Hagrym |
Hagrym again summons Torag’s holy blessings and firesthem in a direct line at the fly.
Cast divine Lance. Not sure if I am still nauseated or not I haven’t added any penalties in, if so.
Attack 1d20 + 1 ⇒ (7) + 1 = 8
Damage 2d4 ⇒ (2, 4) = 6
Maclin "Mac" Stoneheart |
Round 2: Mac
◆ Draw ◆ Ranged Attack ◆ Grip Halberd
Mac holds the halberd in one hand and draws his light hammer and flings it at Buzzybuzz.
Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Probably a miss!
Mac then grips his halberd again looking at the ceiling and the insect, "Stay away you maggot or I'm going to have to end ya!"
Mac is ready to use his reactive strike if the fly provokes. Will roll attack now to save time.
Reactive strike: 1d20 + 9 ⇒ (18) + 9 = 27
1d12 + 4 ⇒ (6) + 4 = 10
Double damage if critical.
AbominationVaults_DM |
Penflower sheathes his sword and casts Slashing Gust but missed.
Hagrym, who is currently Sickened 2, misses with Divine Lance.
Mac's flying hammer also misses the giant fly.
Round 2: Buzzybuzz
Having the intelligence of well, an insect, Buzzybuzz flies down to bite Mac, provoking the dwarven warrior's strike and instead catches a halberd to the face that slices him in two! End of combat.
Treasure: 3 shortswords, 30 darts.
The room where the gremlins were:
The interior of this watch post still has a wooden ceiling high above, but a thick mound of filth and animal carcasses heaped on the floor make the room anything but inviting.
You find nothing else of interest in this room. Hagrym's sickened condition goes away and Penflower recharges his Spellstrike.
Through the northern door in the dead frog room or back into the corridor?
Maclin "Mac" Stoneheart |
Mac grunts, "Good riddance!" He wipes the fly's blood off his halberd and picks up his thrown light hammer. After giving the room a good lookover for any hidden secrets, he heads back into the frog room. "Maggots, gremlins, and a fly? Any of you know what those blue gremlin creatures were? Also, I think we should head north."
Hagrym |
”Wonder how those little creatures trained that big fly like that? It’d have been real easy for the fly to snatch them up and eat’em real quick like. Well, nonetheless, I’m fine with heading north as Cousin Maclin suggests!”
AbominationVaults_DM |
The appropriate skill to identify the gremlins is Nature.
Since Hagrym asked and he is trained in Nature...
Nature check: 1d20 + 7 ⇒ (8) + 7 = 15
Two players have voted for continuing north, waiting for one more for a majority.
Penflower Khan |
Penflower nods as the dwarves discuss the gremlins and their pet fly. He has nothing to add, as he is in awe being here. He is curious about the lighthouse, being so far inland, but doesn't say anything. After redrawing his sword, he takes the lead going north.
AbominationVaults_DM |
Penflower leads the party to the northern room.
The collapsed ceiling at the middle of this room has left a ragged hole in the wooden roof. Rotten tapestries, their designs completely obscured by mold, hang in tatters on the walls between arrow slits and ruined side tables. The remains of a fancy dining table lie mostly pulverized by the fallen ceiling.
What do you do?
Jon Yddina |
Jon stows his pistol and whip and says, "Agreed."
Jon does a sweep of the room with his arcane sense to detect magic. (Detect Magic exploration activity)
AbominationVaults_DM |
The party moves into the room and begins exploring the rubble. As you do so, six ghostly kobolds surge out of the rubble with eerie yowls!
Everyone in the room must roll a DC 18 Will save! You can also roll your Initiative scores as well to save time.
You are facing a haunt, which is not normal combat, i.e. you cannot hurt the ghostly kobolds with attacks or spells. It's more like a trap/puzzle, where you can attempt to use skills to "deactivate" the haunt.
Jon's detect magic senses magic emanating from somewhere in the rubble.
Hagrym |
Will save 1d20 + 9 ⇒ (10) + 9 = 19
Initiative 1d20 + 1 ⇒ (1) + 1 = 2
”Whoa! What in the blue hells,” the cleric grunts, seeing the ghostly apparitions jump out at the group.
Jon Yddina |
Will Save: 1d20 + 3 ⇒ (13) + 3 = 16
Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Into the Fray◇ Jon draws his pistol, but leaves his other hand free for now.
"There's something magical in that rubble. Do you reckon it's the source of those ghostbolds?"
Penflower Khan |
Will save: 1d20 + 5 ⇒ (15) + 5 = 20
Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Penflower is taken aback by the ghosts. He says to Willorn "You had to say something, didn't you?" He also, without any pause, moves on to sheathe his sword and hang his shield on his back. Then he starts to clear the rubble with both hands and says "Jon, let us know when we find it." He could cast Detect Magic himself, but he didn't want to give time to the ghosts do anything to them.
