’s not get dug in too deep if we can help it. I’ve got one healing spell left today, plus that wand of course,” he says to keep the others in the loop.

Grand Archive

Elf Magus (Fighter) 2 | AC 19 (21) | HP 20 / 20 | saves +6 +6 +6 (increased with arcane cascade) | Perception +4 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: wounded

BTW, with 1 hour, I have plenty of time to get my shield up to full HP.

Penflower, realizing the importance of Hagrym's spells, says "If you think we should rest, then I'm all for it. We can, of course, try the southern door, but I'm not sure we're in a hurry. The lighthouse is not set to activate for a while."


M Gunslinger (Drifter) 2 / Swashbuckler (braggart) | Perc +6 (low-light vision) | Speed: 25' | HP: 24/24 | AC: 19 | Fort: +6 Ref: +10 Will: +4 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

"I did just load the last of my infused ammunition," Jon admits, hearing Grym. He pats his pistol to emphasize the point. "I'll be reloading from my backup ammo from this point today. Grym's right. We shouldn't entrench ourselves much more deeply in here until we've had a good night's sleep and I can craft more ammo. And finish healing from that damn spider bite."


Google Slides

You proceed to the dead worm chamber, avoiding the center light and proceed south to reveal:

This five-foot-wide hallway features three alcoves along each side. Stone sarcophagi stand upright within each.

As you move down the hallway, a female wispy looking shadowy creature emerges from one of the sarcophagi, phasing through the cover. It looks like it was female in life, dressed in noble garb. It moves to toward you, as if seeking to quench your vitality and the light!

Initiative:
Shadowy creature: 1d20 + 10 ⇒ (15) + 10 = 25
Hagrym: 1d20 + 8 ⇒ (2) + 8 = 10
Garidan: 1d20 + 6 ⇒ (1) + 6 = 7
Jon: 1d20 + 6 ⇒ (9) + 6 = 15
Mac: 1d20 + 8 ⇒ (1) + 8 = 9
Pen: 1d20 + 4 ⇒ (19) + 4 = 23
Order: Shadowy creature, then party.

Round 1: Shadowy Creature
The creature emerges from the sarcophagus, and strides toward Pen, flying gracefully through the air. It then reaches out to strike the elf, but miraculously the elf dodges the incorporeal strike.
Shadow Hand: 1d20 + 15 ⇒ (3) + 15 = 18 --- miss!

Garidan's Esoteric Lore: 1d20 + 8 ⇒ (15) + 8 = 23 - It is indeed a shadow - has resistance 5 to all attacks except force, ghost touch, or vitality.

Party is up! Map is updated.


M Thaumaturge 2 / Ghost Hunter | Perc +6 (low-light) | Speed: 25' | HP: 26/26 | AC: 19 | Fort: +7 Ref: +5 Will: +6, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

Garidan ◆ knows what a Shadow is and uses its incorporealty to quickly ◆ pass through it. A cold shiver runs through him. He then attacks the shadow trying to reflect some light from his lantern while ineffectively piercing it.

Breaching Pike, 10 ft Reach, flanking: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Piercing Damage plus Personal Antithese: 1d6 + 3 + 2 + 3 ⇒ (4) + 3 + 2 + 3 = 12

Grand Archive

Elf Magus (Fighter) 2 | AC 19 (21) | HP 20 / 20 | saves +6 +6 +6 (increased with arcane cascade) | Perception +4 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: wounded

Penflower lights up his sword as he swings it, then changes his stance.

Spellstrike with Ignition, Arcane Cascade

Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 2d8 + 4 ⇒ (4, 7) + 4 = 15
Fire damage: 2d6 ⇒ (5, 2) = 7


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Hagrym’s hand goes to his holy symbol as he calls on Torag to damage this undead beast.

Cast Vitality Lash.

Attack 1d20 + 8 ⇒ (2) + 8 = 10
Damage 2d6 ⇒ (4, 4) = 8 vitality damage with a base 18 Fort save


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Male Dwarf Fighter 2| HP 31/36| AC: 19| Fort: +9; Ref: +7; Will: +6 | Init: +0 | Per +8/+10 | Spd 20 ft. | Hero Points: 1

Those die rolls....8, 3, and 2! Geez! And the monster has +15 to hit...ouch!!

Round 1: Mac
Following Garidan's lead, Mac moves through Pen's square, through the insubstantial shadow, to end on the other side, in a flanking position.

Can a shadow be off-guard?

+1 Greatpick 1st Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Damage, if critical: 1d12 + 4 ⇒ (8) + 4 = 12x2 + 1d12 ⇒ 11
+1 Greatpick 2nd Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d10 + 4 ⇒ (7) + 4 = 11


M Gunslinger (Drifter) 2 / Swashbuckler (braggart) | Perc +6 (low-light vision) | Speed: 25' | HP: 24/24 | AC: 19 | Fort: +6 Ref: +10 Will: +4 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

At first sight, Jon draws his pistol◇ and strides forward◇ to behind Pen. (Free actions from Into the Fray)

Jon takes aim and fires◆ at the shadowy creature.

+1 Double-Barreled Pistol: 1d20 + 11 ⇒ (8) + 11 = 19
P/Concussive Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Sword & Pistol: If that was a hit, it is off-guard to my next melee attack.

Then he draws◆ one of his ghost charge bombs and lobs it at the shadow creature◆.

Lesser Ghost Charge: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
Vitality Damage + Enfeebled 1 on hit + 1 splash damage on all but crit failure: 1d8 + 1 ⇒ (6) + 1 = 7


Google Slides

Mac lands a critical on the shadow, inflicting 30 damage and then another strike inflicting another 6 damage. Jon's bullet fails to harm the shadow, but his ghostly charge inflicts 7 damage, destroying the shadowy undead! Well done, that was a CR 4 creature that you dispatched without taking any damage.

