JD's Abomination Vaults

Game Master Jack Daniels


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M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 21 |speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

”This place is awful. If we make it out alive, we need to come back here and cleanse this shrine. But no, we shouldn’t let this stop us,” the dwarf grumbles to his friends.


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 | ◆ ◇ ↺

"Agreed. Should head to the western door?" Jon asks, clutching his wrists absently as he stares at the altar where several people gave Nhimbaloth a hand.


Google Slides

Mac proceeds to enter the chamber and he suddenly feels an overwhelming sense of despair and hopelessness. DC 22 Will save or be Frightened 1 or Frightened 2 on a critical fail. Also, when Mac enters the room, the hands on the altar move and four wisps slither out of the indentations on the altar's sides and join in their attack!

Initiative:
Crawling Hands: 1d20 + 5 ⇒ (5) + 5 = 10
Wisps: 1d20 + 9 ⇒ (8) + 9 = 17
Hagrym: 1d20 + 10 ⇒ (18) + 10 = 28
Jon: 1d20 + 8 ⇒ (2) + 8 = 10
Mac: 1d20 + 10 ⇒ (12) + 10 = 22
Pen: 1d20 + 6 ⇒ (6) + 6 = 12
Order: Hagrym, Mac, Wisps, Pen, Jon, and Crawling Hands.

After Mac's save, the dwarven cousins are 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 1 2 1

Will save: 1d20 + 10 ⇒ (5) + 10 = 15

Round 1: Mac
Mac will stride over to the dark blue wisp and attack it.
◆Stride 20'
Attack: 1d20 + 13 - 1 ⇒ (14) + 13 - 1 = 26
Damage: 2d10 + 4 ⇒ (2, 4) + 4 = 10
Attack: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
Damage: 2d10 + 4 ⇒ (9, 3) + 4 = 16

"Grym, can you deal with those creepy hands? They look undead to me."


Google Slides

Mac is Frightened 1, but despite his condition, his 2 strikes end the dark blue wisp's existence. Hagrym is up! If he enters the room, he has to make a DC 22 Will save.


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 21 |speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Will save 1d20 + 12 ⇒ (12) + 12 = 24

The cleric moves 10’ to the north and casts Divine Lance at the closest light blue wisp.

Spell Attack 1d20 + 10 ⇒ (6) + 10 = 16
Damage 2d4 ⇒ (1, 3) = 4


Google Slides

Hagrym resists the despair of the room, but misses his ranged spell attack.

Round 1: Wisps
The black wisp steps and tries to shock Mac twice, and connects once for minimal damage
Shock Attack: 1d20 + 11 ⇒ (16) + 11 = 27 -- hit
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Shock Attack: 1d20 + 6 ⇒ (4) + 6 = 10 --- miss

The light blue wisp, who was just attacked by Hagrym, strides (flies) next to Hagrym and then begins pulsing and sparkling and bewildering array of flashes, similar to a strobe light. Hagrym, please make a DC 18 Will save or be confused.

The purple wisp strides (flies) next to Pen and does the same flashing show. Pen, you also need to make a DC 18 Will save or be confused.

After the saves, Pen and Jon are up.

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 35 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 1/2 | conditions: none

Will: 1d20 + 8 ⇒ (15) + 8 = 23

Penflower shakes of the weird feeling from the wisp, calls up his magical shield, changes his stance and swings at the creature, using a strange attack that makes his weapon different somehow.

Shield spell, Arcane Cascade, Force Fang

Force damage, automatic hit: 1d4 + 1 ⇒ (2) + 1 = 3


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 whip and pistol.

Jon sees his friends fight the aura of fear, so he takes advantage of the purple wisp being within 10' and stays behind Pen, firing◆ over his shoulder.

+1 Double-Barreled Pistol (rng. 30'): 1d20 + 13 ⇒ (12) + 13 = 25
P/Concussive + Precision: 1d4 + 1d4 ⇒ (4) + (2) = 6

In case that happened to crit:
Fatal Crit Damage: 1d8 + 1d4 ⇒ (8) + (1) = 9 x2 = 18 + 1d8 ⇒ 4 = 22

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

Then he cracks his whip◆ with a reloading strike, loading a black powder round.

