Hagrym |
Knowledge Religion 1d20 + 7 ⇒ (17) + 7 = 24
The obscure iconography was on the tip of Jageym’s tongue but he just couldn’t put it together. He shakes his head but then brightens up when he sees the divine wand and scroll. ”Any objections to me holding on to these? This wand should make it easier to patch you lot up.” he says.
”You sure you want to enter the lighthouse proper right now? Seems like there are a couple more locales available before we get dug in there maybe without an easy exit.”
Maclin "Mac" Stoneheart |
1 person marked this as a favorite. |
"Good job all in that fight. Thanks cuz for the spell. It helped a lot, they were tough. I think the wand of heal and scroll of restore senses go to Grym obviously. Jon, you should take the lesser darkvision elixir."
Mac assists his brother on Religion check since he is trained.
Penflower spends 10 minutes to repair his broken shield to full hps.
Knowledge Religion Recall Aid another: 1d1d20 + 5 ⇒ (19) + 5 = 24 Grym gets +1 status bonus!
Penflower repair check on Shield: 1d20 + 6 ⇒ (19) + 6 = 25 vs, DC 14 - critical success - his shield is repaired and he has a repair toolkit on his sheet.
"Let's check out the lighthouse since we appear to have the key now. If it gets hectic, we strategically retreat back."
Cuz, you have 1 heal from spells and 1 heal from wand. If we go through those, it will be time to go back to town.
AbominationVaults_DM |
I think you meant cousin, Mac. :)
With Mac's assistance in jogging his memory, Hagrym identifies the room with the altar and stain-glassed windows as a shrine to an obscure and very reclusive Outer God who is said to hunt along the shores of the River of Souls and is known as Nhimbaloth. She is CE and is said to be revered by will-o-wisps.
Good call on the shield. I had forgotten about that. Pen's shield is completely repaired after 10 minutes, though it has some dents and markings.
Once you try identifying the amulet, will move you toward the lighthouse.
Jon Yddina |
Arcana Check to identify amulet: 1d20 + 4 ⇒ (8) + 4 = 12
To Hagrym he says, "What do we know about swamp dragons? They sound frightening. I thought perhaps it would be wise to check out the lighthouse now and come back to tackle the dragon when we are freshly rested."
Maclin "Mac" Stoneheart |
DM, Hagrym is my dwarven brother too, lol.
Religion check to identify Amulet: 1d20 + 5 ⇒ (14) + 5 = 19
To the lighthouse, we go. Pen in the lead with me followed by Hagrym and Jon.
AbominationVaults_DM |
Mac identifies the amulet as a Channel Protection Amulet.
Jon, I forgot to post that the mitflit boss knows the general location of the swamp dragon's lair on the level below this one. It was going to be on the map of the second level, which I have not posted yet.
As you head toward the lighthouse door, Mac spots a secret door that opens into a small hidden alcove 5' wide to the northwest. The alcove beyond the door has several grooves in the stone, caused by what looks like determined scraping of arcane sigils that used to be written on the walls.
You can do Arcana or Occultism check to figure out the purpose of the secret room.
AbominationVaults_DM |
Pen advises the party that it appears this room was once used for teleportation but now that the arcane sigils have been scraped off, this room is inoperable.
You reach the door to the lighthouse base and while it does not have a keyhole, it is stuck. Eventually, with enough pressure and an Athletics check, you manage to push the door open, as it collapses into pieces.
The smooth walls of this circular room are painted a light gray with no indication of seams between the blocks of stone. A door with a small barred window leading outside is visible to the east. A set of iron stairs, notably in far better condition than would be expected, winds upward along the curved walls before terminating at a trap door in the ceiling nearly a hundred feet above. A red bloodstain glistens on the floor at the room’s center, as though a human‑sized creature bled to death on the floor very recently, despite there being no body in sight.
Map updated. How do you proceed?
Hagrym |
”Not going to lie to you all. I’m not a fan of traversing stairs that go nearly 100’ up. Dwarves aren’t supposed to be that far off the ground, in my opinion,” the cleric grumbles as he looks up at the stairs.
”Lets investigate down here before all that,” Hagrym mentions as he moves to investigate the area of the blood stain.
Maclin "Mac" Stoneheart |
Mac grabs Grym's shoulder. "Whoa, whoa, cuz. Let's not be suicidal either. I do not like going up that high either. Let's go check out the boathouse. Besides, it's midday. I doubt the lighthouse is gleaming right now. We can check it out later."