AbominationVaults_DM |
Okay, gave Willorn enough time to post. Moving on.
Haunt Initiative: 1d1d20 + 11 ⇒ (12) + 11 = 23
Result of saves:
Hagrym, Mac, and Penflower: Frightened 1
Jon: Confused for 1 round and Frightened 2
Willorn: Unknown
Initiative Order:
Haunt
Jon
Penflower
Mac
Hagrym
Willorn - unknown?
Round 1: Haunt
The spirits swoop together toward Willorn, instilling feelings of betrayal and confusion.
Willorn, make a DC 18 Will save.
Damage: 1d10 + 4 ⇒ (5) + 4 = 9
Hagrym, you believe you may be able to exorcise the spirits, if you succeed at a high religion check. You also believe that the spirits are tied to this room and if you leave, they will not follow.
Party is up.
AbominationVaults_DM |
Normally, the Aid Another DC is 15 so Maclin's 11 (-1 for frightened) would not be successful, but since Knowledge Religion is one of the appropriate skills, will lower the DC 10 so success!
The two dwarves combine to elicit phrases from Torag's book of blessings to exorcise the spirits for now, as the kobbld spirits dissipate into nothingness for now.
You search the rubble and find bones of kobold skeletons. You spend 30 minutes and uncover the skeletal corpses of six kobolds. Hagrym deduces the connection between the bones and the haunt and he realizes that removing the bones from the rubble pile will ensure that the spectral kobolds will not rise again.
You also find in the rubble the following treasures:
3 gp, 20 sp, a box with components for a caltrop snare, a wolf fang (radiates magic), and a vial of black liquid with the word “YUM” clumsily written on it.
There is a door to the east from this room that joins up with the corridor.
Where to now?
Maclin "Mac" Stoneheart |
"Great job, cuz! That was mighty impressive, how you dispelled the ghosts."
Later, upon finding the bones, Mac's eyebrows perk up,"Ah, now it makes sense why the kobold spirits were bound to this room."
Later, upon finding the treasures, he warns the party, "Be careful drinking that black liquid. Might be someone's bad idea of a joke."
Ready to head east if the party agrees.
Willorn Flamehand |
Willorn is still visibly shaken by the experience, teeth shattering, muscles cramped. It takes a moment before he succeeds in calming himself.Then, without being able to look anyone in the eyes, he nods his thanks to Hagrym.
"Second trap I sprang today, need to be more careful." he mutters to himself. Then he lines behind Mac, for once content to follow someone else's lead.
agrees on the eastern door
Penflower Khan |
We officially need a loot tracker now.
Penflower also takes some time recovering from the haunting. He takes the wolf fang and asks the others "Do you mind if I study this for a while? 10 minutes It could help in the near future."
If group agrees, I believe GM has to roll my identify magic
Afterwards, he leads the group east, sword and shield in hand.
Hagrym |
Hagrym took a deep breath and exhaled slowly. ”I wasn’t sure that would work! Torah’s strong as all get out, thankfully,” he explains, reassuring himself as much as the others while getting himself together.
He points at Maclin. ”Cousin, you gotta tell the family about that when we get out of this place!”
Jon Yddina |
Jon screamed at the invasion of his mind by the specters, but thankfully it was disarmed before he could do anything crazy because of it. Jon holsters his pistol and uses his sleeve to wipe off the cold sweat from his face.
Once he's composed himself, Jon picks up the "Yum" vial with interest. "Give me about 10 minutes with my alchemist's kit, and I might be able to identify this, assuming it's alchemical in nature of course."
While Penflower is attempting to identify the wolf fang, Jon puts on some gloves and takes out his alchemist's toolkit to begin running tests on the substance.
Identify Alchemy exploration activity. It's a secret Crafting check made by the GM. My Crafting mod is +4.
AbominationVaults_DM |
1d20 + 4 ⇒ (11) + 4 = 15
Penflower identifies the wolf canine as a Wolf Fang.
Jon, unfortunately, cannot identify the black liquid. You can try again as long as you wait 10 minutes.
1d20 + 4 ⇒ (16) + 4 = 20
Jon identifies the black liquid as Black Adder Venom.
20 minutes have passed.
AbominationVaults_DM |
The party heads east through the door into the ruined corridor, pushing through some rubble.
Piles of rotting timbers and loose stones lie in heaps throughout this large, L-shaped hall. Clumps of moss and tangled vines spill down from gaps in the wooden ceiling above each pile of rubble. Several doors lead out to all sides, most barely clinging to their hinges and frames. Debris completely blocks a wooden stairwell that leads up to a large hole in the ceiling. Here and there, the stone walls bear the scars of fire or damage from an ancient battle.
