| DM Brainiac |
After an hour of walking through the tangled woods, you emerge from the far side. Agreat, rocky hill rises to the northeast of the forest, its peak looming above the rest of the island. You can see eight evenly spaced vents along its top, from which thick plumes of fog erupt and drift toward Crossings, carried on an eldritch wind. The slopes of the hill are littered with bones, and its south face has the appearance of an enormous horned skull. The jaw of the skull opens onto a cavern leading down into the heart of the hill.
As you draw near the cave, there comes a mighty roar, and a creature emerges to challenge you. One look at the monster is enough to know it does not belong in this world. It has the powerful body of a red lion, with great black wings and a scorpion’s tail that drips venom. Instead of a lion’s head it has a monstrous human visage, twisted into a bestial grimace. "Run!" it snarls as it prepares to pounce!
The monster is horrifying! Everybody must make a Will challenge roll or gain 1 Insanity. A creature that gains Insanity in this way becomes frightened for a number of rounds equal to its new Insanity score. Attacks against the light take 1 bane.
Everybody may act! The creature is 15 yards away.
| Dramm Hayle |
Slow Turn: Move back 5 yards and cast empowered Force Field, extended duration.
Horrifying Save: 1d20 + 4 ⇒ (16) + 4 = 20
The creature was menacing, but it was not a demon. This was a monster they could kill. Dramm was careful to move back and prepare his defenses with enough room in case of an outburst.
Banes: 4d6 ⇒ (5, 1, 2, 2) = 10
Strain Check: 1d20 + 4 - 5 ⇒ (8) + 4 - 5 = 7
Outburst, 4 Yards: 4d6 ⇒ (6, 5, 6, 5) = 22
His control finally gives way and an explosion of wild energies ravage the forest around Dramm with a burning howl!
| Imedren |
2 banes, medallion/Horrifying. 2 boons, dark magic.
Will vs. Horrifying: 1d20 + 2 ⇒ (16) + 2 = 18
The monster had given it's warning, that was enough for Imedren to see it not as a true monster but more of a dangerous predator. Something that alone could be put down.
"Steady, it's just one monster. We can bring it down."
Slow initiative: Move forward towards the monster to get within close range of it. Greater Sorcery, Empower Spell, +2 boons. Action: cast Pain.
On a success, for 1 minute, whenever the target takes damage, it takes 1d6 extra damage. Attack Roll 20+ In addition, for 1 minute, whenever the target takes damage, it becomes dazed for 1 round.
Pain vs. Strength: 1d20 + 4 + 1d6 ⇒ (18) + 4 + (4) = 26
banes: 2d6 ⇒ (6, 4) = 10
Will vs. Outburst: 1d20 + 2 - 6 ⇒ (13) + 2 - 6 = 9
Outburst: 4d6 ⇒ (5, 1, 6, 1) = 13
| Joy Summers |
Fast initiative
Horrifying Save: 1d20 + 3 - 1d6 ⇒ (8) + 3 - (6) = 5
Joy sees the creature...
The face...the eyes!!!
...and starts screaming, as she hurriedly crafts a ball of witch fire and lobs it at the beast!
New Insanity Score: 3, frightened for 3 rounds
Bane: 3d6 ⇒ (5, 5, 4) = 14
Witch Fire vs monster agility: 1d20 + 3 - 5 ⇒ (1) + 3 - 5 = -1
Damage: 2d6 ⇒ (6, 3) = 9
| Selgaer |
Quick post!
Will: 1d20 - 1d6 ⇒ (1) - (2) = -1
Sel follows the advice of the monstrous creature and runs, looking for a place to hide.
Banes: 3d6 ⇒ (2, 4, 2) = 8
Hide: 1d10 + 4 - 4 ⇒ (10) + 4 - 4 = 10
| TaBog |
Once the group begins to move deeper into the forest Tabog stalks among the trees and silently rolls his eyes at Dramm's incessant droning.
Seeing the creature, Tabog goes cold; not at the sight but at the danger his son is in if it got hold of him.
Will;Trick1: 1d20 + 1d6 ⇒ (7) + (6) = 13
In an effort to distract the beast Tabog begins calls upon his new magic and fabricates four additional actors for the coming theatrical event.
