JD's Abomination Vaults

Game Master Jack Daniels


1,401 to 1,435 of 1,435 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

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 will move into the room with a stride to the head of the table (if you would please move me, GM) and continues focusing on his bless, extending the area of the spell.


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

Fort Save: 1d20 + 11 ⇒ (16) + 11 = 27 -- considered a critical success as I am a Death Warden dwarf.

Round 2:
Mac directs his attacks at blue skeleton until he destroys it.
Strike: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
Damage: 2d10 + 4 + 2 ⇒ (3, 1) + 4 + 2 = 10
Strike: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 2d10 + 4 + 2 ⇒ (6, 1) + 4 + 2 = 13
Strike: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
0 temporary hit points.


Google Slides

Pen takes 1d6 ⇒ 4 void damage from the beam.
Mac takes no damage.
Summary of Round 2:
Jon's gunshot on the yellow skeleton is a critical and since it inflicts bludgeoning damage, he inflicts 33 damage on the yellow skeleton, destroying it. The blue wisp is left floating in the air.
Garidan moves in and strikes the wisp and kills it. With his second attack, he damages the red skeleton for 16 damage.
Pen attacks the green skeleton, inflicting 16 damage.
Mac lands 2 blows destroying the blue skeleton, leaving the wisp floating in the air.

Round 2: Corpselights
The red corpselight unleashes the sickly blue beam, hitting Garidan and Jon in the area of effect. Garidan and Jon must each make DC 18 Fortitude save or take void damage.

The green skeleton attacks Pen!
Claw: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Claw: 1d20 + 6 ⇒ (14) + 6 = 20
Bite: 1d20 ⇒ 11

The wisp tries to fly away, provoking reaction from Mac. Even if Mac misses, the wisp dies at the end of the turn since it can claim no corpse.
DC 16 Flat check: 1d20 ⇒ 10

After Fortitude saves, party is up.


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 | ◆ ◇ ↺

Fort (E): 1d20 + 8 ⇒ (20) + 8 = 28 Another nat 20 this battle! I am on fire! Does crit success mean no damage?

Jon strafes◆ west, then flicks his scorpion whip◆ at the red undead, not expecting much damage, but reloading with a black powder round at the same time.

+1 Scorpion Whip: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
S Damage + Precision: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Then he fires◆ on it with the round he just loaded.

+1 Double-Barreled Pistol + 1 status -5 MAP (rng. 30'): 1d20 + 13 + 1 - 5 ⇒ (14) + 13 + 1 - 5 = 23
P/Concussive + Precision: 1d4 + 1d4 ⇒ (4) + (4) = 8

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 1/2 | conditions: none

I take damage despite succeeding in the save? If so, I'll shield block with shield spell.

Penflower steps, attacks the skeleton between himself and Mac, and raises his shield.

5ft step, strike, raise shield.

Attack: 1d20 + 11 ⇒ (18) + 11 = 291d8 + 5 ⇒ (8) + 5 = 13


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 casts vitality lash against the red undead.

DC Fort 20
Damage 2d6 ⇒ (1, 3) = 4


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

Round 3:
Mac attacks the greens skeleton.
Strike + Bless: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30 critical
Critical Damage: 2d12 + 4 + 2 ⇒ (4, 1) + 4 + 2 = 11 x2 + 1d12 ⇒ 5 = 27 damage

Strike + Bless: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Strike + Bless: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6


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 | ◆ ◇ ↺

Fort: 1d20 + 9 ⇒ (11) + 9 = 20

As Jon has his whip out, Garidan ◆ stomps around the whisp to surround it. Not that he believes it would want to escape.

