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’

Seeing Willorn was the most inured of the group, Hagrym takes a few moments and tries to Treat the Wound as well as he could.

Medicine check 1d20 + 7 ⇒ (7) + 7 = 14

He then tries to follow suit on his cousin afterwards.

Medicine Check 1d20 + 7 ⇒ (7) + 7 = 14

”Itd be great if you two actually tried to dodge the enemy’s blows, you know,” he grumbled.

Looks like I failed both checks, dang it!


Google Slides

You arrived at the ruins around 8:30 AM. I would say it was about 9:15 AM when you defeated Boss Scrawng. Since Mac's exploration activity is Search, he is constantly investigating every nook and cranny so you are proceeding with a thorough approach through the lighthouse. So after both of your failed tries, Halgrym, it is 9:35 AM. You can wait 50 minutes and try again. There is no clock pushing you on a deadline so you can wait and try again. Or you can use one of your 4 heal spells, that you have yet to use, and do a 3-action heal to heal everyone in a 30' radius of 1d8 hit points or do a 2 action-heal and heal one person of 1d8+8 hit points. You have options.


Google Slides

We're waiting on Hagrym regarding the healing. Once that issue is resolved, is everyone ready to proceed on with the exploration? If so, can you guide me where you expect to go next?


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’

”Give me one more try. I’m sure I can get things lined out. I’m just getting used to this particular kit, anyway. It might be defective, you know…”. If no one objects, he tries the kit on both of the group again.

If they do object, he will cast a Heal on Willorn and tell Mac to be careful.

Treat wound willorn 1d20 + 7 ⇒ (16) + 7 = 23

Treat wound Maclin 1d20 + 7 ⇒ (6) + 7 = 13

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 suggests "We should clear out the obvious threats before we go into an unknown location such as the lighthouse. I recommend we go for the scorpion first."


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: 1 | ◆ ◇ ↺

"Hagrym, I got injured too. I'd be obliged if you could work on me as well," Jon says, nursing his recent wound by the giant fly.


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

I also vote for more exploring once the healing situation is resolved. Mac is down 3 hps. During the hour plus of time that Hagrym is rolling his checks, Mac tries to heal himself and Jon since he is also trained in Medicine.

With sarcasm dripping in his voice, Mac looks at Grym, "Guess you have a problem healing me, cuz. You focus on Willorn and I will work on the rest of us."

1st hour:
Treat Wounds on himself: 1d20 + 5 ⇒ (17) + 5 = 22
Damage healed: 2d8 ⇒ (1, 2) = 3
Treat Wounds on Jon: 1d20 + 5 ⇒ (7) + 5 = 12
2nd hour:
Treat Wounds on Jon: 1d20 + 5 ⇒ (11) + 5 = 16
Damage healed: 2d8 ⇒ (6, 8) = 14

Fully healed, Mac direct his comments to Penflower and the group, "Good point in leaving the lighthouse for last. As for the scorpion, I imagine they are big with pincers and a poisonous tail. Let's check out the middle room with the secret door and then we will deal with the scorpion. We will get there eventually."


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’

”Pretty nifty healing there, cousin! I don’t think you all need me after all!”

Harm agreed that checking the middle room and the secret door would be fine with him.

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 agrees with Mac and leads the group to the room with the secret door. He goes in shield first.


Google Slides

After the healing... You enter the middle room north of the hallway to find:

The ceiling has collapsed in the southwest corner of this room. The walls bear several shelves, but the books and papers once kept here have rotted to ruin long ago due to exposure to the elements, as have the wooden desk and wooden chair in the alcove to the northeast.

Armed with knowledge that there is a secret door in this room, Mac, with the highest perception in the group, notices a secret door in the east wall, where a rotating shelf acts as the door's handle. You rotate the shelf and the door opens, revealing a flight of stairs leading down to the northeast.

You continue your search of the room and you also note a hidden drawer in the desk that has fallen partially open, revealing three potions: lesser comprehension elixir (Link), minor elixir of life (Link), and lesser skeptic's elixir (Link).