"This play is titled Killing the Frankenstein Monster!... No offense Dramm."
Casting
With 4 active a 16 or less hits a duplicate.
With 3 active a 15 or less hits a duplicate.
With 2 active a 14 or less hits a duplicate.
With 1 active a 10 or less hits a duplicate.
| TaBog |
Tabog dashes after the monster and hides around the corner of the cave entrance.
Hide!Trick1: 1d20 + 4 + 1d6 ⇒ (8) + 4 + (5) = 17
He knocks an arrow and begins running from one side of the entrance to the other, firing arrows at the cornered animal.
Longbow;Trick2: 1d20 + 4 + 1d6 ⇒ (9) + 4 + (6) = 19
Dmg: 1d6 + 1 + 2d6 + 1d6 ⇒ (1) + 1 + (4, 2) + (6) = 14
| Dramm Hayle |
Slow Turn: Move up 5 yards and cast empowered dart, damage.
Dramm approaches only to regain his lost ground. He has no desire to rush at another unfamiliar monster, instead choosing to fire an empowered dart
Dart Damage: 1d3 + 1 + 2d6 ⇒ (3) + 1 + (5, 4) = 13
Strain Check: 1d20 + 4 - 1d6 ⇒ (6) + 4 - (4) = 6
Outburst, 1 Yard: 4d6 ⇒ (2, 2, 6, 1) = 11
| Selgaer |
For the record; I got a chance to reroll my will save thanks to Uruuna. Rolled in Discord. Succeeded in the roll, which removed Frightened condition. This allowed Sel to attack, turning that 10 on the hide roll into an 18 on an attack roll. Total damage was 19.
Sel joins Dramm and lines up another shot.
Boons: 2d6 ⇒ (2, 5) = 7
Bow: 1d20 + 4 + 5 ⇒ (19) + 4 + 5 = 28
Damage: 4d6 + 1 ⇒ (3, 1, 1, 4) + 1 = 10
Bleed Damage: 1d3 + 1d6 ⇒ (1) + (6) = 7
Bleed Rounds: 1d3 ⇒ 1
| Joy Summers |
Joy keeps driving the witch fire wildly towards the beast until she eventually calms down. Roughly the time around when the beast is slain.
Still shaking slightly, she turns to the others and says:
"Let's...let's keep going."
| TaBog |
Tabog steps to Joy and puts a hand on her shoulder, comfortingly.
"Maybe you should... Sit down for a moment Joy. I just need a moment before we move on alright?"
He looks over his should at Nutmeg and inconspicuously tells him to come help Joy, with a series of mouthed words and head movements.
Striding towards the cave, he calls to Dramm and Selgaer with some lighthearted banter.
"Heeey, weird guys! Yeah that's you two... Honestly who else would it be?... I had a thought and I think you should check it out!"
Banes: "Well, I've never cut into one of these before!" 3
Boons: Joy's Advice 2, Trickery 1, "But I do know poison." 1
Harvest Venom;Net1Boon: 1d20 + 3 + 1d6 ⇒ (15) + 3 + (6) = 24
| DM Brainiac |
Tabog is able to harvest a dose of manticore venom before it loses its potency. After a quick perimeter search turns up nothing, you proced down the stairs.
The stairs descend into a large cave. Pools of oily liquid cover the floor, leaving only narrow walkways between them. Three thick stone columns hold up the ceiling. A narrow passage heads off to the west and a winding staircase burrows through the floor.
The thick, moist air reeks of decay, and the walls are slick with noisome ooze. Pools of slippery slime collect along the floor, dripping from puckered growths sprouting on walls and ceilings. Intermittent shrieks echo from the depths of the lair, followed by low chortles and soft weeping. Candles made from human fat burn, leaving the cave obscured by shadows.
| Joy Summers |
Joy thinks hard about anything that might aid the group navigate this awful place.
Academic Nature: 1d20 + 1 ⇒ (2) + 1 = 3
| Selgaer |
Sel will lead the way in, stepping careful while wielding his obsidian tipped spear.
| Imedren |
Knowing there was likely to be more dangers inside, Imedren focused his mind and cast a set of preparatory spells.