+1 Scorpion Whip -5 MAP: 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7 That'll miss, critically even
S Damage + Str + Precision: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7 Bad time to miss, that was max damage :P

Hoping to knock the thing to the floor, Jon uses his whip to attempt a Trip◆ maneuver.

Athletics Assurance: 16


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 21 |speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Will save 1d20 + 12 ⇒ (18) + 12 = 30


Google Slides

The purple wisp takes 9 damage from Pen and Jon's attacks.

Round 1: Crawling Hands
The tiny red hand strides into Mac's space, provoking a Reaction strike from the fighter, which destroys the hand.
Reactive Strike: 1d20 + 13 ⇒ (7) + 13 = 20
Damage: 2d10 + 4 ⇒ (4, 4) + 4 = 12

The orange hand does the same: strides and tries to claw Mac twice, drawing blood once.
Claw: 1d20 + 7 ⇒ (16) + 7 = 23 --- hit
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 3 ⇒ (12) + 3 = 15

The yellow hand does the same and attacks Mac, but misses twice.
Claw: 1d20 + 7 ⇒ (1) + 7 = 8
Claw: 1d20 + 3 ⇒ (4) + 3 = 7

The green hand strides, claws Hagrym once, drawing blood, and then uses its last action to try and grab the cleric's throat, but fails.
Claw: 1d20 + 7 ⇒ (14) + 7 = 21 --- hit
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Grapple: 1d20 + 5 ⇒ (3) + 5 = 8 --- fails

Mac and Hagrym are up in Round 2.


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 21 |speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Hagrym tries to destroy the undead hands using a three action heal to harm all of them within 30’.

Damage 2d8 ⇒ (6, 5) = 11

Panic the dead—-if they fail save DC 20, they are frightened 1.


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Google Slides

Will saves:
Green crawling hand: 1d20 + 2 ⇒ (7) + 2 = 9
Orange crawling hand: 1d20 + 2 ⇒ (4) + 2 = 6
Yellow crawling hand: 1d20 + 2 ⇒ (5) + 2 = 7

Hagrym channels energy and the 3 undead crawling hands are caught in the blast and they all turn to dust! Only the 3 wisps remain. Nicely done!

Mac is up and you are still Frightened 1, despite 1 round passing.


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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 1 2 1

Round 2: Mac

Mac contains his fear and focuses on getting rid of the wisps. "That's the way, Grym!" He then rages and swings twice.

◆Rage
Strike on black wisp: 1d20 + 13 - 1 ⇒ (9) + 13 - 1 = 21
Damage: 2d10 + 4 + 2 ⇒ (6, 2) + 4 + 2 = 14
Strike on black wisp: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
Damage: 2d10 + 4 + 2 ⇒ (8, 2) + 4 + 2 = 16


Google Slides

Mac's two blows destroy the black wisp. I will handwave the rest of the combat. 2 wisps against the party stand no chance. The party proceeds to destroy the rest of the wisps in this unholy shrine. You can heal back to full hps. Mac continues to feel dread and be Frightened 1 until he leaves this room. 2 doors lead from this room: West (which according to common sense) most likely leads back to the room with the blue velstrac (tough fight) and East. You also can go South or SE through the crumbling archway. How do you proceed?

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 35 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 1/2 | conditions: none

Penflower suggests they explore further east.


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 1 2 1

I concur.


Google Slides

You head east to reveal the following:

The walls of this five-foot-wide hallway shimmer and ripple with faint whorls of pale blue energy. A staircase to the west leads upward, and the one to the east leads down. Both the ascending and descending stairs reach small landings.

No matter which way you head, you realize there is a magic effect in place. If you head up the stairs, you find another hallway and stairs leading up and then another and then another, and the hallways eventually loop back upon itself and you end up at the same place. If you go down the stair, the same effect is in effect.

Secret checks:

1d20 + 10 ⇒ (2) + 10 = 12
1d20 + 8 ⇒ (15) + 8 = 23
1d20 + 12 ⇒ (15) + 12 = 27
1d20 + 6 ⇒ (14) + 6 = 20

After traveling the various hallways, you traveled in a square and find a door heading south. You go through, travel 20' and find another door. After checking for traps, you open the door.


