GM Xavier Kahlvet's Hell's Rebels 2e (Inactive)

Game Master KingTreyIII

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Hero Points
Chance: 1 | Edrakk: 0 | Jisara: 1 | Vitalis: 1


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LG Human Champion 13 |139/190 hp (Resist Fire 10, Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

I'll chip in a hero point to reroll the teacup. The favors seem valuable to have.

"All's well that ends well. Have a good night, Captain. And I'll hold you to those favors. We'll need them."

Vitalis returns to the inn with the party. "So Marquel was the Poison Pen. Interesting... I wonder if he'll keep writing if Captain Sargaeta keeps him safe or if he'll decide it's not worth the risk."

"Before we were distracted, we were going to investigate the Lucky Bones. I suppose we should refocus on that unless something else comes up."


Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind

Do we do the reroll or do you do it? If it's us: 1d10 ⇒ 9

"I agree. At least this latest misadventure of ours has garnered us a useful ally. As for the 'Poison Pen,'" she adds, making a face, "I hate being wrong."


| Strange Aeons | Prey for Death | ◆◇↻
Jisara wrote:

Do we do the reroll or do you do it? If it's us: 1d10

"I agree. At least this latest misadventure of ours has garnered us a useful ally. As for the 'Poison Pen,'" she adds, making a face, "I hate being wrong."

I'll allow you to keep the roll. And I presume that means that Jisara's chipping in her Hero Point for that reroll?


Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind

Seems like a fair trade to me!


| Strange Aeons | Prey for Death | ◆◇↻

Fireday 13 Neth, 4715

*

This next part is mostly driven by y’all and what y’all want to do next. Do you guys want to go straight to the Lucky Bones? Do you want to get some downtime in to do some stuff? Do you want to do something else? Basically, tell me what y’all want to do and I’ll accommodate for it.


| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
1d20 ⇒ 20

Well then, sounds like we’re going to the Lucky Bones.

Edrakk, don’t forget to update the hotbar above your posts to 5th level.

*

Chapter 3: The Lucky Bones

*

What remains of the Lucky Bones, at least on the surface, is very…pathetic. The ruins themselves have been picked over—very little remains but rubble, a tangle of timbers, and three partially collapsed brick fireplaces. On first glance there doesn’t seem to have been anyone here for years—though to those looking hard enough, they do find several tracks that indicate the area has recently been trodden—most likely by the changeling cultists that the PCs managed to figure out.

Thanks to Octavio’s intel, the PCs know that there is a trapdoor in the southernmost and largest fireplace. Sure enough, Octavio is correct—the trapdoor is indeed there, and is opened on well-oiled hinges to reveal a staircase descending downward.

Down the trapdoor

Below the trap door, a flight of stairs descends into a partially collapsed basement. The air is thick with the cloying reek of garbage and decay, and clouds of fat flies buzz about, making it doubly unpleasant to breathe within the dank chamber. A wooden door, reinforced with rusting iron strips, sits in the eastern wall. Map Updated

Technically, there’s a bit of dubiousness over if this would reach the people in the back, but it’s literally a terrible smell, so I’m going to say it goes around corners rather than strictly adhering to line of effect.

Fort Saves x3:
Chance
Spoiler:
1: 1d20 + 10 ⇒ (12) + 10 = 22
2: 1d20 + 10 ⇒ (1) + 10 = 11
3: 1d20 + 10 ⇒ (8) + 10 = 18

Edrakk

Spoiler:
1: 1d20 + 10 ⇒ (19) + 10 = 29
2: 1d20 + 10 ⇒ (18) + 10 = 28
3: 1d20 + 10 ⇒ (7) + 10 = 17

Jisara

Spoiler:
1: 1d20 + 11 ⇒ (5) + 11 = 16
2: 1d20 + 11 ⇒ (15) + 11 = 26
3: 1d20 + 11 ⇒ (13) + 11 = 24

Vitalis

Spoiler:
1: 1d20 + 11 ⇒ (11) + 11 = 22
2: 1d20 + 11 ⇒ (3) + 11 = 14
3: 1d20 + 11 ⇒ (8) + 11 = 19

Everyone succeeded at 2 saves and failed 1 (it was DC 18, BTW), meaning that everyone is sickened 1. Notably, Chance crit failed, meaning that he’s also slowed 1 for as long as he’s sickened. And that sickened penalty applies to initiative, which is right now.

Initiative (sickened 1 on PCs):
Chance: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 22
Edrakk: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19
Jisara Stealth: 1d20 + 10 - 1 ⇒ (11) + 10 - 1 = 20
Vitalis: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25

??? Stealth: 1d20 + 9 ⇒ (15) + 9 = 24

Vitalis gets the sense that there’s certainly something in here—call it a gut feeling, but loose garbage doesn’t usually smell this bad (though to be fair, most of the time he’s had people to deal with the refuse for him). Haven’t marked where on the map the enemies are because technically no one knows yet.

Taking Out the Trash
Round 1
==============
Vitalis {sickened 1}
???
Chance {sickened 1 & slowed 1}
Jisara {sickened 1}
Edrakk {sickened 1}
==============


LG Human Champion 13 |139/190 hp (Resist Fire 10, Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Erring on the side of caution, Vitalis opts not to rush into the room. He picks up a loose piece of debris and throws it hard against the far wall trying to make a loud noise and draw out any monster that might be lurking in the muck.


◆: Interact (Pick up debris)
◆: Strike (Throw debris) (I'm not rolling an attack because I don't care where it hits. Just make noise.)
◆: Interact (Reposition two hands back on glaive)


| Strange Aeons | Prey for Death | ◆◇↻

Vitalis chucks a rock that impacts with the far wall.

Suddenly, three mounds of filth rise up and start noisily screeching! The mounds of filth run straight at Vitalis, and the filth covering them slumps off to reveal a trio of strange (yet oddly cute) creatures—three-legged beasts with three tentacles protruding from its body, one of which has an eye on it. As the creatures approach, the horrid stench in the room becomes stronger as it’s clear that these are its source.

The first one to approach Green lashes out at the paladin with its tentacles.

Green tentacle vs Vitalis w/sickened 1: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Since Vitalis’s bludgeoning resistance is FINALLY coming into effect, I’ll state now that for PCs the initiative card should already take into account resistances being applied; the “-X” next to a PC’s name is what’s deducted from their actual HP. However, I’m human and I make mistakes, so if I forget to apply it every so often then please forgive me and correct me.

The creature then wraps its tentacle around Vitalis. ◆ Grab

The remaining two creatures then advance forward and bite and slam at the grabbed paladin!

Blue jaws vs Vitalis FF w/sickened 1: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8

At the last second, Vitalis sees the creature’s garbage-coated teeth that quickly sink into his side. Not entirely sure how thematically the stench imposes a -2 circumstance penalty to saves against diseases, but that’s what’s written, so we’ll go with it.

Vitalis Fort; sickened 1, stench: 1d20 + 11 - 1 - 2 ⇒ (11) + 11 - 1 - 2 = 19 Success

Blue tentacle vs Vitalis FF w/sickened 1; 2nd, agile: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Red jaws vs Vitalis FF w/sickened 1 and cover: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10

Red tentacle vs Vitalis FF w/sickened 1 and cover; 2nd, agile: 1d20 + 12 - 4 ⇒ (9) + 12 - 4 = 17
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Reminder: you can take an action to try and reduce your sickened value. Some people forget that.