Casting Lasting Chaos Boon. Then casting a Lasting Entropic Power, 3 damage. Finally casting a Lasting Boundless Stepl
Chaos die: 1d6 ⇒ 4bonus
Banes: 2d6 ⇒ (4, 3) = 7
Will vs. Outburst: 1d20 + 2 + 4 - 4 ⇒ (1) + 2 + 4 - 4 = 3
Chaos die: 1d6 ⇒ 5penalty
Banes: 2d6 ⇒ (3, 2) = 5
Will vs. Outburst: 1d20 + 2 - 5 - 3 ⇒ (8) + 2 - 5 - 3 = 2
Chaos die: 1d6 ⇒ 3penalty
Banes: 2d6 ⇒ (1, 3) = 4
Will vs. Outburst: 1d20 + 2 - 3 - 3 ⇒ (20) + 2 - 3 - 3 = 16
1 strain.
Imedren walked into the cave, magic was brimming around him. The distant echoing noises were unsettling but the shadows held no secrets for him.
| Joy Summers |
Joy stares at the apparition, her fear under control.
"Toothsome Maera? If you think destroying Crossings will save the world, you're wrong! I wouldn't trust a soul out of Hell to set you straight!"
| Imedren |
Imedren's mouth twitched at the near absurdity of what the hag was saying. Not because she was necessarily wrong, but because she was so dead set on this path.
"I think... I think that I wouldn't have gone about meddling in my own past if the version of events you see coming true worked out the way you think it will. I have succeeded in altering the fate of one future already, and I believe we boast the strength to change it further." he took a deep breath, events playing out before him in a strangely entwining gap, and he took a gamble.
"We can decide our own futures here and now. We aren't mere playthings subject to a pre-written fate. You clearly believe that or you wouldn't be trying to destroy this city to avoid a terrible fate.
Stop this, Toothsome Maera. Work with us to alter the path you see before you."
| DM Brainiac |
"Nay, I have verified the prophecy with many sources. And even if ye mere mortals wield as much power as he claim, there isn't time to change course now," says Toothsome Maera. "In a few more hours, Crossings will be destroyed, and the world will be saved. If ye mean to stop me, then ye will die!"
The shadow dissipates, and then with a groan, a hulking construct emerges from one of the pools of slime! Fashioned out of body parts harvested from dead creatures, the stitched abomination lumbers towards you, howling in rage!
Enrage: 1d6 ⇒ 5
Everybody may act. The construct is 6 yards away. Note that the creature will act on both fast and slow initiative. It also has spell defense, so creatures attacking it with a spell make the attack roll with 1 bane.
| Joy Summers |
Slow Initiative
Joy is about to retort to Maera's image, then the construct begins to rise.
The young witch tries to slow it down!
First action: Brambles on ground underneath construct. Second action: move farther away from front line but still keep sight.
| Selgaer |
Threatening to kill us if we don't let you kill us and our families isn't a good way to negotiate, Sel says. She clearly can be reasoned out of this.
When she escaped, he moved quick to try and see where she went, but was stopped short by the strange patchworked creature dripping slime and fluid.
Fast!
Sel darts forward, slashing at it with his spear as he runs past!
Charge, attack, then move three yards past it without triggering a free attack.
Triggered Action: Set Prey.
Boons: Hunter, Ranger. Banes: Charge.
Spear Slice: 1d20 + 4 + 1d6 ⇒ (13) + 4 + (2) = 19
Damage: 3d6 + 1 ⇒ (5, 5, 5) + 1 = 16
| Dramm Hayle |
"Debating with a Fey." Dramm grumbles with distaste. "Should have known it was pointless. The Crossings will stand come nightfall."
Slow Turn: Move up one yard and cast Empowered Ruin with extra damage. Imposes Str. Save vs Fatigue 1/min if applicable
The lumbering gait makes the water ripple next to Dramm's feet. He lets Selgaer charge forward into the fray, assisting the Faun's charge with an experimental blast of ruinous energy.