Scorpion room next door next?


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

Mac would like to hang onto the elixir of life, in case he needs to bring someone up.

"Ok Pen, let's do it. Let's go after the scorpion. Cuz, be ready with the heals. Jon, Willorn, stick to ranged attacks initially to make it waste actions to come toward us, assuming it is not right behind the door and then unload on it. This cannot be a long fight - we have to alpha strike. Pen will be our main shield. Let's set him up to major damage with his spellblade - be careful with its reach if it is large. I will harass it with my halberd. Watch out for the tail."


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’

Willorn HP recovered 2d8 ⇒ (5, 8) = 13

”I'm ready! And yes, please everyone, watch out for the tail!”. The dwarf raises his shield and falls in line with the others.


Google Slides

Penflower leads the party over the rubble to enter the room indicated by Boss Scrawng that contained the giant scorpion. You open the door to reveal:

The ceiling of this room has fallen in two places. A smaller collapse destroyed a flight of stairs that once led up to the now-ruined upper floor. A larger collapse mostly buried the southern double door, leaving a hole in the roof partially blocked with several crossed timbers. A second double door to the north has a stone face carved with skulls caked with tangles of moss.

You can retcon taking the magical elixirs or any other prep.

In the NE corner of the room is a massive, terrifying scorpion 8 feet long from head to the base of the tail. Its two massive pincers and poised tail mark it ready to battle intruders to its lair!

Initiative:
Scorpion: 1d20 + 9 ⇒ (18) + 9 = 27
Hagrym: 1d20 + 7 ⇒ (20) + 7 = 27
Jon: 1d20 + 5 ⇒ (10) + 5 = 15
Mac: 1d20 + 7 ⇒ (19) + 7 = 26
Penflower: 1d20 + 3 ⇒ (13) + 3 = 16
Willorn: 1d20 + 6 ⇒ (13) + 6 = 19
Iniative Order: Scorpion, then rest of party.


Google Slides

Round 1: Scorpion
The giant scorpion easily clambers over the rubble in this room as it reaches the party in quick order. It stands 10' from the party and attacks from reach. It lashes out with its pincer, and while Penflower tries to block the attack, its powerful blow smashes into the elf's shield, nearly breaking it, onto his ribs, drawing blood and immobilizing him! The stinger, dripping with poison, follows at Mac but it misses wildly over the dwarf's head. The scorpion's tail rears back and looks poised to strike at anyone coming near it or letting down its guard....

◆Stride ◆Pincer Attack - Free Grab ◆Stinger

Attack with Pincer at Penflower: 1d20 + 11 ⇒ (10) + 11 = 21 --- hit
Penflower's shield block reaction takes effect, reducing the damage by 5 points.
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Penflower takes 8 damage and his shield takes 8 damage (12/20).
This is followed up by a free Grapple attack on account of its Grab special ability:
Athletics check: 1d20 + 11 ⇒ (15) + 11 = 26 vs. Penflower's Fortitude DC - success! Penflower is grabbed! and immobilized 10' from the creature.
Grabbed condition
The scorpion ends its turn with a stinger attack at Mac:
1d20 + 6 ⇒ (2) + 6 = 8 --- miss!

The rocks are difficult terrain so you cannot Step and Penflower is immobilized and may make escape attempts (casting spells in a threatened area will likely provoke reactionary strike). Party is up!

EDIT: I messed up. The scorpion does not have Improved Grab, so the Grapple attempt was not a free action but instead an action. We will proceed with same order of events. The scorpion did not attack with a stinger this round.


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

Round 1: Mac

Seeing the giant scorpion bear upon the party and grab Penflower, Mac yells, "This is it boys! Hit it hard and fast!"

He grips his halberd and strikes at the scorpion!