The room is covered with rubble and in the far eastern corridor, you see three more gremlins (Mitflits) apparently training another giant maggot, when they notice the party coming out of the ghost kobold room! Hagrym knows fully well now that Mitflits have an affinity for controlling maggots and insects.
Initiative:
Giant Maggot: 1d20 + 3 ⇒ (10) + 3 = 13
Mitflits: 1d20 + 4 ⇒ (5) + 4 = 9
Hagrym: 1d20 + 7 ⇒ (10) + 7 = 17
Jon: 1d20 + 5 ⇒ (2) + 5 = 7
Mac: 1d20 + 7 ⇒ (16) + 7 = 23
Penflower: 1d20 + 3 ⇒ (9) + 3 = 12
Willorn: 1d20 + 6 ⇒ (20) + 6 = 26
Order: Willorn, Mac, Hagrym, Giant Maggot, Penflower, Mitflits, and Jon.
3 Mitflits are color coded on map. Any square with multiple pieces of rubble on the map is difficult terrain. The bolded party members above can act.
Hagrym |
Hagrym almost felt guilty calling upon Torag’s advice and guidance yet again, but against this group of foes, he thought it prudent. ”Bless our weapon arms against these vile creatures, Mighty Torag,” he calls out.
Cast Bless on the group.
Maclin "Mac" Stoneheart |
Hagrym, if you could move further into the passageway, would be great,
Round 1: Mac
Mac strides three times closer to the enemies to bait them into triggering his reactionary strike.
AbominationVaults_DM |
Round 1: Giant Maggot
The creature moves in, at the direction of the mitflits, to attack and engages the closest enemy: Mac, provoking his reactionary strike, though it is only a minor wound.
◆ Stride ◆ Attack ◆ Attack
Mac Reactionary Strike: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 --- Hit!
Damage: 1d10 + 4 ⇒ (1) + 4 = 5
The maggot attempts to bite Mac but misses twice.
Mandibles: 1d20 + 6 ⇒ (5) + 6 = 11 --- miss!
Mandibles: 1d20 + 1 ⇒ (9) + 1 = 10 --- miss!
Penflower is up.
Penflower Khan |
Why the hell am I so far?
Penflower moves up but the rubble stands in his way. He says "Mac, you're blocking the way, step back so I can join the fray!"
He assumes a stance that facilitates his fighting and makes threatening motions towards the giant maggot.
Stride, Arcane Cascade, Intimidate to demoralize
Intimidate: 1d20 + 3 ⇒ (13) + 3 = 16
AbominationVaults_DM |
Penflower, unfortunately, the giant maggot is immune to your Intimidation effect.
Round 2: Mitflits
The blue-skinned gremlins yell angrily in some unknown language, when Mac harms their pet.
Does anyone speak Aklo?
Blue:
◆ Stride ◆ Interact ◆ Attack
The blue-coded mitflit moves in, draws his short sword, and attacks Mac, causing a minor wound!
1d20 + 8 ⇒ (20) + 8 = 28...critical!
Damage: 1d6 - 1 ⇒ (2) - 1 = 1 --- (x2) = 2 points of damage! Lol...
Yellow:
The yellow-coded mitflit draws a dart, launches it at Mac striking him despite the cover from the maggot, and draws another dart.
◆ Interact ◆ Attack ◆ Interact
Ranged dart attack: 1d20 + 8 ⇒ (12) + 8 = 20...hit
Damage: 1d4 - 1 ⇒ (1) - 1 = 0 --- minimum 1 point of damage lol!
Red:
The red-coded mitflit strides closer, draws a dart, launches it at the approaching Penflower.
◆ Stride ◆ Interact ◆ Attack
Ranged dart attack: 1d20 + 8 ⇒ (9) + 8 = 17...misses!
Mac took 3 points of damage this round. Jon, Willorn, Hagrym, and Mac are up to end Round 1 and start Round 2.
Willorn Flamehand |
Willorn takes a Step forward, striking at the Misflit directly in front of him.
◆ Step
◆ Attack: 1d20 + 7 ⇒ (7) + 7 = 14 damage: 1d12 + 4 ⇒ (4) + 4 = 8
◆ Attack: 1d20 + 7 ⇒ (7) + 7 = 14 damage: 1d12 + 4 ⇒ (6) + 4 = 10
Hagrym |
Harm uses two stride If you’d please move me forward, GM. actions to move 30’ closer to the group and concentrates on the bless spell, increasing its range by an extra 10’.