Taking Out the Trash
Round 1 —> 2
==============
Vitalis (-17) {sickened 1; grabbed}
Red
Green
Blue
Chance {sickened 1 & slowed 1}
Jisara {sickened 1}
Edrakk {sickened 1}

==============


Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind

Fortitude: 1d20 + 11 - 1 ⇒ (7) + 11 - 1 = 17
Fortitude: 1d20 + 11 - 1 ⇒ (16) + 11 - 1 = 26

Jisara gags at the overpowering stench of the horrible creatures, but manages to keep her breakfast down, and cast a healing spell on Vitalis to boot. No easy feat.

◆: Retch! ◆: Retch again! ◆: Cast life boost on Vitalis for fast healing 6.


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21 (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 2/3, 4 3/3, 3 2/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), +1 str flmg rapier +22 (2d6+1 P +1d6 F, ddly d8), +2 str shortbow +22 (3d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital.

"HURK!"

Chance's ruddy complexion is tinged with green as he doubles over, leans against the wall, and tries to lose his breakfast.

Fortitude: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19

I don't know if that's enough to pass, so I'll assume for the moment that it isn't.

The gnome wipes his mouth and looks woozily at their attackers. Who or what are they?!?

◆: Retch!
◆: Recall Knowledge about the creatures attacking the party
◇: Cast a Focus Spell, loremaster's etude

↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 18


LG Human Champion 13 |139/190 hp (Resist Fire 10, Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Retch: 1d20 + 11 - 1 ⇒ (9) + 11 - 1 = 19

Glaive: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 2d8 + 4 ⇒ (2, 6) + 4 = 12

Glaive: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 2d8 + 6 ⇒ (6, 7) + 6 = 19

Vitalis retches and while the stench remains, his stomach somewhat settles. Then he slashes at the creature grabbing him, hoping to either kill it or get it to release him.

◆: Retch
◆: Strike (green)
◆: Strike (green)


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +25 | Speed: 30 ft Swim: 20 ft | Hero Points: 1/3 | Dread 1/1, Lodestone 2/2, Mist 2/2, Numb 1/1, Titan 1/1, Pummel 2/2, Purple 2/2 | Versatile Vials 6/7, Invis. 3/3, Fan 2/2, Boots 1/1, Cloak 1/1 | Active Conditions: None

Edrakk recoils from the creatures as they approach. Well, I've finally found something that smells worse than a laboratory waste bin or rotting fish, so that's something.

Wanting to get a bit of breathing room from the foul-smelling creatures, he ducks around the one in front of him to the other side of the room.

Thinking about it, this probably works better strategically, too. Maybe I could draw one away, give us a bit of space?

He draws a set of kitchen knives, all connected like a fan, and mocks a few slices through the air. "Hey, over here, you--" His sentence is cut off by his morning coffee rising to his throat again.

◆ Stride
◆ Draw +1 Tengu gale blade
◆ Retch!
Fortitude: 1d20 + 10 - 1 ⇒ (11) + 10 - 1 = 20


| Strange Aeons | Prey for Death | ◆◇↻

For the record, I did state that the DC of the sickened was 18.

Jisara retches and casts a spell on Vitalis.

Chance retches and tries to figure something out about these creatures.

GM Screen:
2d20 ⇒ (12, 13) = 25

Chance:
Occultism: These are juvenile otyughs—surprisingly intelligent aberrations that dwell and feed on garbage and refuse. These creatures’ have are surprisingly strong, even in their adolescence, and their tentacles can Constrict those that they have grabbed.

Vitalis retches and slices twice at the creature that has him grabbed, but it continues to remain standing.

A few notes to Edrakk: moving forward, I think it’s fair to assume that you would have your weapons drawn—especially knowing that you’re going into the domain of a cult of a Queen of the Night. Secondly, there is a wall in the way of the path that you took, but since you’re trained in Acrobatics, I’m going to replace that Stride with a Tumble Through (after you succeed at the retching).

Edrakk Acrobatics vs Blue Reflex DC: 1d20 + 10 ⇒ (18) + 10 = 28 Yeah, that’s more than enough.

Edrakk retches, draws his weapon, and leapfrogs over Blue.

Unfortunately, y’all aren’t temporarily immune to the stench until you SUCCEED at the save against the stench. And since y’all failed at least once, y’all need to make another save.

Fort saves:
Chance: 1d20 + 10 ⇒ (10) + 10 = 20
Edrakk: 1d20 + 10 ⇒ (18) + 10 = 28
Jisara: 1d20 + 11 ⇒ (17) + 11 = 28
Vitalis: 1d20 + 11 ⇒ (15) + 11 = 26

Alright, no more worrying about the stench (except when it comes to the penalty to saves against diseases, which happens regardless of the saving throw).

Green maintains its grab on Vitalis, then its tentacles tighten around the paladin! ◆ Constrict

Bludgeoning Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Vitalis basic Fort: 1d20 + 10 ⇒ (19) + 10 = 29 Success

This also segues into the fact that for non-Strikes I generally label the type of damage regardless, but for Strikes I usually just say “Damage” when it’s bludgeoning, piercing, or slashing. It’ll make it a bit harder to keep track of the damage being resisted, but I’m lazy and most of the time it’s intuitive anyways.

Green then proceeds to bite at the grabbed paladin.

Green jaws vs Vitalis FF: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13

Blue bites and slams at Vitalis.

Blue jaws vs Vitalis FF: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11

Blue tentacle vs Vitalis FF; 2nd, agile: 1d20 + 12 - 4 ⇒ (13) + 12 - 4 = 21
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Blue then likewise wraps its tentacles around Vitalis. ◆ Grab

Red sees Edrakk and Steps over and swings its tentacle at the tengu.

Red tentacle vs Edrakk: 1d20 + 12 ⇒ (20) + 12 = 32
Damage (doubled from crit): 1d6 + 4 ⇒ (1) + 4 = 5

Vitalis swiftly interjects the attack to protect Edrakk. ↻ Retributive Strike (Vitalis can roll the Strike part of that) to reduce the damage by 7. But the creature nevertheless wraps its tentacles around Edrakk. ◆ Grab

Taking Out the Trash
Round 2 —> 3
==============
Vitalis (-11) {Fast Healing 6: Round 1 of 4; grabbed}
Red
Green (-31)
Blue
Chance
Jisara
Edrakk (-3) {grabbed}

==============


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Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind

Jisara ventures forward just enough to get a clearer look at just what the hell has Vitalis so wrapped up, and nearly stumbles backwards into Chance at the sight. She begins weaving together a new spell, one to take advantage of the two monsters' close proximity to one another.

Electric Arc, DC 21 basic Reflex: 3d4 + 4 ⇒ (4, 3, 3) + 4 = 14 I get a lot of mileage out of this gif

◆: Stride. ◆◆: Cast electric arc on Blue and Green.


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21 (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 2/3, 4 3/3, 3 2/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), +1 str flmg rapier +22 (2d6+1 P +1d6 F, ddly d8), +2 str shortbow +22 (3d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital.

I don't suppose any of them are wearing a plethora of hats?

"They're otyughs - sewer-dwelling garbage eaters! Be glad these are just the kids! But even so, watch out for those tentacles, they can constrict you if they grab you!" Chance looks up at Vitalis and Edrakk, each writhing in the grip of an aberration. "Oh, right."

Voice raw from retching, Chance begins to sing.