1st Attack: 1d20 + 9 ⇒ (2) + 9 = 11 heck no, uses Hero Point to reroll!
1st Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d10 + 4 ⇒ (2) + 4 = 6
2nd attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d10 + 4 ⇒ (10) + 4 = 14

For his 3rd action, knowing the low chance he has to hit, Mac sacrifices himself and he moves around the scorpion, drawing the reactionary strike from the stinger! This way, the party is free to move up and Penflower can escape and move us as well to attack or do something else without worrying about taking an AoO.


Google Slides

Glad you remembered about your Hero Points!

Mac's halberd penetrates the scorpion's exoskeleton on 2 blows, inflicting 20 damage on the arachnid! The scorpion is pissed!

The dwarf's move purposely provokes the scorpion's reactionary strike! However, to be fair, since I messed up the first round of attacks (see Edit in my prior post), I will use the attack from the stinger from Round 1. The scorpion misses Mac with its reactionary stinger attack!

I appreciate the self-sacrifice and tactics - Mac you get a new Hero Point!


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: 1 | ◆ ◇ ↺

Into the Fray ◇: Jon draws his pistol and whip.

Remembering the plan, Jon takes advantage of his double barrels, both of which are loaded, and fires◆ two shots off in succession◆ and readies a reloading strike◆ with his whip if the scorpion comes within its reach (10').

Double-Barreled Pistol: 1d20 + 9 ⇒ (15) + 9 = 24
P/Concussive Damage: 1d4 + 1 ⇒ (3) + 1 = 4

If Crit, use this damage instead:
Fatal Crit Damage: 1d8 + 1 ⇒ (5) + 1 = 6 (This result is doubled.)
Fatal Extra Damage Die: 1d8 ⇒ 1 (This is added to the total crit damage but not doubled.)

Double-Barreled Pistol -5 MAP: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19
P/Concussive Damage: 1d4 + 1 ⇒ (1) + 1 = 2

If Crit, use this damage instead:
Fatal Crit Damage: 1d8 + 1 ⇒ (7) + 1 = 8 (This result is doubled.)
Fatal Extra Damage Die: 1d8 ⇒ 5 (This is added to the total crit damage but not doubled.)

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

Readied Reloading Strike:

Whip -10 MAP: 1d20 + 7 - 10 ⇒ (5) + 7 - 10 = 2
S Damage, nonlethal: 1d4 + 2 ⇒ (1) + 2 = 3

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 hears Mac's tactic and nods enthusiastically at the idea. He likes having a strategy and not going in blindly.

However, all the strategy could not have prepared him for the huge pincer the scorpion used to attack him. Trying to dodge it isn't enough and he has to put his shield between him and the sharp part of the pincer to avoid getting crushed. This only works partially. His shield cracks from the pressure and he worries it might be destroyed. It's Mac and Jon's readiness that wakes him from his worries. He tries to escape the pincer with his strength.

Escape vs Scorpion Athletics DC: 1d20 + 7 ⇒ (19) + 7 = 26

Assuming this works, because if it doesn't we're soooo doomed.

After breaking free, he angrily charges his fire spell into his sword, as he swings it at the scorpion.

Casting Ignition on Spellstrike

Spellstrike: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Fire damage: 2d6 ⇒ (2, 6) = 8


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 think this is correct, but feel free to let me know if I am doing this wrong.

Seeing his new friend Pen getting mangled by the enemy, Hagrym clasps his holy symbol tight and concentrates, reaching out to bless the elf with healing magic.

Use two actions to restore 1d8 + 8 ⇒ (4) + 8 = 12 hit points to him.

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

Thanks Hagrym. One of the weaknesses of an elf magus is the ridiculously low HP pool.


Google Slides
Penflower Khan wrote:

Penflower hears Mac's tactic and nods enthusiastically at the idea. He likes having a strategy and not going in blindly.

However, all the strategy could not have prepared him for the huge pincer the scorpion used to attack him. Trying to dodge it isn't enough and he has to put his shield between him and the sharp part of the pincer to avoid getting crushed. This only works partially. His shield cracks from the pressure and he worries it might be destroyed. It's Mac and Jon's readiness that wakes him from his worries. He tries to escape the pincer with his strength.

