| AbominationVaults_DM |
Pen falls to Dying 2.
Round 3: Bloodsiphon
Angered by the continuous attacks from Mac, the undead leech turns its attention to him. It drops the elf's limp corpse to the side and bites and attacks the raging dwarf.
◆Bite: 1d20 + 14 ⇒ (6) + 14 = 20 --- hit!
Damage: 2d8 + 6 ⇒ (8, 4) + 6 = 18
◆Grab: 1d20 + 12 ⇒ (15) + 12 = 27 vs. DC 19 --- success
Mac is now off-guard and immobilized (no movement).
◆Drain: 4d4 ⇒ (4, 2, 1, 3) = 10
Damage to Mac this Round: 28. he is also Drained 1.
Monster heals 8 hps and gets 2 temp hps.
Total damage to monster: 26.
Things look dire....Jon to end Round 3 and rest of party in Round 4.
| Jon Yddina |
"Pharasma, guide my hand," Jon says as he pulls the trigger◆ on the leech.
+1 Double-Barreled Pistol: 1d20 + 11 ⇒ (8) + 11 = 19
P/Concussive + Precision Damage: 1d4 + 1d4 ⇒ (4) + (4) = 8
Encouraged, Jon fires◆ his other barrel.
+1 Double-Barreled Pistol -5 MAP: 1d20 + 11 - 5 ⇒ (6) + 11 - 5 = 12 miss
Just to reload one of his barrels, he cracks his whip◆ without much hope of landing a blow.
Whip -10 MAP: 1d20 + 8 - 10 ⇒ (11) + 8 - 10 = 9 miss
| Maclin "Mac" Stoneheart |
Round 4: Mac
The undead leech savagely bites Mac and drains his blood, immobilizing him. Mac feels his lifeforce being sucked out of him and knows he cannot survive another hit. He struggles to stay conscious until he hears his cousin's voice, enchanting his weapon. He internalizes all the pain and rage that he feels and hopes Grym will remember him fondly when he dies...
◆Strike with +1 striking warpick vs. off-guard: 1d20 + 11 ⇒ (18) + 11 = 29
If critical: 2d12 + 4 + 2 ⇒ (10, 5) + 4 + 2 = 21 x2 + 1d12 ⇒ 7= 49 damage
If not critical: 2d10 + 4 + 2 ⇒ (5, 3) + 4 + 2 = 14
◆Strike: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 2d10 + 4 + 2 ⇒ (8, 10) + 4 + 2 = 24
◆Strike: 1d20 + 1 ⇒ (12) + 1 = 13
HP: 3
AC: 16
| AbominationVaults_DM |
Jon's strike inflicts 6 damage on the monster after the temporary hit points, bringing the damage total to 32. Then, the dwarven brothers team up to deliver the pain! Mac's strike was a critical, inflicting 49 damage!
However, as Mac's enhanced warpick pierces the undead leech's brain, killing it, its body explodes in a cloudy red burst of necrotic dried blood in a 20-foot area, hitting everyone in the party!
Everyone except Pen must roll a Reflex DC 21 saving throw! Pen autofails and moves to Dying 3!
If you succeed, you take 2d6 ⇒ (4, 3) = 7 negative damage.
If you fail, you take the above damage plus 2d6 ⇒ (3, 5) = 8
If your critically fail (roll 11 or below total), you take all of the damage above plus an addition 2d6 ⇒ (4, 3) = 7 damage and you are enfeebled 2 for an hour.
| Hagrym |
Reflex 1d20 + 5 ⇒ (1) + 5 = 6
Hagrym was not prepared for the resulting explosion of nastiness that resulted from cousin Mac slashing the things head off. He didn’t want to open his eyes and see how bad his friends were doing.