Ruin: 3d6 ⇒ (6, 6, 5) = 17
Strain Check: 1d20 + 4 - 1d6 ⇒ (1) + 4 - (4) = 1
Outburst, 1 Yard: 4d6 ⇒ (5, 2, 5, 2) = 14
Dramm extends one hand over the pool next to him and unleashes the excess power.
| Imedren |
Slow turn: Move up 2 yards. Greater Sorcery, Empower Spell. +1 strain. Action: Cast Pain. 1 bane; spell defense. 2 boons; empower spell.
Chaos die: 1d6 ⇒ 6Bonus
Empowered Pain: 1d20 + 4 + 6 + 1d6 ⇒ (6) + 4 + 6 + (2) = 18
Chaos die: 1d6 ⇒ 4Bonus
3 banes: 3d6 ⇒ (4, 2, 6) = 12
Will vs. outburst: 1d20 + 2 + 4 - 6 ⇒ (14) + 2 + 4 - 6 = 14
| TaBog |
As the hag spoke to the others, Tabog began to creep away towards the wall in an attempt to continue on while she was distracted. Before he got very far, the monstrosity began to rise from the slime, ruining his plans of subterfuge.
"Wha-? Son of a...!"
He draws an arrow at the abomination and lets loose.
Longbow: 1d20 + 4 ⇒ (19) + 4 = 23
Dmg: 1d6 + 1 ⇒ (4) + 1 = 5
and then looses again!
LongbowEO;Trick1: 1d20 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10 Unsure if this hits
Dmg: 1d6 + 1 + 2d6 ⇒ (6) + 1 + (6, 4) = 17
Then he dives into the shadows with his son in tow, becoming one with the cave.
Hide!Trick2: 1d20 + 4 + 1d6 ⇒ (19) + 4 + (6) = 29
| DM Brainiac |
Tabog fires quickly, scoring a grazing hit before missing with his follow up. Selgaer rushes in, stabbing the construct with his spear before springing to its other side. The thing groans and moves in pursuit, pummeling the faun with its fists!
Joy conjures brambles that the construct avoids. Dramm and Imedren blast it with magic, though it doesn't seem too effective. Still, Imedren's hex weakens the creature so Uruuna's two shots impact with more force than normal.
The construct swings on Selgaer again, landing one more crushing blow, but the faun manages to dodge the second fist that would have finished him off!
38 total damage to Selgaer. Everybody is up! The creature still acts on both fast and slow initiative
| Selgaer |
Agility: 1d20 + 4 - 1d6 ⇒ (6) + 4 - (2) = 8
Bramble Damage: 1d6 ⇒ 5
Sel goes flying backwards as the construct pummels him, but somehow managed to stay on his feet. The brambles must have caught him.
He quickly moves through the brambles and back away towards Joy.
Using Nimble Recovery. Move half speed without triggering. Recover being rate. Then use Quick Step and Hunters Expertise for a total of 11 yards ignoring difficult terrain. Heal 10 damage.
| TaBog |
Slow
Tabog moves towards the monster's flank and continues his with his volley of arrows!
Longbow;Trick1: 1d20 + 4 + 1d6 ⇒ (17) + 4 + (2) = 23 Assassination Threat
Dmg: 1d6 + 1 + 2d6 ⇒ (5) + 1 + (1, 4) = 11
He loses escapes the thing's line of sight, giving him the chance to find some cover.
Hide!: 1d20 + 4 ⇒ (12) + 4 = 16
Then loose another precision shot!
Longbow;EO;Trick2: 1d20 + 4 + 1d6 ⇒ (12) + 4 + (4) = 20 Assassination Threat
Dmg: 1d6 + 1 + 2d6 ⇒ (3) + 1 + (2, 1) = 7
| Dramm Hayle |
Slow Turn: Move back to stay out of the construct attack range and moving closer to Selgaer. Cast an empowered Moderate Heal, increasing range to 5 yards to reach Selgaer.
The creature was a patchwork of twisted flesh, but it moved with surprising alacrity. Dramm's brave words seem a lot less impressive with the knowledge that the same blows would left him a broken mess on the cave floor. He backs away and reaches out to Selgaer with healing magic, forcing the magical energy to maintain integrity until it reaches the faun.