[dice=Escape vs Scorpion Athletics DC]1d20+7

Assuming this works, because if it doesn't we're soooo doomed.

After breaking free, he angrily charges his fire spell into his sword, as he swings it at the scorpion.

Casting Ignition on Spellstrike

[dice=Spellstrike]1d20+7
[dice=Damage]1d8+4
[dice=Fire damage]2d6

Penflower, it is one action to escape – which you did successfully. You are 10’ away from scorpion so you either have to cast spell (2-actions) or stride 5’ (since it is difficult terrain) and attack with weapon but not spellstrike. You can keep the same attack roll, which hit by the way. Need your amended action: cast spell or attack with sword or something else.

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

I attack then. No fire damage then.


Google Slides

Thank you, Pen.

Mac unleashes two powerful blows inflicting 20 damage on the scorpion and moves. Jon follows up by moving and landing both shots of his pistol, inflicting 6 damage (no criticals). Pen amazingly escapes the scorpion's pincer, moves forward, and stabs it, inflicting 6 more damage. Hagrym heals Pen. The scorpion is wobbling, as it is bleeding profusely.

Willorn, who has not posted in the GT since 11/21, is up. If he does not respond within 24 hours of yesterday's game post, will DNPC him.

Grand Archive

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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

You're lucky there's no 5ft step in this edition, mr. Scorpion. BTW GM, you missed the opportunity to say GET OVER HERE when the scorpion grabbed me.


Google Slides

LOL, Pen. Moving on...
Willorn draws his crossbow and shoots the scorpion, but misses.
Attack: 1d20 ⇒ 5 --- miss!

Round 2: Giant Scorpion

Barely standing, the arachnid fights to the death and it unleashes all 3 of its attacks at the Mac and Pen.

Pincer at Mac, no grab: 1d20 + 11 ⇒ (1) + 11 = 12 --- miss!
Pincer at Pen, no grab: 1d20 + 7 ⇒ (11) + 7 = 18 --- miss!
Stinger at Mac: 1d20 + 1 ⇒ (19) + 1 = 20 --- hit!
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Mac must make DC 18 Fort save or suffer 1d10 ⇒ 10 poison damage and Enfeebled 1 condition.

Party is up!


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

Mac Fort save vs. poison: 1d20 + 8 ⇒ (20) + 8 = 28

Mac staggers back as he feels the scorpion's stinger rips through into his shoulder, pumping poison into his blood system. He fights the poison off, grips his halberd in rage, and goes on the offensive.

Round 2: Mac

◆Step ◆Vicious Swing

Mac steps into the flank with Pen and attacks viciously. "Let's finish it!"

Attack vs. Off-guard: 1d20 + 9 ⇒ (12) + 9 = 21
2d10 + 4 ⇒ (7, 10) + 4 = 21


Google Slides

Mac drives his halberd deep into the scorpion's abdomen, killing it! Combat over. Mac is down 10 hps so you may want to consider healing before moving on.

You search the rest of the room, in the meantime, and the double door to the north with the stone face carved with skulls caked with tangles of moss intrigues you. Religion check anyone?

After healing, are you proceeding north?


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

Spend 10 minutes...
Treat Wounds on himself: 1d20 + 5 ⇒ (18) + 5 = 23
Hit Points healed: 2d8 ⇒ (8, 1) = 9
Religion check: 1d20 + 5 ⇒ (4) + 5 = 9
After Grym's Religion check, ready to go north! Cuz, remember you still have your Runic weapon spell to cast on me if we get into hard fight.


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: 1 | ◆ ◇ ↺

Jon reloads both barrels of his pistol and uses Detect Magic on the double doors.

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

@GM: I'm sorry, but that attack on me hit. I didn't have my shield up because I didn't have enough actions to.

Penflower puts his hand on Hagrym's shoulder and says "Thank you for that.", then turning to the others he says "I'm glad you're so capable. I would have been crushed if not for your fast combat prowess."