AbominationVaults_DM |
You head to the boathouse..
The southern portion of this stonewalled building has collapsed into rubble, exposing what remains of a boathouse to the elements. The shelves and boats within have decayed into heaps of rot and moss. The remains of a relatively fresh campfire smolder faintly.
You search but find nothing else of interest in the boathouse, except that it leads outside to a pier.
Much of this wooden pier has collapsed into the swamp, leaving about ten feet of moldy, soggy boards slumped against ancient wood pilings. A rowboat tied to a piling looks much more recently built.
As you investigate, you determine that the rowboat is in good condition. On the rowboat, you rind a stash of pastries, smoked salmon in a fish-shaped doughy exterior. You also find a carving of a flying bird decorating the inside of the boat near the bow. However, you find no passengers.
Penflower appears to be the only person trained in Society so he can make 2 checks for further details. There is nothing else of interest in the boathouse area. You can head across to the island or to cupola (top of the lighthouse).
Maclin "Mac" Stoneheart |
"Looks like we're not the only recent visitors to the Gauntlight ruins", noting the rowboat and recent campfire. "Remember, when Boss Scrawng said: One of my scouts mentioned that a boat full of 4 big and sneaky-looking people went into the swamp dragon's cave while the dragon was out hunting most likely. Have not seen them since, so most likely, the dragon must have come back and eaten them, right? Lots of similarities to this boat. So there were 4 others who came here. Wonder where they are."
Pen Society: 1d20 + 6 ⇒ (15) + 6 = 21
Pen Society: 1d20 + 6 ⇒ (5) + 6 = 11
Off to the island.
AbominationVaults_DM |
Pen tells the rest of the group that he remembers eating the smoked salmon in a fish-shaped doughy exterior, which are called "fishcakes", at the Crook's Nook in Otari.
You head to the island.
A low wooden bridge spans a watery gap between the larger island and a smaller one. A single-story building sits amid the thick reeds growing on the smaller island.
You reach the door to the building and it is stuck, but a simple Athletics check, you force the door open.
This study features several bookshelves, a desk, and two chairs. The books and objects here lie in disarray with torn pages strewn haphazardly across the room.
You see a glowing ball of light rise and speak to you in a deep voice: "I am a dangerous wispy-ghost named Spookywisp and I need a favor from you or I will kill you where you stand."
H: 1d20 + 7 ⇒ (13) + 7 = 20
J: 1d20 + 5 ⇒ (16) + 5 = 21
M: 1d20 + 7 ⇒ (4) + 7 = 11
P: 1d20 + 3 ⇒ (12) + 3 = 15
Hagrym and Jon look around the room and see a tiny blonde-haired blonde creature with pupil-less eyes, dressed in a grass skirt hiding under one of the tables in the room casting magic and seemingly directing "Spookywisp" to talk. What do you do?
Jon Yddina |
"Ah yes, er, very frightening. Well, we don't take kindly to threats, but perhaps you think that is the only way you will get a hearing. But we're pretty reasonable. Perhaps if you stop casting your light magic, come out from under the table, and ask nicely, we'll consider doing you the favor," Jon says.
Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6 OUCH. Well I'll live dangerously and use my last hero point on this one.
Hero Point Reroll: 1d20 + 5 ⇒ (7) + 5 = 12
Hagrym |
If no one objected, the cleric picks up one of the pastries and begins eating it. ”Not bad. Wonder if that group would be upset if we took these? Hard tack gets pretty boring out here. At least these have flavor?”
Once the group entered the room, Hagrym noticed the same as the gunslinger. ”Like Jon said, the effort is fine but the execution leaves a lot to be desired. Come out and talk to us and we’d be willing to see about helping you out.”
Penflower Khan |
Skipping RP on all the other rooms, sorry
Penflower looks at the creature that Hagrym and Jon are addressing and relaxes and even lets out a smile. He says "Hi little guy. Do you need help?"
AbominationVaults_DM |
The blonde pupilless creature seems embarrassed that the party saw through its tricks, as the ball of light pretending to be Spookywisp disappears and the tiny creature comes out from under the table. "You're all too smart to fall for my tricks, I guess. It was all harmless fun, I was not going to actually kill you where you stood. My real name is Tangletop and yours? So will you help me get the shiny?"