Selgaer heals 2x Healing Rate!
Strain Check: 1d20 + 4 - 1d6 ⇒ (1) + 4 - (4) = 1
Outburst, 1 yard: 4d6 ⇒ (5, 2, 4, 2) = 13
"Look out!" Dramm calls out as the magic tears free again. He does his best to direct the blast away from the others and onto the construct if it approaches.
| Imedren |
Fast initiative: Greater sorcery, empower spell +1 strain. Action: Casting Hex. 1 bane, magic. 2 boons, empower spell. Minor action, Draw a syringe. Trigger action:
Chaos die: 1d6 ⇒ 5Penalty
Empowered Hex, Int vs. Will: 1d20 + 4 + 1d6 - 5 ⇒ (8) + 4 + (3) - 5 = 10
Chaos die: 1d6 ⇒ 5Penalty
Banes: 4d6 ⇒ (4, 6, 1, 1) = 12
Will vs. Outburst: 1d20 + 2 - 5 - 6 ⇒ (3) + 2 - 5 - 6 = -6
"Damn stupid Hag!" Imedren said, losing his temper and focus at the wrong moment. The Chaotic energies of the spell rushed off him in a wave. He moved, warping away from the spot where he was, to a closer area near the creature
3 yard Outburst: 4d6 + 1d6 ⇒ (3, 5, 5, 6) + (3) = 22
| DM Brainiac |
Selgaer darts away from the construct as Joy and Uruuna each hit it with projectiles. Imedren fails to hex it, then he teleports closer to draw its ire. The thing stumbles through the brambles and punches the sorcerer once.
Dramm heals Selgaer and Tabog shoots the construct with two arrows. Still it stands, and even Imedren's watcher abilities can't protect him as it smashes him into the ground with both fists.
Unconscious, the sorcerer's strain still overloads him and blasts the construct. It falls to pieces, dead body parts hanging from the thorny vines.
37 damage to Imedren. We are out of initiative so you can heal him up without further incident.
| Dramm Hayle |
Light Heal, Bonus HP: 2d6 ⇒ (5, 4) = 9
Strain Check: 1d20 + 4 - 1d6 ⇒ (3) + 4 - (4) = 3
Outburst, 1 Yard: 4d6 ⇒ (4, 4, 1, 2) = 11
Dramm rushes to revive Imedren with a potent burst of healing magic, allowing the excess to burn off behind him. There is a rush of relief upon seeing the color return to Imedren's face.
"Wake up, Imedren!" He shakes his friend impatiently. "Sooner or later I won't be fast enough, you know."
| Selgaer |
That was close, Sel says. Make sure everyone is ok; I'll scout ahead to see where our path takes us.
Going to try to sneak ahead keeping an eye out for any dangers, while also looking for hag tracks.
Stealth?: 1d20 + 4 + 1d6 ⇒ (17) + 4 + (4) = 25
Perception?: 1d20 + 6 + 1d6 ⇒ (17) + 6 + (6) = 29
Tracking: 1d20 + 3 + 1d6 ⇒ (11) + 3 + (1) = 15
Intellect to learn something useful if tracks are found: 1d20 + 3 ⇒ (8) + 3 = 11
| DM Brainiac |
Thick mist heavily obscures this room, venting from the mouths of eight children chained to wooden chairs in the smaller round chambers adjoining the main chamber. The fog rises up through vents in the ceiling that open up across the top of the hill. A magical gateway glimmers in the center of the chamber.
There do not seem to be any tracks in here.
Anyone breathing the concentrated mist in this area must get a success on a Strength challenge roll or take 2d6 damage and become poisoned for 1 minute. A creature already poisoned takes 2d6 extra damage instead.
| Joy Summers |
"Does anyone have magic or fire that can clear this mist?", Joy asks hopefully, even as she tries to think of ways to do so.
Academic Nature: 1d20 + 1 + 1d6 ⇒ (15) + 1 + (1) = 17
| Imedren |
Imedren's eyes snapped open as Dramm's healing magics reduced the blackout explosion of pain from the Promethean's assault into a mere aching pain in several places. He nodded to his fellow Sorcerer.