He has no clue or interest about religion, and the stone face just flies over his head. After a session of treating wounds, he gets ready to lead the group north, shield first.


Google Slides

Appreciate the honesty, Pen. I don't want to retcon only for you guys to heal outside of combat anyway. So will leave it as a miss.

Jon does not detect any magic on the door or in the room.

Waiting on Hagrym's religion check and we can move on to the next 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’

Know. Religion 1d20 + 7 ⇒ (5) + 7 = 12

Hagrym, still harried from all the action, struggled trying to concentrate on the door’s image.

Travelling for this week’s holiday, so I might be slow on the draw for a few days!


Google Slides

Completely understandable, post when you can. I have free time while waiting for the food. :) I think we lost Willorn, so will keep him out of this fight.

Unfortunately, the skull symbol with weeds in its mouth on the doors is unrecognizable to the party. Posted it in the Monsters Slide so you can see it.

After the healing, you push on north, through the double doors to reveal:

The air in this large dark chapel feels colder and damper than elsewhere in the ruins. Pen casts Light on his shield so he and Jon can see inside the room, since the dwarves in the party are comfortable with the darkness. Condensed beads on the walls run in rivulets across the countless skulls carved into the stone. A moldering human corpse lies slumped against a wall, his hands wedged into a crack as if he died trying to pry a brick loose. Three short flights of steps lead upward to a wider chamber to the north, where a semicircular dais supports an altar of white stone. Beyond the altar loom four stained-glass windows, each twenty feet tall and depicting four haunting scenes of ghosts rising from overgrown graveyards toward a four-pointed orange star high above.

As the party enters the room, searching for traps and such, two skeletons come around the northern corner, each glowing with a blue light! Marked as Yellow and Blue. Were these the glowing ghosts referred to by Boss Scrawng? The skeletons look like the images in the Monsters slide, but they do not have weapons or shields.

Initiative:
Skeletons: 1d20 + 7 ⇒ (5) + 7 = 12
Hagrym: 1d20 + 7 ⇒ (8) + 7 = 15
Jon: 1d20 + 5 ⇒ (10) + 5 = 15
Mac: 1d20 + 7 ⇒ (10) + 7 = 17
Pen: 1d20 + 3 ⇒ (19) + 3 = 22
Order: Party, then skeletons. The stairs are not difficult terrain.


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

Round 1: Mac

Mac grips his halberd and speaks to the group, "Before we rush up, we can't be dealing with regular skeletons, right? That blue glow is creepy."

1st Action is Recall Knowledge Religion:
Religion check: 1d20 + 5 ⇒ (4) + 5 = 9 Nope, using a Hero Point to reroll.

Religion check: 1d20 + 5 ⇒ (17) + 5 = 22

I want to know creature's type, weaknesses, and attacks. After I get that information, will post my other 2 actions.


Google Slides

Mac thinks back at some treatises that he read when he was absorbing lore on spiritual undead and there was a particular mention of an undead form know as a corpselight that is a wisp that is unknown to inhabit and possess corpses. In its current skeletal form, it is vulnerable to bludgeoning weapons and severely hampered in sunlight. They are tough, as tough or even tougher than the giant scorpion you just fought. There is more to be revealed but your check was not as high.


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

"Undead, weak to bludgeoning and sunlight. Tough as nails, very durable." Mac stretches his halberd back to Grym. "Cuz, my blade needs your magic touch." Mac hopes for Runic Weapon. After that, he will use his readied action to strike the first undead who comes within 10' feet.

Why is Pen next to the skeletons on the map? I hope that's a mistake.

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

I started to make my turn, then decided to talk to the party before. So I just forgot to undo my movement in the map.

@GM: What's the weather like? I mean, are we safe outside because there's sunlight? Or is it cloudy?

Penflower nods at Mac's knowledge, releases his sword on the ground and takes the morningstar they found before raising his shield and getting ready to attack the skeletons.

Release weapon (free action), draw morningstar, raise shield and ready attack for when they get in range.