Current: 10 HP
| Maclin "Mac" Stoneheart |
Reflex save: 1d20 + 7 ⇒ (9) + 7 = 16
Mac's joy at killing the undead creature is short-lived as the negative energy rips through him and he collapses from the pain. Dying 1.
| Jon Yddina |
Reflex Save: 1d20 + 10 ⇒ (7) + 10 = 17 Down to 9 hp
Jon fails to duck and gets hit with 15 points of damage. Coughing and sputtering at the void injury, he takes his duster off and uses the clean back of it to wipe the necrotic blood off his exposed skin. "Grym, can you get our friends back on their feet? We should get back to town as soon as possible."
| Hagrym |
Hagrym has one heal spell left and the wand. He uses all three actions to cast the spell in a burst, healing his group, or hopefully stopping them from actively dying.
Heal spell 1d8 ⇒ 2
He then pulls the Heal wand and uses another three action spell to burst and effect the whole group.
Heal from wand 1d8 ⇒ 8
| AbominationVaults_DM |
Hagrym, your healing actions take place in subsequent rounds as you cast Runic Weapon in Round 4. Pen is at Dying 3 and you already went this round so he is 1 failed recovery check from death. After Pen's roll, we can move out of combat and you can heal all you want.
| Garidan Hemlock |
Reflex: 1d20 + 5 ⇒ (18) + 5 = 23
| AbominationVaults_DM |
Pen survives!
The void energy washes over the party, dropping Mac and nearly killing Pen, but you all survive! End of combat.
Level complete except for Freznelkesh underwater cavern! Congratulations, you are now 3rd level! Hagrym's healing takes effect and everyone is conscious. Since you're heading back to town to rest and resupply, you heal up back to full automatically without need for Medicine checks. As a reminder, the next level is a library
With the danger passed, you can investigate the machine in the room and determine that the device aids in casting the create undead ritual (this doesn’t provide knowledge of that ritual). The drilling device penetrates the skull of a restrained victim, while the scope focuses the ritual’s necromantic energies.
You can add to the treasure list:
25 gp gem
You can travel back to town without any trouble and do shopping, if any, and level up your characters. Great job all!
As a reminder, what awaits you below, according to what Graulgust told you: "There's a grimy and evil cult of ghoul cultists on the level below, where the library is located. Those heretic ghouls call themselves the Cult of the Canker and they must be slaughtered for the glory of the Ghost Queen. The cult numbers around 12-15 members and are led by a high priestess named Nhakazarin, who's making some sort of statue made of flesh in honor of the Ghost Queen. Can you imagine that? Made of flesh?! What an abhorrence! She should be executed just for that notion alone! As for the map, I'd be happy to scribble down the areas I know. You can take the stairs down from the room behind the secret door in the NW section of this level. I will indicate it here also. This will lead you down to the visitor's reading room, then you head north to the guard room, which is patrolled by an elemental made of mist, then head east to the main library, where you can head south to the reading room or north to the restricted collection section, where there are valuable tomes."
| Garidan Hemlock |
After the machine investigation, Garidan speaks out loud. [b]"I always wanted to have my own Skeleton deputy." [b] Hetries to lighten the mood, after the tense fight. His laughs are obviously forced, though.
Penflower Khan
|
Adding 5gp to my wealth from selling the gem.
Penflower is completely silent on the way back to Otari. He starts to second guess his life choices. Being so close to dying has an effect on a person. After a hot meal, however, he is a bit more chatty, and tells Garidan and Hagrym "So, it looks like, after checking out the cave, we're about to fight a ghoul cult. I propose we give the library a visit and research as much as we can to prepare to go in ready."
| Jon Yddina |
Jon nods at Penflower's suggestion. "It's been too long since I stopped in at a library. Before I got struck with wanderlust and took up life as a drifting gunslinger, I spent quite a bit of time researching alchemy among the tomes. We should look up the Cult of the Canker, Nhakazarin, and probably mist elementals while we're at it. And I'll ask Morlibint if he knows anything useful on those topics as well." Jon has Library Lore.
Jon goes to the Dawnflower Library (with Pen and whoever else wants to come) and Odd Stories then spends the rest of his downtime combing the markets for formulae for all 8 types of lesser bane ammunition (sadly, undead bane ammo does not exist), aromatic ammunition, and minor life shot. Then he searches out a hand crossbow, some crossbow bolts, and a waterproof firearm carrying case (or up to 4, if he can find more than one) to protect his powder and pistol from their upcoming underwater excursion.
| Garidan Hemlock |
"I spent quite some. time at the Dawnflower Library between my shifts. I will gladly show you around, Jon.