Light Hammer, flanking: 1d20 + 9 ⇒ (12) + 9 = 21
Bludgeoning Damage: 1d6 + 3 + 2 + 4 ⇒ (2) + 3 + 2 + 4 = 11
Light Hammer, flanking: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Bludgeoning Damage: 1d6 + 3 + 2 + 4 ⇒ (4) + 3 + 2 + 4 = 13

+1 AC from Shield Spell


Google Slides

Jon's critical save means he takes no damage.
Garidan takes 1d6 ⇒ 5 void damage.
Pen, you cannot shield block the beam since it does not inflict physical damage. You can use the shield block on the green skeleton's hit. Total damage: 4 + 7 = 11.
The party then proceeds to destroy the last 2 skeletons and the wisps.
Combat over!

A search of the room and the guests’ remains reveals 48 gp, a bracelet of dashing, and a viper arrow.

There are 7 exits from this room: NW, NE, W, E1, E2, E3, and S. Which way?

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 1/2 | conditions: none

@GM: I had the shield spell up, which allows me to block spells. Also, my hybrid study allows me to block spells with my regular shield as long as I have Arcane Cascade up, which I did.

Where did those 11 damage come from? Green skellie hit me for 6+6=12 up there.

I can take the bracelet. Then it's 15gp for each with 3gp extra. For beer?

Penflower says "I propose we go south."


Google Slides
Penflower Khan wrote:

@GM: I had the shield spell up, which allows me to block spells. Also, my hybrid study allows me to block spells with my regular shield as long as I have Arcane Cascade up, which I did.

Where did those 11 damage come from? Green skellie hit me for 6+6=12 up there.

I can take the bracelet. Then it's 15gp for each with 3gp extra. For beer?

Penflower says "I propose we go south."

You are correct about shield spell blocking magical spells. You took 4 void damage from beam and then 12 damage from green skeleton. If we go by your tactic of using the shield spell to block the beam, then the beam does 0 damage and you take the full 12 damage from the green skeleton. Under my way, you take the 4 void damage and use the shield block on the green skeleton, reducing its damage to 7 (12-5) for a total of 11 damage. If you insist, we can do it your way and you are down 12 damage.


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 tries to treat wounds on Pen.

Medicine check 1d20 + 12 ⇒ (3) + 12 = 15

Hit points gained 2d8 + 10 ⇒ (2, 2) + 10 = 14


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'd appreciate a patch-up when you're done with Pen, Grym," Jon says. I took one hit during the battle for 8 damage.


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’

Medicine check for Jon 1d20 + 12 ⇒ (18) + 12 = 30
Healing 2d8 + 10 ⇒ (7, 8) + 10 = 25

Hagrym tries his best to get the whole squad ship shape.


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

Grym, with Assurance you auto-make the check - no need to roll.

"If we're ready to go, we should check the 3 eastern doors. I doubt they lead to the same room. Let's start with E1."


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 | ◆ ◇ ↺
Penflower Khan wrote:
I can take the bracelet. Then it's 15gp for each with 3gp extra. For beer?[/b]

I updated the loot sheet including the gold. Unless we find a merchant down here to shop at, it would probably be easiest to do all the splitting when we get back to town instead of taking shares now. I marked Pen as having claimed the bracelet.

"Sounds good, Mac. Lead on," Jon says. He loads the second barrel of his pistol with a black powder round. (I've got Ooze Ammunition in the first barrel.)

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 1/2 | conditions: none

AAAh, now I see your math. Thanks.

Penflower puts his new shield before him as he opens the door.


Google Slides

To save time, have updated map with D1 referencing the dining room that you have already explored.

D2:Kitchen
A strange, squat cast-iron stove with no chimney sits in the southwest corner of this room, while to the north, a large oak table covered with cooking utensils sits against a wall. A skeletal body slumps at the base of the cupboards along the western wall.

D3: Storage
The walls of this chamber are lined with cupboards, shelves, and cabinets. A few barrels sit in the middle of the room. Two skeletons lie slumped near the barrel.

D4: Wine Cellar
A tall wine rack, its bottles thick with dust after so many years, stands against the north wall.

D5: Portal Chamber
The walls of this chamber are decorated with twisting runes carved into the wall and filled with dull, silvery metal. The floor and ceiling are almost completely covered with large, polished metal discs.