"We did not come down here to suffer
We did not come down here to gag
We came to clear out all the monsters
And put all of their loot in a bag!
Now now now
Let my people GO GO GO!
You gotta let my people GO!
C'mon guys, let's GO GO GO!"

◆: Cast a spell, liberating command, targeting Edrakk
◆: Cast a spell, liberating command, targeting Vitalis
◆: Cast a spell,inspire courage

Yes, it's one song verse for three spells - I've had a long day.


LG Human Champion 13 |139/190 hp (Resist Fire 10, Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Now, if I make the retributive strike, I can't make the check from liberating command since I've already used my reaction for the round, right?

Retributive Strike (Red): 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 2d8 + 4 ⇒ (4, 3) + 4 = 11
Crit Damage: 1d8 + 22 ⇒ (5) + 22 = 27

Would my crit. ability to move the enemy break the grab on Edrakk? Either way, if I can, I'll move it to the square NW of where it is. Marked on may.

Escape (Athletics): 1d20 + 13 ⇒ (3) + 13 = 16 In case I can.

Round 3

Glaive (Green): 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 Since my 23 hit last round, I assume 33 would be a crit.
Damage: 2d8 + 4 + 1 ⇒ (2, 7) + 4 + 1 = 14
Crit Damage: 1d8 + 28 ⇒ (2) + 28 = 30
If it is still alive, I'll push is SW if I can.

Glaive (Green or Blue): 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Damage: 2d8 + 6 + 1 ⇒ (4, 2) + 6 + 1 = 13

Glaive (Green or Blue): 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage: 2d8 + 8 + 1 ⇒ (7, 2) + 8 + 1 = 18

If Green dies after any of these attacks, I'll switch my attacks to Blue next.

Chance really inspires Vitalis and he channels his inner woodsman to chop and chop. He slashes left and he slashes right and he chops down the middle, cutting the otyughs into gory stinky bits.

◆: Strike x3 (Green then Blue)


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +25 | Speed: 30 ft Swim: 20 ft | Hero Points: 1/3 | Dread 1/1, Lodestone 2/2, Mist 2/2, Numb 1/1, Titan 1/1, Pummel 2/2, Purple 2/2 | Versatile Vials 6/7, Invis. 3/3, Fan 2/2, Boots 1/1, Cloak 1/1 | Active Conditions: None

Liberating Command (if I need it), Acrobatics: 1d20 + 10 ⇒ (16) + 10 = 26

Assuming he gets out
Edrakk scrambles out of the Otyugh's grasp. After taking a second to catch his breath, he takes a step forward and slashes at the Otyugh who attacked him with his fan blade. "So, you live in sewage, let's hope that hasn't heightened your immune system too much." He draws a rectangular vial of sickly green liquid.

If he didn't break out, replace the first action with another Escape attempt.
◆ Step
+1 Tengu Gale Blade: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17, 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
◆ Draw a blight bomb


| Strange Aeons | Prey for Death | ◆◇↻

Vitalis slashes his glaive into Red and moves it over. I’m…unsure how to rule this, so I’m going to default to Red attempting an Athletics check as a reaction to try to pull Edrakk along with it.

Red Athletics vs Edrakk Fort DC: 1d20 + 12 ⇒ (4) + 12 = 16 Yeah, no, the Grab is broken.

Jisara moves forward and launches electricity.

Basic Reflex:
Blue: 1d20 + 6 ⇒ (19) + 6 = 25
Green: 1d20 + 6 ⇒ (10) + 6 = 16

Since Vitalis already used his reaction and the Grab on Edrakk was broken (as well as the fact that there’s a wall between Chance and Edrakk), I’m just going to replace Chance’s liberating commands with a telekinetic projectile at Blue.

Chance vs Blue w/cover; inspire courage: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Damage; inspire courage (doubled from crit): 3d6 + 4 + 1 ⇒ (3, 2, 3) + 4 + 1 = 13

Vitalis swings his glaive at Green and slices it in half. He then turns his attention to Blue, and after two hits likewise slices it in twain.

Edrakk steps forward and attacks the remaining otyugh and misses.

The remaining otyugh looks over at the bodies of its fallen allies and its singular eye begins tearing up. It starts bawling and runs over to the nearest pile of refuse and cowers within it. I’m going to assume that y’all don’t attack the crying, juvenile otyugh like monsters. What y’all do with it is largely unimportant right now, because at the moment it’s too scared of y’all to attack anymore.

Hero Point to Vitalis for easily handling the otyughs.

Healing:
Waiting out the rest of the life boost will fully heal Vitalis.
Vitalis casts lay on hands on Edrakk.
Vitalis, Chance, and Jisara all spend 10 minutes Refocusing.

GM Screen:
2d20 ⇒ (9, 10) = 19
2d20 ⇒ (16, 11) = 27

In a niche in the corner of the room are several items that the otyughs seem to have horded because they’re sparkly: a silver comb (worth 10 gp), an iron chalice inlaid with pearls (worth 35 gp), a set of infiltrator thieves’ tools because I just noticed that no one in this party has thieves’ tools, and an item that Edrakk is unable to identify while the others are Refocusing, so he hands it to Jisara, who identifies it as an iron cube. Which’ll be another 10 minutes in here. Inventory Updated

Vitalis goes to open the door in this room, he notices that it’s locked. With his newly-acquired set of tools, Edrakk goes to work trying to open the lock, only to suddenly find himself on the receiving end of a spring-loaded spine that extends out from the lock!

Spine vs Edrakk FF: 1d20 + 20 ⇒ (12) + 20 = 32

Edrakk takes 2 piercing damage, but that’s not what’s important. Edrakk looks down at the wound on his hand and realizes that it’s done something to him that he’s done to himself accidentally before: he’s been poisoned.

Edrakk’s efforts against the poison:
Edrakk Fort vs poison: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20

Poison Damage: 2d6 ⇒ (1, 3) = 4 plus clumsy 1

He shouldn’t be surprised—Blackfingers is an aspect of the god Norgorber that specializes in poisons and other alchemical ailments, and the Lucky Bones WAS a gathering place of Norgorberites. He thinks fast as he uses Quick Alchemy to make a lesser antidote and drinks it. He then attempts to Treat Poison on himself.

Edrakk Medicine: 1d20 + 10 ⇒ (5) + 10 = 15 Crit fail.

That, unfortunately, does not go over so well.

Edrakk Fort vs poison; antidote, crit failed treatment: 1d20 + 10 + 1 + 2 - 2 ⇒ (6) + 10 + 1 + 2 - 2 = 17

Poison Damage: 3d6 ⇒ (3, 4, 4) = 11 plus clumsy 2

The venom of a giant wasp, it seems like. Edrakk can feel the slight paralytic effects of the venom. Luckily he’s built up a resistance to the effects of such venoms.

Treat Poison: 1d20 + 10 ⇒ (17) + 10 = 27

Edrakk Fort vs poison; antidote, successful treatment: 1d20 + 10 + 1 + 2 + 2 ⇒ (13) + 10 + 1 + 2 + 2 = 28

Poison Damage: 2d6 ⇒ (2, 4) = 6 plus clumsy 1

He’s gotten much of the poison out of his system, thankfully.

Treat Poison: 1d20 + 10 ⇒ (3) + 10 = 13

Edrakk Fort vs poison; antidote, crit failed treatment: 1d20 + 10 + 1 + 2 - 2 ⇒ (10) + 10 + 1 + 2 - 2 = 21

Poison Damage: 3d6 ⇒ (2, 6, 6) = 14 plus clumsy 2

The effects shouldn’t last too long; venom such as this is only active in a person’s system for about a minute.