On their way back and during the first meal, Garidan is deep in his thoughts, trying to remember things he knows about Ghouls in general and wondering if he had heard of the Canker and the high priestess before.
"That High Priestess seems familiar somehow."
Esoteric Lore: Ghouls: 1d20 + 9 ⇒ (6) + 9 = 15
Diverse Lore: Cult of the Canker: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Esoteric Lore: Nhakazarin: 1d20 + 9 ⇒ (20) + 9 = 29
Anything that he can not come up with, he'll research in the library with the others.
He will also ask either Pen or a local smith to attach the rune to his spear.
| AbominationVaults_DM |
The party stops by Wrin's place, where you update her on your encounter with the morlock king and his morlocks, the drake, the shadow, the fly devil, the Bloodsiphon, the web lurker, the goblin doll, the undead minotaur, and the green ribbon of energy that wrote into letters: "I am Otari...save me from below!" Wrin wonders, "From what you have told me about the wisps, kobold spirits, the shadow, and the necromantic energy near the dead worm, all in the levels beneath the Gauntlight, the place seems to be a haven for necromantic spirits. Perhaps, that is how Belcorra has returned as the Ghost Queen. Could that green ribbon be Otari's spirit trying to lead you somewhere? My study of the occult says it is not a far-fetched idea. Think about it...."
Next stop is the Crook's Nook, where you learn that the three men (Gorul, Shad, and Ziskilly) that you saved made it back safe and sound. Yinyasmera is sad to learn that the 4th man died. She gives the party a 50 gp reward and is in good graces with them.
The meeting with Morbilint yields Jon's formulae and the scroll of water breathing that the party needs. The excited wizard also smiles in glee, when Pen or Jon mention the library. "Oh my, I was unaware of the library's existence, but if it was a library dedicated to Belcorra and her work, I imagine it will contain some rare tomes. Please, if you don't mind, could you look for some texts for me? I can make you a list." The wizard eagerly provides a long list of specific titles, publishers, and general themes to seek on the shelves of the library. Side Quest!
Next stop is Dawnflower Library and Vandy Banderdash. Her knowledge combined with Jon's roll reveal the following:
1. Ghouls are quite intelligent undead, prone to forming societies and cultures, or a cult as it appears that they have done.
2. Persons who turn to cannibalism or other similar acts of depravity tend to become ghouls.
3.Their claws and bites can paralyze.
4. Their bites can cause ghoul fever, a disease which will slowly turn you into a ghoul in a span of 3-4 days.
5. Elves are immune to the paralysis.
6. Ghoul leaders tend to be evil divine casters.
Carman Rajani can set the weapon rune for Garidan. It takes a day and costs 4 gold pieces, same price he charged Mac previously.
| Garidan Hemlock |
When the group sits together during a meal, Garidan makes the following suggestion:
"Ghouls are intelligent. And the fact that they haven't raided the upper levels and Otari means, they found a way to sustain themselves and stay secluded. Before invading them with full force and blades, maybe we can try to strike a deal with them. Offer them something in return for safe passage and a peak at their library. What that offering may be, I don't know."
Before leaving towards the Gauntlight once again, Garidan leaves the following letter with his former boss.
Dear Captain Lardus Longsaddle,
I hope this letter finds you well. I am writing to inform you of my recent decision to join the adventurer group that has been operating out of Otari for the past few days. Initially, I sought a change of scenery, but now I see this endeavor as both a calling and a duty.
Tomorrow, we once again venture into the Gauntlight to confront a perilous threat. We have uncovered a cult of Ghouls residing in one of the lower levels, and we intend to confront them. There is a significant possibility that we may not succeed in eliminating this threat. As such, I plan to first attempt reasoning with them to see if we can strike a deal. However, I am uncertain about what we could offer them in exchange for peace.
Should we fail to return within a few days, please be prepared for the worst. The Ghouls, upon realizing the presence of more inhabitants on the surface, may decide that Otari is a viable source of sustenance. In this event, I urge you to prepare defenses and coordinate with Absalom to dispatch a suitable raiding party.