Google Slides

You go through, travel 20' and find another door. After checking for traps, you open the door to reveal the following:

This immense cavern is cold and damp. Water drips from condensation above into a large, still lake. Thick patches of moist mushrooms, some nearly four feet tall, grow along the western shore of the lake, while a narrow trickle of water feeds in from a tunnel to the south. A thirty-five-foot-long pavilion made of stone stands in the middle of the lake, elevated ten feet above the water level by more than a dozen stone columns. The entire pavilion is encrusted with damp, pale fungus. Two stone bridges arch from the pavilion—one connecting it to a door set in the northern wall and another to a door to the east. A faintly flickering campfire burns in the middle of the pavilion, its smoke curling to the ceiling. A grizzled, feral-looking human male with a wolf by his side stands by the campfire.

The black-haired man with a wild beard, pasty white skin, dressed in a ragged cloak, notices you as you notice him. Image in Monsters Tab. He is shocked at your appearance in this cavern. He starts to howl and bark wildly. The wolf at his side accompanies his howls with its own.

You can make a Society check to recognize the man. You can make Nature checks to try and interpret the scene. Or just come to whatever conclusions that you want. How do you proceed?

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 35 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 1/2 | conditions: none

Society: 1d20 + 9 ⇒ (2) + 9 = 11
Nature: 1d20 + 6 ⇒ (6) + 6 = 12

Penflower thinks a peaceful gesture wouldn't help here. He worries this could be a call for help.


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 21 |speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Nature 1d20 + 10 ⇒ (15) + 10 = 25

Hagrym takes in the scene, trying to wrap his head around what he was seeing.


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 1 2 1

Nature check: 1d20 + 8 ⇒ (18) + 8 = 26
Society check: 1d20 ⇒ 19


Google Slides

Hagrym and Mac understand that the barks and howls from the man and his wolf mean only one thing in this context: they are an instinctive warning! You're in our territory, back off and leave or suffer the consequences. Unfortunately, Mac does not recognize the man. What do you do?


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's hand drifts instinctively towards his holster, but he pulls it back.

Without Garidan, I'm back to being the Face lol.

"Hey, we're people Otari hired to disable the Gauntlight. If you're not raising the undead, then we've got no quarrel with you. May we have safe passage through your territory? We may even be able to do some type of service for you in return, if you've got something that needs doing that doesn't interfere with our mission." Jon says with his most winning smile.

Diplomacy (T): 1d20 + 8 ⇒ (6) + 8 = 14 Could have been worse, I suppose XD

I'm not really expecting this to work...doesn't even sound like he speaks anything but wolf, but hey, if the carrot doesn't work, we can always try the stick. ;-)


Google Slides

The man and his wolf seem to not pay any attention to Jon's diplomacy. They instead step 2 steps closer to the party, their howls and barks increasing in volume and intensity. You can try the diplomacy again if you wish or something else. You do get the feeling the pair are not the patient kind.


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 hand reaches for his holster, then adopts an aggressive stance. "Back off and let us through or we'll put you down. We've got a mission to complete."

Intimidation (T): 1d20 + 8 ⇒ (19) + 8 = 27 That's much better!


Google Slides

The man and his wolf sense fear, a sensation he has not felt in many years. Both are Frightened 1. The man growls in anger and combat is on, as it appears he is raising his hand to point at you.

Initiative:
Grzzled man: 1d20 + 14 - 1 ⇒ (7) + 14 - 1 = 20
Wolf: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27
Hagrym: 1d20 + 10 ⇒ (7) + 10 = 17
Jon: 27
Mac: 1d20 + 10 ⇒ (4) + 10 = 14
Pen: 1d20 + 6 ⇒ (20) + 6 = 26
Order: Mac, Wolf will delay till his master goes, Jon, Pen, Grizzled man + wolf, Hagrym.

Mac, Jon, and Pen are up. I am looking forward to this fight.

The man has melee weapons (katars) at his sides, but is currently not wielding any of them.