Treat Poison: 1d20 + 10 ⇒ (10) + 10 = 20

Edrakk Fort vs poison; antidote: 1d20 + 10 + 1 + 2 ⇒ (18) + 10 + 1 + 2 = 31

Poison Damage: 2d6 ⇒ (3, 3) = 6 plus clumsy 1

Just a little bit longer.

Treat Poison: 1d20 + 10 ⇒ (11) + 10 = 21

Edrakk Fort vs poison; antidote: 1d20 + 10 + 1 + 2 ⇒ (12) + 10 + 1 + 2 = 25

Finally. The poison’s out of his system.

After all of that, Edrakk is down 33 HP and one vial of reagents. I’m actually going to give Edrakk a Hero Point for tanking the poison’s effects like a champ (even if it was mostly botted by me).

Vitalis casts lay on hands and Jisara casts life boost on Edrakk, then both Refocus.

Edrakk picking the lock; 3 successes, DC 20:
Thievery; infiltrator tools: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Thievery; infiltrator tools: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Thievery; infiltrator tools: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Thievery; infiltrator tools: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Thievery; infiltrator tools: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Thievery; infiltrator tools: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27

The door opens to reveal a set of stairs descending downward.

Down the stairs

Twin rows of stone pillars support a shallow vaulted ceiling ten feet above the floor of this wide room. A number of wooden doors hang half open on rusty hinges to the north and south, and fragments of tables and chairs lie in various states of ruin throughout the room. To the west, a stone stage stands empty, while empty torch sconces line the walls between the doors. Images of a one-eyed insectile face, smeared on the walls in what appears to be blood, decorate the spaces between sconces. The image is shown on the map. Map Updated

Before they have a chance to fully process what they’re seeing, the PCs see a group of human women with clawed hands and mismatched eyes—changelings. The changelings see the group that they do not recognize and shout in anger!

Initiative:
Chance: 1d20 + 9 ⇒ (5) + 9 = 14
Edrakk: 1d20 + 8 ⇒ (11) + 8 = 19
Jisara Stealth: 1d20 + 10 ⇒ (8) + 10 = 18
Vitalis: 1d20 + 7 ⇒ (7) + 7 = 14

Cultists: 1d20 + 4 ⇒ (15) + 4 = 19

Wait, they’re first? What?

Green Steps down and pulls out a small package that she then chucks at Vitalis! As it flies through the air, the package opens to reveal a net!

Green net vs Vitalis: 1d20 + 7 ⇒ (2) + 7 = 9

Yellow does the same, moving over and throwing a net at Vitalis.

Yellow net vs Vitalis w/cover: 1d20 + 7 ⇒ (12) + 7 = 19

Orange moves over, and, once again, throws a net at Vitalis.

Orange net vs Vitalis w/lesser cover: 1d20 + 7 ⇒ (12) + 7 = 19

Blue takes a different approach as she moves over and pulls out a cord with several weights on it—a bola.

Red likewise moves out and pulls out a bola, she then throws the bola right at Vitalis!

Red vs Vitalis; 2nd range increment: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

And no, I’m not forgetting about Purple; you just can’t see what she’s doing.

Maidens of the Mismatched Eyes
Round 1
==============
Red
Orange
Yellow
Green
Blue
Purple
Edrakk
Jisara
Chance/Vitalis

==============


Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind

Jisara cackles malevolently when every single attempt to tangle up Vitalis meets with utter failure.

"Is that the best you can do?" she taunts, reaching out a hand. "Let me try."

Demoralize vs Green: 1d20 + 10 ⇒ (11) + 10 = 21
Electric Arc vs Green and Orange, DC 21 basic Reflex: 3d4 + 4 ⇒ (3, 3, 3) + 4 = 13

◆: Demoralize. ◆◆: Cast electric arc.


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +25 | Speed: 30 ft Swim: 20 ft | Hero Points: 1/3 | Dread 1/1, Lodestone 2/2, Mist 2/2, Numb 1/1, Titan 1/1, Pummel 2/2, Purple 2/2 | Versatile Vials 6/7, Invis. 3/3, Fan 2/2, Boots 1/1, Cloak 1/1 | Active Conditions: None

Once Edrakk is done coughing up the poison, he shakily stands up and thinks for a minute. "It's a good start, I liked how to the point it was, clearly very professional. Unfortunately, it felt like a lot of show, and there wasn't much substance. I'd give it a solid 7 out of 10."

-----------------------------------

Ok, this shouldn't be too bad. They're all fairly close together, and I don't see any reason why a blight bomb wouldn't--

Wait, uhh... are they really attacking us?
I mean, they threw the bolas and stuff, sure, but that's not really that violent? I'd feel weird about responding with that much more force than they did.

Ok, hold on...

Edrakk reaches into his bag and pulls out a vial of yellow powder, steps into the room, and tosses it towards two of the changelings. The vial hits the ground and breaks, causing a cloud of yellow gas to surround them.

◆ Draw yellow musk poison
◆ Stride into the room
Yellow Musk Poison, DC 21 Will on red and blue


LG Human Champion 13 |139/190 hp (Resist Fire 10, Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Vitalis feels a little conflicted when the remaining otyugh runs off in tears but he isn't about to go comfort the tentacle monster either. Also, he thinks to himself, "If these were children, is there a mother somewhere...?"

GM Xavier wrote:
Images of a one-eyed insectile face, smeared on the walls in what appears to be blood

Is this a religious symbol? Religion +7

When the changelings attack, Vitalis looks at the tangle of nets at his feet and gives them a quizzical look. "Listen, I'm going to offer you the chance to surrender but I doubt that you will accept it. But feel free to let me know if you change your mind."

Glaive: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d8 + 4 ⇒ (1, 5) + 4 = 10

Glaive: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 2d8 + 6 ⇒ (2, 5) + 6 = 13

Vitalis steps into the room and chooses one changeling to be an example. Start with attacking orange.

◆: Stride
◆: Strike (orange) x2


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21 (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 2/3, 4 3/3, 3 2/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), +1 str flmg rapier +22 (2d6+1 P +1d6 F, ddly d8), +2 str shortbow +22 (3d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital.

At some point during the interval between the otyughs and the changelings, Chance casts false life, giving him 10 temporary hit points for the next 8 hours.

"Hang on a moment!" As the Silver Ravens make their way deeper underground, Chance begins to stop occasionally - particularly at intersections and doorways - and casts sigil to create a mark on the wall (invisible to anyone else) in the shape of a stylized raven. "There! Better than breadcrumbs, anyway."

Once the changelings attack:

"Hey, what's going on?" Chance squeezes past Jisara on the stairs, then stops. "Whoa, what're they doing? We aren't going to stand still for that, are we?"

"Flugantaj rokoj por ĵokeoj!" A broken table leg floats up from the floor and flies at the green changeling.

◆: Stride
◆◆: Cast a Spell
Telekinetic projectile: 1d20 + 11 ⇒ (15) + 11 = 263d6 + 4 ⇒ (5, 3, 1) + 4 = 13


| Strange Aeons | Prey for Death | ◆◇↻
Vitalis Tanessen wrote:
GM Xavier wrote:
Images of a one-eyed insectile face, smeared on the walls in what appears to be blood
Is this a religious symbol? Religion +7

Poor communication on my part: combat broke out almost immediately after you opened the door, so y’all haven’t had a proper chance to analyze the symbol. You CAN choose to do so in the middle of combat, but that’ll be an action to Recall Knowledge.