Your loyal guard,
Garidan Hamlock
| Jon Yddina |
Her knowledge combined with Jon's roll reveal the following:
. . .
3.Their claws and bites can paralyze.
. . .
5. Elves are immune to the paralysis.
Did our findings say about whether aiuvarins are also immune, partially resistant, or affected like any other humanoid?
| Hagrym |
”We did just get a 50 gold piece reward. It might be smart to invest that into a scroll of curing that awful disease. Last thing I want is one of us to become undead. Sounds like ghouls only eat nasty things!”
| Jon Yddina |
"30 gold seems a big investment for something we only might need. The disease takes days to take hold, so there's not an immediate danger. We could always just retreat back to town to get a scroll if we need one," Jon points out.
| Garidan Hemlock |
"I'm with Jon. I myself always carry an Antiplague vial with me. You should do the same. There's a spell that enhances our attacks against Undead, I believe. Should we get a scroll for this maybe?"
Infuse Vitality
| Jon Yddina |
"That's a good idea Garidan. I'll pick up a vial before we leave town," Jon says.
@GM I assume I can find one?
I'm willing to chip in for a scroll of Infuse Vitality too.
| Maclin "Mac" Stoneheart |
| 1 person marked this as a favorite. |
Ooh, antiplague sounds perfect and is much cheaper. I'll chip in for the scroll of infuse vitality also, though it lasts only for a minute, so we should use it for the BBEG.
| AbominationVaults_DM |
Ok moving along with Mac's plan of events, unless anyone has an objection. Jon, you can find the Scroll of Infuse Vitality without issue. You can finish any further purchases in the OOC thread.
4th day of Lamashan
4721 AR
The next morning, after the party completes its purchases, you head back out to the Ruins of Gauntlight and head down to the second level. The smell of rot has begun to settle in with all the corpses that you left behind, but no new enemies have moved in. You reach the corpse of Freznelkesh and the underwater cavern. You safeguard your fragile items and pull out the scroll of water breathing and Hagrym casts the spell, as it is a divine spell. Buffed by the spell, the party descends into the murky water, looking for the drake's treasure.
After ten minutes of swimming, you find a chest amid the roots in the SE cul-de-sac. You drag the chest out of the water and check it for traps. Finding none, you open it to reveal:
36 gp
Retribution Axe
Wand of Magic Missile (1st)
Wayfinder
| AbominationVaults_DM |
Level 2 clear - Map added in Slides.
After your swim, you head SE to Garulgiust's lair and pick up his distinctive club. You head back upstairs and find Boss Scrawng walking around as the last remaining mitflit. He wonders, "You guys sure are tough! Nice to see you again. Did you get rid of the king of the mushroom-eyed people?" He is overjoyed when he sees Mac carrying the club and starts to do a little dance. When asked about the treasure that he promised you, he drops to his knees. "I'm so sorry..I have no treasure. Please forgive me. I promise not to ever invade Otari ever again. You have my word." Do you show the mitflit mercy?
| Garidan Hemlock |
"That diving session was worth it, I guess. But man, that water was gross! Please let's not do that again."
| Hagrym |
Hagrym rolls his eyes at the pitiful mitflit. ”I hate to just kill something outright, especially as weak as it is. I’d say we let it live, but maybe ban it from this ruin?”
| Jon Yddina |
Hagrym rolls his eyes at the pitiful mitflit. ”I hate to just kill something outright, especially as weak as it is. I’d say we let it live, but maybe ban it from this ruin?”
Jon shakes his head, "And let him get into mischief in Otari? No, let's not evict him. Everyone, including him, is safer in here. As for killing him, I don't think that's necessary. He's a lying bastard, but he wasn't getting us to do anything we weren't going to have to do anyway. Let's just leave him be on the condition he does not make or execute any more plans against Otari." Jon looks at the Scrawng and asks with a bit of steel in his voice, "Understood?"