Attack if triggered:

Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


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’

Kathi nods at his cousin’s suggestion. ”May Torag guide your swing, Maclin! Teach these undead a lesson about messing with a bunch of dwarves…and friends!”

Both 1st level spells used. Still have three heal spells left.


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: 1 | ◆ ◇ ↺

Jon draws his pistol (but not another weapon) and steps up behind Mac. "I'll blast those things to pieces."


Google Slides

Round 1: Corpselights

The yellow corpselight moves in 25' feet with its first stride ending 10' away from Mac, which triggers his readied attack, taking a savage hit.
Mac attack: 1d20 + 10 ⇒ (11) + 10 = 21 --- hit
Damage: 2d10 + 5 ⇒ (5, 4) + 5 = 14

With its second action, the corpselight then steps 5' more, provoking Pen's readied attack, which misses.
With its 3rd action, the corpselight bites Mac in the shoulders with its sharp teeth, drawing blood.
Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

The blue corpselight strides 25' with its first action.
With its second action, it strides up to Pen, provoking Mac's reactionary strike!
Mac attack: 1d20 + 10 ⇒ (16) + 10 = 26 --- hit (not a critical)
Damage: 2d10 + 5 ⇒ (8, 6) + 5 = 19

With its 3rd action, the corpselight attempts to bite Pen in his forearm, tearing flesh!
Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Pen's shield block reduces damage by 5 and Pen and the shield take 4, breaking the shield.

Summary of Round 1:
Mac did RK and readied an atatck.
Pen readied an attack.
Hagrym cast spell.
Jon drew his pistol and moved.
Blue corpselight took 14 damage and inflicted 7 on Mac.
Yellow corpselight took 19 damage and inflicted 4 on Pen.

Party is up.


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

Round 1: Mac

Mac strikes at the blue corpselight in front of him with his halberd.
1st Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d10 + 5 ⇒ (4, 5) + 5 = 14
2nd attack: 1d20 + 5 ⇒ (7) + 5 = 12
With 3rd action, Mac takes a 5' step NE back to leave Jon a clear shot.

"Cuz, don't worry about healing me, take those bastards down!"


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 clenches his holy symbol and tries an ability with his Heal spell that he had never used before. He would focus every bit of his available concentration, trying to both heal his allies and damage the undead!

Heal for Mac 1d8 ⇒ 7, Heal for Pen 1d8 ⇒ 7. The undead need to make a basic 17 Fort save or take 1d8 ⇒ 2 damage each.


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The Blue skeleton takes 14 more damage from Mac. The second attack misses.
Hagrym, I play the 3-action heal to heal/damage same so one roll for everyone, in this case that would be your first roll of 7.
Blue Fort save: 1d20 + 5 ⇒ (3) + 5 = 8..fails, takes 7 vitality damage.
Yellow Fort save: 1d20 + 5 ⇒ (13) + 5 = 18...success, takes 3 damage.
Blue: 35 damage so far.
Yellow: 22 damage so far.
Mac and Pen healed.


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: 1 | ◆ ◇ ↺

Jon aims and fires◆ at Blue Corpselight.

Double-Barreled Pistol: 1d20 + 9 ⇒ (17) + 9 = 26
Concussive B Damage: 1d4 + 1 ⇒ (1) + 1 = 2

If Crit, use this damage instead:
Fatal Crit Damage: 1d8 + 1 ⇒ (2) + 1 = 3 (This result is doubled.)
Fatal Extra Damage Die: 1d8 ⇒ 1 (This is added to the total crit damage but not doubled.)

Sword & Pistol: If that was a hit, it is off-guard to my next melee attack against them before the end of my next turn.

He takes aim and fires◆ his second barrel at Blue (or at Yellow if Blue is dead.)

Double-Barreled Pistol -5 MAP: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11 (That's rough. I'll spend a hero point to reroll)
Hero Point Reroll: 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 17
B Concussive Damage: 1d4 + 1 ⇒ (1) + 1 = 2

If Crit, use this damage instead:
Fatal Crit Damage: 1d8 + 1 ⇒ (1) + 1 = 2 (This result is doubled.)
Fatal Extra Damage Die: 1d8 ⇒ 8 (This is added to the total crit damage but not doubled.)