Jisara scares one of the changelings and arcs electricity between two of them.

Basic Reflex:
Green; frightened 1: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
Orange: 1d20 + 8 ⇒ (10) + 8 = 18

Vitalis moves into the room, but as he does so an unseen changeling Purple throws a bola right at him! ↻ Readied Action

Purple ranged Trip vs Vitalis: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15

Vitalis then swings once at Orange and easily knocks her to the ground crit, then swings again at Blue.

Chance moves down the stairs you didn’t actually move your token, so I moved it to Vitalis’s previous space then throws a table leg that sends Green flying!

Edrakk moves in and releases a vial of inhaled poison.

Will Saves:
Red: 1d20 + 4 ⇒ (10) + 4 = 14
Blue: 1d20 + 4 ⇒ (1) + 4 = 5

For the record, the fascinated condition isn’t as debilitating as it was in 1e; it mostly just prevents taking concentrate actions and provides a penalty to skills and Perception. That said, It does still have its uses.

Like her sisters, Purple takes out a net and tries to throw it onto Vitalis.

Purple net vs Vitalis: 1d20 + 7 ⇒ (1) + 7 = 8

Purple then takes out a bola.

Blue just stands around staring at Edrakk’s broken vial.

Red is clearly distracted by the cloud, but she nevertheless takes out a bola and throws it at the cloud’s originator: Edrakk.

Red bola vs Edrakk: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Yellow also takes out another bola and throws it at Edrakk.

Yellow bola vs Edrakk: 1d20 + 7 ⇒ (14) + 7 = 21 FOR THE LOVE OF—!!!
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

She likewise retreats.

Will saves vs poison:
Red: 1d20 + 4 ⇒ (11) + 4 = 15
Blue: 1d20 + 4 ⇒ (7) + 4 = 11

Maidens of the Mismatched Eyes
Round 2
==============
Red {Yellow Musk Poison: Stage 2}
Yellow
Blue (-13) {Yellow Musk Poison: Stage 2}
Purple
Jisara
Vitalis
Chance
Edrakk

==============


LG Human Champion 13 |139/190 hp (Resist Fire 10, Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |
GM Xavier wrote:
For the record, the fascinated condition isn’t as debilitating as it was in 1e; it mostly just prevents taking concentrate actions and provides a penalty to skills and Perception. That said, It does still have its uses.

Facination also ends if a creature uses hostile actions against you or any of your allies. So not very useful in combat. Any one of us attacking one of them on our turn would have ended the effect. Sorry, I forgot to consider that last turn.

Glaive: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 2d8 + 4 ⇒ (3, 5) + 4 = 12

Glaive: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 2d8 + 6 ⇒ (5, 2) + 6 = 13

Vitalis is startled by the attack from the woman hiding the the bedroom but since he is unharmed, he shrugs it off and maintains his focus on the others. He moves further into the room after the retreating changelings and attacks the wounded one again. "It's not too late to change your mind. Prison may be more favorable than death but if you choose death, Shelyn will provide it to you swifty."

◆: Stride
◆: Strike x2 (Blue then Yellow if Blue dies)


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21 (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 2/3, 4 3/3, 3 2/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), +1 str flmg rapier +22 (2d6+1 P +1d6 F, ddly d8), +2 str shortbow +22 (3d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital.

Green went down in one shot? Whoa!

"Don't quite know what we are searching for
Teenage otyughs running wild, a million stinky sewers and
Every time we thought we'd found the end
We found the air was not so sweet
Then we looked and found a stairway
Though we didn't have a hint
Of what we would find down at the bottom
We're much too fast to wait and check

"Ch- ch- ch- changelings!
Stand and face them down
Ch- ch- ch- changelings!
Don't want to be captured by them!
Ch- ch- ch- changelings!
Stand and face them down
Ch- ch- ch- changelings!
We're gonna have to fight until the end
Nets might catch us
But we won't back down."

◆: Cast a Spell, inspire courage

The red-garbed changeling being just out of reach of his telekinesis, Chance sends a blast of mental energy at her instead.

◆◆: Cast a Spell, daze
Mental damage, nonlethal (DC 21 basic Will save): 1d6 + 4 ⇒ (6) + 4 = 10
If the changeling critically fails her save, she will also be stunned 1.


Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind

Jisara steps forward for a better view of the melee, and her eyes settle on one of the fallen bolas. She considers it for a moment, before sending it hurtling at one of the confused cultists (Red).

Telekinetic projectile: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Bludgeoning: 3d6 + 4 + 1 ⇒ (6, 3, 5) + 4 + 1 = 19

◆: Stride. ◆◆: Cast telekinetic projectile.


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +25 | Speed: 30 ft Swim: 20 ft | Hero Points: 1/3 | Dread 1/1, Lodestone 2/2, Mist 2/2, Numb 1/1, Titan 1/1, Pummel 2/2, Purple 2/2 | Versatile Vials 6/7, Invis. 3/3, Fan 2/2, Boots 1/1, Cloak 1/1 | Active Conditions: None
GM Xavier Kahlvet wrote:
[dice=Yellow bola vs Edrakk 1d20+7 FOR THE LOVE OF—!!!

I'm very glad I put that extra point into dex last level.

Edrakk steps forward a bit and draws one of his vials of reddish gas. "I'm guessing a peaceful solution is out of the picture at this point." He then hurls it into the room to the side, aiming for the changeling. The vial explodes, causing the gas inside to condense into pointy crystals.

◆ Step
◆ Draw crystal shards
Crystal Shards at Purple: 1d20 + 11 ⇒ (15) + 11 = 26, 2d4 + 4 ⇒ (2, 1) + 4 = 7


| Strange Aeons | Prey for Death | ◆◇↻

Vitalis strikes down Blue and then slashes at Yellow.

Chance mentally blasts Red.

Red Will: 1d20 + 4 ⇒ (4) + 4 = 8

Which knocks Red out.

Jisara moves forward and launches a bola at Purple, likewise knocking her out.

Edrakk throws a crystal shard bomb at the remaining cultist and knocks her out. This’ll technically deal some splash damage to Vitalis, but with the amount of healing in this party it’s very negligible.

I’ll update more later when I’m in a better headspace to do so.


| Strange Aeons | Prey for Death | ◆◇↻

Vitalis casts lay on hands on himself then Refocuses.

GM Screen:
4d20 ⇒ (13, 18, 3, 18) = 52
2d20 ⇒ (18, 1) = 19

The PCs figure out that the strange symbols are stylized renditions of the holy symbol of Mahathallah, the Queen of the Night of death, vanity, and fate. The Dowager of Illusions is a nihilistic deity that teaches to seek the truths that underlie every falsehood.

Since you guys actually managed to knock out (rather than kill) one of the cultists, I’m guessing that you’ll try to interrogate her: The changeling is brought back to consciousness and does nothing but spit vile curses and constantly attempt to escape.

Vitalis Intimidation: 1d20 + 11 ⇒ (10) + 11 = 21

Through blatant threats, Vitalis manages to get the cultist to speak. ”Mahathallah’s chosen will spill the blood of those twins on the altar, and the Queen of the Night herself will descend upon you!”