Intimidation: 1d20 + 7 ⇒ (18) + 7 = 25
| Maclin "Mac" Stoneheart |
Mac laughs. "Scrawng, I was not holding my breath that you actually had treasure to give us. I was just curious if you did. We're not going to kill you. If you betray us, however, I will make sure you do mot escape Jon's wrath. Agreed, he should be allowed to stay in the ruins."
With the mitflit boss deed done, "Let's go check out that room with the green ribbon of energy." We head back to the second floor.
| Garidan Hemlock |
36 gp
Retribution Axe
Wand of Magic Missile (1st)
Wayfinder
"That's not just a compass, that's a Wayfinder, isn't it? I fear that beast once slew a Pathfinder who was investigating the Gauntlight. Do you mind, if I keep it? Maybe it will make me feel less lost down here in this vast dungeon? You can keep my share of the gold in return..." Garidan grins. He intends to slot a Dusty Rose Prism aeon stone in it, as soon as he can find one.
| AbominationVaults_DM |
The party heads back to the washroom with the green glow, where lo and behold, you see the green ribbon of energy. Thus time, the ribbon does not write the name of Otari, but instead heads west, south, west, north, west, and west, through the secret door and down the stairs, leading down to the 3rd level. Do you head down after it?
| Jon Yddina |
Jon nods and heads after it.
| AbominationVaults_DM |
You descend the stairs following the the ribbon of energy. You end up at a T-section, splintered, rotten wood lies scattered around this hall. To the west, is a 10' wide hallway that ends in a room covered with mist; to the NE, a set of stairs leading back up; and to the east, the hallway ends in a door. The ribbon of energy heads east, forming on the wall the following words: “Belcorra fell to the Roseguard, but we never knew of these vaults below...” The ribbon of energy darts under the door to the east. Which way? East or west?
| Maclin "Mac" Stoneheart |
Mac warns, "Last time we followed the ribbon, we got into fights. I say let's clear the place first. The morlock king mentioned a mist elemental. Let's go west and deal with that so it doesn't come from behind us."
| AbominationVaults_DM |
Sorry guys, misread post, the mist creature moves in when someone appears in the hallway.
As the party appears in the hallway, the cloud of mist moves toward them, initially engulfing Pen and Jon in the mist!
Initiative:
Mist creature: 1d20 + 12 ⇒ (17) + 12 = 29
Garidan: 1d20 + 7 ⇒ (9) + 7 = 16
Hagrym: 1d20 + 9 ⇒ (2) + 9 = 11
Jon: 1d20 + 7 ⇒ (4) + 7 = 11
Mac: 1d20 + 9 ⇒ (6) + 9 = 15
Pen: 1d20 + 5 ⇒ (15) + 5 = 20
Order: Mist creature, rest of party.
Garidan's RK check: 1d20 + 9 ⇒ (12) + 9 = 21 --- success!
The creature is a Mist Stalker, member of the water elemental family, surrounded by 15' aura of mist, but has no known weaknesses or vulnerabilities.
Round 1:
◆Stride: 20 feet - the party can see a medium sized humanoid creature in the mist.
◆Step - mist now engulfs Garidan and Hagrym as well.
◆Tentacle: 1d20 + 14 ⇒ (5) + 14 = 19 --- The creature sprouts a tentacle which reaches 10' away at the elf, which Pen's shield harmlessly deflects.
The Mist Stalker is concealed: A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. If the check fails, you aren't affected. Area effects aren't subject to this flat check.
Party is up! Please roll your DC 5 flat checks before any attack rolls.
| Hagrym |
DC 5 check for mist 1d20 ⇒ 17
Hagrym thinks he could make out the person inside the mist. He clutches his holy symbol
And uses a divine lance cantrip against it.
Spell attack 1d20 + 9 ⇒ (16) + 9 = 25
Damage 2d4 ⇒ (2, 4) = 6
If that is a critical, also takes an extra ….
2d4 ⇒ (3, 4) = 7 damage
| AbominationVaults_DM |
Not a critical, Hagrym, but you hit, inflicting 6 damage.
Mac swings and hits nothing but mist.
| Jon Yddina |
Into the Fray: Jon draws◇ his pistol and whip. He forgoes his free Stride toward the enemy since he's already in whipping range.