You have seen of the few of these rooms, notable for the silvery metal runes and recognize it as a portal chamber. Pen can try to activate the portal, as he has done before.

D6: Wash Room
A dusty metal washtub with a small skeleton lying inside sits next to a low shelf in this room.

D7: Disposal Room
An open metal hatch lies in the floor against this room’s east wall. Storage bins sit to the north and south, each heaped with old bones, broken tools, and lumps of stone.

The map is updated. You have not entered any of the rooms so if there are secrets, treasures, or battles to be had, you do not know. Let me know where you wish to explore or you can take the door to the south and move on from this room.


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 | ◆ ◇ ↺

"Hmm, maybe we should check the wine cellar first. I haven't found a decent Chellish burgundy in years," Jon says, stepping over and checking the room for any traps before stepping in.

Secret Perception check:
Perception (E): 1d20 + 8 ⇒ (16) + 8 = 24

If Jon doesn't detect any traps, he'll step in and begin examining the wine bottles. If he does detect a trap, he'll warn everybody.

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 1/2 | conditions: none

Looks like the skeletons are for the wisps to embody and live on?

Penflower says "Fine, wine is not my thing, and I probably wouldn't try some from here, but let's get that over with. Maybe we find something to sell back in Otari."


Google Slides

Back into the fray!

Jon's keen eyesight spots a secret door to the north in the kitchen. Some cooking utensils are affixed to the wall; Jon deduces that manipulating them in the correct order opens the secret door. The door opens into a dark natural cavern passageway heading north. Do you head north following the passageway? Or continue exploring the current chamber and side rooms? Where to next?


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 | ◆ ◇ ↺

"Curious," Jon says, examining the cooking utensil mechanism. "I suppose we might find the instructions written around somewhere on this level. Let's keep looking around this chamber. Maybe we'll find it."

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 1/2 | conditions: none

Penflower is curious about the secret passageway. He asks Jon [b]"What sort of instructions are you looking for. We could look into this cave here. It looks interesting. He summons a magical light that flies into the cave as far as the spell goes.

Casting Light and sustaining it to move it in.


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

Mac agrees with Jon to not yet search cave and he explores the disposal room moving carefully towards the open hatch.

Perception: 1d20 + 10 ⇒ (12) + 10 = 22+2 if it involves stone.


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'm sorry for not responding. After the downtime, I never felt like coming back to this. There's a lot going on with all the holidays and stuff and to be honest, I believe dungeon crawls, PF and d20 are no longer my system of choice.

Fare well and good luck.


Google Slides
Maclin "Mac" Stoneheart wrote:

Mac agrees with Jon to not yet search cave and he explores the disposal room moving carefully towards the open hatch.

Perception: 1d20 + 10 ⇒ (9) + 10 = 19+2 if it involves stone.

Mac and Garidan move into the room, when suddenly, Mac's senses go on overdrive, as a floating spirit surrounded by floating objects (books, knives, spoons, and forks) appears from invisibility from behind them!

nitiative:
Spirit: 1d20 + 14 ⇒ (12) + 14 = 26
Garidan: 1d20 + 9 ⇒ (5) + 9 = 14
Hagrym: 1d20 + 10 ⇒ (15) + 10 = 25
Jon: 1d20 + 8 ⇒ (11) + 8 = 19
Mac: 1d20 + 10 ⇒ (4) + 10 = 14
Pen: 1d20 + 6 ⇒ (3) + 6 = 9
Order: Spirit, Rest of party.

Round 1: Spirit
The floating spirit, screams, unleashing a terrifying visage to each creature in 30'.
◆Frighten: Please make a DC 21 Will save or become frightened 2. On a critical failure, you start fleeing as well.

The spirit then casts a spell, gripping Garidan with its magic and hurling backward into the wall, causing the thaumaturge to slide down the open hatch, his screams fading into darkness!
◆◆Telekinetic Maneuver: Spell attack roll: 1d20 + 13 ⇒ (17) + 13 = 30 vs. Reflex DC of 19 - critical success - shoves him 10' away down into the chute!