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 1 2 1

Round 1: Mac
Mac looks concerned. "No weapon in hand and pointing at us?! Looks like he's part spellcaster and we're pretty much grouped up for an area effect spell. Grym, try to keep me alive." Mac rushes off before his enemy's perceived spell can go off.

Mac Strides 3x with his 20' speed (can't reach him with Sudden charge) to end up adjacent to the human, so that casting the spell would provoke my reactive strike, unless he Steps, or he could give up the spell and focus his attacks on me.


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 whip and pistol.

Into the Fray◇: 1st turn free Stride] Jon strides◇ forward.

Jon fires◆ the black powder round in one barrel at the man.

+1 Double-Barreled Pistol (rng. 30'): 1d20 + 13 ⇒ (6) + 13 = 19
P/Concussive + Precision: 1d4 + 1d4 ⇒ (2) + (4) = 6

Then he loads◆ in a round of ooze ammunition◆ and fires the inactive life shot round at him as well.

+1 Double-Barreled Pistol -5 MAP (rng. 30'): 1d20 + 13 - 5 ⇒ (14) + 13 - 5 = 22
P/Concussive + Precision: 1d4 + 1d4 ⇒ (3) + (2) = 5

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 35 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 1/2 | conditions: none

Penflower runs after Mac. Due to having bigger legs, he is able to do something extra on top of running, so he raises his shield.

Stride x2, Raise shield


Google Slides

Jon's second shot strikes the human, angering him. 5 damage.

Round 1: Man and wolf

The wolf, as it has been trained to do, moves to flank Pen, but does not attack, as his master tells him to hold. The creature is growling, however, eager to attack Pen's rear leg.

The grizzled man then steps 5' west away from Mac, smiles, raises his hand, and unleashes a bolt of lightning from his fingers in a straight line, aimed at Pen and Jon! He is no longer frightened.

◆Step
◆◆Cast spell
DC 24 Reflex save or suffer:
Damage: 4d12 ⇒ (3, 1, 11, 11) = 26

Jon and Pen must make Reflex saves. Remember to use your Hero Points, if you have any. After the saves, Hagrym is up to close Round 1 and then the other 3 party members to start Round 2.

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 35 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 1/2 | conditions: none

Reflex: 1d20 + 8 ⇒ (10) + 8 = 18

Hero point reroll: 1d20 + 8 ⇒ (10) + 8 = 18

ow


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 | ◆ ◇ ↺

Ref (E): 1d20 + 12 ⇒ (19) + 12 = 31 Is that a save for half or do I not take any damage at all?


Google Slides

Pen takes 26 damage from the lightning bolt.
Jon takes 13 damage. You needed a 34 or critical success save to take no damage.
Hagrym and then party are 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 1 2 1

Not to skip you Hagrym, but just wanted to post my action for next round.

Round 2: Mac

Mac will stride to flank the man with Pen, so he can be off-guard, and attack.
◆Stride
Attack: 1d20 + 13 ⇒ (6) + 13 = 19 --- will use Hero Point to reroll if that is a miss
Attack: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 2d10 + 4 ⇒ (6, 10) + 4 = 20
Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d10 + 4 ⇒ (8, 6) + 4 = 18
2 Hero Points left if 1st attack was a miss.


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 21 |speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Hagrym strides forward three times closing as much distance with the enemy as possible.

Anywhere up in the action is fine by me, GM.


Google Slides

Moved you, Hagrym.

Mac moves through the enemy's threatened square, but the man does not have Reactive Strike so nothing happens. Mac takes advantage of the flank to land two solid blows, drawing blood from the enemy! The man growls in pain, quite pissed! Nice use of Hero Point. Total damage: 43.

Pen and Jon are up, with the wolf chomping at the bit.

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 35 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 1/2 | conditions: none

Penflower takes advantage of the flanking situation and swings his flaming sword as payback for the nasty spell the man cast. Then he does a special attack that raises his shield.

Spellstrike with Ignition, Shielding Strike conflux spell

Spellstrike: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Fire damage: 3d6 ⇒ (6, 5, 5) = 16

Shielding strike, MAP: 1d20 + 11 - 10 ⇒ (13) + 11 - 10 = 14
Damage: 1d8 + 4 ⇒ (6) + 4 = 10


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 activates◆ and fires◆ his ooze ammunition round at the spellcaster.