AbominationVaults_DM |
Tangletop smiles and a child-like voice, speaks "Pretty name, I like flowers. The shiny is the...how shall I say it?....the shiny! It is in the room around the corner, past the paintings on the wall. You will know it when you see it. If you bring it to me, I will promise to tell you three secrets that I know about this area. However, it will not be easy. There is a mean, beak-faced doll who will try to stop you from getting the “shiny”. When I tried to get it, he attacked me so I ran away. Please help me."
Hagrym |
Know. Nature 1d20 + 7 ⇒ (16) + 7 = 23
Hagrym knew almost immediately that this creature was a brownie. ”Hey there, Tangletop. I’m Hagrym. This over here is Jon. And the other dwarf is my cousin, Macklin. You say a doll is threatening you and keeping you from your possession? I’m sure it won’t be that difficult to get it back for you, will it boys?”
Maclin "Mac" Stoneheart |
Mac nods at the tiny fey. "I've never fought a doll before, but I'm down to try. Just let us check these rooms to the south first to make sure we're not missing anything valuable."
AbominationVaults_DM |
Tangletop claps his hands in glee and patiently awaits for your return with the "shiny".
You proceed to check the rooms to the south. In the first room:
Shelves laden with tools, lumber, and planks line the walls of this ten-foot-square room.
You search this room and discover a large silver key.
You open the next door to the south and discover:
Moss and fungus coats these tightly spiraling stairs heading down into the darkness.
You open the door to the west to reveal:
A series of four paintings hang on the northwestern wall of this hallway, although layers of mold and decay have severely damaged them.
The paintings along the wall have sustained irrevocable damage over time and due to moisture dripping down from leaks in the roof.
The first painting is enormous, nearly 7 feet tall and almost as wide. It’s a landscape painting that depicts the city of Absalom in flames with ghosts rising from the city streets between the burning buildings. The picture’s lower frame bears a bronze plaque that reads, “So Shall the Fools Suffer.”
The second painting is nearly as large as the Absalom painting and is in the same style, though its subject is different. This second painting depicts Gauntlight Keep as it appeared before its upper floors collapsed. The lighthouse rises above the stately keep into the night sky, with its beacon emitting a pale blue light in which ghostly faces sneer and grimace. Its bronze plaque reads, “Let the Light Shine Forever.”
The third painting is now totally shredded. Its plaque reads, “The Artist at Work.”
The fourth and final portrait is smaller and circular. It depicts a smirking woman dressed in a purplish-red gown with a high collar. Its plaque reads, “The Lady of the Light.” I have placed a depiction of the image in the NPC Slides. You can roll a Society check to identify the woman. There is some writing scratched in stone next to this painting. Does anyone speak Aklo?
There is a door to the south. Let me know when you're ready to move in.
Hagrym |
”Well personally, I’m not much of an art guy. But, part of me thinks all these may be some kind of clue. Can anyone tell us anything about this Lady of the Light?”
Penflower Khan |
Penflower stops to look at the painting and strains his mind thinking.
Society: 1d20 + 6 ⇒ (2) + 6 = 8
He says "Hmmm, no... Doesn't ring a bell. Must not be someone important.", and stops to search the paintings.
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
He also says "Check the paintings. It's a good hiding spot."
Maclin "Mac" Stoneheart |
Mac looks at the painting of the woman. "I remember Wrin saying: More than 500 years ago, the evil sorceress Belcorra raised the Gauntlight, a lighthouse, for nefarious purposes. While she did not specify if she was human or not and I forgot to ask what she looked like, do you think this could be her? I have not seen paintings of any other women around here. Will have to confirm that when we go back to town."
AbominationVaults_DM |
Penflower searches the paintings and finds nothing than what has been revealed. The party takes note of the woman in the painting and moves on. You open the southern door to reveal:
This once elegant workshop has fallen into shambles. Soggy strings of dripping moss hang through cracks in the wooden domed roof above. Below it, a carpet of broken glass glitters dangerously. Workbenches and shelves, armatures and displays—all formerly used in crafting or repairing immense lenses for a lighthouse—lie in ruins. Only a bejeweled spyglass sitting on a display rack near the southern wall has survived the devastation.
The layer of broken glass and shattered materials covering the floor makes it uneven ground. Uneven Ground
As you open the doors, a raven-winged doll stands up from the slumped mound in the room's center and asks in a warbling voice, "Is Master Azrinae coming back?" Pic of doll in the Slides.