Suddenly, a pair of terrified cries echo throughout the corridors:

”HELP!!!”

The changeling looks up at Vitalis and gives the widest sh*t-eating grin. ”Better hurry.”

Vitalis, bound by his tenets to not let innocents come to harm to inaction, knocks out the cultist with the butt of his glaive and runs toward the source of the screaming. He eventually comes to a hallway where to the right it continues toward a pit just, ignore the dotted lines, please; the interactive map PDF didn’t want to take those away for the “Player View.” However, the source of the screaming comes from the open door to his left.

Through the door to the left

Floor-to-ceiling shelving lines the walls of this storage space, although little beyond cobwebs and dust-covered fragments remain on the shelves. A large nest of filthy rags, soiled clothing, and moldy pillows lies in a heap to the west. Map Updated

Note about the map: red dots:
As befitting a former thieves’ guild, the Lucky Bones has many secret doors built throughout the area that are VERY difficult to find (DC 35 Perception). However, the secret doors are only “secret” from one side; the door’s presence is obvious from the other side of the door. The red dots on the map indicate the placement of a secret door whose not-secret side is adjacent to the dot.

In this room are a pair of humans—male identical twins who look no younger than 16 years old—who have been manacled to the leg of one of the shelves that has been bolted to the floor. As the PCs enter, their faces light up. ”Oh thank the gods!” The move up into an awkward squat due to their wrists being shackled near the ground. ”Please, get us out of these!”

Edrakk moves forward with his newly-acquired thieves’ tools and tries to release them.

Initiative:
Chance: 1d20 + 9 ⇒ (18) + 9 = 27
Edrakk Thievery: 1d20 + 10 ⇒ (7) + 10 = 17
Jisara: 1d20 + 7 ⇒ (12) + 7 = 19
Vitalis: 1d20 + 7 ⇒ (19) + 7 = 26

???: 1d20 + 13 ⇒ (8) + 13 = 21

Chance and Vitalis are well aware that they are probably not the only ones who heard the twins’ cries, and are at the ready for anything and everything that might come at them.

???
Round 1
==============
Chance
Vitalis

???
Jisara
Edrakk
==============


LG Human Champion 13 |139/190 hp (Resist Fire 10, Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Vitalis keeps an eye out for danger. At the same time, he doesn't fully trust these humans who were found. He watches their mannerisms to see if they are truly who they appear to me.

◆: Sense Motive (Secret) - Perception +7
◆◆: Ready Action to attack if an enemy comes within reach


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21 (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 2/3, 4 3/3, 3 2/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), +1 str flmg rapier +22 (2d6+1 P +1d6 F, ddly d8), +2 str shortbow +22 (3d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital.

Chance draws his +1 silver dagger and looks around suspiciously while Edrakk gets to work on the lock.

"My screaming boys bring all the monsters to the yard..." he mutters. "You'd better work fast, Edrakk!"

◆: Interact to draw weapon
◆◆: Ready an action to Point Out whatever Chance sees coming


| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
1d20 ⇒ 19

The twins look at one another and quickly use their free hands to push down on a hidden latch on the manacles. ◆ Interact to free themselves from the false manacles

Then, suddenly, the twins’ forms melt away, their skin writhing and twisting into a claylike substance as they grow claws and their face melts away! ◇ Revert Form; Red and Blue get a +2 to basically everything except AC until the start of their next turn. And that’s sufficient to trigger Vitalis’s Readied action.

↻ Vitalis vs Blue: 1d20 + 14 ⇒ (17) + 14 = 31
Damage (doubled from crit): 2d8 + 4 ⇒ (6, 3) + 4 = 13
Deadly: 1d8 ⇒ 7

Red then claws at the agape Edrakk!

Red vs Edrakk; Reverted Form: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
Damage; Reverted Form: 2d6 + 6 + 2 ⇒ (3, 5) + 6 + 2 = 16

The faceless creature then digs its nails into the tengu. ◆ Grab

Blue then Steps over to get away from Vitalis, and likewise swings a claw at the grabbed Edrakk.

Blue vs Edrakk FF; Reverted Form: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Damage; Sneak Attack, Reverted Form: 2d6 + 6 + 1d6 + 2 ⇒ (5, 1) + 6 + (5) + 2 = 19

Evil Twins
Round 1 —> 2
==============
Chance
Vitalis

Red
Blue (-33)
Jisara
Edrakk (-35) {grabbed}

==============


LG Human Champion 13 |139/190 hp (Resist Fire 10, Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Glaive: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 2d8 + 4 ⇒ (1, 7) + 4 = 12

Glaive: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 2d8 + 6 ⇒ (4, 4) + 6 = 14

Not sure if those would be crits or not, so here's two rolls for deadly in case.
Deadly: 2d8 ⇒ (2, 2) = 4

Vitalis steps closer and attacks the wounded enemy (blue).

"I knew something felt fishy here. I'm sorry for not speaking up, Edrakk."

◆: Step
◆: Strike x2 (blue)


Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind

Jisara blinks in surprise as the twins melt into vaguely humanoid blob monsters, but taps into her patron's well of knowledge with a snap of her fingers. With her other hand, she sends a bolt of electricity that leaps from one to the other.

◆: Cast discern secrets to recall knowledge about these guys with my fancy +1 status bonus. ◆◆: Cast electric arc, DC 21 basic Reflex.

Electric Arc: 3d4 + 4 ⇒ (1, 1, 2) + 4 = 8


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +25 | Speed: 30 ft Swim: 20 ft | Hero Points: 1/3 | Dread 1/1, Lodestone 2/2, Mist 2/2, Numb 1/1, Titan 1/1, Pummel 2/2, Purple 2/2 | Versatile Vials 6/7, Invis. 3/3, Fan 2/2, Boots 1/1, Cloak 1/1 | Active Conditions: None

"No... worries... Vitalis..." Edrakk says through gasps, as he tries to wriggle his way out of the clay thing's grasp.

Escape - Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17
If that wasn't enough, replace the next actions with Escapes

He then moves back behind Vitalis and draws one of his prepared elixirs.

◆ Stride
◆ Draw elixir of life, moderate


| Strange Aeons | Prey for Death | ◆◇↻

Vitalis moves forward and slices twice at Blue.

Jisara uses her magic to arc between the two creatures.

GM Screen:
1d20 ⇒ 1

Jisara:
Occultism: These are doppelgangers, malicious shapechangers that can look like someone else in an instant and can use occult magic to read another person’s mind.

Basic Reflex:
Red; Reverted Form: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Blue; Reverted Form: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20

The electrical discharge causes Blue to completely explode, while Red takes a lot of damage from it.

Edrakk tries to escape, and fails, so he does so again.

Edrakk Escape; 2nd: 1d20 + 10 - 5 ⇒ (20) + 10 - 5 = 25

He escapes the creature’s grasp and moves away from it.

Botting Chance: Chance sees Edrakk move over and so uses the activation on his healer’s gloves on the tengu.

Healing to Edrakk: 2d6 + 7 ⇒ (5, 2) + 7 = 14

The gnome then casts inspire courage and Steps over to allow Vitalis to get the music’s benefits.

More than a little disoriented, Red moves over and sweeps Vitalis’s legs!

Red Trip vs Vitalis Reflex DC: 1d20 + 12 ⇒ (10) + 12 = 22

The creature then brings a claw down on the paladin!