You head south and find a solid wall, but Mac senses a secret door. You proceed to reveal:

While it’s apparent that this large room was originally a kitchen, the furnishings have been rebuilt and repositioned to create an improvised shrine. The western end of the hall, where a large fireplace for cooking food once stood, now serves as an altar of sorts. Looming over a human corpse is a towering statue in a feminine shape made of bones, covered in sheets of moldering cloth and hanging moss. A bare spot on the room’s north wall has been decorated with mud and blood to depict the same feminine form as the statue.

You recognize the statue as a crude depiction of Belcorra. Two double doors lead east and there is a door in the NW corner.

Grand Archive

Elf Magus (Fighter) 2 | AC 19 (21) | HP 20 / 20 | saves +6 +6 +6 (increased with arcane cascade) | Perception +4 | Shield 20/20 | Hero Points 1 | Focus 1/1 | conditions: wounded

Penflower is horrified at the sight of the room. He moves carefully and says "How likely is it that this corpse starts moving and swings at us?" He goes on slowly towards the body so that the others can accompany him and poke the corpse with the tip of his sword so that it gets impaled in case it tries to move.


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Male Dwarf Fighter 2| HP 31/36| AC: 19| Fort: +9; Ref: +7; Will: +6 | Init: +0 | Per +8/+10 | Spd 20 ft. | Hero Points: 1

Thank youuuuu, Jon! With the damage I did to the shadow, I was sure it was going to focus all of its attacks on me, given everyone else missed and with +15/+10/+5 and my lowly 19 AC, I was sure to take a ton of damage. Nice job with the Vitality damage!

Mac accompanies Pen to have a closer look at the corpse to see if it is really dead and if human, if the party can identify it.


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M Gunslinger (Drifter) 2 / Swashbuckler (braggart) | Perc +6 (low-light vision) | Speed: 25' | HP: 24/24 | AC: 19 | Fort: +6 Ref: +10 Will: +4 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

Hagrym softened him up for me with his Vitality Lash, so it was a team effort :)

"Knowing this place, Pen, more likely than not. Let's not drop our guards," Jon says warily. He turns on his arcane sense to detect magic in the room.


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Hagrym nodded, yet again impressed by the violence handed out by his mates. ”Now that’s handing out some pain,” he exclaims.

As the group moved into the next room, the cleric holds his shield at the ready, expecting more undead hijinks to occur.


Google Slides

Actually Jon, Hagrym missed his Vitality Lash. :)

As you get closer to the corpse, you realize that the body is that of a human man with a bird tattoo on his right shoulder that marks him as a member of the Osprey Club. You presume that you have found the corpse of the missing thief. It does not spring to life and is quite dead. However, among a few of the valuable offerings made around the base of the statue, you find:

Bloodstone worth 10 gp
Softly glowing +1 weapon potency rune
Sickly green fear gem

Nothing else is of note. Again, there are two double doors leading east and there is a door in the NW corner. Which way?


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M Gunslinger (Drifter) 2 / Swashbuckler (braggart) | Perc +6 (low-light vision) | Speed: 25' | HP: 24/24 | AC: 19 | Fort: +6 Ref: +10 Will: +4 Conditions: OK |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 0 | ◆ ◇ ↺

Vitality Lash doesn't require an attack roll, I guess Grym forgot. The target rolls a basic Fort save vs the damage, so Grym would have dealt at least 4 damage unless the target rolled a crit success.

"Let's check out the single door at the NW corner," Jon says.


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

At seeing the Osprey club member, the cleric asks the group how they wanted to proceed. ”I think it’d be for the best to take this poor fella back to town when we leave. The group would probably appreciate the certainty of what happened to him. At least they could give him last rites and a proper burial.”

With that being said, he follows the group suggestion at heading to the NW door.


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Google Slides

To avoid dungeon delving taking days while i await for your responses, will make certain assumptions and proceed.

You head through the NW door to find a pantry.

Only a few fragments of the shelving that once lined the walls of this pantry remain today.

You search the room but find nothing of interest. Two doors lead out of this room, one east and one west. You try the eastern door and it leads to a staircase leading down to the lower level. The western door leads to a passageway with stairs leading down 10' to some ruined rowboats. There is also a room to the south. You try the door leading south but it is locked. You can try 2 thievery checks to unlock the door or an Athletics check to force the door open. Mac has the highest score at +8 while Garidan has +7.

Garidan Aid Another Athletics: 1d20 + 8 ⇒ (5) + 8 = 13 --- fails
Mac Athletics check vs. DC 20: 1d20 + 8 ⇒ (14) + 8 = 22 --- success!

Mac forces the door open and you find:

The walls of this octagonal chamber are adorned with swirling runes carved into the stone and then filled with dull, silvery metal. The floor is polished smooth, as is the ceiling ten feet above.

Per Arcana check: 1d20 + 7 ⇒ (14) + 7 = 21

The silvery metal and runes leads Pen to believe that this is some sort of teleportation chamber. However, it appears that a ritual spell is required to awaken the latent energy in the room. However, Pen is sure that he is unaware of the spell required and it is certainly not in his spell book.


Google Slides

You continue your foray west down the flight of stairs to find:

At the north end of this small cave, the mouth of a swampy, flooded cavern yawns. A few ruined rowboats lie in heaps on the floor of this cavern, strewn next to tangled coils of rope.

After 10' north, there is a flooded underwater passage. To the south, is a narrow 4' wide tunnel.

What do you do?

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