+1 Double-Barreled Pistol (rng. 30'): 1d20 + 13 ⇒ (5) + 13 = 18
Acid Damage + Precision: 1d4 + 1d4 ⇒ (3) + (4) = 7
Persistent Acid Damage: 1d4 ⇒ 4

If that hit, it gives him a -5' penalty to his speed until he Escapes (DC 16).

Jon loads◆ another round of ooze ammunition into his pistol.


Google Slides

Both of Pen's attacks miss the agile grizzled man.
Jon's shot misses as well.

Round 2: Wolf
The wolf ◆steps and tries to bite the off-guard Pen but misses twice.
◆Bite: 1d20 + 13 ⇒ (2) + 13 = 15 --- misses!
◆Bite: 1d20 + 8 ⇒ (12) + 8 = 20 --- misses!

Round 2: Man
Bloodied by Mac's attacks, the grizzled man howls and a transformation comes over him, as hair sprouts all over his body and his jaw elongates into that of a canine, and anyone trained in Nature can identify him for what the man is: a werewolf! He then draws his katar and shows great skill with the weapon and cuts Mac.

◆Transform
◆Interact to draw weapon - provokes Mac's reactive strike
◆Attack: 1d20 + 17 ⇒ (5) + 17 = 22 --- hits!
Damage: 2d4 + 7 ⇒ (1, 3) + 7 = 11

Mac get a reactive strike and then Hagrym and rest of party are up in Round 3!

Grand Archive

Elf Magus (Fighter) 4 | AC 21 (23) | HP 35 / 42 | saves +8 +8 +8 (increased with arcane cascade) | Perception +6 | Shield 64/64 | Hero Points 1 | Focus 1/2 | conditions: none

Jsus!

Penflower keeps his attacks on the flanked werewolf.

Repeat the exact same actions from last round, Spellstrike with Ignition on the werewolf, then Shielding Strike conflux spell.

Spellstrike: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Fire damage: 3d6 ⇒ (1, 3, 2) = 6

Strike, MAP: 1d20 + 11 - 10 ⇒ (8) + 11 - 10 = 9
Damage: 1d8 + 4 ⇒ (1) + 4 = 5


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 21 |speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Hagrym moves to flank the wolf, and attacks the off guard creature. If you’d move me, please, GM.

Attack v off guard 1d20 + 9 ⇒ (15) + 9 = 24
Damage 1d10 + 2 ⇒ (9) + 2 = 11


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 1 2 1

A mf-ing werewolf?!
Reactive Strike: 1d20 + 13 ⇒ (4) + 13 = 17...use a Hero Point!
Reactive Strike: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 2d10 + 4 ⇒ (6, 2) + 4 = 12
1 Hero Point left!

Round 3: Mac
A bloodied Mac will rage and attack the off-guard werewolf twice!
Attack: 1d20 + 13 ⇒ (19) + 13 = 32...critical?
Critical damage: 2d12 + 4 + 2 ⇒ (12, 8) + 4 + 2 = 26x 2 =52 + 1d12 ⇒ 6 = 58!
2nd attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d10 + 4 + 2 ⇒ (2, 2) + 4 + 2 = 10


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 gulps at the transformation, but activates◆ and fires◆ another round of ooze ammunition at the werewolf.

+1 Double-Barreled Pistol (rng. 30'): 1d20 + 13 ⇒ (4) + 13 = 17 Miss :P

Jon sighs and fires◆ the black powder round in the other barrel.

+1 Double-Barreled Pistol -5 MAP (rng. 30'): 1d20 + 13 - 5 ⇒ (8) + 13 - 5 = 16 What did I do to the dice gods to deserve this?