Red claw vs Vitalis FF; 2nd, agile: 1d20 + 12 - 4 ⇒ (10) + 12 - 4 = 18
Damage; Sneak Attack: 2d6 + 6 + 1d6 ⇒ (3, 5) + 6 + (3) = 17

Evil Twins
Round 2 —> 3
==============
Chance
Vitalis {prone}

Red (-16)
Jisara
Edrakk (-20)

==============


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21 (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 2/3, 4 3/3, 3 2/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), +1 str flmg rapier +22 (2d6+1 P +1d6 F, ddly d8), +2 str shortbow +22 (3d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital.

Thanks for botting me, GM - I was waiting for Edrakk to see if he could escape on his own. Perfect use of the healer's gloves.

Chance continues his inspiring song, then flicks a finger to cause one of the false manacles to launch itself at the remaining shapeshifter.

"Flugantaj rokoj por ĵokeoj!"

◆: Cast a Spell, inspire courage
◆◆: Cast a Spell
Telekinetic projectile + inspire courage: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 143d6 + 4 + 1 ⇒ (1, 3, 5) + 4 + 1 = 14

↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 12


Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind

Demoralize Red: 1d20 + 10 ⇒ (5) + 10 = 15

"Hey! Leave the bird alone, you ugly sack of s$%@!" Jisara roars, flinging the other shackle at the remaining doppelganger.

Telekinetic projectile: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Bludgeoning: 3d6 + 4 + 1 ⇒ (5, 2, 6) + 4 + 1 = 18

◆: Demoralize Red. ◆◆: Cast telekinetic projectile.


LG Human Champion 13 |139/190 hp (Resist Fire 10, Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Glaive: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Damage: 2d8 + 4 + 1 ⇒ (6, 4) + 4 + 1 = 15

Glaive: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Damage: 2d8 + 6 + 1 ⇒ (6, 4) + 6 + 1 = 17

Vitalis stands up and hits the creature again. "Really? Do you know how hard it is to stand back up in plate armor? Such a pain."

◆: Stand
◆: Strike x2


| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
1d20 ⇒ 12
2d20 ⇒ (5, 11) = 16

Blah blah blah, Red’s now dead.

Healing:
Jisara casts life boost and Vitalis casts lay on hands on Edrakk. The two then Refocus.

An examination of the nest reveals that much of the clothing is in relatively good shape, barring its filthy condition. Among them is a fully-functional (if grime-encrusted) clandestine cloak. Inventory Updated

To the east

A ten-foot-wide pit yawns in the center of this room, leaving a five-foot-wide walkway surrounding it. No railing guards the edges of the pit, which are decorated with shards of jagged glass and metal.

As Vitalis walks adjacent to the pit in one of the squares marked by dotted lines (ignore the oblique dotted lines at the top-right of the pit), he hears a faint click, and suddenly the floor beneath him slants downward on a hinge toward the pit! He feels his feet give way as he starts to fall toward the pit!

House rule for Grab an Edge:
This is in the house rule document, but I don’t honestly expect y’all to memorize that, so I’m copying it here for reference:

“A creature may choose to take the Release free action immediately before applying the result of their roll with this reaction if both hands are occupied. (Thus, the order is Grab an Edge, roll Reflex save for Grab an Edge, learn the degree of success, choose whether or not to Release, and apply the results of the degree of success.)”

This shouldn’t be a huge issue here, since Vitalis’s hands aren’t each holding a different item, but I find it absolutely stupid that a falling person wouldn’t instinctually let go of something to try and grab an edge. I do still like that the critical success condition, but not that in most average adventuring conditions Grabbing an Edge almost always requires a critical success.

Vitalis Reflex to Grab an Edge; DC 20: 1d20 + 7 ⇒ (19) + 7 = 26 And this is what I mean with the house rule: if going by pure RAW, this wouldn’t have been enough, because Vitalis (I’m assuming) would have been properly wielding his glaive two-handed, so because he didn’t have a free hand he would have continued falling as if he had failed. I’m all for difficult checks, but not ones that require a nat 20 for no good reason (this hazard should be considered “trivial” for y’all’s level).

As Vitalis falls toward the pit, one hand lets go of his glaive and grabs at the southern edge of the pit, the hinged floors returning to their original, hidden position.

Also, for the record, by RAW Vitalis couldn’t pull himself up at this moment, as to Climb he needs both hands free, and one is holding his glaive (though, to be fair, he could take an action to fling his glaive up over the edge to free that hand, but still). This is why I’m not 100% rules lawyer and sticking to pure RAW, because sometimes it’s super dumb.

Vitalis Athletics to Climb; DC 20: 1d20 + 13 ⇒ (16) + 13 = 29

Vitalis pulls himself up, and the other PCs avoid the hinged floor by jumping over it. Y’all can easily avoid it by Leaping.

To the South

An antique wooden desk sits in the southwestern corner of this room, attended by a high-backed chair with tufts of stuffing protruding here and there from its rotting cushions. Partially broken shelves sit against the north and east walls, and strange symbols of a one-eyed insectile face—the symbol of Mahathallah—have been painted on the walls along with curving lines of strange, sinister script written in Infernal, conveying prayers to the Queen of the Night. Map Updated

In the corner of the room, standing behind the desk, is a tall, horned fiend with a long glaive, red skin, and a “beard” of wriggling tendrils.

GM Screen:
4d20 ⇒ (15, 8, 11, 5) = 39

Chance:
Bardic Lore: This is a bearded devil, the foot soldiers of Hell. Masters of weaponry and combat, these fiends are known for the bloody wounds that they inflict that resist attempts to staunch the bleeding.

Edrakk:
Religion: You definitely know that this is some kind of fiend.

Jisara:
Religion: You definitely know that this is some kind of fiend.

Vitalis:
Hell Lore: You know that this is certainly a bearded devil, though the fiend’s actual abilities are slipping your mind.

The fiend looks up at the PCs as they enter the room, and raises a single eyebrow. ”Huh.” He then shrugs. ”Hey. Question for you: Does a soul reach maturity?“

”Someone’s—? Hello! Please help us!”

Muffled cries come from the closed doorway on the other side of the room, but the fiend doesn’t seem to notice it—or if he does, he makes no acknowledgement of it.

What do you do?


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21 (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 2/3, 4 3/3, 3 2/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), +1 str flmg rapier +22 (2d6+1 P +1d6 F, ddly d8), +2 str shortbow +22 (3d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital.

Surprised by the question as much as the fiend asking it, Chance begins to answer seriously, reverting to his past days as a young academician. “Well, I’d think that a soul born into a new life should mature as the person themself does, to the extent that the verb ‘to mature’ is often used interchangeably with the verb ‘to age.’ If you intend the more nuanced meaning of the word, and are asking whether a soul evolves, changes over time through the experiences of the individual, I would have to ... oh, bother! Why are you asking? Bearded devils are supposed to be the footsoldiers of Hell, not philosophers; masters of combat, weapons, and stubbornly bleeding wounds, not metaphysicians! Why are you here? Who’s that yelling in the other room?”


LG Human Champion 13 |139/190 hp (Resist Fire 10, Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |

Glaive: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 2d8 + 4 ⇒ (6, 2) + 4 = 12

Glaive: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 2d8 + 6 ⇒ (7, 3) + 6 = 16

Vitalis gives the devil a moment to respond to Chance. But afterwards, he has little interest in debate with an evil outsider so he moves in to attack. "You can find out what happens to souls yourself when I send you back to Hell."


| Strange Aeons | Prey for Death | ◆◇↻

DANG IT! I forgot to mention that you guys got the false manacles that the shapeshifters were using. Inventory Updated

”You see, I just said—“ The devil stops as Vitalis yells righteous indignation at the fiend. He simply rolls his eyes and says ”Paladins.”