After your Will saves, party is up!


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

Will save: 1d20 + 10 ⇒ (10) + 10 = 20
Damn, missed it by 1.


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 | ◆ ◇ ↺

Into the Fray◇ (on rolling initiative) Jon draws his pistol and his whip.

Will (E): 1d20 + 8 ⇒ (1) + 8 = 9 Whelp, that's a crit failure. Frightened 2 and fleeing.

The spirit's shriek startles Jon and, seeing Garidan be thrown down the chute, he bravely runs away◆◆◆. My first stride got me the full 25 feet, but 10' into my second stride I ran out of map. So 15' more + 25' for the third stride means I'm now 40' away from the square by the north entrance on the battle map.

End of Turn: Frightened 2 -> Frightened 1


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’

Will 1d20 + 12 ⇒ (13) + 12 = 25

Hagrym strides to his cousin’s side and casts Protection on the sturdy dwarf.


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

Round 1: Mac

Despite his feared state, Mac forces himself to rage and attack the spirit!
◆Rage
Attack: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
Damage: 2d10 + 4 + 2 ⇒ (8, 9) + 4 + 2 = 23
Attack: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
+7 temporary hit points
Frightened 1 at the end of the Round.

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 1/2 | conditions: none

Will save: 1d20 + 8 ⇒ (12) + 8 = 20

From the map, the ghost is already in reach.

Penflower is scared by the entire thing that's happening. He uses a new spell he has learned and turns his sword into pure magical energy and swings it at the ghost, easily harming it. Then he raises his shield and assumes his fighting stance.

Using Force Fang Focus spell to automatically hit for 1d4+1 force damage. Raise shield and arcane cascade.

Force fange: 1d4 + 1 ⇒ (3) + 1 = 4


Google Slides

The spirit has resistance 5 to all damage.
So Mac inflicts 18 damage.
It does not have resistance to force so Pen inflicts 4 force damage.

Round 2: Spirit
The spirit did not like Mac's damage so it full-attacks him with the objects floating around it!
Telekinetic object: 1d20 + 13 ⇒ (7) + 13 = 20 --- barely misses, thanks to Hagrym's protection spell!
Telekinetic object: 1d20 + 8 ⇒ (11) + 8 = 19 --- misses!
Telekinetic object: 1d20 + 3 ⇒ (15) + 3 = 18 --- misses!
Bad round for spirit.

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 1/2 | conditions: none

Penflower attacks with the full might of his magic, trying to get this spirit down.

Spellstrike with ignition, then raise shield. Not sure if I'm flanking with Mac...

Spellstrike, frightened 1: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28
Damage, arcane cascade: 1d8 + 5 ⇒ (6) + 5 = 11
Fire damage: 3d6 ⇒ (6, 5, 6) = 17

Frightened reduces to 0


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

Round 2; Mac

Mac tahnks the gods that the spirit missed its attacks. He full-attacks the spirit.

Attack: 1d20 + 13 - 1 ⇒ (11) + 13 - 1 = 23
Damage: 2d10 + 4 + 2 ⇒ (4, 10) + 4 + 2 = 20
Attack: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11
Attack: 1d20 + 3 - 1 ⇒ (2) + 3 - 1 = 4

Frightened is now 0 and AC is 23 with Protection spell.
+7 temporary hit points


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 | ◆ ◇ ↺

Coming to his senses, Jon turns around and takes the same path back to the group◆◆, then runs up behind Grym◆.

End of Turn: Frightened 1 -> cleared.

1,401 to 1,435 of 1,435 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / JD's Abomination Vaults All Messageboards

Want to post a reply? Sign in.
Recent threads in Play-by-Post
GM_DBH's Curse Of The Crimson Throne
The Travel of Souls
Grymp's Shattered Star
GM Matt's Prey for Death
Undermountain
Ed's Shades of Blood
Eberron – the Rebirth
Secrets of Roderic's Cove