Jon aims into the mist◆ to try and hit the creature with his pistol.
Flat Check: 1d20 ⇒ 17
+1 Double-Barreled Pistol (rng. 30'): 1d20 + 12 ⇒ (16) + 12 = 28
P/Concussive + Precision Damage: 1d4 + 1d4 ⇒ (1) + (4) = 5
Sword & Pistol: If that was a hit, it is off-guard to my next melee attack.
Jon whips◆ through the mist with a reloading strike.
Flat Check: 1d20 ⇒ 10
Whip -5 MAP: 1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 20
S Damage, nonlethal: 1d4 + 2 ⇒ (4) + 2 = 6
Sword & Pistol: If that was a hit, my next ranged attack does not provoke Reactive Strike or similar reactions from my target.
With his reloading strike, he loads one of his lesser acid rounds into the empty barrel and activates◆ it.
Penflower Khan
|
Penflower considers energizing his sword with electricity, but that might end up being more harmful than helpful. He steps forward and swings at the center of the mist where the tentacle is coming from. He adds flame to his swing.
Step, Spellstrike with Ignition
Flat check: 1d20 ⇒ 15
Spellstrike: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Fire damage: 3d6 ⇒ (2, 5, 1) = 8
| Garidan Hemlock |
My bonus for RK is now +11,due to Expert
After identifying the monster, Garidan follows Pen.
◆Breaching Pike: 1d20 + 9 ⇒ (3) + 9 = 12
Piercing Damage: 1d6 + 3 + 2 + 3 ⇒ (3) + 3 + 2 + 3 = 11
| AbominationVaults_DM |
Jon's bullet and whip both hit, no criticals, inflicting 11 damage for a total of 17.
Pen and Garidan both miss.
Round 2: Most Stalker
The creature steps diagonally to step in front of Jon and proceeds to attack the gunslinger and the cleric, both creatures who harmed him.
◆ Step
◆ Tentacle attack: 1d20 + 14 ⇒ (15) + 14 = 29 --- almost a critical!
Damage: 2d8 + 4 ⇒ (8, 6) + 4 = 18
◆Tentacle attack on Hagrym: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 2d8 + 4 ⇒ (1, 8) + 4 = 13
Jon: -18 damage
Hagrym: -13 damage.
Party is up!
| Garidan Hemlock |
Garidan shows some flexibility and stows his spear. I can do that! , he says to himself and tries to grab the stalker's leg.
◆Stow weapon
◆Cast Guidance on myself
◆concealment: 1d20 ⇒ 14
Athletics to trip vs Ref DC: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Penflower Khan
|
Penflower makes a practiced motion that makes him strike and raise his shield in the same motion.
Flat: 1d20 ⇒ 19
Shielding strike: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
As he misses his attack, he swings again.
Flat: 1d20 ⇒ 10
Strike, MAP: 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
He misses again. Then he considers what he knows about this creature to maybe be more strategic.
Recall Knowledge Arcana (if it's occultism, it's the same bonus: 1d20 + 8 ⇒ (15) + 8 = 23
If RK is successful, I recharge spellstrike.
| Jon Yddina |
Jon Steps◆ behind Garidan and then curses since everyone is bunched up next to the target, his acid round would hit several allies with splash damage. He fires◆ the barrel containing normal ammunition instead.
DC 5 Flat Check vs Concealment: 1d20 ⇒ 10
+1 Double-Barreled Pistol (rng. 30'): 1d20 + 12 ⇒ (4) + 12 = 16
P/Concussive + Precision Damage: 1d4 + 1d4 ⇒ (3) + (2) = 5
Sword & Pistol: If that was a hit, it is off-guard to my next melee attack.
Then he strikes with his whip and reloads◆ the barrel with his final remaining round of ordinary black powder.
DC 5 Flat Check vs Concealment: 1d20 ⇒ 3
But the whip strike misses.
The ammo activation only lasts until the end of the next round, so my acid round will deactivate. I can fire inactivate ammo as normal black powder rounds (or activate it next round), just salty I didn't think about placement last turn and wasted an action activating it lol.