Jon Yddina |
Jon tries his friendly approach again. "I'm not sure about that, but we're looking for something shiny in this room. Can you help us out?"
Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15
Hagrym |
Aid another diplomacy 1d20 - 1 ⇒ (7) - 1 = 6
”I don’t know your Master. But, I’d like to have that spyglass if you wouldn’t mind there, little fella. Then we would be out of your hair and you could wait on that Azrinae person…”
AbominationVaults_DM |
Pen has never heard of Master Azrinae.
Despite the party's attempts to negotiate and parlay with the winged doll, it screams out in response, "If you're just coming to steal the Master's possessions, then you must die!"
Initiative:
Winged doll: 1d20 + 10 ⇒ (3) + 10 = 13
Hagrym: 1d20 + 7 ⇒ (15) + 7 = 22
Jon: 1d20 + 5 ⇒ (3) + 5 = 8
Mac: 1d20 + 7 ⇒ (14) + 7 = 21
Pen: 1d20 + 3 ⇒ (6) + 3 = 9
Order: Hagrym, Mac, Doll, Pen and Jon.
Remember, the doll is in the middle of the room that is filled with glass all over, as explained above.
Maclin "Mac" Stoneheart |
Round 1: Mac
Seeing the glass on the floor, Mac hopes the winged doll did not have ranged attacks. He readied an attack if it came within range of his halberd.
Readied attack: 1d20 + 9 ⇒ (9) + 9 = 18
"Confident little bugger this one, thinking he can take all of us on at once."
AbominationVaults_DM |
Round 1: Doll
Stride and then Cast Spell
The doll's wings start flapping and it actually flies 20' closer to the party and then, surprisingly, points at Jon, intoning occult magic at him! "You don't mess with me! I not scared!" Jon, please make a DC 20 Will save.
Jon and Pen are up to close the Round, followed by the 2 dwarves.
Jon Yddina |
Will Save: 1d20 + 3 ⇒ (18) + 3 = 21
I'll wait to hear how I'm affected before I post the rest of my turn
Penflower Khan |
Just so we're on the same page, Penflower is wielding the morningstar and has his sword sheathed.
"This is a construct, it can only obey!", guesses Penflower as he moves forward. He swings his sword and enters a special stance to fight.
Stride, enter Arcane Cascade, Strike
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
AbominationVaults_DM |
Well done, Jon! Illusory pain wracks Jon's body, but then the spell ends immediately.
Jon takes 2d4 ⇒ (4, 1) = 5 mental damage.
Pen, your +1 morningstar gives you +1 item bonus to attack rolls only, not damage rolls. You missed your strike as the doll is tiny and fast and agile and hard to hit.
Jon Yddina |
Into the Fray ◇ Jon draws◇ his pistol and whip.
Jon grimaces as the mental damage courses through his body, then takes a steadying breath. Seeing he has line of sight from outside, he doesn't bother moving in and fires◆ his pistol at the doll.
Double-Barreled Pistol: 1d20 + 9 ⇒ (1) + 9 = 10 Nat 1 that's a miss
Cursing the pain for spoiling his aim, he flicks his whip at the doll in a reloading strike.◆
Whip -5 MAP: 1d20 + 7 - 5 ⇒ (6) + 7 - 5 = 8
S Damage, nonlethal: 1d4 + 2 ⇒ (3) + 2 = 5
He winds back his arm again and flicks his whip in a strike, not expecting it to hit.◆
Whip -10 MAP: 1d20 + 7 - 10 ⇒ (3) + 7 - 10 = 0
S Damage, nonlethal: 1d4 + 2 ⇒ (1) + 2 = 3
"Those were, uh, warning shots!" Jon says with false bravado, muttering curses under his breath.
AbominationVaults_DM |
Pen, since you are on uneven ground, you need to roll a Balance check with your stride or fall prone.
Penflower Khan |
So, I did that attack all wrong. It was +1 to attack. The +1 to damage is correct because of Arcane Cascade, which I entered the action prior. However, it was supposed to be 1d6. I won't roll again because I doubt 11 hits.
Acrobatics: 1d20 + 5 ⇒ (1) + 5 = 6
Hero point reroll: 1d20 + 5 ⇒ (12) + 5 = 17
AbominationVaults_DM |
Good use of Hero Point. Pen was successful in his Balance check and his attack does miss. Hagrym is up.