Jon Yddina |
Into the Fray ◇ Draw weapons when rolling init, Stride towards an enemy as first action on first turn
Jon has his pistol and whip in hand◇ at the first sign of danger and runs closer◇, then Strides◆ past Penflower into the fray 10 feet in front of Misflit Red. He fires his pistol at Red◆, then whips them with his Reloading Strike◆.
Double-Barreled Pistol + Bless: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 (Sword & Pistol: on a hit, they are off-guard to my next melee attack)
P/Concussive Damage for non-crit: 1d4 + 1 ⇒ (4) + 1 = 5
Whip -5 MAP + Bless: 1d20 + 7 - 5 + 1 ⇒ (14) + 7 - 5 + 1 = 17
S Damage, nonlethal: 1d4 + 2 ⇒ (2) + 2 = 4 (Sword & Pistol: on a hit, my next ranged attack against them doesn't provoke any of their reactions that trigger on ranged but not melee attacks like Reactive Strike)
AbominationVaults_DM |
Jon, with only 25' movement and squares containing rubble are difficult terrain (cost 10'), you could not get that far with only 25' of movement. The red mitflit is out of range of your whip.
Jon's action: Red Mitflit gets shot and takes 5 damage.
Willorn steps and his 2 strikes land, killing the Blue mitflit.
Hagrym strides twice and sustains his spell.
Maclin "Mac" Stoneheart |
Round 2: Mac
With so many enemies around, Mac goes on the offensive, first focusing on the wounded maggot (took 5 damage previously) and then on the Red Mitflit, who is within reach of his halberd.
Attack on Maggot: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage: 1d12 + 4 ⇒ (7) + 4 = 11
Attack on Maggot: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 1d12 + 4 ⇒ (9) + 4 = 13
Attack on Red Mitflit: 1d20 - 1 + 1 ⇒ (20) - 1 + 1 = 20
Damage: 1d12 + 4 ⇒ (11) + 4 = 15 x2 if critical!
AbominationVaults_DM |
The maggot and red mitflit are cut down (die) at the hands of Mac. Only one scared mitflit is left and Penflower is up.
AbominationVaults_DM |
Penflower, guess you missed my post above, where I asked if anyone spoke Aklo. The gremlins do not speak Common.
The orange mitflit stares at Penflower, while not understanding him.
You have 2 more actions, Penflower.
Penflower Khan |
I didn't miss it, just forgot about it XD. Ok then
Penflower sheathes his sword then casts a spell. After snapping his fingers, a flame flies towards the mitflit.
Spell Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 2d4 ⇒ (2, 2) = 4
Persistent fire damage: 1d4 ⇒ 1
On a crit, he takes double damage and this persistent fire damage.
AbominationVaults_DM |
The orange mitflit dies a painful burning death, as he collapses to the ground. Combat over.
You have 3 doors to the north and 1 to the south to choose from. Which way?
Hagrym |
”This place is crawling with those little critters! Cousin, think we could make some extra gold as mitflit exterminators?”
Hagrym nods to the third dwarf. ”What do you say we clear the room to the south before we head north with any of those doors? Might as well make sure nothing sneaks up from behind us,” he offers to Willorn.
Penflower Khan |
Penflower redraws his sword. He doesn't say anything to the dwarves about coordinating their attacks better, since he is not the best communicator and he finds dwarf logic to be a little stiff. He will learn how to say this in time.
The elf says "I agree with clearing the way. But I also think we should find a way to communicate with these creatures. Even if they don't want to be helpful, we can... convince... them to talk. They live here. They know better than anyone if something strange is happening here. And what."
He also gets ready to lead the way to the southern door once all are ready with Defend exploration mode.
Maclin "Mac" Stoneheart |
Mac wipes the blood of his halberd on the dead mitflits. "I doubt anyone would be willing to pay for killing these gremlins and their maggots, cuz."
"South is a valid option. As for communicating with them, it would be great if we knew their language, but it does not appear that anyone does, so until they offer to parley instead of attack us, we will meet violence with violence."
Jon Yddina |
Jon holsters his weapons and considers. "Seems wise to clear the room behind us. I'd hate to get ambushed on our way deeper in."
Jon considers Mac's words, "You're right that it appears they have no interest in parleying for the moment. Perhaps once we have subdued a number of their brethren they may make some overtures towards peace."
AbominationVaults_DM |
Penflower opens the door to the south and enters to reveal:
Almost the entire ceiling of this room has collapsed, while below, the floor has crumbled into a sinkhole filled with rubble, mud, and glistening patches of fungus. Evidence of ancient damage—burn scars and acid scorch marks—decorate the walls and much of the rubble.
You hear the the sound of high-pitched squeals and shrieks from multiple mitflits coming from the sinkhole. They do not appear to be aware of you. You also cannot currently see them. How do you proceed?