"Thank you Dramm, I was just so angry at the situation... I don't know what came over me to get so foolishly close to that thing."
As the group recovered and began checking the scene, Imedren drained two healing potions to fully recover.
When they came to the room filled with mist pouring out from the mouths of the restrained children, Imedren immediately recognized them as the children that had gone missing, and he recognized this effect for what it was.
"Stop! Don't get any closer to the children. This isn't just any sort of mist, Joy. This is a curse miasma and it is powerful enough to be permanent. It's also dangerous for us to breathe in such a concentrated form." Imedren's fury was already on the rise again as he saw how the Hag was using the kids.
"Toothsome Maera kidnapped and cursed them, and she is using them as conduits for her scheme. Likely, they're being used as a power source for the island and is maintaining the fog. There are magics that can remove such things, that or with the casters will breaking it. She's already declared she has no intention of stopping what she's doing, and I don't believe any of us have a way to end this effect, we have but one option left... and that is to slay her and end her magics!"
| Selgaer |
Sel was about to rush in when Imedren yelled for everyone to stop. The gain froze in his tracks. As he listened, his heart sank into the pit of his stomach. It hurt so bad to see those kids like that. And he wanted more than anything to rip them out of those chairs and to take them away from this hell-spawned island.
But Imedren was right. The only way was to kill the hag. Stop the curse first, and then come back.
We'll be back for you! I promise! We'll be back! he called to them. He didn't know of they could hear him or not, but he had to say it anyways.
Let's go to the staircase next.
| Dramm Hayle |
Dramm glowers in rage at the bound and tortured forms.
"This goes beyond a simple act of war. Only filth would use children. I'm going to butcher that Hag." He almost marches directly through the mist and into the portal, but a thought stops him.
"Bait. This looks like bait. No guard, no locks, just a portal."
| Selgaer |
Will: 1d20 - 1d6 ⇒ (15) - (5) = 10
Selgaer slips into the next room, and then quietly backs out.
Finding the others, he whispers, I have found her. She cowers in the back room of an apothecary. I.. he pauses, unsure of whether he wants to speak the next few words. I have a jar of unfaltering fire that warns we should not open it. This may be a good time to throw it into the room and see what happens.
| Dramm Hayle |
Dramm eyes the jar curiously.
"We don't know what's in the jars, it may backfire. If it consumes the wrong materials, it may become noxious and dangerous to us all. Still, the confusion it causes could be devastating for the b!~#~." He looks back down the stairs. "I trust your judgment. Saving children is something of a specialty for you."
| Selgaer |
Sel digs out his jar and a potion of fire protection. Holding the potion up, he asks, Does everyone have one of these? If so, take out now.
Sel moves into position, quaffs the potion, and launches the jar of otherworldly fire with the label "do not open" at the hag.
Stealth: 1d20 + 4 + 1d6 ⇒ (9) + 4 + (2) = 15
Throw: 1d20 + 4 + 1d6 ⇒ (9) + 4 + (5) = 18
We may all be making new characters after this. :)
| Joy Summers |
As Joy realises where the mist is originating from, she is taken aback. Then, angered.
When Sel reveals his plan, she gives him a thumbs up, then backs away from the likely blast.
| DM Brainiac |
As the jar shatters, the flames erupt from within, consuming the entire laboratory in a massive fireball!
Fireball: 5d6 ⇒ (6, 6, 1, 5, 6) = 24
Agility: 1d20 + 1 ⇒ (1) + 1 = 2
The hag shrieks in pain! "Argh! You'll pay for that, whelp!" she shouts. Alchemical substances gutter and burn, filling the lab with acrid smoke. There is no sign of the hag amidst the wreckage.
Selgaer takes 24 fire damage. He may make an Agility challenge to take half damage.
| Selgaer |
Agility: 1d20 + 4 ⇒ (16) + 4 = 20
Fire Resistance = 12 damage. Passed agility = 6 damage.
Sel coughs at the acrid smoke. Come on! She's getting away!
He rushes in to see if he can find her.