Hagrym |
Knowing it was unlikely to succeed, Hagrym still trusted Torag to guide his magic. He whispers a request for assistance and casts Divine Lance.
Attack 1d20 + 1 ⇒ (13) + 1 = 14
Damage 2d4 ⇒ (4, 2) = 6
AbominationVaults_DM |
1 person marked this as a favorite. |
Hagrym, your Spell attack modifier is actually +7 not +1. Spells are based on casting stat and proficiency bonus, not Dex.
Hagrym casts a bolt of divine energy at the doll, which misses the agile doll! Yes, a modified 20 attack roll misses!
Round 2: Winged Doll
◆Step ◆Strike ◆Strike
In its warbly voice, the doll scolds the elf. "You tried to hit me! No one hits Mr. Beak! You made me angry." The doll swoops in close to the elf and tries to punch him in the face but misses. It then times its punch perfectly and strikes Penflower in the throat, breaking his shield, and still nearly killing him!
Since the doll does not have reach, it takes a step to move into Pen's square. It then tries to punch the elf twice.
Strike (Punch): 1d20 + 12 ⇒ (2) + 12 = 14...miss
Strike (Punch): 1d20 + 8 ⇒ (20) + 8 = 28...critical
Damage: 1d6 + 4 ⇒ (5) + 4 = 9 x2 = 18 damage.
Assume Pen uses shield block reaction.
Shield absorbs 5 and takes 13 gaining broken condition.
Pen takes 13 damage, leaving him barely conscious!
Also, since you got hit Pen, you need to make a DC 15 Balance check or fall prone and take 1 point of damage from the glass, which will render you unconscious!
Party is up!
Hagrym |
Thanks, GM, that was a rule that I hadn’t heard before. I will try to remember that!
Seeing the elf getting thrown about willy nilly by the doll, Hagrym again decided to use one of his heal spells. He concentrates (2 actions) with all his might, and a font of healing energy washed over Pen.
Healing 1d8 + 8 ⇒ (3) + 8 = 11
One heal left. Plus the wand.
AbominationVaults_DM |
1 person marked this as a favorite. |
Hagrym, your action occurs in Round 3, so if Pen fails the Balance check, he cannot act this round and gains the Dying 1 condition and has to roll a recovery check. Your heal goes off next round. We are technically at the bottom of Round 2 right now.
Maclin "Mac" Stoneheart |
Round 3: Mac
Mac winces at the hit that Pen takes. "You messed up, Mister Beak. You entered my danger zone!" With my 10' reach, since it is in Pen's space as a tiny creature, it is within reach without even moving.
◆Strike ◆Strike ◆Strike
First strike: 1d20 + 9 ⇒ (14) + 9 = 23
1d10 + 4 ⇒ (6) + 4 = 10
Second Strike: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
1d10 + 4 ⇒ (1) + 4 = 5
3rd Strike: 1d20 + 9 - 10 ⇒ (20) + 9 - 10 = 19
1d10 + 4 ⇒ (5) + 4 = 9
Jon Yddina |
Jon takes careful aim so as not to hit Penflower and fires.◆
Double-Barreled Pistol: 1d20 + 9 ⇒ (20) + 9 = 29 Nat 20! That'll crit! (hopefully)
Fatal Crit Damage: 1d8 + 1 ⇒ (7) + 1 = 8 (This result is doubled.)
Fatal Extra Damage Die: 1d8 ⇒ 6 (This is added to the total crit damage but not doubled.)
Assuming that didn't kill it, noting how close the doll has to get to attack, Jon swaps◆ his whip and his shortsword then uses a reloading strike◆.
Shortsword -4 Agile MAP: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9 That'll miss
Penflower Khan |
Penflower throws his broken shield on the ground (free action, I hope) and swings his weapon burning with fire. Afterwards he casts a spell in conjunction with another swing which throws up a magical shield.
Spellstrike with Ignite, then Shielding strike focus spell
Spellstrike: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Fire damage: 2d6 ⇒ (4, 3) = 7
Shielding strike attack MAP: 1d20 + 8 - 10 ⇒ (13) + 8 - 10 = 11
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Shielding strike has 3 effects: allows me to Strike, cast Shield spell (AC is now 19), and recharge Spellstrike