Initiative:
Chance Diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17
Edrakk: 1d20 + 8 ⇒ (20) + 8 = 28
Jisara Stealth: 1d20 + 10 ⇒ (14) + 10 = 24
Vitalis Intimidation: 1d20 + 11 ⇒ (17) + 11 = 28

Devil Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23

So, for the sake of consistency, I’m just going to say that those attacks were Vitalis’s actions on his first turn, because it doesn’t make a huge amount of sense to let obviously hostile actions be taken outside of encounter mode.

The Hateful
Round 1
==============
Vitalis
Edrakk
Jisara

Devil (-28)
Chance
==============


Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind

Jisara follows quickly in Vitalis's wake, a point of freezing energy collecting in her outstretched hand as she steps through the doorway. Another moment later, she fires it over the paladin's shoulder and at the devil.

Ray of Frost: 1d20 + 11 ⇒ (13) + 11 = 24
Cold: 3d4 + 4 ⇒ (3, 1, 2) + 4 = 10

◆: Stride. ◆◆: Cast ray of frost.


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +25 | Speed: 30 ft Swim: 20 ft | Hero Points: 1/3 | Dread 1/1, Lodestone 2/2, Mist 2/2, Numb 1/1, Titan 1/1, Pummel 2/2, Purple 2/2 | Versatile Vials 6/7, Invis. 3/3, Fan 2/2, Boots 1/1, Cloak 1/1 | Active Conditions: None

Edrakk follows into the room as well, keeping to the walls to stay away from the fiend. He reaches into his bag and pulls out another vial of reddish gas, and tosses it at the fiend.

◆ Stride
◆ Draw crystal shards
Crystal Shards: 1d20 + 11 ⇒ (10) + 11 = 21 I've got 2 hero points and only 1 of these left, and it probably has some kind of cover, so I think I'm gonna reroll. Crystal Shards, Hero Point: 1d20 + 11 ⇒ (5) + 11 = 16 ...I shouldn't have done that. 2d4 + 4 ⇒ (4, 4) + 4 = 12 Piercing, red squares treated as caltrops


| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
2d4 ⇒ (1, 2) = 3

Vitalis moves forward and slices twice into the devil.

Jisara advances and launches a cold ray that hits the devil.

Edrakk moves forward and throws a bomb at the devil, missing him and causing the area to fill with glass shards. Unfortunately, all of the shards bounce off of the devil’s hide. The devil has physical resistance that completely negated the splash damage he would have taken.

The fiend glances at the gash on his chest from Vitalis’s glaive. ”Silver. Someone came prepared.” With his own glaive, the bearded devil swipes at Vitalis!

Devil glaive vs Vitalis: 1d20 + 17 ⇒ (20) + 17 = 37
Damage (doubled from crit): 1d8 + 9 ⇒ (2) + 9 = 11 Evil Damage (doubled from crit): 2d6 ⇒ (4, 5) = 9 plus 1d6 persistent bleed (doubled to 2d6 from crit)
Deadly d8: 1d8 ⇒ 6

The devil chops directly into Vitalis’s side and pulls sharply, bringing the paladin closer to the fiend, and straight into the caltrops! ◇ Reposition; the devil moves Vitalis 5 feet within reach of his glaive.

Vitalis Acrobatics; DC 14: 1d20 ⇒ 1

Piercing Damage to Vitalis: 1d4 ⇒ 4 I’m not going to bother keeping track of the Speed penalty because of how small this room is.

Vitalis suddenly finds himself face-to-face with the bearded devil, who gives a toothy smile. ”Hello, sweetheart. What was that you were saying before?” The fiend’s beard then elongates and its individual tendrils lash out to jab at the paladin! ◆ Wriggling Beard; the devil makes a beard Strike that is unaffected by, and doesn’t contribute towards, his multiple attack penalty (yes, bearded devils are ridiculously powerful).

Devil beard vs Vitalis: 1d20 + 17 ⇒ (5) + 17 = 22
Damage: 1d6 + 9 ⇒ (2) + 9 = 11

But Vitalis manages to swat the devil’s beard away. The devil then looks over at the group of backliners and smiles. He immediately disengages with Vitalis and moves right next to Jisara.

Devil Acrobatics; DC 14: 1d20 + 13 ⇒ (16) + 13 = 29

The Hateful
Round 1 —> 2
==============
Vitalis (-50) {2d6 persistent infernal bleed}
Edrakk
Jisara

Devil (-38)
Chance
==============


Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind

"You've got something on your face, cousin," Jisara taunts, stepping back through the door she'd just entered. She presses herself as flat as she can against the wall on the far side, only exposing enough to send a bit of healing magic Vitalis's way.

◆: Step. ◆: Take cover (AC25). ◆: Cast life boost on Vitalis, fast healing 6.


| Strange Aeons | Prey for Death | ◆◇↻

Jisara steps over and takes cover, casting a spell in an attempt to heal Vitalis. Unfortunately, the devil sees what she is doing and immediately swings his glaive at the hiding witch!

↻ Devil AoO vs Jisara w/greater cover: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus 1d6 persistent bleed

Jisara Counteract: 1d20 + 11 ⇒ (8) + 11 = 19

As her hex reaches Vitalis, it fails to take hold, the diabolic wound continuing to bleed profusely. Life boost fails to take effect. And to add insult to injury, she herself is suffering from such a wound!

”Gonna need something more powerful than that. Infernal wounds are notoriously difficult to staunch!”

Jisara Bleed: 1d6 ⇒ 3
DC 20 flat: 1d20 ⇒ 1 Yes, THIS persistent damage starts at DC 20

The Hateful
Round 1 —> 2
==============
Vitalis (-50) {2d6 persistent infernal bleed}
Edrakk

Jisara (-16) {1d6 persistent infernal bleed}
Devil (-38)
Chance
==============


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21 (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 2/3, 4 3/3, 3 2/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), +1 str flmg rapier +22 (2d6+1 P +1d6 F, ddly d8), +2 str shortbow +22 (3d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital.

Oh, that's not good! Can't see, I'm gonna have go in there, it's dangerous ... just roll the dice already!

Barely realizing that the witch has been hit, Chance darts past Jisara and under the devil's glaive, hoping that the fiend won't be able to react that quickly again right away. He skids to halt in front of the door in the southeast corner and sings his healing song to Vitalis.

◆: Stride
◆◆: Cast a spell, Soothe (heightened to level 3)

Soothe, level 3: 3d10 + 12 ⇒ (10, 7, 9) + 12 = 38

Reaction (whichever is triggered first, if either):
↻: Shadow Projectile (Trigger an ally wihin 20 feet of you makes a ranged attack roll)

↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 8


Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind

A few drops of Jisara's blood splash onto the devil's own wounds, and Jisara offers him a pained smile.

"All according to plan," she tells him. "Now bleed."

↻: Cast blood vendetta, DC 21 Will save against 2d6 persistent bleed damage.

Blood Vendetta:
Critical Success The target is unaffected.
Success The target takes half the persistent bleed damage.
Failure The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
Critical Failure As failure, but the target takes double the persistent bleed damage.

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