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Google Slides

Ok, wild round!
Mac's reactive strike lands for 12 damage (werewolf grits his teeth): Total 55
Pen's spellstrike lands for 15 damage (werewolf yells in pain as he is burned), while second strike misses: Total: 70
Mac's critical lands for 58! Total: 128! Mac's greatpick penetrates the werewolf's brain! Down goes the werewolf! Without even a chance to speak....Mac's 3rd action can be a move toward the wolf or he can strike the werewolf again to make sure he is dead.
Hagrym steps and strikes, inflicting 11 damage on the wolf. He has a third action to attack again if he wishes, but no need.
Both of Jon's shots miss the wolf.
That was a CR6 werewolf with 24 AC and +17 to hit in hybrid form and he did not last a round...well done!
With his master dead, the wolf poses no challenge and we can handwave the rest of the battle.
Congratz on the battle! I thought you guys were in trouble. Everyone gets a Hero Point!


Google Slides

On the werewolf's corpse, you find:
+1 striking katar (2)
Bejeweled necklace worth 10 gp featuring a porpoise and the engraving, “Ayla, My Beloved”

You can take your time to heal Pen, Jon, and Mac, as no one bothers you in the werewolf's camp. There are stairs leading east, you can cross the water and head SW or S, or backtrack. Up to you.


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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 1 2 1

Took 2 Hero Points, but nice to take out a CR 6 beast! Great job everyone! +17 to hit?! I was going to get mauled by that guy, even Pen with his 23 AC!

Guys, that werewolf and name seemed familiar and after a quick search through the game, found the following on Page 8 of the game that Kaleeno, the merchant in the market told us: "Those damn druids let a werewolf into their midst named Jaul Mezmin. Some 30 years ago, Jaul went crazy and killed several druids and citizens of Otari, including my beloved wife, Ayla. I've never been the same since then. The town put a bounty on the werewolf and the druids say they have taken care of the problem as no werewolf attacks have occurred in the last 30 years, but still, I need proof! I need to see his head! Those damn druids to the north apologized to the town, but that did not bring back my Ayla!"

So I'm thinking that might have been Jaul, the only werewolf mentioned in town, or one of his victims, and Kaleeno may want the necklace back that he gave his wife...

Mac takes the werewolf's head and wraps it in Jaul's cloak to show Kaleeno. May be worth a reward. I vote to go toward the stairs first before getting wet.


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 1 2 1

Also found this on Page 8 regarding wisps that Wrin told us: "In terms of power, the corpselights that you have encountered are among the weaker members of the wisp family. On the same power level are the flickerwisps, which sound like the type that shocked Jon. They can also confusion in their enemies. Then there is a jump in power level to will-o-wisps, who shock, feed on fear, and can turn invisible at will. They are followed by a void glutton, a seething sphere of glowing eyes and on another power level. It is a nasty bastard that can immobilize you and feed on fear and are almost impossible to hit due to their size and speed. The most powerful type of wisp I have researched is a dread wisp that haunts the Darklands and can inflict void damage upon touching you. This whole wisp family is immune to most magic, except for force barrage and revealing light. Be careful when dealing with wisps. I hope that helped."

GM, can we tell which wisps we have encountered so far? That void glutton sounds horrible, as well as the dread wisps.


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 requests healing from Hagrym and loads a round of cold ammunition into one barrel of his pistol and a black powder round in the other.


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I was going to have the party roll a Society check to recognize the name of Ayla, but Mac beat me to the punch. :) It is in fact Kaleeno's wife and that was Jaul. Mac takes the werewolf's head. When Jaul died, he reverted back to his human face, not the hybrid one.

There are tidbits galore spread through the campaign if you are attentive enough to remember/find them. With regard to the wisps, you have faced the corpselights and the flickerwisps, but none of the others as they are CR 6 and above. There is no need to roll for healing - we can say the party rests for an hour and you are healed up.

Jon's comment about the runes reminded me. The striking runes you just found affect your power level, as they make your weapons do double standard damage, so that could help Jon and Pen and even Hagrym. So if the party wants to go back to town now to get the runes inscribed on your weapons, please let me know. There is no clock on this AP - true, the lighthouse beam might go off in 30 days, but you are on Day 2-3 of that countdown so you have plenty of time. Up to you. You can go back to town, turn in Jaul's head, Pen can heal his drained status, and you can get the weapon upgrades and then come back to this same place where we can pick up again. Or you can be hardcore and continue right now. Let me know.

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