Sword & Pistol: If that was a hit, it is off-guard to my next melee attack against them before the end of my next turn.

Jon uses his free hand to reload◆ one barrel the old fashioned way.


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The skeletons take 5 additional damage from bludgeoning attacks.

Jon's first shot for 7 damage takes down the blue skeleton, and as it collapses to the ground, the corpselight emerges from the skeleton in its tiny wisp form, looking like a blue glowing skull!

Does Jon want to apply his second shot to the wisp or the yellow skeleton?


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

GM, do you mind if we post for Pen, since he said he was traveling and it's been 24 hours since the combat post? Just to move things along.

He attacks the yellow skeleton (and the wisp, if it appears) with the +1 morningstar, inflicting bludgeoning damage.
1st attack: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
2nd attack: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
3rd attack: 1d20 - 3 + 1 ⇒ (19) - 3 + 1 = 17
Damage: 1d6 + 5 ⇒ (3) + 5 = 8


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Mac, sure, if Pen is ok with it to move the game along. I actually prefer if you guys would roll for your fellow characters rather than me doing it.

Jon's second bullet struck the yellow skeleton for 7 damage bringing total to 29.

Pen's first attack destroys the yellow skeleton, causing another wisp to rise from the corpse. Pen's second attack misses, but the 3rd attack destroys the wisp that just appeared.

Corpselight:
◆Stride ◆Claim corpse ◆Stand up

The last remaining blue skull flies toward the corpse on the wall, provoking a reactionary attack from Mac, which barely misses!

Mac reactionary strike: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 --- Miss!

The corpselight reaches the skeletal corpse and claims it, merging with the corpse, causing the green skeleton to awaken and rise! It turns its head toward you all with hatred in its eyes...

Party is up!


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

"Are you kiddin? This damn wisp can just animate corpses?!"

Mac strides over and strikes twice at the new skeleton.
1st attack: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Damage: 2d10 + 5 ⇒ (1, 8) + 5 = 14
2nd attack: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage: 2d10 + 5 ⇒ (3, 7) + 5 = 15


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Die Rolls:
3d6 ⇒ (5, 2, 6) = 13

Mac's first strike shatters the skeleton into pieces, and this time, before the glowing blue skull can seek out one of the many mitflit corpses in the nearby halls to claim, Mac's second strike ends its life and the threat. Combat over.

I am not glossing over the rp so feel free but this is a summary of what your investigations uncover.

The corpse near the open secret door is of a human male. It looks like he perished while he was trying to open the secret door - most likely killed by the corpselights. The thief’s corpse has several items of value, including:+1 rapier, four daggers, a silver ring worth 5 gp, a minor healing potion, and a lesser darkvision elixir.

On the skeletons initially claimed by the corpselights, you find a gold tooth worth 4 gp and an amulet that radiates abjuration magic.

You move further north and find the altar. You need to make a DC 25 Knowledge Religion check to recall the obscure deity.

Searching the altar you find a secret compartment containing Scroll of restore senses and 1st level Wand of Heal.

In the secret room near the dead rogue, you find the room's divan and armoire have fallen to decay. Under the divan, you find a set of six bronze keys - 4 of which are rusted and ruined and 2 keys which are intact - one is decorated with a lighthouse and the other is decorated with a book.

I know that was a lot. :) After you digest this, you have the following places left to search on this level: the lighthouse itself, the boathouse to the N outside, or the island to the NW. Which way you headed? You are getting closer to 2nd level.


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: 1 | ◆ ◇ ↺

"Shall we check out the lighthouse itself next?" Jon asks conversationally as he reloads his second barrel of his pistol before looting the thief's corpse. He gives the +1 rapier a few test thrusts in the air before putting it with the rest of their loot. "It certainly has its appeal, but I think a nice agile shortsword still suits me better."

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